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Version: 0.

2 [Alpha]
The promise of post humanity was a lie.
You will not live forever, the Singularity cannot save you.
You are your body, conciousness is an emergent property.

It is the dawn of a new golden age for mankind...


What will be your legacy?
Created by

ANGUS MCNICHOLL

1
CONTENTS
Welcome to Halcyon Stars 4

Halcyon Stars Quick start 5

Basic Principles 6

Complications to Personal Combat 10

Complications to Ranged Combat 11

Damage and Injury 12

Fear13

States13

Karma18

PREGENERATED CHARACTERS
Gracy Anders 20

Ivan Anders 22

Dylan Kennedy 24

Jenna Regan 26

Aman Sandiego 28

Udi Kaur 30

ADVENTURE
Deep in the hole 32

Halcyon Stars, and the Infinity Core © 2020-2021


Angus McNicholl, Forres, Scotland. All rights reserved.
The content of this book is protected by copyright.
Reproduction requires the written permission of the
publisher.

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+++ infosphere access // access granted // larson // constitution town // open access +++
+++ query > playtest +++ CREDITS
Halcyon Stars created by:
WHAT IS THIS? Angus McNicholl

Welcome to the Halcyon Stars play test document. What you will find Writing:
within these pages is a stripped down version of the game rules. Six pre- Angus McNicholl
generated characters and a short adventure.
Editing:
We invite you to give Halcyon Stars a test drive and let us know what you Tom Grundy
think. You can contribute to this project simply be reading through, and
offering your thoughts or feelings about what you’ve read, or you can go all Layout:
the way and give feedback based on actual play. Angus McNicholl

Obviously feedback on actual play is of much greater value to us. Art:


grandfailure
We would very much like to know what you liked and didn’t like, and why.
The ‘why’ part being the most useful feedback. Playtesters:
Ben Potts, Sam Long
If you would like to contribute your thoughts, please send me an email at:
angusmcnicholl@btinternet.com With thanks:
Andrew Jupp, David Connell,
Duncan Simpson, Iain Simpson,
Liam Szudy, Simon Whitworth,
Tim Jack, Vidar Edland

Version:
Alpha 20210728

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+++ infosphere access // access granted // larson // constitution town // open access +++
+++ query > welcome +++

We are little more than a meat WELCOME TO HALCYON STARS


bag of collected interacting
biological algorithms that have Mankind has finally broken free of its home solar system, and spread out
given rise to conscious thought, amongst eight new solar systems. Each of these frontier worlds is unique,
and have the capacity for rational more undiscovered, and unknown, than humanities limited surveys have
decision making. We come yet uncovered. There are secrets out here, things yet unseen by human eyes,
biologically pre-programmed, resources to be exploited and profits to be made.
our future decisions mapped
out for us by a combination of You might have been a soldier, a doctor, a bureaucrat, or a scientist, but
biological needs, and transmitted out here, on the fringe you are all pioneers, explorers and survivors. The
cultural memes. Do we really unknown will test you, what you find will shape you, and your legacy will be
have free will? written in the stars and in the dust of new worlds.
– Logan Trin, Researcher,
Eshner Vipress The Diaspora has just begun...

4
+++ infosphere access // access granted // larson // constitution town // open access +++ Ask yourself how many
+++ query > halcyon stars // quick start +++ opportunities you have in your
lifetime to really make a choice?
To make a difference? For most
HALCYON STARS QUICK START people, one or two, but for a very
few, blessed and cursed by fate,
Welcome to the Halcyon Stars Quick Start. Within you will find a cut they get to take actions that can
down version of the Infinity Core rules, six preprepared ready to play change the universe for everyone,
characters and a short adventure to introduce you and your gaming group forever.
to the new frontier world of Larson. – The Lost

What do I need to play?


You need to bring yourself and a few friends to the table. Some paper and
pencils and at least one set of polyhedral dice – 4, 6, 8, 10 and 12 sided dice
– it would be handy, but not essential for each player to have their own set.
You might also like to have some tokens, and sticky notes on hand.
Skills List
Who are the characters?
In Halcyon Stars each players take on the role of their character. This is • Administration
just like an actor embodying the personal of the character on screen. The • Athletics
characters of Halcyon Stars are usually colonists, pioneers, and explorers, • Aquatics
people who embody the spirit of survival and daring that pushes them to • Art
discovery. • Coercion
• Culture
Characters are recoded on paper as a collection of attributes, skills, quirks, • Demolitions
and other notes that describe who they are and what they are capable of. • Deception
• Discipline
Attributes • Drive
There are five attributes: physical, mental, social, mesh, and strange. • Education
Each defines how capable they are in a specific area of endeavour. Physical, • Entertainment
mental and social should be fairly straight forward, mesh is granted by • Fight
internal augments and relates to the ability to interact with the infoSphere • Freefall
and remote operations systems. Strange is by far the strangest attribute • Influence
is it defies normal categorisation, it represents a form of higher sensory • Inquiry
functioning that very few humans have access to. • Intrusion
• Leadership
Skills • Life Science
Skills are rated on a stepping scale that describes the type of dice that the • Navigation
player should roll when making action tests [more on this later]. Skills can • Notice
also have a foci, which is a particular area of expertise within the skill, this • Persuasion
grants a +1 die step [the skill die is increased by one for rolls involving the • Physical Science
foci] • Planetary Science
• Pilot
Quirks • Remote Operations
A full list of quirks and what they do will be included in the full version of • Sail
the Halcyon Stars core book. For now those that are needed for the pre- • Shoot
generated characters will be described on their character sheets. • Slicer
• Space Science
In the full version of the Halcyon Stars core rules you and your friends will • Starship Operations
be able top create your own characters. For the purposes of this Quick Start • Stealth
you are presented with six ready to use characters that have been designed • Survival
to work seamlessly with the included adventure. • Technology
• Theology

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+++ infosphere access // access granted // larson // constitution town // open access +++
+++ query > rules // quick start +++

BASIC PRINCIPLES
Halcyon Stars uses a fast and flexible system to swiftly resolve and action
and allow you to get on with playing the game rather than rolling lots of
dice, repeatedly.

Action tests are resolved by rolling a die [the skill die], then adding or
subtracting modifiers. If the final result is a positive number the action test
is a success, if it is a negative number it is a fail. This is called a ‘static’ action
test.

A ‘dynamic’ action test is very similar except that the result is compared
against an opposing action test.

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Making an action test
It is up to the Moderator to decide which attribute should be paired with
which skill for an action test. The most appropriate attribute should be
paired with the skill.

Die Stepping
Skills are rated by the type of die used, ranging through d2, d4, d6, d8, d10
and d12. In some cases characters will receive a step-up which will increase
their die type, or a step-down which will reduce it.

Static Action Test


Static action tests represent the character attempting to overcome an
obstacle or situation that is unopposed by another character. The difficulty
of the test is set by the moderator, which is why it’s called a ‘static’ test; we
will learn about dynamic action tests a little later [see below].

When the Moderator calls for a static action test, they will tell the player
which skill and attribute combination is to be used, and what the difficulty
modifier of the test is.
Difficulty Modifiers
[Skill die + Attribute - Difficulty] = result
Difficulty Modifier
Magnitude of Success or Failure
Some times all you need to know is, does the action succeed or fail. At other Very Easy -0
times the amount an action succeeds or fails by can be important.
Easy -2
With a +1 indicating a marginal success and a +10 indicating an amazing
success. The same can be said of negative results, -1 is a narrow failure, while Tricky -4
-10 is dismal failure.
Hard -6
The magnitude of success [or failure] can feed through into various effects in
conflicts or damage in combat. Very Hard -8

There is also the possibility of a ‘pyrrhic success’, with the margin of success Impossible -10
so narrow, that it results in a bit of both. A pyrrhic result occurs when the
magnitude of success is ‘0’. Technically speaking it’s a positive result, so it is
a success, but the success is so marginal that the Moderator gets to throw a
fly in the ointment.

It could be something with immediate and obvious effect; you pick the lock
just as the security guard comes round the corner, your gun fires but then
jams, or it could be a repercussion for another time, you fix the drive core,
but inadvertently disable the life support. The Moderator should feel free to
be creative.

I don’t have that skill?


There may be times when a character is asked to make an action test [static
or dynamic] but they don’t have the skill and don’t have an alternative that
could be substituted with an enhanced difficulty. In such cases the die roll is
assumed to be ‘0’ and modifiers are applied as normal.

7
Dynamic Action Test
Dynamic action tests occur when two or more characters oppose each other.
This type of action test is the basis of conflict and combat. The Moderator
will call for a particular combination of skill and attribute, this need not be
the same attribute or skill for both sides.

Both sides roll their die, and apply their modifiers as normal. Then the
results are compared to find out who has won and who has lost.

[Skill die + Attribute - Difficulty] vs [Skill die + Attribute -


Difficulty] = result

Combat
Combat comes in two basic forms, ranged and personal. Although both
these forms have their own complications associated with them, the basic
mechanism of the Initiative Queue and action / reactions are universal.

Initiative and Reaction


Initiative is a way to determine who gets to act first, and who can react
and when. Each character in the combat must make an Initiative Action
using Athletics, or Aquatics, or Freefall depending on the environment, and
modified by the Physical Attribute. The difficulty of the test is assumed to
be Very Easy [-0]. Under some circumstances the Moderator may apply a
higher difficulty if the character is taken by surprise or already suffering the
effects of an injury state.

Athletics + Physical action = Initiative

The Moderator may apply difficult modifiers to account for surprise, or


asymmetric tactical advantages.

The character with the highest score gets to determine their action before
those with lower initiative. Initiative is an artificial concept, combat is free
flowing with everyone moving and acting almost simultaneously. In order
to keep the action flowing, we order it and break it down into manageable
blocks.

The action flows from the highest initiative result to the lowest, travelling
along the Initiative Queue until combat is fully resolved. The Moderator
can make life easy for themselves by using tokens to represent the initiative
order and move each token to the back of the Initiative Queue once that
action has been played out.

In Halcyon Stars the combat turn is fluid because combatants can be


pushed around in the initiative queue, depending on their actions they may
never actually get to the front of it.

Initiative Queue
The Moderator will place each character into the Initiative Queue based
on their Initiative roll. Once this is done, work along the queue calling
actions in turn. When a character gets to act, they may determine both their
characters movement and action.

Actions against other characters will require a response on the part of the
target, do they remain passive or do they react?

8
The target’s reaction is as important as the action of the aggressor. Do they
trade fire, or does the defender simply hunker down and hope their cover
protects them?

The defender may:

Remain passive: in which case the attacker’s action is carried out as a static
action test. The defender gains the benefit of any cover they may have. Most
importantly the defender maintains their position in the Initiative Queue,
unless they are taken out.

Defensive reaction: usually a dodge that incorporates some movement and


brings them into cover if possible. Defensive reactions will never cause harm
to an attacker, but they will allow a dynamic action test, usually against the
defender’s Athletics, Physical. Even if hit, the defender will be able to make
use of any available cover.

Once the action has been resolved both attacker and defender are moved to
the back on the Initiative Queue, with the winner of the action taking the
leading position, and the loser in last place.

Offensive reaction: the target opts to use offense as a defence. This will
result in a dynamic action test, usually an exchange of fire or a flurry of
blows. In an offensive reaction the defender doesn’t gain any advantage from
cover, but may out shoot or out fight his attacker.

Once the action has been resolved both attacker and defender are moved to
the back on the Initiative Queue, with the winner of the action taking the
leading position, and the loser in last place.

A character may react as many times as they are attacked, but will always
find themselves pushed down the Initiative Queue and unable to set the
terms of engagement.

Movement in Combat
Movement outside of combat should be left up to the discretion of the
Moderator and the needs of the scene. If you need to get an idea of how
far a character can move relative to another, use a comparison of Athletics
(Aquatics or Freefall as appropriate).

In combat time, characters can move a number of meters equal to their


Athletics (Aquatics or Freefall as appropriate) die rank.

Sometimes it is necessary for a character to combine both their movement


and their action. This occurs when the character must negotiate an obstacle
that requires an action test, such as leaping between rooftops.

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+++ infosphere access // access granted // larson // constitution town // open access +++
+++ query > personal combat // quick start +++

Example COMPLICATIONS TO PERSONAL


Cali is facing off with a COMBAT
Concern Operative on a
gantry high over a foundry. Personal combat is a close up fist fight, sometimes using weapons or even
He holds a security baton, she small firearms.
is unarmed. The Moderator
calls for a dynamic action Movement in Personal Combat
Cali’s Fight [d8], Physical Personal combat is not a static affair, although both combatants will be
[+0], against the Operatives considered locked in a fray together, they will still be moving around each
Fight [d6], Physical [+1]. other and back and fore as they seek advantage or an opening in their
Cali rolls 4, +0, total of +4. opponents defences.
The Operative rolls 2, +1, a
total of +3. Cali wins with an Each time a combatant successfully attacks with their Fight skill the
overall +1 magnitude. magnitude of success can be used to move combat in any possible direction
up to a number of meters equal to the magnitude. This movement can be
In addition to working out used to seek advantageous terrain or force an opponent into a tight spot or
damage against her opponent over the edge of a cliff.
she can also move the fight
1 meter in any direction. Fleeing Personal Combat
She wants to manoeuvre There are two basic ways to exit a fray. Either a controlled disengagement
the Operative off the gantry which involves winning a round of personal combat and using the magnitude
and have him fall into the to move away without your opponent following up.
foundry below, the Moderator
decides that a +1 magnitude Or to simply flee and hope for the best. When a character chooses to flee,
is insufficient to manage this, they must us their action to make an Athletics (or Aquatics or Freefall as
instead describing how she appropriate) action test with the stated goal of getting out of the fray. Usually
has him pinned against the an opponent will take the opportunity to make a hostile reaction.
rail, ruling that she needs
another +1 magnitude to get Pulling blows
him over the rail. There are occasions when killing is not the intention. A character can at any
time before the damage is applied declare that they wish to pull their blow
and reduce the amount of damage they inflict. This allows the character to
reduce their damage before it is applied, and before protection from armour
or cover is factored in.

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+++ infosphere access // access granted // larson // constitution town // open access +++
+++ query > ranged combat // quick start +++

COMPLICATIONS TO RANGED
COMBAT
Shooting at range can incorproate many complications, range, cover,
lighting and more. Range Difficulty

Range and adverse conditions Close Very Easy [-0]


The greater the range, the more difficult it is to hit a target, this is reflected
in a negative modifier to the shooter. Often there are other impediments, Short Easy [-2]
like poor lighting or high winds to consider. Each major adverse condition
adds to the difficulty of the shot. It is up to the Moderator what constitutes an Effective Tricky[-4]
adverse condition. Some suggestions include: moving target, poor lighting,
adverse weather, unstable or moving firing platform. Long Hard [-6]

The Weapon profile will describe the damage, effective range and number Long, +1 adverse Very Hard
of shots it can make, as well as any special conditions that need to be applied. [-8]

• Close range is considered to be point blank. This would normally be Long, +2 adverse Impossible
the range at which personal combat would occur. [-10]
• Short range is considered to be within 10m.
• Effective range is range listed on the weapons profile.
• Long range is up to twice the effective range listed on the weapons profile.

Cover
While range makes it more difficult to hit a target, cover offers limited
protection to the target. For cover to be effective more than 50% of the target
must be obscured.

A character cannot benefit from cover if they are engaged in a fray.

• Soft cover +1 to target’s protection


• Hard cover +3 to target’s protection

Aiming a shot
A character may choose not to make a movement, instead using that time
to steady their breathing and better line up their shot. Doing so reduces the
range difficulty of their shot by one step.

Shooting into a fray


Shooting into a fray is generally considered a bad idea. Although various
smart weapons or meshed perceptions can get around these problems.
Assuming that the shooter has no special advantages, shooting into a fray
is essentially a lottery. Anyone in the fray is focused on fighting the person
in front of them and will not be able to make a reaction against the shooter.
The shooter then makes a static action test, but adds +2 adverse conditions
to their range, on top of any other adverse condition for light etc.

If the shooter scores a negative magnitude they are assumed to have hit a friend
and calculate damage as though their magnitude of failure were a positive value.
The shooter may not willingly target a friendly engaged in a fray.

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+++ infosphere access // access granted // larson // constitution town // open access +++
+++ query > injury // quick start +++

DAMAGE AND INJURY


Damage can be inflicted from many sources, the most obvious is combat,
but there are many possible environmental causes too; falling, breathing
toxic gas, exposure to radiation, or disease. Non-combat sources of damage
are detailed under Environmental Factors [p. 36].

Damage in combat is a simple calculation:

Weapon Rating + magnitude of success - the target’s


Damage State protection = Damage

<0 no effect The amount of damage is then translated into a wound state, that describes
how seriously hurt the character is.
0 pinned
• If damage is a negative number, the character is unharmed and
1-5 bloodied continues as normal
• If damage is equal to ‘0’, the character receives the pinned state [see
6-10 serious States].
• If the character suffers between 1 and 5 points of damage, they suffer
11+ mortal the bloodied state [see States].
• If the character suffers between 6 and 10 points of damage they suffer
the crippled state [see States].
• If the character suffers 11 or more points of damage they suffer the
mortal [see States].

Healing and Recovery


With modern technology and rest almost any injury can be recovered.
The problem is that not everyone on the frontier has access to cutting edge
technology. Sometimes characters may need to heal between scenes, so
the time guidelines below can be used to determine how long it will take
to recover from various forms of damage without advanced medicine or
specialist treatment.

Healing can be greatly accelerated with modern medical treatment.

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+++ infosphere access // access granted // larson // constitution town // open access +++
+++ query > being afraid // quick start +++

FEAR Situation Difficulty

Players have a lot of control over their characters, and usually their flight or distressing Very Easy [+0]
fight response is geared towards the ‘hard as nails’ end of the spectrum. But, situation
there are occasions where everything gets real, and the character breaks
under the physiological stress of the situation. discovering a Easy [-2]
corpse
To a degree fear is dependant on the experiances and exposure of the
character. A murder cop visiting a crime scene would not have the reaction witness a Tricky [-4]
that a child or regular person would. murder

Fear tests should be made as a Discipline, Mental action test. discover a Hard [-6]
brutal murder
Failing induces the cowed state. Failure by a significant margin, -4 of lower site
magnitude, will induce the panic state. Failing by -8 or lower magnitude will
induce the terror state. witness the Very Hard [-8]
brutal death of
+++ infosphere access // access granted // larson // constitution town // open access +++ a loved one
+++ query > condition states // quick start +++

STATES
States are an important part of the Halcyon Stars. They can be applied
from any type of conflict. Though physical states, like damage are fairly
obvious, there are many other states related to fear or social factors that
have a place too.

Bloodied
[physical]

The character has been hurt; scrapes, bruises, flesh wounds, minor burns
or similar. These injuries, although painful, can be effectively ignored while
the adrenaline is pumping [in combat or other physical threat].

• If the character receives a bloodied state while already affected by one,


they automatically receive the serious state instead.
• While affected by this state the character receives a -1 to all action tests
while not in a high stress situation [like combat].
• The bloodied state can be removed if the character receives medical
treatment immediately after the combat, or after a day of rest [see
healing].

In the full version of Halcyon Stars,


States will be handled with a deck
of ‘state cards’ that can be handed
out as need.

13
Cowed
[mental] [social]

The character is in fear of the actions or argument of another and concedes


to their point of view.

• While affected by the cowed state, the character will behave in a fearful
and compliant manner, and try to not upset or gain further attention of
the one they are cowed by.
• The cowed state will be removed only after the character has had a
nights rest, if the object of the characters fear becomes physically hostile
the cowed character will do everything in their power to flee.

Exhausted
[physical] [mental]

The character is weary beyond simple fatigue, they are on the edge of
physical collapse.

• While affected by exhaustion, reduces all skills by -1 die step.


• The exhausted state can only be removed through a significant rest
period [usually a full night’s rest], and the alleviation of whatever
conditions provided the state. So if the character had become
exhausted through starvation, they must as part of their rest also be
able to eat a decent meal.

Fatigued
[physical] [mental]

The character is tired by mental or physical exertions. This can come from
lack of proper sleep, or from doing something so taxing that the character is
unable to keep going without rest.

• While affected by fatigue, the character rolls 2 dice for any action test
they make, and must take the lower result. If the character receives
another fatigued state they immediately gain the exhausted state.
• If the character receives a fatigued state while already affected by one,
they automatically receive the exhausted state instead.
• The fatigue state is removed only once the character has been able to
properly rest or if the character is able to take suitable medication to
recover more quickly. The fatigued state cannot be removed while the
character is also affected by the exhausted state.

14
Held
[physical]

The character is confined, grappled or ensnared by an opponent using an


arm, or wrist restraint technique or some form of weapon that wraps around
or otherwise prevents the character from moving properly.

• While affected by this state the character is unable to move, unless they
are forced to do so. The only physical action they can attempt is to
break free.
• Depending on how the character is held determines how the break out
attempt is made. If held by a passive restraint [like a web, adhesive or
even a simple rope] they can attempt an Athletics, Physical action test
to break the bonds. The Moderator should set the difficulty to reflect
the strength of the material holding them.
• If the character is held by another character they can attempt to break
free of the hold using a dynamic action test of their Athletics, Physical
vs the opponents Athletics OR Coercion, Physical.

Impressed
[social]

The character is awed by the actions or argument of another and concedes


to their point of view.

• While affected by the impressed state, the character will behave in a


friendly manner, and try to earn the further attention of the one they
are impressed by. They will try to align
• The impressed state will be removed only after the character has had a
night’s rest, or if the object of their state becomes physically hostile.

Mortal
[physical]

The character has sustained a life threatening injury, this is likely to include
crushed or mangled limbs, punctured organs, considerable blood loss and
have permanent scarring, requiring prosthetic reconstruction and likely
deep psychological trauma.

• While affected by this state they are incapacitated, unable to move


without assistance, and in danger of bleeding out if not given medical
treatment.
• If the character receives another injury state of any type, blooded,
serious, or mortal, they immediately die.
• Medical intervention is required to stabilise the injury and prevent the
character from bleeding out. Once stabilised the character can receive
immediate medical aid to reduce the mortal state to a serious state.
• Otherwise a month of rest is required to reduce a mortal state to a
serious state.

15
Panic
[mental]

The character loses control of themselves, gripped by fear they immediately


try to flee their present situation. They can only take movements that take
them away from the object of their fear.

• If the character receives a second panic state, they automatically receive


the terror state instead.
• The character is not thinking rationally, and will fight anyone who
tries to restrain them but only to the point of escape so that they can
continue to flee. The state will end when the character has left the scene
and many not return.

Pinned
[mental]

The character either rolls with the punch or ducks for cover as appropriate
for the circumstances. On their next action they may either move or take an
action, but not both. After which the pinned state is removed.

Serious
[physical]

A crippling and painful injury that is now impeding their actions. This could
include broken bones, torn muscles, serious burns, or other debilitating
injury.

• If the character receives another bloodied or serious state, they


automatically receive the mortal state instead.
• While affected by this state the character reduces all their action tests
by -1 die step.
• If the injury was a natural serious result [no an upgrade from bloodied],
the attacker can choose a targeted location for extra effect.
Arm: The character is hit in the arm or shoulder and is now unable to
use their arm, until the injury has been healed.
Leg: The character is hit in the leg and is now limping badly or
dragging the leg. Movement is halved until the injury has been healed.
• The serious state can be reduced to a bloodied state if the character
receives medical treatment immediately after the combat.
• Otherwise a week of complete rest is required to reduce a serious state
to a bloodied state.

16
Stunned
[mental]

The stunned state is usually the result of a stun weapon or an electromagnetic


pulse against a synthetic body.

• While affected by the stunned state the character can take no


movement or actions – except a recovery action. The state will wear off
slowly. Each turn the character can make a Discipline, Mental action
test, the difficulty starts at Impossible [-10], and improves by one rank
each turn, so Very Difficult [-8] on the second turn, and so on.
• Once the character succeeds, the stunned state is removed and the
pinned state applied.

Terror
[mental]

The character is so overcome they simply curl up into a ball, going catatonic,
or rocking back and forward crying or similar behaviour.

• The character may take no further actions while the object of their fear
is still in the scene.

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+++ infosphere access // access granted // larson // constitution town // open access +++
+++ query > karma // quick start ++

KARMA
Karma is a resource that allows the player the ability to affect chance, and
bend fate. Not just their own character’s fate but that of other characters and
the wider story around the group.

Each Karma is represented by a double sided Karma token, one side light,
the other dark. Allowing it to be flipped from one side to the other and back
again. The number of Karma tokens that each player has will depend on the
character and their quirks.
In the full version of Halcyon Stars,
Karma is tracked with double sided
[light & dark] tokens that can be Karma can be used to manipulate chance and bend fate. They can be used
flipped as needed. to snatch victory from the jaws of defeat, but there’s always a price to be paid
for such actions.
For now you can use coloured
beads or tokens swapping them out Each time a Karma point is used, it is flipped from light to dark. These dark
as needed to represent flipping.
Karma can be used by the Moderator to negatively impact the character in
future actions, which in turn will flip them back to the light side again.

18
In addition to flipping, Karma tokens can be permanently used up, burned,
and discarded. The Moderator always has the option to reward good role
play, problem solving or just entraining the group by awarding a Karma
token [light side up].

The player can only flip or burn a single Karma token on an action or
situation.

Flip a light Karma to dark to:

• Snatch victory: change a failed action test into a pyrrhic victory,


effectively giving the character a +0 magnitude success.
• The narrowest of margins: cancel the detrimental effect of a pyrrhic
victory.
• Focused effort: roll 2 dice and pick the one you want to use. Note that
if the character is affected by the fatigued state, this option allows the
player to avoid picking the lowest result.
• Just rewards: as a reward for good role play, excellent problem solving
or just making the groups laugh and have a good time. One player can
flip one of their light Karma to dark, so that the rewarded player can
flip one of their own dark Karma, to light.

Burn a light Karma token to:

• Learn from failure: increase the skill rank for an action test that the
character just failed. Each skill can only be increased once per episode
in this way.
• Left for dead: this must be done before the killing event occurs. The
character is rendered unconscious and wakes up some time later not
really knowing how they managed to survive.

The Dark Side of Karma


For every Yin there is a Yang. Dark Karma can be used, not only by the
Moderator, but also other players. You cannot manipulate your own dark
Karma, but another player can.

Flip a dark Karma to light to:

• Resistance: reduce the character’s skill rank for an action test by -1 die
step.
• Confusion: in combat, swap the positions of the character and an
adversary in the Initiative Queue.
• Bad rep: bad news always travels fast. The character’s reputation
precedes them and provokes a negative reaction from a non-player
character when first encountered. So things get started on the wrong
foot.
• Been expecting you: an adversary anticipates the characters plans. If
they are making a getaway, then they might guess the route, anticipate
the destination, or have set up a decoy package for the characters to
take. This can be used to a players plans.

19
GRACY ANDERS
Gracy has lived in Thomson’s Folly all her life. Though she wasn’t born in
Warrior persona the township everything that she can remember is here. Her family came
Gracy is a born competitor. With here when she was very little looking for work. She has grown up surrounded
a natural affinity for conflict and by tough gruff people, machines and the endless dust of the Larson outback.
enjoyment of competition and
challenge. Since she could walk Gracy has led a fairly feral existence her days spent
with her mother, father or under the care of one of her older siblings. Often
Warriors are resolute and she was content to find a high place and just stare out over the drifting dunes
conquering and gains a karma imagining far away places in her minds eye. Sometimes she would draw the
token when they act to overcome things she imagined... and sometimes, just sometimes, those pictures were
a seemingly impossible challenge true pictures of things so far away she should not possibly have seen.
or when they are able to take the
spoils of victory for themselves (be The opening of the school in Thomson’s Folly, has been a mixed blessing
it honour or riches). for Gracy. On the one had it has been a loss of freedom, but also a source
of knowledge and validation from her teacher Mudaris Kostin. The good
The Hero destiny teacher has been very keen to encourage Gracy’s art, but with less time on
The hero has the potential to take her hands to daydream these images are less of the far away places and more
decisive action. Heroes operate close to home.
in the physical world of actions
and reactions, making manifest Key Relationships
changes in the real world. What
you do now will echo in eternity. • Carson Anders [father]: He works down the hole like most of the
menfolk in Thomson’s Folly. He’s not around much, as he spends most
of his time either down the hole or doing odd jobs. He is a silent grim
picture of toxic masculinity. He does always make time for ‘his little
girl’, often taking her along when he takes odd jobs. Of late, Gracy has
been feeling a sadness creeping out of her father, and he is becoming
more distant.
• Missy Anders [mother]: She is loud, obnoxious, bitter and clearly
feels that life owes her something she hasn’t got yet. She often shouts
and makes comparisons between Gracy and her maligned older sister.
Gracy knows deep down that her mother is angry at herself, and that it
will burn her when daddy fades away.
• Donny Anders [brother – dead]: He died four years ago in a collapse
down the hole. Gracy barely remembers him. He was a big gruff lump,
all smile and hairy beard. The darkness that settled over her parents
did so when Donny went away. If only they knew he wasn’t really all
that far away. Sometimes she sits with him up on top of on the of the
great spoil heaps, they don’t talk, just sit together.
• Celma Anders [sister]: She has recently fallen out with her mother and
moved into another crawler with her boy friend. As a result she isn’t
around as much as she was. She really don’t care to much about anyone
else, and will do what she wants. She seems to resent the whole family
and is trying to distance her self from them.
• Ivan Anders [foster brother – player character]: Gracy’s foster brother,
he is strong and protective, just like Donny. Sometimes you play
together, he is always ready to indulge you. But he is lonely, and wants
to leave Thomson’s Folly as soon has he can. He is trying to run away
from what is here, Gracy wants to leave with him, not because she
wants to escape what is here, but because what is out there is calling to
her.

20
Name Origin Upbringing
Gracy Anders Larson Colonial Rural

Persona Ambitions Careers


Warrior Have an adventure
Do what’s right
See what is out there
Destiny
The Hero
RANK FOCUS
Karma

Skills
Administration [ ]
Athletics d8 [ ]
physical mental social mesh strange Aquatics [ ]

-1 +0 -1 – +0
Art d4 [ ]
Coercion [ ]
Culture (Larson) d6
Quirks Culture
Child [small and extra karma!] Demolitions [ ]
Unmeshed [no mesh attribute] Deception [ ]
Strange [has the strange attribute] Discipline [ ]
Drive d4 [ ]
Education [ ]
Entertainment [ ]
Gear Fight d4 [ ]
School cloths Freefall [ ]
Smart book Influence
Mr. Berty [soft toy] Influence
Packed lunch
Inquiry [ ]
Intrusion [ ]
Leadership [ ]
Life Science [ ]
Navigation [ ]
Notice d4 [ ]
Persuasion [ ]
Physical Science [ ]
Planetary Science [ ]
Pilot [ ]
Remote Operations [ ]
Sail [ ]
Shoot [ ]
Slicer [ ]
Space Science [ ]
DAM RANGE SHOTS Starship Operations [ ]
Weapons

 Stealth [ ]
 Survival d4 [ ]
 Technology d4 [ ]
Theology [ ]

Halcyon Stars, and the Infinity Core © 2020-2021


Permission granted to reproduce this character sheet 21
for personal use.
IVAN ANDERS
The early colonial efforts on Larson made extensive use of clones and cloning
Mentor persona technology to rapidly increase the population. The vast number of child
Knowledge is the greatest gift, and clones produced far outstripped the adult populations ability to educate and
imparting it can uplift the lives socialise them. In many cases clones were allocated to colonial families to be
of others and make the world a educated and raised, but in reality were little more than child labour. Many
better place. Some people embrace were very poorly treated, considered expendable, and abused.
learning; others need to be trained
just like animals to ensure that the Ivan is not just a classic clone, he has a number of genetic enhancements
lesson is learned. added to his basic makeup, these make him many times stronger than you
would expect a teen of his size to be. Coupled with a life of hard physical
A mentor is both a guide and a labour he is physically more than a match for a fully grown adult.
disciplinarian and gains a karma
token whenever they are able to This is tempered by his gentle nature. Though he has received only a
help others to learn a valuable rudimentary education so far, Ivan understands the value of knowledge. He
life lesson or whenever they are is keen to learn, knowing that one day his education will mean the difference
able to instil a lesson through between life spent in manual servitude and one where he can choose his own
rigorous training or harsh physical destiny.
correction.
Until the arrival Mudaris Kostin two years ago Ivan was essentially an
The Trickster destiny unskilled labourer, his meagre wages being paid directly to his foster family.
The trickster has the potential Now that UN law and rights have been invoked, Ivan is getting his first taste
to transgress, to do what others of childhood, and formal schooling.
would not think or dare. They are
often shifting chameleons able to Of course your ‘parents’ still treat you like shit. When you’re not at school
adapt the intuit and overcome. there is an endless supply of chores to do. You get to have ‘child time’ after
school so long as you look after your little sister Gracy.

Key Relationships

• Carson Anders [foster father]: He works down the hole like most of
the menfolk in Thomson’s Folly. He’s not around much, as he spends
most of his time either down the hole or doing odd jobs. He is a silent
grim picture of toxic masculinity. Surprisingly he is the member of the
family who treats you the best. Though he says very little, and can be
an exacting taskmaster, it is from him that you learned how to work
with your hands and how to service and repair the colonial technology
everyone depends upon.
• Missy Anders [foster mother]: She is loud, obnoxious, bitter and
clearly feels that life owes her something she hasn’t got yet. She is
demanding, and often resorts to physical correction, she is also first to
defend her children from an outsider, including Ivan, only she has the
right to abuse and punish her kids.
• Donny Anders [foster brother – dead]: He died four years ago in a
collapse down the hole. His death prompted much of the misery in the
lives of his parents. Ivan remembers of his foster brother as a fun loving
rascal. Certainly after Donny died everything got harder for the family.
• Celma Anders [foster sister]: She has recently fallen out with her
mother and moved into another crawler with her boy friend. As a result
she isn’t around as much as she was. She really don’t care to much
about anyone else, and always did her own thing.
• Gracy Anders [foster sister – player character]: The youngest of
the Anders children, she is feisty and ready to hold her own ground.
Although she can be very annoying, she is also Ivan’s one true friend.
22
Name Origin Upbringing
Ivan Anders Larson Colonial Rural

Persona Ambitions Careers


Mentor Have a childhood Engineer
Get an education
Escape Thompson’s Folly
Destiny
The Trickster

RANK FOCUS
Karma

Skills
Administration d4 [ ]
Athletics d6 [ ]
physical mental social mesh strange Aquatics [ ]
Art [ ]
+2 +0 +0 – –
Coercion d4 [ ]
Culture (Larson) d6
Quirks Culture
Unmeshed [no mesh attribute] Demolitions [ ]
Accelerated Decrepitude [rapid aging]
Vigour [+1 die step on strength]
Deception d6 [ ]
Clone Discipline [ ]
Drive d6 [ ]
Education [ ]
Entertainment [ ]
Gear Fight d4 [ ]
School cloths Freefall [ ]
Smart book Influence
Packed lunch Influence
Pocket toolkit
Inquiry [ ]
Access to a quad bike Intrusion d4 [ ]
Leadership [ ]
Life Science [ ]
Navigation [ ]
Notice [ ]
Persuasion [ ]
Physical Science [ ]
Planetary Science d4 [ ]
Pilot [ ]
Remote Operations d4 [ ]
Sail [ ]
Shoot [ ]
Slicer [ ]
Space Science [ ]
DAM RANGE SHOTS Starship Operations [ ]
Weapons

 Stealth d6 [ ]
 Survival d4 [ ]
 Technology d6 [ ]
Theology [ ]

Halcyon Stars, and the Infinity Core © 2020-2021


Permission granted to reproduce this character sheet 23
for personal use.
DYLAN KENNEDY
Dylan was born on Earth, the cradle of humanity, raised in one of the great
Socialite persona American cities. His parents and his family were ‘someone’ back there.
Dylan takes pleasure in other Then his parents packed everything up and purchased a colonial relocation
people and social gatherings of all package and some how two years later he was living on a wild west shit hole
kinds. He aspires to be the life and planet.
soul of any party and to bring joy.
His parents are agronomists, crop scientists, specialising in adapting Earth
Both gregarious and narcissistic plants to conditions on Larson. The colonies had sounded like some distance
and Dylan gains a karma token beach holiday when they had explained their plans to him, but Larson is
when he is able to enrich the lives unfair, and unforgiving. There is no law out here except who is strongest, or
of others or when he can be the the fastest with a gun.
centre of the universe and bask
in the attention and adoration of While many at Mudaris Kostin’s school think of him as prissy, or weak, he
others. does have a certain charm. His accent is exotic to the locals and that seems
to make him a hit with some of the local girls. That fact alone has made this
The Maven destiny world bearable, but as soon as he can, he is going back to civilisation... not
The maven is the has the potential the deep streets of the colonial capital, but the real civilisation of the cradle
to be the collector, the connoisseur worlds.
of collections, often they are
capable of guiding others to their Dylan’s popularity with some of the girls at school has earned him the
own potential. enmity of a good number of the boys, specifically Bran and his gang to see
him as interloping on their territory.

Key Relationships

• Jim Kennedy [father]: A xeno-botanist he is responsible for working


with the owners of the various hydroponic growers to emphasise genetic
traits that will allow Earth crops to survive the harsh conditions on
Larson. One day he dreams of making the Larson outback flower. He is
absorbed in his work and will happy spend time with his son, provided
Dylan is showing an interest in his work.
• Greta Comb [mother]: Almost as obsessive as her partner, Greta is
a specialist in plant genetics. She is both working to understand the
existing mycology of Larson and use it to better adapt Earth crops to
conditions on Larson. She as more time for Dylan than his father, but
even she is rarely at home, leaving Dylan with the run of their crawler
home sometimes for days at a time.

24
Name Origin Upbringing
Dylan Kennedy Earth Urban

Persona Ambitions Careers


Socialite Find civilisation Colonist
Earn some respect
Get his parents atten-
Destiny tion
The Maven
RANK FOCUS
Karma

Skills
Administration d4 [ ]
Athletics d4 [ ]
physical mental social mesh strange Aquatics [ ]
Art [ ]
+0 +0 +1 +0 – Coercion [ ]
Culture (Earth) d6
Quirks Culture (Larson) d4
Allure [+1 die step on first impressions, charm or Demolitions [ ]
seduction] Deception [ ]
Discipline [ ]
Drive d6 [ ]
Education d4 [ ]
Entertainment [ ]
Gear Fight d2 [ ]
School cloths Freefall [ ]
Smart book
Influence
Packed lunch
Influence
Access to a quad bike Inquiry [ ]
Intrusion [ ]
Leadership [ ]
Life Science [ ]
Navigation [ ]
Notice d4 [ ]
Persuasion d6 [ ]
Physical Science [ ]
Planetary Science d6 [ ]
Pilot [ ]
Remote Operations [ ]
Sail [ ]
Shoot [ ]
Slicer [ ]
Space Science [ ]
DAM RANGE SHOTS Starship Operations [ ]
Weapons

 Stealth [ ]
 Survival d4 [ ]
 Technology d4 [ ]
Theology [ ]

Halcyon Stars, and the Infinity Core © 2020-2021


Permission granted to reproduce this character sheet 25
for personal use.
JENNA REGAN
Jenna is a third generation Larson colonist. The dusty outback and travelling
Guardian persona between company towns and dead-end settlements is all she has ever really
Jenna is a protector ever watchful known. There is a freedom to that way of life, but also a yearning loneliness.
for threats to those in their care, When she was little her father’s company was all that she needed. Now that
but sometimes people can be their she is growing up she feels the need seek the company of others, yet is ill
own worst enemy and need help to equipped to deal with it, and often shuns it.
find the right path.
Coming to Thomson’s Folly, it seemed little more than an other backwater
Jenna is both protective and mining settlement. She was both excited and scared when her father decided
overbearing and gains karma to ‘stay a while’. The chance to be in a real school with other kids her age was
whenever they are able to step in an opportunity and eye opener.
to protect their ward from harm,
or to make the ‘right’ decision for She knows that she is not pretty like some of the other girls. Jenna is both
them. attracted to and repulsed by the popular kids, her awkwardness around
people either forces her into silence or pusher her to talk constantly with
The Lost destiny her nerves. Never having had a formal childhood, always on the road, her
The lost have the potential to look formal education has suffered along with her ability to deal with others. She
into the heart of darkness and is likely to be aggressive if cornered.
recognise that it is a reflection of
themselves. They embrace the Jenna is a fearsomely independent young woman. With a very close
darkness, bitterness, and pain relationship with her father. She often feels more at home with younger
using it to destroy and rebuild. children and secretly envies their toys and play, as the thing she never really
had.

Key Relationships

• Ardo Regan [father]: Like so many in Thomson’s Folly, Ardo works


down the hole. As a prospector and mineralogist his time is spent
conducting samplings and analysing the rocks that are processed
through the grinders to separate out what is valuable from what is spoil.
He is a gruff man who has tried his best to raise his daughter after
her mother died. They have spent many years travelling the outback,
conducting mineral samplings but without that big find, Ardo has been
force to stay put and take a regular job though it does take him away
from his daughter. She at least will get some formal schooling.

26
Name Origin Upbringing
Jenna Regan Larson Colonial Outback

Persona Ambitions Careers


Guardian Be centre of attention Prospector
Make real friends
Live up to your father
Destiny
The Lost
RANK FOCUS
Karma

Skills
Administration [ ]
Athletics d6 [ ]
physical mental social mesh strange Aquatics [ ]
+1 +1 -1 - - Art [ ]
Coercion [ ]
Culture (Larson) d4
Quirks Culture
Unmeshed [no mesh attribute] Demolitions [ ]
Nondescript [+1 die step to hide in plain sight, quickly
forgotten]
Deception d4 [ ]
Discipline [ ]
Drive d8 [ ]
Education [ ]
Entertainment [ ]
Gear Fight d4 [ ]
School cloths Freefall [ ]
Smart book Influence
Influence
Access to a quad bike
Access to a sport rifle Inquiry [ ]
Intrusion [ ]
Leadership [ ]
Life Science [ ]
Navigation d8 [ ]
Notice d6 [ ]
Persuasion d4 [ ]
Physical Science d4 [ ]
Planetary Science d4 [ ]
Pilot [ ]
Remote Operations [ ]
Sail [ ]
Shoot d4 [ ]
Slicer [ ]
Space Science [ ]
DAM RANGE SHOTS Starship Operations [ ]
Weapons

Sport rifle 
3 200m 5 Stealth d4 [ ]
 Survival [ ]
d4
 Technology d4 [ ]
Theology [ ]

Halcyon Stars, and the Infinity Core © 2020-2021


Permission granted to reproduce this character sheet 27
for personal use.
AMAN SANDIEGO
The Sandiego family have been part of Thomson’s Folly since the beginning
Survivor persona of the settlement. They set up the first localNet access and continue to
Aman is a born survivor, able maintain and operate the local data structures and satellite uplinks to
to adapt and overcome. He’s Constitution Town [the colonial capital]. The Sandiego’s are one of the
both concerned with safety in larger families in the settlement and with numerous relations, most are also
numbers and survival of the fortunate enough to have constructed a number of permanent dwellings
fittest. rather than living out of crawler homes.

Aman gains karma whenever The Sandiego’s from a technological collective within the settlement.
through his sacrifice the group is Although there are many capable techs who can repair existing vehicles and
able to survive, or if by his own electronics, the family holds all the sophisticated high end systems, and has
personal grit he is able to adapt the expertise to design customised codes for mesh systems, and advanced
and overcome to survive without netSystems.
assistance.
The Sandiego are one of two potential rivals to the Sykes for control of
The Seeker destiny the settlement. So far they have preferred not to expose themselves and by
The seeker has the potential to challenging the gangster businessman directly.
find great truths, and return with
them. These are not some deep Key Relationships
metaphysical truth but real and
worldly things that can be sought • Luis Sandiego [grandfather]: The family patriarch, and ancient
after, and recovered. wizened old man, though his body is bent by his advancing years, his
eyes and his mind are as sharp as ever. A first founding colonist he
arrived he was aboard the USS Constitution when it made planet fall.
• Carlos Sandiego [father]: A second generation colonist, he is now of
advancing years. Presently on his third marriage to a much younger
woman, Aman is his sixth child, and the oldest of two in his present
marriage.
• Jessa Sandiego [mother]: A very attractive middle who likes to
look her best. She has designs on one day being the administrator of
Thomson’s Folly and resting control from the criminal Adam Sykes.
For now her husband holds her ambitions in check.
• Juan Sandiego [younger brother]: A reactively new addition the
family, Juan is only two years old and quite a handful. Aman often has
to care form him while his mother attends to her business ambitions in
the town.

28
Name Origin Upbringing
Aman Sandiego Larson Colonial Tech Collective

Persona Ambitions Careers


Survivor Build a better drone Slicer
Make your family proud
Get one over on Bran
Destiny Sykes
The Seeker
RANK FOCUS
Karma

Skills
Administration [ ]
Athletics d4 [ ]
physical mental social mesh strange Aquatics [ ]
+0 +0 +0 +1 - Art [ ]
Coercion [ ]
Culture (Larson) d6
Quirks Culture
Wealthy
Demolitions [ ]
Deception [ ]
Discipline [ ]
Drive d6 [ ]
Education d4 [ ]
Entertainment [ ]
Gear Fight [ ]
School cloths
Freefall [ ]
Smart book
Influence (Underworld) d4
Access to a quad bike Influence
Inquiry [ ]
Intrusion [ ]
Leadership [ ]
Life Science [ ]
Navigation d4 [ ]
Notice [ ]
Persuasion [ ]
Physical Science [ ]
Planetary Science [ ]
Pilot d4 [ ]
Remote Operations d8 [ ]
Sail [ ]
Shoot [ ]
Slicer d4 [ ]
Space Science [ ]
DAM RANGE SHOTS Starship Operations [ ]
Weapons

 Stealth [ ]
 Survival [ ]
 Technology d8 [ ]
Theology [ ]

Halcyon Stars, and the Infinity Core © 2020-2021


Permission granted to reproduce this character sheet 29
for personal use.
UDI KAUR
The Kaur family arrived in Thomson’s Folly six years ago. His father was a
Penitent persona missionary come to preach his faith to those who would listen. “Doing the
Udi fears that he is not good right thing is hard, that is how we know it is the right thing.”
enough or strong enough for the
path that lies before him. To draw Two years ago his father stood up for what was right and was gunned down
the strength he needs, he holds in the street. To Udi, his father is a martyr who didn’t compromise in the
himself to a ridged moral code, so face of easier choices. He believes that it is his ordained task to win justice for
that he can always tell right from his father and for the community of Thomson’s Folly.
wrong.
The man who murdered his father is in the employ of Adam Sykes, the
Udi is both righteous and tyrant business operator who owns the settlement and the mineral rights of
judgemental and gains a karma the hole. For now Udi must bide his time, but one day he will make things
token whenever he is able to do right.
what is right in the face of easier
choices or whenever he can bring Relationships
someone down for failing to abide
by his moral standards. • Ona Kaur [mother]: Dressed every day in black clothes symbolic of
mourning, Ona has been forced to reconsider her life since the loss
The Innocent destiny of her husband and Udi’s father. She could have left Thomson’s Folly,
The innocent has the potential to but instead she feels compelled to remain close to her husband’s grave,
face the most terrible nightmares which she tends regularly. Known in the town as ‘the window Kaur’,
and still retain a positive and up she has been forced by circumstances to take work where she can, so
beat outlook on the world. They as to feed her son. Refusing to take employment or charity from Adam
are the glass half full, to face dark Sykes instead she as found employ in one of the hydroponics trailers
times and walk again in light is a tending and nurturing the plants.
cause to celebrate and that is how
the innocent survives, through
hope.

30
Name Origin Upbringing
Udi Kaur Larson Colonial Faith Commune

Persona Ambitions Careers


Penitent Honour your father’s University
memory
Get justice
Destiny Do the right thing
The Innocent

RANK FOCUS
Karma

Skills
Administration [ ]
Athletics d4 [ ]
physical mental social mesh strange Aquatics [ ]
+0 +1 +0 – – Art d4 [ ]
Coercion [ ]
Culture (Larson) d6
Quirks Culture
Unmeshed [no mesh attribute]
Demolitions [ ]
Nimble [+1 die step on reflexes]
Deception [ ]
Discipline d6 [ ]
Drive d6 [ ]
Education d8 [ ]
Entertainment d4 [ ]
Gear Fight d4 [ ]
School cloths Freefall [ ]
Smart book
Influence (Faith) d4
Packed lunch
Influence
Access to a quad bike Inquiry [ ]
Intrusion [ ]
Leadership [ ]
Life Science d6 [ ]
Navigation [ ]
Notice [ ]
Persuasion d4 [ ]
Physical Science [ ]
Planetary Science [ ]
Pilot [ ]
Remote Operations [ ]
Sail [ ]
Shoot [ ]
Slicer [ ]
Space Science [ ]
DAM RANGE SHOTS Starship Operations [ ]
Weapons

 Stealth [ ]
 Survival [ ]
 Technology d4 [ ]
Theology d6 [ al’Islam ]

Halcyon Stars, and the Infinity Core © 2020-2021


Permission granted to reproduce this character sheet 31
for personal use.
+++ infosphere access // access granted // larson // constitution town // open access +++
Combat Note +++ query > adventure // quick start +++
This is an adventure about
kids. While living is tough, and
sometimes children come to DEEP IN THE HOLE
blows fights should not be to
the death! An introductory episode for players new to Halcyon Stars. Designed to be
played with pre-prepared characters that players can pick up and run with.
To reflect that the characters There are six characters given in this Quick Start, if you have fewer than
are children, fights should be six players you should hand them out sequentially, so that the ‘most’ critical
over the moment someone characters are in play.
suffers a bloodied injury.
If your group would rather create their own characters that is fine, but they
Suffering a serious injury, should be restricted to Child or Teen on the life path. This is an adventure
or worse will bring about for kids! Gun toting maniacs need not apply.
adult involvement and serious
repercussions for everyone As a basis for an ongoing series this is a childhood adventure, one that
involved. Depending on the should form the foundation of everything that comes after. In many ways
situation the their could be this should be handled in much the same way as a coming of age movie. I’d
repercussions for their families recommend watching Stand By Me for inspiration on the theme and feel that
to. this adventure is looking for.

32
Backstory Abyssal Crystals?
The characters live in Thomson’s Folly, a township in the outback of Larson. Without the full back story of the
A ‘gold rush’ mining town that has grown very rapidly over the last few years. Halcyon Stars it’s difficult to
A mixture of colonial prefab constructions, locally constructed silica-panel appreciate the importance and
dwellings and a large number of dune crawler trailer homes. This equates value of the Abyssal crystals.
to a wild west style single street town of boxy grey buildings, surrounded by
a shanty town of crawlers, just thrown together without any planning. All Tectonic activity on Mars
teetering on the edge of a massive open cast mining pit. opened a fault line, destroying
one of the early settlements
All around are heaps of spoil that have been dug out of the ground. There there. Christened the ‘Abyssal
are hydroponic trailers, solar converter arrays, water condensers, a borehole chasm ‘ by the rescue teams and
well for deep aquifer water, rock grinders, makeshift mineral refineries and media. During the relief effort
all kinds of broken down and discarded machinery. a previously unknown crystal
formation was discovered in and
Main Street leads a long straight cut through the settlement, terminating in was given the name ‘Abyssal
the mine head gate, a security station that blocks unauthorised access to the crystal’.
hole. Also on this central thoroughfare is a saloon bar, a sheriffs office and jail,
a localNet access point, a general store, and a workshop. Away from the main Several other deposits have
thoroughfare is an undertakers, a doctor’s surgery, a small school, and a church since been discovered on the
mission [though the pastor was killed in a shoot out 2 months back]. There are red planet. These formation are
also a number of outlying homesteads and terracite farms. believed to be unique to Mars
and all kinds of conspiracy
Lord of it all is Adam Sykes, the businessman who owns the whole town. The theories abound about them.
world of grown-ups means little to children, but it is mirrored in the school Some claiming that they are
yard. Branagan Sykes the teenage son of Adam Sykes is the school tough alien terraforming devices, or
and local bully. August Coal the son of the local sheriff is a meek hanger on spiritual lenses and all kinds of
to ‘Bran’ Sykes, and Arriette Boland the no-nonsense daughter of the local other outlandish claims.
medic. There are the usual cliques organised by social tier in the camp town.
The crystals do have unique
Most of the township work ‘down the hole’ the open cast mining pit, or in properties, one of which is the
one of the service industries related to its operations. ability to manipulate exotic
energy fields to open and transit
The value of the pit is not in its mineral resources, though they sustain the fracture points. And so are an
town, but through the tiny shards of Abyssal crystal that are periodically integral feature of no-space
found there. It is the Abyssal crystal that sparked the gold rush in the first manifold drives, that allow
place, and this is the only known site beyond Mars where these crystals have faster-than-light travel.
been found, and that is an open secret that Adam Sykes is keen to keep.
As it is, the Martian crystals are
The Abyssal crystals are valuable because they are integral to the design and a held by the UN, giving them
construction of no-space manifolds. Their structure allows the manipulation a monopoly on fracture transit.
of exotic fields used in the widening of the fracture point apertures. The UN If a non-Martian source could
and the concerns have a monopoly on the Martian crystals, but here on be identified they would be a
Larson is a small source that commands vast wealth on the black market. fantastic source of wealth and
a potential opportunity for the
The pickings at Thomson’s Folly are meagre, and composed of tiny shards development of independent
rather than the large deposits found on Mars. It is believed that the fragments manifold production.
are from a much larger crystal that has yet to be located. Every year the open
cast pit gets wider and deeper, but so far no larger crystal has been found. There is such a source, on
Larson, and right now its a well
The town suffered a bandit raid on the mineral silos last month and Adam kept secret. This adventure will
Sykes has brought on a new security detail, to deal with the problem. This introduce the players to the back
has brought a new group of hired troubleshooters to the town, Clearwater water township of Thomson’s
Security, that no one, not even the existing security force are happy about. Folly and allow them to get there
Sykes is convinced that someone is tipping off the bandits when something hands on a just a tiny shard of
valuable is found. this most valuable of resources.

33
The Plot
The characters belong to one of the cliques at the school, run by Mudaris
Kostin, a devout al’Islamic missionary. She arrived in the camp two years
ago, austere, but not lacking in kindness for the children under her care.
She has already made herself a thorn in the side of Adam Sykes, but has
managed to obtain funding from him to purchase much needed educational
supplies.

This drama will begin with the walk to school and the ritual humiliation of
the school bully, Bran Sykes and his toughs. At the school the morning class
being interrupted by the Sheriff Donahue Coal’s visit. He has come to speak
to Mudaris Kostin, and to the school as a whole. One of the students has
been absent for a couple of days, and he is finally following up on Mudaris
Kostin’s urgings to locate her errant student.

It’s not unusual for a student to miss a few days of school here or there,
but Colin is one of the bright ones, who always attends. He was last seen
yesterday morning, by Chloe Chester, who saw him race away on a quad
pursued by Bran and his thugs, and hasn’t been seen since.

This will let the characters know that Colin Lythgoe is actually missing, not
just bunking off class, and is now nowhere to be found in the camp town.
The sheriff is hoping that one of the children will furnish some led so that he
can find the boy, and get the teacher off his back, so he can get back to doing
what his boss tells him and avoid further aggravation. So far his deputies
have done some door to door legwork but no one has seen the kid recently.

The real story is that Colin has a keen interest in geology and knows a secret
way into the hole that bypasses the security gate at the mine head. He almost
got caught snooping around and hid himself in a security locker, the problem
is that he is now locked inside and cannot escape without help.

Colin usually pokes around near the grinders and separators. While he was
waiting for his opportunity to slip in and look for interesting minerals for
his collection, a shout went up as one of the workers discovered a sliver of
crystal. The Security Chief Aldo Griven secured the sliver in the security
office. Rather than report the find immediately Griven took the eagle eyed
worker to the stores and rewarded him with a week of rations as payment.
Griven intended to take the crystal to his boss, Adam Sykes, personally and
claim a much larger reward. He called the find in only to discover that the
crystal was gone and that someone had damaged one of the window shutters
breaking in.

Urged by some unknown desire Colin had jimmied open the shutters of the
security office window, and after poking about found the crystal inside the
Security Chief ’s desk drawer. He lingered a little longer, and was almost
caught out when Griven returned. He hid inside one of the lockers and has
been stuck there ever since. He had a packed lunch and some water with
him, but it’s been more than a day now and he is hungry and soiled. He fears
to attract attention to his plight believing [correctly] that he will get a savage
beating or worse for the Security Chief. So he waits hoping that something
will happen and he can escape without being noticed.

Colin’s activities have caused a security lock down of the mine. Griven is
frantically turning the place over looking for the shard and the thief who

34
took it. He had already communicated the find to his boss and is now frantic Bran Sykes
to deliver. Adam Sykes is aware that something is up in the mine, and has Bran has had a difficult childhood, the
loss of his mother, his father temper and
just sent in his new hire troubleshooters, Clearwater Security, to find out demanding nature. All of this has made
what is going on. him a troubled and difficult teenager.

Finding Colin will mean a lot of sneaking about and exploration. Sheriff physical Skills
Coal is not an idiot, he will eventually connect the dots and conclude that +0
there might be a link between the missing boy and the security lock down of Athletics d6
the hole. The characters cannot possibly know exactly where Colin is, but Coercion d6
they should be able to connect the dots faster than the sheriff and get him out mental Culture (Larson) d4
before anything worse happens. +0 Discipline d2
Drive d6
Hook Education d2
The day begins with the twin suns rising over the western mountains, the social Fight d6
‘Atlas Range’. Life in Thomson’s Folly is not easy and everyone is expected +0 Notice d4
to pitch in. This is true of children as it is of all the adults. Larson has a Shoot d4
slightly longer day than Earth, not that any of the characters would know, Technology d2
mesh
as they were all born here [except Dylan Kennedy] and have never seen the

homeworld, except in vids.

The Larson year is slightly shorter than Earth, so the months never sync up Notes
strange
with the seasons, though the seasonal variations are limited at best. The day – School clothes
is about 13 hours, 39 minutes long with seasonal variation causing the day to Smart Book
lengthen or contract by about an hour depending on axial tilt. Pocket knife [Dam 2]

Only once the morning chores are complete do the children change for
school and collect their Smart Books. This morning is different, there is a
tension in the camp town, nerves are frayed and a group of workers have just
been turned back at the gate to the hole. Something is wrong, everyone can
Generic School Bullies
feel it. There is anger, and raised voices, things look like they might turn ugly Bran hangs out with a few of the
and one of the mine security detail discharges his weapon into the air in an school toughs. Feel free to adjust the
number based on the number of player
attempt to disperse the gather at the mine head. characters.

The school is on the far side of town, and the characters begin the slow walk physical
through the chaotically parked crawler homes meeting the other members Skills
+0
of their clique as they go. Athletics d6
Coercion d6
There is strength in numbers and kids from different parts of the camp mental Culture (Larson) d4
stick together. Of course there are those who enjoy the misery of others. +0 Drive d4
Bran Sykes and his gang of hangers on are always ready to pick on the Fight d4
unwary. Sometimes they take what you have brought for lunch, other times Notice d4
it’s just ritual humiliation. His father is ‘the man’ of the town, so Bran is social Persuasion d4
untouchable, even without his hangers on. +0 Shoot d2
Technology d2
Ritual humiliation
As the characters approach the small school building, a squat enzyme bonded mesh
silica box. They will already be able to see Bran and his gang waiting for –
them. Sitting on a low wall before the school building he sticks his foot out
to block the entrance to the grounds. His goons move in to block any escape. Notes
strange
– School clothes
Bran demands ‘tribute’, if the characters give up some portion of their Smart Book
lunch they will be jeered, maybe pushed around a little, and taunted, but
permitted to go into school. Failure to be compliant will result in Bran and
his bullies taking all their food and simply mashing it into the ground, plus
a few punches and kicks.

35
What do we know about The point of this encounter is to establish that the characters are the under
Colin? dogs and that they have an enemy they are going to want to bring down, or
see humiliated in return. If the situation degenerates into a fight, Mudaris
It’s likely that the player’s will Kostin will notice and come running out of the school building to break
ask what their characters might things up.
already know about Colin.
In which case give them the Morning interruption
following: The school is really a single large room that serves as an education
environment for the thirty or so children in Thomson’s Folly. The furnishings
Gracy are spartan and usually pushed to the walls to allow the central space to
He’s really quiet, I think he likes be used. Older kids are expected to help the younger ones. And there is a
Marsie. I know she plays with periodically glitchy localNet connection that facilitates access to educational
him sometimes. materials.

Ivan Mudaris Kostin always begins the day with a registry and a period of silent
He’s got smarts, but no idea how reflection and prayer for the Most Blessed. She is a devout al’Islamist and
to deal with people. always incorporates her brand of theology into lessons when she can. The
morning’s lesson assignments have not long been handed out when there is
Dylan an interruption, a knock at the door and Sheriff Coal lets himself in.
Colin who?
“Pardon the interruption mam.” The sheriff removes his hat as he enters.
Jenna His hair is starting to thin and he looks tired.
He kept himself to himself
mostly, saw him with that new “I need a moment to speak with your students on a matter of some
kid Emmet a couple of times. importance.”

Aman “Of course Sheriff, how can we assist you today.” Medaris Kostin responds.
Yeah he is the science kid, build
some cool radios for the last “By any chance is Colin Lythgoe present.”
science project.
“I am afraid not Sheriff, he is absent today, as he was yesterday.”
Udi
Quiet type, always in class, really Sheriff Coal turns to address the class, “I’m looking for Colin Lythgoe, no
weird that he’s not here. I’ve seen one has seen and his folks are the worrying type.”
him take off into the outback on
a quad a few times. I think he “Can anyone tell me where I might find him? Where he might have gone?
has problems at home. Or if you might have seen him more recently?”

The classroom falls silent before Alden Cure (one of Bran’s gang) pipes up
from the back of the room, “He probably just fell over again.” A snigger and
stifled laugh runs around some of Bran’s gang.

“Something you want to tell me son?” gruffs the Sheriff.

“No, sir, not seen him sir,” is the response from Alden and another snigger
runs between the members of Bran’s gang.

“I’m going to let you all think really hard, about anything you might have
a thought to say to me. I’m not going to call you out in front of the whole
school. I’m just going to say it like this... if you saw anything, or know
anything, anything that might pertain to the lads’ disappearance, my door
is open to you.”

The Sheriff tips his hat to Mudaris Kostin and takes his leave.

36
Pandemonium breaks out in the classroom shortly after the sheriff closes the Marsie Lonan
door. Until Mudaris Kostin can get things calmed down. She will add a few Marsie’s family live in the next trailer
over from the Colin. Though younger
words of encouragement to that anyone who knows anything should speak [age 7] she knows Colin well, he has
to the sheriff as soon as possible. Then she takes Alden Cure out of class to many pretty rocks!
discuss his conduct.
physical Skills
Colin was always the odd kid who kept mostly to himself, though he has -1
been known to hang out with Marsie Lonan and the new kid in town Emmet Athletics d4
Kallaghan. Coercion d2
mental Culture (Larson) d4
Marsie Lonan knows that Colin has a ‘quiet place’ where he likes to go to -1 Drive d2
be alone, but it’s out of town. She has only been there once and thinks that Fight d2
it’s a haunted place and will not go back. Colin did stress to her that it is a Notice d4
secret place and that she cannot tell a secret. But she will give directions, if social Persuasion d2
the characters can help to recover her toy bear. One of Bran’s bullies took +1 Planetary Science d2
it from her and threw it up on a roof not far from the school. This lead will Technology d2
take the characters to the Haunted Cellar. mesh

Emmet Kallaghan is new in town, but has already made friends with Colin
over their mutual interest in geology. Because their friendship is very new
Colin hasn’t yet shown him his quiet place, but he has confided that he has Notes
strange
a secret way into the hole. There he scavenges the best and most interesting – School cloths
rock samples. He is aware that the bedrock is riddled with caves and ancient Smart book
lava tubes, and thinks that is how Colin gets in and out. Emmet also has one
of Colin’s homemade radios [see later for details]. He has tried to contact
him with it but the range is less than 1km.

Cloe Chester saw Colin yesterday, he was raiding a quad, with Bran and his
gang in pursuit. She is scared to bring this information to the sheriff because
Emmet Kallaghan
she fears that pointing a finger at Bran will bring consequences down on her A little shy, with an interest in science
parents. and technology.

Other kids in the class will offer various pieces of speculation that can be over
heard, “He’s just playing hooky”, “Fell of his quad”, “I heard he has some physical
relative move into the town, might be with them.” Feel free to extrapolate Skills
+0
any of these lines of enquiry or add your own. Athletics d4
Culture (Larson) d4
Drama mental Drive d4
Now that the characters have taken the bait, and are looking for Colin. They +1 Fight d2
can begin to explore some of the locations around the settlement for clues. Inquiry d4
If they need to go further afield [and they will], they have access to Quads, Notice d2
a rugged all-terrain quad bike that seats a driver and a passenger. They social Persuasion d2
handle well on broken terrain and dunes, and are powered by an electric +0 Physical Science d4
motor that must be recharged every 200km or so. Any character with the Planetary Science d6
Drive skill will be able to handle a Quad under normal situations and will Technology d6
only have to make a test on difficult terrain. mesh

The Lythgoe crawler home
The characters might think to visit Colin’s family to see if they can find any Notes
strange
clues as to his disappearance. It’s a standard all terrain dune crawler set on School cloths

six massive wheels as tall as a person. A number of tarpaulins have been Smart book
extended from the sides of the vehicle to expand the living space and provide
protection from the elements to various pieces of deployed equipment. The
Lythgoe crawler has been situated here for a couple of years now and the
sand and grit has been allowed to collect around the vehicle.

37
Colin’s lives with his parents, Ben and Sarah, and his older sister Amber. Ben
Lythgoe is a technician in the hole, servicing the industrial machines used
in the mining operations. His mother Sarah is one of the regular security
officers in the hole. Ben is at home working on condenser unit, Sarah is
on duty in the hole. Both are worried about Colin, but both also need to
work. If the characters run into serious trouble in the hole, at the end of the
drama, Sarah Lythgoe can be used as an unexpected ally, though she may
be introduced as an adversary, she will of course do whatever she can to
protect her son.

Colin’s older sister Amber works some days in the general store and usually
has the attention of one or more of the young men of the camp town. She
is at home today, and will scorn her brother for his selfishness, also saying
that it’s not the first time and it’ll not be the last that he pulls this nonsense.
If the characters can convince her that they are friends of her brother, she
will let them take a look at his room. This will require a good reason, such
as Colin being their project partner for a school project and they need some
of the materials he has for the presentation tomorrow, or similar excuse. If
the characters mention the presentation is geology or rocks related she will
believe them without the need for an action test. Otherwise, they will need
to make a Persuasion, Social action test with a Easy [-2] modifier.

Space is always at a premium in a crawler home and rooms are usually little
more than sleeping pods ranked in bunks. Colin’s pod contains rumpled
bedding and a long shelf on which is his school smart book, a collection of
minerals and rocks, a couple of old mineralogy sampling tools, there are a
few pictures he has drawn of his family that are stuck to the ceiling of the
pod, alongside some printed photographs... one of a small cairn of stones on
the desert sand, the mountain’s in the background.

Anyone with a Navigation, Mesh action test and an Easy [-2] modifier
will be able to work out the approximate location of the stone cairn based on
the landscape, making it easier to find the Haunted Cellar.

Haunted cellar
About 5km into the desert the characters can locate the access to the haunted
cellar. Even knowing that it is marked with a low cairn of stones. If they are
unsure of the exact location they may have to use a Notice, Mental action
test with an Easy [-2] modifier to locate it.

Once the sand is brushed away they will discover a metal panel. Clearing
more of the sand will reveal a metallic iris valve, and clearing a little more
will uncover the covered hatch controls. The manual override is needed to
slowly ratchet the hatch open far enough that the characters can get inside.
There is a ladder into the airlock, and the inner door is already open.

Entering the haunted cellar should be a scary prospect, it’s dark, and smells
musty and old. The air inside is stale and cold in comparison to outside.
There are no spider webs, as might be the case on Earth, because there are
no spiders on Larson, at least not outside of the gene laboratories in one of
the major settlements. There may be some Larcylium slimes in the galley
area slowly digesting furnishings or seat coverings. Sand coats many surfaces
showing that they are not the first ones to open the outer lock iris, and if they
think to look before they wander around there are recent footprints in the
sand on the floor.

38
locked door
unlocked or open door
suit & tool lockers
iris hatch to airlock

Flight deck

Engineer’s Pilot’s Captain’s


airlock
cabin cabin cabin

Engineering bridge

galley
stores
stairs

cargo deck

Cargo deck

boarding ramp

cargo crate cargo crate

rear airlock drop out loading bay

cargo crate

cargo crate cargo crate


stairs

This is a small shuttle that once belonged to Kyle Thomson, the founder of
Thomson’s Folly. The shuttle has been completely shut down, but the reactor
could be restarted by someone who knows what they are doing, this would
be a Pilot, Mental action test with a Tricky [-4] modifier. The kids
likely lack the knowledge to do this, and once the reactor is fired up again it
would only be a matter of time until someone else discovers and traces the
energy signature. While the shuttle is shut down it is extremely unlikely that
anyone else would discover it by chance. The shuttle will not fly without
being properly excavated and sand cleared from RAM-intakes.

This is a typical trans-orbital, composed of a cockpit, upper iris airlock


[through which the characters entered], a cargo deck, and engineering
crawl spaces to access the engines and reactor. Many of the internal doors
are sealed with a genelock, making them inaccessible for this adventure.
The most interesting thing is that the shuttle is here at all.

The cockpit [which can accommodate a flight crew of three] has been Colin’s
den for a long time. His collection of stones and rocks are set up across the
dashboard and other control surfaces. If any of the characters has an interest
in geology they can make a Planetary Sciences, Mental action test with
an Easy [-2] modifier to identify the various rocks and minerals in the
collection. Pride of place is a tiny amber fragment, like a sliver of thin glass,
a tiny Abyssal shard.

39
Anyone picking up the Abyssal shard can make a Planetary Sciences,
Strange action test with a Tricky [-4] difficulty. The character may
experience slight disorientation, a vague feeling of vertigo, but if the result is
a positive magnitude they will get a flash of Colin, he is fearful, exhausted,
and hiding in a dark place.

There is a trove of useful stuff stashed in the den too:

• a canteen of water
• a plastic case of dried biscuits
• some ex-military survival rations
• a small cooking stove with a hot plate
• an old style printed map (it’s printed on a form of plastic paper that is
extremely durable) the map shows the regional topography, but several
people have drawn on a cave network and there are hand written notes

The map can be used to find a cave entrance [either through the sink field or
from the mountains some 20km distant], and navigate the tunnels to find a
way into the hole, though it is a decade old.

There are sealed boxes and crates in the hold, but these are genelocked and
will only open to specifically coded individuals, so are impenetrable to the
characters at this time. Opening these is beyond the scope of this adventure.
There is also a suit locker opposite the airlock.

The locker contains various tools for shuttle repairs:

• 5 adult sized EVA suits [two have missing helmets]


• 5 tether lines [ropes]
• 2 torches
• various mechanical and electrical tools

Even if the characters do manage to power-up the ships systems, the on-
board flight systems are all genelocked and the ship’s computer will refuse
commands from unauthorised personnel, the chances are it would just
power itself down again.

Badlands Pursuit
Once the characters have left the haunted cellar and are on the move again,
Bran and his gang are going to catch up with them. As the characters are
driving their quads, they will suddenly be ambushed as first one quad then
four more crest the dunes on their flank.

Bran and his thugs will try to run the characters off their bikes and repeat
the ritual humiliation of the morning, with more threats, punches and
kicks... if they are caught.

Each character driving a Quad should be called upon to make a Drive,


Physical action test with an Easy [-2] modifier. Though they are out
on the dunes here, there is a canyon nearby that they can cut into leading to
a race up the canyon avoiding obstacles. Remember that these are kids on
quad bikes. The use of any kind of weapon will immediately end the chase
with Bran and his gang backing off, but they will lick their wounds and be
back. If the characters have fired a shot or used a flare gun as a weapon, the
next time they have a run in with Bran it will be personal and he will have

40
an equivalent weapon. Aldo Griven
Security chief at the Hole. He is in a real
fix right now and desperate to find the
Have the characters make some Drive, Physical action tests to perform lost shard before Joseph Clearwater
manoeuvres like swearing around obstacles. As they approach the end of strings him up.
the canyon run they will find it cut through by a gully. There was once an
old pioneer bridge over the gully, but the bonded silica has long since been physical Skills
eroded by the wind blown sand and the mid section has fallen away. It will +0
need to be jumped. Bran and his fellows will end their pursuit here. This Athletics d4
last obstacle should require a Drive, Mental action test with an Easy [-2] Coercion d4
modifier. mental Culture (Larson) d8
+0 Drive d6
Sinking feeling Fight d4
This region of Larson is riddled with caves, the problem is that very few of Notice d6
them break the surface. The hole of course cuts through a massive section of social Persuasion d2
caves exposing hundreds of spaces to open air. The trick is to locate a cave +1 Shoot d10
entrance above ground. Fortunately, if the characters have the map from Technology d4
Colin’s den that part is not so hard. There is a sink field about 4km west of mesh
the shuttle’s location. It’s a known hazard and one that is clearly marked on

the map and known to the local population as a place you want to avoid.
Locating the sink field requires only a Navigation, Mental action test
with a Very Easy [-0] modifier. The couple of large boulders have been Notes
strange
placed as markers and a pitted and worn sign reads “DANGER: Quick – Security Vest [2]
Sand”. Colin’s map has some notes to that effect in faded red pen. Orin Auto
[Dam 3, 25m]
What most people don’t know is that if you can hold your breath long enough
you can sink through the sand into the cave network below. It is dangerous,
and asphyxiation is a real possibility. The old helmets from the EVA suits
can be used to hold air and allow a character enough breath to pass safely
through the sink field.
Sarah Lythgoe
Colin’s mother and Chief Griven’s second
Anyone looking around the area can make a Notice, Mental action test in command. She will risk anything to
protect Colin and his friends if need be.
with a Easy [-2] modifier, to locate an abandoned quad. It’s in reasonable
condition but is low on battery charge. It’s covered in a sandy coloured tarp.
This was the quad that Colin was riding when he was chased by Bran and physical
his gang. Skills
+0
Athletics d4
Accessing the storage compartment on Colin’s quad, there are some supplies: Coercion d2
mental Culture (Larson) d6
• dehydrated ration packs +1 Drive d6
• two short range radios [Colin made four as part of school science Fight d8
project and he has one on this person, very short range less than 1km] Inquiry d4
• a torch social Notice d6
• and a small bag with some of his geological samples in it. +0 Persuasion d6
Shoot d4
A character who spends some time looking around on the edge of the sink Technology d6
field might have the opportunity to make a Notice, Physical action test mesh
with a Tricky [-4] modifier to find an old rope buried in the sand, one end –
has been tied around the base of one of the marker boulders and the other
leads away through the sand and into the sink field, there is a counter weight Notes
strange
boulder attached to the other end. Security Vest [2]
-1
Orin Auto
Colin uses the rope to pull himself downward through the sink field to the [Dam 3, 25m]
caves beneath. Anyone else brave enough will be able to do the same, and
will be able to move quickly through the sand, before asphyxiating.

41
Mine Worker Willingly entering into the sink field will cause a Fear test, requiring a
The regular people of Thomson’s Discipline, Mental action test with a Tricky [-4] modifier. This
Folly who work in the hole. Most are
concerned with putting food on the table
modifier can be reduced to an Easy [-2] if the character has witnessed
and getting back to their family. another character doing this and returning.

physical Skills Once in the sink field the character will need to hold their breath or wear
+1 a helmet. It will take several minutes for a character to sink unaided.
Athletics d6 Asphyxiation is a real possibility, unless using the rope to pull themselves
Culture (Larson) d8 through. Of course characters tend to be resourceful and may use tethers to
mental Drive d8 pull another character through or back.
+0 Fight d4
Notice d4 The next problem will be light. Hopefully the characters have brought the
Planetary Science d6 torches from the tools locker. Another option is to splice a battery from
social Shoot d2 something else [like a smart book] into one of the EVA helmets to power the
+0 Technology d4 integral lamps. With Colin’s map and a torch the characters will be able to
slowly navigate the tunnels with a Navigation, Mental action test with
mesh an Easy [-2] modifier.

They are not the only people to have arrived down here. Others have over
the years been sucked down by the sink field, there are opportunities to
Notes discover all manner of discarded scrap down here.
strange
– Coveralls [1]
The following can be used as various encounters in the caves:

• A wrecked dune crawler, most of it still lodged in the sink sand above,
partly emerged into the caves. The people who’s home it was must have
abandoned it quickly because there are all manner of personal effects
and tools inside if that part of it is accessible. The characters might find
a pair of multi-optic goggles that can be used to shield eyes from dust or
Mine Security
Much like the mine workers, but they provide alternative modes of vision [like low light enhancement].
have a side arm, and an elevated sense • A desiccated corpse with strange fungal growths consuming its
of themselves.
remains. Seeing the body should provoke a Fear test requiring a
Discipline, Physical action test with an Easy [-2] modifier, not to be sick
physical or repulsed by the smell. The characters might find some useful piece of
Skills equipment: a spare torch, a genelocked handgun, or a first aid kit.
+1
Athletics d6 • A bio-luminescent flowering. Coating the walls, floor and ceiling of the
Coercion d4 passageway, is a thin film of slime, it produces a strange dull glow, it
mental Culture (Larson) d8 seems to move and crawl. The slow motion of a lava lamp. Standing in
+0 Drive d4 or disturbing the slim will cause an immediate reaction, with slow light
Fight d4 patterns, suddenly reacting like a fast rippling away from where the
Inquiry d4 character has touched the slime.
social Notice d6
+0 Persuasion d4 After a great deal of wandering the characters will eventually find their way
Shoot d4 out of the caves emerging into the open cast mining pit known locally as ‘the
Technology d2 hole’.
mesh
– In the hole
The hole is over 5km across and almost 400m deep. A long road snakes its
Notes way down from the ‘mine head’ on the north side of Thomson’s Folly, to
strange
Security Vest [2] the operation centre, a close grouping of buildings that includes a canteen,

Orin Auto security station and barracks, a maintenance workshop for heavy plant
[Dam 3, 25m] equipment and vehicles. A number of big industrial earth movers, and
a processing grinder. There are thick cable feeds that run up the side of
the road to carry power from the settlement power grid down to the mine
workings below. Everything is heavily coated in dust and dirt, and every

42
time the large machines move or operate great billowing clouds of dust are Joseph Clearwater
disturbed and obscure vision. A real sociopath, utterly cold. He like
to tell you what he is going to do to you
before he does it.
If the characters brought the sliver of Abyssal crystal from Colin’s collection
they can use it to locate him. Or, more accurately, they can use it to locate
the tiny shard of crystal that he stole during his sortie. It can be used like physical Skills
a crystal pendulum to indicate direction, but this will require an extended +1
Discipline, Strange action test with an Easy [-2] modifier, the Athletics d6
character will need to meet a threshold of 6 to locate him with each period Coercion d8
taking about 20 minutes. mental Culture (Larson) d4
+0 Drive d8
If the characters are caught with Colin’s shard, they will be branded as the Fight d8
thieves, mistreated and interrogated. The interrogator will want to know Inquiry d6
how they got into the hole, and why they stole the shard [who are they social Intrusion d4
working for?]. The simple solution is don’t get caught. Being caught will +1 Notice d6
result in their families being interrogated and run out of town, or worse. Pilot d6
Shoot d6
mesh
There is clearly something unusual going on in the hole. Work has been Technology d4
-1
called to a halt, and 40 or so workers are kneeling in the central compound
with hands behind their heads. They are under armed guard, of course
the characters own parents or older siblings might be amongst those being Notes
strange
interrogated. One by one each will be led away, interrogated and returned – Security Vest [3]
before another is taken. Colt Peacemaker x2
[Dam 4, 20m]
The mining operation turned up a tiny shard of Abyssal crystal, the first in Boot knife [Dam 4]
months. The only problem is that Colin stole it, hid in a locker and has been
trapped there ever since. It’s been two days and Security Chief Aldo Griven
‘lost’ the shard on his watch and he is getting desperate. Not only has he had
to admit his failure to his master Adam Sykes, his facility has been taken
Clearwater Security
over by Sykes’ new troubleshooters, Joseph Clearwater, and his associates More afraid of their leader – Joseph
from Clearwater Security. Griven himself is under interrogation, and he is Clearwater – than of any other threat.
They will do as he commands because
convinced that if he cannot produce the shard from somewhere, no one will inflicting pain is better than receiving it.
ever find his body, so he is getting really desperate.
physical Skills
There are a few of the Clearwater Security personnel walking patrols, +1
but there are lots of places to hide and stay out of sight provided that the Athletics d6
characters don’t walk into the central ‘square’ where workers are being held. Coercion d6
mental Culture (Larson) d6
If the characters don’t use the shard to find Colin, all is not lost. If they have +0 Drive d4
recovered his home-made radios from his quad, they can use it to locate Fight d6
him. Either by using it to communicate with him and finding out where he Inquiry d6
is, or using two of them to triangulate the position of the one Colin has. This social Notice d4
will require an extended Technology, Mental action test with a Easy +0 Persuasion d4
[-2] modifier, the character will need to meet a threshold of 4 and each Shoot d6
period takes about 10 minutes. Technology d2
mesh
Have the characters make some Stealth, Physical action test with an –
Easy [-2] modifier to avoid the security patrols and ratchet up the tension.
Describe moving quickly between obstacles, or squeezing into a tight space Notes
strange
to avoid detection. For the moment the security sweeps are not really looking Security Vest [3]

for anything. So the Clearwater Security personnel are not being observant, Orin Carbine
they are hanging around talking, smoking and keeping an eye open in case [Dam 4, 100m]
the boss catches them being idle. If the alarm is raised stealth will become
a lot harder and the characters will be forced to make dynamic action tests
against the Clearwater Security Notice [d4], Mental [+0].

43
Once the characters have worked out that Colin is the Security Station they
have the hard job of getting him out undetected. With the security station
being used to interrogate the mine workers. Going in through the front door
is simply not an option. There is however, a back door and the option of a
ventilation duct on the roof.

The back door is unguarded, but is locked. It’s a simple pass key lock, one
of the characters can attempt the risky business of picking a passcard from
one of the security guards, or they might drop one or put it down somewhere
while they do something else. Alternatively the lock can be overridden by
anyone with some electronic tools and basic technical knowledge, have the
character make a Technology, Mental action test with an Easy [-2]
modifier. Opening the roof vent on is not nearly so technical, but it will
require a Stealth, Physical action test with a Tricky [-4] modifier to
avoid being noticed by someone in the square, and for that reason the fewer
people on the roof the better.

Inside the security station there is a reception area, a changing room with
lockers [Colin is inside one of them], several offices [one of which is being
used as a makeshift interrogation cell], and a security control suite, linked
to the mine head gate.

Getting Colin out of the locker is actually child’s play, they aren’t locked,
they just aren’t designed to be opened from the inside. Colin is fatigued and
dehydrated, and after his initial fear of discovery is overcome he will be
extremely glad to see some friendly faces. Now they need to get back out the
way they came in.

If the characters are spotted during their escape, they will be pursued by
Clearwater Security. While Joseph Clearwater himself is a nasty piece of
work and will have no problem shooting a child, his personnel are not quite
so ruthless [well not all of them anyway]. Any shots fired will be warning
shots not intended to hit their target. This runs the risk of becoming a comedy
sketch escape, keep the pressure on, and ensure that the characters believe
that bad things will happen if they are caught... that is at least true. Chances
are that if they are identified or caught, their families will be interrogated,
made to pay for damages, and likely run out of town for all the problems
‘they ‘ have caused.

Colin is intimately familiar with the caves and can guide them out without
a map, back to the sink field. If the characters accessed the caves from the
nearby mountains then they will have to recover their quads another time.
For now Colin will talk them through the climb through the sink field using
face covering to prevent them getting a lung full of sand. Have everyone
make Athletics, Physical actions tests with an Easy [-2] modifier, just
to generate some tension.

Showdown
Now that they are out of caves, and pulling themselves free of the sink field,
they will discover they are not alone. A short distance away Bran and his
gang have discovered Colin’s quad [and possibly the character’s quads too],
and have been waiting for them. They have been drinking, aggressive, and
hungry for some excitement. This encounter will determine how much
of a problem the characters have with Bran and Co for the rest of their
childhood.

44
The characters will not be expecting anyone to be waiting for them and will
not be stealthy as they climb back through the sink field to emerge gasping,
spluttering and coughing for breath. By the time half of them are up top they
will have been spotted and surrounded.

Bran had been planning to do away with Colin’s quad and then deny any
knowledge if anyone ever remembered him chasing Colin a few days before.
But now that Colin has emerged from the sink field, he has options. Either
he can bring Colin in and demand a reward, or he can make him disappear
forever, though some of his gang will baulk at actual murder.

Whatever he’s going to do, he is going to have some fun first, and by fun he
means to get his kicks by terrifying Colin and the other characters. This is
the showdown where the characters have the chance to fight back, either
in a literal brawl, or by proving to Bran that they are willing to go further
than he is. If anyone has a handgun taken from the security station, it can be
used to intimidate Bran, with a dynamic Shoot, Social action test against
Bran’s Discipline [d2], Physical [+1].

Epilogue
Depending on the exact events of the episode, the characters will need
to live with the consequences. Some of these consequences are person in
nature, the situation with Bran, others have a wider reach like the situation
in the mine. The Moderator will need to decide how these events play out in
light of the characters actions.

Getting Colin out alive, will earn the characters his trust and friendship.
They already know about his den in the abandoned shuttle and this can
become their base of operations too, their shared secret place. The shuttle is
never likely to every fly again, but it can be a source of future dramas once
they are able to open the genelocks, or cut through the bulkheads.

The conflict with Bran is key to their childhoods, if they have confronted
and defeated him, they are unlikely to ever have problems with the bully
ever again. This may well elevate them socially within the school.

If the characters were identified by Clearwater Security they, and their


families will be in for big problems. Joseph Clearwater is a particular kind
of vindictive individual and anyone that makes him look bad will only be
marking time till they turn up in a shallow grave.

If Security Chief Aldo Griven is unable to recover the stolen crystal, Joseph
Clearwater will take him out onto the desert and he will never be seen again.
Sarah Lythgoe [Colin’s mother] may well become the new head mine security
after this fiasco. This largely depends on her actions, if she is compromised
by having to defend the characters her contract will be terminated and the
family forced to move on, however if she is able conceal any part she or her
son has in these events, her promotion is assured.

There are a lot of variables that could change the look and feel of Thomson’s
Folly over the next few years.

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