Space Assassin – Part One

sa 001 (2)


Space Assassin

Looming above your home planet is the vast hulk of the starship Vandervecken. Aboard, the crazed scientist Cyrus is planning to unleash a gruesome experiment upon your world, which will destroy all life as it is known, leaving only hideous mutations in its wake. YOU are an assassin, and your mission is to stop him – before it is too late!

sa 001

This is the Vandervecken, the immense spacecraft where utter maniac, Miley Cyrus, is conducting abhorrent experiments on humans and aliens alike. Stowing away on a supply craft, we make our way aboard, hoping to end her ultimate plans of destroying all life on our planet with viruses. We’re in luck too as we have a fairly strong character to do it with, although ironically one with sub-par Luck (12/17/9), as was detailed earlier we have some other stats to deal with too, an Armour score of 10 and 5 points to spend on weapons. I’ve gone for an Assault Blaster, which does 1D6 damage (3 points) and an additional 4 points of Armour (1/2 point each).

As the supply craft closed in on the Vandervecken, I spied a small iris airlock so I lept from the supply ship and floated over to my choice of covert entry point. So far, so good. Through the airlock we go and find ourselves in a small corridor ending in three doors, on the floor was a small pile of ‘organic refuse’, so of course, I had to have a rummage through it before continuing.

sa 004

A six-limbed, hunchbacked skeleton lay on the floor, a bloody trail leading from its body to the maintenance hatch on my right. In its hand was a small electronic device with one button on it, wires leading up the creatures arm into the remnants of a sleeve. Yes, apparently this small rat thing used to wear a shirt. Ignoring the fact this could well be the trigger to some sort of bomb I took the device from the creatures hand only to find the wires were attached to nothing. What seemed to be missing was a power source, so I took the incomplete device along with me. A trail of blood is always an interesting thing to follow, so I went through the right door to find out where our skeletal pal had come from.

What I found was soon to become an on-going theme – a long tunnel. This variety was a dark access tunnel filled with conduits and aluminum lattices cutting through the ship, this led down to another maintenance hatch off to the side, behind which I could hear muffled gurgling, the tunnel continuing into the darkness. I’m going to assume that the door is where the snappily dressed skeleton came from, so I opened up the hatch. A prison area was what laid before me, a faceless robot guard stood in front of two cells, a prime target to try out my Assault Blaster on. The poor lamb didn’t stand a chance at 7/6 I easily beat him and with a damage roll of 6, I one-shot him. After having splashed out on an Assault Blaster though, I was offered to loot one off this guard, a little annoying as I could have got me some grenades instead and I’m not even allowed to dual-wield them! Regardless, I took at look at the cells, the gurgling noise was emitting from this one and inside I found a battered old man, covered in scars and stitches. On seeing the door to his cell open to reveal the smoking remains of the guard, he started to talk, mostly babble following his obvious traumatic experiences, but did relay some interesting information about the pilot of the Vandervecken. He is actually a machine, not a man and should he ask me anything about ‘thinking or feeling’ I should just reply that I ‘don’t know’. Will do.

Moving onto the the next cell, it appeared to be empty on first impressions, but on closer inspection I realised I was incorrect as I was attacked by what appears to be a Furby for the cost of 1 Armour point. The thing scuttled up the wall and sat glaring at me, unfortunately I wasn’t given the option to blow it away, so I went back to the tunnel.

sa 016

Only a few more metres along the tunnel and I’d come across another hatch, this one feeling slightly warm. Behind the door were several large conduits running from floor to ceiling that were the source of the heat and behind them was a sliding door. Following this one through I found myself in a fashionably furnished room filled with couches and tables, and inhabited by two rodent-like beings in white lab coats sat reading electronic resource sheets. IT is a cushy job alright, but rather than blast these little guys, I decided to try and get some info from them and merely threatened them. They claimed innocence though, stating they were ‘humble scientists’ (now making me think of the South Park otters) and that Cyrus only seeks them out when he needs them, never the other way around.

Curiously, I ordered them to strip (!) and tied them up. As I did this though, I found sets of electronic keys on them and was able to use them on a security door leading out of their science lounge.

Another long corridor of  a hundred metres or so was ahead of me and I followed it along until a door to the left distracted me. What I had been distracted by was actually just a small kitchen, but in there I managed to scavenge a high-energy bar that would restore 5 Stamina points. I should also point out something I forgot to mention earlier, Space Assassin imposes an item limit on you, excluding weapons, allowing you to carry only five at any one time.

Leaving the kitchen I shortly came to the end of the corridor which culminated in a circular room occupied by a squat, tri-pedal robot armed with a pair of electric-lashes. ‘Halt: inspection point‘, it squawked at me. Having no time for trying bluffs, I opened fire on what was another easy encounter (7/6), although a very couple of rolls did actually see me take a little damage. I had a look through the remains of the robot, but found nothing except for what looked like a safe beneath its feet. Three coloured buttons were on the door; blue, red and green. I pressed them in the most logical order I could think of – red, green, blue. And yep, RGB did the trick and the safe popped open, a booby trap was waiting for me, but now disarmed I could take the Gravity Bomb and add it to my weapons collection. Ignoring the side-door, I continued straight ahead to find another long corridor, with yes, another side-door.

A small library of sorts was behind here, books, microfilm, resource sheets, all manner of scientific information was available. Three volumes were left out on a table and I had time to read through one of them. My subject choices were – molluscs, neurotoxins and robots. Knowledge of neurotoxins I figured would probably not help me if I was afflicted by them, molluscs were not entirely out of the question to be attacking me on this ship at some point, but given that I’d already seen two different robotic guards, I sat down and learned a little bit about robots.

Unsurprisingly the corridor continued ahead ‘for a very long while’ and the next side-door actually had a sign, ‘CEPHALO SQUIRRELS – HANDLE WITH CARE’. Space squirrels sound more fun than walking down a corridor for a long while, so I went inside.

sa 013

The poor little guys looked quite angry to be held within a small plastic cage, and to add insult to injury, some of them had inexplicably been shaved. What kind of monster shaves a squirrel? Cyrus, that’s who, and I am going to kill him.


2 thoughts on “Space Assassin – Part One

  1. Nicodemus says:

    I recently picked up this book for the first time and I had a pretty weak start. I only got three points for equipment and, like you, I thought an Assault Blaster would be important to have since I expected a space themed adventure to be combat-heavy. Won’t make that mistake twice!

    I haven’t read your second episode yet because I got vanquished fairly early in the book and will be trying it again in the future, so no spoilers for me.

    • Casey says:

      i’m playing it today, died twice. how’d you make out (i’m asking 3 years late) the book had some annoying parts and definitely could use a rewrite.

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