TEXT: White StarTM isa trademark of James M. Spahn.
  
  The Structure of this Adventure
  I provide the players with problems, not solutions. And Game Mechanics are 
  not a solution system they are a resolution system. That means players 
  suggest the solutions, and I decide, with the help of the game mechanics, 
  how effective those solutions are. I say this because you will notice that all I 
  do is present problems. There is no “if they try this then solve it like this”. 
  Sorry, I am not a computer, and I am not competing with one. Computers 
  do that kind of thing very well. That is not why I GM. I Gm because it is an 
  art, and that art is found when I pose problems to the players (things that 
  keep them from achieving their goal) they offer a solution (however silly it 
  may seem, we are playing a game) and I then use the rules to decide if that 
  solution works or not, and how well. I say this because I don't want you to 
  feel ripped off because I don’t provide pages and pages of how to solve 
  problem “x”. I am not doing that, at all, not even one example. Because I 
  want you to find how enjoyable it is and how easy it is, as a GM, to play this 
  way. Yes it is improv, but with a lot of structure. Trust your players to provide 
  solutions to the problems, and then trust the mechanics to help you figure 
  out how well those solutions to work. 
  
  Synopsis
  The PCs are on their way to Seti Beta Seven to 
  drop off a group  of cybernetically enhanced 
  criminals. On the way they are waylaid by solar 
  storms,  ship  system  malfunctions,  and  the 
  criminals themselves. On top of this they only 
  have about 48 hours to get to Seti Beta Seven. 
  Can they get the criminals to Seti Beta Seven 
  on time? Set in your captain seat, read the 
  computer readout, and get ready to find out in 
  this One Shot Adventure for the White Star role 
  playing game. 
  ACT ONE:
  TO PRISON, AND DON’T SLOW 
  DOWN
  GM ADVICE
  In the first act you the GM are the guide. Hell 
  you are the Plot Railroad Chief Engineer. Drive 
  that Train hard. In this act, to set the stage, 
  there are specific things that need to happen. 
  Your  players  need  to  be  introduced  to  the 
  world and the adventure. So you dictate the 
  rolls: when, how, now! But take that hat off 
  when  you  get  to  Act  Two.  There  the 
  players get to drive. Don’t worry, if you 
  have laid down a strong track, they will 
  know which direction to go, they just 
  might take a different route. That is 
  okay, as long as they have a goal, 
  you’re golden.
  You  may  read  the  following 
  paragraph out, or choose to 
  play  out  the  scenes  listed 
  below this paragraph. Either 
  one  will  provide  the 
  necessary
   
  expositional 
  material  to  get  the 
  adventure  rolling.  If  I 
  was  running  this 
  adventure  I  would 
  vote  for  the  scene 
  work, but this is your game so I don’t get to 
  vote.
  Read, or paraphrase, the following paragraph:
  You are crew members on the United Stellar 
  Starship Nimoy, or USS Nimoy. Your mission is 
  to  take  a  group  of  cybernetically  enhanced 
  criminals to the Penal planet of Seti Beta Seven. 
  Currently you are en route to the prison. By all 
  estimates you have a two day window to get 
  into the system, drop off the criminals, and get 
  back out. If you don’t get there, or out, in time 
  you will have to wait approximately thirty days. 
  This  is due  to the planetary  rotation, gravity 
  wells, and the solar radiation from the system’s 
  sun.  On  top  of  this  the  ships  systems  are 
  overburdened  with  normal  system  operations 
  and  the  cryogenic  containers  housing  the 
  criminals.
  If  you  do  not  want  to  just  drop  all  this 
  information on your players, you can instead 
  play out the following scenes with the players. 
  The  same  information  from  the  above 
  paragraph can be related in these scenes to your 
  players as you act them out. In fact make 
  sure to reference the above material 
  as it will  enhance  your GMing of 
  these scenes.
  In scene work it will greatly help to 
  do your best to talk in character to 
  the PCs. This doesn’t mean come 
  up  with  silly  accents,  unless  you 
  want to, it means role playing with 
  the  players  to  give  them  this 
  information  like  you  would 
  see  in  your  favorite  TV 
  show. In other words Act it 
  out. 
  SCENE ONE: Takes place 
  on the Starship Bridge. It 
  deals  primarily  with 
  Helms  or  Navigation 
  Officer. The Captain will 
  request  that  the  officer 
  
  plot the next leg of the course to the Penal 
  Colony of Seti Beta Seven. Have the PC make 
  a Saving Throw: Skill with a +2 bonus to the 
  roll. The PC will also find out that they have 
  two days to get to the System. The trip itself 
  normally only takes about a day. 
  SCENE TWO: Opens in Engineering section of 
  the  ship.  A  junior  officer  comes  to  the  PC 
  asking them to perform a diagnostic test of ship 
  systems. If you want have them roll a Saving 
  Throw: Skill with a +2 bonus to the roll. Then 
  pass on the information that the ship systems 
  are overloaded and it is going to take a keen 
  eye to keep all systems powered. When they 
  ask why have another crew member remind 
  them  that  the  ship has  been  equipped  with 
  cryogenic equipment. 
  SCENE THREE: Opens  in  the  Med  bay.  A 
  partly robotic woman is tossing staff around. 
  Equipment is scattered about. A med tech stabs 
  the  woman  with  a  sedative  stick.  The  staff 
  relaxes. One of the ensigns is amazed at the 
  strength of the criminal. Another chimes in that 
  the  criminal  must  be  put  back  in  cryogenic 
  storage  without  further  treatment. 
  Another  slyly  suggests  copious 
  amounts  of  sedatives  be 
  administered to all the frozen 
  criminals. Have the PC make 
  a Saving Throw: Skill +2 to 
  check the criminals vitals. The 
  sedative  is  corrosive  to 
  cybernetics and the woman will 
  die  if  the  sedative  is  not 
  neutralized  immediately.  If 
  the  sedative  is  neutralized 
  she will wake up. 
  SCENE  FOUR: 
  Takes 
  place  on  the  Starship 
  Bridge,  at  the  Science 
  Station.  The  captain  asks 
  the  Science  Officer  for  a 
  report  on  the  Seti  Beta 
  Seven  planetary  system. 
  Have  the  player  make  a 
  Saving Throw: Skill with a +2 bonus. The PC 
  finds out that the system has a more active sun 
  that  disrupts  electronic  equipment.  Unless 
  entrance to the system is directly blocked by 
  Seti Beta Six, the ship will be damaged beyond 
  repair. This eclipse only happens  once  every 
  thirty days. The next alignment will be in two 
  days. Time is of the essence.
  After all these scenes have been played out (and 
  more if you need/want it) you can move into the 
  Inciting Incident. The PCs now have a goal: Get 
  the Prisoners to the Prison on Time. Now is the 
  time to mess with that goal. 
  Solar Block SPF 100000000000000
  SCENE FIVE: INCITING INCIDENT: The scene 
  starts with the Science Officer running standard 
  space scans. Have the Science Officer make a 
  Savings Throw: Skill with a -2 modifier. 
  On a successful save the Science Officer notes a 
  Level  12  Deep  Space  Solar  Flare  headed 
  directly towards the Ship. For every system on 
  the ship one PC may make a Savings Throw: 
  Skill at a -2 modifier. If a PC fails this Savings 
  Throw that specific system is shut down. 
  On a failed save the Science Officer fails to 
  note the Deep Space Solar Flare before it hits 
  and no crew may make a savings throw. In 
  this  case  the  ship  suffers  a  complete  shut 
  down.  Back  up  power  is  all  that  is 
  available.  Additionally  every 
  player  takes  1d6  points  of 
  damage as the ship lurches.
  ACT TWO 
  Deeper Into the 
  Problem
  Initially  the  damage  is 
  not  that  large,  beyond 
  the  power  outages. 
  Once  the  storm  has 
  passed  the  PCs  can 
  
  easily reboot any of the systems. It will be after 
  they get the systems up and running that they 
  discover larger problems. 
  Firstly there is the power distribution ship wide. 
  Already there was not enough power to meet 
  ship  demands  AND  keep  the  criminals  in 
  cryogenic suspension. This alone is a problem. 
  However, after the initial reboot it is discovered 
  that the power system no longer has enough 
  power  to  keep  all  of  the  systems  AND  the 
  cryogenic suspension units operating. There is 
  simply not enough power. 
  Secondly,  Starship  systems  have  been 
  compromised unavoidably by the Solar Flare. 
  The damage is not noticeable until it fails. At 
  which point the crew must deal with multiple 
  system failures that intoxicate the crew, release 
  the criminals, and inhibit the engines. 
  Thirdly it is your job in this act to just throw 
  problems at players and let them come up with 
  ways to solve these problems. You get to react 
  to them. This is your opportunity to tighten the 
  screws by escalating problems left unattended. 
  Do this. It will provide the necessary tension as 
  chaos ensues and the players wonder how they 
  will ever solve it all. 
  But  be  careful  you  don’t  want  to 
  overwhelm them, just make them feel 
  the heat. You’ll be able to tell when it is 
  too much - and when it is not enough. 
  Listed below are the problems you can 
  throw  at  your  players  to  keep  them 
  from completing their goal. Present 
  them in any order that makes 
  sense to you.
  Rocky Mountain High!
  Somewhere
   
  somehow 
  there is a gas leak and it is 
  going to make being on 
  the  ship  a  funky 
  experience.  The  PC  will 
  notice the crew around them acting odd, or not 
  acting at all. Then they will descend into this 
  madness.
  In essence everyone on board is being subject 
  to the Confusion Meditation. No there is no Star 
  Knight causing it, the gas just acts like that. After 
  1d6 rounds have each of the PCs start making a 
  Savings Throw. If they fail use the chart below 
  to determine their actions for the next minute or 
  two. If they pass, great, next round they are 
  going to have to make another Saving Throw. 
  Do this until the entire crew is dead, or they find 
  a way to stop the gas from affecting them. 
  Put some type of time limit on the amount of 
  exposure before death. A nice standard is 10 
  minutes, but choose a time frame that you think 
  would be the most dramatic. Especially since 
  you will want to throw another problem at them 
  before that count down is up. No rest for the 
  wicked! 
  Altered Confusion Chart
  *If this is rolled again, the affected 
  crew turns off a ship system. It can 
  be rebooted with a -2 ST: Skill.
  I Canna give it more power 
  Cap’n!
  The solar flare has fractured the 
  energy crystals used to power 
  the  ship.  Practically  that 
  means the PCs are going to 
  have  to  juggle  power 
  requirements  for  the  ship 
  systems.  That  may  mean 
  shutting  off  or  reducing 
  power. Okay that is what it 
  means because they don’t 
  Die Roll
  Random Encounter
  2-5
  Attack Crew
  6-8
  Do Nothing. *
  9-12
  Attacked by Crew
  
  have backup crystals and they don't have time 
  to mine them. 
  As  Act  Two  progresses  this  situation  should 
  worsen to the point that systems have to be 
  shut off in order to keep any power going to 
  the other systems. 
  Make sure to point out to the players that at 
  least two systems are critical: Engines and the 
  Cryogenic System.  Without  engines  the  ship 
  will not get to Seti Beta Seven in time to drop 
  off the prisoners. And without the Cryogenic 
  System the criminals will awaken. And did we 
  mention they are cybernetically enhanced. Yea, 
  that means they can break into the ship systems 
  very easily!! Unless.....
  He tasks me.
  At some point through lack of power, or the 
  intervention  of  crazed  crew  members,  the 
  Criminals are going to get loose. Even if those 
  are  in  some  way  handled,  their  leader,  the 
  mysterious Ricard, has devised a way to escape 
  his entrapment. It just means he will be acting 
  alone instead of with support. Below are stats 
  for Ricard and his men. Ricard’s goal is to 
  take  over  the  ship  and  fly  to  parts 
  unknown far away from the power of 
  the UFP (Union of Federated Planets)
  Ricard
  Armor Class 2[18]
  Hit Dice 5
  Total Hit Bonus +5
  Attacks Slam 1d6+2 Star Saber 
  1d6+4, Laser Pistol (built in)
  Savings Throw 11
  Special  Cybernetic  Link: 
  Can  access  electronics 
  and  control  them  on 
  successful ST.
  Movement 12
  HDE/XP 5/300
  Cybernetic Men (x12)
  Armor Class 4[16]
  Hit Dice 2+2
  Total Hit Bonus +2
  Attacks Slam 1d6+2, Laser Pistol (built in)
  Savings Throw 14
  Special Cybernetic Link: Can access electronics 
  and control them on successful ST.
  Movement 12
  HDE/XP 3/100
  Getting in is the problem
  Even if the PCs get to Seti Beta Seven on time, 
  which is doubtful, they still have to make sure to 
  navigate  carefully.  Timing  is  everything.  The 
  solar  radiation  emitted  from  the  sun  in  this 
  system will completely fry any ship. Shielding 
  simply isn't strong enough. Fortunately if they 
  got to the system on time (within 2 days) it is 
  relatively easy as the Seti Beta Six and Seven 
  can  provide  most  of  the  cover  from  direct 
  exposure. Otherwise they have to jump from 
  point  to  point,  between  space  debris,  taking 
  even longer. And if they are more than two days 
  past  their  window  they  simply  cannot  find 
  enough cover to get to Seti Beta Seven without 
  destroying the ship.
  This  could  involve  scanning  the  area  for 
  pieces of debris large enough to hide 
  behind. Calculating distance and time 
  from point to point. And how many 
  points they will have to jump to, all 
  of which will take precious energy 
  to start and stop. 
  Time is Relative, by marriage
  Basically  the  PCs  are  going  to 
  have  decide  how  fast  they 
  want to get to Seti Beta 
  Seven  and  what  they 
  are willing to gamble to 
  get  there.  They  could 
  just punch the engines, 
  but other systems would 
  need  to  be  sacrificed. 
  
  Even with that option there is the likelihood 
  that the engines will fail. In fact there is a 100% 
  chance  they  will. In the  words of a famous 
  starship engineer, “The ship canna take much 
  more of this Cap’n.” 
  ACT THREE: (Character) Resolution
  There is no act three, read GM advice.
   GM advice
  This is the Act where the players get to do the 
  most driving. Here you, as GM, get to react to 
  them.  And  this  is  not  as  hard  as  it  seems. 
  Having  set  the  stage  through  exposition, 
  inciting incident, and then an initial problem, 
  the players are ready to solve the problems you 
  give them. Once all those problems are solved, 
  the  adventure  is  over.  Hand  out  new 
  characters, or XP.
  Speaking of problems. Start with the inital one: 
  The  Ship  systems  overloaded  by  the  Solar 
  Flare. Once that is nearing completion, hit them 
  with another problem. And don’t stop hitting 
  until they are near panic. Then let the players 
  sort out how to solve, and in what order, each 
  of the problems. Its that simple. 
  NPCs are the doors to adventure. It is good 
  advice, when the players are stuck send in two 
  guys  with  guns.  But  decide  who  they  are 
  pointing the guns at. Maybe its at the players. 
  Maybe its at someone chasing them. Maybe 
  they just have guns. And remember, most of 
  the  time  this  is  a  metaphor.  Every  once  in 
  awhile  you  will  need  guys  with  actual  guns 
  busting in, but more often you will just need an 
  NPC with a problem that is related to one of 
  the adventure goals. 
  And here are a couple of goals this adventure 
  was designed around: Get the Prisoners to the 
  Penal Planet. Keep the Ship together. Cure the 
  Crew. Fix the ship. Now you know, when your 
  players are floundering shove an NPC towards 
  them that needs help with one of those goals.
  And don’t worry how they solve them. Let them 
  suggest any way. Then use the tools at your 
  disposal  to  determine  the  success  of  those 
  actions. With White Star you have a couple of 
  different  systems  to  use.  They  are  called 
  resolution systems for a reason. You use them 
  to resolve players actions. They are in no certain 
  order:  Roleplay  it,   1in6  chance,  Savings 
  Throws,  Combat,  Attribute  Checks,  and  the 
  NPC reaction table. Now whatever the players 
  suggest  pick  a  system  that  will  allow  you  to 
  quickly and easily resolve their action and move 
  to the next thing. Doing this will create more 
  problems for your players as they won’t be able 
  to resolve every problem with one die roll. And 
  the third act creates itself before your very eyes.
  
  THE OFFICER
  Officers  are  captains,  admirals,  medics, 
  helmsman,  security  officers,  scientists, 
  communications  specialists,  as  well  as 
  many  other  things.  They  provide  the 
  support necessary to run a Star Cruiser or 
  Dreadnaught. From repairing the ship, to 
  navigating the treacherous areas of space, 
  to  discovering  new  planets,  people, 
  and places. 
  Due to their rigorous training an 
  Officer  commands  the  respect 
  of  those  around  him  or  her. 
  These  brave  souls  have  been 
  painstakingly  prepared  for 
  anything they might encounter out 
  in the void of space. When in doubt they can 
  fall back on their training and it will see them 
  through. 
  OFFICER CLASS ABILITIES
  Weapon/Armor Restriction: Trained in all types 
  of  combat,  Officers  have  no  weapon/armor 
  restrictions.  
  Skill Training: Each branch of Officers has been 
  trained  in  a  set  of  specialties.  These  are 
  reflected  mechanically  by  a  Saving  Throw: 
  Skill. Whenever a character attempts an action 
  involving an ability they may get a bonus based 
  on  their  Branch  training,  in  addition  to  any 
  attribute bonus. 
  There are three main branches for Officers to 
  pursue. Those Branches are:
  COMMAND BRANCH: Command Officers get 
  a  +1  to  Intelligence  Savings  Throw,  +1  to 
  Wisdom Savings Throws, and +2 to 
  Charisma Savings Throws.  
  SCIENCE  BRANCH: 
  Science 
  Officers  get  a  +3  to  Intelligence 
  Savings Throw, and +1 to Dexterity 
  Savings Throw. 
  Medical  Officers  get  a  +2  to 
  Intelligence Savings Throws, and 
  +2 to Charisma Savings Throws.
  OPERATIONS BRANCH: 
  Engineering Officers get a +2 to 
  Intelligence Savings Throws, +1 to 
  Strength  Savings  Throws,  and  +1  to 
  Constitution Savings Throws.
  Security  officers  get  a  +2  to  Strength  and 
  Dexterity Savings Throws.
  Tactical Officers get a +3 to Wisdom Savings 
  Throws, and +1 to Charisma Savings Throws.
  Communications Officers get a +3 to Charisma 
  Savings Throws, and a +1 to Wisdom Savings 
  Throws.  
  SPECIALTIES
  Alternatively, if the GM decides simple Savings 
  Throw: Skill Bonus is too broad, you could pick 
  a specialty for each Savings Throw category in 
  your Branch. Thus a Science officer could select 
  Savings Throw: +3 Intelligence: Biology.
  Whenever she attempted an action that required 
  a  Savings  Throw:  Skill:  Biology,  the  officer 
  would get a +3 to that roll. 
  One new specialty can be selected every level 
  from  Branch training. A character may change 
  Branches every five levels. 
  Level 
  XP
  HD
  BHB
  ST
  1
  0
  1
  0
  13
  2
  2500
  2
  1
  12
  3
  5000
  3
  2
  11
  4
  10000
  3+1
  2
  10
  5
  20000
  4
  3
  9
  6
  40000
  4+1
  4
  8
  7
  80000
  5
  4
  7
  8
  160000
  5+1
  5
  6
  9
  320000
  6
  6
  5
  10
  640000
  7
  6
  5
  
  DESIGNATION OF PRODUCT IDENTITY
  Barrel Rider Games™ logo and name "Barrel
  Rider Games™", and "White Star™" and the
  “White Star™” logo are copyright and the
  Product Identity of James Spahn, 2012-2015.
  Chapters 11 and 12 and all proper names
  and terms within, as well as the map of the
  Kelron Sector, are designed Product Identity.
  Artwork and cartography are the copyright of
  the respective artists, are used with permission.,
  and are Product Identity.
  DESIGNATION OF OPEN CONTENT
  All other content not designated Product Identity
  is open content.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
  Reserved.
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  an enhancement over the prior art and any additional content clearly
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  Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material
  by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-
  2011 Matthew J. Finch.
  White Star: White Box Science Fiction Rolelpaying, Copyright 2015
  Barrel Rider Games; Author James M. Spahn.
  Colonial Civil War, Copyright 2015, DM Studios; Author/Artist Darrel Miller.
  
SOURCE: textdata/thevault/White Star/3rd Party/White Star - Space Cede.pdf