Documentos de Académico
Documentos de Profesional
Documentos de Cultura
At 03:13 hours standard Haven time, on Octo 14th 1005 AX, the
Archon medical frigate Carthage issued a general distress call. At
5:05 hours on Octo 16th, Legion VESPER force Epsilon boarded the
vessel. An hour later, the ship went silent, charted a course for deep
space, and was never heard from again.
Vital Emergency Stellar Protocol Expedited Recovery (VESPER)
Force After - Action Report on the Carthage Incident.
Adventure Background
As the crucible of the Great War consumed the Archon Empire with
impunity, its searing heat gradually melted the Archons ironclad
ethics to slag. The Carthage began as a medical ship on a mission
of mercy to the Kaltorans of Haven, but as the Archons cause grew
every more desperate, she received a dread new purpose: harvest
Kaltoran refugees, and Nephilim prisoners of war to develop new
bio-weaponry for immediate deployment on the front.
PC Handouts
Give each PC a Character Sheet. DONT give them this maps yet (they will find it during the adventure).
Level 1
2
Level 2
3
Healing
Repair
Change Out
14t
12
+
+
Maintenance; Heal 1
12t
2x 14t
10
12
You dont talk about Varsphere. No one even knows you grew up
there. As far as the crew knows, you were born in a Corporation
Spacecraft
Environment
enclave
on Alabaster
2, not in ruins of your peoples former home
world.
But you came
fromAttribute
smallDamage
beginnings,
worse
From
1 Engine
(no Armour)
at thethan
end ofsmall.
each Turn.
Atmosphere:
Damage that
(no Armour)
at the
of eachchannels
3rd Turn. on
nothing. You had 2aAttribute
vid screen
picked
upendthree
-2 Hit and Range.
satellite downlink. All of them showed Corporate commercials Those
Take Damage equal to your Velocity.
Dust Cloud:
were your people -Hit out
- not
yourDust
mom
-2 ifthere
you Attack
through
Cloud.and your drunk father
inGravity
the ruins
of a world
was.
Gain +2that
Velocity
when you enter a Gravity Field.
Field:
Must be performed directly after a Combat.
May make a free Rotate of 45o towards the source of the Gravity Field.
Repair
Effects on
Nebula:
When you finallyRemove
madeanyitLocked
out On
ofOnEffects
there,
youyou.started in a mailroom.
Remove all Locked
you have applied to your Opponents.
14t +
12t +
Change
Out
Maintenance;
You found the angles
pretty
quickly.
Worked
yourHeal
way1 up the ladder.
May have
additional
GM defined
effects.
Change 1 Attribute, Wpn, Trait or new Spacecraft.
an Object.
Quick Fix; Heal anyHit2 -2 if you 12Attack
Rebuild;
Heal one 8
2x 14t +
+ through
Req: Workshop, Only Heals Dmg dealt this Combat.
and a Major Condition (eg: Lost Wing).
Spacecraft:
Other
Spacecraft immediatly
into an adjacent space.
May
only be rolled once per available
Workshop.
Requires:move
Workshop.
Spacecraft Effects
start
of your
Opponents
Turn they
make
1Medicine
1 At
Engine
Attribute
Damage
Armour)
at may
the end
Turn.
-2thePhysical
-2(no
Mechanics
-2of each
Attack
2Boarding
AttributeParty
Damage
(noagainst
Armour)you.
at the end of each 3rd Turn.
Resolve
Electronics
On-2
a failed
Attack Roll,+2
remove
1 Boarded Effect. -2 Psychology
-2
Hit
and
Range.
+1 Damage
Awareness
+2On Programming
-2 Astronomy
Enemies
gain equal
Hit: +Lock
vs you.
Take
to your
Velocity.
Hit
-2 ifSurvival
youDmg
Attack
Dust
Cloud.
-2
-2 Bio
Tech
-2 Planetoids
1 Attribute
(no through
Armour)
at the
start of your Turn.
Gain +2 Velocity when you enter a Gravity Field.
May make a free Rotate of 45o towards the source of the Gravity Field.
2x 14t
Hit -2
left him burned. That
was it for you and the Corporation. That was it
No Overburden Penalty.
for you trying to escape your Varsphere past, you ran.
Cover X:
Difficult Terrain:
Then you found
Open/Close Door:
Ransom from him
Healing
Defence +X
Locked
On:
Enemies
gain
Hit: +Lock
On
vs you.
space
costs
2 Movement.
Zero
Gravity:
Head
Set (Short Moving
Rangeone
Comms
(100km)).
Hit
-2 Step
+1
Cover
Prone:
Flash Light (Small,
Load 1, Reduce
No Overburden
Penalty. Low Light Cover penalties by
Cost 2 Movement to Change.
2 Steps
3).space costs 2 Movement while Prone.
Movingofone
Defence
+X
Cover
X: in any area
Electricians
Beltnotone
(Electronic
Toolbox).
Stealthed:
May
be space
Targeted
while
in Cover.
Difficult
Terrain:ToolMoving
costs
2 Movement.
Lost(Programming
on Major Effect: Attack.
Portable Computer
Toolbox).
Open/Close
Door: Cost
2
Movement
to
Change.
Lost next Turn if 1st Action is not a successful Stealth Action.
14
May have
2 additional GM defined effects.
were 27, not bad. Still, you never really fit. The other guys in the
designer suits could somehow smell Varsphere on you.
Limited Vision:
Attack
Hit +RoF
Remove any
Locked
On Draw
Effects
you.Set Up or Pull Down or
*Damage
Pick One:
*Attack,
Wpn, on
Reload,
Move
make
a Analyse,
Escape
Attack
Roll. to your Opponents.
Remove all
Locked
On Stealth
Effectsor you
have
applied
Nebula:
Drone Action
2x 12t
Spacecraft Skils:
Environment
Primary
May have up to 5 Boarded Effects applied to you.
Boarded:
Gravity Field:
Atmosphere:
+2
Wealth
+1 Conversation
-2
Leadership
Locked
On:
Dust
Cloud:
+1OnCulture
Fire:
20
2
6
May Move with Target if you have higher Str.
Gain 1 Additional Action if you
remove
this Effect.
Melee
Actions
1
3
13
Spacecraft Effects
Limited Vision:
Targets gain Cover versus you:
Attack
Light Cover (Low Light) or Attack
Heavy Cover
(Blind,
Pitch
vs You.
Hit +Ref
+Extra
RoF Black)
Dice
May haveMove
up to
you. Shot
Move
+2 5 Boarded Effects applied toSnap
Boarded:
Damage
Damage
Full Move
Strike
Move -2
Move
At the start of your
Turn they
LockedLoad
On:
Hit: +Lock
OnMove
vs you.
Weapons
HitOpponents
End Dmg
Critmay make
Rng1
Clips
Ammo
RoF Enemies
Wgtgain Type
& Variation
Cost
Boarding Party Attack against you.
Attack
Attack
Prone:
Move +2 (Straight Line)
+1 Cover Step
Hit6+Per
+Extra RoF
RailTake
Pistol
3 1 Boarded4 Effect.
6
6
2 Dice
1 +1 CoverCharge
1 Step Gun, Rail Damage
4
Move
On a failed
Attack+2Roll, remove
Damage
Cover
Spray Fire
Damage
+1
(per
4
Movement)
Armour vs Slow +1 (go Prone)
Move -2
Cost 2 Movement to Change.
Move
Move
Modification:
Locked On:
Enemies gainSmall,
Hit: +Lock
On vs you.Advanced Ammunition, Extended Clip, Personalised, Spare Clip.Moving one space costs 2 Movement while Prone.
16
Tactical Actions
Range Actions
OnPrep
Fire:
start of Sighted
your Turn.
Shot
Attack
Damage
Stealthed:
Hit +Per
Range +Foc
May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Attack; Strong Hit -1
Lost on Major Effect: Attack.
Requirements
Benefits
Lost next Turn if 1st Action
is not a Hit
successful
Attack
Damage
+Ref +Str Stealth Action.
Attack
On Hit: Boost next Attack;
+Ref
Damage
Impair
On Hit: Pick One Debuff vs
Primary
or Vehicle
Skill, Does not Req Success
a singleHit
die
from this Skill Roll.
Attack
Hit
Impair
ThrowYou may re-roll
Recover
Crit+RoF
Attribute Location +/-2
Range
+Str
Maximum 1 Action this Turn.
Suppressed:
Move
Move
Target; Prone, Grab or Move 1
*Damage
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Strong Hits
Effort
Analyse
Drone Action
Critical Hit
Critical
Boost
Stealth
Covering Fire
Attack,
Hit, 1 use
RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
make a Analyse,
Stealthper
or Escape
Hit +Ref +Str
Hit +Per
Damage
Attack*
Vs Highest Defence
On Hit: Debuff Target; Loose
*May Attack in a 180 Arc in
Impair
Attack,
DoesBenot
Req Hit
+1 Critical Damage
Endurnace.
Overwatch
On Hit: Cannot
Targeted
Damage for this Attack vs all Targets with 0 Escape
Grabbing Target.
response to any Action.
Move
Attack, Does not Require Hit, RoF 2+
1 Ally gains Heavy Cover (+4) or +1 Cover Step until your next Turn.
Move
Stealth
ActionsFirst
Highest Velocity (orTactical
Size if Equal)
Full Move
Full Burn
Take
Cover
Command
Move
Skill Roll
8
Range Actions
Make 1 System Roll per Turn (Successful
System Rolls may not be rolled again),
Engineering
Snap Shot
Move +2
Skill Roll
Operations
Attack
Damage
Move
Remove 1 On FireAttack
Effect.
12-Crew
Spray Regen
Fire Shields. Damage
Armour vs Boarding
+1
Move
Strike
Skill Roll
Hit Calibrate
+Per +Extra RoF Dice
12-CPU
Move -2
Melee(orActions
Highest CPU
Sensors if Equal) First
Attack
Damage
Move
Attack
Gunnery
Hit +Ref +Extra RoF Dice
Move -2
Skill Roll
Add or remove 1
Charge
Locked On Effect.
Preparation
Damage
Reload orLine)
Un Jam a Weapon.
Move +2 (Straight
8-Crew
Once per Weapon.
Damage +1May
(perRoll
4 Movement)
Move
Manoeuvre
Prep
vs Def
Volley
Impair
Direct
Analyse
Crew
Rotate 45o
Armour vsOnBoarding
+1 next Attack;Combat
Hit: Boost
14-CrewAttack
Make System
Roll at -2Location +/-2
Jump
Recover
Crit Attribute
or Launch a Fighter.
*4 Success, +2 Success
Attackrequired
+Ref
Combat Area. Hit Seeker
14-CPU*
Throwif Spacecraft leavesDamage
Range +Str
Move
8-Crew
Launch a Warhead.
This WarheadsImpair
gains:
Lock On +6.
Damage
Lead
the
Impair
Target
Strafe
Stealth
Size 1 or 2
Rotate 45o
VsArc
Highest
vs Def Stealth
Attack Front
with aDefence
Battery.
Patch
Range -1 On Hit: Cannot Be Targeted
Repair 1 AttributeAttack*
Dmg that was Hit +Per
14-Crew
14 Arc
-CPUin
Scan
*May
Attack in a 180
Overwatch
dealt after your last
Turn.
Damage
response to any Action.
Damage
Bombard
Spacecraft CombatAttack
System
Rolls
Roll Formula:
Highest Velocity (or Size if Equal) First
Command
Skill Roll
Job
Targets Defence
Skill Roll
Operations
Skill Roll
Size Impair
4+
Move
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),
Engineering
Move
Change Out
14t
12
+
+
Maintenance; Heal 1
12t
2x 14t
10
12
Adam Blaze
Spacecraft
Environment
You were always
good with machines. It was in your DNA. You grew
upAtmosphere:
in the underground
PitAttribute
Cities under
oceansatoftheyour
world,
1 Engine
Damage the
(no Armour)
end ofhome
each Turn.
2 Attribute
Damage (noyou
Armour)
at the
end of each
3rd Turn.
Kadash. A diver and
a gearhead,
fixed
things
others
couldnt
-2 Hit and Range.
puzzle out, but you never got over the not exactly claustrophobia
Take Damage equal to your Velocity.
Dust Cloud:
but limits of that place.
knew through
every Dust
bulkheads
graffiti, every rust
Hit -2 ifYou
you Attack
Cloud.
stain
dripping
bolt.when
It was
boring.
+2 Velocity
you enter
a Gravity Field.
Gravity
Field: downGainevery
May make a free Rotate of 45o towards the source of the Gravity Field.
Repair
Remove any
On Effects
you.
Nebula:
You saved up money
forLocked
a trip
to theon surface
and a ticket off
Remove all Locked
On Effects you have applied to your Opponents.
14t +
12t +
Change
Out
Maintenance;
Healracial
1
world.
Youre a Kaltoran,
which GM
means
you
have
memories.
May
have additional
defined
Change 1 Attribute, Wpn, Trait or new
Spacecraft.
and
a Minor effects.
Condition (eg: Virus).
Requires: Workshop.
Requires: Toolbox.
Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Object:
an Object.
Quick Fix; Heal anyHit2 -2 if you 12Attack
Rebuild;
Heal one 8
2x 14t +
+ through
Req: Workshop, Only Heals Dmg dealt this Combat.
and a Major Condition (eg: Lost Wing).
Spacecraft:
Other
Spacecraft immediatly
into an adjacent space.
May
only be rolled once per available
Workshop.
Requires:move
Workshop.
Must be performed directly after a Combat.
Primary
SpacecraftSkils:
Effects
Spacecraft
-3
Wealth Environment
+1 have
Physical
+2 Effects
Mechanics
May
up to 5 Boarded
applied to you.-1 Medicine
Boarded:
start
of your
Opponents
Turn they
make
1
Attribute
Damage
Armour)
at may
the end
each
Turn.
Atmosphere:
-1 Conversation 1 AtEngine
-1theResolve
+1 (no
Electronics
-1of Psychology
Attack
2Boarding
AttributeParty
Damage
(noagainst
Armour)you.
at the end of each 3rd Turn.
-1 Leadership
Awareness
Programming
On+2
a failed
Attack Roll,+0
remove
1 Boarded Effect. -1 Astronomy
-2
Hit
and Range.
+2
Culture
+1 Damage
Survival
-1OnBio
Tech
-1 Planetoids
Locked
On:
Enemies
gain equal
Hit: +Lock
vs you.
Take
to your
Velocity.
Dust
Cloud:
Hit
-2 if youDmg
Attack
Cloud.
1 Attribute
(no through
Armour)Dust
at the
start of your Turn.
Gain +2 Velocity when you enter a Gravity Field.
o
May make
13 Field.
2 a free Rotate of 45 towards the source of the Gravity
On Fire:
Gravity Field:
3
4
2x 12t
2x 14t
No Overburden Penalty.
Defence +X
Cover X:
You can see it in most of the eyes of the other Kaltorans you meet
Difficult Terrain: Moving one space costs 2 Movement.
out here-youre all running from something. Running from memories
Open/Close Door: Cost 2 Movement to Change.
that arent really even yours. Its a weird feeling, but not half as weird
Healing
as the things youve seen out here. Maybe thats what the void offers,
Personal
Effects
+ are. Extended Care; Heal all 1 2x 12t +
First
Aid; Combat
Stops
something
odderBleeding
than who 10you
and a Minor Condition.
May be performed during Combat.
Requires:at
Toolbox.
Bleeding:
1 Attribute Dmg (no Armour)
the start of your Turn.
As
with
Grabbed
Effect
but
may
as a Free
Grabbing
Target:
12 +
Surgery;remove
Heal one
8 Action.2x 14t +
Paramedics; Heal any 3
and a Major or Minor Condition.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed:
1
Action
per
Turn.
Requires: Workshop.
Healing may be applied to multiple Characters.
Requires: Toolkit.
Equipment:
Limited Vision:
Personal
Combat
Light
CoverComms
(Low Light)(100km)).
or Heavy Cover (Blind, Pitch Black) vs You.
Head Set
(ShortEnvironment
Range
Locked
On:
Enemies
gain
Hit:
+Lock
On
vs you.
Moving
one
space
costs
2 Movement.
Zero
Gravity:
Mechanics Tool Box (Mechanics Toolbox).
Hit
-2 Step
+1
Cover
Prone:
History Book (Culture Toolbox).
No
Penalty.
CostOverburden
2 Movement
to Change.
Moving one
Defence
+X space costs 2 Movement while Prone.
Cover X:
Stealthed:
May notone
be space
Targeted
while
in Cover.
Difficult
Terrain: Moving
costs
2 Movement.
Lost on Major Effect: Attack.
Open/Close Door: Cost
2
Movement
to
Change.
Lost next Turn if 1st Action is not a successful Stealth Action.
16
Everyone
in the system
knows this. What they dont know, what most
Personal Combat
Environment
Kaltorans
dont talk
about,
is that
of the stronger memories,
Moving
one space
costsa2 lot
Movement.
Zero Gravity:
Hit -2 down the DNA ladder, are bad. Really bad.
the ones that get passed
Attack
Hit +RoF
Remove any
Locked
On Draw
Effects
you.Set Up or Pull Down or
*Damage
Pick One:
*Attack,
Wpn, on
Reload,
Move
make
a Analyse,
Escape
Attack
Roll. to your Opponents.
Remove all
Locked
On Stealth
Effectsor you
have
applied
Nebula:
Drone Action
25
2
2
3
Locked On:
OnPrep
Fire:
Move
Enemies gainLow
Hit: Tech.
+Lock On vs you.
start of Sighted
your Turn.
Shot
Move
Attack
Damage
Stealthed:
Hit +Per
Range +Foc
May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Attack; Strong Hit -1
Lost on Major Effect: Attack.
Requirements
Benefits
Lost next Turn if 1st Action
is not a Hit
successful
Attack
Damage
+Ref +Str Stealth Action.
Attack
On Hit: Boost next Attack;
+Ref
Damage
Impair
On Hit: Pick One Debuff vs
Primary
or Vehicle
Skill, Does not Req Success
You may re-roll
a singleHit
die
from this Skill Roll.
Attack
Hit
Impair
Throw
Recover
Crit+RoF
Attribute Location +/-2
Range
+Str
Maximum 1 Action this Turn.
Suppressed:
Move
Move
Target; Prone, Grab or Move 1
*Damage
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Strong Hits
Effort
Analyse
Drone Action
Critical Hit
Critical
Boost
Stealth
Tweak
Attack,
Hit, 1 use
per
RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
make a Analyse,
Stealth
or Escape
Hit +Ref +Str
Hit +Per
Damage
Attack*
Vs Highest Defence
On Hit: Debuff Target; Loose
*May Attack in a 180 Arc in
Impair
Attack,
DoesBenot
Req Hit
+1 Critical Damage
Escape
Overwatch
On Hit: Cannot
Targeted
Damage for this Attack vs all Targets with 0 Endurnace.
Grabbing Target.
response to any Action.
Move
Attack, Hit, Non Infinite Clips or Ammo
Gain +2 Endurance Damage on this Weapon for the remainder of the Combat (Stacks).
Move
Stealth
ActionsFirst
Highest Velocity (orTactical
Size if Equal)
Full Move
Full Burn
Take
Cover
Command
Move
Skill Roll
8
Range Actions
Make 1 System Roll per Turn (Successful
System Rolls may not be rolled again),
Engineering
Snap Shot
Move +2
Skill Roll
Operations
Attack
Damage
Move
Remove 1 On FireAttack
Effect.
12-Crew
Spray Regen
Fire Shields. Damage
Armour vs Boarding
+1
Move
Strike
Skill Roll
Hit Calibrate
+Per +Extra RoF Dice
12-CPU
Move -2
Melee(orActions
Highest CPU
Sensors if Equal) First
Attack
Damage
Move
Attack
Gunnery
Hit +Ref +Extra RoF Dice
Move -2
Skill Roll
Add or remove 1
Charge
Locked On Effect.
Preparation
Damage
Reload orLine)
Un Jam a Weapon.
Move +2 (Straight
8-Crew
Once per Weapon.
Damage +1May
(perRoll
4 Movement)
Move
Manoeuvre
Prep
vs Def
Volley
Impair
Direct
Analyse
Crew
Rotate 45o
Armour vsOnBoarding
+1 next Attack;Combat
Hit: Boost
14-CrewAttack
Make System
Roll at -2Location +/-2
Jump
Recover
Crit Attribute
or Launch a Fighter.
*4 Success, +2 Success
Attackrequired
+Ref
Combat Area. Hit Seeker
14-CPU*
Throwif Spacecraft leavesDamage
Range +Str
Move
8-Crew
Launch a Warhead.
This WarheadsImpair
gains:
Lock On +6.
Damage
Lead
the
Impair
Target
Strafe
Stealth
Size 1 or 2
Rotate 45o
VsArc
Highest
vs Def Stealth
Attack Front
with aDefence
Battery.
Patch
Range -1 On Hit: Cannot Be Targeted
Repair 1 AttributeAttack*
Dmg that was Hit +Per
14-Crew
14 Arc
-CPUin
Scan
*May
Attack in a 180
Overwatch
dealt after your last
Turn.
Damage
response to any Action.
Damage
Bombard
Spacecraft CombatAttack
System
Rolls
Roll Formula:
Highest Velocity (or Size if Equal) First
Job
Engineering
Skill Roll
8
Damage
Control
12-Crew
Operations
Skill Roll
Rotate 45o
Alter Velocity = Eng.
Size Impair
4+
Move
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),
Command
Full Burn
Targets Defence
Move
Gunnery
Skill Roll
Remove 1 On Fire Effect.
Regen Shields.
Armour vs Boarding +1
Calibrate
12-CPU
Skill Roll
Add or remove 1
Locked On Effect.
Preparation
8-Crew
12
2x 14t
Armour)
the end of eachwas
3rd Turn.
it, raised for it and2 Attribute
trainedDamage
for it.(noYour
firstat campaign
destined
-2 Hit and Range.
to be your last. Some nerve agent the Nephs used on that swamp
Take Damage equal to your Velocity.
Dust Cloud:
world made most Hitof-2your
go Dust
buggy.
if youcompany
Attack through
Cloud.They mustered all of
you
out. Field:
Couldnt trust
youwhenwouldnt
dayField.go mad like your
Gain +2 that
Velocity
you enter aone
Gravity
Gravity
May make a free Rotate of 45o towards the source of the Gravity Field.
brothers in arms had.
Repair
Remove any Locked On Effects on you.
Nebula:
Remove all Locked
On Effects you have applied to your Opponents.
14t +
Change
Out
1 agents12t still
+
You arent sure May
you
wont
go mad
either.
ThatHeal
nerve
have
additional
GMMaintenance;
defined
Change 1 Attribute, Wpn, Trait or new
Spacecraft.
and
a Minor effects.
Condition (eg: Virus).
Requires: Workshop.
Requires: Toolbox.
Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Object:
an Object.
Quick Fix; Heal anyHit2 -2 if you 12Attack
Rebuild;
Heal one 8
2x 14t +
+ through
Req: Workshop, Only Heals Dmg dealt this Combat.
and a Major Condition (eg: Lost Wing).
Spacecraft:
Other
Spacecraft immediatly
into an adjacent space.
May
only be rolled once per available
Workshop.
Requires:move
Workshop.
Must be performed directly after a Combat.
Primary
SpacecraftSkils:
Effects
Spacecraft
-2
Wealth Environment
+1 have
Physical
+2 Effects
Mechanics
May
up to 5 Boarded
applied to you.-2 Medicine
Boarded:
start
of your
Opponents
Turn they
make
1
Attribute
Damage
Armour)
at may
the end
each
Turn.
Atmosphere:
-2 Conversation 1 AtEngine
+2theResolve
-2(no
Electronics
+1of Psychology
Attack
2Boarding
AttributeParty
Damage
(noagainst
Armour)you.
at the end of each 3rd Turn.
+1 Leadership
Programming
On+1Hit
a Awareness
failed
Attack Roll,-2
remove
1 Boarded Effect. -2 Astronomy
-2
and Range.
-2
Culture
-2Damage
Survival
-2
Bio
Tech
-2 Planetoids
Locked
On:
Enemies
gain equal
Hit: +Lock
On Velocity.
vs you.
Take
to your
Dust
Cloud:
Hit
-2 if youDmg
Attack
Cloud.
1 Attribute
(no through
Armour)Dust
at the
start of your Turn.
Gain +2 Velocity when you enter a Gravity Field.
o
May make
13 Field.
2 a free Rotate of 45 towards the source of the Gravity
2x 14t
20
Tactical Actions
Personal
Effects 10 +
First
Aid; Combat
Stops Bleeding
Extended Care; Heal all 1 2x 12t +
and a Minor Condition.
May be performed during Combat.
Requires:
Toolkit.
Requires:at
Toolbox.
Bleeding:
1 Attribute Dmg (no Armour)
the start of your Turn.
As
with
Grabbed
Effect
but
may
as a Free
Grabbing
Target:
12 +
Surgery;remove
Heal one
8 Action.2x 14t +
Paramedics; Heal any 3
and a Major or Minor Condition.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed:
1
Action
per
Turn.
Requires: Workshop.
Healing may be applied to multiple Characters.
Move with Target ifMayyou
have
Retro
any higher
Trait for aStr.
Implant Trait.
Must be performed directly after a May
Combat.
Maximum of 1 Paramedics Roll per Gain
3 Characters.
1 Additional Action if you remove this Effect.
Equipment:
Limited Vision:
No
Penalty.
CostOverburden
2 Movement
to Change.
Mechanics
Tool Box
Toolbox).
Moving(Mechanics
one
2 Movement while Prone.
Defence
+X space costs
Cover
X:
Stealthed:
May notone
be space
Targeted
while
in Cover.
Difficult
Terrain: Moving
costs
2 Movement.
Lost on Major Effect: Attack.
Open/Close Door: Cost
2
Movement
to
Change.
Lost next Turn if 1st Action is not a successful Stealth Action.
start of Sighted
your Turn.
Shot
35
2
1
2
Spacecraft Effects
Weapons
Hit
End Dmg
Crit
Rng
Gauss
4 applied
4 toSnap
4
May haveMove
up to
Boarded Effects
you. Shot
+2 5+4
Boarded:
FullAssault
Move Rifle Move
At the start ofEnergy,
your Opponents
TurnPersonalised.
they may make 1
Modification:
Boarding Party Attack against you.
Attack
Prone:
+1 Cover Step
Hit-+Per
+Extra RoF
OldTake
Sword
6 1 Boarded4 Effect.
1 Dice
Move
On a failed
Attack-1Roll, remove
Damage
Cover
Spray Fire
Armour vs Slow +1 (go Prone)
Move -2
Move
ever On
requires
Locked On:
Enemies gain*Only
Hit: +Lock
vs you.1 Hand, Modification: Low Quality, Personalised.
Pick One: Draw Wpn, Reload,
Recover
Set Up,
Pull Down,at the
1 AttributeUn-Jam,
Dmg (no
Armour)
Use Stim or Skill Roll (Medical).
Personal
Combat
Light
CoverComms
(Low Light)(100km)).
or Heavy Cover (Blind, Pitch Black) vs You.
Head Set
(ShortEnvironment
Range
Locked
On:
Enemies
gain
Hit:
+Lock
vs you.
Moving
one
space
costs
2Low
Movement.
Zero
Gravity:
Flash Light (Small, Load 1, Reduce On
Light Cover penalties by
Hit
-2 Step
+1
Cover
Prone:
2 Steps in any area of 3).
OnPrep
Fire:
working
its way through
your
according to scans. Maybe
Moving one
spacesynapses
costs 2 Movement.
Zero Gravity:
-2 You bounced around from job to job for a
you will lose it oneHit day.
No Overburden Penalty.
long time before Lucas brought you aboard The Ransom. He seems
Defence +X
Cover X:
like a good enough Corp, but he has an edge. Everyone on board
Difficult Terrain: Moving one space costs 2 Movement.
does. They dont know about the nerve agent. They dont know about
Open/Close Door: Cost 2 Movement to Change.
the ticking time bomb in your head. Between now and when it goes
Healing
off, youre going to fight, carouse and have the greatest life you can.
Attack
Hit +RoF
Remove any
Locked
On Draw
Effects
you.Set Up or Pull Down or
*Damage
Pick One:
*Attack,
Wpn, on
Reload,
Move
make
a Analyse,
Escape
Attack
Roll. to your Opponents.
Remove all
Locked
On Stealth
Effectsor you
have
applied
Nebula:
Drone Action
12
SpacecraftMarch
Environment
Athena
On Fire:
Gravity Field:
Attack
Damage
Attack
Step
1 +1 Cover3*
Damage
ChargeMelee, Composite
Stealthed:
Hit +Per
Range +Foc
May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Attack; Strong Hit -1
Lost on Major Effect: Attack.
Requirements
Benefits
Lost next Turn if 1st Action
is not a Hit
successful
Attack
Damage
+Ref +Str Stealth Action.
Attack
On Hit: Boost next Attack;
+Ref
Damage
Impair
On Hit: Pick One Debuff vs
Primary
or Vehicle
Skill, Does not Req Success
You may re-roll
a singleHit
die
from this Skill Roll.
Attack
Hit
Impair
Throw
Recover
Crit+RoF
Attribute Location +/-2
Range
+Str
Maximum 1 Action this Turn.
Suppressed:
Move
Move
Target; Prone, Grab or Move 1
*Damage
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Strong Hits
Effort
Analyse
Drone Action
Critical Hit
Critical
Boost
Stealth
Coordinated Strike
Move
Stealth
Attack,
Hit, 1 use
per
RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
make a Analyse,
Stealth
or Escape
Hit +Ref +Str
Hit +Per
Damage
Attack*
Vs Highest Defence
On Hit: Debuff Target; Loose
*May Attack in a 180 Arc in
Impair
Attack,
DoesBenot
Req Hit
+1 Critical Damage
Escape
Overwatch
On Hit: Cannot
Targeted
Damage for this Attack vs all Targets with 0 Endurnace.
Grabbing Target.
response to any Action.
Move
Attack, Hit
An Ally gains Strong Hit +1 vs your Target with their next Attack (must be taken within 1 Turn) (does not Stack).
ActionsFirst
Highest Velocity (orTactical
Size if Equal)
Full Move
Full Burn
Take
Cover
Command
Move
Skill Roll
8
Range Actions
Make 1 System Roll per Turn (Successful
System Rolls may not be rolled again),
Engineering
Snap Shot
Move +2
Skill Roll
Operations
Attack
Damage
Move
Remove 1 On FireAttack
Effect.
12-Crew
Spray Regen
Fire Shields. Damage
Armour vs Boarding
+1
Move
Strike
Skill Roll
Hit Calibrate
+Per +Extra RoF Dice
12-CPU
Move -2
Melee(orActions
Highest CPU
Sensors if Equal) First
Attack
Damage
Move
Attack
Gunnery
Hit +Ref +Extra RoF Dice
Move -2
Skill Roll
Add or remove 1
Charge
Locked On Effect.
Preparation
Damage
Reload orLine)
Un Jam a Weapon.
Move +2 (Straight
8-Crew
Once per Weapon.
Damage +1May
(perRoll
4 Movement)
Move
Manoeuvre
Prep
vs Def
Volley
Impair
Direct
Analyse
Crew
Rotate 45o
Armour vsOnBoarding
+1 next Attack;Combat
Hit: Boost
14-CrewAttack
Make System
Roll at -2Location +/-2
Jump
Recover
Crit Attribute
or Launch a Fighter.
*4 Success, +2 Success
Attackrequired
+Ref
Combat Area. Hit Seeker
14-CPU*
Throwif Spacecraft leavesDamage
Range +Str
Move
8-Crew
Launch a Warhead.
This WarheadsImpair
gains:
Lock On +6.
Damage
Lead
the
Impair
Target
Strafe
Stealth
Size 1 or 2
Rotate 45o
VsArc
Highest
vs Def Stealth
Attack Front
with aDefence
Battery.
Patch
Range -1 On Hit: Cannot Be Targeted
Repair 1 AttributeAttack*
Dmg that was Hit +Per
14-Crew
14 Arc
-CPUin
Scan
*May
Attack in a 180
Overwatch
dealt after your last
Turn.
Damage
response to any Action.
Damage
Bombard
Spacecraft CombatAttack
System
Rolls
Roll Formula:
Job
Engineering
Skill Roll
8
Manoeuvre
Size x4
Damage
Control
Rotate 90o
Alter Velocity = Eng -2.
Divert
Power
Operations
Skill Roll
Rotate 45o
Alter Velocity = Eng.
Size Impair
4+
Move
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),
Command
Full Burn
Targets Defence
Move
Gunnery
Skill Roll
12-Crew
Calibrate
14-Pow
Dumb Fire
Skill Roll
12-CPU
Add or remove 1
Locked On Effect.
Preparation
8-Crew
vs Def
Volley
vs Def
10
Change Out
14t
12
+
+
Maintenance; Heal 1
12t
2x 14t
10
12
Beytah
Spacecraft
All of yourEnvironment
memories were made in a lab. Every Emissary knows
this
theoretically, 1but
fewAttribute
reallyDamage
KNOW(no itArmour)
like you
woke
Engine
at thedo.
end You
of each
Turn. up
Atmosphere:
2 Attribute
Damage
(no Armour)
at the end
of each
3rd Turn. still
during an implantation.
While
those
memories
they
implanted
-2 Hit and Range.
feel real, they dont feel like yours.
Dust Cloud:
Thats Field:
probablyGainwhy
you when
dropped
of Field.
the ambassadorial
+2 Velocity
you enterout
a Gravity
Gravity
o towards the source of the Gravity Field.
May make
free Rotate
program in your first
year.a You
had ofa 45head
full of thirty years worth
Repair
Locked
On really
Effects on
you. two. That glitch made
ofNebula:
memory, but youRemove
knewanyyou
were
only
Remove all Locked
On Effects you have applied to your Opponents.
14t +
12t +
Change
Out
Maintenance;
Heal 1 you-like
you
different. BeingMay
around
other GMEmissaries
unsettled
you
have additional
defined
Change 1 Attribute, Wpn, Trait or new
Spacecraft.
and
a Minor effects.
Condition (eg: Virus).
Requires:
Workshop.
Requires:
Toolbox.
were
watching a magician
on2,stage,
you1 Attribute
were the
one who
Reduce Vel by
if not 1 orand
2; take
Dmg only
(no Armour).
Object:
an Object.
Quick Fix; Heal anyHit2 -2 if you 12Attack
Rebuild;
Heal one 8
2x 14t +
+ through
Req: Workshop, Only Heals Dmg dealt this Combat.
and a Major Condition (eg: Lost Wing).
Spacecraft:
Other
Spacecraft immediatly
into an adjacent space.
May
only be rolled once per available
Workshop.
Requires:move
Workshop.
Spacecraft Effects
2
4
start
of your
Opponents
Turn they
make
1Medicine
1 At
Engine
Attribute
Damage
Armour)
at may
the end
Turn.
+1thePhysical
-2(no
Mechanics
+3of each
Attack
2Boarding
AttributeParty
Damage
(noagainst
Armour)you.
at the end of each 3rd Turn.
Electronics
On+1Hit
a Resolve
failed
Attack Roll,-2
remove
1 Boarded Effect. +1 Psychology
-2
and Range.
+1 Damage
Awareness
-2
Programming
-2 Astronomy
Enemies
gain equal
Hit: +Lock
On Velocity.
vs you.
Take
to your
Hit
-2 ifSurvival
youDmg
Attack
Dust
Cloud.
-2
+4 Bio
Tech
-2 Planetoids
1 Attribute
(no through
Armour)
at the
start of your Turn.
Gain +2 Velocity when you enter a Gravity Field.
o
May make
14 Field.
4 a free Rotate of 45 towards the source of the Gravity
2
2x 14t
Hit -2
No Overburden Penalty.
Locked
On:
Enemies
gain
Hit: +Lock
On
vs you.
space
costs
2 Movement.
Zero
Gravity:
Head
Set (Short Moving
Rangeone
Comms
(100km)).
Hit
-2 Step
+1
Cover
Prone:
Chemistry Kit (Bio Tech Toolbox).
No
Penalty.
CostOverburden
2 Movement
to Change.
16
saw
through
the illusion.
You were a chef for a while, a fixer of thingsPersonal
Combat
Environment
eventually,
recruiter
tookcosts
you 2onMovement.
as scientific apprentice.
one space
Zero Gravity:a Corp Moving
Limited Vision:
Attack
Hit +RoF
Remove any
Locked
On Draw
Effects
you.Set Up or Pull Down or
*Damage
Pick One:
*Attack,
Wpn, on
Reload,
Move
make
a Analyse,
Escape
Attack
Roll. to your Opponents.
Remove all
Locked
On Stealth
Effectsor you
have
applied
Nebula:
Drone Action
2x 12t
Spacecraft Skils:
Environment
Primary
May have up to 5 Boarded Effects applied to you.
Boarded:
Gravity Field:
Atmosphere:
-2
Wealth
-3 Conversation
-2
Leadership
Locked
On:
Dust
Cloud:
-4OnCulture
Fire:
15
5
2
2
Locked On:
OnPrep
Fire:
Move
**Deal
Endurance Damage vs Targets with Armour 4 or greater.
Enemies gainBlunt,
Hit: +Lock
On +2
vs you.
start of Sighted
your Turn.
Shot
Attack
Damage
Stealthed:
Hit +Per
Range +Foc
May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Attack; Strong Hit -1
Lost on Major Effect: Attack.
Requirements
Benefits
Lost next Turn if 1st Action
is not a Hit
successful
Attack
Damage
+Ref +Str Stealth Action.
Attack
On Hit: Boost next Attack;
+Ref
Damage
Impair
On Hit: Pick One Debuff vs
Primary
or Vehicle
Skill, Does not Req Success
You may re-roll
a singleHit
die
from this Skill Roll.
Attack
Hit
Impair
Throw
Recover
Crit+RoF
Attribute Location +/-2
Range
+Str
Maximum 1 Action this Turn.
Suppressed:
Move
Move
Target; Prone, Grab or Move 1
*Damage
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Strong Hits
Effort
Analyse
Drone Action
Critical Hit
Critical
Boost
Stealth
Spontaneous Growth
Move
Stealth
Attack,
Hit, 1 use
peror Escape
RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
make a Analyse,
Stealth
Hit +Ref +Str
Hit +Per
Damage
Attack*
Vs Highest Defence
On Hit: Debuff Target; Loose
*May Attack in a 180 Arc in
Impair
Attack,
DoesBenot
Req Hit
+1 Critical Damage
Escape
Overwatch
On Hit: Cannot
Targeted
Damage for this Attack vs all Targets with 0 Endurnace.
Grabbing Target.
response to any Action.
Move
Attack, Hit, Bio Tech
This Attack does not use any Ammunition (must have the required Ammunition to make this Attack).
ActionsFirst
Highest Velocity (orTactical
Size if Equal)
Full Move
Full Burn
Take
Cover
Command
Move
Skill Roll
8
Range Actions
Make 1 System Roll per Turn (Successful
System Rolls may not be rolled again),
Engineering
Snap Shot
Move +2
Skill Roll
Operations
Attack
Damage
Move
Remove 1 On FireAttack
Effect.
12-Crew
Spray Regen
Fire Shields. Damage
Armour vs Boarding
+1
Move
Strike
Skill Roll
Hit Calibrate
+Per +Extra RoF Dice
12-CPU
Move -2
Melee(orActions
Highest CPU
Sensors if Equal) First
Attack
Damage
Move
Attack
Gunnery
Hit +Ref +Extra RoF Dice
Move -2
Skill Roll
Add or remove 1
Charge
Locked On Effect.
Preparation
Damage
Reload orLine)
Un Jam a Weapon.
Move +2 (Straight
8-Crew
Once per Weapon.
Damage +1May
(perRoll
4 Movement)
Move
Manoeuvre
Prep
vs Def
Volley
Impair
Direct
Analyse
Crew
Rotate 45o
Armour vsOnBoarding
+1 next Attack;Combat
Hit: Boost
14-CrewAttack
Make System
Roll at -2Location +/-2
Jump
Recover
Crit Attribute
or Launch a Fighter.
*4 Success, +2 Success
Attackrequired
+Ref
Combat Area. Hit Seeker
14-CPU*
Throwif Spacecraft leavesDamage
Range +Str
Move
8-Crew
Launch a Warhead.
This WarheadsImpair
gains:
Lock On +6.
Damage
Lead
the
Impair
Target
Strafe
Stealth
Size 1 or 2
Rotate 45o
VsArc
Highest
vs Def Stealth
Attack Front
with aDefence
Battery.
Patch
Range -1 On Hit: Cannot Be Targeted
Repair 1 AttributeAttack*
Dmg that was Hit +Per
14-Crew
14 Arc
-CPUin
Scan
*May
Attack in a 180
Overwatch
dealt after your last
Turn.
Damage
response to any Action.
Damage
Bombard
Spacecraft CombatAttack
System
Rolls
Roll Formula:
Highest Velocity (or Size if Equal) First
Job
Engineering
Skill Roll
8
Damage
Control
12-Crew
Operations
Skill Roll
Rotate 45o
Alter Velocity = Eng.
Size Impair
4+
Move
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),
Command
Full Burn
Targets Defence
Move
Gunnery
Skill Roll
Remove 1 On Fire Effect.
Regen Shields.
Armour vs Boarding +1
Calibrate
12-CPU
11
Skill Roll
Add or remove 1
Locked On Effect.
Preparation
8-Crew
GM Eyes Only
Beyond this Point
GM Overview
The Ghost Ship Carthage is a spooky adventure involving
encounters with mutated monsters and an ancient, deadly Archon.
Dont be afraid to play up the horror angle! The Carthage is full of
flickering lights, creepy noises, and lots of darkness help them
feel immersed in the environment. The crux of this mission revolves
around the PCs interactions with Solaria, the ancient Archon captain
of the Carthage.
12
Action
The main action of this adventure involves approaching, boarding,
and reconnoitering the labyrinthine corridors, trashed quarters,
gutted medical bays, and burned-out laboratories of the Carthage.
As the PCs explore the ship, they will discover the secret of the
Carthages mission of genocide and the disastrous outbreak of the
Kormoria virus. If they survive their encounter with the ancient
Archon captain, they will have made off with valuable pieces of data
and bio-technology.
Threats/Encounters
Turret
The first encounter initiates as soon as the PCs step foot
through the airlock an old VESPER Turret still remains active
after all of these years. Originally, it was placed to protect the
VESPER team as they moved through the ship, but it has been
programmed to fire upon any intruder. This encounter makes
for a solid introduction to Fragged Empires combat mechanics.
The Virus
The Kormoria virus is still active aboard the Carthage. If the PCs
let the virus out of containment, it will immediately awaken in
search of fresh hosts. It will spread like wildfire among the PCs,
focusing first on any Nephilim. If they do not receive the cure
from the Archon, then they can inadvertently infect the entire
Haven system.
Monstrous Experiments
The Archons experiments bred a handful of genetic horrors in
the form of mutated Nephilim POWs. These mutants have survived
throughout the decades by hiding within stasis tubes. When the
PCs first breach the ship, Solaria unleashes her unwholesome
creations to prowl the bulkheads and stalk any intruders. She
hides them behind high-tech holographic projections to mask
their appearances.
The Mutant Archon
The Kormoria virus didnt kill Solaria, the Archon captain of
the Carthage but it did drive her into a deep madness that
has hung over her for decades. In her madness, she seeks to
destroy the PCs as they travel through the ship but when they
reach her, she decides it may be more fun to experiment upon
them instead.
10
22
-2
10
22
-4
16
Weapon
Twin Autocannons
Hit
End Dmg
Crit
+0
8
4
Lock On +8, Slow, Natural.
Rng
4
Clips
Inf
30
4
Ammo
-
Load
2
RoF
6 (+5d6)
Wgt
4
Cost
3
13
Prologue
Level One
When the PCs meet with Mr. Simmons, he is dressed to the nines
and adopts a cool, confident personality. He claims to have no
information as to what happened on the Carthage, and the players
must decide whether they believe him or not. What Mr. Simmons
does have is a map of the spaceship, salvaged from old Legion
records. Mr. Simmons doesnt believe anything sinister awaits the
PCs on this mission, but he does believe all of the Archons medical
tech would fetch a high price on the black market, and is willing to
cut them in on the profits.
Level One does have power, but it is not steady. Lights turn on
as the PCs enter each room, but they flicker and bulbs burst from
rolling brownouts. Fuse boxes on the wall spark and some loose
wires hang down from the ceiling, sparking as they touch metal.
The setting is that of a horror film dark and cold. When the lights
flicker off, the PCs will have to rely on their flashlights and sensors.
If the PCs do not have a ship, Mr. Simmons will provide them with
one, but any damage done to the vessel will be taken out of their
final paycheck,
Payment
Mr. Simmons agrees to fund the PCs operations for the next
few months if they can recover a large amount of medical tech
(each Character gains 1 Current Influence, and Resource, OR 12
Trade Boxes). He also offers a bonus (6 Trade Boxes) if the PCs
retrieve the ONIX (Occluding Neural Insurgence Xiphoid) which is
rumored to have been on board the Carthage.
The Race is On
Mr. Simmons also informs them that he is not the only one
interested in salvaging the Carthage. He has heard rumor of
other Corp sending out their own salvaging teams. As far as he
knows, he is the first to put a team into action, but the others
might not be far behind.
Scanning the Carthage
When the PCs approach the Carthage it does not fire upon
them, nor does it respond to any attempt at communication.
It is emitting a faint SOS beacon, and a quick scan with a
successful Mechanics or Electronics check will reveal that the
ship does have limited power, and its atmosphere generators are
functioning. There two airlocks that they can attach to, both lead
the PCs to Level One.
14
Decontamination Corridor
The only way to progress further into the ship is through the
Decontamination Corridor. This long hallway was once used to
process refugees who were boarding the ship. A non-function
conveyer belt stretches down the hallway, once used to force the
refugees down the line, where robotic arms would undress, delouse,
vaccinate, and take samples of their blood. Then, they would receive
secret injections of the Kormoria virus. The hallway is lined on both
sides with hidden one-way mirrors, so the scientists could observe
the refugees from behind the glass. These mirrors are bullet proof.
Like all of the rooms, the Decontamination Corridor activates as
the PCs move into it. The machines take time to warm up, and so
they do not swing into action until the first PC is about three-quarters
of the way through the hallway. That PC has a better chance to
escape, but the others must make successful Physical check of 12
or find themselves prodded by needles and possibly injected with the
Kormoria virus itself. If someone does become infected, symptoms
wont display for some time, but a Medicine check of 14 will reveal
that they are infected with something terrible, and it is killing them.
Hologram of Solaris
Past the decontamination corridor is a small foyer where a
hologram of Solaris appears upon a pedestal. The hologram looks
too fake too friendly as it processes its greeting. The hologram
is barely functioning now. It flickers on and off, pieces of Solaris
disappear and glitch into different shapes, and its voice bounces
between shrill to booming. The hologram mistakes them for refugees,
and assures them that if they simply move into the next room, and
find their beds, they will be rewarded with kindness.
Secret Door
There are two other exits off of the hologram room. One
is hidden behind a hologram of solid wall. A PC who passes a
successful Awareness check of 16 might notice the wall flickering
like the hologram of Solaris did. These doors lead to the Medical
DiagnosticRooms.
Secret Elivator
This elevator cannot be hacked, and has not control consol. It
will take the PCs to the third floor when Captain Solaris is ready
to see them (after she has observed them enough to understand
their intentions and capabilities).
Security Office
The security office is full of surveillance equipment and security
computers that are all booted down to protect themselves from a
surge. It takes a successful Electronics check of 12 to boot them
back up (this takes some time). If the PCs are able to bring the
screens back to life, the PCs catch a glimpse of the 2nd Floor lab,
which looks like a fully functioning laboratory. It is all clean, and
well-kept, and they can see scientists moving about the lab, working
on their every-day experiments. A check on the time stamp shows
that this is live footage not old tape. It is a holographic projection,
used to hide the truth.
Also within the security office they can find a security badge that
allows them to use the elevator leading to the 2nd Floor.
Elivator
This elevator is locked behind incredibly difficult encryption and a
DNA scanner. If the PCs dont have access to the living DNA required
to open the door at this point (from a dead scientist or guard using
the Flesh Rejuvenation Fluid, or a security badge) they need to make
a Programming check of 16.
***
15
Nephilim Monster
6
4
1
Weapon
Massive Claws
Poison Spit
-2
13
+2
19
+2
17
14
-1
40
1
7
1
-3
Hit
End Dmg
Crit
Rng
Clips
Ammo
Load
RoF
Wgt Type & Variation
Cost
+1
10
5
1
1
5
Melee
3
Slow, Strong Hit: Massive Bash (Hit, Target has less Strength than you) Target is knocked Prone and Pushed 1, Natural.
+6
5
2
3*
5
2
0
2 (+1d6)
3
Shell, Chemical
3
*Strong Hit (5-6) vs Targets within first Range Increment, Natural.
Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of their Turn until they receive Paramedics or
Extended Care (Synthetic Poison Effect can Stack up to 4 times).
16
Level Two
The elevator out into Level Two leads directly into the Lab, which
is currently disguised by a hologram.
Disguises Lab
There is a holographic projector atop the elevator, projecting a
fake image out into the room. The image shows a fully functional,
clean, working lab. Scientists scurry back and forth, working on their
experiments and talking back and forth.
A Kaltoran scientist can be seen pacing back and forth down the
middle of the laboratory. Something seems odd about this Kaltoran
she walks in a strange manner, and her voice appears to be off
(a Psychology check of 12 reveals that his expressions dont fit her
words). She seems to be talking in the direction of the PCs. She
welcomes them to the lab and goes on to talk about all of the
scientific advancements they have achieved here.
If the party moves outside of the elevator, along the outside edge
of the wall, they can get a glimpse of the room for what it really is.
The room is dark, desolate, and looks like a crypt. Dead scientists
take the place of the living ones. Acid-dissolved countertops and
bullet-ridden lab tables fill the room. And the Kaltoran scientist
is revealed to be a mutated Nephilim monster, hiding beneath
theprojection.
Monster
If the PCs wait long enough in the elevator, the Kaltoran will slowly
approach them as she paces. If she gets close enough, the hologram
will falter and they will see the monster beneath the display. At
this point, the monster is close enough to attack them with its
massiveclaws.
If the party leaves the elevator and approaches the monster, it will
also attack them. If they sneak around the outside of the room, and
try to avoid the Kaltorans gaze, then they will have inadvertently
gained an advantage on the monster (gaining +2 Hit on all of their
Attacks made during their first Turn of combat).
Theatre of the Mind Combat, Difficulty: 14
If your Session is taking longer than expected, feel free to use
the Theatre of the Mind Combat rules (pg: 96) rather than minis.
Lab
Once the mutated Nephilim has been dealt with, the PCs are free
to explore the lab. There are many dead scientists who would have
the DNA required to open the secret elevator that leads to the third
floor. This is also the best place to salvage medical equipment. Many
of the research devices that were being used are still in good shape,
despite the wear over the years. If the party is looking for the ONIX,
they will not find it here, but they may find records confirming that
it is on the ship.
Part of the fate of the Blaze family can be found here in the
computerfiles with a Programming check of 12t.
Kitchen
This kitchen supported the crew while they were stationed on
the Carthage. Nothing is unusual about this kitchen, but it does
look like the crew of the ship were treated much, much better than
therefugees.
Crew Quarters
The crew quarters hosted the bunks that the crew lived in while they
were stationed on the Carthage. Most of the beds have footlockers
that contain equipment and valuables (4 Trade Boxes) that can be
salvaged and taken back to the ship.
One of the beds belongs to a scientist who has an especially
tightly locked footlocker. It requires a fingerprint scanner to open
luckily the scientist who owned the bunk can be found dead in the
lab. Opening this footlocker shows the scientist had hid the ONIX
away when the fighting first broke out.
Bathroom Laundry
The laundry room hasnt seen use for a hundred years, and the
clothes that were left behind have been disintegrated by mold over
the years. The entire bathroom and laundry area seem to be covered
in that same black mold.
***
Engineering
The Engineering bay hosts all of the electronics, and mechanics
needed to keep the ship running. There are several monitors all
displaying the status of different pieces of the ship.
Reactor is Failing.
This is a good time to activate the Reactor is Failing countdown
clock. When the PCs enter, they see a few flashing red lights and
hear an alarm going off. A successful Mechanics or Electronics
check of 12 tells the PCs that the reactor is melting down.
***
17
18
Aftermath
Vats
Contested Claim
These large vats are all filled with bubbling green fluid (Flesh
Rejuvenation Fluid), within living, still moving creatures inside. These
creatures cannot be clearly seen.
During the conversation with Solaris, the PCs get the warning that
another, larger, salvage crew is moving towards them. The PCs must
race back to their ship to escape with whatever equipment they have
so-far been able to salvage. If they take too long, the new crew will
board the ship from the other open airlock, or start to fire directly at
their attached craft. This is not a winnable fight.
If they manage to escape before the salvage crew arrives, then the
crew will chase them down as they flee (thinking that the PCs have
looted some valuable tech), and can segue into recurring villains for
the rest of the campaign.
Failing Reactor
As the PCs are speaking with Solaris, they get the warning that
the reactor is about to fail, and cause the destruction of the entire
ship. If they dont hurry and escape, they will go down with the
Carthage. They can jettison out through the Escape Pod (leaving their
ship to burn) or they can attempt to escape just before the Carthage
explodes into dust.
If the PCs get infected with the Kormoria virus and do not receive
the cure from Solaris, then they have little time left. If they leave
the Carthage and travel back to civilisation without proper safety
measures, they can easily spread the infection throughout the Haven
system. This can take the campaign into a different direction, where
the PCs must now race to discover a cure.
Captains Chair
Only Solaris can make use of this chair to command the ship.
Large Bed, Bathroom, and Laundry
Looks very clean, and well kept.
If Solaris has decided that the PCs are worthy, and has given them
the cure to the virus, she will simply find a solitary location to await
her eventual death as the ship is breaking down.
If the PCs anger her, then madness takes over and Solaris (fueld
by the virus) and will either kill them or escape the ship via the
Escape Pod, brining the Kormoria virus with her. If she gets away
with the virus, then the PCs may continue into a campaign trying
to capture Solaris.
If news were to get out of a still living Archon, the PCs are sure
to draw a LOT of unwanted, and dangerous attention to themselves.
19
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www.fraggedempire.com
for a full list of Fragged Empire products,
free resources and tutorials.
20