After a somewhat prolonged absence, I’ve restarted the Currents of Space solo Game. I was getting bogged down in too much detail (the curse of the sandboxing GM) and also I don’t have as much spare time as I did (grandchildren can be very demanding on time!)
The Game is run using my own card-driven system as the main engine, with some elements of Mythic GME and Rory’s Story Cubes, plus an Excel program that generates mooks.
I have set the Game in the Hydra sector from the CR. A lot of the work has already been done by Kevin to define the sector, plus there is a lot of supporting material in the Mandate Archives.
Issue One: Episode 1: Gateway (0406)3214-001
Achernar is on Gateway. His home world is Polychrome, until recently he was working as an enforcer for Lucid Industries. Now he is out of work and on Gateway, looking for a job.
He had visited Gateway in the past. He checked into a hotel on the Strip and went out into the city of Touchpoint. He noticed a group of Hochog, mercenaries by the looks of them. He passed them by; the Boars were indifferent to his presence, being too busy having a good time. Achernar presumed they had just been paid for a contract.
His next encounter was of a more sinister nature. Three hard-looking humans, wearing black leather and openly carrying sidearms were striding down the street. Achernar’s training as an enforcer kicked in; they had the look of “pirate” about them. He watched them pass by; they ignored him.
“If they encounter the Hochog, things could get interesting”.
Arriving at a club, the “Double Helix”, he decided to go in for a drink and to see what he could find out about what was going on locally. There was a lot of talk about a newly discovered Bunker on an island in the Central Sea. Several salvage teams had tried to enter but had been driven back by the defence systems. Intrigued; he tried to find out more. He got talking to a middle-aged man by the name of Camaxtli Lopez, a mentor at the Perfect Mirror Academy. It transpired that Gateway Station and the sealed-off old Jump Gate are in geosynchronous orbit above the bunker. Lopez gave Achernar a lot of background information about the bunkers and the Jump Gate. He was interest in exploring the bunker to see if it contained any clues to reactivating the Gate. Achernar got the impression that he was doing this himself and that it didn’t have the backing of the Academy.
The following day found Achernar at City Hall, applying for a salvage licence from the Salvage Board. The clerk asked him if he was intending to enter the new bunker, as it was now under government protection. Achernar said no, he was looking at the ones found in the Meran Desert Mountains.
Returning back to his hotel, he found that the door had been forced. The room had been ransacked and some of his kit (spacesuit, powercells, Lazarus patches etc.) had gone. He reported it to the police, but they didn’t seem too interested. Their attitude was, “well, if you stay in a cheap hotel, what do you expect.”
The next few days were uneventful; his salvage licence came through. He arranged to meet Lopez in a restaurant in the city centre. He waited for two hours, but Lopez did not show up. Calls to his phone just got a standard answer message. A call to the Academy gained “Dr Lopez is on extended leave. We have no confirmed date for his return.”
End of Episode 1
Summary: Someone believes that Achernar and Lopez are intending to explore the bunker in the Central Sea. The room was searched, and then made to look like it was a simple burglary. Now Lopez is missing.