Sparks from the Past - Traveller RPG Live Play

Sparks from the Past - Traveller RPG Live Play@Sparks_from_the_Past

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Season 1 episodes (5)

Family Ties
S01:E06

Family Ties

In Session 6 of Sparks of the Past, the crew starts with a prize that barely deserves the word: the newly raised shipboat, the Volante, dragged up from more than a century underwater and now technically breathable, mostly functional, and absolutely disgusting. After selling salvage to make it orbit-worthy, they catalogue its many quirks: damaged thrusters, unreliable startup power, a hacked ghost transponder, mismatched repairs, and a smell that may outlive them all. The crew then unlocks Senator Mercer’s datapad and uncovers the larger conspiracy behind his assassination. Mercer had discovered that key political families were being genetically altered over time, likely as blackmail or control. His research points toward a faction within Social Solidarity using psychic clone research to manipulate bloodlines and eventually compromise the highest levels of Jardin society. Following the trail to Mercer’s penthouse, part of the crew finds Home Guard officers already searching the place. A brutal firefight erupts in the elevator and apartment, leaving Victor badly wounded before emergency first aid keeps him alive. Saichi and the team put the attackers down, uncover Mercer’s hidden cache of genetic samples, research notes, suspect photos, a hidden communicator, a laser pistol, and 200,000 credits. By the end, the crew has the proof Mercer died trying to protect, a fragile dead-man switch plan involving trusted contacts and a crusading journalist, and a dangerous choice ahead: keep using Transtar’s protection as cover, hide Mercer from whoever still wants him dead, and prepare for the next lead on Providence.

Dead Men and Sunken Ships
S01:E05

Dead Men and Sunken Ships

Alan Mercer is alive, sort of. The crew learns that the man they were accused of murdering has returned through a pre-grown clone, and Mercer offers them access to his old evidence if they can get him safely off Jardin. With political violence spreading on the surface, the group turns to a forty-year-old wreck on the ocean floor, salvaging a smuggler ship packed with secrets, contraband, and some very useful surprises.

Game 4: Into the Hadal Deep
S01:E04

Game 4: Into the Hadal Deep

That fits the session well: the crew joins the Profunder, descends into Jardin’s deep ocean, explores the abandoned Hadal research site, finds survivors, and ends up at Undersea Base Aelion.

Have a Transstar Day
S01:E03

Have a Transstar Day

With the identity veils hours from failing, the crew has to choose between bad options: trust a criminal patron, reach out to SolSec, find new disguises, or disappear into corporate territory. They cash in their favor with Lucin to get Mercier’s evidence into Inspector Valois’s hands, only for Mercier’s locked pad to suddenly start broadcasting its location. With police closing in and their window shrinking, the crew flees to the Transstar Sector Exchange, a corporate enclave where Jardin law loses its grip. What begins as a desperate bid for shelter becomes an employment gauntlet, as the fugitives take Transstar aptitude tests, gain corporate protection, and accidentally sign themselves up for underwater salvage work. They are safer now, but only inside the machine.

Sparks from the Past S01E02
S01:E02

Sparks from the Past S01E02

In this episode of Sparks of the Past, the crew wakes up in hiding after being framed for Minister Mercier’s assassination. With their disguises running out, Saichi needing a charge, and the authorities tightening control of the investigation, the group splits up across Nouvelle Sainte-Jeanne to gather supplies, scout the Hall des Futurs Choisis, and find new allies in the city’s underworld. Their search turns up a SolSec investigator being blocked by Social Solidarity, a strange mobile data courier hidden in the Hall’s plumbing, and a data broker named Lucin who offers them a risky but useful errand. By the end of the session, the crew has new wheels, secure comms, a deeper underworld contact, and explosive evidence that Mercier may have died over genetic research connected to impossible, almost psionic abilities.