While officially there are multiple guilds on Oollar to handle the day-to-day work of surviving on a hostile planet, there are of course multiple political factions even within a dictatorship. A lot of this the players will never see or notice assuming they do go on a rescue mission for Professor Plutonis and his assistant Yvonne (who I am just going to use some pregens from Citizens of the Imperium for stats and all that). But I do want to have some NPCs from Oollar that will interact with the players.
First, I have a large map made from several segments of the Starship Geomorphs. There will be a chase from the moonpool or a water lock to get to the prisoners. Of course there will be people there, but not everyone is backing the dictator. There are some freedom fighters, and in fact, that telescope they noticed in their fly-by was in fact from one of those groups. And yes, even if I post this my players either won't read it or will read it after I post the next update. And even if they do read it, we're good about not meta-gaming.
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| the lower complex |
In the 10,000-meter view, His Mightiness Lord Grey is the dictator of Oollar. Fourth generation dictator who is barely holding the world together as the technology is hard to maintain. He has his goons nicknamed the Greenies as they were a seaweed green uniform. These men and women carry single-shot guns that are low impact but cause damage from the larger slug (same as a body pistol). His immediate circle of guards are actually well-trained and are willing to die for him. Those at the lower levels may not have that same fervor and harbors many who just want the benefits of working for his Mightiness.
There is at least one faction openly opposed to the dictatorship. Lord Grey has his own spies in this group and feels it is better to know your enemy. When they get too close to actual action, he initiates a purge where the most vocal are summarily tried and tossed out the nearest water lock. Survival in measured in seconds between the cold, the thin atmosphere, and the luck of the draw from any nearby carnivorous sea creatures. This group is known as the Freedom Fighters.
There is another more subtle group that is also working on bringing down his Mightiness and his goons. This is the group that also has spies in both the Freedom Fighters and the Greenies. This group is working more slowly but also realize that the Greenies still outnumber their group by a significant margin. Working for his Mightiness allows for better food rations, weapons and much better working conditions. And the vast majority of the 2 billion inhabitants are, if not happy, then at least not in misery.
Using the rogues pregens in the Citizens of the Imperium book, we have two rebels:
- Jason Garch 8948A5, age 50, 8 terms. Streetwise-1, Forgery-1, Bribery-1, JoT-1. An older man with thinning hair, Jacob has held a grudge against his Mightiness since his wife was murdered by him. She was a leader of the Freedom Fighters and caught up in one of the purges.
- Thriss Hardy 85A35B, age 22 1 term. Streetwise-1, Demolition-1. A shaggy-haired and wiry youth, Thriss just hates being part of the Mining Guild as it is dangerous work, though he has picked up demolitions as part of his job there. He wants off the planet if at all possible but has little to provide outside of demolitions. He will beg to leave with the group should they meet.
- Greenies. 1d6 guards show up, each has a body pistol with a single shot. Wearing cloth armor. Reaction roll as per rules, so the players may be able to talk their way through.
- Freedom Fighters. 1d6. The Freedom Fighters want to get the 2 prisoners out of the prison and hidden in the main dome. Reaction roll + 2. They are armed with cudgels, no armor.
- Greenies with Freedom Fighters. 1d6 Greenies or which at least half will be rebel sympathizers. If fighting starts the sympathizers will aid the players and help get the prisoners released. They will also explain the world politics as they understand it if asked.
- Guild workers. 1d6 Machinist Guild workers (who have a wrench insignia). Reaction roll and utilize any character streetwise, carousing as a DM. A bad result and they will try and send out an alarm.
- Jason and Thriss. The players will meet up with these two. They will help the players.
- Guild workers as above (4) but from the Pump Guild. Insignia is what looks like a tube connected to some machine (a pump),













