Beruflich Dokumente
Kultur Dokumente
the
terramartian war
by
art by
THE STERLING
While The Shard was being recovered, your party
made it on board The Roc, the Martian ship that
was sent to retrieve the strange, extradimensional
artifact.
The passage back to Mars is not long, but it may
be uncomfortable, based upon how the party got
on board and whether or not the Martians are
considered allies. After the destruction of The
Sterling and the fate of all the other crew, the
party feels lucky, but even in the most agreeable
of allegiances with the crew of The Roc, what
was seen cannot be unseen. What was witnessed
cannot be fully explained. The Sterling crew saw
deep into the eyes of darkness and were forever
changed.
In this chapter...
SP by Difficulty
Starting Equipment
Characters will have the same gear they had before, for
quick reference, here are the options characters had for
starting gear.
SI - Williams BLUNK
EnviroSuits
O2 Canister
CU: 1
Serve as an Extra Supplies Kit for using and removing
Depletion Points from All-Enclosing gear features. Each
BLUNK Parts
CU: 1
Replace damaged parts on a BLUNK suit. Restore one
lost Durability point to the suit. This can even be a part
from another BLUNK suit that is scavenged as opposed
to finding it all by itself.
Chemical Lights
CU: 1
The popularity of chemical lights is that they do not use
electricity, but instead a chemical reaction in order to
generate light in the visible spectrum. This non-reliance
on electricity makes them very popular emergency kit
supplies as they can be put in a reflective tube to focus
light as a flashlight would, or they can be used as trail
markers. Some are color coded to be used in emergencies
exclusively, so their use as an emergency signal will be
a universally understood message of distress to rescue
teams.
Capacity: 5
Special
Dark - This is usable when Dark or Space is an Active
Descriptor.
Multi-use - Chemical Lights are often packaged to have
several individual tubes full of the illuminating chemicals.
Each Use will represent using one or more of the
tubes of chemical light to the characters desired ends.
Individual illuminated tubes can be secured or thrown
into dark areas to provide illumination.
Duration - Capacity, in regards to Chemical Lights,
does not refer to the duration of the light. An activated
Chemical Light will last days under certain conditions.
Even under the worst conditions, they will last several
hours. The Capacity entry describes the number of the
chemical tubes remaining at a characters disposal.
It is assumed that, unless extinguished, the light will
illuminate for the duration of the scenario.
Distress Signal - A use of a Chemical Light can be
dedicated to a Distress Signal. Its Use will add a DoS
to any Survival or Navigation checks when attempting to
be rescued.
Illumination - When Dark is an Active Descriptor, a
character has +3 Difficulty to Hide checks. A character
can discard or neutralize the chemical light to prevent
this, but to use it again a character will have to count it
as another Use this gear.
THE STERLING
Zone 1
Containment
Zone 2
Mission Time 04 - 06
Phoenix Unit
Risk: 30
The crew are an elite member of The Red Hawks
army. They have the rules of Starship Crew and they
instead use the stats and upgrade options of Spec
Ops (pg. 205).
Solitude
Encounter
2 crew (Infantrymen, pg. 204)
Special:
Indiscriminate Attacker The characters will
be attacked regardless of whether or not the
characters are of the Martian faction or not. The
characters will not know why.
Search Corpses
Labor: Special
{SC%}: {Balance, Search, Spot}
Special:
Labor - Each 5 Labor will count as gathering 1
Resource from the bodies.
Intel - Characters from the Technocracy faction will
be able to gather intel by using 10 Labor. This Intel
will earn 3d5! SP.
Retries - Each time any character makes a check
to generate Labor towards this mission, a GM may
add d5! Risk.
Resource Catalog
THE STERLING
Zone 3
The Awakening
Mission Time 09 - 10
Missions
Homecoming
Hazards
Jump
Risk: 5
A possessed character will have the Eyrines jump
from character to character in an effort to spare
itself harm. The Eyrines must jump into another
character, but in the process the Eyrines will take
[1d5! + Wb] per DoS worth of damage from a
Composure% of the new host.
Mote
Risk: 15
Another Mote enters the Encounter. The Risk cost
for this is 0 if there are no Motes in the Encounter.
Reality Lance
Risk: 10
The Shard will pierce the fabric of reality in such
a way as to devastate the inhabitants from the
characters native dimension. The characters take
2d5! Damage that cannot be reduced by Defense.
This will target possessed characters only and will
harm the Eyrines possessing them.
Absorb
Risk: 15
The Shard (for reasons unknown) will damage one
Eyrines possessed character. It will inflict 4d5! To
the Eyrines, but only half as much will translate to
the possessed character. The targeted character will
add 3d5! Moments worth of Delay until they are
allowed to take an action.
Risk: 100
If no other characters are possessed by an Eyrines,
this Hazard can be triggered. This ends the scenario.
The characters are slammed with a brilliant flash of
light and all laws of reality that they know are bent
and broken. The Motes retreat into The Shard and
the surviving characters are left, quivering shells of
their former selves. The room is intact, The Shard is
now inert. Shortly afterwards, the doors open and
armored crew members arrive and take the badly
mentally damaged characters away.
Conclusion
The Shard has become inert. The reality-distorting
power it once demonstrated is gone. Only the
physical form of the shard remains.
The characters look amongst themselves. They
had inflicted considerable harm to each other in a
desperate attempt to free themselves from possession.
The echoes of madness still ring in their subconscious.
Looking about the room, the damage dealt by
the warping of the material world remains. The
twisted material looking as if had been melted and
bent in a tortured fashion. It seems unlikely that it
could tolerate the physical strain any more than the
characters could tolerate the psychic strain they
were put under by having a being inhabit the once
invincible sanctuaries of their subconscious minds.
Like a lingering, bitter aftertaste, the emotions,
desires, and thoughts remain within the far
reaches of their mind of all those who shared
in their mental intruder. This unwanted mental
refuse cannot be ignored or removed by merely
forgetting it. It is revealed as alien simply by it
being there and the thoughts of such unknowable
entities is a terrible burden.
Void Marked