Professional Documents
Culture Documents
Written by:
Lucien Soulban
Editor;
Marc A. vezina
Copy Editing:
Jean carri~res
Editor for R. Talsorian Games, Inc:
Derek Quintanar
An Direction:
Pierre Ouellette
Layout:
Pierre Ouellette
poses.
Any similarity to characters, situations, institutions,
corporations, etc. (wilhout sadric intem) is strictly
cOinddental.
Jefffonier
Printed in canada.
Dominique Durocher
Published by:
lanus Publications, Inc.
5000 D'Iberville, Suite 332
Montreal, Qc
Canada
H2H 256
Cover An:
Pierre Ouellette
Jeff Faniet
Intelior An:
Ghislain Barbe
Maps:
Dominique Durocher
All Anwork lanus PublicatiOns, Inc.
Stock # ICP-120
Creative Team: Dream Pod 9
Special thanks to the Late Night Coffee Crew for those 1 AM bu ll sessions:
2-921573- 18-0
------------ ------ ~
AUTHOR'S NOTE
INTRODualON
Blindsided .......................................... 52
ADVENTURE BACKGROUND 8
The Cold War ................................................... 8
ChrL<;tmas Ust
.. ........................... 53
SUB-ATTICA DETENTION
AND LABOUR FACILITIES
16
68
LIFE UNDERWATER
74
94
103
012_"",,_
'P'",ium
~ciaI!y
can
Thae are
Per
square iru:h.
&
'Yi
,Ai
Y.,
~ ---- 6
----------------------------------------------------~
'''';;-00,
preuyty'"
PLAYING TIPS
As stoled prevIously, Sub-AHlca Is an underwater labour
by Elliot GoldenThal.
II Is olso audal That The GM be compleTely familiar and
comfortable wllh The workings of SubATtica. Because perti
nenT Informorlon Is Included Throughout !he module Thor
relaTes 10 Ihe wondngs oflhe advenllJre and the overall feel,
Ills recommended thor the GMread over !he module alleo.sT
TWice In order 10 know where everything lies.
7 -----~
lees' those thot were nett stolen cnd sold on the block
mart..et). The only problem was thaI certain chemical agents
and bJologlcol mutogenlcs could not be destroyed Ihrough
!he stonclord process (lndnerorfon caused IOxJc .side effects
rhor W~ more lethal than The original formula). Spedol
bunkers and fodlilkl's were needed 10 dispose of !he 'Cold
'Wa( tra.sh. burbolh fhe.ircosl [n building and use would hove
>n
~dr.-------------
--------------------------------------------------- ~
VEILED CONSPIRACIES
HIDDEN AGENDA
focIlI~s
thor WQS
the one person they had thelr eye on to head the team, Dr.
Lo Pok. WQS undergoing hiel proc:-.dlngs for 'crimes ogahut
Humonll)'. His development of blogeMrIc weaponry WQ.V"l' t
~e
Itwos meant to be
The aeatlon of blorechnology. what was Thought Ta be the
neXT step In augments. This Induded aeoflog a hutnan king
able to hold sea water ond capable of abSOfblng oxygen,
nitrogen and afhef gases from
me
Je1'Idlng the paTIenT InTO shock (this, In rum, would f"IOf only
c:reate someone capable of breotNog undefWaJef', but
would allow them to become more resistant ro The pressures
of 1M deep). Abe on rheagenda wQSO'eoffng a norurol mm
thot coYefed rhe eye- In order fot humans ro see more deolfy
9 -----~
~ ------------------------------------------------~
~ ----- 10
CURRENT MACHINATIONS
Dr. Pok has been using me air dum 10 reach hb Ndden lob
and condUCflng severof eJlq>8flments on hls two 'lest subject{. The two pr(sonen; who ore a.uume<I MIA. Usa Canoll
and Mo<gon BonnIsIw....... boIh ogIeed 10 ponIdpale In
Pak's experiments for ~ own reason (fr's not MI bofh of
!hem have been wiling, onty one has; Dr, Pok has 9Olfe-n I.Isa
oddkted 10 his drugs and rhfe.otens 10 cur off her suppty " shedoesn'l t*p). Theyhav. both been ffQ'\Sfonned 5nfa hybrid
oceanic beings capobMl 01 survtvlng In the deep and now
wandw rhe lnundohtd basatnenr level of Sub--Ank'o.
Dr. Pak Is k.eping AImoka happy by gMng them !he
ocC'OSionol 'b~rough' (which to Pck they Of","',) and wfm
his .scape In sight. has now loid Arasoka thaI he's on the
vel9ft of a great ct.:overy.
2)
He's QWtJJ't! oj the supply ship's linu: table and will waH
Jor ilS arrival What it does, Morgan will swim 10 the ship'S
att:rior and C/lUSt!' SDmt! damage to che curbin.t's vent pons in
order ID delay Us departure. Dr. Pall will then dcaclivDlt! his
cohort's PADDs (Prc:s:sure AcdvatU DelOnaffon Deviet - the
aplosiva: art' implanlt!.d in the sinuses and will detonalt! whtn
lht oxygen Itvt:I smJts beyond a certain point) and sabolaUge eN
Ufe Support scaCion In order to bring about a change in the
almosph'" quality oj 1M pl'ison. This should lIlil all oj Ih<
pri.sorlt:rs, acdvaLt: Lhenanilts in Oat prison ltaff and allow Dr.
Palt and his ttam 10 escape the station amidst the confusion.
1 1 - -- -
~ ----------------------------------------------
ON DRY LAND
HOOK #1
fadlity and retrievea 6.ctitious itun. The.y then set the players
wt'"
$en'
$OI"n&
Sut>-ArrJco.
H1ro Assad hires the patty, but informs them that they wisb
to find out whal:'s going on in Sub-Attica. Tbey infonn the
playen; what they pian on doing, following the sequence of
events of Hook #1. The playen; will be extracted once they
learn what is occurring in Sub-Altia.
HOOKS
Here or.
HOOK #2
HOOK #3
Arasaka has become suspicious of the 'accidental' explosion
that occurred in5u'b.AlLica that flooded the ba.sc:mmt level of
the penHtntiary. They art. also aware that the disappearance
of some of the canisters from the scuttled Soviet ships
occurred after the explosion and wish to investigate the
occurrences without raising the suspicion of Dr. to Pal< (they
are also interested in the private research they believe him to
be. perfonning). They hire the players to investigate Dr. Pal<
while postngas prl5one:rs,lo10wing that Dr. Pak might cul't&il
his activities if an official investigation tum anived in Sub-
Attica.
HOOK #4
For the patient GM, this adventure can be used if the playen;
are ever actually capturt:d by law enforcement officers during
thecounit of the nonnal campaign. The GM can then use this
module as an excuse why the piayers5erve thdrjail term and
when:. The players can then be contacted by Hiro..Assad,
Arasaka or even the U.S. govemmc:nt (who hAs become
suspicious of Atasaka's motives in Sub-Attica) and oITered a
way out if they report what th ey find in Sub-Attiea.
Who knows, the players might alrudybe in Sub-Attica fora
number of years and be Ilwue of the changes occuring. This
book may evm be. used for the starting point of a new
campaign or a new player party.
~---
12 ------------------------------------------
------~
SEQUENCE OF EVENTS:
So..O-Amco is more of on open ended scenario based on a
llmellne the GM con set occOfdlng to the progress of the
players.
f some Infofmo-
J)
Cony Rivlw, ant of tht lift support t1lginLtrs and /ht!
only prisortSLaff m.tmbtr /.0 htlp Dr. Pall:, has tamptrtdwith Iht
lift support junc.tions on the statiDn. When tht time comes, tilt
lift support rystml5 will go through a st:qurnt:t oj preprogrammed directtvts whilt shutting down any outside aarn: In
lhtm until ofttr lht scqunut is complcl.td. Tht mainlClancc
cyclt will be ftnishtd ona: alltM tmt:rgrncy oxygtn WIlts in the
prison art wntM into the prison acmosphtTt. This will rtsUlt in
thtdcLonatiDn of the prisoner PADDs. Ht! has basically stt the
lift supportsyslans on a mainttnanadiagnosLic 'Ycll:. and thai.
cannolbtshutdm+71 without turnmgofJ tht entirt sysltm. If thai
happens. and tM ~1Dn is rdJoo~d, it will take 100 IongJor tM
atmosphert paramdnS to bt rt-tstabliWd_By lhL tim.t: il docs,
many pmpk in lht St:aW areas will havt died from rulfucalion
(or so Sa:urity and lift Supporl bt!-lit:vt:; Ihq art: not awaTt! thai.
tht air duclS art still optn). To them. fhe situation isa calch 22.
La
placed in Ihe cups oj the swff; the Jood saved contained a high
amount of MSC's ([0 induct thirst and forCt eM 5U1Jf to drink
something from the cups in Jront c?f than). The rumitcs em:
dtsigntd to enttr Ute brain of thdr host and waitJor a biological
signal. What. the lift: support units arc tampcn:d with and 1M
tmtrgtney oxygen tanks artvenud into thtfacililit:s. eM nanitts
will ~I.tct an incrtast oj axygtn in the blood and Lissut: supply
of the host That is cheir signal /.0 injtcta bio/.oxin into the brain
in order /.0 induct tithtr dtath or coma.
2)
13 - - - -
T-1:50 HI'.
Morgan and lisa swim out using the # 1- watervator shaft to
T-1:15HR
Cony activates the maintenance routine cycle on the life
support systems before joining Pak in the secI'd lab. The
routin~ initiates th~ hiddm program.
1)
The first thing tltat happrns is a shuliN.t of af! systems,
including /he security own'ide. The system now b~ns running
a I Ui hour long diagnostics program.
2)
At T~ I:OO hr, tht! system ckfIXls a falsL flood breach in
cht facilities and b~ns staling off cht bast by closing all
<mag""l' flood buikh<ad<.
J)
AI T-0:55 minultS, tht rotUint" rtgislm Eltvator 114 (/he
wwavator) as being trapped between levels. As per slandard
operatingprtudun:, Utt:walain tMwalavaloris drained into the
14 ---------------------------------------------
----------------------------------------------~
5)
T-00:05 MINUTES
Maximum air prt!SS\lJ'e drop of 2 atmospheres is reached and
the sysl:em
pumping in oxygen . Morgan and lisa
succeed in freeing up the turbine wdl enough for it to
function while Dr. Pakand Ihegrouparriveat thc top and the.
ship is prepped for launching.
bew.ns
T- 00:03 MINUTES
The supply ship Ic.av~ docking and proceeds to head out to
the open sea . Dr. Pale: successfully escapes with Nadine. 13,
Corry I Morgan and Usa.
T-OO:OO
Air pressure reaches standard atmosphcn:.lcve1. The PADDs
detonate and the nanitt.s in the staff members activate. The
diagnostic program ends on the We Suppon Unit and everything is brought back on-line.
wtaO.
T-1:00 HI'S
Cony arrives at the hidden lab as th~ alse flood is detected
and the base is sealed. The group makes their way to the
elevator using the air dUdS. Security begins U5ing the Flood
Tubes to trllVc.t about the base.
T-00:55 MINUTES
The #+ dcvator (watervator) begins filling the. flood rubes
with water on levels 3-6. The water bands through the rubes
and can be heard throughout the ttltire complex as 14
Security members get killed in the flash flood.
T-00:50 MINUTES
The group arrives at the elevator and waits till Lisa sends the
elevator down. Usa ttlgages the #1 devator to n:ach the
basemttlt level while Morgan uses the #+watervator to swim
to the top.
T-00:45 MINUTES
Morgan reaches the top and both he and Usa dive into the
water to begin freeing up the turbine of the supply ship. The
captured sub pilots are knocked out and boWld
T-OO: 15 MINUTES
Air is vented from the station and pressu~ bep dccrusing.
Stturity now reaUzes that the air vents art. still opened and
tries using them to travel about the base.
15 ---~
HISTORY
In 2001. Qfret' the worIdstDt layrecoverrng from tM effects of
began.
Vlrh"" a Yeal. the ccmp*ex was already over budge' by
severa millions. The- ogrl-dome. Ufe support and odmlnlstro-
confOCfed
11m
~---- 16
Peopfe tefmlnorlng melr conrroas whh Sub-AtrIco oflef complering rhek required 2 years ore wofChed by AIosko surveAbnce reams fof' a minimum of 2 monlfu YO ensure they oro
not selling anything theymlghrhove discovered to Arosoko's
cOl"T'lperlt0f5. Akeocty. Hlro-A.uad hm signl!'d the death WOlrant of three former SubAmca ~ Just
_ad them.
by trying to
i"MAClfe to fotm
PERSONNEL
Apon hom the 300 Inmafes lncotcerared In SubAnlc:a, the
fodIhfes omdoly house 79 on-duty personnel to fUrl Sub-Anica, The members of the BIo-Geneoda wing are nor
Included in the otIkioI talty and blfng the l'lnal count up to 84
on-du1y peosonnel.
The on-duty pefSOnnai alV requlNH:I to 5BI'Vtt 2 years k1 Sub-
17
~----------------------------------------------
PRISON ADMINISTRATION
SECURITY
Audrey Malloy is htad of Security and perhaps one of the
PEER COUNSELOR
RECREATIONAL ACTIVITIES
Also assisting in this area are three prisoners who all hold
some sort of medical know-how from the dry-side.
KITCHEN DUTY
MEDICAL UNIT
BlOGENETICS DEPARTMENT
As stated before, the Bio-Genetics staff art not accounted for
in the official staff count. The members of the team are 4
scientists with a wide range of bio.-rtlated fields of expertise,
and Dr. 10 Pak, who is the head scientist.
GENERAL MAINTENANCE
The function of trussection is to take care of the basic janitorial
requirements of the base. Oeaning. ensuring the non-essential equipment functions properly, waste disposal, laundry
facilities, etc. Cany Smithers is the ~tion head, with 3
dvilian per:'>onnel under him. This unit uses 30 prisoner:'> to
help upkeep the general access areas while the 3 civilian
personnel tend to the Security and Administration areas.
Sub-Attica is called the last stop before hell and kitchen duty
is when hell kicks you funher down the line. Cooking and
cleaning up for 300 hundred inmates as well as fo r over 80
staff members is a full time endeavour. The kitchen staff is
headed by the Chief Mess Cook, Bernie Menerez (who is
considered the chief slave driver as well) and ... other chefs (the
title is dubiously used in reference to them). The kitchen uses
20 convicts at all times to help with the cooking, serving or
cleaning. This means that the kitchen is a hive of acUvityfrom
6:00a.m. when the breakfast crew begins, to 7:00 p.m. when
thelastc1eanupcrewfinisheswasmngthe lastspoon. Through~
out the entire time, Bernie is constantly watching And barking
out orders. 13 hours a day, 365 days a year, for life.
2 of the cooks are responsible for bringing 2 convicts to the
staff cafeteria to cany the food or clean upt hediny dis hes and
place the new settings.
~ --- 18------------------------------------------- -
-----------------------------------------~
MINING
Because this is a hard labour camp, all prisoners. except
'mercies' (see Slangsection), are rt:quirtd to work a minimum
of eight we.weul of len in the miningarr.a. This means either
directly in the mines themselves (there are still small projects
being completed bert: and there in the mines), the collecting
and sifting of the diatomite being brought in by the sweep
ships, and the melting. purifying and prepe.nuion of ores and
diatomite in the foundries for later shipping. The mining
foreman is Gail SWee1thorp and her learn of 5 experiUlced
miners who, in tum, act as overseel'5 for the various facets of
me mining operation. Gail can have at her disposal up to a
maximwn of 200 prisoners at anyone time.
SUPPLY
It is n:fe~d to as the 'Golden Road' since convicts who work
insupply are often in the possession of nice 'hard.seU'. Supply
is in charge of stocking .stora~ and accounting of all supplies
at Sub-Attica, from perishables to clothing, linen. food, tools,
toiletries, mainterumce supplies and anything else the prison
stocks. The only exception to this.areall suppliesused by life
Suppon. Security, Medical and Bia-Labs as these 4J- areas use
their own .secured storage facilities .
19
~ -------------------------------------------------------
PRISON FACILITIES
Sub-Afflco Is located In the Atlonrlc Ocean, Inslde the Grand
formers come
'0
The moln reason why \'he toefl/ties were built Inside rhe
continenlol shelf was 10 loke odvanlage of the surrounding
rock. The pressureotthotdepth Is equal 10 135 otmospheres,
and building focllllles surrounded by rock would make It
easier to avoid the damage- Inaued by ony unforseen
pressure dlange (rapid decompression would result In the
starion collapsing In on Itself).
It Is rhoughtthot the reo..son why the facilities were built so for
down was to also capitalize on the rldl ore veins located
throughout the aree. The presence of a comple-tely built
faciliTy Thot could be readily changed to accommodate a
mining operarion would cur down on the amount of dolm
jumpers thotwould hove come to the oree hod the facll!lh,s
been advertised as a mining colony 10 begin with.
~-----20
~----------------------------------------------~
surrs and our air is 78% nitrogm and 21 % oxygen, the airin SubAi.tiCl is mixed with higher Icvds of helium, decreased lcvds of
nitrogen (in orderle avoid nitrogen narcosis or'the Mutini effect'
- see the Ufe In lht Dp section for funher explanation) and
srn.a11c:r levels of oxygen (in orda to avoid oxygen poisoning).
Aftercenain sections were flooded due to the aplasian set orr
by the maneuve.rings orDr. La Pak, the waterset:page has also
made for a more humid atmosphere. within the facilities.
Almost everything in SulrAuica's lower levels isdamporwet
with moisture, adding to the already diny and grimy feel of
the place. Because ofthe incruse.d humidity, the moisture. has
gotten imo some general equi pmem and caused minor operational glitches. The We Support engineers are working fun
time to keep the moisture. from affecting the heating. lighting.
air recyclers or the air pressure units.
SECURITY MEASURES
Before the prisoners arc: ever taken to Sub-Attica, they are
completely stripped down of cyberware (though they don't
usually bother with mundane items like shift-tacts or simple
cosmetic up-keeps). Jacks are plugged up, neuralwa~ is
flatUned, implants and cybe:raugmenls are completely removed and claws and fang.sare declawed or capped. The only
cybcrwear not touched an: bi~ware.linear fnunes and body
plating (reconstructive surgery is too costly for lowlife dregs).
lnsttadoneoftwothingscanhappenwithcriminaIswiththis[)'pe
of hardware. One, if the prisoners are too dangerous with what
thr:y have, they'n:not taken toSu~Atr:ica Rather, they art: placed
in Cold-Stora~ (sepo.nu.e sunace facilities) and kept then:. The
second option is to send them to Sub-Attica, but in addition to
PADOs, !.he prisoners are also 'hames.sal' (sec: below).
Many of the prisoners in Sub-Auica bear the surgery scars
(missing eyes, ears ,limbs and the like) from rheir'processing'.
If the prisoner is too diabled after the surgery (missing both
anns and therefore cannot complete the heavy labour demands of the mining or salvage opuztions), the prisoner is
either found another job or placed in Cold-StoDge.
Those convicts who gtt sent to Sub-Attica forlifeare. those who have
proventooincorrigibl.etobenonnallyrehaWitatedorthosewhohave
proven too ~cntto be aItem::! by 'Braindanc:e' ps)rlto-thcapy.
--------------------------------------------21 -------~
~ ---------- -------------------------------------
HARNESSING
mer.;
LIMITED ACCESS
Due the sensitive nature of some of the prison areas, the
prisoners are. obviously not allowed into certain sections.
Even on-duty personnel are limited to which sections they
may cnler. Before Arasaka, secunty used the cameras available in the security room to watch who came and went as well
as buzzing open doors for people going into limited acc~s
areas. After Arasaka and the installation of the Bio-Genetics
Lab. this practice was replaced with the use of palm .scanners
al the different sections. The access requirements have been
broken down into the following, with Level 1 being the
highest access available.
level 1 - Red:
Full acCtS5 to all Jadliti~. PtOptt with chis cttaranu are in
Stcurity. Ufe Support. Rio-l.ab members and the Head of
Administration.
l.eYei 5 -
Invisible:
No Access. Most prisoners are not registered in the security
access jiles. and !ht:reJore are not permittt:d ID t'7lll:r any area
unless accompanied. ~ only exception to this art the prison
cells, lunch room and tht ret:realion deck In order for the
prisoru'rs to go to their assigned work stations, they must sign in
wtth a membtr of the on-duty staff they worlt under.
EMERGENCY PROCEDURE
This catchal.l phrase is meant to indicatc w~t happms in SubAttica und~r various ttl\ltrgency situation'>. In all.scmarios, thlt
prison shuts down when thlt emergency bulkheads all.seal. up.
isouning thevariousareas of the. prison. Thc oruy way to ovenide
Emergency Procedure is through one of the life Support technicians or through Security on the say so of life Support.
Ole-Hazard/Chemlcol SpUI
The BiD-Labs. basanatt levd, '!valors and agri-dome:s are all
equipped with sensors thaI monilor the air for any airbomt
particles or chemicals that excetd nonnal count or that simply
shauld not be!ht:r~ If they dell:ct somelhingwithin that paramtla, [ht area in which lht 'contamlnation'was dettcced is shut
down and sealtd off.
Breakout
This Is an event that has not OCCUlTed In 1M his/o')' Sub-AUIca.
The first rule ttamt in Sub-Auica is that anyauempt to riot. will
result in tither tht; security activating tht PADOs to dt/onall:
theircharg~ or uJe Support will acttvalt a rapid OX)'gen dump
level 2 - Blue:
Complell: acc~with aceptian to Rio-Gt:netics Ulb. This access
is held by Gal/:ral Mainlmanct and Mtdil:a1.
level J -
Green:
2)
Flood the prison wilh oxygen andwaitJor tht PADOs to
dtloMt.
pruo~
1)
J)
/.0 inundal
4)
flood tht: base. (This final Dption was instalft:d by Arasaha if they
wished for a quick evac oj [ht base.)
~------ 22
----------------------------------------------------------------~
Fire:
In the cast! offire, the bast: is equipped with a sprinhla syS/Dn
Jor non crucial areas as wdl as wilh flame retardant Joam jef.S
used in sensitive areas [ihe the Bio-Labs, Security or Life
Support Apart from that, the entire comple:: oj SubAWca was
built with its own fire prevention SYSltm. A saies ojJIood tubes
that are [aced throughout the entire camp/a with direct acem
10 l1u: outside ocean.
In thecaseoJ asevereor DULoi contro/fire,lhe entire base isshut
dawn and isolall:d using the anergency bulkheads, and the areas
aJJlicted are flooded. The only places nr:va Law:hed by this
system are uIe Support and Security sinct tits/ruction oj
t:qUipmrnf in these- areas lauld activaLt: the PADDs or destroy
life support fa the bast and hill r:vayone..
if the fire is out oj control, the prisoners and staff who can be
rescued are ~n
dome .
10
fD (h agri-
Flood Bream:
Again, 1M &nergen!)' Precaution SySIm wiU bring down rhe
bulhheads and seal the base. AJtathal. thewaLamusl bepumpal
------------------------------------------23 -------~
~--------------------------------------
SMUGGLING SUPPLIES
The prlsoneB hova used two ways of bypcwlng SJOndold
Operoffng ProcecMe. The flfst Is to nod 0 smoII C\Ibby hole
thot the stolen materfot con be tidden In and Ntfrkwed tat'"'
Ike air ~rs whose grotWlg has been ICIOS(tM(!I, AnoIhet'
way Is by passing h off fo on on-dury staff I'I'I8f'1"Iber on !he
toke (like Cony Rlvka or Hairy Joke).
In the case of SInJ99Ilng.some of rhe lorger equlpment thor
Dr. Pok needed In his secret lab thot he couldn't stool from
Bfo..labs, Q smaU arrangement was made betwHn Half)'
Jake In supply, 13 and Dr. Pok.
"'to
Dr. Pok ho.s also used rhls sysrem YO ob,aln the extra nonlres
he needed to use on the prison pen.orw'I9l. SCACE units, ere
(we OuIstmas UsI section tot' more Infonnalbn).
It Is up 10 !he GM.
10
~ ------ 24 -------------------------------------------
------------------------------------------------~
Emergency Bulkheads:
Tht: bulkheads thaL seal off 1M wlfam, sections fram one
anolha in ordtT co SlOp the flooding or fire Jar spraufing art:
Iocaud eilher al hallway intastcli.Qns or al 30 ~ta infa'Va1s
in lang corridors. For the agn-domes thaI are inltrconncctcd.
1M diswnc.e from Irnlhhead tobulhhe.ad is "10 mdl!T5 bctwt:m. #1
60 1M and20meursbetween III &112. #2 & II;. Iltebulkhtads
dcsund from tM Ct:iUng and taJu: 5 seconds to close compkttly
once lhty art activated. 1110' are con.sidtTt:d fD have 35 SP. 50
SDP.
Flood Tubes:
Air Ducts:
Ltvels )-6 are allinttrconnuttd viti air duels that t::an provide
the players wi!h a great SYSltm oj transportation around the
prison. The air dw:ts art: inll:rconnecLed well t"1lOLIgh thai if one:
sulion becomes flooded and the ducts in that area seal off. the
air is reroultd lhrough another avt"lluo!!. Tho!! air ducts are also
e:quipptd with bypass lines that connell allanating Dr diswnt
lL:vo!!ls
scakdoJ/.
111 layout of the: air ducts are: built based on /Ju: tUsign oja spoke
whu!' Eac.h kvd COnsislS oJ th ru drcl.ab"Uiltwith the smallest
wheel in 1M unlre oj eac.h Itvtl and the largl!St whul bring lhe
ont that tnCompasstS tk otItsidt pmmeur of that lL:vel. From
1M central whet! radialcS outward the spokes oj the other air
ducts ilia! connect alllllree: drrular air dw::ts lDgethc:r. giving
~ ------------------------------------------------------------
Type 3:
Th~sc are supply franspon lifts. becca known as Jrrighl deva
Inrs. 1110/ are designtd co carry some oj the heavier equipmaH
from levt:l6 (basement) /neither the mining kvds or to the agn
domes. Thac devators are fairly large and can either carry up
La '10 ~opk or 8000 Ibs worth oj equipment Their eltvalor
shafts are flooded as wdl
Type 4 ,
Commonly referred 1.0 as the waU'rvalOr, this eleva for was not
desIgned for human lravellt is an deva/or shaff with an optn
devOfor p!aifonn and is ~gnt'd to transport cht:micals and
explosives scperacely (the sitks of (he shaJI are buill with
rht tltvawrs that access tJu: prison Jacilitks, mine shaJt lr:vels
and agridomts art sptciaJIy dtsigntd. Btcaust Utt dtvator is
~ -------- 26
LEVEL 1 AGRI-OOMES
Even though 1M donws tK* no longer tclow 1M 0Ifgfn0I
.,u ....
wi.
entire snudUre.
Tho pot""")' _
_...nos
Q"",
----------------------------------------------27 --------
~------------------------------------
AGRIDOME #1
or all the .gri-domcs. this Dnc has gone through the least
amount of change. It was designed to be ship and cargo
reception fot the facilities wtrh elevators l-"l accessing this
dome. The dome is located closest to the Grand Banks ledge
(110 meters.way) wherea 30 mduwide tunnd wascut into
the cliff facc. This passageway allows ships to surface in5ide
the domes for direct off and onloading.
AGRIDOME #2 & 3
Both these agri-domes were. connea:ed to one moma and
made into one structure to benu install the facilities for the
foundries . U is hefewt theoresatemelteddowninloamon:
transportable medium and purified before. they are shipped
off to the surface:.
After Arasaka stepped in. the foundries were recalibrated to
melt down the harvested. Diatomite and process it for shiP'"
ping. The entire agri-dome #2 structure is a honeycomb of
prefabricated structures used as of6ces.locker rooms and &S
a control station for the foundries. Also found here are
material ready to be. mdted or shipped, or mini-transport
vehicles to be used for loading and unloading $Upplie.sl
materials. Also found here is a first aid swion for common
work n::bted injuries (heat. exhaustion is a daily occurance).
AGRIDOME # 3
This dome is sdf-enclosed and almost entirdy dedicated to
the blazing bot foundries which require the: workers to wear
blast suits in order to properly function in that environment.
The structure itself is ruled with elevated catwalks IlIld platformsoversee:ingt~three huge moheD. filled WISof ore. New
materUls are. lowE"nd into the vast cooking pots by winches
IlIld chains mounted into cdUng via a network of tracks, The.
plpes In thcceiling haY< also been spedaIly alt<r<d so that they
now channd cold sa. water to cool the foundries and the
surrounding structure.
Because ohhe heat genemted from agri-dome.#3, both domes
can ra.ch temperatures as bigh as 104 degrees F in the safe
ara.s (not when processing md purifying the Diatomite. but
for the mineral deposits from the still active, but low key.
mining ope.mion). This temperature bas caused an unusual
side effect in that the waters around agri-dome. M3 tend to get
wanned up when the foundry is ope.tating at full capadty.
Because warm. water is lighter than cool water, it creates
thennal updmugbts akin to turbulence.
This docs not make. n.mgating all that much more difficult,
merely that it could become a problem should a sub come
across a pocket of wann rising water, overcompe:n.sate before
finally hiuing the cold water again and finding itself seconds
away (rom crashing into an agri-dome (see Blindsidal in the
SitwJllons .section).
AGRIDOME #4
OriginaIIy. this dome was ldt empty when Hiro..Assad de-cided to allow the: prisoners the use of the dome as flU open
space, a kind of Spartan-like park that could only be used
during ~tion hOUIS. After the flooding hit, much to the
dismay of the prisoners, the. dome be:came: used to store both
the mining and supply equipment as well as the offices of the
ptl50nnel that wereonce.located. in the basement (everything
is n::allocated here until the basement is deemed sttucturally
..re).
This ana is considere.d off limits to the prisoners unless they
work in supply or mining or if they are under escort. the:
e:ntin dome is culTmtly a chaotic maze of e:quipment and
tOWClS of boxes and crates. Supplies are constantly moved
around and mixed up with the mining equipment. there is
not even a classification to what is stored whe~ and the
Supply department is currendy one we:e:k behind on requested parts.
28 --------------------------------------------
--------------------------------------------- ~
of pur. h,d rho! SubAttIca was located neer SClt1W- ria. d.poslfs of minerals and
ores or It was Q morter of sh~wd thinking on the polf of
Technotoqua (.should the formlng convnunfry fall. they con
CQS@
The first two mining arteries are kxaled some 200 feet
above one another and tOlal1y Independenl from each
other. They both break oUllnlo a Ionlcewom of tunnels and
passageways that represent a good 10 miles oIlabyrinrh
eom. These two areas are now completely off limits and
bypassed by the ela-vatOlS slnee nobody ls worl<:lng In them
and the pressure In the 1991on 11 no longer molnlalned.
-------------------------------------- 29 ------- ~
~v~
____________________________________________________________________________________
LEVEL 3
ADMINISTRATION/SECURITY
noteinhmishispmonalcornp.LlUlhatcmrainslkjUtsoolkprogrm
~tk&-Jm;andth<_~ 0.-. P'*"P""lmJindin8"
""""'aI=,
y,-,
~~ ---------- - - -
30--------------------------------------------
------------------------------------ ~
B: General Administration:
In hac arc Ioc4wf foor dtsti ust:d by tht Jaur d!ffaaa[ ,/aJtS
1-4 BATHROOM:
A gtneral we one mom bathroom .
8: Supplies:
'WeapoN Ust:
30 MiJituh Arms Avmga Medium autoptstru.
10 Sttrrtmqtr Type 35 Htavy autopisrols.
S edt AMT MlOOO aulopistols.
-to Arasalla Minami 10 Medium subma.c:hinguns.
1-5 GYM:
A staff gym that holds 1+ different pieces of exercise equip-
responsible for not only nooving and sending out communications to the dry side. but ilS responsible for the television
feeds to the differed rooms and internal communications by
either telephone, PAsystt.m. orthewall communication units.
It dOtS nOl have anything to do with privatecommunications
used by Security or Mining details.
The room also contains a private cubicle for anyone who
Vtishts to contact somebody on the surace vi. satellite Oong
distance charges are deducted from their paycheck as the
communique is routed through Arasaka security on land and
monitortd).
A, ~ Offices,
This is the woriring sCDlion Jor security where Iht:y Jill daily
altivity and situation reports. It contains .. desksJorgcnual use,
on& dr:s1tJor the Du.ty 5tTg~I, ~Jar the Supply Clalr:and one
for Head oj Security.
Stcurityitst!fisinchargt:ofmainl4iningandupdatingprisonm:
flIts. As S1Uh, this room is a1localtd wl!upinghardcopl<s ojany
and all prisontrs, pastand prtsmt,ln Sub-Attic.a. This tn.duaes
everything known about tJlt:m. from du:ir gmual bad,Uowtd to
thtir prison rtcord, rap shut, psychiatric and mMical profile.
----------------------------------------- 31--------
~ -----------------------------------------------
apartment.
The apartments are connected to one anolhcr through a
grailed walkway that b~ resemblance to a fire ~pe with
an overlook to sec Lhe othcrapartment floors . The top floor is
indicated as floor #1 and is the only level that exits into the
main puildingat two different points. The rest of the levels are
connected to one another through stairs.
LEVEL 4
GENERAUBIO/LIFE SUPPORT
e.cause of the sensllfve norure of Ufe Support and nJo..-lobs.
this .nlfr. level Is kept off limits to most prisoners except to
those on the duly rosIer for General Maintenance. General
A: Offices:
OJalllhe differm.tsIXtions. General Maintmanceprobably has
the poorc;[offta and spau considerations. Carry Smithm: and
the lhru other GM ptnonnel USe' lhis cramp&i, smelly and
paper inJc;/Ld spau as a work offICe. Prisoner detail in GM is
oJten dreadul as many a Rec tilm' invoice has gOllnllost in the
shuJjlz oj papers. It is easy for convicts here /0 s~l invoices.
olfice supplies or titbits ojgenera! inJormation sinee its absmce
would not be noticed Jor a long ti~e. if tver.
B: laundry Units:
~-------- 32 ------------------------------------------'
c, Supply !loom,
This area is Ji'~d with gmcral upketp cqtlipmtlH such as
plungm. mops. brooms. dt:togcnlS, c/t.aners, sponges. glovfi.
e/.c. Th, room is kept undo" loch and Jtq /0 prt:VDlt pri.sonas
from stealing certain dtttrgtnts and cltaners in order to construct home-made bombs. Onry the slDjf is Qllowed in hut'.
0: Wost. Room :
Oapite the airtight door, Vu: smtll from this room always
manages tosctpout and raist" a strnch In the area. This room is
used to store fM prtson'swaste unnl crash day onct' a wcdt. Huui
0I5<runty Audr<y Molloy Ms also "''" /mown", pioceprison~ hat' overnight 10 rethink thrir posirion on matta'S.
This room is tnfesttd with fruit fl~s and tiny 17I(Iygots from the
kiUhaL trash that thrive off eM humid &accaia-ridden atmosphert',
E:Asslgnme-nt Room:
While 1M prisoners art' not working. ~ arc ~ in this room,
walling robeassigned. Equtppedwiln a table. sm7aJ bc:ncht::s.poor
lignang and an. air processor unit Iha.r: fllchm on and off. the
prisalm have kamt [Ocomt ~~ todeal with tht boredom of
~ng here,lhwgh, 1honIiful~,""e aIwoy> """,", '" a nud
for somt'body in Gmaal Malnt.t:nana (even though it might be
sweeping up the balhroom or carrying trash in from the kitchen).
A: Control Room:
Tht only aspect of Ufe Support rt:COgnkabk ID mail pt:apk, this
room isvisib~onlylry lht: window set in thtwall that is located
B: Main Office:
C, LS Lounge,
Since a technician is required ID be present in Life Support at all
times, thts lounge is used by IS scaff during slow periods or at
nighL It isjurnfshed with a coffu table, wall TVunit,IS readout
marquis, small fridge, pull out sofa and chair. One pason can
always be found hat:, whether awake or asleep.
0 : Nuclear GenerOfOl':
fOWld in this chamber is a small nuclear generator used to
power lhe entire bast:. The generalDr is an old power souru
(though II fs still usable a:M' highly eift.Cie:nt Jor at It:.ast a decade)
installed when 1M basewas first bang constructal. DespiLe the
influx of newer and safer equipment into the mar~l. 1M
installal:ion of a beua power source would be lmpossiblt: because of the required minimum oj 2 months to properly aJfIX
such aunll and conform thet:ntire base toilSUSt:. Sw:h a proct:55
would shut the fou~ dawn as well as most of the prison.
The chamber is staled mrtight and lint:d with alloys that keep
SOIt\ot of the low-level radiations from escaping the chamber (Irq
2-3 IlIO-LAIlS:
Apart from the Medical wing on level 5,the Bia-Labs are one
of the few plaCts that has remained clean, sterile and devoid
the ambient moisture so prevalent throughout the rest of
the facilities (dehumidifier units wert:. s pecially ordered). At
one time trussection was sct aside for General Maintenance to
use as they saw fit. hut the need for the Bia-Labs forced GM
or
33
---)I
~------------------------------------
Because of the restructuring, the labs are equipped with stateof-the-art equipment and considerations. 1bis wing has the
most amount of free space available in order ihal the scientists
can freely move. around and not ~ hampered by physical
restrictions.
In cases of emergencies. each section of the lab can be
hermetically sealed and kept airtight. For jUst such an emergency, each of the labs is equipped with II. special vent hooked
up to individual air ccll.s and purifiers that will prevent any
airborne virus from penetrating the prison through the air
ducts.
FMoin lob:
The BiD-Labs are equipped with stVeral labs designtd Jor a
varicly of junctions.. Tht Main l1Jb is Ute ru:xus paint for Ute
H S(ACf Lobs,
This lab is jilILd with 20 SCACE Units (sa: ChrisLmc1S list
section for more inJormation) that each contain a sedated
I Observation Room:
Alsoequipptd with a mainframe, this Jab isdtsign.t.d tomonitor!he
lifesignsofthesubjectswithin~SCACEfab,controlthtirnulrialt
L Biopsy Lob,
This arm is uwl [0 dissa;{ and analyze the remains of Uwst [0:[
subjeruwho have peruhd The room contains an autopsy table
---------------------------------------------~
0 Supply Room ,
Any equipmmt. cht:micals or drugs thaL do not need reJrigeration or spcdal storage considerations arc kept here. The wasl.c
transJer confainl:f'S can be Jound hue Jo r shippingoJ dangerous
waste products to Arasaka.
P Generator Room :
This room also holds a wasil:" disposal incineraLDr. Most maCt:rials used in the labs are destroyed while refox chanical
compounds and viral cultures are shipped to Arasaka to be
specially handlt:d.
----------------------------------------- 35 --- ~
~----------------------------------------------------
LEVEL 5
PRISON LEVEL-RECREATION/
MEDICAL
this t'IooI' Is referred to os rhe Prison level for two IeCIJOt\S. nw
first is because this IIoor conned$ up fo the Prl50n ee. Blocks
whktI ore also Iooored .separatefy from the moln structure of
Sub-Artfco ood Is the onlylevel wflh en exit from thecall bbdu
Inlo Sub-ArrIco. The second reason why rhls Is consfdeftt.d rhIt
Prison&r level Is thar wlrh excepfbl 10 spedoIly designated
.VOIOIS. mosr of this level Is open occes.s TO !he prt.son&rs.
3- 1 CAFETERIA:
'This is one of the few rooms whose ceiling was heightened to
include the Door above it. lhis was to incorporate a catwalk
above the cafeteria where the guards could oversee the
prisoners' meals.
The cafeteria can hold over 300 prisoners per meal with 18
3-2 KITCHEN :
Considered to be noisier than the mines and foundries. the
cutlery. trays, pots, pans and cups for the entire day as the
busboys serve the food to screaming convicts and carty dishes
and from the. dishwashers. All this noise is dwarfed by
Bernie Menerez screaming and barking orders to .11 the
persolUlcl in order to get the food right or have all the dishes
washed for the mealtime rush .
(0
3-3 FREEZER:
An enonnouswalk-in freezeris used tostore all themeatsand
other perishables until the next supply ship comes around.
3-5 STOCKS:
The stockroom is used to store all the non-puishable items that
do not require refrigeration. The stockroom is always kept at a
minimum of half full by the time the nw supply ship arrives.
lhis is to p~e:nt a sbonageoffood if one of thesupply dates gets
pushed 'WIck or a ship never makes it (which has happened).
:41
~-----------
36
------------------------------------------------~
any interest group that wants to meet . The rooms are one of
the few carpeted areas, and filled with chairs, desks and a
blackboard. Some of the c:1asses taught are. English literature,
world Uterarure, mathematics, arts and crafts. mechanics and
electronics (theoretical only), body fit fitness training etc.
share one room while Dr. Bisa Baboinne has her own private
office. Here the prisoners can have. one-on-one.sessions with
th~r counselors in a relaxed atmosphere. '!be rooms are
warmly decorated to remove. the cold metallic harslmess of
Sub-Attica and take the patients' minds off their surroundings. This includes a carpeted floor and pictu~ ofland..sca pes
on the walls. The no~mt lighting has been dimmed to
provide a more intimate II.tmosph~re and there is a comfort~
able couch on whkh the patient can lie.
A: Reception:
This is the only pIau in eM medical wing eM prisontTS art
aI/awed 10 enter IlnCSCort.ed. fu room holds J 5I)Ja. 3 chairs. a
tablt and some- news magazines (3-4 years old) Jor reading.
There is always at least ant: prisoner in the waiting room.
Across/rom tMdoorisasMlterprooJ pltxtgl.a.~win.dow (i55P)
behind which sits areceptionisl (aprlsontr) lnasmall room. The
door kading 10 eM inLtrior oj the medical wing can only be
oprntd from the othtr side or if the receptionist buttes tht
person In.
B: Keod Offic8':
The offcu of eM htad doclor. Dr. Hassan, holds allllle personnel
and prisoner medical jilfi on computer. Dr. Hassan has altempted to alleviate Lhl: sterile Jetl oj the prison by including
37 -------)tl
~------------------------------- -------------------
C: Receptionls,:
This small space is (N.ifit~d wifh a simple window Utat overlooks
reception, a desk, ,hair and buzztr to open lilt: door !O W
medical wing. It is usually occupied by a prisont:r who rumes
Ihtprisoners and relays thdrprobkms tothedoctor atpravidts
w prisorLdworking there with a smafl bit of~Jul information
to trade from time to timt:)
J: Stoff Lounge:
A small loungeJar the prisoners andstafJ on duty equip~wtth
acoJJee rnaktr, a sma1lfridgejar snacks, a couch, a table, asmall
T.V. and st'o'tTa1 chairs. Since the prisont:rs who work hae are
carefully screattd and muse earn the truse oj Security by bang
rnodt:l prisoners, iJu! USC' of the lounge is a major bonus to those
few who work in the wdica1 wing.
K: Operation Room:
Scan Unit:
H: Pre-Op:
LocalLd here is the room whae the dDclQrs change into surgtcal
garb and S(rub up before Lhrir opaations. This room also holds
a compulLr !hat can download any information in ordt:r to
display il on me operation room's 'liewscrerns.
In the COmLr of the roam is a minor incendiary unillD di:slroy
any $A)J! mtlterials ~d during the operation. Jf necrnary, this
area can be se-aIedoJI. II is alsoequipptdwith aSlLriliZaLion unit
to clam used surgical tqUipmcnl in-between operations.
I: POll Op (; GenerollnflOTlory:
~ ------- 38
sfruations. The walls of the room are cQ\lercd with thru largt:
L, Medlcol Supply,
Stored hue is a variety oj medical supplies needed Jor as wide
a range as possible in the treatment of the prisoners. The room
is used to store everything/rom dean linen to gau.ze bandages,
from binding Iapes to stail.t conlainmcnt units Jor surgical
equipment Supply also holds two spt'cUll units. The first is a
rejrigeratiDn unit jor storage of i/cms lihe regenerative Cissut:
baccena, medicinal cultures and special drugs thac require cold
storage. Thesecond unit is a secure cahint-L (SP 10, alarm linkup to Security, IOL 201 on Zochpicbing to open) which holds a
varitty oj drugs and medicines, Only the doctors have access f.O
either uniL
M: Anotysls Room:
IJhe the Scan Unit room, thls area is dedicated to ont' machine
that fufifls a variety aJlah US[S on tissue, utine/scool and blood
samples. lr is also equipped with a prinlU, a display and a linkup to the surgical viewsuuns.
N: Morgue:
.
PRISON CELL BLOCK
This entire wing was built separately frorn themain facilities
in order to limit and thtttby better supervise prisonermovcmmt. There are 2 large corridors that connect the Prison
Wing to level 5 aCthe roaln facilitl.esthatattsealedupat night
Iftu lock-up.
The cell block is a multi-level area much like. the Habi[4tion
wing for theslIIIff. Thcrt are six levels that contain. total of 52
cells each. with the 2 camdon to the main facilities located on
me. 3rd noor. In the center of each level isa balcony that looks
down or up at the adjoining levels as well as 6 sets of stairs
joining the various floors.
The bottom floor, or Level 6, does not have Ute balcony set
into the floor, rather It has . ramp leading down into a pit area.
The pit holds the Solitary Confinement units. Then: are 10
cubicles shut away from the prison by a windowle.s.s.steel door
set in the pit wall. These. cubicles act as sensory deprivation
units in thallhq are light and sound proof.
On the noor of the pit are .. tubes covered by a heavy grate.
The tub~are filled with water, cold enough to cause discomfort, but not enough to kill or render a prisone.runcon.scious.
The roMs are small (standing room only) and are used on
------------------------------------------ 39
~ ------------------------------------------------------
LEVEL 6
MINING AND SUPPLY LEVEL
(NOW PAI\llY flOODED)
ThIs ftnallevttl of the prison was dedlcoled 10 Sforogo and
supply befae the ftood . Ills buill deeper lhan the ofherJevets
In order to oa::ommodal. some of the high canrng storage
boys. Becous& of rh& omounl of equipment rhe pruon uses,
INs k&st Ie~ ls the lcrgt)st.se<Jk)n In !he enlfre fodUoos. "'lIh
.xcepHon to
stOf0ge
Ie~ Is
left
boys.
-------- 40
------------------------------------------~
--------------------------------------------- ~
TtU 0 gntOf pJoce for the GM 10 pJay rnnd games wfIh !he
players If they Ole not careful of me cJNC1kIo they oreheeded In end end up by genlng losl. Hotf..ftlled pagoges of
freezing woret', dim underwater Ilghrs thor exude 0 sfddy
gnNl'n tJow, the ocoaslonol ftsh lhat got frappe<! here end
now dolts Io-berween the legs of woty pony members.
ro/IIngs from submet'ged catwalks rhor bcwefy break the
surloce, bubbles of air fOfl'1"lk'lg on !he woret' surface from Q
slow valve leak, Ihe renrodes of Motgon rhor b~fty coress
!hit surfoce os he swims In ftoode.d c:onfdotos, the soft eetie
lopping of WOfer against the meral waJb; or the slurping
sounds of WQNi' being sucked In ond our of 0 vent, thIs b 0
run ploce b me pIo)'efS 10 confront Mor9QI'l or Usa. both of
whomotecompklfefycomlorfobktlnrhewoter(Morgonond
Usa ore ,..,. ..suit of Or. Pak's expedmentcrJon; fer more Info
on rhem NOd !he HPCS sectbn).
STORAGE IlAYS :
Most of the storage bays in the basenu:nt are either sealed and
cannot be ruched because of the water level, Hooded with its
contents either removed or in the process ofhring removed
41 MINING SEcnON:
Most of this section was spared the flooding, though some
storage bays were still hit with water. The axea is now a series
of empty conidors, offices and argo bays whose personnel
and contents wert. transferred [0 agri dome #4. Even the
power grid in this area has been turned off, casting the place
into uncertain shadows.
A: Vehlde- Garoge-:
This 2 story high storage bay was built as the garagt and storage
Jacilities Jar most oj the mmmgvchiclts. When IlKflood hif., all
the vehiclt:s and tools was transJerred ~r!ly up 10 agri~
M.lt.:Mng this baytmpty. Theonly things kft behindwtre the
chains and winches still danglingJrom the ctiling. 1M iO or so
""Po/andda......, alwv<sin Ih,wal~ (va."., bays) and Ih<
grtDSJ pools oj oil and water.
8-E: fmp'Y
,,,,,,,,,al.
42 COLD STORAGE:
The Supply division hasmostly cleared out from this area wilh
exception to one place, ColdStorage.1his chamberisa 3levd
cargo bay tbat acc~ the watervator. The chamber is filled
with cold seawater for the fit'Sl 21evcls while the 3trl level is
dry and holds a catwalk just above the water that extends from
one side of the room 10 the other. This catwalk has two stairs
leading into the water for the divers to use.
It should be noted that Morgan and Usa use the air duct over
the door for the catwalk to get into this chamber. The
watervato r doors can be opened manually and are not hooked
up 10 the Security console (who figured that no one would be
suicidal enough to use the watervator for transpolt).
---------------------------------
41 - - - >l
~----------------------------------------------------------
The air ducts in and aroWld the bay that have remained
unnooded (3rd & 2nd k-vcl vents) haYe had their grating
loosened for Morgan and lisa to use. When any player is
passing a grating in that area, they may make a Perception!
Notice roll to see if they spotted the grating slightly out of
place (Very Difficult IDL 25/). Fiddling with one of these vent
grates will automatically reveal that they have been loosened.
Onceinside theairducts, the players can usc them toenterthe
lab (if they can find thdr way around). Th~ is a 2 in 10
chance that they comeacross aglowpowder trail leading from
Elevator #1 to the lab (see The Great Escape section).
The bay that holds the lab itself is a large area, 3 stories high
and dripping with moisture. The equipment prt.Sent in the
room is dwarfed by itshe:ight. but the thrum of the machinery
fills the space with a low-keyed buzz. The cargo bay holds all
the chann of a crude, roughshod and scrapped together
Ripperdoc lab. Strewn about the areaare two oxygen reclamation units used to keep th,e air fresh, one Wlused AKT- 'Plug',
a crate next to a portable freezer unit, a work table, three
SCAa Units, two of whicharefilled with an unusual-looking
soup (the chemical bath of Batch 487-D &t Batch 35-K) and
the third more penable unit being used to grow genetic
samples (Morgan's tentacles and lisa's tail). Also fOWld in
here. is a crude cot covered with blood (oper.ating table), a
flood light positioned over it with a stand (operating light)
and a table filled with various minor medical equipment,
including a micfO-ctn1lifuge. located next to the. table is a
tankconnectedtoanairho.5eandmouthpiece(theantSthetic).
The smsll crate contains the four N-4 Emergency Resin
bombs. a can of Resin Solventspray. an empty canister of NTGlowpowder and various odd tools, clamps Bnd screws. The
fridge holds onecanisterofRatch 487-D, and one of Batch 35K, thue LMN Pump each holdingtwovanant 2 nanites , blood
and tissue samples and three plasma bags.
The work table has a notebook and a variety of looseleaf
handwritten notes tom from the book involving mathematical formulae. genetic sequences, equipment lists, supply ship
timetables , progress of implants coupled with genetic altering, rt1l.ctioM, possible side-effects to the re.search, etc .
Impottont:
1'he mas( relevant piece of infamw.tiort in the noubook is a
current timetable of ~ prison breakout (the eM may or may
not wish to include this gem of information, dtprnding on ~
progress oj the playtr5 and whelhu t119 can deduce the events
without tht: book. or if thq are tolally lost).
~ --------42 --------------------------------------------
------------------------------------------------ ~
43 -----~
.. ,. ,
'
~ --------
.. ------------------------------------------
-------------------------------------------------~
GENERAL ROUTINES
In SubAltica, most of the prisoners are used In the foundries
evenIng there.
The prisoners are given one day a week off where they have
actfvitles) and the evening Is copped off by movies brought
requrremen~
of the
The only oreos where the prisoners ore not ollowed access
ore me Dlo-generfc lobs, the agrf-domes when Q ship arrives
or the security enforcement offices.
6e<Quse most of The people sent here are lifers, alleviating
boredom Is a major faCTor. Therefore, woJic; quoras are
established where the amount of wolk you do dictates the
amount of recrearion and days off you nKeive. This system
encourages better work out of the prisoners as even the most
headstrong of convicts gets bored.
The system base for the work quota Is for every two hours of
good solid work, the prlsonerrecelveshalfan haurreaeaHan
"me.
45 -----~
~ ---------------------------------------------------
SITUATIONS
The following ore nine mlnl-odventures or situations to put
the player rhrough In Ihelr quest to leorn more about SubArfICQ, Oneofrne options the GMmoywlsh to pursue In order
to have me players mOre Involved with the ocrfons of the
octvenrure, Is hovlng them present or Involved with the
events of the floods and me SUbsequent salvoge work to
1bis is one of the more enjoyable ways of obtaining infonnalion from diITen:nt soun:es (at least from the GM's point of
view). lt is als~ one of the primal)' ways people. do business
down here and is somewhat akin to a scavenger hunt.
It begin.c; when the players need information from someone,
but the person the players wish to trade with wants the
infonnation in exchange of a specific item. The problem now
rests with the prisoner who has the item the players need will
only pan with it for something else, something that a trurd
prisoner has. II is almost like bureaucratic red tape, but
among<;t convicts.
TIlls scenario is good for the players' initial contaclS in the
prison since they would probably have little to nothing to
negotiate with initially for information. The term 'fishing'
implies an errand boy or someone doing favours in ordcrto
baner.
Here is an example of how the sale ofinfonnation would go:
Sweet 0 is one of the prisoners working in an area the players
do not have access to but want info about (except Bio-Labs,
life Support and Security). Seeing as how the players do not
have the ~hard sell" (see Slang section) to trade the information with, Sweet D is going to cut them a deaL The players
have to collect a debt owed to Sweet D by Shank, one of the
kitchen help. Shank owes Sweet 0 two canons of cigarettes
and he wants them now!
~ ----- 46
they get for him the Octobe.rissueofPlaychrome withthe pinup of Alicia Digitexxx.
After some seart:iling. the only person in the prison with that
issue is Rough Sally (she only likes the magazine forthe articles).
She IS willing to part with the magazine in exchange for some
extra recreation time the pla}'i:rs may have (she will start haggling
at 7 hours, but can be brought down to 4). In. order for them to
IIJ.llSfer n:c lime, they will have to talk to Ryerson, oneofthe only
prisoners working the rec time duty roster.
begins with flirting, but if she sees she can go funher (aU this
she will try to do when theyare in private since all the men she
has attempted to seduce thus far have been wamedaway),she
will start coming on to the player.
Times when she will be alone will be during rec time, whe.n
she remains in her cell. She will mostly refuse to go out in
'public' and ask the player not to tell anyone that he talks to
her (she will claim. one of the other prisoners is her boyfriend
with alot of friends and highly jealous).Throughout this time,
Ikirdra will play hard to get , letting the player know she is
interested, but waiting for the right time.
Ryerson will hdp the party if they help him get a date with one
of the other prisoners, Marlena Napoli. someone who Ryerson
really likes but does not have the courage to ask out. Marlena
mayor may not agree. depending on how rar the GM wishes
to carry this.
"SMUGGLER'S GAUNTLET"
The player in this .scenario is assigned to Supply ddm. This
can cover a number of duties including assisting with offloading the supplies after the supply ship
leaves. inventol)' of cum:.nt stock, delivering supplies to the
various departments (never to Security, Bio-Llbs,life Support or Medical) , invemory of supplies damaged in the flood ,
etc.
"BLACK WIDOW"
This scenario is a bit of an unusual situation. It involves a
woman named Deirdra Hollins who is in prison for several
coums of manslaughter. Deirdra is a black widow in that she
enjoys making love 10 men, then for some. reason feels
betrayed al having been 'taken advantage of' and sets out to
kill that person. Most male prisoners have found out about
her in time and will not go near heT.
When the pany first anives al Sub-Attica, DeiHira will attempt to seduce one of the players with high Cool (5+). It first
47
~ -------------------------------------------------
If the player chooses to remain silent about the afWr, at the end
of the work shift when the prisoners leaving the work detail are
searched before beingallowcdto leave. the player will notice that
whm the guards search Riprap, he turns up clean.
If the player decides to 'naIk' on Riprap (tell the guards what
he is doing), he will still come up clean and Riprap may
ammge through 13 to make the players' lives miserable (if
Riprap knows it is the player who squealed on him).
What Riprapis doing is this: he has been asked by 13 to stw
cetulin tools that Dr. Pak needs in order to repair some of his
equipment. Knowing tluu the prisoners are searched after
supply work detail, Ri. prap has been hiding the stolen material
by sliding it down one of the adjoining flood tunnels when
cverhe reachesaspecific junction. uter, Cony Rivka, the life
Support Engineer, goes into the flood tunnels on the preterue
of maintenance work and retrieves what was stolen. He then
uses the air ducts to deposit the tools in Dr. Pak's secret
laboratory.
~ ---- 48
If the table is somehow reversed and the NPC is the one who
ends up getting killed, the players will make a friend of 5evend
other prisoners who did not like the NPC. This could lead to
the players getting more inIonnation.
If there is one thing that the players should learn through their
questioning, it is that most prisoners have become superstitious about the flooded basement, an d treat it the same way
little kids talk about the bogeyman under their bed. The more
rahonai convicts think that some sealife got trapped in the
basement below befou the hole got plugged up. while olhers
think that the creatures down below were secret experiments
dumped there by the lsbs.
Regardless of their conjectures, one thing is aped upon: th e
basement has something floating around down there.
l'~~J$tt'~/'l,
.
"ANGEL ROW"
Once the mainstay of the prison, mining duty has le;.sened over
the past two yUI"! and only a few details now mine the tunnels
of the third artery. The third artery itself is a hive of tunnels and
shafts mten:onnttted to one another or stopping at dead ends.
The player or players are assigned to work in one of (he mining
de.l.1i1s with a group of 1-04 convicts (depending on the party
size) and a staff member in one of the rustanl tun nels. Their
only link back to the elevators through the latticework of
tu nnels are the glowrods.set into the walls to mark their way
back home. It is something the convicts call Angel Row .
----------------. ~-
- - - - 49
---~
The group is now flying blind and must make its way baclcin
me dadmess to the elevators and safety. The players may
make lntdligmcc+Tracking skill roUs to remember some of
me tunnels leading back ('Very Difficult TasklDL 25/). If me
patty decides to U5t the cables on the walls leading to me
generator. this will only take them deeper into the web of
tunnels. The GM should have agmeral idea of the heading of
the el~ators and the location of the party. Whenever the
group moves somewhere. draw out a map so that evmtually
mey might be able to trace back wrong tums, link up tunnels
and passages and reach the exit .
2: Stn"gltr pa5SGge.
J : Passage that tum.s left.
<t: PGuage rhal
lI,Im,.s
rigltl.
9: Dead ned.
10: Pit/all (Jd6 .. 10 ff. ld6 faJling damage pff 10 /t) ,
Stcuritywill be wailing by the elevators in order to detennine
the damage the Arach-MK units inflicted on the players. If
they survive, the players ate escorted to the medical wing
when: Dr. Pak will ask them questions about the effwency of
what they encountered . The players will be told to keep quiet
about the \lnfoltunate' accident that occured or Suurity will
insure their silence. Dr. Pal< will recommend keeping the
players alive in order to use them in further testing against the
Arach-MK units in the futuTt. . He Ylill bribe th~ players by
tdling mem they may earn their freedom if they assist in these
experiments.
50
ARACH-MK 2
STATS
INT:2
REF: 7
COOL: 4
M.A: 12
BODY: (8)
SAVE: 8
BIM: -3
DM: +1
DESCRIPTION
Wdghr: sIbs
Distinguishing Features: Small round body with eight metallic legs and a 2' long
segmente.d tail . Walks on walls due. to molecular adhr..sive on lip of legs.
SKilLS:
Skill
Level
+4
+4
Awartn~
Brawl
Level
Skill
HidelEvade
Stealth
+8
+4
P~OG~AMMING:
As the SCOUtS of their hive. these creatures hide and wait in dark places. ready to pounce
on anyone who passes near them. Once they do, they tty suffocating their target (ld6
damage damage per tum) using their tail. They cease functioning when having suffered
2x their Body Type in damage.
ARACH-MK 4
INT: 4
DM: +2
REF: 9
IN IT: +2
COOL: 6
MA: 10
BTM:-4
DESCRIPTION
Height: 4'4"
Weight: 95 Ibs
Distinguishing Features: Covered in hard chitinous shell, half scorpion-like body with
six legs and a four armed torso (clawson each ohhe four hands) with an insect-like head.
SKilLS
Skill
Hide/Evade
Stealth
level
+4
+4
Skill
Awareness
Brawling
level
+6
+6
P~OG~AMMING
Because these units are not controlled in thcsamc way as in MediaJunkie. The Final Cu t.
they will simply wander the tunnels. ttying to find the scouts. Anyone whom they come
across will be attacked for I d612 + OM per claw. These creatures will be destroyed after
laking three times their Body Type in damage.
------------------------------------------- 51
"BLINOSIOEO"
Along with De.Comp~ion", this is one of the most lethal
this section, depending on when: the player is
sitw.ted during this scmario. The besI: .seat in the ho~ for
thIS adventure is in agri...dome # ....
adventu~ in
above it) .
The failure to observe standard operating procedure
com~
from the fact that the technician did not check to verify
whether or not a sub was presently near Sub-Attica. Very
much duetounluck, asub was circling Sub-Attica, waiting for
the docking pon in agn-dome ttl to be. elared belate it
encountered the column of warm water.
The ship -an old sub with a wide wing span design on which
the turbines were located- gets hit on the left wing by the
rising column of water. The pilot tries to compensate by
Increasing power to the other turbine, but only succeeds in
overioading the stabilization gyroscope CAU5ing the right
wing turbine shuts off from the strain. Without the gyroscope
to keep the sub levd, the right wing turbine out of conunission and the left wing turbine operating at full, the sub spins
out of control and goes careening into agri-dome #4.
l ' seconds (' rums) after the breach, the emergency proc~
dure system activates. The agrt-dome begins Muning down
access sc.ction by section (.see Emergency Procedures under
Security M~and Emergenc.y Bulkheads under Guide to
the Facilities). Anybody caught in the agri-dome aftcer the area
suls up is dead .
It is up to the GM to determine bow faraway from themt the
players are at the time based on their movement ability.
Anybody caught within 20 meters of the breach point (ground
level) is going to be swept off his feet and cru.shed by the
incoming water. The GM may want to consider not pladng
the players the.re since the pressun: behind that. column of
cascading water is equivalent to well over a ton ... 1.7 ton of
continuous piledrivingsea water falling from 30 meters high
from a I meter wide hole. Within 20-25 meters of the breach
point, players must. make skill checks based on Rdlexes and
any Athletic skill to stay on their r~et /Ol201. Failure means
that the player 102S one action scrambling to his fed. in an
effort to escape the deluge. The ncoding will spread out from
the original 20 meters area at a rate or l' meters pertum (yes,
an avalanche of water is fast). The water spread is broken
down as such for the various tums, taking into account the
maze of equipment that water breaks through or seeps
around
Tum '1:
20 mcLm C?/}Ioor space ger hammered under eM incoming sea
water and begins spreading otLtW4rd
Tum '2:
lniLlal JI.ood wave now rtaChes eM 35 mt'tm: mariL
TIAn
.a,
Tum '4:
TIAn ,5,
lnitUzl flood waw now rt4Ckts 80 metm: marit an.d 1M
heads begin to dlu (requtring 5 seconds 10 properly SlaO.
~ --- 52 ---
- --
""!Jr-
T...m .6:
Flood wave now re.aches du: 95 mctas marl!: before the bull!:huIs jiMJIy slam in,. pi"" (1M fi'" "'.... tf 1M ......b
tnbctwc:m agri~ 112 60 II" is compl.ecely jIoodd whtle w
.firsr stction of twmd iMttwun agri--dorru: #J 6- iii is waistdap In wattr).
- - - - - - - --
- --
If the GM thinks the player might c:sc:.apc: too easily and wants
to up the ante, he can do one of two things:
1)
Whosays eM run toLhtait isa:uraightlim7Tht- player
may have 1.0 wwve in and out oja ~t: ojt'quipmmt, StlU:/wJ
6: A. .,-way junction.
7: A dtod end.
8: An optn area.
9: GM's discretion.
2)
After [his incident, the base wtU 5U.SpQId mining opaations for
a month and eM prisoners au given. a vacation of sarIS from
mintng and supply drails: <Jor obvious reasons). Ourtng thts
time there wiD lK an. W:rtaSt.: in supply uajJl while both this
breach and !he basemm!are repaird. in order to get the slatim
fully running again. During the inilia! week after /he incident,
Dr. LoPakwill make his bid to escape using the high amount oJ
~ ship tra1fic in the area. If the players save someone in this
situation, It may beagoodplace for them to learn the jiMl clues
that they may ..I "' =ap<-
"CHRISTMAS L1sr
Dr. Pak hadcornpileda list of things he needed in order to run
his secret lab. He gave copies of the list [0 Hairy Jake, 13 and
Cony. This list has become known as the 'Christmas list'
amongst the convicts, who do not know what it is ror, but
know that it has items on there that they can trade ror nice
'hardscU',
One of the prisoners named TIght has photographic memory.
He had the chance taste the list once while it was in 13's hand
and has since copied it down He's been selling the list to
various convicts ror small boons and gifts (who believe the
price to be worth it).
13 hears about Ttgh1'slittlev~and tries (0 nip it in the bud
by having Tight knifed in the showers. since TIght likes to take
showetS at times when it is not crowded with convicts (he's
modest). One the playc::rs could be going for a late shower or
simply hear theery forhd pand discover Tight bleeding to death.
Tight will not dieifhe receives immediate hospital hdp or fitst
aid (Average Difficulty roUIDL 20/to stop the bleeding).lfthe
player does so, hehas madea n~ friend in Tight and will also
get I. chance to see the infamous 'Christmas list'. lbat means
that the player will also have made an alemy in 13, and that
could be dangerous.
"Ibis adventure should be used as one of the last scenarios
before Dr. Pakmakes hismove. The reason for this is because
the list contains equipment that a techie could use to determine what theitans needed are for. The items needed on the
list are included in third area or this section on the different
NPCs and the clues.
53----
~----------------------------------------------
"DE-COMPRESSION"
This scenario is a good phu:c forthe players to learn about the
little~known fact of the rapid incrus.e in pressure destroying
the PADD sensor in the ear. It is also a veI)' difficuk scene to
play out since it does involve someonc's death scene.
It begins when one of the players enters #2 e1~.tor bound to
~---- 54
By the time the elevator had reached the bouom, the other
prisone r had died when the cyberwearthat powered his hean
malfunctioned under the increasing pressure., compressing
tight all the air pockets in his cyberunit. Tenance, on the
other hand, barely survived, though he did suffer Crom severe
lung and ear damage that n:lagated. him to 'merrie' duty.
While in emergency trc.atmenl, Security was adamant about
reinitializing his PAOD after the doctors were finished with
him. It was then thnt Temmce realized that the PAD[)s could
break down under rapid pressure increase and the risk of
detonation wa.s negated. Tetr.m ce believes that a r.a.pid increase in pressure will cause the PADD to malfunction and
shut down, though he does not know how much of a change
is required.
'LAST BUSINESS'
Thisscenario is to be playedat thcend oftheadvcntureafter the
of events involving Dr. Pak's auempted break-out.
~uence
sub that was seen leaving. therdon: th eir existence is superfluous. The areas the Hiro-Assad team will hit will b e Administr.ation, Secu rit y Medical and eventually the Bi~Ltbs when
th ey discover th eir existence.
If the sub is a Ridgerunner sub. it is one of the groups hired
by Arasakalo haul in the cargo of the scuttled Russian ships.
After docking and discovering mat the base is nowhere near
able to defend itself, they set about to scavenge as much as
they can before they leave. This means that they will start with
cargointh eagri domeo.nd spread downward from there. One
place they will be b ound to attack is the Security offices in
order to procure some n ice hardware.
The result is this: the sub arrives after the supply ship leaves
and docks in agri-dome #1 under the pretence of assisting in
any way they can. After scouting around the perimeter, they
realize that most of the personnel on board are dead or
trapped somewhere (some personnel will survive; check
Sequence oj Events section further down) due to a plioon
escape (they spotted the supply sub earher, but were unsure
of the situation to stop it).
If the sub is from Hiro-J\ss.3d, they will tear through the base
as rapidly as they can in order to procure (he infonnanon they
need. Whether or not th e party was hired out by Hiro-Assad,
the hoarding team is told to leave no witn esses. They will open
rirc on anyone they come across and SIIuempt to access the
infocmation from the compule~. First of all, they know the
layout of the ba.se due to their previous ownership. Second of
all, the people dad or left behind are obviously not in the
know of things, or they would have escaped with the supply
-------------------------------------------- 55
~------------------------------------------------------------
RUMOR # 1: BIO-LABS
RUMORS
Despite The various silUorioru ond scenollos me players mey
become Involved wiTh prior to the escope, anythIng Thot the
charaaers learn Is up TO GM discrerlon. Unlike mony ( Punk
D;fficulty, Eo')' (+ 1 0)
~-----
56 -----------------------------------------
---------------------------------------------~
again. I should talk. 1do know lhaL ~ are bringing in oddly
marked containen. Whatt:va tht:y'rc dumping in hat: has got
CO be important enough for Arasaka to sink mont:)' into this
piaa.
- - - - - - -- -- - - - - - - -- -- --
sum
- -- - - -- - - 57 - - - - - - ~
~ -----------------------------------------------
RUMOR #5:
CORRY RIVKA,
13 & THE CHRISTMAS LIST
Difficulty: Easy (+ 1 0)
a smart man knows when not pukeevayching he saw. I can't be dochW Jar ullin you that the list I saw
was a (echic's drmm. You hnowyau. didn't ~ar IhatJrom me.
That and with half the 'Mrd sdl' crossed off on that list, he had
~Ip from che hips in tht: nemicudareas. JjusfgO(/a wonde-rone
thing... where does somebody sfash all thal grab.
Difficulty: Very DiffiOJlr (+25)
Definltdy a list with some hta\l)' duty ifemS. Half the stuff on
there, 13 wouldn't 'mow abouL He had major help in name oj
RUMOR # 6:
SCARY MONSTERS
Difficulty, Eesy ( ... , 0)
Monstm7... Say, ain', you the same Joallhat wuz falkin about
Sanfa C1ausr.: and his Christmas Usa Get oulla my flUe jool!
Difficulty: Average (+15)
I heard aboutsome stuff. My grandma used to !alk about ghosts
andspirits, nt:Vt:r bt:lieved it till I saw thaLjloafing ... Thing in the
mints lhat one time. I tried ullin people about if, but they say I
was getting nar~d off bad air. 5tH! man, I here the mine's
haunud.
Difficulty: Difficult (+20)
Forget the #S@&'''mintsandthe#$#$@&kiddietimeghost
stories jIoalin around, the strange #S@& going on is in SubAtlica's #$@&airducts. #$@&thingwiOt #$@6..tenfaCle:s is
#S@&>crupin around the #S@& prison at #S@& night and
disturbing my #S@&slt:r.:p. Nal lime I see !.hal ugly #S@6>or
#$@& ~ar thaI #$@&slurpingnoise, I'm going to #S@&kill
;L
ti7.----- 58-----------------------------------------
------------------------------------ . ~
PRISON SLANG
A-led<t>d ,
A reftrence 10 airlock or bring llilled.
M&rcies:
Prisoners UMbIt cofuJiIl cht high work quota~ to a medically
urtifW. reason..
Nubeos:
PAOO'.d Down,
.1 (, '2,
Big,
In "auDit,
Pocket:
Shut up!
CB2,
Oockt>d ,
&in, accused of something.
_ - - -- -- -
Dog-dlalns,
Pe:r.:
Mini-Torptdoes or a small person duu packs a wallop.
Doggie Treof:
Earning W prtviltgt oj using the conjugal room.
Droggt>d,
On drugs or our oj if.
'oIling,
Running t"ands or doingfavours in exchange for something.
F.O.,
S!and:s Jar Federal Off~ or an important pawn (winal for
prisoner 13).
Grab:
Wot Dr stolen. ilans.
Hord 11:
A tangible commodir:y such as candies, drugs, smokts or magaVru:s that can be wed ID trade.
Heodaa..,
A PADO dclonaLing.
Hips, Hypoait...
A rtJtrmLt 10 1M staff who lht convicts jokl about being as much
oj prisonerS as they art.
P\.Jke:
Rtv~1
Rich,
Plasfutd out on drugs.
PJdgeruM:
PiTa.tt:s and. smuggltn
RipJab lebs,
Labs ~g in ""!y pans. ,Ionin" 'Yb<T-~, d.
Sessln:
ToUting to, having a conversation.
Skoolin:
When .sevtral individuals Jol n wgl!:cheT to bring down a targeT
targl!:L
mogatintS.
Smooth,
To stt:aljrom, to rip
ou.
Toobln:
Bring punlshd by sprndillg rime in Ute 'cubt'
Uncook.c1 Of Vegeforioo:
.A rejtrmce to raw meal or havtng your cybcr equipmrnt
, Iripp<d off
Vety Big :
In rtally dttp Irouble.
Moine:
Best friaul. or Cdl JM/.e.
5 9 - - --
~ -------------------------------------------------
NPCS
(WHO THEY ~ WHAT THEY KNOW)
section rnar covers specific prisoners and Sl'off. who they ore
and whollhey know.
NPCS stands
Nadine Bauchra
Female
rhol the ployers mee' and InTeract with. Because of the size
of the prison and Ihe amount of personnel, (rwould be dose
Gt:na~antisociaI.NadWisnolrtadilyt.agertoengagetncasual
Remember rhor The ployers must understond whot Is hoppenlng In order 10 hove 0 flghrfng chonce of surviving during
the breok-OUl onempt. The differenT orees within Ihls.sectlon
are designed to help
ployers leom all They can before Dr.
Pak makes his mo....e 10 escape.
me
Dr. Pak,
tnOI1t
has"", ..",
-She also hnows that Dr. Pak is Ihe masLtrmind oj thusca~ and
head oj the B~lAbs (yes. she knows about !he B~labs), but Is
no! aware why he would have a reason Jar t:S(:aping. She docs
know that Dr. Pak has a way oj deactivating !he prisoner's
PAD~ and will do so beJore the t:SCapt.
that boUt Hairy jake and Cony Rfvha have
S~ knows !hat
Corry will be accompanying !he esca~ graup, but not Hairy
Jahe. wham s~ thinks dixs not even know about !he tsCapt
(which she is glad Jar; she haltS jake).
-Nadi~ is aware
txptrimtnLS.
Hal!}' lake
Male
Suppry"' persannel,
c'. ,.- ;,Jvchetyp' e (I .".'',\'::.".,
'
'.
A',)
~"
~ ------
60-----------------------------------------
------------------------------------------------------------ ~
.Jahe also suspects Uta! Pan and his bunch are going to make a
prison breah since they seemed very interested in hnowing the
supply ship's limelables and who amongst the prisonm was a
good pilot was him who recommtndtd Nadine to them).
at
Riprap
Male
Nicknamed RiprapJor his anncrying habit of lallring inussantly
at breaJlllech spuds, Riprap is considtrtd to bt the gopher oj the
prison. If you. nad anything done, he will volunteer to do it. He
is conslanliy alltmpting to mahe friends with ptople seeing as
how nobody can really sland him. Get into a conversation with
him and you are likely to be spending hours trying to get rid oj
him if you are anylhing bu.1 blunt
Tight
Male
TIght is a classic example of a prisoner survtving on his wilS raLhtr
than brawn. Alreadyinltlligenl: tobegin. with, TighL's photographic
mmtDry makes him one oj the best insLrw:tors at W Rl:c classes.
where he tutors prisonm in a variety oJfields. TIght tries not to
involve himstlfin wprison 's mort seedier tradc:s, buthis manory,
coupled with the jact tha gossip is a numba- one pasrimt aL 1M
prison, maht::s it hardJor TIghtnot. lobe rcgardedas an iliformation
broIler. He is usually cartjul with whom he talks 10 and wfry, but
his indiscretion UVtT the 'Christmas Lis,' could prove to be his
'""'"fall
His number one oorgaining chip is his phOiographic memory
and the Jact that he knows what is on the 'O!riscmas Lis,'.
------------------------------------------- 61
------------- ~~
~---------------------------------------------------------
Audrey Molloy
Female
Her no-non.smsr: attitude, caupla.l with hu handling of the
Riker's 2017 Riots, won her Arasaha's admiration. That trans~
luted 10 a great payingjob as Head oj Security Jar Sub-Af1ica.
I1u; reunt slew oj problan at 1M: Jarilili.t:s has proven to be a
grt~a[ thom in her sitk and her disciplinary me/hods are increasingly bmw!. This, coupkd with her already harsh work tdties,
has not made her friends In many.
Sweet D
Mole
Hidden implants
Sweet D is an Arasaha agrnt ht!t!plng an t:je out on things. The
problem is that ht: does not do so very well and is gentrally
susptct to many of Ihe prisoners. It is for this reason M is not
informed of vay mw:h or given tht: wrong information.
Swett Dwill tl}' to 7'I1lZk frirnds aut ofthe players when /J1f:Yfirst
arrive in ordeT to tl}' and secuTe some steady sources oj info. If
the players dealloo mw:h with Swt:et D. this could alirnatt them
from somt: oj the other convicts and the inJormaoon thq hold.
Marlena Napoli
Female
Marlena is one of tht: J~ people who actually dots not belong
here. She was a Nctrunncr set up by Him-Assad and framed into
being SOlI ht:rt . Whm Him-Assad lala contaclt'd her and /old
her mat they would release inJonnalion o::oneraling her fram
the aimt: if she would help them find aut what Arasaka was up
10, she told them 10 drop tUM. Nira-Assad has left her in tht:
prison La rot
Marlrna is a bt!autiJUI woman, ht:a-.y set and headstrong. SM
only becomes friends wid! peoPU: who arc: genuinely friendly
around her (she senses whrn people are bt:ingfak, it's a shill).
-Scmc:d!ing bizarre is going on in the prison. Hiro-Assad is
desperattiy trying La find out what Arasaha is doing in SubAHica. Whalt!Ver j( is, it has something to do with the new
increase in sub traffic altht: prison.
Crispy
Mole
Not a vay pretty niCRJtaJ71t: faT Alan considering his dLsability.
Crispy was badly disfigured in the foundrir:s when a fellow
convict took objection to Alan's sarcasm and whipptdsome halfmeltt:d ort: nuggets into his faLl!. In an eJJort to remove the
burning liquidfrom his face, Alan destroyed al1 hisfingmon one
hand and two on the otht:r. He now wears gloves and a plastic
mash in orda to hide tk scars, and works permant:nt position
in the hitchen (which he actually doe:s naL mind since hedOt:s gel
alangwith the head cook). Crispy is stillsarcastic andgeneraJ[y
dis/iht:s peoplE.
~--------62 ---------------------------------------------
-----------------------------------------------~
Geek
Mole
Gee:h is Rich Ricl/)"s cl:!!mate and best Jrimd. Geek is an avid
rea.ckr and is currently assisting the aclivitits coordin.alors with
teaching iJll:rarure classes. Forbdng a meW! criminal, Geeh is
also anawed to operate a small library during ree houn; which
anyont: can ust:. Geeh is ont: oJ the Jew pri.sonas. apart from
Ih~ escaping wi th the Dr. that has tntl Dr. 1.D Pah and bU71 on
friendly (enns wid!. him (nOI friendly enough, howr:ver.Jor the
DoclDr 10 disable his PADD when the =pt: aa:urs).
Byron Jurgens
Mole
Byron is thecurTentJacilifalDT oJSub-AUiuz.. Ht:was broughL in
when Arasaha installed dtdr Bio-Gent:tics Jacilities and Utt:y
nt:t:dt:d a cava man fo handk th.t: day to day mundanitics while
shielding the new labsJrom the outside. Jurgens disliht:s working
in Sub-Atlica, but recognizes it as a launching point Jor a
pt:rmant:nt and lucraLivt: p05irion widt Arasaka. He rarely
associates with the prisoners dtU" fo his disdnin Jor them.
Dr. Hasson
Mole
Dr. Hassan was one oj thefew prison staff manbers not changed
ave-rwhrn Arasaha began runningSub-Atdca. He is aware that
UI.I: prisoners arc bring USt:d Jar SQml: apcrimmls. but /he
mont)' ht: st7lds 10 his family land-sUU is too good to (Urn down.
Dr. Hassan is nonnaUy quitt and rardy olfers conversation 10
t:vt:n his fdlow docwrs. He is a bit oj a wid fish .
Deirdro Hollins
Female
Needle
Mole
Nt:t:dlt:'s actttal name is Adrian. A bad accident leJt him without
It:gs and ht: is now Jorct:d to work as a 'rm:rcit.:' in th.t: prison's
laundry room. This does not bodtt:T him terribly much as ht: is
also a failorandusually sprnds his timt:!lXingpt:op!e'sclDthing.
This has given him a uniqut: view into lhings m:cause ~ can sa
Jrom !ht: clothing he rt:pairs who has bt:en snt:ahing around the
air ducts when they are not supposed to, who has blood on their
slt:evt: wht:n ont: of!ht: prisonas had a small accidt:nL last night,
etc. He usually keeps his mouth shucabaut /hal, unless someone
bribt:s him wilh chm:olatt: (his wt:ahnt::SS).
Prtsorier:'
Arch~p~.:5
~~~----~~~~~~~~-------------- 63~----~ ~
~ -----------------------------------------------------------------------------
P-Top
Female
I\lch I\lcky
Male
.5
Every prison has one, dt.t ant: person everyont: turns 10Jar their
drugs. That's P-Top, dt.t rtsi.datr drug distributor. Her drug
source comtS from somc of fhc ptTSOI'I1ltl working in rupply who
smuggle drugs to her Jrom eM. 0I.ItsUU: in t::xehange for saual
Javors. &c~ oj her rraLk, P- Top trit:S 10 be neutral by Mt
s~ppi ng on peoplc's too:. she is thercJore the tpitome oj a
bllSiness person: calm, collected, rardy belligertnt and always
keepmg her opinions oj propk or maLlt'rs OI.Il of her dtalings.
-Somc oj the 'hardscll' that 13 has bun distributing has bern
drugs (from the Bio-lAbs. courtesy oj Dr. Pah) not in Mnnal
'''..
Mary Porkins
Female
Administration
Uaisan ta Supply
Archetype :3
~ - - - - ---- 64
Raugh Sally
Female
That is a niclmamt: fhat was not assignallO a danure person.
Sally likt:s 10 do everything with a tot of noise, usually in an
abrasivc manru:r. Shc wls, talks, gtStures and moves like a
Mack truck bulldozing ifS way thrOl.lgh a crowd cf pt'oplc. Tht
funny thing is that her stature as a petit woman does not sttm
to fit hcr personality, yct Jr:w pt'ople point that out 10 her. She
lovt:S fighting and claims !O act like a man buause oUta met
artn', mancnoughJar htr". soshe has decided 10 lake tJtrirroil
"Stand up or get out of my way" is hcr gtnual mntlO.
--------------------------------------------------------------- ~
Ryerson
Male
One of the few convicf.s who has bun lucky awugh 10 gain
enough (rustlQ land agood permtl1la1tjob. Ryerson is in-charge
oj I.Ipdalingprisoru:r fee timt: a!lowana:s. As sw::h, he rarely leIS
ptople slidt: by, actions which have wrmd him an many or two
(a mnlfer he rUlified by giving afewothapeop~ exira Tee time
fobodyguardhim) . Ryerson iscurious andJor/Jw.l reason aiDnl:',
he willlalh Ul new people. He has a crush on Marlata Napoli and
has bun ~cretly adding alra lime to her 1l!C ptriod.something
slu! has noticed but been unsure as IowheLhcrsheshould broach
the mailer or noL
Shank
Male
Shank is not the most populaTe] convills. He awe> a lola! people
small fervors, but nobody wants to brttlh his limbs in orda (0
col/ecl since it will irritate the other people he owes. Shank
usually manages /0 rqJay people at the last second before they
au about 10 pound on his face, but whoever comes (0 collect a
dtbt better do so with more dum ant: person. Shank is large and
has won the Fitness compttWon In the past..
BecaUSt' it heeps him away from the other convicts a good deal
oj time and under Ihe wauh ojstaff, Shank volun IUrs lime in fhe
kilChen and now worlu: 5 weeks ouL of Ihe 10wl!'ek 'Yele therl!'.
Shank is nonnaUy suspicious oj pr.:opk and Lhrir monvtS and
wi!! only help than if thl!')' do him a Javor firs/.
Teeth
Male
Ever know someone with the perfat smile and flashing tt:ethl
Wdl Teeth was if unti! Rough Sally hnocked mosl oj than OUI
(aJtt:r sht- heard aboul how many women Teeth manied and
hmed Jor the tn.suranu). Tuth now wr.:ars a bandanna over lht:
lowr.:r partoJhisJaer.:, much lillt: abanh robberJrom theoldwtst,
and sikhs 10 a small gangJor prott:aion (especially Jrom Rough
Sally). Htwillstay away Jram most womr.:n since most /mow his
rr.:pulation and he knows Rough Sally is watching him like a
Iulwh (she did claim to make amends one time and Lry and set
him up with Dt:irdra Hollins, AKA 'Thr.: Blach Widow:>.
Toad
Male
Prisoner
Archetype
65 ---- ~
~ ------------------------------------------------------------
photographic memory.
Forthe intelligent player, the list could provideinsightinto many
differenuhingsdulingv.ith the t.SCape. Admittedly. many of the
tools are generic in ust:, but some are specific in what function
they fulfill. Here. are.some examples of items on the list and the
functions they can be used fo r. Not mentioned hen:, but
included. on the list aremundanities such as electric screwdriv
crs, wrenches, bolts, nuts, hammCts, pliers. ttc., and medical
tools such asa fidd ope.r.rting kit, portable freezer unit, portable
flood light and a list of medically used ch~cals.
AKT- 'PLUGS' :
listed as an alternate to Resin Bombs, these units are portable, inflatable plugs that can detect variations in air pressure
and seal up a mine shaft or tunnel to maintain the current
pressure of the sealed section. They are used in conjunction
with Oxygen Reclamation Units.
~ -------- 66 -----------------------------------------
-----------------------------------~
NT-GLOWPOWDER:
A powder sprinkled on mine worke.r clothing that cannot be.
washed off and glows in the dark. Provides limited illumination for a 5 ft area around the user. Used on the miners'
clothing in case. of power outage in mines. The powder is
bring used to illuminate the lab and to mark a trail from the
lab to elevator # 1 using the air ducts (once the lights in the
facilities go off).
BATCH 487-D:
One of the Bio-mutagenic batches that Dr. Pakis using in his
research. It is part of the Bio-Genetic bath used to alter the
DNA oflhe experiment (see Gmetic Remodellingsection at the
end of the module), Not very many people know about it
except those that can identify the markings on the canisters
(see Rumor #2: The Salvage-Operation for an indication of who
knows Russian).
LMN PUMP:
(liquid Medium Nanite Pump) TIlls unit is designed to fit
over th~ ears or the nose and fill the sinus cavity with a liquid
in order to deliver nanites. Th~ reason for this is that most
nanites can only function in a liquid medium. It is used by Dr
Pak to deliverth~ nanites into th~si nus cavity where. they will
disable the PADD transmitter.
MICRO-CENTRIFUGE:
TIlls piece of hardware is a portabl~ urtit used to separate
compounds as well as blood samples. It is standard in almost
any lab dealing. Itis being used by Dr. Pakin ordertotest the
new chemical baths and blood samples oflisa and Morgan.
BATCH 35-K
The second Bio-Mutagenic strain used to replicate the DNA
of what~v~r organism it is expos~d to (se~ Grntlic
Ranoddling section at the end of the module). Same parameters as Batch 487-D for identification .
sequ~nc~
PORTABLE GENERATORS:
A gen~rator used by the miners to power some equipment
deep in the mines. Used by Dr. Pak to power his mini-lab.
SCACE UNIT:
(Sell-Contained Atmosphere and Controlled Enviromnent) A
containment unit used by n:sean:hers and the medical field to
67----~
68 - --
- -
-----------------------------------------~
START COUNTDOWN
T-2:00 HI'S:
The supply shuttle anives at Sub-Attica. At this time, the agridome is cleared of prisoners and is sealed off from the other
sections, and elevators #1-3 are brought up and kept then:
until the transfer is complete. PrtMnt in the agri-ciome are
three security guards helping wilh the transfer of supplies and
the two men present aboard the supply shuttle.
Sll pplies.
T-1:50 HR:
Morgan aml Usa swim out using the # 'I- water transport
devalor shaft to the agn-dome where the supply ship is
docked. Using an N-4 Emergency Resin Canister, they secretly gummy up om: of the turbines on the supply ship and
wait for Security to radio in the completion of supply transfer.
T-1:15 HR:
Corry arrives in life Suppon for his shift and secredyactlvates
the maintenance routine cycle on the life suppon systems. He
then dismantles and takes away some computer n:.lay chips
from the life Suppon unit and pocketslhem before entering
the flood tubes (the computer relay chips are the onsite bypass
for the sySl:em . With them gone, nobody can override the
maintenance routine at the source. The other l5 engineer on
duty was told by Corry to rest while he took the first shift). The
routine initiates the hidden program.
Hidden Step" 1:
The fint thing lMl happens is a muL Old ojall sySl.t:rru, including
lhe 5CCUrity ovcnidt:. Inc system now begins running a 1 1/4
hour fong diagnosticS program Wllh t~ bypass chips gone and
system uvt:nidt: shut out, the only way /0 slop the sySIm from
running Us routint'is IoshullM cn.lire 5)'sl.t:mduwnJora reboot
T-1:45 HR:
Corry makes his way mto the Communications Room of SubAnica under the preten~ of calling a family member. He kills
the communication officer on duty with a blow to the head
using a wrench, thcn dismantles the equipment, including
internal communications (the waU units, telephones and PA
system). He is sure not to touch the television feeds for the
different rooms in order not to arouse suspicion.
69
~----------------------------------
T-00,55 MINUTES:
The Watervator begins SUing the flood tubes with water on
levels 3-6. The water rushes through the tubes and can be
heard thro ughout the entire complex. 11- Sewrity members
get caught in the flash flood and die. Random sections
throughout the complex get flooded from the open flood
tubes that were. being guarded. or used by Security in transit
(the air ducts in those alUSimmediatcly sal, though they do
not register on the Life Suppon mainftame).
T-00:50 MINUTES:
Dr. Lo Pal< and pany exit from the. air duds and arrive. at the.
devalor. They wait for a few momentS for Usa to send the
devator down . lisa engages the #1 elevator to reach the
basemel\t levd and pick the group up while Morgan usc.s the
# ... elevato r to swim to the tOp (aftel" ensuring that the flooding
of the tubes has stopped).
T-00:45 MINUTES:
With the agri-dome secured and sealed, Morgan and Usa dive
into the water to begin freeing up the turbine of the supply
ship using a chemical compound that slowly dissolves the
resin.
Security blows open the door to communications and discovers the dead communications officerand the destroyed equipment. WardenJurge:nssends an emergency call to thesurface
and though help is sent, it will not arrive foranother 3 hours.
Another sub in the area picks up the call (see Ulst Busftttssin
the Oat to Day Advmlllres section).
tht: air. Due to an already low count of oxygen. in tht: air (see
lJ/e Support section for further derails), a higher amount oj
it was needed in order Jor tht: nanUes to deuct. tht oxygen
saturation level in the blood and tissue as well as Jor tht
PADOs to registt'r lh.e change.
T-OO, 15 MINUTES:
We Suppon systems begin decre1Sing air prusun: in the
station and the pres:.'Ure starts dropping. Security now realizes that the air vents an:: sti1l open and tries using them (0
travel about the base.
& the air pressure is dropping, the effects will be vinuaUy
unnoticeable (lDL 251 AwalV1c.ssINotice roll). Anyone who
notices the pressure dropping will hear so through. slight
cruking noise in the surrounding willis and su pporu, or may
see it where the waterisin contact with the ocean (Good tubes,
basement level, etc.) as the water level rises slightly.
T-00:05 MINUTES:
Maximum airpressun:: drop of 2 atmospheres is reached and
the system beJPns pumping in oxygen. Morgan and lisa
succeed in fruing up the turbine well enough for it to
function while Dr. Pak and the group .rrive.at thetopand the
ship is prepped for launching. The hostages are lied in the
hold of Ihe vessel in case Dr. Pak needs them later.
T- OO:O:J MINUTES:
The supply ship leaves docking and proceeds to head out to
the open sea. Dr. Pak successfully escapes with Nadine. 13,
Cony, Morgan and Usa.
T-OO:OO:
Airpressure reaches standard atmosphere level as the PADDs
detonate and the nanites in the staff members activate. The
diagnostics program ends on the life Suppon Unit and
everything is brought back online.
r-oo:
~-------70------------------------------------
- - - - - - .- - - - -- -- - - - - - - -AFTERMATH
" Or. Pok is .successful wlm his sequence 0' events, the
following occurs:
J)
30 people survive, excluding the players. 24 wert:
prisoncrl whose PADDs somehow ma1Junaiontd due to
faulty equipmtnt or because they ascertained what was
occuring and uSt'd Scuba tanks to kup their air normal (u-.
low..:r oxygen count) until thq could reach Security to
dLacLivat.c the devices. Some poor fools in medical wed a
freezing liquid spray and inject.td it up their nostrils in orelLr
to ckstroy the PADDs.
3)
Lisa and Morgan die f rom acceleralLd cancer brought
on by the experimentation (sec the Genetic Remodelling
section at t~ end of the book) within a year and Dr. Pak
realizes lhallhis avtnue oj gent[u manipulation is a dead
,,,,[
4)
After tht: playing au! of tht: LIst Business scenario in
/he Day to Day Adventum section, the media sends out ships
to the area when /hey hear about the prison's distress call. fn
oriUr [0 coverup /heir activities at the prison, the remaining
rurvivors are killed and Arasaka claims thaL the entire
incident waJ tJu: result of a violent prison break which ~nt
bad. With most of the staff rither dead or held hostage, the
wardtn chost to flood the entire facilities to prewnr any
esca~s. The facilit~s are cleaned out and IocW down until
Arasaka has further usc of it in tht: future.
71
t'J
.~--------------------------------------------------------------------
DISASSEMilLY:
The players could use the equipment in Dr. Pak's secI'd. lab
that he use.d to disassemble the other PADDs. He still has 6
nanites geared towards dismantling the PADDs located in the
sinus cavities. The nanitcs are held within a liquid filled
capsulc (standard issue and recognizable by any techie) that
can be inserted into a lMN Unit (see Christmas List under
OutS). The process of~rtingthecapsuleintothe LMN unit,
placing the unit over the nose, waiting for the narute to be
injected and begin working on the PADD will take a total of
10 minUies. 11 will be another minute brJore the PADD is
deactivated.
AKT- 'PLUGS':
An AKT 'Plug' ortwocan be used toseal off a tunnel orsection,
thereby making it airtight (providing there are no vents In ilie
sealed section orno outlets for the air to escape). By disabling
the emergency vent unit on the AKT 'Plug' and by wing
several Scuba tanks [0 mpidly release more air into the
section, the air in the area will become compressed as the
atmospheres increase. Provided he area is small enough for
the air tanks to rnakea difference, the pressure will hopUul.ly
rise high enough to dismantle the PADD.
:<Y1
~ ------
72
--------------------------------------------------~
SECUP.11Y STATION:
The Security Station is equipped with a PADD deactivation
unit stored in Security Supply. Though it only takes a minute
to deactivate someone's PADD, it can only do so for one
prisoner at a time. The problem is trying to rach it past the
security personnel. especially since Security i~lf is limited
access, as is the level it is located on. One option is to use the
air ducts to get into and oul of Supply (this option was
ELEVATOP.S:
SCUIlA TANKS:
MEDICAL UNIT:
One of three things can be covered here, all of which are
terribly Wlplt:aSant. The first is using some of tht: surgical
equipment suchas a lase.rscalpel or bone scrapper to clean out
the inside of their sinuStS. This will cause pemtanent sinus
damage that will require cyber replacements to repair. in
order to do this, the player must make a courage roll under
their Cool and succeed by at least 2 over their Cool stat in
onit:r to either do it themselves or have it done 10 them.
Anyone pursuing this action will suffer Id6 points of damage.
Having a Med Techie petfonn this pmcedull'! will reduce the
damage roll by half (ld6l2).
The second way is a little les<i gruesome but equally as
damaging and painful. Most surgical units all'! equipped with
a modulated cold spray unit that numbs an aru. via _jet that
sprays the tissue with a freezing liquid meruum . By opening
the flow regulator of the spray jet and directing it up the
nostril. the jet fills the sinus with a freezing compound that
(or.ally destmys the sinuses. but eliminates the PADD transmitter as well. The damage suffered is smaller compared to the
use of sharp objecls (ld612) as the required. roll under the
Cool stat is done at no penalties.
73 ---~
...
'
"
called torpedoes.
~------
---------------------------------------- ~
BOUNTY HUNTER
1M foUowlng HPC Is one rhor ho:s recenlty appeared sll'W:e me.
Inceptkln of me undefWO'et' COfT'mUI"lIIfes.
The Bounty HVntefS of the moThw world ore porr Solo, porT
Cop. They WOfk obne 10 enfOfCe the low when! rhete Is none
WJ1nen and ore trained YO handle rhemsefves In rough
situations. Whar being Q Cop cicio', Jeoc:h rhem, WOfkIng
alone on rhestrNfS I\as. BounryHunfersore used byJhe cotp.S
and govemrnetllS to handle those Indlvfduols beyond the
reoch of the c:oIonles and Insrolofbu. TlMt low may have Q
long arm. bur the Bounry HUnfers hove Q wider gfQSp.
The Bounry HunlelS ore either driven by proftr ct by an
undying sense rho,
wrongsc;d!he world con and must be
me
come In.
The Bounry Hunters hove become Jhe unoMdai low of the
oceons. The dlffantnr cotps and govemment ourposts. colonies, ports. etc, hovQ begun using me BounryHunters 10 1t'OCk
down wanled perps because the Bounry HUflJerS hove no
offlllotion orolfHjonc. (excepl 10 their own CQUM) end ore
lhefefore leu likely to be stopp4td from anlering
rtval
perry
!hi.,
------------------------------------------ 75 -------
~ -----------------------------------------------
~ ------- 76
DEAD ZONES:
These pockets are termed 'Dead Zones' due to the years of
toxic dumping and waste mis-management that have taken
their toll on the ecology. The Hudson Canyon south of Long
1sland, the waters north of japan (Russian waste dumping in
the area has fueled more than one skirmish), and the NOIWe~
gian Basin north of the British 1sles are all examples of
pollution that has killed all the sea life in those regions and
even changedthe property of the very waters. These regions
are marked by warning buoys to prevent divers or subs from
entering those poisoned I1rtas.
---------------------------------------~
FLOATING
An object noats based on whether or not it weighs more than
1)HODY:
3) AIR:
Often refemd to as a built in buoyancy adjuster. anyone who
swims knows that by exhaling you sink, while inhaling air
causes you to stay afloat. Who has not rested on the surface
of water by just lying there? The reason for this is because the
human lung is capable of holding 1.7 gallons of airwhen you
Inhale completely. This produca approximately 12 pounds
of buoyant force.
4) WATER:
The density of water also plays a factor in buoyancy. Because
of the dissolved salt in it , sea water weighs more than fresh
water. Consequently, it becomes easier to noat in sea water.
The heavier the liquid. the asier it is to Doat (as seen by the
heavily salt-saturated Dead Sea). The same also applies to
temperature, where cold water is more dense than wann
water (because the watermolecules are closer together in cold
water).
5) DISPLACEMENT:
An object in water tends to displace water and push it away.
This factors in with wet suit and BC units (Buoyancy Control
vests) that weigh little, but manage to displace more water.
That means that they displace more water than adding to your
weight, thereby making you lighter in water. A diver wearing
a medium size, lIfinch thick wet suit can provide 18 pounds
of buoyant force.
2) WEIGHT:
Obviously, the build of a person has a great deal to do with
buoyancy or nonting. but not in the way many people believe.
A heavier person is more likdy to stay anoat than a skinny
person. This is because fal weighs less than muscle tissue or
bone.
77----~
~-------------------------------------------------
cause turbidity varies, so would the penalties to any sightbased skill. The greater the turbidity of the surrounding
water, the greater the difficulty in trying to hit the targd.. It is
up to the GM to determine the penalties incurred during an
underwater fighL
UGHT SPECTRUM,
SENSES
SIGHT,
Underwater, what people see with the naked eye is blurred
due to the way light moves in water. 1igh1 travelling in water
is bent at a wider angle. therefore the eye is unable to
compensate properly for the light received and the image
becomes blurred.The face mask provides the proper protec-
tion the eye needs to receive the image. though there is a slight
sidedfecllo that. Becauselheeyeneeds airto properly mract
an image clearly. the mask provides that necessary pocket of
air. However, the light is refracted an additional time by the
glass of the mask before the eye ever receives it. Because of
that, the image is already slightly distorted and what is seen
TURBIDllY
is another factor water vision. Underwater light can be
scattettd and absorbed by floating panicles. Water containing these particles is called turbid and extreme turbidity can
seriously cut down on visibility. Depending on the degree of
turbidity, 3/4 of all light rays (artificial or othetwise) are
absorbed and diffused by the waterborne particles within 20
feet of that light sou rce.Water also cuts down on the spectrum
oflight as it travels deeper beneath the surface. Redsdisappear
after 10 feet underwater, oranges vanish after 15-20 feet,
yellowsafter 2j.. 30 fut, greens vanish after 50 fut while blues
vanish beyond 60 feel.The followingindicatts the penalties or
bonuses a player will receive while working underwater to
sight-based skills (taking aim, AwarenessI'Notice, reading,
etc .). Remember that the effects of this could be cumulative
(the player is working both without a mask and the water is
extremdy turbid) or could work to offset one another (player
wearing mask while in mildly turbid water).
I
I
Loss of color will not affect the diffi(:ulties of any of the rolls
unless the players are at least 60 feet below the surface. After
that, unless the player is using an artificial light source to
illuminate the way. the player is engulfed in utter night and
suffers -5 to any aiming rolls. U they are using a light source,
most of the light is diffused by particles after 20 feet (some
light sources are built to project a bright field of light; those
can reacha maximum of 40 feet). Rememberthat if the player
is using a light source, he becomes visible to the opponent
(again, depending on the turbidity of water).
DANGERS OF DIVING
The dangers inherent in diving can be one of many ways a
player can land in deep trouble. Some dangers like exposure,
bttathingand wllterpressure are all things a GM knows when
to take iruo account and when any of these will pose a danger
to the player. Other matters such as air embolisms, nitrogen
narcosis and the Mnds are all factors based on a failed skill or
task check. Whe.nascending or descending. each player must
possess a skill in Scuba Diving in order to prevent certain
problems from II occurring. Any player who tries to wing it
must succeed in making a 'Nearly lmpossihle' Task rolllDl
301 in order to use the equipment correctly and not suffer the
~--- 78-----------------------------------------
EXPOSURE
The creation of the wet suit came about mort: through the
need to keep the diver insulated rather than the need for
buoyancy. Ever jump into a pool of supposedly wum water
and fmd youIX1f shivering? Water conducts heat away from
the body about 25 times faster than air. Eventually, the body
adjusts to the heat drain by constricting the sutface blood
vessels, then:by reducing the Dow of blood and the heat loss
(which also accounts for why people look blue when they
come out of the pooO. If the body fails to stay wann and
raches a certain temperature, the muscles start shivering as
a way of generating heat.
Protected Olver
T&mpetotur&S:
c.
UnproleCf9d Div9f
Cold:88 (dcgr"tts}F or 31 ldegrm}C. Atrhispoinc,adiverat
r~1 will fed un.comJorlablt. +5 diIfi.culty addt:d 10 any ReJia
----------------------------- -- -- -- -- --
79 ----- - -
~--------------------------------------
IlREATHING
WAlER PRESSURE
No Aaivhy
l...!y Ty~'
2-4
:1-7
1.2 """
2cJ/1.J;JO ......
...
10
Hormel Adivify
lIoJyTy~'
0(
Swimming
2 -41
$-7
10
O;iO-J:20 """
1:'fO..2:20 ......
J:20..w.
"'/01""""" ..
2...
jo1
O:20d(1,"
O:XI-UO noi>I
10
1:.20l:3O '"'"
1.40PIIb>
IbIy r".
Every ten seconds that passes after the player runs out of air,
~ ----- 80
SQUEEZE
Squeeze is a refermce to the shrinking volume of air in the
body as the diver descends deeper. Nonnally. the diver can
equalize the pressure in his body by descending slowly and
allowing the pressure in the body to acclimate to the outside
pressure. Then: are. certain cases where: the air is trapped and
as the air volume decreases; it results in an intemal SQ.ueeze.
An example of this is sending down. an air~6.1led aittight can.
N. the air volwne in the can decreases. the air becomes mort
and more compressed. the em begins to get crushed and it
collapses in on itself. This stops once the internal pressure is
equal to the exterior pressure.
lbere are several different types of squeezes that occur from
air trapped in the body. They include ear squeeze (water
pressure against your eardrum; yawning or swallowing will
place equal air pressure on the other side of the ear drum).
tooth squUZ (air trapped in a filling). intestin.al squeeu
----------------------------------------------------~
pain and require a slow Q.SCmt. Other times like ear squeeze
(where. the air passages arc blocked due toa cold) can shatter
the ear drum (utrcmely rare) or mask squeeze can damage
Squeezesaremorclikelytoinconverue:nceadiverthanseriowly
EMIlOLISMS
Ouringan 8.SCtnt, if &iris held in the lungs and not vented, the
expanding air could rupture the hmgs as air escapes into the
blood stram. The air bubbles then make their way into the
heart, and from then: into the vessels supplying blood to the
brain, where they will eventually get caugbr. in small capillaries
or arteries and halt the blood flow to the bmn. This n:sul.ts in
Wlconsciousness and death if the patient does not tmdergo
immediate recomprtS5ion ina specia1cbam.bcr. Thesymptoms
forthis include weakness, chtSt pain, blood in themouth, partial
paralysis, convulsions, dizziru:ss and cessation of breathing.
Once the ruptun: occurs, the GM rolls a 1d6 to deh:nnine the
number of minutes befon: the effects take place... After that, the
player must make a successful Stun Save every minute he is
conscious in order not to fall unconscious. The maximum
amO\.U1t of times the playermAymake this roll is equal to his Body
Type.Once the person goes unconscious, he must n:cei..ve first
aid treatmtnt or begin suffering brain damage after 5 minutes of
unconsciousness (1 point of intelligence lass e:vexy minute).
Afterthal, he must make a Death Save eYCI)' hour until taken to
a recompression chamber and treatmtnt ~.
Another type of embolism that is not as lethal, but is dangerous is called mediastinal emphysema. lbis is when: air
bubbles pass in-between the lungs, near the heart and wind-
NITROGEN NARCOSIS
Often td"em:d to as the 'Man:ini Effect', it occurs when nitrogen
in the body is compressed and becomes somewhat toxic at
higher pressures. To the diver, it is as though he has become
intoxicated and begin suffering loss of his faculties and judgement. Getting 'drunk' while diving is not considered. a good
thing. Though diffe.rm.t pressures have been known to affect
people differently, the rule of thumb is that I1t ...
At lOO(w: (stage }),thedive.rmaynot beablcto think clearly
and may suffer from loss of judgement C100k at the little
Hsrues, bet you I could swim without gear too).
>,
OXYGEN POISONING
The problem with using pure oxygen mediums to breath with
is that at 2 atmosphell5 (33 feet unde:rwater), oxygen becomes
toxic. Umnodified breathing mediums using normal air also
becomes toxic at 297 feet
atmospheres). Symptoms of these:
would be nausea, twitches, fatigue. confusion, laboured breath
ing,anxieryand lassoffinemotorconrrol. In order to overcome
no
----------------------------------- 81 ------~
~--------------------------------------------------------------------
these symptoms, the diver needs to make a Cool check using his
Cool Slat and roll under that number using a 1010. A failure
indicates that pruUC, fatigue or confusion are clouding the
NEW SKILLS
THE !lENDS
Of all the dangers known to divers and non-divetS alike, this one
is the most recognized. Also known as decompressionsickness.
the 'bmds' occur when a person goes from a high pressure
environment to a low or nannal pressure envirorunUlt. lbe
reason for this is that gases entering a liquid will do so proportionally to the panial p~re of that gas (i.e. if you double or
triple the pressure of nitrogen, which is what happens to it
between 33-66 feet be.low the oa:an'ssurface, then the amount
of nitrogen that blood and tissue absorb is also tripled).
Because the human body is constantly absorbing and releasing gases from the blood stream into the lungs, a sudden
decrease in pressure causes the nitrogen to expand. forming
tiny bubbles in the blood and tissues.1bis will occurif a diver
ascends to quickly (also note that overweight people arc more
at risk because fat absorbs five times more nitrogen than blood
or tissue). Once a diveris hit withthe'bends', it will take 1010
hours for the symptoms to manifest. Once that occurs, the
GM should roll a Id6 for location of excess nitrogen pockets.
Consult the table below for the number rolled and its effects.
Bends Tobie
I
a..w..:
",..d ,.,..m~"""-
2- Join.l$,
M..!(ln Or &.on.:
Ni1ro&"'"
in
.coM certtII'II
/I.J
10 wIIuc Ike
Nluogo. bu1>bk:1 i>I !he IImgl will cmu. cl!olling and ~... dttllh
II)' <l5phyxiarum.
Bwb!:I", willi'''''' ,,,",,,,,, "lid i!u.ir>g or. !"" SlJ.j"". oj!Ioo: ,/ri,.
(~~!lJor s=nd.:zry .sympumu, 1h000gli Utli .I)"IIIFIO!!t could /:It
W<!d /I.J the w<lr"nirlg signs oj ftulhtr complicalioru).
~ ---------
REFLEX-BASED SKILL
SUB-PILOTING:
This skill is broken down into either Surface Water and
Submersible Vehicles category. With this skill, theplayercan
pilot and steer either a surface or submersible vehicle. This
cannot be used to pilot any air or ground vehicle. At +3. the
player knows the basics and can travel aroun d with some
confidence. At +6 level of skill. the pilot can handle bad
situations like violent storms, runningan underwater canyon
82 ----------------------------------------------
---------------------------------------------------- ~
WATER COMBAT:
When fighting underwater, any person without this skill will
suffer penalties of -4 to any combat skill he knows (with
exception to the Wrestling skill. which suffers -2), Those
possessing t his skil11eam a new way offighting that is only useful
in an aquatic environment. 'Ibe style is superiorlo the wrestling
Skill in that it takes advantage of the nature of water and slow
speed at which punches and kicks travel. Key Attacks include
Leg Holds (using the legs to wrap around the wai.st of the
opponent), Otokcs, Elbow & Knee Strikes. Escapes and Grapples.
TECHNICAL SKILL
MARINE TECH:
With this skiU. the player can repair and fix any surface or
submersible faring vehicle, from luxury yacht cnginc.s to the
turbinc.s on a Mama class sub. At + 3. th~ skill mabl~ th~
player to perform light maintenance tasks and repairs. AJ. +6
th~ player can disa.ssembl~ and reassembl~ any engine that
needs fixing, whil~ at +9 th~ play~r can redesign engines and
build a more efficient ocean faring craft from hisown dc.signs.
SCUBA DIVING:
The skill enables the player to become familiar not only in the
dillen:nt underwater breathing apparatus and how to use them,
but th~y also know how to dive properly without placing
themselves in danger. At +2, the player is a qualified spons diver,
with the skill and knowledge to dive at depths up to 30-40 feel.
At +4 th~ player can now de~p div~tod~pths upto lOOf~et. At
+6 the player can become a qualified rescue diver as long as he
has the First Aid skill in conjunction with this one. At +8, the
player can now ic~. sa.lvag~ and cav~ div~ without putting
himself in danger. AI +10. the player now knows how to dive
beyond depths of 100 feet and can pretty much dive in any
environment as long as he can preplan what he will need.
SPECIAL ABILITIES
RECOGNITION
1his specialty skill is almost equivalent to Authority used by
Cops. This skill indicate:; how well known the character is and
the level of cooperation afforded when he/she comc.s to visit
a complex. Because Bounty Hunters are regarded as a necessity in hunting down perps and because the installations may
have need to hire them. Bounty HunteI'5aresomClimcs given
a wide benh when they corne to visit. R~cognition is almost
a mark of their 'fame'.
At Level +3, th~ Bounty Hunter is beginning to makea name
for himself. ContracLS at this level are few and usually dealt
with one at a time. At +6, the character has multiple contracts
to fufiU and is usually welcomed in sev~ral facilities due to
work and reputation. He has become one of the established
hunters. At level +9. the character is listed as one of the top
10 Bounty Hunt~rs on all th~ Corp lists - the player belter
have a damn good reason for having his skill at this level.
This skill can also work as a CU~ . With Recognition, people
may challenge the hunterto build up their own rep, members
of private Security forces may not like his presence in their
territory. or the perp he's hunting happens to work for the
facility that has eagerly welcomed him fora special dinner",
BARTER
The Ridgerunner is an enterprisingindividual, and as such, h~
can usually tum up some Euro with whatever junk he stole,
stripped or found beneath the waves. The Batter skill enables
the Ridgerunner to know who to go to for the best prices or
trades. what's a hot commodity and how to tum the trash he
may be holding into enough Euro to finance his next outing.
AI Level +3, the Ridgerunne.rcan haggle well and knows some
big players, though h~ has yet to properly establish his own
network At level +6 the Ridgerwmeris good enough to know
what's wonh taking or leaving behind just by looking at it; he is
well recognized and sought after to nm missions and has a list
of contacts and sources to use. At level +9, the Ridgerwmercan
strip the plastic insulation off a fewwiresand make enough euro
off of it to rebuild his ship's engines. AJ. this level he has at least
one contact that he knows or has heard of in every port around
th~ world, and is good ~nough to get into trade deals with them.
usually on the better side of the batgain.
----------------------------------------- 83
--------- ~
~ ------------------------------------------------------------------------
o.
liJ
water
wa!T
currmts,
sure).
P. 73-74:
P.74:
P. 74:
IndepmdrntAir Supply;
for double dt.e cost and
Humanity cost is tht' samt'.
wacer properlies.
P. 77:
Image Enhancr:ment
image focus only on solid
P.80:
Web FooL
P. 82:
Mlcromissilt Lwncha:
P.8:
available.
P.15:
P. 31,
Hydm-Subsidium Di>
' ;ng 5u,
P . .5:
P 3 1:
~ ----- 84
P.67:
P. ]08:
AquaJonn Exotics.
--------------------------------------------------------- ~
narcosis,'
250 EB
"This cyberllnger unit is often called a life saver by those divers who
miscalculated thei r air supply <l nd ntcdcd onc last breath of air to
reach the surf3Ct:. Already serving the sub-surface communily for a
decade now, our newest model of deLachil.ble finger is designed to
gtve tilt: diver one. punch of compressed oxygen. r1ch air in order 10
kill the carbon dioxide count In his blood and resaturate his tUng5
with air. Our unit provides you with an addltion:d 30 seconds of
breathing time. When it's your breath one the line. we care.'
--------------------------------------------- 85 ------~
~------------------------------------------------------
4000 ED
"13difS and Gentlemen, our company has always prided itself on
delivering to you, the consumer, the newest in black-ops technology. We are now proud to present to you, Ihc 0.5.0. or Oceanic
Stealth Drysuit. This suit operates off the same fiber-optic u~chnol
ogyused in the Militech M96 'Ghostsuil' (sccChromebook II, p. 27),
but with simpler parameters. The suit Is designed to take into
account depth. light dispersal, watercurrents and tu rbidity to mimic
diver remains in place, giving the effect of moving water. The suit's
use of fiber-optiC cells allows It to be used al vI!1ually any depth and
is also designed with Sonarabsorbent material that prevents thesuil
from ht:lng detecled.
~ ---- 86
From e
SlrengTh
Unear Gamma
Unt:ar Dcila
Unear Pi
---------------------------------------------------------------- ~
1,000 EB
When in the deep, very little is taken to !;hance. This unit is a
modified version of the Ugh! recorder used on air vehicles and on
subs 10 record night Information. The Black Box is designed to be
hooked up to any computerized equipment through an adaptable
port and can download whatever information it receives to the
system it's attached to. The Box itsel[ is speciaUy designed to
withstand the ngorsof the deep through use. of the newest fibreglass
technology that prevents the internal components from getting
crushed. The sturdy exterior is developed from the same fibrcglass
design and state of the an alloys used in many of the submersible
vehicles (25 SP with a 20 SDP). The box is also built with 'Smart
Voice', or a transmitter designed to release a homing beacon only
after it receives a predetermined series of solUlr echoes (much like a
secret knock). Though the Black Box is eqUipped to download '40
MU worth of information, its only function is to upload or download
whatever is in its files. It cannot be used as a makeshift computer.
Because the incoming data is transferred onto chips once the Black
Box receives it, the infonnation can be: held indefinitely .
600 Eb
Much like the Web Foot, this design mends a flat surface web Inbetween the toes and fingers. In addition to augmenting swimming
speed, these specially designed limbs include an extra setting tha t
extends the webbing to one inch beyond the fingers and toes (like an
open fan) . In this form, the sharply honed edges can be used as a
sliCing weapon in hand to hand combat, delivering 1d6 points of
damage to the target.When either setting of webbing Is act ivated, the
fingers and toes are splayed fully open. Inadditionlu that, the hands
cannot dose Into a fist untillhe web edges are retracted:
.50 Eb
Thlsclose range high powered Juice' spraycanisterisan underwater
weapon despite its innocuous appearance. The spray cannister is
loaded with a liqUid botded under a high-powered gas mixture.. The
gas Is able to expel the liqUid contents up to a range of 10 feet
underwater{50-60 feet range Inanalrmedlum). The liqUid itself can
be: any form of loxinor acid usable in water. The originalliq uld that
arrives with thecannlster, however, Isa pheromone-based chemical
dtSigned to drive sharks into a feeding frenzy. Anybody hit with the
fuding frenzy juice is going to attract sharks within a 3 kilometer
radius. Any sharks in the area will first attack.the object or person
with the smell, or else anything in the area of the smell (yes, even the
user of thecannlsler is in dangerunless he hightails It out of the area).
It costs 15 EB to refill either the gas mixture or replace the feeding
frenzy Juice.
87 ---------~
~ -------------------------------------------------
The Sound Wand is a flashl!ght-slzed. mulli.purpose piece of equipment The wand is capable of erutlng noise from low to high
ffUluUlCY, thc~by producing a variety of effects. At the different
setting!>, the wand can generate low frutuency vtbrat[ons (the same
Idnd 11'131 auraCI: sharks to wounded fish. withinarangeofS kilometers),
it can establish a sonar homing ping (10 kilomerers range), can
generate acacophony of pings to confuse any sonar being used in the
area (.5 to any sonar-based tracking equipment reaching the wand's
area) and it can be ~ I05tt up an ear-piercing high-pitchr:d whine
lhat affects a 20 foot dlameter around the wand (-5 to all actions do~
W1thin thatana. and causes 1d6 hours of dcafncssaftu 3 turns USC> the
target must makelDL 2CV under Cool and Resist ToltUrelDrugs skill
In order to staywlthln Ihc2rea). ThlsafTects anyone in the an:a unless
he is wearing Noise Dampeners or special headsets' earplugs.
200 EO - 20 EO per
OrTO
Unlike regular spear guns, this spur gun is mounted with a hollow
shaft spear, pn:ssurizcd with clther pure nitrogen or oxygen. The
shaft is designed to release the pressurized gas through the spearhead
Inlo Its ta rget upon Impact nfltan bypass the SP rating of whatever
is shielding the diver). The nitrogen and oxygen are. compressed
based on the pressure of the surrounding water. Therdore. In the
case of pure. oxygen, it is best effective at below2 atmospheres, while
nitrogen is dfective at "1 atmosphertS and below.
Rcgu.1ardamage oftht: speargun is Id6, with a range of "10 mtter5, In
addition to oxygen or nitrogen poisoning (sceeither nitrogen narcosis,
the bends. oxygen poisoning or emboliSms forwhat could occur to the
target; GM's discretion based on the conte nts of the spargun).
4000 ED
This unusual cyber-enhancement was developed to overcome one of
the Inhert:nl problems linked 10 the usc of liquid breathing mediums. The problem with the use of these was the subsequent Irritation
of the lungs that assailed the divers. The liquid medium was limited
In use permonthand, therdort, did not make. a good option for deep
sea livlns. That is wherc the use of Lung Weave was implemented.
Much In the same way Sktnweave enhances the ruilence of the skin,
Lung Wa.ve protec:ts the lungs from such Irritants as liquid brta-thIng mediums (though It cannot affect tiny aerosol particles) while
remaining pliable enough to allow the lungs to expand and contract
normally. Anyone who does not uselhts enhancement when using
liqUid 'bn:atber.>' wiJl surfer from lung Irritation. Immediate subsequent use orlile Uqulds (within thrte days of the last use) will suffer
from Ipoint of damage on the lungs. This will reduce any endurance
tasks by one point In Body Type and double the amount of damage
Innlcted by aerosol projection weapons (tear gas. KO gas, etc). The
Humanity Cost for this surgery Is Id6l2.
~---- 88
89 ----- .in1
~
~-----------------------------------------------
THE lAMPREY
eml
Passatgm: .......................................................................... .,
Fu.eI Capacity:............................................ '100 gallons avgas
SDP, ............................................................. ... ................ 325
Maneuverability: .............................................. +3 to all rolls.
Special Equipment:
Sonar; Radio; Satt:llitt: Unk-Up; Fire Extinguisher; 2 person
Escape Pod; Auto-pilot (5hill It:Vel +"1); Compulu Navigation;
Spotlights; 1 Mini-Torpedo Bay wI., mini-foptdoes aD-JO kg
paylO<Uh)
Special Equipment:
Sonar; Radio; Satellite Link-Up; Fire Extinguisher; ., pmon
Escape Pod; Auto-pilot (5hilllt:Vel +5); Compulu Navigation;
SpOllights; I Mini-Torpedo Tubew/6 mini-topedots a D-30 kg
payloads); 2 Torpedo Tuba wli torpedot:S OOO-JOO kg
payloads); fCM; Rtar Chaff Dispenser; Sonar Jammer.
Game Notes:
The mini-~dres used can be affi:.ad with most detonation
paramtl.m available (rima, Contact., Range, Depth) euept
Jar Sonar or Transpon.dtr LDch. Ute sub can also transport 0.5
ton worth oj cargo in the btfly hold. though the hold is not able
toJit large piect:S oj equipment.
Game Notes:
AsslD:~ prtviously. tk Lamprey isa shorr. range rapid scriht
sub piloted by 2 personnel and capable ojcanying two more. 1L
has no cargo transporr. capabilities, bul is wtll ~d Jor a sub
fts me. The targeT torpedoes can be fitttd with any detonation
option including Transpcmdtr and Sonar loch.
~ --- 90
------------------------------------------------ ~
urchin. Sure she's just like mom, but if you want something
delivered safely, the Cydocean is your best bet. Designed to
travel deeper than most pirates would ever dare dive, the
Cydocean follows the old motto -The best way to survive It.
fight is not to be there.:
Specia l Equipment:
Sonar; Radio; Fire Extinguisher; Two 5 pason Escape Pod;
agoodfighL
------------------------------------------ 91 ------- ~
~-----------------------------------------------
GENETIC REMODELLING
Even within the highly f'ururlslk world of CybefPunk where
.science threatens to become as understandable os magic
and olmost anythIng .seem!i to be wfthln the grasp of
humankind's desperate grasp for more, the sdence of
genelk spHdng stili falls short of expectalicns. Sdance then
cheors and perfornu blo-sculprs and rmplanfs In rhose pe0ple willing to change the very nature of their being to mirfOf
whot mey believe Is their true heart. Even then. however. II
Is SffII nor what Is sought ofter by rhose who belt.va- genetic
splldng to be the rood fa humanity's future evolution. If Is for
that reason thot companies like Arasaka ploat great Impor~
'onee In R&D proJectsond ventures fhat ore beginning to stray
~--------------
92------------------------------------------------------------
--------------------------------------------- ~
replkored "
0' 0
rapId role.
the foundry).
Musde Pouch:
Asmall pOlUh is built near the ba.~ oJ!h~ spin~. Tht: pouch holds
asmall Sl!tc!graJkd musclts att.achtd to!he spim !hrough crudt
nerw reuptorsJor limi kd 'lail' control The primary purpose oj
lhepouch is toenable the subject todther retractor atmd their
tcn/.acks Jrom the pouch, or to create a special holdingp/aceJor
toxin prooudngr)ands (ld6 HumanityCosL, MA surgery, 1500
EB cos[).
Tentacles:
like !h~ !t:Iils graJted on!t:l Exotics, tenlacks bas~d 011 thejdlyjish
species cost !ht: samt: humanity loss and priu. They are also
mobile, butw~ah (abl~ toat:rtund~r 1Ibsojpressurt:),butcan
b~ t:qUipp~d with nm1llL09'SlS (or S[ing~rs) that carry a toxic
punch. Th~ Unlades oj tM Sea Wasp ar~ 12-15 JL in length,
fransparentandcancaUSt:dt:ath (Bio- Toxin I, CybcrPunk2020
p. 9n.The lOI/.acles are slOr~d in tht: subdtrmal muscle pouch
at tht: bast: oj tM spint: Jor movtment ouLsidt: th~ water and to
hap them moist Tht:y also slow a person's MA by 1 sinc~ fht:)'
provide drag when Jru jIoating.
Black Ink:
bo4Y using Iht: muscle pouch built near the bast: oj tht: spint. Dna
dtt: ink is rtlt:astd. fL is capable oj clouding an area t:qu.al to a hex.
Th~ inhcan be lI:lric. though rupturing the pouch duringcombatcan
hill boUt tht: carrier and Iht: auacktr (unless tht:Y ar~ jar away).
INs Is where the nonltes ore wed, to monItor the body cnd
Who' Dr. Pak wfll not dlscavRr unlf1 much later Is rhot thIs line
the se<:ond stage. The viruses have also been altered so rhot
wfrh...
vfNS
10 Introduce
93 -------~
Seed
. P ~:r. XeST
-.- - - -- - -- - - -
~--ne
94 - -- -- -- -- - - -- -- - - -- - - -- -- - - - - -- -
GAMING HORROR
(ROLEPLAYING TIPS)
The- problem with holTor and the deep has been !he proUf~
eratlon of Weasand stories conc:emlng the mysterioosoceons.
Myths of the Kraken and orhertenloded beasts hove always
seem so rrlte and reused from legends of old, The tales and
monsters of yeSTeryear hove been used so offen they hove
D fomilloriry thor Is olmost comfortfng. Good horror and thriller
movies and books rely on one thing. the elemenT of suspense. Orten !he appearance of the creolUre or monster
stalkIng the vlcrfm Is onrl-dlmoctk compared 10 the slow
buRdup leodlng 10 thor scene. Once the aeoture shows lIS
face 0( !he mystery surrounding Irs nature vanishes, the
game Is try not to break the now of the gome once If has
been established. Enforce Srnke(s Rules (where what The
GM with a very rore opportunity In horror, the aspect of mul"level mystery. What rhls means Is thor the GM should use the
95----
~--------------------------------------
HORROR IN SUB-AlTICA
VAMPIRIC ADVENTURE:
ELIJAH THORNE
96 --------------------------------
-------------- -------------------------~
CURRENT STATUS
After t he nood of the basemc:nllevd of the prison. the Ru.ssian
cannisters were moved imo t~ mint$. Elijah did not rtalize
that the some of the containers were leaking radioactive waste
until he began suffering from acute nldiation poisoning.
ENCOUNTERS
These are the various ways the players have of encountering
Elijah Thome, Remember that any lime they do, Elijah looks
like a monster and may not be in the kindest of moods. The
encounters are likely 10 occur in the basement of Sub-Attica
or within the Flood Tubes (since a few are Opullo hdp the
work crews move around completely flooded .reas of the
basement).
Encounter" 1:
J"h( playm may be htlpingwith the rel.ocat:ton of equipmml or
just snooping around the bastmml whm they comt a.crossSlrips
oj skin Icft behind by Elijah as hc continues 10 pec:! from the
Encoun,,", '3:
Onccftheonly timeS' lhep1aym might manage toJully sa Elya
iswnm he appears btforeone oj lhtm In order tosalt his thirst.
Ifhe is able to capture a pfaytr andJeed, he will use his abUiCits
!O mcht the player Jorget the- incident A good way to run this
scenario is to roll tht r~irtd numbers beJorehand Jor tht
player 10 notice syah's ambush:, the use oj Elijah's power (Ner
1M player ID capture him and ID ma.Irt: him forget the incident.
If thts sw:ctds, then jtLsl inJorm die player IMt al one point dlat
he seemingly had (J slight diu;y spell and Jell rtally weak
aJterWards.lbtninfonnhimthat~st:l:mstobemissinganhour
HUNTER ADVENTURE:
EDWARD BRACKENSHIRE
Edward Brackmshire is a rarity: he is what people call an
'Esper' or a human with psychic abilities. Edward's entrance
into Sub-Attica comes after Arasaka's takeovu of the prison
f.cUities. Though he poses as a prisoner, Edward's real
identity is hidden behind a few facades that he himself put in
place in order to cany out his mission.
With the mass exodus of ~ple escaping from the overcrowded
surface world to the oceanic communities, many vampirehunting organizaUons began to realize that the Vampires and
other creatures of the supernatural would immediately (ollow
suit. One such group, the Sun Knights, decided to take the
initiative and entrench themselves in the wtderwatu community before the Otildren of the Night did. With the establishment
of the aquatic ann of the Sun Knights, many begllIl posing as
BowlIy HW'llers in order to tnlvei. mon: frttIyfrom oneunder~
watu installation to the othe:r_Edward Brackc:nsltitt is a 'Knight
withthedivisionandhasused.hiscontactswiththevariouscorps
(as well as his Espcrskills, which few knowoO to gamera name
for himself. Most believe it to be forthis reason that he wassel
--------------------------------------97-------~
~ --------------------------------------------~
or
CURRENT STAlUS
Edward is serving his prison tenn quiWy. He picks one wge.t
and keeps tabs on lhal pexsonfora few days. This bdlaviorhas
nOl gone unnoticed by a number of people who have become
Encounfer It:}:
Tht playas 5U .Edward swuting SDl'nt:Ont: elsl: out and looking
tn!.mUy at that person just before an a.ccidt:nt happms (he is
concmtrating on using his ability)..
nus has been the oppdttUnity that Edward. has been looking
for. He knows exactly where the w~pon Stores are and will
make his way there via the air ducts (he noticed the fact that
airwas still circulaling through the base, which meant that the
airducts were still open). Once he has taken the weaponry he
needs, he is going to begin scouring the base, finding those
suspects on his list of possible undead. The first shot he does
willbetowound. lftheyvampout,hewill killthern . Need.1ess
{osay, he is going to leave a lot of wounded people in his wake.
Edward willsurvive the detonation of the PAnOs. The rtaSOn
for this is because after he realizes that the atmospheric
pressure is rising. he uses his Mauer Manipulation abilities to
disintigrate his PADD (he will suffer from a nosebleed, but
that is on parror him). Afterthat, he will kill whoever survives
for two reasons: either they survived became they are Vampires or because they are going to end up as Vampire snacks
or recruits.
ENCOUNTERS
VAMPIRIC ADVENTURE:
CONSTANCE PATROVITCH
Encounter *1:
Guess what, it's ~ playas' tum ro be sc.ouLtd out as possible
suspects. Edward will btgin. wauhtng Ott players sincc some oj
than shim: tht sameworkshiftwith him. He-will even lISt wtain
siruation stimuli on Ott players (through 1M use oJhis power).
The It:Sl could include... For objects to accidently Jall on tht
player to eithtr detmninc re'uctlnn limtand spud if Ihc player
calChes theJailing object, or durabjlt~ of the player if eM object
hilS him. Delt:rmi~ strength oj the player by using matter
manipulation to make' Ihe' obje'ct heavier Own It is.
~ -------98
CURRENT AGENDA
Constance has been serving well Wlder Audrey's leadcrship for
the past year. She is not gteally liked by the Qtbersccurity orstafl'
Consfan.Ct.
ENCOUNTERS
Because of Consta nee's main focus, she is almost always found
around or near Audrey. There are few times when she is not.
EncoUnlQr II i :
If a PC is ft:mak, Ihm she could be awakrned' one night by
movcmmt outside her ull. Upon puringout, shesus Constance
enla one of the jail cells, rtmQin IN:re for at kast 10 minutes,
then reemerge. If lhe player makes an Average shill chul!: in
NoIiulAwarent:$slDL 15, she may see II trickle orspocttd dam
Slain on the snirt oj Constance ncar Iht: collarbone as she
emerges (in her haste fO Jud, she spill II litllt bloodlOnt thing
11 for surc, regardless oj whether Lht player notices the stain or
nOl, Conslance sees Ihe player spying on her. ili will merely
smileat Ihe PC, with a briefflash offangs, quick enough rorilht:r
be rcal or a trick oj the light
Encounter #2:
This should be done ajrLr lh.e first encounter. Within aJew nights of
lh.e f.n.counkr #1 incident, theJemale pCwiU wake:upont: nighuo
find ConsIanU: in her cell, hilling her in a.soofhingvoict: 10JaU badr:
into slumber. Tht playcrwlll Immtdiedy waht up with a start and
discovtT it was a.l1 a dream. This should occur over a pt:riDd oj
SC\'aal days, taCh time the playerwahing upJrom thedream in a
SWtilL What lh.e dremns mean is lhat Conslanu is using her
HypnowguQI abihlits fO test dlt: playa. With t:at:h dream shcwill
edge slowly IDWards fading on the player without mahtng It a
frighlDling aptrimu:. If the player accepts bcingJed upon or
evmtually treats it as a dream progre:ssWn, wwin visit !he playa
Jor real one evening and actuallyJud on her as the nat step of tht
d""",.
Encounter II~:
This tnCounter has nodting to do with the previous two. During
this mcounkr. Constance was Ullring care oj certain duties in
agri--domt: #1 when the sub crashed Into iL (sa Blinsidt:d miniadventure). While the players are scrambling 10 reach the
anergatC)' doors, one or two oj lhmt may see Conslanct:
bounding over high crates and moving like wildfire to rt:at:h the
ADVENTURE HOOKS
For any party playingVampiru tharwish to become involved
in Sub-AUiea.
He"" ' 1,
The players are hired by II Cavm togo aJIer Edward. They will
be inforJ7WJ lha! Edward is a psychic individual and an optrlM
meed Sun Knight His current inccucaation cauld be oj greal.
beru:fit in lha! he may not haveatSS toall tht lOols of his trade
andmigh! dlereJore bee4rit:r wtakt:down. The playm wiU be
replacing criminals bound Jor Sub-Altica, but It will be necessary to 'PADO' lhe players 40wn to alleviate susp!ctort.
He"" J2,
News ojan impauling IrtqUisition has the Vampiric community
In a panic. Rumors abound thaL an ancIDtt Vampire named
GodJroi. is turning against his 0W7l JMd, hut cht rumours n.ud to
bt' substantiated. The only oru: that ever Imt:w Godfroi was
Elijah Thorne. The playas are rtqu.tSkd to seek Elijah out and
bring him back so that the main. Covens may question him. His
last known IDeation was Sub-AUfca. bur ruxning has been he4rd
from him in over II year. The playas will be brought 10 SubAllica in the same manner as Hook#l .
------- -- -- -- - - - - - 99 -------
~ ---------------------------------------------------------
Ihe chndren of the night. Here are a fewoflhe new breed that
!he GM con pit the players agolnsf.
THE COLONY
The basic prtmist behind the entity known &S the Colony is
that it isanorganism withahive~based muuality that isslowly
bringing creatures into its fold and under the control of the
hive.1t all began with the discovery of an unusual series of
coral growth off the Arabian coastline in the Arabian Gulf.
Similar to Fire-Coral (the tips of the contI are equipped with
stingers and a mild toxin), this type of coral seemed to beahle
to produce a toxic ink from ink sacs growing in the place of
the numatacyst stingers.
Upon further investigation, it was discovered that the coral
would spr.ay fish that ventured close to it. Iv. first, the sea life
exposed to the toxin did not seem to react adversely to the
properties of the poison, but soon afler it was discovered that
exposed sea creatures began 10 act differently than the con
ventional nOIm. When the researchers stepped in to remove
samples of the coral, the 'infected' sea creatures began to
attack the science teams with a suicidal vengeance. Unable to
gel close to the coral growth, the researches noticed that the
different species of fish that attacked the tearn seemed to
operate in a similar fashion despite the fact that many were of
varying species and genus type.
an
After several failed attempts, sam pies of the coral were finally
acquired, the remaining coral was ordered destroyed to avoid
an infestation, and the problem was considered solved.
THE ADVENTURE
The adventure begins when a brief distress signal is intercepted by the party from the BIOSMaL (Biotechnica Oceanographic Institute for the Study o r Marine life) station Oocated
on the edge of the Cayman Trench some 4,200 feet under the
ocean,just north ofJamaica) before all commw1icationis lost.
~---------------------------------------- ~
THE CHALLENGE
The base is now predominantly under the control of the
Colony with 11- station personnel infecled and 1- dead from
the skirmishes. The remaining 6 personnel have managed [0
lock t hunselves inlO a secured section and areawaiting rescue
(hopefully). The Colony is planning on expanding the hive by
infecting the nearby stations and is maIdng preparations to do
so.The distress call came from an uninfected station scientist
who was subsequently captured after the call was made.
cruture or human that the Colony now has control over. The
Colony }w; no powu save its toxins and the telepathic
manipulation.The majorweaknes.ses of the Colony ate.. ..
J)
Its immobile stale; wcoral mahcsllan aJS'j tar;gtt coftrt
on. Deslrtrying half oj LIIe presmL coral mass will eliminalt w
mental control if hasOVtTilSvictims. whiledeslroymguvtr 75%
oj LIIe coral mass will hill the coral If, however,tht t1ttirt mass
of coral is nottie:strtry'w &5%+), it will regrow and begin again
al INT leu/I. In order to dtterminc the amountoJ damage: iM
Colony can taU, asrign the coral an SOP rating oJ2dIO+10.
3)
Because the Colony thinks (II a hive-based life form. 1M
"eahms under its control ace unifonndy or in a similar
manncr. In high-action silLultions, t.h.t Colony has not yet
developed theabilio/ co 'mulli-wlt'its servitors. In oiMrwords,
btcOLlSt oj the influx oj inJonnolion from all the c:oncrolltd
organisms, the Colony will dispmse: with indcpendant aclions
thaI mighl save one life form sud!. as dodging or laRingcuvtT. In
combal Situations, if I~ Colony has mort people or creatures
than Its current INT rating 10 concrol, W conlrolled crealures
will begin allacklngen rMSSt, opctingftre en masse, runningm
masse. Toa nonnal observer, thriractlons would appear ID be
SUlddGd or Jtl11Qlical. T~ minute the Colony begins controlling
le:ss peopk or "eaElms than its cvrrenl INT btl, then it
becomes more sneaky, rtW:s on various skills, mulli-tasks its
scrvilDrs and acts on mort: uu:"lical-bastd decisions.
Those subjected to the toxin (against bare skin or injected
'h'ilh it) must make a succesful Death Save or lose half their
INT stat and forget half theirski.l1leve1s (fractions are rounded
up). A lotal of -4 rolls are required before the toxin no longer
affectes them. Those who hit an INT of 1 are now considered
connolled and dTective.1y dud. Even if lhe control of the
Colony is removed, the freed organisms and humans now
possess the mental acuIties of II. newborn baby.
CN:ncter5 who managed to make alleast 2 succesful Death
Saves can recover their lost INT through regenerative bn.in
surgery. Their lost skills wiU have to be relearned, though, at
a fraction of the original cost (GM prerogative).
lis a final note, the Colony incrustS its INT level by one point
for e.very 10 pointsoflNTit gains through its servitors (i.e. for
the Colony to increaseits INTby one, it would need to control
20 Goldfish or 10 dogsor2 average people or 1 gamer or 50
politicians). Forevery point oflNT the Colony possesses,the
range of its mental control is increased by. one mile radius.
~----------------------------------------
CONCLUSION
Hopefully. The moteriol conTolned throughouT rhe preceding
poges will be the source of mony InTereSTIng odventures for
both the GM ond The pony. As 0 GM. If you find yourself In
need of more Ideos ondpossible STorylines. There Is 0 wealth
of good concepTs ond posslbililies In the different enTe'rTolnmen' mediums. Movies sud"! os the Abyss, DeepSTor 6.
Levlothon and even the sci-A flicks like OuTlond. The Fog ond
the ThIng con be 0 greaT source of compolgn adventure
moTerial. Televbion series such os SeoQuest DSV ore filled
RIPTIDING5
What is it called whm a Vampire fuds off a drunkard,
becomes bamboozled himself, then decides to have a little:
WHAT 15 RIPTIDE
Irs origins matter little. What is known is that there is a
Vampiric tiger sba.rkstal.king the oceans. What scares people
is the fact that Riptide (as it has been baptized), is proving to
be an extremely bright tiger shark and is capable of wielding
some Vampiric abilties, to a limited yet efficient degree.
Riptide h:lS already been docked at traveling at higher speeds
than normal, ramming objects using a kinetic thrust to bowl
over small surface vessels and even disabling smaller submarine craft. Fishing boats are reporting finding dead dolphins
and porpoises that have been tom to shreds in their nets and
new fears are arising that Riptide may possess the abiliy to
summon other sharks to its vicinity. Already. the Amity
Resort in the Galapagos are reporting a sharp rise in the
amount of shark attacks in their region.
' .~'
'.'
' 7~
&
M
. s -------- ~
.~
ARCHETYPE 1
Role.: CopSpccilility: Prison Security
STATS:
INT: 7
BODY: 9
REF: 9
EMP: ..
TECH: ,
COOL: 7
ATTR: '5
LUCK: S
Mk7
BIM: 3
SKILLS:
Skill
Authority
AwarenessINotj~
Brawling
Endurnnce
Human Perception
Intimidate
Melee
Scuba Diving
Swimming
Level
.,
.7
.6
2
.,
.6
.2
.3
SIdlI
Athletics
Basic Tech (Weapons)
Education
Handgun
Interrogation
Leadcl'!ihip
Rill,
$uutwise
Water Combat
Level
.6
.3
.7
.5
.5
.3
.3
.6
EQUIPMENT:
Mastoid Commo; Handcuffs; (any weapons SecUr1l)' uses are. listed In the Security Supply
inventory); Hamas Control Transmitter (controls the Harness unit in Security Measures section).
CYBERWEAR:
Anyenhancements lhat thecyberwtarOrrcrs isnot]lsted In thesurs or Included In the.lfsktU level.
Cyberlimbs and the different options art. not listed because of their variety; once again It is GM
disc retion In outfitting ce rt3in Ind\V\duals.
Neuralwart wI Spetdware. Pain Editor or Smartgun Unk; Chipware Socket wtlh 7 APTR Chips
(+110 +3 with any skills relating 10 Rdkx), 2 MRAM Chips (+1 to +3 with any Int-based skills)
&: 1 MRAM Database Chip (prisoners at Sub-Attica): Grafted Muscle or Muscle and Bone Wuve
(+2 to Body Type); Skin Wuve (SPI 2); llmg Wuve (see Gan:d for Deep Under); Independam
Air-Supply or Gills; Cyberoptics wllnfrared, Image Enhancement and TImes Square Marquee.
BACKGROUND:
Archetype 1 are those personnel In Security-and havebeen formally trained assuch. They have had
experience on the. fie.\d and arc ge.nerally well versed for situations under rire, enough so to
competent on the level of the pl.1yers.
The GM may wish to alter stats, add levels to better match thiS category to the level of
the party. In terms of Sub-Attica Security, there arc 8 personnel including Audrey
Molloy who fit within this category.
---------------------l03----~
~---------------------------------------------------------
ARCHETYPE 2
Role.: Cop or SoloSpeclallty: Security or Random Staff membc:r
STATS:
INT: 5
BODY: 8
REF: 8
EMP: 3
TECH: 4
COOl.: 6
AlTR:5
LUCK: .5
MA:6
BIM: 3
SKILLS:
Skill
Authority or Combat Sense
AwarenessfNotlce
Brawl!ng
Endurance
Interrogation
Scuba Diving
Water Combat
Level
.6
.3
.4
.6
.3
.2
.2
Skill
Athletics
Basic T:h (Weapons)
Education
Handgun or Rifle
Melee
Swlmming
Level
.4
.4
.5
.5
.3
.2
EQUIPMENT:
Mastoid Commo; Handcuffs; (any weapons Security U~ are. listed in the Security Supply
Inventory); H3messContro\ Transmitter(controls the Harness unit In Security Measuressect!on).
CYBERWEAR:
Anyenhancementsthat thecybc:rwearofIers is not listed in thestats or Included In Ihdrsklll level.
Cybc:rllmbs and the different optiOns are. not listed lxcause of their variety; once again it is GM
discretion in outfitting certain Individuals.
Neuralware wI Kerenzlkov Boosterware or Smartgun link; Chipware Socket with .. APTIt Chip
(+1 to +3 with any skills relating to Refla), 1 MRAM Chip (+1 to +3 with any skills relating to
Intelligence) & 1 MRAM Database Chip (prisoners at Sub-Attica); Grafted Muscle or Muscle and
Bone Weave (+2 to Body Type); Skin Wuve(SPI2); Lung Wave (see Geared for Deep Under);
Independant Air Supply; Cyberoptlcs wlInIrared & Time Marquee.
BACKGROUND:
Those ~ople in thLscategoryare the remaining Security Staff or those few on-base ~rsonnel with
training, a bit of experience and cyberwear to be able to handle certain situations. They may not
be as well versed as the players in tenns o[ their expertence, but that does not mean the players
should discount their ability to add to their woes.
------------------------------------------------------------------------------------
~~.
~
ARCHETYPE 3
Role: Corporatt or TechleSpecb Illy: General Mainterumcc, Medical, Admlnlslr.ulon. Ufe Su ppon
or Bio-Iab staff.
STATS:
INT: 9
REF: ...
TECH: 10
BODY: 6
EMP: 9
BTM: -2
COOl: '5
AlTR: 7
LUCK: ..
MA: 4
SKILLS:
(all personnel have Swimming -t, Brawling 2 and Handgun 2 from Arasak.1 Basic Training)
ADMINISTRATION
Skill
Level
RtsoUtcts
.5
Educa tio n
.7
Ubrary Starch
Pers uasio n
Stock Market
. 5
SIdll
AwarenessfNotlce
Human Pcn.:c.plion
PeI'50nai Grooming
Social
Wardrobe & Style
level
. 7
.7
.7
Awa~n~otice
Basic Tech
CyberTech
EduC3lion
.9
.8
Marine Tech
Any) Tech Skills-
.7
.8
Teaching
Elu:tronics
.5
.5
.2
8
.8
Human Petc.
.2
Pharmaceuticals
.9
Awa~nc:ssINotice
Cryo13nk Opt-tallon
.5
.8
EduOlition
Ubrary Search
Any 2 Human Science. Skills" +9/+6
EQUIPMENT:
Pocket Commo; Techsc.anner &. F\.ashl1ght (both Ufe Support and General Maintenance); Tech
Tool Kit (General Maintenance); Elcclronic Tool Kit rure Suppon).
CYOERWEAR:
Any enhancements that thecyberwcaroffers is not listed in the Slats or included In thelrskiU level.
Cyberllmbs :lnd the different optiOns are not listed because. of their variety; once again It is GM
discretion In outfitting certain individuals.
Biomonitor, Neuralware w/Cybermodem link. Datatcrm Unk (administration) or Machine Unk
(Ure Support or General Maintenance); Interface Plug; ChlpwareSockel w/ID6.-t Chlps(adds+l
to . 3 on Intelligence or cognitive based skills); Cyberopl\cs w/Tlme Square Marquee. MicroOptics (Medical or B1o-L1b personnel) or Low-Ute (GM or 15 personnel); Cyberaudlo w&und
Editing or Level Dampener (GM or ts personnel who work around loud equipment or a sadiStic
doctor).
OACKGROUND:
More comfonable with a hypo-spl2}' or bridcase.ln hand. members of this an:hetypc. are better
trained for office or lab work than life on the streets. It does not me3n that they were nO( required
to go through the Arasaka Sclf-Defell5C Training courses, merely that they are beller outfitted to
handle scicntlrtc or business problems..
--------------------------------------------l05 -------- ~
~ ----------------------------------------------------------------
ARCHETYPE 4
Role:: Solos and NomadsSpeciaUty: Variable
STATS:
INT: 6
REF: 9
BODY: 10 EMP:'!-
TECH: Ii
BTM: -1
COOL: B
ATIR:5
lUCK: 1-
MA: 5
SKILLS:
Skill
Combat SensdFamily
Awareness Notice
Endurance
Manlal Arts-
l evel
+6
+3
+7
Skill
Athletics
Br.Iowling
Id6+2
Mdu
+3
Rill.
Stealth
Prison Strt:etwise
Scuba Diving
Strength Feat
Swimming
lD6+1
+7
+2
Levd
+B
+6
+5
+4
+2
+3
+3
Handgun
Sub-Machine Gun
BACKGROUND:
Being physically fit and strong Is a necxssary skill for this Archetype. Beinga prisoner in a system
of survival of the fittest has only made them harder and more difficult to controL They are usually
the ones to \'1.1n the underground ma rket, head thegangsorbeequlpped with a harness dev ice (5eC
Security Measu res). That Is not much of a deterrent for these convicts, only an Incentive.
ARCHETYPE 5
Role: Rockerboys and Corporate.sSpeciality. Variable
STATS:
INT; 7
REF: 7
TECH: 6
BODY: 6
EMP: 7
BTM: -2
COOl..: 10
ATIR: 8
LUCK: 6
MA:4
SKILLS:
Skill
Charismatic lndtrshlp
Brawling,
Composition
Ptrform
Play Instrument
Scuba Diving"
Social
~vd
+6
+3
+7
+6
+3
ld6..3
+<
Skill
Aware.nesstNotict.
Dodge &. Escape
Oratory
Pel"5uaslon
Prison Strutwist.
Seduction
Swimming
l evel
+6
+5
+,
+B
+4
+5
+3
- (1 in 10 chana)
BACKGROUND:
This set has goUen by on their looks and attitude alone. People follow this type fo r thtir natural
chann, thtir bravado, thtir humou r, thtlr style and cooL Thty ntvtr ~tm to gtt lnto trouble
because they always know the tight thlng to say and to whom. They always know wht n not to be
tht re or the tight time not to notice things.
~--------l06 --------------------------------------------
---------------------------------------------~
ARCHETYPE 6
Role Tuhle or Netru nner Speciality: Variable
SlATS:
INT:I O
BODY: 6
REF: '
TECH: 8
EMP: 8
BTM: -2
COOl: ...
AITR: ...
W CK: '
Programming
....
..
Teaching
.i
SKILlS:
SIdll
l..e.vel
.7
Jury RJgImerface
BasicTcch
CyberTech
7
.2
. 5
Composition
Electronics
System Knowled~
SIdll
AwarenessINolice
Level
Brawling
Cyberdeck Design
.2
Education
MA:
.7
IlACKGROUND:
Br.il.ins ova brawn quantifies this breed. They an:: uitrasmart, know how to make interesting things
with the llmlted tools around them and know how to share Infonnatlon ror just the rlght prlct:.
Forget thescicncc nerds. these guys att. in Sub-Attica because they knew how to use theirskill on
the Strut and who to sell It to. In Ihtlreyes. It Is better to be alive to exact revenge another day than
die in a display of stupid machismo under a hall of bullets.
Their stn:.ngth lies In knowing who 10 ally themselves with,and for what benefits,
ARCHETYPE 7
Role: Fixer lit Media Speciality: lnfonnation Broker
STATS:
INT: 6
BODY: 7
REF: 8
EMP:8
TECH: 5
COOl.: 10
ATIR: 7
WCK:9
MA: 5
BTM: -3
SKILlS:
Skill
Strtetdeal or Credibility
Br.lwling
Forgery
Human Perception
Intimidate
Pl".rsu.uion
Pick Lock
level
SIdll
t~yd
.8
AwarenessINotice
.7
.3
Composition
Handgun
Interview
Melee
Pick Pocket
.i
Streetw~
.7
.5
.3
.5
.3
.5
IlACKGROUND:
Forget brawn, good looks or Intelligence, this breed works off the smans found on the struts,
living by the tip oftheir wits, uadingand dealing in information, developinga good nose for sifting
through the trash and discovering what the rul truth is. The best weapon 15 the information you
can use :lgainst people by having them do your dirty work Cor you,
-------------------------------------------l 0 7--------~
~ ---------------------------------------------------------
SlATS:
INT: 10 REF: 5
BOQY:.. EMP: 1
TECH: 8
B1M: -1
COOl: 6
ATIR:.
LUCK: 6
MA:"
DESCRIPTlON
Sex: Male
Age: "to's
Hair Style: ~hort cropped with long taU and receding hair line.
' 7-
Height:
Wdght: 140
Dress and Style: lab smock or 19)05 pulp style Connal wear (out of prison).
PSYCHOLOGICAL
Motivation; Science and rt..sta.reh
Ex-Mode: Frimdly. inquisitive.
Level
Skill
Level
Awareness/Notice
+7
+8
Biology
.7
Diagnose
+9
Education
+10
Forensics
+8
Genetic Engineering
.10
Human Pen::cption
+7
Ubrary Search
+6
+7
Neurology
+9
Pharmaceuticals
+8
Surgery
Zoology
+8
Med Tech
+10
Basic Tech
+10
~--------l08 -----------------------------------------
------------------------------------------------------------------------- ~
EQUIPMENT:
Techscanner, all the equipmcnlliste:d in the lab; private labs around the world; a virtual
fottune in Euro currency.
CYGEflWAflE:
Though he dislikes the use of cybe.rware, Dr. Pal< does have Toxin Binder Nanites and
Nanosurgeons implanted on him ("to avoid deadly lab accidents-).
GACKGflOUND:
Very litl1eis known cfDr. Pak's background; hisfingerprints have been add washed and
no records (medical, hirth, or school) have been found. It is thought that his parents
might have been influential members of. far cast Asian drug cartel that chose to vanish
into the woodwork and erase ~etything1mown about themselves and thar family. Thl":)'
even say that Dr. Pal< is probably a fictitious name and that the face he wears is a biesculpted job to hide his real identity.
All that is known is that he began appearing as Dr. Pal< at the tum of the millennia,
working for different sides during various global conflicts, always using bio-genetic
weaponry to funher his studies of the human gene pool. Ouring the use oChis 'ro;:earch'
against the American forces in the Second South American Conflicts, he earned [be
nputation of a mass murderu as well and gained the animosity of the US.
After the collapse of the 'Gang of Four' (Columbia. Ecuador, Peru and Venezuela), Dr.
Pal< reappeared briefly after vanishing in the wave of refonn that swept South America,
this time during the Brush Fin wars in Eastern Europe. Rumors began flying about this
time that it was no longer the same Dr. Pak. but somebody else who looked differently,
acted differently and was even younger in appearance by 20 years. Before the rumors
could be founded. Dr. Pak vanished once aga!n. Some time later. however. news surfaced.
that he had been captured back in South America and was being sent to Mexico City to
be tried for crimes against Humanity.
There has only been one celtainty in all this: Dr. Pak is an enigma that has chosen to
remain silent, and, according to the world. he was executed a year ago in Mexico City.
----------------------------------------------I09--------~
STAT5:
INT6
REF: 6
COOL: 8
ATTR: 5
LUCK: 3
MA: 7
BODY: 10 EMP: 3
DESCRIPTION
Sex: Male
Age: 34
Height: 6'2-
Dis tinguishing Features: Celtic knotwork crown stretching across his forehead,
mulitiple face and body plerctngs.
PSYCHOLOGICAL
Motivation: Escape and power.
Attitude: My famUy line can be traced all the way back to the Wanior~Kings of Ireland
while my father and his before him and his great grandfather and all those that preceded
him were with the IRA. Now the new battlefidds to conquer in this new world are on
the street and I don't plan on rotting in here for much longer. I don't care that I need that
little Gook to help me, it's only the ends to a mean and so is everyone else.
SKILLS:
Skill
l.t:vel
Skill
Level
Strtetdeal
+8
AwarenessINotice
+8
Brawling
+5
Forgery
+6
Handgun
+5
Intimidate
+.
Melee
+7
Persuasion
+6
Pick Pocket
+3
Pick lock
+2
Strcetwise
+8
~ --------l lO ---------------------------------------------
------------------------------------------------- ~
CYBERWARE:
Harness Unit (Security Measure); Muscle and Bone Weave (+2 to BT already included);
Skin Wuve (12 SP).
BACKGROUND:
Andrew was a first genel'3tion American, after h is mother (who was pregnant with him)
moved from Ireland to New York following the death of Andrew's father. His mother
wanted him to grow up away from the violence that plagued BeUast , bur fOWld that her
son was soon engulfed in the sttttl viotalce of America.
In 1993, his mother later died of radiation siclmess when New York was hit with a tacHeat
nuke. Rather than becoming a ward of the court , Andrew hit the streets and began
prostituting himself to survive. He swiftly became bitter and angry until the day he
murdered a customer for his money. Now realizing that h e had the power to take what
he wanted rather than working for it, he began punruing a life of crime. Along the way,
he was caught several Urnes and sen t to prison, but each time he managed to escape or
vanish back into th e streets.
By the time he was finally arrested and sent to Sub-Attica for 13 consecutive life terms
(for the bombing oJ udge Marking's home and the death ofms family) , Andrew had set
up a small fortune based on drug trade.
During his incarceration, Andrew has bun idolizing his fath er more and more, falling
back on the heritage of his ancestors and their struggle throughout history. He now
believes it to be his destiny to follow in his ancestor's footsteps and fight the establish
ment (. misinterpretation of what his ancestors stood for) . lbis is his justification for
carrying on with his drug empire and for his general dislike for anybody nonwhite.
SlATS:
INT: 8
REF: +
BODY: <4
EMP: )
TECR9
BTM: -I
COOL: 5
ATIlt 6
LUCK: 3
MA: 5
DESCRIPTION
Sex: Male
Age: 27
shadow.
Height : 5'S- Weight: 180 Ibs
Dress and Styh:: Techie overalls. constantly smudge or dirt covered, a slob.
Distinguishing Featu res: Unappealing body odor. filthy clothing.
PSYCHOLOGICAL
Motivation: Revenge, wants to gd: out.
SKILLS:
Skill
level
Skill
level
+10
AwarenessINotice
+4
+9
Brawling
+1
+7
Education
+9
Electronics
+8
Handgun
+2
Marine Tech
+8
Programming
+9
Scuba Diving
+2
System Knowledge
+7
Swimming
+2
Teaching*
+1
Rig
--------------------------------------------------------- ~
EQUIPMENT:
Techscanner; Electronic Tool Kit; Nash Ught; Pocket Comma; Basic Tool Kit.
CYllmWEAR:
IlACKGROUND:
Corry's parents were one of many e,xsoviet families escaping to Israel after the collapse
of Russia. Uke many of Jewish refugees of that period, they were forced to live in
settlement camps until they could be relocated. Problem was that they never were
relocated and ended up by living their lives Out in these 'temporary camps'. Corry was
raised in a somewhat hostile: environment where he was not liked by the children around
him and was always in the wayofhis parents. To pass his me time, Corry began reading.
trying to prove his worth with his intelligence.
He began seeing himself as more intelligent than the people around him, viewing
everybody (including his parmts, who had little fonnal education) with contempt at
their blatant stupidity. With this attitude, he grew up alienated from most people until
the time he was accepted, with ascholarship,at theAUB (American University in Beirut).
After severallone1y years in University, Cony graduated with honors and went on to
work for the Brito-Cypriot Consortium, a group trying to establish a sea colony in the
Meditemmean. After 2 years of working on their life Support systems, they released his
contract due to financial cuts. Cony took the research and information he had developed
for them and approached Him-Assad for a job at the newlywopened Sub-Attica. lhey
refused his work and Cony was forced to take menial jobs (according to rum) in order
to support himself.
When Hil'()wAssad latersoldSub-Altica to Atuaka, Corry was contacted by Arasaka, who
wanted him to upgrade thrir tife Suppon systems based on the designs he had initially
contacted Hiro-Assad with (they have eyes everywhere). He agreed to sell them the info
if they would hire him to work at the facilities, though he was talked down from Section
Head to support staff.
Afterworkingat Sub-Attica for under a year, Cony's superiority complex landed him in
decp waters with certain staff and the Section Head. After one public confrontation
where Cony was told that his contract was not going to be renewed., Cony snapped. He
swore that Arasaka would pay fornot placing him. as Section Head and that everyone else
would suffer as well. His tittle tantrum was witnessed by one of the tife Support
engineers (whom Cony later apologized to, claiming cabin fever as an excuse and
ensuring his silence with a bribe) and several Scientists from Bio-tabs. It got back to Dr.
Pak, who later began talking to Cony and testing the waters. They both discove~d their
mutual dislike for Arasaka and began formulating their escape/revenge.
----------------------------------------------11 3 -------- ~
~---------------------------------------------------------
SlATS:
tNT: 5
BODY: 9
REF: 7
EMP: .5
"ffiCH: -+
BTM: -2
COOL: 3
ATIR: 2
LUCK: ...
MA: 6
DESCRIPTION
Sex: Male
A~e:
Hdght: 5'6"
Weight: 147lbs
19
Distinguishing Features: ConstJmtly wet, slits in neck for gills, webbed fingers and
transparent tentacles rnrnded from additional skin pouch on lower back. All this
reduces his ATTR (already factored in).
PSYCHOLOGICAL
Motivation: Never happy with himself. searching.
ExMode: Confidant, brave.
InMode: Unsure, scared, low self-esteem .
.A Uitude: For Morgan,life is like being caught in a stann withom a solid anchorto attach
oneself to. No matter what happens, it always tums out like what Morgan least expected
and usually forthe worse, Due to early psychological abuse, he is never ppy orsatisfied
with himseU and constanlly finds a reason to fail at what h e does. Part of him wants to
belong to society. but its rejection of him has made him bitterly go in the opposite
direction to 'showthem all', Heisaneasy target of users and controllers bec.ausehewants
somebody to show him what to do, to be able to follow somebody ratherthan make the
decisions himself.
w.
SKilLS:
Skill
level
Skill
...
Level
Family
.0
Athletics
Awareness! Notice
.7
BllIwling
.6
Drive
Endurance
.5
Handgun
.6
.3
Prison Streetwise
.2
Rifle
.1
Stealth
.5
Strength Feat
Wilderness Survival
.8
------------------------------------------------------------ ~
CYBERWEAR OR BIOWARE:
Most of the implantsattnaruntl and the ttSUlt of a combination of genetic manipulation
as well as grafting, though they can be described as having the same propertie.s as thdr
cybe.rwarecounterparts.
Gills; Tentacles from the Sea Wasp wIN cumtom; Muscle Pouch (see Genetic RDTIlXlEliing
section for the two previous items); Webbed fingers and toes; Muscle and Bone Weave
(through the use of nanotechnology); Augmented lung Wave Oaeing that was used on
all the sinuses and lungs to :allow for water storage during deeper dives); Natural Film
to cover the eyes (equivalent to Custom Tacts).
BACKGROUND:
Morgan Bannister was one of many families forced out into the stree.L~ and on the roads
as Nomad packs, moving from place to placcin order to survive. His family and hehave
been travelling on the road for so long that he has fOlgouen what city or part of the
cauntI)' he came from.
Morgan's difficulties came about through the pack leader, his own father, a very abusive
individual who tolerated no infractions or insubordination against himself or the pack
as a whole. Nothingwas ever good enough for his father or the n~ds of the pack. Morgan
was nrised by his father alone, a man who was never satisfied with the actions orattempts
that Morgan made to please him .
One day, while trying to escape from the law outside of St. LDuis, Morgan killed two
officers who were trying to 3ITt'.St his father. When Morgan saw how pleased his father
was when he distt:gardro petsOnal safety for the pack. Morgan's actions became more
reckless and he began doing anything to help the pack (thereby pleasing his father). This
continued for a number of years when the pack was finally ambushed by an Arasaka
Strike Unit (the pack had interfered in AIasaka interests). The pack was close to wiped
out as Morgan and few others remained as the sole surviVOIS. Even his father had died.
Taking this as his petsOnal quest, Morgan attempted to strike back at an Antsaka sttUnty
fum fordcstroyinghis pack, but was woefully underprepared forthcirdefenses. He was
wounded, caugh t and sentenced to Sub-Attica to serve out the remainder of his years for
the murder of the two police officers.
Whilein Sub-Attica, Morgan met 13 and began working for him as one of 13's enforcers.
When Dr. Pak approached 13, he recommended they use Morgan for the experiments
beeause Morgan could easily be manipuhued due to his desire for attention and the n~d
to feel wanted.
------------------------1l5 ------- ~
STATS:
INT: 5
REP: 7
TECH: 7
BODY: 5
EMP: 5
BIM: -2
COOl: 4
ATIR: 6
LUCK: 3
MA: 6
DESCRIPTION
Sex:Fmtalt.
Ag" 23
Height: 5'2'
Weight: 12S1bs
PSYCHOLOGICAL
Motivation: No options left .
ExModc: Quiet, disapproving attitude.
InMode: Angry, freespirite.d , suicidaL
Attitude: The thrill, the juice that boiled in her veins came when she could jack onto the
Net and start breaking some data-heads. Now after the accident, the main love of her life
is gone, people started COntrolling her future and she docs not like it. H er options are.
being taken from her and h er decisions are being made by others. Now with a chance
10 leave Sub-Attica. she is going to ensure that nothing gets in the way. It is either leave
or die. Either way it is the last opportunity to wrest h er life back from being controlled,
the last chance to dictate her own destiny. It's do or die time.
SKILLS:
Skill
level
Skill
lLvel
Interlace
+0
AwartnessINotice
+6
Basic Tech
+8
Brawling
+2
CyberTcch
+7
Cyberdeck Design
+6
Electronics
.7
Progn.mming
.8
Slreclwisc
.8
System Knowledge
.4
~ --------116 ---------------------------------------------
------------------------------------------------------ ~
CYBERWEAR OR BlOWARE:
Most orthe implantUl'e natuml and the result of a combination of genetic manipulation
as well as gnUting, though they can be described as having the same properties as their
cyberware counterparts.
Gills: Biotoxic BlAck Ink; Muscle Pouch (sa. Gmt:li!: Rrnwdt:lling section for Ihe two
previous items); Webbed 6ngets and toes; Muscle and Bone Weave (through me use of
nanotechnology); Augmented Lung Weave Gating that was used on all the sinuses and
lungs to allow for water storage du ring deeper dives); Natural Film 10 cover the eyes
(equivalent to Custom Tacts).
BACKGROUND:
life for lisa was always fun. Nolhingmattered enough to get in the way and she made
sure nothing did. Formal education wasn't available to her or to most kids of her
generation. She learned everything on the street when her mom was stripping for a living
or from her dad when he would use her as a lookout while fencing stolen goods.
It was at her 16th birthday party that her dad got Usa h e.r fiTst cybe.rdeck and from her
mom that she got herneuralwat'e implanted at some hole in the ground ripperd.oc lab.
She now worked with dad; he would steal the hardwareand she would steal the software,
he would make tracks and she would cover them. lbey made a good team until the
wanderlust caught up to her at 18 and she decided to join a Nomad pack travelling
through.
The pack moved throughOUt the countryside and Lisa always kept them abreast of
potential hits or trouble areas. Eventually, lisa ran across Netwatch during one of her
raiding escapades and paid the. price fOT having he.r n euralware. 1m planted al a cheap lab.
The Flatline program used against her fried herneuralware, burning a hole in her skult .
Unable to help h er , the Nomad pack ditched Usa al a nearby hospital and ran. The
doctol'Swho treated her told Netwatch whm they showed up that it was lucky that lisa
never died from the short circuit. AJ.. that time, Netwatch was under a great deal of fire
to deal with cyberhacker criminals. lisa was arrested and charged with various crimes
(including false charges that Netwatch was being pressured to solve). The maximum
sentenctS were handed out in order to use her as an example, and she was carted away
to Sub--Atdca.
While in prison. to cope with the loss Or her freedom and her ability to fly on the Net,
Lisa ~Ited to drug use. in order to escape the pain. 13 thought her to he a good
candidate for Dr. Pak and got lisa addicted to the doctor's drugs.
Cutl''Cluly Usa is forced to undergo the experiments and pain in orderlO get her fix (lhe
drug induces pleasant hallucinations at the cost of slow manory loss . though it has not
become that b ad yet). The one thing that keeps lisa going at the moment is the thought
of escaping. 1 she cannot escape, she is desperate mough to kill herseU.
~
---------------------------------------------------11 7--------- ~A.
~ --------------------------------------------------------------------
CONSTANCE PATROVITCH
STREETNAMEIALlAS: NONEREAL NAME: CONSTANCE PATROVrrCH
Role: CopIVampire5pecial.iry: Araska Seonity
STATS:
[NT: 6
REF: 7
BODY: 8
EMP: 4
TECH: 4
lITM: -4
COOL: 8
ATIR: 9
LUCK: 6
MA: 7
PSY: 8
DESCRIPnON
Age: (AppIReal) Early 20ifl5
Sex: Female
Ethnic Origin: Eastern European.
Height: 5'7"
Wetght:1201bs
Distinguishing Features: Tattoo of a snakehead covering one eye while the snake body
goes behind the ear and loops around the neck.
PSYCHOLOGICAL
Motivation; Infatuated with Audrey.
ExMode: Perfect soldier, follows orders. quiet and watchful.
InMode: Completely in love with Audrey. will do anything 10 please her.
Quirks: Very Attractive (+2 Attractiveness), pouring Holywateron her will destroy her.
SKILLS:
Skill
Level
Skill
Level
Authority
+8
Athletics
+3
Awarene.ssINotice
+7
Brawling
Education
Handgun
lnterrogation
Manial Arts
++
+5
+8
+6
+5
+6
Melee
+2
Piloting- -
+2
Rifle
+6
Scuba Diving
+2
Swimming
++
Human Perception
-(Water Combat)
--(Submersible Vehicles)
~ -------- 1 18 ----------------------------------------------
------------------------------------------------------ ~
PSYqllC POWERS:
Hypnologica1
Ment.al Assault
+7
M",1al
+5
Psychic Focus:
++
++
IlACKGROUND:
Constance Patrovitch was one of the few lucky children to escape waHom Bosnia. Her
luck, however, was not enough to save her parents, who di~ in that brutish affair, and
Constance was brought to France to live with her lUlcle.
Heruncle treated herwell and never left her wanting for anything uhe could help it, hut
Constance ~w up pining for something she could never get hack, her mother. This left
Constance empty. a feeling she tried to cure bywandering the roads of Europe, by joining
the French militaty for a number of yeats and even traveling to North America, always
searching for something that she herseU was unsure could not dearly identify.
Eventually, she found someone, a woman by the name of Leila with whom Constance
had a brief but dynamic love affair. It was during this relationship that Leila revealed
herself to be Vampire and Conswtce (completely infatuated with her) decided she
wished to spmd the rest of eternity with her. She managed to persuade Lcila to tum her
into a Vampire, but upon recovering, discovered that Leila had vanished.
She eventually recdved a note from Leila telling hu that relationships were nevermeant
to last an eternity, so it would be better for Constance to discover who sh e truly was and
live a few lives befoTe. being ready to give herself to one person forthe rest oft1me. What
she gamed enough experience from Ufe toundeIStand what Leila had gone through over
the past century, then she couldcome looking for h erand, perhaps, they could start anew
as equals.
Constance took the advice to hean IUld began trying to live out h er new life. She tried
various jobs and eventually discovered that the Riker's facilities were looking desperately
for new guards following the escalating level of violence in prisons. Constance managed
to procure a nighttime interview with Head of Security, Audrey Molloy, following the
acceptance of her application (based on heryears in the French Forces as Military Police).
Thoughshefirst treated the job application as a lark, it was not u ntil she met Audrey that
she Cound herself interested in another woman, something she thought would not
happen after Leila. Because of her fascination with Audrey, Constance did her best to
land the job. She initially used. her abilities to always ensure she had the night shift, but
after Audrey saw h ow well she handled herself, she quickly got promoted and was given
the night shift without question.lt was during the 2017 Riker's riots that Audrey was
thrust into the spotlight (Constance used her powers to quiedy quell some of the riot
zones and eliminate the riot leaders so that Audrr.y's job was that much easier). After
Arasak.a approached Audrey about heading security for Su'b--Attica, she insisted on
naming Constance as one of her team members since she had proved invaluable in a
number of occasions. Araska did n ot object heavily and the two are now rarely seen
without one another.
----------------~-------------------------119 -------- ~
~ -------------------------------------------------
EDWARD BRACKENSHIRE
STREETNAME: UGH1HOUSE REAL NAME: EDWARD BRACNNSHIf\E
Role: Bounty HunterSpeciality: SWl Knight
STATS:
lNT: 6
REF: 9
BODY: 7 EMP: 8
TECH: 5
COOl.; 9
BTM: -3
PSY: 6
ATTR: 4
LUCK: 3
MA:6
DESCRIPTION
St:x:Male
Age: 32
Weight:1901bs
Distinguishing Features: Never cracks a smile, face is cast in stone, compact , sleek
build. Face is also scarred due to failed attempt at cyber-irnplants.
PSYCHOLOGICAL
Motivation: Driven by a personal quest.
SKILLS:
Skill
Level
Skill
Level
Recognition
+6
Alhletics
+5
AwarencssINotic:e
+5
Controlled Hyperventilation +3
Brawling
+'I
Education
+6
Handgun
+'I
Human Perception
+7
Interrogation
.8
Martial Ans
+6
Melee
.6
Piloting-
.5
Religion
.9
Scuba Diving
.3
Streetwise
.4
Swinuning
.5
Vampire Lore
.9
-(Water Combat)
(Submersible Vehicles)
~-------- 1 20 ----------------------------------------------
-----------------------------------------------~
PSYCHIC POWERS:
Kinesis
+4
Psychokinesis
+4
Matter Alterntion
+5
BACKGROUND:
As is indicated from his personality, Edward is not an easy person to get along with.
Truthfully he is downright difficult to deal with.Edward was born near the tum of the
century and raised in the undercity of Chicago. He spent more time on the streets then
at home, as his mother had a habit of marrying abusive men. like many of his peers
Edward saw that he did not have a direction. His life was heading towards a wall and he
knew he would die when he finally hit it. It was this realization that made Edward enter
a suicide pact with a group of his friends who be.lieve.d in the same things Edward did.
They would all commit suicide when tbe first of their lot reached 16.
The lime eventually came that one of them reached 16 years of age and they gathered in
the bastment of a friend's house. By this point, Edward's powers had slowly begun to
emerge, powers of brief telepathy and some mauer control. Th e choice of death was
ingesting a poisened drink, something they all partook in. What they had not counted
on was the parent of their friend returning home early and summoning emergency
services to save the group.
By the time they were taken to the hospital, four of them had died and three were saved,
including Edward. It was during the point that the drugs were taking effect that Edward
felt his friends die in his mind. It was then that he grew scared and realized he did not
want to die. Upon recovering. Edward's mother.scnt him to get religious counselling and
it as there that Edward foun d the drive to live that religion gave to him .
Edward later confided to his ~ouru;cll or and mentor about his now-growing abilities.
After many discussions on the possible benefits the powers could bring to people,
Edward's mentor escorted him to watch a very special event. Edward was taken to a
rooftop where a group of people, including Edward's mentor, were waiting for the sun
to rise. Also present was a woman, seeroinglydead witha stake through her chest:. Before
Edward could ask any questions, the stake was removed just as the sunlight cleared the
rooftops. Edward watched his first Vampire die and saw his quest crystallize before him.
Edward was inducted into the Sun Knights through his mentor, and has been one ever
since. Edward is currently somewhat noticeable since his face was visibly scarred after a
failed attempt of implanting cybClWear. Edward has proven allergiC to the implants and
has also discovered it inhibits his psychic abilities to a drastic degree. The implants have
been since removed.
--------------------------------------121-------~
~ ---------------------------------------------------------
ELIJAH THORNE
STREETNAME: GRANT MCDONNAL, REAL NAME: ELUAH THORNE
Role: SoiolVampire Speciality: SaUor
STATS:
INT: 8
REF: 9
BODY: 10 EMP: 4
TECH: 4
BTM:-5
COOL: 3
PSY: I3
ATTR: 0
LUCK: 3
SKIN SIP: '4
MA: 7
DESCRIPTION
Sex: Male
Height: 5'9"
Weight:160lbs
Distinguishing Features: Elijah has suffered [Tom the ravages of radiation poisoning and
now bears the appearance of a walking burnt corpse. His prolonged contact with water
has made. him purplish and bloated in appearance.
PSYCHOLOGICAL
Motivation: Slowly fading away, close to suicidal.
ExMode: Acting as the monster he appears to be.
InMode: In pain, physically and psychologically.
Quirks: Very strong (+2 Body), stake th rough the heart will dest roy him, decapitation
with a shovel will destroy him, awakens carlier than usual.
Attitude: At one time he fe lt like he had cheated Time and Duth by becomingimmonal.
This gave him an unswerving drive to pursue matters and stick with them (since he had
all the time in the world to accomplish what ever he. wanted). Now he. realizes that Time
was never tricked and merely destroyed what was around him ratherthan himself, while
Death killed him in slow measures since it could not do so in th e swift and gentle way
it claims most ofhumanilY. Elijah believes his time of passin g has come, but he cannot
bring himself to part with h is final haven, at least not until after the events of the escape.
SKILLS:
Skill
Combat Sense
AwarenessINotice
Brawling
Handgun
Stealth
(Underwater Combat)
122
level
Skill
+5
+4
Athletics
+6
Erst Aid
Leadership
+4
+9
Martial Arts
HiSlory
+8
Rifle
+9
+9
Scuba Diving
..
Basic Tech
Swimming
(Oceanography)
Level
+7
+3
+2
+9
+7
+10
+3
+8
+10
------------------------------------------------------------------------- ~
PSYCHIC POWERS:
Elcctro1(inesis
Mnemonic
+3
+7
+4
+4
OACKGROUND:
Elijah Thome was born in 1785 in London, England. He was conscripted into service
for the Royal British Navy at the age of 15. Atlhe age of 20, on Oct 2 1,1805, he was
involved in the Baule of Trafalgar against the Spanish and French naval armada.
As the ships returned home from their victorious cndevour, Elijah was assigned to tend
to the wounded in the ship's belly. While many men died or lay close to death, his
attentions fell on Christopher R~ord, acomrade with whom he had served forthe past
year. Chris lay dying of II. stomach wound that would bring about a slow and painful
demise. Elijah did his utmost to keep Chris comfortable, though Chris was undaunted,
constsnlly speaking of a means of ~ping death. Upon aniving in England, Chris
instructed Elijah to sea out a man named Godfroi, an old ally of his famitty that would
help cure Chris.
Elijah did asChristopherinstructedand brought Godfroi back to the ship. Godfroi saved
Chris'life by turning him into a Vampire, and Chris repaid Elijah's kindness by giving
him immonality.
For the initial century, Elijah lived out his existence with a thrill-seeking kind of zeaL
Since. death no longe.rthreate.ned him. hecould enjoy all the. ventures he had been scared
to do berofe. take all the risks that nonnal people would rarely take. 'Ibis. however.
proved to be lacklustre for Elijah since his attentions fell back to his love that he held for
the sea. Only the pounding surf and unquieted oceans thrilled him more than blood.
As the 20th century passed, Elijah took every expense to live by the sea, to follow the
explorers ofthesea and to privately fund lheire.ndeavofS. He closely followed the reports
and works of men like Otis Barton. Anton Frederik Bruun. Maurice EwingandJacques
Cousteau. To Elijah, these men were visionaries who would one day colonize the ocean's
floors, and much to Elijah's satisfaction. no matter the date that it would happen at, he
would be there, death be damned.
Matters took a different tum, however, as the 20th century progressed. Though Elijah
saw his dream coming closer to fruition , he also saw humanity's slow spiral into chaos.
He saw friends become hombly disfigured from something called radiation and knew
he would be affected next. He began to realize tbat the price of cheating personal death
was watching death claim everything else around him. EUjah's quest of living beneath
the waves became a paniked attempt at escaping the horrors of the surface world,
escaping the entropy that pervaded everything. It became Elijah's quest for Eden.
It is for this reason that Elijah refused to abandon his New Hope project, it is for this
reason he took up residence in Sub-Attica. However, after the radiation began takingils
toll and Elijah saw the control he once had slip swiftly away from his hands, he slowly
realized Ihat his Eden had become lainted and that Death touches everything, including
the soul.
RIPTIDE
NAME, RIPTlDE
Role: Tiger SharkNamplre
SlATS
INT: 3 REF: 9 BODY: 11 BTM: -6 PSY: 9
DESCRIPTlON
Quirks: Highly psychic (+4 PSY); fresh water immersion will destroy it; stake through
the. heart will destroy it; awakens earlier than usual; CalUlot cross running fresh water;
dEicimt digtstion .
The sea has events that all! called sinkholes. They are pockets of fresh water trapped
in the ground that are fed by underwalc.rstrcams. When a pocket is exposed to saltwater,
it begins rising to the sulface and creates a stream. of freshwat er. Any submersible vehicle
caught in that stream will sink like a rock since the vehicle is calibrated to be neutrally
buoyant for saltwater and not the lighter fresh water.
PSYCHIC POWERS,
Skill
level
Skill
level
Animal Telepathy
+4
Kinesis
+6
Psychic Focus
+7
Regeneration
+4
*(sharks only)
NOTES,
Riptide is an adult female tiger shark, 15 feel in length. like most tiger sharks, Riptide
has razor sharp teeth, a highly acute nervous system that allows it to accurately pinpoint
its prey, is capable of ntpid bursts of speed in excess of 30 miles per hour and has a rather
nasty disposition.
Riptide's ability in Psychic focus allows it to increase its movement by 2 mph (though
the points spent in thal power are Stilt dependent on the difficulty modifiers outlined in
Night's Edge).
In attacks, Riptide will first use its Kinesis to attack targets larger than itself or will
accelerate to blinding speeds and clip smaller living targets. Its jaws are capable of
delivering Id6 of damage in a bile-lock and a s,u bscqucnt 2d6 in tearing and rending
damage when it shak~ its head from side to si~e,
Because Riptideisstill an efficient eater, it chooses to assfrnilate the blood of a target once
it is inside Riptide's stomach .
~-------- 124-----------------------------------------
"