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EDGE OF THE SUN


TABLE OF CONTENTS

Introduction 4

PART 1: STELLAR ENGINES 7


Chapter 1: Engine of the Gods 8
Chapter 2: Problems at the Edge 18

PART 2: THE SETTING 27


Chapter 3: Reaching the Sun’s Edge 28
Chapter 4: Exploring the Engine 31
Chapter 5: Exploring the Halo 53
Chapter 6: Mapping the Engine 57

PART 3: THE NUMENERA 71


Chapter 7: Cyphers 72
Chapter 8: Artifacts 77
Chapter 9: Augmechs 84

PART 4: CREATURES 101


Chapter 10: Creatures 102
Chapter 11: NPCs 123

PART 5: ADVENTURES 125


Chapter 12: The Sun Doth Move 126
Chapter 13: Waking the Mega 155
INTRODUCTION

W
elcome to the sun’s edge, where Meanwhile, the entities that reside on the
architects of the prior worlds Engine are not concerned with Earth or any
built an engine without equal. of the other children of the sun. Their entire
An engine designed to move the entire solar world is the Engine, an associated structure
Halo, page 53 system—the sun and all its children—out called the Halo, and for some creatures
Plasmar, page 116 of the way of a looming hazard hurtling (such as the plasmars), the sun itself.
through space. This peril—call it the Unfortunately, events in the last few
Viridian, page 22 Viridian—threatened such an immense centuries have endangered everything
swath of interstellar void that nothing short the builders of the Engine made safe. The
of wholescale evacuation had any chance of special fires in the Engine’s heart that
Even though the Engine successfully saving the solar system. accelerated the solar system through the
no longer burns, the sun Thus, the Engine of the Gods (as some void fell cold. These and other problems
retains the velocity it had
obtained up until the
call it) was built to do just that: accelerate now loom starkly. Perhaps residents of the
Engine malfunctioned. the sun, and thus everything else in the solar Engine can rally to the cause. Then again,
system “glued” to it by gravity, to safety over it may be that the player characters will
a hundred-million-year period of time. This be called on to provide aid, once they are
“The Sun Doth Move,” engineering feat likely numbers among the convinced that the sun should move.
page 126 greatest undertakings of the prior worlds, Even if you don’t want to put PCs on
since it not only resulted in the sun surfing the hook for restarting the Engine of the
just ahead of a catastrophic spatial inversion, Gods, the structure makes an exciting and
but also continually siphons just enough unique location for exploration and other
Chapter 3: Reaching the material from the sun to avoid the gradual adventures. While some might reach the
Sun’s Edge, page 28 warming that would otherwise heat the inner sun’s edge via “standard” methods such
planets enough to kill off normal life. as by flying there on a starship, others
Chapter 9: Augmechs, The Engine of the Gods isn’t generally could learn how to pilot augmechs via
page 84 known by humans in the Ninth World. Even telepresence or other control methods,
those who study the skies and note the enabling them to move through and on the
rapid pace of the sun compared to other Engine in prosthetic bodies. In addition to
stars consider it normal, having no other providing them with agency on the Engine,
situation to compare it to. Even before the augmechs protect PCs from the deadly heat
Chapter 2: Problems Engine’s fires were dimmed (see chapter 2), and radiation that such close confines to a
at the Edge, page 18 it accomplished its job for time out of mind. star otherwise entails.

“Behold: an engine vast beyond imagination, one so magnificent that only the gods
could have conceived of and built it.”
~Phius Livic

4
INTRODUCTION

So welcome to Edge of the Sun. As arrivals, NPCs to help PCs understand


amazing a mechanism as it undeniably is, what’s going on, and lots of places to
the Engine of the Gods is in urgent need of explore. Chapter 5: Exploring the Halo is Chapter 5: Exploring
repair. in keeping with chapter 4, but provides the Halo, page 53
options for exploring the ring of material
surrounding the sun that helps keep the
HOW TO USE THIS BOOK Engine fed (at least, when everything is
If you’re looking for some direction on how working properly). Finally, Chapter 6: Chapter 6: Mapping
to digest the material in this book, look no Mapping the Engine provides a random the Engine, page 57
further. map-generating system specifically designed
for the Engine, useful for when PCs get lost,
Part 1: Read Chapter 1: Engine of the Gods go exploring, or otherwise want to see what Chapter 1: Engine of
for specifics on what the Engine is, how lies at the other end of a framework strut. the Gods, page 8
it works, who built it, and why. Chapter 2: Chapter 2: Problems
Problems at the Edge picks up immediately Part 3: Chapter 7: Cyphers and Chapter at the Edge, page 18
describing the ways in which the Engine 8: Artifacts provide useful and protective Chapter 7: Cyphers,
isn’t working the way it was meant to devices for PCs exploring the realm of the page 72
after so many millennia, and the various Engine (dangerous for beings of flesh), Chapter 8: Artifacts,
unsettling repercussions. including many devices that actually page 77
require the radiant energy of the sun. Chapter 3: Reaching the
Part 2: Chapter 3: Reaching the Sun’s Edge Then in Chapter 9: Augmechs, options Sun’s Edge, page 28
provides specific options for getting the are provided for PCs to control, pilot, or Chapter 9: Augmechs,
PCs to the Engine of the Gods. In Chapter even inhabit by telepresence a variety of page 84
4: Exploring the Engine, a variety of specific specialized automatons called augmechs, Chapter 4: Exploring
locations on the Engine are described, which are ideal for operating in the extreme the Engine, page 31
complete with options available for new environment of solar space.

5
CHAPTER 3

REACHING THE SUN’S EDGE

A
bare handful of people in the Ninth THE AUGMODROME
World know that the Engine of the Located deep under Earth’s surface is a
Gods exists. The few who have even crumbling ruin of the prior worlds. At its
a passing familiarity with the name—such heart is a dome-like structure of silvery
as among those who study the stars— translucent synthsteel.
gained their knowledge from a scattering of
old records, sculptures, or visual starfields Thrones of Otherwhere: Under the dome,
called up from the datasphere that include several chair-like devices protrude from
the name, though without much context. the floor, forming a rough circle facing
The name is usually assumed to be fanciful, outward. The devices are only the most
or wrongly assumed to be another name prominent of a clutter of other ancient
for the sun itself. Only an in-depth dive into machines that mostly lie in wreckage. Each
old records, ones that reach back through “chair” is associated with several umbilicals
the prior worlds, will eventually put a designed to connect with whatever creature
determined researcher on the track to learn sits in the seat, but recognizing that is a
Chapter 1: Engine of the basics of what is described in chapter 1. difficulty 5 understanding numenera task.
the Gods, page 8 (A successful difficulty 7 understanding
numenera task reveals that the chairs might
TRAVELING TO THE ENGINE allow someone who is seated to control
Various methods can be used to reach the some distant piece of machinery.)
Engine, should a character be motivated
to go. Specific examples include travel by Fixing the Thrones: Success with that task
prosthesis, travel by direct transference, and also makes it obvious that the whole place
travel by spacecraft. Other means certainly is without power and in need of repair.
exist beyond the methods described here. Those who want to use the chairs must
locate a power source. Potential sources
TRAVEL BY PROSTHESIS include an installation of level 6 or higher
Monopole, page 113 One of the safest and easiest ways a designed for that purpose, a monopole, or
character can “go” to the Engine is by attempting to cobble something together
Chapter 9: Augmechs, using an augmech resting in a crèche using a functioning artifact of level 7 or
page 84 on the Engine via a telepresence or higher, sacrificing it to the cause (but
Telepresence, page 86 datapresence controller located on Earth. only on a successful difficulty 8 crafting
Datapresence, page 87 The Augmodrome is an example of a numenera task).
telepresence option the PCs could discover.
Defeat the Defender: Returning power
to the facility allows each of the chairs to
Augmech throne, page 78 act like an augmech throne, each keyed
to one or more augmechs located in an
Augmech crèche, page 85 augmech crèche on the Engine of the

28
REACHING THE SUN’S EDGE

It’s one thing to travel to the sun’s edge to explore. It’s another to survive the
heat, vacuum, and radiation encountered there.

Gods. However, unless a countermeasure One direct transference method would be to


is found and neutralized, a defense system find a facility that folds space, allowing the PCs
fires up, waking a cyclops augmech from a to step through a portal on the Ninth World Cyclops, page 92
nearby crèche. Controlled by an automaton and step out on the Engine. Installations and
intelligence, the defending cyclops ceases artifacts that provide this sort of instantaneous
its attacks if characters flee or if an access are rare. Characters might have more
enterprising PC manages to rekey one of luck finding a direct transference method
the augmech thrones to take control of if they learn of, then travel to, the Celestial
the cyclops, which requires a successful Beacon. (If you run the adventure “The Sun Chapter 12: The Sun
difficulty 7 understanding numenera roll. Doth Move,” the characters may gain the Doth Move, page 126
benefit of a transference method called an
TRAVEL BY DIRECT TRANSFERENCE Empyrean Coach.) Empyrean Coach,
A potentially dangerous but relatively page 143
quick way to travel to the Engine is via THE CELESTIAL BEACON
a mechanism that directly transfers the Broken chunks of land drift high above the
characters to their destination. Such a Sea of Secrets, each containing a portion
transference method usually requires the of an ancient ruin. The central floating
PCs to make arrangements prior to their mass holds a two-pronged tower that
departure for protective gear; a sunsuit or brackets empty space most of the time. Sunsuit, page 82
something similar will be necessary once But sometimes the twin towers frame a
they arrive. beam of scintillating energy that shines up

29
ENGINE RESIDENTS appears quite similar), or engaged in a
The Engine is fully inhabited, but almost dreary activity to pass the time. Passing the
none of the residents are human. (The only time until what, no spline seems to know.
concentration of human presence is the Having evolved self-aware intelligence over
Sanctuary, page 49 colony of Sanctuary.) Instead, creatures more the epochs, they’ve lost easy access to
suited to the conditions—usually automatons their original purpose: Engine repair. That
or biomechanicals—are rampant. hollowness haunts them.
Lliran, page 111 Lliran are encountered throughout Many splines can be found in Wrawn.
the Engine, usually performing one of a But if the splines can be said to have their
Shudder, page 46 seemingly countless number of sacred own reach, it is the Shudder, where Engine
rituals to glorify the construct. They have processes are so compromised that the
forgotten how their rituals were started, but whole framework and attached cabling
their ceremonies often include all kinds of constantly shakes.
Wraith, page 122 ancient repair protocols (though lliran see Wraiths are a wilder, more savage group
their rituals as worship, not repair). Their of creatures that exist in tribes all across
continued activity in this regard keeps the the Engine, but especially in the Halo.
Engine from breaking down completely. The Weirdly, wraiths are biological in nature,
center of Engine worship for the lliran is in but so wildly modified by the numenera
Wrawn, page 39 the holy city of Wrawn, which has developed (or, as the wraiths believe, specifically by
into one of the largest metropolises of any the Architects) that they hardly resemble
reach; it’s so large, it is considered its own anything else alive. According to wraith
reach. Many different groups live there, at folklore, they were derived from an ancient
the sufferance of the lliran. species that is long extinct. However,
Spline, page 119 Splines are also common creatures of should any human from the Ninth World
the Engine, though when encountered, ever appear on the Engine, the wraiths react
these automatons are most likely inactive with consternation. Apparently, humans
in a sleeplike state, brooding (which resemble the long-extinct race that the

32
EXPLORING THE ENGINE

Most creatures encountered on the Engine are automatons, some


are biomechanical, and a small fraction are some variety of flesh, though
never something as fragile as human skin (unless protected by a
vacuum- and radiation-proof suit).

wraiths believe were their forebearers. biomechanicals have begun a long slide
While some wraiths might choose to accord toward failure. This has created resource
humans special status because of this gaps, which means creatures that previously
similarity, others react violently, believing got along sometimes skirmish. Tensions
humans to be deceivers of some sort. continue to rise as the Engine remains unlit.
Other intelligent beings are littered This situation is exacerbated by Denizen Denizen, page 124
across the Engine, including plasmars. and her many servitors, including several Plasmar, page 116
Plasmars are actually native to the surface who unknowingly work toward her ends as
of the sun. On the Engine, they tend to members of the Freedom Society. Sowing Freedom Society, page 51
conduct themselves peacefully, though can lies and discord, they attempt to further
become territorial if threatened. They also weaken bonds between allies, erode trust
can become dangerous if they fear that a of legitimate authorities, and otherwise
creature might disclose their presence and muddy the situation to create a fog of war in
location back to the “Solar Regime” that which good decisions are difficult to make.
they fled from. As an example, a major conflict between
Some entities of the Engine are two warring tribes of wraiths turned the
dangerously unstable. Pruthastans fall into once-peaceful reach of Gaussian Swale into Pruthastan, page 117
this category. They are seen as creatures of a dangerous “wilderness” where anyone Gaussian Swale, page 47
strife and misfortune—or, even more simply passing through is seen as a legitimate
put, as demons. They’re intelligent but seem target, just in case they’re actually spies
intent on destroying the Engine, or at least working for the other side.
keeping it in a state of disrepair. Other conflicts simmer on the edge of
Finally, countless predators have becoming just as bad, though diplomacy and
evolved on the Engine (or colonized it) careful investigation of the root causes could still
over deep time, such as Engine parasites, defray them. Ultimately, and not unexpectedly, Engine parasites, page 105
lightning mourns, heliodurans, and many these conflicts can only really be solved if the Lightning mourns,
others. After the Engine malfunctioned underlying malfunction is addressed. page 110
and switched off, the problems posed by Heliodurans, page 109
predators only worsened.
Generally speaking, residents are EXPERIENCING THE ENGINE
sometimes friendly to other creatures of the First-time visitors to the Engine might
Engine (and to visitors), and other times they experience the scene described below when
violently defend their territory, viewing others they finally get close enough to the sun to
as potential sources of loot or even food. pick it out of the glare.
Characters who travel to the Engine will Traveling to the Engine,
first experience it according to the specific page 28
ENGINE CONFLICTS method they used. For instance, PCs who
Conflict is not a normal situation for the travel by spacecraft will likely get a wide
Engine. If it were, the entire machine would view, and PCs who travel via instantaneous
have long ago failed and fallen into the teleportation or who wake up a prosthetic
sun. On the other hand, conflict is on the augmech body already located on the Engine
rise. Thanks to the Engine’s malfunction, may first experience it from a proximity view.
all sorts of secondary systems that would If you find it helpful, read aloud or
normally clear vermin, clean surfaces, paraphrase the following text to describe
and provide energy for automatons and the situation as the PCs first experience

33
SPATIOTEMPORAL RESET VACUUM PROTECTOR
Level: 1d6 Level: 1d6 + 2
Usable: Handheld device Internal: Subdermal implant
Effect (Prefers Extreme Sunlight): A target Wearable: Bodysuit, belt
in long range is effectively regressed Usable: Injector
in time to the same state it was in at Effect: Keeps the user alive in vacuum for
the beginning of its previous round. 28 hours by protecting against extremes
Anything it experienced personally of heat and cold and eliminating the
is wiped away, including benefits need to breathe for the duration. If the
conferred, damage dealt, and memories cypher is level 6 or higher, it also grants
accumulated, up to and including a 5 Armor against environmental heat and
catastrophic effect, such as death. No radiation of the kind generated close to
other creature is affected by the reset. the sun.

SPLINE CODER
Level: 1d6
Wearable: Mask
Effect (Prefers Extreme Sunlight): For 28
hours, the wearer has two assets on all
Spline, page 119 interaction tasks with splines.

SUN SHIELD
Level: 1d6
Wearable: Device-studded belt or sash
Effect: For 28 hours, the wearer has 5
Armor against damage from vacuum,
heat, and radiation.

SUN SHROUD
Level: 1d6 + 3
Wearable: Cloak of translucent fabric
Effect (Prefers Extreme Sunlight): When
the cloak is activated, the wearer’s
body is shrouded in flames for up
to one hour. The fire doesn’t burn
the wearer, but it automatically inflicts
fire damage equal to the cypher level
on anyone who tries to touch or
strike the wearer. While
the shroud is active, the
wearer also gains Armor
equal to the cypher level
that protects against fire and
radiation damage from
other sources.

76
ARTIFACTS

is provided through datapresence are delivered within 1d6 + 2 days of being Datapresence, page 87
control. Once a user goes through the dispatched, though objects subject to ill
portal, no one else can enter it until the effects from high gravity (like most life
user abandons control of the augmech forms) are crushed in transit. Courier
(and, in most cases, returns through the automatons of level 7 and higher can
portal). transport objects of up to human size in
An autarch actuator is usually found keyed a stasis field that keeps them safe from
to a particular augmech, or with one of high gravity and vacuum, at least during
several options available in an augmech the transit.
crèche anywhere in the solar system. Depletion: 1 in 1d20
Once control is established, the user can
control the augmech indefinitely. The DIMENSIONAL MODULATOR
user has no normal body during a control Level: 1d6 + 3
session; their body is the augmech’s. If Form: Marble-sized crisscross shape of
the autarch actuator is destroyed while unknown material
a user is controlling an augmech, the Effect: A target within immediate range
user in their augmech body suffers no loses their dimension of breadth
harm. However, returning to their own (which folds into a higher dimension),
body will require finding another similar rendering them as flat as paper. The
artifact or a vertice. target adheres to whatever surface it was Vertices, page 87
Depletion: 1 in 1d20 (check per control attached to, set upon, or standing upon,
session, no matter how long or short) and resembles particularly realistic
art. An affected creature enters stasis. One out of every four
COURIER AUTOMATON While in stasis, it is unable to take pruthastans (page 117)
carries a dimensional
Level: 1d6 + 2 actions, doesn’t age, and is immune to modulator.
Form: Cylindrical automaton about the size damage and effects. It remains in stasis
of a human indefinitely, or until the user returns the
Effect (Prefers Extreme Sunlight): Carries a target’s missing dimension by using the
message or a physical object across large artifact again, or the artifact depletes.
distances, usually around the Engine, but Depletion: 1 in 1d10
it could be dispatched to other planets.
The courier’s ability to accelerate high
gravities means that messages or objects

79
CHAPTER 9

AUGMECHS

T
he Architects of the Engine required However, by far the mightiest tools
mighty tools to build, service, repair, created by the Architects were the
and protect their amazing creation. augmechs.
Many persist to this day. In the traditional
sense, physical objects of all sorts can be
“There is no greater found in the many workshops of the great AUGMECHS
thrill than taking over structure. In a figurative sense, “tools” in Augmechs are artificial bodies a character can
an augmech directly,
controlling it as you
the form of automatons, biomechanical temporarily use. Augmechs grant users an
would control your creatures, and even a few flesh-enrobed entirely different shape and suite of abilities
own body.” descendants of servitor species left behind than they normally have. Often, an augmech
~Carsis Than, recent can still be found in the Engine and Halo. can be controlled remotely, which allows a
discoverer of an
augmech crown character’s actual physical body to remain
AUGMECH LOCATIONS protected while the augmech is active.
Bloodfist, page 91 The majority of augmechs are Some augmechs, like the bloodfist,
ensconced in crèches on the Engine are designed for combat. Others, like
Infiltrator, page 93 of the Gods, waiting for users to bring the infiltrator, are perfect for getting into
them to life. However, a few can be small places without notice. Most have
found elsewhere, including several a single specialty, but a couple have two
Cyclops, page 92 resting in silent stasis on Earth. If a specialties, like the cyclops that can either
GM decides to include augmechs in snipe or protect a nearby ally. The full
a terrestrial adventure, it’s worthwhile number of constructed augmechs stored
keeping in mind that allowing PCs in crèches across the solar system is not
Augmech Model, page 87 unrestricted access to an augmech known. However, most fall into one model
in the Steadfast, for instance, could category or another, each with their own
unbalance things. Consider using strengths and weaknesses. (According to
mitigation strategies, such as calling clues in the datasphere, there is a singular
The Mega, page 99 for depletion rolls and requiring regular model of augmech called the Mega. Unlike
infusions of high-level iotum to prevent other augmechs that require only one user,
malfunctions. several characters are required to activate
Iotum, page 107
An unused augmech is inactive in its and use the Mega.)
crèche, which itself is usually hidden. Characters can access augmechs in a
Anyone who physically discovers a variety of ways.
crèche usually also finds one or more
control methods. If an augmech is
roused from stasis by use of a control AUGMECH CONTROL
method, it may be just fine. Then again, Four broad augmech control methods exist.
after a sleep of a million years or more, Characters are usually not in a position to
sometimes minor repairs are required. choose which method they use; instead, it’s
a function of what method they find during

84
AUGMECHS

PARAMEDIC
This bulky, white machine stands about 15 feet (5 m) tall and about half that around, with
the barest humanoid form. The paramedic can walk or hover as the situation warrants. In
addition to a couple of larger manipulators, it can extend a variety of smaller tools, medical
instruments, or umbilicals specialized for repairing other augmechs and machines, as well If not controlled by a
as for healing any living creatures it has internal files for. PC, treat the paramedic
as a level 7 creature
In addition to a cockpit, the paramedic has two cramped cavities into which it can pop with 25 health.
wounded creatures and store them in stasis for up to several months. Those in stasis do
not suffer further harm from wounds or diseases, if any, while they remain encapsulated.
Motive: As controlling character; if NPC-controlled, usually to aid allies
Environment: Engine or Halo
Might Pool: 22 (Edge 1)
Speed Pool: 22
Intellect Pool: As controlling character
Damage Inflicted: 4 points
Armor: 1; Armor 5 against environmental heat and radiation
Movement: Short when flying
Modifications: Three augmech shifts to restoration, easing healing tasks by three steps and
providing three additional recovery rolls a day, which the augmech can save for itself, or
dole out to other augmechs or living creatures.
Combat: Though not kitted out for fighting, a bulky paramedic can inflict 4 points of
damage with an arm slam. They prefer to support allies. Thanks to their onboard
systems, they can restore 5 points of health (or points to a Pool of the controlling
character’s choice) to an adjacent target, as long as the paramedic takes no damage GM intrusion: A
during the round (it acts in initiative order if using this medical reagent
reservoir in the augmech
automatic healing option). begins leaking. Until a
If forced to, a paramedic can use onboard successful difficulty 7
chemicals to create an repair task is completed,
electrostatic spray that numbs all healing tasks are
hindered by two steps.
the senses of living machines
and creatures alike, stunning
all such beings within
immediate range on a
successful attack so they
lose their next turn. Each use
of this ability uses up one of
its three extra recovery rolls for
the day.
Interaction: As controlling character.
Use: Someone the PCs need to talk to
is stored in one of the stasis cavities
of an augmech that is nowhere to be
found.
Loot: A paramedic can be broken down and
salvaged for 1d6 cyphers and maybe an
artifact.

95
DRAHQ 8 (24)
A solar storm is a disturbance on the sun that can affect the entire solar system, reaching
all the way to Earth. Sometimes these storms birth self-aware entities of knotted magnetic
force churning with rage, plasma, and metal-fusing induction. A drahq resembles a flare,
miles long, with an interior “skeleton” of twisted magnetic field lines, creating a creepy,
clawlike body limned in plasma.
Drahqs can move under their own power, independent of the storm that created them.
Usually they prey upon other entities that live in the upper layers of the sun. Sometimes
they’re drawn to the nearby Engine, where they delight in causing as much destruction as
possible, especially among automatons and biomechanicals sensitive to magnetic attacks.
Motive: Delights in destruction
Environment: Engine and Halo (and sun’s surface)
Health: 40
Damage Inflicted: 12 points
Armor: 3 (see Combat)
Movement: Very long when flying
Modifications: Perception as level 9; Speed defense as level 3 due to size
Combat: A drahq can scour an area up to a very long distance away with violent magnetic
flux, inflicting 12 points of damage to all creatures in an area up to a short distance in
diameter. Automatons and biomechanicals (as well as augmechs, or even fleshy beings
in bulky protective suits) in the area must also succeed on a Might defense roll if they
are touching a solid metallic surface. Those who fail are fused to the surface and can’t
move until they break free (inflicting 8 points of damage to themselves in the process).
In areas of particularly strong energy fields (strong enough to damage regular creatures),
drahqs regenerate up to 10 points of health per round and can double or triple
their maximum health. If encountered directly on the surface of the sun, they can
increase their health by an order of magnitude, rendering them effectively immune
GM intrusion: On a to the immense damage that would otherwise destroy most other life (except for that
failed Might defense roll, engineered to live on the sun).
the character is effectively
blinded by the drahq’s
Interaction: A drahq possesses the instincts and intelligence of a predatory creature, and
attack, as mechanisms will attempt to flee back to the sun if faced with a credible threat.
that normally provide Use: The PCs are asked to deal with a marauding drahq by someone who the characters
sight or similar sensing want a favor from in return.
abilities short out.

104
CREATURES

PHANTOM ARCHITECT 9 (27)


Half composed of metal and half of fluid nanites held in a cradle of invisible force, phantom
architects are sometimes witnessed moving along a strut or wandering through a station in
the Halo. Most other beings give them a wide berth, because their name alone suggests an
important lineage. If indeed these creatures are echoes of the Architects themselves, how
could they be anything but disappointed at what has become of the Engine?
Phantom architects don’t seem to have lairs—or, at least, not physical ones. Instead,
they are somehow physically printed from special devices (which some call vertices), and Vertice, page 87
remain for only a little while before returning to whatever non-realm they came from.
If a phantom architect ever manifests near a pruthastan, the phantom does everything Pruthastan, page 117
within its power to utterly destroy the pruthastan, demonstrating a brutal instinct to
eradicate them.
Motive: Defend the Engine
Environment: Engine and Halo
Health: 50
Damage Inflicted: 13 points
Armor: 4; Armor 10 against heat, radiation, and effects of vacuum
Movement: Long when flying Pocket chamber, page 60
Modifications: Speed defense as level 7 due to size
Combat: In addition to being able to make two battering
attacks each round, inflicting 13 points of damage
per strike, a phantom architect can employ its
deep connection with the Engine to create a
variety of effects. These include raising an
arbitrary number of level 5 long-range laser
weapon turrets (one each round), opening
previously undetected pocket chambers,
creating force field barriers, and so on.
Essentially, a phantom architect has a
sort of remote control of nearby Engine
devices and machines, including those
lying inactive beneath a strut plating
or just out of sight along a length of
cable.
Interaction: Generally, PCs must do
something destructive to get the
attention of a phantom architect,
though that could lead to a
conflict. However, sometimes
a phantom architect decides
that characters could be useful in an
obscure repair project, and it sets the PCs
on a task in return for something they want,
popping up display screens out of a nearby
Engine component to communicate visually. GM intrusion: The
Use: When the PCs accidentally destroy a piece of character is sucked
into a nearby pocket
Engine equipment, a phantom architect appears. chamber and (on a
Loot: A defeated phantom architect can be salvaged failed Speed defense
for several cyphers and a couple of artifacts. roll) trapped when the
entrance fades away.

115

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