Planet |
Texas |
Type |
Terrestrial |
Terrain |
Dessert |
Temperature |
Hot |
Hydosphere |
Dry |
Gravity |
Standard |
Length
of Day |
24
hours |
Length
of Year |
360
days |
Sapient
Species |
None
- Human Colonists |
Planet
Function |
Coloney |
Tech
Level |
Pre-Industrial |
Population |
5
Million |
Spaceport |
None |
Government |
Democracy |
Major
Exports |
None |
Major
Imports |
Low
Tech |
" Welcome part'ner,
to good ole Texas. Forget your woes, grab yer'self a good woman an'
a shot of moonshine and relax in the wild Wild West of the Outer Rim.
"
Setting: 4000 years before The
Battle of Yavin
Background
Texas is a backwater world in the
western spiral arm of the Outer Rim territories. No major
space lanes run by Texas meaning there are few accidental
visitors.
A small colony of gold-diggers set
up base on Texas, but due to the hot climate, poor equipment and
total lack of interest by anyone else in the galaxy the mining
operations are only small. The Colony has grown and several
large towns, and one large city can be found on Texas. The
local government strugglers to keep control, but local criminal
elements plague the dessert world. Bandits raid local towns
where their only defense is often a single Sheriff.
The landscape is harsh.
Barren desserts engulf most of the planets surface. A few
rivers carve their way haphazardly through the landscape.
Most towns are built near rocky areas that can protect from the
harsh winds and searing sun. A network of steam locomotives
allows cargo to be transported quickly across the planet, though
these are also prime targets for bandits.
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Rock Ridge
There are bigger towns on Texas, but none
have the reputation like Rock ridge. It’s the Mos Eisley of Texas, and
keeping the peace is more than a full time job. Nevertheless,
Sheriff Windu and Deputy 'Revolver' Jake do their best to keep law and
order in a lawless state. Rock Ridge itself is not a pretty town but
located halfway between the old mines and Capital City. Though this
makes it a perfect rest point it also makes it a prime hangout for
bandits,
Last Chance Saloon
In the heart of town is the
roughest Saloon on Texas. Weasel Phillips is the proprietor and
barkeep, and keep a good ale he does, along with the local
moonshine. It’s the best place to find a game of Sabacc and
catch up on local gossip. There are a few rooms for let upstairs
but these are almost always full. An outdated jizz-keyboard
sits in the corner alongside a small stage where traveling
entertainers try to pry a few credits from the saloons drunken
customers.
The walls of the Last Chance are
riddles with bullet holes and the bar stained with blood.
Make sure you have a six-shooter handy if you're planning on
dropping into the Last Chance Slaoon.
Stables & Transport
If you need a horse or pit pony, or
simply a lift out of town (good idea) then this is the place to
go. Carts are also for sale as well as all riding gear
necessary.
Pit Pony
100 cr |
Stage
Coach 1,500 cr |
Horse 200
cr |
Travel to
City 25 cr |
Strong
Horse 500 cr |
Travel to
other town 50 cr |
Small Cart
250 cr |
Steam
Train 75 cr |
Rock Ridge Hotel
A decrepit building, and one of the
oldest in the town, stands opposite the Last Chance Saloon. There
always seem to be one or two empty rooms, and more than a few
empty places for breakfast (the cook can’t! cook!). The
rooms are very basic. A bed, a stool and a table. If
you want a bath the manager will bring in an old tin bath for you
to use, though hot water costs an extra 10 credits.
20 Standard Rooms - 30 cr. Per night
Bridal Suite - 100 cr. Per night
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Whore House
Every seedy town has one. Rock Ridge has
the finest ladies (well it has a few rough girls) and is run by the Lady
Emanuelle. Fees are negotiable.
Gun Shop
Don’t expect to find blasters in here,
nor should you expect to find galactic standard melee weapons. Swords are
just not the norm here. What is for sale is a large selection of ballistic
pistols. The finest on Texas, and yes, the owner Zoe Sixshooter is a good
shot!
Type |
Ammo |
D6
damage |
D20
damage |
|
.45 calibre Six-shooter |
6 |
4D |
2D6
Critical: 20 |
450 cr |
Shotgun |
2 |
4D+2 |
3D6
Critical: 20 |
800
cr |
.48 calibre Enforcer
pistol |
4 |
6D+1 |
3D8
Critical: 20 |
6,000 cr |
Zoe Sixshooter
Daughter of Harold Sixshooter, the veteran gunsmith who was killed recently by a band of
outlaws. She has sworn her revenge.
Att: 2D, Dex: 4D, Perc: 3D
Firearms: 7D+2, (s)
six-shooter: 12D+1, Dodge: 7D, Avoid Melee: 7D, Bargain: 6D,
Streetwise (Texas):
8D, Riding: 4D, Weapon Repair: 6D+2
Jailhouse
A small town jail with
two cells up top and four down below in the basement. Apart from
the bank this is the most difficult building to break into (or out
of). Sheriff Windu and Deputy 'Revolver' Jake can be found
here when they're not on other official business.
Sheriff Windu
Dex: 3D+1, Know: 2D,
Mech 2D, Perc: 2D+2, Str: 3D+1, Tech: 2D
Pistols: 8D, Dodge 6D,
Streetwise: 5D, Beast Riding: 5D,
Search: 5D, Command:
6D, Bargain: 4D, Brawling: 5D+1.
Tech Shop
The only technical
devices that can be bought in Rock Ridge can be bought here. Run
by an elderly Neimoidian by the name of Nute Sting. There is
nothing too fancy though, and no weapons. Holo recorders, comlinks,
and if the stocks are good you may find a medpac.
Town Hall
All of the town
meetings are held in this, the oldest building in Rock Ridge. Also
the only building to have stone masonry. The Mayor’s office is
also here.
Mayor Quinby
An overweight man with
plenty of skeletons in his closet. Quinby bribed his way
into office but now has to contend with Capital City asking lots
of questions. Quinby does have a local gang of bandits in
his pocket should things ever get too hot. Quinby is more
interested in money and women to bother with the welfare of the
locals.
Att: 2D
Bureaucracy(Texas):
8D, Bargain: 7D, Con: 8D, Command: 5D, Hide/Sneak: 6D, Persuasion:
7D
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Rock Ridge Bank
Two cashiers, two security
guards, the manager and his deputy can be found here. The bank is insured
but is still difficult to breach. Up to 20,000 cr are kept at the bank
with an armoured Stage Coach collecting from the City once a week.
Death Valley
To the West lies the hottest
most barren desert on Texas. A the heart of the desert is Death Valley.
There is not a drop of water to be found here. Many Outlaws have died out
here thinking it the best place to hide from the law. But you can’t hide
from thirst or the baking sun.
Dead mans turn
South towards Lost Souls
Valley, beyond which lies the old Mine. A long stretch of road downhill
often causes the Stage Coaches to pick up speed. But at the bottom of the
road is a sharp turn. Run wide by a few feet and you find yourself in the
valley with a several hundred foot drop onto rocks.
The River
Head upstream towards the
City, or down stream to the Southern Counties. But careful you don’t
take the wrong turn down stream, it leads to the rapids.
The Rapids
South of Lost Souls Valley the
river picks up speed. Only a fool would go this way on purpose. They have
claimed many lives.
Cemetery
A few miles to the East is the
Cemetery. Most of the towns dead are buried here.
Railroad
Still under major
construction. There is a line to the City, though more expensive than the
Stage Coach.
Lost Soul Valley
Travel South and you must
cross Lost Souls Valley. So named for the poor souls that have lost their
lives at Dead Mans Turn. There is a bridge that crosses the valley several
miles South as well as the Railroad bridge.
Fools walk (rope bridge)
This is an old rope bridge
rarely used due to it’s state of decay. It does cross the Lost Souls
Valley, although it can not hold the weight of many people.
The Pass
The pass cuts past rock Ridge
on the Road South from the City. It eventually meets up with the road from
Rock Ridge just past Dead Man’s turn.
The road can be reached by traveling
East. Although longer, it is a lot safer than risking Dead Man’s Turn.
Old Mines
The old mines are still in
use, though they do not produce even a quarter as much as they used
to. The precious metals, including some gold, are transported by
steam locomotive to Capital City via Rock Ridge.
The Warriors of Gar Texas adventure
Era: N/A Time Bandits were involved and no time period
was stated.
Plot: Help the good guys beat the bad guys.
Special rules: PC's can not use their modern tech items, so
must use six-shooters (just to set the mood), and the Sheriffs orders MUST
be obeyed (for the adventure to work).
Scene One
A woman rides into town on horseback watched by the town
sheriff. Hit the music (Trouble by Pink). The woman on horseback
is Viper. Viper waltzes into the Last Chance Saloon and orders a shot
of the good stuff. On the sheriffs instructions the girl is not
served. To make matters worse Machismo, of the NBO, is at the
bar. Viper starts a rumble. Eventually Sheriff Windu breaks up
the fight just as Trish and Ripley show up. Viper is arrested, more
for her own protection. Machismo warns that Mad Dog will be looking to
have some 'fun' at the expense of Rock Ridge and the Time Bandits.
GM note: there is no reason for Machismo to be here or for
him to know of the Time Bandits. This was played pretty much for fun.
Scence Two
Bossko B. shows up to rescue Viper and enlists the help of
some guy wearing a cowboy hat and a gold star badge. The guy is
Sheriff Windu and Bossko B. ends up in the cell with Viper.
Meanwhile, the next morning the Sheriff explains to Trish
& Ripley about how Mad Dog is planning to hold up the steam train as
heads from the mines to Capital City. With Viper & Bossko freed
the 'Bandits deduce the best point for attack would be to blow up the bridge
over Lost Souls Valley. They head out and are attacked by several of
Mad Dogs goons. The bombs are indeed found and disarmed while Bossko
B. plays at being a choo-choo-train!!! Bossko, "choo-choo ...
choo-choo ... whoo-whoo!"
The train safely reaches Rock Ridge.
Scence Three
Viper and Bossko B. dissappear. The fact that the
troublesome duo are not causing trouble, or pretending to be trains, causes
Trish and Ripley to become concerned about what they are up to.
Anyway, Trish and Ripley get a good nights sleep. The next morning
Trish and Ripley board the train with Sheriff Windu to protect it from any
possible attack.
Indeed Mad Dogs men do attack. Riding alongside the
train they board. The Sheriff is subdued. Ripley is not.
Several outlaws attempt to kill the human/alien mutation. The outlaws
end up dead, although one got away when he was so scared of the intimidating
Ripley he chose to jump from the train rather than fight her. Trish
was having a tough time. She fought off an outlaw in the forward
compartment. She then realised that the train had slowed too much,
that had allowed the outlaws to board, and then she finds the train driver
dead. Trish climbs the coal truck to make towards the engine. On
top of the train Trish is all but blinded by the smoke and she literally
bumps into an outlaw. The two fight and Trish get shot in the
leg. Eventually Trish throws the outlaw from the train and leaps into
the engine, only to be quickly overpowered by Mad Dog.
Then it happens. TROUBLE. Hit that Pink track
once more!!!
Ripley receives a com message from Bossko B. advising her
that it really wouldn't be a good thing if the passenger compartment were
still attached to the engine in the next two minutes. Ripley, dreading
what the Double Trouble act of Viper & Bossko were up to unhooked the carriages
and comlinked Trish. Trish gave Mad Dog the slip only by jumping from
the train. Mad Dog looks up ahead, and on a collision course, on the
rail tracks, is Viper driving a steam powered TANK that she and Bossko had
hammered together in the night (A-Team style).
The steam engine and the tank thundered towards one
another. Viper and Mad Dog braced for impact ... CRASH!!!!!!!!!
Vipers steam tank drive right through the train.. The train was decimated,
bolts, coal and shards of metal littered the Texas desert.
Mad Dogs days were ended, another train was called to
transport the gold, and Viper and Bossko got down to some serious party
action.
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