Adapted from An Incident a Absalom Station
Foundry Station’s unofficial fifth sector isn’t actually on the station—it’s the so-called Armada, a vast and shifting swarm of ships, both transient and permanent, that constantly orbits the station. By spurning proper citizenship on Foundry Station but still remaining nearby, the crews of the Armada’s ships can gain many benefits of living on Foundry Station without being subject to more than the most basic laws and taxes.
Ships constantly raft together to make black-market deals, and some of these conglomerations have become permanent, forming tiny space stations in their own right. Still, most Armadans are independent ship crews who feel safer
keeping to themselves or aren’t interested in paying recurring docking fees. The government of Foundry Station is content to let ships remain in the Armada indefinitely so long as their crews don’t cause trouble, as they appreciate the convenience and safety of having some of their less savory elements separated from innocent citizens by a mile of hard vacuum.
Armada Station Sector 20
A flotilla of spaceships, many of them semi-permanent structures comprised of several ships rafted together, form a transient and chaotic neighborhood surrounding Foundry station.
Location Foundry Station
Maximum Item Level 20
Key Features
The Kasbah
A combination casino, drug den, and brothel, The Kasbah consists of an ungainly amalgamation of several large freighters and assorted smaller ships permanently welded together, their engines only barely able to keep them in orbit around the station. Legend has it that each of the myriad ships in the proprietor’s collection was repossessed from clients who failed to repay their loans and that even now their severed heads remain in thier private chambers, kept alive and conscious by elaborate alien technology.
The Sultan of the Kasbah maintains the most popular recreational facilities for the Armada’s less savory residents. Even Foundry Station’s most powerful government and corporate officials have been known to organize illicit deals at the surveillance-shielded tables of thier cantina, lose fortunes gambling in thier “scrupulously fair” orbits games, or narrowly avoid interplanetary scandal in the synthetic flesh walls of Pleasure Pits.
Castar Communion
The human women of the Castar Communion rarely allow outsiders beyond the reception area of their floating commune—and it’s easy to tell who’s an outsider,
for every member of the Communion is technically the same person. For the last hundred years, this station has been home to an unknown number of identical clones, who span a full range of ages from infant to elderly. While the technology to create
an adult clone is both restricted and incredibly expensive on most Confederacy Worlds, members of the Communion get around this by simply raising their clone-sisters from “birth,” training them in the art of being Castar. Though they’re often sought for their knowledge of human genetics, psychic magic, and implant-free biohacking, it’s also an open secret that the Communion’s intense training regimen and near-religious dedication to self-control make them impressive operatives and assassins. As the old Armadan adage goes, when a Castar leaves her home, someone is about to have a bad day.
Memory’s Heart
A more or less permanent fixture in the Armada, this carrier serves as a training vessel where the church of Memory’s Champion trains novice priests in the arts of holy combat. Valor’s Heart is no mere school. However, it remains a fully operational warship that has added its might to the defense of Foundry Station on more than one occasion.
Adventurer Hooks:
The government of Foundry Station could hire the PCs to investigate a series of mysterious disappearances that have been happening in the Armada.
A rival faction could hire the PCs to infiltrate the Armada and gather intelligence on their activities.
A corporation could hire the PCs to protect their cargo while it is being transported through the Armada.
A crime lord could hire the PCs to carry out a hit on a rival crime boss who is hiding out in the Armada.
A group of refugees could hire the PCs to help them escape from the Armada and reach Foundry Station.
The PCs are hired to find a missing person who is believed to be lost in the Armada.
The PCs are hired to retrieve a stolen artifact from a pirate ship that is hiding in the Armada.
The PCs are hired to escort a VIP through the Armada safely.
The PCs are hired to investigate a cult that is operating in the Armada.
The PCs are hired to put a stop to a smuggling operation that is operating in the Armada.
Armada Benefits
Organization benefits are companions, equipment, and feats that become available by building your reputation with Foundry’s Armada.
Uncommon Civic Items
These Uncommon Items are available to the citizenry of Foundry’s Armada.
Uncommon Civic Spells
The following uncommon spells are available to be taught to the citizenry of Foundry’s Armada.
Denizens
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Companions
Hirelings
Friends of the Armada may request hired hands from the citizenry. Patrons will commission hirelings via public post; candidates will respond to individuals with a liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.
Experts
Allies of the Armada may request Experts from Prominent citizens. These captains of the industry will commission experts to individuals with an Admired reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.
Boons of Foundry’s Armada
These Boons represent feats and equipment characters can spend favor on as they build reputation with Foundry’s Armada.
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