| Olympus Falling
Olympus Falling
©2016 Keith Haney

Next Session: Jan. 12th


  • Act 1
  • Introduction
  • Solar Map
  • Firearms Combat
  • Tech Notes

2028 First colonization of Mars

2030 Construction begins on base platform for Argos tether (a freight elevator from the surface to orbit).

2034 Konstantin Cable connection made, linking Argos Station to Prokhorov Park. First orbit to surface shipment successful.

2035 Alice mirror satellite in orbit over northern polar cap.

2036 Grimhilde mirror satellite in obit over southern pole.

2040 Lowell Settlement established in the Lowell crater. Artificial atmosphere within the crater allowed non-pressure suit environment for the first time.

2041 Governments and corporations sign the treaty of Tharsis creating the first provinces on Mars. Tharsis is designated a free trade zone governed by the Sol Space Federation. Other territories are designated as reserves. The enormous cost of transport between Earth and Mars is paid for by selling provinces on Mars. The United States and the UK jointly claim Noachia Province as sovereign soil. China purchases the Hellas Territories. Russia purchases Araby. The European Union aligned with the Arab Union acquire Elysium. Funding for the Arc project accelerates the program into production.

2045 Russia sells the newly formed provice of Xanthe to Unified Korea.

2047 Amazonis Province is created in the sale of a portion of Elysium. to the European Union from the Arabic States.

2050 Fourteen years of terraforming has provided a stable atmosphere and created a protective layer against radiation. The atmosphere is still not breathable by settlers, but native born Martians are able to live and work in the open without supplemental oxygen or pressure suits for short periods of time.

2053 Planetary bacteria and single cell organisms are flourishing in the areas between the ocean and the land. Terraforming plants spread and prosper spawning new varieties of plant life. Lab bread animals are introduced to the environment.

2055 Earth makes first contact with a derelict interstellar craft. The ship contains fewer than fifty survivors of a race known as Dorsa. Communication modules were jointly developed to allow convenient communication between the species. The humanoid creatures required a more humid atmosphere, but adapted to the Earth environment with the aid of breathing masks. The bipedal species is smooth skinned with a color similar to a dolphin's in texture and color.

2060 Exchanges in technology give rise to a renaissance of new technologies. Unable to return home, the Dorsa integrate into Earth’s societies.

2064 Martian citizens begin to form a unified governing body to handle disputes with the governing bodies back on earth. Talk of cecession grows on Mars

2065 Colonial expansion is encouraged to Mars. A wave of explorers are sent through Government charters, Company expansions, and private investments. Flight times between Earth and Mars are reduced to 4 weeks with new advancements in propulsion. Construction begins on a new space station orbiting over Mars. The great mirrors are mothballed. Plans are made to salvage materials from the mirrors to aid in construction of the new orbital station Osirus. Resurrection was the theme of the expansion. Great hope and international monetary contributions pushed the project forward. Osirus Station is in the final months of construction. Military funding has expanded the station to support Explorer class ships.

Player Introduction

Nox Air Field sits on the bluff overlooking Hyperion lake. The surrounding town has seen a dramatic increase in population over the last few years. Commerce, construction, and scientific research have spurred a renaissance of discovery and productivity in the city. The nearby space elevator has made Nox one of the first stops for most people as they arrive on Mars. The bustling city center resembles a red rock amphitheater filled with the traffic of residents and new arrivals. As more people pass through Nox and into parts beyond, the need for security grows as well. Protecting these new arrivals and the general population falls to the Air Ranger Corp. The Rangers fly sorties over the untamed lands for hundreds of miles around Nox. Most missions revolve around rescuing disable vehicles or rendering medical assistance to explorers faced with unpredictable conditions.

Overseeing the Air Ranger Corps (A.R.C.) is Commander Sang, a Korean National who has been managing the corp for just over three years. His military background has served him well in this civilian post. The twelve Ranger crews that call Nox home owe their jobs and in many cases their lives to his experience.

Commercial transport services operate out of the air field. These long range planes connect the cities of Mars to one another.

Integrating the technologies available on Mars to build versatile and well trained flight crews has earned the base a reputation for excellence. Recently the budget was expanded to include several new flight crews. Sang recruited team members from across the region and as far away as Earth to field his new teams. In the last few weeks three new Red Birds were added to the fleet and authorized for service.

The Kestrel is one of those new birds with a new team. Several members of the crew have served on other teams. Their experience now lending to the newly formed crew. Quartered primarily on the air base during the lengthy on-call service shifts. The crews often maintain a residence in town when they are not on duty. Working three weeks on and three weeks off allows for plenty of leisure time. The crew of the Kestrel has been in training simulations interspersed with a few local low priority missions for several months. Commander Sang is confident the team’s readiness and is authorizing full active service status to the crew of the Kestrel.

Today was scheduled to be a supply run to the marina in Capri 90 miles to the south. A sandstorm rolled in this morning grounding all aircraft. With the mission scrubbed the team is busying itself with light duty and some refreshments in the cafeteria. Display units broadcast the news from around Mars with a couple of nuggets regarding water rights issues back on Earth followed by entertainment news about a music artist embroiled in a scandal. Local news focus on the soon to be completed military wing on Osiris station. Members of the Russian Federation are protesting the project as overreach by the United States. Also in local news, a reporter discusses the second space elevator the Tripas Tether. The cost overruns and labor disputes have put the project nearly three months behind schedule. The reporter, standing near Idris Bay, the camera pans across the park and infrastructure awaiting the installation of the tether. The hand full of people in the cafeteria discuss the news off handedly while complaining about the reliability of shipments from Earth. Most days the food on Mars is second rate favoring nutrition over flavor. Restaurants in town offer much better fair, but is usually considers an extravagance on most people salaries.

A junior staffer enters the lounge. He indicates to the PCs that Commander Sang would like to meet with the crew of the Kestrel in the observatory ASAP.

Ranged Weapons
Modern firearms are considered “Advanced Firearms” in regards to any rules involving firearms. Firearms evolve with technology and at different tech levels will have adjustments to their stats. For example; older firearms of the same type might have an increased damage dice, but less critical threat and damage range.

A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.

Loading a Firearm
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.
Loading any firearm provokes attacks of opportunity.
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.
Reloading a firearm with an already filled box magazine or speed loader is a swift action.
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.

Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.

All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.

Range and Penetration
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

Firearm Rate of Fire
Single Shot
This is a single shot per each attack granted by the PC's Base Attack Bonus.
This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.
Burst Fire
As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target's Armor Class, the character gains an additional hit.
Automatic Fire
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30') are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.
Machine guns only have autofire settings and can't normally fire single shots. These weapons can fire as cone (60') attack, each with a -4 to hit.
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.
Note: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.

Charging Stations
Mars has adopted a charging interface system that incorporates technology from the United States, Russia, and Korea. The three charging types were develped by these countrys to serve unique purposes. Mars has since classified them by types and standardized the engineering spec to interface with each type. Adaptors are available for each model, but this usually effects charfing times.

Type 1 - Vehicle Charging

Type 3 - Semi-Soft and robot charging

Type 5 - General prupose charger - Usually designed to charge communication devices, hand held sensors, civialian grade pressure suits, etc.

Adventure Chronicle
Sci Fi
System: Pathfinder Future
Designer: Keith Haney
Players: Erik Collett
David Ernst
Mike Holladay
Ryan Holladay
Dewayne Rawls
Kenneth Johnson
Start Date:

Sept 8, 2016

Status: Active
Campaign Setting: Olympus Falling
Contact: keith@gamepointworlds.com
© 2016 Gamepoint Inc.


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