Intro - Departing a world:
It was the first morning of the new calender, constructed to reflect the day cycles of the new home to the human species. It was an amazing day, human kinds first ever globe wide recolonization, where every country and nationalization dis-guarded their trivial boarders and flags in favor of a new organization of the entire human race under one banner. Earth, the world that humans were leaving behind was now baron due to over exploitation of her natural resources, their only hope for survival was to migrate across the stars to their new planet, Grace. The journey would take several years, scientist estimated close to one hundred, meaning that the true pioneers of the new world would be the sons and daughters of the first generation.
Welcoming a New
The years passed in relative silence. For the first time in recorded history there was a true peace brought about by the sheer exitment of welcoming a new home. The children of the first generation were raised aboard the Cerberus, trained in their duty of colonizing Grace. As the end of the trip drew near, and the great space craft Cerberus reached the outer limits of their new Galaxy unexpected developments began to pop up abourd the ship. Prolonged exposure to deep space radiation caused mutations and enhancements in a very small portion of the population. Realizing this, the A.S.E.A (Anti- Super - Enforcement - Agency) began imprisoning any member aboard the ship that exhibiting any unusual symptoms. Using a hand held device that could scan the retina for the tale signs of the mutation, the A.S.E.A systematically checked and verified each member pod by pod before ending their search in the main vessel of the ship. It is the year 102 and the ship Ceberus is only hours away from making it's first landing on the plants surface. However, the A.S.E.A has ordered that no one shall be allowed to enter a decent craft until they have been checked for signs of Earthly sickness, masking their true intention.
It was the first morning of the new calender, constructed to reflect the day cycles of the new home to the human species. It was an amazing day, human kinds first ever globe wide recolonization, where every country and nationalization dis-guarded their trivial boarders and flags in favor of a new organization of the entire human race under one banner. Earth, the world that humans were leaving behind was now baron due to over exploitation of her natural resources, their only hope for survival was to migrate across the stars to their new planet, Grace. The journey would take several years, scientist estimated close to one hundred, meaning that the true pioneers of the new world would be the sons and daughters of the first generation.
Welcoming a New
The years passed in relative silence. For the first time in recorded history there was a true peace brought about by the sheer exitment of welcoming a new home. The children of the first generation were raised aboard the Cerberus, trained in their duty of colonizing Grace. As the end of the trip drew near, and the great space craft Cerberus reached the outer limits of their new Galaxy unexpected developments began to pop up abourd the ship. Prolonged exposure to deep space radiation caused mutations and enhancements in a very small portion of the population. Realizing this, the A.S.E.A (Anti- Super - Enforcement - Agency) began imprisoning any member aboard the ship that exhibiting any unusual symptoms. Using a hand held device that could scan the retina for the tale signs of the mutation, the A.S.E.A systematically checked and verified each member pod by pod before ending their search in the main vessel of the ship. It is the year 102 and the ship Ceberus is only hours away from making it's first landing on the plants surface. However, the A.S.E.A has ordered that no one shall be allowed to enter a decent craft until they have been checked for signs of Earthly sickness, masking their true intention.

Quote:
Begin:
To begin this campaign roll a 1d20. A ten or higher means that you were unfortunate enough to have been stationed in one of the pods that had been searched earlier in the journey and have already found yourself inside the ships holding cells. You are in a single person cell that constrains your movement under increased artificial gravity. There is but one window in the upper right corner of your cell door. If you manage to stand in order to look out of the window, you will find that you are inside of a large circular room with similar cell doors all around its diameter. Directly in the center of the circle lies a stationary desk filled with flashing screens and keys where two security guards are constantly stationed. On the far end of the circle is a double door that leads out into the mall hall.
To Escape:
You find yourself buckling under the weight of the increase artificial gravity, before you can do anything you realize that you must gather the strength to rise to your feet and gather your surroundings. Make a Str check DC: 12. Success means that you were able to fight against the gravity and rise to your feet, giving you a better view of the holding cells.
Failure means that you strained to rise but buckled over under the pressure. If so you must make a toughness saving throw DC: 10 + number of failed attempts. Three failed attempts in a row will trigger an alarm that will automatically alert the guards of your attempts to stand.
If you successfully manage to stand you must now manage to escape your cell and open the prison gates. This can be done in any way you find acceptable (The GM will impose the checks as needed)
To begin this campaign roll a 1d20. A ten or higher means that you were unfortunate enough to have been stationed in one of the pods that had been searched earlier in the journey and have already found yourself inside the ships holding cells. You are in a single person cell that constrains your movement under increased artificial gravity. There is but one window in the upper right corner of your cell door. If you manage to stand in order to look out of the window, you will find that you are inside of a large circular room with similar cell doors all around its diameter. Directly in the center of the circle lies a stationary desk filled with flashing screens and keys where two security guards are constantly stationed. On the far end of the circle is a double door that leads out into the mall hall.
To Escape:
You find yourself buckling under the weight of the increase artificial gravity, before you can do anything you realize that you must gather the strength to rise to your feet and gather your surroundings. Make a Str check DC: 12. Success means that you were able to fight against the gravity and rise to your feet, giving you a better view of the holding cells.
Failure means that you strained to rise but buckled over under the pressure. If so you must make a toughness saving throw DC: 10 + number of failed attempts. Three failed attempts in a row will trigger an alarm that will automatically alert the guards of your attempts to stand.
If you successfully manage to stand you must now manage to escape your cell and open the prison gates. This can be done in any way you find acceptable (The GM will impose the checks as needed)
Quote:
Begin:
If you roll a nine or lower then you were fortunate enough to have been stationed in a pod that had not yet been searched for the mutation. You have found yourself in the main hall with the remaining passenger who are awaiting their scan to board the decent ship. If you are already aware of your mutation then you realize that you are in much danger. The obvious thing to do is to some how slip passed the guards and make your way to the decent ships.
To Sneak: In order to sneak passed the guards you must make a stealth check vs the guards notice DC of 10. Success means that you have managed to slip passed the guard and may now board the escape craft with the rest of the passengers headed for grace. Failure means that you were spotted and now have only moments before being captured and throw into the prison cells. If you have been spotted, you may make one more stealth check to try and hide from their sight, however if you should fail again you will be confronted by the guards.
If you roll a nine or lower then you were fortunate enough to have been stationed in a pod that had not yet been searched for the mutation. You have found yourself in the main hall with the remaining passenger who are awaiting their scan to board the decent ship. If you are already aware of your mutation then you realize that you are in much danger. The obvious thing to do is to some how slip passed the guards and make your way to the decent ships.
To Sneak: In order to sneak passed the guards you must make a stealth check vs the guards notice DC of 10. Success means that you have managed to slip passed the guard and may now board the escape craft with the rest of the passengers headed for grace. Failure means that you were spotted and now have only moments before being captured and throw into the prison cells. If you have been spotted, you may make one more stealth check to try and hide from their sight, however if you should fail again you will be confronted by the guards.
TIPS:
•Be Creative Nothing on this page is set in stone. If you come up with a clever way to get around the obstacles faced by this campaign, feel free to attempt to do them. The GM will impose the DC's for such actions upon your attempt or in advance depending on the situation. You are not required to follow the steps listed on the campaign sheet, however doing so allows you to see the DC's that you are facing in advance.
•Fighting Back/Running If you think that you are up to it, you do have the option to fight the guards back or to simply run away. Such checks will be imposed upon their attempt by the GM.
• Hiding: If others have spotted you, you can’t use Stealth to remain unseen. You can run around a corner so you are out of sight and then use Stealth to hide, but others then know which way you went. You can’t hide at all if you have absolutely no cover or concealment, since that means you’re standing out in plain sight. Of course, if someone isn’t looking directly at you (you’re sneaking up from behind, for example), then you have concealment relative to that person. Characters with the Hide in Plain Sight feat (see feats) can make Stealth checks without the need for cover or concealment.
• Creating a Diversion to Hide: A successful Bluff or Intimidate check can give you the momentary diversion needed to make a Stealth check while people are aware of you. When others turn their attention from you, you can make a Stealth check if you can reach cover or concealment of some kind. (As a general guideline, any cover has to be within 1 foot for every rank you have in Stealth.) This check, however, is at a –5 penalty because you have to move quickly.
