[166 / 40 / 33]
The year is 3015, the Star League has been dead and gone for 235 years and conflicts still rage on.
Waking up on New Years day bright and early with just a wee bit of hangover it is understandable that you might miss that this is not the body you went to sleep in the night before.
Instead you are now an extremely fit twenty year old currently hugging a traffic cone and wearing a police officers hat. And your phone is ringing.
You have been called to a lawyer's office for inheritance issues, from your father who you have never met, and well, your mother;s ramblings about him being a noble were true, apparently.
Not to mention a man with extreme luck, having come across and abandoned convoy only to die shortly thereafter with extremely terminal cancer and radiation sickness.
Twenty years old. That is what the civilian ID card in your wallet says. A just over twenty year old guy, looking at the streets after a bit of disorientation and searching from two sets of memories you recognize it is Geneva. Terra. ComStar.
Talking with the Lawyers office you understood your father was also a Terran. Your mother was a StarCorps accountant, this made your head spin a bit as memories of her telling stories of old StarCorps glories from the thirty-first century and Tex's Talks of the twenty-first century intermixed.
Reaching the lawyers office with a quick taxi drive you are intercepted by a massive grey haired man.
"Morning boy. Lets get you inside." The man leads you through the building and you end up in a maintenance closet. Understandably on edge with the massive beast taking up most space available you are relieved when he hands you a sealed case, with the words:
"Your father and I served together and he entrusted me to make certain you get this. Whatever it is open it, carefully inspect it, close it and do not talk about it until you are reasonably certain it is a properly secluded place. Lawyers are waiting you at office room 23, first right after you exit the closet."
>Thank him
>Ask him to wait until you are finished with the lawyers, so he can tell you more about your father over a drink - your treat.
Trying to open the case you find that it is protected by some kind of special thumbprint lock, and when you try to activate it it stings you with a needle. Inside it you find some star charts and some notes. It seems to be a place between Oriente, Andurien and Regulus, and features annotation like EXT-4D and BEM.
Stunned you close it up and go to room 23.
Also another chart to somewhere deep in the periphery and a mention of a large alien structure.
There you are greeted by the lawyers who show you an overview of what you have inherited:
>Five rolls of 1d6 (one for jumpship, one for dropships, one for Mechs, one for ASF and one for Ground Vehicles)and one roll of 2d6 (added to the sum of all previous rolls to calculate the number of liquid millions of C-bills) please
Waking up on New Years day bright and early with just a wee bit of hangover it is understandable that you might miss that this is not the body you went to sleep in the night before.
Instead you are now an extremely fit twenty year old currently hugging a traffic cone and wearing a police officers hat. And your phone is ringing.
You have been called to a lawyer's office for inheritance issues, from your father who you have never met, and well, your mother;s ramblings about him being a noble were true, apparently.
Not to mention a man with extreme luck, having come across and abandoned convoy only to die shortly thereafter with extremely terminal cancer and radiation sickness.
Twenty years old. That is what the civilian ID card in your wallet says. A just over twenty year old guy, looking at the streets after a bit of disorientation and searching from two sets of memories you recognize it is Geneva. Terra. ComStar.
Talking with the Lawyers office you understood your father was also a Terran. Your mother was a StarCorps accountant, this made your head spin a bit as memories of her telling stories of old StarCorps glories from the thirty-first century and Tex's Talks of the twenty-first century intermixed.
Reaching the lawyers office with a quick taxi drive you are intercepted by a massive grey haired man.
"Morning boy. Lets get you inside." The man leads you through the building and you end up in a maintenance closet. Understandably on edge with the massive beast taking up most space available you are relieved when he hands you a sealed case, with the words:
"Your father and I served together and he entrusted me to make certain you get this. Whatever it is open it, carefully inspect it, close it and do not talk about it until you are reasonably certain it is a properly secluded place. Lawyers are waiting you at office room 23, first right after you exit the closet."
>Thank him
>Ask him to wait until you are finished with the lawyers, so he can tell you more about your father over a drink - your treat.
Trying to open the case you find that it is protected by some kind of special thumbprint lock, and when you try to activate it it stings you with a needle. Inside it you find some star charts and some notes. It seems to be a place between Oriente, Andurien and Regulus, and features annotation like EXT-4D and BEM.
Stunned you close it up and go to room 23.
Also another chart to somewhere deep in the periphery and a mention of a large alien structure.
There you are greeted by the lawyers who show you an overview of what you have inherited:
>Five rolls of 1d6 (one for jumpship, one for dropships, one for Mechs, one for ASF and one for Ground Vehicles)and one roll of 2d6 (added to the sum of all previous rolls to calculate the number of liquid millions of C-bills) please
