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Blue Giant:Scenario Hangover
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===Problems=== The Daisy Green is still broadcasting a distress call from a hazardous location, inside an unstable asteroid belt. The rangers job is to board the abandoned ship, turn off the distress beacon and log the event in all relevant star charts and with all local authorities as a 'solved' problem so that no-one else responds. The Daisy Green is salvageable. It needs a new cockpit screen, some patches on the hull and straightforward repairs to a damaged power generator. It can then be landed. The Daisy Green was towing two chains of eight re-entry capable cargo pods. The cargo pods contained vital settlement equipment and families. One of the chains of pods has been cut free by a crewmember who died while trying to cut the second set of pods free, presumably so they could de-orbit and land. There is no sign of the pods in the asteroid field. The crew member died when a cable under tension that they cut sliced through their spacesuit. The eight remaining pods have dead settlers inside. They froze to death because the Daisy Green was not powering them. There is a second, fainter signal detectable from orbit. It is coming from a settler dome on the Ramsey stead. A year ago, the Ramseys lost communication with the main town and tried to use an emergency comms system built into the dome to communicate with town. They failed and now the system broadcasts static. In order to switch it off, Brett is demolishing the dome with a sledgehammer when the PCs arrive. The Settlers are surviving and the colony is growing, but they lost a lot of supplies and are building resources from the ground up. The colony needs help, communications and trade. Sam Thorne is infected with two alien lifeforms The first is a very young sentient living gun that was forced into a war with the Empire before it was mature. It is in shock and regards humans as enemies. The second is an alien living interface, meant to merge several species together as a gestalt entity. the interface is not sentient, it just links alien brains together. It has even found a way to link Sam's brain to the weapons. Sam's memories are extremely confused as his trauma at killing his own family is mixed with the alien's trauma of the war. The aliens are a gestalt race of oddly shaped creatures, some sentient, some not, and older, wiser parts teach younger replacement parts skills and control the combined personality. There are many different dead body parts (actually full creatures) on the spaceship. There are parts that look like cockroaches, headless monkeys, hammerhead shark heads, spiders and other tube-like weapons and many more. The aliens assembled parts as needed and no two were quite the same shape. This species are called Puppeteers and the Empire fought them secretly at the same time as they warred with the Federation. The Empire is paranoid about Puppeteer infiltration and spies. They will act with extreme prejudice to destroy possible sources, perhaps even breaking terms of the treaty. The Puppeteer ship that crashed was investigating the Daisy Green signal and was struck by debris. It was a medical spy ship on it's way home after discerning the war was over. The ship is also organic and it's records were lost when it died. If the ship is reported to the treaty organisation, the Imperial rangers will get wind of it and be requested to check the planet for infection, leading to another scenario of hostile rangers and a possible purge of the colony. If Sam is captured alive, it will require very high tech surgery to separate the various organisms. Utopia 7 can do it easily, but other planets would need to put their best people on it.
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