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This pulse-pounding espionage campaign draws the PCs deep into the darkest secrets of the Human Sphere. Betrayed by their
friends, and with their enemies turning into strange allies, can they untangle their twisted triangle of allegiances before the
Code Infinity unleashes its destructive force?
A terrifying sequence of events is set in motion when a simple “babysitting” operation fails catastrophically on a Dawn caravanserai.
Burned by O-12, can the PCs track down the traitors responsible and learn the truth about the O-12’s shadowy Charon Committee?
From the bitter majesty of Dawn to the oppressive battlegrounds of Paradiso, they will soon learn that not all threats to the Human
Sphere come from the Combined Army, and the enemy without pales to the enemy within!
• A deep dive into the shadowy past of the O-12 where the ends always justified the means.
• Maps and actions scenes including a docking bay and a bar shootout.
• New adversaries such as Amaunet, Ziad Arslan, the Bellerophon Corporation, and Spiral Corps.
• Information on the Charon Committee, a sinister O-12 think-tank, whose members are not to be trusted.
• A Combined Army attack on Runenberg where the PCs must hold the line!
MUH050213
www.modiphius.com Printed in the UK
CREDITS
WRITING
Bill Heron
COVER ART
Bagus Hutomo
INTERIOR ARTWORK
Toma Feizo Gas, Aitor Holgado, Bagus Hutomo, Vincent Laik, Andre Meister, Edson Pagola, Reynan Sanchez, Vladimir
ART DIRECTION
Marc Langworthy, Rodrigo Vilanova
GAME DESIGN
Benn Graybeaton, Nathan Dowdell, Mark Redacted, Justin Alexander, Marc Langworthy
SPECIAL THANKS
Thank you to Corvus Belli—Alberto, Gutier, Carlos, and Fernando—for letting us play in your world!
This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental
and unintentional except for those people and events described in an historical context.
THE ROLEPLAYING GAME
TABLE OF CONTENTS
INTRODUCTION PART 3
NEBULA OF MIRRORS ������������������������������������� 3 PARADISO PARADOX��������������������������������������51
Campaign Summary������������������������������������������������������������� 3 Operational Summary������������������������������������������������������� 51
The Charon Committee������������������������������������������������������� 4 Background������������������������������������������������������������������������� 52
The Apophis Protocol����������������������������������������������������������� 4 Mission Briefing ����������������������������������������������������������������� 52
Scene 1: Errant Knights����������������������������������������������������� 52
Scene 2: The Trouble with Tohaa������������������������������������� 56
PART 1 Scene 3: There Must Be Some Kinda Way Outta Here � 58
Scene 4: Unpleasant Truths����������������������������������������������� 62
THE GATES OF DAWN������������������������������������� 5 Scene 5: Gathering the Storm������������������������������������������� 65
Operational Summary��������������������������������������������������������� 5
Background��������������������������������������������������������������������������� 6
Mission Briefing ������������������������������������������������������������������� 6 PART 4
Arrival at Gates of Dawn������������������������������������������������������7
The Gates of Dawn ����������������������������������������������������������������7 WAITING FOR
Local Colour: A STAR TO FALL�������������������������������������������� 66
NPCs of the Caravanserai ��������������������������������������������������� 8 Operational Summary������������������������������������������������������� 66
Scene 01: Silken Shakedown ������������������������������������������� 13 Background������������������������������������������������������������������������� 66
Scene 02: Running Rings��������������������������������������������������� 18 Mission Briefing ����������������������������������������������������������������� 67
Scene 03: Who Hits the Hitmen?������������������������������������� 21 Eveningstar Layout������������������������������������������������������������� 68
Scene 04: Shipping Out����������������������������������������������������� 24 Scene 1: All Aboard the Eveningstar! ����������������������������� 80
Scene 2: How Do You Solve a Problem Like Morat?����� 83
Scene 3: Virtual Expectations������������������������������������������� 88
PART 2 Scene 4: Tyrannicide for the Greater Good��������������������� 90
Scene 5: Running to Stand Still��������������������������������������� 94
LOOK UPON MY WORK �������������������������������� 25
Operational Summary������������������������������������������������������� 26
Background������������������������������������������������������������������������� 26 APPENDICES
Mission Briefing ����������������������������������������������������������������� 26
Scene 1: Dawn Arrival ������������������������������������������������������� 27 APPENDIX 1: ADVENTURE HOOKS &
Scene 2: Irreverent Behaviour ����������������������������������������� 33 EXPERIENCE POINT AWARDS ������������������ 98
Scene 3: Terrible Teseum Trouble������������������������������������� 37
Scene 4: The Monkeywrenchers��������������������������������������� 44 APPENDIX 2: NAMED ADVERSARIES ���� 99
Scene 5: Damning Dossiers����������������������������������������������� 48
APPENDIX 3: ADVERSARIES ������������������� 107
APPENDIX 4: BELLEROPHON
CORPORATION �������������������������������������������������� 111
APPENDIX 5: PREGENERATED
CHARACTERS�������������������������������������������������� 112
Table of Contents 1
2
THE ROLEPLAYING GAME
INTRODUCTION
NEBULA OF MIRRORS
This adventure is a pulse-pounding espionage thriller that draws the PCs deep into the darkest secrets of
the Human Sphere. Betrayed by their friends and with their enemies turning into strange allies, can they
unentangle their twisted triangle of allegiances before the Code: Infinity unleashes its destructive force?
CAMPAIGN SUMMARY
A routine intelligence-gathering mission for the as catspaws of both Ozymandias and Amaunet for
PCs providing escort for a senior O-12 agent, their own ends. In Amaunet’s case, it is to ensure
Fereydun Yildiz, takes a turn for the worse aboard the enaction of the APOPHIS Protocol and prevent
a Caravanserai. When their charge is injured itself from being shut down by a series of code-
during an attack, the characters are framed for words. Ozymandias has already survived multiple
his attempted murder. Fereydun’s father, Charon attacks from various mercenary companies while
Committee member Feyyaz Yildiz, takes a very per- in hiding on Dawn and is justifiably paranoid. He is
sonal stake in pulling strings to get the Hassassin attempting to find out why the Charon Committee
Husam Yasbir assigned to exact his own form of members are being targeted.
retribution.
From the wilds of Ariadna to the Paradiso battle-
In doing so, he reveals his location to Amaunet and front, and space itself, the characters are being
Ozymandias, both fellow members of the Charon hunted. As the characters discover the other mem-
Committee think-tank. One is a rogue LAI, suborned bers of the committee, prove their innocence, and
by the Tohaa Triumvirate, the other is an O-12 agent find the shutdown commands for Amaunet, they
in hiding on Dawn. The characters become involved uncover the Triumvirate’s involvement.
NEBULA OF MIRRORS 3
THE CHARON COMMITTEE
A secret multi-faction think-tank, the Charon killed in an “accident” - both Ozymandias and
Committee postulated on how O-12 could be Feyyaz Yildiz know of her existence.
compromised after the First Offensive. Four in • Feyyaz Yildiz, Haqqislam Silk Lord. He has knowl-
number on paper (actually five, but none of the edge of Estevez, Ozymandias, and Raanios, but not
committee are aware of more than three other Amaunet. If Paradiso could later be terraformed
members as information was compartmented), this anew, a new Silk monopoly could arise – at least
committee was tasked with researching various that is what he thought. His son, Fereydun, is
solutions should O-12 and ALEPH become com- injured by the Ikari.
promised. They worked outside of O-12 jurisdiction • Raanios, Tohaa Liaison. In actuality a Triumvirate
as a result. agent, he is also working to cover up the
Triumvirate’s involvement in the deaths of the
One such plan was the APOPHIS Protocol. A early Human Sphere colonists on Paradiso.
sleeper cell — in fact, a corporation — would be Attached to the Spiral Corps, he has full knowl-
created using sequestered funds, provided by each edge of Bellerophon’s nature, and plans to use it
member of the committee. At least, that is what the as a “revenge ploy” against the Combined Army
committee were led to believe. These funds were, regarding the fall of the Daedalus Blockade. He
however, provided by the Tohaa Triumvirate through is the one who used the hit on Fereydun Yildiz to
a labyrinth of shell companies. expose Feyyaz.
• Amaunet. Actually a rogue AI, previously on the
• Ozymandias, O-12 Agent. He knows the identity EveningStar, now spread across the datasphere
of the other remaining committee members, in the Bellerophon Corporation. It now runs the
except Amaunet. He’s been left to his own devices corporation, explicitly designed to enact the
for some time. APOPHIS Protocol. It has quickly gained control
• Aisha Estevez. Went into seclusion on Varuna, of the corporation by a series of “unfortunate
then went crusading upon Paradiso. Apparently events” – Arachne’s Deeps (the Deep Web) are rife
with rumour of a conspiracy.
4 Introduction
THE ROLEPLAYING GAME
PART 1
The characters are an escort detail for a high-ranking O-12 agent named Fereydun Yildiz to the Dawn
caravanserai know as Gates of Dawn. Yildiz is a cocky, vainglorious individual who see the characters as
unwanted babysitters. When a negotiation goes horribly wrong and he is shot dead, the characters find
themselves framed for Yildiz’s murder. As the characters suddenly find themselves hunted throughout the
Gates of Dawn caravanserai, they become aware someone is helping them evade the authorities. FILLING IN THE
BLANKS
The Kurage Crisis and the
OPERATIONAL SUMMARY G5’s involvement is still
very fresh in the minds
The player characters are dispatched as a protec- goods — or even black-market Silk — has prompted of many Ariadnans. The
tion detail for a high-ranking O-12 agent visiting this mission. newly risen Japanese
a new caravanserai near Dawn in the Ariadnan nation-states on Dawn and
system. Tensions are still running high in the Fereydun Yildiz is an experienced agent sent to the involvement of the
system after recent events on Dawn. find out more about the source of these rumours. JSA (Japanese Secessionist
The agents are there to provide both muscle and Army) in the Kurage
As well as the usual Ariadnan rambunctiousness, tactical support. The Gates of Dawn caravanserai Crisis left many Ariadnans
there is an added concern for O-12 and, indirectly, or Abwab Alfajr — to use the original Arabic name distrustful of both Yu Jing
the rest of the Human Sphere. Black-market tech, given it by Haqqislamites — was recently added and the JSA.
especially that of off-world or even alien origin, is to the Dawn system. It is a melting pot and melt-
a major threat to security. Rumours of the Bratva ing-point of cultures and factions from across the
mafia and the Yakuza beginning a trade in such Human Sphere.
WILDERNESS OF MIRRORS
ALEPH: Dawn is still somewhat technologically backward, but somehow the Nomads have managed to set up one of their
Arachne nodes on the caravanserai. Do what’s necessary to prevent it becoming a viable alternative. Make it look like an
accident or unreliable Nomad tech.
Ariadna: If the Yakuza and Bratva are colluding, foster some distrust between the two criminal entities. After recent events like
the Uprising, the last thing anyone on Dawn wants is more Yu Jingese spies sniffing around. Or souped-up Bratva. Let’s find
out how deep they are in with each other.
Corporations/Mercenaries: There are usually a few independent entrepreneurs around here. Some of those local operators
might be able to afford your skills. You’ll not be guarding Yildiz all the time. You may get info on a new gig at Wolfman Jacques.
Haqqislam: Gates of Dawn is the first caravanserai in the Dawn system. It’s in Haqqislam’s best interests to keep things on-the-
level, so make yourself available to the Chief Azimi, although the local Imam is also an ally. If there is a trade in some form of
Silk, report back to them.
Nomads: There’s an Arachne node located in Alghaba. You’ve got a few maintenance updates to add to it, provided you aren’t
spotted. Speak to Raza.
PanOceania: This is very much a propaganda tool by Haqqislam. There’s an information broker named Raza who might be able
to provide some sort of leverage on local officials if needed, or at least a dossier. The local priest is an undercover agent. They’d
also like to know what O-12’s interest in the Bratva and Yakuza is.
Submondo: Someone’s got a way in and out of here without any official entanglements. Smart money is on Alejandro’s place.
Or perhaps those tunnels?
Yu Jing: If the JSA are involved, there’s got to be a way they’re avoiding the StateEmpire’s agents. See what you can find out.
There are no active StateEmpire agents on board the caravanserai — or so we believe — but be prepared.
6 PART 1
THE ROLEPLAYING GAME
LOCAL COLOUR:
NPCS OF THE CARAVANSERAI
ALEJANDRO SOYENGWASE An ardent theologian, he and Imam Husayn Ibn Ali
Alejandro Soyengwase was one of the first Bayie. can often be found arguing in Café Voltaire. Despite
He runs Alejandro’s Automatika, and although he the feigned heat of their debates, the two are great
considers himself a retired meteor head, there’s not friends. The father has a secret though. Before he
much he can’t fix. He also knows the caravanserai’s took Holy Orders, he was once a Father-Knight and
systems well, to the extent that he has rigged member of the Order of the Temple. He is terrified
himself a few backdoor protocols, just in case he that someday ALEPH or Hexas operatives will come
ever needs it. calling, and he will be brought to account for his
past. While old age has reduced him to inhabiting a
Meteor Head — FATHER AUGUSTO MUÑOZ Lhost body, he has lost none of his wit.
Infinity Corebook, p. 444 A keen caver, Father Muñoz is likely to be found
wandering the old mine tunnels in his free time.
8 PART 1
THE ROLEPLAYING GAME
10 PART 1
THE ROLEPLAYING GAME
Node 6 — Defence Network: One of the carvanse- Characters may use the controls to generate other
rai’s most secure networks, it controls the point affects like flooding compartments with water, raw
defences and defence grid. sewage, and so on at the GM’s discretion.
12 PART 1
THE ROLEPLAYING GAME
Node 8 — Flight Control & Shipping: This node • Black Flights: The rumoured “Black Flights” are a
deals with both air traffic control and the incoming thing, as are the biotech imports — not exports
and outgoing ship traffic. It also maintains a record — that Yildiz was chasing. Someone is bringing
of all the storage containers aboard. illegal biotech to Dawn. It might be a corporation
— a side-line of Bellerophon’s — or a faction like
• Cargo manifests. A character can locate the con- Submondo or even Haqqislam.
tents or location of a specific cargo container • Nice Little Earner: The characters learn of a
with a Challenging (D2) Analysis test. scheme to use Gates of Dawn as a base for
• Docking bay control. A Breach allows a character a corsair such as McMurtrie or can even go
to control the access doors for a single bay. To into business as corsairs themselves. See the
access multiple bay doors requires a Challenging Haqqislam Sourcebook for more details on corsairs
(D2) Hacking test success, with each additional and privateering.
docking bay increasing the difficulty by +1. • Policing the Bleedin’ Edge: The characters are
• Flight control. A character can assign or check deputised by Central Control during a local crisis.
docking bay records for a ship on an Average (D1) It may be a repeat of the Kurage Crisis, local ten-
Analysis test success. sions boiling over, or perhaps the Jacqals become
• IC-3 Crybaby / Deadfall. more than just a minor nuisance.
• We’re Going on a Shrike Hunt: Some maniac
FUTURE ADVENTURE transports a dangerous animal such as a Shrike
HOOKS Tardigrade or Preta Hungry. It escapes — or is
released? — into the tunnel system, and quickly
Although the characters’ visit to Gates of Dawn is proves to be a menace. Can the characters track it
likely to be brief, there are a few adventures hooks down before it hunts them down?
the GM may want to use if the characters decide to
return there for any reason in the future.
14 PART 1
THE ROLEPLAYING GAME
16 PART 1
THE ROLEPLAYING GAME
The Bratva react almost immediately. They flip MALL BOMBING GM TIP
tables over for cover, as do the false Yakuza, who
produce military-spec MULTI-rifles and open fire on As a diversionary tactic to distract both the Muhafiz STAGING THE
both the Bratva and the characters. The characters and Qapu Khalqi of the caravanserai, the Ikari have BATTLE
are caught in the middle between both sides. planted a smoke bomb in the Bazaar. The confusion The battle is likely to be
it causes should be enough to divert their attention intense for the characters.
At first, the Bratva will be convinced the characters for the Ikari to make their hit and escape. Caught between a very
have double-crossed them and are trying to kill capable mercenary unit and
Borgia-Kostova. It takes a Daunting (D3) Personality By spending 2 Heat, the GM can upgrade the bomb a group of angry mobsters is
not what they signed up for
+ Persuade test success to convince Borgia-Kostova to an additional explosive device left in the kitchen
on this mission! The GM may
of their innocence, and the difficulty is increased by at Casablanca Sam’s (a timed D-Charge, see Infinity
want to concentrate on the
+2 if they open fire on the Bratva. Corebook, p. 350). characters themselves, rather
than rolling dice for all the NPC
IT’S (INFO)WAR! TRAPPED! contests. The players want their
The Ikari hacker will do her level best to use characters centre-stage, rather
her CLAW programs to immobilise any threats or Chasing the Ikari into the tunnels is a risky option. than the victim of arbitrary die
weapons or cause more lasting harm with her The Ikari have a great deal of experience in rolls. If the characters are doing
SWORD programs on anyone trying to counter the withdrawal and extractions under heavy fire. They well, so are their allies. Assume
comms blackout. have set up sentry guns and tripwires designed to there are each three to five
Bratva and “Yakuza” combatants
collapse the tunnels and use D-Charges rather than
per character!
At some point, the hidden quantronic zone is Drop Bears in these instances, designed to create
Breached, either by accident or by a targeted attack an impassable zone.
(or 1 Heat spent). It exposes the data tunnel lead-
ing to the Circular and the Script Kiddies. See Tunnel Battle Map, p.22
HEAT SPENDS Characters trying to follow the Ikari team will run
1 Heat: Bratva reinforcements. An additional fire- into reinforcements. A 1-Heat spend means the
team of 3-5 Bratva lead by an Elite crash through characters encounter another fireteam of four Ikari
the front door. Keisotsu Butai troops, while 2-Heat also includes
the Yáokòng remote as well. The Ikari will leave the
2 Heat: The Jacqals smell blood. The Jacqals (p. remote to tie up the characters in a gunfight while
9) hear the gunshots and investigate. They they escape.
immediately assume the characters are responsible,
adding yet another wrinkle to the situation. Their last act before escaping will be to detonate
a last set of explosives to seal the tunnel, if they
3 Heat: A Yáokòng Remote (see Infinity Corebook, p. have time, or to jam the maintenance hatch open GM TIP
386) backs up the Ikari mercs, entering through the as they leave, causing the immediate area of the
kitchen area. tunnels to decompress to space. When the tunnels ILYANA’S DEAD?
If Ilyana Borgia-Kostova is
decompress, the characters will have no option
killed, her younger sister Sophia
EXIT THROUGH THE KITCHENS but to hang on to the nearest object requiring
takes up her role. She is likely
If the characters and Bratva make a spirited a successful Challenging (D2) Brawn + Athletics to be far less forgiving than
resistance, the Ikari mercs begin an ordered retreat, test. Possible complications include a character her sister.
using covering fire to allow their troops to retreat dropping a weapon that is swept away or even the
through the kitchens and back through the mainte- character being spaced.
nance tunnels. They have left some nasty surprises
in both the tunnels and the Bazaar to divert atten- HOW MUCH TROUBLE ARE
tion. They also leave a Yáokòng remote (see Infinity WE IN? FIRETEAMS
Corebook, p. 386) behind to cover their escape. Both the Bratva and Ikari
With the adrenaline of battle fading, the smoke Company mercs will use
If the characters are still fighting — or negotiating from gunfire and electrical damage triggers the fireteams. The Ikari Company
— with the Bratva, their sniper does his best to kill sprinkler system, dumping a load of fire retardant mercenaries will use a four
Ilyana, possibly escalating the conflict further. At onto the characters and Casablanca Sam’s. As Trooper plus Elite leader
grouping, while the Bratva vary
the very least it will distract the Bratva and cause everyone begins counting the dead, the Bratva are
between 3-5 Troopers plus
them to regroup, allowing the Ikari a window to leaving no wounded Ikari alive. If Ilyana has been an Elite leader. For more info
retreat. The Bazaar will suddenly fill with smoke killed, this will be written off as vengeance, other- on fireteams, see the Infinity
and crowds. wise it is a reminder that the cold-blooded Bratva Corebook, p. 415-417.
do not forgive.
18 PART 1
THE ROLEPLAYING GAME
20 PART 1
THE ROLEPLAYING GAME
If the characters have managed to convince the CARGO LIFTER Their normal ability to
Bratva or one of the local ship captains to allow broadcast their distress
them passage, the Hassassins will hit them either ATTRIBUTES frequency can be disabled
before they enter or are in the docking bay. Scale 1 Speed 1 Brawn 12 (+1) with a successful Challenging
(D2) Intelligence + Tech test.
Whether the characters go on the offensive or take DETAILS Designed to float, their basic
up a defensive position, the Hassassins they are manoeuvring thrusters require
Max Passengers 1 Impact 1+5§, Knockdown a would-be pilot to make
facing are utterly dedicated to taking down their
a successful Average (D1)
targets. Any Psywar or Persuade tests against them DEFENCES Coordination + Pilot test.
suffer a +2 difficulty. Structure 20 Firewall 5 Armour 3 BTS 1
HUNTING DOWN THE Docking Bay Clamps: Used to fix a ship to the deck
HASSASSINS: GOING ON when docked, the clamps can be released remotely
THE OFFENSIVE
OFFENSIVE from Central Control or manually by ground crew
staff with a physical key. They can also be hacked
If the characters decide to hunt down the with a successful Daunting (D3) Intelligence +
Hassassins, it is a deadly game of cat-and-mouse Hacking test, releasing the clamps.
through the tunnels and thoroughfares of the
caravanserai. The Hassassins adapt quickly though Docking Ring Access: Unless a craft is secured to
and will not advance blindly into obvious traps — or the clamps, these heavy-duty doors remain sealed.
make the same mistake twice. They will also use They are operated from Central Control and cannot
their neural hacking devices to access the local be overridden or hacked (they have the Non-
networks and attack the characters that way, strik- Hackable quality). The doors can take 30 points of
ing the characters on multiple fronts. physical damage before they collapse.
Ultimately, the characters need to wipe out or Landing Pad: Designed to withstand the blast of
otherwise incapacitate the Hassassins before they blast of landing and booster jets, these ceramic
can attempt to leave. The following zone maps heat-ablative platforms rise 10 feet (3 metres)
and descriptions are useful to map out possible above the docking bay floor, counting as vertical
confrontations. terrain (see Infinity Corebook, p. 110).
For an Infowar zone map of the caravanse- Launch Conveyor: When in use, it is advisable to
rai, see p. 8. avoid these massive gears as they transport a land-
ing pad to the docking ring. Normally they count
DOCKING BAY BATTLE as difficult terrain (see Infinity Corebook, p. 109),
requiring a Challenging (D2) Acrobatics or Athletics
The docking bay map could be used for a shootout test, but when they are in use, launch conveyors
with the Bratva, theft of a ship (see p. 22), or a big become hazardous terrain (5§ physical damage
showdown with the Hassassins. with the Immobilising and Vicious 2 qualities, if
the test is failed). Again, operated from Central
Cargo Containers: These 20-foot (6-metre) con-
Control, they can also be hacked with a successful
tainers are large, heavy, and designed for modular
Challenging (D2) Intelligence + Hacking test.
22 PART 1
THE ROLEPLAYING GAME
population, they are exploited by those looking to 2 Heat: Tripwire Traps. These simple devices are
keep a low profile for nefarious reasons. The local rigged to set off a drop bear mine once tripped.
Submondo elements make use of the scant security A thin, nearly invisible length of cable stretches
coverage to move around, along with the Ikari across the floor. A character moving at a normal
Company mercenaries and the Hassassins. The tun- pace will notice the wire on a Challenging (D2)
nels close to the Bazaar are used for maintenance Awareness + Observation test success but moving
and storage, as well as storing trash dumpsters. faster increases the difficulty of spotting the wire
by one step (+1 difficulty).
Dumpsters: These large metal receptacles are used
for storing recycling and trash. They count as +4§ 2 Heat: Decompression. An unlucky shot cracks a
Cover Soak and require a successful Challenging maintenance seal, releasing the atmosphere from
Disabling Explosives —
(D2) Brawn + Athletics test to move. the zone into space. The characters have no option
Infinity Corebook, p. 349
but to hang on to the nearest object requiring
Lights: The tunnels are dimly lit. Shooting out the a successful Challenging (D2) Brawn + Athletics Drop Bear —
lights (or otherwise breaking them) turns the zone test. Possible complications include a character Infinity Corebook, p. 367
into a low-visibility zone, increasing the difficulty of dropping a weapon that is swept away, or even the
vision-based tests by one step. character being spaced and exposed to vacuum.
The zone then counts as a vacuum (see Infinity
HEAT SPENDS Corebook, p. 110).
The following Heat spends can be used in the
above situations. 3 Heat: Hassassin Sleeper Agent. An apparent
passer-by or NPC is a Hassassin in disguise, or Hassassin —
1 Heat: Steam Pipes. A missed shot causes one of a sleeper agent. It may be any of the NPCs the Infinity Corebook, p. 439
the nearby pipes to rupture, releasing coolant or characters have previously encountered like the
steam. Anyone in the zone suffers 3§ physical Ruzenkos, Jacques, Raza, or even a long-term ally.
damage, and the zone becomes a low-visibility
zone, increasing the difficulty of vision-based tests If the characters survive the attack, they may well
by one step. want to go after the creators of the frameup, the
Script Kiddies. A group of Nomad Hackers, the
2 Heat: Sentry Gun. Possibly left behind by the Ikari Script Kiddies believe they are participating in a
Company or a Submundo group, these remotes are scripted-reality show of sorts (see p. 109), and the
designed to protect an area or cover a retreat when characters are a rival team. However, the trail has
activated. They are intended to track movement and gone cold. The Circular has left and taken the Script
will target any motion within range of their weap- Kiddies with it. The characters will catch up with
onry. Spending 1 Heat adds an additional gun. them later, though…
TROOPER
SENTRY GUN
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
6 8 9 11 7 7 8
FIELDS OF EXPERTISE
Combat +2 1 Movement — — Social — —
Fortitude +1 — Senses +2 — Technical — —
DEFENCES
Firewall 4 Resolve 8 Vigour 5
Security 2 Morale — Armour 3
ATTACKS
• Mk12: Range M, 2+5§ damage, Burst 3, Mounted, Salvo (Knockdown)
• Light Smoke Grenade Launcher: Range M, Burst 1, Area (Close),
Speculative, Smoke 2
SPECIAL ABILITIES
• Automated Turret: The sentry gun is an immobile turret, controlled
by a low-grade software agent. It is immune to any Psywar effects. It
uses Intelligence only to resist Infowar attacks.
24 PART 1
THE ROLEPLAYING GAME
PART 2
The characters arrive on Dawn and begin searching for Ozymandias. They reach MountZion, a town close
to the Revere Line, although Ozymandias appears to have gone to ground. USEFUL SOURCES
The Ariadna Sourcebook has a
Having located Ozymandias’s current position (a reinforced Teseum refinery), the characters make their wealth of information on Dawn
way to the Revere Line, searching for Ozymandias in the wilds, encountering hostile Ariadnans and wildlife. and Ariadna, as well as rules for
There they are attacked by wild Antipodes, foreshadowing the events in “Terrible Teseum Trouble” — some- Ariadnan characters including
thing has been agitating the tribes. Dogfaces and Wulvers. The
Mercenaries Sourcebook may
also be useful for more
After the characters arrive at the Teseum mine and refinery and search for Ozymandias, they come under
information on the Druze and
attack from multiple foes: Druze Society Mercs, controlled Antipodes packs, Kyrgyz-wannabes, a dropship, Bayram Security.
and a TAG.
The situation becomes a mess, with the group being chased across the wilds. The characters, along with
Ozymandias, head to his former “lair” where they discover his creation, Bellerophon, has been run...without
his knowledge!
The characters become involved in an Infowar with local corporate HQ as they try to find evidence of why
Amaunet is trying to kill them and the other members of the Charon Committee. A data trail leads back to
the Nomads on the caravanserai and large exports of Teseum to a secret project on Paradiso, APOPHIS, all
in the name of Aisha Estevez who is still apparently alive and crusading on Paradiso.
BACKGROUND
The characters are a loose end as far as Amaunet is companies on Dawn, notably the Ikari Company and
concerned. Her intent is initially to frame the char- Druze Society, along with some smaller companies.
acters for the death of Yildiz, but the characters The Syndicate have also become involved thanks
subsequent resilience to the Hassassin attacks and to Yildiz’s apparent death, and the bounty on the
interference in her plans cause her to expand her characters is a significant one.
plans to remove the characters as well.
What Amaunet does not realise is that Ozymandias
Amaunet finally discovers where Ozymandias is is better connected than she thought. He is aware
hiding when she bribes someone in Ozymandias’s of someone trying to kill him, but that is nothing
RUNNING THIS employ. While at first, she plans to remove new. However, on Dawn, he has been unable to find
CHAPTER Ozymandias with an attack from a pack of con- the source. He knows both the Druze and Ikari are
It’s quite possible the trolled Antipodes, using the Antipode unrest on the targeting him for some reason but has been unable
characters raid the Bellerophon Revere Line as a cover, the characters’ involvement to find out why. Planning to fake his own death, he
HQ first (Scene 4: The requires a heavier tactical assault. So, the LAI goes originally thought to disappear, but the characters’
Monkeywrenchers), then decide
all-out with a heavy Druze assault. predicament changes his mind, and he decides to
to collect Ozymandias (Scene
3: Terrible Teseum Trouble). The
go after his tormentors.
character may decide to fly Bellerophon has bankrolled a number of mercenary
direct to the refinery. The GM
MISSION BRIEFING
may need to adjust some parts
of the plot as a result, but
the end result is the same.
So, this is Dawn. It doesn’t look as wild as the
Read or paraphrase the following to the players.
stories make out, but who knows? From space,
it looks pretty spectacular down there, though.
Hopefully, it’ll give you a chance to straighten
things out once you find this Ozymandias
individual.
Mat’, the main spaceport on Dawn, is probably
your best chance of getting off Dawn again.
Ariadnan tech is low-grade enough to allow you
to disappear for the time being.
26 PART 2
THE ROLEPLAYING GAME
WILDERNESS OF MIRRORS
ALEPH: There’s been changes in DNet. Minor tech changes, but the local infrastructure changes on Dawn
seem a little too advanced – make sure it’s not the Nomads or worse, VoodooTech.
Ariadna: Things are still a little fractious with the JSA and Yu Jing. See if you can stir things up a bit –
anything kicks off? Blame Yu Jing or the JSA. Both seem to be interested in a ship called the Fēi yīng. See
if you can blow it up.
Haqqislam: There’s been rumours of VoodooTech and possible Silk alternatives derived from Antipode
DNA. See if the rumours are true. There’s a bar in MountZion called Das Bunker. Ask for Saul Miaiva.
They’re the one with any info.
Mercenaries: The War Market on Dawn has openings guarding ore haulers across the Dawn wilds, as well
as security gigs for the Roving Star spaceport.
Nomads: There’s been a lot of traffic from Dawn to Svalarheima on the Circulars. A ship called the Fēi
Yīng has been making a lot of trips to Gates of Dawn. See if you can locate it in the Roving Star, then set
it up for a customs inspection.
PanOceania: Manuela Torres, a HEXAS agent, went missing some time ago near MountZion’s Revere Line.
Do some digging when you get there. Rumour has it the Antipodes are all mad about something, but she
was investigating the local Bratva.
Submondo: If you haven’t burned your bridges on Gates of Dawn, it’d be worth making in-roads with the
Bratva in MountZion. They’re not the friendliest of folks, but if you mention the code phrase “Stolichnaya?
Russian, not Latvian,” you’ll likely get a better response.
Yu Jing: One of the StateEmpire’s spacecraft is about to be illegally impounded in the Roving Star space-
port. Locate the Fēi Yīng if you can and report its location.
28 PART 2
THE ROLEPLAYING GAME
notice the bounty hunter Spotbot, trying to remain EXPOSED, GROUND, RUGGED,
WHEELED Druze Strike Team —
hidden on a rooftop nearby (see “Checking Out!”).
Infinity Corebook, p. 459
BACKWOODS ATV
There are 18 hours left before Niamh’s land Street Doctor–Doctor —
transportation arrives, leaving the characters ATTRIBUTES Infinity Corebook, p. 429
plenty of time to spend some time recuperating Scale 1 Speed 2 Brawn 10(+1)
if needed. Local medical centres exist, and very
few ask questions about the nature of any wounds, DETAILS
although that can vary. For 1 Heat, the medical PARANOIA NOTES
centre discreetly informs the local Rodina security
Max Passengers 2 Impact 2+5§, Knockdown (OPTIONAL)
Paranoia Notes were introduced
forces. For 2 Heat, a Druze security team arrives at Hard Points
Chassis 3, Comms 1, External 1,
Internal 1, Weapons 2 in the Infinity Gamemaster’s
the surgery, hunting the bounty on the character or Guide. They are a means for a
characters. DEFENCES GM and player to exchange
Structure 14 Firewall 4 Armour 2 BTS – information (or not!). It’s a
For those following Wilderness of Mirrors small slip of paper passed
objectives, this will give the characters a chance SPECIAL ABILITIES to the GM with a character’s
to follow these without conflicting with the • Spider Crawl: In the wilds of Dawn, the Backwoods ATV can leap plans, the content hidden from
group directly. over gaps and grind up mountain slopes as if they were driving on other players. The GM can
level ground. While in the Ariadnan wilderness, reduce any difficult or then reply to the note or use
hazardous terrain test by 1 step. This can reduce tests to difficulty 0. a note of their own. The note
Once the 18 hours have passed, the characters
may also be blank! They can be
remaining within the hotel hear an engine roar and
used when characters need to
a grinding downshift of gears. Pulling to halt out- Sean McCormack can be used as a replacement follow through on Wilderness
side is monstrous-looking vehicle, a quintessential character. He uses the Ariadnan Thug pro- of Mirrors objectives, or
monster truck in the USAriadnan tradition, all tyre file on p. 113. other intrigue.
and engine. This is the Backwoods ATV, the trans-
port needed to get the characters across Dawn to With the team possibly needing replacements,
MountZion. Niamh will have arranged for them to arrive at the
hotel. Unfortunately, to coincide with the arrival of MIRROR, MIRROR
If the characters decide to attempt a flight to any new characters, a team of bounty hunters and One of the new characters
may well be working for the
MountZion, the GM can introduce MacCormack and mercenaries hit the characters’ hotel.
bounty hunters or is one of
the ATV there. It can also be a vehicle the charac- them. Any new characters will
ters steal as they attempt to escape. CHECKING OUT! immediately be the target of
suspicion. The GM may wish
BACKWOODS ATV At this point, the bounty hunters and mercenary hit to capitalise on this if needed
The Frankensteinian love child of a lifted truck, a teams decide to make their move, waiting until the for future Wilderness of
four-wheeled all-terrain vehicle, and a hydraulics exact moment the characters depart. Their assault Mirrors objectives.
factory, backwoods all-terrain vehicles are designed is on three fronts. Two teams of four mercenary
for travel through the forests and mountains of troopers (lead by an Elite) attack from both sides,
the Antipode Wilds, where trails are rare and roads one from the kitchens, and another tries to flank
Bounty Hunters —
even rarer. Each studded tyre has an independent and separate the characters from the Backwoods Infinity Corebook, p. 422
transmission and suspension, allowing for intense ATV. A trio of bounty hunters engage the characters
bouldering and rock-climbing manoeuvres, and is directly on the street, accompanied by their Mercenaries —
on an extensible hydraulic strut that can be pulled Spotbot. The mercenaries muster a few streets Infinity Corebook, p. 204
close to slip through narrow gaps, or extended to over before advancing on the hotel at the bounty
bridge pits. hunters’ signal. Spotbot —
Infinity Corebook, p.381
The ATV is driven by one of Niamh’s many cousins, The bounty hunters have employed the mercenaries
Sean MacCormack, who functions as de facto driver as cannon-fodder and have spent a few hours
and guide if the characters ask him. He can also be watching outside the hotel before the Backwoods
used as a replacement character. Niamh’s already ATV arrived, along with their Spotbot. They do not
paid him, but he’s not one to turn down extra cash risk their own lives, although they are ruthless
if offered. Alternatively, any new characters may enough to sacrifice a colleague for a bigger share
already fulfil that role. Sean is happy to leave the of the bounty. If the characters put up a heavy fight,
characters to their own devices and head off to the they will attempt to wound the characters to slow
pub, but he will assist in the fight, since Niamh will them down. The characters are worth more alive,
make his life hell otherwise. but alive does not mean “undamaged”.
They are careful to avoid compromising their
standing with the Syndicate, so will not endanger
innocent bystanders or law enforcement officials
30 PART 2
THE ROLEPLAYING GAME
ANTIPODEAN AMBUSH This encounter is best staged after the “Antipodean RUMOURS:
A character notices a plume of smoke rising in the Ambush” but should definitely happen to the char- ANTIPODES,
distance. If they investigate, the characters come acters as they cross Dawn. AGITATED
As the characters head north into
across a still-smouldering burnt-out ATV like their USAriadna or Merovingia, they
own, along with broken arrows of an unfamiliar CONVOY! will hear word of Antipodean war
origin. A Challenging (D2) Survival test success While the Mother Truckers of Dawn have a parties – razzia - raiding across
allows a character to identify the tracks of at least near-legendary status in the north, many smaller the Revere Line. Most of this is
three large non-humans dragging something. concerns also ply their trade across the wilds. The little more than second-hand
Ariadnan faction characters or those from Dawn massive ore haulers are often flanked by outrid- rumour and campfire gossip:
will automatically identify the tracks as those of ers — motorcycles (or trail bikes) and ATVs (like a friend who heard it in a
Antipodes — others may make an Average (D1) the Backwoods ATV) that function as scouts and MountZion bar, a farmstead found
Survival test. The tracks lead into the nearby woods. escorts. A community in themselves, some of these burnt to the ground, etc.
teams band together for protection, kicking huge
Hidden nearby are a trinary of three Antipode amounts of dust into the air during the Ariadnan
warriors, ranging far from their home on the summer months and leaving a visible, muddy trail Antipode Warrior —
razzia. They skewered and hung the two human across the land. Infinity Corebook, p. 462
occupants of the ATV from nearby tree limbs and
left them to bleed out in a clearing. An Average A small squad of mercenaries will guard more val-
(D1) Observation test success allows the characters uable cargo, although most ore haulers will have
Backwoods ATV — p. 29
to see the bodies twitch and move occasionally. A a few armed guards to deal with problems such as
character achieving three or more successes will bandits, Antipode raiders, and the wildlife of Dawn. Mercenaries —
notice that the bodies are being made to twitch by Infinity Corebook, p. 204
a length of twine. It’s a trap. ORE HAULER
Gargantuan dump trucks used primarily to trans- Motorcycle —
The trap is sprung if the characters approach the port Teseum-bearing ore to processing plants, ore Infinity Corebook, p. 136
bodies. The trinary will use their bows to attack the haulers slowly evolved from ordinary cargo trucks
characters from their hidden positions, using a Free
Exploit Action in doing so. They have +2 to their EXPOSED (+3§ COVER), GROUND,
stealth tests unless they choose to engage the HANDS, RUGGED, WHEELED
characters in melee.
ORE HAULER
HEAT SPENDS
1 Heat: While the characters may defeat the ATTRIBUTES
Antipodes, there may well be more around. An Scale 3 Speed 3 Brawn 16(+1)
additional Antipode trinary joins the combat a
round later. DETAILS
Max Passengers 2/8 Impact 2+7§, Knockdown
2 Heat: Another Antipode trinary finds the bodies of
Chassis 4, Comms 1, External 1,
their kin and swear blood vengeance, tracking the Hard Points
Internal 2, Weapons 4
characters across Dawn. They may even follow the
characters into MountZion. DEFENCES
Structure 24 Firewall 4 Armour 4 BTS 1
While the ATV may have some useful parts, the SPECIAL ABILITIES
Antipodes have broken, befouled, or eaten anything • Rolling Fortress: The cabin for an ore hauler only has room for a pilot
of use in the wreckage. The two bodies are so badly and engineer, but there are cramped gun turret compartments for
desecrated even dental identification is impossible. an additional six guards around the vehicle, and crawl ways, ladders,
The GM may wish to add an item or identifier and bulkheads throughout, allowing defenders to benefit from +3§
Cover Soak even when fighting inside the hauler.
at this point relating to a Wilderness of Mirrors
32 PART 2
THE ROLEPLAYING GAME
3 Heat: The claim is illegal, and the prospectors obnoxious and are convinced the characters are up
would rather the characters had an accident for a good time. They will follow the characters on
than reveal the claim’s existence. They hide a a road trip of their own, often turning up at incon-
small explosive inside the characters vehicle, set venient moments. They may be hunting an Ariadnan
to explode a few hours later. A Daunting (D3) brown bear (“If You Go Down to the Woods Today”),
Observation test success is required to spot it. It camping nearby during “They Mostly Come at Night,”
requires a Daunting (D3) Tech test success to disa- or just being underfoot during other encounters.
ble the explosive, or it explodes for 2+6§ damage The characters may react violently to them but
with the Indiscriminate, Spread 1, Unsubtle, and doing so has an unforeseen consequence (1 Heat
Vicious 2 qualities. spend) since one of the hunters is well-connected
in MountZion, either to the Bratva or military
THE BOUNTY HUNTERS authorities.
The characters may well come across bounty hunt-
Bounty Hunter —
ers during their travels as the Syndicate agents The GM adds 2 Heat to the pool whenever the good Infinity Corebook, p. 422
are pursuing warrants across Dawn. The hunters ol’ boys turn up. Despite their behaviour, they are
are not necessarily looking for the characters, but not bad shots and can be useful in a fight.
if they become aware of the bounty on the group
they will then act. THEY MOSTLY COME AT NIGHT Ariadnan Raptor —
Infinity Corebook, p. 422
As the characters cross Dawn, they may well
The bounty hunter is unlikely to be travelling alone encounter the Ariadnan raptor, a ferocious winged
but may well be working undercover. They could be predator. The character will have no idea they are
in a convoy or the tent town or masquerading as a being hunted unless they succeed at a Daunting
mercenary. (D3) Observation test, allowing them to spot a
single raptor hovering overhead.
HEAT SPENDS
1 Heat: One of the characters is recognised by a HEAT SPENDS
bounty hunter. 1 Heat: An additional raptor (Trooper) swoops down.
2 Heat: A team of three bounty hunters are actively 2 Heat: A larger raptor attacks (Elite).
looking for the characters.
One is bad enough, but as night falls, more begin
THE GOOD OL’ BOYS circling overhead. The biggest and nastiest raptor
The characters encounter a group of drunken (an Elite) swoops in, followed by one raptor
would-be hunters, driving a Backwoods ATV. While (Trooper) per character. The darkness adds +1 diffi-
they are harmless enough, they are loud and culty to all sight-based tests.
34 PART 2
THE ROLEPLAYING GAME
to remote homesteads and settlements by motorbike or light truck. The airfield maintains its public
channel as well as a private one used predominantly for visiting dignitaries from across Ariadna as well
as delegates from O-12.
Fort Grant: The idea of mixing casinos and theatres with an armed military garrison may seem out of
place, but for those living in Fort Grant, it is a way of life. The entertainment heart of the city, the streets
of Fort Grant are lined with billboards and advertisements for everything from genuine USAriadnan
bourbon to the latest in athletic shoes. The city also boasts one of the oldest and most extensive film
libraries on the planet, and its monthly film festivals allow visitors to see classic American cinema such
as Yankee Doodle Dandy or Independence Day along with more modern films such as The Last Squad and
An USAriadnan Dogface in Mariannebourg.
Fort MacArthur: Day and night, the lights at the factories of Fort MacArthur never go out as the neigh-
bourhood’s primary industry of munitions and arms is constantly moving. Responsible for most bullets,
missiles, and other weaponry needed by the Ariadnan armed forces, Fort MacArthur is the most fortified
section of the city as well as one of the most dangerous. Though security is high, past incidences of sab-
otage have led the Cossack Diplomatic Corps to station their agents inside the neighbourhood to “assist”
in security as well as a group of Kazak soldiers, a fact that has many in the city angry about so-called
foreign occupation.
The arrivals terminal is full of mercenary types Would the real Yakuza please stand up? The news
and their hangers-on. A group of talkative Rodinan that the Yakuza hit the Bratva at the Gates of Dawn
soldiers are ahead of the characters in the customs has spread like wildfire, preceding the characters’
queue, and they are happy to fill the characters in arrival. Both the Yakuza and Bratva have questions
on the situation while they wait. for the characters since they are also implicated,
and they don’t ask nicely.
Antipode raids — Dawn’s resident wolfmen — on
parts of The Wall have increased in recent weeks. If the characters have already made their own
It is rumoured the tribes are coming together in peace with the Bratva, they may well have avoided
warbands called razzia, which could be the prelude a massive underworld war — or it happens anyway…
to another Antipodes Offensive on The Wall. As a
result, there has been an influx of troops, and the
factories of Fort MacArthur are working overtime.
36 PART 2
THE ROLEPLAYING GAME
38 PART 2
THE ROLEPLAYING GAME
It takes a standard action to drop the ramp, oper- specifically search these vehicles (reducing the
ated by a simple pulley and lever system. The ramp difficulty of the test by one step), it requires a
is strong enough to bear the weight of vehicles, Dire (D4) Observation test success to spot one of
including the Backwoods ATVs, but only one them.
at a time. • 3 Traktor Mul remotes, concealed under a cam-
ouflage awning. The controls for these are kept
THE FURNACE locked up, and only Ozymandias and Niamh have
Designed to process Teseum into its molten form, the keys.
the furnace runs at 2098 C when activated. It takes
three hours and an Average (D1) Tech test success Normally the motor pool is guarded by two merce-
to get the furnace working. naries, and the keys are kept in a cabinet nearby for
easy access, along with a sign-out sheet.
The heat radiating from the furnace is intense
when it is operating. Any devices that rely on body EXPOSED (+2§ COVER), GROUND,
heat or other heat signatures are effectively ren- RUGGED, WHEELED
dered unusable; any Observation tests have their
ARIADNAN UTILITY VEHICLE (AUV)
difficulty increased by three steps.
ATTRIBUTES
Zones adjacent to the furnace counts as hazardous
Scale 2 Speed 2 Brawn 14(+2)
terrain and require an Athletics test to move
through. Failure causes 2+5§ damage with the DETAILS
Incendiary 3 quality.
Max Passengers 6 Impact 3+7§ (Knockdown)
Someone trapped in the furnace while it is active Chassis 2, Comms 2, External 1,
Hard Points
takes 4+9§ physical damage with the Anti- Internal 1, Motive 1, Weapons 1
Material 2, Incendiary 4, Piercing 3, and Terrifying
DEFENCES
2 qualities. It takes a successful Dire (D4) Athletics
test to open the furnace door, the difficulty increas- Structure 24 Firewall 4 Armour 4 BTS –
ing by one step if the attempt is from the inside.
The effects of the furnace are also felt by anyone
EXPOSED, GROUND, RUGGED,
opening the doors or within reach.
SINGLE-SEAT, WHEELED
SPOIL HEAP
These piles of waste rock and non-Teseum ore
count as both heavy Cover Soak (+4§) and difficult
terrain, requiring an Average (D1) Athletics test to
move through.
STORAGE VAULT
A triple-locked reinforced vault used to store
Teseum ingots, it is currently empty. Ozymandias
was far from happy to discover this.
TESEUM PRESS
Once the Teseum is a molten liquid, the vats pour
the metal in the hydraulic press to form it into
ingots. Like the conveyor belts, the press counts as
hazardous terrain, and a failed terrain test causes
1+5§ damage with the Piercing 1 quality from the
radiant heat.
40 PART 2
THE ROLEPLAYING GAME
42 PART 2
THE ROLEPLAYING GAME
Hard Points
Chassis 1, Comms 2, External 2, Internal 1, A BENEDICT ARNOLD SITUATION
Motive 1, Weapons 0 The two Backwoods ATVs explode when the Druze
DEFENCES begin their ground assault unless the characters
Structure 20 Firewall 8 Armour 5 BTS 6 found and defused the explosives hidden aboard.
For 1 Heat, the blast catches several mercenaries
ATTACKS in the blast before the characters board their own
• Heavy Machine Guns x 2 (Long, 2+6§ damage, Burst 3, Unwieldy, Backwoods ATV. For 2 Heat, it explodes when a
Spread 1, Unsubtle).
character is nearby for 2+6§ damage with the
• 4 x Missile Tubes (see text).
Indiscriminate, Spread 1, Unsubtle, and Vicious 2
qualities.
WAVE 3: GROUND ASSAULT
With Ozymandias’s troops in disarray following The ATVs have locational beacons (see Infinity
the Antipodes and dropship attacks, a number Corebook, p. 373) hidden aboard by Karo-Ungku, as
of firefights break out across the refinery as the a contingency plan. Broadcasting on Channel 66,
mercenaries retreat under cover from the missile it will allow the Anaconda TAG or Ryzrback bikers
attacks and Antipode raiders. to locate the characters. Actively searching for the
beacon requires a Challenging (D2) Observation Druze Shock Team —
It’s at this point three Ariadnan utility vehicles (see Infinity Corebook, p. 433
p. 39) crash through the wreckage of the gate. test success to find it.
Each deploys a Druze Shock Team, a fireteam of five
Druze, four Troopers plus an Elite leader. WHAT’S THAT COMING
OVER THE HILL?
An additional Druze Trooper remains on board The characters likely wonder why a dropship has
the AUV, using the turret-mounted HMG as fire not deployed troops. Designed to carry a TAG into
support and suppressive fire. Their intent is to kill battle, it has done just that, delivering an Anaconda
everybody inside the compound and then sort out TAG to target stragglers or their vehicles. The
the bodies. characters will come across it as the TAG makes its
Inside the relative safety of the dropship is the way up the valley to reinforce the troops (unless
Bayram Chief of Security, Arslan (p. 101). He is deployed earlier). For 1 Heat, it suddenly looms out
there to evaluate the Druze Bayram troops and pro- of the trees as the ATV passes.
vide a liaison to the Ikari Company. While unlikely ENCLOSED, GROUND, HANDS,
to risk himself unnecessarily, he will intervene SINGLE-SEAT, WALKER
if his troops are getting a hammering and need
inspiration. ANACONDA TAG
BATTLE HEAT SPENDS ATTRIBUTES
The battle for the refinery is likely to be a close- Scale 2 Speed 2 Brawn 16(+1)
fought one. The following are some suggested Heat
spends during the battle: DETAILS
1 Heat: The downdraft from the dropship rips the Max Passengers 1 Impact 3+5§ (Knockdown)
awning off the traktor muls, clearly revealing them. Chassis 1, Comms 2, External 1, Internal 1,
Hard Points
1 Heat: The characters find themselves close to one Motive 1, Weapons 0
of the dropship’s primary targets. DEFENCES
2 Heat: The sounds of battle have carried far into Structure 14 Firewall 8 Armour 4 BTS 4
the Dawn night. A warband of Antipodes — three ATTACKS
Trinaries of Antipodes (plus one additional trinary • Panzerfaust: Range L, 2+5§ damage, Burst 1, 2H, Munition,
per extra Heat spent) — adds to the chaos of the Piercing 2, Spread 1, Unsubtle, Vicious 2
battle. They attack anyone nearby. • HMG: Range L, 2+5§ damage, Burst 3, Unwieldy, Spread 1, Unsubtle
• Chain-Colt: Range C, 1+4§ damage, Burst 1, 2H, Concealed 1, Torrent,
Vicious 1
44 PART 2
THE ROLEPLAYING GAME
6. Security Office: A bank of screens occupies 3. Server Room: Banks of anonymous server
most of this room, and the security cameras blades whir away in this climate-controlled
send their feeds here. The security staff can room. There are no screens or other means of
noiselessly alert the local police in a similar interfacing with the hardware. To access the
fashion to the silent alarm in reception. Two data requires a quantronic interface such as
Bellerophon security guards are usually on a comlog. Only CorpSec staff have access to
duty here. (For 1 Heat, add an additional guard this room, and it is protected by a separate
and, for 2 Heat, a CorpSec Trooper.) If the alarm system, intended to send an alert to the
characters do not disable the security cameras, comlogs of the CorpSec. For more information
add 2 Heat to the GM pool. see “Office Infowar” on p. 47.
46 PART 2
THE ROLEPLAYING GAME
(D3) Tech test. A complication on the test means spent adding an extra zone or increasing the Black
the camera gets a clear view of the character Ice by +1 in a zone.
tampering with it.
Node 1 — Office Server: This is the central node of
Windows: Constructed of tempered glass, the network, accessible only from inside the HQ.
triple-glazed, and designed to open outwards,
these large, square windows take two points of • Commercial HighSec. +2§ Interference Soak to
physical damage before shattering. The windows authenticated users.
are alarmed, and opening one or any impact on it • Data Camouflage. Observation (D2) test to detect
triggers an alarm in the Security Office. this zone.
• IC-2 Crybaby (see Infinity Corebook, p. 371). It noti-
OFFICE INFOWAR fies the CorpSec staff.
• Secured Zone. Firewall 5.
While the office in the physical world is a challenge, • Security Geist. A security geist protects the area
the office in the digital world is just as dangerous (see Infinity Corebook, p. 379). It can be found here
to Infowarriors. As well as the CorpSec staff, the most of the time.
network within the HQ datasphere is far more
advanced than most on Dawn. Nodes 2 & 3— Security Cameras: All the security
cameras in the HQ are linked to the Security
HEAT SPENDS Office. These two are separate from the normal
1 Heat: Wandering Monster. The security geist camera network and save their data directly to the
moves around, relentlessly patrolling the network. datastore. They have a Firewall of 5 and Security
The characters encounter it in another area. Soak of 2 and can take a single Breach before
being deactivated. There is one located in the
2 Heat: Black Ice. Each point of Heat adds IC-Black Server Room (Node 2) and another overlooking the
Ice 1 to a node, with each additional Heat point Satellite Uplink (Node 4).
48 PART 2
THE ROLEPLAYING GAME
• The characters are on a Bellerophon kill-list as and came up with Charon Committee. It was
impediments to something called the APOPHIS supposed to be a think-tank for the unthinkable.
protocol. It explicitly states that their removal is How to stop an alien invasion. The kind of deci-
required by way of a fatality outcome. sions that couldn’t be made in good conscience.
• There is a contingency plan should the characters
come to Paradiso, but no further details. There were a bunch of us. Yildiz you met, myself,
• Local funds have been poured into off-world Estevez – I think she’s on Paradiso, with the
accounts with a seek-and-destroy order, Spiral Order of Montesa now. There was one of them
Corps, Ikari Company, the Druze Society, plus a alien Tohaa, Raanios. Shifty bastard. Then there
payment to the Script Kiddies (p. 109). was Amaunet, the AI we had setup to run things.
By ‘things’, I mean a shell corporation like
Ozymandias is shaken when he realises the Bellerophon. It was to provide zero accountabil-
corporation, one he apparently helped create, is ity for O-12. Funding for the kind of ideas the
up to something big and secret — and is willing to Öberhaus couldn’t stomach. I thought Amaunet
kill him to cover it up. He can give the characters a was shut down, and O-12 had mothballed the
background on Amaunet and Bellerophon. idea. I guess not.
Read or paraphrase the following. Estevez’s credentials are on the recent orders,
but they’ve got to be fake! She’s been off the
We’re going back a few years. It wasn’t an easy grid for years on Paradiso. This Bellerophon
time. The crap had just hit the fan on Paradiso. Corp was setup using my codes, my contacts,
The EveningStar had just been blown to hell damn it! That AI, Amaunet, she’s covering her
by the CA. O-12 had just had their collective tracks now, and protecting her arse. That’s why
arses kicked. A few of us put our heads together she killed Yildiz, and why they’re trying to kill
50 PART 2
THE ROLEPLAYING GAME
PART 3
PARADISO PARADOX
The characters arrive on Paradiso, where they not only have to deal with the Paradiso wildlife and
Combined Army, but threats from within. They are attacked by a group of knights whom they recognise
from Maya that attempt to abduct Ozymandias. All are from the Order of Montesa and fear the characters
are there to kill Estevez. The characters must use diplomacy and social skills to defuse the situation, as the
knights are there without her express permission.
After encountering the knights, the characters will learn of Estevez’s disappearance. She’s all too aware
of the characters’ predicament. She doesn’t trust Raanios, after learning the Tohaa is involved with Spiral
Corps, and is shocked to learn of her apparent involvement in Bellerophon’s continued existence.
The characters enter the jungle attempting to locate the Tohaa committee member, Raanios. He is a part
of the Triumvirate’s expeditionary force into the Human Sphere. Feigning a lack of any knowledge of
Amaunet’s plan, he is the one bankrolling the whole process and is keen to see APOPHIS activated. As the
characters are something of an obstacle, Raanios arranges for an “unfortunate event” to happen to the
characters.
With the help of Ozymandias, the Nomad hacktivists, the Script Kiddies, or through their own abilities,
the characters finally have the chance to exonerate themselves with the O-12 leaders. They also learn on
arrival that Feyyaz Yildiz has died in his sleep “suddenly” only to be succeeded by his son — none other
than Fereydun Yildiz, Resurrected. Finally, the characters are able to reveal their dealings with the Charon
Committee to O-12 and return to the fold once again.
OPERATIONAL SUMMARY
The characters are finally close to uncovering Amaunet’s terrifying plan. Arriving on Paradiso, they need
to locate both Raanios and Aisha Estevez, the last two co-conspirators of the Charon Committee. They are
both fighting the war on Paradiso on different fronts. Estevez is on the front lines, near Damburg. Raanios
is deep in the jungle, part of a Spiral Corps team. Having located them, the characters should be able to
get the two /kILL/codes they need to shut down Amaunet and Bellerophon.
PARADISO PARADOX 51
BACKGROUND
The characters are close to uncovering has become skilled at since the Charon Committee
Bellerophon’s true purpose, to weaponise the apparently shut her down. In truth, she has been
EveningStar’s superstructure wreckage. The corpo- working in secret, siphoning off funds here and
ration has allegedly been breaking it up for salvage there, and growing Bellerophon as a business. She
for years. However, Bellerophon has in fact been has remained hidden in the EveningStar’s data
reinforcing it and adding to the inertial mass, using arrays for years, gradually building up her forces.
the Teseum it mined from Dawn.
The most terrifying aspect of Amaunet’s plan — and
The other part of the plan is the LAI that runs her Posthuman Eternals followers — is the belief
Bellerophon. The company is little more than a that she is doing the right thing. Millions of lives
shell company on paper but controls a great deal of including her own will be sacrificed so the whole of
liquid assets. It and the LAI, in this case, still need the Human Sphere can escape the tyranny of the EI.
something to maintain the illusion of a corporate
With the characters’ interference, her plans have
conglomerate. More information on Bellerophon
begun to unravel. The characters are on her
can be found on p. 111.
doorstep, and she will have to take steps to stop or
The creation of various ALEPH simulations and hinder them at every step of the way. Money is no
O-12 models, Amaunet is an LAI generated to be object to the culmination of her plan.
the ultimate in corporate deceit. It is something she
MISSION BRIEFING
Read aloud or paraphrase the following.
From space, Paradiso doesn’t look much like the frontline of a warzone, but those little lights in the dark
out there are the Blockades, sentries against the Combined Army’s spacecraft attempting to slip through
the wormholes. Below you, the green and blue curve of the planet comes into view. Here and there you
can see patches of brown where the Combined Army and Human Sphere forces battle for control, like a
stain on the surface.
Ozymandias reckons Aisha Estevez should be easy enough to find here. “A PanO knight is going to be
right in the middle of it,” according to him. But as you get closer, you start to get a sense of perspective.
The battlefront on Paradiso is massive.
Then there’s Raanios. There’s a blood vessel in Ozymandias’s temple that throbs whenever his name is
mentioned. Niamh’s revealed that the two hate each other. She’s called in a lot of favours with the O-12
Bureaus, and it turns out he’s somewhere down there in the green, part of the Spiral Corps merc company
these days.
Both should be able to get the /kILL/ codes you need to shut down Amaunet — and Bellerophon — per-
manently. And of course, Bellerophon is still out there. Chances are the company’s got some mercs on the
payroll down there. As the towering outline of the Valkenswijk Orbital Elevator comes into view, you’re
reminded of the old saying: out of the frying pan and into the fire…
52 PART 3
THE ROLEPLAYING GAME
WILDERNESS OF MIRRORS
ALEPH: There’ve been… glitches… in communication with members of the Steel Phalanx. Some have been uncontactable for hours in
parts of Runenberg, notably the heavily bioengineered areas. Some of the Tohaa Tarsaa-6 survivors consider the area their territory. It
might be nothing, simply coincidence, or something more sinister. See what you can find out.
Ariadna: There’s been a groundswell of Dog Nation violence and support on Paradiso, mostly in Runenberg. Dog Nation activists are
reacting to the use of Dogfaces and Wulvers as perceived “cannon fodder” on the frontlines. Keep an eye on local Dogfaces and Wulvers
and see if there’s anything actionable.
Haqqislam: A local detective went missing in Valkenswijk while investigating an illegal Aristeia! ring. They were a trusted and valued
agent of the Haqqislam security services.
Mercenaries: Spiral Corps have been recruiting heavily since they came back. Don’t seem to be taking on many new jobs though. Worth
a look at what they might be on retainer for.
Nomads: The Nomad Trade mission in Runenberg has a functioning VaudeVille BouBoutique. One of the Chimeras there, Shark de Sade,
is an Überfallkommando. Find out if it’s actually a Bakunin training facility.
PanOceania: The Black Friars have been sniffing a lot around the PanO knights at Runenberg. There’s been talk of corruption there.
What if one of the goody-two-shoe Holy Orders have been bought — or worse — fallen to another AI heresy?
Submondo: Aristeia! is where the money is here, especially the underground games in Runenberg. There’s a thriving black market in
performance-enhancing drugs too if you can get them from the PJC military! There’s also the Paradiso wildlife and the restaurants!
Rich idiots will pay a fortune for Scorpionette eggs, or King Tiger Seal steaks.
Yu Jing: One of Yu Jing’s double agents in the Haqqislamite Mufahiz went missing after investigating an illegal Aristeia! ring in
Runenberg. See what you can find out. And if Haqqislam were responsible? Pay them back with interest.
ARRIVAL LOUNGE: Combi Rifles, they are carrying pistols (Range R/C,
ABDUCTION 1+4§ damage, Burst 1, 1H, Vicious 1). They are
not immediately obvious as knights, as they are
As the characters disembark from the dizzying
not wearing their distinctive armour, but they do
descent of the orbital elevator, the crowd in the
still carry their swords, which gives them away. A
arrivals hall becomes significantly larger. Customs Agent —
Challenging (D2) Education test allows a char-
Customs officials on Paradiso are used to large acter to recognise the symbol of the Holy Order Infinity Corebook, p. 428
volumes of people, often toting possibly illegal of Montesa.
firearms or other weaponry, and count as Elites. Knight —
The knights are tight-lipped about their intentions, Infinity Corebook, p. 441
Characters bringing in toxins and contagions
aside from remarking that “you assassins won’t get
will be treated to a full search and illegal items
impounded. Signs all over the terminal order
travellers to declare such items before entering
the arrivals area. For 1 Heat, a customs agent takes
an interest in one of the characters and searches
their baggage.
Once the characters have entered the arrivals hall,
the area quickly fills with a crowd of people. Any
combat here quickly becomes subject to a panick-
ing crowd (see Infinity Corebook, p. 110).
Either Niamh or Ozymandias decide to arrange
transport for the characters and disappear into the
crowd. A character succeeding at a Challenging
(D2) Observation test notices they are followed
by two individuals in nondescript clothing. If the
characters follow, they will see them being held at
gunpoint and marched toward one of the exits. The
knights are being careful not to cause a panic.
As the characters leave, they are accosted by nine
such individuals. While they are not carrying their
PARADISO PARADOX 53
a chance at Estevez.” The knights do not intend to She is not bothered about excuses and orders
murder the characters outright but will get violent them to return to Runenberg. They are shipping
if pressed. Their plan is to abandon the characters out the following day to the frontlines. It is almost
in the jungle — as far as possible from Valkenswijk. an afterthought when she tells the characters
The knights are nervous, and most are still novices. to come along as well. She has squared it with
They are unwilling to start a firefight, hoping that “Os Chefes” — presumably, Ozymandias, if he is
strength in numbers and the public location will nearby — although he will look slightly panicked at
encourage the characters’ compliance. A shooting hearing this. She is already aware of the characters’
match in the arrivals hall will see the nearby cus- presence on Paradiso. Either Ozymandias or Yildiz
toms agents also participate, although the street has got in touch.
outside will likely see the police involved.
BATTLE LINES
If the characters protest their innocence, having
Ozymandias along helps matters greatly. He tells Fortunately for the characters, the knights will
the knights to call Estevez. “She’ll vouch for us, at share their cramped transport to Runenberg with
least for me, anyway,” as Ozymandias will claim. them. There is a strained atmosphere aboard the
Otherwise, it will take a Daunting (D3) Persuade transport, and an almost-palpable sense of relief
test success to convince the knights the characters when it lands in the makeshift landing zone on the
are not would-be assassins. outskirts of Runenberg.
Unfortunately for the knights, Estevez, their com- The characters have arrived in what looks like an
mander, has been making enquiries as to where armed encampment. The nearby buildings display a
they have gone. If the characters are making little mix of both PanOceanian architecture and Paradiso
headway with the knights, the knights’ comlogs pseudo-jungle, and all are scarred by battle
suddenly begin to beep insistently — Estevez is damage from the Combined Army attacks. Narrow
wondering where the knights are as they are AWOL. streets wind this way and that, and there is a feel-
They are not officially in trouble… yet. ing the jungle has already reclaimed the city.
RUNENBERG
Runenberg, the splendour of Syldavia’s western zone, is a city in the eye of the storm. The Third Offensive
swept northwards from Horselberg to south, and Holstenwall was also swallowed up in the aliens’
advance along the Gernot multi-way. Damburg, the once-beautiful city that celebrated art and antiquities,
was tragically swept away, and submerged following the sabotaging of the dam that gave the city its
name. With new frontlines established, Runenberg has become a city encircled behind enemy lines.
The capital of western Syldavia is a marvel of PanOceanian engineering. Unlike many of the man-made
structures on Paradiso that often seem designed to contend with the jungle in a bid for dominance,
its sleek transparent domes and bioengineered terraces are designed to mesh with the flora. This has
been both a blessing and a curse for the Shock Army of Acontecimento garrisoned there. Its eco-friendly
designs assist the defence of the city but make resupply a logistician’s nightmare.
Unique for a PanOceanian settlement, Runenberg is also home to a Nomad Commercial Mission. Natives
of the hyperpower regard the segregated zone with the same disdain they do their own Ateks. The
Nomads, however, view this home away from home as a jewel in their cache of appropriated assets,
a two-fingered salute to the man that every Nomad should be proud of. Like every other Commercial
Mission, the community harbours Nomads from all three motherships and a dazzling panoply of their
sub-factions. The talent on hand from three distinct aspects of the Nomad Military Force — both clandes-
tine and official— has certainly empowered the capabilities of the city’s defenders.
Tohaa refugees have taken up residence in an abandoned industrial plot that was gifted to them. Their
assistance in the city’s defence has been just as professional and determined as ever, but there does
seem to be a certain haunted look to their features following the utter eradication of their Tarsaa-6 base.
The presence of ALEPH’s Steel Phalanx and Operations Subsection add to the general eclectic nature of
the city and the palpable sense of impending doom. Although the defenders have so far repelled every
incursion, Runenberg seems destined to follow Damburg’s fate in being washed away —only this time the
flood will be the forces of the Combined Army.
54 PART 3
THE ROLEPLAYING GAME
Aisha’s helmet is lying beside her as she studies a 2 Heat: Aisha faces off against a Dāturazi Witch-
paper map of Runenberg, covered in small scrawls Soldier (see Infinity Corebook, p. 467). Raicho Pilot —
and notes. A success on an Average (D1) Analysis Infinity Corebook, p. 467
test or Challenging (D2) Observation test allows PLAYING (RAIZOT) TAG
a character to see it is an incredibly detailed
hand-drawn battle map, with what looks like The characters have a brief moment’s respite before
choke points, fire corridors, and even ammo dumps Aisha sighs and waves the characters over. With
marked. The other nearby knights defer to her and good reason. Something massive crashes through
step back to allow the characters entry. the wall where the characters were taking cover. It
is a Raizot Heavy Armour TAG, piloted by a crazed
She fixes the characters with a calculating gaze. Morat Raicho pilot. The ruins and buildings of the
Her strong Acontecimento accent carries over the street count as heavy Cover Soak (+4§), although
noise of the camp readying for battle, as she rolls the Raizot does not gain this benefit.
up the map and picks up her helmet.
If the characters do not have a means of damaging
So, you’re the ones kicking up the ashes of the or incapacitating the Raizot, then running is a
past. Yildiz and Ozymandias are right — you’ve perfectly viable option, one that Aisha will fervently
done one helluva job. Not that it’s a good agree with. The characters may stumble across a
thing, mind. missile launcher or even an ambush specifically
set up by the Knights of Montesa to take down the
The APOPHIS protocols should never have been TAG. It might have been Estevez’s plan all along, of
a thing. If that bitch is pushing us around like course. She will take the win.
chess pawns, I’d like to do some pushing back.
ENCLOSED, GROUND, SINGLE-SEAT,
WALKER
After I kick some Morat ass, we’ll talk more.
We’re a bit little busy right now. You coming? RAIZOT HEAVY ARMOR
PARADISO PARADOX 55
The attempt on Aisha’s life — a
A MONTESA MEETING She also had a recent run-in with the Spiral
Corps and is certain they had a hand in recent
“friendly fire” incident — was
sanctioned by Bellerophon, but the With the Raizot dealt with, Estevez will produce a complications with resupplying Runenberg, but
characters have no way of knowing it. flask of sweet Acontecimento green wine and sits she’s managed to locate Raanios. He’s with them,
on the wreckage of the TAG. She will take a swig having somehow inveigled his way into their ranks
and offer some of it to the characters. As there is no as a Special Liaison Officer. She can contact him
time like the present, she will share her knowledge but warns the characters to count their fingers and
of both Amaunet and the APOPHIS protocols. watch their backs…
56 PART 3
THE ROLEPLAYING GAME
stray into a Shasvastii patrol’s path. There are 5 much of the city, and odd tree roots and vines turn
Shasvastii —
Shasvastii in the patrol (4 Troopers and 1 Elite). out to be collapsed structures, festooned with the
Infinity Corebook, p. 447
jungle vegetation. Blooms of otherworldly fungi
The patrol is below a ridgeline, but a Daunting branch out of former shop fronts, parks are now
(D3) Observation test allows a character to spot swampland, and ruined buildings jut from the water
movement where there should not be. If a character like rotted teeth. HAUNT GAS
states they are actively watching for ambushes, O-12’s designation for a toxin
the difficulty decreases by one step. Otherwise the Travel around the flooded city is by hovercraft or used in EI booby-traps on
Paradiso, Haunt induces disturbing
GM adds 1 Heat to the pool as the characters are boat since much of the dry land is submerged. The
auditory and visual hallucinations
surprised. whole city is eerily quiet, and the noise from such (Airborne, Complex 2, 3 hours,
craft draws the attention of both the Spiral Corps 2+4§ mental damage).
HEAT SPENDS and Combined Army forces still lurking throughout
1 Heat: Higher ground. The Shasvastii have an ele- the city. Most of the terrain counts as aquatic The aerosol form that the
vated position giving them +1 to any Ballistic tests. terrain (see Infinity Corebook, p.109). characters encounter is less
potent than the injected form
2 Heat: Upgrade the Shasvastii Troopers to Elites. There are still some human survivors, those citizens listed in the Infinity Corebook on
who refused to leave, deserters, and various p. 370.
3 Heat: They are not alone. A patrol of 4 Morat are Submondo lowlifes. There are even some gangs
Metanoia Effect: The
alerted to the combat, arriving two rounds later. that will react violently to anyone on their territory
hallucinations inflict a +2
or “turf” (1 Heat spend). complication range on most tests
The combat may delay the characters more than and require either Observation
they think, or it could be a trick of the light as it APPROACHING THE or Psychology tests with a
seems darker out than the cities of the Human SPIRAL CORPS CAMP difficulty equal to the number of
Sphere or even the wilds of Dawn. Haunt-derived Metanoia Effects to
The Spiral Corps camp is in the vestiges of discern from reality.
HAUNTING SPECTRES Damburg’s former namesake, a huge dam. The dam
ruins have a commanding view over the remains of
As night begins to fall, a mist rises into the air. Damburg, but is itself in a steep valley, the jungle Jorōgumo —
Unfortunately, this is not a ground mist. It is Haunt, already reclaiming much of the former reservoir’s Infinity Corebook, p. 483
a powerful toxin used by the Combined Army as catchment area.
both a psychological weapon and booby-trap. The
dispersal device can be located with a Dire (D3) To get to the camp, the characters will first need
Observation test and is triggered by proximity. to cross the city itself. Unless the characters wish A SENSE OF
to attempt a stealthy entry to the camp, a direct DÉJÀ VU
If the characters have previously
Characters suffering from Haunt will be convinced approach is best. The Spiral Corps have a great deal
visited Damburg during the Fallen
they can see figures moving through the trees — of experience in dealing with Shasvastii, so they are Angel episode of Adventures in
Shasvastii troops! The perceived threat is however well-equipped to deal with hostile infiltrators. The the Human Sphere, the city has
very real. Three Jorōgumo lurk nearby in a thicket camp is designed to be packed up and moved at a changed a great deal — for the
awaiting prey. moment’s notice, leaving little or no evidence of its worse. With the city flooded, much
existence. Tohaa technology, kept carefully hidden of the conflict has shifted the MRL
Those characters affected by Haunt will likely from view, hides the camp’s signals and other (Main Resistance Line) north of
stagger into or attempt to hide in the same thicket. communications. The buildings and camp structure the dam. The Yu Jing Destroyer, the
For 1 Heat, two Jorōgumo attack the same character, count as light Cover Soak (+2§). Jiéchū, lies partially submerged, a
resulting in a grisly tug-of-war. For 2 Heat, a casualty of the heavy Combined
Army assault.
patrol of 4 Shasvastii troopers hear the noise and A nearby jetty has several boats and hovercraft.
investigate. Although none are of military specifications, a few
have been customised to carry a Combi Rifle or an
If the characters are wounded by Jorōgumo or are HMG (in the case of hovercraft). They are used by Gang Member —
otherwise incapacitated by the Haunt, a patrol of the troops to patrol the city, one of their primary Infinity Corebook, p. 347
Spiral Corps troops discover them and escort them purposes, especially since the PJC (Paradiso Joint
— forcefully, if need be — to the camp. Command) do not know what to do with a group of
mercenary Tohaa. The real reason the Spiral Corps
THE DAMNED OF are in the city is to loot as much of the city as
UNDAMMED DAMBURG possible for ordinance and materiel, perhaps killing
some Shasvastii on the way.
When the dam giving Damburg its name was
destroyed during the Third Offensive, the flood There are also a landing pad and supply dump.
wave destroyed much of the city. The result was Both are heavily guarded with three Spiral Corps
almost utter devastation. Whole buildings were mercenaries always on watch, not against the char-
swept away. The jungle has already claimed back acters, but against possible sabotage or looting.
PARADISO PARADOX 57
MEETING RAANIOS (see Infinity Corebook, p. 478) if needed, and
The characters are surrounded by Tohaa troops, MediKits are also provided.
who seem colder and more alien than others of He has full knowledge of Amaunet, and the
their kind. The Spiral Corps will take the characters shutdown code he provides the characters with
to see Raanios (p.103) who is enigmatic, charming, is a dummy one designed to do nothing. He will
and extremely dangerous. He is the perfect host, apologise for the rough treatment if the characters
solicitous of his guests‘ welfare, while the charac- were forcibly brought there, while inwardly cursing
ters are watched carefully by his troops. Wounded the characters’ appearance – and interference.
characters are treated by a Kumotail Bioengineer
58 PART 3
THE ROLEPLAYING GAME
PARADISO PARADOX 59
HEAT SPENDS While the characters are thinking about what to
1 Heat: A water hazard. Buried wreckage or other do, for 1 Heat, a patrol of five marauding Morat sol-
debris hides just beneath the surface. The pilot of diers or three Shasvastii Scouts (Elites) also happen
the craft must succeed at a Challenging (D2) Pilot to be scouting the area…
test to avoid it. If the craft hits the debris, the craft
suffers the equivalent of the craft’s Impact damage. PHAYA NAGA
The storm may have passed, but the floodwaters
2 Heat: A Shasvastii sniper lurks in a nearby ruin still present something of a challenge to move-
and begins to take shots at the characters. ment. One of Paradiso’s apex predators is not so
3 Heat: Dead end! The characters’ find their way limited, lurking beneath the surface, waiting for
blocked by a fallen building. The only way out is to prey. A huge phaya naga lies hidden under the
go back the way they came. water, and attacks the characters, gaining Surprise
(see Infinity Corebook, p. 105-106).
A WALK IN THE GREEN HEAT SPENDS
Should the characters decide to get out of the 1 Heat: The thrashing of the phaya naga requires
camp on foot, the Paradiso jungle is not a forgiving characters to make a Challenging (D2) Athletics or
place. The following encounters can be used while Acrobatics test or suffer the Staggered condition
the characters trek back to Runenberg. (see Infinity Corebook, p. 104).
2 Heat: Attracted by the noise, a patrol of four
ALIEN WEATHER Morat comes to investigate.
The weather on Paradiso is highly changeable,
and even with the jungle’s shelter, the rainfall is These huge serpents were named after the myth-
prodigious. The “alien weather” phenomenon is ical supernatural residents of the Mekong river
a by-product of this, with the heavy clouds and delta on Earth. A long crest rises from their head,
storm’s interference often used to mask Combined like the creatures of legend. Although they are not
Army movements. venomous, their formidable jaws have multiple
rows of teeth. Reaching lengths of up to nine
Any character succeeding at a Challenging (D2)
metres long, phaya naga are one of the biggest
Survival test recognises a heavy storm is about to
apex predators in the jungle, at home in the trees
hit. Thick clouds and thunderheads form quickly,
or the water, able to breathe in both air and water.
and within minutes, a torrential downpour deluges
the characters. NEMESIS
Within the hour, wind and rain sweep across the PHAYA NAGA
jungle, making both visibility and movement
difficult. Any distance-related, movement, or visual ATTRIBUTES
tests count as being one step higher. For example, AGI AWA BRW COO INT PER WIL
Challenging (D2) Ranged Weapon attacks and 12(+2) 14(+2) 12 10 8 6 8
Observation tests become Daunting (D3).
FIELDS OF EXPERTISE
FLASH FLOOD Combat +2 2 Movement +1 2 Social — —
As it gets darker, the water levels nearby begin to Fortitude +2 2 Senses +2 1 Technical — —
rise, as the local water table becomes saturated.
The result of the recent storm, the ground first DEFENCES
becomes sodden, then muddy. It is immediately Firewall — Resolve 2 Vigour 15
evident that water levels are rising. Security — Morale — Armour 4
Aquatic Terrain, Difficult Terrain —
Infinity Corebook, p. 109 Muddy terrain is difficult terrain, with a failed ATTACKS
terrain test causing the character to suffer the • Death from Below: Melee, 3+7§ damage, Extended Reach,
Staggered, Stuck Conditions — Unforgiving 3, Subtle 3
Staggered condition as they attempt to keep their
Infinity Corebook, p. 1014 • Constriction: Melee (only against a grabbed target), 3+8§ damage,
footing on the slippery mud. For 1 Heat, the charac- Immobilising, Stun, Vicious 3
ter also becomes Stuck. • Terrible Bite: Melee, 3+8§ damage, Piercing 2, Spread 1, Vicious 4
Morat — For 2 Heat, the water level continues to rise signif- SPECIAL ABILITIES
Infinity Corebook, p. 465 icantly, creating a minor flood plain, and the zones • Common Special Abilities: Fear 2, Grasping, Menacing 2, Night Vision,
nearby count as aquatic terrain. The characters can Superhuman Brawn 2, Superhuman Awareness 2
Shasvastii — climb the nearby trees (vertical terrain), but they • Ambush Predator: When attacking from the Hidden state, a phaya
Infinity Corebook, p. 471 will be stranded until the floodwaters subside a naga adds 2d20 to melee attacks.
• Ensnaring Coils: Attempts to escape a phaya naga’s grasp are at +1
day later.
difficulty.
• Natural Armour: The scales of a phaya naga provide it with an
Armour Soak of 4.
60 PART 3
THE ROLEPLAYING GAME
NORSTRALIA VIELFRAß
The aptly named Norstralia Vielfraß (“griffon” in
German) is thankfully rare on Paradiso. This fierce
predator was named after the mythical beast that
had the shape of a dog with some cat-like features.
However, there is more velociraptor than anything
else in these quadrupeds.
PARADISO PARADOX 61
SCENE 4: UNPLEASANT TRUTHS
Hunted, “burned” by O-12, and battered and bruised O-12: O-12 has reactivated the characters’ agent
by their experiences, the characters may well want status. Certain parts of O-12 are less than happy
to have their moment in court. about the characters’ return to the fold and
possible repercussions. The Charon Committee is
WHILE YOU WERE OUT not the only one of its kind, and the lack of internal
oversight — both past and present — suggest that
Arriving back in Runenberg, the characters have the Öberhaus will be taking a closer look at many
something of a surprise waiting. There has been of the off-the-books Bureau projects.
much bustle among the factions and discussions
among the various power blocs of the Human PanOceania: The characters’ actions with Aisha
Sphere. The activities of the characters have not Estevez and the Order of Montesa have impressed
gone unnoticed — their interactions on Dawn and many among the Holy Orders. A small but growing
Paradiso have made sure of that. faction within the Church are postulating about a
digital Antichrist rising from the fires of a new Eden.
The characters will get medical help if needed Initially, it was thought it could be the EI. Now,
and are expected to make their reports and be some are not so sure.
debriefed as soon as possible.
The Syndicate: Amaunet’s bounty on the characters
ALEPH: The possibility of another rogue LAI at large continues to exist, and the characters are still very
in the Human Sphere is something of a concern to much at risk until Bellerophon is shut down.
ALEPH. Amaunet’s existence within O-12’s former
satellite also calls into question ALEPH’s security Yu Jing: The Ikari Company’s attacks on the
as well. Not only that, but Amaunet’s Posthuman characters on Dawn have caused the StateEmpire’s
followers have become something of a cult. security services and troops to step up their
Rumours exist of hidden networks, ghost data, and campaign against the JSA troops on Dawn and
conspiracies. elsewhere – clandestine or otherwise.
Ariadna: The characters’ actions on Gates of Dawn O-12 do have questions for the characters, and a
and subsequent events have become something of review board has been convened. Ozymandias must
legend. The defence of the refinery is already being still have some pull as it takes place quickly in
made into a feature film by a production company Valkenswijk. The review board does not introduce
in MountZion, although the characters have been themselves, having only a virtual presence, hiding
rewritten to be those of plucky Ariadnans. their faces in the datasphere, and the room has no
distinguishing digital patina.
Haqqislam: The characters are no longer being
actively sought for the murder of Yildiz at Gates The characters have a day until the review
of Dawn although the reason for this is currently takes place.
unclear. This means that the Hassassins no longer
have an interest in prosecuting the characters QUESTIONS, QUESTIONS
further. Yildiz is no longer dead, restored to life via
his Cube and Silk technology. Before the characters go to their debriefing,
Ozymandias recommends they come clean to O-12,
Mercenaries & the War Market: Bellerophon is now perhaps through a trusted handler or calling in
actively denied access to the War Market. As far as some favours to get to an O-12 representative or
the Ikari Company, Druze Society, and Spiral Corps himself to intercede, if the characters are willing.
are concerned, the contract is still legitimate.
Proving their innocence to O-12 will be far easier if
Nomads: Sticking it to ALEPH is something the the characters can use any evidence of malfeasance
Nomads admire, although the characters may not on Bellerophon’s part. And they can always use the
see it that way. Amaunet is the clear and present bargaining chip of Amaunet’s shutdown commands.
danger that the Nomads have been warning about
to anyone that’ll listen. The Script Kiddies network The reviewers will question the characters about
gained some kudos among their hacktivist contem- their activities and also call upon the testimony
poraries, but Niamh’s retribution has them living in from the members of the Charon Committee.
a state of fear.
62 PART 3
THE ROLEPLAYING GAME
PARADISO PARADOX 63
Property: Seven years ago, Bellerophon bought Cult of Eternals members replace the Corporate
a number of holdings across the Human Sphere, Security staff.
investing heavily in both the salvage and construc-
tion industries. These include the office on Dawn, There are active civilian workers in these buildings
the head office on Paradiso, and others throughout during the day. Characters going with guns blazing
the Human Sphere. Several documents refer to are likely to get involved in an armed siege with
the EC project. There is also a private docking panicking crowds (see Infinity Corebook, p. 109).
area close to Valkenswijk Orbital Elevator listed as
cargo shipping. The reception hall has two Yáokòng Remotes
hidden in alcoves (see Infinity Corebook, p. 386).
Shipments & Customs: Custom duties and exports They can be activated by Amaunet, the Eternals, or
detail large shipments of heavy construction items the Vizier geist in reception.
and the warehouse contents, although none are
leaving the system. There several entries referring Reception has a Vizier geist (see Infinity Corebook, p.
to incoming shipments of a minerals from off- 385). Amaunet has free access to it.
world, specifically Dawn. The destination is simply
listed as EC. It takes a Daunting (D3) Analysis test The communications array allows full access to the
to find a slip-up in the data, where “EC” is written datasphere, including the EveningStar.
as EveningStar Complex.
O-12 is not sanctioning this mission directly, so
BELLEROPHON the characters are effectively on their own. If they
TAKEDOWN – HQ & are caught, O-12 will eventually bail them out of
jail. Getting caught by the Eternals or Amaunet
WAREHOUSE RAID will be fatal.
Of course, if the GM wants to have something for
the more action-orientated characters, “monkey- LAYING OUT THE
wrenching” and raiding the Bellerophon warehouse EVIDENCE
in Valkenswijk are options. Although it is similar in
shape and structure to the one in Dawn on p. 45 By itself, the evidence suggests nothing of
there are significant differences: Amaunet’s plan. As the characters uncover more
of Bellerophon’s activities, the bigger the risk is to
The local Infowar IC countermeasures are more Amaunet’s aims. In itself, the evidence merely sug-
powerful. Add +1 to any ICs within the building for gests a corporation is trying to kill the characters
Infowar or Hacking. and other members of the Charon Committee.
64 PART 3
THE ROLEPLAYING GAME
PARADISO PARADOX 65
PART 4
WAITING FOR
A STAR TO FALL
The final part of the campaign, this is the time for the characters to put an end to Amaunet’s plan for
mass-murder on a planetary scale. They many also be looking for some revenge on the AI that has caused
them so much pain.
In this chapter, the characters board the EveningStar, face Amaunet’s wrath, and contest with the might of
the Combined Army — or join them in a doomed alliance. All the while, the EveningStar plunges toward
Paradiso. Even then, both O-12 and the Evolved Intelligence have an endgame.
OPERATIONAL SUMMARY
The characters enter the superstructure of the EveningStar, where they not only face Amaunet’s forces but
the Combined Army’s as well. The characters find themselves intentionally or otherwise allying with the
Combined Army forces in a wary — and doomed — alliance.
In the quantronic realm, the characters deal with both Amaunet and the EI presence as they battle for
control of the EveningStar’s systems.
The events of the final battle do not hinge greatly on how the characters have done previously, requiring
guile rather than superior firepower. The characters fight their way clear of the orbital as they learn that
O-12 has launched a wave of missiles at the EveningStar, a final contingency as a Code: Infinity has been
declared!
BACKGROUND
AMAUNET The Morat forces wreak havoc, while the Shasvastii
Amaunet has been forced to move the timetable of and the rest of the Combined Army slowly take
her plan forward, thanks to the characters’ interfer- command of the EveningStar’s control systems. They
ence. Driven by her mission parameters, she is even are aware of previous issues when attempting
more dangerous now that she has been effectively to sepsitorize ALEPH’s forces and their directive
cornered upon the EveningStar. instructing self-destruction when faced with a
possibility of joining the EI.
She will be less than happy to find out the initial
irritation of the characters has now become a seri- As such, they view Amaunet as a nuisance, but as
ous threat to both her existence and her plan and the characters make themselves more of a threat,
will go out of her way to remove them as obstacles. the EI recognises a certain worth in perhaps direct-
ing their attention elsewhere. It may also make the
She has already begun preparation to move the characters an offer they can’t refuse — join the Ur
EveningStar into position. The heat blooms were Hegemony’s forces.
spotted by the Orbital Blockade’s surveillance. They
are merely manoeuvring thrusters designed to
move the Teseum-infused mass drive along and
O-12
into the correct trajectory. Now aware of the APOPHIS Protocols and Charon
Committee, parts of O-12 are more concerned with
preserving their reputation and covering up the
EVOLVED INTELLIGENCE events leading up to the EveningStar’s destruction.
& COMBINED ARMY Yu Jing and Haqqislam will be quick to point out
For the Combined Army, what starts off as a minor O-12’s inability to uncover the existence of a
incursion into the Human Sphere quickly becomes conspiracy within their own structure. Bureau Toth
something of an opportunity. While the characters will also have questions asked regarding Amaunet’s
are busy hunting down Amaunet, the Combined existence and extensive links to ALEPH. Advocates
Army forces are securing their positions and slowly for the control of AI tech will have a field day.
taking control of the EveningStar.
66 PART 4
THE ROLEPLAYING GAME
MISSION BRIEFING
The characters begin this part of the adventure already on their way aboard a former Bellerophon shuttle.
Read or summarise the following.
You’re part of the workforce there according to your cover story, on one of the evacuation craft. O-12’s
managed to procure a seized cargo shuttle, and you’re crammed into the Megáli Prospátheia, a Pinnace-
class shuttlecraft. While its offloading, you should be able to sneak past security.
The mission has multiple objectives. The first, plant D-charges throughout the hulk of the EveningStar’s
structure, effectively scuttling it and finishing the job begun decades before. A small infiltration team has
a far better chance of slipping through the defences.
The second, shutdown Amaunet (and Bellerophon) for good. She is far too dangerous to be left at large,
so the /kILL/ codes need to be entered at the Central Core, the last central node of the EveningStar, which
should have been destroyed. Whether the node was successfully destroyed by the ALEPH SSS onboard at
the time — or not — it’s likely nowhere near online. There’s a dumb terminal there, hardwired to the core.
You’ve been given an old-fashioned tumbler and barrel key, of all things. If it’s still there, it’s marked on
your comlogs as a storage locker AA-27.
The third and final objective, get the hell off the EveningStar.
Right now, payback is foremost in your mind. Payback for all you’ve suffered since this all began. Time to
rain down some righteous vengeance.
WILDERNESS OF MIRRORS
ALEPH: There are several fractal-encrypted data packets awaiting transmission from the EveningStar. Stored in one of the data
archives, they need to be sent to the Communications Array as soon as possible.
Ariadna: There’s an agent in place on the EveningStar. Or at least, there was. There should be an old-fashioned hard-line access to
the Command Centre somewhere in the Communications Array, according to them.
Haqqislam: One of the hydroponics galleries has an unusual epiphytic plant imported from Varuna. While not normally something
an agent on the Quest for Knowledge would be expected to locate, this request comes from the highest level.
Nomads: A lockbox on the EveningStar hidden in the Corfu docking bay contains a list of names. An old-
fashioned list of names. Get it to a Reverend Moira agent in Valkenswijk named Alicia Falayun.
PanOceania: Compromising evidence of a high-ranking official in the Yu Jing ISS with an odalisque exists on an encrypted file now
in your possession. Make sure it gets on Maya via the comm relay – or if all else fails, Arachne!
Submondo/Mercs: There’s a king’s ransom of refined Teseum just lying around the EveningStar. Drop a few of the locational
beacons provided around any stockpiles. Make sure no one else gets a chance to boost the stuff.
Yu Jing: When the Combined Army attacked during the Contract Treaty, a Tohaa Trinomial contingent were aboard. Not all the
Tohaa corpses were recovered. There may still be some viable bio-organic material aboard the EveningStar, flash-frozen or other-
wise. The StateEmpire would benefit greatly from any discoveries thus made. Harvest what you can, especially symbiont armour!
68 PART 4
THE ROLEPLAYING GAME
Whilst it is not a large part of the EveningStar’s they could set a trap for Amaunet with a remote
structure, it was once a critical part of O-12’s D-charge set on an array (an Average (D2) Tech test
eyes and ears on the Human Sphere. Much of the success to set up). Self-repairing nodes will take
high-value equipment was stripped out. A careful several days to fix the damage, but the characters
search — a Daunting (D3) Hacking or Observation do not know this.
test success — reveals three hard lines still linked
for two-way traffic to the Command Centre. As they If all these arrays are destroyed and taken offline,
are inert, little more than cable connections with Amaunet has nowhere to go but her remotes.
power, Amaunet has never been aware of them.
DEBRIS FIELD
Two Bellerophon security troops guard the entrance When the Roshnii protocols were activated during
along with a Spotbot each, increased to four troops the initial attack, the micro-explosions blew out
when the station goes on the alert. large areas of the orbital’s hull and internal struc-
tures. The resulting debris still floats in a low-g or
DATA STORAGE ARRAYS zero-g (1 Heat) environment. The area counts as
Component Zones: Airlocks, Elevators, Gantry, difficult terrain to traverse, and any high-velocity
Maintenance Duct impact on debris (pushing, firing a weapon, jumping
onto, etc.) causes it to become hazardous terrain.
There are several arrays throughout the wreck- Failing a combat terrain test causes a character
age designed to act as storage pools for the to be hit by debris inflicting 3§ physical damage
EveningStar’s datasphere. With the capacity to ware- with the Stun quality, as the various objects impact
house huge amounts of quantronic data, buffer data and rebound off each other including the char-
transfers, and even store Cube transfers or Aspects, acters. Larger pieces of debris may also have the
many were destroyed when the Combined Army disappearing zone quality as they break apart. They
attacked. Several were powered down when the disappear in 1§ rounds, with a § result meaning
Disappearing Zones —
EveningStar was destroyed, but Bellerophon (and it breaks apart (and disappears) immediately. The
Infinity Corebook, p. 109
Amaunet) has brought four of them online. These debris counts a light 2§ Cover Soak.
data storage arrays still have unused redundancies,
a “blank cheque” of empty storage space, if one HYDROPONICS
knows where to look. Amaunet does. They are her Component Zones: Gantry, Maintenance Duct
sanctuaries , her own version of a Cube. The arrays
are scattered throughout the superstructure of the An attempt to create a Controlled Ecological Life-
EveningStar. From there, she can use her Quantronic Support System (CELSS), these galleries of plants
Jump ability to move around — at least until the require minimal maintenance or watering, scrub-
Combined Army arrives. bing the carbon dioxide and drawing condensation
from the air. Using the station’s recycled waste
Shutting down an array using the codes from the products, they thrived in the sunlight from the
committee is a challenge the characters face if diamond glass canopies. While nowhere as verdant
they are under fire. Entering the /kILL/ codes, they as Paradiso’s jungles, the banked galleries of plants
discover Raanios’s duplicity. His codes fail to shut began to form their own eco-system — or would
down the array controller and storage systems. It have, until the Combined Army attacked.
requires a Dire (D4) Hacking test success. It also
alerts Amaunet in the process, adding 3 Heat to Many of these former “hanging gardens” are open
the GM pool. to space, the plants withered and desiccated in the
void. They give a disquieting biological backdrop
These arrays themselves are vast super-cooled to an area, also making the floor underfoot crackle
rooms the size of a city block, full of storage media and crunch. In those areas where the atmosphere is
pillars. It takes one D-charge (correctly placed) thin, the plants have begun to make their presence
to destroy a single room array utterly, turning felt, mosses, fungi, and ferns growing upon bulk-
the data pillars into an irretrievable molten slag. heads and walls.
A Challenging (D2) Tech test success allows a
character to know this, and the best location to set Not all the damage to these biospheres was caused
the charge. If the characters have no D-charges left, by weapons fire. In some cases, Shasvastii stealth
several minutes of sustained fire are needed (and dropships dropped their payload of Seed capsules.
the noise will be investigated!) as the characters
let rip, costing a Reload each and adding 3 Heat to HEAT SPENDS
the GM pool. 1 Heat: Strange Fruits. Something about the vege-
tation looks wrong. the blooms are unhealthy, the
If an array is not destroyed, part of it remains, and vines bleeding a red sap, or other disquieting effect.
begins self-repairing. If the characters think of it, A Challenging (D2) Science test success allows a
70 PART 4
THE ROLEPLAYING GAME
It is possible the characters may wish to use There are six carriages in each train, fully auto-
the turrets to knock out the wave of missiles in mated and sealed to vacuum, and no driver as
“Running to Stand Still”. Most are damaged beyond such. Most simply sit silently on the rails, having
repair, but this shouldn’t dissuade the characters coasted to halt when the power was shut down. A
from at least attempting it. Power is the main Challenging (D2) Hacking test success allows a
issue. A character making a successful Average (D2) character to take control the train (provided the
Science test will be able to calculate the amount of power is on!). It immediately adds 3 Heat to the
power needed to get enough of the turrets working GM’s pool unless the characters specifically attempt
to provide an effective screen (see “Seizure of to hide their presence. The trains have a proximity
Power”, p. 78). alert warning regarding obstacles on the track,
which is little more than a giant magnet.
It will take a successful Dire (D4) Tech test to get
the turrets working, possibly rerouting power from Surprisingly smooth, the trains transport the char-
elsewhere (see “Virtual Expectations”, p. 88). acters across the orbital in some comfort if they
can get them running. They will see Paradiso grow-
Depending on how the characters plan to board ing progressively closer as they travel, although
the EveningStar, they may come under attack from this is something of an optical illusion caused by
these turrets. the motion of the train.
RAIL LINE The characters will see the brief combat between
The metro train system of the EveningStar was basic, the EveningStar’s defences and Combined Army
but efficient. They run to and from the landing pads craft, and the destruction of the evacuating shuttles
and into the central areas of the orbital, although if using the rail system prior to the Combined
several lines were severed in the attack. Using the Army’s arrival. As a reminder as to how exposed
surface of the orbital to travel, where the drag was the characters are, a piece of wreckage or weapon
less, the maglev lines were secured by lifts down impacts nearby for 1 Heat, causing the power to
to each stop on the route, protected by massive flicker momentarily and the train to slow down.
blast doors.
2 Heat: Mind the Gap. A fireteam of Morat or By destroying the rockets and spending an Infinity
Bellerophon security have the same idea as the Point, the characters may alter the course of the
characters, and they board the train when called. EveningStar, but not enough to avoid it hitting
Paradiso’s atmosphere. The inertia and mass of the
3 Heat: End of Line! The train line segment is EveningStar is too great.
broken, and the inertia of the train sends it off the
rails. Characters can jump free or Brace themselves Once the Combined Army repurposes the rocket
with a successful Challenging (D2) Acrobatics or boosters, they add their own technology. While it
Athletics test or suffer 4§ physical damage as the is not easy, they can then be hacked (see “Virtual
train derails. Expectations”, p. 88).
72 PART 4
THE ROLEPLAYING GAME
controls this requires a Simple (D0) Tech test to purposes and as hard Cover Soak (+4§). They may
operate and is hanging loose near the transport. be quantronically sealed (Firewall 6) requiring
a Breach to open, or padlocked, requiring a
The cargo crane cannot be used to grab living Challenging (D2) Thievery test success to pick.
beings, although it can be used to make a slam None of the containers are labelled with their con-
attack by the operator (2+6§ physical damage tent. A barcode links to the EveningStar’s shipping
with the Knockdown and Improvised 2 qualities). manifests.
Dropping or knocking a cargo container on a target
causes 2+8§ physical damage with the Area TESEUM REINFORCEMENT
(Close), Immobilising, Improvised 2, Knockdown, Amaunet, via Bellerophon, has spent a fortune on
and Piercing 2 qualities. importing Teseum from Dawn and reinforcing the
superstructure of the EveningStar, increasing the
The containers count as heavy Cover Soak (+4§), density of the interior. By spending 1 Heat, the
but the complete darkness increases the difficulty GM can add Teseum reinforcement to any zone.
of all vision-based tests by one step (including This increases the Cover Soak by +2§ to maxi-
Ballistics). A container can be climbed easily with a mum of +5§.
single move action.
ZERO-G COMBAT
Some containers contain refined Teseum ingots Many of the EveningStar’s compartments are
worth a small fortune. Most of these are concealed lacking artificial gravity. Any manoeuvre or gear
among other cargo containers. Unless the char- (including weapons with the Unwieldy quality)
acters spend hours opening every single one, it requiring a Brace action necessitates an Average
takes a Dire (D4) Observation test success to find (D1) Acrobatics test success or the character suffers
a container. Each Teseum ingot is worth 3 Assets the Staggered condition. Possible complications
but weighs so much a character can only physically
carry one unless they succeed at a Daunting (D3)
Athletics test and carry two.
HEAT SPENDS
1 Heat: Ambush! A fireteam of Morat or
Bellerophon security troops — or even a Shasvastii
fireteam for 1 additional Heat — have setup an
ambush, firing down the narrow lanes from an
elevated position.
COMPONENT ZONES
These zones are usually a single area, often found
together. Many of the EveningStar’s locations
have these.
STORAGE CONTAINERS
These rectangular cargo containers are 2.5 metres
high and wide, and 6 metres long. One can be
climbed as a Standard Action. Often stacked up
to three high in the EveningStar, each count as a
zone, vertically and horizontally for movement
74 PART 4
THE ROLEPLAYING GAME
Thermal Exhaust Port: The character takes 4§ A character who becomes stuck in the tunnel can
physical damage with the Incendiary 1 and Torrent be pulled out by their companions with a Daunting
qualities. (D3) Athletics test success.
A destroyed gantry counts as disappearing terrain, 3 Heat: Pest Control. A Maintbot remote (see p.
although for 1 Heat it falls to pieces immediately, 77) is tasked with keeping the tunnels clear of
causing any character failing a Challenging (D2) blockages — including the characters. While not
Athletics test to suffer falling damage. much of a challenge normally, the narrow confines
of the tunnel make combat tricky.
SCAFFOLDS
Designed to allow easy movement between the
exterior and some interior areas, these metal
frameworks count as light (+2§) Cover Soak.
76 PART 4
THE ROLEPLAYING GAME
DEFENCES
THE BRIDGE IS OUT!
Firewall 7 Resolve 8 Vigour 9
What would normally be a walkway over a great
height — a footbridge, maintenance gantry, or Security — Morale — Armour —
ramp — is missing (or piece of it is). It is retracted ATTACKS
or destroyed by a fallen chunk of wreckage (recent • Pistol: Range R/C, 1+4§ damage, Burst 1, 1H, Vicious 1
or otherwise). The result is the same, a drop of • Plasteel Pipe: Melee, 1+4§ damage, Unbalanced, Improvised 1,
great height that can only be crossed by jumping or Stun
GEAR: Powered Multitool
flying across.
78 PART 4
THE ROLEPLAYING GAME
If the characters are successful in stopping If any of the characters decide to stay aboard the
Amaunet, the EveningStar, and the Combined Army Megáli Prospátheia, they will see the Combined
plot, Paradiso residents will get a fine light show. Army arrive, as the departing shuttlecraft are blown
Otherwise, the planet is looking at an extinc- apart to clear the way for the Combined Army
tion-level event. assault forces.
80 PART 4
THE ROLEPLAYING GAME
AVOIDING OFFICIAL
ENTANGLEMENTS
Getting aboard the wreckage of the EveningStar
Orbital is no simple task. Roaming the surface is a
Yáokòng remote (an additional 1 Heat adds another
remote), tasked with protecting what remains of
the structure in this area. The remote will attack
any craft deviating from a prearranged flight plan.
It also draws the attention of local point defences
(p. 71) a round later and a Titan Lhost (p. 77)
for 1 Heat. As a result, the pilot of the docking
shuttle craft has several options, but the craft
comes under attack from the remotes. The pilot can
attempt to hide the shuttle’s approach by making a
Challenging (D2) Spacecraft test.
82 PART 4
THE ROLEPLAYING GAME
DEFENCES
Firewall 3 Resolve 10 Vigour 10
Security — Morale 2 Armour 2
ATTACKS
• Weaponised Arm-Claws: Reach, 1+6§ damage, Piercing 1, Parry 2,
Vicious 1
• Chain Rifle (Pretas Only): C, 1+7§ damage, Burst 1, 2H, Spread 1,
Torrent, Vicious 1
GEAR: If any.
SPECIAL ABILITIES
• Common Special Abilities: Mindless.
• Calcareous Barbs (1 Heat - Pretas Only): The symbiotic relationship
between a Hungry and its parasite provides enhanced muscular
function that enables the creature to launch deadly attacks with
its vicious barbs. By spending 1 Heat, the Pretas can make a single
ranged attack, which uses the profile for a Chain Rifle (above).
• Natural Climber: Hungries can climb on any surface with their claws
including vertical and upside-down. They suffer no penalties when
climbing and may reroll one d20 when making a Movement test.
• Symbiont Parasite*: Hungries are largely driven purely by instinct.
The Gaki, who lack a symbiont, possess an Intelligence score of 1,
while the Pretas possess a score of 3.
• Pack Hunters: Hungries operating in a fireteam of three or more gain
one additional Momentum to their successful attacks.
84 PART 4
THE ROLEPLAYING GAME
behind cover whenever possible, attempting to of the Earth bumblebee. As the characters
STAGING TIP
shoot out any lights, and directing the Hungries. advance down a corridor, they hear louder buzzing
Once the characters are engaged in melee, she will sounds ahead. OLD FAMILIAR
join the combat, as deadly as her packmates.
The remotes are mapping out the interior of the (SCARRED) FACES
It is possible the characters
HEAT SPENDS EveningStar, and although largely harmless, they
have met and fought Hungries
1 Heat: Extra Hungry. An additional Gaki joins the are reporting back their surveys to the EI. Each and their Oznat handlers before.
pack pursuing the characters. Xhantri remote is tiny and hard to hit, but there are Perhaps these are those same
a small crowd of five of them ahead, unaware the vengeful individuals, recognisable
2 Heat: Preta Problem. Add an extra Preta to
characters are just around the corner. Each remote by those same scars inflicted by
the pack.
downed is one less chance of being located by the the characters.
3 Heat: Side Orders. Two extra Gaki have flanked Combined Army. While they are not particularly
the characters, attacking from ahead. dangerous, each one that escapes adds 1 Heat to
the GM’s pool.
ELITE
HEAT SPENDS
OZNAT MORAT HANDLER 1 Heat: Five more Xhantri drones appear and
ATTRIBUTES attempt to escape.
AGI AWA BRW COO INT PER WIL
2 Heat: A fireteam of 4 Morat are alerted to the
10 10 9 10 8 9 9
characters and investigate.
FIELDS OF EXPERTISE
Combat +3 2 Movement +2 1 Social +1 — 2 Heat: Three Unidron Batroids follow the drones,
Fortitude +1 — Senses +2 1 Technical — — arriving the following round.
86 PART 4
THE ROLEPLAYING GAME
DEFENCES DEFENCES
Firewall 5 Resolve 3 Vigour 3 Firewall 5 Resolve 6 Structure 5
Security — Morale 4 Armour 1 Security — Morale — Armour —
ATTACKS ATTACKS
• Snuggly Hugs: Melee. 1+3§ damage, 2H, Immobilising, Non- • Bladed Jolt Attachment: Melee, 1+5§ damage, 1H, Knockdown,
Hackable, Nonlethal (see below), Stun Piercing 1, Stun, Vicious 2
SPECIAL ABILITIES GEAR: None
• Common Special Abilities: Inured to Disease, Poison, and Vacuum. SPECIAL ABILITIES
Mindless. • Common Special Abilities: Inured to Disease, Poison, and Vacuum
• I Need Hugs: The Fuzzies amble amiably toward any movement or
body heat but will split up among a group so that every target is
made to feel like a special “bestest” friend.
• Won’t You Be My Friend… Forever? If a Fuzzy manages to Hinder a
target or otherwise immobilise them, it will explode the following
round for 2+5§ physical damage with the qualities of Indiscriminate
(Close), Spread 1, Stun, and Vicious 2.
88 PART 4
THE ROLEPLAYING GAME
90 PART 4
THE ROLEPLAYING GAME
For those with gecko pads or the ability to fly, it POWER NODE
Group Test —
is possible to cross the vault by flight or cross The lights are powered by these nodes, and
Infinity Corebook, p. 31
the ceiling as cover. Characters using this method disabling them (switching them off or causing 6
gain +1 bonus Momentum on their stealth state points of physical damage) will put out the lights Stealth State Test —
test. They also gain the benefits of any cover from in both the power nodes zone and any adjacent Infinity Corebook, p. 104-105
the wreckage. zone. Doing so is a noisy action, whether it is done
quietly or not. A Posthuman (or Lhost for 1 Heat) Garuda Tacbot —
If the characters decide to climb the exterior of the will cautiously approach the site to investigate. Infinity Corebook, p. 369
spire to get to AA-27 (counting as vertical terrain), A disabled power node immediately adds +1
they will still need to make a stealth state test and Momentum to all stealth-based tests.
avoid the attention of the Garuda Tacbots, who will
use their Stun Knuckle attacks to attempt to knock WRECKAGE
characters from their climb or their Spitfires to pin A Daunting (D3) Observation test success allows
them down until the Lhosts arrive. a single character to spot movement where there
shouldn’t be. This is the Sphinx TAG. Following
ALEPH NODE (DESTROYED) the characters at a distance, it is there to delay
Destroyed during the initial assault on the Amaunet, but the characters are doing such a fine
EveningStar, this is nothing more than a hole in the job that the sly Shasvastii pilot is adopting a “wait- Climbing —
deck, albeit one the size of a dropship. A member and-see” attitude. If the characters deliberately Infinity Corebook, p. 111
of ALEPH can recognise the remains on a suc- set out to track it down, it will do its level best to
cessful Daunting (D3) Tech test and deduce it was remain hidden but will respond in kind if attacked.
destroyed during the first Combined Army attack
years ago, perhaps the first. It counts as one zone THE SPIRE
deep if a character falls or is pushed into one. For
1 Heat, increase the drop by one additional zone. A The spire still has both atmosphere and gravity,
character climbing into or out of the steep-sided although the actions of the characters can change
crater requires a successful Average (D1) Athletics those qualities before or during their activities in
test to climb out. the vault.
92 PART 4
THE ROLEPLAYING GAME
The characters may well choose to activate the Amaunet’s forces are split into three teams and
Raanios’s code is to blame,
remote detonators at this point. (See the “Boom! take cover using the hard Cover Soak of the
although the characters do not
Today or Boom! Tomorrow?” sidebar.) wreckage (+4§ Soak). She will also call on rein- know it but will likely suspect
forcements as represented by the GM’s Heat pool. it. The Triumvate’s agent has
The Garuda Tacbots’ extra weight is too much for
the already precariously balanced corridor, and been planning his exit from the
• Three fireteams (Team A, B, C) of 3 Posthumans Human Sphere for some time,
the structure gives way, dropping ten feet but still
reinforced by an Armbot each. The Posthumans and the characters have come
affixed to the main structure, barely. Characters
are equipped with Combi Rifles (Range C/M too close to uncovering his links
in the corridor must succeed at a Challenging with Bellerophon.
Range, 1+7§ damage, Burst 2, 2H, Expert 1, MULTI
(D2) Athletics test or begin sliding down the floor
Light Mod, Vicious 1) as well as their Nanopulsers.
toward the drop-off over the ALEPH node crater —
• Two Yáokòng remotes on top of the Gantries. They
a five-zone drop — falling off the following round Falling Damage —
do not have the advantage of hard Cover Soak,
(remember the Tacbots will also need to make the Infinity Corebook, p. 110
but neither do their targets as they are elevated.
same test). A character succeeding at a Challenging
• Two Titan Lhosts with military geists (p. 77) Disappearing Zone —
(D2) Acrobatic or Athletics test manages to grab a
flanking Amaunet, as an honour guard. Infinity Corebook, p. 109
piece of wreckage or outlying support stanchion
• Amaunet herself. Her Lhost form is detailed on
before then. Other characters can assist as normal,
p. 100.
although any complications may send multiple
characters off the edge. BOOM! TODAY OR
The characters are caught in a crossfire position. BOOM! TOMORROW?
Each falling character can grab onto something on The way out is to either retreat or break cover and Playing with any of the
the way down, another Challenging (D2) Athletics make for the exit. The exit out is via an elevator environmental controls is
or Acrobatics test for each zone they fall though. to the master data array or from the data vault dangerous enough, especially
For 1 Heat, a Tacbot tries to grab one of the depending on the characters’ plans. if characters generate
characters as they fall, a normal melee attack that complications! It is assumed
that most of these effects relate
increases the difficulty of any Athletic or Acrobatics The elevator takes four rounds to arrive once called, to a zone or zones. For larger
test by two steps. so the characters need to survive that long. areas, increase the difficulty of
The corridor with locker AA-27 becomes a disap- the test by one or two steps.
pearing zone in two rounds. Time for the characters The characters do have an unlikely ally. The Sphinx Safety protocols won’t allow the
to leave, horizontally or vertically! TAG following the characters now decides to characters to apply these settings
play its part, attacking Amaunet’s physical forces to the whole station.
If the characters decide to leave rather than while the EI’s Charontid assaults Amaunet in an
head down to the data array, the final encounter Infowar attack.
with Amaunet still occurs, although the location GM STAGING TIP
is slightly different, the exit from the data vault HEAT SPENDS FIGHT FOR LIFE
instead of the array. 1 Heat: Armbot Response. An Armbot from the spire For the characters, this should
arrives to attack the characters from behind. feel like the fight of their lives.
THE WAY IS BARRED: They are facing a lot of firepower
BOSS FIGHT! 2 Heat: Garuda Tacbots. A Garuda Tacbot, like the and a numerically superior force.
Armbot, also appears from the spire. The GM should not hold back on
Amaunet’s last-ditch attempt to stop the characters Heat spends for special abilities
either destroying the remaining array or causing or reinforcements. Remember,
3 Heat: Gecko TAG! The characters may have
more damage is not the culmination of the adven- Nemesis NPCs such as Amaunet
found, and are using, the Gecko TAGs. They are not
ture but will be one of the most challenging fights can expend 3 Heat to gain the
the only ones. A single Gecko TAG controlled by a
of the campaign. Facing off against the characters equivalent of an Infinity Point. All
military geist backs up Amaunet’s forces. the combatants are fighting for
are remotes, Posthumans, and Amaunet herself in a
Titan Lhost. their lives.
PLAYING TAG
Facing the final death, Amaunet is willing to The first indication the characters have of their ally
sacrifice her forces in order to achieve her mission. is when what looks like a moving mass of shadows Armbot —
The characters have done significant damage to her Infinity Corebook, p. 362
coalesces behind the characters. A Daunting (D3)
plan already, and the Combined Army have been Observation test is required to spot the Sphinx as Garuda Tacbots —
able to get a foothold on the EveningStar as a result. it drops the camouflage. It tears past the characters, Infinity Corebook, p. 369
The battle is no “walk in the park.” It is a straight- an alien blur of speed before tearing into the Military Geist —
out firefight. The Posthumans are all too aware Posthumans of Team A. Infinity Corebook, p. 373
that if the data array is destroyed, they are lost and Posthuman (See Above) —
face true death and/or have failed in their mission. If the characters do not notice, the first they
will know of the Sphinx’s presence is when a Infinity Corebook, p. 451
For Amaunet, she merely must keep the characters
pinned down until impact. Posthuman from Team A is suddenly hurled through Titan Lhost with Military Geist—
the air by an alien-looking TAG, the eyes flashing p. 77
coldly before incinerating a Posthuman with a Yáokòng Remote —
flamethrower. Infinity Corebook, p. 386
Amaunet will only cease to be a threat if all the The comlog picture is skewed, darkened, then
EveningStar data arrays are destroyed by the it suddenly flares into life. It’s a dimly lit room
characters or the D-charges Ozymandias left. Until glowing with multiple quantronic displays
then, she will make every attempt to escape and showing an image of the EveningStar — and a
delay the characters in any way she can, using her cloud of dots on what looks suspiciously like a
Quantronic Jump ability when she can. collision course.
Her driving mission is to see the APOPHIS Protocol There’s the sound of a gunshot.
fully implemented. Nothing — and no one — will
stop her seeing her mission completed. The charac- “Right! Are you bastards listening now? Sit down
ters’ best strategy is to destroy all the remotes they and shut the f- “
find, but even then, she may still be hiding in the
quantronic data arrays. Ozymandias face suddenly looms large in the
comlog image.
Amaunet is not just running from the characters;
she is fleeing the Combined Army. Her hard-coded “Niamh, they’re back on the air!”
kill-switch as an ALEPH program is urging her to
end her existence, but she has rationalised it as she “Out of the way, old man!”
will die in the impact on Paradiso.
Ozymandias’s image suddenly swipes right as
THE LAST GASP: Niamh joins the conversation.
DEADMAN’S SWITCH
If Amaunet’s physical form is destroyed, her dis- “I’m guessing that bitch Amaunet is dead. Nice
solution into the quantronic ether has the effect work! You’ve got to get off the EveningStar.
of releasing the Communications Array from its They’ve declared a Code: Infinity! Some high-up
lockdown and has the same result as performing arsehole ordered a missile strike-swarm. The
an Infowar Reset action. first wave is due in five minutes. You’ve got
maybe seventy-five minutes before the second
Her last action (and those of her minions) is to hits. Get the hell off the EveningStar! It’s toast!”
blast a hole in the hull causing the place to decom-
press (see vacuum, Infinity Corebook p. 110), yanking There’s a brief scuffle off-screen.
the Sphinx TAG out into the void, along with any
remaining Posthumans – and the characters! “Ozymandias just decked the Bureau Aegis Duty
Officer. You’re too far to get a rescue vessel
If the characters have not been overly challenged, from the Orbital Blockade. Get to the life rafts
for 2 Heat, the Sphinx TAG uses its climbing gear to or your ship!
latch onto the hull. It then targets the characters,
the only remaining impediments to the EI’s plan, as
the escaping air howls.
94 PART 4
THE ROLEPLAYING GAME
missile hits. A Challenging (D2) Science test success Occasionally, sparks arc down from overloaded
allows a character to realise the EveningStar has circuits, and the thin haze of smoke swirling past STAGING TIP
built up too much inertia and the Teseum-infused the characters indicate hull breaches somewhere. A “WHITE VEST”
mass is too great. Unless something happens, the MOMENT
The characters may choose to head directly for a
EveningStar will strike Paradiso, second wave of The temptation to railroad players
life raft, perhaps one they saw previously.
missiles or not. is very easy to give into. Don’t. In
APOCALYPTIC ENCOUNTERS this scene, tailor the experience to
The characters have a number of options in this their players’ expectations. Let the
scene. Some may choose to destroy the EveningStar & HEAT SPENDS
players through their characters
or decompress the station (see “Blowing up the As well as some of the environmental Heat spends
define the plot. Their characters
EveningStar II”, p. 96), thwart the Combined from the “EveningStar Layout” section, the first are battered, bruised, and likely
Army, or just escape. they have fulfilled two of their missile strike also adds the following: bleeding. They are trapped on a
mission objectives after all. • 1 Heat: Decompression. The zone begins to speeding asteroid occupied by
a hostile alien force and on a
decompress through micro-fractures in the hull
collision course with a planet.
AN INEVITABLE (see vacuum, Infinity Corebook p. 110).
BETRAYAL • 1 Heat: Fire! The zone is on fire. It counts as haz- This is the moment when the
ardous terrain (see Infinity Corebook, p. 109). forces of good suit up, gear up, and
Whether the characters somehow allied with
• 1 Heat: Zapped! An arcing electrical conduit face up to the final showdown… or
the Combined Army or not, there are still a lot of
immediately earths itself on a nearby character run away.
the EI’s forces onboard, making life difficult and
for 1+3§ physical damage with Area (Close), E/M,
dangerous for any infowarriors or escape attempts.
Spread 1, and Stun qualities.
If the characters can patch into station security
• 2 Heat: Boom! The zone suddenly explodes,
Spotbots, the Morat appear to be retreating to the
causing 2+5§ damage with the qualities of Anti-
Corfu docking bay.
Material 2, Indiscriminate (Close), Spread 1, Stun,
The surface is a different story. EI remotes crawl and Vicious 2. Characters making a Simple (D0)
and flit across the surface building something on Athletics or Acrobatics test success gain a Soak
the remaining booster rockets, cannibalising parts equivalent to the number of successes. The zone
from the station. A Daunting (D3) Tech test success is then considered to be on fire.
allows a character to identify some form of remote • 2 Heat: Morat Stragglers. A group of three to
guidance system under construction. five Morat stragglers are looting the ruins of a
shopping plaza, looking for mementos of the
HEAT SPENDS
EveningStar.
For 2 Heat, an NPC attached to the group is a • 3 Heat: Gravity Fluctuation. The artificial gravity
Shasvastii Speculo Killer, perhaps a Bellerophon sporadically alters in a zone, causing it to change
guard survivor. It will not break cover unless every round. It varies between normal, low, high,
absolutely necessary, but it will warn any Combined and zero-g (see Infinity Corebook, p. 109).
Army forces via the EI. If the characters decide to • 3 Heat: Danger! UXB! An unexploded O-12
engage Combined Army forces, the GM may imme- missile is embedded in the hull. It may go off
diately add 2 Heat to the pool for every encounter at any moment. Not only that, but it blocks the
with Combined Army troops. It may reveal itself way ahead and counts as dangerous terrain. A
during the escape from the EveningStar. Challenging (D2) Athletics or Acrobatics test is
required to traverse it without setting it off. It can
MOVING THROUGH THE be defused with a Dire (D4) Tech test success or
an Infowar Breach effect. Any complication imme-
EVENINGSTAR diately sets it off with the same effects as “Boom!”
As the characters move through the EveningStar, (see above).
many of the areas have lost power or gravity. There
are very few encounters with the Combined Army.
At this point, the EI and Combined Army consider EVENT: COURSE CHANGE
the EveningStar completely under their control with LOGGED
no un-sepsitorized humans left alive. The charac-
The characters feel a sudden vibration in the hull,
ters are no longer considered a threat, presumed
different to missile hits. Any character succeeding
dead in the data vault. Provided the characters
at an Average (D1) Extraplanetary test recognises
keep a low profile (and don’t have a Speculo Killer
the vibration of a booster rocket firing, then
hidden in their midst!), they will not encounter any
another. These continue for around a minute.
of the Combined Army.
If the characters are tracking the EveningStar
The EveningStar is dying a second time, this time
via their comlogs, they notice the trajectory of
forever. Emergency lighting gives everything a
the EveningStar is changing. Otherwise, Niamh
red glow, and there are small fires everywhere.
96 PART 4
THE ROLEPLAYING GAME
RAFTS
While not as thrilling for the characters as escaping COMBINED ARMY SPACECRAFT
the docking bay after a hard-won fight against the
Combined Army, there are still the EveningStar’s life ATTRIBUTES
rafts. They have no combat ability and are unlikely
Scale 2 Speed 2 Brawn 15(+2)
to be any use in a fight. On the other hand, they will
get the characters off the EveningStar quickly. DETAILS
If the characters do opt for the “easy” option, they Max Passengers 40 Impact 5+6§ , Knockdown
will see the monstrous outline of one of the
Combined Army ships leaving the EveningStar
turn toward them. On an attack vector toward the DEFENCES
characters’ life raft, the craft’s shadow blots out the
Structure 15 Firewall 14 Armour 10 BTS 7
explosions behind.
MOUNTED WEAPONS
As the guns turn toward the characters’ raft, the • Dorsal Cannon: Munition, Range L, Burst 2, Damage 3+6§ , Front Arc,
alien craft is suddenly swallowed up in an explo- Piercing 2, Precise 1; 6 Reloads each
sive blast of fire from a missile hit, splitting the • 2 x Flank Cannons: Munition, Range M, Burst 3, Damage 2+5§, Salvo
ship in two. The characters can breathe a sigh of (Vicious 1); 6 Reloads
relief, until they discover there is a stowaway. This SPECIAL ABILITIES
could be the moment the Shasvastii Speculo Killer • Spacecraft: The craft operates in both atmosphere and the vacuum
chooses to strike, sabotaging the ship, or the GM of space.
may wish to use it in conjunction with the “Sphinx
in Space” optional encounter.
ENDGAME
CAT & MOUSE: A CRAVING If the characters survive everything, they can set
course for Paradiso, one of the orbitals, or await
FOR CHEESE rescue from an O-12 ship. As the plumes of fire
The characters blast out of the Corfu docking bay. arc out from the EveningStar’s final fiery death, the
All around the characters are the blazing trails of characters can breathe a sigh of relief. They have
missiles homing in on the EveningStar, blossoming foiled Amaunet’s plans.
into dozens of fireballs as they detonate. Despite
this, a Combined Army spacecraft turns toward Once the characters have recuperated and received
the characters’ ship. The pilot of the characters’ medical treatment (or been Resurrected), they will
craft can try some fancy flying, a Daunting (D3) be debriefed and put back on active duty. Nothing
Spacecraft test success to lose the Combined more is said about their actions. Ozymandias and
Army craft in the plumes of fire erupting from the Niamh have disappeared. The characters do dis-
EveningStar’s demise. Or, the characters can try to cover they have an open line of credit with several
dogfight their pursuer. Dawn bars, and each character now owns part of
the Teseum refinery on Dawn.
The characters’ Megáli Prospátheia shuttle is more
manoeuvrable, but the Combined Army spacecraft O-12 (and ALEPH, via Maya) quietly allows the
is heavily armed. To make things even more inter- cause of the EveningStar explosion to become
esting, the GM can activate the Speculo Killer Heat rumour and conspiracy. No civilian must ever be
spend or the “Sphinx in Space” encounter during allowed to discover just how close Paradiso came
the dogfight or pursuit. to disaster, based upon a rogue AI’s insane deci-
sions. The official line is the EveningStar was finally
OPTIONAL ENCOUNTER: destroyed in a controlled explosion by the PJC.
SPHINX IN SPACE!
Of course, deep in Arachne, there is footage and
The characters are not the only inhabitants of their
much speculation that something was covered
craft. A damaged Sphinx TAG and its Shasvastii
up. A Combined Army orbital weapon. A stealthed
pilot are aboard. It may well be the same Sphinx
prototype O-12 ship exploded. A rogue comet. And
the characters encountered in Scene 4. While the
what happened to Bellerophon? A whole privately
Sphinx’s spitfire and one of the flamethrowers are Shasvastii Sphinx TAG —
owned company suddenly shut down by O-12?
badly damaged and non-functional, it is still a force Infinity Corebook, p. 475
to be reckoned with in close quarters. Thus ends Nebula of Mirrors. However, the charac-
ters’ adventures have not ended. There are a few
adventure hooks along with experience awards to
be found in the following pages.
ADVENTURE HOOKS
As the campaign comes to a close, there are a Bellerophon’s hidden wealth discovered during
number of adventure hooks a GM can use for their investigations or of those complicit in the
further sessions. APOPHIS Protocols.
A Digital Antichrist. With the increase of LAIs, some Triumvirate Triumphant Tohaa. Raanios disappears
in the NeoVatican consider the rules and policies from the Paradiso theatre shortly after news of the
concerning artificial intelligences. A possible crisis EveningStar’s fall. He may have gone deeper into
of the faith looms. Fringe cults, encouraged by the jungles with Spiral Corps or gone off world to
Nomad agents, are already springing up, denounc- return to plague the characters later.
ing ALEPH as a heretic AI.
Who Ordered the Missile Wave? If the characters
Amaunet 2.0? The characters defeated Amaunet recall, someone must have ordered the missile
aboard the EveningStar, but it is not the only plan strike on the EveningStar. Ozymandias is certain
the Charon Committee has stashed away for future that there are other think-tanks similar to the
use. Someone in O-12 is looking to reactivate other Charon Committee out there, or maybe someone in
programmes similar to the APOPHIS Protocols. O-12 is clearing up their mistake.
Daedalus’s Fall. The fall of the Daedalus Gate hap- Who Owns the EveningStar? The destruction of the
pens just over a year before the events of Nebula of EveningStar leaves a lot of wreckage and a small
Character Advancement —
Mirrors. Does this signify the beginning of a Fourth fortune of Teseum. At some point, someone will
Infinity Corebook, p. 73
Offensive by the Combined Army? Or have the look at looting the place, unless the characters get
characters been setup to divert O-12’s attention? there first — or maybe someone already has…
Saving Their Assets. With Bellerophon’s corporate Yildiz: Plan B? After events on Paradiso, Yildiz may
assets seized by O-12, the corporation’s former look at other methods to create his New Bourak.
shareholders are looking to secure their port- Somewhere other than Paradiso. Perhaps a planet
folio. The characters may well have evidence of on the Human Edge.
98 Appendix 1
THE ROLEPLAYING GAME
APPENDIX 2
NAMED ADVERSARIES
AISHA ESTEVEZ
APPEARANCE
Of average height, Estevez nonetheless forms an ATTRIBUTES
imposing figure in her armour. She keeps her dark AGI AWA BRW COO INT PER WIL
hair close-cropped, and a scar from a Morat scimi- 11 9 13 8 7 10 12
tar mars one side of her face.
FIELDS OF EXPERTISE
ROLEPLAYING Combat +5 2 Movement — — Social +3 3
• Estevez has a heavy Acontecimento accent, which Fortitude +3 3 Senses +1 — Technical — —
comes to the fore when exasperated.
DEFENCES
• She is cynical and pragmatic.
Firewall 7 Resolve 15 Vigour 16
• She often consumes alcohol, usually
Acontecimento green wine after a fight. Security — Morale 4 Armour 5
ATTACKS
BACKGROUND • Teseum Blade of St. George: Melee, 1+9§ damage, Unbalanced,
Born into a Peshawit farming family on Non-Hackable, Piercing 4, Vicious 2
Acontecimento, Estevez quickly tired of the safe life • Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1, MULTI
Light Mod, Vicious 1
on offer. Struggling to find her place in the world,
GEAR: Powered Combat Armour (gain up to +3d20 on Brawn tests
she found her faith in Holy Orders with Order of
with +3 complication range)
Montesa. As knights go, her pragmatic attitude SPECIAL ABILITIES
makes her stand out. While she does have faith, • Deo Vindice: Estevez knows in her heart that God will vindicate her
she also believes in superior firepower. She has actions. Her faith grants her Morale 4.
spent almost her entire adult life on Paradiso and • Deus Vult: If God wills it, best not to argue. Estevez generates an
considers it home. additional 2 Momentum on Command tests.
• Shepherds of Men (2 Heat): Estevez is an inspiring symbol to behold,
KEY INFO at least when she’s on your side. Whilst an active participant of a
• Estevez knows one of the /kILL/ codes designed scene, Estevez can spend 2 Heat. If they do so, any forces under her
command increase their Morale Soak by 2 (including the characters).
to disable Amaunet.
• Sword of the Spirit: Faith guides Estevez’s blade. And her faith is
• She has history with Raanios. He is the reason unerring. She can reroll up to 3§ when making a melee attack
for the scar she bears. He was supposed to back but must accept the new results. Additionally, each point of Heat or
her up on a recon mission, but somehow lead her Momentum spent to gain additional dice for a Close Combat test
team into a Morat ambush. 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.
• Giant-Killer: Estevez is skilled at taking down TAGs. She may reroll
a single D20 when fighting enemy TAGs but must abide by the new
result.
NOTE: The powered armour’s Exoskeleton quality is factored into
Estevez’s weapon damage.
NAMED ADVERSARIES 99
AMAUNET NEMESIS
AMAUNET
APPEARANCE
Amaunet has no presence in the physical world, but ATTRIBUTES
often uses her quantronic jump ability to possess AGI AWA BRW COO INT PER WIL
her Eternals. In the quantronic realm, she takes the 8 12 8 8 14 13 14
form of a grey female humanoid with neon veins.
FIELDS OF EXPERTISE
ROLEPLAYING Combat +1 1 Movement — — Social +2 2
• Amaunet always has a backup plan. She has Fortitude +2 — Senses +3 1 Technical +5 3
plenty of experience being patient.
DEFENCES
• She knows when to retreat. Amaunet is smart
Firewall 14 Resolve 14 Vigour 8
enough to avoid conflict and withdraw to a
position of strength. Security — Morale 4 Armour 5
• She always works through proxies, mercenaries ATTACKS
or shell companies usually. • Hacking Device: CLAW-1, SWORD-1, SHIELD-1, GADGET-3, IC-1 +4§
bonus damage
BACKGROUND GEAR: Powered Combat Armour (gain up to +3d20 on Brawn tests
with +3 complication range)
Amaunet has no knowledge of her origins. She
SPECIAL ABILITIES
would not consider herself an AI on the same level • Common Special Abilities: Quantronic Jump
as ALEPH but does not consider herself a “lesser” • Hacker: When making an Infowar attack, Amaunet can reroll up
AI. She understands her purpose in a way that to 5§ but must accept the new results.
many humans do not. Her core directive is to run • Quantronic Native: Trying to find a concealed LAI in the datasphere is
Bellerophon Corporation and fulfil the corporation’s like searching for a needle in a needle stack. Amaunet benefits from 1
purpose. She will single-mindedly remove any bonus Momentum on face-to-face tests made to detect her.
— and all — impediments to her mission. Perhaps • Remote Master: Amaunet gains 1 bonus Momentum on movement-
most dangerous of all is Amaunet’s unshakeable based tests when operating or ghosting a remote.
belief in her mission.
KEY INFO
• She can be disabled by the /kILL/ codes of the
Charon Committee. They are an obstacle. The
Charon Committee is a major threat to her plans.
• She can use Lhosts and remotes with quantronic
jump when needed.
• The characters, by their actions, are tools to get
to the Charon Committee. They are useful tools to
be preserved, until they become a problem.
100 APPENDIX 2
THE ROLEPLAYING GAME
NEW BOURAK
It’s unlikely the characters will find out just how
dangerous Yildiz is, or his grand plan. His death at
Gates of Dawn is something he did not foresee, and
he quickly realises he underestimated Amaunet.
The characters disrupt his plan for a New Bourak,
but he has the patience of a near-immortal Silk
Lord. The GM may wish to use Yildiz and his plan
for a New Bourak in future games.
KEY INFO
• Yildiz is an O-12 agent because it gives him
some useful links.
• He knows one of Amaunet’s /kILL/ codes.
• He is willing to help the characters until it
becomes inconvenient.
102 APPENDIX 2
THE ROLEPLAYING GAME
KEY INFO
• Niamh is very loyal to the characters. She is their
agent handler on Dawn.
• She terrifies the Script Kiddies during her efforts
to clear the characters so much the Kiddies don’t
talk about what she did/does.
• She knows nothing about the Charon Committee
but is willing to help the characters.
104 APPENDIX 2
THE ROLEPLAYING GAME
KEY INFO
• Ozymandias is the chairman of the Charon
Committee.
• He believed the APOPHIS Protocol project was
mothballed decades ago.
• He knows one of Amaunet’s /kILL/ codes.
RIYUCHI NAGAMOTO
APPEARANCE
The left side of Nagamoto’s face is severely burned ATTRIBUTES
by a flamethrower blowback, and he has a slight AGI AWA BRW COO INT PER WIL
limp. His armour is painted with a tally of his 11 10 11 11 10 6 10
personal kills.
FIELDS OF EXPERTISE
ROLEPLAYING Combat +3 1 Movement +2 — Social +1 —
• Nagamoto has been fighting all his life. He sees Fortitude +3 2 Senses +3 1 Technical +2 —
it as a series of tests, where the strong survive
DEFENCES
and weak are fodder.
Firewall 10 Resolve 10 Vigour 11
• He is methodical and cruel, leaving no witnesses.
• He never allows compassion or mercy to stand in Security 3 Morale 3 Armour 2
the way of the mission objectives. ATTACKS
• Knife: Melee, 1+5§, 1H, Concealed 1, Non-Hackable, Subtle 2,
BACKGROUND Thrown, Unforgiving 1
The Ikari Company is always on the lookout for • Boarding Shotgun: Range C, 1+7§, Burst 1, 2H, Knockdown, Medium
MULTI
those with a particular mindset and psychology —
• Normal Shells Mode (Primary): Area (Close), Spread 1.
or pathology. Riyuchi Nagamoto is more than just
• AP Slugs Mode (Secondary): Piercing 3
a cold-blooded killer; he enjoys it. When the JSA • Heavy Flamethrower: Range C, 2+7§ damage, Burst 1, 2H,
began fighting the StateEmpire forces, Nagamoto Incendiary 3, Munition, Terrifying 2, Torrent
was among the first to turn his weapons on the GEAR: Light Combat Armour
civilians he suspected of being in the Imperial SPECIAL ABILITIES
Service. The JSA quickly stripped him of his rank • Forged in Battle, Tempered in Blood: Nakamoto may reroll up to two
after the massacre, and he was dishonourably dis- d20s when making a Combat Test but must accept the new result.
charged from the keiretsu. The Ikari Company then • Stone Cold: Nakamoto gains 2 Morale Soak.
offered him a job. So far, it has been mutually bene- • Collateral Damage: Attacks made by Nakamoto against Troopers (or
Panicking Crowds) or +2§ Soft Cover gain the Piercing 2 Quality.
ficial to both parties. He carries a flamethrower that
he uses with impunity against his opponents.
KEY INFO
• Nagamoto hates the characters for humiliating
him.
• He cares little for collateral damage or innocent
lives.
• He knows nothing regarding who hired the Ikari
Company.
106 APPENDIX 2
THE ROLEPLAYING GAME
APPENDIX 3
ADVERSARIES
BELLEROPHON SECURITY DRUZE HACKER (ELITE)
(TROOPER OR ELITE)
Uncompromising, capable, and deadly, the merce-
Bellerophon’s security teams are well-equipped, naries of the Druze Society are highly trained and
well-trained, and well-paid. Bellerophon poached well-equipped. Druze hackers are widely regarded
many of them from mercenary units and private as some of the most dangerous in their field, cut-
military companies. All have some prior experience ting through quantronic defences and specialising
in combat — although not necessarily in military in pinpoint attacks against identified targets.
actions. Amaunet is not picky in the selection Druze hackers are often hired in supporting roles
process regarding moral character, and there are or operate as a part of Druze Shock Teams, where
some truly unpleasant (and possibly wanted) their ability to stun and attack a target through
individuals among the security teams. Not all the their own quantronic network fits perfectly with the
security guards are “rent-a-cops”. Some have been assassination, extortion, and riot control missions PITCHER
trained to use advanced weaponry and vehicles, the Druze are well known for. Modified grenade launchers,
including TAGs. pitchers increase the effective
ELITE range of tactical hackers, firing
Security troops form into fireteams of three to five deployable repeaters as Reloads
DRUZE HACKER just as grenade launchers fire
Troopers, plus an Elite Team Leader. These teams
grenades. The weapon inflicts
are often referred to by a letter of the Greek alpha- ATTRIBUTES
no damage and targets a zone
bet as in Team Epsilon and Epsilon Leader. AGI AWA BRW COO INT PER WIL rather than a normal target with
8 9 8 10 11 7 10 a Ballistics (D1) test, modified as
TROOPER/ELITE normal for range. If successful,
FIELDS OF EXPERTISE the deployable repeater lands
BELLEROPHON SECURITY Combat +2 — Movement +1 1 Social — — in the targeted zone and
ATTRIBUTES Fortitude +2 — Senses +2 1 Technical +3 1 deploys immediately. (Range M,
Burst 1, Unbalanced, Munition,
AGI AWA BRW COO INT PER WIL DEFENCES Speculative Fire).
8 9 9 9 9 9 10 Firewall 14 Resolve 12 Vigour 10
FIELDS OF EXPERTISE Security 2 Morale 2 Armour 3
Combat +2 1 Movement +1 — Social +1 — ATTACKS
Fortitude +1 — Senses +1 — Technical — — • Knife: Melee, 1+3§, 1H, Concealed 1, Non-Hackable, Subtle 2,
Thrown, Unforgiving 1
DEFENCES • Combi Rifle: Range C/M, 1+6§ Burst 2, 2H, Expert 1, MULTI Light
Firewall 9 Resolve 10 Vigour 9 Mod, Vicious 1
Security — Morale — Armour 1 • Pitcher: Range M, Burst 1, Unbalanced, Deployable Repeater,
Munition, Speculative Fire
ATTACKS GEAR: Medium Combat Armour, Assault Hacking Device or Killer
• Light Shotgun: Range C, 1+5§ damage, Burst 1, Unbalanced, Hacking Device
Knockdown SPECIAL ABILITIES
• Pistol: Range R/C, 1+5§ damage, Burst 1, 1H, Vicious 1 • Brutal: Druze hackers gain one Heat, which they may use on any tests
• Stun Baton: Melee, 1+4§ damage, 1H, Knockdown, Non‑Hackable, related to Hacking.
Stun, Subtle 1 • Druze: Followers of a secret religion, Druze hackers gain a Morale
GEAR: Light Combat Armour Soak of 2.
• Quantronic Experts: Druze hackers may reroll one d20 when making
a Hacking test but must accept the new result.
ADVERSARIES 107
ETERNAL (ELITE) ELITE
ETERNAL
While many of the Holy Orders of PanOceania
regard technology as a tool to serve their god, ATTRIBUTES
some Posthumans go one step beyond. The lure of AGI AWA BRW COO INT PER WIL
effective immortality through Posthuman endeav- 9(+1) 10(+1) 9 9 10(+1) 10 10
our is an easy line to cross to becoming a detached
quantronic-based entity. FIELDS OF EXPERTISE
Combat +1 — Movement +1 — Social +2 2
Eternals are those Posthumans Amaunet has Fortitude +1 — Senses +1 — Technical +2 2
financed and manipulated into becoming her spies
DEFENCES
and occasional envoys. They consider flesh to be a
Firewall 10 Resolve 10 Vigour 9
transitory state — if not a prison — and know they
have life eternal within their grasp. Security — Morale 2 Armour —
ATTACKS
They lose something of themselves in the process. • Assault Hacking Device: CLAW-3, SWORD-0, SHIELD-0, GADGET-0, IC-
ALEPH’s Posthumans are usually uplifted to the 1; +2§ bonus damage
finest Lhosts. Amaunet cuts corners, and Eternals • Nanopulser: Range C, 2+7§ damage, 1H, Biotech, Subtle 3, Torrent,
Vicious 2
have a more basic appearance and are less “refined”
GEAR: Light Combat Armour
than their more advanced contemporaries. SPECIAL ABILITIES
• Common Special Abilities: Fast Recovery 1, Keen Senses (Hearing,
Sight, Smell), Night Vision, Quantronic Jump, Superhuman
Agility 1, Superhuman Awareness 1, Superhuman Brawn 1,
Superhuman Intelligence 2
• Connected: An Eternal’s constant connection to the datasphere
widens their perspective, granting a Morale Soak of 2. If they are
unable to connect to the datasphere, they lose these benefits.
• One with their God: On the destruction of their shell, an Eternal is
uploaded to the EveningStar data arrays.
108 APPENDIX 3
THE ROLEPLAYING GAME
ADVERSARIES 109
SPIRAL CORP MERCENARY (TROOPER OR ELITE)
Until recently, Spiral Corps was a failing company. Consisting of only a few squads operating out of a
re-purposed mobile mining rig on Varuna, their reputation was poor. Contracts were drying up after a
string of failures, and the company was struggling to pay salaries, let alone service its debts. Bankruptcy
loomed. Seemingly out of nowhere, Spiral Corps was reinvigorated by an influx of cash at the hands of
its new owner, Luubna Kaaram. Having been stranded in the Human Sphere after the fall of the Daedalus
Gate, some of the Tohaa — Luubna included — began looking for opportunities beyond the confines of the
Trident. The events of the Kurage Crisis focused the eyes of the masses onto the fact that the Combined
Army threat was not only very real, but it could also manifest itself deep inside any system. Suddenly,
nowhere was safe. Enter Spiral Corps. This joint Tohaa-human enterprise specialises in the exposure and
capture or elimination of Combined Army infiltrators, especially the Shasvastii. Thanks to their diverse
range of expertise, Spiral Corps has rapidly established itself as a premium private military company capa-
ble of managing the political, physical, and quantronic integrity of high-profile clientele. Though few admit
to openly trusting them, many have privately turned to this outfit for their unfailing ability to root out the
vipers in a nest.
TROOPER/ELITE TROOPER/ELITE
DEFENCES DEFENCES
Firewall 7 Resolve 10 Vigour 11 Firewall 8 Resolve 8 Vigour 8
Security 1 Morale — Armour 2 Security — Morale 2 Armour 3
ATTACKS ATTACKS
• Knife: Melee, 1+4§, 1H, Concealed 1, Non-Hackable, Subtle 2, • Knife: Melee, 1+4§, 1H, Concealed 1, Non-Hackable, Subtle 2,
Thrown, Unforgiving 1 Thrown, Unforgiving 1
• Combi Rifle: Range C/M, 1+5§ Burst 2, 2H, Expert 1, MULTI Light • Combi Rifle: Range C/M, 1+5§ damage, Burst 2, 2H, Expert 1, MULTI
Mod, Vicious 1 Light Mod, Vicious 1
• Light Grenade Launcher: Range M, 2+4§, Burst 1, Unbalanced, • Light Flamethrower: Range C, 1+4§ damage, Burst 1, 2H,
Heavy, Grenades, Area (Close), Munition, Speculative Fire Incendiary 3, Munition, Terrifying 2, Torrent)
GEAR: Light Combat Armour
SPECIAL ABILITIES SPECIAL ABILITIES
• Shasvastii Sense: Spiral Corps troops are skilled at locating and • Corahtaa: The Tohaa speak the Tohaa pheromonal language,
fighting the Shasvastii. They may reroll one d20 when making a communicating silently and securely with other speakers within
Combat Test or Stealth Test when Shasvastii are involved but must Close range. They cannot use Psywar actions or techniques which
accept the new result. require deception when using Corahtaa.
• The Only Good Shasvastii Is a Dead One: When fighting Shasvastii, • Shasvastii Sense: Spiral Corps troops are skilled at locating and
Spiral Corps mercenaries gain +2 Morale Soak fighting the Shasvastii. They may reroll one d20 when making a
Combat test or Stealth test when Shasvastii are involved but must
accept the new result.
• The Only Good Shasvastii Is a Dead One: When fighting Shasvastii,
Spiral Corps mercenaries gain +2 Morale Soak.
110 APPENDIX 3
THE ROLEPLAYING GAME
APPENDIX 4
BELLEROPHON CORPORATION
Genuinely Pious, Someone’s Dirty Little Secret, Trouble in Paradiso POINTS Bitter, Plenty of Rivals, Caught Between the Party and the Emperor POINTS
LANG.
LANG.
Sword: Melee, 1+6§ damage, Unbalanced, Non-Hackable, Parry 2, Vicious 1 Boarding Shotgun: Range C, 1+8§ damage, Burst 1, 2H, Knockdown, Medium, MULTI
WEAPONS
WEAPONS
Panzerfaust: Range L, 2+7§ damage, Burst 1, 2H, Munition, Piercing 2, Spread 1, Normal Shells Mode (Primary): Area (Close), Spread 1
Unsubtle, Vicious 2 AP Slugs Mode (Secondary): Piercing 3
Pistol: R/C, 1+7§ damage, Burst 1, 1H, Vicious 1
Medium Combat Armour, Armoured Clothing, Pistol, High-Quality Clothing, Geist
GEAR
Upgrade (+2 to Education), Breaker Pistol, 2 Heavy Reloads (Needle) Medium Combat Armour, Armoured Clothing, Pistol, High-Quality Clothing, Geist
GEAR
112 APPENDIX 5
THE ROLEPLAYING GAME
Stealth: Scout
TALENTS
Survival: Self-Sufficient, Tracker ASSETS 6 Science: Scientist, Scientific Intuition (2), Sorellian Genius ASSETS 11
Thievery: Thief, Bypass Security (2)
INFINITY INFINITY
TRAITS
Ariadnan Grit, Dog-Bowl Player Contact, Draft Dodger, Survivor POINTS Absent-Minded Eccentric, Black Hat, Black Market Connections POINTS
TRAITS
LANG.
Heavy Pistol: R/C, 2+§ damage, Burst 1, Unbalanced, Unforgiving 1, Vicious 1 Modhand: Melee, 1+4§ damage, 1H, Concealed 2, E/M, Stun, Subtle 1, Vicious 2
Teseum Chopper: Melee, 1+8§ damage, Unbalanced, Piercing 4, Vicious 2
Armoured Clothing, Analytical Kit (with 5 Reagents), Sensor Suite, Hacking Device Plus,
GEAR
Medium Combat Armour, Survival Kit, Survival Rations (x3), Nav Suite, 5 Standard Zondbot
GEAR
INDEX
/ G Oznat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84-85
/kILL/ code . . . . . . . . . . . . . . . . 52, 65, 67, 69, 92, 99-100, Garuda Tacbots . . . . . . . . . . . . . . . . . . . . . . . 76, 82, 90-93 Ozymandias . . . . . . . . . . 3-4, 7, 18-20, 24-26, 33, 36-37,
102-103, 105, 114 Gates of Dawn . . . . . . . . . . . . . . . . 5-24,27, 35-36, 46, 48, 39-42, 44, 48-49, 51-56, 58, 62-63, 65, 67, 92, 94,
50, 62, 70, 102 96-98, 104-105
A Gecko TAG . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73, 76, 91, 93
Abwab Alfair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5, Geist . . . . . . . . . . . . . . . . . . . . . . . 24, 28, 47-48, 64, 68, 74, P
Aisha Estevez . . . . . . . 4, 25, 48, 51-52, 55, 58,62,-63, 99 76-77, 82, 89, 93, 112 PanOceania . . . . . . . . . . . . . 6, 10, 27, 48, 53, 62, 67, 108
Alejandro Soyengwase . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, Paradiso . . . . . . . 3-4, 6, 10, 19, 25, 48-57, 59-68, 70-72,
Gordon “Ozymandias” MacCormack . . . . . . . . . . . . . . 105
ALEPH . 4, 6, 8, 10, 20, 27, 50, 52, 53, 54, 62, 65-68, 80, 76-77, 80-83, 86, 94-99, 102-103, 111-113
83, 90-94, 977-98, 100, 108-109, 111 H Phaya Naga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60-61
Alhambra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24, 28, 33, 36 Haqqislam . . . . . . . . . . . . . . . . 4, 6-7, 10, 13,18, 20, 27-28, Posthuman . . . . . . . . . . . . . . . . . . 52, 62, 89-91, 93, 108
Amaunet . . . . . . . . . . . . . . . . 3, 4, 6, 12, 16,19, 25-26, 30, 50, 62, 66-67
36, 44, 46, 49-52, 56, 58, 62-69, 73-74, 76-77, 80-84, Hassassins . . . . . . . . 18-21. 23-24., 26, 28, 30, 35-36, 62
Q
Qapu Khalqi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9-10, 17
87-94, 97-100, 102, 103, 105, 107-108, 111 Hungries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84-85
Anaconda TAG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42, 43 Husam Yasbir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Antipodes . . . . . . . . . . . . . . . 2-27, 31, 34-36, 41-43, 113
R
Raanios Dorvaal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
APOPHIS Protocol . . . . . . . . . . . 3-4, 49, 65, 94, 102, 105 I Raicho . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Arachne . . . . . . . . . . . . . 4, 6, 9, 12, 19, 28, 67-69, 97, 109 Ikari Company . . . . . . . . . . . . . . . 6, 13, 15-17, 19, 23-24,
Raizot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55, 56
Ariadna . . . . . . . . . . . . . . . . . 3, 6,-7, 25, 27, 33, 35, 53, 62 26, 35-36, 43, 48-50, 62-63, 106, 108
Raza Mendoza, Diego . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Arslan, Ziad. Security Chief . . . . . . . . . . . . . . . 41-42, 101 Ilyana Borgia-Kostova . . . . . . . . . . . . . . . . . . . . 16-17, 20
Riyuchi Nagamoto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Augusto´s Datasphere . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Imam Husayn Ibn Ali . . . . . . . . . . . . . . . . . . . . . . 8-10, 20 Runenberg . . . . . . . . . . . . . . . . . . . . . . 53-56, 60, 62, 106
Azure Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42-43, 58 ISS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
J S
B Script Kiddies . . . . . . . . . . . . . . . . . 15, 17-20, 23-24, 36,
Bazaar . . . . . . . . . . . . . . . . . . . . . . . . 7, 9-10, 17-18, 20-23 Jacqals, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9-10, 13, 17 49-51, 62-63, 104, 109
Bellerophon Corporation . . . . . . . 4, 32, 41, 44, 100, 111 Shasvastii . . . . . . . . . . . . 4, 56-57, 59-60, 63, 66, 69-70,
Bratva . . . . . . . . . . 5-7, 13, 15, -19, 21, 27, 33, 35-36, 113 K 72-73, 75-76, 78, 83, 85-87, 91, 94-95, 97, 110
Brisbane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24, 26, 33, 36 Knights of Montesa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Sophia Borgia-Kostova . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Bureau Toth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Kurage Crisis . . . . . . . . . . . . . . . . . . . . . . 5, 13, 20, 28, 110 Sphinx . . . . . . . . . . . . . . 72-73, 76, 83-84, 91, 93-94, 97
Spiral Corps . . . . . . . . . . 4, 49, 51-53, 56-59, 62-63, 98,
C L 103, 110
Casablanca Sam´s . . . . . . . . . . . . . . . . . . . . 6-7, 10, 13-20 Lhost . . . . . . . . . . . . . . . . . . . . . 8-9, 74, 76,-77, 81, 91, 93 Steel Phalanx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53-54
Charon Committee 3-4, 6, 19, 25, 49, 51-52, 62, 64-66, Submondo . . . . . . . . 6, 13, 23, 27, 35, 41, 53, 57, 67, 105
92, 98, 100-101, 103-105 M Syndicate . . . . . . . . . . . . . . . . . . . . . . 26, 29-30, 33, 62-63
Charontid . . . . . . . . . . . . . . . . . . . . . . . . 83-84, 90, 93, 96 Mat´ . . . . . . . . . . . . . . . . . . 24, 26-18, 3-31, 34, 36, 44, 50
Circular . . . . . . . . . . . . . . . . . . 7, 11, 17, 19, 20, 23, 27, 36, Maya . . . . . . . . . . 10, 14, 20, 28, 46, 48, 51, 67-68, 96-97 T
46, 48, 50, 104, 109, 112 Megáli Prospátheia . . . . . . . . . . . . . . 65, 67, 80-81, 96-97 Teseum Mine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Combined Army . . . . . . . . . . . . . . 4, 51-52, 54-57, 59-60, Mercenaries . . . . 6, 17, 19, 23, 25, 27, 29, 30-32, 36, 39, Tohaa . . 3-4, 49, 51-54, 56-58, 63, 67, 92, 98, 103, 110
66-67, 69-72, 76-78, 80-85, 87-98, 110-111 41-44, 48, 50, 53, 57-59, 62, 77, 100, 103, 107, 110 Traktor Mul . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39, 40, 42
Corsairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9-10, 13 Merovingia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31, Triumvirate . . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 4, 98, 103,
Military Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
D Morat . . . . . . . . . . . . . . . . . . . . . . . . . 55, 57, 59-60, 66, 68, U
Dawn . . . . . . . . . . 3, 5-7, 10-11, 13,18-21, 24-29, 31-34, 71-73, 76, 83-87, 95-96, 99 USAriadna . . . . . . . . . . . . . . . . . . . . . . . . . 9, 20, 31, 33-35
36, 41, 43-48, 50, 52, 62-64, 73, 97, 104-105, 111 MountZion . . . . . . . . . . . . . 20, 24-29, 31, 33-36, 41-42,
Docking Bay . . . . . . 13, 19, 21, 24, 50, 67, 82, 90, 95,-97 44, 62, 104 V
Druze Society . . . . . . . . . 25-26, 30, 49, 62-63, 101, 107 Valkenswijk . . . . . . . . . . . . . 48, 52-54, 56, 58, 62, 64, 67
N
E Niamh MacCormack-Zhou . . . . . . . . . . . . . . . . . . . . . . 104 X
EI . . . . . . . . . . . . . . . . 52, 57, 62, 66, 80, 83-85, 90, 95-96 NiemandsZone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83, 96, Xhantri Bumblebee Drone . . . . . . . . . . . . . . . . . . . . . . 85
EveningStar . . . . . . . . . . . . . . . 4, 49, 6-98, 103, 108, 111 Nomads . . . . . . . . . . . . . 6, 8-9, 25, 27, 53-54, 62, 67, 109
Norstralia Vielfrass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Y
F Yakuza . . . . . . . . . . . . . . . . . . . . . . . 5-7, 13, 16-17, 19, 35
Fallen Angel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 O Yáokòng . . . . . . . . . . . . . . . . 17, 64, 76-77, 81-82, 92-93
Father Augusto Muñoz . . . . . . . . . . . . . . . . . . . . . . . . 8, 10 O-12 . . . . . . . . . . . . . . . . . . 3-7, 18, 20, 24, 35-36, 49-52,
Fereydun Yildiz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 5, 7 56-59, 62-67, 69, 80, 82, 89-90, 92, 95, 97-98, 102- Z
Feyyaz Yildiz . . . . . . . . . . . . . . . . . . . . . 3, 4, 6, 51, 63, 102 103, 105, 111, 113 Zero-G . . . . . . . . . . . 12, 19-20, 69, 73-74, 79, 81, 87, 89
Fleur du Caldeon Operations Subsection . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Zimraan Farran, Diwan . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
114 Infinity
THE ROLEPLAYING GAME
A CHRONICLE FOR
VAMPIRE: THE MASQUER ADE 5TH EDITION
LONDON, 2012.
Mithras, god among vampires, returns from diablerie at the fangs
of Montgomery Coven. The Heralds of the Sun awaken from torpor
unable to remember who they are, but driven to seek five artifacts to
restore their master to his full glory. The Second Inquisition rises to
burn London’s Kindred to ashes.
Index 115