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The document provides an overview of a dystopian future setting called Shadows Over Sol set 200 years in the future. Humankind has expanded throughout the solar system but culture has fractured and conflict is common. The game system is called Saga Machine.

The setting is a dystopian future where humankind has colonized the solar system but nation-states have weakened and conflict between corporations and factions is common. Mysteries from humanity's expansion into the solar system also pose threats.

Characters might face threats from bioengineered monsters left over from past conflicts, dangers associated with ruined stations and abandoned colonies, and conflicts between corporations and other factions vying for power and resources.

6

Quick-Start Rules &


“Memories” Scenario
Revised Edition

Written by Saga Machine system by Edited by


Thorin Tabor Thorin Tabor Matthew Pennell
& Thorin Tabor
Art by
BroMiguel, Jarel Threat, Jason Moser, Jeshields,
Joselito Mahilum, Marck Yulo, NASA, Sade, Wilson Saravia

Exceptional playtesting by
Kat Davis, Carroll Emerson, Ben Goreham, Micah Hollis-Symynkywicz,
Matthew Kamm, Matthew Pennell, Jesse Pingenot, Brian Richburg,
Atom Smith, Zack Stoecker-Sylvia, Darin Strouts, Eric Wirtanen

Tab Creations is
Ben Goreham, Jesse Pingenot, Matthew Pennell, Thorin Tabor

Tab Creations, Saga Machine and Shadows Over Sol are trademarks owned by Thorin Tabor and Tab Creations LLC. All rights reserved. All
other content is ©2015-2018 Thorin Tabor & Tab Creations. The mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned. This document is a work of fiction.
1
2
Introduction
Two hundred years from now what cram into a booklet this size) and a ready-to-
should be the shining beacon of the future run scenario. Everything you need to play the
is instead cloaked in conspiracy and horror. scenario is included, save for the players and a
Humankind has expanded throughout the few decks of poker cards.
solar system, and there discovered mysteries
older than humanity.
Contents
The culture has shattered into myriad
The first half of this Quick-Start is player-
subcultures; nation-states are the hollow
friendly. In fact, players are encouraged to
shells of what they once were. Corporations
read the “Dark Future” setting overview,
and other groups wage small-scale wars in the
as it will contribute to their understanding
streets or in space. Bioengineered monstrosities
of the game world. Potential players of the
left over from these conflicts stalk the hulls of
included “Memories” scenario should not
ruined stations and abandoned colonies.
read anything from the beginning of that
But for an enterprising team willing to brave
section onward, as it will spoil the plot twists
the horrors, there’s always a profit to be made.
and other surprises should they play.
Shadows Over Sol is a hard science fiction
This revised edition of the Quick-Start
horror roleplaying game set in our own solar
rules was funded by the Kickstarter for the
system two hundred years in the future. This
Shadows Over Sol: Siren’s Call campaign
Quick-Start booklet is intended as an intro-
and sourcebook.
duction to the Shadows Over Sol setting
All that said, we hope you enjoy the game and
and the Saga Machine rules—something a
support the full version of Shadows Over Sol.
GM can run and try out before committing
to the full game. It contains a brief overview
of the Shadows Over Sol setting, a stripped-
down version of the rules (as much as we could

What is Saga Machine?


Saga Machine is the tabletop roleplaying system used by Shadows Over Sol, as well as
Against the Dark Yogi, Dime Adventures and many of our upcoming games. It combines
an exciting action mechanic with meaningful consequences.
The rules of every Saga Machine game are tailored for that particular game’s genre and
themes, adapting a solid core and bringing in custom-made supporting subsystems. This
strikes a balance between the ease of going from one Saga Machine game to another and
the rules being tailored to the genre.
Various incarnations of Saga Machine, including this one, have been released under the
Open Game License (OGL) and are available for use in third-party games.

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4
Dark Future
The future holds a million wonders and posts, stalk their friends lists and comment on
a million horrors. Two centuries from now, pictures of their breakfasts. Just this morning
humankind has spread into space, taking I had a conversation in a random-match chat
our rivalries and struggles with us. We’ve room with a man from Brussels. We talked
conquered diseases but created others. We’ve about education. But he’s a Heed and had
built new electronic networks but let the old different views than I.
ties atrophy and die. With each new rise and We may never see our neighbors. We may
fall, we keep changing. not even speak the same languages, though they
live just a hab cell over. Through the miracle of
telepresence, telecommunication and telecom-
Welcome to muting technologies, physical location means
less than it ever has. I have more in common
the Future with people of my subculture in Tokyo than I
have with those down the street.
Don’t try to get up. I’ve been told you’re
going to be too weak for that. I’m not a doctor, If there’s a linchpin of our society, it’s the
but take it from me that you have some net. It’s how we structure our lives, track our
recovery to go through. Don’t worry, I know friends, jack into the social networks and pass
you’re disoriented, but with all that’s happened our free time. Some of us spend more of our
to you, that’s only to be expected. Physically, waking life in simspaces than here in meatspace.
you’re going to be strapped to this bed for some
time, but I’m more concerned about your Splintering of
social recovery.
As I said before, I’m not a doctor. I’m the Culture
a historian. I’ve been told they found you The thing about the net, though, is that it’s
frozen in your ship near one of the Lunar easy to wall yourself off from the things you don’t
Lagrange points. According to our estimates, normally seek out. We all hit up our favorite
you’ve been in cryo almost two hundred news feeds, follow our favorite subcultural celeb-
years—since the early twenty-first century. rities and cruise our favorite forums, but these
It’s now the early twenty-third century, and are all places we self-select. They’re likely to be
things are very different. They’ve called me in places that feed back to us our own confirmation
to help you adjust socially, as I specialize in biases and that market to us our own subcultural
understanding your era. trappings. This means the media I consume,
No, don’t try to talk. Your tongue won’t and the lens through which I obtain information
be fully working yet. Just lay back and let me about happenings in the world may be radically
try to fill you in on what you can expect from different than what my neighbor sees. These sorts
the brave new world. As I said before, many of differences divide the culture.
things have changed, and you’re going to have Often the places we visit on the net are the
to adapt to them quickly. same sites or descendants of the same sites our
parents were jacking into in their own youth.
Sure, the generation gap may give rise to new
The Networked World forks of the profiles or new sub-forums, but
We’re plugged in, turned on, networked views and habits tend to pass down through
and wired in a way we never were before. family lines. Over the last couple of centuries
From toddlers, we tune into a world of instant or so, the individual subcultures people live in
access and far-ranging communication. We have diverged so much they’re becoming non-
see into the lives of others; we read their blog geographical cultures in their own right.
5
Language Shift tribal affiliations based on it—neighbor-
While nation-states may be on the hoods, cities, baronies, nation-states. I guess
downslide, languages remain as fractured geographical location still means something
as ever. However, due to the widespread today, if you’re living in one of a handful of
use of real-time translation software, the backwater undeveloped locales. But for the
language barrier—while still present—is most part, more than two centuries of the net,
less of a problem than ever before. Almost migrations and telepresence has led geographic
all net profiles have translators built in, and location to mean very little beyond what to
most anyone actively doing business across wear when you’re going outside.
a language barrier usually has translation With orbital flights that can take anyone
software running on their hand terminal. anywhere on the planet within a few hours
While these translations aren’t perfect, the and high-speed long-distance communication
software is pretty good at what it does, and as systems that can let a user operate remotely
long as a speaker avoids obscure euphemisms from almost anywhere on the globe (and even
or slang, the point usually gets across. from the far-flung reaches of the solar system,
Still, sometimes software or hardware if one allows for a few minutes light lag), where
malfunctions, information is lost in transla- one is physically located often means very little
tion or you come across a speaker of a language in determining one’s opportunities. It also
for which you don’t have software installed. In means very little in terms of what culture one
times like these, you must fall back to the old- absorbs. I might not speak the same language
fashioned methods of learning the language. as my neighbors and that might have once
The ten most common languages today are posed practical problems. But no more.
English, Mandarin, Wu, Arabic, Spanish, Hindi, It also means people don’t feel as much of
Russian, French, Portuguese and Bengali. Many a connection to some particular geographic
hundreds of others are spoken as well, while place or nation and are much more willing and
many hundreds still have died off in the last two able to move where the winds may take them.
centuries. Generally speaking, Mandarin is the This has resulted in a population that is very
typical language of trade while French is used in transient and fairly spread out. One no longer
diplomacy. English is typically used for scientific looks to the cities for jobs, as many jobs can
works, although much scientific terminology is just as easily be worked remotely. Population
still drawn from Latin. centers have spread out. One can no longer
To make matters more complicated, indi- look at a region and say that region has some
vidual subcultures often have their own dialects sort of homogeneous culture.
of languages. How varied these are differs
from subculture to subculture and language Decline of
to language, but at their most extreme, two
speakers of the same language from different Nation-States
subcultures can be almost incomprehensible to Once, nation-states were the major actors
each other. Automated translation programs on the world stage. The globe was neatly carved
still mitigate this somewhat, but subcultural into its various geographical regions. Each region
slang is typically handled less well than the had its political leaders and most people lined
more common baseline words of a language. up behind them, as if those invisible lines called
borders were more than just a collective delusion.
Well, nation-states are still around, but
The Transient they’re now the washed-up has-beens of the
Population world stage. The comparative meaninglessness
I understand geographic location once of geographic location and the readiness of the
meant something culturally. People broke population to move across borders had led to
themselves up into communities and post- people not strongly identifying with nation-
6
states. Sure, most people are a citizen of one or schools, which take the opportunity to cross-
another—sometimes three or four. I’m also a market to them other products produced
citizen in three MMOs (massively-multiplayer by that school’s parent corp and business
online games), but few people are going to partners. Militaries are manned by contracted
fight and die over that—at least in meatspace. corp soldiers whose first loyalties are to their
Couple this decline of identification with paychecks. Oftentimes contracts are subcon-
nation-states along with the general gutting tracted out several levels deep, leaving account-
of direct public powers, and you get to where ability behind in a trail of paperwork.
the world is now. Most people identify more All this is doubly true in space. The corps
with their subculture or corp than they do with funded most of the early space exploration, and
that imaginary line they were born behind. A the grasps of Earth governments were never very
lot of people will keep the same citizenship strong out in the void. Most corps in space have
their entire lives and not really think about it. gotten used to operating as a law unto themselves,
Others will play the citizenship market, seeking much like the British East India Company of old.
the best tax-for-social-benefits deal available to
them at the moment. They’ll switch citizen-
ships a thousand or more times in their lives. Crime & Punishment
I’m sure many nation-states familiar to Here’s something you might soon find
you still exist and have long traditions behind relevant: if you run afoul of the powers that
them, but today they are mostly shells of their be, punishments are rather different than they
former selves. They still collect taxes from their were in your time, especially out here in space.
citizens and persons operating in their territo- Don’t look at me like that! This is serious!
ries. They still can employ military forces to The good news is that capital punish-
protect their borders—although in practice ments are a lot more rare—at least for the
that is mostly contracted out to private sort of crimes where a trial actually occurs.
entities now. They provide some legal protec- Back on Earth, they’ll mostly fine you or put
tions and they have a court system, although you into stasis. Keeping a lot of criminals
this is also frequently contracted out. Almost in stasis is expensive, but certainly less so
all other social services come from a person’s than incarcerating them while awake for
employer or are privately purchased. long periods of time. Fines tend to snowball
indefinitely, and if you can’t pay them, you’re
looking at a term of indenture.
Corporate Rise Out here in space, though, things are a bit
With the decline of nation-states, it was just different. Living space and life support are at
a matter of time until something stepped up a premium. Fines are still common, but when
and filled the power vacuum. Subcultural and they don’t suffice as punishment, authorities
ideological groups did that to an extent, but the look to exile or corporal punishment. Exile is
corps filled most of the vacuum. This was less of exactly what it sounds like, and the convicted
a revolution than a gradual handing off of power. party may not have a lot of say in where
Prisons handed off to corps. Schools handed off they’re sent. As for corporeal punishment,
to corps. Retirement plans. Healthcare. Police well, the removal of body parts is considered
forces. Road maintenance. Courts. The nation- rather backward, but society has gotten rather
states held onto their national armies for a long good at inflicting large amounts of pain in a
time, but eventually even those were handed very cheap manner.
over. In the last few decades, the corps have even Crimes committed with the aid of implants
been realizing they can skip the governmental will usually result in the forcible removal of
middleman, and get people to pay them directly those implants as part of the punishment.
for those services. This is often accompanied by the offender
The effects of the corporate rise manifest being barred from legally obtaining any similar
in many ways. Children are educated in corp implant from the same colony in the future.
7
All About the Money now. A few subcultures have even tried issuing
Okay, here’s something that should be their own voucher currency, but those haven’t
familiar to you: it’s still all about the money. worked out so well.
Everyone wants it. Everyone needs it. Most The corps are where the money is at because
people don’t have enough of it, and a few they are where the employment is at. Every
people have too much. Sound familiar? Good. major corp has its own credit system used to pay
Here’s where things begin to change. its employees and many of its debts. This credit
Most money in your time is backed by a is redeemable at any corp-affiliated market.
nation-state. They print it. They try to control Naturally, a variety of exchanges exist to trade
inflation. It’s good as long as the nation-state one type of credit for another. Most trades on
remains solvent or at least until the political these exchanges are made automatically, done in
leaders change their minds. But money is real-time with the swipe of a credit chip.
a complicated fiction. It’s valuable because Money is rarely physical. It’s mostly a
people say it is; and because people treat it as series of bits sitting in various centralized
valuable, it continues to stay that way. If one accounts and transferred back and forth
currency begins to tank, you trade it in for between computer systems as transactions take
another currency—or at least you try, hoping place. On a planetary network, this is almost
that there is the available liquidity to do so. instantaneous, but in space, these transactions
Currency today is an even more compli- require synchronizing with financial databases
cated fiction. A few nation-states still issue minutes away by broadcast.
their own money—usually in the form of It’s different on Earth, but out here the
bonds rather than physical currency, but most de facto standard for currency is the Unitech
common notes are backed by corps. After all, microcredit. That’s because of Unitech’s
they’re the major players on the political block commercial dominance in space.

8
Shiny New Toys external interfaces. This lets us look out at
You are the third person we’ve resurrected the world and see it enhanced with tags and
from cryo. None were from as far in the past other metadata. I have an early AR interface
as you are, but each of them have seemed very model, and I no longer have to remember
interested in one particular question: what sort people’s names most of the time—they just
of shiny new toys do people have to play with appear in my vision floating above their
now? That is, what new bounties has tech- heads. I also no longer have to keep a tablet
nology brought the world? Let’s cover that. with notes. It’s all in my head.
I understand that in your time, the world I don’t have time to go into all the other
was still undergoing a revolution in computing technological advances, but they are many:
and networking power. Today those tech- thorium fission reactors, cloning, vat-meat,
nologies are mature. We have basic micro- trans-genetic modifications, biological
computers everywhere, in everything from implants, tissue engineering, low-sapient
toasters to clothing. Most of these machines AIs, asteroid mining and quantum encryp-
are dumb—even by the standards of your tion. It’s all too much to name at once, and I
time—but they network regularly with more have limited time.
powerful machines, and this makes for a good
deal of intelligence. Shops can take digital A Final Word
inventories with the small computers in every Now pay very close attention: this is
product reporting their location. Refrigerators perhaps the single most important thing I
can provide alerts when staple foodstuffs get have to say. I am not a doctor, and this is not
low. AIs can plan a person’s evening wear from a hospital. We are a resistance group based
the chips in her wardrobe. out of Mars. In a very short time—perhaps a
The biological sciences have also undergone few minutes now—Unitech troops will come
a considerable revolution. Most of us have had bursting through that door, guns raised.
our genomes sequenced before birth and have I’m going to be arrested, but I’m sure my
been screened for common genetic defects ties at the university will pull me through.
and developmental issues. Many, going You, on the other hand, have no ties in this
on most, of us have also been genetically time. You have no electronic records. You
upgraded before birth for enhanced attrac- have no established identity. In this pan-optic
tiveness, reflexes, durability or cognition. Out day-in-age, that is very rare. The troops are
in space, upgrades tend towards not suffering going to take you and they’re going to ask a
bone degradation in microgravity, suffering lot of questions. They will likely even lie to
less from radiation exposure or decreased life you and tell you many half-true stories about
support requirements. These can be life-savers our time. Remember what I’ve told you.
in the environments out here. Remember that there are other points of view
Where computers and cognition meet is out there—in fact, many of them.
the realm of augmented reality (AR). We’re At some point in the future, we will contact
currently in the middle of an AR revolu- you again. Don’t worry, we have ways. Then
tion, just as you were in the middle of a we will come to collect on having revived you
computing revolution in your time. Many of from your icy death.
us have implanted AR interfaces or cheaper

9
10
Saga Machine
Shadows Over Sol makes use of the Saga equal to or higher than the TN, the flip was a
Machine system, adapted and expanded to success. If it’s lower than the TN, however, the
best fit the horror and science fiction genres. flip was a failure. The GM then narrates the
Whether it’s a desperate struggle against a results of the action.
bioengineered monstrosity or breaking into
a highly-guarded computer system to steal
sinister corporate secrets—Saga Machine Stats
can handle it. Every character has eight stats, each
In this chapter, we present the core of the measuring the strength of a particular quality
Saga Machine system—the basics everyone of the character. Whenever a character takes
needs to know—followed by the health and an action, one of these stats will be relevant.
combat systems. The full Shadows Over Sol For example, should a character try to force
game also includes systems for wealth, engi- open a jammed airlock door, the strength
neering, character creation and advancement, stat may be the relevant stat for that action.
but these are outside the scope of this Quick- Often actions taken in this way will have
Start and the included scenario. other modifiers as well.
The eight stats break down into two cate-
gories—physical stats and mental stats. They
Overview are listed below:
The core of Saga Machine really boils
down to two components: actions and conse- Physical Stats Mental Stats
quences. Strength Intelligence
The action mechanic is used to determine Dexterity Perception
whether or not actions taken by a character
Speed Charisma
are successful. To help resolve this, the system
employs a standard deck of poker cards with Endurance Determination
the jokers left in. One such deck per player,
plus one for the game master (GM), is recom-
Edge
mended. The full Shadows Over Sol rulebook
Player characters (PCs), and possibly a
also includes an alternative system using dice.
few non-player characters (NPCs) as well,
The consequence mechanic, on the other
will have Edge. This trait represents the
hand, is used to represent the effect of actions
subtle advantages these characters have in the
on characters or the game world. This mechanic
narrative, whether due to luck, good sense
is used to model status effects as well as envi-
or simple self-preservation. Edge determines
ronmental circumstances, obstacles or benefits.
the number of cards the player draws at the
beginning of each session.
Actions
When resolving an action, the player whose Fractions & Rounding
character is performing the it will declare her Shadows Over Sol only makes use of
intent to act, and the GM will then call for a whole numbers. If you ever encounter a
card to be played. This is called a flip. The value fraction during the game—which usually
of this card will be added to that character’s happens as a result of halving a stat or
relevant stat and/or skill, and this total value similar score—always round it down.
is compared to a target number (TN). If it’s In this way 7 ½ becomes merely 7, 22.9
becomes a 22, etc.

11
Consequences
Actions will often result in consequences.
Characters
Mechanically, all characters in Shadows
Consequences are Saga Machine’s way of Over Sol are comprised of four parts: an array
representing lasting effects in the system. of eight stats, some number of skills, a few
These effects can be placed on either charac- traits and some derived scores. Each of these
ters, places or the scene itself. For example, mechanical components of a character are
attacking another character may result in a described in detail below.
“wound” consequence for the target, setting
a forest on fire results in an “on fire” conse-
quence for that forest, etc. The Eight Stats
Consequences come in three parts: an effect, Shadows Over Sol divides up a character’s
a duration and a severity. These tell what the capabilities into eight different ratings repre-
consequence does, how long it lasts and how senting how good the character is at a broad
severe the effect is, respectively. All consequences class of actions. These ratings are called stats
have the same hierarchical set of severities: and are scored for human characters on a scale
of 1 to 10. The higher the number, the better
the character is at the category of actions. On
Severity
this scale, a historical human with wild type
Light genes—entirely average in all aspects—would
Moderate be rated a 4 in each stat. Modern humans, on
Severe the other hand, with the ubiquitousness of
basic genetic screening and upgrades, average
Critical
around a 5 on this scale. The highest stat within
human potential is 10, although nonhuman
Anthropocentrism NPCs may go beyond this limit. Mechani-
Most characters in Shadows Over cally, these stats are used to help determine the
Sol will be human. Humans are, after all, success or failure of the character’s actions.
a dominant and prolific species. As such, The eight different stats are divided evenly
the game mechanics assume a character into two groups: physical and mental. Physical
has basic human capabilities unless a trait stats represent some physical aspect of the
specifically indicates otherwise. character, while mental stats represent some
This means characters don’t need mental aspect of the character. Every stat has an
special traits for basic human things, such associated card suit, which is used in the action
as the ability to walk, talk or use opposable mechanic to determine a trump (see page 18).
thumbs. They also don’t need special traits What each stat represents is described below.
for basic human weaknesses, such as having
an off hand, the necessity of breathing or
the need for regular sleep. Some characters
♠ Strength (Str)
A character’s strength is a measure of her
may vary from human norms in all these
muscle and physical power. It helps determine
ways, but when they do, character traits and
how much she can lift, how hard she can punch
basic common sense should indicate it.
and what she can push around.

♥ Dexterity (Dex)
A character’s dexterity is her coordina-
tion, flexibility, agility and balance. It helps
determine her athletic ability, aim with a
ranged weapon and manual dexterity.

12
♦ Speed (Spd) Skills
A character’s speed is a measure of how fast The eight stats represent innate human
she moves, her reflexes, her reaction time and capabilities—after all, everyone has some
her ability to get out of the way when malicious degree of strength, intelligence and perception.
people are trying to beat her head in. Skills, on the other hand, are the mechanical
representation of capabilities that are learned.
When a character in Shadows Over
♣ Endurance (End)
Sol takes an action, the action might have a
Endurance is a measure of a character’s
relevant skill as well as a relevant stat—this will
toughness, health, constitution and stamina.
likely be true for the majority of actions. When
It helps a character resist disease, keep from
this is the case, the skill’s value will add to the
losing consciousness from blood loss and keep
action as well as half the value of the stat (see
from getting winded after a long jog.
the “Actions” section, page 17).

♠ Intelligence (Int)
Intelligence is an indicator of how quick
Skill Values
Some characters are more skilled than
a character learns, how much she knows
others. To represent this, skills are rated from 0
and what her capability is in terms of logical
(unskilled) to 5 (world-class). In actions where a
reasoning and deduction. Put simply, intel-
skill is relevant, this rating will add to the total,
ligence is used to know stuff and figure stuff
along with half the value of the relevant stat. The
out. Mechanically, any character with an intel-
different skill values are described below:
ligence of 1 or more is considered sentient.

Description Value
♥ Perception (Per)
No Training 0 (does not have skill)
A character’s perception is a measure of how
alert she is, how good her senses are and how Basic Proficiency 1
aware she is of the world around her. Perception Skilled Amateur 2
also includes a component of her speed of thought. Professional 3
Renowned Expert 4
♦ Charisma (Chr) World-class 5
A character’s charisma is her force of person-
ality, presence, bearing, social skills and appearance
all wrapped up into one. It’s used when trying to Skill Experiences
make friends, influence others or strike a deal. Over the course of play, characters will gain
experience using their skills. When a character
gains an experience, she notes down what that
♣ Determination (Det) experience is next to the skill in question. For
Determination is a character’s resolve, example, experiences with the stealth skill
mental fortitude, willpower and grit. It’s used might include “forest terrain,” “crowds,” “cover
when resisting fear or mental effects, pressing of darkness” or “hiding places.”
on despite the hopelessness of the situation or When a character is using a skill, one of
seeing things through to the bitter end. her experiences might be relevant to the action
in question. Should she have an appropriate
experience to call upon, her action will gain a
+1 bonus. Only one experience may be called
upon at a time in this way.

13
Skill Skill Skill Skill Skill
Athletics Conspiracy Guns Melee Program
Awareness Crafts Investigate Naturalist Socialize
Bio-Sci Deception Lib-Arts Ordnance Stealth
Bureaucrat Empathy Mechanic Persuade Thievery
Comp-Ops Engineer Medic Phy-Sci Vehicles

Skill Breakdown in bureaucrat are adept in getting a feel for


There are twenty-five skills available in how this structure works in practice and
Shadows Over Sol. Above is a table of all in using it to their advantage. Addition-
skills, followed by brief descriptions of each. ally, the bureaucrat skill covers finding the
right buyers or sellers, finding those that
■ Athletics: The athletics skill covers any offer potentially questionable services and
number of athletic activities—from bartering the best deal.
climbing to jumping and from racing to ■ Comp-Ops: Comp-Ops is the skill for
tumbling. This skill includes both aerobic making basic use of computer software. It’s
and anaerobic activities, as well as feats of used to filter through the net, to get an under-
strength—such as bending bars or power standing of any given graphical user interface,
lifting. It also includes throwing weapons to know common terminal commands and
in a threatening manner. to make use of advanced software features.
■ Awareness: Awareness is more than general ■ Conspiracy: Conspiracy is the skill of
perception. It is a skilled alertness regarding knowing information that others want
one’s surroundings. Awareness covers suppressed, or at least knowing where
noticing that someone is sneaking up on to look to find such information. It also
you. It also covers spotting someone in a includes the ability to sift through the
crowd of people and recognizing a strange resulting conspiracy theories, separating
smell when entering a hab. the dross from the kernels of truth.
■ Bio-Sci: This skill covers knowledge of the Conspiracy is the skill of finding things
biological sciences, from bioengineering that others don’t want found.
and genetics to physiological changes ■ Crafts: The crafts skill covers the creation
brought on by exposure to radiation or of art, crafts and simple devices with
microgravity. This is the skill to use when few-to-no moving parts. It can be used to
diagnosing rare medical issues, under- create a realistic 3D rendering of a specific
standing novel lifeforms or experimenting person, to carve a makeshift spear out of
in laboratory conditions. a plank of wood, to cook a tasty meal and
■ Bureaucrat: Any sufficiently large organi- to paint a masterpiece.
zation has its ins and outs, its movers, its ■ Deception: The deception skill includes
shakers and its paperwork. Those skilled telling convincing lies, giving off inaccu-
rate body language, pulling the wool over
the eyes of others and disguising oneself
as someone else. Additionally, deception is
useful in gambling, acting and other pursuits
that require making oneself difficult to read
or which involve deceiving others.
■ Empathy: Empathy is the skill used to
read a person’s body language and tone of
voice. It’s used to get an idea of a person’s
emotional state or to give some insight
14
into their motivations. Empathy is not ■ Naturalist: The naturalist skill covers the
a lie-detector. It might let one know that ability to survive outside the bounds of civi-
another person seems nervous, but it lization, as well as the applied knowledge
wouldn’t tell you they’re nervous because of the local flora and fauna. It covers
of a specific lie or half-truth. working with and training animals, as well
■ Engineer: This skill is used to understand, as the practical knowledge of both what’s
design and modify electronic hardware, edible and what’s dangerous. It covers
machinery and other complex contrap- tracking and reading animal signs, as well
tions. Engineer is useful when rerouting as makeshift ways to gauge atmospheric
power on a ship, when making street modi- pressure, composition and radiation.
fications to firearms and when designing a ■ Ordnance: The ordnance skill is used to
custom hab complex. plant and disarm bombs, mines and other
■ Guns: The guns skill covers firing, main- explosives, as well as to operate heavy
taining and operating any number of vehicular or stationary weaponry. Use it
personal firearms and other projectile to fire a ship’s weapons, plant an explosive
weapons, from lasers and slug throwers, to charge or call in aerial support
archaic bows and arrows. ■ Persuade: The persuade skill covers a variety
■ Investigate: Investigation is the art of of tactics to get other people to see things
looking into an unknown matter and trying your way or to otherwise comply with your
to make sense of what’s found, often by requests. It covers sweet-talking, formal
piecing together seemingly disparate clues. diplomacy, browbeating, fast-talking and
The investigate skill covers searching a intimidation. It also covers knowing useful
particular area for evidence, as well as other techniques in argument, as well as knowing
aspects of investigation—such as ques- the right social approach to use—from
tioning witnesses, checking the right sites solid reasoning to subtle psychological
on the net and asking the right questions. tricks to seem more commanding.
■ Lib-Arts: Lib-Arts is a broad skill covering a ■ Phy-Sci: Phy-Sci covers knowledge of
character’s degree of education in the liberal the physical sciences—from physics and
arts and social sciences. It includes knowledge chemistry, to geology and meteorology.
of history, geography, mathematics, the fine Use it to understand orbital mechanics,
arts, economics and sociology. test new chemical compounds, carbon
■ Mechanic: Mechanic is an applied skill date archeological relics or recognize
covering the upkeep, repair and assembly different strata of rock.
of pretty much any mechanical system. ■ Program: The program skill is used to
Use it for repairing vehicular damage after design, modify and create software. It is
a battle, maintenance to a ship’s systems or also used in computer hacking, cracking
assembling a new implant. and attempting to get software to operate
■ Medic: This is the skill of applied medical outside of its normal design parameters.
knowledge. It’s used to treat injuries and ■ Socialize: The socialize skill is all about being
other medical conditions, take practical an enjoyable person and getting other people
diagnoses, treat poisons, perform surgery, to like you. Those adept in socializing are the
apply first aid and dress wounds. ones that other people want to talk to or be
■ Melee: Melee is the skill used for hand-to- around. Use this skill to get a feel for the word
hand combat, street-fighting, wrestling, on the street, to pick up rumors or recent
fencing and boxing, as well as any other memes, to put one’s rivals at ease, to make
activity that mimics close combat. Despite a play at seduction or to distract others with
the prevalence of guns and other advanced small talk and other pleasantries. Addition-
weaponry, simple fistfights remain the most ally, this skill covers knowledge of the appro-
common type of violence in the solar system. priate customs, slang, mores and etiquette.
15
■ Stealth: The stealth skill covers hiding and ■ Damage Reduction (DR): This is the ability
generally sneaking around. It includes any of a character to resist damage. It is usually
aspect of remaining hidden, from fitting granted by armor or nonhuman traits.
into small hiding spaces to tailing people ■ Defense: This is the ability of a character to
without them noticing, from setting avoid being struck in combat. It consists of
ambushes to sneaking by security. two values—the target number to hit the
■ Thievery: Under the auspice of the character and the target number to score a
thievery skill fall many simple but ques- critical hit on the character.
tionable proficiencies. This includes the ■ Edge: This is the number of cards drawn
ability to pick locks, larceny, breaking and into the character’s hand at the beginning
entering, disabling simple security devices of each session.
and picking pockets. ■ Shock: This the damage value necessary to
■ Vehicles: This skill is used to operate any stun the character in combat and possibly
vehicle—whether in two or three dimen- upgrade the severity of wounds.
sions—as well as to pilot a vacc suit around ■ Wealth & Lifestyle: These scores represent
with thrusters. It includes the operation of the character’s wealth and resources. As
spaceships, boats, groundcars, mag-trains these are largely outside the scope of the
helicopters and submarines. provided adventure, their rules systems
have not been included with this Quick-
Start. For now just use them as relative
Scores indicators of wealth and status.
Scores are the final mechanical component ■ Wound: This is the total number of severi-
of a character. They include a variety of ties of wounds at which a character begins
numerical values derived from a character’s to risk death.
stats and used by the game’s various systems.

16
Actions Setting up the Deck
In order to determine the outcome of The Saga Machine action mechanic
an action in Shadows Over Sol, a simple makes use of a standard deck of poker cards
mechanic is used. The player taking the action with both jokers left in. For ease of play, we
makes a flip. That is, she plays a card and adds recommend all players and the GM each
its value to the appropriate stat for the action. have their own deck, although all players
Then she adds any relevant modifiers and could share the same deck in a pinch.
compares the result to a target number (TN). At the beginning of every session,
If the result is equal to or exceeds the TN, the each player draws a hand of cards equal
action was a success. If it is lower than the TN, to her character’s Edge (see page 20). The
the action was a failure. GM also gets a hand, although this hand
If it ever becomes necessary to know how is shared by all NPCs rather than being
much of a success or failure the action was, for a single character. The GM draws a
determine it by figuring out the magnitude number of cards equal to the number of
of the effect (Mag). The magnitude is deter- players present at the session.
mined simply by calculating the difference
between the TN and the total of the flip. So, half the relevant stat and the relevant skill. Either
for example, an action that got a total of 16 way, this total is then compared to the TN.
on a TN 10 flip succeeded with Mag 6, and Example: Argyro is making a “Dex/guns-10”
an action that got a total of 9 on a TN 12 flip flip. This action uses her Guns skill, is based off
failed with Mag 3. her Dexterity and has TN 10. She has Guns 3,
Expanding on this simple action mechanic, Dexterity 4 and plays a card valued at 6. She
two variant types of actions will often come adds the value of the card to half her Dexterity
into play: group effort and opposed actions. (half 4 is 2) and her Guns skill for a total of
We will now go over simple actions and these 11—a success. If how much she succeeded
two variant types of actions in turn. matters, she has Mag 1.

Simple Actions Card Types & Scoring


Simple actions, the most common type of There are three types of cards found in the
actions, are something of a building block other deck: value cards, face cards and jokers. Each is
types of actions expand on. When a player takes scored differently.
a simple action, she makes a flip. That is, she
plays a card, flipping it over and revealing which
card it is. This card can either be from her hand Value Cards
or from the top of her deck. The value of this Value cards are the simplest to score. They
card is then determined, which may require are the cards marked two through ten, plus
turning over subsequent cards. These subse- the ace, which is low and has a value of one.
quent cards are always from the top of the deck Whenever one of these cards is played, it is
and never from the player’s hand. worth the value printed on the card. This
Once a card has been played, the player does gives value cards a nice even distribution
not draw again immediately. Instead, she simply between one and ten.
has fewer cards in her hand. If she has no cards
left in her hand and takes an action, she has no
choice but to play off the top of the deck. Face Cards
If no skill is involved with the action, the Face cards are the jack, queen and king.
value of the card being played is added to the These cards are worth +1, +2 and +3, respec-
relevant stat. If a skill is involved, it’s added to tively. Whenever a face card is played, the next
card on the top of the deck is flipped over

17
and placed on top of it. This is called a stack, When an action is trump, flip over the next
and for most purposes in the game, a stack is card on the top of the deck and set it beside the
treated as if it were a single card with the suit card that was just played. If the suits match—
of the first (bottom) card of the stack. If the that is, if they both are trump—add the value
second card in the stack is also a face card, one of the two cards together when resolving the
does not flip over a third; there can be only two action. If they don’t match, simply pick one to
cards in a stack. take (usually the highest value of the two).
To determine the value of the stack, simply To clarify things, here are a few examples:
add the value of each card together. So a king
(+3) and a 6 would have a value of 9. Or a queen
(+2) and a jack (+1) would have value of 3.

Jokers
Jokers are both good and bad. Whenever
they come up as part of a flip for any reason,
the result of the action in question is always
treated as a critical failure—that is, a failure
with Mag 6. Example: A character with Strength 6 and
The upside, however, is that after this Athletics 3 makes a flip. She plays the 5 of
action is resolved the player may refresh her spades—a trump. She flips over the next card off
hand. This means she may discard any cards the top of the deck: a 4 of hearts. Since the suits
from her hand she wishes and may then draw do not match, she takes the highest of the two
up to full Edge. If she’s already at full Edge and (the 5 of spades) and adds it to half her Strength
does not discard any cards, she may instead and her Athletics for a final total of 11.
simply draw a single card, putting her one
over full Edge. After playing a joker, the player
must always then shuffle her discard pile into
her deck, including shuffling into the deck the
joker she just played.

Trumps
Every stat has an associated trump suit.
Whenever an action is taken and a card is
played matching the stat’s trump suit, the
action is said to be trump. This increases the
potential value for the action.
To determine which stat values correspond
to which suits, see the table below. This infor-
mation is also available on each character sheet.

Stat Suit Stat Suit


Strength Spades (♠) Intelligence Spades (♠)
Dexterity Hearts (♥) Perception Hearts (♥)
Speed Diamonds (♦) Charisma Diamonds (♦)
Endurance Clubs (♣) Determination Clubs (♣)

18
Target Numbers
The target number (TN) of an action is
chosen by the GM; she may or may not decide
to share it with the player making the action.
The GM should ask herself: would the character
know exactly how difficult this action is? The
higher the target number, the more difficult
the action will be and the greater the chance
Example: A character with Speed 4 makes of failure. The following TNs below should be
an action. She plays the 2 of diamonds—a used as reasonable guidelines:
trump. She then flips over the next card: an 8
of diamonds. Since these suits match, she adds Difficulty Target Number (TN)
them together and then adds her Speed for a Trivial 6
final total of 14.
Easy 8
Average 10
Difficult 12
Daunting 14
Desperate 16
Absurd 18
Impossible 20

Group Effort
Example: A character with Determination Sometimes multiple characters work together
7 and Socialize 3 makes an action. She plays a in an effort to accomplish a task, such as prying
king of clubs—a face card and a trump. First, open a jammed airlock door or investigating a
she flips over the top card of the deck, a 7 of suspicious corp. In these situations, use the group
hearts, and plays it on top of the king, forming a effort rules to model this sort of cooperation.
stack. This stack has a value of 10. She then flips For the action, one character is designated
over the next card, due to the trump, and places as the primary actor (usually the one accom-
it beside the first stack. This card is a queen of plishing the bulk of the work) and the rest are
diamonds—also a face card. She then flips over designated as secondary. All involved characters
yet another card, ace of spades, and places it on then make a flip as if they were taking the action.
top of the queen forming a second stack, with Every secondary character with a total less
a total of 3. The second stack’s suit (diamonds) than the primary adds +1 to the action, while
does not match the first, so she takes the higher every secondary character with a total equal to
of the two and adds it to half her Determination or greater than the primary adds +2. Secondary
plus Socialize for a total value of 16. characters who critically fail add -4. The total
bonus from group effort can never exceed +4.
Example: Frida is trying to defuse a bomb
and has her team of three other characters
helping her out by running scans. Frida makes
a Dex/ordnance flip and gets a total of 11. Her
team also makes flips and gets 8, 9 and 15,
which gives her group effort bonuses of +1, +1
and +2, respectively. This totals to +4, which is
the maximum bonus possible from group effort.
19
Action Convention
Saga Machine uses a simple convention to convey the important mechanical aspects of
an action when referencing them in the text. This conveys the relevant stat, relevant skill and
target number. Examples of this convention are given below:
■ Int-8: Intelligence action, TN 8.
■ Per/awareness vs. Dex/stealth: Perception action with the awareness skill opposed by a
dexterity action with the stealth skill.
The convention is to use the abbreviation of the relevant stat, followed by a slash and then
the relevant skill, if applicable. This is followed by a dash and the TN. Finally, if the action is
opposed, instead of a TN there will be a “vs.” and then the opposing stat and skill.

Opposed Actions tages these characters have in the narrative:


Many times a character will want to whether due to luck, good sense or simple
attempt some action another character is self-preservation.
actively trying to thwart. These are opposed At the beginning of each session, the char-
actions. Examples of opposed actions include acter’s player draws a number of cards equal
hiding from a stalking monstrosity or trying to to her Edge score. The number of cards held
win a formal debate. is the character’s current Edge, and it will
There are two parties involved in opposed fluctuate during the game, as cards are played
actions: the initiator (the party taking the or more cards drawn.
action) and the target (the party opposing If a character spends an edge, this does
the action). To make matters potentially not affect her permanent Edge score, it
even more complex, opposed actions also only affects her current Edge—the number
could be group effort actions. of cards she holds in her hand. Similarly, if
Mechanically, opposed actions work just a character gains an Edge during play, she
like all the other types of actions with one simply draws a card. This likewise does not
exception: they do not have a fixed TN. Instead, affect her permanent Edge score.
the initiator’s flip sets the target number for the Edge is gained when a Weakness trait
target’s flip to resist. Here’s an example: affects a character in some significant way. It
Example: Abebe is trying to sneak by a can also be awarded by the GM for actions
guard. This is a Dex/stealth vs. Per/awareness that particularly fit the genre or enhance the
flip. Abebe—the initiator—makes his flip and game in other ways. Finally, a character may
gets a total of 14. This sets the target number regain Edge when a joker comes out during
for the guard to notice him. The guard then play (see below).
makes her flip to resist and gets a 12. She fails
to notice Abebe sneaking by. Drawing the Joker
If the magnitude of an opposed action A player may never hold a joker in her
is needed, it can be found simply by taking hand as part of her Edge. Anytime a joker is
the difference between the two totals. Since drawn, she must immediately discard the joker
the initiator sets the TN for the target and a as well as any other cards she wishes to discard.
success is normally equal to or exceeding the She then draws back up to full Edge, exactly as
TN, the target effectively wins ties. if a joker came out during play (see “Playing
Jokers” below). All discarded cards are then
Edge shuffled into the deck, as normal.
All player characters—and occasionally
non-player characters—have a score called
Edge. This score represents the subtle advan-
20
Playing Jokers automatically trump. When resolving the
Anytime a joker comes out during play, action, she flips over a second card and
the action in question is an automatic critical takes the highest of the two, exactly as
failure, but the character’s player also gets to with a normal trump. If the suits match,
refresh her Edge. This means she may discard she adds together the value, as normal.
any cards from her hand that she wishes and The value of an edge card discarded in this
may then draw up to full Edge. If she’s already manner does not matter.
at full Edge and does not discard any cards, she ■ Serendipity: A player may discard a card
may instead simply draw a single card, putting to announce the existence of some small,
her one over full Edge. convenient coincidence. A use in this
Anytime a joker comes out in this way, the manner must be accepted by the GM and
player must at the end of the action immedi- may not derail or be detrimental to the
ately shuffle her discard pile into her deck. In game. Examples include declaring that
this way, her deck will always have two jokers the character remembered to bring some
in it. Jokers never sit around in the discard pile. wire or declaring that a vehicle takes a
couple tries to fully start at a particularly
convenient moment.
Spending Edge
In Shadows Over Sol, Edge can be spent
in three ways: GM Edge
■ Play a Card: When making an action, a In addition to the players, the GM
player may play a card from her hand in has Edge of her own. This Edge represents
place of the usual card from the top of the not just the Edge a single character, but
deck. This card may result in additional the Edge all minor NPCs collectively. At
cards being played from the top of the the beginning of a session, the GM draws
deck, as per the usual rules for trumps. a number of cards equal to the number of
■ Luck: After an action has been declared players present. She may spend the Edge
but before a card has been played for for any of her NPCs, just as a player would
it, the player in question can choose to spend Edge for her player character.
discard a card in order to make the action

The Right Tool for the Job


Most actions benefit if the character has the right tool for the job. Not having the correct
tool can make a task more difficult or even impossible. For example, it’s a lot easier to pry
open a crate if one has an appropriate tool, like a crowbar. Other tasks—such as program-
ming a computer—are going to be impossible unless one has the right tool: a computer
interface of some sort. Often these tools are going to be physical equipment. Other times
they’re going to be metaphorical tools, such as speaking the right language or being familiar
with the right subculture.
Anytime a character tries to perform an action without an appropriate tool designed for
the task, the action is at a -4 penalty, or at the GM’s discretion, simply impossible.
A character who manages to scrounge up an improvised tool—one not designed for the
task, but still capable—has the penalty lessened to a mere -2. For example, a chisel or tire
iron might be used in place of the crowbar mentioned above.
Having the right tool for the job confers no penalty or bonus. This is the assumed norm,
and the tools are said to be “sufficient.”
Finally, some tools are of a superior quality for the task at hand. These tools provide a +2
bonus on the action in question.
21
Consequences there is some clear benefit or hindrance to
be had from the consequence of the action,
In the Saga Machine system, actions are
although a consequence in some situations
just half the equation. The other half is conse-
may provide both a benefit and a hindrance.
quences—the direct mechanical effects of a
This might potentially be exploitable by any
character’s action. Consequences can represent
party, friend or foe. Also note consequences
many things: receiving a mortal wound, expe-
can be applied either to characters them-
riencing fatigue, being on fire, being broken,
selves or to the scene around the character.
lusting after another character, being the life of
Deciding which consequences apply to
the party, etc. They are as many and as varied as
actions is a task performed by the GM, who
the actions characters can take. Furthermore,
takes into account a number of rules of
cleverly placed consequences can be exploited
thumb detailed below. Players are, however,
by crafty characters and made to be a signifi-
free to declare their intent when taking such
cant mechanical boon.
an action or to make suggestions.

What is a Levels of Severity


Consequence? Not all consequences are created equal;
Consequences as a unified mechanic are a some outcomes obviously are more severe
concept many role-playing games lack; never- than others. Because of this, consequences
theless, they are quite simple. A consequence come in four different levels of severity. Each
is simply the mechanical representation of a level increases the severity of the effects of the
status effect upon a character or upon some consequence in question. The different levels
part of the scene. Look at some example conse- of severity are as follows:
quences in a little more detail below: ■ Light: Light consequences are the least
Example: Xuan is attacked by a group of severe type of consequences. They are the
hired thugs. He takes the action to dive for small cuts and bruises, the single case
cover behind a crumbling brick facade. This of stuttering when delivering a speech
action grants him the Cover consequence, or the minor misconception in under-
which hinders the thugs’ incoming attacks. standing a complex story.
Example: Natasha is attending a fancy party ■ Moderate: Moderate consequences are a
of corp executives. Also in attendance is Juan, a bit more severe. They are the nasty gash
member of the corp’s board who tried to have dealt to one’s arm, the insistent wavering
her assassinated. She takes the action to gossip of one’s voice when making a speech or the
with the attending executives, undercutting his flawed understanding that affects a minor
credibility and standing in the corp. This gives but still significant part of a story.
Juan the Humiliated consequence, penalizing ■ Severe: Severe consequences cannot be
his social actions. easily ignored. They are the profusely
Example: Ngunza is creeping quietly bleeding wound in one’s stomach, the
through the darkened corridors of an almost unintelligible speech being
abandoned space station. Something else is out delivered or the deep-seated bias rendering
there in the station. It makes an eerie howling the understanding of a story mostly useless.
noise as the flickering lights of the station seem ■ Critical: These consequences—critical
to make the shadows warp and twist across the consequences—are the most severe. They
walls. The thing’s action—the howl—gives the are the mortal wound, the passing out from
station the Unsettling consequence, penalizing hyperventilation during a speech or the
actions against fear. flawed understanding of a story rendering
The outcomes of all of these situations are it worse than useless.
consequences. Note that in all of these cases,

22
Scene Consequences
The GM may want some scenes to begin with consequences already on them. In this
manner, clever players can use these initial consequences to their benefit. These sorts of
consequences are called “scene consequences” because they were placed on the scene before
it began. Perhaps a scene already has the “noisy” consequence, applying a penalty to actions
to socialize and applying a bonus to characters using the noise as a distraction when trying
to use stealth. Maybe the scene has the “blood-splattered” consequence, forcing characters
running through it to make an action against slipping in the fluid.
Scene consequences can be a useful tool for the GM to promote certain behaviors
among characters in different scenes, as they provide characters with a reward for behaviors
making use of the scene consequences. For example, a GM might want to promote caution
in a scene by giving it a “danger lurking in every corner” consequence that makes ambushes
or fear particularly easy.

Adjudicating Effects of
Consequences Consequences
As a general rule of thumb, the better Consequences can have a variety of
the success or failure of the action, the more effects, and deciding upon an appropriate
severe the consequence produced by it. and balanced effect is something of a learning
Start with a light consequence, and as the process. GMs should endeavor to make all
magnitude of success or failure increases, the consequences of a given severity roughly
severity of the consequence increases as well. on par with each other, although there will
Refer to the table below: always be a certain amount of wiggle room.
Nevertheless, it is good to have a few
Consequence Magnitude standards from which to judge the appropri-
ateness of consequences. A “standard” conse-
Light 0
quence provides a modifier based on its severity
Moderate 2 to a class of actions where its application makes
Severe 4 sense. For example, a “looking extraordinary”
Critical 6 consequence might apply as a bonus to social
actions but may also apply a penalty to actions
to blend into a crowd. The standard modifier
This is not a hard and fast rule, and GMs
per severity for consequences is given below:
should feel free to bend it when appropriate.
Rather, it is a standard guideline for assigning a
severity to consequences produced by an action. Consequence Modifier
Light ±1
Moderate ±2
Severe ±3
Critical ±4

A list of common consequences used by


various systems in Shadows Over Sol is provided
on the next two pages, and may also be used as
a benchmark when adjudicating consequences.

23
Duration of Bleeding
Consequences Physical ■ Health ■ Lasting
Consequences don’t usually stick around Effect: The character takes a wound equal to
forever: wounds heal, people get over bad first the severity of this consequence at the end
impressions and structures on fire are either of every round. This ignores DR.
put out or burnt to the ground. Duration: Bleeding lasts until the character
By default, consequences stick around successfully receives first aid or dies.
either until the end of the scene or until
an appropriate action is taken to make the The character is suffering from an ongoing
consequence go away. The type of action that source of damage. This is usually literal
is appropriate, of course, will vary with the bleeding from open wounds, but it may also
nature of the consequence. For example, an represent ongoing damage from maladies or
“on fire” consequence may go away once an environmental conditions.
action is taken to put out the fire, and a Stun
consequence may go away once a character
takes a moment to concentrate and gather
Cover
her wits. Many consequences will have an Physical ■ Circumstantial
obvious action that can be taken to bring Effect: +1 per severity to Defense against
them to an end; for other actions, the GM attacks targeting a character through cover.
will have to make it clear. When deciding If the cover bonus would make the differ-
upon these, the GM should keep in mind ence between success or failure on an
game balance and common sense. attack, the object providing cover is struck
Some consequences, however, are lasting. instead and takes the damage.
These consequences stick around past the end Duration: This lasts until an action is taken that
of a scene and involve some more significant negates the cover, such as moving to where
act to bring it to an end. Such consequences the obstructing object does not provide
are usually special cases, such as the Wound cover or destroying the cover in an attack.
consequence used by the combat system.
As a general rule of thumb, an action that There is some physical object the character
causes a lasting consequence should cause a can get behind and use as cover against
consequence one or more severities lower incoming attacks.
than it normally would. So, for example,
an action that succeeds with Mag 6 would Dazed
normally cause a critical consequence, but if
the consequence is lasting, it might only cause Mental ■ AP
a moderate consequence. In essence, severity Effect: -1 per severity to all actions. At the
is traded for duration. beginning of a round, a character can,
however, take one fewer AP to ignore this
penalty for the round.
Consequence List Duration: This lasts until a concentrate action
The following is a list of common conse-
quences used by the various subsystems in is taken for the character to clear her head
Shadows Over Sol. These consequences also and remove this consequence.
can be used as benchmarks when assigning The character’s mind is cloudy and dazed.
one’s own consequences. She is spacey and easily-distracted and finds it
difficult to focus on the task at hand.

24
Fatigue might represent being knocked prone. Higher
severities could represent uncontrolled spin in
Physical ■ Lasting
microgravity. For vehicles, this could represent
Effect: -1 per severity to all Strength-, Dexterity-, spinning out in any number of fashions. Spin
Speed- and Endurance-based actions. is both disorientating and makes performing
Duration: This lasts until the character gets many actions very difficult.
a good night’s rest and some relaxation,
unaffected by the source of the fatigue.
Stun
The character has become fatigued and physi-
Mental
cally exhausted. This can be caused by stress,
excessive physical activity, starvation or any Effect: The character cannot execute actions
number of reasons. other than to end this consequence. This
includes an inability to take reactions, such
as wait, zone of control or dodge.
Fear Duration: This lasts until a concentrate action
Mental ■ AP ■ Subject is taken for the character to clear her head
Effect: The character cannot take an action and remove the consequence. Addition-
that directly affects the subject or her fear ally, when any action cannot execute due
or which moves her closer to the subject of to stun, the Stun consequence’s severity is
her fear. At the beginning of a round, she reduced by one. Finally, any AP left at the
may take one fewer AP in order to ignore end of the round can also immediately be
this restriction for the round. spent to reduce Stun one severity per AP
Duration: This lasts until a concentrate action spent in this way.
is taken for the character to clear her head The character is stunned due to some effect—
and remove this consequence. perhaps a sudden blow to the head, the
Subject: When this consequence is gained, the concussive blast of an explosion or sudden
character always has something of which shock and pain.
she is afraid.
Something is making the character fearful. Wound
Her fearful reaction could run the gamut
Physical ■ Health ■ Lasting
from solidly intimidated to sheer, mind-
boggling terror. Effect: -1 per severity penalty to the character’s
next action this scene requiring a flip, or
until the end consequence action is taken,
Spin whichever comes first. This may cause the
Physical ■ Circumstantial character to go into her dying gasps or
expire entirely (see page 27).
Effect: -1 per severity to all actions executed
while spun. This penalty also applies to Duration: The penalty imposed by this conse-
reactions such as dodge and zone of control. quence only applies to a single action.
While spinning, aim actions cannot be Wound consequences themselves, however,
taken, nor can most move actions. remain until healed (see page 27).

Duration: This lasts until a move action is Dying hurts, and the character is one step
taken for the character to regain control of closer to that final breath. She has received
her position and movement. bodily damage of some kind—possibly
from bullet wounds, blood loss or blunt
The character or vehicle is moving in an uncon- trauma. Whatever the source of the wound,
trolled fashion. For a character, light severity it will take time to heal.
might represent being off-balance, and moderate
25
Wounds Damage Ratings
Whenever a character takes damage, the
and Health damage being applied will have a rating that
looks something like this: 4L, 12M, 17S or
Whenever a character takes significant
8C. Every damage rating consists of two parts:
injury, she will gain a Wound consequence
a numerical value that will be compared to
(see page 25). This consequence represents
damage reduction (DR) and Shock threshold
the physical damage taken in the injury. These
and a severity—L is for light, M is for moderate,
consequences work like other consequences—
S is for severe and C is for critical.
they are rated light to critical, they have an
When the value is compared to DR and
effect and they have a duration (see the healing
Shock threshold, it may result in the severity
rules on the next page).
being increased or decreased (see below). For
Unlike many consequences, if a character
example, after comparison, a 16M wound may
would take a Wound consequence multiple
be staged up from moderate to severe, or it might
times, the severities do not add together. Instead
be staged down from moderate to light. Wounds
every Wound consequence is tracked separately.
staged below light severity become trivial and do
If a character takes a severe wound, and then
not result in a Wound consequence.
takes a light wound, she now has two separate
Wounds staged above critical will result in
wounds—one at severe and one at light—not a
two wound consequences: one will be a critical
combined Wound consequence at critical.
wound, and the other will be a severity corre-
Wound consequences typically apply a
sponding to the number of severities the wound
penalty to the character’s next flip—the sudden
was staged beyond critical. For example, a critical
shock and pain of the injury—and afterward
wound that is then staged up once will result
simply linger and count against the character’s
in both a critical wound and a light wound. A
Wound threshold (see the next page).
critical wound that is staged up twice will result
in both a critical wound and a moderate wound.
Tracking Wounds This process continues as many times as the
On the character sheet, one will note a severity wound needs increased.
series of boxes for tracking wounds. This is After the severity of the final wound is
called the character’s wound track. It will look determined, the appropriate box (or boxes in
something like this: the case of wounds staged above critical) are
checked off the character’s wound track.
Light -1 □□□□□
Moderate -2 □□□□□
Severe -3 □□□□□
Damage Reduction
Damage reduction (DR) is a certain resis-
Critical -4 □□□□□
tance to damage: it is usually either innate or
granted by equipment (such as armor). DR is
Whenever a character takes a Wound
tracked both on its own and as a bonus to a
consequence, she simply checks off a box of the
character’s Shock threshold.
appropriate severity. If by some chance there
Whenever a character takes damage, the
are no more boxes available at that severity,
value of the damage is compared to the target’s
draw some in or keep track with tally marks.
DR. If the value is less than her DR, its severity
The numbers in the middle are the penalty
is decreased a step. Critical becomes severe,
given by that severity of wound and the severity
severe becomes moderate, moderate becomes
count to add when comparing the total wounds
light, light becomes nothing. If the value is
to the character’s Wound threshold.
below half the target’s DR, no damage is dealt.
Some damage—such as from poison
already in the character’s system—will ignore

26
DR entirely. Do not compare this damage to not rapidly treated, her wounds will soon kill her.
the character’s DR, and ignore the DRs bonus (For treating wounds, see below.)
to the character’s Shock threshold. If for some reason a character’s wound
severity total ever reaches twice her Wound
threshold, she immediately expires, potentially
Shock Threshold skipping the dying gasps stage entirely.
Whenever a character takes damage, its
value is also compared to her Shock threshold.
If the value is equal to or higher than her Healing Wounds
Shock, the severity is increased a step. If it’s Long-term healing is largely outside the
higher than twice her Shock it’s increased scope of the scenario presented in this Quick-
two steps; higher than three times her Shock Start. The included scenario will likely be
increases it three steps, etc. long over before natural healing kicks in.
In addition to increasing the severity of Nevertheless, first aid or some other form of
the wound, the target also increases her Stun improvised healing may come up.
consequence an equal number of severities. For
example, if after comparison her wound would First Aid
be increased two severities, her Stun conse- First aid can be used to patch up wounds
quence increases two seventies as well. If she shortly after they occur or to stop bleeding. First
did not already have the Stun consequence, she aid must take place within an hour of receiving
gains it at the indicated severity. For example, a wound, and a character may only benefit from
increasing two seventies severities from no Stun first aid once per set of wounds received.
would result in a moderate Stun consequence. To apply first aid, the healer should make
a Dex/medic-10 flip. Apply the usual penalty
if she does not have appropriate tools. On a
Wound Threshold success, she may either heal the patient for Mag
Wounds can be fatal. To help determine light wounds or she may reduce a single wound
when they are, every character has a Wound a severity. Either way, she may also remove the
threshold. This is the point beyond which their patient’s Bleeding consequence.
wounds are not just horrific, but life threatening. First aid typically takes 10 minutes to heal
Each player should keep a count of the total wounds or a round if only stopping the bleeding
number of wound severities her character has (see “First Aid in Combat” on page 32). Advanced
taken. Light is one severity, moderate is two, equipment may reduce the time required.
severe is three and critical is four. When this Applying first aid to oneself is more difficult and
total reaches the character’s Wound threshold, doubles the required time (increasing the required
her combined wounds threaten death. She is action points (AP) if in combat).
said to be in her dying gasps (see below).
The “Not Until It’s Over” Rule
Dying Gasps Damage cannot be healed until what’s
When a character’s wound severity total causing it is no longer affecting the character.
equals or exceeds her Wound threshold, the Bullet wounds cannot be healed until the bullets
character is said to be in her dying gasps. are removed. Damage from poison cannot be
When entering her dying gasps, she immedi- healed until the poison is out of the charac-
ately increases her Bleeding consequence a severity. ter’s system. Damage from asphyxiation cannot
If she did not have the consequence, she instead be healed until the character is breathing once
gains it at light. Anytime she takes a wound in her more. GMs and players should use common
dying gasps, her Bleeding consequence increases sense when tracking this. No amount of first aid
another severity, except wounds caused by the is going to heal a person dying of starvation.
Bleeding consequence itself. This means if she is

27
Combat Starting Conditions
At the beginning of combat, the GM
At some point, the shit will hit the fan.
should describe the scene and the relative
Guns will be drawn. Blood will be spilt.
positions of the different characters and should
Someone will begin the age-old practice of
make sure each character has the appropriate
making holes in other human beings until
number of AP to begin the round. Some char-
one party lays gurgling in their own blood and
acters may also begin the combat with conse-
other bodily fluids, twitching and dreaming of
quences already on them—of particular note
all the birthdays they’ll never have.
is Cover, although other lasting consequences
In the combat system, the action in the
such as Fatigue or Wound consequences will
game world is broken down into 3-second
crop up frequently as well.
increments of time called rounds. Every
round, characters have the opportunity to
declare actions, and later those actions are Surprise
resolved. Actions declared in combat almost Sometimes one party will attempt to ambush
always require some number of action points the other at the beginning of combat, catching
(AP) to perform. At the beginning of each them unaware. This is typically handled by
round, characters will gain a few AP, which making a Dex/stealth vs. Per/awareness flip. On
over the course of the round can then be spent a success, the surprised party each loses an AP
on actions or reactions. for the first round of combat. They each lose 2
AP if the ambushers succeeded by Mag 5+. On
subsequent rounds, they will gain AP as normal.
Action Points (AP)
During combat characters will gain and spend
action points (AP) to perform actions or make Rounds
reactions. AP can be tracked using poker chips, In the combat system, the action in the
glass beads or even tally marks on paper. Person- game world is broken up into short 3-second
ally, we recommend physical tokens of some sort, increments of time called rounds. At the
as they gave a very clear tactile indicator of the beginning of every round, all characters gain
number of AP each character possesses. AP, and at the end of every round they discard
Unless something dictates otherwise, all any remaining AP.
characters will gain 3 AP at the beginning of Each round is broken down into four
every round. Some NPCs may have abilities phases. In the first phase, players declare their
that give them more or less, and being surprised actions for the round, and in the latter three
at the beginning of combat may negate some phases, those actions are resolved. The four
or all AP the first round. phases are as follows:
At the end of every round, all left over AP ■ Declare Phase: In this phase, all players
are discarded—that is, AP do not carry over from declare their actions for the round. Only
round to round. The next round then immedi- one action may be declared per phase.
ately begins and usual AP for the round is gained. All declarations are made simultaneously.
This includes declaring in which phase the
action will take place.
Starting a Combat ■ Phase 3: Actions declared in this phase
It’s usually obvious when to bust out the
cost 3 AP.
combat system and begin to break the action
■ Phase 2: Actions declared in this phase
down into rounds. Someone will draw a gun,
cost 2 AP.
a monstrosity will burst out of the shadows
■ Phase 1: Actions declared in this phase
or someone will throw a punch. When the
cost 1 AP.
situation is in doubt, however, declaring the
start of a combat is up to the GM.

28
Declaring Actions The actions in each phase occur simultane-
All actions for each round are chosen in the ously. An action being resolved in a particular
declare phase. These declarations must include phase doesn’t occur before any other action in
the phase the action will be resolved in, what the same phase. For example, two combatants
action the character is taking, as well as the shooting each other in the same phase both
action’s targets and any other options that must get their shots off, even if both immediately
be chosen before any associated flip. die from the wounds suffered.
All actions by all combatants are declared The phase into which an action is
simultaneously. It is recommended for GMs to resolved may have an effect on the action.
have sticky notes, index cards, scraps of paper For example, aim actions resolved in phase 2
or some other mechanism where players can provide a greater bonus than those resolved
write down their actions and hand them in at in phase 1. For specifics, see the descriptions
the end of the declare phase. of individual actions.
The AP to perform an action is spent when Sometimes the events of a phase will
the action is declared. A character may declare render an action impossible to perform by
multiple actions in the same round, but she the time its resolution comes up in the next
must have enough AP and may only declare phase. When this situation occurs, the player
one action per phase. who declared the action may want to cancel
Any remaining AP not spent on declared it. Regardless, because the action is impos-
actions can be kept for use in reactions, such sible to perform, it does not occur.
as the dodge reaction. Reactions do not need Regardless of the phase, an action is
to be chosen in the declare phase; the player resolved in, all actions fall into one of four
simply decides not to spend AP, and declares basic categories: interact, move, concentrate
the reaction when its trigger occurs during one or attack. Which category an actions falls into
of the later phases. may determine how it is affected by certain
The three resolution phases count down—3, consequences or options.
2, 1. Actions declared each phase will have an
AP cost equal to the phase’s number. That is,
declaring an action in an earlier phase costs Canceling Actions
more than declaring an action in a later phase. At any time before its phase begins,
This represents taking committed, decisive a player may choose to cancel one of her
action versus a wait-and-see approach. declared actions. When she does this, the
In their descriptions, some actions will canceled action does not occur. While this
say that they cost “at least 1 AP,” “at least 2 does not gain her any of her AP back, it does
AP” or “at least 3 AP.” These actions require prevent her from performing action that she
more commitment and must be declared no longer wishes to execute.
in a phase requiring at least that many AP.
For example, an action requiring “at least 2 Reactions
AP” cannot be declared during Phase 1. It A few special reactions exist which can be
may only be declared during Phase 2 or 3, triggered by another character’s action. When
and costs the usual amount for the phase in a trigger occurs, a character may immedi-
which it is declared. ately declare and resolve the reaction. Unless
specified otherwise, all reactions cost 1 AP.
Resolving Actions The most common reactions is dodge. It is
When resolving actions, the GM first triggered by being attacked and is described in
resolves all actions in Phase 3, then all actions the attack section (see page 31).
in Phase 2 and then all actions in Phase 1.

29
Defense Example: Sanja is being attacked. Her Defense
The aim of combat is to snuff out another is 7/15, and the attack action then achieves a
person’s life or at least to inflict upon them total of 17. Normally this would be enough for
terrible bodily injury. To do this, one typically a critical hit, but Sanja really can’t afford to take a
must first not die in the process, which means critical wound now. She declares a dodge reaction
avoiding terrible bodily injury oneself. and spends an AP. Since she is being attacked in
This is where a character’s Defense score melee, she has two options: she can either double
comes in. It is a measure of how difficult she her cover (moderate, doubled to a +4 bonus) or
is to hit in combat and how difficult it is to hit she may use her melee skill (for a total of +1). She
her well. Mechanically, a character’s Defense opts to double her cover, giving her an effective
is actually two numbers: one representing the Defense of 11/19. This means the attack is still a
TN to hit the character and the other repre- hit, but it’s not a critical hit.
senting the TN to critically hit the character.
This score is written with a slash separating the Attack Actions
two numbers. Elsewhere in the combat system, Ultimately combat is about violence, and
these are referred to as a “hit” and as a “critical some of the most common actions are likely to
hit,” respectively. be attacks. In any attack, the aggressor picks a
target and then tries to harm or hinder her in
Defense Modifiers some way. When making an attack, there are a
Many consequences or other situations can number of attack options and other situations
give a modifier to a character’s Defense score. to consider. These are detailed below.
When a modifier is given to defense, it applies
to both numbers. For example, if a character Basic Attack
with Defense 7/15 gains a +3 modifier, her Broadly speaking, attacks break down into
effective Defense with the modifier is 10/18. two categories: attacks in melee (hand-to-hand
combat) and attacks at range. Melee attacks
Dodge are Dex/melee vs. Defense flips. Using a gun
Anytime an attack is made against a char- or other ranged projectile is a Dex/guns vs.
acter’s Defense she may respond by attempting Defense flip. Throwing an object as an attack is
a dodge reaction. As with all reactions, this a Dex/athletics vs. Defense flip.
requires spending an AP. A character may When making an attack, the attacker makes
only declare a dodge reaction if she is aware of her flip and compares the result against the
the attack—that is, she cannot dodge attacks target’s Defense. If she hits the first Defense
she doesn’t see coming. The effect of taking a number, she scores a hit. If she hits the second
dodge reaction varies depending on whether Defense number she scores a critical hit. Should
the character is being attacked in melee or she score a critical hit, she will have a number
whether she is being attacked at range. of critical hit options after damage is dealt (see
A character being attacked at range can use Critical Hits on the next page).
the reaction to make the best of her available With either a hit or critical hit, the attacker
cover. When the dodge reaction is made, she typically gets to deal damage to her target.
doubles the bonus it applies to her Defense score. Every weapon should have a series of four
On the other hand, a character being attacked damage ratings, each corresponding to one of
in melee—regardless of whether the attack itself the four card suits. Look up the damage corre-
is with a melee weapon or a ranged weapon—has sponding to the suit of the card played for the
another option. She may either double her cover attack. If multiple cards are involved in the
(as with being attacked at range) or she may apply attack, use the same suit that determines if the
her melee skill as a bonus to her Defense. action was trump. The target takes this amount
of damage (see “Damage Ratings,” page 26).
30
Dodge (Reaction) with a melee weapon counts as improvised
When subject to an attack, the target tools (-2 on the attack). Don’t bring only
may opt to make a dodge reaction. Dodging your fists to a knife fight. Unarmed attacks are
typically either doubles the character’s Cover listed for each player character in the included
bonus to Defense or in melee it may add her scenario, for ease of reference.
melee skill to Defense.
Critical Hits
Improvised Weapons When an attack meets or exceeds the
Sometimes a character may be caught target’s second Defense number, it deals a
without a weapon at hand and will want to critical hit. Not only does the attack deal the
fight with the objects around her. Treat these as usual damage or effect, but the attacker may
improvised tools (-2 to attack), but the damage also choose a critical effect to apply to the
is typically more than an unarmed attack— target. Some attack options restrict the critical
usually increasing the severity of the damage effects that may be chosen, such as area attacks,
from light to moderate. The GM should use which only allow the knockback critical effect.
her discretion here. The different effects are described below.

Line of Fire Dazing Hit


Missed shots still kill! Anytime one is The attack not only injures the target, but also
making a ranged attack where there are other causes the target extra pain or distraction, leaving
targets in the line of fire, one of them may still her mind fuzzy. With this critical effect, the
be hit on a miss. This is also true for sensitive target’s Dazed consequence increases a severity.
equipment or anything else of narrative impor-
tance that might be damaged by a missed shot.
This rule is intended to heighten the danger Disarm
of firing into groups or around sensitive areas. This attack forces the target to drop her
When it’s important, on a miss the GM should weapon—usually because it hit her arm or the
draw a card. If it’s a red 5 or less (count aces as weapon itself. Once dropped the weapon lands
1s), someone or something important was hit. on the ground a meter or two away from the
Determine this randomly. If firing at someone target. With a disarm, the attacker may choose
in a zone of control or with autofire, someone not to deal the usual damage.
is hit with any red card. In either case, pulling
a joker means a critical hit. Knockback
This attack either makes the target off-
Range balance or knocks her down entirely. This can
Ranged attacks have the Range property be achieved by bodily knocking her to the
followed by a value—for example, Range 10. ground, shooting her leg or any other number
Targets within this number of meters are at of methods. She gains the Spin (light) conse-
short range. There is no range penalty to attack quence or the Spin (moderate) consequence if
them. Targets further away than this suffer a -1 the attack reached her Shock threshold.
range penalty for every multiple of this number
that they are further away. Lingering Injury
When this critical effect is selected have
Unarmed Attacks the GM draw a card. The GM should then
Sometimes a character is caught without a look up the injurious effect for the card on the
weapon and must fight with her bare hands. Lingering Injury table and apply to it to the
Using one’s fists against an opponent armed target (see page 33). This table is an abbreviated
31
version of the full tables in the core Shadows if it is harder to reach, such as stowed at the top of
Over Sol game. Depending on the nature of a pack or tucked inside one’s boot. Some weapons
the attack and the surrounding environment, may have longer reload times, requiring more AP.
some results may require a bit of creative inter- This will be noted in the weapon’s properties.
pretation. Use common sense.
Unless specified otherwise, all effects applied
below are special Lingering Injury consequences End Consequence
with a severity and duration as described in the Many consequences list their duration as
text. Many durations last until regrowth therapy lasting until a concentrate action is taken to
or until surgery is performed. This is beyond the end them. These consequences mostly represent
scope of the included scenario. mental states or afflictions of some kind. To
bring one or more of these consequences to
an end, the character simply needs to take a
Vital Hit moment to clear her head and get herself under
A vital hit has struck some particularly vital control. To do this she takes the End Conse-
part of the target’s anatomy, such as the head quence action and spends the necessary AP. For
or near important organs. Double the damage every AP she spends she may remove a severity
rating dealt by the attack. This has no effect on of one of these consequences. Removing the last
the damage’s severity, but severity may still be severity of a consequence removes the conse-
staged up when compared to the target’s Shock quence entirely. She may divide the AP between
threshold, as normal. This critical effect may only all relevant consequences as she sees fit.
be chosen for attacks that normally deal damage.
First Aid in Combat
Other Actions To apply first aid in combat the healer should
Below are a variety of other actions that char- make a Dex/medic-10 flip. This benefits from
acters may want to perform during combat. having the appropriate tools (see page 21). On
a success she may remove the patient’s Bleeding
consequence. A medic may not remove Wound
Aim consequences in the span of a combat round unless
With an aim action a character may take a she has gear specifically capable of this (healing
moment to apply some extra focus and attention wounds normally takes 10 minutes, see page 27).
when lining up an attack. When this action is taken Performing first aid in combat requires at least 1
the character must specify the target, who must be AP, or at least 2 AP if performing it on oneself.
visible. Every AP spent on the aim provides a +2
bonus to her next attack against the target, to a
maximum bonus equal to the character’s Percep- Move
tion. This bonus can carry over round to round, The most basic form of movement is running
but the character’s aim is broken if she takes any or walking from one position to another. Doing
action other than to continue to aim at the target, this costs at least 1 AP per bout of movement, and
if she gains the Spin consequence or if she makes a the exact distances can be thought of as “1 AP of
dodge against a different target. movement,” “2 AP of movement,” etc.
There are times, however, when exact
measurements are necessary. During these times
Drawing or Reloading assume a character can move the average of her
Drawing a weapon or reloading one is a Spd and End in meters per AP spent if running,
simple action that involves taking a weapon out or half that distance if walking. This distance
or putting ammunition into one. This costs at least may be adjusted downward if the character is
1 AP if the weapon or magazine is in a holster or facing difficult terrain or other obstacles.
other easy-to-access position. It costs at least 2 AP

32
Value Lingering Injury
Ace Winded: The blow knocks the wind out of you. You gain 1 fewer AP next
round. Severity: Light. Duration: Until the end of next round.
2 Numb Arm: The attack glances off one of your arms, leaving it numb and
tingly. Actions made with that arm next round are at a -2 penalty. Severity:
Light. Duration: Until the end of next round.
3 Momentarily Blinded: A blast of light from the attack or blow to the head
leaves the character blinded next round. Severity: Light. Duration: Until the
end of next round.
4 Stumble Backward: The shock of the blast sends you stumbling backward a
couple meters. This increases the target’s Spin consequence a severity.
5 Bloody Gash: The attack has opened up a bloody gash in your body, ripping
away skin and exposing the flesh underneath. It bleeds profusely. This increases
the target’s Bleeding consequence a severity.
6 Concussive Blow: The blow just glances off of your head, cutting a nasty
wound and leaving you dazed. This increases the target’s Dazed consequence
two severities.
7 Exhausted: The attack has left you pained and exhausted, unable to carry
on with the vigor you were able to muster before. This increases the target’s
Fatigue consequence a severity.
8 Broken Rib: The attack slams into your ribs with a sickening crunching
sound. At least one of your ribs snaps, leaving you in nauseating pain. You
take a -2 penalty to all Strength-based actions. Severity: Severe. Duration:
Until minor surgery to fix.
9 Broken Nose: The blow slams into your face, snapping your nose and
smearing blood down your front. You take a -2 penalty to Charisma-based
actions. Severity: Severe. Duration: Until minor surgery to fix.
10 Herniating Entrails: The attack tears open your abdomen, allowing your
entrails to bulge out. Needless to say, the pain is considerable. You take a
-2 penalty to all Endurance-based actions. Severity: Severe. Duration: Until
minor surgery to fix.
Jack One-Armed: The blow tears away your arm like pulled pork from the bone,
leaving the limb twisted, ruined and several meters away. You will never enjoy
your natural arm again—at least not in a functional state. Severity: Critical.
Duration: Until arm replacement or regrowth treatment.
Queen Crushed Hand: The attack crushes your hand, twisting it in ways it was not
meant to bend. Bones are broken and it is left a bloody mess. You cannot use that
hand until it is healed. Severity: Critical. Duration: Until major surgery to fix.
King Popped Eye: The attack splatters one of your eyes, which is smeared down
your face like some sort of jam. Additionally, the attack does quite a number
on the rest of your head as well. This gives a -2 penalty to all mental actions.
Severity: Critical. Duration: Until replacement or regrowth therapy.
Joker Double: Draw two cards and the attacker takes her choice of the two results.

33
34
Memories
The remainder of this Quick-Start contains know that their memories may put them at
a scenario intended to introduce players to the odds with the other player characters—this is
Shadows Over Sol setting, and as a means to not only okay, its expected and the game will
try the game out. suffer without it. Finally, the GM should let
This scenario is somewhat unusual as far the players know that this scenario is highly
as published RPG adventures go. The player stacked against all of them coming out alive.
characters will begin the game with temporary This adventure is intended to run as a
memory loss caused by stasis sickness, and single session consisting of about four hours
will not know each other. Also unusual, as the of play. It is written for the four pregenerated
characters regain their memories, these revela- characters included later in the Quick-Start. As
tions are designed to put the PCs at odds with the scenario requires little pre-existing player
each other. The gradual and building conflict knowledge and comes with ready-made char-
between the PCs is intended to be one of the acters, it is also an ideal scenario to run at a
primary drivers of action in the narrative. convention or similar event.
At the same time, however, the player char-
acters will need to work together if they are
to overcome the Theta Project monstrosity.
Without cooperation they will likely be picked
Synopsis
The player characters are passengers on a
off and killed, one by one. combined passenger and cargo ship making
This is a classic horror scenario. The the voyage from Luna to Miskan Station in the
PCs are locked in a ship, deep in space with Belt. The PCs and a few other characters will
nowhere to go and no escape until the conflicts be awakened unexpectedly mid-voyage. They
are resolved. The more they stick together, the will be suffering from a loss of memory caused
more they cannot trust their fellow passen- by stasis sickness, and the ship’s alarms will be
gers. The more they split up, the more they going off. Upon investigating, they will notice
are in danger from the monstrosity. There one of the stasis pods nearby is damaged, with
is simply no safe haven until the scenario its occupant dead—clearly killed by a sharp
resolves itself one way or another. implement, claws, teeth or something similar.
The GM should let the players know what The player characters will then regain
they’re getting into, to make sure that everyone memories reminding them of resources they
is coming to the game with the same assump- have on the ship. This should prompt them
tions. This also helps ensure that everyone has to begin to explore their surroundings further.
a good time. The players should be informed Much of this cannot be accomplished until the
that they will start off with little in the way of PCs leave their passenger module and make
memory, and will begin to regain it throughout it to the core of the ship. The NPCs which
the session. The GM should also let the players have awoke will each have their own tasks to

More or Fewer Players


This scenario works best with four players. Those who don’t have the luxury of running
with exactly this many can, however, still get by with a little work.
For fewer than four players the GM should run one or more of the characters as NPCs.
The GM should also make sure that the information revealed to that character in the memory
handouts makes its way into the game. This information is often an important driver of
conflict, and revealing it can be as simple as the NPC mentioning her memories out loud.

35
go accomplish, which may arouse suspicion. Timeline
Around this time the PCs should gain their first Here is a timeline of events as they’ve
glimpse of the monstrosity loose on the ship. played out before the start of the session.
As the survivors explore the rest of the ship ■ 11 months ago: Jessie Bowdain and Doug
they should be able to discover things that will Colt are put on the trail of the Luna Slasher.
be of use. They will regain more memories ■ 10 months, 2 days ago: Taylor Chu kills
which will reveal information inconvenient to the original steward for Passenger Module
the other characters’ aims. They may even be A and replaces her for the voyage.
pushed into a physical confrontation with one ■ 10 months ago: The Metus leaves port at
or more of the NPCs. Finally, they may catch Luna and begins its voyage towards Miskan
another glimpse of the monstrosity, or even Station in the Belt. All passengers and crew
have a short confrontation with it. Likely one are put into stasis.
of the NPCs will die, screaming, prompting a ■ 1 month ago: Theta Project is woken up in
response and heightening the horror. Passenger Module B for testing.
All this is leading up to a final confrontation ■ 1 day ago: Unitech and the Stillwater Servs
with the monster. This might take the form of go to war after a long period of hostility.
a cunning plan to lock it in one of the modules ■ 3 hours ago: Casey Spenner’s trojan is
and force the module to detach from the ship, it activated, waking her from stasis.
could be a direct and bloody physical confronta- ■ 1 hour ago: Casey is forced to momen-
tion or it could involve some sort of makeshift tarily power down the ship’s computer to
deathtrap. Let the PCs drive the planning. appropriately hack it for the reroute to
Lastly the PCs will likely also have to Mars. This momentarily shuts down the
resolve their conflicts with each other. This safeguards keeping Theta Project inside
might occur during the final confrontation Passenger Module B.
with the monster, or shortly afterwards. Either ■ Minutes ago: Sounds from Theta Project
way, it will set the stage for how the scenario spook Casey, who returns to Passenger
ends—who is alive, who knows what and Module A and pretends to put herself back
which port the ship ends up at. into stasis. Theta Project follows Casey, but
instead attacks Dr. Kravis whom it finds
in stasis. Along the way it also damages
Passenger Module A’s connection to the ship’s
core, setting off alarms and triggering Jessie’s
emergency routine. This wakes all passengers.

Scenario Design
Players won’t know this at first, but each of the PCs in this scenario is written to have an
opposite whose goals they are pitted against. Jessie Bowdain wants to capture Taylor Chu,
while Taylor wants to escape capture and maybe strike again. Casey Spenner wants to reroute
the ship to Mars, where Blake Colby will be captured and killed. Meanwhile, Blake’s corp is
at war with Casey’s faction.
This opposition is one of the primary drivers of distrust and conflict in the scenario. In
addition, each of the characters has memories that will reveal information important to the
other pair of conflicting characters. This gives all PCs reason to interact in varying ways.
How the makeshift trust and alliances break down between player characters can lead to very
different runs of the scenario.

36
Preparing NPCs
■ Manny and Helga: These characters are
the Session both travelers on their way to Miskan Station
for work. They’re in the scenario to serve the
Every player should receive a character
sheet. These sheets are written to be gender- narrative role of possible victims. As the
neutral. It is recommended that the GM pick acts continue, both will react to the horror
who plays which character. This preserves the in diametrically opposite ways. Manny will
mystery of who the PCs are from each other. continue to scream, make a scene and refuse
In addition to a character sheet, this to leave Passenger Module A. He will resist
Quick-Start also contains a handout with any attempt to forcibly quiet him down or
information that is available to all characters to put him in a stasis pod. Helga, on the
(see page 49). The GM should either make other hand, will want to explore and keep
copies of it and hand it out to each of the moving, looking for some shred of safety
players, or she may opt to instead read it out that doesn’t exist. Both of these characters
loud at the beginning of the session. serve to split up the survivors, allowing one
Players may want to also read over the “Dark or the other to be killed in a later act while
Future” section at the beginning of the Quick- the PCs aren’t looking.
Start. This is by no means required to under- ■ Tova, Jake and Safa: These three serve the
stand the scenario, but it may help give players narrative role of provoking conflict. They
a better feel for the setting and its assumptions. are smugglers who have an illegal shipment
they are keeping an eye on in Cargo
Module A. The three will stick together,
Running the and don’t want the PCs butting into their
business. This should make them seem
Session untrustworthy. If the PCs start trying to
When running the session the GM can give orders these three will quickly resist.
broadly think of the scenario as consisting of They exist to inject some conflict—and
four acts: waking, exploration, creeping and possibly a physical confrontation—into
confrontation. At the end of each of these the earlier parts of the scenario.
acts—aside from confrontation—the PCs ■ Dr. Justine Kravis (Dead): Doctor
will receive a memory handout, as their stasis Kravis was the lead scientist working on
sickness is wearing off. This handout will Theta Project. She was employed by Blake
present them with new information, which Colby. She will be found dead in Passenger
ought to alter their goals and shine a different Module A, with her stasis pod damaged by
light on the scenario. Memory handouts Theta Project’s claws.
should be given in order, with Memory I going ■ Doug Colt (Dead): Doug is Jessie
out at the end of Act I, Memory II at the end Bowdain’s partner in bounty hunting. He
of Act II and Memory III at the end of Act III. is in Passenger Module B, but will be dead
There are no hard-and-set times to switch to by the time the scenario begins.
the next act. The GM should keep an eye on the ■ Captain Wulandari (Dead): Wulandari
players, evaluating whether they are having fun was the captain of the Metus before she
or if the game has reached a lull. When the GM had her face eaten by Theta Project. She
deems it time to shake up things a bit, she should was holding the Theta Project control box
announce that the PCs’ memories are beginning in her safe for Blake Colby.
to come back, give the appropriate handout to
each player and then allow the players time to
read and digest the contents.

37
Act I: Waking Act III: Creeping
The point of this act is to give the players The danger has been revealed at this point,
time to get into character, let them familiarize but questions are still left unanswered. Memory
themselves with the rules and to introduce II should have revealed more information to
them to the other surviving characters. This the PCs—things which will be inconvenient
should include the PCs, as well as the five for the others. Let this act unfold largely as the
surviving NPCs. Make sure that each of the players see fit. Remember to have the surviving
NPCs leaves an impression in the minds of the NPCs react to circumstances as well. This is a
players, even if it’s just “that screaming guy.” tense and high-pressure situation. If the players
This act should end roughly around the are itching for a little action have Tova, Jake
time the PCs discover the corpse of Dr. Kravis and Safa react poorly, pressing a fist fight in
in Passenger Module A. If the players don’t make opposing whatever the PCs recommend.
this discovery on their own, Manny or Helga Allow the PCs to explore the ship, and
will. The discovery of the corpse both heightens scrounge up whatever useful gear they can.
the sense of danger in the session and triggers the Remember, the PCs have limited time and
PCs to each gain Memory I. Included in Taylor’s limited resources. If they barricade themselves
memory is the code for the ceiling hatches, in a room, remind them that they don’t have
widening the possible area of exploration. enough food, water or oxygen to remain there
the rest of the voyage. They’ll need to emerge
and deal with the situation at some point,
Act II: Exploration otherwise they will face a slow but inevitable
At this point the PCs know that someone or death. Should they spend too long barricaded
something killed Dr. Kravis. They have the run in a room, have Theta Project begin thrashing
of the ship, but they haven’t encountered Theta up against the barricade, and describe how the
Project yet. Each PC will also have a new small horrible strength of the creature is denting the
personal goal unveiled by Memory I. metal. Sooner or later it will get in, and the
Throughout this act the GM should let the PCs will have nowhere to run.
players take the initiative in exploring the ship Once the PCs have finished exploring,
and completing their goals, but should also are ready to execute a plan to deal with Theta
work in the background to ensure that several Project or the game is reaching a lull, end the
things happen: The surviving characters should act and give each player Memory III.
be split up. This can easily be accomplished by
having Manny refuse to leave the original deck,
while Helga runs off to explore. Tova, Jake and Act IV: Confrontation
Safa should also keep together and head to Once the players have read Memory III
Cargo Module A. There they will look after the they should have a pretty solid idea of their
contraband the they are smuggling. character’s history and role here. They also
Once the characters are split up, pick must deal with Theta Project or die. At this
an NPC with no accompanying PC. That point, all the pieces are in place and the GM
character will meet a horrible screaming death, can sit back to let events play out as they will.
which should ideally bring the PCs there Whatever plan the players come up with to
running. There they can gain their first glimpse eliminate Theta Project, roll with it, provided
of Theta Project after it’s murdered the helpless it is reasonable and fits the genre. They could
NPC. If the PCs press a fight, it will attack trap the creature in a module and forcibly
once and then use its Quick Escape and Blend detach that module from the ship. They could
In traits to slip away, prolonging the tension. press a physical confrontation. They could try
The act should end around this point, trig- to lure it into a stasis pod and then destroy it
gering Memory II in each of the PCs. while it’s in stasis. Clever players will probably
think of any other number of schemes.

38
Either immediately afterward or sometime Passenger
in the middle of this scheme the players will
likely begin to resolve their personal issues with Module A
each other. Let them play it out as they will. If Passenger Module A consists of three
they’re not confronting each other, remind them decks, each stacked one on top of the other.
that they will need to put themselves back into The entire ship rotates, providing spin gravity.
stasis if they’re to survive the rest of the voyage. The gravity is strongest at the “bottom” deck
One of characters will have to put the others and gets progressively weaker as one ascends.
under. Who are they going to trust to do that? The very “top” deck connects to the core of the
Once everyone’s in stasis or dead, the ship through a singular portal. These decks are
scenario ends. Depending on which destina- not large, maybe 5m by 15m each. At the two
tion the ship arrives at, describe the results far ends of each deck, a ladder connects them
to the players. Let them laugh and tell each together, although the hatches between each
other about their characters’ secrets. Hopefully deck are sealed now that an alarm is going off.
everyone had a good time. The portal between this module and the ship’s
core is also sealed. From bottom (where the
PCs wake up) to top, the module’s decks are:
Exploring passenger deck, steward’s deck, luggage deck.

the Metus Passenger Deck


What follows are room-by-room descrip- The walls of this deck have a rail along
tions of the Metus, as well as descriptions them, which can be used for support by
of equipment and common actions the PCs passengers still adjusting to moving their limbs
might attempt. These descriptions can be again. The deck is also divided into two rooms,
referenced during play to inform the GM as providing plenty of handholds for all involved.
to what the PCs encounter. Also included are Each room contains five stasis pods. The
descriptions of the scenes the PCs will face PCs and Helga will all wake up in one room.
when first waking up from stasis, and upon Tova, Jake, Safa and Manny meanwhile will
arriving at the ship’s destination. wake up in the other room, alongside the
■ Deckplans for the Metus can be found on now deceased Dr. Kravis.
page 43. Let the PCs introduce themselves to each
other and Helga. Inform the players that at
Waking Up one end of the room a ladder is leading up to
The scenario begins with the characters a sealed hatch, while at the other end of the
waking up from stasis. The GM should read or room there is a door. Those trying the hatch
paraphrase the following. will find it requires a pass code (Taylor will
get this code in Memory I). Opening the door
There is consciousness. As you awaken from will lead to the other surviving NPCs. If the
stasis, your limbs are stiff and feel weak from lack PCs don’t eventually open the door Helga
of use these last few months asleep. Your mind will. She will then begin to introduce herself
is foggy, but your surroundings are now slowly to the other surviving characters.
beginning to filter into your brain—a common In the other room the survivors are still
symptom of stasis sickness. You know that your dazed from stasis. Dr. Kravis is dead in her
memories should eventually come back to you over stasis pod, the top of the pod shattered and her
the course of the next day. The emergency siren is face scrapped away by either a sharp instru-
going off. Something is wrong. The lights are too
ment or very sharp teeth. The PCs may be the
low as well. It must be the emergency lighting.
first ones to realize this, otherwise Manny will
eventually discover it and start screaming. This
revelation should prompt the end of Act I, and
39
the players should all receive Memory I. The wall panel that houses the passenger
ceiling hatch in this room is not locked. module’s data block. Prying the panel
■ The rails on the walls might serve as open requires a successful Dex/athletics-8
passable improvised weapons if they action. Noticing it without foreknowl-
can be pried loose. Doing this is a edge requires searching the room and a
Str/athletics-12 action. The rails deal successful Per/awareness-12 action. See
♠Str×3M/♥Str×2M/♦StrM/♣Str×½M USD-383 “Wasp” Light Pistol, page 44.
damage, but give a -2 penalty to attack ■ The first aid kit and the few tools can act
actions due to their improvised nature. as sufficient equipment for a variety of
■ A willing character can be put back into stasis different medical or mechanical tasks.
by another with a successful Int/medic-10
action. A character can put herself into stasis Luggage Deck
with an Int/medic-12 action. Failing by 5+ This deck is a single room with the passen-
means the character won’t survive. Failing
gers’ luggage tied down to every possible
by less than that means there will be side
surface. The luggage is not sorted in any way.
effects upon waking. Unwilling characters
cannot be put into stasis unless they’re first In the ceiling is a large hatch leading to the
rendered unable to resist. core of the ship. This hatch is sealed, but not
locked. The gravity here is so low that it is quite
easy to bounce off the walls or floor.
Steward’s Deck
■ Finding a specific bag among the jumble
This deck consists of a singular room. It’s
requires success on a Per/investigate-10
intended to be an area where the module’s
action. Jessie Bowdain’s bag (marked with
steward can retrieve comfort items for
that name) contains a combat utility knife
passengers, or where meals can be prepared.
and a single shock patch (see page 44). It also
Blankets for passengers are located here, as
contains a crumpled piece of paper with the
well as a first aid kit, a few simple tools,
words: “Fallon Naysack. Luna Slasher.”
bulbs for water and a faucet.
■ Other bags contain a variety of necessary
The most prominent features of the room
travel items: spare clothing, toiletries,
are two large freezers. The left one holds
hair brushes, a few hand terminals and
twenty frozen meals—enough for all of
cameras, portable video game consoles,
the module’s passengers and steward to get
etc. Let the players ask if they’re looking
through their one expected day out of stasis
for anything specific.
before arrival at Miskan Station.
■ Opening the ceiling hatch is simple
The other freezer is locked and marked
enough. The heavy door slides away to
as “out of order.” In actuality, the freezer still
reveal a small airlock-like area between
works but inside is the frozen corpse of the real
the passenger module and the ship’s core.
Taylor Chu, who was murdered by the Luna
Heavy damage is visible to the weak point
Slasher two days before the voyage.
connecting the two parts of the ship
■ Taylor’s Chu’s gun is hidden behind a

Computer Systems
Each module attached to the ship has its own computer network that is hard-wired to be
completely subservient to the computers in the ship’s core. This means, for example, that a
computer in Passenger Module A can be hacked with a successful Int/program-12 action, but
that computer is only going to be able to access data and functions in that passenger module.
There s no way for it to access the rest of the ship. To access the full ship, the central computer
in the ship’s core must be compromised. This requires physically being present in the core.

40
together, as if something very strong took Captain’s Room
a pickaxe to the seal (actually claws). This The captain’s room is a small space
causes a small atmospheric leak every time containing the captain’s safe, computer
the hatch is opened. This leak is also the terminal and two stasis pods—one for the
reason why the emergency alarms are going Captain Wulandari and one for the ship’s
off. The leak is not imminently deadly, but engineer. Both of these stasis pods have been
characters should minimize the number broken and their occupants killed in a manner
of times they go through this doorway, as similar to Dr. Kravis.
with each opening the ship loses a little bit ■ Opening the captain’s safe requires a
more of its precious oxygen. successful Dex/thievery-10 action or some
other means of breeching the container.
Inside is the Theta Project control box (see
Ship’s Core page 44). Captain Wulandari was holding
The ship’s core is a long tube with the it for Blake Colby.
cockpit at the front and the engine room at the
back. Just behind the cockpit is the captain’s
room, and behind that is the airlock. All four Airlock
modules connect to the core between the airlock The airlock is a small alcove along the
and the engine. The entire core is the center of corridor that leads from the cockpit to the
the ship’s revolution, and thus in microgravity. engine room. The airlock is designed so that an
escape pod can be attached, however, no such
pod was attached for this voyage. Also stored
Cockpit here are two decrepit environment suits.
The cockpit is little more than a seat ■ The two environment suits here each have
surrounded by the various controls necessary to about an hour’s worth of oxygen in their
pilot the ship. There is enough room behind the tanks, as well as magnetic boots capable of
seat for a single person to stand. The controls sticking to the side of the ship. They can
here access the ship’s main computer, and this be used to access the exterior of the vessel
is the one place on the entire vessel from which should the PCs wish.
all the ship’s computer systems can be accessed.
■ Changing the ship’s destination requires a
successful Int/vehicles-10 action.
Engine Room
The engine room is a small room filled with
■ Erasing the ship’s video logs requires
all manner of panels and gauges. A sealed hatch
accessing the data block, located in the
leads to a crawlspace in the engine itself. Several
wall—a Dex/mechanic-10 action. No
of the panels here have deep gashes where
video footage is available in the cargo
they’ve been damaged. This damage is what has
modules; there are no cameras there.
caused the emergency lighting to come on.
Sifting through the computer logs for
■ Determining how to use the panels
footage of Theta Project requires a
requires an Int/engineer-10 action.
successful Int/comp-ops-10 action.
Adjusting the engine settings requires an
■ Detaching a module requires simultaneously
Int/engineer-12 action.
overriding the safety from the cockpit—an
Int/comp-ops-10 action—and physically
pulling a lever where that module attaches Passenger
to the ship’s core, a Str/athletics-10 action.
Module B
Passenger Module B has the exact same
layout as Passenger Module A, however,
the seal between it and the ship’s core is not
compromised. On the luggage deck is a large

41
crate that used to contain a custom-built stasis Torpestat,” page 44. There are over 1000 doses.
pod. This pod had Theta Project inside before One of these crates also contains a gun (see
its release. The stasis pod is now broken. page 44). The three smugglers will pry this
The passenger deck is a bloodbath. The crate open and Tova will take the firearm.
passengers here obviously came out of stasis, ■ Opening one of the crates is a Str/athletics-8
and shortly thereafter were slaughtered by Theta action. The crates mostly contain a variety
Project. This deck includes the corpse of Doug of industrial materials used in processing
Colt, Jessie Bowdain’s bounty hunting partner. ore, but a few crates contain vid players,
■ At some point Jessie Bowdain will kitchenware, bedding, textiles and candles
remember that Doug Colt has a hidden used in religious observations.
gun implant in his arm. Removing this
gun without damaging it is a Str/medic-8
action. For stats on the gun see page 44. Cargo Module B
Keep in mind that this is an improvised Cargo Module B has the exact same layout
use of the implant. as Cargo Module A. It is likewise a maze of
■ Doug Colt’s luggage includes a single boxes and crates. This makes it a good isolated
shock patch and combat utility knife (see location for an ambush by Theta Project, or an
page 44). Finding this specific bag is a ideal location for a lone NPC to die screaming.
Per/investigate-10 action. Assorted travel
items can be found in other bags. Arriving at the
■ A successful Per/medic-8 or Per/investigate-10
action on the bodies will reveal that they died Ship’s Destination
in a manner similar to Dr. Kravis. The Metus is likely to either stay on its
■ Examining the broken stasis pod and present course and arrive at Mars, or to have its
succeeding on an Int/investigate-10 action course once again directed to Miskan Station.
will reveal that it was broken open from If the PCs set a different destination the GM
the inside. An Int/conspiracy-10 action will need to improvise.
will reveal that this gear is of the type used
by Unitech. An Int/bio-sci-10 action will Arriving at Miskan Station
reveal that its designed to hold in stasis Arriving at Miskan Station, Blake Colby
something that is not entirely human. will have people in place to take custody of
the remains of Theta Project and sweep this
incident under the rug. If exposed, Casey will
Cargo Module A be quietly picked up by Blake’s agents, and
Like the passenger modules, the cargo
likely found dead in a closet shortly there-
modules consist of three decks. Ladders lead
after. The remaining survivors will be cut loose
between the decks, one on each of the far ends.
unless unless Blake interferes.
The decks of the cargo modules are otherwise
fairly undifferentiated. Crates are strapped to
every possible surface, making transversing Arriving at Mars
the cargo modules a maze of boxes. Sight is If the ship reaches Mars’ vicinity, Casey
always limited by the stacks of cargo, giving Spenner’s people are in position to capture it
the modules a closed in feel. en route. They will board it just as the survivors
The middle deck of Cargo Module A are coming out of stasis, and assume control.
contains two crates of drugs that Tova, Jake Blake Colby will be taken away in captivity if
and Safa are smuggling. After Memory I goes identified. Casey will receive payment, and the
out, these three will remember the location of rest of the survivors will be cut loose unless the
the drugs and make their way here. See “Street spy intercedes. The remains of Theta Project
will be taken for study.

42
43
Scenario Gear target’s bare skin. Naturally, this requires both
that bare skin is exposed, and that the target
The following pieces of equipment feature
is human—or at least similar biologically.
in the included scenario. Each description
Applying the patch is a Dex/melee vs. Defense
may list several properties. These are:
flip with a -2 penalty for having to target
■ Damage ♠X/♥X/♦X/♣X: This weapon
the bare patch of skin. If applied, the target
deals the damage listed for the indicated suits.
must succeed on an End-16 flip; otherwise
■ Range X: This weapon can attack
she gains the Stun (critical) consequence. An
without penalty within the indicated
individual patch may only be used once.
number of meters.
■ Reload X: Reloading this weapons requires
that the indicated number of AP are spent. Street Torpestat
■ Shots X: Indicates how many shots fit Torpestat is a powerful pain-killer. Once
within the weapon’s magazine. injected, it lasts for 8 hours. During this time
■ Thrown: Thrown weapons have a range the recipient does not take penalties from
equal to the character’s Strength in meters. the Wound consequence. Additionally, she
gains a +2 bonus to her Shock threshold. The
downside is that the drug also leaves her numb,
Combat Utility Knife
giving her a -2 penalty to all Dexterity- and
■ Damage: ♠Str×3M / ♥Str×2M / ♦StrM /
Speed-based actions, as well as to any Percep-
♣Str×½M
tion-based action relying on her sense of touch.
■ Properties: Thrown
It’s a weapon. It’s a tool. It’s both! Combat
utility knives are a versatile weapon and tool, Theta Project
balanced for both hand-to-hand use as well Control Box
as sudden throws. Combat utility knives can This is a remote control-sized electronic
be used to cut rope, pry open simple doors or device with a yellow indicator light at the top
butter toast. Never leave home without one! and two buttons—one red and one green. The
The handle comes in a variety of custom styles. yellow light will blink, increasing in frequency
as Theta Project approaches. Pressing the red
Gun Arm Implant button will emit an ultrasonic frequency
■ Damage: ♠12M/♥8M/♦4M/♣2M which will drive Theta Project away from the
■ Properties: Range 10; Reload 2; Shots 3 device. Pressing the green button will emit
Have your safety well in hand, or at least a different frequency, which will draw Theta
in arm, with this gun arm implant! Included Project closer to the device.
is a concealed ballistic gun barrel and trigger
mechanism, which embeds beneath the skin USD-383 “Wasp” Light Pistol
into the flesh of the forearm. The gun can ■ Damage: ♠12M/♥8M/♦4M/♣2M
be programmed to fire with a simple flick ■ Properties: Range 10; Shots 10
of the arm, giving the element of surprise. A personal protection favorite, the
It holds three shots. Reloading requires USD-383 “Wasp” Light Pistol is ready to
opening a compartment in the arm and lock and load! Take aim at your favorite
loading each bullet individually. shooting range or when your life is in
danger. The gun is small enough to fit most
Jenseitech “Punch” holsters or to slip into a purse! It comes
with patent-pending rubberized grip and
Shock Patch
is available in gun barrel gray, matte black,
Be the picture of stealthy cool: use a
racing stripe red or powder pink.
Jenseitech “Punch” Shock Patch. This patch
can disable a target if it is slapped onto the

44
Non-Player
Characters
Below are stat blocks and brief descrip-
tions of the surviving NPCs that feature in
this scenario.

Tova, Jake & Safa


Str 6, Dex 5, Spd 5, End 6, Int 4, Per 5, Chr 5, Det 4
Defense 7/15, DR 0, Shock 10, Wound 6, Wealth 4, Lifestyle 4
Skills: Athletics 3, Awareness 2, Comp-Ops 1, Empathy 2, Guns 1, Melee 3, Persuade 3,
Socialize 2, Stealth 2, Thievery 2
Fists: +5 (♠18L/♥12L/♦6L/♣3L)

Tova, Jake and Safa (no last names given) are all burly individuals with an unfriendly
look. Jake has a nose that appears like it’s been broken several times. These three will
not abide taking orders.

Manny & Helga


Str 5, Dex 5, Spd 5, End 5, Int 5, Per 5, Chr 4, Det 4
Defense 7/15, DR 0, Shock 9, Wound 5, Wealth 5, Lifestyle 5
Skills: Athletics 2, Bureaucrat 1, Comp-Ops 2, Empathy 2, Lib-Arts 3, Persuade 2,
Socialize 3, Vehicles 1
Fists: +2 (♠15L/♥10L/♦5L/♣2L)

Manny is a small-framed mining surveyor traveling as part of his work contract. Helga is an
athletic teen who’s being sent to work for relatives on Miskan Station.

Theta Project
Str 13, Dex 9, Spd 9, End 17, Int 6, Per 7, Chr 7, Det 8
Defense 12/25, DR 5, Shock 30, Wound 15
Skills: Athletics 5, Awareness 3, Empathy 2, Guns 1, Melee 4, Stealth 4
Claws: +8 (♠36M/♥23M/♦13M/♣6M)
Backslash: If a melee attack by Theta Project misses, as a reaction it may spend an AP to
make an immediate attack against the same target.
Blend In: Theta Project is exceptionally skilled at blending in to its environment, even
changing color to match. This lets it make a Dex/stealth vs. Per/awareness action at the
end of any move. On a success, Theta Project’s foes lose sight of it.
Enhanced Actions: Theta Project gains 4 AP per round.
Quick Escape: After Theta Project takes an action, as a reaction it may spend an AP to
immediately move away from its foes.

Theta Project is a bulky humanoid, being constructed from partially-human genetic material.
It has cat-like eyes and skin covered with thick chitin. It’s fingers end in long, hook-like
claws, and its mouth is filled with row after row of bloody teeth.

45
48
Handouts &
Characters
Handout: and nails will usually be a bit longer, but
you won’t have significantly aged.
Out of Stasis Coming out of stasis means suffering
You are aboard UT-389, also known as from stasis sickness. The human body isn’t
“the Metus,” a Unitech combined passenger evolved for long periods of time in hiber-
and cargo ship originating from its port of nation. When this is forced on the body it
origin on Luna, and heading to Miskan takes time to recover. Typically, the first day
Station in the Belt. With any luck, this out of stasis a person experiences fatigue,
voyage will avoid any complications due to stiffness and memory loss while one’s body
the rising tension between Unitech, the corp and brain return to full function. A person
operating the ship, and the Stillwater Servs, starts off recalling only a random selection of
a religious subculture based out of Mars. memories—experts say somewhere between
This ship has a newer modular design. a tenth and a quarter. This rarely causes
It consists of four interchangeable modules identity issues. A person’s basic identity and
that each attach to the ship’s central core. capabilities, such as speech, are wrapped up
These modules can be attached, detached in many different memories. It, however,
and rearranged when the ship is in dock, takes time for all of the specifics to come
allowing for differing numbers of passenger back, as a person’s neurons return to firing
or cargo modules. Additionally, the ship is though all the right channels.
designed to quickly spin while in transit, Every passenger module has a steward.
providing light spin-gravity. This gravity This steward is a member of the crew who
decreases as one nears the ship’s core. The is responsible for taking care of the personal
core itself is in microgravity. needs of the passengers as they are put into
Two of the modules attached on this stasis, and also tending to them—and
voyage are passenger modules, the other keeping them in line—when they come
two are cargo modules. They’ve been back out of stasis. As coming out of stasis
designated Passenger Module A and B, involves a lot of fragile equipment and a lot
and Cargo Module A and B. You are in of confused people, a steward is frequently
Passenger Module A. The trip from Luna part flight attendant and part bouncer.
to the Belt is expected to take 10 months. When approaching the ship’s destina-
Consequently, all passengers aboard the tion, the crew are typically revived a day or
ship were put into stasis shortly before so before the passengers. This gives them
launch, and the crew were put into stasis time to recover from stasis sickness before
shortly afterward. This is standard practice overseeing the passengers’ emergence
and decreases life support costs. and recovery. Passengers are revived a day
Stasis slows down bodily systems before the ship’s arrival at the destination
dramatically, to the point where a person port. This gives them time to recover before
in stasis only ages at 1/10th to 1/100th being shepherded off at their destination.
the usual rate—depending on the quality Of course, when something goes wrong
of the stasis pods and the skill of the all bets are off.
operator. When you awaken, your hair

49
Taylor Chu
Geneline Modern Superman, Subculture Former
Str 8, Dex 7, Spd 5, End 5, Int 4, Per 5, Chr 6, Det 5
Defense 8/17, DR 0, Shock 10, Wound 6, Edge 2, Wealth 4, Lifestyle 4
Skills: Athletics 1, Bureaucrat 1, Comp-Ops 1, Deception 3, Guns 2, Lib-Arts 1, Mechanic 1,
Medic 2, Melee 3, Persuade 2, Socialize 1, Stealth 3
Fists: +6 (♠24L/♥16L/♦8L/♣4L)
Skill Experiences: Athletics (Throwing), Bureaucrat (Gray Market), Comp-Ops
(Comms), Deception (Disguise, Blatant Lies), Persuade (Fast-Talk, Intimidation),
Stealth (Ambush, Hiding)
Stat Experiences*: Str 2, Dex 3, Spd 5, End 5, Int 3, Per 1, Chr 4, Det 1
* Stat experiences are not likely to come up in the scope of this scenario, but as they are an
important part of character advancement, they have been included with the PCs.

Description You remember that you’re no longer


Taylor Chu is tall and well-muscled with a wanted on Luna. Something happened.
stern face and a stasis gown indicating them as Maybe an accident or a run-in with organized
the module’s attending steward. crime? You’re planning to make a new start
on Miskan Station. You also remember a
Background parade of faces—seven at least—and you
As the steward for Passenger Module A you know that they’re all dead. Every single one.
should have been awakened first—long before That’s why you’re headed to Miskan. There
the passengers. But you weren’t. Judging by the are too many dead back on Luna—even
alarm and the emergency lighting, something without the recent political troubles between
is wrong with the ship. When an emergency Unitech and the Mars Servs.
happens, typically only the crew are woken. This whole steward job seems so hollow
But that’s not the case now. Everyone—even to you. But you have to do it, at least for this
the passengers—are waking up. one last voyage. Just get it done and deal with
Your steward’s name tag says “Taylor whatever the problem is that the ship is facing.
Chu.” That doesn’t sound right. Rene Nama? No doubt you have disoriented passengers to
That sounds right. Maybe you changed your calm, the rest of the crew to contact and other
name? Wrong uniform? Whatever. Roll with responsibilities. You should have nine passen-
it. You’ve got passengers waking up and you’re gers to account for. Make sure they are all
in charge here. It’s your job to keep everyone alright. You’re the only staff on this module, but
calm and to keep them in line. the captain and engineer should be in the ship’s
core. They should know what this trouble is.

50
Taylor Chu: There is an electrical panel hidden in the
wall between the two frozen dinner lockers.
Memory I If you pry the electrical panel open you
You are in a very dangerous situation. will find a pistol hidden inside. You’re not
You have someone on your trail, seeking supposed to have firearms on board, but
you out—personally. All you can now you may need it. And it’s best that the
remember about it are the seven dead Hunter not be the one to find the gun.
faces, each with cold, dead eyes staring To get to the other parts of the passenger
back at you, one after the other. module you will need to open one of the
Look around you. Any of these survivors hatches leading to the rest of the ship. The
could be the person who’s hunting you down. passcode for these hatches is “12345.” Just
You’re pretty sure the Hunter is aboard the type that into the panel next to the hatch
ship. You must be very careful. If you reveal and it will unlock.
too much, the Hunter may catch on. Oh, and one more thing: One of those
You need to protect yourself. You need two frozen dinner lockers on the steward’s
a gun. It’s a good thing you know where deck is locked and labeled as “Out of Order.”
a gun is stored on board. The deck above No one should open it. You’re pretty sure no
this one is the steward’s deck. It’s used as one will like what’s in there.
a staff storage and food preparation area.

Taylor Chu: to Miskan Station in the Belt, they


shouldn’t be in that configuration. That
Memory II view means the ship’s front is no longer
Their necks look so fragile to you, as pointed outward. Somehow either the
if all it would take is a little twist and ship has drifted off course, or someone
then—snap, crackle, pop. The head bone’s has rerouted the ship to a new destina-
no longer connected to the neck bone. But tion. This is a problem. Who knows
no, that’s an inconvenient thought. Get it where you will end up?
out of your head! Slowly, other scattered memories are
More importantly, something that’s beginning to come back. You remember
been bothering you in the back of your two staff briefings before the ship set out
mind has just come to the forefront. on its voyage. One was about the Hunter
You’ve spent a lot of time as a steward on board. (If only you could remember
on various spaceships. Remember that who it was!) The other was about some
view on the display that you saw on the important person who booked passage.
stasis deck when you first woke up? You You remember that Captain Wulandari
saw the Belt, Earth and Jupiter shining dealt with that one. She was always
in the distance. If you really are headed sucking up to important people.

51
Taylor Chu: people to miss them. There have been seven
in all. Once upon a time you used to keep a
Memory III collage with pictures of their faces. But that’s
They call you the Luna Slasher. You long gone. You’re on the run now.
remember each and every warm body as With the last of these victims you fucked
your blade bit into their necks. Seven lovely up. You still don’t know what it was that gave
faces in all. Seven dead faces. You remember you away, but somehow the Luna authori-
cutting into their jugular veins. Blood sprays ties traced the victim back to your Fallon
are so pretty in low gravity. Naysack identity. You had to flee, but you
Of course, you’re not from Luna origi- always knew that one day you might have
nally, even if you spent most of your career to do this, so you knew what you had to do.
there. You’re an Earther. You grew up as The first thing was to kill the real Taylor Chu
Rene Nama, a mild-mannered Expret on and take the poor sap’s face.
the North American coast. It was rather Plastic surgery is cheap, but you were
unremarkable. time constrained and on a budget. The
You don’t know when you first started job that was done isn’t as good as you
getting the bloody urges, but you were would like, but it’ll pass for now. Chu was
sixteen when you achieved your first kill. already your same height and build. You
It was a friend and an argument over a look like them now, but you have to be
video game. You still didn’t know what to careful. Any damage to your face and the
do then. You still got the panic and the plastic surgery will begin to show.
sick feeling after the kill. So you fled. You You couldn’t hide Chu’s body where the
hopped a transport to Luna before anyone Luna authorities would find it. That would
could start pointing fingers, and thus lead right back to this ship. They’d go looking
began your glorious career. for him and find you. Instead, his body is in
On Luna you paid a hacker to inject a frozen dinner locker on the steward’s deck
some credentials for you into the local net. of Passenger Module A. You’ve locked it and
Your new identity was as Fallon Naysack, put an “Out of Order” sign on it.
a Former and new graduate. You briefly You’re also pretty sure you that have a
worked in the mines, but then landed a job bounty hunter on your trail. Anyone here
as a steward on a Unitech ship. could be the bounty hunter. You were alerted
Being a steward, you travel around a to this because there was a crew briefing that
lot. You’re always shipping out to some new a bounty hunter seeking “the Luna Slasher”
station, laying over and then making a return was aboard. Lucky you.
voyage to Luna. Every time you return you Oh, and one last thing: If anyone does
take a new life—one more dead face in the discover your true identity, you need to make
parade. Travelers are often vulnerable when sure that they don’t survive to tell the tale.
alone in the city, and it takes a while for

52
Taylor Chu
Name ___________________________________________________________________

Modern Superman
Geneline ___________________________ Former
Subculture ___________________________

Stats
Strength Dexterity Speed Endurance Intelligence Perception Charisma Determination

8 7 5 5 4 5 6 5
4 2 3 3 2 5 2 5 2 3 2 1 3 4 2 1

Skills
Athletics 1
_____ Conspiracy ____ Guns 2
_____ Melee 3
_____ Program _____
_________________________________
Throwing _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Awareness _____ Crafts _____ Investigate _____ Naturalist _____ Socialize 1


_____
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Bio-Sci _____ Deception 3


_____ Lib-Arts 1
_____ Ordnance _____ Stealth 3
_____
_________________________________ _________________________________
Disguise _________________________________ _________________________________ _________________________________
Ambush

_________________________________ _________________________________
Blatant Lies _________________________________ _________________________________ _________________________________
Hiding

_________________________________ _________________________________ _________________________________ _________________________________ _________________________________


_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Bureaucrat 1
_____ Empathy _____ Mechanic 1
_____ Persuade 2
_____ Thievery _____
_________________________________
Gray Market _________________________________ _________________________________ _________________________________
Fast-Talk _________________________________
_________________________________ _________________________________ _________________________________ _________________________________
Intimidation _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Comp-Ops 1
_____ Engineer _____ Medic 2
_____ Phy-Sci _____ Vehicles _____
_________________________________
Comms _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Languages Cultures
____________ ____________
Former Combat & Scores
____________ ____________
Expret Edge Wealth Lifestyle Defense
____________ ____________ 2 4 4 ______
8 / _______
17
____________ ____________ Wounds DR Shock
Light -1 0 10
Weaknesses Moderate -2
Severe -3 Total Wounds Wound
_________________________ Critical -4 6
_________________________
_________________________ Consequences _______________
______________________________
______________________________
______________________________
Computers & Software Rating
___________________________________ ______
___________________________________ ______ Arms
Arm Attack Damage
___________________________________ ______ Fists +6 24L / 16L / 8L / 4L
Properties
Implants + / / /
___________________________________ ______ Properties
___________________________________ ______ + / / /
Endurance _____________________________ ______ Properties
+ / / /
Gear
Properties
___________________________________________
___________________________________________ Armor
Armor DR Properties
___________________________________________ _____________________________________________________________________
___________________________________________ _____________________________________________________________________
___________________________________________ _____________________________________________________________________
Encumbrance ___________________________________ _____________________________________________________________________

53
Jessie Bowdain
Geneline Budget Upgrade, Subculture Entro
Str 4, Dex 6, Spd 3, End 5, Int 5, Per 7, Chr 4, Det 5
Defense 8/16, DR 0, Shock 10, Wound 4, Edge 6, Wealth 4, Lifestyle 4
Skills: Athletics 1, Awareness 3, Comp-Ops 2, Conspiracy 1, Crafts 1, Empathy 3, Guns 2,
Investigate 3, Mechanic 1, Medic 1, Melee 1, Program 1, Stealth 1, Thievery 2
Fists: +5 (♠12L/♥8L/♦4L/♣2L)
Skill Experiences: Conspiracy (Corp Secrets), Crafts (Welding), Mechanic (Sensors), Medic
(First Aid), Melee (Fists), Thievery (Electronic Locks, Pick Pocket)
Stat Experiences*: Str 1, Dex 5, Spd 2, End 0, Int 0, Per 5, Chr 2, Det 5
* Stat experiences are not likely to come up in the scope of this scenario, but as they are an
important part of character advancement, they have been included with the PCs.

Description If you’re waking up on this ship, chances


Jessie Bowdain is middle-aged and grizzled, are you’re on a mission hunting someone
with a nose that looks like it’s been broken down—likely someone very dangerous. Your
before and healed. They have a bearing that target is probably on the ship, too. You’ll just
seems out of place in a stasis gown. have to wait until you remember whom.
This isn’t the first time you’ve had stasis
sickness. You’ve been on countless voyages
Background across the void in pursuit of your targets.
You are Jessie Bowdain, bounty hunter.
You’ve even come out of stasis earlier
You’ve been a bounty hunter for twenty
than planned before—what is obviously
years. You specialize in the long-range
happening now. Something is different this
pursuit and capture of dangerous targets.
time, however. The emergency lighting is on
You also specialize in transport across corp or
and there’s an alarm sounding. That’s new.
governmental boundaries—often a delicate
Whatever’s happened, the shit has just
political situation.
hit the fan. If the emergency lighting is
Recently, with the rising antagonism
on, that means something is amiss with the
between Unitech and the Mars Servs, business
ship’s core reactor. The alarm is probably
has been good. You’ve had no end of related
related to that as well.
contracts. Business will likely continue being
With everyone waking up, there are going
good until a full-on war breaks out between
to be a lot of frightened people with little
the two groups. You can read between the
sense of what to do in an emergency situation.
lines—war is just a matter of time.
Better be on top of your game.

54
Jessie Bowdain: you’re lucky—you’ve left yourself some idea
of who you’re after. There are likely to be
Memory I many different bags there. It may take you
A bounty hunter is most efficient with some time to sort through them all.
the right tools at hand. Your tools for this You’ve also remembered some great
mission are on the ship. In a voyage like this, news: You are not on this mission alone.
a passenger doesn’t get carry on luggage. Most You are working with a partner by the name
of the trip is spent in stasis. One doesn’t even of Doug Colt. You’ve worked with him a
get to keep one’s clothes—instead donning couple times before. He’s competent and
these awful stasis gowns. All personal posses- professional, if a bit crude at times. When
sions are checked. It follows then that your the two of you boarded this ship he was
tools for this mission are also checked. assigned a stasis pod in the other passenger
You should have a bag with your name module—that’s on the far side of the ship,
on it somewhere in the luggage area of this also connected to the ship’s core. Unlike
passenger module. Luggage areas are usually you, Doug never goes unarmed. That is to
located on one of the upper decks, closer to say he has a secret gun implanted in his left
the core of the ship. If you can get to your forearm. It only has a couple shots in it, but
bag, you ought to find a personal weapon, a given the situation that’s not bad. In case you
shock patch which can be used to disable a cannot find your bag, you ought to be able
target when slapped onto open skin and—if to fall back to relying on him for firepower.

Jessie Bowdain: that wakes up all passengers whenever an


emergency signal would wake the staff.
Memory II Waking everyone allows you to avoid
You are the reason that all of the passen- awkward questions about why you specifi-
gers are awake right now, and not just the cally are awake. The resulting confusion
ship’s staff. Before the voyage you obtained can also play to your advantage.
illegal access to the ship’s computer systems You’ve never seen anything quite like
and injected into the core computer a the thing that’s out there on the ship.
subroutine of your own devising. Nevertheless, you have encountered
Once upon a time, there was an several experimental biological predator
incident on one of these ships where your designs, and this thing has Unitech’s
target was up and about, arisen from stasis, Accelerated Research Division written all
but you were not. You only survived that over it. You can tell because they always
incident because your target killed the seem to rely on a handful of shared traits
wrong guy. Ever since then you’ve made a in their designs—particular bioengineered
point to compromise the computer system features they have patented. It makes it
of every passenger ship you take while on a easier to control their IP, but also gives
mission. Better safe that sorry. To do this, them away to the skilled observer.
you inject into the computer a subroutine

55
Jessie Bowdain: almost too good. Of course you accepted the
contact. But for a job like this you needed
Memory III help, and so you called in Doug Colt.
It’s all coming back now. You were in a While Doug was still getting up to speed,
cheap rental hab in Medyen Aleqmer, the you traced the Luna Slasher to a Unitech
largest colony on Luna, when you were ship called the Metus, which was scheduled
offered the job. You were woken up for it in to depart in only a couple hours. You imme-
the middle of the night cycle. It was a special diately put in a request with Unitech to hold
contract, high profile and dangerous. They the ship, but it was promptly denied. Appar-
came to you because you have a reputation ently the security contractor for Medyen
for professionalism and discretion. Aleqmer is an ally of the Mars Servs. Due to
The target was the so-called Luna Slasher, the ongoing tiff between Unitech and those
a particularly vicious serial killer that had Servs, the corp decided that cooperation
been operating on Luna for almost fifteen with their enemy’s ally was not in order. The
years. At least seven deaths were attributed to Luna Slasher getting away might even serve
the Slasher. Each had been killed with some Unitech’s interests if it would embarrass the
sort of sharp instrument. You’d seen pictures security contractor enough for them to lose
of the victims. It was really gruesome stuff. the contract. Come to think of it, that’s
The Slasher was smart, but not smart probably why the contractor was willing to
enough. The thing about serial killers is that pay so much. That’s politics for you.
once they get away with it enough they start Whatever the case, Unitech wouldn’t
to get sloppy. They start showing off. The hold the ship, but Doug Colt had your
Luna Slasher was no different. A face was back. He managed to score some last minute
picked up by a marketing cam just outside tickets for the same ship, and the two of you
where the latest victim’s body was found, set off with the rest of the passengers. You
and the associated screen was still playing could continue the hunt after all.
targeted ads when security got there. With Here’s what you know: The Luna Slasher
a little bit of sleuth work, colony security is on board. None of the faces here match
was able to trace the marketing metadata the one picked up by the marketing cam, so
back to a resident by the name of Fallon the Slasher has likely paid for some sort of
Naysack. Security then sat about twiddling surgical alteration. Obviously, the Slasher
their thumbs as they waited for a warrant to will be going by an alternate name as well.
be issued. In the intervening time the Luna Now do the job you were hired to do.
Slasher slipped away. Bring your target back alive if possible,
That’s when they called you in the otherwise dead will have to do. Oh, and
middle of the night and offered you the don’t let the tiff between Unitech and the
contract. This must have been a really high Mars Servs get in the way.
profile case, because the money was good—

56
Jessie Bowdain
Name ___________________________________________________________________

Budget Upgrade
Geneline ___________________________ Entro
Subculture ___________________________

Stats
Strength Dexterity Speed Endurance Intelligence Perception Charisma Determination

4 6 3 5 5 7 4 5
2 1 3 5 1 2 2 0 2 0 3 5 2 2 2 5

Skills
Athletics 1
_____ Conspiracy 1
____ Guns 2
_____ Melee 1
_____ Program 1
_____
_________________________________ _________________________________
Corp Secrets _________________________________ _________________________________
Fists _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Awareness 3
_____ Crafts 1
_____ Investigate 3
_____ Naturalist _____ Socialize _____
_________________________________ _________________________________
Welding _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Bio-Sci _____ Deception _____ Lib-Arts _____ Ordnance _____ Stealth 1


_____
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Bureaucrat _____ Empathy 3


_____ Mechanic 1
_____ Persuade _____ Thievery 2
_____
_________________________________ _________________________________ _________________________________
Sensors _________________________________ _________________________________
Electronic Locks

_________________________________ _________________________________ _________________________________ _________________________________ _________________________________


Pick Pocket

_________________________________ _________________________________ _________________________________ _________________________________ _________________________________


_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Comp-Ops 2
_____ Engineer _____ Medic 1
_____ Phy-Sci _____ Vehicles _____
_________________________________ _________________________________ _________________________________
First Aid _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Languages Cultures
____________ ____________
Entro Combat & Scores
____________ ____________ Edge Wealth Lifestyle Defense
____________ ____________ 6 4 4 ______
8 / _______
16
____________ ____________ Wounds DR Shock
Light -1 0 10
Weaknesses Moderate -2
Severe -3 Total Wounds Wound
_________________________ Critical -4 4
_________________________
_________________________ Consequences _______________
______________________________
______________________________
______________________________
Computers & Software Rating
___________________________________ ______
___________________________________ ______ Arms
Arm Attack Damage
___________________________________ ______ Fists +5 12L / 8L / 4L / 2L
Properties
Implants + / / /
___________________________________ ______ Properties
___________________________________ ______ + / / /
Endurance _____________________________ ______ Properties
+ / / /
Gear
Properties
___________________________________________
___________________________________________ Armor
Armor DR Properties
___________________________________________ _____________________________________________________________________
___________________________________________ _____________________________________________________________________
___________________________________________ _____________________________________________________________________
Encumbrance ___________________________________ _____________________________________________________________________

57
Blake Colby
Geneline Celebrity Deluxe, Subculture Former
Str 4, Dex 4, Spd 7, End 5, Int 6, Per 6, Chr 6, Det 5
Defense 8/17, DR 0, Shock 10, Wound 4, Edge 6, Wealth 7, Lifestyle 8
Skills: Athletics 1, Bio-Sci 1, Bureaucrat 3, Comp-Ops 1, Conspiracy 2, Deception 2,
Empathy 1, Engineer 1, Lib-Arts 2, Persuade 3, Socialize 3, Stealth 1
Fists: +2 (♠12L/♥8L/♦4L/♣2L)
Skill Experiences: Athletics (Running), Bureaucrat (File Complaints, Secure Funding),
Comp-Ops (Databases), Deception (Blatant Lies, Half-Truths), Persuade (Bargaining,
Fast-Talk), Stealth (Opportunistic Dash)
Stat Experiences*: Str 1, Dex 3, Spd 5, End 1, Int 0, Per 4, Chr 4, Det 0
* Stat experiences are not likely to come up in the scope of this scenario, but as they are an
important part of character advancement, they have been included with the PCs.

Description on and an alarm keeps sounding. That’s pretty


Blake Colby is tall with handsome facial far from “operating as expected.” Obviously,
features, and an elegant posture. Blake’s stasis this is a problem, and you have to ask yourself
gown is obviously a personal garment, and is two questions: Can any of the blame for this be
of a higher quality than the others. pinned on you? And if so, how can you cover
your ass and pin the blame on someone else?
Unitech has been in an extended conflict
Background with a group of Servs on Mars in recent
You are Blake Colby, Assistant Vice-
years. Each group has been maneuvering
President of Unitech’s Accelerated Research
for economic advantage and strategic posi-
Division. You’re not quite top brass at
tioning. It’s just a matter of time before the
Unitech, but you’re in the upper echelons
ongoing cold war escalates to a physical
of middle management. That means you’re
conflict. The Mars Servs would make a good
about five steps up the food chain from the
scapegoat if you need one.
usual peons that run things on this ship.
You had better get out there and bust some
This ship—the Metus—is also part of the
balls: Figure out what the problem is, figure
Unitech commercial empire.
out who is to blame and figure out why that
You knew when you first stepped foot on
can’t be you. Make sure people see you fixing
the Metus that it would be your ass on the
things. With any luck you can spin this into a
line. It’s a new ship and everything should be
tale about how you personally prevented loss of
running like clockwork. It’s not. You’ve woken
company resources and saved the day. That’s a
up early from stasis, the emergency lighting is
promotion-worthy story there.

58
Blake Colby: screws this up. This situation with the ship is
already complicating things.
Memory I You know that in the engine pod—under
You now remember why you are on lock and key—is the control box for Theta
board this ship. You’re here to oversee Project. You put it under Captain Wulandari’s
the transport and deployment of Theta personal care since you weren’t going to trust
Project, one of Accelerated Research Divi- it to some lowly steward. Besides, the captain
sion’s newest ventures. This project is one would be in a position to be awakened and
you’ve tied yourself to closely. It’s success check on it before you would—or at least that
or failure will make or break you in the was true in theory. Now that this incident is
eyes of the corp, which means it will happening, you will need to do whatever you
make or break your future livelihood. The can to ensure that the control box is once
success of Theta Project is essential. again in your custody.
This will be, in fact, the first real-world The control box is a small remote control-
deployment of the Theta Project. You are sized object with a couple different buttons
here to oversee it personally. You’re not a and an indicator. It should be located in the
scientist, engineer or other assorted lab rat. captain’s personal safe, near her stasis pod
The technical details don’t concern you so in the core of the ship. You need to ensure
much as the big picture. You’re a project that this control box is still in working order,
manager. You need to make sure nothing otherwise Theta Project—and your liveli-
hood—is dead in the water.

Blake Colby: in its own industrial strength stasis pod. It


should have safeguards. The safeguards
Memory II should have safeguards! How did it get out?
Shit. You were the one who had that Think... What were they saying at all
thing brought on board. That creature is of those engineering briefings? The control
the end result of years of intensive devel- box should have some sort of sway over
opment, research and bioengineering. That the creature. You just have to figure out
creature is Theta Project. how to work it without anyone pinning
Accelerated Research Division performs the blame on you.
all sorts of weaponized biological experi- You’ve also noticed something about
mentation, and that creature is the latest the steward, Taylor. Not a lot of people
and the greatest. It’s a walking whirlwind would notice this, but you can see in
of death being readied for potential use in Taylor’s face that he’s had it reconstructed
the conflict between Unitech and the Mars recently. You see that a lot in the aftermath
Servs. You had the funding secured for this of Accelerated Research Division experi-
project personally. ments. What’s he hiding? Maybe you can
But the creature shouldn’t have free reign use that as some sort of leverage.
of the ship! It should be secretly stowed away

59
Blake Colby: Project, so you pulled last-minute strings
and saw that the request was denied.
Memory III You also had plans put in place for
Theta Project performed admirably in the arrival of the ship at Miskan Station.
lab tests. Once loosened, other lab subjects Unitech ships are on standby there to
didn’t stand a change against its speed and intercept the Metus before it makes port.
physical prowess. After three years in devel- They should be ready to clean up the mess,
opment, Theta Project was green-lit to go to take away any evidence of the project,
the final stage of trials: controlled released in neutralize the creature and deliver the
a non-lab environment. experiment’s results to your team. Bulletins
Preparations were made. A spaceship was have also been put in place blaming any
chosen as the release environment. One of loss of life on the Mars Servs. All you have
Unitech’s new UT-389’s would serve as an to do is make port in Miskan Station, and
ideal environment for deployment because everything should be salvageable.
of the isolation each of the modules has The thing was never meant to escape
from the core ship. The creature would be Passenger Module B.
deployed in one of the passenger modules, There is a risk taken with any real world
while the team charged with studying its deployment that unforeseen variables can
deployment would travel in a different cause unexpected behavior. Phrases like
passenger module. Safeguards could also “extraordinary circumstances,” “multiple
be put into the ship’s computer so that the x-factors” and “variables beyond our control”
creature could not escape. should serve you well when explaining this
As you had overseen this project from deployment to your superiors in the corp. This
the very beginning, you selected yourself isn’t the first time you’ve released a bioweapon
and Dr. Kravis to oversee Theta Project’s on an unsuspecting population, and now you
first real world deployment. The two just need to save yourself so that it won’t be
of you secured passage on the Metus in the last. It would also be beneficial if you can
Passenger Module A, and saw that Theta salvage as much data from this experiment as
Project was stowed away safely in stasis in possible. The scientists can go through it later.
Passenger Module B. You talked to Captain There’s bound to be something there that
Wulandari, ensuring her cooperation in would be useful in saving the project. Every-
magnetically sealing Passenger Module B. thing from this point on is damage control.
Everything was ready to go. There can be no damage control if
There was a close call when the Metus you are dead. So there you have it: Save
was leaving port at Luna. A request was put yourself. Salvage what data you can.
in to hold the ship and search thoroughly Ensure the ship reaches Miskan Station.
for an escaped criminal. Of course, that may Think of some good excuses to save the
have also resulted in the discovery of Theta project, and cover your own ass.

60
Blake Colby
Name ___________________________________________________________________

Celebrity Deluxe
Geneline ___________________________ Former
Subculture ___________________________

Stats
Strength Dexterity Speed Endurance Intelligence Perception Charisma Determination

4 4 7 5 6 6 6 5
2 1 2 3 3 5 2 1 3 0 3 4 3 4 2 0

Skills
Athletics 1
_____ Conspiracy 2
____ Guns _____ Melee _____ Program _____
_________________________________
Running _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Awareness _____ Crafts _____ Investigate _____ Naturalist _____ Socialize 3


_____
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Bio-Sci 1
_____ Deception 2
_____ Lib-Arts 2
_____ Ordnance _____ Stealth 1
_____
_________________________________ _________________________________
Blatant Lies _________________________________ _________________________________ _________________________________
Opportunistic Dash

_________________________________ _________________________________
Half-Truths _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Bureaucrat 3
_____ Empathy 1
_____ Mechanic _____ Persuade 3
_____ Thievery _____
_________________________________
File Complaints _________________________________ _________________________________ _________________________________
Bargaining _________________________________
_________________________________
Secure Funding _________________________________ _________________________________ _________________________________
Fast-Talk _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Comp-Ops 1
_____ Engineer 1
_____ Medic _____ Phy-Sci _____ Vehicles _____
_________________________________
Databases _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Languages Cultures
____________ ____________
Former Combat & Scores
____________ ____________ Edge Wealth Lifestyle Defense
____________ ____________ 6 7 8 ______
8 / _______
17
____________ ____________ Wounds DR Shock
Light -1 0 10
Weaknesses Moderate -2
Severe -3 Total Wounds Wound
_________________________ Critical -4 4
_________________________
_________________________ Consequences _______________
______________________________
______________________________
______________________________
Computers & Software Rating
___________________________________ ______
___________________________________ ______ Arms
Arm Attack Damage
___________________________________ ______ Fists +2 12L / 8L / 4L / 2L
Properties
Implants + / / /
___________________________________ ______ Properties
___________________________________ ______ + / / /
Endurance _____________________________ ______ Properties
+ / / /
Gear
Properties
___________________________________________
___________________________________________ Armor
Armor DR Properties
___________________________________________ _____________________________________________________________________
___________________________________________ _____________________________________________________________________
___________________________________________ _____________________________________________________________________
Encumbrance ___________________________________ _____________________________________________________________________

61
Casey Spenner
Geneline Spacer’s Standard, Subculture Techno
Str 3, Dex 5, Spd 5, End 2, Int 8, Per 5, Chr 6, Det 7
Defense 7/15, DR 0, Shock 9, Wound 2, Edge 7, Wealth 5, Lifestyle 5
Skills: Comp-Ops 3, Conspiracy 2, Deception 3, Engineer 2, Guns 1, Lib-Arts 2, Mechanic 2,
Phy-Sci 1, Program 3, Vehicles 2
Fists: +2 (♠9L/♥6L/♦3L/♣1L)
Skill Experiences: Comp-Ops (Databases, Surveillance), Phy-Sci (Orbital Mechanics),
Program (Cracking, Decryption), Vehicles (Passenger Ship, Groundcar)
Stat Experiences*: Str 0, Dex 5, Spd 5, End 0, Int 2, Per 1, Chr 4, Det 3
* Stat experiences are not likely to come up in the scope of this scenario, but as they are an
important part of character advancement, they have been included with the PCs.

Description Mars instead of its usual destination of Miskan


Casey Spenner is small and wiry, with a Station in the Belt. Once the ship arrives
crumpled stasis gown, big eyes, spindly arms at Mars, the Servs there should have several
and greasy-looking hair. vessels standing by to intercept the Metus, take
control of the situation and debrief you.
Everything that has been mentioned so
Background far—aside from arriving at Mars—you have
Everyone else is waking up from stasis now. accomplished in your last three hours awake.
You need to think quickly. You’ve been out The final part of your mission is to cover up
of stasis for some time, although you weren’t all evidence of tempering. No proof means
supposed to be. You have a job to do. That job no one compromises your mission or tries to
must be kept secret while it is completed. regain control of the ship before its arrival at
Let’s start at the beginning: Three hours ago Mars. That, however, is where things begin
you were woken from stasis by a remote signal. to get complicated.
You were able to do this because you compro- When you woke three hours ago it was not
mised the ship’s systems before the voyage. unexpected. You took most of the first hour
If Unitech finds out they will try to kill you. getting over the worst of the stasis sickness, and
This signal is an indicator that Unitech and the then confirmed that the signal you received
Mars Servs are now at war. There’s been bad indicated war between the Mars Servs and
blood between these two groups for some time, Unitech. You made your way up the hatch in
so it’s hardly surprising. The signal means the the passenger deck, past the steward’s deck,
conflict has just gone from cold to hot. past the luggage deck and into the core of the
You’re involved in this because you are ship. There you located the cockpit and began
a spy working for the Mars Servs. You have your work rerouting the Metus to Mars. That’s
been planted aboard this Unitech ship—the also when things began to go horribly wrong.
Metus—in order to discretely hijack it. Your To bypass the security on the ship’s
mission is to wake up if signaled, make your operating system, you needed to do a hard
way to the ship’s core and plot a new course. reboot. That means the ship had to power
You have been instructed to reroute the ship to down for a few seconds as the whole computer
62
system restarted. The lights dimmed, the procedure. In an emergency situation, typically
system began to come back online, and when it only the crew are woken up.
came up the computer showed a warning light That raised a bit of an alarm in your mind.
for Passenger Module B. Maybe someone else on the ship was awake and
You ignored the warning light for a about? Whatever the case may be, the fact that
while. Whatever the cause, it would likely everyone was waking up made it easier to hide
trigger the ship’s steward in that module to that you had been awake already. Thinking
wake up. It would also take some time for quickly, you rushed to your stasis pod and
the steward to overcome their own stasis crawled inside, making it seem as if you were
sickness. You still had plenty of time to deal rising alongside everyone else.
with the situation. In the stasis pod, you had a few moments
As you finished plotting the new course to collect your thoughts and think through
to Mars, you began to feel like someone else the current situation: You have a better idea
was in the ship’s core with you. You know what’s going here than anyone else. You have
that feeling you get when the hairs on the the decided advantage that you’ve been out of
back of your neck stand up—like someone is stasis longer, and thus are ahead of the curve
watching? That’s how you felt. Just to make recovering from stasis sickness. The ship is
sure you were alone, you looked around and already on course to Mars, and you just need
didn’t find anyone. You even checked on the to ensure it continues on its present course.
captain and engineer in stasis. They were No one else should know that the Unitech-
both still fast asleep. Mars Serv conflict just went hot. No one else
That’s when the power suddenly went knows that you’re a spy.
out. The emergency lighting flashed on, the Now it’s time to do damage control and
alarm began to sound, and you only had a cover your tracks. Your stasis pod will likely
few seconds to act. indicate that you’ve been awake for hours if
You made a dash back to Passenger Module anyone with technical knowledge queries it.
A, reaching the module just as the emergency That’s some data you will need to erase. Finding
doors were beginning to shut. To your surprise, out who else may have been awake and what
everyone in the module was beginning to they know is also a good place to start.
wake up from stasis—which isn’t standard

63
Casey Spenner: remove them shouldn’t be too much of an
issue. You just need to physically get there.
Memory I The last piece of evidence is the security
You’ve had some time now for a few feeds that take footage of the ship. These will
remaining memories to come back and some clearly show you coming out of stasis and
time to go over the situation in your head. moving about the ship early. For security
If you want to cover your tracks, you purposes, you cannot overwrite these by
will need to eliminate three key pieces of computer command. You will have to physi-
evidence: The first are the diagnostics on cally access the data block located in a wall
your stasis pod—these you remembered and remove the data chips. These data blocks
earlier. The next are the navigation logs should be located near the cockpit and in
in the ship’s main computer. These can one of the upper decks of Passenger Module
only be accessed from the cockpit in the A. Both will need to be removed due to the
ship’s core. Once in the core, hacking in to modular nature of the ship.

Casey Spenner: someone posing as that identity—accessed


the ship’s computers before you even
Memory II touched them. But to what end?
Having accessed the computer systems Another very useful memory has also
on the Metus before, you’ve looked through come back to you: You now remember a
a lot of the ship’s log files. As your final resource you can call upon to defend yourself.
memories are coming back, something has Embedded in your left arm is a small gun
just occurred to you about a couple of them: implant. It’s a holdout gun, designed more
The logs indicated unusual data access on for concealment than for any real stopping
the ship’s computer systems just before the power, but it should do the trick—especially
start of the voyage. What’s occurred to you is if you can gain the element of surprise (see
that the ID number for which these accesses the gun stats below).
were keyed matches the ID of Jessie Bowdain Note: Stats for the implant are as follows.
in the ship’s registered passenger logs. This ■ Damage: ♠12M/♥8M/♦4M/♣2M.
is evidence that either Jessie Bowdain—or Properties: Range 10; Reload 2; Shots 3.

Casey Spenner: Still, you need to keep to your goal. If


it’s discovered that you rerouted the ship
Memory III to Mars and the ship is rerouted back to
Having been out of stasis longer than Miskan Station, you will likely be captured
the rest of the survivors here, you have and killed upon arrival. Unitech doesn’t
already regained most of the memories take kindly to those that interfere with
that you have to regain. their commercial interests.

64
Casey Spenner
Name ___________________________________________________________________

Spacer's Standard
Geneline ___________________________ Techno
Subculture ___________________________

Stats
Strength Dexterity Speed Endurance Intelligence Perception Charisma Determination

3 5 5 2 8 5 6 7
1 0 2 5 2 5 1 0 4 2 2 1 3 4 3 3

Skills
Athletics _____ Conspiracy 2
____ Guns 1
_____ Melee _____ Program 3
_____
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
Cracking

_________________________________ _________________________________ _________________________________ _________________________________ _________________________________


Decryption

_________________________________ _________________________________ _________________________________ _________________________________ _________________________________


_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Awareness _____ Crafts _____ Investigate _____ Naturalist _____ Socialize _____
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Bio-Sci _____ Deception 3


_____ Lib-Arts 2
_____ Ordnance _____ Stealth _____
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Bureaucrat _____ Empathy _____ Mechanic 2


_____ Persuade _____ Thievery _____
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________
_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Comp-Ops 3
_____ Engineer 2
_____ Medic _____ Phy-Sci 1
_____ Vehicles 2
_____
_________________________________
Databases _________________________________ _________________________________ _________________________________
Orbital Mechanics _________________________________
Passenger Ship

_________________________________
Surveillance _________________________________ _________________________________ _________________________________ _________________________________
Groundcar

_________________________________ _________________________________ _________________________________ _________________________________ _________________________________


_________________________________ _________________________________ _________________________________ _________________________________ _________________________________

Languages Cultures
____________ ____________
Techno Combat & Scores
____________ ____________ Edge Wealth Lifestyle Defense
____________ ____________ 7 5 5 ______
7 / _______
15
____________ ____________ Wounds DR Shock
Light -1 0 9
Weaknesses Moderate -2
Severe -3 Total Wounds Wound
_________________________ Critical -4 2
_________________________
_________________________ Consequences _______________
______________________________
______________________________
______________________________
Computers & Software Rating
___________________________________ ______
___________________________________ ______ Arms
Arm Attack Damage
___________________________________ ______ Fists +2 9L / 6L / 3L / 1L
Properties
Implants + / / /
___________________________________ ______ Properties
___________________________________ ______ + / / /
Endurance _____________________________ ______ Properties
+ / / /
Gear
Properties
___________________________________________
___________________________________________ Armor
Armor DR Properties
___________________________________________ _____________________________________________________________________
___________________________________________ _____________________________________________________________________
___________________________________________ _____________________________________________________________________
Encumbrance ___________________________________ _____________________________________________________________________

65
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