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Infinity - Tohaa (2d20)

The document provides an overview and introduction to information contained in a sourcebook about the Tohaa civilization from the Infinity roleplaying game. It summarizes that the sourcebook will explore the Tohaa's history, culture, homeworlds, subfactions, technology, and rules for playing as Tohaa characters. It also previews that later chapters will delve into the Tohaa's use of genetic manipulation, their vast Errant ships, important homeworlds, and creating characters that are Tohaa or members of Tohaa subspecies.

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Ricardo Okabe
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
2K views121 pages

Infinity - Tohaa (2d20)

The document provides an overview and introduction to information contained in a sourcebook about the Tohaa civilization from the Infinity roleplaying game. It summarizes that the sourcebook will explore the Tohaa's history, culture, homeworlds, subfactions, technology, and rules for playing as Tohaa characters. It also previews that later chapters will delve into the Tohaa's use of genetic manipulation, their vast Errant ships, important homeworlds, and creating characters that are Tohaa or members of Tohaa subspecies.

Uploaded by

Ricardo Okabe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction: Provides an overview of the roleplaying game, introducing the world and main themes of the game.
  • Tohar: Details the Tohar race, their origins, culture, and significant traits within the game's universe.
  • Paradiso Wormhole Fleet: Discusses the intricate fleet systems and the strategic role of Paradiso in the narrative.
  • Tohar Homeworlds: Explores the various homeworlds of the Tohar, detailing geography and cultural significance.
  • Tohar Subfactions: Explains the various subfactions within Tohar society, including their roles and characteristics.
  • Tohar Gear: Catalogues the gear specific to Tohar, from weaponry to utility equipment.
  • Tohar Biotechnology: Details the advanced biotechnology and genetic modifications employed by the Tohar.
  • Tohar Characters: Outlines character creation and customization for the Tohar within the roleplaying game.
  • Campaigns Chapter: Provides campaign ideas and narrative hooks for creating immersive adventures using the Tohar theme.
  • Adversaries: Details potential adversaries and antagonists, enriching the game’s storytelling and conflict dynamics.

vi 

TOHAA

¬INTRODUCTION
IN THE SHADOWS... HERALDS OF HOPE WHAT’S IN THIS BOOK?
Officially regarded as nothing
more than a conspiracy Enigmatic, aloof, and proud, the Tohaa Trinomial Whether you want to add depth, character, and
theory, the existence of the is the only civilisation to have withstood the flavour to the Tohaa as adversaries and NPCs or
Triumvirate is a whispered brutal onslaught of the Combined Army for any want to run a campaign set within the Trinomial
rumour that refuses to die. significant length of time. War rages throughout itself, this sourcebook aims to provide everything
Described variously as a the Colonial Territories, but the Tohaa, with skill, you need to know about the Tohaa. Within these
shadow government, a terrorist daring, and resolve, refuse to be swept away like pages you will find information on the Tohaa
organisation, and a secretive so many before them. On Paradiso, in the Human civilisation, including worlds, culture, history,
cabal manipulating the Sphere, the Tohaa aid humanity, staving off the technology, and of course, how to run them as
Trinomial, it is undeniable that advances of the Evolved Intelligence, providing a characters in your own Infinity games!
the very name stirs something steadfast bulwark defending their fledgling allies.
in the heart. Many regard CHAPTER 1 — THE TOHAA
the myths as dangerous and Masters of genetic manipulation, they have A vast and mighty civilisation such as that of the
subversive. Some see these carefully and painstakingly nurtured many Tohaa can hardly be described in a single book,
myths as a call to arms in species from mere biological promise into full let alone a single chapter! Nonetheless, here you
these deadly times, and others consciousness, a process they call Exaltation. Their will find the history of the Tohaa, from humble
still as nothing but fodder for scientists mix cunning engineering and biological beginnings on Runohaa to their expansion as a
those who jump at shadows. finesse to create advanced technology that works space-faring culture. Their discovery of the T’zechi
Intelligence reports have in symbiosis with the Tohaa themselves. Digester forever changed the Tohaa’s direction
never officially confirmed their and gave them purpose as a species. The Tohaa
existence, but nonetheless the Experts in diplomacy and political wrangling, the managed to fight through titanic struggles , and
Triumvirate is listed as a threat Tohaa are virtuosos of negotiation, double-speak, this chapter details how those wars changed
to the stability and security and manipulation. They believe themselves to the face of their civilisation. Also included are
of the Trinomial. There are be righteous and chosen, gifted with a great specifics on their contact with the Ur Hegemonic
those who know the truth, of cause, driven to explore and learn, and facing Civilisation and the devastating war that followed
course, those in power, those down an enemy that represents the antithesis of and that is still being fought. The manipulations
in intelligence circles, those everything they stand for. that led to contact with the Human Sphere, and
out there on the front lines, the discovery, thereby, of an unlikely ally in the
but whether they work for As a Herald species, the Tohaa rule over a vast war for survival are covered in more detail in this
or against the Triumvirate, empire, spanning multiple systems and planets. sourcebook.
confirmation of their existence The Trinomial may be under threat, but it remains
is something no one is willing a massive empire, and trillions of souls go about The process of Exaltation, the genetic manipula-
to break ranks over. Hard- their daily lives in the core system of Runohaa, tion of a pre-conscious species in order to raise it
line protectionists who are the Colonial Territories, aboard the great Errant to consciousness, is discussed in detail as well the
willing to sacrifice idealism Ships, or as brave members of the Tohaa Trident drives and motivations behind this tireless work.
in the fight for survival, the who face down an evil and implacable foe on
Triumvirate is a force to be alien worlds. CHAPTER 2 — PARADISO
reckoned with. Their activities WORMHOLE FLEET
have influenced Trinomial Errant ships are biotechnological wonders, the
policy, changed the face of the backbones of the Trinomial’s capacity to expand
war effort against the Evolved its empire, and vital cogs to defend against the
Intelligence, and thrown the depredations of the Combined Army. This chapter
Tohaa into contact and uneasy delves into what an Errant Ship is like, as both
alliance with humanity. They a military vessel capable of imposing a massive
fight and manipulate for the concentration of force to a battle front and a
good of the Tohaa. They do the living city in its own right. The Errant Fleet in
things that need to be done position around the key strategic location of
because they can and no one Paradiso is described, as well as how that battle-
else will. They are real and are front has changed over time. Lastly, included are
not to be underestimated. guidance for GMs and players who wish to play
characters and utilise ships that are part of an
Errant Fleet and how the biotechnological nature
of a ship can be reflected in game.

2 TOHAA
THE ROLEPLAYING GAME

CHAPTER 3 — HOMEWORLDS types, from the physical to the pheromonal, as well


Spanning a multitude of systems and worlds, the as exhaustive rules and guidelines for creating
Tohaa have been pushing the boundaries of their custom Symbionts. Included is a list of Symbiont
civilisation deeper and further for generations. implants that can provide a deadly edge to any
Chapter 3: Homeworlds takes a look at some of character. There is also more detail about the
the largest, most important, and most influential Exaltation process, investigating the Chaksa, and
worlds the Tohaa have colonised, from the capital extensive rules and guidelines for creating and
system of Runohaa to the Colonial Territories, and playing Exalted species. Lastly, there is a Lifepath
those planets still being fought over against the and character creation section for the GM and
Combined Army. players to create and play NPCs or characters that
are Koldinuk.
CHAPTER 4 — SUBFACTIONS
The Trinomial market the image of the Tohaa as a CHAPTER 7 — TOHAA
species united by a grand purpose and cause, but CHARACTERS
there is more going on beneath the surface than Whether creating varied, nuanced, and detailed
anyone would officially admit. This chapter delves NPCs or running a campaign including or even
into the many subfactions that exist in Tohaa space, centred around characters who are Tohaa, this
from the mythical shadowy cabal known as the chapter includes everything you need. There is a
Triumvirate to the Sygmaa Trihedron. Chapter 4: detailed Lifepath system for creating and playing
Subfactions also includes details on the Colonial Tohaa characters with alterations for subfaction,
Worlds Authority, the Errant Fleet of the Colonial homeworld, upbringing, and additional careers,
Force, and the mysterious Neebab Numerologists. all combining to make any Tohaa character truly
unique. There are guidelines for playing as a part
CHAPTER 5 — GEAR of a triad, as an individual, or with a triad filled out
More advanced than anything in the Human by NPCs. Lastly, this chapter also includes rules
Sphere, Tohaa technology blends their deep for creating Chaksa characters, with Lifepath and
understanding of mechanical engineering and their career options detailed in full. mber.
unrivalled capacity for biological manipulation.
Chapter Five takes a look at the unique world CHAPTER 8 — TOHAA CAMPAIGNS
of Tohaa technology. And adds a whole extra The Tohaa Trinomial is a vast and diverse
dimension to any campaign with new rules for civilisation, spread across multiple systems. United
the pheromone-based control of biotechnology and embroiled in a conflict against the Combined
and Tohaa psychology, including sections on Army, everyone, from the citizens or Runohaa to
Pheroware and PheroTactics. In addition, there the settlers in the furthest frontier world in the
is a detailed catalogue of new augmentations, Colonial Authorities, feels the pressures of the war
drugs, pheromonal techniques, weapons, armour, effort. This chapter details five unique perspectives
programs, tools, symbiotes, and living remotes used on life within Tohaa space, civilian, military,
both by the Trinomial and the Sygmaa Trihedron. exploratory, political, and intelligence service. Each
Included is everything a GM or player might need of these sections covers some of the themes and
to kit out a Tohaa and have the unique nature pressures of that role that may be woven into
of their alien technology reflected in game. any campaign. Each of the five perspectives also
includes a campaign outline, with three short
CHAPTER 6 — TOHAA adventure descriptions in each. Lastly, each of the
BIOTECHNOLOGY five viewpoints includes one or more adventure
Key to the success and survival of the Tohaa is their seeds that may be used as inspiration for a one-
technological prowess; their mastery of science shot adventure or woven into a larger campaign.
and engineering far outstrips anything the Human
Sphere is capable of. This chapter describes the CHAPTER 9 — ADVERSARIES
Tohaa’s reliance on technology that integrates No examination of the Tohaa or their civilisation
symbiotically with their own physiological and psy- would be complete without detailing some of those
chological systems. Where it came from, how it was roles, people, and creatures that make it unique.
developed, and how it has changed and evolved This chapter includes a wide range of stat blocks
through both their exploration, and as a result of for adversaries that may be used to flesh out any
their war against the Combined Army. campaign. Whether they appear as a valiant friend
or a terrifying foe, this chapter will provide the GM
Chapter Six: Tohaa Biotechnology includes infor- with many options to add flavour to a campaign!
mation and rules for a range of symbiotic armour

¬INTRODUCTION 3
CHAPTER 1

TOHAA
They once referred to themselves as the Heralds, calculated measure that they take, works towards
though many Tohaa living in the Trinomial still ending the conflict with the EI and victory for the
consider themselves as such. They are a race of Tohaa. It is only this careful planning that has kept
explorers and teachers who hoped to uplift other the Tohaa going forward over the years.
species to their level of peace and understanding
and to fulfil their role of exploring the cosmos. BIRTH OF THE PEOPLE
They worked alongside the great T’zechi Digesters
in the hopes that by aiding them in recording The Tohaa began as a simple species born to
knowledge, nothing would be lost. Though they the world of Runohaa. They rapidly evolved into
were forced to go to war many times throughout an assertive and intellectual culture, a culture
their race’s development, they never expected their fully capable of understanding its own place
great dream to come to a crashing halt when they in the universe. Rather than basing their early
entered into conflict with the Evolved Intelligence, development on spiritualism and faith, the Tohaa
itself on a quest to understand the universe set to unlocking the corporeal order of the sciences
through conquest and achieving Transcendence. and the natural world within their immediate
Now the Tohaa have known war for centuries, and surroundings and beyond. As they developed
as they struggle to stay true to the path they once further, they began to learn and master techniques
were on, they must make hard decisions if they are for placing their own species at the forefront of
going to survive. that order. The Tohaa would say they took control
of their own destiny. Others might say they became
The Tohaa are a mysterious people to humanity. arrogant. Whether arrogant or simply confident
Though they are a welcome ally in the conflict in their rapid progress as a species, the Tohaa
with the Combined Army, humankind has minimal maintain a highly unified culture. No matter how
knowledge about them due to the Tohaa’s clever far they journey, they know that unless they bring
planning and strategic methods developed from the memory of their origins and unity, they will be
centuries of warfare. Once, the Tohaa held true lost. Even though a Tohaa might never have seen
to the noble role of being Heralds to a galaxy the cradle world, Runohaa holds a special place in
full of Seekers, but now the Tohaa are in a life or their hearts equal to and sometimes greater than
death struggle with the EI and its forces. For the any sense of home.
Tohaa, there is no going back. If they submit to the
EI then the Tohaa will be reduced to yet another As the Tohaa spread across Togaanu, the super-
subservient race while the EI continues its quest continent on Runohaa, they established several
across the galaxy. To give up in this way would not great nations. These powers fought each other
only disrespect all those who have perished in the for the same reasons that humanity’s did — they
conflict but assert that the Tohaa themselves are desired to expand, they wanted more resources
not worthy of the strict standards of Exaltation that to survive, and they distrusted their neighbours.
they place on others, and for the Tohaa that will not Several great civilisations such as Vaarso, Lyetaar,
do. They demonstrate their superiority in all things, and the Vaaronian Imperium emerged and fell over
whether it is fighting in their advanced biotech the years, but the Tohaa did not truly embrace unity
symbiotic war suits or through using cunning until their planet went through a great cataclysm
strategies implemented by tridents of brave Tohaa that threatened to wipe out the Tohaa.
warriors and their allies.
Known as the Staala, Runohaa underwent a series
Though the Tohaa’s grand design for humanity is of massively devastating earthquakes and seismic
not entirely peaceful, they are hardly barbaric. The events that radically altered their world. Forests
Tohaa see the potential in humankind, and that is burned as volcanoes erupted across the continent,
why they are willing to place them in the path of and ash covered the sky. Nations that had once
the Combined Army. They know that humanity has been at war now lent a hand to each other in
the greatest chance to resist the Combined Army order to survive. Great powers like Balaakan and
even if only for a short time, whereas other races Ivertaa suspended fighting and used their armies
have been reduced to cinders or enslaved to the EI. for search and rescue projects and overseeing
Every stratagem they devise, every measure upon columns of refugees fleeing from destroyed

4 Chapter 1
THE ROLEPLAYING GAME

homelands. During a moment when the Tohaa is always difficult and convoluted, the Tohaa were
could have been destroyed by their planet, they able to uncover that this Digester was only part
came together as one. of a chain of probes that existed across the galaxy.
The probe revealed that its purpose was to share
Although unity did not happen overnight, one its knowledge with other Digesters and to ensure
by one, the nations of the Tohaa gave up on that all knowledge is preserved.
their differences and embraced Unification. Soon
technology once horded by more advanced This spoke to the Tohaa, who were seeking a
nations was shared freely with others while food meaning to their existence beyond mere survival. LEGENDS OF THE PAST
and supplies from the portions of the continent The Tohaa had embraced Unification, but they The Tohaa may view their past
least affected by the Staala slowly made their longed for an identity that would see them as a primitive time, but they
way towards damaged zones. Populations with beyond the present. Through the study of lost also take heart for the advance-
nowhere to go were lifted into orbit as the space alien civilisations that had been more adept at ments their ancestors gave
programmes of the old powers unified in purpose communicating with the Digester, they learned that them. The Tohaa encrypted lan-
and littered planetary orbit with a multitude of races across the galaxy tended to follow one of guage known as Vaarso comes
habitats. Across the planet, Unification began to two conflicting philosophies. The first was that of from the stories of the cunning
take root in the hearts of the Tohaa, and it came the Seekers, who wandered the galaxy and sought and mischievousness that came
at a time when the new ruling body of the planet, out information in order to aid them in achieving a from the city-state which man-
known as the Trinomial, came to the conclusion state of Transcendence. The other school of thought aged to survive despite being
that in order for the Tohaa to survive greater was rarer but was of an inherently noble ideal that surrounded by enemies. The
disasters, they must expand further out into the appealed to the Tohaa. The Digester revealed that Tohaa process of maintaining
stars and embrace the legend of their ancestors. races could become Heralds and aid the Digesters gardens with small colonies of
in their goal to preserve knowledge rather than animals in them comes from
the famed Gardens of Balaakan
STARSEEDS hoard it to themselves.
and are used by Tohaa to relax
Although Runohaa was recovering from the The Tohaa declared that they would become and relieve stress as they shed
earthquakes and planetary disruption brought Heralds and seek out other races and other T’zechi responsibilities to the inani-
about by the Staala, the Tohaa knew their planet Digesters. Their mission was to find other Digesters mate and tend to nature. The
needed time to heal itself and that there were and take seed-copies from them. These seed-copies Tohaa may have advanced far
other resources that could be exploited in their possess all the accumulated knowledge that the as a species, but the stories of
home star system. Early discoveries by Tohaa Digester had gathered over the centuries. Some their ancestors will never be
forgotten or left behind.
astronomers taught them that there were asteroids of these seed-copies would be returned to the
likely rich in metallic ores and ice across and that Digester back in the Runohaa System while others
other elements could be waiting on the many were taken to newly discovered worlds where
moons and planetoids. Over the next century, life was just taking hold. The seed-copies would
Tohaa ships would travel across the systems and be planted, and a new Digester would emerge
establish colonies where their people could thrive possessing all the knowledge accumulated by
while their planet healed. Valuable resources such the Digesters up until that point in addition to
as water and uranium were shipped back home all knowledge gained by studying life on the
while the colonists struggled to tame the planets new planet.
they had moved to. For the newly unified Tohaa,
nothing seemed too dangerous or strange for them It was from that moment forward that the Tohaa
to master. That all changed when the colony on took to space with an even greater vigour than they
the outermost planet discovered an alien artefact had shown following the Staala. Now they had a
that had not only been waiting for them but was greater mission that would benefit the galaxy as
expecting their arrival, a T’zechi Digester. a whole. It was this mission that would lead the
Tohaa to perform great feats that would shape the
These Digesters are massive alien probes that galaxy but also lead them into their darkest conflict
had wandered the galaxy for untold millennia on that threatens to destroy them.
a mission of observation and study. They never
interfered with other races and only watched THE FENRIG AND THE
them for signs of development. Each Digester was TRIDENT
capable of monitoring events as they played out
on a planet, and as the Digester’s reservoirs of The Tohaa took to the stars in every direction. Their
knowledge grew, they became archives of entire Errant Ships carrying soldiers and explorers of the
race’s history. Each Digester had seen several races newly minted Colonial Forces expanded into the
evolve, develop, and die out over the course of their stars, where they established bases and wormhole
existence, and this Digester had been observing routes towards other systems, expanding the Tohaa
the Tohaa. Though communication with the device Trinomial’s borders. It was only a matter of time

TOHAA 5
before the Tohaa encountered another race, but beaten back by the Fenrig, but they learned quickly
they did not expect it to be a precursor to war. As from their opponents. As the Tohaa adapted their
the Tohaa embraced several new species, they strategy, they began to overwhelm their opponents
were surprised by the discovery of the Makricole and made inroads into Fenrig Imperative territories.
Raiders. The Makricole were a race of Seekers who Soon the Fenrig Imperative was in disarray as their
had mastered stellar warfare to the point that they fleets were outmanoeuvred and outgunned. Within
could raid their neighbours and pillage their worlds a few years, the Fenrig were beaten back to a few
of important resources. star systems and were forced to sign a humiliating
armistice with the Tohaa, who took over the
For the first time, the Tohaa went to battle with management of their territories.
another species. Although the Makricole possessed
advanced technologies, they did not possess the The conflict with the Fenrig Imperative is notable
unity nor the tactical skill that the Tohaa had because it led to the formation of the Trident. The
honed over centuries of conflict. The Makricole Trident is the military arm of the Tohaa and takes
used raiding tactics, quickly striking and escaping its name from the iconic number 3 as well as the
from planets with stolen goods, and were not ancient weapon that represents three separate
expecting the Errant Ships of the Tohaa to give spikes thrusting home as one to defeat their
them a fight. The Makricole were wrong, and the opponents. As each branch of the Tohaa military
Tohaa gave them a swift and brutal response to began to work as one while remembering their
their aggressions. For six months they fought the individual strengths, the Tohaa saw greater success
Makricole until they were driven from the Licuttian on the battlefield. Other adaptations, such as the
system. Before the Makricole fled, they detonated a incorporation of Exalted species into the Tohaa
series of explosives with a viral payload across the military and the use of communication by Corahtaa
planet. The Licuttians were infected and killed by led to the Tohaa military becoming one of the
the agent with a speed that horrified the Tohaa. Try dominant forces in the galaxy.
as the Tohaa might, the Licuttians became extinct
in a matter of weeks. PEOPLE FROM ACROSS
THE STARS
The Makricole were not the last race to cross them,
and the Tohaa would emerge as a powerful force A race unified into one, the Tohaa have not only
across the galaxy. They defeated the Four Shawoke prospered but thrived across the stars. Human
Nations, prevented the Convaja from invading their researchers are astonished by the level of diversity
borders, and conquered countless other species and flavour among the Tohaa as they expected
that had dedicated themselves to piracy and it to die out in favour of one unified culture,
stealing from other races rather than developing but the Tohaa are every bit as varied a species
themselves. Some races would go on to join the as humankind is. Distinctive dialects, cultural
Tohaa, while others would fade from prominence idiosyncrasies, and even differing schools of
and never again become a threat. thought are all found among the Tohaa. While
their culture is different from humanity, the Tohaa
This all changed when the Tohaa encountered the have been able to use their inherent unity to great
Fenrig Imperative, and they truly knew what it was strength on the battlefield.
like to engage in an interstellar war.
The Tohaa are a biologically social species.
The Fenrig Imperative were a brutal race of Although introverts are as common as they are
enslavers who had mastered genetic engineering among humanity, Tohaa have developed a means
to the point that they were functionally immortal to compensate for their poor sense of smell by
as long as they never left their containment suits. developing tendrils along their body that allow
Through the use of brutal war TAGs and slave them to read pheromones in their environment.
soldiers, the Fenrig had conquered a sizeable This scent language, known as Corahtaa, means that
amount of territory that dwarfed the Tohaa’s the Tohaa are able to read the emotions of those
domain. Learning of the upstart race, the Fenrig around them more intimately than humans are able
desired their absolute subjugation as a warning to to express with their language.
any race that would consider itself to be the moral
authority of the universe. An important aspect to understand about the
Tohaa is how close they are to the thoughts of each
For the first time, ships burned across the stars, and other. Although Tohaa learn at an early age how
the Tohaa suffered losses unknown during their to block out the scent smells of Corahtaa when
history as a starfaring people. Thousands were lost walking through a crowd, an unfocused Tohaa may
in brutal conflicts between Tohaa Tridents and the suddenly find themselves overwhelmed with the
Fenrig’s slave soldiers. The Tohaa were initially scents of those around them. A Tohaa may find their

6 Chapter 1
THE ROLEPLAYING GAME

attention wanders when their scent glands pick to develop with all members of the same sex. Even TRADITIONAL
up the emotions of anger or lust swirling around though the concept of a single triad raising a child TOHAA FOODS
them. Some Tohaa specifically avoid going into together is on the rise, it is still considered outside Saom: Created by soaking
large crowds for that very purpose and stick to the norm for the more traditional minded Tohaa. saoona lichen in water, this
their triads, but others learn how to shut out these Tohaa raised as “trio children” often are raised energy drink is an isotonic
senses and focus on what is in front of them. alongside two other children to form a “filial triad.” and nutritional beverage that
These families have achieved growing acceptance imparts vitamins and increased
THE TRIADS across Tohaa culture. energy. Saom is the most
The number three is considered sacred to the Tohaa. popular beverage in Tohaa
It represents the corners of a triangle, as well as a A downside of the trinary nature of the Tohaa culture with almost all Tohaa
reoccurring form found on plant life on their home is that some Tohaa are inherently insular or are owning a saom flask. It’s a
world. To the Tohaa, the number 3 is manifested unable to maintain relationships with others. This common sight to see Tohaa
everywhere from their government to their military is the one taboo among Tohaa relationships. A sipping from these flasks in
to their family. Although they are not strictly bound Tohaa is expected to meet at least two others and all manner of situations. Saom
by the number, their culture has evolved to the form relationships with them, and to do otherwise has the same place in Tohaa
point that deviation from it is seen as unnatural is different or flawed. This form of social isolation culture as a cup of tea or
and only practiced by outcasts or those that are can have grave psychological effects on Tohaa who coffee, but alas, Saom reacts
different. are imprisoned or forced away from other members negatively with the human
of their race for an extended period of time. Tohaa digestive system. Bouts of mild
Tohaa form triads among each other, where three cut off from others in this way often suffer from gastroenteritis are common,
Tohaa become close to one another to the point of severe depression and increased risk for developing lasting 1-2 days, but some find
forming a family. These Tohaa can intimately and mental illness, although these traits are not found the symptoms far more severe
accurately tell their partners’ moods and feel more in Tohaa who are introverts. These Tohaa make lasting up to a week.
comfortable and natural around each other than ideal candidates for long-term space exploration or
others. Although triads frequently split apart, it is manning covert installations on other planets. Baga Bread: A thick, dense
often not due to a flaw in their nature. Some triads loaf often filled with berries,
split when moods change, while other triads break baga was created to help feed
apart when two of the members decide to have a THE RED PLAGUE Tohaa soldiers going back as
child. The child is then raised by the couple until One of the most famous battles fought with the Unification. Often soaked
they are old enough to take care of themselves, the Fenrig Imperative had little to do with a in stews or dried to be nibbled
and then the child splits off from the triad and the single battleground and more to do with an on throughout the day, it has
parents are free to form another triad with either engineered plague that the Fenrig admin- become a common staple
the former member or with someone new. istered to Tohaa colonies to weaken them shared by Tohaa operatives
through attrition. The Red Plague caused all with human soldiers. Those
This inherent need to come together in a trinary Tohaa who came in contact with an infected soldiers who have tried baga
nature is seen across Tohaa society. Businesses individual to develop pockets of blood on bread tend to compare it to
will often have three managers, and a general may the outer layers of their skin followed by chewing on slightly damp
have two subordinates that they feel comfortable intense internal haemorrhaging. Though the cardboard but often remark
sharing their strategic advice with. The practical plague could be treated, and the patient kept that “they’ve had worse.”
nature of having relationships based on 3 allows alive, this drained the Tohaa’s resources and
for two members to compensate for the absence of kept them side-tracked throughout the war. Eleche: A mild stimulant, eleche
one in the case of disease or death, and the Tohaa A cure was discovered, but outbreaks of the is an herb that is chewed by the
Trident is able to fuse its terrestrial, interstellar, and Red Plague appear on Tohaa colony worlds Tohaa to give them energy and
covert wings in perfect symbiosis with each other every few years. Due to its nature, the disease help relax them. Considered
thanks to their ability to function as a triad. Triads could cross species and would be devastat- a distant relative of tobacco,
also help Tohaa socially, and it is not uncommon ing should it ever spread across the Human it has the side effect of over
for a Tohaa to possess two close friends or to Sphere. stimulating the hormonal
be a member of a group of friends whose triads glands of the Tohaa, causing
intermesh with each other. Plotting Tohaa social them to appear like they are
politics can be daunting, but the Tohaa would not EXALTATION shouting in Corahtaa. Humans
have it any other way. They are considered one find the herb unpleasant and
distinct unit even if they are all uniquely different. One cannot understand the Tohaa and their goals have noticed that their own
without understanding Exaltation. Considered body odours tend to increase in
The Tohaa are tolerant of minor differences such one of the cornerstones of their society, a intensity after chewing it.
as sexuality and gender issues. For a species that Tohaa diplomat would tell an ambassador from
can alter itself on the biological level thanks to PanOceania that Exaltation is helping out their
their enhanced biotechnology, the Tohaa do not see fellow sentient species and helping to bring them
anything wrong with an individual living as they to true equality with the Tohaa and other races
wish to. Although all Tohaa are encouraged to pair across the galaxy. The process of Exaltation is
off and raise children, it is also acceptable for triads meant to get rid of disparity between races and to

TOHAA 7
TRADITIONAL make sure that all races can function side by side it as part of their role as Heralds to help share
TOHAA FOODS in equity and equality. Exaltation is shown to be information with others. Although other races will
Socar: The Tohaa’s alcoholic a shining example of making friends out of other never know the unity that the Tohaa do thanks to
beverage of choice is a races rather than subjugating them. Corahtaa, they know they can help make other races
fermented variation of saom. advance to see their full potential. Some races such
Due to its inebriating effects, Exaltation is a long process where a world is as the Chaksa or the Koldinuk are grateful for these
socar is officially banned in the evaluated by Tohaa explorers to determine which opportunities and have gone on to help the Tohaa
Tohaa Trident, but this doesn’t species will be the dominant one. On worlds where in not just the war with the Combined Army but as
always stop Tohaa troops, sentient life has already taken root, this is easy, and valued members of the Trinomial.
Distilled like jailhouse wine on the Tohaa begin negotiations with these races to
Errant Ships, socar has a strong try to help them advance beyond their concerns. FRIENDS BY
flavour, an abrasive scent, and On worlds where sentient life is still in a primitive CONSEQUENCE INSTEAD
a complete lack of nutritional stage, the Tohaa capture several specimens and
value. Human physiology is test their capacities for advancement and genetic
OF CHOICE
even less compatible with modification. Once a species has been selected, There is a dark side to Exaltation, although the
the drink than saom, with the the Tohaa will begin the long, arduous process Tohaa would prefer that no one learns of it outside
effects lasting several weeks. of introducing special genetic retroviruses into of the highest levels of the Trinomial.
the species’ makeup. Over time as the species
Zoolh: Zoolh is a synthetic meat propagates, the viruses introduce subtle changes In the early days of the Trinomial, the Tohaa were
derivative that is created from such as increasing brain density and neuron very careful about what races they attempted
chemical vats where electrical creation. to uplift. They took their roles as the Heralds of
current causes protein growth the galaxy very seriously, but they did not want
into strands of reddish Once a species has developed to the point that to abuse their power. They also understood that
meat. Zoolh is chewy, has an they can be considered sentient, the Tohaa step in uplifting a species to their level might become a
unpleasant popping sensation as administrators to their culture. The Tohaa try not dangerous threat later on for the Tohaa if relations
when eaten raw, and is dreaded to be seen as dominators but instead as teachers. were to fall out between the two species. But the
by Tohaa and humans alike. They leave much of the work of developing an Tohaa did their best to ensure that new races were
But it is also sustainable, and individual culture to the species in question so carefully monitored and that the most promising
on battlefields where supplies that the species can feel that they have earned were given the full benefits of Tohaa science
are limited, a single Zoolh their right to exist rather than feel like they were and medicine.
container will feed a platoon created as a laboratory experiment.
of Tohaa for a week before The first few attempts were disasters. Several
becoming expended. The process is not without risks. Some species species viewed the Tohaa as conquerors and
rebel against the Tohaa. Some view the Tohaa resisted as hard as they could. Other species were
Gaamnja: Gaamnja is a fine as meddling in the affairs of their planet or are only interested in what technology they could gain
wine from Runohaa and is distrustful of the seemingly benevolent aliens from the exchange, and the Tohaa soon discovered
created from berries that grow who have come down to offer to accelerate their designs for biotech being traded across the galaxy
near the Ashen Pools of Estree. evolution. The Tohaa have been forced to abandon by races that had sworn to be their allies. Raiders
Gaamnja has a numbing effect Exaltation in the past when the species becomes were seen flying ships that mirrored Tohaa designs,
on Tohaa while humans find too unruly or demands to be set free. Most of and several species acted belligerently towards
its effects to be very mild. This the time the Tohaa simply have to wait a few their neighbours and had to be continually reined
exotic liquor is very expensive generations before the species becomes open to in by the Trinomial.
amongst the Tohaa but has the idea of working with the Tohaa again, although
not found a market in the some species are left alone to develop in peace. It was then decided that the Tohaa would start to
Human Sphere, except as gifts use the Exaltation process to subtly change the
for Tohaa or expensive pranks. The Tohaa evaluate each species they Exalt to personalities of the species they uplifted. They
Its flavour is bitter, spicy, and determine what traits will become dominant in started looking for individuals who had traits that
overbearingly rough on the their evolution. Species that come from heavy- were undesirable in the species, weeding them out
human palate. To be mildly gravity planets or who possess dense musculature from the gene pool. The Tohaa never engaged in
palatable it must be masked are often groomed to be labourers and engineers, mass murder but instead used a combination of
with other strongly flavoured while species who possess natural aptitudes for covert sterilization protocols and genetic markers
drinks, but even that will only mechanical engineering receive education in how to ensure that family lines would die out. From
go so far. to build and maintain Tohaa technology. The Tohaa there they would pick species that would prove to
help each species build up a specialization so that have strong familial or pack instincts so that they
when it comes time to induct them into the Tohaa would feel a fondness for working with others as
Trident, they are able to serve capably alongside opposed to the solitary, predatory nature of other
Tohaa soldiers in the war with the Combined Army. species on a planet. This led to the development of
Exalted races that are more compliant with Tohaa
Exaltation is considered the highest honour that requests and are willing to fight for the safety of
the Tohaa can give to another race. The Tohaa view the Tohaa.

8 Chapter 1
THE ROLEPLAYING GAME

Most Tohaa involved in the Exaltation project are Tohaa to ruthlessly and quickly crush them and THE YA’KLK’VAR
not aware this is going on. Much of the control abandon the Gwyff Exaltation. As the Shawoke Although the Tohaa will deny it,
of this portion of the project falls back to the were reduced back to their four home systems there was one race that actively
Triumvirate, who have only the best intentions in and placed under constant guard, all evidence of rebelled against the Tohaa after
mind for the Tohaa and not for any race that is the Gwyff Exaltation, including scientific facilities Exaltation. Not long before the
uplifted from the shadows. The Triumvirate has and biomodified Gwyff, were purged from the Four Shawoke Nation war, the
their own staff placed in the Exaltation programme planet. The Tohaa view the Shawoke as rebellious Ya’klk’var, a race of armoured
who make the hard decisions for the Tohaa, which firebrands who seek only to disrupt the unity that is mole people, were undergoing
allows the Trinomial to continue with the belief enjoyed by the Tohaa. To the Triumvirate, they are a the process of Exaltation when
that they are morally justified in their endeavours. nuisance that must be wiped out some day, but for an underground movement
now, the Tohaa’s forces are tied up in conflict with spread across their planet.
The truth about the programme leaked shortly the Combined Army. The Triumvirate also believes The Ya’klk’var started to feel
before the war with the Fenrig Imperative. The that as long as the Tohaa citizenry are focused uneasy when the Tohaa were
Shawoke were a race of scientists and explorers on the threat of the EI, then they will continue to around them, and the repeated
who had happened upon an Exaltation project ignore the claims of a race of warlike marauders injections and psychotherapy
in progress with the Gwyff. This race of methane whose lies are not supported by the Exalted races. sessions began to cause feel-
breathers was the subject of genetic manipulation, ings of rage and disillusionment
against the Tohaa.
and when the Shawoke began to question the CONTACT: PARADISO
Tohaa about the Exaltation project, they sent
vessels across Tohaa space to obtain samples from The Tohaa and humanity are now allies in a Although the Tohaa did their
other species. Discovering the truth to the Tohaa’s conflict that stretches across space. No one can best to calm them down, the
experiments, the Shawoke rallied together their underplay how critical war with the EI is for the Ya’klk’var leaders waited until
previously fractured nations and formed an alliance survival of both their species. The Tohaa know the time was right and rose up
as one against the Tohaa. They
to attempt to stop the Tohaa. The Four Shawoke first-hand the brutal nature of the Combined Army
were crushed swiftly and dis-
Nations invaded the Tohaa and tried to alert the while humanity has been a swift learner thanks to
armed by the Tohaa, who were
Tohaa’s allies as to what was going on, causing the fighting across Paradiso. The two races have begun
then forced to set up armed
satellites around the Ya’klk’var’s
homeworld to prevent them
from escaping and causing
mass panic across the Tohaa’s
allies. It is rumoured that a
small ship bearing Shawoke
insignia managed to escape
from the planet towards the
end of the rebellion and carried
several members of the race
deep into Shawoke territory
with detailed data files describ-
ing how the Tohaa manipulated
other races.

TOHAA 9
to share critical intel and resources with each other, Paradiso. The researchers working on the Digester
but despite their suspicions of their newfound were overcome with a strange depression and rage
allies, humankind is ignorant of how much they that was attributed to the Digester protecting itself
were manipulated by the Tohaa into becoming with some strange bioweapon, but the Triumvirate
involved in the conflict with the EI. was able to persevere despite these feelings and
developed three weapons that could have changed
The Triumvirate, the shadowy organization that the course of the EI War.
has existed alongside the Trinomial and secretly
guides Tohaa culture, decided that there needed to THE THREE WEAPONS
be a means to end the EI War. They had exhausted
several options such as the massive deployment The weapons that the Triumvirate came up with
of atomic weapons in mind fields around were devastatingly effective and also highly
known wormhole exit points as well as creating abhorrent to the Tohaa on both a practical and
bioweapons to specifically affect Combined Army spiritual level. The Tohaa had seen their use of
races. These plans were too brutal, too obvious, and biotech and technology gleaned from the Digesters
were deemed too ineffective to be a proper means as a gift that had helped them become more than
to end the war. What the Triumvirate needed was what they were. To develop weapons as devastating
a revolutionary new weapon that would help them as these from the suffering of a Digester would
end the war once and for all. What they needed was have sent ripples through Tohaa society if it had
to betray their heritage and engage in what was to become public knowledge. If humanity were to
be known as the Great Anathema. They would have discover not only the existence of these weapons
to steal the secrets of the T’zechi Digesters. or the role they were to play in the destruction of
one of their colony ships, the Tohaa alliance would
The harvesting of the T’zechi Digester. was no never have occurred, and the Tohaa would not
easy task. only be alone in their fight against the EI, but they
would have another enemy to contend with in the
The Tohaa are Heralds, and they have spent form of the Human Sphere.
centuries exploring the cosmos and trying to
assist the T’zechi Digesters in understanding and The first weapon was the Fuscotor. Fuscotor was a
recording the universe. But the Triumvirate knew great champion of the Seemai, a race of demons
that the Evolved Intelligence would use every made of leaches and other unclean things from
weapon at its disposal, so the Tohaa should use ancient Tohaa mythology. It was a viral weapon that
every resource at theirs if they were going to win. was devastatingly effective because it overrode the
synaptic activity of those infected by it. Originally
When the Tohaa were forced to abandon their based off captured sepsitor weaponry, this weapon
colony on Oomnya, they knew a Digester was on was capable of rearranging neural pathways and
the planet and was making ready to flee into the shutting down select portions of the target’s brain,
stars once more. When the Tohaa agents met the essentially rendering the target as mindless as
Digester in orbit the relic sensed their true plan a rock or as a total and complete servant. The
too late, and using nanite probes developed from Fuscotor was stored in special orbs that were made
forbidden technologies, the Triumvirate attempted ready to deploy across the planet.
to subvert the Digester’s programming and take
control of it. They took the stolen Digester to The second forbidden piece of technology was the
Paradiso where a secret Triumvirate base had ability to manipulate wormholes. This technology
already been set up with the facilities to mine the was based off the Digesters’ star drives, and with
probe of its data. careful focusing, it could latch onto the wormholes
developed by other races’ wormhole drives and
To the Digesters, the Annals are the recorded redirect the exit point to any point in the galaxy.
histories of races, but the Triumvirate was not The ability to force a fleet to exit into the corona
interested in the great works of art or philosophy. of a star or to be able to outmanoeuvre your
They hacked their way into the engineering and opponents by exiting a wormhole anywhere in the
science protocols of the Digesters and were galaxy was too tempting to ignore. The side effect
able to steal entire caches of information on of these devices, named Koolotha after the Tohaa
everything from new forms of interstellar travel to mythical escort into the afterlife, was that the
bio-weaponry that was still far beyond what even intensive radiation threatened to render any ship
the Tohaa had come up with. The Tohaa working equipped with these devices lifeless.
on this project referred to the information as
the Stolen Annals, and the information was sent The third advancement was lithic nanotechnology.
to backup sites on other worlds where it could Although the Tohaa had developed nanite
be preserved in case something went wrong on technology and used it to help create their biosuits,

10 Chapter 1
THE ROLEPLAYING GAME

the Triumvirate discovered how to create nanites Army had on the Tohaa. To the Tohaa Trident,
so small that they could rearrange matter on a humanity represents a fresh source of troops and
cellular level. With these lithic nanobots, they could war material that could very well turn the tide,
transform inorganic material into new forms of even if humanity’s ways are still strange to them.
matter, and with trial and error experimentation, When it came time to sign the Tohaa Contact Treaty,
they were able to transform several buildings the Tohaa were ready and willing to give their new
of their research facility into computronium, a allies a chance, while their leadership and the
programmable form of matter. Computronium Triumvirate were already hard at work to find ways
is matter that forms its own neural processing to make humankind’s entrance into war with the EI
network, which means that not only do the work to the Tohaa’s benefit.
buildings begin to process data, but they can be
programmed to take a variety of forms and shapes THE ALLIANCE WITH
depending on their need. This smart matter created HUMANITY
the Cosmolites, and as the Triumvirate began
experimenting with this new form of matter, they Although the Human Sphere and O-12 don’t know
were interrupted by the sudden arrival of humans much about the events on Paradiso that led to
to Paradiso on the colony ship Aurora. the alliance between the two peoples, what the
Tohaa have managed to keep hidden is how they
Events unfolded quickly on Paradiso. The manipulated humankind into going to war with
bioweapons were released upon humankind, the Combined Army. This was not done to doom
creating unintended effects such as the creation humanity to extinction at the hands of the EI but
of “zombies” that turned on Tohaa and human rather to forcing them into the conflict without
alike. The majority of the information gleaned having to beg and hope they would willingly join
from the Stolen Annals turned out to be a trap the Tohaa.
devised by the Digester to punish its captors. Jump
equations failed, and much of the biotech turned The Tohaa are strange to humanity and vice
out to be either sabotaged and would not work versa. The Tohaa are used to very intimate and
or released potent toxins and diseases into their close forms of communication where it is nearly
users. The colonists of the Aurora destroyed their impossible to lie to each other. Though each Tohaa
ship in order to contain the menace on the planet, is well versed in the art of deception by learning
and the Triumvirate lost much of the knowledge how to shield their thoughts and feelings with
gained on Paradiso with the rest of it being too Tohaa around them, they are not used with dealing
dangerous to reveal to the galaxy. That was when with a species whose form of communication relies
the Triumvirate came upon the idea that a Digester as much on semantics, inflections, and physical
is an important target to both the Combined Army gestures as it does on verbal communication.
and to any other species who would learn of its
existence. Much about the contact at Paradiso The Tohaa are used to dealing with species that
incident has been well catalogued across MayaNet. have embraced Unification in some manner. The
The Triumvirate secretly seeded a damaged patrol Exaltation process that streamlines a species
ship on the planet with enough information to lead development causes them to adopt a culture
humanity to their homeworld. The Triumvirate left similar to the Tohaa’s. At the same time, the
the Cosmolites in place so that humanity would Tohaa differ slightly in their culture depending
fight to protect Paradiso and invest in researching on whether they are from their home world, the
the strange artefacts. The pursuit of the Digester colonies, or spend their lives on the Errant Ships. At
led humanity into conflict with the Combined their hearts, they still hail from the same culture.
Army, and from there, history was made when the Humanity’s factions, as the Tohaa Trinomial and
Tohaa and the Human Sphere signed the Tohaa Trident were to learn, have much in common with
Contact Treaty. each other, but humanity is still a very culturally
divided species.
To the Trinomial, they have some inklings of what
really happened among their leaders. Several It took the Tohaa years to understand not just
generals were made aware of the Digester in order the differences in human language but also the
to move strategic assets around to allow it to be dissimilar ruling philosophies. Some variances
used as a tempting target for the Human Sphere were easy to understand. Dealing with the Dragon
and the Combined Army. They believed the Digester Emperor of the Yu Jing was going to be different
was dead, and that using its body was abhorrent then dealing with the Ariadna Parliament. What
but not entirely out of the question if it meant took the Tohaa by surprise was how well the
gaining a new ally. Other members of the Trinomial Human Sphere was able to work together when
viewed humankind as a way to not only gain an ally the situation called for it despite just how much
but to finally break the stranglehold the Combined division was present

TOHAA 11
If a triad of Tohaa do not trust another triad, it Human literature also does little to impress the
becomes evident quickly. The smells around the Tohaa, who see familiar tales of mythic cycles
two groups become full of musty odours and the in human works of art but they do not see why
smell of burnt food. Both groups pick up on the humanity is always so fractured and divided in
sheer animosity between the two, and they are these stories. Humans also do not see much in the
unable to function well with each other as all they way of Tohaa literature as much of it champions
can experience is the absolute hatred between the Tohaa race and makes them seem like they
each other. With humans, it is different. A squad never do anything wrong. A lack of common
of JSA nationalists may despise their Imperial auditive ranges makes common enjoyment of
Service overseers but will not only pretend to be music an impossibility. Humans find Tohaa music
content with fighting alongside them but they will childlike and limited, while Tohaa perceive
be able to shut out their loathing for each other strange gaps in “complex” human music when
and fight to protect each other’s lives against a frequencies leave their audible spectrum. While
Morat invasion force. Humans are different from both sides are interested in each other’s food, and
each other, but these differences do not blind or Tohaa are particularly fond of Sol crustaceans
limit them. and vegetables, there is little that humans find
palatable with Tohaa fare, despite several human
Although the Tohaa Contact Treaty is meant to be chefs’ vainglorious attempts at creating a Tohaa
the foundation of an exchange of military support, fusion cuisine.
it also allows for both sides to share their cultures
with each other. The Tohaa for the most part find Humanity is not sure what to make of the Exalted
humans to be loud and obnoxious. They are either races that serve alongside the Tohaa. O-12 has only
not mindful of their odours, which do little to just been briefed on the aspects of the Exaltation
convey their emotions to the Tohaa, or they cover programme, and opinions on it have divided the
themselves in synthetic scents that overpower the Concilium. Some are content to let the Tohaa do
Tohaa’s ability to communicate with each other. as they please so long as they continue to honour
their military agreement with the Treaty, while
others feel that the Tohaa are building up an army
of slave races created through Frankenstein-like
experiments. The Treaty does not give O-12 any say
in Tohaa internal politics, but they have dispatched
agents to retrieve as much data as they can on the
process and to record the scope of the project.

Although both races are glad to have each other in


their fight with the Combined Army, neither side
trusts each other completely. The Tohaa have an
inherent fear of being discovered for why they
sought out humanity’s assistance that colours the
view of the Triumvirate and the Trinomial in how
they deal with humanity. They are secretive, and
although they respect human ingenuity, there is
that constant fear that humankind will unearth the
Tohaa’s secrets and steal their biotechnology for
themselves.

Humankind is in a similar position. They want


Tohaa’s biotech, but they also are aware that
the Tohaa may not be completely trustworthy.
Information leaked to them from agents of the EI
depict the Tohaa as a race of conquerors, and the
O-12 have as much of a xenophobic fear of the
Tohaa as they do a practical one. It is rare for a race
to arrive and seem willing to help humanity in their
time of need without having an ulterior motive
at work, and although the two forces now fight
alongside each other, the joint militaries of the
Human Sphere and the Tohaa Trident are engaged
in a shadow war as their agents attempt to learn as
much about each other as possible.

12 Chapter 1
THE ROLEPLAYING GAME

AGE OF THE TRIDENT strategies that might finally break the stalemate.
Even when it was discovered that the information
Although the Tohaa are considered to be a peaceful gleaned from the Digesters was discovered to be
race by their allies and have only embraced war false, they still managed to use the harvesting of
as a deterrent to the threat of the Combined Army, the Digester to their advantage in their plot on
there is no denying that the Tohaa excel at war. Paradiso.
This is due to their strong martial focus as well as
their belief that being Heralds means they must There are a few in the Trinomial who suspect that
bring peace to the galaxy. There is another reason the Triumvirate exists, but they have not been able
for why the Tohaa are able to excel at warfare to prove anything. All formal investigations into
despite their insistence they are focused solely the Triumvirate either dissipate quickly or arrest
on helping others: the Trinomial itself is being low-level functionaries who are ignorant of the
guided by a secret society who is willing to make true nature of the Triumvirate. The Triumvirate has
the choices that the normally benevolent Trinomial not managed to survive for centuries without being
might never consider. clever and patient, and though the Triumvirate
plays an increasingly dangerous game in their plots
They call themselves the Tohaa Triumvirate, and against humanity, it will take some great disaster
although they have been long believed to be a on their part for the Tohaa to become aware of
myth, they secretly pull the strings behind the their existence.
scene. When Unification came to the Tohaa, a
faction of civil and industrial leaders aw how the THE GRAND STRATAGEM
tides were changing on Runohaa and decided that
they would continue to wield their wealth and The Tohaa Trident has spent centuries perfecting
influence for the benefit of their race. A cabal of the art of battle. Once proud victors in their war
spymasters, executives, and bankers, they possess with the Fenrig Imperative and resplendent
the means and the ability to work covertly insuring in their conquests against the Seeker races of
the survival of their race. Though they have often pirates and raiders that threatened races across
operated subtly over the years, there have been the galaxy, now the Trident is locked in a battle
two instances where the Triumvirate has operated to the death with the forces of the EI and the
openly, in the Exaltation project and on Paradiso. Combined Army. Countless are the losses that the
Tohaa have endured, and the Scent Memorials on
The Triumvirate wholeheartedly supports their homeworld contain preserved pheromones
Exaltation but, unlike the grand goals of some of warriors who went off to fight against the
other Tohaa, has no illusion that it seeks Exaltation Combined Army and never returned. The Trident
as a means to create a buffer of other races willing was once confident that victory was right around
to fight its wars and engage in its heavy labours, the corner for the Tohaa, but now that they are in
smiling all the while. After all, the Triumvirate their second century of fighting and many of their
are more than content to manage Tohaa society client races have been exterminated by the EI, the
without adding rebellious slaves to the mix and are Tohaa Trident is forced to re-examine its tactics,
quite happy to dominate the evolution and natural hoping to find a new way to fight its enemies. With
life cycles of these species. Pushing the Tohaa to the forces of the Combined Army outnumbering
uplift new species to sentience for all the wrong the Tohaa and their Exalted allies, the Tohaa have
reasons, and the Triumvirate uses their social turned to humanity as an ally in their fight.
influence to reinforce the pre-existing prejudices of
the Tohaa. Although the Tohaa military is capable of fielding
larger divisions of soldiers into battle, their
The second great crime that the Triumvirate forced preferred method of fighting is to allow their
upon their race is how they treated the Digesters soldiers to form trinary-based teams known as
after conflict began with the Combined Army. The combat triads. These teams, built off the Tohaa’s
Tohaa consider themselves to be pure and look inherent reverence for the number 3 as well as
upon the Digesters as a symbol of what good they the practical nature of these small units, are tight
can do for the galaxy. When they forcibly extracted formations where the Tohaa are able to bond with
information from the Digester on Paradiso, they each other greater than human special forces
compromised the core of their beliefs. For the teams can due to the use of Corahtaa, the Tohaa
Triumvirate, this was once again a horrible act done pheromone language. By using Corahtaa, the Tohaa
for the good of the many. They viewed that the are able to sense the pheromones of their fellow
way the Digesters communicated with the Tohaa soldiers and are able to read their thoughts and
was too inefficient to assist them any further in feelings with much greater detail than if they had
their development and sought out weapons and simply spoken to each other. Although language

TOHAA 13
plays a useful part in how they communicate, to be enemy reinforcements on the horizon. But the
Corahtaa is a simpler, more effective means for Tohaa will never surrender, and they view their rolls
the Tohaa to speak with each other. An additional as Heralds to mean that they cannot let the galaxy
benefit is that it is silent, and although Tohaa collapse into disarray and destruction at the hands
pheromones may be gathered afterwards to of the EI.
analyse their chemical contents, only the Tohaa are
able to read these pheromone trails and determine The Tohaa knew that the Combined Army had been
their exact meanings. On the battlefield, this coming for some time, but they did not expect
allows a triad operative to leave behind a message the enemy response to be so vast. Several races
for their allies as they move through a facility, warned the Tohaa about the EI’s forces out in
permitting the team to maintain radio silence the galaxy. Nonetheless, Errant Ships could not
while communicating in stealth conditions. find the location of the Combined Army. There
were scattered records taken from some T’zechi
Should the triad need to communicate openly, they Digesters about the EI and the Combined Army
have developed a covert language based off an although the Tohaa perhaps arrogantly did not
ancient Tohaa dialect to help prevent them from believe the threat to be as grim as they were told.
being understood by enemy agents. Named after The Tohaa did not consider themselves invincible,
the nation of Vaarso, this language incorporates but they were confident that they could always rise
context and metaphors into not just what the to any challenge and defeat their opponents swiftly
Tohaa says but how they say it. A Tohaa could say and decisively.
the same phrase three times but with three similar
but distinct inflections to their voice, and they When the Combined Army invaded, it caught the
could mean completely different things each time. Tohaa by surprise. Thousands of warships came
O-12 translators have noticed that Tohaa diplomats roaring through wormholes and devastated the
occasionally slip into using this tongue when they Tohaa frontier. Colonies armed with sophisticated
communicate in their embassies, which has made defence systems managed to fight bravely against
snooping on their allies even more difficult. the odds but were quickly overwhelmed as the
Tohaa scrambled to summon back their Errant
Corahtaa is more than just an effective means Ships and organize their fleet to repel the invaders.
of communication. As it accurately conveys As the Combined Army’s advance slowed across
mood, thoughts, and intentions to other Tohaa, the Tohaa systems, many believed that it would be
the triad operators use it to keep track of their a matter of time before the invaders were driven
fellow soldiers and to read their minds while back. Although a few worlds were reclaimed from
on the battlefield. This creates a close, intimate the Combined Army, the battle lines have shifted
bond between Tohaa, and for the triad operators, only slightly in the past few decades, and it now
it develops a great sense of trust between appears that the Combined Army did not slow its
them. Although the idea of pheromone-based advance because the Tohaa proved themselves
communication might seem alien to humankind, to be a formidable opponent but because the EI’s
its applications on the battlefield help Tohaa from interests were focused elsewhere.
different specialties coordinate their abilities
swiftly and efficiently, permitting new members ing Now the war has turned into a stalemate, and the
the combat triad to be able to become accustomed Tohaa are forced to fight in covert actions designed
to their squad mates’ tactics sooner. to weaken their opponent. Tohaa combat triads
are inserted behind enemy lines to neutralize
THE GREAT ENEMY Combined Army officials and destroy enemy assets
while the Tohaa’s fleet fights to keep the Combined
The war with the Combined Army has become the Army armada contained. Radical and exotic pieces
greatest conflict the Tohaa have ever seen. Known of military technology once considered too
only as The War by the Tohaa, it has affected abhorrent to use have now been deployed in the
countless generations. Untold billions have conflict, and the Tohaa have summoned forth their
perished in the conflict from direct enemy action as Exalted allies to fight by their side. The Combined
well as from the outbreak of plagues and collapse Army’s goal is to claim the Digesters and as much
of colonial infrastructure. Several Tohaa colonies territory as it can, and although the Tohaa have
have become abandoned as the Trident pulls its been successful at rescuing several Digesters from
resources back and carefully apportion them out to enemy control, the Trinomial can only theorize at
meet its current needs. Meanwhile the Combined how much priceless knowledge has been lost to
Army attacks relentlessly, and where one armada is the EI’s constant quest to obtain Transcendence.
routed or one army defeated, there always seems

14 Chapter 1
THE ROLEPLAYING GAME

CONSEQUENCES OF WAR the Tohaa Trident is nothing more than the brutal
fist of oppression of a tyrannical government, and
Although the Viseraa prefers to tell their people since being freed by the Combined Army, they have
that they are continually successful in their war begun to develop their own governments across
with the Combined Army, their citizens know their sector of space. These Hedronic Councils shift
otherwise. Each Tohaa is optimistic about their yearly, with new members bringing new ideas into
war with the Combined Army, but they know that their faction before growing tired of it and shifting
they do not possess the resources they once did to a new one. These Sygmaa love the freedom they
and that the Combined Army has seen its own have seemingly been given and view obedience
measure of success during the conflict. Untold to the EI as a small price to pay for continued
billions of lives have been lost, and the Tohaa have freedom of their race.
been forced to make questionable decisions to
preserve the future of their race. The Viseraa has Not every member of the Sygmaa Trihedron are
seen new races go through Exaltation, join in the devout followers of the EI and the Ur Rationalists.
conflict, and become completely exterminated or The Trigon are the secret resistance movement
worse, absorbed into the Combined Army. Without laced across Sygmaa space. The Trigon have
humankind’s assistance, it is unclear if the Tohaa been able to keep fighting against the EI alive
Trident would be able to overcome their opponents by keeping to themselves and striking rarely but
or if the conflict would slowly burn the race into in a brutal and devastating manner. This is made
submission. harder by the fact that the members of the Trigon
choose to communicate each other strictly through
THE SYGMAA TRIHEDRON verbal language. Using a variant of the Vaarso
Battlespeak, the Trigon use strict discipline and
When the Combined Army attacked, their forces intensive training to be able to communicate one
gained a foothold several star systems wide across thing via the Corahtaa while saying something
Tohaa space. The Tohaa were able to marshal their completely different. Since the Sygmaa are able to
forces and deliver a fierce counterattack, but by read the pheromones left behind by other Tohaa as
the time the fighting settled into a stalemate, accurately as the Trigon are, it is important for the
there were hundreds of Tohaa colonies trapped Trigon to not accidentally emit their true feelings
on the other side of the battlefront. The Tohaa when around other Sygmaa or else they will be
did their best to supply these colonies with the arrested and interrogated by Sygmaa authorities.
means to defend themselves with caches of This is a mentally draining and exhaustive exercise
weapons and equipment as well as bombarding for the Trigon but essential if they are to continue
each world with propaganda messages meant in their battle to liberate their worlds.
to bolster their fighting spirit, but this was not
enough. As the citizenry rose up by the millions to Despite the aid of the Trigon, the Tohaa routinely
resist the Combined Army, they were continually come into conflict with the Sygmaa . The Tohaa
outnumbered and defeated by their enemy. The hope to liberate their brethren, while the Sygmaa
Combined Army on the other hand had done very refuse to go back to how they were before. The
little to increase their control of these worlds, and Sygmaa represent to the Tohaa the risk of sharp
only answered violence with violence. It would not individuality, while the Tohaa are relics of an
be long before the Tohaa governments of these oppressive and stagnant past to the Sygmaa.
worlds started to question their loyalty to the Sygmaa captured by the Tohaa refuse to cooperate
Tohaa Trinomial viewing the Combined Army as not and are often kept in solitary confinement, a brutal
conquerors but liberators. punishment for the socially oriented species. Any
Tohaa captured by the Sygmaa are turned over to
Soon the Sygmaa Trihedron, as the sector of the Combined Army for interrogation.
conquered Tohaa worlds was known, became
valued members of the Combined Army. With THE SERGALHU INCIDENT
their knowledge of Tohaa biotech and intimate
knowledge of Tohaa military tactics, the Sygmaa The Tohaa have seen their share of defeats from
have proven to be formidable opponents in the the Combined Army but none as memorable or
conflict. as heinous as the Sergalhu Incident. Named after
the race which now no longer exists, the Sergalhu
Curiously, the Sygmaa themselves have begun to Incident was one of the first major defeats of the
change over the years. Where once they were a war after the initial Combined Army invasion and
united race behind one form of government, now the one that forced the Tohaa to reimagine their
the Sygmaa have become fractured but still unified battle strategy. It started towards the end of the
in their quest to overthrow the Viseraa and “liberate” Exaltation process for a species of ape-like aliens
the other members of their race. They believe that that were recently discovered by a T’zechi Digester.

TOHAA 15
The Tohaa offered their support and attempted The Sergalhu were offered colonies across Tohaa
to guide the race through Exaltation when the space to settle in but they refused, as they believed
Combined Army made planetfall. that their world was their home. When the Trident
issued orders for Tohaa forces to fall back to
The Tohaa did their best to protect the peaceful reinforce other key systems, they left behind only
Sergalhu while attempting to incorporate them into a few defenders to aid the Sergalhu. The Sergalhu
the Tohaa Trident command system. The Sergalhu leadership detonated their remaining cities,
were non-violent architects who were able to bringing an end to their part of the conflict in a
incorporate advanced technology seamlessly into mighty inferno. Now their world is a radioactive
their buildings so that the world looked like one wasteland, and the Tohaa mourn the loss of a
long, flowing reef of stone buildings offering their potential ally. Their experiment with the Sergalhu
inhabitants every amenity that they could ask for. had failed, but it had also bought them valuable
When the Morats and the Shasvastii established a time to regroup and focus their attack elsewhere
beachhead, the Sergalhu were unprepared for such on the EI’s forces.
a brutal form of conflict.
The Trident was not numb to the loss of the
The Tohaa attempted to do something radical in Sergalhu, and after their planet’s fall they began
their attempt to stall the Combined Army’s advance. to re-evaluate how they would approach species
They convinced the Sergalhu to mine the majority going forward. It was this incident combined with
of their buildings with explosives so that when the failed plan to harvest information from a
enemy forces attempted to seize them, they could Digester that led the Tohaa to realize that if they
be blown and collapse inwards on them. This plan could secretly uplift a powerful species and bring
worked to stall the Combined Army but it had them to the attention of the Combined Army then
the unintended side effect of destroying several they may find a respite in the war and be able to
planetary reactors scattered across the planet. rebuild their forces. After discovering the crew
What the Tohaa could not have anticipated was of the lost colony ship Aurora, the Tohaa began
that even small amounts of toxic radiation would laying seeds for the events that would take place
kill off the planet’s ecosystem, and as the Tohaa on Paradiso and lead to the signing of the Tohaa
fought their enemy in space, they could do nothing Contact Treaty.
but watch the planet die below them.

16 Chapter 1
THE ROLEPLAYING GAME

CHAPTER 2

PARADISO WORMHOLE FLEET

Moving in a helical circle that, when observed away from the gate toward the Acheron Blockade.
over a period of time, seems to ebb and flow closer Anyone with keen enough sensors might note
to and further from the Daedalus Gate, the vast it runs its weapons up on a regular basis, like a
Errant Ship Teeqa Kiinote Wael (Kiinote-3) holds an finger twitching on the trigger. . It would appear
undulating defensive position. Vast and powerful, its motion is constant, but the movements of the
for centuries it has projected the influence of the ship are key to a greater truth: it is, ostensibly, a
Tohaa throughout the galaxy. It does not move to living thing.
keep the engines warm, nor to provide a mobile
target should an enemy approach, it does so Masters of the soft technology of bioengineering,
because it loves to move. Over time it has been the Tohaa’s have designed their equipment to
observed that the ship moves in three distinct be at least partially organic and often work in
modes. Whether these modes are mood driven, or symbiosis with the user. The same is true of the
indicate the limitations of Tohaa design is as yet ships the Tohaa build for their Errant Fleet. While
understood but is the object of some conjecture the initial build pattern for each ship type is fairly
amongst weapons designers. When in Buula Gael similar, a superstructure of silicone is reinforced
(Buula-1), the ship never moves at an exact rate, with carbon nanotubes and amino acids. The amino
it slows gradually, then puts on a slight burst of acids and reservoir of carbon constantly fed into
speed. Under Buula Tael (Buula-2) it moves at a the building process by Tohaa engineers are the
steady speed but in a snaking, erratic path. Buula structural source material manipulated by specially
Wael (Buula-3), moves steadily but always faces programmed nanobots.

Paradiso Wormhole Fleet 17


Layers of armour are grown over the surfaces in in hard tech and biological componentry. Crew
intersecting patterns, to create a strong woven quarters and living areas are traditionally closer to
armour. All ports, hatches, and doorways are a mix the hull exterior, where rotational force can provide
of both reinforced silicone and organic structures, gravity. Any raw materials required are typically
as are the weapons, which functionally match many mined from small moonlets and asteroids. These
of the weapons used by Tohaa infantry, scaled up are broken down by in situ factories, which can
to inflict damage on a capital scale. Openings and demolish a large asteroid surprisingly quickly with
doorways are capable of sealing themselves if the raw materials and elements channelled into
the ship senses the requirement to do so. Weapon the fabrication labs of the ship for future use.
systems can mark, track, and fire independently
of an operator. The biotechnology of the ship Errant Ships are more than a simple naval vessel
supports and extends the capabilities, awareness, though. Schools, universities, entertainment, and
and reactions of the crew, and the capacity for commercial opportunities can be found aplenty
independent action often means the difference in these full Tohaa communities, with many of the
between a missile being destroyed or bursting familial triads on board bringing up Errant children,
through the point defences and wreaking havoc. whose whole life may be spent within their ship.
The biological structure of the ship is capable These generational crewmembers often form the
of both emitting and transmitting pheromones backbone of operations on board, feeling the ship
internally, allowing Tohaa on board to fully as if it were part of their own triad. It is not for
converse in Corahtaa regardless of their physical nothing that the Errant Fleet forms one of the
positions, as well as transmit early warnings, three key components of the Trinomial. They are
signals, and orders from the commanders and even the Tohaa as a nation and people, relocatable and
the ship itself. pushing back the edges of Tohaa space.

Interlaced throughout the biotechnological The crew of an Errant Ship is made up of the
structure of the ship is a complex nervous system foolhardy, those smitten with wanderlust,
that both manages the input coming from its adventurers, career soldiers, obsessed engineers,
myriad of sensors and makes choices about how generational crew, leaders, and ideologues. Those
to react to that stimuli. The memory systems on applying to be accepted as a crewmember of
board are a combination of neuron bundles and an Errant Ship must pass a battery of tests to
hard storage that are interlinked. This means demonstrate the capacity they will add to the
that any and all data input into the system, from crew. A trial period is then spent within the ship,
crew members performing studies, to sensory to prove viability. Like the fact that not all Tohaa
information, to the memories of past experiences, will naturally form triads, so it is with a ship and
are logged and stored throughout the ship, her crew. If the pheromone exchange between
theoretically accessible by anyone from anywhere. ship and prospective crew member indicates they
The security systems on board all Tohaa vessels will not be compatible, a new ship will be trialled
are linked inextricably to the baade (an individual’s (this process may take years), as only a crew that ‘fit’
pheromonal ‘fingerprint’) of the crewmember. This with the ship will be selected to serve on it. It is a
means that the ships memory of a baade is also strange process, and one that not even the Tohaa
linked to the clearance levels and areas of memory bioengineers admit to understanding fully. From
and data that that individual can access. The ‘scent’ the conception of the Errant Ships in the early days
of the commander allows total access, while the of the Colonial Force this aspect of the process has
‘scent’ of a low-level engineer would allow only always been held as something of a rite of passage.
access to the information applicable to that role
and station. The baade is almost impossible to The outcome of each Errant Ship build process
falsify, making the data systems of a Tohaa vessel is unique as each ship also possesses a set of
some of the most secure ever created. Idiosyncrasies in their automated features that is
often described as a personality. Over a lifetime of
An Errant Ship, while each idiosyncratic, is capable service these ships may be altered, or even change
of performing almost any role demanded of a themselves to suit their continued operational
situation. Large arrays of hangar bays hold a experiences. Some ships have a propensity
myriad of small ships that are linked directly to the for aggressive action, others for long range
Errant Ship, extensions of the mothership. They can observation and operation. Some like music and
be operated autonomously or work directly with noise, others quiet. The differences can be noted
a linked pilot. Food and equipment both can be in the shades and colouring of the bioluminescent
manufactured in vast quantities, with ‘green decks’ lighting that fills a ship, and it is notable that the
dedicated to food production and manufacturing either the ship reflects the crew in demeanour, or
labs containing all the necessary requirements to the crews reflect their ship.
fabricate, grow, or print whatever is required both

18 Chapter 2
THE ROLEPLAYING GAME

Each Errant Ship carries a host of smaller vessels, THE ERRANT FLEETS – A
assault craft and armoured transports, which CHANGING ROLE
may be autonomously piloted by the Errant Ship
or operated by a dedicated pilot whose sense- While each Errant Ship is a massive vessel
perception is fed data directly from the vessel’s independently capable of launching an invasion’s
arrays. The relationship between pilot and vessel, beachhead, spearheading a planet’s defence, or
as with the Errant Ship itself, is often described by initiating the Exaltation process on its own, it is
outsiders in slave-master terms, a language that rare for an Errant Ship to operate independently. In
suits hard tech perhaps, but not the biotechnology the early days of the Colonial Force, it was more
of the Tohaa. The relationship is symbiotic, with the common for individual ships to strike out on their
pilot and vessel both providing the insight, skill, own. The zeitgeist of the era was bubbling with
daring, and intelligence required, and as with any the excitement of exploration and discovery, driven
gestalt, the sum is better than the component parts. by the ideological headiness that came with their
status as a Herald race. Their mission was not
A crew on board an Errant Ship often serve their divine, it was not preordained destiny, but it was
entire career with the same ship, and the damage just and reasoned. Heralds brought forth eyes that
and loss of a ship can be as painful as the loss of could examine and study the universe around them.
a member from the familial triad. For crew lost in They help the universe come to know itself and
either combat or due to illness or age, their organic pass that knowledge on to become a part of the
material is often reused to provide material for the great work of the T’zechi Digesters.
ship itself. For the Tohaa, a ship’s crew is distinctive,
a part of the pheromones released by an individual Even as each ship struck out on its own journey of
is marked by a distinctive signature of the baade exploration, it was usual for three ships to work
of the ship on which they serve. So, a Tohaa from together to chart an area of space. These three
a specific ship might be noticed as being so by would gather together on a regular basis and share
their scent alone. This unification through scent the work they had done and the things they had
is a biological tendency for the Tohaa, extended learned. Even though the Tohaa were powerful,
through the vast biotech constructs of the Errant the unlikely loss of an Errant Ship that had been
Ships themselves. Each ship and crew represents, exploring for a decade could mean the loss of
therefore, more than just a vessel and its operators, significant progress, discovery, and learning. These
but a vast singular community, a biologically meetings could last a month or more before the
interwoven nation state capable to extending the ships separated again, exploring, and influencing
Tohaa in space and carrying forward its glorious the next portion of the galaxy.
mission of exploration, discovery, and Exaltation.
War was common enough, for Seeker races
outnumber the Heralds. Not all races welcome
or are thankful for Exaltation, but the Fenrig
Imperative shook the Tohaa, and most of the Errant
Fleet was recalled for service in this struggle. The
Fenrig Imperative redefined the Tohaa military
structure. The quaint, ideologically driven Colonial
Forces were slowly developed into a New Model
Army of the Tohaa Trinomial.

Conflict with the Evolved Intelligence had a


broader impact. When the Tohaa realised they
were embroiled in a war for their very survival
against an enemy the likes of which they had
never encountered before, the adventuresome
expansionism of past days faded. As the conflict
wore on, the drive to find new grounds and new
systems morphed into an ongoing struggle to
maintain what they held.

The Combined Army is an implacable, calculating,


and relentless foe. The Tohaa have fought
tirelessly and capably, perhaps more-so than
any other race the Evolved Intelligence has
encountered, but the cost has been significant.

Paradiso Wormhole Fleet 19


The Tohaa learned to operate in offensive and Intermediate Blockade in ferreting out stealth
defensive layers, as the Combined Army rarely ever craft, crippling them and leaving the remains for
relented on the first assault, and the Tohaa fleet other ships to deal with. The Noore Kiinote Tael
changed in response. Errant Ships came to operate (Kiinote-2) is in constant contact with the Kiiu
in dedicated triads, ships that suit one another Kiinote Gael (Kiinote-1) flagship in their efforts to
had always had a propensity to work together, maintain the Tohaa ‘face’ for humanity.
and these bonds were strengthened and made
standard operational procedure during the war The Teeqa Kiinote Wael (Kiinote-3) is nominally
with the EI. Each ship in a triad tends to fulfil a role, assigned to support the defences of the Daedalus
the offence, the reinforcement, and the support. Gate, but as the damage it sustained during the
Working together, they are capable of bringing to attack on the EveningStar orbital has never truly
bear significantly more impact in a battle for a healed, it must make regular visits to Maante
much longer period of time. Their myriad of small Sael. So bad was the damage to Kiinote-3 that
craft, using either symbiotically linked pilots or it was unavailable during the recent attack on
autonomously controlled by their mothership, work the Daedalus Gate. Kiinote-1 instead mobilised
seamlessly together with the larger vessels to to support the defences. It is only recently that
screen, protect and provide offensive capability to Tohaa bioengineers have confirmed that the ship
the triad. Fighters, bombers, boarding parties and will be able to breed again. The Teeqa Kiinote
fire-ships, supported by heavy concentrated fire, all Wael (Kiinote-3) is itself in position around the
play a key role in the multifaceted offence engaged Daedalus Gate, overseeing construction of the
in by a Tohaa triad of Errant Ships. Small craft also defensive network.
fall back in defence, screening larger vessels with
point defence, extending the scanning ranges The Errant Triad is not completely alone in the
along a broad range of bands, and taking out Human Sphere. Each of the Kiinote vessels is
enemy boarding ships before they have a chance to reinforced by a smaller cruiser called a Toomaro.
disgorge their soldiers. On a number of occasions, Sometimes these cruisers are the younger
the Combined Army has allowed boarding ships to biological clones of the Errant Ship it’s assigned to.
make contact under the assumption their Morats Occasionally one of these ships is left in position
would make short work of the incoming Tohaa, only for longer periods than the ship it supports, but
to realise too late that the dozen small engines even these smaller vessels are disinclined to
on the Combined ship hull were now preventing garrison duties and must be rotated frequently.
it from moving out of the path of a concentrated Toomaros have close to equal firepower with an
Tohaa firing solution. The Tohaa are nothing if not Errant Ship but are orders of magnitude smaller.
cunning, hard to pre-empt and inventive.
With repairs to the Daedalus Gate nearing
THE ERRANT FLEET IN completion, additional Tohaa forces are positioned
NOT WHAT IT SEEMS PARADISO close to the gate. Further out is a deep network
For some time, rumours have of defensive platforms arranged in an excavated
swirled of a secretive cabal The Paradiso system is guarded by a single dodecahedron pattern. Further still is a large
that operates behind the Tohaa Errant Triad, the Kiinote Triad. This triad seldom array of probes, sensors, and beacons that form a
Trinomial like puppet masters. congregates, with each vessel afforded a role at sensory network with the capacity to monitor all
All official channels regard the different locations within the system. While the traffic in the Paradiso system. Carefully positioned
topic as the laughable diet of Kiinote Triad is not running at peak efficiency due and utilising minimal thrust to maintain the
conspiracy nuts. But, however to damage sustained during the attack on the formation, the network of platforms around the
hard the Trinomial have worked EveningStar, few could criticise the effort for three Daedalus Gate has wide fields of overlapping fire
to debunk these rumours, they capital ships working across an entire solar system. that ensure anything coming toward the gate is
always manage to flare up well marked, and capable of being fired upon in
again. Commander Guurun The flagship of the Triad is Kiitu Kiinote Gael fusillade. The overall effect is a defence in depth,
Diiror of the Kiitu Kiinote Gael, (Kiinote-1). Kiinote-1 is often seen in high orbit with any approaching assault staggering through
lead ship of the Kiinote Triad of above Sálvora Island, offloading diplomats and multiple layers of defensive platforms and under
Errant Ships, is a name some- troops to the planet surface or visiting the Tohaa heavy fire. The Errant Ship and its support vessels
times associated with these shipyards on Nirvana, Maante Sael. When not act as cavalry to harry forces from their flank. While
rumours. The Kiinote Triad involved in such activities, it assists the orbital human navel commanders were in awe that the
were the first to make contact blockade, adding valuable sensors and firepower to Tohaa were able to build such a ferocious defensive
with humanity, and many have the war effort. network quickly, many of the platforms were
suggested their presence in the pre-built and transported from construction yards
Paradiso system predates hu- During periods of high turbulence, Noore Kiinote throughout Tohaa space into the Paradiso system
manity’s discovery of the Tohaa Tael (Kiinote-2) stands guard in close position in the event the Combined Army ever managed to
or the planet Paradiso. at the Acheron Gate. When not required at the force a significant breach of the Acheron Blockade.
gate, it acts as a sweeper, aggressively aiding the

20 Chapter 2
THE ROLEPLAYING GAME

The Kiinote Triad has served there since the encountered another race, which like themselves,
beginning. The commander of the Kiitu Kiinote could be described as Heralds. If the EI, a Seeker
Gael, Guurun Diiror, was the first Tohaa commander of seemingly insatiable appetite, should destroy
to make contact with the human forces and the Tohaa, then what of their legacy? What of the
along with Tohaa ambassador, Maara Seegur, was legacy of the Digesters? Whatever knowledge and
instrumental in seeing the Tohaa Contact Treaty memories the Digesters have compiled over the
signed by both races. millennia will be bled from them drop by drop till
they too are nothing but a fading memory.
On the surface, the Tohaa Contact Treaty asserts
that the two species are allied in a war against A TURBULENT ALLIANCE
a common enemy. In truth, the Tohaa are happy
for the distraction humanity has provided to the In 66NC, the Tohaa Ambassador Maara Seegur,
aggression of the Combined Army. The Errant along with Commander Diiror, made official contact
Triad in Paradiso is not simply there to ensure the with the Human Sphere, and signed the Tohaa
Combined cannot break out of their beachhead, Contact Treaty with representatives of O-12 and
they are there to ensure the Daedalus wormhole officials representing the major powers. Shortly
will be collapsed if the Combined Army breaks after the treaty was signed, the ceremony came
through the Acheron Blockade. under attack from the Combined Army, an attack
which nearly cost the life of Maara Seegur, led to
On the Tohaa side of the Daedalus Gate another the destruction of the EveningStar orbital, and
Errant Triad holds constant position, with further damaged the Teeqa Kiinote Wael Errant Ship.
defensive platforms positioned away from the Despite the shaky beginning, the treaty stood,
gate. The fleet here is the last line of defence and Tohaa forces were soon deployed in support
should anything manage to break through, and of those of the Human Sphere on the surface
communication with the Kiinote Triad in the of Paradiso, helping blunt the onslaught of the
Paradiso system is constant. If the Daedalus Gate Combined Army and eventually pin them along the
were ever to come under serious attack, the Tohaa lengthy borders in Norstralia and Septentria after
on either side of the gate would simultaneously the great push of the Second Offensive.
detonate devices at both ends of the wormhole,
collapsing it. The outpouring of energy from both Despite the glowing propaganda surrounding the
sides would be devastating to the systems to which Contact Treaty, and the undeniable boost to morale
they lead, but this has been deemed a small price and capability in the war effort provided by the
to pay in order to ensure the Evolved Intelligence Tohaa presence, there is a growing unease within
does not have greater access to Tohaa space. the Human Sphere regarding their ally. The Tohaa
have an assumed arrogance about them and often
While many within the Trinomial are sincere in their do not feel they need to debate their stance in the
intention to support humanity in the war against face of disagreement or explain their reasoning.
the Evolved Intelligence, there are also many That they have decided a thing is, to them, enough
who view humanity as a source of much needed of an explanation and should suffice as adequate
respite. Because the EI obsessed with breaking evidence in the requirement of it. As a species that
through on Paradiso and making further inroads have made contact with a wide range of other
into the Human Sphere, the enemy’s attention on alien civilisations, as a species that have actively
Tohaa space is reduced, and the war effort that brought civilisation from primitive life, and most
the Tohaa have maintained with intensity for so importantly as far as Paradiso is concerned, as a
long has slackened, allowing them some breathing species that have fought the Combined Army for
space. Those within the Trinomial who support centuries, the Tohaa have experience. They carry
this view see the Tohaa involvement in Paradiso with them the assumption that they are correct
as a method of insurance, insurance that humanity in whatever they have decided; any disagreement
won’t needlessly cave to the demands of the EI, and is little more than an annoyance. They are master
insurance that the EI will continue to increase its negotiators, used to twisting and manipulating
commitment to the war against humanity. words and meanings and dealing with a wide range
of alien civilisations. Although courteous and polite
It is not wanton cruelty that drives some members in their mannerisms and language, many who have
of the Tohaa to push for an all-out war between had direct dealings with them understand that
the Combined Army and the forces of the Human every agreement or promise, every deal or plan,
Sphere. It is simple pragmatism. In all of the hides a double edge. Within the diplomatic and
experience with nascent civilisations the Tohaa intelligence communities of the Human Sphere
have had in their years, first as the Colonial that have dealt with the Tohaa, the unanimous
Force and later as the Trinomial, they have never feeling is that the Tohaa cannot be trusted.

Paradiso Wormhole Fleet 21


Files maintained by the Hexahedron and Bureau propagandists of Yu Jing. Within intelligence circles,
Noir demonstrate multiple instances of Tohaa the sudden change of direction by the Tohaa has
soldiers firing on soldiers of the Human Sphere, arrived at the same time as reports out of Dawn
killing agents in the field and blatantly failing to indicating a Combined Army beachhead being
uphold agreements in regard to troop movements, formed on that planet. How the Combined forces
support, operational jurisdiction, and many other managed to slip through the Paradiso system and
instances that could be described as outright the Daybreak Blockade to Dawn, threading the
betrayal. So far, these files have been kept a network of Tohaa sensor arrays extending from
secret, and Bureau Noir have initiated a number the Daedalus Gate, is a suspicious coincidence that
of missions to retrieve Warcor footage of similar brings some uncomfortable possibilities to the fore.
events to prevent them hitting circulation on either Whatever the truth, the fact remains that political
Maya or Arachne. The value the Tohaa provide tensions within the Human Sphere are at an
in the war effort far outweighs the significance all-time high, and all-out war seems only a stone-
of these events — so far. Maintaining the façade throw away. The glowing alliance with the Tohaa
of a powerful alliance between true friends has has been tarnished, and where questions about the
also proven a significant factor in the upkeep of intentions of the Tohaa were previously held mainly
morale. On the few occasions where Tohaa officers in the board rooms and operations centres of the
or diplomats have been questioned in relation to top power brokers, they are now openly discussed
specific incidents, the response usually involves and analysed on Maya and Arachne. Some believe
something about Shasvastii infiltrators, and if that greater unity and integration between the
pressed conversations have a tendency to lead back Tohaa and humanity is a gift that will bear glorious
to the EveningStar orbital attack. The façade is kept fruit. Others wonder why access between the
up, O-12 and the other powers in the Sphere grin two allies is all one-way. A new era has broken.
and bear it, but nonetheless Bureau Noir and the The Tohaa support for the Japanese Uprising has
Hexahedron continue to update their files, hoping reverberated throughout the Human Sphere, and
that some pattern or glimpse at a deeper Tohaa unease is rife.
intention regarding the Combined Army, the Human
Sphere, or Paradiso may be eventually uncovered. SHIPS OF THE ERRANT
FLEET
With the Japanese Uprising, a new shift in the
relationship between the Tohaa and humanity has Below is a rough guide to some of the more
shaken the Human Sphere. Secret negotiations common ships types found within an Errant Fleet.
between Maara Seegur and Mr. Kiyotaki gave the It should be remembered that individual ships vary
Tohaa official access to the systems holding a slightly, and any description or stat is a broad guide.
Japanese presence, access not directly observable As a general rule, the Errant Ship should be thought
or easy to monitor for O-12 or the other nations of both as a massive capital ship and a mobile city.
of the Human Sphere. The question over why the The smaller ships belonging to the Errant Ship
Tohaa have chosen to provide support to Japan will all reflect some of the same characteristics,
looms unanswered and dominates the thinking of a and these are referred to as ‘Idiosyncrasies’ (see
great number of the Human Sphere’s power brokers. below). In addition to the normal ship stats, each
The Tohaa, for their part, have pleaded the same ship will also have a Competencies rating. (See
reasoning that led O-12 to recognise Japan — that Infinity: Gamemaster’s Guide for complete rules for
people have a right to self-governance — but it spaceships.)
is an argument that rings hollow. Greater access
to the Human Sphere is the obvious play, and IDIOSYNCRASIES
with Japanese territories in almost every system If a GM plans on running a game with Tohaa
of the Human Sphere, the Tohaa have found their ships or characters, they should first consider the
politically expedient solution. It is the why that has specific Errant Ship to which the PCs will belong.
many worried. Previously, Tohaa representatives, Each Errant Ship will have an Idiosyncrasy that
diplomats, or operatives moving into the Human reflects both its own operational preferences and
Sphere did so under the auspices of O-12 and were its operational experiences. These Idiosyncrasies
noted and monitored as required. That process has are represented by broad key words, and the
been suborned completely, and the Tohaa, by the Idiosyncrasy of the Errant Ship will be the
laws of O-12 itself, have free and unmonitored Idiosyncrasy for all the smaller ships that belong
access to a majority of human-held space. to that Errant Ship. A list of common Idiosyncrasies
is below and is not meant to be exhaustive. The
The most paranoid in the Human Sphere believe GM should feel free to add their own or do so in
the Tohaa intention is to sow disunity and consultation with the players.
conflict, a point of view championed loudly by the

22 Chapter 2
THE ROLEPLAYING GAME

Competency points for


AGGRESSION COMPETENCIES skills are applied in
This Errant Ship may have served in the Fenrig Every Tohaa vessel, from the vast Errant Ships to the same way that skill
Imperative and certainly in the war against the the smaller fighters, contains a nervous system that points are applied to a
Combined Army. It favours aggressive tactics, high- is both biological and technological. The on-board geist during character
powered weaponry, and decisive action. computer systems are, in essence, partially alive. creation (see Infinity
As such, they are capable of learning from their Corebook, p. 73).
PROTECTION experiences and work in symbiosis with the
This Errant Ship may have served in the Fenrig pilot and crew. Every Tohaa ship has a number of Competencies may be
Imperative and certainly in the war against Competency ratings. Mechanically, these should used in-game in the
the Combined Army. It favours defensive action, be treated in the same way and following the same fashion a character
protecting other ships, platforms, stations, same rules governing a character geist. In this from the Human Sphere
and planets. application, they represent the ‘intelligence’ or might use a geist. They
Competency of the vessel itself. are available only when
EXPLORATION the PC has direct access
This Errant Ship, if old, will have served as a part The Competencies of a ship may only be accessed to or communication
of the Colonial Force, or if new, on the frontiers or used by the characters if they are a member with the ship itself.
of Tohaa space away from conflict. It favours of the ship’s crew, and if they have clearance
exploration, the experience of going to new places, (for example, the appropriate rank and position)
of charting new systems and new planets. This is to do so. When utilising Competency points the
especially true if it is somewhere no other Errant GM and players should be careful to use them
Ship has visited. appropriately, providing Attribute and Skill points
that are relevant both to the role of the ship
SCIENCE (fighter, transport, exploratory vessel, etc), or the
This Errant Ship contains extensive fabrication labs Idiosyncrasy of the Errant Ship to which it belongs.
and science and biotechnology facilities. It favours
research, the study of phenomena both large and Competency points are provided for Attributes and
small, and engineering. for Skills. For Attributes, the first number represents
the base rating for each Attribute, and the second
CULTURE number represents the number of Attributes that
This Errant Ship favours arts and culture. The may be increased by 1 point. For example, 4/2
interior is likely a vibrant place full of music and would mean that all the Attributes for the vessel
noise. It loves both Tohaa culture and learning the are 4, and the player or GM may increase two of the
stories and art forms of other species. Attributes by 1 each.

XENOBIOLOGY
This Errant Ship has likely served in contact
with a number of new species. The study of the
biology of new flora and fauna, from the simple
to complex can only add to the Tohaa mastery of
bioengineering.

EXALTATION
This Errant Ship was likely created during the
Colonial Force era and has been involved in the
Exaltation process before. The capacity to bring
intelligence from mere potential is a greatest
gift a species like the Tohaa can offer. This ship
likely contains a great many small populations
of species the Tohaa have Exalted. The discovery
of potential species for Exaltation is vital to the
ongoing mission of the Tohaa.

The Idiosyncrasy of an Errant Ship is important.


These serve mechanically as Traits, which may be
triggered by either the GM or the players as per
the normal rules for Traits (see Infinity Corebook, p.
35). The Idiosyncrasy of an Errant Ship applies at
all the ships that belong to it. All smaller vessels
belong to an Errant Ship.

Paradiso Wormhole Fleet 23


ERRANT SHIP SUPPORT CRUISER
SHIP STATS (GAAIL DEEBA) (TOOMARO)
The Tohaa employ a wide Gaail Deeba, better known as Errant Ships, Just as Triads are exist amongst Tohaa, so too
range of ships in their Errant are the mainstay of the Tohaa military and an are Errant Ships supported in trinaries. While
Fleets and for civilian duties. integral component of the New Model Army of three Errant Ships would be overkill in the
All the ships described here the Tohaa Trinomial. Massive ships that are as extreme it is often advantageous to support
have the capacity to traverse much living cities as they are warships, they the Errant Ship with a Support Cruiser. For all
the gates. No listing is made in project the might of the Tohaa nation in space. intents and purposes, a Toomaro can stand in
the ship type indicating this; it for an Errant Ship in combat, though its crew
is assumed. is an order of magnitude smaller. Where the
Errant Ship is a city, the cruiser is more akin to
an army base.

ATTRIBUTES ATTRIBUTES
Class 8 Engines 14 Class 6 Engines 14
Agile, Agile,
Type Passenger, Network 16 Type Passenger, Network 12
Warship Warship
Construction 18 Sensors 14 Construction 16 Sensors 13
COMBAT COMBAT
Combat 8 Navigation 8 Combat 8 Navigation 6
Thrust 7 Impact 6+8§ Thrust 7 Impact 6+7§
Technical 8 Endurance 16 Technical 7 Endurance 15
DEFENCES DEFENCES
Armour 20 Security 4 Armour 19 Security 4
Hull Integrity 200 Firewall 16 Hull Integrity 150 Firewall 16
COMPETENCY COMPETENCY
Attribute 6/2 Skill 6 Attribute 6/2 Skill 6

ARMAMENT: ARMAMENT:

2x Main Cannon: Mass Driver, Class 6, Range 5, Burst 2x Main Cannon: Mass Driver, Class 6, Range 5, Burst
1, Damage 6+ 12 §, Front Arc, Piercing 3, Precise 2, 1, Damage 6+ 12 §, Front Arc, Piercing 3, Precise 2,
Vicious 2, 8 Reloads each Vicious 2, 8 Reloads each

2x Missile Battery: Missile, Class 2, Damage 4+ 8 §, 2x Missile Battery: Missile, Class 2, Damage 4+ 8 §,
Area 0, Piercing 2, Vicious 1, 4 Reloads each Area 0, Piercing 2, Vicious 1, 4 Reloads each

2x Missile Battery: Missile, Class 2, Damage 4+ 8 §, 2x Missile Battery: Missile, Class 2, Damage 4+ 8 §,
Area 0, Piercing 2, Vicious 1, 4 Reloads each Area 0, Piercing 2, Vicious 1, 4 Reloads each

2x Missile Battery: Missile, Class 2, Damage 4+ 8 §, 2x Missile Battery: Missile, Class 2, Damage 4+ 8 §,
Area 0, Piercing 2, Vicious 1, 4 Reloads each Area 0, Piercing 2, Vicious 1, 4 Reloads each

2x Missile Battery: Missile, Class 2, Damage 4+ 8 §, 4x Defensive Battery: Point Defence, Class 1, Range 1,
Area 0, Piercing 2, Vicious 1, 4 Reloads each Burst 4, Damage 2 +5 §, Salvo 1 (Area 0), Piercing 2,
6 Reloads each
6x Defensive Battery: Point Defence, Class 1, Range 1,
Burst 4, Damage 2 +5 §, Salvo 1 (Area 0), Piercing 2,
6 Reloads each

24 Chapter 2
THE ROLEPLAYING GAME

RAALO TEEMLO (GUNBOAT/ PAALON (FREIGHTER/


(FIGHTER/INTERCEPTOR) ARMOURED TRANSPORT) TRANSPORT)
Like all Tohaa vessels, the Raalo is The Teemlo is a heavier construction The Paloo is the most common type
capable of being modified quickly that the Raalo and is either heavily of civilian ship and sees wide service
to respond to a range of operational armed or fitted to carry troops between throughout Tohaa territories. These
requirements. Quick, manoeuvrable, and the Errant Ship and a planetary surface ships are built around a common and
deadly, the Raalo traditionally operate sturdy framework but vary significantly
in triads. in finished look, style, and patterning.

ATTRIBUTES ATTRIBUTES ATTRIBUTES


Class 0 Engines 14 Class 1 Engines 10 Class 0 Engines 10
Agile, Cargo
Agile,
Anti-Matter Type Network 12 Ship,
Type Network 12 Warship Type Network 12
Drive, Passenger
Warship Ship
Construction 13 Sensors 10
Construction 6 Sensors 10 Construction 10 Sensors 6
COMBAT COMBAT COMBAT
Combat 4 Navigation 2 Combat 4 Navigation 2 Combat 0 Navigation 2

Thrust 6 Impact 2§ 1+6 Thrust 5 Impact 5§


Thrust 5 Impact
§
Technical 2 Endurance 6 Technical 2 Endurance 13 Technical 3 Endurance 8
DEFENCES DEFENCES DEFENCES
Armour 4 Security 2 Armour 8 Security 2 Armour 4 Security 3
Hull Integrity 4 Firewall 12 Hull Integrity 13 Firewall 12 Hull Integrity 7 Firewall 12
COMPETENCY COMPETENCY COMPETENCY
Attribute 4/2 Skill 4 Attribute 4/2 Skill 4 Attribute 4/2 Skill 4

ARMAMENT: ARMAMENT: ARMAMENT:

Main Cannon: Mass Driver, Class 0, Range 0, Burst 3, 2x Main Cannon: Mass Driver, Class 1, Range 0, The Paalon is occasionally fitted with a small
Damage 2+ 4 §, Front Arc, Precise 1, 6 Reloads Burst 3, Damage 2+ 4 §, Front Arc, Precise 1, 6 main cannon, which typically reflects the follow-
Reloads each ing statistics:
Defensive Guns: Point Defence, Class 0, Range 0,
Burst 3, Damage 1 +4 §, Salvo 1 (Piercing 1), 6 Bombardment Gun: Munition, Class 1, Range Main Cannon: Mass Driver, Class 0, Range 0,
Reloads 1, Burst 2, Damage 3 +7 §, Area 0, Precise 1, 6 Burst 2, Damage 2+ 4 §, Front Arc, 2 Reloads
Reloads
Note: The Raalo is often modified to fulfil a heavier Note: The Paalon can carry around 40 passen-
duty role. If this is the case up to 2 points may 2x Defensive Guns: Point Defence, Class 0, Range gers if it is fitted to carry only passengers, or the
be reallocated from Engines to Armour or Hull 0, Burst 3, Damage 1 +5 §, Salvo 1 ( Piercing 1), equivalent of 2 standard shipping containers if
Integrity. In addition, the range of the Main Cannon 6 Reloads each it is fitted to carry only cargo. Most intra-system
is increased to 1, and the damage to 2 +5 §. Paalon are fitted to carry a mix of both, which is
Note: The Teemlo is often utilised as an ar- between 10-20 passengers and 1-1.5 shipping
moured transport. If this is the case it loses one containers (equivalent).
of the Main Cannons and gains the Passenger
ship type. It may also be fitted to carry cargo in CIVILIAN SHIPS
place of passengers. Not often seen beyond Tohaa
territories, there are a wide range
of civilian vessels employed by
the Tohaa for passenger transport,
freight, and pleasure. If the ship is
a civilian vessel, it will not have
an Idiosyncrasy. Police and security
ships will have a stat line similar to
the Raalo.

Paradiso Wormhole Fleet 25


CHAPTER 3

TOHAA HOMEWORLDS

The race to the stars of the Tohaa was fuelled by In contemporary times, Togaanu is partially empty
their natural curiosity and desire to explore. At the due heavy seismological activity that forced the
time of meeting the forces of the Fenrig, the Tohaa authorities to evacuate more than a half of the
already controlled a plethora of worlds in their entire population. It was exactly that crisis that
galactic sector, some inhabited by their Colonists, forced the Unification of the Tohaa and forged the
some belonging to the Exalted. After the war with different local and regional authorities into one
the Fenrig Imperative, the Tohaa continued their global government. All the inhabitants of Togaanu
expansion, albeit at a slower pace, because they are now living in several big megalopolis, with
were rebuilding their war-ravaged space. Taalaria being the capital established after the
formation of the new government.
Today, their expansion has come to a halt compared
it to the days before the war. Being in a state of The capital of both the system and the entire
constant conflict means that those precious few Trinomial is located here, as well.
resources that can be spent on exploration and
charting programmes are usually re-purposed for Taalaria is a wondrous marvel of jutting spires
something else that is considered more pressing. and bold curves, where sprawling wildlife
The Tohaa are no longer expanding — quite the blends seamlessly with high technology. It is a
contrary, actually — their efforts are spent on trying place proving that it is possible to be one with
to hold on to what they have. With varied results… nature without harnessing it and is probably the
reason why most Tohaa are appalled by human
This chapter describes some of the planets and settlements.
systems in Tohaa dominion including worlds lost to
the Combined Army and other points of interest in Being able to work and live in the capital, which is
Tohaa space. home to millions of Tohaa, is a great honour. The
Colonials, however, visit Taalaria, and even Runohaa,
RUNOHAA only a few times in their lives, if that. Usually at the
end of their education period, they go on a bonding
As is always the case, a listing of controlled journey with their social Triad partners, and an
territories should start with the most important entire infrastructure exists to support this variety of
one, the crown jewel of Tohaa systems, the domestic tourism. The city’s public transport system
capital. Runohaa. is robust and very effective, allowing for easy
manoeuvring between the many points of interests
Runohaa is the only habitable planet of a star located within. Highlights of the city include:
system bearing the same name. It is roughly the
size of old Earth, with three main continents, MODERN COMMUNAL MUSEUM
Togaanu, Tehaanu, and Luutena. Due to the The first and recently revamped public museum
proximity of the planet to the system’s star — which of Taalaria is home to the greatest wonders of
is somewhat smaller than Sol, so the heat is culture both Tohaa and Colonial, including a set
bearable — the climate is lush and warm, but there of preserved voorne worn by the first Holdaan
is a higher-than-average amount of background Honourguard and beautiful yotuu – a blend
solar radiation. That, in turn, influenced the way the between sound (any other race would consider
species inhabiting Runohaa actually communicate. that music) and sculpture. A yotuu cannot be
The need for a thicker and more resistant skin described and experienced by someone without
stunted the Tohaa’s auditory system, and they boost a baade, but it is said to be an assault on one’s
their auditory systems with biomodification if they senses, a palpable interaction with the very fabric
want to communicate with other species. of the world.

Out of the three main continents, the biggest and THE UNIFICATION MONUMENT
most important is definitely Togaanu. Togaanu, the Before the Tohaa race formed a cohesive entity
first home of Neebab Numerologists, is where the known today as the Trinomial, it was divided into
entire Tohaa civilisation as we know it was shaped several great empires and ancient kingdoms many
and formed. hundreds of years ago. However, as it was proven

26 Chapter 3
THE ROLEPLAYING GAME

time and time again, the curiosity of scientists is AGREDA


exceedingly difficult to sate. In this case, meddling
with the natural processes that governed the Agreda was one of the most successful and
planet led to multiple earthquakes on a grand advanced colonies that the Tohaa had to their
scale, never before or after seen on Runohaa. name. Key word being ‘had’. Agreda was not the
Evacuation of the population of the planet’s first world lost to the Combined Army, but it is
biggest continent proved too much for a single definitely the one whose loss stung the most. If
government to handle. This is when the different Runohaa is the capital of Tohaa space, then Agreda
Tohaa governments of old approached each other could definitely have been considered the capital
and worked out a consensus, which is understood of the Colonial Territories. One of the first planets
by contemporary researchers to have kickstarted to be colonised, Agreda was in many ways more
the Unification. The Unification monument stands advanced than even Runohaa. Its climate was as
tall at seventy feet and is a solemn reminder to agreeable to the Tohaa as that of their homeworld,
those who will come after that there is a cost to a negligible number of native predators and was
what it means to be Tohaa. generally a good place to retire to. It was a pristine
world when the Tohaa encountered it, and they only
COLONIAL EXPLORATION improved upon what they encountered in nature.
ACADEMY HQ Being the capital of the Colonial Territories, Agreda
Also, called the Higher Academy of Diplomatic was home not only to the Tohaa, but also to the
Studies, CEAHQ is the foremost public university Exalted, who were comprised mostly of the Chaksa.
of Taalaria. After the Unification of Runohaa, the
Tohaa have set their eyes on different prizes. Firsts The loss of Agreda hurt the Tohaa much, as Agreda
contacts with other sapient species have proven was not only a cultural and industrial centre,
unreliable at best. The Tohaa were shocked that but also a place where the Tohaa were working
auditory communication was favoured by other on uncovering the secrets of those who came
species and that their DNA quirk and reliance on before. The name Agreda is not a name that the
pheromonic language was an odd exception, not Tohaa have given the planet – they learned it
the rule. Shrugging off the first failed contacts with by investigating the ancient ruins of a vanished
the Badaja people of the inhospitable Badajah, civilisation, native to Agreda. Even despite years
the Tohaa quickly recognised that their budding of research, Tohaa scientists were split on what
Colonial force required trained professionals rather exactly happened to the original Agredans, how
than simple good-willing amateurs. Therefore, the they disappeared, and where they went. After
Colonial Exploration Academy was established, and the planet’s loss to the Combined Army, those
ever since it has provided competent recruits to the deliberations were put on an indefinite hold. FAKE NEWS
Errant Fleet and the Colonial Worlds Authority. In its relentless pursuit to
The authorities at Agreda have officially incorporate the Tohaa into
BIREETA CITY MILITARY ACADEMY surrendered the world and the entire Colonies to the Evolved Intelligence, the
Technically speaking, Bireeta City is a separate the Onyx Contact Force, after having experienced EI employed misinformation
township on what used to be the outskirts of the effective brutality of its Umbra Legates. As you as one of its newest weapons.
Taalaria, and the Academy is located in the western may expect, not everyone took it lightly, Trinomial Routing from unknown nodes,
part of the city’s Central District. For contemporary government included, and a civil war broke out, the Tohaa intranet is flooded
Tohaa, the Academy is arguably the most important with the rebels eventually gaining the upper hand. with images of Neema Saatar,
place in all of Taalaria, where new recruits are The Trinomial, engaged on other fronts, could not the icon of the entire Tohaa
taught to not only rely on the strength of arms but commit fully to Agreda, and before they realised civilisation, engaged in violent
also to use their inquisitive minds. The Academy the gravity of the situation, the planet was turned purges of Sygmaa, supposed-
boasts a grand library with all the knowledge into a fortress by the Combined Army and its new ly in revenge for the loss of
gleaned and learned throughout the many years masters. Today, Agreda serves as the main seat of a her original home. An official
of conflict and searching for other Heralds, neatly government competitive to the Trinomial. You could investigation confirmed that
catalogued and stacked in rows upon rows of say that the Agredians were the first real Sygmaa Saatar was nowhere near the
holodiscs, auditory logs, and even physical books. to join the Evolved Intelligence in its quest toward destroyed towns at the time of
The two most important graduates of the Academy Transcendence. the events. However, your job is
are probably Neema Saatar and Colonel Noovan, to provide the unofficial leg of
who both epitomise the traits and values that What made the situation even more remarkable the investigation – find where
the Academy tries to teach –virtue, cleverness, was that the local Chaksa have unanimously those fake news broadcasts are
and loyalty. followed their Agredian mentors, with no Chaksa coming from and shut them
siding with the loyalists. What eventually happened down, by any means necessary.
First reports are saying that the
these Exalted is unknown, but they are currently
original broadcast came from
nowhere to be found.
somewhere within the Agreda
system.

TOHAA HOMEWORLDS 27
ROMAANTI ceded to the Trinomial as part of the peace process
between the two peoples. The Evolved Intelligence
A hot jungle planet, Romaanti was nonetheless came to Caaral recently, and the fight for the
a nestling hub of cultural and trade activity in planet is still raging on. Tohaa Trident’s regiments
the Colonial Territories. Although dwarfed by its from the nearby Romaanti and Agreda are at the
bigger cousins Ceenle and Dameega, Romaanti moment embroiled in a war of attrition in the
nonetheless had a decent representation of Tohaa planet’s many urban centres. Tohaa High Command
MegaCorps and institutions — it was a frontier is now considering complete evacuation of Caaral,
world, after all, one which would have launched as the planetary capital has fallen into the hands
further expeditions in more peaceful times. The of the enemy. No order has been given yet; there is
Combined Army conquered the planet on its march hope of one last offensive to turn the tide.
toward Ceenle but left only a small garrison force.
The Tohaa civilians were all evacuated in the CEENLE
early stages of the conflict, and it was here that
ONE MAN’S TERRORIST… the Nikoul regiment was born. Plans are currently Ceenle is a sparsely populated agrarian world and
Ceenle is not under direct under-way to liberate Romaanti with the help was sometimes called the Trinomial’s breadbasket.
threat from the Combined Army, of its original defending Nikoul and the newly Tohaa biomancers have improved upon the planet’s
but strategists believe that established Ladael. natural capabilities by subtle use of terraforming
Sygmaa infiltrators are already technology. It is most famous for being the
highly active on the planet. UTKINO homeworld of the original Kotail, who were
Martial law, including a strict employed by the planetary High Command in swift
curfew, has been introduced, Utkino was a cold, mountainous planet that was hit and run attacks on enemy armoured columns.
but is hurting the planet’s always considered a backwater. The planet was too Currently, the status of the word is considered safe,
production capabilities. Is there dense and too far from its sun to be considered although the Combined Army is now reinforcing
a different way? Is the EI really a suitable candidate for terraforming. Being sent Reivaa with its Sygmaa troops, so a second battle
planning an advance in the next to Utkino, despite its breath-taking vistas and for Ceenle seems to be just a matter of time.
few weeks? stunning serenity, was considered a demotion
among Colonial personnel. Utkino was famous for SAREOTA
the conditioning training conducted in the facilities
on the planet’s poles. Although the loss of the Sareota is a very important planet not because
planet itself was not of too much importance to of the natural riches it contains (mostly resistant
the Trinomial as a whole, military planners have natural rubber), or because of its strategic value (a
already started employing contingencies – there gateway system leading further into Tohaa home
is always room for more training and experience, territories), but because of its historic value. Sareota
and a loss of even a couple of facilities makes the was the location of the great battle between Fenrig
entire war complex considerably less effective. and Tohaa that saw the end of the war between
those two species and opened the way to Tohaa
DAMEEGA dominance in this part of the Milky Way.

Dameega was the third largest Colonial planet Sareota is the home of Gnaasos insect swarms,
controlled by the Tohaa, after Agreda and Reivaa. small, deadly insects that were harnessed by the
Located right in the middle of the Colonial bioscience of the Trinomial to be used in offensive
Territories, Dameega was a very popular tourist weaponry. This is the reason why bioammunition
THE WAR BELOW destination due to its natural caverns filled with is so ubiquitous among Trident forces. Some of the
Although the Trinomial has crystalline wonders, which the primitive people of tech taken from Sareota, such as Swarm Ammo, was
been supporting loyalists hid- Dameega worshipped as idols. Many elderly Tohaa so deadly that it was eventually withdrawn from
den below the planet’s surface, used to retire to Dameega, as well, as the planet active service due to the high number of blue-on-
recently the Dameegian loyal- was considered peaceful and safe. Dameega was blue casualties that it caused.
ists have gone off the grid. Were conquered by the Combined Army, but it is said
they completely eliminated? that a civil war rages on the plant’s surface. It Apart from Gnaasos, Sareota is also home to deadly
Have the natives interfered? Is seems that not all Tohaa have easily adapted the dinosaur-like reptile predators that the Tohaa
it just a gambit aimed at fooling Sygmaa rule. collectively named Nutaeeni, which can be roughly
the enemy? Regardless of the translated as those who walk in the clouds.
real reason, no planner will
commit a greater force before a
CAARAL
Sareota was so important that it has received its
thorough reconnaissance. This small planet located in the Ireeda system is a own numeric designation in Vaarso Battlespeak
relatively new colony. Caaral used to be part of the as Ganataos. Standing for the Glaisher-Kinkelin
dominion of the Shawoke Four Nations and was constant, it has a numerical value of approximately

28 Chapter 3
THE ROLEPLAYING GAME

1.2824271291. In applied and theoretical foremost. The Exaltation programme has been
mathematics, this constant stands for the limit described in detail elsewhere, so suffice to say that
of a sequence, but here, contrary to the Tohaa’s the Chaksa eventually became the most loyal of
down-to-earth nature, it is applied metaphorically. Exalted races. In the early stages of the Tohaa-EI
Sareota literally means the limit where the enemy’s war, Tohaa High Command was looking to use
advance will falter. It is the melting pot where the future Exalted Chaksa as warriors who could fight
Tohaa vengeance brews. alongside their mentors. As the casualties have
continued to mount up, some accused the Tohaa
GARMAATE of using Chaksa as cannon fodder, expendable
troops sent wherever the Tohaa themselves didn’t
Garmaate is by all accounts a dead world now. want to go.
Once, it was a planet full of life, filled with native
lifeforms all observed and evaluated within the Not all Chaksa have been subject to Exaltation,
framework of the Exaltation process. That is, until and even among the different Chaksa, the exact
the Onyx Contact Force sent its representatives to process varies depending on the role, position,
Garmaate creating an event that was to be always and capabilities of the individual receiving the
referred to as the Bereavement of Garmaate. It treatment. Some Chaksa remain unchanged, living
was the first contact between the Tohaa and the their primitive way of life in the wilderness, but
Evolved Intelligence. Suffice to say, the Tohaa there’s less and less of such reserves on Chakarah.
were unprepared for the vicious savagery of their
enemies, and when off-world reinforcements finally Most Chaksa cities, including Chakarah Gael (or
arrives, they found only small clusters of battered Chakarah-1), resemble those of their mentors, with
ground forces, fighting not to win, but to die with subtle differences. Even though the Exaltation
dignity. Tohaa High Command decided to evacuate process does not create feeble-minded slaves, it
those still left alive on the barren planet, and it is naturally instils the Chaksa with an appreciation
said that those who survived Garmaate made the of all things Tohaa, making it only natural for the
first Sakiels. After the EI has wiped life clean of the Exalted to adopt a similar aesthetic style to that of
planet, it left, bent on other conquests. Garmaate their mentors.
stands as a silent witness to history and injustice.
The biggest problem on the path of understanding
LEIVAA of the two cultures was the limited understanding
of the pheromonic language displayed by the
Leivaa is a small planet located in a desolate star Chaksa. However, due to genetic modification
system of the same name. There was nothing of programmes and careful gene selection, each
interest to anyone on Leivaa, so the Tohaa, in a Chaksa that achieves the highest level of Exaltation
process of increasing the cohesion of Colonial possesses a rudimentary ability to understand, if
Territories, infused it with technology corps and not to emit their baade. The Chaksa use normally
innovative start-ups, establishing the planet as a inaudible-to-most-species grunts when speaking
key element in its biotech research network. The with their mentors, making it seem that the
programme also included aggressive terraforming, communication between Chaksa and Tohaa can be
a process which has not yet been completed. achieved through baade only. There are two major THE JOB’S NOT DONE YET
Unfortunately, all of it meant that when Leivaa points of interest on Chakarah. The giant terraforming towers
fell to Sygmaa rebels, the Trinomial government that dot the surface of Leivaa
had to scramble to relocate the scientists and THE MEET are still looming over the
their research off-world. Much knowledge was lost The Chaksa have turned the plains where the Tohaa destroyed environment. With
in that process, and it is said that many secrets have first landed on Chakarah into a museum. It some know-how and a lot of
have been buried forever under the ruins that are contains artefacts from pre-colonial times, archives work, they could be turned on,
now Leivaa. of the early, previously spoken-only, history of the and the halted terraforming
Chaksa people, and the Errant Ship that made process could be restarted. Or
the project could be completely
CHAKARAH planetfall, the Foretold Reunion. If the logical mind
scrapped, and the planet turned
of the Chaksa accepted anything like religion, then
For the first explorers, Chakarah seemed like a The Meet would be its most holy site. into a wasteland, hell on earth
home away from home. Its climate was similar to for a thousand generations. The
that of Runohaa, the flora was mid-sized and non- THE PROVING GROUNDS Evolved Intelligence must sure-
aggressive, and the fauna, including the species In ancient days, there existed a tradition where ly know about this, so why have
that came to be known as Chaksa, looked robust each village would send its best-bred warrior to a they not made any move?
and sturdy. Tohaa scientists, having already learned region-wide Ichaktuur, the glorious earth, where
from their mistakes committed against the Badaja the regional champion for the given year would be
people, set upon eliminating communication decided through a series of non-aggressive martial
barriers to understand the Chaksa, first and contests. The Tohaa have adopted the tradition, and

TOHAA HOMEWORLDS 29
it now serves as the final element of Exaltation, YORUA
where the top of the class engages in ritualised
bouts. A Chaksa’s performance in Ichaktuur at least Yorua is an old Colonial system affected by the
partially decides their future career. Every year the Second Offensive of the Combined Army. Most
visitor’s lodge is filled with regimental commanders civilians have already left the system due to the
and head-hunters, always on the lookout for continued fighting. Old Trident soldiers joke that
entrepreneurial and smart candidates. there must be some kind of a curse put on Yorua,
as it was also one of the first Tohaa systems to be
KOLDIN invaded by the Fenrig Imperative during the Tohaa-
Fenrig war.
Home of the Koldinuk, Koldin is a cold and dark
planet that nonetheless was able to sustain some FAGORE JUMP GATE
sort of life. Unlike the Chaksa, the Koldinuk were
never gifted enough to be considered warrior While not a planet in itself, Fagore Jump Gate is
material. Instead, they serve as bureaucrats and the biggest orbital that the Trinomial possesses.
logistical experts and perform other non-physical Reinforced with heavy gun emplacements dotting
tasks. The story of the Koldinuk was similar to the hull of this space bio-leviathan, Fagore Station
that of their Chaksa brethren. Upon encounter and is defended by rows upon rows of Errant Ships and
evaluation, they were deemed fit enough to receive whole regiments of marine infantry. Those forces
the gift of Exaltation. serve as a quick-reaction force to be deployed
throughout the Colonial Territories in case of an
Because the Koldinuk were encountered by the emergency. Among them is the famous Winds of
Tohaa at a much later stage of space exploration Samaan – the legendary ship that first brought
than the Chaksa, they are not as well integrated news of a new Seeker race, after the distress call
into the Trident as the latter. However, they are from the dying Garmaate eventually reached
becoming a much more common sight on the Trinomial listening posts.
front, especially in the backfield, providing the very
appreciated logistics support. For their part, they
are happy that they can bear a share of the Tohaa’s
burden on their shoulders.

30 Chapter 3
THE ROLEPLAYING GAME

CHAPTER 4

TOHAA SUBFACTIONS TRAITS AND


CHARACTERISTICS
Calculating, ruthless, and
TOHAA TRIUMVIRATE of the city. When the characters arrive in the relentless are the three most
BACKGROUND predetermined location, however, it seems they important traits of Triumvirate
For every administration conducting its business came too late — the warehouse where the deal operatives. They are used to
in the open, there is someone or someone working was supposed to take place is littered with various working in groups of mixed
from the shadows. Sometimes that organisation bodies, both Tohaa and alien (humans among heritage but consider non-
will be employed in an official capacity like the them). The lid of the box is open, and the package’s Tohaa lives to be expendable
Hexahedron or the Yānjīng. Sometimes it will be content are laid bare. The box contained a data and care little for collateral
operating in secret, and the Triumvirate is exactly dump from the Cube of none other but Maara damage among other races.
such a case. Officially debunked by the Trinomial Seegur, the diplomat in charge of the negotiations The Triumvirate pays very
government as nothing more than a fable and a on the Tohaa-Human Sphere Contact Treaty. There well, however, so there is no
conspiracy theory creation, in reality the Triumvirate are buyers out there who would pay a fortune for shortage of volunteers when
presents a very tangible threat. Operating from an this piece of data, but being in possession of such the call comes. The Tohaa
unknown location, the Triumvirate nudges Tohaa critical secrets paints a bullseye on your back. If of the Triumvirate operate a
politics in the direction it thinks is appropriate the contents of this Cube dump ever saw the light different, midnight-coloured
for the people as a whole. Putting Tohaa lives of day, a lot of people would be upset. Was this low-visibility Symbiont pattern,
and interests first and foremost, it is not afraid of actually the plan of the Triumvirate, or are the making it easier for them
cracking a few skulls or bruising a few ribs in the characters taking advantage of a deal gone bad? to employ camouflage and
process – after all, you can’t make an omelette Their employer does not return their calls anymore, ambush tactics. The Triumvirate
without breaking a few eggs. The arms of the and so they have to make a decision themselves. is perhaps the worst enemy the
Triumvirate reach far, and their pockets run very Sygmaa has. It is not interested
deep. Where possible, the Triumvirate will employ • Triad Triumvirate — Playing a Triad where all the in sharing any of the power it
alien mercenaries to do their bidding, in order to characters are Triumvirate agents would mean a has obtained, let alone starting
shift any possible blame away from the Tohaa dirtier story, filled with cross-deals and stabbing again under the rule of the
race as a whole. The Druze Society, Spiral, Armand your, so-called, friends in the back. The Triumvirate EI. This means that even if
LeMuet, even some Exrah megacorps have all been has agents in high places, and their operatives the Triumvirate made contact
unwitting associates of the Triumvirate, and there see a lot of action in the Colonial Territories and with the Sygmaa, it would be
are many more unconscious of their true masters. beyond. They are present in Human Sphere systems less interested in securing an
The Triumvirate truly takes the ‘need to know such as Human Edge, Paradiso, and Svalarheima. alliance and instead in using
basis’ seriously. Very often, Triumvirate’s operatives The Triumvirate are even running cells and Sygmaa forces to remove
will think that they are employed by some other, networks on EI-occupied worlds, such as Agreda. obstacles such as nosy human
outside entity, hired as bodyguards by a diplomatic journalists, Bureau Noir
envoy from Togaanu, operating as a scout for agents, or in the Triumvirates
the Errant Fleet, or brokering peace during the deepest fever dreams, the EI
Trinomial-Concordat Armistice negotiations. When itself. Sygmaa is not however
the situation calls for it, the Triumvirate are not stupid and is unlikely to be
below risking Tohaa lives, but only where there manipulated in this way.
are no other options available. Few would know
it, but it was the Triumvirate who orchestrated the
contact between the Human Sphere and the Tohaa.
Triumvirate agents were keeping a watchful eye
on humans long before Trinomial ever ventured
into this part of space. The Triumvirate was also
responsible for the collapse of the wormhole
leading to the Dawn system, while the second
colony ship was still in transit. Thus, they are
directly responsible for the deaths of hundreds of
colonists stranded on Paradiso (See “Crossroads of
Paradiso,” Infinity Corebook, p. 319).

NARRATIVE HOOKS
• From the Shadows — The characters are contacted
by a third party offering them a lucrative mercenary
contract. All they have to do is oversee a transfer
of a sealed box in a remote facility on the outskirts

Tohaa Subfactions 31
SYGMAA TRIHEDRON the fact itself is hidden from the other players
and well roleplayed. That’s something that could
BACKGROUND be arranged with the GM only, making the other
TRAITS AND The Sygmaa Trihedron, while technically not part players unaware of the Sygmaa affiliation of the
CHARACTERISTICS of the Tohaa territories, is nonetheless a very player’s character. However, the character should
The Sygmaa are the youngest important player in Tohaa politics. Throughout the not be working openly against the goals of the
splinter in the Tohaa society, years of conflict between the Evolved Intelligence other characters, as that would make for a divisive
one that has been the least and the Tohaa Trinomial, the Tohaa authorities and negative experience. Their Wilderness of
analysed and investigated. have maintained the position that the Combined Mirrors objectives could and should reflect the fact
They are resentful, bitter, and Army and its overlord wish to enslave the Tohaa that they have a different master from the rest of
angry that they have been populace, turning them into machines, power-cells the group. Remember, it is very difficult to lie using
deceived, exploited, and that will fuel the Evolved Intelligence in its quest Corahtaa, the pheromonic language of the Tohaa. A
abused by their politicians, for Transcendence. However, with the implacable real Sygmaa infiltrator will either be a loner, going
military, and media. Officially, advance of the myriad alien races and combat against the nature of the Tohaa people, or they
Sygmaa are not welcome in drones brought together under the banner of will form a Triad with like-minded individuals. One
Tohaa-controlled space. They the Combined Army, some Tohaa-controlled thing is certain, however — in contacts with the
are considered traitors to worlds were eventually lost to the enemy such as other Tohaa, Sygmaa will be always on their guard,
their race, and the Trinomial Romaanti, Utkino, or Agreda, the planet famous for their baade difficult to read.
police and military forces the brutal pacification campaign that followed its
have adopted a shoot-to-kill initial conquest and for being the homeworld of • One Man’s Terrorist — The characters are
policy. However, despite what Neema Saatar herself. warned that they are being targeted for possible
Trinomial propagandists recruitment by a Sygmaa cell working undercover.
would want you to believe, it The majority of the subjugated Tohaa, after the The characters’ handlers, however, make it clear
is very difficult to distinguish forced implantation of an EI Cube, found out to that the Sygmaa operation should not be disrupted.
between the Tohaa and the their surprise that if their lives have changed at all, Ideally, the characters should get themselves
Sygmaa without extensive they have actually changed for the better. It turned recruited and feed information on the Sygmaa
invasive examination, out that the bloodthirsty, cruel, and mechanical EI back to their parent organisation. In order to join
consequently, the Sygmaa could also be compassionate, just, and ethical, if the Sygmaa, the characters are required to commit
have managed to blend in. given a chance. There was no genocide, no forced serious crimes, however — extortion, murder,
At the moment, the Sygmaa labour camps, no lobotomy, no brainwashing. The kidnapping, treason. How far can the ends justify
are slowly entering Trinomial EI allowed its subjects to go around their business the means?
space thanks to pre-existing as long as they contributed their part toward what
Shasvastii smuggling routes. it perceived as greater good. The Tohaa subjects
Their mission is that of of the Evolved Intelligence, bitter and resentful
establishing informant toward the government that betrayed their trust,
networks and operative cells. decided to form a new government of their own,
They are not acting out in one that would support the EI, participate in the
the open and are biding Combined Army and help liberate the rest of the
their time. The Trinomial Tohaa society from a tyrant’s yoke that their former
authorities are slowly starting comrades did not even recognise. Thus, the Sygmaa
to realise the extent of the Trihedron was born.
threat that the Sygmaa pose
and are currently figuring out NARRATIVE HOOKS
a way to counter it but have • Sygmaa and Sympathizers — It is possible for a
not yet chosen a clear course character (or even the whole group!) to play as
of action. a Sygmaa informant, sympathiser, or even as the
Sygmaa themselves. The Sygmaa are Tohaa, but
angrier, more militant, and more vocal. Most of
the tips about roleplaying Tohaa would apply to
Sygmaa characters, but for more information about
how the EI Cubes influence a person and their
personality, see the Combined Army Supplement,
page 44-45.

• A Spy in Their Midst — A character being a Sygmaa


infiltrator would make for a good backstory if

32 Chapter 4
THE ROLEPLAYING GAME

TOHAA COLONIAL or the bloodstream that spreads life throughout


WORLDS AUTHORITY the system.

BACKGROUND NARRATIVE HOOKS TRAITS AND


The Colonial Worlds Authority is one of the three • Raiders of the Lost Ark — The Colonial Office is CHARACTERISTICS
main pillars of modern Tohaa society, the other two responsible not only for the Tohaa worlds that are Colonial Office operatives are
being the constantly travelling Errant Fleet and under Trinomial control but are also theoretically open, friendly, and always act
the central Trinomial government controlling the accountable for those worlds that have fallen to in a conciliatory manner. They
homeworlds. The Colonial Worlds Authority is a the EI and are now under Trihedron governance. try to solve any problems they
vast bureaucratic machine and an example of the The characters are sent to Cairuuva on planet encounter through diplomacy
best virtues of the Tohaa. Modern, friendly, open, Reivaa, the capital of the fallen Colonial world, to first and treat violence as a
and quick-on-their-feet, the agents of the Colonial recover a vital piece of information from this former last resort. They are used to
Office are responsible for the well-being of not cultural and scientific centre. The researchers of the working alongside Exalted
only all the Tohaa distributed among the different Trinomial, before being evacuated, were working species and have a positive
Colonial worlds such as Chakarah or Sareota, but on a way of concealing a baade using some of the outlook on the potential of
are also working for the betterment of the lives of plants native to the planet. The battle for Reivaa Human Sphere. They are the
all the different species that the Tohaa cooperate has been a bloody one, and the Sygmaa Trihedron positive driving force of the
with, including Exalted races such as the Chaksa has not yet completely claimed the planet, but the Tohaa society, somewhat
or the Koldinuk. Moreover, their portfolio includes same rumours must also have reached their ears. standing in an opposition to
taking care of the non-sentient or less sapient If this technology fell into the enemy hands, the the disruptive and violent
races, such as the cute creatures nicknamed results would be catastrophic for the future of the Triumvirate. With much of the
‘SymbioMates’ or the beastly Muton and Surda. entire Tohaa nation. known space already on the
Trigon operatives are recruited from the most maps, and with the EI-Tohaa
gregarious and friendly Tohaa keen to explore the • Diverse Pupils — If the players want to play a war dragging on for decades,
outside world. mixed Tohaa-Exalted Races group, then being the Colonial Office had to,
employed by the Colonial Office makes the unfortunately, re-prioritise its
During the times of the Unification and before the most sense thematically. After all, the Colonial activities, but the Tohaa are
Trident was established, the Colonial Force, focused authorities need to make sure that all the races looking forward to the day
on self-defence duties, was the main Tohaa military get along on a daily basis. However, do remember when they will be able to take
force. It concentrated on exploration, self-defence, that the Exalted are completely loyal to their to the stars again without war
and seeking contact with the T’zechi and other Tohaa mentors. in their hearts.
Herald races. After the introduction of the New
Model Army, the Colonial Force was abolished, • Give the Man a Fish — The Exaltation process is
and the Trident was created. However, that does not left without criticism. Previously, the strongest
not mean that the Colonial Office is without its critics of the Tohaa and the Exaltation were the
own cadre of operatives. The Diplomatic Delegate Four Nations of the Shawoke, a different sapient
Corps is theoretically operating under the Colonial species that the Tohaa encountered in their
Office, as is the Errant Fleet. As the Tohaa settled travels across the stars. Today, the Shawoke are
new worlds and met and Exalted new species, the no more, wiped out in a bloody war they had led
infrastructure necessary to support, develop, and against the Tohaa. Shawoke scientists, scholars,
coordinate these efforts became too much to and philosophers have argued that the Exaltation
handle for a generalist government body. Therefore, process, through its very nature, makes the Exalted
the Tohaa decided to create a specific agency and subservient to the Tohaa, that they cannot be, in
delegated all the responsibilities connected to the fact, completely free, and will always remain
Colonial worlds to it. With such great power came slaves of the Trinomial — agreeable, hard-working,
great amounts of funds, and the Colonial Office obedient, and willing to give their lives for their
has a lot to say when it comes to the direction the masters. The Tohaa countered that there were never
development of the Tohaa society. any proofs of that and that the Shawoke were
using PsyOps to nudge the Tohaa and the Koldinuk
Today, after centuries of exploration, the Colonial toward an uprising. All the data of the Shawoke
Office is one of the most affluent organisations on the Exaltation was supposedly lost in the war.
in known space, rivalled only by the Exrah When one such data trove resurfaces on the black
Corporations and overshadowing any corporation market in the Human Edge system, there’s a lot of
of the Human Sphere. The Colonies themselves potential buyers, both Tohaa and human. Getting
are home to different and amazing alien life, your hands on the data will not be easy, but is it
both sentient and not. If the home system would actually really worth it? Maybe it’s just a clever
be considered to be the backbone of the Tohaa forgery, create by a skilled con artist looking for a
race, with all its marvels and centuries of history, quick buck? Then again, the whole thing looks very
culture, and tradition, the Colonies are the muscle convincing….
that make it possible for the Tohaa to operate,

Tohaa Subfactions 33
ERRANT FLEET OF THE the Errant Fleet called the Naval Evacuation
COLONIAL FORCE Authority, led by Colonel Noovan, a veteran of
the Dinnea conflict. Whenever Tohaa lives are
BACKGROUND at stake, Noovan’s Evacuation Authority is sent
TRAITS AND Curiosity and yearning for adventure are ingrained to pull them out by whatever means necessary.
CHARACTERISTICS into Tohaa DNA. For hundreds of years, they have Noovan, a true innovator when it came to tactics,
For many a Tohaa, serving traversed the stars, going where no one has gone strategy, and training, has refined the New Model
in the Errant Fleet is an before. They have travelled far beyond the borders Army procedures and trimmed the fat, so to
adventure of their lifetime. of their realm and charted unknown worlds, speak. ENEA trains to secure landing sites and
That element of the service canvassing and exploring on their mission as a conducts boarding actions in order to safeguard
is also strongly emphasised Herald Race of the T’zechi Digesters. They have met and evacuate Trinomial personnel and assets.
in all the recruitment new alien races that they sometimes turned into Throughout the years of his service, Noovan and
materials circulating in friends. More often than not, however, they had to his men have saved more than a billion souls, and
Tohaa space. To join, one fight for what they believed in, including the war the colonel is always the last one to exfiltrate from
must be entrepreneurial, with the Fenrig Imperative that lead to the creation enemy territory. No one is left behind.
individualistic but also a team of the New Model Army and the war against the EI
player, courageous but not that brought the Tohaa development to a halt. NARRATIVE HOOKS
reckless, self-sacrificing but • Endless Opportunities — Being stationed on an
also assertive. In short, being The Errant Fleet is the last remnant of the old-style Errant Ship means that adventure is never in short
a sailor in the Errant Fleet Colonial Force, established by the Tohaa in a better supply. Every day is different, and the characters
requires a Tohaa to be a jack- age. Travelling on bio-constructed ships that are a will have to possess an open mind and a will to
of-all trades, a specialist in the true miracle of Tohaa science and bio-engineering, adapt in order to not be overwhelmed. Players
unexpected. Most importantly, the Fleet’s sailors are journeying through the who are more interested in exploring unknown
they must think on the fly and known and unknown space to learn more about worlds or meeting new species would find
quickly find their footing in the universe, the Tohaa demesne, and the various themselves at home.
stressful situations. In recent peoples and creatures that inhabit it. Moreover,
years, more emphasis has been it was through this outwards journey that they • Walking among Titans — ENEA is responsible for
put on recruiting sailors with were supposed to reflect on themselves. The Fleet some of the most romantic and noteworthy military
combat aptitude or combat also provides protection for the dispersed Tohaa actions in the whole Trinomial. Noovan’s image is
experience, but it is never a Colonies. The Errant Fleet was always the first very often on the vids. If young Tohaa girls dream of
sine qua non requirement – line of defence for the Tohaa empire, and the first being Neema, boys hope to one day be as brave as
after all, the Fleet needs all responders in a crisis situation. Finally, the Fleet Noovan. Therefore, when one day Colonel Noovan
kinds of people. was responsible for finding new planets for the stumbles into the abode of one of the characters,
Tohaa to settle on, new reservoirs of knowledge bleeding strongly from many deep cuts to his body,
for the T’zechi to assess and incorporate into their the character recognises him instantly. Noovan has,
archive, and already planted T’zechi to recover. like members of the Sukeul unit, died many times
already, always to be reborn through his Cube.
In the old days of the Colonial Force, the Errant However, what might be confusing to the character
Fleet was a defensive and exploratory unit, with a is that no media mentioned Noovan’s apparent
focus on speed and stealth capabilities. With the disappearance or death, if Noovan succumbs to his
change to the New Model Army, however, and the wounds. If the characters decide to bring his Cube
new responsibilities that came with that shift, the back to be reborn, it turns out that the procedure
Errant Fleet has also gained offensive capabilities. cannot go through, because Colonel Noovan
That change entailed modifying the bio-templates apparently is not dead at all. A resurrection of a
responsible for growing the Fleet’s ships and Cube of a living person, introducing a copy of that
different crew setups. During this time, the Rasail person into the society, is a grave offence. What is
were born, for example. Unit 6300 was designed going on? Has Noovan been supplanted by a fake,
to fight in the close corridors of spaceships and possibly a Shasvastii impersonator? Is this Noovan
during planetary actions by the Fleet. The Errant a fake, maybe a copy of the real one? Or have the
Fleet was no longer only operating in space; they characters been unwittingly put into the middle of
also perform the role of a Marine Infantry Unit. a major governmental conspiracy?
There’s a whole organisation, embedded within

34 Chapter 4
THE ROLEPLAYING GAME

NEEBAB NUMEROLOGISTS types, who have lost themselves in the teachings


of their forefathers. Neebab is not really a religion,
BACKGROUND however. Its followers never ascribed such a
Neebab Numerology is many things — some call meaning to it in the most common understanding TRAITS AND
it an art, others a science, even others a discipline of the word. It has no hierarchy, rituals, or dogmas. CHARACTERISTICS
of knowledge. Practitioners of Neebab are people It is a way of looking at the world by assigning Today, most Tohaa who still
who believe in a grander scheme of things, that numerical values to events, things, and places. It practice Neebab can belong
life in the universe is a structured, permanent thing, is a creation of a meta-structure that explains the to one of two groups, veterans
with interdependent layers of meaning between world through a set of expectations, characteristics, of the Tohaa Trident or
different segments. In contrast to the other groups and values. Neebab was created by one of the old, academic discussion groups.
and factions mentioned in this chapter, Neebab early cultures of the Togaanu continent called the While seemingly different,
Numerologists are not a typical faction per se. Lyetaar and is hundreds, if not thousands of years these two groups share one
They are a loose group of thinkers, people who old. Some elements have remained constant since common denominator. They
believe in the same thing, who see the world in a then — mostly the value assigned to the number are both thirsty for knowledge
similar light. three and all its derivatives — but some elements and are looking for a deeper
have lost or gained importance, based on current understanding of the world
Today’s Tohaa are mostly a rationalistic people trends or philosophies. More elaborate numbers, for around them. Neebab
devoted to science. Religion and superstition have example, have always been considered fickle and practitioners are scholarly,
no place in their mostly atheist lives. However, unreliable, while the lower numbers possessed a intelligent types, with a lot
there are always exceptions to the rules. For permanent, more reliable set of characteristics. of knowledge on a variety
example, even though most of the society is of subjects. They put more
centred around the Triad system, there are still NARRATIVE HOOKS weight on discussion than on
some people who prefer to lead a solitary lifestyle. • The Answer to All of Life’s Questions — The action, even if in some cases
It is the same in the case of Neebab Numerology. characters are contacted by a local camarilla of their gut tells them otherwise.
While most Tohaa do not regard Neebab as Neebab practitioners who are looking for a fresh However, you wouldn’t last
anything more than folk knowledge, there are some perspective on one of their academic issues. There long in Neebab without a good
— historians, antiquarians, philologists, or veteran are two competing schools of thought looking for deal of curiosity, a strong will,
soldiers of the Trident, as Vaarso Battlespeak is an explanation to an old dilemma that scholars and patience.
based on Neebab Numerology — who treat this have faced since time immemorial: Is 33 the
ancient art with reverence and respect. Regular perfect number and the answer to all of life’s
Tohaa also subconsciously look for hidden patterns, questions or is that 33? For a non-initiated, this
meanings, and connections between numbers in might seem like a purely theoretical problem, but
the world they perceive every day. they are treating it very seriously. Some have even
threatened to break the proceedings and walk out
The type of people putting importance on Neebab from the meeting. Will the characters be able to
would not be outright shunned by the society, find a middle ground, or will they support one of
that would be saying too much. However, they are the two competing interpretations? Without a good
seen as a little weird, obsessed, outdated scholarly amount of diplomacy, things might get ugly.

Tohaa Subfactions 35
WHAT YOU’LL FIND
CHAPTER 5
IN THIS CHAPTER
• Rules for phero-
mone-based control of TOHAA GEAR
biotechnology and Tohaa
psychology.
• A catalogue of new Though the Trinomial attempts to present a unified depravity as a species of singletons can never be
augmentations, drugs, front to humanity, there are, as with all truths, three entirely relied upon. Trust, common interests, and
pheromonal techniques, sides to their society — duty to the Digester as discretion are the most important currencies when
weapons, armour, programs, Heralds, to their own development and survival in interacting with Tohaa representatives. And a triad
tools, symbiotes, and living the face of the EI threat, and to reincorporate the one must keep in careful symbiotic balance.
remotes used by the Tohaa wayward Sygmaa Trihedron. The Trihedron, in turn,
Trinomial and Sygmaa
Trihedron or available in
has exchanged this triune purity for their singular PHEROWARE &
allegiance to the Evolved Intelligence and to the PHEROTACTICS
territories they control. myriad individual desires of their citizenry. The
Human Sphere, for good or for ill, now completes CORAHTAR DISCIPLINE
the triad, and despite its technological inferiority, While all Tohaa use Corahtaa, practitioners of the
PHEROWARE may determine its fate. Corahtar Discipline are capable of significantly
• Endgame - p. 38 finer control and sensitivity in their communication,
Tohaa technology is similarly derived from three enabling them to control bioengineered organisms
• Eraser - p. 39 sources, their own biotechnological mastery, such as SymbioMates and SymbioBombs
conceptual grafts from the species they have with precise pheromonal pulses, even at a
• Hellzone - p. 40 encountered and defeated or incorporated during significant distance.
their expansion’s blooming, and those developed
• Mirrorball - p. 40 in response to conflict against the EI and earlier The Pheroware quality designates Tohaa-only
lesser opponents. The resulting living, breathing, technology reliant on artificial pheromones,
• Nimbus Sphere - p. 40 thinking cornucopia of biotechnologies puts every particularly those with military utility. While all
known race to shame. They clothe and armour Tohaa use Corahtaa to control their dalbaade and
• Saardan - p. 42 and implant themselves in living guardians and to communicate in Corahtaa, practitioners of the
symbiotes, alter the destiny of entire species and Corahtar Discipline have significantly finer control
• SymbioBomb - p. 43 ecosystems, and graft, guide, and manipulate and sensitivity, as well as enhanced projection
genetics as casually as a gardener prunes her of the pheromones they create. This allows them
• SymbioMate - p. 44 charges into a perfectly scented panoply. to bond bioengineered organisms to symbiont
armours, control them even at a significant distance,
While they comprehensively Exalt the genetics and even detonate them into localised bursts
BAADE-RELATED of younger races, Tohaa leave their own genome of tailored emissions for devastating effects on
ITEMS unmodified, instead relying on their dalbaade, a biological targets. Since humans are unable to
• Baade-Lock - p. 37 balanced collection of carried, worn, or implanted fully detect or understand Corahtaa information
biotechnology. In an organic echo of Human transmissions, they usually only notice the more
• Diplomat Sphere personal networks, almost every piece devastating PheroTactics, overlooking Pheroware’s
Augmentation - p. 38 of technology in a Tohaa’s dalbaade is alive and benign civilian uses and subtler potential.
responsive to their pheromonal commands and
• Diisilos Pill - p. 38 quantronic control and linked with other items, Tohaa diplomats are trained in a spectrum of
forming an ecosystem devoted to the user’s PheroTactics, but any practitioner of the Corahtar
• Diisilos Rations - p. 38 convenience. They also extensively use heavily Discipline can use them. SymbioBombs are
altered servitor races for manual, dangerous, the most common delivery method, and the
• Ectros Armour - p. 38 or repetitive labour, freeing Tohaa for more practitioner can also serve as the source in an
complicated and stimulating work such as their emergency. PheroTactics always have the Biotech
• Raavila Clothing - p. 41 duty as Heralds, suborning their Trinomial or and Speculative Fire qualities, and using one
Sygmaa Trihedron opponents, and warring with the requires a Standard Action Command (D1) test. The
• Sygmaatol Evolved Intelligence. practitioner must know the PheroTactic, be within
Augmentation - p. 43 Medium range of the effect’s source, and the target
The zero-sum nature of that conflict makes the must be within Close range of that source. If a
• Vaarola Infusion - p. 45 sharing of technology with the Human Sphere complication is generated and the practitioner
a delicate task for the Trinomial. Share too little, served as the source, they suffer 1+1§ damage,
and the EI will devour humanity and digest them bypassing all Armour Soak and BTS, from the strain
into new horrific weapons in its arsenal. Share too of manifesting and projecting the PheroTactic from
much, and humanity may betray that trust to the their own phero-blossom.
EI, or even worse, become a threat far eclipsing its

36 Chapter 5
THE ROLEPLAYING GAME

Scent has a profound interaction with the Tohaa Regardless of size, they have 4 Armour Soak,
psyche and ability to control their possessions. 4X Vigour, and die after suffering X+1 Wounds. OPTIONAL RULE:
Smelling — to a significant degree—is believing. Bypassing one requires a Willpower + Thievery BIOMIMIC GRAFTS
Manipulating another Tohaa’s dalbaade or baade (D4) test, reduced to (D2) if the lockpicker is a Tohaa biotechnology can be
requires the target be within Reach, and if the Corahtar Discipline practitioner. If a complication incredibly subtle and difficult
target is unwilling, the Tohaa must succeed in an is generated, the lock is injured, or each round the to detect. Depending on size
Intelligence + Command test with difficulty equal baade-locked item is held after giving its warning and type, the GM can grant a
to the target’s Hacking Focus, Command Focus, squawk, anyone in contact with it must make a Tohaa Biograft augmentation
or Discipline Focus, whichever is highest, and Coordination + Close Combat (D2) test to avoid Concealed 1, 2, or 3 against
deals 3+(Attacker’s Command Focus)§ damage taking damage equivalent to a wetspike from the Human Sphere sensors, and for
on a successful attack. Dalbaade manipulation lock’s poisonous spines. The owner is immune to 1 Heat, can reveal that an Elite
is resisted by the user’s Security + BTS Soak and these attacks. or Nemesis Tohaa adversary has
damages the target’s Firewall. Baade manipulation a previously unnoticed augmen-
is resisted by Morale + BTS and damages their BIOMETRIC VISOR tation.
Resolve. With the GM’s consent, the manipulator Developed as a countermeasure to Shasvastii
can use Persuade or Psychology in place of infiltrators during the initial stage of the war
Command for these tests, but still must inflict a against the Ur Hegemony, biometric visors are
Breach or Metanoia to temporarily alter the target’s either grafted into their optical centres or available
dalbaade or baade, and when the Harm heals the separately as relatively simple, transparent creature
alteration ends. worn over the eyes. In either form, they are built
around a hardened quantronic link to an extensive
GEAR CATALOGUE database of voice, posture, facial, metabolic,
and behavioural patterns, adding a bonus d20
AAZA MEDIKIT to in-person face-to-face Observation tests to
Tohaa nano-injection medical devices are usually detect impersonators’ disguises, false projections,
built into a gauntlet or glove and use bio-magnetic and spoofed identities. Personality-based tests
plexi to propel Serum microcapsules into patients by impersonators gain +1 complication range
at a distance. They contain six loads of Aaza Serum when in view of a biometric visor, as even subtle
and grant a bonus Momentum for all Medicine and mistakes can provide the additional data needed to
Resist tests. The user can expend a dose of Serum unmask them.
to perform a Treat action even when out of Reach
of the patient (by firing a microcapsule at them) BUDAMA AMMUNITION
to a maximum range of three zones, albeit at a +1 Trident scientists understand Combined Army
difficulty. soldiers are only symptoms of the Evolved
Intelligence’s malignant disease, the errant Tohaa
AAZA SERUM of the Trihedron most of all. In response, this
Unlike Human Sphere medical nanobots, Tohaa ammunition disconnects targets implanted with an
nanobiobots can remain in suspension indefinitely, EI Cube from the EI and disrupts their quantronic
without the need for nutrient fluids to sustain equipment. Budama rounds add Electromagnetic
themselves until activation. Instead, they are and Stun to the weapon, and if their damage
packaged into microcapsules of artificial amino inflicts a Breach against a target with an EI Cube,
acids with everything necessary to rapidly construct the attacker can spend 3 Momentum to destroy
medications and bio-scaffolding, staunch bleeding, the Cube, even if it is only the target’s first, second,
seal wounds, and manage their subject’s immune or third Breach. If it is the target’s fourth or fifth
response, all in one biogel projectile. Each dose of breach, the cost drops to 2 Momentum.
this advanced Serum adds two bonus Momentum
instead of one on Medicine tests, or three CYN.ARA SENSOR
Momentum if the user has the Field Surgery Talent. While chemical-trace sensors are available in the
Human Sphere, they lack the resolution and built-in
BAADE-LOCK X analysis provided by Tohaa pheromone-detection
Used to defend precious personal objects and sensors, such as those used in baade-locks. Moto.
organisms, these Teseum-shelled creatures are tronica’s Cyn.ara suite, the current Humans Sphere
available in a variety of sizes and styles and bleeding-edge pheromonal sensors, can detect
incorporate an elaborate array of olfactory sensors Corahtaa’s most common chemical substrates,
to identify the one particular baade permitted revealing and translating Tohaa conversations in
to access their item. They deny all others. If an real-time. But the results are notoriously inaccurate
unauthorized individual tries to access them, or incomplete, adding +3 complication range to
they squawk audibly and quantronically for one human attempts to analyse their data.
round, then attack with poisoned spines until the
intruder desists.

Tohaa Gear 37
DIPLOMAT AUGMENTATION DREAD-SPRAYER
A comprehensive series of biografts used by Only useful against species who have undergone
delegates the Tohaa rely on for first contact, this Exaltation, this nanopulser analogue sprays a
augmentation process requires subjects who are complex neuropeptide that induces an instinctual
Corahtar Discipline practitioners with Personality + fear response coded into the species genome,
Discipline Focus of at least 13, and requires three reinforced by an integrated infrasound projector.
weeks of continuous operations to ensure a perfect The user can toggle the weapon’s Nonlethal
fusion of the diplomat with their new abilities. quality as a Free Action, and as a Metanoia Effect,
Once complete, the user’s complete control can erase the target’s memory of the last fifteen
over their pheromonal emissions allows them minutes, plus an additional fifteen minutes per
to use Psywar actions and techniques featuring Momentum spent.
deception when using Corahtaa, alter their baade
at will, and to generate and use one PheroTactic
per round without assistance. To further ensure
the diplomat’s survival, implanted hemo-nanite
factories, quantronic monitors, and hormone ECTROS ARMOUR
boosters heal 1 Firewall, Resolve, and Vigour at the Made as a countermeasure to Fenrig Imperative
start of each round, and the diplomat can spend grappling techniques, and now proudly worn
Momentum equal to the number of Harms of a by the eponymous frontline infantry, this heavy
particular type they are currently suffering from Voorne, or living armour, includes poisoned spines
(Breaches, Metanoias, or Wounds) to remove one of for both offence and defence in Close Combat
those Harms. (functioning as an integrated Hedgehog weapon),
and symbiotically grants +2 to all physical
DIISILOS PILL attributes. The integrated spines’ poison is derived
A bacterial concoction that suppresses the extreme from Holdaan hornbeasts, apex predators of
depression Tohaa feel when isolated for 36 hours, planet Runohaa, and its lingering scent clings to a
Diisilos is usually taken in pill form and stored in wearer’s baade for weeks after the armour is worn.
Trinomial escape pods and emergency kits. Abused (Symbiont Armour)
by youthful experimenters and antisocial outcasts
in Trinomial territory, it is increasingly popular in EGG LANCE
the Sygmaa Trihedron, as a means of temporarily The traditional weapon of Chaksa egg-clutch
“evolving” beyond traditional triad-based social guardians, this long spear’s grip-scaled haft has
structures. If taken more than three times in a week, a sinusoidal curve ideal for safely shifting eggs’
it alters the user’s baade, adding +1 complication position to aid gestation and for deflecting or
range to Personality-based tests for the next trapping enemy weapons. Rarely used militarily, the
three months. However, its use can suppress, if egg lance is still used to ceremonially guard egg-
not completely obviate, the need to roll on the clutches, and they are a common symbol of Chaksa
Separation Trauma Table (p. 69), though long-term defence regiments.
isolation can still be enough to do damage.
ENDGAME (PHEROTACTIC)
DIISILOS RATIONS A caustic and infectious haze of weaponized
Nutrient-rich rations intermixed with a safe daily
dose of Diisilos bacteria to alleviate isolation-
induced depression, these rations are taken by
Tohaa whose lifestyle demands extended isolation
or for the small subset with depression not pheromones, Endgame degrades defensive
alleviated by triad formation. They are standard filtration systems and destroys exposed biological
issue for infiltrators, scouts, explorers, and Special tissues in a target zone. Most remotes, unmanned
Forces, and add to those units’ eerie reputation TAGs, and other non-biological targets are immune,
by inducing subtle baade alterations that add +1 although non-remote TAG pilots and all Tohaa
complication range to Personality-based tests for technology is susceptible.
the next three months if eaten more than three
times in a week. Taking Diisilos in pill form also
counts towards this limit.

38 Chapter 5
THE ROLEPLAYING GAME

ENISFEERA PISTOL GRAFTWARE A STRANGE ABSENCE


This weapon is a long-barrelled pistol with an Flexible interface tendrils and keratinous Diisilos roughly translates to
integrated silencer that further elongates its profile, microhooks designed to rapidly attach to and without or exclusion, and any
caseless breaker-round magazine, and an optimised integrate an item with symbiont armour, graftware Tohaa with Observation Focus
blowback cycle that minimises recoil. The Enisfeera adds 1+1§ to the cost of an item. Graftware items or Lifestyle Focus of 2 or more
Ksa-Mo-El is slow-grown from lignin-crystal can be removed from or implanted in symbiont can detect the drug’s effects on
over decades on a Togaanu ancestral plot by the armour in three minutes with either a Medicine those who use it regularly from
eponymous nonet. Once harvested and refined, or Tech (D1) test, provided there is an equipment the missing spaces it leaves in
pieces are sold in sets of three for eye-watering slot available. Combined with a graft-socket, so their unique pheromonal sig-
prices. Buyers rarely complain, as the resulting implanting or removing the graftware takes only nature, or baade, spaces usually
weapons’ accuracy, balance, and silent operation is one minute, and, provided both are graftware, filled with scents drawn from
worth every Tael in skilled hands. Its Unforgiving can include both removing an item and adding triad-partners.
quality is equal to the wielder’s Ballistics Focus. one with a single test. Installation time can be
accelerated with Momentum, from three minutes to
one minute for 1 Momentum, to thirty seconds for 2,
to a Standard Action for 3. When a symbiont armour
hit location with a graftware item takes physical
ERASER (PHEROTACTIC) damage, the GM must spend 3 Heat to disable
Charged spectrum-bending and quantum- it instead of 2 and attempts to disarm graftware
attractant pheromones for signal interference, this weapons are at +2 difficulty.
PheroTactic can disable all comms equipment
connected to the target for 3 Momentum or as a GRAFT-SOCKET
Breach Effect. Ending the effect requires a Tech A living colony of adhesive orifices, cartilage
(D2) Absterge action or a system reset. and fibrin-mesh extruders, nutrient tubules,
mitochondrial batteries, and aiming musculature,
GAO-HAASA SPEAR a graft-socket adds an equipment slot to a
Often mistaken for a thick-handled knife, this symbiont armour. Only one can be installed per
telescoping spear is tipped with a slow-grown hit location, which determines the item sizes it
lignin-crystal blade of remarkable durability. Its can accommodate. A torso graft-socket can handle
protean length allows a skilled wielder to conceal Unwieldy or smaller items and allows the wearer
the weapon until the perfect moment, extend it to to Brace the item as a Minor Action, while all other
attack or deflect from a safe distance, or shorten locations can only support One-Handed or smaller
it for more confined fighting. Changing modes items. Implanting a graft-socket into a symbiont
requires a Minor Action Close Combat (D0) test if armour requires a Medicine or Tech (D2) test and
the wielder has a Close Combat Focus of 3 or less; three hours. If any complications are generated,
with 4 or more, it does not require an action or test, the hit location loses 1 Armour Soak for 1d20
and grants 1 bonus Momentum to all Close Combat hours while the armour reaches homeostasis with
attack or defence tests made with it. the colony. But once implanted, it takes only 30
minutes to add, remove, or replace Tohaa-made
equipment in the graft-socket, and tests to do so
are at -1 difficulty, to a minimum of one. Integration
with graftware equipment (see above), is even
swifter, and armour can be purchased with graft-
sockets already-implanted for an additional 1+2§
per graft-socket.

GREYSCALE AMMUNITION
This radioactive ammunition was developed for use
against the Sheraki Corsairs and was nicknamed
by the Chaksa soldiers who first used them for
their effects on the Corsairs’ ordinarily dense
GILL-FILTER AUGMENTATION carapaces, as well as their own protective scales
Easily recognized from the lurid gill-like filters over long usage. Greyscale rounds add Radiation
xeno-grafted into the user’s cheeks, tendrils from 3 and Backlash 1 to the weapon, as well as Anti-
this augmentation also extend down the throat Materiel 2 against biological targets with natural
to an Oxygen Load stored in secondary lung -sacs. Armour Soak of 2 or more from scales, chitinous
The user gains +1 BTS, and their Resistance tests plating, dense hides, or thick fur. Symbiont
against airborne hazards and PheroTactics are at -3 armours, however, are completely immune to
difficulty. the ammunition’s effects. If the wielder suffers a

Tohaa Gear 39
Wound from backlash damage, they also suffer from KEETMEL OINTMENT
a special Wound Effect that inflicts a +1 difficulty Initially a radiation-blocking cream to protect
on all Agility- or Brawn-based actions, which can newborn Tohaa while their skin thickened, this
only be removed by Serious Treatment or a dose of Serum-like ointment is used to ritually welcome
Rijuul Serum. a child into the community and first stages of
life. Beliefs on when, how, and even whether to
HELLZONE (PHEROTACTIC) apply the ointment vary significantly and are a
Near-invisible filaments of long-chain proteins, strong indication of cultural heritage. Despite
these weaponized pheromones rapidly catalyse its obvious utility, adults employ protective suits
in response to biological tissue, binding with instead, as using Keetmel ointment after childhood
one another into a glutinous mass to hinder and is considered oddly childish. Once thoroughly
immobilize a target. applied to a subject’s skin, for the next six months,
whenever they are exposed to damage with the
HOYUUL DRILL Radiation 1 quality, they can ignore its effects, and
Named for their inventors, Hoona, Yuuna, and Uulna treat Radiation 2 or more as Radiation 1 instead.
Teevan, these drills were a key technology in the
Triumvirate’s Great Anathema attempt to breach KUMOTAIL ARMOUR
a Digester. Combining a tuneable high-energy The intellectual aristocracy that oversees
plasma field at the tip with a secondary cutting ambitious bioengineering projects, Kumotail are
edge of lonsdaleite-doped diamond, they could cut virtuosos of genetic expression and are granted
through almost any surface, forcing the Digester to absolute authority to follow Saatara, a scientific
redirect energy reserves to preserve its otherwise philosophy of baring the universe’s deepest secrets
impermeable shell, which in turn left its other to create and improve upon nature itself. This
defensive systems underpowered. Unaware of its authority encourages hauteur so intense that if
history, modern Tohaa use upgraded versions for other Kumotail are unavailable, they prefer to
specialised tasks such as breaching ship hulls. If a form triads with Chaksa peripherals rather than
complication is rolled when using one, they can be lowering themselves to bond with Tohaa inferiors.
declared to have “drained their batteries” by the GM, Upgraded Nu-El symbiont armour reinforces their
requiring a Tech (D1) test to recharge. If the wielder independence, incorporating storage for six Parts,
has a Science Focus of 3 or more, they can ignore an Aaza Medikit, six doses of Aaza Serum, and
its Improvised quality. advanced biotechnological tools that add a bonus
d20 to all Medicine and Tech tests, as well as
granting +1 to all attributes.

MIRRORBALL (PHEROTACTIC)
IGAO ARMOUR A cloud of opaque, dense long-chain-filament
“-0”, the impossible number. In the Neebab smoke that fluoresces to occlude the visible and
Numerology, this artificial number represents an near-visible spectrum, a Mirrorball’s effects block
esoteric connection to the world of shadows — the modern optical systems, including Multispectral,
perfect name for a secret assassination unit. Biometric, and Iveelus Visors, for 3 rounds, plus
Seen rarely in the Human Sphere, the adaptive 1 per Momentum spent. The effect can be ended
photoreactive skin and silhouette-disrupting early via a Minor Action pheromonal command if
STALKER’S EYES tendrils of this stealthy Voorne renders the wearer the practitioner deems it tactically useful.
Iveelus are ideal for Tri- hard to pin down. If not revealed, even if detected,
nomial Gao-Rael Shas- the cloak provides +2§ Cover Soak against ranged NIMBUS SPHERE (PHEROWARE
vastii-hunters and Trihedron attacks. When ruptured, the armour’s skin cells TACTIC)
Maakrep Tracker secret release caustic fluids that can dull or snag blades, Clouds of short-lived, opaque protein-filament
police but are optimised for blind attackers, or worse, adding +3 complication smoke that binds on impact to deflect projectiles,
Tohaa vision, so they see range to Close Combat attacks against the wearer. a Nimbus Sphere provides similar protection to
little non-Tohaa use. Nimbus+ rounds (Reflective 3, 3§ Cover Soak), with
IVEELUS VISOR the optional benefit of early dispersal via a Minor
Often grafted into symbiont armour mask optics, Action pheromonal command by the practitioner.
and available separately as a transparent colony,
these optical filtration bacteria allow the user
to perceive otherwise-invisible wavelengths of
light and are semi-intelligent, granting 2 bonus
Momentum to notice important details while
connected to a user’s dalbaade.

40 Chapter 5
THE ROLEPLAYING GAME

NU-EL ARMOUR wick pheromones out into the crowd, allowing the
Worn by medics, technicians, spaceship full performance to reach a much larger crowd. NULL AND VOID
crewmembers, or Tohaa Trident specialists who Praxis Black Lab attempts to
require maximum flexibility and a minimum of • Gao-Mask: A traditional actor’s tool, these stylized reverse engineer nullifiers have
weight, this light Voorne, or living armour, protects masks have seen a resurgence in popularity as comprehensively failed, as have
and augments the wearer’s body with its own, more abstract, representative works begin to the Trihedron’s best. The EI has
granting +1 to all attributes, as well as symbiont eclipse the hyper-realism that had dominated access to an equivalent device
armour’s usual benefits. Versions issued to space Tohaa dramas for a generation. The Gao-Mask design it harvested from the
crews incorporate grip pads throughout that add a serves two functions. Its outward face is a clean, ruins of the Dray Exogency, but
bonus d20 to Extraplanetary tests to move in low expressionless slate, the perfect platform for refuses to field them, since they
or zero-gravity environments. an expressive, chameleonic symbiont, allowing interfere with its control over
the actor to either evoke the appearance of a VoodooTech, adding 1 Heat to
NULLIFIER specific character, or eschew realism altogether all attempts to introduce Voo-
Once deployed and activated with a Tech (D2) and embrace the fantastical. Its inward face dooTech into a scene where one
test as a Standard Action, a Trident omni-jammer provides a gentle baade-dampening effect. While is present.
prevents the use of comms equipment, sepsitors, easily pushed through, this allows actors to be
flash pulses, and quantronic attacks into, out of, “quiet” when their character is not a focal point of
through, or in its zone until destroyed or manually the scene.
deactivated. All items within the area without the
Non‑Hackable quality enter “dumb mode”, gaining RAAVILA CLOTHING
the Non‑Hackable (+1D) quality and adding +1 The most common form of Tohaa apparel, these
difficulty to all tests to use them. Once activated, a outfits are named for their special porous fabrics,
nullifier cannot be moved without ending its effect. which allow the supplemental phero-quills on
their torso and upper limbs to stick out through
PERFORMANCE GEAR the weave. They lend themselves well to loose,
Given the primacy of pheromonal communication flowing designs and often incorporate a neutrally-
amongst the Tohaa, music, drama, and other art scented cape or hood that can be used to give
forms are still primarily an in-person experience. one’s phero-blossom a rest, akin to how humans’
Observing a recording only conveys half the sunglasses shield their sensitive eyes, granting
piece at best, so famous plays, hit singles, and a bonus d20 on Resistance tests against intense
background ambience are usually performed live at smells or pheromonal vectors. Self-cleaning and
a public or private venue, so that the all-important moisture resistant, with subtle built-in scents
pheromonal component is included. Regardless of to compliment the wearer’s baade, they are the
their medium, performers rely on different tools to foundation of Tohaa wardrobes, and available at
ply their art. Performance Gear counts as a Kit for all Lifestyle Ratings in sets of 3. The trio of outfits
Personality-based tests, though only when used in can vary substantially while still maintaining the
its intended application. Some common types of same overall visual and olfactory style, and the
gear include: differences between them are often as much of an
artist’s statement as the individual pieces.
• Kesuel Harpset: Due to its portability, this fin-
shaped stringed instrument is the weapon of RIJUUL SERUM
choice for many a Tohaa troubadour. With nine This Serum is the pinnacle of Tohaa field medicine.
primary strings, each with accompanying resonance It is derived from macro-chromatin tissues
and octave strings, the harpset’s chiming, gentle extracted from captured Shasvastii agents and
tones tend to remind human listeners of a zither carefully batch-cultured after biotechnologically
crossed with a 12-string classical guitar and a flensing away the consciousness contained within.
hammered dulcimer. But for Tohaa, it’s the air In addition to the effects of Aaza Serum, the
pushed through its concave resonance chamber chromatin-infused medical nanobots it contains
— naturally distributing pheromones in a lazily grant a bonus d20 when expended on Medicine
drifting, inoffensive wash — that makes the harpset or Resistance tests to remove a condition, or the
such an enduring classic. effects of a drug, poison, or disease. Unlike the
Human Sphere’s specialised Serums, their utility is
• Laagisi Tails: Tohaa dancers attach these long, universal and requires no customisation for specific
wispy ribbons to their limbs when performing for diseases, drugs, or conditions. Additionally, the
larger audiences. These tassels are an incredibly patient can make a Brawn + Discipline (D2) test to
lightweight engineered protein strand, and not only ignore difficulty penalties due to Wounds until they
do they leave jellyfish-like hypnotic trails as they next sleep.
follow the dancers’ movements, but they help to

Tohaa Gear 41
SAARLUL CASE lost to the Evolved Intelligence, and the armour’s
Saarlul: From saar (armour), Originally a small, wild thicket with the correct association with cold — even callous — zeal adds
and lul (jungle or forest). soil, plants, and micro-organisms to keep a living +1 complication range to social interactions with
Raacno armour healthy during periods of peace, civilians. (Symbiont Armour)
a modern saarlul is a compact and portable
nutrient-rich stasis chamber for symbiont armour. SAAWILA CLOTHING
THE THIRD DATE Without safe storage, a symbiont armour dies if left A lightweight civilian form of symbiont armour,
Courting among Tohaa look- unattached to its host for more than a week, but these comfortable all-day outfit organisms come
ing to form a family often while in a case, it can survive indefinitely, heals an in a wide array of styles and, with a Lifestyle (D1)
involves monthly or weekly additional Vigour each hour, and grants 3 bonus test, can reshaped on command to cover or reveal
group dates or parties of Momentum to Medicine or Tech tests made to parts of the body, and alter their basic visual and
3, 9, 27, or even 81 young repair it. olfactory profile. Most can also extrude a hood
adults in their social triads. or cape to provide filtering for their user’s phero-
This allows for repeated SAARDAAN (PHEROTACTIC) blossom, as well as basic respiration masks and
encounters and for romance A well-kept secret among Tohaa diplomats, this tinted lenses, providing -1 difficulty to Resistance
between a triad to blos- potent pheromonal cascade disrupts the adaptive tests against airborne or blinding hazards in
som slowly before going bond formed between a symbiont armour and addition to BTS. Versions worn as uniforms often
on separate outings alone. its wearer during the long night of their saarno incorporate additional equipment but keep some
Once they begin to do so, or “armour wake”. The voorne begins to disconnect aspects outside of the wearer’s control to ensure
social pressure is strong to from and resist the wearer, adding +3 complication reliable identification.
either form a familial triad to all tests. Each complication generated while
or seek out new partners, so wearing a disrupted armour deals N+N§ damage, SHIELD-3 NOOVAL
opportunities to mingle and where N is the voorne’s Armour Soak, until the While severely lacking in Infowar expertise,
explore without expecta- wearer either succeeds at a Willpower + Command the Tohaa learned the rudiments of quantronic
tions is precious, granting (D2) test to bring it back under their control or a defence by analysing the EI’s most common attack
those who host regular Brawn + Athletics (D2) test to escape the armour. vectors and by observing how the T’zechi Digester
events substantial influence. Saardaan: From saar (armour), and daan (animal, parried their crude early attempts at unlocking its
particularly a beast or brutish person). secrets. This program is a comprehensive library
AAZA SERUM EFFECTS of techniques for hardening quantronic defences.
Each dose of Aaza Serum SAOM FLASK Once loaded, whenever the user makes a Defence
adds two bonus Momentum Obtained by soaking the saoona lichen in water, or Guard Reaction using their Hacking skill against
instead of one on Medicine saom is an isotonic and nutritional energy beverage. the EI or a Combined Army attacker, they gain 1
tests, or three Momentum Tohaa drink it constantly, and it is available bonus Momentum.
if the user has the Field alongside hot and cold water from taps and
Surgery Talent. See p. 37. drinking fountains throughout the frontier. Soam [AMMO TYPE] SLAMBUG
is admixed automatically to drinkers’ tastes from A living, explosive delivery system derived from
water sources in more civilized territory. When insectile perimeter defenders, this winged casing
FEELING SAOMY travelling far from these conveniences, Tohaa requires an Animal Handling Focus of 3 or more
While nutritious and soldiers, hikers, and travellers carry bioflasks and an Athletics Focus of 3 or more to use reliably,
energising for Tohaa, saom infused with the lichen, which can be filled with adding +3 complication range otherwise. The
doesn’t agree with human water to brew saom in the field with a Survival (D0) SlamBugs, however, can be thrown to any range
biochemistry, almost always test. If a complication is generated, the GM can without difficulty penalties for distance. Usually
causing mild gastroenteritis. spend 2 Heat to exhaust the flask lichen’s ability purchased in groups of three like other explosives,
Tricking new arrivals into to generate additional saom after the current dose, they come with their payload already built into
drinking saom is a common until the lichen is restored with a Science (D1) their thorax, adding 3 to the ammo type’s base
hazing ritual among human test. Otherwise, the flask generates 1 + Momentum cost. They can be contentious if not kept dormant.
troops on Paradiso, making spent drinks of saom. Each satisfies the need for A user can only carry up to their Animal Handling
“saomy” grunt slang for food and water for half a day. Expertise in SlamBugs simultaneously.
digestive illness. Particular-
ly hardy human characters SAKIEL ARMOUR
with Brawn + Resistance There are two requirements to wear this armour, an
of 13 or more can drink excellent and extensive frontline combat record
it without any negative and to have suffered a personal tragedy and grief
effects, however, which will so severe it permanently altered one’s baade. Worn
frustrate would-be prank- by hardened soldiers who earn them through
sters and impress Tohaa loss and sacrifice, these living armours safeguard
compatriots. those who have nothing left to lose but their
lives, providing addictive hormonal-suppressant
secretions for −1 difficulty to Resistance and
Discipline tests. Most wearers come from worlds

42 Chapter 5
THE ROLEPLAYING GAME

SOCAR NINE-PACK SWARM X GRENADE


A self-fermenting blend of soam and psychoactive In addition to providing swarm ammo’s area-denial, TOHAA & INFOWAR
yeasts, with a dash of stimulants to ensure a damage, and tactical obfuscation in an ergonomic The Tohaa had limited
long-lasting party, this beverage of the foolhardy, throwable form factor, this grenade-hive is quantronic warfare experi-
restless, and strong-stomached is a favourite of convertible into an equivalent Reload with a Minor ence before encountering the
Makaul troops between combat -operations — and Action Ballistics or Tech (D1) test. Evolved Intelligence and remain
often during. Sold in packs of nine, wrapped in lurid woefully inferior in this crucial
colours, and drenched in bold scent-tags, a dose of SYGMAATOL AUGMENTATION arms race, with most Tohaa
Socar (one canister) lasts 3 hours, forces the body A protean Trihedron analogue of human cosmetic hackers limited to their variant
awake and prevents unconsciousness or sleep for augmentations, this new full-body augmentation of the white hacking device
three hours, temporarily grants +3 Morale Soak, infects the skin with dense patches of bacteria (with an emphasis on anti-EI
and adds +3 complication range to Awareness-, that alter not only the skin’s thickness, colour, defensive programs). O-12 has
Intelligence-, and Willpower-based tests. A second and texture, but olfactory secretions as well. The been attempting to negotiate
dose during this period heals 1 Vigour and 3 bacteria react in complex, emergent patterns to offensive training programs for
Resolve, but further doses have no effect. At the sensory stimuli, and while visual elements shift Tohaa hackers in exchange for
end of the three-hour high, the user must make a slowly, nearly a third of the user’s baade enters a more access to their advanced
Willpower + Resistance (D1) test or violently vomit, state of constant scented flux, inducing visceral technologies.
taking 3+3§ damage with the Biotech quality, disgust and distrust in Trinomial Tohaa. A profound
and then immediately falling unconscious for sign of allegiance to Trihedron principles of self- SPRINGTIME SLAMFEST
1d20 hours. experimentation and individual expression, it adds An annual celebration dating to
+2 Momentum to social interactions and commands long before the Staala disas-
SWARM X AMMUNITION with Trinomial citizens, and +1 Momentum to ters, this spring festival is now
Each round of this ammunition contains thousands in-person Stealth tests, but +1 complication range nicknamed SlamFest due its
of gnaasos in suspended animation. Gnaasos are on social interactions with outsiders, +3 if they are use of SlamBugs loaded with
diminutive flying insects from the colonial planet loyal Trinomial Tohaa. scented-coloured inks. Children
of Sareota that have been militarily modified for and adolescents in a region
enhanced aggression, toxicity, and a dramatically SYMBIOBOMB are divided into three teams of
shortened lifespan. On impact, the round’s casing These bioengineered symbiont creatures are living peppery blue, jasmine-y green,
explodes in a haze of stimulants and irritants, PheroTactic delivery systems. Once bonded with and soapy grey, given SlamBugs
releasing a dark cloud of furious gnaasos that a symbiont armour by a user with the Corahtar loaded with ink in appropriate
attack any sign of movement. Anyone who takes Discipline talent, they follow it closely, relying colours and scents, and set to
an action within the target zone, or moves into, on the armour for nourishment until it is time to try to soak as many adults (and
out of, or through that zone with an action, takes detonate. Small, chubby, and frail, the stress of one another), as they can. Wear-
damage per the round’s weapon to a random quickly catalysing and releasing their payload kills ing white and neutral scents
hit location. The swarm is sensitive to fire and the creature. Accustomed to disposable symbiont is considered sporting, and
disperses immediately if any part of the swarm is tools, Tohaa troops detonate SymbioBombs for evading capture as long as one
struck by a weapon with the Incendiary quality or tactical advantage without hesitation. can is a popular challenge.
disperses naturally after 3X rounds due to their
unnaturally short lifespans. Swarm ammunition SymbioBomb are made to avoid danger, and
dissolves into forensically innocuous amino acids between their small size and evasive instincts,
when dispersing, ending its effects, including ranged or melee attacks against them are at +2
Wound Effects. difficulty. They have Armour Soak 1, 4 Vigour, and
die after suffering a single Wound or if their
Swarm’s ammo type depends on the size, density, bonded symbiont armour is destroyed. Usually only THE NINE-FOLD WAY
and toxicity of the round. Swarm 1 is Standard one SymbioBomb can bond with an armour at a Originally a set of precepts
ammunition, Swarm 2 is Special, and Swarm 3 time. Those with the Corahtar Discipline talent can laid out by a legendary Makaul
is Heavy ammunition. Due the hazard they pose simultaneously control a number of SymbioBombs, warrior-sage, and still followed
to nearby troops, they are never issued as Shells, SymbioGuards, and SymbioMates equal to their by more fervent members, “the
although they are commonly issued in grenade Command Focus. nine-fold way” is now slang for
or mine form factors. Swarm X ammunition adds the hazing ritual prospective
Biotech, Grievous, Indiscriminate (Close), Smoke Detonating a SymbioBomb takes a Standard Action, members must survive to join
X, and Toxic X to the weapon, and deals a special requires the user to be within Medium range, and a Makaul unit — completing a
Wound Effect that adds +X complication range to to either have the Corahtar Discipline talent, or nine-pack of Socar alone, one
all Agility-, Brawn-, Coordination-, or Intelligence- be granted control of it by someone who does. canister every three hours for
based actions. The user chooses what PheroTactic to use and a 27 straight hours, while evading
target or target zone within Medium range of the or defeating unit members in
SymbioBomb. They then make an attack with a the wild.
Command (D1) test. On a success, the SymbioBomb
sprints to that zone and detonates.

Tohaa Gear 43
PATCHERS SYMBIOGUARD die after suffering a single Wound, or if their
Nomad combatants on In an EI-like reluctance to show their full bonded symbiont armour is destroyed. Usually, only
Paradiso were fascinated by technological hand, the Trident only use fire- one SymbioBomb can bond with an armour at a
the still-living Sygmaatol suppressing SymbioMates in the Human Sphere time. Those with the Corahtar Discipline trait can
skin colonies they found on but unhesitatingly deploy this defensive symbiont simultaneously control a number of SymbioBombs,
downed Trihedron soldiers against Combined Army forces out of human SymbioGuards, and SymbioMates equal to their
and used crude field bio- view. Like SymbioBombs and SymbioMates, these Command Focus.
hacks to directly infect their bioengineered creatures are bonded to a symbiont
own skin with them when armour by a user with the Corahtar Discipline trait TRIBOND AUGMENTATION
long-term preservation or and follow it closely, relying on the armour for As with the majority of Tohaa society, most Tohaa
storage proved impossible. nourishment until it is time to serve their purpose. military operations are based on units of three,
Despite occasionally horrific known as combat triads. Each member has a
side effects, their fascinat- When they detonate, instead of releasing different skill set, forming a battle bond designated
ing look created a subcul- a PheroTactic or fire-suppression payload, by the first syllable of each member’s surname
ture of sharing Sygmaatol SymbioGuards erupt into a mass of short-lived, or a numerological code. If one falls in battle, the
infections on the Paradiso semi-aware protective foam. With a Command (D1) survivors immediately seek out a replacement,
front, and thanks to veter- Reaction, when successfully struck by a ranged or often adding them mid-mission. With this standard-
ans of the conflict returning melee attack and before rolling for Armour Soak, issue military augmentation, a user can transmit a
home, among VaudeVille the user can sacrifice their SymbioGuard to protect spurt of coded pheromones requesting a new triad
designers as well. themselves from harm, gaining +5§ Armour Soak member or triad as a Minor Action and rapidly bond
and adding +2 difficulty to all attacks against them with their new triad in a single Standard Action.
until the end of their next turn. Alternatively, the If all triad members have the augmentation, they
OPTIONAL RULE: SymbioGuard can be detonated as a Minor Action, act intuitively and in concert once bonded, rolling
SYMBIOBONDING again providing protection until the end of the 2d20 instead of the usual 1d20 when assisting one
Even for one with the user’s next turn. another on group tests and communicating via
expertise Corahtar Disci- Corahtaa at Long range.
pline provides, bonding SymbioGuards are made to avoid danger, and
a SymbioMate, Symbi- between their small size and evasive instincts, VIP SYMBIONT
oGuard, or SymbioBomb ranged or melee attacks against them are at +2 A lesser form of the diplomat augmentation
to symbiont armour can difficulty. They have Armour Soak 2, 6 Vigour, and process and designed to ensure the survival of
be time-consuming. Doing die after suffering a single Wound or if their important — or at least sufficiently influential
is so is ordinarily a Com- bonded symbiont armour is destroyed. Usually — Tohaa, this symbiont’s hemo-nanite factories,
mand (D0) test that takes only a one SymbioGuard can bond with an armour quantronic monitors, and hormone boosters heal
ten minutes, which can at a time. Corahtar Discipline practitioners can 1 Firewall, Resolve, and Vigour at the start of each
be repeatedly halved by simultaneously control a number of SymbioBombs, round. Additionally, when healing at the start of
spending Momentum — SymbioGuards, and SymbioMates equal to their the round, the VIP can spend Momentum equal to
from ten to five, to three Command Focus. the number of Harms of a particular type they are
minutes, to one minute, to currently suffering from (Breaches, Metanoias, or
a Standard Action. However, SYMBIOMATE Wounds) to remove one of those Harms.
if the armour’s wearer has Designed for emergency fire suppression and
a Personality + Willpower damage retardation, once a SymbioMate is VIIRAO AMMUNITION
of 15 or less, their armour bonded to a symbiont armour by a user with the Trident soldiers have taken to referring to their viral
is likely obstinate, and the Corahtar Discipline trait, it follows closely to the ammo by the cognate Viirao in the Human Sphere.
time involved doubles. Each best of its abilities, relying on the armour for Originally an obscure neurotoxin classification for
complication generated ad- nourishment until it is time to detonate. When the the deadly shellfish of the Koldinuk’s homeworld,
ditionally doubles the time bonded armour is struck by a weapon of any sort, it has swiftly become a generic term for all
involved. The practitioner
its SymbioMate sacrifices itself in a spray of foamy viral ammunition, one of dozens of new spoken
can abandon the process
fluids and ropy tissue. This ablative tissue kills the slang words from humanity’s oddly infectious
and try again after an hour,
SymbioMate in much the same way a bee sting kills verbal culture. Designed to not only disrupt the
at D2 difficulty, or after a
the bee, but in doing so, the SymbioMate prevents target’s nervous system and respiratory function
day at D1 difficulty.
all damage or other effects from weapon damage in the short term but to ravage their long-term
until it finally dies at the end of the user’s next turn. health should they survive, Viirao ammunition
adds Biotech, Grievous, Stun, and Toxic 3 to the
SymbioMates are made to avoid danger, and weapon, and recovery times from Wounds it inflicts
between their small size and evasive instincts, are doubled without access to Tohaa medical
ranged or melee attacks against them are at +2 techniques and Serums.
difficulty. They have Armour Soak 1, 4 Vigour, and

44 Chapter 5
THE ROLEPLAYING GAME

VIIRAO COMBI RIFLE ancestry. Styles vary, and an infusion is always OPTIONAL RULE:
Produced by the Iriista Commune, armourers aesthetically tuned to a particular subculture, POWERS-OF-THREE OR
and gunsmiths since long before the Staala and granting 2 bonus Momentum on tests involving ZERO BULK PURCHASES
unification, the Luvo Mo-El (from luvo, rifle, and respect or social interaction with that subculture. Tohaa are most comfortable
Mo-El, 400 and perfection in Neebab Numerology) Some Tohaa find infusions uncouth, unpleasant, thinking and selling in powers
fires Viirao ammunition, contains a cutting-edge or tactless, adding +1 complication range on of three. When making a bulk
telemetry-mind, and has a built-in culture-matrix interactions with those outside the subculture. purchase of 3, 9, 27, or 81 of an
that can regenerate its Reload supply. As long as item, the difficulty increase is
the wielder has access to a source of water or soam, YAANUL MINE reduced by 1 to a minimum of
they can brew a Viirao Reload in one hour with a Invented by Koldinuk scientists, this explosive is 0, and only the base cost of the
Science (D1) test. made for concealment near doorways or entrances items is added together. The §
to give those inside a building or vehicle a chance and Tariff remain the same as
to escape safely. Unusually, they keep the charge’s the purchase of a single item.
composition secret and sell only limited quantities It is also possible to order “0”
to the Trinomial, reserving most production to of something to request a mer-
VAAROLA INFUSION protect their own facilities, homes, and vehicles. chant stock it in the future, with
Named for the legendary Vaaronian Imperium the implicit promise to pur-
founder, warrior, and perfumier credited chase at least three if they do
with inventing the process, Vaarola infusions so. In this case, the Acquisition
permanently alter a subject’s baade with a strong test is made as normal, but no
custom fragrance note. They fill a similar cultural money exchanges hands until
niche to human tattoos or cosmetic augmentations they obtain the items. Failure to
and are often used to preserve olfactory elements NOTE: Restrictions listed are for acquisitions by pay will sour the relationship.
from a triad lost or left behind or to memorialise Tohaa buyers from Tohaa sources, except where
a personally important event or allegiance, specifically listed as available from Illicit or Human
particularly among soldiers or those with Vaaronian Sphere (HS) sources.

Tohaa Gear 45
AMMUNITION TABLE
Name Category Qualities Added to Weapon Restriction Cost Tariff

Budama Special Electromagnetic, Stun 1 Trihedron 4, Trinomial 1 4+2 § T2

Greyscale Standard Backlash 1, Radiation 3, and Anti-Materiel 2 vs natural armour Tohaa 3 3+2§ T3

Swarm 1 Standard Biotech, Grievous, Indiscriminate (Close), Smoke 1, Toxic 11 Tohaa 2 3+3§ T1

Swarm 2 Special Biotech, Grievous, Indiscriminate (Close), Smoke 2, Toxic 21 Tohaa 3 4+2§ T2

Swarm 3 Heavy Biotech, Grievous, Indiscriminate (Close), Smoke 3, Toxic 31 Tohaa 3 6+1§ T3

Viirao Special Biotech, Grievous, Stun, Toxic 31 Tohaa 2, Illicit 5 3+1§ T1

Salvagebane Standard Grievous, Guided, Anti-Materiel 3 V3 - -

¹ See entry for details.

46 Chapter 5
THE ROLEPLAYING GAME

AUGMENTATIONS TABLE
Augmentation Category Type Qualities Restriction Cost Tariff
Biograft,
Diplomat Augmentation Full-Body Aug1, 3 Trihedron 5, Trinomial 4 9+1§ T3
Pheroware
Replacement
Gill-Filter Augmentation Biograft Aug1 Tohaa 2 6+1§ T1
(Respiration)

Biograft, Nomads 4, Paradiso 2, Trihedron


Sygmaatol Augmentation Full-Body Aug1 6+3§ T32
Pheroware 1, Trinomial 3

Biograft,
TriBond Augmentation Implant Aug1 Tohaa 2, Trident 1 6+1§ T3
Pheroware

VIP Symbiont Large Implant Biograft Aug1 Tohaa 3 12+3§ T1

Biograft,
Vaarola Infusion Implant Aug1 Trihedron 1, Trinomial 2 3+3§ -
Pheroware

¹ See entry for details. 2 No Tariff in Trihedron territory 3 Requires Corahtar Discipline talent

DRUG TABLE
Drug Restriction Cost Tariff

Diisilos (3 doses) Tohaa 2 1+1§ T1


Diisilos Rations (15 doses) Tohaa 1 3+3§ T1
Socar Nine-Pack Illicit 4, Tohaa 1 3+1§ -

EXPLOSIVES TABLE
EXPLOSIVE CATEGORY DAMAGE SIZE QUALITIES RESTRICTION COST (PER 3) TARIFF
Disposable, Indiscriminate (Close),
[Ammo Type]
Grenade 2+3§ 1 1H Speculative Fire, Thrown2, Unsubtle, and 3 3+cost of Reload +T1
SlamBug
all qualities added by the ammo type
Swarm X
Grenade 1+5§ 1 1H Biotech, Grievous, Indiscriminate (Close), Smoke X, Toxic X2 X 4+X§ T3
Grenades
Blinding, Comms, Concealed 2, Disposable, Immobilising, Koldinuk 1,
Yaanul Mine Mine 2+5§ 1 1H 5+1§ T1
Indiscriminate (Close), Knockdown, Stun, Unsubtle Trinomial 33

1 Do not add Bonus Damage from attributes to explosive devices. ² See entry for additional abilities. 3
Cannot be purchased in bulk (beyond initial set of 3)

PHEROWARE TACTICS TABLE


Name Range Qualities Damage Restriction Cost Tariff
Biotech, Breaker, Area(Close), Pheroware, Speculative Fire,
Endgame C* 1+5§ Diplomat 1, Tohaa 32 6+1§ T3
Toxic 11
Eraser C* BE1, Biotech, Breaker, E/M, Pheroware, Speculative Fire1 1+4§ Diplomat 1, Tohaa 32 6+3§ T3
Biotech, Breaker, Immobilizing, Nonlethal, Pheroware, Spec-
Hellzone C* - Diplomat 1, Tohaa 32 9+1§ T1
ulative Fire1
Mirrorball C* Nonlethal, Pheroware, Reflective 31 - Diplomat 1, Tohaa 32 6+3§ T1
Nimbus Sphere C* Nonlethal, Pheroware, Smoke 3, +3§ Cover soak1 - Diplomat 1, Tohaa 32 6+1§ T1

Saardaan C* Nonlethal, Pheroware, Immobilising1 1+5§ Diplomat 1, Tohaa 52 9+1§ T3

* Range from the effect source (i.e. Symbiobomb) to the target or targeted zone 1 See entry for additional abilities 2 Requires Corahtar Discipline talent to use

Tohaa Gear 47
PROGRAMS TABLE
Type Rating Program Damage Qualities Restriction Cost Tariff

SHIELD 3 Nooval - 1 1 3+3§ T1

¹ See entry for additional details.

REMOTES TABLE
Item Qualities Restriction Cost (Per 3) Tariff Maintenance

SymbioBomb Pheroware1,2 2 6+1§ T1 1 per trio

SymbioGuard Pheroware1,2 3 6+1§ T1 1 per trio

SymbioMate Pheroware1,2 2 9+1§ T3 1 per trio

1
See entry for additional abilities 2 Requires Corahtar Discipline talent to use

ARMOUR TABLE
Armour Armour Soak BTS Vigour Max. Wounds Qualities Restriction Cost Tariff
Tohaa 3
Ectros Armour 4 3 10 3 Kinematika, Self-Repairing1 9+3§ T3
(Trident 2)
Chameleonwear, Kinematika, Tohaa 4
Igao Armour 0 3 9 2 6+1§ T2
Self-Repairing1 (Trident 2)

Tohaa 3
Kumotail Armour 2 2 9 3 Kinematika, Self-Repairing1 9+2§ T3
(Trident 2)

Tohaa 2
Nu-El Armour 2 1 10 2 Kinematika, Self-Repairing1 9+1§ T1
(Trident 1)
Tohaa 3
Sakiel Armour 3 0 10 2 Kinematika, Self-Repairing1 9+2§ T2
(Trident 1)
per Lifestyle
Satwiila Clothing 1 1 9 1 Self-Repairing1 Tohaa 1 Clothing Cost +T1
+ 3§
¹ Armour has additional effects, see description.

TOOLS & OTHER ITEMS TABLE


Item Qualities Restriction Cost Tariff
Aaza MediKit - HS 5, Illicit 4, Tohaa 1 3+3§ T1
Aaza Serum Resource per Serum1 HS 4, Illicit 2, Tohaa 1 3+1§ (per 3) T1
Baade-Lock X Armoured 4, Pheroware 1
Tohaa X 4X+X§ T(X)
Biometric Visor Comms 1
Trinomial 3 6+3§ T1
Cyn.ara Sensor Comms1 O-12 3, PanOceania 3, Yu Jing 3 8+4§ T2
Iveelus Visor Expert 2, Comms 1
Tohaa 2 6+1§ T1
Keetmel Ointment Fragile Tohaa 1 3+1§ -
Nullifier Area (Close)1 Trinomial 3 9+1§ T3
Performance Gear Pheroware - 3+3§ T3
Rijuv Serum Resource per Serum, includes Aaza effect s1
Illicit 4, Tohaa 3 3+1§ (per 3) T3
Raavila Clothing Armoured 11 Per Lifestyle Clothing Restriction per Lifestyle Clothing Cost T0
Saarlul Case Armoured 3, Comms 1
Tohaa 1 per Symbiont Armour Base Cost -
Saom Flask 1
Illicit 4, Tohaa 0 3+1§ T1

¹ See entry for additional details.

48 Chapter 5
THE ROLEPLAYING GAME

MELEE WEAPONS TABLE


NAME DAMAGE SIZE QUALITIES RESTRICTION COST TARIFF
Extended Reach, Parry 2, Thrown,
Egg Spear 1+5§ 2H Chaksa 1, Tohaa 2 2+4§ T2
Vicious 2
1H/Unbal-
Gao-Haasa Spear 1+4§ Variable per mode1 Tohaa 2 6+3§ -
anced/2H
Anti-Materiel 3, Backlash 1, Impro-
Hoyuul Drill 1+6§ Unwieldy Tohaa 3 9+1§ T3
vised 3, Piercing 3, Unforgiving 3
¹ See entry for details.

RANGED WEAPONS TABLE


NAME RANGE DAMAGE BURST SIZE AMMO QUALITIES RESTRICTION COST TARIFF
Biotech, Nonlethal, Stun, Subtle 3,
Dread-Sprayer C 1+5§ 1 1H - Tohaa 4 9+ 1§ T3
Terrifying 3, Torrent
Enisfeera Pistol (set
R/C/M 2+4§ 1 1H Breaker Subtle 3, Unforgiving *, Vicious 1 Illicit 4, Tohaa 5 15+ 3§ T1
of 3)
Expert 2, MULTI Light Mod, Vicious
Viirao Combi Rifle C/M 1+5§ 2 2H Viirao Illicit 5, Tohaa 3 6+ 3§ T1
11

* Equal to the wielder’s Ballistics Focus 1 See entry for additional abilities and details

Tohaa Gear 49
CHAPTER 6

TOHAA BIOTECHNOLOGY
Locked in a brutal war of attrition with the THE RUNOHAAN DURAASLAI
Combined Army, the Tohaa have outlasted all of TRINEROSE
its prior opponents. A tenacious, expansionistic Symbiosis and units of three are both foundational
empire in their own right, the Tohaa colonized an building blocks of Tohaa culture, as is their
“Has our conflict with the EI impressive number of worlds before coming into fondness for using metaphor to illustrate these
led to some stagnation in the contact with the EI’s forces. And while it would be a concepts. Perhaps nowhere is this more evident
biotechnological sciences? No disservice to downplay the impact of their military, than in the Runohaan Trinerose, a gorgeous,
one would suggest otherwise. culture, and other factors, their biotechnology is a durable plant that holds a special place in
But we could stagnate for
key reason that they’re still here, defiant as ever. Trinomial society, despite — or rather, because of —
another hundred years, and hu-
manity would still be straggling the fact that it doesn’t natively occur in nature.
behind us.” The Combined Civilisation’s VoodooTech defies
— Zeeda Daarvo, humanity’s understanding of physics. Humanity The Trinerose is actually comprised of three distinct
Kumotail Bioengineer. Report in turn created a staggeringly potent new form elements: a bacterial fungus (duua), a creeping
to the High Council, following of consciousness in ALEPH. But no documented vine (raas), and a ropey invertebrate insect (laai).
first contact with the Human species — not even the hyper-adaptive Shasvastii On their own, these elements aren’t much to write
Sphere.
— have come close to matching the Tohaa’s mastery home about — a mould, a weed, and a pest. Apart,
of biotechnology. none of them lives terribly long on their own. But
“All targets accounted for, as together, they form something remarkable.
lifeless as the cold, dead tools
they trusted to protect them.” VIRTUOSOS OF THE
IMPOSSIBLE A Duraaslai Trinerose is formed when the fungus
— Gaaril Yuuri, Makaul
Trooper. Debriefing following
calcifies a sleeping or sedated insect, causing
the clandestine combat strike The Tohaa’s mastery of living technologies didn’t it to grow rigid, yet remain flexible. This greatly
on [REDACTED], Human Sphere. come about by accident. On their homeworld of increases the laai’s durability, but essentially roots
Runohaa, the thin atmosphere and harsh solar it in place. This, however, provides the perfect
radiation exerted a powerful influence on the platform for the raas vine, as its roots intertwine
early Tohaa — not just on their physical forms, with calcified cartilage and ropey tissue, allowing
but on how they saw the world. Notably lacking it to actually blossom. The new structure can
in the heavy and conductive metals that form effectively photosynthesize energy, resulting in a
the foundation of most species’ industrial and gentle, pleasing aroma and a colourful appearance.
communication ages, Runohaa instead boasts a From three unremarkable ingredients, something
truly impressive array of organic life. beautiful and strong emerges.

From its massive Holdaan Hornbeasts, all the way Is it any wonder that the Trinerose is all but
down to spores, moulds, and bacteria, Runohaa is synonymous with triad sentiment?
teeming with diverse, potent, and vibrant forms
of life. The early Tohaa thrived by harnessing this Young proto-triads often cultivate one ingredient
power and have continued to wield it through apiece, with different techniques resulting in a
numerous technological revolutions, eventually variety of aromas and hues when combined. It’s
matching or surpassing any feat of mechanical a way for young Tohaa to show that they can be
engineering found across the Milky Way galaxy. trusted to hold up their end of the triad, that they
will do their part to create something beautiful,
Tohaa biotechnology has produced wonders, durable, and unique.
propelled them to the stars and across wormholes,
and made the miraculous all but commonplace Most Tohaa create Trinerose as their first stab at
within the Trinomial, derived from a single biotechnology. Unsurprisingly, many botch their
assertion upon which everything else is built. The early attempts. And it’s here that the real lesson of
most powerful force in the universe is not death, the Trinerose manifests — healthy symbiosis isn’t
entropy, gravity, nor anything else that scientists about getting things right on your first try. It’s about
or philosophers have mused. Death can be averted, improving upon what you did yesterday. Eventually,
entropy reversed, and gravity overcome. None of virtually all Tohaa learn to cultivate a Trinerose
these things are the greatest power in the universe. in harmony with their partners, cementing the
idea that a process of iterative improvements and
That distinction belongs to life. continually perfecting one’s efforts, will result in
something magnificent.

50 Chapter 6
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“To limit ourselves to a single


BIOTECH HERALDS show the grace of the Tohaa in changing, evolving, planet, a single system, would be to
In all their sidereal journeys, nothing has and transforming a world till its ecosystem moves slow our cultural and technological
vindicated this perspective quite as thoroughly as from savage opponent to earnest servant. progress. This is how we improve
the Tohaa’s encounter with the T’zechi Digesters. ourselves as a species; this is how
Here were true ancients of the universe, keepers of These days, the transformation is a well- we survive, by travelling.”
— Diplomat Sareelia
its secrets, and possessed of unfathomable power, established process — the Tohaa have been at this Mogaal. Signing of the Tohaa
knowledge, and wisdom. Were they steel? Circuits? long enough to confidently navigate the myriad Contact Treaty. EveningStar Orbital
Of course not. They were living, organic constructs. hazards that new worlds have to offer — but a new Base, low orbit around Paradiso.
Incredibly intelligent, yet not possessed of sapience, world means new context, new rules, an evolution
their sophisticated biological programming showed of understanding. They see how this new puzzle
the Tohaa a level of biotechnological sophistication fits together, and glean what treasures that can
“After engaging the Human Sphere
that even they had not yet dreamed possible. be gained from this understanding. These insights diplomats aboard the EveningStar
fuel the metadiscipline of Tohaa biotechnology, orbital, I doubted my training. I
Yet here they stood, upon the stage of history, which enables the Errant Fleets to travel even thought, surely, I’m getting false
bearing witness to the heights that could be further abroad, gaining new insights to share. So positives or misreading them. I was
reached by their chosen path. Needless to say, after the virtuous cycle continues, a symbiosis of its own, wrong. The reality is, they were
their first encounter with the T’zechi, biotechnology keeping the Tohaa in perpetual motion as they lying near-constantly, and doing
a bad job of covering it up. The
became an even greater focus for the nascent continue to explore the far reaches of the galaxy, humans have come to expect this
Trinomial. collecting new insights from the life that they from their leaders. They’re basically
encounter. numb to it.
PERPETUUM MOBILE Do not make the mistake of trusting
Emboldened by their early successes and filled THE LIVING SCIENCES them. Better to trust your training.
It won’t let you down. Humans
with new purpose from their role as Heralds, the
regularly will.”
Tohaa Colonial Force strove to seek out new worlds, For all of their mastery of biotechnology, the
— Lissaa Korvaa, Tohaa
new biomes, and new challenges. Long after the Tohaa are equally proficient in communication and Diplomat. Excerpt from a seminar
Trinomial had reached a point where their territory behavioural sciences. From the first moment they on Human Sphere Diplomacy.
outpaced their population growth, the Errant Fleet made contact with another intelligent species,
continued to travel to unknown stars, exploring, it became abundantly clear that Corahtaa was
colonizing, and most importantly, learning. an outlier and that most species communicated
Always learning. without the rich information channel that
pheromonal exchange provides. These verbal-
New stars mean new worlds, new worlds mean primary languages universally lacked the clarity
new biomes, which in turn, mean new and different of intent and inexorable blunt characteristics of
forms of life. However, the Errant Fleets are Corahtaa exchanges. If the Tohaa had any hope
anything but a neutral observer. They don’t simply of truly understanding the creatures they were
study and catalogue the new life that they find; interacting with, they would need to become
they actively work to improve it wherever they experts at xenocommunication.
go. Their primary directives when contacting new
life are simple, learn what you can, improve the Generations later, it’s difficult to argue that they
Trinomial, and leave things in a better state then haven’t done exactly that. By scrutinizing alien
you found them. Of course, whether it’s better for body language, posture, tonality, and spatial
anyone besides the Tohaa is a matter of some positioning, a sufficiently prepared Tohaa diplomat
debate, but not among the Tohaa. “Better” is always can suss out an alien’s mood and intent, their
considered from the Tohaa’s perspective. Any comfortability levels, even if they’re hiding
benefit to other species is a question of charity something or being less than honest. Combined
and little else. Such is the wake of the Trinomial’s with extensive xenopsychological profiling, trend
manifest destiny. All are grist that meets their mill, prediction, and truly next-level behavioural
as befits protagonists in the greatest story ever told. prediction models, a Tohaa diplomat can seem like
they’re prying into your mind, stripping away your
That’s not to say that the Tohaa are rampant defences, and stealing your darkest secrets. And
imperialists, running roughshod over everything they can inform you of it with a smile.
they find, stamping out heterogeneity wherever
it’s found. Indeed, the diversity found on different Despite their maturity, these fields have seen an
planets is their primary reason for visiting them. uptick in new research, as between the oppressive
They’d sooner gouge out their eyes than wholesale psychological warfare of the Combined Army, the
eliminate a new world’s biodiversity. Finding and delicate — but utterly manipulatable — balance of
adapting to the patterns of an unknown world’s power in the Human Sphere, and the ongoing work
ecologies and biorhythms, learning to navigate the of Exaltation, it’s never been more vital for the
complex interdependencies of a novel biome, these Tohaa to understand the aliens around them.

TOHAA BIOTECHNOLOGY 51
The changing landscape has revitalized some old trusted biotechnology — basically an extension
arguments in the field. Theorems and strategies of their own bodies —danced to an unseen
long since abandoned have found new life, as the puppeteer’s whims. The neural integration of their
very real stagnation that the methodical grind of daalbaade leaves Tohaa unusually susceptible
the EI conflict gradually introduced is counteracted to quantronic attacks such as Brain Blast and
by the chaotic maelstrom of possibilities that other software that deliberately targets a user’s
the Human Sphere provides. In contrast to the neurological system. Despite their best and
exacting perfectionism of the Trinomial or the brightest minds working on the problem, due to its
“It’s all electrical pulses. Your brutal efficiency of the Combined Army, humanity’s reliance on neural integration, Tohaa biotechnology
ships, your communications, approach to problem solving is undisciplined, has had immense difficulty in closing the
even your geists. They all work scattered, and entirely haphazard. And while the technology gap between the EI’s hackers and its
based on electrical pulses, yes? lack of unity poses countless issues for the factions own equivalents.
Well, so does your brain. Our
of the Human Sphere, the Tohaa have found
technology is organic. You can’t
just quantronically force your opportunity in the chaos. Their still-new alliance with O-12 holds a great
way in via the usual means. deal of promise in eventually shoring up this
But it’s still all electric pulses While the Human Sphere’s fragmentation is a weakness; however, there’s a long way to go
underneath. We were an open massive disadvantage, it also allows for rampant before it’s likely to bear fruit. The powers of
book, just in a language they experimentation and widespread risk-taking. Most the Human Sphere are loathe to part with their
couldn’t yet read. It was a mat- of these solutions bear little fruit, and even those lone technological advantage. Even acquiring
ter of time before they figured
with real potential tend to get lost in the shuffle. technology through espionage isn’t a simple
it out. Given the chance, they’ll
do the same — or worse — to But, what if the Tohaa can mine their disorganized answer, as there’s still the very real difficulty
every aspect of your Human flailing for inspiration? It just might prove the shot of either adapting the quantronic tech to work
Sphere.” in the arm their stagnant research needs. with the Tohaa’s native biotechnology or the
— Diplomat Sareelia exponentially more monumental task of adapting
Mogaal, speaking to Paradiso
High Commissioner Natalia
PROVING THE RULE the Trinomial’s entire technological infrastructure
to incorporate quantronic computing principles. But
Hesse. Special Summit on
In most fields, the Tohaa’s stalled advancement whatever course they chart, the route to quantronic
InfoWar strategy, Paradiso.
isn’t much of an issue. While stifled growth parity with the other heavyweights of the Milky
and a lack of innovation are definite long-term Way promises a long and difficult road, with no
problems, the immediate superiority of many Tohaa guarantee the end result will be worth what it
technologies place it firmly among the ranks of takes to get there.
tomorrow’s problems. There is, however, one field
where the Tohaa find themselves in an unusual THEORY VS PRACTICE: BIOTECH
conundrum, the exception that proves the rule. In a VULNERABILITIES AND EXPLOITS
society where organic technology reigns supreme, To an outside observer, some of the Tohaa’s
interfacing with advanced quantronic systems has signature technology can look brutally flawed,
proven unexpectedly difficult for the Trinomial. armour that catches fire, hackable personal
Simply put, their InfoWar is decidedly inferior. And pheromone networks, even boots that can be
that’s a real problem. poisoned. Tohaa biotechnology has faced some
challenging exploits in recent years.
Historically, this wasn’t much of an issue. A given
Tohaa’s daalbaade is easily secured from invasive The explanation for this is, of course, threefold.
probes via pheromonal deterrents or symbiotic Firstly, the novelty of the Tohaa’s bio-dominant
parasites known as Saarbaade. This is usually more technology can amplify both the wonders and
than sufficient to deter most organic invasions of the drawbacks to onlookers, making both appear
the user’s personal network. When encountering larger than they might otherwise seem. To them,
cultures built on mechanical technology, such as the Tohaa would point out that every tech has
the Shawoke, they had little difficulty in repelling its weakness. After all, it’s not like quantronic
their crude attempts at hacking via traditional technology is immune to hacking. And sure, you
methods. Even if it wasn’t an ideal tool for the job, could poison a Tohaa’s evening gown, but anyone
Tohaa biotechnology was so advanced that it never going to that kind of effort could just as easily
really mattered. rip, incinerate, or simply steal a conventional
Human Sphere garment. As with many interactions
Until they encountered the EI. between such different cultures, it’s easy to spot
the flaw in the other, while turning a blind eye
Suddenly, military transports found their to your own.
communications being hijacked, combat forces’
weaponry malfunctioned, and soldiers found The Tohaa do have a larger, structural issue — their
themselves literally unable to see or hear, as their assumption of innate superiority. This is rooted in

52 Chapter 6
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the ages of virtually everything they encountered, keeping their dalbaade in order, while PheroGuards
every test that they faced, all supporting the help their owners keep their composure in stressful
notion. Naturally, they assumed that their ways or overwhelming situations. All symbionts form
of doing things were intrinsically superior, and a unique, personalized result with their hosts.
vulnerabilities in any given piece of tech were But unlike Voorne, which benefit from uniform
smoothed over by the fact that they were more coverage of the Tohaa physique, Saarbaades
advanced — technologically, culturally, and and PheroGuards don’t come in a “standard”
militarily — than the species that they encountered. configuration. Each symbiont is custom grown to
suit its bearer.
Then they met the EI, and everything changed.
Vulnerabilities long deemed insignificant were ARMOUR FOR ALL
ruthlessly exploited with a brutal, mechanical OCCASIONS
efficiency that characterized the EI’s approach to
its long-standing rival. In the face of this, the Tohaa Tohaa treat their symbionts — and indeed, the very
remain defiant. And while this gives them the concept of symbiosis — with profound gravity. To
strength to continue the fight, it all too often blinds their eyes, symbiosis illustrates the world at its
them to their own shortcomings. most desirable, all parts working together, each
benefiting the other, to create a whole that is
Tripling down on the idea of Tohaa exceptionalism much greater than the sum of its parts. Symbiosis
leads to the third issue with the Tohaa’s tech, is the capstone upon which modern Tohaa society
an assumption that these vulnerabilities don’t strides forward.
matter, because the Tohaa are assumed to be more
ALIEN SYMBIOSIS
skilled than their opponents. Voorne armour is an
Tohaa biotechnology is tailored to their unique
excellent microcosm of this philosophy. It provides
physiology. Aliens attempting to integrate with it
sterling protection and a slew of mobility and
quickly discover that it doesn’t play well with others.
performance upgrades, but its vulnerability to fire
Humans, for example, would be far more likely to
was no longer an unimportant design quirk the first
become violently ill than to enjoy any benefits from
time a squad of Morat levelled flamethrowers at
bonding with a Tohaa symbiont.
their forces.
Adapting symbiont tech to work with a new species
Still, it’s seen as an acceptable trade-off. So what if is possible, but a massive undertaking, usually tak-
a symbiont-clad soldier catches fire like so much ing place as part of Exaltation efforts. Thus, Exalted
dry kindling, they’ve been given the tools to avoid species such as Chaksa and Koldinuk often make
getting hit in the first place. The onus is on them use of some Tohaa technology, but these are devices,
to put them to good use. The assumption, true specifically tailored to the species in question. More
or false, is that the Tohaa’s skill will prove more involved symbionts — such as Voorne, Saarbaade,
than sufficient to make up for a few exploitable and PheroGuards — are usually beyond the scope of
imperfections. these programmes.

FRESH-GROWN GEAR Of course, symbiont armours live to shield the


Tohaa from unwanted experiences and frequently
Unlike the jury-rigged contraptions mercenary die in place of them — a subtlety not lost on
gearheads throw together, or the ill-advised dives Human Sphere analysts.
into mad science that characterize Bakunin’s
Praxis Black Labs, Tohaa biotechnology is a WHERE’S THE OTHER GEAR?
mature science. Most, if not all, Tohaa equipment While all Tohaa gear is grown and customized
has a biological component to its nature, though to a degree, the overwhelming majority of it
its functionality is often similar to mechanical still benefits from economies of scale. Symbiont
equivalents elsewhere. Even if there’s a massive armours are uniquely and intrinsically tied to
qualitative difference, quantitatively speaking, for the user’s dalbaade — they must be in order to
most cases the experience is not markedly different function — making each a time-consuming, bespoke
from using mechanical equipment. solution. Simply put, there’s usually no reason to
custom-craft most Tohaa technology, with even the
Then again, symbionts aren’t most cases. Long a most bespoke equipment easily represented by the
staple of personal protection, Voorne symbiont gear chapter.
armours graft fibrous parasites to their host,
creating a powerful means of resisting physical VOORNE
trauma. And while they’re less well-known, Much has been said about the Voorne living
Saarbaade parasites have long aided Tohaa in armours. These armours are crafted from the

TOHAA BIOTECHNOLOGY 53
lineage of the Raacno, groomed to dynamically chamber where it can survive indefinitely or is
meet the constantly changing threats that reattached to its host within a week.
face the Tohaa head-on, provide the Trident’s
warriors with the opportunity to cheat death, and SAARBAADE
introduce the reaper to their enemies in return. Much like the personal area networks that
Over time, different strands of Voorne have been characterize life in the Human Sphere, a Tohaa’s
“It nearly killed me, you know. cultivated to fit to different situations, not unlike dalbaade is part and parcel with their networked
Anyone else would have different breeds of domestic animals, yet turned identity. The convergence of biotechnology orbiting
perished, but by strength
of will alone, I endured the
to impressive military purpose. From the versatile an individual Tohaa is personal in ways that even
ordeal, rendering me practically Nu-El strand, to custom lines tailored to the unique their triad isn’t, a private world, with a single Tohaa
invincible.” requirements of the Ectros, Sakiel, Kumotail, and at its core. Needless to say, security is a paramount
— Gaaril Zhaan, Makaul other units, Voorne biotechnology is in many ways concern, hence the value of a Saarbaade symbiont.
Trooper. Describing his Saarno the Tohaa Trident’s signature military technology.
to onlookers in a Human Saarbaade take many forms, but the most common
Sphere Orbital. (Corahtaa The ordeal of the Saarno armour wake has been is a type of bacterial overgrowth, integrating over
subtext implied that his Saarno
was unusually mild, but since
dramatized in countless stories, both in popular the course of roughly 72 hours. However, where
the humans can’t tell either fiction, and by the Tohaa warriors who have the process of Saarno is a gruelling ordeal for the
way, he was having some fun.) undergone the vigil. Ranging from sore muscles eventual host, adapting to a Saarbaade is a trial
and headaches, to a sensation not unlike replacing for everyone around them, as the bacteria creates
one’s nerves with molten ore, the process of increasingly pungent odours over the duration of
integrating a Voorne is always a trial. But once the bonding period. Not only are these Corahtaan
that trial is completed, Voorne offer immense messages confusing, they’re also deeply unpleasant
value to their bearers, shielding them from to intake, wreaking havoc on the sensitive Tohaa
damage, enhancing their physiques, and otherwise phero-blossom.
entwining themselves into every action, making
everything just a little bit easier. For this, more than any other reason, individuals
integrating a Saarbaade symbiont tend to go on
Soak and Wounds: Symbiont armour is a living extended meditation retreats, reflecting on their
organism with its own Vigour score. It grants thoughts away from society. Doing so alone can
Armour Soak to all hit locations and any physical approach the Saarno in terms of ordeal, as most
damage or condition inflicted on a character Tohaa do very poorly in isolation. Any triad willing
wearing the symbiont armour is instead suffered by to endure the process alongside their member — or
the Voorne. The symbiont suffers Wounds normally, conversely, all making each other miserable as each
but dies if it suffers more Harms than its Maximum simultaneously bonds to their own Saarbaade — is
Harms rating (as indicated on the Biotechnology either going to fracture from the stress or come out
Symbiont Armours Table). of the experience with a nigh unbreakable bond.

SAARBAADE AND Vulnerability to Fire: Voorne Symbiont armours are Soak and Wounds: Like Voorne symbiont armour,
VOORNE ARMOURS particularly sensitive to fire. In addition to suffering a Saarbaade is a living organism, but due to
Many Voorne symbiont armours damage from fire normally without the advantage its bacterial nature, its durability is instead
also provide BTS to the user. of their Armour Soak, the fire also inflicts twice represented by Firewall rather than a Vigour score.
Refined over centuries of the physical damage suffered by the symbiont It grants BTS to the character, and any InfoWar
gradual improvements, these
armour directly to the host (through a process of damage or condition inflicted on a character
parasitic integrations do not
grant the added benefits of a
biofeedback). with a Saarbaade symbiont is instead suffered by
Saarbaade, but neither are they the parasite.
subject to its vulnerabilities. If Symbiotic Healing: While worn, symbiont armour
combined, the effects do stack, grants 2 bonus Momentum to recovery and treat The symbiont suffers Breaches normally, but dies
but the combination is perma- tests made for the host. Symbiont armour has the if it suffers more Harms than its Maximum Harms
nent. If either the Saarbaade Self-Repairing quality. Those making treat tests rating (as indicated on the Biotechnology Symbiont
or Voorne symbiont is removed
to repair the symbiont armour can use either Armours Table).
or destroyed, the character
loses both sources of BTS, even Medicine or Tech.
if the one remains otherwise Vulnerability to Neural Attacks: Like most dalbaade
functional. Such are the perils Detached Symbionts: Detaching from symbiont biotech, Saarbaade symbionts are powerful, but
of integrating living things with armour is a Standard Action. Doing so leaves the ill-suited to meaningfully address the EI’s brutal
your nervous system. damage and Wounds suffered by the symbiont quantronic attacks. While they do a spectacular
armour behind, as well as any conditions suffered job of protecting the user’s dalbaade, they also
by the symbiont armour, for example Hindered or open them up to neurological attacks, a fatal
Burning conditions. When detached from its host, vulnerability that the Combined Army’s killer
symbiont armour enters a state of hibernation and hackers gleefully exploit.
dies unless it is placed in a nutrient-rich stasis

54 Chapter 6
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Saarbaade function by directly infecting the user’s the organism, it can suffer terminal failure due TARGETING PHERO-
nervous system. An installed Saarbaade functions to overstimulation. Many a PheroGuard Symbiont GUARDS
as neural equipment, though since it is not has given its life to ensure its host’s composure. Despite their role in mitigating
incoming PsyWar attacks, Phero-
designed for active use, it does not add any bonus But, in the high-stakes world that Tohaa diplomats
Guards are still physical creatures.
Momentum. It is, however, particularly sensitive to inhabit, a single misstep could have catastrophic They can be targeted and killed by
neurological attacks. If the user suffers physical consequences, far beyond needing a new symbiont. physical attacks. To do so requires
damage from a quantronic attack — such as being a Called Shot, costing 2 Momentum
on the receiving end of UPGRADE: Sucker Punch Soak and Wounds: Integrated with their hosts, as usual, though obviously, knowing
— the attacker adds +X§ to their damage, where X PheroGuard Symbionts are living organisms and the location of the symbiont —
is equal to the character’s total BTS, regardless of filter their biochemical responses through their either through observation, or if it’s
concealed, research — is necessary
source. In addition, for every Wound the character own systems. They can be damaged and killed like
to target it. On a successful attack,
suffers due to Neural Infowar attacks, the symbiont any other being, but since their primary function is deal half the Vigour damage inflict-
suffers a Breach. in mitigating PsyWar attacks rather than physical ed (after Armour Soak) as Resolve
ones, they’re typically installed in less conspicuous damage to the PheroGuard. After
Symbiotic Maintenance: While worn, Saarbaade locations or hidden safely beneath the sturdy taking damage in this fashion, the
symbionts grant 2 bonus Momentum to recovery carapace of a Voorne Symbiont armour. PheroGuard’s regulatory systems
and treat tests regarding the host’s Firewall and/or require time to recalibrate. Any time
the host suffers Vigour damage,
Breaches. Saarbaade symbionts also have the Self- PheroGuards provide Morale Soak to the user,
they continue to take half of it as
Repairing quality. Those making treat tests to repair and any mental damage inflicted on a character Resolve damage (in both cases,
the symbiont can use either Medicine or Tech. wearing the symbiont is instead suffered by the rounding down to a minimum of
PheroGuard. Thanks to its sturdy chitinous exterior 1 damage). The PheroGuard can
Purging Symbionts: Unlike Voorne, which are meant and role as a stress regulator, its durability is be recalibrated, but this requires a
to be rapidly detachable in a crisis, purging one’s represented by Resolve rather than a Vigour score successful Absterge action.
baade of a bacterial symbiont is neither fast nor The symbiont suffers Harms normally but dies if
pleasant. Typically, this is done via a fairly standard it suffers more Harms than its Maximum Harms
medical detox procedure, where a regimen of rating (as indicated on the Biotechnology Symbiont
antibiotics and targeted organic compounds flush Armours Table).
the symbiont over the course of about a week.
While radical treatments can purge the symbiont Vulnerability to Sonics: PheroGuard Symbionts are
more rapidly, the side effects of the solution make dedicated organisms, designed to regulate their
it a last resort for most Tohaa. Irrespective of the host’s vitals. Weaponised infrasound vibrations —
methods used, the process of purging a Saarbaade such as from Banshee rounds or Flashbangs — can
irrevocably destroys the symbiont in question. overload their systems, causing catastrophic failure.
If the host suffers damage from an attack with
PHEROGUARDS the Deafening quality, in addition to said attack
In the high-stakes dance of Tohaa political intrigue, bypassing any applicable Soak, the PheroGuard
appearing cool, calm, and composed is a must. also suffers the attack as Mental damage. This
However, that’s easier said than done. Corahtaa damage occurs even if the attacker doesn’t roll an
reveals even the subtlest nuances to those know effect, and Morale Soak provides no resistance.
what to look for, Thus, it’s not enough to merely
seem calm; a Tohaa must actually be calm in order Symbiotic Repose: While worn, PheroGuard
to convincingly seem in control. symbionts grant 2 bonus Momentum to recovery
and treat tests regarding the host’s Resolve and/or
This is where PheroGuards come into play. These Metanoia effects. PheroGuards also have the Self-
small, chitinous arthropods typically attach Repairing quality. Those making treat tests to repair
to elbow, knee, or — if the host doesn’t mind the symbiont can use either Medicine or Tech.
advertising their presence — knuckle joints.
Some Tohaa have even bonded the creatures to Detached Symbionts: Detaching from symbiont
the periphery of their faceplates, resulting in a armour is a Standard Action, and PheroGuards
fearsome-looking ridge that belies their soothing are no different. Doing so leaves any damage and
presence. But wherever the Tohaa in question Harms suffered by the PheroGuard behind, as well
elects to incorporate them, a PheroGuard’s calcified as ending any conditions suffered by the symbiont
form provides a slew of benefits to their host. In and, of course, removing its vulnerability to sonic
addition to supplying small but reliable structural attacks from the host. Significantly less hardy than
reinforcement wherever it’s grafted — providing a Voorne Symbiont Armour, a PheroGuard detached
soothing, warm sensation that eases joint pain — from its host enters senescence, dying within 8
the primary benefit of a PheroGuard Symbiont is in hours unless it is placed in a nutrient-rich stasis
regulating its host’s heart rate, internal chemistry, chamber (where it can survive indefinitely) or
and anxiety levels. If too much stress is placed on reattached to its host.

TOHAA BIOTECHNOLOGY 55
CREATING CUSTOM more difficult it is to find someone willing to
SYMBIONTS spend the time and effort to create your custom
symbiont strain.
To the outside observer, one symbiont functions
more or less identically to the next. Under the Beginning with the Restriction and Cost of your
PLAYTEST TIP: CUT-
proverbial hood however, there’s an impressive base symbiont, choose which options you want
TING DEALS
Beyond the Restriction or Cost
amount of customization and variety that go into from the Symbiont Modification Table, total up their
of a custom symbiont, there’s crafting these deeply personalized creatures. Each respective costs, and then consult the Symbiont
a personal element. Someone individual symbiont armour — from an Ectros Modification Package Table below. Total the number
needs to think the request im- unit’s resilient Voorne armour, to a diplomat’s of modifications; this will indicate both the total
portant enough to dedicate the colour-coordinated PheroGuard forearm quills Restriction for the modification package, as well
time to fulfil it. This is reflected — is bioengineered to fit their specific host. Each as a value to divide the Cost increase by (rounding
in the costly nature of custom
symbiont is one of a kind, unique in all the galaxy, down) before adding it to the base armour,
symbionts, but by no means
should that be an ironclad explicitly tailored to the baade of its intended host. resulting in its final Cost.
truth. Trading favours, repaying
debts, or using the player That said, from a rules standpoint, the entries in For example, a PheroGuard Symbiont adding
characters to otherwise further Chapter 5: Gear will handily cover the majority of 4 modifications with a Cost increase of 4+4§,
their own agenda — there these cases. Economies of scale still come into play, should divide that increase by 2, and increase the
are myriad reasons for the and it turns out that creating a durable, reliable Restriction by +2. Add that Restriction modifier
bioengineer who crafts these
symbiont isn’t easy. Years of research, generations (+2) and the divided Cost increase (2+2§) to the
symbionts to cut the characters
a deal, usually in the form of of guided breeding, and significant resources go base symbiont, and use the new Restriction and
lowering the Restriction rating into creating strains of symbionts. Whipping up a Cost — 3 and 6+5§ in this example, assuming that
of the package. new variant requires much more than ingenuity it’s a Tohaa making the acquisition — to acquire
and determination. And yet deviating from an the symbiont.
existing strain, while not a common practice, is
a far more feasible one. By taking an existing Tariffs: Several different modifications can increase
creature and customizing it — not just for the host’s the tariff rating of the symbiont. If this would ever
baade, but for their performance needs as well — raise the tariff rating beyond T3, add 1+1§ to the
Tohaa bioengineers can create some truly unique symbiont package’s final Cost for every value above
enhancements. T3. This increase comes after applying the divided
Cost increase from the Symbiont Modification
GETTING STARTED Package Table, so these increases are not divided.
To begin, first select a base for your custom
symbiont — Voorne, Saarbaade, or PheroGuard — Maintenance: Some modifications can increase
from the Symbiont Base Table. the Maintenance cost of the symbiont. Unlike
tariffs, there is no ceiling on Maintenance increases.
Restriction / Cost: Instead of each modification Bespoke symbionts can become prohibitively
having its own Restriction or Cost, the following expensive to keep alive and healthy, hence the
tables are used to determine the Restriction advantage of standardized strains. Like Cost,
and Cost of a custom armour package, a group Maintenance is divided by the values indicated in
of features bundled together. Given that a large the Symbiont Modification Package Table, and there
portion of the expense is in creating a system are additional options that can reduce Maintenance
that works with itself fluidly, it’s significantly more costs. Note that these only apply to the symbiont
effective to create a symbiont with the features in question, to reduce its Maintenance cost to a
you want, rather than try to modify it after the minimum of 0. You can’t lower the cost of your
fact. However, the more specific the demands, the laboratory lease by compromising your new armour.

SYMBIONT BASE TABLE


Incidental Max.
Armour Soak Qualities Restriction Cost Tariff
Stress Wounds
Saarbaade 0 6 1 Self-Repairing 3 (Tohaa 2) 5+1§ T1
PheroGuard 0 6 1 Self-Repairing 4 (Tohaa 1) 4+1§ T1
Voorne 0 8 1 Kinematika, Self-Repairing 3 (Tohaa 2, Trident 1) 6+1§ T1

56 Chapter 6
THE ROLEPLAYING GAME

MODIFICATIONS with each other; characters only benefit from the


Add Trait (All): Trade-offs occur in the symbiont highest rated Expert system for a given skill. TARGETING PHERO-
strain refinement process, and users are often faced GUARDS
Playtest Note: Duplicate Entries
with a choice between performance compromises, Grip Pads (Voorne): A staple of the Errant Fleet’s Remember, characters can only
or costly recurring maintenance. When adding a Nu-El symbionts, these suction pads grant a bonus benefit from a single instance of a
trait related to the symbiont’s performance (such d20 to Extraplanetary tests to move in low- or zero- given Superhuman Attribute or Ex-
as Twitchy, Lethargic, Unpredictable Allergies, etc.) gravity environments. pert System modification. Whatever
reduce the symbiont’s Maintenance cost by 1, to the source, they don’t stack.
a minimum of zero. The GM is the final arbiter on Implanted (Equipment/Weapon): Not everything
how many of these Traits can feasibly be applied can be covertly implanted into a symbiont, but a
to a given symbiont, most often between one surprising amount of equipment can. As per the
and three. augmentation, and taken separately for each piece
of implanted gear, this modification is limited to
Amphibious (PheroGuard, Voorne): The symbiont the gear listed on the Symbiont Implants Table
incorporates gills, a filtration system, or some other on page 59 in the column under their respective
function allowing the host to breathe normally symbiont types.
underwater.
YEAH, BUT WHAT IF I IMPLANTED…
Expert 1/2 (All): While they’re not based on The entries listed below are by no means
software like their Human Sphere counterparts, exhaustive, but they should provide a clear
biological expert systems —muscle memory, haptic guideline as to what can feasibly be secreted
feedback, and interneuronal associations — can away within a given symbiont. Gear based on
provide assistance that meets or exceeds what any anything other than Tohaa biotechnology will be
LAI could provide, adding Expert 1 or 2 to a single all but impossible, and anything that does work
skill. Multiple Expert systems are not cumulative will be prohibitively expensive. It’s not like adding

TOHAA BIOTECHNOLOGY 57
a concealed compartment to an Lhost. These are them immunity to fire, that’s simply never going
living organisms, parasitically integrating onto a to happen.
host. There just isn’t room to conceal a grenade
launcher, no matter how much someone wants one. When selecting this modification, choose from
the following qualities: Disease, Pain, or Poison.
Increase All Attributes (All): Increases all attributes You gain no benefit from multiple instances of
by +1. This modification can be taken a second time, the quality, though having it installed on multiple
bringing the total increase to +2 for all attributes. symbionts does allow the character to keep access
to the quality, even in case of symbiont failure or
Increase Attribute (All): Increases a single attribute separation. In all cases, the quality applies to the
by +1. No attribute can be increased by more than character, as well as the symbiont.
+3 in this fashion. If used in conjunction with the
Increase All Attributes modification, the effects do Spider-Graft (Voorne): Incorporating millions of
not stack. Use the higher of the two values. nanoscale arachnid setules to a Voorne symbiont,
the Tohaa’s take on climbing gear provides
Increase Armour: (Voorne) Increases Armour by +1, unrivalled mobility and ease of use. When
up to a maximum of +2. compared to mechanical Climbing Plus gear, it’s
much easier to use, though admittedly less reliable
Increase BTS (Saarbaade, Voorne): Increases BTS in a crisis situation.
by +1, up to a maximum of +3 for Voorne and +4 for
Saarbade. Spider-Grafts allow the character to move
normally on walls and ceilings without the need
Increase Incidental Stress (All): Increases Firewall, to call for an Athletics test. However, in strenuous
Resolve, or Vigour, per symbiont type by +1, up to a circumstances, such as keeping your grip on the
maximum of +3. ceiling while explosions rock the corridor below,
expect tests to be called for all the same. In these
Increase Max Harms (All): Increases the Maximum cases, Spider-Grafts grant -1 difficulty and +1
Harms (Wounds, Breaches, or Metanoia) that a complication range to Athletics tests involving
symbiont can suffer before risking failure by +1, up climbing or clinging to surfaces.
Saarbaade and Voorne, p. 54.
to a maximum of +4.
Super-Jump (Voorne): As per the augmentation
Increase Morale Soak (PheroGuard): Increases of the same name, these Voorne augments allow
Morale Soak by +1, to a maximum of +2. their user to vault over obstacles up to their height
without penalty, as well as enjoying -1 difficulty on
Inured to X (Voorne): Functioning as the Common skill tests to move through difficult terrain.
Special Ability of the same name, resistance to
particular conditions are an oft-requested symbiont Superhuman Attribute 1 (All): As per the Common
modification. Unlike Lhosts, which place the user’s Special Ability (see Infinity Corebook, p. 418), this
sheut into an entirely new system, symbionts are augmentation adds Superhuman Attribute 1 to a
still limited to what’s possible within Tohaa — and single attribute. Multiple instances of Superhuman
their own — biology. So as much as an Ectros Attribute are not cumulative with each other;
unit might want their symbiont armour to grant characters only benefit from the highest instance.

58 Chapter 6
THE ROLEPLAYING GAME

SYMBIONT MODIFICATION TABLE


MODIFICATION EFFECT COST SPECIAL TYPE
Add Trait Add trait +5§ -1 Maintenance (min 0) Saarbaade, PheroGuard, Voorne
Amphibious Breathe normally underwater +1§ +1 Maintenance PheroGuard, Voorne
Expert System 1 Adds Expert 1 to a single skill +3§ +1 Tariff, +1 Maintenance Saarbaade, PheroGuard, Voorne
Expert System 2 Adds Expert 2 to a single skill +6§ +1 Tariff, +2 Maintenance Saarbaade, PheroGuard, Voorne
Grip Pads Add+1d20 to Extraplanetary movement tests3 +1§ - Voorne
Implanted [Equipment] As Implanted [Equipment] Augmentation1 Per Item +1 Tariff Saarbaade, PheroGuard, Voorne
Implanted [Weapon] As Implanted [Weapon] Augmentation* Per Item +1 Tariff Voorne
Increase All Attributes Increase all attributes by +1 6+6§ +1 Maintenance, +1 Tariff Saarbaade, PheroGuard, Voorne
Increase Attribute Increase a single attribute by +1 1+2§ +1 Tariff Saarbaade, PheroGuard, Voorne
Increase Armour Increase Armour rating by +1 1+1§ +1 Maintenance Voorne
Increase BTS Increase BTS rating by +1 1+1§ +1 Maintenance Saarbaade, Voorne
Increase Incidental Stress Increase Firewall, Resolve, or Vigour by +1 1+1§ - Saarbaade, PheroGuard, Voorne
Increase Max Harms Increase Max Harms by +1 1+1§ +1 Tariff Saarbaade, PheroGuard, Voorne
Increase Morale Soak Increase Morale rating by +1 1+2§ - PheroGuard
Inured to X Add Inured to X Special Ability2 2+1§ +1 Tariff Voorne
Spider-Graft -1 difficulty to climbing Athletics tests3 2+1§ +1 Tariff Voorne
Super-Jump As Super-Jump Augmentation1 1+1§ +1 Tariff Voorne
Add Superhuman Attribute 1 to a single
Superhuman Attribute 1 4+2§ +1 Tariff, +1 Maintenance Saarbaade, PheroGuard, Voorne
attribute2
1
— See “Augmentations”, p. 346, Infinity Corebook 2 — See “Common Special Abilities”, p. 417, Infinity Corebook 3 — See entry for additional details

SYMBIONT MODIFICATION PACKAGE TABLE


NUMBER OF MODIFICATIONS RESTRICTION DIVIDE COST & MAINTENANCE BY…
1-2 +1 1
3-6 +2 2
7+ +3 3

SYMBIONT IMPLANTS TABLE


PheroGuard Aletheia Kit, Aaza MediKit, Dread-Sprayer, Micro-Torch, Nanopulser, Recorder, Respirator X
Saarbaade Biometric Visor, Bioscanner, Iveeluuz Visor, Multispectral Visor X, Nanopulser, Varuna Lungs
AR Eye Implants, AutoMediKit, Aaza MediKit, Dread-Sprayer, Garrotte, Graft-Socket, Hedgehog, Holomask, Internal Pocket X,
Voorne
Micro-Torch, Nanopulser, Respirator X, Symbiomate, SymbioGuard, Thermo-Optical Camouflage, Wetspike

EXALTED SUBLIMATION models chart the likely disposition of a species


upon Exaltation, what personality traits the fully
In their sidereal sojourn, some of the life that Exalted result are likely to exhibit and how that
the Errant Fleet encounters has more to offer can interact with their place in the Trinomial’s
than is immediately apparent. Exaltation — the existing societal structure.
act of uplifting a species from highly intelligent
sentience to truly self-aware sapience — is perhaps That said, the Exaltation process hasn’t always
the apex of Tohaa bioengineering. If nothing else, gone according to plan. Following the Shawoke
it’s the most complex and involved of its many debacle, the Trinomial re-examined its entire
fields, invoking nearly every scientific discipline in approach to Exaltation, in hopes of eliminating
the process of Exalting a species to become truly potential discord and avoiding similar debacles
self-aware. in the future. The already intensive process was
completely overhauled from top to bottom. Old
The process of selecting candidates for Exaltation assumptions challenged, new ideas considered, and
is rigorous, and thorough. Complicated behavioural radical solutions proposed.

TOHAA BIOTECHNOLOGY 59
In the end, most of the neurological and biomedical Preparing Chaksa for Exaltation requires medical
MODELLED process escaped untouched. The Tohaa had spent check-ins at various times during their youth,
CITIZENS generations perfecting their methods, and a leading up to the more involved in-patient process
It’s one thing to make the complete structural overhaul would have likely of Exaltation itself when they reach adolescence.
decision to subvert the free done more harm than good. The sociological, Through it all, a rotation of Tohaa biotechnologists
will of an entire species psychological, and communication elements are introduced to the young Chaksa. At every step of
through brainwashing; of Exaltation were, however, reimagined from their journey, there’s a Tohaa there, forming positive
implementing the policy is the ground up. Every step of a species’ journey associations with the potential Exalt. Restraints,
another matter altogether. to sapience has been weighted, charted, and foul-tasting medicines, needles — anything
The idea of biologically analysed before it ever takes place. Extrapolating unpleasant — are administered by Chaksa nurses,
inserting or changing behavioural tendencies from an animal’s actions is or remote-operated Chaksa peripherals, while
opinions is ludicrous. Even an inexact science, though one that the Tohaa have painkillers, meals, and other positive experiences
if the Trinomial was willing refined over centuries. This time around, they’re are always distributed by Tohaa. By carefully
to gene-code obedience into leaving as little to chance as possible. curating their early interactions and constantly
a species, that’s simply not rotating their caretakers, the Tohaa ensure that
something that genetics can THE SEPSITOR CONUNDRUM adult Chaksa possess uniformly strong positive
reliably do. Experimentation For all their advanced technology, the Tohaa associations with them, not just the individuals
in such areas is denied but still struggle to comprehend some phenomena. they’ve encountered, but the Tohaa as a whole.
almost certainly ongoing. For example, even though they’ve had ample
opportunities to study the EI’s sepsitor technology This is further enhanced by careful stimulation
— having suffered its effects countless times — the of the Chaksa olfactory apparatus. While unable
“Genetic mind control? Im- Tohaa are no closer to understanding how to to truly communicate in Corahtaa, they can easily
planted memories? Custom mechanically subjugate a sapient being’s free will decipher pheromonal transmissions through
guided instincts? Where than they were before encountering the Combined the use of biotechnological grafts and respond
are you getting this from? Army. And of course, the EI isn’t exactly forthcoming in a rough approximation. These grafts serve an
That’s not how genes work. with its secrets. additional purpose, however. As herd creatures,
Talk to me once you’ve the Chaksa natively possess powerful protective
gained a child’s understand- It is, however, firmly within the purview of instincts towards other members of their “in-group.”
ing of biotechnology.” traditional brainwashing, and this is where the By subtly tweaking their olfactory reception gene
— An exasperated Tohaa’s centuries of experience truly come to the family, the Tohaa register strongly as a part of
Zeeda Daarvo, cutting short forefront. From subtle hints to extreme coercion, that protected group. In a crisis situation, the
a meeting with Praxis scien- the Tohaa are intimately familiar with persuasion instinct to protect a Tohaa is roughly on par with
tists. Undisclosed Location, in all its forms, and experts at adapting their protecting the Chaksa’s own children. This subtle
Human Edge. techniques across cultural, racial, and neurological but potent tweak integrates seamlessly with the
differences to ensure maximum compliance. aforementioned social engineering alongside
“It isn’t mind control. It a meticulously crafted educational programme,
does not have to be. Look CHAKSA EXEMPLARS resulting in powerful feelings of trust and affection
no further than humanity’s As a species still undergoing the process of towards Tohaa.
own history. You will learn Exaltation, the Chaksa’s experience provides an
to recognize a cult when ongoing test case for the Tohaa’s techniques Following a successful Exaltation, the newly-
you see one.” and strategies. While Exalted Chaksa do produce aware Chaksa is subjected to intense rapid
— Sun Tze, comment- Exalted heirs, they do so at a speed limited by their learning procedures, activating key concepts
ing on a Chaksa regiment. own enhanced biology. While twins and litters tied to genetically encoded keys. The first few
Second Paradiso Offensive. are common, this still does not produce the sheer weeks of an Exalted Chaksa’s life are an intense
numbers required by the Tohaa at an acceptable blur. Information comes fast and furious, as new
speed. That means that for every sapient, self- concepts trigger carefully implanted neurological
aware Chaksa, there are dozens more that began responses, in what is basically a rapid-fire string
their life as a subsapient animal, a smart beast, but of “aha!” moments. Throughout this exciting yet
a beast all the same. An unexalted Chaksa’s limbic confusing time, the Tohaa priming techniques
system is overdeveloped compared to the rest of continue, guiding and shaping the Chaksa through
their encephalic structure, and this remains the their rapid growth, and moulding them closer to
case whether or not the Exaltation takes hold. the Trinomial’s desired form. By the time that an
Exalted Chaksa enters society, they’ve been through
In other words, Chaksa’s emotions, long-term several dramatic, intense changes, and a Tohaa
memories, and olfactory apparatus are designed was there to guide them through the confusing,
to be exceptionally strong, even during their frightening process every step of the way. Is it
undeveloped stage, and the process of Exaltation any wonder that the Chaksa revere their Exalters,
maximises this to great effect. placing them on a pedestal somewhere between
parents and gods?

60 Chapter 6
THE ROLEPLAYING GAME

BUT IS IT CANON?
EXALTED SPECIES DECISION FIVE — EXALTED YOUTH
No. Exalted characters can draw
EVENT from Infinity’s rich history or your
The Chaksa are but one of the species to undergo As with Chaksa, all Exalted characters roll on the own imagination, but most explo-
Exaltation. Over the Trinomial’s long history, the Exalted Youth Event Table. rations of this sort are going to
process has been attempted less than a dozen deviate from Infinity canon pretty
times. Rather than attempt to list all the species, DECISION SIX – EDUCATION quickly, and that’s okay. RPGs are
this section gives you the tools to introduce new Like other characters in the Tohaa faction, Exalts all about the freedom to tell your
own stories. That said, outside of
Exalted species — or, if you’re feeling creative and roll on the Tohaa Education Table, otherwise
the Koldinuk, Exalted characters are
adventurous, other alien species — to your game. proceeding normally. likely unique to the campaigns that
The information in this section is targeted to they hail from. Don’t expect to see
players and GMs who are interested in exploring DECISION SEVEN – ADOLESCENT them in convention games, living
the wider world of Exaltation in their own EVENT campaigns, or other organized play
games, through their own Exalted characters. We Like Chaksa, Exalted characters roll on the situations. Its recommended that
wanted to give you tools to create a variety of Exalted Adolescent Event Tables, otherwise characters created by these rules
belong to Exaltation programmes
interesting aliens without bogging things down proceeding normally.
that were established on plan-
in an avalanche of new or complicated rules. In ets lost to the expansion of the
many ways, this section is as much a hacker’s and DECISION EIGHT – CAREERS Combined Army or have had few
homebrewer’s guide as new Infinity content. By Depending on the Exalted species in question, the successes so far.
showcasing the Koldinuk — a staple of the Infinity character might roll on an appropriate Faction
universe — we hope to provide a guideline for how Career table in the Corebook, the Tohaa Faction
to incorporate your own creations into play. Career Table, Chaksa Career Table, or a bespoke
career table as circumstances dictate. Likewise, they
EXALTED LIFEPATH DECISIONS either roll on the Tohaa Faction Career Event Table
When creating an Exalted character, use the same or Chaksa Career Event Table, interpreting results
Lifepath rules as Tohaa, following the exceptions to suit their unique species.
for Chaksa characters on p. 88, interpreting them
to fit the Exalted species in question. Exalted DECISION NINE — FINAL
characters undergo the following steps: CUSTOMIZATION
Characters in the Tohaa Trinomial generally don’t
DECISION ONE – EXALTED HOST have geists. They do, however, have a handler and
UPLIFTING SIMILARITIES
Exalts can vary widely in their physical form. Roll other characters who play a significant role in Owners of the Nomad Faction
on the Exalted Biomorph Table or select your form. their life and are defined here. Exalts don’t have a Guide might notice some similar-
Either way, pay the associated Life Point cost for triad to sort out. Otherwise, they proceed through ities between the rules for Exalts
your initial host. Decision Nine normally. and the rules for Uplifts, particularly
in Decisions 1-3. This is intentional.
DECISION TWO — SUBFACTION, The two character creation systems
GETTING STARTED are designed to be compatible with
AND EXALTED DESTINY one another. So if you see some-
Like all members of the Tohaa faction, Exalted Before looking at the rules, it’s important to know thing you like in one and want to
characters roll on the Tohaa Subfaction Table what you’re trying to accomplish. Perhaps the adapt it for the other, consider this
to determine their alignment under the main most well-known Exalts outside of the Chaksa, the explicit permission to do so.
Trinomial government, Errant Fleet, Colonial Koldinuk, are outlined at the end of this chapter.
Authorities, or even the shadowy Triumvirate. Some Feel free to consult that section to get a better However, outside of the Infinity
species may be unsuited to one or more options; idea of what the finished product might look like. Corebook, you don’t need any other
resources to create Exalted charac-
reroll as needed. In addition, roll on (or select from) The Tohaa’s empire is vast. Outside of the Chaksa,
ters. Everything you need is in your
the Exalted Destiny Table to determine the skills and the occasional Koldinuk, most Tohaa have little hands… or on your screen. Maybe
that the Tohaa have bioengineered you toward. to no experience with Exalts. And if you take the both. Either way, rest assured,
Human Sphere into account, an Exalted character Uplifts and Exalts might be able
DECISION THREE — HOMELAND/ wandering into O-12’s domain is doubtless the first to borrow one another’s rules, but
HOMEWORLD of their kind to do so. Creating an Exalt defines they’ll look quite different when all
Roll on your subfaction’s Homeworld/Homeland/ more than just a character — you’re defining an is said and done.
Homefleet table to determine your point of origin. entire species. To that end, there’s a series of
If your species is native to an existing option, select questions that require answers both before and
that option automatically. during character creation. These choices, labelled
Exalted Decisions, highlight the nature of the
DECISION FOUR – STATUS species, its homeworld, the state of its Exaltation,
Like other members of the Tohaa faction, roll on even its relationship with the Tohaa. When
the Tohaa Social Status Table and Tohaa Home encountering an Exalted Decision, you can roll to
Environment Table to determine your place in the determine the outcome. Or if you know what you’re
Trinomial. trying to create, simply choose from the list, no
expenditure of Life Points required.

TOHAA BIOTECHNOLOGY 61
EXALTED DECISION: EXALTATION PROGRESS
D20 HOST
1 Prototype Exaltation: You’re likely the first of your kind.
2-3 New, Unstable Programme: Exalts are rare, but not unheard of.
4-10 In-Process: Some Peripherals, some Exalts exist.
11-15 Well-Understood: There are mostly Exalts and few peripherals.
16-17 Mature Exaltation: Exalts are the norm, peripherals rare.
18-19 Final Stage: Exalts breed true; peripherals are dying out.
20 Exaltation Complete: They function the same as any other sapient species.

EXALTED DECISION: EXALTED SPECIES EXALTED DECISION:


NATIVE BIOME TABLE TOHAA RELATIONSHIP
D20 HOST D20 HOST D20 HOST
1 Aquatic 1-2 Avian 1 Active hostility, violent unrest
2 Tundra 3-4 Cephalopod 2-3 Suspicious, wariness, distrust
3-5 Rainforest 5-6 Equidae 4-8 Purely practical, business relationship
6-8 Grassland 7-10 Feline Close working relationship, friends and
9-13
9-11 Desert 11-13 Marsupial allies
Strong cultural influence, admiration and
Temperate (Savannah) 14-16
12-14 14-16 Reptile respect
Shrubland
Deep political and sentimental ties, more
15-17 Deciduous Forest 16-18 Simian 17-18
like family than allies
Coniferous (Evergreen)
18-20 19-20 Pachyderm 20 Fanatical, borderline-religious devotion
Forest

EXALTED DESTINY TABLE


D20 DESTINY TALENT
1 Hidden Eyes — Spies, saboteurs, even assassins, you were chosen to work in the shadows. Scout
Companion — All that the Tohaa wanted was for you to be pleasant to be around, both for them and for
2 Counsellor
others.
3-4 Healer — From first aid to advanced surgery, you were literally born to heal others’ wounds. Physician
Administrator — Bureaucrats, consultants, project managers, the Trinomial needs skilled hands to keep it
5-7 Coordinator
afloat and headed in the right direction. That’s you.
Scholar — Without an all-seeing AI to correlate the extent of its knowledge, the Trinomial has a real need
8-10 Research Specialist
for people hungry for knowledge, people like you.
Merchant — Creating, increasing, and distributing the Trinomial’s wealth is a big job, and the Tohaa believe
11-13 Investments
you’re up to the task.
Labourer — While biological mechanization exists, there’s plenty of honest labour for hard-working souls
14-16 Sturdy
like yourself. Best get to it.
Warrior — The Tohaa gave you the gift of sapience. Now, beset by foes on all sides, it’s your chance to pay Marksman or Martial
17-18
them back by making your mutual enemies pay. Artist
Pilot — Between the Errant Fleet, merchant caravans, and countless planetary transports, you’re drawn to
19 Ace or Space Ace
vehicles’ controls.
Scientist — Tohaa science gave you the gift of intelligence. What better tribute than to hone your mind in
20 Scientist
hopes of advancing the very same field?

62 Chapter 6
THE ROLEPLAYING GAME

Some character decisions, such as your birth host, either the Athletics or Pilot skills, with a Thrust
are also Exalted Decisions in their own right. In and Vector rating of 2. Conversely, if you come from
these cases, an established species — such as the a strain of flightless Avians, you can instead gain
Koldinuk — will simply select the appropriate host the Common Special Ability: Keen Senses, Sight,
type. If determining the origin of your Exalted regardless of your Biomorph size.
species, then you can roll or choose freely. Either Gain Species Trait: Inquisitive.
way, you must still pay the associated Life Point Life Point Cost: 2
cost, if any.
CEPHALOPOD
DECISION ONE: EXALTED HOST Exalted Intellect: Gain 1 rank in Intelligence.
Every Exalt comes from somewhere. Skipping eons Aquatic: You can breathe underwater. Gain the
of evolution in the blink of an eye, Exalts owe a Common Special Abilities: Inured to Cold, and
great deal of their nature to the genus of creature Inured to Aquatic Pressure, and begin play with one
that provides the base for Exaltation. Tohaa rank of the Strong Swimmer talent.
acculturation processes don’t fight these natural Gain Species Trait: Antisocial
impulses; they work with them. To the Trinomial, Life Point Cost: 3
any species that needs too much reshaping is
probably not worth the effort to begin with, so EQUIDAE
they carefully select species with desirable traits Stubborn: Gain 1 rank in Willpower.
and work from there. Exalted characters roll on the Exuberant: Gain 1 rank in Athletics, and 1 rank of
Exalted Species Table to determine their origins. the Rigorous Training talent.
They can instead spend 1 Life Point to simply
choose their species. Note: Modifiers from a species Gain Species Trait: Headstrong
template affect your attributes directly, but don’t go Life Point Cost: 3
on the Host section of your character sheet. They
represent the unique perspective and approach FELINE
brought forward by your Exaltation. Even in the Predatory Instinct: Gain 1 rank in Agility.
unprecedented case of an Exalt finding themselves Hunter’s Grace: Gain 1 rank in Acrobatics, and 1
in a non-native host, the adjustments still hold. If rank of the Catfall talent.
you are unable to meet the Life Point cost of the Gain Species Trait: Manipulative
species, either select a species that you can afford Life Point Cost: 3
or continue on the Lifepath as a Chaksa or Tohaa.
MARSUPIAL
Exalted characters can choose to be Nocturnal and Nimble: Gain 1 rank in Agility.
gain the trait Nocturnal. While this grants them Pouch: Gain Night Vision and Internal Pocket as
excellent night vision and makes them immune augmentations.
to penalties when operating in the dark, they Gain Species Trait: Inquisitive.
will suffer penalties when operating during the Life Point Cost: 2
day. Many Exalted characters will likely choose
technological solutions to overcome this, but the PACHYDERM
natural instinct of the character will be to seek Gregarious: Gain 1 rank in Personality.
respite from predators and the heat of the day. Thick-Skinned: Gain 2 ranks in Vigour.
Regardless of their species, all Exalted characters Gain Species Trait: Ponderous
gain the Baade-Novice quality. Tohaa aren’t in the Life Point Cost: 3
business of Exalting species that they can’t talk to.
REPTILE
Baade-Novice: While full Corahtaa and the Corahtar Powerful: Gain 1 rank in Brawn.
Discipline are beyond their natural abilities, Crushing Vice: If you begin play in a Medium
through trial, error, and a lot of bioengineering, or Large Biomorph, gain the Grasping Common
Koldinuk boast a rudimentary ability to engage Special Ability.
with Tohaa pheromonal communication. They Gain Species Trait: Cold-Blooded
can interpret a baade and have conversations in Life Point Cost: 3
Corahtaa, though they have the equivalent of a
strong accent. SIMIAN
Nimble: Gain 1 rank in Coordination.
AVIAN Natural Gymnast: Gain Climbing Plus as an
Hawkeye: Gain 1 rank in Awareness. augmentation. If you begin play in a Small or
Flight or Sight: If you begin play in a Small Medium Biomorph, gain a prehensile tail as well.
Biomorph, you can gain the Aircraft vehicle quality, Gain Species Trait: Foul-Tempered
allowing you to freely fly in atmosphere, using Life Point Cost: 2

TOHAA BIOTECHNOLOGY 63
After determining your species, it’s time to Flexible MetaChemistry: Increase
determine their size, or at least the size of your one attribute of your choice by 1 rank.
character. While this is technically an Exalted So Close, Yet So Far: Your physique is close enough
Decision, characters may be within one size to Tohaa and humans that you can almost — almost
category of their species’ baseline. A normally — use gear designed for another species without
Small species could produce a Medium Biomorph, a hitch. When purchasing gear meant to be worn,
but not a large one, and vice versa. Note that such such as armour, add +1 to the item’s Restriction
outliers are rare, but not unheard of. The Tohaa and tariff rating. Gear that is not acquired in
encourage biodiversity in the Exaltation process, as this fashion causes the Exalt to suffer a +1
it produces a wider selection of applications for the complication range to Acrobatics and Athletics skill
Exalts to specialize in. tests. Tailoring gear to fit the character requires
a complex Tech test (D2, 4 Momentum, 4 failures).
Select one of the Host options and pay the listed Life Point Cost: 1
Life Point cost. Apply the modifiers from your Host
to both your attributes and the Host section of EXALTED BIOMORPH, LARGE
your character sheet and make note of any special
abilities or gear. ATTRIBUTES

EXALTED BIOMORPH, SMALL AGILITY -1 AWARENESS -

ATTRIBUTES INTELLIGENCE - PERSONALITY -

AGILITY +1 AWARENESS - BRAWN +2 COORDINATION -


WILLPOWER -
INTELLIGENCE - PERSONALITY -
BRAWN -2 COORDINATION - Monstrous: Some species are born big. And you?
WILLPOWER - You big. Increase the difficulty of tests where
great size or weight would be problematic by
Odd Fit: While the gear of your homeworld fits one step. Monstrous creatures are not required
you like a glove, when it comes to alien tech, to brace Unwieldy weapons, can use two-handed
you’re hard pressed to find anything that suits weapons in one hand without difficulty or penalty,
your dimensions. When purchasing gear meant and can wield Massive weapons in two hands
to be worn, such as armour, add +1 to the item’s freely, or in one hand by increasing the difficulty
Restriction and tariff rating. Gear that is not of all skill tests to use the item by two steps.
acquired in this fashion causes the Exalt to Additionally, they may spend 1 Momentum to add
suffer a +1 complication range to all skill tests. Knockdown to all of their melee attacks for a turn.
Tailoring gear to fit the character requires a Odd Fit: Outside of your homeworld, good luck
complex Tech test (D3, 4 Momentum, 4 failures). finding something in your size. When purchasing
Out of Sight, Out of Mind: You generate gear meant to be worn, such as armour, add +1 to
+1 Momentum on successful Stealth tests. the item’s Restriction and tariff rating. Gear that
Small Target: Ranged attacks against a is not acquired in this fashion causes the Uplift
Small Biomorph are made at +1 difficulty. to suffer a +1 complication range to all skill
Tiny: When using items of a size larger than tests. Tailoring gear to fit the character requires
One-Handed, you suffer +1 difficulty and +2 a complex Tech test (D3, 4 Momentum, 4 failures).
complication range, though you may remove these Life Point Cost: 2
penalties by taking the Brace Action. Either way,
you cannot wield items of Unwieldy size or larger. AVERAGE BIOMORPH SIZES
Life Point Cost: 0 Small Biomorph: 1 metre or less, 20-45 kg
Medium Biomorph: 1.5 to 2 metres, 70-125 kg
EXALTED BIOMORPH, MEDIUM Large Biomorph: 2.25 to 3 metres, 150-200 kg

ATTRIBUTES DECISION TWO: SUBFACTION AND


EXALTED DESTINY
AGILITY - AWARENESS - Like all members of the Tohaa faction, Exalted
characters roll on the Tohaa Subfaction Table
INTELLIGENCE - PERSONALITY - to determine their alignment under the main
BRAWN - COORDINATION - Trinomial government, Errant Fleet, Colonial
Authorities, or even the shadowy Triumvirate. Some
WILLPOWER -
species may be unsuited to one or more options;
reroll as needed. In addition, roll on (or select from)

64 Chapter 6
THE ROLEPLAYING GAME

the Exalted Destiny Table to determine the skills more obscure Exalted races, they do have some
that the Tohaa have engineered you toward. advantages. People may have heard of the Koldinuk,
for example. But when it comes to the everyday
Exalts don’t exist in a vacuum. The Tohaa carefully details that other species take for granted — such
select, engineer, and guide the nascent species to as nutrition and hygiene, to say nothing of finding
specific ends, trying to fit them into the carefully clothing, equipment, and other accoutrements
curated workings of the Trinomial. This extends suitable to their physiology — the character will
to each individual Exalt as well as different lines quickly find themselves in a world that isn’t
are groomed for different tasks.In some cases, the designed for them.
details of the so-called Exalted Destiny are unique
to the individual in question. But in most cases, BUILDING KOLDINUK
there’s a specific niche that the Exalts are intended CHARACTERS
to fill. This Destiny represents the Tohaa’s efforts to With the Koldinuk, we already know a fair amount
guide the species to that end. about them going in, so we start with establishing
the Exalted Decisions to give us a base to work EXAMPLE KOLDINUK
Roll 1d20 and consult the Exalted Destiny Table from. Although Koldin — like most habitable EXALTED DECISIONS
below, adding the listed talent to your character planets — has a diverse array of environments, Native Biome: Rainforest
sheet. If you spend a Life Point to select options the Koldinuk’s main habitat was a humid mass of Tohaa Relationship: Deep
in Decision Two, choosing your Exalted Destiny vegetation, conditions that they find comfortable political and sentimental ties
is included. to this day. So, we select Rainforest for their Exaltation Progress:
Native Biome. Exaltation Complete
KOLDINUK EXALTS Base Species:
In stark contrast to the comparatively young, We also know that their relationship with the Nocturnal Marsupial
brash Chaksa, the scholarly Koldinuk are more Tohaa is remarkably strong. They’re often held up Base Size: Small
than happy to remain tucked away in the Koldin as a shining example of Exaltation gone right, and Biomorph
system, contentedly prospering under the Tohaa’s they have certainly prospered on their end, so we Homeworld: Koldin System
protection. The second-oldest Exalted race, choose Deep political and sentimental ties for their Exalted Destiny: Bureaucrats
the Koldinuk are among the most successful Tohaa Relationship. And as far as the progress of
Protectorates in the Colonial Territory, where their their Exaltation, we know that they’re the second-
insatiable appetite for learning is rivalled only by oldest batch, and are well-situated in the Trinomial
their steadfast desire to remain far from the chaos bureaucracy. If anyone’s finished their Exaltation, EXAMPLE KOLDINUK
and danger that exploration promises. Their orderly it’s probably the Koldinuk. So, we select Exaltation LIFEPATH
minds and inquisitive temperament have made Complete for their Exaltation Progress. ADJUSTMENTS
them an indispensable facet of the Trinomial’s In Decision Two, reroll any
bureaucracy, and they’re more than happy to labour Next, it’s on to their physiology, or Exalted Subfaction results of Colonial
behind the scenes, working from the relative safety Biomorphs. Koldinuk are a lightweight, nimble, Force or Errant Fleet, as well as
of their home system. and carnivorous species. In Earth’s terms, we’d any Exalted Destiny results of
probably describe them as Marsupials. Somewhere Labourer, Pilot, or Warrior.
Generally speaking, this makes Koldinuk unsuitable between a wombat and a possum, their razor-sharp
for life as a player character in Infinity. The teeth, keen forward-facing eyes, and predilection In Decision Three, Koldinuk
excitement and danger that are the hallmark of for tool use fits best with a Marsupial base, so we characters are assumed to be
RPG adventures are typically anathema to the risk- go with that. Additionally, Koldinuk aren’t tiny, but from Koldin. Both Trinomial
adverse Koldinuk. To wit, the next Koldinuk who they aren’t ever large, so we decide that they base and Triumvirate characters
makes their way to the Human Sphere will be the at a Small Biomorph, though Medium Biomorphs are assumed to have rolled a
first of their species to do so. are common. result of 2 on the Trinomial
Homeland Table.
Still, many a classic tale features a “fish out
of water” protagonist. Some players might be In Decision Eight, Koldinuk
intrigued by the chance to portray an uncommon characters use the Koldinuk
character from a less-explored corner of the Infinity Career Table below, not the
universe. But like many unlikely heroes, a Koldinuk Chaksa Career Table.
character faces a slew of unique challenges, not
the least of which is that Koldinuk are rarely
seen outside of their home system. The Koldinuk
is likely to be the first member of their species
encountered by many — if not all — of the people
they meet on their journey. Compared to other, even

TOHAA BIOTECHNOLOGY 65
KOLDINUK (EXALTED) their relatively safe position nestled in the heart
of Trinomial territory, it’s difficult to conceive of
ATTRIBUTES a Koldinuk coming of age in the Errant Fleet or
Colonial Authorities, so we’ll just reroll any such
AGILITY +1 AWARENESS - results. As for their Exalted Destiny, it seems pretty
likely that the Tohaa engineered the Koldinuk to
INTELLIGENCE - PERSONALITY - fill the niche of bureaucrats and scholars. So while
BRAWN -2 COORDINATION - some diversity is in play, results of Labourer, Pilot,
and Warrior should probably be rerolled.
WILLPOWER -
And as far as their homeworld, it’s right there in
Baade-Novice: While full Corahtaa and the the tables. Koldinuk come from Koldin, so we’ll
Corahtar Discipline are beyond their natural automatically select that result.
abilities, through trial, error, and a lot of
bioengineering, Koldinuk boast a rudimentary When it comes to careers, none of the available
ability to engage with Tohaa pheromonal options quite seem like the right fit for the
communication. They can interpret a baade bureaucracy-dominated Koldinuk, so we make a
and have conversations in Corahtaa, though custom career table that fits their concept better.
they have the equivalent of a strong accent. Koldinuk characters will roll on the Koldinuk Career
Table, but still use the Chaksa Career Event Tables.
Marsupial Heritage: Gain the following While these will certainly require some creative
qualities: interpretation — or flat out re-writing in some
• Nimble: Gain 1 rank in Agility. cases — it gets us pretty close with minimal effort.
• Pouch: Gain Night Vision and Internal Pocket Past that, we simply follow the steps outlined at
as augmentations. the beginning of this section, just as though we
• Gain Species Traits: Nocturnal, Inquisitive were creating a Chaksa.

Small Biomorph: Gain the following qualities: Finally, our Koldinuk is ready to head out into the
• Odd Fit: While the gear of your homeworld Milky Way, possibly even becoming the first of their
fits you like a glove, when it comes to alien kind to enter the Human Sphere! Since they hail
tech, you’re hard pressed to find anything that from such a legendarily reclusive species, we’ll
suits your dimensions. When purchasing gear need to pay careful attention during the Lifepath to
meant to be worn, such as armour, add +1 to make sure we’re creating a character who will fit in
the item’s Restriction and tariff rating. Gear the campaign ahead. Even so, our Koldinuk is ready
that is not acquired in this fashion causes to take their first steps onto the stage of history.
the Exalt to suffer a +1 complication range
to all skill tests. Tailoring gear to fit the KOLDINUK CAREER TABLE
character requires a complex Tech test (D3, 4
Momentum, 2 failures). D20 CAREER
• Out of Sight, Out of Mind: You generate +1
additional Momentum on successful Stealth 1 Unemployed1
tests. 2 Field Scientist1
• Small Target: Ranged attacks against a Small
3-9 Trinomial Bureaucrat
Biomorph are made at +1 difficulty.
• Tiny: When using items of a size larger 10 Investigative Journalist1
than One-Handed, you suffer +1 difficulty 11 Live Performer
and +2 complication range, though you may
12 Police1
remove these penalties by taking the Brace
Action. Either way, you cannot wield items of 13 Academic1
Unwieldy size or larger. 14 Medical1
15 Corporate1
Life Point Cost: 2
16 Technician1
DECISION TWO AND BEYOND 17 Diplomat1
18 Trader1
Based on the Koldinuk’s place in the Trinomial,
some of the Lifepath options wouldn’t make 19 Terraforming Scientist1
sense, so we remove them from possibility. Given 20 Intelligence Operative1
their close ties to the Trinomial bureaucracy and
1 Career from Infinity Corebook.

66 Chapter 6
THE ROLEPLAYING GAME

CHAPTER 7

TOHAA CHARACTERS
Gracile. Elegant. Playing a deadly game of political TOHAA LIFEPATH
intrigue that predates humanity’s journey to the DECISIONS
stars. The Tohaa walk a precarious balance, splitting
their efforts between their amaranthine war DECISION ONE – BIRTH HOST
against the EI, their campaign of equal parts bloody Characters in the Tohaa faction roll to determine if
vengeance and reclamation against the Sygmaa, they’re Tohaa or an Exalted Chaksa.
and their nebulous intentions toward the Human
Sphere. The Tohaa have certainly lived up to the DECISION TWO — SUBFACTION
T’zechi’s promise to their Heralds; they stand apart, Tohaa characters roll on the Tohaa Subfaction
protagonists in the greatest epic the universe has Table to determine their alignment under the
ever known. main Trinomial government, Errant Fleet, Colonial
Authorities, or even the shadowy Triumvirate.
Time will tell if it’s triumph or tragedy.
DECISION THREE — HOMELAND/
Characters in the Tohaa Trinomial are created HOMEWORLD
using the rules in this chapter, rather than Roll on your subfaction’s Homeworld/Homeland/
those in the Infinity Corebook. Though the basic Homefleet table to determine your point of origin.
structure is similar, there are many key differences.
The information presented here replaces any DECISION FOUR – STATUS
counterparts in the Infinity Corebook. Roll on the Tohaa Social Status Table and Tohaa
Home Environment Table to determine your place
in the Trinomial.

TOHAA CHARACTERS 67
A NOTE ON
ROLEPLAYING DECISION FIVE — FORMATIVE SymbioGuards, and SymbioMates to armour, and
TRAUMA TRIAD so on. In addition, their disciplined communication
Infinity is, at its heart, a game Characters in the Tohaa faction roll on the techniques lend an edge to debate, even if their
about telling adventure stories, Formative Triad Table, determining the nature of counterparts don’t understand Corahtaa. They
where larger-than-life figures the group that shapes their early outlook, and reduce the Heat cost of the Counter-Argument
grapple with insurmountable determining their initial Triad Trait. Psywar reaction by 1, to a minimum of 0.
odds, either overcoming them
or being overcome by them. DECISION SIX – EDUCATION TERRIFYING CONTROL
That said, some of the themes Characters in the Tohaa faction roll on the Tohaa Prerequisite: Corahtar Discipline, Command
below may not create a game Education Table, otherwise proceeding normally. Expertise 2, Persuade Expertise 1
that works for every player or Maximum Ranks: 2
group. For military veterans, DECISION SEVEN – ADOLESCENT The character’s control of pheromonal
abuse victims, and plenty of EVENT communication is a truly terrifying thing to
people that most would never Characters in the Tohaa faction roll on the Tohaa behold. When making a Psywar attack through
suspect, trauma-based issues Faction Adolescent Event Tables, possibly altering Corahtaa (obviously, to a target who can
can hit a little too close to their Triad Trait. understand Corahtaa) add +1§ for every rank of
home. And while that won’t Terrifying Control.
necessarily mean that topics DECISION EIGHT – CAREERS
DOES IT STACK?
like mental health are off Instead of rolling on the appropriate Faction Career
Just to be explicit, the effects of Terrifying Control
the table, it does mean that table in the Corebook, characters in the Tohaa
and the Relentless Persuade talent do in fact stack
having a conversation about faction roll on the Tohaa Faction Career Table, as
with each other if both parties in a Psywar attack
the appropriateness of certain well as the Tohaa Faction Career Event Tables.
are fluent in Corahtaa. The fearsome reputation of
topics is strongly advised.
Tohaa diplomats is not without cause.
DECISION NINE — FINAL
Infinity is a game. Even when CUSTOMIZATION CORAHTAR FOCUS
it’s about tragedy, it’s supposed Characters in the Tohaa Trinomial generally don’t Prerequisite: Corahtar Discipline, Command
to be an enjoyable experience have geists. They do, however, have a handler, a Expertise 2
for all involved. Being snapped triad, and other characters who play a significant Maximum Ranks: 2
out of a game due to real-life role in their life and are defined here. The character has honed their Corahtar discipline
issues is nobody’s idea of a to the point where they can emit a focused surge
good time. Thus, some topics CORAHTAA TALENTS of pheromones over some impressive distances.
might be too much for certain When acting as the source of a PheroTactic, their
players through no fault of While all Tohaa communicate in Corahtaa on a range is increased by +1 per rank of Corahtar Focus.
their own, and trying to “tough near-instinctual level, a select few seek to truly Channelling such tight bursts of pheromonal
it out” could prove more master the discipline. This training, known as information at distance is not without risk,
destructive than helpful. Then Corahtar, is a jealously guarded secret of the Tohaa however; increase your complication range by +1
again, it might be no problem Diplomatic Corps, who aren’t interested in letting when using Corahtar Focus.
at all, or even beneficial to just anyone in on their secret techniques. Just
examine certain issues in gaining access to a teacher could be an adventure CORAHTAR INFUSION
the context of a sci-fi thriller in its own right. That said, the threefold nature Prerequisite: Corahtar Focus, Tech Expertise 1
narrative. So how do you know of Tohaa politics means that knowledge is hardly Advanced Corahtar practitioners can install their
beforehand? a safe commodity, and the Corahtar Discipline focused bursts into bioengineered technology.
isn’t nearly the closely guarded secret that the When activating a SymbioBomb or similar device,
We recommend having a Trinomial’s diplomatic delegates would like it to be. its PheroTactics range is increased by +1 range
conversation before it comes increment.
up. Figure out what people are The following talents are part of the command
going to enjoy and what’s going talent tree (see Infinity Corebook, p. 80) and are only LOSS, SEPARATION, AND TRAUMA
to disrupt the game. Even if available to characters who can fully communicate By nature, culture, and preference, Tohaa are a
you’re not using the Separation — both sending and receiving information — in gregarious and social people. Their predilection for
Trauma system, it might be Corahtaa. tight-knit social groups and dependence on triads
a conversation worth having is more than skin deep. Spending time alone — that
anyway, just to make sure that CORAHTAR DISCIPLINE is, cut off from other Tohaa — is akin to a human
everyone’s on the same page. Prerequisite: Corahtaa, Command Expertise 1 spending time in solitary confinement. While a rare
The character is capable of exceptionally fine few seek it out as a meditative practice, for most,
Traumatizing your characters control of Corahtaa communication, particularly it’s a quick road to severe mental and emotional
can be tremendous fun. when controlling bioengineered organisms such trauma. Sensory hallucinations, self-harm, and an
Traumatizing your players is as SymbioBombs or in applying PheroTactics. inability to form coherent thoughts are the norm,
anything but. Corahtar Discipline practitioners gain access to a not the exception.
variety of PheroTactics and can bond SymbioBombs,

68 Chapter 7
THE ROLEPLAYING GAME

INTOHAA
At some points on the Lifepath, or if a character If rolling on the Separation Trauma Table while on COMPANIONSHIP
spends an extended period of time — 36 hours at the Lifepath, you can spend 1 Life Point to choose Despite the natural-
the longest — separated from other Tohaa during an event from the table, or, after your initial roll, ly soothing effect that
Corahtaa communication
play, the character risks separation trauma. When to reroll your result. If rolling on the table during has on Tohaa who’ve been
this happens, roll on the Separation Trauma play, you can still spend 1 Infinity Point to reroll alone too long, separa-
Table, and add the effects to your character sheet. your result. In either case, you must accept the new tion trauma is a primarily
During play, spending an Infinity Point can allow result. There’s only so much one can do to guide psychological phenome-
the character to temporarily supress this effect, such an event. non. Thus, while it’s not as
obviating their need to roll on the Separation intuitive, some Tohaa have
thrived in the companion-
Trauma Table, at least for the moment.
ship of Chaksa, Koldinuk,
SEPERATION TRAUMA TABLE and even human compan-
ions in lieu of the tradition-
SUGGESTED
D20 TRAUMA TYPE CHARACTER EFFECT
al triad structure. Though it
TRAIT doesn’t always work, a To-
haa will instinctively seek
Your PheroBlossom nearly burns itself out trying to sense other Tohaa. As a result, Gain +1 maintenance cost for your specially prepared diet. Other- out companionship, and
Unpredictable
1 your sense of taste is thrown completely out of whack, with certain flavours becoming wise, reduce Resolve by 1, as the constantly nauseating food gets interesting times can make
Palate
unbearably potent. to you. Treatment is available but will cost 9+3§ to acquire.
for strange bedfellows.
You start experiencing olfactory hallucinations. Specifically, you start receiving Corahtaa Xenocommuni- Increase the complication range on Command, Discipline, Lifestyle,
2
context signals with no Tohaa in sight. cation Issues Persuade, and Psychology tests with non-Tohaa by +1. So, if the relationship war-
It was nightmarish, but you made it through. You swore to yourself you’d never be alone Separation If acting in a scene with no other Tohaa present, increase your rants it — and the character
3 has access to a steady
again, but if you’ve learned anything from the experience, it’s that promises are fragile. Anxiety complication range for all actions by +1.
supply of Diisilos — Tohaa
Something in your senses — a flavour, a scent, a type of pain — burns out completely. For
4 Numb Increase Vigour by 1. characters can treat aliens
good or ill, you’ll never experience it again.
as though they were other
You begin to experience auditory hallucinations; a soft voice whispers hidden truths Whispering Tohaa for purposes of these
5 Reduce Resolve by 1.
about those that you meet. Voices
rules.
You’re sure that whatever happened was dreadful. You just can’t remember it. Even
Add +2 complication range to any test dependent on memory.
6 reading a Cube scan, these gaps assert themselves. You often look around and wonder Missing Time Diisilos, p. 38.
Sometimes you lose the plot, and don’t know where you are.
how you got where you’re standing.

You begin to experience visual hallucinations, phantasmal images of people you know
7 Haunted Increase the complication range on Awareness-based tests by +1.
to be deceased. Still, they haunt you just the same.

8 Everything’s fine, as long as you don’t fall asleep. Night Terrors Reduce Resolve by 1.

The Human Sphere maintains that what doesn’t kill you makes you stronger. That Scarred Inside
9 Gain +1 rank in Discipline.
sounded ridiculous, but despite the harrowing experience, here you stand. and Out

You start experiencing kinetic hallucinations, phantom limbs, flying or swimming, or Shaky Equilib-
10 Increase the complication range on Agility-based tests by +1.
just a feeling of motion when you’re still. rium
A nagging fatalism wormed its way into your psyche. You find yourself constantly Increase the Heat cost of the Defence reaction by +1 and decrease
11 Self-Destructive
throwing yourself into dangerous situations, heedless of your own safety. the Heat cost of the Guard reaction by 1, to a minimum of 0.

12 Sure, you did things you’re not proud of. But you survived. Isn’t that enough? Remorse Reduce Resolve by 1. Gain 1 rank in Thievery.

You start to experience tactile hallucinations. Maybe it’s a crawling sensation on your
Driven to
13 skin, or the feeling of being submerged in thick, viscous liquid, but whatever the form, Increase the complication range on all tests by +1.
Distraction
it’s entirely disquieting when it happens.
You strain yourself, trying in vain to pheromonally communicate to an uncaring silence. Pheromonally Add +1 complication range to all communication with other Tohaa.
14
Ever since, your ability to communicate in Corahtaa has been strained. Hoarse Augmentation can alleviate this but will cost 3+9§ to acquire.
All Psywar attacks generate 2 bonus Momentum against you,
You couldn’t feel anything. So, you scratched and tore until you felt something, any-
15 Self-Harm unless you’re currently suffering from a Wound. Additionally, gain
thing. It worked. And no matter how illogical you know it to be, it still works. Every time.
+1§ Resolve Soak for every Wound you’re currently suffering.
There’s no isolation that a little Diisilos can’t cure, right? Small problem, now you’re
16 Addict You’re addicted to Diisilos (see Infinity Corebook, p. 348).
hooked.
You develop frequent hypnopompic hallucinations, vivid, dreamlike experiences before
You often think you’re awake before you actually rise, adding +2
17 waking. You’re frequently late for morning appointments, and quickly waking — even if Heavy Dreamer
difficulty to tests to wake in a timely manner.
there’s danger — often proves difficult.
You withdrew deep within yourself in a kind of solipsism. It was harrowing, but you Violently Increase the difficulty of Personality-based tests by +1. However,
18
gained an understanding in the process. Introspective gain 1 rank in Psychology.
Increase the difficulty of Personality-based tests by +1. However,
It becomes all too easy to fly off the handle, saying things you don’t mean and picking Hair-Trigger
19 you reduce the Heat cost of the Retaliate and Return Fire reactions
fights you can’t win. Temper
by 1, to a minimum of 0.
Over time, you learned how to survive without a triad, though working within one has Gain +1 Resolve. However, when working as part of a triad, increase
20 Loner
become increasingly strange. the triad’s complication range by +1.

TOHAA CHARACTERS 69
LIFEPATHS OF THE TOHAA
TOHAA TOHAA TRINOMIAL ATTRIBUTES
BIOTECHNOLOGY IN
THE LIFEPATH Alien. Enigmatic. Literally unearthly, yet ultimately AGILITY +1 AWARENESS -
While the Human Sphere has not so different. A Tohaa’s journey from birth to INTELLIGENCE - PERSONALITY +1
done some truly remarkable adulthood is not entirely dissimilar from their
BRAWN -1 COORDINATION +1
things with genetic therapy, counterparts in the Human Sphere, though it’s not
all the Silk on Bourak can’t exactly similar either. At its peak, the Trinomial was WILLPOWER -
make up for the Tohaa’s years orders of magnitude beyond any Human Sphere
of experience. Thus, when dynasty. And they’ve lost more at the hands of the Corahtaa: All Tohaa “speak” Corahtaa, the Tohaa
tweaking attributes on the Combined Army than many could fathom. To top it pheromonal language, communicating silently and
Lifepath, Tohaa can often take off, every aspect of Trinomial society has embraced securely with other speakers within Close range.
things much farther than their role as Heralds… except perhaps the The full-spectrum communication makes telling
their human counterparts can. Triumvirate. Though everyone knows they’re just an lies all but impossible without augmentation.
Whether that’s a good idea or urban legend. Through it all, Tohaa experience the Without a Diplomat Augmentation, they cannot
not is another thing altogether. world in the company of their triads, the essential use Psywar actions or techniques which require
social structure of Tohaa society. Except, of course, deception via Corahtaa.
when they don’t, because it isn’t.
PLAYTEST TIP: HOST Reticent Transparency: Given the extremely
MODIFICATIONS Because machinations, plots, and schemes, these revealing nature of Corahtaa pheromonal
Tohaa characters should record are the true foundation of Tohaa society. communication, Tohaa face an uphill battle when
the modifiers of their Birth trying to keep their motivations to themselves, At
Host, just like human characters DECISION ONE: BIRTH HOST least around other Tohaa. When it comes to other
do. Though Lhosts as they As in the Infinity Corebook, at the beginning of the species, they can be frustratingly inscrutable. When
exist in the Human Sphere Lifepath, all of the character’s attributes begin making a Face to Face test to resist a Corahtaa
are rare, functionally perfect at 7. Although, a player can voluntarily lower any speaker’s Psywar attempt, increase the difficulty
cloned bodies are well within number of attributes by one point (to a minimum of by +1. However, if the attacker cannot speak or
their means. 5) and assign these points to other attributes (to a interpret Corahtaa, gain +1 bonus Momentum on
maximum of 9). the roll.

Once they’ve finished adjusting their attributes, Life Point Cost: 3


players can opt to spend Life Points to raise an
attribute by one point for each Life Point spent. DECISION TWO: SUBFACTION
No attributes can be raised higher than 11 in this Unlike the Human Sphere’s contentious, factional
fashion, and any attributes above 9 are probably approach, the Tohaa Trinomial stands unified,
due to an (at the time) notable evolution of in with none of the infighting that plagues their
utero biotechnology. counterparts in the Human Sphere.

Determining Alien Heritage: Roll 1d20. On a roll of If only.


19 or 20, your character belongs to an alien species.
in the case of Tohaa faction characters, this means In reality, the internal politics of the Trinomial
that you’re an Exalted Chaksa (see p. 88). If you roll could put the Human Sphere to shame when it
an alien heritage, you can instead choose to spend comes to deception, intrigue, and infighting. The
1 Life Point to be Tohaa instead. biggest difference is that while the different
human factions often boast clearly drawn lines, the
Alien Host: Each alien species has a template. Trinomial’s distinctions are hazier to discern. While
Apply the species’ attribute modifiers to both your the Trinomial, Errant Fleets, and Colonial Worlds
attributes and the Host section of your character Authority are clearly distinct entities, most humans
sheet. Make note of any special abilities possessed see them as analogous to branches of the same
by the species. Alien species also have a Life Point government, rather than separate factions. And
cost. You can choose to pay this cost in order to though Haqqislam’s Diwân al Kharâj and Diwân
simply choose the species, but the cost must be al Hachib might not always see eye to eye, their
paid even if you randomly roll into it. (If the cost differences are small compared to the gulf between
cannot be paid, the character is considered Tohaa.) Haqqislam and say, Yu Jing.

All PCs on the Tohaa Lifepath are assumed to have


a Cube, unless explicitly stated otherwise.

70 Chapter 7
THE ROLEPLAYING GAME

“Three triads set out to fetch water


SUBFACTIONS face of an existential threat from an enemy whose
for their homes. The first group
The comparison is deeply flawed, however. Post- military force and technology dwarfed their own. argued amongst themselves until
Unification Tohaa society evolved without sharp they had found the best way to ferry
factional distinctions in place, but this doesn’t To counter the technological edge of the EI, water. The second group argued
mean that the Tohaa are a monoculture, quite however, the shadow tri-councils of the Triumvirate amongst themselves until the rich,
the opposite. And just as different cultural embraced the Great Anathema. They would betray water-carrying traditions of their
elements of the Trinomial find ways to express their role as a Herald race and instead force the ancestors won out. And the third
group? They went to fetch water.
themselves, so too do the different philosophical T’zechi Digesters to reveal their secrets.
Strictly speaking, there was prob-
and political elements. The three main aspects ably a better way. But their people
of Tohaa civilisation — the Trinomial, Fleet, and Today, the Triumvirate manages extensive networks did not die of thirst while they
Colonies — each exert their own influence on of spies, informants, hidden agents, and legacy wasted time trying to find it.”
larger society. Within a given subfaction, there are conspirators across the stars. — Tohaa ideological
numerous conflicting ideas on the best route to proverb. The ideology from which it
take. And that’s before the wildcard influence of the DECISION THREE: HOMELAND/ springs is, ironically, hotly debated.
Triumvirate is considered. HOMEWORLD
Tohaa draw immense pride in their point of origin.
Within this structure, there are wheels within Whether it’s a region of Runohaa, a legendary
wheels. Ideological perspectives, schools of homeworld that they’ll never see — but hope
thought, and dogmatic cliques vie for control of to one day reclaim — or even their place in the
their subfactions, working to shape Tohaa society in Errant Fleets, Tohaa derive immense strength from
a fashion that they see fit. their roots.

Roll 1d20 and consult the Tohaa Subfaction Table, A note on linguistics, all Tohaa speak Corahtaa,
adding the subfaction and associated skills to your the Tohaa pheromonal language. Culturally, it’s
character sheet. You can instead spend 1 Life Point believed to be the most honest and rich form
to select your subfaction if you prefer. of communication available. So historically, they
never bothered to learn other species’ tongues,
TOHAA SUBFACTION TABLE either forcing their subordinates to learn a form
of Corahtaa or relying on instant translation
D20 SUBFACTION SUBFACTION SKILLS SymbioTech to handle the differences.
1-6 Errant Fleet Discipline, Extraplanetary
Colonial And then they came to the Human Sphere, with its
7-12 Resistance, Survival cornucopia of auditory languages. Adapting has
Authorities
been difficult, to say the least. Still, in an attempt to
13- Tohaa Trino-
Education, Psychology better communicate with their new allies against
18 mial
the EI, most Tohaa study at least one Human
19-
Triumvirate Persuade, Thievery Sphere language before leaving finishing school.
20
Thus, all Tohaa begin play speaking Corahtaa as
well as one Human Sphere language from the
WHAT ABOUT DEFECTION? Random Language Table (see Infinity Corebook, p.45).
Unlike the Faction Table (see Infinity Corebook, p.
41), there’s no option for defection at this stage. LOST COLONIES
Don’t worry. Those options exist; they just occur The Colonies were once the pride of the Tohaa
later in a Tohaa’s life. Trinomial, emphasis on once. An overwhelming
number of Colonies have fallen to the advance of
THE TOHAA TRIUMVIRATE the Combined Army, and those who hail from them
During the Unification, a secret cabal of Tohaa carry the memories of their lost homeland dearly.
tycoons formed to preserve their wealth and
prestige in the new world order. Known as the That said, they clearly don’t live there anymore.
Triumvirate, they became an urban legend— a If you roll a lost colony, add the attributes and
conspiracy cloaked in its own success, disbelieved skill to your character sheet, then roll again on
as a fable, and thus free to operate from the Homeland table of your choice. Keep rolling
the shadows. until you obtain a result that isn’t a lost colony.
This is your new homeland, though you only
With the outbreak of the EI War, however, the add the attributes and skill from your original
Triumvirate found a new purpose— to preserve the homeland result.
Tohaa way of life by any means necessary in the

TOHAA CHARACTERS 71
COLONIAL HOMELAND TABLE
D20 REGION ATTRIBUTE ATTRIBUTE SKILL
1-3 Agreeda1 Willpower Intelligence Tech
4-6 Caaral Willpower Awareness Ballistics
7-9 Ceenle Willpower Personality Animal Handling
10-12 Dameega1 Willpower Athletics Lifestyle
13-14 Leivaa 1
Willpower Intelligence Science
15-16 Romaanti 1
Willpower Coordination Survival
17-18 Sareota Willpower Awareness Education
19-20 Utkino1 Willpower Brawn Resistance
1
— Lost Colony: While your character may have been born here, they certainly don’t live there anymore.

ERRANT HOMEFLEET TABLE


D20 IDIOSYNCRASY ATTRIBUTE ATTRIBUTE SKILL
1-4 Aggression Coordination Willpower Ballistics
5-8 Culture Coordination Personality Education
9 Exaltation Coordination Intelligence Psychology
10-12 Exploration Coordination Awareness Extraplanetary
13-15 Protection Coordination Brawn Observation
16-18 Science Coordination Intelligence Science
19-20 Xenobiology Coordination Intelligence Analysis

TRINOMIAL HOMELAND TABLE


D20 REGION ATTRIBUTE ATTRIBUTE SKILL
1 Chakarah Personality Awareness Psychology
2 Koldin Personality Agility Tech
Runohaa (Taalaria, To-
3-7 Personality Willpower Education
gaanu)
8-12 Runohaa (Tehaanu) Personality Awareness Pilot
13-16 Runohaa (Luteka) Personality Willpower Observation
17-20 Runohaa (Togaanu) Personality Intelligence Lifestyle

TRIUMVIRATE HOMELAND TABLE


D20 REGION ATTRIBUTE ATTRIBUTE SKILL
Roll on the Colonial Homeland From Colonial Homeland From Colonial Home-
1-6 Stealth
Table Table land Table
Roll on the Trinomial Home- From Trinomial Homeland From Trinomial Home-
7-12 Discipline
land Table Table land Table
Roll on the Errant Homefleet From Errant Homefleet From Errant Homefleet
13-18 Spacecraft
Table Table Table
Extraplan-
19-20 Fagore Jump Gate Coordination Awareness
etary

72 Chapter 7
THE ROLEPLAYING GAME

“We are Heralds. Protagonists in the


TRIUMVIRATE HOMELANDS Roll 2d20 and consult the Triad Characteristics greatest epic reality has ever known.
For the secretive cabal that is the Triumvirate, Table and Triad Quirks Table, noting their I know that we can’t all be leads,
things are — as always — a bit more complicated. personality elements and adding the effect to your but neither do I intend to sit back
Roll on the Triumvirate Homeland Table and add character sheet. Repeat these steps for the third and be relegated to a supporting
the attributes and skill to your character sheet. member of your triad. Finally, roll 1d20 and consult character. Who is with me?”
If directed to roll on a second table, add the the Triad Traits Table, adding the suggested trait — Liisa Seegur, junior
diplomat. Conferring with her triad,
attributes as directed, but keep only the skill rank — or one of your own design — to your character
whom the record will show were in
from the Triumvirate Homeland Table. sheet. Alternatively, you can spend 1 Life Point to fact “with her,” prior to their deploy-
choose your results from the table, or to reroll any ment in the Human Sphere.
DECISION FOUR: STATUS or all of the results.
Status in the Tohaa Trinomial is even more fluid
and mobile than in the Human Sphere. One day, TRIAD CHARACTERISTICS
you’re on top of the world, the next, your rivals Each member of a triad brings their own
have brought you low, and the day after that, you personality and interests to the whole. Over time,
plot your revenge. Trinomial social class is less a that tends to influence the other members, because
factor of economic or professional status, and more they share the interests or need to develop skills
an informal metric of one’s place in society. to be able to coexist alongside them. Either way,
be sure to add the effects to your character sheet;
Less rigid than Yu Jing’s citizen ranks, and far less we’ll worry about your triad in Decision Nine.
permeating than Bakunin’s Social Energy, a Tohaa’s
status is a combination of political favour, local TRIAD QUIRKS
celebrity, and societal impact brought together in While these are simple ideas, they’re designed to
ironclad — yet informal — synthesis. Tohaa status is give the rest of your triad a spark of life to them.
usually described relatively. Very few are considered TRIAD TRAITS
lower class; they’re simply at the low ebb of their Unlike standard character traits, a Triad Trait
fortune, and it’s considered up to them if they wish describes something about a character’s triad,
to remain there. their relation to it, place within it, or the effect of
a former triad. If a character’s triad undergoes a
Characters in the Tohaa Trinomial roll 1d20 and massive change, they can alter the trait to reflect
consult the Tohaa Social Class Table, increasing that. Note: For as long as the character remains in
the listed attribute by one point and setting their an active triad, they must have at least one Triad
earnings to the number shown. Trait on their sheet.

Next, roll 1d20 and consult the Tohaa Home DECISION SIX: EDUCATION
Environment Table, increasing the listed attribute Tohaa society is built on a foundation of
by one point and gaining 1 rank of training in the technological, societal, and military prowess.
listed skill. Conversely, they may spend 1 Life Point These strengths didn’t arise by accident, and
to choose their result from both tables, updating they’re not maintained by idleness. The Trinomial
their character accordingly. is dependent on a steady stream of highly
competent Tohaa stepping up to fill the ranks
DECISION FIVE: FORMATIVE TRIAD that time, war, and attrition have depleted. Thus,
The formation of a Tohaa’s first triad is, simply put, a an emphasis on education is not only necessary
landmark event. Very few things influence a Tohaa for the advancement of society, it’s imperative for
the way that their triad does, and very few events its survival.
leave an impression on a Tohaa’s psyche equal to
the impact of their first non-familial triad, for good Tohaa typically spend a total of nine years
or ill. This triad, and the events surrounding them, in primary education, three years apiece
may be something you’ve left behind, or they may in Foundational, Exploratory, and Refining
form the core of your adult identity, but either way, programmes take them from childhood to the
the experience certainly played a massive role in cusp of adulthood. After completing their primary
shaping you. education — which despite what competing
headmasters will insist, is basically the same across
You’ll want to use the simple descriptions to the Trinomial — young triads enrol in a finishing
jumpstart your imagination as the shape of your programme, designed to prepare them for their
early triad begins to take form. Each member of the place in society. Finishing programmes consist of
triad affects the whole in their own way. Note the three-year blocks. How many of these blocks is
game effects of both members on your character required is highly dependent on the triad’s focus.
sheet, as they shape your nascent character’s It takes much more time to become a Kumotail
approach to life. Bioengineer than it does to learn how to be a
bartender.

TOHAA CHARACTERS 73
TOHAA SOCIAL CLASS TABLE TRIAD CHARACTERISTICS TABLE
D20 SOCIAL STATUS ATTRIBUTE EARNINGS D20 CHARACTERISTIC EFFECT
1-2 Disfavoured Willpower 1 1 Adventurous Gain +1 rank in Resistance.
3-6 Falling Tide Awareness 2 2 Painfully Shy Gain +1 rank in Education.
7-14 Neutral Agility 3 3 Meticulous Gain +1 rank in Discipline.
15-17 Rising Tide Personality 4 4 Hyper-Competitive Gain +1 rank in Athletics.
18-19 Established Elite Willpower 5 5 Persistent Gain +1 rank in Discipline.
20 Hyper-Elite Personality 6 6 Keen-Eyed Gain +1 rank in Observation.
7 Animal Lover Gain +1 rank in Animal Handling.
TOHAA HOME ENVIRONMENT 8 Rowdy Increase Vigour by +2.
TABLE 9 Trustworthy Increase Resolve by +2.
D20 ENVIRONMENT ATTRIBUTE SKILL 10 Argumentative Gain +1 rank in Persuasion.
1-4 Happy Home Personality Education 11 Dashing Gain +1 rank in Lifestyle.
5-7 Violent Brawn Acrobatics 12 Contemplative Gain +1 rank in Analysis.
8-11 Frontier Life Awareness Survival 13 Insatiably Curious Gain +1 rank in Hacking.
12-14 Rebellious Willpower Pilot 14 Dramatic Gain +1 rank in Persuasion.
15-17 Regimented Agility Discipline 15 Magnanimous Gain +1 rank in Psychology.
18-20 High Society Awareness Lifestyle 16 Protective Gain +1 rank in Medicine.
17 Outdoorsy Gain +1 rank in Survival.
TRIAD QUIRKS TABLE
18 Uninhibited Gain +1 rank in Acrobatics.
D20 QUIRK
19 Sentimental Increase Resolve by +2.
1 Constantly singing under their breath
Roll again twice and combine
2 Unusual hobby 20 Complicated
the results.
3 Unusual phobia
4 Obsessed with fire TRIAD TRAITS TABLE
5 Constantly changing their appearance D20 SUGGESTED TRAIT
6 Has trouble staying awake 1 Partners in Crime
7 Uncommon diet 2 Invariant Gossips
8 Devoted Neebab Numerologist 3 Political Iconoclasts
9 Obsessive collector 4 Adorable Love Triangle
10 Hates routines 5 Meddlesome Pranksters
11 Incredibly gullible 6 Nose for Trouble
12 Intolerant of an otherwise inoffensive scent 7 Never Backs Down
13 Always dresses asymmetrically 8 Brutally Honest
14 Constantly fidgeting 9 Subculture Paragons
Frequently pronounces words wrong in 10 Terrible with Money
15
verbal languages 11 Social Reform Activists
Fascinated with a specific Human Sphere 12 Patriotic to a Fault
16
media
13 Relentlessly Optimistic
17 Finds eye contact extremely unpleasant
14 The Usual Suspects
Constantly tapping out rhythms, triplets, of
18 15 Obsessed with Lost Colonies
course
16 Tumultuous Romantics
19 Self-effacing humour
17 Relentless Status Climbers
20 Quietly an amazing cook
18 Bleeding Hearts
19 Revolutionary Ideologues
20 Borderline Vigilantes

74 Chapter 7
THE ROLEPLAYING GAME

TOHAA HIGHER EDUCATION EDUCATION UPDATES


Though for many Tohaa, a single programme is all The following guideline is included for ease of
it takes to enter their chosen field, the oxymoronic reference. Just like in the Corebook, roll 1d20 and
nature of “finishing” programmes is something consult the Tohaa Education Table. You may spend
of a running joke among triads pursuing higher 1 Life Point to instead choose your education.
education. Regardless of their focus, a finishing Once you’ve determined your Education, check
programme involves establishing three majors, the Education Benefits tables, and update your
and optionally three minors. However, subsequent character normally:
programmes often have specific prerequisites, so for
those with aspirations of entering the prestigious • Increase one attribute by two points.
ranks of say, the Diplomatic Delegates or Kumotail
Bioengineers, they can look forward to a minimum • Increase one attribute by one point.
of three finishing programmes… though it often
looks more like four or five, to the frustration of • Decrease one attribute by one point.
all involved.
• Gain 1 rank of training in all of the
This is the tipping point for juvenile triads. They mandatory skills.
either drift apart, break under the strain of different
educational tracks, or they solidify into something • Choose two of the three elective skills and gain 1
truly special, a bond that even death has a difficult rank of training in each.
time truly breaking.
• Choose one of the skills (either elective or
“Yeah, I’m just killing time, waiting for my triad to
mandatory) gained from your Education to become
finish. Medical programmes take forever, you know?
A guy’s gotta keep busy.” a signature skill. Add 1 rank of training to this skill
— Gaaril Sloaan, explaining his logic for taking a and take a talent from its talent tree.
finishing programme majoring in Xenoanthropology,
Pre-classic Dance, and Botanical Preservationism to • Gain the equipment indicated.
patrons at his bar.

TOHAA CHARACTERS 75
TOHAA EDUCATION TABLE
D20 EDUCATION EXAMPLE
1 Slapdash Fleeing an occupied planet, Extremely remote areas, Young runaways
2-5 Martial Focus Bireta City Military Academy, Fagore Jump Gate Defence Corps training, Yorua Police Academy
6-7 Rural Education Ceenle Centre for Agricultural Studies, Colonial study abroad programme, Chakarah Community College
Yorua Theatre Troupe internship, Taalaria Institute for the Performing Arts, 3-odd finishing programmes
8-10 Creative Focus
at any liberal arts college
11-13 Technical Focus Bioengineering understudy, Ceenle terraforming externship
14-16 Scientific Focus Paradiso field studies, Koldin archology, Biotechnological boot camp
17-18 White-Collar Focus Sareota Business College, Exchange programme with Bureau Ganesh, General studies at CEAHQ
19-20 Diplomatic Focus Higher Academy of Diplomatic Studies, Human Sphere delegation internship, Xenolinguistic programme

TOHAA EDUCATION BENEFITS — MANDATORY


EDUCATION +2 +1 -1 MANDATORY SKILLS
Slapdash Awareness Brawn Personality Resistance, Stealth, Survival
Martial Agility Brawn Intelligence Acrobatics, Ballistics, Close Combat
Rural Brawn Awareness Personality Animal Handling, Survival, Tech
Creative Agility Personality Brawn Acrobatics, Education, Observation
Technical Willpower Intelligence Agility Education, Extraplanetary, Tech
Scientific Intelligence Awareness Willpower Analysis, Education, Science
White-Collar Personality Willpower Coordination Education, Lifestyle, Psychology
Diplomatic Willpower Personality Brawn Command, Discipline, Persuade

TOHAA EDUCATION BENEFITS — SKILLS AND GEAR


EDUCATION ELECTIVE SKILLS (PICK 2) GEAR GAINED
Athletics, Observation,
Slapdash Diisilos Pill (3 Doses), Knife
Thievery
Command, Discipline,
Martial Saavila Clothing (Military Uniform)
Stealth
Athletics, Extraplanetary,
Rural Socar Nine-Pack, Survival Kit, Nav-Suite
Pilot
Creative Discipline, Persuade, Tech Vaarola Infusion, Raavila Clothing (3 sets of 3)
Technical Analysis, Hacking, Thievery Hoyuul Drill, Powered Multitool
Scientific Command, Medicine, Tech Analytical Kit (with 5 Reagents) or Aaza MediKit
Command, Discipline, Ob-
White-Collar VIP Symbiont, 2 Assets
servation
Education, Observation,
Diplomatic Baade-Lock 1, Saavila Clothing (formal, travel, and outdoor variants)
Psychology

76 Chapter 7
THE ROLEPLAYING GAME

TOHAA AND
TOHAA TRINOMIAL ADOLESCENT EVENT TABLES
DECISION SEVEN: ADOLESCENT COREBOOK
EVENT D6 CAREER EVENTS
Just like in the Human Sphere, characters in the 1-3 Tohaa Adolescent Event Table Some of the options
Tohaa Trinomial experience a defining event during on the Tohaa Lifepath
4 Adolescent Event Table A 1
their adolescent years. The main difference is that reference event tables
they rarely — if ever — go through it alone. Roll 1d6 5 Adolescent Event Table B1 in the Infinity Corebook,
to determine which Adolescent Event Table to use, 6 Adolescent Event Table C1 some of which are
then roll 1d20 to determine your Adolescent Event. decidedly Human
1
— Infinity Corebook, p. 48-52 Sphere-centric. These
represent the inevitable
TOHAA ADOLESCENT EVENT TABLE clash of cultures
from the first contact
SUGGESTED
D20 ADOLESCENT EVENT CHARACTER OPTIONAL EFFECT
between O-12 and the
TRAIT Tohaa and can add
some interfactional
Hyper-Compet-
1 Your triad places high in a triathlon.
itive
Gain +1 rank in Athletics. richness to your
character’s backstory.
Your triad is selected to perform in a traditional dance at the Twenty-Seven Days Festi-
2
val in Taalaria. However, until that day comes, your life is one constant rehearsal.
Familiar Face Gain +1 rank in Acrobatics. However, some entries
might require a little
Gain the Corahtar Discipline talent from the Command skill tree. An
3
A mentor figure entrusts you with a valuable secret and the techniques necessary to
Conspirator organization is hunting you and will occasionally show up to make translation, specifically,
protect it. Given the people who’re now after you, it might not be enough. results of defecting to
your life… interesting.
The other members of your triad get heavily involved in a subculture art scene. Do you a new faction should
4 Free Spirit Gain a 2 Asset debt, as all the shows start to add up.
share their enthusiasm? be interpreted as a
You defect to another subfaction. Roll 1d20 and consult the Tohaa new subfaction. But
5
You become disillusioned with your subfaction within the Tohaa and leave to seek
Jaded
Subfaction Table (p. XXX). If you roll your current subfaction, as always, use your
greener pastures. Does your triad share your views? continue rolling until you get a new result. Alter your Triad Trait if discretion.
necessary.
If your triad dissolves, then no further changes are needed.
One of your triad confesses their deviant nature to the two of you. Maybe they’re a
Otherwise, increase the complication range of social tests with
6 dualist, uninterested in more than one simultaneous romantic partner, or purely hetero- Social Deviant
mainstream Tohaa society by +1, but increase your Resolve by +1. Players wishing to
sexual, or even asexual. How does your triad handle this revelation?
Either way, alter your Triad Trait as necessary. play Sygmaa Trihedron
Alter your Triad Trait as necessary. You can freely choose Clipsos
characters may choose
7 During finishing school, your triad suffers a messy breakup. Slow to Trust instead to roll on the
Infiltrator as your first career.
Sygmaa Adolescent and
Gain one Human Sphere language from the Random Languages
8 The weirdly infectious nature of humanity’s verbal languages captivates your triad. Humanophile
Table (see Infinity Corebook, p. 45). Career tables on page
81 and choose careers
Increase your Resolve by +1. Gain your late triad member’s Cube
9 A member of your triad is killed, and resurrection is out of the question. For now. Obsessed
and some of their personal effects.
from page 86.

You take first place in a martial arts competition. Now you have the interesting trilem-
10 Overconfident Gain either a Gao-Haasa Spear, Viirao Combi rifle, or Iveelus Visor.
ma of what prize to accept.

11 The three of you couldn’t take it, so you ran away from home. Outcast Reduce Social Status by 1.

While out hiking, your triad rescues an injured Chaksa Peripheral. Turns out that they’re
12 Soft-Hearted Gain +3 Assets.
the sibling of a successful Chaksa auxiliary whose gratitude is palpable.
Reduce Brawn by 1. A treatment is available — a symbiont that
While exploring some ruins, your triad gets extremely ill. Turns out you found a sub- Ravaged Im-
13 will take the disease into itself and die — but this will cost 3+9§
strain of the old Red Plague, and it nearly kills all three of you. mune System
Assets.

14 You develop an addiction to painkillers. Addict Reduce Vigour by 1.

15 Your triad enjoys minor fame as a vocal trio. Celebrity Increase Social Status by +1.

Your triad is chosen to act as understudies for a Diplomatic Delegate. It’s an incredible Everyone’s
16 Gain +1 rank in either Discipline or Lifestyle.
opportunity: though you quickly get caught in a tangled web of politics. Favourite Pawn
Your parents are killed by the Combined Army, but not just any old servants of the EI:
17 Vengeful Reduce Resolve by 1.
the traitorous Sygmaa took them from you.
Your triad discovers a beneficial tweak to a common biotechnology. What role did you Obsessive Gain +1 rank in Medicine. You can freely choose Kumotail Bioengi-
18
play? Tinkerer neer as your first career.
You start to run with a bad crowd. You find out just how bad when caught in the middle Spend 1d6 years in jail before starting your first career. Gain a
Guilty by Asso-
19 of a gang war, and despite your protests, serve some time. At least you learned a thing Criminal Record (see Infinity Corebook, p. 54), and +1 rank in
ciation
or three. Thievery.
You and your entire triad died in a tragic accident. But that wasn’t the end for you. The Your character died and was resurrected (see Infinity Corebook, p.
Conspiratorial
20 wolfish grins on the shadowy figures surrounding you upon waking up all seem to say 54). You can choose to change your faction to Triumvirate at this
Debt
one thing. “You owe us.” What have you three gotten yourselves into? time.

TOHAA CHARACTERS 77
FORKS, CUBES, AND CLONES: DECISION EIGHT: CAREERS
“Have you ever seen a Holdaan RESURRECTION IN THE TOHAA Tohaa triads typically take assignments in the same
Hornbeast in the wild? Nasty TRINOMIAL career, or at least those with parallel tracks that
things. They’re either trying Tohaa don’t generally truck in Lhosts the way allow them to stay together. That said, sometimes
to mate with you, gore you, that the Human Sphere does. However, their circumstances pull existing triads apart, leading to
poison you, or defecate on you. biotechnology can easily produce a functionally old ones breaking, and new ones forming.
Probably all at once. I think identical clone host. All they need is the individual’s
they suit the Ectros perfectly. It DNA and access to the proper fabrication facilities. Characters in the Tohaa faction roll on the Tohaa
lets you know what to expect Tohaa Memory Cubes are so similar in function Career Table. Conversely, they can spend Life Points
from them.” to their Human Sphere equivalents that even the to wield various degrees of control over their
Tohaa tend to refer to them as “Cubes.” After all, career phase.
— Junior Ambassador the primary identifiers for the technology exist in
Liisa Seegur, preparing forces Corahtaa. The verbal component is basically an • Spend 1 Life Point to pick a career from the Tohaa
on Paradiso to coordinate with afterthought. Career Table
their new allies.
That said, the decision on who to resurrect — and • Spend 1 Life Point to roll on your Subfaction
who to store in a Cube Bank — has been drastically Career Table
altered over time by their war with the EI. Gone
is any semblance of an egalitarian utopia where Additionally, whenever they would normally
death is a minor inconvenience. The Trinomial determine a career event, they roll on the Tohaa
has essentially seized control of the technology. Faction Career Event Tables to determine which
Prioritizing highly skilled individuals that it Career Event Table to roll on.
believes will make the biggest impact, the
Trinomial has focused more on Trident generals,
titans of industry, and high-ranking diplomats,
the sorts of Tohaa that can meaningfully sway TOHAA CAREER TABLE
outcomes. Of course, the Trinomial doesn’t have D20 CAREER
nearly the stranglehold on resurrections that it 1 Stranded
believes it does. Every subfaction has actors within
it that can access the technology, should the need 2 Medical1
arise, and influential decision makers sit atop 3-6 Trinomial Bureaucrat
resurrection priority lists.
7-8 Kamael Light Infantry

It’s also worth noting that just as in the Human 9 Live Performer
Sphere, personality forking — the act of uploading 10 Police1
a Cube into multiple hosts — is incredibly illegal,
11 Corporate1
ethically frowned upon, and absolutely happens
when people think they can get away with 12 Technician1
it. Unfortunately for those who try such antics, 13 Academic1
getting away with it is far more difficult than it
14 Gao-Unit
first appears.
15 Ectros Regiment
When Tohaa characters are resurrected on the 16-20 Roll on Your Subfaction Career Table
Lifepath, they cannot access Lhosts. Instead, they
have the ability to acquire a Clone Lhost with all
attributes at 0, or a current Clone Lhost — with 1
Career from Infinity Corebook.
the same attribute modifications as their current
Lhost — for 1 LP.

78 Chapter 7
THE ROLEPLAYING GAME

SUBFACTION CAREER TABLE TOHAA FACTION CAREER EVENT


TABLES
D20 TRINOMIAL COLONIAL ERRANT FLEET TRIUMVIRATE
D6 CAREER
1 Gao-Unit Gao-Unit Gao-Unit Gao-Unit
1-3 Tohaa Career Event Table
2 Hatail Special Ops Hatail Special Ops Trader1 Hatail Special Ops
4 Career Event Table A1
3-9 Clipsos Infiltrator Sakiel2 Errant Fleet Pilot Triumvirate Agent2
5 Career Event Table B1
10-12 Makaul Trooper Makaul Trooper Ship Crew1 Trinomial Bureaucrat
6 Career Event Table C1
13-15 Trinomial Bureaucrat Frontiersman1 Pilot1 Smuggler1
1
—Infinity Corebook, p. 56-58
16-17 Ectros Regiment Ectros Regiment Hatail Special Ops
Roll on Subfaction Table
18-19 Kumotail Bioengineer Terraforming Scientist1 Clipsos Infiltrator of Your Choice

20 Diplomatic Delegate Trader1 Kumotail Bioengineer


1
Career from Infinity Corebook.
2
The career has a prerequisite of belonging to this subfaction. You can’t hazard this career unless you’re of the matching faction. If you roll into this
career, you automatically fail your defection check. You can override these limitations by spending 1 Life Point (in which case you were somehow under-
cover while working the career).
TOHAA CAREER EVENT TABLE
D20 CAREER EVENT GAME EFFECT
A Combined Army attack throws your world into chaos. Still, you rally with the defence force and help to push
1 Increase Resolve by +1.
the aggressors back.
You must succeed at a hazard test for your current career, or be Fired (see Infinity Corebook, p. 54). If you don’t
2 A rival makes a power play to discredit you in front of your superiors.
already have one, gain a Tohaa rival.
3 You help a high-ranking diplomat save face. Increase Lifestyle by +1 and gain a contact.
If you have to listen to your superior smarm-splain your job to you one more time, there’s going to be blood. If you hazard your next career, reduce the difficulty of the hazard test by 1. If this is your final career stage,
4
But before any mayhem is committed, you get an intriguing offer. you can instead change your subfaction at this time.
A member of your triad (possibly you) becomes pregnant. While it’s a cause for celebration, it also raises the
5 Gain Trait: Dependent(s). Alter your Triad Trait if necessary.
question: Is this it for your triad? Or will you go for two more children, keeping your triad intact?
Your newly twitchy nature grants +1 bonus Momentum on Surprise tests; however, your baade makes others
6 You were exposed to an untested retrovirus, violently rewriting your chemical balance.
nervous. Increase the complication range on friendly social tests with other Tohaa by +1.

Gain a contact in a Human Sphere faction. The nature of the relationship is up to you, but they believe you to
7 You befriended a denizen of the Human Sphere. Or did you? Either way, that’s what they believe.
be friends.

Another member of your triad has the opportunity to join the Clipsos Infiltrators, which of course means
8 breaking ties with the two of you. Do you support them, knowing it means you may never see them again? Or Reduce Resolve by 1. Alter your Triad Trait as necessary.
try to keep the trio together?

You’re selected for an experimental biotechnological augment, unlocking potential that you never knew you
9 Gain the first rank in any one talent tree where you have 0 Focus in the associated skill.
had.

10 On assignment in the Human Sphere, you fall in love with its cuisine. Unfortunately, it doesn’t love you back. Gain Trait: Debilitating Allergies.

You were detained by Bureau Noir agents for suspected crimes of which you were quickly exonerated. Turns
11 Gain Trait: Sygmaa Doppleganger.
out there’s a Sygmaa with your face out there, and they’re bad news.
After surviving a harrowing experience by the skin of your teeth, your triad commemorates the experience
12 Gain a Vaarola infusion.
with matching infusions.
You discover that a member of your triad is a criminal and an unrepentant one, though they’ve never wronged If you turn them in, reduce Resolve by 1, but increase Social Status by +1. If not, gain a rival in law enforce-
13
the two of you even once. What do you do? ment. Either way, adjust your Triad Trait if necessary.
Travelling between planets, an accident strands you from everyone — including your triad — as you drift for Roll on the Separation Trauma Table (p. 69). You cannot select Extraplanetary as an elective skill but can
14
days in the void. otherwise improve it normally.

15 A nasty run-in with a Holdaan Hornbeast leaves you bloodied and broken, but alive. Reduce Vigour by 1.

16 Your triad becomes obsessed with Neebab Numerology to a degree many find uncouth. Increase Analysis by +1 but add +1 complication range to social skill tests with other Tohaa.

You didn’t want to go through with it, but orders are orders, and this was supposed to be for the good of all, Roll 1d20 and consult the Tohaa Subfaction Table (p. 71). If you roll your current subfaction as a result, one
17
right? Still, it got your triad wondering if you were all in the right place. member of your triad defects instead.
You’re only Tohaa. Anybody else would have done the same in your shoes. Still, your boss’s triad is an emo-
18 You are Fired (see Infinity Corebook, p. 54). Gain trait: Homewrecker.
tional mess now, and everyone’s blaming you. Worth it.
“You did the right thing.” These are the first words you hear upon waking up in a lab, in what’s apparently a Your character died and was Resurrected (see Infinity Corebook, p. 54). Add 1d6 years to your age, and gain
19
cloned body. Thing is, you have no idea what they’re talking about. the trait: Missing Memories.
Roll again three times on the Career Event Table for this career phase. (When spending a Life Point to choose
They say that Luck Comes in Threes — good, bad, or just plain bizarre. Granted, most things come in threes.
20 a specific event, you may not choose this result.) If you roll duplicate events, it means some similar event has
Even so, it looks like you’re headed for interesting times.
occurred. If you roll Luck Comes in Threes again, add three additional rolls.

TOHAA CHARACTERS 79
CAREER PROFILE CAREER PROFILE

STRANDED (SPECIAL) CLIPSOS INFILTRATOR


Considering how deeply Neebab Numerology is ingrained in the Trident’s
The Trinomial does its best to provide a good life for its citizenry, but the military culture, consider the implications of a unit designation of Ø. Not
brutal truth is this — they’re at war. The Tohaa’s perfect sphere of influence Gao, or zero, for zero still implies a mathematical value. It can be quantified.
has been repeatedly hammered by their conflict with the EI, and its cracks Conversely, Ø — Clipsos, the null set — represents the nebulous, the
are many. Cracks, as it turns out, that its citizens fall through. Whether due unquantified. It is nothing yet could potentially be anything. To call the
to Combined Army attacks, the groaning strain of infrastructure spread too designation auspicious would be a gross understatement, but the Clipsos
thin, or a jaded callousness setting into a leadership that can’t afford to care Infiltrators indisputably live up to it. The cost they pay is massive. While in
about every citizen, Tohaa sometimes find themselves Stranded, cut off from service, Clipsos cannot be part of an active triad; personal, familial, even
society, infrastructure, and frequently, the remainder of their triad. These military triads are banned. Most Tohaa would quickly go mad in such
Stranded Tohaa make their way through life as best they can. Scavengers, circumstances, and many would say that the Clipsos do, and that’s part of the
vagrants, even petty thieves and pirates, they scrape and claw their way plan. But whether the Trident seeks out the Tohaa equivalent of sociopaths,
through each passing day until the moment where they either re-join society or endeavours to create them, the end result of their process is a self-reliant,
or find another place to call their own. calculating operative, moving without sound, acting without empathy, and
killing without remorse.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+1 +2 +2 +1 +1 - +2 +3 +3 - - - - +3

SKILLS EARNINGS SKILLS EARNINGS


Mandatory Survival 6 § (Max: 0) Mandatory Acrobatics Observation Stealth 2+2 §
Elective Thievery Any 2 Others Elective Close Combat Discipline Thievery

GEAR: Diisilos Rations (9 Week Supply), Saom Flask GEAR: Nu-El Armour, 3 Nimbus+ Grenades, Wetspike, Combi Rifle or Sniper Rifle.
SPECIAL: Gain 1 Life Point. Roll on the Separation Trauma Table (p. 69) and apply the effects SPECIAL: When entering the Clipsos Infiltrator career, the character severs any triads they
to your character. currently are a part of, which may or may not resume once the character exits the career. Roll on
the Separation Trauma Table (p. 69), and apply the effects to your character, and alter your Triad
Trait as appropriate.
CAREER PROFILE CAREER PROFILE

DIPLOMATIC DELEGATE AUXILIAR

In Tohaa stories, there is no more reliable protagonist than the Diplomatic It’s a poorly kept secret that the Trident inculcates the Chaksa with the
Delegate. Elegant, glamourous, and dangerous, the fictional diplomat is precepts and ideals of the Tohaa military. What surprises many, however, is
a lethal operative, every bit as skilled in espionage as in negotiation. In that when confronted with this information, most Chaksa Auxiliaries laugh it
reality, while they’re just as naturally gracile as any other Tohaa, you’re off. It’s not that they don’t believe it; they just find it unnecessary. Given the
unlikely to find Tohaa diplomats crawling around in the vents, dagger in weight of the gift of sapience, most Chaksa spend their entire lives trying
hand. Instead, most will encounter them in a much more terrifying situation, to find a way to pay back this impossibly vast debt. Most Chaksa Auxiliaries
in conversation. Experts of PheroTactics, their mastery of Corahtaa and the will not only fight the Tohaa’s battles without any indoctrination needed,
Corahtar Discipline and their ability to steer a conversation according to they’ll probably do it for free. Yet, they get paid a fair salary while expressing
their whims is a thing of terrible beauty. To be the subject of their ire is a their gratitude for the gift of sapience. The deal seems fair to them. Perhaps
special sort of hell. In Tohaa society, these social elites handily outrank most this explains the legendary bravery of the Chaksa Auxiliaries. These hardy,
politicians, and their tactical — and ethical — flexibility is the stuff of legend. low-maintenance units take pride in their conditioning, marching day and
With fire in their hearts and ice in their veins, they might be the Tohaa’s most night through adverse conditions, their loyalty is never in doubt, and they’ve
powerful weapon, at least to hear them tell it. carried the day in more than one combat operation.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
- - - - +3 +3 +3 +1 +2 +2 +2 +1 +1 +1
SKILLS EARNINGS SKILLS EARNINGS
Mandatory Command Discipline Persuade 3+3 § Mandatory Athletics Observation Resistance 1+3 §
Elective Discipline Lifestyle Psychology Elective Ballistics Resistance Tech
GEAR: Raavila Clothing (3 sets at Upper Lifestyle or equal to current status, whichever is
GEAR: Egg Lance, Heavy Flamethrower or Heavy Machine Gun
higher), Diplomat Augmentation, Endgame or Eraser or Mirrorball.
SPECIAL: If the character does not already possess it, they gain the Corahtar Discipline talent
for the Command skill tree, even if they don’t technically qualify for it.

80 Chapter 7
THE ROLEPLAYING GAME

CAREER PROFILE CAREER PROFILE

ECTROS REGIMENT ERRANT FLEET PILOT


Ectros, what the Human Sphere calls e, or Euler’s number, is an auspicious The Tohaa’s Errant Fleets are known for their massive Errant Ships, but each
transcendental irrational number. In Neebab Numerology, it represents abso- of these sidereal leviathans is accompanied by countless smaller ships.
lute certainty of success in matters of immense gravity and importance. It’s While the Errant ship can technically automate their operation, there’s no
a weighty icon, which makes it a perfect fit for the Tohaa’s longest-running substitute for a dedicated operator, and that’s where the Errant Fleet Pilots
heavy infantry unit. Crucial in the war against the Fenrig Imperative — and come in. Unlike their human counterparts, Errant Fleet Pilots don’t trend
every conflict since — there is no planet, colony, or other settlement that towards the hotshot hyper-competitive culture found in the Human Sphere.
doesn’t have some kind of monument to these front-line warriors, acknowl- In or out of the cockpit, Fleet Pilots tend to think in terms of harmonies. The
edging their sacrifice. The Ectros have embraced the rambunctious Holdaan connection between pilot and vessel is as much relationship as it is tech-
Hornbeast as their totem. They fashion their helmets with its characteristic nological mastery. Tohaa ships are living organisms, with their own quirks,
horns, and their love of poison is well-documented, as is their exuberant drives, and instincts. Piloting one is less like steering a boat and more like
rowdiness, and flagrant disregard for social convention. Search any Tohaa riding a headstrong stallion across the stars. When pilot and ship are acting
battlefield, and you’re likely to find an Ectros grinning wide, as they share the in concert, it’s a dance between partners, a gestalt that’s always greater than
Tohaa’s culture — specifically, their obscene gestures — with their foes. the sum of its parts.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+2 +1 +2 +2 - +1 +2 +1 +2 - +3 +2 - +1
SKILLS EARNINGS SKILLS EARNINGS
Mandatory Ballistics Discipline Resistance 2+2§ Mandatory Observation Spacecraft Stealth 2+2 §
Elective Athletics Close Combat Resistance Elective Athletics Ballistics Hacking

GEAR: Ectros Armour, Gao-Haasa Spear, Spitfire or Virii Rifle GEAR: Nu-El Armour (with grip pads), SymbioMate

CAREER PROFILE

GAO-UNIT GAO UNITS


Gao-Rael: Unit designation 0-5. By combining Rael, the hunter
In Vaarso Battlespeak, units that answer directly to the Special icon, this designation signifies swiftness, strength, and sharp
Operations Military Commandment are identified with zero — senses, all important traits for the work before the Gao-Rael. For
transliterated as “Gao” — with additional numbers delineating their you see, these hunters are not after just any prey; their quarry
purpose. To serve in a Gao-Unit is to embrace the role of being are the Shasvastii. Gao-Rael are trained to spot assassins, off
nothing. That way, you can become anything. mannerisms, and to pierce camouflage of all kinds. Instructed by
the expert blade-beast hunters of Luloah, Gao-Rael are expert
ATTRIBUTES trackers, and surgical killers, hunters in every sense of the word.
AGI AWA BRW COO INT PER WIL
+1 +2 +1 +1 +1 +2 +2 Gao-Tarsos: If the Rael are a scalpel, then the Tarsos are a
hammer. Designation 0-π, Tarsos (a transliteration of the con-
SKILLS EARNINGS stant known as pi, 3.14159...) represents the energy created by
Mandatory Acrobatics Close Combat Observation 1+2 § acts of mammoth intent, the sorts of things that alter the fate
of nations. Fitting, considering that the Gao-Tarsos are launched
Elective Nu-El Armour see Gao Units Table
into battle with all the subtlety of an earthquake and strike with
GEAR: See Gao Units Table approximate gentleness. Deployed behind enemy lines, they
SPECIAL: When hazarding this career, you can attempt to hazard into a specific unit by wreak as much havoc as possible, the distraction providing as
attempting a second hazard test, using the elective skills of the desired unit. Otherwise, roll on the much — if not more — value than the attack itself.
Gao Units Table normally. Characters who have previously taken the Gao-Unit Career reduce the
difficulty of such hazard tests by 1.
GAO UNITS TABLE
d20 Unit Elective Skills Additional Gear
Ballistics, Psychology, Iveelus Visor, Gao-Haasa
1-10 Gao-Rael
Stealth Spear
Combat Jump Pack, Combi
11-20 Gao-Tarsos Ballistics, Medicine, Pilot
Rifle

TOHAA CHARACTERS 81
CAREER PROFILE CAREER PROFILE

HATAIL SPECIAL OPS KAMAEL LIGHT INFANTRY


In Neebab Numerology, the number 2004 signifies instability, unpredicta- For Neebab Numerologists, the number 110 symbolizes glory gained
bility and radical transformation, as well as the ability to shape the world through pain, adversity, and at the cost of personal sacrifice. This is the
through sheer determination. In other words, change and movement. Heirs designation borne by the Kamael Light Infantry, and they wear it with
to the clandestine legacy of the Tohaa Colonial Force, like their forbearers, pride. First to receive the New Model Arm reforms during the war with
the Hatail do their best work from the shadows. Unseen architects of destiny, the Fenrig Imperative, the Kamael stood where others fell, held fast when
they pull upon the threads of fate. And when necessary, they sever them. others faltered, and carried the Tohaa’s banner when it would otherwise fall.
Fiercely independent, the Hatail typically answer to no one. They’re pointed They bore these burdens gladly, and they do so to this day. Selfless even by
in a direction and empowered to solve the problem by whatever means they the collectivist standards of Trinomial society, the quiet determination of
deem appropriate. Unlike the Clipsos, who are deployed to complete specific a Kamael is one of the most consistent forces in the universe. They don’t
objectives, the Hatail are almost entirely autonomous. The Trident will select shout or dig in their heels and make a show of their persistence; they simply
a triad of Hatail and send them off to address a given issue, washing their endure. The Kamael know that if their resolve gives out, that could well
hands of the methods. The Hatail simply concern themselves with the end mean the end of all they fight to protect. To a Kamael, the answer is simple.
result, even if it takes generations to manifest. Everything else is just details. They’ll just never waver.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+2 +2 +1 +1 +1 +1 +2 +1 +1 +1 +1 +1 +1 +3

SKILLS EARNINGS SKILLS EARNINGS


Mandatory Analysis Ballistics Stealth 1+3§ Mandatory Discipline Observation Ballistics 1+2 §
Elective Close Combat Lifestyle Thievery Elective Command Hacking Medicine

GEAR: Diisilos rations (9 doses), Yaanul Mine, Viirao Combi Rifle, Nu-El Armour GEAR: Combi Rifle with Light Grenade Launcher or Spitfire, Defensive Hacking Device or
MediKit

CAREER PROFILE CAREER PROFILE

KUMOTAIL BIOENGINEER LIVE PERFORMER

In many cultures, spirituality, mechanical engineering, and the aristocracy In stark contrast with the Human Sphere, remote media like Mayaseries
are radically distinct groups. But in the Tohaa Trident, one group synthesizes never really caught on with the Tohaa. With so much nuance being
all three. Unit designation 2450, the perfect healers. Kumotail Bioengineers. transmitted through Corahtaa pheromonal exchange, it’s impossibly
While their aloof and detached nature often leaves a bad taste in other difficult for audio or visual recordings to measure up. Thus, the preference
Tohaa’s PheroBlossoms, their mastery of biotechnology is undisputed. of entertainment media in Tohaa territories is performed and consumed,
Combining medicine, mechanics, and programming into a single discipline, in a live context. Rather than pipe in music that feels hollow and empty,
the Kumotail are able to repair anything or anyone, under incredibly adverse establishments will often have a lone harpset player, emoting their art in a
conditions. They believe that the one true path to enlightenment is Saatara, corner of the shop, while famous albums, series, and epics are performed on
to understand, create, and finally improve upon the natural world. Thus, they local stages. Cinema and audio recordings serve the role of entertainment
see the bioengineering as an intrinsically virtuous pursuit, a worthy goal, if appetizers, designed to entice an audience to partake of the actual
anything truly is. As a corps of military scientists, they believe that adversity performance. In a Corahtaa-based society, one can truly say that they haven’t
breeds excellence, and excellence is the only acceptable result. Thus, you experienced a work until they’ve seen it live, and the dancers, musicians,
won’t often find Kumotail in their labs. They’re out in the field, where the actors and artists who work as Live Performers bring these works into
challenge is greatest, and the possibilities limitless. existence.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+1 +2 - - +3 +2 +1 +2 - +1 +1 +1 +3 +1

SKILLS EARNINGS SKILLS EARNINGS


Mandatory Education Science Tech 3+3 § Mandatory Discipline Education Persuasion 1+6 §
Elective Analysis Hacking Medicine Elective Acrobatics Animal Handling Tech

GEAR: Combi Rifle, Kumotail Armour GEAR: Performance Gear, 3 sets of Raavila Clothing (costumes; 9 outfits total), Socar Nine-Pack

82 Chapter 7
THE ROLEPLAYING GAME

CAREER PROFILE CAREER PROFILE

MAKAUL TROOPER SAKIEL

Very few units survived the transition from the old Colonial Force to the In Neebab Numerology, multiples of 3 possess a particular resonance, an
modern Trident. Then again, very few things are as persistent as the Makaul. auspicious echo across the Tohaa’s collective psyche. In Vaarso Battlespeak,
Using their classical designation of the 10100, representing mythic strength, multiples of three are reserved for multipurpose units, capable of adapting
courage, and the concept of salvation from physical peril, these skirmishers to a variety of situations. Roughly transliterated as Sakiel, 36 conjures
are among the most decorated — and disciplined — forces in the Tohaa images of stubbornness in the face of overwhelming adversity — the sort
Trident. Recklessly hurling themselves into danger, these daredevils have of people who dig in their heels, and simply refuse to falter. And the Tohaa
captured the imagination of Tohaa society with countless true and fictional Trident’s Sakiel regiment inarguably lives up to its sobriquet. To join the
tales of their heroism delighting audiences. But, it’s not all epic victories Sakiel, there are two main hurdles that need to be cleared. The first, and far
and heroic glamour. The mindset necessary to regularly throw yourself into easier of the two, is a robust body of work on the Trident’s front lines. But
the closing jaws of a death trap does not play nicely with civilian life. The the second? To have suffered immeasurable tragedy at the hands of the
Makaul seem to possess a self-destructive drive, an urge to burn out, rather Combined Army. These scions of razed Colonies bring a cold, smouldering
than fade away. They live — and die — on their own terms. To hell with fury to bear against the EI, a searing, focused blaze that won’t stop until
anyone who doesn’t like it. either they’re avenged, or burn out trying.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+3 +1 +3 +1 - +1 - +1 +2 +1 +2 +1 +2 +1

SKILLS EARNINGS SKILLS EARNINGS


Mandatory Athletics Acrobatics Close Combat 1+3§ Mandatory Close Combat Discipline Observation 1+3 §
Elective Athletics Ballistics Resistance Elective Ballistics Medicine Stealth

GEAR: Eclipse Grenades (3), Nu-El Armour, Gao-Haasa Spear or Heavy Flamethrower GEAR: Sakiel Armour, Spitfire, MediKit

CAREER PROFILE CAREER PROFILE

TRIUMVIRATE AGENT TRINOMIAL BUREAUCRAT


The Triumvirate. Pulling strings behind the scenes, these pup-
pet-masters slip through the shadows of Tohaa history. Some say Though it might seem that way to the average citizen, the Trinomial doesn’t
that they’re the invisible hand behind the Tohaa’s ascent; others run itself. Without the benefit of an AI, such as ALEPH, to manage its sprawl-
see a shadowy cabal of self-interested elites, willing to sacrifice ing empire, the Trinomial relies on thousands upon thousands of Bureaucrats
anything and anyone to achieve their mercurial goals. Others still to keep the lights on, as it were. From tedious minutiae, to decisions that
write their very existence off as preposterous, an urban legend will literally affect the fate of worlds, the Trinomial’s Bureaucrats take the
grown to outsized proportions, the meme that got away from its fate of billions into their hands every day. While many labour in offices and
creators. But the truth? It’s both more and less fantastical. For boardrooms, and some serve in appointed public office, the most visible
the Triumvirate are all these things and more. To be their agent is Bureaucrats are out in the field, troubleshooting logistical logjams, clarifying
to belong to a shadow government that cannot exist outside of Trinomial law for local enforcement officials, or introducing new policy
rumour, the hidden blade in the shadows, the unseen conspirator designed to shape Tohaa society into a form that can better withstand its
pulling the strings, and the impossible force that seizes the reins of gruelling war with the Combined Army. While the Tohaa have no more love
destiny. But most importantly, you must do anything — absolutely for their leaders than any other society, the Bureaucrats have a warmer place
anything — to ensure the continued survival and prosperity of the in their collective hearts. They’re not just politicians — they’re politicians
Tohaa. Whatever the cost. who get things done.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+1 +2 +1 +2 +1 +2 +1 +1 +2 +1 +2 +1 +2 +1
SKILLS EARNINGS SKILLS EARNINGS
Mandatory Discipline Observation Psychology 1+6 § Mandatory Analysis Education Persuade 1+3 §
Elective Hacking Stealth Thievery Elective Command Lifestyle Psychology
GEAR: Eniisfera Pistol or Nullifier, Recorder, Fake ID 2, Sensor Suite (Tohaa Pheromone GEAR: Saavila Clothing (Government Uniform), VIP Symbiont, Dread-Sprayer
Detection)
SPECIAL: Prerequisite (Triumvirate Subfaction) SPECIAL: add +1 [CD] to earnings for every time you've previously worked this career

TOHAA CHARACTERS 83
DECISION NINE: FINAL TOUCHES That said, in an Infinity campaign, the Tohaa in
PLAYTEST NOTE: AND SUPPORTING CAST question will have the opportunity and incentive to
THREE’S COMPANY If humans are pack creatures at their core, then bond with other player characters, which — along
Having three Tohaa players the Tohaa have gone even further in that direction. with medication — can create a stable equilibrium.
works great for most games, Even the rare and elusive loners among their In this case, the character’s Triad Trait should either
but what about other multiples number have been shaped by their friends, family, reflect their current, imperfect solution, ways in
of three? While technically colleagues, and most importantly, their triads. which their former triad might complicate matters,
possible, keep in mind that or even the societal unease that other Tohaa are
as the party size expands, Tohaa characters follow steps one through six (see likely to feel around them.
the amount of time spent on Infinity Corebook, p. 71) just like any other character.
each character — and player But when it comes to fleshing out their supporting NPC TRIADS
— decreases, as their slice of cast, things are a little different. Relationships Of course, we didn’t go through the work of
the pie gets smaller. While between the Tohaa and other player characters detailing a character’s triad just to abandon them
six players can be managed can vary wildly depending on the triad structure, now. Many characters will make it through the
— several playtest groups had their interaction with geists is complicated Lifepath with a triad dynamic in place, and in these
exactly this number — it can to say the least, and their subfaction handlers cases, it makes sense to detail the other members
prove challenging to keep approach things somewhat differently than their as NPCs in their own right. Whether it’s two NPCs
everyone engaged. And while counterparts in the Human Sphere. for a single Tohaa character, one NPC to complete a
you’re free to do whatever triad with two Tohaa player characters, or any other
you wish, we can’t in good TOHAA TRIADS configuration, there exist several different options
conscience recommend nine or No conversation about Tohaa is complete without for representing these supporting characters in
more players at a single table. a discussion of their triad. At this point, your the rules.
That said, if it works for your character has been in at least one triad — possibly
group, then more power to you! several — and may be in their original triad, an ELITE TRIADS
entirely new one, or even currently without one. When using existing adversaries to represent a
Regardless of the circumstances, these other Tohaa player character’s triad, sometimes there will be
OPTIONAL RULE: share a bond with your character. And even if it’s an option to choose between a Trooper and Elite
TROUPE TRIADS been bent, broken, twisted, or betrayed, completely version of the adversary. Unless circumstances
Another option for managing severing such ties is remarkably difficult. Former warrant otherwise, always use the Elite version.
a character’s triad, is simply to triad mates have a way of bumping into each
create each member on the other. Thus, it pays dividends to keep track of You could use an existing Tohaa adversary
Lifepath, and have the player your character’s former triad mates as well as any (see Infinity Corebook p. 475-479, as well as p.
in question portray them all. current ones. 106-121 in this book), which is the fastest and
If doing so, it’s recommended simplest way to do so. You could also construct
that you either use the optional In play, there are a couple different ways of an Elite adversary (see Infinity Corebook, p. 417) to
Point Buy Character Creation handling triads. Choose the options that make the specifically suit the NPC in question. Or, if you want
rule (see Infinity Corebook, p. 40) most sense for your group. a greater degree of autonomy over their character
or take some creative liberties creation, triad members can be constructed using
when necessary to ensure that PLAYERS AS TRIAD a modified version of the geist rules (see Infinity
the resulting characters are The simplest option is one of the strongest. Corebook, p. 73).
actually in the same triad at Namely, if your group contains exactly three
the start of the game. Tohaa players, then having them function as a In the latter case, base the triad member’s
triad can prove ideal. Since the characters will be attributes at 8, instead of 4, then proceed normally.
Troupe-style play is very working alongside each other over the course of This option can be useful if the player wants some
stylistically different from the campaign, this offers a great deal of flexibility control over their triads’ growth, as these NPCs can
standard play and might not without requiring additional supporting NPCs. In be improved by spending XP just as geists can, with
be for everyone. The player’s this case, each character’s Triad Trait should reflect improvements to the character costing the same as
experience shifts in nature their role and place within it, specifically in a way they would for a player character. The similarities
slightly, as keeping track of that can lead to trouble. stop there, however. You cannot purchase a geist
multiple characters edges upgrade package and install it in your triad, or
closer to the experience of GOING IT ALONE rather, you can, but it won’t do anything other than
the GM than the player’s The Tohaa mind is ill-suited to isolation and make them confused and angry.
conventional role. But if doesn’t take separation well. But either by choice,
the idea is appealing to all circumstance, or necessity, some Tohaa wind TRIAD ASSISTANCE IN PLAY
involved, playing a Tohaa up going without a triad for a period of time, In most cases, if a Tohaa character’s triad is
triad can be a unique and occasionally a long time. Regular doses of Diisilos contributing to the tasks at hand, either by
memorable experience, even if make this possible, but the medication is hardly a handling something themselves or by assisting the
it’s often a complicated one. cure-all. Without some kind of companionship, even player character, often as part of a Fireteam. In both
if it isn’t Tohaa in nature, separation trauma will cases, treat them as any other Elite NPC.
still pose a recurring issue.

84 Chapter 7
THE ROLEPLAYING GAME

“Determining where the Tohaa’s


TOHAA IN A WILDERNESS OF SUBFACTION HANDLER Exalted tinkering stops and the
MIRRORS Even if you’re not playing in a Wilderness of Mirrors Chaksa’s culture begins is a thorny
While this book assumes a Tohaa-centric campaign, campaign, Tohaa internal politics reach into every mess to try and untangle. There is
there’s no reason why Tohaa characters can’t facet of their society, permeating it like dye through undoubtedly an effect, intrinsic to
integrate with a conventional Human Sphere fabric. Just as with Human Sphere characters, work current Exaltation techniques that
faction campaign, and myriad reasons why they with your GM to develop your handler. instils a deep appreciation of Tohaa
should. From a setting perspective, it makes all the culture, principles, and social mores.
sense in the world for the Tohaa to put forward • How did you meet them? It is likewise inarguable that the
individuals to work with O-12 and Bureau Noir, • What do they look like? Chaksa have some incredibly ration-
as a sign of their continued cooperation. And, of • How do they send you instructions? (There are al explanations for their fascina-
course, this provides a prime opportunity to better likely multiple methods.) tion with the Tohaa. If the Chaksa
scout — and subsequently manipulate — their • How do you get in contact with them? embraced anything like religion,
young allies. Tohaa mercenaries are not unheard of, • What resources do they have access to? surely the Tohaa would seem as
living gods to them. As it stands,
nor are supposedly rogue elements, acting deep in • What is their organization’s agenda?
Chaksa possess an immense sense
unfamiliar territory. • What is their agenda, and in what ways does it of gratitude, and a desire to repay
modify the above? kindnesses received. Tellingly, this
A Tohaa or three among human operatives is • In what way are they trying to alter Tohaa society, impulse isn’t limited to the Tohaa.
certainly explainable. So how does that work the Human Sphere, and/or the conflict with the EI? Among Koldinuk, other Chaksa, even
from the GM’s perspective? Remarkably similarly, • And, which of their agendas do you secretly denizens of the Human Sphere, if
as it turns out. Many published adventures don’t disagree with? a Chaksa ever says that they owe
you one, that’s as close to a sacred
have Wilderness of Mirrors objectives for Tohaa
promise as they possess. You can
characters, but with a little finesse, unused faction rest assured that they will do their
objectives can easily be tweaked to fit the Tohaa’s best to pay back the gift, with
subfaction or used as inspiration to create new interest.
ones. The Tohaa are excellent long-term strategists.
There are a multitude of reasons why they’d want In light of that, is it any wonder that
an operative working alongside humanity in the they dote on the Tohaa? How, exact-
ly, does one repay sapience?”
Human Sphere. Just make sure you know which of
— Excerpt from “Exalts and
those agendas are in play at any given time and Uplifts: Understanding the Road to
integrating Tohaa characters should be relatively Self-Awareness” by Dr. Rana Kalten-
straightforward. stein, Resident-in-Praxis. Available
on Arachne.
GEISTS
Generally speaking, Tohaa don’t employ geists. The
idea of a micro AI so thoroughly invading one’s “Dr. Kaltenstein neglects to mention
privacy comes off as weird and creepy at best. that the Tohaa stunt some of the
And without the ever-present Maya datasphere, poor bastards’ neurological devel-
there’s just less need for domótica. Thus, Tohaa opment, so they can remote-pres-
characters do not begin play with geists. Tohaa ence drive their bodies. If that’s
benevolent, then I’m a PanOceanian
who extensively interact with the Human Sphere Lobbyist.”
might wish to pick one up. However, they’ll find — Misfortuneteller, Chimera
their interactions much more limited. Geists are bartender on Bakunin. Decidedly
learning algorithms, expert systems intended to not a PanOceanian Lobbyist.
glean the nuances of human behaviour over the
course of several years. Needless to say, they’re not
a seamless fit with Tohaa.

Tohaa characters cannot receive assistance on


group tests from a geist. The LAIs end up causing
more confusion than they contribute, adding +1
complication range to any tests they’re involved in.

TOHAA CHARACTERS 85
SYGMAA ADOLESCENT EVENT TABLE
SUGGESTED
D20 ADOLESCENT EVENT OPTIONAL EFFECT
CHARACTER TRAIT

Your parents. Your first triad. Hell, even the friends who didn’t quite mesh with you, they’re all dead. You If presented with an opportunity, you must succeed at a Challenging (D2)
1-2 Vengeance Obsessed
used to blame the Combined Army. But now you know better. Discipline test to avoid seeking retribution against the Tohaa.

You always had a passion for the arts, though there’s little tutelage available in the Trinomial borderlands. Gain +1 Willpower. Additionally, gain +1 rank in either Acrobatics or
3 Self-Indulgent
The EI, however, knows no such limitations. Persuade.
Sheltered from the rest of the Ur Hegemony, you were awkward around your new peers, that is, until you Gain +1 rank in Hacking or Tech. You can choose Biohacker as your first
4-8 Antisocial
discovered the wonders of the quantronic world. career.
Separated from your family during a border conflict, the Toihaa forces made the decision to abandon you
Gain +1 Willpower. You can freely choose to roll on the Sygmaa Career
9 rather than risk further losses. But just when it seemed all was lost, a group of Sygmaa rescued you from Bitter
Table for your first Career.
disaster.
Born into the Sygmaa Trihedron, you were injured in a Tohaa Trinomial bombardment on a civilian settle- Your injuries eventually healed, though they stunted your growth, if not
10-12 Sore Winner
ment. Some people just don’t know when they’ve lost, but you’ll show them. your stubbornness. Reduce Brawn by 1 but gain +1 in Willpower.
Your interest in Tohaa culture was seen by some as unhealthy, but when a Trinomial art museum was Either gain 10 Assets by selling off pieces to collectors, or gain +1 rank in
13-15 Eccentric
captured, the Sygmaa turned to you, youth or no, to decide its fate. Lifestyle, as you rub elbows with elites giving tours.

One of your first loves chose death rather than life in the Ur Hegemonic Civilisation, leaving you and your Reduce Resolve by 1 rank. However, gain an ally in your remaining partner:
16-17 Jaded
remaining partner devastated and alone. whatever else comes to pass, you’ll always have one another’s backs.

A war orphan among war orphans, your adolescence was a blur of picking fights you didn’t need, stealing
Spend 1d6 years in prison before starting your first career. However, you
18 things you didn’t want, and otherwise causing trouble you didn’t mean to. A brief stint in a detention centre Unsavoury Associates
picked up a trick or two while on the inside; gain +1 rank in Thievery.
didn’t straighten you out but it did make you some crooked friends.

You defect to a new Mindset. Roll on the Mindset Table (p. 61), to
All your life, you’d been told what to do, how to think, who to be. After the EI came, the authorities changed,
19 Renegade determine your new allegiance. You may freely select your new Mindset’s
but the song remained the same until you told them where to shove it and decided to blaze your own trail.
recommended career for your next career phase.

You were a statistic. A civilian, cut down in a meaningless war. The last thing you expected was to wake up
Your character died and was resurrected. See the rules for Resurrection in
20 in a new body, yet here you are. Years have passed; everything feels different. But the EI has informed you Relic of a Bygone Age
the Infinity Corebook, p. 54.
that your time isn’t up just yet.

SYGMAA CAREER EVENT TABLE


D20 CAREER EVENT SUGGESTED CHARACTER TRAIT
You said it was an accident. They said it was murder. The EI said it didn’t matter. Either
1-2 Gain trait Loose Cannon.
way, people know, you’re not exactly safe.

Balancing time between your duties and both partners is exhilarating, exhausting, and
Though Sygmaa are encouraged to buck tradition, there’s something to be said for the
expensive. Reduce your Earnings by 1 but add +1 to your Resolve. Your partners will
3 old ways. You find yourself embroiled in a whirlwind of a romantic triad, and for a brief
occasionally provide aid and occasionally need it, but as long as the relationship persists,
while, it completely overtakes your life.
they’ll be around.
While making surreptitious dead drops, you get stranded in the jungles of Paradiso. After Gain 1 Rank in Survival. However, gain a 3 Asset debt to cover your many and varied
4-6
a month of weird illnesses and hardscrabble survivalism, you finally return to civilisation. medical expenses.
In your free time—which to your amazement, you have in ample supply—you enter an
7-8 Gain +1 rank in either Acrobatics, Athletics, or Resistance.
amateur athletic competition and do fairly well.
Back during the last stage of the invasion, you were separated from your triad. On Paradi-
9 Gain trait Rival Triad.
so, you saw the two of them—and your replacement—working alongside the humans.
10-13 You discover an artistic discipline and dive head-first into exploring it. Either gain +1 to your Earnings or gain +1 rank in either Acrobatics or Persuade.
Your new political connections have opened a lot of doors for you. They emphatically If you hazard your next career, reduce the difficulty by 1 step. Otherwise, gain a non-Syg-
14-16
recommend that you walk through them. maa rival within the Ur Hegemony.
They absolutely deserved it. Your boss, your colleagues, any bystanders that happened
17-18 to be around. Surely, they had it coming. What did you do? And why did it cause such a You are Fired (see Infinity Corebook, p. 54). Gain trait Reckless Reputation.
scene?
Upon awakening in your new body, you’re assured that no one but the EI will ever know
Your character died and was Resurrected. See the rules for Resurrection (p.54, Infinity
19 what you did. You have no idea what the Biotechnician is talking about, but you do know
Corebook). Add 1d6 years to your age and gain the trait Massive Memory Gap.
that you’re missing a chunk of memories.
Roll again three times on the Career Event Table for this career phase. (When spending a
They say that Luck Comes in Threes: good, bad, or just plain bizarre. Granted, most things Life Point to choose a specific event, you may not choose this result.) If you roll duplicate
20
come in threes. Even so, it looks like you’re headed for interesting times. events, it means some similar event has occurred. If you roll Luck Comes in Threes again,
add three additional rolls.

86 Chapter 7
THE ROLEPLAYING GAME

CAREER PROFILE CAREER PROFILE

MAAKREP TRACKER FRAACTA DROP TROOPER

The Sygmaa have lost their home, been betrayed by their leaders, and Sometimes, it’s the simple things that bring the most joy. Like recklessly
branded as degenerate traitors for having the audacity to be conquered. skydiving into the middle of a war zone, or unleashing automatic fire upon
At this point, it’d be fair to wonder if anything still gets under their skin. those who dared to call you traitors. Like weaving in and out of gunfire,
Most Sygmaa proudly proclaim that having lost their entire civilisation, always a step ahead of death. Like becoming death’s own angel, descending
only to find that it was rooted in lies, that they’re not afraid of anything from the heavens clad in armour as deeply crimson as the blood you’re
anymore, though for the Maakrep Trackers, people make an exception. As about to spill. Sometimes, it’s the simple things. Brutal, efficient, and quite
the secret police of the Sygmaa Trihedron, their reputation for cold-blooded possibly mad, the Fraacta are handily the most sophisticated airborne
ruthlessness is decidedly well-earned. With a focus on Trigon cells, Maakrep deployment brigade on Paradiso. Such are the legendary exploits of these
Trackers hunt down the Trihedron’s enemies, acting as judge, jury, and violent thrill seekers, that more than a handful of male Sygmaa have donned
executioner, with a preference for messy public displays. Each completed curvy, moulded armour to gain admittance into this mad airborne brigade.
hunt is a grisly press release, a communique straight to the heart of the EI’s But try to get a straight answer out of any Fraacta, and you’ll be greeted by
enemies, with a crystal-clear message—when the Maakrep are tracking you, their traditional battle cry, uproarious, cackling laughter.
nowhere is safe.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+1 +3 +1 +2 +1 +1 - +3 +1 +1 +2 - +1 +1

SKILLS EARNINGS SKILLS EARNINGS


Mandatory Analysis Ballistics Observation 2+2 § Mandatory Acrobatics Athletics Pilot 1+4 §
Elective Persuade Stealth Thievery Elective Acrobatics Discipline Extraplanetary

GEAR: Multispectral Visor 2, EI Hacking Device or MULTI Sniper Rifle GEAR: Fraacta Jump Symbiont, Combi Rifle or Spitfire (with 2 Normal Reloads)

CAREER PROFILE CAREER PROFILE

SYGMAA BIOHACKER RENEGADE BIOTECHNICIAN

When the Combined Army and Tohaa Trinomial first collided, the Tohaa were Over millennia, the Tohaa Trinomial has slowly and carefully refined the
completely blindsided by the EI’s mastery of quantronic warfare, suffering biotechnological sciences to a pristine, elegant shine. Much like the bonsai
devastating losses until they learned to swim in the waters of Infowar, or trees of Earth, the discipline has undergone a careful, deliberate, almost
at least keep their heads above water. Upon joining the Ur Hegemonic meditative distillation, until it was finally in the beautiful, perfect state that
civilisation, many of the new citizens—now branded Sygmaa —a new breed the Trinomial desired. Needless to say, the Sygmaa turned those concepts on
of tinkerers began to emerge. Informally dubbed “Biohackers” by the wider their respective heads right quick. Eschewing the gradual approach that has
Ur Hegemony, they proceeded to try and crack into… everything, really. While defined Tohaa biotechnology for generations, these Renegade Biotechnicians
not a military unit, nor a profession in the traditional sense, the uniquely play fast and loose with established medical and scientific protocol. Whereas
Sygmaa Biohackers provide quantronic, medical, technical, and even military Trinomial Biotechnicians are primarily concerned with increasing levels of
assistance throughout the Trinomial. As any Biohacker would say, they simply precision, building upon well-established doctrine, the Sygmaa’s Renegade
enjoy taking things apart to see how they work. Whether it’s infiltrating Biotechnicians have kicked convention to the curb, even going so far as to
a device, social network, secure location, or sapient being makes little eschew triplicate peer-review altogether. Theirs is a world of possibility.
difference to them, so long as they find out what makes it tick. Of unexplored new frontiers. And especially, of myriad denizens of the
Combined Army that have yet to be experimented upon.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
+1 +2 - +1 +3 - +3 - +2 - +1 +3 +1 +2
SKILLS EARNINGS SKILLS EARNINGS
Mandatory Analysis Hacking Tech 1+4 § Mandatory Education Medicine Science 2+2 §
Elective Medicine Persuade Thievery Elective Analysis Medicine Resistance
GEAR: EI Assault Hacking Device or Plasma Carbine (with 2 Plasma Reloads), Powered Multitool GEAR: Surgical Waldo 1 or Laboratory (Corporate Lease), Forensics Kit 2 or Analytical Kit,
or MediKit, Breaking and Entering kit or Analysis Suite MediKit

TOHAA CHARACTERS 87
CHAKSA CHARACTERS While they might seem withdrawn, or even dull at
first glance, this isn’t an intrinsic quality. Chaksa
To be a Chaksa is a wondrous and strange existence. know that they’re a young people, and they tend
To stand side by side with those who uplifted to be self-conscious about their lack of history
your people from ignorance and darkness — a role and experience, leading them to naturally defer to
indistinguishable from gods in many a mythos — authority. At least, that is, until they get comfortable.
and to become part of their society? To take your Boisterous and opinionated, Chaksa are fast friends,
species’ first faltering steps upon the greater stage loyal comrades, and deceptively insightful. Their
of history. Supporting actors in the greatest story faces are remarkably inexpressive, giving them a
ever told. It can be too much to bear at times. massive advantage in straight-faced, dry humour
— an arena in which they consider themselves
Many have dismissed the Chaksa, saying that the universe’s undisputed champions. Chaksa
they’re merely “happy to be here,” but they don’t characters use the same Lifepath rules as Tohaa,
know the half of it. The Chaksa aren’t happy to be with a few exceptions as listed below.
here. They’re ecstatic, honoured, and still a little
overwhelmed by it all. CHAKSA (EXALTED)

CHAKSA NAMES ATTRIBUTES


Chaksa are incredibly young from a cultural AGILITY - AWARENESS -
standpoint, and it’s difficult to overstate the
INTELLIGENCE - PERSONALITY -
impact that the Tohaa have had on their society.
This is reflected in their naming conventions and BRAWN +1 COORDINATION +1
traditions. Since Exalted Chaksa can be born to WILLPOWER -2
Peripheral parents, family surnames aren’t really
a thing. Newly Exalted Chaksa are adopted by or Baade-Novice: While full Corahtaa and the Corahtar
fostered with second or third generation Exalted Discipline is beyond their natural abilities, through
parents, and newly Exalted Chaksa are prompted trial, error, and a lot of bioengineering, Chaksa
to select their own names within a month of their boast a rudimentary ability to engage with Tohaa
Exaltation. pheromonal communication. They can interpret a
baade and have conversations in Corahtaa, though
Though they can choose whatever they wish, there they have the equivalent of a strong accent.
are two dominant trends that have emerged. The Bravery: Whether through design or nature,
first mimics the contextual grunts that they use Chaksa are not usually stubborn or argumentative
to augment their jagged Corahtaa communication creatures, though all that changes in a crisis
with plosive, monosyllabic names like Kjaht, Drost, situation. They generate +2 bonus Momentum on
Gek, and Hob common. These names don’t have tests to resist interrogation, coercion, or fear.
any intrinsic meaning. It usually comes down to Life Point Cost: 1
what sounds good to the Chaksa. The second
naming convention is to either take Tohaa names, DECISION THREE: HOMELAND/
or a near approximation of them. Characters from HOMEWORLD
Tohaa history and fiction are common sources of Wherever their travels eventually take them, Chaksa
inspiration, as young Tohaa make it very evident characters initially hail from their homeworld
who they aspire to emulate. These names are of Chakarah. Regardless of your subfaction, set
usually combined with a plosive suffix, both to your Homeland to Chakarah, from the Trinomial
avoid seeming like they’re trying to pass as Tohaa, Homeland Table (p. XXX).
and to make pronunciation easier for Chaksa
(including themselves). Thus, names like Zeela- DECISION FIVE: CHAKSA YOUTH
dahk, Maara-ludt, and Sandaraa-gat have become EVENT
increasingly popular, often to the bemusement of Unlike Tohaa, Chaksa don’t instinctively form
the Tohaa. triads. For cultural reasons, many do so anyway,
but it lacks the same biological punch that Tohaa
Even on their homeworld of Chakarah, Chaksa are experience. Indeed, Chaksa seem to do just fine
physiologically unusual. Like Earth’s duck-billed on their own, faring even better than humanity
platypus, they defy neat classification, combining in dealing with isolation. That said, they’re a
reptilian, mammalian, and cephalopod traits into a remarkably gregarious people. Most of their early
robust frame. Maturing quickly, a Chaksa goes from memories are social by choice, if not necessity.
hatchling to physically mature in about a decade, Even so, Chaksa do not have Triad Traits. Roll 1d20
one of the traits that their initial Exalters found so and 1d6, then reference the Combined Youth Event
attractive. Table below. Each event indicates something

88 Chapter 7
THE ROLEPLAYING GAME

that had a massive impact on you during your Gain an X Asset Debt: You owe someone a debt
youth. Whether it’s something you’ve long since worth X Asset(s).
put behind you, or an event that informs your
every action, these simple descriptions serve as a Learned a Human Sphere Language: Whether out
springboard for your imagination. You’ll want to of curiosity, preparation for deployment, or some
detail exactly what happened. You can spend 1 Life other reason, you’ve picked up one of the Human
Point to choose an event from the table, or, after Sphere’s languages. Roll once on the Random
your initial roll, to reroll your result. Languages Table (see Infinity Corebook, p. 45). If you
already speak the language, roll again.
SPECIAL YOUTH EVENTS
Status Change: Circumstances dictate a change New Subfaction: Roll on the Tohaa Subfaction Table
in your family’s fortune, specifically yours. Roll on and change your current subfaction to the new
the Tohaa Social Class Table and adjust your Social result. If you roll your current subfaction, roll again
Status and Earnings accordingly. If you roll the until you gain a new one.
same result, instead gain a contact in Tohaa society,
as you’ve caught someone’s eye. Reliable Bioengineering: The Tohaa know how
to make you better, faster, and stronger. And
Debilitating Condition: Whether by genetics, they chose to do so. Gain +1 in either Agility,
illness, or injury, you suffer from a condition that Coordination, or Brawn.
seriously hampers your mobility. Increase the
difficulty of all movement-related tests by one step. Vigour Poison X: Natural or manufactured, you
A cure is possible, but it’s expensive and will cost were badly poisoned, and your body never fully
4+6§ Assets. recovered. Suffer the Fatigued condition, and
reduce your Vigour by X§, down to a minimum
Experimental Bioengineering: The Tohaa aren’t of 2. The experience may have an upside; increase
done perfecting you all just yet. Increase one your Resolve by +1 for every Effect rolled. A cure
attribute by +1 but reduce a different attribute by 1. exists, but it will cost 4+X§ Assets to acquire. Even
if cured, the changes to Vigour and (if applicable)
Gain X Asset(s): You’ve gained X additional Asset(s). Resolve will remain.
Add any Assets gained this way to your total Assets
at the end of character creation.

CHAKSA YOUTH EVENT TABLE


d20 EVENT TYPE 1 2 3 4 5 6
auxillary Chaksa
1-2 Witnessed embezzlement deception Tohaa killed the EI’s cruelty true heroism
deaths
Witnessed
3 acts of kindness at their worst inspiring genius internal politics wise guidance intrigue
Tohaa
Tohaa internal gifted pro-
4-5 Involved In smuggling an accident feats of exploration athletic competition
politics grammes
6-7 Involved In charity work black markets Trident training camp pageantry an ideological movement a scandal
recipes that Tohaa
8-9 Discovered a valuable secret an artistic talent
find irresistible
romantic attraction a severe allergy a phobia

an infamous
10-11 Discovered ancient ruins faulty assumptions a Tohaa family secret a potent toxin a philosophy
ancestor
sibling joins Auxil- gained an extended
12-13 Family Change 1+4§ siblings sibling is Peripheral
iaries
taken from parents
family
parents separate

Human Sphere mistreated Chaksa


14-15 Encountered
species
Combined Army a Sygmaa new art form
servants
prejudice

16 Succumbed to depression propaganda hero worship illness xenophobia mob violence


Social Con- had brush with op- left an impression on a Gained Triumvi-
17 gained enemy gained contact gained Tohaa mentor
tacts posite social class Trident soldier rate contact
gain a 1 Asset gain a 6§ Asset
18 Special gain 1 Asset gain 3 Assets new subfaction gain a 3§ Asset debt
debt debt
learned a Human experimental bioen- debilitating con-
19 Special
Sphere language
reliable bioengineering
gineering dition
status change Vigour Poison 1

20 Reroll Twice and Combine Results

TOHAA CHARACTERS 89
DECISION SEVEN: CHAKSA
CHAKSA CAREER TABLE ADOLESCENCE
D20 CAREER While Exaltation typically occurs in early childhood,
1 Unemployed 1 it’s in the transition to young adulthood that
Chaksa truly begin to come into their own, not just
2 Heavy Industry1
as individuals, but as fully sapient beings. It’s a time
3 Trinomial Bureaucrat of discovery, mistakes, and wonder. The universe
4-8 Auxiliar2 seems impossibly large, and the presence of Chaksa
peripherals serves as a constant reminder of their
9-11 Live Performer
humble beginnings.
12 Police1
13 Academic1 Roll 1d6 to determine which Adolescent Event
Table to use, then roll 1d20 to determine your
14 Medical1
Adolescent Event.
15 Corporate1
16 Technician1 CHAKSA AND COREBOOK EVENTS
Just as with the Tohaa, some events from the
17 Diplomat1 Infinity Corebook may need a little translation,
18 Trader1 specifically, defecting to a new faction should be
19 Intelligence Operative1 taken to mean a new Tohaa subfaction. Chaksa’s
experience with the Human Sphere is probably
20 Special Forces1 limited to Paradiso, and any contact with humanity
1
Career from Infinity Corebook. would be rare indeed As always, let common sense
2
The career has a prerequisite of belonging to the be your guide.
Chaksa. You can’t hazard this career unless you’re of
the matching faction. If you roll into this career, you DECISION EIGHT:
automatically fail your defection check. CHAKSA CAREERS
As a young species still finding their way in society,
CHAKSA ADOLESCENT EVENT TABLES a Chaksa’s career events tend to be more daunting
D6 CAREER than their contemporaries’ offerings, and unique
1-3 Chaksa Adolescent Event Table options are few. Even so, can a Chaksa be anything
that they set their mind to? Evidence would
4 Adolescent Event Table A1 suggest that yes, they can. While they’ll be working
5 Adolescent Event Table B1 twice as hard for half the reward, they’ve been
6 Adolescent Event Table C1 known to burst through the proverbial glass ceiling,
shredded and bloody, but very much where they
1 — Infinity Corebook, p. 48-52 intended to be.

90 Chapter 7
THE ROLEPLAYING GAME

CHAKSA ADOLESCENT EVENT TABLE


D20 ADOLESCENT EVENT SUGGESTED CHARACTER TRAIT OPTIONAL EFFECT
You leave Chakarah for the first time. It’s practically a religious
1-2 Wide-Eyed Wanderlust Gain +1 rank in Extraplanetary or Spacecraft.
experience.
Impressed by your cleverness, a Tohaa artist takes you on a perfor-
Increase Personality by +1. You can freely select Live Performer as your
3 mance tour with them, exposing you to the world of Tohaa arts and Hedonist
first career.
entertainment.
You manifest an allergy to a common Chaksa foodstuff. It’s in
Reduce Brawn by 1. This can be alleviated by taking supplements (+1
4-6 everything, and wherever you go, well-meaning people try to serve Dietary Restriction
Maintenance cost), or a corrective symbiont, which costs 6 Assets.
it to you.
Struck by how “well-spoken” you are, a group of Trinomial function-
You become addicted to a particular drug (choose one). You may freely
7-9 aries reassign you to the Human Sphere, so their new allies can see Under Pressure
select Diplomat as your first career.
how happy the Chaksa are.
While travelling, your ship is caught in a battle between the Trident
10-12 and Combined Army. You’re young, but you still pick up a weapon Reckless Valour Gain +1 rank in either Ballistics or Close Combat.
when the boarding party comes.
You spent hours flirting with what you assumed was a very shy The reputation has proven difficult to shake. Reduce Social Status by
13-15 Exalted Chaksa but turned out to be a Peripheral. It was an honest Assumed Degenerate one step and increase the complication range of Personality-based tests
mistake, but you’ve yet to live it down. with other Chaksa by +2.
A family member gives their life to protect the Trinomial. They will
16-17 Big Shoes to Fill Gain an Egg Lance.
their spear to you.
You fall in love. Maybe it was with a person, place, ideal, or all of the
If you act logically, gain +1 rank in Discipline, but decrease your Assets
above. But something makes this awkward at best, and a potential
18 Hopeless Romantic by 3, as you recklessly spend to try and forget. If you follow your heart,
disaster if things go poorly. Does that stop you? Or do you follow
gain +1 to Willpower, but add +1 Complication range to Discipline tests.
your heart?
You were messing around with things you shouldn’t have, and you
Spend 1d6 years in jail before starting your first career. Gain a Criminal
19 got caught. You learned your lesson though; you don’t intend to get Nose for Trouble
Record (see Infinity Corebook, p. 54), and +1 rank in Stealth.
caught a second time.
You’re just a lowly Chaksa. You never dreamed you’d be resurrected. Your character died and was resurrected (see Infinity Corebook, p. 54)..
20 But following a suspiciously clean “accident,” you awoke in a new Life Debt Set your faction to Triumvirate. You can freely select Triumvirate Agent
body, to hear an unfamiliar Tohaa say that you owe them. as your first career.
CHAKSA CAREER EVENT TABLE
d20 CAREER EVENT GAME EFFECT
1-2 You and a partner conceive a clutch of eggs. What’s more, every single child is born Exalted. Increase Social Status by one step.
3 A Tohaa you work with consistently refuses to acknowledge you as a fully sapient being. Reduce Resolve by 1.
4-6 Between assignments, you place highly in an amateur athletic competition. Gain +1 rank in Athletics.
While you’re no Kumotail, you show a real aptitude for dealing with the more sentient biotechnologies,
7-8 Gain +1 rank in Animal Handling.
as well as feral critters.
Working on a remote asteroid, you find a lone, injured Tohaa. You nurse them back to health, They’re Are they a rival? An adversary? A friend? It’s difficult to say. Either way,
9 grateful, and kind. They’re also a Sygmaa. They soon vanish, but for good or ill, they don’t disappear gain a contact in the Sygmaa Trihedron, whether you want one or not. If
from your life completely. this secret gets out, the Trinomial isn’t going to take it lightly.
You encounter a Chaksa Peripheral — one born close to you — being used as a disposable resource.
10-14 Reduce Resolve by 1.
How do you react?
You display a remarkable aptitude for quantronic technology, and the Tohaa Trinomial takes note of this Gain +1 rank in Hacking. If you don’t already have one, gain a White
15-16
rare skillset. Hacking Device.
You didn’t mean to hurt your boss’s feelings. You intended to expose them for the fraud they are, You are Fired (see Infinity Corebook, p. 54). Gain Trait: Dangerously
17-18
ruining their name for all time. Still, hurt feelings will have to suffice for now. Outspoken.
You saw something and paid the price. You were brought back and scanning your damaged Cube didn’t Your character died and was Resurrected (see Infinity Corebook, p. 54).
19
reveal a answer. Most of it is blurry, but through the headaches, you sometimes glimpse a clue. You’re outfitted with a new Cube. Gain Trait: Fragmented Memories.
Roll again three times on the Career Event Table for this career phase.
They say that good things come to those who wait, and you’ve certainly been patient. And while (When spending a Life Point to choose a specific event, you may not
20
everything coming might not good, there’s at least the promise of interesting times. choose this result.) If you roll duplicate events, it means some similar
event has occurred. If you roll this again, add three additional rolls.

TOHAA CHARACTERS 91
CHAPTER 8

TOHAA – CAMPAIGNS CHAPTER


In this chapter, a number of different perspectives continue with their lives. As a Herald race, they are
on the Tohaa experience are offered to help fuel called to a higher cause, and this pervades their
ideas for campaigns or provide a source of tension sense of self at the most fundamental of levels.
or story development for GMs and players running Every Tohaa is called upon to serve this cause. For
Tohaa characters or parties. Each section also some that service means joining the Errant Fleet
includes one short campaign concept, as well as a or enlisting to hold off the murderous intent of
number of short adventure ideas. the Seeker races of the Evolved Intelligence. For
others, service means leading a productive life
CULTURE CLASH and contributing to society, whether that is as a
teacher, scientist, doctor, tradesperson, or merchant.
On the surface, life in Tohaa space would appear A vast majority of the Tohaa serve in this latter
broadly similar wherever you are: work, family, and capacity — to be productive. To be productive is
a pleasant social circle. The Tohaa are affluent, to allow the engine of empire to continue to grow,
and many entertainments are available to distract and by growing extend its mission. At each stage of
and balm a busy soul. It does not take much of a their schooling, from Foundational to Exploratory
push, however, to realise that such observations, and Refining, they take part in a series of society-
while certainly a line pushed by the Trinomial, wide ‘capacity tests’. These tests are designed to
are surface deep at best. Scratch that surface, offer the participant and their familial triad advice
and the differences between life in Runohaa, the and recommendation on the most realistic paths
home system of the Tohaa, and life in the Colonial available to them in society. They approximately
Territories become starkly apparent. Most glaringly measure capacity, and in so doing, seek to provide
obvious is the ongoing and brutal war against some measure of prediction about how best an
the Combined Army. A well-perceived and feared individual’s talents and abilities might best service
threat for those close to home, the Combined both the individual and society. They are not cast in
Army is a pervasive terror for those within the stone, however, and Tohaa are free to experiment in
Colonial Territories. It is a sword hanging over the fields outside those recommended by the capacity
heads of all within the Colonial Territories, for tests. Time has shown the capacity tests to be an
every system attacked or taken, new roads through effective means of matching ability to function, and
wormholes seized are opened into Colonial space. many Tohaa place great personal emphasis on their
Within Runohaa, many ask the question: How many outcomes. Time also changes things, and many
more years can we maintain this war? Within the Tohaa find their life experiences lead them down
Colonial Territories, many wonder whether they paths that they might not have otherwise dared.
will be next. There is no barrier when changing an occupation or
undertaking of a new field of study. It is understood
The Tohaa are one civilisation caught in a war that if a person desires change, then it is best for
of attrition, and yet the experience of that war that person, and by extension, society as a whole.
between Runohaa space and Colonial space is
felt differently. The ongoing war effort influences Ideology is another area of significant difference
and affects everyone, everywhere. Shortages and between Runohaa and the Colonial Territories.
continual propaganda are one thing to endure, a The cause that drives Tohaa expansion and
very real sense of existential threat is another. In their continued efforts to exalt other species is
Runohaa, war is a dressing, something that can the core driving force behind the empire. How
be seen everywhere, but not immediately felt. In this cause is perceived between those born and
the Colonial Territories, children and adults alike raised in Runohaa and those who have lived
undertake regular evacuation drills, everyone and experienced the Colonial Territories is often
has a flight plan, and vital personal effects significantly different. In Runohaa, the Tohaa of
are often packed in the event of the klaxons the Colonies are seen as being more cynical and
sounding and the network alarms going off. War self-interested, less driven by the cause. There
colours everything in Tohaa space but is felt in its is truth to this in part, but only because those in
immediacy in Colonial space. Runohaa see only the most functional products of
the cause. Those in the Territories have seen and
Despite the threat and despite the years of fighting, live with both the good and the bad, the successful
the Tohaa across the vast multi-system empire, and the less successful. A majority of ideological

92 Chapter 8
THE ROLEPLAYING GAME

questioning of the cause comes from experiences intended for a contact who intends to use them to
with the Exalted. Exaltation is seen as a gift seize the orbital and then ship the Huothmi from WILDERNESS OF MIRRORS
through the lens of the cause, but those in the the mines to serve elsewhere. The contact works • All the characters know what car-
Territories who have seen it succeed and fail, or at for a rival of the Feerath family. go they are really carrying but have
undertaken the job anyway.
least achieve unexpected outcomes, often have a
• One or more of the characters
different and less rose-tinted view. For a somewhat ADVENTURES has ties to law enforcement and is
limited counter-movement, the Servitor races, those taking part in this trading mission
who have been Exalted by the Tohaa, are seen as A ROUGH ROAD IN… to help reveal the criminal nature of
little more than slaves, reared and bound to serve a Getting to the orbital means passing through the Feerath Family.
colonial empire who would shape them into tools a system at war. Exiting the wormhole into the • One or more of the characters is a
for use, left oppressed and fit to serve some menial Ireeda system lands the characters into the middle liberationist who, when they see or
hear of the conditions under which
role not fit for the Tohaa themselves. To dismiss of a conflict. The Combined Army have launched
the Huothmi work, will seek to set
this as cynicism is reductive, dismissive, and fails a number of Shasvastii ships at the jump gate in them free.
to address the very real philosophical quandaries the hope of slipping through, and the character • One or more of the characters
posed by the process of Exaltation. stand a very real chance of being confused with works with the contact and seeks
the enemy. The adventure begins in media res, with revenge against the Feerath family
for some past incident.
HAULING TROUBLE – A the jump gate receding behind the characters and
CAMPAIGN OUTLINE the flashing lights and warning signals of a battle
raging ahead of them. They have arrived just as
Trade is a fundamental cog in any civilisation, the jump gate defences have initiated, and their
especially in one that spans multiple systems. manifest number hasn’t been registered. Piloting
Not every system is capable of producing every and communications will be required to avoid
resource or piece of technology available to others, the guns of the Tohaa, and an encounter with
and a healthy trade helps maintain the empire, a Shasvastii vessel might provide a short and
provides and spreads wealth, and allows the whole dangerous encounter.
to become stronger than any of the individual parts.
The characters may get swept up by a larger Tohaa
In “Hauling Trouble” the player characters are ship and must explain themselves and get away,
traders with a small freighter that they may be which is dangerous whether they know they are
lucky enough to own, or more likely owe a debt running guns or not and need to avoid a cargo scan.
on. The last few trips have not been particularly
successful, and the crew is currently struggling to The PCs may need to go to ground in amongst
earn enough to keep the ship running. This slow the moons of the gas giant where the jump gate
downward spiral has led them to take on jobs is located.
they might have overlooked when they started
out, and this current job is no different. The cargo CONTACT…
hold contains a number of large sealed tanks. Each, Making contact is fairly easy, and the orbital itself
according to the manifest, is loaded with Saoona, is small, cramped, and home to only a few hundred
a lichen native to Togaanu, from which the staple people. The handover of the consignment may
drink Saom is made. raise some eyebrows with the characters if they
have psychology or good observation — if the
The Ireeda system is a destination no one wants to PCs don’t already know they are running guns
go to, currently a battleground between the Tohaa that is. Shortly after the handover, while their
and the Combined Army. The PCs are assured that ship is being refuelled and the PCs are either
the war, confined to the planet Caaral, is too distant exploring the orbital or holed up at the bar, the
to be a concern. Ireeda Ka-El is the tenth planet in local authorities arrive. Their contact was picked
the Ireeda system and was never given a proper up and beaten until they revealed the stash of
name. It is a mining colony that makes extensive weapons. The PCs will need to talk their way out,
use of a Servitor race known as the Huothmi. fight their way out, or otherwise get away. Getting
Bound close to Ireeda Ka-El is the tiny backwater back to their ship will be difficult and may involve
orbital owned and run by the Feerath family, who sneaking, hiding, fighting, or talking. The tanker that
in turn manage the mines. Rumour has it that the is refuelling them is being moved away, and the
Feerath family are connected to various criminal ship has not been fuelled up enough for the PCs
activities, but this has never been verified. to safely get home. They’ll need to convince the
orbital authorities to keep refuelling or physically
Inside the tanks are large beds on which Saoona do it themselves. Whatever the outcome of this
grows. If the PCs pull these beds apart, they conundrum, the adventure should end suddenly,
will find that they also contain a large number before the characters can escape, with the orbital
of weapons and ammunition. The weapons are going into emergency shutdown.

Tohaa – Campaigns Chapter 93


SURVIVAL… THE TRIDENT
Shut down and with no way to leave short
of blasting their way out, the characters find The Tohaa Trident is the army, made up of three
themselves caught in a feud between two rival tines, the Planetary Forces, Naval Forces, and
families. The Feerath family run the orbital, and Exploration and Intelligence. Rising from the
most of the Tohaa aboard are on their side, but a old Colonial Force as a result of the deadly wars
determined band of saboteurs from a rival family against the Fenrig Imperative, reformed and
are intent on wreaking havoc, especially given the restructured according to the principles of the
senior Feerath family triad is on board. They are New Model Army, the Tohaa Trident is a capable
using weapons and shaped explosives made from and deadly military force and the most successful
stolen mining equipment to rupture the hull of the thus far at staving off the continual onslaught of
orbital, rendering sections impassable. The PCs may the Combined Army. Recruitment to the Trident
have to deal with a series of combat encounters was once mostly governed by the capacity tests,
that rely on hand weapons and melee, a section with young Tohaa particularly likely to have the
of the orbital containing them being sabotaged, right mix of physical and psychological factors
and saving a member of the Feerath family, or encouraged through their development to enlist.
even being caught in a trap behind a number of These days a majority of new recruits to the Trident
vented orbital sections. Of course, they may simply come from those who have experienced the
want to fight to get away… but the saboteurs have depredations of the Evolved Intelligence first-hand,
eyes on using the characters’ ship for the exact who have lost friends and family, or who have a
same reason! sense of duty to their species.

CIVLIAN THREADS Tohaa society places a great emphasis on the


special nature of the Tohaa themselves, their
INSURGENCY… mission and cause in the universe and their status
Caught on a planet that has since been won by as a Herald race are a source of pride and a social
the Combined Army, the characters were just driver. They are also extremely proud of their
never going to adjust to the new regime. They military accomplishments, with the expansion of
are rebels and insurgents, and recently took part the empire in its ongoing cause and the numerous
in a small-time raid on a Combined Army convoy. terrible foes they have defeated all representing
This was no simple convoy, however. One of the ripe sources of evocative propaganda. It is fair to
diplomats inside, killed in a blast, was carrying say that the Tohaa view themselves as special, as
detailed information on a logistical network that different and better than the other races in the
revealed a new target for the Combined Army universe. A part of their pride and arrogance stems
within the Tohaa Colonial Territories! It is vital that from their obsession with the cause, and a part of
this information is passed on to the Trinomial, but it stems from their history of Exaltation, of being
getting information out of Combined-held space is the higher power, gifting lesser beings with the
no easy task, and of course, the Combined Army are prize of sentience. The pride and arrogance of the
looking for their lost files… Tohaa are key factors in their brazen success as a
military force. While they are deadly capable, they
MISSING KIT… also believe they will win. This belief has seen
Private investigators, law enforcement, or security them out of numerous tight spots in their past
— whichever path led them to the offices of Neera and serves them well in their ongoing struggles.
Manufacturing, the characters have been employed Pride and history, these are staple aspects of a new
to track missing equipment. Initially cagy about recruit’s experiences. Everywhere they look they are
exactly what has gone missing, investigation surrounded by reminders of the enemy civilisations
reveals the company manufactures equipment they have defeated. Every unit in the Trident
for the military. Missing are a number of high- maintains a history to emulate, and new recruits
powered weapons and four suits of Voorne armour. are expected, and taught to believe, that they can
What exactly the intended use for all this stolen and will not only live up to the past, but better it.
equipment is, is unknown, but the characters
are under the pump to find out! Whatever the
reason this equipment has gone missing, it
cannot be good!

94 Chapter 8
THE ROLEPLAYING GAME

THE 110 means significant changes to way in which a war is


WILDERNESS OF MIRRORS
The 110, a number that to Neebab Numerologists executed. “Seek and Destroy” is a campaign outline
• One of the PCs, who has Syg-
symbolises ‘glory through sacrifice’, are also known that could be set in Tohaa space, on Caaral in maa leanings, intends to use this
as the Kamael Light Infantry. The largest and most the Ireeda system, another planet in the Colonial opportunity behind enemy lines to
widely deployed of any military body, the Kamael Territories currently under assault, or on Paradiso defect to the Combined Army. It is
Light Infantry can be found on every planet in the or Dawn in the Human Sphere. The characters doubtful if his triad will appreciate
Trinomial, from Runohaa to the Colonial Authorities. are members of the Trident. They are boots on it though…
They are present in the Errant Fleet and serve in the ground, and the setting of the campaign will • If this operation is a failure and
the Combined Army push is success-
the Human Sphere. Being the largest and most dictate the types of terrain and challenges they ful, there will be questions asked
widely used military body in the Trident, they are will face from the natural environment, even if the and high-ranking officers demoted.
also the force in which most new recruits enrol. Combined Army enemy is consistent. Such a catastrophe would provide
Those who make it through training and serve the perfect vehicle through which
successfully are provided with ample opportunity In “Seek and Destroy” the characters are members loyal officers could be pushed
to enrol in other units and undertake further of a unit, a triad, or small group of soldiers that forward to assume ranking roles
training, but many are proud of their service in the is part of a larger force holding a front line. This on this front. One PC has received
orders to sabotage the mission.
famous 110 and choose to stay. could be a city, a geographical feature, or a • One of the PCs has certain
swathe of territory, as on Paradiso. The Trident has connections who would appreciate
Recruiting offices can be found in most cities intercepted intel indicating that the Combined any Combined Army technology
and on every planet in the Trinomial. Additionally, Army are building up for an assault. Across the or trophies from the battlefield.
every planet in Tohaa space has numerous training front line, small groups like the characters’ have This appreciation would be shown
facilities, both on the ground and in orbit, to been invested with the task of moving behind through hard Tael. This PC wants
to collect as many appropriately
which new recruits are sent. Basic training for the enemy lines to sabotage identified supply dumps.
authentic and gruesome Combined
Kamael Light Infantry lasts about eight months and If enough damage can be wrought to the logistical Army trophies as they can safely
includes extensive fitness routines, weapons drills, support for a Combined Army assault, there is every conceal.
teamwork and tactical training, survival skills, and chance the assault itself can be held off until Tohaa
opportunities to develop and hone their skills in reinforcements manage to arrive.
a range of gravities, micro-gravities and in zero-g.
Like all things Tohaa, the Kamael Light Infantry GO TIME…
are trained in triads, with groupings usually The first adventure in “Seek and Destroy” is largely
decided within the first few weeks of basic training dependent on the setting of the campaign. If it
and lasting, often, for as long as the members is set on Paradiso, the threats and dangers are
survive. These triads tend to form naturally, with going to revolve around the jungle, staying hidden,
the Corahtaa revealing which recruits will have a avoiding dangerous wildlife, climbing, and working
natural affinity toward each other. Of course, once in a dense and unforgiving environment. If the
settled and drilled in their triads, the recruits adventure is set elsewhere, the GM is advised to
undertake large portions of Kamael training in pick a terrain type —arctic, desert, urban, rural,
scenarios where they are split up and forced to and so on — and build the challenges around this
quickly make new partners in the field. This natural environment. “Go Time” is all about the characters
interdependence means that very few recruits fail getting dropped in country and making their way to
their basic training. the target. The difficulties they face should number
two to three encounters and may involve fighting,
The 110 are often viewed as the foundation of any but these are things the characters will need to
force, and as such, members who make it through deal with while maintaining their cover. Challenges
basic training have ample opportunities to serve may involve dealing with an angry and dangerous
across a wide range of fronts. These duties may sample of the local wildlife, precipitous terrain that
sometimes involve security and law enforcement in requires climbing or some other physical challenge,
the Colonial Territories, exploration as a part of the local inhabitants who may be sympathetic or not, or
Errant Fleet, but most often on the numerous front Combined Army patrols. The object is for the PCs to
lines against the Combined Army in both Tohaa navigate through two to three different encounters
space and the Human Sphere. that require different skill sets and pose the risk of
them being uncovered or unable to execute their
SEEK AND DESTROY – A mission if they fail. If they are too loud, they may be
CAMPAIGN OUTLINE uncovered. If they are careless, they may be injured.

For the Tohaa, war is not confined to a single As the PCs approach the supply dump, they will
battlefield, a single planet, or a single system. It need to deal with security— electronic fences,
is waged concurrently across multiple systems, surveillance, and patrols — while maintaining
far flung and distant from one another, posing a stealth and silence. If the PCs are successful in this
logistical challenge to match the tactical contest. adventure, they will have managed to breach the
For boots on the ground, this variety of battlefronts supply depot compound.

Tohaa – Campaigns Chapter 95


BLOW THIS JOINT… IN UNIFORM
As the PCs reconnoitre the supply dump, they will
come to learn that there is a sizeable holding RESCUE OR ELIMINATE…
facility close by. This contains a number of civilians Tohaa bioengineers are continuously developing
as well as a number of soldiers captured in new methods of hacking the biology of the
previous battles. Blowing the supply depot with animals they encounter in their exploration of
the explosives they have been given will kill the the universe. On a small planet known as Kaathu
prisoners as well. The characters will need to Su-El, bioengineers were working on mapping the
decide how to proceed. Their orders are to destroy genetic paths of an indigenous life form, the Ruul.
the supply dump, but can they set the prisoners The Ruul are a fascinating creature, a gestalt of a
free as well? Will the prisoners be able to assist variety of microbes and viruses that work and live
them? Many are civilians. Will they raise the alarm? together as one entity. Attempts at alteration led to
Is saving the prisoners worth risking the mission? a dominating strain of virus that had devastating
These are the questions the characters should effect on the first team of scientists. The virus is
grapple with. At some point of course, an observant capable of infecting the Tohaa and breaking down
Shasvastii or Morat patrol is going to notice them the symbiotic links between the host and any
or the fact the security of the facility has been symbionts they may be wearing. In some extreme
compromised. Perhaps the attacks on other supply cases, it even caused scientists to reject a number
dumps across the front line have started, and the of their own internal organs with deadly effect.
one the PCs are attacking suddenly goes on high Naturally, this is highly classified, but a Combined
alert? Whatever happens, the PCs will need to attack on Kaathu Su-El has resulted in loss of the
use stealth and their combat experience to blow research facility. The lead scientists manage to
the supply dump. What they do in regards to the destroy the data banks before the Combined Army
prisoners is another question… arrived, but two lead scientists involved in the
research were captured, even as the Combined
EXTRACTION… force was driven off. They must be recovered. If
With the supply dump a smouldering pile of rubble, this information makes its way to the Evolved
the Combined Army is fully aware they are under Intelligence, it may find a way to weaponize the
attack. This adventure is all about getting away, Ruul. If the two scientists cannot be rescued, they
getting to ground, and making it to the extraction must be eliminated. This adventure may take the
point. Doubtless the PCs will have to deal with a form of an assault between two ships or on the
massed Combined enemy howling for revenge, and ground as a covert op against a Combined base on
they may have to deal with any prisoners they set Kaathu Su-El.
free as well. If the PCs did not set the prisoners
free, they should encounter a number of survivors. SUPPLY AND DEMAND…
What will they do in the face of survivors? Rescue A part of waging a multi-system war against the
them? Or will they make sure that no one survives Combined Army is ensuring that there are others
to tell command what happened? This adventure who can help you sow instability and chaos. In the
will be a running battle, and the PCs will face lost Territories, the insurgency is, where possible,
an overwhelming opponent they need to escape in close contact with the Trident. The characters
from, rather than eliminate. Local predators may are part of a supply mission, disguised as common
be drawn to the carnage, or the PCs may have merchants. They are bringing weapons and
to deal with difficult terrain as they make their explosives into old-Tohaa and currently Combined-
escape. Getting out of the supply dump is the first held territory. They have a list of contacts, and
stage of the adventure, breaking away from any the goal is to offload their disguised cargo and
pursuit is the next, and making their way to the ship out again as soon as possible. This operation
extraction point, which may come under attack goes south as a Sygmaa sting tries to net the
as the characters are attempting extraction, is PCs and has them on the run in enemy territory.
the last. Of course, there will also be a debriefing They must battle and escape before the Sygmaa
at command afterwards, and the question of the soldiers decide to let the Combined forces know
prisoners may be raised if the PCs did not attempt what’s going on. (The Sygmaa hope to gain glory
to rescue them… in bringing in the PCs themselves). Finding their
way back to their ship, avoiding attention, and
getting off world while fighting off the Sygmaa and
trying not to attract Combined Army attention is no
easy task!

96 Chapter 8
THE ROLEPLAYING GAME

EXPLORATION the Combined, others will relish the chance to sail WILDERNESS OF MIRRORS
• Teera Meegur is a fool who has
between stars and uncover new worlds. The crews
destroyed any hope of the crew’s
As a Herald species, exploration and discovery is and missions each Errant ship undertakes reflect survival. She must be deposed and
part and parcel of the Tohaa worldview. It is in their and are influenced by the personality of the ship killed if necessary. It can’t be done
make-up, a driving force behind their expansion itself, and this extends to the satellite vessels such in the open, however. A coup or
and empire. Exploration is one of the key functions as the exploratory craft. failing that, an accident, might be
of the Errant Fleet, and it is these behemoth ships the best way forward.
that ply their way through the darkness between Characters drawn to service in the exploratory • Hope is lost. Communicating with
the Errant ship is a fool’s game
stars to discover new worlds, new opportunities, vessels tend to be restless souls, eager to see new
and a waste of resources. There is
and new species. Ranging ahead of these vast ships places and experience new things. Like all Tohaa no guarantee the communications
are the scout craft and exploratory vessels. they will be gregarious, and love the company array can be made to work again,
of their crew, but may not enjoy larger crowds. or even if it does, that the Errant
When an exploratory vessel arrives in a system, They are likely to be competent and multi-skilled, ship will receive or care about any
the crew move through a series of operational for the demands of the service and the varied message they manage to send. The
phases. The first of these phases is surveyance and environments in which they work are such that Sudiel should be stripped and plans
for long term survival on Heliia
observation, mapping out the system and using each crew member needs to be able to perform
Rael should be the sole focus of
spectroscopy and a range of other technologies multiple roles if called upon by circumstance the crew.
to analyse the chemical make-up of the solar to do so. Those who have chosen service on the • As a Sygmaa sympathiser, the
bodies. This process is done ‘in-the-dark’, with the exploratory vessels are likely to be drawn to the distance between you and the
ship remaining well concealed from any potential sciences, the rush of discovery and exploration, Errant ship presents an opportunity.
discovery. The analysis process indicates whether or motivation from the great cause that drives If you can gain secret control of the
there is life in the system. The next phases are the Tohaa. Most of these seek higher education communications array, you might
be able to beam a message to a
dependent on the outcomes of the first. If the through the courses offered by institutions such
Sygmaa-held system and encode
system holds life, the exploratory vessel will remain as the Colonial Exploration Academy. Of course, your location before the Errant
hidden and use probes to uncover how widespread there are many in other posts who are assigned ship can be hailed. Destroying the
life is and at what stage of development. If signs to an exploratory vessel as soldiers or guards, equipment afterwards might allow
of technological advancement are uncovered, pilots or engineers. Any who manage to last a long the Sygmaa time to send their own
particularly if the system contains a species time in the service, however they joined initially, ship instead…
capable of space travel, the exploratory vessel will grow to love and embrace it. It is a job unlike
make an assessment of its technology level and any other, periods of heavy flux and variation,
then return to the Errant ship to which it belongs. periods requiring concentrated study and careful
If there are no signs of technological advancement, analysis, the risks and dangers of the unknown,
the exploratory vessel may move into close range, and long periods, maybe years, in the company of
in orbit around the planet or moon, and continue only the ship’s crew. It is a lifestyle as much as an
its analysis. A landing party of xenobiologists may occupation, and those who spend a long time in it
even take samples for initial analysis. Continual come out changed.
updates will be relayed back to their Errant ship,
which will follow in due course, and close or
expand the study based on the potential it holds.
Of course, a system that is rich in minerals or
elements that are rare may also be earmarked for
exploitation, whether it contains life or not.

Teams on these small exploratory vessels are


close-knit, used to working in continual proximity
with one another. The exploratory vessels vary in
size, but crew numbers can range from four or five
at the smallest to several hundred in the largest of
cases. Most commonly, an exploratory vessel will
be crewed by between twenty to sixty individuals.
Of course, the Errant ships themselves are crewed
by thousands. They are mobile cities, and the roles,
ranks, and jobs represented range from janitors to
soldiers, engineers, and scientists.

Exploratory vessels, even the largest, never operate


alone. They are satellites of the Errant ship, their
mother ship and home. Each Errant ship has a
slightly different personality. While some may
prefer or be used to bold action in the wars against

Tohaa – Campaigns Chapter 97


STRANDED – A CAMPAIGN The landing took a toll, each character should
OUTLINE roll 3§ and apply the result as physical damage
to themselves. Any effects rolled will give the
Serving as a part of the exploratory section of an character the Dazed condition. Heliia Rael has a
Errant ship is a task that requires diligence and gravity higher than that which the characters are
patience. Long stretches of time, months and even used to, increasing the difficulty of any Athletics,
years, may be spent carefully and painstakingly Acrobatics, and Combat tests by one step for the
cataloguing, recording, and analysing scientific data. first two adventures. It is assumed the characters
Likewise, field missions are almost always scientific become acclimatised after that.
in purpose and necessitate personnel who are
capable in their field and diligent with their work. WITH A BUMP…
Popular tales of exploration and adventure fall The landing was rough, and damage to the
short of depicting the reality of life in the service. Sudiel is significant. The key challenge of the
Yet there is adventure, and danger too, and many first adventure is removing the componentry of
exploratory vessels have been lost over the years, the communications array from the ship’s interior
whether to accident or tragedy, or to an aggressive and exterior. With the fuel cells in an unstable
encounter or dire enemy. Depending on the role condition, any disturbance to the ship, explosion,
and purpose of an exploratory vessel, whether it collision, or weapons fire is likely to set them off.
has been ordered to find and chart new systems The characters must take part in organising and
or measure the potential of a newly encountered carrying out portions of the removal, and the ship
life form as a candidate for Exaltation, the dangers represents a timer that cannot be ignored. The
and risks of a mission vary considerably. It takes fuel cells will explode, and the communications
a special kind of Tohaa, one who can cope with equipment must be stripped out before it does. The
both the excitement and stress of a dangerous dangers in completing this portion of the mission
undertaking but also manage to remain purposeful include the damaged ship itself (electrocution,
and focused for long periods of time. Service on moving around a damaged ship, depressurising
an exploratory vessel isn’t what popular culture containers and rooms, fire, chemical spills) and the
portrays, but it also is, at times, and the dangers other crew, who may be hopeless, angry, violent,
and adventures that dominate the narrative around or obsessed with removing things from the ship
this service do not come from nowhere. that could lead to further damage and ignite the
fuel cells. For example, an NPC might be trying to
In “Stranded”, the characters are members of an recover family items from an unstable area, and risk
exploratory vessel, the Sudiel, likely as scientists, knocking something off a broken deck section that
guards, pilots, engineers, or a mix of all four. The could land and start a fire. Another might be trying
Sudiel is a small ship, with a handful of other to recover important research but loading up the
crew members aside from the characters likely to required computer bank could trigger an electrical
include the ranking officers and any NPCs required overload. The successful completion of this mission
to fill the areas of expertise the characters are involves removing enough components from the
missing. While surveying a new planet, Heliia interior and exterior of the ship to jury-rig a new
Rael (Heliia 5), a storm of micro-meteorites struck communications array.
the Sudiel and caused significant damage. With
damage to the ships fuel cells, communications SURVIVAL
array, manoeuvrability fins, and main engine, With the ship gone, or capable of exploding at
survivability in orbit was unlikely to be more than any minute, a new purpose comes into sharp
a week. Thankfully Heliia Rael is a life-supporting focus — survival. Food stocks on the Sudiel were
world, and although this life has not been contaminated, and not much was able to be
documented yet, preliminary scans show that it is retrieved that will serve to keep the remaining
biologically similar to other worlds the Tohaa have crew alive for long. The challenges in this
colonised. The captain, Teera Meegur, decided to adventure are four-fold: find shelter, find water,
make an emergency landing on the surface of the find food, and rebuild the communications array.
planet. It was a rough ride down with damaged fins The characters may have thought to ensure they
and engine, and now the characters and crew of the retrieved some form of analysis suite or technology
Sudiel have managed to make landfall, suffering from the ship in order to help identify what is safe
only minor bruises and abrasions. The Sudiel is to eat or not, and if not, they will have to rebuild or
seriously damaged, and the communications array repair something one of the NPCs rescued.
will need to be repaired in order for the crew to
make contact with their Errant ship. First however, The characters will be involved in some or all
sources of nutrition and water must be found. And, aspects of the four key challenges in this adventure.
the question of just how safe this new world is, is
yet to be answered. Repairing the communications array will involve

98 Chapter 8
THE ROLEPLAYING GAME

a series of Tech tests and may require the inside like a spreading parasite, breaking down the
disassembly of other equipment or a trip back old and creating something new.
to the ship, whatever state it is in, to look for key
components. The characters may be involved in this Analysis indicates that the plant life is potentially
in some small way, retrieving something, finding dangerous to consume. Any characters who have
somewhere elevated to place the antennae, and already eaten some will start to have visions,
so on. The risks will flow from what they need delusions, and episodes of violent sickness. An
to accomplish. By the end of “Survival”, the array NPC will return to camp with news that the ship,
should be operational and a message to the Errant or a piece of it, has been spotted, and sections of
ship sent. Finding shelter will involve building the cargo hold may contain something to eat. The
something and/or finding something that will suit GM may use Heat spends to make the characters
the purpose. This may involve tech and survival feel Dazed or Fatigued by hunger. A mission to
skills, but will also involve exploring their local retrieve anything edible will lead to the ship, and
area, climbing, navigating dangerous terrain, and while they are away the camp will be attacked. The
the like. Dangers faced will revolve around the characters should feel a dual pressure, the need to
terrain, which the GM may centre around a specific recover supplies from the ship and the need to get
theme (jungle, mountainous, forest valleys, etc) or back to camp.
which may be strange and alien (fungus forests and
bioluminescent moss, etc). Dangers may also be The GM may decide to have the characters attacked
posed by stinging plants, threats like tar pits and at the ship or to have the major combat encounter
quicksand, and may require the characters to act in take place back at camp. Either way, the attackers
high gravity or perform first aid. appear at first to be Shasvastii, but that is not the
whole truth. Any close encounter or study will
Finding water should be less of a challenge, but reveal that whatever these creatures are, they are
getting to it may prove risky. Perhaps it is a rushing no longer Shavastii. They are more than part plant,
river at the bottom of a crevasse, or similar. Finding mirroring the bioluminescence or some aspect
food will involve staking out and looking for signs of the plant life the characters have experienced
of local wildlife, but the characters will soon already. They have been subsumed by the parasitic
find that while there are long-rotted bodies and organism that has consumed all the life in this area
bleached skeletons of a wide range of animals. (perhaps the planet) and manipulated through the
There are no animals anywhere. Somehow all the Shasvastii genetic plasticity into walking weapons
animals found died out or were killed. By what for this life form. With the camp, or the PCs alone,
is a question that will hang over them for the under attack, they must retreat to higher ground
next adventure. The characters will have to rely and survive long enough for a rescue craft to arrive
on taking plant samples back to their shelter for from orbit…
analysis. Perhaps something they find will be edible.
IMPLICATIONS…
As “Survival” winds to a close, one, maybe two Exaltation is a gift, but it is given under strict
of the surviving crew, out fetching something to conditions and laws. Only life forms who have
stoke the fire, or looking for food, disappear. If the the potential to evolve consciousness and
characters go looking for them, they might, if lucky, intelligence are to be Exalted. Those already
find a single body, half-subsumed by moss and conscious are treated as intelligent species in
lichen, and no signs of what killed them anywhere… their own right and dealt with as friend or foe,
depending on circumstance. The characters are
FOOD a part of an exploratory team undertaking an
“Food” is an adventure where the themes centre archaeological study on the ruins of an unknown
around a rising horror and the desperate need to ancient civilisation. Recently uncovered are a series
survive long enough for the Errant ship to arrive of friezes, and what they show has implications
and get them off world. that may echo to the very halls of government on
Runohaa. Depicted in the friezes are the Tohaa
“Food” begins where “Survival” left off with another themselves, meeting with a species well known
member of the crew going missing. Searching for to them, the Cantuu, a Servitor race widely used
the missing crew will uncover bodies, as described throughout the empire for menial labour. What
above. Analysis of the plant life recovered by the the friezes imply is that the Tohaa who first
characters or NPC will reveal that every plant, encountered the Cantuu, did not encounter a pre-
however different in appearance, shares the same intelligent race and Exalt them, but an intelligent
core genetic code. Every plant, every moss, every race they forced to become Servitors. Someone
fungus, is part of the same organism. If the bodies in command has leaked the discovery to those in
of the missing crew were recovered or studied, power, and now the archaeological team is in very
analysis will reveal this genetic code growing real danger of being silenced, permanently. This

Tohaa – Campaigns Chapter 99


is a secret that powerful members of the Tohaa which they function. They are also, however, living
government are aware of, and they don’t want it cities, built for executing a grand purpose, with
getting out… citizens and families each lending their expertise
and efforts to the functioning of the whole. The
POLITICAL Errant ships may lack a formal government, but
they each house a governing bureaucracy beholden
What is said and what is sensed, and how the two to the command structure. Each also contains a
intermingle, this is the method of communication large diplomatic corps, who liaise closely between
the Tohaa rely on, the use of speech and the the command structure of the ship, and the
Corahtaa to convey meaning and implication. It is a political engine on Runohaa.
communication system all too often misunderstood
and overlooked by other species dealing with The Diplomatic Delegates of the Errant ships are
the Tohaa, and one they use to their advantage in vested with significant authority, for it is they
diplomacy. A few words can be imparted with a who present the face of the Trinomial to the
flexed cheek muscle or changed inflection, with universe. It is the diplomatic corps who push the
the added layer of subtle pheromones translatable Trinomial agenda when contact is made between
only by members of their own species, and often species, such as in the Human Sphere, and when
times only by those close enough to the ‘speaker’ negotiations are required. If a deal is struck in
to understand the coded meaning, deliberately the wake of victory, defeat, or contact, it is the
confuses and clouds the meaning. The capacity to diplomats of the Errant ships who will negotiate
layer discussion with meaning is something that the terms and execute the will of the Trinomial.
politicians and diplomats of the Trinomial excel
at. The ability to wring deals and concessions from Service as a politician or diplomat follows a
even the most casual of discussions means that course similar to the training undertaken in many
anyone who has dealt with Tohaa diplomacy soon technical trades, with those identified through
learns that meaning, intention, and implication are the capacity tests or who express a desire to
mutable, and all too often unreliable or downright serve in that capacity seeking a local mentor to
deceitful. serve under. This mentorship sits alongside their
finishing education. Serving as a mentor is not
Politics in the Trinomial, and the immense something those of the political class do out
bureaucratic engine that allows the vastness of sense of largess. It is how new members are
of their multi-system empire to function, is brought into the political and bureaucratic engine
complex. While the houses of government on of the Tohaa. Serving under a mentor is akin to an
Runohaa represent the cortex of this enormous internship and brings access not only to on-the-job
nervous system, each system, and sometimes even training but also to courses and higher education.
individual planets and orbitals, have their own Institutes like the Higher Academy of Diplomatic
governing bodies and complicated bureaucracies, Studies are designed to support and upskill interns
all of which, ultimately answer to the Trinomial so they become capable of performing specific
on Runohaa. Service as a politician or bureaucrat governmental roles in their own right. Internships
is seen as a significant, important, and valued may be purchased, awarded, given to family
role with society, and the proper functioning of members, or offered to the children of family triads
government is essential to the day-to-day life of who have something to offer in exchange, whether
individual Tohaa, as well as the pursuit of the great connection, influence, or economic power. Of course,
cause, and the defence and prosecution of the those whose capability tests demonstrate a high
war against the Evolved Intelligence. The political level of potential are highly sought after and
structure of the Tohaa can be split into three broad may be head-hunted by a mentor for internship.
groupings, the government of Runohaa, the Errant Internships happen alongside education, and
ships, and the Colonial Territories. Each of these after a period of service, during which pay is often
three, however, represent their own complex social, provided in a mix of opportunities, basic needs
political, and bureaucratic structures. Runohaa is (food and shelter), and Tael, an intern graduates
the nerve centre, the cortex of the empire, and laws, into employment. During any stage of an internship,
policies, and direction for the entirety of the empire the intern may, with the permission of their mentor
flow from here. The Colonial Territories represent or through direct application, seek to shift their
the numerous star systems, planets, and orbitals position within Runohaa to the Colonial Territories
that make up the rest of Tohaa held space, and or Errant ships, or from the Errant ships and
these are largely self-sufficient though overseen Colonial Territories to Runohaa. Positions within the
by bureaucratic auditors on Runohaa. The Errant bureaucratic machine of Runohaa are the hardest
ships lack a governing body — they are essentially to obtain and are often filled by Tohaa local to the
military vessels after all — and chain of command home system or those coming from a familial triad
and military structure is the backbone through capable of buying the position. Often easiest to

100 Chapter 8
THE ROLEPLAYING GAME

obtain are positions within the Colonial Territories, In “Divergent Vision”, the characters are part of the
who never seem able to fill their ranks to the level crew of one of the Errant ships stationed in the
desired. Errant ships are a popular destination Paradiso system in the Human Sphere. It is likely
for those with a hunger for advancement or a that at least one of the characters is a diplomat,
sense of adventure, as these are both a stepping while others may represent guards, soldiers, pilots,
stone to positions of rank and a way to see and and the like. Word has reached the captain that
experience the fringes of Tohaa space and the alien a senior diplomat from the Errant ship, Sooruda
empires beyond. Maati, alongside a sizeable delegation are planning
to defect to the Human Sphere. Sooruda Maati
DIVERGENT VISION hand-selected his delegation and was sent two
days ago on a diplomatic mission to negotiate
Diplomatic Delegates trusted to serve the Trinomial with representatives from the Japanese Empire
in alien space are vested with an enormous amount aboard the Kinkakuji station in the Human Edge.
of power. Deals, trade, agreements, and concessions News of their purported intention to defect came
are hammered out by the diplomatic corps of the from close associates of Sooruda Maati, who found
Errant ship or ships that have been allocated, and correspondence between Sooruda and some of
these are expected in return to represent the vision his delegation members on one of the diplomatic
of the Trinomial, and by extension, the Tohaa. Errant corps systems on ship. The correspondence was
ships are always in close and continual contact incomplete, and most of it had been deleted, but
with the governing body on Runohaa, and the enough was recovered to present a damning case.
policies and direction that comes from Runohaa The characters are being sent in pursuit of Sooruda
represents the vision for the Tohaa in interspecies Maati with orders that the delegation should be
politics. Naturally, the relationship between the returned to the Paradiso system or eliminated
lead diplomat, the ship’s captain, and the Runohaa before news of any defection becomes public.
liaison is close, with each providing a key and Sooruda Maati is to be arrested and brought back
important perspective on how any relationship for questioning. If no other alternative is viable,
could and should proceed. Ultimately though, it is the characters have been given orders to kill
for the Trinomial itself to provide direction, and Sooruda Maati.
the captain and lead diplomat are responsible for
ensuring the ship’s crew and the diplomatic corps THE CHASE IS ON
carry this vision through to fruition. O-12 have been informed that a Sygmaa spy has
managed to infiltrate the diplomatic mission to
It can be frustrating at times, as the perspective the Japanese Empire. They have been asked that if
from the front line does not always match with this information can get ahead of the delegation,
the understanding of the liaison on Runohaa. It that O-12 do their best to delay them. O-12, as
is expected that the Trinomial will weigh the frustrating as ever, have instead initiated their own
opinions and knowledge of the captain and lead operation to unmask and capture this spy. O-12
diplomat with care and consideration. They, after all, cannot be permitted to get to the delegation ahead
are the one with a direct and functional knowledge of the characters. Rather than take the usual route
of the situation in which they are serving. It does of sending the characters via a Tohaa ship under
not always work out this way however, and there permission from O-12, intelligence operatives
are times when the distance between the front within the Errant ship have identified a mercenary
line of service and the halls of power on Runohaa ship belonging to Bayram Security that will be
are too great to fully express how a plan, vision, or leaving Paradiso for the Human Edge. The Errant
particular policy might not be the best way forward ship will organise a vessel to meet the characters
given the context. Errant ships have a certain at Kinkakuji station, but to avoid O-12 breathing
amount of leeway to operate outside the orders of down their necks, the characters will make their
the Trinomial, but such cases are rare, and always trip ‘off the books’.
followed by rigorous investigation. It is sometimes
easier to work with what you have been directed to The characters will be transported to the surface
do than to push back and have to explain the ins of Paradiso and must make their way to the
and outs afterwards. This is the difficulty of being Orbital Elevator in Al-Hadiye and from there to the
a part of the command structure of an Errant ship, Nomad-run spaceport. Here they will rendezvous
and one that officers and diplomats do not take with the Flik Hargreaves, captain of the Bayram
lightly. There have been a rare number of cases in Security ship, the Hawk. While the meet has
which an officer or diplomat has pushed their own been set up, Captain Hargreaves insisted the
vision or agenda in flagrant disregard of directions negotiations be made in person. The characters will
from Runohaa, and these have rarely ended well need to negotiate their way onto the Hawk, without
for either the Tohaa responsible or for the empire attracting the attention of O-12. Luckily, the station
as a whole. is Nomad-run, but Tohaa are often trailed by Bureau

Tohaa – Campaigns Chapter 101


WILDERNESS OF MIRRORS Aegis or Bureau Noir operatives when they are not Sphere. Overhearing a private conversation
• One of the characters is secretly
where they are meant to be. If all goes well, the between their employer and a shady contact, the
taking orders from a high-ranking
officer within Tohaa space. (Posing Hawk will land the characters in the Human Edge characters learn that a planned joint mission is
as intelligence, this officer is actu- in the Boushra Caravanserai. From there, they will being leaked to the enemy. Is the diplomat really
ally a member of the Triumvirate.) need to find passage to Kinkakuji station and be selling secrets to the enemy? Or is she trying to
Before the characters leave on their on the lookout for Bureau Noir operatives. Since lure them into a trap? If this operation is leaked, it
mission, this character receives an O-12 decided to run their own game, they have will lead to the deaths of many soldiers, but is that
urgent communique directly order- likely sent agents to the Human Edge as well. a small price to pay to get the enemy contact to
ing them to prevent the capture or
The characters cannot be captured or waylaid, trust the diplomat? Can that trust be used to even
death of the delegation, with the
additional information that the whatever the cost. greater effect in a coming offensive? “A Dirty Game”
defection is a planned intelligence is about the wheels within wheels of political and
operation. LATE TO THE PARTY military dealing. With the diplomat putting herself
• One of the characters wants to When the characters finally make it to Kinkakuji in the position of an agent for the enemy, she is
escape military service in Paradiso station, the delegation has already arrived ahead playing a longer game and planning to use that
and has been increasingly interest- of them by a day. The official public meeting status as a double agent. What will the characters
ed in the potential of joining a mer-
is set to take place in two days’ time, and it is do when they hear the initial conversation? Inform
cenary company within the Human
Sphere. Perhaps this mission will there that the characters expect Sooruda Maati someone? Deal with it themselves? Confront
provide them with the opportunity and his delegates will declare their intention to her? Whatever they choose, they will be placing
to leave their old life behind… defect. In the meantime, the delegation has been themselves closer to danger and risking the entire
• One of the characters is a member warmly welcomed, and a number of tours are set operation.
of the Triumvirate (or works for to take place in the time before the meeting. The
one). If Sooruda Maati is captured,
he is to be assassinated.
characters, however hard they try, will be noticed INTELLIGENCE
and assumed to a part of the delegation. Ushered
onto a small ship for a tour of the nearby asteroid An empire is united through purpose, and for the
mines, the character may have found themselves Trinomial this is first and most fundamentally the
in the ideal situation to deal with the delegation, if moral imperative of the cause, the call of duty to
they can handle a dozen Tohaa delegates, the ship’s live up to the role of a Herald civilisation. Second,
crew, and possibly an O-12 operative or two! If the the Trinomial is united in defiance against the
characters can seize control of the ship, they may insatiable thirst for blood and conquest of the
be able to make it back to Kinkakuji station as the Evolved Intelligence. While this image of a vast
sole survivors of a terrible accident. civilisation pulling together and working as one
toward these great goals is promoted and sold by
IT’S A TRAP the Trinomial as representative of what being truly
While the trip to the asteroids was taking place, Tohaa means, there are still, as in any civilisation,
Sooruda Maati remained on Kinkakuji station. If seditious and criminal elements who are interested
the characters return as survivors, they will be only in self-advancement, power, and wealth. In
treated as tragic celebrities, but was it all too easy? an empire so massive, a deep and well-resourced
In a public moment, Sooruda Maati will quietly intelligence service is required to maintain and
reveal to the characters that footage from inside protect the safety of all. As the war against the
the ship shows exactly what took place. He has might of the Ur Hegemonic Civilisation has worn
informed O-12 and Japanese representatives that on, as the Trinomial has lost system after system,
the characters have been sent by the Trinomial to and the Sygmaa have risen in Combined space
eliminate defectors. Can they avoid capture long in opposition to the Trinomial, the propaganda
enough to track down the fleeing Sooruda Maati drum beat of unity, unity, unity has beat louder.
before he can escape? Can they find and delete the With the mantle of Herald civilisation already a
footage from inside the ship before it is uploaded familiar refrain for the Tohaa, the Trinomial has
to Maya? The characters are being played as pawns, poured itself into the goal of making this high
and Sooruda Maati, the real Sygmaa spy, has baited purpose synonymous with the Trinomial itself and
the Trinomial into killing its own. If news of the with the identity of what it means to be Tohaa.
slaughter makes its way to back to the Tohaa, as Anyone, therefore, working against the Trinomial,
it will if it gets out, faith in the Trinomial will be is working against the purpose, against the cause,
shaken, and trust in the interspecies relationship and by extension, are not truly Tohaa —they are
that is so important for the war on Paradiso will be the enemy. Such a doctrine has allowed the
strained to near breaking. sections within the Trinomial to slowly work away
at eroding civil protections and rights to things
A DIRTY GAME… like privacy. It has allowed them to incrementally
The characters are members of staff for a diplomat increase the remit and power of the intelligence
charged with the important duty of negotiating service and to add to the list of ‘enemies’, not just
operational cooperation between Trident forces in the Ur Hegemonic Civilisation, but anyone working
Norstralia, on Paradiso, and forces of the Human against the Trinomial, from the revolutionary and

102 Chapter 8
THE ROLEPLAYING GAME

seditious, to the criminal. It has allowed, in the Numerous operations have been undertaken to
name of security and safety, the intelligence service find members of the Triumvirate, but all have either
and law enforcement to gain and hold significant found themselves at a sticky end, usually at the
powers of investigation, pursuit, prosecution, and hands of some criminal organisation or other, or
punishment. This slow march of change in what have turned up nothing. Every so often however, a
things like freedom and privacy mean has not been politician or officer within the intelligence service
a deliberate push toward draconian power on the will stumble across some half-heard snatch of a
part of the Trinomial, but a reaction to the war with rumour about Triumvirate activities, and a new case
the Combined Army and the danger that disunity will be opened. Investigation into the Triumvirate
and sedition poses to this all-encompassing threat. has led past operatives all across Tohaa space, from
Pushing ever so carefully and legislating for more the halls of power on Runohaa to small outposts in
power for law enforcement, the military, and the the Colonial Territories. Operatives have searched
intelligence service is the Triumvirate, who see the Human Sphere and even ventured into the Ur
themselves and their purpose as a pragmatic Hegemonic Civilisation. The rumour remains just
response to an existential threat. In practice that however, a rumour. Hard evidence that would
however, these gradual changes have both given reveal the existence of any such shadowy cabal has
the intelligence service more capacity to execute never been uncovered, and no one has ever come
their duty and more seditious elements within forward claiming to be or know anyone connected
society, reacting to these changes. to the Triumvirate. Until a week ago that is.

Recruitment to the intelligence services may In “Masks” the characters are intelligence
come from a number of paths. Most commonly operatives or personnel seconded by the
intelligence field operatives are promoted or intelligence service to undertake just one more
recruited from either law enforcement or the investigation into the Triumvirate. An accountant
military. A few come through a path of education, claims to have handled aspects of the finances of
when the capacity tests have indicated a likely a shadowy organisation spread across Tohaa space.
candidate and they have been offered a position Knowledge of this mole, and of the operation
in the relevant finishing school. These candidates the characters are embarking on, is classified at
are usually skilled in law, economics, and the like. A the highest level, and the number of people who
few others come from other services, like the Errant are aware of it can be counted on one hand. The
Fleet and the diplomatic corps. Training depends information was leaked directly to a politician on
heavily on the source of the candidate and their Runohaa, Caleeb Tooru, who is regarded by many
eventual role. Field agents train in combat skills, to be one of the most resolute and trustworthy
black ops, wetwork, infiltration and exfiltration politicians currently in office. Disturbed by the
methods, creating and maintaining cover, languages, implications of the leak, Caleeb Tooru bypassed the
survival skills, and physical and mental endurance. usual protocols and went directly to an old friend
Operatives that will be performing more of an in the intelligence service, Feera Ulami. Feera, in
analysis role will be trained in their fields of turn, activated Riite Beese, who activated the
expertise and the use of software and hacking characters for a high-security briefing. Whether they
devices to find, filter, and search for irregularities were selected for being new to the intelligence
and patterns in data, whether economic data, service, and therefore uninfluenced by any potential
movement patterns, and so on. Irrespective of conflicts of loyalty, or whether they are trustworthy
their eventual role, every candidate is expected to veterans will depend on the experience levels
undergo extensive physical and mental training, of the characters. Either way, they have been
building fitness and resilience. hand-picked for this mission. In the briefing, the
characters will be told as little as possible, namely
Field operatives fall into two broad categories, that they need to identify and take into custody a
both useful in different ways. Triad operatives are person who holds important information. They will
those who operate in the typical group of three, not be told that their operation is connected to
usually with each member of the triad specialising the Triumvirate, nor will they be told the names of
in a slightly different set of skills. Lone operatives anyone else in the communication chain aside from
are rarer, difficult to find, train, and keep sane. Lone Riite Beese, who will act as their direct handler for
operatives are used extensively for black ops and this mission.
wetwork and are often drawn from the military
Clipsos Infiltrators. LOOSE ENDS
After a highly classified briefing, the characters are
MASKS provided with transport and identity patches. They
are told that their mission is to secure the custody
Officially regarded as a conspiracy theory, the of a person who has highly classified intelligence.
Tohaa Triumvirate, are a rumour that just won’t die. Their meeting spot has been designated by the

Tohaa – Campaigns Chapter 103


WILDERNESS OF MIRRORS target and is a busy spaceport on Sareota. Getting and to the city of Deemega. No one in the military
• One of the characters is working
to the meeting spot should be the easy part but that they speak to will be happy to allow them to
for the Triumvirate. They are fully
aware of the details of the opera- casing the bar where they are scheduled to meet pass, as the city is about to be abandoned to the
tion and they want the characters the target will indicate they are not the only ones Combined Army. Already a ghost town, Deemega
to succeed in their mission. The who are showing an interest. It appears there are is an active warzone, and most civilians have left
GM should provide them with other agents in the area. The bar is being watched, already. Luckily, the property brokerage is in a
information about the people and and a number of the patrons appear to be carrying suburb still held by Sakiel units. As the characters
other details. concealed weapons. The characters may plan their arrive, the owner and several of their workers are
• One of the characters has been
meet-up and exfiltration route, or they may want packing to leave. Getting information out of them
contacted by a low-ranking political
aide who rants like a conspiracy to hack the security systems and turn off cameras, is going to be a challenge. They are unwilling
theorist and claims the operation alarms and the like. They may also wish to plant to share anything, and if they get embroiled in
is being directed by the Triumvirate a number of traps along their exfiltration route anything shady, they may have their permission to
itself. to aid their getaway. They will have a day or two evacuate revoked. Through Psywar, the characters
• One of the characters has been to get themselves prepared, and the planning may learn that the brokerage hired one room
asked by a senior officer in the in- and execution of this mission should form the out to a local delivery firm. Packages and goods
telligence service to record all inter-
bulk of the adventure. As the session proceeds, were often stored in the room, and people often
actions with Riite Beese, alongside
details of their missions, and pass it is increasingly obvious that the bar is under came to collect, or they were delivered by the
them along at regular intervals. observation. Attempting to uncover who may lead firm itself. The firm is owned by a local, Neehe
the characters to find that the bar is being staked Garundu. According to the brokers, Neehe lives
out by a mercenary outfit. in a small building on the other side of the
barricades. While they saw him only yesterday, they
They do not have contact information for their have no idea if he is still alive or not. During this
target but are told that the target will be in casual encounter, military presence in the area increases
civilian clothing, carrying a backpack decorated dramatically, buildings are being searched one at a
with the characters from a popular children’s time, and the residents told to leave. The military
show. The mercenary outfit will pose a serious is preparing to roll out, and the distant sound of
threat to the characters, and during any fighting, weapons fire, explosions, and flyovers is building.
or during the getaway, the target, who identifies The characters must dodge through a military
herself as Rinaa Ulaam, will be seriously wounded evacuation and incoming Combined Army soldiers
or killed. She will tell the characters or pass to find Neehe’s building, where he has been holed
on a recording of herself telling them that she up in the basement. He has been brutally killed by
contacted the politician Caleeb Tooru and that she a Shasvastii, and the characters must deal with the
has information that can prove the existence of the enemy before they can do anything else. A search
Triumvirate. She will tell them that she handled of his house will reveal his business records. Neehe
finances for a powerful cabal spread across Tohaa received a number of packages from a company
space, and that she managed to track the payments or person listed only as Wael, the number three
back to a property broker in the city of Deemega and auspicious in Tohaa numerology. They will
on the planet Caaral. If she survives, the characters also find recent notes and contact information for
may get her back to a safe location or their ship a person named Heelu Teera. Alongside the name
and be will be taken into protective custody is a personal note about clearing his conscience
by Riite Beese. They will later hear (in the next and soul.
adventure perhaps) that she died of her wounds.
ON THE RUN
FOLLOW THE MONEY Directed by their handler not to let the trail run
Deemega is a city at war. The planet Caaral is a cold, the characters are in pursuit of Heelu Teera.
raging battleground where fighting continues Heelu is a journalist, and records of his comings
in the urban centres and the Combined Army is and goings reveal that he was evacuated from
pushing the Tohaa back inexorably. The characters Deemega the day after the characters arrived
have been activated to continue the investigation there themselves. Since then, he has gone dark.
and follow the money. By now, they should be They will need to ask around and find anyone who
aware that they are on the trail of the Triumvirate can point them in the right direction. Family and
and that enemies could be anywhere. To add friends will reveal that he was scared out of his
further to their woes, Deemega is a city under siege. wits but wouldn’t say why. It wasn’t to do with the
Looking for hidden enemies won’t only mean the Combined Army but something else. He wanted
Triumvirate as the Combined Army has a serious to flee the system, find a safe haven, get away, but
presence in the city and the characters are made wouldn’t reveal how or where to anyone, only that
aware that the city may be evacuated. The military he would contact them again in the future, if he
units holding ground there may be withdrawn any survived. Following cameras and security systems
day.The characters will need to make their way will show that he made his way to the docks and
to Caaral, through a series of military checkpoints, engaged a number of shady traders and smugglers

104 Chapter 8
THE ROLEPLAYING GAME

in conversation. He later went to a small tech firm, compound where this politician is due to give
and his trail runs cold after that. If the characters a public speech on the topic and stage a tragic
go to the tech firm, they may be able to convince or accident before the event.
find out that the technician disconnected Heelu’s
cube from the network and helped him scrub his BEHIND ENEMY LINES…
online presence. He paid in cash and left. If the A message has been received from a trusted
characters ask around the traders and smugglers, Trigon cell on Agreda, fragmented as the network
they will dig up the name of the ship he left on, the is too heavily monitored for anything more. They
Hawk. Tracking the Hawk will involve contacting have captured something that could light a fire
command to run a location search on the ship’s in Sygmaa Territories, raw footage of just how
registry. Eventually, they will be told that it made the Evolved Intelligence instils loyalty in its
landfall on Koldin, in the Colonial Territories. If subjects — a market square of peaceful protestors
the characters pursue, they will track Heelu to a butchered by an Umbra legate. The characters have
mercenary company he has paid to protect him in. been activated to travel to Agreda and retrieve this
Getting to him will be a fight for every room, with footage. Spreading it to other planets in Sygmaa
Heelu at the very end. If the characters manage to territory could grow support for the Trigon. Getting
make it to Heelu, he will be in a state of terrified into enemy territory is no easy feat, however, and
panic. He believes the characters are Triumvirate danger is present with every step. The characters,
agents there to kill him, and no badge or word is under cover as Sygmaa soldiers working alongside
going to convince him otherwise. “Every person Exrah mercenaries, must make their way through
who planned to leak about the Triumvirate you’ve enemy territory and get this footage, then make
killed,” he will claim, counting Rinaa Ulaam, and it back. Is it a trap? Has the cell been infiltrated
Neehe Garundu among those people. “They came or broken? Or will some Sygmaa soldier note the
to me!” he will declare. “I had nothing to do with it. characters don’t seem to understand the subtleties
I’m not a threat. I took some money from Neehe to of Sygmaa culture and reveal them for who they
escape, but I am just a nobody journalist.” really are? Getting deep into enemy territory is
a dangerous undertaking, and making it back
What the characters do with Heelu Teera is up is the goal!
to them, but the words of the journalist should
have the effect of revealing to the characters that
everything they have achieved in this operation has
been in service to the Triumvirate. Do they confront
their handler? Do they reveal the name of the
politician? Do they embrace the experience as an
opportunity?

IN THE SHADOWS
LOOSE LIPS SINK SHIPS…
A politician on Runohaa has gained supporters in
high-ranking positions in recent months, quietly
campaigning around a proposed policy draft to
integrate more closely with the Human Sphere.
The humans, after all, have proven themselves
worthy allies and staunch enemies of the Evolved
Intelligence. Integrating, bowing down, and flexing
to the needs of a lesser species is not something
that any Tohaa should consider. As such, the
Triumvirate have decided that it is high time this
policy drift off the agenda, and no better way to
accomplish it than to remove its most successful
proponent. As members of the Triumvirate, the
characters have been activated to infiltrate the

Tohaa – Campaigns Chapter 105


CHAPTER 9

ADVERSARIES
EXPLORERS, FREEDOM TOHAA TRIDENT
FIGHTERS, AND BIOTECH In ancient times, long before the Tohaa made
MASTERS contact with the Evolved Intelligence, they found
themselves embroiled in a different war. A war
The Tohaa are the first and last line of defence on a smaller scale, it nonetheless reformed and
standing between the EI and the rest of the reshaped the Tohaa society for many years to come.
universe. Being a Herald race, their natural drive The Fenrig Imperative, an aggressive species from
is to explore the universe, forge contacts and the upper part of the Milky Way galaxy, began
deals with other species, and to bring the torch penetrating Tohaa-controlled space. At first, the
of enlightenment to all corners of known space. issue was considered to have been contained by
This naturally puts them at odds with Seeker races the Colonial Worlds Authority. Then the Fenrig
trying to hunt the T’zechi in the Herald’s care. The brought the full weight of their war machine
Combined Army is only the most recent face of to bear. The Tohaa, surprised by the ferocity and
their eternal foes. The Tohaa have fought against recklessness of enemy attacks, had to give ground.
and survived many conflicts, the Fenrig Imperative Even the magnificent Agreda, a colony so full of
wars, the Shawoke Conundrum, and the Concordat wonders and splendours that it was considered
Trade War. These conflicts have taken a great toll second only to Runohaa, was on the brink of being
on the very biological substance of the race. Tohaa conquered. However, the Fenrig were eventually
lives are a precious commodity that should not and stopped at the Massacre of Sareota, where the
cannot be wasted. Much like the Shasvastii, the deadly climate of the planet and its natural
Tohaa have evolved toward protection, survival, and predatory fauna were turned into a challenging
defence, rather than offence. Unlike the Shasvastii, obstacle by Tohaa Biomancers. The debacle at
however, the Tohaa do not avoid conflict if it is Sareota gave the Tohaa High Command the time
worth it. They instead employ many auxiliary units, it needed to reorganise and regroup. It was then
other races, or subservient beasts that carry their that the Old Colonial Force was transformed into
share of the burden. Their violent contacts with the the Tohaa Trident — an organisation that remains
EI meant that the Tohaa had to look for different the backbone of Tohaa military. Colonial Forces
avenues of development, thus their reliance on were concentrated on defence, exploration, and
biotechnology and non-technological advancement, were a relic of a brighter, more positive time. They
rather than incorporating a Human-Sphere-like possessed no heavy armament, they did not wear
datasphere. Today, the Tohaa concentrate on mighty armour, nor did they provide strength
defending their worlds against the encroaching through numbers, as their numbers were not
aliens, but their forces are worn thin. For the first great. All of that transformed with the New Model
time in their long history, the Tohaa are starting to Army. It was that concept that later turned into the
fear that this war might be their last. fearsome Tohaa Trident. The NMA disbanded most
of the non-performing Colonial Force units, keeping
only the most prestigious and revered regiments in
active service. Today, the vast majority of the Trident
is composed of New Model Army units, created
either during the wars against the Fenrig or during
later stages of the ongoing war against the Evolved
Intelligence. The Tohaa have understood their
lesson from the Fenrig War. To remain stagnant
means the risk of destruction. Only through change
will you always be a step ahead of your foe.

106 Chapter 9
THE ROLEPLAYING GAME

ECTROS HEAVY INFANTRY ELITE


REGIMENT
Vaarso Battlespeak Notation: Ectros is the word ECTROS HEAVY
that Tohaa use for Euler’s number, a mathematical INFANTRY
constant appearing in many different settings
throughout applicable and theoretical mathematics. ATTRIBUTES
It is exactly 2.71828 and is considered to stand for AGI AWA BRW COO INT PER WIL
absolute success in actions of great importance by 10 9 10 9 8 9 8
Neebab Numerologists.
FIELDS OF EXPERTISE
Therefore, it is of no surprise that the first heavy Combat +2 1 Movement +2 1 Social +1 -
infantry regiment adopted to the rules of the Fortitude +3 1 Senses +1 - Technical - -
New Model Army was named Ectros. Tohaa High DEFENCES
Command, using the initial failures in the war
Firewall 8 Resolve 8 Vigour 10
against the Fenrig as a valuable lesson, moulded
Security 2 Morale - Armour 4
the Ectros to be relentless, unyielding, and
impervious. ATTACKS
• Vulkan Shotgun: Range C, 1+7§ damage, Burst 1, 2H, Knockdown,
Medium MULTI
Being the first heavy infantry regiment to enter • Normal Shells Mode (Primary): Area (Close), Spread 1
active service, the Ectros unit participated in all • Fire Shells Mode (Secondary): Area (Close), Incendiary 3,
conflicts in most of the Tohaa’s recent history. Terrifying 1
• Nanopulser: Range C 1+6§ Burst 1, 1H — Biotech, Subtle 3, Torrent,
Today, the Ectros are by far the most popular heavy Vicious 2
infantry unit — in no small part due to the mass • Spear: 1+6§ 2H Extended Reach, Non‑Hackable, Thrown, Vicious 1
broadcasts of the deeds of a humble regimental GEAR: Heavy Symbiont Armour
officer, Neema Saatar, an orphan from the lost SPECIAL ABILITIES
world of Agreda. Neema was the last person to • Corahtaa: The Ectros can speak the Tohaa pheromonal language,
be evacuated from her world as the enemy was communicating silently and securely with other speakers within
Close range. They cannot use Psywar actions or techniques that
overrunning the capital’s defences. There is no require deception when using Corahtaa.
Tohaa who has not seen the infant Neema thrown • Structural Axis: Due to their reputation and experience, Ectros make
into the hands of a crew member by her desperate natural leaders. When leading a fireteam into action, the Ectros can
father, only to be gunned down seconds later as reroll up to 2 dice for a ranged attack, but must accept the new
results.
the shuttle was taking off. Neema was given a • Revered Veteran: Due to the nature of their service and the history
comprehensive state-sponsored education, and she of the regiment, the Ectros are well-liked and respected. An Ectros
eventually joined the Trident to settle her accounts can reroll one d20 when making a Social test, but must accept the
new result.
with the EI. She quickly became an idol and a role- • Exemplar (1 Heat): Everyone looks up to the Ectros to bear the
model, presented in civil society classes to other brunt of the fighting. When an Ectros incapacitates an enemy, the
Tohaa. She quickly rose through ranks, and although GM may spend 1 Heat. If they do, they may have each participant
some say that it is because of her background, friendly to the Ectros who is present in the scene regain 2 Resolve
or 2 Vigour.
there is no one who would argue her merits or the
lack thereof to her face.

Within the Trident forces, the Ectros very often act


as a backbone, a structural axis around which the
other Tohaa forces congregate. Ectros are very often
leaders of their combat Triads, using their vast
experience and knowledge of warfare to make sure
that the superior firepower they carry is always
where it needs to be in a given moment.

Adversaries 107
IGAO OPERATIVES KOTAIL MOBILE UNIT
Vaarso Battlespeak Notation: Igao, stands for Vaarso Battlespeak Notation: The Kotail are
‘negative zero’ in the Tohaa language. A negative granted the number 2040 in Vaarso – a compound
zero can have several meanings in mathematics, number where the 40 offsets the negative
one of them being the notion of approaching connotations of the two thousand related to
the figure zero from below. That is the meaning unpredictability and instability. What remains is
that Neebab Numerology grants the Igao unit, an a symbol of action, velocity, and dynamism. The
esoteric connection with the world below, the wold Kotail are one of the most recent additions to
of the shadows. The Igao are the silent assassins Tohaa ranks. As the Combined Army continued its
of the Trident. They concentrate on asset removal implacable advance, the Tohaa struggled to defend
and behind enemy lines activities by infiltrating the vast areas of the Colonial Territories and
the area of operations without the enemy noticing were virtually helpless against the centuries old
until it’s too late. Initially created as a black ops divide et impera tactic employed by the Evolved
team, the Igao usually operate alone or in teams Intelligence. Logistics problems kept mounting
of two, with one operator providing backup from up as supply lines were raided or completely cut.
a safe spot should things go awry. The Igao were Eventually, some systems were left in the dark
created within the New Model Army with the exact and had to resort to the inborn Tohaa ingenuity to
purpose of being used in the lush environment survive. Such was the situation in Ceenle, where
of Sareota, where their camouflage allowed them the planet’s High Command faced an onslaught
to easily penetrate enemy positions and cripple of never-ending ranks of remote slaves of the
Fenrig command. They were instrumental in EI. The number of remotes sent by the EI was so
breaking the stalemate and initiating the Tohaa high that the Tohaa did not possess the military
counter-offensive in the system. Close combat strength to face their foe head on. Instead, it was
specialists, the Igao use naginata-like weapons decided to focus on hit and run tactics, to perform
alongside long-bladed stilettos to strike at their bold assaults from unexpected directions, and to
assigned target in a flurry of blows. As quickly as wear the enemy down through daring flanking
they appeared, they then retreat to the shadows to manoeuvres. Thus, the Kotail were created.
strike elsewhere. Equipped with an advanced and mobile version
of the standard Voorne, together with an in-built
ELITE sophisticated decoy system, the Kotail would
blitz past enemy ranks, disrupting their formation
IGAO OPERATIVE and using their E/M weaponry to disable their
electronic foes.
ATTRIBUTES
ELITE
AGI AWA BRW COO INT PER WIL
10 9 11 9 8 7 8 KOTAIL
FIELDS OF EXPERTISE ATTRIBUTES
Combat +3 2 Movement +2 1 Social - - AGI AWA BRW COO INT PER WIL
Fortitude +1 - Senses +2 - Technical +1 - 11 9 8 10 8 8 9
DEFENCES FIELDS OF EXPERTISE
Firewall 8 Resolve 8 Vigour 11 Combat +3 1 Movement +3 1 Social - -
Security 1 Morale - Armour 1 Fortitude +1 - Senses +2 - Technical +1 -
ATTACKS
• Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1, MULTI Light DEFENCES
Mod, Vicious 1 Firewall 8 Resolve 9 Vigour 8
• Nanopulser: Range C 1+6§ Burst 1, 1H — Biotech, Subtle 3, Torrent, Vicious 2
• Naginata Spear: 1+7§ 2H Extended Reach, Non‑Hackable, Thrown, Vicious 1 Security - Morale - Armour -
• Flashbangs: 1+5§ damage, 1H, Blinding, Deafening, Disposable,
Indiscriminate (Close), Nonlethal, Speculative Fire, Thrown, Unsubtle, removes ATTACKS
Marked • Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1, MULTI Light
Mod, Vicious 1
GEAR: Light Combat Armour (with Chameleonwear) • E/M Grenades: 2+4§ damage, 1H, E/M, Indiscriminate (Close), Piercing 1,
SPECIAL ABILITIES Speculative Fire, Thrown, Unsubtle
• Corahtaa: The igao can speak the Tohaa pheromonal language, communicating GEAR: Mobility SymbioArmour
silently and securely with other speakers within Close range. They cannot use
Psywar actions or techniques that require deception when using Corahtaa. SPECIAL ABILITIES
• I’ve Got Your Back: Any saboteur knows that they might need a distraction. In • Corahtaa: The kotail can speak the Tohaa pheromonal language, communicat-
a scene with an Igao present, the GM can summon another Igao as reinforce- ing silently and securely with other speakers within Close range. They cannot
ments once, without spending any Heat. use Psywar actions or techniques that require deception when using Corahtaa.
• Behind Enemy Lines: Igao are most often sent to infiltrate enemy facilities • Blur of Motion: The Kotail are not called the Mobile Unit for nothing. They
or compounds. They can reroll one d20 when making a Stealth test, but must gain one free Momentum on any tests including jumping or climbing and can
accept the new result. Additionally, any Observation tests done to detect the move to zones in Extreme range with a Standard Action. Additionally, the first
Igao are more difficult by one step. Withdraw action for the Kotail during an action scene is free.
• Close Quarters Specialist: The Igao are masters of close combat. When making • Holoprojection: The Kotail make use of holo-decoys and jamming to further
an attack with any melee weapon, they can reroll up to 2 dice, but they must confuse the enemy. When they take a Defence Reaction against ranged attacks,
accept the new result. they gain one free Momentum.

108 Chapter 9
THE ROLEPLAYING GAME

SUKEUL COMMANDO
ELITE
Vaarso Battlespeak Notation: Sukeul are recognised
as 20,007 in Vaarso. In Neebab Numerology, 007 SUKEUL COMMANDO
stands for a double-edged sword, capable of
bringing harm but also of creating great good. It ATTRIBUTES
is usually connected with intelligence operations, AGI AWA BRW COO INT PER WIL
and clandestine wet-work. The greater number of 9 9 8 10 9 8 10
20,000, usually linked to knowledge, wisdom and
potency, stabilises the 007, making sure that the FIELDS OF EXPERTISE
20,007 never strays from the middle path toward Combat +2 1 Movement +1 1 Social +1
either end of the spectrum. Fortitude +2 1 Senses +1 - Technical +1 1
DEFENCES
To the pressed-for-resources Tohaa race, everything Firewall 9 Resolve 10 Vigour 8
is an asset that has a set cost. Disturbingly so, even
Security 1 Morale - Armour 3
the souls of the very Tohaa themselves have a price.
This can be very easily seen in the Sukeul Regiment, ATTACKS
• K1 Combi Rifle: Range C/M, 1+6§ damage, Burst 3, 2H, Anti‑Materiel 1,
composed in its entirety of dead soldiers, veterans Expert 1, Monofilament, Vicious 1
of past conflicts whose skills and experience were • K1 Sniper Rifle: Range L, 1+7§ Burst 3, Unforgiving 2, Anti-Materiel 1
too precious to let them go. Each member of the • A pair of Breaker Pistols: Range R/C, 1+6§ damage, Burst 3, Biotech, Breaker,
unit is a capable soldier and specialist in a variety Piercing 1, Vicious 1

of combat operations. During their many lives spent GEAR: Medium SymbioArmour, D-Charges
in service to their race, they have seen much and SPECIAL ABILITIES
have done even more. Chosen often by Trident (and • Corahtaa: The sukeul can speak the Tohaa pheromonal language, communicat-
ing silently and securely with other speakers within Close range. They cannot
Triumvirate, but that will obviously be denied if use Psywar actions or techniques that require deception when using Corahtaa.
you ever asked) to perform dark operations, many • Weapon Specialist: Sukeul Commandos have experience using a variety of
of the past deeds of the Sukeul are classified or weapons. They add +1 Burst to all of their weapons. (This is reflected in the
attacks listed above.)
never recorded at all. On the battlefield, the Sukeul
• Ghosts of Past Battlefields: The Sukeul are ghosts of fallen warriors who rose
provide firepower multiplication and armoured again to fight for their people. The truth is that they use concealed cloaking
threat removal duties. They are one of the few technology that makes them harder to hit. Any attacks targeting a Sukeul at
units trusted with the prototype K1 weaponry that ranges beyond Close are made at +1 difficulty. Additionally, they may reroll one
d20 when making a Stealth test.
makes short work of enemy armour. Their Voorne is • Akimbo Assassin: The Sukeul are expert gunslingers even with the most
modified to produce less heat and visual signatures rudimentary of weapons. They can use their two pistols as a ranged weapon
to make them more similar to what they really with the profile above with the already included the bonus from Weapon
Specialist.
are — ghosts of fallen heroes called into service
once more.

Adversaries 109
ELITE
GAO-TARSOS
Vaarso Battlespeak Notation: Tarsos is a name GAO-TARSOS
given by the Tohaa to the concept known to the
Sphere as Archimedes’ constant, also known as pi ATTRIBUTES
(Π). Pi (π ≈ 3,14159...) is one of mathematics most AGI AWA BRW COO INT PER WIL
interesting numbers. It is a constant that originally 8 10 10 9 9 8 9
indicated the ratio of a circle’s circumference to
its diameter, but has, since it’s inception, been FIELDS OF EXPERTISE
used in many calculations and formulas. Within Combat +2 1 Movement +2 1 Social -
the framework of Neebab Numerology, pi stands Fortitude +2 1 Senses +1 - Technical +1 1
for the potential energy created by acts of will. DEFENCES
The gao, or zero, serves to denote special purpose Firewall 9 Resolve 9 Vigour 10
units, and is referenced by several units in the Security 1 Morale 1 Armour 3
Trident and beyond. The Gao-Tarsos is otherwise ATTACKS
known as the Special Landing Unit of the Errant • Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1, MULTI Light
Fleet. It is a jump infantry regiment specialising in Mod, Vicious 1
combat insertion, sabotage, and personnel retrieval. GEAR: Medium SymbioArmour, D-Charges
The Gao-Tarsos were first established to support SPECIAL ABILITIES
contested landing and offensive operations, quickly • Corahtaa: The Gao can speak the Tohaa pheromonal language, communicating
earning a name fighting for Colonel Noovan’s silently and securely with other speakers within Close range. They cannot use
Psywar actions or techniques that require deception when using Corahtaa.
Evacuation Authority. The Tarsos arrive as the • Rapid Insertion: The Tarsos are inserted via aircraft into the area of operations
vanguard of any naval force, silencing enemy anti- and are trained specifically for aerial insertion. They can reroll one d20 when
aircraft emplacements, disabling key infrastructure, making an Athletics test, but must accept the new result.
• Stand Alone: The Gao-Tarsos knows that the success or failure of his mission is
and generally speaking, disrupting enemy response
up to them and them alone. They benefit from a Morale Soak of 1, incorporated
to the main force making planetfall. Gao-Tarsos into their profile.
usually operate independently from the main body • Rescue Specialist: Gao-Tarsos often participate in rescue missions as part of
of the force, and only the most daring individualists, Colonel Noovan’s team. They can assist another character within Reach with
movement-based tests even if they are making such checks themselves by
something that is not very commonly found in rolling 1d20 and using the normal rules for assistance.
Tohaa society, ever make it far within the Gao-
Tarsos. Because of operational requirements, they
are equipped with a modified version of Voorne
that increases their defensive capabilities at the
cost of a small reduction in mobility.

110 Chapter 9
THE ROLEPLAYING GAME

KOSUIL ENGINEER is minimal. After all, there’s no shortage of recruits


Vaarso Battlespeak Notation: The Kosuil received looking to catch a ticket home. Most of the
the number 7040. Single thousands are used to missions given to the Kosuil are something that a
denominate irregular units. 7,000 is traditionally regular soldier would not be entrusted with for fear
understood to stand for discord, ruination, malice, of destroying the morale of the unit. Think of the
and betrayal. Even the 40 cannot fully offset these worst kind of operations where civilian or friendly
negative qualities, but it provides a glimmer of casualties are not only expected, they’re calculated
hope that the negative qualities of the 7,000 will into the battle plan. That’s a mission where you
be softened, or with time, even entirely removed, send the Kosuil. For their part, they don’t complain
from the bearer of the number. because every day spent in service is another day
out of the can.
In a society that has remained in the state of war ELITE
for dozens of years, there is no room for being
wasteful. The war of attrition against the EI has KOSUIL ENGINEER
taken a considerable toll on the social fabric of
the society. One of the most interesting social ATTRIBUTES
developments was the abolishing of state penalties AGI AWA BRW COO INT PER WIL
for most minor offences, as the resources spent 8 8 10 9 10 7 11
on maintenance of the prison population was FIELDS OF EXPERTISE
better used elsewhere — on the front. The Trident
Combat +2 1 Movement +1 - Social - -
is no different from the society as a whole in that
Fortitude +1 - Senses +2 - Technical +3 2
regard. Several penal regiments were established
to provide military offenders with a chance of DEFENCES
redeeming themselves and proving that they are a Firewall 10 Resolve 11 Vigour 8
valuable asset to keep around. If they don’t manage Security 4 Morale 1 Armour 3
to earn their reputation back, they quickly find a
ATTACKS
shallow grave waiting for them. The attrition rates • K1 Combi Rifle: Range C/M, 1+6§ damage, Burst 3, 2H, Anti‑Materiel 1,
in those penal regiments are definitely higher than Expert 1, Monofilament, Vicious 1
in the by-the-book units. • EXP Grenades: 2+4§ damage, Comms, Disposable, Indiscriminate (Close),
Speculative Fire, Spread 1, Thrown, Unsubtle, Vicious 2

Kosuil Pioneers are one such regiment. They are GEAR: Medium SymbioArmour, D-Charges, EXP Mines
a penal unit that recruits from engineers, techs, SPECIAL ABILITIES
tinkerers, saboteurs, and captured Trihedron agents • Corahtaa: The Kosuil can speak the Tohaa pheromonal language, communicat-
ing silently and securely with other speakers within Close range. They cannot
locked up in high-security military prisons. All use Psywar actions or techniques that require deception when using Corahtaa.
these individuals are given a choice — a stay of • Master Exploder: All Kosuil possess an innate understanding of explosives,
their sentence for service in a frontline unit, with further developed by the training they receive. When handling explosives, they
can reroll any number of d20 when making a Technical test, but must accept
each day back in service counting as three days the new result. Additionally, they can add 1 § to any attack using explosives
locked up. Who would say no to such a deal? All that they take.
recruited Kosuil then go through a crash-course in • Closed System: The Kosuil’s suits provide them with extra protection against
demolition, sabotage, and combat engineering to BTS attacks. They benefit from an additional Security Soak of 3, incorporated
into their profile.
improve on their natural talents. High Command • Not for the Faint of Heart: Most of the Kosuil are criminals, having no problem
has no qualms about sending these race traitors to getting their hands dirty. They possess a Morale Soak of 1 incorporated into
the worst areas of operations where life expectancy their profile.

Adversaries 111
SAKIEL REGIMENT them understand them like no one else will and
Vaarso Battlespeak Notation: Given the importance will give their life for their comrades, if need be.
of the sacred number three, all numbers that The Sakiel are definitely not propaganda material,
are multiples of it are reserved for prestigious like the Makaul or the Kamael, and have become a
multipurpose units, with a great potential and much more common sight with the recent increase
adaptive qualities. In this case, number 36, in attacks of the Combined Army.
the Sakiel, stands for stubbornness, defiance,
and survival. ELITE

The Sakiel regiment, like the Kosuil or the SAKIEL


Sukeul, has a peculiar recruiting target. All Sakiel
ATTRIBUTES
are combat personnel originally hail from lost
AGI AWA BRW COO INT PER WIL
worlds of the colonial territories. They have all
9 9 9 9 9 8 10
experienced a vivid personal tragedy of one sort or
the other. Some Sakiel have lost a family to an EI FIELDS OF EXPERTISE
air-raid, some have seen their whole city razed to Combat +2 1 Movement +2 1 Social +1
the ground during a particularly intense skirmish, Fortitude +2 1 Senses +1 - Technical +1 -
while some companies are composed entirely of
recruits coming from worlds such as Garate. Garate DEFENCES
was the first world lost to the Combined Army and Firewall 9 Resolve 10 Vigour 9
was used by the EI as an example of what happens Security 1 Morale - Armour 3
if you oppose the Transcendence Project. Not many ATTACKS
know it, but the entire infrastructure of the planet • Viral Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1, MULTI
was destroyed and its population enslaved and Light Mod, Vicious 1, Biotech, Grievous, Toxic 2
• Nimbus+ Grenades: 2+4§ damage, Disposable, Indiscriminate (Close),
shipped off world, never to be heard from again. Speculative Fire, Spread 1, Thrown, Unsubtle, Vicious 2, Nonlethal, Reflective 3
The EI has since used far less aggressive tactics
GEAR: Medium SymbioArmour
when it comes to the civilian populace, trying to
win the war of minds instead. Only those Tohaa SPECIAL ABILITIES
• Corahtaa: The Sakiel can speak the Tohaa pheromonal language, communicat-
who were off world at the time of the Bereavement ing silently and securely with other speakers within Close range. They cannot
of Garate are left to tell the tale. use Psywar actions or techniques that require deception when using Corahtaa.
• Out for revenge: There is nothing that the Sakiel hate more than the
Combined Army. When in an action scene where they face EI or the Combined
All Sakiel are soldiers without a home to come back Army, they gain 2 free Momentum on all tests and can reroll up to 1d20,
to after their duty is done. This means that they though they must accept the new result.
are very often without a triad, too. However, even • Litanies of hate (1 Heat): If there’s one word that describes what the Sakiel
are, it is hate. In any scene where a Sakiel is present, the GM may elect to
in such dire circumstances, the positive nature of
spend 1 Heat to represent the Sakiel going into a battle trance, chanting the
the Tohaa comes to the surface. Most Sakiel quickly names of the fallen and their personal list of grievances. If they do, the Sakiel
bond with each other and stoke the cold flames of and all of their allies add a bonus of 2 Resolve damage to any actions they
hatred borne in their hearts by remembering the take against hostile targets.
ones they lost. They know that other Sakiel around

112 Chapter 9
THE ROLEPLAYING GAME

GAO-RAEL by any means. They live up to their name and track


Vaarso Battlespeak Notation: As mentioned down the Shasvastii to exterminate them once
elsewhere, the gao, or zero, is reserved for and for all. Part of the unit’s training is conducted
those units that are subordinate to the Special by the best blade hunters of the forest world of
Operations Military Command. The second number, Luloah, a planet teeming with class-1 predators,
after the dash, is the one that designates the actual and to be formally inducted, each Rael has to
purpose of the unit. Rael, or five, is a number that survive in the jungle for three days, alone and
Neebab Numerology grants to the mystical figure surrounded by aggressive flora and fauna.
of the Hunter, a quasi-divine being of physical
perfection that is the father of all athletes, physical ELITE
labourers, warriors, and, well… hunters. GAO-RAEL
The Unit of Gao-Rael is, in itself, an interesting ATTRIBUTES
study in Tohaa society and the changes made AGI AWA BRW COO INT PER WIL
to it by the war. While the Vaarso Battlespeak 9 10 8 10 9 8 9
designation granted to it is symbolic in nature —
emphasising the physical prowess and aptitude FIELDS OF EXPERTISE
of the Rael recruits — it is also very literal in Combat +2 1 Movement +1 1 Social +1 -
meaning. The Gao-Rael were created with one Fortitude +1 - Senses +3 1 Technical +1 -
purpose only, to hunt down Shasvastii infiltrators
DEFENCES
using cloaking and camouflage technology. When
Firewall 9 Resolve 9 Vigour 8
the Tohaa encountered this EI subordinate race,
Security 1 Morale - Armour 3
they at first were facing problems due to their
ATTACKS
lack of appropriate detection technology. Trident’s
• Sniper Rifle: Range L, 1+7§ Burst 3, Unforgiving 2
scientists quickly adapted some of their old gear, • Pistol Range R/C, 1+6§ damage, Burst 1, Piercing 1
however, and created a sensory suite that allowed GEAR: Medium SymbioArmour, Multispectral Visor 2
for an extension of the natural pheromone and
SPECIAL ABILITIES
smell receptors. This outside-of-the-box method of • Corahtaa: The Gao-rael can speak the Tohaa pheromonal language, commu-
rooting out the enemy proved very successful. Even nicating silently and securely with other speakers within Close range. They
if you can’t see a Malignos, you can still detect it cannot use Psywar actions or techniques that require deception when using
Corahtaa.
with your other senses, and that’s where the Gao- • Nowhere to Hide: The Gao-Rael live up to their name. They can reroll one d20
Rael step in. Casualty rates caused by Shasvastii on Observation tests, but must accept the new result.
snipers and saboteurs dropped sharply since the • Perfect Strike: The Gao-Rael are the perfect hunters, able to stalk their prey
Gao-Rael had entered active duty. It is worth noting, waiting for a good moment to strike. When spending Heat to interrupt turn
order, the Gao-Rael also gains the benefits of an Exploit action.
however, that the Rael are not a defensive regiment

Adversaries 113
NIKOUL AMBUSH UNIT ELITE
Vaarso Battlespeak Notati:According to classical NIKOUL AMBUSH UNIT
Neebab the number 40,700 stands for the Digger,
a symbolic figure like that of the Hunter (5) or ATTRIBUTES
the Artist (8). The Digger is the master of the AGI AWA BRW COO INT PER WIL
underworld, a caretaker of the land of the dead
9 10 9 10 8 8 9
and responsible for the protection of the forbidden
knowledge hidden within. Even though the number FIELDS OF EXPERTISE
is symbolic and should be taken as a whole, if we Combat +2 1 Movement +2 1 Social - -
strip it down to its core components, we will, on Fortitude +1 1 Senses +3 - Technical +1 -
one hand, be left with 700, which is connected to
DEFENCES
knowledge and wisdom, and the 40,000, which
Firewall 8 Resolve 9 Vigour 9
anchors the 700 and provides it with a solid
foundation. Security 1 Morale - Armour 1
ATTACKS
• Sniper Rifle: Range L, 1+7§ Burst 3, Unforgiving 2
Nikoul is a yet another regiment created out of • Pistol Range R/C, 1+6§ damage, Burst 1, Piercing 1
necessity that has managed to stand the test of
GEAR: Light SymbioArmour, EXP Mines, Multispectral Visor 1
time and proven its worth on battlefields outside
of its home system. Originally created by Romaanti SPECIAL ABILITIES
• Corahtaa: The Nikoul can speak the Tohaa pheromonal language, communicat-
High Command as a guerilla warfare unit, it has ing silently and securely with other speakers within Close range. They cannot
now entered regular service in the Trident as a use Psywar actions or techniques that require deception when using Corahtaa.
sniper regiment. The Nikoul provide covering fire • Ever-Ready: The Nikoul lay in waiting for their prey to enter a position where
escape is impossible. They gain 2 bonus Momentum on face to face tests made
from entrenched positions, buying time for the rest to determine surprise.
of their forces to regroup, and though Romaanti • First to Go In: The Nikoul usually act as scouts for the remainder of the force.
was eventually lost to the Combined Army, its They add one d20 to any Observation, Stealth, or Survival test related to the
Jungle environment.
High Command has successfully evacuated all the
• Clear Shot: The Nikoul excel at fighting at long ranges. They reduce the
civilians off world. At their inception, the Nikoul penalty for firing at a range other than the weapon’s optimal range by one step
acted independently or in small groups, outside of (to a minimum of 0).
the regular chain of command. In that regard, that
first incarnation of the Nikoul could be considered MASTERS OF CORAHTAA
a popular mobilization unit, where the populace The Tohaa use the Corahtaa language to
of the war-struck world was drafted to fight the communicate not only between themselves but
invaders. Today, the Nikoul also act as scouts, can also employ it to communicate with other
surveying the area of operations ahead of the forms of life. Some other species, such as the Surda
arrival of the rest of their task force, and striking and Muton found on the Tohaa home planet, are
at targets of opportunity should a chance present more receptive to Corahtaa. Some others, like
itself that would not endanger the rest of the the Chaksa, have been carefully bred through
mission. The modus operandi of the Nikoul has not generations of subtle tinkering to be able to
changed since Romaanti — first to go in, last to go communicate, in a rudimentary way, with their
out. The Nikoul know that if push comes to shove, Tohaa mentors. It is only natural, then that the New
their foxholes will turn into a shallow grave. It is Model Army would employ Corahtaa to a certain
up to them to prevent that from happening. extent. Some units are hard to miss, such as the
Kerail Preceptors whose members rush into battle
along with their Surdas and Mutons, jumping from
cover to cover, using their small-calibre guns to
put down whatever targets their SymbioBeasts
didn’t rend with their claws. Others are subtler
in their craft, such as the Kaeltar Specialists who
use their subordinate creatures to radically shift
battlefield conditions with unexpected outcomes.
Even others, such as the Holdaan Honourguard,
are a shock troop regiment mostly used in psyop
and ceremonial duties. Be it as it may, it should be
obvious to even the most casual onlooker that it is
not just the Tohaa that are now on a war footing. It
is the entire Tohaa world.

114 Chapter 9
THE ROLEPLAYING GAME

ELITE
KERAIL PRECEPTOR KERAIL PRECEPTOR
Vaarso Battlespeak Notation: Kerail, 5020, stands
for triumph, fortitude, victory, and skill. It was a ATTRIBUTES
number granted to the first and probably best- AGI AWA BRW COO INT PER WIL
known regiment employing Corahtaa in combat. 9 9 10 9 9 9 9

One of the oldest professions in Tohaa society that FIELDS OF EXPERTISE


is still taught to new adepts is that of a Preceptor. Combat +2 1 Movement +2 1 Social +1 -
Preceptors are practitioners of Corahtaa who have Fortitude +2 1 Senses +1 - Technical +1 -
devoted their skills to communication with lesser
symbiotic creatures. Many hundreds of years ago, DEFENCES
Preceptors were widespread in rural communities, Firewall 9 Resolve 9 Vigour 10
where their talents were used to provide the Security 1 Morale - Armour 1
locals with beasts of burden and help in seasonal ATTACKS
• Light Shotgun: Range C 1+6§ 1 Unbalanced, Normal Shells, Knockdown
work. As the Tohaa evolved and entered into the
• Smoke Grenades: Damage N/A 1H Disposable, Indiscriminate (Close),
industrial age, Preceptors became a much less Nonlethal, Speculative Fire, Smoke 2, Thrown
common sight as the need for animal husbandry GEAR: Light SymbioArmour
drastically decreased. However, the Tohaa being the
SPECIAL ABILITIES
industrious people tat they are, never abandoned • Corahtaa: The Ectros can speak the Tohaa pheromonal language, communicat-
a ready-made solution. Instead, they refined and ing silently and securely with other speakers within Close range. They cannot
refocused the Preceptor’s craft, focusing on other use Psywar actions or techniques that require deception when using Corahtaa.
• Assisted by Nature: The Kerail are assisted by SymbioBeasts, their companions
applications. and living weapons. In a scene with a Kerail present, the GM can summon
always summon a SymbioBeast as reinforcements without spending any Heat.
The New Model Army, looking forward to new Moreover, if they elect to spend 1 Heat, they can summon an additional 2
solutions made a good work of looking back. High Beasts. The GM can choose between a Surda and a Muton.

Command at the time of the Fenrig War decided


to start a pilot programme with the surviving TROOPER
Preceptors. Kerail became a spearhead unit, leading
the assault at the head of their SymbioBeasts,
SYMBIOBEAST
usually a creature known as the Sirgee. Chosen for ATTRIBUTES
their physical capabilities, resistance, and deadly
AGI AWA BRW COO INT PER WIL
attitude, the Sirgee are implanted with a symbiotic
11 9 11 9 4 6 11
lifeform known as the Heeral. This makes them
more susceptible to Corahtaa communication, FIELDS OF EXPERTISE
and their cognitive faculties experience a sharp Combat +2 - Movement +2 - Social - -
increase. Depending on the subtle influences of Fortitude +2 1 Senses +2 - Technical - -
its handler during formation of the Heeral-Sirgee
bond, the SymbioBeast can mature into many forms. DEFENCES
Two most popular templates are the Surda, and the Firewall 4 Resolve 11 Vigour 11
Muton. Both types are very dangerous combatants, Security 1 Morale 1 Armour -
even if separated from their handlers, as the Heeral ATTACKS
also increases the strength and fortitude of its host. • Contender: Range M, 1+6§, Unbalanced, Anti-Materiel 1, Vicious 2 (Muton
only)
• Pulzar: Range C, 2+7§ damage, Burst 1, 2H, Spread 1, Biotech, Torrent,
Handling such creatures is not a task for the Vicious 1 (Surda only)
unprepared, and even the most experienced Kerail GEAR: Sharp claws
always remember that the SymbioBeasts are their
SPECIAL ABILITIES
allies, not weapons, or tools. • Corahtaa-Controlled: The SymbioBeasts understand Corahtaa, and they are
controlled by their Kerail. If no Kerail is present, the beasts revert to their
primal nature, attacking the target that incapacitated their handler first, then
the closest target second.
• Natural Armour: Although the SymbioBeasts possess no armour, their bond
with their handler makes them resistant to some forms of damage. They
benefit from a Morale and Security soak of 1, incorporated into their profile.
• Super-Jump: The SymbioBeasts can vault over obstacles up to their height
without penalty. The difficulty of skill tests to move through difficult terrain
are reduced by one.

Adversaries 115
KAELTAR SPECIALISTS ELITE
Vaarso Battlespeak Notation: The number that KAELTAR SPECIALIST
the Kaeltar stands for, the 10-2 is a, so-called
double-enumeration complex number used to ATTRIBUTES
describe actions exercising technologies outside of AGI AWA BRW COO INT PER WIL
the realm of regular tactical operations. The act of 8 8 8 10 10 9 10
combining the 10 (loss/destruction) with 2 (control/
boldness) to describe the Kaeltar Specialists means FIELDS OF EXPERTISE
that they are the ones bringing order in chaotic Combat +1 - Movement +1 1 Social +1 -
situations through extraordinary means. Fortitude +2 1 Senses +2 - Technical +2 1

Kaeltar Specialists could be described in short as DEFENCES


‘problem-handlers’ or fixers of the Trident. Similar to Firewall 10 Resolve 10 Vigour 8
the Preceptors, the 10-2 have received specialised Security 1 Morale 1 Armour 1
training in the ancient Corahtaa discipline allowing ATTACKS
them to communicate with other species using the • Light Shotgun: Range C 1+6§ 1 Unbalanced, Normal Shells, Knockdown
• Flash Pulse: Range M, 1+7§ damage, Burst 1, 2H, Blinding, removes Marked
pheromonic language. Unlike the Kerail, however,
GEAR: Light Combat Armour,
the Kaeltar do not directly participate in the
operations together with their creatures but rather SPECIAL ABILITIES
• Corahtaa: The Kaeltar can speak the Tohaa pheromonal language, commu-
‘attach’ their subordinates to other operatives, nicating silently and securely with other speakers within Close range. They
boosting and enhancing their capabilities. cannot use Psywar actions or techniques that require deception when using
Corahtaa.
• Keeping a Cool Head: The Kaeltar have seen and experienced much. They
The Kaeltar use two different sub-species of
benefit from an innate Morale Soak of 1, incorporated into their profile.
kind-looking beasts –the SymbioMates and the Moreover, in any Discipline test, they can reroll 1d20, though they have to
SymbioBombs. The former type is an emphatic- accept the new result.
parasite, able to absorb emotions of its bond-mate. • SymbioMates (1 Heat): The Kaeltar is accompanied by either 2 SymbioMates
or 2 SymbioBombs. SymbioMates serve to protect their masters and diminish
The latter is more aggressive in nature, spouting the harm done to them. In game terms, when an ally within two zones from the
pheromonic toxins and is used as an offensive Kaeltar and within line of sight would receive a hit to their Vigour, Resolve or
asset in most situations, able to confuse and Firewall, the Kaeltar can spend 1 Heat and remove one of its SymbioMates to
cancel that hit completely.
incapacitate even the most resistant a foe. • SymbioBombs (1 Heat): The Kaeltar is accompanied by either 2 SymbioMates
or 2 SymbioBombs. SymbioBombs are offensive in nature, attacking the
The Specialists themselves are experienced soldiers, enemies of their master through aura aggression and pheromonic intrusion.
staying in the backline and making sure that the In game terms, whenever an ally performs any kind of attack, the Kaeltar can
spend 1 Heat and remove one of its SymbioBombs to boost that ally’s attack,
operation is proceeding smoothly. However, when allowing them to reroll § that failed to cause damage. Moreover, the attack
things go south, as they usually do, the Kaeltar also gains the Blinding trait.
step in and bring back control and stability. Some
say that they achieve that through undetectable
pheromonic excretions, treating their squad-
mates in much the same way as they do their
SymbioCreatures. No traces of such pheromones
were ever detected, however, and the truth is
probably a lot simpler — each Kaeltar is a veteran
of many conflicts and knows there’s an exit in any
situation, no matter how bad it might actually look.

116 Chapter 9
THE ROLEPLAYING GAME

RASAIL BOARDING TEAM ELITE


Vaarso Battlespeak Notation: The Rasail were
granted the number 6300, which is another RASAIL BOARDING TEAM
variation on the holy number 3. The repeated
ATTRIBUTES
nature of the different ways in which 6300 can be
AGI AWA BRW COO INT PER WIL
divided into multiplies of 3 stands as a reflection
of powerful threads of energies, making up a 10 9 10 9 9 7 9
majestic and formidable whole. The Rasail stands FIELDS OF EXPERTISE
for courage, but without the anchoring power Combat +2 2 Movement +2 1 Social +1 -
of the tens of thousands is also a synonym of
Fortitude +1 1 Senses +1 - Technical +1 -
recklessness and battle frenzy.
DEFENCES
The Rasail Boarding Teams are, after the Ectros, Firewall 9 Resolve 9 Vigour 10
the best-known unit in Tohaa popular culture. All Security 1 Morale 1 Armour 1
that because of one the actions of one man called ATTACKS
Colonel Noovan. Noovan is a saviour of millions, • Viral Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1, MULTI
who, heading the Naval Evacuation Authority, Light Mod, Vicious 1, Biotech, Grievous, Toxic 2
starred as the protagonist in hundreds of vids, GEAR: Light SymbioArmour, EXP Mines
shows, programmes, and even some old-fashioned SPECIAL ABILITIES
books. Moreover, the Rasail regiment are the poster • Corahtaa: The Rasail can speak the Tohaa pheromonal language, communicat-
ing silently and securely with other speakers within Close range. They cannot
unit for the kind of world that the Tohaa would
use Psywar actions or techniques that require deception when using Corahtaa.
want to live in — where different races live in • Battlefield Survivor: A survivor of numerous campaigns across countless
harmony and understanding using the advanced battlefields, some consider him to be a lucky talisman, others just a tough old
technology of the Tohaa to improve their lives. How boot. As long as the Rasail is not incapacitated, they generate +1 Morale Soak
to their allies, including themselves.
does one come to that conclusion? Well, the Rasail • Never walk alone: Rasail are always accompanied by their trusty Chaksa
are the armed intercession groups of the Tohaa Peripherical. To some they are just servants, but to most Rasail, they are
Naval Infantry. They are stationed on board ships of trustworthy allies and friends.
the Errant Fleet and cooperate closely with various
other naval units.

Additionally, each Rasail has a bond-mate, a TROOPER


Chaksa Peripherical that accompanies the Rasail
CHAKSA PERIPHERICAL
on boarding and planetfall missions. Due to the
constraints of void warfare, instead of wearing ATTRIBUTES
encumbering armour, each Rasail is accompanied
AGI AWA BRW COO INT PER WIL
by a swarm of insects called Gnaasos. These small
10 9 10 9 6 6 6
lifeforms come from Sareota and were adopted,
after many years of research, as a form of a living FIELDS OF EXPERTISE
armour and protection for the Rasail. The Rasail, Combat +2 1 Movement +2 1 Social - -
already wearing lightweight Voorne, like most Fortitude +2 1 Senses - - Technical - -
other Tohaa regiments, did not need a second layer
of armour. What the Gnassos provide, however, is DEFENCES
obfuscation of the user’s silhouette. Moreover, in Firewall 6 Resolve 6 Vigour 10
a pinch, the insects can form a kind of a shield Security - Morale - Armour -
around its user, sometimes even at the cost of their ATTACKS
own life. The Rasail control the Gnassos swarms via • Heavy Flamethrower: Range C, 2+6§ damage, Burst 1, Incendiary 3, Munition,
Terrifying 2, Torrent
pheromonic excretions.
GEAR: None
The Rasail Corps was founded during the Fenrig SPECIAL ABILITIES
War by Colonel Noovan, who quickly turned his • Corahtaa: The Chaksa can speak the Tohaa pheromonal language, commu-
nicating silently and securely with other speakers within Close range. They
upstart band of space rogues into a respected and cannot use Psywar actions or techniques that require deception when using
recognised naval regiment within the New Model Corahtaa.
Army. Their first combat operation was an offensive • Battlefield Hyper-Dynamics: Chaksa are extremely fast, allowing them to
move one additional zone when taking any movement action. They also gain 1
against Imperative forces in the Dinnea cluster, bonus Momentum on Defence actions in Warfare scenes due to their ultra-fast
where they decidedly won the day and brought reflexes.
the enemy to heel. Since then, the Rasail have • Combat Instincts: When in jungle or zero-g environment, any attacks targeting
continued their string of victories. Where they go, a Chaksa at ranges beyond Close are made at +1 difficulty.

ruination quickly follows.

Adversaries 117
ELITE
TROOPER TROOPER/ELITE

CHAKSA TOHAA

A young pupil race of the Tohaa, the Chaksa Possessed of a gregarious nature, striking
are hardy, clever, and utterly dedicated to features, and a primal grace, the Tohaa make
their mentors. Broad and muscular, with yel- a strong impression, though no one would
lowish skin, vestigial bobtails, and three-toed ever mistake them for human. Humanity’s
digitigrade legs, Chaksa exhibit a mixture of new allies have provided much-needed
reptilian, mammalian, and cephalopod traits support in an hour of need, but their actions
unlike anything found in the Human Sphere. remain enigmatic at best. In the short time
But despite their imposing appearance, since first contact, they’ve proven to be
peering into the red eyes of a Chaksa reveals ruthless, cagey, and entirely capable of cold-
a gentle soul as often as not. blooded pragmatism.

The Chaksa government is wholly subsumed The average Tohaa is tall and slender, and
by the Trinomial, and Chaksa military while they can look almost delicate to the
enrolment is widespread. Sceptics whisper human eye, their lithe frames possess a
that Exaltation involves a significant deceptive strength. Most Tohaa will avoid
indoctrination component, engineering the conflict if they can help it, but that in no way
Chaksa to be loyal to their Tohaa superiors, makes them passive. Indeed, their ability to
be they Trihedron or Trinomial, as little more communicate discreetly means that Tohaa
than slaves. often conduct operations right under the
noses of nearby humans; even the most
The Chaksa themselves regard this attitude insignificant-seeming functionary could be
with confusion; why wouldn’t they be grate- a Trihedron — or Trinomial — operative, and
ful for the gift of Exaltation? To them, it’s a seemingly ornamental pets and plants often
debt they may never be able to repay, but the contain biotechnological assets.
only honourable thing to do is try.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
10 7 10 8 7 6 8 9 9 7 9 8 9 8

FIELDS OF EXPERTISE FIELDS OF EXPERTISE


Combat +1 1 Movement +1 — Social — — Combat +1 1 Movement +1 1 Social +2 1
Fortitude +2 — Senses +1 — Technical — — Fortitude — — Senses +1 — Technical +1 —

DEFENCES DEFENCES (TROOPER)


Firewall 4 Resolve 4 Vigour 5 Firewall 4 Resolve 4 Vigour 4
Security — Morale — Armour — Security — Morale — Armour 1
ATTACKS DEFENCES (ELITE)
• HMG: Range L, 2+6§ damage, Burst 3, Unwieldly,
Firewall 8 Resolve 8 Vigour 7
Spread 1, Unsubtle
• Hedgehog: Melee, 1+6§ damage, Aug (Implant), Subtle 1, Security — Morale — Armour 1
Toxic 4, Vicious 2 ATTACKS
GEAR: Sensor Suite (pick two) • DT Pistol: Range R/C, 1+5§ damage, Burst 1, 1H, Biotech,
Toxic 2, Vicious 2
SPECIAL ABILITIES
• Wetspike: Melee, 1+4§ damage, Biotech, Piercing 1,
• Hyper-Dynamics: Chaksa are extremely fast, allowing
Subtle 3, Toxic 1
them to move one additional zone when taking any
movement action. They also gain 1 bonus Momentum on GEAR: Armoured Clothing
Defence actions in Warfare scenes due to their ultra-fast SPECIAL ABILITIES
reflexes. • Corahtaa: The Tohaa can speak the Tohaa pheromonal
• Sly Servants: Chaksa gain 1 bonus Momentum on Stealth language; communicating silently and securely with other
tests. speakers within Close range. They cannot use Psywar
actions or techniques which require deception when
using Corahtaa.
• Custom Biotech (Elite —1 Heat): Tohaa biotechnology is
incredibly subtle and difficult to detect. For 1 Heat, the GM
can reveal that an Elite Tohaa has a previously unnoticed
augmentation.

118 Chapter 9
THE ROLEPLAYING GAME

ELITE NEMESIS

TOHAA—DIPLOMAT TOHAA
—FRAACTA DROP UNIT
A civilisation of explorers, the Tohaa fre-
quently make first contact with other species. Perhaps no sane person would cackle with
These meetings are important and dangerous unrestrained joy while hurtled at ballistic
in equal measure, to successfully navigate speeds into a war zone. Perhaps no sane
them requires operatives with exceptional person could giggle with simple pleasure
diplomatic skills as well as ice in their veins. while evading anti-aircraft guns. Then again,
anyone who’s seen these all-female Drop
Enter the diplomatic delegates. Social elites Units at work would be hard-pressed to
outranking most politicians, Tohaa diplomats describe them as sane. Behind that thrillseek-
are renowned for their flexibility in approach, ing antics and gravity-defying movements
methodology, and ethics. Rumour has it that and thirst for danger, however, the Fraacta are
these elite negotiators are even capable of brutally efficient purveyors of violence.
lying through the Corahtaa pheromone lan-
guage, causing other Tohaa to regard them The Fraacta have manoeuvring thrusters
with a mixture of fear and awe. Tohaa pop that jut out like angelic wings from their
culture has embraced diplomatic delegates distinctive red combat armour. They’re the
as the perfect ideal of elegant, glamourous, most technologically sophisticated airborne
and deadly operatives, as skilled in espionage brigade operating on Paradiso.
as in negotiation.

Their actual intelligence work tends to be


of a subtler nature; intrigue and conspiracy
rather than high-stakes action. Still, they are
neither incapable nor unwilling to use direct
methods when the need arises.

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
9 9 7 8 8 12 10 13 10 10 12 8 7 10

FIELDS OF EXPERTISE FIELDS OF EXPERTISE


Combat +1 — Movement +1 — Social +3 3 Combat +3 3 Movement +5 3 Social +1 —
Fortitude — — Senses +2 1 Technical +1 — Fortitude +2 — Senses +1 1 Technical +1 —

DEFENCES DEFENCES
Firewall 8 Resolve 10 Vigour 7 Firewall 9 Resolve 12 Vigour 12
Security — Morale — Armour 1 Security — Morale 2 Armour 2
ATTACKS ATTACKS
• Tohaa Nanopulser: Range C, 1+6§ damage, Biotech, Subtle 3, • Spitfire: Range M, 1+7§ damage, Burst 3, 2H, Spread 2,
Torrent, Vicious 2, evidence dissolves after 1d20 minutes Unsubtle
• Wetspike Augmentation: Melee, 1+4§ damage, Biotech, • Tohaa Nanopulser: Range C, 1+7§ damage, Biotech,
Piercing 1, Subtle 3, Toxic 3
• Pheroware Tactics: See Diplomatic Corahtaa below
Subtle 3, Torrent, Vicious 2, evidence dissolves after 1d20
minutes
GEAR: Symbiont graft, Unique & Bespoke Clothing + Tohaa
Nanopulser GEAR: Fraacta Combat Jump Suit (2 Armour)
SPECIAL ABILITIES SPECIAL ABILITIES
• Diplomatic Corahtaa: The Diplomat can speak the Tohaa • Corahtaa: The Fraacta can speak the Tohaa pheromonal
pheromonal language; communicating silently and securely with language; communicating silently and securely with other
other speakers within Close range, and controlling SymbioMates speakers within Close range. They cannot use Psywar
and SymbioBombs. Unlike most Tohaa, Diplomats can use Psywar actions or techniques which require deception when
actions and techniques featuring deception when using Corahtaa,
and generate and use one Pheroware tactic per round without
using Corahtaa.
assistance. • Courageous: The Fraacta benefits from a Morale Soak of 2.
• Veteran Negotiator: Tohaa Diplomats generate 2 bonus • Drop Unit: When called in as a reinforcement, the Fraacta
Momentum on social skill tests. begin play in a zone of their choosing, provided it’s
• VIP Symbiont: The Diplomat’s symbiont graft grants them the Fast accessible from above.
Healing 1 ability.
• Hypermobile: The Fraacta can move one additional zone
when performing a movement action.
• Survival Mode: A Fraacta can retract its wings in a
defensive posture, forfeiting the benefits of Hypermobile,
but increasing its Armour and Security Soak by 2.

Adversaries 119
TROOPER/ELITE NEMESIS
TOHAA TOHAA
—MAKAUL TROOPER —MAAKREP TRACKER
Makaul Troopers are consistently among the Maakrep Trackers are the secret police of
most decorated — and delinquent— soldiers the Sygmaa Trihedron. Ruthless, driven, and
in the Tohaa Trident. A holdover from the entirely cold-blooded, in their home systems
old Colonial Force, their unit designation — they are primarily charged with hunting
Makaul, the 10100, a number symbolic of down Trigon cells and other revolutionary
mythic strength, courage, and salvation from groups and empowered to use any means
physical danger — retains its significance in necessary, including summary executions. On
modern times. Troopers train for high-risk Paradiso their ruthless skills are used primar-
deployments across the galaxy, and are ily for infiltration missions, often operating
frequently dispatched to frontier outposts, as undercover agents within Tohaa Trinomial
facing numerically superior foes with little facilities.
to no backup. Their continued success in
the face of overwhelming odds has made When they find their target, they put it
them the stuff of legend; Tohaa fiction down without hesitation or remorse. If
often features heroic Makaul protagonists that’s in a quiet alleyway, fine; in a crowded
rushing boldly into danger, heedless of their marketplace, so much the better.They want
personal safety. their work to be seen, to send a message to
the EI’s enemies: if the Maakrep Trackers are
hunting you, nowhere is safe. And nothing
can save you

ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
9 8 8 10 8 6 8 9 12 9 10 10 11 9

FIELDS OF EXPERTISE FIELDS OF EXPERTISE


Combat +3 2 Movement +1 1 Social — — Combat +2 2 Movement +1 — Social +2 1
Fortitude +2 1 Senses +1 — Technical — — Fortitude +1 — Senses +4 4 Technical +2 1

DEFENCES (TROOPER) DEFENCES


Firewall 4 Resolve 4 Vigour 4 Firewall 12 Resolve 10 Vigour 10
Security — Morale — Armour 3 Security — Morale — Armour 2

DEFENCES (ELITE) ATTACKS


• Boarding Shotgun: Range C, 1+8§ damage, Burst 1, 2H,
Firewall 8 Resolve 8 Vigour 8 Knockdown, Medium MULTI
Security — Morale 2 Armour 3 • Normal Shells Mode (Primary): Area (Close), Spread 1
ATTACKS • AP Mode (Secondary): Piercing 2
• Combi Rifle: Range C/M, 1+5§ damage, Burst 2, 2H, • EI Hacking Device: CLAW-2, SWORD-2, SHIELD-2,
Expert 1, MULTI Light Mod, Vicious 1 GADGET-3, IC-3, UPGRADE [Sucker Punch] +2§ bonus
• Light Flamethrower: Range C, 1+4§ damage, Burst 1, damage
2H, Incendiary 3, Munition, Terrifying 2, Torrent) GEAR: Multispectral Visor 2, Nu-El Armour (with
GEAR: Sakiel Armour AutoMediKit)
SPECIAL ABILITIES SPECIAL ABILITIES
• Corahtaa: The Makaul can speak the Tohaa pheromonal • Corahtaa: The Tracker can speak the Tohaa pheromonal
language; communicating silently and securely with other language; communicating silently and securely with other
speakers within Close range. They cannot use Psywar speakers within Close range. They cannot use Psywar
actions or techniques which require deception when actions or techniques which require deception when
using Corahtaa. using Corahtaa.
• Thrillseeker: To a Makaul, getting hit in the face is • Data Tracker: When making an Infowar attack, the Tracker
preferable to sitting around. When making an attack at can reroll up to 3§.
Close range, each point of Heat paid to gain additional • I Am the Law: When gathering information on their
d20s provides two dice instead of one. quarry, the Tracker can reroll one d20 on research tests,
• Martial Master (Elite): An Elite Makaul Trooper gains but must accept the new result. Further, they benefit from
+2§ physical damage on all melee and ranged attacks. one bonus Momentum for any social skill tests taken
during their information gathering.
• Nowhere to Hide: The Tracker can reroll one d20 on
Observation tests, but must accept the new result.

120 Chapter 9
THE ROLEPLAYING GAME

ELITE

TOHAA—KUMOTAIL BIOENGINEER

Dedicated mecha-geneticists, the Kumotail ATTRIBUTES


Bioengineers are the intellectual aristocracy
AGI AWA BRW COO INT PER WIL
of the Tohaa Trident. Tohaa technology inex-
9 9 9 9 14 8 12
orably combines mechanics and biomedicine,
and the Kumotail are the undisputed masters FIELDS OF EXPERTISE
of this synthesised discipline, able to repair
Combat +2 2 Movement +1 — Social +2 —
anything, or for that matter, anyone.
Fortitude +2 — Senses +2 1 Technical +4 4

A deeply spiritual corps of military scientists, DEFENCES


they consider the pursuit of bioengineering Firewall 14 Resolve 12 Vigour 9
as the only true path to enlightenment, that Security 2 Morale — Armour 2
to create—and improve upon — nature is
ATTACKS
a fundamentally virtuous endeavour. Their • Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1,
obsessive sense of purpose drives the MULTI Light Mod, Vicious 1
Kumotail on; life is a series of challenges to • D-Charges: 2+6§ damage, 1H, Anti-Materiel 2, Comms,
Disposable, Piercing 3, Spread 1, Unsubtle, Vicious 2
be met. Nothing is trivial, anything is possible. • Tohaa White Hacking Device: CLAW-0, SWORD-0, SHIELD-3,
GADGET‑1, IC-3, UPGRADE Cyberalert Systems; +4§ bonus damage
The Kumotail believe that adversity breeds GEAR: MediKit, Nu-El Armour, Powered Multitool
excellence, so their ranks are forged in the
SPECIAL ABILITIES
crucible of crisis. Whether on the battlefields • Battle-Hardened: Kumotail Bioengineers are used to suboptimal
of Paradiso, supporting clandestine actions conditions; they suffer no penalties for Technical tests attempted
in the Human Sphere, or pursuing their own without proper tools or facilities.
• Corahtaa: The Bioengineer can speak the Tohaa pheromonal
agendas regardless of where they might lead, language; communicating silently and securely with other
Kumotail spend significantly more time in speakers within Close range. They cannot use Psywar actions or
the field than the lab. techniques which require deception when using Corahtaa.
• Mecha-Geneticist: The Bioengineer can reroll one d20 when
making a Medicine or Tech test, but must accept the new result.

Adversaries 121

vi

2
TOHAA
HERALDS OF HOPE
Enigmatic, aloof, and proud, the Tohaa Trinomial 
is the only civilisation to have withstood the 
bru
THE ROLEPLAYING GAME
3
¬INTRODUCTION
CHAPTER 3 — HOMEWORLDS 
Spanning a multitude of systems and worlds, the 
Tohaa have been
4
Chapter 1
They once referred to themselves as the Heralds, 
though many Tohaa living in the Trinomial still 
consider thems
THE ROLEPLAYING GAME
5
TOHAA
homelands. During a moment when the Tohaa 
could have been destroyed by their planet, they 
came
6
Chapter 1
before the Tohaa encountered another race, but 
they did not expect it to be a precursor to war. As 
the Tohaa em
THE ROLEPLAYING GAME
7
TOHAA
attention wanders when their scent glands pick 
up the emotions of anger or lust swirling around
8
Chapter 1
make sure that all races can function side by side 
in equity and equality. Exaltation is shown to be 
a shining
THE ROLEPLAYING GAME
9
TOHAA
Most Tohaa involved in the Exaltation project are 
not aware this is going on. Much of the contr
10
Chapter 1
to share critical intel and resources with each other, 
but despite their suspicions of their newfound 
allies,

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