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CONTINUITY

Alvaro Nonay González (Order #20580558)


Continuity
Version 1.0

This scenario is designed for the ELEMENTAL game system and requires the ELEMENTAL Complete Guide.
Go to DriveThruRPG.com and search for ‘Gildor Games’ to see the full line of ELEMENTAL products.
For more information on Eclipse Phase, please visit http://eclipsephase.com/

Original Scenario written by Marc Huete and edited by Rob Boyle, Brian Cross and Adam Jury
Additional Material: Jack Graham, Ryan Macklin
Published by Posthuman Studios
This Version adapted and published by Gildor Games
Front Cover Art: David Revoy and Bruno Werneck
Interior art: Jacob Anderson, Anna Christenson, Daniel Clarke,
Danijel Firak, Lord Zsezse Works, Joakim Olofsson, Silver Saaremaeel,
Stanley Von Medvey, Bruno Werneck, CM Wong
Cartography: Jeff Eaton

Creative Commons License; Some Rights Reserved

This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported
License. To view a copy of this license, visit: http://creativecommons.org/licenses/by-nc-sa/3.0/
ELEMENTAL and its logo are trademarks of Gildor Games in the U.S.A. and other countries

We wish to thank Posthuman Studios for allowing us to adapt and build on their incredible works.

Contact: gildorgames@yahoo.com

Alvaro Nonay González (Order #20580558)


Contents
BACKGROUND ................................................................................................ 4
Introduction to Eclipse Phase ........................................................... 5
Mission Hook ........................................................................................ 7
Setting ................................................................................................... 7
What Happened ................................................................................... 7
Chrynalus Virus ................................................................................... 8
Microgravity .......................................................................................... 9
Allies and Antagonists........................................................................ 9
ENCOUNTERS ................................................................................................. 10
Timeline of Events............................................................................... 10
Stage 1: Cold Start ............................................................................... 10
Stage 2: Exploring the Kepler ............................................................ 12
Stage 3: Boarding ................................................................................ 14
Stage 4: Resolution ............................................................................. 17
Stage 5: Aftermath .............................................................................. 17
APPENDIX........................................................................................................ 18
Chrysacids ............................................................................................ 18
AI’s and Infomorphs ............................................................................ 20
Bots (Drones) ...................................................................................... 21
Glossary ................................................................................................ 21
Maps ...................................................................................................... 24
CREW OF THE KEPLER ................................................................................ 26
Techie .................................................................................................... 27
Oversight Auditor ................................................................................ 29
Enforcer ................................................................................................ 31
Genehacker........................................................................................... 33
Ego Hunter ............................................................................................ 35
Xenoarcheologist ................................................................................. 37
Explorer................................................................................................. 39
Spy ......................................................................................................... 41

Alvaro Nonay González (Order #20580558)


BACKGROUND
What do you get when you combine Altered
Carbon with Alien and The Thing? It’s hard to
imagine a better answer than what you are about
to read. In Continuity, these inspirations aren’t just
window-dressing either; they’re integrated
seamlessly into the story.
If you’d rather experience this scenario as a player,
stop reading now and give it to your GM. Ask them
nicely to run it for you and your group. It’s sure to
leave an impression – and maybe a few scars.
Are you the GM? Good. Now that it’s just the two
of us, let’s get a few basics down. First, the scenario
is set in the incredible world of Eclipse Phase,
published by Posthuman Studios. It’s an amazing
setting, very well thought-out, very detailed, and a
bit intimidating for newcomers. Luckily, 98% of the
setting is not needed for this scenario. As for the
2% that is relevant, we’ll give you a crash course on
Eclipse Phase along with all the setting specifics and
stats you need to run the scenario.
Another way we’ve made the scenario more
accessible is by adapting it to the ELEMENTAL RPG.
You’ll need the ELEMENTAL Complete Guide to
play, but the rules basically fit on a single page (and
you can check them out for free; go to the Gildor
Games page on DriveThruRPG.com).
In short, we’ve taken a scenario that was a perfect
introduction to Eclipse Phase and turned it into a
perfect standalone “one-shot”, playable in one
evening (and you’ll get a taste of EP as a bonus).
Throughout the text there are words in bold; these
refer to something described in the Appendix;
either in the Glossary (p. 21) and/or one of the
creature stat sections. The challenge with running
sci-fi, unlike a real-world setting, is that it isn’t
always clear whether something can or can’t be
done with technology. If you’re not sure: just make
it up, or have the PC make a Spirit check.
Before play, hand each player one of the character
sheets at the end of the document (show them p.
26 and let them choose from among the eight crew
members depicted). Also, give them a copy of the
Kepler map (p. 24). If they aren’t familiar with Eclipse
Phase, give them the primer on the setting (pages
5 and 6) and suggest they read it before the game
starts. All of these handouts should make them feel
prepared for a nice bit of sci-fi escapism.
They won’t be prepared for this.

Alvaro Nonay González (Order #20580558)


4
Introduction to Eclipse Phase
You’re a transhuman—a genetically modified people, equipment, and resources off Earth as
human. Your body is heavily upgraded, and your quickly as possible—and damn the cost to
mind can communicate with every electronic everyone else.
device around it.

You’ll need every advantage.


Aftermath
It is AF10: 10 years After the Fall. Of 11 billion
transhumans, barely 500 million survived the Fall,
The Fall spread across the solar system from Mercury to the
Ten years ago, we lost Earth in the Fall. Kuiper Belt. No one knows how we survived. At
Transhumanity had already been on the tipping some point, the machines just stopped. There are a
point between enlightenment and annihilation. million theories why, but the possibility that they
We’d colonized space, but ruined our own planet. might return to finish us off hangs over the head of
We’d uplifted animals and AIs to sapience, but every survivor. In their wake, the solar system was
billions of people remained voiceless. We’d even permanently altered. Earth was a smoking ruin.
conquered death—by uploading minds (egos) and Large swaths of Luna and Mars were quarantined
resleeving into new bodies (morphs)—but only for as the machine life there, while no longer guided
those who could afford it. Then something started by the TITANs, remained dangerous. Saturn’s
going seriously wrong—orders of magnitude more moon, Iapetus, had been partially converted into a
wrong than the situation we’d already gotten matrioshka brain—a planet-scale megacomputer.
ourselves into. At first it seemed like an And all over the system, we began to discover
intensification of the bush wars, cyberattacks, and mysterious Pandora gates that opened to
civil strife that had been at a constant simmer for exoplanets in other star systems—some so far from
the last century. As events accelerated, though, Earth that astronomers haven’t been able to fix
those who could pierce the fog of war realized that their positions within the galaxy. Did the TITANs
someone—or something— was applying pressure disappear into the network of Pandora gates? Did
in just the right places to spark conflicts. By the time they achieve some type of machine apotheosis and
the enemy revealed itself, transhumanity’s nations, leave us to our fate? Or are they still here, biding
space colonies, and corporations were already at their time, before the final act of our destruction
each other’s throats. After almost a year of stirring unfolds?
the pot, that foe struck in earnest. They were rogue
North American military AIs known as the TITANs
(Total Information Tactical Awareness Networks).
A Time of Eclipse: The Solar
While distracting the polities of Earth, they had System, circa AF 10
covertly built their own military-industrial complex Our efforts to rebuild from the Fall brought strange
using nanofabrication and subverted bots. These harvests. Uplifted animals, artificial generalized
autonomous factories churned out war machines intelligences (A.G.I.’s), and uploaded people living
and self-replicating nanoswarms, which then as bodiless infomorphs are not uncommon.
attacked transhuman population centers, cleansing Biological and synthetic bodies are heavily
them of life. An infopocalypse began as massive augmented and available in huge variety. An entire
attacks on computer networks subverted infra- generation of children raised in simulspace VR—
structure and destroyed data. Most disturbingly, dubbed the Lost—proved prone to severe mental
the war machines didn’t kill everyone. Millions had illness, but Firewall—the secret conspiracy that
their minds forcibly uploaded before their bodies works to protect transhumanity from “existential
were repurposed as shock troops. We fought back, threats”—knows some are also asyncs, wielding
but a coordinated defense was impossible with what can only be called psychic powers. And just a
transhumanity’s major factions already fighting few years ago, the Factors, an alien race of slime-
each other. And one of the TITANs’ most potent mold space merchants, made first contact.
weapons, the possibly alien exsurgent virus, could Politically, the solar system is divided. The Planetary
propagate itself across both digital and biological Consortium is the mouth-piece of the hypercorp-
life with frightening ease, killing, corrupting, and aligned city states of Venus, Luna, and Mars. The
subverting. The Fall became a race to get key Jovian Republic of Jupiter is fascist in its politics but

Alvaro Nonay González (Order #20580558)


5
principled in its technological precautionism. The WHAT IS TRANSHUMANISM?
Autonomist Alliance includes anarchist, anarcho-
Transhumanism is an international cultural and
capitalist, and technosocialist polities spanning
intellectual movement that endorses the use of
Jupiter’s Trojan and Greek asteroids, Saturn,
science and technology to enhance the human
Uranus, Neptune, and beyond. Enclaves of these
condition, both mentally and physically. In support
factions exist outside the parts of the system they
of this, transhumanism embraces emerging
dominate, and the Main Belt and Kuiper Belt are a
technologies to eliminate the undesirable elements
wild west exploited by all. The economies of the
of the human condition such as aging, disabilities,
factions differ, spurring conflicts. In autonomist
diseases, and involuntary death. In Eclipse Phase,
territory, currency is obsolete. Unrestricted use of
the transhuman program has borne fruit in the
nanofabrication means that anyone can
form of enhanced humans, uplifted animals, and
manufacture anything they need given a blueprint
machine sapience. But counter to the hopes of
and basic raw materials. In these open economies,
many present-day transhumanists, eternal youth,
reputation, not wealth, mediates the exchange of
enhanced anatomy, and heightened intelligence
information and services. In the Consortium sphere,
haven’t been equal for all. In the Planetary
nanofabber blueprints and the fabbers themselves
Consortium’s sphere of influence, they’re the
are protected by DRM, enforcing payment in
prerogatives of the wealthy, while the masses make
credits before printing items. That autonomist
do with older used bodies, robotic shells, or
territories’ flagrant disregard of Consortium anti-
sometimes no physical bodies at all.
piracy laws doesn’t smooth relations. In Jovian
space, nanofab is banned for most citizens, and
credits are used to pay for manufactured goods.
The Jovians consider the rest of transhumanity
incautious for relying so heavily on nanotech, which
the TITANs also subverted during the Fall. Earth
governments ceased to exist. Beyond the sway of
the big factions, crime syndicates, mercenaries,
scientists, artists, pirates, isolationists, and weirder
clades have built their own societies in private
patches of space. Aside from the threat that the
TITANs will return, we face existential risks—x-
risks—that complicate our survival. These include
weapons of mass destruction, diseases brought
back from beyond the Pandora gates, abuse of
salvaged TITAN technology, celestial collisions, and
the occasional nest of exsurgents bent on further
spreading their virus. No one watches what’s going
on across all these borders. No one shares
information between the data vaults of Jupiter and
the academic networks of Titan. No one has the
reach to help small, isolated space habitats, or to
track an exsurgent infiltrator from the clouds of
Uranus to the souks of a Martian megacity. No one
except us.
Transhumanity stands on the brink of extinction.
Will you fight for survival?

Alvaro Nonay González (Order #20580558)


6
Mission Hook The Istari
The party is stranded on the dying space station The Istari is a long-range comet miner taking a
Kepler with no recollection of the past two weeks. three-year elliptical route through the Kuiper Belt.
Outside, a ship is docking, carrying the only The crew of the Istari consisted of a pair of whale
evidence of their last moments…and a deadly uplifts (Corwyn and Dezany) in hibernoid morphs,
nanovirus. a third crew member (Ilavura) sleeved in a synth
shell, a squad of drones, and a limited AI (Lila). For
several years they methodically paced and
The Player Characters intercepted comets and icy asteroids and dropped
The scenario can accommodate up to eight players. off self-replicating bots. These bots either mine the
Print out the characters at the end of this document comets until the next ship arrives to pick up the
and hand them out to the players. Other characters haul or manufacture ice rockets to push the comet
may be used, but it is recommended that their skills towards an interception point closer to the inner
and equipment be modified by the gamemaster to system, where they are used for the terraforming of
fit the scenario. Mars and other purposes. Now on its return leg, the
The characters are all currently working for the Istari most recently collected the mining hauls from
argonaut faction on the Kepler remote space previously-planted drone operations (a mix of
station, performing various types of research (or volatiles like hydrogen, carbon dioxide, and
acting as support staff). Their exact background ammonia, as well as platinums and other metals)
details may be improvised by the players and and was headed back towards the inner system
gamemaster during gameplay, as necessary. when it had an unfortunate encounter.
Because of the way it starts, Continuity also makes For a full layout of The Istari, see p. 25.
for an excellent introductory adventure for a
campaign, particularly as a way to introduce the
player characters to Firewall. Given the way the What Happened
adventure is likely to shake out, Firewall is likely to Recently the crew of the Istari crossed paths with a
make contact with the characters afterward to learn relic of the Fall: a TITAN device—perhaps a ship,
from their experiences and to find out what they drone, or probe, damaged from fighting—that was
know about the exsurgents on the Istari. slowly but surely tumbling away from the solar
system towards deep space. Thinking they had
found some space debris that they could perhaps
Setting make a salvage claim on, the whale uplifts sent a
This mission is set entirely on the research station drone to investigate. Unfortunately for them, the
Kepler and on the long-range comet-catcher Istari. drone became infected by an exsurgent virus
variant, dubbed here the Chrynalus Virus (p. 8),
The Kepler which it then transmitted back to their ship. The
Istari’s nanofabricator was infected via the ship’s
The Kepler is an argonaut research station in the mesh network and soon thereafter began
Kuiper Belt, far out on the rim of the system, producing a nanovirus to spread the exsurgent
approximately 40 AU (Astronomical Units) from the infection. The resulting plague killed Corwyn and
sun. The Kepler has a standard complement of Dezany. Ilavura, also infected, abandoned his shell
eight crew members (including the player and lives on as a deranged infomorph.
characters) and the station’s A.G.I., Hans. The
Due to the infection, the Istari is no longer on
player characters have been working there for six
course to return to the inner system. In fact, Ilavura
months, overseeing astronomical scans of the solar
turned the ship around and killed much of their
system and deep space, conducting microgravity
velocity in his madness, sending the ship drifting,
chemical and biological experiments, and engaging
slowed-down and off course. Its current path
in other research appropriate to their background.
brought it in the vicinity of the Kepler. The crew of
The Kepler also serves as a long-range listening
the Kepler, detecting the Istari’s presence, also
post on outer system communications traffic. The
noted dangerous containment leaks in the comet
station is a small cluster habitat composed of
herder’s drives.
different interlocked modules and operates in
microgravity. The crew of the Kepler hailed the Istari but received
only static. After some debate, they backed
For a full layout of The Kepler, see p. 24

Alvaro Nonay González (Order #20580558)


7
themselves up and went out to investigate, taking Kepler. The infected crew transmit a deceptive
the Kepler’s shuttle to dock with the Istari. message back to the Kepler’s A.G.I., Hans, infecting
Interception took about one week. Unfortunately him and the station with the virus. Hans excises
for the argonauts, once they entered the Istari, parts of himself and retreats into hiding.
they too were infected. 40 Hours Ago: Hans reclaims part of the Kepler’s
That evening the Istari ejected a mass of frozen mesh and sets the resleeving process for the
ammonia to decelerate onto an intercept course characters in motion.
with the Kepler. It also broke radio silence to The Mission Begins: The characters awaken (see
transmit a static-filled message back to Hans, Timeline of Events, p. 10).
purportedly from one of the argonauts, saying the
ship was damaged but safe. The message was
followed by a large data packet containing the Chrynalus Virus
virus. Hans detected the infection immediately— The Chrynalus strain of the exsurgent virus is
but not before contracting it himself. He shut down initially spread via digital infection. It is intelligent
and ejected compromised communications devices and attempts to subject physical targets to an aural
and isolated himself in the only remaining secure basilisk hack. Once a nanofabrication device is
area of the network. infected, it begins manufacturing a nanoplague
It has taken the Istari a week since contact to spiral version for physical infection.
around and begin docking procedures with the
Kepler. Forty hours ago, Hans struck back at the Digital Infection
virus, temporarily reclaiming a portion of the
The digital virus is DIF 4 against any attempts to
station’s mesh. During this period he set the
bypass or resist it. Any AIs, infomorphs, or
station’s medical bay to resleeve the player
cyberbrains that become infected do not
characters from their recent backup, isolating that
immediately become exsurgents, however. Instead,
system from the rest of the mesh. He then retreated
they suffer the loss of 1 Spirit per hour and are
back into hiding. Due to excising parts of himself to
inflicted with paranoia, delusions, hallucinations,
fend off the virus, Hans has descended into
and other mental disorders as they descend into
irrational paranoia.
madness.
The characters awake, not knowing the events of
The player characters’ mesh inserts are subject to
the past two weeks, surrounded by a station that is
digital infection if they connect to the local mesh.
infected and dying. Their only ally is a mad AI that
This can cause the inserts to malfunction, transmit
has gone into hiding. They do not realize it, but
false signals and infect or play havoc with any
they have only a few hours before a ship full of
connected devices. For example, they could
exsurgents docks at the station.
activate the nanofabricators around the station
Here is a short timeline of the events leading to the and order them to start producing the nanoplague
current situation. version of the virus (see Physical Infection below).
Six Months Ago: The characters begin working on
the Kepler.
Basilisk Hack
Two Months Ago: The Istari sends a drone to
Digital versions of the virus will attempt to expose
investigate a possible salvage claim. The drone gets
embodied victims to an aural basilisk hack. At
infected with the digital Chrynalus virus and
normal speed, the hack is an audible series of
transmits it back to the Istari. The infected
dissonant tones. At a slower speed, it plays at a
nanofabricator creates a nanovirus and infects the
frequency barely noticeable to the unaugmented
crew.
ear and may ride on something as innocuous as
One Month Ago: Ilavura turns the Istari around; radio static. Anyone exposed to the hack must roll
the ship drifts aimlessly. WIL+Focus vs. DIF 3 or lose 1 Spirit and become
Two Weeks Ago: The Kepler detects the Istari; Paralyzed by the attack for a number of minutes
attempts to hail the vessel fail. The Kepler crew equal to the margin of failure. Many victims fall
backs up their egos and take a shuttle out to prey to the basilisk hack, which keeps them
investigate the Istari. incapacitated until the nanoplague converts them
One Week Ago: The Kepler crew members reach to exsurgents.
the Istari, breach it, and are all infected with
Chrynalus. The Istari sets a path to intercept the

Alvaro Nonay González (Order #20580558)


8
Physical Infection Microgravity
Any morph that comes into contact with the This scenario takes place in a near-weightless
nanofabricated version of the virus is considered environment. The characters have considerable
infected. This might happen to a player character if experience maneuvering in these conditions, so we
they touch an infected nanofabricator or should assume they can perform normal actions
something produced by it, or suffer injury by a without penalties. There are a few things to keep in
chrysacid growth (see below). These nanobots mind, however:
infect biological and synthetic bodies as well as
• Characters propel themselves using the many
electronics and other machinery. Once PCs start
handholds found throughout the habitat.
becoming infected, play up the effects and create
• For complicated maneuvers, you can call for a
seeds of doubt and paranoia within the group.
Move check or opposed AGI+Acrobatics rolls.
Anyone might experience hunger, headaches, cold,
For example, when flying across major
or minor shakes. These symptoms might be
distances, sudden changes in direction or
perfectly innocuous – or not!
velocity, or when engaged in melee combat. A
Stage 1: For the first three hours, infected failed roll could mean the character has
characters and items display no outward signs of miscalculated and ends up somewhere else,
infection. Characters, however, suffer the loss of 1 collides with something or spins off into space.
Spirit per hour and are barraged with paranoia and • Objects not anchored will drift in whatever
delusions, much like infected infomorphs. Inside direction they were last moving. Thrown or
the character or item, however, the nanobots are pushed items will travel in a straight line until
building up strange synthetic growths. they hit something.
Stage 2: At this stage, the infection becomes visible • Characters can move even massive objects
as the growing masses inside the body—called around easily.
chrysacids—pierce the surface and start growing as • Liquids scatter into clouds of tiny droplets if
spurs, palpi, or spined limbs. Infected characters released into the air. Blood goes everywhere.
still suffer the loss of 1 Spirit per hour as the psychic
assault continues, and an additional loss of 1d6
Spirit when the chrysacids first puncture their skin Allies and
or shell. Characters who run out of Spirit become
exsurgents. They are aware of their fate, but
Antagonists
incapable of technical skills and higher thought. Exsurgents: The entire original crew of the Kepler
This stage lasts for about a day. (including the player characters’ previous morphs)
are still onboard the Istari and have been
Stage 3: At this point in the infection, the
transformed by the nanovirus into hostile
chrysacids grow up to two meters in length. These
exsurgents. Their stats can be found on pages 18
structures begin exhibiting a life of their own,
and 19.
engaging in limited autonomous movement and
sensory processing. The chrysacids grow in clumps Hans: Kepler’s A.G.I. Hans was exposed to the
and begin taking on an insectoid or spider-like Chrynalus virus but voluntarily excised infected
appearance. Victims become insane exsurgents by segments of code before he was completely
this point, attacking anything they see. As the subsumed—the equivalent to a voluntary
chrysacids grow, they drain the life from their lobotomy and maiming of limbs. He now suffers
biological hosts. This stage lasts for about a week. from extreme paranoia and delusions and is
shutting off parts of Kepler, including life support,
Stage 4: The larger chrysacid growths eventually
to “protect” the characters.
break off, scurrying about as independent critters.
Biomorphs eventually succumb and die, but the Ilavura: The one surviving crew member from the
chrysacid growths live on. While biomorph Istari, Ilavura is an infected and deranged
exsurgents do not last, synthmorphs and infomorph who still pilots the ship.
machines will continue to sprout new chrysacid Lila: Istari’s limited AI. Lila is too simple to be
growths as long as the nanoplague has access to completely overtaken or driven deranged by the
raw materials. virus. She is aware that the current crew is
See p. 18 for more details on chrysacid exsurgents. dangerous, but her programming limits her
response. Lila is willing to assist the player
characters.

Alvaro Nonay González (Order #20580558)


9
ENCOUNTERS
Timeline of Events
You last remember checking in for a backup, not a
resleeve. The displays tell you that two weeks have
Once the characters awaken, events happen very passed since that time.
quickly on the Kepler, and the characters have
limited time in which to act. The following summary The party awakes in new bodies in the Kepler
allows gamemasters to keep track of what happens medical lab. They are naked and unequipped but
and when: have access to thin medical gowns, medical
Mission Begins: The characters awaken. equipment, and a “fabber” (a small
nanofabricator) for making and disposing of
1 Hour In: All breathable atmosphere in the Kepler
medical supplies they might need. The medical bay
will be vented if the machine shop airlock is not
contains eight healing vats, ten morph storage
closed.
tanks, an ego bridge, a Dr. Bot, and a fully
1 Hour In: The Istari is visible with a successful operational examination and surgical setup.
AWA+Senses vs. DIF 4 roll.
The morph storage tanks are now empty. The PCs
2 Hours In: The Istari docks with the Kepler. have used the last of the spare morphs available
4 Hours In: Hans’s last firewalls will be breached and don’t have the means to create more, so
and he will be fully infected. resleeving again will likely not be an option during
this scenario.

Stage 1: Cold Start Recent Memories


Gamemasters should read or paraphrase the
following: The last thing the player characters remember is
checking in for a backup two weeks ago in
You awaken to the distant sound of klaxons. Your preparation for a mission to check on the Istari.
breath turns to frost on the glass window of the ego They will remember picking up the Istari on their
bridge pod. Your naked bodies are covered with the telescope and scans, getting no response from the
sticky, fibrous remnants of suspension fluid and ship, and seeing signs that the ship’s fusion drives
discarded protein strands. The smart glass windows seemed damaged. They will remember looking up
flicker online and flash through their diagnostics. records and finding that the Istari was a comet
The local mesh is down. Something seems to be herder with a crew of three that seemed to have
jamming wireless signals. gone off route and off schedule and which was not
responding to attempts to hail it.

Alvaro Nonay González (Order #20580558)


10
The Station’s Mesh DIF 5 roll. Only the characters who can establish a
direct wired link using access jack implants (Techie
The local mesh is not responding. An and Genehacker) can attempt to do this without
AWA+Computers* vs. DIF 3 roll will reveal that the accessing the fabber through the mesh (and thus
Dr. Bot has been hacked to jam wireless radio exposing themselves to infection). If the fabber is
frequencies. The characters can hack the Dr. Bot hacked it can be reprogrammed with a successful
themselves to disable this and allow wireless AWA+Computers* vs. DIF 3 roll, though most
connection to the mesh. Doing this puts them at complex objects will take at least an hour to
risk of infection from other broadcasting mesh produce. Simple, one-piece objects such as knives
elements in the station (see Digital Infection and or some tools can be produced in as little as five
Basilisk Hack, p. 8). minutes. At the gamemaster’s discretion, the
characters may simply not have the blueprints
A Message from Hans available for fabricating larger or more complex
items (and programming their own blueprints
As the party emerges, wet, naked, and cold, the Dr.
would take too long for the purposes of this
Bot vocalizes a recorded message from Hans. The
scenario).
message is glitchy and static-ridden, with some
parts repeated:
Opening the Door
Welcome online. AI server HQK01 … HQK– … K– … The medical bay internal airlock door is
K01 has suffered combat damage and requires electronically locked. After giving the message, the
<static> immediate repair. Please report to the Dr. Bot will manually access and unlock the
<static> Operations Module to render immediate medical bay door.
repairs. Disable all wireless freq– … freq– …
When the characters go to open the door, give
frequencies and <static>. Repeat, do not use radio
them an AWA+Observation vs. DIF 2 roll to notice
frequencies under any circumstances. Treat all
yellow warning lights that indicate an unequal air
wireless-enabled devices as compromised.
pressure outside the door. Typically they would
The characters will recognize the voice of the also be warned by an entoptic alert, but this is
message as Hans, the station’s A.G.I. The robot will blocked by the jamming. There is no way for them
repeat the message if asked but there is no way to to determine what the air pressure outside the door
communicate with Hans directly. More random is (it is 600 millibars and dropping) without
soundbites from Hans are included under Hans, p. accessing the local mesh and exposing themselves
20. to infection. They should be satisfied that yellow is
not completely dangerous; if there was no
atmosphere outside the door, the warning would
Gearing Up be red and would require an authorized override.
Characters with programming skills may want to When they do open the door, there will be a gust
hack the nanofabricator to produce weapons or of wind as the air pressure in the room equalizes
other objects. An attempt to hack the fabber with the dropping air pressure in the rest of the
should be treated as a standard intrusion to defeat station; this will chill the air.
the firewall and obtain admin privileges; this
requires 10 minutes and an AWA+Computers* vs.

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Stage 2:
separated from the habitat/each other, though this
requires an AWA+Fixing* vs. DIF 3 roll with a

Exploring the Kepler timeframe of 10 minutes.

The characters are familiar with the Kepler’s layout,


having lived and worked there for months. Once
Major Malfunctions
they venture forth, however, they will immediately Most non-critical (and some critical) equipment in
see that things have changed. The environment is the Kepler has been disabled by Hans to prevent
in disarray. Many functions of the station are the spread of infection. This equipment can be
malfunctioning or disabled. enabled with a successful AWA+Fixing* vs. DIF 1-4
roll based on the complexity of the device.
Emphasize the setting: The air is thin and cold, so
However, if the device’s wireless links are not
cold that exposed skin sticks to the bulkheads.
immediately disabled, it quickly becomes infected.
Most lights are inactive and dark except for the
strobe of warning beacons. The station is eerily Hans was not completely thorough, and some
quiet except for the ship’s creaking or the distant devices and station functions remain active. Almost
knocking of something against metal. all of these are infected by the exsurgent virus.

Troubled Times Gear and Equipment


Hans, in the throes of delusion, recently came to Much of the smaller equipment contained within
believe that invisible dust is contaminating the ship the habitat has been vented into space. The station
and the source of the infection. To combat this, he carries vacsuits, basic weapons, and tools, but the
is venting atmosphere to eliminate any contagions. characters’ equipment was taken onto the Istari.
The station is losing approximately 600 millibars of Three “cornucopia machines” in the machine shop
air pressure an hour (10 millibars a minute) through (desktop-sized nanofabricators) can be used to
an open airlock in the machine shop. Biomorphs nanofabricate desired equipment, though if the
have twenty minutes to find insulation from the characters do not protect the machines from
cold or they will lose 1 Health every 5 minutes. They infection, they will start manufacturing the
must also either seal the open airlock or find access nanovirus form of the Chrynalus virus instead.
to a source of oxygen before the air pressure drops Unfortunately, certain items will not be able to be
below 160 millibars (in 45 minutes) or they will nanofactured in the time frame the characters have.
begin to suffer respiratory distress and become Additionally, equipment lockers in the machine
Slightly Impaired (-1 to rolls). When the pressure shop contain two sets of wrist-mounted tools, six
drops to 60 millibars (in 55 minutes), they will no vacsuits (standard), two vacsuits (hard suits), four
longer be able to breathe and will suffer a DAM 0 medium kinetic pistols, two microwave
roll each round until they black out or get some air. agonizers, two flex cutters, and three applications
of scrapper’s gel.
Kepler Layout
The station is a modular habitat, designed for Closing the Airlock
microgravity, meaning every surface is equally Items that are not held down are slowly being
used and portals might be in any wall. The station sucked towards the open airlock by air movement.
includes a medical bay, living quarters, rec area, An AWA+Senses vs. DIF 4 roll allows a character to
machine shop, ops center, labs, greenhouse, and a follow this movement toward the leak or feel the
fusion generator (map on p. 24). The station’s slight breeze on their own skin.
sensor/ communications module, including the
Hans tasked a bot to weld a steel frame into the
egocaster unit, was disconnected by Hans and
open airlock, preventing it from being closed
ejected into space. The station has no source of
without taking 1 hour and succeeding on an
propulsion aside from minor altitude-adjusting
AWA+Fixing vs. DIF 4 roll.
jets. The station has two external airlocks: one in the
machine shop and one in the fusion power plant Should a character get too close to the machine
module. Each module is also connected by internal shop without being properly tethered, they will
airlocks (all of which are currently open). These need to make an AGI+Athletics vs. DIF 1 roll to
airlocks may be closed and locked to seal certain avoid being sucked out and ejected into space
modules off. Modules may also be manually before they can grab on to something.

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The characters will remember that the station’s critical intelligence modules, as well as his
shuttlecraft was previously docked at this airlock. It memories of the past year, including a log of all
is, of course, missing. communications. The server is infected. If accessed,
Interior doors may also be manually closed and however, characters may review the radio logs of
sealed. Closing the doors to the machine shop will their boarding of the Istari.
prevent the atmosphere in the rest of the ship from If the characters access the ops center mesh and
draining. Hans, however, may send a bot to open communicate with Hans, he will react in ways that
the airlock in the fusion power plant module. make it clear he is damaged, paranoid, and
extremely unstable. If the characters are not careful,
Robotic Threat they may easily convince Hans that they are a
threat. Fortunately, most of the station is already
In one of his recent furious bouts of madness, Hans disabled and beyond Hans’s control. How exactly
convinced himself that intruders must have Hans reacts to this is up to the gamemaster. He
somehow accessed and sabotaged the station. may summon the station’s bots to attack the
Breaking out of hiding for a quick moment, he characters, attempt to lure them into the fusion
instructed the station’s robots to attack anything generator module and then open the airlock, or
that moved. He has since forgotten this order and attempt to lock them inside another module where
the fact that it endangers the player characters. they can be contained. In an extreme scenario, he
This means that the station’s automech and two may trigger the fusion plant to begin self-destruct
servitor bots will attack any player characters that proceedings, effectively committing suicide but
cross their paths. The gamemaster is encouraged taking the perceived threat with him.
to place these bots in innocuous or hidden places, Attempting to shut off Hans or restore him from an
perhaps seemingly powered down, so that they earlier backup requires an AWA+Computers* vs.
may attack by surprise. At the gamemaster’s DIF 4 roll with a timeframe of 30 minutes.
discretion, the station may hold more bots than
these, all of them programmed to kill. These robots
are known to the PCs as familiar helpers around the Uninvited Guests
ship, so their aggressive behavior is shocking. Just a few hours after the characters awake, the
Istari will arrive and dock with the Kepler. Any
Finding Hans character looking out one of the station’s windows
or an open airlock may have a chance to see the
Hans has sealed off the ops center. The only way in ship approaching in the final hour (AWA+Senses vs.
is to hack the door’s electronic lock. This requires DIF 4 or gamemaster’s discretion). Since Hans
10 minutes and an AWA+Computers* vs. DIF 3 roll. ejected the sensor/communications module, the
Alternatively, the characters can try to cut through station has no means of detecting the approaching
the door (it has ARM 5 and 30 Health points). ship until it comes within visual range of some of
Hans himself is hiding within the ops center’s mesh the (still active but infected) external cameras.
network, most of which has been intentionally As the Istari makes its final approach it will
deactivated and isolated (though it may be broadcast a message that anyone accessing
physically accessed by jacking in to a console wireless frequencies or the local mesh can receive.
access point). Inside his hiding spot, Hans has been This message will originate from one of the original
systematically cutting off parts of himself in (infected) members of the crew—an earlier version
response to real or perceived signs of infection. He of one of the player characters. They will ask
recognizes that the missing server HQK01 is critical, permission to dock, state that the Istari is safe, and
but cannot remember why. The server is encrypted. express relief at getting back to the station. They
The ops center has a quantum computer that can will also show concern that Hans and the Kepler
be used to crack it, but this take one week so it is have not been responding—and possibly
unlikely to be completed in time to be of use. In a confusion that the characters have been restored
bit of foresight, however, Hans encrypted the server from backup if the characters communicate with
using an in-joke passphrase (“Hans Up!”) with them. A successful AWA+Psychology vs. DIF 2 roll
which any of the player characters living on the (at +3 if made by the character’s newer ego) reveals
station for the past few months would be familiar; stress and subterfuge. The exsurgents will also
a successful AWA vs. DIF 1 roll will raise this idea in transmit the aural basilisk hack and attempt to
the mind of any character who gives it some infect the recipient with the digital Chrynalus virus.
thought. The server contains several of Hans’s

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Stage 3: Boarding
he will use every aspect of the ship and any
available drones to eliminate the threat.
Gamemasters should read or paraphrase the Characters who encounter exsurgents must make
following: 2d sanity checks, or 3d sanity checks if
encountering their own previous biomorph.
You feel the station shudder with the familiar rumble
that means a ship has docked. The sensation of
different pressures equalizing pushes upon your Accessing the Istari
inner ears and you both feel and smell a gust of The wireless mesh on the Istari is active, but both
contaminated air that blows in from the direction of antiquated and glitchy due to the infection. Lila is
the machine shop. Something foul has arrived to the still acting as the ship’s active mesh security,
Kepler. though it is also possible that Ilavura may
intervene.
Hans has disabled so much of the station that he is
At any point that the characters attempt to interact
unable to prevent the Istari from docking. There is
with the ship, they may activate the limited AI, Lila.
little the characters can do either. Beyond the
Lila logged the Istari’s interception of the object
communication noted above, the Istari maintains
that brought about the infection. Lila has little
radio silence as it completes its docking process,
personality; she will obey any commands given but
attaching itself to the airlock in the machine shop.
won’t actively work to prevent the ship and its
If the characters remain unaware of the Istari’s occupants from being killed or disabled. She does
approach, they will feel the station shudder as the not understand the virus vector and will play the
ship docks (and will be familiar with what that virus’s aural basilisk hack if requested. She does
shudder means). Any characters present in the not withhold any information, including the codes
machine shop will witness the airlock being for operating the on-board missiles, but she is not
accessed and feel the gust of contaminated air that capable of comprehending some orders or drawing
blows in from the Istari. If the machine shop airlock conclusions.
has somehow been rendered unusable, the Istari
will dock at the fusion power plant module airlock
instead. Failing that, it will use robots to create an
Istari Layout
entrance. Attempts to prevent docking just delay The Istari is built around a central spine mounted
the inevitable. with large storage containers that hold ammonia,
hydrogen, carbon dioxide, platinum, and metal
ores. The aft of the ship holds a large fusion drive.
The Crew The fore of the ship supports a giant, magnetized
The previous crew has been fully transformed by hydrogen scoop. The habitation decks saddle the
the virus. Their bodies are emaciated, twisted and center of the ship (map on p. 25). Built around the
broken, held together by patches of chrysacid habitation decks are drone racks and a missile rack
structures, wrapped in tatters of dried skin and (for breaking comets or asteroids into pieces for
vacsuit. Two-meter-long twisted, black legs sprout collection). The ship is old and pock-marked from
irregularly from breaks in the skin. Palps and micro-meteor strikes. The Kepler’s shuttle is docked
pincers grow from their mouths and eye sockets. on the “roof” airlock, and the Istari will dock with
Their faces are distended and nearly the Kepler on its starboard airlock and docking
unrecognizable, but their identity is immediately spar. Any Istari airlock may be opened and cycled
clear from the names and patches on their suits or without requiring a roll. The lights in the ship have
the entoptic displays of their mesh IDs. The crew been disabled. The hull of the ship is made of
consists of the infected members from the Kepler, advanced composites, and interior walls are made
an infected infomorph of one of the original Istari of hardened polymers (ARM 4, Health 15). Interior
crew (Ilavura), and the limited AI Lila. doors may be locked with an AWA+Locks & Traps*
When the Istari docks, the exsurgents will spread vs. DIF 1 roll. Any loose equipment the player
themselves between both ships, staying to dark characters may have originally brought with them
corners or clinging to the hull in the vacuum of to the Istari may be available in the ship, at the
space. They are aggressive, but do not actively seek gamemaster’s discretion.
out the player characters. Ilavura will ignore the
player characters until they show any sign of ability
or willingness to disable the Istari, at which point

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This can include (roll or choose from the list below): 3. Drone Docking Bay
1. Freezer The drone docking bay is not pressurized, as
2. Electronic Rope indicated by the red warning light above the door.
3. Emergency Bubble It contains three deactivated and uninfected
4. Superthermite Charge drones; one automech and two vector-thrust
5. Invisibility Cloak dwarves. A large door to the rear opens into space.
6. MRDR (1 dose) The docking bay is free from contamination. All
three bots may be activated but they are
Many surfaces in the Istari are covered with programmed to only respond to commands from
colonies of chrysacid spurs (p. 19). Their the original crew. Characters that wish to use them
monofilament edges make them extremely must hack them. This requires a successful
hazardous—even to characters in vacsuits. AWA+Computers* vs. DIF 3 roll and takes 10
Whenever a character maneuvers through a room minutes.
infested with spurs, an AGI+Athletics vs. DIF 2 roll
is required to avoid hitting them. Maneuvering 4. Power Controls
through tight spaces requires a roll at DIF 5. A port set in the floor of the utility bay (identified
as 14 on the map) opens to a narrow tunnel, lined
1. Docking Spar with fine, grey dust. The tunnel leads thirty meters
The Istari’s extendable docking spar creates an down, then across into the power control area.
airtight seal over the Kepler’s airlock. The interior of Computer displays light the area in ambers and
the accordion-style docking spar is scattered with indigos. The body of one of the Istari’s original
floating tools and grey dust. The walls of the spar pilots is hunched over in the center of the room,
are made of a thin, metallic foil (ARM 1, Health 4). rooted to the wall by twisted, grey limbs. The skin
The spar extends for fifteen meters, ending at an has dried to leather, but it still wears the ragged
open airlock into the utility bay. remains of a blue jumpsuit. Long, slender chrysacid
Shortly after docking, two exsurgents will move limbs arch out of the corpse’s back like stripped
along the docking spar and enter the Kepler wings and will strike out at any character that draws
through the machine shop’s airlock (or any other close.
available opening). The display panels show that power is operating
Should the party have successfully sealed the open normally. It does note the radiation leak, which is a
airlock, a vector-thrust automech will use a cutting long-term health hazard, but will not prevent the
torch to slice through the airlock (this takes one operation of the ship. A tunnel to the side leads to
minute) before going inert. The automech is a thirty-meter tube ending in the life support
functional, though infected. It will not obey module (15 on the map.)
commands from the characters unless hacked (an
AWA+Computers* vs. DIF 3 roll taking 10 minutes), 5. Recycling Bay
though doing so will open up the characters to The walls of the recycling bay arch ten meters
infection. The chrysacid growths it sprouts impede above the floor. The walls are lined with pipes and
its abilities; it is Impaired (Move 50%, -2 to rolls). vats. In the center of the room, three giant, boiler-
shaped machines grind away, protected in a web of
2. Utility Bay twisted pipes and wires. Some of the vats along the
Anchored chrysacid spurs sprout from the walls walls have broken. Slender chrysacid legs protrude
and work table here, making navigation extremely from breaks in the vats, amid a nest of wriggling
hazardous. Two vacsuits (hard suits) hang in the hairs. The legs (limbs) lash out at any character
back corner. One of the suits is contaminated; spurs foolish enough to draw close. Chrysacid critters
have penetrated the seal on the right gauntlet and crawl around the joints of the machines, scurrying
broken off inside. Opposite the open airlock to the from the shadows of flashlights and computer
docking spar, a sealed airlock leads to the recycling screens. Three exsurgents crawl through the room,
bay. On the walls to either side, closed airlocks lead searching for food or intruders. In the wall opposite
to the drone docking bay and missile storage area. the airlock to the utility bay, two sealed airlocks
A sealed circular port set in the floor leads down to lead to the medical bay and crew living area,
the power controls. respectively. An open portal at the top of the bay
leads to the Kepler shuttle.

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6. Medical Bay the basilisk hack over every available medium;
The medical bay contains a pair of healing vats. intercom, radio, and (ineffectively) displaying it on
One is empty, the other is sealed and the window display screens, trying to drive the characters away.
grown over with a wriggling mass of chrysacid With the panels torn away, the party can see the
hairs. There is a surgical table and a set of surgical server that hosts Ilavura. If the characters (or
tools, as well as basic medical supplies and exsurgents) do not leave or otherwise prove to be
medicines. Three airlocks on separate walls lead to threatening, Ilavura will do everything in his power
the life support module, crew area, and recycling to kill or eject them as long as it does not disable
bay, respectively. Except for the single healing vat, the Istari. He will activate any remaining drones to
the medical bay is not contaminated. come to his aid. The casing protecting the servers
has ARM 2 and Health 12, but has already received
7. Life Support 6 points of damage.
The life support node is crammed with heavy
10. Kepler Shuttle
machines struggling to regenerate the lost
atmosphere. The ship’s AI, Lila, has been actively The shuttle from the Kepler is docked, roof-to-roof,
maintaining the filters. A rack of operational mesh on top of the Istari recycling bay. An open airlock
servers is inset in one wall. “LILA” is written on the off the top of the recycling bay feeds into the
rack in tidy block letters. central room of the shuttle. The central room has
acceleration seats for eight, tables, and limited
8. Crew Area entertainment and survival equipment. To the rear
of the shuttle is a small restroom, a desktop
The crew area serves as a general rec room, dining
cornucopia machine (nanofabricator), and the life
room, science lab, and sleeping area for the original
support machinery. One exsurgent is trapped in
crew members. Bunks and a toilet may be pulled
the shuttle. As the airlock opens, the exsurgent
out of a wall. There’s a small shower stall in the
attacks anything preventing it from escaping back
corner. Overstuffed chairs are bolted to the walls.
into the Istari. The ship’s computer includes video
The chrysacid-pierced corpse of the other original
surveillance of the Kepler crew’s arrival and
Istari crew member sits in one of these. Cabinets
subsequent infection.
contain an assortment of X.P. chips and equipment
for games, such as room tennis. Sealed doors to the
11. Missile Storage
medical bay and recycling bay are on separate
walls. Opposite the airlock to the medical bay, This bay originally contained twelve short-range,
flickering lights from the ops center shine through computer-guided missiles. Only two missiles
an open doorway; the exsurgents active there may remain. A single exsurgent lurks around the
be heard from here. Jagged spurs float freely storage containers and will attempt to capture and
through the air and have taken root on clothes and eat any easy prey.
tools. Chrysacids of various sizes crawl behind the
furniture and in drawers. 12. Missile Launcher
There are two small red hatches set in the corner of The Istari includes a missile launcher for breaking
the room, operated by a lever. Each connects to a meteors and large mined chunks into smaller
single, one-person escape pod. When activated, pieces for processing. The launcher connects to the
the pod will fill with a nanobot suspension fluid storage bay via an extendable cable—very similar
that will put the subject into hibernation. The pod to the docking spur—that lets the missile launching
then fires from the fore of the ship, heads towards pod float up to 100 meters away from the Istari.
the nearest large radio transmitter, and activates its Missiles can be manually fired with an AWA+Heavy
emergency beacon. An emergency pod only has Weapon vs. DIF 3 roll, though the firing mechanism
space for a single person and one medium-sized is locked and must be hacked first with an
object. AWA+Computers* vs. DIF 3 roll taking 10 minutes.
Missiles will not detonate within five kilometers of
9. Ops Center the Istari. The minimum-detonation range can be
disabled with a successful AWA+Fixing* vs. DIF 3
The operations center is a nest of splayed fiberoptic
roll or with the override code provided by Lila. The
cables and floating droplets of liquid crystal. Two
missiles can be manually removed from the bay
exsurgents smash at the controls, spraying pieces
and carried.
of plastic. They attack anything that approaches
within four meters of them. Ilavura will broadcast

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Stage 4: Resolution Escape Pods
How the characters resolve the scenario is up to Two characters may escape using the Istari’s escape
them. Several possible events are detailed below. pods. The cortical stacks (or severed heads) of the
other characters may be stored in the pod,
permitting them to also escape. Removing
Steal the Istari (“popping”) a cortical stack in the field requires an
Much of the equipment on the Istari is carrying the AWA+Medicine* or AWA+Surgery* vs. DIF 1 roll
virus. If the Istari returns to civilization, an outbreak but inflicts DAM 4 roll on the subject. Once a
is almost assured. Living for any significant amount cortical stack is retrieved, it may be loaded into an
of time aboard the Istari will almost guarantee ego bridge and used to bring the ego back, either
infection. Characters delivered as cortical stacks or as an infomorph or by resleeving.
in suspended animation may survive long enough
to fight the infection wherever they are recovered.
Death, Insanity or Suicide
If the player characters fail to escape at all, they will
Disable or Abandon the eventually be safely resleeved from their last
Istari or Kepler backups, which were egocast (uninfected) six
months prior to the Kepler crew preparing to make
If abandoned and disabled, the exsurgents on
first contact with the Istari. In this case, they will
board will eventually die. However, the Istari and
have no memories of this scenario and may never
the Kepler will still hold the virus and will eventually
know what happened until either ship is recovered.
be recovered by other parties claiming salvage. If
the characters manage to warn the argonauts or
an organization such as Firewall, that group will
move to destroy the ship and/or station—hopefully
Stage 5: Aftermath
Depending on how the player characters dealt with
before anyone else gets infected.
the infection, the gamemaster may choose for
them to encounter it again later when the Istari or
Destroy the Kepler are recovered. Additionally Firewall, if
Kepler and Istari notified of the infection, may ask the characters to
investigate where the Istari originally picked up the
The Istari contains two missiles. If the player virus and make sure there is no more debris
characters place the second missile on the Kepler, floating around that could contaminate other craft.
both ships may be successfully destroyed. If the
If the characters fail to contain the virus or all perish
missiles are simply detonated on board the Istari,
then there is a good chance they will be resleeved
only the ship will be destroyed; the Kepler (though
from backups taken prior to their departure to the
damaged) will need to be dealt with separately.
Kepler and asked to investigate what happened—
Alternatively, if the missiles are fired at the Kepler,
or even to try to stop the Istari and Kepler, if they
the station will be destroyed but the ship will
managed to get out word of what occurred. This
remain intact.
time, however, they may be facing even more of
their former selves.
Ignore the Istari If Ilavura is able to take control of the Kepler and
Any plan to escape the infection without disabling subvert Hans and any of the cornucopia machines
the Istari practically guarantees Ilavura will leave (nanofabricators), he attempts to build a drone to
the Kepler and spread the infection elsewhere retrieve the ejected egocaster so that he can
before the player characters have another transmit himself to the inner system.
opportunity to intervene. If the characters manage to defeat the exsurgents
and survive, they may be able to locate the sensor/
communication module that Hans ejected, as it has
not drifted too far from the station. This would
allow them to egocast away, though it also raises
the possibility that the virus might be transmitted
with them.

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APPENDIX
Chrysacids
Chrysacids are the spiny limb-like growths that
sprout from those infected with the chrynalus strain
of the exsurgent virus (p. 8). Infected biomorphs
always express chrysacid polyps, though they are
also known to grow from infected synthmorphs
and sometimes other devices and structures to
which the nanoplague has spread. The chrysacids
that burst from the skin/shell at the second stage
of infection are called spurs. These take the form of
chitinous segmented limbs and palpi, similar to
those found on arthropods, often studded with
spikes and hook-like protrusions. They sport near-
monomolecular edges capable of piercing armor
and spreading infection. Spurs are capable of
limited movement but have no way of sensing their
environment. Each nightmarish appendage has a
mind of its own. In the third stage of infection,
chrysacid spurs grow and elongate into limbs,
sometimes up to two meters in length. Though still
attached to whatever they have sprouted from,
they are capable of autonomous movement and
possess photosensitive cells to “see” and detect
movement. They attack by slicing their targets or
grabbing and pinching. The exsurgent victims—
reduced to pure animal instinct—attack anything
they see along with their new appendages. As the
limbs grow, the victims become less vehicle and
more passenger as their own movement becomes
impaired and they are dragged about by the
sprawling, chitinous limbs. Eventually, morphs are
so run through by chrysacids that they are torn
asunder. Stage four chrysacids break off from their EXSURGENT
original source and scurry about as independent AGI 3 Move 10 (climb 10)
critters called spiders. Spiders have both
TOU 2 Health 12
photosensitive and motion-sensing capabilities.
They practice rudimentary predatory tactics, AWA 1 Initiative 10
hunting from darkness in the hopes of infecting WIL 1 Spirit 10
new hosts with a bite or pinch. Skills: Athletics 2, Senses 2
Frayed Vacsuit: ARM 2
Latch: The exsurgent’s attack delivers no damage
but causes it to latch onto its victim. This allows
each of its chrysacid growths (see below) to
immediately attack the hapless victim.
Cortical Stack: Contains the original ego
Climbing: Can climb sheer surfaces

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Second Stage: In the second stage of infection, the CHRYSACID LIMB
exsurgent has 1d6+2 chrysacid spurs growing out AGI 1 Move 0
of it; each one attacks as an independent creature
TOU 2 Health 6
(see below).
AWA 0 Initiative 9
Third Stage: In the third stage of infection, the
exsurgent has 1d6+2 chrysacid limbs growing out WIL 0 Spirit 9
of it; each one attacks as an independent creature Skills: Unarmed Strike 2, Senses 2
(see below). Chitinous Shell: ARM 2
Horrific: Anyone seeing an exsurgent for the first Infection: If a character receives a wound from
time must make a 2d sanity check (3d sanity check contact with a chrysacid form, they become
if encountering their own previous biomorph). infected with the Chrynalus nanovirus (p. 8).
These once-humans have been reduced to Chrysacid limbs express in the third stage of
mindless creatures, driven by the instinctual drives infection. Though attached to whatever they have
to eat, roost, and defend themselves. sprouted from, they are capable of autonomous
Each of the infected is one of the eight original crew movement and possess photosensitive cells to
members of the Kepler. This fact should be “see” and detect movement. They attack by slicing
emphasized in their dress, the remains of their their targets or grabbing and pinching.
bodies, and any equipment attached to them. Their
limbs are unable to use weapons or tools designed CHRYSACID SPIDER
for transhumans, but they may still hold onto them AGI 1 Move 9
due to residual memories. They are not intelligent TOU 2 Health 12
enough to operate complex machines.
AWA 0 Initiative 9
The exsurgents are human enough to recognize
WIL 0 Spirit 9
their friends, but driven by an overpowering hunger
and madness. Driven to consume the PCs, they are Skills: Stealth 1, Unarmed Strike 3, Senses 3
nevertheless aware enough to recognize what they Chitinous Shell: ARM 2
are doing.
Infection: If a character receives a wound from
contact with a chrysacid form, they become
CHRYSACID SPUR
infected with the Chrynalus nanovirus (p. 8).
AGI 1 Move 0
Spiders have broken off from their original source
TOU 1 Health 3 and scurry about as independent spider-like
AWA 0 Initiative 9 critters. They are photo- and motion-sensitive.
WIL 0 Spirit 9 They will flee to dark crevices, but will actively bite
or pinch any perceived intruders.
Skills: Unarmed Strike 1
Chitinous Shell: ARM 2
Infection: If a character receives a wound from
contact with a chrysacid form, they become
infected with the Chrynalus nanovirus (p. 8).
Spurs manifest in the second stage of Chrynalus
infection, extruding from within the bodies and
shells of infected morphs or machinery or growing
from anchored colonies in infected environments.
Spurs are capable of limited movement but have
no way of sensing their environment.

Alvaro Nonay González (Order #20580558)


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AI’s and Infomorphs
ILAVURA (INFOMORPH)
AGI - Move -
TOU - Health -
These entities have no AGI/Move or TOU/Health,
because they lack physical bodies. AWA 2 Initiative 12
WIL 1 Spirit 10
HANS (KEPLER A.G.I.)
Skills: Piloting 3, Computers 1, Heavy Weapon
AGI - Move - (missiles) 1, Senses 3, Surveillance 1, Survival 1
TOU - Health - Ilavura cares only for his own survival. After
AWA 2 Initiative 12 determining the Kepler is not where he wishes to
WIL 1 Spirit 10 be, he will continue on, carrying the deadly virus
with him. He will actively work to destroy anything
Skills: Piloting 1, Background (astronomy) 2,
which he perceives to be a threat to himself or the
Computers 2, Fixing 2, Medicine 1, Research 1
ship, however the virus has left him unable to
Hans is suffering from extreme paranoia and adequately appraise threats. He may fall for simple
delusions, though he is not infected. He is lies, or may lash out without provocation—at
sufficiently aware of his situation to realize the attacking enemies only he can see.
player characters can help, but is going to take
measures to protect himself from further infection, LILA (ISTARI AI)
even if that consequently kills the transhumans or
AGI - Move -
himself. As the scenario goes on, his level of
TOU - Health -
paranoia and delusion will increase and his
rationality and precautions will decrease. By the AWA 1 Initiative 10
end, he may be convinced the player characters are WIL 0 Spirit 9
infected and must all be destroyed.
Skills: Piloting 2, Background (astronomy) 1,
While Hans has one important line in the adventure Computers 2, Fixing 1, Survival 2
(included below for easy reference), you can also
Flaw: Code of Honor (programming) 3
play the following generic soundbites if the
Lila is a pre-Fall AI operating on the Istari. She is too
characters attempt to further query him.
simple to be infected by the virus. Her
1. “Welcome online. AI server HQK01 … HQK– … K– programming forces her to protect the crew and
… K01 has suffered combat damage and requires the ship, but she may help the player characters.
<static> immediate repair. Please report to the
Lila is extremely simple. She lacks personality and
<static> Operations Module to render immediate
the ability to analyze situations and draw original
repairs. Disable all wireless freq– … freq– …
conclusions. Her first directive is to protect the ship
frequencies and <static>. Repeat, do not use
and everything living on board. Her second
radio frequencies under any circumstances. Treat
directive is to fully obey any orders given her. She
all wireless enabled devices as compromised.”
does not understand the ship is infected.
2. “I’m sorry, I can’t do that, my current operating
parameters forbid it.”
3. “Please repeat your command.”
4. “The information you have requested is not
available.”
5. “Cycling <static> open.”
6. “Safety interlock corrupted <static> online.”
7. “Welcome back, user. Please enable <static>”

Alvaro Nonay González (Order #20580558)


20
Bots (Drones) Glossary
Below are some terms useful to players and GMs
AUTOMECH getting to know the world of Eclipse Phase. Since
AGI 1 Move 6 (fly 6 in 0g) Eclipse Phase takes place in a hard science fiction
TOU 1 Health 10 universe, real-world terms from science and
technology also appear liberally. If it’s not in this
AWA 1 Initiative 10
glossary, try Wikipedia!
WIL 0 Spirit 9
AF: After the Fall (used for reference dating).
Skills: Resistance (radiation) 2, Strength 1, Unlife 2, A.G.I.: Artificial General Intelligence. An AI that has
Fixing 3, Locks & Traps 2, Nightvision 2, Focus 2 cognitive faculties comparable to that of a human
Flaws: Vulnerability (electricity) 2, Addiction (power or higher. Not to be confused with AGI (Agility).
source) 1, Code of Honor (programming) 3 AI: Artificial Intelligence. Generally used to refer to
Construct: ARM 2 weak AIs; i.e., AIs that do not encompass (or in
Equipment: Headlights, magnetic pads, extra some cases, are completely outside of) the full
limbs, electrical sensors, radiation sensors, vector- range of human cognitive abilities. AIs differ from
thrust drives, assorted tools. A.G.I.’s in that they are usually specialized and/or
intentionally crippled/limited.
DWARF Argonauts: A faction of techno-progressive
AGI 1 Move 10 (fly 10 in 0g) scientists that promote responsible, open-source
and ethical use of technology.
TOU 9 Health 54
AR: Augmented Reality. Information from the
AWA 1 Initiative 10
Mesh overlaid on your real-world senses. AR data
WIL 0 Spirit 9 is usually entoptic (visual), but can also be audio,
Skills: Resistance (radiation) 2, Unlife 3, Nightvision tactile, olfactory, kinesthetic (body awareness),
2, Focus 2 emotional, or other types of input. When you use
Flaws: Vulnerability (electricity) 2, Addiction (power the Mesh, it’s frequently through AR windows.
source) 1, Code of Honor (programming) 3 Async: A person with psi abilities.
Industrial Armor: ARM 4 Automech: These ubiquitous repair drones come
in many form factors, ranging from roughly
Equipment: Radar, sonar, extra limbs, vector-thrust
humanoid to cylindrical with an adorable, dome-
drives, assorted tools.
like “head.” See p. 21 for game stats.
SERVITOR BOT Basilisk Hack: A burst of sensory input can
incapacitate or even alter transhuman minds. See
AGI 1 Move 10
p.8 for more details.
TOU 1 Health 10
Bioconservative: An anti-technology movement
AWA 1 Initiative 10 that argues for strict regulation of nanofabrication,
WIL 0 Spirit 9 AI, uploading, forking, cognitive enhancements,
Skills: Resistance (radiation) 2, Unlife 2, Nightvision and other disruptive technologies.
2, Focus 2 Biomorph: A biological body.
Flaws: Vulnerability (electricity) 2, Addiction (power Cortical Stack: An implanted memory cell used for
source) 1, Code of Honor (programming) 3 ego backup. The morph’s resident ego, including
its mind, memories, and all of the data in its mesh
Construct: ARM 2
inserts, is downloaded into this cigarette-butt-
Equipment: Extra limbs. sized, nanodiamond-encased storage device over
36,000 times a day. If the morph dies, all of this can
be retrieved by cutting the stack out from the spine
near the hindbrain.
Cyberbrain: Artificial brain, as opposed to
“meatbrain”.
Dr. Bot: A wheeled medical robot designed to tend
to and transport injured or sick people. It carries a
healing vat, a specialized pharmaceuticals maker,

Alvaro Nonay González (Order #20580558)


21
miscellaneous medical gear, and articulated arms Firewall: The secret cross-faction conspiracy that
for conducting remote surgery. works to protect transhumanity from “existential
Drones: Robots. AI-piloted synthetic shells. AKA, threats” (risks to transhumanity’s continued
bots. existence).
Dwarf: Quadrupedal walker bot, equipped with Flex Cutter: A machete-like weapon (TOU-1). The
massive modular industrial tools like boring drills, blade is made of a memory polymer that can be
shovels, hydraulic jacks, jackhammers, scooping made flexible or hardened at will, making it easily
arms, acid sprays, and so on. concealable.
Ego: The part of you that switches from body to Freezer: This spray weapon spews out a fast-
body. AKA ghost, soul, persona. hardening foam that immediately begins to
Egocasting: Transmitting your ego across space harden. Ammo 20, Rel 1, Range 10, AOE 1. If struck,
(AKA “farcasting”) and then downloading into a the target must roll TOU vs. DIF 3 or become
morph at your destination. Used for long-distance Severely Impaired (Move 0, -3 to rolls). Each minute
space travel. thereafter, the target can attempt a 2d Health roll
to shake off the effect. It can fire one shot per
Ego Bridge: A device that scans the brain and
round.
central nervous system with medical nanobots that
create a detailed map of neural pathways and other Forking: Copying an ego. Not all forks are full
attributes necessary to faithfully copy, upload and copies. AKA backups.
download (resleeving) an ego. Gatecrashers: Explorers who take their chances
Electronic Rope: The fibers in this rope can be using a Pandora gate to go somewhere previously
controlled electronically, making it move in a unexplored.
snakelike fashion, stiffen up, and even wrap around Ghost-Riding: The act of carrying an infomorph in
objects. Typically comes in a 50-meter length a special implant module inside your head.
capable of supporting 500 lbs. Habitat: A transhuman space colony, whether a
Emergency Bubble: Commonly used as a last tiny cluster of tin cans on trusswork, or a
resort “life raft” on spaceships, an emergency kilometers-long megastructure. AKA, hab, space
bubble comes in a portable package that can be habitat.
quickly inflated (1 round) around the user, usually Healing Vat: A miracle of nanotechnology that can
inside an airlock. The bubble has a 5-meter cure any disease and heal any injury (even restoring
diameter and can comfortably accommodate 4 lost limbs). As long as the patient is alive when they
people. It maintains 1 atmosphere of pressure in a are placed in the healing vat, they will not only
vacuum, protects the inhabitants from survive, but emerge without a scratch. The healing
temperatures ranging from –175 to 140 C, and process takes one hour per Health point restored.
provides light, breathable air, features a simple Hibernoid: A transhuman modified for
airlock and carries an emergency distress beacon. hibernation, for extensive travel in space.
It is powered by a small nuclear battery. Infomorph: Any ego that exists as software,
ETI: Extraterrestial Intelligence. The term Firewall without a physical body. Can be an A.G.I. or the
uses to refer to the god-like post-singularity alien digital emulation of a biological mind.
intelligence theorized to be responsible for the Invisibility Cloak: This cloak is made of
Exsurgent virus. metamaterials with a negative refractive index, so
Exsurgent: Someone infected by the Exsurgent that light actually bends around it, making it and
Virus. See p.18 for more information. anything it covers invisible to the microwave and
Exsurgent Virus: The multi-vector virus created by ultraviolet spectrums (but not against radar or x-
an unknown ETI and seeded throughout the galaxy rays). The wearer gains +3 to stealth rolls when
in Bracewell probes. The Exsurgent virus is self- attempting to remain undetected.
morphing and can infect both computer systems Kinetic Pistol: Futuristic slug-thrower. A medium
and biological creatures. kinetic pistol has Ammo 12 (single-shot) or 2 (auto-
Factors: The alien ambassadorial race that deals fire), Rel 1, Range 20, DAM 2, AOE 1 (single-shot)
with transhumanity. or 2 (auto-fire).
The Fall: The apocalypse; the singularity and wars Lost Generation: In an effort to repopulate post-
that nearly brought about the downfall of Fall, a generation of children were reared in VR
transhumanity. simulspaces using time accel-eration. The results
were disastrous: many went insane, and the rest

Alvaro Nonay González (Order #20580558)


22
were stigmatized. Some are rumored to have anything it touches for 3 rounds. Armor will protect
displayed psychic powers. against this acid at first, but the acid will eat
Mesh: The omnipresent wireless mesh data through the armor, reducing its ARM score by 1
network. Also used as a verb (to mesh) and thereafter.
adjective (meshed or unmeshed). Servitor Bot: Servitors are the most common
Mesh ID: The unique signature attached to one’s robot, acting as cooks, janitors, universal helpers,
mesh activity. movers, and personal aides. Servitors are
Mesh Inserts: Nanoscale cranial implants (in intentionally built in non-humanoid forms so as not
biomorphs) or mesh hardware (in synthmorphs) to confuse them with common synthmorphs. See
that act as computation, storage, and Mesh access, p. 21 for game stats.
controlled by thought. A cheap, disposable, Simulspace: Full-immersion virtual reality
external version made of flexy plastic, called an environments.
Ecto, is a favorite of hackers. Singularity: A point of rapid, exponential, and
Microgravity: Zero-g or near weightless recursive technological progress, beyond which the
environments. See p. 9 for more details. future becomes impossible to predict. Often used
Microwave Agonizer: An electromagnetic beam to refer to the ascension of some A.G.I.’s to god-
weapon that burns its target. Ammo 50, Range 15, like levels of intelligence.
DAM 1; target must roll TOU+Resistance (fire/heat) Superthermite Charge: This powerful and highly
vs. DIF 3 or become Impaired due to the pain (Move stable demolition charge is made from a
50%, -2 to rolls, can try to shake off with a 2d Health combination of nanometals and metal oxides. A
check). It can fire one shot per round. single charge can be used to create an explosive
Morph: A physical body. AKA sleeve, shell. blast inflicting a DAM 12 roll with AOE 6.
MRDR: A straightforward and brutal combat drug. Synthmorph: Synthetic morphs. Robotic shells
It has an onset time of 20 minutes and lasts for 1 possessed by transhuman egos.
hour. It grants the user 1 point of TOU (with TITANs: The human-created, recursively
corresponding Health increase). The user must improving, military A.G.I.’s that underwent a hard-
make a 2d Spirit check or gain a level 1 Addiction takeoff singularity and prompted the Fall. Original
to the substance. MRDR users are easily identifiable military designation was TITAN: Total Information
by the broken blood vessels in their eyes, tense Tactical Awareness Network.
posture, and visible tension in the muscles of the Transhuman: An extensively modified human.
face, arms, and legs. Uplifting: Genetically transforming an animal
Nanobot: A nano-scale machine. species to sapience (human-level intelligence).
Nanofabricator: Any of a family machines that Vacsuit: A vacuum and temperature resistant suit.
print physical objects from feedstock based on Includes a life-support belt containing a small
digital blueprints. Some are specialized for nanofabricator capable of producing air, food and
mechanical or inorganic objects, while others can water from recycled waste, a mesh terminal, a radio
print food and drugs. Given the right raw materials booster with a 250 km range and sensors granting
and blueprints, the nanofabrication process takes Senses 1. The standard vacsuit grants ARM 2. It can
up to five hours, depending on the complexity of almost instantly reseal any hole unless more than
the item. 10 Health damage is inflicted to it at once.
Nanoswarm: A mass of tiny nanobots unleashed A Hard Suit is a heavier vacsuit that grants ARM 5,
into an environment. contains built-in tools that grant Fixing 1, Locks &
Pandora Gates: The wormhole gateways Traps 1 and Medicine 1, and miniature plasma
discovered after the disappearance of the TITANs. thrusters allowing the wearer to fly at normal Move
Psi: Parapsychological powers acquired due to in 0g environments. It is otherwise identical to the
infection by the Watts-MacLeod strain of Exsurgent standard vacsuit.
virus. Wrist-Mounted Tools: Wrist implants that grant
Resleeving: Changing bodies or downloading into Fixing 1, Locks & Traps 1, Medicine 1.
a new one. Also called remorphing, reincarnation, X.P.: Experience Playback. Experiencing someone
shifting, rebirthing. else’s sensory input (in real-time or recorded). Also
Scrapper’s Gel: This goo turns into a potent acid called experia, sim, simsense, playback.
when given an electrical charge. It may be smeared X-Risk: Existential Risk. Something that threatens
like jelly, delivering a DAM 1 roll per round to the very existence of transhumanity.

Alvaro Nonay González (Order #20580558)


23
24
Alvaro Nonay González (Order #20580558)
25
Alvaro Nonay González (Order #20580558)
CREW OF THE KEPLER

26
Alvaro Nonay González (Order #20580558)
Name:
Title: Techie
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 2
Athletics 2 12 30
Piloting 1
Sleight-of-Hand 1 CHARACTER DESCRIPTION
Wpn Mastery (spray weapons) 1

TOUGHNESS 2 Health
12

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 3 Initiative Mesh Inserts

Background (technology) 1 Cortical Stack


15
Access Jacks
Computers 2
Fixing 1 Various implants (effects included in stats)

Locks & Traps 1


Senses 1
Surveillance 1

WILL 2 Spirit
Politics 1 12

Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38

ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various
physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use
the skill to tumble and dodge in combat. This allows you to add the skill level to defense rolls against physical attacks,
however it is an active measure so you must forfeit your attacks (and most other actions) while doing so.

PILOTING: You are skilled at handling aircraft or spacecraft. Add the skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the pilot’s).

SLEIGHT-OF-HAND: You are skilled at picking pockets, hiding or planting items, juggling and performing various other
tricks and feats of prestidigitation. Add the skill level to attribute rolls pertaining to such activities.

WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either
attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of
attacks instead of the other options.

BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You
automatically know most things related to your background. For more difficult tasks, add the skill level to the roll.

COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.

FIXING: You can repair mechanical, electrical and electronic devices, constructs or vehicles. It generally takes one hour
to fix something, after which you make an AWA+Fixing* roll to determine how many Health points the damaged item
regains.

LOCKS & TRAPS: With the proper tools, you can attempt to pick keyed locks and crack combination locks. Add the skill
level to attribute rolls pertaining to such activities. You also know how to set and disable complex traps and snares of
different kinds. This skill can be used for building, setting and defusing explosive devices.

SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.

SURVEILLANCE: You are capable of tailing others while remaining unseen and observing them at a distance, possibly
using electronic tools. You can also design, install and monitor this equipment. Add the skill level to attribute rolls
pertaining to such activities.

POLITICS: You understand power structures and can identify the key individuals who wield influence, either overtly or
behind the scenes. you can establish yourself in these circles, trade information and begin to wield some influence
yourself. Eventually, you become very connected and often seem to “know the right people”, or someone who owes you
a favor. When you need a favor, you can attempt a WIL+Politics roll to get it.

OTHER CHARACTERS BACKGROUND AND NOTES


Oversight Auditor You’re an old-school hacker—the kind that likes to
take technological toys, dismantle them, modify them,
rebuild them, and then use them in ways the
Xenoarcheologist designers never imagined. When you’re not too busy
building crazy robotic sculptures for art performance
Genehacker purposes, your skills are in demand because you can
fix almost anything, improve it, or even build it from
scratch. You advocate for open-source technology
Ego Hunter that anyone can use or modify as they see fit and you
support decentralized models of peer collaboration—
Explorer nothing pisses you off more than restrictive proprietary
tech with which you or others can’t meddle. You’ve
Enforcer created or “upgraded” most of the drones on the hab
and they’re the closest thing to family you’ve got. Now
where did little X9-5 scamper off to?
Spy
Alvaro Nonay González (Order #20580558)
Name:
Title: Oversight Auditor
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 2
Athletics 1 12 30
Stealth 2
Unarmed Strike 1 CHARACTER DESCRIPTION
Wpn Mastery (beam weapons) 1

TOUGHNESS 2 Health
12

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 2 Initiative Mesh Inserts

Computers 1 Cortical Stack


12
Various Implants (effects included in stats)
Criminology 1
Psychology 1
Senses 2

WILL 2 Spirit
Command 1 12
Impersonation 1
Intimidation 1
Persuasion 2

Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38

ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various physical
stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use the skill to tumble
and dodge in combat. This allows you to add the skill level to defense rolls against physical attacks, however it is an active
measure so you must forfeit your attacks (and most other actions) while doing so.

STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow someone without
being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA+Senses.

UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack rolls. In addition, the -3 damage
penalty for unarmed attacks is reduced by the same amount.

WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either attack rolls
or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of attacks instead of the
other options.

COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or encrypted
information. Add the skill level to attribute rolls pertaining to such activities.

CRIMINOLOGY: You know how to gather and analyze evidence from crime scenes. Ballistics, toxicology, fingerprint collection,
DNA analysis and other forensic sciences fall under this skill. You also know the methods of crime; extortion, identity theft,
racketeering, disposal of bodies and so on. Add the skill level to attribute rolls pertaining to such activities.

PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another character’s general
motivation and state of mind with a successful AWA+Psychology vs. WIL roll.

SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.

COMMAND: You know how to organize, command, inspire and deploy groups large and small. You can captain a ship and are
versed in military strategy and battlefield tactics. When you are part of a group action, your Command skill is added to the roll.

IMPERSONATION: You can “become” someone else by changing your appearance (with the proper materials), speech, accent
and manner. You can blend in almost anywhere by knowing the proper customs, manners and conversation. Viewers should
roll AWA+Observation vs. WIL+Impersonation to detect a fake.

INTIMIDATION: You can terrify someone through your appearance or manner by making a successful WIL+Intimidation vs.
WIL+Focus roll. This can be used to interrogate someone and extract information from them. It can also be used as an action
in combat to frighten an opponent. If successful, the terrified opponent is Slightly Impaired (-1 to rolls). The frightened opponent
can shake off the effect by making a successful 2d max Spirit check, using an action.

PERSUASION: Add the skill level to WIL rolls you make to influence, convince, seduce, bluff, fast-talk or otherwise get
agreement from someone, using charm or quick wit.

OTHER CHARACTERS BACKGROUND AND NOTES


Xenoarcheologist There is no order without control. You are one
of the cogs in the machine to ensure that
Genehacker everything runs smoothly: an agent of the
Oversight Directorate for Fair and Free Markets.
Ego Hunter Oversight’s principal duty is the maintenance of
the status quo. All anomalies, may they be
economic, social, or criminal are a threat to be
Techie
corrected. For political reasons, you were
selected for duties where you could do little
Enforcer harm – the Kepler Deep Space Scanning
Platform. You’ve been assigned as a manager
Explorer to eggheads. It’s well below your level, but
you’ve decided to attack this project with the
Spy fervor you attack every task; do or die!

Alvaro Nonay González (Order #20580558)


Name:
Title: Enforcer
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 3
Athletics 1 15 30
Unarmed Strike 2
Wpn Mastery (blades) 2 CHARACTER DESCRIPTION
Wpn Mastery (kinetic weapons) 1

TOUGHNESS 3 Health
Armored Combat 1 15

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 2 Initiative Mesh Inserts

Psychology 1 Cortical Stack


12
Various implants (effects included in stats)
Senses 1

WILL 1 Spirit
Intimidation 2 10

Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38

ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking
falls, performing various physical stunts and feats of balance. Add the skill level to attribute
rolls pertaining to such activities. You can also use the skill to tumble and dodge in combat.
This allows you to add the skill level to defense rolls against physical attacks, however it is
an active measure so you must forfeit your attacks (and most other actions) while doing so.

UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack
rolls. In addition, the -3 damage penalty for unarmed attacks is reduced by the same amount.

WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level
can be added to either attack rolls or damage rolls. If you are using a melee weapon that can
parry the attacks, you have the option to allocate the skill to defense rolls instead. If the
weapon can fire multiple shots rapidly you can add the skill level to the number of attacks
instead of the other options.

ARMORED COMBAT: You need this skill in order to fight in armor and use shields.

PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to
sense another character’s general motivation and state of mind with a successful AWA
+Psychology vs. WIL roll.

SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.

INTIMIDATION: You can terrify someone through your appearance or manner by making a
successful WIL+Intimidation vs. WIL+Focus roll. This can be used to interrogate someone
and extract information from them. It can also be used as an action in combat to frighten an
opponent. If successful, the terrified opponent is Slightly Impaired (-1 to rolls). The frightened
opponent can shake off the effect by making a successful 2d max Spirit check, using an
action.

OTHER CHARACTERS BACKGROUND AND NOTES


Oversight Auditor Those jokers in the inner system just don’t get it
—the future is about taking life by the enhanced
Xenoarcheologist reproductive organs and squeezing every juicy
drop out. You live the life you want to live, doing
Genehacker whatever you like to your bodies and mind, and
you plan to enjoy the hell out of it until maybe
you get to watch the universe end. Right now,
Ego Hunter
you get your kicks with action, either the violent
or kinky kind—sometimes both. You thrive as a
Techie tough chick who will smack the hell out of
anyone who threatens your friends or clients
Explorer during the day, but the real fun is taking home a
different partner every night
Spy
Alvaro Nonay González (Order #20580558)
Name:
Title: Genehacker
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 2
Athletics 1 12 30
Wpn Mastery (beam weapons) 1
CHARACTER DESCRIPTION

TOUGHNESS 1 Health
Second Wind 1 10

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 3 Initiative Mesh Inserts

Background (genetics/nanotech) 2 Cortical Stack


15
Access Jacks
Computers 1
Medicine 2 Various implants (effects included in stats)

Memory 2
Research 1
Surgery 2

WILL 2 Spirit
12

Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38

ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various
physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use
the skill to tumble and dodge in combat. This allows you to add the skill level to defense rolls against physical attacks,
however it is an active measure so you must forfeit your attacks (and most other actions) while doing so.

WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either
attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of
attacks instead of the other options.

SECOND WIND: You can shake off damage thanks to nanobots inside your body. As a one-round action, you can
recover a number of Health points equal to a TOU roll. This special recovery roll can be accomplished once, twice or
three times per game session, depending on the skill level.

BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You
automatically know most things related to your background. For more difficult tasks, add the skill level to the roll.

COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.

MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures. You can
administer the treatments below. It is assumed that you have a medical kit on hand. Otherwise, make the rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF is equal to
the number of minutes elapsed since the patient was last injured. On a success, the patient recovers 1 Health. You can
administer First Aid multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery rolls
after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically succeeds on the
next Health check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive, they add your
skill level.

MEMORY: You have a photographic memory. Add the skill level whenever a roll is made to remember details from the
past.

RESEARCH: Allows you to effectively obtain information through databases, the Mesh, etc. Add the skill level to
attribute rolls pertaining to such activities.

SURGERY: You understand anatomical structures. Given the right tools, you can perform surgical operations and
autopsies.

OTHER CHARACTERS BACKGROUND AND NOTES


Oversight Auditor Some might consider you a mad scientist, but they
simply lack the vision and moral flexibility to
understand the meaning of your work. You are not
Xenoarcheologist
just a scientist— you are an artist, dedicated to
defining the shapes and abilities of transhumans as
Enforcer they transition to the posthuman. In truth, you are
an expert when it comes to designing and
Ego Hunter manipulating biomorphs, and so your services are
sometimes in demand when it comes to explaining
Techie unusual and exotic transformations. And so now
the Kepler is your home, where you can pursue
your studies in relative peace, while providing
Explorer critical knowledge to the search for xenomorph life,
(perhaps acquiring a few samples for personal
Spy learning in the process).

Alvaro Nonay González (Order #20580558)


Name:
Title: Ego Hunter
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 2
Athletics 2 12 30
Stealth 1
Unarmed Strike 1 CHARACTER DESCRIPTION
Wpn Mastery (beam weapons) 2
Wpn Mastery (clubs) 1

TOUGHNESS 1 Health
10

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 3 Initiative Mesh Inserts

Arcane Lore (Psi) 1 Cortical Stack


15
Various implants (effects included in stats)
Background (neurology) 1
Criminology 1
Mind Probe 1
Psychology 1
Research 1

WILL 2 Spirit
Persuasion 2 12
Flashbacks: Simulspace (flaw) 1

Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38

ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various physical stunts and feats
of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use the skill to tumble and dodge in combat. This
allows you to add the skill level to defense rolls against physical attacks, however it is an active measure so you must forfeit your attacks
(and most other actions) while doing so.

STEALTH: You can move silently and hide or camouflage yourself successfully, whether in the shadows, vegetation or another hiding
place. You are also able to follow someone without being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA
+Senses.

UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack rolls. In addition, the -3 damage penalty for
unarmed attacks is reduced by the same amount.

WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either attack rolls or damage
rolls. If you are using a melee weapon that can parry the attacks, you have the option to allocate the skill to defense rolls instead. If the
weapon can fire multiple shots rapidly you can add the skill level to the number of attacks instead of the other options.

ARCANE LORE: You are attuned to manifestations of parapsychological powers. These are displayed by certain individuals who, like
yourself, are infected by the Watts-MacLeod strain of Exsurgent virus.

BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You automatically know most
things related to your background. For more difficult tasks, add the skill level to the roll.

CRIMINOLOGY: You know how to gather and analyze evidence from crime scenes. Ballistics, toxicology, fingerprint collection, DNA
analysis and other forensic sciences fall under this skill. You also know the methods of crime; extortion, identity theft, racketeering, disposal
of bodies and so on. Add the skill level to attribute rolls pertaining to such activities.

MIND PROBE DIF: 3 Casting Time: 1 minute Range: Touch Duration: Instant
You penetrate and pry into another creature’s mind. The target must roll WIL+Focus against the casting or suffer Spirit damage equal to the
amount failed by, and you retrieve one sought-after image or piece of information from the target’s mind. If reduced to 0 Spirit or less, the
victim “snaps” and teeters at the brink of madness. If the target has the Arcane Lore skill and successfully resists the casting, the target
actually turns the tables on the caster, who becomes the victim and suffers Spirit damage equal to the amount failed by. This power has no
effect on robots and other mindless creatures.

PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another character’s general motivation
and state of mind with a successful AWA+Psychology vs. WIL roll.

RESEARCH: Allows you to effectively obtain information through databases, the Mesh, etc. Add the skill level to attribute rolls pertaining to
such activities.

PERSUASION: Add the skill level to WIL rolls you make to influence, convince, seduce, bluff, fast-talk or otherwise get agreement from
someone, using charm or quick wit.

FLASHBACKS: You have suffered a severe trauma in the past. When in a situation that is reminiscent of the traumatic event, you must
make a WIL roll vs. DIF X, where X equals the flaw level. Failure causes you to freeze in terror and become Severely Impaired (Move 0, -3
to rolls). You can attempt to shake off the effect as an action, by making a 2d Spirit check.

OTHER CHARACTERS BACKGROUND AND NOTES


Oversight Auditor You and your siblings are creations of the Futura project,
intended to reseed the transhuman race with generations
of genetically engineered children, inserted into
Xenoarcheologist time-dilated virtual environments. When the Futura
project went wrong, it went very wrong. Nests of children
were exposed to the Watts-MacLeod virus. You are one
Genehacker of the Lost. You’ve immersed yourself in a new life and
identity. Now you put your particular skills and talents to
Techie use tracking people as a bounty hunter—a daunting task
considering that your targets can change not only their
faces but their bodies and sometimes even their
Explorer memories and mannerisms. These people on the Kepler
are your friends, although you wonder how many of them
Enforcer would still be so if they knew. So you are trapped,
between temporary comfort and the edge of fear, fear for
your future, fear of your powers, fear that, maybe, those
Spy people are right about you after all.

Alvaro Nonay González (Order #20580558)


Name:
Title: Xenoarcheologist
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 2
Athletics 1 12 30
Driving 1
Wpn Mastery (beam weapons) 1 CHARACTER DESCRIPTION

TOUGHNESS 2 Health
12

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 3 Initiative Mesh Inserts

Appraisal 1 Cortical Stack


15
Various implants (effects included in stats)
Arcane Lore (Psi) 1
Background (xenoarcheology) 2
Ego Sense 1
Observation 2
Research 2

WILL 2 Spirit
12

Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38

ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing
various physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities.
You can also use the skill to tumble and dodge in combat. This allows you to add the skill level to defense
rolls against physical attacks, however it is an active measure so you must forfeit your attacks (and most
other actions) while doing so.

DRIVING: You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting
difficult maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).

WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added
to either attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level
to the number of attacks instead of the other options.

APPRAISAL: You can determine the approximate value of valuable, rare or exotic items. You are also a
skilled scavenger, able to find items of value in cluttered, ruined or abandoned environments. Add the skill
level to attribute rolls pertaining to such activities.

ARCANE LORE: You are attuned to manifestations of parapsychological powers. These are displayed by
certain individuals who, like yourself, are infected by the Watts-MacLeod strain of Exsurgent virus.

BACKGROUND: Your background, profession, training or education gives you very specialized knowledge.
You automatically know most things related to your background. For more difficult tasks, add the skill level
to the roll.

EGO SENSE DIF 2 Casting Time: 1 round Range: WILx10 meters Duration: Instant
You detect the presence and approximate location (distance and direction) of other sentient and biological
life forms (i.e., egos) within range. If the casting roll is twice the difficulty roll or more, you also sense the
approximate size and type of creature. Psi-endowed targets can roll WIL+Focus against the casting to
avoid detection.

OBSERVATION: You have the unusual ability to notice significant little clues (this relies on mental acuity,
not senses). The skill level is added to rolls pertaining to such activities.

RESEARCH: Allows you to effectively obtain information through databases, the Mesh, etc. Add the skill
level to attribute rolls pertaining to such activities.

OTHER CHARACTERS BACKGROUND AND NOTES


Oversight Auditor You are convinced that something strange is going
on in the galaxy. Despite the Factors and signs of
dead alien civilizations like the Iktomi, the sheer
Genehacker
mathematical odds insist that there should be more
life in the galaxy. So where is it? Your goal is to find
Enforcer out, and in pursuit of this you study the relics left
behind on various exoplanets. Equal parts
Ego Hunter conspiracy theorist, treasure hunter, and scientist,
you have the skills and training to decode the
Techie evidence and artifacts left behind by unknown
entities and life forms. You are a valued expert for
gatecrashing expeditions, but you avoid working for
Explorer hypercorps because you believe, like other
argonauts, that any discoveries made should be
Spy available to all.

Alvaro Nonay González (Order #20580558)


Name:
Title: Explorer
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 2
Athletics 2 12 30
Driving 1
Piloting 1 CHARACTER DESCRIPTION
Stealth 2
Wpn Mastery (kinetic weapons) 1

TOUGHNESS 3 Health
Armored Combat 1 15

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 2 Initiative Mesh Inserts

Appraisal 1 Cortical Stack


12
Various implants (effects included in stats)
Fixing 1
Medicine 1
Senses 1
Survival 2

WILL 1 Spirit
10

Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38

ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various physical stunts
and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use the skill to tumble and dodge
in combat. This allows you to add the skill level to defense rolls against physical attacks, however it is an active measure so you
must forfeit your attacks (and most other actions) while doing so.

DRIVING: You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting difficult maneuvers or
avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).

PILOTING: You are skilled at handling aircraft and spacecraft. Add the skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the pilot’s).

STEALTH: You can move silently and hide or camouflage yourself successfully, whether in the shadows, vegetation or another
hiding place. You are also able to follow someone without being seen. To remain undetected, you roll AGI+Stealth against the
target’s AWA+Senses.

WEAPON MASTERY: You possess exceptional skill with kinetic projectile weapons like firearms and rail guns. The skill level can
be added to either attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the
number of attacks instead of the other options.

ARMORED COMBAT: You need this skill in order to fight in armor and use shields.

APPRAISAL: You can determine the approximate value of valuable, rare or exotic items. You are also a skilled scavenger, able to
find items of value in cluttered, ruined or abandoned environments. Add the skill level to attribute rolls pertaining to such activities.

FIXING: You can repair mechanical, electrical and electronic devices, constructs or vehicles. It generally takes one hour to fix
something, after which you make an AWA+Fixing* roll to determine how many Health points the damaged item regains.

MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures. You can administer the
treatments below. It is assumed that you have a medical kit on hand. Otherwise, make the rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF is equal to the number
of minutes elapsed since the patient was last injured. On a success, the patient recovers 1 Health. You can administer First Aid
multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery rolls after long
rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically succeeds on the next Health
check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive, they add your skill level.

SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.

SURVIVAL: You know the basic skills necessary to survive outside civilized areas: significant landmarks, hunting for food, building
a shelter, keeping warm (or cool), avoiding dangers, knowing the inhabitants, predicting the weather, finding your way, using maps
and navigational equipment, etc. Add the skill level to attribute rolls pertaining to such activities.

OTHER CHARACTERS BACKGROUND AND NOTES


Oversight Auditor You’ve been under the arching canopies of
Bluewood, you’ve walked the megaplains of Olaf.
Unfortunately, you’ve also thoroughly explored the
Xenoarcheologist
casinos of Parvati, and you have the debt to show
for it. The Triads are looking to take your credits or
Genehacker your ego, and without a gatecrashing mission lined
up you’ve volunteered for the next best thing; eight
Ego Hunter months in the deep black. The Kepler is just about
the last place in the galaxy you want to be. The
Techie space is tight, the food terrible, the work boring, but
the pay is regular and you’re safe from the
temptation to spend it. Being pent up has taken its
Enforcer toll on you. You’ve been feeling testy, even
claustrophobic, and desperate for some action.
Spy
Alvaro Nonay González (Order #20580558)
Name:
Title: Spy
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 2
Athletics 1 12 30
Sleight-of-Hand 1
Stealth 2 CHARACTER DESCRIPTION
Unarmed Strike 1
Wpn Mastery (blades) 1
Wpn Mastery (clubs) 1

TOUGHNESS 1 Health
Armored Combat 1 10

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 2 Initiative Mesh Inserts

Computers 1 Cortical Stack


12
Various Implants (included in stats)
Criminology 1
Languages 1
Locks & Traps 1
Observation 1
Psychology 1
Surveillance 1
Underworld 1
WILL 2 Spirit
Impersonation 1 12
Politics 1
Trickery 1

Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various physical stunts and feats
of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use the skill to tumble and dodge in combat. This
allows you to add the skill level to defense rolls against physical attacks, however it is an active measure so you must forfeit your attacks
(and most other actions) while doing so.
SLEIGHT-OF-HAND: You are skilled at picking pockets, hiding or planting items, juggling and performing various other tricks and feats of
prestidigitation. Add the skill level to attribute rolls pertaining to such activities.
STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow someone without being seen.
To remain undetected, you roll AGI+Stealth against the target’s AWA+Senses.
UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack rolls. In addition, the -3 damage penalty for
unarmed attacks is reduced by the same amount.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either attack rolls or damage
rolls. If you are using a melee weapon that can parry the attacks, you have the option to allocate the skill to defense rolls instead.

ARMORED COMBAT: You need this skill in order to fight in armor and use shields.

COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or encrypted information. Add
the skill level to attribute rolls pertaining to such activities.
CRIMINOLOGY: You know how to gather and analyze evidence from crime scenes. Ballistics, toxicology, fingerprint collection, DNA
analysis and other forensic sciences fall under this skill. You also know the methods of crime; extortion, identity theft, racketeering, disposal
of bodies and so on. Add the skill level to attribute rolls pertaining to such activities.
LANGUAGES: You know an additional number of languages equal to the skill level, and may be able to decipher ancient or obscure
languages on a successful AWA+Languages* roll.
LOCKS & TRAPS: With the proper tools, you can attempt to pick keyed locks and crack combination locks. Add the skill level to attribute
rolls pertaining to such activities. You also know how to set and disable complex traps and snares of different kinds. This skill can be used
for building, setting and defusing explosive devices.
OBSERVATION: You have the unusual ability to notice significant little clues (this relies on mental acuity, not senses). The skill level is
added to rolls pertaining to such activities.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another character’s general motivation
and state of mind with a successful AWA+Psychology vs. WIL roll.
SURVEILLANCE: You are capable of tailing others while remaining unseen and observing them at a distance, possibly using electronic
tools including wiretaps, directional microphones, hidden cameras, bugs, radar and direction-finding equipment. You can also design, install
and monitor this equipment. Add the skill level to attribute rolls pertaining to such activities.
UNDERWORLD: You are familiar with crime syndicates, terrorist groups, mercenary bands and other shady organizations. Add the skill
level when rolling to determine if you know something about such groups.

IMPERSONATION: You can “become” someone else by changing your appearance (with the proper materials), speech, accent and
manner. You can blend in almost anywhere by knowing the proper customs, manners and conversation. Viewers should roll AWA
+Observation vs. WIL+Impersonation to detect a fake.
POLITICS: You understand power structures and can identify the key individuals who wield influence, either overtly or behind the scenes.
you can establish yourself in these circles, trade information and begin to wield some influence yourself. Eventually, you become very
connected and often seem to “know the right people”, or someone who owes you a favor. When you need a favor, you can attempt a WIL
+Politics roll to get it.
TRICKERY: You use guile to gain an advantage in combat, and can perform the following maneuvers:
• Taunt: As an action, you can compel a foe to direct its next attack towards you with a successful WIL+Trickery vs. WIL+Focus roll. If the
trick is employed on a player character, the PC can choose to forego her next attack instead.
• Distraction: As an action, you cause a foe to suffer -3 on its next defense roll (regardless of who attacks it) with a successful WIL+Trickery
vs. AWA+Observation roll. After the first distraction attempt, the foe will be on its guard so subsequent distraction attempts are made at -2.

OTHER CHARACTERS BACKGROUND AND NOTES


Oversight Auditor You are a "concerned citizen" with a specific skillset.
A dedicated soldier to the bioconservative cause,
convinced that unrestricted technology is driving the
Xenoarcheologist human race to extinction. When the Fall happened,
you watched as billions died to technology run amok.
Genehacker You watched scientists build electronic golems to
mimic the personalities of the fallen. You watch as
Ego Hunter people glut on the poison apples of uncontrolled
technologies even now, killing themselves so robots
bearing their names can "live" in their place. You've
Techie got a new identity, and now you're on the front lines,
monitoring and, if the opportunity presents itself,
Enforcer stopping the next possibly fatal mistake of the human
race; the attempt to contact alien life before the race
Explorer has equipped itself to deal with the consequences.

Alvaro Nonay González (Order #20580558)

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