Mars - Blood Legacy of Mars.pdf

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BLOOD
LEGACY OF
BY H. M. DAIN LYBARGER
G uard Captain Rodel looked over the balcony at the red banners waving in the plaza below. They were
being held aloft by rabble; a disaffected and disloyal mob tearing up paving stones and lobbing them at
the palace windows. They were armed only with farm implements and tradesman’s tools – but they’re
numbers were growing…
In the royal family’s quarters, a nursemaid held a squalling infant to her breast, trying to soothe it. Fearfully, she
watched out the window as the mob tore down the gates and forced their way into the palace. “It will be all right,
little one. Your father will make sure of that…” she murmured, shuddering to think what the King would do to the
mob’s leaders once they were captured. Then she heard the sounds of fi ghting, coming closer. Luria swaddled
the infant in her gray spiderweave cloak, and fl ed.
As the palace gates cracked and fell, Rodel led two of the Royal Guard down the marble-pillared hall toward the
Throne Room. His Majesty must be protected! The crack of radium rifl es sounded as he turned the corner, and
both his companions were cut down by sizzling bolts! Rodel dived forward, naked blade in his hand – then his
mouth dropped open in shock! The Royal Guards at the Throne Room door had fi red on their brethren – and now
their rifl es were leveled at him!
“Turn and go, Captain. Your duty to the tyrant is discharged -- his blood is already drying on the throne.” The
trembling Guardsman looked over his gunsights into Rodel’s eyes, and saw the resolve there. “The Citizen’s
Council has issued a warrant for your head as well as his – but you trained me. Don’t die trying to avenge a man
who wasn’t fi t to lace your sandals.”
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the baby, singing softly to calm his cries. Rodel held
the yoke lightly now, drifting in and out of sleep, listen-
ing to the girl’s sweet voice. His limbs felt cold, but her
voice warmed him somehow.
Rodel cursed the faithless soldier, but turn he did – to-
ward the royal apartments. The King may be slain, but
his blood was not all spilled; and Rodel’s duty to him
did not end with his personal death.
Discharging his duty, Captain Rodel breathed his last
as the air-skiff skidded to a halt beneath the looming
spires of a distant city.
The mob below had cut off all hope of escape, and
driven Luria upward into one of the palace spires as
she tried to hide. Suddenly, there were six of the Red
Banner swordsmen blocking the ramp before her!
Luria screamed, and turned to run back – but a broad-
shouldered man in the bronze wireweave of a Royal
Guard Oficer leapt from the balcony above, and into
the clot of swordsmen! “Run, girl! Run!” he cried,
pointing upward with his free hand as he cut the irst of
them down.
Alone in a strange city, caring for an infant not her
own, Luria did the best that she could. She scrounged
in the gutters for food; she begged. Perhaps if they
had led to Callor Maralin it would have been different,
but in Darisheel, like all Baltan cities, there are few
who act for charitable reasons. Before her beauty had
time to become haggard, Luria attracted the attention
of a whoremonger. There were Baltanese men who
preferred to lay with free women, not slaves, even
when they were paying for their pleasures. That life
was less hard than living on the streets, and selling
her body meant little to Luria now; she knew that she
could never fall in love with another man. The Guard
Oficer who had died to save her and her infant charge
had captured her heart, even though she had never
known his name.
Luria stumbled, but ran upward, protecting the infant
with her body. The ramp led to an airship dock at the
top of the spire. Pleasure-craft belonging to the royal
family were tied there. One bobbed invitingly against
the padded dock-bumpers, but it was a dead end for
the nursemaid – she had no knowledge of how to ly
an airship!
Luria heard footsteps on the ramp behind her, and
turned in fear – but it was the Guard Captain who
struggled into view. His armor was slashed, his cloak
was gone, and blood, thick and red, poured from be-
neath his weapon harness. “Hurry,” he urged, forcing a
smile. “those rascals won’t bother you again – but they
have plenty of friends.”
So Taso Anas grew up a whoreson, doted on and
spoiled by the girls of the house until he was old
enough to notice them as girls – then he was on the
streets on his own more often than not. That was but
the irst taste of rejection for young Taso Anas.
Rodel hustled the girl and her infant charge into the
air-skiff. Thumbing a contact on the console, he re-
leased the vessel’s gleamingly transparent wingsails.
Before strapping in, Rodel slashed his blade across
the skiff’s mooring line, severing it cleanly. He had no
need of it – there would be no returning to Maran – if
they could even escape.
His mother’s life had not been easy, but she had
saved her earnings and spent them to purchase a
gentleman’s education for her ‘son’. His fencing acad-
emy taught more than swordplay and dance; he was
taught letters and manners, and given the rudiments of
science and mathematics. She never spoke to him of
his father, but when in her cups she would spin tales
of a heroic swordsman who was fair of face and form,
and noble and pure of heart. Taso Anas could never
compete with that image of manly perfection, and
hardly tried. Whatever his mother might have wanted
him to believe, he was certain he was some canal-
trader’s by-blow. Still, her tall tales sparked in him a
love of literature and language. He drifted into writing
-- irst poetry, and then plays.
The sky above the city was full of ships, as the Navy
fought against the rebelling populace. An aerial cruis-
er, fallen to rebels within its own crew, was picking
off any lyers escaping the palace. Two were already
smoking wrecks in the plaza below. A deck-mounted
radium gun pivoted toward the unarmed lyer. Rodel
gripped the yoke tight, and slammed it forward into
the console. Wingsails folded, he dived straight at the
cruiser. The deck-gunner, fearing a suicidal crash from
the tiny skiff, linched. His shot went wide!
The pen may be mightier than the sword, but living by
the pen pays poorly in the stews of Darisheel. Every
artiste needs a patron, and patronage is hard to come
by when one has no family or lineage upon which to
base an introduction...
Rodel hauled back on the yoke, the muscles in his
arms straining -- and felt hot pain in his side as some-
thing tore within his wound. Warm blood gushed, but
he ignored it as he fought his tiny ship’s stabilizers.
Swooping low under the warship’s keel, Rodel broke
through to clear sky!
The air-skiff was a silver streak against the pink sun-
set. Westward it sailed, across pale red desert and
purple-tinged savannah. Luria huddled in the back with
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OVERVIEW
Living the life of a wastrel poet in the
theater districts of the Baltan Confedera-
tion, Taso Anas has little ambition beyond
drinking and following his muse.
When an impoverished noble discovers
Taso's royal birthmark, he immediately
knows what it means: It means that he
has a way back into Baltan high society,
coat-tailing on the mysterious Prince's
fame as deposed Royalty!
Unfortunately for this patron of the arts,
there are political forces who would see
his protégé dead -- and other political
forces who would use him as a igurehead
for a Royalist Counter-revolution!
Enter the PCs, as friends or associates of
the poet or his patron, caught in a web of
intrigue, assassination, and violence!
ADVICE FOR THE
GAME MASTER
This adventure is organized differently
from most Savage Worlds adventures.
The plot is convoluted, and has several
potential branches. Because of this, the
main NPCs are given extensive write-
ups in the Dramatis Personae section in
the last chapter, along with a list of their
personal plots, plans, and goals. Loca-
tions which will be visited more than once
during the course of the adventure are
detailed in the last chapter as well, for
convenience. Refer frequently to that sec-
tion as you read through the adventure.
In addition, a relationship diagram has
been provided, showing the main NPCs
and their conlicting intentions, to help you
keep it all straight.
days at most. Feel free to insert other, shorter adven-
tures or encounters in and around Darisheel to oc-
cupy the PCs time as the main plot line develops.
Each Chapter has both Plot Point scenes which must
occur, and additional scenes which may or may not
play out, depending upon the PCs reactions to events.
It is also expected that the PCs will generate scenes
on their own, as they pursue their various courses of
action within Darisheel. In particular, uses of the skills
Investigate and Streetwise should be played out as
full scenes, as the PCs interact with the adventure’s
NPCs.
The PCs can enter into this adventure in several ways.
Unusually for a Savage Worlds adventure, it is entirely
possible for the PCs to come into it at separate points
and at cross-purposes to one another, if you wish and
if your players are willing. When PCs are not all in the
same scene together, you must pay special attention
to cutting between their locations so as to keep every-
one playing involved in events as they unfold. At many
points in the text, individual PCs will be referred to by
their relationship to the Prince. These relationships
are Friend, Rescuer, Agent, Minder, and Celebrity. The
entry-points for PCs who will fall into these rolls are
called out in the text. Assign any PC who are Lowborn
Baltanese to the Friend role, and any PCs with signii-
Between certain Chapters, a signiicant amount of
time is expected to pass. Several weeks may go by
between the events of Chapter One and Chapter Two,
and perhaps as much as a month may go by between
Chapter Two and Chapter Three. From there, things
pick up speed. The events of the last two Chapters
of the adventure take place over the course of a few
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FRAMING DEVICE
INTOXICATION
If in your campaign you have established that the
Maran Revolution occurred more than a generation
ago, this adventure can still be incorporated as a
sort of ‘historical lashback’. Find an excuse for your
PCs to attend a play – a production of “Blood Lega-
cy” by the infamous Baltan playwright Taso Anas. As
the curtain goes up, have the players create tempo-
rary characters for use in this adventure, fulilling the
roles listed above… Afterward, the groundwork will
be laid for the framing adventure described on page
xx, which can easily take place in the current-day of
your campaign.
There are several scenes where one or more of the
NPC – and possibly the PCs – will be intoxicated.
When characters consume alcohol or other intoxi-
cants, they must make a Vigor roll. Success means
that they are merely tipsy, with no mechanical effect.
Failure on the Vigor roll indicates that the character
becomes drunk. Drunken characters are at -2 to
skills linked to Agility or Smarts.
Failure on a second Vigor roll means that the
character is very drunk: -4 to skills linked to Agility
or Smarts. Additional alcohol or other intoxicants
at that point will lead to 1 level of Fatigue per failed
Vigor roll. This can lead to Death if someone ‘helps’
the character drink even when he or she is Incapaci-
tated and incapable of voluntary action.
cant combat abilities to the Rescuer (and later Minder)
roles. A PC with skill in Investigation should of course
be put into the Agent role. Any PC who is not a Red
Martian should ill the Celebrity role, since he or she
will be a novelty in Baltan society. Although there are
ive different roles, there is no need to ill all of them,
nor is there a requirement that there be only one PC in
each role. You can run the adventure successfully with
as few as three players (Friend, Rescuer/Minder, and
Agent), two players (Friend or Rescuer and Agent),
or even one player (Friend who becomes Minder and
Agent as the story progresses).
During the adventure, NPCs will frequently lie to the
PCs – as the GM, you must handle this very carefully.
Although the NPCs may desperately wish to keep their
secrets, it is in the best interest of the game for those
secrets to be revealed. In iction of this type, particu-
larly as portrayed in movies and TV shows, when a
protagonist is lied to, even if the protagonist believes
what is said, the audience knows that the other party
is lying. RPGs blur the line between protagonist and
audience. To preserve the ability of the players to fol-
low and make sense of the story, the GM should make
all rolls for Persuasion and Notice publicly. That way,
even if the character is conned
into believing the lie, the player
is aware of the failed roll, and
knows that his character has
been deceived. GMs should
encourage the use of the Story
Declarations rules from page
88 of the MARS book to allow
players to manufacture fortu-
itous circumstances to protect
their characters from the side
effects of deceit.
FOR A LARGER VERSION OF THIS MAP
PLEASE REFER TO PAGE 31
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