Once Upon A Crime

Download as pdf or txt
Download as pdf or txt
You are on page 1of 42
At a glance
Powered by AI
The story is set on Mars in the year 2322 and involves the Moran crime syndicate. The player characters are contacted by Sylvester Moran to complete a test and task for him.

The story is set in the city of Tharsis on Mars in the year 2322. It involves the Moran crime syndicate, which is an old and respected criminal organization led by Sylvester Moran.

Sylvester Moran's test for the player characters involves their ability to be discreet, perceptive, and able to keep potentially explosive situations under control.

once upon a crime

ONCE UPON A CRIME

1
A D ARK S TARS U NIVERSE A DVENTURE
once upon a crime

Adventure: Once Upon a Crime

C REDITS
Writer: Damion Jackson
Layout Editor: Morgan Lean
Editor: Victoria Kerr
Artists: Adam Paquette, Dean Spenser, Derek Stevens, João Bonito, Olga Nefyodova

Play Testers: Varsa Killstorff, Matthew Corrin


Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

All Rights Reserved. Dark Stars® is Epiphany Entertainment’s Trademark. All Rights Reserved
under Universal Copyright Convention. All incidents, situations, and persons portrayed within are
fictional, and any similarity, without satiric intent, of characters living or dead is strictly coincidental.

2
3
once upon a crime
Once Upon a Crime… Part 1
once upon a crime

Sylvester has an important job in mind for them


Introduction but, being unsure that they are the right people for
it, he has arranged a test for them to do first. The
This scenario, Once Upon a Crime, begins in
test involves the characters’ ability to be discreet,
the year 2322 but exactly when is left open. The
to be perceptive and to be scary or persuasive
reasoning for this is simple - we suggest you
enough to keep potentially explosive situations
mingle this series in with other stories rather than
from getting out of hand.
run them in a row, to keep the players guessing.
After the players successfully complete the test
You may note that the title of this scenario
Sylvester will explain the details of the main
includes part 1, which is because this is part of
task he has for them. He wants them to find his
an ongoing series of connected stories. Each will
daughter, Cindy Moran, and bring her home to
feature common characters and ideas.
him. Alive and well, willingly if possible.
It’s intended for the players to become important
He explains that she is his heir and he is getting
figures in the Moran Syndicate and we encourage
old. It’s time she returned to take over the
you to make that clear to your players from the
Syndicate.
start. In fact, law abiding or morally upstanding
characters are likely to be more trouble than they To do this they will need to investigate her
are worth! disappearance, locate her when she does not want
to be found and then bring her back, despite her
This scenario is written for beginning characters,
being involved with a weird gang, basically a cult,
as outlined in the character creation section of
that’s a little too fond of violence.
the Dark Stars Core Rulebook. Keep in mind that
if your player characters have exceptionally high All while trying to keep Cindy alive.
stats or better than basic gear this scenario will Assuming they are successful, they must then get
most likely be far easier for them than intended. her to Sylvester Moran, which will be a lot easier if
If so, you might want to modify the enemies and they manage to convince her to be co-operative.
difficulties of the challenges to create a more
challenging game.
The series will start on Mars, in the city of Tharsis, If the characters pull all of this off they will have
but later scenarios will take place off-world and won the respect - and potentially the friendship -
return to Mars again. of a wealthy and powerful patron, which could see
them becoming part of the Moran Syndicate and
To set the story in motion, each of the player on their way to bigger things.
characters will be contacted by Sylvester Moran,
who is the head of the Moran Syndicate. The
Moran Syndicate is an old, respected organization
but not the largest or most powerful in Tharsis.
Exactly how he contacts them is up to you; it could
be over the phone or through a mutual friend.
The important thing is that he meets with the
characters in person.
4

A quick Recommendation for Your players This scenario rewards players who
think before they act. Socially skilled characters will be able to reap many of

once upon a crime


the rewards with less risk than mindless thugs, but violence is still a harsh reality
of life in Dark Stars, so it’s unwise for characters to neglect their combat skills.

I t’s recommended that player characters invest in at least some of the following
skills: Basic Computer Operation, Graft (Streetwise), Persuasion & Manipulation,
Recon, Stealth, Empathy, Athletics, Melee Combat, Projectile Weapons and Unarmed
Combat.

F uture scenarios will involve space travel, so at that time skills like Piloting,
Engineering skills, Navigation and Vehicle Weapons will have their moment to
shine. But that won’t be for a little while, so they’ll have to be patient if they choose
to invest in these skills.

B eginning characters are not expected to have all these skills, especially not at
high percentages. Instead, players may wish to talk to each other before creating
their character and try to agree on what type of character each of them will play
i.e. try to split the burden by having each character specialize in certain skills.

Or not, it’s up to them.

Once the characters arrive they will only have to


Meeting Sylvester Moran wait a minute before Sylvester Moran emerges
from a back room to meet them. He guides them
After calling the characters or otherwise arranging
into an empty room with a low table, some lounge
to meet with them, Sylvester Moran will set up
sofas and a colourful bead curtain covering the
a suitable meeting place. He rents out the back
door.
room of a nightclub, usually used for gambling. He
also has it opened a couple of hours early for the He offers the characters drinks and introduces
meeting. himself, asking the characters to introduce
themselves in turn.
It’s a reasonably upscale place, still in a lower scale
area but in good repair and reasonably clean. It’ll Sylvester is a tall, thin, man with short red hair
be quiet and only a few people will be present, a and a red-brown beard and moustache. He has a
handful of the staff and a couple of bodyguards pale complexion and dresses in high quality suits,
apart from the PCs and Sylvester. usually black or grey. He will sip at some bourbon
with ice while he speaks to the characters.
These bodyguards are Moran Syndicate enforcers.
They can be used as a cautionary measure for If the characters seem interested in Sylvester’s
arrogant or disrespectful characters. Mr Moran welfare beyond his role as an employer you should
can call them in any time he has need of them. ask them to make a Recon check. If they succeed,
tell them that they see signs of him recovering

5
from a recent serious illness. His cheeks are hollow if’n ya catch me meanin’.
and it seems like he grew the beard to help cover “Yer job is ta get me product from these gentlemen an’
that up. The hair on his head is still short, as if he bring it back ta me.
was recently bald and he has been growing it back
in; classic signs of chemo treatment. “But there could be a problem. See, the product is
once upon a crime

overdue. An’ me guess would be that these fellas are


If he is asked about it, Sylvester will admit he has testin’ me just like I’m testin’ you. They wanna see what
not been feeling well until recently but he will then I’ll do, if’n I’m still a boss to be reckoned with. So when
brush off the topic and turn the discussion back to ya go there, keep that in mind.
the job.
”As far as their little test goes, this is what I want ya to
He is a cautious and knowledgeable man, at least do.
when it comes to organized crime or the streets.
He values loyalty and flexibility as well as skill “Put the fear o’ god in ‘em. Show ‘em I don’t appreciate
and daring in his retainers, as well as in his own bein’ toyed with an’ neither do you.
dealings. “Lean on ‘em a little, make ‘em sweat bullets. Beat ‘em
As soon as the introductions are done and bloody if’n ya got to, but try not ta kill ‘em.
everyone has a drink in their hands, if they want “They got valuable skills ya see, hard ta replace.
one, he begins to speak. Feel free to adapt the
“That bein’ said, I don’t mind if’n ya got ta execute one
following as you need to:
to remind the rest o’ their place.
“Okay, now that everyone knows each other shall we
“Oh an’ watch out for any cowboys. That’d be some idjit
get down to business then? Ya see boyos I’ve got an
tha’ thinks he can take yas just cos he’s got a gun or
important job fer ya, but before I get ta that I need to
somethin’. Do what ya gotta do if’n there’s a cowboy, but
know ya can handle it.
remember I want them chemists alive!
“Ya see, it’s a delicate job, real tricky, so I need ta know
“Another thing I should mention ta yas is that there’s
ya won’t make fools o’ yaselves.
some security systems ya might need ta bypass. Ya see
“So irst I want ya to do a smaller job fer me. It’s I own the building, I provided these boyos with a place
important enough ta warrant ya attention in an’ of ta stay in exchange fer their service. I also provided
itself don’t ya know. So I’ll be treatin’ it like a separate security.
job with its own terms an’ conditions.
“Speciically, a computerized alarm system hooked up
“So let’s talk about this irst job, yer test job. First I’ll tell to a turret just outside their front door. Ya can have
ya that ya’ll be paid 250 credits each fer it, that is if ya the passwords to it, so it shouldn’t be a problem, but ya
bring me goods home. might want ta switch of the security just in case, aye?”
“Nothing if ya screw it up, am I clear? “Now before I clear out, ya got any questions? Oh an’
“Also ya won’t be getting the big job if’n ya screw up the feel free to stay here awhile if’n ya need ta hash out a
irst one. plan before ya head out. This place’ll be empty for a
good hour before ya got ta get out.”
“But don’t ya worry too much, I did me checkin’ up
on yas an’ I don’t think ya should be havin’ too much Sylvester will do his best to answer the characters’
trouble. questions, but most of the details are already
provided above. He can give the characters the
“Now then, the job. I want ya ta go to a little lat in names of the chemists, which you can feel free
Edward. I’ll give ya the address shortly. Ya see I got me to make up on the fly since they aren’t terribly
some chemists there, manufacturing me some product important.

6
If the characters ask why the chemists might be might be just a little too tempting.
holding out on him or who might be behind their Of course, if the characters just take the drugs for
behaviour Sylvester will say it’s most like Marcellis themselves they will have earned themselves a
White, his biggest rival. major enemy.

once upon a crime


If they ask what the product is, he chuckles and With that Sylvester gives them the address of the
tells them it’s a briefcase filled with Synth-Cocaine. apartment the drug manufacturing chemists live in
20 kilograms of uncut Synth-Cocaine. That’s at as well as his phone number and exits, stage left.
least 60,000 credits worth, although he won’t
actually tell them how much it’s worth because it

7
The Test system you could give them a Basic
Computer Operation test after they give
Once the characters are ready, they should a reasonable explanation of what they are
make their move on fulfilling Sylvester’s doing and how they are tapping into the
once upon a crime

request. It’s actually a pretty simple system.


job. There are six chemists living at the The chemists will play along at first,
apartment in question, all of them barely especially if the characters surprise them.
more than college students - certainly But then one of them will try to stealthily
not hardened street thugs or professional use their computer (which is in the lounge)
criminals. to activate the turret, which may result in
Recently one of these boys, William the characters being attacked from behind
Hartley, has been thinking about switching as well as in front as William emerges from
sides. You see, Moran hasn’t been as the toilet…
attentive as he could have been due to his Give your players a Recon test to see if they
illness and rumours have started to circulate notice this little conspiracy.
that the old man might be losing his edge.
If the characters take steps that will ruin all
William has been talking to his fellow of these plans then that is a very good thing.
chemists, but so far they are too scared
of both Sylvester Moran and Marcellis Listen to your players and if they come up
White to actually do anything. But they are with a reasonable plan and back that plan
listening… up with a successful skill check or two then
you should let it slide.
When the characters show up they will
find the chemists watching television and The package, a briefcase full of Synth-
relaxing while enjoying breakfast, lunch or Cocaine, is hidden inside one of the walls
dinner (depending on when the characters in William’s bedroom (Bed1). It will be
show up). easily found with a thorough search (no
need for a roll since the characters can take
Only William will not be immediately their time once they have control of the
visible as he will be in the toilet. He will situation) or William or one of his fellow
hear the characters arrive, unless they chemists can be forced to hand it over
are wise enough and skilled enough to (again no roll needed once William has
be stealthy. Assuming he does notice, he been subdued).
will draw his pistol and try to take the
characters by surprise. Once the characters have the package and
have resolved the situation with William
He’s scared, of course, so he will try to just one way or another they can call Sylvester
burst in on them and scare them off. He will Moran. Moran will then arrange for them
start shooting if they resist. to deliver the goods to him, probably
Another thing to consider is the security meeting them in a darkened back alley.
turret Mr Moran mentioned. You see, He will pay them out, thank them and then
there’s a complication Sylvester doesn’t arrange a meeting with them to discuss the
know about. The chemists have hacked his next job.
security and reprogrammed it, resetting the
passwords so that now it’s all theirs. Now, just in case you need them, here are

8 If the characters investigate the security


some stats for William and the turret:
9
once upon a crime
Light Security Turret Taser Prime (10 rounds ammo) 1 10
Turret small (.4 spaces of
This is a fairly standard light security turret 1 20
equipment)
installed in the ceiling outside of the apartment’s
once upon a crime

door. It’s a pop out turret, meaning that some of


the turret retracts into the ceiling when inactive. William Hartley, Nerd with a Plan
It is about the size of a chair when extended and William is a pale, nerdy looking young man.
features a small barrel on each side of its ball like He is about 168 centimetres (5 foot 6 inches)
structure. tall and he has short, neat, brown hair. He is
pretty plain looking and not exceptionally fit
It can rotate 360 degrees and angle its barrels or muscular.
down 80 degrees, meaning it can fire on most of
the corridor. He wears simple casual clothing, jeans, t-shirt
and sneakers. He keeps his pistol tucked into
Name the back of his jeans since he doesn’t have a
Turret holster. He is smart enough to keep the safety
on, although in a panic he may forget to take it
Cost CR 13,175 off.
Running Time 38
William is not as brave as he tries to make
Spaces 0.5 his friends believe. He is scared that either
Chassis SP 2 Sylvester Moran is going to find out about
his plot and punish him or Marcellis White is
Armour Type Ridgy Plast going to backstab him. In the end all he really
wants is a bigger piece of the pie, but he will
Total Armour 15 fold immediately if it’s clear he can’t win.

Hit Locations If the characters are reasonable or


intimidating enough he will accept it as long as
he gets to live.
Structure (SP) Armour

Locomotion 1 15
Crew 0 15
Weapon 1 15
Power 1 15
Hull 2 15
Passengers / Cargo 1 15

Components
Number SP
Fuel Cells *** 4 6
Holographic Control Systems 1 30
Micro Computer and Sensors 1 20
Weapons Emplacement 2 10

SMG: Walmart Janitor (60


1 5
rounds ammo)
10
Attributes

once upon a crime


Strength: 5 Self-Control: 5
Dexterity: 5 Ego: 22
Constitution: 5 Humanity: 50
Size: 5 Starting Skills: 400
Attractiveness: 5 MCDB: 2
Intelligence: 7 Hit Points: 20
Education: 8 Fatigue: 20
Charisma: 6 Starting Initiative: 2
Empathy: 5 Movement Speed: 3

Skills
Corp Speak: 85 % Science (Pharmacology): 57 %
Social & Style: 35 % Professional Skill (Computer Systems): 37 %
Persuasion & Manipulation: 35 % Law (Ethics): 17 %
Graft (Streetwise): 25 % Athletics: 15 %
Basic Education: 67 % Stealth: 35 %
Basic Computer Operation: 57 % Recon: 25 %
Science (Chemistry): 67 % Melee Weapons: 15 %
Science (Medicine): 47 % Projectile Weapons: 25 %

Equipment
9mm Handgun (2d6 Pen 1) (full clip in the gun)
Walmart Concealed Vest
Casual Clothing
Marijuana (joints)

Combat Stats
Hit Roll Location Location Hit Points Armour
1 Head 6
2-4 Chest 10 3
5-6 Abdomen 6 3
7 Left Arm 4
8 Right Arm 4
9 Right Leg 8
10 Left Leg 8
11
The Big Gig
“I want ya ta find me missin’ daughter, Cindy. She’s
After finishing their first job for Sylvester been missin’ for about a year now. She was always a
once upon a crime

Moran the players may proceed to the main job firecracker and we had a big argument.
he has for them.
“See, she had been messin’ up at college, skippin’
Ideally Sylvester will hold this meeting the next classes and dating this real turd. I think she did it ta
day at the nightclub just as he did for their first provoke me.
mission. He will say he prefers a private venue
rather than somewhere too exposed. “I left her alone fer a long time, thinkin’ she’d simmer
down. But I guess she didn’t cos when I tried to call her
If the characters are absolutely set against a month or so ago I found out she blocked me phone.
a private meeting then Sylvester will give a
regretful sigh and say, “Then the job’s off. Sorry “After that I talked to me son, Thomas. They were
for wasting yer time.” always tight, so I figured maybe they were still talkin’.
Turns out he hadn’t heard from Cindy for weeks either
If the characters accept Sylvester’s wishes and and that got me real worried. Like I said they are tight,
meet him at the nightclub, they will find he has so I think somethin’ bad musta happened to her.
set things up just as he did for their first meeting.
This time, after drinks are poured, Sylvester “To be clear I want ya ta find Cindy and bring her
begins to explain their next job a little hesitantly. home safe and sound. I’ll pay ya five hundred if ya pull
it off and two hundred and fifty up front fer expenses.
Before going further you should give the “She’s probably not gonna want to come willingly.
characters another chance to notice Sylvester’s Try to talk some sense into her, alright?
illness. This time don’t wait for them to ask
about it, just ask for a Recon check. Give anyone “And if ya can’t do that then just don’t hurt her, she’s
that already expressed an interest in Sylvester’s me daughter, am I clear? Use some way of knockin’ her
wellbeing but failed the first check +5% to their out without any permanent damage, like a taser. Or
roll. just wrestle with her and then tie her up or somethin’.

If any of the characters succeed at the check “Once ya got her give me a call an’ I’ll arrange ta
then tell them about Sylvester’s illness. If any of pick her up.
the characters remark on his illness out loud or
ask Sylvester about it, he will say the following: “Now, any questions?”

“Yeah, I’ve got cancer. It’s in remission but it changes From here the players may have a bunch of
things. Ta tell the truth it’s the main reason I’m doin’ questions. Here are some possible questions and
this. See, I’m gettin’ old too. answers, and the rest is up to you.

“I need ta secure me legacy and I need ta make sure Q: “What about your son, Thomas, would he know
someone looks after me family and everyone else that something?”
depends on me when I’m gone.
A: “Maybe. If he does he hasn’t told me. If ya want ta
“I need me daughter back. I need her ta be willin’ ta talk to him yerself I’ll give ya his number.”
take over the Syndicate soon.”
Q: “Why not just have Thomas be your heir?”
Once the characters are ready to discuss the Big Gig,
read them the following: A: “Thomas ain’t the sort. He’s too gentle a soul.
Cindy on the other hand is a natural leader and she
“So, let’s talk about the main job I wanted ya fer first, has the edge ya need ta be a good boss fer a bunch of
hey? criminals. And Thomas has made it clear he doesn’t
want ta be.”
12
“I hope she can forgive me.”
Q: “What did you and Cindy argue about? Why
don’t you get along?” Q: “What about this boy she was dating? The turd?”

A: “Me wife died about five years ago. Cindy thinks A: “Oh yeah, I think his name was David. David

once upon a crime


someone murdered her and she’s probably right. At the Turner. She was going to Moore & Amsterdam College
time though I wasn’t willing to declare war on anyone. and I remember he was in the same year as her, so he
I just wanted to protect me family and ta grieve. should still be there. In fact, I still have a picture of him
around somewhere, I’ll forward it to ya when we’re
“But Cindy wasn’t havin’ it, she wanted to charge off done.
after Marcellis White, convinced it was him.
“If ya do find him, do me a favour. Find an excuse to
“But there was no evidence and like I said I didn’t rough him up some, okay?”
want ta start a war, not when I wasn’t certain. Not
when me children could die. Q: “Do you have a picture of her we can use?”

“I mean, ta be clear, Cindy was only thirteen at the A: “Absolutely. Here ya go.” Sylvester will forward
time. them a digital image of Cindy taken over a year ago,
during a family dinner. It shows a beautiful girl with
“She’s resented it ever since. Maybe she blames me, long blonde hair, freckles and hazel eyes. She’s wearing
maybe she thinks I didn’t do enough ta protect her jeans and a long-sleeved white shirt and is frowning
mum. and giving the bird to whoever is holding the camera.

13
An Investigation - Part 1
Empathy checks then that is going to make things
After receiving the job the characters will find very difficult for them. Either they were unlucky
once upon a crime

the investigation entirely in their hands. So what or they are very bad at social skills.
do they do? How do they find Cindy Moran?
This is what Thomas will tell them if they fail to
Well, a good place to start would be her get him to trust them:
brother, Thomas Moran, who was briefly
mentioned by Sylvester. He also mentioned that “I’m sorry but I haven’t spoken to Cindy in ages. I’m
Thomas and Cindy were tight. Turns out that’s not sure it’s even my business any more. I certainly
even more true than Sylvester thinks. don’t have time to chase after her.

If they ask, Sylvester will give them Thomas’s “Why do you want to know about her anyway? Are
phone number. The characters can then call him you working for Dad? Just tell him to leave her alone.”
and arrange a meeting, which he will agree to
with some reluctance, assuming they mention it’s If the players gain Thomas’ trust, he will tell
about Cindy. them the following:

Thomas works at a local public hospital as a “Cindy and I haven’t spoken in a few weeks. Last
medical intern and donates some of his time as a time I spoke to her she seemed strange. It’s like she
volunteer doctor. He has done everything he can wasn’t quite herself. It was scary really.
to avoid being involved in the family business,
everything short of simply severing all ties. “She kept saying that she was part of a new family
now and that she had to help protect them. That soon
The characters will have to meet him during their time would come.
what little spare time Thomas has available,
probably early in the morning. ”She also mentioned something called the Hombres?
Said they were evil, a threat to her family.
Thomas is a tall, blonde haired man with hazel
eyes in his early twenties. He’s handsome, skinny, “That she has to punish them.
but reasonably healthy. He is most likely wearing
light blue scrubs with a jacket and sneakers. “I tried to talk some sense into her. I reminded her
that I’m her family, me and Dad. The Morans. We still
Once they meet with him the characters care about her, even if she doesn’t want to come home.
can convince him to tell them what he knows
about Cindy with a successful Persuasion & “She hung up right after that. It freaked me out, so I
Manipulation roll. They can claim +5% to the roll haven’t called her since then.
if they explain that they don’t want to hurt her
and another +5% if they reveal that Sylvester is “I should mention that we were talking regularly
ill. before that though. Maybe once or twice a week?

If they fail the check you can give them an “Anyway, the family she mentioned. She called them
Empathy check, which will give them enough Aleph. Never heard of them before. Hope that helps.”
insight to realize that he knows far more than
he’s telling them and that he’s worried. “Um, one last thing before you go. If you find Cindy,
could you ask her to call me? I miss talking to her.”
Otherwise, you can use an Empathy check to
reassure your players that he is telling them the
truth. The Ego attribute can be used to get a re-
roll on any skill check.

If they fail every check, including re-rolls and


14
An Investigation - Part 2
Initially the other lead Sylvester mentioned was If the players are so inclined, they can make an

once upon a crime


the boyfriend Cindy had in college, the one she Empathy check. Success will reveal that not only
brought home for dinner before she disappeared. is this guy bending the truth to make himself look
better, he is also blending lies with the truth to try
His name is David Turner and he’s a student to slip his dishonesty past them.
at Moore & Amsterdam College, which Sylvester
will mention if the characters ask him. If they Further questioning will reveal that he’s telling
didn’t ask during the initial interview there’s the truth about Cindy turning up and beating
nothing stopping them from calling him and him up and what she looked like but he’s lying a
asking, except maybe themselves. little about why.

Finding David should be relatively easy. Listen He was more abusive than he is letting on and
to what the players plan to do and as long as it while he never resorted to rape he did try pretty
seems reasonable then just go with it. You could hard to get in her pants. She ditched him and
use Persuasion & Manipulation rolls or simply then dropped out of school over it.
allow them to succeed in finding him.

Once they find David they will probably not


be surprised to find that he’s a standard college
student, average looking, nothing special about
him.

On questioning him, the players will find that


he is easy to intimidate. Give them +10% on a
Persuasion & Manipulation test or you can skip
the roll entirely if you’re so inclined.

David will tell them:

“Cindy? Um, did she send you? Look I didn’t do


anything, okay? Why does she have to keep messing
with me? It was just a misunderstanding. She was my
girlfriend, okay? I thought she wanted to fool around a
bit!

“It’s been a year already! It’s over!

“Then she turns up with a damned baseball bat and


beats the shit out of me! And she looked totally different
and everything!”

If the characters ask, he will give them a better


description of what Cindy looked like:

“She’d dyed her hair red, like neon red. She was
wearing a bunch of make-up, made her look like a
freaky clown or something. Covered up her freckles too.

“And she was dressed like a ganger, leather jacket and


slashed up jeans. It was kinda hot.”
15
An Investigation - Part 3
shipment of armour and firearms from a local
Armed with a couple of pieces of key gun shop - mostly small arms like 9mm pistols
once upon a crime

information the characters can head to the streets along with enough suits of Chang Street Warrior
to locate Cindy Moran. Armour to outfit the whole gang. This would give
them an advantage over Los Hombres, which
If on the other hand the characters skip talking is a significantly larger gang but now less well
to Thomas Moran or David Turner, or both, then equipped.
they probably don’t have enough information
to ask the right questions. You could refuse to A special success will add that someone had
give them a roll, instead explaining that they included an order for a mono-sword, a 12mm
are searching for a needle in a haystack. But if SMG and a Chang Combat Long Coat in the
the characters tried and made a mess of things stolen shipment.
you could have them roll as below while giving
them -10% on the check for each missing piece of Finally, they will learn that just recently a
information (-20% max). local shopkeeper named George Foreman has
been trying to start up a kind of neighbourhood
Have the characters make a Graft (Streetwise) watch to fight back against gang violence over
check. They could use other skills, but this is the the last month. It hasn’t been very successful
most likely choice. If they do choose another way, because people are just too scared. Now George
just re-skin the info below so that it makes some is missing; it seems someone grabbed him just a
sense in the context you’re working with. few days ago.

Offering a bribe of 100 credits can give the Things are quiet on the streets right now… but
characters +5% to their Graft (Streetwise) check. that can’t last for long…

A successful check will reveal that Aleph is a


gang in the Jakarta district of Tharsis. It’s a fairly
small gang, just a few dozen members, but very
aggressive. In fact, ‘gang’ is a bit of a misnomer
since they more closely resemble a cult. They are
rivals of another nearby gang, Los Hombres De
La Quinta Calle (The Men of 5th Street).

The two gangs share a border, right along


Jakarta and Edward, and have been fighting on
the streets sporadically for months. The main
reason Los Hombres De La Quinta Calle haven’t
wiped out Aleph is because they also share border
with other gangs, while Aleph is small enough not
to have drawn such attention.

Make it clear to your players that they also


learn the specific address of Aleph’s HQ.

The characters learn where to find the gang


and that it’s led by a charismatic young woman
named Valerie. The description of Cindy they
hopefully got from David Turner matches a new
member of the gang who calls herself Sinful.

They also learn that Aleph recently stole a


16
17
once upon a crime
Intervening
So now the characters know where Cindy is
once upon a crime

and who she’s hanging out with. It’s not good


news, right? So, what do they do? It’s really up to
them. Let the players come up with a plan and as
long as it sounds reasonable, let them go ahead.

Ask for appropriate skill checks and use the


information presented in this scenario to adapt to
their plans. Don’t be afraid to pull your punches
if the players have a good plan but fail one or two
rolls, but hit them hard if they behave like idiots.

Now for the action:

As the characters start moving in on Cindy,


something is happening in the tenement building
that Aleph uses as a base. They have captured a
fellow named George Foreman.

Valerie has plans for this poor guy. She has


been working on Cindy for a while now, trying
to make her as devoted and violent as the rest of
Aleph. But Cindy has been resisting so far. Some
small part of Cindy knows that Valerie is wrong,
that she’s psychotic. Cindy just can’t admit it to
herself. It’s hard to admit when you’ve made a
mistake, right?

So Valerie plans on finally breaking down


that small part of Cindy’s conscience by having
her murder George. She’s been keeping George
tied to a chair in a one of the apartments she’s
designated as a prison. He’s beaten and bloody
but still defiant.

Valerie has been manipulating Cindy and the


other members of Aleph, telling them that George
poses a threat to their family and claiming that
his effort to rally a neighbourhood watch against
them is part of his plan.

18
once upon a crime
This is the layout inside as the characters move in. Assuming the characters continue to be stealthy
Valerie still has guards posted to make sure Los and cautious they will witness some of Valerie’s
Hombres can’t sneak up on them, a group of 3 at manipulation for themselves as well as Cindy’s
the main and back entrances to the building and slowly weakening resolve and her doubts.
a group of 3 posted at each of the guard posts as You could read through the descriptions of
depicted above. The cultists tend to use windows Valerie’s and Cindy’s personalities and decide for
to look down on the streets below while at the yourself what the players will overhear, or simply
guard posts. There are usually 6 more cultists in say that it seems that Valerie is gas-lighting Cindy.
the barracks, while Valerie and Sinful can usually
be found in Valerie’s apartment. Then Cindy says: “Look, I just need some time
to think, Valerie,” before she stalks off to have a
However, they are not covering every window smoke in private, heading to the broken down
and it would not be hard to find a crumbling wall apartment.
that could be turned into an entrance by removing
some bricks. Valerie tells the other cultists to give Cindy some
space. Now’s a good chance for the characters to
The characters can use Recon and Stealth to scout speak to Cindy alone. Let them, with no need for
out the building, assuming they think to do so. Stealth checks.
Once inside the characters can hear talking, See the description of Cindy below for a guideline
laughing and maybe hear George demanding they of how to handle the characters trying to convince
let him go or being beaten as they get closer. Give her to leave.
them +10% to their Stealth checks as they creep
around since none of the members of Aleph expect Assuming they are successful in their pleas, Cindy
anyone to get inside and they are distracted by the will agree to go with them in whatever manner
ongoing events. they choose. If they want to sneak back out the
way they came, have them do one last Stealth
19
check, giving them +5% on this check.

If they fail the check or want to fight their way out


once upon a crime

(or fight their way in for that matter) then you can
play out the battle as you see fit.

Use at least 2 of the Aleph cultists per player, plus


Valerie. Cindy will help the players if they have
convinced her to leave but should be treated as an
enemy if they failed the check or if they haven’t
spoken to her yet.

If the characters kill Cindy they fail their mission;


not only that but an enraged Sylvester Moran
vows to avenge his daughter’s death and commits
every resource he has to that goal. They are dead,
it’s just a matter of time.

Assuming all goes well though the characters can


call Sylvester to arrange for Cindy to be picked
up. He will pay them out as promised while being
pleased with their work.

If the characters not only manage to bring Cindy


to him alive but willingly, effectively giving
them the chance to be a real family again, then
both Cindy and Sylvester will feel that they owe
the characters more than they could ever repay.
They will invite the characters to join the Moran
Syndicate as Made Men.

20
once upon a crime

21
Street Wars
Hopefully your players have been successful in Regardless, there should be some sort of violence.
once upon a crime

bringing Cindy Moran home so they don’t need I recommend using 2 of the cultists of Aleph per
this section. But if they want to fight Aleph or Los player along with Valerie (plus Cindy if she is still
Hombres De La Quinta Calle or both then you with them). There should be no chance to talk to
could use this section to help you facilitate that Cindy until after the characters have subdued her.
desire. If the characters are unfortunate enough to get
Alternatively, if your players have managed to involved in a three way battle between them and
make a mess of things or just didn’t find Cindy at the two gangs, then I recommend using 2 of the
the Aleph base then you can use this section as a cultists of Aleph per player plus Valerie (and Cindy
sort of ‘last chance’ for them. if she is still with them) as well as 2 members of
A couple of days after Aleph kidnapped George Los Hombres De La Quinta Calle and their jefe,
Foreman and he was executed (probably by Cindy, Florentino Quintanilla Olivas.
which will have certain long-lasting consequences) Make it a sprawling firefight on the streets, with
Valerie decides it’s time to step up the gang war the gang members taking shots at their respective
between Aleph and Los Hombres De La Quinta enemies as well as the player characters. You’ll
Calle. need to decide for yourself when and where attacks
She and her cultists head out on the attack, go but try to make the players sweat a little.
tracking down Florentino Quintanilla Olivas Play it by ear and have fun!
before attacking him with the intention of killing If they do capture Cindy during the street wars,
him and thus dealing some real damage to Los listen to them and give them a chance to befriend
Hombres De La Quinta Calle. Cindy if that’s what they want. She’ll be resistant
The characters can make a Graft (Streetwise) if she just saw the characters murder her friends,
check. If they succeed they will find out what so give the characters -10% to their Persuasion
Valerie is planning before she manages to launch & Manipulation check but balance that out
her attack, but after she and her minions arrive with bonuses as outlined in Cindy’s character
at the Hombres HQ. The players can then decide description below.
what they want to do, but if they are still trying to
capture Cindy she will be right there with Valerie
and you should warn the players that they might
not have another chance to grab her.
If the players fail the check then they arrive too
late and there is already a fully- fledged firefight
between the two gangs, and Cindy is wounded and
pinned down. Now the characters have to save her.
If the players manage to roll a special success then
I suggest you allow them to catch Cindy, Valerie
and Aleph well before they reach Los Hombres De
La Quinta Calle HQ. You could even allow them a
surprise attack if you’re so inclined.

22
once upon a crime

23
Character Record Sheets - The Good:
Cinderella Moran aka Cindy Moran aka Sinful Cindy is trying to convince herself that Valerie is
once upon a crime

right; it would make everything so much easier if


Cindy is about 160 centimetres (5 foot 3 inches)
she could just hate someone.
tall. She has dyed her hair neon red and cut it
short (it used to be shoulder length and blonde) Something is wrong though - Cindy knows it
and she likes to wear dark make-up and lipstick to in her heart and that should give any persuasive
accentuate her hazel eyes and mouth against her character a good chance of talking her around.
naturally pale skin. She also covers up her freckles Give any character who mentions her brother a
with make-up. She has a slim yet strong body, like +10% bonus to Persuasion & Manipulation and
a dancer or gymnast. give +5% to Persuasion & Manipulation to any
Cindy has a quick temper and a fiery personality. character who reveals that her father is sick and
She still cares about people, especially her brother wants her to come home. Give another +5% to the
and her father (even though she’s angry at her character if they are genuinely kind, helpful and
father). Valerie has led her down a dark path and honest with her. These bonuses are cumulative.
somewhere in her heart Cindy knows it.
Cindy was born on Mars and grew up with
everything her father could afford to give. Early
on she showed she had a talent for leadership and
a ruthless streak, balanced with a deep sense of
loyalty.
But then her mother died, murdered by one of
her father’s rivals, and her heart broke. The family
suffered. Cindy wanted revenge but her father
wouldn’t allow it, saying that he wasn’t sure who
did it and that they needed to protect themselves
rather than charge off and attack the first person it
seemed was to blame.
Then she was sent off to school. Time passed
and Cindy didn’t forget. She started acting out,
bringing home boys she knew her dad would
hate and causing trouble at school. Then she got
suspended, and then just dropped out of school
altogether and disappeared. Now she runs with
Valerie and Aleph.
Valerie has at least partially brainwashed her with
cult propaganda, teaching her that Aleph is her
new family and that capitalistic greed is destroying
Mars and its people. Los Hombres De La Quinta
Calle are unwitting servants of the corporations,
and they must be destroyed.

24
Attributes
Strength: 6 Self-Control: 4
Dexterity: 6 Ego: 24

once upon a crime


Constitution: 6 Humanity: 50
Size: 5 Starting Skills: 370
Attractiveness: 8 MCDB: 2
Intelligence: 7 Hit Points: 22
Education: 5 Fatigue: 22
Charisma: 8 Starting Initiative: 2
Empathy: 5 Movement Speed: 3

Skills
Corp Speak: 57 % Basic Computer Operation: 26 %
Social & Style: 37 % Law (Criminal): 26 %
Persuasion & Manipulation: 37 % Athletics: 26 %
Empathy: 27 % Stealth: 26 %
Graft (Streetwise): 47 % Recon: 26 %
Graft (Racketeering): 47 % Unarmed Combat: 35 %
Graft (Bribery): 27 % Melee Weapons: 55 %
Basic Education: 41 % Projectile Weapons: 45 %

Equipment
Metal Baseball Bat (2d6 Pen 0) (heavy mace) Street Clothes
9mm Handgun (2d6 Pen 1) (full clip) Sunglasses
1 Spare Magazine Comm
Holster Real Smokes
Chang Street Warrior Armour

Combat Stats
Hit Roll Location Location Hit Points Armour
1 Head 7 3
2-4 Chest 11 3
5-6 Abdomen 7 3
7 Left Arm 5 3
8 Right Arm 5 3
9 Right Leg 9 3
10 Left Leg 9 3

25
Characters record Sheets - The Bad:
Valerie, Leader of Aleph
once upon a crime

The woman now known as Valerie is nearly


173 centimetres (5 foot 8 inches) tall, athletically
muscular and graceful. Most would call her
attractive with her short and spiky black hair,
exotic dark eyes and her curvy figure.
She projects an aura of violence, a combination of
her constant frown and an impressive collection of
scars. There’s a look in her eyes which a perceptive
person might see - they are like a shark’s eyes, flat,
black, empty.
Valerie can be very charismatic, almost magnetic.
She knows how to stir people up, make them
angry and then direct that anger. She’s not just
manipulative though, she’s a psychopath. Valerie
will say and do anything to get what she wants and
feel absolutely nothing - no guilt, no shame.
Valerie’s past is of little consequence; what matters
is what she’s trying to achieve now. She wants
to hurt as many people as possible. She wants to
expand her cult and then take over the city, bit by
bit. If she could she would take over all of Mars.
She may claim it’s to stop the spread of corporate
greed but in the end all that matters is the thrill
that comes from control, the dark joy of having
power over others and the visceral feeling that
comes from violence.

26
Attributes
Strength: 7 Self-Control: 5
Dexterity: 8 Ego: 21

once upon a crime


Constitution: 7 Humanity: 30
Size: 6 Starting Skills: 350
Attractiveness: 7 MCDB: 3
Intelligence: 6 Hit Points: 26
Education: 4 Fatigue: 24
Charisma: 7 Starting Initiative: 3
Empathy: 3 Movement Speed: 3

Skills
Corp Speak: 46 % Law (Criminal): 15 %
Social & Style: 36 % Athletics: 27 %
Persuasion & Manipulation: 56 % Stealth: 27 %
Graft (Streetwise): 46 % Recon: 27 %
Graft (Fencing Goods): 26 % Unarmed Combat: 36 %
Graft (Bribery): 26 % Melee Weapons: 66 %
Basic Education: 35 % Projectile Weapons: 46 %
Basic Computer Operation: 25 %

Equipment
Mono-Sword (1d6+3 Pen 5) Chang Combat Long Coat
9mm Handgun (2d6 Pen 1) (full clip) Street Clothes
1 Spare Magazine (for handgun) Sunglasses
Holster Comm
12mm SMG (2d6+3 Pen 2) (full clip) Real Smokes
2 Spare Magazines (for SMG) Synthetic Cocaine

Combat Stats
Hit Roll Location Location Hit Points Armour
1 Head 8 5
2-4 Chest 13 5
5-6 Abdomen 8 5
7 Left Arm 6 5
8 Right Arm 6 5
9 Right Leg 11 5
10 Left Leg 11 5

27
The Cultists of Aleph
The men and women who make up Aleph are
a misfit collection of former prostitutes, drug
addicts, gang members and school dropouts. The
once upon a crime

only uniform aspect of their appearance is a gang


member motif, synth-leather jackets with metal
studs and denim jeans or shorts, the sunglasses
they habitually wear and bad attitudes.
These men and women are strong, athletic and
proud of their bodies.
They might wear make-up or have tattoos as
appropriate (referee’s choice.)
They have an ‘us versus them’ mentality when it
comes to strangers, especially if they seem like they
might be sympathetic to corporations.
If a character trying to talk to them is wearing
good quality clothing or is wearing obvious
corporation symbols they will face -10 % on any
Persuasion & Manipulation tests.

28
Attributes
Strength: 7 Self-Control: 5
Dexterity: 7 Ego: 19

once upon a crime


Constitution: 7 Humanity: 40
Size: 5 Starting Skills: 330
Attractiveness: 7 MCDB: 3
Intelligence: 5 Hit Points: 24
Education: 3 Fatigue: 24
Charisma: 5 Starting Initiative: 3
Empathy: 4 Movement Speed: 3

Skills
Corp Speak: 35 % Law (Criminal): 14 %
Social & Style: 35 % Athletics: 27 %
Persuasion & Manipulation: 35 % Stealth: 27 %
Graft (Streetwise): 55 % Recon: 27 %
Graft (Fencing Goods): 45 % Unarmed Combat: 36 %
Graft (Bribery): 25 % Melee Weapons: 46 %
Basic Education: 19 % Projectile Weapons: 46 %
Basic Computer Operation: 24 %

Equipment
Knife (1d3 Pen 1) Chang Street Warrior Armour
9mm Handgun (2d6 Pen 1) (full clip) Street Clothes
1 Spare Magazine (for handgun) Sunglasses
Holster Real Smokes

Combat Stats
Hit Roll Location Location Hit Points Armour
1 Head 8 3
2-4 Chest 12 3
5-6 Abdomen 8 3
7 Left Arm 5 3
8 Right Arm 5 3
9 Right Leg 10 3
10 Left Leg 10 3

29
Florentino Quintanilla Olivas, Jefe of Los His personality is simple: he’s an alpha male,
through and through. Macho and proud, strength
Hombres De La Quinta Calle
is the only thing that matters. That and reputation.
Florentino is just over 185 centimetres (6 foot and
He is unabashedly, unthinkingly, misogynistic. To
once upon a crime

1 inch) tall. He is a heavily muscled Hispanic man


with dark brown hair cut short and undercut on him women are for the bedroom and the kitchen
both sides. and not much else.

Florentino is handsome enough if you like muscles Florentino’s history is of no consequence for the
and scars. most part, suffice it to say that he was born to be a
ganger. The street is his best friend. Violence is the
He often wears synth-leather pants with a synth-
only life he knows.
leather jacket, proudly emblazoned with the
symbol of Los Hombres De La Quinta Calle (a Any character that tries to parlay with Florentino
number five flexing a pair of muscular arms). He had better talk fast and be prepared to offer bribes
combines these with a simple white t-shirt, tight or be just as tough as him.
enough that you can see his clearly defined abs, a Any sign of disrespect will instantly close
blue bandanna and a pair of aviator shades. negotiations and start the violence.
He carries a fireman’s axe and a 9mm pistol, which
he likes to hold gangsta style.

30
Attributes
Strength: 8 Self-Control: 5
Dexterity: 7 Ego: 22

once upon a crime


Constitution: 7 Humanity: 40
Size: 7 Starting Skills: 340
Attractiveness: 6 MCDB: 3
Intelligence: 6 Hit Points: 30
Education: 3 Fatigue: 25
Charisma: 7 Starting Initiative: 3
Empathy: 4 Movement Speed: 3

Skills
Corp Speak: 45 % Law (Criminal): 14 %
Social & Style: 35 % Athletics: 27 %
Persuasion & Manipulation: 35 % Stealth: 27 %
Graft (Streetwise): 55 % Recon: 27 %
Graft (Fencing Goods): 45 % Unarmed Combat: 36 %
Graft (Bribery): 25 % Melee Weapons: 56 %
Basic Education: 24 % Projectile Weapons: 46 %
Basic Computer Operation: 24 %

Equipment
Axe (1d6+3 Pen 2) Walmart Lifesaver Armour
9mm Handgun (2d6 Pen 1) (full clip) Street Clothes
1 Spare Magazine (for handgun) Sunglasses
Holster Real Smokes

Combat Stats
Hit Roll Location Location Hit Points Armour
1 Head 9 2
2-4 Chest 15 2
5-6 Abdomen 10 2
7 Left Arm 6 2
8 Right Arm 6 2
9 Right Leg 12 2
10 Left Leg 12 2

31
Los Hombres De La Quinta Calle (The Men of 5th In general the gang members will dress in jeans,
t-shirt, bandanna and a synth-leather jacket
Street)
with a pair of shades. Feel free to throw in some
Los Hombres De La Quinta Calle are a gang of
variations in style and gear. Most members carry
once upon a crime

Hispanics native to the mean streets of Mars


a switchblade knife and a small pistol, which they
for many decades. They are known for their
are fond of holding gangsta style.
misogynistic views and for the speed with which
they resort to violence, but also for providing Negotiations with any member of Los Hombres
street justice in the area over which they rule. De La Quinta Calle will be tense and best taken
carefully.
This ‘justice’ is not always a good thing, mob
mentality rarely is. Any sign of disrespect will instantly close
negotiations and start the violence.
As a general rule each member of the gang is tall,
strong and proud. He will be of Hispanic descent,
so dark haired and dark eyed. He will act like a
rooster, strutting around and making as much
noise as he can.

32
Attributes
Strength: 7 Self-Control: 5
Dexterity: 7 Ego: 19

once upon a crime


Constitution: 7 Humanity: 40
Size: 7 Starting Skills: 330
Attractiveness: 5 MCDB: 3
Intelligence: 5 Hit Points: 28
Education: 3 Fatigue: 24
Charisma: 5 Starting Initiative: 3
Empathy: 4 Movement Speed: 3

Skills
Corp Speak: 44 % Law (Criminal): 14 %
Social & Style: 34 % Athletics: 27 %
Persuasion & Manipulation: 34 % Stealth: 27 %
Graft (Streetwise): 54 % Recon: 27 %
Graft (Fencing Goods): 44 % Unarmed Combat: 36 %
Graft (Bribery): 24 % Melee Weapons: 46 %
Basic Education: 24 % Projectile Weapons: 46 %
Basic Computer Operation: 24 %

Equipment
Knife (1d3 Pen 1) Walmart Lifesaver Armour
Walmart Midnight Special (1d3+1 Pen 1) Street Clothes
1 Spare Magazine (for handgun) Sunglasses
Holster Real Smokes

Combat Stats
Hit Roll Location Location Hit Points Armour
1 Head 9 2
2-4 Chest 15 2
5-6 Abdomen 9 2
7 Left Arm 6 2
8 Right Arm 6 2
9 Right Leg 12 2
10 Left Leg 12 2

33
Characters - The Ugly:
Moran Syndicate Enforcers
once upon a crime

The Moran Syndicate only sends out these guys


when someone has made a big mistake. Doesn’t
matter if it’s because the target stole from them,
killed the wrong person or intruded where they
weren’t wanted, once the gloves come off you
don’t have long before they find you.
The typical enforcer is a tall, bulky, man. Think
gorilla in a suit, scarred and ugly from a life of
violence. He wears a monocle over his right eye (a
PCM) and a grey suit as well as his armour.
His expression is stoic and he has a thousand-yard
stare, even when he isn’t trying to be intimidating.
He speaks with an Irish accent and in an
uncomplicated manner.
The enforcer is loyal to the syndicate: it is his
family and his life. He will kill for his family, and
he will die for his family. Anyone that crosses the
syndicate is an enemy; this is the way.

Attributes
Strength: 8 Self-Control: 6
Dexterity: 6 Ego: 20
Constitution: 7 Humanity: 40
Size: 8 Starting Skills: 350
Attractiveness: 3 MCDB: 4
Intelligence: 5 Hit Points: 30
Education: 5 Fatigue: 25
Charisma: 5 Starting Initiative: 3
Empathy: 4 Movement Speed: 3

34
Skills
Corp Speak: 54 % Law (Criminal): 15 %
Social & Style: 34 % Athletics: 37 %

once upon a crime


Persuasion & Manipulation: 34 % Stealth: 27 %
Graft (Streetwise): 54 % Recon: 47 %
Graft (Racketeering): 44 % Unarmed Combat: 56 %
Graft (Bribery): 24 % Melee Weapons: 66 %
Basic Education: 30 % Projectile Weapons: 66 %
Basic Computer Operation: 25 % Pilot (Wheeled): 28 %

Perks
Villain (+10 to intimidate using Persuasion & Manipulation)
Insider (Syndicate)

Equipment
Mono Knife (1d6 Pen 5) Shoulder Holster (for 9mm)
9mm Handgun (2d6 Pen 1) (full clip) Fashionable Clothing
1 Spare Clip (9mm) Comm
Shotgun (4d6 Pen 1) (full magazine) PCM
8 Shotgun Rounds (flechette) Smartgun (shotgun) (20% to shots)
16 Shotgun Rounds Real Smokes
1 Hand Grenade (frag) (2d6+3 Pen 1) 2 Doses of STIM
Bandit Arms Combat Coat 200 Credits

Combat Stats
Hit Roll Location Location Hit Points Armour
1 Head 9 6
2-4 Chest 15 12
5-6 Abdomen 10 12
7 Left Arm 6 6
8 Right Arm 6 6
9 Right Leg 12 6
10 Left Leg 12 6

35
Aftermath
Experience Awards
once upon a crime

Players pass Sylvester Moran’s test: 200 XP.


Players investigate the leads regarding Cindy
successfully: 100 XP.
Cindy lives and is successfully taken home: 100 XP.
Cindy goes home willingly: 200 XP on top of the
experience points for successfully taking her home.
Players defeat Valerie and the Cultists of Aleph:
100 XP.
Players defeat Florentino and Los Hombres De La
Quinta Calle: 100 XP.
Players survive the whole scenario: 500 XP.

Monetary Rewards
250 credits per character for the Test Job.
500 credits per character for The Big Gig.
250 credits per character for expenses during the
Big Gig.

36
once upon a crime

37
THANK YOU FOR PLAYING!
Epiphany Entertainment could not have got to where we are with over 15 books out and another 2 in
development without the love and support of our players.
once upon a crime

We really want to make sure you can use Dark Stars to do whatever you want in whatever world you
want. We have been supporting Dark Stars while we have created a new setting that deals with more
fantastic elements. All these games include new perks, skills, equipment, and your group can mix and
match these however you wish.
Here are some of our other games for you to take a look at, all the games are on Drivethru RPG, many
are also on our website. Visit Drivethru RPG
https://www.drivethrurpg.com/browse/pub/13069/Darkstars-Universe
We would love to hear what you think about our games, so message us on Facebook or send us an Email
on gnet@darkstarsuniverse.com.

38
once upon a crime

39
once upon a crime

40

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy