Fortune’s Fool, Mission 6

Well, it’s been a while since I’ve played one of these, or much of anything else either.  It’s the usual reasons, and I won’t go into them here.

On turn 6, we start with 17 credits, 4 story points, and no quest clues.  No one is in sickbay.


The crew remains on New Olympus to track down more information about what is going on.  The crew used the Basic Supplies Jase picked up last turn rather than paying for upkeep.  No medical care is needed.  Tine spent 3 credits to examine the strange artifact, and discovered it is a Grav Flinger.  This strange device pushes people and objects away from the user when it is triggered.

Jase, Reda, and Yared go trading.  Jase picks up a stim pack, Reda gets a luxury trinket, and Yared finds some basic supplies. Diana and Britt go exploring; they find a local gambling den and drop in.  One of the locals was blatantly cheating, and when Diana called him out on it, things got ugly.  She lost her concealed blade and Britt lost his dazzle grenade.

We were intercepted by one of our rivals, the Crimson Vipers gang.  They have four gangers with rifles, a specialist with a hunting rifle, and a lieutenant with a rifle.  The gang boss, Drake, is leading the group, and carries a hand cannon and brutal melee weapon.  I rolled a deployment condition, “surprise encounter”.  So my crew got the drop on the gangers.  There is no notable site.  As these gangers are criminals, I rolled for a bounty.  I’ll get 3 credits extra if I win the fight.

Fortune’s Fool, Mission 5

Turn 5, we start with 15 credits, 3 story points, and 2 rumors (not quest clues, I was wrong before). Nobody is in sickbay.


The crew has no reason to leave, so they stay on New Olympus. Upkeep is 1 credit. In the Crew Tasks phase, Britt trains to gain +1 xp and uses that to raise his Combat skill to 1. Everyone else trades, finding:

  • Jase: Basic supplies (pays upkeep for one turn)
  • Tine: Gun upgrade kit (improves the range of one weapon)
  • Reda: Assault blade (basically a bayonet, bonus in brawling)
  • Yared: A hot tip (rumor)
  • Diana: Military Fuel Cell (no cost to leave the planet)

The 3 rumors I have turned into a quest in the Resolve Rumors phase. The crew avoid running into any rivals on their way to the quest mission.  The location will end up being a dead end, probably.  But we still fight the battle.

I rolled a deployment condition, “Small Encounter”. I pick a crew member at random to miss the mission, but I’ll also fight one less opponent.  Diana had to sit this one out.  I also rolled a Notable Sight; there is a person of interest who will give me a Story Point if I can make contact with them or win the fight.  (Of course, I forgot to put a figure on the table to represent this person.) Enemies are 5 (4 due to the Small Encounter) Converted infiltrators (think Borg, but less pale and less robot).  Finally, my mission target is “Someone’s turf”.  All that comes together to create a story (and maybe even an interesting one).


Yared found out that someone has quietly put up a reward on Jase. The vigilantes in the last few fights weren’t after Britt, they were after the captain. Supposedly this patron is operating out of an office on the outskirts of town.

The crew decided to go check the guy out. A last-minute issue with the fuel cell delivery kept Diana at the ship. But, doubting they have much time before their target shifts location, the crew heads out anyway. They made it to the neighborhood with little trouble (not interrupted by any Rivals). But once there, things seemed a bit off.  “Hey Captain,” Yared said as they neared the building. “Doesn’t it seem a bit quiet around here?”

Nobody was in sight. No vehicles were moving. There weren’t even any animals, Terran or native, making noise. Reda muttered, “Yeah, something isn’t right here.”

“Right, I’ve got a bad feeling about this too,” Jase replied. “Tine and I will keep going up the street. The rest of you find some cover and be ready if something happens.”

Tine and Jase are top center, moving between the building and garage.  Yared is bottom right, headed toward the fence.  Reda and Britt are back by the solar collectors, they will act after the enemies.

In the silence, the crew hears unintelligible voices and movement beyond some buildings.

Converted advance on the intruders.

Turn 2.  The Converted move again, advancing on the crew.  Yared moves up to the wall, spots one across the courtyard, and fires with his rattlegun.  He Stuns her and pushes her back an inch.

Yared gets the first hit.

Tine gets in behind the barrels.  Jase takes position at the corner of the building.  Reda and Britt move up to the wall and toward Jase, because most of the enemy are moving in that direction.  They could have fired at the enemy Yared shot, but I just now noticed that I messed up the cover rules.  She was knocked down and couldn’t be seen behind the wall, I guess.

The crew moves into positions.

Turn 3.  The Converted facing Yared moves up to the fence again, but cannot shoot because of her Stun.  That comes off at the end of her activation. The others move up to the edge of the brush and all shoot at Tine, missing her.

Those are some sturdy barrels.

Yared fires at the Converted woman again, knocking her out of the fight.

The wall, not so tough.

Tine shoots at one of the converted in the brush, killing him.

And Jase shoots at another, stunning him.  Reda and Britt move into positions to help Jase out if he needs it.

Turn 4.  The Converted leader moves up and fires at Jase, stunning him and forcing him back from the corner of the building.  The other Converted moves up and removes a Stun marker.

"This is my favorite coat!"

Tine shoots back at the leader, knocking him out.

Reda moves up to shoot at the last Converted, and misses.  Britt moves across the street to take a position behind the barrels.  Yared moves into the courtyard.

Turn 5.  Yared moves to the corner of the building and fires at the last enemy, killing him.

“Who were those people?” asked Reda.  “I haven’t seen bionics like that before, they look like they are mostly robot.”

Britt spoke up from the back.  “They aren’t people, they are Converted.  These things invaded My home, Logan 3.  They took over the planet, everything.  I barely got out.  Most people didn’t.”

“What happened to them?  Did they kill your people, use them as slave labor or something?”

“No.  They took over everything, including the people.  Everyone I knew, everyone I ever met, are those things now.”

“So if these are here now, are the Converted invading this planet?”

“God, I hope not.”


The crew found 3 credits, a stim-pack, and a Strange Artifact among the remains of the enemy.  These were an Invasion Threat, but I rolled no invasion.  I don’t have to check if they become an Enemy because they are a “Roving Threat”.

Nobody was hurt, so no need to check For injuries. Yared received 4 xp; 3 for winning the fight, +1 for taking out the first enemy.  Jase, Tine, Reda, and Britt get 3 xp.  Diana gets none because she was stuck back at the ship.  Jase, Tine, and Reda spend xp to raise their Combat skills.  Nobody went shopping.

The campaign event was new business connections, which gives the crew a Patron.  An individual in that neighborhood is glad the crew cleaned up the neighborhood and wants to thank them by sending work their way.

The character event was for Britt, who simply spent some time thinking and gained 2 xp.

The crew ends the turn with 17 credits, 4 story points, a quest and no clues, basic supplies, a military fuel cell, spare parts for 2 repairs, and a stash of bionic parts that can be helpful if someone gets injured. They have three remaining Rivals: the Crimson Vipers gang, Jackson’s Rangers mercenaries, and Lt. Isaias Cayne with the local Unity garrison.

Fortune’s Fool, Mission 4

Turn 4, we have 18 credits, 3 story points, 1 quest clue, and three people in sickbay for the Crew Tasks phase.


The crew stays on New Olympus. They spend 1 credit on upkeep.

Britt goes exploring. He meets someone at a lunch counter and talks for a while about the weather and local politics. Somehow, he avoids getting into trouble.

Reda and Diana trade. Reda picks up a gun upgrade kit. Diana picks up some spare parts (2) for future repairs. Diana also spends 3 credits to pick up an instruction book.


Britt's "friends" saw him around town after his supposed death, and have tracked the crew down again outside of a small agricultural station near town. Tine recognizes one of them from a wanted bulletin, there's a reward for bringing him in (Priority Target). There are 4 enemies this time, with a Lieutenant. One of the riflemen is the target.

I won't do a write up with a bunch of pictures, because the pictures are rather crap. I'm working on a fix for the lighting where I play. The important events are:

  • The vigilante lieutenant took out Diana with his first shot.
  • Yared gunned down the entire vigilante crew with his rattlegun.


After their guys were gunned down in the street (2 dead, 2 wounded), the vigilantes decide Britt isn't really that important after all. The crew finds 6 credits and gets another 2 credits bounty. They also find some bionic parts after the fight (I'm not going to examine where exactly the parts were found), and a quest clue! Apparently these guys didn't see Britt around town, someone told them he was alive and where to find him.

Diana was just knocked out, but learned something from it (+1 xp). In the end, Diana gained 2 xp; Jase, Tine, Reda, and Britt gained 3 xp, and Yared gained 4 xp.

The crew picked up some more dazzle grenades and a"sonic wave emitter"(which makes a character harder to hit at close range).

The ship was running low on supplies (campaign event) so the crew had to spend 3 credits to stock up. And Reda is thinking that all this time spent doing random jobs and getting shot at by random locals isn't what she signed up for; it might be time to move on (character event). She will stick around for now, but it won't take much for her to leave the crew.

The crew ends the turn with 15 credits, 3 story points, 2 quest clues, and a stash of bionic parts that can be helpful if someone gets injured.  They have three remaining Rivals: the Crimson Vipers gang, Jackson's Rangers mercenaries, and Lt. Isaias Cayne with the local Unity garrison.

Fortune’s Fool, Mission 3

On turn 3, the crew started out with no casualties and 26 credits.


We spent 1 credit on upkeep (5 crew).

Jase and Yared train, getting 1 xp each, raising Jase's Combat Skill to 1 and Yared's Combat Skill to 2.

Tine examines the Strange Artifact, tracks down some local experts in alien artifacts (spending 3 credits), and learns that it is an Alien Combat Serum. She puts it way for future need.

Reda recruits a new crew member, Britt Stasny, spending 2 credits in the process.

Diana explores the port settlement and manages to pick a fight with a local Unity garrison lieutenant, gaining the crew a new Rival.


Britt brought the crew a new Rival of his own, some new vigilantes followed him to New Olympus and want to bring him in for theft. Six vigilantes track him down on the outskirts of town and have another go at him. There is also a Curious Item near the center of the table, I'll find out what it is at the end of the game if I win.

Start of the first turn. The Fool's crew are at the bottom, the vigilantes are behind a low rise at the top. Yared, Reda and Diana (all on the left) get initiative and act first.

Yared fires at one of the vigilantes, but misses.

Reda and Diana both move to the right behind the building.

The vigilante boss fires at Jase, hits him, and would have knocked him out. Jase uses his one point of Luck to avoid the result, but it doesn't do him any good. He's the only target for the rest of the vigilantes. The lieutenant and a rifleman shoot at him and miss, then the guy with the autorifle hits him and knocks him out. The rest of the riflemen fire at Tine and miss.

Tine moves to cover against the big garage and fires but misses. Britt runs across the street to follow Reda and Diana.

Turn 2, Yared gets the initiative. He hits the enemy auto rifle gunner twice, stunning then knocking him out. Tine shoots at the lieutenant and misses.

Tine is the closest target and takes the brunt of it. Everyone fires at her, with the last rifleman hitting her and knocking her out of action.

Reda, Diana, and Britt move up along the right side of the building.

The vigilantes test morale for the downed specialist, and fail. One more failure and they will run away.

Turn 3. Yared shoots his rattlegun at the lieutenant. He hits 3 times, knocking out the lieutenant and another rifleman. Reda moves up to the corner of a building and shoots at a rifleman, stunning him. Britt shoots at the boss and misses.

The boss shoots back at Britt and knocks him out.

The last two riflemen shoot at Reda, stunning her. Diana shoots at the boss and stuns him.

The vigilantes test morale for the two downed men, and fail again. The boss, happy to see Britt down, orders his men to break off before they take more casualties.


I roll and learn the vigilantes are still Rivals. Hopefully we'll see why by the end of this part of the campaign turn.

We found 4 credits worth of abandoned equipment when the vigilantes pulled out, and a pack of psi-chems. The Curious Item was an uninteresting item worth 1 credit to a collector.

Jase received Minor Injuries, and will be out for the Crew Tasks phase of next turn. He will be available for the battle phase.

Tine received a Crippling Wound. Medical care cost 3 credits and 1 turn, so she will also be out for next turn's Crew Tasks phase.

Britt was simply Knocked Out, no recovery time required. Obviously the vigilantes learned Britt is ok and are still after him.

Jase, Tine, and Britt received 1 xp each because they were knocked out of the fight. Yared, Reda, and Diana received 3 xp each because they won the fight and were unharmed. Yared received another xp because he took out the first enemy.

We bought some equipment, finding a rifle and dazzle grenades for a cost of 4 credits.

The campaign event left Yared in sickbay for a turn after he was injured working on the ship. He will be unavailable for the Crew Tasks phase next turn too (that's 3 people out now). After her fight with the Unity garrison officer and the vigilantes'vendetta against Britt, Diana rethinks her goals in life (character event). Her motivation changes from Freedom (getting out from under the thumb of Unity) to Discovery.

The crew ends this turn with 18 credits, 3 story points, and 1 quest clue. Jase, Tine, and Yared cannot take Crew Tasks next turn. They have four Rivals: the Crimson Vipers gang, Jackson's Rangers mercenaries, Lt. Isaias Cayne and the local Unity garrison, and vigilantes from New Triton.