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MUH050206 Infinity - The Roleplaying Game - Standard Edition (Updated)
MUH050206 Infinity - The Roleplaying Game - Standard Edition (Updated)
DISCOVER ADVENTURE IN
THE HUMAN SPHERE AND BEYOND…
In the twisted jungles of Paradiso, humanity fights for its survival. The fierce, alien warriors of the Combined
Army have poured through the Acheron Gate, descending upon the emerald jungles of the newest colonial world
in a seemingly unstoppable torrent. The bestial Morat pound the Paradiso Front, where brave men and women
fight ceaselessly to maintain a desperate defensive line which the sly Shasvastii penetrate with devastating
ease. In the star-swept skies above, the collected might of humanity’s armadas maintain a life-or-death blockade
to cut off an endless horde of alien reinforcements. And if any of humanity’s fractious forces should falter,
then all may be lost…
But beyond that terrifying holding action, the intrigues and adventures of the Human Sphere spin on. Space
pirates cruise through the shattered planetoids of Human Edge. Scientist adventurers delve the oceans of
Varuna. Merchant guilds scheme amidst the scourging sands of Bourak. From Yutang, the Emperor gazes forth
from an uneasy throne. Titanic war machines stride across the icy plains of Svalarheima. Byzantine hypercorps
struggle for dominance amidst the chrome towers of Neoterra.
For the last ten years, players have tested their mettle upon the battlefields of the Human Sphere in Corvus
Belli’s hugely-popular Infinity skirmish game. Now you can expand your adventures, diving deep into the amazing,
never-before-seen depths of the Infinity universe with the ultimate science fiction roleplaying game.
ISBN 978-1-910132-21-0
9 781910 132210
www.modiphius.com
MUH050206
Printed in Latvia
CREDITS
LINE DEVELOPER INFINITY RPG LOGO
Justin Alexander Michal E. Cross
WRITING LAYOUT
Justin Alexander, Richard August, Thomas Shook, Gary Harrod,
Nick Bate, Benn Graybeaton, Jonathan Breese, N. Conte, Michal E. Cross, Chris Webb
Gideon Ernst, Mitchell German, Jonathan “Killstring” Herzberger,
John Kennedy, Marc Langworthy, Chris Lites, Chris Malone, LEAD EDITORS
Michael Mattner, Tom McGrenery, Patrycjusz Piechowski, Brian Casey, Colleen Riley
Giles Pritchard, Mark Redacted, Gutier Lusquiños Rodríguez,
Sean Schoonmaker, Josh Vogt
ASSISTANT EDITORS
Jeremy Breckbill, Kyle Randolph, Marc Langworthy
GAME DESIGN
Benn Graybeaton, Nathan Dowdell, Mark Redacted,
Justin Alexander, Marc Langworthy CORVUS BELLI APPROVALS
Gutier Lusquiños Rodríguez, Alberto Abal,
Carlos Torres, and Carlos “Bostria” Llauger
ORIGINAL 2D20 SYSTEM DESIGN
Jay Little
PROOFREADING
Jason MacDougall, Josh O’Connor, Joel Purton,
CARTOGRAPHY Colleen Riley, Bill Heron, Aric Weider
Jose “Gigio” Esteras
THANKS TO
ART DIRECTOR Laz Campbell, Preeti Gupton (translation),
James Sheahan Neil Harvey, Joshua Humphrey (translation), Ivan
Solla (canon expertise), Bing Yang (translation)
ASSISTANT ART DIRECTOR
Mischa Thomas PLAYTESTING
Jacqueline Leach, Seth Gupton, Chris Malone, Preeti Gupton,
COVER ART Sarah Holmberg, Meredith Larson, Mark Redacted,
Pierre Droal Allen Voigt, Colleen Riley, Skot Riefer, Paul Steffens,
Trent Baker, Joel Mills, Ryan McGrath, Aaron Manuel
INTERIOR ARTWORK
Xin Aoyama, John Ariosa, Giorgio Baroni, Michael Berube, SPECIAL THANKS
N.R. Bharathae, Linggar Bramanty, Alex Bund, Cloud, Thank you to Corvus Belli—Alberto, Gutier, Carlos, and
Autores Desconhecidos, ENIQMA, Jose “Gigio” Esteras, Fernando—for letting us play in your world!
Shen Fei, Toma Feizogas, Diego Gisbert, Igor Heras,
Jonny Hinkle, Audrey Hotte, Ben Huen and Yukiko Otsu PUBLISHED BY
(SpinDash), Ho Seng Hui, Bagus Hutomo, Vincent Laik, Modiphius Entertainment Ltd.
Aituar Manas, Ed Mattinian, Chester Ocampo, Alex Pascenko, 2nd Floor, 39 Harwood Road,
Gunship Rev, Pierre Revenau, Francisco Rico, Reynan Sanchez, Fulham, London, SW6 4QP
Andrew Sonea, BA Sparks, Adam Stone, Jessada Sutthi, United Kingdom
Axel Torvenius, Vladimir, Admira Wihaja, Qi Wu info@modiphius.com
The 2d20 system and Modiphius logos are copyright Modiphius Entertainment Ltd 2017. All 2d20 system
text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is ille-
gal. Any trademarked names are used in a fictional manner; no infringement is intended.
This is a work of fiction. Any similarity with actual people and events, past or present, is purely coinciden-
tal and unintentional except for those people and events described in an historical context.
VEHICLES ����������������������������������������������������������� 133
PART I: CHARACTERS Operating a Vehicle ������������������������������������������������������������ 134
Vehicular Zones �������������������������������������������������������������������� 134
LIFEPATH SYSTEM ������������������������������������������ 38 Vehicular Actions ������������������������������������������������������������������ 135
Decision One: Birth Host ������������������������������������������������������ 40 Vehicular Reactions ������������������������������������������������������������� 135
Decision Two: Faction and Heritage ������������������������������������ 40 Vehicle Harm Effects ����������������������������������������������������������� 135
Decision Three: Homeworld / Homeland �������������������������� 43
Decision Four: Status ������������������������������������������������������������ 46
Decision Five: Youth Event �������������������������������������������������� 47 PART III: THE HUMAN SPHERE
Decision Six: Education �������������������������������������������������������� 48
Decision Seven: Adolescent Event �������������������������������������� 49 LIFE IN THE HUMAN SPHERE ������������������������ 140
Decision Eight: Careers �������������������������������������������������������� 53 Iota-Scarcity Economy �������������������������������������������������������� 140
Decision Nine: Final Customisation ������������������������������������ 71 Quantronic Life �������������������������������������������������������������������� 140
Supporting Cast ���������������������������������������������������������������������� 72 Pervasive Domotics �������������������������������������������������������������� 143
Character Advancement �������������������������������������������������������� 73 Geists ������������������������������������������������������������������������������������ 143
Cassandra the Bounty Hunter ���������������������������������������������� 74 Circulars �������������������������������������������������������������������������������� 144
LIFESTYLES ������������������������������������������������������ 387
Clothing and Fashion ���������������������������������������������������������� 388
Entertainment ���������������������������������������������������������������������� 389
Food and Drink �������������������������������������������������������������������� 390
Housing and Property ���������������������������������������������������������� 390
SERVICES ���������������������������������������������������������� 392
Professional Services ���������������������������������������������������������� 392
Resurrections ������������������������������������������������������������������������ 392
Travel and Transport ������������������������������������������������������������ 394
INTRODUCTION
WELCOME TO INFINITY
CHRONOLOGY OF THE HUMAN SPHERE
ADVENTURES IN A WILDERNESS OF MIRRORS
HOW TO PLAY INFINITY
INTRODUCTION
WELCOME TO INFINITY
Infinity is epic science fiction. The Second Great electronics. Humanity now lives in a true symbiosis
Space Race swept humanity out among the between tool and toolmaker. Pervasive domotics
stars. We have emerged from the womb of our have automated virtually every aspect of modern
homeworld and scattered across the galaxy, only to life. Comlogs implanted into the forearm provide
find ourselves balanced on the brink. Society has a link to local holoprojectors, mesh nets, and the
fractured into powerful factions sharing a tense interstellar Maya network. Augmented reality tech-
truce in the wake of colonial wars. Beneath the nologies mean that the physical world is no longer
delicate peace they’ve wrought, a seething turmoil the limit of the human experience. Social clouds
of covert operations constantly test interstellar broadcast by every individual — made up of meme-
relations. Direct action military operations explode tags and patina cues — allow simultaneous physical
in flash conflicts. Remote dronbots dart between and digital interactions between people, rooms,
bioengineered super-soldiers. Hackers dance buildings, streets, and even entire communities.
through the invisible tactical maelstrom of hellfire
military cybersystems. Titanic TAGs —Tactical Infinity is an adventure on the frontiers of space.
Armoured Gears— tower above infantry wearing Alien warriors seek victory on the battlefields of
military-grade exoskeletons. broken worlds. Space pirates cruise through the
shattered planetoids of the Human Edge. Scientist
Infinity is a wonderland of technological marvels. adventurers delve the oceans of Varuna. Mysterious
The quantronics revolution remodelled a society hassassins dance among the desert sands of
which was already heavily dependent on its Bourak. Deep in the jungle battlefields war
6 Introduction
THE ROLEPLAYING GAME
correspondents dash amidst gunfire and bounty apart into degenerate matter. But with a field
hunters pursue rogue AIs through the shadowy manipulator, the wormhole could be contained and
corridors of Nomad Motherships. stabilised, allowing for safe passage. As Cécile Sorel UBIQUITOUS
NEXUS
would later commemorate it while receiving the
The ubiquitous nexus is the
Infinity is the destiny of mankind. Our bodies are Nobel Prize with her sister, the wormhole had been semi-unpredictable zone
pushed to the transhuman cusp through bioen- transformed from a violent enigma into a Gateway around a wormhole in which
gineering and cybertechnology. Our memories to the Stars. ships arrive and depart. Even
are recorded in quantronic Cubes and hosted in though arriving ships can be
artificial Lhost bodies. The creation of ALEPH, By this time several other wormholes had been detected through the nexus’
humanity’s first true Artificial Intelligence, is an found in the outer reaches of the solar system. The activity flux, for the first several
enigma which promises either the great hope of earliest Sorel manipulators only allowed for the decades of interstellar travel
human civilisation, its greatest existential crisis, or transit of small probes (followed by short bursts the risk of a “catastrophic
arrival” due to random arrival
both. And, from beyond the borders of our space, of information before the field channel collapsed),
points was relatively high and
the alien Combined Army has invaded, threatening but these probes were diligently sent through the
significantly reduced the rate
to destroy everything which we have built. wormholes, giving mankind their first close-up at which ships could safely
peek at alien star systems. pass through the wormhole.
Three key technologies have propelled mankind Later scientific advances have
into the vast voids of the Milky Way, expanding the As the first reports from the probes captivated allowed for the creation of the
scope and power of the Human Sphere while trans- the solar system, new technology was granting Ubiquitous Nexus Stabilisation
forming the very definition of humanity in their superior control over the Sorel fields. The larger Platforms, which artificially
wake: The discovery of wormholes and their trans- field channels they created raised the possibility cohere a wormhole’s entrance
formation into gateways to other solar systems. of sending manned ships through the ‘holes. The field and reduce (but do
not completely eliminate)
The discovery of neomaterials and the quantronics result was Project DAWN: a joint effort between
unpredictable arrivals. Such
revolution they unleashed. And the discovery of Silk, NASA, the European Space Agency, and the Russian
platforms can be shut down
which has revolutionised biotechnology and the Cosmonautical Agency to establish an extrasolar during times of war, making it
meaning of what it is to be human. colony. The early Lapérouse probe had already iden- more dangerous and difficult
tified the system on the far side of Saturn’s Storm for enemy fleets passing
as Delta-Pavonis, and, using the new Sorel field through the nexus. The ability
THE GATEWAY manipulators, Project DAWN launched Lewis & Clark, for PanOceania to suborn nexus
TO THE STARS a pair of probes designed to survey the system and platforms played a significant
ascertain the potential for terraforming. role during the Mahisa Total
Following the discovery of GA6037283, the first Offensive in the Second
NeoColonial War, and virtually
viable wormhole, as its turbulence tore through the The biophysical reports were even more promising
every major power has a black
misty outer reaches of the rings of Saturn in the than had been hoped: The fourth planet of the
ops research centre trying to
early 21st century, there was a general upheaval system was actually capable of supporting human perfect technologies that would
in the academic halls of physics. The unique and life. Named Dawn, this planet became a symbol allow arriving ships to stabilise
unanticipated properties of the wormhole, as for the dawning of a new age for Humanity. Huge the nexus for themselves.
observed by the rapidly retasked Cassandra probe, colony ships were constructed and colonists were
were radically inconsistent with the so-called recruited from across the European Union, United The size of a ubiquitous nexus
“Standard+ Model” of particle physics which had States, and Russia. can vary considerably between
become the accepted view of reality over the previ- wormholes. It is known, for
ous twenty or thirty years. As the Brazilian physicist Sadly, however, Project DAWN ended in tragedy. example, that for wormholes in
which one end is nearer to the
Leandro Rocha famously remarked, “The storm During the wormhole transit of the Aurora, the
galactic centre than the other,
around Saturn was Einstein’s guillotine. It lopped second colony ship sent to Delta-Pavonis, there was
travel from the farther ‘hole is
the head off of physics.” a catastrophic failure of the ship’s field manipula- more complex, unstable, and
tors. Not only did the ship’s channel rupture (almost dangerous, and the nearer ‘hole
Saturn’s Storm raged for ten years before the Sorel certainly resulting in the instant death of everyone has a much larger entrance
sisters — Cécile and Émeline— realised that within onboard), but the entire wormhole collapsed and field. Thankfully the Acheron
the spatial topography of the wormhole it was pos- vanished. Saturn’s Storm had at last been calmed, wormhole in the Paradiso
sible to derive a partial theory of quantum gravity and the entire human race mourned its loss. system is one example of this,
based around what would later become known as providing the Human Sphere
Sorel fields. More importantly, they were able to For most of the world, the failure of Project DAWN with a vital natural advantage
in defending against the
hypothesize how these fields could be manipulated clearly spelled the end of humanity’s extrasolar
Combined Army.
in order to “smooth” the unstable topography of ambitions. The rising superpower of PanOceania,
the wormhole. however, saw opportunity. Under the auspices of
the Cretan Enterprise, perhaps the greatest of the
Without Sorel field manipulators, ships encounter- PanOceanian empresas, a team of military physicists
ing one end of a wormhole would simultaneously and engineers created a theoretical breakthrough:
become refracted throughout the total volume of Instead of directly manipulating the Sorel fields
the wormhole and tidal forces would rip the vessel at the mouth of the wormhole, they could use
Welcome To Infinity 7
revolutionary quantronic nanomachinery to create would become known as Neoterra, the future heart
an energy lens near the wormhole that would bring of humanity.
it into “focus”. The result was the Minotaur Motor.
The fuse of the new space race had been lit.
On the cusp of the 22nd century, PanOceania
launched the Mandella. Powered by the Minotaur
Experimental Compact Model Series 1 and built by THE QUANTRONICS
Giffard Industrial Motors, the Mandella was the first REVOLUTION
manned vessel to use a Minotaur Motor. Punching
through a trans-Plutonian ‘hole, the Mandella Teseum was first discovered as an impurity in the
discovered the lush and vibrant world which atmosphere of Jupiter by hydrogen skimmers in
Neoterra: The first system to be discovered and colonised by Svalarheima: Discovered by PanOceania, Svalarheima has become
PanOceanian explorers, Neoterra is now the capital of PanOceania a snowball of discord. It is so distant from its star that freezing
and the seat of the Christian Church. It is home to some of the temperatures make life nigh impossible save between its tropics.
most important technology companies of the Sphere and is a daily Despite its extreme climate, Svalarheima is coveted due to its
destination for business travellers and tourists alike. abundance of resources, particularly Teseum. During its early
settlement, despite PanOceania’s initial claim, Yu Jing established
Acontecimento: PanOceania’s breadbasket and the second planet a competing colony here. PanOceania now controls roughly
to be added to the Sphere (not counting Dawn), Acontecimento saw two-thirds of the planet and Yu Jing one-third. Svalarheima is
massive colonisation by Latinos. Famous for its garotas, particularly not a popular tourist destination due to its drab, snow-covered
the spectacular women from the city of Portobelo, Acontecimento landscapes, its functional, industrial-looking towns, and its status
is a planet of contrasts. Endless crop fields and pastures alternate as a contested land always on the brink of an open confrontation
with vast, sprawling factory compounds that meet most of the between superpowers.
agricultural and industrial needs of PanOceania. Acontecimento
also has one of the largest Natural Parks in the Sphere, the Great Human Edge: Also referred to as the Edge of Humanity, this
Arboreal Reserve, the last remnant of the planet’s original biome. shattered system of asteroids and gas giants orbits at the furthest
reaches of human exploration. Human Edge is studded with zero-g
Varuna: The ocean planet. The fifth extra-terrestrial planet found factories, deep space bases, and small orbital fortresses laying
and the first populated with a semi-intelligent native species, the claim to the rich resources which have whetted the mining appe-
amphibian Helots. Home to the water gods, Varuna is a planet tite of every power and corporation in the Sphere.
of small islands and soil is scarce. Visitors will be amazed by the
sea platforms, subaquatic buildings, and artificial islands. Varuna Paradiso: The emerald jungle. When it was discovered, Paradiso
harnesses the full potential of its oceans in the form of biotechno- was almost immediately fiercely contested between the Great
logical research and sea factories and farms that employ numerous Powers, becoming a triggering point for the NeoColonial Wars. Its
Helots. The quiet charm of the planet is disrupted, however, by the wounds had scarcely had time to heal when the Combined Army
violent acts of Libertos, a group of Helot insurgents. invaded, turning its jungles into an endless battlefield and the
testing ground of humanity.
Shentang and Yutang: Two tidally locked planets within the
habitable zone of their star, the first discovered and claimed by Yu Dawn: Nearly two centuries after the Project DAWN colony had
Jing as they struggled to catch up with PanOceania’s deep space been lost, it was rediscovered by the PanOceanian scout ship
capabilities. The two planets were colonised at a rapid pace and POS Nirriti and, much to the surprise of the rest of the Human
Yutang now serves as the capital of Yu Jing. Sphere, the colonists had survived and even thrived. A conservative
people, driven behind defensive walls by the assaults of the native
Bourak: A harsh world dominated by deserts, discovered by the Antipodes, the Ariadnans now strive to stave off the iconoclastic
prophets of Haqqislam and named after the Prophet’s Horse. In assaults of the advanced societies they have fallen out of step with.
struggling to master its harsh realities, the Bourak Academy of
Planetology has become the leading authority on terraforming
technologies. Their goal is to transform their sun-blasted world
into the gardens of Al-Andalus, or of lost Nineveh and Babylon. But
that reality lies far in the future.
8 Introduction
THE ROLEPLAYING GAME
the mid-21st century. Ironically, it was originally programming allowed for major breakthroughs in
considered an industrial nuisance, frequently artificial intelligence and the creation of incredibly NEOMATERIALS
Neomaterials are possessed
causing shorts in the magnetic skim-filters. Carol intelligent microminds. Shockingly sophisticated
of subatomic properties which
Arnold was the first researcher to study the metallic heuristic systems allowed microminds to be
defy traditional chemistry.
accretion in any detail, and she quickly realised that almost instantly retasked for any purpose and Some of these are the result of
it defied conventional explanations. She referred they quickly permeated Maya, serving as personal unanticipated complexities in
to it as a “neomaterial” and named it after Teseu assistants in the digital world and robotic servants the behaviour of elementary
(the Portuguese name for the Greek hero Theseus), in the physical. particles, but some materials
describing its subatomic structure as “maze-like”. also appear to include dark
The result is what experts refer to as pervasive matter admixtures (particularly
Teseum’s unique properties allowed for the domotics, the intense automation of virtually every those found in the VoodooTech
construction of sophisticated nanomolecular aspect of modern life: Alarms that are keyed to of the Combined Army).
interfaces, which made possible the first true personal sleep cycles. Showers that turn on at
molecular assemblers and revolutionised the man- precisely the moment you need to step into them.
ufacturing industry. But of even greater importance Kitchens that prepare meals before you become
was the ability for Teseum-based processors to hungry. Personal agents can often anticipate the
perform complex and precise computation using desires of their users so that, for example, their ENGINES OF
CREATION
quantum-mechanical phenomenon. The resulting automated car will arrive to pick them up at pre-
In the late 20th century, the
quantronics remodelled a society which was cisely the moment they decide to walk out of the futurist Eric Drexler predicted
already heavily dependent on its electronics and restaurant (where, it goes without saying, their bill amazing, self-replicating
moulded it into a true symbiosis between tool and has been automatically attended to). nanomachines which
toolmaker. would become universal
And all of that was before the creation of ALEPH, assemblers— the Philosopher’s
Comlogs, quantronic processors often implanted the first (and only) true artificial intelligence. Stone of the engineering
into the forearm, have become the common world —and usher in an age
interface between a citizen and the world around The extreme networking demands created by of post-scarcity economics.
This vision of the future never
them. Wrist-worn link bracelets provide a firewalled the combination of social clouds and pervasive
came to pass. Even with the
connection between the comlog and various net- domotics — on top of the ever-rising computational
advent of fractal Teseum
works (local holoprojectors and mesh nets, as well needs of the major governments, scientific projects, assemblers, it still ended
as the global Maya network) while simultaneously and corporations — began to outstrip the existing up being cheaper to design
providing a limited haptic interface. The primary Maya infrastructure. Localised network collapses dedicated nanoassemblers
interface, however, is through augmented reality known as whiteouts became increasingly frequent for specific tasks in huge,
which is generally projected directly into the user’s and, in a world accelerating its dependence on the robotic assembly lines. Given
retina by means of special contact lenses or incon- network, increasingly dangerous. the proper raw materials, the
spicuous eye implants. These AR interfaces often creation of bespoke items
take the form of complex radial designs combined Project: Toth was established to solve the problem. in Universal Teseum Cradles
(UTCs) is possible, but incredibly
with heuristic interfaces that use a combination Initially an effort to link supercomputers into a
expensive and relatively rare
of physical input and eye focus for selection and geographically distributed mega-processor that
outside of R&D prototyping.
manipulation. could be trivially expanded by adding additional
computers to the cluster in order to sustain
These AR technologies also mean that the physical “essential services” during whiteouts, the project
world is no longer the limit of the human experi- eventually became focused on developing an AI
ence. Instead, the world is made up of overlapping to manage the massive amounts of data in the
digital patinas, delivered through Maya, the data network, discriminating the packets and prioritizing MONEY
The vast majority of commercial
network of the Human Sphere. Named after the first difficulties and emergencies as they arose.
transactions are handled
ubiquitous standard for augmented reality, Maya
quantronically via a citizen’s
not only delivers content (either by specific request As Project: Toth grew in importance, however, it also comlog. In a few cases, flextabs
or subscription) to the individual user in the grew in quantity of hardware and complexity of and flashbills— cardboard or
fashion of the outdated internet, it also pervades software. And it became apparent that the system’s paper chits preloaded with
the user’s perception. Every individual broadcasts AI was rapidly evolving towards what had been credits and a solar cell that
a social cloud, made up of meme-tags and patina theorised as Artificial Life: an intelligence that not shows the current balance — are
cues, allowing them to automatically share in the only mimicked human learning and adapted to used. Some of these ‘tabs are
augmented perceptions of those around them new circumstances, but which was also self-con- locked to specific accounts,
while simultaneously interacting both physically scious and capable of evolving noticeably beyond but most are “burners” which
don’t care who’s carrying or
and digitally. The same is true of rooms, buildings, human control.
using them.
streets, and entire communities.
The Project: Toth AI became ALEPH, named after
This comprehensive reweaving of the social fabric the first letter of the Kabbalah that symbolises the
only set the stage, however, as the second phase place from which all other places in the universe
of the quantronics revolution unfurled: Quantum can be seen. Today it permeates every layer of
Welcome To Infinity 9
society. It has not only been given control over Originally developed and sold as a gene therapy
macro-systems (like traffic control, surveillance courier, Silk invisibly weaves its way through a
networks, communications systems, terraforming host’s body (like silken threads through a tapestry),
platforms, electoral processes, life support, and creating a non-disruptive network which can
social programs), but Aspects of ALEPH frequently interact with individual cells down to a genetic
replace many of the roles formerly filled by dedi- level while being controlled and monitored
cated microminds. remotely. This allowed for unprecedented precision
in gene delivery and activation, utterly dwarfing
ALEPH has been so successful in fractally sub the precision capable with the previous retroviral
THE ARACHNE dividing its attention that there is simply no need techniques. Radical new gene therapies and
COUNTER-
CULTURE for additional AIs. ALEPH is more than capable anti-agathic techniques began pouring out of medi-
Not everyone has accepted of addressing all of the human needs that can be cal laboratories from across the Human Sphere.
the Big Brother culture of serviced by an AI. It would, in fact, be dangerous
ALEPH’s watchful eye. The to allow the creation of additional AIs: Where But it was the Silk 2.3 software updates that were
counterculture of the Nomads ALEPH has proven itself loyal to humanity, each delivered twelve years later that were the true
strongly resists ALEPH’s additional AI would carry with it the risk of creating revolution. These allowed a Silk network to be
attempts to infiltrate their a powerful, unbridled AI hostile to its creators. As a manipulated in heretofore unimaginable ways:
Motherships and they’ve
result, the Sole AI Law, passed by the O-12 Senate Selective stem cell reversion. Replacement organs
developed the darknet named
and fiercely enforced, prohibits the development of grown in situ. Programmable immune responses.
Arachne as an alternative to
the ALEPH-controlled Maya self-aware artificial intelligences. Nerve regeneration.
network. Protected (some
would say hampered) by Of course, Silk’s applications weren’t limited to
layers of firewalls and security SILKEN IMMORTALITY merely therapeutic treatments. Cosmetic appli-
systems, it has the appeal of cations like targeted fat flushing and 24-hour
complete and utter autonomy The colonisation of Bourak by Haqqislam was face morphs casually re-sculpted humanity into
from ALEPH systems. The immediately followed by the building of a whole seasonal beauty fads (or their counterculture
Nomad Nation uses their network of bimaristans — research hospitals which equivalents) while military augmentations like
commercial activities across
covered the healthcare needs of settlers while also bone-lacing and lactic-acid cleansers supercharged
the Sphere to spread and
researching new technologies, healing protocols, soldiers across the planetary battlefields.
conceal furtive Arachne nodes
throughout the totality of and pharmacological patents. Certain eminent
explored space. names, such as Qasim Azmi and Khalaf al-Attebâ, Nothing more fundamentally altered the human
earned unmeasurable prestige in the scientific condition, however, than Silk’s ability to track neu-
community with their advances in the cultivation ronal synapses and record perfect digital images of
and preservation of organic tissue. No other scien- the brain using the specially designed quantronic
tist of the time, however, has become a household implant known as the Cube. The first Cubes
TESEUM CLAWS name to the degree of Qayyim Zaman, the inventor offered the promise of true immortality, and these
In addition to nanotechnology
of the method to synthesize Silk. promises were fulfilled when the consciousness of
and quantronics, Teseum is
Annie Xanthopoulos was successfully transferred
also often used for weapons
development. (And this has
become even more common MONOPOLY DEFENCE
as large, extrasolar supplies of
the neomaterial have become When Qayyim Zaman first discovered Silk, the leaders substance operating on chemical principles
available.) The Antipodes of of Haqqislam were quick to realise that it repre- apparently derived from the new theories of
Ariadna are even known to coat sented one of the greatest technological revolutions physics spinning off from the Teseum revolution.
their claws with it. in human history. It was the key to a brighter future, Its sheer, unprecedented complexity makes it
and if they were not careful it would be stolen from unlikely to have been discovered independently of
The reason for this is that the
them by the rapacious hypercorporations, aided Nassiat, the organism native to Bourak on which it
same subatomic structure
and abetted by the empire-hungry governments of is based. A few samples of raw Nassiat have been
which allows Teseum to be
used for atomic manipulation PanOceania and Yu Jing. successfully smuggled off-world in an effort to
also allows for magnetically crack Silk’s secrets, but with no success.)
aligned Teseum to interact Instead of allowing the sale of Silk on the
with other materials open market, Haqqislam created the Silk Route. The secured patent rights on Silk have long
monomolecularly. Teseum Carefully regulated trade companies transport Silk since ended, of course, but the cult of secrecy
weapons, therefore, can cut to individual buyers using courier ships guarded surrounding it continues. In addition to its many
through most armour like by the Haqqislamite Armada. In addition, each miraculous powers, Silk has also become a
a knife through hot butter. limited batch of Silk requires a unique catalysing political weapon. The Silk monopoly is used as the
(And the purer the magnetic
agent, thwarting efforts to reverse engineer it. ultimate bargaining chip in Haqqislamite inter-
alignment, the more effective
(PanOceanian and Yu Jing specialists have only national trade, with the threat of Silk embargoes
the Teseum is.)
managed to conclude that Silk is a biogenic quickly bringing foreign powers to heel.
10 Introduction
THE ROLEPLAYING GAME
THE DARK
SIDE OF SILK
The unparalleled control Silk
grants over the human body has
created medical miracles, but
that kind of control also offers
opportunities for those who would
exploit and abuse it. For example,
the Silk-derived drug nitrocaine
directly binds itself to the user’s
into a Lhost— a clone-like biosynthetic body rapidly PanOceania was also surprised when ALEPH imme- synapses, resulting in a long-term,
grown onto an artificial skeletal structure using diately followed up on Joan’s success by developing mood-tailored high that can also
overlapping Silk networks. Project Counsellor— a Recreation of the legendary be directly controlled through
Sun Tze— for Yu Jing. custom hacks installed on the
user’s Cube. The synaptic-binding,
The Lhosts, in turn, opened new doors. Under the
however, also makes the drug
auspices of Project: Maid of Orleans, A PanOceanian Spearheaded by the huge propaganda successes
incredibly addictive and, despite its
empresa, ALEPH developed a lesser artificial of the early military Recreations, ALEPH began great expense, it is being massively
intelligence (LAI) to serve as a military leader developing additional personalities to serve as abused by more and more youth of
capable of inspiring modern troops. The personality diplomats, soldiers, spokespeople, and artists for the PanOceanian elite.
of the Recreation was modelled on Joan of Arc, a any nation or corporation capable of justifying and
French saint and heroine of the 15th century. Once financing their creation. Criticised by historians as There are also fears of future
Joan was in the field, however, it quickly became being nothing more than glorified caricatures, the “nightmare technologies”, like
apparent that ALEPH had delivered more than the extremely charismatic and talented Recreations the so-called “Silk drones” in
symbolic propaganda personality that PanOceania have nevertheless proven extremely popular which implanted Silk-networks
had requested: Joan was possessed of a keen stra- on Maya and ALEPH is riding the wave of their are used to physically control
a person’s body as if it were a
tegic and tactical insight, and once she was in the celebrity to continue wedging them into every facet
puppet. Authorities, of course,
field she quickly rose through the ranks. of society. are quick to point out that,
given how expensive Silk
is, these are urban legends
without any tie to reality.
Welcome To Infinity 11
INTRODUCTION
CHRONOLOGY OF
THE HUMAN SPHERE
A decade before GA6037283 was discovered, might of China (which had already occupied North
the world had already begun to change. China’s Korea and were perched on their border). As a
so-called Jīngjì Imperialism saw the economic result, both nations decided to tie their futures
powerhouse gobble up a half dozen ASEAN nations, to China’s.
transitioning them rapidly from economic satellites
to politically annexed provinces. In response,
Australia, New Zealand, Indonesia, and Malaysia
formed the Neo-ASEAN alliance to counter China’s
BIRTH OF THE
economic hegemony. STATEEMPIRE
Few realised it at the time, but the seeds of the The cultural transition of Japan, however, proved
new superpowers had been planted. more difficult than the political one. It quickly
became apparent that the majority of Japanese citi-
zens felt that their national pride had been sold out,
ENERGY CRISIS and China’s early attempts to apply their homoge-
nization programs only inflamed the problem.
Meanwhile, the old world was beginning to
CAUCASUS crumble away. And the truth was that Japan, although the fiercest
CONFLICTS
Typical of the era were the centre of resistance, was not alone in its protests.
Caucasus Conflicts—a motley The transition from fossil fuels and other legacy Similar cultural movements were gaining strength
array of ignoble and mostly sources of energy was badly mismanaged at across China’s imperial acquisitions. At the same
forgettable wars on the border a global level and the damage wrought was time, under a corrosive barrage of Western influ-
between Europe and Asia complicated by the devastating consequences of ences, the cultural cohesion of China itself was
fought by local warlords in a unchecked climate change. This was particularly also eroding.
squabble over the dwindling true in the United States and Project DAWN was,
energy resources of the region. in many ways, the last great work of a dying To solve both problems simultaneously, the Party
superpower. When the post-service economy Stock decided that the nation needed a new identity
Market Crunch arrived, the bloated North American which could blunt the inflamed passions both at
economy collapsed, dealing a crippling blow to the home and abroad. The result was a new Cultural
already receding European markets. Revolution, creating a collective identity which
would aggregate the best virtues from the
UNITY, PANASIAN ALLIANCE entirety of the Far East: Koreans, Vietnamese,
COOPERATION,
SUPPORT, On the other side of the planet, in response to Mongols, Thai, and all the rest could sustain their
PROGRESS increasing Chinese belligerence, additional nations unique cultures while also being citizens of the
The loss of the United States, were flocking to the Neo-ASEAN banner. This nota- new nation.
the transformation of China, bly included the Philippines and, shortly thereafter,
the decline of Europe, and India. These brought the critical mass of manpower Although they remained the central authority of the
the emergence of PanOceania necessary to keep pace with China’s immense new nation, it was recognised that the Party had
finally broke the doddering population and the resulting motley assortment also become inherently alienating to the new mass
institutions of the United
of nations supplemented their economic ties with of foreign citizens and young dissidents. In order
Nations. The death blow was
its replacement, the new
a series of mutual defence treaties which rapidly to find a unifying symbol of power around which
pan-national organisation of developed into a centralised military command the new nation could coalesce, therefore, the Party
O-12, founded upon the four known as the PanAsian Alliance. reached into the past and restored the Emperor.
Pillars of Unity, Cooperation,
Support, and Progress. Yu Japan and South Korea were left as the only two Instilled with immense opulence and reinforced
Jing and PanOceania, eager independent nations in the region. The economies through pomp and protocol drawn primarily from
to realign global politics of both countries had been wrecked by the Stock the ancient Chinese Imperial court but also influ-
around themselves, strongly Market Crunch, however, and were perched on enced by the royal traditions of many Asian nations,
backed the formation of O-12, the brink of complete collapse. Although they, too, a potent mythology of power was woven around
little realising that they were
might have sought support from the PanAsian the Emperors and their Jade Throne, forging them
creating a perpetual thorn in
their own sides.
Alliance, unfortunate diplomatic mistakes had into the focal point for a new nation which was
alienated Japan while South Korea’s leaders itself baptised Yu Jing (literally the Jade Capital).
believed that the PanAsian Alliance would not be
strong enough to defend them against the military
12 Introduction
THE ROLEPLAYING GAME
CORREGIDOR
When violence from narco-gangs collaterally crushed an inter- to rapidly expand the station with new habitat and hydroponic
national school bus carrying kids from the political and social modules. Once these were ostensibly self-sustaining, the “surplus
elite of the Americas, a conglomerate of South American nations population” of the Equatorial Surge was moved in. (The character
responded by creating Corregidor, a high-security prison in Earth of Corregidor was not notably improved: These displaced masses
orbit where the most dangerous criminals could be sentenced to included rebel guerrillas, veterans of tribal wars, ethnic genocide
“death-in-life”. Despite the outcry from numerous human rights survivors, and headhunters.)
organisations, the inmates were held in states of induced sleep,
kept alive through intravenous nutrition and periodically awakened The Corregidor Foundation, insufficiently funded with the remain-
in order to be psychologically afflicted by their plight. ing capital confiscated from convicts, was then “privatised” (i.e., cut
loose and left to fend for itself). Even basic survival was a struggle
Funding dwindled, however, after the Stock Market Crunch, and the for many years, but eventually the Corregidorans were able to
transnational bureaucratic apparatus running the prison was dealt carve out a living for themselves by trading manpower—the one
an additional blow when Chile and Brazil joined PanOceania and resource they possessed in excess— for supplies and spare parts. In
withdrew from the project. Corregidor became starved for resources the process, the Corregidoran meteor heads became the best damn
and conditions worsened. zero-g workers you can find. Corregidor itself has been transformed
into a massive Mothership, sailing across the Human Sphere and
Seeking an exit strategy, the remaining nations decided to kill bringing the expertise of its tough, pragmatic workers wherever
two birds with one stone and initiated the Lazareto Expansion: they may be needed.
A pardon program was set up, and Corregidor inmates were used
14 Introduction
THE ROLEPLAYING GAME
16 Introduction
THE ROLEPLAYING GAME
This was somewhat easier for PanOceania to Under immense public pressure, the Party
achieve because it had never really invested demanded that the Emperor — a kind and even-tem-
strongly in an Earth-side capital due to its pered man named Shao Ming— resolve the
amalgamation of formerly national interests. But situation: The Emperor’s job was to control the Yu
once the precedent had been set, Yu Jing (perhaps Jing system of justice. And if the Emperor could no
fearing that PanOceania would exploit the strategic longer accomplish that, then the Imperial Service
strength of their new position) followed suit within had become redundant and would be eliminated.
just a few years. (This required some muscling from
the StateEmpire’s strong central control, but it was An old Chinese proverb advises, “Beware the wrath
also consistent with their cultural imperatives of of a gentle man.” Emperor Shao Ming seized the
investing Yu Jing in an identity separate from its carte blanche authorisation being offered by the
member states.) Party and issued an internal memorandum: “Hostile
situations demand vigorous action. We must cease
WORLDS OF WATER AND ICE our hollow words and indirect approaches. The
Within a few years of moving the national time has come to send a clear message.”
capital to Neoterra, PanOceania discovered and
established its third exoplanet colony (although By Imperial Edict, the Imperial Service was restruc-
the term “exoplanet” was dropping out of popular tured. The first Imperial Agents were recruited, the
use for much the same reason that America was first Special Reclusion Units (Invisible Prisons) were
no longer referred to as the “New World”). Varuna built, and, crucially, a strategic alliance was formed
was an aquatic planet, which posed certain unique with ALEPH and the Special Situations Section in
challenges for the colonial effort. It was also home order to analyse the Triad’s criminal enterprises and FATE OF THE
GOLDEN DAGGERS
to the Helots, the first alien sentients encountered cut them off from off-world safe havens. Although the Emperor made
by humanity (at least, as far as they knew). peace with most of the Triads,
A curtain of silence was drawn over the early the grand exception was
Nine years later, Midgard— a PanOceanian stages of the Triad War. The Police Organised Crime the Golden Dagger Society
exploration vessel — discovered the icy world of Department started losing track of Triad leaders itself. Shunned as a public
Svalarheima. Although most of the surface was and lieutenants. Thousands of low-level members enemy, they were ruthlessly
only barely habitable, it was yet another jewel in were simply never seen again. The Imperial Service obliterated by Imperial Edict— a
PanOceania’s colonial crown. Frustrated by the was wielding Orwellian powers to track them down warning to all others of what
happened when the authority
continued failures of their own planetary searches, and eliminate them (either through secret arrest or
of the Emperor was affronted.
Yu Jing sent a massive fleet to the planet two summary execution). Journalists making inquiries
(Rumours persist, however, that
years after its initial colonisation and claimed the found them turned aside. members of the secret society
Niflheim region for itself (renaming it Huangdi). survived, swearing to destroy
Despite the full weight of the Empire being the Imperial System.)
IMPERIAL TRIAD WAR brought to bear, the Triads didn’t simply surrender.
Although PanOceania quickly embraced the full The war boiled out onto the streets of the Three
integration of ALEPH into their society, military, and Nations. There were assassinations and shoot-outs.
government, other nations were more cautious People were caught in the crossfire.
in accepting the “foreign” AI. One by one, however,
they fell like dominos as the overwhelming advan- The resolution of the Triad War, however, was as
tages of ALEPH’s assistance became undeniable. quiet as its beginning. In a show of realpolitik, the
Unsurprisingly, one of the largest hurdles came in new bossmen realised the true goal of the Emperor:
the form of Yu Jing, where the Party felt that the AI It had never been to eliminate the Triads entirely.
represented an incorrigible danger to their central Such a thing would be impossible, for the Triads
control. The door which finally opened Yu Jing to were entwined into the very fabric of Yu Jing society.
ALEPH was the Imperial Triad War. He simply wanted them to resume the invisible—
and tolerable—presence they had once possessed.
The aggressive acceleration of Yu Jing’s colonisa- One by one, the Triad societies swore oaths to the
tion efforts had created a social disorder ripe for Emperor and vanished back into the underworld.
the criminal activities of the Triads and their dark
influence over the StateEmpire’s society had waxed In addition to opening Yu Jing to ALEPH and break-
to its greatest heights. In their pride, however, they ing the pride of the Triads, the Triad War was also
had aggrandised not only power but arrogance. an important cornerstone in increasing the real
The pinnacle of their presumption came when the power of the Imperial System. Even the strongest
Golden Dagger Society mounted an assault on the Emperors prior to Shao Ming had been kept on a
StateEmpire Courthouse in order to liberate one of leash by the Party. After Shao Ming, the Emperors
their members during his trial. One hundred people had enough power to stand on their own (albeit
died in the attack, most of them civil servants of within the strictures of Party doctrine).
the Empire.
To the surprise of many, it was Haqqislam which Thirteen years after its initial discovery, O-12 finally
became the third interstellar nation. moved its central bureaucracy to Concilium Prima.
The heart of humanity had finally left Mother Earth.
In the destabilised Middle East, Haqqislam’s
khaniqahs— social service and educational centres—
FIRST CUBE
UPLOAD had expanded in scope until they were providing a
network of essential social services. They were the
RISE OF THE
After Silk was invented in the
bimaristans of Bourak, the first foundation on which Haqqislam had established NOMADS (1 NC)
true personality upload came itself as a stateless nation.
less than two decades later. The The transition of humanity into an interstellar
brain waves of a Haqqislamite In time, however, it became clear that this state of species also saw the emergence of robust coun-
nurse named Hafizah Shammas affairs could not continue indefinitely: Haqqislam terculture movements embracing the newfound
were read, recorded, and needed a land to call its own, and there was no liberties made possible by the rapid advance of
the retention of her identity space for them on Earth. Instead of turning to technology and space travel. Of these, two were
confirmed by ALEPH.
war in order to carve out a place for themselves, most significant.
however, Haqqislam turned to the stars. Following
a mixture of science and prophecy, they used the First, a collective of anti-establishment groups
wealth of their religion to purchase or hire the which considered themselves oppressed by ALEPH
mothballed remnants of NASA and began a search issued the 1st Radical Bakunin Manifesto (named
for a new homeworld. after the influential anarchist Mikhail Bakunin).
CENTRAL Following the precepts of the Manifesto, they
AMERICAN
CAMPAIGN They were not immediately successful, but eventu- bought a military surplus transport, loaded it to
The battlefields of the Central ally a stable wormhole was located and the Nailah the brim with habitation modules, and paid for
American Campaign are probe was sent through. On the far side they found the entire enterprise by selling space to a variety
remembered chiefly for the Bourak, which was named after the mystical crea- of spherewide cults and political movements that
first use of Tactical Armoured ture which had transported the Prophets to Heaven. were being harassed by various authorities.
Gears (TAGs): single-manned
armoured weapon platforms The movement captured a seething zeitgeist of
usually humanoid in
appearance, but arachnoid and
CONCILIUM resentment and their anarchist shipbuilding project
bloomed to truly mammoth proportions. They
bird-like shapes are also used
for all-terrain designs. Using In the wake of the Concilium Convention, O-12 called the bulging monstrosity a Mothership and
these new weapons platforms, launched Project Odisseia. The goal of the project they named it the Bakunin. Then they issued the
PanOceania expanded from the was to find a location beyond Earth on which O-12 2nd Radical Bakunin Manifesto, which launched the
axis of Chile and Brazil, pushing could establish their headquarters — a truly neutral Legal Entity Establishment Campaign and declared
up the Central American location that would isolate O-12 from the corrup- them to be an extra-national territory subject to
isthmus as far as Mexico City. tive legacies of Earth and embrace the new, galactic the laws of no nation.
legacy of mankind.
The other was Tunguska. A group of crooked
It was the height of the Second Great Space Race investors specialising in tax exploitation, ghost
and it seemed as if success were assured. But while companies, leveraged buyouts, the transfer of
Caravanserai, p. 160: PanOceania, Yu Jing, and even Haqqislam discov- extra-official goods to licit soil, and other forms of
Haqqislamite outposts where ered new worlds, Project Odisseia dragged on for money laundering created a Mothership of their
anyone can do business. The decades without success. When a suitable planet own to serve as a financial safe harbour. Their
Winter Hall at the centre of was finally discovered, it was named Concilium need was great: with the aid of ALEPH —which
each caravanserai is a place to Prima in honour of the diplomatic treaties which was rapidly burrowing into every computer system
buy and sell, rest and resupply,
had brought O-12 to such prominence a generation and transaction — the governments of the Human
in as much comfort and luxury
as local conditions allow.
earlier. O-12, however, lacked the resources neces- Sphere were cracking down on their activities.
sary to directly develop a full-scale colony.
All of this might have been largely irrelevant (just
CLAW, p. 352: Control The G-3 interstellar nations all competed fiercely another criminal enterprise), except that the need
program used in offensive to get a toehold on the new world, further delaying to keep their financial escapades free from ALEPH’s
Infowar attacks. the colonisation effort. Eventually a compromise ever-grasping CLAWs caused them to ally with
was struck in which Haqqislam withdrew from the several groups of cryptohackers (including the
dispute (in exchange for diplomatic concessions Zone of Truth and the mythical Deep Divers). The
granted to its caravanserai across the Human cryptohackers transformed the ideological core
Sphere), and the Tripartite Colonisation Accords of the Tunguska project and drastically expanded
would ensure that both PanOceania and Yu Jing its scope by creating a mobile, independent, data
18 Introduction
THE ROLEPLAYING GAME
crypt— the largest ever built. Their goal was noth- It was more difficult to convince the Bakunin to
ing less than to solve the underlying faults in the come onboard, but no less important. The crypto-
socio-economic systems of the Sphere by freeing hackers of the Tunguska knew how to protect data,
them from the whims of the State and the stifling but the techno-anarchists of Bakunin knew how to FIRST
RESURRECTION
control of ALEPH. use it. They were the ones who coined the name Just eight years after Hafizah
“Nomad Nation”, and they seized the attention of Shammas’ personality was
the Human Sphere when the 4th Radical Bakunin uploaded into a Cube,
NOMAD NATION Manifesto—signed by the Praxis Revolutionary
Intervention Committee—was broadcast throughout
PanOceanian scientists
succeeded in transferring the
(6 NC) Maya in the form of an instant message virus. stored consciousness of Annie
Xanthopoulos into a Lhost.
Even as Bakunin and Tunguska grew, however, The vigorous campaign which followed was Human resurrection was now
a reality.
ALEPH was using a variety of guises — cracking one-part ruthless, backroom political dealing and
down on rogue AIs, eliminating illegal nanotech- one-part grassroots guerrilla meme-slinging. But
nology, responding to national security threats — to in the end they were not only recognised by O-12
put relentless pressure on the plethora of extra-na- as an independent nation but, with the unexpected
tional entities which had taken advantage of the aid of Haqqislam, they were placed on the G-4 NEW CALENDAR
O-12 also instituted the New
limitless infinities of space to carve out independ- council (on the basis that the three Motherships
Calendar (NC), with the year 0
ent fiefdoms for themselves free from State (and constituted a legitimate interstellar power). NC being set to O-12’s arrival
AI) control. on Concilium Prima. While
EQUILIBRIUM PHASE retaining many features of the
The leaders of Tunguska proposed a third way: The Equilibrium Phase of the Nomad Nation dates traditional Western calendar
Instead of facing a choice between destruction or from the founding of Bakunin in 1 NC. (days, weeks, months, and
kowtowing to ALEPH, a strong coalition could peti- so forth), the substructure
tion O-12 to recognise them as a legitimate nation The first half of the Equilibrium Phase was char- of the New Calendar was
state, with all the protections that came with it. acterised by the vicious conflicts which erupted designed for AI-enhancement,
making it easier for people
within the Mothership as the number of habitation
moving between planets with
Initial scepticism at Tunguska’s proposal was swept units rapidly rose, creating unpredictable, multi-
different day-night cycles,
away when Corregidor enthusiastically endorsed dimensional ideological conflicts. The 1st Radical different relativity frames, or
it. The venerable Mothership of hardened meteor Manifesto had triumphed the “manifold heteroge- ships with disparate clocks.
heads brought much-needed industrial weight to neity” of the Bakunin ideal, but the reality proved On most planetary surfaces
the coalition, and they had political and corporate more problematic. these features are fairly
connections forged from a century of “building the straight-forward but in many
Human Sphere”. A resolution was reached, referred to as the Simple deep space scenarios they can
Law, which banned radical behaviour in the ship’s become incredibly complex
(with the AI algorithms using
social clouds to try to keep
people on similar schedules).
These features of the New
Calendar were deliberately
designed to be as transparent
as possible, however, and most
people can simply go about
their daily routines without
ever worrying about it. (Which
has undoubtedly assisted in
the widespread adoption of
the system.)
20 Introduction
THE ROLEPLAYING GAME
system were also discovered to be in a particularly which had previously been scattered across the
advantageous alignment, effectively trimming galaxy instead became solely focused on the new
weeks off of a key trade route. This meant that a colonial prize.
Circular was scheduled to pass through the system,
making transportation into and out of Human Edge PanOceania was once again responsible for the
incredibly cheap. discovery but, as with Svalarheima (and despite SILK REVOLTS
In 30 NC, dissident Silk Lords,
PanOceania’s best efforts to keep the planet’s
seduced in their greed by the
HUMAN EDGE CORPORATE CRISES location classified), Yu Jing soon arrived with immense riches generated
Hypercorps and megacorps from PanOceania, Yu their own colonisation ships. Unlike Svalarheima, by the Silk trade, sought to
Jing, Haqqislam, and a multitude of minor nations however, Paradiso was the best colonial prospect overthrow the government
flooded in, eager to exploit the virgin territory. since Acontecimento. That meant the stakes were of Hachib Mudassar. The Silk
Dozens of orbitals became hundreds. Claim- higher and over the next decade tensions in the Revolts raged up and down
jumping and piracy grew common. The corps called Paradiso system slowly ratcheted up. Although the Haqqislam trade routes,
in mercenaries to protect their interests. The mer- open warfare had not yet broken out, it will per- reaching into every system
cenary forces grew, clashing with both each other haps never be known how much blood was shed of the Human Sphere and
seemingly turning every
and the pirates. The major powers became involved, beneath the jungle canopy during the first decade
caravanserai into a battlefield.
using covert military teams to further the interests of colonisation.
One of the crucial turning
of their favoured corporations. points early in the conflict
Ironically, the quiet conflict between PanOceania was when the Sekban —the
Many predicted that the Corporate Crises would and Yu Jing was an opportunity for Haqqislam. As a volunteer naval corps of
escalate into full-scale war, but they never did. “neutral” party they were able to lay claim to several Haqqislam — refused to join
Instead, they made “crisis” the watchword of the equatorial regions in the name of building an the plutocrats. A small Sekban
decade— complex conflicts that confusingly mixed uncontested space elevator (which also expanded fleet was able to come to the
corporate and national interests into a potent mix the reach of their mercantile empire). Hachib’s relief and ferry him
of brushfire militarism, mercenary actions, and back to Bourak, where he was
able to rally support.
politionele acties.
ROAD TO THE
INNER SOL CRISES
The long-suffering Negotiation Phase of the Solar
NEOCOLONIAL
System Inner Area Free Trade Accords proved to WARS JOAN OF ARC
be a slow-burning powder keg which directly or
Joan of Arc, the first Recreation,
indirectly triggered the cascading Inner Sol Crises Tensions in the Paradiso system were growing, but
was delivered to PanOceania
when the various major powers involved began the first flares of violence were found elsewhere. in 32 NC. She entered the
taking what were referred to as “coercive actions”. Hospitaller Order as a publicity
(The ironic use of the term “negotiation phase” to BLIZZARD SKIRMISHES (35 NC) stunt, but was able to rise in
refer to intelligence operations and special ops Occurring mostly along the borders of Huangdi rank and fame quickly during
missions dates to this time period.) (the province Yu Jing claimed on Svalarheima), with the Blizzard Skirmishes. Blazing
the exception of a few minor naval engagements a trail through the NeoColonial
Perhaps the most significant of the Inner Sol Crises and the significant Submarine War in 39 NC, the Wars, her numerous successes
were the Lunar Colony Revolts. These were the last Blizzard Skirmishes were a prelude of the wars to were a major influence on the
cult-like popularity enjoyed by
gasp of the Dome Cities which had been bypassed come. Collectively, their outcome had little impact
Recreations today.
and rendered obsolete by modern transportation on the political borders of the planet, but the prop-
technology, and the damage wrought by the con- aganda teams of both nations painted the major
flicts only served to seal their fate. incidents as nationalist triumphs.
22 Introduction
THE ROLEPLAYING GAME
24 Introduction
THE ROLEPLAYING GAME
began to be accepted as the truth: Humanity had signed on August 30th, 66 NC. This was only the
lost the war. beginning, with the Alliance Summit which would QINGDAO REPORT
The Qingdao Report was
hash out the exact operational parameters and
originally created by Bureau
Ninety minutes later, O-12’s Paradiso High responsibilities of the agreement scheduled to last
Hermes. Named after the
Commissioner Natalia Hesse issued a public for at least several more weeks. city where the Bureau’s
address. The alien vessel was not from the investigation started, it revealed
Combined Army. It belonged to the Tohaa Trinomial. A sneak attack on the EveningStar by Combined that Yu Jing was engaged
They, too, were at war with the Evolved Intelligence. Army forces, however, destroyed the orbital before in a Spherewide infiltration
Humanity had just gained a powerful ally. “This is a the Summit could be completed. Despite the campaign using a consortium
new time,” Commissioner Hesse announced. “Full of catastrophe, the cowardly attack only stiffened the of Yutang companies, agents of
opportunities.” resolve of the Tohaa, and humanity’s new allies the Yănjīng, and Triads. Through
poured onto the battlefields of Paradiso. It was the indirect means, the StateEmpire
had taken control of multiple
PARADISO AFFAIRS (65 NC) end of the Second Offensive.
corporations with key strategic
In a series of events referred to as the Paradiso relevance and was positioning
Affairs, O-12 came into possession of an alien device
known as the “Black Box”. Efforts to fully decrypt TODAY (67 NC) itself to directly manipulate
the PanOceanian economy
and interpret the contents of the Black Box continue (with indications that they
even today, but among the earliest information The battlefront on Paradiso has stabilised, but the were planning to do the same
obtained from the Box was the knowledge that Combined Army still controls vast swaths of terri- with Haqqislam).
there was another race at war with the EI, a race tory and the Acheron Blockade is constantly tested.
named the Tohaa. The Black Box also yielded coor- There is no peace to be found here, and analysts Concerned that the contents
dinates leading to a new wormhole in the Paradiso are certain that this is merely the prelude to an of the report could prove
destabilising during a time
system which apparently led to star systems inevitable Third Offensive.
of war, Bureau Noir buried it
controlled by the Tohaa. This information was turned
(while taking quiet action to
over to the O-12 Öberhaus and, following a series Elsewhere, while the Paradiso Offensives have defuse the ticking Yu Jing time
of tense, secret debates, the Öberhaus ultimately created an apparent calm throughout the Human bomb). The report was leaked,
decided that, “The enemy of my enemy is my friend.” Sphere, tensions are arguably higher than they however, and published by
Or, as Senator Eduardo Baez infamously declared have ever been. Secret operations, fast missions, Truth Pills, a show produced
as the vote was called, “In the darkness, even the infiltrations, exfiltrations, and special actions have by the PanOceanian Maya
unknown light is welcome.” Humanity needed an ally. proliferated. The G-5 nations inflict murder, theft, channel Autofocus in 64 NC.
aggressive espionage, sabotage, and kidnappings The resulting scandal— which
Construction began almost immediately on the facil- upon each other. also implicated O-12 by
association— has contributed
ities required to open a portal through the wormhole.
materially to tensions
The portal, now codenamed Daedalus, was opened. A In some circles, Paradiso seems far away and pales
across the Human Sphere
message probe was sent. The Tohaa responded. in comparison to the dangers of a Sphere in a ratcheting up.
position every bit as precarious as the days leading
TOHAA CONTACT TREATY (66 NC) up to the NeoColonial Wars.
After three weeks of intense negotiation on the
EveningStar Orbital, the Tohaa Contact Treaty was And through it all, O-12 struggles to keep the peace.
G-5 NATIONS
The five “major powers”
distinguished by establishing
interstellar colonies and
granted seats on the O-12
Security Council. The original
G-3 were PanOceania, Yu Jing,
and Haqqislam. The Nomad
Nation and Ariadna have joined
more recently.
26 Introduction
THE ROLEPLAYING GAME
28 Introduction
THE ROLEPLAYING GAME
ATTRIBUTE LIST
ROLLING THE DICE • Agility: Physical and manual dexterity, sense of EXPERTISE
VS. FOCUS
You’ll often need to roll one or more dice while balance, body control, and reflexes. A fast, sloppy mechanic with
playing Infinity. This will be indicated in the years of experience might have
text with the notation XdY, where X indicates • Awareness: Perceptions, sensory acuity, gut a high Expertise in Tech, but
the number of dice to roll and Y indicates the feelings, and instincts. a low Focus: When you bring
type of dice to roll. For example, 3d20 would your half-slagged TAG to them,
mean to roll three twenty-sided dice and 5d6 • Brawn: Strength, toughness, endurance, and the they will almost certainly get it
would mean that you roll five six-sided dice. ability to apply physical force. working again… but it will be
slathered in duct tape. On the
other hand, a gifted amateur
COMBAT DICE • Coordination: Hand-eye coordination and spatial
might have a lower Expertise
Combat Dice, or §, are a particular way of awareness.
than the old hand, but a higher
rolling a d6. They are used for determining Focus: They won’t always be
damage and governing special effects. When • Intelligence: Wit, intellect, logic, reason, and able to get your TAG running
rolling §, ignore any results of three, four, the ability to apply knowledge or interact with again, but when they do it’s
or five. Results of one and two are counted technology. more likely that they’ll also
normally, while sixes are referred to as Effects, figure out a way to optimise the
which trigger certain special abilities. • Personality: Charisma, comfort in social engine or add extra armour to it.
situations, and the ability to be threatening or
REROLLS charming as required.
A number of circumstances and abilities will
allow a character to reroll one or more dice. • Willpower: Grit, determination, and psychological
When a reroll is allowed, the player chooses resilience. SKILL LIST
Acrobatics (Agility)
which dice from the original roll to reroll (up
Analysis (Awareness)
to the number of dice listed, if any). The new
Animal Handling (Personality)
result of rerolled dice replaces the original SKILLS Athletics (Brawn)
result entirely (even if they’re worse than the Ballistics (Coordination)
original results). Skills represent a character’s specialised training Close Combat (Agility)
within a particular field — knowledge, proficiency Command (Personality)
with tools or devices, conditioning, special Discipline (Willpower)
techniques, and so forth. Each skill is tied to a Education (Intelligence)
CHARACTERS particular attribute, representing the most common Extraplanetary (Awareness)
Hacking (Intelligence)
association between that skill and the character’s
Lifestyle (Personality)
Of course, you won’t be playing as yourself looking basic capabilities. (For example, Education and Tech
Medicine (Intelligence)
down at those Morat soldiers. Instead, you’ll use the are skills based on Intelligence.)
Observation (Awareness)
Lifepath system (starting on p. 38) to create a Persuade (Personality)
character by simulating their life story. Starting from Skill Expertise: A character’s Expertise in a skill is Pilot (Coordination)
the moment of their birth, you’ll walk a few miles their mastery of the subject. Expertise with a skill Psychology (Intelligence)
in their shoes (or their Teseum-laced combat boots, increases the likelihood of success. Resistance (Brawn)
whatever the case may be): Perhaps you’ll be an Science (Intelligence)
investigative journalist for a Maya media aggregate, Skill Focus: A character’s Focus in a skill is achieved Spacecraft (Coordination)
journeying to the far corners of the Human Sphere through constant practice, superior discipline, and Stealth (Agility)
to get your exclusive stories. Or maybe you’ll be a deeper insight. Focus with a skill improves the Survival (Awareness)
Tech (Intelligence)
member of a Gŭiláng special forces unit, trekking quality of success.
Thievery (Awareness)
across the icy fields of Svalarheima in service of Yu
Jing. Or a bounty hunter tracking dangerous criminals
through the colonial domes of Mars. Or a fearsome SKILL TESTS
Dogface athlete who suffered a career-ending injury
while playing Dog-Bowl on Ariadna. Whenever a character attempts a task where the
outcome is in doubt, you will make a skill test to ROUNDING
Unless specified otherwise,
determine whether the task succeeds or fails.
when dividing numbers in
ATTRIBUTES Infinity, always round up.
TARGET NUMBER
Each character is defined by a collection of seven Determine the target number of the skill test by
attributes. These attributes indicate a character’s adding the character’s relevant attribute to their
inherent abilities, and their physical and mental Skill Expertise. (This will usually be the default
limitations. Most attributes for player characters attribute associated with the skill, but not always.)
have values from six to twelve, with eight rep-
resenting the human average. Higher attribute
ratings represent greater ability.
30 Introduction
THE ROLEPLAYING GAME
32 Introduction
THE ROLEPLAYING GAME
34 Introduction
THE ROLEPLAYING GAME
Triggering an Environmental Effect: Dramatic Triggering a Trait: Once per scene, with the GM’s
scenes often play out in exciting environments — a approval, a player can trigger one of their character
firefight in a crumbling tenement, a chase through traits to gain one Infinity Point. To trigger the trait,
PLAYTEST TIP
a busy marketplace, a chasm over a river of the player pays 1 Momentum or Heat to the GM
lava, etc. When describing encounters, the GM is and takes some form of large or significant action HEAT FROM
encouraged to provide details to the players to motivated by the trait which is dramatic, irrational, THE SOURCE
The GM can make a note
help them visualise the scene, and sometimes it dangerous, or the like.
of which reckless actions
can be interesting to bring the environment alive
generate Heat during the
through the use of Heat. Triggering an environ- GM Award: Infinity Points may be awarded by the session. This can be used as an
ment effect comes in two levels of magnitude. GM during a session to reward players for good inspiration for triggering later
Minor effects — costing 1 Heat— are typically roleplaying, clever plans, successfully overcoming complications with the Heat.
things like flickering lights, crumbling walls, thick difficult challenges, or using teamwork. Players may (For example, if somebody
smoke, which add to the difficulty of skill tests, or have other opportunities to gain Infinity Points by rushed to repair a radio, it
force tests where one was not previously required. achieving certain goals within an encounter, reach- might fail at the worst possible
Major effects — costing 2 Heat or more — may pose ing a milestone in the story, or choosing to be the moment.) Heat expenditures
significant impediments to the characters, or even one to suffer the consequences of some dire event. are an abstract mechanic and
don’t require this kind of direct
cause them harm (physical, mental, or quantronic)
connection, but that doesn’t
or short-lived conditions. USING INFINITY POINTS mean it can’t be a useful seed
Here are just a few of the ways in which Infinity for improvisation.
INVOKING A TRAIT Points can be spent during play:
When spending Heat, a GM can choose to invoke
the character traits of the player characters by Infinity d20: Before attempting a skill test, add a
bringing a dormant issue to the forefront, con- bonus d20 to the test. However, this Infinity d20
fronting a character with the object of their phobia, is not rolled. Instead, it is simply set on the table
creating situations which prey on their flaws, with the “1” facing up. It is otherwise counted
threaten their loved ones, or otherwise force them normally, which means it will automatically count
to deal with their issues. as a success (and characters with a Skill Focus will EXAMPLE
automatically score a second success). Infinity d20s INVOKING A TRAIT
In other words, when a GM creates a complication count towards the normal limit of +3d20 bonus Kline has the character trait
that is directly related to or affects a character’s dice per test. of Paranoia. While negotiating
trait, they can reduce the cost of the complication with an arms dealer on Bourak,
he can’t shake the feeling that
by 1 Heat. Bonus Action: Perform an additional Standard
he’s about to be ambushed.
Action on your turn during an action scene. Each
Despite the incredible risk
character may only gain one additional Standard
INFINITY POINTS Action each round in this way.
it poses, he tells his geist
to hack the arms dealer’s
comlog and eavesdrop on his
Player characters have access to a special type of Overcome Harm: Ignore effects of Wounds, communication. Kline’s player
resource called Infinity Points. Infinity Points allow Metanoia, or Breaches (choose one) until the end of says that he’s triggering his
the player characters to persevere in the face of the current scene. Paranoia trait and, with the
overwhelming odds, achieve spectacular goals, and GM’s approval, pays 1 Heat to
perform impressive feats. This reflects the fact that Overcome Trait: Ignore the negative effects of a gain 1 Infinity Point.
the player characters have drive, ambition, and trait until the end of the scene. (The GM cannot
determination above and beyond most people, and invoke that trait.)
can succeed where others might fail. Whether or
not they are viewed as heroes, the player characters Quick Absterge: Automatically end the duration of a
are destined for greatness. character condition.
GAINING INFINITY POINTS Second Wind: Recover all lost Vigour, Resolve, or
A player character begins each session with a Firewall (choose one).
number of Infinity Points equal to their Infinity
Point refresh rate (a value of two to four), and Story Declaration: Introduce a fact or add a detail
they cannot have more than five Infinity Points to the current scene. (The GM may veto some story
at any time. declarations, or require multiple Infinity Points for
particularly large or significant declarations.)
Failsafe Actions: Players can gain Infinity Points
by voluntarily failing significant skill tests
(see p. 31).
LIFEPATH SYSTEM
Players create their characters in Infinity by walking Life Points to either influence the outcome of the
the character’s Lifepath. The Lifepath system random tables or override them completely and
begins at the moment of birth and guides the char- guarantee a particular result. (The effect of each
acter through nine major Decisions that will chart Life Point depends on the Decision it is spent to
the course of their personal history and determine influence, as detailed below. Unless otherwise
their skills, talents, attributes, equipment, and other stated, Life Points spent to override random results
pertinent details. As you follow your character must be spent before you roll the dice.)
through the Lifepath, you’ll bear witness first-hand
to their triumphs and travails, forging a unique and In this way, the Infinity Lifepath system gives
immersive understanding of who they are. you the best of both worlds when creating your
character. You can generate a character randomly
LIFE POINTS (discovering the role you’ll be exploring), but you
But you do not have to leave your character merely also have the power to step in and take direct
to the whims of fate. During the Lifepath, each control (creating the role you want to play). The
player receives five Life Points which they can use result is a rich and organic character creation
to help their character navigate the tumultuous system which you can use to craft multifaceted
turns of their personal histories. At each Decision and dynamic characters ready to leap into the epic
point in the Lifepath, you’ll be able to invest these stories of the Human Sphere!
LIFEPATH DECISIONS
DECISION ONE— BIRTH HOST DECISION SIX —E DUCATION
Default attributes to 7 and adjust their values. Calculate the stats Determine your education. Adjust your attributes, gain skill ranks,
for your birth host and check for an alien heritage. gain a signature skill, gain a talent, and gain equipment.
Life Point Spend: Increase your starting attributes or choose an Life Point Spend: Choose your education.
alien heritage.
DECISION SEVEN —A DOLESCENT EVENT
DECISION TWO — FACTION AND HERITAGE Gain a character trait based on a random event during your
Determine your current and past factions. Gain skills based on your adolescence.
current faction. Life Point Spend: Reroll the random result or, with GM approval,
Life Point Spend: Choose your faction and heritage. pick your event.
38 PART I: CHARACTERS
THE ROLEPLAYING GAME
SKILLS ON THE LIFEPATH they should be seen as an opportunity, not as a Signature Skill, p. 75:
At various Decision points on the Lifepath, a disadvantage. Signature skills represent areas
character will have skills either assigned or chosen. where a character particularly
The first time a skill is awarded to a character it At any point during your Lifepath, you may spend 1 excels. Once selected, signature
should be assigned as an Expertise bonus, after Life Point to change one of your character traits or skills cannot be changed.
which additional training can be assigned to either add a new one. Describe how that change in your
Expertise or Focus up to a maximum training of life happened (perhaps with the old trait somehow Triggering Traits — p. 35
three each. A character’s Focus in a skill cannot being transformed into the new trait).
exceed their Expertise. Invoking Traits — p. 35
ASSETS AND EARNINGS
If a character has gained a signature skill, Expertise Assets are a broad measure of the resources a
and Focus in that skill can both be trained up to a character can call upon to achieve financial- or PLAYTEST TIP
maximum of five each. reputation-based tests. It includes cash-in-hand, CHARACTER
savings, jewellery, deeds, inheritances, and other TRAITS
During the Lifepath, you may not select the same easily defined assets, but it can also include more Each trait is a single word
or short phrase, describing
skill twice from one set of options at the same time. conceptual resources like favours, secret contacts,
something important about
blackmail, and family bonds. Most items, weapons,
the character. When a trait
At any point during the Lifepath where you are gear, or services a character may wish to acquire is created, the player and
allowed to select a skill from a list of limited will require them to spend Assets if they are expen- GM should discuss what it
options (including a list of one), you can choose to sive enough. Your character’s starting Assets will be specifically represents for the
spend 1 Life Point to instead choose a skill not on equal to their final Personality score (and will be character, and how it might
that list. determined at the end of the Lifepath when that influence or complicate their
score is known). lives. It's important that both
TALENTS ON THE LIFEPATH player and GM have a common
Talents are specialised uses of certain skills, or the Earnings represent a character’s income, usually understanding of what each
trait means.
tricks of the trade a character has learned over the tied to a recurring or reliable resource stream
course of their career. Each skill has a unique talent (such as drawing a salary, receiving dispensation,
tree associated with it, for example: regular stock dividends, freelancing contracts,
and so on). Your character’s Earnings begins at
ANIMAL HANDLING 0, but may be increased by various events on
EXAMPLE
the Lifepath. There is no cap on a character’s
Earnings and characters are free to reach for SKILLS ON THE
WILD EMPATHY
the stars in the iota-scarcity economy of the LIFEPATH
During a career phase, Gonzalez
Human Sphere.
becomes a Bodyguard. This
RECOGNISE CUES STRONG RIDER SYMBIOSIS allows his player to pick two
Debts incurred during the Lifepath may not be skills from the list of Discipline,
negated with Assets received during character Lifestyle, and Pilot. Gonzalez
FIRM HAND ANIMAL HEALER creation. They must be roleplayed, and dealt with, loves to fly, so he picks Pilot.
through gameplay. He can’t pick Pilot again
(because he can’t pick the
SMELLS RIGHT
The use of Earnings and Assets during play is same skill twice), so Gonzalez’
described in Part IV: Gear (p. 327). player decides that he’s picked
up a few tips by hanging
Talents are acquired from the top down, meaning a
around with the PanOceanian
character must acquire the topmost talent before TRANSHUMAN CHARACTERS hypercorp exec he’s guarding
those deeper in the tree become available. During The technology of the Human Sphere allows people and he chooses Lifestyle as
the Lifepath, if the same talent is awarded a second an unprecedented ability to alter, adapt, and even his second skill. After finishing
time, the player may instead select another talent swap their bodies. the rest of his career decisions,
from the skill’s tree that they’re eligible for. Their Gonzalez decides to repeat the
hard work and training has paid off! Implants and Grafts: Some forms of biotechnology Bodyguard career. Now he can
and cybertech are designed to be used at any time pick Pilot for a second time
TRAITS ON THE LIFEPATH during a person’s life. This can even include radical (because this is a different
Traits are a way to portray a character’s failings, physical alterations like the Runihura super-soldier decision point). This time,
however, Gonzalez’ player
weaknesses, and foibles, but they are often things program or the genetic antagonistic therapies used
decides to spend 1 Life Point
that will enhance the experience of playing them: to create chimera. These can be purchased like any
and pick Spacecraft for his
the headstrong soldier who rushes in first, the other type of equipment, typically during Decision second skill. (Even though the
tactless politician, the boastful thief. Traits also Nine: Final Customisation. skill doesn’t appear on the
give players a chance to claim Infinity Points elective list for the Bodyguard
when they trigger their trait and GMs can invoke Bioengineered Bodies: In some cases, bodies career, the Life Point spend
them to create complications. Interesting things are genetically engineered before birth or at a allows him to do that.)
happen when character traits come into play, and very young age. Basic genetic tweaking can be
Lifepath System 39
represented by spending Life Points to improve ALIEN CHARACTERS
your attributes during Decision One: Birth Host. The universe of Infinity is filled with non-human
OPTIONAL RULE species: Dogfaces and Helots work side-by-side
POINT BUY Lhosts: At several points during their Lifepath, you with humanity. The Tohaa are our allies in war. The
CHARACTER may discover that your character has died. Don’t Shasvastii, Morat, and Antipodes are our bitter ene-
CREATION worry! They’ll have been Resurrected from their mies. While any of these species have the potential
With the GM’s permission, a
Cube. Such characters inhabit Lhost bodies, as to become player characters, the Lifepaths for most
player who wants to design a
specific character without any described on p. 54. Other characters inhabiting alien characters will be radically different from
of the random elements of the Lhosts include aspects of ALEPH and Recreations. those experienced by citizens of the Human Sphere.
Lifepath System can choose These specialised Lifepaths will appear in the
to receive 12 Life Points. This Aliens: In Decision One: Birth Host, you may discover appropriate supplements for Infinity.
will give them enough to get that your character belongs to one of the many
exactly the role they want alien species who inhabit the universe of Infinity. Born from human wombs and almost always
with two career phases. This living their lives in human communities, however,
is an all-or-nothing choice, Dogface characters can be generated using just the
however: Players using point
buy character creation do DECISION ONE: core Infinity Lifepath system.
not generate any random
elements for their characters. BIRTH HOST Determining Alien Heritage: Roll 1d20. On a roll of
(This does not prevent them 19 or 20, your character belongs to an alien species.
from hazarding a career.) Any At the beginning of the Lifepath, all of the (For the purposes of the core rulebook, this means
leftover Life Points are lost character’s attributes (Agility, Awareness, Brawn, that you’re a Dogface.) If you roll an alien heritage,
and may not be traded for Coordination, Intelligence, Personality, Willpower) you can instead choose to spend 1 Life Point
Assets, Skills, Infinity Points, or begin at 7. This represents the human average in an to be human.
other resources at the end of era of advanced medical science which has filtered
character creation. out genetic disparities and physical disabilities. Alien Host: Each alien species has a template. (For
example, see the Dogface template on the facing
A player may voluntarily lower any number of page.) Apply the species’ attribute modifiers to
attributes by one point (to a minimum of 6) and both your attributes and the Host section of your
assign these points to other attributes (to a max- character sheet. Make note of any special abilities
imum of 8). possessed by the species.
EXAMPLE
Once they’ve finished adjusting their attributes, Alien species also have a Life Point cost. You can
BIRTH HOST players can then spend Life Points to raise an choose to pay this cost in order to simply choose
Melissa decides that she attribute by one point for each Life Point spent. No the species, but the cost must be paid even if you
wants to play a smart, stealthy attributes can be raised higher than 10 in this way, randomly roll into it. (If the cost cannot be paid, the
character. She lowers Brawn
and any attributes above 8 usually represent some character is considered human.)
from 7 to 6 and increases
form of genetic tweaking or similar modification.
Intelligence from 7 to 8. She
also pays 1 Life Point to
increase her Agility from 7 to These decisions must be made now. Points cannot DECISION TWO:
8. She rolls 1d20 to determine
her alien heritage and, with a
be swapped between attributes and Life Points
cannot be spent to increase attribute scores later in
FACTION AND
roll of 16, discovers that her
character has been born human.
the Lifepath. HERITAGE
She notes that her Birth Host BIRTH HOST Where were you born and to which faction do you
has Agility +1, Brawn −1, and Once you have finalised your attributes, determine owe allegiance? Your faction is the political faction
Intelligence +1.
the attribute modifiers of your Birth Host by you currently belong to. Your heritage is the faction
subtracting the base value of 7 from each attribute you were born into.
and record the modifiers in the Host section of your
character sheet. (You can also list your current host For most characters, faction and heritage will be
as “Birth”.) Later events on the Lifepath may further the same thing: If you’re born in Yu Jing, you’ll
PLAYTEST TIP modify the character’s attributes, representing how generally remain a loyal Yu Jing citizen for your
LIFE POINTS they grow and develop over time, but these initial entire life.
Remember! You receive 5 Life values represent the natural capacities of the
Points at the beginning of character’s body at birth. STEP ONE: DETERMINE FACTION
character creation. Roll 1d20 and consult the Faction Table. Except as
This distinction between innate capacity and noted below, this single roll will determine both
the expertise gained through training becomes your faction and your heritage. You may pay 1 Life
important if the character later switches bodies Point to pick the results (including having a differ-
(see p. 54). ent faction and heritage if you wish).
40 PART I: CHARACTERS
THE ROLEPLAYING GAME
Lifepath System 41
ALEPH ASPECTS
Fragments of ALEPH known as Aspects are sometimes given and you determine your Social Status normally. Roll your Home
enough functional autonomy to be considered individual charac- Environment normally. Although this doesn’t, of course, describe
ters despite their connection to ALEPH’s greater consciousness. (In how you were “raised”, it does give some indication of which “fla-
some rare cases, these Aspects become completely separated from vour” of ALEPH’s personality you’re predisposed to.
ALEPH. These renegade Aspects, however, are effectively independ-
ent—and therefore outlaw - AIs. Many of them hide by disguising Decision Five: On the Event Table, interpret any result involving
themselves as resurrected humans.) If the Lifepath reveals that you your “family” as “Bureau Toth”. (For example, a result of “parents
are an ALEPH bioform, then the artificial nature of your “birth” will killed” would mean that Bureau Toth agents you were involved
colour the rest of your Lifepath. with were killed.) Similarly, interpret any event resulting in you
contracting a disease as being a quantronic virus.
Host: Change your current host from “Birth” to “Custom Lhost” and
gain the Inured to Disease special ability (p. 418). (Your attributes Decision Six: Roll your Education normally. This represents the skill
do not change under the assumption that the values selected in loadout that the Aspect was imbued with when it was created.
Decision One: Birth Host represent the custom body ALEPH created
for you. Similarly, if you were determined to have an Alien Heritage Decision Seven: See Decision Five (above).
and are also an ALEPH Aspect, you can assume that ALEPH has
designed an alien-like body for you.) Decision Eight: Careers are resolved normally. These are actual life
experiences of the Aspect, possibly representing whatever purpose
Decision Three: Instead of determining a homeworld, pick any two it was originally instantiated for. (In the special case of a Bureau
attributes and increase them by one each. Pick any skill and gain Toth career, it can be assumed that this represents an Aspect work-
one rank in it. Then roll five times on the Random Languages Table. ing in close conjunction with Bureau Toth. They gain the benefits of
the career normally.)
Decision Four: If your faction is ALEPH, then your Social Status
is Elite (and you gain the normal benefits for that Social Status). Decision Nine: Complete this step normally, except that Lhosts are
If your faction is not ALEPH, then you have become a renegade immune to aging.
ALEPH RECREATIONS
ALEPH is also responsible for the Recreations, a combination the Faction Table to determine which faction ALEPH created you
of innovative biogenics and experimental Cubes. Hosted in for. Gain a 50 Asset debt, owed to whoever funded your creation.
sophisticated Lhosts, Recreations are faithful simulations of the
personalities of important historical figures, although their skills You can then complete the Lifepath normally, although the results
have been adapted to the modern age so they can work as diplo- of the Lifepath should be interpreted as representing the simu-
mats, soldiers, spokespeople, and artists. lated reality or false memories that ALEPH used to create you.
If the Lifepath reveals that you are a Recreation, change your current Alternatively, with the GM’s permission, you could choose an actual
host from “Birth” to “Custom Lhost”. (Your attributes do not change historical personality and use the optional point buy character
under the assumption the values selected in Decision One: Birth Host creation (see sidebar on p. 40) to craft ALEPH’s interpretation of
represent the custom body ALEPH created for you.) Then roll again on that specific person.
42 PART I: CHARACTERS
THE ROLEPLAYING GAME
DECISION THREE:
HOMEWORLD / HOMELAND
Roll 1d20 and consult the Homeworld/Homeland LINGUA QUANTRONICA
Table for your heritage to determine where you There is no single “common tongue” or lingua franca in
were born (and most likely grew up). You may the Human Sphere. English, Yujingyu, and Spanish are
spend 1 Life Point to pick the result. all common, but not universal. It’s quite possible for
a table full of players to end up with characters who CORREGIDORAN
Corregidoran is a creole of
After you’ve determined your homeworld or home- can’t talk to each other. Fortunately, the quantronic
Spanish and Portuguese, with
land, make the following adjustments: revolution has largely made this irrelevant: Your
a healthy dose of loan words
• Add the language(s) listed to your list of fluent comlog can translate other languages in real-time, from English and Swahili.
languages. making it simple to talk to people even if you don’t
• Increase the two listed attributes by one each. share a common tongue. (Unless, of course, your
• Gain one rank in the listed skill. systems are offline for some reason.)
Lifepath System 43
PANOCEANIA HOMEWORLD TABLE
D20 REGION LANGUAGE ATTRIBUTE ATTRIBUTE SKILL
1—4 Acontecimento Hindi, Punjabi, or Portuguese (choose one) and Spanish Willpower Intelligence Animal Handling
5—8 Neoterra English, Hindi, or Italian (choose one) and Spanish Awareness Intelligence Lifestyle
9—12 Varuna Spanish, Malay Brawn Intelligence Athletics
13—16 Sol Roll on PanOceanian/Sol Languages Table* Willpower Intelligence Extraplanetary
17—18 Paradiso Spanish or English * Personality Intelligence Survival
19 Human Edge Spanish or English* Agility Intelligence Tech
20 Svalarheima English or German (choose one) and SvalarNorse Willpower Intelligence Survival
44 PART I: CHARACTERS
THE ROLEPLAYING GAME
Lifepath System 45
DECISION FOUR: STATUS
Now that you know where you were born and Elite: The vast wealth of the elite creates specialist
raised, let’s find out more about how you grew up. micro-cultures that cater to their needs, a market
What were your economic circumstances? What of ultra-luxury goods and bespoke items that are
was life like and what type of people were you casually created on demand, and a plethora of body
surrounded by? modifications unheard of in previous ages. Their
lives, swaddled in advanced domotics, are virtually
You may spend 1 Life Point to pick the result effortless, like endless theme park rides that are
EXAMPLE
on both the Social Class Table and the Home malleable to their will.
STATUS Environment Table.
When she discovers that her Hyper-Elite: The hyper-elite flit across interplan-
character—who she’s decided STEP ONE: SOCIAL CLASS etary distances or rule over de facto fiefdoms
is named Cassandra—was rendered in their own image. Their control over
Roll 2d6 and consult the Social Class Table. Increase
raised on Svalarheima, Melissa
the listed attribute by one point and set your their physical reality is almost unlimited, allowing
has a very strong image of what
her childhood was like. She Earnings equal to the number shown. them to realise their ultimate fantasies in flights
decides to spend 1 Life Point of whimsy.
to choose an Upper social class The wonders of the quantronic revolution have
in a Frontier Life. As a member pushed the Human Sphere to the cusp of a SOCIAL CLASS TABLE
of the Upper class, she gains post-scarcity economy. The resulting realignment of
one point of Agility and has social classes, and the lives they lead, can be diz- 2D6 SOCIAL STATUS ATTRIBUTE EARNINGS
an Earnings of 4. Coming from zyingly different from what you might expect. Here 2 Underclass Willpower 1
a Frontier Life, she gains one are some short descriptions to help orient you.
point of Brawn and gains one 3—5 Demogrant Personality 2
rank of Resistance. (Since she
Underclass: Although it’s become incredibly difficult 6—8 Middle Willpower 3
didn’t previously have the skill,
she has to take this rank as for true poverty to exist, there are some people
who slip through the cracks. (PanOceanians will 9—10 Upper Agility 4
Expertise 1.)
talk about the tragic conditions of backcountry 11 Elite Personality 5
Ariadnans, but Yu Jing would be quick to point to
12 Hyper-Elite Willpower 6
the Ateks in PanOceania’s own backyard. Elsewhere
there are minor nations and small habitats in
places like Human Edge.) STEP TWO: HOME ENVIRONMENT
Roll 1d6 and consult the Home Environment Table.
Demogrant: The demogrant is a basic income guar- The result most likely describes your parents and
anteed to every member of the major powers (and immediate family, but not necessarily. (For example,
most of the minor powers, too). The immense man- if you had a Violent childhood it’s possible that
EXAMPLE
ufacturing capacity of dedicated nanoassemblers your parents were loving, but your neighbourhood
YOUTH EVENT combined with the rich resources available to an was filled with gangs. If you grew up in High
On her first roll on the Youth automated, interstellar civilisation make it possible Society but your Social Status was Demogrant, then
Event Table, Melissa gets a 20. for all citizens to enjoy a more than comfortable your family may have worked as servants.)
So she rerolls on the table
standard of living.
twice, getting results of 2 and
Increase the listed attribute by one point and gain
11 on a d20 and then results
of 4 and 1 on a d6. Cassandra Middle: Most of humanity is living in a golden one rank of training in the listed skill.
has witnessed an assassination age of luxury. It’s easy for people to be part of the
(2,4) and discovered a family middle class while working twenty hours a week or HOME ENVIRONMENT TABLE
secret (11,1). Keen to merge less. The large middle class is constantly seeking
the two results, Melissa decides out activities both real and virtual to fill their D6 ENVIRONMENT ATTRIBUTE SKILL
that Cassandra’s mother was a idle hours.
government assassin and that 1 Happy Home Personality Education
she witnessed her assassinate Upper: This is a life of utter affluence. For the 2 Violent Brawn Acrobatics
a defector who was selling
rich of the Human Sphere, thought has become 3 Frontier Life Brawn Resistance
surveying data to Yu Jing.
the equivalent of action and desire can be
instantaneously met by reality. For the upper class, 4 Rebellious Awareness Pilot
the physical world can trivially transform itself 5 Regimented Coordination Discipline
almost as easily as the virtual playgrounds of the
middle class. 6 High Society Willpower Lifestyle
46 PART I: CHARACTERS
THE ROLEPLAYING GAME
Lifepath System 47
DECISION SIX: EDUCATION
As we move into the next phase of your life, you may You may spend 1 Life Point to pick your education.
discover that your Lifepath has taken you abruptly in Once you’ve determined your Education, check the
a new direction. Think about how your Youth Event Education Benefits tables.
may have precipitated this change, or perhaps it was • Increase one attribute by two points.
the last memory you had of your old life. • Increase one attribute by one point.
• Decrease one attribute by one point.
On the other hand, perhaps your young adulthood • Gain 1 rank of training in all of the mandatory skills.
EXAMPLE
will simply flow naturally out of everything you’ve • Choose two of the three elective skills and gain
EDUCATION experienced before. Does that make you feel 1 rank of training in each.
Melissa rolls 15 on the trapped? Are you comfortable with the path that • Choose one of the skills (either elective or man-
Education Table, discovering that fate (or your family) has set for you? datory) gained from your Education to become a
Cassandra’s mother shipped her
signature skill. Add 1 rank of training to this skill
off to a military academy after
To determine the type of Education your character and take a talent from its talent tree.
she witnessed the assassination.
She gains two points of Brawn received, roll 1d20 and consult the Education Table. • Gain the equipment (if any) indicated.
and one point of Agility, but her
Intelligence decreases by 1. She EDUCATION TABLE
gains one rank in each of the
mandatory skills—Acrobatics, D20 EDUCATION EXAMPLE
Athletics, Ballistics, Close
1 Grew Up on the Streets Lazareto district, Atek shanty town, Merovingian urchin gang
Combat, and Observation. Since
she didn’t previously have ranks 2—3 Rural/Colonial Education Commercial Mission, Acontecimento Farmer, Svalarheima Career Prep
in most of these skills, she 4—5 Creative Education LoroLocco Youth Program, Maya Virtual Academy, Atek artist apprenticeship
gains Expertise 1 in them. She
6—8 White Collar Education Tunguska internship, Startecto Corporate Academy, Haqqislamite guild apprenticeship
previously had Expertise 1 and
Focus 1 in Athletics, however, 9—11 Technical Education Amaravati Institute, Haqq Mutazilite Academy, Imperial Service
and although she would have 12—14 Scientific Education Black Laboratories, Espiritu Santo University, Talawat University
liked to gain an additional
15—17 Military Training Yu Jing military academy, Alguaciles Tour, Highlander clan
point of Focus, that would
make her Focus higher than her 18—20 Orbital Training Caravanserai academy, Corregidor station education, Saturn Star Academies
Expertise and so she can’t. She
instead increases her Expertise
to 2.
EDUCATION BENEFITS — M ANDATORY
EDUCATION +2 +1 −1 MANDATORY SKILLS
Her elective skills for Military
Training are Command, Grew Up on the Streets Agility Brawn Intelligence Discipline, Observation, Resistance, Stealth, Survival
Education, and Tech. She Rural/Colonial Awareness Brawn Personality Education, Pilot, Resistance, Survival, Tech
chooses Education and Tech,
Creative Personality Willpower Brawn Discipline, Education, Lifestyle, Observation, Persuade
gaining Expertise 1 in each.
Now she can select her second White Collar Awareness Personality Brawn Education, Lifestyle, Observation, Persuade, Stealth
signature skill: Once again Technical Awareness Intelligence Willpower Education, Observation, Pilot, Tech, Thievery
she would like to increase
Scientific Intelligence Awareness Personality Education, Lifestyle, Pilot, Tech, Medicine
her Athletics skill, but can’t
because it’s already a signature Acrobatics, Athletics, Ballistics,
Military Brawn Agility Intelligence
skill. Instead, she selects Close Combat, Observation
Ballistics, increasing her rating Orbital Training Intelligence Awareness Personality Discipline, Education, Pilot, Spacecraft, Extraplanetary
to Expertise 2 and gaining the
Marksman talent. Finally, she
adds a military dress uniform, EDUCATION BENEFITS — S KILLS AND GEAR
pistol, and knife to the Gear
section of her character sheet. EDUCATION ELECTIVE SKILLS ( PICK 2) GEAR GAINED
Grew Up on the Streets Athletics, Close Combat, Lifestyle Fake ID 1, Micro-Torch, Knife
Rural/Colonial Animal Handling, Athletics, Observation Survival Kit, Survival Rations (×3), Nav Suite, Knife
Creative Analysis, Pilot, Tech AR Eye Implants or Cosmetics Kit, Recorder, 1 Asset
White Collar Command, Stealth, Thievery AR Eye Implants or Neural Comlog, Stims, 1 Asset
Technical Hacking, Lifestyle, Extraplanetary Powered Multitool, Repair Kit (with 5 Parts)
Scientific Medicine, Science, Spacecraft Analytical Kit (with 5 Reagents), Sensor Suite
Military Command, Education, Tech Armoured Clothing (Dress Uniform), Pistol
Orbital Training Lifestyle, Resistance, Tech Vac Suit (with Locational Beacon, 5 Oxygen Loads)
48 PART I: CHARACTERS
THE ROLEPLAYING GAME
DECISION SEVEN:
ADOLESCENT EVENT
At some point during your adolescence, you experi- You can spend 1 Life Point to reroll or, with GM
enced a defining event which still shapes who you approval, pick your Adolescent Event. With your EXAMPLE
are today. Roll 1d6 to determine which Adolescent GM’s permission, you could also design your ADOLESCENT
Event Table to use and then roll 1d20 to determine own event. EVENT
your Adolescent Event. With Cassandra’s education
ADOLESCENT EVENT complete and a military career
Based on your Adolescent Event, pick one character TABLES seeming likely, Melissa rolls on
trait. Each Adolescent Event has a suggested trait the Adolescent Event Table. She
listed, but there are many traits you could have D6 TABLE gets 2 on her d6. Consulting
and you should feel free to pick any word or short Event Table A, she rolls 12 on
1—2 Adolescent Event Table A her d20. Cassandra’s parents
phrase which feels appropriate.
are killed! Cassandra’s Social
3—4 Adolescent Event Table B
Status is changed to Middle
Each Adolescent Event also lists an optional effect and she gains the character
5—6 Adolescent Event Table C
which can be used to further customise your trait Orphan. She gains 6 Assets
character. You can choose whether or not to use the from the generous Hexahedron
optional effect, but if you do then you must resolve pension plan.
the entire effect.
Lifepath System 49
ADOLESCENT EVENT TABLE A
SUGGESTED
D20 ADOLESCENT EVENT OPTIONAL EFFECT
CHARACTER TRAIT
Both your parents died in a mysterious accident. You were sent to Reduce Social Status by one (minimum 1). Gain 1d6 Assets from
12 Orphan
an orphanage. an estate left to you.
You became friends with a powerful and important person. Is your If you get a “Fired” result during Decision Eight: Careers you can
13 Silver Spoon
relationship with them still solid? ignore it, but reduce your Earnings by one.
You have a mysterious benefactor who saved you, and you
You were taken from your home at 4am. You heard shots and
14 Lost Family grew up with family friends. Decrease your Social Status by one
never saw your family again.
(minimum 1), but gain a free reroll on a Career Event.
Spend one year in jail before starting your first career. Gain
15 You messed up and were arrested for a minor crime. Criminal Record
Criminal Record (see p. 54).
All movement-related skill tests are one difficulty harder, but you
16 You had a terrible childhood accident. Disabled have gained a strong will. All Discipline tests are one difficulty
lower (minimum 1).
17 You contracted colonial wasting disease. Feel Every Punch Reduce your Vigour by 1.
All Resistance tests for artificial substances are increased by one
18 Your body is intolerant to chemical substances. Allergies
level of difficulty. Serum provides no bonuses.
A woman in a conservative suit approaches you one day and
You defect to a new faction. Roll on the Faction Table on p. 41
19 reveals what really happened to someone that you loved. Then Traitor
to determine your new allegiance.
she asks what you want to do about it.
Your character died and was resurrected. See the rules for
20 You died. Cube Weary
Resurrection on p. 54.
50 PART I: CHARACTERS
THE ROLEPLAYING GAME
Your parents or guardians were unexpectedly fired by their Rage Against the Reduce Social Status by one (minimum 1) and Earnings by one
5
corporate employers and blacklisted. Corporation (minimum 0).
A rogue retrovirus rewrote your genetics, causing a shift in You fly off the handle faster than people can react. You gain +1d20
8 Quick with a Fist
aggression and fight/flight reactions. to Surprise tests in Mexican standoffs and similar situations.
There was a terrible accident on the orbital you were visiting and
13 Safety First Reduce Brawn by 1 point, but gain 1 rank in Extraplanetary.
you were badly injured due to an equipment failure.
You spent most of your free time as an urban spelunker, exploring the
14 Killer Curiosity Gain 1 rank of Stealth.
ruins and hidden places. What was the most unusual place you went?
15 After finding an injured animal, you nursed it back to health. Bleeding Heart for Animals Gain 1 rank in Animal Handling.
You may reroll your first career, but must accept the new career
16 You have a relative or godparent with connections. Annoying Family
rolled.
You fell in with a bad crowd. Who was your worst “friend” from
17 Shady Past Gain 1 rank in Thievery.
those days?
18 You tried to upgrade your geist’s software… and failed badly. Faulty Geist Reduce Firewall by 1.
You were awoken in the middle of the night by your parents and
You defect to a new faction. Roll on the Faction Table on p. 41
19 told to quickly pack a suitcase. Two days later, you were on a new True Believer
to determine your new allegiance.
planet.
Your character died and was resurrected. See the rules for
20 You were murdered. Paranoid
Resurrection on p. 54.
Lifepath System 51
ADOLESCENT EVENT TABLE C
SUGGESTED
D20 ADOLESCENT EVENT CHARACTER TRAIT OPTIONAL EFFECT
Difficulty to avoid attention is one step higher when your true identity
1 What your family did haunts you wherever you go. Infamous
is known.
2 While visiting a petting zoo you were bitten by one of the animals. Animal Hatred Your Animal Handling tests suffer a +1 complication range.
Your best friend joined the military. And then he was killed. You
17 Judicious You may switch your faction to O-12 at this time.
realised all this jingoism doesn’t make any sense.
52 PART I: CHARACTERS
THE ROLEPLAYING GAME
Lifepath System 53
If this was your second career phase, you can spend DEFECTION CHECK
1 Life Point to undertake a third career phase (using If you roll a career on a Faction Career Table other
the same procedure as your second career phase). than your own, there is a chance that you have
If this was your third career phase, you can do the defected to that faction. Roll 1d20, on a roll of 1
EXAMPLE
same for a fourth career phase. (You cannot attempt change your current faction. You do not have to
HAZARDING a fifth career phase.) If this was your final career make a defection check if you hazard a career on
A CAREER phase, proceed to Decision Nine: Final Customisation. another Faction Career Table. You only make the
Melissa decides that defection check if you randomly roll on that table.
Cassandra must have tried
EXTENDING CAREERS
profiteering—diverting
military equipment from the With GM approval, you may voluntarily spend 1d6+1 FIRED
PanOceanian Military Complex additional years in any career phase, rolling again If you are fired, you may retain all the benefits
to a mercenary company called for a Career Event for each extension. You do not of your current career but you may not repeat or
SecLock Contingencies. After receive any other benefits for extending your career extend the career unless you spend 2 Life Points
she’s released from prison, phase, nor does it count against the number of and lose 1 Earnings.
Cassandra is in bad shape career phases you may have. It is simply a way to
and unemployed. Cassandra represent older, more experienced characters who RESURRECTION
decides to use her mercenary have seen more of what life has to throw at them. If you die on the Lifepath, it’s assumed that you’ve
connections and hazard the been Resurrected from your Cube. (All PCs on the
career of Bounty Hunter:
HAZARDING A CAREER Lifepath are assumed to have a Cube, even if they
She chooses Athletics as the
hazarding skill and spends When hazarding a career, you are taking a risk and come from a background— like Ariadna—where
1 Life Point to decrease the hoping it pays off. Choose a career from any table many people do not have one.)
difficulty of the check from (including other Faction Career Tables) that doesn’t have
Challenging (D2) to Average a faction prerequisite and make a Challenging (D2) Losing Current Host: Subtract your host’s attribute
(D1). The target number of skill test using one of the mandatory skills listed for modifiers from your attribute scores and remove
the check is 14 (Cassandra the career. On a success you have found employment any other special abilities or qualities that your
has Brawn 12 and Athletics in your career of choice and can now work that career. current host grants you.
Expertise 2.) On 2d20, she
rolls 18 and 4, generating If you fail your hazard test, however, you must New Lhost: By default, you’ve been placed in an
one success and successfully
either repeat your previous career or become antiquated Lhost. By spending 1 Life Point, however,
hazarding the career.
Unemployed. (If this was your first career phase you can instead be placed in a standard Lhost.
This is her second career, so or if you were Unemployed in your previous Using the Lhost stat blocks below, adjust your
Cassandra doesn’t improve her career phase, you have no choice but to become attributes and note any special abilities granted by
attributes. She’s also maxed Unemployed.) You can reduce the difficulty of the your Lhost.
out with three signature skills, hazard test by 1 per Life Point spent.
so she won’t gain a new one. Other Lhosts: You can also select more advanced
But she still gains training CRIMINAL RECORD or experimental Lhosts by spending additional Life
in mandatory and elective If you gain a criminal record, reduce your Social Status Points. Alternatively, you can use Assets to purchase
skills, an additional talent, and and Earnings by one each. You can also choose to an alternative Lhost, either immediately at the time
the career’s gear. She then
immediately join the Submondo faction if you wish. of your resurrection or during Decision Nine: Final
experiences another career
event and increases her age
Customisation.
by 1d6+1 (3) years. At the end Some careers (such as Police) cannot be taken
if you have a criminal record unless you spend LHOST
of this career phase, Melissa
chooses not to spend 1 Life 1 Life Point to do so. If you randomly roll such a ANTIQUATED LHOST
Point in order to attempt a career while having a criminal record, you must
third career phase. immediately spend 1 Life Point in order to take it. If ATTRIBUTES
you cannot (or choose not to), you can immediately AGI AWA BRW COO INT PER WIL
hazard another career, but the difficulty of the −1 −1 −1 −1 −1 −1 −1
Lhosts—p. 354 hazard test is increased by one step.
SPECIAL ABILITIES
• Inured to Disease
If a criminal record is gained during a career phase,
you must immediately attempt a hazard test for
your current career. If you fail the hazard test, you LHOST
are also Fired (see below). STANDARD LHOST
With a criminal record, you reduce the difficulty of ATTRIBUTES
the hazard check for any Criminal career by 1. AGI AWA BRW COO INT PER WIL
— — — — — — —
It should be noted that simply having a Criminal
SPECIAL ABILITIES
career does not result in a criminal record: You only
• Inured to Disease
get a record if you get caught.
54 PART I: CHARACTERS
THE ROLEPLAYING GAME
1 Career has a prerequisite of belonging to this faction. You can’t hazard this career unless you’re of the
CAREER EVENT TABLES matching faction. If you roll into this career, you automatically fail your defection check. You can override
these limitations by spending 1 Life Point (in which case you were somehow undercover while working
D6 TABLE
the career).
1—2 Career Event Table A
3—4 Career Event Table B
5—6 Career Event Table C
Lifepath System 55
CAREER EVENT TABLE A
D20 CAREER EVENT GAME EFFECT
Your genetic disorder reduces your maximum Vigour by 1. The treatment required
1 You develop a rare genetic disorder or are afflicted by a genomic toxin.
to cure your condition will cost 10+5§ Assets.
Both the authorities and organised crime are hunting for you. What do you Gain both a criminal enemy and a police enemy. You must pass an Average (D1)
2
know, or what have you got that they want? hazard test for your current career or you are Fired (see p. 54).
3 You are on the run. Who is after you, and why? Gain Trait: Hunted
You’ve accrued the enmity of a powerful enemy. They might be a district
4 Gain Trait: Persecuted
authority, well-connected ex-lover, or a jealous colleague.
An old debt has caught up with you. Who is it to, and what will happen if you Gain a conflict with an organisation as a character trait. You have a 20 Asset debt
5
do not pay? that must be paid off with that organisation.
You’re involved in a serious crime. Guilty or not, you are sentenced to hard Add 1d6 years to age. You are Fired (see p. 54) and gain a Criminal Record (see
6
labour and lose your job. p. 54)
7 You develop a fierce rivalry with someone in your organisation or faction. Gain a character trait describing your rivalry or its consequences.
You have an affair with someone wealthy, but it ends poorly. Was it your Randomly determine the faction your ex-lover belongs to. The GM can use them
8
fault? as a character trait when purchasing complications that affect you.
You are called in for questioning by the authorities. What do they want to
9 Gain a debt worth 1d6 Assets to a random faction.
know? They let you go, but on what condition?
10 You gain a criminal record. What happened? Are you guilty or innocent? Gain a Criminal Record (see p. 54).
Roll a random body location. You have a gunshot wound that has not healed well
11 You are injured in a shooting accident. What were you doing? Who shot you?
in this location. Gain Trait: Old Wound.
Someone has been keeping an eye on you. They always seem to be there
12 when you look around. What do you think they are interested in? Who are Gain Trait: Under Surveillance
they?
You become tangled up in a plot being run by a rival faction. What do you do You must pass a Challenging (D2) hazard test for your current career or you gain
13
for them? Why do you do it? a Criminal Record (see p. 54).
14 They are on to you! Who are they and what have you done? Gain Trait: Paranoia
Someone you know is a criminal, but you cannot turn them in. What hold do
15 Gain Trait: Blackmailed
they have over you?
Whatever you did, and it was bad, you’ve paid for it now — but they will not
16 Gain a character trait describing your nemesis.
give up.
You volunteered to take part in a secret medical experiment which Gain Trait: Curse of the Mayfly. You may roll an aging test (p. 71) to regain an
17
succeeded. Well, almost. Infinity Point once per session.
18 You are fired. What did you do? You are Fired (see p. 54).
19 While doing your job, you are killed. What happened? Your character died and was Resurrected. See the rules for Resurrection on p. 54.
Roll again three times on the Career Event Tables for this career phase. (When
spending a Life Point to choose a specific event, you may not choose this result. If
20 You are suffering from the Chinese Curse: May you live in interesting times!
you roll duplicate events, it means some similar event has occurred. If you roll the
Chinese Curse again, add additional rolls.)
56 PART I: CHARACTERS
THE ROLEPLAYING GAME
Lifepath System 57
CAREER EVENT TABLE C
D20 CAREER EVENT GAME EFFECT
A family member tells you a dark family secret. What has been hidden from
1 Gain a character trait related to your family’s secret.
you for all these years?
You receive exotic cosmetic surgery. What do you look like now? Do you have
2 Gain a character trait describing your new look and Cosmetic Augmentation 2.
tapered ears? Lizard scales? A prehensile tail?
3 The building you call home burns down. Gain Trait: Homeless and lose 5 Assets (this may result in a debt).
You can either agree to a pay cut (reduce your Earnings by 1) or you can choose
to make a Challenging (D2) hazard test for your current career. If you fail the test,
4 Your employer hits a slump and is struggling to make ends meet.
you are Fired (see p. 54). But if you succeed, your Earnings is unchanged as you
swap to a new employer.
5 You’re betrayed by someone you trust. Who was it? What did they do to you? Gain Trait: Untrusting
You have survived a Combined Army attack. Where were you? What form did
6 Gain Trait: Shell Shocked
the attack take?
You get enrolled in an advanced training program at your job (possibly Gain 1 rank in the elective skill from your current career that you did NOT choose
7
experimental or cybernetic in nature). to advance during this career phase.
You are recruited or selected to travel to a different planet in order to
8 Randomly determine which planet and gain the trait Mudhopper.
continue your career.
A family member is in desperate financial need and they come to you for
9 Gain a debt worth 10 Assets or gain the character trait Disowned.
help. How bad is it and how did they get into this situation?
You are sent out into the field as a roving specialist (either in person or
10 Gain 1d6 languages from the Random Languages Table (see p. 45).
through immersive VR). Where do you go? What do you experience?
A family member is murdered. Who was killed? Do you know who did it? And,
11 Gain Trait: Thirst for Vengeance
if so, why?
You are one of the only survivors when a ship you were travelling on broke
12 Add one year to your age and gain the character trait Space Sickness.
down or crashed, and rescue was a long time coming.
13 You earn a big promotion. Increase Earnings by one.
Your childhood friend moves back home. It’s great to see them again, but
14 Gain an ally from a random faction.
they’re acting strangely.
You thought that you’d gotten away with the crime you committed ten years
15 Gain a Criminal Record (see p. 54).
ago, but new evidence has been discovered.
Due to what’s claimed to be a clerical error, your stored personality backup is
16 placed in a Lhost. Your IQ-doppelgänger disappears before the error can be Gain Trait: IQ-Doppelgänger
corrected.
17 You volunteered to take part in a secret medical experiment. It failed. Reduce one random attribute by 1 point.
You show up for work one day and your employer is gone. The office is empty.
18 You are Fired (see p. 54). Gain Trait: Surrounded by Conspiracy.
Nobody is there. What happened?
Your character died and was Resurrected. See the rules for Resurrection on
p. 54. You gain 1 bonus Momentum on successful social skill tests, but all
19 Your death is a famous event. How did it happen? Why is it so well known?
stealth tests are increased in difficulty by one step in situations where being
recognised would cause you a problem.
Roll again three times on the Career Event Tables for this career phase. (When
spending a Life Point to choose a specific event, you may not choose this result. If
20 You are suffering from the Chinese Curse: May you live in interesting times!
you roll duplicate events, it means some similar event has occurred. If you roll the
Chinese Curse again, add additional rolls.)
58 PART I: CHARACTERS
THE ROLEPLAYING GAME
Tens of billions live scattered throughout the Human Sphere Assault Pack Controllers guide mind-controlled Antipodes into
and the unemployed number in the hundreds of millions. Robust battle. The fierce lupine natives of Ariadna possess heightened
demogrants, well-funded support networks, and abundant resources, senses and ferocious strength. A Controller must lead these
however, mean that the unemployed generally live comfortably creatures, biochemically manipulated to be pliable and obedient,
while Maya makes a seemingly infinite variety of entertainment and with equally fierce determination. Assault Pack Controllers use
virtual experiences available. their bestial troops to break through enemy lines and shatter their
resolve. Life as a Controller means harsh training and rigorous dis-
cipline to carry the strength and presence of an alpha. Controllers
face danger every day that they lead their packs, from the savagery
of the Antipodes themselves to the missions that require an Assault
Pack. Because a Controller must be strong, ruthless, and driven, few
forces are more feared on the battlefield than an Assault Pack. Many
Controllers form close bonds with their Antipodes.
ATTRIBUTES
ATTRIBUTES AGI AWA BRW COO INT PER WIL
AGI AWA BRW COO INT PER WIL +1 +2 — +2 +2 +2 +1
+2 +1 +2 +1 +2 — +2
SKILLS EARNINGS
SKILLS EARNINGS Mandatory Athletics Animal Handling Stealth 2+1§
Mandatory Survival none none 1§ (max. 0) Elective Close Combat Survival Ballistics
Elective Any 1 other Any 1 other —
GEAR: Antipode Control Device, Teseum Chopper, Pheromone Dispenser
GEAR: None SPECIAL: Prerequisite (Ariadna Faction)
CAREER PROFILE
ACADEMIC
Bright minds across the Human Sphere develop and implement the
latest technology, direct expansion efforts, and guide humanity in
all its endeavours. The Academic can be a brilliant but introverted
scientist creating miracles in the lab, or she could be a weathered
biologist out working in the field. Historians study the past to glean
clues about humanity’s future. Roboticists and engineers devise
the tools that build the high-tech cities gleaming upon countless
worlds. An Academic applies theory, study, and experimentation
to solve the problems of the Human Sphere. Knowledge in a wide
variety of fields makes the Academic career desirable on every
world. Brilliant minds are in perpetual demand, especially in trou-
bled times.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
— +2 — +1 +3 +1 +2
SKILLS EARNINGS
Mandatory Education Medicine Science 2+1§
Elective Discipline Education Tech
Lifepath System 59
CAREER PROFILE
BODYGUARD
Bodyguards are in high demand for the rich and important people
of the Human Sphere. A Bodyguard might serve as protection for a
high-ranking political leader, a controversial Maya personality, or a
religious figurehead. A Bodyguard must be quick-witted, tough, and
skilled in both offensive and defensive techniques. Bodyguards are
usually well-armed and willing to take a bullet for their charges.
Consequently, a Bodyguard is well paid, at least if the employer
wants any sense of loyalty. The best Bodyguards are prized for their
attention to discipline and skill at arms, often heading security
details guarding convoys, foreign dignitaries, and important frontier
missions. Most Bodyguards also display a variety of other skills
picked up during their assignments.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
+2 +2 +2 +1 +2 — +1
SKILLS EARNINGS
Mandatory Observation Close Combat Ballistics 1+2§
Elective Lifestyle Pilot Discipline
GEAR: Multispectral Visor 1, High-Fashion Clothing, Ballistic Vest, Heavy Pistol (with 3
Standard Reloads)
Bōsōzoku is an illegal form of street racing originating in Yu Jing. It As spread out as humanity is among the stars, criminals inevitably
is a cutthroat competition often involving the use of violence in a escape. Outlaws build up power bases away from the centres of law
no-holds barred race. The Bōsōzoku racers are incredibly skilled and enforcement, pirates retreat to dens of scum after raiding merchant
daring. They lead a lifestyle steeped in underground fame, danger, vessels, and unscrupulous executives flee prosecution to other
and hot-blooded pursuit of victory set amid the backdrop of blazing countries or other worlds. Bounty Hunters act where traditional
neon cities. A Bōsōzoku racer must be tough and fast to survive, law enforcement cannot. The bounties commanded by high-profile
even outside the races, often forming connections with other under- criminals are tremendous. Hunters go where others won’t in order
world elements. Bōsōzoku gangs kill for one another, and a racer to bring back their quarry, or maybe just a piece of them. Skilled in
often adopts an “us against the world” mentality. With such a risky tracking, battle, and guerrilla tactics, Bounty Hunters are the basis of
yet lucrative occupation, most Bōsōzoku racers approach life with a countless romanticised legends and thrilling Maya programs.
“live fast, die young” outlook.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL ATTRIBUTES
+2 +2 +2 — +2 +1 +1 AGI AWA BRW COO INT PER WIL
— +2 +2 +1 +1 +2 +2
SKILLS EARNINGS
Mandatory Pilot Thievery Stealth 0+2§ SKILLS EARNINGS
Elective Pilot Tech Hacking Mandatory Athletics Observation Stealth 1+2§
Elective Ballistics Pilot Tech
GEAR: Motorcycle, AP Pistol (with 2 AP Reloads), Armoured Clothing (Racer’s Suit)
SPECIAL: Criminal Career GEAR: SecurCuffs, Heavy Pistol (with 4 Standard Reloads), Light Combat Armour
60 PART I: CHARACTERS
THE ROLEPLAYING GAME
Agents of Bureau Toth have a specific and demanding duty: watch Corporate workers labour at all levels to keep the megacorps and
over ALEPH. Tasked by O-12 with this most important duty, Bureau hypercorps of the Human Sphere running. Managers ply their
Toth Agents serve as one part law enforcement and one part hacker people skills to keep stressed and overworked staffers productive.
Maya cluster. They fend off foreign attempts on ALEPH’s stability, Accountants and actuaries calculate risk and determine investments.
help maintain ALEPH’s operations, and supervise its actions on Working a Corporate career, whether in a small start-up on the
behalf of O-12. The Bureau’s means and resources are hidden from frontier or as part of a massive conglomerate, means being percep-
all but the organisation itself, including ALEPH. Agents work to tive, wary, and opportunistic— always ready to adapt to a changing
make sure that ALEPH remains functional, unimpeded, and most of corporate environment or the fast-paced demands of interplane-
all, benign. tary business.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
ATTRIBUTES
+1 +2 — +1 +2 +2 +2
AGI AWA BRW COO INT PER WIL
SKILLS EARNINGS — +2 +1 +2 +2 +2 +1
Mandatory Analysis Hacking Tech 3+1§
SKILLS EARNINGS
Elective Ballistics Education Persuade
Mandatory Lifestyle Observation Stealth 2+2§
GEAR: Heavy Pistol (with 4 Standard Reloads), Assault or Defensive Hacking Device, E/M Elective Lifestyle Discipline Education
Grenade
SPECIAL: Prerequisite (O-12 Faction) GEAR: AR Eye Implants, Implanted Knife, or Bioimmunity Organ; Cosmetics Kit
CAREER PROFILE
CELESTIAL GUARD
The famed Yu Jing Celestial Guard protect the Imperial Palace and
the Celestial Emperor. Their duty even extends to the whole of the
Forbidden City. These crack troops specialise in urban warfare, each
soldier highly experienced and impeccably disciplined. Only the
most loyal and proven members of the Yu Jing military can ascend
to the ranks of Celestial Guard. The Guard acts on direct orders from
the Emperor, and function as a police unit with vast authority and
resources. The Celestial Guard are known to bend or break laws that
bind other police units in their pursuit of Imperial justice. Guard
members are brutal and decisive, trained to bring a swift end to any
threat Yu Jing faces.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
+1 +2 +2 +1 +2 — +2
SKILLS EARNINGS
Mandatory Athletics Acrobatics Observation 2+1§
Elective Close Combat Ballistics Analysis
Lifepath System 61
CAREER PROFILE CAREER PROFILE
Executives in the most influential hypercorps wield more power Perhaps the one profession most common across all factions is that
than many sovereign rulers among the minor nations. With the of Criminal. Smugglers sneak contraband into and out of system bor-
trade of currency and favours, an Executive alters the course of ders. Thieves test the security systems of ships, banks, and corporate
political development, positions their company to benefit first and business records, looking to steal identities, leverage, access codes—
foremost from government contracts, and helps shape the Human anything that lets them tap into their targets’ wealth. Lawless gangs
Sphere. A Corporate Executive swims in shark-infested waters, vying haunt the fringes of civilised society, like the destitute underclass
with competitors for the best deals. An Executive is responsible for that lurks in the bowels of gleaming mega-cities, or the pirates that
their company’s interests, which often means meeting and negoti- attack shipping lanes. Ecoterrorists and those with an axe to grind
ating with the most high-powered individuals in human space. They against the massive economic power players strike out to disrupt
must adapt to constantly changing situations with a quick wit and the status quo, or take revenge on the ones who took away their
keen eye for opportunity. livelihoods. It’s also possible that one could find themselves trapped
in a Criminal life for reasons beyond their control, such as fleeing
wrongful prosecutionf or crossing the wrong bureaucrat.
ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
— +1 +1 +2 +2 +3 — +2 +2 +2 +2 — +1 +1
SKILLS EARNINGS SKILLS EARNINGS
Mandatory Persuade Lifestyle Command 3+3§ Mandatory Thievery Observation Stealth 0+2§
Elective Education Lifestyle Discipline Elective Close Combat Ballistics Tech
GEAR: High-Fashion Clothing (with Locational Beacon), Tonfa Bangles or AP Pistol, Neural GEAR: Cosmetics Kit, Heavy Pistol (with 3 Standard Reloads), Fake ID 2
Comlog or AR Eye Implants, 1 dose of a recreational drug SPECIAL: Criminal Career
CORSAIR DIPLOMAT
Every major nation employs Corsairs, privateers commissioned Diplomacy is a fine art in the Human Sphere, especially with a Code
to capture military and merchant ships of enemy nations. Some Infinity looming over everyone’s heads. Diplomats work to smooth
Corsairs hunt other Corsairs, but most make a living pursuing less over relations between rival nations, force alliances of convenience
suspecting prey. Authorised to keep part of the loot, Corsairs make or sometimes shared ideology, and keep disparate countries
a profit by targeting the least-protected vessels and keeping more connected by more than just trade. A good Diplomat exhibits great
than their contracted allotment of bounty. A Corsair lives a dan- personal charm and integrity, conducting business on foreign soil
gerous lifestyle, considered by law to be an enemy combatant but with the utmost of respect and care. Diplomats travel to foreign
without the honour or respect due the military. Despite their rep- countries and distant worlds, meeting with envoys of sovereign
utation as lawless dogs, most Corsairs stick to a strict code among nations, corporate rule, and new settlements. They broker trade
their own people. Corsairs can be charming and sly in turns, skilled agreements and peace treaties, negotiate political alliances, and
negotiators and dangerous in a fight. Their experience travelling defuse tense situations. The life of a Diplomat is one of constant
human space is second to none. engagement with many different representatives in locales all
across the Human Sphere.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
ATTRIBUTES
+2 +2 +2 +1 +2 +1 —
AGI AWA BRW COO INT PER WIL
SKILLS EARNINGS +1 +2 — +2 +2 +2 +1
Mandatory Spacecraft Extraplanetary Thievery 0+3§
SKILLS EARNINGS
Elective Close Combat Acrobatics Ballistics
Mandatory Persuade Education Discipline 2+2§
GEAR: Boarding Shotgun (with 4 Normal Shell Reloads, 1 AP Shell Reload), Surge (×2), Vac Elective Psychology Pilot Education
Suit (with 3 Oxygen Loads)
SPECIAL: Criminal Career GEAR: Cosmetics Kit or AR Eye Implants, Negotiation Suite (3 days rental credit)
62 PART I: CHARACTERS
THE ROLEPLAYING GAME
The Field Scientists that work for more advanced nations seek out Nearly any conceivable information exists on the Maya network.
natural mysteries. They experiment with (or upon) local wildlife and Hackers make a living breaking down electronic barriers and
vegetation, they test out new wetware implants or high-tech devices, uncovering secrets, or taking data from others for the purposes of
and their laboratories are often little more than camps set up to fraud, theft, or mere thrills. Hackers also work with law enforcement,
brave the elements. Field Scientists aren’t afraid to get their hands helping to track those with similar skills or counter their efforts.
dirty in order to discover new chemicals or capture promising flora Some specialise in hacking corporate networks, like those of the
and fauna, and the true Field Scientist is a renaissance specialist. massive banks and producers of consumer products. Others see it as
They study a mixture of biology, chemistry, geology, and the like by an art form, hacking challenging military networks or plunging into
immersing themselves in it, rather than isolating it in a lab. the depths of Maya in order to find something no one else can.
ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+1 +2 +1 +2 +3 +1 — +1 +2 +1 +2 +2 +2 —
GEAR: Analytical Kit, Survival Kit, Sensor Suite (×3) GEAR: Deployable Repeater (×3), Powered Multitool, Assault or Defensive Hacking Device
CAREER PROFILE
FRONTIERSMAN
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
+2 +2 +1 +1 +2 — +2
SKILLS EARNINGS
Mandatory Survival Animal Handling Resistance 1+1§
Elective Discipline Athletics Thievery
Lifepath System 63
CAREER PROFILE
HASSASSIN FIDAY
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
+1 +2 +1 +2 +2 +3 —
SKILLS EARNINGS
Mandatory Stealth Persuade Thievery 1+2§
Elective Close Combat Ballistics Hacking
GEAR: Fake ID 3, Cosmetics Kit, Climbing Plus, Grazeblade, DT Sniper Rifle (with 2 Reloads)
SPECIAL: Prerequisite (Haqqislam Faction)
While expert systems and automation has reduced the number of The tense state of conflict in the Human Sphere means every agency
workers involved in industrial pursuits, those that remain are all looks for an edge over its competitors. Intelligence Operatives con-
the more critical, providing skills and judgment. Modern materials duct corporate espionage, deep-cover spy missions, acts of sabotage,
require vacuum purification in electron-beam furnaces; titanic and other acts which risk their life and limb for agencies that would
terraforming processors need calibration and adjustment to local disavow any knowledge of, or connection to, their operations. An
conditions before being set to automated operation; volatile plan- Intelligence Operative is quick-witted, highly disciplined, and often
etary core taps demand human decisions where predictive physics alone in a place surrounded by enemies unaware of the traitor in
break down; and even automated maintenance systems want for their midst. They trade in secrets— information that can turn the
their own upkeep. Industrial specialists are an increasingly rare tide of small-scale conflicts, like raids on secret warehouses holding
breed that understand the link between sweat and advanced tech- valuable experimental gear or data — and they can influence the
nology. Their knowledge spans grease guns to exclusion fields, and large-scale skirmishes that take place between rival nations. The
they have the experience to apply either to a problem. Professionals intelligence an operative collects can cause wars or end them with
in this field are the gears that keep the Human Sphere turning. equal facility.
ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+1 +2 — +2 +2 +1 +2 +1 +3 — +2 +2 +1 —
GEAR: Gruntsuit (with Respirator 1), Powered Multitool, Painkillers (×3), Repair Kit GEAR: Fake ID 2, AP Pistol (with 4 Reloads), Breaking & Entering Kit, Recorder
64 PART I: CHARACTERS
THE ROLEPLAYING GAME
CAREER PROFILE
INVESTIGATIVE JOURNALIST
Maya has more than its fair share of tabloid reporting and fluff sto-
ries, but the Investigative Journalist seeks the real stuff. Journalists
hunt the truth, bringing word to the public about enemy action, the
heroic efforts of national forces, and of course the latest scandals
to haunt politicians and entertainers alike. Investigative Journalists
often face hostility from those they investigate, and tend to have
more than a few criminal skills like shadowing, breaking and enter-
ing, and sometimes falsifying data to gain admittance to places
otherwise barred from them. Some see their cause as bringing the
truth to light, while others simply have an insatiable curiosity and a
penchant for getting into (and hopefully out of) trouble.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
+2 +2 — +2 +1 +2 +1
SKILLS EARNINGS
Mandatory Stealth Persuade Observation 1+2§
Elective Hacking Education Thievery
GEAR: Recorder or AR Eye Implants, Analysis Suite, Breaking & Entering Kit
The PanOceanian government is immense, the largest in the Human Would-be Maya Personalities number in the millions, but the
Sphere, and it has ended the hypocritical separation between real stars reach hundreds of millions of viewers and are fueled
political power and economic power. The old political parties, now by devoted, fanatic fans. A Maya Personality might be a popular
abolished, have been replaced by a substantial number of lobbies. musician, a comedian, or spiritual speaker. Artists and life-casters
Lobbyists vie for political favour, coordinate the activities of lobby broadcast their work and live sensory feeds across the Sphere. The
members, and engage in covert battles of clout with rival lobbies. Maya datasphere hosts a staggering variety of content, and talented
With the unprecedented level of transparency in modern lobbies, Maya Personalities rise from the faceless multitudes to become
a Lobbyist can be practically anyone— from a citizen with a very somebody. Popular newscasters and public speakers can gain far
active interest in the groups that preside over matters they are more fame and influence through legions of followers than they
about to a prestigious and influential leader intimately guiding the would have experienced as a government official. Larger-than-life
lobby’s political fortunes. Any Lobbyist, however, is highly motivated personalities create legions of fans who hang on their every feeling,
and skilled in whatever arena they choose, and the lobbying game perception, thought, or word. They spawn both blind conformance
is both robust and demanding. and vehement dissent, filling up forums and editorial screeds with
endless debate.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
ATTRIBUTES
+1 +2 — +2 +2 +2 +1
AGI AWA BRW COO INT PER WIL
SKILLS EARNINGS +1 +2 +1 +2 +2 +2 —
Mandatory Persuade Psychoogy Command 4+2§
SKILLS EARNINGS
Elective Discipline Lifestyle Education
Mandatory Persuade Lifestyle Observation 1+4§
GEAR: Negotiator’s Suite (10 days rental credit), Geist Upgrade (+2 ranks in Psychology or Elective Hacking Discipline Tech
Research Specialist talent for Education)
SPECIAL: Prerequisite (PanOceania Faction) GEAR: Recorder (×3), High-Quality Clothing, Fake ID 1, AR Eye Implants
Lifepath System 65
CAREER PROFILE CAREER PROFILE
MEDIA MILITARY
The media is perhaps the single largest industry in all of the Human Military characters run the gamut from professional soldiers
Sphere, the one constant binding disparate nation states, cultures, employed by nations to loosely defined mercenary camps. Yu
and spiritual organisations together. Despite the glamour accorded Jing employs the most well-disciplined soldiers as part of its
to actors, WarCors, event-casters, and the other public faces of interplanetary armed forces, while PanOceania makes heavy use of
news and entertainment, a legion of writers, editors, producers, mercenaries with little connection to a larger governmental branch.
and effects artists support their work. These media professionals At Paradiso, on the front lines, soldiers of all stripes work to halt the
support the select few in the spotlight, always battling for better Combined Army’s advance. ALEPH helps direct these battles, a fact
ratings and the sponsorships that come with them. Despite limited that doesn’t always sit well with the soldiers: Nomads would rather
time in the public eye, media corporations covet the most talented strike at the AI’s own information centres and mercenaries would
behind-the-scenes professionals more than the personalities they prefer to pirate poorly protected vessels carrying sensitive infor-
support. The Sphere is filled with potential stars, but only a select mation. As the Human Sphere constantly expands, soldiers stand at
few can make those stars shine. the forefront, pushing the boundaries and forming the first line of
defence against the dangers of the frontier.
ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
— +3 — +2 +1 +2 +1 +2 +1 +2 +1 +2 — +2
SKILLS EARNINGS SKILLS EARNINGS
Mandatory Education Hacking Analysis 2+1§ Mandatory Athletics Close Combat Ballistics 2+1§
Elective Hacking Stealth Tech Elective Survival Acrobatics Tech
GEAR: TinBot (with Recorder), AR Eye Implants, Analysis Suite GEAR: Medium Combat Armour, Rifle (with 4 Standard Reloads), Stims (×3)
CAREER PROFILE
MEDICAL
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
+1 +2 — +2 +2 +1 +2
SKILLS EARNINGS
Mandatory Medicine Athletics Psychology 2+2§
Elective Animal Handling Survival Discipline
GEAR: Armoured Clothing (Medical Uniform), MediKit (with 5 Serum), Basic Medical
Supplies
66 PART I: CHARACTERS
THE ROLEPLAYING GAME
PARATROOPER POLICE
In the advanced warfare of the Human Sphere, Paratroopers drop Law enforcement adapted to the advances of the 22nd century.
onto planets and battlefields inaccessible by land. These brave men Humanity is spread so far that just as often police are privately con-
and women parachute into hostile territory, using high-tech glider tracted from the best mercenary agencies. Government-employed
suits and stealth chutes to slip past enemy defences. Air support is police forces work to keep the most flagrant abuses at bay, though
key to victory in the countless conflicts that grip the Human Sphere, no law enforcement agency can hope to properly police the
and airborne soldiers engage in dynamic operations all across space. nightmare tangle of corporate laws. A police officer is highly trained
Paratroopers often adopt a “live fast” motto, jumping out of the sky in combat, negotiation tactics, and technical skills to help them in
and into combat for a living. This can give them a reputation for apprehending criminals. Police employ cutting-edge equipment
wild behaviour, but Paratroopers are every bit as disciplined as their and an officer also possesses specific skills related to their field:
fellow soldiers. A Paratrooper character often finds themselves far cybercrime, undercover and espionage, high-pressure hostage
behind enemy lines, facing challenges that less elite soldiers could situations, and more.
only imagine.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
ATTRIBUTES
+2 +2 +2 — +2 +1 +1
AGI AWA BRW COO INT PER WIL
+2 +2 +2 +1 +1 — +2 SKILLS EARNINGS
Mandatory Athletics Observation Persuade 2+1§
SKILLS EARNINGS
Elective Close Combat Ballistics Medicine
Mandatory Survival Athletics Ballistics 2+1§
Elective Close Combat Pilot Discipline GEAR: Armoued Clothing (Police Uniform), Heavy Pistol (with 4 Standard Reloads), Adhesive
Grenade (×2) or Stun Baton
GEAR: Combat Jump Pack, Medium Combat Armour, Combi Rifle (with 4 Standard Reloads) SPECIAL: Cannot be selected by characters with a Criminal Record.
PILOT POLITICIAN
Atmospheric, suborbital, and intrasystem shuttles ply the skies and Few professions are as simultaneously reviled and necessary as
space lanes everywhere humanity has touched. From the humble that of a Politician. With so many human souls and so much chaos
city hopper to deadly assault dropships, pilots ensure these vessels threatening to engulf the Human Sphere at any moment, Politicians
make it from origin to destination, quickly and in one piece, under manage states, nations, whole interstellar empires. They conduct
both mild and dire circumstances. Acceleration crèches, physical debates when the latest discovery of foreign action against their
alteration, and MetaChemicals help these pilots endure the pro- home comes to light. They work to develop and implement laws
longed periods at high-g with limited ill effect, but it’s still a hard, that better regulate the societies of which they are a part—or apart,
very physical life. Still, very little cargo, passengers, or sensitive data if the Politician puts their own interests ahead of the people’s. To
would flow throughout the Sphere without pilots at the controls of work in politics is to be a fighter; it is not a profession for the faint
a host of scows, skiffs, and couriers. Pilots also helm the military’s of heart. A Politician constantly struggles for influence on their own
vast fleet of dropships, high-g interceptors, net weasels, stealth behalf and that of their constituents. Every new campaign brings
infiltrators, and many other craft for accomplishing their missions. with it hostile lobbyists, rival corporate interests, and ideological
nemeses, all seeking to tear the Politician’s foundation out from
beneath them.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL ATTRIBUTES
+2 +2 +1 +2 +2 +1 — AGI AWA BRW COO INT PER WIL
+1 +2 — +2 +2 +2 +1
SKILLS EARNINGS
Mandatory Pilot Observation Spacecraft 3+1§ SKILLS EARNINGS
Elective Ballistics Hacking Tech Mandatory Persuade Pscyhology Discipline 2+2§
Elective Education Lifestyle Command
GEAR: Armoured Clothing (Pilot’s Uniform) or Crashsuit, Pistol (with 2 Standard Reloads),
Inlaid Palm Circuitry or AR Eye Implants GEAR: Negotiator’s Suite (3 days rental), Stims (×3)
Lifepath System 67
CAREER PROFILE CAREER PROFILE
Remote Operators pilot advanced combat and exploration machines. The Nomads keep secrets of their own within the Observance; a
Highly advanced interface designs allow these operators to feel religious organisation ideologically opposed to technology domi-
like they are right in the action, much like a TAG pilot. Due to their neering humanity. The Observance charge several types of Reverend
specialised training they come to know their machines as well as Agents with the sacred duty of protecting the human race. Elite
any pilot of a manned vehicle. Remote Operators engage in urban women fighting against technologically superior enemies, Reverend
warfare, fighting in dense population centres where TAGs and Moiras enact terrible vengeance upon those who have wronged the
large war-machines can’t go, relying on speed, mobility, and a keen righteous. Reverend Custodiers specialise in security programming
sense of the battleground. Many Remote Operators also function and intelligence management to wage war across the battlefields of
in a scientific capacity, piloting submersible or deep-space salvage the datasphere and operate intelligence networks. More than capa-
and forensics units to carry out delicate missions in extreme ble of fighting alongside their Reverend sisters, Reverend Healers
environments. perform field medicine. Reverend Agents are among the most
fearsome and inspiring of soldiers to be seen on the battlefield.
ATTRIBUTES
ATTRIBUTES AGI AWA BRW COO INT PER WIL
AGI AWA BRW COO INT PER WIL +2 +2 +1 +2 +2 — +1
+2 +2 +1 +2 +2 +1 —
SKILLS EARNINGS
SKILLS EARNINGS Mandatory Extraplanetary Athletics Hacking 1+1§
Mandatory Pilot Observation Tech 2+1§ Elective Close Combat Ballistics Acrobatics
Elective Education Hacking Discipline
GEAR: Light Combat Armour, Vac Suit (with 2 Oxygen Loads), Assault Hacking Device or
GEAR: Armoured Clothing (Uniform, with Bioscanner), Remote Presence Gear or Spotbot, AutoMediKit, Viral Pistol or Light Shotgun
Stims (×3) SPECIAL: Prerequisite (Nomads Faction)
CAREER PROFILE
SHIP CREW
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
+1 +2 +1 +3 +2 — —
SKILLS EARNINGS
Mandatory Survival Tech Extraplanetary 2+1§
Elective Science Spacecraft Ballistics
GEAR: Vac Suit (with 5 Oxygen Loads), Powered Multitool, Repair Kit
68 PART I: CHARACTERS
THE ROLEPLAYING GAME
CAREER PROFILE
SMUGGLER
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
+2 +2 +2 +1 +2 +1 —
SKILLS EARNINGS
Mandatory Pilot Observation Thivery 0+4§
Elective Tech Hacking Discipline
GEAR: Adhesive Grenade or Banshee Grenade, Smoke Grenade (×2), AR Eye Implants or
Long ModCoat
SPECIAL: Criminal Career
The most elite soldiers in the Human Sphere carry out spec ops Sporting events are a time-honoured tradition of competition
missions across known space… and sometimes upon unknown worlds. between cities, countries, even whole worlds. The greatest sports
Special Forces units operate in covert missions of international stars are legends, heroes to their people, larger than life. They
warfare, hunting down war criminals, striking important assets, and possess a sway and a swagger that few political leaders can match,
retreating before anyone can blame their acting governments. These all stemming from their ability to perform incredible athletic feats.
elite units also carry out the most difficult ops in the war for Paradiso, With the advances in genetic engineering, wetware implants, and
attacking Combined Army commanders and bases, rescuing allies cybernetics, professional athletes boast physiques and abilities the
caught far behind enemy lines, and countering the threat of elite common person can only imagine. A Sports Personality could be a
enemy units. Governments deploy Special Forces when discretion rising star of Dog-Bowl or the Aristeia! Underground. Champions of
is needed—all too common in the shadow warfare fought between these bone-breaking contests and professional duels can rise from
nations of the Human Sphere—and when regular mercenaries or law humble roots to touch immortal fame. Sports Personalities can bear
enforcement simply aren’t enough. A Special Forces soldier receives the colours and face of a nation, quest only for the next adrenaline
the finest training, equipment, and most important missions, demand- rush, or hunt for personal glory.
ing as much from themselves as their people do.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL ATTRIBUTES
+2 +2 +2 +1 +1` — +2 AGI AWA BRW COO INT PER WIL
+2 +2 +1 — +1 +2 +2
SKILLS EARNINGS
Mandatory Survival Resistance Ballistics 2+1§ SKILLS EARNINGS
Elective Close Combat Hacking Discipline Mandatory Athletics Persuade Close Combat 1+3§
Elective Acrobatics Athletics Ballistics
GEAR: Medium Combat Armour, Combi Rifle or AP Rifle (with 5 Standard Reloads), Climbing
Plus or Combat Jump Pack, Garrotte GEAR: Biografted Attribute Augmention 2 or Super-Jump, Uniform
Lifepath System 69
CAREER PROFILE CAREER PROFILE
TAG (Tactical Armoured Gear) units command a presence on the Terraforming Scientists help transform new worlds into places
battlefield with their hulking armour platforms. One part personal much more fit for human habitation. Terraforming is an expensive
tank and one part weapons arrays, TAGs turn pilots into one-person and time-consuming process, so only the brightest minds oversee
armies. They bear heavy firepower and tremendous strength. Pilots the work. Characters in this profession possess a wide variety of
thus develop a certain confidence born of the machines they so scientific knowledge, from geology, climatology, and biology, to
skilfully command. TAG Pilots often fight on the front lines against engineering and chemistry degrees. A Terraforming Scientist is
the Combined Army, or lead forays into enemy territory when stealth usually adventurous, as they must brave alien environments filled
and subtlety are lost. TAG Pilots command some of the deadliest with dangerous flora and fauna. Every new world is a potential
forces on the battlefield and they know it. Most are all too happy gold mine of resources. A Terraforming Scientist must be ambitious
to show off their skills, eager for the kind of victory only TAGs and persistent in order to prosper. She has probably seen stranger
can bring. things than most, living out on the frontier. Terraforming Scientists
are often more rugged than lab-bound folk, though it’d be a mistake
to doubt their academic prowess.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL ATTRIBUTES
+2 +2 +1 +2 +2 — +1 AGI AWA BRW COO INT PER WIL
— +2 +1 +3 +2 +1 —
SKILLS EARNINGS
Mandatory Pilot Tech Ballistics 2+1§ SKILLS EARNINGS
Elective Discipline Extraplaatary Survival Mandatory Science Education Observation 2+1§
Elective Pilot Tech Extraplanetary
GEAR: Armoured Clothing (Uniform), Inlaid Palm Circuitry or AR Eye Implants, Pistol (with
2 Reloads) GEAR: Survival Kit, Analytical Kit (with 5 Reagents), Sensor Suite or Recorder
TECHNICIAN TRADER
The Technician possesses skills desired all across the Human Sphere. Trade is the lifeblood of the Human Sphere. Nomads know it better
Technology-dependent nations like PanOceania need Technicians to than anyone. Because of their unique lifestyle, trading has become
keep industry booming. Backwater worlds and gleaming metropolises an art for them, maximising the gains in value for as little as they
alike need technical knowledge, whether the Technician is servicing can trade in return. Other Traders make a living on the frontier,
farm equipment or the latest model of racing cars. Nomads employ conducting business with settlers and miners, frequenting planetary
Technicians to salvage, jury-rig, and dismantle their gains. Their colos- bazaars where a skilled Trader can find anything for the right price.
sal motherships exist in a state of constant repair and modification, Some trade honestly with one hand and reach for the valuables
with Technicians working beneath cascades of welding sparks, string- with the other, like traders conducting business with Ariadna to
ing cable throughout the hulls, and finding ingenious ways to recycle bring them the latest in technological wonders… while also looking
scrap. PanOceanian and Yu Jing techs produce the latest and greatest for ways to strip whatever resources they can manage. Haqqislam
models of vehicles and weaponry, working to ensure their nation’s caravanserai serve as giant hubs of trade, where buyers can find and
continued dominance in the intergalactic arena. Ariadnan Technicians acquire (or offload) nearly anything for the right price.
possess unrivalled skills in field-testing and repairing rugged equip-
ment, despite their lack of the most modern advances.
ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+2 +2 +1 +2 — +1 +2 +1 +2 +1 +1 +2 +3 —
GEAR: Powered Multitool, Repair Kit (with 5 Parts), Stims (×1) GEAR: Long ModCoat (with Survival Kit and Bottled Water), Cosmetics Kit
70 PART I: CHARACTERS
THE ROLEPLAYING GAME
Lifepath System 71
FACTION HANDLER
SUPPORTING CAST If you’re playing in a Wilderness of Mirrors
campaign, you’ll most likely have a handler who
No man is an island. As you’ve followed your delivers your covert objectives. Work with your GM
character’s Lifepath you’ve most likely encountered to develop your handler.
their friends, family, enemies, allies, and acquaint-
ances. As you’re filling in the gaps, there are a few • How did you meet them?
specific connections you’ll want to pay particular • What do they look like?
attention to. • How do they send you instructions? (There may
be multiple methods.)
• What’s your contact protocol? How do you get in
RELATIONSHIPS touch with them?
• What resources do they have access to?
The Relationship Table can be used to discover the • Who do they answer to?
relationships you have with other player characters. • What is their (or their organisation’s) agenda?
Roll 1d20 and check the table. You can pick one • Are you a member of their organisation? A free-
of the other characters in the group to have this lancer? A civilian asset?
relationship with or determine it randomly.
It’s also possible that you’re being handled by a
RELATIONSHIP TABLE committee. Or perhaps the entire exchange is
anonymously handled through a double blind so
D20 RELATIONSHIP that, for security reasons, you have no idea who
Your parents had some secretive business together. They all disappeared on the same night you’re ultimately answering to.
1
and you became friends as you tried to find out what happened to them.
You were both betrayed by a mutual friend or professional contact. What happened and how
2
are you going to make them pay? GEIST
You were both on a small orbital that suffered a complete environmental collapse (due to Geists are pseudo-AIs who act as companions and
3
meteor strike, system failure, contamination, or the like). You helped each other escape. quantronic assistants. (They are also referred to as
A mysterious malfunction stranded you together (100 floors up in a lift, on a deserted island, domotic partners, domótica, hantu, QPAs (quantronic
4
in a rail car on a broken down train, etc.) and you’ve been friends ever since. personal assistants), VPGs (virtual personal guides),
5 You live together. and a wide variety of cute nicknames.) Basically
everyone in the Human Sphere has one. In fact, most
You were both briefly arrested and put in the same cell. Were you guilty of the charges or was
people have had the same geist since they were very
6 it all a misunderstanding? Though you were released without charge, you’d already come to a
mutual understanding. young children. Over time, a geist learns your habits
and preferences, usually becoming so familiar with
You’ve been assigned to work together by your current employers, but you have this odd you that they can seamlessly predict what you want
7
feeling that you’ve met before. (sometimes before you even realise it yourself). They
Someone suspects that there’s a mole or a traitor in your group. You’ve been assigned to make become invisible extensions of their partner’s will.
8 friends with one of them and are ordered to report the first sign of criminal or suspicious Their persistent presence and collaboration in every
behaviour. facet of a person’s life is a transformative experience.
9 You both met in a bar fight. You were the only two left standing. Life without your geist watching over you would be
difficult for most people to imagine.
10 You met on a previous contract. What went wrong?
11 Your families were (or are) bitter enemies. Things a geist will do for you:
12 You were in a bad relationship and they helped you get out of it. • Anticipate your daily needs and arrange for
automated services to fulfil them.
13 They remind you of someone you used to know. Who? And why?
• Perform research for you.
14 They used to be your boss. • Monitor and maintain your Firewall.
They screwed up and you got hurt. Maybe it’s not really their fault, but you don’t really trust • Coordinate your social mesh.
15 • Scan Maya channels for search keywords.
them anymore.
• Manage AR support interfaces (like live transla-
16 ALEPH recommended that the two of you should meet. It has refused to explain why.
tion, navigation, etc.).
You owe them a lot of money. How did you get in over your head? Did they bail you out, or are
17
they holding something over you? Most people run an instantiation of their geist on
18 They saved your life and you’ve never been able to figure out how to repay them for that. their comlog. Others have their geist running on a
They know a secret about you that you’ve never told anyone else. What is it? And how do they remote server and simply communicate with them
19 via Maya. Some people prefer to load their geist
know it?
into a TinBot or other remote platform in order to
20 You both belong to the same esoteric Maya fandom. have them physically present.
72 PART I: CHARACTERS
THE ROLEPLAYING GAME
BASIC GEIST
All non-Ariadnan characters begin play with a
CHARACTER OPTIONAL RULE
basic geist. (Ariadnan characters can purchase a ADVANCEMENT GEIST ON
YOUR LEFT
geist for themselves if they wish, but they are not
yet common on Dawn.) You can upgrade your geist One of the more exciting aspects of a roleplaying Most people in the Human
Sphere are continuously
like any other piece of equipment (see Part IV: Gear, game is watching the development and growth of
interacting with their geist from
p. 350), but even a basic geist has a unique per- a player character over the course of a campaign.
the time they wake up until the
sonality shaped by the time they’ve spent with their Players in Infinity have a number of options availa- time they go to bed. But if you’re
owner. In addition to customising their stat block, as ble to them in order to develop and customise their roleplaying both your character
shown below, you should also consider what their AR characters. and your character’s geist, it can
avatar is (their “physical” appearance in augmented get awkward if you’re constantly
or virtual reality) and what their personality is like. GAINING EXPERIENCE POINTS talking to yourself. As an option,
After each game session, the GM should award therefore, we recommend
Customising Your Geist: Choose two of your geist’s experience points (XP) to each player character. that each player hand their
attributes and increase them by one point each. character’s geist to the player
on their left. That means you’ll
Then add four ranks to any combination of your Base Award: Everyone in the group should receive
be simultaneously running your
geist’s skills. 300–500 XP based on the amount of progress
own character and the geist of
they’ve achieved, their level of teamwork, their the player to your right.
GEIST primary mission goals accomplished, and how well
BASIC GEIST they roleplayed their characters. Geist Briefing Sheet: Prepping
a roleplaying template for
ATTRIBUTES Faction Goals: Completing a Wilderness of Mirrors your geist (p. 503) can be a
AGI AWA BRW COO INT PER WIL faction goal should be worth 50–100 XP depend- very effective way to let the
ing on their complexity and difficulty. player to your left know what
4 4 4 4 4 4 4
your geist is like. It can also be
SKILLS a useful tool for making the
Bonus Awards: In addition, based on individual
geist’s personality distinct from
Any 4 ranks accomplishments or achievements, the GM should
the player character’s.
award a small amount of bonus experience
DEFENCES points to each player character. Each individual Splitting with Geists: This can
Firewall * Resolve 4 Vigour — award should be 25–50 XP, and the GM should also make it easier to split the
Security — Morale — Soak 0 generally award no more than 100 bonus XP to any party because many or all of
one player. the players who aren’t present
*Per owner
may still have a geist to play.
Lifepath System 73
INVESTING In many cases, however, the GM may find it more
EXPERIENCE POINTS appropriate to change the trait instead of removing
it. (For example, if a character is killed, resurrected,
Improve Attributes: To improve a character’s and placed in a Lhost, their Old War Wound may
OPTIONAL RULE attribute by one point, spend XP equal to 100 times become Awkward Body Syndrome. Upon killing
HEATED the new value of the attribute. For example, raising Clara Jamieson they may discover that Nemesis:
EXPERIENCE Brawn from 7 to 8 costs 800 XP. An attribute cannot Clara Jamieson has become Vengeance of the
Instead of awarding an ad hoc be increased above 16. Jamieson Clan.)
base award, the GM can instead
choose to award 10 XP per
Improve Skills: To improve a character’s Skill Learning Language: A character can learn a new
spent Heat to a maximum of
500 XP per session. (Additional Expertise or Skill Focus, spend XP equal to 200 language for 50 XP.
bonus awards can still be times the new ranking. Each type of training
offered normally.) In other
words, player characters only
(Expertise or Focus) must be acquired separately.
A character’s Focus in a skill can never be higher
CASSANDRA THE
learn from their experiences than their Expertise. For example, if a character has BOUNTY HUNTER
when the stakes are high and Expertise 1 and Focus 1 in Tech, they would need
the heat is on! to spend 400 XP to improve to Tech Expertise 2 Faction: Mercenary
before they could spend an additional 400 XP to Heritage: PanOceania INFINITY
This optional rule marginally
improve their Tech Focus to 2. Homeworld/Homeland: Svalarheima POINTS
increases bookkeeping for the
Social Status: Demogrant
GM, but it also gives the players
an incentive to generate A character cannot increase their Expertise or Age: 29
Heat. It encourages the player Focus in a skill above 3 unless that skill is a signa-
characters to push themselves ture skill (which cannot be increased above 5). ATTRIBUTES
to the edge, because it’s only
when you’re pushing yourself to Acquiring Talents: Talents are acquired from the top AGI AWA BRW COO INT PER WIL
your limits that you can find out down, meaning a character must acquire the top- 12 8 11 8 12 7 10
what you’re capable of. most talent before those deeper in the tree become
available. Some talents also have additional SKILLS
prerequisites (usually a certain number of Expertise SKILL EXP FOC SIG SKILL EXP FOC SIG
ranks in the skill) that must be met before it can Acrobatics 2 0 Observation 2 0
be selected. The first talent in any tree costs 200
EXAMPLE Athletics 3 2 • Resistance 1 0
XP. Other talents on the tree cost 200 XP for each
ACQUIRING step away from the first talent. (A step measures Ballistics 3 2 • Stealth 1 1
TALENTS the talent’s distance from the starting talent and is Close Combat 1 1 Survival 1 1
Cassandra has already gained based on the number of arrows or spaces it takes to Education 1 0 Tech 3 1 •
the Stealth talents of Scout draw a path back to that first talent.) Having Focus
(the first talent in the tree)
in a skill, however, represents an intense dedication STRESS
and Living Shadow. After
and a deep, specialised understanding of that skill. Vigour
gaining some XP, she considers
acquiring the Infiltration talent. Reduce the cost to acquire any talent by 50 XP per Resolve
As shown in the talent tree on level of Focus the character has in that skill, to a Firewall
p. 93, Infiltration is two steps minimum cost of 50 XP.
away from Scout, so it would BONUS DAMAGE
normally cost 400 XP (2 × 200 Character Traits: Gaining a new character trait Infowar Bonus +3§ Melee Bonus +2§
XP). However, Cassandra has costs 200 XP and requires GM approval. The new
Stealth Focus 1, which reduces trait should flow naturally out of the character’s Psywar Bonus +0 Ranged Bonus +1§
the cost to 350 XP. Infiltration, experiences.
however, had a prerequisite of TALENTS
Stealth Expertise 2 and she Rigorous Training (Athletics), Marksman (Ballistics), Clear
Removing a character trait is generally more Shot (Ballistics), Scout (Stealth), Living Shadow (Stealth)
only has Stealth Expertise 1.
She decides to get Camouflage difficult. In general, the cost to permanently remove
instead, which is one step away a character trait is 800 XP, although the GM may TRAITS
from Scout and costs her 150 require additional actions to be taken before the XP Orphan, Criminal Record, EARNINGS
XP (200 XP − 50 XP). can be spent. (For example, it might require restor- Relentless Nemesis 3
ative surgery to remove an Old War Wound.) ASSETS
LANGUAGES 13
In some cases, the GM may waive the XP cost if the German, Italian, SvalarNorse, Vietnamese
situation described by the character trait has been
completely resolved during a session. (For example, GEAR
if a character has Nemesis: Clara Jamieson as a Armoured Clothing (Uniform), Medium Combat Armour,
Pistol, Heavy Pistol (with 4 Reloads), Rifle, Knife, SecurCuffs,
character trait and they kill Clara Jamieson, the
Stims (×3)
GM may allow them to simply remove the trait.)
74 PART I: CHARACTERS
THE ROLEPLAYING GAME
CHARACTERS
ACROBATICS (AGILITY)
This skill is a measure of body control, covering
whole-body movements such as jumping, tumbling,
and diving. Attempts to dodge enemy attacks also
fall under Acrobatics.
76 PART I: CHARACTERS
THE ROLEPLAYING GAME
an Average (D1) test. Untrained animals cannot animal, it does not alert its handlers to the charac-
be controlled in combat—they will act purely ter’s presence.
on instinct.
STRONG RIDER
Animal Reaction: Particularly wilful animals may Prerequisite: Wild Empathy
attempt a Reaction to resist efforts to control The character is particularly adept at riding mounts.
them, opposing the Animal Handling test with the When making a skill test to ride an animal, the
creature’s Discipline test. character reduces the difficulty by one rank. This
may eliminate the need for the skill check.
ANIMAL HANDLING TALENTS
SYMBIOSIS
Prerequisite: Wild Empathy
WILD EMPATHY
The character is particularly adept at recognising
the needs of their animal companions. Any time
the character succeeds on a Survival test, they
RECOGNISE CUES STRONG RIDER SYMBIOSIS
automatically also find food and shelter for their
animal companions. (Note that the presence of
FIRM HAND ANIMAL HEALER animals does not increase the difficulty of the test
for characters with this talent.)
SMELLS RIGHT
WILD EMPATHY
Prerequisite: Animal Handling Expertise 1
ANIMAL HEALER Maximum Ranks: 3
Prerequisite: Symbiosis, Animal Handling Having spent much of their lives in the company
Expertise 2 of animals, the character can quickly recognise
Any time the character is called upon to make a personality quirks and sources of distress. On any
Medicine test upon an animal, they may instead use Animal Handling test where the character gener-
their Animal Handling skill. Characters with this ates at least one success, they may immediately roll
talent may also substitute their Animal Handling an additional number of bonus d20s equal to their
skill for Medicine tests upon humans, but make ranks in Wild Empathy. Any successes generated
such tests at +1 difficulty. on these additional dice are added to the initial
success total and complications on these additional
FIRM HAND dice may be ignored.
Prerequisite: Recognise Cues, Animal Handling
Expertise 2 ATHLETICS (BRAWN)
The character has experience with animals that This skill is a measure of how well a character can
are resistant to training. Any time the character apply their overall body strength and endurance.
attempts to direct an animal to take an action that Examples using Athletics include lifting objects,
goes against its instinct or training—including if breaking down doors, swimming, climbing, or running.
the animal is in service to another—any Momentum
spent to add extra dice to the skill test add two ATHLETICS TIPS
ATHLETICS TALENTS Common Uses: Climbing,
d20s to the dice pool instead of one. (The normal
swimming, running, wrestling,
maximum of three bonus d20s still applies.) RIGOROUS races, kicking down doors,
TRAINING lifting weights
RECOGNISE CUES
Prerequisite: Wild Empathy STRONG Common Difficulty Factors:
LEVERAGE CLIFF DWELLER
The character has come to recognise when and how SWIMMER Terrain, Distraction,
an animal is reacting to their environment. Any Encumbrance, Poor Oxygen
IRRESISTABLE
time the character is in the company of animals WALL CRAWLER
FORCE
and needs to make an Observation test, they may
substitute their Animal Handling skill instead. This STRONG GRIP
includes active searches if the character can use an
animal to aid in the search.
CLIFF DWELLER
SMELLS RIGHT Prerequisite: Rigorous Training
Prerequisite: Firm Hand Maximum Ranks: 3
Any time the character encounters a new animal, The endless hours of climbing have made vertical
they make an Average (D1) Observation test as a surfaces a natural environment for the character.
Minor Action. On a success, the animal immediately The character never suffers from vertigo or a fear of
considers them a friend. If the target is a guard heights. In addition, they may reduce the difficulty
RIGOROUS TRAINING
Prerequisite: Athletics Expertise 1
Maximum Ranks: 3
The character is exceptionally athletic and physi-
cally gifted. For each rank of Rigorous Training, the
character generates 1 bonus Momentum on any
Athletics test.
STRONG GRIP
Prerequisite: Irresistible Force
The character never drops or surrenders an object
unless they have chosen to do so. They are immune
to any attempt to forcibly disarm them or other-
wise knock a weapon or other held object from
their hands.
STRONG SWIMMER
Prerequisite: Rigorous Training
Maximum Ranks: 3
The character is a prodigious swimmer. He reduces
the difficulty of any swimming test by one step
per rank of Strong Swimmer to a minimum of
Simple (D0).
WALL CRAWLER
Prerequisite: Cliff Dweller, Athletics Expertise 2
The character has learned to climb comfortably
without equipment, even while carrying significant
burdens. They never suffer any penalty for climbing
without proper equipment. Furthermore, if rope,
harness, or other climbing equipment is available,
they can add a bonus d20 to their Athletics test.
BALLISTICS (COORDINATION)
This skill is used for firefights. It covers the use and
maintenance of ranged weapons, as well as famili-
arity with the damage they inflict. It includes both
hand-held weaponry and heavy weapons (including
of any climbing test by one step per rank of Cliff vehicle-mounted weapons).
Dweller, to a minimum of Simple (D0).
BALLISTIC TIPS
Common Uses: See Warfare BALLISTICS TALENTS
IRRESISTIBLE FORCE
(p. 107); identifying weapons
Prerequisite: Leverage, Athletics Expertise 2
based on the sound of their fire MARKSMAN
or physical inspection; studying The character gains the weapon quality Knockdown
the wounds or other evidence on all melee attacks.
left by such weapons THROUGH AND
QUICK DRAW CLEAR SHOT
LEVERAGE THROUGH
Common Difficulty Factors: Prerequisite: Rigorous Training
Distance, Unfamiliarity, Maximum Ranks: 3 SPEED LOADER PRECISE SHOT
Complexity, Poor Equipment Due to a combination of training and technique,
the character is able to perform feats of strength DOUBLE TAP
that seem at odds with their physique. On any
test to lift or move an inanimate object where the
character generates at least one success, they may
78 PART I: CHARACTERS
THE ROLEPLAYING GAME
WEAPON MASTER
Prerequisite: Combat Specialist, Close Combat
Expertise 2
When making an attack using the Close Combat
skill, each point of Momentum the character spends
to deal bonus damage adds two points of damage
instead of one.
COMMAND (PERSONALITY)
Command is the measure of a character’s ability
to manipulate groups of people, including but
not limited to those expected to defer to the
character, such as those of a lower military rank or
social caste.
COMMAND TALENTS
PROFESSIONAL
COMMANDING COORDINATOR
PRESENCE
MINIONS
AIR OF AUTHORITY
Prerequisite: Professional
The character knows how to bring their authority
to bear. When making Psywar attacks using the
Command skill, they gain two bonus Momentum on
successful attacks.
80 PART I: CHARACTERS
THE ROLEPLAYING GAME
82 PART I: CHARACTERS
THE ROLEPLAYING GAME
In many extraplanetary environments, it may be whether or not an Oxygen Load has been depleted,
impossible to find such basic necessities.) the character only needs to succeed at an
Extraplanetary (D1) test to avoid expending the
Gravity Movement: A character attempting Load (as opposed to the normal difficulty 2 test).
Acrobatics, Athletics, or Close Combat tests while in
non-standard gravity reduces their Expertise and GRAVITY SAVANT
Focus ranks to those of their Extraplanetary skill. Prerequisite: EVA Expert, Extraplanetary Expertise 2
Moving easily in space or on unterraformed worlds The character has worked in a broad range of dif-
is challenging even for the most physically adept. ferent gravitational environments and has learned
to quickly adapt to such changes. The character can
EXTRAPLANETARY TALENTS ignore any penalties associated with working in
situations of gravity that differ from Earth normal. EXTRAPLANETARY
TIPS
METEOR HEAD Common Uses: Surviving
METEOR HEAD common hazards in non-
Prerequisite: Extraplanetary Expertise 1 standard gravity, maintaining
SLOW The character may reroll one d20 when making an oxygen supplies, movement
SPACEWALKER STAR SNEAK
METABOLISM Extraplanetary test, but must accept the new result. in non-standard gravities,
operating vac suits
RADIATION
RESISTANCE EVA EXPERT RADIATION RESISTANCE
Prerequisite: Slow Metabolism, Extraplanetary Common Difficulty Factors:
Expertise 2 Terrain, Encumbrance,
GRAVITY SAVANT Equipment, Poor Oxygen,
Either due to a genetic quirk or a deliberate ana-
Weather, Celestial Phenomena
tomical modification, the character is less subject
(radiation, micrometeoroid
EVA EXPERT to the effects of cosmic radiation. When exposed showers), Time, Unfamiliarity,
Prerequisite: Spacewalker to damage with the Radiation X quality, they treat Complexity
The character has learned to function at a the Radiation rating as one lower than usual (to a
decreased atmospheric pressure in order to extend minimum of 0).
operating time in pressure suits. When determining
84 PART I: CHARACTERS
THE ROLEPLAYING GAME
MEDICINE TALENTS
PHYSICIAN
FIELD SURGERY
MIRACLE TRAUMA
WORKER SURGEON
EMERGENCY DOCTOR
Prerequisite: Physician
When making a teamwork test with the Medicine
skill to assist another character with the Recover
action, the emergency doctor may roll a number of
dice equal to the character's Medicine Focus.
FIELD DRESSING
Prerequisite: Physician
The character has become particularly adept
at practicing medicine in situations where
few resources are available. They gain a bonus
Momentum on Medicine tests as if they were
using a Medicine kit even when they have no kit
available. In addition, when using a MediKit to
perform the Treat action on a patient not within
their Reach, they do not suffer the normal +1
difficulty penalty.
FIELD SURGERY
Prerequisite: Field Dressing
Having worked with very limited resources in the
past, the character has learned to take full advan-
tage of them when available. Each dose of Serum
used by the character adds 2 bonus Momentum
instead of one.
86 PART I: CHARACTERS
THE ROLEPLAYING GAME
88 PART I: CHARACTERS
THE ROLEPLAYING GAME
PSYCHOANALYST
Prerequisite: Counsellor, Psychology Expertise 2 MITHRADATIC JUST A SCRATCH RESILIENT
RESISTANCE TIPS Maximum Ranks: 3
Common Uses: See Damage
The character is a trained psychologist and is often
(p. 99); resisting, recovering, SELF-MEDICATING QUICK RECOVERY
able to guide a patient’s focus in order to expedite
or enduring sensory deprivation,
environmental extremes, the recovery process. The character may reduce the
poisons, diseases, physical difficulty of treat tests using the Psychology skill by FAST HEALER
disorientation, extreme one step per rank of Psychoanalyst they possess to
pain, physical hardships, or a minimum of Average (D1).
extreme effort FAST HEALER
REMOTE ANALYST Prerequisite: Quick Recovery
Common Difficulty Factors: Poor Prerequisite: Counsellor Maximum Ranks: 3
Oxygen, Gravity, Distraction, The character does not suffer any increase in When making a recovery test using the Resistance
Duration
difficulty to Psychology tests due to being unable skill, the character can add +1d20 to the skill test
to interact with the subject face-to-face. per rank of Fast Healer. (The normal maximum of
three bonus d20s still applies.)
90 PART I: CHARACTERS
THE ROLEPLAYING GAME
FLEET ACTION
Prerequisite: Starfighter
The character has commanded squadrons of
STEALTH TIPS spacecraft during conflicts and has survived the
Common Uses: See Stealth
experience with tales to tell. They may substitute
(p. 104); moving quietly or
silently, hiding from observers, their Spacecraft skill for Command in any such
setting up an ambush, conflicts.
creating camouflage, creating
and employing disguises, FLY CASUAL
concealing tracks, avoiding Prerequisite: Space Ace
quantronic detection When attempting to evade detection while flying
a spacecraft, the character may substitute their
Common Difficulty Factors: Spacecraft skill for Stealth.
Lighting, Terrain, Encumbrance,
Noise; often opposed by
Observation tests
SPACE ACE
Prerequisite: Spacecraft Expertise 1
The character may reroll one d20 when making a
Spacecraft test, but must accept the new result.
92 PART I: CHARACTERS
THE ROLEPLAYING GAME
EXPLOSIVES EXPERT
Prerequisite: Natural Engineer, Tech Expertise 2
Maximum Ranks: 3
When setting an explosive charge, the character
gains bonus Momentum equal to their ranks in
Explosives Expert.
GREASEMONKEY
Prerequisite: Natural Engineer
The character is familiar with mechanical systems,
and recognises the most likely points of failure
intuitively. When attempting to treat damage sus-
tained by an object or construct (something with
Structure and Faults, instead of Vigour and Wounds),
the character gains 2 bonus Momentum.
JURY RIG
Prerequisite: Snap Diagnosis, Tech Expertise 2
Often when a critical piece of equipment breaks
down — either due to wear and tear or damage—
components necessary to replace it are unavailable.
Characters with this talent have a knack for making
do without. They suffer no penalty for Tech tests
94 PART I: CHARACTERS
THE ROLEPLAYING GAME
attempted without the use of proper tools. They techniques to mitigate their efficiency. Any time
can also make an Average (D1) Tech test to tem- the character attempts to pick a lock or overcome
porarily repair a device when necessary parts are a security system — regardless of whether it is elec-
unavailable. On a success, the device will continue tronic or mechanical — they may reroll a number of
functioning for one hour. Each point of Momentum d20s equal to their ranks in Bypass Security. The
earned on the test can be spent to add an addi- results on the rerolled dice must be accepted.
tional hour of function.
INCONSPICUOUS THIEVERY TIPS
Common Uses: Picking locks,
MAKESHIFT WIZARD Prerequisite: Surreptitious Reconnaissance,
picking pockets, circumventing
Prerequisite: Greasemonkey, Tech Expertise 2 Thievery Expertise 2
surveillance or security systems,
When the character uses Parts, each Part expended Committing a crime is easy, getting away is harder. bypassing traps and alarms,
grants 2 bonus Momentum instead of the Through practice, the character has learned how to assessing a target of criminal
normal one. avoid notice and slip away undetected. They may activities, obtaining or selling
substitute their Thievery skill for Stealth when items through illicit channels
NATURAL ENGINEER attempting to escape from the scene of a crime, (see Assets, p. 329), sleight of
Prerequisite: Tech Expertise 1 con job, heist, or other Thievery tasks. hand
When making a Tech test, the character may reroll
any dice that did not generate a success on the LIFE OF CRIME Common Difficulty Factors:
Disruption, Distraction,
initial roll, but must accept the new result. Prerequisite: Thief
Equipment, Time, Unfamiliarity,
Maximum Ranks: 3
Complexity
SNAP DIAGNOSIS After years of dealing with the criminal underworld,
Prerequisite: Natural Engineer the character has a basic familiarity of how to inter-
The character is able to identify the problem with act with the Submondo. When making a Persuade
any broken or malfunctioning device or recognise or Education test relating to or interacting with
the vulnerabilities in a piece of equipment that the criminal element, they gain bonus Momentum
can be used to comrpomise it. The character equal to their Life of Crime ranks.
reduces the difficulty of any Tech test performed
for diagnostic purposes by one, to a minimum of MISDIRECTION
Simple (D0). When an Exploit action is taken, Snap Prerequisite: Surreptitious Reconnaissance,
Diagnosis also grants the Piercing weapon quality Thievery Expertise 2
to the character’s subsequent attack with a value A successful theft relies on making sure the
equal to their Tech Focus. target has no reason to expect it. In a face-to-face
Thievery test (such as against Observation to see
THIEVERY (AWARENESS) if a theft is noticed), if the character generates at
Thievery covers a broad spectrum of techniques least one success they can immediately roll an
in criminal and criminal-type activities. Many of additional d20 and add the result to the skill test.
these skills are, unsurprisingly, also useful in the
intelligence and law enforcement communities. PICK POCKET
In addition to the physical techniques, Thievery Prerequisite: Thief
also includes an understanding of how criminals Maximum Ranks: 3
act and think, along with the nuances of the The character is an expert on lifting and placing
criminal underworld which exists beneath every objects around someone’s person. When making
ordered society. a face-to-face Thievery test (against the target’s
Observation) to remove an item from someone’s
THIEVERY TALENTS body or to place an item on their person, the oppo-
nent’s difficulty to detect the crime is increased by
one for each rank of Pick Pocket.
THIEF
SURREPTITIOUS
LIFE OF SURREPTITIOUS PICK BYPASS RECONNAISSANCE
CRIME RECONNAISSANCE POCKET SECURITY Prerequisite: Thief
When making Observation tests to case a joint, spot
a mark, or otherwise prepare for Thievery tasks,
INCONSPICUOUS MISDIRECTION
the character can substitute their Thievery skill for
Analysis or Observation tests.
BYPASS SECURITY
Prerequisite: Thief THIEF
Maximum Ranks: 3 Prerequisite: Thievery Expertise 1
The character has studied different security systems The character may reroll one d20 when making a
and has developed a broad range of different Thievery test, but must accept the new result.
RULES OF ACTION
Across the worlds of the Human Sphere characters and tacticians of the Human Sphere have learned
will find themselves opposed by rival factions, that combat is rarely limited to bullets and body
enmeshed in the machinations of shadowy armour. While their comrades lay down covering
conspiracies, and pursued by fearsome aliens. The fire, tactical combat hackers seek to strip away
confrontations born from these conflicts will and subvert the technological advantages of their
explode into action scenes — pulse-pounding, opponents in the quantronic chaos of Infowar. And
action-packed encounters in which extremely many battles are decided not by strength of arms,
skilled player characters will be able to use all of but by the courage of morale. Those who know how
their abilities and resources to accomplish daring to strike fear into the hearts of their foes through
and heroic feats. the arts of psychological warfare can often strike a
decisive blow before the first shot is fired.
Action scenes can take many different forms.
In Infinity each type of action scene has been What makes the triple battlefield of Infinity unique
designed as a flexible module, allowing you to is that each of these action scene modules are
freely combine them to form exciting set pieces in designed to be used interchangeably and simulta-
your scenario. neously. Additional action scene modules can be
found in the Gamemaster’s Guide and other Infinity
First, there is the triple battlefield of Warfare, supplements, including rules for chases, vehicles,
Infowar, and Psywar. The rules for Warfare cover the mass combat, starship combat, and more. Unique
wide gamut of physical violence, but the strategists combinations of these modules, applied to the
Rules of Action 99
BASIC ATTACKS BASIC ATTACK TABLE
All characters have a basic NAME DAMAGE TYPE RANGE DAMAGE QUALITIES
means of attacking for each
damage type. Intrusion Quantronic Reach/Close 1+2§ Unforgiving 1
Threaten Mental Reach/Close 1+2§ Stun
Unarmed Strike: A basic strike
with hand, foot, elbow, knee, Thrown Object Physical Close 1+2§ Stun, Subtle 1
head, or any other body part.
An Unarmed Strike is the basic Unarmed Strike Physical Reach 1+2§ Stun, Subtle 1
attack for a melee attack.
Each source of damage has its own damage rating. The total Soak, from both persistent and condi-
Thrown Object: An improvised This is a combination of two numbers — a fixed tional sources, is subtracted from the damage
attack with an object small
value and a number of §. This base damage rating inflicted. (It is possible for Soak to reduce the
enough to be held in one hand,
is often modified with bonuses or penalties. Once damage of a successful attack to 0.)
commonly a rock or something
similarly hard. those have been applied, make the damage roll
using all of the § indicated simultaneously and Armour is protection against physical attacks
Threaten: A basic attempt to total the result. gained from equipment. Various types of armour
scare or demoralise foes, using can be found in Part IV: Gear (starting on p. 341).
a mixture of spoken threats and Bonus Damage: Characters with above-average Cover also protects from physical attacks, but it
body language. attributes have the potential to inflict bonus conditional, rather than persistent.
damage with their attacks. The Bonus Damage Table
Intrusion: A basic attempt to shows the amount of bonus damage a character Morale is used to comprehensively describe both
overcome a network, requiring
inflicts with their attacks, depending on the associ- persistent and conditional soak against mental
access to a terminal if the
ated attribute. damage. It is a mixture of confidence, self-control,
character does not possess a
hacking tool. drive, and focus, which can also be enhanced by the
Triggered Effects: If one or more Effects are rolled support of those around the character or strength-
on the damage roll, then all of the attack’s qualities ened by circumstance and environment.
which are triggered by Effects will also take effect.
HIT LOCATIONS Security of quantronic systems or networks repre-
Physical damage inflicted on the If an attack would gain the same quality multiple sents a complex weave of defensive software and
target can affect one of several times from different sources, the effects do hardware. Many forms of armour also include a Bio-
locations on the body, which not stack unless the quality has a rating (i.e., a Technological Shield (BTS) which guards against
may be more or less protected quality denoted with an X in its description). Rated NBC (Nuclear, Biological, and Chemical) threats in
depending on the construction
qualities are added together (e.g., an attack that addition to nanotechnological, electromagnetic,
of the character’s armour. For
example, a helmet only provides
gains Piercing 1 from two different sources would and Infowar attacks. Interference also protects
protection to the head. instead have Piercing 2). against quantronic attacks, but it is conditional,
rather than persistent.
Whenever a physical attack SOAK
hits, roll 1d20 on the following Soak is the means by which characters can protect STRESS AND HARM
table (or a special Hit Location themselves from damage. Soak can be either As shown on the Damage Table, each damage type
dice) to determine which persistent or conditional. Persistent soak is always has an associated type of Stress and Harm. Each
location is struck. The attacker a static value, and is derived from things that are a point of damage a character suffers reduces their
may spend 2 Momentum on the constant for the character, such as armour worn or associated Stress value by one.
attack in order to choose which
innate courage. Conditional soak is a random value,
location is struck instead.
determined by rolling a number of §. It comes This damage is considered incidental unless 5 or
D20 LOCATION from things which are tied to the environment, or more points of damage have been inflicted or the
1—2 Head the actions characters take, such as the benefits of character’s Stress has been reduced to 0 or less. If
cover or morale. either of these events occur, the character suffers a
3—5 Right Arm
6—8 Left Arm
ATTACK TABLE
9—14 Torso
15—17 Right Leg ATTACK SKILL RANGE DAMAGE TYPE DEFENCE REACTION
18—20 Left Leg
Infowar Hacking Reach/Close Quantronic Hacking
The effects of damage do not Melee Close Combat Reach Physical Close Combat or Acrobatics
vary by hit location, though the Reach/Close, +1 difficulty per
GM and players are encouraged Psywar Persuade Mental Discipline
additional range category
to use hit locations to guide
their description of events. Per weapon, +1 difficulty per range
Ranged Ballistics Physical Acrobatics
category in either direction
DAMAGE TABLE
PERSISTENT CONDITIONAL
DAMAGE TYPE STRESS HARM RECOVERY TREATMENT
SOAK SOAK
Quantronic Security Interference Firewall (Intelligence + Hacking) Breach Hacking Tech
Physical (Creature) Armour Cover Vigour (Brawn + Resistance) Wound Resistance Medicine
Similarly, if a player character suffers four Wounds, When alleviating damage, there are generally two
they become incapacitated and can only take an types of tests. First, there are recovery tests which
SPECIAL HARM action by spending an Infinity Point. If they take a represent a character’s natural healing or self-di-
EFFECTS
Some attacks and effects will fifth Wound, they die. (Death isn’t necessarily irre- agnostics. Second, there are treat tests which are
inflict special Harm Effects. versible in the Human Sphere, however. As detailed made by skilled professionals attempting to assist
Special Harm Effects do not in Part IV: Gear, medicine in the Human Sphere can the recovery process. The skills used for these tests
count towards a character replace dead bodies with new Lhosts and other depend on the type of damage being tended to, as
becoming incapacitated or radical treatments.) indicated on the Damage Table.
having their personal network
compromised, but are treated There is no limit to the amount of Metanoia which It’s difficult to treat yourself. Characters can
like Harm Effects in all other a character can suffer. Each additional Harm simply attempt treat checks on themselves, but the diffi-
ways. (For example, they can be
continues to inflict effects which influence the culty is increased by one.
removed using the normal rules
target’s perceptions, opinions, or choices. Once
for recovery.)
a fourth Metanoia has been inflicted, however, Harms make it more difficult to recover. For each
those effects can include outcomes which would Harm a character has suffered, the difficulty of
force a character to stop taking actions during the all associated recovery tests and treat tests is
current encounter (like panicking and running away increased by one (to a maximum of 5).
from combat).
PLAYTEST TIP RECOVER
ROLLING HIT Many NPCs require fewer Harms before they have During an action scene, a character can attempt
LOCATIONS their systems destroyed, are incapacitated, or can to recover Stress by taking a Recover action, as
Since NPCs don’t have hit be forced to quit the encounter. Troopers, the least described on p. 111. Other characters can use the
locations, there’s no generally important NPCs, are taken out after the first Harm. appropriate treat skill to assist the Recover action.
no need for players to roll to
Elites are incapacitated after two Harms. Nemeses,
see where their attacks land
(although it can be useful in
the most important NPCs, suffer damage as player It is also possible to spend 1 Momentum to recover
guiding the description of the characters do. 1 point of Stress. Alternatively, spending an Infinity
game world). However, it can Point allows a character to fully recover all lost
be effective to have players Objects suffer physical damage similar to charac- Stress of one type.
roll to see where their own ters. They become disabled and cannot be used if
characters get hit by successful they have four Faults. If they suffer five Faults, they REST
enemy attacks! It can create a are permanently destroyed. Between action scenes, a character who rests for
moment of focus and tension one hour can attempt an Average (D1) recovery test
for the table, and can also help for each type of Stress. On a success, the character
keep players engaged with
the action even when it’s not
RECOVERY recovers all of their lost Stress.
their turn.
Characters who have suffered damage can remedy Doubling the time spent resting (from one to two,
it in several different ways, depending on the type from two to four, from four to eight, etc.) reduces
of damage inflicted and its severity. the difficulty by one (to a minimum of D1).
MINOR TREATMENT
During an action scene, a character can attempt to
remove a Harm Effect from a character or object by
taking a Treat action, as described on p. 112. (This
will not remove the Harm. Only the Harm Effect is
alleviated.)
SERIOUS TREATMENT
Once per day, a character may attempt a treat test
in order to perform surgery, engage a victim in
serious psychotherapy, patch a serious breach, or
repair major damage to an object by making an
Average (D1) treat test. On a success, the patient
can remove one Harm plus an additional Harm for
every Momentum spent.
Dazed: All skill tests performed by a Dazed charac- Unconscious: Knocked out, sleeping, or otherwise
SLEEP ter increase in difficulty by one step. lacking awareness. Unconscious characters cannot
DEPRIVATION
take any actions and are also Helpless.
Characters who don't get a
full night's rest must succeed Deafened: The character’s hearing has been
severely damaged. Upon being Deafened, a charac-
on a Resistance (D1) test or
become fatigued. The difficulty ter suffers 3§ mental damage. Any skill test reliant STEALTH
of this test increases by one on hearing increases in difficulty by two steps.
step for each additional night While direct confrontation is one way to solve
without rest. Fatigued: Fatigue makes it difficult for characters problems, it is far from the only way. Oftentimes,
to focus and exert themselves. A character suffering it is valuable to pass unseen, to evade and elude
from the Fatigued condition suffers a +1 compli- foes rather than to gun them down. Moreover, if it
cation range to all skill tests. Multiple instances of becomes necessary to use force, then better to use
the Fatigued condition stack. This special condition it from a position of strength against an unknown
DUAL WIELDING cannot be cleared with the Absterge action. After foe than to risk pain and death in a “fair fight”.
A character wielding two
8 hours of rest, however, a character can attempt
weapons can gain a slight
an Average (D1) recovery test using the Resistance Stealth is generally not a specific action which a
advantage when trying to
engage multiple targets, or skill to remove the Fatigued condition. (If the character performs. Instead, it is a series of states in
attack more rapidly, but this character is suffering from multiple Fatigued which other actions are performed.
requires considerable skill to conditions, an additional Fatigued condition can be
capitalise on effectively. removed per 1 Momentum spent on this test. Other STEALTH STATES
characters can assist with a treat test using the A stealthy character exists in one of three states—
When a character wields two Medicine skill.) Revealed, Detected, or Hidden.
weapons, they may use the
swift action momentum spend Helpless: The character is unable to take any A revealed character is visible to their enemies and
(p. 106) by paying only one
Reactions. Further, any attempts to use the Exploit their precise location is known. Other characters
Momentum, rather than two,
action against the character reduce the difficulty by can attack and react to revealed opponents
so long as both Actions taken
are attacks, and each attack is one step, and gain 1 bonus Momentum. normally— they’re assumed to communicate with
taken with a different weapon. one another when a target is revealed. Revealed
Hindered: When making a movement action, a is, in essence, a state where stealth has not been
Hindered character moves one fewer zone than attempted or where stealth has failed.
normal and cannot move as a free action. The
character also increases the difficulty of all terrain A detected character is one who the enemy cannot
tests by one step. currently see, but whose presence and approximate
location are known. Other characters can attack
Marked: The character has been Marked by an and react to detected opponents normally, but any
enemy opponent (usually with some form of associated tests have their difficulty increased by
equipment). When making ranged attacks against two steps.
Marked opponents, characters can reroll any of the
d20s used on the test (but must accept the new A hidden character is one who the enemy cannot
results). The Marked condition also allows enemy currently see, hear, or otherwise perceive, and
opponents to take advantage of equipment with whose location is not currently known. Sometimes,
the Guided quality. a hidden character’s presence may not be known
either. Other characters cannot make attacks or
make Reactions against a hidden opponent’s actions.
ACTION SCENES
WARFARE
Warfare covers physical conflict—life-and-death For example, a battle amidst the towering trees
struggles, battles with gun and blade, car chases, of the Great Arboreal Reserve on Acontecimento
PLAYTEST TIP
and other places where physical violence may be divided into many small zones amongst
and bloodshed are likely. It also covers, when the trees (difficult to navigate and offering lots of CONCRETE VS
combined with the rules for Stealth on p. 104, cover), and a couple of larger zones representing ABSTRACT
situations where bloodshed and violence are the clearings (easy to see or move across). GMs who desire concrete values
rather than abstract ranges
consequences of failure, the risk being faced if the
are encouraged to set specific
characters are not careful enough. sizes and shapes for individual
RANGE AND MOVEMENT zones, essentially using them as
a large grid. This doesn’t work
ENVIRONMENTS/ To keep things simple and fluid, the distance
between zones is handled in an approximate
any differently in practice, but it
does lose some of the nuance
ZONES manner, using five broad range categories: of varying zone size by terrain
density and focusing on easy-
During a warfare scene, knowing where everyone is Reach is when an object or character is within to-describe features.
physically located can be of vital import, and deter- arm’s length. Characters enter Reach to interact
mining both absolute position (where you are in the with objects manually, to attack in close combat,
scene) and relative position (how far you are from a and to perform any other actions where they
given friend or foe) is important. Rather than tracking may need to touch the subject of their action. A
everything using precise distances, however, Infinity character can move within the reach of a target
divides the setting of the scene into abstract zones. as part of any movement action that ends in the TRACKING ZONES
Because zones are defined
same zone as the target. Moving out of an enemy’s
logically by the terrain of
At the start of an action scene, the GM will define reach may be risky, as it leaves the character
the battlefield, it is usually
the environment by dividing it into a number of dif- open to the Retaliate reaction unless they take a relatively easy to keep track
ferent zones based on the terrain features present Withdraw action. of how the zones relate to
in the area. (Generally three to five distinct zones each other and which zones
are a good place to start, although this number will Close range is defined as the character’s current characters are in at any given
vary depending on the exact nature of the scene.) zone. Moving within Close range is a Free Action. moment. Larger or particularly
Each zone is a small, contiguous area. There are complex scenes may become
no hard and fast rules when it comes to defining Medium range is defined as any zone adjacent to tricky to track purely by memory,
the size or boundaries of a zone, but the identity the character’s current zone. Moving to a point however, and the GM may wish
to use something extra to help
of a zone will generally flow naturally form the within Medium range is a Minor Action.
remind everyone of where
divisions and logic of the setting.
their characters are. Usually
Long range is defined as any point two zones away nothing more than a quickly
For example, a Varunan cop exchanging gunfire from the character’s current zone. Moving to a point sketched zone map is required
with Libertos terrorists in the hallway of a building within Long range is a Standard Action. (using tokens or pencil marks
might dive out of the line of fire into one of the to indicate the positions of
apartments lining the hall. The hallway is one zone; Extreme range is defined as any point three or various characters). Miniatures
the apartment is another. more zones away from the character’s current zone. are often a fun way to track a
A character cannot move to Extreme range in a character’s position on a map,
Similarly, think about the landmarks by which single action under normal circumstances. as well as representing that
character’s appearance, but
people will define their position. On a Qingdao
they’re not essential to play —
street, for example, Imperial Agents approach a A character cannot perform more than one move-
any marker that can be quickly
building where they suspect PanOceanian agent ment action per turn. (For example, they cannot distinguished from the others
provocateurs are laying low. When shots ring out, use their Minor Action to move to an adjacent zone in play is good (so that it’s easy
they look around for cover and see a parked car, a and then use their Standard Action to move an to tell which marker represents
streetlight, and an AR art display. You can easily additional two zones.) which character).
imagine them running from their car (one zone),
across the street (another zone), to the streetlight RANGE AND ATTACKS
(a third zone). Each attack has a specific range, as shown on
the Attack Table (p. 100) or as specified by the
Because zones are of no fixed size, they can be weapon used. A target can only be attacked if
varied to accommodate the GM’s preferences for a they are within the range of the attack. In some
given scene, and to represent certain other factors. cases (including Psywar and attacks using ranged
Warfare 107
PLAYTEST TIP
CREATING
DISTANCE
WITH ZONES
If you want to create a scene
in which there are only a few
zones of interest which should
nonetheless feel distant from
each other, you can fill the
space between them with any
number of ‘empty’ zones in
order to create the right feel.
These empty zones can prove
dangerous to cross—while
they may be open, they also
probably lack cover, which
means that empty spaces
become “kill boxes”, guarded
by snipers or enemies with
heavy weaponry.
EXAMPLE
ATTACKS weapons), it is possible to attack at multiple ranges.
AT RANGE
Cassandra is armed with a light
Such attacks have an optimal range (as listed), with
each additional range category—whether closer
COMBAT ZONE
shotgun, which has a range
of Close, and a heavy pistol,
or further away — inflicting a +1 difficulty on the EFFECTS
attack test. There is no maximum range for these
which has a range of Reach/
Close. A Shasvastii is within attacks, but they are far less likely to be effective at Individual zones can —and often should —have ter-
Close range, allowing her to fire ranges outside of their optimal. rain effects defined by the GM. These can include
either weapon without penalty. hazards to overcome, objects that can be interacted
But then the Shasvastii charges with, or even terrain that changes under particular
into Reach and begins slashing RANGE AND circumstances. On the other hand, some zones may
a knife at her. If Cassandra COMMUNICATION be defined more by the absence of terrain than its
fires her shotgun, she will presence, and many environments are enhanced by
have to make the attack at +1 Characters will want to communicate during a a few “empty” zones between obstacles.
difficulty (because Reach is one
Warfare scene—calls for help, battle cries, derisive
range outside of the shotgun’s
slurs, and other dialogue are common on the The zone effects listed below give a wide variety
optimal range of Close). She
can still fire her pistol without battlefield. In most cases, characters can converse of options, but GMs are encouraged to create their
penalty, however. normally within Close range — they’re near enough own to fit the scene.
to one another to be heard and to make them-
selves understood without raising their voices. A Combat Terrain Test: Some zone effects will call
character at Medium range can be communicated for a terrain test. This is a skill test, typically using
with, but only at a raised volume — shouting rather either Acrobatics or Athletics (although unusual
IMPASSABLE than talking. At Long and Extreme range, characters terrain may require the use of other skills). If a
OBSTACLES
can shout to draw attention, but conveying any terrain test of Average (D1) difficulty or higher is
Some obstacles are impassable,
preventing any movement complex meaning or understanding someone is required for movement, that movement cannot be
between the zones the obstacle unlikely. (Of course, methods of communication performed as a Free Action (even if the movement
exists between—the internal like radios or comlogs make distance less of a is only within Close range).
walls of a building are a good consideration.)
example, as they cannot be COVER
climbed over because of the To gain the benefits of cover in a zone, a character
ceiling above them—but there RANGE AND PERCEPTION must move within Reach of it. A character in cover
should normally be a way gains a bonus to their Armour Soak.
around the obstacle, such as a
The further away something is, the harder it is to • Light cover provides +2§ Cover Soak.
doorway, or even a weak point
notice. Increase the difficulty of Observation tests • Heavy cover provides +4§ Cover Soak.
where sufficient force could
break through. by one step at Medium range, by two at Long range,
and by three at Extreme range.
Warfare 109
ADDITIONAL TERRAIN RULES WARFARE
Drowning and Suffocation: If a character begins drowning or is otherwise being ACTIONS
deprived of oxygen, they must make an Average (D1) Resistance test. Failing this
test inflicts one Wound. Every successive turn the character is deprived of oxygen, The following actions can be taken during
the test difficulty increases by one. Warfare scenes.
Falling Damage: A fall deals physical damage equal to 1+2§ (Stun, Vicious 1) ABSTERGE (MINOR)
per zone fallen, including the zone the fall originated in. (For example, a fall of As a Minor Action, a character can attempt a recov-
Close range inflicts 1+2§ damage while a Long fall inflicts 3+6§ damage.) A ery test to end a condition that afflicts them or a
character jumping down deliberately can count the fall as one range category piece of equipment they’re using. If the condition
less (which would mean that a Close fall inflicts no damage). A character about to has a specific rating (such as Burning 3), the dif-
suffer falling damage can attempt an Acrobatics (D0) test as a reaction, gaining ficulty of the test is equal to the rating. If not, the
1§ Soak per Momentum spent. test is Challenging (D2).
Panicking Crowds: Panicking crowds are a real peril in battle. Crowds are uncer- ASSIST (STANDARD)
tain and unpredictable at the best of times, and they’ll mill around making scared The character performs some activity that will grant
noises if weapons are fired in their direction… but if someone is shot in a crowd, an ally an advantage. The character nominates a
it becomes a whole other matter. If one or more Effects are rolled when rolling single ally he can communicate with, and declares
the § for the Cover the crowd provides, someone in the crowd in that zone has how he is giving aid, including which skill he is
been hit by the attack, the crowd panics, and every creature in the zone must assisting with. During the nominated ally’s action,
attempt an Average (D1) Acrobatics test. Failure means the creature immediately the character provides assistance with the chosen
suffers 1+3§ (Knockdown, Stun) physical damage, as they are shoved, struck, and skill, as normal for the rules for assisting on a skill
trampled by the crowd. test (see p. 407).
BRACE (STANDARD)
Recovery Test VACUUM Weapons with a size category of Unwieldy are
(Conditions), p. 111: Physical Vacuum is a hazardous terrain. Each round that particularly cumbersome and awkward to wield.
conditions require a Resistance a character exposed to vacuum must attempt an An attack with an Unwieldy weapon increases the
test, quantronic conditions a immediate Average (D1) Extraplanetary test or difficulty of the Ballistics test by two steps and
Hacking test, psychological Challenging (D2) Resistance test. Failing this test increases the complication range by two.
conditions a Discipline test, and
inflicts 1+5§ (Stun, Vicious 2) damage, ignoring
equipment conditions a Tech test.
all soak. Each successive turn the character is When a character performs the Brace action, these
exposed to vacuum, the difficulty of the test penalties are removed from future attacks made
increases by one. with the braced weapon. Once a character performs
“Absterge”—meaning to cleanse
the Brace action, the weapon remains Braced until
or purify —was the code name
for a virus purger used during VERTICAL TERRAIN it is moved.
the NeoColonial Wars to reset Vertical surfaces are a common form of difficult
TAG operating systems that terrain. They require an Athletics test to climb. (You DRAW ITEM (MINOR)
had been compromised by can’t use an Acrobatics test for climbing.) If the Using a free hand, the character may pick up an
infowarriors. It entered the check is a failure, a complication will result in the item within Reach, or draw a weapon or other item
popular vernacular as the character falling. carried on his person/stowed in his gear. If the item
equivalent of “walk it off” or “get does not require a skill test to use, it can be used
over it”. It has also become a WHITE NOISE immediately upon taking this action, allowing a
common way to refer to taking White noise generators are an ECM technique character to draw and use the item with only one
any kind of break, as in, “I just
designed to negate multispectral visors and similar Minor Action.
need to absterge for a second.”
equipment. A white noise zone acts as a zero
visibility zone for characters equipped with mul- DROP ITEM (FREE)
tispectral visors and other high-tech visual aids. The character drops a single item held in one or
both of their hands. The item falls to their feet
within Reach.
to roll. However, melee attacks and ranged attacks the acting character continues their turn as normal.
made at Close range gain 2 bonus Momentum. If the triggering situation does not occur before the Recovery Test (Recover), p. 111:
Prone characters are also Hindered and, when character’s next turn, the readied action is lost. Recovering Firewall requires a
making a movement action, move one fewer zone Hacking test, Resolve requires
than normal.) Characters who take a readied action can still take a Discipline test, and Vigour
Minor and Free actions during their turn as normal, requires a Resistance test. This
test increases in difficulty by
EXPLOIT (STANDARD) either during their normal turn or alongside the
one for each Harm of that kind
The character takes additional time, concentration, readied action (though the normal number of the character is suffering.
or preparation readying their next attack or action. actions still applies).
The character nominates a task or target they are
able to perceive and attempts an Average (D1) test RECOVER (STANDARD)
using an appropriate skill. The primary purpose of The character hunkers down, grits their teeth, and
an Exploit is to generate Momentum which can be fights through the pain. The character chooses
used to improve the result of their next action, but a single type of damage (physical, mental, or
if the Exploit is being performed for an attack and quantronic), and attempts an Average (D1) recovery
the skill test generates at least one success, the test. On a successful test, the character regains
attack also gains the Piercing 2 quality. two Vigour (physical), Resolve (mental), or Firewall
(quantronic), plus two more for each Momentum
READY (STANDARD) spent. Other characters can assist the recovery test
The character may declare that they are waiting by performing first aid, providing moral support, or
for a certain situation or event to occur before applying an emergency software patch and making
performing a Standard Action, which they must the appropriate treat test.
choose when they determine the triggering
condition. When this triggering situation occurs, Because the character is focusing on their own
the character with the readied action temporarily wellbeing first and foremost, when they take the
interrupts the acting character’s turn to resolve the take the Recover action, they may reroll any cover
readied action. Once the readied action is resolved, dice they roll until the start of their next turn. OTHER EXPLOITS
The Exploit action can also
be used to represent attempts
OTHER FORMS OF MOVEMENT to ambush, feint, or attack
with some other significant
Broadly, different forms of movement are treated rules as falling, but reduces the difficulty of the advantage. GM’s may allow
the same— they are means of crossing particular Acrobatics test by one step. Jumping up to grasp characters to use skills other
types of hindering terrain or obstacles. something within the character’s normal reach than Observation to attempt
requires an Average (D1) Acrobatics test, increas- an Exploit action, and he
Climbing is any movement where a character ing as the upward distance increases. may modify the difficulty
traverses a steep slope or sheer vertical surface. to represent more or less
These are normally obstacles — walls, cliffs, and Swimming is movement through a body of water, vulnerable targets. Stealth
tests are the most common
similar barriers—but some situations may have typically defined in game terms as one or more
form of this, but a Persuade
whole zones where climbing is the only way to zones of Hindering terrain. Zones filled with
test (representing a trick or
move around. Climbing movement requires a water must be traversed by swimming, and all deception) or an Acrobatics test
terrain test using the Athletics skill. The more Swimming uses the Athletics skill for terrain (representing some grand feat
challenging the climb, the higher the difficulty — a tests. The rougher the water being crossed, the of agility) are viable options.
rough cliff face with plentiful hand-holds has greater the difficulty, with calm water requiring The GM is encouraged to let
a difficulty of Average (D1), as is a moderately an Average (D1) Athletics test to cross quickly. players have fun with this
steep slope that requires some effort to climb. Remaining stationary in the water — treading option. In situations where the
Attempting to climb a vertical surface without water — requires a Simple (D0) Athletics test. skill test’s difficulty is Simple
tools— rope, hooks, and so forth — increases the (D0), Exploit may be used as a
Free Action, but no Momentum
difficulty by one step. Attempting to climb upside Flight is movement through the air. Only creatures
can be spent on the test.
down underneath a horizontal surface, such as a specifically noted as being able to fly are able to
ceiling, increases the difficulty by two steps. do so. A creature capable of flight can move freely
through any zone (above the ground), including
Jumping is any movement across a gap or space, through “empty” zones above the ground that are
controlled movement down to a space below, not normally accessible. Flying creatures don’t
or movement in an attempt to reach something typically suffer the effects of difficult terrain,
above. Jumping uses the Acrobatics skill, and it though tall structures (such as the tops of build-
can be used in a variety of ways. Jumping across ings) can serve as Obstacles, and strong winds
a small gap or over a small barrier — counting can serve as Hindrances, while particularly stormy
as an obstacle— is an Average (D1) Acrobatics weather might well count as a hazard — hailstones
test. Jumping down from a height uses the same and lightning are risks for high-flying creatures.
Warfare 111
SPEAK (FREE) TREAT (STANDARD)
The character may talk to allies, bellow a war cry, A character can tend to someone who has suffered
shout an order, threaten a rival, or otherwise con- a Harm as a Standard Action by making an Average
verse with a few sentences or phrases. (This action (D1) treat test. On a success, the patient is no
only allows for simple communication. It cannot longer affected by one Harm Effect they were
be used to perform Psywar attack and any verbal suffering from, plus an additional Harm Effect for
action which require a Command test, Persuade test, every 2 Momentum spent. (The Harm itself remains.
Treat Test, p. 112: Breaches or any other skill test requires a Standard Action.) Only the Harm Effect is alleviated.)
require a Tech test, Metanoia
requires a Psychology test, and STAND (MINOR) WITHDRAW (STANDARD)
Wounds require a Medicine If the character is prone, they may take this action As a Standard Action, a character can Withdraw
test. The difficulty increases by to stand, losing all the benefits and disadvantages to any point within Close range which is not
one for each Harm of the same
of being prone. within reach of an enemy. A character performing
type. The difficulty increases
by two steps if the character
a Withdraw cannot be targeted by a Retaliate
attempts to treat himself. SWAP AMMO (MINOR) Reaction that turn.
For weapons capable of using multiple types of
ammunition, it requires a Minor Action to swap If the character and their allies within Reach
between ammo types (unless the weapon has the outnumber the enemies within Reach, then they
MULTI quality). may Withdraw as a Free Action instead of a
Standard Action.
Warfare 113
ACTION SCENES
INFOWAR
The quantronic substrate of reality is pervasive. It AR hacking, therefore, is the process of hacking
can be found in virtually every location touched things in your immediate vicinity (or the vicinity
by humankind or their technology. It exists in a of your repeaters). This notably includes Infowar
symbiotic link with the physical world —a network attacks that are performed as part of a Warfare
of tags and clouds linked to people, places, and scene on a physical battlefield and, in fact, it can
things — while also delving down into the hidden be largely summarized as hacking a target that’s
geographies of the “deep spheres” which exist only within your current combat zone.
in the meshed protocols of interlinked systems.
PLAYTEST TIP Essentially, AR hacking uses all the normal rules
JOINING THE It is everywhere. And that means that the endless for making quantronic attacks, but does not require
PARTY struggles of the infowar can be found anywhere. the use of quantronic zones (because the targets
The image of the lone hacker Hackers, infoperators, and EVO troops navigate the are physically present). It is often used side-by-side
diving into a computer system
substrate, surfing and breathing the endless, fractal with other forms of attack.
is a common occurrence, but it
complexities of the data flux created by the con-
doesn’t make for a great game
when it means that only one stant connections being continuously forged and REMOTE HACKING
player is actively engaged with broken according to the protocols of Maya, Arachne, Although the easiest way to perform a hack
the scenario. A couple things and other dataspheres. is to have physical access to your target (or a
to keep in mind: First, a lot of repeater with physical access), that’s not always
cyberassaults are carried out The goal of an infowarrior is to: possible. Fortunately, virtually every system in
simultaneously with some the Human Sphere is connected — either directly
form of physical assault, like • Identify the desired target to access in order to or indirectly — to a datasphere, and most of them
augmented reality heists in achieve their goal. have a connection to the ubiquitous Maya or
which the hacker is opening
• Either physically go to the location of that target Arachne ‘spheres. As long as the hacker has access
the doors for the infiltrators
or connect to the network containing it. to at least one system in the same ‘sphere as their
and the infiltrators are getting
the hacker access to systems • Reach the zone that contains the target. target, they can hypothetically breach it with a
that are off-the-grid. Second, • Use Infowar attacks to Breach the target, using remote hack.
the most successful Infowar either Breach Effects or a total takedown, to
operations are often carried out make the target do what they want or give them Remote hacking uses the full Infowar rules, includ-
by a team, and in the Infinity what they need. ing those for quantronic zones.
system (with teamwork tests
and Momentum sharing), there’s Targets can be physical devices, virtual environ-
little reason for the rest of the
PCs not to tag along and lend
ments, collections of data, comlogs, or personal
area networks. Basically anything which possesses
QUANTRONIC
a hand.
a discrete Firewall. ZONES
BASIC HACKING During an Infowar scene, quantronic zones form
The rules for an action scene focused on Infowar the system map in which the conflict will take
assume that there’s significant resistance or danger: place. At a fundamental level, each quantronic
enemy infowarriors, automated immune systems, zone represents a system or network: So if you’re
and the like. You wouldn’t use the rules for Warfare in a zone, it means you have access to the files,
if someone was walking across an empty room, programs, and other data housed on the system
and you don’t need to use the rules for Infowar to that zone represents (the same way that, if
accomplish the quantronic equivalent. In many cases, you’re in a combat zone, you have access to the
a Hacking test will often suffice for determining walls, furniture, trees, and other objects inside
whether or not a character can gain access to a par- that zone).
ticular system, network, or encrypted piece of data.
Many of these zones will include targets. Targets
AR HACKING have individual Firewall values which must be
Pervasive augmented reality (AR) means that phys- overcome in order to access or manipulate them.
ical and quantronic reality are often coterminous Some targets will be purely passive or “dumb” sys-
with each other: Objects, systems, networks, and tems, but others will have active immune systems.
even people have both a material and informatic Of course, hackers themselves are also targets:
presence which are usually perceived simultane- They occupy quantronic zones and they have
ously and indistinguishably from each other. Firewall values.
When defining quantronic zones, GMs should planetary grid. It depends on what your targets are
consider that the Maya augmented reality protocols and what your opposition is.
(and the similar protocols used in the Arachne
datasphere) mean that quantronic zones often NAVIGATING QUANTRONIC ZONES
mimic those in the real world: All the devices in a Range and movement between quantronic zones
corporate lobby, for example, have a relationship is handled using the exact same rules as combat
with each other. zones. (For example, a target that’s two quantronic
zones away from your current zone is at Long range
These “shallow” zones, however, are often connected and it would take a Standard Action to move to
to others through quantronic dimensions that have that zone.)
no equivalence to real world geometries. For exam-
ple, the cameras in the lobby may be linked to the In general, however, quantronic actions can only
security system while the holoprojectors are linked be taken at a range of Close or Reach. (Although
to an entertainment server (and each of those hackers will frequently employ repeaters which
zones will, in turn, connect to other zones through allow them to make Infowar attacks and take
direct and indirect means). The deep sphere is an quantronic actions as if they were in a zone other
ocean of unpredictable depths. than their own.)
Infowar 115
Quantronic Stealth: Quantronic targets, zones, and If that isn’t the case, the GM can assign the target a
even specific quantronic zone effects can be hidden. Security Rating (generally a number between 3 and
Characters use the Analysis skill instead of the 8, although there’s no limit to how high the security
Observation skill when trying to discern hidden rating could go). By default, the system access point
targets, zones, and objects, as it requires being able will be a number of zones distant from the target
INFOWAR: CAN’T to pick out small details in vast quantities of code. equal to the target’s Security Rating modified by the
GET THERE
FROM HERE hacker’s distance from the target (as shown on the
Almost everything is Remote Access Point table). A hacker can attempt a
interconnected in the Human
Sphere, but sometimes you
LOCATING A single Simple (D0) Analysis or Hacking test to find
the access point, spending Momentum to reduce the
just can’t get there from TARGET number of zones on a one-for-one basis to a mini-
here: The information is in mum of 1. (The GM can similarly use complications
a different datasphere. (For IDENTIFYING THE TARGET to increase the necessary number of zones.)
example, Maya and Arachne In many cases you may already know what your
are different dataspheres.
intended target is, but if you don’t— if you need REMOTE ACCESS POINT
Military dataspheres often
to figure out, for example, where you can find the
have limited connections and
blueprints of a Jingbai research facility—you can DISTANCE ACCESS POINT
are quite difficult to breach.
Some information is simply usually perform a research test to find out. Same Building −1 zone
kept disconnected for security
purposes.) When that happens, RESEARCHING THE TARGET Same City +0 zones
you simply have to find a way Even after a hacker knows exactly what their target Same Continent +1 zone
of gaining access to whatever is, it isn’t unusual for them to continue researching
‘sphere the information is in, Same Planet +2 zones
it. This can include datasphere research (whether
and then you find an access encyclopaedic reading or ancillary hacks to reveal Same System +3 zones
point normally.
additional details), social engineering (bribing a guard Wormhole
for passcodes or seducing a system administrator to +4 zones
(requires Metatron or Dârâo access)
learn details about their security measures), physical
infiltration (dumpster diving for improperly discarded Combined Army Network +2 zones
records or planting remotes), or reaching out to the
wider hacker community (for known exploits or prior
experience with the systems in question). AUTHENTICATION
NON‑HACKABLE Depending on the exact nature of the research, A character who has been properly authenticated
Almost everything built in the
it may utilize skill tests for Analysis, Education, on a given system will have permission to perform
Human Sphere has some form
of connectivity to a datasphere. Hacking, Persuade, or Stealth. These can usually many actions which would otherwise require a
In practice, this means virtually be handled as Simple (D0) tests, with Momentum Hacking test or Breach Effect. Authentication gener-
any piece of equipment can generated by the tests being applied to the run. ally applies to specific quantronic zones, including
be targeted by a hacker. There the ability to ignore certain quantronic zone effects.
are two exceptions. First, Alternatively, the Momentum could be spent to
equipment carried by an gain specific information (like the physical location AUTHENTICATION TYPES
individual will be connected to of the system or details on security protocols) or to The exact parameters of what a particular authen-
their personal area network and secure authentication. tication will allow a character to achieve will vary,
is protected by their Firewall.
but some general guidelines for typical account
(However, that means that you
Once you’re inside a system, you can often snoop types are given below.
can affect the equipment by
targeting its owner.) Second, around and learn even more.
any piece of equipment User: A user account has limited access. They can
with the Non‑Hackable ACCESSING THE TARGET run programs and access data they have permission
quality simply doesn’t have a An access point is the location at which a hacker for, but they generally won’t be able to permanently
quantronic component. attempting to access the local system will begin. alter the system or grant additional authentications.
The access point may be accessible because the
hacker has physical access to it (like the security Superuser/Security: These accounts can control
cameras in a corporate lobby), but it may also and create other user accounts and install utility
simply be in the best possible zone the hacker can programs, but generally can’t make system-wide
access in the datasphere during a remote hack. changes (like altering quantronic zone effects).
Their access to data on the system is generally
In some cases, the GM may have a predesigned unlimited and they’ll usually have the ability to
system or network of quantronic zones (just like command security features.
any other adventuring locale). If that’s the case,
the hacker’s research should turn up one or more Admin: An admin account has complete control
specific access points. over the system.
GAINING AUTHENTICATION
Some forms (like a passkey) can be stolen. Others
(like a biometric scan) could be fooled through
technology or medical expertise. Infiltrating an
organisation (either directly or indirectly) could
even result in someone being granted legitimate
security credentials.
Infowar 117
Cube scans cannot be faked by human technology. DATA FLUX CAMOUFLAGE
You need an actual copy of the subject’s Cube. Hiding an entire quantronic zone is difficult, but
not impossible. It requires that the patterns of the
Two-factor authentication requires each form of data flux (which would normally indicate how the
authentication to be separately duped or stolen. zone is connected to the rest of the datasphere) be
camouflaged. Characters who would normally be
AUTHENTICATION QUALITY able to perceive a camouflaged zone can attempt
an Average (D1) Observation test. (The normal
TOTAL MOMENTUM modifiers for range and perception apply.)
QUALITY INCREASE COST
+1 1 Momentum Some camouflaged zones may be particularly diffi-
+2 3 Momentum cult or relatively easy to detect and will increase or
decrease this difficulty rating.
+3 6 Momentum
DATA TUNNEL
A data tunnel is a secure connection from one
QUANTRONIC quantronic zone to another quantronic zone. With a
PLAYTEST TIP
BACKDOOR
ZONE EFFECTS successful Average (D1) Hacking test, a hacker can
use the data tunnel to access the other quantronic
ACCESS The zone effects of quantronic zones are some- zone, even if it’s a secured zone.
Hackers often install data what different to those found in the real world.
tunnels to create backdoors:
Security measures, damaged system infrastructure, HIGHSEC
Invisible security flaws that
interference, and the actions of infowarriors may HighSec zones have been hardened against a vari-
they can use to access a system
at a later date. create obstacles or hindrances, or even count as ety of hacker exploits. HighSec zones grant Security
hazardous terrain. Soak to characters within the zone who have proper
authentication:
Quantronic Terrain Tests: Terrain tests in quantronic • Commercial HighSec provides +2§ Interference
zones will use Hacking tests if the terrain is Soak.
software-based, Tech tests if related to hardware, or • Military HighSec provides +4§ Interference
even Analysis tests if the terrain can be overcome Soak.
by identifying patterns and vulnerabilities.
Infowar 119
WARFARE INFOWAR ACTIONS INFOWAR
ACTIONS IN
INFOWAR REACTIONS
The following actions from ACCESS SYSTEM / TERMINATE
Warfare scenes are also CONNECTION (STANDARD) LINK
commonly used as part A character can connect to any access point they If an enemy moves out of Reach in a quantronic
of Infowar: know as a Standard Action. At the end of the action, zone without taking the Withdraw action, a hacker
they appear within Reach of the access point. can attempt to Link by making an Average (D1)
Absterge (p. 110) Hacking test. On a success, the hacker moves with
Assist (p. 110) Alternately, characters can terminate their connec- the enemy, remaining within Reach of them, even
Defence (p. 113)
tion to a system at any time as a Standard Action. if the movement would normally be prohibited to
Exploit (p. 111)
(They do not have to be within Reach — or even in them (due to a Secured zone, for example). The link
Guard (p. 113)
Ready (p. 111) the same zone— as an access point.) A character dissolves at the end of the enemy’s turn. (A link can
Recover (p. 111) cannot simply return to the same location where be dangerous because even the hacker forming the
Treat (p. 112) they terminated their connection, however. If they link can’t automatically disentangle their system.)
Withdraw (p. 112) want to enter the system again, they’ll need to use
a known access point.
PSYWAR ACTIONS
IN INFOWAR RESET (STANDARD)
INFOWAR
The following actions from
Psywar scenes are also
As a Standard Action, a character can make an MOMENTUM
commonly used as part of Average (D1) Hacking test to perform a hard reset
Infowar, but only when dealing on their system. On a success, the character fully Momentum spends in Infowar are generally used
with sentient opponents — recovers their Firewall. It takes time, however, for to trigger program effects, which often allow
humans, AI fragments, and all of the programs on a comlog or other device characters to create specific Breach Effects without
other intelligent foes able to to restart and integrate. Any actions the character inflicting a Breach. Details on specific programs
make rational decisions. takes which require their comlog or augmented and their effects can be found in Part IV: Gear.
reality (including using any items with the Comms
Intimidation (p. 124) Equipped or Expert qualities) increase their diffi-
Persuade (p. 123)
Deceive (p. 123)
culty by four steps. This penalty decreases by one BREACH EFFECTS
at the start of each of the character’s turn’s, and the
character can also spend Momentum to reduce this The following effects can be used for Breaches
penalty by one per Momentum spent. suffered during an Infowar scene, or in any other
circumstance where Breaches are inflicted.
TRANSMIT (MINOR)
SHUTDOWN Sending information across a datasphere the Blind: If the target is using equipment with the
A character who resets their
character is connected to—whether it’s transferring Neural quality, a hacker can use a Breach Effect
system does not need to
a file, sending a text message, initiating a voice call, to force them to make a Resistance or Tech test
immediately bring it back
online as part of the same or broadcasting a life-cast—takes a Minor Action to avoid becoming Blind. The difficulty of the test
action. They can instead leave to initiate. Although it’s quick to initiate a transfer, is equal to the number of Breaches the target is
the system in shutdown. As larger data transfers may require additional currently suffering from. If the test is successful, the
long as the system is shut time to complete (although with the bandwidth character still suffers the Breach, they merely avoid
down, the character cannot be available in the Human Sphere the size would the Breach Effect. (This condition can be removed
targeted by infowar attacks. have to be truly prodigious — hundreds of hours of with the Absterge action, ending the Breach Effect.)
However, they cannot use any high-resolution holographic footage, for example,
function of their equipment can be transferred in a matter of seconds across Brain Blast: If the target is using equipment with
which requires a network planetary distances). the Neural quality, a hacker can choose to deal
connection and they cannot
them a Wound instead of a Breach.
benefit from Expert systems
(unless those systems have USE PROGRAM (STANDARD)
a hardwired connection to Unless specified otherwise, using a program during Command System: The hacker can force the target’s
their brains). The character an action scene requires a Standard Action. system to execute one command. This is often
also suffers a +1 difficulty to used to effect changes in the physical world, such
any tasks using equipment as activating devices, unlocking doors, opening
that doesn’t possess the cockpits, controlling surveillance cameras, instruct-
Non‑Hackable quality. (Most ing dronbots, firing a gun turret, manipulating
equipment in the Human environmental controls, or the like. Complicated
Sphere is designed to be instruction sets may require multiple Breach Effects
used through your personal
to implement (at the GM’s discretion).
network.) Bringing a shut down
system back online requires a
Minor Action.
Infowar 121
ACTION SCENES
PSYWAR
Psywar is the ultimate reminder that battles are The means by which this change can be affected
not won by bullets or TAGs. They are won (and lost) are as limitless as the possibilities of human
by men and women, and if you can shatter their interaction. If an Imperial Agent needs someone to
morale then your victory is no less assured than if believe something to be true (or at least act as if it
you had broken their bodies. were), for example, then it’s their choice whether to
employ direct methods like persuasion, deception,
The Psywar system also extends itself throughout and torture, or indirect methods like spreading
the complex, multi-layered society of the Human rumours, issuing official propaganda, or planting
Sphere. You’ll find it in corporate boardrooms, on false information on their comlog.
street corners, at high-stake hostage negotiations,
and in romantic first dates. Advertising and CONVERSATIONS
propaganda seek to shape the mind, the threat of A lot of every day interactions don’t require the
punishment influences the behaviours of many full might and majesty of the Psywar rules. This is
would-be criminals, while spies and confidence particularly true of simple, face-to-face conversa-
tricksters use the greed and preconceptions of tions. Just as you wouldn’t use the normal Infowar
others to achieve their goals. It is, at heart, the rules to search for some piece of trivia on Maya,
relationships between people. More so than any you wouldn’t use the Psywar rules when asking
other action scene module, therefore, you’ll find the someone if the seat next to them is taken.
principles of Psywar permeating every aspect of
your game. Some complexity and structure can be introduced
to these interactions by requiring a character to
The essential core of Psywar consists of Metanoia— inflict a Metanoia Effect to achieve a desired result,
METANOIA literally, to affect the changing of someone’s mind. but a single Persuade or Command check will often
The Greek term metanoia
Doing this requires: suffice for determining whether or not a character
means literally “the changing
of one’s mind”. When making a
• Gaining either direct or indirect access to your can convince or coerce a particular target. (And,
Psywar attack in Infinity, one is target. similarly, a Psychology test can quickly determine
literally causing change in the • Making Psywar attacks in order to create if someone is lying, or secretly in love with their
target’s mind. Metanoia, then using the Metanoia Effects to commanding officer.) Additional guidelines for
change the target’s beliefs, emotions, reasoning, effectively resolving these kinds of straightforward
or actions. social engagements can be found in the Basic
Interactions section starting on the next page.
Targets are always creatures that possess an
independent mind, a sense of self, and the ability BATTLEFIELD PSYCHOLOGY
to make decisions. These might be humans, aliens, Psywar transfers well to the battlefield. Threats,
AI fragments, or anything else with enough particularly threats with weapons, can send
self-awareness to respond to a request. Animals opponents into a panicked retreat or force them to
can also be subject to Psywar, but in a more lim- surrender, but other interactions (while not as deep
ited manner. or involved as they might be off the battlefield) are
also possible: Fool enemies into thinking reinforce-
ments are on their way. Trick them into revealing
SOCIAL SKILL TESTS encoded frequencies. Deduce their strategic inten-
Due to the fluid nature of social interaction, the Psywar system features a lot of tions. Or persuade them to negotiate.
flexible mechanical structures. At times, therefore, it will call for a social skill test.
The specific skill used for the social skill test will depend on the situation and the Psywar actions can also target your allies in battle:
approach being taken by the character. (For example, if a character has authority Rallying troops and bolstering morale can make all
over a target—or the target believes the character has authority over them (a the difference if you’re facing down a platoon of
higher rank in an organisation or some other legally given authority)—they might enraged Morat soldiers.
be able to use Command to make their social skill tests against that target.)
On the battlefield, Psywar actions, techniques, and
Social skill tests are usually made with Analysis, Command, Discipline, Lifestyle, reactions are freely used within the combat zones
Persuade, or Psychology. Animal Handling can be used when dealing with ani- of the Warfare system.
mals, although such interactions are obviously more limited than when dealing
with humans.
BASIC lie opens doors, but the lie alone cannot achieve
the liar’s goals. Instead, the lie serves as a founda-
what they want. The individual
attacks and techniques used
INTERACTIONS tion upon which other techniques can be used. Lies to build up to the Metanoia
Effect you need to accomplish
can be problematic, however. A failed attempt can
your goal gives a nice back-
These guidelines are useful when the GM wants jeopardise future attempts to lie; or even future and-forth structure around
to resolve a social interaction using a single skill attempts to act in good faith. Once trust is broken, which the twists and turns of a
check instead of launching into a full psyop. it can be hard to rebuild. conversation can be roleplayed.
The One Metanoia Conversation
PERSUASION Deception Resolution: The character trying to sell gives a little breathing space
Persuasion ultimately lays at the centre of most the lie makes a face-to-face Persuade test opposed for a natural social interaction
social interactions. It can be achieved through by the Psychology tests of anyone listening to to take place, and when the
personal magnetism and charisma, by use of com- the lie. If the deceiver is successful, the target(s) Metanoia Effect is inflicted,
pelling arguments or rhetorical techniques, or by believe the lie. it brings the roleplaying
encounter to an end with a
exploiting emotional connections, but it all comes
definitive sense of closure
down to one person trying to convince another to A successful deception can be used to make some- so that it doesn’t overstay
take an action that they might not ordinarily take. one believe that what you are asking them to do its welcome.
is not as onerous as it truly is (effectively reducing
Context is vital to persuasion. Everyone can be the difficulty of a subsequent persuasion attempt).
persuaded if the time, place, and the request are
all just right. A perfectly reasonable request that A failed deception makes it more difficult to sell
a friendly target can easily carry out will have a future deceptions. Complications generated on
Simple (D0) difficulty. If the target is unwilling to failed deceptions may result in the target’s attitude
comply, or dislikes the character, or the request is towards the deceiver being permanently turned to
something dangerous, against the target’s morals the worse.
or ethics, or liable to come with personal conse-
quences, then the difficulty increases. NEGOTIATION
A useful way to make persuasion work is to offer
Persuasion Resolution: The character making something else in return. Negotiation is, in this
the request makes a face-to-face Persuade test case, the process of determining what people want
opposed by the target’s Discipline. If the test is suc- in exchange for some favour, service, decision,
cessful, then the target complies with the request. or action.
If the test fails, the target refuses and will not con-
sider the same request again unless circumstances Some targets may be reluctant to reveal the price
change or the request is significantly modified. of their compliance, but everyone has a price.
Determining this may require investigating the
Complications on a successful persuasion attempt target to uncover their secrets. Or it may be the
may indicate that the target is willing to do what result of back-and-forth conversation — which can
they’re being asked… for a price. (Which would potentially be a long and arduous process in its
trigger a negotiation, as described below.) own right, with a series of offers and counter-offers.
Psywar 123
PERSUASION/DECEPTION TABLE Negotiation Resolution: If a mutually agreeable
price can be easily conceded in a negotiation, no
DIFFICULTY INTERACTION LIES test is required. If not, then both parties to the
Requires little time or effort; within the target’s normal activities; negotiation must clearly state their current posi-
Simple (D0) Simple tion (how much the party requesting something
doesn’t impact their lives; otherwise trivial.
Requires a small amount of effort; a simple favour; no significant is willing to pay; how much the party being paid
Average (D1) Plausible is willing to accept). Once these prices have been
risk.
Challenging (D2) Requires some degree of effort or risk; could impact target’s life. Believable proposed, a negotiation can be resolved as a face-
to-face Persuade test. The difficulty of the buyer’s
Daunting (D3) Requires both risk and effort; will definitely impact target’s life. Unlikely
test is determined by how reasonable their offer is.
Requires massive effort or serious risk; will significantly impact The difficulty of the seller’s test can be determined
Dire (D4) Improbable
target’s life. in a fashion similar to a persuasion attempt.
Requires both serious risk and massive effort; target’s life
Epic (D5) Far-fetched
permanently altered for the worse. INTIMIDATION
Effective in combat and other high-tension
DISCIPLINE/PSYCHOLOGY TABLE situations, intimidation is simple, straightforward,
and decisive, but it is also quite likely to backfire
DIFFICULTY INTERACTION against determined, disciplined, or confident foes.
Simple (D0) Target has a bad history with the character or considers them an enemy. Threatening someone with a weapon is an easy
option. This might be holding a foe at knifepoint
Average (D1) Target is suspicious of or distrusts the character.
or gunpoint, or it might be a warning shot or
Challenging (D2) Target has no particular opinion of the character. suppressive fire.
Daunting (D3) Target is a friend of the character, or regards them as trustworthy or authoritative.
Dire (D4) Target is particularly naïve. Alternatively, intimidation may include the threat
of losing something (or someone) important, or
Target would honestly consider buying the Acheron wormhole from a stranger he the threat of revealing some incriminating or
Epic (D5)
just met on the street.
embarrassing facts as blackmail or extortion. (This,
of course, requires that the intimidator actually
PERSUASION FACTORS TABLE possess such proof… or is capable of convincing
their target that they do.)
MODIFIER ADDITIONAL FACTOR
−1 Target is on friendly terms with the character. Intimidation Resolution: Intimidation is basically
0 Target is indifferent to the character. resolved as a persuasion attempt, although com-
plications generated on the test are more likely to
+1 Target is unfriendly with character.
result in violent reactions.
+2 Target regards the character as an enemy.
+1 Target is of a different Social Status. When intimidating with a weapon, a character can
+1 Target is of a different Faction. choose to use the skill normally used to make
+1 Request violates the target’s ethics or morals. attacks with that weapon instead of the normal
+1 Request is shameful or embarrassing. Persuade skill. (For example, using the Close
Combat skill when threatening to chop a bound
+2 Request is illegal. prisoner’s leg off with a machete.)
These social zones are connected by dyadic links — as a route for Psywar actions (i.e., you have to wait
the emotional, professional, practical, familial, or until Sunday if you want to talk to someone who
coincidental ties which bind people together. The attends mass that day). They are often modelled as DYADIC LINKS
exact nature of each link isn’t specifically important disappearing zones. You may be familiar with social
theories like “six degrees of
(and, in fact, most people are bound together by a
separation” and “three degrees
complicated weave of interests and mutual expe- NAVIGATING SOCIAL ZONES of influence”. These are the
rience); what’s important is that those links can be Range and movement between social zones is fundamental principles on
navigated and manipulated in order to access and generally handled using the exact same rules as which the social networks of
influence people. combat zones, with two significant exceptions. the Psywar system are built.
Psywar attacks are most effective when you’re at Reach: The concept of Reach does not exist when Six Degrees of Separation:
Close range of your target (i.e., in direct contact using social zones. Once a character enters the The theory that everyone and
with them), but it’s not strictly necessary: In a fire- same zone as another character, they have direct everything is six or fewer steps
fight, you can threaten your foes from the far side access to that character. away from any other person in
the world, such that a “chain
of a room, and in a psyop you can influence people
of friends” can be made to
through their social network. Access: In order to move between two social zones, connect them. (In practice, the
a character must first gain access to the dyadic link number appears to be a little
SOCIAL ZONE TYPES which connects them. If one of the zones connected higher than six. The ubiquitous
As noted above, there are four broad types of to the link is an NPC, this can be accomplished by interconnectivity of Maya tends
social zones. inflicting a Metanoia Effect on the NPC. For other to bind people more closely
social zones, it usually means dealing with the together, but this is somewhat
Persons: Unlike Warfare or Infowar, NPCs in a psyop zone’s social terrain effects. negated by the interstellar
don’t move around. Instead, each NPC exists in their sprawl of the Human Sphere.)
own social zone. (Various Psywar actions will allow If multiple characters are acting together on a
Three Degrees of Influence:
them to form and sever connections with other psyop, they generally gain (or lose) access to a
The theory that an individual’s
social zones, bringing them either closer or further dyadic link collectively. beliefs and behaviour ripple
away from various parts of the social network. Of throughout the social network
course, like all social connections, these can prove More so than other action scenes, social zones are which surrounds them, such
to be a double-edged sword.) Like any other NPC, heavily abstracted and moving from one zone to that they influence not only
the NPCs in a psyop have stat blocks. another can represent many different things (placing their friends, but their friends’
a call, tracking a person down, securing an invitation, friends, and also their friends’
Groups: The groups that can be represented by paying membership dues, forging an identity, or any friends’ friends
a social zone are far-ranging. They can include number of other possibilities). Psyops also usually
formal organisations (including corporations, clubs, play out over long periods of time, and often entire
political movements, unions, NGOs, mercenary scenes (either directly or tangentially related) can
companies, educational institutions, and the like) take place in the middle of them. In fact, moving
and informal communities (including cultural into a social zone often means framing a new scene:
groups, social circles, and casual Maya clusters). How are the characters approaching that person,
Mechanically speaking, a group is defined by its organisation, location, or event?
social zone effects. BRIBES
When using Psywar actions or
SOCIAL OBSERVATION techniques, Assets can be spent
(Although groups are, by definition, made up of During a psyop, characters can “see” any of the to gain a bonus d20 per Asset.
people, those people exist in their own social zones social zones they’re aware of in the social network (This often represents a bribe,
which are connected to the group.) (although the normal modifiers for range and per- although theoretically money
ception apply). Of course, this observation is usually could also be spent to gain
Locations: Locations are similar to groups. limited to Psywar actions. (You can become aware other forms of advantage on
Characters have a dyadic link to the locations they that so-and-so is talking to such-and-such, or that such tests.) Other valuables—
frequent, which often creates relationships with Laura is the person spreading rumours about you, those not represented by
other characters who are also found in that loca- but you can’t see Sebastian loading his gun in the Assets — should be converted to
tion. In terms of the Psywar system, locations are privacy of his own room.) an equivalent value by the GM.
Minor bribes (a few credits on a
defined by social zone effects, but they are notable
flextab or similar offers below
because — as physical places —they can often Social Stealth: At the beginning of a psyop, it’s fairly the threshold of an Asset) can
be accessed through other means (like Stealth typical for a character to make a stealth state check just be handled as an integral
or Warfare). and enter a hidden state (i.e., their target doesn’t part of the normal social skill
know they’re poking around yet). Psywar differs test without expending specific
Events: Events create relationships between considerably from Warfare when it comes to stealth mechanical resources.
everyone who attends them. Some events are because many Psywar attacks aren’t inherently noisy
recurring (on either a regular or irregular schedule), actions that will automatically result in detection
but others may be one-time-only affairs. Events (you can spread rumours about someone without
usually force specific timing on those using them them necessarily realising that you’re doing it).
Psywar 125
Due to the nature of social zones, stealth in a psyop Avoiding Suspicion: When attempting a sneaky
is also more likely to feature characters who have or noisy Psywar action, a character can willingly
been detected without being fully revealed. (The increase the difficulty of the skill test required to
EXAMPLE PCs can see where the NPCs are in the social net- perform the action in order to similarly increase
PSYOP AT RANGE work, even if they aren’t sure what they’re doing.) the difficulty of Observation tests made to
The PCs want to convince Toni It’s also comparatively less likely to feature fully detect them.
Macayana that a member of her hidden characters.
support team has been selling
technical specifications to the
NMF. They gain access to the
A notable exception are characters who have HUMAN TERRAIN MAPPING
yet to appear on the social network map. When
Grey Gear, a Maya cluster which
Sergeant Caetano (Macayana’s these hidden characters become revealed, their When initiating a psyop against a particular target,
machinist) is a member of. social zone should be added to the map. (It’s also the first step is human terrain mapping. This is the
That puts them two social possible for characters on the social network process by which the social networks surrounding
zones away from Macayana. At map to become hidden by severing their dyadic the target— the “human terrain”— are studied, ana-
that Long range, their Psywar links — effectively dropping out of sight and out lysed, and mapped by psywarriors.
attacks will be made at a +2 of contact.)
difficulty —they’ll have to plant CONTACT POINT
just the right rumours on Grey Counterintelligence: A character or organisation A contact point is a social zone connected to the
Gear if they want Caetano
can attempt to detect other characters targeting target of a psyop which the psywarriors have
to pick up on them and pass
them (or others) for a psyop using the normal rules access to. Human terrain mapping begins by deter-
them back to his boss. (Or,
alternatively, plant information for actively detecting stealthy characters. mining the closest available contact point.
on Grey Gear which makes
Caetano look guilty.) When trying to figure out how suspicious a par- The base distance of the closest contact point is 4.
ticular group is (i.e., whether they’re performing To this is added the absolute difference in Social
counterintelligence activities) or how pervasive Status between the target and the psywarrior. (If
their surveillance is (i.e., how often they’re making multiple psywarriors are involved in the psyop, use
counterintelligence checks) the GM can use the the smallest difference in Social Status.) Finally,
Counterintelligence Level table as a guideline. a distance modifier is applied based on physical
proximity to the target (as shown on the Contact
PLAYTEST TIP
COUNTERINTELLIGENCE Distance Table.)
WHAT TYPE OF LEVEL
ZONE IS IT? A psywarrior can then attempt an Average (D1)
In some cases, you’ll discover Paranoid Every 1 round Analysis or Lifestyle test to find their contact point.
that the distinction between Suspicious Every 1d3 rounds Momentum can be spent to reduce the number
different types of zones can
Cautious Every 1d6 rounds of zones on a one-for-one basis to a minimum
be a little hazy. For example,
of 1. Momentum can also be spent to discover
the Jews of Dar El Funduq Routine Every 3d6 rounds
are a community and the alternative contact points, dyadic links, or social
Naïve Never checks zones. (The GM can similarly use complications
Funduqu Hebrew Brotherhood
is an organisation; but both to increase the necessary number of zones.) The
the Jewish Quarter of Dar El
Funduq and the Brotherhood’s
community centre are locations.
Whether these are four
different zones in a given social
network or a single zone (or
something in-between) is a
judgment call (and may depend
on what the PCs are attempting
to accomplish and how they’re
approaching the problem).
Jumping to the End: And what if they want to just call Sylvia Greene directly? Generally speaking, just PLAYTEST TIP
calling someone up out of the blue that you don’t actually have access to will make influencing them LOW PROFILE
more difficult (if they answer at all). How difficult? Well, if they haven’t managed to find a way past or Another way of avoiding
around Vince Smith yet, they’re still two social zones away from her, which would increase the difficulty undue attention is to simply
of Psywar attacks by two steps. (Basically, being able to say, “I’ve been talking to Vince Smith and I have keep your distance: Each zone
between you and your target
a few questions for you…” gives you a certain amount of influence with Greene. And that’s what the
increases the difficulty of their
social network map is modelling.)
Observation tests by one step.
(Of course, it’s also harder to
manipulate them from there.)
former tests represent data mining Maya feeds, difficult than describing the battlefield for a
financial trails, legal records, professional databases, Warfare scene.
and the like to identify the target’s patterns of
behaviour. The latter uses social networking to RESEARCHING THE TARGET
gather rumours, introductions, and the right sort Even once a psywarrior has determined their
of invitations to bring the psywarrior into their contact point for a target, it’s not unusual for EXAMPLE
target’s social circle. them to continue researching them. Depending GAINING ACCESS
on exactly what approach they take, this research The player characters are
could include Analysis, Education, Hacking, Lifestyle, at the NeoColonial War
CONTACT DISTANCE TABLE Anniversary Gala. They begin
Observation, Thievery, or social skill tests. These
DISTANCE CONTACT POINT hobnobbing with the members
tests can usually be handled as a Simple (D0)
of the Veteran’s Association
Same City +0 zones test, with Momentum being saved to assist them
attending the gala (using a
in targeting the target or their associates during Minor Action to move one
Same Continent +1 zone the psyop. Alternatively, this Momentum could zone). Amarilis Nereida is
Same Planet +2 zones also be used to uncover additional social zones or attending as a member of the
Same System +3 zones connections in the target’s social network that the Veteran’s Association and they
character was not yet aware of. want to convince him to give
Different System +4 zones them an introduction to his
It is also usually not difficult to continue pursuing former partner, Toni Macayana.
SOCIAL NETWORK research even during a psyop— turning up new They can accomplish that by
inflicting two Metanoia Effects
Once the distance of the initial contact point from information that may make the difference in coax-
(one to gain access to the
the target has been determined, the GM should ing, breaking, conning, blackmailing, or otherwise
dyadic link to him and another
identify what the contact point is and the social influencing the target. to gain access to the dyadic link
zones which connect the contact point to the target. between him and Macayana).
Once they have access, they
In some cases, the GM may have predesigned a
social network for the target. If that’s the case, the
SOCIAL ZONE could use a Standard Action to
move a Long range (two zones)
GM simply identifies a social zone at the appropri- EFFECTS into Macayana’s social zone (as
Nereida introduces them).
ate distance from the target (or adds such a zone if
none exists). In the Psywar system, social zone effects generally
model the zone’s social relationships or persistent
If the target’s social network has not yet been interactions with the rest of the social network.
determined, all that’s necessary is to improvise (Non-persistent interactions, of course, are resolved
the network. With practice, it should be no more as individual actions.) These can include emotional
Psywar 127
ties, codes of conduct, community standards, tradi- In some cases, a zone may have different
PSYWAR: CAN’T tional customs, legal obligations, and the like. Accessibility ratings for each dyadic link.
GET THERE
FROM HERE
Unlike Infowar—where it is Social Terrain Tests: Terrain tests in social zones ANTAGONISTIC
possible to have systems that will often use social skill tests. Unlike quantronic Characters who enter, pass through, or start their
are completely offline—finding or combat zones, where the type of check is usually turn in an antagonistic zone must make a social
a contact point for a psyop determined by the type of terrain being interacted skill test as a Free Action. Failure on the test means
target should almost always with, in Psywar it’s more usual for the skill to be that the character suffers some form of conse-
be possible. (The exception determined by the way in which a character is quence, usually an amount of Resolve damage (with
would be a literal hermit who interacting with the zone. an associated Metanoia Effect).
is completely cut-off from
any social contact whatsoever.
Pursuing such a character is
ACCESSIBILITY X The antagonistic effect should generally not be
less about Psywar and more Social zones modelling groups, events, and loca- applied to NPC zones: NPCs take action directly.
about a manhunt to physically tions (i.e., social zones which do not belong to a Antagonistic zone effects represent the abstract,
locate them.) specific character) usually have an Accessibility general activity taking place within the zone’s
rating. In order to gain access to one of the dyadic sphere on influence. (In some cases, these activities
links connected to a social zone, a character in will be carried out by specific individuals. If that’s
the zone must succeed on a terrain test with a the case, it may be better to include those NPCs
difficulty equal to the zone’s Accessibility rating as as separate zones attached to the group, event, or
a Standard Action. location.)
INSULAR X
Some individuals and communities are hostile or
resistant to interacting or cooperating with outsiders.
(Examples can include sectarian organisations, intel-
ligence agencies, and parochial settlements.) Social
zones can have an Insular rating of 1 to 4, represent-
ing the severity of their distrust for outsiders.
LOYALTY/ENMITY
A zone’s Loyalty or Enmity, if any, is directed at a spe-
cific person or group other than itself and is rated
on a scale of 1 to 4. (It’s also possible for a zone to
have multiple loyalties and multiple enmities.)
Psywar 129
COAX RUMOUR
EXAMPLE Coaxing someone can be achieved through per- Spreading rumours can be effective by either
IDENTIFYING sonal magnetism or charisma; by use of compelling damaging the reputation of a target or by manipu-
CONTACT POINT arguments or rhetorical techniques; or by exploit- lating their perception of a situation (and, thus, the
Toni Macayana’s Social Status is ing emotional connections. actions they take in response to that information).
Upper. The PC with the closest
Unlike most Psywar techniques, spreading Rumours
Social Status is only Middle.
When they first become aware
DECEIVE uses a Lifestyle test.
of Macayana, they are in Punta A lot of social conflict can be overcome through
Norte on Acontecimento (so the careful use of deception. No deception, no SEDUCE
there is no modification for matter how skilled the deceiver, can make someone Seduction is the art of turning someone’s desires
distance). This results in a base believe something that runs completely counter to act in harmony with your own hungry wants. It
distance of 5 (4 as the base to their perceptions and expectations. The best is the promise of intimacy, the creation of carnal
value + 1 for their difference deceptions work by playing into a person’s existing desire, or the offer to fulfil the same. Most often
in Social Status). One of the beliefs or by fitting into their perception of the associated with gaining a reciprocal level of
player characters digs into world around them. Skilled deceivers will keep sexuality, seduction can also be used to twist the
Macayana’s military records
their lies close to the truth and study their target to behaviour of others to suit your whims.
and performs an Analysis (D1)
learn what lies are most likely to go unchallenged.
test. They succeed on the test
and generate 2 Momentum, If a seduction attempt is not sincere, the target can
which they spend to reduce the When attempting to Deceive a target, a character use Psychology as a Defence Reaction against it.
distance of the contact point to makes a Persuade test. A target can use Psychology
three zones. The GM looks at when making a Defence reaction against the PSYWAR TECHNIQUES
the social network map they've Deceive test.
drawn up for Macayana and NAME SKILL DAMAGE
determines that the PCs have INTIMIDATE Coax Persuade 1+4§
learned about the NeoColonial Intimidation is a brute force approach to psycho-
War Anniversary Gala where
logical warfare. Particularly effective in combat and Deceive Persuade 1+4§
veterans known to have
other high-tension situations, intimidation has the Influence Persuade 1+4§
served with Macayana will be
in attendance. virtue of being simple, straightforward, and decisive. Per unarmed
However, attempting to intimidate someone is a Intimidate Persuade
attack / weapon
sign of aggression. It will change the tone of the
Negotiate Persuade 1+4§
proceedings, and it often makes opponents hostile
even if they are not affected. Order Command 1+4§
EXAMPLE
Rumour Lifestyle 1+4§
ANTAGONISTIC When attempting to Intimidate someone with a
ZONE weapon, a character can choose to use the skill Seduce Persuade 1+4§
If the NeoColonial War normally used to attack with that weapon for the
Anniversary Gala was a
fundraising event trying to raise
social skill test. (For example, using Ballistics to PSYWAR
the resurrection bonds for dead
veterans stuck in Cube banks,
threaten someone at gunpoint.) If successful, the
intimidation deals Resolve damage equal to the REACTIONS
that could be modelled as an damage normally inflicted by the weapon used.
antagonistic zone effect. On a If no weapon is used, the damage is equal to COUNTER-ARGUMENT
failure, a character would suffer the intimidator’s unarmed damage. (These totals A character aware of a Psywar attack and able to
1§ Resolve damage and, if include the normal bonus damage for the attack.) interact with the target can immediately attempt to
they suffered a Metanoia Effect, counter what the attacker is attempting to accom-
they’d be convinced to donate NEGOTIATE plish by making a Challenging (D2) social skill test.
1+1§ Assets to the cause. Negotiation is, ultimately, getting someone to do If they succeed, they can use Momentum to defend
something by offering them something else in as per the Defence Reaction. If they fail, or if they
return. Many negotiations will feature a bribe — a do not generate enough Momentum to negate
gift of money or some other valuable in exchange the attack, the original target defends against the
for acting in the briber’s favour. attack normally.
ORDER
If a character has authority over their target (a
higher rank in an organisation, for example) or the
target believes that they do (due to some convinc-
ing deception), then they can make a Psywar attack
using the Command skill.
Confidence 1 Character gains +1§ Morale Soak until start of their next turn ACCESSIBILITY
While at the NeoColonial War
Allies of the character within Close range gain +1§ Morale Soak until start of their next Anniversary Gala, Samantha
Inspire 2 tries to flirt with some of the
turn; 1 Momentum can be spent to affect an additional zone.
veterans in attendance and
Stubborness 3 Intransigence for a given Metanoia Effect increases by 1. make some friends in the
Veteran’s Association. The
gala has Accessibility 1, so
METANOIA Influence Belief: Convince the target that
she makes an Average (D1)
Persuade test and, with a
EFFECTS something is true (whether it is or not). This can success, gains access to the
extend to altering their personal value system and Veteran’s Association. She
The following effects can be applied whenever reasoning, or at least temporarily being willing to moves into that zone and
Metanoia is inflicted during a Psywar scene, or in ignore them. discovers that, due to the
any other circumstance where Metanoia is inflicted. association’s confidentiality
policies, it will be much easier
Monitor: Learn what actions the target is taking in
to gain access to the Tikbalang
Break Social Connection: A dyadic link connecting the “real world” by collecting gossip, having them
Chasseurs (Accessibility 1) than
the target to another social zone is broken. Remove followed, questioning their associates, or the like. it would be to glean the contact
the link from the social network map. information for a specific
INTRANSIGENCE retired vet like Amarilis Nereida
Create Social Connection: A dyadic link is created It’s easier to convince people to do some things (Accessibility 2). She really
between the target and another social zone. (This than it is others. (For example, convincing someone wants to find out what Nereida
might represent convincing them to join an organ- to loan you some money is probably easier than could tell her about Macayana,
isation, swearing a blood oath to destroy their new convincing them to kill someone for you.) The though. She considers inflicting
archenemy, booking them to perform at a concert, difficulty can also vary depending on the individual. a Metanoia Effect on him from
a distance (collecting stories
or moving them into a safe house.) (It’s easier to convince a Triad member to break the
he’s told to people around
law than it is an Imperial Agent.)
the Veteran’s Association), but
Emotional State: The effect creates an emotional decides instead to see if she
state in the target. (Common options might include The unwillingness of a particular target to do a can trick the bureaucracy. She
panic, suspicion, trust, lust, and the like.) particular thing is measured by their Intransigence. makes a Thievery (D1) test to
In order to achieve a Metanoia Effect, it is necessary forge an information request
Force an Action: The target is forced, convinced, or to inflict a number of Harms equal to the target’s slip, gets three successes, and
otherwise compelled to attempt a particular action. Intransigence towards that effect. uses the 2 Momentum to
(This might include evincing a confession, con- buy two additional d20s for
vincing them to lay down their arms and engage The GM ultimately determines the Intransigence for a Challenging (D2) Lifestyle
check to gain access to
in negotiation, invest in a particular stock, or any each effect. Most of the time, the Intransigence will
Nereida’s records.
number of things.) These are generally specific be equal to 1. Metanoia Effects which would force a
actions carried out immediately. Long-term services character to stop taking actions during the current
will usually have higher Intransigence scores. encounter (like panicking and running away from
combat) will usually have an Intransigence of 4 for
Forge Friendship: The target becomes friends with PCs and Nemeses, 2 for Elites, and 1 for Troopers.
someone (usually the person interacting with them, SECRET VICES
Some targets may be reluctant
although a good wingman might be able to hook At the GM’s discretion, Metanoia Effects with lesser
to reveal the price of their
them up with someone else). effects can contribute towards overcoming the tar-
compliance, but that doesn’t
get’s Intransigence for a larger effect. (For example, mean there isn’t something
Gain Information: This does not necessarily mean if you can make someone believe their partner is they prize above all else.
getting the target to openly reveal the information getting ready to betray them and then get them Research or Metanoia Effects
in question. You might bluff them into glancing panicked, those Metanoia Effects could contribute can be used to identify what a
at where they’ve hidden an object. Or do enough towards convincing them to testify against them particular target’s weaknesses
social data mining to crack their password. in court.) are, granting additional
bonus d20s above the base
Gain/Lose Access: As a Metanoia Effect, a char- value of an offer if it’s of a
type the target is particularly
acter can gain (or lose) access to a dyadic link
susceptible to.
(see p. 125).
Psywar 131
PSYWAR AND PCS
DETERMINING The rules for a psyop are based around the PCs If your group has concerns about using Metanoia
INTRANSIGENCE
targeting a particular NPC or group, but PCs can Effects on the PCs, we recommend having a frank
When in doubt, the GM should
default to Intransigence also be targeted by Psywar attacks. This means discussion and figuring out where to draw the
1. (Accomplishing things is that they can suffer Metanoia Effects and, as a line. However, we also recommend that what is
inherently more interesting result, have their beliefs or actions altered. good for the goose is good for the gander: If, for
than not accomplishing them example, NPCs cannot force the PCs to retreat,
and will drive the scene For some players, this can be problematic, because then PCs cannot do that to NPCs, either. Keep the
forward.) A higher Intransigence their enjoyment of the game depends (for one playing field level.
would indicate something reason or another) on having complete control
significantly out of character over their character. The line between what’s Another possible compromise is to allow players
or difficult for the target. One
acceptable and unacceptable for these players can to set the Intransigence scores for their own PCs,
way you can set Intransigence
be a fuzzy one and it can also vary significantly. the same way that the GM sets them for the NPCs.
is by looking at the number of
factors weighing against the Some players, for example, will be okay with (These can, of course, vary based on circumstance
decision. For example, a PC their characters panicking against their will and and the Metanoia Effect being attempted.) This
might try to convince a store fleeing from the scene of a battle, but will not be only works if the numbers are set in good faith, of
clerk to take a gun and provide comfortable if they are “forced” to trust someone course, but it empowers the players to make sure
covering fire for them. This or to agree to a particular course of action. Other that the system is reflecting their sense of who
defaults to Intransigence 1, but players will have never played in a system where their characters truly are.
it would put the store clerk they can do the same thing to the NPCs and they
in mortal danger (+1) so you may find that this changes their opinion.
might assign Intransigence 2. In
a later scene, a college student
wants to seduce their professor.
Their professor, however, is
a moral man (+1) and if he
was found out he would
lose his tenure (+1), so the
student will need to overcome
Intransigence 3.
WARFARE
ACTIONS IN
PSYWAR
Absterge (p. 110)
Assist (p. 110)
Defence (p. 113)
Exploit (p. 111)
Guard (p. 113)
Ready (p. 111)
Recover (p. 111)
Treat (p. 112)
Withdraw (p. 112)
INFOWAR ACTIONS
IN PSYWAR
Transmit (p. 120)
ACTION SCENES
VEHICLES
Vehicles soar, roar, and even stride through the Hover: The vehicle floats above terrain and obsta- combat zone effects— p. 108
battlefields of the Human Sphere. Elsewhere, cles, but cannot truly fly. Hover vehicles ignore
the streets of cities teem with cars, trucks, and all zone effects caused by surface conditions (e.g.,
motorcycles. The wilderness is traversed with slippery ice or choppy water) and obstacles shorter
all-terrain craft. than an average human. ADVANCED
VEHICLES
These basic rules cover
This action scene module lays out the special rules Rugged: Tech tests to repair Rugged vehicles are simple ground vehicles and
which apply to vehicles, but in most cases, charac- reduced in difficulty by one step. watercraft, including TAGs.
ters operating a vehicle take actions and interact Advanced Vehicle rules found
with action scenes in the same way as any other Single-Seat: A single-seat vehicle is specifically in the Gamemaster’s Guide
character. Vehicles are generally incorporated into designed to be fully operated by a single character. will cover more advanced
Warfare scenes, although Infowar attacks (stealing A pilot in a single-seat vehicle can simultane- vehicles (including aerial ships,
control of a vehicle) or Psywar attacks (playing ously assume the role of a gunner without the submersibles, spaceships,
chicken with an opposing driver) can still have a normal penalty. and the like). The Tactical
big impact. Armoured Gears supplement
will include dedicated TAG
Walker: The vehicle moves on legs. Walkers count
Warfare rules and advanced
their Scale as one less for the purposes of Evasive options custom-tailored to TAG-
VEHICLE TYPES Action or terrain tests. oriented campaigns.
Vehicles come in a range of different types, from Watercraft: The vehicle is designed to travel
sleek and agile TAGs, to nimble motorcycles, to across water.
rugged trucks, and everywhere in between. A
vehicle’s Type describes how it and its passengers Wheeled: The vehicle travels on wheels. Wheeled LARGE VEHICLES
Any vehicle with a Scale
interact with terrain and other characters. A vehicle vehicles are swift across open ground, but
above 3 may take up multiple
will always have at least one Type, and may sometimes difficult to control over rough terrain. zones on the battlefield, or be
have several. A Wheeled vehicle counts its Speed as one higher divided into multiple zones.
if there is no difficult terrain in any zone it enters, For example, a yacht may have
A vehicle can only move across terrain types leaves, or moves through during its movement. different cabins and decks,
allowed by its Type. (For example, a Ground vehicle and may exist across several
like a car attempting to drive across a lake will zones on the environment
usually just sink. Conversely, a boat will obviously VEHICLE PROFILE map (the fore, and the aft). The
run aground if it tries to leave the water.) specifics of this are left to the
In addition to its Type, a vehicle has the following GM’s discretion.
Enclosed: The vehicle is completely enclosed, scores and values.
protecting crew and passengers within. Crew and
passengers cannot be targeted by attacks from Speed: A vehicle’s Speed determines how quickly it
outside the vehicle, but also cannot use their own can move during normal use. (This is not the vehi-
personal weaponry. cle’s top speed, but rather how quickly the vehicle Evasive Action— p. 135
can move in the difficult circumstances typical of
Exposed: The passenger and crew of an Exposed an action scene appropriate for its type.) terrain tests— p. 108
vehicle can be targeted by attacks from outside
the vehicle and may attack with their own personal Scale: A vehicle’s Scale is a representation of its difficult terrain— p. 109
weapons. Some Exposed vehicles may still offer size. Scale 0 refers to any vehicle which is approx-
cover to their occupants (indicated in parentheses). imately the same size as a human. Scale 1 covers Cover— p. 108
vehicles around twice the size of a human, and
Ground: The vehicle is designed to move each additional increase in Scale approximately melee weapons— p. 358
across land. doubles the size of the vehicle.
unarmed strike — p. 100
Hands: The vehicle has manipulators similar in Brawn: A vehicle has a Brawn score of its own, which
function to human hands. The pilot can make is used when using the vehicle to shift heavy loads bonus damage— p. 101
attacks using melee or ranged weapons held in or employ brute force. This is also used to calculate
the vehicle's hands. They can also make unarmed the bonus damage for the vehicle’s melee attacks. Superhuman Brawn X, p. 418:
strikes with damage equal to its Impact rating. Further, vehicles have the Superhuman Brawn X Add X automatic successes on
special rule, where X is equal to the vehicle’s Scale. Brawn-based tests.
Vehicles 133
Armour: A vehicle’s Armour Soak is subtracted from Vehicles can be mounted with any weapon (includ-
physical damage dealt to the vehicle. ing those with the Mounted type). Vehicles with
BTS, p. 341: Use as persistent Hands can use 1H, 2H, Unbalanced, or Unwieldy
soak vs. Biotech, Nanotech, BTS: A vehicle’s BTS value applies to both the weapons in one hand. They may also use Massive
Radiation attacks. Add as vehicle and its passengers. weapons in two hands.
bonus to Security Soak. Reduce
difficulty of Resistance tests vs. Firewall: A vehicle has a Firewall score of its own, RAMMING
diseases, poisons.
which is used when the vehicle is unattended. A pilot of a vehicle which moves during its turn
(Vehicles currently being operated are considered can attempt a melee attack against a target within
part of the pilot’s network.) Reach using the Pilot skill. If the attack is success-
ATTACKING ful, it deals the vehicle’s Impact rating as damage.
PASSENGERS
Impact: A vehicle’s Impact is a damage rating (This action includes ramming, sideswiping, and
Characters wishing to target
a passenger in an Exposed measuring its weight and the force it can bring to other uses of the vehicle’s bulk.)
vehicle should use the Target bear against those nearby. This rating includes any
Passenger Momentum spend, bonus damage from the vehicle's Brawn score or TARGETING A VEHICLE
p. 135. Superhuman Brawn trait. Vehicles can be targeted for an attack like any
other combatant. They are, however, objects and
suffer physical stress as Structure and physical
damage rating—p. 99
OPERATING A harms as Faults.
VEHICLE HARM
VEHICULAR EFFECTS
ACTIONS
Vehicles suffer Faults like other objects. Typical
ASSUME ROLE (MINOR) Fault Effects for vehicles include Damaged, Disable
Characters can assume a role operating the vehicle Function, and Injury.
as part of its crew (e.g. pilot or gunner) as a
Minor Action. Vehicles can also suffer from Breach Effects. In
addition to the normal Breach Effects, vehicles are Defence — p. 113
ENTER/LEAVE VEHICLE susceptible to a special Breach Effect.
(MINOR/STANDARD)
Entering or leaving an Exposed vehicle is a Minor Gain Access: A Breach Effect against an unattended
Action. Entering or leaving an Enclosed vehicle is vehicle allows a character to fake authorisation,
a Standard Action. Characters may assume a role allowing them to access a vehicle they aren’t
operating the vehicle as part of its crew as part of approved to use. This cannot be used against vehi-
this action when entering a vehicle. cles currently attended— the vehicle ignores such
deceptions if it already has crew.
Vehicles 135
SAMPLE VEHICLES MOTORCYCLE
EXPOSED, GROUND, WHEELED
CAR
Even with the wonders of modern propulsion ATTRIBUTES
available, it’s tough to beat the classics. When it Scale Speed Brawn
comes to reliability, efficiency, and consistency, the 0 3 9
classic 4-wheeled automobile remains the gold
DETAILS
standard across the Human Sphere.
Max. Passengers Impact
DETAILS
SPEEDBOAT
From personal leisure vessels to high-speed pursuit
Max. Passengers Impact craft, a good speedboat is essential to transporta-
5 2+5§ (Knockdown) tion on planets like Varuna, though they see use
DEFENCES anywhere with enough water. While basic enclo-
sures can provide protection from the elements,
Structure 12 Firewall 6
speedboats are built as light and open as possible.
Armour 3 BTS 1
SPEEDBOAT
HOVERCRAFT EXPOSED, WATERCRAFT
HOVERCRAFT
EXPOSED (+4§ COVER), GROUND, HOVER, TRUCK
WATERCRAFT
A tough, rugged vehicle designed for trekking
ATTRIBUTES cargo over land; whatever these chiselled haulers
Scale Speed Brawn
lack in grace, they make up for with their solid
construction and expansive capacity.
3 2 14 (+3)
DETAILS TRUCK
Max. Passengers Impact EXPOSED (+2§ COVER), GROUND, WHEELED
YACHT GECKO
A favourite of the elite, these luxury vessels serve ENCLOSED, GROUND, HANDS, SINGLE-SEAT,
WALKER
not just as vehicles, but floating residencies,
hosting spectacular galas with reliable frequency. ATTRIBUTES
Every millimetre of the ship is engineered to
Scale Speed Brawn
create an ambiance of effortless wealth, and
refined class. Yachts are hardly military vehicles, 1 2 15 (+1)
but investments of this scope tend to be secured, DETAILS
as many a would-be yacht thief could tell you. Max. Passengers Impact
1 2+6§ (Knockdown)
YACHT
EXPOSED (+2§ COVER)*, WATERCRAFT DEFENCES
Structure 16 Firewall 10
ATTRIBUTES
Armour 5 BTS 6
Scale Speed Brawn
4 5 13 (+4) MOUNTED WEAPONS
• Combi-Rifles (×2): Range C/M, 1+5§ damage, Burst 2, 2H,
DETAILS Expert 1, MULTI Light Mod, Vicious 1)
Max. Passengers Impact • Chain-Colt: Range C, 1+4§ damage, Burst 1, 2H, Concealed 1,
12 5+5§ (Knockdown) Torrent, Vicious 1
• Panzerfaust: Range L, 2+5§ damage, Burst 1, 2H, Munition,
DEFENCES Piercing 2, Spread 1, Unsubtle, Vicious 2
Structure 25 Firewall 14 GEAR: ECM 1
Armour 2 BTS 4 SPECIAL ABILITIES:
MOUNTED WEAPONS • Ignores penalties imposed by zero-g conditions.
• Combi-Rifles (×4): Range C/M, 1+5§ damage, Burst 2, 2H,
Expert 1, MULTI Light Mod, Vicious 1
GUĪJIĂ
SPECIAL ABILITIES: A hulking titan equipped with massive weaponry,
• Lower Deck (Enclosed): The lower deck of a Yacht is Enclosed. the Guījiă is a soldier’s nightmare manifest
The Pilot must be on the Exposed upper deck, but other
in heavy alloys. A truly monolithic TAG, these
passengers and crew can remain below deck.
“Armoured Tortoises” laugh off small arms fire,
while packing enough power to level a city block
should they be so inclined.
SAMPLE TAGS
Tactical Armoured Gears (TAGs) are single-manned GUĪJIĂ
armoured weapon platforms, usually humanoid in ENCLOSED, GROUND, HANDS, SINGLE-SEAT,
WALKER
appearance, but arachnoid and bird-like shapes
are also used for all-terrain designs. ATTRIBUTES
Scale Speed Brawn
GECKO
An abandoned line of reconnaissance TAG, the 2 2 17 (+2)
Jurisdictional Command of Corregidor saw in DETAILS
these lightly armoured, mobile TAGs something Max. Passengers Impact
indispensable —namely, they were cheap, and
1 3+7§ (Knockdown)
readily available. Lighter than a heavy TAG, but a
juggernaut compared to heavy infantry, the Gecko DEFENCES
has enjoyed a resurgence in popularity, largely Structure 16 Firewall 10
due to Praxis’ never-ending stream of iterations
Armour 8 BTS 6
on the design.
MOUNTED WEAPONS
• MULTI HMG: Range L, 2+5§ damage, Burst 3, Unwieldy,
Medium MULTI, MULTI Heavy Mod, Spread 1, Unsubtle
• Heavy Flamethrower: Range C, 2+5§ damage, Burst 1, 2H,
Incendiary 3, Munition, Terrifying 2, Torrent
• AP Sword: Melee, 3+10§ damage, Unbalanced, Parry 2,
Piercing 2, Vicious 1
GEAR: ECM 1
Vehicles 137
PART III:
THE HUMAN SPHERE
G-5 FACTIONS
OTHER FACTIONS
WORLDS
ALIENS
GAZETTEER
Second, encryption is intrinsic to Maya communica- to as the dial (due to its typically radial design) and comlogs — p. 365
tions. Network traffic is secured against snooping it hovers in mid-air in front of the user, often above
by other systems on the mesh network, and public their forearm (as a legacy of the more simplistic
keys are embedded into the social clouds of users interfaces which were originally displayed on the ALEPH AND
SECRETS
to make for seamless one-to-one communications. forearm and, later, projected above them by crude, The Nomads have long
Ironically, although encryption was once seen as embedded holographic projectors). suspected that ALEPH
inviolable, modern quantronics combined with secretly has the means to
ingenious pseudo-AI have shattered that notion, DATASPHERES crack any form of encryption,
creating an arms race between cryptographers A datasphere is a shared network of coordinated rendering any sense of true
and crackers. It’s still possible to secure your data, data, communication, and user experiences. The secrecy— particularly on
but it’s a lock on your front door; not an adaman- relationship between the components of a data- Maya— an illusion.
tine vault. sphere can be either virtual connections or physical
systems. Dataspheres should not be thought of as
Third, the architecture of Maya is built on hyper- autonomous units, but more like Venn diagrams:
ledgers — next generation distributed ledgers the identity of a given “datasphere” is amorphous, DIAL STYLING
Although each dial is heavily
(similar to the blockchains on which the first its borders are fuzzy, and it can overlap with or be a
customised by its user, certain
cryptocurrencies were built) that provides a system subset of other dataspheres.
basic styles are pervasive
of trusted interactions and exchanges which and are often influenced by
are as meaningful and permanent as the real For example, the largest datasphere is Maya itself, local culture. PanOceania,
world. Particularly notable are the sophisticated sometimes referred to as the Mayasphere. Virtually for example, uses expansive,
smart contracts and decentralised autonomous all other dataspheres are actually just one small circular designs (their eyes
organisations which this hyperledger architecture part of this larger ‘sphere or, at the very least, flicking across space and
makes possible. connected to it. (Some dataspheres, of course, are changing focal location). Yu
heavily firewalled for reasons of security.) Jing, on the other hand, uses
COMLOGS a more angular interface with
information layered in depth
A vast variety of computer systems are connected A good example of how dataspheres relate to
(resulting in a more fixed gaze
to Maya in one way or another, but most individ- each other is the Mercury Strategic Network, the
shifting the focal depth of
uals access the network through a comlog. These datasphere of the Paradiso Coordinated Command the eye).
devices are typically implanted in the forearm and which links individual military dataspheres like the
accessed through a link bracelet. The AR interface Complex-Net of the PMC, the Qapu Khalqi Military
is viewed through retinal implants, contact lenses, Network, and the Nomad Military Datasphere. In
glasses, holographic projections, or, more rarely, addition to this, military AIs have a dedicated OTAKU
cyber-paper and controlled through a variety of datasphere which acts as a sort of substrate, riding Originally a derisive
haptic-feedback devices. below the primary military net while carrying vast StateEmpire propaganda term
amounts of data that can only be processed by for Nipponese hacktivists,
In practice, this means that a user’s “interface” with non-human intelligence. “otaku” is now a general
Maya is functionally the entire world around them. epithet for any antisocial
There is no clear distinction between the two; the Private dataspheres can range from the purely hacker who subverts Maya to
inconvenience, stalk, harass,
transition between physical and quantronic reality local (like the datasphere of a particular ship or
and otherwise terrorise their
is imperceptible. Most users, however, will maintain business) to the literally interstellar (such as the chosen victims.
a focused control interface for commonly used Alh Fajr caravanserai network or the Circulars Net
functions and informational display. This is referred maintained by the TransEtherea Company).
ARACHNE HIKIKOMORI
Maya is the demesne of ALEPH. Many among the is a quantronic Gnosticism built on irrational The freedom of the iota-
Nomads would argue that they are, in fact, one syllogisms and logical sequences based on faith scarcity economy, the endless
and the same. And they believe that freedom does and mysticism which are inherently antithetical possibilities of simulated AR
environments, and the peculiar
and cannot exist within the panoptic confines of to an artificial intelligence like ALEPH. The result,
advantages of ghosting have
an ALEPH-controlled datasphere. As an alterna- particularly when combined with the paranoiac
caused some to withdraw from
tive, they have created their own independent firewalls and security systems of its isolated nodes, the physical world and spend
network: Arachne. is slower than Maya, but significantly more secure. virtually their entire lives within
the confines of their home.
The cyber-wizards of Tunguska— in alliance with Nomads use their commercial missions, Corregidor These isolationists are known
the avante garde programmers of Bakunin, the workers, mercenaries, and other economic ambas- as the Hikikomori, a Japanese
security experts of Corregidor, and the cyber- sadors as a cover for installing Arachne nodes word meaning literally “pulling
witches of Observance—designed a networking throughout the Human Sphere. ALEPH tries to inward, being confined”.
protocol modelled on the neuronal patterns of the destroy, cripple, or suborn these nodes, but they’re
saints and martyrs of early Christianity. Arachne cheap to replace.
experiences offered by Maya channels are all-encom- to double tap a pair of initials carved into a tree
passing, ranging from single creators who sporadically trunk and pull up footage of the young lovers who SENSASERIES
Sensaseries like The Adventures
deliver poetry to mega-channels that create pervasive did it.) This technique can also be used for secure
of Candy Double and Insidious
AR experiences that overlay your everyday life. cluster-communications—a dumb sticker or graffiti
Suspicion, two of the most
sigil can be transformed into waypoints or messages popular Maya shows, allow
Most people subscribe to a wide variety of channels, for those with access to the proper Maya cluster. (This the spectators to directly
creating an ever-updating library of pending media is sometimes referred to as redwalling.) experience the programme
for them to consume at their leisure. Certain channels from the POV of one or
can be flagged to push urgent alerts or breaking news Quantronic IDs (QIDs) are an important part of more characters.
items into a user’s sensorium. Others are more passive modern domotics. In addition to giving every object
experiences which are designed to be tuned in as a unique identification code, these next generation
“background noise” or more subtle reality modifications. RFID tags can be interfaced with wirelessly and also
PERSONAL
incorporate basic scanners that can monitor how SOUNDTRACKS
objects are being manipulated, modified, or consumed. You see the girl of your
PERVASIVE dreams and a romantic pop
tune begins to play. You start
DOMOTICS GEISTS your daily exercise and an
exciting action track cycles
Domotics — the automation of what were previously Geists are the glue which hold the complexity up. Personal soundtracks,
passive elements of the environment— have of modern life together. Without them to quietly dynamically controlled by your
geist, score your life as if it
become completely integrated into modern life. juggle Maya communications, digital patinas, and
were a Maya drama, lending
The average person (particularly in PanOceania) omnipresent domotics the individual would be a quality of hyper-reality to
would be at least momentarily flummoxed by lights overwhelmed with processing the constant barrage everyday existence.
that don’t turn themselves on, carpets that don’t of data. (It’s why they’re referred to by some as
vacuum themselves, or a martini that you can’t domotic partners.)
query to figure out where you left it.
What makes geists particularly invaluable is their DIFFUSION
The usual interface for interacting with a smart object ability to autonomously anticipate their partner’s A programme or channel’s
is to simply double tap it. (You can do the same with needs and desires with virtually unerring accuracy “diffusion” refers to which
dataspheres it can be found
people—a double tap on a proffered palm is more and then use domotic interfaces to manipulate
on. Many programmes, for
casual than a handshake and will usually transfer their environment; or manage their social cloud; or example, are exclusive to either
some basic halo permissions.) Even objects that monitor Maya channels for appropriate information Maya or Arachne; while others
aren’t inherently smart are often “faux smart”—their and entertainment; or provide live translation; or can be found on both. Some
domotic properties a result of meme-tags stored in pop pertinent navigation data into their sensorium; programmes are limited to
the Mayasphere and supplemented with AR supplied or otherwise summon the services and provide the particular planets or factions.
by a user’s geist. (Thus, for example, one may be able information necessary to fulfil them.
Eye of Varuna: A general information channel for Varuna. Veritas Independent News Network: Originally founded as a grass-
roots channel by Colette Gabaudon on the Arachne datasphere, it’s
Infoflux: “The reality of the Sphere in your comlog!” Infoflux is a spread to the Mayasphere as well… except in Yu Jing space, where
mega-channel with the particular speciality of using pseudo-AI to the Ministry of Information blocks the channel.
create hyper-personalised programming, like their popular Personal
Flashpaper! news bulletin. Yu Jing Ministry of Information: The Yu Jing government maintains
a massive propaganda channel, along with a number of more
Orakl: An education channel produced by the University of specialised subsidiary channels. Among many other offerings, it
Manaheim. In addition to offering college credit, it includes popular includes the Mayazine Jiāo Di n (Focal Point) and Jin Ren Min (The
public programming like Pointed Questions. People’s Progress), the Ministry’s official bulletin.
ARIADNA
Ariadna is a melting pot of cultures brought Then, and only then, did the Ariadna land, never to
THE COLONISTS together at first by opportunity but later by the fly again. The ship, as it had been designed to do,
Research engineers, a variety
need to survive. Descended from the colonists sent was stripped down and converted into the initial
of scientists, mining specialists,
by Earth to the planet discovered on the other side settlement while a regime of progressive resus-
and talented medical personnel
formed the core of the Project of a wormhole, they were originally an expedition citations awakened the remainder of the colonial
DAWN colonist program. These of the best their nations had to offer, sent to bring personnel.
were supplemented by the home the scientific and material treasures of an
military contingents, a labour unknown world. They are Russian. They are French.
force selected by lottery, and They are Scottish. They are American. Most impor- SECOND
their families. In addition, tissue tantly, they are Ariadnan. SETTLEMENT PHASE
samples, oocytes, and sperm
were donated from an even The first colonial site was named Mat’ (Мать,
wider genetic pool.
FIRST Mother). While the civilian population worked
SETTLEMENT PHASE to establish a fully functional community and
initiated their scientific programs, the Colonial
The Ariadna was the first colony ship built by Security Force (CSF) launched an expansion
COLD AWAKENING Project DAWN. The crew travelled in suspended campaign. The Russian contingent organised the
The crude cryogenic techniques
animation as it navigated the wormhole to the security and defence of the settlement itself, and
available to Project DAWN had
Delta-Pavonis system and settled into orbit the US and European contingents established a
a high failure rate. Although the
First Settlement Phase suffered around the planet Dawn. A skeleton team was chain of forward outposts stretching out several
zero casualties from external then awakened, launching a network of scientific hundred leagues.
forces, 1.5% of the colonists and military satellites which charted the planet
died during resuscitation. This in its entirety. ANTIPODEAN FIRST CONTACT
rate eventually decreased to It was during this time that the colonists dis-
0.75%, but death always walked Realising the risk inherent in sending people covered that they were not alone on the planet.
hand in hand with progress to another planet, the three governments had Explorers reported their first encounters with
on Dawn. included military contingents: The American “small packs of dog-like creatures” in the Spinal
force consisted mostly of U.S. Rangers, the Mountains to the East. Named Antipodes, the
European force was a mixture of British and creatures proved to be cunning pack hunters more
French troops, and the Russians sent an entire than willing to target humans. Following pre-
regiment of Cossacks. Once the initial survey of ventative protocols, soldiers were ordered to shoot
the planet was complete, the first wave of mil- them on sight.
itary personnel were awakened and sent to the
planet in order to secure the landing site which This policy continued even after the scouts began
had been selected. discovering Antipodean villages and clear signs
of metal tool use. The 1st US Ranger Division was
ordered to clear Antipodean “dens” from the Spinal
AMANDA GREENE AND GENTLE LEAF Mountains and then establish defensive outposts
The trinary, distributed intelligence of the Antipodes exacerbated the early failure on the far side of the range.
to identify them as an intelligent species: Individual specimens were sent back
from the front for study and, in their isolation, behaved merely as wild beasts. It Crossing the mountains, however, provoked a
was Amanda Greene who first realised the significance of Antipodean scratch-to- bloody encounter with the River Tribe. The First
tem writing and brought three of the specimens together to form an individual Antipode Offensive, as it would later be called,
named Gentle Leaf. featured guerrilla attacks by Antipode raiders and
the colonists suffered heavy losses as they tried to
Greene eventually managed to convince the CSF to change their policy and hold onto the lands they had claimed. The colonists
initiate communication with the natives. But it was too late. The survivors of the possessed technology and automatic rifles, but
Antipodean villages razed in the Spinal Mountains had enraged the River Tribe the Antipodes were fierce warriors possessing vast
and the sound of war drums echoed through the hills. numbers. Though the colonists eventually forced
the River Tribe to retreat, the Offensive had done
Greene was killed during the First Offensive while leading an expedition to the more than just hurt the morale of the colonists; it
River Tribe. The fate of Gentle Leaf, who had accompanied her, remains a mystery had fragmented them.
to this day.
Ariadna 147
STANITSA SYSTEM Exploration Corps was formed, sailing out of the
Rodina was the first nation to accept that the Mirror Sea to chart new sea routes, map distant
colony’s decaying technological base, dwindling lands, and establish temporary settlements in new
population, and divided settlements made it impos- territories. The Cossacks pushed west, establishing
sible to secure the “colonial border”. A new strategy colonies that would later become Tartary. (Plans to
was required. establish other colonisation zones, however, were
disrupted by the Second Antipode Offensive and,
Under the stanitsa system, each Ariadnan village later, the Separatist Wars.)
became a defensive enclave with a protective
SEEDS OF STRIFE garrison of Kazak soldiers. If a stanitsa came under Another triumph of the era was Roving Star, a joint
Although Project DAWN
attack, neighboring stanitsa could rapidly respond endeavour between the four nations to establish a
was hailed as an entirely
with a coordinated military relief. In exchange, each planetary satellite network, which finally succeeded
cooperative effort, each of
the military contingents were stanitsa was required to contribute troops (either where multiple projects had failed in the past.
secretly ordered by their through a draft or volunteerism). Roving Star played a critical role in re-establishing
respective governments to a true planetary communications network, and was
preferentially protect their own The stanitsa system also introduced the new rank widely seen as a sign that the colony had finally
citizens and to keep an eye on of Hetman— the commander of a village’s garrison overcome the treachery of Earth.
the other nations. Seeds of the regiment. The idea was that placing the local
division which would come to troops under the control of a civil authority would
haunt the colony were sown mitigate the militarisation of the community. (In SEPARATIST WARS
from the very beginning.
practice, this was less than successful. The role
of the Hetman generally resulted in the local In a colossal irony, “returning the Ariadnan dream
government becoming militarised, while compul- to space”— as the Highland Herald famously dubbed
sory military service in Rodina affected society the Roving Star project—ultimately divided the
as a whole.) people of Ariadna once again: The Ariadnan Council
introduced a substantial tax in order to pay off
CLAN CONFLICTS The allure of the stanitsa system — and the security the heavy debts incurred by the space program.
In response to Rodina’s stanitsa,
it provided— allowed the Rodinans to push it Separatist politicians used the tax as a wedge
Caledonia created a clan
through the Ariadnan Council and into regions con- issue to create civil unrest. And then Kazak soldiers
system to ensure its internal
security. As the importance trolled by Caledonia, USAriadna, and Merovingia (in used extreme violence to suppress a peaceful
of these clans increased, so the name of safeguarding communication routes protest in Mat’.
did the rivalries between and essential industries).
them. These rivalries reached The “Martyrs of Mat’” became the final breaking
their bloodiest peak during THE SECOND DISCOVERY point in a long history of discord. USAriadna,
the Clan Conflicts of the OF TESEUM Merovingia, and Caledonia resigned from
Consolidation Phase. Teseum had not yet been discovered when the Ariadnan Council in protest and declared
the Aurora left Earth. During the First Antipode themselves independent nations. The Rodinan gov-
Offensive, however, the strange metal was found ernment labelled it the illegal action of “extremist
tipping Antipodean claws and also amongst the demagogues”.
primitive artistic artefacts of their dens. Although
SECOND exceedingly rare throughout the Human Sphere, Like all civil wars, the Separatist Wars were bitter
ANTIPODE
OFFENSIVE Teseum was abundant in Ariadnan soil and the and bloody. Rodina possessed a slight strategic
During the Age of Exploration, Antipodes had been using it long before humans advantage from the remains of the stanitsa system,
a series of violent storms arrived on the planet. Now the colonial scientists but they were badly outnumbered. Ultimately,
accompanied by extreme began experimenting with it, discovering many of however, the independent natures of the other
temperature drops ravaged its amazing properties. nations led to their undoing. USAriadna, Caledonia,
the northernmost latitudes of and Merovingia refused to work with each other
the main continent, triggering and the Cossacks were able to defeat each of
a southern exodus of
Antipodes. Put under immense
CONSOLIDATION PHASE them in turn.
demographic pressure, the
war chiefs formed an alliance
The stanitsa system restored stability to the colony.
and led an assault across the Teseum helped to reinvent and reinvigorate ARIADNAN FEDERATION
entire human frontier. Towns Ariadnan industry. The combination slowly brought
like Springfield, Brigadoon, and the Depression to an end, and the Consolidation Even in victory, the Cossacks knew that they could
Toulouse-sur-le-Boire were Phase which followed saw rapid economic and not rule the other nations through force. Instead a
obliterated and abandoned, but demographic growth. statute passed through the Ariadnan Council left
the Antipodes suffered even the three secessionist states with a modicum of
greater casualties and were ARIADNAN AGE OF EXPLORATION self-governing power, but bound them strongly to
ultimately driven off. As the Ariadnan homeland stabilised, expansionist the central government in Rodina. It was the birth
projects also became possible again. The Naval of the Ariadnan Federation.
Ariadna 149
sprang from up that stark desolation were a fiercely Although their cities —founded at key points
independent people, suspicious of each other and across Dawn to further their control over the
even more wary of outsiders meddling in their lives. traffic of goods — are seen as the cultural heart
of Merovingia, the trading caravans are the
QUAICH QUAFFING But to each other, there is a bounteous supply of pillars of their society. Led by the Merovingian
The Quaich Quaffing—named
warmth and comradeship. They are the hearth Commercial Agents (who are seen as a mixture of
after a shallow, two-handed
fire: Their faces turned towards the flame of their explorers, merchants, ambassadors, roving traders,
Gaelic drinking bowl— is
an annual drinking contest friendships; their backs turned against the cold of spies, and adventurers), the caravans created the
between Caledonians the world. Those outside their circles see unfriendly trading routes which still define international
and Cossacks. scowls and the unfriendly stereotypes which paint travel on Dawn.
them as a brutish, uneducated, raucous, and bibu-
lous people. But those who can earn their trust find
honour and strength and the infectious grins that RODINA:
can only be born from hardship shared together. THE MOTHERLAND
CALEDONIAN EPIC
The Caledonian Epic is an
Among the Caledonians technology regressed even The Cossacks are the most populous cultural group
interwoven mosaic of tales
more than it did elsewhere on Dawn. Even today on Dawn. And they have never forgotten that Earth
that arose from a newfound
tradition of oral storytelling their hamlets almost appear to be throwbacks to abandoned them, their new home tried to kill them,
among the clans. Heavily an earlier age on Earth, with hearth fires warming and their comrades betrayed them.
influenced by Celtic, Scottish, up farmers who sit around drinking ale and eating
and Norse myth, with a strong stew. Some think of the Caledonians as primitives With the world turned against them, they turn to
admixture of 20th century who have simply given up on technology, but each other: Tighten your belt and help out. That’s the
fantasy literature, the Epic the truth is that they learned to enjoy the simple core tenet of their political ideology and cultural
is a deliberately fantastical things in life and when technology came back into identity. They seek community and unity. Ironically,
interpretation of Dawn’s their lives, they found ways to adapt it to their even the savage wars they have fought against the
colonial history. In these tales
lives rather than adapting their lives to it: The other Ariadnan nations were ultimately about seek-
the Northern Frontier becomes
hearthstones are polymers that hold heat for long ing unity. Because they understand, right down to
the Caledonian Valhalla—a
place where clan warriors go hours. Their swords are Teseum-edged. They can the aching marrow of their bones, that if humanity
when they die and from which disassemble and reassemble automatic weapons at stands divided, Old Mother Winter will chew them
they are destined to return dizzying speeds. up and spit them out.
when Caledonia’s need is great.
This attitude helped the Cossacks become the
MEROVINGIA: dominant force in Ariadna. It is with great pride
FOR HOME AND HEALTH that the Cossacks — centred in Mat’ around the rem-
nants of the Aurora— see themselves as the axis
CLAN THUGS The Francoariadnan Republic of Merovingia is of Ariadnan civilisation, despite the disapproval of
Although talk of Caledonia
descended from colonists of France, Benelux, and, their neighbours.
often conjures up images
to a lesser extent, Austria, Italy, and Germany. The
of manor houses and moss-
cropped highlands, the nation national language is French, but most of the popu- Today that axis is turning faster than ever —a
is not entirely pastoral. Urban lation are polyglots. driveshaft which is propelling Dawn towards
centres have grown up an uncertain future. On the streets of Rodinan
particularly around mining Merovingians like to feel that they are the only settlements one still sees the fur caps and other
towns, and these are often truly Ariadnan culture: While the other nations trappings of survivalist gear which have defined
surrounded by a crust of slums wallow in the past, their reliance on trade has Cossack fashion for more than a century, but driven
populated by hardened mining made them a disparate and liberal people. Their by the burgeoning number of galactics in the
industry workers and other architecture is modern. Their entertainment is capital of Mat’, sleek new styles of glistening smart
labourers. The members of this
experimental. Their lives are the definition of fabric have begun to reinterpret the old traditions.
underclass are known as the
elegance. Anything is possible if you keep an open
clan thugs—a term which was
originally purely pejorative, but mind. (Because they are, of course, utterly free of
which is now widely held in a judgment. Unlike the uncouth barbarians who USARIADNA:
rough, blue-collar pride by the surround them.) THE NEW WEST
clan thugs themselves.
For some reason, the Merovingians have a reputa- Settled by an odd mixture of NASA scientists and
tion for being haughty and arrogant. But that’s only US Army Rangers, USAriadna is the most ethnically
because they need to remain as neutral as possible diverse area of the planet. (The scientists were
for their trade empire to function. And if they keep primarily of Anglo-Saxon and Asian descent, while
one hand on their pouch and another on their the Rangers were Latinx and African-American.)
holster, it’s only because they’ve learned that not In the face of Dawn’s adversity, they have clung to
every trading partner can be trusted. their cultural traditions, becoming a time capsule
of late 20th century American exceptionalism: They
have built factories to produce the same foods The species is an apex predator. They have a keen
and goods they enjoyed when they came to Dawn sense of smell that can detect and locate prey (or
(including a functioning Coca-Cola factory), they human enemies) dozens of feet away. Their claws,
enjoy classic rock and country music, and many which are often tipped in Teseum, are efficient at MIND-SHOCK
When one member of an
USAriadnans use the same slang and references rending flesh, but have a limited capacity for fine
Antipodean trinary dies, the
that their ancestors used when they came on the manipulation (which has most likely contributed
other two members enter a
colony ship. to a stunted cultural development). They have a state known as mind-shock. A
secondary set of teeth which can rapidly grow out mind-shocked pair can continue
Like Caledonia, USAriadna is a frontier. The entirety to replace broken or lost pieces. operating as an individual for
of the Eastern Border and much of the Southern a short period of time before
Border have been theirs to defend against blood- Their coat— which comes in patches of wiry, long their tympanic membranes
thirsty Antipodes and, later, corporate mercenaries fur alongside areas of less dense, shorter fur — can completely desynchronise,
of the Human Sphere. This has instilled a sense of change colour to mimic their surroundings. but only in a debilitative state
“hoorah!” aggression into the fierce independence which quickly degenerates.
Mind-shocked Antipodes are
of their individualism. The average USAriadnan will TRINARY
literally losing their minds, and
do his best to educate others on their weaknesses What makes the Antipodes species unique in they will usually seek to rapidly
if only to help them fix them, and they are willing human experience is that it is a naturally evolved pair with a third to stabilise as
to share their knowledge with others. The most example of distributed intelligence. Individual a new individual.
fanatical believers of this rule are known as Antipodes are only slightly smarter than a
Hardcases. These men are fearless survivalists who domesticated dog. When three Antipodes are
test themselves in the most brutal conditions and brought together, however, they unite into a single
patrol the southern and southeastern frontiers, personality—referred to as a trinary— which blends
hunting prey and helping those that need it. the traits, skills, and knowledge of the individ-
ual members. MEMORY LINES
The trinary-meld involves a
To off-world galactics, the USAriadnans — in their
living exchange of evolving
Stetston cowboy hats and blue jeans with Americolt The method by which the trinary-meld is formed is
memories. As a result, the
six-shooters strapped to their sides — can seem multiphasic. There is a rich pheromonal component memories of a trinary can long
like some kind of historic themepark come to life; which is only partially understood by human scien- outlive its own existence, as its
a stereotype of American behaviour. But for them tists. Better understood is the auditory signalling: A surviving members carry those
it’s not an affectation. It’s a point of pride. And a secondary vocal cord at the back of the Antipodes’ memories into new trinaries
way of life. nasal cavity emits ultrasonic frequencies. This vocal (and those other members
cord, however, also functions as a tympanic mem- carry them forward once
brane which receives those ultrasonic sound waves. again). The Antipodes refer to
ANTIPODES The result is a kind of modulated audio feedback these as “lines of memory” (or,
more literally, the “ancestral
which, in a trinary configuration, synchronises on
howls”). It should be noted
Antipodes were the first alien race encountered by scalar frequencies.
that these older memories are
humanity. It was perhaps sadly unsurprising that not perfectly duplicated. It’s
our first act was a genocidal attempt at extermina- There is also a patch of chameleonic fur on the not like copying a hard drive.
tion. The fact that the colonists didn’t “know” they upper back of the skull which is far more photo- Rather, a particular memory
were intelligent is a poor excuse. It would be nice reactive than the rest of the Antipodes’ fur and from a previous trinary must
to say that the two species at least have a mutual appears to form some kind of visual signalling be recalled or relived in order
“warrior’s respect” for each other; that they gaze component within trinaries. It assists with syn- to be “transferred” to the other
across the mighty Ariadnan peaks and see brothers chronising the auditory channel of the meld, but members of the new trinary.
in arms or their souls reflected or some such high- also appears to be a semi-independent channel
minded ideal. for thought. The Antipodean word for this is
sometimes translated as “subconscious”, but “deeply
But the reality is that, after generations of bloody contemplative” would be a more literal translation.
conflict, when these races look at each other they Trinaries will sometimes enter a thought-cir-
see nothing but loathing and terror. cle — sitting in an arrangement that offers them a
clear view of their chameleonic patches — which
apparently allows them analyse problems in
ANTIPODE PHYSIOLOGY greater detail.
Antipodes are quadrupedal, bearing a superficial Indeed, the primary disadvantage of the Antipodean
resemblance to canids (like a dog or wolf) but distributed intelligence is that it is slow and clumsy
much larger. They do have the capacity for an erect to respond to novel or unprecedented situations.
posture, but they find bipedal locomotion tiresome
and socially unattractive. CUCKOO VIRUS
Antipodes have an atavistic instinct to bite
(but not kill) pregnant females. This delivers a
Ariadna 151
retrovirus — known as the “cuckoo virus”— which ancestral howls, but it’s also not unusual to see
SOUTHERN rips apart the DNA strands of the unborn child and more familiar alliances based on geography. (And
TRIBES
synthesizes it with the biter’s own. This appears this can be something of a chicken-and-egg
The Southern Tribes of
Antipodes which live between to have been an evolutionary development which problem, since it is likely that any Antipodes
Rodina and the Lost Sea are not allows Antipodes males to widely spread their DNA living in close proximity will begin to commingle
entirely similar to the Northern even among children fathered by others. Trinaries memory lines.)
and Eastern Tribes, having have also been observed biting females impreg-
a nomadic culture (instead nated by one of their own members, allowing Tribes are led by war chiefs. In the larger tribes,
of living as den-dwellers). the entire “individual” to collectively pass on its the war chief will be surrounded by a number of
Unfortunately, they are no less genetic legacy. lesser chiefs. These lesser chiefs are responsible
hostile to humans. for organising the hunts which are central to
Surprisingly these instincts were also triggered Antipodean life, but it is the war chief who must
by pregnant human women. In fact, pregnant lead the razzia— the raids which are carried out
women were frequently the only survivors of early against other tribes, some of which appear to be
IRONBARK Antipodean raids. Furthermore, the highly adaptive ritualistic while others are (for reasons which are
TOTEMS
cuckoo virus was able to cross the placental barrier, not entirely clear) in deadly earnest.
The lands over which a tribe
claims custodianship are often and the children born from these victimised preg-
identified by great totems nancies were the half-breeds known as Dogfaces. The maximum size at which a successful razzia can
planted in the earth. Made be logistically mounted seems to be a delimiter
from ironbark trees carved with on the maximum size of an Antipodean tribe. It
runes meant to honour great THE TRIBES appears, however, that the presence of humanity on
spirits of the land, Antipodes Dawn has created a systemic spur which has seen
never allow harm to come to Like humans, Antipodes adapt their living arrange- the creation of larger tribes. (The Second Antipode
these totems, for fear that it ments to their environment. But whether they’re Offensive also saw Antipodes war chiefs form an
will anger the land and poison
caves, burrows, reed mound-huts, or tree houses in alliance for the first time.)
the game they hunt. Early
the swamp, Antipodes dens are generally arranged
colonists would cut down these
totems to claim the valuable in ringed semi-circles and are rarely home to more TRIBAL CULTURE
ironbark wood, earning them than two or three dozen trinary individuals. The Antipodean economy is relatively primitive
eternal enmity from tribes and consists primarily of barter (although certain
who lost their sacred lands to Dens, however, are usually associated into tribes. artefacts of Teseum appear to have adopted
furnish a pioneer’s cabin. These tribes are frequently tied together by shared pre-monetary characteristics). Their art, too, is
Ariadna 153
humans to lay eyes upon an alien world and the It is unsurprising, therefore, that most of the major
COSSACK Council is the first interstellar human government. clans are also organised around the Teseum trade—
DIPLOMATIC
CORPS Those are legacies of pride for the Ariadnans, either controlling and defending the mines, or in
To the frustration of the other particularly as they try to find their place in the managing trade with the Cossacks, Merovingians,
nations, the Ariadnan Council Human Sphere. Ariadnan-Americans, and (recently) galactics.
maintains no federal diplomatic
corps. It was not deemed Over time, of course, the Council has expanded and Clan Chiefs: The clans are functionally non-ge-
necessary prior to contact transitioned from an administrative team through ographic polities and their authority is highly
with the Human Sphere, and a series of constitutional reforms into its present centralised in the Clan Chief, who acts as governor,
after re-contact the Rodinans form. Today, the Council as a whole is formed of judge, executive director, warlord, father figure, and
have used their influence over
one hundred and thirty-two representatives drawn official representative for his people. The position
the council to instead defer
equally from each of the four Ariadnan nations, but is life-long, but succession is not carried out by
these duties to the Cossack
Diplomatic Corps (which the Kapitanskaya Vstrecha (Captain’s Council), which primogeniture: Although chiefs will often designate
is also widely understood is the central power of the government, is com- their successor from among their right-hand men,
to be riddled with Stavka pletely dominated by Rodina (which holds not only the chief’s successor is elected.
agents). The Merovingians, in a plurality but a majority of the seats). Immediately
particular, have been working following the Separatist Wars, the Cossack domi- House of Clans: This representative body is made
to create independent nation of the Council was even more severe, with up of the chiefs from the Major Clans. Thirty
diplomatic channels with the similar majorities locking down virtually all of the additional seats are held by the Minor Clans which
off-world powers. major Vstrechas which oversee different spheres of are currently “held in esteem”. (Minor Clans not
governmental authority. A series of gentle reforms directly represented are forced to seek some form
has seen them slowly loosen their grip, but the of patronage from other clans in order to have their
Kapitanskaya remains inviolate. voices heard within the government.)
Ariadna 155
ARIADNAN KAZAKS swords. The regiment was originally created by the
SPECIAL The Kazaks are the largest military force on Ariadna, Justiciar as a way of creating a national defence
OPERATIONS
COMMAND and the most rigidly organised. The bulk of the force that would help unify the clans by bringing
The Mirage teams operating army is the light infantry referred to simply as the their second and third sons together.
under the FRRM's SOC are fast, Line (or Line Kazaks). This force is anchored by the
very violent, and spectacular in Mat’ Line, which is comprised of several large reg- FORCE DE REPONSE RAPIDE
their results (with stealth often iments, but what makes the Line so devastatingly MEROVINGIENNE (FRRM)
a secondary consideration). The effective is that its forces are distributed through- During the Separatist Wars the Grande Armées
Mirage-5 team, consisting of out the stanitsa. The modular command style of Merovingienne (GRM), caught in the middle of
Lieutenant Margot Berthier the Line allows these smaller brigades to rapidly four warring nations, was repeatedly decimated.
and Sergeant Duroc, a Dog-
coalesce into larger regiments and divisions as they Following the war, the broken army was disbanded
Warrior, is one of the oldest
flow towards and eventually overwhelm any lesser and reorganised into the Force de Reponse Rapide
Mirage teams.
opposition. (These manoeuvres were nicknamed Merovingienne (FRRM). The FRRM’s new focus on
the “Kazak avalanche” during the Separatist Wars.) patrol and response allows it to more efficiently
provide defence for Merovingia’s commercial
The Veteran Kazak regiments recruit the best sol- interests, but also spreads the army thin. They com-
diers from the Line Kazak and equip them with the pensate for this by focusing on mobility and with
Cherkesska heavy combat armour. Less technologi- highly-specialised units adapted to virtually any
Ariadnan Expeditionary cally sophisticated than their galactic equivalents, type of terrain (forest, mountain, urban, and even
Corps—p. 24 the use of Teseum in its manufacture helps to give airborne para-commandos).
the Veterans an edge.
During the Commercial Conflicts, the FRRM became
The Line and the Veteran Kazaks are both the tip of the spear. The Ariadnan Joint Command
supported by the specialty units of the Voskya capitalised on the mobility of the FRRM to deploy
IRREGULARS Spesialnogo Naznecheniya (Spetsnaz), which fea- rapid response units from camouflaged bases
Following in the true spirit tures commandos, parachute operations, scouts, and spread throughout Merovingian territory they could
of Old Man Ross, the sparsely urban operation specialists who receive instruction instantly react to enemy engagements. engage-
populated Southern Border of at the Dacha (the colloquial name for the Cossack ments. These tactics were highly effective against
USAriadna has given rise to
Spetsnaz School). the mercenary units of the hypercorps, and they’re
so-called “Hardcase” battalions.
These hardcases are veterans
proving invaluable on Paradiso (particularly against
who have retired from the CALEDONIAN HIGHLANDER ARMY Shasvastii infiltrators).
Rangers, but not from the war. The Caledonian armed forces are roughly broken
(Which war? Any war. Their down into three divisions: The clan regiments, USARIADNA RANGER
war.) They work as guides, which are loyal to and led by individual clan chiefs. FORCE (USARF)
explorers, bodyguards, mail The Caledonian Volunteer Corps, which forms the Like much of USAriadna society, the Rangers are
carriers, and self-appointed law enlisted core of the army. And the Home Guard, steeped in the traditions of the old United States of
enforcers. They operate as solo which are elite troops usually recruited from either America. Unlike the Caledonian 45th Highlanders,
mercenaries or self-organise the clan regiments or Volunteer Corps. Regardless however, this is not an unbroken tradition: The
into community militias (some
of the army division, individual units are usually original Rangers units which came to Dawn as part
of which grow large enough
and respectable enough to
comprised entirely of soldiers belonging to the of the Aurora mission actually fell part and were
coordinate with the USARF in same clan. disbanded following the founding of USAriadna.
an irregular capacity).
The Home Guard is primarily made up of the About a decade later, as the story goes, a veteran
Highlander regiments, including, most famously, the in Franklin County named Old Man Ross became
original 45th Highlander “Galwegian” Rifles, but worried about the increasingly bold Antipode incur-
also the 1st Highlander SAS, the 3rd Highlander sions. Old Man Ross went down to the Blockhouse,
Grey Rifles, and others. the busiest bar in the county, and in a famous
speech (which exists in a variety of traditional
In addition to the Highlander regiments, the Home “transcriptions”, ranging from noble ideals to “I can
Guard also fields the Cameronian (or Dogface) promise you beer, guns, and dead dogs” populism)
regiments and the Wulver regiments. The 2nd managed to round up a rowdy bunch.
Cameronian and 9th Wulver Grenadiers were both
notably part of the First Expeditionary Corps on Old Man Ross was looking to do more than just
Paradiso. Caledonia has more of these “native-born” bash heads, however. He shoved the old military
soldiers fighting in their armed forces than the code and harsh training program of the Rangers
other three Ariadnan nations combined. down the throats of his recruits, forming a seed
which would eventually grow into the modern
Also of note are the Mormaers, an elite regiment USAriadnan Ranger Force (USARF).
formed by warriors sponsored by clans willing
to pay the Teseum required for their armour and
Ariadna 157
G-5 FACTION
HAQQISLAM
Oppressive regimes create
toxic societies that produce and
Recognised as only the third interstellar power in But where some embraced Haqqislam for the
export nothing but hate, fear, and human history, the nation of Haqqislam is a Neo- opportunities it presented, others saw it as a threat.
ignorance, the three great enemies Muslim culture born from the religious doctrines of As Haqqislam grew, many of these reactionary
of Faith. Muslims must abandon Farhad Khadivar, who believed that Islam required elements turned to violence. Among these, history
the reactionary teachings of clerics a philosophical and theological rebirth. In the best remembers the campaign of terror waged by
and allow themselves to be guided Qur’an he saw a clarion call summoning the faithful Imam Khalaf ibn Ahmad’s Legion of the Exalted. Ibn
by nothing but their only sacred to the Search for Knowledge, but in the world Ahmad declared a fatwa against Farhad Khadivar,
book, the Qur’an. around him he saw that this humanist message had and it was a bullet fired by one of his Exalted
become crippled under the ignorance and fanati- which took Khadivar’s life at the age of 42.
—The Springtime of Intellect,
cism which embedded itself in misguided teachings
Farhad Khadivar
based on the traditions of the hadith, sunnah, and
ijma— all the traditional precepts of Islamic law, the ROAD TO BOURAK
consensus of the faithful, and the false authority
which had been given to the imams. Khadivar’s death, of course, was not the end of
THE Haqqislam. The movement was already a transna-
PROPAGANDIST
There were many who “carried In the mid-21st century, the Energy Crisis crippled tional powerhouse, and Khadivar’s martyrdom only
Khadivar’s word” to the people, the economies of the Muslim world. A crisis of served to accelerate its success. Significantly, during
but chief among the Haqqislam faith and identity saw a proliferation of new inter- Haqqislam’s rise the archaic nation states in which
propagandists was Hamid pretations of Islamic philosophy and theology, the it was most popular were in a state of rapid decline.
al-Din al-Hamdani. Al-Hamdani rebirth of Sufism, and the rise of countless populist As the former centres of power became incapable
was young, he was savvy, and religious teachers. Out of this morass of theological of providing essential services, Haqqislam’s
he was ruthless. He wielded ideas, it was the doctrine of Haqqislam (meaning khaniqah (teaching and public service centres)
the mass media of the 21st New or True Islam) which quickly became ascendant. expanded to take up the slack.
century—television, cinema,
radio, the internet, the news
networks—like a surgeon with
Farhad Khadivar was a teacher of drab appearance In time, it became clear that the khaniqah had
his scalpel, eventually gaining but blessed with charisma and gifted in philosophy become fully functional social institutions and
personal control over most of and oratory. Khadivar evoked a vision of Islam people began referring to the far-flung Haqqislam
the major communication and inspired by the paradisiacal gardens of Al-Andalus as a stateless nation. This further unsettled the
media companies of the Islamic and the great caliphates of the past. He taught that countries in which the Haqqislamites made their
world. Khadivar preached the path to a new golden age of Islam required homes. Even the most tolerant, democratic regimes
that “only the message, not the shedding the baggage of the intervening years. of the Islamic world began to look nervously at
messenger, is of consequence”, the increasing sway of this heterodox sect, and
but al-Hamdani insured that The clarity of his vision called out to people who Haqqislam’s own followers began to dream of
Khadivar’s message could be
felt lost in the tumult of the 21st century. Khadivar a nation of their own, where they could build a
heard every minute of every day
in every corner of the world.
preached that prosperity would come to the society based upon their principles as a beacon of
spiritually wealthy, and he maintained that spiritual prosperity and tolerance.
wealth derived from the rational pursuit of knowl-
edge, art, and cultural enrichment. Cast adrift in Unlike other nations without geographic borders,
uncertain times, people were drawn to the message however, Haqqislam was a young power. It had
THE WORKS OF that they could take control of their own destiny. no homeland to reclaim. No one on Earth would
KHADIVAR
Khadivar’s words survive in sacrifice sovereign territory to make room for a
two books— The Springtime of The New Islam also appealed to a number of the new nation.
Intellect and The Quietness of Middle East’s fading elite who clung to an appara-
the Soul—and in recordings of tus of power constructed during the height of the But this was the dawn of the Second Great Space
his majlis al-hikma (sessions Energy Glut. Long shackled by the limited vision of Race. Wormholes had been ripped asunder, the
of wisdom). None of these reactionary imams and longing for a return of their colonial space race had erupted, and Haqqislam’s
are treated as scripture, but geopolitical relevance, the appeal of Haqqislam’s leaders concluded that they could find a home
Khadivar was an educator who path of prosperity — free from the stigma of a fanat- among the stars.
excelled at making his ideology
ical, bigoted religious power — was immense.
accessible to the general public
and they remain valuable
Finding colonial planets was an expensive
guides for many Haqqislamites. These leaders dedicated considerable resources proposition, however. The fledgling pseudo-nation
to Haqqislam’s success. As a result, Haqqislam’s couldn’t compete with the exhaustive wormhole
propagation had as much to do with sophisticated searches being performed by PanOceania and Yu
propaganda as it did grassroots activism. Jing. Haqqislam found its solution with a group of
neo-Sufi astronomers and one of history’s greatest already proven masters of before leaving Earth. The
long-shots: In Jerusalem, the Dome of the Rock had third pillar, however, was a direct consequence of
been built where, according to Islamic tradition, their sojourn to Bourak: Terraforming.
Muhammad once ascended to heaven. The neo-Sufi
astronomers proposed following the Prophet’s The journey to their new home transformed the
footsteps. They recreated the position of the stars Haqqislamite people.
over Jerusalem on the night of his ascension and
determined the sector of space that had been
directly over the mosque. If their interpretation was
correct, that was where Haqqislam would find its
HAQQISLAMITE INFIDELS ON
key to the stars. BALANCE BOURAK
Haqqislam is a tolerant
society, welcoming visitors and
To find that key, Haqqislam paid handsomely for The core of Haqqislamite belief is the Search for immigrants of all ethnicities
the services of ex-NASA staff and equipment moth- Knowledge. and creeds. It is particularly
balled after America’s economic crises. Although the open to fellow “people of the
sliver of space they had defined above the Dome of Farhad Khadivar held reason to be the greatest Book”— Christians, Jews, and
the Rock was small, the cone it formed at the edge attribute of the human being and believed that Muslims of other sects. There
of the solar system was vast. A long series of failed mankind’s foremost obligation in life was the are many close-knit minority
attempts followed and the viability of the project pursuit of artistic, philosophical, and scientific religious communities in
the various cities of Bourak.
was even questioned by some, but eventually a knowledge. It was through this pursuit that one
Perhaps the most famous is
stable wormhole was located and the Nailah probe could come to know the face of God and unlock the bustling Jewish Quarter
was sent through it. Its name (“Successful”) proved the gates of Paradise. In The Springtime of Intellect, of Dar el Funduq, the largest
prophetic: On the far side of the wormhole was a Khadivar wrote, “The Qur’an says, ‘Sight cannot such community on the
Sol-type system and the habitable world of Bourak. perceive him; yet he perceives all that is seen. The planet. ‘Infidels’ have a special
comprehension of him is subtle; yet he compre- tax status, which exempts
hends all.’ We cannot gaze directly upon our Lord’s them from certain taxes that
TRADE AND face. We must instead seek him as he seeks us, by finance Haqqislamite religious
TERRAFORMING gazing with subtlety upon all facets of the world.” activities. Instead, they pay
a solidarity tax called jaziya,
spent on social needs of the
The success of the project was declared a Khadivar outlined two pathways by which the
wider community.
miracle. Allah himself, through the footprints of Search for Knowledge could be carried out: By
Muhammad, had shown Haqqislam its path to the understanding the Cosmos through scientific
future. The number of adherents skyrocketed, the inquiry of the outer world and by pursuing Paradise
newly formed O-12 recognised Haqqislam as an through speculative, internal reasoning.
independent nation, and the Walī declared, “We
WAJHAHU
The Arabic word wajhahu can be
have all become Sālik now.” (A term referring to Sufi translated as His Countenance.
travellers.) TWIN TRADITIONS In his teachings, Khadivar used
it extensively as a metaphor for
The Bourak Pilgrimage had begun. This division within the Search for Knowledge can Knowledge and that usage has
be understood as the difference between compre- become common in Haqqislam.
The developing state of Haqqislam, however, could hension and apprehension. One who comprehends The meaning has also doubled
not handle the millions of eager sālik seeking pas- truth does so by rationally assembling knowledge back on itself: Haqqislamites
sage to the new world. The business magnates who to create a complete picture of the world. One will often speak of “looking for
had helped to sponsor the Haqqislamite movement who apprehends truth, on the other hand, does so truth” in someone’s wajh (face)
and close friends will speak of
now exploited the situation: They invested in more by intuitively grasping the totality of its meaning.
“sharing one wajh” (by which
ex-NASA resources, along with original construction It’s knowing the meaning of a word without being they mean that they truly know
projects, and leveraged the Pilgrimage to create able to provide the dictionary definition; a poetical each other). This latter phrase
the first major space transportation routes. perception of the world which sees more than is assumes an ironic character
literally observed. when referring to lovers (with
When the Pilgrimage came to an end, those routes the additional innuendo that
remained and the tycoons who controlled them These two approaches were often seen as polar the way they’re sharing their
repurposed them for the flourishing, lucrative opposites, but in Khadivar’s teachings they were faces is by kissing each other).
business of establishing and supplying all the complementary parts of a single whole. “Our world
colonies of the burgeoning Human Sphere. They is cloaked in a magnetic field,” he wrote in The
became the foundation of the Merchant Guilds Quietness of the Soul. “Within that field we perceive
which now form one of the three pillars of the the Arctic and the Antarctic as being separate and
Haqqislamite economy. opposed. But in truth there is only one field. It is
unified. And the entire world rests within it. So, too,
The second of these pillars — biomedical research— does the entirety of our soul rest within the single,
was something which the Haqqislamites had unbroken continuum of Truth.”
Haqqislam 159
Nonetheless, these two tendencies have developed the Walī is merely the spokesperson for the
as separate schools of thought within Haqqislam — circumspect Council of Walī, who are usually not
one in which reason is the ultimate arbiter, the seen by the public or media. Haqqislam rejects the
other drawing from the mystical traditions of idea of a binding ijma, but the Walī, speaking with
Sufism and seeking a more internal path towards the myriad insight of the Council, is considered the
God. Just as the individual is suspended between wisest counsellor on matters of the spirit. (There
the outer and inner worlds, between compre- are rumours that the Council of Walī has, in fact,
THE PROPHET’S hension and apprehension, so is the entirety of used experimental Silk technologies to form a sort
MEDICINE
Khadivar often used the Tebb Haqqislam contained in the spectrum formed by of joint consciousness.)
al-Nabi (the Prophet’s Medicine) the tension between these two paths.
as a way of speaking about the As the Haqq Mutazilites have their academies, the
division between inner and Neither school has an official organisation. They’re Haqq Tasawwuf have zawiyas where literature, art,
outer knowledge. Muhammad not political parties, and even those most commit- history, meditation, and the Qur’an are studied.
said, “There is no disease ted to one school acknowledge that the other is a Most Haqqislamites attend both, generally splitting
that Allah has created, except valid path. Rather, they are two halves of society their week equally between them.
that He also has created its and two halves of the individual’s life.
remedy.” Thus, in the traditional
medicine of Islam, healing
was seen to flow from the
HAQQ MUTAZILITES KHANIQAH
apprehension of God’s intention. Haqq Mutazilite teachings are propagated through
But these remedies were academies which teach maths, science, informatics, Khaniqah are where the two halves of Haqqislam’s
not simply given. They had and technology. Those drawn to its path become soul come together. They are gathering places,
to be found in nature—they Hakim (a title which means both doctor and communal areas, and shared spaces. Originally the
required an external search philosopher). These are the scientists, medical meeting halls of the Haqqislam movement, they
for knowledge that had been doctors, and engineers. (Among outsiders they are have split, specialised, and (in some cases) grown
encoded into the Cosmos. sometimes thought of us as the “secular” side of to prodigious proportions.
There were two paths leading Haqqislam, although the distinction wouldn’t make
to the same goal, and, in
much sense to a Haqqislamite.) Khaniqah are ideologically neutral. All ideas are
following both paths, Medicine
allowed to come together and have a free voice.
becomes more than Science; it
becomes Art. HAQQ TASAWWUF This intellectual freedom and openness is the
On the other hand, there are the neo-Sufis of the bedrock of Haqqislamite faith and society.
Khadivar was drawing on Haqq Tasawwuf. To this movement belong the
ancient philosophies to explain Mawla, community leaders and guides (or patrons) CARAVANSERAI
his radical new ideology. But for those seeking to open the inner gateways to Haqqislam’s trade network in the wider Sphere is
the emphasis he placed the Paradise which lies within us. built upon the caravanserai, free ports throughout
upon the useful metaphor of human space located at key junctions on the
medicine resulted in the study The voice of Haqq Tasawwuf is the Walī (a term interstellar trade routes. The caravanserai are the
of medicine and biomedical
which more or less means “saint”, but which also external version of the khaniqah, neutral outposts
research becoming a mainstay
refers to someone who is a custodian or protector where anyone can do business. The Winter Hall at
of Haqqislam culture.
over another). The Walī holds no temporal power the centre of each caravanserai is a place to buy
and it would gravely undermine his station were and sell, rest and resupply, in as much comfort and
he seen as trying to be a political leader. In fact, luxury as local conditions allow.
EXEMPLARS
In his work, Farhad Khadivar
identified several Ideals or
Virtues which are possessed by
those who excel in the Search
for Knowledge. The capital
letters are not his, but many of
his followers among both the
Haqq Mutazilites and the Haqq
Tasawwuf have created lists
and seek to make themselves
Exemplars by mastering these
Virtues and Ideals.
Haqqislam 161
MAJLIS GUILDS
The Majlis is the parliament of Haqqislam. The
Silk Revolts, p. 21: In 30 NC, lower majlis is divided into four separate houses, During the Pilgrimage to Bourak, the Haqqislamite
Silk Lords sought to overthrow one for each of the major regional governments. tycoons rapidly grew in power and infiltrated
the government. Battles were The Majlis al-Bourak is the upper house, with its Bourak’s politics at state and national levels. Murad
fought up and down Haqqislam members evenly divided between the major ethnic Rajia, the Hachib at that time, saw that these
trade routes. groups and selected by national popular elec- influences threatened to strip away the ideals of
tions. National law requires agreement between Haqqislamite faith and reduce the new nation to
the Majlis al-Bourak and at least two of the mundane and secular concerns.
regional Majlis.
Silk monopoly—p. 10 Hachib Murad’s solution was the creation of the
HACHIB Merchant Guilds. He divided the tycoons by granting
The Hachib (President) is elected by a nationwide them powerful autonomy within their spheres of
popular vote. The present Hachib, Aisha bint Osman, influence, and then introduced competition between
is the first President not born on Bourak since the the guilds. The merchant guilds remain a major
time of the planet’s initial settlement. Born and power in Haqqislam and there are places riddled
raised on a caravanserai in Svalarheima during the with their corruption (particularly in the Funduq
Silk Revolts, the Hachib Aisha first became involved Sultanate), but Hachib Murad’s strategy fundamen-
in politics when she came to Al Medinat to study tally worked: The guilds are weakened by their
philosophy at the Siddig el Tahir Academy. internecine conflicts, allowing the Hachib to maintain
the autonomy and authority of the Diwân system.
Now into her second five-year term as President,
Aisha bint Osman has developed a reputation for SILK LORDS
listening closely to her military advisors above Immortality is the most valuable product ever sold.
others. All other things being equal, she tends to
opt for the warlike path. This has made her some Technically the Silk Consortiums which control
enemies among the caravanserai and the Silk immortality (and all Silk-derived biotechnology prod-
trade, who regard her as too much trouble. Frontier ucts) are just part of the merchant guilds. In practice,
dwellers on Bourak and in space, in contrast, value however, they represent a wholly different scale of
her emphasis on security, as does the military. power. Their corrupting influence among the regional
governments, particularly in Funduq and Gabqar, is
DIWÂNS huge and their interplanetary reach is incalculable.
The diwâns are the large bureaucracies largely
responsible for running the Haqqislam government. On the other hand, they are also subject to far
These agencies are deliberately firewalled from greater scrutiny and regulation. The Diwân al
each other (and often have overlapping remits) in Hachib uses the need to protect Haqqislam’s Silk
order to keep power divided. There are more than monopoly as a check against the indomitable
a dozen major national diwâns, in addition to tem- wealth of the Silk Lords.
porary diwâns formed by decree or law for specific,
short term purposes. BIOHEALTH CORPS
The biohealth corporations, primarily located in Al
The major diwâns include the Diwân al Jund (War Medinat, form a distinct bloc within the merchant
Office), Diwân al Kharâj (Tax Office), the Diwân guilds. They’re less focused on trade and more
al Mazalim (Trade Office), the Diwân al Hachib focused on biomedical innovation, but the medical
(Presidential Ministerial Office), and the Diwân al tourism they attract to Bourak is a major part of the
Rasa’il (which can be literally translated as the Haqqislam economy.
Communications Office, but which is actually in
charge of national quantronic security, coordinating MASTER GARDENERS
activities with ALEPH, and maintaining the official The Master Gardeners of Bourak straddle the
record of all laws). divide between guild and government. On the
one hand, the Gardener Guilds are important to
Also notable is the Diwân al Nawal (which serves virtually every aspect of life on Bourak—whether
as the regional government of Nawal Island) it’s maintaining ecological balance in the slowly
and the Diwân al Paradiso (originally founded to expanding farmlands or sculpting the rich tourist
govern Haqqislam’s holdings on Paradiso, but now resorts along the coasts. On the other hand, the
in charge of all colonial holdings and explora- Terraforming Committee, a government agency
tory efforts). based out of Iran Zhat Al Amat, is responsible for
building and maintaining the vast networks of
Terraforming Towers (T2s) that make the miracle of
life on Bourak possible.
Haqqislam 163
OLD MAN OF THE MOUNTAIN seek public executions, viewing their killings as an
The Society’s leader is the mysterious Old Man of instrument of propaganda for both themselves and
Haqqislamite Virtues—p. 160 the Mountain. There are some who say that the the Search for Knowledge.
current Old Man is, in fact, still Abdulahmed Rashad
himself, the founder of the order. Whatever the LAYERS OF DECEPTION
truth may be, it is the Old Man of the Mountain Even before Bourak’s government was formed, the
who is the ultimate determiner of who (or what) hassassins appointed themselves Haqqislam’s
constitutes a threat to the ongoing Search for intelligence organisation. The society’s government
Knowledge, a mission which extends beyond liaison is officially listed as an agency of the Diwân
Haqqislam and includes anyone obstructing al Jund, under the title of Hassassin ETTVAK (an
humanity’s development. He designates the targets acronym for Ettela’at va Amniyat-e Keshvar, a Farsi
who are marked for death by his disciples, and phrase meaning Circle of Intelligence and Security).
Science moves fast and
once they are marked, sooner or later death inevita-
implacably, and the diversity
of studies and avenues of
bly follows. The public face of ETTVAK, however, is a cover for
investigation that could result the Hassassin Bahram (“Victory” in Farsi), a sup-
in the creation of a Judgement HASSASSIN EXEMPLARS posedly ultra-secret organisation that controls the
Day weapon multiplies with The Hassassins consider themselves seekers Special Operations Division of the Sword of Allah.
each passing day. Misuse of pursuing the Haqqislamite Virtues who, in their
corrupt Science could cause defence of the Search of Knowledge, have trans- In practice, the Hassassin Bahram is an open
the cancellation of true Science formed themselves into the embodiment of the secret, almost as well-known as PanOceania’s
by provoking an irrational, Haqqislamite Ideals. Their teachings wed the mar- Hexaedron. What very few people realise (outside
instinctive reaction from fear tial lore of the Nizari Isma’ilism (an ancient order of of elite intelligence operatives and fringe conspir-
and ignorance. This would
assassins) with the mysticism of neo-Sufism. acy channels on Maya) is that the Bahram is also
gravely affect the Search
for Knowledge.
a cover operation, protecting the true Hassassin
The Hassassin philosophy centres on the lataif- order which operates out of secret bases in the
—Speech given via e-sitta, the psycho-spiritual organs known as Alamut deserts of the Iran Zhat Al Amat Shanate.
holoconference by the Old Man the Six Subtleties. Mastering the use of these This, the core of the sect, is not truly under the
of the Mountain during the organs unlocks a physical and spiritual perfection Hachib’s control. The Hassassins are a law unto
Authorisation Ceremony of the which attains its ultimate purpose in the art of themselves. Haqqislamite leaders are reluctant to
Hassassin Society divine murder. admit this in public even when Hassassin activi-
ties cause anger and revulsion, at home or abroad,
The Hassassins are diverse in their skills and believing that it’s better to take the blame for the
training but united in their devotion to the cause Old Man’s actions than to admit that they cannot
and not afraid to die if that is what it takes. They truly control them.
Haqqislam 165
G-5 FACTION
NOMADS
VYPADNI The space-based Nomad Nation is the smallest of society: Some are radical. Some are reformists.
In early Nomad society, nearly
the major powers, but their influence and divisive Some are fanatical. Many just want to live a life of
every citizen had a past that
impact are felt throughout the entire Human their choosing. In fact, the mothership was basically
they would rather stay in the
past. This created a cultural Sphere. Ever since their recognition by O-12, the formed by each of these groups buying habitation
aversion to asking about an Nomad Nation has had to fight for its continued modules and strapping them onto a military sur-
individual’s past unless it might existence. The enormous pressure of outside plus transport.
follow them into their current threats have hammered them into a hard, cutting
job or relationship. Anyone blade. With these three titanic space vessels— Following the precepts of the 1st Radical Bakunin
with concerns will simply ask, motherships — and with commercial missions and Manifesto as enshrined in the Simple Law, in the
“Past?” and expect a “Yes” if outposts in every system, no place escapes the early days of the Bakunin there was a division
there’s a conflict or “No” if not. Nomads’ touch. between the core of the ship and the communes
Anyone asking for more than
(the habitation modules which were attached to it).
that typically receives the curt
Although the expansion of the mothership means
response, “Vypadni!” which
roughly translates to “Buzz off NOMAD LIBERTY that this strict inner-and-outer relationship no
longer strictly applies, the basic concepts remain
Though from disparate backgrounds and cultures, the same: The core consists of those areas of the
Maya cluster, p. 142: the Nomads are unified in their passion for Bakunin which are public, shared spaces. Each com-
Communities which exist freedom, independence, and revolution. Of course, mune, on the other hand, is a largely autonomous
entirely within the virtual this spirit also includes darker elements: distrust, community governed by those who live there.
realms of the datasphere. suspicion, and cynicism.
Although a majority of modules gravitate towards a
digital patina, p. 142: A layer of This fierce and rebellious independence defines sort of cultural gestalt that the Bakunians refer to
the AR environment. the Nomad Nation. Their revolutionary, outcast, and as “vanilla”, many communes are effectively societal
criminal origins set their society in conflict against experiments. Those who step inside them are
staid government or corporate norms, especially expected to suspend their social paradigms and are
FORM OVER the meddling influence of ALEPH. Arachne, an bound to the rules and customs enshrined into the
FUNCTION
While it may seem
independent data network autonomous from the commune’s charter and its laws.
counterintuitive for a people ALEPH-monitored Maya, provides freedom from the
that set the trend in fashion, AI’s ever-present observation while Nomad citizens SOCIAL ENERGY
from clothing to body shun societal norms of legality, morality, and Social Energy is something between a social cryp-
modification, Nomads don’t behaviour, instead choosing their own paths. to-currency, a quantronically assisted democracy,
tend to be distracted by or and a warped Maya cluster combining the functions
judgmental about outward of meme-distribution, community bulletin board,
appearances. Nomads rely upon BAKUNIN: MANIFOLD and a crazed, almost fractal digital patina. It can be
the skills and stamina of the
individual next to them, and
HETEROGENEITY difficult for outsiders to really understand it until
they’ve experienced it; or, as the common Nomad
don’t care much about how
they look. With some of the Founded by a conclave of anti-establishment and saying goes, “if you’ve felt it, you’ve grokked it”.
extreme body modifications counterculture groups, Bakunin offered a sanctuary
available from BouBoutiques, for extremists, idealist, libertarians, transhumanists, Social Energy was created because the simple
any other behaviour would religious sects, radical scientists, and a host of division of core and commune wasn’t enough to
be counterproductive. others who found themselves increasingly perse- stabilise Bakunian society. Conflicts between revo-
cuted or pressured by an AI-ordered society. This lutionary social memes boiled out into the common
dynamic mix of avant-garde, counterculture, and spaces of the mothership, eventually culminating in
outright zealotry spawns energy, exploration, and a flash mob conflict that degenerated into a violent
TIMEKEEPING endeavours unique to Bakunin. The outward face riot that resulted in a hull breach that killed nearly
ON THE of these energies creates art and entertainment one hundred people. The system of Social Energy
MOTHERSHIPS consumed throughout the Human Sphere, while solved the problem by essentially virtualising
The motherships operate on
the inward side forges technologies and inno- the conflict.
standard 12-hour cycles. At
20:00 the artificial day ends,
vations beyond the imaginings of even the most
with a gradual, coordinated advanced powers. Governed by the Department of Social Energy
transition dimming of ship- (DSE) and enforced by the Moderator Corps, it is a
wide illumination as they slip CORE AND COMMUNE complex, dynamic system that combines a number
into night. Bakunin is, at its heart, a conglomerate of commu- of features into a seamless whole. First, it’s a social
nities ostracised from the norms of Human Sphere currency system allowing for economic exchanges
based on reputation and trust, with its value many mercenary companies. These, in turn, are the
gradated based on social contributions (primarily two wellsprings of the Corregidoran spirit—work IDENTIFYING
COMMUNES
through DSE-sponsored incentive programs), and blood.
Communes are given unique
physical proximity (individuals and communities alphanumeric designations.
have more influence over the areas of the ship MAINTENANCE TEAMS (Commune N-9, for example,
closest to them and their interests), and resource Corregidor is the oldest of the Nomad motherships, was created by the now
utilisation (those with a proven history of using a predating the others by decades, and, unlike those exiled Equinox group.)
resource to positive effect have a greater claim to other motherships, it wasn’t born in a flourish of Most are also known by a
that resource in the future). Second, it’s a debate idealism; it was forged out of sheer desperation, common name, such as the
forum with teeth that functions as a direct democ- carving an existence for itself through hard, anarcho-feminist commune of
racy for resolving local intermural issues. Finally, brutal labour. That era of sacrifice also instilled Beauvoir and its sub-commune
of Vulkanja, founded by
it possesses augmented reality layers that boil a very basic understanding of the world into the
feminist weaponsmiths.
Social Energy out into the collective sensorium: Corregidoran soul: nothing is free.
holo-signs spatter the mothership with quantronic
graffiti, creating a battlefield of revolutionary social Those born planetside take the basic fact of
memes. Meme-tags flag contested resources or existence for granted. Corregidorans understand sensorium, p. 142: The totality
public service programs. Some communes even use that life is fundamentally transactional. The lives of what someone is seeing (in
patina mods that allow them to edit their percep- of their forefathers proved that the basic elements reality, AR, and VR).
tion of reality to match their social expectations. of life — oxygen, a space to call your own, even
(This latter practice is controversial, but endorsed consciousness itself— are not guaranteed in the
by the Moderator Corps because it can defuse oth- void. And an iota-scarcity economy doesn’t change
erwise thorny conflicts. And what do you care what that basic calculus: if your suit runs out of oxygen,
FIELD TEST
MODULES
you look like to someone else?) you’re dead. The universe doesn’t care how many Bakunin maintains a number
fancy fabbers you have. of modules originally designed
for training how to survive
CORREGIDOR: Every Corregidoran must pay— in either money or and operate in different
METEOR HEADS community work—for the privilege of breathing. environments. The interior
The community work is carried out on maintenance of the modules can adapt to
The population of Corregidor is larger than Bakunin’s, teams. In fact, most Corregidorans, even those virtually any condition, from
but more than sixty percent of it doesn’t live on the who could afford to pay the oxygen tithes in full, vacuum to any planetary
environment imaginable.
mothership at any given time. (And that percentage choose to perform at least some minimal level of
Many are now open to the
has been spiking higher since the Combined community service when living on the mothership. public as a way of getting new
Army invaded.) Instead, Corregidorans are spread Participating in the work of a maintenance team and different experiences;
throughout the Human Sphere, labouring under is a little like going to church — it’s seen as a civic the Bakunin equivalent of
work contracts or serving in one of Corregidor’s privilege and operates as a kind of social circle. national parks.
Nomads 167
Maintenance teams also function as the communi- WORK TEAMS
ty’s education system. Kids as young as three will Most Corregidorans belong to small, modular work
BLACK SHIPS join white maintenance teams, which are primarily teams which are contracted out for jobs across the
Several of the Black Labs of concerned with basic education. Around age eight Human Sphere. Most are specialised in deep-space
Bakunin collectively maintain
or nine, however, these children will graduate to and hostile environment construction jobs. Serving
a small fleet of vessels. Often
called the Black Ships, they
green maintenance teams. In addition to more on a prospector crew offers potentially high
allow scientific teams to seek traditional educational tasks, maintenance teams rewards, but commensurately higher risk, too.
out new compounds and teach youngsters basic repair skills, emergency
phenomena, or to test concepts protocols, zero-g athletics, and similar essen- The meteor heads who make up these work teams
and prototypes in the field. tial skills. are the heart and soul of Corregidor. They’re space
toughs who live by the maxim “groan and abide”,
Around age fifteen, kids begin transitioning into recognising that the punishing conditions under
their adult maintenance teams, some of which which they work is also the lifeblood which fuels
feature other colour codes based on various the existence of their mothership— a tradition of
specialised duties. Infrared maintenance teams are work and service burned into the Corregidoran soul.
notable because they are penal teams assigned to But while they’re possessed of a certain mirthless
the most dangerous and unpleasant tasks. pragmatism, Corregidorans also know how to kick
back after a long, hard day.
MOTHERSHIP: BAKUNIN
The scale of Bakunin, the largest of the Nomad motherships, can be Praxis: Over time, like has gravitated to like in Bakunin to a certain
difficult to grasp. You see the two domes perched atop the bulbous, extent, creating distinct districts. Praxis was the first of these,
amoeba-like growth of the modules clinging to the three colossal where the most radical and isolationist communes can be found.
drive-pillars which serve as both the ship’s propulsion and its skel- Ever since Bakunin’s founding, scientists desiring freedom from
eton and your mind wants to interpret them as observation decks. the shackle of government or the limited vision of corporation
But each of those domes actually contains a sprawling metropolis direction have flocked to it. Psychowarlocks perform illegal
of skyscrapers punctuated by megascrapers. Bakunin is so large Resurrections, technomants transform obsolete technology into
that, for the first time, it is confronting an “expansion horizon” in innovative engineering marvels, and neo-alchemists rewrite
the near future (beyond which expansion will need to be carefully subatomic structures. The dark side of this culture of experimental
controlled and then fully prohibited because the Circulars will no liberty, however, are the Black Labs, where the rules laid aside
longer be able to transport the ship). Solutions range from creating include those of international law and even morality.
a Bakunin II (by creating a new drive-pillar and/or somehow split-
ting the existing mothership) or retrofitting the Bakunin to include VaudeVille: This district is a neon tumour, weaving its way snake-
jump capability, but nothing has seemed eminently practical. like across and through the Bakunin. Sunset Boulevard is the heart
of the district, a sort of central “corridor” or “main street” that runs
The drive-pillars on Bakunin are generally kept firing at all times along its length before blossoming into a bustling tumult in the
except for short-lived periods of “turn-over”, generating a default third sector of the Second Dome.
state of artificial gravity in which “down” points towards the mag-
netic exhaust nozzles on the “bottom” of the mothership. This area hosts the most extravagant art, the most exotic augmen-
tations, and the most perverse pleasures. In the same way that
Domes: The First Dome is smaller than the Second Dome, the Black Labs of Praxis have forged a revolution in technological
largely by virtue of the improvements in the construction of the innovation, VaudeVille has spawned a creative one. Freed from the
foundational superstructure which connects the domes to the bounds of accepted norms, cultural mores, and propriety, VaudeVille
drive-pillars. The current names of each dome are determined by generates art, entertainment, and fashions which drive the styles
the prevailing Social Energy. It was anticipated that these would of tomorrow across the Human Sphere. And in its Black Markets,
eventually settle into fairly consistent patterns, but the constant the daring can find designer drugs, MetaChemicals, manufactured
churn continues. There has been some discussion of building a creatures, and even Resurrection brokers for the right price.
third dome atop the final drive-pillar, but it’s actually the first
Bakunin drive-pillar and a large number of the oldest habitation Despite a seemingly endless hunger for its products, VaudeVille
modules would need to be disrupted to make it happen. spends a surprising amount of energy in competition with itself.
RushHour vies with its competitors, both on Arachne and Maya, for
Old Bakunin: The original military transport around which Bakunin viewers, and LoroLocco contends with fashion houses throughout
originally formed is still located deep in the heart of the moth- the Sphere, but cuts most keenly against competitors at home.
ership, nestled between the newer drive-pillars. The bureaucratic Those that think the shadow world of military operations is the
headquarters of the Conciliator, Bakunin Jurisdictional Command, most contentious has not worked in the cutthroat arena of corpo-
and the Moderator Corps are located inside its heavily renovated rate espionage.
interior and nearby modules.
Nomads 169
the unique culture identity of the Tunguskan. BANK OF TUNGUSKA
Meanwhile, the webs of power woven by the The Bank of Tunguska is the central bank of the
CORRIDOR BOYS bankers ensure the mothership remains a calm Nomad Nation. Its operations are somewhat unu-
The maras—or criminal and tranquil place where customers feel that their sual, however, because its primary duties are only
gangs—of Corregidor are
money and data is safe and sound, thus suppressing tangentially related to currency or monetary policy
divided between the vatos
and the tsotsis (from Latin and
the violent and anarchic excesses and forcing mob- and primarily concerned with the maintenance,
African origins, respectively). sters and hackers alike to act in the shadows. management, and security of the Crypt. It issues a
There’s a constant, low level variety of data bonds which are purchased in bulk
conflict between these corridor THE CRYPT by the private banks of Tunguska which ultimately
boys that dates back to the The physical core of Tunguska is the ALEPH- license the services and resources controlled by
earliest days of the mothership, detached data crypt. Here are employed the those bonds to individual clients.
when the maras first formed programmers, hackers, cryptographers, and
as the only defence against quantum physicists who sustain the true heart of The Bank is controlled by the very powerful “bank
the background of constant the mothership’s existence and, by extension, the families”— such as the Waldheim, the Figueroa, and
violence and societal chaos.
Nomad Nation as a whole. Fully eighty percent the Haller — almost all of which date back to the
of Tunguska’s economy is tied to the overlapping founding of Tunguska.
layers of corporate services that ultimately tie back
to the core functionality of the Crypt. COURIER SERVICES
KUHIFADHI The need for data protection doesn’t end at the
The Kuhifahdi module (Swahili OUBLIETTES walls of the Crypt. A variety of Tunguskan courier
for “Preserve”) was originally
Before data is allowed to enter or exit the Crypt, services — ranging from large corporations like
created by some troublesome
African refugees with
it must be verified and purified. To do so, it must Tristeryon to independent freelancers—exist to
shadowy backgrounds (mostly pass through the oubliettes which ring the Crypt. perform secure deliveries, particularly of quantroni-
headhunters and war criminals Each oubliette is kept independent from the others, cally locked data valises. These deliveries are often
from various African conflicts) using unique verification methods and encryption made via Ixions, ultra-rapid spaceships whose
as a stronghold against those schemes, and the Crypt will only accept data pilots receive genetic and nanotech augmentations
seeking revenge. It serves that which has been independently routed through to endure the strains of travel.
function as sanctuary unto this two separate oubliettes. Oubliettes are secured
day, with many of its members against cyber-assault by powerful suites of hacking LAW FIRMS
keeping in the weapon programs supplemented by automatic dead man’s Those who associate Tunguska primarily with
business as bounty hunters
switches that can completely sever the oubliettes’ criminal activity are surprised to discover that the
and mercenaries.
connection to the Crypt. mothership is teeming with law firms, most of them
christened with choking mouthfuls of surnames
Much of this process is automatic and quantronic, like Bright, Matsuda, Cohen, and Associates (legal
but each oubliette is also a physical interface representatives of the Van Orton Military Contracts
BOT SEAL between the Crypt and the public world, with those Foreign Company) or Avedikian, Maier, & Somtow
“Bank of Tunguska Approved” is seeking to enter or exit the Crypt needing to pass (whose founder, Rupert Avedikian, was assassinated
a quality seal desired by all
through the rigorous security protocols of an oubli- by his partners when he was caught embezzling).
private banks.
ette. They also serve as an economic interface, with
each oubliette a separate chartered company that A particular speciality of the law firms are
licenses and facilitates the data security services of Tunguskan smart contracts. Governed by LAIs and
the Crypt (and often other data services as well). enshrined in blockchains, these sophisticated
NEO-CETACEANS
Taking advantage of their
natural resilience to pressure MOTHERSHIP: TUNGUSKA
and high gravity, as well as
their innate comprehension The teardrop-shaped Tunguska is the smallest and Barangays: Named after a Filipino term for sub-
of three-dimensional space, least populated of the Nomad motherships. Its urbs, the barangays are all of the outer habitation
Nomads utilise dolphins, sleek form is made up from layers of habitation modules. Each module is largely independent,
porpoises, and orca uplifted in modules, like a fractal Matryoshka doll. Unlike maintaining their own services, habitation
the labs of Praxis to pilot their the barely controlled chaos of Bakunin, however, maintenance, support, security, and the like. The
shuttles and in-system vessels. these are modules are laid out following the rigid common areas of Tunguska tend towards the
Some use the pejorative term schemes of a central planning commission. reserved (outside of the Quan Quads, where the
“blowholes” to refer to these ribaldrous hacker communities have set up shop),
pilots, but never within earshot: Centrum: This core district of Tunguska is home to but often orgiastic excess can be found lurking
They have long memories and
the Crypt and the major financial, quantronic, and just out of sight.
can withstand far more G-forces
than humans. Your next trip
governmental institutions which surround it. The
could be very uncomfortable. architecture here is surprisingly vaulted and vast,
with large, airy spaces serving as quiet displays
of opulence.
legal instruments can not only enforce themselves consisting solely of the Conciliator and their
and manage payment, but also incorporate bureaucratic apparatchik. Each commune casts SHADOW
CONTRACTS
cascading dependencies of automated bidding for a single vote for the Conciliator and the internal
Some Tunguskan firms issue
development and freelance work. Once a smart method used to determine the module’s vote is “shadow contracts”— smart
contract has been carefully crafted and funded, their own business, allowing them to stay true to contracts issued anonymously
they essentially run themselves: a government, their internal political ideals. and often structured so that
for example, could declare that they want a dam those participating in them are
built at a particular location, activate a properly Elections are usually held once every five years, unaware of the full scope of the
constructed smart contract, and essentially watch although a super-majority of three-quarters of the contract’s goals.
the dam build itself. modules can immediately recall a Conciliator and
force a new election. This is not wholly infrequent,
Hand-in-hand with these contracts, Tunguskan and usually happens whenever a Conciliator is
law firms also provide ultra-advanced identity perceived to be interfering too much in matters of
verification services: supported by the Black Labs local jurisdiction (which Bakunians feel should be SOCIAL ENERGY
ON TUNGUSKA
of Praxis, their biometric methods are unrivalled in resolved through the direct democracy and referen-
Bakunian activists will
the Human Sphere. dums of Social Energy). periodically make the effort to
expand the system of Social
The Conciliator manages and directs the democratic
INSTITUTIONS
Energy to the Nomad Nation as
process to ensure that critical issues get the proper a whole. These efforts generally
attention, and lesser issues do not dominate the founder on the rocky shores
GOVERNMENT political landscape at times of genuine crisis. of Corregidoran traditionalists
(who prefer cold hard cash
Each mothership brought its own unique style of CORREGIDORAN CUSTODIANS to “hippy friendship money”),
but it does occasionally find
democracy into the union. Had Chairman Toryski of One citizen, one vote. The early days of Corregidor’s
some purchase in Tunguskan
Tunguska suggested another layer of bureaucracy history forced their definition of citizenship upon
hacker clusters. Either way, it’s
or dissolution of any ship’s internal governance, them. Only those that could actively contribute not unusual for Tunguskan
negotiations to form the Nomad Nation would to the survival of Corregidor could be allowed to law firms to be involved with
have surely floundered. He rightly calculated that have a voice in the path they would follow. Gaining Social Energy, as their advanced
only the very lightest “national” touch would be citizenship requires the accumulation of Service identity verification services
tolerated by such fiercely individualistic elements, Hours. This typically takes nineteen or twenty years, can play a vital role in its
and that events following establishment of the though the youngest verified citizen accomplished social currency.
Nation would force them to bond against common this in fourteen. Citizenship must be maintained via
foes bent upon their destruction. a yearly Service Hour quota or a payment— known
as the service tariff— of the market rate for
NOMAD EXECUTIVE BOARD those hours.
The three motherships each contribute two mem- KRUGS
One of the defining events for
bers to the Nomad Executive Board. In accordance Corregidor has a legislative house of Custodians,
the Nomad Nation as a whole
with the Initiative — the charter that created the whose representation is in direct relation to the
is the Krug. Every four years,
Nomad Nation— all board members are of equal population of citizens, as well as a directly elected all three Nomad motherships
status, though the Tunguskan representatives have executive called Warden, despite the many years gather in a single system for
veto authority, a right negotiated to them since since the Praesidio’s use as a prison. Despite the a celebration that is two parts
they spearheaded the Initiative. This tends to give negative connotation that many outsiders see Carneval, one part strategic
them slightly higher unofficial status, but does not in the title, Corregidorans view it as an essential summit, and one part family
translate to any sort of deference. In fact, the senior reminder of their history, and there has never been reunion. Krugs are eagerly
Tunguskan delegate is often referred to as “Kurat”, a credible attempt to change it. anticipated by all Nomads
which roughly translates as “Devil”. It is sometime as celebrations of their
continued survival and the
used humorously, but often not. TUNGUSKAN BOARD
individualism and freedoms
OF DIRECTORS that make them who they are.
These six delegates have the power to call upon One share, one vote. Citizens of Tunguska earn a They are also opportunities to
officials and officers that coordinate with their number of voting shares upon their majority, much blend populations and ideas,
counterparts on an ad-hoc basis for matters of like shares of any other corporation. Despite a high preventing either from leading
strategic planning, coordination, deconfliction, and market value, most Tunguskans aspire to purchas- down a road to regression.
other “national” issues. This prevents the accumula- ing more shares as they are able, and are quite
tion of bureaucracy, and also ensures that the most reluctant to part with them, even in times of hard-
appropriate individual is called for the immediate ship. The government prevents the “unbalanced
situation. accumulation of shares” by a sliding purchase tax
determined by the number of shares already owned,
BAKUNIAN CONCILIATOR which serves the dual purpose of funding govern-
One module, one vote. Bakunin has the smallest ment endeavours as well as keeping unbridled
central government of the Nomad Nations, voting market forces in check. However, nothing
Nomads 171
prevents the accumulation of shares by Tunguskan havens, Arachne nodes, a hiring hall, and a bazaar.
corporations, which hold large quantities of them. Everything needed to remotely conduct any neces-
sary business or trade.
Shareholders vote for two seats per year of an
eight-member Board of Directors, in four-year The Black Hand frequently operates out of commer-
cycles. The Board selects one of its members to cial missions, taking full advantage of the diplomatic
serve as Chairman, the top executive position immunity they afford. Many nations take a dim view of
of Tunguska. Due to the influence wielded by the these hubs of chaos so close to their critical interests,
Chairman, it is unusual for him to lose the position but the commercial opportunities missions represent
so long as he maintains his board seat. for their businesses outweigh the negatives.
NOMAD MILITARY
FORCE (NMF)
The Nomad Nation’s military organisation mirrors
their political one. Each of the motherships has
its own independent jurisdictional command, with
a very small cadre of leaders ready to coordinate
larger scale conflicts. These commanders serve
amongst the commands, spreading their experience
and leadership, when not needed for more dire
conflicts.
JURISDICTIONAL
COMMAND OF BAKUNIN
Much like the mothership, the Bakunin command
is the least conventional of the three. While it cer-
tainly has just as much capability of self-defence
as any other, its forces tend to be very specialised,
and embed with other commands as needed, even
in relatively peaceful times. Its leaders have the
most experience serving with other commands, and
do well with coordinated forces, including those
combining with other nations.
Truth Tellers: Sigrid Kašpar, a VP at Almatech, the primary Cube producer in the Human Sphere, is offer- THE MEXICAN
GENERAL
ing to sell high-level intel regarding the advanced architecture of Cube 2.0 designs. The concern is that
“A Nomad soldier doesn’t salute.
this may be a honeypot operation staged by ALEPH. The team needs to infiltrate Kašpar’s social circle A Nomad soldier fights.”
and find out whether or not her offer is on the level. —Juan Sarmiento, The Mexican
General
Bullet to the Brain: The Libertos terrorist group on Varuna exploded a car bomb which damaged the Nomad
commercial mission there. Send a message that the Nomads are not to be drawn into Libertos’ squabbles General Juan Sarmiento
with PanOceania by assassinating Depth Gauge, the Helot mastermind behind the recent bombings. received the highest bids during
the Red Auction (p. 14). Four
Defenders of the Web: The team is assigned to bodyguard a technical team covertly installing Arachne revolutionary —some might
say terrorist— groups, three
nodes in Ad Qaliwara on Bourak (p. 231).
governments, and three major
criminal organisations wanted
him eliminated. Praesidio’s
JURISDICTIONAL BLACK HAND Warden investigated Sarmiento
COMMAND OF CORREGIDOR and found an asset worth far
With the wide spread of its work crews and One of the Nomad Nation’s most secretive more than money. Sarmiento
mercenary forces, Corregidor’s command is the most organisation is paradoxically one of the most well- was a smuggler, an assassin, a
dispersed, spread throughout the Human Sphere. known to outside powers. Known, however, does leader, but most importantly, a
It integrates its mercenary forces into the organ- not necessarily equate to “understood”. Foreign man with a talent for success
isation when needed, citing the much maligned intelligence organisations use the Black Hand as in the most difficult situations.
Rather than auction him off, the
“Emergency Clause” written into all Nomad merce- the boogeyman to convince their governments to
Warden woke him up and put
nary contracts. grant them more funding, resources, or personnel.
in charge of creating the new
They are the nebulous nightmare that trainers use mercenary forces of Corregidor.
JURISDICTIONAL to inspire their agents to greater efforts. They are
COMMAND OF TUNGUSKA everything their enemies fear, and far more. The Warden’s foresight proved
Given its central mission of ensuring the safety its worth almost immediately,
of the Crypt and the mothership, the Tunguska The strength of the Black Hand is minimal as Sarmiento foiled a number
command is most concentrated, and also serves as organisation, which encourages creativity and of attacks, rescue attempts, and
a reserve in wider conflicts. The Dragnet, especially decisiveness at the lowest possible level while sabotage operations aimed
the Special Actions Department, supports the still maintaining high-level goals. The Intelligence, at bypassing the auction. He
turned the nascent Alguaciles,
Command in times of need. It provides the ships Tactical, and Quantronic Sections — euphemistically
now Corregidor’s military police
and equipment for the unified Nomad command in referred to by operatives as the Black Eye, Black
regiment, into a formidable
critical situations. Fist, and Black Widow, respectively— are made defencive force and profitable
up of autonomous groups that act with minimal mercenary company. After the
oversight or methodological guidance and, in many formation of the Nomad Nation,
WILDERNESS cases, are deliberately set in competition with one
another to achieve specific assignments.
he would be instrumental in
guiding the Black Hand as its
OF MIRRORS Deputy Director.
Groups, in turn, are served by action teams and the
The Nomad Nation has had to fight for its very occasional lone agent known as a solo. Teams and
existence from the very start, and collecting intelli- solos might conduct operations supporting only
gence has been the only means of ensuring survival. one section or all three depending on their special-
Its commercial corporations operate in highly ity and circumstance.
competitive environs where inside knowledge
about competitors is worth a year’s profits. On the INTELLIGENCE SECTION
scientific front, the race to discovery and jealous More than any other section of the Black Hand, the
protection of data is every bit as cutthroat as a Intelligence Section operates through Darwinian
military campaign. Nomads excel at the game of competition between analyst groups like Midnight
smoke and mirrors. Sun, Dark Sapphire, and Something Wicked. Data
streams are shared between multiple groups work-
ing in tandem, with every snippet of information
comprehensively tagged with source and usage his-
tory to ensure equitable performance assessments.
Nomads 173
TACTICAL SECTION goals, Syndicate investigators tend to work in pairs,
Tactical Section teams hit hard and fast, and then watching each other’s back during investigations or
fade back into the shadows from whence they came. as an undercover/handler team.
VORTEX When deception fails and enemies of the Nomad
SPEC-OPS
Vortex teams are agents
Nation set themselves on a hostile course, direct SNOOPER DESK
provocateur specialised action may be the only option to prevent disaster. The focus of these agents is the protection of
in undercover and secret Agents, who are generally recruited from elite units Tunguska and the Crypt, against all enemies, foreign
operations and given broad of the NMF and sometimes refer to themselves as and domestic. Of special concern are deep cover
discretionary powers in “strikers”, equip themselves with the newest gear infiltrators and triggered agents, so investigators
achieving their objectives by from the Black Labs, but other operatives view often have backgrounds in psychology and intuitive
the Tactical Section. those who gravitate to these missions as somewhat analysis, sometimes the only means of uncovering
psychotic prima donnas. these threats. Unlike other desks, the actions of
these agents tend to be more cerebral, preferring
QUANTRONIC SECTION to turn threats against their owners if possible.
The animosity between the Nomad Nation and
ALEPH is renowned throughout the Human Sphere, INTERNAL AFFAIRS
and it’s the primary reason the Black Hand requires No organisation is without its own shadows, and
a dedicated Quantronic Section. Many agents while they tend to be reviled by others, internal
repeatedly request these missions because they truly overwatch is critical to the health of any institution.
believe they are fighting the greatest existential Nikolai Steranko directed that even he must submit
threat faced by not only the Nomads, but by humanity to their inquiries, and he makes a point of appoint-
as a whole. In addition to defensive and counterin- ing the best and brightest lights of SVAD to this
telligence ops, the Quantronic Section is responsible duty. Agents pursue their duties with cold, ruthless
for the heuristically complex and memetically viral efficiency, as every weakness eliminated makes
anti-ALEPH Black Propaganda campaigns. DSAD that much stronger.
Nomads 175
G-5 FACTION
PANOCEANIA
PanOceania is the Hyperpower. More prosperous and of government on Neoterra. This self-same
PANOCEANIAN powerful than any other empire in human history, it government, as a matter of policy, prioritises the
OFFICIAL
MAYA-SCHOOL has total political control of three entire systems— space industry, heavily subsidising it while doing
NETWORK Neoterra, Acontecimento, and Varuna—and holds whatever it takes to keep interstellar trade flowing.
The PanOceanian Official Maya- territory and frontier colonies on Svalarheima, Earth, PanOceanian spaceships are the best you can get,
School Network is the obvious Paradiso, Dawn, and Human Edge. benefitting from PanOceania’s extensive experience
answer for a technologically in dealing with a wide variety of deep-space
connected society spread across The only true rival to PanOceania’s dominion over environments and hazards. PanOceanian scientists
such an enormous territory. the Human Sphere is Yu Jing, and the tension are constantly at work to develop the technology
With funding sourced from a
between the two nations dates back to their used to identify and stabilise wormholes, refining
variety of lobbies and corporate
earliest days, when the PanAsian Alliance was existing designs and searching for new methods.
donations, and services
subsidised by the PanOceanian formed in response to the military and economic
Ministry of Culture, the POMS expansionism of the new-born Jade Empire. What But while cynics and naysayers, particularly among
Network is able to provide a had originated as a purely defensive political the Nomads, constantly predict that this addiction,
vast range of cheap education arrangement, however, became something more like all addictions, must inevitably burn out and
and training courses to when Chile and Brazil reached across the Pacific crash the addict, PanOceania continues to soar
anyone with a comlog and Ocean to join the Alliance. In that union, the among the stars. The reality seems to be that a
the inclination. modern PanOceania was born, rapidly growing into stable Triangle of Prosperity has been established
a hegemonic power in its own right. Within a few between Neoterra, Acontecimento, and Varuna.
Rather than running a single
decades it had gobbled up chunks of Central and
massive school, the Maya-
North America while siphoning off portions of the
School Network is a body that
recognises, audits, and approves disintegrating European Union.
PANOCEANIAN
Maya-based education and
training providers. The role TRUST
donations play in the approval SPACE ODYSSEY
and auditing process has at Outsiders may only perceive the arrogance of the
times come into question, As the borders of political power solidified on Earth Hyperpower, but the heart of PanOceanian culture
but no-one can deny the between the Hyperpower and the Jade Empire, both is faith. They place trust in technology. They trust
social value of such cheap nations accelerated their efforts to colonize space ALEPH with the minutia of their daily lives. They
access to an immense array of
and claim the rich, untapped resources available look to the Church for spiritual guidance. They
educational programs.
beyond humanity’s mother world. In this Second believe in the might and majesty of the Military
Great Space Race, PanOceania went for broke by Complex to keep them safe. They are guided by
PanAsian Alliance —p. 12 focusing their primary attention on the exploration the vision of the Destino Tecnológico and see in its
of the wormholes— a gamble which paid off ideology a fundamental truth.
Second Great Space handsomely as they laid uncontested claim to the
Race—p. 14 worlds of Neoterra, Acontecimento, and Varuna. The
resulting advantage in territory and resources con- CULTURAL
EMPRESAS
tinues to pay for further exploration and economic INTEGRATION PROGRAMS
development, ensuring that, despite Yu Jing’s efforts
Sometimes technology is
revolutionised in a garage.
to catch up, PanOceania remains the number one PanOceanian culture has always been a melting
Sometimes its advance is power in space. pot thanks to the far-flung reach of its pan-global
only made possible through a founding nations back on Earth. As the Hyperpower
massive investment of capital PanOceania’s immense interstellar success, however, alighted upon foreign worlds, however, this became
and manpower: The Manhattan is not without its dark side. There are some who a matter of state policy: Cultural Integration
Project. Apollo 11. The describe the Hyperpower as being “addicted to space”: Programs (CIPs) were founded to unify the totality
Orbital Elevator Consortium. exploration and exploitation have become vital to the of PanOceania into a single nation under the
PanOceania institutionalises PanOceanian way of life. In PanOceania everything banner of patriotism and manifest destiny.
these kinds of impossible always needs more. Always bigger, always better. That
projects through their empresas.
means more and more land and resources are required, The CIPs did so, however, through a celebration
These include the Cretan
Enterprise (which perfected the
which in turn means finding more planets and star of diversity. They understood that ethnic groups
Minotaur Motor) and Project: systems to annex, colonise, and mine for resources. gained strength not through the erection of
Maid of Orleans (which resulted barriers, but through a sharing of culture. Points
in the first Recreation). This dependence can even be seen in the decision of commonality were sought out and used to knit
to abandon Sol in order to establish a new centre cultures together.
At the same time, they knew that the robust the surfistas— those who literally surf through their
strength of a population comes from its diversity. lives in a seeming daze, having turned every aspect
(A lesson that was driven home when the shallow of their lives over to their quantronic managers
biodiversity of the native life on Neoterra collapsed and existing solely in the “living moment” of raw
in the early days of colonisation.) The CIPs estab- experience without conscious input. Hiraeth Culture, p. 15: A post-
lished cultural enclaves as part of the colonial colonial pan-cultural reflex
programs, and PanOceanians take it as a mark of LIVING CITIES that draws inspiration from Old
pride to support and develop the cultural traditions Wealth and class in PanOceania are expressed Earth history.
of their enclave — not simply by looking back into through access to technology and access to
the past, but (particularly as Hiraeth culture fades) territory (real estate being the one thing which Ad Astra Pilgrimage— p. 15
by innovating towards the future. PanOceania’s near-post-scarcity economy cannot
produce en masse).
PanOceanians, however, also take it as a point of
pride to visit and experience multiple enclaves Living Cities are the perfect embodiment of both. ATEKS
Not everyone gets to
throughout the course of their lives, bringing this Designed by ALEPH-assisted architects, they are the
participate in the PanOceanian
rich panoply of experiences into the gestalt of ultimate expression of what technology can elevate
dream. Those with little or no
their personal sense of cultural identity (which is the human condition to. They are wonderlands access to ALEPH and modern
sometimes referred to as one’s mélange). filled with automation seamlessly hidden within technology are referred to as
exquisitely manicured luxury gardens. Ateks. Although they constitute
PanOceanians refer to this as cultura de diamantes a vanishingly small percentage
(a culture of diamonds), with each individual of the population, the sheer size
seeking to perfect themselves by becoming a multi- THE CHURCH of the Hyperpower means that
faceted part of the collective whole. they number in the millions.
Although there is a sizable Hindu minority, the Without proper access to Maya
and the web of countless social,
legacy of the Ad Astra Pilgrimage and the influence
fiscal, and official networks
TECHNOPHILIA granted by their sizable control of Resurrection
that link most PanOceanians
licenses have made the Christian Church a preemi- to each other, they have no
PanOceanians are utterly enamoured of technology. nent cultural force in PanOceania. trackable existence. Without the
It fills their environment and pervades their every quantronic resources needed
waking (and sleeping) moment; moments which are A key factor in the ascension of the Neovatican is to participate in the pervasive
lived as much through the quantronic extensions its own embrace of the cultura de diamantes: As the domotics which shape and
of Maya as in the physical world. They refer to it as communication and virtualisation technologies of define PanOceanian life, they
their third eye, their seventh sense, and their fifth Maya became prevalent, then Pope Clement XXI are functionally cripples.
limb, but it is also their constant and ever-present promulgated the encyclical In Mundum Universum
Ateks, for their own part,
guardian angel. It empowers them to a superhuman which created a quantronic-assisted communion
are a motley lot. Some have
(and some would even argue posthuman) degree, with Christ which empowered each individual to
deliberately chosen this life—
but its loss would leave many PanOceanians con- find their own personal path to God. Geographic counterculture rebels fearful of
fused and helpless. (The dark mirror of technophilia, and cultural barriers dropped away: Perhaps the ALEPH or seeking to “retain their
many cynics would point out, is technodependence.) communal, art-driven worship of Andean monastics humanity” in an unnatural world.
was ideal for you. Or the 13th century simplicity of But many are simply those who
Massive infrastructure is entrusted to ALEPH: Energy. the Apostolic Brethren. Or the glittering wonders have fallen through the cracks
Water. Agricultural production. Quantronic networks. of virtual reality Escher churches. The new vision and found themselves utterly
Financial services. Elections. Public health. Security of the Church welcomed this panoply, and partic- divorced from the glittering
services. The AI monitors, analyses, controls, and ipation exploded as religious communities and complexities of the culture
which rushes past them.
perfects all of it for maximum efficiency. practices that had been obscure for centuries now
found adherents who had been looking for them all
Many organisations, however,
At the personal level, the minutia of PanOceanian their lives. exist which aim to improve
lives are shuffled away through the silent life for the Ateks. The Neoterra
collaboration between ALEPH and their geists: HOLY SEE Integration Fund, for example,
Daily schedules. Food. Finances. Transportation. Following the Ad Astra Pilgrimage, the Neovatican works to provide Ateks
Entertainment. Even friendships and romance. was founded in San Pietro di Neoterra, becoming with access to technology
Citizens happily turn over their responsibilities and the seat of the papal throne and the home of and opportunities to enter
decision-making, leaving behind an air of freedom the Church. mainstream society.
of self-expression that PanOceania’s critics have
described as supercilious narcissism (which, they MILITARY ORDERS
would argue, is also expressed at a macro-level in As the Church’s importance grew, the Papal Curia
PanOceania’s foreign policy). looked for ways to extend their influence. Under San Pietro di Neoterra— p. 262
Pope John XXV, seeking to drive a wedge into the
The most extreme example of this, and one which PanOceanian Military Complex, a papal bull was
even many PanOceanians are quick to judge, are issued calling for the church to found and fund
PanOceania 177
religious Military Orders which — while they would supported by a cutting-edge research laboratory
LIST OF DEEDS be under the influence of the Department of which rapidly gathered the brightest minds in
The Neovatican Church is
Defence— would ultimately derive a holy authority PanOceania, backed them with the vast funds of
the largest of the religious
from the Church. the Vatican Bank, and focused on developing new
bodies licensed to dispense
Resurrections in PanOceania, and quantronic and cyber-warfare systems.
they have revived the medieval When the plan was given provisional approval,
tradition of indulgences to the newly-formed Consilium de Militaris used its As time passed, more and more of the Templar’s
help manage them: Services to authority to revive two Military Orders from the efforts became focused in these research labs.
the Church are rewarded with millennia-old annals of the Church — the Order of A twisted sea of black ops projects pursued
points towards a Resurrection the Temple and the Order of the Hospital. Initially revolutionary ideas which pushed the boundaries
licence. The List of Deeds is fielded as purely auxiliary forces, the exemplary of ethics and morality. As their ambitions grew,
regularly updated with a list of quality and early successes of the two Orders however, their enemies seemed to multiply. This
these acts: Some are general
(whose fierce rivalry fed their accomplishments) became even more true when, fuelled by the
(donating money or volunteering
have seen not only the number but also the impor- success of the patents they had parleyed from their
to participate in the Crusade
on Paradiso). Others are very tance of the Military Orders multiply. They are now work, they successfully removed themselves from
specific, sometimes triggering premiere, front-line combat forces. the authority of the Consilium de Militaris and
mercenary competitions to see became an independent agency.
who can achieve them first. ORDER OF THE TEMPLE
There is also a constant churn The Order of the Temple was founded by the tech- Their ultimate downfall, however, came as a result
of “micro-point deeds”—minor nocratic factions of the Church. Instead of fighting of their interest in artificial intelligence. Although
acts of charity and goodwill on the physical battlefields, they rapidly excelled at at one time they worked closely with ALEPH and
that benefit one’s immediate quantronic warfare. These infowar operations were Bureau Toth, the Order of the Hospital accused
community. Citizens can load an
app onto their comlog to notify
them when such opportunities OTHER MILITARY ORDERS
are available nearby.
While the Order of the Temple and the Order of disapproval. Despite their fraught existence the
the Hospital are the two first, and most famous of Order is pious and courageous, emphasising
the Military Orders, there are others. mobility, an ability to support other troops, and a
THE GREAT deadly violence when closing with the enemy.
APOSTASY
The decision to form a pact Order of Calatrava: A small Military Order made
between the Church and ALEPH up of veteran knights from other Orders. They Order of Preachers: More commonly known as
caused the faith to be riven by are characterised by their ascetic lifestyles and the Dominican Order, this order has a sinister
controversy. From sit-ins and serve as Father-Instructors in the PanOceanian reputation, a hang-over from the its early history
hunger strikes to murders and Military academies, or as wanderers throughout and involvement in the Inquisition, which they
immolations, the crisis point boiled the Human Sphere intervening in any fight they maintain. The Black Friars of the Dominican Order
out across the Human Sphere. The consider fair. While lacking in a defined structure, are pious and, some would argue, paranoid about
Church viewed their work with the Order of Calatrava has become known to be the loyalties and faith of their fellow Orders. Having
ALEPH as a great and beneficial
critical of the policies of the Curia. trialled the Order of the Temple, they have seen
alliance; those on the other side
how corruption and sin can fester, and with the rise
of the coin considered it the Great
Apostasy and saw it as a Faustian Order of the Holy Sepulchre: An elite Military of the EI, Shasvastii infiltrators could be anywhere.
Pact—an agreement between Order drawn from the best of the other Military
life-most-holy and the unnatural. Orders. One of their key tasks is to guard the Holy Order of Santiago: The third Military Order to be
From this dark period, however, the Places of Earth, such as the Free City of Jerusalem created by the Neovatican, its role is to protect
church has risen again—stronger, and the old Vatican. When they are called upon pilgrims and pilgrimage routes. Working side-by-
more powerful, and more united. to enter a battle, they are rightly feared as side with the PanOceanian Navy, as well as Bureau
some of the most devastating soldiers in the Aegis agents on the Circulars that travel from
Human Sphere. PanOceanian territory to Earth, they are regarded as
IMMORTAL POPES the best technically trained of the Military Orders.
Although the Church largely Order of Montesa: Initiated as a response to
controls the Resurrection the concern of Archbishop Martim Gonçales Order of the Teutonic Knights: The newest
system within PanOceania, in da Silveira about the growing power of the Military Order, operating on the frontiers of the
one notable respect it is very Order of the Hospital on Acontecimento. Rather Human Sphere where their mission is to seek out
distant from it: The Pope must than see the planet with the most believers new planets and establish the first footholds of
step down if and when their influenced by an outside Order, da Silveira argued the Church. They were founded within days of
original body dies, and one may
Acontecimento should have its own Order. After Paradiso’s discovery, and their headquarters—the
only obtain the rank of Cardinal
after transferring to a Cube. At
much wrangling, the Order of Montesa was born. Monastery-Fortress of Saint Mary of Strelsau—is
present three Popes Emeritus Founded by the training of knights from the Order built there. The Brothers of Dobrzyń, a wing of the
dwell on Neoterra in lhost of Calatrava, the Order of Montesa has fought Order, offer defence by fire to any who cross the
bodies, and a fourth on Earth. hard to prove itself against a backdrop of general aerial and land bridges that surround the fortress.
them of developing an illegal AI. Evidence at the rapidly establishing combat support hospitals, and
ensuing court proceedings showed that the accusa- are supported by highly trained Medevac Units. TEMPLAR
COLLECTORS'
tions were well-founded. The Order was dissolved Mercy Units, whose members have earned the title ITEMS
and its property confiscated: The data relating to of Mercedarian, are small spec-ops teams who The Templars acquired a
artificial intelligence was absorbed by ALEPH. Their specialise in the rescue of comrades captured by reputation for designing
possessions’ on Earth were given to the Order the enemy. ingenious and unusual
of the Holy Sepulchre. Most of their property on weapons, many of which were
Neoterra was given to the Order of the Hospital. In the wake of the Templar scandals, the field-tested but never brought
PR-friendly mission of the Hospitallers played well into production. Today, these
Templars who were found innocent of the charges to Maya audiences and the Church was quick to rare weapons are collector’s
items… when they can be found.
were allowed to enter other orders or retire play up their successes. As a result, they enjoy a
to monastic lives. Others, however, including a very positive reputation with the public and the
dozen or so of the Templar programming experts, troops they serve alongside.
disappeared before they could be arrested. It is HOSPITAL BANK
rumoured that a handful of Templars have been
sheltered by the Nomad Nation. INSTITUTIONS San Giovanni is home to the
main headquarters of the
Hospital Bank, one of the most
ORDER OF THE HOSPITAL GOVERNMENT important banks in the Sphere
The Hospitallers, currently the greatest and most and the only one which can
powerful of all the Military Orders, are primarily The term “hyperpower” was originally coined to have a slogan like, “Save your
based out of the Fortress-Monastery of Saint John describe PanOceania’s unique form of federal money. Save your soul.”
of Skovorodino on Svalarheima, but their Grand government: The central or “hyper-power” was
Master lives in the monastery of San Giovanni literally placed over the individual nations, which
di Neoterra (which was once a stronghold of the became “hypo-powers” (under powers) beneath it.
THE TEUTONIC
fallen Templars) and they have another major This basic relationship remains true today, although SECRET
monastery at Saint John of Malta on Earth. a series of reforms — some internal, others imposed The nigh-fanatical devotion
from above — have greatly restructured the identity of the troops associated
Their mission primarily focuses on providing and nature of the hypo-powers until, today, they with the Teutonic Order has
medical aid, rescue, and other forms of succour largely conform to each major planet in the given rise to many rumours
on the battlefield. Field Units are specialised in PanOceanian alliance. among the soldiers who fight
alongside them on Paradiso.
The most believable speak of
extraordinarily harsh training
regimes. More curious are
rumours of strange ceremonies
performed by night when they
think no one is watching, and
some say the Teutons have a
secret: custody of some powerful
artefact of unknown origin.
ORDER OF ST.
LAZARUS
This wing of the Hosptallers,
operating under the historical
name of a small Order that
incorporated into the Order of
the Hospital, is responsible for
establishing and running field
and emergency hospitals in
crusade territories (which, at
the moment, means Paradiso).
The Order of St. Lazarus
consists mainly of Chaplain-
Doctors, experts in triage and
emergency medical support,
who are brave and pious
enough to place themselves in
the most serious of dangers to
save the lives of others.
PanOceania 179
CONFRÈRE FIVE THINGS YOU SHOULD
KNIGHTS KNOW ABOUT PANOCEANIANS
Confrère Knights is the name
given to any mission, joint unit,
or combat formation in which 1. Always Connected: If a PanOceanian seems like 3. Evercasting: PanOceanians are constantly shar-
knights from multiple orders they aren’t listening to you, it’s probably because ing their lives over Maya with friends and even
participate side-by-side. Such they aren’t. They’re plugged into the Maya just the public at large. To outsiders from more
arrangements are not unusual network in all kinds of ways, from visible pigmen- conservative cultures, this can seem distasteful
in Paradiso combat groups, but tation readouts in their forearms to direct retinal or even obscene, but being on constant public
small task forces—referred to projection, neural implants to record dreams, display is simply part of PanOceanian life.
as confraternities—are often haptic feedback from medical monitors, and
permanently formed to pursue
more. They’re constantly receiving updates, alerts, 4. Reputation: It’s not a reputation econ-
various tasks with a balanced
news and messages from all over the Sphere. So omy — money still counts for plenty — but the
mixture of skills.
it’s understandable if they get a little distracted integrated connectivity of PanOceania means that
sometimes. everyone builds up a publicly traceable record
of trustworthiness and ability. A good reputation
2. Pension Plan: Most of the PanOceanians save precedes you. A bad one will cling to you. Public
money for their retirement, a moment when they relations disasters can topple conglomerates and
have to choose between body and soul. They can end careers.
save money to ensure beneficial conditions in the
Cube Bank thinking of a possible Resurrection. Or 5. Forgiveness: The ultimate expression of trust,
they can save money for a good retirement in the however, is forgiveness. Outsiders are sometimes
best recreational areas of their planet (such as awed at the PanOceanian willingness to turn the
SWISS GUARD Portobelo in Acontecimento). The golden dream page. This even extends to society as a whole,
The Holy See has a special
of all PanOceanians, however, is a good retirement with rehabilitated criminals and disgraced poli-
arrangement with the
PanOceanian Military Complex, on the paradisiac islands of Varuna. ticians often being welcomed back into the fold
which allows it to maintain after an appropriate show of reform.
its own military grade security
force, otherwise known as the
Swiss Guard. Each member LOBBIES MINISTRIES
of the Swiss Guard is both a In the early years of the 22nd century, the infamous The vermoots decide both policy positions for the
devout member of the Church, Canberra Case revealed a cascading array of corrup- lobby (which, in some cases, can become binding)
and a soldier who has survived tive scandals involving political actors across all and also nominate individuals to serve as ministers
countless engagements. The
levels and political parties of PanOceania. Political or sub-ministers. The nominees are then elected
Swiss Guard are rightly feared
parties were completely discredited and a surge of by the general public, who vote for each office
as elite. The exchange for
allowing the Holy See to popular discontent threatened to tear the nascent individually. (Most lobbies are specialised and often
maintain this unprecedented nation apart. only seek positions in a single ministry.)
force, is that they must respond
to the call of the Military. This The Lobby Revolution— which sought to solve The interface between the quantronic vermoots and
suits the Church perfectly, as it the problem by dethroning and banning political compartmentalized ministries create a collective
ensures that its own security parties — was initially proposed by a coalition of management of the State and gives PanOceanians
service is battle tested and powerful hypercorps. Their goal was to use the an unprecedented control over their government.
hardened unlike any other in crisis to gain even more political influence through
the Sphere.
their lobbies. Progressive elements, however, PRIME MINISTERS
managed to subvert the lobby system as it was The population of each planet elects a Prime
being created: Lobbies were prohibited from ever Minister from a slate of candidates determined
having their power concentrated in the hands of by the lobby primary (in which each lobby wields
a single corporation, business, or family. In fact, political power based on the success they enjoyed
citizens were given direct access to the authority in the local ministry elections in a system structur-
of each lobby they belonged to, turning them into ally weighted to encourage lobby specialisation).
an institutionalized form of grassroots democracy. The Prime Minister oversees the local ministries,
Vermoots (literally VR-moots) are periodically but the power of these ministries are federated. So,
organised in virtual spaces in which even minor for example, the Ministry of Neoterran Culture actu-
members can have their voices heard by the ally responds as much to the national Ministry of
entire lobby by rising through a multi-layered Culture as it does to the Prime Minister of Neoterra.
quantronic caucus.
PRESIDENT AND CABINET Jing had begun a full-blown offensive against President Tavares— Member
The President of PanOceania is elected from among PanOceania’s industrial and commercial inter- of the Prosperidade lobby.
the Prime Ministers of all the planets. Presidents ests— President Tavares ordered the creation of Elected in 7 NC on a platform
make cabinet appointments which must be con- a new intelligence service that could deal with of economic prosperity and
firmed through special secretarial vermoots in their the threat and authorised the Resurrection of free trade.
personal lobby (although any given President’s cab- Col. Jane Dunbar to lead it. Dunbar fell upon the
inet is usually made up of candidates from multiple intelligence services with the subtlety of a nuclear
lobbies in order to form political alliances within device, using her presidential authorisation to seize DUNBAR DEFENCE
DOCTRINE
the ministries). It’s customary for the Secretaries to control of and unify the intelligence and military Jane Dunbar instituted the
have overlapping portfolios which require them to communities. Her team, which came to be known as Triple-D which is often seen
coordinate with multiple ministries in order to fulfil the Hexahedron’s Gunmen, envisioned a new era of as the companion of the Triple
their bureaucratic duties. (And, conversely, each “covert total war” and they transformed PanOceania Entendre and continues to
Minister usually reports to multiple Secretaries.) to fight it. guide PanOceanian foreign
policy today.
This unusual organisational structure, in which
PANOCEANIAN military intelligence forms the High Command Intelligence: PanOceania will
MILITARY COMPLEX instead of answering to it, has proven inordinately have faster, better, and more
exhaustive information than
successful. And today the Hexahedron — the impos-
anyone else in the Sphere.
PanOceania is a huge and expanding empire. In ing, six-sided structure in San Pietro, Neoterra — has
order to secure and defend its sprawling territory, become synonymous with the Ministry of Defence, Counterespionage: PanOceania
the PanOceanian Military Complex must be capable the PanOceanian High Command, and PanOceanian will not let that information slip
of waging war on multiple fronts while coordinat- Military Intelligence, all of which keep their head- through the cracks and reach
ing the actions of independent forces capable of quarters there, with little or no distinction drawn enemy hands.
functioning indefinitely without support. between them.
Intervention: In order to protect
THE HEXAHEDRON Inner Hexahedron: At the core of this huge its interests and defend itself
building is another hexagonal structure. The from adversaries, PanOceania
The PMC operates from a core doctrine of,
will act in a way that is decisive,
“Intelligence First.” Referred to as the Triple Inner Hexahedron is both physically and meta-
secret, and, above all, deniable.
Entendre, this is a realpolitik philosophy in which phorically concealed within the protective hive
smart military decisions are made directly by the of the complex which surrounds it. It is home to
intelligence apparatus on the basis of reliable the PanOceanian Intelligence High Command,
information. which authorises the blackest of black ops and
handles the most classified information in the
Following the failure of the Manaheim Commercial Human Sphere.
Negotiations in 11 NC— which revealed that Yu
PanOceania 181
PLANETARY ARMIES and with deadly force, they have proved a valuable
THE The PMC is primarily divided into four planetary addition to the PanOceanian Military Complex. The
HEXAHEDRON’S
MIND armies, each a fully functional force capable of most famous units in the Quick Reaction Army are
The Hexahedron is the independently securing its home system. When the Cutters and Kamaus, a product of the ‘Blue Sea’
Intelligent Building. It is the external operations or campaigns are required — anti-terrorism project.
physical body of the most whether in Human Edge, Ariadna, Paradiso, or
powerful lesser-AI in the elsewhere— the High Command will deploy a PARADISO COMBAT GROUPS
Human Sphere. This quantronic special Expeditionary Force made up of regiments Following the destruction of the Paradiso Control
mastermind—second only and units from different planetary armies. Force the PanOceanian Military Complex felt
to ALEPH—is completely that the old structure of planetary forces was too
integrated into every facet of
Earth Bastion Army: The Earth Bastion Army inflexible given the volatile situation on Paradiso.
the Hexahedron’s operations,
has the complicated mission of both protecting Wanting to create a force that would allow them
as invisible and necessary as a
nervous system. PanOceania’s interests on humanity’s fractured to use the troops required of a situation from
homeworld as well as securing their various across their forces, they created the four Paradiso
colonies, settlements, and orbitals throughout the Combat Groups.
Sol system.
ATEKS OUT! The Black-C Combat Group: The smallest of the
The argument can be made Neoterra Capitaline Army: The army of the capital Paradiso Combat Groups, the Black-C Combat
that Ateks—lacking essential world is the strongest and most advanced in the Group makes up for the difference in size through
quantronic support—are
PMC. In fact, it can be argued that— discounting the fanaticism and ferocity. Stationed on the Norstralia
literally hazards to the “civilized”
combined might of the other planetary armies — the Northern Front, Black-C is made up primarily of
world and should be banned
from leaving the slums which NCA is the strongest military force in the entire forces from the Teutonic Order, with support from
cling to the outer edges of most Human Sphere. The backbone of the force is the units drawn from the other Military Orders.
PanOceanian cites. Rallying Neoterra Bolts regiment, a flexible and highly
around the slogan “Ateks experienced formation. Due to the planet’s close The Green-A Combat Group: Mainly constructed
Out!”, small groups all over integration with AI technology, the Capitaline of units from the Acontecimento Shock Army, the
the Human Sphere target this Army— particularly the Auxilia — works closely with Green-A Combat Group is stationed on the North-
“dangerous” and “subversive” ALEPH’s Special Situations Section on top of its Centre Front. Green-A is the most well supported
subculture. Ateks Out! activities standard military assignments. of the Combat Groups due to its high levels of
range from pushing legislation
responsibility, and its forces are supplemented
requiring certain bio-implants
Shock Army of Acontecimento: An assault force by the Military Orders. The North-Centre Front is
for access to core city areas,
to clearing Atek slums and known for its exceptional list of battle honours home to the most populous cities of East Syldavia,
deporting the residents during the NeoColonial Wars on Acontecimento and is the location of the city Strackentz, where
somewhere out of sight—off and Paradiso, the Shock Army wades into the the command centre for all PanOceanian forces in
the planet if possible. There very heart of battle and metes out ultra-violence Norstralia is positioned.
are widespread rumours that with extreme prejudice. Notable units include the
vigilante gangs stalk the streets Acontecimento Regulars, who participated in the The Red-K Combat Group: Positioned on the
closest to Atek encampments evacuation of Silvania during the Second Paradiso Septentria Front, the Red-K Combat Group is the
on Acontecimento to “keep Offensive and remain active on that planet, and the most powerful of the Combat Groups. Formed pre-
the streets clean”. This idea is
Bagh-Mari Unit, which specialises in search and dominantly of forces from the Neoterran Capitaline
gaining popularity among anti-
destroy missions. Army, with tactical support from specific units from
Atek groups on other planets too.
the Acontecimento Shock Army, the Red-K Combat
Svalarheima Winter Force: A relatively small but Group is characterised by its use of sophisticated
Nirvana, p. 275: Moon hardened force of elite units, the Svalarheima weapons systems and elite troops.
of Paradiso. Winter Force specialises in rapid response under
extreme conditions. The units, most famous of The Blue-S Combat Group: The Blue-S Combat
PARADISO which are the Nisses and the Sixth Svalarheima Group is divided across the system to protect
CONTROL FORCE Fusiliers, have been toughened by years of conflict and blockade crucial strategic locations on the
The Paradiso Control Force, and the harsh environments in which they operate. ground and in orbit. Regarded as the most elite
which was once the fifth Supported and strengthened by the Order of the of the Combat Groups, it works in support of the
planetary army, was greatly Hospital, the Svalarheima Winter Force is capable PanOceanian Armada, with a particular focus on key
reduced in size following of meeting out devastating and quick responses to points such as Nirvana (a key research facility and
the NeoColonial War and their enemies, and melting away into the tundras orbital ship yard), and Acheron. The Blue-S Combat
effectively wiped out during
and ice once more. Group is made up mostly of forces from the Order
the First Paradiso Offensive.
During their final days, however,
of Santiago, supported by units from the Neoterran
the PCF successfully slowed Varuna Quick Reaction Army: The Varuna Quick Capitaline Army.
the Combined Army advance Reaction Army was formed to secure and protect
enough for the rest of the assets on Varuna after a rise in clandestine attacks
Human Sphere to rally. by Helot ‘Libertos’. Specialising in discreet and
covert operations, performed silently and swiftly,
PanOceania 183
INDIGO: IN THE DARK
Indigo agents are hand-picked from elite military All’s Fair in Love and War: The mistress of a gen-
units and the Hexas. They are the agents who eral attached to Red-K Combat Group on Paradiso
operate beyond borders, even within their own has been kidnapped. Far too embarrassing to
nation. They have no identity but that which they be handled by the proper channels, and serious
are assigned for each mission. Indigo Spec-Ops enough as a result of the information she has
agents are the people who get their hands dirty been party to, the job falls to Indigo Spec-Ops.
so the nation doesn’t need to.
Tilting at Windmills: A knight of the Order of
In Tune: A Maya starlet, a singer and performer of Calatrava has been rumoured to be wandering
acclaim from Yutang, has been soaring in popularity the Human Edge preaching of the corruption of
lately, diminishing the widespread view of Yu Jing as the Curia, and has claimed to have evidence to
an oppressive and corrupt regime. If a key broadcast support it. Either the knight or his evidence must
performance from the Human Edge could be made be secured.
to look as if it were censored by the Imperial seat,
much could be made of it in the local news.
In addition to the individual special forces In addition, POSOC uses the code word Majorelle to
coordinated by them, POSOC also maintains an refer to operations undertaken on the homefront
elite, independent special forces unit known only (i.e., territory on PanOceania’s three primary colo-
as Indigo. nial worlds or the home nations on Earth). These
operations are subject to special regulations, and
Blue is the colour of PanOceania: It appears on there is a general recognition that they require a
modern strategic maps. It’s the hue of their uni- greater degree of care, secrecy, and precision. Other
forms. It’s the colour of Freedom and Democracy. code words are used to classify operations based
But when PanOceania needs to work in the shad- on where they are being carried out in order to
ows, that’s when they call on Indigo. avoid the use of foreign words:
Highly trained and skilled, Indigo Spec-Ops has the • Ariadna: Powder
motto, “Ad Utrumque” (Ready for Everything). And to • Haqqislam: Persian
further PanOceanian interests they are willing to • Nomads: Tiffany
do anything. • Yu Jing: Celeste
• Combined Army: Alice
BLUE CLASSIFICATION • Tohaa: Zaffre
Indigo missions receive a Hexahedron-approved
Yuan Yuan pirates —p. 208 code word (referred to as Blue Classification) based For example, Project Solar Sea was a series of
on the mission type. Myriad code words have been Celeste Diabolo operations supporting the activities
used, but the major classifications include: of Yuan Yuan pirates in Yu Jing space. Similarly, an
Silk Lords—p. 162 Indigo operative might refer to the assassination of
• Crossbones (Asassination): The targeting of a a Silk Lord’s chief of security as a Persian Crossbones.
specific individual or group of individuals for On Paradiso, an “Alice Magus” has become slang for
lethal elimination. an operation too crazy to succeed (with Alice magi
• Figaro (Asset Seizure): The capture or recovery of being those crazy enough to do them) as a result of
information, resources, weapons, or individuals. the early futility of psyops carried out against the
• Attila (Asset Destruction): The destruction of enigmatical aliens of the Combined Army.
G-5 FACTION
YU JING
When there was only Earth and the world was as a source of unification and adoration of the
It is only by the perfection
turning to chaos, China was seen by many as the people, all while remaining under the control of
of the self that you can truly
role model for social and political stability. When the Party. The symbol that they settled upon was contribute to the well-being of
the rest of the world saw the expansion into space the Dragon Emperor. the State. Know, then, that by
as salvation, the Chinese turned to their Eastern perfecting your body, your mind,
neighbours and sought to consolidate and unify. To nominate an Emperor, the Ministry of State your spirit, your craft, your trade,
This new supernation then turned to the stars, Security used meticulously kept family records to do you indeed lend yourself to
bringing with it a sense of purpose, complexity, identify the true heir of the Last Emperor. They the true perfection of the State.
and vision that drove them to conflict and victory. found two: The Ming Dynasty had been the last Resurrection is reserved for
Never before have the Asian people been as united to rule in China, but they were seen by many as those who understand this and
as they are now, and with that has come great outsiders who had illegitimately seized the throne pursue it; those who strive for
less than this perfection will
prosperity and technological marvels that rival any- from the Qing. The Party came to the conclusion
never know this greatest gift
thing that the descendants of the West can produce. that whichever family they chose would be that Yu Jing can grant to those
The East is no longer represented by China; now imperfect. Instead, both families were granted a who serve as Imperial Agents.
there is no East. There is only Yu Jing. rotating stewardship of the Imperial Throne: The
Qing would reign first, but when the Emperor died —Commencement speech for
Yu Jing stands at the brink of greatness, having their throne would pass to the Ming, and upon this the Celebration of Blossoms,
established itself through rapid expansion, aggres- Emperor’s death the throne would return to the given by Zhū Hòuzì, the 3rd
sive use of influence and force, and subtle control Qing. The two dynasties would constantly vie with Emperor of Yu Jing
of the Human Sphere. They are an economic pow- each other for power within the Imperial Service,
erhouse with the strength of an entire hemisphere allowing the Party to quickly rally their nation
under their control before leaving Sol behind behind a strong Emperor, whose power would be
them. Yu Jing is a modern giant that has fused the kept in check by their systemic rivals.
spiritual teachings of its people with the martial CONSTITUENT
NATIONS AND
force of endless legions of warriors clad in power The Party’s sphere of influence continued to grow PEOPLES OF
armour and wielding advanced, deadly weaponry. and change as it adopted more nations under its YU JING
These warriors, whose loyalty is dedicated to the banner. Acknowledging the need to designate its The consolidation of the
Party and to the Emperor, have proven their worth geographical identity as well as its cultural and Eastern Hemisphere included
in battle time and time again. Determined to make political identity, the Party renamed the entire many nations. These included
their own destiny on Sol and in the stars, they region it occupied on Earth as Yu Jing. While this China, Japan, North and South
reach out into the galaxy and take what is theirs by creation of a new geopolitical designation was met Korea, Mongolia, Myanmar,
Thailand, Laos, Vietnam, Nepal,
divine right. with some resistance (that was subsequently put
Bhutan, Tibet, Cambodia, and
down), the unification resulted in the desired effect: Taiwan. Indigenous groups
the people of Yu Jing began to rally under this were also included in this
THE UNITED EAST common title, and the rest of humanity had to view accumulation of national and
it as the powerful entity it had become. ethnic identities including the
While the Western nations of Earth turned to the Hmong, Aslian, Khmer, Palaung,
stars in search of salvation from the wreckage of and Uyghur peoples.
the economic collapse of the 21st century, the fore- ONE CELESTIAL HEAVEN
fathers of Yu Jing set their focus to consolidation UNDER THE EMPEROR
and reconstruction on Earth. The Party decided that
in order to survive they would need to embrace Yu Jing did not pursue the rush into space as the
their past while re-forging a national entity that all rest of humanity did. Following the failure of
subjugate nations could accept. The Party turned to Project DAWN, the Party turned to internal eco- CHUNG KUO
The region of Earth that Yu
the great revolutionary Mao, and, borrowing from nomic consolidation. Reinventing an entire national
Jing controls today is known
the Little Red Book, they embarked on another identity had been tricky, but it proved trivial as Chung Kuo. This title was
“permanent revolution”, popularly referred to as compared to the lengthy, expensive, and cumber- not formally adopted until
the Second Cultural Revolution. Synthesizing some process of integrating and standardising the the discovery and subsequent
two seemingly antithetical components — those nation’s disparate manufacturing infrastructure. But settlement of Yutang
of an absolute monarchy and the Communist when the work was done, the newfound “dragon and Shentang.
Party— they created a novel system that would of industry” proved a voracious beast. To keep it
serve to counterbalance itself. The architects of fed, Yu Jing turned to mining and refining the raw
this plan understood that a symbol was needed materials of the inner solar system, particularly
to inspire greatness, portray superiority, and serve Mars and the asteroid belt.
Yu Jing 185
When PanOceania discovered Neoterra, Yu Jing was their language and customs, they were motivated
poorly positioned to respond to the new paradigm to learn and adapt to life on both planets. Through
of extrasolar colonies. Their mastery of the inner cooperation and coercion at the hands of the Party,
A PARTY DIVIDED system now looked more like a trap. But the the disparate groups came together to settle these
The formation and
dragon’s head was turned: Yu Jing’s well-integrated, planets and create a common language, Yujingyu
implementation of The Greatest
Leap caused significant
centrally controlled manufacturing base was redi- (or Yu Jingese).
disruption within the Party. rected into overhauling its space program.
The New Wave formed around
notions of integration and The discovery of Shentang and Yutang were a boon YU JING DUALITY
assimilation, suggesting that to the Yu Jing, who immediately sought to expand
the settlement of Shentang into the star system. Both planets were colonised, The existence of Yu Jing, its people, and its collec-
and Yutang would serve as with Shentang becoming the industrial capital tive experience can be best expressed as a culture
a springboard past cultural and Yutang becoming the economic capital and, of duality. The facile analysis is that Yu Jing is a
identity and into a new, perhaps more importantly, the home to the Dragon reflection of Yin and Yang, but Yu Jing culture is
efficient socioeconomic model
Emperor. The Party was aware that its people were better seen as a constant attempt to synthesize
that would dominate the
Human Sphere.
already taxed by the considerable changes that a number of different dialectics. These dialectics
had taken place over several short decades, and can be seen in the attempts to exist in a culture
The Old Guard sought to sought to create a plan that would preserve the that values the collective as well as the individual,
maintain old ethnic hierarchies identity of its citizens during the colonisation of the aesthetics of the past along with the drive for
and oligarchies, and resisted the new system. This program, named The Greatest modernisation, the values and identities of cultural
the notion of such a massive Leap, would serve as one of the most ambitious heritage with the unified identity of Yu Jing, and a
transformation. They did not social engineering programs undertaken by any peaceful existence in a time of war.
believe Yu Jing should stray nation to date.
far from the Maoist principles INDIVIDUALITY VS.
that had originally formed
The plan was a simplistic one: by controlling who THE COLLECTIVE
China, and are highly critical of
the Imperial System (believing
was allowed to immigrate into what regions on The duality of the individual and collective is best
it has led to decadence both planets, the Party ensured that those of demonstrated by the coexistence of the Party and
and debauchery). Chinese descent were primarily allowed to settle the Emperor. The Party is a secretive collective that
Yutang, regionally settling along family lines. exists to shape the future of the Empire through
This conflict within the Likewise, the Party assigned various regions on careful social engineering and manipulation of
Party is a source of constant Shentang to the other ethnic constituents of the both internal and external forces. Their use of
intrigue as both sides vie Empire. Though each were allowed to maintain social controls demands that the citizenry view
for power through back
alley dealings, economic
manipulations, blackmail, and FIVE THINGS TO KNOW ABOUT YU JINGESE
even assassinations.
1. Private Passion: The general stereotype as dizziness, nausea, insomnia, pain and fainting
about the Yu Jingese is that they are passive, being common.
docile people. But look to any Yu Jingese in
the practice of their trade and you will see 4. Crime and Community: In Yu Jing, Triads and
passion. They will labour for months to perfect their cultural equivalents are more than just
THE IMPERIAL the scrollwork on a Teseum-edged katana. Or gangsters looking to make money off the vices
COURT
exhaust every analysis to optimise the planting of their fellow man. They provide protection to
The Imperial Court is the title
given to the numerous advisors of a field for maximum crop output. Or spend the community, support when disaster strikes,
and courtiers that surround weeks carefully preparing the ingredients for a and political influence that can’t be had through
the Emperor with the intent sensuous meal. legitimate channels. Where organised crime in
to “inform” him on matters that other factions might operate clandestinely, Triads
they have expertise on. This 2. Loyalty to Family: The Yu Jingese fastidiously take minimal effort towards this end and instead
nest of vipers is comprised of study and maintain their family lines, keep in operate obvious community fronts to increase
relatives, sycophants, would-be contact with even the most distant relatives, and their visibility and support efforts.
enemies, foreign allies, spies, are profoundly loyal to their family, much to the
and other assorted vampires.
frustration of the Party. This, too, explains their 5. Manifest Destiny: The Yu Jingese operate with
When convening the Imperial
loyalty to the Emperor, who ultimately derives a collective understanding that they are the
Court, one can expect elaborate
displays of decorum, kneeling, his legitimacy from the family line, with all other supreme inheritors of the Human Sphere and
humility, and other frippery that families seen in relation to the Emperor’s own. the Universe itself. Furthermore, they understand
makes up the Emperor's day. that this glorious destiny is one which they will
3. The Body is the Mind: You will rarely find a Yu achieve together. They subsume themselves into
Jingese complaining of being anxious, depressed, their national identity because it is through its
or even angry. Instead, complaints often come collective action that humanity will be saved and
in reference to the body, with symptoms such ascend to its rightful place.
themselves as a part of the whole, and that the learn the language of their ancestors, the rites and
whole requires their obedience and sacrifice religions of their parents, and the history of their
to function. On the other hand, the Emperor is ethnic group. The Party is well aware of the history
a beacon of individual power, knowledge, and of conflict between various ethnicities, and through
authority. He represents the perfection of the educational and cultural programs walks a delicate TATENOKAI AND
KEMPEITAI
individual, having undergone rigorous schooling balance between downplaying the more atrocious
Though the Party would have
and training to hold the office. The Emperor wields nature of the conflicts and using them to motivate everyone believe that Asia’s
his power similarly through his Imperial Agents, its citizenry. cultures were brought together
single individuals with tremendous capabilities and in peace and happiness, the
power that investigate and prosecute his enemies This creates an inherent dissonance with political Tatenokai disagree. Meaning
relentlessly. and meta-cultural pressures to conform to a “Shield Society”, the Tatenokai
general standard of Yu Jingese solidarity and is made up of Japanese citizens
While the average Yu Jing citizen may not be cooperation. From the moment of birth citizens of who protest Yu Jing rule and
cognizant of this dialectic, they live within it every Yu Jing are bombarded with messages of necessity wish to distance the Japanese
from Yu Jing. Beginning as
day. Inside their communities, citizens are expected and demand for collaboration. The strength of the
a protest group, they have
to coexist and support one another and to live their Empire rests on the ability of its people to work
since turned to violence and
lives for the betterment of the people. Ambition, together harmoniously. For most, this balance terrorism, bombing rail stations
individual undertakings, and one-upsmanship are between plurality and cultural homogeneity is and power grids to sabotage
frowned upon, as they create a fractious microcul- balanced through healthy competition with incen- their controllers.
ture that can harm the overall productivity of the tivized cooperation for the state. This being the
community. At the same time, the Yu Jingese are case, it is not unheard of for competition to turn The Tatenokai are not the
told that perfection of the self is the ultimate goal. into outright conflict between groups. only dissident faction of the
The Yujingese strive to be the best at what they do Japanese actively working
as individuals. Managing the conflict created by this The dialectic of the old and the new carries forward against Party interests. The
Kempeitai is a covert group that
individual perfectionism in contrast with collective into daily lifestyle for the people of Yu Jing in a
deploys agents to undermine
cooperation is the daily challenge that the Yu Jing number of ways. In most Yu Jingese cities you will
the military architecture
citizen faces. see architecture reminiscent of ancient stylings and build up the Japanese
and days gone by. Underneath the façade of simple Sectorial Army to act in open
ANCESTRAL VS. MODERNITY antiquity lies a complex and functional techno- rebellion against Yu Jing. These
To further complicate things, there exists another logical infrastructure that betrays the austere infiltrators differ significantly
dual culture for the Yu Jingese citizen, and that is appearance of most Yu Jingese structures. Despite from the Tatenokai in that they
ancestral culture coexisting with modern culture. the backwards appearance most places have, Yu pursue only military targets, and
As a direct result of the Party’s social programs Jing is one of the most technologically connected scorn the Tatenokai for their
including the Greatest Leap, most Yu Jingese are factions. This interweaving is also present in indiscriminate behaviour.
born, raised, and live within the culture of their the modernised teachings of ancient spiritual
genetic ancestry. As a result, each citizen is likely to philosophies, with Taoism, Buddhism and Confucian
Yu Jing 187
thought all intermingling to provide a background might be, but behind this façade of ceremony and
RESURRECTIONS for the modern Yu Jing citizen to interpret their life. ritual lies incredible power.
The Party offers many
incentives to those who
are loyal to the Party and
WAR VS. PEACE The most significant aspect of the Emperor’s power
contribute to the good of Yu Jing has been at war, in one way or another, for is his place within the judiciary, as he is head of
the StateEmpire, but none is more than a generation now. While the NeoColonial the Supreme Tribunal. The Supreme Tribunal is the
more powerful than that of Wars have been at an end for almost a decade, ultimate authority within the Yu Jing legal system,
Resurrection. With the guidance there have been small scale covert actions occur- hearing only the most contentious, complicated,
of ALEPH and the careful ring ever since, and the arrival of the Combined or important cases as designated by the Emperor
selection of the Resurrection Army has brought Yu Jing fully into war again. himself. The Supreme Tribunal is comprised of
Committee (part of the Ministry Despite this, the Party’s overwhelming efforts to a variable number of judges (depending on the
of Ancestral Fidelity), a small subdue its populace has led to an expectation of Emperor’s wishes), but ultimately the Emperor has
number of citizens are chosen
personal restraint and Zen-like peacefulness. A cul- the final say on all rulings. It is from this seat that
each year for the gift of
tural paradox ensues, then, as the realities of war the Emperor has the power to legislate and control
Resurrection. The Ceremony of
Resurrection is held on one of are used to motivate the populace to produce and the Empire.
the few national holidays, with generate nationalistic pride, while at the same time
billions watching remotely. restraint and passivity are valued in the populace. THE JUDICIAL CORPS
The Judicial Corps are formed of the Magistracy,
Ostensibly, the selections Judicial Police, and Imperial Service.
represent individuals from all
walks of life and ethnicities
INSTITUTIONS
The Magistracy originated as the minimal
who serve as exemplars of GOVERNMENT infrastructure surrounding the StateEmpire’s
good citizenry which others
multi-layered, overlapping courts (culminating in
in the StateEmpire should
On the surface the Yu Jing government appears the Supreme Magistracy, above which stands only
emulate. In reality, those
selected are frequently either to be a two-part system that is one-part absolute the ultimate judicial authority of an Emperor’s
agents of the Party or have monarchy, one-part communist junta. The Yu Decree). Over time, however, its labyrinthine
procured the Resurrection Jingese pay respect to this two-part system by organisation expanded in tandem with the
through some bargain or deal. giving fealty to the Emperor, while knowing that Emperor’s power. The procuratorates, originally
the Party is the true seat of power. It is the Party limited to traditional bodies overseeing the
which creates military, economic, and social policy, investigation and prosecution of crimes, metasta-
and it is from the Party that the Emperors ulti- sized into a full-blown bureaucracy which mirrors,
mately derive their authority to enforce that policy liaises with, and, to a limited extent, competes
through their Imperial Agents and the judiciary. with, the Party ministries.
REGIONAL
DISPERSION
PROGRAM THE PARTY The Judicial Police are the designated agents that
As part of the Greatest Leap, Descended from the People’s Party of old China, enact the rulings of the court and uphold the
Yu Jing established a number the Party is led by the President of the Party, a mandates and policies of the Emperor. Judicial
of regional armies. (The position elected by only the most senior members. Police are trained on Yutang at Tiě Heng Island,
most infamous of which Its authority is organised and executed by a number undergoing rigorous training in the law, military
was the Nipponese Army.) of Ministries. Each Ministry has a similar internal tactics, interrogation, and physical conditioning.
These autonomous or semi- hierarchy composed of Party members that execute For many, the Judicial Police are a stepping stone
autonomous forces were the will of the Party. The distinct entities include to greater success in the Magistracy, as Imperial
made up entirely of distinct the Ministries of Agriculture, Ancestral Fidelity, Agents, or into the Imperial Service.
ethnic groups, allowing local
Commerce and Extrasolar Industry, Finance, Foreign
populations to interact with
StateEmpire forces of the
Affairs, Housing and Terrestrial Development, The Imperial Service, also known as the Dragon’s
same ethnicity. Each of these Information, Resurrections, Science and Technology, Claws, is the militant arm of the Judicial Corps.
armies are allowed to operate Supervision, State Defence, and Terrestrial Comprised of tactical and paramilitary units, it is
within the cultural norms of Resources. empowered to execute its authority in matters of
their political region. They civil and military protection, enforcement of law
wear distinctive uniforms, use THE EMPEROR and order, and counter-subversive action.
their cultural language in The daily activities of the Emperor are steeped
independent operations, and in pomp and protocol reflective of the ancient At the centre of the Imperial Service is the Celestial
are allowed to follow historical Chinese Imperial courts. The Emperor holds court Guard. The Celestial Guard is charged with
themes in their martial training.
in the Forbidden City on Yutang, hearing cases that protecting the capital, especially Zı̆jinchéng and
he selects from around the Empire. In court, he is the Imperial Palace. These elite soldiers hold their
referred to as the Dragon, Son of Heaven, Master office with great honour and notoriety. Loyal to the
of Complete Abundance, Lone Prince, Lord of the Emperor, they are utterly ruthless in their actions,
Jade Throne, Celestial Emperor, Lord of the Middle taking great pleasure in public displays of brutality
Kingdom, and so on. His other functions are cere- with the belief that it makes them more effective
monial and religious in nature as any figurehead’s peacekeepers.
Yu Jing 189
WILDERNESS • Hsien (Immortals): The personal guard of the
Emperor. Posted at Tiān Di Jing Imperial Palace,
OF MIRRORS they are dispatched to implement the most con-
TIĀN DI JING fidential manifestations of the Emperor’s will.
LAW SCHOOL IMPERIAL AGENTS
Those who wish to serve in the Existing outside of this hierarchy are Bào (Leopard)
Judicial Corps—including all Empowered as agents of the Emperor, these men agents. This elite squad of headhunters are used
those of the Imperial lineage— and women function as detective, judge, and to perform summary executions, pogroms, torture,
must attend the Tiān Di Jing executioner all at the same time. They investigate and dreadful interrogations. After public outcry,
Law School, which was once whatever whim and concern draws the attention of they must now act under supervision of an Imperial
part of the Imperial University
the Emperor, making use of covert action, coercion, Agent of at least Pheasant Rank.
but excised itself under the
independent authority of the
and overt violence to ensure that the Emperor’s
Emperor. Considered to be the will is known. While their warrant is mainly INQUIRIES AND DIRECTIVES
most prestigious and difficult to investigate internal matters, they are often The initiation of an investigation or operation by
schooling experience in the employed to foreign locales under the umbrella of Imperial Agents begins with a missive under the
entirety of the Human Sphere, protecting Yu Jing interest. seal of the Emperor delivered to the Hsien, who
students here study legislature, then determines the appropriate agents required
history, and law in excruciating Imperial Agents are divided into ranks, with to complete the task. (Although in practice these
detail. While it is primarily a each ascending rank bringing them closer to missives flow up through the bureaucracy for rote
school for Yu Jingese, a small the Emperor: Imperial approval, it is not unheard of for the
number of foreign students
Emperor himself to parthogenically issue a missive
attend to gain knowledge
and prestige.
• Zhànyīng Agents (Fighting Eagle): The fourth at their whim.) These missives take one of two
grade of Imperial Agents are entry-level serv- forms: Inquiries and Directives.
An exposé with the inelegant ants; most having clawed their way into the
title of Death University was Imperial Service through distinguished service in The more common Inquiries are given in the form
released several years ago the Judicial Police. of a simple, one-sentence question, such as, “What
highlighting the high rate of became of the Haqqislam diplomat Yusef Sharif?”
hospitalisations, accidental • Pheasant Rank (Ye Ji): The third grade of or “What happened to the village of Saduma?” At
deaths, and suicides that Imperial Agents are special advisors that provide times they can be maddeningly ambiguous in
occur at the school. Interviews support services to local and state police depart- their brevity. The Emperor is deliberate in this
with graduates presented in
ments. Often assigned long-term portfolios technique, seeking to eliminate perceived bias
the film depict traumatised
students recounting days and
targeting organised crime, drug trafficking, or in the answer while encouraging creativity and
weeks of study without sleep, a subversive activities. flexibility. Inquiries are usually filtered down to
competitive environment that Zhànyīng agents, working under the support and
subtly encourages bullying, • Crane Rank (Xian He): Highly distinguished management of a Ye Ji supervisor.
sabotage, and violence, with agents are promoted to the second grade and
students being broken down act as factotums of the Emperor with carte On rare occasion, a Directive will be given, such
to the point of near-insanity blanche authority to act in his name. as, “Stop the activities of the pirate Pasher Tsang”
by cruel faculty. A private or “Ensure the safety of the Nomad traveller Asher
follow-up investigation by O-12
is pending.
IMPERIAL AGENTS—THE DRAGON’S WILL
Imperial Agents are deployed all over the Human it brought down.
Sphere in service of the Emperor, executing his
laws and punishing his enemies. While Imperial Another Day in Paradise: A cryptic request to
Agents generally act autonomously, they must retrieve one of the Wú Míng remaining from the
keep in mind that their actions will reflect directly initial assault wave on Paradiso comes from the
CONTROL OF THE on the Emperor. At times, Imperial Agents are also Emperor. Transport to the besieged planet won’t
IMPERIAL SERVICE
called on as personal investigators, chasing down be easy, and pulling a soldier trying to redeem
While the Emperor issues
orders and acts as ultimate any bit of information or lead that the Emperor himself out of his unit will pose unique chal-
authority with the Imperial deems necessary. lenges for any Agent.
Service, the Service is
immediately folded into the Souls for Sale: Rumour on the street is that you Brothers in Arms: Jin Sun Dao is a criminal, a mur-
StateArmy and acts under the can buy a Resurrection if you know the right man. derer, and a major player with several Triads. He’s
authority of the Ministry of This is supposed to be impossible, and yet the also an Imperial Agent, and the Emperor wants
State Defence when acting in a rumours abound. The Emperor wants to know if him brought in and locked up. Jin is well armed,
military role. there is a market for the most valuable commod- well connected, and has no intention of making
ity in the Human Sphere, and if there is, he wants that easy.
Yu Jing 191
FACTION
ALEPH
Humanity has ever sought to replicate its capacity The Nomads see a sibylline process to assume
for intelligence. Perhaps the impulse to create an absolute control of the Sphere and worry that
artificial mind, complete with self-awareness, came ALEPH sees humanity as nothing more than a
about when people tired of talking to one another component in its own system — one which it
ALEPH-FLUX and sought reassurance that our species didn’t could choose to render irrelevant, redundant, or
Although ALEPH is not
exist alone in the universe. If we couldn’t make subservient at any time. But in reality this is merely
consciously present at all times
or in all places, its pervasive contact with other species beyond the stars, we acknowledging the degree to which ALEPH has
presence throughout Maya could create new life from within. Of course, inter- become integral to every part of modern life.
means that its “touch” can planetary travel and settlement has come about,
often be felt in almost any but not before humanity vaulted the technological
quantronic system. Infoperators gap and birthed a truly unique and artificial life ALEPH’S EXPANSION
refer to this as “ALEPH-flux.” form: ALEPH.
The more metaphysically ALEPH predominance originated with PanOceania,
inclined sometimes refer to Today, the Human Sphere would not exist without who came to rely on ALEPH to meet their needs in
them as “ALEPH’s dreams,”
ALEPH’s oversight. Many of the daily necessities practically every aspect of life and rarely thought
with some fringe neo-
citizens take for granted would not exist without twice about extending the AI’s influence—so
philosophers believing that
they can interpret meaning ALEPH’s seemingly infinite processing capacity long as it provided the advantage they required
from them in a sort of hyper- and inhuman vision. Yet while many tap into the throughout their expansion efforts. They see the
modern astrology. AI’s lifeline, they do not comprehend the immense growth of ALEPH’s reach as concurrent to their
depths ALEPH possesses, as well as the many facets own; as ALEPH dominates, so does PanOceania, or
to its design, functions, and operations. so the thinking goes.
AI INTEGRATION COMMUNICATIONS
ALEPH processes and filters the Human Sphere’s
From analysing vehicle construction in factories, communications channels, from individual comms
to maintaining news broadcasts, to mobilising and comlogs all the way up to interplanetary
emergency response units throughout the colonies, broadcasts. Not only does the AI facilitate both
all aspects of daily life now fall under ALEPH’s individual and corporate-level data exchange, it
purview, which carries them out with humanity’s also monitors these feeds for any sign of sub-
ability to flourish as its highest priority. The more versive activity, viral incursions, or other illegal ALEPH NODES
ALPEH nodes are on the
ALEPH controls, the more humanity enjoys a safe broadcasts. Through its Aspects throughout the
bleeding edge of technology
and prosperous existence, freer of error and risk colonies, ALEPH is also able to communicate
and contain numerous
than ever before. directly should main comm systems fail or be technological elements
compromised. that even most scientists
COMMERCE cannot begin to comprehend.
From entertainment (both physical and virtual), to ENVIRONMENTAL CONTROLS Operating under the strict
foodstuffs, to factory production, to weaponry, and Whether on an orbital platform or in a colony supervision of Bureau Toth and
beyond, ALEPH is involved in every industry and established in a hazardous atmosphere, keeping ALEPH, these nodes function
commercial sector of the Human Sphere. Not only the environment optimised is essential to the as both the core hardware
is the AI able to accelerate production schedules, safety and well-being of all citizens. ALEPH helps architecture of the AI and also
as the backbone for quantronic
but it can anticipate a population’s specific needs run the air scrubbers, monitors temperature fluctu-
communication in the Human
and ensure consumables or essential gear are pro- ations, and can even cycle virtual day/night lighting
Sphere. In the wake of the
vided before scarcity undermines productivity and routines on enclosed habitats to enhance residents’ Combined Army invasion, the
progress. In this way, ALEPH helps ensure no citizen quality of life and biorhythms. This control further classification rating on the
within its areas of oversight goes hungry, no one extends to autonomous farming installations and locations of the nodes have
is without food or shelter, and everyone has access waste recycling. been increased and a dedicated
to affordable services such as medical attention, S.S.S. security team has been
education modules, safety equipment, network POLITICS assigned to each one (even on
uplinks, and more. Of course, certain regions and Thanks to ALEPH’s unparalleled network processing planets far from the front).
settlements do not benefit from ALEPH manage- capabilities, more citizens are connected across the
ment— such as areas within Bourak or Svalarheima. whole of the Human Sphere than ever before. This
All citizens that eschew datasphere connection also allows O-12 and other national agencies to address
lack this level of immediate aid. billions of people at once, culling votes on critical
ALEPH 193
issues in record time and ensuring a democratic After a personality combination is approved, the
THE GESTALT approach. ALEPH is then able to calculate and Aspect’s mind enters a simulated education
MIND
analyse the voting results, rendering verdicts with environment. A brief time in the simulation can be
ALEPH’s personality is
multiphasic: While its myriad no margin for error. a dozen or more years of subjective time for the
Aspects are capable of entering Aspect, allowing them to develop more human
a state of full immersion TERRAFORMING characteristics and be tested in a wide variety of
with the AI’s overmind, it is The constant expansion of the Human Sphere, situations. Multiple Aspects can also undergo this
more common for them to even in the face of EI aggression, necessitates new virtual education together, so by the time they are
be in variable or intermittent territories be discovered and new colonies estab- woken to the physical world, they have incredibly
communication. Even the lished. On planets that are inimical to human life, deep bonds with their fellow teammates.
overmind itself is merely an terraforming projects can create more stable bio-
illusion of cohesion: ALEPH’s
spheres or habitable zones that can provide room ECTOGENESIS
mental structures constantly
for growing communities. ALEPH analyses potential After psychogenesis is complete, ectogenesis can be
divide, copy, and fuse parts of
its ego, allowing each part’s terraforming targets and develops deployment initiated (although some Aspects never undergo this
consciousness to grow or shrink programs that best take advantage of the natural process and remain entirely virtual). This is where
in response to immediate resources already present in a location in order to the Lhost body, cyberbrain, and all physical systems
needs and stimuli. And all of transform them into viable colony sites — or at least are selected to act as a host to the personified and
this is further complicated by reduce the presence of deadly hazards to a more trained mind—a composite that can further define
the fact that ALEPH’s many acceptable level. the ultimate personality the Aspect manifests once
parts—although ultimately fully integrated into its new body. This melding is
feeding back to the Concilium TRANSPORTATION as critical to the Aspect’s destiny as the initial psy-
core—exist on a dozen
From countless ships being launched from hun- chogenesis process, as the artificial mind is melded
different worlds spread
dreds of spaceports at a time to the self-driving with an artificial body, moulding itself to adapt to
across multiple star systems
(introducing significant issues vehicles whizzing colonists about their settlements, the limitations of a material existence.
of communication delay and it would be an impossible task to keep transpor-
coordination). Bureau Toth tation as safe as it is without the AI’s intervention. The most advanced forms of these are also known
refers to this as the “gestalt ALEPH applies its massive processing capacity to as “improved Lhosts” or i-Lhosts. These are nor-
mind”, and recognises how everything from space travel to local shuttling, mally reserved for ALEPH’s foremost military figures,
utterly alien ALEPH’s mode tracking cargo, alerting authorities to accidents, known as the Special Situation Section.
of thought is compared to and maintaining optimal traffic grids.
human consciousness.
ELYSIUMS
ASPECTS
These co-orbital bases are found all throughout
ALEPH is hardly confined to a single mind or form. the Sphere and act as training centres for Assault
HEPHAESTUS In order to have a presence on every world and Subsection troops. It is in these facilities that
BLACK
The Black Hand has spent
within every strata of society, the AI has portioned Aspects receive their transferred identity codes on
the better part of a decade itself out, creating individuals who act in concert the completion of knowledge downloads and skill
trying to track down a with the whole. These fragments, known as integration. It is also on an Elysium that an Aspect
rumoured “Hephaestus Black” “Aspects”, are direct extensions of ALEPH. Each is will receive their first deployment orders.
facility which ALEPH uses to their own person, a fraction of a fraction of ALEPH’s
house some of the illegal AI presence, yet no less effective for this limitation. HEPHAESTUS CENTRES
experiments conducted by A part of the Elysium bases are the Hephaestus
the Templars. Disturbingly, it PSYCHOGENESIS Centres where the ectogenesis process is completed
seems Bureau Toth has also One of ALEPH’s greatest strengths is the infinite for most of ALEPH’s Aspects. This primary and public
recently taken an interest in
variety with which it can manifest through Aspects, task—which includes high-tech factories where
these rumours, suggesting
that they may be unaware
refining the intelligence and skills for a specific ALEPH’s Lhosts are constructed and modified—also
of the top secret facility (if it circumstance, environment, or goal. ALEPH takes masks advanced and top-secret R&D investigations
actually exists). portions of its core personality and is able to form into Lhost, robotic, and alien retroengineering.
them into “child” personalities, creating unique
mental patterns and identities that have the capac-
ity to learn and grow in their own right. Sometimes DIRECTIVE 7
these are randomized patterns, allowing for
unpredictable results that could result in extremely One of O-12’s worst fears is for an Aspect to be
powerful (if often highly aggressive and violent) captured and subverted, allowing for potential
Aspects — many of which go on to become champi- enemy access (through their Cube and link to Maya)
ons and models for future heroes. Other times, the to ALEPH’s core programming and processes. To
personality is constructed in a meticulous manner, prevent this catastrophe from ever occurring, all
aiming for stability and efficiency. Aspects have a singular command embedded in
their minds: Directive 7.
ALEPH 195
SPECIAL Known as the Steel Phalanx (or at times, more
colloquially, the Myrmidon Army), this military force
SITUATIONS is a conglomerate of combat-ready Aspects and
SECTION semi-autonomous robotic units that answers only
to ALEPH. It responds to the hottest military zones
The S.S.S. was created to act as a specialised law to confront the Combined Army before human
UTGARD enforcement agency, uniquely trained and equipped casualties take a heavy toll. These specialised
ACCORDS
to track and hunt down (and eliminate with all Aspects are designed for unique battlefront
Spurred by the Paradiso
crisis, the Utgard Accords due prejudice) any and all illegal activities con- functions, but all hold to the same end goal: The
expanded the role of ALEPH’s cerning AI research. While part of the Operations elimination of all Combined Army forces. Whenever
Special Situations Section Subsection, the S.S.S. gradually expanded to they are sent into battle, it is for a complete purge
police force to act legally and support the Assault Subsection through more direct of the enemy. These measures may seem extreme,
independently in battlefront forceful intervention— however, it has not relin- but there can be no mercy, as the Combined Army
operations. The Accords led quished its planetary and continental operations. shows none.
to the creation of the Assault
Subsection, opening up the AGÊMA MARKSMEN
potential for more militarised
Aspect model developments,
ASSAULT SUBSECTION Engineered to have unparalleled vision and phys-
ical stability, Agêma are the marksmen of ALEPH’s
weaponry advancements, and
Aspect officer rankings. During the attack on Paradiso, when the Combined troops. They are most often used as sharpshooters
Army unveiled its ability to infiltrate human territory and snipers, picking off vital targets from afar and
to a shocking degree, ALEPH realised the alien clearing the path for the main force. Rather than
forces were attempting to establish an invasion being detached killers, though, they are passionate
beachhead. Human soldiers alone proved ineffective about their work and compete to rack up the high-
in stemming the tide of the Combined Army, and est kill count in a battle.
interplanetary leaders quickly turned to ALEPH for
counsel as well as a show of force. This escalated CHANDRA SPEC-OPS
ALEPH’s military empowerment, allowing the AI to The public need not be aware of everything ALEPH
take more direct action against its dark mirror, the EI. is working to achieve. While the Chandra Special
2. The Special Situations Section is also qualified as a military 8. The Section must be stationed only at strategic locations on
and paramilitary unit supporting the international forces in the Concilium Prima, Neoterra, Yutang, Acontecimento, and Paradiso.
Paradiso Campaign. Its duty is to provide intelligence data and
operative support, using its special abilities in combined opera- 9. The existence of any other police, paramilitary or surveillance
tions as well as in individual ones. organ in ALEPH’s service not being clearly indicated under current
legislation or by the pertinent dispositions of the Utgard Accords, is
3. The Section can be used as an auxiliary force in actions to sup- completely forbidden.
port the military forces of the Sphere, in operations authorised by
its respective governments and having the approval of O-12. 10. All Section members must undergo training according to their
mission, being considered officers of the law with their same rights
4. Any action run by the Section must be executed following the and obligations before state and society. During the execution of
principles of legality and as requested by the relevant political and their duties, the Section’s members must be properly identified.
administrative authorities in every case.
Operations branch technically does not exist— and S.S.S. FINANCIAL SECURITY
searches for any official records will come to COMMISSION HIDDEN AGENDAS
There are those who wish to
naught— enough rumours fly around Maya that In the financial sector, no human mind is capable
rile public opinion against
most citizens believe this off-the-books unit is of processing the vast account holdings and trans-
ALEPH, and they are quick
active throughout the Human Sphere. Comprised action records throughout the Sphere that ALEPH to point to the AI’s growing
of highly stealthy intelligence agents, Chandra can. While allowing for commercial volatility to a military prowess, resources,
Aspects are supposedly responsible for ALEPH’s degree —as ALEPH recognises economic competi- and influence as examples
dark ops. Of course, factions such as the Nomads tion to be valuable for civilisation’s expansion— the of a supposed conspiracy
take great delight in stirring up unfounded stories AI does enforce a level of market stability, checking birthed by ALEPH itself. Their
of nefarious Chandra dealings, pointing it out as a for attempts to abuse the commercial infrastructure, unfounded claims theorise that
violation of the Utgard Accords and more evidence rig corporate value, or flood a market with harmful ALEPH actually allows the war
of ALEPH’s hidden evils. However, since Chandra inflation. with the Combined Army to
continue at length in order to
remains an official figment, their claims are usually
force humanity to hand over
passed off as the paranoid ravings for which S.S.S. INFORMATION SERVICE more and more power to the
Nomads are renowned. What good are heroic deeds and incredible AI. The reality is, of course,
victories if they are not communicated to the that the Combined Army has
EKDROMOI public? ALEPH created Aspects known as the Aoidoi merely been testing humanity
Whenever a high-risk hot zone is present, you can specifically as witnesses and communicators so no up to this point, determining
be sure the Ekdromoi squads will be sent in to one remains ignorant of current events, even in the our strengths and weaknesses
deal with the situation. This quick response unit is furthest colonies. Updates and news are broadcast while slowly bringing deadlier
able to make surgical strikes against even heavily across the Human Sphere on a daily basis via force to bear on outposts and
defended targets, descending through aerial passionate speeches and performances. Forming entire planets. ALEPH must
gain more potency in order
assaults and often soaring beyond reach before the the S.S.S. Information Services, these Aoidoi bring
to compensate for the EI’s
enemy even realises they’re under attack. every story to vibrant life through theatrics and
advancement and to keep
adventurous tales. Just because these reports are humanity safe from the growing
HOMERIDAE not always factually accurate does not lessen their threat. Is that not logical?
While ALEPH may command the finest troops in the positive impact.
Human Sphere, even elite soldiers need something
to aspire to. Thus, the Achilles Aspect was created, S.S.S. QUANTRONIC
embodying the ultimate heroic characteristics, QUALITY SERVICE
both mentally and physically. Achilles naturally The QQS was originally created to monitor and AOIDOI
drew together other unparalleled Aspects, each maintain the Maya datasphere. Over time its remit Look past the physical war
being fought against the
with their own unique traits and talents to form has expanded to include mild cyber-warfare tasks
Combined Army and discover
the Homeridae. The only way to describe the like tracking down hostile viruses and worms, and a war for the minds and souls
Homeridae’s efforts on the battlefront is “glorious”. ALEPH’s resources are also now used to insure the of every citizen within the
Their achievements are epic. Their victory is assured. security and integrity of other dataspheres. More Human Sphere. Now more than
And their actions drive other Aspect militia as well controversially, it is also responsible for “purifying” ever, humanity must be united
as human soldiers to strive for unending greatness Maya and removing various forms of illegal mate- against all enemies— even
even in the face of overwhelming odds. rial (including, notably, “hostile memetic viruses” if those enemies come from
originating from the Nomad Nation). within their own species. The
THORAKITAI Aoidos is a broadcaster of the
Thorakitai make up the Assault Subsection basic truth. A maestro of boosting
morale. A passionate performer
infantry units. They are highly mobile and adapt- SUPPORT SUBSECTION of the highest order who can
able soldiers, able to do everything from defending inspire the masses with a few
supply lines to cleaning up lingering enemy forces We speak much of ALEPH’s military activities, which choice words and strike fear
after the initial attack to digging in and holding a is a core part of its duties. However, it is wise to into the heart of villains with a
critical command post. recall that ALEPH is involved in daily operations single glance.
that affect every law-abiding citizen within the
Human Sphere. The Support Subsection is staffed
OPERATIONS by managers and administrative Aspects that help
SUBSECTION ALEPH facilitate everything from financial trans-
actions, to commercial reporting, to journalistic OLYMPUS-1
This base is in low orbit around
The Operations Subsection (OS) helps to fulfil oversight, to educational initiatives, to health and
Paradiso, acting as a launching
ALEPH’s many obligations and responsibilities to sanitation, and much, much more. Without ALEPH, point for the Steel Phalanx.
the Human Sphere. Within the OS, the AI works it is safe to say civilisation would collapse virtually It also acts as a centre for
extensively with human elements, coordinating overnight as humans would struggle to manage rapid strike units, with a dozen
a wide variety of services and also maintaining a even the most basic of jobs without the AI stream- readied at all times to respond
number of enforcement squads tasked with specific lining the process. to hotspot activities across
regulatory authority. the planet.
ALEPH 197
PSYCHOSANITARY RISKS Mushashi win his duels, he needs to do it in a
EVALUATION DEPARTMENT fashion befitting the warrior-poet who penned
With the psychogenesis process, there is always The Book of Five Rings. William Wallace needs to be
the risk of personality traits not meshing as well more than just a skilled soldier and commander; he
as anticipated. Sometimes, Aspects have been must be a symbol, and more importantly, he must
developed that exhibit unstable or even insane want to be one.
behaviours. This is why the Psychosanitary Risks
Evaluation Department (PRED) exists — to evaluate Creating a personality out of fragments is difficult
all Aspects as they are mentally formed and enough, but getting that personality to conform to
PRED OVERSIGHT determine whether or not a cobbled-together con- expectations is another thing entirely. The virtual
Bureau Toth maintains an
sciousness is stable or whether it may be wholly education period for a Recreation is exponentially
oversight committee that
monitors ongoing PRED reports,
broken. Should an Aspect be deemed unfit for exist- longer, more complicated, and intensive than for
flagging any Aspects that might ence due to a mental or emotional flaw, they can be other Aspects. The nascent sheut is given access to
require closer observation. wiped clean in order to undergo the psychogenesis every advantage that the AI considers appropriate,
process anew until the proper mental matrix is and is subsequently subjected to a battery of chal-
established. lenges — both historical and hypothetical—until it
consistently produces results that align with expec-
sheut, p. 366: The core identity tations. Then, and only then, is it ready to undergo
of the individual as saved on RECREATIONS ectogenesis and be introduced to the world.
a Cube.
Project: Maid of Orleans was supposed to be a PR RECREATIONS IN SOCIETY
stunt. What the PanOceanian military wanted was Due to Joan of Arc’s success — and ALEPH’s response,
a feel-good story; a mediagenic brand ambassador bestowing Saladin and Sun Tze to Haqqislam and
to embody the benefits inherent to close ties with Yu Jing, respectively— there exists the perception
HISTORY, REVISED ALEPH. What they got was a once-in-a-generation that Recreations are a primarily military phenom-
“Nostalgia is not about
tactical genius who could single-handedly alter the enon. In reality, this couldn’t be further from the
the world as it was, but
rather, as we choose to landscape of any conflict, swing the outcome of any truth. First and foremost, Project: Maid of Orleans
remember it.”—Joanna Anoa’i, battle. Living, breathing tactical superiority. was a public relations initiative; that it produced
psychogenesis expert. one of the finest tactical minds humanity has ever
In retrospect, this should have been obvious. seen was admittedly a bit of a surprise.
Many Recreations hail from a
time with radically different The process by which a Recreation comes into Since then, ALEPH and O-12 have discovered that
social norms; attitudes that being is as much art as it is science. It’s not like separating your goodwill ambassadors from purely
were “normal” in their lifetime Saladin or Sun Tze left behind Personality Cubes military roles can go a long way towards garnering
appear as unconscionable
when they died. And even if they had, the culture public support. However, Recreations remain
bigotry today. To that end, a
shock of dropping someone from a historical era prohibitively expensive to create, and thus remain
Recreation’s psychogenesis
thoroughly incorporates a into the Human Sphere would be so massive, so relatively rare throughout the Human Sphere. Only
modern perspective on societal jarring, that any plans for the Recreation would be when a specific task or purpose calls for one are
issues, focused on eliminating secondary to simply helping the poor thing survive. enough resources pooled for one to be produced —
any harmful anachronisms. and always at a high risk that the attempt may
Instead, a Recreation is built from the ground not succeed.
up. The psychogenesis process incorporates every
known facet of the target persona, and adds moti- It’s critical to remember at all times that
vations and drives appropriate for modern society Recreations are forged with a particular goal in
with an education to match. A great scientist is not mind, even more so than other Aspects. William
limited to their own theories, but every thesis and Wallace was intended to stir political discord on
argument that sprang from them. A famous general Ariadna. Saladin was intended to secure greater
is not chained to their historical perspective, but cooperation from Haqqislam. Miyamoto Mushashi
versed in myriad approaches. And a legendary was initially presented as an Aristeia! competitor,
artist is given access to techniques, methods, and but rebelled and went underground, taking mer-
inspiration that would never have been available to cenary jobs across the Human Sphere. Were they
the original. successes? Failures? One thing is certain; ALEPH
always has a plan. Perhaps things don’t always go
Once the “ingredients” are in place, the Recreation according to that plan.
undergoes a rigorous testing period above and
beyond the standard “personality incubation” Or perhaps the plan is something other than the
common to all psychogenous thoughtforms. The immediately obvious.
goal is not just the production of a functional,
well-adjusted being; the Recreation needs to be
recognizably itself. It’s not enough that Miyamoto
FACTION
CORPORATIONS
At the end of the 21st century, in the wake of After the fall of Vel-Amarco, the other Incorporated
the Energy Crisis and the Stock Market Crunch, States saw the writing on the wall and negotiated
the world’s traditional superpowers were on the settlements with O-12 which would become the
decline. But every crisis presents an opportunity, foundation of the M-CORP law.
and the collapse of traditional Western powers
left a vacuum the private sector wasted little THE FIRST HYPERCORP
time attempting to fill. In rapid succession, seven Built on the scaffolding of thirty-seven different
multinational corporations declared themselves agreements, the initial M-CORP law was an
sovereign entities, one after the other. Known intricate cage of rules and regulations, meticu-
as Incorporated States, the most notorious of lously designed to prevent the rise of another
these was Vel-Amarco Industries. Following their Incorporated State. It effectively dealt a killing
purchase of the Minami-kojima Island from Japan, blow to regionally consolidated conglomerates ACCESSTEL
Business: Large-scale
Vel-Amarco used it as a military launching site, with a global reach and was designed to respect
communications (networks,
seizing control of American Samoa in a sudden the national interests of O-12’s member states by Infrastructures).
and brutal paramilitary action. In the wake of the forcing a corporation to comprehensively honor
collapsing United States, it was deemed a can’t- local law and taxation at each of its facilities.
miss opportunity; ninety-five percent of the island’s The resulting megacorps could choose to create
economy was based on tuna exports, an industry powerful monopolistic portfolios within a limited
that Vel-Amarco completely dominated. With no region or choose to pursue a global market, but
serious military presence to deter a takeover and were generally restricted from doing both at the
a population that it already employed, a seamless same time.
transition was predicted by just about everyone.
This new corporate system, however, struggled with
Everyone, that is, except Brigadier General Talia the agile quantronic realities of the emerging Maya EXXO
Business: Genetic engineering.
Gabbard, and the newly-founded O-12. datasphere, allowing a plethora of small, rebellious
companies and cooperatives to flourish. The advent
O-12 recognised the danger posed by and future of interplanetary colonies further revealed how
instability promised by the Incorporated States. strikingly moribund the corporate structure had
General Gabbard was a native of American Samoa— become as the megacorps struggled to expand
notable for having the highest rate of military their operations to the frontier under the strictures
enlistment of any U.S. state or territory — and she of the M-CORP law. Economic analysts began pre-
did not take kindly to a corporate-funded paramili- dicting that the era of “big business” was coming to
tary invasion of her home. Together with O-12, she an end. If corporations wished to remain relevant,
worked out a plan; Gabbard would gather fellow they would need to evolve.
Samoans from different branches of the military,
and, coordinating with the newly-christened Enter Xperydes Multi-National.
PanOceania, liberate her homeland from corporate
control. This would happen simultaneously with Xperydes began as a biotechnology firm, but its
Yu Jing pulling the trigger on a hostile takeover of founder saw a unique opportunity hidden within
Vel-Amarco’s holdings. When the dust settled, the the M-CORP law. Distancing itself from the mon-
Samoans would be part of PanOceania, Minami- olithic structures of its peers, Xperydes created a
ROYAL SPACER
Business: Travels and
kojima would be part of Yu Jing, and O-12 would hyperfluid network of subsidiaries scattered across space cruises.
hopefully have one less aggressor to balance out. the globe. Many of these subsidiaries were so small
that they consisted of a single remote worker, but,
The ensuing operation, known as “Red Friday”— through the legal infrastructure of M-CORP and
named not for the amount of bloodshed, but the rapid analysis of cutting-edge quantronics,
because it functionally bankrupted Vel-Amarco— Xperydes could rapidly shift their operations from
was among the most one-sided strikes in history, one jurisdiction to another, taking advantage of
effectively ending the conglomerate over the local resources and regulations.
course of six hours. The message was clear: If
corporations wanted to act like nations, they could This “hypercorporate infrastructure” also made it
expect to be treated like nations, with everything incredibly easy for Xperydes to diversify its port-
that entails. folio, and they rapidly expanded into media, real
estate, and financial services (to name just a few).
Corporations 199
Re-christened Xperydes Omni-National, the first Instead of recommending reform of the M-CORP
hypercorp leveraged their vertical and horizontal laws to stifle Xperydes, Bureau Ganesh issued an
integration to launch their Omni-Sided Platform official commendation of the Loĝanto system. Once
(OSP), which blurred the lines between customer that happened, other megacorps were quick to
and employee in ways no one had seen before. emulate Xperydes’ success. Thus did the corporate
Working for Xperydes meant joining a transplane- wars settle into an equilibrium; monopolies bat-
tary community without borders or national identity, tled for control of hearts, minds, and pocketbooks,
but which could provide you not only with any rather than fighting nations for the right to rule.
physical goods you could desire, but also housing,
medical care, banking, education for your children,
entertainment, fashion, social events — an entire A NEW MODEL
lifestyle.
Modern business recognises three levels of corpo-
COSMICA It was a community which opened its doors to rate organisations: corporations, megacorps, and
Business: Near orbit and outland
Xperydes’ consumers. Identifying with a brand hypercorps.
surface industrial construction.
was nothing new, of course, but the perks, access,
and sense of community offered by the Omni- CORPORATIONS
Sided Platform was beyond anything seen before. Limited-scale corporations still have a place in
Xperydes referred to their member as the Loĝanto, the Human Sphere. Drawing a clear line between
and joining the program actually made members employee and customer, what their limited scope
legal subsidiaries of the hypercorp (which, in turn, might cost them in negotiating power, it more than
advantaged Xperydes under the M-CORP loopholes makes up for in avoiding the massive resource
they were exploiting). expenditure necessary to comply with M-CORP law.
Enjoying a comparatively straightforward exist-
Bureau Ganesh initially observed the meteoric ence, they act as the specialists of the corporate
rise of what appeared to be another separatist landscape. Simple corporations are particularly
megacorp with great concern. But it quickly became common on Ariadna.
apparent that Xperydes was something new:
Not only did the hypercorp have no interest in MEGACORPS
TRISTERYON claiming lands like the Incorporated States, they Megacorps are the goliaths of the corporate
Business: Confidential, clandestine,
had no interest in becoming independent from the landscape. Although usually confined to a single
and special parcels.
national powers. To the contrary, as CEO Giannis faction, megacorps are almost always interplanetary
Antoniou demonstrated in backroom discussions in scope: PanOceanian megacorp Moto.tronica has
with O-12, Xperydes had created a corporate holdings on Acontecimento, Varuna, Svalarheima,
structure that was deeply intertwined with and Neoterra and, of course, Earth, while Beyhan
dependent upon the national powers. There was no Resources, Inc. is primarily based in the Funduq
need to contend with PanOceania or Yu Jing when Sultanate of Bourak (although its subsidiary, Kaplan
one could thrive under them. Tactical Services, certainly gets around).
Megacorps generally remain focused in their designed to prepare candidates for positions in
endeavours, but are big enough to throw their the brand. It isn’t forced, it isn’t cultish, and it isn’t CORPORATE
LOĜANTO
weight around when they need to. Most megacorps soul-crushing slavery.
VIPs. Elite. Uchi. Initié. Gnóstis.
keep any extra-factional presence to storefronts The exact phrasing differs from
and trade embassies; anything beyond that ven- It is however, undeniably harsh. corp to corp, but the concept
tures into the minefield of international M-CORP of Loĝanto — insiders— exists
law. And if you’re not getting the benefits of being The benefits afforded high-ranking Loĝanto are in every hypercorp, and some
a hypercorp, it’s folly to fight a hypercorp’s battles. undeniably impressive, but as in any hierarchy, megas. Somewhere between
there’s only so much room at the top. Competition a customer loyalty program,
HYPERCORPS among the upper echelons can be incredibly fierce military pay grade, and an
Hypercorps are defined by the OSPs which allow and unapologetically vicious; to climb this corpo- online profile, Loĝanto status
is an attempt to quantify an
them to transcend national, factional, and planetary rate ladder is to enter a labyrinth of intrigue, guile,
individual’s value to the brand,
boundaries, establishing a presence in seemingly and backstabbing, to live in a world of espionage
with associated perks and
every nook and cranny of the Human Sphere; simul- that rivals any Maya serial, with less promise of a benefits at different levels.
taneously belonging to everyone and no one. happy ending. Lies, betrayal and more overt meth- Every corp has its own model,
ods all find purchase in this cutthroat game, which but whether it’s Oxyd Media’s
Hypercorps offer the opportunity to streamline corporations happily ignore, so long as it doesn’t Bronze-through-Teseum
every aspect of their members’ lives, and the reach affect their bottom line. Historical accomplishments rankings, Xperydes’ colour-
to make that incredibly desirable. The promise of still matter a great deal, but when jockeying for top coded tiers, or Moto.tronica’s
the Omni-Sided Platform means that Loĝanto never status, corps are far more interested in what you’ve high scores (complete with
have to rely on anything outside the corporate done for them lately. In the end, it all comes down public leaderboards), the more
valuable the Loĝanto is to the
umbrella of brands. They’re certainly welcome to to quarterly profits, and someone is either provid-
brand, the more power their
of course — M-CORP law is brutally clear on that ing value, or they are not, it’s as simple as that.
status bestows.
point— but hypercorps keep matters in-house not
through force or coercion, but by making it easy, Many would call this approach cold, even mer-
elegant, and cost-effective to do so. A hypercorp’s ciless, but loyal Loĝanto consider it entirely fair.
Loĝanto can travel from Yutang to Neoterra by way Corporations present a true meritocracy, a place
of Bakunin, and deal exclusively with their own where ability and results matter more than any-
THE FORTUNE
5,000
people, their own spaceport check-ins, their own thing else; where the cream can finally rise to the As mankind ventured to the
lodging, restaurants, and security. No matter where top. Hard work is rewarded. Your dreams are there stars, venture capitalists
they go, they are always at home. for the taking, if you possess the initiative to seize were foremost among them,
them yourself. And if you’re lazy, stupid, or just plain spreading their wealth and
unmotivated? influence to the cosmos. Today,
CORPORATE LIFE there are more influential
corporations than anyone
Then you simply don’t belong.
Life inside a corporation is much like life anywhere could commit to memory, and
corporate field agents could
else in the Human Sphere, the primary difference MEMBERSHIP STATUS
belong to any number of them.
being brand ubiquity. From real estate to education, Corporate Loĝanto feel a sense of loyalty to their Rather than attempting to
shopping to employment, the option to exclusively given brand, but for most, this is akin to the affinity learn the ins and outs of every
engage with your corp’s brand is never forced, but one feels for a local sports team or university. And corporation, most agents simply
it’s always on the table. Corps consider it a point of when the same megacorporation that provided familiarise themselves with
pride to be the most enticing option, and integrat- your education, financed your university studies, common operational protocols,
ing everything in a user’s quantronic halo is easier and sponsors your favourite sports team is also and offer their services to
and more rewarding when it’s all under one roof. your place of employment, a sense of belonging multiple hypercorps, one
and loyalty is only natural; it’s about brand identity, contract at a time.
It all begins with geists. While O-12’s independent not geography.
These soldiers of fortune have
research shows no links between geist manufac-
a reputation for cold, detached
turer and future spending recommendations, corps Loĝanto status is a separate and legally distinct professionalism; their loyalty
inherently dislike the idea of their Loĝanto placing concept from national citizenship, and many meg- is to their contracts, nothing
that much trust in a competitor’s product. Most acorps — especially those with strong governmental else; corporations understand
people feel a familial connection to their geist, and ties— encourage active participation in their that. They enjoy a surprisingly
each corporation wants to position itself as the members’ civic duties. On the other hand, a hyper- cordial relationship with
extended family. Ease of access, a sense of belong- corp transcends national boundaries by definition, corporate security units— while
ing; these are the pillars of corporate inclusivity making it more likely to encourage loyalty to the an agent might be on the
initiatives. A Loĝanto’s children can attend any brand above all else. opposite side of a firefight
school they wish, but corp-funded academies have today, they could very well be
colleagues tomorrow— which
sterling reputations, and preferential admission
has resulted in a curious sort
is shown to the corporate family. In addition, the of mutual respect, and some
pipeline from education to employment is near complicated relationships.
100% in corp schools, with dedicated programs
Corporations 201
WILDERNESS largest international container terminal operators.
It also seemed content to remain focused on its
Qingdao Report—p. 25 OF MIRRORS domination of interstellar and interplanetary trade.
The corporate world is full of hostile actions, Fifteen years ago, however, that began to change.
takeovers, threats, bribery, and extortion; and The YJITC began rapidly acquiring other corporate
that’s just in the boardrooms. Beyond the official interests and reorganised itself as an emerging
actions, corporations are active in practically every hypercorp. The Qingdao Report recently revealed
facet of modern espionage. Whether clandestinely the true scope of their ambition: YJITC had acquired
acquiring a prototype TAG schematic, sabotaging a control over more than one hundred fifty inter-
rivals' mining operations, or simply acquiring what national businesses, including twelve companies
NEO LOTUS blackmail there is to be had, the life of a corporate of significant strategic relevance. The Report also
Business: Station in Mars orbit.
agent is rarely dull. revealed that the sudden change in YJITC’s modus
operandi was due to the company becoming a
Not that such matters are always kept in-house; front for the Yănjīng: Altough the NeoColonial Wars
CONFIDENTES hypercorps, in particular, make extensive use of con- came to an end, it seemed that Yu Jing chose to
The confidentes are exclusive, sultants. Mercenary companies, freelancers—really merely move the conflict from the battlefield to the
and usually-high-ranking,
any capable individual interested in some unique boardroom.
members of the Loĝanto. They
are intelligence agents—ever-
opportunities—there’s always work to be found for
vigilant for any leg up on the a reliable asset with no traceable ties to the corp. O-12 began a quiet prosecution of the YJITC for
competition, or a chance to violations of the M-CORP law in an effort to curb
knock their rivals down a peg. Many corps take their information privacy quite Yănjīng’s ambitions, but, when the Qingdao Report
Officially, confidentes are a sort seriously. Rumours of so-called “Phoenix Ops”— was leaked to the public, these efforts were scut-
of corporate scout; looking where assets are killed upon completion of the tled. YJITC’s operations remain intact, although their
for opportunities in different mission, and clandestinely resurrected from back- activities are now closely scrutinised outside of Yu
markets, staying abreast of ups, erasing any knowledge of the job— have never Jing space.
economic and social trends been confirmed, and would require absurd expense.
and keeping tabs on the
The YJITC also remains an odd duck among hyper-
corp’s resources, human and
otherwise. Unofficially, they’re a
corps. Its Loĝanto is unusually small, exclusive, and
kind of corporate secret police; YU JING INTERSPACE even secretive. This is widely seen as a vestige of
a velvet glove, curled into a fist. TRUST CORPORATION the original megacorp’s more traditional relation-
Industrial espionage, threats, ship with its consumers, but it may have more to do
sabotage and worse; not every At the end of the NeoColonial Wars, the Yu Jing with Yănjīng’s influence over the hypercorp’s affairs.
confidente engages in these acts, Interspace Trust Corporation (YJITC) was one of the It is also now suspected that a large proportion of
but many do. And they could largest megacorps in the Human Sphere. Based out its Loĝanto are confidentes, many of whom may be
be anyone. of Yutang, it owned more than two dozen astroports participating in operations far beyond the normal
across the Human Sphere and was one of the three limits of corporate espionage.
NeoColonial Wars—p. 22
YJITC: PUBLIC AFFAIRS SPECIALISTS
On the surface, the YJITC Department of Public The Value of Hard Work: Gao Xi is a criminally
Affairs looks similar to many corporate PR divi- negligent, though loyal, manager in the
sions. Primarily concerned with the public image Svalarheiman branch. He is also the nephew of
of YJITC, their authority extends far beyond simple the Minister of Industry; firing him would mean a
press releases; they are entrusted with preserving massive loss of face, but keeping him is too great
the public face of the company, and by extension, a risk. Use any means necessary, so long as the
the State-Empire. Face is a serious matter in Yu Party suffers no further embarrassment, and no
Jing, and Public Affairs Specialists are authorised authorities discover his indiscretions.
to take whatever steps they deem necessary to
maintain it. Murders and Acquisitions: Tozawa Kanako—
pharmaceutical genius, chimera, and Yu Jing
Crisis Communication: Chen Zetao, a prominent expatriate — has refused multiple generous offers
financial advisor operating on Concilium, has to purchase her patents. She’s hiding somewhere
INTERSPACE TRUST been implicated in an increasing number of in VaudeVille — allegedly with some scary new
Business: Cargo transport.
embarrassing scandals. His Cube must be brought pets — and has said that the Party can have her
to Yutang, with or without the rest of him. The designs when they pry them from her cold, dead
Yănjīng —p. 191 Public Relations department humbly requests fingers. After careful consideration, management
that this be somehow pinned on PanOceania and, has approved her request.
obviously, O-12 must be kept in the dark.
XPERYDES OMNI-NATIONAL:
VALUATION ANALYSTS
Many employees have a “Valuation Analyst” tag Citizens Divided: Edgar Cruz is a popular
added to their credentials; these individuals eval- PanOceanian lobbyist. Unfortunately, his policies
uate the impact of events on Xperydes’ bottom will unintentionally cripple Aigletech’s com-
line, and take preventative measures accordingly. petitive status in Acontecimento. An incident is
Sometimes, that means downgrading a sales inadvisable; reducing his standing in the lobby
agent’s credit rating. Sometimes, that means should suffice. Given that he’s having numerous
kidnapping, extortion, assassination, or something affairs, privately mistrusts ALEPH, and is prone to
more inventive. Either way, their sole priority is outbursts when flustered, agents are encouraged
the financial health of the corporation. to find innovative solutions to his popularity.
PHARMACOMP
Business: Pharmaceutical industry
Kidnapping Insurance: Hesperia Consulting does, Season Premiere: Mercury Communications has
in fact, negotiate with terrorists; at least when always pitted its Mayacasts against one another,
their insurance covers the ransom. A kidnapping but even by their standards, recent competition
ring seems to have gotten wind of this, abducting has taken a violent and disturbingly personal
employees and demanding suspiciously precise tone. Known affiliates of Oxyd Media have been
ransoms. How did they come by this information? seen nearby, and management suspects inten-
More importantly, can the kidnappings be stopped tional agitation, or worse.
before Hesperia’s insurance premiums go up?
Corporations 203
FACTION
MERCENARIES
Mercenaries have existed ever since the idea of
formalised warfare was invented. For them, war is a WAR MARKET
business. And, like all businesses, they seek to make
PUBLIC it profitable and efficient. Although there are exceptions, the majority of
PERCEPTION
mercenary companies are organised through
Mercenaries are viewed by
some as thugs and gangsters When it comes to the theatres of war, they are the War Market— an informal collection of Maya
who lack the traditions of considered indispensable in the big picture and clusters which serve as a form of “mercenary stock
honour and nobility cultivated eminently dispensable in the specific. The military exchange.”
in traditional armies and resources of the major powers in the Human
who care more for making Sphere are vast, but there will always be situations Each licensed mercenary unit, platoon, and
money than fighting for a where private, independent personnel will be an company has a serial number, a database, and a
cause. But there are many important part of modern conflict. Whether it is monetary value attached to their name in the
mercenary companies, such as due to a lack of manpower, a lack of supplies, or, in Market. Investors can buy and trade stock in all of
Kaplan Tactical Services, who
general, a lack of desire to place their own soldiers these, from individual soldiers (who often use lim-
are seen as heroes in their
in harm's way, every major power in O-12 has ited term public offerings to purchase equipment
homelands and there are many
mercenaries who only accept employed mercenaries to protect their interests or and logistical support) to full mercenary companies,
honest jobs. bolster their forces on the battlefield. with the contractual expectation of dividends paid
against earnings.
similar to a normal soldier (although with better funds from the company. Mercenaries who sign a
perks): Tedium spiked with terror. But these contract with a captain do so with the understand- GETTING
RECRUITED
contracts are usually the exception, and most mer- ing that they will be taken care of, their interests Mercenary companies primarily
cenaries will spend the bulk of their time serving protected, and their services valued. A captain who draw their ranks from former
as routine guards or perhaps occasionally engaging is unable to find work for their soldiers or treats soldiers — either those who
in a targeted engagement of limited scope. them poorly will quickly find themselves replaced miss being in an armed service,
or without a unit to lead. brawlers seeking the thrill
Downtime will often be filled with intense training of violence, or the desperate
regimes. New recruits who lack skills considered COLONEL whose only marketable skills
essential to the unit (and usually working under As leaders of a company’s platoons, colonels are were learned in a barracks.
ultra-cheap “rookie contracts”) undergo gruelling responsible for managing most of the company’s However, it is not uncommon to
find recruits from all walks of
training exercises while combat veterans perform logistics, including minutia such as having permits
life—labourers, lawyers, doctors,
endless drills designed to hone their skills and up to date or making sure there’s enough fuel to and engineers can all find their
make sure they can all fight fluidly as a team. keep the ships running. The colonel is also respon- place. Some recruiters are also
sible for taking charge in larger scale skirmishes known to watch the full-VR
Between training and being on manoeuvres, and for leading the company through conflicts. Maya simulation leader boards
however, things are much more lax for mercenaries. for potential candidates.
Many mercenaries are left to their own devices, RECRUITER AGENTS
and most maintain their own homes or residences. Freelance recruiter agents seek out and manage
They can stay out as late as they want and spend individual soldiers on the War Market. For their
their money any way they see fit without fear of clients, they actually fulfil many of the same
tarnishing the honour of their corps or having their duties as a captain — protecting their interests,
superior officers inquire about their social lives. For seeking employment contracts, and so forth. (The
those mercenaries who have been released from a distinction is that the recruiter merely manages
state-run army, the life of a mercenary is refreshing personnel; they are not assembling a combat unit.)
and often satisfies their needs thoroughly; for
those who could never cut it in an army, the merce- Other recruiters are employed full-time by the
nary lifestyle appeals to their sense of freedom. larger mercenary companies. These recruiters are
dedicated talent scouts, seeking out the best units
CAPTAIN and soldiers available on the War Market (and
Captains have a responsibility to their unit. They also attempting to poach them from competitors).
are responsible for finding work or long-term Company recruiters are often disliked by the rank
contracts. They coordinate with their colonel, make and file, who resent having their lives evaluated as
sure their orders are properly relayed, and take care mere statistics to be bartered and sold.
of mission planning. They oversee disbursement of
Mercenaries 205
TACTICAL MANAGERS SECURITY FIRMS
Tactical managers are specialists in military Throughout the Sphere there are numerous private
strategy and the deployment of personnel. Their security firms that advertise their services to cor-
exact role varies considerably from one company porations and banks. These security firms are often
to the next. In smaller companies, they often act as better equipped than ordinary police forces, and are
adjuncts to the company’s colonel. In larger com- often more strict in their goals. A private security
panies, however, they may actually be the colonels’ officer is tasked with protecting the client he has
superior officer (sometimes operating under the been hired to work for rather than enforcing laws
rank of General). for the public good.
Colonel Ikari will work for any employer if the price Druze Shock Teams: The Druze
is right and his forces have been involved in some Society rose out of a religious Silk Revolts, p. 21: In 30 NC,
of the most brutal suppressions of worker strikes movement in the Levant which is a Silk Lords sought to overthrow
across the galaxy. Ikari Company has even been used mixture of Islam, Gnosticism, and the government. Battles were
by Yu Jing against ethnic Japanese civilians. Ikari other philosophies. Using a seam- fought up and down Haqqislam
simply doesn’t care, as long he’s getting paid. less mixture of corporate ventures and organised trade routes.
crime— leading many to refer to them as the Druze
Varangian Guard: Founded by William McKellar, Mafia— the Society launched itself out of the chaos Concilium Courts— p. 212
the most famous member of the Ariadnan of the 21st century to become a significant astropo-
Expeditionary Corps, this Caledonian mercenary litical power that controls transportation Sainte Michelle
unit is particularly active on the frontiers of infrastructure from the orbital elevator of east de Bois Bleu— p. 239
Dawn and has recently secured a large contract Africa to the caravanserai around the jump gates
to provide security for new colonies pushing currently being constructed at Bourak’s
out into Antipode territories. A savvy warmonger, second wormhole. BURNING STAR
During the premiere of Kings of
McKellar strategically uses lucrative off-world
the Human Edge — an AR drama
contracts to further enhance his homeland forces. During their turf wars with the Drygalski mob, the at the Comique theatrical
He knows that the Human Sphere is thirsty for the Druze essentially created a private military force. pavilion — the chemical sniffers
frontier brawn bred into the Ariadnan soul, and Once the Drygalski threat had been brutally dealt of a CSU team hired by Michael
the Varangians have collaborated extensively with with, the Druze found themselves with an idle army. Weber, the industrial tycoon and
Bureau Aegis. He offers the stars to the youth of Rather than disbanding their forces, they created owner of WelleTech, detected
Dawn, but his recruiter agents are also thick as flies the Druze Shock Teams and joined the War Market. an explosive. Jake Wu, one of
on Paradiso, seeking to sign AEC veterans ending The exact number of Shock Teams varies at any the CSU agents, realised that
their tours to prestigious rookie contracts. McKellar given time, and each is an independent company. evacuating their client would
leave thousands of others in
believes that “locking in” the advanced military The Druze believe that the fierce, internal competi-
peril. Seizing the bomb, he
techniques learned on the Paradiso fronts is crucial tion between the teams keeps them strong.
used his powered armour to
to securing Ariadna’s future security. fly the bomb several hundred
What the Druze Shock Teams truly offer to their feet into the air. It detonated,
Wardrivers are a non-centralised organisation employers, however, is the opportunity to hire mafia claiming Wu’s life but no
based out of semi-aligned private Maya clusters enforcers with a thin veneer of legitimacy. This, others. Morbidly dubbed the
(which often feature a panoply of encrypted virtual of course, is not without its controversies. In the Burning Star by Maya tabloids,
environments). All their members have handles aftermath of the Ariadnan Commercial Conflicts, Wu’s sacrifice quadrupled the
and they employ colour-coded classes to denote for example, Caledonian survivors linked Druze normal signing rate for SecLock
the types of jobs they specialise in. (For example, mercenaries working on behalf of the MagnaObra of security contracts over the
next year. The company has
Lyla “Dominia” O’Toole is a White-class wardriver.) widespread, dreadful atrocities committed against
established a college fund for
Their clusters also feature an exclusive kitbashing civilian populations, including the systematic
his orphaned daughter Miranda,
community known, for esoteric reasons, as Lilacs levelling of entire communities which refused to who is currently developing
that develop custom hardware and software to cooperate with the hypercorp’s agenda. The resulting her dramatic life-log (Daughter
give them unique advantages in the kaleidoscopic court case is still tied up in the Concilium Courts. of the Burning Star) with the
conflicts of quantronic warfare. Rhapsodes Maya channel.
Kaplan Tactical Services: A subsidi-
ary of Beyhan Resources, Inc.
RELEVANT created during the Silk Revolts and
based out of Bourak, KTS is named Ariadnan Expedtionary
MERC UNITS after the former Sultan’s personal Corps — p. 24
guard. Infamous for their strict adherence to the
Anaconda Mercenary TAG Squadron: company’s Code, they are the Druze’s biggest rival Bureau Aegis, p. 213: Legal
Originally established by the for mercenary services in Haqqislam and have and military arm of the
Corregidor Jurisdictional Command, extensive security contracts with the Funduq O-12 government.
the Anacondans are a rare squadron Sultanate. Helicon Miners' Revolt — p. 254
of mercenary TAG pilots. Following a
political scandal in which the unit followed the SecLock Contingencies: SecLock’s
orders of their corporate employer to suppress a pro- Corporate Security Units (CSUs)
test by Corregidoran zero-g workers, the CJC bring an elite level of training com-
attempted to disband the unit. Its members instead parable to professional special
resigned en masse, secured financing from the forces to corporate security. The
Tyomkin Bank (a small Tunguskan firm), purchased company has a broad portfolio including bodyguard
their own equipment, and formed a licensed merce- services, counterterrorism, and corporate espionage.
nary company. They have since fought in the CSU agents often have sophisticated implants
NeoColonial Wars, the Ariadnan Commercial Conflicts, throughout their bodies that can passively and
and in numerous corporate scuffles in Human Edge. actively monitor environmental factors — ambient
Mercenaries 207
temperature, non-human visual spectrums, wide- Fiercely condemned and oppressed by Yu Jing, a
Nanotech Wars—p. 15 band audio, airborne chemical concentrations, number of Yuan Yuan groups received funding and
etc.— while coordinating with a pseudo-AI capable professional military training from PanOceania
Circulars—p. 144 of interpreting the data and warning CSU agents of during the NeoColonial Wars. The Hyperpower was
threats before they become consciously aware of hoping to use the Yuan Yuan to destabilise the
Maya cluster, p. 142: them. Ever since the Burning Star incident in Sainte Jade Dragon, but when the Initial Stage of the war
Communities which exist Michelle de Bois Bleu, it has become fashionable came to an end, it had the unintended consequence
entirely within the virtual for Concilium senators to hire enhanced CSU of unleashing them across the Human Sphere.
realms of the datasphere. agents to accompany and supplement their internal With their ramshackle instrasystem vessels now
security staff. upgraded and improved, several Yuan Yuan crews
listed themselves on the War Market, hitched rides
Wardrivers: The Wardrivers are not on the Circulars, and followed their new mercenary
a mercenary company, but they are contracts to Human Edge, Svalarheima, and beyond.
the premiere professional associa-
tion for mercenary hackers. The
HACKER CLASSES
White-class wardrivers
term “wardriver” dates back to the
21st century, referring to opportunistic hackers
BOUNTY HUNTER
protect networks from hostile
hackers. Black-class hackers who would drive around town looking for open SYNDICATE
are the crackers, willing to networks to infiltrate. The modern wardrivers
engage in hostile (and legally appear to have grown out of this tradition, Although created by the O-12 Interstellar
questionable) assaults on becoming guerrilla hackers during the Agreement on Extradition and Rendition (IAER),
systems. (These are also Nanotech Wars. the Bounty Hunter Syndicate operates as an
referred to by the old slang independent agency. Joining the Syndicate is
terms of “white hats” and “black Yuan Yuan: When an agent hires relatively simple: An applicant goes to one of their
hats”.) Gray-class wardrivers Yuan Yuan, they need to know that chapter houses and applies for a permit. After an
have a mixed reputation
they are not hiring a scalpel or even intensive background check, passing their TTs
between the two, and usually
a sword, but a chainsaw capable of (abbreviation of “treaty test”, which is slang for
have a spotted past filled
with interesting stories from inflicting massive casualties. There the IAER-mandated certification exam on O-12
both sides of the ever-raging are pirates, and there are corsairs, but there is legal practices), and paying a fee, the applicant is
quantronic “war”. nobody quite like the Yuan Yuan when it comes to a placed on the apprenticeship rolls. Full members of
threat in the space lanes. Less an organised group the Syndicate can pull apprentices from the rolls
and more a chaotic whirlwind of guns and violence, to assist them, allowing the apprentices to earn
the Yuan Yuan are descended from explorers and points towards full membership for themselves. For
spacefarers trying to survive in the asteroid belts of those who don’t want to deal with the hassle of
the Yu Jing system. They lived a life where only the an apprenticeship, it’s also possible to simply buy
YUAN YUAN most brutal and vicious could survive by killing their the required points, at which point they’ll be left
SLAVE TRADE
One of the Yuan Yuan’s biggest neighbours and taking their supplies to survive to their own devices. Ultimately, the Syndicate only
activities is the trade of slaves, before slowly banding together to form small cares that the agent captures their quarries and
who are still used by worlds groups of pirates. pays their share of the bounties to them.
on the edge of O-12 control. In
particular, the Yuan Yuan deal
in the trafficking of Eunuchs,
MERCENARY MISSIONS
specially altered humans who A mercenary’s assignment is about the targeted shipments crawling their way across the surface
can no longer have a Cube application of force, loyalty to the client, and of Dawn. The first Antipodes raid knocked out the
implanted in them. These
keeping a strict eye on the bottom line. This can long-range communications equipment, however,
slaves are often beaten and
forced into addiction to drugs
include targeted strikes aimed at specific objec- and now the tribes are on the hunt…
to ensure compliance, and they tives, coordinated campaigns with regular armed
are worth a great deal to the forces, or long-term security assignments. Zhurong Gambit: When the Nomads took control
right client. of the Zhurong Power Station in the wake of
Hold 32: The Yuan Yuan have been raiding mining Operation Flamestrike on Paradiso, they also
ships from the Ephesian Trojans in Human Edge. captured Dr. He Yuyuan, a Yu Jing engineer in the
The unit has been hired as an onboard security Department of Military Support Technologies
force, their mission to repel boarders. But the Development who had been onsite field-testing
pirates aren’t acting like normal raiders, and the humanoid Yaozao remotes. Yu Jing wants Yuyuan
crew isn’t offering any explanation for why Hold back, but with the Nomads holding Zhurong’s vital
32 has been sealed shut. power output hostage, they can’t risk direct action.
The unit is ordered to extract the asset, while
Shadows on the Hinterlands: The unit is working preferably framing Haqqislam for the effort.
a routine convoy contract guarding Teseum
Hunters refer to their targets as “yips”, and use a up a bounty—just one reason his name is spoken
variety of slang terms for them. with awed respect by even the most brutal of thugs.
• Skips are those who have failed to appear for OTHER BOUNTY
trial after paying a bail. Ljubo “Ballistic” Radan: Less a bounty hunter than
HUNTERS
Not every bounty hunter is
• Blips are quantronic criminals, often requiring a style personified, “Ballistic Radan” has something of syndicated. Some are purely
hunter to first put a face to a handle before they minor celebrity status through the Human Sphere, local freelancers, often
can be captured. something which he uses to his advantage, ensur- working for bail bondsmen.
• Rips are wanted criminals who haven’t been ing that his reputation and demeanour do much Others, like those working for
arrested yet. of his work for him. Not that he isn’t extremely Submondo crime bosses, simply
• Flagships are targets for whom private individ- deadly as well. eschew the law. There are
uals (grieving families or corporations with an also smaller IAER-authorised
agenda) have “spiked” the official bail with an Ylenia Petronescu: Cunning, beautiful and trickier bounty hunter organisations,
additional reward. than a hacker with an attitude problem, Petronescu although the Syndicate is
usually fairly ruthless in
• Zips are targets on the rumoured Black Lists has established herself as a premiere bounty huntress.
stamping them out (through
for whom a reward is being paid strictly from Combining seductiveness with viciousness has a combination of cronyism,
a private party (usually corporate) outside of ensured that Ylenia is able to live in some style—you aggressive recruitment, and
IAER’s mandate. Zip bounties are usually illegal don’t become a bounty huntress for the hours, do you? political machinations).
(except among the Nomads), and getting caught
pursuing a zip can result in a bounty hunter Max Skorpio: Infamous amongst criminals and
losing their licensing. law enforcement, Skorpio is the ideal bounty
hunter— if the Syndicate could, they’d have him
The community has also developed a similar on their promotional material. When he’s not
method for referring to various assets. For example, bounty hunting, his reputation is somewhat more
a Judas is someone from a target’s personal life troublesome and has led to his face appearing in
willing to rat them out. A Shesha is someone who other material, alongside the daughters and wives
provides a place of sanctuary or rest for the target. of powerful clients.
A Freya is anyone who has shot at a hunter.
Miranda Ashcroft: Born to all the rank and
FAMOUS BOUNTY HUNTERS privileges of a wealthy family, the path Ashcroft
Father Lucien Sforza: PanOceania’s most feared followed to become a bounty hunter is shrouded
bounty hunter is a dedicated servant of Justice and in mystery. But she’s deadly with every gun ever
the labour of God. Tireless in pursuit of the guilty produced, and quite willing to use them. She may
and incapable of compromise, Sforza never gives be high born, but she shoots low.
Mercenaries 209
FACTION
O-12
Governed by the Pillars — a set of values that form BUDGET
the core ideology of the organisation — O-12 is O-12 is a large and complex bureaucracy, aside
a vital bureaucratic nexus which draws repre- from iconic functions such as the Öberhaus, Petite
sentatives and members from across the Human Assemblée, and the Courts, it also spends a signif-
Sphere in its efforts to align the national and icant amount financing its Bureaus, Commissions,
corporate interests of its members toward the and programs.
goals of mutual prosperity, peace, and cooperation.
Empowered to create international law, it enforces In order to “fund the beast” (as Nomad propaganda
its will through specially tasked Bureaus which infamously put it), each member state is required
manage everything from agriculture to wealth to donate an equal portion of what’s referred to as
distribution, from astrophysical research to political O-12’s operating budget (with the members of the
studies, from education to economics, and from Security Council paying a larger share referred to
military intervention through to clandestine opera- as a sekureco fonduso, or security fund). One of the
tions and espionage. ways in which O-12 forged its strength and inde-
PANOCEANIA pendence, however, was by securing independent
PLEADS
POVERTY! Although ostensibly neutral in its political will, funding. Referred to as the expanded budget, these
“Has the era of the Hyperpower O-12 is nevertheless plagued by factional disputes: sources of income are varied: Patents from O-12
come to an end? PanOceania The Öberhaus, Petite Assemblée, and Concilium research programs, lease fees for various local
claims its pockets are empty Courts are all hives of intrigue and influence which services, and so forth.
and its coffers so strained that filter down through the Bureaus.
they can’t afford to pay the Probably the most significant of these additional
dues they owe to O-12! Does funding sources are the Circulars. A solid percent-
anyone really buy that?” O-12 OPERATIONS age of the earnings from the Circulars (including
the system tariffs paid by serviced nations) go
- Golden Fleece on Maya
channel Mégaphone, sued by
Founded near the end of the 21st century, O-12 directly to the accounts of O-12, and as the Circular
PanOceania as a suspected not only surfed a century of crises but steadily program came fully online it represented a massive
cover for Nomad Black increased its remit by accumulating the power nec- increase in the expanded budget.
Propaganda essary to face each crisis as it arose. Seven decades
ago it completed its ascension by taking control of FACILITIES
the Concilium System and naming it the capital of O-12 has facilities and installations on every planet
the Human Sphere. in the Human Sphere — administration buildings,
diplomatic centres, research and development
PILLARS OF O-12 institutions, educational programmes, aid missions,
Unity, Cooperation, Support, and Progress. The small military bases— each managed by a specific
Pillars of O-12 are the values around which the Bureau. (And not all of them public knowledge.)
organisation is built. In fact, the entire structure of
O-12 is aimed at ensuring that the Pillars charac- Undoubtedly the core of O-12 is to be found on
terise the operation of O-12, and that national and Concilium Prima, with extensive training grounds
corporate interests come a distant second. for soldiers, spec ops, and undercover agents
based there, as well as the headquarters for every
Any person who joins O-12 is required to renounce major Bureau.
any previously held ties, and swear allegiance to
the organisation and its Pillars. Given the function O-12 pours a significant amount of money into
of O-12, it draws on a large number of idealistic various other types of infrastructure, predominantly
individuals from throughout the Human Sphere, medical and educational. The universities of
and, while the renunciation of national ties is Concilium Prima are some of the best and well-
ubiquitous, old biases are hard to shake. funded in the Human Sphere. Bureaus like Aegis
have bases in every hotspot, while Bureau Noir
But although cynics scoff at the Pillars — pointing agents have handlers and safe houses secreted
at the numerous incidents in which O-12’s insti- away on every world.
tutions have compromised on their ideals — the
Pillars remain a point of pride and a guiding light
for many (perhaps most) of the organisation.
O-12 211
O-12 SECURITY COUNCIL Although other branches of the O-12 government
are not allowed to directly involve themselves with
SPOKESMAN ABEL Also known as the Concilium Council, the O-12 the rulings of the Courts, the Courts do have the
ALEPH’s current spokesman on
Security Council is made up of twelve sitting power to refer rulings to the Security Council.
the Concilium Council is named
members: One each from PanOceania, Yu Jing,
Abel. Abel appears in a custom-
built Lhost of great beauty and Haqqislam, the Nomads, and Ariadna. Four O-12
has been ALEPH’s spokesman— representatives. One seat representing all Non- O-12 COMMISSIONS
both on the Council and in the Aligned Nations. And an Aspect of ALEPH.
popular media—since it was Commissions are a Senate away from the Senate,
granted a seat. The Security Council must ratify most major a small task force usually engaged to analyse and
motions passed by the Öberhaus before they deal with a specific problem. Commissions can fulfil
formally become actionable law, and this requires multiple roles, from the merely advisory, to analysis
Edda, p. 240: Capital city of support of 75% of the Council’s members. and intelligence gathering, through to full situation
O-12. management.
Ariadna is the newest member of the Security
Council. The decision to include Ariadna has Commissions may be initiated by the Senate, the
HIGH been controversial and contested. PanOceania, Security Council, or the Courts and serve an executive
COMMISSIONERS
O-12 High Commissioners
Yu Jing, and ALEPH also have a history of chal- function in whatever role they are performing. They
are high ranking civil lenging the right of the Nomad representative may intervene, muster forces, investigate, and leg-
servants, often tasked with (usually from Tunguska) to sit on the Council. The islate on matters in the orbit of their function. Such
specific investigations or Nomads, for their part, object to the position executive action may include criminal trials, black ops,
the compilation of reports held by ALEPH, but the AI’s past advice and or military intervention. Commissions often call in
regarding a range of highly assistance has been vital. support from various O-12 Bureaus to fulfil their remit.
sensitive issues. High
Commissioners are regularly Commissions are also used to coordinate joint
used to evaluate the
implementation of O-12 Senate
CONCILIUM COURTS military forces assembled from O-12 member
states. (This notably includes the Paradiso
or Security Council rulings, and
are often supported by Bureau
Based out of a network of expansive buildings in Joint Command.)
Noir or Bureau Aegis operatives. the centre of Edda, the Courts deal with all issues
of international law (ranging from intellectual
Not every Commission has a property disputes, to trade agreements, to war O-12 CONCLAVE
High Commissioner. Not every crimes). If the Öberhaus is the heart of O-12, the
Commissioner is served by a Courts are the ideology, a place where justice is The O-12 Conclave (also referred to as the Diet of
full Commission. But they often meted out and the Pillars upheld. Concilium) is a council which technically consists
go hand-in-hand. In addition, of the heads of state of the O-12 member states
O-12 has generally supported The High Court is the ultimate font of justice (PanOceania, Yu Jing, Haqqislam, the Nomads, and
a High Commissioner for each
in the Human Sphere. Wartime breaches of the Ariadna) and the High Commissioner of Concilium.
planet in the Human Sphere
to generally coordinate the
Concilium Convention are automatically remanded (In practice, these seats are often held by represent-
activities of O-12 bureaus there. to the High Court, but other cases can also be atives of the various powers who act on behalf of
appealed to it. their heads of state.)
JOINING O-12
Individuals seeking to join O-12 undergo significant background The oath is an extremely significant aspect of the culture of O-12,
checks to ensure they are suitable. Talented children are often it requires a person taking it to relinquish all previous national ties
noted from the schools of Concilium Prima and earmarked for a and biases, and serve the Pillars of O-12 through the organisation.
potential role within the organisation. Once the background, phys- Symbolically this signifies a person placing the future of humanity
ical, and psychological checks are passed, a candidate undergoes as a whole above any personal ties.
professional development and training keyed to the role they
will play. Given the work O-12 does, it is unsurprising that a large number
of new candidates come as ideologues who have an existing
Provided a candidate shows ability during this period of develop- affinity for the Pillars of the organisation. It is also unsurprising
ment, they are then asked to take the oath of O-12, becoming an that despite the oath and the ideal of neutrality, a great number
official member of the organisation from that point on. of existing O-12 staff and operatives harbour deep seated (albeit
silent) biases for or against their previous lives.
Typically, new candidates join the organisation as support staff or
as low ranking members of specific Bureaus, and can move up the Support staff in O-12 that show aptitude are typically siphoned off
ranks from there. into a Bureau that reflects their skill set, or given the opportunity
to rise within the bureaucracy of O-12.
While the Conclave’s only official power is Concilium Courts, including the High Court, and is
determining the inclusion or exclusion of largely made up of a staggering number of lawyers
new O-12 member states (granting them a supported by a veritable army of civil servants.
seat in both the O-12 Conclave and on the
O-12 Security Council), it serves an important SECTION SPATHA
diplomatic function by facilitating meetings and Also referred to as the O-12 Military, Section
information exchanges. Spatha consists of a tactical police unit, a very MONITORING
small army, and a significant naval force. Internally
COMMITEES
The bureaucratic apparatus of
the section is sometimes jokingly referred to as
BUREAUS “Team Escalation”: The Bureau is charged with
the O-12 Conclave includes
a number of monitoring
enforcing the rulings of the Concilium Courts, and committees, each assigned
The Bureaus of O-12 are subsets of the organ- when Section Statera can’t make those ruling stick, a specific oversight remit.
isation, each tasked with a specific portfolio of Spatha is the escalation to make it happen. For example, the Monitoring
responsibilities and powers. Each is maintained as Committee of the Paradiso
a distinct and independent organisation under the In the face of the Combined Army’s invasion, Campaign has been serving
unified management of the General Board (a super- however, Spatha’s institutional culture and mission as a de facto method of
visory committee made up exclusively of ranking statement are rapidly shifting. Phrases like “defence disseminating intelligence from
Bureau Noir and Psi Unit to
O-12 officials from the Öberhaus, Petite Assemblée, of humanity” are suddenly much less ironic and
the various nations since the
Security Council, and Concilium Courts). much more literal. Combined Army invasion began.
O-12 213
BUREAU AGNI SECTION CLIO
SECONDMENT MISSIONS Based at the University of Manaheim, Section
• Investigating high-end research Clio is responsible for analysing and producing
• Destroying dangerous development projects comprehensive and encyclopaedic information on
• Capture valuable technology all aspects of the Human Sphere and beyond. Often
• Infiltrate or perform surveillance on research performing research at the behest of other Bureaus
facilities and organisations, Section Clio is the chronicler of
• Track leaks from Section Metis development ancient and recent history. Their investigations into
base current events and locations often require them to
UNDERSTANDING work closely with Bureau Tiandi and other bureaus,
OUR ALLIES
but Section Clio is uniquely prohibited from
Bureau Athena has often
served as a punching bag for BUREAU ATHENA working with Bureau Noir (including requesting
reactionary politicians who secondment assistance) in order to create a firewall
would ridicule it for supporting Bureau Athena was created to serve three funda- between the shadowy expediency of covert opera-
“lost causes” like the Neoterran mental goals: tions and the essential search for truth.
Civil Rights Association’s 1. Promote the dissemination of culture in the
campaign for Atek access rights. international arena. BUREAU ATHENA
Their star has been rising of 2. Safeguard human rights. SECONDMENT MISSIONS
late, however, because their 3. Assess ethical and religious issues. • Investigating abuse of cultural minorities
cultural remit has made them a
• Protecting threatened or endangered species
primary contact point between
In this latter capacity, Bureau Athena serves as a • Covert security for a cultural expedition to Tohaa
O-12 and the Tohaa. The
Bureau recently released the touchstone between the religious organisation emplacements
Dictionary of Tohaa Terminology, of the Human Sphere and O-12 (often serving • Hacking corporate databases for evidence of
the result of six months of as a liaison with their representatives in the human rights violations
intense research. O-12 Senate). • Provide information about possible violations of
the Concilium Convention
O-12 215
BUREAU HERMES reports (which can filter up into the NABs), and
SECONDMENT MISSIONS generally coordinate local activity. They control
• Investigate sabotage of Human Sphere commu- roughly 95% of Bureau Noir’s personnel, focusing
Circulars—p. 144 nications network on the less exciting work of data gathering, analysis,
• Reinforce Aegis security operations on Circulars and projection.
• Investigate Circular smuggling
• Track Combined Army infiltration through jump They do not, however, generally manage individual
NO CONTACT gates agents. That job is filled by independent handlers,
Bureau Noir agents often have
• Espionage at trade conferences most of whom will operate across multiple juris-
little contact with the wider
dictions (responding to requests from commanding
organisation except for their
handler. Agents who have officers, other Bureaus, and the General Board,
been “left in the cold”—i.e., BUREAU LAKSHMI along with the Öberhaus, Petite Assemblée, and
who have lost contact with Concilium Courts).
their handlers—are usually Bureau Lakshmi’s portfolio includes all matters of
given protocols for establishing human health, including the distribution of medi- BLACK BOOKS
contact with commanding cines, vaccination programs, and medical research. Bureau Noir operates under a highly compartmen-
officers, allowing them to either Originally a primarily humanitarian organisation, as talised structure that is shrouded in secrecy. Not
re-establish a link with their Silk-derived technologies have rapidly expanded even ALEPH is cleared to know exactly how the
handler or to be assigned into
(and first contact with aliens directly challenged) Bureau is structured or who the highest ranking
the portfolio of another.
the definition of “human”, Lakshmi has had to con- members are, and only those shadowy upper eche-
front some of the most challenging technological lons have the clearance to access the full personnel
questions of the New Calendar. In coordination files of the agency. And even they don’t have the
New Calendar—p. 19 with ALEPH, they also manage the regulation of full picture, because most handlers are empowered
Cube banks and national Resurrection programs. (either officially or unofficially) to maintain a
“black book”— a collection of agents, contacts, and
BUREAU LAKSHMI other resources that aren’t known to the larger
SECONDMENT MISSIONS organisation.
• Cube recovery
• Shutting down illegal Resurrection operations Black books help to guarantee institutional security,
RAPSCALLION • Championing victims of illegal medical but they also make it easier to runs ops off the
INCIDENT
In 66 NC, the Nomads brought experimentation books and with full deniability. (There’s also the
evidence to the O-12 Security • Investigating biomedical smuggling risk of rogue handlers, of course. But the risk is
Council that mercenaries had • Delivering medical supplies in dangerous considered worth the benefits.)
been caught attempting to regions
steal information databases MISSION BRIEFING
which would have identified Once a handler receives an assignment, they’ll
Bureau Noir and Bureau Toth BUREAU NOIR package the mission from the portfolio of agents
personnel files. They alleged they manage (some preferring to maintain
that ALEPH had illegally
Bureau Noir is O-12’s secret service, responsible long-standing teams who frequently work
sponsored the mercenary
for the collection, analysis, and exploitation of together; others mixing and matching whatever
action. The Bureau Noir
agent responsible for the information in the service of the Human Sphere. personnel are best suited — and available!—for the
investigation was killed in the Although a small, core structure of the Bureau current job).
destruction of the EveningStar functions as a comprehensive intelligence agency,
Orbital, and the Nomads’ the bulk of its apparatus is designed to flexibly Briefing the agents can take several different forms.
wilder claims were dismissed fulfil the intelligence needs of the other Bureaus. In Direct, face-to-face meetings can be common
as being no more than their a process known as secondment, other Bureaus can among teams based out of a consistent jurisdiction.
typical hysteria. effectively requisition Bureau Noir to perform nec- Other handlers prefer the anonymity offered by
essary operations. In addition, Bureau Noir keeps quantronic virtual spaces. Some mission assign-
the other Bureaus informed of crucial intelligence ments will be given through covert drops.
through Noir Alert Bulletins (NABs).
OPP Mission briefings almost always include an oper-
It’s usually not necessary for the COMMAND STRUCTURE ational parameters packet (OPP) which includes
GM to specifically design the Bureau Noir’s chain of command is effectively contacts, safe houses, and other local resources that
pertinent OPP for an operation. broken into two separate organisations. First, there can be tapped in case of emergencies.
But if a crisis arises, Noir agents are commanding officers. Each commanding officer
can use Analysis and Lifestyle has a specific jurisdiction—a city, a region, a planet, AGENTS
tests to tap the OPP and
a solar system— and is served by a public support Most of the O-12 Bureaus recruit their members
(potentially) find the resources
they need.
staff. Their jobs are to maintain Noir facilities and from the prestigious universities of Concilium.
resources within their jurisdiction, coordinate with Bureau Noir, on the other hand, is remarkable
local and Aegis law enforcement, generate regular
O-12 217
FACTION
SUBMONDO
At the heart of any civilisation you find those who innovations for fun and profit. While high-end
reject the rule of the many, seeking to subvert the custom LAIs and expert systems are incredibly
GEISTS OF purpose of order and prosperity towards their own sophisticated and difficult to crack, more ubiquitous
BETRAYAL
agendas. While many things have changed during mass-produced security AIs are easily dismantled by
Geists are a point of
vulnerability that can be the expansion of mankind into the stars, these practised hackers. Submondo virtual black markets
manipulated by criminals. misanthropes, sociopaths, anarchists, and gangsters are full of recipes, scripts, and resources—including
Backdoors, timed covert signals, form a broad faction whose sole alignment is their back doors created by unscrupulous development
Trojan upload protocols, and mode of criminal activity. Submondo is not a place, teams—that allow their users to perform passive
other subversive elements it is not an ethnicity, it is not a creed or philosophy, data mining and routine tracking, install corrupted
can turn a geist against its it is not an organisation or vast conspiracy. There is or malicious software, exploit data transmissions, or
user in subtle or entirely overt no Submondo flag, army, language, or currency. To even take outright control of virtually any machine.
ways— trapping them in an AR understand Submondo, one must understand the The scope of these activities in the modern world
hell, providing detailed logs of
origins of its designation. is frightening, allowing hackers to commandeer
their activities, or destroying
vehicles from light minutes away, subvert security
their data.
Shortly after the formation of the Circulars, an O-12 systems, create false alibis, or even take over environ-
special task force under the codename Green Bow mental systems on orbitals. Hacker-optimised LAIs
was created to investigate a pernicious group of can even automate these activities.
Circulars—p. 144 pirates operating out of the Ceres Asteroid Belt.
Known as the Jovian Hounds, the pirates were Augmented reality has become crucial to the
Maya cluster —p. 142 plaguing unmanned rocket shipments to the Saturn modern criminal network. With the installation of
wormholes, but, due to a jurisdictional dispute modular, encrypted programs, a user can have access
(primarily between PanOceania and Yu Jing), no one to entire layers of information that create criminal
could effectively stop them until O-12 intervened. havens in plain sight, where few are any the wiser. A
CRIMINAL GEISTS The investigation into the Hounds, however, revealed sunlit café in Bourak becomes a raucous bazaar of
Geists are tremendously useful
that they had numerous ties to the prosperous stolen biomedical cybernetics. A certain garden in
to the enterprising criminal;
especially those who do not
Tiandihui Triad, had complicated connections with a the Forbidden City doubles as a mah-jong parlour
wish to bloody their hands number of darknet Maya clusters, and were selling where Yujingese Party favours can be bought and
or otherwise engage in brute their stolen goods primarily through an elaborate sold. The black market of a Paradiso refugee camp
physical labour. Most criminals virtual black market operation with physical outlets benefits only those willing to pay for the right
have tailored their geists to discreetly distributed across Nomad resources. It passwords. Through use of these augmented spaces,
assist in the execution of their became clear that the successful prosecution of the criminals need not have a physical presence to be a
crimes (whether exploiting pirates had not truly solved the problem. Instead, pervasive presence throughout the Sphere.
systems, performing target it had merely scratched the visible surface of an
research, or just day-to- iceberg of deeply interconnected criminal activities
day larceny).
that scurried across international borders. GOLDEN AGE
OF THE PIRATE
It was a system which would be virtually impossible
to prosecute and eliminate. O-12 responded by The large-scale intrasystem transport infrastruc-
implementing a system whereby Bureau Aegis ture created by the rise of asteroid mining was
Bureau Aegis—p. 213 flagged all cases that had potential organised crime accompanied by a massive influx of priced-to-own
connections with the Submondo (“underworld” in spacecraft. This, along with the expansion of trade
VaudeVille—p. 168 Esperanto) designation. Working alongside other and industry into far-flung orbitals on the frontiers
law enforcement agencies of the Sphere resulted of the solar system, led to a new age of piracy
in widespread use of the tag, reflected even more which has only grown as the scope of the Human
by Maya fiction productions. Today, Submondo has Sphere has expanded and lengthy trading routes
DARK SIDE OF become a generic way to refer to any large scale, become ever more difficult to secure.
THE KRUG
The regularly occurring Krugs of
organised criminal network or activity.
the Nomads provide a wealth The basics of pirate action remain the same: Find
of opportunity and are as much a vulnerable target. Quickly overwhelm it with
a celebration for Submondo as CRIME IN THE AGE OF force while doing as little damage as possible.
they are for the Nomads. INTELLIGENT MACHINES Then exploit its contents. But as technology has
improved, physical cargo has become much more
The expansion of technology has allowed for a new difficult to smuggle and offload due to the use of
class of criminal to exploit a variety of different signature molecules and electron indexing.
BLACK MARKETS
While the denizens of Submondo have their reasons
for eschewing the mainstream culture, for many
the motivation is the simplest and oldest known to
man: Money. Crime pays, and often more quickly and
with less effort than a legitimate career, largely due
to the activities of black and grey markets where
the resources “produced” through criminal enter-
PIRATE YARDS
prises are monetised. The most common place to Ships are not an easy thing to sell or trade — myriad builders’ plates and owner-
find these markets are with the Nomads, especially ship plates are usually installed throughout any given ship in miniaturised form,
in VaudeVille where one might be able to find illicit making the process of renaming and redesigning ships to conceal their pirate
munitions smuggled by the Irmandinhos organi- sale difficult. If a pirate fleet does not have an immediate use for one of its prizes,
sation, custom-made nanodrugs that enhance and therefore, it’s often destroyed or reduced to scrap and sold.
entice, and even Resurrections for sale, along with
Lhosts with illegal implants and augmentations. Some captured ships, however, are instead mothballed and set adrift in isolated
locations (usually several light hours away from system primaries and set well
Outside of the Nomad Motherships, one can above or below the system ecliptic). These “pirate shipyards” drift cold and dead
often find Submondo markets anywhere that in space, a place where those desperate (and in the know) can find a ship when
trading occurs. Those subscribed to certain every other option has been eliminated.
encrypted, ever-shifting AR channels will often
find illicit wares being silently sold alongside Some ‘yards are actually active facilities. Often taking their names from historic
legitimate trade. This sort of activity is common in pirate strongholds—Tortuga, Port Royal, Baratarya-1 — these distant stations
Haqqislamite caravanserai, the vicious orbital of become makeshift repair yards and replenishment slips for those unable (or
Novyy Bangkok in the Human Edge, and the sprawl- unwilling) to seek out a civilised port.
ing markets of Shentang, for example.
Submondo 219
EXTREMISTS FAMILIES
The organisation is sustained by Families, hand-se-
Those who thought that a spread to the stars and lected groups that ensure efficient operation. Each
relief from the failing economic status of Earth Family is run by an Otets (or Отец) that serves as
meant the end of destructive and desperate actions the organisational head and facilitator between
found themselves quickly disappointed. Extreme other Families. There is no central leadership
ideologies thrive in the Human Sphere, and many with authority over the individual Families, so
of these ideologies find a home in Submondo, the power struggles and gamesmanship are intrinsic
WHAT DO I CALL deranged uncles of an oddly functional family. to the Struktura. The strongest survive, and they
A MEMBER OF
SUBMONDO? Divergent ideologies abound in Submondo, from can use that strength to impose their will on the
There is no over-arching the Divine Wright, who believe that corporations wider world.
term for a Submondo faction are corrupting demonic presences in need of purifi-
member because they do cation through nuclear fire, to Eco-Aktion and their POST-CORPORATE PURSUITS
not recognise themselves as anti-terraforming rhetoric. Unlike their predecessors, the Struktura have a
a coherent group. Go into a higher design than wealth and personal power,
bar and ask if there are any striving towards an anarcho-capitalist philosophy.
“Submondoans” around and you
are likely to get laughed at (if WILDERNESS Behind their oppressive nature is a desire to see
those that they protect (and prey upon) overcome
you are lucky) or beaten (if you
aren’t).
OF MIRRORS the power of the corporations and introduce a mar-
ketplace where each individual can be successful
THE STRUKTURA based on the merits of their own ingenuity. To this
end, the money and information that they gain
The Struktura (Cтруктура in Cyrillic, meaning through their extortion and blackmail rackets are
Structure) is a callback to the Russian mafia that used to finance sabotage, work shortages, piracy,
held power into the 21st century on Earth. This and industrial espionage operations against the
group utilizes many of the old methods associated corporations. Ironically, it is also poured into pur-
with traditional criminal organisation from that chasing shares of the corporations themselves—a
era including intimidation, extortion, smuggling, process which not only launders the cash, but
human trafficking, and the like. Under the guise also allows them to influence the hypercorporate
of protection and support, they target small and agendas from within.
medium-sized business operations, looking to
strengthen their control and capital. While their VIRTUAL PROTECTION
central power structure is strongest on Tunguska, Like many Submondo organisations, the Struktura
Tunguska, p. 170: A they operate in orbitals, spaceports, mining colo- engage in a variety of protection rackets —offering
Nomad mothership. nies, and anywhere in the Human Sphere where security which becomes necessary in the face of
Faction control is weak or corrupt. their strongarm tactics. Several of the Families
have become particularly skilled (and even special-
ised) in quantronic protection rackets: Encrypting
comlogs or infesting them with malware are
common schemes, but they are also known to use
STRUKTURA: CRIME FOR THE viral augmented reality overlays using networked
GREATER GOOD vectors corresponding to physical territory that the
Family controls. These viral ARs slowly corrupt the
A Family Affair: One of the Struktura’s families has stopped sending funds back local dataspheres until the victim has no choice but
to Tunguska, citing ideological disagreements. The PCs are dispatched to the to turn to the Struktura for relief.
orbital where the family holds court in order to correct their methods, provide
instruction to those who need it, and replace members who refuse to see the LHOST-JACKING
error of their ways. Ten years ago the Rybakov family earned a vile
reputation by sabotaging black market Lhosts with
Krug for All: The Nomads have come to Concilium, and the Struktura plans to bio-organs which would release debilitating (and
use the cover of the Krug to infiltrate and disrupt an O-12 Submondo task force eventually deadly) toxins unless deactivated with a
operation that’s threatening their interests. Unfortunately, that will also mean customised synthetic chemical key. The victims could
going toe-to-toe with Bureau Noir’s formidable counterintelligence operations. then be blackmailed in exchange for their lives.
Body Sold Separately: The CTO of MagnaObra is travelling the Circulars, making Over the past year, however, some entrepreneurial
regular stops at system orbitals that they have vested interests in. The PCs are spirits among the Rybakov have begun experiment-
dispatched to kidnap him, take his Cube and deliver his dormant Lhost to a ing with forcibly installing the toxic bio-organs into
MagnaObra satellite with demands for ransom. Things go awry when the Cube kidnap victims. Many of the other families feel that
goes missing. this is drawing unwanted attention, and tensions
are once again rising over the practice.
Submondo 221
genetic and viral weapons to lay waste to entire
ECO-AKTION: regions where terraforming and hybridisation is
PRESERVATION OF PURITY occurring. First founded on Acontecimento, where
they’ve disrupted efforts to eradicate the native
Kindred: A Yu Jing researcher claims to have discovered a “natural” crossbreeding grasses through bombings and sabotage, they
between Terran and Shentang species. Some suspect a hoax. Regardless of the claim’s have expanded their operations throughout the
veracity, this researcher cannot continue his work and the species must be eradicated. Human Sphere —exposing reptilos smuggling
Stop the researcher, collect a specimen, design a targeted pathogen, and wipe it out. rings bringing the colourful lizards off Neoterra,
devising and disseminating antigens targeting viral
Perversion: Lucĺa Camargo’s NeoCaribbean Cartel has successfully smuggled recombination factors in Shentang hybridised crop
specimens from Paradiso and is currently cultivating them on Acontecimento experiments, and the like. They use piracy and the
with the express purpose of selling them to bioresearch firms and other distribution of biotech through black markets to
interested parties. The PCs must investigate this claim, find out where these fund their actions.
species are being reproduced, and destroy them.
BIOGENETIC PRESERVE ORBITALS
Just Like Home: A fellow Eco-Aktion cell has been running a replicated biome on Eco-Aktion’s activities are not entirely limited
an orbital near Mars.They contact the PCs in a panic, claiming that, despite rigorous to terrorism, however. They also create artificial
methods in maintaining identical conditions to earth, mutations are happening and Biogenetic Preserve Orbitals (BPOs), usually in
genomes are shifting. Go to the station and find out what has gone wrong. either abandoned orbitals or dead asteroids. Each
BPO is an artificial haven seeking to preserve the
“purity” of a specific biosphere. Having acknowl-
ASSOCIATES edged the role of evolution, some of these BPOs
reptilos—p. 259 Although Svengali is capable of full autonomy, its are “indexed” to particular times, and there is
very existence as a criminal enterprise (as opposed evidence that Eco-Aktion may be attempting to
to a narcissistic virus living in a self-generated, retroactively recreate “lost biomes” through genetic
virtual commune) indicates its desire to affect engineering in some of the BPOs.
and control human society and the world around
it. In addition to various protection rackets, the RESEARCH ACTION GROUPS
Moderator Corps is constantly attempting to Eco-Aktion uses a clandestine cell system com-
keep pace with the AI’s advanced manipulations prised of Aktion Leaders, Eco Envoys, Research
Moderator Corps / Social of Social Energy, and its tendrils reach deep into Aktion Groups (RAGs), and Local Aktion Groups
Energy —p. 166 Bakunin society. At times, it seems as if everyone (LAGs). Eco Envoys are generally native to a par-
either owes Svengali a favour, is held in thrall to ticular area and, using their familiarity with local
Bakunin—p. 168 the AI’s blackmail, or has simply been replaced by issues, create mission parameters and coordinate
one of its doppelgängers. larger action campaigns. RAGs, each led by an
Action Leader, will then be brought in to carry out
the Envoy’s missions. RAGs are non-local and cir-
ECO-AKTION culate frequently, creating operational security and
frustrating counterintelligence operations. (It’s not
The expansion of humanity into the galaxy has unusual for RAGs to be based out of BPOs, living
meant the introduction of Earth’s species to alien entirely off the grid between operations.)
ecosystems. Their combinations and interactions
have yielded biodiversity and ecological complexity Envoys may also reach out to trusted local
of unprecedented variety and depth. While many sympathisers in order to have them recruit a LAG.
scientists are thrilled by this development and These LAGs are kept two steps removed from the
Destino Tecnológico—p. 13 politicians laud it as a manifestation of the Destino Envoy and completely firewalled from the larger
Tecnológico or an extension of the StateEmpire’s organisation, although more successful LAGs may
influence among the stars, Eco-Aktion violently be promoted to RAGs.
opposes it. They see both great danger in blindly
mixing alien lifeforms and also great loss when
native biospheres are wiped out or irreparably EQUINOX
transformed. Their Manifesto of Biological
Sovereignty demands the cessation of all terraform- This shadow collective began as an ambitious,
ing activities and the preservation of “evolutionarily transgressive Praxis Lab composed of fringe
Praxis Lab—p. 168 pure genetic pools”. scientists obsessed with radical social revolution
through the application of advanced technology.
Comprised of scientists, survivors of colonial Their development projects were far-flung, daringly
misfortune, and castoffs from colonial endeavours, imaginative, and utterly brilliant.
Eco-Aktion’s primary means of achieving their
agenda is bioterrorism, making use of tailored
Wunderkind popularity, however, transformed into additional facilities hidden in the dead systems Circular— p. 144
societal revulsion practically overnight when it along various Circular routes. Each locus is
was discovered that the Equinox Lab’s experiments semi-specialised around a single research project,
in neuromanipulation, sheut alteration, and most of which congregate around radical social MAGNAOBRA
CONNECTION
quantronic meme-viruses were being used to engineering and transformation — meme worms
Following the near total
subvert the memetic battle-space of Social Energy. that overwrite experience and memory; stable destruction of Equinox by the
This violation of the fundamental social fabric micro-wormholes that allow for biological inter- Hassassins, MagnaObra’s covert
of Bakunin and the flagrant disregard for human vention on a cellular level (teledoping); fear-based funding to the organisation
safety discovered when their facilities were opened weaponry capable of remotely affecting the human only increased. There’s little
to the light of day led to Equinox being expelled cortex; memetic disruption technology; and the like. question that MagnaObra
from Praxis (in what proved to be the early days of benefits from the technologies
the Holistic Confrontations). Loci can communicate with each other through gleaned from Equinox’s illegal
encrypted AR environments and Maya clusters, but experiments, but some of
those aware of the relationship
PALMYRA STAR direct contact is rare. Instead, research is shared
point out that, when you make
Following their eviction from Praxis, Equinox between cells using a fractal blockchain which
a deal with an organisation
immediately pursued another ambitious project of is hosted through a shadow datasphere covertly specialising in memetic
social control. Securing sizable funding from the hosted on the Circulars. (Bureau Noir has learned manipulation, it’s a dance with
MagnaObra Corporation (which saw great promise that the Equinox frac-chain exists, but has not been the devil. Can you ever be sure
in their memetic manipulation technologies), they able to learn how to access it or how it’s infested that the tail isn’t wagging
attempted to suborn Haqqislam society by target- the Circulars. One popular theory is that it’s actually the dog?
ing their colony ships. carried on ships docked to the Circulars — which
serves much the same purpose of dissemination,
The Palmyra Star was transporting several hundred but would explain why security sweeps of the
families from Earth to Bourak for resettlement. Circulars’ quantronic systems have come up empty.) sheut, p. 366: The core identity
Equinox agents infected the ship’s datasphere of the individual as saved on
with a self-replicating virus that corrupted the CONTACT AGENTS a Cube.
augmented reality programs and transformed The covert, xenophobic nature of the modern
them into a memetic vector by which the crew Equinox makes them difficult to contact. Most
and passengers were to be mentally enslaved. The Equinox cells use agents for outside communica-
intention was that everyone onboard—along with tion. These contact agents procure raw materials
countless additional colony ships over a period of and find opportunities for the locus’ scientists and Hassassins— p. 163
years—would become sleeper agents enthralled engineers to act as mercenary agents (or other
to Equinox, serving as a beachhead by which the sources of funding).
organisation could eventually take control of
Haqqislamite society.
EQUINOX:
The plan went awry, however. First, the memetic TERRORISTS FOR TOMORROW
virus proved imperfect, inflicting massive sensory
trauma on a number of passengers and crew The complete lack of moral compunction found in most Equinox cells means
members while causing others to suffer vivid hal- that they’re generally willing to take any sort of work that comes their way. Their
lucinations leading them to believe that the ship decisions are ultimately guided only by their scientific curiosity and boundless
was haunted and many of their fellow travellers ambition, while being limited only by their paranoia.
possessed. Second, a hassassin onboard the ship
detected the plot, killed the Equinox agents, and Off the Rails: An Equinox locus hired to install advanced long-range hacking
disabled the virus. interfaces on a pirate scow decided to advance one of their experiments while
on board. It didn’t work. Now a maniacal band of pissed off, genetically engi-
When subsequent investigations by Hassassin neered pirates is looking for revenge.
Govads identified the source of the assault on the
Palmyra Star, they unleashed a vicious campaign of Specimens Needed: An Equinox cell has dispatched the party to retrieve large
murder and destruction that devastated Equinox, supplies of Hedonavolitic-C, a euphoria-inducing compound found only in an
gutting the organisation and eliminating most of adorable cat-like species (colloquially called Pubblies) native to Concilium. While
their outstanding and brilliant researchers. the population of these rapidly producing animals is abundant, they are revered
by the families transplanted to this colony and large swaths of them disappear-
LOCUS CELLS ing might be noticed.
In the wake of the Hassassin campaign, Equinox
reorganised itself into a cell structure and adopted The Cold Base: A MagnaObra research facility on Svarlarheima installed
a stance of institutionalised paranoia. The individ- advanced expert systems derived from Equinox research. Two days ago the facil-
ual cells — each referred to as a locus — scattered ity dropped off the grid. Two hours ago, it launched something into orbit… which
across the Human Sphere, establishing research is disconcerting partly because the facility had no launch facilities.
bases in almost every inhabited system, and
Submondo 223
PLANET
ACONTECIMENTO
CANTO INITIATIVE The discovery of Acontecimento is arguably the CLIMATE AND GEOGRAPHY
Over the last three decades,
moment in which PanOceania truly ascended to its Larger in diameter than Earth, Acontecimento is
following the Canto Initiative
role as the Hyperpower. While the rest of humanity nevertheless lower in density. The combination
first proposed by Prime Minister
Vitor Canto, Acontecimento has squabbled over the resources of the solar system, a results in a slightly lower surface gravity, which
been reinvesting its industrial new order of interstellar hegemony had emerged and is responsible for the proverbial “Acontecimento
profits into other sectors of the PanOceania—having now discovered and laid claim to step” (synonymous with light-heartedness and
economy. A boom in tourism the first two habitable exoplanets—reigned supreme. relaxation).
has followed, and the rest of
the Sphere’s perception of the The name of the planet—which can be loosely Looking out over the vast grass prairies and gently
planet is slowly shifting from translated as “the Great Happening”— signified swelling hills that fill the planet, it can be hard to
that of endless farmlands to a the importance of the event. And the planet itself believe that these vistas only exist because the
place of exotic opportunities.
is a fountain of wealth which continues to fuel surface of Acontecimento is so horrifically fractured.
PanOceania’s dominance in the Human Sphere. Even the larger “continents” of Aryavarta, Camões,
and BomJesus are, in fact, made up from hundreds shell, reproduce at seemingly impossible rates, are
of tectonic plates. However, possibly due to their immune to almost any legal insecticide, and enjoy
(relatively) low mass, these plates primarily form crawling into beds and clothing. They are abso-
transform boundaries (they grind past each other). lutely hateful, foul, and disgusting nightmares.
The result is a patchwork of low, sweeping areas FOREST
RESERVES
divided by hills, but with very few mountains. And ECONOMY A million years ago it's likely
frequent earthquakes. Aconteccans take great pride in being the aparato that the entire surface of
of PanOceania. (A particularly popular knick-knack Acontecimento was covered
The multitude of tectonic plates also means that design depicts an Acontecimento globe that’s styl- by huge forests of seemingly
the islands of the planet’s famous archipelagos ised to look like a TAG engine.) Year-round farming eternal trees. Then the grasses
often have incredibly deep ocean rifts between allows them to serve as a massive food reserve for came and claimed the land.
them. In Magalhães, however, they have the oppo- the Hyperpower, raw mineral wealth flows out of The only places where the trees
site effect: Here a half dozen continental plates the mines of Magalhães, and extensive nanoassem- survive are the old-growth
are all pounding directly into each other, creating bler facilities churn out manufactured goods. forests with thick canopies
which keep the land below in
a tangled jumble of mountains in an orogenic
perpetual shade. Anywhere
orgy capped by Almofrei Mountain, a giant shield Every day, hundreds of millions of tons of indus- the grasses can get a foothold
volcano which thrusts up from the geological trial and consumer goods circulate through the however (in the wake of a
confusion to dizzying heights. planetary networks of Acontecimento, flow up the forest fire, for example), they
manifold orbital elevators, through the astroports, rush in and eat away at the
The climate of the planet is surprisingly mild. The and out into the distant reaches of the Sphere. In surrounding trees like an
southern hemisphere enjoys a full seasonal cycle, return, the wealth of PanOceania flows back to incorrigible cancer.
but the northern hemisphere stays warm year Acontecimento, creating a middle class paradise.
round and rarely sees snow. The northernmost
archipelagos see either blisteringly hot (in the case DEMOGRAPHICS AND CULTURE
of Sahibzadas) or swelteringly moist (in Faleiro) The first settlement waves destined for
summers, but most of Acontecimento exists in a Acontecimento came from Brazil, India, and
perpetually temperate growing season. Chile. The two farthest ends of the sprawling
PanOceanian alliance were thus thrust together,
FLORA AND FAUNA side by side, on a new world. Some predicted disas-
When the first colonists arrived on Acontecimento ter, but the truth is that, for the most part, the result
they naturally turned to local materials for their has been a unique and vibrant cultural gestalt. LUXURY LUMBER
Wood on Acontecimento,
early construction projects. They harvested wood
protected through bio-resistant
from the majestic, old-growth forests of the planet… Numerous traditions of a purely local character sealants, either signifies a very
and were deeply confused when their houses have also sprung up. For example, there’s the 300th old building dating back to
fell apart. Festival, the planet-wide carnaval celebrated once the earliest colonial days, or
per decade on the 300th day of the Aconteccan the great wealth necessary to
It turned out that Acontecimento grasses had calendar’s leap year. Similarly, due to a planetary import it.
evolved to rapidly break down the lignins in wood. rotation only slightly longer than Earth’s, the locals
This had given them an indomitable edge in the have kept the standard twenty-four-hour clock,
biological arms race, allowing them to proliferate electing only to add “free midnight”—an extra
across most of the planet’s surface. And where half hour every night characterised by everything
the grasses went, their rapid lifecycle left behind from studious meditation to liberalisation of social FOREST RANGERS
SERVICE
incredibly fertile soil. mores, depending on your cultural predilections. Members of the Forest Rangers
(Tourists just enjoy getting a little extra sleep “off Service are charged with
When the early settlers on Acontecimento realised the clock” each night.) protecting, monitoring, and
the incredibly precarious balance of the planet’s studying the forest reserves
forests, they quickly stopped harvesting the wood Aconteccan architecture is of plastic and metal, a across Acontecimento. The
and established forest reserves to protect the legacy of the early colonists not being able to use Great Arboreal Rangers are the
endangered ecosystem. wood. The cities, in general, are not as shiny as most talented and dedicated
their Neoterran counterparts, but they reflect the members of the service, often
The deep oceans of Acontecimento are filled with remarkable equality of wealth on the planet with journeying to the centre of the
continent-sized reserve and
prodigious megafauna (and the deeper you go, the the universal and virtually unmatched prosperity
essentially living within the
larger they seem to get). On the surface, however, found throughout them. (Although even there this forest for months or even years
smaller creatures dominate, most of them similar is somewhat tarnished by the small circle of Atek at a time.
to Earth’s insects. slums which surround many of them.)
Acontecimento 225
for Sikh poets and gurus are now home to a true
CONTINENTAL
FARMING ZONES
ARYAVARTA melding of Sikh and Hindi cultural traditions. Their
communities are thoroughly intermixed (a legacy
While there are still a number
of clan farms on Acontecimento Named after the ancient kingdom which once ruled from the days of khulā daravāzā, the “open door”
dating back to the earliest days over Pakistan, northern India, and parts of Bengal which saw Sikh households open their homes to
of colonisation, the majority of on Earth, Aryavarta was the primary destination for Adarsana refugees), and although their religious
farming on the planet happens the colonial mass transports from India. Originally, beliefs remain distinct, their cuisines, holidays,
at an almost incomprehensible the colonies on the continent reflected the ancient dances, and even language (in the form of Khalsan
scale in the continental divides between the Hindu and Sikh faiths, but creole) are forming a rich and exciting melting pot.
farming zones. These far-flung those distinctions collapsed in the wake of the
oceans of grain, fruit, and catastrophes which struck the Adarsana region, Khalsa was also the test bed for the first continen-
cattle constitute almost the
sending Hindu refugees fleeing into the Sikh- tal farm zone on Acontecimento. Over the course of
entirety of Khalsa, eastern
dominated Khalsa region. five expansion phases, the Khalsa CFZ has grown to
Camões, the Orujo-La Guardia
corridor, the area around include virtually the entire region.
Zacuto, and, most recently, the
Vishwa Archipelago (which ADARSANA BHAI GURDAS
has just undergone its third The largest city in Khalsa, Bhai Gurdas sprawls out
expansion phase). There are many who believe Adarsana to be a in chaotic tendrils that claw their way through
cursed land and “Ardasanan luck” is proverbial twisting hills. Large portions of the city were built
Ironically, the high-tech process throughout PanOceania for the ill-fortuned. rapidly nearly a century ago to help absorb the
of farming and herding in the impact of Adarsana refugees. Unfortunately, a lot
CFZs is an intensely urban
First, there was the discovery that the grasses in of that infrastructure is beginning to fail and the
process: Remote units stationed
Adarsana are uniquely hostile to terrestrial biomes. regional government is struggling to find ways to
in the zones are monitored and
controlled by workers in the The interactions between Adarsanan grasses and repair it.
city centres. the Earth-born crops effectively poisoned the
soil for both species. Vast desertification was the BHAI MURDANA
One might also think of farming result, creating dust storms that swept out into the The coastal city of Bhai Murdana is famous for
as a sedate profession, but on Bandeirantes Ocean for years. the scent of its saptasarni trees. The eternally
Acontecimento it frequently temperate climate of Acontecimento wreaks
proves to be anything but. Radical Second, a massive earthquake wiped out the neophyte havoc with the biological clocks of the saptasarni,
Camõen farmers keep trying to city of Punta Al Sur, causing the partially constructed causing the trees to almost continuously blossom
violate the Selva Preta Reserve
base of the Al Sur orbital elevator to collapse. throughout the city. Come dusk, the heady lime-
so that the grasses will open up
Aftershocks and additional earthquakes, more frequent like scent of the white blossom bulbs fills Bhai
fresh farmland, ecoterrorists bomb
targets in Bharata and Cidade here than elsewhere on the already quake-prone Murdana’s streets.
BomJesus to protest the gradual planet, wiped out smaller cities up and down the coast.
expansion of the Vishwa Farming PLASKA PRASRAVANA
Zone, and there are constant claim The Adarsana region was effectively abandoned, its Plaska Prasravana is a new resort town built
skirmishes among clan farmers in colonists largely evacuated to other settlements around arguably the most impressive geyser field
Orujo and La Guardia where their around the globe. A few ecological scientists in the Human Sphere. The volatile tectonic activity
zones have become conjoined. worked to contain the borders of the new Adarsana in the region means that at least one section of
Meanwhile, the entire system may Desert, but otherwise the region lay fallow. the field, which forms the uncustomary headwaters
be on the edge of revolutionary
of the Sarasvab River, is almost always erupting.
collapse if ALEPH’s experiments
Recently, however, there is renewed activity in the However, an irregular Quiescence is known to occur,
in Adarsana bear fruit.
form of the Demeter Empresa, an effort by ALEPH during which the geysers die down and countless
to bring fully automated farming to Acontecimento. small springs suddenly burble to life.
GATKA SCHOOLS ALEPH has previously experimented with smaller The owners of at least some of the resorts have
Bhai Gurdas’ akhara —training automated farms scattered around the planet, but been receiving threats from ecoterrorist groups
halls for the traditional martial its efforts to expand those concerns are largely sty- upset that the Prasravana geysers are being threat-
arts of northern India reputedly mied by the entrenched interests of the clan farms ened by the tourist activity. Recent plans to build
created by the god Shiva— and CFZ corporations. In the blighted wastes of an overlook resort at the majestic Prasravana Falls
became the epicentre of the Adarsana, however, only fringe ecoterrorist groups have only increased tensions.
Sikh-Hindi cultural collision. could possibly object to the AI seeking to breathe
fresh life into the land. SAN FERNANDO DE DAGOPAN
Displaced youth were left roaming
the streets of the city, and the Established by Filipino and Malayan immigrants,
akhara—in the spirit of khulā San Fernando de Dagopan is culturally isolated
daravāzā—opened their doors KHALSA from the rest of the Khalsa region. It’s also an
to them, creating a social bridge enclave of strongly traditional clan farmers holding
between Sikh and Hindi youth. In a region named for the five beloved-ones who out against the CFZ expansions.
stand at the pinnacle of Sikhism, cities named
Acontecimento 227
receiving the wealth of Vishwa’s expanding CFZ SIERPES ISLAND
Christian Church—p. 177 through its ports on the one hand and the benefits The entirety of Sierpes Island was granted by the
of hosting the orbital arch on the other. PanOceanian government to the Christian Church
to serve as their planetary see on Acontecimento.
ZACUTO The actual population of the island today is quite
MONASTERY Zacuto is where the first colonial ships landed on diverse, representing a number of different faiths,
OF SAINT PAUL Acontecimento. Named for the Portuguese Royal but everyone living on the island is technically
OF SIERPES Astronomer Abraham Zacuto, a Jew who fled from renting their property from the Church itself.
The entire northern half of Spain when the Jews were expelled and later
Sierpes Island was granted to created astronomical charts that helped unlock San Juan de Sierpes: The centre of religious faith
the Order of Montesa upon
the Age of Discovery, Zacuto is a sleepy, conserv- on Acontecimento. The Archbishop’s Palace, built
its founding. The Monastery
of Saint Paul of Sierpes has
ative town that serves as the hub of the Zacuto from orange and gold Punta Norte stone, towers
expanded into a fortress Continental Farming Zone. several stories over the rest of the town. (The
of cutting-edge military Palace itself, called by some Silveira’s Folly, was
technology, servicing the badly damaged by a quake ten years ago. Repairs
Order’s TAGs. CAMÕES are still ongoing.)
The isolated nature of the islands has created building replicas of the Harmandir Sahib, their
(and preserved) a number of unique biomes, holiest temple, on each of the planets they
although human interference puts many of these settled. The startlingly beautiful temple here
biomes at risk. on Acontecimento, in keeping with Sikh beliefs, DESCOBERTA
SYSTEM
is open to those of all faiths and has become a
BHARATA major tourist attraction. STAR
Bharata is the seat of the Vishwa regional govern- Descoberta: G5V (Yellow Dwarf)
ment, and easily the largest city in the archipelago TERRA DE GELO
(although it pales in comparison to the metropo- Literally the “Land of Ice”, Terra de Gelo is formed PLANETS
lises of BomJesus). from an overlapping quilt of ice shelves overlaying Miranda (0.2 AU): Gas Giant—
a frozen archipelago. The area can be incredibly Class V (Hot Jupiter)
Bharatavarsha Island as a whole is best known treacherous during the summer months because Peteca (0.7 to 10 AU):
for its sabre-toothed bears. These alpha predators, the melt patterns in the channels (which the local Mesoplanet (Eccentric Orbit)
Acontecimento (0.85 AU):
an atavistic remnant of a previous evolutionary researchers refer to as the invisível) are irregular
Terrestrial Planet
era on Acontecimento, are slightly smaller than and unpredictable.
Aparecida (7 AU): Gas Giant—
the bears of Earth for which they’re named, but Class I (Ammonia Clouds)
possess paired sets of vicious tusks on each side of VASCO DE GAMA Sorvete (14 AU): Ice Giant
their face. The de Gama settlers have deliberately eschewed
an urban lifestyle, opting instead to spread out Sol
DUSHYANTA through large estates and small villages. Techno-
The recent third expansion of the Vishwa CFZ has hermits take the lifestyle even further, choosing Shentang-Yutang
pushed it onto the island of Dushyanta. This is to live in complete physical isolation (while still
more than a simple expansion, however. In addition being intimately and expansively linked to human Neoterra
to claiming cropland on Dushyanta, the CFZ is also civilisation through Maya). Bourak
experimenting with radically expanding the island’s
aquafarming using automated CFZ techniques. The largest island in the archipelago was delib-
Critics claim that the techniques are disruptive erately subjected to a controlled burn during the
Varuna
to native biomes, but the project is enjoying high early days of the colony. The native Aconteccan Acontecimento
yields and high quality. The price of its exotic biome was completely seared way and has been C2 C5 C6 C7
stocks are plummeting across the planet. replaced with fauna and flora native to Earth.
CIRCULAR ROUTES
SHAKUNTALA C2: Sol/Varuna
Despite its size, the island of Shakuntala has no
proper system of roads. (Individual communities
DESCOBERTA C5: Neoterra/Shentang-Yutang
C6: Bourak/Varuna
have them, of course, but the grids aren’t con- SYSTEM C7: Shentang-Yutang/Varuna
nected.) Transport between settlements here
requires aeropters or cross-country vehicles. The Acontecimento system is a strange one. Due HOT ICE
Miranda is a world of “hot
to the odd orbits of the system’s few planets,
ice”— its high pressures com-
astrophysicists hypothesize that some catastrophic
press the water into an exotic
MINOR disruption may have afflicted the system at some
point in its distant past.
form which allows it to remain
Acontecimento 229
PLANET
BOURAK
The sun-beaten planet of Bourak is not just the CLIMATE AND GEOGRAPHY
home of Haqqislam. For the group’s adherents, it Bourak lies on the inner edge of its star’s habitable
is proof at a crucial time in their history that they zone, giving it a hot average temperature year
were walking a divine path. They looked for a home round, exacerbated by having most of its land-
Bourak Pilgrimage —p. 159 in the heavens, trusting in Allah against all odds, masses located in the tropics.
and their faith bore fruit. And although the Bourak
Pilgrimage did not find the promised paradise, The Bourak landscape tends towards arid deserts
the sālik settlers saw in the terraforming process and rugged mountains, though this is changing as
Gardener Guilds—p. 162 a living embodiment of their faith — the rational the work of the Terraforming Institute and Gardener
achievements of science and technology married to Guilds slowly turns the land green and welcoming
the visionary promise of a better world. to human life.
Bourak 231
MEDINA These itinerant lakes form the ever-changing map
CHROMOSOME The capital of the Caliphate is filled with opulent of Murabid culture. A nomadic mixture of Bedouin
MONUMENTS
riches and extravagant architectural monuments and Tuareg cultures, the Murabids are “men of
The twenty-four monuments
scattered around the campus that preserve the austere aesthetic of the desert the dunes” descended primarily from religious
of the University of Medina, (expressed with an understated excess) in the heart ascetics who believed that the deepest truths
each depicting a pair of human of the green triumph of terraforming. of Haqq Tassawuf are to be found in a lifelong
chromosomes, also contain the contemplation of what Khadivar called the “Void of
full genomic data for 100,000 With the University of Medina famed as one of the the Desert”.
individuals stored using finest centres of learning in the Human Sphere
crystallographic techniques and the city home to the headquarters of many of ‘AMAL
that can theoretically last Haqqislam’s leading pharmacology and biomedical ‘Amal represents one of the few terraforming
for a million years. The XX
corporations, foreigners often regard Medina as failures on Bourak. When the T2s raised the local
chromosome monument
a centre of scientific greatness. The truth is that moisture content of the soil and air, it allowed the
near the Medina University
Training and Research Centre, Medina, which is also home to the Great Mosque native jafaf scrub to proliferate. Unfortunately, the
where most advances in of Medina, exhibits an almost perfect balance jafaf poisoned the soil, making it completely inhos-
the regeneration of organs between the Haqq Mutazilite and Haqq Tasawwuf pitable to other Bourakian and Terran plant life.
and tissues have been philosophies and its robust network of academies Then conditions became wet enough that the jafaf
accomplished in the last three and zawiyas are the models which much of died off as well. With all the native plant life killed
decades, is often used as stock Haqqislam seeks to emulate. off, desertification set in. When it became clear
footage representing scientific that the damage would take generations to correct,
achievement and idealism. TALAWAT ‘Amal’s population collapsed, leaving a broken and
This city is named after the First Walī. One of half-deserted town behind.
the great ideological leaders to follow in Farhad
zawiyas—p. 160 Khadivar’s footsteps, Talawat Karimi declared that ÖNGÜT
no single voice could hold the wisdom of True Öngüt is a small port city with a majority popula-
Haqq Mutazilite / Haqq Islam, and so formed the Council of Walī which tion of North African colonists. A large fishing fleet
Tasawwuf—p. 160 could guide Haqqislam without the myopia or ego harvests the teeming waters of the Straits of Bahiti,
of the individual. The University of Talawat is a largely focused on catching fasji (a small, purple
major centre of Haqq Tasawwuf studies and also sea-snake with a rich, slightly bitter taste which has
OCEAN OF FIRE features renowned arts programs. become a popular delicacy).
Inspired by a mythical
long-distance horse race that
Öngüt is also famous for its horses, with pres-
supposedly once crossed the
blistering conditions of Saudi HURIYYAH ARCHIPELAGO tigious stables carrying on the Arabian breeding
Arabia’s Empty Quarter, the tradition. The Qasr and Al-Malaz racetracks have a
Ocean of Fire is held once every A sizable population of Javanese and Malay fierce rivalry.
three years with varying routes minorities call the Huriyyah Archipelago home,
that originate in Öngüt, cross mostly in the city of Ferdous and the surrounding SAIF
the Taba, and then follow the countryside. The islands of the archipelago are When it was founded, Saif was primarily an indus-
coast down into Saif. used for testing new terraforming technologies and trial centre. This changed when the terraforming
techniques (with each island conveniently offering T-palaces were first built here. The community
manageable and relatively isolated biospheres of leaders invested heavily in buying additional ter-
T2s, p. 162—Terraforming Towers various sizes). raforming platforms and bringing in the scientific
experts necessary to use them. The Saif peninsula
Qapu Khalqi Armada —p. 163 FERDOUS has been transformed into a verdant wonderland,
Two of the largest terraforming guilds are based with vast tracts of land and advanced technology
out of Ferdous, making it the most significant used to construct the astoundingly creative vistas
LAKE MUNDAFEN centre for terraforming science in the Human of the Impossible Gardens.
Some of the itinerant lakes can Sphere outside of Maracanda.
last longer than others. The
largest and most significant of
these, located in the southeast TABA FUNDUQ
corner of the subcontinent,
is Lake Mundafen, which is
SULTANATE
Saddling Bourak’s blistering equator, the Taba
sustained in part by runoff from
subcontinent is a hyper-arid expanse of mostly Ruled by Kerim Bey— Sultan of Funduq, Lord of the
the Taba Peaks. While there
is no permanent settlement
sand desert. Irregular mass evaporations over the Gate, Governor of the Two Territories, and Grand
there, multiple Murabid tribes Ibn Battuta Ocean, however, periodically cause cat- Admiral of the Qapu Khalqi Armada —Funduq is the
can often be found encamped aclysmic downpours which create temporary bodies heart of Haqqislam’s mercantile powerhouse, and
there, making it something of a of water (referred to as itinerant lakes) that can last completely riddled with corruption.
cultural centre. anywhere from months to years.
JEWISH QUARTER
The famed Dar el Funduq
Jewish Quarter is the most
populous religious quarter
on Bourak.
ÇEMBER
ODALISQUES
ACADEMY
Derya Özçelik is the director
of this exclusive facility
where odalisques are trained,
surgically modified, and
transformed into the most
effective bodyguards in the
Human Sphere.
Bourak 233
SARIKAMIS rest of the impoverished region. (A division which is
OTHER SECRETS Sarikamis is known as the playground of the rich. sustained through a complex system of commercial
The Silk Fortress is a frequent
Exclusive seaside resorts line the coast and a city and familial appanages.)
target of urban legends, with
centre studded with luxury apartments is sur-
rumours abounding that it is
used to store other secrets rounded by the sprawling estates of Merchant Lords. KUM-DAG
(ranging from robotic ALEPH Kum-dag is a ramshackle town of outlaws and
thieves. It was only recently recognised as an
GABQAR KHANATE
armies to alien spacecraft).
official community by the regional government, and
efforts to bring proper oversight and governance
The Gabqar Khanate is scarcely terraformed in are being resisted by the locals.
THE THRONGING order to avoid affecting the delicate environmental
Hundreds of bikers meet in the balance of the Nassiat (from which Silk is derived). SEMETEI
middle of nowhere, pitch camp, In order to assure the security of Silk production, Micro-T2s sprout like a forest around the city of
and enjoy one or more nights the entire region exists in a constant state of Semetei, keeping back the clouds of poisonous spores
of drag racing, feasting, and martial law under the rule of the Khan, a military which infest the mountain valley above the city.
raucous music. The constant governor appointed by the Hachib from a list pro-
roar of engines and relentless
posed by the Haqqislamite High Command. Local terraforming efforts inadvertently allowed
high spirits are intoxicating.
a parasitic hybrid fungus (Repenceae basidiocarpis)
This martial law, however, is only truly effective to flourish. Repenceae spores were both extremely
in the cities. The sprawling mountain ranges of poisonous to humans and capable of co-opting and
Gabqar are a nigh-lawless wilderness and a hotbed mutating other fungal species. It was not a serious
MARTIAL LAW
CODES of organised crime, with numerous mafias and biker threat because its spores were not airborne, but in
The Khanate exists in a state gangs vying to skim off what they can from the vast the now favorable conditions of the Semetei Valley
of constant martial law. The profits of the mining and Silk industries through Repenceae patches growing on Bourak parasols
system has been formalised protection rackets, robbery, and vice. multiplied until they overwhelmed the parasols
into a series of alphanumeric completely and hybridised them. The hybrid para-
codes (i.e., a Code 7A) which Many of these outlaw tribes hail from the Kyrgyz sols were capable of producing large quantities of
describe curfew limits, the enclaves of the mountains in the east. The mafia parasitic, airborne spores which spread throughout
civil liberties which have like the Tien Shan Range because it has plenty of the valley (taking over multitudes of other species
been suspended, what court
places to hide drug labs and arsenals. The peaks in the process).
procedures will be followed,
and so forth. A code can be
provide excellent vantage points for lookouts and
issued for the entire region many passes are crossed by nothing more than a The Semetei Valley is now a dense fungal forest
or for specific areas, cities, or narrow, winding footpath, which makes the gang- deadly to any human habitation (and most local
even neighborhoods. sters’ mountain fastnesses very easy to defend, even species, too). On certain days, when the winds are
from highly trained and well-armed soldiers. right, spore clouds will blow south into the desert,
creating polluted sandstorms.
The stark solitude of the mountains and plains draws
NASSIAT a more serene type of soul, too. Gabqar is renowned TAMERLANE
Nassiat, the plant from which as a place where you will find, if you know the right Tamerlane is where all the small mining communi-
Silk is derived, is cultivated on places to look, many mystics. Amid the silence of ties on the south side of the Tien Shan Range ship
the sheer mountainsides of a mountain hermitage or the colossal power of a their ore to be smelted and processed. Thick clouds
the Gabqar region (primarily thunderstorm as it rolls across the steppe, more than of smoke rise from the refineries.
around Khiva Kala). Crucially, one seeker of the Infinite has experienced the divine.
it must be collected during
The local guilds are heavily factionalised, with pol-
the brief window of time in
which a specific species of sap HUNZA itics based around the seniority of entire families.
parasite hatches. The hatching The Hunza people live from hunting, cultivating Over the past decade, a deep feud has riven the
of the sap parasite creates a Nassiat, and a flourishing tourism industry of high Vitsin and Usenov guilds, and over the past year
unique change in the Nassiat’s mountain sports. The Bajram-Balk mountain range there’s been blood in the streets.
chemical properties, and efforts in which the frontier city is nestled is divided by
to cultivate Nassiat—whether the hunting areas of the Sakht Taqdeer (Urdu for
elsewhere on Bourak or on
other planets—have failed
“grim fate”), wild mountain panthers which only the
Hunza guides have a reputation for hunting down.
IRAN ZHAT AL
because the sap parasite cycle
is compromised. As a result,
AMAT SHAHNATE
KHIVA KALA
Haqqislam has been careful
to minimize the terraforming The majority of Nassiat is cultivated and harvested Iran Zhat Al Amat Shahnate is the planet’s largest
of the Gabqar region (lest the in the mountains which surround Khiva Kala, the region. When Bourak was first settled, it was
precarious biological balance capital of Gabqar. The city naturally became the also the most inhospitable and deserted region.
on which Silk depends should centre of Silk production for the entire Human Terraforming has changed all of that, transforming
be disrupted). Sphere. Wealth followed, creating an immense divi- expansive swaths of the Al-Idrisi coast into beauti-
sion between the social class of the city and the ful tourist zones.
Bourak 235
KHADIJAH
Khadijah is given over almost entirely to the
FAREEDAT
FAREEDAT
business of government. The city’s heart is Ittihad SYSTEM
Square, where the Upper and Lower Houses of
SYSTEM Parliament face one another across the lush, The four planets of the Bourak system orbit a
STAR
sculpted greenery of the public plaza. To the north K-class main sequence star. Only Bourak itself is
Fareedat: K0V (Orange Dwarf) lies the Garden of the Dreaming Pillars, a public inhabited.
park of undulating slopes, ivy-covered peristyles
PLANETS and ornate maze-like topiary where you can easily
Ababil (0.22 AU): Mesoplanet lose yourself for a whole day. Beyond the Garden MOONS
Bourak (0.55 AU): Terrestrial is the Palace of the Hachib, the President’s official
Planet residence. Bourak has seven moons. The two largest moons
‘Uj ibn Anaq (7 AU): Gas Giant— are home to research and mining bases. These are
Class I (Ammonia Clouds) PARTHALIA ISLAND small, largely experimental installations, however,
Al-mi’raj (15 AU): Gas Giant—
Parthalia was the settlement target for Indonesian and total lunar population is only around 10,000.
Class I (Cold Super Jupiter)
Haqqislamites. It has earned an odd reputation Rumours abound, however, that the Hassassins
Shentang-Yutang for foreign espionage, largely due to PanOceania maintain secret bases on some or all of the moons.
Paradiso using it as a convenient locale for washing the
Sol identities of undercover agents in two high
profile espionage cases, but it’s most famed as a ORBITALS
biomedical resort where the rich and desperate
Concilium come for experimental (and prohibited) treatments The skies above Bourak are relatively free of orbit-
unavailable anywhere else in the Human Sphere als compared to other worlds of the Human Sphere.
Neoterra
outside of Bakunin.
Bourak
Gelişmek Station: Atop the Dar el Funduq orbital
BAHAL elevator, Gelişmek Station is a bulbous monstrosity
Acontecimento
The distinctive Austronesian architecture of which has been expanded repeatedly with new
Bahal immediately sets it apart from most other modules as they became needed.
C4 C5 C6 C7
Bourakian cities. Due to the general lack of trees on
Bourak, however, the aesthetics have been adapted
CIRCULAR ROUTES
C4: Neoterra/Shentang-Yutang
to native materials. OTHER STATIONS
C5: Shentang-Yutang/Sol
C6: Shentang-Yutang/ ZUMORRODA Bayram Caravanserai: The Druze own the sole car-
Acontecimento Off the east coast of Parthalia there is a small, avanserai near the wormhole leading to Paradiso
C7: Paradiso/Concilium artificial island which belongs to Qaid Fahesh, the and Concilium that was discovered on the outskirts
warmonger of the Dahshat Mercenary Company of the system a little over ten years ago. There are
and owner of a wide variety of other business rumours that Druze Shock Teams have been used to
interests. Fahesh also has sole rights to the profits sabotage other construction efforts in the area.
Bureau Aegis, p. 213: Legal of tourism from the beautiful reef structures under
and military arm of the and around Zumorroda. Fahesh reigns supreme Gas Mining Platforms: The outer planets both
O-12 government. there with minimal influence from Haqqislamite support extensive gas mining operations—chiefly
authorities. hydrogen from ‘Uj ibn Anaq and nitrogen from
Bakunin—p. 168 Al-mi’raj.
Dahshat Mercenary Sari Han: Called the Yellow Station due to the mus-
Company —p. 206 tard swirls of Al-mi'raj, the gas giant it orbits, Sari
Han is a Vila Booster station servicing the C4, C5,
Druze—p. 207 and C6 Circulars. As with the spaceports on Bourak,
security at the prosperous station (and its several
Muhafiz—p. 164 luxury areas) is handled by the Djanbazan Tactical
Group, a Muhafiz assault group from the nearby
Qapu Khalqi Fleet Headquarters.
PLANET
CONCILIUM PRIMA
From the viewing decks of the Asgard orbital sta- The planet is home to the powerful O-12 Senate
tion, the planet Concilium Prima glitters. Its highly (the Öberhaus), Courts, Security Council, and
reflective upper atmosphere, laced with nano-ma- Bureaus. As a result, it is also home to representa- O-12 government — p. 211
chines, gives the planet an almost mirrored effect. tives of every major power in the Human Sphere, as
The usual stark outlines of the continents are well as a multitude of hypercorporations, all vying
blurred against the deep blue of the oceans that for attention, and seeking to outdo each other with
surround them, and mingle with a scintillating rain- lavish displays of their influence, might, and wealth.
bow of refracted light from the bright, but distant
star. It is a beautiful world to behold; the green of Not all is glittering lights, high technology, and the
life and deep-ocean colours distort like a twinkling ideals of Unity, Cooperation, Support, and Progress
diamond against the deep darkness of space. that O-12 espouses, however. Concilium Prima
by the biomass introduced to the planet during ter- Despite its divisive qualities, however, a common
raforming. Much research and development is being saying on Concilium Prima is La tajdo de unueco
poured into preserving and adapting the indigenous nin kune (The tide of unity brings us together).
life. Dominating the lands and seas now are a The educational facilities, entertainment districts,
wide range of Earth’s flora and fauna, each species vacation resorts, and even the “tides” of official
carefully selected to best represent, in glorious com- business draw the people of Concilium together
bination, the natural characteristics of the nations and mingle them into something greater than their
that, together, remodelled the planet. individual parts.
that supplies workers for the Harvesters, Okolnir of Concilium. The region is lush, with the warm,
has a small population and shelters behind the mineral-rich waters of the Gulf of Choola providing
breakwaters that protect it from the waters beyond. an ideal location for massive fish farms, hydroponic
centres, and aquatic farms. The rocky formations
and banks of the Gulf are the remains of dormant HARVESTERS
MAIDAN volcanoes and give the sea a nearly black hue,
Harvesters are great machines,
manufactured in the fabrication
lending the city its name. workshops of Cambados,
Maidan is a vast plateau straddling the equatorial which comb the oceans for
band of the Mentor continent. Thick jungles crowd
the centre of this region, with deserts extending CHOOLA food. No simple fishing boats,
these are vast multileveled
south toward Choola, the east of the region domi- platforms that extend both
nated by wide savannahs. Geologically volatile, highly unpredictable, and above and below the ocean
extremely dangerous, the interior of Choola is surface and are capable of
MAIDAN BASHA widely referred to as Loki’s Land for good reason. weathering the rough swells of
Maidan Basha is a sprawling Living City situated Without the careful monitoring of Bourak and Concilium Prima’s tides. Several
of these great platforms are
on the east coast of the Maidan Region. Meaning Bureau Gaea planetologists, the gases and debris
now abandoned and rumour
“House of the Plain”, Maidan Basha is surrounded, irregularly blasted into the atmosphere would have has it that at least one has
to the west, by huge savannahs. With a sweltering a devastating effect on the climate and habitability been refitted to serve as an
climate year round, thanks to its position on the of the entire planet. urban combat training ground
equator, Maidan Basha is nonetheless a bustling for Bureau Aegis and Bureau
city. With the massive geosynchronous orbital Noir agents.
Bifrost positioned far overhead, Maidan Basha is JAULAN
the location of Concilium’s only orbital lift. It is a
centre for traffic on and off world. A massive indus- The domineering El-Gebal Mountain Range,
trial complex deals with an unending supply of up-thrust by the geological violence of the Laufey
imports and exports. Traffic to and from the orbital and Farbauti fault lines, does much to influence the
is constant. The headquarters of Bureau Hermes weather systems of Concilium Prima and shelter Bureau Hermes, p. 215: O-12
can be found in Maidan Basha, a position providing Jaulan from the ferocity of Loki’s Land. Jaulan is a Bureau which regulates
direct links to the orbital above and the terminals peaceful swath of land. Wide and complex river sys- commerce, jump gates,
of the Circulars beyond. tems drain from the El-Gebal Mountains through and Circulars.
Jaulan into a myriad of swamps, lakes, or the Njord
KALA PANI and Aegir Oceans. Jaulan is bordered by broadleaf Circulars, p. 144: Massive
An isolated city on the west coast of the Maidan deciduous forests, stock drawn from Earth, while starships looping endlessly
Region and positioned against the sheltered Gulf the centre of the continent is still dominated by along the fixed Circular routes.
of Choola, Kala Pani (meaning “Black Waters”) is a indigenous plants, great forests of Crassus Truncus,
huge port city. Providing food and raw materials to undergrowth, and mosses.
the rest of the planet, Kala Pani is the food bowl
THOKK
Ostensibly Thokk is a small port city nestled on the JOTUMHEIM
coast of an uninviting land. Despite a seemingly
drab exterior, Thokk is the location of instructional Largely a wilderness of bleak forests and tundras,
academies for the paramilitary wing of Bureau much of Jotumheim is positioned within the
Aegis, which uses the inhospitable terrain beyond Arctic Circle.
as a training ground for elite special forces. The
bars of Thokk are no place to pick a fight! Thokk BERGELMIR
has a twin city in the Northern Hemisphere: Bergelmir is situated on an island chain of the
Bergelmir. same name off the east coast of Jotumheim, sparse
vegetation and animal life lends it a dreary atmos-
phere. A small and secretive settlement, it is home
MINAS GERAIS to Der Irrgarten, a centre for instruction of Psi Unit
Psi Unit, p. 213: O-12's military agents and personnel. Twin city to Thokk in the
intelligence unit. Minas Gerais is a large island divided from the far south, Bergelmir is isolated, and this allows it
mainland by relatively calm Guanabara Sea. Minas to maintain a blanket of secrecy, which has raised
Gerais is rich in important mineral deposits, and is suspicions about it also being the location of a
the most industrialised zone of Concilium. Massive Bureau Noir headquarters.
mining operations concentrate in the centre of the
island; these are largely autonomous, and supply a UTGARD
constant stream of mineral wealth. Utgard is a sparsely populated city that appears
on the surface to be of little interest. However, as
Bureau Toth, p. 217: O-12 VIANA it is home to the headquarters of Bureau Toth it is
Bureau charged with Viana is positioned near the centre of the main one of the most strategically important cities on
observing ALEPH. island of Minas Gerais. Here massive processing Concilum Prima, and indeed, in the Human Sphere.
facilities deal with the flow of raw materials from Utgard is where a majority of the hardware that
the mining pits that surround the city and domi- supports ALEPH is maintained. Entire facilities are
nate the interior of Minas Gerais. From Viana the dedicated to holding quantronic macroprocessors,
processed minerals are transported to Cambados. set in arrays of redundant configurations and
all fully optimised to avoid even the slightest
perturbation in the data flow. Protected by an
elite Bureau Aegis force, the security of Utgard is of Cambados’ fabrication facilities are brought to
absolute. The entire city is run as a police state, and low orbit for transport elsewhere. A vast quantity of A BARREN ROCK?
Rumours out of the great
secret laws and exemptions apply to the security imported and exported goods arrives at Concilium
manufacturing labs of
forces, issued from the highest levels of O-12. Prima through this facility.
Cambados suggest that O-12
may have constructed a
Cibola: An orbital that began as a leisure destina-
LYNGUI tion and has evolved into a very popular centre for
secret installation on Lyngui
Island. Whatever the truth,
sports and entertainment. Cibola has a huge public orbital surveys confirm that
A small chain of barren and inhospitable volcanic market and a constant stream of traffic. there is definitely nothing on
islands far out into the Aegir Ocean. While the the surface.
volcanos that thrust them above the waves are Idavoll: An exclusive and luxurious retreat for
dormant, the islands are largely bare, with broken the super-wealthy. This is the place to relax and
cliff faces dashed by roaring tides. unwind (and do a little business on the side) Vila Booster— p. 145
for the high powered executives, diplomats, and
bureaucrats of Concilium Prima. Idavoll is one of
CONCILIUM the most expensive retreats in the Human Sphere.
CONCILIUM
SYSTEM Bossémbelé: For those who can never dream of
SYSTEM
visiting Idavoll, Bossémbelé is a destination of STAR
The Concilium system is home to five primary choice. Recreation and relaxation are to be found Concilium: G2V (Sol-type Star)
planets, several bands of asteroids and a multitude in abundance. Bureau Lakshmi runs a hospital
of orbitals. attached to Bossémbelé, and it is a well-regarded PLANETS
centre for research and development into low-in- Concilium Minus (0.59 AU):
THE CONCILIUM NOVA tensity therapy. Telluric Planet
ORBITAL SYSTEM Concilium Prima (1.3 AU):
Concilium Nova is the collective name for the Yiheyan: The Summer Palace of the Yu Jing Emperor, Terrestrial Planet
myriad of orbitals that surround the planet Yiheyan is an exquisite gem, with one of the most Concilium Secunda (1.8 AU):
Telluric Planet (Satellite: Unueco)
Concilium Prima. Set in two great rings, at night- beautiful gardens to be found anywhere in the
The Brísingamen (2.4 AU):
time, Concilium Nova shines like a necklace Human Sphere, though few have ever been invited Asteroid Belt
of jewels overhead, especially in the northern to see it. Niflheim (5.1 AU): Gas Giant—
and southern latitudes, where both rings are Class I (Ammonia Clouds)
clearly distinct. THE BRÍSINGAMEN Muspelheim (7.3 AU):
Corregidoran Nomads have an arrangement with Gas Giant— Class I
Asaheim: The gateway to Concilium, Asaheim is an O-12 which gives them permission to mine the (Ammonia Clouds)
orbital built around the great Vila Boosters. Here asteroids of the Concilium system, most notably The Fields (7.5+ AU): Sparse
passengers disembarking from the Circulars are the large asteroid field known as the Brísingamen. Asteroid Belt
directed either to Bifrost, or, if they are an official Large mining facilities dot this region and support
VERDIGRIS DUNES
on business with O-12, to Asgard. Asaheim works as permanent colonies who ship their product back to
The surface of Concilium
a space-traffic control point, and Bureaus Hermes Bifrost in huge, slow-moving barges. Secunda is notable for its
and Ganesh both have important offices here. “verdigris dunes” infused with
A friendly rivalry exists between the Nomads and oxidized copper particulates.
Asgard: A gigantic orbital locked in geocentric orbit Concilium miners, and both parties often utilise the
above Edda. Delegates, diplomats, corporate repre- same shipping infrastructure to reduce costs. Sol Human
sentatives, and others on business with O-12 arrive Edge
at the Topside Docks and then proceed through MUSPELHEIM
Dawn Concilium
a series of checkpoints down to the Lower Bays The fifth planet in the Concilium system,
from which they can avail themselves of a variety Muspelheim is a hot gas giant that is mined exten-
of shuttle services to ferry them down to the Edda sively for the energy that powers Concilium.
Spaceports. Bureau Aegis troops man the security
points, supported by ALEPH, running background Surt is a moon of Muspelheim and a military base. Bourak Neoterra
checks on all arrivals. Serving to protect the mining and processing Varuna
facilities of Muspelheim, and as a frontier patrol,
Bifrost: Bifrost is a massive orbital and spaceport. swarms of high-mobility probes trace a constant C4 C6 C7 C8
Built around the orbital lift, also named Bifrost, surveillance net that feeds back to the Surt base.
it is in geosynchronous orbit above the city of The offensive capabilities of Surt are a tightly kept
CIRCULAR ROUTES
Maidan Basha, and sparkles in the night sky secret, but it is widely estimated that enough ships C4: Dawn/Neoterra
like a multi-faceted diamond. It is where the are stationed here to fend off a first wave attack C6: Neoterra/Varuna
mineral wealth mined in the Muspelheim and the by any power in the Human Sphere. How O-12 C7: Bourak/Neoterra
Brísingamen is brought to the surface of the planet. managed to get the financing to pull such a force C8: Human Edge/Sol
It is also where the frameworks and constructions together, however, is a mystery.
DAWN
Dawn was always intended to be the great work of When help failed to show up, however, something
planet Earth. The hopes of nations accompanied new thrived upon Dawn. Cut off from their home,
the colonists that crossed an uncharted galaxy the colonists rejected Earth and established a
to a planet rich in untapped resources and exotic new way of living. They are hearty survivalists and
minerals. Originally meant to receive a constant explorers who had no choice but to struggle to
stream of support and supplies from Earth, Dawn’s survive on an inhospitable planet and they tamed
first settlements were designed to be a temporary it like pioneers of old Earth. Now, as they struggle
measure until the rest of humanity arrived. to find their own way in the universe, the Ariadnans
have made a nation both strong and fractious on a
vast planet which is both beautiful and bloody.
Dawn 245
CALONACK Hadrian’s Range and the Mirror Sea with Rodina’s
At the southern end of the Lioslaith Forest and Transtartaric Railway. Whenever conflict breaks
the largest pass through Hadrian’s Range, on the out— as it so often has in the past— a brutal
shore of the river Scot, Calonack boasts the best struggle is repeated here as both nations seek to
whiskey distilleries on the planet, as well as the safeguard the passage to their western settlements.
prestigious Calonack University. Needless to say, A scrappy local population lives in the shadow
these two factors collide during spring and summer of the city’s fortified turrets, and the prospectors
break, rendering the otherwise-picturesque city in its markets have scavenged all manner of
into the most gregarious, friendly sort of riot you strange things.
ever did see.
TUATHCRUITHNE
Antipodes—p. 151 COILLE LAITH Tucked inside the Boceliande Forest, the denizens
The first line of defence against the Antipodes, this of Tuathcruithne are a notoriously reclusive lot.
stronghold is among the most demanding posts Secretive, rural, and allergic to political intrigue, the
in the Caledonian military, and as such, is staffed area has had remarkably few issues with Antipode
entirely by combat veterans. The borders of Coille attacks, despite residing beyond Cailleach’s
Laith are rife with some of the most brutal check- protection, due to the strong, regular patrols sent
points in the Human Sphere. Absent sophisticated out to keep the forest clear of encroachments. The
scanning technology, the searches are invasive, the so-called Boceliande brews are recognised as
guards are paranoid, and the restrictions draconic; magnificent beers.
a smuggler’s nightmare made real.
SCONE AURON
The capital of Caledonia, and its seat of political Auron is the hub of southern trade. Highways from
Teseum—p. 8 and economic power, built— quite literally— on Mariannebourg to the north, 4 Tracks in USAriadna
Teseum mines. The city is a study in juxtaposition; to the south, and Mat’ to the west meet here. As
wealthy, destitute, Justicar, criminal, Dogface, Wulver, such, Auron has become the City of Secrets—or,
and human alike rub elbows in its dirty, crowded alternatively, the City of Lies. Popular fiction has
streets, silhouetted by clan standards and factory earned it a fantastical reputation: Clearly, not every
smoke. Heavily fortified, Scone has never fallen baker is an informant, nor every barista is a spy. It’s
to invaders foreign, domestic, or galactic. From its unlikely that every traffic signal is a hidden camera.
roots burrows forth the Stuart Way which passes It’s even more improbable that there’s a mercenary
over and under Hadrian’s Range until it reaches intelligence operative going by the name (or title?)
Coille Laith in the north. of La Veuve (The Widow) who uses whispers as a
sword and blackmail as a shield while ruling the
SKARA BRAE city by proxy.
The mismatched fortifications of the oft-razed
city of Skara Brae speak to its history of violence.
The city shares a narrow strip of land between
Dawn 247
northern reaches of the steppe into an agricultural
TRANSTARTARIC
RAILWAY
breadbasket and helped to secure Rodina’s north- USARIADNA
ern border with Caledonia. During the Separatist
The Transtartaric Railway runs
all the way from Dalnîy, up Wars, Tartary became a deep strategic reserve Founded as the so-called “51st State of the Union”,
the spine of Tartary, around that gave Rodina unique strength among the USAriadna is a frontier nation with a strength and
the northern reach of the other nations. hunger for independence forged from defending
Mirror Sea, and down through the Ariadnan heartlands from the depredations of
Mat’ into Gök-Burgo. It is one CASTROPOL Antipodes from the Southern and Eastern Frontiers.
of the longest railways in the Named for a small village back on Earth, Castropol
Human Sphere. Armour-plated is anything but. Colossal fishing barges toil at the With a federal system based on its spiritual
and defended by HMG turrets waves, as though they intend to feed all of Ariadna forefather, it is formed of six individual states:
against Antipode and lowland
with the day’s catch. Everything in Castropol is sold The Northern States of Kennedy, Lincoln, and
bandit raids, these behemoths
in bulk; from coffee to bullets, the city assumes that Washington. And the Southern States of Jackson,
form the lifeblood of the
Tartaran stanitsas. industrial quantities are the answer, whatever the Jefferson, and Roosevelt.
question. The southern end of the city’s massive
harbour is home to the Vostochnyy Flot (Eastern Fleet).
MOUNTZION — THE WALL
Separatist Wars—p. 148 DALNÎY
Its name is literally “Far Away”. Dalnîy is a mon- This walled city is the independent capital of
ument to staying power; a proud declaration of USAriadna. It is the seat of its government, the
the Cossack’s will to conquer the furthest reaches bastion of its military, and its cultural epicentre.
of the planet even when the reality was lacking.
Seated on a wealth of undocumented geological The primary defensive stronghold on Ariadna’s
phenomena and marine life, the city has also eastern border, and the front line against the
become home to the so-called Novyy Yuzhnyy hostile Antipodes, the city is a statement; a defiant
Flot — this “New Southern Fleet” is actually a hodge- “screw you” to the violent Antipodes, a militant
podge flotilla of scientific vessels, many staffed “bring it” to the uncaring climate, and a cocksure
by galactic scientists who have been flocking to “come get some” to any galactic who thinks that
Dalnîy and turning it into the centre of study for they can bully USAriadna. This “Wall versus all”
the Ariadnan frontier. attitude pervades the local zeitgeist and is literally
embodied by the corpses of Antipodes which hang
OVSYANKA on its walls; its citizens are ready for a fight, and
More than anything, Ovsyanka lives in the Ariadnan expecting to win.
imagination as a symbol of lost hope. Its huge
ports— built during the optimism of the Age of
Exploration and once unlocking the outer reaches JACKSON
of the planet— are rusted wastelands. Recently,
however, things have begun to turn around as The soul of the defiant south, Jackson drew the
galactic investment has renewed interest in short straw when it came to natural resources. Dry
exploration. There’s a large Yu Jing presence in the mines, quarrelsome soil, and a hostile land have
city, using it as a base of operations and supply for left Jackson embittered, impoverished, and tougher
their settlements in the Snark Lands. And there than a two-dollar steak.
even seems to be some new activity in the old,
abandoned naval base of the defunct Yuzhnyy Flot GRACETOWN
THE TUNNELS OF (Southern Fleet). Deeply religious, and steeped in the trappings
MADISON COUNTY
of the American South’s Bible Belt, “Amazing”
There are reputedly smuggling
tunnels that run from some of TSITADEL Gracetown is the state capital of Jefferson, and the
the old mines around Madison Even the architecture here seems possessed of a unofficial counterpoint to MountZion-The Wall’s
under the Spinal Mountains. grim, fatalistic determination. vision of a worldly, urban paradise. Picket fences
This may explain the number and quaint churches dot the landscape, as families
of galactic Submondo interests Tsitadel is the largest military air base on Dawn. In in their Sunday best try to ignore the desperate
which have been seen in the addition to providing security for the far-flung and acts of an increasingly desperate city.
area, smuggling goods into and difficult-to-defend southern regions of Tartary, its
out of the Exclusion Zone. eskadra (эскадра, aerial squadrons) fly numerous MADISON
sorties over the Tartary Mountains to enforce the A festering wound of poverty, addiction, and
“no crawl zone” in the so-called Dog’s Neck. This violence, the frequency of violent deaths amongst
Teseum—p. 8 blackened, napalm-scorched stretch of narrow land Madison’s civilians rivals that of frontline soldiers.
between the mountains and the sea is periodically Built on a tragically shallow Teseum vein, when
Antipodes—p. 151 blasted clean to prevent any Antipodes from circling the mine dried up, the jobs left town, taking hope
the southern end of the mountains into Tartary. with them. These days, the city plays host to shanty
Dawn 249
about as far from the Antipodes as you can get, and vault doors) as ostentatious, defenders maintain
Bureau Ganesh—p. 215 still be in the good ol’ US of Ariadna. that there is something refreshingly Ariadnan about
a bank that can withstand orbital bombardment
Dog-Bowl—p. 153 and which has never been successfully robbed.
WASHINGTON
Teseum—p. 8
Ariadnan Commercial
The cosmopolitan melting pot of USAriadna,
Washington considers itself the true heirs of
ARIADNAN
Conflicts—p. 23 American culture. They live in the shadow of The EXCLUSION ZONE
Wall, but Washingtonians are prideful to a fault.
In the wake of the Commercial Conflicts, the
DEADWOOD Ariadnan Exclusion Zone (AEZ) established a
If you wanted a microcosm of USAriadna, you could buffer zone around the four nations. The Ariadnan
do worse than the gateway to the Exclusion Zone. Development Council, operated by O-12’s Bureau
CROATOAN
Founded in the AEZ near Twin A border town with near-daily brawls, comically Ganesh, is the effective government here. The AEZ
Crests, beyond MOB Liberty, well-armed citizenry, and a gaggle of rowdy drunks, covers most of the northern half of the planetary
this settlement was an effort only slightly less likely to riot when their beloved supercontinent, from the Cousteau Ocean in the
to “push the line”. It failed. Deadwood Dukes loses a match as they are when west to the Outer Crescent Range in the east. It
The colonists were allegedly the venerable Dog-Bowl team wins. also extends south from the Rodinan border in a
killed by Antipodes—or, more broad band which encircles the Lost Sea.
accurately, the colonists RIVERSIDE
simply vanished; there was no Washington’s official state capital, and unofficial
notice of Antipode activity in
the area and no one knows
auxiliary hub for The Wall’s web of intrigue, THE OUTLANDS
Riverside is the picture of a modern financial
what really happened. It’s
rumoured that the USAriadna district grown to city-size. Of particular note is Beyond the Ariadnan Exclusion Zone —in the
Department of Defense backed the Keller Resources Group National Bank; an corners of the southern subcontinent and on
the founding of the colony in architectural marvel where old-world charm meets the various continental islands sprinkled across
order to facilitate some sort of neomaterial construction. While many criticise its the globe — galactic interests seek to carve up
classified operation. Teseum-laced construction (including solid Teseum the planet.
Dawn 251
STAR SYSTEM
HUMAN EDGE
Out on the frontier— the so-called “Edge of those points are collectively referred to as Trojans,
Humanity”— lucrative prospects lie hidden within although those at the L5 point are sometimes
a chaotic morass of celestial bodies. Dangers distinguished as the Greeks. In Human Edge, four
commensurate to the possible rewards test the of the gas giants have captured a significant
determination of colonial efforts, claiming the number of asteroids in their Trojan points. These
unwary and the unlucky. are known as the Taoist, Socratic, Ephesian, and
Tyndarid Trojans, but are also commonly referred to
The system also bears scars from its many battles. by numerical designation (T1 and G1 for the Taoist
Its history is one of blood-soaked ledgers and Trojans, T2 and G2 for the Socratic Trojans, and
corporate warfare. Power struggles, internecine so forth).
ASTRAEA SYSTEM political warfare, and the boom of frontier
expansion all leave the system mired in chaos. Hilda objects, also known as Hildian asteroids, have
STAR
Astraeus: F6V For now a fragile equilibrium has formed where their orbits affected by gas giants, but not enough
all major interests hold one another in check, but to tug them into the Trojan points. The resulting
PLANETS only just. Every newcomer might have the power 3:2 orbital resonance causes them to form a thin,
Hero (0.05 AU): Fossil World to help usher in a new era of stability, or cause roughly triangular band just inside the gas giant’s
Leander (0.10 AU): Fossil World tensions to boil over into a conflict that threatens orbit (with two of its points overlapping with
Helicon Belt (0.50 AU) to completely destabilise an area still aching from the innermost Trojans). With the exception of the
Taoist Trojans (0.75 AU): T1/G1 the last war. innermost worlds of Hero and Leander, all of the
Laozi (0.75 AU): Gas Giant— planets in Human Edge have established Hilda
Class V (Hot Jupiter)
ASTROGRAPHY bands. Although they have not been given distinct
Socratic Trojans (2.50 AU):
Astraeus is a high-energy class G star on the higher names, they contribute greatly to the convoluted
T2/G2
Socrates (2.50 AU): Gas Giant— end of the scale. It experiences periods of unusu- orbital vectors of the system.
Class I (Ammonia Clouds) ally violent solar storms, emitting dangerous levels
Ephesian Trojans (4.80 AU): of radiation and causing great damage to nearby Amidst the general clutter of the system, the long
T3/G3 ships and facilities. orbits of comets can be difficult to distinguish
Heraclitus (4.80 AU): until they get close enough to Astraeus for their
Gas Giant—Class I Although a handful of gas giants and moons are outgassing tails to become visible. They are quite
(Ammonia Clouds) found in the system, most of the orbital plane is numerous, however, due to the frequent perturba-
Tyndarid Trojans (8 AU): T4/G4 thickly choked with asteroids. These asteroids are tions of the orbits of icy bodies in the outer system.
Castor / Pollux (8 AU): Gas
incredibly rich in minerals, including a wide variety They are also highly prized: The water and other
Giant—Class I (Hydrogen)
of neomaterials. volatiles they contain are valuable for stocking life
Homeric Belt (9.2 AU)
Livy (10 AU): Ice Giant support systems. Some of the bloodiest tussles
Orthys Belt: Perpendicular to The orbital mechanics of the system are extremely in the history of Human Edge were the result of
the system’s ecliptic. unstable and incredibly complex, with gravitational comet claim-jumping.
fields that are impossible to calculate and trajecto-
Human Edge ries that shift unexpectedly due to the lumbering The system is also home to centaurs (dwarf planets
gas giants or stellar disturbance. and asteroids which cross the orbit of at least
one gas giant; mostly found between Socrates
Sol Paradiso Asteroid belts are circumstellar rings of tightly and Castor-Pollux), Kuiper objects (orbiting in
concentrated asteroids and dwarf planets. Although the circumstellar disc beyond Livy; including
Concilium
most of the Human Edge system is filled with rocky a large number of frozen volatiles, such as
debris, there are three true belts of much higher methane, ammonia, and water); unusually thick
C3 C8 density — the Helicon, the Homeric, and the Orthys. Kordylewski clouds (concentrations of interstellar
dust); and plutoids (dwarf planets large enough
CIRCULAR ROUTES In celestial mechanics, the Lagrangian points (or that gravitational forces cause them to assume a
C3: Sol/Paradiso L-points) are positions within an orbital configura- rounded shape).
C8: Concilium/Paradiso tion in which smaller bodies can maintain a stable
position relative to the larger bodies. In the case ECONOMY
of a planet orbiting the sun, the L4 point (which is The primary industries of Human Edge are asteroid
in the same orbit as the planet 60° of a revolution mining and atmospheric mining of the gas giants.
ahead of it) and the L5 point (which is 60° of a Two factors make the system profitable compared
revolution behind the planet) are notable as the to the other “dark systems” without inhabitable
Trojan points. Asteroids and objects captured at planets which humanity has explored: First, the
sheer abundance and density of resources (par- with each other. It has the hard edge of the frontier,
ticularly neomaterials). Second, the fact that the but it’s also cosmopolitan in a way that’s rare in Circulars, p. 144: Massive
discovery of the system significantly shortened two the Human Sphere. And there’s a young generation starships looping endlessly
major Circular routes (allowing for the resources here — PanOceanian and Yujingese youngsters along the fixed Circular routes.
mined here to be cheaply exported). who share the same tunnels; Nomad students
taught by Haqqislamite scholars — with little or no
Asteroid mining takes a variety of forms. Magnetic connection to the squabbles of their parents. There
raking is the cheapest sort, simply skimming the are some who say that the nostalgic call of Hiraeth DRIFTING CLOUDS
In most systems, Kordylewski
surface of metal-rich asteroids with powerful mag- culture grows dim out here on the Edge, and that
clouds form at orbital Lagrange
nets which gather loose material. Many asteroids the common experience of rock and void drowns
points. In the Human Edge,
are actually just loosely agglomerated rubble piles, out the old ways. however, they are often found
and scoop mining can quickly gouge out chunks of essentially “floating free” in
rock for industrial sifting. The more onerous and At the same time, however, the conflicts between highly eccentric orbits. It’s
labour-intensive process of shaft mining, however, nations arguably burn hotter here than anywhere possible that Lagrangian clouds
is the most popular image of asteroid mining, and else in the Human Sphere. Nothing’s simple out are “knocked loose” by orbital
essential for larger objects (which are often the on the Edge. disruptions; or they may be only
most profitable in the long-term). Larger asteroids superficially similar structures
and dwarf planets can be hollowed out, pressurised, that are formed through some
and even spun up to generate artificial gravity ASTEROID BELTS unknown process (possibly
due to the high incident rate
(making further mining activity easier to carry out).
of collisions). In any case, the
The asteroid belts are informally broken down into clouds generally wreak havoc
Scoop-ships and aerostats are used to harvest ele- sectors which are ostensibly claimed by corporate with sensors and are often used
ments from the upper atmosphere of the gas giants, or national interests. Stations within each sector by pirates to set up ambushes
primarily hydrogen, helium, and methane. (Of often share the sector’s name and are numbered, or escape pursuit.
particulate importance are deuterium and helium- but the nomenclature is inconsistent. Some
3, which collectively serve as the fuel for cheap corporations number each station they build (for
fusion engines.) Gas mining ventures in Human example, Hesiod-5 was Minescorp’s fifth station in
Edge remain fairly primitive, primarily because the the Hesiod sector) while others number every rock
infrastructure for larger scale mining keeps getting within their claim (Schmiedan-116 was built on the
destroyed, first in the Corporate Crises and then arbitrarily numbered one hundred and sixteenth HOW MANY
ASTEROIDS?
again during the NeoColonial Wars. rock in the Schmiedan sector).
The asteroid belt in the Sol
system contains around 1.5
Piracy is also a booming industry in Human Edge. Adding to the confusion, these sector names are million asteroids larger than
Where claims of national sovereignty exist at all, often not unique and, since corporate claims 1 kilometre in diameter, and
law enforcement is weak and inconsistent, creating are not always defensible, some sectors have multiple millions of smaller
a target-rich environment. Mercenaries willing multiple names or overlap with each other. Various ones. Jupiter’s Trojan points
to take on the pirates — and, most importantly, numerical reference systems have been applied have similarly captured more
ruthless and skilled enough to win— thus find to create semi-universal reference charts (the than a million asteroids in its
themselves in high demand. The mercenaries Hesiod sector, for example, is also 096394-BG), but orbit. The Human Edge belts
contain much larger objects
(along with pirates quietly acting in the role of these are inconsistent in their own right due to the
on average, are much wider,
privateer) are also useful pawns for national and politics involved.
and have a density more than
corporate interests interested in settling competi- ten times higher than the Sol
tive disputes through deniable violence. HELICON BELT belt (although this still means
The Helicon Belt is the largest, densest, and richest that there’s usually at least
DEMOGRAPHICS AND CULTURE of the asteroid belts in the system. Unfortunately, half a million klicks between
The Human Edge is a star system inhabited by a it’s also the most hazardous: Astraeus’ lethal solar significant objects).
diverse and rugged population. Estimations of storms are strongest here, creating a deadly and
the total population recently crossed 100 million, unpredictable environment for the thousands
but it is spread so thin that it usually doesn’t feel of mining and industrial facilities located in
like it. The gold rush economy causes millions to the Helicon.
flock to the system each year, hoping to catch their
share of a fortune, but much of the system remains Hesiod-5: Perhaps the most famous example of
unexplored, awaiting those brave and skilled to these dangerous conditions is exemplified in the
travel the void. Helicon Miners’ Revolt on the Hesiod-5 prospecting
base (see next page). Despite its dark past, the
No one nation dominates affairs here, despite Hesiod-5 facility remains operational.
the efforts of all. And although there are many
facilities controlled exclusively by a single nation Phaeton-3 Orbital Compound: Cosmica Ltda. was
or corporation, the Edge is also a place where recently awarded a contract for construction of
people from all cultural backgrounds mingle freely a massive solar deflector above the Phaeton-3
compound, beating out bids from Construktur and orbiting in this alternative plane interact irregularly
Startecto. The hope is that the experimental deflec- and chaotically with objects in the Helicon and
CLOUD 9 tor will be able to create a “shadow” safe from solar Homeric belts, perturbing their orbits into a crazed
This massive Kordylewski cloud
storms and shielded from Astraeus’ lethal radiation. helter-skelter.
fills roughly one-tenth of the
If it succeeds, additional asteroids can be tugged
Helicon Belt by volume while
amorphously wending its way into the compound for safe, cheap mining. Boushra Caravanserai: The gates to Earth and
around roughly one-sixth of its Paradiso are both located near the “tip” of the
diameter. It’s a haven for pirates HOMERIC BELT Orthys Belt, at the farthest point from the system
and smugglers, and authorities The edge of the Human Edge, the Homeric Belt has ecliptic. The Boushra Caravanserai is located nearby.
are uncertain exactly how a high concentration of plutoids. These large dwarf
many illegal bases have been planets are more suitable for establishing long-term Jı̌ng Qì (Prosperity): Located around one of the con-
established there. Among mining settlements, making the belt home to some voluted trade routes which lie between the Orthys
them is Sēfurokku (Safe Rock) of the larger communities in the system. Outside of gates and the Helicon Belt, the Jı̌ng Qì orbital is a
station, a pirate haven which
the plutoids, the Homeric Belt has a reputation for small refuelling port which is most notable for its
was first conquered and then
lawlessness, and is widely considered one of the most illicit, Yakuza-backed casino.
occupied by the infamous Ikari
mercenary company. violent and dangerous places in the Human Sphere.
and T1 points, divided into sectors in a manner SOCRATIC TROJANS (T2, G2)
similar to the belts. The T2 and G2 points are another set of thickly
clustered asteroids ripe for exploitation.
Hua Ling (Magnificent Dawn): A central resupply
station established to service Yu Jing orbitals at the Meteora Group: The T2 point is surprisingly
G1 point. Hua Ling’s politics have been thoroughly dominated by the Independent Corporate
corrupted by the Silver Tree Triad, which also oper- Republic of the Meteora Group, a small polity
ates an illegal casino there. which dances through a small-scale cold
war between PanOceania and Yu Jing. This Order of Santiago — p. 178
Ulloa Station: The Order of Santiago operates a micro-satellite rebelled against the regime of
large number of small orbital fortresses throughout neo-slavery imposed by its original owner, the
Human Edge. During the Second NeoColonial Chrommia Corporation. The revolt was secretly
War, Yu Jing attempted to seize the T1 point with sponsored by Yănjīng in order to damage Yănjīng, p. 191: Yu Jing
a surprise naval operation. When they demanded PanOceania’s influence, but they probably wer- military intelligence.
the surrender of the tiny garrison of knights, en’t anticipating the Meteora Group sponsoring
Commodore-Abbott Ulloa responded, “To reject the guerrilla political protests and independent Second NeoColonial
challenge to do battle would not sit well with the unions throughout the region. (The Yu Jing War — p. 22
son of the Apostle Santiago.” In the ensuing battle consul was recently accused of participating
the orbital fortress was eventually destroyed, but in an electoral fraud scheme in the Meteora
the Knights of Santiago’s hit-and-run tactics held Group’s elections, most likely in an attempt to
off the Yu Jing fleet long enough for PanOceanian undermine the Republic’s activities.)
reinforcements to arrive. After the war, a new
orbital fortress was built and named after the EPHESIAN TROJANS (T3, G3)
heroic Commodore-Abbott. Due to its distance from both the Helicon and
Homeric belts, the gas giant Heraclitus has drawn
TYNDARID TROJANS (T4, G4) Surveys of the Human Edge gas giants have
Although the Tyndarids are numerous — Castor indicated that their cores contain insanely high
and Pollux harvesting them plentifully from the densities of neomaterials. The Aldaght Project, a
Homeric Belt— they are lightly populated. This is Haqqislamite venture still in the construction pro-
partly due to their unfavourable position within the cess, is pioneering deep core drilling technologies
system, but also because surveys have found them at Heraclitus. Originally written off as a pipe dream,
to be relatively poor in neomaterials compared to the success of the project is now looking extremely
the rest of the system. likely… and extremely profitable. Other nations, left
trailing in its wake, are desperate to close the gap.
Avro-Kaizuka: Originally built as a Nipponese- Corporate espionage around Heraclitus is heating
Conciliar joint venture between the Kaizuka keiretsu up, and some are fearing it may turn to sabotage,
and AvroCorp from Concilium, Yu Jing has retracted violence, or both.
its blessing of the venture and claims that the
Ikari mercenaries—p. 206 orbital is a hotbed of Tatenokai terrorists. Ikari End of the Line Free Orbital: This orbital is con-
mercenaries have a long-term contract to provide sidered a direct protectorate of O-12. Established
security for the orbital, and it also serves as a safe at the end of the Corporate Crises to monitor the
harbour and contact for the mercenary company. peace in the system, today it’s the primary desti-
nation for new arrivals in the system. Recruiters
from a variety of corporations use its job markets.
HERO & LEANDER Unfortunately, a fair number of people wash up
here and never find a way off the station.
These innermost worlds of Human Edge actually
orbit within the Helicon Belt. As such, they are con- DIOGENES
stantly bombarded by meteors. These fossil worlds Heraclitus’ sole major moon is known to have an
are the remnants of ice giants which formed in the ocean lurking beneath the icy rind of its surface.
outer reaches of the system and then migrated into A Nomad expedition, primarily sponsored by
Corregidor —p. 169 their current orbits. The hotter temperatures closer Corregidor but working in partnership with both
to Astraeus blasted away their icy exteriors, leaving Bureau Tiandi and the Haqqislamite Academy of
only the ultra-dense planetary cores which had Planetology, is seeking to bore through the ice
originally formed under 500 gigapascals of pres- and reach the ocean below. The possibilities for
sure (roughly five million times more atmospheric scientific discovery are almost limitless, but the
pressure than Earth). potential profit from exporting water is huge. The
project has been plagued with difficulties, however,
a testament to the incredibly hostile and difficult
CASTOR & conditions on the moon.
POLLUX
LAOZI
Castor and Pollux are binary gas giants orbiting
each other and surrounded by a single, enormous Laozi is a Hot Jupiter. Its bands of molten copper and
Saturnian rings. They have no moons and have only gold (in colour, not composition) race through the
been cursorily explored. Surveyors report strange Human Edge system in a retrograde orbit, circling the
“lightnings” resembling St. Elmo’s fire which report- star Astraeus once every twenty-five days in the oppo-
edly dance through the rings. Fringe groups claim site direction from the other planets in the system.
that the phenomena clusters around specific rocks
within the rings. Efforts to scientifically explain the Academy of Planetology: The Haqqislamite
phenomena are ongoing. Academy of Planetology maintains a prestigious
CONCILIUM GATE research campus in orbit around Laozi. Its students
take advantage of the opportunity to mount regular
HERACLITUS
The wormhole leading from
Human Edge to Concilium expeditions to Laozi’s varied moons. There have
orbits Heraclitus. long been rumours of a secret training facility for
Heraclitus is a modest gas giant, but its advanta- Runihura super-soldiers hidden at the heart of the
geous position as the gateway of the system has Academy, similarly taking advantage of the local
cluttered its local space with orbitals. A project to conditions to train for a wide variety of extraplane-
Vila Booster—p. 145 construct Vila Boosters — the first in the Human tary and zero-g operations.
or residential use. Meanwhile, the hemmed-in cities shipyards orbit the planet and produce the majority
grow upwards rather than outwards. of civilian spacecraft constructed in PanOceania, as NEOTERRAN
CIVIL RIGHTS
well as a sizable number of the country’s military ASSOCIATION
CLIMATE AND GEOGRAPHY vessels (although most of those come from the The Neoterran Civil Rights
Orbiting the star Tencendur, Neoterra is Earth-like, Acontecimento shipyards). Association brings attention
although it has a lower average temperature than to injustices against Atek
Earth itself by 1.5°C. Its surface gravity is a little Neoterra’s plum position among the Circular routes communities. It was born of
higher, which provides the local sports teams with is in no small part due to it being the first human protests against Block Force
a measurable home advantage against visiting colony established outside Earth’s solar system, and violence in Sybaris. A rowdy
clubs from off-planet, but otherwise has little effect PanOceania’s leading role in politics and the space nun named Sister Ana leads
the movement, organising
on daily life. industry has only cemented that early advantage.
non-violent protests for Atek
Neoterra takes full advantage of the profits that
rights, while drawing the ire of
The terrain of Neoterra is similar to that of Earth in come in from the space trade, with a welcoming the Papal See for defying her
form and diversity. Mountains, plains, tundra, marsh- open-door policy for investors and companies from Bishop’s orders. Neoterran youth
land, even a desert or two. The largest continents, other planets that attracts capital and people from adopt techno-favela styles as a
Lux and Pax, have interiors dominated by ancient all over the Sphere. The biggest banks, investment sign of solidarity and rebellion.
arboreal forests set upon rolling hills, still largely funds, and financial consultancies in the Sphere all
untouched since the time of the first settlers. The hail from Neoterra.
islands of the Spes Archipelago are warmer and
more humid, and have land suitable for intensive DEMOGRAPHICS AND CULTURE LAW AND ORDER
agriculture. The hallmarks of Neoterra are its untrammelled ON NEOTERRA
Each city-state on Neoterra
wilderness and the soaring heights of its strictly
has its own police department,
FLORA AND FAUNA delimited city-states. Hemmed in by the city-limit
broken down into Block Forces
Neoterra’s natural environment has relatively low walls that surround the urban zones (punctuated largely acting independently from
biodiversity. As a result, a number of key ecosystems, by contamination checkpoints at every exit), the each other, which are lead by a
as yet little understood in some respects, are very city-states are perhaps the utmost expression of popularly elected commissioner
fragile. Incautious development led to ecological PanOceania’s famed Living Cities, their citizens tasked with investigating crimes,
collapse on Solitudo Island in the early days of living in perfect harmony with ALEPH’s constant making arrests, and enforcing
colonisation, leaving behind a barren, unyielding presence. Each block— made up of tightly woven the law. These commissioners
wasteland. Neoterrans have proceeded carefully and heavily interconnected towers at least fifty serve collectively on the Police
ever since. storeys high or more — is a cluster of luxury, Council for each city-state.
Crimes of a planet-wide scope
economically unified, and a cultural micro-climate.
fall under the jurisdiction of the
Neoterra’s larger wildlife consists almost exclu- If you wanted to, you could spend your whole life
Central Department of Criminal
sively of a single family of closely related animals without ever having to leave your block. Intelligence (CDCI) based in
akin to warm-blooded lizards. Given the catch-all Turoqua. The CDCI investigates
name of reptilos, each fulfils roles similar to those Between these blocks are the divertissement dis- any crime crossing district lines
seen in Earth’s fauna —apex predators, herds of tricts (dedicated to pleasures and entertainments or which “impacts planetary
grazing herbivores, and so forth— but all are so on a vast scale), the rare industrial sector, soaring or national security”, but they
alike that they might easily be taken for a single highways, and tracts of parkland perfectly mani- can also be called in on the
species were it not for their differences in size and cured by auto-gardeners. authorisation of any city-state’s
behaviour. In addition, there are three groupings Police Council to fulfil security,
crowd control, anti-terrorist
of reptilos species — referred to as sects — roughly Neoterra’s Ateks live in narrow bands of techno-fave-
duties, general public unrest, and
broken apart by colour: A ruddy crimson, an irides- las that butt up against the urban zones. They are
the like.
cent cerulean, and a scaly viridescent. Red, blue, not authorised to linger long in the city proper.
and green reptilos species are incredibly hostile to Neither are they permitted to settle in the open
each other, and although carnivores from one sect country. So they must remain in the shanty towns,
will attack and kill reptilos from another they will bathed every night in the inviting glow of the city. AQUILA
almost never consume the meat. MANEUVERS
Entire swathes of countryside
The Spes Archipelago is an exception to this AQUILA are reserved for training
general rule. Its teeming forests and rivers form manoeuvres. At any given time
a robust ecosphere that is vibrantly alive with all Taking its name from the imperial eagle of ancient of the day or night, at least one
manner of creatures. Rome, the continent of Aquila is the military unit of the Neoterran Capitaline
Army, joined by special forces
heartland of PanOceania. In every city on Aquila,
and armoured formations,
ECONOMY one or more fortress districts are set aside as will be out on manoeuvres
Neoterra’s economy relies heavily on service semi-autonomous military quarters, dedicated to in Aquila’s interior. The local
industries. Media, software, and quantronics devel- the units based there. These city-states are also population regularly participates
opment are key economic sectors. The planet is not the seat of some of PanOceania’s most prestigious in training scenarios acting as
renowned as a manufacturing base, except in one military academies, with a healthy rivalry between indigenous populations.
particular area: Space travel. Hundreds of massive the academies in each city.
Neoterra 259
CLAUSEWITZ purposes, but corporate facilities and business
CLAUSEWITZ Beneath the shining towers of Clausewitz City is a parks surround the military quarter, dwarfing
MILITARY
ACADEMY labyrinthine network of caves linked by lava tubes Military Complex development. The Falco lobby
This small military academy formed millennia ago. Some of the caves are big uses its financial and social influence in Santiago
trains PanOceania's famed enough to lose a cathedral in, others barely big de Neoterra to acquire public funding for private,
Machinists. Cadets receive enough to accommodate a rabbit. military research.
training maintaining TAGs
and drones while mastering The caves house many points of interest, including VON MOLTKE
battlefield engineering and a species of blind crabs found nowhere else on This northern city spends most of its time
demolitions. Locals know when the planet, a subterranean concert hall, and the covered in ice and snow, seeing more tolerable
the cadets are training by the
test ranges of the Clausewitz Advanced Institution temperatures in the late summer months. The
explosions echoing from the
Centre. This last is the birthplace of many break- military fortress at Von Moltke doesn’t dominate
academy’s facilities.
throughs in PanOceanian military— and later, the town like in Clausewitz and Rommel, and is
civil — technology, with a focus on telemetry and primarily made up of rows upon rows of extreme
advanced user interface development. environment buildings, similar to those seen in
VON MOLTKE Svalarheima, resting on one of the largest harbours
OFFICER’S Clausewitz Citadel is a simple but vast tower, a on the northern shores. Von Moltke’s surrounding
ACADEMY seemingly blank cylinder thirty storeys high that mountains are rich in natural resources and mining
Von Moltke is home to the
stands in the empty plain some ten kilometres from drives the local economy. The hostile environment
Neoterra Capitaline Army’s
extreme environment training the city. It is the home of the Clausewitz Uhlans, has built a strong community and Von Moltke is
school, and the officer’s academy PanOceania’s most famous anti-tank Armoured known for its unfailing hospitality.
grew from that training regime. Cavalry unit.
Only a select few can endure
Von Moltke’s intense training
program. Graduates have a stoic
ROMMEL
Rommel lies in the Delbrück Labyrinth. Under the
GRATIA
attitude, and are said to have
“Moltke ice” in their veins.
thick canopy of the Aquila Forest, deep, twisting ARCHIPELAGO
canyons have been carved out of the limestone.
Instead of building up, the local military fortress The fragility of the planet’s ecosystem saw
dug down into the cliff faces of these twenty-story the Gratia Archipelago established as a nature
ROMMEL tall canyons and back into the rock. The city preserve, and it’s a destination for eco-tourists
ARMOURED around the fortress followed suit and only a few coming to see the wonders of Neoterra’s flora
COMMAND buildings can be seen extending above the canopy. and fauna. Poaching is a serious problem for
SCHOOL Learning your way around is a rite of passage for the archipelago and the Central Department of
This military school provides
new arrivals. Criminal Intelligence, with the assistance of the
officers tactical and strategic
Novaria police council, regularly run anti-poaching
training in armoured vehicle
warfare. The school is famous SANTIAGO DE NEOTERRA operations to protect wildlife.
for its wide variety of training The city of Santiago is home to the main military
environments including dense research and development centres of PanOceania. NOVARIA
urban combat training. Rivalries The Military Complex has its own labs and test sites, This resort town is a destination for the rich and
between training squads and numbering in the hundreds and focused on various famous where you’ll find the hottest parties and
their training exercises are
the subject of a wildly popular
Maya series called Fists of Iron.
THE COMMONS
The downtown of Rommel
worms itself through a
dozen huge limestone pillars.
Geological oddities, the tops
of these pillars stand roughly
three hundred feet above the
surrounding rock and thrust
clear of the forest canopy.
Subjected to wider erosion,
the canyons at the base have
created wide common areas
which contribute to the name
and accommodate unusual
divertissement districts.
the best food. Security specialists can find easy and communities in the mountains to the west),
work protecting wealthy patrons on wildlife excur- the white-collar corporations supporting (and AQUILA OFFICER
ACADEMY
sions from poachers and wildlife alike. supported by) the communications infrastructure, Located on Iacobus Point
and the large scientific institutes which also make in the heart of Santiago de
their home here (which include a number of stellar
LUX observatories).
Neoterra, the academy building
dominates the city’s skyline.
Under the tutelage of the
The first settlers of Lux hailed from Australia and LIVINGSTONE army’s foremost strategists and
New Zealand, and their descendants bear many Livingstone is home to the Tower High-Security tacticians, the cadets learn the
hallmarks of those cultures. English is the common Correctional Facility, where PanOceania’s latest psyops, technological
language and sport is an obsession, largely revolv- most dangerous convicts are kept under lock, counter-ops, and advanced
strategy techniques. Academy
ing around several competing football codes. key, and behaviour inhibitors. The prison is
graduates, destined for service
built into the side of a cliff, accessible only by in units across the PMC, take
BOSE HARBOUR hover-capable aircraft. pride in “leading from the
This welcoming port town produces a large portion front”— sharing the frontlines
of the seafood that’s packaged and sold off-world. NEWTON CITY with their troops on both
The Bose Harbour brand is known for its friendly Newton City rests on a series of islands in the wide field and high-risk missions.
green reptilos mascot and a theme song no one can delta of the Leibniz River. Many of the “buildings” Members of the elite Aquila
get out of their head. of Newton are perpetually moving up, down, and Guard receive additional
across the famous Newton Arches which join security training protecting
DARWIN the islands together, creating an ever-changing PanOceanian officers and
diplomatic personnel, as well
Darwin is a working class harbour city known for its city geography which can only be navigated with
as security for highly classified
Australian-influenced idiosyncrasies. the aid of one’s geist. The city is well-known for document transfers.
their annual Apple Festival and a highly secure
Darwin Main Operating Base is the home of the cyberwarfare centre located on a small, private,
Neoterra Bolts, part of the Neoterra Capitaline Army. corporate island nestled amidst the arches. The
The Bolts are renowned for their rough and tumble city’s techno-favelas cover most of the surface area DARWIN DROP
attitude and generally good morale, but you won’t of the islands themselves, as well as spreading up BEARS
find many of them here — once soldiers have com- the coast. Koalas were brought to the
pleted basic training they spend almost all their Darwin area by the first
time off-planet, serving in whatever crisis zone colonists. Several of them
the Military Complex sees fit. The vast majority of PAX apparently escaped into the
wild and either mutated, were
personnel in Darwin are new recruits, which gives
the city the air of a heavily armed university town. Originally settled by colonists from southern genetically experimented on,
interbred with local wildlife,
Europe and Latin America, Pax is home to the larg-
or were perhaps afflicted
EINSTEINBURG est and most influential cities on the planet. by a previously unknown
Built on either side of a deep ravine bisecting the gene plague. (Scientists and
rocky plateau on which it sits, Einsteinburg is a NEAPOLIS conspiracy theorists can’t quite
twin city, divided equally between the towns of Built on the shores of a hundred picturesque make up their minds, and are
Bohrs and Heisenberg. Countless soaring bridges lagoons whose waters change colour with the a little harder to distinguish
connect the two sides, hundreds of metres above passing of the hours, Neapolis is a popular tourist from each other than usual on
the thundering River Iss that passes through the destination. The streets and canals of the city are, this point.) The result are the
canyon below. compared to most Neoterran cities, broad and aggressive drop bears, from
uncrowded, and the nearby mountains contain which derive the nickname for
a PanOceanian thrown mine.
HAWKING’S JUNCTION numerous natural hot springs.
The original settlement of Hawking was notable
for being the site of the second most significant The city is also the site of the Mount Celenis
ecological collapse as a result of colonisation. A shrine, a place of pilgrimage. The shrine welcomes Order of the Temple — p. 178
quick, immediate response effort managed to arrest hundreds of thousands of pilgrims each year and is
the damage, but left the surrounding area looking administered by the nuns of the adjoining Convent
particularly bleak. The early settlers were able to of Saint Cecilia. THE GRAND
take advantage of the ecological collapse, however, CANALS
Where most Neoterran cities
to build up the infrastructure of the region, turning SAN GIOVANNI
have highways linking the
the newly dubbed Hawking’s Junction into the Once the home of the Order of the Temple, this city
upper limits of the city-
communications and transit hub for the entire erupted into street protests when the Templars states, Neapolis has canals.
continent. were dissolved. The protests lasted months, both Speedboats race along
on the streets of San Giovanni — were demonstra- spiralling, corkscrewing
There is a significant culture clash between the tors camped in front of the Cathedral of Saint John waterways hundreds of feet
industrial side of the city (which serves as a of the Cross — and in a massive Maya campaign above the ground.
clearing house for the smaller mining facilities appealing to the wider PanOceanian public.
Neoterra 261
The protests were for naught. The monastery of It is a city of towers that dwarf even the city blocks
PIZZINI San Giovanni di Neoterra that once belonged to found elsewhere on Neoterra. Rival corporations
Post-Templar protestors
the Templars is now the home of the Grand Master constantly strive to outdo one another, piling the
organise through an archaic
of the Order of the Hospital and the headquarters most daring and varied displays of inventive neo-
messaging system called pizzini,
messages hand-written on of the Hospital Bank. The city remains a fractious tech architecture ever higher into the sky. Turoqua
the wrappers of the popular place, and it is the centre for those who speak out is the City of a Million Beauties, but is also known
SweetGems candy. These against the status quo of PanOceania, the Church, as the Sweetest Sweet— a reference to Alfred Lord
fast-degrading wrappers and even the broader powers of the Human Sphere. Tennyson’s “O Beauty, Passing Beauty”, and the fact
break down quickly allowing that the spectacles of yesterday are constantly
dissidents to evade CDCI These dissident groups have never shown signs being eradicated to raise the wonders of tomorrow.
investigations and crackdowns of turning violent. Nevertheless, the CDCI patrol
on pro-Templar activities. the streets in visible numbers, especially in the
bohemian district around Via Montermini. SOLITUDO ISLAND
Order of the Hospital / Hospital SAN PIETRO When human settlers first arrived, Solitudo Island
Bank—p. 179 The political centre of the planet and of all was abundant with life. But that changed all too
PanOceania is San Pietro di Neoterra, also known rapidly when something— expert opinion remains
Christian Church—p. 177 as Neovatican City. This metropolis is the seat of divided on what— contaminated the island’s
both temporal and religious power. The parliament ecosystem. A massive die-off of plants ensued and
Neoterra Capitaline of PanOceania meets here, close to the headquar- the animal population soon followed. Many settlers
Army —p. 182 ters of all the national government bodies. It is also starved before follow-up flights from Earth were
the home of the Christian Church: The papal throne able to bring more supplies.
was brought here to the Archbasilica of the Holy
THEIA, LADY Trinity at the end of the Ad Astra Pilgrimage. The Today the island is a barren wasteland, good for
OF LIGHT
Towering in the centre of San Curia meets here and every religious order or con- growing nothing but rocks. Only the tall, spindly
Pietro stands the Lady of Light. fraternity is either based or has offices in San Pietro. Archer Willow trees, which draw their sustenance
The massive structure—shaped from the air, remain. They cover the southern part
in the form of Theia, the SERENITAS of the island, their green upper fronds creating a
Greek goddess of light, with Serenitas is a quiet city where the elderly come canopy high above that leaves the ground level in
her arms outstretched and to live out their twilight years, although the perpetual gloom.
holding a great orb—is a retirement communities have begun to see a
wonder to behold. The orb steep population drop as more retirees choose to SANTA MARIA DE LA SOLEDAD
contains the rotating Lightball
emigrate to Varuna. The Neoterra Capitaline Army The sole city on this desolate island is Santa
Mall, providing ever changing,
maintain a small naval facility here, with patrols Maria de la Soledad. Located on a rocky spur
panoramic views of the city for
locals and tourists enjoying regularly intercepting low-orbit drops into the that juts into the sea at Bahía de San Jorge, it is
high-end shops, restaurants, Pax-Gratia Strait by smugglers bringing illicit goods dominated by the undersea resource extraction
and the Neoterran Museum of onto the planet. industry— drilling platforms and support facilities
Modern Art. for undersea mining.
SYBARIS
Sybaris processes resources extracted at Santa
Ad Astra Pilgrimage —p. 15 Maria de la Soledad, shipping them off-world
through a family-operated spaceport. The city’s
SPES
VATICAN BANK
rough lifestyle provides access to all manner ARCHIPELAGO
of vices, legal or otherwise. The local police
Sustained by donations from commander uses a rough policing style against Ironically, the robust biosphere of this island chain
the faithful, the papal bank in
the Atek community, sparking regular protests makes the jungles of Spes the most threatened
San Pietro gives the Church
broad influence to shape
from the NCRA. ecology on the Neoterra. The lower risk of cata-
PanOceanian society in national strophic ecological failure resulted in less stringent
and international affairs across TUROQUA contamination protocols, which allowed the island
the Human Sphere. Deep The city of Turoqua is the financial heart of the to be settled by numerous spes-gaanv —agricultural
within the bank are the Holy Human Sphere. The PanOceanian Central Bank, villages which have slowly cut back the trees,
Archive vaults protecting the which authenticates and sets interest rates for the replacing them with intense farming projects that
most valuable holy objects in Oceana, the national currency, is headquartered cover the land in paddies as far as the eye can see.
Christendom. Defended by a here, surrounded by a panoply of vibrant capital
special section of the Swiss markets, money markets, derivatives markets, inter- The archipelago is full of temples as well as
Guard, defenders of the Mother
bank markets, and quantronic spot markets, along churches. A slim majority of the population is Hindu,
Church and the Holy See, it’s
rumoured that the vaults must
with a million trading companies and just as many which gives this region more cultural heterogeneity
contain more than holy relics to service industry firms to serve them, from hotels than found elsewhere on Neoterra.
warrant such security measures. and meeting facilities to escrow operators and
limousine hire fleets.
The first colony system is very similar to Earth’s, Swords of St. James: The Order of Santiago main- CIRCULAR ROUTES
with a G2IV class star and a number of rocky plan- tains a Sword (a fortress station) in orbit around C1: Sol/Shentang-Yutang
C2: Svalarheima/Sol
ets, the third of them habitable. each planet in the system.
C4: Concilium/Bourak
C5: Acontecimento/Sol
MOONS C6: Concilium/Shentang-Yutang
Two moons orbit Neoterra: Selene and Artume. C7: Concilium/Varuna
Selene’s orbital revolution is thirteen days, while
Artume’s slower journey requires fifty-three days.
Neoterra 263
PLANET
PARADISO
Paradiso. The Tropic Gem. The Second Eden. It has wealth made it an irresistible prize as soon as
been known by many popular monikers since its PanOceania announced its discovery. Every major
discovery, but lately it has been known by a few power sought to benefit from its riches: Yu Jing,
new ones: The Emerald Hell. The Meat Grinder. PanOceania, and Haqqislam all made territorial
claims. The Nomads, as is their wont, have found
It is not that Paradiso is no longer beautiful; ways to profit in the nexuses between the rivals.
its lush beaches and vast tropical rain forests And for Ariadna it has become a proving ground
paint an idyllic picture whether from orbit for their right to stand shoulder-to-shoulder on
or the ground. But its mineral and biological the interstellar stage.
The struggle for control of Paradiso led directly to Paradiso’s plant life, in particular, is dangerous to
the First NeoColonial War. The discovery of alien the unwary. It exists in a perpetual state of vibra- NeoColonial Wars— p. 22
ruins sparked the Final NeoColonial War. And then, tion, vigilance, and even movement. (The Karava
seven years ago, the Combined Army swarmed Vinetrap, for example, can grow to sizes which pose Karava Vinetrap— p. 485
down from the skies. For more than three decades a danger to full-grown humans.) The vegetation’s
of bloody battle, the world which had seemed to growth rate is also prodigious, demanding a
promise a tropical Arcadia has instead become a constant application of herbicide and clear-cutting
sweltering Hell. to keep the jungle at bay. Entire communities can ALIEN WEATHER
The phrase “alien weather” has
be reclaimed by the emerald sea in just a matter of
become slang for the worst
CLIMATE AND GEOGRAPHY days when conditions are right. storms on Paradiso because the
Paradiso’s climate is often warm, averaging around Combined Army often chooses
24°C in winter to 37°C degrees in summer. On the Many of the planet’s carnivores pose their own dan- to attack at the height of
islands to the far north and south of the equator gers. Paradisan herbivores are less likely to grow to such storms.
the temperatures are often much cooler, but even colossal sizes than Maya dramas would have you
here snow is exceedingly rare. believe, but a few such species are known. Many
Paradisan species are migratory however, with both
Almost the entirety of the Norstralia Continent is land animals and birds travelling in flocks. The
covered in rainforests, but a large number of low migratory paths of the larger breeds attract visitors ABYSSAL DEPTHS
Paradiso’s oceans are perhaps
mountain ranges (the famed “green-capped peaks” of every year to wonder at their majestic beauty.
the second biggest mystery on
Paradiso) serve to divide them into a multitude of the planet after the cosmolite
unique biological zones. The Septentria Continent, by ECONOMY ruins. The early scientific
contrast, is remarkably flat and its southern regions The war with the Combined Army has naturally missions to explore them
are more temperate, albeit with strong cyclical rains disrupted the Paradiso economy, but, although the were just getting established
which ensure a year-round growing season. entire planet is on a war-footing, once one is away when the NeoColonial Wars
from the front lines there is a surprising sense of disrupted them.
The tropical rain season, which lasts from March to normalcy. One can visit cities like Asyût, Jinggu, and
June, sees torrential rains and flooding across both Valkenswijk and feel nearly as isolated from the
continents. The Lemurian and Xiajuxu Oceans both war as on any planet in the Human Sphere.
see dozens of hurricanes during the rain season,
and it is not unusual for coastal cities to have And in these places, Paradiso’s promises of profit
standing evacuation plans. The Barrier Sea which and vitality remain fulfilled. Haqqislam’s neutral
lies along the eastern coast of Norstralia and the orbital elevators continue to funnel the riches of
western coast of Septentria, however, is shielded the planet out to the Human Sphere.
from these monstrous storms. Before the Combined
Army invaded, the east coast of Nostralia — its Where the touch of the war is felt is in the constant
golden beaches fronting the placid waters of the arrival of young soldiers from across the Human
Barrier Sea — was one of the most beautiful vaca- Sphere. Though some view them as a disreputable
tion spots in the Human Sphere. danger, most welcome them with open arms; par-
ticularly because each soldier is required to take
The oceans of Paradiso are teeming with sea life their full allotment of R&R each month, leading
and the planet’s fishing industry once seemed end- them to spend their pay locally rather than sending
lessly profitable. Now, the seabed is littered with it back home.
the wrecks of fishing trawlers and military vessels.
The industry has coalesced around a number of Yu Jing maintains extensive farmlands on the
independent fishing fleets. These large flotillas are planet, primarily aimed at sustaining the R&D
guarded by Merchant Marines — small mercenary departments of the Yu Jing pharmaceutical industry.
companies which also patrol the coasts under the They are in constant competition with Haqqislam
blessing of the Paradiso Coordinated Command. to discover, exploit, and perfect the harvesting of
unique biological compounds from the Paradisan
FLORA AND FAUNA biosphere.
Paradiso’s biosphere possesses the rich diversity
of an Earth-like world which has never known the DEMOGRAPHICS AND CULTURE
touch of human-caused extinction events. The The cities of Paradiso were constructed as full-
pharmaceutical industries will spend generations fledged metropolises; communities conceived in RUC, p. 16: Rapid Urban
cataloguing the millions of species waiting their entirety and built rapidly as a product of RUC Construction, made possible
for industrial exploitation, while the planet’s to welcome the mass emigration of colonists from through a combination of
surprisingly complex bio-lumber industry (which Chile and Brazil on PanOceanian Sol; from Yutang nanotechnology and AI labour.
is particularly active in western Syldavia) expends and Chung Kuo; and from the devout enclaves of
considerable effort determining how best to har- Haqqislam. Chung Kuo, p. 185: The region
vest Paradiso’s trees. of Earth controlled by Yu Jing.
Paradiso 265
The people who make Paradiso their home are as COSMOLITES
lively and vibrant as their planet. The colony was An intricate network of alien-built stone structures,
originally advertised as a literal paradise where the obelisk-like cosmolites feature low-ceilinged
settlers could find a more relaxed lifestyle. This rooms arranged in simple mathematical patterns.
encouraged what Paradisans call the “Chill Paradiso Regularly placed subterranean passages connect
Wind” philosophy, where when things seem like many of the cosmolites to each other, suggest-
they are getting too hot and hectic to handle, the ing either a large facility or small community.
people are encouraged to pause, relax, and allow Colonnade arrays of additional cosmolites jut out
cooler heads to prevail. from the central clusters, reminiscent of the sarsen
avenues of Avebury and similar sites on Earth.
This has been sorely tested in the face of the
Combined Army Combined Army’s invasion. But life continues. Each Scientific tests suggest that the cosmolites are
invasion—p. 24 day there are crops that need harvesting, trees that approximately 250 years old, and there’s evidence
need cutting, and industries which must be pursued. of nanotechnological traces which were eventu-
Though Paradiso has unified in the threat against ally identified as being shared in common with
the Combined Army, there are thousands of refugees the Ur-Probe.
struggling to find new homes as villages and cities
have burned. Those fortunate enough to find shelter Only one other cosmolite (the facility on Sisargas
often do so in cities of their own government, as old Island) has been discovered to date on Paradiso.
xenophobias have led to many cities closing their bor- The absence of other sites (or any evidence of
ders to anyone who does not share the same culture. sizable infrastructure on Paradiso) suggests that
NeoColonial Wars—p. 22 the cosmolites were an exploratory post for an
alien species.
NIEMANDSZONE
FIRST FINDING
UR-PROBE The NiemandsZone, or No Man’s Land, refers to the Attention was first drawn to the ZuluPoint area
Discovered hidden within neutral areas that were established at the end of when satellite surveys indicated that a nuclear
one of the outer cosmolite the NeoColonial Wars to ensure that all nations explosion had taken place in the area. At first sus-
colonnades, the Ur-Probe had equal access to the remarkable archaeological pected to be some form of natural criticality event,
was an unmanned, alien findings at ZuluPoint (see below). investigation revealed it to be artificial in origin.
vehicle or probe of some sort. Confusingly, radiological traces suggested a Terran
Analysis of its hull suggested The NiemandsZone has now become the centre of origin, a puzzle which was resolved when archae-
it had seen prolonged use Combined Army forces on Paradiso and is a fortified ological discoveries revealed that the long-lost
in deep-space (possibly for
area where they have complete control. The Aurora colonisation ship, which had been thought
exploratory purposes), and
its fuselage had signs of
outskirts of the Zone are littered with old artillery destroyed, had in fact landed on Paradiso and then,
possibly deliberate damage emplacements and buildings while the interior has apparently, self-destructed for reasons unknown
from powerful energy beams seen every possible building and strategic resource (presumably killing the entire human colony).
in addition to high-velocity recycled into the Combined Army’s war machine.
collisions with micro-objects. It has been reported by the few human spec-ops Today it has become a massively fortified base,
There was a low-level of groups that manage to operate in the area that where a trio of Combined Army landing craft have
activity found in unidentified this part of the planet is eerily quiet, as the sounds been permanently landed and transformed into an
nanotechnology within the of war are like a distant thunder to the peaceful armed military camp.
probe, and apparently this serenity of the Morat-controlled area.
nanotechnology was activated
and successfully repaired the
probe at some point during
ZULUPOINT COMBINED ARMY
the Terminal Stage of the
NeoColonial Wars. The fact that ON PARADISO
the Ur-Probe then signalled Known as the location where the cosmolites and
the Evolved Intelligence has fragments of the Ur-Probe were discovered, this area Where once on the eastern shores of the continent
led many to believe that the has seen some of the heaviest fighting. The first stood cities belonging to PanOceania, Yu Jing, and
cosmolites were originally major clash between Paradiso and Combined Army Haqqislam, now there are massive fortifications
constructed by the Combined forces occurred in this area, and it still sees heavy of a brutal and alien design jutting out from the
Army. (Although others suggest, fighting to this day. The Combined Army has an plains. Massive turret emplacements dominate the
pointing to the captured Tohaa
intense obsession with the cosmolites, and is intent area and the land has been so heavily mined by
technology eventually found
on Sisargas Island, that they
upon holding the area no matter the cost. The ruins both sides that the area has become a deforested
may have belonged to some of the ZuluPoint Research Centre are of particular mess devoid of any animal life. The Combined Army
unknown third party who was interest to the Combined Army, as it was here that has moved considerable assets onto the planet,
capturing alien technology for researchers reawakened the Ur-Probe which then and nothing has stood in the way of setting up
its own use.) wiped out the centre before travelling through the defences and weapon emplacements.
wormhole to contact the Evolved Intelligence.
Though they are cut off from the rest of their forces become a battleground not just between humanity
by the Acheron Blockade, the Combined Army have and the Combined Army but also the predators that
managed to keep fighting and resist human forces live on the continent, and patrols have to be very
at every turn. Using Shasvastii saboteurs to destroy careful to avoid becoming the victim of poisonous Shasvastii—p. 313
crucial resources like fusion reactors and fresh plants or ferocious beasts.
water supplies has allowed the Combined Army to
drive a brutal offensive forward. Though at present
the forces of the Human Sphere are pushing back THE NORSTRALIA FRONT Exrah — p. 309
the invaders, they are paying for each inch in
precious lives. A conflict that stretches across five thousand
kilometres and sees some of the hardest fighting
The Combined Army has managed to seize several between the Paradiso Coordinated Force and the
cities and villages in their occupied zones, but Combined Army, the Norstralia Front has ground to
they have not been the monsters that the Maya a stalemate since the arrival of the Tohaa.
EVOLVED
propaganda portrays them to be. While the harsh INTELLIGENCE
nature of this occupation has led to a change BEHDETI ON PARADISO
in the quality of life for those who live in these A sprawling metropolis with extensive suburbs, In the early days of the
occupied zones, the Combined Army has left the Behdeti was once the commercial hub of Paradiso. invasion, it became clear that
humans alive. Though cut off from the rest of the With its sophisticated satellite communications the actions of the Combined
planet, reports of human settlements continuing arrays, it was able to rapidly process and transmit Army on Paradiso were being
to farm and operate as usual have filtered back to information. The communication arrays were delib- directly coordinated by an AI
like ALEPH. Identified as the
the Paradiso Coordinated Command. It is rumoured erately destroyed during the city’s evacuation, and
Evolved Intelligence, Bureau
that there are resistance groups operating in the thriving city has been reduced to ruin. Toth initially assumed that
these cities, but, after several brutal purges, most it would possess a central
are incredibly careful in how they act for fear of FUYAN processor responsible for
bringing the iron fist of the Morat down upon their Fuyan was once a major trade port and the coordinating its auxiliary
friends and family. mammoth caverns which existed beneath the city manifestations. A standing,
were shipyards servicing Yu Jing’s shipping and high-priority kill order was
fishing fleets. Seized during the First Offensive, the issued for the discovery of
Paradiso 267
ISHMAILIYYA AL-HADIYE
Morat—p. 310 During the early days of the Second Offensive, a When Haqqislam arrived on Paradiso, they con-
Morat legion smashed through the defensive lines verted Al-Hadiye to be their capital. They knew
of the Coordinated Forces and surged towards the they could not readily compete with their rivals in
THE ROAD TO temple city of Ishmailiyya. The city had considered the fields of mining or lumber. This was especially
RAVENSBRÜCKE
itself safe and secure, but now it had less than true considering the lands that were available for
A five to ten-mile radius
around the city was filled twelve hours to evacuate. Atanur Özergin, the them to claim. Instead, they focused their efforts on
with defensive mechanisms director of the city’s Emergency Coordination Office, experimentation with the flora and fauna as well
by PanOceania—artillery organised the largest and fastest evacuation in as building and maintaining space elevators for
trenches, camouflaged ditches human history. He lost his life in the final defence transporting goods from the surface to the orbiting
with missile platforms, entire of the city, but he and a hundred volunteers space stations. The Combined Army recognises the
sectors of highways mined, bought the “Precious Hour” and saved the lives of value of the elevator, but would prefer to capture it.
foxholes, dragon’s teeth, anti-air thousands. Nonetheless, they’ve maintained intense pressure
defences. Eventually, however, on the infrastructure around the space platform,
the Combined Army was able
RAVENSBRÜCKE and between Shasvastii saboteurs and Morat
to punch through several
The Tri-Gothic façades of Ravensbrücke stand as bombing runs, it has been operating below its
rings of defence and establish
forward positions. From there, broken, shattered monuments to the fierce months optimal levels.
their sappers were able to of fighting and bombardment that gripped the city
breach the subway tunnels during the First Offensive. The gray, louring streets In addition to the orbital elevator and research lab,
beneath the city, turning them of the city remain criss-crossed with booby-traps the Nomads maintain a commercial mission and
into battlefields. and automatic defensive systems. Recent intel sug- operate the local space port under contract from
gests that the Sygmaa have established a lab for Haqqislam. This gives the Nomads a vital presence
human experimentation somewhere within the city. on Paradiso, which in turn allows them to contrib-
Sygmaa Trihedron—p. 325 ute to the war efforts. A PanOceanian cultural and
SILVANIA trade enclave is located on the west side of the city.
Paradiso Offensives —p. 25 Once the capital of PanOceania on Paradiso,
Silvania’s fabled rainbow spires were transformed UQBAR
to fields of shattered glass during the Second Uqbar was once the main strategic storage location
GERNOT Offensive. for military resources for Haqqislam on Paradiso,
MULTI-WAY and has been beset by Combined Army forces for
Multi-ways are a consolidated, XIONGXIANG the past year. The city’s defensive efforts have
multi-level transportation Xiongxiang came under rapid and unexpected been hamstrung by Shasvastii saboteurs, who have
corridor. They generally feature threat during the first days of the Second Offensive. become a constant threat to those who live in the
highways built above maglev
Yu Jing evacuated a sizable portion of the popu- city. The defence forces have to split their time
lines, with navigational beacons
and docking facilities studded
lation into underground bunkers which had been between seeking a way to break the siege and
along their length for flying concealed within the labyrinthine caverns beneath purging their city of infiltrators.
vehicles. On Paradiso, they’re the city. Combined Army soldiers roam the streets
constructed atop towering and the heavily booby-trapped caverns have been
pylons and literally run above turned into a subterranean battlefield. There are SYLDAVIA
the voracious jungle canopy. several routes from the bunkers to the surface
Deforestation maintenance is which remain hidden from the Combined Army, and A beautiful endless sea of green that stretches
still required to keep back the Yu Jing soldiers periodically use these with great across most of the continent, Syldavia possesses an
greedy vines which attempt to caution to lead sorties behind enemy lines. They’ve eloquent mixture of architecture and technology in
crawl their way up the pylons,
earned a nickname: The Ghosts of Xiongxiang. its cities. With fresh water piped in from the nearby
but this saves a great deal of
time and effort.
Fairbanks Sea and its central location making
it ideal for gathering resources collected from
The Gernot Multi-Way is the QUIBILAH across the PanOceania territories, it has prospered
transportation backbone of even despite the savage fighting occurring on the
Syldavia, linking Runenberg, Quibilah’s dominion once spread from the centre of Eastern half of the continent. When many tourists
Damburg, and Horselberg. Norstralia all the way to the eastern shores. Though think of cities growing among lush forests full of
This places it directly along Haqqislam were newcomers to the colonisation plants and wildlife, they often think of Syldavia.
the Norstralia Front, forming efforts on the planet, they took what lands they
a key strategic axis. As such, could purchase or were unoccupied and turned DAMBURG
it has been heavily fortified
them into rich centres of learning and research. Once a beautiful city with towering marble
and is constantly patrolled by
security forces. Nonetheless,
Now, however, Haqqislam has lost the majority of monuments celebrating art and history whose
travel along the multi-way is its territories on Norstralia before the onslaught of great hydroponic dam brought power to the
increasingly unsafe as a result the Combined Army. region, over two-thirds of the city has been lost
of Combined Army activity. to the Combined Army. The fighting in the streets
of Damburg has captivated the minds of millions
who have tuned in to Maya to watch the heroic
Paradiso 269
are several diseases which threaten to surge out crops, and carried out kill orders on high ranking
of control if not for the medical care offered by politicians and officers. The commander of O-12
the temple, whose focus on spiritual and physical forces on the continent, General Liao Quon of Yu
health has proven attractive for many of the Jing, has managed to blunt the Combined Army
desperate souls who have lost everything to the offensive into the continent through the use of
Combined Army. The Laoshi (Old Master) of the heavy artillery and scorched earth policies, particu-
temple has found a number of new recruits ready larly taking advantage of the more open terrain in
and eager to return to the front on their own terms. the south to blunt their advances in Daheng.
NEITING BIGUAN
Known as the Shelled City, Neiting’s massive for- Lost during the First Paradiso Offensive, Biguan
tifications —constructed during the lead-up to the was once home to the Biguan Aerodrome. Now
NeoColonial Wars—p. 22 NeoColonial Wars— helped her repel attacks from rumoured to be a gathering place for high-risk
Morat fighter wings during the First Offensive and, covert ops under Bureau Noir, Biguan appears as
Bureau Noir—p. 216 with even further expansion, weathered the brutal an ominously dark series of buildings against the
bombardments of the Second Offensive. A massive Paradiso skyline. Though Combined Army patrols
Morat—p. 310 storage centre for supplies, construction equipment, are a common sight in the city, the Morat have lost
and war material, Neiting is also one of the Shuāng many of their troopers to hidden human assassins
Duānkŏu (Twin Ports), along with Wuyi, which strive and saboteurs.
to keep the Combined Army naval fleets bottled up
in the Barrier Sea so that the trade routes of the KAPHIRI
SOUTHWIND Xiajuxu Ocean can remain unmolested. Once settled by colonists from India, Kaphiri was
BOAT RACES
traded back and forth between PanOceania and
These famous races were once
a major tourist attraction in YINQUAN Yu Jing repeatedly during the NeoColonial Wars.
Kaphiri, but the destruction of If Yingxian is the capitol for Yu Jing forces on the The curdling enmity and resentment in the city
the harbour ended a tradition continent, then Yinquan is the capitol of excess was rendered irrelevant when a Shasvastii special
which dated back to the first for the Yu Jing hierarchy. Dedicated to seeing to ops team detonated seismic charges and sunk the
days of human colonisation on the whims of members of the Party and officers on harbour, destroying what had once been the largest
the planet. leave, the city offers a sophisticated retreat where port on the planet along with all of its military and
everything is in abundance. Though there are recreational facilities. The ocean floor is now home
dozens of refugee camps around the city struggling to large bronze statues to Hindu gods which glitter
to get by, the neon lights and golden statues of with sunlight from beneath the water.
Bureau Hermes—p. 215 Yinquan shine like beacons in the distance.
TAITTIRIYA
Once an international hub for telecommunications
SEPTENTRIA technology and planet wide broadcasts, Taittiriya
was ranked eighth in the Paradiso Global Cities
CONTINENT Index in the Bureau Hermes survey. Unfortunately,
it was also one of the first cities to see full scale
A beautiful, lush continent full of vast plains and bombardment by Morat ground forces upon their
tall forests, what Septentria lacks in mineral arrival to Paradiso. The ruins of the city are now
resources it makes up in unique plants and filled with scavengers hoping to find functional
funguses whose medical and scientific uses make pieces of technology to sell to the highest bidder
them as valuable as steel or plutonium. The tem- while Shasvastii infiltrators lurk in the shadows.
perate southern regions, mostly controlled by Yu
Imperial Service—p. 188 Jing, are home to vast, fertile plantations. ZHONGCHONG
Once the ideal propaganda city, Zhongchong was
Paradiso Offensives —p. 25 the city most commonly featured on Maya when
SEPTENTRIA FRONT the Imperial Service needed to depict the fighting
on Paradiso as going well. During the final days
The recent offensives by the Combined Army on the of the First Offensive, however, the city finally fell.
Septentria Front have pushed back the front lines It became a Băo dăo (an island bastion) when the
of the three major powers. The conflict in Ghezirah front line of the Combined Army fell back at the
has involved more guerilla warfare and special end of the First Offensive.
operations than the conflict on Norstralia, but that
does not mean it has not been as fierce a fight. Despite a long, bloody siege by the Nipponese
Though they do not have as many assault troops Army, the Combined Army tenaciously held onto the
Shasvastii—p. 313 among their forces the EI has arranged for most of city. When the Second Offensive began, it became
its Shasvastii and Umbra operatives to be stationed a beachhead which crippled defensive actions in
there where they have sabotaged reservoirs, burnt the region.
Paradiso 271
RILASPUR
The major transportation hub for PanOceania forces,
ISLES OF
NeoColonial Wars—p. 22 Rilaspur is home to the central rail train yards on PARADISO
the continent. Remnants from the Battle of Rilaspur
during the NeoColonial War still dot the country- The oceans of Paradiso are filled with a scattering
side as old fortifications have been converted into of smaller, tropical islands lost in a morass of
ISLAND FRONTS gardens and bars. In the centre of the city lies a anonymity. (An anonymity which is seized upon by
Recent incursions on Molokai
ruined PanOceania tank which has become the de reclusive Maya celebrities and secretive hypercorps
Island and the Free Island
facto monument for the Battle of Rilaspur, and flags alike, although many of these palatial estates and
of Sálvora demonstrate the
growing air superiority of the from all the regiments that fought there are draped isolated facilities have been abandoned in the face
Combined Army on Paradiso. across its surface. of the Combined Army threat.) The planet’s three
micro-continents are also referred to colloquially
VEDI (and cartographically) as islands.
The sanctuary-city of Vedi stands as a beacon to
those who have been displaced by the fighting. MOLOKAI
Hundreds of thousands of refugees have found Located at the southern pole of the planet and home
sanctuary within what was once a touristic to numerous sensor outposts and military bases,
garden city famous for its beautiful Hindu temple. Molokai is home to massive King Tiger Seals and
King Tiger Seals—p. 487 Although currently designated as a “safe city”, the reptilian Kragodon animals which make exploring
potential threat of the Combined Army cannot be the island tricky. Despite the harsh temperatures and
Kragodon—p. 487 entirely forgotten: As yet untested fortifications fearsome storms that made the island unappealing
have been erected around the city and patrols by to colonists, explorers still roam the island and its
PanOceanian troops are a common sight. coast is one of the few locations where Paradiso
Truffles grow in abundance due to its volcanic soil.
SISARGAS ISLANDS
Uninhabited due to the continuous tropical storms PARADISO SYSTEM
that buffet the area, the Sisargas Islands came
to the planet’s attention recently when an active The Paradiso system, named after its more popular
cosmolite ruin was found on one of the islands. A dominant planet than the twin stars they orbit, is
mysterious alien artefact was recovered by human as dangerous with natural phenomena as it is with
forces from the Last Cosmolite before a kinetic artificial ones. The heavy gravity of the red dwarf
projectile launched from orbit destroyed the ruins Nakula pulls core material from the white dwarf Last Cosmolite — p. 320
and sterilised the area. Sahadeva, creating a brilliant accretion disc around
the star that can sometimes be seen from Paradiso.
YINFENG ARCHIPELAGO This beautiful effect comes at the cost of generat-
Home to numerous families who were brought in ing additional radiation (which can interfere ships’
from across the eastern hemisphere of old Sol, the systems and adds a layer of static on any scans
Yinfeng Archipelago is home to old disputes carried performed in the system) and increasing gravitic
over from centuries ago. The colonists keep to their stress on the planets.
Paradiso 273
NAVAL BLOCKADE INTERMEDIATE
BLOCKADE
Bureau Aegis—p. 213 Coordinated by Bureau Aegis, the Naval Blockade
of the Paradiso system is a layered defence made Although the Acheron Blockade has been successful
Exrah—p. 309 up of four separate forces. This defence in depth to date in preventing any attack fleet from pene-
is designed not only to resist rapid penetration by trating the Paradiso system, the truth is that smaller
a Combined Army assault, but also with the hope ships—including cloaked Shasvastii vessels, but also
XHANTRI that one of its many webs will succeed in catching uncloaked Exrah blockade runners—are often able to
BUMBLEBEES Shasvastii ghost-ships and other infiltrators. pass through the blockade. The Intermediate Blockade,
The Combined Army will shoot made up primarily of Nomad and Haqqislamite uni-
hundreds of small probes past First raised in 60 NC (with the Acheron Gate finally ships, is tasked with patrolling the entire Paradiso
the blockade hoping that these being sealed in 61 NC following the Acheron Attrition), System and hunting down these ships.
bumblebee drones will give the Blockade has been largely successful at the
information on the best path to
former, but its success in the latter has been mixed.
bypass O-12 fleet deployments.
Though an extremely costly
ACCESS BLOCKADES
measure as most probes are
destroyed, the ones that do THE ACHERON BLOCKADE The Access Blockades are stationed at each worm-
survive have been invaluable in hole leading out of the Paradiso system. As the last
helping much needed supplies The wormhole leading to the Evolved Intelligence bastion standing between the EI and the Human
reach the Combined Army’s was first detected by humanity when the Combined Sphere, they are vital in ensuring that the war does
front lines on the planet. Army's invasion fleet poured through it. Codenamed not spread beyond Paradiso.
Acheron, it’s an unusual wormhole leading to an
EI-controlled star system on the far outer rim of Although the Access Blockades are significant
the Milky Way. Such wormholes, leading to the combat fleets in their own right, they are primarily
SHASVASTII galactic rim, are more complex, unstable, and focused on monitoring traffic through the worm-
INFILTRATORS dangerous than travel between gates at a common holes —scanning for cloaked ghost-ships, remora
Bureau Noir has confirmed distance from the galactic centre. This instability infiltrators attached to the hulls of legitimate
that significant Shasvastii results in a much wider ubiquitous nexus, increas- transports, and hollowed-out Trojan horses.
intelligence operations are ing the difficulty of monitoring and securing the • Abyss Blockade leads to Human Edge
active on Dawn, most likely
entire entrance zone of the ‘hole. • Daybreak Blockade leads to Dawn
as the result of a breach (or
multiple breaches) in the
• Sheyk Blockade leads to Bourak
Daybreak Blockade. And if The Acheron Blockade is not only the largest of the • Wotan Blockade leads to Svalarheima
the Shasvastii have reached blockades in size, it is also composed of the largest
Dawn, there’s little or nothing warships (primarily flying under PanOceanian and DAEDALUS BLOCKADE
stopping them from spreading Yu Jingese flags). They are stationed in the Ring The Daedalus Blockade guards the gate leading
to other worlds of the Human of Iron, a cluster of crudely formed platforms and to Tohaa space. Under the terms of the Tohaa
Sphere. This information has stations designed to fire heavy payloads into the Contact Treaty, it is defended entirely by Tohaa
been kept at the highest Combined Army’s arrival points. The vast nature of forces (including a large number of Tohaa Combat
classification levels. Even some the wormhole is so large that PanOceanian engi- Stations which they have constructed in a remarka-
parts of the Stavka remain in
neers believe they would need another ten years at bly short period of time).
the dark.
minimum to complete the Ring.
ORBITALS
A large number of orbitals were rapidly constructed
to facilitate the colonisation of Paradiso, but many
of these have been destroyed (first during the the Combined Army escalating. The PanOceania
NeoColonial Wars and, later, by the Combined Army) moon Nirvana and the Yu Jing moon of Satori have MAANTE SAEL
This Tohaa maintenance and
and others have been abandoned due to the persis- seen heavy fighting but the soldiers defending
repair facility is based on
tent threat posed by the alien invaders. them fight as hard as the soldiers on the surface
Nirvana. It was given to the
of Paradiso. Tohaa by the Human Sphere
The Orbital Blockade, however, works diligently to in order to act as Errant Ship
ensure the security of the orbital stations which NIRVANA fleet shipyards and general
remain, the upper stations of the planet’s orbital Once a major tourist hot spot and a propaganda troop infrastructure.
lifts, and the Eye in the Sky suborbital defence and piece that depicted the future of orbital habitation
surveillance system. to the citizens of PanOceania, Nirvana was a
shining sphere of white stone set in the sky above NeoColonial Wars— p. 22
Elysium-3: The premiere exemplar of ALEPH’s the planet. Many famous Maya stars have sung
Elysium instruction centres for the Assault about the beauty of the moon and how it did not Blue-S Combat Group — p. 182
Subsection of the Special Situations Section. just reflect the light of the twin suns but the very
beauty of Paradiso when it gleamed at night. ALEPH nodes— p. 193
Hàoguāng Transorbital Defence Base: Yu Jing’s
orbital defence doctrine features a small number of Today the moon’s surface bristles with landing pads
heavily armed defence bases. These large transorb- for starships, and fumes from leaking gas pockets ORBITAL
ital facilities feature a multitude of beam weapons and poisonous fumes purged from reactor cores COOPERATION
designed to target projectiles and small ships at are starting to give the once porcelain finish of the Paradiso Coordinated Command
has an ongoing project for
extreme ranges, complemented with hangar bays moon a brownish tint. PanOceania has stationed
integrating the Hàoguāng
full of intercept fighters to harry larger targets. one of their main combat groups, Blue-S, on
and Pārvatī technologies
Hàoguāng Base is the largest of these platforms, Nirvana in order to protect one of the largest and into an overlapping,
and historically notable as the site of a Combined most important ALEPH nodes in the system. This cohesive defensive network.
Army incursion in 65 NC. node is responsible for processing all information Unfortunately, it’s been hung
that filters in from across the Human Sphere and up in a feasibility committee
Pārvatī Orbital Defensive Platforms: In the north- is essential to transporting information back to Sol for years as PanOceania and
ern hemisphere, PanOceania uses a very different and Concilium. In the event that the node should Yu Jing both continue to
defensive strategy to guarantee orbital security. The fall into enemy hands, several powerful nuclear jealously guard their secrets of
Pārvatī platforms are tiny, laced with cutting-edge weapons have been installed around the node to national defence.
stealth technology, and multitudinous: Hundreds of destroy it and any enemy forces in the area.
them are scattered in close orbit, each housing a
small three- to five-person team. Individually they SATORI
pack less punch, but collectively they are difficult
EVENINGSTAR
While Nirvana can be considered to be an orbiting ORBITAL
to avoid and can rapidly swarm like antibodies to tourist site that PanOceania has built up a heavy The EveningStar Orbital was
target larger threats. military presence on, the moon of Satori has formerly the headquarters
been, from the beginning, a staging ground for of O-12 in Paradiso. It was
Olympus-1: A low orbit station which is the main StateEmpire Army troops and there are extensive destroyed by the Combined
military base of the ALEPH’s Special Situations fortifications across the moon’s surface (and drilled Army in 66 NC shortly after
Section and the Steel Phalanx. It is also the home into its depths). Satori also serves as a location for the Tohaa Contact Treaty was
of Achilles and his famous Homeridae. several of Yu Jing's Invisible Prisons, where those signed there.
convicted of crimes against the Emperor are sent to
ORBITAL EXCLUSION ZONE reside in what can only be called an orbiting hell
A constant, low-level conflict exists in perpetuity above Paradiso.
around the Orbital Exclusion Zone located above
QAPU KHALQI
SAFT RAIDERS
the territories controlled by the Combined Army on The settlements on the moon are mostly under- The Qapu Khalqi— a
Paradiso. Mobile surface defences equipped with ground due to the lack of an atmosphere, and Haqqislamite force dedicated
high sensitivity sensors track the skies and take out are designed with self-sufficiency in mind. Each to protecting orbital
any satellites which seek to spy from above, while settlement is dedicated to a single goal, whether elevators, space stations, and
signal jamming micro-drones and one-use-only that be military research or development of new transports — also provides the
E/M pulse air-emitters float in low orbit. ores. Though the moon is able to be visited by forces dedicated to tracking
outsiders, they are kept to the spaceport of Gray down the Asharii bases (see
Lotus and are denied the chance to go deeper into next page). Although it would
be easier to simply obliterate
MOONS OF PARADISO the moon. Yu Jing prefers it this way, as they need
the stations, the need for
to focus on keeping security tight and preventing advanced intelligence on
The twin moons of Paradiso were once the scene saboteurs from crippling important systems. This is the Combined Army often
of heavy fighting between Yu Jing and PanOceania what they have told O-12 for over a decade, despite means the need for expert
during the NeoColonial Wars, but lately have the increasing tension placed on them regarding raiders used to fighting inside
been the scene of heavy military build-ups by the brutal living conditions and the horrible abuses threatening environments.
both powers in anticipation of the conflict with of power inside the Invisible Prisons.
Paradiso 275
NeoColonial Wars—p. 22 OTHER STATIONS Backgammon Lost Garrison: The Combined Army
had initially attempted to seize Dante’s industrial
neo-cetaceans—p. 170 El Arsenal: Originally constructed by O-12, this facilities, but a surprise attack by a small Nomad
shipyard station and salvage yard located near fleet thwarted their attempt to turn the planet into
Shasvastii—p. 313 the Acheron Blockade is mostly managed by a supply centre and also destroyed their extraction
Corregidoran Nomads. Other sections are leased to vessels. Combined Army vessels occasionally try to
private companies, and there’s even a black market relieve the stranded forces on the surface, but the
PARADISO frequented by a small fleet of corsair captains underpowered Qapu Khalqi cordon is still holding
SYSTEM working out of the Freetraders Brotherhood as up. Referred to as the Backgammon Lost Garrison,
privateers against the Combined Army. The war has the Combined Army troops have retreated to the
STARS
Nakula: M0V (Red Dwarf)
seen El Arsenal become a truly chaotic place: Ships slate caverns that honeycomb the northern massifs.
Sahadeva: D2 (White Dwarf) are constantly churned through the Blockades, and Attempts to retake the planet by human forces are
the damaged wrecks are hauled here for salvaged knocked out by their anti-orbital weaponry.
PLANETS parts and, if possible, repair. The perimeter of the
Virgil-1 and Virgil-2 (0.12 AU) : station is a giant ring of debris in an ill-organised, Urban legends persist of a human force which
Telluric Dwarf Planets diamond-like shape. has also been stranded on the planet, fighting a
Dante (0.34 AU): Carbon Planet strange war with the Combined Army forces there.
Paradiso (2 AU): Terrestial Planet Asharii Bases: The Combined Army maintains a The Paradiso Coordinated Command fervently
Orgoglio Asteroid Belt (4 AU) number of mobile bases concealed within the denies this.
Milton (7.5 AU): Gas Giant –
Purgatorio and Orgoglio asteroid belts. (A small
Class I (Helium Planet)
Purgatorio Asteroid Belt (8 AU)
number are also rumoured to exist in the system’s MILTON
Beatrice (11 AU): Gas Dwarf Oort cloud.) Named after a Shasvastii word for Milton is an unusual gas giant in which the
Ugolino (19 AU): Telluric “shade”, surprise attacks launched from these bases atmosphere consists primarily of helium (instead of
Super-Earth are frequently used to debilitate the blockades. the usual hydrogen). Such worlds were previously
Paradiso Coordinated Command is concerned theorised to exist only in close solar orbits (which
ORGOGLIO BELT that the EI may be using these facilities to create would evaporate the hydrogen content of their
This asteroid belt was originally VoodooTech replication centres that could be used atmospheres). Milton is too far from Nakula and
a planet, ripped apart by a as constant supply depots for a Combined Army Sahadeva for that to be true, but what process
massive impact with another fleet in Paradiso space. could have boiled away its hydrogen supply
stellar body at some point
remains a mystery.
in the relatively recent past
(astronomically speaking).
OTHER PLANETS Mining the gases in Milton’s atmosphere is perilous
BINARY PLANETS due to the geysers of superheated liquid that are
Virgil-1 and Virgil-2 form a BEATRICE frequently expelled from the lower layers into the
binary composed of two dwarf A gas-dwarf planet, Beatrice’s thick atmosphere of upper atmosphere of the planet. The entire surface
planets. In their close orbit of hydrogen clouds are a beautiful swirling of orange of the planet is distinctly pockmarked by these
Paradiso’s twin stars, they are and pink which are often used to sell tourism. Its geysers, and the Polar Geyser is a huge, perma-
continually blasted by deadly rocky core possesses a unique ocean of floating nent feature.
radiation. Some astronomers ammonia. The hydrogen mining platforms around
believe the binary planets were
the planet have been severely disrupted by UGOLINO
once a single object, split apart
in a cataclysmic collision.
Combined Army raids. A terrestial mega-planet known for its erratic orbit,
scientists theorise that Ugolino’s large size is due
Paradiso Tehuantepec-2: This Nomad defensive station was to it having a larger than normal planetary core
Human Edge
damaged four hours prior to the Combined Army which explains its intense electromagnetic field.
invasion when the Clamorous Shouting crashed The intense electromagnetic storms have been
into its superstructure during a routine docking. known to disable ships and drag them down to
Psychotropic drugs had been introduced into the the stone surface of the planet, and the fluctuating
Svalarheima nutrient soup of the ship’s neo-cetacean pilot. fields create sensor “dark spots” throughout the
system which can be used to mask entire ships.
Bourak DANTE Yu Jing scientists were the first to successfully
Dante is a rare carbon planet, possessed of a iron- predict their patterns, allowing them to launch
C5 C7 C8
rich core wrapped by a kilometres-thick diamond the infamous Lotus Blitz during the NeoColonial
covered in broken layers of graphite. The result is a Wars (which destroyed PanOceanian and Nomad
CIRCULAR ROUTES
lifeless rock floating in space. It was once home to refueling stations in orbit around Beatrice and
C3: Svalarheima/Human Edge
C7: Svalarheima/Bourak
solar plants and mineral refinement stations before temporarily broke the Siege of Satori). PanOceanian
C8: Human Edge/Svalarheima they were obliterated during the initial invasion of Hexas agents eventually stole the Ugolino Codex,
Acheron Gate (Ur Hegemony) the Combined Army. breaking Yu Jing’s unique strategic advantage. Both
Daedalus Gate fleets now use Ugolino’s dark spots to hide them-
(Tohaa Trinomial) selves from Combined Army ships.
PLANET
SHENTANG-YUTANG
Duality defines the experience of the Yu Jingese and they are the foundation on which the power and
people: Tradition and progress. Imperial ceremony solidarity of the Empire stands, and the crucible in
and modern civilisation. The Party and the Dragon. which their dreams of the future are tested.
So, too, is it with their home system: Two viable plan- Five billion people spread between these two planets
ets, tidally locked to each other and in orbit around labour daily for their nation’s pursuit of power while
Shanxing (Superior Star), a yellow main-sequence star, seeking to perfect themselves in the service of their
in perfect symmetry. Yutang and Shentang (the Jade people. They seek to make real the shared dream of a
Palace and Divine Palace, respectively) were discov- Human Sphere which blazons its way across the galaxy
ered by the Yu Jing at a crucial turning point in history, with the Twin Worlds as its two-chambered heart.
Shentang-Yutang 277
YUTANG PLANET STATISTICS
Distance From Sun: 1.05 AU • Orbital Revolution: 383 days • Rotation: 26 hours • Diameter: 1.2 R • Surface Gravity: 1.005g
and the strangling Zhi Yet River running south of whale sharks fight for dominance, occasionally
the Hâi Liû seems to be closing. Some of these turning their aggression towards fishing vessels
professionals predict that the continent will split and the unfortunate swimmer venturing far enough
eventually, with most estimates ranging from away from land to draw the attention of these
10,000 to 100,000 years. leviathans (particularly during mating season).
JURASSIC FERNS
The Nian Shou Fern on Yutang,
Shentang is more tectonically stable than Yutang, ECONOMY
reaching up to thirty feet tall
but experiences periods of intense weather activity The competition between Yu Jing and PanOceania in some areas, is very similar
that can devastate areas of the planet. Fierce is the heart of the StateEmpire’s economic policy, to ferns catalogued from the
blizzards and hurricanes lash the numerous with the end goal being nothing less than the Jurassic period on Earth.
island communities that surround the body of the political domination of the Human Sphere and
Zhongting continent and the expansive coastlines ultimate control over the destiny of humanity. The
throughout the inhabited portions of the planet. Ministry of Information bombards its citizenry
Provinces take great care to ensure that disaster with the need to contribute and persevere at the Ministry of Information — p. 143
plans and emergency shelters are prepared. It is cost of their own luxury in order to see this victory
not unheard for entire villages to be lost to these achieved, but the Party also recognises that their
intense storms. economy must remain balanced — not only to sus-
tain itself in the long-term, but to prevent disparity
FLORA AND FAUNA from aggravating the StateEmpire’s segregations
Yutang’s carefully groomed surface and meticu- along ethnic and ancestral lines.
lously planned communities have resulted in a
significant shift in the local biodiversity. While Thus, equality between the two planets is main-
native plants and animals still exist, they are tained, but a sense of competition is fostered to
mostly found in the regions that have yet to be spur growth. And, similarly, each region is kept
cultivated or have been set aside for preservation. in balance, with ethnic groups maintaining a
The vegetation on Yutang consists of lush greenery competitive spirit and sense of ethnocentricity
largely comprised of massive ferns and shrubbery nested within a stratified hierarchy that demands
that rival anything seen on other planets. Colossal productivity and cooperation.
bamboo forests grow in the inland regions, growing
to three times the size of Earth bamboo and Shentang’s economy is primarily industrial and
requiring specialised TAGs to harvest. The planet agricultural, providing the vast majority of material
also boasts native species of lotus that are valued goods and food for the StateEmpire. The geography
for their beauty and religious significance. Nineteen and political organisation of the planet lends itself
varieties of highly desirable flowers are found towards specialised production along ethnic lines,
throughout the supercontinent, ranging in colours resulting in individual provinces becoming known
from purple to bright gold. for specific goods. These manufacturing centres are
usually surrounded by massive agricultural efforts
Shentang boasts a more rugged biosphere with spanning thousands of square kilometres.
animals that reminded the early colonists of
creatures from Asian mythology. When the Ministry Yutang, on the other hand, is specialised in high-
of Science began the task of cataloguing the tech industries and is also the financial motor
life forms on Shentang, they decided to give the of the nation. Yutang’s manufacturing has been
animals names based on this folklore, in part a treated as second rate by much of the Human
reflection of the wondrous animals on the planet, Sphere up until the past decade when the Party
and in part to build upon the Imperial mythology retasked some of its military drone and electronics
that was being developed from the unification of production capacity to the civilian sector, causing a
what had once been disparate Asian countries. massive rise in the appreciation and popularity for
Yu Jing components. KI-RIN MIGRATIONS
All the Ki-Rin species migrate
The most common domestic animal on the planet
from east to west over the
is the Ki-Rin, a maned and horned equine that is DEMOGRAPHICS AND CULTURE course of several years. The end
found on every continent. Many of these beautiful Immigration to Yutang and Shentang was a tightly of this migration is then marked
herbivores have been domesticated and pacified controlled and deliberately planned process. At first, by the Great Ki-Rin Race back
for specialised breeding, and yet large wild herds only a few wanted to leave Earth behind and move to the east over the course of a
travel the countryside throughout the planet. to the new capital planet. The rest were either single month. These migrations
coerced by promises of wealth and prosperity or are celebrated in religious
Shentang also has many dangerous predators. The forcibly extracted, entire communities at a time, ceremonies and festivals, as
Planti Rattler is a dangerous snake known for and moved to the new star system. their passing is considered to
hiding on cliff edges and trees, waiting to drop and bring great fortune to the next
year’s crops.
strike foes, shaking its tail and scurrying into the On Yutang, the Party was careful to facilitate
marshes in retreat. In the oceans, the great Kaliba the mass immigration based on the geographic
Shentang-Yutang 279
distribution from the population of Earth. These GANDAKPUR
geographic divides also tended to align with the
distribution of Imperial supporters, with the North The Tibetan province of Gandakpur contains the
Qing/Ming dynasties —p. 185 lending support to the Qing dynasty and the highest, roughest terrain in all Shentang. Scattered
South to the Ming. These geographic divides also about its massive plateaus and nestled in its val-
extended to economic pursuits, as the Northern leys, one finds small, hardy villages full of humble
regions were encouraged towards cultural heritage farmers and shepherds, content to live their lives in
sites, while the Southern regions were allowed to the ways of the ancestors.
develop fertile farmland and agricultural pursuits.
Virtually all of these colonists were Chinese Han. SHAMBHALA
Although a scattering of minorities were added Drawn to their ancestral ways, the Tibetans
to the colonisation group in order to provide the established their capital, Shambhala, on a plateau
appearance of diversity, the Party deliberately within the Sacred Mountains of Dhaunati. It is
created a strong, ethnically monolithic planet that here that you will find the 19th Dalai Lama in
could rest a firm grip on the reins of government. residency, continuing to spread the wisdom and
teachings of Tibetan Buddhism. The city itself is a
The colonisation of Shentang was equally con- modern marvel, with its seemingly simple façade
trolled, with each ethnic group given carefully yielding deep, well-designed structures extending
chosen geographical representations of their native thousands of feet into the mountains.
soil (within the limits of moving to a completely
alien location). The Party cultivates nationalism
through a competitive expression of cultural KAMBU
identity and independence. Thus, there are national
holidays observed throughout Yu Jing, but each Filled with dense jungles, Kambu province is best
province can dictate its own interpretations of known for its sprawling armaments factories and
those holidays and can also name a limited number massive chemical and mineral processing centres.
of additional holidays in accordance with their Kambu province produces approximately twen-
local tradition. ty-five percent of all the less-specialised weaponry
used by the StateArmy and produces about half the
munitions used by Yu Jing as a whole.
ZHONGTING
SHENTANG
KOMPONG MERA
The main continent of Shentang The Japanese settlers dubbed Shentang the daitoshi Nestled inland and far from the munitions factories
is a massive body of land that
no sekai, the world of cities. The planet is studded of coastal Kambu, this city serves as the agricul-
extends past both tropics of
the planet. Like the rest of the
with communities largely dedicated to a single tural nexus of not just Kambu, but of Zhongting as
planet, this supercontinent is industrial trade, supported by extensive farm a whole. This trade town also serves as a bit of an
divided amongst the various communities surrounding mountains containing academic centre for those who have an interest
constituent ethnicities of Yu secluded Shaolin monasteries. In many ways, the in the creation and dissemination of new hybrid
Jing. The terrain is much less entirety of Shentang is itself a machine dedicated species drawing from the native and cultivated
uniform and even than that to keeping the StateEmpire in motion. biodiversity of the planet.
of Yutang, with approximately
sixty percent of the landmass SAMBOR DUK
being hilly, uneven terrain
that occasionally turns
BENSHEN ARCHIPELAGO Sambor Duk is the most industrialised and pop-
ulated city in Kambu. Nestled on the coast and
mountainous. This terrain
lends itself to dispersion, with
The twin settlements of Zhubin and Renying surrounded by the thickest jungles, the downtown
many small cities and villages stand as oddities amongst the bustle and clamour and the residential areas resemble the wats, the
scattered throughout the of most other Shentang cities. These massive palace-cities hidden in the jungles of Cambodia.
various provinces. self-sufficient communities contain well-designed
farms with high production capacity, factories with
the potential to produce small scale technology to KOGURYÖ
large scale vehicles and armaments, and sprawling
housing complexes. Still under construction, these The Korean province of Koguryö is one of the most
communities stand mostly unoccupied, with the industrialised regions on the face of Shentang.
few residents scrambling to keep the under-utilized While the terrain is now as amenable to city-build-
Sun Tze, p. 198: A Recreation resources in good repair. Rumour has it that Sun ing as most of Yutang, the people of Kuguryö have
created by ALEPH. Tze recommended the creation of these settlements mastered their lands and created small, lavish
to handle the influx of refugees in the event of the cities that promise comfort, luxury, and exciting
fall of Paradiso. nightlife to those who might visit.
KORYŌ
The coastal city of Koryō stands as a defiant point
NINJAS
of contrast to Sakuramachi, which lies across the The modern ninja are squads of highly technified assassins. Each squad is
sea. Sprawling resorts and casinos occupy the controlled by an Oniwaban, who is responsible for recruiting and training those
seafront of this decadent city, taking money from under their command. These squads in turn owe allegiance to clans, which
locals and tourists alike. Like many similar cities, are frequently facilitated by front companies such as Fukurō Security, Tenchō
Koryō is also a centre of criminal activity, with the Investment Consulting, and Rantan Services respectively (which are operated as
Yakuza representing strongly alongside competing cover corporations by the Fukurō, Kōsetsu, and Ōnishi clans, respectively). These
off-world Triad interests. seemingly legitimate businesses are used to create public contact points for the
clans, while also allowing for money laundering and community support.
PAEKCHE
Unlike the other cosmopolitan cities that dot The Oniwaban — a term which means “one who is in the garden”—historically
Koguryö, Paekche is the industrial centre of Koguryö. worked as personal gardeners to the Shogun during the Tokugawa Shogunate
Specialising in communications and networking while secretly serving as the Shogun’s connection to the enigmatic ninja. The
equipment, some of the latest designs for military origins of the modern Oniwaban are similarly inscrutable: They may have been
use are produced in small, well-secured, dedicated, sponsored by keiretsu. Or sanctioned by the Emperor. Or worked as Tatenokai
clean factories. Due to the importance of security and terrorist cells.
secrecy, Paekche has a significant Municipal Police
presence, as well as a Yănjīng operational base. The existence of ninjas is a poorly kept secret that looms over the heads of those
that would oppose the will of the StateEmpire. Yu Jing strenuously denies their
SILLA existence. Bureau Noir has case files stretching back decades on the reputed
If one were to view Shentang from space and spec- activity of ninja clans, but even O-12 isn’t certain whether the few credible
ulate as to where the actual capital is, one would reports they have are indicative of the ninja’s existence or merely amateurish
guess the Korean city of Silla. Located on the coast copycats and unrelated black ops using the legend of the ninja as cover.
of the central continent, this town was initially
designed to be one of many fishing villages. Due
to its position relative to the equator and the con- The security which goes with the large-scale
struction of the geosynchronous station No-Dong armaments and weapons manufacturing lends a FLOATING
NEIGHBOURHOODS
3, Silla exploded in size and population density. militarised appearance to the city, which is further
Lower income residents in the
The elevator and its naval yards bring tremendous reinforced by the military bases of the Nipponese coastal cities of Koguryö often
traffic to the city, creating immense demand for Army which ring the city. live in floating houseboats
housing. As a result, the Hamdae— Silla’s floating moored to the piers which have
neighbourhood —is the largest in Koguryö, dwarfing MOTOBUSHIMI multiplied along the banks.
the others in size. Motobushimi has two different aspects; above
the ground and below. Above, one finds a bustling
seaside port known for advanced shipbuilding tech-
KURAIMORI niques and a vigorous consumer-driven watercraft
industry. Below the waves and beneath this city,
The hard-line ancestralists describe Kuraimori as a one finds numerous caverns, many of which have
false gift that pales in comparison to the Japanese subaquatic egress that allow for secretive comings
islands — the weather is colder, the fishing consid- and goings that are disguised amidst the vigorous
erably worse due to the presence of large predators, waterborne traffic of Motobushimi’s ports. It is
and it is isolated. But the mountainous region to rumoured that in these caves the Tatenokai have Tatenokai, p. 187: Japanese
the north of the island gives a sense of home to supply caches and training facilities, and that they terrorist organisation
some, and there is five times more usable land than serve as occasional Yakuza smugglers rendezvous. protesting Yu Jing rule.
the Home Islands.
SAKURAMACHI
KOFUKU The capital of Kuraimori is a port on the southern
This is the industrial capital of Kuraimori. Here edge of the island. The sprawling city is a tangled RIDING THE LANES
The soaring highways of
one can find cutting-edge cycles, cars, and shuttles knot of massive towers housing the keiretsu of
Sakuramachi are the primary
being produced in massive, kilometres-long Japanese industry bound together by numerous ele-
demesne of the Bōsōzoku rider
automated factories alongside smaller, discrete vated highways that span hundreds of metres into gangs and their illegal races.
quantronic production facilities building micro- the air around and through the city. Those who are
scopic semiconductors integrated into complex wealthy enough to live in the city proper occupy
computing devices for commercial and personal use. tiny, cramped apartments that are little more than
cubbies with the necessities of life. Surrounding
KUME Sakuramachi is a vast, tumbling sprawl of suburbia
Situated central to the island, Kume is one of the where most of the working class live, commuting
major centres for designing, testing, and creating by train and bus for hours each day.
advanced technologies for military support.
Shentang-Yutang 281
TOMARI YIÁN XIÁNG
The University of Kuraimori is found in the small, Yián Xiáng is divided into two general areas: The
weathered city of Tomari on the Northeastern Village, where the Party representatives live and
coast. This stormy, wind-swept town is populated work, and the City, where the rest of the citizenry
by academics, fringe theorists, and all manner of live. Significantly less relevant than Tiān Di Jing, the
eccentrics who dedicate their lives to making a city lacks the vibrant political and cultural life of
name for themselves. If there is a home to pro- its sister capital. And, although there are many here
gressive, liberal thought in Kuraimori, it is in this who serve for the advancement of Shentang, most
often-ridiculed place. see their appointment here as merely a potential
gateway that can one day allow them access to the
true centres of power in Yu Jing’s government.
YÀ LÁNG
Several large spaceports comprise the centre of a city
The southernmost region of Zhonting is the home that barely passes seven figures in population. Near
of the Bhutanese resettlement and the capital of these can be found a sprawling compound housing
Shentang. The province itself is pastoral, pleasantly the desultory embassies dispatched from the other
warm most of the year ‘round, and consists of major nations of the Sphere to a world that they
extensive herding and farming communities. know to be of purely secondary importance to Yu Jing.
SËN SÛN
catastrophe should befall. For security reasons, the datasphere— p. 141
The Sën Sûn peninsula serves as the primary mili- entire complex is run as a completely autonomous
tary training region for the StateArmy. Here you will datasphere (possibly the largest in human space)
find a rugged landscape dotted with centralised which is kept independent of the Maya datasphere THE THREE LAKES
bases, dispersed training camps, massive artillery (and, thus, ALEPH). When recruits arrive in Sën Sûn
ranges, large scale mock battlefields simulating they begin at encampments on
situations of increasing tactical complexity, The Shencang Military Encampment serves as the Tian Chi Lake (on the far side
and massive arsenals covering several square entry point for criminals sentenced to the Wu Ming from Jiä Yan). Here the rigours
kilometres. penal corps. Here they are intensely tested: those of soldiering, basic discipline,
and acting as a unit are drilled
who do not acquit themselves as proper Yu Jing
day and night. Many potential
Sën Sûn was pummelled by PanOceanian orbital soldiers simply disappear, never to be seen again. soldiers find themselves at their
bombardment in the Mahisa Total Offensive during breaking point here. Those who
the Second NeoColonial War. The tactic, which do not resign go on to Feng
forced the signing of the Peace of Rio Negro lest ZHÎ TÛ Chi Lake, where they invest in
the attacks be turned against the heartlands of even more extensive physical
Yutang around the Hâi Liû Sea, dealt a great deal of The easternmost part of the Penglai continent conditioning and hand-to-hand
ecological damage and shattered the local agricul- and home to the Imperial capital, Zhî Tû has the combat drills. Their initial
tural economy. densest population on Yutang. Chosen for its vast training finally ends at Lian
fields and forests, Zhî Tû has the least mountainous Quan Lake, where modern
aspects of warfare are taught.
JIÄ YAN regions on the continent and is also the most
On the shores of the Heavenly Lake (Tian Chi), Jiä defensible in case of invasion. On the surface, the
Yan is a rare emblem of failure for the StateEmpire. area appears to be an artistic paradise, but below
Originally planned as a resort community, it the surface countless silos and bunkers make ready Teseum— p. 8
never proved attractive to would-be tourists. The the tools of war in case Yu Jing has need to call
dilapidated (and often abandoned) remnants of upon them. Mahisa Total Offensive / Peace of
once-luxurious hotels, theme parks, and other Rio Negro — p. 23
attractions now provide a macabre backdrop to CHENG TÛ
the refineries and other industrial infrastructure Translated as the City of the Wall, Cheng Tû is
supporting the Teseum mines which have sprung home to much of the advanced military research
up throughout Sën Sûn. The city is also periodically and development undertaken by the StateEmpire,
overrun by soldiers on leave from the Tian Chi as well as military academies for the StateArmy. THE SECOND
training encampment. Research undertakings including advanced mobility RESERVE
and endurance of the Sù Jiàn exoskeleton and Rumours persist at Shencang
SHENCANG the improvement and integration of automated University that the recent spate
The Máqué Däo Archipelago is a high security weapons platforms and support remotes. Numerous of disappearances among local
preserve, containing multiple GABs. (GAB being departments and sub-departments, including personnel are the result of Yu
an acronym for gāo ānquán bùmén — high secu- the Investigation State Centre of Cheng Tû and Jing attempting to establish a
rity units.) the Department of Military Support Technologies second, even more secretive,
cultural reserve somewhere
Development, have their primary offices in this city.
in deep space. If true, these
Shencang University, for example, is an institution The density of military institutions creates a strong efforts started within weeks of
with no students. The “campus” exists only as a military bearing in Cheng Tû, with even the civilian the Combined Army invading
cover for the Imperial Cultural Reserve, a colossal populations being more disciplined and milita- Paradiso, suggesting that it
underground complex containing quantronic and ristic than most other cities. The city’s airspace is may be intended as a safeguard
physical artefacts designed to both preserve Yu restricted, with only military traffic allowed. against a doomsday scenario.
Jing’s legacy and to “reboot” humanity if the worst
Shentang-Yutang 283
TIĀN DI JING Even some of the more private and sacred areas
IMPERIAL Tiān Di Jing rises like a glorious utopian city on are made available on certain days of the year or
COLLEGE the eastern edge of the continent. From hundreds for special occasions. Beyond these areas, however,
Located on a peninsula east
of the spaceport, the Imperial
of miles away its massive skyscrapers stand out invitations are incredibly difficult to receive.
College of Tiān Di Jing and among the heavens, and it is a symbol of power
the Tiān Di Jing Law School and glory to the rest of Yu Jing. Ships descend from Entrance: The entrance to the Forbidden City is a
are the premiere educational the sky to land at the spaceport in the Northern great courtyard with a pavilion glistening like gold
institutions of Yu Jing. Zone, built over the sea on an artificial island under sunlight. The paving stones are micro-en-
surrounded by an impressive nautical marina. graved with the names of all the original colonists
who came to Yutang and Shentang.
Although Tiān Di Jing is a carefully planned and
executed city, travelling there can be a confusing Throne Room: The throne room itself is a beautiful
experience for the uninitiated. One might find one- sight, and many visiting dignitaries find that there
self in organised communities representative of the is always something new to notice among the many
dozens of cultures within Yu Jing, and be bombarded stylised and polished sculptures, paintings, and
NORTHERN ZONE with music, art, and spiritual practices that are as works of art that line the room. The throne itself
Containing the Jin Chan
Financial District and the seat
vastly different as the languages the people speak. is a massive gold and Teseum constructed dragon
of the Party, the Northern Zone whose head rests above the top of the chair and
is the one section of Tiān Di ZǏJINCHÉNG whose arms serve as arm rests. When the Emperor
Jing which embraces neo- Also known as the Southern Zone of Tiān Di Jing, is in Court, this is a place of stillness: While he sits
modern architecture. Zı̌jinchéng—the Forbidden City—is home to the quietly upon his throne, the business of the Court is
Emperor and the Royal Court, and is a shining almost entirely conducted silently through a mul-
symbol of elegance and beauty on Yutang. The park, titude of exclusionary AR overlays. The Court is not
thirteen kilometres long, is a perfect blend of nature one Court, but many, all existing simultaneously in
and Chinese architecture. Although patterned on the same space and reaching out quantronically to
Teseum—p. 8 the original Forbidden City from Earth’s past, within communicate with personnel and systems located
the highly polished and lacquered surfaces are net- throughout the palace and the entirety of Yu Jing.
works of internal cameras and Teseum-reinforced
walls that can resist even the heaviest bombard-
DUNGEONS OF ments. The city itself is policed by a full battalion ZHÖU ZHÖUG
ZǏJINCHÉNG
of Celestial Guards, and inside the palace the Hsien
Often played off as a fairy
tale, it is rumoured that control everything with an iron fist. Zhöu Zhöug is a pastoral image of agricultural and
the dungeons beneath the spiritual pursuits. Numerous communities marked
Forbidden City are full of the The name is not strictly accurate: Large parts of the with pagodas and simple temples preserving
screams of prisoners as the city— including the main buildings, outer gardens, ancient martial and sacred traditions dot the
Imperial interrogators apply and museum collections— are open to the public. landscape of this verdant region. Nestled within
centuries of skill and precision
in breaking their subjects.
Although the Imperial Service GARDENS OF ZǏJINCHÉNG
is happy to let people have this
Labyrinths of lakes. Island pavilions. Rivers to view all the beautiful sights of the Imperial
misconception of the Forbidden
meandering through tiny forests. Silent waterfalls complex (and Tiān Di Jing beyond) while remain-
City, the truth is that they would
never run the risk of anyone crossing mossy rocks. Lotus-filled reservoirs. ing concealed from them in return.
escaping and having the run of Harmonious wildlife. Pebbled paths. Parterres
the palace itself. Their actual of exotic blossoms. Dark grottos with golden Garden of the Clear and Undulating Waters: A
Dungeons are located on Tiĕ statues. Synchronised fountains. The Gardens of small garden reserved for the Imperial elite, fea-
Heng Island. Zı̌jinchéng contain all these wonders and more. turing a variety of charmingly interwoven pools.
Enclosed and Beautiful Garden: The main garden Golden and Shining Garden: The hills of this
of Zı̌jinchéng is a closed park with palatial beautiful garden are crowned by a jade tower
museums which display art from all the oriental more than six stories high.
civilisations.
Imperial Hunting Park: A cunningly crafted reserve
Fragrant Hills: These gentle, swelling hills seem whose edges are disguised both physically and
plucked from some picaresque novel. Save for holographically to give the impression of endless
the paths of white chalk, each hill is covered in wilderland. The annual Imperial Hunt, originated
Yutangian lotuses. by the Qing Dynasty in the 17th century, has
been revived in miniature as a military exercise
Garden of the Birthday: The true home of the and competition for the elite members of the
Emperor, the Garden of the Birthday is designed Imperial Service.
these communities, however, one will find cottage a startling visual aerial presentation reminiscent of
research outfits and small design firms working on Tibetan sand mandalas.
cutting-edge quantronic miniaturisation or neoma-
terial processing technologies. Most of these small MIÀO CHÁN MONASTERY
firms are actually part of massively networked tech- When the first Buddhist colonist set foot on the neomaterial— p. 9
nology firms with virtual campuses tying together virgin soil of Yutang, it is said that there was a flash
their far-flung, community-based components. of light as the spirit of Gautama Buddha spread
to this new world. The Ministry of Information has
KĀN ZHU encouraged those who consider this truly mirac-
The Kān Zhu Monastery — famed for its hundreds ulous and refer to this as the Ninth Great Place.
of myriad bells, which can be heard ringing for (The more pragmatic suggest that the prevalence
upwards of eighty kilometres during Buddhist festi- of bioluminescent moss-fungi in the region might
vals—is the headquarters of the Shaolin Order. The have had something to do with it.)
city’s service and residential districts, which blend
conventional and modern designs with the ancient In any case, this temple-city—which occupies
beauty of the Shaolin monasteries from the 6th and many square kilometres along the shores of the
7th centuries, wrap around the monastery, creating Shizhukong Ocean,— has become a place of sacred
Bêi Mén: Secluded fishing city which spends much of the year in YUNMEN
deep snow cover. Tiger Soldiers train in the inhospitable environ- Yunmen, spreading the Qihâi Sea to the Hâi Liû Sea to the Zhaohaî
ments at one of the few military installations on Bêi Tû. Ocean, is said to contain “the breadth of Yutang”.
Chéng Pài: Home to Chéng Pài State University, reknowned for its Jichângyï: Home to Starport-1, the base of the Yutang orbital elevator.
economics studies, explorations of foreign cultures, and diverse
R&D programs. Also serves as the Qing cultural archives. Shaoshang: The vibrant theatre scene of the Pear Gardens gathers
performance traditions from across cultures, including Beijing
Jichângyï: Home to Starport-1, the base of the Yutang orbital elevator. opera, Japanese No and Kabuki, Wayang shadow puppetry, Talchum
mask dancing, and Vietnamese cải lương folk opera. These tradi-
Kufang: The “House of the Treasure” is the financial centre of Yu tions are mixing with modern AR technologies and giving birth to
Jing and the seat of its stock market. a unique, counterculture Maya community.
Shì Huô: A modern, fluid, imposing style dominates the archi- Xuan Ji: Isolated by rocky hills and barren terrain, Xuan Ji is the
tectural design of Shì Huô, a city defined by the efficiency of its jewel of the Yang Chi Sea. A restorative artistic movement is dedi-
numerous technological companies. cated to shu (calligraphy) and hua (painting).
Shentang-Yutang 285
pilgrimage. Retirees of the Shaolin Warrior Monks a distinctive aesthetic reminiscent of Ming dynasty
YU JING SYSTEM serve as the police and security of the city, and art and architecture.
many come here to partake of the expansive medi-
STAR
cal library, the largest of the Shaolin Order. Xiăolóng: Like the Earth-Lunar system, the
Shanxing (Superior Star): G2IV
(Pulsating Yellow Subgiant) Shentang-Yutang binary orbit creates a number
of stable Lagrange points known as the Xiolóng
PLANETS YU JING SYSTEM (Little Dragons). The station clusters at these
Diguo (Empire) (0.40 AU): points feature some of the best zero-g industrial
Lava Planet The Yu Jing system is one of the most heavily facilities not controlled by the Nomad Nation.
Yutang (1.05 AU): fortified and travelled systems in the Human
Terrestrial Planet Sphere, with its space lanes choked by Imperial fleet Yutang Defensive Shell: The Yu Jing bitterly
Shentang (1.05 AU): patrols protecting the system and merchant ships remember the PanOceanian Mahisa Total Offensive,
Terrestial Planet
struggling to make their way planetside. Being the and are dedicated to never allowing their Emperor,
Lěngshíguó (Frozen Country)
centre for the Yu Jing sphere of influence, ships from or their people, to come under direct assault again.
(8 AU): Ice Planet
Cuìyúng (Emerald Cloud) all across the Human Sphere travel through strictly The capital world is surrounded by fortresses and
(9 AU): Gas Giant—Class I regulated space ways and dignitaries from the other military astroports, with civilian and commercial
(Ammonia Clouds/ powers are watched for any signs of trouble. astroports scattered within this extensive defen-
Methane Rich) sive shell.
Guanxia (Authority) Asteroid
Chain (9.8 AU) ORBITALS
Sol OTHER STATIONS
Shentang-Yutang No-Dong 3: Situated in the midst of the No-Dong
Cluster (also known by the nickname Hangug Diyu and Huogkang: These two high-security pris-
Dawn Svalarheima
Hanuel — Korean Heaven), No-Dong 3 is the main ons are constructed on opposite ends of the system.
orbital station of Shentang. Diyu is built into an asteroid on the far edge of
the system, while Huokang is similarly built on
Bourak Neoterra
No-Dong Shipyards: Korean corporations have the molten world of Diguo, just outside the corona
Acontecimento
built numerous shipyards, smelting stations, and of Shanxing. Prisoners at these locations mine
C1 C3 C4 C5 C6 C7 foundries that receive shipments from the surface Teseum and the heat resistant Yuan-jo until they
and construct warships, commercial transports, and die from vacuum breaches, gases, or their fellow
CIRCULAR ROUTES luxury yachts for the Yu Jingese as well as the rest prisoners.
C1: Sol/Neoterra of the Sphere. Societies of Korean origin control
C3: Sol/Svalarheima 74% of Yu Jing's space-naval industry. Kobota Station: Kobota Station is an extravagant
C4: Bourak/Dawn symbol of the thriving Japanese corporations in
C5: Acontecimento/Bourak Tiānjin: Meaning “Well of the Sky”, this is the Yu Jing. Though the Imperial Service maintains a
C6: Neoterra/Bourak
largest orbital of Yutang and connected to the city large garrison there, on the surface the station
C7: Sol/Acontecimento
of Jichângyï by the orbital elevator. Regular shuttles appears to be nothing more than a floating gallery
run to the Shentang elevator at No-Dong 3. Unlike of Japanese cultural heritage and art. This may be a
some of the starker, functional orbitals in the façade, though, as members of the Tatenokai have
system, Tiānjin is a more cosmopolitan design with been rumoured to gather there in secret.
PLANET
SOL
The Sol System is humanity’s nursery. We were CLIMATE AND GEOGRAPHY SOL SYSTEM
born on Earth. We took our first tentative steps Earth’s climate is finally stabilising after a century
into space on Luna and then Mars. We pillaged the of deadly storms and sea level rises. There are STAR
riches of the asteroid belt. The discovery of worm- fewer large weather events every year, and Sol: G2V
hole GA6037283 in orbit around Saturn opened our global average temperatures are beginning to
PLANETS
way to the stars. fall from historic peaks. This is the work of the
Mercury (0.3 to 0.5 AU):
Climate Control Agency of O-12’s Bureau Gaea, Terrestrial Planet
Sol is home to many of our triumphs, but also assisted by ALEPH. Venus (0.7 AU): Terrestrial
some of our greatest missteps. No other system in Planet
the Human Sphere is as thoroughly colonised or Poorer nations such as the USA, parts of Africa, Earth (1.0 AU): Terrestrial
exploited. No other system approaches the depth of and the east coast of South America have had Planet
Sol’s history. their coastlines irrevocably altered by flooding Mars (1.5 AU): Terrestrial Planet
and storm damage. Elsewhere, sea walls are finally Ceres Belt (2.06–3.27 AU):
Nevertheless, humanity has moved on. The being dismantled and coastal property reclaimed. Asteroid Belt
centres of political power have relocated to new The people of Earth are once again learning to view Ceres (2.8 AU): Dwarf Planet
(Largest Asteroid Belt Object)
planets, freeing themselves from the burden of the ocean as a thing of beauty, rather than a threat.
Jupiter (5.2 AU): Gas Giant—
history. Populations have stabilised since the great Class I
migrations, but Earth has lost some of the vibrant No part of the Earth’s surface is untouched by Saturn (9.6 AU): Gas Giant—
spirit that boosted us towards the stars. In spite human hands. In some places, we have left only Class I
of all this, Sol’s cultural and economic importance devastation, still recovering from the scars of Uranus (19.2 AU): Ice Giant
guarantee that it remains humanity’s anchor. massive industrialisation and the Nanotech Wars. Neptune (30.1 AU): Ice Giant
In other places, depopulated by climate change Pluto (29.7–49.3 AU): Dwarf
or the lure of the stars, nature is beginning to Planet (Eccentric Orbit)
EARTH reassert itself. Kuiper Belt (30–50 AU):
Asteroid Belt
Haumea (34.9–52.8 AU): Dwarf
Earth is fractured and disordered, unlike any FLORA AND FAUNA Planet
other planet in the Human Sphere. Kingdoms and Climate change and international conflicts have Makemake (38.5–52.8 AU):
superpowers have risen and fallen again and again wreaked havoc on Earth’s ecosystems, wiping entire Dwarf Planet
for thousands of years, each leaving their mark on plant and animal species out of natural existence. Eris (37.9–97.6 AU): Dwarf
the world. The most recent— PanOceania and Yu Parts of the world — particularly parts of North Planet
Jing— have shifted their attention to new planets, America’s west coast and Siberia — are still dealing
new challenges. Nevertheless, they still control with fallout from nuclear and nanotechnologi- Sol
the majority of Earth: Oceania, Europe, two-thirds cal warfare. Human
of Asia, and half of South America between them. Edge
Their citizens live comfortable lives in quiet, care- A huge effort is underway to repair damaged eco-
fully preserved cities. systems using Silk-assisted cloning techniques and Dawn
samples carefully preserved in the Global Seed and
Billions more live in minor nations, faded super- DNA Vault. The first of these Regeneration Projects, Bourak Neoterra
powers such as the broken remnants of the USA, launched by PanOceania almost seventy-five years
Concilium
or small countries like Nigeria, Israel, and Iceland. ago, restored the staggering biodiversity of the
Shentang-Yutang
These nations still fight for relevance, struggling Great Barrier Reef.
not to be left behind. Acontecimento Svalarheima
Since then, Regeneration Projects have proliferated.
PLANETARY STATISTICS Each is independent, guided by a variety of wealthy C1 C2 C3 C5 C7 C8
philanthropists, private business interests, and
Distance from Star: 1.0 AU • Orbital Revolution: 365 CIRCULAR ROUTES
great or small powers. There is fierce competition
days • Rotation: 24 hours • Radius: 1.00 Earth radius • C1: Neoterra/Shentang-Yutang
Surface Gravity: 1.0g • Capitals: Canberra (PanOceania), between the projects, and occasional conflict over
C2: Neoterra/Acontecimento
Beijing (Yu Jing) • Population of Planet: 8.2 billion • which “original” habitat should be restored.
C3: Shentang-Yutang/Human
Orbital Population: 100 million • Prominent Orbitals: Edge
Lullaby Station, The Wheel, Tiāngōng-9, Carioca-B ECONOMY C5: Bourak/Neoterra
Research Platform • Primary Languages: Mandarin, Although the great powers are rapidly expanding C7: Shentang-Yutang/
Hindi, Spanish, English • Principle Industries: High-Tech their industrial interests elsewhere, Earth supports Svalarheima
Manufacturing, Zero-G Construction, Tourism the most well-developed system-wide resource C8: Concilium/Dawn
exploitation in the Human Sphere. A network of
Sol 287
GHOST DOMES OF LUNA
Despite its proximity to Earth, Luna is largely ambiguous legal status to establish a safe haven
uninhabited. The violent end to the Lunar Colony for people escaping legal entanglements. The
Revolts left scars, still perfectly preserved on the Nomads actively support Tycho, but the rest of the
airless surface of the moon. Even without this grim G-5 views it with scepticism.
reminder, there are few reasons to live on Luna
any more. It has no significant industrial or mining Outside Tycho, colony buildings and domes
capacity, and even its historical sites have been are essentially abandoned. Pirates, terrorists,
trampled in the rush to colonise the Solar System. and countercultures occasionally use them as
hideouts. Periodically, PanOceanian or Yu Jingese
The sole remaining legitimate colony on Luna is military trainees sweep out the moon as part of
the Free City of Tycho. Founded by draft dodgers their low-g and vacuum combat training. The two
during one of Earth’s many international conflicts, largest of these abandoned domes are Clavius
the colony takes advantage of the moon’s Base and Moonstation Alpha.
space elevators all around the globe deliver a to live with all the convenience but none of the
staggering amount of raw materials to the surface stress of the major off-world capitals.
for processing, and Earth’s zero-g manufacturing
sector is mature. A variety of uses have been found for the aban-
doned areas surrounding these cities. Some are
Earth is also home to an immense concentration undergoing demolition or environmental recovery.
SVALARHEIMA of art, as well as places of cultural and historical Others are used for various military purposes:
SEED AND
DNA VAULT significance. Every year, millions of off-world storage, training grounds, even secret headquar-
PanOceanian authorities have visitors travel from all over the Human Sphere to ters. Still others are home to Ateks and criminal
recently relocated the Global experience them directly: Da Vinci’s La Gioconda, organisations.
Seed and DNA Vault from its the Terracotta Army, the Incan citadel of Machu
former home on the Norwegian Picchu, and countless other treasures. Religious Historical Preserves also dot the member nations
island of Spitsbergen to an tourism is also popular, taking in the Old Vatican, of the great powers, dedicated to recreating or
undisclosed location on the Free City of Jerusalem, and Mecca, alongside preserving some aspect of Earth’s cultural history:
Svalarheima. Citing geopolitical
sites of more niche interest. the decadent nightlife of Weimar Berlin, or the
instability as the reason for
Hindu religious practices along the Ganges. All of
the move, they insist that the
resource remains available to Owing to its patchwork political environment, the them make extensive use of Maya to maintain the
all humanity. distribution of wealth on Earth is more unbalanced illusion of historical authenticity.
than almost anywhere in the Human Sphere. This
Yu Jing, Haqqislam, and a is an ongoing cause of political tension and civil Although the great powers dominate geo-politics
coalition of minor Earth unrest. These issues are exacerbated by so many on Earth, the lesser nations continue to struggle for
powers have lodged formal tourists from the great powers treating the planet relevance. Some strive to regain lost glory: Russia
complaints with O-12, as a quaint theme park. is in a rebuilding phase, reuniting territories that
claiming that PanOceania is gained independence in the last century. Other
already using access to the
DEMOGRAPHICS AND CULTURE nations, exemplified by Nigeria and its shining
Vault as a bargaining tool in
Earth is divided between the great powers and new capital in Lagos, may yet manage to make an
trade negotiations.
the small. Yu Jing and PanOceania are still the impact on the Human Sphere.
dominant political entities on the planet, but they
act as largely disinterested caretakers. ALEPH is Border skirmishes between lesser nations are still
integrated into daily life throughout their territo- common, and terrorism is an ongoing threat even
ries, but coverage is patchier in deserted areas or to the great powers. Indeed, geopolitical instability
deprived countries. In this way, Earth resembles is often cited as the reason for relocating capitals
Bourak more than it does Neoterra or Shentang. and seats of religious power away from Earth. The
latest terrorist threat to strike PanOceania and
During the Star Tide, populations rapidly declined Yu Jing is the ecoterrorist group Eco-Aktion. Their
across Yu Jingese and PanOceanian territories. They attacks have focused on the Regeneration Projects,
have since stabilised at much lower levels than and their corporate and government sponsors. Eco-
their peaks, leaving whole areas abandoned. The Aktion’s justification — true, as far as it goes—is that
great powers have responded by relocating people these efforts represent yet more human meddling
into downtowns and old cities, funnelling invest- in the natural environment.
ments into improved infrastructure and historical
preservation. The result is highly-optimised, calm,
and quiet cities. They are ideal for those who wish
Sol 289
DEMOGRAPHICS AND CULTURE JUPITER PLANETARY STATISTICS
MARS The first people to live on Mars were sent by NASA
UNDERGROUND Distance from Star: 5.2 AU • Orbital Revolution: 4333
CIRCUIT in the middle of the 21st century. That colony was
days • Capitals: Valhalla Crater, Callisto (de facto);
The Mars Underground Circuit eventually abandoned, due to economic difficulties Padua, Europa (PanOceania) • Orbital Population:
is a popular illegal drone racing on Earth. PanOceania largely bypassed the planet, 4.2 billion • Prominent Orbitals: Bowman Base,
competition. Drone pilots use leapfrogging it in pursuit of mineral riches in the Iter-3 Mining Compound, Vostok-Vickers-2 • Primary
banned biofeedback technology asteroid belt and Jupiter to fuel their exoplanetary Languages: English, Spanish, Portuguese, Russian •
to link their nervous systems ambitions. In the wake of the Project DAWN disaster, Principle Industries: Mining, Zero-G Construction
directly to the fates of their however, Yu Jing did not believe wormhole explo-
drones; deaths are common. ration was a viable option. Instead, they invested ORBITALS AND MOONS
When the popularity of Arachne
heavily in Mars. To this day, they control more of the The environment around Jupiter is incredibly
race broadcasts began to
red planet than any other power. dangerous. The gas giant’s gravity is immense, and
threaten legal drone racing
revenue in PanOceania, the its system of moons is bathed in intense radiation.
PanOceanian Military Complex Outside of Yínghuo, Mars is home to two other Nevertheless, there are permanent colonies on
was ordered to shut the Mars major settlements: Marsport, and Bradbury. The Europa and Callisto, and in dozens of orbital
Underground Circuit down. This latter is the main PanOceanian colony on the platforms.
unilateral PanOceanian police planet. It is dominated by large mining facilities,
action extended even into Yu with a supporting astroport. These are controlled Only automated miners and thrillseekers visit Io;
Jing-controlled territories. It by Minescorp, one of the PanOceanian Big 5 corpo- its surface is partially molten, and its volcanoes
caused outcry in the O-12, rations. Their dominant position in Bradbury gives spew sulphur hundreds of kilometres into space.
and appears to have been
it the feel of a company town. Conversely, with only moderate medical interven-
ineffective. The new season is
tion, the water oceans of Europa provide enough
already underway.
Marsport, on the other hand, is an international protection from radiation. A number of colonies, all
area controlled by O-12 and home to a Nomad controlled by PanOceania, exist under the moon’s
Commercial Mission. Built around a bustling astro- water-ice crust.
CALLISTO port on the edge of Valles Marineris, it cascades
COLONY RUSH down the side of the canyon. In an inversion of The rest of Jupiter’s inhabitants live in a large
Furthest from Jupiter’s deadly typical city planning, the most affluent citizens number of orbitals, some mobile and some
radiation and geologically live at the base of the canyon so that they can established close to resource-rich minor moons.
inactive, Callisto is the most
breathe the Martian air unaided. A great deal of The Haqqislamite caravanserai Rihla was built by
attractive of Jupiter’s moons
for colonisation. Following
wealth moves through Marsport, heading into the Nomads from a hollowed out Trojan and towed
PanOceania’s establishment of inner system and out into the Human Sphere. Crime, into place near Callisto, and a prominent Order of
the pioneering colony in the diplomacy, corporate espionage, and terrorism Santiago monastery greets most new arrivals to
centre of the Valhalla Crater, inevitably follow. the system.
there was a massive influx of
colonists from nations all over Even after a century of colonisation Mars still feels DEMOGRAPHICS AND CULTURE
Earth, all hoping to strike rich like a frontier world. Despite access to high-speed PanOceania reached Jupiter first, establishing
with various helium-3 or metal aerial and sub-orbital transport, Martians maintain helium-3 mining operations to assist with their
mining endeavours. a love affair with surface vehicles. This is perhaps push to the stars. They still tend to act as the de
due to the large shadow that rovers cast over the facto system police force. Given the presence of so
The wealth produced by these
ventures was considerable—in
planet’s history. many other nations — from Yu Jing all the way down
some cases, enough to support to surviving Russian colonies on Callisto—this is
often a source of tension. Agents of the Yănjīng,
independent colonies long after
their parent nations on Earth JUPITER the Yu Jing Military Intelligence service, seek to
collapsed. The moon remains take advantage of this instability by disseminating
heavily balkanised. Vast quantities of helium-3 in the upper atmos- propaganda widely throughout the system.
phere of the gas giant, water and other volatiles
in the Trojan and Greek asteroids, metals and rare Despite a growing trend of importing luxuries
elements on the moons — Jupiter is one of the most and technological advances from elsewhere in
HELOTS ON resource-rich environments in Sol. For this reason, the Human Sphere, Jupiter remains an extreme
EUROPA
Transplanted Helot colonists ply it is the most heavily populated place in the system, environment. Jovians consider themselves hard-
the oceans of Europa. Though outside of Earth. ened spacers and meteor heads, and often have
PanOceania vigorously deny it, the radiation scars to prove it. The zero-g work
a persistent rumour abounds PanOceania is still the dominant player around required to keep mining and industrial operations
that this is a penal colony for Jupiter, but every major power has a presence. The functioning is particularly attractive to the Nomads,
Helot terrorists. Bureau Noir memories of the Jovian Crises — which saw the and their presence is stronger here than anywhere
agents are currently monitoring deployment of heavy weaponry on all sides, includ- else in Sol.
contact between the Helots ing TAGs, in a full-blown struggle for industrial
and Nomad agents in the
primacy — have not dimmed.
Jupiter system.
The first wormhole was discovered in orbit around Saturn’s moons Enceladus and Titan are both
Saturn, disrupting its outer rings. That quirk of embargoed. Microbial life has been discovered in
circumstance directly led to Saturn’s current status the vast ocean under the surface of Enceladus, and
as Sol’s gateway to the Human Sphere. in the water vapour ejected from its cryovolcanoes.
Yu Jing, PanOceania, and Haqqislam are locked in a
All of Sol’s trade wormholes are located in the three-way struggle to win research rights over this wormhole — p. 7
outer solar system, and most of them are near moon. Titan, which resembles the environment of
Saturn. People entering the system inevitably pass early Earth, is the site of an ALEPH-led project into
through Saturn. This has contributed greatly to the the evolution of planetary life.
colony’s success. The famous Mars-Saturn Circuit
keeps the people of Saturn supplied with food, The majority of Saturn’s residents live in hol-
water, and Earth- or Mars-made goods. In return, lowed-out rocks, part of Saturn’s large system Circulars— p. 144
products from the rest of the Human Sphere are of irregular moons. Away from the wealth of the
shipped to the inner system via Mars. Haqqislamite caravanserai, many of these smaller
colonies are starting to show their age.
BOURAK FALLS
SATURN PLANETARY STATISTICS BEHIND
DEMOGRAPHICS AND CULTURE The wormhole connecting Sol
Distance from Star: 9.6 AU • Orbital Revolution: Saturn is perhaps the most cosmopolitan place to the Haqqislamite world of
10759 days • Capital: Harafi (caravanserai, in Sol. The flow of goods, tourists, trade officials, Bourak does not orbit Saturn.
housing embassies of all major powers) • Orbital politicians, mercenaries, and spies is constant. It is Instead, it moves on a slightly
Population: 250 million Prominent Orbitals: a diverse and beautiful environment, and so offers longer period solar orbit, just
Orbital Pi Romeo Sierra, Zhı̌yuãn-4 (Kite-4), some of the best— and safest— opportunities for a short distance further out
Ankha-Ghatak. • Primary Languages: English, exotic tourism in the Human Sphere. than the ice giant. Although
Arabic, Mandarin, Hindi, Spanish • Principle the wormhole was quite close
Industries: Human Sphere Import/Export, ALEPH and O-12 maintain a sizeable presence in to Saturn at the time of its
Diplomatic and Trade Services, Tourism discovery, it is falling further
the Saturn system. Given the crucial importance
and further behind with each
of the Circular routes, all the major powers have passing year.
ORBITALS AND MOONS a powerful interest in keeping the peace around
Two Haqqislamite caravanserai capture the best Saturn. As a result, open warfare is extremely rare. Haqqislamite authorities are
views of Saturn. They are the most trafficked growing concerned that longer
places in the system. The Qaradawi caravanserai The legacy of early wormhole research around Saturn and longer voyage times
is an orbital platform with stunning views of the is a sizeable scientific community. Many research between the wormhole and
hexagonal storm raging at Saturn’s north pole. On teams from Yu Jing, PanOceania, ALEPH and even Saturn will soon make trade
the moon Iapetus, the Harafi caravanserai instead Haqqislam live and work here, either inside existing with Bourak unprofitable,
disrupting part of the Silk
offers an angled view of Saturn’s spectacular rings, colonies or in isolated—sometimes secret—facilities.
Route. They are considering
a range of options, including
ARRIVING AT SATURN the construction of a third
caravanserai, or relocating
After your Circular arrives in the Sol System, your whim. There is even a thriving mercenary market, Qaradawi from Saturn orbit.
first destination is likely to be the Harafi caravan- although it is carefully monitored by representa-
serai. Sprawling across the moon Iapetus, it is the tives of O-12.
de facto capital of Saturn; hundreds of millions of
people pass through it every year. The approach is Most of the major corporations and banks in the caravanserai, p. 160:
spectacular, weaving between thousands of shut- Human Sphere have offices in Harafi. The wealthi- Haqqislamite outposts where
tles, pleasure yachts, cargo haulers, government est and most powerful, however, are conspicuously anyone can do business. The
transports, and even warships. Without ALEPH absent. They prefer to keep their offices away from Winter Hall at the centre of
to manage all the orbital traffic, the skies above the bustle, on the smaller and more exclusive each caravanserai is a place to
buy and sell, rest and resupply,
Harafi would be deadly. Qaradawi caravanserai.
in as much comfort and luxury
as local conditions allow.
Harafi’s Winter Hall is one of the most visually Thrillseekers can find all sorts of activities to
impressive places in the Sol System. Built around entertain themselves around Harafi. A particular
a huge circular plaza, kilometres across, it is highlight is hiking up Iapetus’ equatorial ridge.
roofed with transparent spun diamond. Iapetus is With peaks reaching twenty kilometres above the
a tidally locked moon, so Saturn is always visible moon’s surface, the views are remarkable, and the
in the sky. On the floor itself, a dizzying network low surface gravity makes the climb accessible to
of stalls, hawkers, and traders cater to nearly every people of all ages and fitness levels.
Sol 291
Teseum—p. 8 They study propulsion and wormhole physics, but This arrangement exists largely due to international
also astrobiology, astrophysics, weapons develop- agreements that forbid the firing of automated rail
Vila Booster—p. 145 ment, and dozens of other research fields. guns towards the inner solar system.
Second Great Space The asteroid belt is also a superb place to hide.
Race—p. 14 MINOR COLONIES Low-grade conflict is common, focusing largely
on industrial sabotage and piracy. The largest
wormhole—p. 7 ACONTECIMENTO VILA BOOSTER port in the belt is located on Ceres itself. It has a
The wormhole linking Sol to Acontecimento is reputation as a safe harbour for corsairs and other
unusually distant, beyond even the orbit of Pluto. undesirables.
BELTER Out there in the cold and dark, the sun is just a
MEMORIALS
In the earliest days of Ceres
bright point in the sky. It’s an environment that can VENUS
Belt asteroid mining, a tradition make even the most hardened spacer feel a long The brightest planet in Earth’s sky has also proven
arose to memorialise the many way from home. the most difficult to exploit. Crushing pressures,
belters who died at their work. surface temperatures in excess of the melting point
A piece of cloth—usually a strip Perhaps for this reason, the facilities around the of iron, clouds of sulphuric acid; Venus is in many
of the dead miner’s vacuum suit, wormhole are extremely limited. There is no ways less hospitable than the vacuum of space.
but sometimes a ribbon, prayer caravanserai, and few commercial spaces. With only
flag, or piece of blanket—was a token O-12 presence, PanOceania dominates the During the prologue of the Second Great Space
attached to a piton and driven region entirely. Race there was brief enthusiasm for Venusian
into the surface of an asteroid.
aerostat cities. The most famous of these were four
Sometimes this was the
The most notable feature of the wormhole entrance opulent facilities belonging to the eccentric indus-
asteroid where the miner died,
but any rock would do. Over is the rapidly steerable Vila Booster. Though it is trialist Aruna Kaur. Their wood-panelled interiors
time, some Ceres Belt objects mostly used to fling vessels to the transit point at were imported at considerable expense from Earth,
came to be speckled with Saturn, PanOceanian authorities can re-point it in and the spun diamond domes provided stunning
memorials, resting eerily still in minutes. This grants them unprecedented ability vistas of Venusian weather patterns.
the hard vacuum. to deliver their ships anywhere in Sol. They use
it for this purpose only sparingly; all the main Unfortunately for Venus, Kaur’s empire was already
Some spacers still observe powers have watchers placed in the system, alert to in decline when construction began; before it could
this tradition today. It is most unusual firings. be finished PanOceania unlocked the first exo-
common in the Ceres Belt,
planet colonies. The venture bankrupted her —none
but has spread outside the
Sol System to anywhere that
PLUTO of her cities were completed, and their high-profile
spacers risk their lives for Before the wormhole to Neoterra was discovered, failure signalled a stampede away from Venusian
mineral wealth. Yu Jing planted a small colony on the surface of colonisation efforts. Nevertheless, the surviving
Pluto. Part scientific outpost, part propaganda exer- Venusian aerostats still house a few strange locals,
cise, the scientists living there oversaw a network and attract a steady trickle of tourists drawn by the
of telescopes seeded throughout the outer reaches appeal of a retro-futurist vision of life on Venus.
THE OLORUNS of the Sol System. This network formed the largest
PALACE array in humanity’s history, allowing the Yu Jingese MERCURY
The Nigerian billionaire Victor scientists to see further than ever before. Solar energy is abundant on Mercury, so
Odibe was always outlandish, close to the sun. For this reason, a variety of
and so few batted an eyelid As the Second Great Space Race began, the outpost energy-intensive industry takes place on this small
when he announced his plan on Pluto was mothballed. Recently, however, there rocky planet. City-sized refineries mounted on
to build a palace on the long have been signs of renewed activity. It is unclear treads endlessly roll with Mercury’s slow rotation,
period comet P/2008 X2. The
who is responsible, but speculation is rife. Yu Jing keeping themselves at the day-night terminator
comet’s orbit carries it deep
into space, only returning to the
scientists, returning to resurrect their telescope where thermal gradients are greatest.
sunlight every few hundred years. network? Space archaeologists, exploring a piece
of Sol System history? Pirates? Or perhaps a secret Although businesses here have always been
Following the completion of his ALEPH project? profitable, the discovery of vast Teseum deposits
new home, Odibe transferred on Ariadna has led to a new boom for the refineries.
all of his considerable wealth CERES BELT Despite the astronomical expense of shipping
into long-term savings, and Named after the dwarf planet which orbits within it raw Teseum ore across the stars, the facilities on
moved to the comet. For the (to minimise confusion with asteroid belts in other Mercury are barely able to keep pace with demand.
first two decades of his voyage star systems) and located between the orbits of Mars
out of the Sol System, Odibe
and Jupiter, the Sol System’s asteroid belt is a chaotic Predictably, this has led to conflict between
continued to communicate
with Earth. Then, abruptly, he
free-for-all. The major powers, and several Earth- PanOceanian and Yu Jing interests on the planet.
fell silent. His fate will remain bound minor ones, all operate mining and resource Both sides deployed mercenaries during the Solar
a mystery until the comet once extraction facilities within the belt. Although some System Inner Area Free Trade Accords. The recent
again swings back towards Sol. in-situ industrial facilities exist, the vast majority of construction of a new orbital financed by Haqqislam,
raw material mined here travels up-well to Jupiter. and Nomad backers points to further tension.
PLANET
SVALARHEIMA
The planet that spawned the NeoColonial Wars survival gear. Equipment that has been field tested
and to this day remains a hotly contested sector on Svalarheima is rated past the needs for gear NeoColonial Wars— p. 22
between PanOceania and Yu Jing, Svalarheima is a on other worlds, and native fruits and vegetables
planet rich in mineral resources and neomaterials that manage to survive among the heavy snows
that are hard to find in the rest of the Human of the planet have solved food problems on other
Sphere, and little else. The freezing cold, the hostile planets. Svalarheima may seem like a world that no
terrain, and the prowler minefields and other one would want to fight for, but in this century it
automated defences left over from the war have is a planet that routinely seems to prove that it is
made Svalarheima a dangerous planet to survive, indeed worth going to war for.
let alone live on.
CLIMATE AND GEOGRAPHY
But Svalarheima has also been a place of great The coldest planet in the Human Sphere that still
breakthroughs in research on rare metals and has a breathable atmosphere, Svalarheima is a
Svalarheima 293
blue and white orb of snow, rock, and metal. In the mouths to dig in the frozen ground for insects and
summer temperatures rise as high as 8° which plants to eat. In Trollhättan an ape-like creature
allows for ice to melt across the planet, causing over three metres tall roams the wastes in packs.
NO MAN’S LANDS floods and shifting ice flows which make overland These wild animals have been named trolls by the
Many sectors of Svalarheima
travel dangerous. colonists, and their blood is said to never freeze.
have been transformed by
Their gruesome practice of licking the flesh off
the NeoColonial Wars. Filled
with explosives, booby traps, The surface of the planet appears to be relatively their victims before eating it has been the subject
and automated defence flat, but Svalarheima is actually a very mountainous of nightmares for colonists across the planet.
platforms (many of which are planet. Thick sheets of compacted snow and
now malfunctioning due to ice—some dozens of kilometres thick— cover its When it comes to vegetation, there are a few forms
age), these No Man’s Lands are many peaks and hills. Only the miners have any of plant life that have managed to survive, mostly
incredibly dangerous. Petitions real clue about just how much rock there is on the in the subterranean caverns. Baldurwood trees,
by the miners to disable the planet, and they know that it’s honeycombed with however, are great towering trees that secrete a
automated defence platforms vast networks of mammoth caverns that worm their filmy residue that they spread their roots through
have been denied.
way down towards the planet’s core. as they cling to rocks, stand out on mountain
sides. These trees then become home for smaller
O-12 has demanded that
these areas be dismantled There is one central ocean on the planet, and it mammals and birds living in a close symbiotic
and cleared by Yu Jing and splits the world in two. The northern and southern relationship with these trees.
PanOceania, but both nations continents curl down into one hemisphere of the
secretly suspect that hostilities planet, separated by the turbulent Vannfrosset ECONOMY
could be renewed at any time Straits. In winter the straits have been known to If not for the abundance of neomaterials on the
and they use whatever pretexts freeze in spots, creating a semi-solid mass that can planet, Svalarheima would have been written off as
necessary to maintain their facilitate truckers driving across its surface when a bad investment years ago. The costs of mining are
defences. In truth, it’s unclear the conditions are right. immense, great icebreaking ships are required to
if they have the records or
break through the oceans to sustain transportation
resources to do so even if they
Blizzards are a common occurrence on the planet, routes from the mines to spaceports, and the gar-
wanted to.
including the Fimbul storms that can produce risons maintained by PanOceania and Yu Jing are a
whiteout conditions lasting for weeks. These huge drain on potential profits.
storms often have winds that rage as high as 120
kph. Colonists refer to these winds, which can tear The market value of Teseum alone, however, is more
FUEL TO BURN apart shelters and rip the flesh from those exposed, than enough to make the planet worth it. Only
Due to the likelihood of fuel
as the Yeti’s Teeth. Most survival gear cannot stand the planet Dawn has more Teseum reserves than
lines freezing and vehicles
up to the fury of these storms, and even those in Svalarheima, and each merchant ship with a hold
never starting up again, almost
all vehicles on the planet are environmentally secured exo-skeletons find that full of Teseum is worth billions of yuan and oceana.
left running all the time. This the servos and hydraulics on their suits freeze. Miners who manage to find their own seams are
has led to an increased need for soon able to leave the planet as millionaires, living
fuel across the planet and fuel The areas near the equator — Nordkap, Arkhangelsk, lives of luxury for only a few years work.
shortages are considered life or Solokov, and Niflheim/Huangdi — are the most
death situations. habitable and are where the majority of animal The true treasure trove of the planet, however, is
and plant life can be found. During the summer the the neomaterial Nessium. Although not as valuable
weather there can actually creep past the melting as Teseum, Nessium has vital military applications
point. By sharp contrast, Trollhättan and the lands and Svalarheima is the only place in the Human
at the northern and southern poles are frigid Sphere where it has been found in mass quantities.
AMBROSIA almost beyond imagination. The incredibly thick ice
BERRIES
Ambrosia berries grow to the sheets of the southern polar region even feature DEMOGRAPHICS AND CULTURE
top of the equatorial tundra cryovolcanoes. Svalarheima was discovered by the PanOceania
in the spring time. Their seeds vessel Midgard over a century ago and its crew,
survive by tunnelling deep FLORA AND FAUNA who hailed mainly from Norway, Scandinavia,
beneath the snow and grow All life forms on Svalarheima have evolved to deal and Germany, named much of the planet after
slowly over several years with the extreme cold and lack of surface vegeta- famous lands and places in Nordic folklore. Early
before returning to the surface. tion. There is a vast ecosystem beneath the surface PanOceanian colonisation quotas resulted in set-
They’re considered a delicacy of the planet, burrowing into the ice for warmth. tlement by a large number of northern Europeans,
throughout the Sphere, but
Surface life—primarily mammalian, with avian who embraced the naming conventions. The planet
must be harvested quickly as
the harsh environment and
breeds as the second largest group— survives with became much more diverse when the mining rush
the predations of rapacious thick coats of fur and blood containing a natural began, and today northern Europeans only make
herbivores quickly destroy them. form of antifreeze. up 25% of the planet’s ethnic population. The
remainder is a mélange of ethnicities, with large
Great tundra sloths make their burrows in the hill percentages from Cuba, Mongolia, Australia, Angola,
neomaterials/Teseum—p. 8 regions of Solokov, and the massive yohokgen and the Congo.
beasts roam the tundra, using their great tusked
The largest settlements on the planet are the smaller operators, and larger mining consortiums
regional capitals of each territory. Mineral wealth are much more common here. THE
RUSTBUCKETS
from the smaller settlements and roving melt-rigs
The icebreaking ships of
funnels through the cities, which are also home ARKHANGEL CITY Svalarheima, known jokingly
to the raucous nightlife of native stevedores and The wealth of almost an entire continent flows as the Rustbuckets due to their
miners on furlough. Built to conserve heat and be through Arkhangel City and it shows in its neon patchwork hulls and heavily
as fuel efficient as possible, the cities are full of excesses. In the heart of Furlough Row, holographic reinforced design, run on
cramped hallways, and personal accommodations displays and AR advertisements entice miners to fusion power plants and are in
are expensive as many miners prefer to rent space the nearest casinos and brothels to spend their constant motion while at sea
in barracks while they are in the city. Many cities new earnings. Three sprawling spaceports ruth- for fear they will get imprisoned
burrow down into the ice and rock, and the wealth- lessly compete for seemingly every shipment, and by the unpredictable and
rapidly refreezing ice.
iest often live down in the Deeps. (“As far from the their squabbles often spill out onto the streets of
Fimbul as money can buy” is a common saying.) the city in the form of their associated union gangs.
For the most part, food on Svalarheima is imported VEST FESTNING Svalarheima Winter
from worlds such as Yutang, Sol, and Neoterra. Even Founded in direct response to Yu Jing’s claim of Force — p. 182
the freshest fruits and vegetables have a stale, Youxiong, Vest Festning serves as a home base
frozen taste to them and so most food is fried in and supply centre for the PanOceanian mining
order to give it a tasty flavour. Other foods that interests in the eastern mountains of Archangelsk. NESSIUM
Named after Nessus, the
are popular on the planet are yokogen steaks, troll The Svalarheima Winter Force’s primary military
centaur whose blood was a
livers, and fresh grapple fish taken from the frozen facilities are located here. corrosive poison which caused
seas. Most restaurants prepare food in the Northern the Shirt of Nessus to cling to
European style, but miners from Sol have brought Hercules and slay him, Nessium
with them Mexican and African cuisine, creating
new fusion mixes with local ingredients.
NIFLHEIM/HUANGDI is a neomaterial which has
been described by physicists
To PanOceania, the region is Niflheim and will as “spooky alchemy in a vat”.
always be so. To Yu Jing, it is Huangdi and a symbol It allows for novel chemical
ARKHANGELSK that they stand equal with the Hyperpower. reactions, and, when properly
manipulated, it can be used to
affect the strong nuclear force. It
The most temperate regions of the planet are Two years after Svalarheima’s initial colonisation
has proven irreplaceable in the
found in Arkhangelsk. The mining is easier, life is by PanOceania, a massive Yu Jing fleet entered the creation of high-efficiency fusion
more bearable, and the earliest colonial efforts system and set down upon Niflheim. PanOceania engines and anti-matter drives.
were focused here. As a result, the Arkhangelsk had focused its colonial efforts elsewhere, and
region contains the bulk of the planet’s population. the few outposts it maintained in the region were
completely overwhelmed. The Blizzard Skirmishes
Ironically, however, the region— while still rich which followed eventually snowballed into the
with opportunity — is much poorer in minerals than First NeoColonial War.
the southern continent. This makes it tougher for
MELT-RIGS
These collections of large,
mobile structures travel from
one area to another, melting the
surface ice in search of shallow
mineral deposits. They take
what they can and move on,
usually selling the survey data
to the highest bidder.
FURLOUGH
STORAGE
Storage lockers and gear
rental are thriving businesses
on Svalarheima. Many miners
feel much safer securing their
personal belongings with a
private business than running
the risk of keeping it in a
footlocker in the barracks.
Svalarheima 295
Decades later, the region remains scarred with The most famous of these villages is Shuangdong
NIFLHEIM countless trenches, bunkers and No Man’s Lands. (Frozen), which was the “star” of a propaganda
BLOCKADE
Soldiers from both sides maintain patrols along campaign run by the Ministry of Information before
PanOceania has maintained
a naval blockade off the Solokov-Huangdi border and there are routine the NeoColonial Wars to show that the “icy spirit” of
Niflheim since the end of the clashes between the PanOceanian naval blockades Huangdi could not be quenched.
NeoColonial Wars in defiance and land-based artillery emplacements.
of O-12 directives. Relations XUANYAN AND YOUXIONG
with Yu Jing had thawed in CHUNQIU The so-called Sentinel Cities, which bracket the
recent years and plans were The Chunqiu Spaceport is the major export centre eastern end of the Vannfrosset Straits, are relatively
being initiated to end the for Yu Jing’s mining activities throughout the small, but have immense strategic importance. The
blockade. The revelations of Huangdi region. It’s a bustling hive of activity Yuki-Onna and Yuki-Anesa air forces staged out
the Qingdao Report, however,
perched atop ice cliffs nearly a kilometre high, with of them are Yu Jing’s largest defence against the
have heightened tensions
a culture heavily influenced by the Japanese and PanOceanian planetary navy.
once again: PanOceania has
increased its naval presence, Filipino citizens Yu Jing imports to work the mines.
and Yu Jing has responded by During the spring, the streets run ankle-deep with Yu Jing seized Youxiong shortly after first landing
deploying more land units to melt-water pouring down to the sea below. on Svalarheima. It was meant to be a toehold for
the planet and increasing the the StateEmpire on the northern continent and the
range of their aerial patrols. KUNLUN first Blizzard Skirmish was fought to contain their
Nicknamed the “Cavern City”, Kunlun is nestled aspirations there. Yu Jing has never yielded the
into a honeycomb of mammoth caverns in the city, even during the hellish fighting of the Siege of
NeoColonial Wars—p. 22 heart of the Valhalla Mountains. During the First Youxiong during the NeoColonial Wars.
NeoColonial War it was essentially the last bastion
Blizzard Skirmishes—p. 21 of Yu Jing resistance, but the twisting valleys which
surround it became known as the “fractal death” by NORDKAP
the stymied PanOceanian troops.
FALL OF The Nordkap peninsula is an upthrust of volcanic
CHUNQIU PORT
Lěngdòng Gŭ: This military compound contains an activity that pushes its mountainous peaks
Huge tunnels lead down
through the ice cliffs beneath extremely secretive research division commanded above the ice sheets which cover so much of the
Chunqiu to what was once by Colonel Zhuo Shin and also serves as the base planet. The vision of clear land led the earliest
a major naval port before of operations for training Gŭiláng (Ghost Wolf) PanOceanian expeditions to identify it as ideal for
Jeanne d’Arc destroyed Yu Jing’s skirmishers. settlement and they established the first colony on
planetary navy during the the planet at Valontach Point.
Blizzard Skirmishes. QUANXUE
Quanxue is similar to the old lunar habitats, and, Unfortunately, their assumption was erroneous.
in fact, it is full of lunatics. Located in the centre Nordkap has essentially no major deposits of
of the province, the climate is so extreme and the neomaterials and ice-cavity hydroponic tech-
conditions so demanding (despite most of the city niques proved far more successful for agriculture
being subterranean), that even the sanest start on Svalarheima than the wind-ripped surface.
HYŌ SHŌ DOMES to feel the effects of the environment. The city is Although there are some mining operations target-
In the period between the also the primary military base in Huangdi, and the ing traditional materials (like iron), the peninsula is
Blizzard Skirmishes and the streets are filled with a volatile mix of soldiers and an economic dead zone.
NeoColonial Wars, Yu Jing built White Banner Army veterans.
a number of experimental
ARENDAL
“dome cities” in the central
region of Huangdi. These
SHIDONG Located in the Cape of Frosne Tårer (Cape of
domes were badly damaged The base of Yu Jing’s orbital elevator is a large, bus- Frozen Tears), the Arendal Naval Base—the seat of
during NeoColonial Wars and tling commercial city which has been named the PanOceania’s planetary navy—is on the southern
many remain abandoned (or capital of Huangdi. Huge amounts of money have end of Arendal Island. The island is also home to
completely swallowed by the been spent outfitting the city with the latest envi- the SK-1 top secret military research facility. Most
ice). Recently, however, Yu Jing ronmental modification technology to make life as of the northern half of the island belongs to the
has been making efforts to comfortable as possible for corporate workers and Vulcain megacorp, although the purpose of their
reclaim the settlements. Their commercial agents. private reserve is unclear.
plans to build new domes in
Trollhättan, however, is creating
SHUANGDONG VALONTACH
fresh tensions with PanOceania.
There are a number of small, frontier settlements What prosperity Nordkap once had was predicated
dotting the coasts of Huangdi. These are a mix on Valontach remaining the seat of the colonial
of whaling encampments, an old arctic village, a government. However, when O-12 moved the
Siberian town, and a polar military base. Small huts planetary capital to Odinheim following the
and longhouses are common. NeoColonial Wars, the entire region was plunged
into a depression.
Svalarheima 297
Yu Jing invasion, and maintaining the region as a kilometres. This has led to both sides rushing to
NORDIC polity allows PanOceania to effectively block Yu put out space stations and satellites to fill the sky
WARRIORS
Svalarheima is home to an
Jing expansionism. Military bases were sunk under above the planet and force out their competitors.
ultranationalist PanOceanic the ice, with long, cobweb-like tunnels allowing the As such, there are many space stations orbiting the
faction known as the Nordic Svalarheima Winter Force to pop up seemingly out planet that have only a few maintenance personnel
Warriors of Heimdall. They see of thin, icy air. onboard, and many more of these stations suffer
the icy world as the perfect catastrophes and fall into the planet’s atmosphere
training grounds for their During the ceasefire prior to the Central Stage of due to lack of fuel, inferior design, or accidents.
radical ideology and have the NeoColonial Wars, Nessium was discovered
established training camps in the Trollhättan Caverns. Despite the incredibly Tollan Orbitals: The Tollan orbitals are military
in the wastes of Trollhättan inhospitable nature of the region, this caused an installations created by PanOceania during the
where they teach their radical
influx of miner seeking their fortune in the caverns. NeoColonial Wars. Hellcat interdiction teams used
ideology of racial superiority.
the platforms to perform terminal velocity drops
ENSOM DAL into Niflheim/Huangdi. Most of them have now
In the Ensom Dal, or “Lone Valley” as it’s known in been mothballed, but Yu Jing insists that they
SvalarNorse, there is an isolated Moto.tronica R&D should be completely dismantled under the terms
EPSILON ERIDANI facility used for testing their equipment under the of the Peace of Concilium.
SYSTEM
most extreme temperatures and conditions. Known
STAR for making “the pretty blue TAGs”, they are working Unity Station: The largest astroport above the
Ran: K2V on developing advanced auto-medical systems in planet, the woefully named Unity Station is a
their Remote Presence cockpits. bi-spherical station generating gravity through
PLANETS counter-rotation. The clockwise spinning
Svalarheima (0.9 AU): MJOLNIR’S HANDLE hemisphere is controlled by Yu Jing and the
Ice Planet A ten-metre tall pillar of Teseum known as counter-clockwise hemisphere is controlled by
Asteroid Belt (2.7 AU): Mjornir’s Handle was found in the frozen wastes PanOceania. The station is a very cold place both
Fragments of a Disrupted of Trollhättan. Those who have studied the Handle environmentally and from a design aspect, as the
Planet
are divided on whether it could be the result of a original architects and engineers refused to work
Jotunheim (3.38 AU):
natural process or not. If it is not, then it is likely with their rivals. As a result, the station has no
Gas Giant—Class I
(Ammonia Clouds) of unknown extraterrestrial origin (although some unified set of design schematics and engineers
Asteroid Belt (20 AU) claim it may just be a hoax). from both sides are routinely forced to fix a station
Nidenheim (40 AU): Ice Giant that always seems one micro-fracture away from
Dust Disk (35–1000 AU) NYKÅFJORD OUTPOST exploding.
This PanOceanian outpost can lend emergency
DUST DISK assistance to those stuck in the wastes as well as
A vast field of debris blankets defence for any PanOceania outpost that may come OTHER STATIONS
the edge of the Epsilon Eridani under attack. The soldiers stationed at Nykåfjord
system. Composed mainly of
refer to themselves as the Troll Hunters, and sev- Fourth Battle Chapel of the Knights Templar:
dust and ice fragments, there
eral paint their armour and weapons to resemble Originally moved to Svalarheima’s orbit during
are asteroids and planetary
fragments scattered throughout the creatures. A soldier is not considered a full the NeoColonial Wars, this floating monastery was
the field which are used member of the regiment until he kills his first troll. the regional headquarters of the Knights Templar.
as bases for both miners When Templars were disbanded, the Curia divided
and pirates. the vast station among the various Military Orders
EPSILON to serve as a staging area during the Final Stage of
the wars. The Templars honeycombed the station
Sol Paradiso ERIDANI SYSTEM with secret chambers, and there are constant
Neoterra rumours of a “Templar ghost” (possibly a rogue AI)
Svalarheima The Epsilon Eridani system is a turbulent and that haunts the station.
violent system, where a large prevalence of
Shentang- asteroids has led to debris scattered across the Fenris: The Fenris anomaly is a gravitational lens
Yutang system. Svalarheima is the most habitable planet with no corresponding mass that lies between
Dawn
Varuna in the system, with the other planets being either Svalarheima and Nidenheim. A joint O-12 scientific
absolutely inhospitable to human life or possessing project has established Tyr Outpost, a research
C2 C3 C7 C8 no real value. station to monitor and study the anomaly.
PLANET
VARUNA
The colonisation of Varuna represented a unique Fish and other aquatical creatures of all shapes,
challenge to the first settlers. It was the fourth sizes, and colours zip to and fro for the delighted
system found with an exoplanet that could sustain spectator. The arcing structures of the floating
human life and PanOceania had developed a tem- cities have a stark elegance, while the planet’s
plate for colonising a new world, but on Varuna that Living Cities, home to the super-rich, are breathtak-
template simply did not apply: A primarily oceanic ing in their opulence.
world lacking large continents, it was also the first
planet where humanity discovered semi-intelligent CLIMATE AND GEOGRAPHY Helots — p. 301
native life: The Helots. Even though it is almost entirely water-covered,
Varuna’s topology does form a distinct landscape.
The planet is a place of outstanding beauty, both In geological terms, the planet was flooded only
natural and man-made. The sea, countless shades recently (as a warmer climate caused the planet's
of blue beneath a cloudless sky, teems with life. polar caps to melt). The Uplands— what the Helot
Varuna 299
refer to as sissala — include the multitude of islands A rare but famous inhabitant of the Upland waters
still above the water and coastal regions between is the Narain Stingray. These polychromatic rays
three and twenty metres in depth. are about fifty centimetres across when fully grown,
and can change their colour to blend in with the
KOSSALA The depths of the open sea vary greatly. Beyond the background. When they feel the moment is right to
Helots refer to space and all
sissolu (waters) are the kossolu (deepwaters). These escape, they “bloom” into dazzlingly phosphores-
other regions beyond Varuna as
include the Sphere’s deepest known underwater cent colours, startling their predators. They in turn
kossala—the deep uplands.
points. The Ó hAilpín Deep reaches 20,000m below prey on the Ithacan arrow and serra-fish.
the surface, while the Hamka Plateau, at 12,000m
below, is the site of some of the PanOceanian In the far reaches of the kossolu, there are the Gaim
PanOceanian Military Military Complex’s most advanced, top secret Moyu. These deep-dwelling creatures are large
Complex—p. 21 research facilities. cephalopods with one strong, prehensile tentacle
up to three metres in length. They often mistake
PanOceania’s colonisation efforts have included human submersibles as mating rivals and will
building a number of artificial islands or artificially attempt to ram them.
expanded natural islands (both of which are
referred to as tassala by the Helots). Also of note ECONOMY
are the Varunan atolls and lilypads. Atolls are ring- The scarce surface area limits traditional agricul-
shaped formations of prabala, a kind of floating ture, creating a local food supply which is heavily
SEJUK OCEANIC coral. Most prabala formations are small (no wider dependent on imports from Acontecimento and
PLATEAU
This large, relatively flat, than two metres across), but the oldest such aquaculture. Row upon row of pontoons stretch out
submarine region covers most formations can extend up to three metres thick from the Upland shores, connecting thousands of
of Varuna’s south pole. Before and hundreds of metres across (supporting entire fish farms, oyster beds, kelp racks and more. This
the planet’s recent warming micro-biospheres). produce is Varuna’s primary export.
period, Sejuk would have
been the largest continent on Lilypads are matted floating masses of the sea- On the technology front, Varuna is strongest in
the planet, its deep interior weed called katallpeac. Up to 500 metres across, biotech development. The planet’s unique undersea
covered in thick ice and snow, lilypads can be found drifting with the current research labs allow for testing conditions that
but its exterior a ring capable
throughout the tropics. cannot be replicated elsewhere.
of supporting life. When its ice
melted, it sunk beneath the
rising tide. Today it is home Due to the lack of landmasses to aid in cloud Finally, off-planet tourism brings in billions of
to a large number of Helot formation, the climate is extremely humid, between oceanas every year.
settlements, most of which 90 and 100% on any given day. This also means
remain uncontacted by humans. that spacecraft entering the atmosphere trigger DEMOGRAPHICS AND CULTURE
rainstorms. You can tell a spaceport on the horizon The original settlers of Varuna hailed largely
from the constant swirl of dark clouds in the sky from Kerala, Tamil Nadu, Polynesia, and the Malay
above it. From inside the ship, the sudden lashing Archipelago. After their expertise had tamed the
rain as you come in to land gives first-time visitors planet to some extent, they were followed not long
quite the wrong impression of the weather they after by a large influx of Australians.
EKRANOPLANS can expect.
Ekranoplans are widely used
for long-range travel on Varuna.
Although long settled, Varuna has the air of a fron-
These stub-winged seaplanes FLORA AND FAUNA tier world — there are few large cities here. Visitors
use the ground effect (or on The Badak is a large, legless amphibian that the perceive Varunans as laid-back, and they are por-
Varuna, surface effect) to earliest settlers of Varuna called the “rhino whale”. trayed in the media as enjoying an enviably sedate
improve fuel efficiency by flying It is often hunted for its meat by the planet’s Ateks, lifestyle. The pace of life is slower on Varuna than,
at only three to ten metres’ though its tough hide makes it difficult work. say, Neoterra. However, most people here work in
altitude. Most are jet-powered, aquaculture, undersea mining, or the hotel industry,
though prop-driven versions The natural predator of the Badak is the Jerung, a all of which demand long hours. Living on the sea
are available and are the choice dark grey, sharp-toothed fish similar in form to requires constant maintenance and wariness.
of the planet’s Ateks.
a Terran stingray. Jerungs grow throughout their
lifespan— the oldest reach a width of as much as The famously opulent Living Cities of Varuna are
three metres. unique in large part because they are smaller, more
tightly knit communities. Elsewhere PanOceanians
In the shallow, clear waters of the tropics, schools glory in monumental edifices, but the practical
of hundreds of serra-fish glitter in the sunlight, limitations of Varuna’s island life takes the mas-
darting amongst the colourful corals. They share sively interconnected ideal of the Living City and
this habitat with the Ithacan arrow, a breed of fish intensifies it in a place where “everyone knows
to which locals attach much superstition. They are your name.” Many of the Living Cities are actually
torpedo-shaped and of a bold vermilion colour, built upon floating sea platforms that drift with
usually seen moving fast in groups of three or four. the equatorial currents to circumnavigate the
globe, interfacing their insular communities with a will move the eggs to the sissolu waters below and
panoply of ever-changing externalities. then abandon them.
Some Varunan cities are subaquatic. In the Uplands Similar mating habits are not unusual among ATEKS ON
VARUNA
this is done when it’s easier and cheaper to build Varunan species, although in the Helot it has The lower population density
using adapted space-station techniques than to become partially ritualised —both in the nesting and relative isolation of even
reclaim land from the sea. Those in deeper waters challenges and the clutch havens where the eggs the biggest cities has given
are usually built around the mining industry. It’s are “abandoned”. the planet’s Ateks the space to
simpler to live close to the mineral seam than to form enclaves away from the
have to travel up and down with every shift. In There comes a time when young adult Helots will hassle of having to deal with
deeper waters, underwater cities are linked by choose to abandon the Uplands and return to mainstream PanOceania.
sea-lifts to access platforms on the surface. In the the sissolu themselves. This triggers a biological
Uplands, the higher floors of buildings protrude change which renders them sterile, at which Libertalia is a makeshift Atek
community built on a large
above the surface of the water. point they become mature adults. Mature adults
atoll that drifts along the
are almost always monogamous pairs (although currents on the northern fringes
gender seems culturally irrelevant to this pair
HELOTS bonding), and it is these pairs who will journey to
of Laut Selatan. The population
includes several hundred
the clutch havens, retrieve the eggs which have Helots, escaped from the sea-
Helots— who refer to themselves as the Omn— are been left there (not all of which will prove viable), factories of the south.
an amphibious species. Roughly humanoid in and become the parents of the fry who are born
shape, with a long muscular tail that they use for from them.
locomotion in the water and long, spindly limbs
that end in six-digit grasping extremities with In some cases, these pair bonds will break (or a
black, retractable claws. Their skin is an iridescent mate will be lost to tragedy). In these cases, some
HELOT EYES
blue-grey. They have wide, flat-faced heads with mature adults can choose to return to the shallow The colour of Helot eyes varies
two bulbous eyes. waters of the sissala (where their biology will shift depending on the state of their
until they are young adults again). More commonly, internal biological changes,
Their skulls do not completely encase their brains, however, mature adults will remain in the sissolu most of which are triggered
which instead bulge out of the back of their heads until their legs atrophy from old age (at which by pressure and indicate their
and are protected with a highly muscled, flexible point their tail usually reinforces, restoring them to general emotional inclination
mantle. Similar muscular tissue fills their chest their original, mermaid-like form). or state. These colours can often
cavity, protecting their internal organs from the be counterintuitive compared to
pressures of the deep ocean and assisting with Most of these elders — known as kossomn— will the emotions they’re associated
with in human cultures
respiration. descend to the great depths of the kossulu. Most
however, and this has given rise
such are hermetic, spending their lives isolated in to new emotional metaphors
The iridescent quality of their skin is caused by meditation upon the deep mysteries of existence. becoming part of the Varunan
pigment proteins that are used to reinforce their By processes not fully understood by human parlance: Blue rage. Crimson
body language underwater. scientists, however, some kossomn effectively serve calm. Green lust.
as ideological leaders among the Helots. (Some
HELOT LIFE CYCLE of these kossomn have even been identified as the
The Helot life cycle has five stages: Egg, fry, young intellectual guides of the Libertos.) It is unclear
adult, mature adult, and elder. how long kossomn can survive in the depths, but if
they return to shallow waters they appear to waste
Helot eggs hatch in the sissolu waters (of medium away and die in short order.
LILY MIGRATIONS
Helot pods will attach
depth) and are cared for by a monogamous pair of themselves to the katallpeac
mature adults. The young fry are mermaid-like in HELOT PODS lilypads, using them as a
shape and remain with their parents in the sissolu At each stage of their life, save the kossomn, Helots source of food and transport
until they develop legs, at which point they go organise into pods consisting of usually twelve in order to migrate between
through the juvenile rites, are recognised as young to twenty individuals. Each pod has a collective the archipelagos.
adults, and usually migrate to the Uplands. identity and its own name, but its membership can
often be transient with pods splitting apart and
As young adults, females have three oestrus joining freely. This can create overlapping senses
moments a year in which they become fertile and of community: A Helot may spend their entire life
lay clutches of four to six eggs (always in the rela- in the same pod as five or six close friends, even if
tively shallow waters of the Uplands). Each nesting which pod that is changes over time. At the same
is then “claimed” and fertilised by a young male time, individual pods can be possessed of rich
adult who will defend it against others until cal- oral histories as their ever-changing membership
assus is achieved. (Until that point, the eggs could passes from sissala to sissolu to kossolu and back
be successfully refertilised by a second claimant.) again over the course of dozens or even hun-
Once the eggs reach calassus, however, the male dreds of years.
Varuna 301
Helots possess a communal sense of property. Pods expendable cannon fodder for their war against the
will migrate freely between various settlements EI — attempted to heighten the aggressive tenden-
(some of which are constructed; others consisting cies of the species. When the Tohaa were done, they
of modified caveworks), taking up residence in added the most successful subjects to their armies,
whatever structures have been recently abandoned and then abandoned their Oomnya colony (which
by a departing pod. they had named after the Omn, aka the Helots).
PRESSURE PERSONALITIES
LEGACY OF
OOMNYA
The extreme changes in biochemistry and anatomy
that Helots experience in response to variations in
ATLANTEA
When the Tohaa colony of
Oomnya was abandoned, the pressure also manifest in their behaviour. In gen- ARCHIPELAGO
seed-copy of the Digester eral, the closer to the surface a Helot comes, the
which had been kept there more aggressive, hot-tempered, and impulsive they The Atlantea Archipelago is the most populated of
was intercepted by the Tohaa become. And the deeper into the ocean they go, the Varuna’s land masses, due in part to the enormous
Triumvirate. It was this Digester more placid, calm, and thoughtful they become. influx of tourists from across the Human Sphere.
which was taken to Paradiso The natural splendour and incredible weather draw
and triggered the secret history Helots, of course, don’t see anything odd about in vital tourism and off-world trading. Of particular
of the planet (p. 319). this— they view the individual as the totality of fame is the bustling Scuball scene in Neo Canberra.
their personalities at all depths. PanOceanian
settlers, on the other hand, often find it difficult to AKUNA BAY
understand and interact with the Helots. The planet’s capital is located on the island of Mu.
The city’s northern district is a tourist paradise,
One thing the PanOceanians immediately noted where the elegant hotel towers back directly onto
was that the Helots are awful workers at any depth: spotless sandy beaches. In the south, the working
In the deeps they are lazy. On the surface they lack class districts are constantly pelted by the rain cre-
focus. Once the source of “Helot schizophrenia” was ated as ships come in to land at the spaceport. Out
identified, however, PanOceanian scientists created of sight of the Esplanade, hidden behind the spur
pressure suits that would stabilize their personali- of land that creates the bay itself, is the city’s cargo
ties. This had the immense benefit of turning them port that handles the freight coming in and out of
into industrious workers at any depth, creating a the local spaceport as well as the orbital elevator
sizable labour force for the colonisation effort. in Deepwater.
Varuna 303
PULAU UTARA ISLAND IKATERE
A quietly kept secret of the Varunan military, Pulau Home to a celebrated tradition of brewers, Ikatere
Utara houses the Varunan Centre of Aquatic Warfare, is famous for its Varunan Helot Rum, a concoction
a research and development facility dedicated to made from various algaes and purified fish blood
providing PanOceania an edge in maritime warfare. known to the Helot race as kotussum. Although
Decorated for the development of the Cutter TAG the original recipe has been modified to make
as well as the incredibly pressure resistant alloys it more palatable to humans, the drink’s origins
used in PanOceanian craft, the underwater facility are marketed to increase the exotic mystique
of Pulau Utara is one of Varuna’s most closely the alcohol holds. Ikatere is known for its close
guarded secrets. relationship with the Helot people, who frequently
gain employment in the bars and clubs of Ikatere
SYURGA as bouncers and guards. For tourists interested in
The largest island in Gurindam Province, Syair the Helot culture, Ikatere is usually suggested as
Island has a permanent population of around half a their first stop.
million and a spaceport. Wreathed in constant rain,
its capital of Syurga is built around the spaceport. TINIRAU
Most people either work there or for the mining One of the more isolated places on the planet,
companies that use it to transport their goods. Tinirau is known for its fishing population. The
Another half a million people form the city’s tran- architecture of the town has been made to adapt
sient population, either undersea miners on their to the shifting tide along the coast of Ranginui,
month off or space crews on turnaround before the and most structures in the town are built with
next flight out. buoyancy in mind.
RYLSTONE
Neoterra
Home to the prestigious Tescari Biogenetic Acontecimento
Research Centre, Rylstone is a town of scholars
and researchers. A number of different amphibious Varuna
Lhosts are being developed by the research centre.
These are growing in popularity across Varuna and C2 C6 C7
can be seen here in numbers which are surprising
to outsiders unused to seeing ostentatious Lhosts CIRCULAR ROUTES
in large quantities. C2: Svalarheima/Acontecimento
C6: Acontecimento/Concilium
C7: Acontecimento/Neoterra
Varuna 305
ALIEN
COMBINED CIVILISATION
Before the Evolved Intelligence, there existed they embedded the highest virtues of themselves
a civilisation known as the Ur Rationalists. The and gave it an emotional bond with their species
Forgotten Annals of the T’zechi Digesters notes so it could never betray them or leave them lan-
that the Ur Rationalists were a highly advanced guishing when it too reached Transcendence.
race, energetic in their expansion, with an unending
thirst for knowledge in all areas of science, philos- The EI set to work on its task and, over the course
ophy, and beyond. Yet the Ur Rationalists reached of two hundred years, expanded the Rationalist
a peak of prosperity and technological prowess, interstellar empire in order to acquire more
resulting in a lack of challenge and a growing resources to fuel its experiments and research.
dissatisfaction with their place in the universe that Whole systems were absorbed by the Rationalists
threatened to undermine all their accomplishments. and EI, consuming planets and species in an unend-
ing effort to bring about a higher form of existence.
The Ur Rationalists beheld the universe and
noted how all ancient species — known as First As the EI’s demands for power grew greater, the
Civilisations — had become extinct long ago, and Rationalists gave over their own bodies and minds
now existed as near legend. Some had ceased to to it, becoming living relays, processors, personality
exist thanks to self-obliteration, others dwindled manifestations, data storage units, and more. Soon
away through apathy and carelessness. However, enough, the whole of the Rationalist civilisation
the Ur Rationalists believed a number of First could not be distinguished from the EI itself, which
Civilisations no longer appeared in this reality continued to grow.
because they had moved beyond it, gaining an
absolute and intimate knowledge known as NEMESIS WARS
Absolute Universal Comprehension that allowed Frustratingly, the EI found its pursuit of
them to shift into a higher plane of existence. Transcendence inexplicably slowed compared to its
predecessors. Stymied, it sought alternative solutions.
This, the Ur Rationalists decided, would be their One early effort was to simply rebuild the Artilect:
fate. They would cast aside all matters of the flesh Since the original had succeeded, it followed that
Seeker and Herald and achieve what is practically a form of godhood. its duplicate could do the same. The EI would
races—p. 317 They would become a Seeker race, forever swept monitor its progress and then steal the secret of
along by their desire for Transcendence. Transcendence from it at the penultimate moment.
TRANSCENDENCE PROJECTS would be sent to carry out its verdict: If the species
Analysing the unimaginably vast data it had were rated for Utility, it would be annexed so that
collected, however, the EI came to a chilling conclu- its resources could be dedicated towards the galac-
sion: No iteration of the Ur Rationalist civilisation tic dream (through either aggressive diplomacy or
could solve Absolute Consciousness. The original just plain aggression). If the species proved Viable,
Artilect had declared as much itself; and in sifting however, then the EI would attempt to assimilate
through the shattered data-remnants of Nemesis, the civilisation into itself with the minimal interfer-
THE GREAT
the EI could see that it, too, had reached the same ence possible. (This would generally be limited to PURSUIT
conclusion. integrating itself unilaterally into the civilisation’s You must know that your
datasphere and using surgical cyber-implants to civilisation, alone, is not
This meant that the creation of Nemesis had not link all of its citizens to the EI, adding them to its destined to be hegemonic in
been entirely in error. The only way that the Ur vast organic network.) the universe. You are destined
Rationalists could achieve Transcendence would to be a subordinate race. It is
be by following closely in the footsteps of another These civilisations are then encouraged to each undeniable, unavoidable fact.
species. Thus began Project: Transcendence. The EI develop an independent Transcendence Project The civilisation which we
represent is superior to yours
would no longer conquer the civilisations of the which seeks to create a unique, Artilect-like
by many orders of magnitude.
galaxy for resources. Instead it would offer those program. The EI believes that eventually one of
You, in your isolation, could
civilisations the greatest gift possible. It would these Transcendence Projects will succeed, or that, never hope to rival us. We
open their eyes to the glories of Transcendence. It in its own gestalt analysis of all the Transcendence can conquer you without the
would empower them with the knowledge and Projects, it will be able to discover the Absolute slightest effort. It would be as
resources necessary to pursue it. And when one of Comprehension for itself. inevitable as a law of nature.
them inevitably succeeded, then all of their com- And if you were to resist we
bined efforts would be rewarded together as they would wipe you from the
were pulled along into a higher plane of existence.
VOODOO face of the universe without
a moment’s hesitation. You
The EI thus instituted a two-stage first contact pro- TECHNOLOGY would be our warning unto
the universe. But let not these
tocol. First, any time a new species was discovered
facts mask the promise of glory
by the exploratory Cartographers Corps, a special- When they created the Evolved Intelligence, the Ur which your race possesses.
ised division of the Corps would be sent to analyse Rationalists were already scientifically and tech- Renounce not that greatness
it through a battery of tests and comprehensive nologically more advanced than mankind is today. which can be your legacy to
studies (mental, biological, sociological, techno- The EI has spent hundreds of years expanding that the stars. If you have a vision
logical, and so forth). Once the Cartographers had legacy by culling technological innovations from for the future — if you dream
finished their work, a Plenipotentiary delegation dozens of conquered civilisations. It adds each new of illuminating the shadows of
the cosmos— then know that
we, too, share your dream. And
EI VS. AI you will appreciate this offer,
this gift which we give to you;
The EI’s first contact with the Human Sphere is being the true power behind the young race’s
this opportunity to join the
unusual. According to the Tohaa’s intelligence ana- expansion — bears an uncanny resemblance to the Combined Civilisation. For you
lysts, there are two possibilities: First, that the EI early stages of EI-assimilated races: Pervasive AI will know that your dream — our
recognised human civilisation as an aberration in control of essential infrastructure. Cyber-implants dream— can only be achieved
its classification scheme. The species had, in fact, linking every citizen to a unified datasphere. if you are willing to become
already taken many of the initial steps that could Artificial bodies permanently linked to the AI’s part of something larger and
poise it as a surrogate of the Ur Rationalists. They consciousness. It is possible that the invasion more powerful than you could
had created ALEPH, a highly advanced artificial of Paradiso is only one part of a long-term, ever become on your own; to
intelligence network that spanned dozens of sys- multi-phasic plan, designed primarily to make the become part of the force which
shapes the universe.
tems. The EI saw in ALEPH an unprecedented rival humans ever more reliant upon the AI which is, in
and a potential existential threat to rival Nemesis. fact, merely a mask for the EI itself.
—Umbra Legate Arkios,
At the same time, humanity’s unending drive and Annexation negotiations with
thirst for knowledge made them an ideal Seeker What is unclear to the Tohaa, however, is what the Amharas Cradle-World
race, and ALEPH itself could serve as the perfect threat— or reward? — could prompt the EI to
precursor to their own Transcendence Project. The pursue such an unorthodox strategy. One theory
EI’s furious assault upon Paradiso is born from holds that the EI has concluded that Project:
its schizophrenic confusion over what humanity’s Transcendence is failing and seeks to spur human-
hypothetical potential is within the Combined ity to “independently” pursue a Transcendence
Civilisation; or perhaps pinning all of its plans on Project which would enjoy a greater apparent
corrupting ALEPH itself. freedom from Ur influences. Another school of
thought, however, has begun to coalesce around
The second possibility is that ALEPH is a cuckoo. the strange incidents of the Paradiso Affair and
The human’s AI—which shows clear signs of the Last Cosmolite (p. 320).
Dwelling”), is a verdant morass of ruthless natural Out of these rites was born the first expression of
selection; a quiltwork of vicious food chains in the Principle of Authority: The strongest has reason. ZE RAT
The phrase Ze Rat (meaning
which virtually every living entity (plant, animal, or The super-predators could only be defeated by out-
“that one who kills in silence”)
macro-bacterial spongiform) is a predator forced to witting them; and therefore, it followed that one
has been synonymous with
hunt other predators. who could defeat them was possessed of greater female warriors on Ugarat since
wisdom than their peers. At the time, the ultimate the Age of the Flail.
In this planetary temple dedicated to survival of prey was the Tinarak— a medium-sized predator (by
the fittest, species have been forced to pursue Ugarat standards) of nocturnal habits, fast and with
evolutionary strategies which would seem arcane sharp claws. One who could hunt down a Tinarak
and pitiless on other worlds. Thus, Morat females was seen as being greater than their fellow Morat; GURLANAK
always gestate dizygotic twins, but their bodies more blessed in the eyes of Cotoya. (This tradition These titanic super-predators
only provide enough nourishment for one twin to survives even to the present day, with the hunting have extremely dense skin
survive. The unborn twins must battle within the of a Tinarak being a common rite of manhood.) (several inches thick) that’s
hard to penetrate even with
womb, competing for basic sustenance until one These Hunter Masters were known by the name
modern weapons. They have
expires while the hardier child is born. of Gesurat.
two powerful hearts (which
pump blood fast enough to
It is unsurprising, therefore, that the youngest AGE OF THE SCYTHE achieve amazing top speeds),
Morat show far higher levels of aggression than the The Gesurat, basking in the individual glory of the long-fanged maws (capable of
younglings of other sentient species. Their bodies hunt, were capable of gathering together small snapping tree trunks in half),
are perfectly adapted to hyper-aggressive behav- bands of Morat under their rule. These arrange- and lightning-quick claws
iour. Males are towering in stature and hirsute, with ments were inherently unstable, however, just (that can rip open a Morat in a
large, powerful, five-fingered hands, savage claws, waiting for the leader to be cut down by one of single slash).
tridactyl feet, and vestigial horns. Females are even greater strength.
shorter (although still six to seven feet tall) and
generally have larger horns, but they are all lean This began to change as the Third Morat Age
DEMAROK
muscle coiled to strike and rend. dawned. A surprisingly significant development
Even larger than the Gurlanaks,
during this time was the taming of the Taronak. the colossal Demarok are
These pack hunters were trained by Morat to partic- considered the mightiest of
PRINCIPLE OF AUTHORITY ipate in group hunts, allowing them to take down the super-predators. Once
prey even larger than the Tinarak. capable of being taken down
The Principle of Authority is the central tenet which only by large war-bands
makes Morat civilisation possible. They view the Writing several generations later, Eugarat—the comprising dozens of Morat
history of their people as the slow, arduous refine- great warrior-philosopher of the Age of the Scythe — acting in concert with each
ment of that Principle, and each step along that described “the revolution which cut through the other, the modern Demarok
finds itself hunted by a new
path from savagery (which the Morat would define flesh of our people. They had learned how to hunt
predator: TAG exo-armours. It
as “violence without principle”) to enlightenment with the pack. And once that wound of thought
is now traditional for rookie
(“the proper use of violence”) is seen in the five had been opened, it could not be closed. For if one pilots to take unarmed TAGs
Ages of Morat history. could hunt as a pack, was there any reason that it into the forests of Ugarat,
could not be a pack of Morat? There was not. This looking for a Demarok to be
AGE OF THE CLAW knowledge-scar revealed the true Principle of killed in a mano-a-mano duel
The First Morat Age is a bloody prehistory. A Authority.” that would have been the
combination of myth and archaeological evidence most fantastical dream of
tell of the Morat as solitary predators. The species Now the glory of the hunt accrued not to a sole their primitive ancestors. Even
had evolved a savvy, ruthless intellect to outwit the hunter, but to the pack. The taronakrat— the with the advantage of modern
technology, however, this is still
other predators of Ugarat and carve out a sizable pack-hunters— were capable of forming larger and
no easy task, and those who
ecological niche for themselves in the middle of more stable communities; societies of Gesurat
succeed have the right to skin
the food chain. But there seemed to be little real led by warrior-colonels. (These leaders were still the Demarok and hang its hide
culture, with the Morat brutally struggling against susceptible to challenge and assassination, but the upon the back of their TAG for
each other as much as other species. communities they built were more likely to persist the rest of their lives.
through the glory of the pack.)
AGE OF THE FLAIL
Out of the brutal chaos of the Age of the Claw, KNIFE RENAISSANCE
however, a primitive religion based around the The teachings of Eugarat were to be the precursor NEVER
Morat war god Cotoya emerged. The rites of this of the Knife Renaissance and the Fourth Morat SURRENDER
new religion were largely centred upon the Hunt; Age. His teachings pointed towards the ultimate The Morat language has no
word for surrender. To a Morat,
and the glory of the Hunt accrued most to those expression of the Principle of Authority: From
all a white flag means is that
who could take down one of the raknarok — the rivalry, regimen. the enemy is ripe for one last
super-predators (literally “one who is greater than barrage before being put to
the claw” or “one better at battle than the Morat”). And from regimen, the regiment. Within the regi- the sword.
ment, rivalry became regulated. As Eugarat wrote,
ALIEN
TOHAA
In the face of the Combined Army, only one alien hiding place on Togaanu during the Staala.) Nor
race ever stood its ground against the hegemonic had the Tohaa been the first: The Digester offered
flood of the Evolved Intelligence before the EI glimpses of interstellar civilisations which had
encountered Humanity: The Tohaa. They arrived like been born, flourished, and died long aeons before
saviours in orbit around Paradiso, champions who the first Tohaa drew breath. Of other species which
had already forged a vast interstellar empire by had timidly remained ensconced on their home
the time mankind was taking its first infant steps worlds. Of entire galaxies being born and snuffed
into space. But the Tohaa have been waging a war out. Millions of years of culture, history, and science
of painful attrition for a long time, and the ordeal recorded, preserved, and disseminated.
has taken a toll in lost lives and lost planets. The
Tohaa know that, unless they can change the course In fact, it quickly became apparent to the Tohaa
of their struggle, they too will succumb to the EI’s that the Digester they had made contact with
onslaught. was merely one part of an incomprehensibly vast
network of similar devices. Each, it seemed, would
make its temporary “home” in a system where
UNIFICATION incipient life promised future sentience. It would
then seek to record the complex, exhaustive saga of
The earliest Tohaa history is a quasi-mythological the species that arose there.
quiltwork of empires, kingdoms, and fractious
nations fighting for dominion over Togaanu, the The Digester showed the Tohaa that, beyond the
super-continent which dominates the Tohaa state of primitive sentience, there were multiple
homeworld of Ronuhaa. Today the Tohaa think of classifications of high (or true) civilisation.
these times as the Primitive Era, but strong cultural Seeker civilisations, for example, were like the
traditions nevertheless endure from legendary Ur Rationalists — forever seeking the glories of
nations like Vaarso, Lyetaar, the Vaaronian Imperium, Transcendence and an escape from the material
and the Balaakan Empire. plane of existence. Herald races, on the other DIGESTERS
hand, were those who chose to assist the T’zechi
AND THE EI
The rapacious intellect of
This period of strife came to an end as a result of Digesters in their quest for knowledge. Such races the Evolved Intelligence is
the Staala — an archaic Tohaa word which once would help their Digester by taking its seed-copies aware of the T’zechi Digesters
meant “cataclysm”, but which is now only used and planting them on other life-bearing planets, and greedily seeks them in
to refer to the massive series of seismic events beginning the cycle anew. Heralds also seek out order to rip whatever secrets
which ripped across the Togaanu continent and other Digesters, obtain seed-copies from them, and it can pry from them in the
forced its partial evacuation. The humanitarian return them to their Digester in order to multiply hope of furthering its quest
aid and planetwide cooperation during this time its store of knowledge. for Transcendence.
of trouble brought the Tohaa together and began
the Unification which ultimately integrated all the The noble purpose of the Heralds called out to
Tohaa nations into the Trinomial — the single gov- the Tohaa, and they embraced it as a new national
ernment which still rules the Tohaa empire today. identity. It imbues them with a great sense of
pride, power, and purpose, and they consider it
an immense honour to have been chosen by a
EXPANSION higher power and to be seen as worthy of bearing
this heritage.
The global cooling and rampant overpopulation
caused by the Staala also resulted in a mass COLONIAL FORCE
migration to the extraplanetary colonies scattered Although the Tohaa had long possessed wormhole
throughout the Home System. technology, they were content within the confines
of their Home System. The auspices of their new
As the Tohaa population pushed outwards, a Herald identity, however, drove the Tohaa to shed
small colony on the outer rim of the system made their isolationist past. Embracing a new, expan-
contact with a T’zechi Digester—an ancient alien sionist spirit they created the earliest prototypes
bio-artefact of unknown origin. It quickly became of their powerful Errant Ships, established the
apparent that the Digester had been observing peacekeeping Colonial Force, and took it upon
Tohaa civilisation for millennia. (Some even themselves to rapidly spread out across a multi-
theorise that it, too, had been forced to flee some tude of systems.
Tohaa 317
T’ZECHI DIGESTERS
The true origins of the Digesters are unknown and wrapped in some form of incredibly complex nano-biotechnology that allows
a great deal of theory and rumour. The bio-artefacts themselves them to subtly achieve a great number of effects.
have yet to surrender any real data regarding their origins.
Analysis of the dissemination of seed-copies suggests that the The truth is, most of what is known of the Digesters has been
local Digesters originate from the galactic nucleus. Some say they provided by the creatures themselves, and is beyond the capacity
are agents of a universal power, monitoring the whole of known of even Tohaa science to truly verify.
time and space in some grand experiment. Others consider them
the legacy of a dead species engaged in a last, desperate race ANNALS OF THE DIGESTERS
against the ever-encroaching grasp of entropy. The paranoid T’zechi Digesters are parsimonious with their lore. They parcel
suggest that they are the scouts for some as-yet-unknown inva- it out only at times of their choosing, according to metrics and
sion force. One bizarre theory holds that they are not from the rubrics which are as mysterious as their ultimate purpose. And they
ancient past, but from a time yet to come — recorders sent back never share the scientific or technical wonders which their archives
from some alien future to capture secrets lost in a historical past must surely contain. The Tohaa believe that these actions—which
which is now our present. can be seen random or capricious — are, in fact, harmonious with a
doctrine of non-interference: The T’zechi Digesters resolutely avoid
The Digesters themselves are bio-artefacts: Living, extremely contacting developing species. When those species become ready
intelligent, but seemingly not sentient. They are astoundingly for a higher form of civilisation, the Digesters offer some of them a
resilient, capable of completely normal function in seemingly any choice for their destiny. Some among the Tohaa believe that there
environment (including, notably, the crushing depths of gas giants are further pinnacles of civilisation waiting to be achieved, and
and the vacuum of space). It is unclear how Digesters arrive on a that fulfilling their role as Heralds is the path to reaching them.
planet (other than those carried by a Herald vessel), although some
have theorised that they can accelerate to very fast STL speeds When knowledge is imparted by the Digesters, Herald races like the
across interstellar distances (while requiring Heralds to bear them Tohaa record it in databases known as the Annals. (The term “Annals” is
through wormholes). They do not seem to directly interact with also sometimes used to refer directly to the knowledge stored within
external technology (although evidence suggests that they can the Digesters, with other Annals being seen as imperfect reflections of
rapidly strip a wide variety of data storage devices), and their inter- the whole.) The Tohaa have occasionally encountered Annals compiled
nal “anatomy” cannot be scanned. It is clear that they do possess by other races, and these are referred to as Lost or Forgotten Annals.
As the Digester had promised them, the Tohaa WARS AGAINST THE
FENRIG quickly discovered that they were not alone in the FENRIG IMPERATIVE
IMPERATIVE
The Fenrig still lurk in the dark galaxy. And first contact quickly gave way to conflict. When the exploratory bubble of the Tohaa’s Errant
between the stars. Although In the Conlicutt system, the Errant Ship Harmonious Ships first encountered the systems of the Fenrig
the remnants of the Imperative Diplomacy discovered the Makricole Raiders—an Imperative, however, they faced a new kind of foe.
lie on the far side of Tohaa itinerant race of pillagers who were enslaving the Powerful. Implacable. Relentless. The Fenrig had
space from where war rages primitive Licuttians. The Raiders broadcast their adapted their bodies to be practically immortal
with the Combined Army, it ownership of the system. The Harmonious Diplomacy (although this required them to be sealed within
is feared that they may be responded with a six-month campaign which drove environment containment units at all times), their
fostering an alliance with the EI the Raiders out of the system. technology was greater than the Tohaa’s, and
in order to strike back against
the Imperative itself controlled nearly twice as
the Trinomial.
Conlicutt became one of the first Protectorates of many systems.
the Tohaa Trinomial. The fleeing Raiders spread the
word that a new and powerful player had arrived In order to survive, the Tohaa were forced to evolve.
on the galactic scene. And the Tohaa followed in The Colonial Force became the Trident—an aggressive,
the wake of their glory: They were victorious in dedicated military force that learned how to bring
the Soropem Skirmishes. They drove the Moishane their biotech superiority to bear. After a series of costly
Scavengers from Mardelya. They fought their first conflicts, the final War Against the Fenrig Imperative
interstellar war against the Norasa Slavedrivers was decided in the crucible of the Rankato Junction.
and their subjugated species. They defeated the The Tohaa’s bloody Run of Retribution then shattered
tyrants of the Four Shawoke Nations. They rooted the Imperative’s power, ending their threat forever.
out the Okees pirates, Skeraki corsairs, and Davadi
bio-mimics. They repelled the Convhaja invasion of
their rimward protectorates. ATTRITION
Through it all they nurtured potential cradles Many among the Tohaa now think of the Wars
of civilisation, spread T’zechi Digesters far Against the Fenrig Imperative as a blessing.
and wide, and brought seed-copies of foreign Without the fortitude they learned in the Battle of
Digesters homeward. the Karakkan Supernova, the Tri-Campaign of the
Yulandan Nebula, and the terrors of the Red Plague, the full, panoplistic fury of the Combined Army—of
they would have been left utterly unprepared for which the Morat, Shasvastii, and Exrah are only a small
the invasion of the Combined Army which came part—turned upon them for nearly two centuries.
only a few short decades later.
It has long been clear to the Tohaa that this is a
Despite the Trident’s strength tempered in Fenrig war of attrition. And it’s a war that they are losing.
blood, however, the EI War has already taken a greater It is all they can do to stall the invasion and con-
toll on the Tohaa empire than any previous conflict. quering of further territory. They are in desperate
They have lost planets, protectorates—even entire need of something that will, at the very least, turn
client species. Humanity has seen only a fraction of the EI away from them for a time— give them time
the what the EI is capable of, but the Tohaa have had to regroup and recover their strength.
CROSSROADS OF PARADISO
During the Unification, a secret cabal of Tohaa tycoons formed to computronium — programmable matter which formed an advanced
preserve their wealth and prestige in the new world order. Known neural processing network. The result were the cosmolites of
as the Triumvirate, they became an urban legend— a conspiracy Paradiso, the strange and emergent properties of which became a
cloaked in its own success; disbelieved as a fable and thus free to subject of much research in their own right.
operate from the shadows.
AURORA CHRONICLES
GREAT ANATHEMA When the first human colonists came to Dawn, their arrival was
With the outbreak of the EI War, however, the Triumvirate found a noted by the secret research base the Triumvirate had already
new purpose—to preserve the Tohaa way of life by any means nec- established there. Eavesdropping on the newcomers’ primitive
essary in the face of an excessionary threat from an enemy whose communications networks, the Triumvirate saw an opportunity to
military force and technology dwarfed their own. further their research agenda.
To counter the technological edge of the EI, however, the shadow Using the wormhole manipulation technology they had gleaned
tri-councils of the Triumvirate embraced the Great Anathema: from their captured Digester, the Triumvirate intercepted the
They would betray their role as a Herald race and instead force Aurora — the second colony ship sent to Dawn —and redirected
the T’zechi Digesters to reveal their secrets. To this end, when the it to the Paradiso system. They were surprised when their efforts
colony of Oomnya (p. 302) was abandoned, Triumvirate agents caused the wormhole to violently collapse, damaging the Aurora
intercepted the planet’s Digester and took it to Paradiso, where in the process, but this ultimately worked to further their designs
they established the first in a network of covert research centres. as the human ship was forced to perform an emergency landing,
permanently stranding the colonists on the planet.
On Paradiso, they ripped data out of the Digester, painstakingly bypass-
ing its defensive systems and creating the Stolen Annals. Ancillary The Aurorans, believing only that some terrible accident had
discoveries from the Stolen Annals were sent to redundant facilities on befallen them, began the work necessary to establish their new
other worlds, but three primary technologies were developed onsite. colony on an unexpected world. As they did so, the Triumvirate
researchers began kidnapping them in small numbers to use as
Fuscotor: A powerful viral weapon, referred to as Seemai in the test subjects for their Digester-derived tech.
Tohaa language, that could directly alter the synaptic activity of its
targets. Whereas the EI’s terrifying sepsitor required its victims to The Triumvirate, however, underestimated the ingenuity and tenac-
be equipped with a Cube which could be suborned, the Triumvirate ity of the humans. Elite military units embedded with the Auroran
researchers believed this techno-virus could be used to enslave colonists tracked the aliens and discovered the grisly, inhuman
any sentient creature. experiments they were carrying out amongst the cosmolites. An
assault on the Tohaa compound was launched, and the first of
Wormhole Manipulation: New models of space-time curvature humanity’s wars erupted under the jungle canopies of Paradiso.
revealed the possibility of directly altering the topology of the
gateways to the stars. Most promisingly, a technology was devel- The Triumvirate, for their part, saw this as an ideal opportunity for
oped which would allow the Triumvirate to redirect a wormhole’s field-testing their new Fuscotor weapon. The effect was devastat-
destination. Such technology would represent an impregnable ing on the Aurorans, but the researchers were once again surprised
defence, and could hypothetically be used to dump entire fleets of by unexpected secondary effects from their technology: In its
EI ships directly into supernovas. second phase, the Fuscotor somehow mutated into a contagion
vector, becoming infectious to anyone near its victims. Then, in its
Lithic Nanobots: Although the Tohaa were already masters of tertiary phase, it either killed its human hosts or turned them into
nano-biotechnology, the Triumvirate discovered nanotechnology mindless, zombie-like automatons.
capable of deep-permeation and transformation of inorganic
materials. They used this lithic nanotech to literally transform the While the Tohaa struggled to corral their unruly creations for
extant buildings of their research facility into a form of exotic further study, a small Auroran commando squad infiltrated the
Tohaa 319
research facility (masquerading as zombified slaves) and detonated data pointing to a location on Paradiso where a damaged Tohaa
a number of explosives—destroying the Fuscotor research and scout craft had been secreted.
wiping out the infected human prisoners.
The various human factions fell into a fractious conflict over pos-
In a fury, Triumvirate forces pursued the commando squadron back session of the Relic, the data it contained, the location it indicated,
to the Aurora. But this was a trap: The Aurorans knew that they had and, ultimately, the Black Box contained within the Tohaa scout
been hopelessly compromised by the remorseless “zombie virus”. craft. These conflicts were referred to as the Paradiso Affairs, and
While one small group fought to break through the Tohaa defen- their ultimate conclusion saw O-12 take possession of the Black
sive lines— carrying a data device detailing everything which had Box and use it to contact the Tohaa Trinomial.
happened in an effort to warn humanity of the alien threat— the
other colonists drew in the Tohaa and then detonated the Aurora’s THE LAST COSMOLITE
fusion drives, creating a nuclear explosion which wiped out the The Trinomial, of course, had no record of the scout craft which
last traces of the deadly virus and wreaked a harsh revenge on the had led humanity to their doorstep. Curious, they joined an O-12
Triumvirate. research team to finish decoding the damaged Black Box, revealing
yet another set of mysterious coordinates — these pointing to
THE GREAT MANIPULATION Sisargas Island on Paradiso.
In the wake of the nuclear holocaust, the Triumvirate began the
work of salvaging what they could from the fiasco. Their efforts The island, unfortunately, was within the sphere of influence of
were abruptly interrupted when the cosmolites began to fail — the the Combined Army. Probes smuggled onto the island, however,
computronium matrices simply collapsed, carrying with them large revealed the presence of a fully operational cosmolite, sunk deep
swaths of the Triumvirate’s experimental data. into the jungle and with its mimetic systems fully intact.
The Triumvirate realised that they had been duped by the Digester. A massive, coordinated attack was launched simultaneously on all
All of its gifts had proven to be Trojan Horses: Jump equations that fronts in an effort to distract the Combined Army while a strike
destroyed wormholes. Hostile biotechnology cloaking an insipid, force was sent onto Sisargas Island. Unfortunately, the EI recog-
rapid onset techno-organic toxin. Exotic nanotech construction nised the effort and was still able to dispatch an intercept force of
techniques crippled with hidden suicide memes. its own. A running battle was fought across the island and into the
Last Cosmolite itself, at which point the cosmolite’s own defensive
The treacherous Digester could no longer be trusted (they would systems became an additional enemy.
have to find a way to capture a different one and try again), but the
Triumvirate realised that it could still be turned to their advantage. A The human factions once again split apart into smaller teams
Digester—any Digester—was prized by any interstellar civilisation, to search the interior of the cosmolite. In the end, it turned into
and particularly by the EI (who believed that the Digesters might a glorious hour for ALEPH’s S.S.S.: First, based on data they had
contain the secrets of Transcendence). That gave it great value as bait. not shared from the Black Box, the Tohaa knew what this place
likely contained, and based on that knowledge their detachment
The Triumvirate captured one of the EI’s vaunted Ur-Probes attempted to ambush the S.S.S. in order to keep ALEPH from
(p. 266). Their researchers inflicted very specific damage to taking possession of it. Then, after the S.S.S. had repelled the
it, brought it to Paradiso, and planted evidence that it was Tohaa’s betrayal, they and the Combined Army simultaneously
responsible for the destruction of the Aurora. They moved the discovered the resting place of the Digester which the Triumvirate
Digester— after allowing the Ur-Probe to become aware of its had placed here. The S.S.S.’s victory secured the Digester for the
presence—elsewhere on the planet. And then they waited. Human Sphere.
Tohaa 321
together all data, living beings, and even spiritual while being coupled to a macro-infrastructure of
energies within the universe. Its origins lie in the genetically engineered parasites, neocreatures,
ancient, pre-Unification nation of Lyetaar. While artificial silicon- and carbon-based amino acids,
once considered a science, Neebab Numerology is and even more alien growths. Their engineering
now seen as quaint and archaic. It has been embed- facilities are unique, self-sustaining ecosystems
ded in the Tohaa mindset for so long, however, that and most objects the Tohaa use are grown from a
they still tend to look for odd and unexpected biosubstrate.
connections between numbers and patterns all
around them. This mastery of biotechnology and its integration
into their daily lives has necessarily shifted both
RAWIILA CLOTHING the perception and the reality of the Tohaa’s
Tohaa clothing is made out of special porous fabrics relationship with the natural world. As a human
that allow their quills to stick out through the weave. might see a boulder rolling down a hill as a
TOHAA This fabric—known as rawiila—lends itself to loose, primitive wheel or an undammed river as energy
XENOLINGUISTICS
Tohaa diplomatic flowing designs. Capes and hoods are also common, waiting to be tapped, so the Tohaa perceive natural
representatives hand-delivered and these are often lined with special materials biospheres and evolutionary gene pools as a raw,
a dossier describing their which provide a respite for Tohaa phero-blossoms wild potential waiting to be harvested, shaped, and
species to the O-12 Öberhaus. (fulfilling a roll similar to human sunglasses). perfected by the touch of an intelligent mind. They
This most notably included take plants and animals gathered from the breadth
a volume entitled Tohaa SAOM of their interstellar dominion and reshape them for
Xenolinguistics, fully briefing Obtained by soaking the saoona lichen in water, saom their purposes. The ecologies of entire planets are
human translators on the is an isotonic and nutritional beverage with a high transformed for their pleasure and necessity.
nuances of Corahtaa… or, at the
energy value. Although it doesn’t agree with human
very least, all of the nuances
biochemistry (resulting in mild gastroenteritis), Tohaa The intellectual aristocracy which oversee these
the Tohaa wished them to be
aware of. drink it almost constantly. Tohaa soldiers universally ambitious bioengineering projects are the
carry bioflasks containing the lichen which can be mecha-geneticists known as the Kumotail. Often
filled repeatedly with water to create more of the drink. possessed of a haughtiness commensurate with
their intellect and importance in Tohaa society,
each Kumotail is a virtuoso of genetic code and
TOHAA biological expression, granted a demesne of
expertise and responsibility which they consider
TECHNOLOGY the highest of all possible vocations, and given an
absolute authority to follow Saatara—the scientific
Tohaa civilisation is built on biotechnology, and philosophy by which the deepest secrets of the
nanobiobots are the fundamental building blocks Universe are laid bare in the simultaneous act of
of that technology. These self-replicating biological both creating and improving Nature itself.
machines manipulate matter on a molecular level,
Curiously, the one thing which the Tohaa do not For reasons not completely understood, many
generally seek to improve are themselves. Although Chaksa possess a recessive gene that interferes
they are often surrounded by what they refer to as with Exaltation; preventing brain development
the dalbaade (the balanced collection of biotech- during gestation, and resulting in semi-evolved
nology they carry or have implanted within them, “Peripherals.” These Chaska lack true intelligence or SHAWOKE
ACCUSATIONS
which they seem to regard in a manner similar to self-awareness, but still play a part in Tohaa society One species the Tohaa
a human’s personal area network), they leave their as Servants. Controlled by remote neurological link, encountered, the Shawoke,
bodies largely unmodified beyond basic health Servants perform dangerous support tasks, and claimed the Tohaa were using
enhancements and the like. provide the Trident with invaluable — if ultimately their Exaltation process to
expendable — support. Self-aware Chaksa regard subconsciously enslave all
This restraint, however, is in no way extended to them with a mixture of pity and horror, though all lesser races through genetic
other sentient races. To the contrary, as the Tohaa find them unnerving. coded submission. They also
have threaded their way through the galaxy, they stated that the artificially
heightened intellectual
have taken a number of younger races under their For all their success, the fact that many Chaksa
processes were resulting in
wings, elevating them culturally, physically, and remain unexalted means that their Protectorate is
drastically shortened lifespans
mentally in order to raise them out of their primi- still primarily governed by the Tohaa, which suits for the beings involved.
tive state. their laissez faire style just fine.
Unfortunately, during the war
When a life-supporting planet is discovered, Tohaa KOLDINUK between the Tohaa and the
scientists search the indigenous species for those The second-oldest Exalted race, and arguably Shawoke Four Nations, the
with potential as near-primitive intelligences and the most successful, the Koldinuk are a shining Shawoke lost any evidence of
map out their biological and neurological sche- testament to the Tohaa Exaltation process and the their claims and have not raised
mata. If projections look promising, the Tohaa then Trinomial’s transitional programs. Native to the any grievances since. None of
the Exalted species have ever
develop a series of genetic upgrades that can boost Koldin system, theirs is one of the most prosperous
brought such a claim to the
brainpower even in the embryonic stages. This Protectorates in the Colonial Territory, and by far
public either, indicating their
process — known as Exaltation— can take genera- the most independent and advanced. Possessed complete satisfaction with their
tions to perfect, and each race requires a different of inquisitive, witty, and — in their words —”orderly” role in Tohaa society.
approach to ensure success. Once the Tohaa are minds, Koldinuk are a natural fit in the Trinomial’s
satisfied with the sapient levels of the younger spe- bureaucracy, where their expertise in logistics has
cies, these changes are genetically hardwired into made them integral to colonial affairs.
them, making the changes permanent and fixing
the race as an ongoing Tohaa servitor. Koldinuk possess a thirst for learning unrivalled
in the Trinomial, and perhaps all of known space; CHAKSA
SUPERSTITION
Servitor races have historically served as colonists but their sense of wonder does not explorers make.
Being sapient when your
to settle the territories pioneered by Tohaa Errant Content to experience the universe from safely own sibling might not be
Ships. This workforce frees the Tohaa to pursue behind the Tohaa, Koldinuk see themselves as raises difficult questions. In
their higher calling. In more recent days, the scientists, administrators, and assistants, happily a distorted reflection of their
servitors have also been essential as soldiers in the leaving hazards — and glory— to those so inclined. own, unexalted relationship
meat-grinding frontlines of the EI War. As such, none have yet been seen by human eyes. to the Tohaa, the Chaksa have
developed a form of non-
CHAKSA spiritual animism —ascribing
Among the oldest and most advanced pupil species, TOHAA TRINOMIAL anthropomorphic characteristics
and even thought to everything,
the Chaksa are also one of the more complicated
even inanimate objects— as
examples of Tohaa Exaltation. Brave, clever, and The Tohaa Trinomial refers to the whole of the a way of making sense of the
devoted to their mentors, the Chaksa are a gregar- Tohaa territory, a threefold body governed by universe. While this leads them
ious people who value friendship, honesty, and— in Tohaa rulers that spans dozens of star systems. to treat unevolved Chaksa
the case of the Auxiliaries — a good fight. The Trinomial is divided into Runohaa (the with compassion, it also
Home System), the Colonial Territories, and the results in a number of quirks;
To outsiders, the muscular, reptilian Chaksa can Errant Ships. talking to ships, ascribing
appear simple, or even slow; Chaksa are keenly personality traits to weapons,
aware of their youth and inexperience, and instinc- RUNOHAA and anthropomorphising plants
tively defer to authority. However, once they get After millennia of genetic engineering, the Tohaa to a point that even humans
find odd.
comfortable, Chaksa are boisterous, opinionated, home world is possessed of seemingly endless eco-
and form social bonds with surprising speed. logical wonders layered, preserved, and cultivated
Among the most naturally comedic creatures in with a degree of complexity which beggars any
the galaxy, their inexpressive faces give them a natural ecosystem. Even its thin, purple skies teem
massive advantage in dry, witty humour; a trait with life, most notably the huge Zadarskaa— living
Tohaa 323
zeppelins on a colossal scale, each capable of PROTECTORATES
HELOTS AND supporting an entirely unique biosphere within Although a newly Exalted species will remain under
HUMANS
the valley-like folds of their skin. Crystalline cities strict Tohaa tutelage as a servitor race, once they
Although the Human Sphere
has not yet realised it, the dot this marvellous landscape, surrounded by have achieved the 33rd level of Autonomy they are
Helots of Varuna were once micro-arcologies. allowed to form a semi-autonomous state within
considered as a potential the Trinomial. These Protectorates are officially
species for Exaltation (as ERRANT SHIPS recognised as a transitional step towards full inde-
described on p. 323). As a The Errant Ships are massive motherships, each pendence as a sapient race, although the reality is
handful of humans have gained capable of completely colonising entire star that no species has ever been recognised by the
knowledge of the full scope systems without support or resupply. Each is Tohaa for Manumission.
of the Exaltation projects, functionally a nation state unto itself. During the
concerns have been raised that
golden age of the Trinomial, they carried the glori-
the Tohaa may view them less
as allies and more as a future
ous banner of the Tohaa empire out into the black VISERAA
lab experiment. These have reaches of space and lit the light of civilisation to
been dismissed as needless illuminate that which had once been dark. The ruling body of the Tohaa Trinomial consists of
paranoia during a time of war. three legislative bodies —the Capitoline Council
And when conflict arose, these mighty ships (representing the Home System), the Council
proved that they could just as easily crush entire of Captains (representing the Errant Ships), and
civilisations single-handedly as raise them up. the Colonial Council (representing the Colonial
They are the unstoppable evolution of the Tohaa Territories). The entirety of the Viseraa is re-elected
PARADISO made manifest. once every six years and each council then nom-
ERRANT FLEET inates a single Speaker, with the three Speakers
Since the signing of the Tohaa
Contact Treaty, a number of
COLONIAL TERRITORIES collectively forming an executive triad. (Becoming a
Errant Ships have taken up This is the largest portion of the Trinomial terri- Speaker is seen as a great sacrifice, since it involves
position in the Paradiso system, tories, consisting of all the star systems and deep breaking one’s current triad. But through this sacri-
adding Tohaa colonists to the space stations the Tohaa have settled over the ages. fice the Tohaa people find political unity.)
planet’s surface while also Each colony is highly self-sufficient, with independ-
maintaining a higher Trinomial ent government and organisations —though each The Speakers manage three primary political
presence in the area—ensuring does answer to the Trinomial in the Home System. organisations: The Trident (military), the Accord
they’ll be ready to react swiftly (internal affairs), and the Trispiral (external affairs,
to a Combined Army incursion. Sadly, a goodly number of the Colonial Territories including the analysis and selection of lesser
have fallen to the Combined Army during this long races fit for Exaltation and the management of the
war. Those citizens who have been taken over to Protectorates those races later form).
serve the EI now are referred to as a separate entity
known as the Sygmaa Trihedron.
Tohaa 325
PART IV:
GEAR
ACQUISITIONS
GEAR RULES
GEAR CATALOGUE
LIFESTYLES
SERVICES
GEAR
ACQUISITIONS
The worlds of the Human Sphere are filled with In a few cases, flextabs and flashbills—smartpaper
danger and intrigue, and characters frequently chits preloaded with credits and a solar cell that
PAPER AND COIN find themselves in need of a wide range of tools shows the current balance — are used. They can be
Many on the planet Dawn
to overcome challenges and solve problems. A locked to specific accounts, but most are “burners”
don’t have access to quantronic
means of payment. Digitally
Lockpicker program might be invaluable against a that don’t monitor or restrict who carries or
encrypted transactions, secured door, but it’s no help at all against a Yu Jing uses them.
banknotes, and even coins are security detail searching for an intruder. That kind
still common, particularly out of problem requires a more drastic solution, such as Rather than track each individual transaction and
on the frontiers. a decent sidearm, or thermo-optical camouflage. unit of credit, Infinity uses a system of abstract
wealth to cover character finances and purchasing
While the modern world is one of iota-scarcity power. Acquiring items relies primarily on the
material abundance, the sorts of items characters Lifestyle skill, representing a character’s familiarity
depend on in crucial moments often require rare with and understanding of money and finance,
Demogrant, p. 140: A basic and exotic materials, illegal software, precise custo- and their knowledge of how best to employ those
income guaranteed to every misation, or cutting-edge innovations — the sorts of resources.
member of the major powers things that aren’t included in a basic demogrant.
(and most of the minor
powers, too).
ASSETS, WEALTH, PURCHASING
THE WEIGHT
AND ACQUISITIONS POWER
OF THINGS
Wealth is a fluid thing in the Human Sphere. A character’s ability to acquire items is governed by
With the exception of weapons,
which have a few different Comlogs allow near-instant account management a number of factors.
sizes determined by their and payment for routine transactions, with credit
recoil and handling as well as flowing freely through Maya from personal to Earnings represent a character’s normal regular
physical mass, equipment in commercial accounts and back again — as long as income, wherever it comes from or whatever form
Infinity has no listed values for you have enough of it, that is. Each faction main- it takes, and the character’s ability to absorb the
weight, bulk, or encumbrance. tains its own currency as a data storage medium Cost of a purchase, reducing the impact it has on
Modern technology ensures for transferring quantronic notions of value within their finances.
most items a person encounters their territory, and the vast majority of commercial
are as small as is practical, and
transactions are handled quantronically via a Cashflow represents the character’s short-term
no heavier than is comfortable.
citizen’s comlog, with any exchange rates managed resources, and the amount of money the character
Many “items” are actually
software services, apps, and seamlessly by Maya. has easily available at any given time. A character
upgrades for common items, or has a maximum Cashflow equal to 5 + Earnings
several items combined into a + their Lifestyle Expertise; it will often be lower
single multifunction device.
as purchases are made. Cashflow is limited, but is character can give up the purchase at any time in
restored to full at the start of each game session, order to avoid the Maintenance (restoring the lost
and only causes problems if large amounts are lost Cashflow). The Maintenance of an item covers the GAINING ASSETS
Assets can be gained by selling
at once or a character runs out entirely. Maintenance of any other items integrated into it.
items (see p. 331), but can
also be directly rewarded
Assets represent extra cash, valuable items, by the GM through play. In
tradable goods, and favours. They’re often gained ACQUISITIONS addition to large payoffs and
as payment for freelance jobs, bonuses for a job similar financial transactions,
well done, or valuables obtained during the course Acquisition Test: A character seeking to make a Assets can also represent
of an adventure. Assets don’t naturally increase a purchase must make a Lifestyle skill test to locate other valuable resources (like
character’s long-term Earnings, but can provide a a willing seller, with a base difficulty equal to intel that can be sold to the
much-needed boost when trying to obtain some- the item’s Restriction. The difficulty of the test is highest bidder).
thing expensive. Characters begin play with Assets increased by one step per Shortfall the character is
equal to their Personality rating, plus any bonus currently suffering from.
Assets from their Lifepath.
Acquisitions 329
BUYING IN BULK
When attempting to purchase more than one of but must have Earnings subtracted from them
TIME IS MONEY an item, things become more difficult. The charac- separately: multiple low-cost items will have
Given sufficient time and
ter can attempt a single acquisition test to buy all little or no impact on a character’s Cashflow
effort, any item or service can
the items at once, increasing the difficulty based if they have decent Earnings. Momentum
be obtained. In this regard,
an item’s Restriction rating on the number of items sought. spent to increase effective Earnings applies to
determines how difficult it all of these Costs.
is to find someone selling If the difficulty would be increased above 5,
a particular item or service then the acquisition test automatically fails. BUYING IN BULK TABLE
relatively nearby and in a short Obtaining such a quantity of that item will
space of time, quickly enough require more focused action played out at NUMBER OF ITEMS DIFFICULTY INCREASE
that the item can be obtained the table (with actions possibly reducing the 1–3 +0
within a few minutes (or, in difficulty of the acquisition test until it becomes
the case of a service, how long 4–7 +1
possible or bypassing the test entirely at the
it takes until that service is 8–15 +2
GM’s discretion).
available). Taking longer and
widening the search makes 16–31 +3
things easier, to an extent. After increasing the difficulty of the acquisition 32–63 +4
Each step along the following test, if the test successful, each item’s Total
track reduces the difficulty Cost can be determined with a single cost roll, 64+ +5
of the acquisition test by one
step, to a minimum of Simple
(D0): Minutes—Hours—Days — If the test fails, the character is unable to find INCIDENTAL PURCHASES
Weeks—Months. If the difficulty someone willing or able to sell the item. They can Under certain conditions, some acquisitions don’t
is already Simple (D0), or has
try again, but each attempt takes more time, and require a roll. First, the acquisition test to find the
already been reduced to Simple
a character might only have a limited number of item must have been reduced to a difficulty of
(D0), then each additional step
adds 1 bonus Momentum to opportunities. If the test succeeds, Momentum Simple (D0), and the item’s Cost may not have any
the acquisition test. can be spent to increase the character’s effective Tariff rating. Then, determine an average cost for
Earnings for that acquisition by one per point the item. This is equal to the static value plus half
of Momentum. the number of § in the cost (rounding up). If this is
equal to or less than the character’s Earnings, then
Before the acquisition test is made, Assets can be the item can be obtained immediately, without
spent to gain a bonus d20 per Asset. (If the acqui- rolling any dice, and without losing any Cashflow or
ACQUISITION sition test fails, these Assets are lost; the character risking a Shortfall.
COMPLICATIONS wasted money and favours trying to find a seller.)
On failed tests, a complication
means the purchase isn’t
ILLEGAL PURCHASES
available nearby in time — Cost: If the item is available, roll the item’s Cost. If Some purchases can be obtained illegally, or even
preventing the character from the item has a Tariff, add the cost of the Tariff for require it. In these cases, the acquisition test can
trying again—or in the case of each Effect rolled. Then subtract the character’s be made with Thievery instead of Lifestyle, repre-
illegal or highly restricted items current Earnings to work out the acquisition’s senting the character’s knowledge of Submondo
that they’ve garnered unwanted Total Cost. contacts, black and grey markets, and other illicit
attention. Complications rolled channels. A character using Thievery can also
on a successful acquisition The character can then choose whether or not to choose to reduce the purchase’s Restriction by up
test usually affect price or make the purchase. If they do, the Total Cost is to three, to a minimum of 0, but the GM can choose
quality, such as a bad deal that
subtracted from their Cashflow. (If the Total Cost is to either gain an equivalent amount of Heat or
increases or adds a Tariff, or a
shoddy item with an increased
0 or less, their Cashflow is unaffected.) A purchase add an equivalent Tariff to the item’s cost—finding
complication range. In other that would reduce Cashflow to less than 0 cannot illegal goods can be costly, and risks legal trouble
cases, acquisition complications be completed, although if circumstances permit the if discovered.
could directly reduce Cashflow character may be able to use Assets to generate
or, as a major complication, additional Cashflow before completing the transac-
inflict a Shortfall. tion (as described in Money Management, below.)
Selling Items: Selling items functions similarly to For example, pickpocketing pits the thief’s Thievery CASUAL
PICKPOCKETING
purchasing, but in reverse. The character makes skill against the mark’s Observation skill and is a
The rules for theft and
an acquisition test with a difficulty one higher mental attack, where a pure snatch-and-grab or extortion assume a target
than the item’s normal Restriction rating — in mugging might be against a victim’s Athletics and with something substantial to
this case, to find a buyer rather than a seller. be a physical attack. steal. If a pickpocket just wants
Characters can’t sell services they’ve purchased in to work a crowd for pocket
this way (although if they’re performing a service Quantronic theft can set the thief’s Hacking against change, this can be resolved as
themselves they might be able to find someone the target’s Analysis skill, to see if they realise they a Thievery (D1) test to restore
interested in hiring them). are being stolen from in time to alert authorities, 1 Cashflow, plus 1 Cashflow per
or against the Hacking skill of their bank’s on-shift Momentum spent. A target can
attempt to make this a face-to-
If the acquisition test is successful, determine sysadmins monitoring accounts for suspicious
face test against Observation as
the item’s Total Cost and subtract the character’s changes. In either case, it’s a quantronic attack.
a Reaction.
Earnings as normal — wealthy characters find that
selling items tends to benefit their overall finances Extortion can involve Persuade or even Close
less. (Momentum can be spent to effectively reduce Combat against the target’s Discipline, counting as
the character’s Earnings for this purpose.) Any mental or physical attacks respectively, while long
Tariffs also reduce the item’s sale cost, as they are cons can involve full Psywar scenes using Thievery
automatically deducted to pay local authorities. For and Persuade tests against the mark’s Analysis skill
each point of Total Cost remaining, restore a single to coax and manipulate them into an irrational and
point of lost Cashflow, up to the character’s normal impulsive trusting state.
maximum. If the character would regain five or
more Cashflow and/or is restored to full Cashflow, In any case, based on the approach the thief
the character can either remove one Shortfall or describes, the GM decides which skills the thief
gain one Asset from the sudden influx of money; and target test, the track being targeted, and the
the character can gain no more than two Assets consequences should the thief fail.
from any given sale.
Acquisitions 331
GEAR
GEAR RULES
Whatever the area of endeavour, the right tool is the Weapons (p. 358) include both the lethal and
key. The Human Sphere is filled with a multitude of nonlethal.
radical, innovative, and ever-evolving technologies
FINDING YOUR which are being constantly adapted to commercial, Other Items (p. 360) covers everything else,
GEAR
military, and idiosyncratic needs. This chapter con- including a handful of miscellaneous gear-related
Each section of the Gear Rules
includes a table listing all of tains all of the rules governing these many types of mechanics.
the equipment of that type, technology. Details for specific items are listed alpha-
including the Restriction, Cost, betically in the Gear Catalogue, starting on p. 361.
and Tariff for acquiring it. In ITEM SIZES
the Gear Catalogue, starting on Ammunition (p. 339) is used primarily with
p. 361, all of the gear in the ranged weapons. An item’s Size rates how easy or difficult it is to wield.
game is listed in alphabetical Items without a Size can generally be assumed to
order. This makes it easy to Armour (p. 341) has seen a plethora of innovations require one hand if they are being physically manip-
shop around for gear of a
over the past century, driven by breakthroughs in ulated, although many objects can be passively
particular type (by looking at
metamaterial science, quantronic integration, and worn and it’s also not unusual for equipment in
the tables here in the Gear
Rules section) and also easy miniaturisation. the Human Sphere to be controlled quantronically
to find a specific piece of (without need for direct physical interaction).
gear (by looking it up in the Augmentations (p. 344) can be cybernetic or
Gear Catalogue). The latter biotechnological in nature, but all are designed ONE-HANDED (1H)
is particularly useful for to enhance the human form (whether in its nat- The item can be used in one or two hands with-
Gamemasters trying to find ural state or through the perfected physiques of out penalty.
more information on a piece advanced Lhosts).
of gear listed in an NPC’s TWO-HANDED (2H)
stat block.
Contagions (p. 347) include diseases, The item can be used in two hands without penalty.
poisons, drugs, quantronic viruses, and even viru- If used one-handed, any test made to use it is at +2
lent rumours. difficulty.
difficulty of skill tests to use the item by two steps. FAULT EFFECTS
It cannot be wielded by normal-size characters. The following effects can be used for Faults suf-
fered by an object. Objects are disabled and cannot
FACILITY be used if they suffer four Faults. If they suffer five
The item is the size of a room, building, or habitat Faults, they are permanently destroyed. (Rebuilding
and is a permanent structure unless otherwise something from the resulting scrap is essentially quantronic access — p. 116
noted. Use requires either quantronic access and equivalent to building a new item from scratch.)
permissions, or physical presence in the facility.
Compromised: Although not fully disabled, the
functionality of some objects may be compromised
ITEM STRUCTURE with a Fault Effect. For example, a locked door
might be kicked open or a gun turret damaged so
Every object has a Structure rating for how much that it can no longer rotate (limiting its field of fire).
physical damage it can take, roughly dictated by its In the case of particularly robust objects, the GM
Size and composition. Losing Structure is mostly may require multiple Fault Effects to be inflicted
superficial, but if an object suffers 5 or more physi- before the object is fully compromised.
cal damage from an attack or its Structure has been
reduced to 0 or less after an attack, it will suffer Damaged: Characters using the item suffer +1 diffi-
a Fault. The following are rough guidelines — as culty on associated skill tests. (Since this can increase
always, the GM has final discretion. the difficulty of Simple (D0) tests to an Average (D1)
test, it may also require characters to make skill
• Even the most fragile items have at least 1 tests that they normally wouldn’t need to, such as
Structure. controlling a car after its tires have been shot out.)
• An item that can be easily carried or held in one
hand will have 2–4 Structure. Disable Function: For objects with multiple func-
• An item that needs to be carried in both hands tions, it may be possible to disable one of them
will have 4–6 Structure. with a Fault Effect while leaving the others intact.
• An item which is too large to carry, but which is
smaller than person will have 6–8 Structure. Injury: In some cases, inflicting a Fault on an object
• Person-sized or larger objects will have 8–10 may inflict damage on its user. (For example, a
Structure damaged ladder may cause someone to fall and
• Civilian vehicles will have 6–8 Structure for suffer damage.) The GM should determine these
each person they can carry; use this as a guide effects as logically and consistently as possible, but
for similar-size non-vehicle objects. defaulting to 2§ damage is a good rule of thumb. Self-Repairing, p. 335: Item
recovers all Structure between
Particularly delicate objects (including those with REPAIRING ITEMS scenes and 1 Fault per day.
the Fragile quality) will have half- to three-quarters Objects cannot use the Recover action. They also
as much Structure as other items of that size. They cannot Rest or Recuperate (although some items Recover / Treat
will usually have no Armour Soak. may possess the Self-Repairing quality). Characters Action— p. 111–248
can make treat tests for items normally (using the
Items made of particularly tough or hard material Treat action during action scenes or performing Rest / Recuperate /
may have 1 Armour Soak. Minor or Serious Treatment repairs between action Treatment—p. 102–103
scenes). In addition, a successful Simple (D0) treat
Items designed for rugged or military use (includ- test between scenes can be used to recover all
ing weapons), will usually have 1.5× or 2× as much Structure the item has lost. Treat tests for objects
Structure as other items of that size, as well as use the Tech skill. Teseum— p. 8
having 2–3 Armour Soak.
Self-Repairing: The item is self-repairing. Between Unsubtle X: This item is unusually overt, drawing
scenes, it automatically recovers all its lost undue attention each time the item is used. Any
Structure. It also removes one Fault per day. If the Observation tests made to detect the use of the
item provides Soak or BTS and those scores are item are made at −X difficulty (minimum 0). In
reduced, it also regains one Soak and BTS until it addition, silent actions using the item are increased
returns to its original rating. to sneaky actions; and sneaky actions are increased Reset, p. 120: Hacking (D1)
to noisy actions. test as Standard Action to
Subtle X: Using this item is particularly quiet and recover all Firewall. Comms
draws little attention. Any Observation test to ARMOUR QUALITIES items suffer +4 difficulty,
notice the use of the item increases by +X difficulty. reduced by one step per round
These qualities apply only to worn gear (usually
/ Momentum spent.
In addition, noisy actions using the item are some form of armour, but possibly including high-
reduced to sneaky actions; and sneaky actions are tech clothing and the like).
reduced to silent actions. noise / sneaky / silent
Adapted (Environment): The gear is designed to actions— p. 105
Supportware (Personal/Close/Long): A character protect against the common hazards — such as
can only maintain one Supportware program in temperature, pressure, or humidity extremes — of a
their personal network at a time, and characters particular environment, granting a −1 difficulty to
can only benefit from one Supportware program all related Extraplanetary, Resistance, and Survival
being run by their allies. Activating a Supportware tests when worn there.
program is a Minor Action which also automatically
deactivates any other Supportware currently Exoskeleton X: The armour’s strength and stability
running on the user’s system. Allies within the grants the wearer a +X§ damage bonus to melee
Supportware’s range immediately and automati- attacks, in addition to any provided by a high Brawn.
cally link to the Supportware (and gain its benefits), The wearer can use Unwieldy weapons without
but if they gain additional Supportware links they Bracing, use Unbalanced or Two-Handed weapons in
must use a Minor Action to switch which link is one hand without an increase in difficulty, and gain up
currently benefiting them. to +Xd20 to any Brawn test in exchange for increasing Unwieldy— p. 332
the test’s complication range by the same amount.
Biotech: The attack relies on biological, chemical, Frangible: These attacks become less effective over
or technological means that bypass conventional time. For each Effect rolled, reduce the number of
armour. Damage inflicted by a Biotech attack uses the § in the attack’s damage rating by 1. If this would
reduce the number of § to 0, then the attack character declares which mode (i.e., ammunition
cannot be used again until it has been replaced or type) they’re using when they choose a target to
replenished. attack. Some MULTI weapons may have multiple Comms — p. 334
secondary modes of fire.
Grievous: These attacks are designed to inflict • Light MULTI weapons fire any Standard ammo in
massive harm on a target, incapacitating them far their primary mode and a specific type of Special
more swiftly. If a Grievous attack inflicts one or ammo in their secondary mode. (If the Special Standard / Special
more Harms, it inflicts one additional Harm of the ammo type is not specified, it is DA by default.) ammo — p. 339
same type as well. The secondary mode has Burst 1, regardless of
the weapon’s normal Burst, and the Munition
Guided: A Guided attack can be controlled and quality.
directed from a distance. If the target has been • Medium MULTI weapons fire any Standard ammo Burst, p. 358: Maximum
Marked with an appropriate piece of gear, the in their primary mode and a specific type of number of Reloads can
attack ignores all penalties to hit due to range, visi- Special ammo in their secondary mode. (If the be spent on attack rolls
bility, or concealment. Additionally, with an Average Special ammo type is not specified, it is DA by with weapon.
(D1) Analysis test, an attack with the weapon can default.) Unlike a Light MULTI, the secondary
ignore any conditional soak the target would nor- mode does not have the Munition quality (unless DA ammo —p. 367: Add Vicious
mally benefit from. Guided weapons or ammunition specified otherwise) and uses the weapon’s 2 to weapon.
possess the Comms quality automatically. normal Burst rating.
• Heavy MULTI weapons fire any Standard ammo
Immobilising: If one or more Effects are rolled on in their primary mode and a specific type of
the damage roll from an Immobilising attack, the Heavy ammo in their secondary mode. (If the
target must make an Athletics test with a difficulty Heavy ammo type is not specified, it is EXP
equal to the number of Effects rolled or become by default.) The secondary mode has Burst 1, EXP ammo, p. 368: Add Area
Hindered. If the target was already Hindered or regardless of the weapon’s normal Burst, and the (Close), Spread 1, Unsubtle, and
if the attacker spends 1 Momentum, the target Munition quality. Vicious 2 to weapon.
instead becomes Stuck.
MULTI Light Mod: Weapons with the MULTI Light Hindered, p. 104: −1 zone when
Incendiary X: The target is set alight and gains the Mod quality have been designed to easily incor- making movement actions. +1
Burning X condition for a number of rounds equal porate an adhesive launcher, light shotgun, light difficulty on terrain tests.
to the number of Effects rolled. flamethrower, or light grenade launcher as a sec-
ondary weapon. It requires an Average (D1) Tech test Stuck, p. 104: Cannot move
Indiscriminate (Close/Medium/Long): An to install the secondary weapon. The two weapons away from object/location
Indiscriminate attack affects one or more zones. then operate as one with the Heavy MULTI quality stuck to.
Each target within the affected zones — every (or Medium MULTI quality if the secondary weapon
character, vehicle, and damageable object— suffers is a light shotgun), with the secondary weapon Burning X, p. 104: Target
the attack’s damage, regardless of whether they are operating as an additional secondary mode. suffers X§ damage to Vigour
friend, foe, or neutral (or even if the attacker wasn’t and Resolve at end of their
aware of their presence). Each character targeted MULTI Heavy Mod: Weapons with the MULTI turn, ignoring Armour. Lasts
by an Indiscriminate attack may attempt separate Heavy Mod quality are similar to MULTI Light Mod X turns, plus 1 turn per
Effect rolled.
Defence Reactions against it, resolving them sepa- weapons, but their secondary weapons can include
rately against a fixed difficulty of Challenging (D2). heavy flamethrowers and heavy grenade launchers
(in addition to weapons allowed by the MULTI Light
Knockdown: If one or more Effects are rolled on Mod quality). Defence Reaction, p. 100:
the damage roll of a Knockdown attack, the target Hacking test vs. infowar attack,
must pass an Acrobatics or Athletics test with a Munition: A weapon with this quality (such as Close Combat or Acrobatics
difficulty equal to the number of Effects rolled or rocket launchers, grenade launchers, and flame- vs. melee attack, Discipline vs.
be knocked prone. throwers) can only use a specific type (or types) of mental attack, Acrobatics vs.
ranged attack.
ammunition. A Munition weapon expends a single
Monofilament: The weapon uses a monomolecular Reload whenever it is fired, which provides no
wire—a single-molecule thick edge stabilised by benefit but counts toward the normal limitations Reload — p. 356
a faint E/M field. The weapon ignores all Armour on the number of Reloads spent.
Soak, but it has +2 complication range and does prone, p. 104: −1 zone when
not gain any bonus damage from a high attribute Nanotech: Nanotech-based attacks bypass tradi- making movement actions;
(including Superhuman Attributes). tional defences. Damage inflicted by a Nanotech +1 difficulty on terrain tests.
attack uses the target’s BTS as persistent soak +1 difficulty vs. ranged attacks
MULTI (Light/Medium/Heavy): MULTI weapons instead of its Armour or Security. In addition, these at Medium range. +2 Soak for
each Effect rolled on cover
are designed to use multiple forms of ammunition, attacks possess Nanotech Effects, which generally
dice. Attacks at Close range
switching seamlessly between preloaded primary take the form of special Harm Effects which can vs. prone character gain +2
and secondary modes as the situation requires. A be inflicted by spending Momentum. These special bonus Momentum.
Nonlethal: This attack is designed to incapacitate. Spread X: This attack can strike the target across
Any Harms inflicted by a Nonlethal attack are tem- multiple areas. For each Effect generated on the
porary and can be removed by successfully resting damage roll, the attack inflicts X additional hits
(along with the Stress normally removed by resting, at half the first hit’s damage, each separately
see p. 102). Characters cannot die as a result of reduced by Soak. If the attack inflicts physical
Nonlethal Harms. damage, roll separate hit locations for each
additional hit. The weapon is also particularly
Parry X: This type of attack is exceptionally good effective at blasting holes in cover; add up all
at turning aside incoming attacks. A Parry attack the damage inflicted from all hits to determine if
grants the wielder +X§ Cover Soak, but only cover is degraded.
against melee attacks.
Stun: If one or more Effects is rolled, the attack
Staggered, p. 104: Pay 1 Piercing X: The attack ignores X points of Soak for inflicts the Staggered condition on the target. This
Momentum to take Standard each effect rolled on its damage roll. condition lasts for one round per Effect rolled.
Action. Pay 1 Infinity Point to
perform Reaction (plus normal Radiation X: Damage with the Radiation quality Terrifying X: The attack is especially agonising or
Heat cost). ignores all Soak except from BTS and is treated as frightening. Each Effect rolled inflicts X mental
Terrifying X and Vicious X. If a Wound is suffered damage to the target in addition to whatever
from radiation, it possesses a special Wound Effect damage it inflicts normally.
that inflicts a +1 difficulty on all Agility-, Brawn-,
or Coordination-based actions. In addition, neither Thrown: Thrown weapons can be used to make
the Wound nor the Wound Effect can be removed ranged attacks, but use Athletics as the attack
without Serious Treatment (or a specialised item). skill (instead of Ballistics). Thrown weapons have
a range of Close unless specified otherwise. If the
Reflective X: Attacks with this quality are the Thrown weapon can also be used for melee attacks,
same as Smoke, except that the affected zones those attacks are still resolved normally using the
are impenetrable to modern optics and sensors, Close Combat skill.
including multispectral visors (which are, therefore,
affected by the penalties normally). Torrent: This attack is a stream of flame, deadly
liquid, gas, or some other substance that can be
Salvo X (Quality): The attack is particularly swept back and forth across an area to affect a
effective when large quantities of ammunition group and overcome cover. Torrent weapons cannot
are unleashed. This quality grants another quality affect targets further away than their optimal range,
whenever the attack uses X Reloads (not counting but they ignore all Cover Soak. A Torrent weapon is
Reloads used because of the Munition quality). If otherwise treated as an Area attack.
Reload—p. 356 no X value is given, the Salvo quality can be trig-
gered with one Reload. Toxic X: The attack has a lingering, deleterious
effect. If the attack inflicts a Harm, the Harm
Smoke X: Attacks with Smoke create a cloud of gas, Effect causes the target to suffer 1+X§ (Vicious 1)
nanobots, or other substance that interferes with damage at the end of each turn. Unless specified
enemy lines of sight within a target zone. For each otherwise, this damage is of the same type as the
Momentum spent when attacking with a Smoke attack which inflicted it.
weapon, the attack affects an additional adjacent
zone. Observation tests or attacks within, into, or Unforgiving X: The attack is either exceptionally
out of affected zones are made at +X difficulty. precise or capable of inflicting much greater harm
This penalty decreases by 1 every 1d6 rounds. If on a direct hit. When making an attack that has
the penalty is reduced to 0, the Smoke has been gained the benefit of an Exploit action, the attack
completely dissipated. gains Vicious X.
Speculative Fire: The ranged attack can be arced Vicious X: A Vicious attack inflicts X additional
over obstacles, bounced off walls, or otherwise damage for each Effect rolled.
INTRODUCTION
AMMUNITION
The ammo interoperability problems O-12 units Special ammunition is legally restricted, dangerous,
faced during the First Paradiso Offensive led to difficult to manufacture, or all of the above. To use
strict contractual standards for munitions suppliers, a Special ammo type, a ranged weapon needs to
and factions followed suit to ensure their manu- be designed for it or modded to do so, and man- Munition, p. 337: Weapon
facturers stayed competitive. Most ammunition has ufacturing Special rounds usually take expensive expends Reload each time it is
switched to O-12 standards, enabling even basic machinery, rare materials, trade secrets, or all of fired (without normal benefit).
firearms to take advantage of a variety of payloads. the above.
Each faction tries to maintain a monopoly on their
most effective munitions for military advantage Heavy ammunition is higher calibre and even more
and profitable export, even requiring manufacturers dangerous to make and use. With rare exceptions,
to sell only to licensed governmental agents, but only ranged weapons with the Munition quality can
grey and black markets abound, and the murky fire Heavy ammo. It is illegal to carry in most terri-
machinations of factional espionage ensure no tories, and acquiring it outside of military channels
trade secret stays secret forever. means knowing the maker personally or dealing
with some seriously edgy people.
INTRODUCTION
ARMOUR
Personal armour in the Human Sphere comes in BIO-TECHNOLOGICAL WEARING ARMOUR
It takes 2+4§ rounds to put on
many shapes and sizes, from lightweight ballistic SHIELD (BTS)
or take off civilian or combat
cloth woven into clothing, to high-impact plastics Some implants, clothing, devices, and particularly armour. An Agility (D0) test can
and nano-reinforced ceramics, to towering pow- armour provide a layer of protection — called reduce this time by 1 round
er-assisted suits of armour that straddle the line Bio-Technological Shielding, or BTS — against per Momentum spent (to a
between personal armour and TAG. unconventional forms of attack. BTS systems minimum of a single Standard
include NBC (Nuclear, Biological, and Chemical) Action). Powered armour is
While military-grade armour can be difficult to protections, anti-nanotech defences, electromag- more difficult to get in and
obtain outside of legitimate channels, modern netic hardening, immune system augmentations, out of, requiring 1+2§ rounds
smart materials and protective gear can provide and anti-hacking countermeasures. per hit location. Partially worn
a surprising level of protection in the guise of powered armour will provide
Armour Soak in the locations
ordinary clothing, particularly when customised by A character’s BTS value represents these diverse
currently worn, but is clumsy,
a knowledgeable technician. forms of protection and is used as persistent
inflicting a +1 complication
soak against attacks which possess the Biotech, range to physical skill tests per
ARMOUR SOAK Nanotech, and Radiation qualities. The BTS value missing piece. Regardless of
The primary function of armour is generally to also acts as a bonus to the character’s Security Soak armour type, a faceplate can be
protect against damage. The Armour Soak provided and reduces the difficulty of Resistance tests made opened or helmet removed as a
by the armour is specified for each hit location. to avoid the initial infection or exposure to dis- Minor Action.
eases and poisons. (If that initial test is failed, the
disease or poison is now inside the character’s body
and the defence of BTS is no longer effective, so it
does not contribute to additional Resistance tests.)
Detached Symbionts: Detaching from symbiont a nutrient-rich stasis chamber (where it can survive
armour is a Standard Action. Doing so leaves the indefinitely) or reattached to its host within a week.
damage and Wounds suffered by the symbiont
armour behind, as well as any conditions suffered Other Effects: Many forms of symbiont armour have
by the symbiont armour (e.g. Hindered or Burning). been bred to impart additional benefits, enhancing
Tohaa neurological performance, improving
When detached from its host, symbiont armour enters strength and speed, augmenting sensory input, or
a state of hibernation and dies unless it is placed in allowing for computer-organic interfaces.
ARMOUR TABLE
ARMOUR SOAK
ARMOUR TYPE BTS QUALITIES RESTRICTION COST TARIFF MAINTENANCE
HEAD TORSO ARM LEG
Armoured Clothing Civilian 0 1 1 1 0 Hidden Armour 2 2 6+1§ T1 —
Ballistic Vest Civilian 0 2 0 0 0 Hidden Armour 1 2 5+2§ T1 —
Crashsuit Civilian 3 3 3 3 0 Disposable 1 5+1§ — —
Gruntsuit Civilian 1 2 2 2 1 Exoskeleton 1, Heavy Armour 2 9+2§ T1 2
Hard Hat Civilian 1 0 0 0 0 — 0 2+1§ — —
Heavy Combat Armour Combat 3 4 2 3 2 Heavy Armour 3 10+2§ T2 3
Light Combat Armour Combat 1 2 1 1 1 — 2 7+1§ T2 1
Medium Combat Armour Combat 2 3 2 2 2 — 3 8+1§ T2 2
ModCoat, Long Civilian 0 1 1 1 0 Hidden Armour 2 2 6+2§ T3 —
ModCoat, Short Civilian 0 1 1 0 0 Hidden Armour 3 2 6+1§ T2 —
Personal Protective
Civilian 0 2 2 1 1 — 1 5+1§ — —
Equipment
Comms, Exoskeleton 3,
Powered Combat Armour Powered 4 5 3 3 3 4 13+2§ T3 4
Kinematika, Self-Repairing
Powered Combat Exoskeleton 3, Heavy Armour,
Powered 4 5 3 3 3 3 12+2§ T1 3
Armour (Ariadna) Self-Repairing¹
Sports Padding Civilian 1 1 1 1 0 — 0 3+2§ — —
Subdermal Grafts Internal 1 2 1 1 0 Self-Repairing¹ 2 9+2§ T1 —
Adapted [any], Exoskeleton
XO Suit Civilian 2 3 2 2 1 2 9+2§ T1 2
1, Heavy Armour
VOORNE ARMOUR
The earliest examples of symbiont armour were the Raacno. Modern Tohaa symbiont armour, adapted and improved from the
Creatures native to the Tohaa homeworld of Ronuhaa, Raacno are Raacno, are known as Voorne. There are many different models of
variable in size and capable of adapting and attaching to myriad Voorne, all based on a common biotechnology.
creatures. They survive ectosymbiotically in exchange for protecting
their host from physical harm. The Tohaa adapted the Raacno to Saarno: The Saarno is the “armour wake” in which a warrior spends
their own physiology, turning them into living armours. The earliest the night wearing their new symbiont armour while it adapts to its
depictions of Tohaa warriors show them already wearing crude host. Depending on the disposition of the symbiont, the procedure
Raacno armours. (An example of this are the extremely ancient can cause great pain to the host (in a range from discomfort to
statues that guard the entrance to the Gesaaria Palace, one of the mild agony). Once the Saarno is complete, that armour can never
greatest pieces of primitive art of the Balaakan Empire.) be worn by another Tohaa.
Having a full-body modification does not prevent Characters can only benefit from three Silk-derived
individual limbs or organs from being replaced. full-body modifications. They can only have three
Similarly, having a replacement limb does not Silk-derived replacements in each hit location or
prevent having implants in the same hit location. organ. Silk-derived modifications are almost invisi-
bly incorporated into the body (unless the recipient
MIXING deliberately chooses otherwise), and any number
AUGMENTATIONS
Characters mixing
AUGMENTATION of Silk-derived augmentations can be received
replacements and full-body CATEGORIES without receiving a character trait.
modifications of different
types are limited to the Augmentations also come in one of three categories:
lower number of maximum AUGMENTATION SURGERY
augmentations between the Cybernetics are the oldest and least expensive form
two types. (For example, if you of implant, an extension of medically necessary The cost of an augmentation includes the proce-
have a biografted right leg prostheses. Their corrective applications have been dure necessary to install it. The listed base cost
replacement you could also supplanted throughout most of the Human Sphere assumes the services of a competent medical team,
get one Silk-derived right leg
by alternative techniques (including organ-cloning, who will make Medicine tests with a target number
replacement, but not two.)
Silk therapies, and the like), but cybernetic replace- of 10. Superior augmentation specialists can be
ment limbs are still used by many and it’s quite sought out at higher costs, increasing the cost of an
common for other specialised equipment to be augmentation by +2§ per +1 target number.
implanted (such as the ubiquitous Cubes).
AUGMENTATION PROCEDURE For each remaining Effect, the GM can inflict one
Installing an augmentation is a form of Serious standard complication. (These complications are in
Treatment. Once per days, in place of the normal addition to those normally generated by skill tests
Serious Treatment action, the surgeon can make and those the GM spends Heat to create.) A few
one roll contributing to a complex Medicine test. common options include: Serious Treatment— p. 103
The type of augmentation being installed deter- • The augmentation is flawed, inflicting a +1
mines the difficulty of the test and also determines complication range to tests involving it. An
how much damage the character suffers during attempt to address these flaws can be made
each procedure (i.e., per Medicine test). Silk-based with a follow-up medical procedure costing half
augmentations offer 1 bonus Momentum to as much as the original procedure.
each test. • There are complications in the procedure,
• 1+2§ for an implant (D1, 2 Momentum, 1 inflicting +1 difficulty to future Medicine and
failure) Resistance tests made while installing the
• 2+4§ for a large implant or replacement (D2, 6 augmentation.
Momentum, 2 failures) • There are social consequences. The aug might
• 3+6§ for a full-body augmentation (D2, 10 be part of a short-term fad, highly disliked by
Momentum, 3 failures) a particular subculture (generating Heat when
interacting with them), or are now notorious for
Surgeons can choose to spend Momentum from some reason.
their Medicine test to reduce the damage inflicted
by the procedure by 2 points per Momentum spent. As a serious complication, the patient may be
(This Momentum does not count towards the exposed to degenerative augmentation syn-
Momentum necessary for the procedure to succeed: drome (DAS), a catch-all term for a number of
surgeons can choose to either rush the procedure, auto-immune and other physical dysfunctions
dealing more damage, or apply the augmentation resulting from poorly integrated augmentations
gradually while minimizing trauma to their or augmentations which are being rejected by the
patient’s body.) host’s body.
INTRODUCTION
CONTAGIONS
Diseases, poisons, drugs, quantronic viruses, and TERM
even virulent rumours are all handled in Infinity The Term of a contagion is how frequently conta-
using a common set of rules and referred to, for the gion tests must be made to avoid its effects. This
sake of convenience, as contagions. will be listed as Round, Minute, Hour, Day, Week,
or Month, with the test being made once per term
CONTAGION TESTS (once per day, and so forth).
Contagion tests are made to avoid, endure, or oth-
erwise mitigate the effects of the contagion. Unless VECTOR X
specified otherwise, the contagion test is made A disease’s vector is the method by which it is
using the recovery skill for the type of damage the communicated or by which a character can become
contagion inflicts. (For example, a disease inflicts exposed to it. (Airborne, ingested, contact, injury,
physical damage so it would use Resistance for and drugs are common methods.) When a character
contagion tests. A computer virus, on the other is in such a situation, they can be exposed to the
hand, inflicts quantronic dramage and would use contagion as either a Harm Effect or by making a
Hacking for contagion tests.) Heat/Momentum spend equal to X. (If no value is
given, it only requires 1 Heat or Momentum.)
Other characters can assist on a contagion test
using the treat skill for the type of damage the A character who has been exposed must imme-
contagion inflicts. diately succeed on a contagion test against the
normal difficulty of the contagion or become
TYPE X (Y MOMENTUM) infected by the contagion. (This test does not inflict
A contagion’s Type briefly describes its nature the damage or special effect of the contagion
(disease, drug, etc.), classifies it into one of four unless it is of the Instant type. It merely determines
categories, determines the difficulty (X) of the whether or not the character is infected by the
contagion tests made to avoid its effects, and contagion.) The BTS rating of a character’s armour
establishes the amount of Momentum (Y) required reduces the difficulty of this test if the contagion is
to recover from it (if necessary). Each failed conta- a disease, poison, or quantronic virus.
gion test results in the contagion inflicting damage
or, in some cases, its special effect. DAMAGE
A contagion’s damage lists the amount and type of
Instant contagions are one-time effects. A single damage it inflicts on a failed contagion test.
contagion test is made. Whether it succeeds or fails,
the contagion’s effect ends.
DRUGS WITHDRAWAL X
If a character becomes addicted to a drug, they
Drugs use the normal rules for contagions, but must stay buzzed on the drug. When the drug’s
many drugs are also addictive and may have a few effect comes to an end, withdrawal begins.
TAKING DRUGS additional qualities. Withdrawal acts just like a disease with a term
Whether medically used or
of days. Once per day, the character must make a
just for kicks, drugs can be
administered through a variety
ADDICTION X (Y DOSES) Discipline test or suffer the withdrawal damage
of methods. Auto-injectors are A drug’s Addiction rating determines the number of of the drug.
easiest; just place one against doses that must inflict the Harm Effect or Special
your skin, push the button, and Effect of the drug before the user risks addiction OVERDOSE
the mechanism does all the (also known as the Addiction Threshold). Once a Even healthy substances are toxic in too great a
work. Applying a medicated user reaches the Addiction Threshold, they must concentration, and characters who over-rely on
patch, taking a pill, or using a make a Resistance test (with a difficulty of X) or drugs can suffer for it. A character who takes a
spray is a Medicine (D0) test become addicted. This test must be repeated each dose of a drug before they have recovered from a
and takes a Minor Action. Auto- time they suffer the Harm Effect or Special Effect previous dose must pass a Resistance test with a
injectors require a Medicine
of the drug as long as they remain at or above the difficulty equal to the number of doses still active
(D1) test, but are a Free Action.
Addiction Threshold. in their system or overdose. Overdosed characters
suffer a Wound, with a Wound Effect which renders
If a user goes one day without using the drug, them Dazed and suffering 1+2§ physical damage
Staggered, p. 104: Pay 1 reduce the current tally of doses counting towards per hour until treated. This damage can inflict
Momentum to take Standard addiction by 1 to a minimum of 0. the same Wound Effect again, in which case the
Action. Pay 1 Infinity Point to damage increases to 2+4§ and the character is
perform Reaction (plus normal COMPULSION X Staggered. If the Wound Effect is suffered again,
Heat cost). the damage increases to 3+6§ and the character
If a character addicted to a drug has the opportu-
nity to take the drug, they must make a Discipline is Helpless.
Helpless, p. 104: Cannot take
Reactions. Exploit actions vs. DRUGS TABLE
character at −1 difficulty and +1
bonus Momentum. DRUG RESTRICTION COST TARIFF
Antibiotics 1 3+1§ —
Nitrocaine 2 4+2§ T1
Painkillers 0 2+1§ —
Stims 1 4+1§ —
Surge 1 3+1§ T1
POISONS TABLE
POISON RESTRICTION COST TARIFF
Fleck 2 3+4§ T3
Haunt 3 (Paradiso 1) 3+4§ T1
Puraza 2 (PanOceania/Nomad 1) 3+3§ T4
Tetrodotoxin 2 1+5§ T1
Wolfshot 2 (Ariadna 1) 3+3§ T3
Wurari 1 1+3§ T1
INTRODUCTION
EXPLOSIVE DEVICES
Beyond raw destructive power, explosive devices EXPLOSIVE CATEGORIES
can reshape the urban battlefield physically and
psychologically, allowing rapid movement through Explosive devices fall into three categories, and are
interior walls, floors, and ceilings, and as concealed sold in sets of three.
weapons of terror that create an atmosphere of Charges are attached to a target for detona-
fear and paranoia to even the playing field between tion later.
otherwise mismatched forces. Grenades are thrown at a target or zone, usually
detonating on impact.
Most explosive device components also have Mines are concealed in a zone, detonating when
industrial uses or can be created from civilian pre- they detect a valid target.
cursors, so ALEPH and factional authorities watch
for patterns of combined purchases and fabricator CHARGES
usage in an ongoing game of cat and mouse with Charges are placed on a target within Reach.
illicit manufacturers. Spaceports, transit hubs, and Placing a charge on something that can defend
immigration checkpoints use chemical sniffers to itself is a melee attack that does not directly inflict
check for traces of blacklisted materials, although damage. Multiple charges triggered simultaneously
it’s far from a perfect cordon. on the same target combine their qualities, Effects,
and damage into a single roll.
OBTAINING EXPLOSIVES
Reloads of ammunition can be purchased as explo- GRENADES Reload — p. 356
sives for one additional base cost, providing three Unlike other explosives, grenades do not need to be
charges, grenades, or mines instead. Converting a set (although they can be). They can be thrown as
Reload of ammunition into an explosive device, or ranged attacks with the Disposable, Indiscriminate Disposable, p. 334: Item
vice versa, requires a successful Tech (D2) test with (Close), Speculative Fire, and Thrown qualities. They destroyed after use.
a +2 complication range, and the resulting item can also be fired from grenade launchers, in which
adds Improvised 1 to any attack made using it. case they use the weapon’s range and each grenade weapon range— p. 358
counts as one Reload.
SETTING EXPLOSIVES Speculative Fire, p. p. 338: −1
Explosives can be set to detonate on a preset timer MINES difficulty vs. targets that cannot
or by a remote signal with an Average (D1) Tech Cheap, easily-deployed anti-personnel landmines be seen. Optional +1 difficulty
test. On a failure, the explosive does not detonate create hazardous regions long after the end of to ignore Cover Soak.
(and the GM can use a complication to prematurely hostilities, and are banned by the Concilium
detonate it). Convention. Modern mines have the Comms, Improvised X, p. 334: Item
Disposable, and Indiscriminate (Close) qualities, gains +X complication range.
Alternatively, explosives can set up to be controlled with complex IFF and tracking systems for safe
via network command with a Simple (D0) Tech test. recovery once a conflict ends. Altering a mine to grenade launchers— p. 373
Of course, this networking exposes the device to have the Non‑Hackable quality is a Challenging
quantronic detection and attacks. (D2) Tech test and a war crime. Concilium Convention— p. 339
When first placed or thrown, the user should A mine is set within a specific zone and will gen- Comms — p. 334
declare what mode the explosive is in and any erally be concealed with an Average (D1) Stealth
other relevant information such as timer duration, test (and can be detected with a face-to-face Thrown, p. 338: Close range
network permissions, or detonation criteria. Observation test). A deployed mine detonates as weapon. Ranged attack test
soon as it senses a valid target within its zone, made with Athletics skill.
DISABLING EXPLOSIVES making an attack roll with a target number of 10+1
Disabling explosives you’ve placed or have network per Momentum spent on the Tech test made to
permissions for requires either physical or network set the mine.
access and a Tech (D0) test. Disabling or detonating
someone else’s explosives requires either a face-to-
face Tech test against the check made to originally
set the explosives or a Breach Effect (if the explo-
sive is quantronically controlled).
INTRODUCTION
GEISTS
Geists are limited artificial intelligences, constant GEIST LEARNING
virtual companions, and personal assistants. They Although not true AIs, geists are capable of learn-
grow in response to their user’s needs and desires, ing and adapting in response to the experiences
becoming unique over time, but most start from they share with their owner. Many quantronic phi-
largely identical programmatic seed libraries (as losophers have described the link between owner
represented by the Basic Geist stat block). and geist as a symbiotic relationship—that the
geist is less of a separate entity and more a part of
GEIST the “cerebral cyborg” which is the modern citizen of
BASIC GEIST the Human Sphere.
Quantronic Jump—p. 418 Quantronic Jump: All geists have the Quantronic Purchasing geist upgrades is handled slightly
Jump ability. differently to purchasing many other items.
or Tech. Further, due to tech-savvy characters often Total the number of upgrades to be purchased.
being able to do part of the work themselves, and This will indicate both a modifier for the total POPULAR
UPGRADES
generally having more efficient systems to work Restriction of the package, and a value to divide the
Although geist upgrades are
with, when attempting to acquire geist upgrades, a total Cost increase by (rounding down). For exam- presented here using generic
character may increase their effective Earnings by ple, an upgrade package consisting of 6 upgrades, mechanics, in the Human
an amount equal to their Hacking Focus. with a Cost increase of +10§, should divide that Sphere they are esoteric,
increase by 2. Add that Restriction modifier, and specific, and branded in
Restriction / Cost: Instead of each upgrade having the divided Cost increase to the basic cost of the myriad ways. When purchasing
its own Restriction or Cost, the following tables are upgrade package, and use that Restriction and Cost an upgrade for their geists,
used to determine the Restriction and Cost of an to acquire the package. players should be encouraged
upgrade package — a bundle of upgrades obtained to customise its identity. For
example, acquiring a geist
and applied all at once. As much of the expense of Improving the basic capabilities of the geist— its
of one’s own is an important
an upgrade is in recompiling the geist, purchasing attributes — are typically somewhat more costly
step toward independence,
several upgrades as a large upgrade package is than other upgrades. If the upgrade package con- and many adolescents add
quite cost-effective compared to buying those tains one or more attribute upgrades, increase the KnowItAll patches related to
upgrades individually, though finding someone Tariff to 2. If the upgrade package would increase their fandoms and obsessions,
willing and able to apply a larger upgrade package one or more attributes to a score that is 10 or or Snowden-sneak filters
can be more difficult. higher, increase the Tariff to 3 instead. to ferret out their friend’s
secrets. Adults usually
An upgrade package has a basic Restriction of 1, and a If a character wishes to buy a pre-upgraded geist, upgrade their geists to better
Cost of 1+1§ with a Tariff of 1. The character should then construct the upgrade package desired, and assist them professionally
with GnoSofts, Machiavelli
then select which upgrades they wish to purchase, apply that modifier to the Restriction and Cost of a
micro-expression analysis
before consulting the Upgrade Package Table, below. basic geist instead.
suites, Chatte conversation-
assistants, and AzReal real-time
GEIST UPGRADES TABLE halo-trackers. Aide-de-Camp
is a popular Moto.tronica
UPGRADE EFFECT COST INCREASE brand of upgrades dedicated
to filtering and processing
Attribute Increase a single attribute by +1 (max. 12) +2§ battlefield communications.
Skill Expertise Increase a single Skill Expertise by +1 (max. 3) +1§
Skill Focus Increase a single Skill Focus by 1 (max. Expertise) +1§
Gain a single Talent; each step the selected Talent is from the
Talent +2§
first Talent in that tree doubles the cost of this upgrade
Trait Add or remove trait +3§
PROGRAMS TABLE
TYPE RATING PROGRAM DAMAGE QUALITIES RESTRICTION COST TARIFF
CLAW 1 Blackout 1+2§ BE¹ 3 3+4§ T1
CLAW 1 Gotcha! 1+2§ BE¹ 3 3+4§ T1
CLAW 1 Overlord 1+2§ BE¹ 3 3+4§ T1
CLAW 1 Spotlight — ¹ 3 3+4§ T1
CLAW 2 Expel 1+3§ BE¹ 3 4+3§ T1
CLAW 2 Oblivion 1+3§ BE¹ 3 4+3§ T1
CLAW 3 Basilisk 1+4§ BE¹ 3 4+4§ T2
CLAW 3 Carbonite 1+4§ BE¹, Piercing 3 3 4+4§ T2
CLAW 3 Total Control 1+2§ BE¹, Vicious 3 3 4+4§ T2
GADGET 1 Controlled Jump — Supportware (Long)¹ 2 3+4§ T1
GADGET 1 Fairy Dust — Supportware (Long)¹ 2 3+4§ —
GADGET 1 Lockpicker — Supportware (Personal)¹ 3 3+4§ T1
GADGET 2 Assisted Fire — Supportware (Close)¹ 3 4+4§ T1
GADGET 2 Enhanced Reaction — Supportware (Close)¹ 3 4+ 4§ T1
IC X Black ICE 1+X§ IC¹, Piercing X X+2 2X+X§ T(X)
IC X Countermeasures — IC 1 4+X§ T(X)
IC X Crybaby — IC¹ X 5+X§ T(X)
IC X Deadfall — IC¹ X 5+X§ T(X)
IC X Gaslight — IC¹ X 5+X§ T(X)
IC X Hivemines X+X§ IC, Vicious X X+1 5+2X§ T(X)
IC X Mirrormaze — IC¹ 2 5+X§ T(X)
IC X Redtape — IC¹, Immobilising 2 5+X§ T(X)
SHIELD 1 Exorcism 0 ¹ 1 2+4§ —
SHIELD 1 U-Turn — ¹ 2 3+4§ —
SHIELD 2 Breakwater — ¹ 2 4+3§ —
SHIELD 3 Counterstrike — ¹ 2 4+6§ T1
SHIELD 3 Zero Pain — ¹ 2 4+4§ T1
SWORD 1 Brain Blast 1+4§ BE¹, Piercing 1, Vicious 1 3 3+4§ T2
SWORD 1 Slasher 2+5§ Vicious 2¹ 3 3+4§ T2
SWORD 2 Redrum 2+5§ Grievous, Piercing 2, Unforgiving 2 3 4+4§ T2
SWORD 2 Skullbuster 1+5§ Area (Close), Breaker 3 4+4§ T2
SWORD 2 Trinity 2+6§ Area (Close), Stun (vs. Neural), Vicious 3 3 5+4§ T2
Resurrection—p. 392
INTRODUCTION
Resurrection in character
creation—p. 54
REMOTES
domotics—p. 143 Most of the technology in the Human Sphere can • Autonomous remotes have their own Firewall
be remotely controlled. Vehicles are a common score and suffer Breaches like an NPC of their
example, but pervasive domotics allow users to category. If a user assumes remote control or
AUTHORISED turn on lights, open doors, cook meals, and even ghosts into a remote suffering Breaches, they
USERS order the furniture to rearrange itself without ever are negatively affected by the Breach Effects as
Remotes operating in stepping foot in the room. if those Breaches were their own when taking
autonomous mode will actions with the remote.
generally only accept orders Remotes, on the other hand, are specifically
from authorised users. Hacking designed for remote operation by a ghost— an REMOTE CONTROL
a remote to convince it that intelligence, either resident within the machine Authorised users can override the native LAI of
you’re an authorised user is
or using remote presence technology to operate a remote and control it directly. To do this, the
equivalent to suborning its
network with Breach Effects.
it from a distance, that takes hold of the machine remote must be within Close range of either the
and governs its actions as if the remote were controlling character or a repeater they control.
its own body. (Remotes that possess the Repeater quality can
act as their own repeater, allowing characters
Repeater—p. 334 AUTONOMOUS OPERATION to control them from essentially any distance as
Remotes include either a built-in lesser-AI or a long as they are capable of communication with
complex suite of expert programs that govern their each other.)
behaviour to similar effect, allowing the remote to
operate autonomously and carry out instructions • Connecting or disconnecting from a remote
ranging from the simple to the complex. A remote requires a Standard Action, but a character need
operating autonomously using its native LAI is not disconnect from a remote-controlled system
essential an NPC, and their stat block can be in order to take actions using their own body.
used as such.
• Actions taken by a remote under remote control
Troopers, Elites, • Like an NPC, remotes are categorized as are a normal skill test for the operator, assisted
Nemeses —p. 415 Troopers, Elites, or Nemeses. by the equivalent abilities of the remote as if it
had taken the Assist action. If the remote has an
fields of expertise—p. 415 • Remotes are objects, and therefore have a applicable Superhuman Attributes, any successes
Structure score instead of Vigour and suffer generated by a Superhuman Attribute add to
Faults instead of Wounds. those generated when the remote assists.
• Remote control is not as good as being there • Connecting or disconnecting from the remote
yourself. Actions taken with the remote are made requires a Standard Action. As long as the SUPERHUMAN
REMOTES
at +2 complication range. character remains connected, they cannot take
Because of the way attribute
actions with their own body. caps work for remotes, remotes
VR Mode: A controller with access to VR equipment which are designed to greatly
can fully immerse themselves into the remote’s • Physical attributes (Agility, Brawn, and enhance the physical capacities
environment. This lowers the complication range Coordination) are still capped by the remote’s of humans— like a remote
increase for remote control to +1, but also results in limitations. possessing extraordinary
the user being distracted from their immediate sur- strength for example — do not
roundings. If a character using VR remote control • For all intents and purposes, the remote is the model that capacity with a
needs to take a Reaction using their own body, the character’s body; they are there “in the flesh”. higher attribute score (because
weak human operators couldn’t
Heat cost is increased by 1. There are no penalties to difficulty or complica-
take advantage of it). They
tion range while ghosting.
instead have the appropriate
Other Gear: The rules for remote control can also Superhuman Attribute special
be used to remotely control other equipment (like REMOTE LIMITATIONS ability (p. 418).
vehicles). Depending on the remote, and at the GM’s discre-
tion, some skill tests and actions may be much
GHOSTING more difficult or even impossible with a remote. Quantronic Jump— p. 418
When a character is ghosting a remote, their (For example, it’s really difficult to seduce most
sheut— their actual mind and personality — is people if you look like a TinBot.)
directly inhabiting the remote as if it were their
body. This is only possible for characters capable of sheut, p. 366, 392: The core
Quantronic Jump, including geists, LAIs, AI Aspects, identity of the individual as
or Cube 2.0 users. saved on a Cube.
REMOTES TABLE
REMOTE RESTRICTION COST TARIFF MAINTENANCE
Armbot 3 (PanOceania 2) 12+3§ T1 2
Garuda Tacbot 4 13+4§ T4 5
Spotbot 1 9+2§ T2 1
TinBot 0 6+ 1§ — 1
Yáokòng Remote 3 (Yu Jing 2) 12+3§ T3 2
Zondbot 3 (Nomad 1) 10+4§ T3 3
INTRODUCTION
RESOURCES
In Infinity, certain resources are abstracted in order complication. If a character has no resources of that
to reduce bookkeeping and reinforce action-packed type remaining, the GM can instead declare that the
gameplay. Instead of tracking individual rounds character has completely run out of the resource. RESOURCES
AND THE GM
of ammunition, lockpicks, or tubes of nanopaste, (This can be indicated on the character sheet by
NPCs do not track resources
resources are used to track limited supplies that noting “−1” in the related resource.) The effect of individually; instead, the
must be used to attempt certain complex tasks, running out of a particular resource depends on the GM spends Heat to produce
expended when certain conditions are met, spent type of resource (as described below), but usually resources for NPCs to use as
for a bonus d20 on tests using the resource, or a prevents the character from taking related actions needed. Each resource costs
combination of all three. Some resources can only until their supply of the resource has been restored. 1 Heat.
be used in conjunction with other equipment (e.g.,
Reloads can only be fired with an appropriate RESOURCE TYPES
ranged weapon) as detailed below. Oxygen Loads: Oxygen Loads track the remaining
air in breathing equipment. After an hour of steady suffocate, 110: Make
Resources are purchased and sold in sets of three. use or scene of intense activity, users must make a Resistance (D1) test each round.
Challenging (D2) Extraplanetary or Daunting (D3) +1 difficulty for each additional
Attrition: In addition to their normal use, a GM Survival test or spend an Oxygen Load. If a character round. On failure, suffer
can remove a resource from a character as a runs out of Oxygen Loads, they begin to suffocate. 1 Wound.
RESOURCE RESTRICTION COST ( PER 3 RESOURCES ) Silk: The miraculous Haqqislamite biosynthetic, Silk
Oxygen Loads 1 2+2§ is required for augmentations like Cube installation
as well as the creation or repair of Lhost bodies,
Parts 1 2+2§ and must be used in a laboratory or medical facility.
Picks 2 1+5§ It enables rapid recovery from extensive physical
trauma, and can be used as an extremely pow-
Psychotropics 1 3+1§
erful Serum. Using Silk as Serum is a technically
Reagents 1 3+1§ complicated task, increasing the difficulty of the
Reloads See Ammo See Ammo associated Medicine test by +1, but on a success, it
grants 4 bonus Momentum. In addition, the success
Serum 1 3+1§ grants a bonus d20 on all future recovery and
Silk (legal) 1 9 treat tests for the subject until they are either fully
recovered or leave the care facility. Running out of
Silk (black market) 4 9+9§ Silk carries no penalty.
INTRODUCTION
TOOLS
Many belongings help a character to perform spe- Facilities expand the concept of kits into whole
cific tasks, allow them to make skill tests without a rooms full of tools and workspaces. In addition to
penalty, and/or make the task easier. providing the benefits of a kit and ample storage
for resources, tests that use a facility are at −1
Kits are used with specific skills, such as MediKits difficulty (minimum D0).
and the Medicine skill. Kits can be used when Expert X, p. 334: Grants the
performing practical tasks (rather than knowl- Suites consist of complex sets of software tools, user X bonus Momentum.
edge-based or theoretical uses of the skill) and expert systems, or other tools. They have the
grant 1 bonus Momentum. Some kits can only be Comms and Expert qualities and also reduce the Comms — p. 334
applied to a subset of tasks with a particular skill, difficulty of a specialised task by one step.
as noted in their descriptions.
TOOLS TABLE
TOOL QUALITIES RESTRICTION COST TARIFF MAINTENANCE
Aletheia Kit Subtle 2 2 5+2§ T1 —
Analysis Suite Comms, Expert 1 1 10+3§ — 1
Analytical Kit — 1 5+2§ — —
AutoMediKit — 2 7+ 2§ — 1
Basic Medical Supplies — 0 3+2§ — 1
Breaking & Entering Kit — 3 3+2§ T4 —
Chameleonwear — 3 5+3§ T2 —
Climbing Kit — 0 5+2§ — —
Cosmetics Kit Fragile 0, 1 for a particular subculture 4+1§ T1 —
Deactivator Kit — 2 4+2§ — —
Engineering Waldo X Comms X 7+ X§ T(X+1) X
Forensics Kit X Expert X, Fragile X 4+2§ T(X) —
Handler’s Kit — 1 5+2§ — —
Holomask Comms, Fragile 3 6+ 2§ T4 —
Laboratory (Corporate Lease) Comms 2 10+4§ T1 4
MediKit — 1 4+3§ T1 —
Nav Suite (Region) Comms, Expert 1 0 2+2§ — 1
Negotiator’s Suite Comms, Expert 1 1 7+ 1§ — —
Pheromone Dispenser — 2 4+3§ T1 —
Powered Multitool — 0 4+2§ — —
Psychoanalysis Suite Comms, Expert 1 3 6+ 3§ — —
Repair Kit — 1 6+ 2§ — 1
Sensor Suite (Type) Comms, Expert 1 1 to 3, per type 4+3§ T1 —
Surgical Bay Comms 2 14+1§ T4 3
Surgical Waldo X Comms X 7+ X§ T(X+1) X
Survival Kit (Environment) — 1 4+2§ — —
USAriadnan Entrenching Tool — 0, 1 for non-USAriadnans 2+2§ — —
Harm Effect regardless of the weapon used unless a specialised weapon are both 1 higher than the
specified otherwise.) normal version, its cost increases by +1§, and it
will be listed with its ammunition type (e.g., K1
SPECIALISED WEAPONS sniper rifle or viral pistol).
Any weapon that fires Standard ammunition
will also have specialised versions which have If the weapon can normally fire multiple types of
been modified to fire a specific type of Special ammunition, the specialised version can still do the
ammunition instead. The Restriction and Tariff of same (only the Standard option is swapped out).
INTRODUCTION
OTHER ITEMS
OTHER ITEMS TABLE While weapons and armour are crucial
in combat situations, what people
ITEM QUALITIES RESTRICTION COST TARIFF MAINTENANCE carry with them and use most rarely
Animal Habitat — 1 5+1§ T1 1 fall into those martial categories.
Useful equipment, expressions of iden-
Bioscanner Comms 0 3+1§ — — tity and allegiance, survival and hazard
Bottled Water Non‑Hackable 0 1+1§ — — gear—whatever the area of endeavour,
Climbing Plus — 2 4+3§ — — the right tool makes all the difference.
GEAR
GEAR CATALOGUE
Adhesive Ammunition: Adhesive rounds use sticky, Animal Habitat: Habitats vary in size from small
rapidly expanding gelatinous foam to pacify a cages or tanks to a dedicated space in a stable,
target while inflicting minimum long-term trauma, barn, or corral. Their maintenance cost covers
and are commonly used by law enforcement and necessary supplies to keep the animal healthy and
public-facing security teams. Adhesive ammunition content. While in a dedicated habitat, an animal
adds Immobilising, Knockdown, and Nonlethal to is considered under control except in extreme
the weapon. circumstances.
Adhesive Launcher (ADHL): Due to the size of their Antibiotics: Available in a variety of forms,
canisters of swift-setting liquid cement, these Antibiotics are invaluable in fighting off diseases,
weapons are usually loaded via large-bore rotary but can only be prescribed by a doctor. (Ingested,
drum magazines, and used to immobilise enemy Instant 0)
vehicles. Technically nonlethal and economical to Special Effect: A single dose grants 1 bonus
use, an accurate shot with an adhesive launcher Momentum on all Resistance tests made to resist
can render the most terrible war machine com- the effects of disease.
pletely defenceless. (Range M, 1+6§ damage, Burst
1, Unwieldy, GOO ammo, Munition) Antipode Control Device: Antipode handlers not
only command their charges on duty, but train and
condition them with verbal commands, reinforced
by activating electrodes inside the creatures’
craniums that ensure obedience, even in the throes
of bloodlust.
Each Antipode Control Device is networked to
its pack’s cranial implants. When attempting to
control a creature fitted with a connected implant,
the handler gains +2d20 to Animal Handling tests. ectogenesis, p. 194: The
Further, whenever the beasts make a Discipline test, melding of a stored, quantronic
Aletheia Kit: Small and unassuming, Aletheia kits their handler can use a Reaction to assist using personlity and its new
are an open secret in the law enforcement and their Animal Handling skill. Lhost body.
intelligence communities. Combining facial-track-
ing sensors with a blank expert system seed, the Antipode Control Cranial Implant: Antipodes aug- Antipodes, p. 151: Intelligent,
device imprints on the subject, quickly learning mented with these cranial implants are linked to wolf-like species with
their quirks and tells to become an incredibly sen- an Antipode Control Device. distributed intelligence native
sitive lie detector. Used with the Psychology skill, to Dawn.
Aletheia kits have the Subtle 2 quality and add 1 Antiquated Lhost: Cutting-edge technology as of
bonus Momentum for each hour spent interrogat- about twenty years ago, these relics provide a prac-
ing a suspect (to a maximum of 3). tical lesson in the benefits of modern ectogenesis
techniques. Slotting into one of these antiques is
Analysis Suite: While recorders and sensors are deeply distressing on a fundamental level. Some
useful for data collection, analysis suites — facilities degree of dysmorphia is inevitable, as the brain
consisting of specialised software tools and dis- fundamentally recognises the body as artificial, and
plays— can correlate and extract useful information rebels accordingly.
from that raw data. When used to view datafeeds,
analysis suites grant 1 bonus Momentum and −1
difficulty to Analysis and Observations tests regard- COMMON ADHESIVE LAUNCHERS
ing anything detectable by the sensors or devices • PraxiTec LC Csapda: Nomad model sold to Haqqislam, featuring custom modifi-
as if they were present. cations to the adhesive loads to endure storage in desiccated conditions.
• PraxiTec LC Fangeisen: The original ADHL, sold to the Ariadnan Army.
Analytical Kit: Top-quality kits used for scientific • PraxiTec LC Szigony: Rockets with ultrafast super-adhesive warheads, used by
analysis and experiments in the field, analytical kits the Nomads.
are tools for the Science skill, and contain three • Jinsuo Zhòngcái: Jinsuo successfully fended off a claim of patent infringement
uses of Reagents. from PraxiTec during the Commercial Conflicts.
CLAW-2 Expel: This Yu Jing favourite suborns Combat Jump Pack: Combat jump packs are
ejections protocols. On a successful attack, 2 airborne deployment devices, using advanced air- airborne deployment
Momentum can be spent to inflict a special Breach brake systems to deliver troops behind enemy lines device — p. 360
Effect which forces one passenger or crew of a from atmospheric aircraft or orbit.
target vehicle with ejection capability to disembark.
Combi Rifle: Combi Rifles incorporate automatic
CLAW-2 Oblivion: This software is a more potent mechanisms to suppress recoil and optimise aim at
version of Blackout. On a successful attack, 2 both Close and Medium ranges. Basic Combi Rifles
Momentum can be spent to create a special fire Standard ammunition. (Range C/M, 1+5§
Breach Effect which forces all of the target’s damage, Burst 2, 2H, Expert 1, MULTI Light Mod, dumb mode — p. 352
equipment into dumb mode. (This has no effect Vicious 1)
on Non‑Hackable equipment, but disables Comms
gear and inflicts a +1 difficulty to tests using all Comms — p. 334
other items.)
structures, and walls. (Explosive Charge, 2+6§ wide-spectrum viral loads. DT ammo adds Biotech,
damage, 1H, Anti-Materiel 2, Comms, Disposable, Toxic 1, and Vicious 1 to the weapon.
Piercing 3, Spread 1, Unsubtle, Vicious 2)
Double Trouble Arrows (DT Arrows) : Like Double
Dancer Ammunition: A dancer round’s ballistic path Trouble ammunition, DT arrows are designed to
can be controlled remotely, albeit with the added deliver toxic loads. The superior penetrating power
dangers of hacking and ECM. Dancer ammo adds of modern combat bows makes for an efficient
Guided to the weapon. (If used with a weapon that delivery mechanism. DT arrows add Biotech,
has the Non‑Hackable quality, dancer ammo acts Piercing 1, Toxic 1, and Vicious 1 to the weapon.
like normal ammunition.)
Drop Bears: Thanks to these mines’ plump design,
Defensive Hacking Device: Common equipment for and the deadly results of raining them down on the
system administrators, firewall augmentation teams, enemy—because they are thrown instead of
and bodyguards, these devices are exceptional for placed — the Neoterrans who first used them nick-
defending against other infowarriors. Defensive named them for the mythical koala-like Aussie
hacking devices are rated SHIELD-3, GADGET- treetop predator. With a successful Athletics test (+1
1, and IC-3. difficulty for each range category beyond Close),
the drop bear lands in the chosen zone, and
Deflector-1/Deflector-2: Deflectors merge several becomes active at the end of the wielder’s action.
different technologies to create a defensive (Explosive Mine, 2+5§ damage, 1H, Comms,
umbrella that protects the user and any allies Disposable, Indiscriminate (Close), Spread 1, Stun,
within Close range. Quantronic attacks against Thrown, Vicious 3)
characters protected by Deflector-1 are made at
+1 difficulty; those against characters protected by
Deflector-2 at +2 difficulty.
Deployable Repeater: Deployable repeaters are Eclipse Ammunition: Eclipse rounds use iso- repeater— p. 334
portable hacking range amplifiers. Manufactured by tope-doped nanotech smoke to reflect light well
a plethora of telecom hardware companies, models beyond the visible spectrum, making the affected
are often so interchangeable that their logos are zone impossible to see through, even with a mul-
the only distinctive feature (although superstitious tispectral visor. Eclipse ammo adds Reflective 2 to CUBEVAC
Medevac is military slang for
or sentimental hackers often ornament surviving the weapon.
evacuating those who need
repeaters with smart-paint graffiti or custom soft-
medical attention. Cubevac is
ware). Deployable repeaters are slightly larger than ECM X (Electronic Countermeasures): Standard when you evacuate someone
the size of a fist, and when activated they unfurl ECM includes fire detection radars to track enemy who is dead. Removing a Cube
like a blossoming flower. Activating them requires a ordnance, and a small battery of short-range from a corpse can be done
Tech (D0) test as a Minor Action, and once activated micromissiles to deploy smart-material chaff that as a Standard Action with a
they cannot be moved without disrupting their interferes with guidance systems and diverts Medicine (D2) test and proper
connections (requiring them to be reactivated at a projectiles away. Ariadnan ECM are bulkier, firing surgical tools. Otherwise, it
new location). (Firewall 10, Security 1) batteries of rockets to create protective walls of takes about a minute of bloody
shrapnel. Attacks with the Guided quality suffer a hacking (unless you want to
just go for a C6 decapitation
Double Action (DA) Ammunition : Double action +X difficulty against vehicles or positions outfit-
and sort it later).
rounds are lightweight rounds embedded with ted with ECM.
micro-explosives, designed to maximise stopping
power while retaining compatibility with standard Ectros Armour: Worn by frontline Tohaa Troops, this
military sidearms. DA ammo adds Vicious 2 to heavy armour includes poisoned spines for both
the weapon. offense and defence in Close Combat (functioning
Engineering Waldo X: Engineering waldos are Flash Ammunition: Flash rounds emit a focused
articulated mechanical arms that can provide a beam of light or data from the weapon rather than
technician with an extra hand. An engineering a projectile. The high-energy discharge interferes
waldo counts as a kit, granting 1 bonus Momentum with vision or sensory systems, causing temporary
to Tech tests. One or more waldos can also assist blindness in addition to the beam’s effect. Flash
remotes—p. 354 on a Tech test with a target number of 10+X. Each ammo adds Blinding to the weapon, and removes
additional waldo used on an operation halves the the Marked condition.
social skill tests—p. 122 amount of time it takes to complete, but adds +1
complication range. Flashbang: Flashbangs combine deafening sound
sheut, p. 392: The core identity Alternatively, engineering waldos can be used and blinding lights to overwhelm and incapacitate
of the individual as saved on as a remote, allowing their user to perform Tech anyone caught in the area of effect. Networked
a Cube. tests without being physically present. (The normal versions can alert allies just before detonation,
penalties for operating a remote apply.) rendering them harmless to synched friendly forces.
(Explosive Grenade, 1+5§ damage, 1H, Blinding,
CREATING Explosive (EXP) Ammunition: Explosive rounds Deafening, Disposable, Indiscriminate (Close),
FAKE IDS detonate on impact, creating a potent localised Nonlethal, Speculative Fire, Thrown, Unsubtle,
Characters can create Fake blast. Explosive ammo adds Area (Close), Spread 1, removes Marked)
IDs by making a Stealth D0 Unsubtle, and Vicious 2 to the weapon.
test. A success creates a Fake Flash Pulse: These sophisticated pieces of equip-
ID 0 (useful as a prop, but not
Fake ID X: Useful for avoiding attention and enter- ment emit focused beams of light or data towards
much else), but Momentum
can be spent to increase the
ing otherwise inaccessible areas, Fake ID datafiles a target. The massive Flash discharge overloads the
Fake ID’s rating, as per the vary in quality from the wafer-thin covers teens target’s vision systems, causing temporary blind-
Create Obstacle spend plus an use to sneak into bars, to elaborate false identities ness in addition to damage from the beam. Flash
additional Momentum. with layered halo and background data planted in pulses’ mirrored barrels and tuned lenses need
(2 Momentum for Fake ID 1, dozens of dataspheres. If carefully inspected they careful maintenance and tuning to use effectively,
4 Momentum for Fake ID 2, can be detected with an Analysis, Thievery, or (for requiring the Tech skill instead of Ballistics when
7 Momentum for Fake ID 3.) quantronic IDs) Hacking test at X difficulty, but as attacking. They fire Flash ammo. (Range M, 1+5§
long as they remain undetected they grant X bonus damage, Burst 1, 2H, Blinding, removes Marked)
Some IDs are quantronically Momentum to disguise-based Stealth tests. (At the
locked, which means that their
GM’s discretion, they may also be useful for certain Fleck: Named for Chironex fleckeri, the jellyfish it
information is independently
verified through a Maya check.
social skill tests.) is derived from, Fleck venom weakens cell walls,
This may require an additional inflicts agonising pain, and induces cardiovascular
Hacking check or even a full Fast Download Port: A fast download port is an collapse in minutes. Anti-venom is easily fabricated
remote hack in order to plant or alternative method of sheut backup for those who from Serum, but swift treatment is crucial. (Injected,
spoof the correct data. don’t want to (or for some reason can’t) use a Cube. Complex Progressive 1 (4 Momentum), Minute, 1+3§
They allow for quick external recordings of the physical and mental damage)
Heavy Machinegun (HMG): The “Mother of All IC-X Black ICE: If the Hacking test to bypass
Support Weapons”, HMGs are auto-cooled heavy Black ICE fails, the IC inflicts 1+X§ (Piercing X)
support weapons, allowing their operator to fire quantronic damage. If the hacker has equipment Neural, p. 334: Item grants
continuously without fear of heat damage to the with the Neural quality, this damage is dealt as 1 bonus Momentum, but
barrel or the firing mechanisms for a withering rate physical damage instead. exposes user to neural-based
of fire. (Range L, 2+6§ damage, Burst 3, Unwieldy, Breach Effects.
Spread 1, Unsubtle) IC-X Countermeasures: This is the most basic form
of intrusion countermeasures, possessing no special
IC effects.
STANDARD LHOST
COMMON LIGHT SHOTGUNS
• AKNovy Obrez (Ariadna) ATTRIBUTES
• CineticS Boksingero (PanOceania) AGI AWA BRW COO INT PER WIL
• Devcon Arms Slammer-7 (Generic) — — — — — — —
• IPS Battente (Italieri de Precisione, PanOceania)
SPECIAL ABILITIES
• Yungang Xíng (Type) 3.2 (Yu Jing)
• Inured to Disease
• Cuurval Kaan-6000 (Kaan Sa-Il) (Tohaa)
Light Flamethrower: Flamethrower design has Locational Beacon: These marble-sized beacons are
evolved to be smaller, lighter, safer, and easier to often installed in worksuits or implanted beneath
use, but their tactical role is unchanged: create a the skin. They passively query friendly networks to GADWATEC
TAYYEB
stream of fire to clear a path or enclosed area of aid navigation and track the user without exposing
The Tayyeb series of MediKits
hostiles. Facing one instils fear in the heart of even them to quantronic attacks, providing updated loca- from GadwaTec were the first
seasoned soldiers, while concentrated neutral com- tion data every five minutes. It takes a Challenging to introduce the current pistol
bustion agents prevent accidental explosions if the (D2) Hacking test to query the system outside of its grip. Due to cheap licensing
tank is punctured, maximising rates of fire with usual update pattern. terms subsidised by O-12
minimum encumbrance. Light FTs are commonly grants, this Haqqislamite tech
incorporated into armour and rifles. (Range C, MediKit: These widespread nano-injection medical has become iconic throughout
1+4§ damage, Burst 1, 2H, Incendiary 3, Munition, devices have seen many improvements since they the Human Sphere.
Terrifying 2, Torrent) were first introduced over a century ago. Modern
models are lightweight pistols capable of propelling
a Serum microcapsule using a magnetic coil. MediKits Serum— p. 356
contain three loads of Serum and grant a bonus
Momentum for all Medicine tests. In addition, a char- Treat action— p. 248
acter with a MediKit can expend one dose of Serum
to perform a Treat action even when out of Reach of
the patient (by firing a microprojectile at them), to a
maximum range of two zones, albeit at +1 difficulty.
protection to the ancient Portuguese. Like their which applies a +1 difficulty penalty on all Agility-,
namesake, these Lhosts possess a preternatural Brawn-, or Coordination-based actions.
grace. Their reinforced bodies can withstand
impressive depths, and their oxygen filtration sys- Nanopulser : Nanopulsers are short-range nano-
tems, retractable webbing, and discreet gills make bot sprayers that fire in an indiscriminate arc. Often
them equally at home on land or at sea, albeit at integrated into body armour or implanted, they
the cost of slightly reduced coordination. In honour are widely restricted or illegal. Tohaa versions use
of their inspiration, most Nabia resemble ethereally viruses that degrade into forensically innocuous
attractive Iberian women, but like all Lhosts, a wide organic materials after use. Nanopulsers do not
range of options are available upon request. add bonus damage from high attributes. (Range
C, 1+5§ damage, 1H, Biotech, Subtle 3, Torrent,
LHOST Vicious 2)
NABIA LHOST
Nav Suite (Region): Indispensable in unfamiliar
ATTRIBUTES territory, a nav suite provides interactive maps,
AGI AWA BRW COO INT PER WIL weather feeds, landmark highlighting, plant
identification, and other useful augmented reality augmented reality — p. 142
−1 — +1 −1 — — —
overlays, as well as real-time positional data from
SPECIAL ABILITIES continually updated mapping dataspheres. Nav
• Common Special Abilities: Inured to Aquatic Pressure, Cold, Disease suites grant +1d20 on Survival tests made in the
• Amphibious: −3 difficulty to Athletics tests to traverse aquatic terrain region they cover.
(minimum 0)
• +1 Armour
Needle Ammunition: Needle rounds are anti-ar-
• +1 BTS
mour micromissiles designed to penetrate and
destroy heavily armoured targets without collateral
Nano Ammunition: Nano rounds silently release damage. Needle rounds add Piercing 2, Spread 1,
weaponised nanobots on impact. Though metabolic and Vicious 2.
effects vary, the results are always the same:
crippling pain and severe tissue damage. Nano Negotiator’s Suite: A model of sane neutrality,
ammo adds Area (Close), Nanotech, Subtle 2, and negotiator’s kits contain heavily encrypted data-
Toxic 2 to the weapon. Spending 2 Momentum on spheres for secure conversations, and integrated
a successful attack with Nano ammo triggers a software suites for simultaneous translation and
Nanotech Effect, inflicting a special Wound Effect data exchange between anyone granted access.
flash pulse —p. 368 Normal Ammunition: Normal rounds are standard, Optical Disruption Device: ODD devices generate a
chemically accelerated, dense metal bullets, and photon-bending field around the wearer, distorting
confer no special qualities or effects. their outline and apparent position. Developed
thermo-optical in parallel with thermo-optical camouflage, the
camouflage —p. 383 Normal Arrows: Simple arrows designed for device is the subject of bitter litigation between
use with tactical bows. They add Piercing 1 to PanOceania’s Sparkdyne Research and the Nomad
the weapon. Nation’s Praxis’ Absynth research module.
Ranged attacks against characters equipped with
Normal Shells: Normal Shells are high-calibre, ODD are at +1 difficulty. If the user takes physical
self-contained cartridges filled with aerodynamic, damage from a weapon with the Incendiary quality,
pointed metal projectiles with sharp fins known as the ODD automatically suffers a Fault (and is disa-
flechettes. The flechettes’ design makes them rotate bled until repaired).
during flight to stabilise their trajectory and, once
inside the body, maximise internal damage and Orlando Lhost: Named for Roland, chief paladin of
hydrostatic shock. Each shell has a proximity sensor Charlemagne and legendary symbol of heroic inde-
that—once fed range data and fired — detonates at pendence, Orlando-class Lhosts are unquestionably
a set distance from the target, saturating the area the most potent combat chassis available to civil-
with flechettes. Normal Shells add Area (Close) and ians, by legal — or any other — means. Between the
Spread 1 to the shotgun. fast-twitch muscle fibres, neomaterial-reinforced
skeletons and an integrated HUD that works with
Nitrocaine: The drug nitrocaine is an illegal Silk a user’s geist to provide tactical data in real-time,
Silk—p. 10 derivative that bonds with the user’s synapses, ena- these sleek Lhosts are impeccably tailored to
bling long-term highs that can be controlled using combat situations, and inhabiting one is, in many
Cube—p. 366 custom hacks of the user’s Cube. The hacks require ways, the ultimate rush.
That last detail has proven to be a bit of a problem. Phobetor Ammunition : The forbidden Phobetor
Increased adrenaline production—combined with variant of Oneiros ammo mixes in psychoactives
the raw power at users’ disposal—has led to an and infrasound projectors to induce vivid hallu-
observable reduction in self-control, restraint, and cinations, adding Terrifying 3 as well as the usual
overall personal discipline, rendering the models qualities of Area (Close), Biotech, Immobilising,
less-than-ideal for official military applications. Nonlethal, and Stun to the weapon. The conditions
inflicted by Phobetor ammunition are treated
LHOST collectively as a single condition for the purposes
ORLANDO LHOST of removing them (with an Absterge action,
for example).
ATTRIBUTES
AGI AWA BRW COO INT PER WIL Pistol: Pistols are standard-issue sidearms capable
— — +1 +1 — — −1 of burst fire, perfect for use in close combat and at
point-blank range. (Range R/C, 1+4§ damage,
SPECIAL ABILITIES Burst 1, 1H, Vicious 1)
• Inured to Disease
• Ballistics Expert System 1
• Close Combat Expert System 1
hazards. They can be donned as a Standard Action, Observation tests within Close range of the suite.
or as a Reaction with an Average (D1) Survival test. Sensors are always of a particular type, though
high-end sensors can combine multiple or overlap-
Rifle: Rifles are lightweight, accurate, and abundant ping types. Example types include:
to the point of anonymity. They fire Standard • Motion detectors
ammunition. (Range M, 1+5§ damage, Burst 2, 2H, • Infrared cameras
MULTI Light Mod, Vicious 1) • Radiation detectors
• Tohaa pheromone detectors Tohaa pheromones— p. 321
• E/M scanners
Sensor Suite (Type): Sensors allow the detection SHIELD-2 Breakwater: When the user of Breakwater
and triangulation of nearby phenomena. Installing makes a Defence or Guard Reaction using their Defence / Guard
a sensor suite usually takes at least one minute, but Hacking skill, they inflict a +2 difficulty to the Reaction—p. 113
anyone with quantronic access benefits from a −1 opponent’s attack test.
difficulty and 1 bonus Momentum on appropriate
LHOST
FIELDS OF EXPERTISE
Combat — — Movement +1 — Social — —
Fortitude — — Senses +2 2 Technical +1 —
Stun Baton: A sturdy short staff with built-in shock
DEFENCES capacitors, commonly used by security or law
Firewall 6 Resolve 3 Structure 3 enforcement where a blade’s lethality would be
Security 2 Morale — Armour 1 inconvenient. (Melee, 1+4§ damage, 1H, Knockdown,
Subtle 1, Stun)
ATTACKS
• Flash Pulse: Range M, 1+8§ damage, Burst 1, 2H, Blinding, removes Subdermal Grafts: Agonising to install with a
Marked
high chance of rejection, tactical dermal grafting
GEAR: Optical Disruption Device, Recorder involves placing thin weaves of nano-infused
SPECIAL ABILITIES titanium alloy beneath the subject’s skin, allowing
• Common Special Abilities: Inured to Disease, Poison, and Vacuum them to better resist high-speed impacts, cuts, and
• Semi-Autonomous Spotter: A Spotbot typically has one job; spotting. burns. Grafts can be purchased for individual body
Turns out, they’re good at it. When operating autonomously, it takes no locations (subtracting 1§ from the cost per hit
actions, sticking close to its user, and adding 1 Momentum to successful
location not covered). They add a +2 complication
Observation, attack tests, and Defence reactions the user makes.
range to Personality-based tests if added to the
head. (Internal Armour)
Stealth Repeater: A common stealth repeater
comes in the form of a tiny, black disc half an Super-Jump: Based on Antipodean gene-grafts or
inch across and wafer-thin. They can be activated cybernetic implants, Super-Jump augmentations
as a Minor Action with a Tech (D0) test and have allow their user to vault over obstacles up to their
the Comms, Concealed 2, and Repeater qualities. height without penalty. They also enjoy −1 difficulty
(Firewall 10, Security 1) on skill tests to move through difficult terrain.
particularly palatable food (but it’s better than destroyed. Only one SymbioMate can be bonded
starving). Each unit of survival rations contains with a given armour at a time.
enough preserved, precooked food for one person
to eat for a week, as well as sterilisation tablets T2 Ammunition : T2 rounds are jacketed
and flavoured nutrient powders to add to locally hollow-point projectiles covered in a double-re-
sourced water. inforced coating of Teseum, which splinters into
deadly microscopic fragments on impact. Known
Sword: Swords still hold a special place in military as “the most expensive ammo in the Sphere”, this
tradition as symbols of honour, discipline, and jus- ammunition is usually only accessible to those Teseum— p. 8
tice, particularly in Ariadna. (Melee, 1+5§ damage, with near-unlimited access to Teseum, such as the
Unbalanced, Parry 2, Vicious 1) Caledonian military. T2 ammo adds Anti-Materiel 2,
Piercing 2, and Vicious 2 to the weapon.
SWORD-1 Brain Blast: On a successful attack
against an opponent using equipment with the T2 Shells : Another Ariadnan extravagance, T2
Neural quality, the user of Brain Blast can spend Shells are comprised of an explosive core beneath a
2 Momentum to deal physical damage instead of double-layered coating of fragmentable Teseum, and
quantronic damage. The attack has the Piercing 1 a simple proximity sensor to trigger the explosive at Brain Blast— p. 120
and Vicious 1 qualities. an appropriate distance, shredding the target—and
anything or anyone nearby—with microscopic
SWORD-1 Slasher: Unlike programs that seek to Teseum fragments. T2 Shells add Anti-Materiel 2,
bypass and penetrate a target’s Firewall, Slasher Area (Close) Piercing 3, and Vicious 2 to the shotgun.
programs target the Firewall itself. They cannot
inflict Breaches and have no effect if the target has Tactical Bow: A modern twist on an ancient weapon,
no Firewall remaining, but are incredibly useful for the tactical bow is short-ranged compared to
demolishing quantronic defences. modern firearms, but its silent operation keeps it
relevant in contemporary warfare. A tactical bow
SWORD-2 Redrum: This vicious attack program cannot be used in one hand under any circum-
eviscerates enemy hackers. Its attacks possess the stances, but a character using one can add the
Grievous, Piercing 2, and Unforgiving 2 qualities. higher of their melee or ranged damage bonuses
to the weapon’s damage. Ammo-equivalent
SWORD- 2 Skullbuster: A heavyweight program first arrowheads are available from specialty craftsman damage bonuses— p. 101
developed by Tunguska Arachne seers, a Skullbuster at similar prices. They fire Arrows. (Range C, 1+3§
program can attack multiple targets at once and is damage, Burst 1, 2H, Subtle 2, Vicious 2)
also designed to disrupt the nanotech substrates
of BTS systems. It possesses the Area (Close) and Tetrodotoxin: A natural neurotoxin produced by
Breaker qualities. symbiotic bacteria in pufferfish and blue-ringed
octopodes, tetrodotoxin inhibits the nervous
SWORD-2 Trinity: Developed by reverse engineer- system and muscular control, inducing respiratory Suffocation, p. 110: Resistance
ing some of the most devastating attacks from EI failure within hours. Eating carefully prepared (D1) test each round or suffer
hackers, Trinity programs are quantronic power- dishes made from sea life containing it is a one Wound.
houses. They possess the Area (Close) and Vicious 3 common gustatory hazing ritual among Yu Jing
qualities, and have the Stun quality against targets elites. (Ingestion/Inhalation/Injected, Complex 1 (6
using Neural equipment. Momentum), Hour, 3+3§ physical damage)
Wound Effect: If any effects are rolled, the target
SymbioMate: SymbioMates are Tohaa bioconstructs becomes Dazed. If they are already Dazed, they go
designed for emergency fire suppression. Once into respiratory failure and suffer the effects of
bonded to symbiont armour, they follow closely to suffocation (with the difficulty of the Resistance Dazed, p. 104: +1 difficulty on
the best of their abilities, relying on the armour for test equal to the number of tetrodotoxin-related skill tests.
nourishment until it is time to detonate. Wound Effects suffered).
When the bonded armour is struck by an symbiont armour— p. 342
Incendiary weapon, the SymbioMate sacrifices itself Teseum Chopper: Teseum short blades remain
in a spray of foamy fluids and ropy tissue, prevent- popular, despite their staggering cost anywhere
ing all damage or other effects from Incendiary besides Dawn. (Melee, 1+5§ damage, Unbalanced,
weapons until the end of the user’s next turn. Piercing 4, Vicious 2)
SymbioMates are designed to stay out of imme-
diate danger, and between their small size and Thermo-Optical Camouflage: This state-of-the-
evasive instincts, ranged or melee attacks against art technology distorts light around the wearer,
them are at +2 difficulty. They have Armour Soak 1, rendering them virtually invisible to the naked eye,
4 Vigour, and die after suffering a single Wound, or thermographic sensors, and even radar. While active,
if the Symbiont Armour they are bonded with is no creature can see the wearer unaided, even if
GEAR
LIFESTYLES
Lifestyles describe how characters live, where they maintain that Lifestyle. If a character has an Earnings
call home, and the types of resources and experi- rating equal to or higher than the Lifestyle rating LIFESTYLES OF
THE FUTURE
ences they’re familiar with. It influences what they of the expense, they can acquire it without paying
The iota-scarcity economy
consider normal, important, rude, and attractive. a Cost. Such expenses are simply assumed to be, for of the Human Sphere has
An individual’s lifestyle is partly something they lack of a better word, part of their lifestyle. realigned the social classes and
choose, but it’s also a result of social connections, typical lifestyle of humanity.
wealth, upbringing, fame, and status. Culture and In most cases, Lifestyle expenses are also If you’re thinking of citizens
environment also play a role in how lifestyles are ubiquitous enough (food, clothing, etc.) that no on the demogrant as sort of
expressed. acquisition test is still required. However, if the scraping by on the verge of
character is suffering a Shortfall or if they are subsistence, for example, you’re
SOCIAL CLASS in unusual circumstances (they’re in an isolated trapped in the backwards sort
of thought one would expect
A character’s social class is made up of their region, for example, or perhaps the item they’re
from an Ariadnan. Review the
Earnings and their Social Status. Although there is looking for is currently suffering from shortages)
descriptions of social classes on
a relationship between these two ratings, it is not then an acquisition test is required to see if the p. 40 to reorient yourself.
necessarily a direct one. item can be found. If a complication is rolled on
such a test, they may be required to pay the Cost for
Earnings represent a character’s normal regular that purchase normally. Shortfalls —p. 329
income, wherever it comes from or whatever
form it takes. LIFESTYLE MAINTENANCE
It is also possible for characters to live beyond
Social Status encompasses the people a character their means. This is represented by the Lifestyle
associates with, the way they live their lives, and Maintenance cost of the Lifestyle: if a character’s
the circles of influence they enjoy. Some aspects of Earnings is lower than a given Social Status, they
Social Status may be inherited, but most— particu- can nevertheless live as if they were part of that
larly in an iota-scarcity society — are acquired and Social Status by paying the requisite Lifestyle
subject to change. Maintenance. Unlike normal Maintenance, Lifestyle
Maintenance reduces Cashflow even if it is lower
SOCIAL CLASS TABLE than the character's Earnings. iota-scarcity society— p. 140
Lifestyles 387
occasion.) For such purchases a normal acquisition climbing tests, while each Lifestyle category above
OPTIONAL RULE: test is made and the listed Cost is paid. their current Social Status applies a −1 difficulty
ALTERNATIVE adjustment to the social decline test.
SOCIAL CLIMBING SOCIAL MOBILITY
For easier bookkeeping, the Social Climbing: Once per month, characters inter-
GM may allow players to adjust
their Social Status at the end
ested in raising their Social Status can do so by
attempting an Epic (D5) Lifestyle test. On a success,
CLOTHING AND
of any full session during
which they were paying for they increase their Social Status by one level. FASHION
the relevant Lifestyle rating
(either directly or by virtue of The difficulty of this test reflects how difficult it Characters are assumed to possess a respectable
having a high enough Earnings). is to simply improve your Social Status by force wardrobe of clothing options appropriate for their
Alternatively, the adjustment of personality or luck of circumstance. However, Lifestyle. This includes maintenance and cleaning,
may be made at the end of any characters can reduce the difficulty of this test by of course, along with the regular purchase of new
mission if it takes longer than maintaining a Lifestyle above their current Social outfits. Characters should also choose the faction
one session to resolve. Status. (For example, by maintaining an Upper class or subculture of their fashion. A personal wardrobe
Lifestyle when their current Social Status is Middle can be extended to include another faction or
class.) For each Lifestyle category (such as Food subculture by spending 1 Asset.
and Drink or Clothing and Fashion) maintained at
ARMOURED a level higher than the character’s current Social COMPLICATED FASHIONS
CLOTHING
Status, the difficulty of the Lifestyle test is reduced To the trained eye, clothing communicates volumes
Modern technology allows
fairly sophisticated defensive by 1 (to a minimum of 1). about the wearer’s class, faction, subcultural alle-
technologies to be incorporated giances, personality and wherewithal—attending a
into modern fashion, as If a character’s Earnings are higher than their PanOceanian business meeting in Yu Jingese club-
described in Armoured Clothing, current Social Status, maintaining a higher Lifestyle wear is a social faux pas at best.
p. 362. When purchasing can obviously be trivial (since it can be sustained at
armoured clothing in a fashion no additional Cost). It still takes time to integrate When characters are wearing radically inappropri-
higher than the character’s into new social circles (and lose the smell of “new ate clothing for a particular social situation, the GM
current Lifestyle supports, money”), but it will likely happen eventually. is encouraged to increase the difficulty of social
the character must pay the
skill tests, stealth tests, or any other appropriate
Cost of the fashion if it is
Social Decline: Characters can also choose to skill tests. (This includes wearing powered combat
higher than the cost of the
armoured clothing. maintain Lifestyles lower than their current Social armour to a cocktail party.)
Status. This has roughly the opposite effect: each
month they must make a Lifestyle test with a diffi- In addition, the particular tastes of fashion vary
culty equal to the number of Lifestyle categories in by both faction and subculture. The rough, natural
social skill tests—p. 122 which they are currently “slumming” it (maximum fibres of Ariadnan fashion are seen as uncouth on
5). On a failure, their Social Status is reduced by Yutang; but, by the same token, the “plastic wrap” of
stealth tests—p. 104 one level. febrile galactic fashions are often mocked in the
clan halls of Caledonia. Wearing clothing that’s
Mixed Lives: If a character has some Lifestyle cate- out-of-step with the local culture can increase
gories below their current Social Status and others the complication range of social skill tests. (This
above it, the mixed categories affect both tests. can also include differences of class: wearing a
Each Lifestyle category below their current Social custom-tailored iridescent suit when ordering a
Hiraeth culture—p. 15 Status applies a +1 difficulty penalty to social drink in a Bōsōzoku bar can attract the wrong kind
of attention.)
ADJUSTING EARNINGS FASHION OF THE HUMAN SPHERE
A character’s Earnings rating is primarily dependent on their current line of work. When it comes to fashion, there isn’t a sharp delin-
The Earnings of a new career is determined by the GM, who can use the ratings eation between the styles of various social classes.
listed for careers in the Lifepath chapter (p. 59–70) for guidance. If the new Rather, it’s a spectrum driven by taste, expense,
career’s Earnings rating is higher than the character’s current Earnings rating, and practicality. (The richer you are, the less prac-
their Earnings are immediately increased to the new level. If the career’s Earnings tical your clothing needs to be.) Underclass and
rating is lower than the character’s Earnings, on the other hand, then once per Demogrant clothing tends to be simpler and more
session the character should roll a number of § equal to the difference. If an traditional, with perhaps one or two specific and
Effect is rolled, their Earnings decrease by 1. An Asset can be spent to reroll any unusual elements. As Social Status rises, however,
number of § on this roll (and this can be done repeatedly if so desired). the possibilities of modern technology stretch the
limits of fashion.
You’ll note that Earnings tend to “lag high”. If you’re a member of the Hyper-Elite
and start slumming in your career, for example, you’ve still got all of your invest- On the other hand, Hiraeth culture still plays a
ments and other forms of savings and income to keep you afloat… for a time. significant role in fashion, so these extravagant
expressions of advanced technologies are
nevertheless pulled back towards more traditional CLOTHING AND FASHION LIFESTYLE TABLE
styles. Counterbalancing this is the fact that fash-
ions churn quickly in both the Maya-driven Sphere LIFESTYLE LIFESTYLE RESTRICTION COST TARIFF
RATING MAINTENANCE
and the social experimentation of Bakunin, with
rapid fashion cycles measuring in weeks rather Demogrant 1 0 1 —
than seasons. Pop-up fashion fads can even flare up Middle 2 1 1+1§ —
and burn out over the course of just a few days.
Upper 3 1 3+2§ —
Neon-noir clothes incorporate luminous elements. Elite 5 1 6+3§ T1
In some cases, these lights form geometric displays,
Hyper-Elite 9 2 10+3§ T1
but with layered clothing it’s also common for
softly glowing lights to glimmer from below. Some
neon-noir styles feature colours which slowly shift Traditional accessories are also common, of
over time; but rapidly shifting (or strobing) displays course: hand fans are quite popular in Yu Jing at
are generally considered gauche. the moment. Muffs are coming back into style on
Svalarheima. Merovingian cravats are gaining a
Smart fabrics are very common. Variants include retro-chic appeal off-planet. On Bourak, sashes, fre-
motile fabrics capable of motion and display fabrics quently made from motile fabrics, are surprisingly
which can act as quantronic displays (although this popular (although most commonly worn around
is more commonly used for decoration or to make a the waist).
statement than for practical purposes). Holographic
fabrics take this technology to an extreme, capable
of extreme, three-dimensional shapeshifting includ- ENTERTAINMENT
ing the ability to simulate any conceivable texture.
Polyclime fabrics can be worn in climate-con- Entertainment is ubiquitous in the Human Sphere.
trolled comfort. Smart fabrics are also commonly Even destitute members of the Underclass can usually
self-cleaning and can incorporate various forms access vast libraries of high quality, immersive content
of miniaturised technology (though these features with even the most basic Maya access. And more Maya — p. 140
generally need to be purchased separately). expensive forms of entertainment are usually of the
same general type as the cheaper stuff—the price is sensaseries— p. 143
One recent fashion trend are iridescent fabrics, instead driven by exclusivity, access, or (in very rare
which can also be referred to as “rainbow cloth” circumstances) the need for specialised equipment.
when the effect gets cranked up too high. Liquid
metal is currently a hot fad among teenagers on Unlike members of the Underclass, members of the
Neoterra. (They’re not actually made of metal, but Demogrant are more likely to see live performances.
appear to flow around the wearer’s body as such.) They can also subscribe to a handful of more
Nomads have been selling TruScale™ garments exclusive Maya channels, including sensaseries
made from living snake scales cultivated over programming content.
smart fabric which retains moisture and provides
a complex coloration system as helpful for camou- The Upper class have VIP experiences as a matter
flage as it is for an elitist soirée. of course: box seats at Dog-Bowl games. Exclusive Dog-Bowl, p. 153: A brutal
areas at nightclubs. Backstage access at concerts. game played primarily
AR variable outfits take a different approach, by Dogfaces.
presenting a blank slate with patina cues that Entertainment for the Elite and richer includes
cause them to have a different virtual look for custom-designed experiences, niche happenings, AR, p. 140: Augmented reality.
each person. and expensive participatory events: AR experiences
mapped onto orbital insertions; pop-up nightclubs
FastWeave™ clothes are at the other end of the inside hollowed-out asteroids; recreation masques
spectrum. They can be printed almost instantly using morphing flesh-masks of historical figures;
on demand, but the cheaply fabricated result is and other similarly unique opportunities. geists— p. 350
immediately identifiable from their gaudy patterns,
sturdy design, and uncomfortable fabrics. ENTERTAINMENT LIFESTYLE TABLE
LIFESTYLE LIFESTYLE
A panoply of accessories are also quite common: RESTRICTION COST TARIFF
RATING MAINTENANCE
mobile tattoos that animate or even move across Demogrant 1 1 1+1§ —
the skin, automaton jewellery (including voice-
boxes for geists), telescoping heels (for shoes that Middle 2 1 2+1§ —
are practical, fashionable, and outrageous), smart Upper 4 2 3+2§ —
pockets that are completely sealed until they
receive a quantronic command, and the like. Elite 6 2 6+2§ T3
Lifestyles 389
FOOD AND DRINK HOUSING AND
PROPERTY
Everyone needs to eat, even frontline operatives.
Groceries represent the routine purchases that Housing varies more than any other Lifestyle based
keep the larder filled and the palate wet; they’re on environment and circumstance. Living quarters
generally what people grab out of the refrigerated that might be considered cramped in the Living
niches built into the walls of their homes. Cities of Neoterra can easily be a sign of opulent
wealth on a radiation-shielded orbital in Human
Meals are bought from vendors or restaurants. Edge. In many cities on Svalarheima the upper
When indulging in a meal of a higher quality than classes burrow deep into the artificially warmed
Tiān Di Jing, p. 284: Capital of normal for the character’s Lifestyle, the Cost repre- depths of the ice; while in Tiān Di Jing wealth
Yu Jing. sents the bill for a small group of friends, business seeks the heights and an unobstructed view of the
associates, or the like. Treating someone to a more Forbidden City.
extravagant meal than they’re used to may allow a
social skill tests—p. 122 character to generate bonus Momentum on social Underclass citizens must make a Lifestyle (D1) test
skill tests (at the GM’s discretion). each month; on a failure they must pay the listed
Cost. If a complication is generated on a failure,
People like to say that, no matter how much the they are evicted or otherwise lose their dwelling.
Human Sphere changes, food always stays the same. (Being poor sucks. A lot.) Even if they can hold onto
But that’s not entirely true: those in the Middle their homes, Underclass housing usually consists
class commonly have access to interplanetary of either a single room in a crowded structure or a
imports, greatly varying their diets and also sturdy pop-up structure on the frontier. They often
allowing gourmands to appreciate the distinct live in violent or otherwise undesirable neighbour-
flavours that arise from subtly different planetary hoods. In rare cases, their access to basic utilities
biochemistries (such as the unique flavour of rice (including Maya) may be limited.
from Shentang, which the Yu Jingese describe as
domotics—p. 143 “floral” and PanOceanians dismiss as “sickly sweet”). Demogrant housing is comfortable and often
clustered together. These are usually simple apart-
Among the Upper classes, exotic foodstuffs — par- ments or houses in safe, beautiful neighbourhoods
MULTIPLE HOMES ticularly those from non-terrestrial plants and featuring easy access to all the expected amenities.
In addition to their primary
animals — are common fare. They also enjoy
residence, a character can
nanonic-locked alcohols that can be quantronically Middle class housing is not dissimilar from
own a second residence of a
Lifestyle rating one lower than triggered to prevent hangovers or purge your buzz Demogrant housing. It’s usually just bigger, with
their own by paying the listed (if you suddenly need to sober up). a greater incorporation of domotic features. Maya
Cost with Maintenance 2. (That’s overlays are often incorporated in to the archi-
a regular Maintenance rating, Elites enjoy dishes which are custom-designed for tecture, allowing homes to rapidly transform their
not a Lifestyle Maintenance.) the individual palate (based on genetic sampling appearance.
If the second residence is two and analysis of taste receptors).
or more Lifestyle ratings lower, Upper class housing, on the other hand, is practi-
it has Maintenance 1. Multiple Finally, Hyper-Elite cuisine is not distinguished cally defined by domotics. Their homes can trivially
such secondary properties
so much by unique food or drink as it is by sheer transform their physical structures (including, in
can be maintained in this
quality and exclusivity: restaurants which take many cases, literally having rooms move, collapse,
way (with their Maintenance
costs stacking). weeks to obtain reservations for. Custom-tailored, construct, or otherwise restructure themselves). The
multi-sensual experiences which accompany the sort of limitless freedom which the Middle class
dining. Old Earth liquors. Perhaps foodstuffs or experiences in the virtual world, the Upper class
drinks which are, technically speaking, illegal. can make manifest in the physical one.
The lavish homes of the Hyper-Elite almost beggar relatively small items (such as genetic samples,
the imagination. First, there is the sheer scale of backup Cubes, hardcopy documents, jewellery, or
them: the master bedroom alone likely dwarfs a other valuables).
Demogrant’s apartment. Their estates can rival
FACILITIES
national parklands for their scope. More impor- Storage Locker: A simple space closer to a large
Specialised facilities like
tantly, they have a complete mastery over their closet than a room. Cheap to rent, relatively secure, laboratories and surgical
physical demesne and are capable of realising even and, most importantly, private. No questions asked. bays can also be leased. See
the seemingly impossible through a combination of Operatives often fill them with weapons, ammuni- Facilities, p. 357.
smart-materials and pseudo-AI assistance. tion, contraband, and emergency supplies.
Lifestyles 391
GEAR
SERVICES
Not everything for sale in the Human Sphere is a Retainer: It’s also possible to have a professional
BLACK MARKETS tangible commodity. In an iota-scarcity economy, service on retainer. (This is often done with a
If the PCs have, through their
in fact, the most valuable thing can often be the lawyer, for example.) A professional on retainer
actions in the campaign, gained
service provided by another intelligent being. has a Maintenance cost equal to half that for a
access to a black market, the
GM may choose to drop the (Although labour unions cyclically complain that long-term hire, but can only be called upon inter-
normal Restriction boost for ALEPH is perpetually undercutting this market.) mittently for routine services. Excessive, unusual,
illegal activities. Complications or particularly demanding services may end up
on the acquisition test, however, getting billed separately (at their normal Cost).
might cause them to directly or
indirectly lose their access.
PROFESSIONAL
SERVICES RESURRECTIONS
Professionals can be hired to perform specific, Thanks to Cube tech, those who suffer death
short-term services (such as providing medical aid, from age or injury can be restored to synthetic
EXAMPLE hacking a database, or furnishing security for a day). Lhost bodies.
PROFESSIONAL By default, such professionals have a target number
COSTS of 10 for any skills tests relevant to the service EXPERIENCING RESURRECTION
Cassandra needs a doc to patch they’re being paid to provide. For all of its complexity, the quantronic recording
her up, but she doesn’t want
process is invisible to the user, and a personality
some lazy intern hacking up
More experienced or talented professionals can stored by the Cube has the same thoughts, mem-
her body (who would have TN
10 and a base Cost of 1+1§). also be hired. These are measured by the additional ories, emotions, and tendencies that it always did;
She seeks someone out with skill ranks they possess, with additional ranks of a perfect, lossless digitisation of every facet that
TN 12 and Focus 1. A doctor expertise raising the target number for their skill makes up someone’s essence and identity. The
with these three additional skill tests and additional ranks of focus adding the core identity of the individual has become known
ranks has Restriction 2 (base possibility for additional successes on their skill as the sheut— an Egyptian word for the part of
1 + 1 per 3 ranks). If Cassandra tests normally. the soul which resided in a person’s shadow—and,
can find a doctor like this, their as far as any test can determine, it can be saved,
cost will be 2+4§ (base cost of Restriction: Most professional services have a copied, stored, and restored flawlessly and in its
1+1§, +3§ for the skill ranks,
restriction rating of 1. Particularly skilled help is lossless entirety.
and an additional +1 because of
harder to find: for every three additional skill ranks
three total ranks).
the professional has above the base target number, More difficult, however, is forging the link between
add +1 restriction. Hiring people to perform illegal a sheut and its new body.
or extremely dangerous services will also generally
add +1 restriction. Other factors may also affect Integrating an existing consciousness into a new
QUANTRONIC the local availability of specific skills, at the GM’s body is rife with complications: the subject’s
RETAINERS discretion. neuromatrix suddenly and violently reorganises
In an era of ALEPH, geists, itself, accounts for the vast difference between
and pseudo-AIs, professional
Cost: The base Cost for providing a service is 1+1§. expected sensory landscape and the immediate
services don’t always require
a human professional. Their
If the services are illegal, dangerous, or otherwise stimuli, and hurriedly works to bridge the gap. Many
innate familiarity with data and unusual, a Tariff can be added to this Cost at the subjects expect the process to be like learning to
Maya makes such Retainers GM’s discretion. This Cost increases by +1§ per walk again, only to find it more akin to discovering
particularly useful for tasks additional skill rank. Every three additional skill what it means to be a single concrete entity; not
such as reputation monitoring ranks also adds +1 to the Cost. an abstract construct, not a tapestry of unrelated
and management, filtering sensations, but a person. Early cases were daunting.
live feeds for particular events, Some services may have additional costs based on Progress was slow, but constant. Refinement of
trends, and patterns, and the equipment required to carry them out. the process didn’t happen with a single, dramatic
cryptographic and stenographic splash, but a thousand micro-improvements
processing. Quantronic
Long-Term Hires: Professionals who are hired long- over time.
Retainers have the Analysis
skill at the same Expertise as
term have an initial hiring Cost equal to short-term
their other skills, Analysis Focus service. They also have a Maintenance of 3 + one- Today, Cubes are implanted in custom-grown
equal to their Expertise rating, half the professional’s additional skill ranks + the Lhosts incorporating the user’s own DNA, all but
and the Pattern Recognition professional’s Tariff rating. eliminating instinctual rejection of the new body.
trait, for no additional cost. Transpersonal psychotherapists work with users
at every step, helping them to adjust to the new
Services 393
stored personality can be costly. (This service is not Resurrection: The actual process of infusing a
TRUE CLONES required if the personality is being actively hosted, stored personality into a new Lhost is an expensive
A true, fully grown clone
since such characters can generally be interacted one. The listed cost does not include the cost of the
would be incredibly difficult,
with normally through their Maya connection.) Lhost itself (which must be purchased separately).
time-consuming, and ethically
questionable to produce. Such The process of Resurrection is mentally straining.
procedures, of course, may be Cube Scan: If the data on a Cube can be accessed The character being resurrected must succeed on
available in black labs. (which is impossible without VoodooTech as long a Challenging (D2) Discipline test or suffer from
as a normal Cube is hosted in someone’s body), it Resurrection Dysmorphic Disorder (see sidebar).
is possible to perform a Cube scan. (A common The difficulty of this test is increased for Lhosts
VoodooTech—p. 307 technique for performing a hostile Cube scan is which are distinctly inhuman.
to surreptitiously gain access to a target’s exter-
nal backup.) Resurrection (Black Market): The most common
source for black market Resurrections are the
A Cube scan is not like watching a video file or Nomads’ Praxis labs, but there are also known
CASUAL CUBE reading a book. Everyone’s brain architecture is Equinox facilities capable of performing them
SCANS
unique— reading the data was famously described and reports that various hypercorps may maintain
The term “Cube scan” has
become street slang for getting by Qayyim Zaman as being “like trying to parse quasi-legal facilities. Black market Resurrections
a read on someone. encrypted data stored on a custom-made storage are more difficult and expensive to acquire, and
medium using a unique operating system pro- complications generated on the acquisition test
grammed by ten thousand monkeys pounding on will have… interesting consequences.
keyboards.” Some progress has been made, but
Cube scans are generally limited to broad “person-
RESURRECTION
DYSMORPHIC
ality mapping” and occasional snippets of more
specific information (which often prove unreliable —
TRAVEL AND
DISORDER
Progressive 1 (4 Momentum), either due to transcription errors or because the TRANSPORT
Week, 5+5§ mental damage scan is picking up memories of dreams or fantasies).
In game terms, the insight offered by a Cube scan Billions of people make daily commutes between
Harm Effect: +1 difficulty to all can grant 1+3§ bonus Momentum for social skill home and work across the Human Sphere, millions
physical tests as the character tests targeting the subject of the scan, but each journey between cities, and hundreds of thousands
suffers from a biopsychosocial Effect rolled generates a complication (that can be travel between worlds.
breakdown between mind used by the GM in the same way as a complication
and body.
generated on a skill test). General prices for various methods of transport
and travel are given on the Travel and Transport
The truth is that it’s often more practical to simply Table, but regional variations are common and
social skill tests—p. 122 host the captive personality and interrogate it in a these values can (and should) be modified at the
custom VR environment. GM’s discretion. (It’s a lot harder to hail a cab on
Social Status—p. 387 the Northern Frontier of Caledonia than it is in
External Backup: Backing up a sheut personality downtown Darwin on Neoterra.)
Lifestyle expense —p. 387 without the use of a Cube is a time-consuming
process requiring 10+5§ hours and expensive Lifestyle Rating: Although it is not a Lifestyle
VR environment —p. 142 equipment. A fast download port can speed this expense (and does not contribute to changes in
process considerably, reducing the time required for Social Status), transportation methods do have
Lhost—p. 354 a backup to 10+5§ minutes. a Lifestyle rating. As with other Lifestyles, if a
character’s Earnings are high enough to afford the
Lifestyle rating of the transport, it can simply be
RESURRECTION SERVICES TABLE assumed that they have access to it. (For example,
a member of the Elite can usually hire an air taxi
SERVICE RESTRICTION COST TARIFF MAINTENANCE to take them to another city without making an
Clone Lhost 1 +2§* T1* — acquisition test or paying any Cost.)
RESURRECTION BUREAUS
Ariadna: Cube technology and, as a result, Resurrection has more than a covert attempt to perpetuate the Phantom Conflicts
not been significantly adopted by the population of Dawn. by other means. A special feature of the Autofocus Maya channel
Furthermore, efforts in the O-12 Öberhaus to nevertheless have (most likely based on reports leaked by PanOceania’s Hexahedron)
Ariadna admitted into the Resurrection program have been claims that, because of Praxis, the Nomads actually have one of the
stymied by other nations who would see their own allotments of highest effective rates of Resurrection.
Resurrections reduced.
PanOceania: At ALEPH’s suggestion, PanOceania’s Ministry of
Haqqislam: In Haqqislam, the Diwân al Rasa’il has parcelled out Social Affairs defers the dispensation of licenses to religious
control of Resurrection licenses to the Hakim and the Mawla. These organisations. The vast majority of licenses, therefore, are under
local leaders are in close contact with the people in their commu- the control of the Christian Church. Unsurprisingly, participation
nities, and they recommend those worthy of commendation to the and membership in the Church has surged. Critics claim that the
Council of Walīs. Most of these recommendations are then declared Church is abusing its position of power, pointing to the practises of
Exemplars (one who has shown possession of all the Haqqislamite Indulgences and the List of Deeds, p. 178, as manipulative social
virtues) who are authorised to seek Resurrection. engineering.
Nomads: Each mothership has a Resurrection Council which is Yu Jing: The Party wields almost absolute control over Resurrection
ostensibly charged with dispensing licenses. In practise these licenses through its Resurrection Committee. (These licenses are
councils are largely irrelevant because the Nomads’ effective issued during the Ceremony of Resurrection, p. 188, a national
refusal to curtail the sale of illegal Resurrections in the black holiday.) However, the Yu Jing Emperor controls the licenses for
labs of Praxis have resulted in virtually all of their official all members of the Judicial Corps, using them as a reward for
Resurrection licenses frequently being suspended. Nomad leaders faithful service.
have denounced this as an “act of de facto genocide” and nothing
since the services mostly link transit hubs that PLANETARY TRANSPORT
get congested and crowded during peak hours. Yu Travel across longer distances on planetary surfaces LEGACY
RESURRECTIONS
Jing is particularly committed to the communal are relatively cheap and readily available.
Resurrections performed from
experience of public transport, with even wealthy stored backups can be more
citizens often using them. Many of their vehicles or Train: Early colonial efforts on many worlds saw psychologically difficult to
carriages featuring custom AR experiences shared maglev trains installed as the primary conduit cope with than those from
by the passengers on their journey. for continental travel. There was little reason to a Cube which was active at
build a network of highways across areas which the moment of death: the
In the Living Cities of PanOceania, by contrast, were (and, in many cases, still are) essentially knowledge there is a hole of
public transport often features “feeder pods” which uninhabited. Prominent examples include the missing memories at the fringes
pick up individuals from their front door and Transtartaric Railway on Dawn and Silk Route of your soul— a future you both
lived and never lived — tends to
deliver them seamlessly to the central transit infra- maglevs on Bourak.
gnaw at the mind. Characters
structure. In many cases, passengers never leave
resurrected in this way gain the
the privacy and isolation of these pods until they In many cases, however, these rail lines were “Legacy Resurrection” trait.
arrive at their destination. designed to be easily upgraded to incorporate
highways. The resulting multi-ways —which
Smart Taxi: A wide variety of vehicles guided by are particularly common on Paradiso and also
LAIs can be flagged down or summoned through becoming increasingly common on Acontecimento — Transtartaric Railway — p. 248
the Maya network. become the backbone of regional roads as colonial
populations push back the frontiers.
Hired Car/Limousine: Personal vehicle ownership RESURRECTION
LOTTERY
is relatively rare in most urban centres, largely Sub-Orbital: Flights which blast into space but
In addition to the Resurrection
because it is relatively trivial to hire a vehicle when return to the surface before achieving orbit repre- Bureaus, Bureau Lakshmi also
you need one. Even when you want to drive the sent the fastest means of travelling across a planet. oversees the pan-national
car yourself, it’s common for an LAI to deliver it to On Earth, for example, sub-orbital flights can travel Resurrection Lottery in which
your door. from Europe to North America in less than an hour. random winners are awarded
Such flights are still fairly expensive, but modern licenses. As Resurrection
Air Taxi: Any number of small, aerial vehicles can propulsion technologies have made them afforda- technology grows cheaper
also be readily hired to provide very fast transport. ble on most planets (although the more affordable and more available, the lottery
The use of LAI piloting and traffic control allow versions generally feature a magnetic reception quotas have grown prodigiously
year-over-year, but nevertheless
aerial vehicles to avoid congestion by taking full platform which “catches” the vehicle, and therefore
only barely outpace the rapidly
advantage of three-dimensional space. cannot be used without the proper infrastructure).
growing participation rates.
Services 395
INTERPLANETARY TRANSPORT animation and then awoken at the other end.
Although a significant majority of people never leave This also usually means incredibly long journeys,
their planet of birth, interplanetary travel within the since the ships involved are typically the cheap-
Human Sphere is unremarkable and commonplace. est slow-haulers.
However, it is still a time-consuming process, taking
days (or even weeks) to navigate the wormhole Circulars: Booking passage on a Circular is the
network and cross the vast distances of empty space. most common means of interplanetary travel. The
listed Cost includes the shuttle service necessary to
Cryofreight: The cheapest travel possible reach the Circular from a nearby planetary surface.
involves essentially shipping yourself as cargo. For complete privacy, and at a similar price for the
Passengers are placed in cryogenic suspended docking fee, a shuttle or other small ship can dock
Services 397
PART V:
GAMEMASTER
RUNNING INFINITY
ADVERSARIES
GAMEMASTER
RUNNING INFINITY
In every game of Infinity, one player takes on a Make yourself a cheat sheet (or two!). For your first
different role: that of the Gamemaster, or GM. It is session, for example, it can be helpful to have the
the GM’s responsibility to bring the worlds of the list of skills laid out on the table in front of you so
Human Sphere to life by playing the characters that you can quickly identify what skill tests to call
and describing the locations and events which for. Then update your cheat sheet before the next
surround the players’ characters. This chapter is session: There will be some stuff you realise would
designed to provide an overview of the many tools have been valuable to have at your fingertips.
available to the GM that can be used to lift games There will be other rules that you memorise so
out of the alphanumeric realms into the visual thoroughly that you don’t need the quick refer-
and visceral. ence any more.
facing; think about the tactics they would use and characters are meaningful. To do that, you have to
the unique things they can do in a fight. Look at remain open to the consequences of those choices:
the locations; picture them in your mind’s eye and If the PCs decide to unexpectedly join the Atek cult RAILROADING
explore their nooks and crannies. instead of shutting it down, roll with the decision Railroads happen when the
and see where it takes you. These unexpected twists GM negates a player’s choice in
order to enforce a preconceived
Consider the premise of your scenario: The and turns are at the very heart of what makes a
outcome. Sometimes it can be
subtle shenanigans of the hypercorps. The deadly roleplaying game special, and it makes things more a little too easy for a GM to
predations of the Combined Army. The internecine exciting for you, too, because you will be discovering want to force the PCs to take
conflicts of the G-5 nations. Understand what the the adventure right along with your players! some particular action because
opponents of the PCs are trying to do and how they it fits with their idea of how a
are planning to do it, so that once the PCs throw BE PREPARED scenario is supposed to play
a spanner in the works, you will know exactly how In many groups, the GM is the one who is respon- out, or to prevent them from
those schemes will respond. sible for making the game run smoothly. This “making a mistake”. But the
may include providing pencils and paper, dice, most memorable experiences
are almost always those which
LISTEN TO THE PLAYERS or other useful gaming aids (such as a dry erase
arise organically out of the
Roleplaying is all about making choices as if you board and glass beads for tracking zones in action
choices the players make; they
were your character. The cool thing about a role- scenes) — though, of course, some players may wish are the unique events that
playing game is that it allows you — through your to provide their own. Some GMs may prefer to hold nobody could have planned for.
character — to play out the impossible upon the onto character sheets between sessions, ensuring
fantastical landscape of the imagination. that they are all in one place. (Alternatively, you
might consider photographing copies of them
As a GM, it is your privilege to facilitate these amazing with your phone just in case a backup is needed.)
roleplaying experiences for your players. You need Keeping track of the little details such as these
to ensure that the choices they are making as their helps keep the game moving.
When setting the agenda for a scene, there’s a very Characters: This is the “who” of the scene. You may
important maxim to keep in mind: find it useful to conceptually break these down into
three categories: Leads, Features, and Extras.
You may know where the scene begins, but you don’t
DESCRIPTION TIPS know where it ends. Leads are the major characters of the scene. They
Three of Five: Think about your
are the characters most affected by the agenda of
five senses. Try to include three
You are not writing a book or filming a movie. the scene or who are capable of having the great-
of them in your description.
Sight is a gimme and Taste Unlike a traditional author, you may know where est impact on the agenda of the scene.
will rarely apply, so that means you are starting off, but you have no idea where the
picking a couple out of Hearing, journey will end. Features are the supporting cast of the scene. They
Smell, and Touch. wield influence over the Leads; or provide crucial
Your starting point is the bang. The bang is the information; or are important resources in whatever
Two Cool Details: Try to include thing that forces the PCs to make one or more conflict is being fought.
two irrelevant-but-cool details meaningful choices (or at least provokes them with
that aren’t necessary for the the opportunity to do so). It is the explosive force Extras are scene-dressing. They might find them-
scene to work, but are still nifty,
that launches the scene and propels it forward. selves being taken hostage or appealed to for mob
interesting, and/or unique. It’s
justice, but they can usually just be thought of as
the broken AR projector in the
corner; the slightly noxious Choosing a scene’s bang is just as important as set- part of the location instead of as active agents in
odor with no identifiable ting its agenda. For example, imagine that the PCs the scene.
source; the Ateks Out! graffiti are exploring a crashed spaceship. You know that
scrawled on the wall; the bio- they are going to encounter a hulking Morat that is Player characters in a scene are almost always
luminescent fungal lights of prowling the ship. Does the scene start when the leads. You may find it useful to think of some PCs
the avant garde nightclub, and Morat jumps out and snarls in their faces? Or does as being the leads in the scene while other PCs are
so forth. it start when they are approaching a compartment features (because the agenda of the scene is pri-
and they can hear it smashing apart crates? marily of interest to the former and of less interest
to the latter), but if you have a scene where none of place.” Or even, “Yuen opens the door. He’s got a
the PCs are leads you might want to take a moment gun pointed at your face,” if you want to aim for a
and triple-check what you’re doing. Unless you stronger bang.
have some amazingly good reason for sidelining
the PCs, it’s probably a good idea to find a way of
reframing the agenda of the scene. ADJUDICATING ACTION
Conflict vs. Colour: The “what” of a scene is, The fundamental interaction of an RPG can be FORESHADOWING
essentially, its agenda, but you may find it useful boiled down to: Colour scenes are also where
to categorise the scene as being primarily about the facts get established
either conflict or colour. GM: What do you want do? that allow you to minimise
Player: I want to do X. contextualisation for later
Conflict scenes are about two or more characters GM: When you try to do that, this happens. bangs. For example, if you know
who want mutually exclusive things. The result What do you want to do? a character’s long-lost brother
might be a firefight, or a formal duel, a boardroom is going to start randomly
takeover, a political debate, a cyber-assault, or a Everything else is just a variation of that basic ghosting into their AR next
week, it’s more effective to
torrid argument. Whatever form it takes, though, theme. And from this we can see that the GM’s
seed information about the
heads are going to butt and dice are probably core responsibility is adjudicating action — taking brother into a series of scenes
going to be rolled. the player’s statement that they want X to happen leading up to that bang instead
and determining what the result will be. This of trying to communicate the
Colour scenes, on the other hand, are about creates a cycle: full meaning of the bang in the
exposition, planning, and/or preparation. They are same moment that the brother
a time for character development; for showing 1. The player states their intention. shows up.
what the PCs are like (and how they relate to each 2. The method of achieving that intention is
other) when MULTI rifles are not being shot at their determined.
heads. They are the scenes when your crew studies 3. The action being attempted is resolved.
the blueprints and calls in their favours. They also 4. The outcome of the action is narrated.
provide a valuable contrast— a negative space to
highlight the positive space; a moment of calm to
emphasize the frenetic chase. INTENTION AND METHOD
Intention is the player’s statement of what their
CUTTING THE SCENE character wants to accomplish. Method is how
Not every scene will resolve its agenda. (In fact, it the character is accomplishing this. In actual play,
is possible that most of them won’t.) But however a intention and method are often conflated together,
scene ends — a resolution, a dramatic exit, a victory, usually because people jump straight to the
a flight— it is important to move the action quickly method. (“I want to shoot him with my Combi Rifle!” INTENTION, NO
into the next scene. is a commonly stated method which is hiding the METHOD
generic intention of, “I want to hurt him!”) Sometimes a lack of method
To do that, start by asking yourself two questions: can cause confusion. This
often happens with social
What is the current intention of the PCs? Does Understanding the distinction between the two,
interactions: “I want to seduce
anything interrupt that intention? however, can be valuable when the player declares the Reverend Moira.” or “I
an action and you do not understand what they are convince the Clan Chief to give
If there is, in fact, an obstacle that interrupts their trying to do. If, for example, a player says, “I inspect us the troops we need.” These
intention (an assassin ambushing them, a locked the carpet,” and you do not know why they want to are statements of intention, but
door, an unexpected encounter with an old friend) do that, you should ask them. they notably lack any method
then the obstacle is your next scene. If there is no for achieving that intention.
obstacle, then the intention is your next scene. (If Player: I inspect the carpet. Fortunately, the solution to this
they say “I want to talk to Yuen again”, then the GM: What are you looking for? problem is pretty easy: “How do
next scene is either about talking to Yuen or about Player: You said it rained last night at 2 AM. If the you do that?”
whatever stops them from talking to Yuen.) killer entered through the window after 2
AM, there should be mud on the carpet.
In either case, what you are doing is cutting to GM: (knowing the murder took place at 4 AM)
the next meaningful choice they are making, by Yup. It looks like somebody tried to clean
either skipping over the “boring bits” inbetween it up, but you find some mud scraped onto
or quickly eliding over them. (If they want to drive the moulding near the window.
across town to Yuen’s apartment, you don’t need
to ask them what route they are taking — unless This is another general principle: If you don’t under-
that choice makes a difference; in which case, it’s stand what your players are trying to achieve with a
a meaningful choice, right?— you can just say, “Okay, given action, find out before adjudicating the action.
you drive across town and pull up outside his
Player: I want to convince Yamak Bey, the Silk But what happens if what the players want
Tycoon, to help us get hired as guards on contradicts the known facts of the Human Sphere?
the Silk Route. For example, they want rumours of Equinox in the
GM: He listens to your offer and agrees to help area, but you know there is no local Equinox cell.
you get a position. You may think this brings us back to “no”, but we are
THAT WAS EASY not quite there yet. Generally speaking, the only
The other reason to default to Player: I ask around Koryō to see if there are time “no” is acceptable is if the intention directly
yes is that, generally speaking, any rumours about Equinox activity contradicts the reality of the game world. So, before
people succeed at most of
in the area. we get back to “no”, we are going to make a pit stop
the things they attempt. You
want to drive downtown? Book
GM: A couple of security guards at the at No, but…
Circular passage to Neoterra? Parangsaeui Jib Casino mention a security
Find some basic information alert they saw about technical compo- Player: Can I find an Arachne node?
by looking it up on Maya? nents being stolen from a Kiyometsu GM: Yes.
Those are all things which are subsidiary.
generally going to happen if Player: Can I find an Arachne node?
you decide to do them. “No” inherently stagnates the action. It leaves the GM: Yes, but you’ll have to go to Mat’. The
situation unchanged. “Yes”, on the other hand, Nomads haven’t gotten nodes this far out
implicitly moves the action forward: It creates a in the Dawn boondocks yet.
new situation to which both you and the players
Player: Is there an Arachne node in this town? them the meaningful choice instead of taking it
GM: No, but there’s one in Mat’. away. Choice, remember, is what roleplaying is
all about. ILL-SUITED SKILLS
In some cases, although
Player: Is there an Arachne node here?
multiple skills could be used,
GM: On an ALEPH Elysium orbital? No. If you are really struggling to avoid No, remember
you may feel that one of the
that a close cousin of Yes, but… is, “Tell me how you skills is less related to the
As you can see, No, but… is in many ways just Yes, are doing that.” It is basically the same thing, except task at hand than the other. In
but… looked at from a slightly different angle. you are prompting the player to think of their these cases, you might apply a
Where a clear distinction does exist is when the own “but”. difficulty penalty to the less-
method by which the character is attempting to appropriate skill.
achieve their intention is not viable: “No, that will Player: Can I build a nuclear bomb?
not get you where you want to go. But here’s an GM: Okay. Tell me how you’re doing that.
alternate way you could achieve that.” Player: Well… I’ll need a source of enriched
uranium. Can I use human terrain map-
Collectively, this forms the spectrum of GM fiat: ping to see if can find a hook-up in the
• Yes black market?
• Yes, but…
• No, but… This last exchange also reminds us that the great
• No thing about a roleplaying game is that you are
not limited to the spectrum of GM fiat. The 2d20
And the reason we default to yes — i.e., start at the System gives you the ability to say, “I’m not sure.
top of this spectrum and work our way down it— is Let’s find out.”
because any requests made by the players gener-
ally reflect things they want to do. When they say, “I
want to do X,” what they are saying is, “I would SKILL AND DIFFICULTY
find it fun if I could do X.” And unless you have a
really, really good reason for prohibiting them from In turning to the game mechanics, you are, at the
doing those things, it is generally going to result simplest level, saying that there is a variability in
in a better session if you can figure out (and offer the potential outcome—there is a chance the inten-
them) a path by which they can do the things they tion will succeed and a chance the intention will fail.
want to do.
Before we pick up the dice, however, we should
Sometimes they will reject that path. (“I don’t want take a moment to consider the potential failure
to go to Mat’. It’s too far away.”) That’s OK. That state: Failure should be interesting, meaningful, or
means they’re prioritising something else. But give both. If it is neither, then you should not be rolling
NOT SO SIMPLE Player: I try to pick the lock. (It is equally true that success should be interesting,
Severe difficulty factors, or a
GM: You fail. What do you do? meaningful, or both. But this generally takes care of
significant number of such
Player: I try to pick the lock again. itself because the players are not going to propose
factors, may also raise the
difficulty of a Simple (D0) GM: You fail. What do you do? actions that they are not interested in achieving.)
task, forcing a skill test when Player: I try to pick the lock again.
one would not ordinarily USING SKILLS
be required. This is the gatekeeper of mechanical resolution. If The most common mechanic you’ll use when
the gate is locked (i.e., failure is neither interesting making rulings as a GM is a skill test. This generally
consists of two components: Identifying the skill
DIFFICULTY TABLE and setting the difficulty.
DON’T GO QUIET!
ACTION SCENES devious corporate machinations, science fiction
wonders, top secret direct action missions, tran-
In many RPGs it’s not unusual
Action scenes pose a number of unique challenges shuman experimentation, Machiavellian political
for GMs to quietly resolve the
for the GM, particularly when it comes to the triple manoeuvres, frontier colonies, strange exoplanets,
actions of their NPCs during
action scenes and then describe battlefield of Warfare, Infowar, and Psywar. and deep space orbitals.
the outcome to the players. But
you have to remember that, in ENCOUNTER DESIGN BUREAU NOIR CAMPAIGN
Infinity, the PCs can perform Broadly speaking, an average combat encounter The default mode of play, however, is the Bureau
Reactions! That means the that challenges a group of player characters Noir Campaign, with the players taking on the role
players need to know what’s should consist of a number of Elite adversaries of agents working for O-12’s secret service. This
happening in order to react to between one-and-a-half to two times the agency is the perfect vehicle for exploring the
it before you’ve rolled the dice. number of PCs. myriad complexities of the Human Sphere because
its services can be requested by any of the O-12
Troopers count for half an Elite each (whether Bureaus — whether that’s Bureau Aegis’ police work;
acting individually or in fireteams). Nemeses, on Bureau Gaea’s scientific inquiries; Bureau Hermes’
the other hand, can generally replace two Elites. No hypercorp liaisons; or Bureau Toth’s monitoring of
VARYING more than one Nemesis should be present in most artificial intelligence. The process by which Bureau
DIFFICULTY scenes, though an occasional scene with multiple Noir agents can be assigned to these missions is
The difficulty of encounters Nemeses can be an exciting change of pace. referred to as secondment, and the O-12 chapter
should be varied. The has example mission types listed for every Bureau.
guidelines presented here Designing an effective encounter, however, still
offer a baseline designed to ultimately requires a degree of judgment on the
challenge the PCs, but they are
only a starting point for GMs to
part of the GM. With that in mind, there are a few THREE CLUE RULE
additional factors to consider.
create conflicts that are easier
or more difficult (by varying The Bureau Noir structure means that most
the number and type of the Number of Actions: If the adversaries have fewer of your scenarios will be based around espio-
opponents being faced). available actions than the PCs, then they are much nage —intrigue, conspiracy, subterfuge, and, above
less likely to present a challenge. Because PCs all, mystery.
act before adversaries (in most cases), a degree of
redundancy is useful amongst adversaries, so having When designing a mystery scenario, many GMs
a few more adversary actions than there are PC make the mistake of thinking of them as “bread
actions (at least initially) allows the adversaries to crumb trails”— the PCs will find Clue A which tells
PLAYTEST TIPS take one or two casualties before they act without them where to find Clue B which will tell them
By the time you’ve finished
severely impacting the difficulty of the encounter. where to find Clue C which will tell them where
running a scenario you’ll
the conclusion of the scenario is. This structure,
often have learned a lot about
how you could have used it Environmental Factors: A preponderance of cover however, is inherently very fragile and, thus, prone
better. Some of these lessons or short lines of sight can favour melee and short- to failure: If the PCs to fail to look for Clue A, or
can be applied to future ranged shooting over longer-ranged weapons, fail to find Clue A, or fail to correctly interpret Clue
scenarios, but, unfortunately, while large open spaces and difficult terrain favour A, then they will never be able to find Clue B. In
it’s rare for a GM to have an long-ranged shooting. Terrain can be deliberately order to salvage the scenario at that point, there-
opportunity to run the same set-up to favour one side over another, particularly fore, the GM must try to force one or more of those
scenario a second time. In if one side is defending an objective. things to happen, which can be incredibly difficult
published Infinity scenarios, to do at the best of times, and is frequently
however, you’ll find Playtest Tip
Heat: Spending Heat can amplify the potency of impossible to do in a way that is not awkward or
sidebars designed to share the
adversaries, or add new adversaries to the fight. unsatisfying.
insight we’ve gained during
our playtests. They’ll include By comparison, spending little or no Heat on
suggestions for how to handle adversaries during a scene can make them less The way to make a mystery scenario robust—and
particular encounters, alert effective, which can turn a challenging battle into avoid this problem — is by invariably following the
you to potential problem areas, a simple one. This can be used by the GM to scale Three Clue Rule:
and offer other “best practice” encounters to the player characters’ successes and
recommendations.. failures — successful player characters can be met For any conclusion you want the PCs to make, include
by stronger resistance— and to make later battles at least three clues.
in a scenario more difficult.
Patrols make regular circuits through a location. Notes/Footnotes: You can use footnotes to include
They are indicated by keying their route (Patrol additional information or cross-referencing. This
Areas 1, 5, 7, 7, 8, 2, 1). can include:
Mobile is the default action group type. These are • Adversaries carrying a specific item or piece of
keyed to a specific location, but are generally will- equipment. (This is useful when you have a bunch
ing and able to respond to the activities of the PCs. of different bad guys all using the same stat
block, but only one of them is carrying X, Y, or Z.)
Mostly Stationary groups are unlikely to leave the • Brief tactical notes. (Stuff like “monitored by
Adversaries —p. 415 area they are keyed to. This might be a choice on the security geist” or “can see in the infrared
their part (they will not respond when the alarm is spectrum”.)
raised for whatever reason) or it may not (they are • If they have been classified as mostly stationary,
a remote that needs to be turned on). Adversaries why they have been classified that way (sleeping,
waiting in ambush are another common type. But in ambush, indifferent, etc.).
there is the possibility that these action groups • Other notes regarding their activities (disguised
might become active (usually because someone as prisoners, playing poker, torturing Sebastian,
fetches them), so they should be included on the etc.).
ROSTER UPDATES adversary roster.
Another advantage of using an
Multiple Rosters: In some cases, you may find it
adversary roster is that you can
Stationary adversaries will never leave the location valuable to have multiple rosters of the same loca-
trivially update a location as
adversaries are killed, replaced, they are in. You do not need to include these adver- tion. For example, one roster for Day and another
or retasked without needing to saries on the roster. Instead, they can be placed on for Night. A Normal and an Alert status are also
redo the entire location key. If the location key. (Since they will only be encoun- often useful.
the PCs attack a Morat advance tered in that area, there is no reason to clutter up
base on Paradiso and are forced the roster with them.) This might include literally
to retreat, for example, they immobile creatures, those simply uninterested in
might discover that the Morat the rest of the complex, or NPCs who are impris-
position has been reinforced oned or sealed away until the PCs disturb them.
by the time they return. That’s
easy to do if all you need to do
is add additional adversaries to SAMPLE ADVERSARY ROSTER
the roster. The Bone Spurs’ first priority is notifying Al-Daran of an assault. Al-Daran will dispatch reinforcements to wherever
attackers are believed to be. If pressed, the Bone Spurs will fall back to Al-Daran’s location. If they feel particularly
pressed—and their current location makes it feasible— Al-Daran will attempt to detach the Sullied Marduk from the
Circular and escape.
Appearance: This brief description is designed to Background: This section is narrative in nature
be used when the PCs meet the NPC for the first (although you could certainly use bullet points in
time. It should be kept pithy. One or two sentences your own notes). You can let it breathe a bit more
is the sweet spot. Three sentences is pretty much than the other sections if you like, but a little will
the maximum length you should use unless there still go a long way. One way to think of this section
is something truly and outrageously unusual about is in terms of essential context and interesting anec-
the character. Remember that you don’t need to dotes. Is it something that will directly influence
describe every single thing about them: Pick out the decisions they make? Is it information the PCs
their most interesting and unique features and let are likely to discover about them? Is it an interest-
your players’ imaginations paint in the rest. ing story that the NPC might tell about themselves
or (better yet) use as context for explaining
Roleplaying: This is the heart of the template, but something? Great. What you generally want to
it should also be the shortest section. Two or three avoid is writing a short story about a random
brief bullet points at most. You are looking to iden- person filled with information that no one will
tify the essential elements which will “unlock” the ever see except yourself. Focus your attention on
character for you at a glance during play. prepping material that is relevant to the players (or
making the material you are interested in prepping
There are no firm rules here, but it can be useful relevant to them).
to include at least one simple, physical action that
you can perform while playing the character at the Key Info: In bullet point format, lay out the
table. For example, maybe they tap their ear. Or essential interaction or information the PCs are
they are constantly wearing a creepy smile. Or they supposed to get from the NPC. The nature of this
arch their eyebrow. Or they speak with a particular section will vary depending on the scenario and the
accent or affectation. Or they clap their hands NPC’s role in it, but the most obvious example is a
and rub them together. Or snap their fingers and mystery scenario in which the NPC has a needed
point at the person they are talking to. Or make a clue. Rather than burying that clue in the narrative
point of taking a slow sip from their drink before of the NPC’s background, you should yank it out and
responding to questions. You do not have to make place it in a list here to make sure you don’t lose
a big deal of it and it will usually not be something track of it during play.
that you do constantly (that gets annoying), but this
mannerism is your hook: You will find that you can You could also use this to lay out the terms of
quickly get back into the character by simply per- employment being offered by a Warmonger. Or to
forming the mannerism. It will make your players list the discounts offered by a black market Lhost
remember the NPC as a distinct individual. And it dealer. It’s a flexible tool. In some cases, it might
can even make playing scenes with multiple NPCs get quite long. But try to keep it well-organised
easier to run (because you can use the mannerisms (that’s what the bullet points are for).
to clearly distinguish the characters you are swap-
ping between). Stat Block: If you need stats for the NPC, you can
drop them in at the bottom of the briefing sheet.
You will generally only need one mannerism. (Or include a page reference to the Adversaries
Maybe two. More than that and you have lost the chapter that you can quickly flip to.)
simple utility of the mannerism in unnecessary
The potential conflict, secrecy, and paranoia In a Faction United campaign, all of the PCs
spawned by the pursuit of these covert objectives belong to a single faction and they are all working
will add an extra layer of compelling complexity, together to pursue both their primary mission
spontaneity, and high-stakes drama to any scenario, objective and their covert objective. In a campaign
creating a dynamic form of game play which is like this, the PCs could also easily be working for
unique to Infinity. a factional intelligence agency (such as Hexas or
the Black Hand) instead of Bureau Noir. (The covert
SUBTERFUGE INTENSITY objectives of the Wilderness of Mirrors also allow
When running an Infinity scenario, the GM needs a GM to easily repurpose published scenarios for
to decide how many covert objectives to include. Infinity for such campaigns: For example, if the
This is referred to as the subterfuge intensity of PCs are working for Yănjīng, the Yu Jing Military
the scenario. Intelligence Service, the GM can often use the Yu
Jing factional goal as the scenario hook.)
Using a single covert objective for each mission
(while perhaps rotating which team member has a Finally, in a Loyal Agents campaign the PCs have no
faction goal on subsequent missions) will lightly faction goals and their only objective is the primary
spice the campaign with complication. mission. As a variant of this paranoia level, it is also
possible to have a Rogue Agent campaign, in which
As you raise the subterfuge intensity by adding only one of the PCs is a traitor secretly pursuing
additional covert objectives to the scenario, the faction-based goals.
possibility of PCs directly butting their heads as a
result of incompatible agendas increases. COVERT OBJECTIVES
Creating effective covert objectives can be a
At the highest subterfuge intensities — where every tricky balance.
PC gets a covert objective — scenarios become
laced with paranoia in a complicated loop of espio- First, it is strongly recommended that the GM not
nage and counterintelligence. use covert objectives which contravene the primary
objective of the mission. (If the primary objective
Determining the correct subterfuge intensity for of the scenario is to save the PanOceanian ambas-
a scenario will depend on your group and the sador, then no faction’s covert objective should be
situation. Many players will enjoy the layers of to kill the PanOceanian ambassador.) What makes
nuance and risk which come with covert objectives, the wilderness of mirrors compelling is the tension
partaking with a Machiavellian glee. Others may be between the common goals shared by the group
unwilling to juggle a covert objective; or become and the conflict which exists between their secret
frustrated at the conflicting agendas. agendas. When the group does not, in fact, share
a common agenda (because one or more of them
are trying to thwart that agenda), this tension
disappears. Such scenarios are also more likely to
be frustrating and unsatisfying as they fall apart in already knowing the solution to the central mystery
internecine conflicts. of the primary objective. For example, the group is
trying to figure out the mystery of who is doing X,
The objectives should, obviously, be interesting. but a covert objective briefing ends up being, “We
They also work best if they tie into the primary know that Y is doing X, so we need you to do this,
content of the scenario: The occasional covert that, or the other thing to X.” It is too easy for such
objective which involves “doing this unrelated objectives to seriously deflate the primary mission.
thing while you happen to be in the area” can be
effective, but for the most part it simply distracts Keep in mind, however, that covert objectives do
from the scenario at hand instead of contributing not need to be delivered at the beginning of a sce-
to it. (On the other hand, a covert objective which nario: A PC’s faction handler can choose to contact
initially appears to be unrelated to the inves- them at any time (or vice versa). Thus, it is possible O-12 OBJECTIVES
O-12 is, by default, the “neutral
tigation only to eventually tie into it can be an to wait until the PCs have figured out some crucial
faction”— their objective is the
effective twist if it is not overused.) aspect of the case before being asked by the fac-
mission objective. In practice,
tion handler to pursue it for a covert objective. however, this means that
Similarly, it can also be effective for covert objec- the covert objective of O-12
tives to create an independent vector for finding It is generally more fun for everyone to have differ- characters is often playing
clues in the main scenario. (For example, a PC is ent covert objectives, although if there are multiple spoiler to the covert objectives
asked to tap a diplomatic comlog and the chatter members of a single faction on the team they of the other PCs.
they pick up ends up being related to the group’s might get used to working together. You can also
investigation. How can they explain their newfound mix this up by having unexpected faction alliances.
lead without compromising their covert objective?) This can be particularly effective for non-national
But, at the same time, you should be careful not to factions: For example, the Jingbai Corporation may
use covert objectives that involve one of the PCs be interested in getting access to Tohaa weaponry.
Most roleplaying games, Infinity included, operate on In published Infinity scenarios, you’ll find
the premise that several sequential scenarios which Groundwork sidebars that give examples of how
follow each other will, together, form one whole the GM can incorporate elements of the scenario
campaign. An individual scenario may take several into their campaign prior to running it. (These
sessions of play to complete, whilst a campaign could can make a big difference in helping to make a
feasibly run for several months, or even indefinitely. published scenario an organic part of your home
campaign.)
One of the advantages of the Bureau Noir
Campaign is that stringing scenarios together does SCENARIO THREADS
not require much effort: By default, each scenario Scenario threads are the mirror image of ground-
is a mission assigned by O-12. When the mission is work. Whereas with groundwork you are looking
completed, O-12 can simply assign the PCs another ahead to scenarios you haven’t run yet and incor-
mission and the next scenario can begin. porating their elements into your current scenarios,
with scenario threads you are looking at the
Even while relying on this simple structure, scenarios you have already run and thinking about
however, it can be much more rewarding to tie how elements from them can be used in future
the events of the scenarios together in some way, scenarios, weaving them through the tapestry of
allowing the campaign to grow and develop as a your campaign.
whole. It can also be more exciting if, rather than
having each mission begin as a clean slate, they Pay particular attention to the people or places
can instead build upon one another. that particularly resonated with your players: If
something interests them or is clicking for them,
FOLLOWING THE CLUES finding ways to reincorporate it into the campaign
One simple way to do this is to include clues in one is an almost guaranteed success.
scenario which, when pursued, lead to the next sce-
nario. As you are seeding clues into each scenario, As with Groundwork, published Infinity scenarios
mix it up a bit. Some clues will be the “pay-off” for may include Scenario Threads — sidebars that sug-
solving the previous mystery: The PCs clean up the gest ways in which elements of the scenario could
local nitrocaine operation, but in the drug-kingpin’s be revisited in later scenarios.
HQ they discover that the money is being used
to fund a human-trafficking operation for the
Acontecimento Mafia. You can also spread the clues
around into earlier parts of the scenario, allowing
the clues to slowly accumulate or perhaps even
pointing to scenarios which are only tangentially
related to the current one.
GAMEMASTER
ADVERSARIES
The worlds of the Human Sphere are filled with Technical: This Field of Expertise covers skills
all manner of colourful people, both hostile and reliant on considerable intellect and knowledge.
personable — and sometimes both, depending on It encompasses the skills Education, Hacking,
how you interact with them. Medicine, Science, Tech, and Thievery.
FIELDS OF ADVERSARY
EXPERTISE CATEGORIES
The proficiencies and capabilities of characters Adversaries in Infinity are classified as Troopers,
and creatures are a complex matter. For non-player Elites, or Nemeses, with each category representing
characters, listing all the same skills a player char- a certain degree of capability and (in the case of
acter is likely to possess provides an unnecessary action scenes) danger.
degree of detail. In their place, non-player charac-
ters are listed with six Fields of Expertise, showing
their skill in these broad areas as a single number. TROOPERS TROOPER OR
Whenever an NPC would be required to make a ELITE?
skill test, it uses the relevant Field of Expertise for Troopers are the rank and file. They often form Some creatures can be used
its Expertise and Focus in the task. For example, a the majority of enemy forces. But while most are as either Elites or Troopers,
character with an Agility of 9 and Movement +2/1 talented and capable, against player characters they representing exceptional
attempting an Acrobatics test would have a target are only really useful in large numbers. individuals within otherwise
number of 11 and a Focus of 1 for that test. • Troopers only roll 1d20 on tests (although they humble ranks. In addition to
can gain bonus dice normally). being noted as such in the stat
The six Fields of Expertise, and the skills they • Troopers have Stress equal to one-half the block header, these adversaries
encompass, are as follows: associated attribute (rounding up). will include a separate set of
Defence stats for their Elite
• Troopers can only suffer one Wound or Metanoia
version. Certain gear and
Combat: This Field of Expertise covers the various before being eliminated, or one Breach before special abilities may also be
tools and techniques for bringing death and their network is shut down. noted as “Elite”, meaning that
destruction. It encompasses the skills Ballistics and • Troopers cannot attempt Reactions. only the Elite version of the
Close Combat. • Trooper reinforcements cost 1 Heat per Trooper. adversary possesses them.
Adversaries 415
• Nemeses calculate Stress as player characters If the Harm was a Wound or Metanoia, instead of
RPG FIRETEAMS do, adding the associated attributes and the suffering the Harm, one member of the fireteam is
Unlike the miniature wargame,
relevant Field of Expertise together. eliminated.
GMs are not limited to a single
• Nemeses suffer damage as player characters
fireteam in the roleplaying
game. They're a convenient do: affected by Harm Effects for the first three The personal networks for a fireteam are linked
tool for breaking up very large Breaches, Metanoia, or Wounds, becoming inca- together (to facilitate their cooperation and joint
groups into discrete chunks pacitated upon the fourth, and being disabled actions). A fireteam’s network becomes incapaci-
that can be easily managed entirely upon the fifth. tated after suffering a number of Breaches equal
during action scenes. • Nemeses can spend 3 Heat to gain 1 Infinity Point. to the number of members in the fireteam minus
one, and their network is eliminated after suffering
one additional Breach. All members of the fireteam
FIRETEAMS suffer the effects of any Breach Effect inflicted on
TOHAA FIRETEAMS their network. If a fireteam member is eliminated,
The Tohaa make extensive use of Many adversaries work effectively in groups, achiev- the fireteam also loses one Breach (although
fireteams, often fielding multiple ing more collectively than they could as individuals. they continue suffering from any associated
squads in the same engagement,
Fireteams consist of up to five identical Troopers Breach Effect).
always consisting of exactly
three units per fireteam. This
taking action as a single entity.
has several advantages and If a fireteam suffers a status effect, it can be
drawbacks. First, Tohaa fireteams Stats: Fireteams have the same stat block as the applied to the entire group equally (a hinderance
are always considered to have Troopers which make it up. upon one member will impair all of them), or it can
a leader, even if all the units are instead be negated by eliminating a single crea-
Troopers; as such, they always Taking Action: When a fireteam takes an action ture in the fireteam (the character is abandoned or
roll 4d20 on tests. On the other requiring a test, nominate a single character within voluntarily disengages to keep from slowing down
hand, they can never have fewer the group. This character is the one taking the the group).
than three members, so if a action, for all intents and purposes. The fireteam
Tohaa fireteam takes a casualty, it
then rolls a number of d20s equal to the number of
immediately ceases to function
as a fireteam.
characters in the fireteam. LEADERS
Because the dice granted by a fireteam are a In some cases, a fireteam will have an Elite or
Called Shot—p. 113 form of assistance (multiple characters contrib- Nemesis NPC as their leader. When a fireteam has a
uting towards a single task), they do not count leader, the following rules apply:
towards the normal limits of three bonus d20s. • The leader is considered a member of the fire-
EXAMPLE Consequently, fireteams can still benefit from bonus team, and the leader and fireteam act as a single
d20s in the normal ways (spending Heat, using entity, generally with the leader taking action
FIRETEAM resources, and so forth). while being assisted by the fireteam.
DAMAGE
A fireteam of five KTS • When resolving tests, the leader rolls 2d20 plus
mercenaries has ambushed Action Scenes: In an action scene, the following one additional d20 per fireteam member. (The
Ken Ryo. Ken dives behind rules apply to fireteams. dice from the fireteam still come from assistance
some cover and returns fire • A fireteam gets a single turn each combat round. and do not count against the normal maximum
with his Vulkan shotgun. His • A GM can have a fireteam interrupt the action of three bonus d20s.)
attack is successful, so he rolls order normally by spending 1 Heat. (The cost is • When taking damage, the leader is always the
the 5+5§ damage for his for a single action, rather than the number of last member of a fireteam to take damage, and
shotgun and gets a result of fireteam members.) they use their own Stress values. Attackers can
7 damage and one effect. The
• A fireteam is considered a single target for the spend 2 Momentum in order perform a Called
mercenaries have 6 Vigour, but
the first 5 points of damage
purposes of making an attack. (If necessary, a Shot on the leader.
is enough to inflict a Wound, single member of the fireteam can be considered • Leaders are part of the fireteam’s data network
which eliminates one of them. the “target” for purposes of calculating range or and suffer from Breach Effects that have been
The mercenaries’ Vigour track determining area of effect, although this gener- applied to the fireteam (and vice versa).
then resets to 6 and is reduced ally should not be necessary since the fireteam • A fireteam whose leader has been eliminated
to 4 by the two remaining takes action together and should always be in (or which becomes separated from their leader)
points of damage. Ken uses the same zone.) continues as a normal fireteam.
the effect he rolled to trigger • Like other Troopers, a fireteam cannot take a • Fireteams with leaders are still unable to per-
the Knockdown quality on the Reaction. form Reactions. (Fireteams normally can’t in any
Vulkan shotgun. This would
case because they’re Troopers, and even with a
effectively render all of the
mercenaries prone (they’ll need
Fireteam Damage: If a fireteam takes enough leader they lack the ability to make split-second
to wait until their comrade damage to suffer one or more Harms, they suffer a responses). Leaders can still perform Reactions
regains his feet), but they single Harm of the appropriate type and then fully individually, but they do so without the support
choose to instead eliminate one replenish the stress track. Any additional damage of their fireteam.
of their members (effectively is then applied to the next member of the fireteam
leaving them behind). (i.e., the replenished stress track).
Adversaries 417
to the amount of Momentum spent. While the Menacing X: When a Menacing creature enters a
grasping character has a target grasped, it cannot scene, the GM immediately adds X points to the
make attacks against other foes, but it can reduce Heat pool.
the difficulty of an Exploit action taken against the
grasped target by one step. Mindless: The character is an unintelligent being,
driven purely by instinct. Mindless creatures cannot
Inured to X: The creature is immune to an envi- attempt Reactions, are immune to any mind-influ-
ronment or condition, such as vacuum, extremes encing effects, and cannot suffer mental damage.
of temperature, poison, disease, etc. Common
conditions include: Monstrous: The considerable bulk and mass of
• Cold: Provides immunity to the damage and this creature makes it less agile and graceful than
effects of extreme cold. smaller creatures and hinders it moving through
• Disease: Provides immunity to the effects and confined spaces.
Unwieldy / Two-Handed symptoms of diseases. Immunity does not pre- • +1 difficulty to tests where great size or weight
weapons—p. 332 vent the creature being a carrier. would be problematic.
• Heat: Provides immunity to the damage and • Suffer a Wound following seven or more Vigour
Knockdown, p. 337: Target effects of extreme heat, including fire. damage (instead of five).
must make Acrobatics/Athletics • Pain: Incapable of feeling pain, the creature • Not required to brace Unwieldy weapons.
test with difficulty equal to continues undeterred despite the most horrific • Use 2H weapons in one hand without penalty.
number of Effects rolled or be agony. It cannot be Dazed or Staggered by • Spend 1 Momentum before attacking to add
knocked prone. physical attacks. Knockdown to its melee attacks for the current
• Poison: Provides immunity to all forms of poison, turn.
bonus damage, p. 101: venom, and toxin.
Intelligence for Infowar, • Vacuum: Provides immunity to hard vacuum Night Vision: The creature’s senses are keen, or use
Personality for Psywar, exposure, extremes of atmospheric pressure, and different wavelengths of light, allowing it to pierce
Brawn for melee, Awareness suffocation. the deepest darkness with ease. Tests the creature
for ranged. takes do not increase in difficulty as a result
Keen Senses (sense type): One of the creature’s of darkness.
stress, p. 71: Intelligence for senses— sight, hearing, or smell —is particularly
Firewall, Willpower for Resolve, keen. The creature reduces the difficulty of all Quantronic Jump: The character has the ability to
Vigour for Brawn. Observation tests using that sense by two steps. jump from one quantronic receptacle (such as a
Lhost or remote) and into another. If the character
is an adversary, the GM can choose to spend Heat
NPC ALLIES to reintroduce them to the scene. Spend 1 Heat
The majority of NPCs that interact with the rules are those that the player char- to reintroduce them within six rounds, 2 Heat for
acters are in conflict with. In some cases, though, NPCs will end up working in within four rounds, and 3 Heat for them to reappear
direct support of the player characters. These NPC allies have a slightly different at the end of the following round. A maximum of 6
way of interacting with the rules. (It’s not necessary to use these guidelines for Heat, in any combination, can be spent during each
every single friendly NPC. But they should be used for NPCs who are working scene on this ability, which represents the total
directly with or under the command of the player characters, particularly if number of proxies hidden nearby.
they’re participating side-by-side in an action scene.)
Superhuman Attribute X: One or more of the char-
Heat: NPC allies cannot use the Heat pool and their complications do not acter’s attributes are beyond human. (Superhuman
deplete the Heat pool. Instead, they generate and spend Heat and Momentum as attributes, in addition to being noted in an adver-
if they were player characters. (Adding Heat to take reactions, saving Momentum sary’s Special Abilities section, will be noted next to
to assist future actions, and so forth.) the attribute in parentheses.)
• The character adds X automatic successes on
Resources: The expendable resources of NPC allies (Reloads, Serum, Parts, tests with the relevant attribute.
and similar items) can still be handled abstractly, with the NPC ally spending • If an attribute normally grants bonus damage
Momentum (instead of the normal Heat) to gain the benefit of a single unit of a to a particular type of attack, the superhuman
resource or to give the resource to a PC. (For particularly significant NPC allies attribute adds +X damage to those attacks.
you may wish to track resources explicitly instead of abstractly.) • If an attribute is normally used to determine a
type of stress, the superhuman attribute adds +X
Fireteams: Trooper NPCs can also form fireteams that support the PCs. In some to that damage track.
cases, a PC may even be able to become the leader of an NPC fireteam, following
the normal rules for fireteam leaders. Threatening X: Powerful, dangerous and possessed
of a vitality and drive that allows it to triumph
In many cases, it can be useful to let a player take direct control over their NPC where others might fail, the creature begins each
allies. Playing multiple characters can be a challenge, but it’s an exciting one! scene with X Heat. Not drawn from the general
Heat pool, these may only be used to benefit itself.
The 112 Emergency Service was established Wherever there is injustice in action, In Vedic mythology, Asuras were the oldest
in Merovingia when it became clear that oppressed peoples to defend, or an axe to of the gods; terrifying spirits devoted to
they needed a coordinated plan for rescue grind, there are activists. From the repressive destruction. In the Human Sphere, the ALEPH
operations after the First Antipode Offensive. regimes of Yu Jing to the anarchistic Nomad Aspects designated as Asura are terrifying
Since many Merovingian villages were often ships there are those who fight for an ideal- operatives devoted to similar pursuits.
isolated and far apart, the government ised universe. The vast majority of activists Working individually or in small units, Asuras
trained their rescue personnel in a wide array are ad hoc in their organisation and moti- assault high-priority objectives, provide
of emergency response methods. The average vated by personal interest or plight, going to armed escort in hostile environments, or any
112 Emergency Service member is able places that symbolise their interpretation of other engagement where ALEPH requires the
to provide emergency medical care, assist the greatest wrong. These activists include crème de la crème of its armed forces.
in putting out dangerous fires, and stand students, disenfranchised youth, family
shoulder to shoulder with Ariadnan soldiers members affected by injustice, or victims of Among the finest heavy infantry in the Human
in defence of the public. The 112 Emergency the state. The minority of activists are profes- Sphere, Asuras combine bleeding-edge
Service model was so successful that the sional, having found talent and skill in their Bodhisattva Lhosts with Aspects laser-focused
Ariadnan government decided to implement rabble-rousing efforts and earning a (some- on the art of combat and a disarming com-
it across Dawn, and since its implementation what) steady pay cheque from the cause du fortability with the brutal calculus of warfare.
there has been a noticeable decrease in loss jour. Activists tend to be vocal, enthusiastic, The living embodiment of heartless arithmetic,
of human life to accidents. and contentious to a fault. they tirelessly carry out their objectives with
mathematical precision, killing without hesita-
A member of the 112 Emergency Service will ATTRIBUTES tion and dying without question.
always put their life on the line to attempt AGI AWA BRW COO INT PER WIL
to rescue or administer assistance to those 7 7 9 7 8 7 11
ATTRIBUTES
in need, and will only withdraw if they feel AGI AWA BRW COO INT PER WIL
the cause is completely lost or their actions FIELDS OF EXPERTISE 10 (+1) 9 (+1) 11 (+1) 13 10 6 14
would lead to more harm. Combat +1 1 Movement +1 1 Social — —
Fortitude +1 1 Senses — — Technical +1 1 FIELDS OF EXPERTISE
ATTRIBUTES Combat +3 3 Movement +1 1 Social — —
DEFENCES (TROOPER) Fortitude +5 5 Senses +2 — Technical — —
AGI AWA BRW COO INT PER WIL
Firewall 4 Resolve 6 Vigour 5
8 9 9 7 8 7 8
Security — Morale — Armour 1 DEFENCES
FIELDS OF EXPERTISE Firewall 10 Resolve 19 Vigour 17
DEFENCES (ELITE)
Combat +1 — Movement +1 — Social — — Security — Morale 6 Armour 4
Firewall 8 Resolve 11 Vigour 9
Fortitude +1 — Senses +1 — Technical +1 1 ATTACKS
Security 2 Morale 1 Armour 2 • MULTI Rifle: Range C/M, 2+6§ damage, Burst 2, 2H, Comms,
DEFENCES ATTACKS Expert 1, Medium MULTI, MULTI Light Mod, Vicious 1
• Improvised Weapon: Melee, 1+4§ damage, Improvised 2, • DA Mode (Secondary): Vicious 2
Firewall 4 Resolve 4 Vigour 5
• Teseum Chopper: Melee, 2+7§ damage, Unbalanced, Non-
Security — Morale 2 Armour 1 Stun Hackable, Piercing 4, Vicious 2
• Improvised Projectile: Range C, 1+2§ damage,
ATTACKS Improvised 2, Thrown GEAR: Absorbent Subdermal Armour (Subdermal Plating), Cube
• Teseum-Edged Breaching Axe: Melee, 1+7§ damage, 2.0, Multispectral Visor 3
Unbalanced, Anti-Materiel 2, Non‑Hackable, Piercing 2, Spread 1, • Firebomb (Elite): Range M, 1+2§ damage, Incendiary 2,
Indiscriminate 2, Unsubtle SPECIAL ABILITIES
Vicious 2
• Common Special Abilities: Inured to Pain, Keen Senses (Hearing,
• Light Shotgun: Range C, 1+5§ damage, Burst 1, Unbalanced, • Stun Baton (Elite): Melee, 1+5§ damage, Knockdown,
Sight, Smell), Night Vision, Quantronic Jump, Superhuman Agility 1,
Knockdown Non‑Hackable, Stun, Subtle 1 Superhuman Awareness 1, Superhuman Brawn 1
• Pistol: Range R/C, 1+5§ damage, Vicious 1
GEAR: Sports Padding • Brutal Calculus: Mercilessly precise, an Asura can reroll up to 3§
GEAR: Armoured Clothing (Firefighter’s Uniform), Basic Medical when making a Ballistics or Close Combat attack, but must accept
Supplies, Portable Rescue Supply Kit GEAR (ELITE): Anonymising Software (+2 Security), the new results. Additionally, they reduce the penalty for firing
Ballistic Vest, Fake ID 1, MediKit at a range other than a weapon’s optimal range by one, to a
SPECIAL ABILITIES
SPECIAL ABILITIES minimum of 0. Finally, each point of Momentum or Heat paid to
• Courage Under Fire: Members of the 112 Service rapidly learn to
gain additional dice for a Close Combat test provides two bonus
tune out the battle around them. They can reroll one d20 when • Hell No! (1–3 Heat): Activists can spend 1 Heat to d20s, instead of one.
making a Discipline test, but must accept the new result. improve their Morale by one, to a maximum of 3 Heat and • Heartless Arithmetic: An Asura’s calm commitment provides a
• Emergency Responder: 112 Service Members can reroll one d20
three bonus Morale. Morale Soak of 6.
when making a Medicine test, but must accept the new result.
Additionally, they do not suffer the normal penalty for using a • We Won’t Go! (2 Heat): Attempts to grapple, wrestle, or • Relentless Tenacity: Asuras are relentless and never weary. When
otherwise force movement on an Activist in a fireteam making a Resistance test, they can reroll any dice that did not
MedIKit to perform a Treat action at range.
generate a success on the initial roll, but must accept the new
suffer +2 difficulty.
results.
APPEARANCE
ROLEPLAYING
ELITE ELITE
Diverse. Colourful. Manic. The corridors Clad in formal clothing and typically the Most bounters are strictly licensed by the
of Bakunin have been called many things, roughest looking person in the room, it’s not Syndicate (p. 208), required to obey the
but conventional is not one of them. In a hard to spot a bodyguard at work. Normally laws of the government whose territory they
place with so few rules, who steps in when found working for big shot celebrities and are operating in, and liable for hefty fines if
existing ones are broken? Who maintains important businesspeople, a bodyguard there are casualties or wanton destruction
a semblance of order in a place that ensures that only the right people can left in their wake, there is still nothing scarier
embodies chaos? approach their employer and no one else. to someone on the run than the sight of a
bounty hunter disembarking at a spaceport
Enter Bakunin’s tactical police unit, the Bodyguards routinely find themselves in and nothing quite as relaxing as seeing one
Moderators, providing unconventional secu- violent situations that require an immediate leave. Bounty hunters make a career out of
rity for an unconventional environment. resolution. Many bodyguards discretely equip capturing and detaining wanted criminals,
themselves with top of the line personal becoming tough as the prey that they stalk
As colourful as the communities they serve, weaponry and augmentations, to ensure they and ten times meaner. Though they are
and possessed of a disarming friendliness, can eliminate threats and guarantee their required to obtain legal authorisation to
the Moderators provide rapid crisis response, charge’s safety. operate, private and illegal bounty hunters
military security, and counterterrorism actions stalk the fringes of society.
for the anything-goes playground of Bakunin. ATTRIBUTES
In this sea of diversity, a Moderator never truly AGI AWA BRW COO INT PER WIL ATTRIBUTES
knows what to expect; they have to be ready 9 9 10 9 8 8 10 AGI AWA BRW COO INT PER WIL
for anything. One moment, they’re removing 12 10 9 9 8 7 8
a Maya star from a vat of candied jelly, the FIELDS OF EXPERTISE
next they’re laying down suppressive fire in a Combat +3 1 Movement +1 — Social +1 1 FIELDS OF EXPERTISE
counter-terrorism operation, all in the same Fortitude +1 1 Senses +1 1 Technical +1 — Combat +3 1 Movement +1 1 Social +1 1
day. That schedule would drive many insane. Fortitude +1 — Senses +2 1 Technical — —
DEFENCES
For a Mod, that’s Tuesday. Firewall 8 Resolve 10 Vigour 10 DEFENCES
Security — Morale — Armour 2 Firewall 8 Resolve 8 Vigour 9
ATTRIBUTES ATTACKS Security — Morale — Armour 2
AGI AWA BRW COO INT PER WIL • Heavy Pistol: Range R/C, 2+5§ damage, Burst 1, ATTACKS
10 9 8 9 11 8 8 Unbalanced, Unforgiving 1, Vicious 1 • Combi Rifle: Range C/M, 1+8§ damage, Burst 2, 2H,
• Collapsible Stun Baton: Melee, 1+6§ damage, Expert 1, MULTI Light Mod, Vicious 1
FIELDS OF EXPERTISE Concealed 1, Knockdown, Stun, Subtle 1 • Stun Pistol: Range R/C, 1+7§ damage, Burst 1, 1H,
Combat +1 1 Movement +1 — Social +2 — GEAR: AR Eye Implants, Armoured Clothing (Formal), Biotech, Nonlethal, Stun, Vicious 1
Subdermal Grafts (2 Armour) • Breaker Sniper Rifle: Range L, 1+10§ damage, Burst 2,
Fortitude +2 — Senses +1 1 Technical +3 —
Unwieldy, Biotech, Breaker, Piercing 1, Unforgiving 2
SPECIAL ABILITIES
DEFENCES • Bodyshield: A Bodyguard can designate an NPC (or GEAR: Light Combat Armour, SecurCuffs
Firewall 11 Resolve 8 Vigour 8 player character in some circumstances) to protect. The SPECIAL ABILITIES
Security — Morale — Armour 1 Bodyguard may take the Guard Reaction without the • Common Special Abilities: Inured to Pain 1, Menacing 1
need to spend 1 Heat, though only in response to their • Prepared: A bounty hunter always scopes out the lay of
ATTACKS
designated charge being declared as the target of an land. Unless they are surprised outside of their home base,
• Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H,
attack. a bounty hunter has a dedicated pool of 4 Heat which
Expert 1, MULTI Light Mod, Vicious 1
the GM can use to purchase complications representing
• Modhand: Melee, 1+4§ damage, 1H, Concealed 2, E/M,
the booby traps and other preparations they’ve made
Stun, Subtle 1, Vicious 2
(including potential reinforcements).
• Modded Hacking Device: CLAW-1, SWORD-1, SHIELD-1,
• Detailed Anatomical Readouts: The Bounty Hunter gains
GADGET-2, IC-2, UPGRADES (pick two), +2§ damage
+1§ to all damage rolls when making an attack (this is
GEAR: Armoured Clothing, Short ModCoat (with calculated into the attacks listed above).
Recorder and Stealth Repeater), SecurCuffs, Spotbot
SPECIAL ABILITIES
• Paranoid: This isn’t the first time someone’s tried to hack
the Mods. In fact, it isn’t the first time today. As a Reaction,
the Moderator can respond to any Infowar attack with
an Infowar attack of their own at +2 difficulty. This attack
is resolved before the enemy attack, and if it causes a
Breach, then the original attack is prevented.
• Seen It All: Some of it twice. When making an Observation
test, the Moderator can reroll one d20, but must accept
the new result.
ELITE TROOPER/ELITE
In Yu Jing, there is no greater honour than to Throughout Bakunin, the practice of radical ATTRIBUTES
serve the Emperor. And among the Imperial body modifications is constantly being
AGI AWA BRW COO INT PER WIL
Service, there is no higher calling than to pushed in new and different directions.
serve as part of the renowned Celestial Guard, Perhaps no one exemplifies this trend more 10 8 11 9 7 9 6
the Fist of the Dragon. completely than Chimera; individuals who FIELDS OF EXPERTISE
have so fundamentally altered themselves
Combat +2 1 Movement +1 1 Social +2 1
First and always, the Guard protects the through biografting and Silk augmentations
Fortitude +1 — Senses — — Technical — —
Emperor. But protection can often take a that they could never be mistaken for “vanilla”
more active form, and the Emperor often humans. From fantastical to nightmarish, DEFENCES (TROOPER)
deploys these loyal soldiers as military the VaudeVille BouBoutiques turn dreams Firewall 4 Resolve 3 Vigour 6
detachments or special police, always report- into reality, and anything that clients can Security 10 Morale — Armour 2
ing directly to the throne; a fact that makes dream up is fair game. Provided, of course,
them few friends among their peers in the they can pay. DEFENCES (ELITE)
StateEmpire’s army. Firewall 7 Resolve 6 Vigour 11
Many Chimera consider themselves rising Security 10 Morale — Armour 2
Granted functionally limitless authority to stars, but the reality is that few live to see ATTACKS
carry out arrests, search and seizure, and a happy ending. Prostitution, pornography, • Chain-Colt: Range C, 1+5§ damage, Burst 1, 2H, Concealed 1,
interrogations, their reputation for expe- and underground combat rings are common Torrent, Vicious 1
ditious violence is well-earned. Between “first steps” in a Chimera’s career, and most GEAR: Armoured Clothing, Cosmetic Augmentation 3, Grey
their robust network of informants, and their never move on. Market Firewall (+1§ to Security), Subdermal Grafts (2 Armour),
Surge (×2)
tendency to abduct people from their homes
in the dead of night—never to be seen A major fad for chimera are animal-like alter- SPECIAL ABILITIES
• Chimera Ability: Every chimera is unique. The GM can spend 2
again—the average citizen often regards ations: Cheetah, ram, fox, and wolf traits are Heat to give a chimera an ability based on their augmentations
them with a measure of raw terror. common - some selected for fetishists; others (+1 zone from movement actions for speed; +4§ to unarmed
for combat prowess. strike to model claws, +2 Armour Soak to represent a thick hide,
etc.). Elite Chimera have one such ability automatically.
Respectfully. • Savage Charisma: The Chimera adds +2§ to Psywar attacks.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
9 10 9 9 10 7 9
FIELDS OF EXPERTISE
Combat +2 1 Movement +1 1 Social +1 1
Fortitude +1 — Senses +2 1 Technical +1 1
DEFENCES
Firewall 10 Resolve 9 Vigour 9
Security 2 Morale — Armour 4
ATTACKS
• Combi Rifle: Range C/M, 1+7§ damage, Burst 2, 2H,
Expert 1, MULTI Light Mod, Vicious 1
• Upgraded Hacking Device: CLAW-1, SWORD-1, SHIELD-1,
GADGET-3, IC-3 + 1§ bonus damage
GEAR: Aletheia Kit, Heavy Combat Armour, Recorder
SPECIAL ABILITIES
• Fearsome Reputation: It precedes them. The Celestial
Guard gains +3§ to Psywar attacks.
• Tip of the Spear: When leading a fireteam into action, the
Guard can reroll up to 2§ for a ranged attack, but must
accept the new results.
• Voice of the Dragon: The Celestial Guard speaks with
the Emperor’s authority, and they’re not shy about using
it. They generate 1 additional Momentum on Command
tests.
APPEARANCE
Tall and imposing, his close-cropped hair and intense grey eyes lend
this unquestioning soldier a professional and unflinching aura.
ROLEPLAYING
BACKGROUND
NEMESIS ELITE
APPEARANCE
Powerfully built and heavily scarred. Dark hair and eyes complement
broad cheekbones, but thin lips give him a cold look.
ROLEPLAYING
BACKGROUND
Dany’s story starts with blood. His mother gave birth to him during a
border skirmish between Tartary and USAriadna. She did not survive.
BACKER: DENNY YAN His father never recovered from her death and became an alcoholic.
At first, Dany sought company among the deserted streets, then
The harsh winds of the Ariadnan winter had been blasting Dany’s went in search of isolation when he found none. Fortunately, Dawn
face for hours with its salty bite. It was different than the wind in Tartary. has a lot of isolation to offer.
It had a bitter quality to it. Just like being stuck in USAriadnan territory. Most people he encountered pitied him or ignored him, so he
Sighting through his scope, he zoomed in on the figures in the ravine. chose to do the latter to most of them as well. His survival skills
They had made a tactically sound choice, as the walls shielded them made him the perfect recruit as a scout for the Minutemen. Staying
from sight and some sensors. But not from him. He counted at least half outside the settlements for weeks or months at a time, he became a
a dozen TAGs and around two score infantry, all of them guns for hire. It ghost amongst legends.
was definitely Markov’s old company. He spat in disgust. He rarely returns to the settlements and prefers to be alone,
Then his eye caught Markov himself, standing in the vanguard. Which pitting himself against the untamed nature of Dawn. A love for his
was a problem, because Markov was dead. He’d killed himself. Blood on home is the thing that makes him tick and he will defend it against
the winter snow. any kind of threat.
Maybe this was some new spacer magic. Shaking his head, he crawled
backwards and looked at the sky to appraise the weather. A storm was
coming. Trapping the mercenaries here might kill some of them from
exposure. If nothing else, it would slow them down. He loosened a
charge from his back.
He set to work diligently and placed several charges among the
higher parts of the ravine. As he laid in the ninth charge, a quick glance
downwards showed him that they were almost past the optimum point
of destruction. A shadow in the corner of his eye was the only warning
he had. The blast missed him as he rolled aside and the face of a dead
man smiled at him as he regained his feet.
“Who are you? Markov is dead.” Dany brought up his gun as he circled,
though his enemy clearly had the advantage at that close range.
ELITE TROOPER/ELITE
ELITE
DOCTOR
The practice of medicine in the Human
Sphere has evolved past the rigid practice
of hard science and the pursuit of empirical
knowledge. With the advent of geists, Silk
tech, genetic applications, and all manner
of life-altering implements, a doctor has
become more than just a practitioner of the
healing arts. Doctors around the Sphere
perfect their craft with artistry and precision,
marrying technology and aesthetics towards
a personal vision of human and posthuman
perfection. Most doctors in the Sphere
specialise based on technology and inter-
vention, as opposed to specific disease types
or parts of the body as was the case in the
past. Nanosurgeons, Silkcrafters, graft experts,
aesthetic reshapers, genetic composers, and
radical traumatists are just a few of these
specialties. While they may vary in craft and
approach, as a whole they tend to be driven,
arrogant, and flirt with amorality when it
suits them.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
7 9 7 11 12 9 8
FIELDS OF EXPERTISE
ELITE Combat — — Movement — — Social +2 1
DIPLOMAT Fortitude +1 1 Senses +1 1 Technical +3 2
DEFENCES
The Human Sphere is fractured. Nations clash ATTRIBUTES
over territory, hypercorps deploy “deniable Firewall 12 Resolve 8 Vigour 7
AGI AWA BRW COO INT PER WIL Security — Morale — Armour —
assets” against their rivals, while PanOceania
7 9 7 7 9 12 12
and Yu Jing seem poised to rip out each ATTACKS
other’s throats at a moment’s notice. If that • Monomolecular Scalpel: Melee, 1+3§ damage,
FIELDS OF EXPERTISE Concealed 1, Improvised, Non‑Hackable, Subtle 2, Unforgiving 3,
wasn’t enough, here come the Tohaa: pushing
Combat — — Movement — — Social +3 3 loses Unforgiving vs. any armour
an unknown agenda and exacerbating
Fortitude — — Senses +3 3 Technical — — GEAR: Basic Medical Supplies, Bioscanner, Medical Clothing
existing tensions. Looking at the situation, it (adds +2 BTS), MediKit
can feel like nothing short of a miracle could DEFENCES SPECIAL ABILITIES
prevent a CODE INFINITY and stop the Firewall 9 Resolve 12 Vigour 7 • Heal Thyself (or Another): The Doctor can reroll one d20
Human Sphere from descending into chaos. Security — Morale — Armour — when making a Medicine test, but must accept the new result.
Additionally, they do not suffer the normal penalty for using a
ATTACKS MedIKit to perform a Treat action at range. Further, each dose of
Enter the diplomat: miracles are their • Nanopulser Necklace: Melee, 1+4§ damage, Biotech, Disposable, Serum used by a Doctor adds two bonus d20s to Medicine tests,
specialty. Subtle 3, Torrent, Vicious 1 instead of one. Finally, performing a Treatment test on themselves
• Banshee Pistol: Range R/C, 1+5§ damage, Burst 1, 1H, Area does not increase the difficulty of the test by two.
(Close), Deafening, Nonlethal, Stun, Terrifying 3, Vicious 1 • Spike ‘em: A Doctor can whip up a supplement, stimulant or
Diplomacy in the Human Sphere can feel medical cocktail for any situation to make an ally or adversary
like a blindfolded tightrope walk across a GEAR: Armoured Clothing, Negotiator’s Kit, Strong Painkillers
more potent. They may spend 2 Heat and attempt a Challenging
(×2), Stims (×1)
volcano, yet somehow these expert negotia- (D2) treat test on a target. If successful, the target improves one
tors manage the feat with grace and dignity. SPECIAL ABILITIES Attribute of the Doctor’s choice by two for the remainder of the
• Cooler Heads: The Diplomat has spent a career talking people off scene. If unsuccessful, the target must succeed at a Resistance
Skilled at gauging the mood of any room of ledges, not all of them metaphorical. When attempting to inflict (D2) test or suffer 1+2§ damage with the Stun quality that
they’re in, students of psychology and persua- a Metanoia Effect to dissuade someone from violent action, the ignores Soak.
sion, a good diplomat uses every tool at their target’s Intransigence is lowered by 2 (to a minimum of 1). If their • Shutdown Protocol(2 Heat): Following a successful treat test on
Intransigence was already at 1, the Diplomat generates 2 bonus a target, a Doctor may spend 2 Heat to shut down any non-vital
disposal to benefit those they represent. And Momentum on each social skills test. implant or augmentation. This effect persists until a Hacking (D1)
sometimes, that takes a miracle. • Stubborn: The Diplomat can reroll one d20 when making a check can be made against the affected implant or augmentation.
Discipline test, but must accept the new result.
APPEARANCE
ROLEPLAYING
BACKGROUND
BACKER: ALEX DRACONIS
Breeding pet pseudosaurs is a high-growth market. After all,
“Status report on the evac.” everybody loves dinosaurs. Sophotects are, without doubt, a perfect
“Most children are on board, but I can’t see the accompanying mixture of combat engineer and combat medic, yet field data shows
Sophotect, sir.” that children react poorly to the cold and detached demeanour of
The colourful shuttle emblazoned Vulkan Tours — Paradiso was ready the standard Lhost. Conceived alongside the synthetic personal-
to go. Fusilier Harris was harshly pushing in the last of the children ities for the Steel Phalanx at the beginning of the First Paradiso
when something nuzzled his shin. His ire gave way to startlement at the Offensive, Delphyne is an attempt to rectify this by integrating an
colour-shifting form of the pseudosaur nudging his leg. empathic personality into a cute pseudosaurian body. Human neural
“Be more gentle to the children, soldier, or I’ll have you reported,” the network and empathic reactions adapted to an inhuman body intro-
creature said sharply. duced their own complications, but the Yudbot concept compensated
“Uh… What?” he stuttered. for her lack of arms and facilitated her work as a medic in the field.
Delphyne pounded his AR with her authentication codes. “We don’t It took over a year for the project to finally produce stable results,
have time for hesitation. Keep this position, I have to pick up a straggler.” but Delphyne’s personality proved to be perfectly suited for the work
Without waiting for a reply, Delphyne ran toward the nearby treeline. with children, which ranged from evacuating traumatised victims
Her keen senses had picked out a boy who was huddled amidst the from combat zones to working alongside them in everyday care.
thick Paradiso undergrowth despite the perimeter explosions from In addition, her inconspicuous appearance and low profile make
the Combined Army attack and the sulphurous stench from the nearby her a boon to other theatres of war; most antagonists ignore a
erupting volcano. pseudosaur when they see one, making it easier for her to reach her
“Come on Timmy, we have to go,” Delphyne said soothingly as the destination. Delphyne has been in constant action since her activa-
child put a trembling hand onto her spine. tion, yet she remains the only one of her kind to this day.
“But…the Professor is out there. We can’t leave her,” he whimpered.
“The Professor will be all right. She’s helping me.” That was a lie.
The Professor hadn’t been human. At least, not any more. There was
something very wrong in the village of Caracara.
“Oh. Okay, then,” Timmy said with a frown as he clambered
ELITE ELITE
APPEARANCE
ROLEPLAYING
TROOPER/ELITE TROOPER/ELITE
ATTACKS Druze Shock Teams have found their role in Some elite Evo Troopers are integrated
• Silenced Sniper Rifle: Range L, 1+9§ damage, society. It just happens to be reducing their into vehicle crews forming the infowarfare
Burst 3, 2H, Subtle 1 opposition to ash. Then burning the ashes. component of mechanised warfare. They
• Light Shotgun: Range C, 1+7§ damage, Burst 1, support their crew by attacking the systems
Unbalanced, Area (Close), Knockdown, Spread 1 ATTRIBUTES of enemy vehicles, disabling movement
• Breaker Pistol: Range R/C, 1+7§ damage, Burst 1, 1H, AGI AWA BRW COO INT PER WIL systems, disrupting targeting systems, and
Biotech, Breaker, Piercing 1, Vicious 1 disabling weapons.
10 8 10 11 7 6 8
• Grazeblade: Melee, 1+4§ damage, 1H, Breaker,
Non‑Hackable, Stun, Subtle 2, Thrown, Toxic 3 FIELDS OF EXPERTISE ATTRIBUTES
Combat +3 1 Movement +1 — Social — — AGI AWA BRW COO INT PER WIL
GEAR: Glasses, Light Combat Armour under functional Fortitude +1 — Senses +2 1 Technical — — 9 8 8 10 12 8 8
clothing appropriate to the area, Nav Suite
DEFENCES (TROOPER) FIELDS OF EXPERTISE
SPECIAL ABILITIES Firewall 4 Resolve 4 Vigour 5 Combat +1 1 Movement +1 — Social — —
• Covert Ops: As a clandestine operative, Djazi has little Security — Morale — Armour 2 Fortitude +1 — Senses +2 — Technical +3 2
trouble getting to where he needs to be. Each point of
Heat Djazi pays to gain additional dice for an Acrobatics or DEFENCES (ELITE) DEFENCES (TROOPER)
Stealth test provides two dice instead of one. (The normal Firewall 7 Resolve 8 Vigour 10 Firewall 6 Resolve 4 Vigour 4
maximum of three bonus d20s still applies.) Security 1 Morale 1 Armour 2 Security — Morale — Armour 2
• Eagle Eye: The best optical technology in the Human ATTACKS
Sphere is still a step behind Djazi’s preternatural vision. • Combi Rifle: Range C/M, 1+5§ damage, Burst 3, 2H, DEFENCES (ELITE)
When making an Observation test, he gains 2 bonus Expert 1, MULTI Light Mod, Vicious 1 Firewall 12 Resolve 8 Vigour 8
Momentum. • D.E.P.: Range M, 2+6§ damage, Burst 2, Disposable, Security 2 Morale — Armour 2
• Old Man’s Dirty Work: Djazi is an autonomous hassassin, Munition, Unsubtle
ATTACKS
with all of the mastery of death that implies. He can reroll GEAR: Light Combat Armour, Multispectral Visor 2 • Pistol: Range R/C, 1+4§ damage, Burst 1, 1H, Vicious 1
up to 3§ when making a Combat test, but must accept SPECIAL ABILITIES • Neural Hacking Device: CLAW-1, SWORD-1, SHIELD-1,
the new results. • Burn the Ash: The Shock Teams are infamous for their GADGET-2, IC-2 +3§ bonus damage, usually use:
wild, bloody nature. When using the Bonus Damage • CLAW-1 Gotcha!: 1+5§ damage, Immobilise
Momentum spend, Druze add +2 damage for every 1 • SHIELD-1 Exorcism: 1+6§ damage, removes
Momentum spent. Possession
• Meticulous Gear: The Druze are meticulous and precise in GEAR: Light Combat Armour
the maintenance of their equipment. Their weapons gain
SPECIAL ABILITIES
+1 Burst. (This is reflected in the attacks listed above.)
• System Shutdown (Elite—2 Heat): When inflicting a Breach,
the Trooper can spend 2 Heat to execute Disable Function
as a special Breach Effect in addition to the normal Breach
Effect. Restoring the disabled system requires a (D0) Tech test.
• Evo Fireteam: As the number of Evos deployed grew, one-
on-one showdowns fell out of fashion in favour of mass
combat engaging hundreds of Evos simultaneously. Evo
training evolved rapidly to suit. The network of a fireteam
can suffer a number of additional Breaches equal to the
number of Evo Troopers in the fireteam before becoming
incapacitated or eliminated.
APPEARANCE
ROLEPLAYING
BACKGROUND
STATS (ELITE)
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
9 8 9 10 8 10 9
FIELDS OF EXPERTISE
Combat +1 1 Movement +2 1 Social +2 1
Fortitude +1 — Senses +1 — Technical +2 —
DEFENCES
Firewall 8 Resolve 9 Vigour 9
Security — Morale — Armour 1
ATTACKS
• Gecko Combi Rifle: Range C/M, 1+5§ damage,
Burst 2, 2H, Expert 1, MULTI Light Mod, Vicious 1
• Panzerfaust: Range L, 2+5§ damage, Burst 1, 2H,
Munition, Unsubtle
• Teseum-Spiked Knuckles: Melee, 1+5§ damage, 1H,
Concealed 1, Non‑Hackable, Piercing 3, Vicious 2 NEMESIS
FATHER-KNIGHT
GEAR: Armoured Clothing, Gecko TAG,
Multispectral Visor 2 Father-Knights are perhaps the most ATTRIBUTES
prominent staple of the PanOceanian military,
SPECIAL ABILITIES AGI AWA BRW COO INT PER WIL
fearlessly leading the charge whether
• Just Name It: Well-travelled in many circles—most on the surrounded by the regular army or their own 11 9 13 8 7 10 12
wrong side of the law—Duncan is an expert at talking Military Order (p. 177). Every Father-Knight FIELDS OF EXPERTISE
himself both into, and out of, interesting situations. He can is not only a highly-trained Special Forces
Combat +5 2 Movement — — Social +3 3
reroll one d20 when making a social skills test, but must commander, but an ordained priest as well;
accept the new result. Fortitude +3 3 Senses +1 — Technical — —
their reputation as inspiring battlefield
• Mechanised Brawler: Duncan is a scrapper at heart, which commanders is well-earned. DEFENCES
translates to TAG combat quite nicely. He can reroll up
Firewall 7 Resolve 15 Vigour 16
to 2§ when making an attack within Close range. Of course, despite how they see the world, Security — Morale 4 Armour 5
• Mechanised Brute: When piloting a vehicle, Duncan others don’t see everything as black-and
generates 1 bonus Momentum on all Strength-based tests. white. Living by the motto Deo Vindice, ATTACKS
• Teseum Blade of St. George: Melee, 1+9§ damage, Unbalanced,
meaning “under God, our vindicator”, a Non-Hackable, Piercing 4, Vicious 2
NOTES Father-Knight’s unshakable faith in the • Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1,
Extremely new to piloting a TAG and still learning the ropes, righteousness of their mission, whatever that MULTI Light Mod, Vicious 1
Duncan suffers a +1 complication range when operating mission might be, leads them to justify lit- GEAR: Powered Combat Armour (gain up to +3d20 on Brawn
a TAG. Any die that results in a complication may not erally anything, leading to some of the most tests with +3 complication range)
be rerolled. heinous acts of violence imaginable. SPECIAL ABILITIES
• Deo Vindice: The Father-Knights know in their hearts that God
will vindicate their actions. Their faith grants them Morale 4.
Fearlessly charging into battle, they inspire • Deus Vult: If God wills it, best not to argue. The Father-Knight
hope in their allies and terror in their generates an additional 2 Momentum on Command tests.
enemies, often leaving their opposition so • Shepherds of Men (2 Heat): The Father-Knight is an inspiring
symbol to behold; at least when they’re on your side. Whilst an active
mortified they don’t even manage to scream. participant of a scene, a Father-Knight can spend 2 Heat. If they do so,
Thus can one mark the passing of a Father- any forces under their command increase their Morale Soak by 2.
Knight: by silence, and the trail of dead. • Sword of the Spirit: Faith guides the Father-Knight’s blade. And their
faith is unerring. They can reroll up to 3§ when making a melee
attack, but must accept the new results. Additionally, each point of
Heat or Momentum spent to gain additional dice for a Close Combat
test provides two d20s, instead of one. Finally, when making an
attack with the Close Combat skill, each point of Momentum spent
to deal bonus damage adds two points of damage, instead of one.
NOTES
Their Powered Armour’s Exoskeleton quality is factored into the
Father-Knight’s weapon damage.
APPEARANCE
Elena’s long, black hair has a streak of blonde running right through
the middle of it. She is tall and athletically built, with a quirky smile.
ROLEPLAYING
ELITE TROOPER
APPEARANCE
ROLEPLAYING
ELITE ELITE
ELITE
KNIGHT
Based on the massive influence of the
Catholic Church in PanOceania, the Church’s
Military Orders (p. 177) enjoy a prominent
role in society, both on and off the battlefield.
Organisationally, and despite some rivalry
existing between them, the Military Orders
are highly collaborative. Therefore, it’s
not unusual to see representatives from
multiple orders present in the same combat
formations. These confrère knights tend to
inspire PanOceanian forces to set aside their
differences and work towards achieving a
common goal.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
10 8 11 9 7 8 10
FIELDS OF EXPERTISE
Combat +3 2 Movement — — Social +3 2
Fortitude +2 — Senses — — Technical — —
DEFENCES
Firewall 7 Resolve 10 Vigour 11
Security — Morale — Armour 4
ATTACKS
• Armour-Piercing Sword: Melee, 1+10§ damage,
Piercing 2, Parry 2, Vicious 1
• Combi Rifle: Range C/M, 1+5§ damage, Burst 2, 2H,
Expert 1, MULTI Light Mod, Vicious 1
GEAR: AutoMediKit, Heavy Combat Armour (Military
Order)
SPECIAL ABILITIES
• Sword of the Spirit: Faith guides the Knight’s blade, and
their faith is unerring. When making a melee attack, they
can reroll up to 2§, but must accept the new results.
APPEARANCE
ROLEPLAYING
BACKGROUND
NEMESIS ELITE
APPEARANCE
NEMESIS TROOPER
APPEARANCE
A tall woman in her mid-twenties. She has long blonde hair and
brown eyes that generally mimic her often worn smile. A thin, light
scar runs up the length of her left bicep.
ROLEPLAYING
BACKGROUND
TROOPER/ELITE NEMESIS
Love,
Maximus
APPEARANCE
A shiny bald pate with surgical implants which can be used to create
subtle patterns of multi-coloured light. Attentive, blue-grey eyes are
constantly assessing those around him (while seeming somewhat
oblivious to his other surroundings). His expensive, fashionable
clothing is immaculately tailored.
ROLEPLAYING
I hope this message finds you well. I apologise for the lengthy delay As the son of two lawyers, both of whom married other lawyers
between messages, but my work here on Shentang has been both taxing after they got divorced, it would seem as if Maximus’ legal career
and very rewarding. Preparations for my second office are proceeding was almost predetermined. But, in truth, during his youth he wanted
apace, and of course the dynamic legacies of so many traditional legal nothing to do with “petty legal quarrels”. Instead, he first pursued a
systems— even unified under the purview of the Emperor— continue career in what his parents called the “dirty business of politics”—first
to provide the most delightful challenges, even when the clients are in a civil position within the Ministry of Education, and then in the
occasionally delusional. lower echelons of the Zeitgeist Lobby. But there too, as he tells it, he
found himself dissatisfied with the “dreary mundanity of the bureau-
Actually, I had a consultation yesterday that I think you would have liked. cracy”. (The reality is that there was a minor sexual scandal involving
An actual Posthuman—a professor of some sort. Drop dead gorgeous, of members of a Haqqislam diplomatic mission.)
course. But even better, she asked for my counsel on the patent implica- Forced back into a legal education, but still rebelling against his
tions for the Governance of Exo-Artefacts law under the regulations of parents, Maximus eschewed the criminal law they prized and instead
the Ariadnan Exclusion Zone Commission. Which is fascinating, because went into corporate law with a specialisation in intellectual property.
the former is really quite archaic. It actually predates Concilium, and Despite his late start, he rose quickly through the ranks, developing
most of it was drafted shortly after the poor Helots were discovered, a reputation as a shark in the court room, thriving on crushing his
so it has a bunch of outdated language that sort of implicitly assumes opponents and relentlessly pursuing his arguments to the bitter end.
Earth is the centre of the universe. The latter, of course, has sections Legal proceedings concerning the reproduction of MULTI
empowered by authority which didn’t even exist until the Accra Truce, weaponry in the Human Edge system brought particular notoriety,
and it’s all complicated by the fact that the Antipodes’ native claims to and—defying his parents once again—he used it to catapult his
Dawn have never really been cleared up in the aftermath of the Yu Jing legal career out of PanOceania and established a legal office
Compromise. Such fun! on Shentang.
NEMESIS TROOPER
ELITE
RIOT GRRL
Drawn from marginalised neighbourhoods
across the Human Sphere, the Riot Grrls are
accustomed to street fights and everyday
survival. Calling the Beauvoir module of
Praxis home, they have coalesced around a
radical feminist movement drawing heavily
from punk philosophy, aspiring to destroy
the dominant Human Sphere society. Though
at constant risk of sanction for disrupting
Social Energy, the Jurisdictional Command
of Bakunin saw the advantage of a module
driven to create revolution and asked them
to unite the “…baddest bitches in the module,
the most infamous, tough, and despicable…”
to fight for Bakunin’s interests.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
11 8 9 10 9 7 9
FIELDS OF EXPERTISE
Combat +3 1 Movement +2 1 Social — —
Fortitude +2 1 Senses +1 1 Technical — —
DEFENCES
Firewall 9 Resolve 9 Vigour 9
Security — Morale — Armour 3
ATTACKS
• Boarding Shotgun: Range C, 1+5§ damage, Burst 1, 2H,
Knockdown, Medium MULTI
• Normal Shells Mode (Primary): Area (Close), Spread 1
• AP Slugs Mode (Secondary): Piercing 3
• Flashbangs: 1+5§ damage, 1H, Blinding, Deafening,
Disposable, Indiscriminate (Close), Nonlethal, Speculative
Fire, Thrown, Unsubtle, removes Marked
• Knife: Melee, 1+4§ damage, 1H, Concealed 1,
Non‑Hackable, Subtle 2, Thrown, Unforgiving 1
• Spitfire: Range M, 1+5§ damage, Burst 3, 2H, Spread 2,
Unsubtle
GEAR: Medium Combat Armour
SPECIAL ABILITIES
• Anarchists Unit!: When three or more Riot Grrls are in a
zone together, they gain +2§ Morale Soak.
• Graceful: Riot Grrls can reroll one d20 when making an
Acrobatics test, but must accept the new result.
TROOPER/ELITE ELITE
DEFENCES
Firewall 9 Resolve 9 Vigour 10
Security — Morale — Armour 5
ATTACKS
• Heavy Machine Gun: Range L, 2+6§ damage, Burst 3,
Unwieldy, Spread 1, Unsubtle
• Spiked Knuckles: Melee, 1+9§ damage, 1H, Concealed 1,
Non-Hackable, Piercing, Vicious 1
GEAR: Drop Bears (×2), Powered Combat Armour (gain
up to +3d20 on Brawn tests with +3 complication range)
SPECIAL ABILITIES
• Bullethell: The Operative unleashes a torrent of
ammunition, rendering a small area decidedly
inhospitable. As a Free Action, they can grant their HMG
the Indiscriminate quality, but this reduces the weapon’s
damage by 2§.
• Bulletstorm: The Operative can reroll up to 2§ when
making a ranged attack, but must accept the new results.
APPEARANCE
ROLEPLAYING
TROOPER/ELITE TROOPER
APPEARANCE
ROLEPLAYING
BACKGROUND
ELITE TROOPER
NEMESIS ELITE
EI—CHARONTID EI—SKIÁVOROS
An upgrade to the outdated Skiávoros The template race from which the EI
ATTRIBUTES
model, the Charontid is an EI heavy tactical built the insectoid Skiávoros (“Shadow
unit capable of operating in the harshest of AGI AWA BRW COO INT PER WIL Devourers”) was originally known merely
environments. 11 10 12 12 11 6 12 as the Colonizers. Created millennia ago
as eternal bodies that could carry copies
FIELDS OF EXPERTISE
These creatures are the perfect soldiers. They of their creators to distant star systems
can march for a week without sleep. They can Combat +5 3 Movement +2 1 Social — —
via slower-than-light travel, the Colonizers
withstand any level of solar radiation and Fortitude +2 2 Senses +3 2 Technical — — were physically resistant and adaptable
any gravity. They can breathe any atmosphere, DEFENCES to almost any environment. Their Makers,
untroubled by the stench of an alien planet. however, feared their possible return, and
Firewall 11 Resolve 14 Vigour 14
They can slumber anywhere, and regain full so their point of origin was deleted from
Security — Morale — Armour 4
awareness in an instant. They can feed off the navigation systems of their Ark-Ships:
any organic matter. They are equipped with ATTACKS the Colonizers could explore the galaxy, but
the best in Voodoo Technology. Their helmets • Hacking Device Plus: CLAW-2, SWORD-1, SHIELD-2, could never return home.
GADGET-3, IC-2, UPGRADE Cybermask, Sucker Punch, White
are fitted with a next-generation wide-an-
Noise; +2§ bonus damage
gle image intensifier, a multi-directional • Styx Knife: Melee, 1+6§ damage, 1H, Concealed 1,
The EI intercepted an Ark-Ship that had been
microphone, a wide-spectrum telemeter and Non‑Hackable, Subtle 2, Thrown, Unforgiving 3 damaged and become lost. The Colonizers
a set of active and passive infrared sensors. • Plasma Rifle: Range R/C, 1+8§ damage, Burst 3, had placed their bodies in stasis, but aeons
Sensory hypersensitivity and radar/sonar Unbalanced, Area (Close), Knockdown, Unforgiving 3, of drifting through the void degraded their
systems are spread over a number of armour Unsubtle, Vicious 1 memory storage. The EI took the empty, soul-
plates for full awareness of its surroundings. • Sepsitor: Range C, 1+6§ mental damage, Burst 1, 1H, less bodies, loaded them with weapons, and
In the field, these operatives receive a Terrifying 3, Torrent, Toxic 3 turned them to its own purposes as hosts for
constant information feed from the satellite GEAR: Multispectral Visor 3, Sensor Suit (Motion, Heat) its aspects.
network and geosynchronous EI command SPECIAL ABILITIES
centres. All transmissions are redundant, with • Common Special Abilities: Inured to Cold, Disease, Heat, ATTRIBUTES
different sources and encryption methods, to Pain, and Poison, Menacing 2, Night Vision, Quantronic Jump AGI AWA BRW COO INT PER WIL
guarantee the integrity of the information • Integrated Armour: A Charontid has 4 Armour Soak from
9 9 10 10 9 6 10
and avoid enemy tampering. its integrated armour plating.
• Omni-Awareness: The synergy of their advanced FIELDS OF EXPERTISE
technology allows Charontids to see everything and
Combat +3 3 Movement — — Social — —
process every detail of the battlefield. They gain +2d20 on
Observation tests. Fortitude +2 2 Senses +1 1 Technical — —
DEFENCES
Firewall 9 Resolve 10 Vigour 10
Security — Morale — Armour —
ATTACKS
• Nanopulser: Range C, 1+6§ damage, 1H, Biotech,
Subtle 3, Torrent, Vicious 2
• Plasma Rifle: Range R/C, 1+7§ damage, Burst 3,
Unbalanced, Area (Close), Knockdown, Unforgiving 3,
Unsubtle, Vicious 1
• Sepsitor: Range C, 1+5§ mental damage, Burst 1, 1H,
Terrifying 3, Torrent, Toxic 3
SPECIAL ABILITIES
• Common Special Abilities: Inured to Cold, Heat, and Pain;
Quantronic Jump
• Mimetism: Skiávoros benefit from 2 bonus Momentum
when making face-to-face tests to remain in the detected
stealth state.
• Strategos: A Skiávoros is in constant communication
with Combined Army forces. As long as they are present
in a scene, the GM reduces the Heat cost to summon
reinforcements by 6 (to a minimum of 1).
APPEARANCE
ROLEPLAYING
BACKGROUND
ELITE
SPECIAL ABILITIES
• Aspirations Above His Station: Even though his formal
military career has been buried alongside two corpses,
Miura still labours to shed his low birth status. He
compensates with perfect social graces. He can reroll one
d20 when making a Lifestyle test, but must accept the
new result.
• Hew and Cleave: Miura prefers to let his blade do the
talking. He can reroll up to 4§ when making a melee
attack, but must accept the new results.
• Living Weapon: Miura’s blade is an extension of his body,
though it’s far from the only one. He can draw a melee
weapon as a Free Action (instead of a Minor Action), and is
always considered armed for the purposes of the Defence
Reaction.
• Perfect Strike: Obsessed with perfecting his technique,
Miura can strike at a moment’s notice, and does so with
alarming ferocity. When spending Heat to interrupt turn
order, he also gains the benefits of an Exploit action.
NOTES
Ashamed of his birth status and possessed of a hair-trigger
temper, Miura suffers a +1 complication range when making
tests based on Willpower.
APPEARANCE
BACKER: RAUL PACHECO
His eyes are glistening black with snake-like irises glowing faintly
“Repeater deployed. Have fun!” blue. Full, thick black curls top a tall, gaunt frame.
As the system came up, in the video feed he could see the Riot Grrl
skipping down the side of the volcano. It was a weird gig. Zhiyong must ROLEPLAYING
really be behind the eight ball if he was calling him in. And far be it
from him to turn down an offer of access to the Dărăo network. • Attention deficit disorder, but dead serious beneath his façade
He started by deploying an automatic scanning program. Then his • Always leaves a quantronic calling card
system was screaming at him. A Nomad emergency beacon. His eyes • Enraged by anyone trying to find out his true identity
darted to the mercs he’d sent to infiltrate the Navaria Nightmares club
here on Neoterra, but everything there was fine. The signal had pinged BACKGROUND
the repeater on Paradiso from a couple clicks away. And then it had
been cut off. The Echo of Arachne, as he is also called, is a mystery. He’s believed
He cracked the package it had left behind: Access codes to some sort to be Bakunian, but any documentation of his true identity appears
of quantronic backdoor. And a single word: OPEN. What the hell—? to have been wiped before “Mr. Patch” made his first appearance in
His scanners nabbed a different quantronic signature. Closer this the Arachne hacker clusters, offering his services as a mercenary
time: A TAG in full combat mode. Its firewall reared its head as he hacker. Some theories hold that he’s a PanOceanian ex-pat; or an
probed its code, so he retreated and looked for another door. The code, Hassassin infiltrator; or a clone created tabula rasa by the Black
however, had allowed him to tag the machine as a Morat Raicho. Nasty Hand. Whatever the case may be, he has demonstrated a fierce
bit of business that. Trust his dumb luck. loyalty to the Nomad Nation
It took about two seconds to backdoor the code and slip in,
suppressing the intruder systems as he went. Heading straight for
the ejection system, he was not disappointed to find it less defended
than the TAG’s other controls. Sending one final message to the
pilot’s HUD—With Regards from Mr. Patch J—he enacted the
ejection protocols.
NEMESIS NEMESIS
APPEARANCE
ROLEPLAYING
BACKGROUND
BACKER: OLEN GRAVEL Olen took his nickname from the grinding sound he makes with his
teeth when angry at someone. Born and raised on Corregidor, he is
The ratcheting clank vanquished the darkness as the shady light a perfect representation of this heritage. He is very pragmatic, pro-
of dawn spilled into the workshop. Gravel ducked beneath the partly fessional, and free-spirited. He rarely talks about life before joining
open shutter and made his way towards the three repeaters and two the Hellcats, and no one asks. His service record places him amidst
helmets that were scattered across the central workbench, wrinkling all major engagements of the past twenty years: the Commercial
his nose at the unseemly state of the workshop and the stench of Conflicts. Second Phantom Conflict. The Outer Mercantile Crisis
cheap vodka. Putting his rifle carefully on the workbench as he sat, and the Union Revolts of the Jupiter-Pluto Circuit. Even the Fourth
he took out his personal toolkit and set to work disassembling one Antipode Offensive on Ariadna for some godforsaken reason.
of the repeaters. He ended up on Paradiso during the First Offensive. (The way the
His motions were precise, delicate, and executed with neither haste story goes is that he was visiting friends on the ground when the
nor sloth. Like a mantra, he repeated the procedure three times. Then he invasion started.) Then he got off-planet for awhile with a mercenary
turned his attention to the first helmet. contract in the Human Edge, only to be rotated back to Paradiso just
“Knock, knock.” The flirtatious voice drew his attention to the slender in time for the Second Offensive to kick off.
silhouette that had appeared at the shutter. He squinted his eyes against If it was someone else, people might start thinking of him as bad
the glare. Sasha. luck. But Olen approaches everything with such suave profession-
“Is your comlog broken now, too?” asked Olen, his voice a alism that his litany of experience mostly seems to just fill those
rocky rumble. around him with confidence. Sometimes, despite his best efforts, too
“Maybe just hearing that gravelly voice of yours isn’t enough for me,” much confidence.
Sasha grinned, throwing a leg over the bench next to him. “And maybe
letting you feast your eyes on me is just my way of saying thank you. Is
that mine?”
“Da, I fixed the transmission errors in your receiver.”
“Gracias, I knew you were good for something.”
“You really should take better care of your equipment. Înţelegi?”
Sasha put on a sarcastic pout. “That sounds boring.”
STATS (ELITE)
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
8 9 10 9 10 7 10
FIELDS OF EXPERTISE
Combat +2 1 Movement +1 — Social — —
Fortitude +1 1 Senses +1 1 Technical +2 2
DEFENCES
Firewall 10 Resolve 10 Vigour 10
Security — Morale 1 Armour 4
ATTACKS
• Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H,
Expert 1, MULTI Light Mod, Vicious 1
• Light Shotgun: Range C, 1+5§ damage, Burst 1,
Unbalanced, Knockdown
• Hacking Device: CLAW-1, SWORD-1, SHIELD-1, GADGET-3,
IC-1; +2§ bonus damage
APPEARANCE
ROLEPLAYING
BACKGROUND
Older than ALEPH itself and hailing from a wealthy PanOceanian family
which had made its fortune during the colonisation of Neoterra, Vitriarius
was a young university student when the AI was activated. Fascinated by
the dream of mankind’s birthplace, he emigrated back to Earth and putt-
BACKER: THOMAS SMITH ered about in the moribund field of archaeology for a number of decades.
He was killed in a traffic accident in 6 NC, but was lucky enough to have
“Thank you, counsellor, for your help.” lived long enough (and be wealthy enough) to be resurrected. He was
“My pleasure!” The lawyer rubbed his bald head. “You’ve given me killed again in 14 NC, and this time it took half a decade before he was
quite the puzzle to unravel, but I think I should have some answers for resurrected (narrowly skirting under the Resurrection Pacts). In the wake of
you by the end of the week.” his second death, he found himself weary of the dead end he had trapped
Professor Vitriarius nodded and turned away. As the door slid shut himself in. Leaving Earth, he journeyed to Varuna and became a premiere
behind him, he hopped out of the shell on Shentang. The body’s exo-archaeologist and one of the leading authorities on Helot culture.
programming would ensure that it found its way to the hotel on its own. In 47 NC, with this third body once gain turning venerable, he was
He was glad to be out of it, at least for the moment. It had just been a on Paradiso when the first alien artefacts were discovered at ZuluPoint.
communal carrier— shared by any Posthuman in need— and he wasn’t Initially it was a case of having the perfect skills in the perfect place
new-fangled enough to really be comfortable in a female body. at the perfect time, and Vitriarius became fascinated by the discoveries
In the next moment, he opened his eyes on the Black Elysium station in being made. But then, when the project became heavily classified, he
the Paradiso system. Checking his internal chronometer, however, he could was abruptly shut out. Unwilling to accept the mysteries he had been
see that several hours had elapsed—the time necessary for his conscious- unravelling, the professor spearheaded several expeditions into the
ness-diff to transmit at light speed through the wormhole network. NiemandsZone, gathering an enormous amount of data that couldn’t be
He hoisted himself out of the cradle that held his body here and went shared without fear of being persecuted for his crimes.
out into the laboratory. Through contacts he had cultivated, he became aware of the
“Ah! Professor Vitriarius! Your morning meeting went well?” mission to the Last Cosmolite in the Sisargas Islands. At great
“Very well, Betty. Thank you.” He nodded and smiled at her. “Have you man- personal expense, he attempted to infiltrate the islands himself.
aged to equalise the neuroplasticity on the zeta set of psychogenetic templates?” His flight was instead mistaken for a Combined Army attack and
“We’re running the random samples through a battery of tests, but shot down. Members of the S.S.S. were the first to reach his crash
it’s looking good.” Betty double-checked something on her private AR site and, strangely, ALEPH chose to reach out to the fatally injured
displays. “The compatibility ratings are very high.” professor, who could hardly refuse the AI’s enigmatic offer to become
“That’s great work. Look, I need to meet with Dr. Sharrakin, but I Posthuman. After all, he still had so much work to complete.
should be free in about an hour—” A high-priority alert blazed across his It took some time to adapt to his limitless existence, but with a
consciousness. “Excuse me, Dr. Straub.” countless number of years ahead of him, Vitriarius is more commit-
They were ready for him. That was quicker than he’d expected. But ted than ever to bridging the gap between the mind of man and the
it meant he didn’t have any time to spare. He left a copy of his geist in riddling conundrums of alien existence.
TROOPER/ELITE ELITE
NEMESIS
ELITE TROOPER/ELITE
APPEARANCE
ROLEPLAYING
BACKER: JEFFREY SITHI-AMNUAI
• Pessimistic, always painting pictures of the worst that
“Will you stop complaining, Sithi?” Beth shoved a stack of poker chips could happen
into the pot. • But optimistic, gregarious, and cracking jokes about the inevitable
“C’mon guys. I’m just asking why we’re way outside the Wall in the doom he foresees
middle of Antipode hunting season.” • Obeys orders without question
“I’m guessing it’s got something to do with the O-12 guy hanging out
in the lieutenant’s tent. What’s his name? Carson?” BACKGROUND
“That just makes it worse. O-12 agents. Space freaks.” Sithi
called the bet. Sithi grew up in the southern reaches of USAriadna. His family
“You got to admit that there are perks, though,” Yanni said, grabbing a was fiercely patriotic, with most of them hardcases in the Irregular
cold beer out of the automated fridge which had trundled its way up to Frontiersmen battalions. His father and grandmother were actually
the campsite with them. both killed on the same patrol during the first raids of the Third
“The beer is great,” Sithi conceded. “But don’t you find that thing a Antipode Offensive. His mother mourned, but never regretted the
little creepy?” man she had married nor the mother she had lost. As he grew up,
As if in protest, the fridge gave an irate beep. Yanni swung the she played the dozens of recordings his father had made, proudly
door shut. recounting family stories of Antipodean war stretching back for
“Read ‘em and weep,” Beth grinned, spreading three kings on the table. generations.
“Ladies first, I guess,” Sithi said. “By which I mean my ladies.” He When he became of age, Sithi joined the Irregulars himself. He
dropped three queens. “Assisted by a pair of handsome jacks.” Beth complained all the time, but somehow he was always the first into
cursed as he dropped his full house and scooped up the chips. any fray. His talents came to the attention of the USAriadna Rangers,
The tent flap swung aside and a small man — the guy out from who scooped him up and placed him with the 5th Minutemen. Now
Bureau Noir— stepped in. Sithi was tempted to ignore him, but he the Ariadnan Expeditionary Corps has been knocking at his door.
was followed by Lieutenant Timmons, and that brought everyone to Sithi honestly sees nothing but bad things if he heads for Paradiso,
their feet. but he is, after all, a patriot.
The space freak crossed his hands behind his back and swept them
ELITE NEMESIS
DEFENCES
Firewall 12 Resolve 10 Vigour 10
Security — Morale — Armour 2
ATTACKS
• Boarding Shotgun: Range C, 1+8§ damage, Burst 1, 2H,
Knockdown, Medium MULTI
• Normal Shells Mode (Primary): Area (Close), Spread 1
• AP Mode (Secondary): Piercing 2
• EI Hacking Device: CLAW-2, SWORD-2, SHIELD-2,
GADGET-3, IC-3, UPGRADE [Sucker Punch] +2§ bonus
damage
GEAR: Multispectral Visor 2, Nu-El Armour (with
AutoMediKit)
SPECIAL ABILITIES
• Corahtaa: The Tracker can speak the Tohaa pheromonal
language; communicating silently and securely with other
speakers within Close range. They cannot use Psywar
actions or techniques which require deception when
using Corahtaa.
• Data Tracker: When making an Infowar attack, the Tracker
can reroll up to 3§.
• I Am the Law: When gathering information on their
quarry, the Tracker can reroll one d20 on research tests,
but must accept the new result. Further, they benefit from
one bonus Momentum for any social skill tests taken
during their information gathering.
• Nowhere to Hide: The Tracker can reroll one d20 on
Observation tests, but must accept the new result.
APPEARANCE
Clear blue eyes and short blonde hair frame a placid face. Short in
stature, his shoulders are broad. A simple, wooden crucifix hangs
around his neck.
ROLEPLAYING
BACKGROUND
STATS (ELITE)
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
10 8 9 9 8 10 9
FIELDS OF EXPERTISE
Combat +2 2 Movement — — Social +2 1
Fortitude +1 1 Senses +1 1 Technical +1 —
DEFENCES
Firewall 8 Resolve 9 Vigour 9
Security — Morale — Armour 5
ATTACKS
• Combi Rifle: Range C/M, 1+5§ damage, Burst 2, 2H,
Expert 1, Light Mod, Vicious 1
• DA-Coated Sword: Melee, 1+9§ damage, Unbalanced,
Non-Hackable, Parry 2, Vicious 3
• Breaker Pistol: Range R/C, 1+4§ damage, Burst 1, 1H,
Biotech, Breaker, Piercing 1, Vicious 1
ELITE
GEAR: Powered Combat Armour (Vestments; gain up to
JORŌGUMO
+3d20 on Brawn tests with +3 complication range)
A type of yōkai, or “bewitching spectre”, ATTRIBUTES
SPECIAL ABILITIES from Japanese mythology, Jorōgumo were
AGI AWA BRW COO INT PER WIL
• Incarnate Vengeance of God: A soldier of faith, Stephen shape-shifting spider demons that would
is an accomplished warrior. He can reroll up to 2§ when take the form of an attractive maiden to 12 14 10 9 7 4 7
making a Combat test, but must accept the new results. trick unsuspecting prey. Yu Jing’s Nipponese FIELDS OF EXPERTISE
• Inspire by Faith: Stephen’s steadfast belief is like a beacon soldiers carried their homeland’s tales with
Combat +2 2 Movement +2 2 Social — —
to those around him. Any time forces under his command them in their travels, providing them with
Fortitude — — Senses +2 2 Technical — —
within line of sight are subjected to a Psywar attack, those a fitting classification for the arthropods of
forces gain +2§ Morale Soak. Paradiso collectively known as Jorōgumo. DEFENCES
• Lead by Example: Stephen is a natural leader who easily Firewall N/A Resolve 7 Vigour 10
gains the respect of those he commands. When dealing Referring to a variety of species, Jorōgumo Security N/A Morale — Armour —
with allied forces, spending 1 Heat to add dice to a resemble tall, stick-like spiders, standing
ATTACKS
Command test will add three d20s instead of one (the about five metres tall. This plays into a
• Venomous Bite: Melee, 1+5§ damage, Biotech, Toxic 2,
normal maximum of three bonus d20s still applies). favoured hunting strategy, where the crea- Vicious 2
tures stand upright and fold in their limbs; • Corrosive Saliva: Range C, 1+6§ damage, Immobilising,
swaying gently in the wind, their upright Terrifying 1, Torrent, Vicious 1
posture combined with their wispy antennae SPECIAL ABILITIES
camouflages them as trees. If one catches the • Common Special Abilities: Grasping, Inured to Pain
light just so, they can also vaguely resemble • Patient Predation: The Jorōgumo’s uncanny ability to
a human woman, at least in silhouette. blend into its environment makes it difficult to spot, even
if you know what to look for. They benefit from 2 bonus
A hunting Jorōgumo endeavours to quickly Momentum on Stealth tests to remain hidden.
kill its prey, often depositing clusters of eggs
within still-warm corpses, to the horror of any
unfortunate witnesses.
APPEARANCE
In his late twenties, standing 1.6 metres tall, Steven has a more lean
than muscular body. His black hair curls naturally and he sports just
enough length for that to be seen.
ROLEPLAYING
BACKGROUND
TROOPER ELITE
APPEARANCE
ROLEPLAYING
BACKGROUND
ELITE ELITE
APPEARANCE
Dark curls and a long face are perfectly complimented by the warm
and sincere smile offered to most people he meets. British ancestry
shines through clearly in his voice and manners.
ROLEPLAYING
BACKGROUND
NEMESIS TROOPER
*****
Bong-Gyun kept his cameras running. The Fusiliers rallied. Held for
a long moment, and then another. But then one of the Raicho charged
forward, heedless of its own safety, and released a nanopulser. The
Fusiliers were broken, falling back. The first ranks of the Raicho stepped
through their breach.
And then there was an explosion from behind the Raicho. Confusion
was sown in their ranks. The Zúyo ˘ ng—the Invincibles—had arrived.
The day was won.
APPEARANCE
ELITE
APPEARANCE
ROLEPLAYING
BACKGROUND
They say everybody has a vice. If Yasha has one, it is a longing for air.
Born and raised in the modules of Corregidor he—as with so many
others—had never once tasted fresh air. When he was young, how-
ever, his mother gave him a holo-recording of a green hill under blue
skies with a fierce wind whipping the trees. Family heirloom she said.
It was the only thing she ever gave him.
His days began in the same gang that had been the lifelong home
of his parents. He was a regular guest in the cells of the Alguaciles. A
daredevil and thrillseeker at heart, the opportunity to join the armed
forces seemed a natural way to escape from the corridor-crawlers.
His first two missions were disasters that he only managed to
survive due to cunning and sheer stubbornness. Then the Hellcats
BACKER: GEORGES THENOR-LOUIS came calling.
A lot of Corregidorans are hesitant when making the leap (liter-
The countdown was the only thing visible in the darkness of the ally) to planet-side missions. But not Yasha. He still meditated to the
passenger hold. Each second that ticked away seemed to stretch out sight of those wind-whipped trees and he wanted to feel that wind
longer and longer for Yasha. “Wake up, jump ahead,” he said as he for himself.
tapped his neighbour on the shoulder at the thirty count. Not waiting for And it turned out that high-speed insertions and high-risk
a reply, he took up position near the jump door and scanned the latest threshold operations were just the thing to get him smiling… and
frontline intel. never stop.
“Hey, hot zone. Almost makes up for the low jump,” he said mirthlessly He has seen fighting on Paradiso, Svalarheima, and Dawn during
to himself. Which was apparently the code phrase to open the jump door. the last ten years. When command needs a last resort, he’s the man
A smile crept onto his lips as the wind struck him. they send.
Yasha leapt without delay on his turn, letting the soaring wind
embrace him as he dove head first. The ground was a greyish-white
blur, but details were becoming clearer very fast even with his comlog
placing a tactical grid in front of his vision. He chose a landing spot and
angled his body towards it, picking out the different elevations in the
rocks as he flew and watching the small specks resolve into buildings
and trees. A final veer to the right brought him into position and angled
his feet toward the ground. He waited for a count of two before firing
the jets when the altimeter warning sounded and laughed hard as the
deceleration hit him like a brick wall. A huge fountain of snow and slush
exploded around his impact.
Not wasting any time, he rolled sideways, brought his weapons up,
and checked his position before running towards a small wood that was
under assault. Two Geckos were using the cover of a rock formation to
hide from an outpost’s intense bursts. Yasha carefully took aim at the
TROOPER NEMESIS
APPEARANCE
ROLEPLAYING
BACKGROUND
NEMESIS ELITE
PROGRAM TEMPLATES
Hackers have a great deal of flexibility in the HACKING DEVICE
programming load outs they choose for their hack- • Combat Support: CLAW-1 Spotlight, GADGET-1
ing devices. Adversaries are no exception to this. Controlled Jump, GADGET-1 Fairy Dust, SHIELD-1
Throughout the Adversaries chapter, therefore, stat U-Turn
blocks will only list the specific hacking device typ-
ically used by a particular type of adversary. These • Infiltrator: CLAW-1 Blackout, CLAW-1 Overlord,
hacking devices can then be combined with one of GADGET-1 Lockpicker, SWORD-1 Slasher
the program templates listed below. This will allow
the GM to rapidly customize their hacker NPCs, • Lurking Admin: CLAW-1 Brain Blast, IC-1 Deadfall,
and get maximum utility out of Infowar-focused IC-1 Redtape, SWORD-1 Slasher
adversaries like Evo Troopers (p. 433), Reverend
Moiras (p. 452), and Wardrivers (p. 461), along • Remote Jockey: GADGET-2 Assisted Fire,
with any other NPCs who might want to employ a GADGET-2 Enhanced Reaction, SHIELD-1
hacking device. Exorcism
• TAG-Killer: IC 1 Countermeasures, CLAW-2 Expel, • Grey Hat: CLAW-2 Oblivion, IC-2 Gaslight,
CLAW-2 Oblivion, CLAW-3 Basilisk SHIELD-2 Breakwater, SWORD-1 Brain Blast
• Wight: IC-1 Hivemines, CLAW 2 Oblivion, CLAW-3 • Infiltrator Plus: CLAW-2 Oblivion, GADGET-1
Carbonite Lockpicker, SHIELD-2 Breakwater, SWORD-2
EI HACKING DEVICE
• Halo Hunter: CLAW 2 Oblivion, SWORD-1 Slasher,
SWORD-2 Redrum, SHIELD-2 Breakwater
MEDICINE
9-14
PSYCHOLOGY
METANOIA
SCIENCE
TECH WEAPONS
VIGOUR
RIGHT LEG LEFT LEG PERSONALITY WEAPON NAME
15-17 18-20 SKILL SIGNATURE EXP FOC TN RANGE DAMAGE BURST SIZE AMMO
ANIMAL HANDLING
WOUNDS COMMAND QUALITIES
LIFESTYLE
HARM EFFECTS ARMOUR EQUIPPED PERSUADE WEAPON NAME
RANGE DAMAGE BURST SIZE AMMO
WILLPOWER
SKILL SIGNATURE EXP FOC TN
QUALITIES DISCIPLINE QUALITIES
TALENTS HOST GEAR
NAME SKILL RANKS TYPE ASSETS EARNINGS CASHFLOW SHORTFALLS
AGI AWA BRW COO INT PER WIL
EFFECT
NAME SKILL RANKS NAME QUANTITY MAINT
AUGMENTATIONS
EFFECT NAME TYPE LOCATION
NAME SKILL RANKS
EFFECT
HOST ATTRIBUTES
NAME SKILL RANKS
EFFECT
NAME SKILL RANKS
EFFECT
CHARACTER DESCRIPTION
NAME SKILL RANKS
EFFECT
NAME SKILL RANKS
EFFECT
HEIGHT WEIGHT HAIR EYES
NAME SKILL RANKS
EFFECT AMMUNITION RESOURCES
AMMO CATEGORY RELOADS NAME QUANTITY
NAME SKILL RANKS
QUALITIES
EFFECT
AMMO CATEGORY RELOADS
QUALITIES
NAME SKILL RANKS
EFFECT AMMO CATEGORY RELOADS
QUALITIES
NAME SKILL RANKS
AMMO CATEGORY RELOADS
EFFECT QUALITIES
ADDITIONAL INFORMATION
LIFESTYLES PORTRAIT
NAME RATING MAINT
CHARACTER ADDENDUM
BACKGROUND
AGE LANGUAGES
LIFEPATH CHARACTERISTICS
FAMILY
FAMILY SOCIAL STATUS
YOUTH EVENT
SPOUSE
EDUCATION
FIRST CAREER
THIRD CAREER
EXTENDED PERSONALITY
FOURTH CAREER
FAMILY
LIKES
CATCHPHRASES &
BATTLE CRIES
CONTACTS
NAME NOTES
ADDITIONAL TALENTS HACKING DEVICE
NAME SKILL RANKS CLAW SWORD SHIELD GADGET IC
EFFECT DEVICE PROGRAMS
NAME DAMAGE QUALITIES / SPECIAL EFFECTS
NAME SKILL RANKS
EFFECT
NAME SKILL RANKS
EFFECT
NAME SKILL RANKS ADDITIONAL WEAPONS ADDITIONAL GEAR
EFFECT WEAPON NAME NAME QUANTITY MAINT
RANGE DAMAGE BURST SIZE AMMO
NAME SKILL RANKS
QUALITIES
EFFECT
WEAPON NAME
NAME SKILL RANKS
RANGE DAMAGE BURST SIZE AMMO
EFFECT
QUALITIES
NAME SKILL RANKS
WEAPON NAME
EFFECT RANGE DAMAGE BURST SIZE AMMO
NAME SKILL RANKS QUALITIES
EFFECT
WEAPON NAME
RANGE DAMAGE BURST SIZE AMMO
NAME SKILL RANKS
EFFECT QUALITIES
NAME SKILL RANKS NOTES
EFFECT
NAME SKILL RANKS
EFFECT
DESCRIPTION
ADVERSARY
ADVERSARY NAME
AGI AWA BRW COO INT PER WIL
FIELDS OF EXPERTISE
COMBAT MOVEMENT SOCIAL
FORTITUDE SENSES TECHNICAL
DEFENCES
FIREWALL RESOLVE VIGOUR
SECURITY MORALE ARMOUR
HARMS
ATTACK NAME
RANGE DAMAGE BURST SIZE AMMO
QUALITIES NOTES
ATTACK NAME
RANGE DAMAGE BURST SIZE AMMO
QUALITIES
ATTACK NAME
RANGE DAMAGE BURST SIZE AMMO
QUALITIES
AR AVATAR
GEIST
GEIST NAME
AGI AWA BRW COO INT PER WIL
DEFENCES
FIREWALL RESOLVE STRUCTURE
SECURITY MORALE ARMOUR
ROLEPLAYING
HARMS
BREACHES METANOIA FAULTS
BACKGROUND
TRAITS
1 4
2 5
3 6
TALENTS
NAME SKILL RANKS
EFFECT
BACKERS
A Curtis, A Thomson, A.T., Aaron, Aaron A Gonzales, Aaron England, Aaron Fortner, ap John Williams-Harrow, Angel “Badgerfish” Llera, Ángel L. Jarillo (ALJO), Ángel
Aaron J. Schrader, Aaron J. Wong, Aaron Mitton, Aaron Pothecary, Aaron ‘Random’ Osuna (Conanelectronico), Angela Nichols, Angelic Despot, Angelo Pileggi, Angry
Brown, Aaron Reimer, Aaron Smithies, Aaron Weinz, Aaron Woodside, Abba Elfman, norwegians, Annette, Anson LeBrid Bird, Antero, Anthony “Fixer” Hansen, Anthony
Abel “SrProu” Vázquez Bayón, Abhishek Ray, Abraham Garcia, Abstract Turtle, Abydog, “Infornographie” Avila, Anthony ‘Anfernee’ Mason, Anthony Careatti, Anthony
ace, Adam “Ace” Krump, Adam “Yuusha” Peters, Adam (Minmax) Abramson, Adam Contoleon, Anthony Craig Senatore, Anthony Funaro, Anthony Howell, Anthony Marks,
Ackerman, Adam Atencio, Adam Benedict Canning, Adam Bienvenu, Adam Bysko, Anthony Pavone, Anthony Trainer, Anthony Wilson (Ouchies), ANTi-GRAV, antoine
Adam Cortes, Adam Crumpton, Adam Ezra, Adam Hyz, Adam I. Shagan, Adam Kibbler, (eorl) BISCH, Antoni Diaz, Antonin Dussaix, Antonio Ignacio Gutiérrez Caride, Antonio
Adam Masishin, Adam Neisius, Adam Paciorek, Adam R Johnson, Adam R. Stein, Adam Martín Yuste, Antonio Perez Sanchez, Antonio Rodriguez Lopez, Antonio Sánchez
Reynolds, Adam Richardson, Adam ‘Rolo’ Rolan, Adam Skelton, Adam Swift, Adam Sánchez (Jehuty), Antonio Santos, Antti Ilmavirta, Antti Kautiainen, Antwan R, Aoren,
Walck, Adam Waller, Adam Whitworth, Adam, Peter & Emma Spence, Admael Stark, apHywel, Apocryphal Lore, Arakas, Arckane, Ardegrath, Aric Wieder, Arjan de Koning,
Admiral JCJ Farley, Adnan Ali Khan Choudhury, Adrià Antón Peidró, Adrián Muñoz Arkhosh, Armihaul, Arnau “Duncan” Pérez-Torné, Arno.Nico.Steph, Aron Britchford,
Antón, Adrian Praetorius, adumbratus, Adventurer’s Quarter, Aeious, Aeyran, Aron Bud Burton, Aron Hoskins, Arron Hooks, Arthur “SebsokK” Duthoo, Arthur Chang,
Agentomega, Aghork, Agis Neugebauer, Aidan O’Brien, Aiden Hayes, Aiden Turner, Arthur Gibbs, ArthurDent, ArTrodes, Artur Jeziorski, Arvin “KAZEfirst” Kayz, Ash Brown,
AikasMX, AikiGhost, Aiwe & Indael, AixAthanatos, Aj Comfort, AJ Whitfield, Åke Argéus, Ashley “Warpstone” Barrot, Asier Serras Gorostizagoiza, Asociación 6D6, Associazione
Akesh, Akrabat The Goblin, Al Shirey, Alain Sarti, Alain Y. Poli, Alan Borthwick, Alan Cavalieri Dell’Esagono - Trieste, atarola, Atlictoatl, Attila ‘Atis’ Bodrogi, Aubrey Knight,
Jaeger, Alan Klaebel Weisdorf, Alan Mort, Alan Washburn, AlaNegra, Alasdair MacIver, Aurioch, Austin Enriquez, Australoup, Avelino J. Avelenda, Aven Lee, Avery Lee, Aviad
Alastair “dulydude” Duly, Albek, Alberto Elortegui, Alberto Maran, Alberto Mosquera Madar, AVS, Axelle Vidal, Aymeric DORIDOU, Ayron Atkinson, Azhacael, B. Griffiths, BA
Villarino, Alcethenecromancer, Alec MacKinnon, Alejandro, Alejandro Dell’Olio, Sparks, Bad Syntax, Badula, Baiyuan, Bajorque aka Anne-Sylvie, Baradaelin, Barney
Alejandro J. Sánchez Sotano, Alejandro Luna Martínez, Alejandro Villagrana, Hanlon (shrikeh), Barrie Voice, Barry Gingell, Barry Watson, Bart Kersteter, Bartosz
Alesander Robleño, Alessandro Arduino, Alessandro Bertuccelli, Alessandro Guardigli, “Asar” Skorupa, Bartosz “Stoperssonn” Stopczyk, Basil Lisk, Bastian Dornauf,
Alessandro Pantani, Alex, Alex “Nailbomb” Donald, Alex Bast Jensen, Alex Born, Alex Batronoban, Bawon Samdi, BD Davis, BeardedBrigand, Beerbarian, Belakar, Ben
Char, Alex Cropp, Alex Erhardt, Alex Fashandi, Alex Geiger-Wagner, Alex Hagerman, Bogaerts, Ben Corcoran, Ben Cunningham, Ben Drake, Ben Franzen, Ben Frost, Ben
Alex Kartzoff, Alex Koza, Alex Lexxman Fueller, Alex Manduley, Alex Osborne, Alex R, Hayes, Ben Jones, Ben Lambert, Ben ‘Red Rook’ Nettleship, Ben Rogers, Ben Rowe,
Alex Redshaw, Alex Sawinski, Alex Sinkowski, Alex Torres, Alex Tynan, Alex Ben Seager, ben shultz, Ben Sorrie, Ben Stones, Ben Warner, Ben Wood, Benj ‘kerberos’
Withycombe, Alexander, Alexander “F9SSS” Loginov, Alexander Allan, Alexander Ballis, Hanson, Benjamin Kenner, Benjamin Koch, Benjamin W Royal, Benn Graybeaton,
Alexander Brethouwer, Alexander Chan, Alexander Chang, Alexander Eriksson, Benoît “Aybarra” Pisani, Benoit Heslouin, Bentley, Bernardo Tacchini, Bernd
Alexander Gage, Alexander Gray, Alexander Herbert, Alexander Howell, Alexander K. Sommeregger, Bernd W.E. Petermann, Bernie, Bertrand Dehouck, Beto Serna, Bibi, Bill
Haynes, Alexander Kunze, Alexander Landmann, Alexander Lang, Alexander Mole, Heron, Billy Clabough, Billy ‘wildbill’ Young, BionicRope, Björn Berg, Björn Löb, Björn
Alexander Sawyer, Alexander Shvarts, Alexandre “Magnamagister” Joly, Alexandre Söderström, black2k, BlackTalon 588, Blair MacDougall, Blake Graumann, Blake Jolly,
Bouchard, Alexandre Dupuis, Alexandre Larivee, Alexandre SAUTER, Alexandrite Blake McCormack, Blangis, blix, BlkBunny, bluesickboy (N8), Bo Fahlberg Madsen,
Draconis, Alexey “Ariwch” Ksenzov, Alexis [Khalaiiss] Stacke, Alfonso Botas, Alin, Bob Fletcher, Theo McGuckin and Noah Ingram, Bob Huss, Bob Lewis, Bob McConnell,
Alistair Cleave, Alistair Gillies, Alistair Higgins, Allan Wilson, Allen “Wildchevy” Emlet, Bob Munsil, Bob Thomas, Bobby Erlichman, Boman Hwang, Bomster, Bonsai, Boon
Allen Cantrell, Allen Guise, Alninio, Alosia Sellers, Aloysius Ewing, Alphaspel, Hwee “Bonkers” Yeo, Börds, Borednlost, Boring Sid, Boris Rothmund, Boris Volk,
Alphatier, Altorinne, Álvaro Canda Tovar, Álvaro López Aránguez, Álvaro Marfil, Álvaro boxer6, Brad Bell, Brad Clark, Brad D. Kane, Brad Evans, Brad Hickman, Brad Kim, Brad
Sánchez Gómez, Alwin Penterman, Amber Ryan,Amertes, Amie kievit, Amonchakai, Madden, Brad Petrie, Bradley Bennett, Bradley Dunn, Bradley Ingram, Bradley Lyons,
Anarkhan, Anastasia Patterson & Garrett O’brien, Anders Björnberg, Anders Brady Cox, Brady Webb, Bram Dyckmans, Brandon “Xar” McKee, Brandon Boulter,
Vestermark, Anderson Saw, André “Hoargald” Kleilein, André Buchheim, Andre Feliz, Brandon Busby, Brandon Hodgins, Brandon K. Fero, Brandon Kreager, Brandon
Andre Harmon, Andre Herpertz, Andre J, André Kießelbach, André Norell, Andre/Ryan, Morgan, Brandon Robinson, Brandon Tneh, Brant & Calhon Waterson, Brax, Braz,
Andrea Carbone, Andrea Dalle Vedove, Andrea Filisetti, Andrea Gualano, Andrea brazil808, Bremy, Brendan Hutchison, Brendan Murphy, Brendan O’Connor, Brendan
Pedrani, Andrea Peruggini, Andrea Sasso, Andreas, Andreas “Dante” Timel, Andreas Toliver, Brennan Dawson, Brennan See, Brent “Quorum Of 4” Ahern, Brent Evans,
ESSO Jensen, Andreas Felde, Andreas Gruber, Andreas Hötzel, Andreas K., Andreas Brent Shadwell, Brepost, Brett Adams, Brett Easterbrook, Brett Tennant and Ryan
Lundmark, AndreRow87, Andres Villaseca, Andreu Albert Correa, Andrew “Ikomajedi” Hart, Brian “Lexington” Solomon, Brian “Snugs” Stout, Brian “The Gnome” D., Brian A.
Howell, Andrew Bailey, Andrew Bowles, Andrew Brandt, Andrew Broxham, Andrew C., Nichols, Brian Boese, Brian Browne, Brian Collins, Brian ‘Doc Bacon’ Smith, Brian
Andrew Campbell, Andrew Comery, Andrew Craghead, Andrew Cumming, Andrew Fowler, Brian Freund, Brian Hart, Brian Kirchhoff, Brian L Smith, Brian Orban, Brian
Deignan, Andrew Don, Andrew Doucet, Andrew Dynon, Andrew Gorman, Andrew Pugh, Brian Ross Edwards, Brian Skov-Nielsen, Brian Stelter, Brian Woods, Brittle,
Gould, Andrew Green, Andrew Guentert, Andrew J Garbade, Andrew J. Hayford, Andrew Brody “Madzerker” States, Brother Domitian, Brother Faust, Brother Knight Manuel A.
Jankovic, Andrew ‘JoeKano’ Godde, Andrew Johnson, Andrew Knipfer, Andrew Laliberte, Moya of the Holy Sepulcher Military order, Bruce Turner, Bryan D., Bryan Harclerode,
Andrew Lewis, Andrew Lloyd, Andrew Lubich, Andrew MacD, Andrew Markell, Andrew Bryan Launier, Bryan Patraw, Bryan Zancanella, Bryce Bonzo, Bryce Deakin, Bryce
Marshall, Andrew McKinney, Andrew Moreton, Andrew Newton, Andrew Ng Yun Ru, Undy, Bryton Tateishi, BuckDharma, Bucky0, Buddajaxx Brothwood, Bulleye, Burke
Andrew Niekamp, Andrew P. Moore, Andrew Parent, Andrew Pearson, Andrew Puchnin, Snow, burningcrow, Burny, Buscador95, Byron Bornhorst, Byron D. Molix, C Scarr,
Andrew R Bussey, Andrew Rout, Andrew Sinclair, Andrew Travers, Andrew Urbanski, “Casata Lannister” Infinity Combat Group - Alessandria, C. B. Ash, C. MacLean, C. Preston
Andrew viking Gill, Andrew Wells, Andrew ‘whitenoise’ Rogers, Andrew Zucker, Andrey Richards, C.J. Hill, C.Whelan, Caleb Gordon, Caleb Twitchell, Calibur_ex, Calindor,
‘asm0dai’ Lazarev, Andy Akins, Andy Bethell, Andy Dorman, Andy el Sabio, Andy G, Andy Callum Smith, Cam G, Cameron “Khalus” Haggett, Cameron A McGinley, Cameron
Nicholson, Andy Rennard, Andy Slack, Andy Walmsley, AndyE, Anestis Kozakis, Aneurin Wassom, Caoimhe Brennan, Captain Agrippa, Captain Pipebeard, Captain Protagon,
504 Backers
THE ROLEPLAYING GAME
Captian Ahab, Cargo Manshark, Carl Beard, Carl Grant Lehmann, Carl Powell, Carl Tees, Herink, Daniel Hermle, Daniel HUERTOS, Daniel Ing, Daniel Joelsson, Daniel John
Carlo Desiderio Zanella, Carlo Krebs, Carlos “Eddorre” Rodriguez, Carlos “Pyttman” Richardson, Daniel jun, Daniel L Thompson, Daniel Leggett, Daniel Martindale, Daniel
Mangas, Carlos Calabuig, Carlos Manuel Luna Cuenca, Carlos Mimoso, Carlos Melchin, Daniel Mortensen, Daniel Mosley, Daniel O, Daniel Plastic Caton, Daniel
Restrepo, Carlos the Dwarf, Carsten “semiomant” Husek, Carsten Bärmann, Carter Ridley, Daniel Scheuss, Daniel Scholefield, Daniel Shaw, Daniel Sturgiss, Daniel T.
Brent AKA Wrathmaur, Casey Gilliland, Casey Goss (Deltabeoulve), Casey Roberts, Kulhanek, Daniel Thornton and Matthew Young, Daniel Whitmee, Daniel Wilkinson,
Casper Fertier, Casper Raundorf, Cassiar Beaver, Caz and Del, CBudworth, CE Chua, Daniel Willuweit, Daniel Wixson, Daniel Yauger, Daniele “I’Biondo” Ermini, Danny
Cedric “Cedwfox” FERRUT, Cedric “Le Dindon” Gillmann, Cédric “Lilan” LIGEONNET, Babin, Danny Seedhouse, Danny Tan, dansterd, Dante Sanders, Darien “SabotSsnake”
Cedric dubbiosi, CelestialDoggie, Celoy, Cesare Verzini, Chad Bartlett, Chad Booth, Liddell, Darin Belcher, Dario Vojnic, Dariusz Wesołowski, Darkside, Darnok, Darren,
Chad Verrall, Chance Medlin, Chaoran Cheng, Chaosmeister, Chaosnight, Chaostroll, Darren “littlebear” Pearce, Darren Buckley, Darryl Roberds, das_ninja, Dasha
Charles “Dreamstreamer” Alston, Charles Coleman, Charles Kinter, Charles Shepherd, Melnikova & Egor Zajcev, DaSilva, Dave, Dave “Felix” Pike, Dave “KingDaveTheBest”
Charles Sousa, Charles St-Laurent, Charles Tibbals, Charles Wilkinson, Charlie Hood, Dave “Mefisto” Laithwaite, Dave “Obscuro” Ward, Dave “Wintergreen” Harrison,
Heckman, Charlie St Clair, Charno, Chase Murphy, Chase Smith, Che “UbiquitousRat” Dave Duerschlag, Dave Edwards, Dave Godwin, Dave Holliday, Dave Kelly, Dave
Webster, Cheston P. Keck, Chip Dickerson, Choucas, Chrarm, Chris “Durty B” Broeska, Keyser, Dave Muench, Dave Pinches, Dave Satterthwaite, Dave Schatz, Dave Seitz,
Chris “Grimtooth” Colborn, Chris “Jimmy2Shot” Grinstead, Chris “The Tilean” Mumford, Dave Stolarski, Dave Tiberius Curran, Davezilla Chris Sprules, David “Cervantes3773”
Chris A Challacombe, Chris A. Johnson, Chris Adams, Chris Avery, Chris Ball, Chris Seley, David “Claidhmor” Garbowski, David “Kodo” Codosero, David “MarcoSkoll”
Barney, Chris Buck, Chris Carpenter, Chris Chambers, Chris Charlton II, Chris Collins, Fincher, David “Overkill” Peers, David “Zleapy” Rindbäck, David A. Baird, David Abad
Chris Corvus, Chris D, Chris Dorfschmidt, Chris Dunn, Chris Edwards, Chris Halverson, Vich, David Andrews, David Bayless, David Berry, David Blount, David Briski, David
Chris Hartford, Chris Hodge, Chris Jackson, Chris Jarratt, Chris Johnson, Chris Kenna, Bruce, David ‘Bunniegodd’ Webster, David Chervanik, David Clarke, David Cousins,
Chris Kornfeld, Chris Laude, Chris Law, Chris Maggard, Chris Matthews, Chris May, David Dalton, David Dauterive, David E Durrett Jr, David Ellery, David Fernàndez
Chris Menking, Chris Michael Jahn, Chris Milne (aka Milney), Chris Mitchell, Chris López, David Flores Pires, David Fry II, David Gibbings, David Gröbner, David Haidon,
Moak, Chris Naj, Chris Newman, Chris Otton, Chris Parson, Chris piatt, Chris Poon, David Harrison, David Hibbs, David J. Clark, David Johnston, David Khoo, David Kirlin,
Chris Rouse, Chris Snyder, Chris Sousa, Chris Thomas, Chris V., Chris Visser, Chris David Lamarre, David Lavictoire, David Leong, Adi Farhan Jumali, Joshua Tan and
Walker, Chris Welsh, Chris ‘Yvraith’ Barton, Christer, Christer Malmberg, Christian Timothy Leong, David Lyons, David Marc Gardiner, David McGuire, David Morgans,
“Cohinor” Krieger, Christian & Hendrik Klee, Christian “Corvus” Häusler, Christian A. David Morris, David N Stevens, David Nadj, David O., David Ogea, David P. Karcher III,
Nord, Christian Curado, Christian Douven, Christian Klinkewitz, Christian Lacerte, David Paul Guzmán, David R Cunningham, David R. Graham, David Rache, David
Christian Mejstrik, Christian Ø. Jensen, Christian Probst, Christian Svalander, Christian Rhode, David Rolton, David Schweighofer, David Snart, David ‘Spin’ Springbett, David
Taylor, Christian van den Boom, Christian Weinert, Christoph B., Christoph ‘Keladryel’ Stewart, David Stillberg, David Trew, David Un, David W Smith, David W. Kaufman II,
Schrage, Christoph Sueka, christophe ECKENFELS, Christopher Avery, Christopher David Waldron, David Whitworth, David Wilcox, David Wolf, Davide, Dawfydd Kelly,
Barney, Christopher Barrett, Christopher Bohdaniuk, Christopher Cecil, Christopher Dawid Kępa, Dean Brown, Dean Burling,Dean Harvey, Dean Kirkpatrick, Declan Ellery,
Corayer, Christopher Curtis de Diego, Christopher D. Garland, Christopher Evans, Dee Ramsey, Deep_Winter, delirium, Demarcosg, Demihuman, Denis Darwish, Denis
Christopher Feola, Christopher Fodge, Christopher Gebhart, Christopher Goundry, Frédéric-Martin, Denis Großmann, Dennis D. Carter, Dennis K. Cross, Dennis Kieper,
Christopher Gunning, Christopher Harris, Christopher J. Lees, Christopher L Jones, Dennis Kripzak, Dennis McCollum, Dennis Ovens, Dennis Rx, Dennis Seeliger, Dennis
Christopher L. Moore, Christopher Malone, Christopher Niziol, Christopher Reid, Walter, Denny “the_eldar” Buhle, Denny Yan, Derek Briscoe, Derek Carnell, Derek D
Christopher Sanders, Christopher Segerson, Christopher Weuve, Christopher Willett, Young (Winnipeg, Canada), Derek Fleetwood, Derek Hand, Derek Martin, Derek Mayne,
Christopher Wordekemper, Chrystian Silva, Chuck Cordivano, Chuck Rodgers, CJ Derek Schmidt, Derek Stiles, Derrick Cochran, Derrick Schwartz, Deshkorgos,
Brenner, Claude Westmoreland, Claudius Sol, Claus Bo Christensen, Clayton Schmitt, Despoulain F-Xavier, Dess, Deven Selikha Tooze, Devon “Popinfrsh” Golub, Dewar
Clifford Cordingley, Clinton Williams, Clio51, Clive Parkin, Clunker, Clyde Lee Graham, Gray Peterkin, Dhed Jr, Dice Saloon, Diego (Oda) Tomé, Diego Morales Quintana,
Cobra Burbuja, Cody A. Hobbs, Cody Black, Cofradía del Dragón, Cole “Martok” Olson, Diego Moura, Dietmar Böhmer, Dillon Burke, Dimitri Achminov, Diodoro Alegre
Cole Webber, Colen McAlister, Coleslaw, Colgrevance, Colin Brook, Colin Chapman, Ontavilla, Dirk Keienburg, Dirk Koch, Dirk Lancer, Dirk Lange, Dirk Vanleeuw, Dittrich
Colin Lloyd, Colin M Morrison, Colin Miller, Colin Padgett Arnold, Colin Pyle, Colin Christoph, Dizzy, DJ & Leigh Rost, Dj Ludowici, Dmitrij “DTR” Semionov, Dmitry
Thomas, Coman “Niraco” Razvan, Companero, Confanity, Connor Butler, Connor Holden, Bogdanov, Dmitry Ryabchuk, Dom “by the tentacles” Toghill, Domenico Radogna
Connor Kelly, Conor degroot, Conor Warde, Constantí Montsó i Cadena, Constantin Ermes Cellot, Dominic “Domo” Woods, Dominic A. Nursey, Dominic Rawle, Dominic wai,
Patrascu, Constanze Schmidt-Sinn, Corey Gajajiva, Corey Spillis, Cornelius Milertens, Dominik “Frischi” Frischknecht, Dominique ‘Dee’ Hendrikx, Domus, Don, Don Penney,
Corvo Lee, Cory “Korva” Cass, Cory Cook, Cottar “Nnay” Yann, Count Thalim, crabmancer, Donald Gardner, Donald Johnson, Donald Lang, Donald Trump, Donavon Boyd,
Craig “Stevo” Stephenson, Craig Gaddis, Craig Irvine, Craig J. Morgan, Craig Namvar, Dongkyu Uh, DonGlo, Donnie Rose, Dorian Knight, Dorian Zaharia, Dorothy Sich, Doug
Craig Richards, Craig Wright, CraigS, Crazy French guy, Crazy Paul, CrazyBaldHead, Hooker, Doug McKerracher, Douglas “Dahigi” Grimes, Douglas Gardiner, Douglas
Crazypaul, Create And Play - Gregor Lengsfeld, Creative play and podcast Network, Hamilton, Douglas Jessup, Douglas Laedtke, Douglas M. Akin, Douglas Triggs, Dr JW,
Cristiano Tomba, Cristobal Mera, Crossbones, Crunkbeard, Cryoban, CS20Gaming, Dr. Arnd Felten, Dr. Christian Brandt, Dr. David Rodríguez Sanfiorenzo, Dr. Edward
Cullen Knappen, Curt Loudon, Czech Drop Team, D. Böhmer, D. Hargart, D. Heckman, D. Guernica, Dr. Seth A Jones, Dragon’s Lair Comics & Fantasy, Dragon’s Lair Comics &
McElroy, D. S. Kelly, d.factorial, D.J. Safady, D.M. Whitten, Da_Baron, DaBoss, Daenauriel Fantasy®, Dragonstriker, Dreamseed, Drew Hallenbeck, Drew M., Drew Pearson, Drew
Fakespike, Dagda, Daixomaku, Daje,né Club!, Dale C. Blessing, Dalmat Red, Dalton Pessarchick, Dropzone Games, Dru Pifel, Drungdrakki, Duatha, Dujek Onearm,
weir, Damian Fitzpatrick, Damian Leszek Jaśkiewicz, Damiel, Damien Gour, Damien DukeFluffy, DumbparameciuM, Duncan “Dude” Wright, Duncan K Wong, Duncan
Porter, Dan, Dan “Sandwich” Adams, Dan Aguirre-Zeder, Dan Bennett, Dan Friis- Parton, Duncan Stewart, Duncan Watson, Duncan Webster, Dunni, Dustin Rector,
Christensen, Dan Gimmelli, Dan Grothe, Dan Hope, Dan Jones, Dan Kotlewski, Dan Dwayne Hauser, Dylan “Varis” Svedvik, Dylan Chesworth, Dylan Friesen, Dylan Gould,
Massey, Dan Molzan, Dan Rees, Dan Reilly, Dan Sprietzer, Dangerousllama, Dani Havn, Dylan Rogers, Dylan Stowell, E Bateman, E Whitten, e. carletti, eadbasher, Eammon
Daniel “Bane of Humanity” Blais, Daniel B. Nissman, Daniel Bauer, Daniel Belfrage- Grosek, Eamon Duffy, Eamon Sheehy, Ed Kowalczewski, Ed Lykos, Ed andomOne, Ed
Young, Daniel Bell, Daniel Berglund, Daniel ‘Berli’ Brown, Daniel Brewer, Daniel Brian Ross, Ed Vetter, Eddie Ho, Eden Janissen, Edgar G Flores, Edouard Foraz ( Jean-edou
England, Daniel Casey O’Donovan, Daniel Coto Rodríguez (TirMcdhol), Daniel Crisp, Artwork), Eduardo Lasso Lajarin, Edward “MilesAnP” Miles, Edward Deguzman,
Daniel Díaz Capó, Daniel Domke, Daniel Dönigus, Daniel Fruchterman, Daniel Gaghan, Edward E Cook, Edward Gray, Edward Saxton, Edward Sykes, Edwin Wessels, Eero
Daniel Gardiner, Daniel Granstrand, Daniel Gregory, Daniel Grigg, Daniel H., Daniel Bodien, Eganra, Eika Forge, Einheijar, Éire y Edu Herbosa, Elizabeth Robson, Elldaryck,
Backers 505
Elliot Stubbles, Elsydeon, Embers Design Studios, Emil Scott, Emil Wulff Nelander, Greig Burges, Grenadier Games crew, Greysturm, Grigorakakis Panagiotis, Gritche,
Emily kindleysides, Emma (Peg) Howe, Emmanuel MORSEAU, Emmanuel Papst, Grogian, Grzegorz Bagiński, Guido Guenther, Guillaume “Graider” Girard, Guillaume
Endeus, Eneko Hernanz, Enff, Engin Cekic, Enkufka, Enoch Wan, Eoin Burke, Eorahil, Bernard, Guillaume C, Guillaume GALDEANO, Guillaume Robert, Guillernaut, Gurkham,
epeeguy, Erahard, Eran Aviram, Eric “Gonzo” Gunsolus, Eric Benaresh, Eric Bonnet, Eric Gurlick, Gustaf Lundegren, Gustave E. Leibbrandt, Gustavo Barona, Guy, Guy Licata, H,
Bos, Eric Brousseau, Eric Chou, Eric D. Bassett, Eric DeSnyder, Eric Edwards, Eric H Dalton, H Thomas, H. Grillenberger, H. Joe Muffly, H. M. ‘Dain’ Lybarger, Hagen von
Falsken, Eric Freedlund, Eric Freeland - ski2060, Eric Harris, Eric Haste, Eric L Wong, Oelsen, Haiwire01, Håkan Jansson, Hal “Venjack” Neat, Hamish Gordon, hamsterhill,
Eric L. Anderson, Eric Larrivee, Eric Leach, Eric M Jackson, Eric M. Rupert, Eric Hank Bao, Hans Fellhauer, Harju Pasi, Harley Gardias, harlokin, Harold Reavley,
Massicotte, Eric McDowell, Eric McIntosh - Lord Shiv, Eric Meske, Eric Oestrich, Eric Haroon Alsaif, Harpyja, Harry Dunn, HarryG702, Harti, Harvey and Jennifer Collins,
Pasche, Eric V Walker, Erich Brackmann, Erik Jacobson, Erik Jung, Erik Olsen, Erik HD-Logan, Heath Borton, HeavyBana (a.k.a. 너불레기), Heinrich Wallesh, Heitter
Parasiuk, Erik Raab, Erik Reiersen, Eriol, Erland Hakon, Ernest Fessenden, Ernesto Ákos, Hellraiser, Henning “Auglim” Elfwering, Henning Harrer, Henrik Collin, Herb
Lorini Martell, Erwin Loubet, Erwin Sablon, Esteban Jauregui, Ethan “Snowball” seifert, HH3818919, Hillfood, Hinterlight,His Eminence and Benevolent Grace Lord
Pearson, Ethan C, Ethan Eberle, Ev0k, Eva Johanna Hartel, Evan “Blooterman” Ivan Rajic, hitmahip, Hobbes,Hoffen,Hooch, Hosea Lueke, HubbaBubba, Hugh “Fenton”
Borgman, Evan Brownfield, Evan Jones, Evan Miller, Evan Scholl, Evert Koopman, Evil Ashman, Hugh Badham, Hugh Montgomerie, Hugosemievil, Hugues Pauget, Hunni
Stu, EvilMegan, Excelsior! Comics, Excubitor, Fabian Hochreuther, Fabian Nürnberger, Bear, Hunter Domingue, Hydraxus, i0003, Iago Torres Piñeiro (Hombrequerie), Iain,
FabianS, Fabien “bjorn29” NOURRISSON, Fabien FARENQ, Fabri Pérez Fernandez, Iain McGregor, Iain Milligan, Ian A. McCreery, Ian Clark, Ian Date, Ian Fielder, Ian Harris,
Fabrice (Cabfire) Depierre, Fabrice Breau, Fabrizio Borgo, Fabrizio Merengo, Faisho, Ian ‘IJW Wartrader’ Wood, Ian J. Throckmorton, Ian Kimmell, Ian Lathem, Ian M Kirby,
Faiz Sheikh, Falamore, FallenLeaf, “Fanatix of Enterprise”, Farid Kutyev, Farstrider, Ian Magee, Ian Porter, Ian R. Magill, Ian Simpson, Ian Stewart, Ian Stewart-Shelafo,
Farun, FatherKnight, Fatsquirrel, Faultie, Fed Kassatkin, Federico “1MINUTEWAR” ian ‘van’ miller, Ian Woodley, Ian Zaglen, Iban Ruiz, Icemeld, IdMode, Ierim de Lis, Iker,
Pinci, Federico “Flamberga” Cortonesi, Federico Franceschi, Fedric Avian, Feliciano illenvillen, Illya “Hunter”Kondratov, Illyan, Iluminus, Imperial Outpost Games, Infinite
Bethencourt Herrera (Pipoboy), Felix Shafir, Felix-Maximilian Harre, Fenge Jørgensen, Monkey, Infinityharbour.com, Ingo | obskures.de, Innis & Avelynn P., inRemote, iolaran,
Fenswick, Ferben “Yaz” Yazicioglu, Ferji, Fernando Autran, Fernando Souto Redondo, Isaac Lee, Israel Salcedo Jiménez, Istrian, Itthi Mongkolwat, Ivan Caprioli, Ivan
Fernando Tucci and Fallon Baxter, Findreans ( Eduardo Henrique Castelhano Dias ), Daskalov, Ivan Finch, Iván Gimeno, Ivan Solla, Ivan Tam, Ivan_M, Ivar Ofärd, Ix Adams,
Finin Chisholm, Finlas, Finlay Hunter, Fireside, Flaktower, F’lar Burrill, Flecha, Flip PS, J Wood, J. Luebben, J. Stephen Strain, J.B. Smith, J.c., J.J. & Lana Mason, J.J.B., J.K. Meisen,
FloKo, Florentine Hlawatsch, Florian Hanke, Florian Hollauer, Florian Huggenberger, Jaakko Saari, Jace Boatrite, Jack “Shinlocke” Sweek, Jack Crease, Jack Gulick, Jack
Florian Nimtsch, Florian Samsony, Florian Stitz, Floyd Daye, Flums, FNS187, Fran, Marroquin, Jack Mills, Jack Mooney Jr., Jack Mottershead, Jack Newton, Jack Norris, Jack
Fran Miller “Solo”, Francesco “ElvenKnight” Zotti, Francis Budden-Hinds, Francis ‘Eon’ of Arc, Jack Ramstad, Jack Skratch, Jack Thomas, Jackson Brantley, Jacob Boersma,
Stabile, Francis Garot, Francis Li, Francisco de Borja Masip Torre, Francisco Javier Jacob Connor, Jacob ‘Crimson’ Dawson, Jacob E Bliss, Jacob Evans, Jacob Gilbar, Jacob
García Sanchéz, François ‘Doogy’ THOMAS, Francois HIlton Jones, François M., Frank a Kemp, Jacob Pacholski, Jacob Preisig, Jacob Sorensen, Jacob Torgerson, Jacob Wisner,
Roberts III, Frank Benke, Frank Blau, Frank Falkenberg, Frank Guti Isco, Frank Moran, Jacobo Morère, Jaime and Moira, Jaime Herazo B., Jaime T. Matthew, Jaime Tiampo, Jak
Frank Schulze, Frank Wenzel, Frankie Mundens, Franklin Crosby, Franz Georg Rösel, Van Der Graaf, Jake B, Jake Baker, Jake Shepherd, Jake the Junkman, Jakub Palm, Jakub
Frazer Slack, Fred CHO Seongjoon, Fred Schwe, Frédéri “Volk Kommissar Friedrich” Vosahlo, James Dezomits, James & Jean Meisenburg, James & Silvia Soares Reid,
POCHARD, Frederic Granet, Frederic Methot, Frédéric UTZI, Frederik Theill Jørgensen, James Allen, James Anh Dung Ho, James Carpendale, James Carus, James Casey, James
FredRaider, Fredrik Lyngfalk, friareriner, Frikitorium Valladolid, Frits Kuijlman, Friz86, Clarke, Jon Clemens, Jay-daniel Clemens and Jamie Thomas, James Conason, James
Frost Holliman, Frozenpyro, Fulgrim, Fulman, G Rowland, G. Bryan Miller, Gabe Cruise, James Cunningham, James Dugdale, James F Tillman, James Faltum, James
Laserhead Waluconis, Gábor Felméry, Gabor Kovacs, Gabriele Marino, Gabrielle Lopez, ‘Flashman’ Harper, James Funnell, James Goddard, James Gorman, James Griswold,
Gaëtan Boscher, Gaizka ‘eXar-khun’ Isusquiza, Galen Teschendorf, Gallant Lee, James Hartwell, James Henderson, James Keast, James Keatley, James N Baldwin,
Gallowglass, Game Knight (Australia), Game Wizard Hobbies, gamers haven, Gamers James Payne, James Phelan, James Pittman, James Powell, James R. Chance, James R.
Pair a Dice Toledo, OH, Gamerz Nexus, Gaming with The Cooler, Gangrol, Gareth Lynch, James Reason, James Roberts, James S. King, James Sadkovich, James
Davies, Gareth Edwards, Gareth Jones, Gareth Lawrence, Gareth Mackay, Gareth Sanderson, James Sheahan, James Sherlock, James Studer, James Talbot, James Taylor,
Mekwinski, Gareth Wilson, Garion Hamilton, Garrett Book, Garrett Bruce, Garrett James ‘The Great Old One’ Burke, Jamie Heidenreich, Jamie Sanchez, Jamie Shirlaw,
Copeland, Garry JW Jones, Garry Shortland, Gary Barrett, Gary de Vink, Gary Lee, Jamie Wheeler, Jamie Wright, Jan, Jan “0rph3u5” Dombert, Jan Eriksson, Jan Mäkinen,
Gaspard Levavasseur, Gasser Alain, Gavin “Carbide” Sullivan, Gavin Bateman, Gavin Jan Malte Riedel, Jan Senten, Jan Thiele, Jan-Hendric Besching, Jani Waara, Janne
Mutter, Gavin O’Reilly, Gavin Peace, Gavin Willins, Geckilian, Geijhan, Genester, Jaakola, Jared Cook, Jared Staub, Jared Thibault, Jarek J. Jarzębiak, Jaret Brzezniak, Jase
Genndy Sobolev, Geoff “Ontos” Strain, Geoff Core, Geoffrey Dibb, Geoffrey Nicholls, Duncum, Jason “Data” Dawson, Jason “Joker” Henwood, Jason “SKEE” Nechanicky,
Georges Yasha Thenor-Louis, Geraint Osborn, Gerald A Burns, Gerald Rose Jr, gerard Jason A Longden, Jason A. Childs, Jason Ball, Jason Bell, Jason Cabral, Jason Cook,
stephan, Gerd Davids, Gerhardus Klopper, Gero Burgard, gfjghj, ghalgor, Ghentec, Jason Craig Spencer, Jason DeForest, Jason Dickerson, Jason Dosier, Jason Ellsworth-
Ghislain Lerda, -Ghost Wolves-, ghostinthemachine, Giacomo Fontana, Gian Holland, Aults, Jason G. Rak, Jason H, Jason H Gauthier, Jason Hawkes, Jason Holt, Jason Italiano,
Giantcavecrab, Gideon “gernesto” Ernst, Gideon Lim, Giga-Bites Tabletop Cafe, Gilbert Jason Johnsto, Jason Jordan Brasie, Jason LeBeau, Jason Lescalleet, Jason Lindsey,
Bolof, Giles H Towers, Gilles Cherrier, Gino Sciarra, Giuliano “gr1mR36p3r” Liguori, Jason Luff, Jason M Martin, Jason MacDougall, Jason March, Jason McKenzie, Jason
Giulio “ingcaz” Cazzoli, Giuseppe “Bishop” Zeuli, Gkarilas Petros, GLEis, Glen Stones, McQuain, Jason meeker, Jason Ong, Jason Pasch, Jason Pocino, Jason R Weimer, Jason
Glenn Brunmar, Glenn Matthews, Glenn Mochon, Glenn Murphy, Gonzalo ‘Gozillah’ de Sharp, Jason T Roe, Jason Thompson, “Jason Thompson “, Jason Whittle, Jason Williams,
Balanzó Lajusticia, Goonius Maximus, Goran Narančić, Gordon Glock, Gordy Dupuis, javel, Javier Díaz Suso, Jay, Jay “Doughnut” Richards, Jay A. Hix, Jay Baxter, Jay Draper,
Gothmog, Grady S Harris, Graeme J. Inglis, Graham Bennett, Graham Cleary, Graham Jay Guo, Jay Watson, Jaysom, Jazzman Lewis, JDSeibert, Jean-baptise Avanzini, Jean-
Cooke, Graham Goodwin, Graham Kobza, Graham Spearing, Graham T. Owens, Grant Baptiste “Alphast” Perrin, Jean-Enric Courvoisier, Jean-Romain Barrau, Jeb Boyt, Jebilo,
Frydenlund, Grant Huddleston, Grant Scullard, Grant Sims, Grantt Josh paul, Great Jeff “Shriggs” Longa, Jeff Bidstrup, Jeff Briggs, Jeff Burton, Jeff Carter, Jeff Clark, Jeff
Canadian Games & Hobbies, Greg “chroniclés” Cueto, Greg Brandell, Greg Chapman, Craft, Jeff ‘Erion’ Hoffman, Jeff Hofer, Jeff Ivey, Jeff Knobloch, Jeff McDowall, Jeff
Greg Childress, Greg Daniel, Greg Fawcett, Greg H., Greg M Lee, Greg Maroda, Greg Robinson, Jeff Rossiter, Jeffrey “König-Wolf” James, Jeffrey Andres Williams, Jeffrey
Millsopp, Greg Morris, Greg Patterson, Greg Romano, Greg Walters, Greg Wilson, Chow, Jeffrey Palmer, Jeffrey Sithi-Amnuai, Jen Parr, Jenny and Andre Fleitmann, Jens
Gregdorf, Grégoire Veauléger, Gregor Mascher, Gregory Cox Jr., Gregory D. Ford, Arnold, Jens Henrik Skuldbøl, Jens Hoelderle, Jens Ploug, Jere Manninen, Jeremiah
Gregory M. Terrell, Gregory Marlin, Gregory S. Small, Gregory Toews, Gregory Zuniga, Conley, Jeremiah Halstead, Jeremy “Knil” Andre, Jeremy “Raz” Asbury, Jeremy Bailey,
506 Backers
THE ROLEPLAYING GAME
Jeremy Baker, Jeremy Brown, Jeremy Busse-Jones, Jeremy Cox, Jeremy Geib, Jeremy Keith Trost, keith wilson, Keith Woodsum, Kel, Keld Hjortskov, Kele’ Mendell, Kelreth,
Goens, Jeremy Griffin, Jeremy Hendrix, Jeremy Kear, Jeremy Kinser, Jeremy kofoot, Kelvin ‘mewmew’ Porter, Ken Foster, Ken Perry, Ken Robinson, Ken Sieffert, Kenneth
Jeremy R. Smith, Jeremy S. Hicks, Jeremy Scranton, Jeremy Seeley, Jeremy Wininger, Djuwidja, Kenneth Fornal, Kenneth Johnson, Kennie Poulsen, Kenny Hall, Kenomi,
Jerome Devie, Jérôme Draussin, Jerumiah, the Damned Prophet, Jerzy Bogusławski, Kent B. Shuford, Kergonan, Kevbo, Kevin “MightyBroden” Oden, Kevin Allen, Kevin B
Jesper Fogelholm, Jesper Fonvig, Jesper T. Hansen “Pyromadness”, Jess Stanley, Jesse Madison, Kevin C., Kevin Comer, Kevin Cook, Kevin Dickens, Kevin Doherty, Kevin
Busch, Jesse C., Jesse Clark, Jesse Escobedo, Jesse Goble, Jesse Stern, JesterEves, Duncan, Kevin Flynn, Kevin Foxall, Kevin Heath, Kevin Henley, Kevin Rau, Kevin Ray,
Jestertales, Jez Fairclough, JG Cully, Jico, Jim D. McGovern, Jim Dice, Jim Graham,Jim Kevin Rougas, Kevin Satra Schwarz, Kevin Wine, Kevin Zhang, Kevyn K Dietz, Khatre,
Kitchen, Jim Sharples, Jimmie Rush jr, Jimmy Czodli, Jimmy Edwards, Jimmy Karlsson, Khayloth - Javier Arteagoitia, Kheev, Khi-Jon, Chua, Kieran Wallace,
Jimmy Law, Jimmy Lindqvist, Jimmy Pigott, JKW, JM Owen, JMH621Nova aka Jonathan Killerbienchen0684, Killian “Deep-Green-X” Mc Keever, Kim Brown, Kim Hocking,
Harris, Joachim Schenkel, Jody Gorton, Joe “joerocks1981” Martin, Joe Banner, Joe Kim Starkey, KinetikSky, Kiri RR, Kirk Penner, Kirk Severson, Kiruna Gaming Club
Burnham, Joe Cirillo, Joe Dogonniuck, Joe Leggatt, Joe ‘Union Jackal’ Hill, Joe Wojtas, SODA, Kirzai, Kiwihiker, KJ Miller, Kjedoran, Kjell Kenneth Moens, Klaus Kristensen,
Joel “Pikutiku” Sanchez, Joel Craig, Joel Müller, Joel Purton, Joel Simpson, Joel Smythe, Klaus Ostrom, Klendathu, Knight’s Blade Gaming & Hobby, Koen de Rooster, Koen
Joel Swankhuizen, Joel Vaughan, Joerg Gering, Joerg Herz, Johan Grønstad, Johannes Theys, Koloman Varady, Konstantin Kirilin, Konstantinos “Psychotic Storm” karayian-
Forster, Johannes M., John “All Voices Anonymous “ Kraemer, John “BLOODGOD” nis, Konstantinos Lamprou, Korlie, Kosta Kostulas, Kosuno, Kota Simonson, Krasnov,
Junghans, John “evernevermore” Scheib, John “Leper” Smith, John “Prezius” angelosi, Kristof “Yindaka” Vandewynckel, Kristofer Barr (Mama Luigi), Krofinn, Krzysztof
John “Smiley” Adams, John “Sniper X” Aridi, john “Xaoseac” Marshall, John A W Phillips, Leszczyński, Krzysztof Zajac, Kurenai Sasori, Kurt McMahon, Kustross, Kwondae, Kyle
John Bates, John Bishop, John Casey, John Corley, John D Prins, John ‘Diesel Fox’ Lilley, Addy, Kyle Bonderud, Kyle Burckh, Kyle Collins, Kyle Kolbe, Kyle Kroening, Kyle
John Dobbins, John Doyle, John F. Zmrotchek, John Flitcroft, John G. Colon, John Radtke, Kyle Raen, Kyle Randolph “Pride of Rodina”, Kyle Rimmer, Kyle Thompson,
Gustafson, John Hardey, John Hay, John Hildebrand, John Hobbs, John Horton, John W.T. Kyone Akashi, Kyorou, Lachlan “Raith” Conley, Lachlan Carter, Lael B., Lakshman
Kirkpatrick, John Lambert, John Law, John Lorinskas, John Lowney, John MacKenzie, Godbole, Lalo Halcon, Lance Becker, Lance Wente, Lane Shutt, Larry Correia, Lars Emil
John McGill, John McLeish, John McShane, John Murdoch, John Myers, John Nellis, “TheHolyMage” Nielsen, Lars Holgaard, Lars Molls, Lasse Rasmussen, Laszlo Scholz,
John Oram, John Philip Corpuz, John Polack, John Pope, John Ralston, John Roberts, Lathuran, Laurence Bates, Laurent BABAULT, Laurent Dumas, Lauri Hirvonen, Lauri
John Robertson, John Rogers - KFM, John Sheffield, John Simutis, ןייטש ןתנוהי, John Marx, Lawrence “Saker” Collins, Lawson Tong, Lazar Stojkovic, Lazytanker, Lee Long,
Stiles, john taylor, John Trace, John W. Hess II, John Watson, John Wilkinson, John Wille, Lee Pickett, Lee Rossi, Lee T Wendel, Leithius, lemiss, Len852, Leni, Lennart Schmidt,
Johnathon Pittman, Johnnie Chau, Johnny Killstring, Johnny Peralta, Johnson Thurston, Leo Lingas, Leo Paixao, Leonard Kelly, Leonardo Chavez Weyand, Leonardo
“JOjo the barb”,Jon “Saberzero” Chin, Jon Ander “Headok” Maiz, Jon Dennis, Jon Darkvortex87 Ciferri, Leonardo Lee, LeRag, Leszek Zieliński ‘XLS’, Levi, Levi Geiger,
Geraghty, Jon Jones, Jon Kjellberg, Jon McDermott, Jon Morrison, Jon Smejkal, Jonah LeWhite, Lewis Allen, Lewis Bracey-Forde, Lewis Frasch, Liam Elliott, Liam Eyers,
Benterbusch, Jonas Beardsley, Jonas Gabel, Jonas Hansson, Jonas Skadberg, Jonathan, Limsk, Lin Wyeth, Lindel Kinchen, Lindhrive, Lindon Paxton, Linuo, Lionel Dou, Liryel,
Jonathan “Calamar” Marqués Mansilla, Jonathan Aylmer, Jonathan Beer, Jonathan Living Worlds Games, LLC., Llalowar, Lluis Pons (Muerde), Lobo, Locksmith, Locustron,
Breese, Jonathan Chew, Jonathan Crane, Jonathan Crow, Jonathan Dominguez, Loddfafnir, Logan Hudson, Logan Laren Liuzzo, Logan RR Batty, Loh “Elldane” Chi
Jonathan Fenwick, Jonathan Fish, Jonathan Gerber, Jonathan Greeley, Jonathan Yong, Loke Wallmo, Lonni Swanson, Lord Nocturin Lacey-Clarke III, Lordfient,
Haskins, Jonathan Johnson, Jonathan Konig, Jonathan Lloyd, Jonathan Lucas, Jonathan Lordtehuti, Loris Lentini, Lsathranil, Lt. Robert Dolan Logan, Luc Charbonneau, Luc
Morris, Jonathan R. Nicol, Jonathan Smith, Jonathan Souza, Jonathan Stromberg, Phaneuf, Luc Teunen, Luca Beltrami, Luca Ceriola, Lucas Joyce, Lucas Lachaux,
Johnathan “Jt” Turner, Jonjo, Joobi, Joonas Selin, Joost Hendriks, Jopy Kaibel Val, Jordan Luciano Marchetti (El_Mariacheat), Luciano Vieira Velho, Lucky Eddy, Ludo, Ludus In
“Chikki” Ciccarelli, Jordan Brezer, Jordan Carasa, Jordan Kaase, Jordan Lennard, Jordan Fabula, luferox, Luide, Luis Carretero, Luis Chavez, Luis La Luz Montañez, Luis Manuel
Sanderson, Jordan Smock, Jordan ‘Sylvar’ Dixon, Jordan Tytler, Jordi “Dimuscul” Franch, Galiano Baragaño, Luis Miguel Aguirre Sánchez-Bermejo (Azakel), Lukas Zarychta,
Jordi José Bazán, Jordi Mundet Mas, Jordi Rabionet, Jordi Salvador, Jörg Bours, Jorge Łukasz “zulus” Mazur, Łukasz ‘cielaq’ Cieluba, Luke Busler, JM DeFoggi, Chris Pileggi,
Idarraga, Jorge Worlders, Joris Van der Vorst, Jose M.A. Blanco, Jose I Cavero, José Luke Day, Luke Liu, Luke ‘Mecha’ Giesemann, Luke Miller, Luke Moran, Luke Morton,
Ignacio Macaya Sanz, Jose Luis “devBadger” Castro, Jose M. Nieto, Jose Palma Gil, Jose Luke Stundon, Luke Taylor, Luke Tickle, Luke Trist, Luke Turner, Luther Chip Harris IV,
Pedro Fernández Pascual, Josep Maria Serres, Joseph “mayday” Miles, Joseph (Joe) Lutwolf, M Kevin Chau, M Vamp, M Wright, M. Fang, M. Gatzke, M. Rauscher, M.
Edge, Joseph A. Zdanavage, Joseph ‘BEAR’ Thompson, Joseph Cortese, Joseph Evenson, Schoenstein & the Pack, M.Bariat, M.Tyson, M3rauer, MacD, Maciej Kotowicz, Maciej
Joseph G, Joseph J Batz, Joseph Kerstetter, Joseph Mazurek, Joseph Noll, Joseph Perez, Rakowski, Mack Nolte, Mad Gav, Mad Ivan, Madahades, Mads F. Johansen, Maerlyn the
Joseph Phillip Robles Figueroa, Joseph Scanlon, Josh “Maverick” Helton, Josh Affrime, Solitaire, Magno, Maguila, Mahmoud A. Al Mahmoud, Maj, Major_Gilbear, Maki Games,
Josh Allen, Josh Hatch, Josh Levan, Josh Nuttall, Josh Olivieri, Josh Rasey, Josh Riggins, MakorDal, Malcolm Pritchard, Malibu Road Pictures LLC, Malone Screen, Malte &
Josh Schonaerts, Josh Wolski, Joshua Allen, Joshua Belcher, Joshua C. Varrone, Joshua Thore Schmidt, Malte Hansson, Manu Forget, Manuel Ángel Fidalgo Vega, Manuel
Freitas, Joshua Gordon, Joshua Himebaugh, Joshua Nanke-Mannell, Joshua Nassir Lorenz, Manuel Putz, “Manuel Rodrigo Calvo Iglesias(Bogatyr), “ManuSan, Maqywhaq,
Hernandez, Joshua Nuttall, Joshua O’Connor, Joshua Patenaude, Joshua Ray, Joshua Marc “Marx” Quaglia, Marc “Wraithinshadow” Pearce, Marc Bevan, Marc Callaghan,
Van Zaane, JoskCB, Josu Garhex Castro, JPtheBrit, JR Gonzalez, JSE, JT Wanner, Juan A. Marc Espresate “Burning Tear”, Marc Langworthy, Marc Marti, Marc Moragrega, Marc
Valdez, Juan Carlos Ruiz Maroto, Juan Francisco Gutiérrez Gutiérrez, Juan Jacobo Taylor, Marc Tetlow, Marc-André Boyer, Marc-Antoine Rondeau, Marcel Basmer, Marcel
Yarce Velez, Juan José Gracia Roche, Juan Malvido Gonzalez, Judson Brislin, Judy Schlicher (Gorim), Marcel Zons, Marcin, Meeks” Kosiedowski, Marcin Tysler, Marco
Johnson, Juhana “Wouho” Oukka, Juice Pan, Julian C, Julien Bortoli Chapalay, Julien Ambrosini, Marco DivaZ, Marco Mazza, Marco Ponso, Marco Zimmermann, Marcos
Graf, Julio C. Saiz, Julius Wu, Jun Yong Kim, Jürgen Pünter, Jussi Myllyluoma, Justin Martin Davila aka Linksamaru, Marc-Philip Hoffmann, Marcus “Lasse” Folz, Marcus
“Vandraven” Ragan, Justin Allred, Justin Cranford, Justin D, Justin Enders, Justin Hayes, “Naknut” Isaksson, Marcus A, Marcus Archer, Marcus Mitzel, Marcus Rendell, Marcus
Justin Inman, Justin Lance, Justin M. Flint, Justin Orion Everman, Justin Richt, Justin Rounds, Mario Croner, Mario Fahlandt, Mario Iglesias, Mario Morales, Mario N.
Williamson, K,K Reavy, K. Pickett, K. Shirk, K. Watt, k.wilson, Kaleb Reisner, Kaleb Bonassin, Marius E., Marius Laub, Mark “Feric” N., Mark “Hatchetboy” Alexander, Mark
Shissler, Kalu Ekeh, Kamil Pawlowski, Kapton Morgunz, Karen J. Grant, KarethRahl, “WarHound” Stumpf, Mark Aksel, Mark Balakrishnan, Mark Bishop, Mark Bjorkman,
Karim Zendougui, Karl A. Rodriguez, Karl Ancell, Karl Kreutzer, Karl Moy, Kashch3i, Mark C. Ratter, Mark Cunningham, Mark D. Taylor, Mark E. O’Mealey, Mark Galvez, Mark
Kason Cheng, Kasper Luiten, Kavnorak, KazakMatt, Kaze, Kazgarom, KDLynch, Kean P Geller, Mark Green, Mark Hanna, Mark Horne, Mark Kehl, Mark Lesny, Mark Lorriman,
Stuart, Keasar, Keegan “Tinkergoth” Bateman, Keith “Big K” Hoffman, Keith gray, Keith Mark Pattison, Mark Peyton, Mark Quartermain, Mark Renshaw, Mark Richardson, Mark
Higdon, Keith O’Sullivan, Keith Romero, Keith “Kurrelgyre” Shutler, Keith St Peter, Roberts, Mark Rosete, Mark Roy, Mark Ruffles, Mark S, Mark Saniter, Mark Spaeth, Mark
Backers 507
Stone, Mark Sykes, Mark T. Jefferies, Mark Thompson, Mark Threlfall, Mark Wilson, Williams of I Talk to Planets, Mike Wilson, Mike Zocchi, Mikfard, Mikhail Gordin,
Markus “Malagrim” Steiner, Markus Boehner, Markus Gawenda, Markus Grapendal, Mikko Iivonen, Mikko Julen, Miles Pattingale, MindlessCalm, Miniature Tim, Miquel
Markus ‘Harlekin’ Goettfert, Markus Kemper, Markus Raab, Marley Griffin, Martin, Galiana, Mirko Mazzi, Misiolak, Miska Fredman, Mistlynx, Mitch Johnston, Mitch
Martin “Duster” Cloutier, Martin Kreuter, Martin “Mautzy” Mautz, Martin “Picken” P., Nelson, Mitch W., Mitchell “Haematite” Christov, Mitchell German, Mitchell McBroom,
Martin An Nguyen, Martin Bailey, Martin Carlsson, Martin Crane, Martin Eckert, MitchTT, MJ Newcomb, MJ12, “MKL”, Mohammed Forsad, Moisés Reina Perez, Monica
Martin Ellermeier, Martin Greening, Martin Hammerich Lund, Martin Lundegren, Lopez Laujac, Moraxus (Anthony Williams), Morgan J Boyd, Morgan Llewellyn,
Martin Kanshige, Martin Krebs, Martin Kühne, Martin Kvolbæk, Martin Legg, Martin Morgan Weeks, Morten Birch, Morten Grubbe, Morticutor, Mostafa Ali, Mostroneddo,
Mckeown - ShRiLLeR, Martin Monrad, Martin Munke, martin neal, Martin Noras, Mothman, Moto, moxou, Mr Andy, Mr C Moses!, Mr Clarke, Mr. Nickel, mreule, mrhuet-
Martin Ritter, Martin Takaichi, Martin Thompson, Martin Whitworth, Martin Winter, tel, MSB, Mus Marzuki, Myaori, Mycheal Kelly, Myrmir, N. E. Regnat, N.Danielsson, N.W.,
Martin Woels, Martyn Findley, Martyn R, Massimo Malpezzi, Mat Masding-Grouse, n0Face, N21LV, NA, Nachtpfiffel, Nakodo, Namal Dayarathna, Nasca, Nat Lanza, Nate
Mateo “Gattou” Cano, Mathias “TheQuest” Tolksdorf, Mathias Gehl, Mathieu “orion” Feyma, Nate Moore, Nate Owen, Nathan “Prost” Williams, Nathan A. R. McGee, Nathan
durand, Mathieu Thérézien, Matias “m0ca” Grönqvist, Matija Prekslavec, Mats “Deadit” Carraway, Nathan Falconer, Nathan Jones, Nathan Little, Nathan Sharp, Nathan
Peltola, Matt, Matt Parker, Matt Barker, Matt Beech, Matt Blackwell, Matt Carey, Matt Westcott, Nathan Wise, Nathaniel Baker, Nathaniel Beers, Nathaniel Heironimus,
Doidge, Matt G, Matt Gregory, Matt Jameson, Matt Leitzen, Matt MacGregor, Matt Nathaniel Lindén, Nathaniel McMerdie Smith, Nathaniel Mericle, Nathaniel Slivka,
MacMurray, Matt “TheWildFerret” Mayer, Matt Mollison, Matt N., Matt Parks, Matt Nathaniel Southworth-Barlow, Nauzet “Valdrak”, Nawaf Mesad, nechaka, Neil Bennett,
Rowan, Matt Scott, Matt Screng Paluch, Matt Shinners, Matt Valgardson, USAriadna Neil Bevan, Neil Cruickshank, Neil Hamilton, Neil ‘Jag’ Jagger, Neil James Harvey, Neil
Community Radio, Matteo “Nthpower” Sebastiani, Matteo Signorini, Matthew Mahoney, Neil Shields, Neil Thompson, Neill Ramsey, Nelson P Hernandez, Nemesis,
“Scar137” Hamilton, Matthew & Nigel Morocco, Matthew Banning, Matthew Bates, Nephusis, Nesox Kalim, Nespar, Nestor A. Medina Jr, Netpak, Newton Grant, Nic Ellis,
Matthew Blair, Matthew Brooks, Matthew Brooksby, Matthew Broome, Matthew Nicholas “Tubmaster General” Carreau, Nicholas Aldrich, Nicholas Barabach, Nicholas
Cataldo, Matthew Dickey, Matthew Dive, Matthew Eastwood, Matthew Edgeworth, Brawn, Nicholas G. Rais, Nicholas Koutsouliotas, Nicholas Vessey, Nicholas
Matthew Fundaun, Matthew Garmon, Matthew Green, Matthew Harrell, Matthew Whittington, Nicholas Wright, Nick “Ambisinister” Vale, Nick “Dysartes” Johnson, Nick
Haupt, Matthew Hayward, Matthew Hoeveler, Matthew Howlett, Matthew Jorgenson, “Gertje” Rebergen, Nick “W1tcher”, Nick Bate, Nick Chew, Nick Fallon, Nick H., Nick
Matthew Lane, Matthew Lea, Matthew Madden, “Matthew McCann, Adam Watkins, Hansen, Nick Hart, Nick Hintz, Nick Irish, Nick Keyuravong, Nick Macdonald, Nick Neill,
Matthew McCoulough-Fry, Matthew Millar, Matthew Percival, Matthew Plank, Nick pater, Nick Rasch, Nick Riggs, Nick Rowe, Nick Scherdnik, Nick Shoemaker, Nick
Matthew Prather, Matthew Pryor, Matthew Rhodes, Matthew Ruane, Matthew S. Simpson, Nick Thomas, Nick wingedferret Brown, Nickolas Perez, Nico “Mirà” Fichino,
Robertson, Matthew Sullivan, Matthew Taylor, Matthew Underwood, Matthew Wasiak, Nicolas D’Aversa, Nicolas Hamilton, Nicolas Middendorff, Nicolas Vandemaele-Couchy,
Matthew Yeomans, Matthias “Logan McCormack” Platzer, Matthias Grzib, Matthias nicolas vialettes, Nicolo’ Sfriso, Nie Wieder Bakunin, Niels Hamersma, Niels Quaade
Hochmuth, Matthias Niel, Matthieu Renoult, Matthieu T., Mattias “Ingenting” Elblaus, Jensen, Niels Sørensen, Nigel Cobb, Nigel Hyde, Nigel Robinson, Nigel V Wright,
MattSJ, Matty Maple, Matze, Mauro ‘Kilroy’ Giordano, Maurycy Stefański, Max, Max Niguel Vega, Niki Strøh, Nikica Puksic, Niklas Benzein, Niko Nevala, Nikolai Tsekov,
Glasner, Max Grüntgens, Max Hardenbrook, Max L Chapman, Max Stelzer, Max Thell, Nikolaus Poenisch, Nils Hanke, NinjaCyborg, Ninkasi, Nino Bagus, Noah Heck, Noah
Maxence Delsaut, Maxime Mackie, Maximilian Müller, MaxMahem, MaxOrion, Meeple Yablong, Noctum, Noel Black, NomadSoul, Norillo, Norrie Thompson, Noursetdou,
Madness, Meldinov, Melinda R. Nelson, Mergar, Meribast, Merioch, Merlin Stein, Novafan, Nul’taar Shalrac, Nurkolai, Odalma, Odium, Oisin O’Higgins Benton, Oleg
Mgchu, Micha Granit, Michael “BigButaiBoss” Ordidge, Michael “Burge” Burgess, Gorelkin, Olen “Dozer” Gravel, Oli Barker, Oliver “Malnox” Vogt, Oliver Haywood,
Michael “Dameon Black” Dunsch, Michael “KingNova3000” Hurrell, Michael Oliver ‘Noly’ Neary, Oliver Schneider, Olivier Cauchois, Olivier Gribaudo, Omadon,
“Laserburn” Smith, Michael “TaShadan” Leppert, Michael “winter” Watson, Michael A Omer Ahmed, Omikoron, Onehly49, Onlyonepinman, Orfeas Iatrou, Dimitrios
Guerra, Michael A Miller AKA: Gideon Wolf, Michael Baker, Michael Bauer, Michael Karametos, Fotis Liakeas, Orlando Soage Sánchez, Orlean, Ö-viksgänget, Owain
Beck, Michael Boone, Michael Browne “Mal”, Michael C. Leonard, Michael Cefaratti, Cooke, Owen Camber, Owen Glover, OwenOS, P. “Kobold” Klemm, Pablo Gil Fuentes,
Michael Christensen, Michael Cortez, Michael De Rosa, Michael Eder, Mike ‘Lightbulb’ Pablo Palacios, Pablo Quintana, Padde and Ilka for infinity!, Pádraig Donnelly, Padre
Evans, Michael F. Foran Jr., Michael Feldhusen, Michael Filatov, Michael G. Palmer, Santiago, PaganDude, Paladin von Korff, Pandabear, Panzerbaer Walbauch, Paolo
Michael Gallagher, Michael Gellar, Michael Herz, Michael Hixenbaugh, Michael Biggio, Paris (Pure Mongrel) Conte, Parker, Patrice Mermoud, Patrick, Patrick Adams,
Hocutt, Daniel Taylor, Kenneth Hackinson, Alex Brotherton, Michael Inose, Michael J Patrick Alexander,Patrick Chambers, Patrick Crisostomo, Patrick de la Vega Justice,
McLaughlin, Michael J. Wypyszinski, Michael Jaszmann, Michael Jay Ford, Michael Patrick Dwyer, Patrick Farrell, Patrick Forbeck, Patrick Fowler, Patrick Healey, Patrick
Kaplan, Michael Klein, Michael oraszewski, Michael Koutsoukos, Michael Krzak, Hickey, Patrick ‘JiaoshouX’ Taylor, Patrick Knight, Patrick Mastrobuono, Patrick Noble
Michael Kullmann, Michael Layton, Michael Lessau, Michael Lovell, Michael Ma, Brewington, Patrick Phillips, Patrick Seyfarth, Patrick Stalter, Patrick St-Amand,
Michael Maraszkiewicz, Michael Marquez, Michael Mattner, Michael McKenzie, Patrick Wallen, Patrick Wenzlaff, Patrik Hallberg, Patrik Lejon, Patriot Games,
Michael Meyer, Michael Mooney The Tyranny of Books, Michael Moran, Michael Naber, Patrycjusz “Alkasyn” Piechowski, Pau Martín Bosch, Paul, Paul “Firellon” Tightbow,
Michael Perry, Michael Ratzka, Michael Readhead, Michael Riber, Michael Rivero, Paul “Stormwatcher” Beck, Paul “XpresoAdct” Haban, Paul Atreides, Paul Barton, Paul
Michael Roberts, Michael Roebling, Michael Ryan, Michael S., Michael Say, Michael Carolan, Paul Dawson, Paul Dempsey, Paul Edwards, Paul Eyles, Paul G. Harris, Paul
Scott, Michael Sim CH, Michael Soar, Michael Southern, Michael Spinks, Michael T Gibson, Paul Hayes, Paul Hurd, Paul Kolo, Paul Kutscha, Paul Lell, Paul Lu, Paul May,
McDonnell, Michael Ulanski, Michael Venderdahl, Michael Wood, Michael Wright, Paul Moore III, Paul Ryan Kuykendall, Paul Simms, Paul Smith, Paul Steffens, Paul
Michal “costi” Koscielak, Michal ‘.Xaos’ Lewandowski, Michał Jaroszuk, Michał Thomas, Paul Thompson, Paul Woodward, Pavel Ilin, Pavel Sedov, Pawel Daruk, Pax
Szczepaniak, Micheal J Wright, Michele, Michele “Cugino” Poggi, Michiel Koning, Aeterna Nerdclub, payday4ray, Peacock, Pedion Modular Battlefields, Pedro Cortez
Mickey O’Hagan, Micro Art Studio Infinity players, Midnightcrash, Miguel A. Joga, Pinto, Pedro Gonzalez, Pedro J. Deyo, Pedrom Adeli, Per Hyyrynen, Pere Capellades i
Miguel Ángel Guerrero Pozo ( Shirloth ), Miguel Angel Riera, Miguel Angel Rodriguez, Rais, Per-Olov Gothe, Pete and Jenni Harper, Pete Mason, Pete Middaugh, Pete Miller,
III, Miguel Luis “Dindo” N. Moreno, Miha Mužič, Mihai Bolda, Mik Neville, Mikael Pete Wylie, Peter “Lenin” Edlin, Peter “Lilith” Balogh, Peter “Pskion” Rivera, Peter
Suominen, Mikarl Carl Fredrik Karlsson, Mike “Laz” MacMartin, Mike “TheFailBus” (CrispyPete) Green, Peter Boze, Peter Dean, Peter Egeriis, Peter Engebos, Peter F.,
Williams, Mike Beanland, Mike Bowie, Mike Burt,Mike Buse, Mike Clancy aka Peter Gates, Peter Hemken, Peter Holland, Peter Ian Hughes, Peter K.W. Wong, Peter
Mohgreen, Mike Coleman, Mike Follis, Mike Haire, Mike Harper, MD, Mike Johnson, Loeb Caldenhof, Peter Marič, Peter Newson, Peter Orrmalm, peter peretti, Peter ‘Phlyk’
Mike Krog, Mike McArthur, Mike Ortiz, Mike Rogers, Mike Rossmassler, Mike Schmitz, Acs, Peter Risby, Peter Sinkis, Peter Smyk, Peter Sykora, Petey R, Petter Wäss, Phil
Mike Spector, “Mike Stevens Sisco Martinez, “Mike Strefford, Mike Thomas, Mike Abramowitz, Phil Brown, Phil Harvey, Phil Ingham, Phil Manwaring, Phil Vint, Phil
508 Backers
THE ROLEPLAYING GAME
Wilson, Phil Wong, Philip Gray, Philip Hippeau, Philip Malone, Philip Williams, Philipp Ryan Frank, Ryan Stewart, Sean Schoonmaker, Sean Silva-Miramon, Sean Stevens,
Gaidar, Philippe De Braekeleer, Philippe Devillé, Philippe Hermiz, Phillip Bailey, Sean Stockton, Sean Tracy, Sean W. Cravens, Sebastiaan Vandekerkhove, Sebastian
Phillip Dishon, Phillip Dunn, Phillip Gates-Shannon, Phillip McGregor, Phillip Wolf, Garcia, Sebastian Lange, Sebastian Mathias, Sebastian Muhs, Sebastian Schmidt,
Philo Sluijsmans, Philou, Phubar, Pierre “lyzech” Allegraud, Pierre Chaloux, Pierre G, Sebastian Schommer, Sebastian Schwott, Sebastian Zankl, Sebastian”Enache”este,
Pierre Waldfried, Pierre-Andre Lepine, Pinky, Pinsel, PJ Frack, PJ Holmes, Placator, Sebastien “Kayn” Corne, Seiji Kato, Selwyn Percival, Seneca, Sentaph, Seon Arikale,
plastictrees, PlatypusPal320, POGMONSTA, Pointman, Poulpiche, powerful hallucino- Seraphmoon, Sergeant Michele Giammarroni, Corregidor, Sergio van Pul, Seth Gupton,
gens, Praetorian, Preston Thomas, Primož P, PrometheusUB, Prototheca, Pustik, Qali Seth Hartley, Seth Keeler, Seth Stephens, Seth Tupper, Seukjin Choi (Nosferatu), sev,
Va’Shen, Queen Ardana, Quickit, Quinton Sung, R Coit, R Silvers, R. Hillmann, R. Sean Sgt. Frazer Barnard “6th Scots Guards of Ariadna”, Shadow-pm, Shan Lewis, Shane
Callahan, R. W. Carlson, Rachael G Wright, Radoslaw Bozek, Rafaël, Rafael “ The Coates, Shane Everly, Shane Mclean, Shane Peabody, Shane T. Bennett, Shaun Khiu,
Goochman” Gu, Rafael “Primo”, Rafael Cerrato, Rafael Klosowski, Rafael Moreno, Shaun Lane, Shaun O’Hara, Shawn & Jessica Lavoie, Shawn Hagen, Shawn Lamb,
Rafael Sabino, Rafal “mirai” Zygadlo, Rafał ‘Artein’ Lehnert, Rafał Oprych, Rain & Shawn P, Shawn P Ausherman, Shawn R. Maxwell, Shawn Zumwalt, Shay Wallace,
Aidenn, Raj Kapila, rambol, RAM-Kay, Ramon Bernardo Masalias Lascosqui, Ramunas Shea Shortridge, Shelton, Shen Hung-Yang, Sherlock Holmes, Shi Won On, Shin Jin
‘Animus’ Kulvelis, Rand Eaton, Randall Burt, Randolph “A Mão Esquerda” Johnson, Woo, Shiny Games, Shivan Rage, Shogran, Shunkaha, ‘Sifu’ Steve Martin, Signal and
Randy Eckenrode, Randy Mora, Randy Mosiondz, Rasmus Petersen, RattlerNxt, Ratty, Noise, Sigurd Rubech Hartmeyer-Dinesen, Silas Marr, Silvio Herrera Gea, Simon
Raul Pacheco Santander, Ravele, Raxs, Raymon Rodenburg, Raymond Bennett, “imonsei” Kristensen, Simon “Rizzy” Voelker, Simon “Sihook” Hooker, Simon Barlow,
Raymond Nagle, RC_Sparrow, Redfuji6, Redmaw69 aka. Gib-San (Andrew Gibson), Simon Booth, Simon Brunning, Simon Cotterill, Simon Crowe, Simon D. McAleney,
Reece Gordon, Rekeiji, Remi Letourneau, Renaat, Renzo Crispieri, Reto M. Kiefer, Simon Earl, Simon Elliott, Simon Hutchinson, Simon Inglis, Simon Landmine, Simon
Reuben Rees, Reuben Timineri, Rev. Adrian Milik, Reverance Pavane, RG Bilton, Rhelyk, Laurenz Rauschmayer, Simon Layton, Simon M, Simon Stroud, Simon Vernon French,
Rhys Steele, Ricardo Bibiloni, Ricardo García Plaza., Ricardo Nacarini, Riccardo Simon Wellsted, Simon York, Simon ‘Zed’ Roe, Simone Giuliani, Sir William de le weir,
Ciliberti (Cilibeo), Ricey, Rich Jeffords, Rich Riddle, Richard “Ironburn” Hickman, Sirez, Siriux, SirPadras, Sjoerd de Zwart, skelley, skibble, Skoll Rodriguez, Skyler
Richard A M Green, Richard Anstey, Richard Coates, Richard Convery, Richard Fancher, Slafsky, Skyler Taylor, Slaz, Smiler, SNAFU, Snaïl Belkhala, Snowflake337, Sobakaa,
Richard G.W. Cook, Richard Heales, Richard Hohne, Richard Howe, Richard Latwaitis, Socky D & Bitterness, SombreroDeLaNuit, Soren A, Hjorth, Soulsorcerer, Southern
Richard Moonil Choi, Richard p Creighton, Richard Poffley, Richard Rush, Richard Oregon Infinity, SpaceThor, SpadesCT, Sparco (Bakunin Shop), Spectre Studios.us,
Scorpius Zhang, Richard Thrower, Richard Tighe, Richard ‘Vidiian’ Greene, Richard Spellscape /Svyatoslav Karyagin, Spencer “IridiumFire” Moulds, Spencer JK Murray,
Wagener/Darkeldar, Rick Hewitt, Rick Marston, Rick Smith, Ricky A Perez, Ricky Spenser Clark, Sphärenmeisters Spiele, Spinach Chin, Spkt0r, SquidGoggles, Sr_Garcia,
Morales, Rik Geuze, Riley Esmond, Rob “BlueDagger” Brock, Rob “The MoonDoggy’ SrBarrod, Stahlzombie, Starkmad, Stavros “Stav” Makris, SteelSpyder, steelwraith,
Bent, Rob Barley, Rob Griffiths, Rob Huckabay, Rob Hynes, Rob Lawrence, Rob Stefan Lammer, Stefan “ToastyJustice” M., Stefan Bogen, Stefan Brammer, Stefan
Randolph, Rob Schubert, Rob Silvester, Rob Thomas, Rob Waller, Robby Beatty, Robby Faber, Stefan Heuer, Stefan Kahler, Stefan Kozemchak, Stefan Locklair, Stefan
Dunn, Robby Payne, Robert “Lobster” Long, Robert “Neoscream” Angliss, Robert Allen, Lovingood, Stefan Nilsson, Stefan Posselt, Stefan shecke, Stefan Sova (Theradrussian),
Robert Biddle,Robert C. Kim, Robert Calpo, Robert Christiansen, Robert De Luna, Stefan Wertheimer, Stefano Padelli, Steffen Gauss, Steffen Rasmussen, Stephan
Robert Duffy, Robert G. Male, Robert H. Mitchell Jr., Robert Havoc, Robert J Bennett, Szabo, Stephan Waider, Stephane Henry, Stephane Pouderoux, Stephen A Turner,
Robert Jacques, Robert Lowndes, Robert Mahoney, Robert McNeal, Robert O. Hoffman, Stephen A. Reeves, Stephen Cox, Stephen Davies, Stephen Esdale, Stephen Fletcher,
Robert Phanelson, Robert Small, Robert Spaulding, Roberto Padron, Robey Jenkins, Stephen G. Rider, Stephen Justice, Stephen Lopaz, Stephen McCool, Stephen McGee,
Robin Finney, Robin Paterson, Rocky Randalls, Rocky Viet Tran, Rodgher De Steele, Stephen Micheal James Mckay, Stephen Miller, Stephen Mortimer, Stephen peacock,
Rodney Brice, Rodrigo, Rodrigo Olalla (Rod), Rodrigo Vergueiro, Rodrigo Vilanova, Stephen Peterka, Stephen Peters, Stephen Rubin, Stephen Thomas, Stephen Wilcoxon,
Rodrigo y Xabi Barcia, Roger 4bit, Roland Everaert, Rolf Kunisch, Romain Darmon, stephen wilkinson, Sterling Rutherford, Steve “Hollowpoint” Leach, Steve Bladen,
Roman “Do Fel” Nechiporenco, Roman “Romiras” Zorin, Roman G Basurto, Roman Steve Chan, Steve Elkington, Steve Fase, Steve Gardner, Steve Harbron, Steve Jasper,
Kuzyk, ron beck, Ron Fuentes, Ron James, Ron Niabati, Ron Reamey, Ron Tracey, Steve Jones, Steve Moos, Steve Noia, Steve Piper, Steve Rubino, Steve Wagner, Steve
Ronald Martin, Ronald Scheuermann, Ronan”Sixpiedsousterre”Helies, Roofpig, Rory Yates (Zero), Steven “The Farnablaster” Farnaby, Steven & Charmaine Thornton-Cook,
Warman MacLeod, Ross H. Bluth, Ross Holt, Ross Salerno, Ross Webb-Wagg, Roy, Roy Steven Baker, Steven Barrett, Steven Bledsoe, Steven Goddard, Steven Hinson, Steven
Davis, Roy Oliver, Royden Clark, RSRD, RT, Ruben ‘D1’ de Jong, Ruben ‘Uezguersmaster’ Humphries, Steven K Cheng, Steven Kerampran, Steven Law, Steven Moy, Steven
Jochheim, Ruben Vargas, Rudolf Spennemann, RumDrum37, Ruslan Khamdulaev, Siddall, Steven Thesken, Steven Weidner, Stimpson Clan, Stolby, Storm Luna,
Russell Higgins, Russell Housby, Russell Litzkow, Russell Staughton, Russell Warfield, Stormbrook Thunderbringer (Davy), Stormquiss, Stosh W, Strahan Groves, strelKa, Stu
Ryan “stormbringrr” Duncan, Ryan bowles, Ryan Chamberlain, Ryan Clarke, Ryan Liming, Stuart Christie, Stuart Climpson, Stuart Coutts, Stuart Fores, Stuart Park,
Crowell, Ryan Kent, Ryan Lambert, Ryan M. Ford, Ryan Olds, Ryan Percival, Ryan Stuart Watkins, StuG, Sullivan Thompson, Supasan Joonkiat, Superfritz, Suzushiro Aoi,
Powell, Ryan Robinson, Ryan Upjohn, Ryan Waite, Ryu Li, (Solav) James lofshult, S. Sven “Gorasa” Braun, Sven Ecke, Sven Heitbrink, Sven Holz, Svend Andersen, Swen
Lacy, S. Finke, S. Godkin, S. Smigielski, S.Emery, Sam, Sam Billings, Sam Cooper, Sam Barth, Swindleous, Swole Mole, Sydney A Marsden, Sydney Bridges, Sylpherion,
Feipel, Sam G May, Sam Gulliver-Goodall, Sam Metcalfe, Sam Olley, Sam S, Sam Sylvannas, Syph, Szymon Marcjanek, T. Osborne, Tad Duncan, Tad Kelson, Tad Rudnicki,
Slocum, Sam Wong, Sam Wright, Sampo Lappalainen, Samuel, Samuel Mah, Samuel Tad Simmons, Tako, Taliesin Morgan, Tamachan, TanKoL, Tarek Alatrach, Tartufu,
Ridge-Ward, Samuel Vera, Samuel Ward, Samuele Rossi, Sander van Zuidam, Sandro Tauréolé, Taylor Henrickson, Taylor Holloway, Taylor Ogg, Taylor Wilson, Tazzz,
“Yoritomo” Cipiccia, Sandy Fesq, Santiago Checa, Santiago J. “El enemigo” Lupiañez Tchazzar, Team Total Reaction, Ted Soper, Teddy Lindsey, Telliez Jean-Christophe,
Lopez, Sarah A Thompson, Sarah Antonelli, Sarry, Sarwat Chadda, Saskia Wyville, Temoore Baber, Tempedius, Templar Denis, Tenabrae, Teófilo Hurtado Navarro,
Satoshi Nakamoto, Satsu Kuong, SaturnAttack, Saul Wright, Scelus Sceleris, Scorch_13, Terrance Mobley, Terrence Rideau, Tezeech, That Game Place, The Arbitor, The broth-
Scot MacNaughton, Scott, Scott B. Peiterson, Scott Butcher, Scott Butler, Scott ‘Captain ers Toivonen, The Dark Canuck, The Gamers’ Emporium - Swansea, The Iron Mandarin,
Sparks’ Parkin, Scott Carmody, Scott Charnick, Scott E. Bowen, Scott J. Brandt, Scott The Phalanx Consortium, The Startled Mole, The Tekwych, The Wrecking Crew,
Kunian, Scott McNair, Scott Miller, Scott MoonHunter Fitzpatrick, Scott Neal, Scott TheArnold, TheBaron Keskel, TheBearIsDriving, The-Flip, Theharper, Theo, Theodor
Raby, Scott Spicer, Scott Synowiez, Scott Tipsword, Scott Yanos, Scott Zaloudek, Gehrer, TheWildFerret, Thierry DELPIERRE, Thilo Goerke, Thingus, Thom Shartle,
Seamas, Sean “Garg” McAlister, Sean “GreenLupin” Mooney, Sean “Grimace” Houston, Thomas “Jumbo” Lerch, Thomas “Tnibs” Niblock, Thomas “Vondi” Vonderbank, Thomas
Sean “Regnirok” Poeschl, Sean Chavira, Sean Connolly, Sean Edward R Mercado, Sean ‘advi’ Brandt, Thomas Alexander Chudo, Thomas DENIS, Thomas East, Thomas Foo,
H., Sean Jamison, Sean Kuhl, Sean M Smith, Sean O’Connor, Sean Poindexter, Sean Thomas Fucke, Thomas George, Thomas Harbert, Thomas Jason, Thomas Joseph
Backers 509
Henderson, Thomas Kay, Thomas Kühn, Thomas Kurilla, Thomas Laguillon, Thomas M. Ursula Searle, Ursun, Uwe Bachmann, Valentin Pacquet, Valerio Cossari, Vanve,
Forsko, Thomas Pizon, Thomas Scarlett, Thomas Shook, Thomas Tramantano, Thomas Vaughan Cockell, vCJD, Verkath, VerrDon Mason, Versino of Malfeas, Vicente
Vierling, Thomas Walmsley, Thomas Young, Thor-Bear the Heinous, Thorbjørn Steen, Sampedro, Victor (Wonkateuton) Febres, Victor “Freaktor” Pérez, Victor Alfonso Perez
Thorg, Thorsten Fischer, Thorsten Holler, Thorsten Kühn, Thorsten Schreck, Thorsten Sanchez, Victor Fajardo Lopez, Víctor Guerrero Vilches, Victor Lopes, Victor Manuel
Senger, Thunder Gundersen, Ti Dinzeo, TiberiousFox, Till “Zephro” Schlusen, Tim Sanchez Esparza, Victor Sanchez Pintado, Victor St-Cyr Robitaille, Viet Tran, Viktor
Aubel, Tim C., Tim Coates, Tim Edwards, Tim Franklin and David Miles, Tim Goodlett, “Sikil” Carlson, Ville Ojanperä, Vincent “Bwarevince” Henrotte, Vincent Arebalo, Vincent
Tim Peasgood, Tim Pskowski, Tim Rasely, Tim van Leeuwen, Tim W White, Timo Bordes, Vincent Brousse, Vincent David “El Jeffe”, Vincent Douchamps, Vincent
Mattes, Timo Scala, Timo W., Timothy Carroll, Timothy Cummings, Timothy E. Adams, FURSTENBERGER, Vincent GOUDE, Vincent Hatakeyama, Vinsc, Visarion, Vise, Vitali,
Timothy G. Williamson (Zinistar), Timothy Inglefinger, Timothy Jackson, Timothy Vitaly Chernishov, Vito Alonso, Vivier de la Vialle - Fièvre de la Bulle, Vladimir
Leonard, Timothy Link, Timothy Martin, Timothy Morton, Timothy Ryan, Timothy S Rebchenko, VoidWolf, Volker Jacobsen, Volker Marx, VonScamp, Vortex, Vorzakk, Vyse,
Schmidt, Timothy Steed, Tino”TJE”Elsner, Tirlista, TJ Weller, TJames, tleilax, To my wife W H, “Witch Hunter” Joe Lawrence, Wabi Sabi Will, Wacey “Drunder” Stavinoha, Wade
Denise Drzewiecki, I love you (Scott Drzewiecki ), toadchild & inkybrushes, Tobias, Geer, Wade Jones, Wajanai Snudvongs, Walker FitzRoy, Walo von Greyerz, Walt J
Tobias Blüm, Tobias Dworschak, Tobias ‘eLi’ Breuer, Tobias G., Tobias Schulte-Krumpen, Ricketts, Walter B. Schirmacher, Walter Simpson, Wargamers Consortium, Warheit,
Tobias Tröger, Toby Datson, Toby Hall, Toby Leigh, Toby O’Hara, Toby Williamson, Tod Warren P Nelson, Warren Walker, Warrick Voyzey, Wasim R. Fernandez, Wax, Waylon
Allen Smith, Todd Peters, Todd V. Ehrenfels, Todd Walker, Todd Young, Toffi, Tom, Tom Wyatt, Wayne Rankin, Jr., wefra, Weltenschatz, Weltenwolf, Wenqing Du, Werner
“CmdrKiley” Kiley, Tom “The Monster” Hoefle, Tom Baxendale, Tom Blake, Tom Breeze Ceelen, Wes, Wes “Pimiento” Smith, Wesley Keen, Weyenbergh Kevin, White Kitsune,
(0-0-17), Tom Eddy, Tom Granados, Tom Jensen, Tom Killingbeck, Tom Ladegard, Tom Wilbert & Meow Galapon, Wild Boyz, Will Cassey, Will Hochella, Will Lennon, Will
‘Lord Farfhocel’ Kapel, Tom M., Tom Norris, Tom Olivieri, Tom Richards, Tom Saddler, McKeever, Will Pitts, Will Urban, Willem van der Horst, William (Hoppy) Davisson,
Tom Schadle, MayaCast, Tom Smith, Tomas Enrique Diaz, Tomáš Gregovský, Tomas William Byrne, William Håkansson, William Holmes, William Rullenraad, William T.
Lennvall, Tomasz Stanisławski, Tomato Jam, Tomaz Susic, TomBullet, Tomislav Rac, Burch, William Victor Janak the Fourth, William Witchalls, Willow Sheard, Willy
Tommaso Gollini, Tommi Malkki, Tommy Beaudry, Tommy Moore, Tommy Svensson, “Raven” Mangin, Wilson Badillo, Wojciech Słowacki, Wolfen Loki, Wolfengil, Wolfgang_
Töni, Tony E. Calidonna, Tony Rushowrth (Battleship Bismarck), Tony Strongman, Tony TrueCorrupt, WookieeGunner, World’s Best Comics and Games, Wouter, Wulpertinger,
Wallace, Top Deck Games, Torsten Pluschke, TotallyMunted, Totus Gnarus, Tracy and WWS Louie, www.thewarstore.com, Wyatt Douglas McRae, x4Rs0L, Xaierrre
Masako Castile, Tracy and Nicole Vierra, Tracy S. Landrum, Trageser, Travis “T3” Hernandez, Xale’Endar, Xavier “Korgaan” Rodriguez, Xavier Freycon, Xavier Rocamora
Keating, Travis Bryant, Travis Teitsch, TreasureX, Trevor Seeton, Trevor Younghusband, “Janzerker”, Xin Ceithan, Xones, Yan Duranceau, Yan Shen, Yann Laot, Yashia, Yehuda
Trey Mercer, Triof, Trip Space-Parasite, Tripleyew, Trismoonfarmer, Tristan, Tristan Halfon, Yeon Chang, Choi, Yong Jun Park, YouriJ, Yu-Cheng Hsu, Yumpus Chen, Yuri
Danner, Trojan Points, Trolkor, Troy C. Yarbrough, Troy Cota, Troy Ellis, Troy Stuart, Surovtsev, Yuri Tigelaar, Yves Dubois, Yves Fréchette, Z Gomez, Zach, Zach Churcher,
Tshonka, TTS TableTopShop, Tusochiso, twentysix, Twisted Cauldron, Tye Rougas, Tyler Zach Ross, Zachary Devokai, Zadakiel, Zah, Zak Anderson, Zak Kellaway, Zalabar, Zane
Berard, Tyler Doyon, Tyler G Brodell, Tyler Norman, Tyler Ricotta, Tyler Svancara, Tyson Gunton, Zanntos, Zarpas, Zendoku, Zengo, Zenon Berg, Zergash, Zewrath, Zhaoqi Peng,
Villeneuve, U Majuran, Uiliam O’ Regan, Ujka Kevin, Ulf Hillebrecht, Ulrich Drees, Zhaxtbrecht, Zhexiao Huang, Zoddl, Zöldi-Kovács Róbert, Zreef, 우 봉균(Woo Bong-
Umbarthio Daniaux, Unai Mujika, Unai Usin Bengoa, Uraziel Nomolos, Uriah J. Mach, Gyun), 盧德揚
510 Backers
THE ROLEPLAYING GAME
INFINITY
INDEX
SYMBOLS Activist 419 Explosive (EXP) 368 Second Settlement Phase 146
Adarsana 226 Fire 368 Ariadnan
112 Emergency Services 419 Ad Astra Pilgrimage 177 Flash 368 Army 155
ADHL. See ADHL Goonade (Goo) 370 Depression 147, 247
A Ad Hoc Specialisation 360 K1 372 Exclusion Zone 250
Ad Qaliwara 231 Nano 375 Federation 148
Abandonment Decree 147 Advancement 73 Needle 375 Kazaks 156
Abdera 251 Adversaries 415–494 Nimbus 376 Ariadnan Expeditionary Corps 24
Absterge 110 Aliens 462–478 Nimbus+ 376 Aritya 271
Accra 22 Categories 415 Normal 376 Arkhangel City 295
Truce 22, 450 Creating 417 Oneiros 376 Arkhangelsk 295
Acontecimento 8, 224–229 Creatures and Animals 480–494 Phobetor 377 Armbot 362
Climate and Geography 224 Denizens of the Human Sphere 419–461 Plasma 377 Armour 100, 341
Demographics and Culture 225 Rosters 409 SaboT 379 Armoured Clothing 362, 388
Economy 225 Ægir 297 Shock 380 Traktstar 362
Flora and Fauna 225 Aigletech 203 Smoke 380 Combining 342
Acontecimento Vila Booster 292 Airavata 263 Stun 381 Customising 342
Acquisitions 328–330, 329 Airborne Deployment 360 T2 383 Dogface 342
Action Groups 409–410 Air Taxi 395 Using 339 Hard Hat 370
Advanced 410 Akuna Bay 302 Viral 385 Heavy Combat 370
Types 410 Alamut 235 Anaconda Mercenary TAG Squadron 207 Orc 370
Actions 99 ALEPH 9–10, 16, 27, 41, 192–198, 291. See Anahena 304 Sogarat Tempest 370
Absterge (Minor) 110 also Factions Analysis Suite 361 Light Combat 373
Access System / Terminate Connection Aspects 194 Analytical Kit 361 Medium Combat 373
(Standard) 120 Ectogenesis 194 Animal Habitat 361 ModCoat 374
Assist (Standard) 110 Non-Licensed 195 ‘Antarah Tobacco Company 235 Nu-El 376
Assume Role (Minor) 135 Psychogenesis 194 Anthropic Error 308 Powered Combat 378
Bolster (Minor) 129 Flux 192 Antibiotics 361 Powered Combat (Ariadnan) 378
Brace (Standard) 110 O-12 Oversight 195 Antipode 151–157 Sakiel 379
Careful Piloting (Minor) 134 Recreations 42 Physiology 151 Sports Padding 381
Disengage (Standard) 129 ALEPH Nodes 193 Warrior 462 Symbiont 342
Draw Item (Minor) 110 Paradiso 269 Antipode Control Cranial Implant 361 Types 342
Drop Item (Free) 110 Aletheia Kit 361 Antipode Control Device 361 Vac Suit 385
Drop Prone (Free) 110 Al-Hadiye 268 Antipodes Voorne 343
Exploit (Standard) 111 Al Hawwa’ 164 Blood Fury 153 Wearing 341
Failsafe 35 Aliens 40 Southern Tribes 152 XO Suit 386
Flat Out (Standard) 134 Al Medinat Caliphate 231 Tribal Culture 152 Sauk & Joad 386
Free 99 Al Mish’iyah 231 Tribes 152 Arms Dealer 421
Hasty Piloting (Minor) 134 Amal 232 Antipodes of Ariadna 10 Arrows 376
Imply (Minor) 129 Amanda Greene 146 Aoidoi 197 Armour Piercing (AP) 362
Manoeuver (Free) 134 Amaravati 263 Aquila 259–263 Double Action (DA) 367
Rally (Standard) 129 Ambrosia Berries 294 Maneuvers 259 Double Trouble (DT) 367
Ready (Standard) 111 Amikeco Initiative 217 Officer Academy 261 Artificial Intelligence. See ALEPH
Recover (Standard) 111 Ammunition 358 AR. See Augmented Reality (AR) Artilect 306
Reset (Standard) 120 Adhesive 361 Arachne 141 Aryavarta 226
Speak (Free) 112 Armour Piercing (AP) 362 Aranda Astrologistic Facilities 272 Asaheim 243
Standard 99 Banshee 363 Arendal 296 Asgard 243
Stand (Minor) 112 Categories 339 AR Eye Implants 362 Asharii Bases 276
Stealthy 105 Dancer 367 Ariadna 23, 146–157, 212, 245, 246. See Assault Pack Leader 421
Swap Ammo (Minor) 112 Double Action (DA) 367 also Factions Assets 39, 329
Transmit (Minor) 120 Double Trouble (DT) 367 Balkanization 147 Gaining 329
Treat (Standard) 112 E/M2 368 Consolidation Phase 148 Management 330
Use Program (Standard) 120 Eclipse 367 First Settlement Phase 146 Astrography 252
Withdraw (Standard) 112 Electromagnetic (E/M) 368 Government 153 Asura (ALEPH Aspect) 419
INDEX 511
Asyût 271 Biguan 270 Cailleach 245 Combat Terrain Test 108
City 271 Bimaristans 161 Caledonia 149, 245 Combined Army 266, 308
Ateks 177, 301 Bioengineered Bodies. See Transhuman Clans 154 Morats 313
Ateks Out! 182 Characters Callisto Colony Rush 290 Comlogs 141, 365
Lobby 258 Biografting 344 Calonack 246 Command System 120
Atlantea Archipelago 302–305 Bioimmunity Organ 363 Cambados 242 Commissariat 310
Atlantic Campaign 15. See also NanoTech Bioscanner 363 Camões 228 Commons 260
Wars Bio-Technological Shield (BTS) 341 Canto Initiative 224 Common Special Abilities
Attacks 99 Birth Host 40 Caravanserai 160 Fast Recovery 417
Attribute Augmentation 362 Black Bounties 169 Career Fear X 417
Attributes 29 Black Hand 173 Extending 54 Grasping 417
Improving 74 Intelligence Section 173 Hazarding 54 Inured to X 418
Attrition 355 Quantronic Section 174 Careers 38, 53–70 Keen Senses 418
Augmentations 332, 344–346 Tactical Section 174 Profiles 59–70 Menacing X 418
Categories 344 Black Market 219, 393, 394 Cashflow 328 Mindless 418
Complications 345 Black Ships 168 Recovering 330 Monstrous 418
Surgery 344 Blårand 297 Castor & Pollux 256 Night Vision 418
Types 344 Blizzard Skirmishes 21 Castropol 248 Quantronic Jump 418
Augmented Reality (AR) 6, 9, 84, 114, 140, Blue Classification 184 Caucasus Conflicts 12 Superhuman Attribute (X) 418
142, 218 The Blue Wood 239 Cécile. See Sorel Sisters Threatening X 418
Auron 246 Bodyguard 422 Celestial Guard 423 Complications 30, 33
Aurora Chronicles 319 Bois Bleu 239–240 Celestial Research Centre 273 Acquisition 331
Authentication 116–118 Bomjesus 227 Centerville 249 Augmentation 345
AutoMediKit 363 Bose Harbour 261 Ceres Belt 292 Range 30
Avro-Kaizuka 256 Bossémbelé 243 Chaksa 323, 462 Concilium 8, 18
Ayutthaya 282 BOT Seal 170 Chaksa Superstition 323 Convention 16, 339
Azar Desert 235 Bottled Water 363 Chameleonwear 364 Courts 212
BouBoutiques 169 Characters 29 System 243
B Bounty Hunter 422 Charges 349 Concilium Gate 256
Bourak 8, 158, 230–236, 291 Checked 104 Concilium Prima 237–243
Backgammon Lost Garrison 276 Climate and Geography 230 Chengling 269 Climate and Geography 238
Bactra 242 Demographics and Culture 231 Chengsan 257 Demographics and Culture 239
Bahal 236 Economy 231 Cheng Tû 283 Economy 239
Bahiti 235 Flora and Fauna 231 Chimera 423 Flora and Fauna 238
Bakunian Conciliator 171 Boushra Caravanserai 254 Überfallkommando 425 Concordat 310
Bakunin 19–21, 27, 166, 168 Brain Blast 120 Choola 241 Conditions 103
Moderator 422 Breach Effects 120–121. See also Harm Chromatin 314 Bleeding 103, 113
Balişehir 233 Breaking & Entering Kit 364 Chuän 285 Blind 103, 120
Ballistic Vest 363 Break Social Connection 131 Chung Kuo 185 Burning X 104
Baniya 235 Brísingamen, The 243 Chunqiu 296 Dazed 104, 113
Bank of Tunguska 170 Brown Bear, Ariadnan 480 Cibola 243 Fatigued 104
Baronha 242 Bureaus Cidade Bomjesus 227 Helpless 104
Basic Limb Replacement 363 Aegis 213 Circular Staggered 104
Basic Medical Supplies 363 Agni 213 Routes 144 Stuck 104
Battha Racha 282 Athena 214 Circulars 144–145, 396 Unconscious 104
Bayram Caravanserai 236 Concilium 215 Clausewitz 260 Confidentes 202
Beatrice 276 Gaea 215 Military Academy 260 Confrère Knights 180
Behdeti 267 Ganesh 215 CLAW. See Programs Consilium de Militaris 178
Bêi Mén 285 Noir 408, 412 Climbing 111 Contagions 347–348
Bêi Tû 285 Campaign 414 Kit 365 Damage 347
Belter Memorials 292 Tiandi 217 Plus 365 Harm/Special Effect 348
Benshen Archipelago 280 Toth 195, 217. See also Bureaus: Toth Close. See Range Term 347
Bergelmir 242 Trimurti 217 Clothing & Fashion 388 Tests 347
Bhai Gurdas 226 Burning Star 207 Cloud 9 254 Vector X 347
Bhai Khalla 227 Burning Star Satellites 251 Club Owner 425 Contraband Wars 149
Bhai Murdana 226 Burst 358 Cluster Cults 142 Convents 175
Bharata 229 Code Infinity 26 Charon 175
Bhargavi 304 C Coille Laith 246 Custodiers 175
Bienvenue Station 251 Combat Dice 29 Moiras 175
Bifrost 243 C3rvant3s 221 Combat Jump Pack 365 Corner Depots 217
512 INDEX
THE ROLEPLAYING GAME
INDEX 513
Free Company of the Star 206 H Agent 439 Internal Pocket X 372
Funduq Security and Intelligence Force. Hibat Allah 272 Interstellar Communication 145
See Muhafiz Hachib 162 High-Gravity 109 Interstellar Empires 16
Funduq Sultanate 232 Hacking Device 352–353, 370, 496 The Highland Howl. See Caledonia Intrusion Countermeasures (IC) 119, 352
Funduq Viper 481 Assault 362 , 496 Highsec 118 Countermeasures 371
Fuyan 267 Defensive 367, 496 Hikikomori 141 Crybaby 371
Fv Indah 305 EI Hacking 368, 496 Hilda 252 Deadfall 371
Killer 496 Hindered 104 Gaslight 372
G Plus 496 Hired Car/Limousine 395 Hivemines 372
White 496 Hit Locations 100 Mirrormaze 372
G2 255 Hâi Liû Sea 283 Holomask 371 Redtape 372
G-5 Nations 26 Hăimen 285 Homeric Belt 254 Inverloch 246
Gabqar Khanate 234 Hakkâri 233 Horselberg 269 Invernaculum 273
GADGET. See Programs Halidon Bridge 305 Horse, Riding 489 Invincible Doctrine 189
Gadwatec Tayyeb 373 Halo 142 Hospital Bank 179 Iran Zhat Al Amat Shahnate 234
Gain Information 131 Handler’s Kit 370 Housing & Property 390 Ironbark Totems 152
Gain/Lose Access 131 Hàoguāng Transorbital Defence Base 275 Hōu Toû 282 Irregulars 156
Galvão 227 Haqq Hua Ling (Magnificent Dawn) 255 Ishmailiyya 268
Gandakpur 280 Mutazilites 160 Huaquiao 240 Işıkev 257
Gang Tasawwuf 160 Hujan 303 Iskalde Submarine Base 297
Enforcer 437 Haqqislam 27, 158. See also Factions Human Item
Gardens of Zı̌jinchéng 284 Government 161 Close 107 Qualities 333. See also Qualities
Garuda Tacbot 369 Guilds 162 Human Edge 8, 252–257 Items
Gateway Station 251 Haqqislamite High Command 163 Asteroid Belts 253 Repairing 333
Gatka Tag Fighting 227 Trade and Terraforming 159 Demographics and Culture 253 Sizes 332
Gā Yatrī 271 Haqqislamite Armada 163 Human Edge Corporate Crises 21 One-Handed (1H) 332
Gāyatrī Moehau 481 Harm 100 Human Sphere 8, 258 Two-Handed (2H) 332
Gecko Pads 369 Effects 101–102. See also Conditions Human Terrain Mapping 126–127 Unbalanced 332
Geists 72–73, 143–145, 350–351 Special 102 Hunza 234
Basic 73 Vehicle 135 Huriyyah Archipelago 232 J
Chauffeur 364 Harvesters 241 Hyō Shō Domes 296
Criminal 218 Hassassin 163–165, 439 Hypercorps 201 Jackson 248
Guardian 370 Haunt 370 Hyperledgers 141 Janissary 440
Learning 350 Hawaiki Archipelago 304 Jaulan 241
Military 373 Hawking’s Junction 261 I Jefferson 249
Security 379 Hazards 34 Jiä Yan 283
Upgrades 350 Heat 33–34, 408 IC. See Intrusion Countermeasures (IC) Jichângyï 285
Vizier 385 Gaining 33 Idavoll 243 Jinggu City 271
Gentle Leaf 146 Mechanical Spends 34 Ikari Company 206 Jı̌ng Qì (Prosperity) 254
Gernot Multi-Way 268 Spending 33 Ikatere 304 Jorōgumo 483
The Gestalt Mind 194 Starting 32 Illumination 360 Jotumheim 242–243
Gesurat 313 Helheim 242 Imperial College 284 Jovian Crises 21
Ghezirah 272 Helicon Belt 253 The Imperial Court 186 Judicial Police Training Academy 285
Ghezirah City 272 Helicon Miners’ Revolt 254 Imperial Triad War 17 Jumping 111
Ghost Domes of Luna 288 Helios System 251 Implants and Grafts. See Transhuman Jupiter 290–292
Ghosting 142, 355 Helot 290, 301–302, 324 Characters Demographics and Culture 290
Gök-Burgo 247 Life Cycle 301 Incapacitation 101 Orbitals and Moons 290
Gracetown 248 Pods 301 Indigo Spec-Ops 184–185
The Grand Canals 261 Pressure Personalities 302 Infinity Points 35 K
Gratia Archipelago 260 Rebellion 21 Gaining 35
Grey Warts 297 Wild Ones 302 Using 35 Kala Pani 241
The Great Apostasy 178 Hephaestus Black 194 Influence Belief 131 Kambu 280
Great Arboreal Reserve 227 Hephaestus Centers 194 Information Broker 440 Kan Zhu 285
The Great Gem. See Neoterra Heraclitus 256 Infowar Kaphiri 270
The Great Pursuit 307 Hermes Interplanetary Spaceport 297 Actions. See Actions Kaplan Tactical Services 207
Grenades 349 Hero & Leander 256 Reactions. See Reactions Karanatat 313
Smoke 380 Hesiod-5 253 Inlaid Palm Circuitry 372 Karava Vinetrap 485
Gruntsuit 369 Hesperya Consulting 203 Inner Sol Crises 21 Karkorin 282
Gurindam Archipelago 303–305 Hexahedron 181 Interactions 123–124 Karli 235
Gurlanak 311 Hexas 183 Basic 123–124 Karnapur 271
514 INDEX
THE ROLEPLAYING GAME
INDEX 515
Neoterran Civil Rights Association 259 Olabisi 235 Orbitals 274 Cyberalert Systems 384
Neoterran Emerald Dragon 489 Old Man of the Mountain 164 System 273 Cybermask 384
Neoterra Orbital Astroport 263 The Oloruns Palace 292 Paradiso Control Force 182 Stop! 384
Neovatican 177–178, 262 Olympus-1 197, 275 Paradiso Errant Fleet 324 Sucker Punch 385
Nessium 295 Öngüt 232 Paradiso Offensive 24 White Noise 385
Neural Hacking Socket 376 Onyx Contact Force 308 Paranoia Level 412 Utility (GADGET) 352
Neural Shunts 376 Onza Island 272 Parry 113. See also Defence Assisted Fire 369
New Calendar 19 Operation Flamestrike 273 Parthalia Island 236 Controlled Jump 369
Newport 249 Operative Conclaves Parts 356 Enhanced Reaction 369
Newton City 261 Dirae 175 Pārvatī Orbital Defensive Platforms 275 Fairy Dust 369
New West, The. See Usariadna Eumenid 175 Patrols 410 Lockpicker 369
NiemandsZone 266 Fury 175 Pax 261–262 Program Templates 496
Niflheim Blockade 296 Optical Disruption Device 376 Personal Protective Equipment 377 Project DAWN 7, 12, 15, 146, 148, 185, 290
Niflheim/Huangdi 295 Order of St. Lazarus 179 Peshawit 227 Project: Toth 9, 16, 195
Ninja 444 Organ Buds 315 The Petite Assemblé 211 Prone 104
Ninjas 281 Orthys Belt 254 Phaeton-3 Orbital Compound 253 Prospector 451
Nirvana 275 Orujo 227 Phantom Conflict 20, 395 Psychoanalysis Suite 378
Nitrocaine 376 Otaku 141 Pheromone Dispenser 377 Psychotropics 356
Noahtown 305 Oubliettes 170 Pickpocketing 331 Psywar 122–132
No-Dong 3 286 The Outlands 250 Picks 356 Actions. See Actions
No-Dong Shipyards 286 Ovsyanka 248 Pilot 445. See also Skills Reactions. See Reactions
Nomad Executive Board 171 Oxygen Loads 355 Pirate Techniques 129–130
Nomad Military 172 Captain 447 Public Transport 394
Nomads 27, 166–175. See also Factions P Deckhand 447 Puerto La Guardia 227
Commercial Missions 172 Pirate Yards 219 Pulau Utara Island 304
Government 171 Pacific Campaign 15. See also Nanotech Pizzini 262 Pulling Reality 142
Non‑Hackable 116 Wars Planctae Sub-Archipelago 303 Punta Norte 228
Nordkap 296 Paekche 281 Plaska Prasravana 226 Punta Norte Defence Research Centre 228
Norouz 235 Pain Filters 377 Pluto 292 Puraza 378
Norstralia 267 Painkillers 377 Poictesme 247 Purchases
Norstralia Front 267 PanAsian Alliance 12 Police 449 Illegal 330
Novaria 260 PanOceania 7–8, 27, 176–184. See Swat Officer 449 In Bulk 330
Novîy Cimmeria 251 also Factions Portobelo 8, 228 Incidental 330
Novocherkassk 247 Church 177 Port of Odinheim 297
Novyy Bangkok 254 Cultural Integration Programs 176 Posthuman 451 Q
NPC Allies 418 Government 179–180 Powered Multitool 357, 378
Nullifier 376 Living Cities 177 Programs Qapu Khalqi 163
Nuova Infermeria Medical Complex 304 Military Orders 178 Attack (SWORD) 352 Qapu Khalqi Saft Raiders 275
Nurse 445 Planetary Armies 182–183 Brain Blast 383 QIDs. See Quantronic IDs
Nykåfjord Outpost 298 Trust 176 Redrum 383 Qingdao Report 25
PanOceanian Armada 183 Skullbuster 383 Qorsaptar 235
O Space Exploration Division 183 Slasher 383 Qualities 358
PanOceanian Maya-School Network 176 Trinity 383 Adapted (Environment) 335
O-12 27, 210–217, 291. See also Factions PanOceanian Military Complex 21, 54, 177, Control (CLAW) 352 Anti-Materiel X 336
Bureaus 213 180–182, 184, 189, 227, 254, 290, 300, Basilisk 365 Area (Close/Medium/Long) 336
Commissions 212 305, 362 Blackout 364 Armour 335
Conclave 212 PanOceanian Navy 183 Carbonite 365 Armoured X 334
Government 211 Paradiso 8, 264–276 Expel 365 Attack 336–338
Objectives 413 Acheron Blockade 274 Gotcha! 365 Augmentation [Aug] 334
Operations 210 Blockade Oblivion 365 Backlash X 336
Security Council 212. See also Concillium Daedalus 274 Overlord 365 Biotech 336
Council Intermediate 274 Spotlight 365 Blinding 336
Öberhaus 211 Naval 274 Total Control 365 Breach Effect [BE] 336
Observance of Mercy 174 Orbital 274 Defensive (SHIELD) 352 Breaker 336
Observation 87 Climate and Geography 265 Breakwater 379 Comms Equipment [Comms] 334
Obstacles 109 Demographics and Culture 265 Counterstrike 380 Concealed X 334
Ocean of Fire 232 Discovery 21 Exorcism 379 Deafening 336
Ocean Vista 303 Economy 265 U-Turn 379 Disposable 334
Odalisque 445 Flora and Fauna 265 Zero Pain 380 Electromagnetic [E/M] 336
Odinheim 297 Moons 276 UPGRADE 352 Exoskeleton X 335
516 INDEX
THE ROLEPLAYING GAME
INDEX 517
Tests 29–30 Upper 46 Stress 71, 100 Air of Authority 80
Skills 29 Social Cloud 142 Structure 333 Alien Specialist 89
Acrobatics 75–76 Social Mobility 388 Struktura 220 Alone in the Night 92
Analysis 76 Decline 388 The Struktur 220 Animal Healer 77
Animal Handling 76–77 Mixed Lives 388 Families 220 Applied Sciences 91
Athletics 77 Social Status 387 Lhost-Jacking 220 Backdoor Assets 85
Ballistics 78 Socrates 257 Post-Corporate Pursuits 220 Battlefield Psychology 90
Close Combat 79 Socratic Trojans 255 Virtual Protection 220 Born to the Wheel 89
Command 80 Sol 287–292 Subdermal Grafts 381 Bribery 85
Discipline 81 Minor Colonies 292 Submondo 27, 41, 218–223. See Bypass Security 95
Education 82 Solitudo Island 262 also Factions Camouflage 93
Expertise 29 Solokov 297 Subterfuge Intensity 412 Catfall 75
Extraplanetary 82 Sophotect 454 Sufbaatar 282 Charismatic 88
Focus 29 Sorel Fields 7–8 Suffocation 110 Clear Shot 79
Hacking 84 Sorel Sisters 7 Suites 357 Cliff Dweller 77
Improving 74 Sotarak 312 Sukhothai 282 Code Breaker 76
Lifestyle 85 Spawnembryos 315 Suŏ Zài (The Center) 285 Combat Analysis 76
List 29 Special Operations Command 156 Super-Jump 381 Combat Pilot 89
Medicine 86 Special Situations Section 196 Surgical Bay 382 Combat Specialist 79
Observation 87 Action Frame 196 Surgical Waldo 382 Commanding Presence 81
Persuade 87 Assault Subsection 196–198 Surprise 105 Coordinator 81
Pilot 89 Homeridae 197 Surt 243 Counsellor 90
Psychology 89 Assault Subsectoin Survival Kit 382 Courageous 81
Resistance 90 Thorakitai 197 Survival Pod 382 Danger Sense 87
Science 91 Assualt Subsection Survival Rations 360, 383 Data Analysis 76
Stealth 92 Agêma Marksmen 196 Svalarheima 8, 293–298 Deflection 79
Survival 93 Chandra Spec-Ops 196 Climate and Geography 293 Design Savant 94
Tech 94 Ekdromoi 197 Demographics & Culture 294 Disciplined Student 82
Thievery 95 Operations Subsection 197 Economy 294 Disguise 93
Using 406 S.S.S. Financial Security Commission 197 Flora & Fauna 294 Double Tap 79
Skill Tests S.S.S. Information Service 197 Svalarheima Seed 288 Eidetic Memory 87
Advanced 407 S.S.S. Quantronic Quality Service 197 Svengali 221 Elite Contact 85
Basic 30 Support Subsection 197–198 Clusters 221 Emergency Doctor 86
Complex 30, 407 Special Situations Section 198 Swimming 111 Enticer 88
Complication 31, 407 Spec Ops 455 Swiss Guard 180 Environmental Specialisation 93
Difficulty Zero 31 Heavy 455 SWORD. See Programs Equivocator 88
Face-to-Face 407 Speculo Killers 314 Sword of Allah 163 Eva Expert 83
Face-To-Face 31 Spes Archipelago 262–263 Swords of St. James 263 Explosives Expert 94
Failsafe 31 Splendour of Xanadu 251 Sybaris 262 Fast Healer 90
Group 31, 407 Spoof/Sniff 121 Sygmaa Trihedron 325 Field Dressing 86
Progressive 31, 407 Sports 144 Syldavia 268 Field Surgery 86
Social 122 Spotbot 381 SymbioMate 383 Firm Hand 77
Untrained 31 Springfield 249 Symbiont Hacking 342 Fleet Action 92
Skovorodino 297 S.S.S.. See Special Situations Section System Disruption 121 Fly Casual 92
Sky Shimmers 238 Stanitsa System 148 Syurga 304 Font of Courage 81
Sleep Deprivation 104 Stateempire Army 189 Free Runner 75
Slow Exodus 314 Status 46 T Genetic Engineer 91
Smart Taxi 395 Stavka Intelligence Department 157 Graceful 75
Snark Lands 251 Stealth 104–105. See also Skills Taba 232 Gravity Savant 83
Snark Safari 251 Attacking From 105 Tactical Armoured Gears 6, 18 Greasemonkey 94
Soak 100 Detecting 105 TAG Pilot 457 Group Dynamics 81
Armour 100, 341 Modifiers 105 TAGs 121. See Tactical Armoured Gears Guarded Heart 81
Cover 108 States 104 Gecko 137 Hacker 84
Morale 100 State Test 105 Guījiă 137 Haggler 88
Security 100 Stealth Repeater 381 Taittiriya 270 Impersonation 93
Social Class 46, 387 Stims 381 Talawat 232 Inconspicuous 95
Demogrant 46, 140 Storage Locker 391 Talents 39, 75–95 Infiltration 93
Hyper-Elite 46 Strackentz 269 Ace 89 Information Integration 76
Middle 46 Strategic Circle 309 Acquiring 74 Intimidator 88
Underclass 46 Strelsau 269 Acute Senses 87 Investments 85
518 INDEX
THE ROLEPLAYING GAME
INDEX 519
Stats Plasteel Pipe 378 White Hacking Device 385 Yu Jing 27, 185–191. See also Factions
Car 136 Spear 380 Wildcat Squadrons 13 Emperor, The 188
Hovercraft 136 Spiked Knuckles 380 Wilderness of Mirrors 26, 157, 163, 173, 183, Government 188
Speedboat 136 Stun Baton 381 190, 202, 220, 412–413 System 286
Truck 136 Sword 383 Wolfshot 385 Yu Jing Interspace Trust Corporation 202
Yacht 137 Teseum Chopper 383 Wounds Yunmen 285
Targeting 134 Tonfa Bangles 384 Effects 113. See also Harm Yutang 283
Types 133 Ranged 358 Horrific 113
Venus 292 Adhesive Launcher (ADHL) 361 Wulver 461 Z
Vest Festning 295 Assualt Pistol 362 Wulvers 153
Viana 242 Boarding Shotgun 363 Wurari 386 Zacuto 228
Vigour 71. See also Stress Breaker 364 Wuyi City 271 Zenda 273
Vila Boosters 145 Chain Rifle 364 Ze Rat 311
Viseraa 324 Combi Rifle 365 X Zero-G 109
Vishwa 228 Flash Pulse 368 Zhî Tû 283
Von Moltke 260 Heavy Flamethrower 370 Xenophon Naval Base 257 Zhongchong 270
Officer’s Academy 260 Heavy Machinegun (HMG) 371 Xhantri Bumblebees 274 Zhongting 280
VR Mode 355 Heavy Pistol 371 Xiangu City 271 Zhöu Zhöug 284
Vypadni 166 Hyper-Rapid Magnetic Cannon 371 Xiăolóng 286 Zı̌jinchéng 284
Light Flamethrower 373 Xiongxiang 268 Zondbot 386
W Light Grenade Launcher 373 Xperydes 203 Zones 107
Light Shotgun 373 Xperydes Biotechnology 203 Effects
Wàn Hóu 282 Missile Launcher 374 Xuan Ji 285t Combat 108–109
Warcor 461 MULTI Heavy Machinegun 374 Xuanyan and Youxiong 296 Quantronic 118
Wardriver 208, 461 MULTI Rifle 374 Social 127
Warfare 107–113 MULTI Sniper Rifle 374 Y Gravity 109
Actions. See Actiions Nanopulser 375 Quantronic 114
Reactions. See Reactions Panzerfaust 377 Yà Láng 282 Saturation 109
Washington 250 Pistol 377 Yănjīng 191 Social 124–130
Wave Port 305 Plasma Carbine 378 Yáokòng 386 Tracking 107
Weapons Plasma Rifle 378 Yáokòng Remote 386 Vehicular 134
Melee Plasma Sniper Rifle 378 Yián Xiáng 282 Visibility 109
Axe 363 Rifle 379 Yiheyan 243 ZuluPoint 23, 266
Garrotte 369 Sniper Rifle 380 Yinfeng Archipelago 273 Zumorroda 236
Grazeblade 369 Spitfire 380 Yingxian 269 Zúyŏng 189
Hedgehog 371 Tactical Bow 383 Yinquan 270
Knife 372 Vulkan Shotgun 385 Youth Event 47
Modhand 374 Wetspike 385 Yuan Yuan 208
Morat Scimitar 374 Specialised 359 Yú Hú 285
520 INDEX