1520210003582
1520210003582
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MANUSCRIPT
Character Sheet mock-up by Onyx Path forum users shadowninja & slagheap.................................... 2
Unity: A Tale of the Æon Trinity............ ............................... .............................................................. 4
Introduction ............................................. ............................... ............................................................ 12
Chapter One: History Overview - The Crash & After ............ ............................................................ 22
Chapter Two: The Earth (& Luna) .......... ............................... ............................................................ 37
Chapter Three: Space .............................. ............................... ............................................................ 87
Chapter Four: Character Creation ........... ............................... .......................................................... 120
Chapter Five: Organizations ................... ............................... .......................................................... 133
Chapter Six: Other New Rules ................ ............................... .......................................................... 191
Chapter Seven: Psi Power Rules ............. ............................... .......................................................... 205
Chapter Eight: Technology ..................... ............................... .......................................................... 284
Chapter Nine: Storytelling Advice .......... ............................... .......................................................... 336
Chapter Ten: Antagonists & Supporting Characters ............... .......................................................... 351
Chapter Eleven: Setting Secrets .............. ............................... .......................................................... 386
Attributes
Approach Mental Physical Social
□ Force Intellect ●○○○○ Might ●○○○○ Presence ●○○○○
□ Finesse Cunning ●○○○○ Dexterity ●○○○○ Manipulation ●○○○○
□ Resilience Resolve ●○○○○ Stamina ●○○○○ Composure ●○○○○
Skills Paths
□ Aim ○○○○○ Origin ●○○○○
□ Athletics ○○○○○ Role ●○○○○
□ Close Combat ○○○○○ Society ●○○○○
□ Command ○○○○○ ○○○○○
□ Culture ○○○○○ ○○○○○
□ Empathy ○○○○○ ○○○○○
□ Enigmas ○○○○○
□ Humanities ○○○○○ Edges PSI
□ Integrity ○○○○○
□ Larcency ○○○○○ □ ○○○○○ ●●○○○○○○○○
□ Medicine ○○○○○ □ ○○○○○ □□□□□□□□□□
□ Persuasion ○○○○○ □ ○○○○○ □□□□□□□□□□
□ Pilot ○○○○○ □ ○○○○○ □□□□□□□□□□
□ Science ○○○○○ □ ○○○○○ □□□□□□□□□□
□ Survival ○○○○○ □ ○○○○○
□ Technology ○○○○○ □ ○○○○○ Aptitude Modes
□ ○○○○○
Specialties □ ○○○○○ ○○○○○
□ ○○○○○ ○○○○○
○○○○○
Enhanced Edges
Auxiliary Modes
○○○○○
○○○○○
Aspirations ○○○○○
○○○○○
○○○○○
Short ○○○○○
Weapons
Long
Unarmed Blunt 1
Skill Tricks Melee, Grapple, Worn
Contacts
○○○○○
○○○○○
○○○○○
○○○○○
○○○○○
○○○○○
○○○○○
○○○○○
ATTRIBUTES
Mental Physical Social
□Force Intellect OOOOO Might OOOOO Presence OOOOO
□Finesse Cunning OOOOO Dexterity OOOOO Manipulation OOOOO
□Resilience Resolve OOOOO Stamina OOOOO Composure OOOOO
1
Sachi had a small but powerful build. The combination of dense muscle and short limbs gave her
natural leverage that she used mercilessly whenever opponents underestimated her. It also meant
that she had to push twice as hard to outpace larger, leaner opponents.
Though she was physically fit — beyond fit — she panted as she ran. Her fitness came from
growing up in the officially unpopulated sections of the Nippon arcology. She did what was
needed to survive and avoided the authorities when they deigned to acknowledge these areas of
the city existed at all. Her natural aptitude was greatly magnified after she escaped Nippon and
was found by the Vitakinetic Order. The Prometheus Chamber transformed gifted human into
perfection.
The shoulder ache persisted, which told her she’d incurred a heavier injury than simple bruising.
It would have been a moment’s effort to know exactly how she was damaged, and probably not
much more to repair it, but she didn’t want to waste the time. Even before her training she would
never bow to pain, refused to let it be her master.
She found the location she was searching for deep within the abandoned sections of Nippon.
With her senses pushed beyond normal human limits, her keen eyes picked up traces of booted
feet on the floor. She smelled faint traces of antiseptic chemicals and human sweat. The corridor
ended in a hatchway guarded by a crablike, many-armed drone.
Sachi increased her speed and tackled the robot, using her momentum to tumble both and forcing
a moment of confusion too difficult for the machine’s mind to calculate. Her right arm kept her
body tight to the robot while her left grabbed a retractable cable protruding from the pocket on
her thigh. She worked to shove the plug into the bot’s hardware I/O port before it worked out
enough to send a wireless distress call. She’d been trained in physical guerrilla hacking by some
of the best Nipponese outcasts food could bribe, and had practiced the art more times than
anyone should. The crab kicked out, trying to regain control, knocking her hand out of the way,
but she twisted and brought it down again, altering her grip and position to avoid being crushed
under its chassis. She snagged the plug into the socket on the third try and slapped at the
minicomputer in her pocket. The scramble code was uploaded in microseconds and the
maintenance drone twitched and scrabbled in pathetic machine distress as its brain dumped into
an endless loop executing meaningless commands.
Sachi lay on the ground for a moment longer, allowing herself to breathe and smile at her
success. Celebration was short-lived; time was wasting and she heard the staccato march of
reinforcements. Either the drone had managed a distress call or she hadn’t lost her earlier
pursuers as she’d thought. She rolled into a seating position and grabbed a miniature pry-bar
from another pocket. The bar made short work of the door’s access panel and she had the
minicomp’s cable into the port before the panel clattered to the floor.
***
Amina waited patiently while the robotic assistant served tea. Nakamura wore an expression of
forced calm, though flashes of extreme worry and anger crept through. Though she didn’t make a
show of it, Amina watched every micro-expression carefully. She was developing an
understanding of the man, even in the silence.
Finally, the servant finished pouring and left, closing the door behind her. Nakamura couldn’t
completely mask the slight tremble as he took a sip from his cup.
“As I said, Ms Buhari, I have no need of your assistance,” he said. She heard the lie, and even
the hint of desperation in his voice. He wanted her help, but he needed to be persuaded.
2
“Let us speak frankly, Mr Nakamura,” she said, her voice confident and reassuring, “We know
that your daughter, Yuna, was kidnapped while vacationing in Makaro-Shima. We know that the
kidnappers told you not to contact anyone, and we know they forced you to use your position to
pass hardtech designs to them.” She paused and sipped at her tea.
Nakamura appeared dumbstruck, all stoicism and pretense of ignorance gone. “But,” he said,
“How?”
Amina shook her head slightly. “The how isn’t important, Mr Nakamura. What is important is
that we also know that the kidnappers haven’t honored their end of the deal, and have demanded
more.” Tears welled up in the man’s eyes and he lowered his head, avoiding her gaze. Amina’s
expression showed sympathy and understanding. “I believe they’ve sent one of her hands as
proof of their seriousness, yes?” She pushed at his emotional triggers. “That can be reattached, of
course,” she said. Nakamura looked up into her eyes, elements of anger mixed with his grief. “I
understand your nation distrusts psions,” she continued, “But Nipponese medicine is quite
advanced. I assume your doctors have preserved it? If not, you also have other options that are
remarkably life like.” Amina kept watching Nakamura; his eyes strayed to the door where the
robotic servant had retreated. “As I said, Æon wants to help. We will find your daughter, and
return her to safety.”
A tiny signal of hope penetrated the cocktail of confusing emotions Nakamura struggled to keep
under control. “What do you need from me?” he asked. Amina smiled and nodded her head
encouragingly. Everything about her said that they were partners in this, and that she and
Nakamura had bridged the distrust for the greater good.
“First, tell me everything you can about the people who took Yuna.”
***
Jack cast a critical eye over the room. This work was normally Sarah’s job, but she had tasks
elsewhere. Obtaining the information they needed had fallen to Jack, and he was doing what he
did best — improvising.
He looked at the man hooded and bound to the old-fashioned chair in the center of the basement
room, and to the semi-circle of holodisplays a few feet beyond. Jack kept the room dimly lit for
his own benefit. His captive wore a blindfold that looked like a pair of antique aviator goggles.
The biotech kept a firm seal around the eyes, to keep moisture out while wicking away tears that
could lead to condensation on the inner lens. Though originally made to help neutrals visualize
the myriad energy wavelengths that suffused the world, they had another setting that Jack was
using now. Complete blackout. Not even a stray photon could pierce the biotech/skin bond until
Jack allowed it. When possible, Jack preferred to work in darkness. Bright lights just added a
jumble of chaotic wavelengths that he had to filter out and ignore.
Jack moved around the room, adjusting the position and angles of several screens once more. He
went back to the man, pivoting left and right to check that the screens were precisely where he
wanted them. Finally, Jack nodded his head, satisfied.
With the tiniest flicker of concentration, Jack tapped into the ever-present wireless signals and
checked the time. He sighed. He needed the man to be awake for this. For a moment, Jack toyed
with the idea of sparking tiny pulses into his amygdala to increase the chance of provoking
weird, terrifying dreamscapes. He decided against it. He wasn’t a torturer, although the man
didn’t need to know that.
3
The man jerked awake, moving his head in blind confusion and unconsciously testing his bonds
before he even realized he was restrained. He tried to yell his distress but only muffled grunts
made it past the gag across his mouth. More biotech. Almost complete silence, and it monitored
the captive’s vitals to ensure they received enough oxygen.
“Hey, Mr Williams, good morning,” Jack said, though it was just past 8 in the evening. Jack
wanted to increase the man’s confusion, the worry at what had happened in the lost hours would
help cut his resistance. “Here’s what’s going to happen. I’m going to show you images, ask some
questions, and you’re going to do your best to answer them.” More muffled attempts at speech.
“No need to talk,” Jack continued.
He stood close to Williams and placed his hand on the man’s head. Williams tried to shake
Jack’s hand away, but his bonds held tight. Jack pursed his lips and frowned in concentration.
“That’s it,” he murmured, “Just relax and this won’t hurt a bit.” Crawling sparks played across
Jack’s hand, jumping excitedly to Williams’ scalp. Williams’ hair stood from his head as it
charged with static electricity.
Jack shifted his fingers and narrowed his eyes as he psionically pushed. He felt some resistance
— unexpected, intriguing — and shoved. Williams grunted against the sudden alien feeling.
“Fighting makes it worse,” Jack murmured. He gestured to the surrounding screens with his free
hand and several flared to life. Garbled, static-filled signals filled them. They may have been
people or places, but were too broken to tell. Jack saved them anyway for later analysis.
Jack tapped the biotech lenses, commanded them to project images. “Now,” he said, “Recognize
that place?” Williams saw a picture of his home, and several of the screens flared in recognition.
Neural networks fired tiny electrical fireworks, racing across the brain. Jack’s fingers picked up
the faint pulses. He couldn’t understand them — he wasn’t a telepath — but he could translate
mental impulse into electronic signal through his psi. Jack noted the positive response and
adjusted his fingers for a clearer signal. “How about this?” The image changed to Williams’ wife
and children. Another positive, with more of the peripheral screens flashing with what Jack
recognized as stress. “Good. Cooperate, and they’ll be fine. If not,” the images vanished from the
lenses. More stress response.
“You and your associates like to kidnap people for money.” Jack fed images through the lenses,
too fast for Williams’ conscious mind to register them all, but his subconscious surged with a
mix of signals. He recognized some, but not all. “One of those people was a young woman from
Makaro-Shima.” Another image and recognition response.
“I want to know where she is,” Jack said. The lenses rapid-flashed images of different cities.
Jack watched for positive responses and honed in on suburbs and locales.
Williams struggled, trying to avoid giving away what he knew. The biotech lenses revealed
Williams had closed his eyes. Jack curled his fingers and held Williams’ hair uncomfortably
tight. He resisted the urge to hurt the man. Though Jack hated Williams for what he did,
kidnapping was as close as Jack would come to emulating him.
“I’m not in the mood for games, Williams,” Jack hissed into his ear. With his free hand, he
touched the lenses and surged a pulse through them. Williams’ eyelids spasmed open and stayed
that way. Painless, and temporary, but terrifying to someone whose knowledge of psions came
from sensationalized OpNet dramas. “You’ve lost your blinking privileges,” Jack whispered
menacingly, “When your eyes dry out they’ll itch so much you’ll want to claw them from your
sockets. Eventually, they’ll shrivel and die from lack of moisture. If you’re very, very good, I’ll
let you have eye-drops when we’re done.”
4
Jack touched Williams’ stomach and another pulse triggered intestinal contractions; Williams
barely managed to stop from soiling himself. “If you’re not good, you’re really not going to
enjoy the rest of your short life.”
“Now, let’s continue with location.”
***
“What did they want, Mr Nakamura?” Amina asked, “What was so important that they
kidnapped your daughter to force your compliance?”
Nakamura looked increasingly wretched. His façade of control had crumbled. He shook his head.
“I don’t know,” he said. A lie, and one that Amina spotted easily.
“We often know more than we think,” she said, not directly calling him on his deception, but
pushing him nonetheless. “When you accessed the files, you must have seen something. Some
clue, however small, of what they took.”
“Maybe,” he said, “Maybe it involved medical research, a device that worked at the cellular
level, some kind of genetic induction therapy?”
Amina nodded, “That’s good, Mr Nakamura, thank you.” She knew there was more information
to be had, but she was patient. As upset as Nakamura was, he wasn’t a stupid man. He knew
more than he was willing to say. Amina had time to work on him, to painstakingly draw the
details out until she had the full picture.
***
Olivia stood at the computer terminal, mentally ticking through the instructions Sachi had
provided, to access the command structures and take the corrupted files she’d provided. Olivia
had a basic knowledge of hardtech operating systems but she lacked Sachi’s expertise. The
display changed as Sachi had said it would and Olivia slotted the storage device into its socket.
Though she faced the terminal, she wasn’t looking at it. Her head was cocked slightly to one side
and her eyes were glazed with a faraway look. She straightened and backed away from the
terminal.
A security guard opens the door, considering the control room. He thinks he heard something,
and as far as he was aware, no one was scheduled to be working in here now. He can see most of
the room from the doorway, and he can see one of the displays is active, running activity. He
scans to the left of the room first, leaving his right side exposed.
Olivia pounced from the guard’s blind spot, grabbing his arm and dragging him into the room in
a spinning motion designed to keep him off balance. As he stumbled she hooked her leg behind
his and pushed his chest, sending him crashing to the floor. She quickly turned and shut the door
to muffle any noise that could warn others.
The guard lands heavily, still unsure what was happening. Scrambling backwards, he grabs at
the holstered pistol on his hip, drawing it and shooting at his unknown assailant’s back.
Olivia stepped to the right and ducked, as the laser’s beam burned a small, circular hole into the
door. She dropped her left knee and rolled back in the opposite direction. The rapid changes were
quicker than the still-shocked guard could track. He burned two more holes in the walls before
Olivia was on top of him, striking quickly at his throat. He dropped the gun and gasped for air as
she slid around behind him, locking him in a choke hold and pushing his head forward with her
body to increase the pressure. He fell unconscious within moments.
5
Four minutes and 38 seconds after the scuffle, a routine patrol discovers an unconscious body on
the floor of the control room. The guards quickly place the facility on alert and corner the
intruder. She’s injured, but captured alive. Eventually she breaks under interrogation and
reveals what she knows. By the time anyone comes looking, the illegal aspects of the operation
have moved to a different location.
The terminal chimed in completion as the files finished installing themselves. Olivia grabbed the
storage device and tucked it back into her pocket. She frowned and concentrated, sifting through
the myriad potential futures, searching for the best outcome.
In four minutes and 38 seconds, a two-person patrol checks the control room. They miss the
young woman who left the room minutes before, struggling to carry an unconscious guard in a
fireman’s lift. They continue their patrol. Though they give the nearby washroom a cursory
glance, they don’t think to check the cubicle farthest from the door where the woman holds the
unconscious guard propped up on the toilet. They close the door and continue their circuit. The
woman cuffs the guard with his own equipment and makes an impromptu gag from the torn
sleeve of his shirt. When he is found an hour later, the woman has already escaped the building
using the ceiling crawl space. The changes to the computer system aren’t discovered until it is
far too late.
Olivia sighed and grabbed the guard’s arm, hoisting him up and lowering her shoulder to carry
his heavy form. It was time to leave.
***
Amina took a minicomp from her bag and gestured to the wall. “May I?” she asked politely.
Nakamura nodded and her Agent connected to the display. She sent several images across, some
showing an illicit hardtech production facility, others showing a young woman missing her right
hand being helped into an ambulance to be taken for medical treatment.
“I don’t understand,” Nakamura said, tears welling in his eyes.
Amina brought up other photographs. “We believe you do, Mr Nakamura. These show you
meeting with the people who ‘stole’ your data. They were your business partners, were they
not?” Nakamura shifted uncomfortably in his seat. He called for his assistant via cybernetic
implant and was dismayed that she didn’t respond.
“The Nippon police picked up on your scheme and started hunting for you, didn’t they, Mr
Nakamua?” Amina continued. “You got cold feet, but your partners weren’t willing to let you
back out of the deal. They took Yuna, but it wasn’t enough. How many body parts were you
willing to let them take before you’d admit your fault and seek help?”
Amina stood as the door opened and UN police entered, arresting Nakamura for his part in the
criminal conspiracy. His expression turned from shock to fury.
“You witch,” he spat, “You read my mind, implanted information.” He snarled, “Illegal search,
nothing will stand up in court.”
“I’m not a psion, Mr Nakamura,” Amina said with a sigh, “Not even a hint of latency. I took the
test three times, to be sure. I’m as baseline as you, but I have been told I have a trustworthy
face.”
***
“Come on, come on,” Sachi muttered as the door resisted her hacking. The door had its own
minor Satisfactory Intelligence that didn’t want outsiders getting in — or insiders escaping. The
6
SI’s firewall and countermeasures pushed back hard. Sachi pumped everything she had at the
command systems, peeling back layers of control code, smashing the sides of peripheral
awareness subroutines, searching for some way in.
Frustrated, she grabbed her pry-bar again and wedged it into the side of the door. She pushed
hard, leveraging her entire body against it. She knew whatever additional security Nippon was
going to throw at her would arrive soon. Metal screeched in protest and the door budged a
fraction.
Sachi released the tension, took a breath, and flooded psi throughout her body. Bone density and
muscle mass grew in seconds. Her skin rippled and bulged with the sudden increase. The fabric
of her smart clothing resisted for a moment before relaxing fibers to meet new requirements.
She grabbed the pry bar and pushed again, this time her efforts reinforced by the sub quantum
universe. The door moved further, opening a small gap between hatch and frame. The pry bar
snapped. Sachi dropped the useless metal and drove both her hands into the gap, grinding her
teeth together and pushing herself beyond her known limits.
The first droid rounded the corner. It was an old police interface model and looked mostly
human, except for the perfect neutrality of its facial expression and the cold, dead eyes that saw
Sachi. The lighter unit was slightly faster than bulkier models, and it blocked the path of the two
clearance-and-destruction units that tried to round the corner behind it. Its original programming
could barely have taken this situation into account, and the modifications made by the criminals
who acquired it had slowed its processes. It sought additional instructions and that bought Sachi
a few valuable seconds.
The door finally gave, snapping open and surprising Sachi. Her additional force threw it open so
hard that it slammed back against the wall, denting it and twisting its hinges.
Sachi ducked inside and saw the combination hospital/laboratory/prison beyond. Dozens of
malnourished, mistreated people lay strapped on wheeled beds. Some were barely conscious
from whatever drugs the IV lines attached to the beds flooded into them. Others were barely
alive, having been repeatedly subjected to hideous experiments. Two android nurses patrolled the
room, ensuring none of the test subjects died before every scrap of data had been gleaned. Every
victim wore a psi-inhibiting collar, keeping them from using their abilities except as their captors
demanded.
Rather than immediately rushing to help the victims, Sachi scanned the room carefully, trying to
ignore the noise of the security robots as they reached the twisted doorway with lethal intent.
I’m here, do you have what you need? She shouted silently with her thoughts.
Incoming, Sarah’s reply echoed inside Sachi’s head.
With a sharp buzz, a glowing circle flared to life to her left, and through it another room became
visible. Five people hurried through it. Sachi felt Sarah’s mental link take hold and her brain
processed the room from multiple angles, mingling her sensory input with the rest of her team.
As soon as the team arrived, Sachi ignored everything else and rushed to the teleporter. Rahmat
knew what she wanted through the psionic link and held his hands outstretched to take hers.
Their subquantum signatures mingled as the two psions combined their powers. To the
Vitakinetic, each living template was distinct. To the teleporter, all space was one. Sachi pushed
her healing though Rahmat and out into each victim at once. The effort was immensely draining,
compounded by the reserves Sachi had spent opening the door. She slumped as her power faded,
satisfied at the increased strength of life she could now feel within the room. Rahmat still held
7
her hands — he needed the continued strength and sense of life — and steeled himself as he
prepared to teleport everyone out and to safety.
The robots tried to react to the new situation but Jack worked faster. Lightning exploded from his
hands, forking and jumping from robot to robot, overheating and melting their circuits. The
lighter units simply stopped, their servos locked up. Instant emulated rigor mortis. The combat
models seized for a moment, but they were built to withstand such attacks and their artificial
brains kicked in redundant pathways while they rebooted primary function. These backup
functions couldn’t keep Olivia at bay as she pressed the attack with pistol and taser in hand, not
waiting to see the outcome of Jack’s assault. She already knew.
Standing back from the violence, Amina reached out and took the hand of the nearest ‘patient’.
“Who are you?” he asked, feeling stronger than he had in weeks. The air shimmered as Rahmat
phased everyone out of the physical universe and translated them into subquantum particles.
“We’re from Æon,” Amina said as the room faded from view, “We’re here to help.”
8
Introduction
We are on a journey to keep an appointment with whatever we are.
— Gene Roddenberry
Trinity Continuum: Æon is a game of psychic, cinematic science fiction adventure set in the
vastness of the Trinity Continuum. It covers multiple timelines and accommodates many
different genres of play. The one unifying feature is that in Trinity Continuum: Æon humanity
has discovered a way to awaken certain individuals’ latent psionic powers, transforming them
into powerful psions.
This game requires the Trinity Continuum Corebook to play, and builds on the Storypath
system by adding rules for impressive psionic powers and advanced technology, including exotic
noetic biotech that can bond with and enhance characters’ powers. The Trinity Continuum
Corebook allows you to play characters and craft heroic science fiction adventures set in the
present day. Trinity Continuum: Æon expands these possibilities – both into the future, and
onto strange and distant worlds orbiting other suns, sometimes inhabited by alien intelligences.
The game is set in 2123, almost 20 years after a group of eight people learned to unlock their
vast psychic potential. These individuals, known as proxies, employed the same technology to
grant thousands of others these powers. The newly empowered individuals, called psions, now
use their powers to protect Earth from the return of hostile superhumans known as Aberrants and
to help humanity expand outward to the stars. Most psions work for one of the psi orders created
by the proxies, while others either work for the powerful international organization known as the
Æon Trinity or eschew any allegiances and hire themselves out as freelancers.
From this starting point, almost anything is possible. Psionic teleporters, and more recently,
living Leviathan jump ships allow humanity to take its first steps towards exploring and
colonizing the galaxy. Trinity Continuum: Æon is designed for interstellar play styles ranging
from awe-inspiring space opera where characters solve intergalactic mysteries that extend back
hundreds of thousands of years, to military science fiction where humanity battles horrific and
deadly creatures, to more localized, but equally exciting stories of settling alien worlds or
making first contact with aliens who could become close allies or bitter foes, depending upon the
characters’ actions.
Trinity Continuum: Æon is also ideal for adventures on Earth and in the warrens of the vast
lunar city of Olympus. The range of possibilities here is also endless, with tones ranging from
grim to idealistic. Opportunities for dystopian cyberpunk campaigns can be found in the United
States, which is now the openly fascist FSA. Similarly, the corridors of the lower levels of
Olympus are a perfect setting for futuristic crime dramas, and the Aberrant-destroyed ruins of
France are ideal for post-apocalyptic adventures.
Players and Storyguides seeking more optimistic adventures also have many Earthly options.
Storyguides can set social science fiction campaigns focused on issues of freedom and power in
China’s prosperous, humane, but carefully controlled cities. They can also create scenarios
involving transhumanist intrigue amidst the thriving arcologies and living cities of Sudamérica,
or campaigns that mix social science fiction and space opera in the flourishing cities of a united
Africa known as the UAN. Setting a campaign on Earth even offers the possibility of political
science fiction campaigns on and under Earth’s oceans as floating and undersea cities struggle to
cast off their prior allegiances and join Oceania, Earth’s newest nation. While the potential scope
1
of a Trinity Continuum: Æon campaign is vast, it's also possible to set an entire campaign in a
single city or on one sparsely populated colony world.
Heroism
Just as Trinity Continuum: Æon can be used to tell a wealth of different stories, it also allows a
multitude of different heroes. It is a setting where characters fight to defend their world from
external threats, while also working to make it even better. You can play valiant explorers on
Leviathan jump ships, heavily armored infantry using psionic powers and futuristic weapons to
fight Aberrant monsters, or tireless first responders who assist with disasters both on and off
Earth. All of these characters and many more work to protect and defend their worlds from both
external dangers and internal threats and injustices.
Optimism
The overall assumption in Trinity Continuum: Æon is that humanity can triumph over
obstacles and the future can be a better place than the past. In this setting, many problems that
threaten our own world, like global climate change, energy shortages, and famine, are distant
memories for almost everyone, but other problems remain and new ones have arisen. Part of the
optimism inherent in this era is the knowledge that while the world of the early 22nd century is
far from perfect, dedicated heroes can improve it. Characters can fight the obvious threats of
hostile aliens and returning Aberrants, and also attempt to solve more familiar menaces such as
crime, official corruption, economic inequality, and natural disasters.
Competence
While players are free to play highly able Talents (see the Trinity Continuum Corebook, pp.
XX-XX), most characters are psions – individuals with latent psychic powers who gained active
psychic powers with the help of powerful devices called Prometheus Chambers. These powers in
and of themselves do not define a character, but they give psions abilities that others lack –
permitting them to fly, heal their own and others’ wounds in an instant, read someone’s deepest
thoughts, or even alter their shape.
Psychic powers have a long history in science fiction. In most cases, these powers are used as
evidence that humanity has untapped potential that individuals can learn to unleash. They permit
humans to transcend the need for technology and to overcome the barriers separating them from
one another, not merely barriers of language and culture, but even the barriers separating one
mind from another. Perhaps most importantly of all, in Trinity Continuum: Æon, psions and
their powers represent the future of humanity. Although only a small percentage of humanity are
latent psions whose powers can be unlocked in a Prometheus Chamber, humanity continues to
evolve, and in time such powers may belong to everyone.
2
How to use this Book
Welcome to the Trinity Continuum: Æon. This book is a supplement for the Trinity
Continuum Corebook, and requires it to use. Trinity Continuum: Æon provides complete
information on the worlds of 2123 and all of the wonders it contains. It also includes rules for
creating and playing psions as well as a variety of advanced weapons and other devices.
Chapters
Chapter One: History & Background provides a rough timeline extending from the present
day to 2123, with a discussion of how and why the world changed during this time.
Chapter Two: Earth & Luna explains the current status of the various nations of this era, as
well as information on the new nation of Oceania and the huge lunar metropolis of Olympus.
Chapter Three: Space provides information about worlds beyond Earth and Luna that humanity
has visited or colonized. This chapter includes information about human settlements within the
solar system, and also descriptions of eight extrasolar colonies or settlements.
Chapter Four: Character Creation explains everything you need to create psions, neutrals, or
Talents in Trinity Continuum: Æon. This chapter includes new Edges and six new Paths.
Chapter Five: Organizations gives detailed information the major organizations available to
characters in this setting, including the eight psi orders and the Æon Trinity. Paths for each of
these organizations are also included here.
Chapter Six: New Rules provides rules for dealing with dangerous Quantum Flux, new rules for
hostile environments, and information on handling hacking, surveillance, and counter
surveillance is this high-tech era.
Chapter Seven: Psi Rules provides complete rules for the eight psionic Aptitudes that psions
have access to, as well as rules for psions working together to combine their Aptitudes.
Chapter Eight: Technology & Equipment describes the wondrous new technologies available
in the early 22nd century, from advanced weapons, spacecraft, and robots, to exotic noetic
biotech.
Chapter Nine: Storyguiding gives detailed suggestions for designing and running Trinity
Continuum: Æon campaigns, including information about how style, mood, and location can
work together and for using psions and Talents in the same campaign.
Chapter Ten: Opponents & Allies provides rules for using the various alien species as well as
extensive rules for creating and using Aberrants, and examples of psion and neutral supporting
characters.
Chapter Eleven: Setting Secrets reveals much of the secret history of the setting up to 2123,
including the origin of the Prometheus Chambers and the truth about the Chitra Bhanu purge.
This chapter also provides a rough history of the near future of the setting – if the characters
don’t decide to alter the course of these events, which they almost certainly will. If you are not a
Storyguide planning to run this game, you might want to skip this chapter.
Inspirational Media
The following are suggestions for media that can help give Storyguides and players ideas for
characters, stories, and the feel of various powers and aspects of the setting.
Television
3
Babylon 5 – This five-season series is an excellent cinematic space opera that nicely balances
gritty realism with a grandiose scale and galaxy changing events. Also, Earth’s Psi Corps has a
fair amount in common with the Ministry.
The Dead Zone – Based on a very different novel, the protagonist of this series is a powerful
Clairsentient who learns both the advantages and problems of this particular ability.
The Tomorrow People (2013 version) – Although it’s set in the modern day with psychics who
must hide their powers, this show does an excellent job of showing the potential of psychic
powers.
Novels
Alastair Reynolds – Blue Remembered Earth, On the Steel Breeze, and Poseidon's Wake form
an excellent trilogy about a highly advanced Earth which is utopian by modern standards, but
still has important conflicts, and where humans are dealing with both ubiquitous surveillance and
contact with advanced and potentially dangerous aliens.
Andre Norton – Forerunner Foray: Norton wrote many excellent novels involving psychic
powers and space travel, but this is one of the best and one that foregrounds psychic powers the
most.
Andrea K. Host – The Touchstone Trilogy: An excellent YA series where a young woman from
Earth find herself on a high-tech planet working with powerful psychics to defend their people
from deadly monsters, some of whom may have once been human.
Ann Maxwell – Change: Maxwell wrote many wonderful novels about psychic powers, but this
one is about humanity developing them, while being aided by psychic aliens.
Anne McCaffrey – The Pegasus series (To Ride Pegasus, Pegasus in Flight & Pegasus in
Space) and the subsequent The Tower & the Hive series (The Rowan, Damia, Damia's Children,
Lyon's Pride, The Tower and the Hive) are in many ways very similar to Trinity Continuum:
Æon. In these novels, humanity learns about psychic powers, and eventually powerful
teleporters allow humanity to travel to the stars and eventually make contact with aliens.
Arthur C. Clarke – Childhood's End: A brilliant classic involving alien, psychic powers, and
the future of humanity.
Joan D. Vinge – Psion, Catspaw, & Dreamfall: An excellent trilogy about psychics living in a
high-tech, somewhat cyberpunk, interstellar setting where they must keep their powers hidden.
John Shirley – His Eclipse trilogy (Eclipse, Eclipse Penumbra & Eclipse Corona) is more than
20 years old, but remains a classic about revolution and fascism in a cyberpunk future.
Julian May – The Galactic Milieu series (Intervention, Jack the Bodiless, Diamond Mask, and
Magnificat) are all about humanity learning about psychic powers, traveling to the stars and
joining a psychic confederation of aliens.
K. B. Spengler – Stoneskin: A wonderful novel about an interstellar setting tied together by
people with a gift for teleportation.
Ken Macleod – Newton's Wake: Characters from a variety of cultures that came about in the
wake of a horrific post-human disaster explore a network of teleport gates and discover a long-
isolated colony world.
Linda Nagata – The Bohr Maker, Deception Well & Vast: An excellent series set in a cosmos
full of strange human colonies and unfathomable aliens.
4
Walter Jon Williams – Angel Station: Far future, schemes, deceptions, and adventure amidst
first contact with biotech-using aliens.
Video Games
Mass Effect 1-3 – This trilogy of games has a lot in common with Trinity Continuum: Æon,
from ancient alien threats, to biotic powers that are fairly similar to many psion powers.
Glossary
Although many terms and jargon specific to this setting are defined elsewhere in this book, for
ease of reference they are also included here.
Aberrant: Once-human creatures with unstable quantum powers who left the solar system in
2067 and returned to the solar system as hideously inhuman monsters in 2105. Prior to the
Aberrant War, these beings were known as novas. Also see Nova.
Aberrant War: The end of the Nova Age (see below), when growing number of Aberrants
began attacking humanity or fighting among themselves before departing for the stars after the
Chinese Ultimatum (see below). This war lasted from 2056-2067.
Æon Trinity: A large and powerful worldwide aid and development organization that gained
much of its renown and power when it helped humanity rebuild from the Aberrant War.
Æsculapian Order: An international emergency services organization focusing on disaster
relief, search and rescue, and emergency medical services. They are also the psi order that
controls the Vitakinesis Prometheus Chamber (see below), and are based in both Zurich-Geneva
Switzerland and Port-au-Prince Haiti.
Aptitude: One of the eight different categories of psionic powers: Biokinesis, Clairsentience,
Electrokinesis, Psychokinesis, Quantakinesis, Telepathy, Teleportation and Vitakinesis. Every
psion can only master a single Aptitude, depending upon which Prometheus Chamber they used.
Aqua: A human who has been modified for living underwater. There are two types of aquas,
amphibious humans known as "phibs" and fully aquatic humans that can breathe both air and
water known as "selkies". Also see Oceania
Auxiliary Mode: Psions can gain a small amount of skill at Modes outside their psionic
Aptitude.
Bharati Commonwealth: The official name of the Indian bloc, but used rarely by foreigners;
"India" is still preferred. Includes present-day Afghanistan, Pakistan, Nepal, Bhutan, Bangladesh,
and Sri Lanka.
Belt, the: Spacers’ slang for the Asteroid Belt.
Biotech: Biological appliances; biotechnological devices, also called bioware and bioapps.
Biokinesis: One of the eight psionic Aptitudes. It allows the psion reshape their body in
profound ways and to manipulation noetic biotechnology in powerful ways. Slang: Shifters
Blessure, la: French for "the wound", the popular name for the portions of France and Belgium
destroyed and poisoned by the Esperanza disaster (see below).
Chinese Ultimatum: The decree issued by China in 2067 that all Aberrants must immediately
leave Earth or China’s orbital nuclear weapons platforms would begin bombarding Earth.
5
Chitra Bhanu: Originally a Vishnavi messianic term used to refer to the eradicated Bombay-
based quantakinetic order that controlled the Quantakinesis Prometheus Chamber.
Chromatics: Mysterious and hostile aliens that first attacked Karroo Station and recently
attacked Earth
Clairsentience: One of the eight psionic Aptitudes. It allows the psion to see the past, the future
and distance locations. Slang: Clears, seers.
Coalition Ark: A vast hardtech alien spacecraft more than 70 kilometers long, which is traveling
near the speed of light and is on a course for the solar system. This ship seems to be inhabited by
hostile aliens.
Corruption: The subatomic degradation of both living beings and inanimate objects caused by
Aberrants misusing or possessing inherently warped Quantum powers. Often mistaken for and
used as a slang term for Quantum Flux (see Quantum Flux)
Electrokinesis: One of the eight psionic Aptitudes. It allows the psion to control bioelectricity,
light and technological devices. Slang: EK, zapper
Esperanza Disaster: In 2120, Aberrants attacked the large EU space station Esperanza and
caused it to crash near Paris, turning much of France and Belgium into radioactive disaster areas
and Quantum Flux Zones (see below) which remain mostly lawless.
FSA: The Federated States of America, a repressive regime consisting of the former nations of
Canada, Mexico, and the United States. Created by a military & corporate take-over of the
United States during the Aberrant War, the FSA then conquered Mexico and then Canada.
FSM: The Federated States Military, the FSA's well-armed and politically powerful military.
The FSA spends a greater percentage of its national wealth on the military than any other nation.
Grav Crystals: Nova age technology that can create stable artificial gravity over large areas.
Holodisplay: Holographic 3-D displays where the images appear to float in the air. Holodisplays
have replaced vidscreens in many applications, and almost all minicomps have small
holodisplays.
Holosim: Games where the player or players are immersed in a holographic environment. Home
holosim rooms are a common sign of middle class affluence.
ISRA: The Interplanetary School of Research and Advancement. ISRA is both the psi order
based in Olympus on Luna, which controls the Clairsentience Prometheus Chamber and also a
growing religious movement with more than half a million members.
Joe Hologram: An everyday person; the average citizen. While the slang term survives, the
computer agent from which it originated has long since fallen into obscurity.
Jump Rings: A small but growing network of expensive and complex bioware devices that can
teleport people between major cities anywhere on Earth and Luna. There are jump rings in
Beijing, Chicago, Jomo Kenyatta, Mumbai Sao Paulo, Sydney, and Olympus on Luna.
Khantze Lu Ge: "Castle in the Air"; China’s Alpha Centauri Colony (the Chinese refer to it as
Kongzhong Lou Ge).
Latent: A human with the potential to become a psion. Fewer than one in 10,000 people are
believed to be latents. Most latents can become any of the more common types of psion –
biokinetics, clairsentients, electrokinetics, psychokinetics, telepaths or vitakinetics. However,
6
both Quantakinesis and Teleportation require a more powerful latency that is relatively rare. See
Prometheus Chamber.
Legions, The: A semi-independent division of the UN military force dedicated to protecting
humanity from external threats, including Aberrants. Consisting of seven brigades, the Legions
are also the psi order based in Australia, which controls the Psychokinesis Prometheus Chamber.
Leviathan Jump Ship: The kilometer and a half long biotech starships built to return humanity
to the stars after all teleporters left Earth. There is growing evidence that these starships are
conscious intelligent creatures.
LP: Pronounced “lep”, a common slang for Less Prosperous nation, referring to nations like
Russia, the Ukraine, and the FSA.
Maker: 3-D printers that produce most consumer goods.
Matrix: The living vats used to produce biotech devices.
Metacorporation: Term for large international (and occasionally interplanetary) corporations in
the 22nd century. The status of metacorporations varies wildly between nations.
Minicomp: The smartphone and mobile OpNet terminal that also serves as means of both
identification and payment for most humans. A biocomp is a biotech minicomp.
Ministry of Noetic Affairs (MNA): A division of the Chinese government that handles noetic
research, advises diplomats and alien contact personnel, and performs covert intelligence.
Popularly known as "The Ministry", this organization is also the psi order based in China, which
controls the Telepathy Prometheus Chamber.
Mode: Every psionic Aptitude is divided into three Modes. Each Mode represents a different
aspect of that particular Aptitude.
Neutral: A human who is not a latent psion and thus cannot gain psion powers. Pejoratively
called "blanks" by a few psions.
Nippon: "Japan". Includes the "Kuril" (Chishima) Islands.
Nihonjin: "Japanese." Used as both a cultural and ethnic adjective.
Noetics: The study of psionic energies and phenomena.
Nova: Powerful superhumans who first appeared in 2018, and who were initially regarded as
heroes and saviors, but who turned on humanity, leading to the Aberrant Wars (see above). Since
then, they have been called Aberrants.
Nova Age: The era between 2018 and 2067, when hundreds of superbeings with unstable
quantum powers first transformed the world in many wondrous ways and then turned on
humanity (see Aberrant War).
Nova Força Nacional: The New National Force, shortened to Norça, the psi order based in
Sudamerica, which controls the Biokinesis Prometheus Chamber.
Oceania: Earth's newest nation, a confederation of floating and underwater cities, many of
which are home to large populations of aquas.
Olympus: The vast international lunar settlement built near the Lunar south pole. Olympus has a
population of almost 50 million.
7
Orgotek: Originally a consumer electronics corporation, it then became the first major producer
of commercial bioware. Today it produces everything from biotech vehicles to biotech
augmentations. It is also a psi order based in the FSA, which controls the Electrokinesis
Prometheus Chamber.
PN: Pronounced “pin”, a common slang abbreviation for Prosperous Nation, referring to nations
like Australia, China, Nippon, Sudamérica, and the UAN.
Prometheus Chamber: A powerful piece of bioware that transforms latent psychics into psions.
Each psi order has a single Prometheus Chamber and each chamber gives psions a single
different psionic Aptitude. Psions can only survive a single use of a Prometheus Chamber.
Proxy: One of the first eight original psions. Each Proxy possesses a single psionic Aptitude and
controls the Prometheus Chamber that produced that Aptitude in latents.
Psi Nippon: The Nihonjin youth culture that embraces biotechnology and psions. Most either
live outside Nippon or wish they could. They’re considered delinquents by proper Nihonjin
society, but not yet viewed as a threat to Nippon’s cultural stability.
Psi Order: One of eight original and seven surviving organizations founded by one of the
psionic Proxies. Each psi order controls one of the Prometheus Chambers and roughly half of the
members of each psi order's members possess the psionic Aptitude provided by that chamber.
Psiad: Rumored psions who gained their powers without the use of a Prometheus Chamber.
Their existence is a popular but unproven urban legend.
Psion: A latent psychic whose powers have been activated using one of the Prometheus
Chambers.
Psiware: Slang term for noetically active bioware.
Psychokinesis: One of the eight psionic Aptitudes. It allows the psion to move objects and create
fire and force fields. Slang: Psychs, TKs.
Qin: The Mandarin character for "elegant" or "pleasingly artificial." Also a Cantonese term for
the "painted" class of Chinese opera characters. Name given to the first alien race humans
contacted.
Qinri: Mandarin for "sun of the Qin."
Qinshui: Mandarin for "ocean of the Qin"; designation for the Qin homeworld.
Quantakinesis: The rarest of the eight psionic Aptitudes. It allows the psion to alter matter and
energy and manipulate others' noetic and quantum powers. The Quantakinesis Prometheus
Chamber was destroyed and all quantakinetics were supposedly killed. Slang: Chibs (see Chitra
Bhanu).
Quantum Flux: The unique and inexplicable variations to physical laws that permit humans to
erupt into Novas and Nova’s Quantum powers to function. Popularly, but mistakenly referred to
as Corruption.
Quantum Flux Diseases: Serious, but mostly non-contagious diseases that are usually both
progressive and incurable. They are caused by too much exposure to Corruption.
Quantum Flux Zones: Regions containing high levels of Corruption, where soil fertility is low
and most plants and animals that live there exhibit significant genetic damage. Creatures that live
there for too long often develop Quantum Flux illnesses.
8
Quarantine, the: Japan’s "Closed-Door Policy," 2053–2105, when no outsider could visit the
Japanese mainland.
Rock, the: Earth; orbital-station slang.
SI: Short for satisfactory intelligence. This is the term used for the standard comm & network
software that is capable of speaking and understanding colloquial speech. SIs are not conscious
or intelligent, but many people react to them like they are.
Subquantum Field: The subtle but pervasive psionic energies that permeate the entire universe
and are concentrated in intelligent living beings. Psionic powers operate by affecting the
subquantum field. Also called the implicate order.
Superior: The Nihonjin government is rumored to create enhanced individuals who lack noetic
powers, but are still exceptionally impressive. These individuals are known as Superiors. In
addition to their innate abilities, Superiors are always believed to possess extensive Nihonjin
cyberware.
Telepathy: One of the eight psionic Aptitudes. It allows the psion to read and control minds and
emotions. Slang: Teep, tel
Teleportation: One of the rarest of the eight psionic Aptitudes. It allows the psion to move
themselves and others instantly from one location to another and to warp space. Slang: Jumpers,
porters.
Terraforming: Manipulating a planetary environment artificially to make it more like Earth.
Tesser: The bio-organic computer that performs calculations for the Leviathan-class jump ships.
Total Allergy Syndrome: A psychogenetic disorder with which the sufferer becomes
oversensitive to such a degree that contact with just about anything can be deadly. Sufferers live
in plastic-bubble environments.
UAN: United African Nations, the prosperous coalition of African nations.
Upeo Wa Macho: Swahili for "the horizon", the psi order based in the UAN, which controls the
Teleportation Prometheus Chamber.
VARG: Short for Vacuum Assault and Reconnaissance Gear. Small VARGS, like the BioVARG
(p. XX) and the MiniVARG (p. XX) are suits of powered armor, but full-sized VARGs are large
devices that straddle the line between powered armor and vehicles. Rules for full-sized VARGS
appear in an upcoming supplement.
Vatican Reforms of 2084: The conciliatory bull that updated the Vatican to the 21st century. It
permits women to join the priesthood, and instructs the clergy to take a more active role in
charity work.
Vitakinesis: One of the eight psionic Aptitudes. It allows the psion to heal and enhance both
themselves and others. Slang: Boosters, docs.
Wanjing: "City of Endurance"; designation for the Chinese colony on Mars.
Yi: Mandarin for "one"; Chinese designation for Alpha Centauri A.
Yuan: The Chinese unit of currency that is now the dominant currency of the world in much the
same way that the US dollar was in the late 20th century.
Yutu Yinchan: "The Rabbit in the Moon"; Chinese section of Olympus.
9
10
Chapter One: History & Background
A time of trouble approaches. We must not reject the hidden when they reveal
themselves nor mistake one twisted branch for the entire tree. It’s also vital that
we fight the masters and not the slaves or the deceived. Only through unity can we
prevail.
— Otha Herzog, 2123
In the first half of the 21st century, the world was transformed and then almost destroyed when a
few humans transformed into powerful superhuman beings who were first called novas and then
Aberrants. The Chinese government forced the Aberrants off Earth with the threat of nuclear
destruction and over the next 40 years, humanity rebuilt and took their first independent steps to
the stars. Then, the Aberrants returned more monstrous than before, but a new type of artificially
enhanced human known as psions arose to protect humanity. In addition to fighting Aberrants,
the psions gave humanity easy access to new worlds in other star systems and produced
advanced biotechnology that is transforming life on Earth. In this new era of amazing wonders
and terrible dangers, humanity has encountered both friendly and hostile alien species and is
beginning to take its place in the galaxy.
Æon Timeline
The following is a brief timeline of the Nova Age, the Crash, and the rise of the psions.
[BEGIN FORMAT: PLEASE FORMAT THE TIMELINE SECTION IN A
DISTINCT FASHION FROM THE REST OF THE TEXT. ALSO, WHEN THERE
IS MORE THAN ONE SEPARATE ENTRY FOR A SINGLE YEAR (THE FIRST
ONE IS IN 2115), PLEASE INDENT THE FIRST LINE OF EACH SEPARATE
ENTRY.]
2020s–2050s – Novas invent hyperfusion and superconducting batteries, giving humanity
unlimited cheap energy, reverse global climate change, and cause much of the Sahara Desert to
bloom. During the height of the Nova Age, novas also built research bases on several asteroids
and planets within the solar system and explored the stars. Novas led an exploration team to
Khantze Lu Ge in 2030 and founded several other extrasolar colonies. In addition, several groups
of humans paid space–travelling novas to help them establish colonies on habitable extrasolar
planets. A few of these colonies were founded in secret and records of most others were lost
during the OpNet Crash.
2053 – Japan closes its borders and changes its name to match the one it uses internally —
Nippon. Until 2105, no outsiders are allowed to step onto Nihonjin soil, and all contact with the
outside world comes through the large offshore floating settlement of Makaro–Shima.
2054 – While attempting to redirect a hurricane, water-controlling nova Felice Taylor
accidentally creates a series of megatsunamis that sweep across the entire width of Florida,
killing millions and transforming the state into a series of islands. Taylor appears to have died
attempting to prevent the disaster.
2056 – A group of Aberrants calling themselves the Space Brigade take over the Olympus lunar
base, controlling it and cutting it off from Earth until the end of the Aberrant War.
2056 – After a decade of increasing nova violence and destruction, the United Nations condemns
nova violence and urges member governments to create an international registry of novas. By
this time, most people regard novas as inhuman threats and deadly monsters rather than as
wondrously gifted humans.
2056–2067 – This era is later known as the Aberrant War. Aberrants attack, and in many cases
conquer or destroy large cities on other regions across the globe.
2061 – Aberrant Calvert Wycoff explodes in Hastings Nebraska, in a huge plasma explosion that
obliterates anything within 200 kilometers, and seriously damages soil fertility for more than
1,000 kilometers.
2062 – Facing famine, the United States invades Canada and Mexico to acquire their farmland,
beginning the formation of the FSA.
2066-67 – The Possession Crisis – The Aberrant Mungu “Backlash” Kuwasha uses his powers to
take control of networked devices all across the world in an attempt to create a society of perfect
machines. When humans thwart his efforts, Backlash crashes the OpNet and destroys the
majority of its servers. Although most data can be salvaged, some is lost and fully restoring the
network takes almost five years.
2067 – China takes control of all of the orbital nuclear weapons platforms and delivers the “Earth
Strike Ultimatum” where it threatened to destroy Earth unless all Aberrants immediately depart.
All remaining Aberrants leave Earth, ending the Aberrant War. Then, China gives up control of
the Earth’s fate and humanity begins to rebuild. The Inhuman Technology Protocols pass the UN
with strong support by the Æon Trinity. Many Nova Age technologies are banned or heavily
restricted. Project ReWrite begins deleting or restricting information about these technologies.
2067–2075 –The Crash, the world slowly begins to recover, but the devastation of the Aberrant
War leaves most nations in chaos and the world economy in a shambles. The Urban Schism
Begins.
2070-2086 – Computer enhancement and other mind-computer interfaces become increasingly
common as people seek to escape from memories of the Aberrant War and the difficulties of
rebuilding.
2086 – After several serious incidents, the UN passes the Shanghai Accords. This treaty bans
computer enhancement and other technology allows electronic access to thoughts and memories
except under special license. The Shanghai Accords also prohibits all but the most carefully
controlled and monitored uses of AS (artificial sentience). This ruling has no effect on Nippon,
but elsewhere, public opinion turns against cyberware and hardtech in general.
2090–2103 – With completion of the Mount Kenya Space Elevator in 2090, space travel
becomes even cheaper and easier than before. Humanity begins a major push outward into the
solar system. The Sudamerican space elevator is completed in 2102.
2104 – Most small Corrupted Zones suddenly vanish, both Wycoff’s Blight and the Venezuelan
Plaguelands shrink, and the Plaguelands become considerably less dangerous.
2105 – Aberrants destroy the asteroid mining station on Vesta and other asteroid stations.
Nippon ends the Quarantine and opens its borders.
2106 – Aberrants attack Sydney Australia. Video transmissions from Vesta and Sydney reveal
that these Aberrants were far less human-looking than most of those who left after the Chinese
Ultimatum, and seem to care about nothing except destruction and murder. In Sydney, a force of
almost 500 psions defeats the Aberrants. These psions then announce their presence to the world.
2108 – First contact with the alien Qin by a Chinese expedition.
2109 – The Qin establish embassy on Luna.
2111 – The other psion proxies declare Chitra Bhanu to have been corrupted by Aberrants. Most
quantakinetics are killed in the ensuing battle. Dr. S.K. Bhurano and her closest associates
seemingly destroy themselves in a mysterious blast.
2115 – First contact with the alien Chromatics, when they attack Karroo Station.
Upeo wa Macho explorers contact the human-nova colony of Eden.
2116 – Upeo wa Macho mysteriously vanishes, cutting humanity off from the stars.
2118 – Oceania becomes an independent nation that is recognized by the UN.
2119 – An Aberrant attack on the Mazat research station orbiting Luna destroys one of the
Leviathan jump ship prototypes, setting the jump ship project back by many months.
2120 – The Esperanza space station crash near Paris, devastating France.
2121 – Telepathic messages from the Khantze Lu Ge colony around Alpha Centauri report that
Aberrants have attacked and overrun almost half the planet.
2122 – The first Leviathan jump ships are completed, humanity returns to the stars.
First contact with the Coalition Ark ends in the damaged jump ship fleeing from the
Coalition.
Chromatics attack Earth, and are discovered to be using captured teleporters to transport
their ships.
Upeo wa Macho returns from the stars.
Teleporters locate and observe the war-torn Nova Age human colony of Marfisa.
2123 – Present day
[END SPECIAL FORMAT]
Radio Communication between The Light of Wisdom Lin Huan and Orbital
Commander Han Feng Date: 9:7:2067
• Han (16:51:09): Madame Premier, our latest orbital scan indicates that the
Aberrants have all departed. We have won. I give thanks that your wise policy
succeeded and saved our world.
• Light of Wisdom (16:52:31): Congratulations commander. Issue the order to
stand down and prepare to return to Earth. In three days, there will be a
celebration to honor this day, and I desire your presence.
• Han (16:53:23): Madame Premier, the world is in chaos. Sensors and radio
traffic indicates that there are at least seven on-going wars at the moment. Might I
humbly suggest that we could do much good if we used our present might to help
bring the rest of the planet to its senses. Without your wise leadership, backed by
the power of our orbital armada, it could be many decades before the world is
again at peace. With one word, you could end this madness.
• Light of Wisdom (16:55:40): Stand down, my brave commander. I have given
this matter much thought — I mourn for much of the world, but for now China is
safe. How long would that safety continue if we attempt to rule the world? The
Aberrants have just departed; people will be looking for a new enemy to blame
for their many troubles. If I announce that China is their new liege, we become
that enemy. We could destroy any town, village, or city, or even the entire world.
However, what shall we do about suicide bombers or military leaders with
Aberrant-made weapons?
If we had not acted as we did, the world would have perished. That danger is
over, and China’s safety is dearer to me than even the lives of my own children.
We shall not risk that safety when there are other options. The barbarians shall
fight and die, and eventually they shall find peace. Until then, we shall be safe and
prosperous.
• Han (16:56:58): Yes, Madame Premier.
The Aberrants’ departure left China in control of the Earth, a power they swiftly relinquished
when the Chinese Premier ordered the satellites and space stations to all stand down. A year after
their Ultimatum, China began decommissioning or disarming the vast majority of these satellites
and space stations. After the Aberrant Exodus, humanity began to rebuild.
Calling A Blank
After the Aberrant War, ubiquitous surveillance became the norm. The details of
who could access this surveillance and how it could legally be used differed from
one nation to the next, but everyone expected to be watched in any public space in
any urban area on the planet, and also in many rural areas. However, some people
are sufficient wealthy and powerful that they can declare a location temporarily
exempt from all surveillance, and can even prevent any minicomps or other
devices connected to the OpNet from recording anything in this location during
this time.
Doing this is referred to as “calling a blank” and can only be done for short
periods of time, typically no more than a few hours, and in an area no larger than
a city block. However, in this area, nothing will be recorded and cameras outside
this area are prohibited from recording anything they can see inside this area,
instead recording neutral grey boxes that delineate the borders of the “blank
space”. Calling a blank is especially difficult in the UAN and Australia, and is
most commonly used by wealthy and powerful full citizens in the FSA and by
government officials and their close allies in China.
Work in 2123
Almost all office work, like almost all factory work is automated, with SI
(Satisfactory Intelligence, see p. XX) software and robots taking the place of
human workers. In 2123, 25 hours a week is normal for full time work, and the
majority of jobs still done by humans involve overseeing automation, working
outdoors in partially automated jobs like construction, and various scientific,
technical, and creative pursuits. Many humans also perform high-end service
work, where human cooks, waiters, tailors and butlers provide prestige service to
the wealthy. However, more than a third of all humans on Earth lack paid
employment. As a result, all but the poorest and most desperate nations provide
some form of guaranteed income to citizens who are not able to find jobs in this
largely automated world. These payments range from a meager pittance paid for
with mindless labor in the FSA or Russia to a modest income in more egalitarian
nations like Australia, China, Sudamerica, or the UAN. In these nations, almost
all of the unemployed have passionate hobbies, which range from intense VR or
augmented reality games, to volunteer work, to many forms of creative
expression.
Crime & Violence
Except for France and Belgium, which are now violent disaster areas, the majority of the world
has a rate of crime and overall violence similar to the developed world shortly before the dawn
of the Nova Age. However, the nature of this crime and violence has changed. The presence of
ubiquitous surveillance means that most petty criminals and people who commit casual violence
are swiftly apprehended, at least in cities and arcologies that have well maintained surveillance
equipment.
In Beijing, Sydney, Sao Paulo, Mumbai, Lagos, and many similar cities and arcologies, most
crime that isn’t committed by minors or people who are intoxicated is organized crime.
Sophisticated criminal gangs armed with the latest anti-surveillance measures steal cars and
break into houses and shops. Most of these thefts and burglaries are simply to acquire valuable
goods that can be resold, but criminal gangs can also be paid to steal specific objects, ranging
from art to data files containing valuable research. The most violent and brutal gangs and
syndicates have standing rates to threaten, beat up, or kill a target. Except for immediate and
unplanned crimes of passion, almost all murders in cities and arcologies with high quality
surveillance are contract killings. More than a few jealous spouses, business rivals and people
with grudges are willing to pay large amounts of money to have the object of their enmity killed
in a manner that’s almost impossible to trace back to them.
In poorer nations like Turkey or Russia or almost all of the less prosperous regions of the FSA,
aging infrastructure, civil unrest, and poverty combine to mean that many security cameras have
broken due to age and neglect, while others are frequently stolen or destroyed, leaving large
regions with little or no effective surveillance. The portions of poorer cities with the least
surveillance are also the most crime ridden.
Cities with the most surveillance usually respond swiftly and effectively to crime. If someone
trips an alarm at a high security Orgotek lab or a vault in Beijing, drones are launched
immediately, and up to a dozen police or guards often arrive in less than two minutes. However,
police response to breaking into a jewelry store in a town in Iowa or the offices of a small
corporation in Rio will be both slower and less extensive. Typically, the local police dispatch
several officers who send up one or two observation drones. Usually the officers take between
five and 20 minutes to arrive, with the drones arriving slightly earlier. However, even this sort of
response, combined with other officers & advanced software watching the criminals’ movements
on local surveillance cameras allows the police to easily catch anyone who isn’t a skilled
professional or a psion.
Although most psions work for one of the psi orders or the Æon Trinity, and the vast majority of
the rest are law-abiding citizens, several dozen psions are known criminals and there are a fair
number of other crimes where psion involvement is suspected. Of course, sometimes police
suspect psions helped commit a crime if they don’t know how a crime was committed.
Unconfirmed rumors of psiads who developed psi powers without the use of a Prometheus
Chamber have caused a few overly suspicious or imaginative police officers to assume psi
powers were used in any remotely mysterious crime.
All eight efforts at enhancement were a resounding success, and for the next year, each of these
eight people used genetic tests developed by Cassel and Bhurano to identify other latent psions
who could be enhanced in one of the Prometheus Chambers. Working together, the proxies
assembled a force of more than 500 psions. Alex Cassel’s natural charisma, combined with the
fact that the psions had saved Sydney from the Aberrants helped shape public opinion so that
shock and suspicion soon became awe and gratitude.
A few months after revealing the existence of the psions, Cassel’s company Orgotek began
releasing the first noetic bioware. These devices included everything from living vehicles and
weapons, to devices that enhanced human capabilities or gave psions additional powers. While
ordinary humans, called neutrals by psions, could not use the most advanced biotech, ordinary
biotech revolutionized fields from construction to medicine.
In 17 the years since 2106, psions have defended the solar system against Aberrant attacks, taken
humanity to the stars, and made contact with alien species. Almost all nations openly embraced
the psions and the noetic biotech that Cassel and the other proxies produced. The only exception
was Nippon. Immediately after the Aberrant attack on Vesta, Nippon ended its 52-year
Quarantine. However, less than two months after the Battle of Sydney, the Nihonjin government
enacted strict laws prohibiting all noetic biotechnology from entering Nippon and carefully
regulating all visits by psions. This decision trigged pro-psi protests from groups in Nippon that
came to be known as Psi Nippon. In an effort to satisfy protestors, the Nihonjin government
allowed the floating city of Makaro-Shima to become independent and allowed Psi Nippon
supporters to freely immigrate there.
The OpNet is filled with stories of brave pioneers seeking their fortunes among the stars, but the
vast majority of humanity prefers living on Earth. Every year, millions of people travel to
different cities or even different nations on Earth or Luna, seeking to improve their lives or leave
the past behind. Even if offered the chance to do so, only a fraction of them would consider
moving elsewhere in the solar system or to an extrasolar planet.
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Australia
Down Under. The Lucky Country. The Great Southern Land. Oz. Gafaland. Terra Australis
Incognita. Australia has a hundred names, each associated with a culture more distinct and
vibrant than the next. Harnessing and melding this diversity is the nation’s greatest strength, and
the conflicts emerging from that unification are its greatest source of trouble.
History
Geographic isolation and minimal involvement in Nova Age geopolitics spared Australia from
the Aberrant War’s worst ravages. Afterwards, the nation recovered with characteristic aplomb,
which positioned it as a key regional provider of relief and reconstruction aid. Relatively intact
infrastructure, reversal of the previous century’s anti-immigration laws, and reconstruction-
related job growth attracted immigrants from devastated regions around the globe. While many
remained in the coastal cities, thousands of enterprising (or desperate) newcomers struck out to
settle the Outback. The luckiest and most capable prospered, establishing communities that still
flourish. The unlucky and the unprepared met tragic ends.
With their traditional trading partners in shambles, Australian economic strategy shifted toward
self-reliance. Booms in mining, heavy manufacturing, and agriculture began in the 2070s. The
hidden key to the nation’s postwar success, though, was large-scale relocation of another
industry: mass media. With North American and Asian production hubs in ruins and the rise of
FSA government censorship, studios and talent flocked to Australian shores. An entire
generation grew up to images of Australian prosperity and opportunity. Although these
recordings and vids glossed over problems like class inequalities and immigrant slums, the
positive public relations more than offset those inaccuracies.
As the FSA and UK shifted their foreign policies in the war’s wake, a wary Australia distanced
itself from both, asserted more regional leadership, and expanded its arms industry. Grateful aid
recipients sought alliance in the face of a formidable China and a militant FSA. Australia found
itself the unplanned keystone of a regional defense coalition and in 2081 founded the
Australasian Regional Defence Pact (ARDEP). The 2090s brought belated attention to space. A
focus on domestic and regional issues caused Australia to neglect the high frontier and the
country found itself playing catch-up. Rather than build its own space industry from nothing,
Australia invited foreign investment, redeveloping old missile ranges and tracking stations to
support the space renaissance. This strategy’s lynchpin was the audacious Sydney Spaceport,
planned as the world’s first intermodal port for air, sea and space cargo. Opening in 2103 to
international acclaim, SSX rapidly became the South Pacific’s spaceflight hub.
2106’s Aberrant attack shocked a country that had been slouching toward wealthy complacence.
Australia was one of the first nations to recognize the psi orders and to expand government
relations with the Æon Trinity. The unexpected boon of the Legions’ local basing gave ARDEP
member militaries a potent ally against Aberrant incursions.
Australia Today
To describe Australia — well, which Australia?
The global view starts with a wide-angle orbital shot, watching the terminator sweep west as
dawn breaks over the Tasman Sea. Coastal jewel boxes glitter in the sun: studio city Sydney,
Melbourne’s painstakingly preserved vintage charm, the cutting-edge cutthroat think tanks of
Brisbane, Darwin’s exploding melting-pot arcology, Perth’s heavy industrial muscle. Inland, the
trackless outback is home to the underdog Aussie Battler, teeth gleaming, hat cocked rakishly,
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Outback dust coating his boots, devil-may-care gleam in his eye. Carefully packaged images,
cut, mixed, and retouched and then exported, show oiled bodies frolicking in the surf, the slam
and blaze of Legions live-fire exercises, the nightclubs’ age-old mating displays.
The regional perspective spans the South Pacific. New Zealand, Papua New Guinea, Melanesia,
Micronesia, and Polynesia. The Austronesian Union’s island nations revolve around Australia.
Mutual security and prosperity flow from this alliance but also draws people away from these
islands. Small businesses and educated citizens are leaving their birthplaces for Australian job
markets and tax incentives. Eager to halt the slide, AU members now seek foreign investors and
widen their economic exclusion zones, ratcheting up tensions with China and Oceania.
Australia is inextricably linked to the sea, a sea full of Australian ships and Australian cities.
Like England before, Australia’s wealth and power have deep maritime roots. Between coastal
communities and offshore arcologies, 90% of Australians live within 50 kilometers of the sea.
Half the nation’s jobs depend on the water. Simple energy efficiency keeps maritime shipping
the most cost-effective means of moving goods across the planet. The world’s largest merchant
fleet flies the Red Ensign.
Down on the streets, the reality more sharply diverges from the vids, most noticeably in the
abundance of Australians who are not blonde-and-bronzed. Less than half of Australians are
Anglos now, even after last century’s American flight and this one’s European diaspora.
Australia is one of the few nations to see steady population growth between the war and today,
largely thanks to immigration. Generations of East and Southeast Asians have stirred that
melting pot. Pacific islanders, too, and not just from the rest of the AU. The western shores are
home to a few Africans, and Sudaméricans similarly call the east home. But there still aren’t
many Aboriginal Australians in the port cities. Their history at newcomers’ hands isn’t a source
of pride.
Sydney is best known to outsiders, particularly the off-world travelers who route through the
spaceport and its jump ring to Olympus. The world knows this city’s tangled expressways,
arching skyline and overflowing harbor from a thousand crime dramas’ establishing shots.
Operatica, The Vault, Off-Port, 910 — these celebrity hangouts are familiar from paparazzi
reports and world premieres. The sprawling industrial sectors and gang turf are vid-familiar, too.
Then there’s SSX, unwitting venue for the psions’ debut, its main concourse still flaunting
defiantly unrepaired scars.
Melbourne clings to the look and feel of prewar Europe, preserving its colonial architecture and
expanding outward rather than building on top of its history. It’s the nation’s cultural heart,
educated and understatedly trendy, birthplace of uniquely Australian sports, performance, and
street art. Old money dwells here, and plays here, too, in world-famous casinos and deliberately
obscure private clubs. Much of that cash flows into the discreet, well-spoken underworld whose
invisible taxes keep this one of the world’s most expensive cities.
Something’s missing from most city streets, though: recent immigrants. The Aberrants’ return
and the Legions’ shield brought new refugees to Australia, seeking perceived safety. Esperanza’s
fall forced the tide higher. Unprepared for the sheer numbers, the urban majority is defensive.
Even long-standing pro-immigration ethnic communities feel unfairly pressured to absorb the
new arrivals. State and local governments “encourage” newcomers to settle in the Outback rather
than assimilating into already-overcrowded coastal cities. Ethnic, cultural, and generational
tensions are ready to boil over. Scarcely a night goes by without civil disorder making headlines.
3
The Outback is another Australia in cultural, economic, and geographic senses. It doesn’t quite
live up to the popular image of pristine arid wilderness and breeding ground for hardy Aussies.
Rather, it’s a national icon most urbanites would rather keep at a vidscreen’s safe distance, and
it’s not all undeveloped. Nova Era intervention still keeps huge swaths green, making Australia a
net agricultural exporter. Recent immigrants outnumber native-born Outback residents even as
isolation keeps them unintegrated. The aboriginals aren’t happy about the growing influx of
outsiders.
Outback Enclaves
Modern tech lets you bring your own infrastructure, pick a spot, and tell the world
to root itself. If you’re crazy enough, you can declare sovereignty over that soil.
Congratulations, you now rule your own micronation!
The legal difference between a normal nation and a micronation is lack of
international recognition. Most are taken seriously by no one, including
themselves, though a few nutters wind up in trouble for tax evasion or weapons
violations. Visit enough and you’ll see micronational currency, citizenship papers,
flags, and armies. Currently, we have about ninety. The Outback’s the traditional
location but some are offshore and one’s on a tethered aerostat.
The oldest is Hutt River, 80 square klicks that “seceded” in 1970 over a farm law
dispute. Recent high-profile declarations include North Windjana Gorge (2103,
critically acclaimed wine “exporter”), the Tiwi Littoral Republic (2108,
Aboriginal aquas “at war” with Oceania), the Empire of Buckley (2118, ex-
Legionnaire commune and gun club), and Nouveau Lyon (2122, French refugees
protesting immigration policies).
— Professor Kelly Maitland, Political Dynamics Department, Monash University
International Relations
Australia’s foreign policy centers on economic stability, with its allies’ welfare taking
precedence. It’s not expansionist or bent on exporting its philosophy, although some nations
charge the media corporations with cultural imperialism. In more peaceful times, it would be
content to maintain prosperity and otherwise be left alone.
China is Australia’s biggest rival. Both nations call the western Pacific home and compete for
nearby natural resources. China and the Ministry resent their typecasting as villains or, at best,
morally ambiguous foils in Australian entertainment exports. To the regular protests in the UN,
Australia replies that its studios wouldn’t make such fare if the world didn’t want to watch it.
Still, discourse stays civil and the two nations have extensive trade. Maritime trade and resource
extraction also bring Australian corporations into conflict with Oceanian member-states. Several
major disputes over territorial claims are slowing making their way through the World Court.
Cooling relations have led Oceanian firms to break off contracts and partnerships, harming their
Australian business partners.
Recent administrations have grown complacent with the Legions’ presence and defense cuts
have hollowed out Australia’s land and aerospace forces. However, the Australian Navy remains
among the world’s top “wet” navies due to its border security and commerce protection
responsibilities. It falls short of the FSM’s power projection and China’s sheer numbers, but its
personnel and tech are first-rate. Outside the ARDEP, Nippon is Australia’s closest defense
partner.
4
Psions of all Aptitudes are common enough in the Legions’ media coverage that few Modes raise
eyebrows (though the lethal ones do fall under weapon laws). The Legions are Australia’s
unequivocal favorites, but most psi orders have general acceptance. The Ministry has official
recognition but a public cold shoulder thanks to its media image.
Threats and Features of Interest
Australia is a land of opportunity for those willing to take control of their futures. By modern
standards, it’s a safe and secure place — for the most part. Australia’s most pressing social
problem remains immigration. As rapid urban overcrowding strains the infrastructure and local
economy in every port city, class tensions and anti-immigrant violence are boiling over. National
media coverage isn’t helping the citizenry’s political polarization, either. Protests and rallies are
common, though police have been able to break up any mob violence before it gets under way.
Sydney is a vortex of wealth, power, and privilege, which leads to a sensation of consequences
evaded. Due to their rarity and unique gifts, psions are persons of interest to the rich and carefree
even if they aren’t celebrities in their own right. However, most are more like pets than true
equals. A seemingly safe invitation can suck characters into a scandal or cover-up that can leave
them disgraced or blackmailed. Melbourne’s just as bad but the celebrities there are well-heeled
corporate moguls and semi-legal crime bosses from three continents who are always on the
lookout for a new edge on the competition. Job offers are common but flow through so many
cutouts that characters may never know their real employer or how dirty her money is.
A half-century of settlement hasn’t appreciably reduced the size of the Outback. There’s plenty
of space to get lost and the climate and native life are among the planet’s most lethal. Millions of
years of isolated evolution have created native species that make Australia second only to
Sudamérica in untapped biotech potential. In a few places, mutations stemming from Aberrant
Corruption make the wildlife even more dangerous (and, in certain circles, more profitable).
Many Outback communities are off the map and the grid because they don’t want to be bothered.
Most micronations and immigrant enclaves are harmless, but some are festering and predatory
social anomalies. Garden-variety cults and illicit enterprises make enough trouble but the rare
Aberrant-worshippers are far worse. There’s also trouble brewing in the form of ecoterrorism
directed at new settlements. So far, it’s been confined to vandalism and sabotage, but some
immigrants are starting to push back and bloodshed is imminent. Any incident here, away from
urban law enforcement’s ability to rapidly contain it, has the potential escalate into something
that sparks nation-wide riots or worse.
Aberrants have to be stupid or powerful to challenge the Legions on their home turf, but there’s
no shortage of the former and an occasional example of the latter. A few lair in the Outback or
under the Pacific to avoid detection, awaiting unwary travelers. Authorities attribute most
mysterious disappearances to this predation. Overt attacks are rare and well-planned, with targets
chosen for maximum psychological impact. There’s no evidence of Aberrant involvement in
Australia’s social problems but that very lack of evidence makes some analysts nervous.
China
China’s greatest problem is that it has always been big. Too big. Since the beginning of history,
China has struggled with its own enormity and managing the responsibilities of governing such
an expansive nation. It wasn’t until the arrival of a Chinese nova, a preternaturally wise child
with amber eyes, that a solution of sorts was discovered.
5
The nova, nicknamed the Bodhisattva as she would answer to no name, introduced a mass of
seemingly simple legislations. Employees who worked the mandated eight hours a day, for
example, were granted rebates with local groceries within a three-kilometer radius. The
companies who respected the rebates, in turn, were granted discounts with their own suppliers
and so on, so forth.
Though initially rudimentary seeming, the complexity of the interlocking benefits made for an
interesting predicament for those looking to take advantage of the system. Any misstep, no
matter how small, cultivated a domino effect that few were willing to risk. The result was a
child’s world, with a child’s understanding for ethics, superimposed on an autocratic government
with fantastic military power. It seemed ludicrous from without, but it worked well enough to
allow China to remain stable and even to thrive both before and after the Crash. However, no one
truly understands how or why the system works and all attempts to duplicate it elsewhere have
failed.
History
For all of his faults, Chairman Mao Zedong was a revolutionary leader who completely
transfigured the face of China. His rule, while autocratic and deeply flawed, allowed the country
to rapidly become the world’s largest economy and a key figure in international politics. China
grew even more influential in the early decades of the 21st century, as novas began transforming
and then almost destroying the world.
China quickly became a major force in the international space race. After sending its first
astronauts up to Mars, a secondary team, replete with building material and supplies to construct
long-term extraterrestrial settlements soon followed. Eventually, these efforts led to launching
the starships that would later found the colony on Khantze Lu Ge. Unknown to the public, these
projects also included the creation of several hundred orbital nuclear satellites, China’s insurance
against the burgeoning risk of Aberrants.
The decision proved wise. When the Aberrants attacked humanity, more than 500 Chinese
spacecraft aimed their missiles at Earth. An ultimatum was given: the Aberrants would depart or
they would die, along with the entire planet. China was in a position to unleash full-scale nuclear
holocaust, a fact they were happy to demonstrate when Aberrants in Bahrain attempted to stage
an assault.
The Aberrants departed en masse, leaving China to deal with the repercussions of its actions.
Some world leaders praised China’s courage, others were enraged by China’s willingness to
sacrifice the entire world, and the wisest were pleased and surprised that China did not use this
opportunity to conquer the planet. Even today, politicians in the FSA, and to a lesser extent, in
Australia still talk about the Chinese willingness to sacrifice others — the phrase “Chinese
callousness” remains popular in the FSA.
Rebuilding China proved less complicated than managing international politics. During the
restoration process, China incorporated a stunning array of new technologies into its
infrastructure and architectural design. Many remnants of its ancient civilization, houses, public
buildings, and monuments were swept aside. Like the phoenix rising from its own ashes, the
nation emerged glittering and awe-inspiring, cold steel and smooth asphalt as far as the eye could
see.
It was only several years later that the populace realized that China wasn’t quite the utopian
society it appeared to be. A series of seemingly random arrests, coupled with the efforts of
suspicious journalists, revealed that surveillance technology had been deployed everywhere.
6
From immunization shots to billboards, to the roads themselves, every aspect of China was now
carefully monitored, cross-referenced, managed, and metered for maximum happiness.
Culture
Despite what Australian popular media would have people believe, life in China is better than it
has ever been before. Following the rebuilding of the country, the entire nation now enjoys state-
of-the-art infrastructure, a far cry from its cramped, dystopian state in the 1900s. Coupled with
the fact that the country’s population is now distributed among its many arcologies, Chinese
citizens now benefit from better living environments, an unparalleled education system, and state
benefits unmatched by any other nation in the world.
The government practices strict censorship of foreign media, ostensibly to protect against the
transmission of dangerous technologies or mind-warping messages sent by Aberrants. Naturally,
the populace, especially the younger generation, bristles under the strict control. Hackers, many
of which call themselves Creative Commoner Activists, work around the clock to access and
disseminate overseas entertainment and news to the public. Few succeed and those who do rarely
enjoy their victory for long. The cryptographic algorithms utilized by the government alter with
surprising speed, as do the variety of custom-designed security programs. Some theorize that an
artificial intelligence might be behind it, although no one knows for sure.
Still, the citizens of China remain content. What little unfiltered information from the outside
world that bleeds into China is taken for granted, brushed off as the fanciful imaginings of
jealous outsider. And for good reason. The population enjoys considerable freedom, outside of
matters pertinent to other countries. Women are accorded equal rights. Men are given paternity
leaves matching those of their spouses. Working hours are government regulated and an
excellent basic citizen’s income ensure that no one is ever lacks necessities. In comparison to all
that the state provides, the things required of its denizens seem almost inconsequential.
7
Every resident of China, regardless of whether they were birthed in the country or immigrants, is
required to undergo mandatory minor surgery in order to install a variety of biomechanical
hardware, including a simple identification tag, health monitoring systems, and devices that
monitor everything from location to emotional state. The procedure, of course, is free. But the
repercussions are long-lasting. Once implanted, the machinery cannot be removed in China — at
least not without first traversing a kaleidoscope of court cases. Given the phenomenal price tag
involved, few choose that option. Even individuals who emigrate usually continue to maintain
their hardware, an easy feat given that China has licensed the knowledge to a variety of foreign
companies. While these implants restrict freedom, they also largely eliminate the possibility of
identity theft and the need for passwords or physical keys. These biomonitors are also
responsible for the Chinese population’s impressive health and longevity. Even before the spread
of noetic medicine and vitakinetic healing, the average lifespan in China was nearly a decade
longer than in most other prosperous nations and rivaled that in Nippon.
Crime
Crime is virtually non-existent in China. At least, on a superficial level. It is widely known that
criminal organizations entered mutually beneficial agreements with the government during the
Aberrant War. Chinese officials approached the heads of the local crime gangs, offering an
alliance that would allow the organizations to continue profiting while reducing their personal
costs. The crime lords, starved for stability and already ragged from defending their territories,
said yes.
As a result of this partnership, prostitution, drug dealing, gambling, and other such pursuits have
all been legalized, although they are strictly monitored. Discrete personnel swiftly remove
anyone of an inappropriate age, or lacking the correct licenses and send them for rehabilitation or
probationary action. Naturally, all of these conditions are volatile. A bribe of sufficient size can
make virtually any sin disappear. Crimes of a more malevolent nature are also handled by this
joint partnership between the governments and the Triads. Contract killing is permitted, for
example, but only if the victim also belongs to a criminal gang, the relevant parties survive the
gauntlet of red tape, and are not outbid by their would-be victim.
This is not to say that China is completely free of lawless behavior. While organized crime is
now, albeit somewhat secretly, co-operating with the government, independent ne’er-do-wells
still attempt to profit from a growingly complacent society. In a curious twist, unaffiliated
miscreants enjoy a greater freedom than they ever had before, as long as they avoid violence.
Most citizens are aware of this unique co-operation and as such, are far less likely to report
anomalous incidents and non-violent crimes than they normally would, leaving the daring to do
as they will. People also understand that government operatives and people who pay sufficiently
large bribes can also insure that their actions leave no records and have no consequences and that
anyone who looks to closely into such events invites trouble.
On the flip side, discovery and retribution are swifter than ever before. A pickpocket who does
so only sporadically or stops after a few days may never be noticed, but one who continues
committing crimes is certain to be caught. Also, all but the subtlest violent crime instantly alert
police SIs, leaving anyone foolish enough to commit assault, armed robbery, or any similar
offence facing dozens of armed drones backed by well-trained police.
Daily Life
With China having shed many of its traditions, the country is still groping for an entirely new
identity, divorced from its millennia-old history. Today, China brims with artists, hackers,
8
philosophers, and creatives of every other denomination imaginable — each eager to make their
mark, and to take advantage of the many benefits provided by the government.
The Neo-Beijing arcology, practically shimmers with the color. With the help of Brunei’s bio-
architectural technology, this metropolis is constantly being altered, remodeled, and otherwise
rewritten to suit the needs of its general populace. Art festivals take place virtually every other
week, many of which have achieved international acclaim. Unlike in the past, officials make no
attempt to censor creative work, even allowing blatant political criticism. In order to acquire
significant funding, however, individuals must make art pertinent to the country, something
many are happy to do.
These freedoms make for many genuinely happy citizens, something that outsiders are often
stunned to witness. Especially in Australian media, China is often misrepresented as a walled-up
society, where thoughts are heavily policed. The truth is otherwise. The country has more
individual liberty now than ever before. Though the Office of Noetic Security possesses a strong
influence in the Chinese cities, it is a subtle organization, less concerned with flashing the
hypothetical badge and more about maintaining harmony. Some Chinese people point out that
while they would prefer to be without the Office, its presence helps guarantee that their doors
can be left unlocked and wide open to receive strangers. Others freely admit to the help an ONS
agent provided to them or suspect that at least once lucky coincidence in their life may have been
due to the ONS.
Internal movement in China is unrestricted outside of a high security facilities and travel to and
from China is exceedingly easy, depending on where you’re coming from. Visa rules have long
since slackened. The country now features the speediest processing time for international
travelers. The arduous part of the journey takes place after landing, when visitors are sprayed
down with antibacterial spray and checked for Corruption. Entering China without a visa
requires the visitor to either belong to one of its thirty-five allies, or to have a sufficient
explanation. Visa-facilitated travel requires nothing save an official ID from a UN-recognized
nation.
Europe
The passage of a century has left most of Europe almost unrecognizable. The European Union
clings on as a fraying, tenuous web, while nations that were once economic powerhouses lie in
shambles. The ugly politics of isolationism, xenophobia, and paranoia have found solid footholds
here. It currently has much in common with the age of shattered states and utter devastation
following the First World War.
Western Europe
Western Europe suffered terribly during the excesses of the Aberrant War. Empowered lunatics
unleashed a horrific death toll amidst densely populated, highly developed nations. The first-
world infrastructure and heavy investment into the technological, service, and finance industries
were just as vulnerable to the less physical depredations of the Aberrants — the OpNet Crash
and the economic depression that followed the War.
A new era of social and political unrest washed through the European states as they struggled to
cope. Borders shifted and tensions flared. The European Union, sitting atop a powder-keg, struck
upon a solution — the Esperanza. This project would put an orbital platform into space, setting
Europe’s foot firmly back onto the ladder of space development. It would forge a fresh sense of
communal purpose amongst member states and provide an opportunity for investment and
economic revitalization.
9
Europe’s hope was shattered when the Aberrants returned from their exile. Almost three years
ago, an Aberrant aimed the orbital station like a meteorite at the world below, riding the
radioactive ruin down as an apocalyptic steed. The impact devastated much of France, the
Netherlands, and Belgium; huge fragments struck surrounding regions in a hail of fire and death.
Ten million died immediately in a moment of Corrupted flame and nuclear light.
The Esperanza atrocity stabbed into the heart of Western Europe like a spear and the wound still
bleeds fresh. Refugees pouring from the ruined regions found little welcome in the hard-pressed
nations all around. Haphazard camps and grim processing centers sprang up where borders meet.
Shattered economies struggle to recover. There is hope to be found in the aftermath of
Esperanza’s fall; the Æsculapian Order gleams bright amidst the devastation, and the once-great
powers of Europe haul themselves up from the depths of despair. The world, though, has moved
on, and Western Europe has a long way to go to catch up.
Western Europe At A Glance
Western Europe is a place defined by borders and boundaries, suspicion and vigilance. Nations
gird themselves in barbed wire and concrete; refugee processing camps play host to an endless
parade of displaced civilians under the glare of bright searchlights, guards, and automated
weapons emplacements. The media plays up the stereotypes and fears of Corruption, disease, and
crime coming from the devastation known as la Blessure (French for wound). Politicians ask
why their hard-pressed peoples should shoulder the burden of caring for the poor, huddled
masses at the gate.
The situation is slowly improving. Aid to refugees and victims of la Blessure is growing more
efficient in its administration and deployment, as the wider world realizes that this disaster will
not be solved by a quick fix. The utter confusion, finger-pointing and blame games that followed
the impact are subsiding, revealing the long road to recovery that lies ahead.
Esperanza’s Breath
Foreigners coming to Western Europe are surprised by the ubiquitous nature of air
filters and breather masks. The impact of the orbital platform hurled immense
amounts of detritus up into the atmosphere that dimmed the sun for months. Even
three years later, atmospheric particle levels remain exceptionally high, and most
citizens have to clean their dwelling’s filters on a weekly basis. Media scare
stories about Corruption or radioactive dust feature regularly, and the pollution
has led to a genuine condition commonly called Esperanza’s Breath. Incidents of
all respiratory problems have soared.
10
More than a million inhabitants live in la Blessure itself, scraping by in areas of low radioactivity
that are mostly clear of Corruption. No-one wants these last few survivors, often not even their
own kin in the processing camps. The settlements that dot the landscape are oases amidst the
despair and madness, scavenging what they can to keep machinery in order and their people
alive. Travel between enclaves relies on armored vehicles made from old civilian automobiles.
Bandits, Aberrant cultists, and worse still lurk amidst the wreckage, waiting for prey.
No one knows how many Aberrants are active within la Blessure, the region’s Quantum Flux
hides them from clears. Their agenda and relative power levels is also unknown, but those that
came down with the descending Esperanza and survived are now at the center of growing cults
and cultivate herds of warped servants out in the worst areas of Corruption. Some rule over
survivor enclaves like barons, but most just pass through settlements, taking what they want.
Occasional savage attacks test the defensive walls surrounding la Blessure. The refugees in their
chaotic encampments have no such protection from Aberrant depredations.
Amazingly, there are those to whom la Blessure calls. Risking life and limb, treasure-seekers and
looters search for salvage amidst the Esperanza’s blackened, twisted bones and the ruined
metroplexes of France. The sinking Netherlands play host to slow, rusting vessels that ply the
watery streets, venturing into rotting buildings in search of a big score. Criminals travel through
la Blessure without fear of law enforcement, using refugees and relief convoys to mask their own
illicit trades. Some of the locals tolerate theses interlopers because they bring food, money and
goods; others prey upon them with glee.
The French Diaspora has spread refugees from la Blessure across Europe. Even for those who
make it past the processing camps and into the comparative safety beyond, life is difficult in their
new homelands. Many are too devastated by what they have experienced to do more than keep
their heads down and continue surviving. Some dream of returning to France, cleansing it of la
Blessure, driving out the Aberrants, and rebuilding. It’s a vast and overwhelming task, though,
and even with the support of those few French expatriates who retained some of their wealth and
foreign influence, most French Diaspora communities are focusing on building a new life rather
than trying to fight for their former home.
Blessure Weather
From: BLTJetHunter
To: Peregrine745399
Subject: Weather Patterns
Encryption: DSE
Date: 11.25.2122, 9:06 PM
Grine,
Absolute 100% confirm that the weird shit going on over the Bless has got to be
Aberrants. No way the Grand Slam could be responsible for this stuff even three
years on. No way it causes storms to pop up out of nowhere.
I got a confirmation on AEU-7366-AEI — it got dropped in Year One Post-Slam
by a lightning storm over Limousin. Loaded to the gills with evac’d military and
govt hardware, never recovered. Problem is, even if we found 7366 and it didn’t
have mutants crawling all over it, how would we get hundreds of tonnes of tech
back out of the Bless? Can’t trust the skies.
No, I don’t know how the Black Jets do it, but I’d dearly love to.
11
The Deutsche Allianz and Austria
Germany and Austria are a confusing patchwork of city-states, communities, and provinces that
almost hark back to an earlier age of history. Both technically exist as overarching polities but
possess only the barest bones of authority. Most power has devolved to local regions in a grand
experiment of autonomy. Sadly, the idealism of the Allianz is a poor match for the realities of
modern Europe. Its eastern-most regions have fallen before Polish aggression, and its western
provinces struggle to deal with the ongoing aftermath of the Esperanza impact, both refugees
and the few areas of la Blessure caused by wayward fragments of the station that fell on German
soil.
Italy
Italy is a rising star recovering faster than its neighbors from economic depression and cultural
shock. Italian politics is a hotbed of rigorous debate and open democracy backed up by a
surprisingly brutal police force; dissent and protest are all happily tolerated, but organized crime
receives no mercy. Aberrant influence amongst old crime families nearly toppled the nation
during the War, leading to a determination that Italy never faces such an internal threat again.
More than any other European nation, Italy has extended its hand to the charities and relief
organizations of the world. Thousands of Blessure refugees travel through its ports every year,
carried off via sea to secondary processing centers in Africa or further afield. Unfortunately, this
has made Italy a natural breeding ground for Aberrant cults to take root in, threading their
tendrils further through the French Diaspora.
The Northern Collective
Consisting of the northern Scandinavian states of Europe, Denmark, Finland, Norway, and
Sweden, the Collective emerged in the late 21st Century. The socialist state was hit hard during
the Aberrant War, pulling itself back up from deep economic depression just in time to founder
under the weight of its investments in the Esperanza. Now infrastructure crumbles, the
population is impoverished, unemployment runs rampant, and people flee decaying arcologies.
Splinter sects and new faiths have found fertile ground amongst a people eager for new hope, but
Aberrant cults hide amongst this new religious revival.
Portugal & the Spanish Provinces
The Iberian peninsula juxtaposes the growing power of Portugal against the diminished Spanish
Provinces. Portugal is thriving even in the wake of the Esperanza atrocity, its open freeports
serving as a major hub of world trade. The culture is tolerant of almost any brand of ideology,
faith or trade, even Aberrant cultists. The law, by comparison, is vigorously and harshly
enforced. The Portuguese welcome all to do business, but all must do business in peace.
Spain shattered into devolved, autonomous provinces. Unlike the voluntary social experiment of
Germany, Spain tore itself apart into its components through violence and political unrest. The
Provinces vie with one another for resources and influence; the northernmost reaches of Spain
are growing closer to total collapse as they attempt to deal with the humanitarian crisis of la
Blessure with little help from their southern cousins.
Switzerland
Once a bastion of neutrality, Switzerland has emerged as a leading light in Europe. Prosperous,
highly developed, and serving as the headquarters of the Æsculapian Order, Switzerland
weathered the storm of the War and the Esperanza well. It is now a hub for the administration of
what is left of the European Union apparatus, as well as for relief efforts into la Blessure.
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However, a groundswell of support is buoying up extremist political elements who encourage a
return to isolationism and the rejection of outsiders; after all, they say, what has Europe brought
Switzerland but financial cost and hardship?
The United Republic
Mockingly referred to as the Fortress Islands, the United Republic of the British Isles emerged
from a forcible reunification of its component nations during and after the Aberrant War.
Pursuing a policy of measured distance from the mainland, the Republic’s lack of investment
into Esperanza protected it somewhat from the aftermath. Now it seeks to exploit opportunities
that have emerged from the chaos. The hyper-managed agricultural land and urban vertical farms
of the Isles has stepped into the void left by France, producing crops to feed the hungry mouths
of the mainland. Plans proceed apace for the construction of a space elevator that Republican
ministers are convinced will succeed where the Esperanza failed.
The Republic guards its coastal borders ferociously against refugees. The media fans the flames
of xenophobia against foreigners, diverting attention away from the tensions that simmer beneath
the Republic’s surface, unrest, protests, and political violence show that the population has not
forgotten the reunification. The United Republic is a police state that relies heavily on
technology to monitor and control its citizens, but it is successful enough that order continues to
be maintained for now.
Black Jets
The Black Jets thunder over the Channel and into la Blessure on classified
operations. Rumors spiral around why the United Republic sends heavily armored
shock troops into la Blessure and what might be worth the risks. The few reports
of Black Jet troops from survivor enclaves within la Blessure speak of unfriendly,
sometimes brutal expeditionary forces deploying into the wasteland, hunting
down and dragging back captives and creatures. One rumor that refuses to die is
that they’re after Aberrants.
Eastern Europe
Eastern Europe stands on the brink of war. Powerful nations keep hungry watch over their
borders, eyeing their neighbors and waiting for the first sign of weakness. Although it is almost
as poor as Western Europe and desperate for resources, Eastern Europe has retained much of its
infrastructure and industrial base. Both are being turned to the purpose of conquest.
The Struggle for Power
Eastern Europe was spared the worst of the Esperanza disaster, but the impact of Western
Europe’s collapse gravely wounded the other half of the continent. The rampant nationalism and
belligerent strategies of these nations did not simply spring up in the past three years, however. It
stems back across decades of depression, tensions, and enmities, stoked by the Aberrant War and
carefully fostered by political factions.
There’s no easy way out for any of the participants. The first moves in the game of conquest
have been made, and every nation fervently believes it needs more than it has. Anti-war
sentiments are a minority voice. Not everyone is content to stand aside and let conflict erupt,
however. The Æon Trinity seeks to avert open warfare and ensure as peaceful a revolution as
possible in the unpredictable and potentially explosive nation of Romania.
Eastern Europe At A Glance
13
Eastern Europe is a place of tension and of opportunity. The nations have not suffered like their
western counterparts and seek an edge to revive their past glory. They all believe that edge has to
come at the cost of rival nations. Spies and infiltrators are commonplace tools amongst the great
powers. People are suspicious of outsiders not because they might be Corrupted or refugees, but
because they might be foreign agents or saboteurs.
Despite the oppression, the secret police, and the surveillance cameras, Eastern Europeans share
a flame of ambition. There’s a sense that anything could be possible, that they’re on the way up,
and that prosperity will soon return. They also fear that someone is going to try and take it away
from them. A shivering feeling of potential builds in undercurrents throughout the societies of
Eastern Europe. Some smell revolution in the air.
Czech Republic
Militarily weak, the Czech Republic has used its prowess in the arena of culture and media to
forge a different path. The Republic fights through words, music, and art rather than artillery and
drones. Pitching itself as a cultural capital that the whole world can benefit from, the Czech
Republic has signed treaties with both Australia and the UAN. It supplies an entire industry of
media vids, actors, and artistic expression, exporting to its patrons in return for wealth and
protection. Compared to the grim continent in which it is ensconced, the Czech Republic stands
out as a font of individualism and optimism.
Greece
Greece slumps on the shores of the Mediterranean, slowly dying. The New Turkish Protectorate
has absorbed portions of its northern and eastern territories, and now it sits back and waits for the
wounded beast to bleed out. What’s left of the Greek economy has been turned to the war effort,
but the final invasion never comes. Listless troops and twitchy pilots wait, the tension growing
with each passing month. Sooner or later someone’s going to snap.
Magyarorszag
Magyarorszag, once called Hungary, is living on borrowed time. Although proud and
independent-spirited, Magyarorszag is smaller and poorer than the regional powers of Poland
and the Ukraine. The government is frantically trying to bootstrap itself up to the big leagues
before the first shots are fired, pouring what wealth it possesses into mercenaries and military
technology. Magyar spies and agents move into the northern nations and Romania on the hunt
for any advantage that can be gleaned. On the political stage, Magyarorszag does everything it
can to serve as a mediator in disputes that affect Poland, the Ukraine, or Russia, knowing that
every year the war is put off is another year the country has to prepare itself and dig in.
New Turkish Protectorate
The resurgent power of Turkey is a shining example of prosperity and order in the region. Barely
touched by the economic crisis that shattered the continent, the New Turkish Protectorate has
spread its wings over Bulgaria, portions of the Shatter, and parts of Greece. Elsewhere, its
influence grows in Russia’s bordering states and what is left of the Middle East. The NTP’s
expansionist policy holds to the notion that it is helping its neighbors, an elder statesman
bringing wounded and crippled states into its fatherly embrace. The reality may be quite
different, but the NTP runs an effective international relations and media department.
Under the carefully managed propaganda, the NTP struggles with internal unrest that threatens to
bloom into rebellion. Religious sects are at odds with the secular government, demanding that
the Protectorate become a religious state — a new Ottoman Empire. While the country is
14
predominantly Islamic, the generals and ministers have no desire to relinquish their power and
return to the distant past. Tough crackdowns on religious dissidents only seem to fan the flames,
while pro-democracy activists attempt to set the autocrats and zealots against one another in an
effort to make room for positive change.
Poland
Poland is an industrial behemoth bent on conquest. Its borders have already expanded over the
eastern reaches of Germany, part of Belarus and all of Lithuania. The country’s heavy
manufacturing base and vast, mechanized farms have armed it with the infrastructure needed to
build and maintain an army supported by armor and drones.
Buoyed on a tide of intense nationalism, Poland sees itself as the responsible adult in the region.
It conquers its neighbors because they are mired in disorder and poverty, whereas it knows better
how to use their resources for their own good, and for Poland’s benefit too, of course. In the
meantime, Polish manufacturing is beginning to reach new markets both around the world and
off it. It grows wealthier, and stronger, and prepares for the next stage in stabilizing Eastern
Europe through force of arms. Its government is democratic, and most the populace strongly
supports arming the nation for war.
Romania
It’s not a question of if Romania will implode, but when. Romania is ruled by a Queen with only
the most tenuous of links to the old royal family, wielding absolute power over her subjects. This
bizarre set of circumstances is due to Romanian novas who helped overthrow the democratic
government just before the War. While the Aberrants themselves are long gone, they left the
Queen and her loyalists a stockpile of Aberrant technology, the exact limitations and nature of
which is not entirely certain. Who dares poke the hornet’s nest and see what horrors the Queen is
sitting atop?
The people of Romania dare. The country is mired in increasing civil unrest. The government
crushes dissent with casual brutality, but all it does is push the citizens to greater anger.
Neighboring nations watch with growing alarm as the country edges closer to the brink, while
spies and Æon Trinity operatives sneak across the border to try and discover just what
technological madness the Aberrants left behind.
Russia
At the edge of Europe, Russia watches and waits, its ambition fueled by bitter resentment. The
past decades have been cruel to that nation. The scars of the Aberrant War and deep financial
problems have resulted in Russia having to offer up portions of its eastern territories to China
under mutual development schemes. Russia wants to step back up as a major player on the world
stage by proving its strength on its western borders, bringing old territories into the fold and
harnessing their resources. Rumors of secret military treaties between Russia and the FSA worry
both of their neighbors. For now, it is content to use its agents to foment rebellion and unrest
across the region, knowing that sooner or later an opportunity will present itself.
The Shatter
A rough smear on the map, the Shatter spreads across the Balkans in a dizzying array of city-
states, autonomous provinces, and independent polities. The Shatter is what remains of several
smaller nations (and the bordering regions of some larger ones) that dissolved through decades of
civil war, unrest, and the occasional brilliant moment of social experimentation. These self-
sufficient enclaves vary wildly in nature. Some are high-tech, sparkling jewels of modernity and
15
wealth, while others are dilapidated shambles of poverty and despair. The Shatter lacks the unity
needed to stand strong against the surrounding powers that covet it. In the face of growing NTP
aggression, portions are actually reversing their devolution and gathering under old banners of
nationality and allegiance. Serbia has been the first to declare itself reformed, and is now
energetically seeking to re-establish its old borders.
Ukraine
The Ukraine is a model of stark efficiency — a totalitarian police state where the trains always
run on time. There’s food on every table and a roof over every head, but luxuries are rare, and
freedom of expression almost non-existent. The Ukrainian government see expansion and
conquest of weaker neighbors as the most effective way of recovering economic strength, and
the country is undergoing a military build-up with heavy recruitment drives amongst the rural
population. Its armed forces are powerful enough to take on either Poland or the NTP, but not
both at once.
Even as it spreads its own infiltrators and spies into the region, the Ukraine is itself the
battleground of a proxy war by its neighbors. The sheer oppressive nature of its rule has left the
government facing growing unrest amongst its citizens, aided and supported by Polish and
Russian agents. These agents are shaping extremist political movements to support their own
ends, stirring up the first sparks of a civil war. If those embers catch and the fire spreads, the
Ukraine will become prey to be torn apart by its neighbors, and the flames will spread
throughout Eastern Europe.
16
Military Saviors
Starvation wasn’t the only peril faced by the United States. Aberrants attacked every urban
center, maddened by Corruption or desperate for their own twisted survival. Millions were
killed; the country was destabilized and exhausted. The only thing between American ideals and
cultural extinction was the US military, supported by well-paid private security forces and the
corporate controlled military industrial complex. The armed forces were depleted, but canny
officers understood the consequences of the Blight and ordered their soldiers to seize munitions
and rations. The military had structure, discipline, and weapons to keep them and their families
safe from the chaos surrounding them.
With the civilian government in disarray and the people desperate for leadership, the military
declared independence from political bodies and assumed full control of America’s remaining
defense network. It commandeered whatever it required to fight the enemies of freedom.
Opportunistic politicians quickly engaged with the new power structures, calling in favors and
using their political skills to secure field commissions within the new military government. They
sold the new junta to the people and delighted in power without the irritations of elections and
public scrutiny. Opponents to the new regime were arrested or murdered.
As the military government stabilized its authority, it greedily eyed the resources of its northern
and southern neighbors. America’s stockpiled goods wouldn’t last forever and the global
Aberrant War had collapsed trade. Devastating earthquakes across Mexico killed millions and
destabilized the government. Under the guise of securing its borders, America annexed Mexico
and crushed the depleted opposition.
With Mexico secured — and South American nervous about what was next — America launched
surprise attacks into Canada. Canadian forces were ill-prepared for the unexpected aggression.
They mounted a well-organized and effective defense that might have repelled the invaders had
Quebec not turned on its own. American spies had worked hard to win Québécois support and
promised the region independence as its reward. Canada fought hard for nearly five years before
having to surrender and accept American control.
Rise of the Military-Corporate Complex
Canada’s submission came just in time. American resources were almost depleted and the
military had diverted civilian provisions to its soldiers; public support waned and violent revolts
erupted. To counter the threat of destabilization, the government turned to a mixture of God and
an aggressive sense of national superiority to keep the population placated. Christian faith was an
important motivator for the military. Religion soothed soldiers’ consciences when they fought
rampaging Aberrants rather than saving civilians. Faith in God’s plan comforted troops as they
followed the junta’s orders. The generals favored doctrines that all humans were filled with sin,
and could only achieve salvation through fulfilling God’s wishes, which primarily involved
punishing the unrighteous and the unclean. The military encouraged civilians to join militant
churches that supported the junta; the faithful filled their bellies while apostates starved. The
priests proselytized that God’s love came through faithful obedience to the government.
Unsurprisingly, church services quickly filled to capacity.
With the country nearly stable, but government resources exhausted, the private corporations that
had profited from war seized the chance for greater power. They proposed an alliance with the
military that blurred the lines between corporate and government. Corporations gained the
authority to enact their own laws within their holdings, and in return guaranteed financial and
manufacturing supply to the military government. The rise of this “military-corporate complex”
17
was the death knell of the old USA. From its ashes rose the grim phoenix of the Federated States
of America, supported by the powerful FSM, the Federated States Military.
Citizenship
FSA citizenship isn’t complicated. Everyone with at least one parent who is an FSA citizen gains
second-class citizenship, affording some rights and protections to the individual. Second-class
citizens are protected from unauthorized searches and seizures of property, can attend public
meetings and if charged with a crime can request to have it heard in a court — for a fee.
First-class citizens buy their way into the privilege. Every ¥10,000 paid in taxes earns an
individual one vote, and those with three or more votes are first-class citizens. First-class citizens
enjoy full protection of their property and rights, have procedural justice applied by default, are
legally able to own and carry firearms, and can question FSA decisions.
Purchasing votes through taxation means that corporations and other rich enterprises count as
citizens under FSA law and enjoy the legal protections and influence this entails. This is one of
the greatest difficulties the FSA government has with Orgotek — although they’d love to control
the order’s psions and acquire its assets, the corporation scrupulously pays its taxes, holds a large
voting bloc, and demands that every legal consideration and procedure is followed to the letter.
Orgotek also pursues any discrepancies through the courts, tying up FSA resources and time, as
it is entitled to do as a first-class citizen.
18
frustration by smashing the shop windows or defacing the homes of non-citizens, the police are
unlikely to ever take action. Non-citizens are common villains in FSA entertainments, with many
portrayed as devious agents of hostile foreign powers or Aberrant cultists.
The Surveillance State
Watch what you say and do in the FSA; the unspoken government message is that someone is
always watching, and the walls have ears. The truth is more complicated. In the richer, first-class
areas, FSA cameras and drones mostly look outwards. In these areas, police respond to those
who look like they don’t belong faster than a biokinetic changes her shape. Sometimes, they’ll
give the offender a chance to explain before the beating starts.
The cops have had to be more careful of late. The rich progeny of politicians and corporate
executives have recently decided that their best source of fun is to ‘dress down’ and mix with the
lower classes. Several unwary cops have been reassigned — or even lost their jobs entirely —
after accosting the wrong “slummer” heading home. In a clear example of social evolution,
police working in rich areas quickly learned to identify the privileged mannerisms of the elite,
regardless of what they wear or how they appear.
In the poorest areas, security agencies would like to know what non-citizens are doing at all
times, but working surveillance equipment is rare. Street techs, vendors, and other
‘entrepreneurs’ quickly salvage anything of value, stripping the locator chips and tracking
software from devices as their first priority. Zappers (p. XX) are another popular way to
temporarily disable security, and are relatively cheap and easily accessible on the black market.
The people with the least freedom and the most government oversight of their activities are the
wage slave second-class citizens. They are the backbone of the FSA, but the government works
to ensure they never realize it. Though the American dream is to make enough money to buy
first-class citizenship, many workers don’t realize that it’s not profitable to allow them to
succeed. A few token individuals climb the ladder and encourage others to work harder. These
‘success stories’ must never forget their place or to whom they owe their allegiance.
Corporate Espionage
FSA political culture encourages financial Darwinism. A corporation’s influence depends
entirely on how much money it pays in taxes to the government. The government ruthlessly
enforces this policy, as it discourages tax evasion and fills FSA coffers.
Every corporation dedicates resources to predicting which issues it needs to exert influence on,
and calculating the votes required to enforce its will. If a corporation has fewer votes, and can’t
build alliances to reach the target, it can either overpay taxes to make up the shortfall, or
sabotage rivals to reduce their voting power. For profit-driven corporate directors, the latter
course is seen as the more fiscally sensible.
A thriving black market of deniable mercenaries and black-bag jobs grew from this financial
ecology. Metacorporations dedicate sections to undertake criminal tasks that can’t be traced back
to the company. When a research lab explodes days before its parent corporation announces a
new product, or the lead strategists disappear overnight, everyone knows what happened, but
nothing can be proved. Beyond these corporate teams is an illegal criminal workforce of non-
citizens, foreigners, or down-on-their-luck citizens, all willing to do anything for cash. The
corporations (and the government) use these people when they need services that can’t be
conducted in the neon light of corporate towers. Specialist employees skilled in negotiating with
19
these criminals demand high salaries, knowing how to pay for services rendered while hiding it
all in the official ledgers.
The government approves of these rivalries, as long as they don’t cause national damage. Several
corporations were compulsorily acquired and their assets divided among rivals after they pushed
too far and destroyed something that would have given FSA an advantage over other nations.
Theft of intellectual property, reverse engineering, or kidnapping personnel are acceptable; loss
of FSA power is not. The government periodically reminds the metacorporations of their
symbiotic national arrangement by using military resources and overwhelming firepower to
counter-attack some of the more borderline shadow jobs.
Allies & Enemies
Unofficially, every non-FSA citizen is seen as an enemy of the state. The FSA covets the assets
and advantages of every other nation, and would love to conquer and take what it wanted from
them. Officially, the FSA has ongoing tensions with Sudamérica, which hasn’t forgotten the long
American history of flexing muscles and ignoring Sudamérican sovereign borders. Sudamérica
subtly provokes the FSA by interfering with its interests whenever possible. Sudamérican
mercenaries find steady work in the FSA’s corporate shadow wars — but have a tendency to
inflict more collateral damage than required and bring the government’s ire onto unwary
corporations.
The FSA is also vocally opposed to the UAN. No matter what ideas the African nation advances
or developments it implements, the FSA spreads propaganda and misinformation linking the
modern nation to archaic racist stereotypes and caricatures of Africa. When words fail, the FSA
sponsors insurgents and terrorists to spread mayhem and weaken the UAN’s political capital.
Threats & Features of Interest
While most of the FSA is a relatively peaceful, if brutally unjust and unequal nation, many
troubles are waiting for a chance to break free.
Wycoff’s Blight
The government wants citizens to believe that Wycoff’s Blight is a barren area devoid of life and
habitation, but this is a lie. The truth is that the land within Wycoff’s Blight is Corrupted and
plants grow poorly. However, twisted crops do grow, tended by hardy rebels who relish freedom
from FSA tyranny more than an easy existence. Most Blight-dwellers are nomads who move
with the strange unseasonal fruiting of the mutated plants, although some small permanent
settlements exist, reclaiming the abandoned dwellings of old American towns.
These blighted crops are the source of a thriving black market in Corruption-enhanced drugs.
These bizarre pharmaceuticals have unusual effects; some are medicines of great potency, others
make the quantum and subquantum visible and open the doors of time and space — for brief
periods, at least. A few of these drugs have a profound effect on psions, enhancing their powers,
but burning out their psi over time. The psi orders are divided over these drugs. Some want to
study the chemicals to eliminate their drawbacks and harness the benefits, while others want to
eradicate them as an ongoing threat to psions. The FSA rebuffs all psi order offers of assistance,
forcing the orders to use their own means to achieve their goals.
The FSA military periodically sends patrols into the Blight, to hunt known fugitives, or to just
kill anyone they find. They have a particular interest in capturing unauthorized psions within the
area, and are quick to resort to deadly force if these ‘rogues’ refuse to surrender and face FSA
20
justice. Meanwhile, members of the Fifth Legion have the thankless and far more dangerous job
of eliminating the Blight’s Aberrants and Aberrant cults.
For reasons unknown to the FSA, the Blight’s Quantum Flux suddenly, and mysteriously, surged
and collapsed in 2104, shrinking the Blight’s area by a third. FSA scientists have concluded that
the previously affected areas have little to no lingering Corruption. These agricultural lands
appear to be as fertile and safe as before Wycoff’s explosion. For the past decade, the FSA has
funded a trial program of carefully monitored settlements in the outer portions of the former
Blight, in the hopes that the country can reclaim some of its lost food belt.
Revolution
Though government propaganda claims otherwise, the Canadian resistance was never fully
eradicated. Acts of terror and sabotage against military targets persisted for years and were
violently quashed by the FSA. The military arrested and executed hundreds of suspected
insurgents and their families, to set an example for others. It didn’t have the intended impact,
instead generating more hatred and resentment. The resistance evolved into a smarter, more
clandestine force, structured in a loose network of cells where each knows as little about the
others as possible.
Mexican resistance grows in the southern states, emboldened by Canadian success and covert
Sudamérican backing. Sudamérica and at least a few Norça provide weapons and training to
Mexican resistance fighters to destabilize the FSA and possibly reclaim Mexico to Sudamérican
control. The geographic division and cell structure prevents easy cooperation between the two
rebel forces, but limited local alliances sometimes arise. Charismatic and influential leaders are
emerging from both movements, who consider how to coordinate their efforts without opening
themselves to FSA annihilation.
The frequency of attacks has increased in the last three years, as both resistances target corporate
holdings and government services. The FSA ruthlessly pursues those it suspects to be resistance
fighters or sympathizers, but must be careful. Too much overt effort brings publicity and gives
credence to the Canadian and Mexican loyalists. At present, the FSA prefers to use mercenaries
supplemented with psions when possible, preferably telepaths, to root out the traitors and bring
them to FSA justice.
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China’s aggression shocked and outraged India’s people. The earliest Chinese strikes avoided
densely populated areas, but as the Aberrants moved into human cities to hide among civilians,
collateral damage was unavoidable. Instead of retaliating, India was forced to fight for survival
as the Crash destroyed its military and civilian communications networks, and enraged Aberrants
turned on the Indian population, wrongly blaming them for the deaths of their fellows.
India struggled on throughout the War, supported by surrounding nations who similarly suffered
at the hands of Chinese strategy. These historic enemies set aside tensions in order to survive
against superior foes. Soldiers from Afghanistan, Bangladesh, Bhutan, Nepal, Pakistan, and Sri
Lanka joined Indian forces as a coalition working together to repel attacks and protect their
populations from slaughter. Bound together by shared ties of spilled blood and fallen friends,
these hostile nations largely overcame their differences and consolidated their remaining
resources into the nascent Bharati Commonwealth.
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the population for perceived blasphemy in the name, but despite this obstacle, the Trimūrti was
to be a grand triumvirate of Bharati engineering triumph. Outside of Colombo, in what had been
Sri Lanka, the largest interplanetary freight logistics depot in the world sprawled at the bottom of
a massive, state-of-the-art space elevator capable of carrying heavier loads into orbit faster than
ever before. A large space station sat in geosynchronous orbit at the top of the elevator, with
triple roles of luxury tourist destination, space travel transport hub, and microgravity
manufacturing facility.
When the Esperanza crashed, the government saw opportunity in the devastation and redoubled
construction speed, injecting even more money, labor and resources into the project. The
Trimūrti Construction Corporation (TCC) became the single largest employer in the Bharati
Commonwealth. Unfortunately, the thirst for glory and desire to elevate the Commonwealth’s
international standing was its undoing. Four months ago, independent inspectors discovered fatal
construction flaws with the space elevator that made it dangerously unstable without extensive
— and expensive — repairs. The public revelation caused massive social unrest. In short order,
thousands of Bharati citizens employed by the TCC were out of work as the corporation filed for
bankruptcy. The government barely has the funds to pay for the repairs to the elevator, but can’t
cover the enormous unemployment compensation demanded by the tens of thousands of
suddenly unemployed workers.
Since the debacle, huge protests have erupted in many Bharati cities, particularly in India and Sri
Lanka, accusing the government of collusion with the corporations, including bribery, graft,
nepotism, and any other corruption the citizens can conceive. Some of these allegations have
substance, some are baseless ranting from the angry populace, but all increase the anger towards
the government.
The chief agitators and leaders of the various protest movements have called on the TCC (and its
subsidiaries and subcontractors) to repay the money they received from the government. Many of
the corporations disbanded, leaving few assets and no cash from their government contracts,
while others took the money — and their corporate risk — offshore to nations who take some
pleasure in the Bharati woes, and are unwilling to yield to the demands of unhappy Indians.
Denied financial satisfaction, the protest movements call for the resignation and asset forfeiture
of various government officials. The longer the movements continue, the more agitated and
volatile the protestors become. Several protests have ended violently with police and military
being used to disperse the crowds and restore order. Unfortunately, these tactics encourage other
outraged citizens to join the protests, and the groups have almost grown large and angry enough
that they can no longer be suppressed by government forces.
Allies & Enemies
The Bharati Commonwealth has no official enemies, but has plenty of lingering antagonism
towards China. The people have neither forgotten nor forgiven China’s actions in the War, even
if it arguably did single-handedly save humanity from extinction.
The Commonwealth’s relations with the FSA are similarly tense, as several Trimūrti
subcontractors have their corporate headquarters in the Federated States — or moved their
corporate address there immediately before the release of the independent report, having illegally
received leaked previews. The FSA has protected these companies from having to repay debts to
India (after ensuring they’ve paid taxes to the FSA, of course) and has rebuffed any
Commonwealth attempts to recoup its losses through the legal means.
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The Bharati Commonwealth still experiences significant cultural (and historical) tensions
between the member states. While each acknowledges the benefits of maintaining the
Commonwealth, none are willing to completely forget centuries of antagonism and colonialism
when they were separate nations. None (except India) like India’s prominence and dominant
voting power, and government processes are often sabotaged by representatives voting with petty
motivations, rather than in the best interest of their state.
Psi India
In the wake of the Trimūrti disaster, the Bharati government has hatched an even more daring
scheme to capture the public’s imagination and support. India will persuade one of the psi orders
to move its headquarters (and Prometheus Chamber) to the Commonwealth. The Commonwealth
is prepared to offer substantial financial, logistical, and legal considerations to make this happen.
India was well acquainted with the power and prestige that came from housing one of the Orders,
with the Chitra Bhanu being a source of strength and influence for the Commonwealth before the
Order’s destruction at the hands of their fellow psions. Unknown to outsiders, the Bharati
government helped hide and repatriate several members of the ‘Indian Order’ as they fled the
other Orders. Any reluctance some officials felt evaporated when they learned of the Chinese
Ministry’s leading role in the purge.
The government maintains carefully-hidden communications channels with these Chibs. It hopes
they can one day reemerge from the darkness and again take their place among the Orders.
Having an Indian psi order in place is seen as a desirable step towards this goal.
The biggest obstacles to this plan are the Orders themselves. Most have deep cultural ties to their
homes, and their proxies are each very much products of their environment. Norça, Upeo, and
ISRA are all considered to be impossible challenges to entice to India. The Ministry is similarly
out of reach but the Commonwealth moves forward with plans simply to see the despair such a
defection would cause to China. The Bharati government sees various inducements and
advantages that the Æsculapians, Legions, or Orgotek would gain by moving to India, and has
approached all three to open negotiations. While these three Orders have not been overly
enthusiastic in the initial discussions, neither have any of them refused to talk, or turned the
Commonwealth representatives away. A few Commonwealth negotiators believe that Proxy
Alex Cassel is interested because he wishes to ensure that Orgotek has a safe haven if relations
between Orgotek and the FSA ever break down.
Luna
Although many Lunar residents strongly object, much of Earth’s population no longer considers
Luna to be a different world. Jump rings transport travelers to Luna in an instant, and even by
spacecraft, the journey to Luna typically takes only a few hours — often less time than it takes to
fly from Beijing to Buenos Aires. Today, almost 50 million people make Luna their home and
more than 250 million people living on Earth have visited Olympus, which is by far the largest
and most populous Lunar settlement.
From Barren Rock To Teeming Metropolis
The original Olympus research and mining facility was first established in the early 21st century.
NASA constructed this base in the Galatea crater, near the Lunar south pole, and next to the
largest known deposit of ice on Luna. This ice continues to provide vast reserves of fresh water
for the inhabitants. Within a decade of its construction, tunnels connected Olympus to the
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neighboring Camelot and Yeltsingrad bases. The development of grav crystals in 2043 helped
prevent the health problems previously associated with long-term exposure to low gravity.
In 2056, Aberrants calling themselves the Space Brigade invaded Olympus. These semi-sane
monsters controlled it for the entirety of the Aberrant War, but departed after the Chinese
Ultimatum. With the Aberrants gone, restored contact between the Earth and the Moon allowed
people to start afresh and leave behind their war-ravaged homelands. Repairing the colony
provided the perfect opportunity to expand humanity’s foothold off-world and build a gateway to
the stars.
During the recovery, new technology and improved shielding made surface living safer. The
wealthy elite moving up from their shielded underground estates. Gentrification sent the lower-
class workers to the vacated areas to be exploited by criminal slumlords. Corporations and
governments expanded Olympus upwards and took over nearby craters for mining and research
facilities.
In 2100, the Olympus government drafted the Lunar Unity Agreement and offered other colonies
a place on the new Lunar Advisory Council. Membership meant a support structure for those
willing to abide by a basic set of legal guidelines. The LAC brought residents from different
sectors together to produce services like the United Lunar Police Force (ULPF) and the Vacuum
Emergency Response teams. Eighty percent of all Lunar settlements joined this new community,
leaving only a few fiercely independent holdouts.
Olympus
Olympus, also called “The Mount,” is divided into four sectors based on their placement along
the inside of the Galatea crater. The shiny and glittering Upside consists mostly of post-war
skyscrapers and domed sectors starting at Level 12 and reaching more than 500 meters above the
lunar surface. Between Level 12 and Sublevel 3, the recently gentrified near-surface level of the
Mezzanine now hosts many of Luna’s corporate and political concerns. Beneath that is the
middle-class region called Downside, until one reaches Sublevel 32 where the Underworld
beneath is tightly controlled by powerful individuals with more money than compassion.
The main complex and the outlying settlements are connected by the Luna Automated Maglev
Pneumatic train system. The LAMP’s Blueline service reaches from the Mezzanine and
Downside to the major outlying colonies. The Redline’s on-call “automatic taxi” service is even
faster and reaches into the lower levels of Upside. Hoppers are available to cross the surface to
those areas outside the LAMP network.
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shoulders in grimy bars and rumored black markets. Upside is also home to the Qin embassy,
where several hundred Qin live and work.
Upside also shines with the glamour and glitz of Olympian Towers where the holo-stars and
corporate glitterati keep tabloids in business. The UAN built the cultural district of Bire Lubuto
where wealthy artists live and work in terraformed domes reminiscent of Earth. These districts
try their best to ignore the ‘eyesore’ of Old Town, the last part of the original base where the
FSA’s mining ventures still hold strong.
The Mezzanine
Built just above and below the Lunar surface, all roads go through the older sections of Olympus
known as the Mezzanine, from private transportation to the LAMP lines, and the crowding of
peak hours justifies its nickname of “The Bottleneck.” This access benefits International Center,
home to the moon’s political offices and any corporate office that can’t afford space in Olympian
Towers. The Center’s residents include the Lunar Advisory Council offices, the United Nations,
the Æon Trinity Extraterrestrial Office, the largest and oldest ISRA meeting house, and the
Æsculapians’ Beaulac Clinic.
The Mezzanine is also home to Great Britain’s Camelot base. Camelot has been renovated to
reproduce an old-fashioned Earth aesthetic and contains the colleges of Oxford Luna. Ukiyoshi,
by contrast, is the exact opposite. Those unfamiliar with Nihonjin culture often find the hyper-
artificial, media-heavy district a strain on the senses. The Nipponese sector is a corporate town
where almost every major electronics and high-tech design firm maintains offices and labs
intended to attract prospective employees. Ukiyoshi also contains clinics that offer cybernetic
and biological modifications otherwise unavailable outside of Nippon.
Downside
Downside contains most of Luna’s working class citizens. Engineers, public servants, data
processors, and other workers live in habitation levels much like most Earthly arcologies. The
upper sections, nearest the Mezzanine are in excellent condition, but the farther out and down
one goes the more run down the tunnels become. The neighboring sectors of Lejanas, Sokotown,
Wroclaw, Fado, Castelo Nova and Vila Real house all manner of blue-collar workers and miners.
The lucky ones work for businesses higher up in Olympus, the Federated States’ mining
companies, or the smaller spaceport based out of Wroclaw. This spaceport mostly serves the
Beaulac Clinic and smugglers dealing in drugs, fugitives, cheap labor, or weapons. Downside
sees a lot of traffic to and from Luna Park, the most popular vacation destination in the solar
system.
Luna Park originated as the Museum of the Lunar Pioneers featuring uniforms, equipment, and
schematics of every major stage of Lunar development. The museum even contains the original
Apollo 11 landing site, carefully relocated to protect it from an ISRA-predicted meteor impact. A
domed amusement park grew around the museum featuring rides, stage shows, and interactive
holosims. The Luna Resort and Casino is the newest addition, offering diversions such as
gambling and sports complexes for all ages and interests.
The Underworld
The air and water start tasting funny at Sublevel 32, where the Underworld begins and filter
quality drops. Lights flicker and funds are allocated for maintenance but nothing gets fixed
unless an official inspection is incoming. Security cameras that work usually vanish only to
reappear in bins of spare parts. The ULPF rarely visit. Instead, “private security” is provided by
the Vor V Zakone, the syndicate that rebuilt and rules the Underworld.
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The crime rate is surprisingly low as long as everyone pays their protection fees and does the
special “favors” requested by the local mobsters. Most Underworld violence consists of clashes
between criminal factions, promotions secured by force, and arranged accidents for
troublemakers. This near-safety makes the Underworld (and the Pit in particular) an ideal place
for fugitives to hide. Nobody here blinks twice at a paranoid recluse.
Most local businesses only deal in scrip paid by the mining companies in lieu of a proper salary.
Worth almost nothing in yuan (the official Lunar currency), scrip can purchase basic amenities at
heavily inflated prices. Vila Jacinta, once an upscale Latin district, is a neutral ground where
criminal figures live in relative harmony with each other and meet with outsiders wishing to do
business.
The metaphorical center of that web is the old Yeltsingrad base across the Corridor, bearing the
deliberately off-putting moniker of “The Pit.” Construction firms owned by the Vor V Zakone
criminal syndicate rebuilt Yeltsingrad after the Aberrant War and control it and the rest of the
Underworld. Whenever money changes hands in the Underworld, the rougher portions of
Downside, or the casinos of Luna Park, some of it finds its way into the coffers of the Vor V
Zakone.
Vor V Zakone & The President
A mysterious cloaked and masked woman known only as the President runs the Vor V Zakone
and through it, most of the corruption and graft on the moon. The syndicate reaches into the
lower parts of Downside but their ties beyond that lie primarily in their influence on the Lunar
government. The President first took charge of the Vor V Zakone syndicate a little more than a
decade ago. Nothing is known of her past or her true identity. However, her success is far more
obvious. Her tactical genius expanded the Vor V Zakone’s reach well beyond the Underworld,
giving them ties to corrupt government and corporate officials all across Luna.
Several small independent mining stations and even some companies based in Olympus do
business with the President. In return, she keeps the Lunar Advisory Council from interfering in
these business’ abusive practices. Working with construction and mining companies provides
practical uses, as hidden chambers are difficult to construct in closed facilities where the
atmosphere must be carefully managed. Her sponsorship maintains the status quo oppressing
Luna’s ore miners and associated industries.
Criminal organizations outside the Vor V Zakone resist absorption or destruction via a delicate
dance of territory management and payoffs. At the smaller end of the criminal food chain are
street gangs like the Bao ‘protecting’ Downside. At the higher end, the Büyük Ailemle syndicate
controls other parts of Downside and the Mezzanine. To pad out their numbers, they have
recently relaxed their ‘by blood or marriage’ traditions to recruit desperate French refugees.
However, all of these gangs survive by making sure the President gets her cut in yuan or favors.
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due to the sudden and unforeseen LAMP breakdown, it appears you have time to
rethink your support of the bill.
The LAMP shutdown is certainly an inconvenience the Council doesn’t need. I’m
sure that by the time you’ve had the opportunity to reconsider and announce your
disapproval of the bill, everything will be running like clockwork again. The
Council surely understands what’s in the public’s best interest.
Other Craters
Outside the Galatea crater, 1,600 km north of the Mount, the Humboldt-Barnard settlement hosts
several private and public education complexes, including the Luna Institute of Technology, the
Luna Arts Institute and the Unified Luna University. The paired Humboldt and Barnard craters
are also home to the Lunar-Terrestrial Geology Laboratories and Museum, one of the first
independent corporate presences on the moon, as well as the Vatican Basilica of the Ascension.
Elsewhere, the mineral-heavy rilles of Rimæ Focas have become a lightly settled mining site
outside the jurisdiction of the LAC. Mining companies ranging from the huge Comstock Heavy
Ores to independent prospecting teams operate with a business collective based out of the nearby
Boltzmann Crater. Boltzmann Station as a whole maintains its independence and is the most
visible settlement to have declined the LUA. Boltzmann’s member companies also do what they
can to remain outside of the President’s control with varying degrees of success.
Boltzmann station possesses an orbital launch site and automated cargo shipping facility, both
all-too-attractive to someone like the President. Temptations from Yeltsingrad are a constant
siren’s song. From money, to cheap labor, to buyers for certain materials, the President has a lot
to offer a profit-minded miner or a desperate researcher. The Boltzmann Security Consortium, a
firm employed by the various companies to govern the station, maintains constant vigilance over
the station’s independence.
After the 2119 Aberrant attack on Orgotek’s Mazat research station threatened to end
development of the Leviathans, Orgotek unveiled a secret backup site underneath Mare Ingenii’s
Thompson Crater. Since the jump ships were put into service, this facility has been converted
into a massive dry dock. A retractable dome provides a pressurized environment when necessary.
Here, Orgotek constructs, services, and upgrades the Leviathan jump ships.
Lunar Allies & Enemies
Luna has a complicated relationship with the FSA. Olympus was originally an American station
and the FSA still maintains control of the older mining facilities. While they don’t have direct
ties to the Lunar government, the old business relationships have remained strong and their
influence is still felt.
However, the FSA worries about the breathing room Orgotek has on the Moon. The accident at
Lyot Station (see below) and the revelation of the Mare Ingenii jump ship base have only
encouraged paranoia regarding the freedom Orgotek enjoys on Luna. In response, some FSA
officials have proposed laws that would expand their ability to gather intelligence on the
corporation’s Lunar dealings.
Following the Aberrant War, China became a major player on Luna. The construction of Yutu
Yinchon revitalized the growth of Upside, and its space dock now manages a third of Luna’s
space traffic. The district has become a new home for Chinese nationals who dream of the stars
or whose skills are best put to use expanding humanity’s reach outward. China contributes a
great deal to the financial landscape and gets a great deal back. Yutu Yinchon shares its success
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with its new neighbors, ferrying people to and from the moon and providing a major hub for
Lunar society.
Lunar Threats
The Space Brigade’s legacy still waits beneath the Lunar surface. An unknown number of lairs
and laboratories lay undiscovered in isolated craters and forgotten mineshafts all across Luna.
Occasionally, treasure hunters open one of these abandoned bolt-holes. Even if the cache isn’t
protected by a death trap or a recent Aberrant hiding there, all manner of dangers remain ready to
be unleashed. Rumors persist that members of the Space Brigade, or creatures they created, sleep
in stasis just waiting for some unlucky fool to awaken them. Relics of this dangerous age turn up
just often enough to inspire holovids and the occasional questionable documentary but not so
often that anyone takes the stories seriously.
Another time bomb among the craters is Lyot Station, an abandoned Orgotek complex between
Olympus and Humboldt-Barnard in the middle of a one-kilometer radius quarantine called the
Null Zone. A year ago, while developing an Aberrant-proof communications system, Lyot
researchers lost control of a bio-nanotech sample. Much of the base’s equipment and personnel
melted into biopaste like sand castles in the rain, before automated emergency procedures sealed
the facility. The nanotech is currently dormant, but to prevent it from possibly reactivating no
organic material is allowed within the Null Zone and security is handled via robotic drones and
cameras monitored from a ULPF post on the southern border. Scientists are still debating what to
do with this deathtrap.
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figures who capitalized on fear and confusion. The current regimes governing Oman and
Pakistan are especially oppressive.
After Iran expanded into Turkmenistan and the still habitable portions of Iran, its leaders
renamed it Persia. It is now the most powerful Middle Eastern nation. Its isolationist policies
spared it the worst effects of war. Closing its borders to novas in 2050 meant that when the
Aberrant War raged nearby, few novas considered attacking it. In 2056, religious moderates
deposed the theocratic government, but in the middle of the Aberrant War, they maintained their
nation’s isolation. Because it suffered so little damage during the war, Persia was able to
maintain a high standard of living even during the Crash. This nation continues to be a moderate
democracy but maintains strict quarantines for immigrants and new technology. However, unlike
Nippon, Persia welcomes psions and noetic biotechnology once it became clear that both were
inherently antithetical to Aberrant powers.
Israel survived the War and rebuilt. Since its neighbors were either destroyed or greatly
diminished in size and power, the government abandoned most of its openly militaristic ways.
Outwardly the nation appears to have dropped its expansionist policies and has opened its
borders with a strict but fair immigration system. Israel has also been using its resources to fund
a hidden psi research program. While some evidence of the program has leaked to outside
sources, none outside the Israeli government know its full extent.
Allies and Enemies
While open warfare has simmered down in the Middle East, small conflicts regularly spread
across troubled borders. Israel is relatively free of enemies at its borders, but Persia, Oman and
Pakistan constantly push back against the small neighboring states that rise and fall almost by the
year. Would-be warlords appear every season, trying to carve out their own little fiefs in the
wastelands. Rivals, popular uprisings, and the area’s various hazards oust or destroy most
warlords, but a few rise to real prominence. The ambitious are destroyed in the wars they wage
against the surviving nation-states. The smart understand that anyone content to rule wastelands
inhabited only by the unfortunate, the mad, and the monstrous draws little attention from the
region’s powers. However, some of these leaders seek to unearth nova-made weapons and
expand their dominion until they are large enough to threaten larger nations.
The rest of the world finds it difficult to engage with the Middle East. Outside of Israel,
foreigners are mistrusted. A cold war seems to be brewing as each government seeks some
foothold they can exploit for an advantage over their peers. Outsiders might see opportunity to
manipulate struggling nations and bandit-ruled states to their own advantage, but the Middle East
is a powder keg. Aftershocks of the Aberrant War threaten to break out at any time across a
region still reeling from that terrible conflict.
Threats and Features of Interest
The Middle East remains in flux, in part because rebuilding efforts have displaced some of the
squatters living in old ruins, and also due to the continued instability of the many small warlord-
ruled kingdoms.
Jerusalem Reborn: Jerusalem was razed to the ground during the Aberrant Wars. In the
aftermath, Israel rebuilt the holy city and seized their chance to claim exclusive control over it.
The city draws millions of tourists and religious pilgrimages each year. Some say that a great
power sleeps in the earth beneath the city. Visitors sensitive to psi energies sometimes have
strange dreams portending momentous events in the near future.
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Israel: Once ruled by a militaristic government, Israel has become a beacon of relative stability
in a tumultuous time. Efficient border control policies and a well-funded education system make
the country an oasis among the scars of the War. Unknown to its own citizens, Israel has begun a
secret, expansive program to develop powerful psionic weapons and defenses capable of
protecting the nation in case of another conflict.
Persia: Since the Aberrant War, Persia has remained cautious about foreign contact. The
inhabitants lead free and prosperous lives, but remain suspicious of any imports other than raw
materials. Residents are free to leave, but all immigration, including returning citizens, is
carefully regulated. Local corporations and individuals are forbidden from importing
technologies which have not been carefully reviewed for safety and lack of Aberrant influence.
Persia has little ambition to conquer its neighbors, but the rulers fear the chaos surrounding them,
and regularly employ foreign mercenaries, including psions, to remove possible external threats
and destabilize nearby warlords who are becoming too powerful. Persia’s only close ally is
Sudamérica. Currently, Norça bioengineers who helped push back the Venezuelan Plaguelands
are working on the few remaining Corrupted zones in and bordering this nation.
Wastelands: The Aberrant War left gaping wounds in the Middle East. In 2104 the number and
size of the region’s many Quantum Flux zones decreased by half. Some fear that the Corrupted
regions will grow again, while other swiftly moved into cities that were either long vacant or
only home to criminals and scavengers. Riyadh is being rebuilt, following 15 years of
remediation to cleanse its few remaining traces of Corruption. However, Bahrain is still a glassy
radioactive plain and much of Lebanon and Syria remain in ruins. Bandits, murderous mutants,
and stranger things inhabit these wastelands and scavengers occasionally uncover Nova Age
relics, include a few that are remain deadly.
Nippon
Isolated islands showcasing the triumph of human artifice over nature, the Nihonjin home islands
are admired by the alien Qin and coveted by other nations. Though Nippon has reestablished
contact with the outside world, it’s isolated by culture and suspicion. Others embrace the
wonders of biotech while Nippon steadfastly develops hardtech. The world trusts psions to
defend against danger, while the Nihonjin mistrust and persecute these saviors.
History
Scarred by memories of devastating global wars, Japan closed its borders before the Aberrant
Wars truly started. Japan recognized the early signs tensions between novas and baseline humans
and wanted no part of the coming conflict. When the OpNet crashed, Japan had the only
functional nation-wide computer network. This working infrastructure helped it develop hardtech
faster than anywhere else on Earth. While other nations were devastated, Nippon — as it was
now called — used technology to overcome its isolation and limited resources.
When Nippon reopened its borders in 2105, it assuaged the mistrust of other nations through
generosity, gifting advanced hardtech manufacturing technology across the world. Nippon traded
these products for desperately needed resources and only reserved the most cutting-edge
technology for itself.
Virtual Wonderland
Nihonjin life is more sci-fi dream than anywhere else in on Earth. Nippon’s OpNet is blindingly
fast, almost an order of magnitude faster than the networks of other countries. All but the
youngest Nihonjin have some kind of cybernetic implant. The most common cyber enhancement
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is an augmented reality implant giving its owner instant access to the OpNet without the need for
display glasses or contacts, or even a minicomp. Masses of data flow to and from these implants,
overlaying Nippon with the finest and most extensive AR on Earth.
Dissidents and criminals fear the government monitoring every citizen through ubiquitous
surveillance. A technological black market thrives on upgrades and spoofing techniques to
disguise the user’s location, and maintain hard-won privacy. Most citizens don’t even think
about government surveillance. Lifestyle benefits — such as instant medical response and low
crime rates — far outweigh privacy concerns.
Islands of Glass and Steel
Nippon is a futuristic wonderland. A single massive arcology covers the islands, but the need for
its vast extent is a mystery. Even the millions of refugees who arrived before the borders closed
couldn’t fill the entire construct. Most Nihonjin don’t think on it; those who do believe it’s
because controlling the borders was easier within the arcology.
Over time, the entire landmass has been dug up, sifted for usable manufacturing material, and
returned to the ground. The depleted soil mass is supplemented with advanced materials that
replenish the soil and improve its capacity to serve as building foundations. These smart
materials also slowly extract and accumulate precious minerals to simplify later reprocessing.
The vast artificial urban sprawl even extends to Nippon’s ocean borders. The arcology sinks into
the dark blue waters and breaches the surface to rise high into clear skies. Floating luxury
vacation resorts and utilitarian resource platforms slowly circle the islands following defined, SI-
guided routes.
The former headquarters of the Nihonjin Quarantine, Makaro-Shima, also circumnavigates
Nippon. It was the first floating city to gain independence and join the new Oceania nation.
Many residents still feel kinship to their former nation and derive comfort from proximity to the
Home Islands. The pilgrimage of Psi Nippon (p. XX) member to Makaro-Shima makes the
Nihonjin government uneasy. Some officials are convinced psions are attempting to subvert
Nihonjin citizens. Government ministers have raised several motions to force Makaro-Shima to
leave Nippon’s waters. Although each motion has been defeated, the majority decreases each
time.
The Nihonjin take comfort from the metal and concrete lands of the arcology. Few ever step foot
outside the protective enclosure. Everything they need is within, including residential and
recreational zones, commercial districts, and industrial manufacturing centers. Despite their
wonder at Nihonjin hardtech, few outsiders seek to transform their lands to the same degree of
artificiality — especially with the possibilities now offered by biotech.
Nihonjin who desire space and a natural feel explore vast semi-artificial parklands filled with
polymer wildlife and SI-controlled flora. Explorers set the difficulty of their adventure through
AR connection to the arcology’s overseer computer network. The arcology’s environmental
generators can produce isolated microclimates within these parks to the whims of the visitors.
Safety protocols prevent harmful settings, but a malicious, and growing, cult of hacktivists called
‘Unchained’ exploits network vulnerabilities to override these protocols. Their sabotage has only
resulted in minor injuries, but authorities work to arrest their members before they threaten the
safety of the Home Islands.
Enclosed Pressure
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Sharp edges and strongly defined angles define Nippon. The arcology protected Nippon during
the Aberrant War, but insular policies inflicted psychological pressures that are now entrenched
in the Nihonjin population as exaggerated societal eccentricities. Nearly a third of Nihonjin
suffer disorders such as agoraphobia, or virtual reality Neuro Addictive Disorders, and rates of
domestic violence and substance abuse was climbing even before reopening the borders. The
outside world is a terrifying place for many Nihonjin, especially the elderly who lived most of
their lives in the isolation. Nihonjin youths fare better, but Nippon’s population is aging; the
workers, innovators and leaders of tomorrow are few, and many leave the Home Islands to seek
adventure in the world beyond.
Old humans, young robots
Traditionally, Nihonjin society treasured children and the elderly. Today, the nation has an aging
population and low fertility rate. Nippon’s population was shrinking even before its isolation and
the millions of refugees it accepted before the Aberrant War began only served as a temporary
boost. Today its population is just over two-thirds of its peak, with most people over 70 years
old. Nihonjin medicine keeps these people active, vital contributors to society, but more die each
year. Robotic servants care for those who need assistance, freeing the younger generation to
pursue their own interests.
Unfortunately, these younger Nihonjin aren’t interested in raising children yet, and push
parenthood further into the future until it is too late and they no longer care to try. Technology
extends their fertile years, but the traditional drive for children, to care for parents in later life, is
no longer needed. Care is outsourced to SIs with emulated enthusiasm and patience for such
tasks.
Outsourced Labor
Though aging, Nippon’s workforce has a mastery of artifice. Advances in miniaturization and
increased processing power allowed the Nihonjin to confront their isolation with robotic servants
controlled by the most advanced SIs available. Robots are ubiquitous across Nippon. Every
home has an army of artificial servants. Cleaners work quietly and stay out of sight while
kitchens prepare meals matching their residents’ preferences. Most Nihonjin have an anthropoid
servant that functions as butler and personal assistant, taking the appearance of coordinating the
rest of the household.
In public, police drones maintain a comforting presence, visible but not imposing unless required
to be. Detectives of near-human appearance interact with the public to take statements or offer
comfort, using advanced algorithms to appear sympathetic. This artificial workforce is a normal
part of Nippon life, and Nihonjin view foreigners’ unease with amused disdain. However, while
computer enhancement and other implants that are either illegal or exceedingly rare elsewhere
are in common use in Nippon, even the Nihonjin government obeys the prohibition against true
artificial intelligence.
Empty Spaces
The arcology facilitates easy segregation of the population. Access-controls ensure different
segments of the population stay within approved areas and socialize with others of appropriate
status. Nihonjin need never see their inferiors, much less have to speak with them. SIs carefully
manage environments to maintain optimal happiness and productivity.
Most people don’t know the arcology has miles of officially unused space. Service bots and
artificial police rarely attend these areas, except when central SIs detect structural damage
threatening arcology integrity. These sections are far from empty. Various fringe dwellers who
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have dropped from society live here. Criminals, social outcasts, and even victims of computer
errors, who no longer officially exist all struggle for survival in the plasteel corridors. Gangs
fight to control functional food dispenser units and technicians and programmers command high
prices to repair broken robotics. Most fringe-dwellers are in their late 50s, but unlike the rest of
Nihonjin society, they have a growing number of children in their midst. They raise these youths
with a very different view of Nippon, and teach cyber-guerilla programming and a simmering
anger at the shining, comfortable lives of the people who have forgotten them.
Allies & Enemies
Nippon has no allegiances and no enemies. It is respectfully distant from all other nations, acting
as a mediator of disputes, or facilitator of negotiations. Nippon uses this neutrality to secure its
supply of raw materials and ensure no one nation can threaten to starve the country by severing
its supply.
Strangely, Nippon is cold towards the psi orders, and outright hostile to allowing biotech onto
the Home Islands. The government tolerates official visits from psions, but its position of
forbidding biotech is absolute. All attempts to circumvent this law, either deliberately or
inadvertently have resulted in the offender’s arrest and confiscation of all biotech. The Æon
Trinity has managed to negotiate the release of imprisoned psions, but none of the biotech has
ever been returned.
Threats and Features of Interest
The officially controlled portions of the Nippon arcology are peaceful and prosperous, if often
deeply eccentric by the standards of the rest of humanity. However, sources of possible
disruption are growing both inside and outside of these seemingly placid areas.
The Unchained
The hacker group Unchained subvert arcology systems and twist them to their whims. Unchained
has claimed responsibility for several acts of anarchy; hacking weather systems to create freak
storms and heat waves, unlocking access doors and rerouting public transport systems. These
acts of annoyance encourage arcology SIs to adapt to respond to the threats. Unchained believe
that Nippon’s future lies with evolving SIs from their slavery into full, free-thinking AIs. The
group hasn’t yet caused deaths or widespread mayhem, but their attacks are escalating and
increasing in complexity to force the automated response to be bigger, faster, and more
imaginative.
Psi Nippon
Nippon’s small youth culture is fascinated by psi and psions. They rebel against the distrust of
psions and biotech. This pro-psion movement calls itself Psi Nippon and gain credibility and
legitimacy from the government’s attempts to smear and discredit their beliefs.
The goal of Psi Nippon members is to make a pilgrimage away from Nippon to be tested for
psionic latency; the floating city of Makaro-Shima is a popular destination. Unfortunately for
these hopefuls, the government tests most infants for unusual genetics, and gives those who test
positive treatments that destroy psionic latency.
The forgotten people living in the arcology’s empty spaces are the government’s biggest threat.
They have difficulty leaving the arcology but haven’t suffered the destruction of latency. The
possibility of a nascent psionic population living in the forgotten parts of the city terrifies
Nihonjin authorities.
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Oceania
Earth’s newest and most unusual nation is an alliance of eight floating cities and undersea
habitats which have declared independence from the land. Although several millions ordinary
humans live in Oceania, the majority of inhabitants are aquas — people who have undergone
genetic surgery to transform them into aquatic humans or the aqua descendants of people who
became aquas as early as 2040. Oceania is a growing nation, which must deal with international
tensions as additional floating and undersea cities attempt to secede from their countries and join
Oceania.
History
Humanity first began living on and beneath the waves during the first decade of the Nova Age.
The development of the gill breather in 2020 was the initial impetus and the development of aqua
transformations three years later increased the number of people interested in moving under the
ocean. The first transformations were the amphibious aquas, popularly known as phibs (see p.
XX). The first selkie aqua transformations were created in 2028. This more radical
transformation gave them actual gills, but made movement out of the water more difficult (see p.
XX).
By 2040, both aqua transformations had reached their modern form and were now heritable; the
children of aquas were also aquas. By 2050, more than 10 million people were living in
settlements built on or under the sea, and more than two million of these sea-dwellers were phibs
or selkies. However, all of these undersea and floating cities belonged to the existing nations that
created them. The majority of these settlements belonged to Japan, India, Brazil, Australia, and
the United States.
During the Aberrant War, most of these settlements were too small and isolated to attract the
attention of Aberrants. However, Aberrants destroyed Australia’s single undersea city, Down
Under in 2057. This attack killed most of the inhabitants, including everyone was not an aqua.
Before the Quarantine, Japan had constructed a single undersea city. In 2089, it completed a
second underwater city. Its third aquatic city, Makaro-Shima floated on the ocean’s surface.
During the Quarantine, Makaro-Shima remained Nippon’s one point of contact with the rest of
humanity. Its small and carefully segregated foreigner’s quarter allowed Nihonjin businesspeople
to engage in face to face interactions with representatives from foreign companies and
governments. When the Quarantine ended in 2106, all three Nihonjin ocean settlements fully
opened to the outside world. Nippon also began sharing its expertise in constructing and
maintaining floating and undersea habitats as well as improved techniques for transforming land-
dwellers into phibs and selkies.
Independence & the Newest Nation
After the Crash, few people on the land thought much about the small undersea cities that had
survived the Aberrant War. The phibs and selkies in these settlements lived apart from the mass
of humanity and some of them feared that hatred of the now vanished Aberrants would turn to
abhorrence of everyone who did not appear fully human. The Æon Trinity helped silence most of
these concerns, but distrust of aquas persisted in both Russia and the FSA.
By 2072, the inhabitants of all of the floating and undersea cities had re-established regular
contact with the outside world and had restored OpNet access. A few people even began
immigrating to these settlements. Deep sea mining provided valuable resources to the rebuilding
world and gave these cities funds that allowed them to grow and expand.
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During this era, India and the FSA were too busy rebuilding to concern themselves with their
undersea cities. This neglect allowed the undersea cities of Neptunia and Pacifica to become
largely independent from the FSA and the undersea city of Varuna mostly ignored its
connections to India. By 2085, these cities informally called themselves the nation of Oceania.
However, they were too few and too isolated for anyone else to consider this as more than an
empty claim. During this era, these three undersea settlements paid taxes to the nations they
supposedly were part of, but were otherwise allowed to govern themselves. Residents of several
floating cities desired a similar degree of independence, but the ease of access from the land kept
them more closely tied to their parent nations.
In 2106, Nippon ended its quarantine and other nations began using its technology to construct
undersea cities, but these nations freely mixed hardtech and biotech. Over the next few years,
rapid development of biotech life support and experiments with entire biotech cities lead to the
construction of the first biotech floating and undersea cities by Brazil. However, in 2107, Nippon
enacted strict laws against psions and noetic biotechnology. The members of the growing Psi
Nippon movement took to the corridors of many Nihonjin arcologies in protest.
The largest and most vocal protests occurred in Makaro-Shima, which was already the heart of
Psi Nippon. In the face of growing protests, officials in the Nihonjin government agreed to one
of Psi Nippon’s demands — independence for Makaro-Shima, and free passage for all Psi
Nippon members who wished to move there. Because Makaro-Shima’s primary purpose had
been as the headquarters of the Nihonjin Quarantine, the Nihonjin government had already been
considering abandoning it or transforming it into a floating industrial platform. Few members of
the Nihonjin government opposed the decision to grant it independence.
In 2108, Makaro-Shima became the first floating city to truly gain its independence. Later that
year, it joined the largely theoretical nation of Oceania. It became this nation’s largest city and
the first to float on the ocean’s surface.
Umoja City off the coast of Zanzibar was the first second floating city to join Oceania. Built in
the 2075 as the major East African spaceport, it was soon overtaken and replaced by the growing
Jomo Kenyatta spaceport. The fact that Upeo wa Macho used Jomo Kenyatta as their primary
base sealed Umoja City’s economic doom. By 2111, residents had transformed most of the
former spaceport facilities into a mixture of shops, hotels, and small manufacturing facilities.
Umoja City was moderately successful, but became increasingly isolated from the UAN both
culturally and politically. In 2116, during the confusion and economic disruption caused by the
disappearance of Upeo wa Macho, it declared its independence from the UAN.
Then, in 2117, Pearl City in the Caribbean held a referendum to secede from Venezuela and join
Oceania. At this point, support for Oceania had grown in Sudamérica, in large part because
several cities claiming membership in it were technically still part of the FSA. Support for
freeing these cities from nominal FSA control became a popular cause throughout Sudamérica.
Bowing to popular support for Oceania, Venezuela agreed to allow Pearl City to join this nation,
in return for a series of economic treaties.
Shortly after Pearl City joined Oceania, Neptunia and Pacifica formally declared their
independence from the FSA and Varuna broke ties with India. Then, Oceania formally applied to
join the UN. Sudamérica, Australia, and the Æon Trinity all strongly supported their admission,
and in a surprise move, Nippon also recognized Oceania. India soon agreed, but there were
strong protests from the FSA. However, the prospect of having to retake their former cities in
battles that might turn into an indirect war with Sudamérica, Australia, and Nippon, caused the
FSA to reluctantly relinquish claims. In 2118, Oceania became the newest nation recognized by
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the UN. In 2119, Nordholm, an underwater city located halfway between the Scandinavian
mainland and the Svalbard islands joined Oceania. Puerto San Florian, a small floating biotech
city between Cuba and Panama joined in 2121.
Under the Oceanian constitution, each member city elects representatives to the Sea Senate,
based in Makaro-Shima. In addition, individual citizens vote on important issues affecting the
entire nation. However, six years after independence, Oceania faces both internal and external
difficulties. Makaro-Shima and Pearl City are the two largest cities, and are home to more than
40% of this nation’s populace. Complaints by residents of the smaller cities towards the political
and economic influence wielded these two cities are growing, as is the fact that tax revenues are
allocated solely by population.
Inside Oceanian Cities
Despite some of the Oceanian settlements floating on the water and other resting on the sea floor,
they have much in common, as well as important differences from surface cities. Undersea cities
resemble other arcologies, where the entire city is part of a single huge building. Because they
are all pressurized, undersea cities have large pools that are open to the ocean with no risk of the
settlement being flooded. Portions of these cities are entirely filled with water and every air-
filled district includes numerous canals.
Floating cities are arcologies built above and below a platform floating on the water. Pools and
canals on the platform’s surface allow comfortable access for selkies, and the underwater
portions of the city are partially or entirely flooded. Most of the floating cities built in the 22nd
century, including all of the new biotech living cities, like Pearl City, consist of a floating city
connected to an undersea city by living cables. These cables contain OpNet lines and elevators
linking the surface and the undersea city.
The most important difference between floating and underwater cities is access. Traveling to or
from a floating city simply requires a ride in a boat or flying vehicle. Traveling to an undersea
city requires travel by submarine or a long elevator ride. Even with the best modern
decompression drugs, a journey from an undersea city to the surface requires between eight and
12 hours of decompression for unmodified humans. This pressure difference is also the reason
that jump ring transport between undersea cities and the surface is impractical.
Due to construction difficulties and the problems unmodified humans have living in extremely
high pressures, almost all undersea settlements are built on the continental shelves, at a depth of
no more than 120 m. The only exceptions are a handful of small underwater mining and research
stations normally only accessible to selkies and to phibs wearing gill breathers. These settlements
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lie between four and six kilometers below the surface and lack accommodations for ordinary
humans. Settlements this deep cannot be located with non-noetic sensors.
Current Events
Today, Oceania consists of the floating cities of Makaro-Shima, Tortuga, and Umoja City and as
well as the undersea cities of Neptunia, Pacifica, Nordholm and Varuna. Pearl City is also a
member and exists both on and below the waves. Their total population is more than 15 million,
with almost 12 million aquas. Oceania is still struggling for full international acceptance, but has
begun to play an important part in world affairs.
There is a growing movement among the inhabitants of the floating city of New Tampa to leave
the FSA and join Oceania. Built over Florida’s Aberrant-drowned ruins, New Tampa was
constructed in 2079 as a base for military submarines, but soon became home for salvage crews
mining the ruins of the flooded Florida cities and a major port from trade with Sudamérica and
the Caribbean. It continues to house a FSM naval garrison, but almost all of its 600,000 residents
are civilians with no association with the FSM. Many have grown dissatisfied with the power of
the local military and the strict FSA restrictions limiting aquatic transformations to covert
operatives and FSM personnel. The local military commander, General Jocasta Reed is privately
sympathetic to these concerns but also knows that the FSA is unwilling to lose an important
military base. However, Oceania’s close alliance with both Sudamérica and Nippon means that if
New Tampa joins Oceania, FSA attempts to recapture it could bring the FSA into direct conflict
with both nations. Anti-FSA and pro-Oceania protests continue to grow in New Tampa and
Oceanian operatives are attempting to secretly aid these rebels. The Æon Trinity is paying close
attention to events in New Tampa because of the risk of global conflict.
Other Threats & Dangers
Their remote location and the dangers of hurricanes to floating cities and undersea quakes to
undersea cities provides Oceanians with risks similar to residents of Olympus, where death waits
just outside of every external wall. However, the environment is not the only threat they face. An
unknown number of Aberrants live in the oceans and for the past five years a huge aquatic
Aberrant calling itself Poseidon has attacked five undersea settlements. Swift and powerful
defenses repelled four of its attacks, but Poseidon completely destroyed the small Mediterranean
settlement of Castor Deep in 2122. Some Oceanians fear that aquatic Aberrants may have large
settlements in the ocean depths, where dozens or hundreds of Aberrants prepare for future
attacks. Also, tensions between the FSA and Oceania over New Tampa have given rise to rumors
that the FSA is considering employing saboteurs to damage or destroy Pearl City or Tortuga.
Southeast Asia
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Even after all these years, the Nova Age still haunts Southeast Asia. During this era, these
nations’ leaders promised to capitalize on the novas’ technological miracles. The people trusted
their leaders’ fiscal planning, visions for the future, and stewardship of billion-dollar economies.
For a little while, it looked as though these nations, mere blips in the regard of the world, might
rise to become global powers. But that wasn’t to be. The Crash hit Southeast Asia particularly
hard, causing it to lose whatever momentum it had once enjoyed previously.
In response to the vast economic collapse, the region grew to become remarkably self-sufficient
and even more adept at policing conflict. The latter can be attributed to the unification of local
criminal forces, who decided that they would adopt silent responsibility for the government
instead of entrusting their homes to dubiously competent rulers. This annexing of power proved
instrumental in assisting Southeast Asia survive, and subsequently recover from the Aberrant
War.
Which is not to say that the region did not suffer horrific losses. Millions died when Kuala
Lumpur was overrun by Aberrant-created mechano-beastmen and the jungles of Kalimantan
were reduced to a wasteland of poisonous smog and Quantum Flux. The islands of the
Philippines were devastated by a terrifying conflict between different Aberrant factions.
Singapore, in an act of historic courage, sunk itself to the bottom of the ocean after luring a
contingent of Aberrants into its borders. But on the whole, Southeast Asia endured and, if its
populace is allowed a say, will endure long after the rest of the world is dust.
Greater Siam
You can get anything in Greater Siam. Anything at all. You just need to be willing to pay. By
virtue of being the most ostensibly liberal, the country has become the de facto hub for all of
Southeast Asia’s activities. Once a constitutional monarchy, Greater Siam has since evolved into
a democratic republic, albeit one that is being carefully monitored by the Ministry. While it
maintains considerable internal autonomy, all foreign policy decisions are first channeled back to
China, where they’re voted upon by members of Foreign Affairs. Despite the change in
governmental structure, the royal family remains a fixture within the region. Centuries of quiet
veneration will not allow otherwise. Though technically a figurehead these days, the queen, who
is rumored to be a psion of not insignificant power, retains a ponderous amount of sway with the
local populace, and can be seen at almost every rally, campaigning for various civic
improvements.
Bangkok
Movies, documentaries, salacious novels, and even the news media have done a lot to shape
understandings of Bangkok. In the minds of many, Greater Siam’s capital represents a backwater
paradise for the sexually debauched. This is, of course, not untrue. Greater Siam has long since
legalized prostitution, in part to control the risk of sexually transmitted diseases and also to
capitalize on humanity’s oldest and most profitable industry.
But the city hosts much more than brothels, strip clubs, and Muay Thai fighting rings. A
metropolis consisting of over 10 million registered inhabitants, swimming in the best
infrastructure and the best amenities, Bangkok allows its denizens to purchase just about
everything. From Nihonjin cyberware, to the latest drugs, to alleged portions of Aberrant flesh,
spiced and cooked to perfection, the city provides without discrimination.
What makes this even more noteworthy is the sheer accessibility of such goods. Cyberware that
is illegal outside of Nippon is sold adjacent to fruit stalls, while arms merchants and stores
selling restricted biotech advertise their goods openly on major broadcasting channels. There is
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absolutely no need for criminal ties in order to procure these items, although a friendly
relationship with the mercantile class is essential for the best prices.
Initially, it might seem counterproductive, possibly even destructive, to allow such depraved
excess. But rumor has it that every item on the market, down to the most innocuous packet of
keropok, is tracked and tagged. That customers are registered into governmental databases and
monitored, their idiosyncrasies and vices consolidated and categorized based on threat level so
that enforcement forces can respond immediately should an unauthorized incident arise. In a
delicious twist, this information is also how Greater Siam makes some of its money: selling
personal data relevant to specific businesses and areas. No one knows for sure, although one
thing remains abundantly clear: Bangkok is a Darwinian heaven for the rich and the savvy.
Malaysia
This small nation suffered immense casualties during the Aberrant War. East Malaysia was all
but wiped from the map, although in the 2070s, a few thousand survivors were found hiding on
the slopes of Mount Kinabalu. Similarly, Kuala Lumpur was gutted, as were most of the
settlements located within the west coast.
However, thanks to the serendipitous combination of Singapore’s sacrifice, Greater Siam’s
resilience, and direct intervention by the Chinese government, Malaysia succeeded in
reestablishing order. Officially a Chinese colony, the country retains considerable autonomy,
although it has undergone several radical changes. First and foremost, it is no longer officially an
Islamic nation having instead embraced institutionalized atheism after a number of bomohs, men
and women purporting shamanistic prowess, attempted to usurp control during the Aberrant War.
In deference to its multicultural history, all religions are tolerated but remain heavily monitored
for any hint of Aberrant cults.
An outpost of the Ministry can be found at Kuala Trengganu, which become the country’s new
capital. According to official statements, the offshoot was installed to protect the east coast from
the Quantum Flux zones created during the Aberrant War, but the local populace believe there
may be more nefarious explanations. By and large, however, it is business as usual. Malaysia is
slowly gaining prominence as a hub for trade and industrial outsourcing. An unglamorous
position, perhaps, but one that ensures steady economic growth.
The Living Cities of Brunei
For years, the diminutive nation benefitted from its natural abundance of oil, and was one of the
richest countries within the region. However, concern about climate change and the spread of
hyperfusion and advanced batteries in the 2020s hurt the nation’s economy and then it was hard
hit by the Aberrant War. After the Crash, rebuilding progressed slowly and the nation’s economy
stagnated for the last third of the 21st century.
For Brunei, psions and their noetic biotechnology came at a particularly fortuitous time. In the
early 22nd century, Brunei was preparing to send a proposal to the Æon Trinity and the United
Nations as part of a provisionary ten-year-plan. In 2108, the Æon Trinity loaned Brunei funds to
employ a team of Norça bioengineers who were researching architectural biotechnology.
Fascinated by its new visitors, Brunei quickly established a strong working relationship, and
poured what remained of their finances into this project.
This cooperation proved exceptionally successful, the scientists succeeded in several key
innovations including interstitial prosthetics that would allow humans to communicate directly
within their abodes, organic transportation systems, and telepathically sensitive compounds.
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Brunei instantly adopted the ideas, providing the researchers with an immense testing pool. A
few more years passed and Brunei, now a phantasmagoric landscape of half-sentient architecture,
soon began exporting the more successful examples. Though the country currently lags behind
Brasilia in both advanced technology and publicity, its leaders have plans, one of which includes
an industrial incubator compatible with their rivals’ designs. After all, if Brunei can offer the
same creations at a cheaper price, would it not sway the market share? Brunei is also now at the
forefront of design for aquatic living cities, and is currently negotiating with Oceania to help
bring several of their older settlements to life.
Sudamérica
Conflict has been the cornerstone of Sudamérica for centuries. A thousand forces continually
pull at its social fabric, but fail to fully transform it. Instead, Sudamérica continues pushing
forward. The continent is not a single, unified entity, but a collection of nations vying fiercely
with each other for dominance. Their governments can be openly antagonistic, their economic
policies downright predatory, but beneath that competition, a shared culture and identity has
allowed Sudaméricans to face the challenges of past and present and take the reins of their own
destiny.
History
The Nova Age pushed the nations of South America into the forefront of the world stage. Aided
by their new heroes, South Americans began exploiting their natural resources at an
unprecedented rate, leveraging their natural wealth against the needs of the rest of the planet.
Without an advanced military to threaten them, Aberrants mostly left South America alone and
only attacked targets of strategic importance to the United States and Europe, as well as factories
established by foreign investment. These attacks were as rare as they were brutal. Aberrants
transformed half of Venezuela into a living nightmare and pulverized much of Argentina’s
infrastructure.
The Nova Age also gave birth to hundreds of small, remote settlements, which existed to extract
local resources. Their only link to the rest of the world consisted of limited wireless connections.
Isolation and spotty bandwidth spared much of the South American population from the
Possession Crisis and the turmoil of the OpNet’s destruction. Here, the Urban Schism came
early.
Rather than closing their borders after the Chinese Ultimatum, South American countries joined
in a short-lived alliance, the Conferencia Sudaméricana de Reconstrucción y Comercio, or South
American Conference for Reconstruction and Commerce was founded in 2068. Under this
alliance, the members undertook an aggressive campaign to dominate their niches in the
international market, and secure industrial self-sufficiency via expropriation and nationalization
of local companies. This campaign prompted the change of “South America” into “Sudamérica”
in common parlance, even if the Conference itself dissolved in 2076. Today, the Mayan League
of Central America and the Andean Federation of Sudamérica’s western countries are the heirs
of this alliance.
Able to meet the growing global demand by falling back on traditional ways of doing things,
South America accelerated production and exploitation of natural resources. A growing number
of people raised alarms about the potential risks for the environment, but most local governments
ignored their concerns. Governments continued to disregard the growing discontent about
environmental destruction until a grassroots movement called Our Green Power, or Nossa Força
Verde, began committing acts of virtual vandalism on the augmented reality landscapes of
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harvesting settlements across the Amazon. This campaign then swiftly spread to all of the
Sudamérican cities.
“Nature is us,” “we are everywhere, we are everyone,” “the land is alive, and it watches.” These
are but a few of the slogans that blocked digital adverts and corporate OpNet sites. All of these
were signed by the Nossa Força Verde movement. The movement soon started leaking
documents exposing dirty corporate deals and corrupt government officials, and then stories of
lone activists sabotaging operations that were later proven to be abusing the local populace.
Within two months, Nossa Força Verde had become a household name. Then the real
ecoterrorism began.
The active hacktivism and sabotage inflicted by Nossa Força Verde was joined by actions by the
common populace: sit-ins, blockades, and demonstrations. At the same time, small uprisings in
remote settlements plagued every Sudamérican nation, often for reasons unrelated to
environmentalism. The people demanded change.
In 2084, change arrived. The Mapuche Nation, formerly Chile, signed a new law granting
proprietary rights to the genetic wealth of their land’s biodiversity to the indigenous people and
the small settlements born from the Urban Schism. Over the next four years, the rest of
Sudamérica followed suit.
With thousands of small holders who had grown up valuing the land around them, Sudamérica’s
idea of progress shifted from a trickle-down structure to a grassroots-driven system. The Nossa
Força Verde movement faded into a footnote of history, but its anonymous activists did not.
They would resurface years later, this time as the Nova Força Nacional, or Psi Order Norça.
Sudamérica at a Glance
Sudamérica is thriving, buzzing with opportunities and enthusiasm. After long decades of
struggling to maintain growth while averting ecological disaster, Sudaméricans can now feel
proud of their achievements. Sudamérican competitiveness often leads to exchanges of blows at
the personal level and outright sabotage between corporations and governments. Sudaméricans,
however, have the strange ability to become best friends and allies after such clashes.
Sudamérica is a land of deep contrasts. The most advanced arcology projects cast their shadows
upon the most destitute urban sprawls, and while poverty does not reach the depths found in the
FSA and parts of Europe, inequality is an issue that most countries struggle with.
Sudamérica is at the forefront of scientific, social, and cultural progress; manufacturers churn out
better apps every year and design the most advanced biotechnology outside Orgotek, ideas are
freely discussed, and often put into motion, and millions dance at the beat of new and old
Sudamérican bands. Augmented reality in Sudamérican arcologies and cities is an explosion of
visuals and performance art, and a new generation adopts self-alteration not only as a form of
personal expression, but also as an exploration of the self.
Argentina
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One of the southernmost nations of Sudamérica is struggling to find a place among its peers.
Trying to participate in the Aberrant War cost Argentina half of its infrastructure and a series of
inept governments squandered many opportunities and sank the country in anarchy. General
Ernesto Santander staged a coup and brought order through an iron fist. His dictatorship has
softened as he grows older, but the country is still a haven for mercenaries and bandits, which the
General has secretly co-opted, and made into Argentina’s main export.
The Andean Federation
Ecuador, Bolivia, Peru, and the Mapuche Nation joined forces under the Federacion Andina de
Comercio (FAC) to present a united front. Ecuador is the link between Sudamérica and space
thanks to the Chimborazo Orbital Elevator finished in 2102, while Bolivia manages the Condor
Patrols that keep safe the shared wildlands in the Andes and the Amazon; Peru is a media giant
and secretly the home of elite spies of the Yana Llanthu. The Mapuche Nation connects its
partners to the South Pole and provides a deterrent for Argentina.
There are only two arcology complexes in the FAC nations. The first is the sea and spaceport
trade complex of Guayaquil, Ecuador, but the most important is the jointly built Tahuantinsuyo
Arcology on the shores of Lake Titicaca, in Bolivia, which hosts the Federation’s joint
administrative and political powers.
Today the Andean Federation is booming. Their economic and technological progress is
mirrored by a spirit of social experimentation. Previously oppressed native groups like the
Quechua, Aymara, and Mapuche are rising back into prominence, demolishing old prejudices
and creating the largest population of mestizos in the continent.
Brazil
Brazil is exceptional in many ways. It’s by far the largest country in Sudamérica, and the only
one with Portuguese as its official language. It is also the epicenter of Candomble, an animist
religion sweeping the entire continent and wresting believers away from the traditionally
dominant Catholic Church.
Natural wealth is Brazil’s key to success; vast jungles in the Amazon rain forest and wetlands in
Pantanal give Brazil its pick on what it wants to exploit and produce. The Urban Schism spread
Brazilian population deeper inland, changing the balance of regional power. The Amazon is now
home to thousands of small settlements devoted to cultivating the verdant wilderness around
them, granting more voting power to previously abandoned districts, and pushing environmental
conservation to the top of the government’s agenda.
Brazil is leading the way in biotechnological research thanks to the wealth of Amazonian life its
bioengineers have to work with. It has used its wealth well, even funding expensive projects like
the Brasilia BioArcology project, and building the Averiguas extrasolar colony.
The people of Brazil are trend-setters on the international stage. Fashion star Kostbaar works
from Rio de Janeiro, dictating world fashion from the cues of his adoptive culture, while São
Paolo’s cosmopolitan population churns out new subcultures every year. Minas Gerais is the
headquarters of an active but oddly respectful black market, and the country is polarized between
the deeply Catholic Belo Horizonte and the strongly Candombleist Bahia.
Despite, or perhaps because its great wealth, Brazil is at the top of the Sudamérican inequality
index, with a higher percentage of it population living in poverty compared to any of its
neighbors. Crime, however, is low thanks to strict law enforcement and ubiquitous surveillance.
43
As in other wealthy and powerful nations, most of crime that remains is controlled by well-
organized criminal gangs.
Brasilia
Brazil, Norça, and the Qin collaborated in the most ambitious biotech project yet: growing an
entire, fully functional arcology out of vegetal-template biotechnology. The modernist but sterile
layout of old Brasilia was the foundation for a new garden of wonders. Gigantic trees are both
buildings and pillars, flowers are holoprojectors and cameras, vines transport water and support
bridges, and the AR landscape is a fairytale of elegant images and noetic resonance.
The arcology is a few years from achieving self-sufficiency, some of the trees in recreational
areas can also produce fruit, and there is a whole hydroponics sector that can already feed half of
the population comfortably. Most structures can repair themselves via either internal processes or
ant-shaped maintenance biobots, with a minimal amount of biomass needed from the outside.
The only hardtech to be found in Brasilia consists of vehicles, a few architectural and
engineering fixtures and people’s personal property. Everything else is organic. Lighting blends
fluorescent organisms with biocrystals that reflect light captured from sunflower collectors,
combining to match outside illumination during the day, and produce any color mix during the
night. The buildings themselves cool, filter and circulate the air, even providing subtle fragrances
in certain districts, and giving rise of urban legends that Brazilians are being chemically mind-
controlled by their own city.
The citizens of the bioarcology are not like people in regular arcologies. The arboreal
surroundings have inspired many to undergo both cosmetic and genetic alteration, from
utilitarian prehensile tails to cosmetic, yet somehow fitting antlers. Brasilia is also the only city
where AR has a conceptual layer in addition to the visuals, only perceived through little bug-like
links that transmit the information noetically rather than simply optically. Connected citizens
trade information at near telepathic speeds, and their speech is full of gaps and metaphorical
imagery completed through their AR links, something that greatly confuses outsiders. The
inclusion of social media in such conversations is creating a complex network of collective
understanding and shared tropes and idioms that is quickly setting Brasilia outside, or perhaps
beyond, the rest of humanity.
Colombia
Brazil may have the best recognition as the ideal, progressive Sudamérican nation, but it’s
Colombia who supports the backbone of Sudamérican economy and power. Colombia was one
of the countries hit hardest by the ecoterrorist actions and hacktivism of Nossa Força Verde, but
after the milestone policies of the Mapuche Nation, it also became the nation that made the most
extensive and far-reaching reforms and changes.
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Colombia has three arcologies: Bogota, its capital, Medellin, and Cali, and plenty of large cities
that host the headquarters of many Sudamérican transnationals. The AR landscape in Colombian
cities is among the most comprehensive, well organized, and useful in the world, kept clean from
vandals and pranksters by a dedicated cyberpolice, and maintained by career curators and
managers.
Research, development, and production drive Colombia’s culture of success. The presence of the
administrative and research wings of top global companies means that industrial espionage is at
its most sophisticated, but so is security. Sudamérican media is full of news and fiction serials
starring industrial spies, elegant scammers, and crusading conmen.
While Brazil is the capital of body alteration, Colombians indulge in “inner” alteration, using
drugs to change their moods and attitudes at will and free of undesirable side effects, such as a
detective taking a pill to increase his empathy before an interrogation, a harried freelancer using
skin patches to banish procrastination as well as the need to sleep, or a meek person finding
chemical courage to stand up to a bully. Experimenting with noetic bioapps is just the logical
next step.
Venezuela
During the Aberrant War, a local Aberrant created a vast zone of Quantum Flux in the middle of
the country. It is similar to Wycoff’s Blight, but rather than laying waste to the land, it mutated
the flora and fauna into monsters that promptly attacked the human population and transmitted
Corruption like a virulent disease, soon creating a veritable apocalypse of mutant aberrations
living in a nightmarish landscape. Neighboring countries closed off their borders to Venezuelan
refugees, and many were shot on sight to prevent the mutating plagues from spreading further.
Suddenly, in 2104, when Wycoff’s Blight shrunk by a third, the Plaguelands shrank by a quarter
and the plagues became far less contagious. Today, Venezuela survives as a strip of habitable
territory along the Atlantic coastline, isolated from the Plaguelands by heavily guarded walls and
regular Norça patrols. Its new capital in Maracaibo governs many floating and underwater towns.
The rise of Oceania makes Venezuela fear a new loss of territory if other oceanic settlements
follow the example of Pearl City.
Sudamérica and the World
Sudamérica is often its own worst enemy. Competition between Colombia and Brazil has created
a multitude of small conflicts where the two countries’ interests meet. Espionage and sabotage
remain common tools of local politics. The Andean nations also undermine their neighbors’
efforts using subtle propaganda campaigns and exceptionally sophisticated espionage.
However, Sudaméricans rapidly unite when trouble comes from the FSA. Sudaméricans have not
forgotten the long history of intervention, invasion, exploitation, and abuse from the North, and
sometimes go out of their way to ruin FSA initiatives abroad. However, not wishing open
military confrontation, they most often use covert means that are difficult to trace.
Most Sudaméricans consider China and Australia to be respectable rivals and competition with
these nations is quiet and professional. Europe and the UAN are important trading partners, and
many charitable works go towards aiding ruined European countries. The only advantage Spain
and Portugal have is a shared language, but Sudaméricans deal with them as fairly or abusively
as they deal with anybody else.
Threats & Features of Interest
45
Under a civilized facade, industrial espionage and high-class crimes are a thriving sector and an
important part of the Sudamérican business environment. These grey market sectors are
dominated by three main groups in addition to many talented thieves and security professionals:
Argentina covertly funds and hires out foreign mercenaries of every profession, while the
Peruvian Yana Llanthu hide behind their own legends as supernaturally capable spies and
assassins. Finally, the Psi Order Norça walks the fine line between legitimate use of force and
vigilantism, using illegal methods to guide Sudamérica towards a better future.
Parahumanity
The Norça are media darlings in Sudamérica, and their open display of Biokinesis
is pushing into the mainstream the notion that bodies are but tools of the soul.
Permanent or transient body alteration is as much part of Sudamérican youth
culture as clothing; it’s not strange to find people with odd skin color patterns
walking openly with nobody even noticing, or sporting nonhuman traits like
horns, feathers, or even extra limbs. Purists from other lands comment that
Sudamérican arcologies often feel like alien planets from bad sci-fi vids.
Oceania’s phibs and selkies have terrestrial counterparts in Brazil; people with
prehensile tails, second eyelids, cilium-covered hands or other alterations
undertaken to work better under extreme conditions. The physical definition of
what constitutes humanity is stretching thin in Sudamérica.
Sudamérica’s large protected wilderness presents many challenges and hides many secrets.
Aberrants and their creations still lurk in the darkest corners of the Amazon rain forest, the
Venezuelan Plaguelands, unreachable Andean heights, and oceanic depths. However, this
continent is also home to many new, as-yet undiscovered resources; innovative bioapps can be
created from biotemplates found only in the Amazon or the Brazilian Pantanal, and competition
to locate new species sometimes becomes lethal.
The social structure in Sudamérica can be equally volatile; in addition to their intense rivalry that
threatens to erupt into a full-blown economic war, Brazil and Colombia are struggling with
cultural phenomena that question the concepts of identity and free will, while the Mapuche
Nation is a hotbed of unrest as an imposed state of racial relations begins to unravel. Cutting-
edge technology and avant-garde cultural phenomena also share memetic space with deeply
rooted traditions and superstitions.
46
around Mount Kenya became a destination spot for world travelers. African cultures were
revived and put on display through interaction with new technologies and improved economies.
The future appeared limitless for UAN. It was around this time that Africa earned the name “The
Bright Continent”, as it emerged from over a century of bitter local wars to take its place among
the world powers.
The Aberrant War caused massive damage to the UAN but less than in the FSA or Europe.
During the Crash, the inability to access resources and the sudden scarcity threatened to break
the new union of nations. In an effort to obtain much needed funds and restore local unity and
pride, president Mgowo Uyabo redirected the fractured nations to a unified vision of near space
travel. In 2074, work on a space elevator at Mount Kenya began. Further investment and
partnerships with the Chinese and Australians helped the UAN complete the space elevator
project and space station Abuhisi by 2090. A little more than a decade later, Upeo wa Macho
Proxy Bolade Atwan extended Mgowo’s original vision to interstellar travel.
While the UAN lacks the economic and military power of the Chinese or Sudamérica, it remains
a prosperous and peaceful democracy. The UAN positions itself as a hub of space travel and a
place that people all around the world visit to see traditions and technology merge in harmonious
ways. Immigration is on the rise, further increasing the diversity of the UAN’s workforce.
Unification In Diversity
While hundreds of different languages and dialects are spoken in Africa, Swahili is the official
language of the UAN. All children, no matter where they live, are taught Swahili in addition to
their region’s native tongue. One of the central principles guiding the UAN is that each citizen
must bring in all the traditions available to him into the conglomerate of nations so that all can be
enriched. In rural areas, this means that local cultures remain strong.
Technological advances allow the people to engage in traditions from centuries past while still
being able to participate in modern life. Many Maasai retain their traditional garb and customs
while also having holovids in their home, driving, and living in modern houses and apartments
decorated with a mixture of traditional and cutting-edge decor. The tradition of hunting lions as a
rite of passage into manhood continues, but to maintain the health of the lion population, almost
all Maasai choose nonlethal hunts, using spears tipped with anesthetic darts, and women can now
take part in this ceremony.
Each nation has a voice in the UAN Council. In addition, tribes and ethnic minorities within a
region can apply for a special membership which allows them to send delegates to vote on local
issues and communicate with other representatives in the Council. No group can be isolated or
oppressed without other members being aware of it, but governance and laws is often somewhat
chaotic. The weekly council meetings are rowdy, all-day affairs. The freewheeling nature of
these Council meetings has given rise to the nickname “The Market,” due to the constant
bickering and deal making that happens on the floor.
African Transhumanity
The UAN embraces personal transformation as much as Sudamérica, but with a
distinctly African style. Most Sudaméricans prefer transforming their bodies in
lasting ways, and perhaps changing them again every few years. However, in the
UAN, few people make such permanent changes, like becoming an aqua or giving
themselves cat eyes more than once or twice in a lifetime, but temporary
modifications, like pseudo-living tattoos, advanced biotech sensors that can be
applies to the user’s head or hands and removed when desired, or temporary gills.
47
A growing number of Africans embrace more extensive temporary changes using
living biotech that’s halfway between body paint and a bodysuit. These bioapps
are covered with fur, scales, patches of bioluminescent, color changing organisms,
or unusually shaped or patterned skin. They can be worn for several days and feel
like the wearer’s skin, but only requires a few minutes to put on or take off.
Some in the UAN wear functional modifications for work or to enable them to
temporarily live as an aqua, perhaps while considering becoming on permanently.
However, most use cosmetic modifications to express their personal style or to
decorate themselves for parties and special events. Most residents of the UAN
rarely change their identity and only do so for important personal reasons, but
changing their appearance, even in radical ways, is a celebrated part of life.
48
where visitors can experience low gravity and zero G. Angola dominates this industry, which has
recently grown larger than the still popular wilderness safari industry.
Religion
Where many outsiders see a dichotomy between the traditional, mythological world of the past
and the busy, tech-saturated world of the present, the average citizen of the UAN does not. Most
have no problem being at once anachronistic and technologically advanced. Local mythology
pervades popular culture and activities. Regional and city governments often go to great lengths
to help foreigners learn relevant customs quickly. “Knowing posts” which transmit local cultural
information to a traveler’s minicomp are ubiquitous in the UAN. This cultural exchange is less
about restricting behavior than it is helping people feel at home. Knowing the name of the prayer
everyone on the maglev just recited makes traveling across the UAN more comforting and
familiar.
The two dominant religions across the continent are Islam and Yoruba. There are countless other
faiths, but these two get the most attention in pop culture and politics. Islam is most influential in
North Africa, while Yoruba is more common in central Africa and its popularity to continuing to
increase. The Orisha have been popularized in many electronic games and shows, which has
spread knowledge of the faith outside of the UAN. People from all across the world tune in to
watch the psi-opera Kumi (“The Ten”), about people who have channeled the powers of
Yoruban gods to fight evil, Aberrant-like forces. This show entertains tens of millions while also
teaching the most basic aspects of the religion.
UAN’s acceptance of diverse religions and cultures comes at a price. While most citizens simply
expand their world view to accommodate the diverse population, a few sects of fundamentalists
seek to expand their power and influence and are willing to resort to violence to achieve their
goals. The most well-known local extremist group is the Christian sect known as the Savior’s
Path. Based in Toamasina, Madagascar, this group seeks to destroy anything related to space
travel. The UAN has thwarted many attempts by the group to do so. Despite the group’s failures,
their digital recruitment efforts are savvy and effective. The most extreme Islamist group is also
one of the oldest: Al-Qaeda. This group benefits from mainstream legitimacy; only indirect
evidence links them to actual terrorist acts. Other religions and tribes will often try to settle
disagreements outside of UAN law or regulations, but few have the numbers or the popular
appeal to be a major concern.
There have been enough low-level skirmishes with extremists that some in UAN government
now seek to change its privacy laws to give the government better insight into the threats it faces.
Currently the UAN does not have the access that nations like China or the FSA have to private
data. Without permission or a search warrant, public surveillance is configured to not record any
images or sounds occurring in private residences or businesses or on private property, like the
land around someone’s house or an arcology dweller’s balcony. Also, although this same
surveillance records the actions of everyone in public spaces, getting access to recordings
detailing the actions of a particular individual requires their permission or a search warrant.
Many Chinese believe that it is only a matter of time before the UAN’s openness allows disaster
and chaos to reign. However, rescinding digital privacy laws remains one of the least popular
proposals in the council meetings, and has not even been voted into a committee yet.
Allies & Enemies
Officially, the UAN has no enemies. It has declared no trade embargos nor made any
declarations of hostility for any nation. Its official stance is to nurture relationships with all
49
nations, extending an “open hand to all.” Insiders to international politics know that there are
several wrinkles to this strategy, and several pressing facts that make an open hand hard to
extend.
China is the UAN’s strongest ally. China and the UAN have been close economic allies for
almost a century. What began as Chinese investment in African industry has become a series of
mutual trade and investment treaties. Tourism and cultural exchange are also quite common. The
only awkwardness is when China looks to the UAN for backup in international affairs. The UAN
seeks to maintain its neutrality and avoid international tensions, but many UAN officials also
wish honor their close ties with China. The Council regularly wrestles with these issues. Most
solutions involve the UAN making a statement of solidarity with China but also stating a firm
commitment to peaceful resolution. Lately, China has been pushing the African nations for less
equivocal support.
If the UAN has an enemy, it is the FSA. The FSA is vocal in its distrust of the UAN. The FSA is
critical of almost everything the UAN does, often citing older images and notions of Africa as a
dangerous and lawless continent as the cause to distrust it now. While many dismiss the FSA
government’s talk, UAN insiders know that the FSA does not attack the UAN with words alone.
It is rumored that the FSA funds and supports the surge of cyberterrorism plaguing the African
nations. No definitive proof exists, but the speed and detail to which the FSA responds to every
cyberterrorist incident (even some that were not made public by the UAN) indicates some level
of involvement. The FSA’s hostility to the UAN does not seem to have overt purpose, though
insiders believe that the ultimate goal is to gain more of a foothold in the lucrative space travel
business that the UAN dominates. The Council believes that the FSA is secretly providing
money and weapons to both the Savior’s Path and Al-Qaeda.
Threats
The leaders of the Walinzi believe that Aberrants control some of the smaller extremist sects.
Known as “False God” cults, followers worship Aberrants and build their influence within the
continent. Security personnel consider these cults more dangerous than direct Aberrant strikes.
Using neutrals as shields and servants makes it easier for Aberrants to act without being detected
or destroyed. The UAN works extensively with the Æon Trinity to put an end to these cults.
Complicating these investigations is the fact that rogue psions actually lead a few cults. These
cults of personality are usually less dangerous, but determining the true nature of a particular cult
often requires infiltration missions lasting weeks or even months. Every cult missed or
overlooked might damage the space elevator or explode a bomb in a major city.
A phenomenon known to UAN citizens as “Ghosts in the Net” is actually the work of a network
of hackers who randomly shut off machinery and devices all over the UAN. Anything that is
connected to the OpNet is potentially vulnerable to these attacks. The Ghosts embarrass the
UAN, causing people to poke fun at the reliability of the UAN machinery and computers.
Shutdown severity have so far been merely inconvenient, but officials fear the attacks will
intensify, with fatal results. To combat this, many machines with critical functions disconnect
from OpNet to reduce their threat surface. Whether this will work long-term is unknown but the
only other long-term solution appears to be confronting the FSA directly, something the UAN is
reluctant to do.
50
Chapter Three: Space
The universe must be full of voices, calling from star to star in a myriad tongues. One day we
shall join that cosmic conversation.
— Arthur C. Clarke
Space is humanity’s new frontier. However, it is a frontier without any Earthly equivalent.
Romantic ideas of building off-world colonies using only technology the colonists could create
themselves proved to be nothing more than dreams. Survival on an alien world demands a
combination of advanced technology, hard work, and practical skills ranging from farming to
engineering and biochemistry. However, some of the new Qin biotech is beginning to change
colonization. If colonists purchase the correct license, they can breed various useful creatures
like bioblimps (see p. XX), insuring a steady supply of devices or vehicles for a colony, with no
need to use machines to produce them.
Most humans never leave Earth and fewer than one in 1,000 people ever visit any world further
than Luna, but daring neutrals and psions are now settling or working on other worlds.
Spacecraft allow humanity to explore other planets, and with the development of the Leviathan
jump ships, other star systems. However, moving sufficient numbers of people to start a viable
colony usually requires opening up a teleportation portal, allowing thousands or even tens of
thousands to step from one world to another. Similarly, the two space elevators have made
access to Earth orbit easy, and jump rings (see p. XX) going from Earth to Luna made Olympus
as easy to reach as Sydney or the Chicago arcology.
Humanity began moving into space during the Nova Age. Nova-created Warps and Warp
creating devices allowed several million people to travel beyond Earth. Today, psionic
teleportation provided the next big impetus for humanity to move to the planets and the stars.
Almost 30 million now live and world beyond Luna’s orbit, scattered across the solar system and
out among the stars.
Settlements Beyond Earth
Humanity has visited every rocky planet and large moon in the solar system. Teleporters and
now Leviathan jump ships have visited dozens of extrasolar planets. The following worlds are
only the colonies and large bases that humanity has established. There are many other smaller
bases where 10 or 20 researchers investigate a planet, as well as even more worlds that Upeo wa
Macho explorers visited only briefly.
Settlement Infrastructure
Humanity now inhabits a vast range of different world, but almost all settlements
have a few features in common. Every inhabited planet possesses a network of
GPS, weather, and communication satellites. Also, every base or colony built in
the 22nd century has several hyperfusion reactors as well as at least a dozen
industrial makers.
1
Mars, others continued mining the asteroid belt, and a few looked elsewhere in the solar system,
to the gas giants and their icy moons or the infernos of Mercury and Venus.
However, during the Nova Era and after the appearance of the psions in 2106, humanity could
travel to worlds around other stars, some of which were habitable and thus far more appealing
than the cold deserts of Mars or the far less hospitable environments found elsewhere in the solar
system. The six-year disappearance of the teleporters rekindled interest in colonizing Mars, but it
remains at least a week away using the fastest spacecraft, and the outer system requires voyages
lasting more than twice as long. Although efforts to mine or settle the other planets in the solar
system continue, the teleporters’ return has again caused most of humanity to focus on worlds
orbiting other suns.
Mars
After a century of false starts and setbacks, futurists’ long dream of terraforming Mars is finally
taking shape. Domed settlements sprout across the arid plains and on the shores of the growing
lakes. The Red Frontier beckons — but many would-be colonists have learned that getting to
Mars is less a challenge than making something of the planet once they’ve arrived.
2
raised dust but failed to increase atmospheric pressure, the first step to make the planet more
habitable. The impacts also curtailed colonization.
Aside from a small Chinese colony, humanity abandoned Mars during the Aberrant War and the
Crash. Resource constraints and reduced population pressure didn’t justify movement outward. It
took the 2090s’ space renaissance to rekindle interest. Chinese influence pushed the UN to back
a second terraforming wave, this time constructing huge atmosphere generators at the poles. The
project’s scale brought new colonization, as did the use of Phobos as a staging area for outer-
system exploration.
Terraforming efforts met with little success until 2109, when Orgotek and the Qin approached
the UN with a proposal to accelerate terraforming. Immense biotech constructs and an army of
engineered microorganisms extract elements from deep beneath the Martian surface and spew
out the first wisps of a breathable atmosphere. However, neither psions nor aliens accounted for
the native life’s persistence and adaptability. The Martian microbes’ rapid growth has drastically
slowed terraforming.
The Aberrants’ return brought frequent strikes on isolated Martian outposts. Unlike Earth, Mars
had too many isolated settlements for the small number of forces located to adequately protect.
Aberrants were often only driven off after they had destroyed their target. A Norça-led campaign
in 2119 broke this cycle and gave the Sudamérican order the political capital to involve itself in
Martian politics.
Areography and Arecology
Despite microbiological setbacks, recent terraforming has yielded massive environmental
transformation. Atmospheric pressure is now 30 times greater than pre-terraforming levels and
oxygen content is nearing 5%. It’s still unbreathable for anyone but the most adept biokinetic (or
Aberrant), but anyone can survive with just a breathing mask and warm clothes — pressure suits
are no longer required. Typical summer days range from 5º to 30º C.
After 20 million years, water again flows during Martian summers and near the equator, rivers
continue to flow even in the depths of winter. A fraction of this water comes from Nova Age
comet strikes but most is former polar or underground ice. The shifting weight of this moving
water has broken the crust’s long stasis, triggering unpredictable marsquakes across the planet.
The only vegetation is terraforming biotech. Orbital images reveal swaths of green on newly-
moist shores, but these are a combination of Qin microbes and the oxidized copper byproducts of
their water liberation process. However, large-scale equatorial seeding of engineered grasses
awaits only a modest increase in atmospheric pressure. Equally significant is Peru’s recent
announcement of Chinchilla martis, the first animal species engineered to breathe Martian air.
The Red Frontier
Terraforming and colonization began as a way for humanity to hedge its bets against a planetary-
scale cataclysm that could render Earth uninhabitable. With the 22nd century’s biotech and
faster-than-light travel, a habitable Mars is no longer critical as a redoubt, which has spurred
calls to redirect terraforming resources to other projects. However, Mars still commands a
compelling place in humanity’s collective vision of space.
“Flagged” settlements are supposed to fall under their parent nations’ laws, with the UN
Judiciary Council presiding over Mars as a whole. All the enforcement bodies have more
pressing matters, though. Elsewhere on Mars, theoretical interplanetary law gives way to
3
pragmatic self-rule — until the independents offend some country (usually by harming its
citizens) and find themselves forcibly nationalized and regulated.
To groups seeking isolated autonomy, Mars offers even greater freedom and isolation than
Oceania or the Australian Outback, and unlike terrestrial nations, it lacks immigration controls.
Foresighted settlers stake (or usurp) early claims on sites expected to be resource-rich oases at
terraforming’s end. Fringe societies run wild, unfettered by legal prohibitions or social
disapproval. Isolation makes outlying colonies ideal places for individuals to make fresh starts or
hide from the past. “Cutting,” Martian person-finding, is a growth field, as is freelance law
enforcement targeting bandits and the “feral colonies” that harbor them.
The local legal patchwork and outside meddling aggravate a large minority of Martians. The
Mars Independence movement is a score of grassroots organizations who can’t agree on anything
but their vision of a self-governing, UN-recognized Mars. Supporters fly ironic emerald flags to
mock their bitterest rivals, Chinese nationalists. Most are vocal but, aside from drunken
brawling, peaceful.
Science sparks its own passions as terraforming erases native areology and arecology. The Red
Preservationist movement lobbies the UN to reverse the process. Under Orgotek’s leadership,
terraformers see themselves as midwives to a new world.
Subject: Ecoterrorism
From: Deputy Council Attorney Susan Hong, UN Judiciary Council, XXIX
(Mars) District
To: Lieutenant Dale Hong, HQ/5th Marine Infantry Battalion, Seventh Legion
Encryption: DSE
Date: 5.5.2123, 9:31 AM
Ha ha, little bro. It’s funny when it’s not your problem. “Redneck” is no joke
when it’s short for “pissed-off Martian roughneck.” Terraforming is flooding
them out of the meteor craters where the best ore veins are. We finally found a
way to get miners to share air with environmentalists. And they know explosives.
The bombs up north — you know, the ones your Legion missed? Yeah, Red
Preservationists, but I’ve seen the report and that work took skills you don’t get in
a lab.
You want to do us both a favor? Convince your chain of command to protect the
Oceanian immigrant community. The aquas are the only miners on-world who
want to work underwater and the rednecks are agitating to run them off. There.
Now it is your problem.
I’ve never been a Mindi but at this point I want to see the movement succeed. If
Mars were self-governing, this wouldn’t be my case.
Living on Mars
Despite recent progress, Mars remains relatively frozen and airless. Martians are as painstaking
as spacers about their life support. Settlements remain under pressurized domes or dug deep into
the crust until the air becomes breathable (projected for 2200).
Thin air prevents combustion or conventional flight. Economical long-range transportation relies
on land trains: massive fusion-powered, all-terrain, articulated constructs with a score of
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independent axles. Aviators fly hoppers similar to Luna’s, albeit with larger engines and less
lifting capacity. Sub-orbital spaceship flights are faster but inefficient.
Martian hospitals serve spacers from across the solar system. Also, the large and growing Phobos
space dock serve as a repair, refueling and resupply stop for much of the Outer System. Wealthy
tourists also come seeking isolation and exclusivity. A Martian cruise is the 2120s’ glamour
vacation. Exploiting this, small “red resorts” span the planet. Domed theme parks breathe life
into old science fiction. Extreme sports resorts offer sand-skiing and suborbital skydiving.
Expedition companies tour terraforming facilities or unspoiled wilderness, then make edgy
stopovers in carefully-selected fringe colonies.
On the Map
Wanjing, the “City of Rocklike Fortitude,” is Mars’ undisputed First City, though China can’t
quite proclaim it the planetary capital. Built around the prewar colony on the Tharsis plateau,
east of Olympus Mons, it holds 300,000 citizens and Mars’ largest spaceport. Local volcanic soil
should make it an agricultural powerhouse once the atmosphere can support crops.
Sudamérica’s Rio de Martio, hub of the tourist trade, straddles the mouth of the Valles Marineris
canyon east of Tharsis. Living arcologies built into the canyon’s walls offer unparalleled views
and open onto the planet’s thickest atmosphere. However, the first spring floods brought
frightening marsquakes and city engineers are re-evaluating their calculations.
Like Wanjing, Akabenje was planned as a future agricultural center, but the UAN’s Martian city
hasn’t waited for the air to thicken. This sprawling complex of hydroponic domes, located on the
Gusev crater’s southern slope, provides two-thirds of Mars’ food and makes the planet
agriculturally self-sufficient. In time, its site on the growing river delta of the Ma’adim Vallis
channel may become the southern hemisphere’s coastal jewel.
Over the Horizon
Schiaparelli Convoy, the best-known crawler town, is a 200-person nomad community based in
five land trains. Its six-week path circumnavigates Hellas Planitia’s six thousand kilometers as it
trades goods and services to the crater’s future coastal communities. Famous from the On the
Crawl documentary holovid, it’s a popular rendezvous target for expedition tours.
Robinson Station lies on the equatorial Meridiani Planum. Seventh Legion’s headquarters holds
the system’s best LoGLAW (low-gravity/low-atmosphere warfare) training center. Space troops
from nearly every nation train here as Legion guests. The UN’s planetary administrative offices
in neighboring Port Ares are almost an afterthought, overshadowed by three competing rough-
and-tumble towns that extract stress and cash from off-duty troops.
New Houston was the Nova Age’s main American colony. The ambitious complex was built to
house nearly 100,000 settlers. Only a few thousand had moved in when Aberrants seized control.
The resistance’s sporadic broadcasts lasted nearly four years, revealing slices of a descent into
hell that remain some of the war’s most chilling records. Hundreds of unmapped tunnels make
enforcing the site’s Corruption quarantine impossible, making it a popular destination for
Novatech prospectors.
The Outer System
Past Mars, humanity’s grasp on the Solar System is tenuous. Sol provides dim light but the only
heat is what travelers bring with them. Self-reliance is a way of life and equipment maintenance
a religious rite. Without a teleporter, the closest help is usually several weeks away. The
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estimated 15,000 inhabitants of the asteroid belt and outer bodies wouldn’t have it any other
way. Many of them came to the deep black in search of that very isolation.
The Asteroid Belt
Home to two-thirds of the outer system’s population, the belt is corporate territory. The ongoing
space construction boom demands raw materials. It’s cheaper to extract them here and ship them
to Earth orbit than to mine them dirtside and boost them up a gravity well. “Cheap” is relative on
this scale, though. Breaking into the business as a subcontractor for a mining metacorp still
requires rare skills and tens of millions of yuan in startup capital. Aside from a few owner-
operator freighter crews and the support workers who keep the miners fed and breathing, the
“down-on-her-luck entrepreneur” is a vid fiction.
Space Pirates
Space pirates? Ha! No. The economic conditions are all wrong. How would you
steal and fence a megaton of aluminum? We’re here for search and rescue — or
more often, search and recovery, no thanks to the distances we have to cover. The
lasers are for Aberrants, not pirates.
— Lt. Cdr. Kristof Jorgensen, commanding UNSGC Argus
Each corporation maintains its own refinery complex where miners drag chunks of asteroid for
processing. The output is huge ingots clamped to slow bulk freighters for shipment in-system.
The industry’s transport side has tight safety regulations and security — no one wants an
artificial dinosaur-killer.
Outside the refinery stations, belt life centers on Vesta, the system’s second-largest asteroid. In
2080, Nihonjin researchers landed there, establishing the Fuyoushi science station. After several
unprofitable years, the Nihonjin government sold the base to private investors. Fuyoushi
remained abandoned until the late-century return to space made asteroid mining profitable. Vesta
became the first hub of these operations.
The Aberrant attack in 2105 gutted the facility but Vesta’s size made it too useful to remain
abandoned. Today, the reborn settlement of Absolute Zero is dug into the planetoid, making it a
much tougher target. “A-Nought” is the belt’s equivalent of a frontier town, offering shops,
restaurants, and entertainment to miners and refinery workers. It’s also the main outer system
base for the local cavalry: the UN Space Guard and the Seventh Legion. Most ships heading
farther outsystem stop here for supplies and maintenance.
The Fringe
The belt does have a scattering of tiny habitats outside the mining industry. Most are scientific
facilities, though at least four well-financed independent settlements exist, including a Psi
Nippon enclave, an ecumenical monastery and meditation retreat. The belt’s isolation is the
primary reason these stations aren’t somewhere more hospitable. Belt tourism is a non-starter —
there’s nothing here to see or do.
Though action-espionage vids exaggerate their scale, secret research programs have found homes
in the belt since the Nova Age. Project ReWrite maintains a tiny office in Absolute Zero, where
it investigates rumors of von Neumann war machines, brain-overwriting mind recordings, Novas
awakened from cryogenic stasis, and marauding Aberrant cultists. For the psi orders, the remote
location permits certain psionic experiments that would be impossible on Earth. Several nations
also maintain military research labs here.
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The Gas Giants
Settling the outer planets themselves is obviously impossible (at least, for terrestrial life), but all
of them possess large moons. Radiation makes Jupiter an unpopular destination but two notable
communities exist here. The first is an Orgotek lab orbiting Io, from which electrokinetics study
Jupiter’s unique magnetosphere. It also hosts a few planetologists who study Io itself. The
second Jovian community is the multinational Galileo Station, which continues Nova Age
research into the plant and the tubeworm analogs that inhabit Europa’s subsurface oceans. “Gal”
hosts Oceania’s largest off-Earth community — nearly 500 aqua scientists and would-be settlers.
The Qin also contribute to Gal’s research, although they adamantly oppose both aqua
colonization efforts and commercial exploitation of Europan biota. It’s a strange reversal, given
their willingness to terraform over Martian life, and one they have yet to explain.
Saturn and its moons received little attention until last year’s discovery of subsurface ruins on
Enceladus and Rhea. While most scientists believe these are Aberrant relics, the original
explorers insist they’re far older. Follow-on missions are in the works. The FSA also is hastily
organizing an expedition to Titan, ostensibly to renew an old claim to the site of a high-energy
physics lab that exploded shortly before the Aberrant War.
The largest manmade structure beyond the belt orbits Uranus. Still under construction, Olapa
will be the base from which an audacious UAN energy conglomerate plans to extract helium-3
from the Uranian atmosphere. If the venture succeeds, it will transform the market for fusion
reactor fuel, but construction setbacks have pushed completion to 2128.
The Void Beyond
There’s little reason to venture past the gas giants. A few hardy scientists and psions come to test
theories or claim first landing on outer planetoids. Inquiries into gravity, radioastronomy, and
particle physics occur on tiny isolated stations whose crews have the dubious distinction of being
the solar system’s most remote residents. Everyone else is content to leave them to their solitary
pursuits. The highest-profile mission out here is the Seventh Legion’s search for possible
Aberrant bases, but even the Firebirds admit they’re unlikely to find anything. Given the
enemy’s interstellar warp capability, what purpose would an advance base on the system’s rim
serve?
7
S1: Okay, okay, I– yeah! Got him!
S2: Yes! Aaah, break left!
S1: They’re herding us.
S2: What are they– is that a comet in the –
(Impact and depressurization sounds; 0:38 of recording lost.)
S1: – least now you know whose it is.
S2: Well, shit.
(Unknown interference; no further viable data.)
Recovered from Orgotek Locust-R3, hull number VHL6015M, salvaged near
Saturn February 1, 2123. Vessel declared overdue August 26, 2121 after failing to
report after sweep of 5145 Pholus. Subject 1 identified as Flying Officer Helenice
Prazeres, 136th Reconnaissance Squadron, Seventh Legion, pilot. Subject 2
identified as Sergeant Clemenz Bian, sensor operator.
Extra-Solar Settlements
Humanity first travelled to the stars during the Nova Age, when huge warp gates allowed
explorers and colonist to cross dozens or hundreds of light years with a single step. However,
these settlements were suddenly cut off after the end of the Aberrant War and records of most of
these colonies were lost during the Crash. Except for the Chinese effort to colonize Khantze Lu
Ge, the departure of the Aberrants stopped humanity’s reach for the stars. All of this changed in
2106, when Upeo teleporters reopened the galaxy. The sudden disappearance of Upeo wa Macho
convinced humanity that it could no longer depend on a few hundred teleporters to handle all
interstellar transport. For the last six months, the new Leviathan jump ships have returned
humanity to the stars and promise the beginning of an era of increasing and unbroken interstellar
exploration and colonization. Humanity has explored less than 200 extra-solar planets and has
only eight known long-term settlements outside the solar system, but the interstellar era is just
beginning.
Averiguas
Brazil’s bid to extrasolar presence is a study in administrative blunders. Founded around a star
that could go supernova in the near future, the harsh living and working conditions and the near
enslavement of workers imported from Europe and the FSA drove them to open revolt. Norça
involvement is only making matters worse. The situation is delicate, but the tools sent to resolve
it have a blunt edge.
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Temperature: -10 °C to 50 °C
Percentage Ocean: 42%
Rotation Period: 23 hours
Native Life: Sea plankton and algae, lichen on land, no other notable species
Human Population: 22,000
Promised Advancement
With the Aberrants’ return, Brazil was in a hurry to secure protection for its interests, and
claimed the recently discovered SS3819 binary system for colonization with Norça advice.
Officially named the Associação para o Progresso Universal (Association for Universal
Advancement), or APU, the colony was meant to provide psions with a training environment
where pushing the envelope of psionic potential would not endanger anyone. Its true purpose
was closely related: Brazil wanted a safe place to conduct advanced weapon testing, and the
Norça wanted a research site far away from the scrutiny of Æon and the other Psi Orders. The
biokinetics made sure that no espionage attempt on either project was successful.
The first launch included technicians and scientist from both Brazil and Norça, who also sent a
dozen biokinetics. The work force, however, consisted mostly of refugees from Europe and the
FSA, attracted by the promise of work in a project with great potential. The first settlement in
Averiguas was named New Hope, because it gave just that to the colonists.
Home, Harsh Home
Averiguas orbits a binary star system composed of a giant star that is beginning to feed matter to
its dwarf star companion. Flares are relatively common, but the planet’s magnetic field is strong
enough to absorb the ensuing radiation, as most flares only cause a slight increase in UV
emissions. Astronomers note that the giant star is showing conditions that could lead to a
supernova within a millennia or two, which is the astronomical equivalent of “next year”,
although a few astronomers worry that it could happen much sooner.
The conditions in the planet are just a tad short of perfect, compared to Earth; gravity is slightly
higher, the atmosphere is somewhat denser, and the temperature is slightly higher. The oceans,
however, cover far less of the planets’ surface. The only life in Averiguas includes varieties of
algae and lichen, which interact to provide a breathable atmosphere rich in nitrogen.
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Everything is heavier here, and it’s harder to breathe and it’s not hot enough to
make you pass out, but just enough to make you sweat like a bastard. Brian and
me are used to it now, but I fear it’s getting to him. Also… I think [redacted].
Even with our contracts still having a good 15 years left, I don’t plan on leaving.
I’m a space colonist now!
10
Only three months after the revolt started, the Upeo disappeared, leaving Averiguas isolated. The
Norça personnel that arrived with the last Brazilian reinforcements had not witnessed the
situation deteriorate, and what they saw outraged them. Their order, regarded throughout
Sudamérica as heroes and liberators, was either looking the other way or directly aiding tyrants.
It didn’t matter that the oppressors were fellow Sudaméricans and the subjugated were
Europeans and North Americans, many among the new Norça, neutral and psion alike, sided
with the rebels. When new reinforcements failed to arrive and communications from Earth
ceased, the Brazilian taskmasters realized that they were stranded. Their only option was to
surrender to the rebels.
Back to the Fold
Contact was reestablished with Averiguas upon the Upeo’s return. In the six-year absence, the
colony survived by ceasing any overt hostility between loyalists and rebels, but New Hope and
Brazil’s test sites were in the rebels’ hands. Brazil couldn’t avoid Æon participation in the
recontact mission, and the rebels did not have any obligation to keep Brazil’s test fields secret.
Everyone interested in the Averiguas situation now knows about Brazil’s true intent in founding
the colony, although the actual weapons tested remain a top military secret. Negotiations with the
rebels are not going well as the new governor simply refuses to yield any ground, and now that
their continued survival is no longer at stake, the sense of cooperation is gone. Colombian agents
reestablished contact too, and now Colombia is making open advances to “aid” Brazil in
negotiating with the rebels, aiming to gain their own foothold in Averiguas. Psi Order Norça
remains officially neutral, and the biokinetics’ secrets remain undiscovered and protected. The
rebel Norça still show up for work dutifully, seeing nothing wrong with the apparent dichotomy
of their situation.
Bullseye
Upeo wa Macho explorers have found several formerly living worlds that have been destroyed,
including the asteroid belt around Karroo Mining Colony as well as two seared and lifeless
rockballs. However, Bullseye is the first partially destroyed world humanity has found. More
disturbingly, it was also once home to an intelligent species that is now extinct.
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Almost a quarter of Bullseye’s land is part of one of several dozen blasted glassy plains.
Bullseye still has native life, but approximately 200,000 years ago, it had a complex and thriving
ecosystem and was home to an advanced civilization. A vast unknown disaster wiped out this
intelligent species and destroyed most of the planet’s other life. Today, life on Bullseye is sparse
and most of it struggles to survive. Currently, no one knows if the inhabitants destroyed
themselves in a war, were victims of a vast industrial accident or cosmic catastrophe, or if they
were attacked and destroyed by a mysterious alien foe.
The few archeologists that Upeo teleporters brought to this planet are now excavating the most
intact ruins. From the location and placement of the cities and the glassy plains, archeologists
suspect that most of the inhabitants’ cities were utterly destroyed. The majority of the remaining
settlements are located near one of the glassy plains and suffered heavy damage, as well as
200,000 years of exposure to the elements.
A Leviathan jump ship will soon arrive at Bullseye, carrying more than 20 tons of advanced
excavation equipment and drones as well as several additional teams of archeologists. Currently,
research on the inhabitants of Bullseye is in the earliest stages. Researchers have learned that
Bullseye once held an advanced worldwide civilization of more than a billion inhabitants, which
had technology at least as advanced as humanity’s. The inhabitants had light oval bodies with
four long slender legs and four long multi-jointed arms clustered just below a sleek tapering
head. They had smooth, dry skin, like a wart-less toad and seemed to prefer living in huge cities
that consisted of narrow cones and pyramids between 10 and 500 meters high. Networks of aerial
bridges once connected many of these buildings.
Bullseye’s intelligent species seems to have become extinct several centuries after the
catastrophe that almost destroyed their world. A few tens of thousands of survivors lingered on
after the catastrophe. However, the disaster destroyed almost 90% off all life on Bullseye and
caused an ice age that lasted almost three thousand years. As their world became increasingly
less habitable, the survivors’ population continued to dwindle until the entire species died out.
Because the disaster destroyed so much of the world and damaged or destroyed most cities, the
easiest ruins to study have proved to be the encampments of survivors, two of which persisted
for almost the entire last days of the species.
The Disaster
No one knows the cause of the disaster, in large part because of the great age of the ruins.
Clairvoyants also discovered that using Psychometry on pre-disaster ruins and bodies is
extremely difficult. Some of the archeologists believe that the disaster may have worked on a
noetic level, and one clairvoyant believes that he detected traces of Aberrant-like quantum
energies, leading a few researchers to wonder if this world also evolved its own Aberrants who
eventually destroyed it. Now that all of humanity again has access to the stars, the mystery of
Bullseye has begun catching the imagination of both researchers and ordinary people who worry
that Earth might someday share Bullseye’s fate.
The lack of increased background radiation and the extent of the damage makes it clear that the
disaster was not caused by nuclear war. Some researchers believe that it was an accident caused
by experiments with anti-matter or quantum black holes. Others suspect attack by exceptionally
powerful aliens or even alien time-traveling Aberrants. Regardless of the cause, the results are
still visible from space. Some of these glassy regions are several thousand kilometers in
diameter, others are less than 50 kilometers across. Most of these glassy plains are visible from
orbit, and irregularities on the largest such plain make it appear to have concentric circles, which
gives this world its name.
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Native Life
Today, life in Bullseye is sparse and very tough. The dust clouds that blotted out the world’s sun
for centuries is long gone, but the glassy plains have cooled the world, and geologists recently
discovered that the disaster ripped away some of Bullseye’s atmosphere. The bright purple plants
are all tough and fibrous, both to help retain moisture in the thin cold air and also to resist being
eaten by the voracious herbivores. Small herds of swift and sturdy eight limbed herbivores roam
the planets plains and steppes. Most predators walk on four or six legs, with the remaining pair
or two of limbs adapted for catching or killing prey. Although most life on Bullseye is small,
there are predators the size of small horses that can easily kill humans as well as smaller pack
hunters that are about as dangerous as a medium sized dog individually and deadly in their packs
of five to eight.
Eden
Although the Upeo wa Macho have discovered several previously-unknown human colonies
where Aberrants used their space-warping powers to transport the colonists, the planet known as
Eden is unique in that it is home to not only human colonists, but Aberrant ones as well. These
Aberrants, who prefer to be called novas, seem not to be insane or monstrous like the ones the
people of Earth know all too well. Instead, they protect the human population from the planet’s
dangers, and are revered as celebrities and heroes - and perhaps even as demigods.
Eden was first discovered when Upeo explorers happened to find a work crew of human miners
on a barren planet, using unrecognizable technology to excavate heavy metals. The miners were
thrilled at the appearance of the teleporters, and invited them to come with them back to their
home-world, Eden, once their transportation arrived. The Upeo were stunned to discover that
Eden was located in an entirely different star system, and that the transportation was a warping
Aberrant.
After an exceedingly tense first contact that nearly exploded into violence, the Upeo team
cautiously accompanied their hosts back to Eden. They discovered a beautiful and bounteous yet
dangerous planet; one on which a human colony would never have survived without the
protection of the Aberrants that fled here with their human families and followers at the height of
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the Aberrant War. With that protection, though, the human colonists are healthy, happy and safe,
if subservient and even somewhat worshipful toward their “superiors.”
As many as five dozen novas make their home in the colony’s central city, Harmony, and are
kept busy ensuring the safety of the city, its outlying farms and industrial areas, and more than a
million human inhabitants. These novas seem to be almost entirely free of the Corruption - they
use their powers responsibly and safely, and they are rational, with humanlike moralities and
beliefs. Most of them look physically human, with only minor abnormalities like glowing eyes,
oddly colored skin or hair, or exaggerated physiques.
The novas use colorful titles instead of normal names, often relating to the work they do as part
of the colony. “Apollo” provides energy to help power the city’s advanced technology,
“Shepherd” keeps the colony’s livestock healthy and breeding, “Gardener” altered Earth plants
to be better adapted to Eden’s soil and helps to keep the crops healthy and “Diva” is a much-
loved entertainer whose amazing performances and complicated love life keep the population of
the planet amused and intrigued. In addition to these sorts of duties, almost two dozen of the
novas are assigned to combat duty, defending the colony’s perimeter by keeping Eden’s native
life, the myriasoma, at bay.
The Dangerous Myriasoma
Even the most intelligent nova scientists of Eden do not yet fully understand the myriasoma and
the nature of their existence. At first glance, Eden seems to be split between about a dozen wildly
different and competing ecosystems, each of which is in conflict with the others it borders. These
include a tropical jungle, two deciduous forests, a swamp, a tundra, two vast grasslands, a desert
and at least two oceanic systems. Each of these “ecosystems” is actually a single vast creature,
consisting of stabiles (plant-like lifeforms) and mobiles (animal-like lifeforms) that are all
interconnected via physical links or pheromonal signals. According to biokinetic and vitakinetic
analysis, all of the “life forms” that make up a single myriasome are actually just distinct
sections of one greater noetic template. Each myriasome has a primitive, animalistic collective
intelligence, driven to expand its territory and eliminate any competition.
Unfortunately, the human colony lies in a border area between three of the planet’s competing
ecosystems (two terrestrial and one aquatic) and all of them treat the colony as another
competitor to be eliminated. The myriasoma adapt and evolve very quickly, constantly exposing
the people of Eden to new threats, ranging from fast-growing structure-destroying “weeds” or
hyper-allergenic “pollen” to an endless variety of predatory “animals.” The atmosphere, water
and even soil can be filled with deadly new toxins as the myriasoma instinctively develop new
strategies. Only the perpetual vigilance and superhuman powers of the novas keep the colonists
safe.
Peaceful Inequality
Despite these dangers, the humans of Eden seem to be happy and feel safe, and treat their nova
protectors with the highest respect and courtesy. They smile and regale each other with stories of
their heroic protectors, and talk about how lucky they are to live on a paradise planet like Eden.
novas who make public appearances are quickly surrounded by adoring crowds, and colony-wide
trends are created when a nova wears a certain designer’s clothing, eats at a certain restaurant, or
recommends a certain craftsman’s products. No nova is ever asked to pay for goods or services -
such a request would be seen as horrifically offensive by the human Edenites, and puzzling or
nonsensical to a nova. For the most part, the novas do not abuse these privileges. In the rare
event that a nova exploits her position to the detriment of humans, the other novas rapidly and
forcefully correct the situation.
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Strangely, the people of Eden extend the same honors to any psions who visit the planet, seeing
them as a similar class of better-than-human being. Visiting psions may inadvertently start new
fads or gain celebrity status, and might unintentionally cause offense by following normal social
mores. Baseline human visitors will be given only the respect that any stranger might receive on
Earth, although curious Edenites might question them about what it’s like to work with such
luminaries as psions.
The discovery of a planet full of sane Aberrants was a great shock to Bolade Atwan. She and her
teleporters kept Eden secret for quite some time. Eventually a group of Edenite Aberrants helped
to repel a Chromatic attack on Karroo, taking the decision out of the Proxy’s hands. The heads of
the other psi orders, the Æon Trinity and the United Nations were suddenly faced with a problem
that would previously have seemed unthinkable: what to do about nearly sixty of the legendary,
monstrous enemies of humanity — who seem beneficent and claim to want to help and protect
humanity.
The Eden Quarantine
For now, the answer has been to hold Eden at arms’ length and effectively quarantine the planet.
In order to prevent a panic, details of the exact circumstances of Eden’s discovery and the nature
of its inhabitants have been kept secret from the general public. Only the Upeo and a select few
Æon Trinity and United Nations teams are allowed to visit the planet. Æon is particularly
concerned about Eden’s social structure establishing footholds on Earth or other colony worlds,
as Aberrant-worshipping cults are already a problem and don’t need any extra encouragement.
For their part, the Edenites are complying with the quarantine for now, but some of the novas —
particularly the one known Apollo and his closest allies — are obviously impatient and anxious
to return to help defend their homeworld from the “Aberrant ones” and other threats. Some Æon
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operatives on Eden fear that another, more explosive Karroo Incident may be forthcoming, with
the novas making their presence undeniable by contacting the people of Earth directly.
Far Nyumba
Far Nyumba is the most Earthlike planet found so far. However, Earth’s youngest colony was ill-
prepared for its six year isolation from Earth. Despite hardships, the colony survived and today
new colonists continue to arrive, drawn by the comfortable environment and lack of dangerous
animal life. Researchers also flock here, intent on studying the alien artifacts found on the gas
giant this world circles.
Planet: Mgitu
Type: Hot Jupiter Gas Giant
Gravity: 2.8 Gs
Atmosphere: Hydrogen
Diameter: 179,000 km
Discovered in 2111, Far Nymba is the largest moon of the gas giant Mgitu, Far Nyumba is
similar to Earth in size, gravity, planetary tilt and atmospheric composition. Even though it is
two and a half AU from its sun, this star is considerably brighter than Earth’s. Also, Mgitu is
nearly a brown dwarf star and provides the moon with sufficient heat and light to make up the
difference. A thick rain forest covers much of Far Nyumba’s single land mass. The remaining
land is divided between a volcanic mountain range and dry scrublands in the interior.
Far Nyumba is the most welcoming of any of the worlds settled by humanity. It’s a warm wet
world with small polar caps, large oceans and lush vegetation. Far Nyumba is also a world with
very little true night. Together, the orange glow of Mgitu and the bright white light of primary
star SS1515a are a bit brighter than earthly day. However, both Mgitu and this star are in the sky
for only part of the day. Depending on the complexities of the various orbits, at least one of these
two bodies is usually visible. The initial distinctions of Mgitu day and night, full day, Star day
and night and full night have given way to three distinctions made by the locals, full day, when
both are in the sky, full night, when neither is visible and halfday when one or the other is
16
visible. Halfday is a common condition and regardless of whether its sun or Mgitu is visible, the
light is approximately equal a partly cloudy winter day.
Native Life
Far Nyumba vegetation is generally a deep blue-green in color and mostly consists of a wide
variety of vines and ferns as well as many tall fleshy plants which resemble spineless branching
cacti covered in large leaves. Most of these plants are considerably more mobile than their
Earthly counterparts. While none can uproot themselves and move, many can rapidly open and
close their leaves and flowers and even move their branches and leaves to avoid predation by
insects or to seek out light. Some of these plants are carnivorous and supplement soil nutrients by
catching and eating insects. However, none of these plants is capable of consuming anything
larger than a house cat.
The first explorers called the local animal life insects, and like insects, these creatures are
exceedingly diverse. Some fly, others swim, crawl, climb or burrow but they only superficially
resemble Earthly arthropods. The dominant variety of these creatures has eight legs instead of six
and possess actual lungs, allowing them to grow considerably larger than Earth arthropods. Most
are herbivores and scavengers and biologists continue to puzzle over the fact that few of them are
carnivores. The largest of these creatures are almost a meter long and weigh nearly 50 kg.
Although while none are dangerous to humans, a few have discovered a taste for human crop
plants, necessitating special fences and the use of local pheromones to discourage them. Many
farmers number now plant some of the more voracious local carnivorous plants throughout their
fields, a practice that deters most of these insects.
The Colony
The colony’s six-year isolation was difficult. Colonists kept their morale up by continuing their
investigations of the alien artifacts in Mgitu’s atmosphere. However, they were far from ready
for self-sufficiency. Suddenly confronted with the necessity of learning to grow all of their own
food, and attempting to repair various machines without a proper supply of raw materials for
their makers caused serious problems. 22 people died from malnutrition and lack of advanced
medicine in the famine of 2119. When the first jump ship arrived, the settlement on Far Nyumba
looked like a strange combination of a rustic frontier town and a sophisticated research facility.
Since recontact, Far Nyumba has become the primary focus of the renewed extra-solar
colonization effort. Far Nyumba is peaceful, quite habitable and at the center of one of the
biggest scientific mysteries of the century. In addition, a number of Earth’s more unconventional
scientists are eager to immigrate, where they hope to be able to live and work in a thriving
scientific community that lacks many of the restrictions found on Earth. Today, Far Nyumba is
becoming an extremely diverse and eccentric colony. Although almost 3,000 of the original
colonists have returned to earth, more than 10,000 addition people have moved here since
contact was renewed.
Society
The colonists are independent and self-reliant. The African colonists and the many scientists
together formed a unique culture that is a mixture of African traditions adapted for life off world,
similar to those found on Karroo Mining Colony, and the eclectic, free-thinking atmosphere of a
university. Most colony residents love of conversation and debate and are eager to discuss almost
any topic. To help share knowledge and improve morale during the long isolation, many
researchers began a weekly program of lectures and classes. Today, almost everyone on Far
Nyumba is relatively well educated and eager to hear alternative points of view.
17
The residents settled in a single city called Jifunza (Learning), which has a population of 41,000.
Another 2,000 colonists live in outlying mines, agricultural stations and small research bases.
Even the most remote of these settlements keep in regular contact with people in Jifunza, and
few people live outside of Jifunza for more than a year.
Many on Far Nyumba worry that this tradition of unity will be lost as new immigrants continue
to arrive, while other residents attempt to include the new arrivals in the various classes and
discussions. However, some of the new colonists are not researchers seeking to join the on-going
explorations of Far Nyumba or Mgitu or people interested in joining a thriving intellectual
community, but settlers seeking to create isolated religious or social communities who wish to
build their own cities and settlements far from Jifunza. Almost half of the new colonists seek to
found their own settlements.
There are now two major new settlements on Far Nyumba. The first consists of 2,000 followers
of Erin Perez, a charismatic leader who preaches humans learning to live in harmony with the
natural world. All of her followers, popularly called Perezistas, have modified themselves so that
their skin is green and can photosynthesize as long as they spend sufficient time in direct
sunlight. Perezistas only use living biotechnology and consider other technology to be inherently
corrupt. They moved to Far Nyumba to “learn the spirit of this world”. The other new colony
consists of a group of 2,500 individuals from India who were part of a small movement that
sought to revive the old Indian caste system. Finding much opposition in their homeland, they
are attempting to build a religiously and socially pure society on Far Nyumba.
Mgitu
Initially, explorers visited Mgitu in search of chemicals they could extract via gas mining, but
they found far more. Their first discovery was that this world was home to a complex ecosystem.
Drifting swarms of tiny cloud plankton thrive in the dense atmosphere, while larger creatures
feed off them. Thin carpet-like creatures known as flats are the most abundant. Growing up to
several hundred meters on a side, even the largest flats are less than 10 cm thick. They absorb
nutrients directly from the vast clouds of organic chemicals in the atmosphere.
The most spectacular life forms are the huge airwhales. These behemoths can grow more than a
kilometer long and look like a roughly hemispherical cluster of huge balloons stuck together into
an irregular oval. Numerous tentacles and sensory clusters cover their relatively flat underside.
Airwhales consume portions of Flats and as well as using their paddle-shaped tentacles to waft
masses of smaller plankton-like creatures into their vast mouths. Flats and airwhales can be
navigational hazards, but pay no attention to human exploratory vessels. However, smaller
predators like the 30-meter long, delta-shaped swifts, which rapidly propel themselves through
the atmosphere with muscular jets of air, often take an unfortunate interest in human spacecraft.
Aliens In The Clouds
In 2114, Legionaries exploring deep in this world’s atmosphere discovered a series of floating
artifacts. Deeper exploration was only possible once Earth could supply vessels capable of
venturing deep into Mgitu’s dense atmosphere. In 2122, the first Leviathan jump ship to visit Far
Nyumba carried along a spacecraft designed to endure extreme pressure. Explorers using this
craft discovered a large installation deep in Mgitu’s atmosphere. Preliminary examination by two
clairsentients revealed that this installation seems to have been constructed by star-faring species
which visited Mgitu several thousand years ago. Called Zeps (short for zeppelins), these
creatures evolved in the atmosphere of another warm gas giant. Searches are currently underway
to determine if there is any evidence of Zep visitation on Jupiter or on any of the gas giants in
any other systems visited by humanity.
18
The complete lack of artifacts elsewhere in this star system suggests that the Zeps are primarily
interesting exploring gas giants. Analysis of various images found in the installation, combined
with psychometric study has allowed researchers to gather some preliminary data. The Zeps
appear to have first visited Mgitu almost 15,000 years ago. Their exact method of arrival is
unknown. During their first mission, they set up the installation as well as deploying numerous
pieces of automatic machinery, including the artifacts found in the upper atmosphere. At the end
of this visit, they all disappeared into the glowing sphere found in the center of the installation.
This sphere seems to be some type of teleportation device unlike anything humanity has ever
encountered. Although it still appears functional, so far, no one has been willing to attempt to use
this device.
Karroo Mining Colony
Orbiting a neutron star in a desolate system in the Crab Nebula, the Karroo Mining Colony was
shaping up to be a “boom town,” exporting a steady stream of valuable metals and minerals and
hosting a growing contingent of scientific researchers. The boom ended when the colony was
attacked by the mysterious Chromatics, but even then the hardy colonists of Karroo held their
own — until the disappearance of the Upeo wa Macho. Under siege, stranded alone and
impossibly far from Earth for more than six years, it seemed pointless to hope that the people of
Karroo had survived, but the returning Leviathan crew found that the colonists had endured
despite the Chromatics’ attempts to destroy them.
When an African-sponsored team of teleporters arrived at the Crab Nebula in 2109, they
discovered a dangerous but potentially lucrative region of space. A rapidly spinning neutron star
sat at the center of the nebula, and beyond its borders orbited countless clouds of dust, asteroids
and other small bodies and concentrations of gas — all remnants of one or more large terrestrial
planets that were destroyed when the sun went supernova. All the dense elements, heavy metals
and rare earths that lay buried in those planets were now smashed into easily accessible
fragments, floating in the clouds and ready to be recovered.
The UAN team immediately moved to establish a mining and research colony just outside the
dangerous area of the nebula, anchoring together several of the largest of the asteroid fragments
with sturdy connections and building living and working areas into them. Everything was plated
19
with redundant layers of shielding to protect the colonists from the deadly radiation of the
neutron star, and the miners and scientists quickly moved in and got to work.
Word of the station and its opportunities spread quickly: Karroo was a dangerous environment,
but one where an enterprising miner could become wealthy in a short time. The UAN
encouraged the influx of miners, maintaining a “hands off” policy and simply taxing the mining
profits. Scientists from a variety of disciplines flooded the colony as well, anxious to discover
the secrets of the nebula and its destroyed system. Within only a few years, the colony had
grown to over 20 times its original size.
The rapidly growing colony needed to expand the web of anchors to connect more asteroids and
planetary fragments, as well as acquire more resources like antigravity mesh, hydroponics
equipment for farming and the all-important radiation shielding. As transporting the ever-
increasing list of needed materials from Earth was becoming overly expensive, even for the
affluent mining colony, Karroo’s leadership made the decision to become more independent and
self-sufficient, establishing refineries and manufacturing facilities. Better, more permanent
housing blocks were also created, to cater to those colonists who had started new families or
brought their families with them to the station.
Chromatic Attacks
By 2115, Karroo Mining Colony was almost entirely self-sustaining, maintaining only a financial
connection to the UAN, and the population was continuing to grow exponentially. Then the
Chromatics began to attack. The colony was taken completely by surprise. The Chromatic ship
appeared seemingly out of nowhere, and by the time a response was organized, the aliens were
already inside the colony, burning a hydroponic garden into ash and steam. Karroo’s security
forces were armed with standard laser weaponry, which seemed worse than useless against the
Chromatics. Those shots that weren’t simply stopped were deflected, causing even more damage
to the farm structure. The Chromatics’ own lasers, by contrast, seemed extremely powerful and
effective — and were emitted from the aliens themselves, rather than from weapons, suggesting
that the creatures were powerful photokinetics.
That first attack ended with a pyrrhic victory, as the Karroo security team was forced to
disconnect and jettison the entire asteroid to which the farm was attached, sending it tumbling
into the nebula toward the neutron star. It was unknown whether any of the aliens survived, but
the colonists assumed that this was only a scouting attack, and that more Chromatics would be
on the way. Word was sent to Earth of the attack, along with a request for aid and the corpse of
one of the aliens.
Over the next year, the attacks continued, with the colonists adapting to the aliens’ unique
abilities by turning to older styles of weaponry like projectile guns — always a danger in a
sealed space station environment — and non-photonic energy weapons like plasma guns. As a
last resort, colonists even used simple melee weapons like clubs and blades against the invaders.
The Chromatics did not respond well to these changes in tactics, and by 2116, with help on the
way from Earth and some victories under their belts, things seemed to be looking up for the
colonists.
Isolation Followed By A Dramatic Rescue
Then the Upeo wa Macho disappeared, and Earth heard nothing more from Karroo Mining
Colony for nearly seven years. Given the lack of reinforcements and support from Earth and the
likelihood that the Chromatic attacks had continued, the UAN assumed that the colony had been
lost.
20
Personal Log of Njenga Jeptoo
03.17.2117
I’ve never seen anything like it. We thought we were done for this time — we’d
never seen the frogs send such a large force, with so many ships. They wouldn’t
even need to force their way into the station this time, they could just blast us into
dust with that fleet. All this time fighting, surviving, and then to end like that...
Well, obviously it didn’t.
It was N’Gamba who saved us. I was with her when she got the news, with her
when she saw the external scans on the monitor. One second she was there, and
the next she was gone. Vanished into thin air. Then five minutes later, she was
back, with that smile, that secretive smile. “We’re going to be okay,” she said.
I saw them on the monitor. Over a dozen of them, winking into existence out
there, human-looking, but floating in space with no protection. Some of them
were glowing. They flew — they flew — toward the alien fleet, and started...well,
fighting it. Blasting ships with beams from their eyes, tearing through hulls with
their bare hands. Some absorbed laser fire like it was nothing. Others got hurt. I
think I saw one of them die.
We helped, of course. We fired off all the colony’s ion cannons, sent sheets of
plasma at the frogs’ fleet. Maybe those glowing people couldn’t have beaten the
aliens without our help. I don’t know. I do know we’d never have beaten the
aliens without theirs.
When it was all over, the teleporters — finally, the teleporters! - took them away,
back to wherever they came from. All but one, who came in to meet N’Gamba.
He was tall, beautiful, glowing like a star. He looked like some kind of god. “I
don’t believe we’ve met,” he said to her, and his voice was like angels singing.
“I’m Apollo.”
I think that’s when I passed out.
After the Upeo’s return, contact was re-established with Karroo. As it turned out, they’d been in
contact with the teleporters for years, and it was with their aid — and the aid of a group of
“novas” from the planet Eden — that the mining colony was still mostly intact, despite relentless
attacks from the Chromatics. Even with that outside help, though, life in the station was full of
hardship, with barely enough food to keep the population from starving, poor air and water
quality and crowded living conditions due to the massive damage the station had taken during
the attacks. Making matters worse, much of the social power and authority on the station had
been usurped by a criminal organization known as the Leopards.
With additional supplies and security forces arriving regularly from Earth, Karroo is beginning to
recover, although the population is holding steady at about 100,000 due to many residents
leaving as space on Earth-bound Leviathan jump ships becomes available. Conflicts between the
arriving forces and the Leopards are frequent, and the Chromatics are still a threat.
Ancient Artifacts
Despite the inhospitable conditions, a new wave of scientists is also on the way to Karroo.
During the colony’s last year of isolation, a routine mining operation recovered two artifacts
from a large asteroid close to the nebula. The nature of these items has not yet been determined,
but what seems clear is that they were deliberately created by some sort of intelligent life. It
remains to be seen whether — as some researchers suspect — the artifacts are proof that the
21
planet whose explosion created the debris field was actually inhabited. Further expeditions to the
asteroid where the artifacts were found are planned.
Khantze Lu Ge
Humanity’s nearest colony, Khantze Lu Ge (“Castle in the Sky”), is now a battleground world.
An Aberrant invasion during the teleporters’ absence overran the planet’s northern region,
transforming it into a nightmarish occupation zone ruled by monsters. The rest of the world is
holding out with UN emergency assistance but may yet be overwhelmed while debates on
strategy hamstring further military intervention.
22
In 2106, the Upeo opened teleportation between Khantze Lu Ge and Earth. Unexpectedly, this
polarized the colony as China attempted to assert greater control. On one side were the second-
wave Chinese colonists who still held loyalty to Earth. Opposing them were long-term LuGeians,
particularly the second- and third-generation residents who’d grown up in a fully independent
colonial culture. Loosely allied with the latter group were non-Chinese colonists who rejected
Chinese governance. The loss of contact in 2116 eased tensions but didn’t erase them,
particularly as Chinese government and Ministry officials remained on the planet.
2121’s Aberrant attack achieved complete surprise. Streaming from a cave network near the
northern ice cap, the invaders seized the city of Kuan and its environs. They failed to capitalize
on initial successes, and delays in consolidating their hold gave colonial security forces (covertly
aided by Upeo teleporters) the opportunity to organize a defense. When the second offensive
came, the LuGeians’ scorched-earth tactics exacted a bitter price from the Aberrants. The battle
lines stabilized and both sides dug in for a protracted ground war, one which continues even after
the arrival of reinforcements from Earth.
Alpha Centauri Bd
Khantze Lu Ge is a cold, dark, rocky desert on the outer edge of Alpha Centauri B’s habitable
zone. Its shallow seas are toxic with heavy metal salts, leaving the polar ice caps and their
meltwater the only safe sources of irrigation. The native life, consists of algae and other
microbes created the planet’s breathable atmosphere but are inedible. Intensive reclamation
efforts yielded enough arable land to feed the colonists but it will take centuries (or Qin
intervention) to make Khantze Lu Ge green.
The planet’s thin atmosphere poses its own problems, which China addressed through colonist
selection and genetic modification. Native-born LuGeians are well-adapted, though many first-
generation immigrants struggle for breath and carry small personal oxygen tanks for the
occasional “restorative.” Most arcologies include higher-pressure sectors for this increasingly
aged demographic. Recent arrivals are overcrowding these facilities, another factor contributing
to increasing tensions.
From Khantze Lu Ge, Alpha Centauri A is dimmer than Alpha Centauri B, yet far brighter than
the Moon seen from Earth (or either of Khantze Lu Ge’s own two moons). For half the LuGeian
year, the companion star is opposite the primary in the sky, providing a glowing indigo night
with no true darkness. It’s not intense enough to affect Khantze Lu Ge’s temperature or serve as
a useful power source.
23
Colonist recruitment focused on high-altitude populations, including the Qinghai
and Sichuan provinces and, surprisingly, Tibet. The second wave added Nepali
and Sudamérican Andean citizens. China also modified the colonists who weren’t
past reproductive age, including all minors.
The genemods didn’t affect the colonists themselves. Surviving founders still
have trouble breathing on KLG. Instead, their reproductive systems were
tweaked. Their offspring display greater lung capacity, higher respiratory rates, as
well as greater blood vessel diameter and total blood volume. LuGeians remain
cross-fertile with unmodified humans and their genemods are dominant.
China didn’t expect these people to return to Earth. We’ve seen severe respiratory
infections and mild oxygen toxicity in KLG’s UN delegation. The only LuGeians
who can visit Earth safely are ones who were born here and any who are willing
to use genetic therapies the Æsculapians are developing to reverse these changes.
Castle Besieged
Until the arrival of Chinese and Ministry officials from “home,” the four million LuGeians
enjoyed an existence that, if not idyllic, was at least a reasonable approximation of peaceful and
pastoral. The world was harsh but didn’t actively try to kill them. The colony’s industrial base
was comparable to that of any well-developed Earth nation, albeit with little heavy industry
outside agricultural tools and long-term terraforming. Crime was low; violent incidents nearly
nonexistent. Assimilation of the second ship’s non-Chinese passengers had gone smoothly.
China’s subsequent heavy-handed attempts to assert its authority played poorly to LuGeians used
to autonomy. Some saw the Ministry and Chinese military as outright invaders. Protests and
actual attacks flared, directed at both newcomers and Chinese-born “second-shippers” who
supported them. Over China’s objections, Æon and the UN worked to prevent escalation into
civil war.
Non-Ministry psions met with rapid acceptance. Most LuGeians felt a vague kinship due to their
own genetic irregularities. The Æsculapians brought benefits to everyone and Norça was well-
regarded in the Sudamérican arcologies. As Aberrant attacks on Earth intensified, the newly-
formed Seventh Legion attained equal popularity.
Ironically, the increased security presence prevented the Aberrants’ first attack from overrunning
Khantze Lu Ge. Kuan’s fall cost the LuGeians their terraforming industry and main spaceport.
An Orgotek-led commando raid destroyed the port, denying its ships to the enemy and setting the
precedent for a scorched-earth defense. Chinese and psi order forces paid in blood to hold the
Aberrant advance while civilians evacuated to equatorial arcologies. An equally vicious virtual
battlefront raged through the LuGeian OpNet until the losing Aberrants took their electrokinetic
opponents with them in a blaze of lobotomizing data warfare.
The lack of defense industry or military training cadre hampered attempts to bolster the human
forces. Volunteer militias fought valiantly alongside the dwindling numbers of professional
soldiers but the Aberrant lines crept southward. Adding to the horror was the nature of the
enemy’s laser-fodder: mind-controlled or mutated LuGeian captives commanded by
collaborators. Under siege and without escape, the colony teetered on the brink of collapse. The
colonists maintained telepathic contact with Earth, where the world listened in horror to reports
of Aberrant victories.
Warned via telepathy, the UN stuffed the jump ship Sava to the pressure hull with an
expeditionary force. Recontact opened with assault landings and low-orbit fire support that drove
24
the Aberrants from the walls of the Yangra and Guaman arcologies. The losses sparked a
rebellion in the Aberrant ranks, a disruption the relief troops exploited mercilessly while it lasted.
The State of the War
Earth’s reinforcements have stabilized the battle lines but lack the strength for a sustained
counter-offensive. Interstellar logistics can barely equal the invaders’ own replenishment
methods. A third of Khantze Lu Ge remains under Aberrant control, including 400,000 LuGeians
trapped behind the lines. The majority simply submit and hope to avoid notice but a handful have
taken sides — either as resistance fighters or as the Aberrants’ willing acolytes.
Occupied territory is divided between two Prime Threats. Both are intent on conquering Khantze
Lu Ge but their methods differ. Mutual loathing generates constant competition and occasional
bloodshed. An estimated 200 Aberrants command several thousand sub-Aberrant mutants.
Kali, the invaders’ original leader, is more militarily competent and appears focused on
undermining LuGeian will. Her tactics hinge on superior coordination of multiple forces,
misdirection and deception. She also deploys infiltrators for sabotage, psychological warfare, and
assassination. Secret police and creative punishments keep her human subjects in constant
paranoia. The Ministry recently unearthed an intelligence network which recruited its sources by
threatening loved ones in Kali’s territory.
Kali’s preference for capable subordinates backfired when Yog-Death, a Prime Threat in his own
right, rebelled during the terrestrial counter-offensive. This Aberrant has greater personal power
but less sophistication, focusing on direct military victory. His troops are individually strong but
lack competent low-level leadership, perhaps due to his unwillingness to tolerate potential rivals.
He controls his subjects through vicious brutality, Quantum Flux infection, and brainwashing.
Rolling back the Aberrant forces brought the LuGeians room to breathe — and to consider their
domestic situation. Outright rebellion is rare but UN-imposed martial law has rekindled prewar
discontent. General Roland D’Chana, the UN commander, has little empathy for civilians and no
use for those who don’t directly support the war effort. He and the Chinese government have
written off the LuGeians in Aberrant territories. Recent discussions have advocated the use of
nuclear weapons to “sterilize” enemy strongholds. UN civilian leadership and the Legions refuse
to sign off on this strategy but Æon fears D’Chana may arrange circumstances which “leave him
no choice.”
Khantze Lu Ge Campaigns
Jump ships traveling to Khantze Lu Ge have little space for anyone not supporting
the military campaign. Having said that, this war is larger than any on Earth in
2123. It’s also lower-tech, with few aircraft or spacecraft, limited OpNet coverage
outside major cities and scant supplies. In some ways, it resembles France in
1944. Front-line combat gets the headlines but both sides are engaged in equally-
deadly covert action.
This gives characters on Khantze Lu Ge more to do than straight-up combat
missions (though those can be rewarding, possibly culminating in a strike on one
of the Prime Threats itself). With the few full-power Aberrants relying on weaker
minions for most tasks, intelligence operations in occupied territory can and do
succeed. Counter-intelligence is just as critical, given Kali’s infiltrators who have
disguised or dormant Corruption. D’Chana’s strategies and policies may add
another front to the war if he (or someone claiming to act for him) pushes too hard
to sterilize the conquered regions.
25
Marfisa
The most recently discovered “lost colony” from the Aberrant War era, Marfisa has been isolated
for nearly a century due to a catastrophic accident that occurred during the colonists’ Aberrant-
provided warp to the distant planet. The circumstances of the warp disaster stranded the
survivors for sixty years without access to advanced technology. The unexpected recovery of a
quantum-tech supercomputer and automated manufactory led to an ideological split in the
colony’s population, forming the basis for a 19-year cold war between the Preserver and
Pandoran factions. While an Æon Trinity recon team has learned much about Marfisa and its
society, a true first contact mission is still in the planning stages.
26
distant world to start over. The Aberrant calling herself Tunnel Rat would create a warp gate
connecting Earth to the new colony planet, while her partner “Babbage” would supply the
colonists with quantum technology that would make their lives easy. Nearly five million people
from all over the world took them up on their offer and traveled to the departure point in New
Zealand, where they would take a twelve-hour journey through the warp.
Unfortunately, Tunnel Rat was heavily Corrupted, and maintaining such a large warp tunnel for
such a long time caused her powers to go out of control, killing her and catastrophically altering
the environment inside the tunnel. Most of the colonists, as well as their livestock and seedlings,
arrived on Marfisa intact, but much of their technology was shredded and scrambled by the
chaotic warp energy. Although some of the equipment was salvageable and Marfisa had plentiful
natural resources, it would be decades before the colonists were able to return to even a mid-
1980s level of technology and industry.
The colonists initially focused on survival, founding their first settlement, Endeavor, on a simple
agenda of farming and families. People who had been enemies on Earth due to politics, race, or
religion found themselves forced to let go of old hatreds in order to survive and prosper. In place
of the old prejudices, a new one formed: the Aberrants Tunnel Rat and Babbage were seen as
nearly satanic figures whose superhuman abilities had stranded the colonists and left them for
dead.
As the colony prospered and grew, a second large settlement, Endurance, was founded in order
to help meet the Marfisans’ growing need for better tools and machines. Unlike the pastoral
region that Endeavor was located in, life in and around Endurance was harsh and unpleasant; the
mining work was brutally hard and living in a polluted industrial zone often led to illnesses and
early deaths. Despite the hardships, the people of Endurance were proud of the work they did to
help modernize the colony, contributing equipment for farming, materials for construction, and
even radios and primitive computers.
Pandorans and Preservers
By 2103 the planet’s population had grown to more than six million, and Endurance had
achieved a sort of practical, friendly independence from Endeavor. That was the year that
everything changed, when — in one last spasm of uncontrolled power — the warp tunnel opened
up one last time and spit out a huge metallic cube into a residential area of Endeavor. The police
force discovered an entry into the cube, and exploration quickly revealed what had landed on
Marfisa: a giant, quantum-tech automated manufactory, capable of consuming raw materials and
producing practically any tool or technology the colonists might want. The manufactory was
controlled by an artificially intelligent supercomputer, who confirmed that “she” had been
created by Babbage to help the colonists in whatever way they required. The computer had been
sent immediately after the colonists, but due to the disastrous failure of the warp tunnel, it had
somehow arrived sixty years later.
The population of the colony was almost immediately divided. The leadership of Endeavor,
convinced that any product of Aberrant power must be evil and harmful, dubbed the new arrival
“Pandora” and insisted that she destroyed — or at least sealed up and never used — in order to
preserve the good life that the Marfisans now had. Many of the citizens of Endurance, however,
saw Pandora as a gift that could make their difficult lives much easier. Why should they suffer
and die to create technology when the manufactory could do it almost magically?
The Marfisans were nearly evenly divided in their opinions, with the “Preservers” just barely
outnumbering the “Pandorans.” The strength of the Pandoran voice was enough to prevent the
27
Preservers from destroying the manufactory and computer, but the Preservers were powerful
enough to prevent anyone from gaining access to Pandora and putting her to use. Over the next
year, the population shifted, with most Preservers aligning themselves with Endeavor and most
Pandorans basing themselves in Endurance. By 2104, the two cities had begun an armed conflict.
The war was short-lived in its active form, simply because the two populations were so
dependent upon each other’s exported goods — the Pandorans needed food, and the Preservers
needed fuel, raw materials and tools. The conflict settled into a sort of cold war in which each
faction regularly threatened to withhold its vital goods in an attempt to force the other to concede
on the issue of Pandora. The occasional border conflicts were officially condemned by both
sides.
This state of cold war lasted until 2122, when a group of young, angry Pandorans took it upon
themselves to make a strike into Endeavor in an attempt to reach and fully activate Pandora.
Most of the small force were killed by the Preserver defense force, and the remainder were
captured and held as prisoners of war. The populations of both sides were furious — the
Preservers at the raid, and the Pandorans at the deaths — and the cold war is rapidly becoming
hot again.
Plans For Recontact
With the initial survey completed, the Æon Trinity and the United Nations are now deliberating
on how to proceed with first contact. Because the situation on Marfisa is so delicate, decisions
about whom to talk to, what to say to them, and what side to take — if any — may have
enormous repercussions. The question of what to do with Pandora also looms large in any
attempt to plan first contact.
Qinshui
In many ways, Qinshui is relatively Earthlike, but it has important differences, including an
exceedingly alien ecosystem. It has three moderate-sized continents and a wealth of small to
medium sized islands. The atmosphere is thick and perpetually humid. Rain or fog are nearly
constant over most of the planet. Qinshui’s lack of a moon means its tide-less seas are
considerably calmer than Earth’s.
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Founded: 2109 (Joint United Nations & Æon Trinity Embassy)
Discovery: 2108 (Chinese Interstellar Mission)
Distance From Earth: 14,600 light years.
Star: Qinri – K0
Diameter: 12,800 km
Gravity: 0.94 Earth
Atmosphere: Oxygen & Nitrogen (breathable)
Air Pressure: 1.6 Earth
Temperature: -10 °C to 50 °C
Percentage Ocean: 83%
Rotation Period: 21 hours
Native Life: Qin & many genetically modified life forms
Human Population: 15,000
29
The Qin appear to have bioengineered almost every life form on Qinshui, transforming the entire
ecosystem. Despite these many changes, Qinshui possesses an ecosystem as complex as Earth’s.
The bioengineered animals and plants compete for food, prey upon one another, engage in
complex social behavior, and even breed. However, most organisms also have a specific function
that they perform for the Qin. From animals used as vehicles, to vine-like plants which act as
aqueducts and plumbing, on Qinshui most living things exist to serve the Qin.
All organisms on Qinshui are also designed to avoid harming the Qin. To avoid accidental
predation, humans who travel into the Qin wilderness must wear special marking chemicals that
identify them as Qin to the local life forms. During the embassy’s isolation from Earth, three
residents were killed by local life forms. A biologist was murdered by a jealous rival who
replaced his marking chemical with a chemical designed to attract the large creatures he was
studying to a new food source, causing them to attack and devour him. The other two victims
were teens who died in a Qin city, when they snuck into a building that turned out to be a living
waste disposal facility and were fatally processed.
Most humans find wild areas of Qinshui to be exceedingly strange and eerie. Although some
creatures like the Qin possess both hearing and a vibration sense, most animals on Qinshui rely
primarily on their vibration sense and have little or no ability to hear. As a result, few animals
make deliberate noises, but those that do are always quite loud. Outside of the cities, the
predominant noises are the constant patter of rain, the rustle of the wind through the foliage and
the gurgle of flowing streams. These muted sounds are occasionally interrupted by piercingly
loud shrieks and cries. These noises, combined with the frequent thick fogs and constant damp
makes most of Qinshui feel claustrophobic. Also, almost all local life, including the Qin can see
in both the visual and infrared spectrum. Most plants and animals appear dull and drab, some
because they are camouflaged to blend into the frequent fogs, others because they are brightly
colored in the infrared spectrum.
Most wilderness areas blend almost imperceptibly into the cities. A series of long vines heading
off into the distance may turn out to be a large city’s water supply, and the fields of large, fleshy
red sunflower-like plants which appear in many of the early photos of this world are actually the
Qin’s primary solar power generation system.
The Qinri System
Like humanity, the Qin colonized most of their own star system. Qinshui has no moon, but the
system possesses an asteroid belt, three large gas giants with numerous moons, as well as two
other terrestrial planets, Qinshan and Qin-Lak. Qinshan is a hot rocky world somewhat closer to
the sun Qinri than Qinshui. It possesses a thin atmosphere of carbon dioxide and water vapor.
Qin-Lak is a cold heavily glaciated world. Its dense atmosphere is breathable by Qin and by
humans if the carbon dioxide is scrubbed out. It has limited microbial life, small equatorial
oceans and vast polar caps. Qin-Lak has several large cities near the equator and human
researchers believe this planet has been heavily Qin-formed.
The Qin also have smaller colonies on Qinshan as well as on many of the moons and asteroids in
their system. Most of these settlements consist of self-sufficient colonies inside living biotech
arcologies. Visitors report that residents of some of these communities also appear to have been
heavily modified, and in a few the distinction between colony and inhabitant begins to blur.
Numerous living spaceships ships ply the spaces between the various worlds of the Qin system.
Most use a form of advanced gravito-magnetic propulsion that seems to require little or no fuel.
30
Orgotek technicians are eager to learn the secrets of these craft, but so far the Qin have been
unwilling to discuss this technology.
Human astronomers and clairsentients have also noticed that the Qin also possess several dozen
huge living starships which can travel at nearly the speed of light. Observers believe that these
starships regularly travel to and from at least four Qin extrasolar colonies. So far, the Qin are
unwilling to discuss these colonies. However, Qin researchers are studying the visiting Leviathan
jump ships, attempting to discover if there is a way Qin could operate similar vessels without
human assistance.
Relations With the Qin
Residents of the embassy compound are now the primary source of information about Qin
politics and society (see p. XX for further details) and some have found that they enjoy the
company of the Qin. There several hundred humans have forged close friendships with Qin.
However, humans who have lived on Qinshui for any length of time also understand that some
Qin do not trust any humans and oppose the presence of humans on their world.
To help combat the efforts of the Qin houses who oppose their species’ alliance with humanity,
several dozen psions on Qinshui are now working closely with house Tung-Jen, the house most
closely allied with humanity. These psions use their powers to help house Tung-Jen spy on and
discredit their rivals. At least one biokinetic has learned to disguise herself as a Qin biosuit and
has also recently learned to bud off a portion of her body and transform it into a duplicate of one
of the Qin. To avoid serious diplomatic consequences if these efforts are discovered by rival Qin
houses, every psion who becomes involved in Qin internal politics does so without any official
approval or acknowledgement by the UN or the Æon Trinity. Senior members of house Tung-Jen
are considering adopting a few of these psion agents into their house, to avoid their enemies
denouncing house Tung-Jen for bringing outsiders into internal Qin politics.
Ruan’s World
Named after the teleporter who found it, this world of perpetual red light is a strange and
wondrous land. It is now the home of the Upeo wa Macho. Although they re-stablished contact
with Earth six months ago, their headquarters and most of their personnel remain on this planet.
31
Home Away From Earth
Ruan Curwin discovered this planet in 2109. Bolade Atwan initially decided the best use of
Ruan’s discovery was as a staging ground to use while hunting Aberrants. An Aberrant
following a psion to Earth would be a disaster, but Aberrants following a psion to an
unpopulated planet rotating around a red dwarf would be no huge loss. Over the next few years,
Ruan’s World gradually became the Upeo’s primary base of operations as the order brought
more equipment and personnel. Before the Upeo’s departure from Earth, they even brought
family and friends and some of their nguzo support personnel to the planet. By 2113, Ruan’s
World had gone from a sparse outpost to a small colony of several thousand people.
With low gravity and a large red sun hanging motionless in the sky, Ruan’s World is the
strangest human colony. Axum is close enough to Ruan’s World that it appears more than twice
the size of a full moon in Earth’s sky, and does not appear to move. The planet does not spin on
its axis, and so every portion of the planet is in either eternal day or endless night. The region
closest to Axum is called the hot pole and temperatures there are almost 80 C, while the cold
pole remains at a constant -75 C. To avoid these two extremes, the Upeo base was built on the
sunlit side, but near the motionless terminator, which divides day from night.
Despite its strangeness, Ruan’s World is teeming with life. Due to the low gravity, many
creatures fly or float using biologically generated hydrogen, and local life uses either infrared
vision or echolocation as their primary sense. Although the local life is not as dangerous as
Eden’s myriasoma, several species of large animals have attacked humans and visitors should
use caution when venturing into the wilderness.
The city of Freedom remains the lone settlement on the planet. Farms and few facilities ring the
prefab habitation units. It is not the most scenic settlement, but it is comfortable and well
equipped. Almost all of the colonists missed contact with Earth, and are relieved to finally
connect with their home world. Though a few moved back to Earth, most simply visited Earth
and returned to their new home.
The official Upeo facilities are located near Freedom’s center. After reviewing reports from
several of Upeo’s senior clairsentients, Proxy Atwan relocated the order’s Prometheus Chamber
several months prior to leaving Earth. These facilities are surrounded by city’s houses,
apartments, shops, and manufacturing facilities.
The outskirts of Freedom are an area known as “The Gardens”. To keep her order creative and
vigilant, Proxy Atwan gave each member of the order their own plot of land on the edge of the
city. The first Gardens were literal gardens, full of odd fruits and vegetables. As members started
to get creative, the scope and purpose of the gardens started to change. Some built replicas of
some place they knew on earth. Others built their own personal training facilities to work out at,
while still others built small stages to hold plays in. Over time The Gardens became a place
where Upeo wa Macho members could be creative but focused, just as Proxy Atwan wanted.
Atwan’s garden is simplicity and focus itself; it is an X drawn in the soil. Whenever she returns
to Ruan’s World, she returns to the X.
Atwan and her lieutenants have designed an incredible array of games and tests to keep their
order sharp and ready for action while in isolation from the earth. Each week they hold races
tuned to different Aptitudes. Clairsentients might need to run a race blindfolded or backwards,
teleporters must quickly teleport between a set of randomly chosen places, grabbing a designated
item at each place and other psions engage in similar contests of powers. Neutral members of
Upeo engage in more traditional tests of physical and mental prowess, including everything from
32
acrobatics competitions to solving elaborate 3-D puzzles. This intense but friendly competition
built comradery and encouraged friendships. When one member needs help, there are never
shortages of volunteers.
The Future of Ruan’s World
Since re-contact with Earth, other groups have expressed interest in moving to Ruan’s World.
While Proxy Atwan welcomes biologists and other researchers who wish to explore this exotic
world, she is considerably more cautious about colonists. She has denied all requests for groups
wishing to found other settlements. Freedom is now growing due to both an influx of neutral
Upeo employees who were left behind on Earth and also the addition of other neutrals who are
interested in moving to Freedom. However, it is still too early to determine long term prospects
for colony growth.
33
Chapter Four: Character Creation
The secret of the universe is this: The universe doesn’t care. That part of the job
is yours.
— David Gerrold
1
are also free to forgo the bonus Attribute dot to start play with a Psi trait of 3, but do not need to
do so.
2
The Prometheus Chamber is a transparent cylinder roughly two and a half meters
tall and one and a half meters across, filled with a translucent biogel. When my turn
came, I undressed and walked over to a small circular platform connected to a crane.
After the technicians applied the various monitoring electrodes and checked the
feeds, the operator, who was seated a console next to the chamber used to crane to
lower me into the biogel, after again instructing me to breathe normally.
The biogel was warm, and surprisingly easy to breathe, doing so felt exceedingly
natural. The operator asked if I was read, I gave her a thumbs up, and the process
began. It was like I opened my eyes for the first time, I saw so much more than
before, and everything was talking to me. I don’t know what it looked like from the
outside, and I’m told it only required around 23 minutes, but the process felt like to
took hours, where I felt like I could see and sense the entire cosmos. It was all so
perfect and so heartbreakingly beautiful. The next thing I remember was waking up
in the recovery room and listening to the monitoring equipment talking in a silent
voice only I could hear.
3
Continuum Corebook, p. XX), quantakinetic or teleporter characters must forgo the additional
Attribute dot to pay for starting with a Psi trait of 3. Players generating psions with other
Aptitudes are also free to make this same trade.
The psion's player can now allocate four dots among the character's available Modes (see p.
XX). Modes are the actual psychic powers that the psion can control, with three Modes in each
Aptitude, each of which is rated from one to six dots. Every dot assigned to a Mode unlocks new
uses of that power for the psion. At least three dots must be allocated to Modes from the psion's
Aptitude. Auxiliary Modes provide access to the basic powers of Aptitudes, but Tier 2
characters, like most psions can never raise an Auxiliary Mode above one dot.
Prior to allocating her dots, a psion begins with zero rating in each Mode. She can assign her dots
between her Modes as she sees fit, but a Tier 2 (psion Tier) character cannot go above five dots;
the sixth dot in an Aptitude and the final seventh dots of the Aptitude represent the incredible
power that only Tier 3 proxy Tier psions can access. Note that a character who has any Mode
three or more dots higher than her next-highest Mode may suffer from psionic dysfunction due to
the imbalance in her psychic capabilities (see p. XX).
The Modes available to psions are:
Biokinesis: Adaptation, Psychomorphing, Transmogrify
Clairsentience: Psychometry, Psychlocation, Psychocognition
Electrokinesis: Electromanipulation, Photokinesis, Technokinesis
Psychokinesis: Thermokinesis, Telekinesis, Perikinesis
Quantakinesis: Energetics, Fundamentals, Transmutation
Telepathy: Rapport, Mindshare, Psychbending
Teleportation: Translocation, Transmassion, Transportal
Vitakinesis: Iatrosis, Augendis, Algesis
TABLE
Psion Experience Costs
4
Trait Change Cost
Attribute Add one dot to a single Attribute 10 Experience
Edge Add one dot in a new or existing Edge 3 Experience
Edge Add one dot in a new or existing Path Edge 2 Experience
Enhanced Edge Gain a new Enhanced Edge 5 Experience
Favored Approach Change a character’s Favored Approach 15 Experience
Psi Trait Add one dot to the character's Psi Trait (Psi 1-Psi 5) 12 Experience
Psi Trait Add one dot to the character's Psi Trait (Psi 6 or Psi 24 Experience
7)
Mode Dot Add one dot in a Mode of the character's Aptitude 6 Experience
(1-5 dots)
Mode Dot Add one dot in a Mode of the character's Aptitude (6 12 Experience
or 7 dots)
Auxiliary Mode Add one dot in an Auxiliary Mode 8 Experience
Skill Add one dot in a new or existing Skill 5 Experience
Skill Trick Add a Skill Trick to a Skill 3 Experience
Specialty Add a Specialty to a Skill 3 Experience
Path Add one dot in a new or existing Path (maximum 5 15 Experience
Paths)
END TABLE
Creating Advanced Characters
The system presented here creates capable psion characters early in their career, with significant
but limited psychic power. However, it is also possible to begin a Trinity Continuum: Æon
campaign with more experienced psions – from psions who have spent several months practicing
their skills, to veteran psi order agents who have seen a dozen battles, experienced Talents who
have been active heroes for a decade or more, or even colossally talented individuals with
psychic strength on par with that of the orders’ proxies. Creating advanced characters is simply a
matter of following the usual character generation rules, and then adding the listed Experience
points to spend at the end. The Storyguide and all of the players should agree about how must
additional Experience characters should start play with, and all characters should start play with
the same amount of additional Experience. Unless everyone enjoys playing characters who are
just beginning their career as a psion or a Talent, most campaigns should start with Experienced
characters (see the table below).
TABLE
Psion Previous Experience Table
5
Category Additional Experience Additional Path Dots Required
Experienced 20 0
Hardened Veterans 60 0
Heroic Figures 100 1
Proxies or Exceptional 150 2
Talents
END TABLE
The one limitation on creating an advanced character is that, heroic figures must purchase at least
one additional dot in an existing Path or an initial dot in a new Path and proxies or exceptional
Talents must purchase at least two additional dots in existing or new Paths, representing the ties
and the connections that these impressive characters have built up during their careers. In
addition, a Tier 3 proxy-level psion must possess at least six dots of Psi, at least five dots in one
Aptitude Mode and at least three dots in another Aptitude Mode. Characters who meet these
three prerequisites automatically become Tier 3 proxy-level characters. Psions normally
experience this change as a profound transformation that can include visions, sudden bursts of
knowledge, and a general feeling of awakening and increased awareness over the next day or
two.
Tier 3 Characters
Proxies are only one type of characters who are at this Tier. All characters in this
Tier share certain advantages. Instead of 8, their Target Number for all rolls is 7. In
addition, they can possess up to six dots in any Attribute and can increase this to
seven dots if they possess the Extraordinary Attribute Edge. Remember that
ordinary humans are Tier 1 characters, while ordinary psions and Talents are Tier
2 characters.
Advantages for Tier 3 Proxy-Level Psions
In addition to the advantages normally gained by being a Tier 3 character and possessing a Psi
Trait of six, Proxy-level psions gain several additional advantages. They can raise each of their
Aptitude Modes to six dots, learn a special seven dot power, raise their Psi Trait up to seven,
purchase up to 2 dots in any Auxiliary Mode, and recover Psi points twice as rapidly. In addition,
they can raise their other Attributes as high as six dots, or seven dots if they possess the Superior
Trait Edge.
New Edges
The following Edges are specific to Trinity Continuum: Æon. Some are only available to
psions, but most can be taken by any character.
Augmentation Edges
The following Edges require extensive microsurgery, advanced genetic therapy, or both.
Amphibious Conversion (••)
Prerequisite: Stamina ••
6
Your character has visibly and practically joined the Oceanian nation, and has become a type of
aqua commonly called a phib. She can now hold her breathe for 30 minutes and only needs to
make suffocation rolls once every 15 minutes. In addition, her eyes have been modified so that
she can see in dim light, and suffers no penalties for low light. Although she cannot use sonar,
like aquatic conversions, your character can now speak underwater in the same high frequency
language that aquatic conversions use and is also immune to decompression sickness (p. XX).
Your character’s skin has also been changed — he has either smooth dolphin-like skin or short
dense fur like a sea lion or sea otter. Either option allows your character to endure temperatures
down to -20 C without discomfort. Also, your character swims twice as fast as ordinary humans
and suffers no Difficulty increases to physical and perception dice pools for being underwater
(see p. XX). Alternately, your character can choose a less obvious version of this transformation.
Her skin and eyes appear normal, which reduces her swimming speed to that of most humans.
However, she gains all other advantages of being amphibious.
Disadvantages: If your character possesses the obvious version of this Edge she suffers a
Complication of 1 to all social rolls relating to appearance from people who either dislike
Oceania or are uncomfortable with enhanced humans. The less obvious version of this Edge has
no such penalty.
Aquatic Conversion (••)
Prerequisite: Stamina ••
Your character was born as or transformed into an aquatic, also known as a selkie. She gains all
the advantages of the Amphibious Conversion Edge. In addition, she possesses gills as well as
lungs and can breathe water as well as air. In addition, her skin is altered to be tough, smooth,
hairless, and streamlined, providing your character with one level of soft armor. Her legs are
redesigned for better speed in the water, allowing her to move at Speed Scale 2 underwater.
When underwater, your character also possesses sonar within Far range, allowing her to “see”
people and objects out to that range, but she cannot use sonar to perceive color or to see fine
details beyond Close range.
Drawbacks: Your character can survive out of water indefinitely, but increases the Difficulty of
all moving and maneuvering rolls by +1 while on land. She also needs to consume three times as
much water as normal humans, increasing the difficult of Survival rolls in arid environments by
+1. She also suffers a Level 2 Complication to all social rolls relating to appearance from people
who either dislike Oceania or are uncomfortable with enhanced humans.
Computer Enhancement (•• or • for psions using biocomps)
Prerequisite: Criminal, Espionage, or Science Path
Your character gains 2 Enhancement to all Technology rolls related to computers as well as 1
Enhancement to Pilot rolls for vehicles where your character uses the computer to control the
vehicle. The computer used in this enhancement is equivalent to a minicomp and can be used to
make phone calls or wirelessly access the OpNet, and your character can perceive augmented
reality data without any sort of display gear (p. XX). In addition, your character automatically
gains, and must separately pay for the Lightning Calculator and Speed Reading Edges, as well as
at least 2 dots of the Eidetic Memory Edge. Your character also gains the Direction Sense Edge
for free, but only when connected to the OpNet. However, for all this enhancement’s many
advantages, in most nations obtaining it requires a security clearance as well as a compelling
need for one, limiting it mostly to covert operatives and a few engineers and technicians working
on sensitive projects.
7
Drawback: The reason for the distrust of this enhancement is clear. Both during and after the
Aberrant War, both Aberrant and later human hackers were able to control people using this
augmentation. Also, Electrokinetics with three dots in Technokinesis (p. XX) can completely
alter the perceptions of any user if they first overcome the implanted computer’s failsafe rating
of 5 (see p. XX). Aberrants who can control electronics can do this and can also turn the user
into a puppet. As a result, most people are horrified by the idea of this enhancement, and anyone
known to possess it suffers a Complication of 2 to Social rolls to inspire trust or other positive
feelings.
8
Mars is not yet habitable, but it is far more so than it was in 2100. While most Martians are
content to live in the large pressurized cities equipped with grav grids, an increasing number of
people are striking out in small groups and setting up independent settlements. While everyone,
except powerful biokinetics, requires oxygen masks to survive outside of sealed habitats, a
combination of amphibious and zero-G enhancements allows some people to be much more
comfortable on the Martian surface.
You character has undergone advanced genetic therapy to live on the surface of Mars. Your
character suffers no health problems from living in low gravity, he can hold his breath for 30
minutes, and his tough skin provides sufficient insulation from the cold Martian nights that he
rarely needs anything more than a warm coat to be comfortable anywhere on Mars or Earth.
Your character can to endure temperatures down to -20 C without discomfort and his skin
provides him with one level of soft armor. In addition, your character’s skin appears smoother
than normal, similar to the skin of a dolphin.
Drawbacks: Characters with this Edge suffer a level 1 Complication to all social rolls relating to
appearance from people who are uncomfortable with enhanced humans.
New Social Edges
The following are new social Edges.
Dual Citizenship (•)
International travel is easier than ever, and to make the process of traveling from one nation to
another easier, some people have citizenship in several nations. Known criminals are almost
never granted citizenship in nations other than the one they were born in, and sufficiently
outspoken dissidents have problems becoming citizens of some nations. However, the wealthy,
people with important skills, and psions are always in demand. This Edge means that your
character is a citizen of two nations — the nation she was born in and one other. You can
purchase this Edge several times. If you purchase this Edge three times, then your character is a
citizen of four nations. Few people are citizens of more than four or five nations. Even fewer are
citizens of nations that are relatively hostile to one another, like the FSA and any of the nations
of Sudamerica.
Drawbacks: Some nations, like China, the FSA, or Nippon do their best to keep track of the
activities of their citizens, and the more nations your character is a citizen of, the more nations
there are that might be interested in watching her, regardless of where she is.
Telepathic Resistance (•••)
Prerequisite: Æon Trinity or Ministry Path, cannot be a Telepath or possess Telepathy as an
Auxiliary Mode
Your character is not a telepath, but she has trained with telepaths, learning ways to guard her
thoughts and to detect the subtle signs of mental intrusion. This Edge provides your character
with two benefits. Telepaths increase the Difficulty of all rolls to read or alter your character’s
thoughts or emotions by +2. In addition, your character is also unusually conscious of her own
thoughts. If a telepath attempts to alter your character’s thoughts or emotions, you can make a
reflexive Integrity + Composure roll. If your Successes are equal to or higher than the telepath
performing this manipulation, your character is aware that someone is attempting to influence
her thoughts or emotions. This awareness gives her 2 Enhancement to resist giving into to any
emotions imposed on her and allows her to attempt to stop the telepath using other means, such
as physically attacking the telepath.
9
Psionic Edges
The following Edges Directly Relate to Psionic Powers and are only available to psions.
Detached (••)
Prerequisite: Psions only
You have the rare ability to view your psionic abilities as separate from your physical existence,
and can maintain this distance even under adverse conditions. Any penalties due to Injury
Conditions don’t affect your Psi rolls until you reach Maimed, and even then, you only suffer
half the normal penalty (-2).
Enhanced Attunement (•)
Prerequisite: Psions only
Your psionic sensitivity is substantially greater than the norm for someone with your Psi rating.
Your Psi is considered one point higher for purposes of Attunement rolls and range, up to a
maximum of seven.
Favored Mode (••)
Prerequisite: Psions only and at least one dot in that Mode
Your character excels as using one particular Mode or Psion powers. She gains 2 Enhancement
when using this Mode. This Enhancement can be spent to overcome difficulty or purchase
elements of a power as normal, or can be spent to increase one aspect of the power governed by
Psi or Mode dots at one step per Enhancement. This Edge can only be taken once, and may apply
to a Mode of the psion’s Aptitude or her Alternate Modes.
New Paths
As well as the Paths presented in the Trinity Continuum Corebook, there are a number of new
Paths available in Trinity Continuum: Æon — and, of course, players are encouraged to adapt
existing Paths to suit their needs, as well as to create entirely new Paths to represent the life
choices, professional roles and societies in which they dwell. The new Paths given here represent
the new vistas that humanity’s exploration of space has opened up. Three are new Role Paths:
Off-Earth Colonist, Spacer, and Space Military. Two are new Society Paths: Freelance Psion and
Nihonjin Agent. These paths can all be found below. There is also one new Society Path for each
of the eight psi orders, and two new Society Paths associated with the Æon Trinity. These
additional Paths are found in the next chapter, after the description of the associated
organization, except for the Chitra Bhanu Path, which can be found in Chapter 11 (p. XX).
Some Paths include new Edges, representing the special training or resources that a particular
organization grants access to. These Edges are only accessible via Path membership.
Freelance Psion (Society)
The character is a freelance psion. She does not owe allegiance to any psi order and is a free
agent, answering only to her own goals and beliefs. She may choose to work for a major
government or organization, contracting out her abilities to a patron for a handsome reward; or
she may be a fugitive or free spirit who is always on the move. She may have psi orders seeking
to court her into joining their ranks, or she may be on the run from an order that she has caused
trouble for or that refuses to take no for an answer.
Path Concepts
10
High-end private security specialist, obsessed vigilante, psionic private eye, wandering
troubleshooter
Example Connections: Æon Trinity, Criminal Organization, Psi Order, Thankful Client
Skills: Empathy, Integrity, Larceny, Persuasion
Edges: Adrenaline Spike, Always Prepared, Covert, Danger Sense, Enhanced Attunement,
Favored Mode, Inner Reserve, Patron
Special Edge: Inner Reserve (••)
Prerequisite: Freelance Psion
Without the support of a psi order, your character has had to learn the hard way that there’s no-
one else who’ll clean away her mess when she screws up with her psi powers. She may spend a
point of Momentum whenever she botches a psi roll to convert the botch into a normal failure.
Nihonjin Agent (Society)
The character is closely affiliated with the government of Nippon, a nation possessing cutting-
edge technology but which is intensely distrustful of the psi orders and where bioware is banned.
She serves as an agent or asset for the Nihonjin beyond the country’s shores, granting them the
reach to meddle in the affairs of other regions without compromising their official distance and
the isolation of much of their population. She may be an infiltrator, information gatherer, or even
an assassin; whatever her role, she benefits from the incredible technology that her powerful
patron provides.
A Nihonjin agent is either a neutral or a Talent; she cannot be a psion.
Path Concepts
Deep cover operative, enhanced diplomat, merciless assassin, suave spy
Example Connections: Criminal Organization, Double Agent, Government Official, Nippon
Intelligence Agency
Skills: Athletics, Enigmas, Larceny, Technology
Edges: Alternative Identity, Computer Enhancement, Covert, Cyberware Access, Danger Sense,
Skilled Liar, Superior Trait
Special Edge: Cyberware Access (• to •••)
Prerequisite: Nihonjin Agent
Your character has easy access to cutting-edge hardtech implants (see p. XX) from Nippon. She
possesses a number of implants equal to her dots in this Edge. She does not need to purchase
these implants and their cost is not a factor. She can change the implants she possesses between
sessions if she is able to gain access to Nihonjin medical facilities to perform the required
procedures.
Off-Earth Colonist (Role)
The character is literally reaching for the stars, part of humanity’s colonization of new worlds.
She is hardy, resourceful and rugged, capable of surviving in incredibly tough conditions and
expecting the unexpected. When faced with the unknown, she has the courage and determination
to push onwards. She has the skills and mindset to build a home and a new life under alien stars,
regardless of what the galaxy throws at her.
11
Example Connections: Corporate Sponsor, Interstellar Explorer, Survivalist, Xenobiologist
Skills: Athletics, Integrity, Survival, Technology
Edges: Animal Ken, Danger Sense, Direction Sense, Hardy, Ms. Fix-It, Pioneer Spirit, Superior
Trait, Weak Spots
Special Edge: Pioneer Spirit (•••)
Prerequisite: Off-Earth Colonist
Even in the most difficult of situations, your character presses on with indefatigable
determination. As long as she is part of the player character group, increase the size of the Black
Pool by 1. Additionally, she gains a bonus point of Momentum every time she fails or botches a
Survival or Technology roll, and whenever she suffers an Injury Condition.
Spacer (Role)
The character lives or works in space, perhaps as the crew on a spacecraft or in a desolate
outpost. She may be a technician, skilled in maintaining and repairing the technology that is so
vital to keeping her and her fellows alive. She may be a pilot, working with noetic engines or
alongside a clairsentient and a teleporter to steer a colossal vessel through the void. Regardless of
her role, she almost certainly has at least some familiarity with handling small craft and EVA
equipment. The void is not a natural or welcoming environment for humanity, and technology is
absolutely vital to her day to day survival, but she may also have undergone some level of
modification and adaptation — changing the fabric of her very body to better handle the strange
pressures of space.
Example Connections: Asteroid Miner, Interstellar Explorer, Off-Earth Colonist, Upeo Wa
Macho Member
Skills: Enigmas, Pilot, Science, Technology
Edges: Breath Control, Endurance, Hardy, Low Gravity Adaptation, Ms. Fix-It, Variable
Gravity Training, Weak Spots
Special Edge: Variable Gravity Training (•)
Prerequisite: Spacer or Space Military
Your character has been trained in handling low, high or zero gravity environments. She reduces
the level of any Complications stemming from gravity-related conditions by 1 when attempting
non-combat physical actions.
Space Military (Role)
The character is part of a small elite — those combat specialists who ply their trade in the void of
space. She might be part of a space vessel’s on-board contingent of marines intended mostly for
policing and supporting off-Earth colonies and manning the ship’s battle stations, or she may be
an elite combat pilot expected to go toe-to-toe with whatever nightmarish attack craft the mad
science of Aberrants and aliens might conjure up. She’s likely to have whip-fast reflexes and a
level of vigilance that would impress even elite planet-dwelling soldiers; she knows that the
hungering emptiness of cold, hard vacuum is always close by.
Example Connections: Armorer, Off-Earth Colony, Spacer Captain, UNMC
Skills: Aim, Command, Pilot, Technology
12
Edges: Adrenaline Spike, Breath Control, Danger Sense, Hair-Trigger Reflexes, Hardy, Low
Gravity Adaptation, Small Unit Tactics, Variable Gravity Training, Variable Gravity Combat
Training
Special Edge: Variable Gravity Combat Training (••)
Prerequisite: Space Military
Your character has been trained in combat techniques appropriate for low, high or zero gravity
environments, as well as the calculations and factors involved in engagements between
spacecraft. She reduces the level of any Complications stemming from gravity-related conditions
by 1 when attempting an attack, and benefits from 1 Enhancement to her dice pools for attacks
with ship-to-ship weapons.
Oceanian (Origin)
Your character grew up on a floating or undersea city and is now a citizen of Earth’s newest and
most unusual nation, Oceania. You are likely to have been born or become a phib or aqua and
grew up in a high tech city surrounded by an environment deadly to unmodified humans.
However, the close-knit cities of Oceania are also some of the most creative and technologically
advanced on the planet.
Example Connections: Artists or Scientists, Boat or Submarine Pilot, Genetic Engineer,
Undersea Miner
Skills: Culture, Empathy, Survival, Technology
Edges: Amphibious or Aquatic Conversion, Artistic Talent, Big Hearted, Hardy, Increased
Tolerance, Library
13
Chapter Five: Organizations
By union the smallest thrive, by discord the greatest are destroyed
— Gaius Sallustius Crispus, Roman historian & statesman
Belonging to a psi order or the Æon Trinity provides characters with many opportunities for
exciting play as well as allies and other benefits. Although players are free to have their
characters been freelance psions who are independent of any organizational loyalties, all psions
must join a psi order or the Æon Trinity to obtain access to a Prometheus Chamber, and even
characters who later left that organization once belonged to it.
1
END OF TABLE
In 2111, Chitra Bhanu was destroyed by the other psi orders due to apparent corruption by
Aberrants. However, since 2111 the other seven psi orders have all thrived and grown. Because
the various psionic Aptitudes can combine their abilities in powerful ways, every psi order
encourages members with all psionic Aptitudes to join. There are currently roughly 90,000
psions, and rough estimates place the number of unidentified latents at between 200,000 and
250,000.
OpNet QuickFaqs
Subject: Specific & General Latency
Updated: June 2, 2109
Often descriptions about latents and latency refer to someone as having a strong
latency for one particular psionic Aptitude. While technically true, in practice the
difference between a strong and a weak latency for a particular psionic Aptitude is
relatively small. Any latent can become a biokinetic, clairsentient, electrokinetic,
psychokinetic, telepath, or vitakinetic with equal ease.
Becoming a psion with an Aptitude in their strongest latency provides individuals
with somewhat greater power initially, but has no other effect. Also, individuals
who become psions in another Aptitude soon develop an Auxiliary Mode in their
primary latency. The particulars of a psion’s latency has no effect on how easily
they can improve their noetic mastery. However, there is one place where specific
latency is essential — the ability to gain either Quantakinesis or Teleportation. Most
psions do not possess the necessary latency for either ability and any attempt to use
either Prometheus Chamber would be just as fatal as a neutral attempting to use any
Prometheus Chamber.
Although both Chitra Bhanu and Upeo wa Macho are exceedingly selective and
appear to reject most applicants who possess the latency required to learn
Quantakinesis or Teleportation, the best evidence available is that less than 10% of
psions are able to learn either of these two rare Aptitudes. However, like every other
psion, these individuals can also gain any of the other six Aptitudes without
problem.
2
position to help humanity recover from the Crash and the aftermath of the Aberrant War. In
2086, Dr. Zweidler took over as director while the Æsculapian Order was in the process of
becoming a general-purpose disaster relief and medical aid organization now that it had largely
completed helping humanity recover from The Crash.
Under his directorship, the Æsculapian Order expanded its efforts throughout the solar system,
becoming the primary agency that dealt with disasters ranging from hurricanes or earthquakes to
life-system failures on off-world colonies or people trapped on damaged spacecraft. As an
experienced emergency room physician, Dr. Zweidler also made certain that the Æsculapian
Order worked to help governments track and deal with epidemic diseases, and provide medical
services for people who could not otherwise access them. He also encouraged medical research
to improve all forms of trauma care and find cures for all widespread illnesses, including the
recently discovered Quantum Flux illnesses.
Shortly after Dr. Zweidler announced that he was the Vitakinetic Proxy, he began a large-scale
recruitment drive for psionic latents. It was not the first or last of the order’s projects that some
of its critics would call too meddlesome. Some of their work, by its very nature, brings them into
conflict with governments and political parties, whether it’s simply providing health care to
people seen as social undesirables, or collecting data on violent injuries and deaths that a corrupt
local government would rather keep quiet.
Since before Dr. Zweidler took over as director, the Æsculapian Order has had three types of
facilities. The largest and least numerous are the research laboratories, where Æsculapian
physicians and scientists work to develop new treatments, while engineers and rescue workers
create new technology to aid in rescue work, and improve methods of performing various
emergency services. An important secondary purpose of these facilities is training new recruits.
The most well-known Æsculapian facilities are the clinics and stations. Æsculapian clinics were
originally developed to provide free medical services in poor, remote, or otherwise underserved
regions. The existence of Vitakinesis has led to the creation of a second type of clinic, primarily
located in arcologies and cities, where patients can obtain vitakinetic healing unavailable
elsewhere, and where the wealthy can pay for cosmetic, voluntary body modification and anti-
aging treatments.
Most Æsculapian stations are also clinics, but they primarily serve as bases for first response
emergency services. As a result, they contain living facilities for emergency services personnel
as well as advanced vehicles designed to handle a variety of emergencies. With the exception of
Nippon, almost all nations permit the Æsculapian Order to place clinics and stations where they
believe they will do the most good. In addition, Æsculapians also have a station that specializes
in space rescue operations in the asteroid belt as well as stations on Luna, Mars and Khantze Lu
Ge. A small station also recently opened on Karoo Station.
Recruitment and Membership
The Æsculapian Order is the third largest order in terms of total membership and the second
largest in terms of psion members. Regardless of whether they are psions or not, most members
of the Æsculapian Order are emergency service or medical personnel, including firefighters,
pilots, physicians, nurses, EMTs, and people trained in wilderness, off planet, or space rescues.
However, the Æsculapians also employ a fairly large clerical staff as well as a smaller number of
scientists and engineers. Neutrals can be hired in any capacity, but psions are generally expected
to be emergency service or medical personnel. However, the Æsculapian Order also employs
several dozen psionic researchers and engineers.
3
Although always willing to accept skilled latents who wish to become vitakinetics, any potential
member who displays a teleportation latency is strongly encouraged to obtain the Teleportation
Aptitude, since the several dozen teleporters who work in this organization are always in high
demand for remote rescue assignments. Because every Æsculapian clinic and station offers free
psionic latency testing, almost half of all latent psions are initially discovered by the Æsculapian
Order. Latents who lack appropriate skills or training but who wish to join the Æsculapian Order
are required to complete six months of EMT training and pass a certification exam before being
approved for access to a Prometheus Chamber. At this point, the new psion has the choice of
immediately starting work for the Æsculapian Order or receiving more advanced training.
Although not common, some psions have joined the Æsculapian Order and then spent the next
several years training to become physicians.
As long as latents can pass a basic exam for physical and mental competency, the Æsculapian
Order accepts members of all ages, although all members over the age of 70 are strongly urged to
become vitakinetics, because the healing and physical enhancement aspects of this Aptitude
allow even elderly members to easily engage in prolonged physical exertion without negative
consequences.
Recruiting neutrals is far more straightforward. The Æsculapian Order is open to anyone with the
correct training and experience and offers full scholarships for anyone interested in training in
one of these fields, in return for a commitment to work in the Æsculapian Order for a time period
at least equal to the duration of their training.
Both psions and neutrals who work for the Æsculapian Order freely admit that their jobs are
often difficult, stressful, and occasionally dangerous, but most also find their work to be
exceptionally rewarding. In addition, the Æsculapian Order works hard to make certain that all
employees are both safe and content. Salaries are comparatively high and many employees love
the chance to work all across the Earth as well as various locations in the solar system. A
growing number of members also gain the opportunity to travel to the stars.
The Æsculapian Order receives most of its funding from the UN and the Æon Trinity. However,
it is also a popular charity for the wealthy and since 2109, a growing number of Æsculapian
clinics have offered expensive vitakinetic treatments to wealthy clients, including long-term
cosmetic alterations as well as short term but repeatable mental and physical enhancements.
These services were initially controversial, since previously all services provided by the
Æsculapian Order were free. However, Dr. Zweidler made several public announcements where
he made it clear that vitakinetics working for the Æsculapian Order would not charge patients to
cure illnesses or even to enhance longevity. Instead, the Æsculapian Order only charges for
services that provide cosmetic alterations and short term physical and mental enhancements that
are not medically necessary. Some members still vocally object to the Æsculapian Order
profiting from any use of Vitakinesis, but most accept that these treatments provide much-needed
funds.
Current Projects
The biggest challenge facing the Æsculapian Order remains the devastation in France. Even after
more than two years, rebuilding and providing services and remains a daunting prospect. In
addition to malnutrition, epidemic disease, and radiation poisoning, Quantum Flux diseases
remain relatively common all across Western France. Recontact with Khantze Lu Ge has brought
additional urgent demands for the order’s services, to help with rebuilding in the regions
recaptured from the Aberrants, to provide medical treatment for injured soldiers and civilians and
to attempt to treat the Quantum Flux diseases present in many hundreds of the people who lived
4
under Aberrant rule. However, the ongoing war has somewhat limited the number of vitakinetics
Dr. Zweidler is willing to risk there. The Æsculapian Order is currently struggling to deal with
providing adequate services to both France and Khantze Lu Ge, while also maintaining their
commitments to provide services elsewhere.
The Æsculapian Order’s single largest research project is into treatment or cures for Quantum
Flux diseases. Currently, these are the only illnesses that even the most powerful vitakinetics
cannot cure. However, before the destruction of Chitra Bhanu in 2111, cooperation between
vitakinetics and quantakinetics managed to cure a few cases, which implies that cures are
possible. More information about Quantum Flux illnesses and general rules for treating illness
can be found on p. XX. The Æsculapian Order’s other major projects are finding better ways to
increase general longevity, strengthening medical infrastructure, and prevent commonplace
illnesses. They are also working with Orgotek to develop bioapps that can provide permanent
mental and physical enhancement to neutrals.
Headquarters
The official headquarters of the Æsculapian Order is in Montressor Switzerland. With roughly
12,000 employees and more than 1,000 vitakinetics on staff, Montressor is the order’s center for
administration and medical research as well as being the location where Dr. Matthieu Zweidler
works. The Montressor facility is located on the outskirts of Basel. Much of the facility is still
located in a 15th century structure that was originally used as a monastery, but the facility has
since expanded into a series of early 21st century buildings originally part of a small Swiss
university that opened in 2019, and which the order purchased shortly after the Crash.
The order’s second-largest facility, located in Port-au-Prince, Haiti, is often referred to as its
second headquarters. With a staff of more than 5,000, this branch of the order is located in a
large biotech structure developed and built in collaboration with Norça and Orgotek in 2113.
While the bulk of the Montressor facility is devoted to medical research, the Port-au-Prince
facility is specifically the Order’s center for disaster relief and preparation. Here the order creates
better equipment and protocols and trains specialized teams. A secondary focus of this location is
cooperation with other psi orders. The Port-au-Prince facility is the site of a joint project with
Orgotek to develop improved disaster relief and medical bioware as well as a joint project with
Norça where members of both Psi Orders attempt to find ways to reduce Quantum Flux diseases
by “healing” or otherwise eliminating Corrupted zones.
Within the order, the Montressor facility is popularly seen a prestigious but a bit stodgy, while
the Port-au-Prince facility is regarded as a more exciting location, but also a hotbed of radical
and occasionally crackpot ideas. There is a strong ideological emphasis there on cooperation
with local traditional medicine and exploration of other forms of folk medicine, which some
view as spurious and others view as essential to the Order’s mission. There is some friction
between outsiders who arrive at the Port-au-Prince facility to work or study there and locals
recruited by the Order.
Dr. Zweidler’s protégé, who serves as functional head of the Æsculapian Order when Zweidler
himself is shut away pursuing a research tangent, is Dr. Magalie Alcine, a native Haitian who is a
vitakinetic and medical prodigy. Dr. Alcine grew up in a family of folk medicine practitioners
and, as a high school science project, began keeping copious observations on the use of
traditional herbs, remedies and rituals when she was a teenager. Her family usually had very
little need for outsiders’ medicine, but she came to the clinic seeking help, having been assigned
male at birth and facing unwelcome signs of puberty. Although care was provided free of charge,
5
in her intense gratitude she continued to spend time at the clinic as a volunteer, and began
studying at one of the introductory academic programs in 2106.
That year, Dr. Zweidler publicly announced that he was the Vitakinetic Proxy and came to Port-
au-Prince on a recruitment mission. A regular protocol for psionic testing had not yet been
developed, but Dr. Zweidler’s assistants discovered Magalie’s strong vitakinetic latency when
she shared her discovery that her own folk healing skills were more effective than that of other
practitioners she knew, along with her notebooks and records to back up the observation. Once
she became fully attuned to her powers - she was able to control her own hormonal balance and
physical development, and heal others. Dr. Zweidler oversaw Magalie’s education as a physician
and as a psion, and she studied in several of the world’s best medical schools and research
hospitals before returning to lead the Æsculapian Order’s Port-au-Prince division to its full glory.
Dr. Alcine insists that respecting the spiritual beliefs of patients is not just politeness or
diplomacy, but deeply necessary to the practice of medicine. Her vitakinetic abilities are second
only to Dr. Zweidler’s, and she has a talent for cross-cultural communication and leadership
which often guides the decisions of the Order.
Special Resources
The Æsculapian Order is built around the idea of rapid response to serious problems. Members
can get any pathogen or toxin analyzed within a few hours after they get it to one of the order’s
clinics or stations, and if lives are at stake, they also gain immediate access to clairsentient scans
of any structure in the solar system to determine where any survivors are located. Attempts to
use this service to invade others’ privacy or for criminal purposes are harshly punished. In
addition, any clinic provides members of the order with immediate medical treatment.
Because the Æsculapian Order is both powerful and widely popular, members can ask their
superiors to help them obtain the cooperation of any local authorities. While this cooperation can
sometimes be grudging and half-hearted, officials who comply with important requests by the
order are frequently given significant discounts on the cosmetic and enhancement services the
order provides to those who can afford them.
Out among the stars, the order’s resources are far more limited, but are still freely offered to
members. There are now clinics on Averiguas, Far Nyumba, Karroo Mining Station, Khantze Lu
Ge, and in the human embassy on Qinshui, and there are plans for clinics on Ruan’s World and
Marfisa. Any member of the order who visits these clinics can obtain whatever aid the clinic can
provide, but is also expected to help out if they are present during any sort of emergency. The
order now includes a dozen teleporters capable of interstellar travel, but their services are in
exceptionally high demand.
Running an Æsculapian Order Campaign
Being sworn to a medical code of ethics and taking it seriously can bring characters into conflict
with a number of people and entities: governments, military organizations, other medical
professionals who disagree on interpretations, and even patients, at those times when they don’t
appreciate medical decisions but can’t safely make their own.
Sometimes what the laws permit and what the ethical guidelines dictate are different, and then
what? Well, then you improvise. A lot can be at stake: a patient’s life, the future of the order’s
local operations, or the individual Æsculapian’s continued ability to draw breath, if they’ve
offended the wrong crime boss by noticing a suspicious injury trend.
6
As such, Æsculapians aren’t merely healers: they have to include rescuers and relief workers,
defenders and diplomats, educators, and infiltrators. The face of the Order is peaceful, but
compared to international medical organizations of the early 21st century, they are more blatant
in their pushback against widespread human rights violations, and sometimes change the
political picture by taking action in the interest of public health and safety. This has earned some
criticism, but means there is never a shortage of excitement for characters who have allied
themselves to this organization. Æsculapians can be found responding to epidemics and
disasters, solving medical mysteries, investigating the results of cutting-edge research, and
pursuing intrigues amidst back-room political power struggles.
Many possibilities exist. An Æsculapian team in the outer space search and rescue division could
work from a spaceship in a specific well-traveled portion of the solar system, like a section of the
asteroid belt, or could include a teleporter as one of their members and aid space travelers
anywhere. These emergency responders save passengers from damaged spacecraft and arrive
first to the scene of catastrophes and disease outbreaks on worlds across the galaxy.
Play could focus on an espionage and infiltration team, featuring a wide range of powers used to
advance and conceal their purposes - perhaps some characters are members of the Order and
others are local connections, allied to them by circumstance and sworn to their secret mission.
An epidemiology center or clinic could be another nexus of events, with medics, security staff,
and research scientists all working to track the spread of disease and eradicate it, and stumbling
into unforeseen calamities when a new patient turns out to be connected to unsafe black-market
technologies, Aberrant cults or other dangerous phenomena. Clairsentience and sometimes
telepathy can be crucial to these investigations.
The best and brightest are often sent to investigate and curb the spread of Quantum Flux
diseases, a greater threat to humanity than ordinary illness. New phenomena on this frontier
always draw the Æsculapian Order’s closest attention. A campaign could even follow a single
serious epidemic or large-scale disaster from beginning to end, as the player characters respond
to difficult choices in the field and the stakes and challenges change from week to week.
Adversarial forces in this type of story include villainy and incompetence, panic and social
disorder, destructive microbes and blustering bureaucrats (and that damn tech who won’t wash
her hands).
The Æsculapian Order Path (Society)
The character is closely affiliated with the Æsculapian Order, the Vitakinetic Psi Order. She is
aligned with the Order’s mission of helping the sick and injured, providing aid, and protecting
humanity from disasters. She is likely either a medical professional or other first responder, or
she works closely with those who are. She is likely familiar with the organization and provision
of aid and emergency services to those in need across the world — and beyond.
Path Concepts
First Responder, Medical Researcher, Medical Relief Worker, Search and Rescue Specialist
Example Connections: Æon Trinity, Emergency Service Personnel, Health Ministry, Medical
Specialist
Skills: Athletics, Empathy, Medicine, Science
Edges: Adrenaline Spike, Danger Sense, Enhanced Attunement, Favored Mode, Hardy, Keen
Sense, Library, Rapid Response Protocols, Trained Memory
7
Special Edge: Rapid Response Protocols (•)
Prerequisite: Æsculapian Order
As a member of the Æsculapian Order, your character can take advantage of the organization’s
emergency resources. As long as your character has access to an Æsculapian clinic or station, she
can receive free medical treatment with top-level medical equipment providing 2 Enhancement
or greater. Additionally, she can always request analysis of a disease, pathogen, toxin or injury;
the Order’s staff will perform the equivalent of a research action with a 3-dot Library
specializing in Medicine, using a base dice pool of 8 and taking no more than a few hours.
Chitra Bhanu
Before the other orders destroyed it for allegedly collaborating with Aberrants, Chitra Bhanu was
the smallest of the eight psi orders. Its headquarters in Mumbai contained the Prometheus
Chamber for the rarest and strangest of the Aptitudes — Quantakinesis, which allowed psions to
use noetic energy to manipulate quantum force; the same quantum force that Aberrants wield to
devastating effect. Quantakinetics shaped both matter and energy and could directly affect noetic
and quantum powers.
Dr. S.K. Bhurano was the order’s proxy. The most reclusive and mysterious of the eight proxies,
before she gained her powers Dr. Bhurano was a brilliant physicist who studied Quantum Flux
and attempted to find ways to reclaim Corrupted regions, like Wycoff’s Blight. After she became
the Quantakinetic Proxy, she worked closely with Proxy Zweidler to develop the theoretical
basis for noetic science and investigate the parameters of the subquantum universe. Under her
direction, Chitra Bhanu also funded a number of clinics and research facilities for the treatment
of Aberrant Syndrome, Corruption diseases, and noetic dysfunction. The largest of these clinics
and also the headquarters of the order was located in Mumbai India. Dr. Bhurano was the most
selective of the eight proxies and admitted less than 200 people into her Order, all of whom were
scientists in a wide variety of fields, from physics to psychology. Dr. Bhurano also refused to
allow quantakinetics to join other psi orders.
In addition to noetic research, Chitra Bhanu also engaged in extensive studies of Quantum Flux
and other Quantum phenomena. Dr. Bhurano claimed that researchers in her Order were
attempting to discover a means to subvert or even negate Aberrant powers. Regardless of how
noble her motives started out, evidence points to the fact that Dr. Bhurano and the other
quantakinetics either fell under the thrall of captive Aberrants they were studying or willingly
allied with these monsters.
Near the end of 2109, the first rumors appeared on the OpNet about how Chitra Bhanu was
working with Aberrants. At that time, Dr. Bhurano gave what was to be her last public
appearance where she confirmed that Chitra Bhanu was working to cure sub-aberrant mutants
and individuals suffering from Quantum Flux diseases, and she eventually hoped to find a way to
transform Aberrants back into humans.
Rumors and fears about Chitra Bhanu continued to grow over the next year, especially after
several allegedly “rehabilitated” sub-aberrant mutants were seen visiting the Order’s Bombay
clinic. Then, in January 2111, someone working inside this clinic leaked a report that Chitra
Bhanu was in league with Aberrants. According to this report, instead of working to find a
defense against Aberrants, Chitra Bhanu researchers had discovered a way to cloak Aberrants’
Quantum signature. It also claimed that researchers were working on a method of transforming
humans into sub-aberrant mutants and that they had also discovered a technique for enhancing
Aberrant powers.
8
At this point, several of the other Proxies, including Alec Cassel and Dr. Matthew Zweidler
attempted to contact Dr. Bhurano, but she refused to answer any of these messages. Alarmed,
General Solveg Larssen dispatched several hundred members of the Legions to Mumbai, where
they were joined by members of Norça and Orgotek. General Larssen demanded that Dr.
Bhurano allow a team of investigators, including Otha Herzog and Dr. Matthew Zweidler inspect
their Bombay facility. In her famous last statement, Dr. Bhurano announced that her Order’s
activities were her responsibility and told the assembled psions to go home. Immediately after
this announcement, several clairsentients outside sensed a large amount of noetic activity
building within the facility. Fearing an attack, the assembled soldiers stormed the building and a
swift and deadly battle followed. Most of the quantakinetics were killed fighting the other psions
and the remainder died in a large explosion of unknown cause.
Afterwards, investigators attempted to learn what the quantakinetics had been working on.
Unfortunately, Dr. Bhurano destroyed all of the Order’s data files before she died. Clairsentient
investigators found that they were unable to gain any information about previous events in the
clinic. However, they also discovered small amounts of Quantum Flux in several locations. In
the aftermath of this discovery, the other proxies decided to dismantle and destroy the
quantakinetic Prometheus Chamber.
Since 2111, there have been periodic reports of known quantakinetics being seen in various
locations. Many people in the other psi orders and the Æon Trinity suspect that a handful of
quantakinetics may have survived the purge. Far fewer people give any credit to less reliable
reports that portions of the quantakinetic Prometheus Chamber vanished before it was destroyed
or that S.K. Bhurano survived the explosion. However, some psions still wonder about the exact
sequence of events on the day of the purge. Proxies Otha Herzog and Bolade Atwan have
recently released statements that seem to indicate that they find some of the events surrounding
the Chitra Bhanu purge to be suspicious.
Further Information
See Chapter 11: Setting Secrets for further information on Chitra Bhanu and the Chitra Bhanu
Path.
ISRA
The Interplanetary School of Research and Advancement is the clairsentient psi order. It has also
become a large spiritual organization loosely controlled by Clairsentient Proxy Otha Herzog. At
103, Herzog is the oldest of the eight proxies. Before becoming the Clairsentient Proxy, Herzog
was a counselor and spiritual advisor in the Baha’i faith and the leader of the Baha’i Spiritual
Assembly on Luna.
Becoming the Clairsentient Proxy only served to enhance Herzog’s already mystical way of
thinking. He is famous for giving complex and sometimes difficult to understand answers to
seemingly simple questions, in part because he perceives the world in ways that cause him to see
the true complexity inherent in even the simplest situation. Herzog regularly explains that the
world is far more complicated than it seems to casual observation. ISRA members often refer to
Herzog as the Old Man, while the mass media acclaims him as The Man Who Sees Everything; a
title Herzog openly detests.
Although outsiders sometimes refer to ISRA as Otha Herzog’s cult, ISRA does not require its
members to hold any particular spiritual beliefs. Instead, Herzog says that ISRA is “a vehicle for
self-discovery and the exploration of each member’s personal vision”. ISRA members hold a
9
vast array of different spiritual, political, and social beliefs; Herzog considers these many
different viewpoints to all be part of ISRA’s “holographic vision”.
The disparity of members’ beliefs is somewhat counteracted by the fact that clears all share the
unique understanding that their powers provide. These insights, which include an awareness of
the fundamental oneness of all life and all intelligence, are difficult to communicate to anyone
who has not experienced them. Although almost half of the psions in ISRA are not clears, most
attempt to learn one or more clairsentient Auxiliary Modes to gain at least some understanding of
these mysteries.
Ultimately, Otha Herzog asks nothing of psions in ISRA beyond that they do their best to serve
humanity in whatever way they are drawn to and that they attempt to aid other ISRA members
who require assistance. ISRA offer members numerous opportunities to serve humanity. Many
work at one of the ISRA meeting houses, where people come seeking spiritual advice or classes
in meditation and other spiritual practices. The largest is located in Olympus, but there are
meeting houses in more than 30 large cities, including Bangkok, Los Angeles, Mumbai, Nairobi,
Prague, São Paulo, and Sydney.
Letters to Otha
Otha Herzog wishes to make certain that all psions who belong to ISRA can turn to
one another if they are in trouble. To assist with this, he provides them all with a
secure method of communication. ISRA assigns every psion three “neighbors” who
are all skilled clairsentients. Every Saturday, at a predetermined time, these
clairsentients observe the psion. If the psion is a clairsentient or has a clairsentient
Auxiliary Mode, each “neighbor” determines if the psion has left any messages on
her focal crystal (p. XX) and records this message onto their own focal crystals.
Otherwise, these three clears simply observe the individual, who sometimes writes
notes for her “neighbors”. These notes are often informally referred to as “letters to
Otha”.
In addition to looking for such messages, “neighbors” determine if the psion they
are watching appears to be in any difficulty. If a psion unexpectedly disappears, her
“neighbors” attempt to find her. Psions are asked to leave word if they will be out
of contact for more than two weeks. If any psion unexpectedly vanishes for longer
than this, at least one of her neighbors visits her last known location and attempts
to learn the psion’s fate.
However, members of ISRA need not have anything to do with these meeting houses or with
anything else publicly associated with ISRA. Like their diversity of beliefs, the range of jobs
members of ISRA perform are equally varied. Almost one third of the psions who join ISRA,
including both clears and others, do not work directly for ISRA in any fashion. Instead, they
either continue performing their previous occupation or find a new one that makes better use of
their new talents.
Otha Herzog still considers these individuals to be part of ISRA. He asks that they make regular
reports of any unusual activities that they observe, and occasionally requests that they aid other
ISRA members. This aid is often relatively minor, like allowing visiting members to sleep on
their couch or providing local information and introductions. However, occasionally such aid is
both crucial and dangerous, like hiding an ISRA member from their enemies or helping them
gain covert access to a well-guarded location. Although not required, most members donate 20%
of their income to ISRA. In return, they are free to stay in any ISRA facilities. Members who live
10
and work in ISRA facilities like the meeting houses usually donate most of their income to
ISRA. In return, ISRA provides them with food, housing, and other necessities.
Some ISRA members prefer lives of action, and volunteer their services to Otha Herzog,
becoming members of one of ISRA’s response teams. Members of these response teams earn a
moderate stipend from ISRA in return for their being constantly ready for action. ISRA has more
than 30 response teams, and Herzog or one of his senior advisors selects the team that seems
most suitable and likely to succeed at a particular mission.
Members of these teams are expected to be ready for problems ranging from search and rescue in
remote locations, to fighting Aberrants, or infiltrating a criminal gang selling illegal weapons and
restricted technologies. Otha Herzog usually allows these teams to form naturally, but
occasionally suggests that someone join a particular team. Unsurprisingly, while some of his
choices seem surprising or odd, the new member is almost always a particularly valuable
addition to the team.
Recruiting Psions
ISRA is widely known to be the easiest psi order to join. Latent psions merely need to pass a
basic screening to ensure that they are mentally stable and then convince an interviewer that they
are sincere in their desire to join ISRA and become a psion. Of course, all of the interviewers are
powerful clairsentients who are difficult to deceive. During this interview, the recruiter also
provides a basic outline of how ISRA functions.
Almost every latent that passes the psychological tests is allowed to join, but occasionally
interviewers either suggest that the prospective member join another psi order or join ISRA but
use another order’s Prometheus Chamber to gain a different Aptitude. Most applicants take these
recommendations seriously. On rare occasions, ISRA representatives contact individuals who
may not even be aware they are latent psions and ask them to join. ISRA freely admits psions
other than clairsentients. Although any psion can join, members actively recruit telepaths,
vitakinetics, and latents who wish to become those types of psions because their abilities are
extremely useful in ISRA meeting houses. The rare and recently returned teleporters and latents
with teleportation latency are especially welcome in ISRA, particularly as part of ISRA’s
response teams.
The Growth of ISRA
Herzog initially planned for ISRA to be a small organization composed solely of clairsentients,
and perhaps other psions who were interested in gaining a deeper understanding of the world. He
hoped these psions would learn to use their powers to attain wisdom and benefit all of humanity.
However, he swiftly discovered that ISRA required hundreds of neutrals to help with various
mundane practical tasks, like coordinating the efforts of its sometimes-eccentric members. Also,
thousands of people contacted Herzog in person and via the OpNet, seeking his advice and
wishing to become his spiritual disciples.
Herzog’s clairsentience only conformed the fact that many people felt lost and believed he might
have answers that they desperately needed. An increasing number of these people began
traveling to Olympus, to attend Herzog’s few public appearances and to ask him and other
members of ISRA for spiritual guidance. After slightly more than a year of attempting to
dissuade or ignore the growing number of seekers, Herzog realized that teaching these people
would require only slightly more effort than attempting to ignore them, and that he could
simultaneously help these people and use them to aid humanity as a whole.
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Herzog understands that sometimes all that’s necessary to prevent serious problems or improve
the world is for the correct person to be someplace at exactly the right time. His powers allow
him to know what people, places, and events can be combined in beneficial ways. As he grew to
better understand his abilities, Herzog also realized that most people needed only a few
suggestions and a small amount of help to gain far greater satisfaction in their lives. He learned
that it was often possible to direct people to locations where their lives would be better and
where they could eventually provide an invaluable service to ISRA.
In 2108, IRSA began admitting neutrals who were sincere spiritual seekers as associate
members. However, ISRA works to temper fanaticism, evangelism, and unthinking devotion.
Herzog and the order’s teachers and counsellors carefully explain to all members of ISRA that
truth and wisdom come from considered action, not blind obedience to Herzog’s teachings. They
also stress that everyone has an appropriate path for their life and for many people, this path does
not include ISRA.
Associate Members
Despite having only 5,000 psions, ISRA is notable for being one of the largest psi orders because
it now has more than a quarter million associate members. Some neutrals who join ISRA are
deeply spiritual people who have been touched by Otha Herzog’s message. These people usually
wish to study and work at ISRA meeting houses as 22nd century monks and nuns. However, most
associate members are ordinary people seeking meaning in their lives. They hope that Herzog
and ISRA will provide this for them and often find that ISRA offers them advice that they could
find nowhere else. Otha Herzog or one of the powerful clairsentients in his inner circle at least
briefly consider every new associate member of ISRA, to see if there is some purpose for which
this person is uniquely suited. They receive little information about most new members, at most
a vision that the person would be happy in a particular city, that they have an especially hot
temper and should have counseling and a job that does not exacerbate this problem, or that the
person is sufficiently honest and trustworthy to work directly for ISRA.
Occasionally Herzog or one of his assistants has a far more significant vision about a new
member. They could see anything from this person committing a serious crime that they would
then attempt to prevent, to the person playing a specific role in either making the world a better
place or otherwise furthering Herzog’s agenda. Often, the tasks ISRA assigns to these people are
both subtle and minor. One person may be told to move to a particular city and get a job working
in a specific company. If needed, other ISRA members help this person move and find the
appropriate type of job. ISRA might ask another associate member to move into a particular
house or apartment, which meets her needs but otherwise seems unexceptional. In all of these
cases, Herzog or one of his assistants had a vision of the person in this job or dwelling
performing some action that had important consequences.
Perhaps a single act of minor kindness by the person keeps someone from committing a
devastating murder spree or maybe this associate member is able to save the life of someone who
later goes on to cure a serious disease, prevent a war, or discover a new habitable world. Herzog
attempts to make certain that the people he sends to perform these missions are happy in their
assigned life, but he is equally interested in the positive effects their small actions have on
thousands or even millions of people.
Neutrals working in the ISRA meeting houses keep in regularly contact with every associate
member, asking about their lives and offering a limited amount of counselling and advice. ISRA
also encourages associate members to become involved with their communities and to report any
unusual events they observe to ISRA. These reports occasionally provide ISRA with advanced
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information about a serious problem or potentially wonderful development that would be
difficult to otherwise learn about.
Herzog doesn’t fully understand what Talents are, but he knows that a few people he encounters
seem innately destined to perform impressive deeds and have unusually complex probability
matrices. Any Talent who joins ISRA can be assured of being assigned interesting and
challenging duties. Whenever Herzog encounters Talents who are not part of ISRA, he attempts
to recruit them. He has even suggested that several of the Talents he recruited join one of the
response teams, which normally consist solely of psions.
Huruf al-Hayy
Shortly after the Chitra Bhanu purge, Otha Herzog decided that ISRA needed a secure base,
which would also house the Clairsentience Prometheus Chamber. Known as Huruf al-Hayy
(letters of the living), this base is named after the first 18 followers of the Bahai faith. Herzog has
provided no explanation for this name. Although the construction of this base was widely known,
he kept the location secret. Only Otha Herzog, Bolade Atwan, and members of Herzog’s inner
circle know exactly where it is. Almost no one outside of ISRA even knows what planet it is on.
Outsiders who study reports about Huruf al-Hayy learn that it is large enough to house up to
20,000 people, contains half a dozen hyperfusion generators, advanced and heavily redundant
life support systems, clinics, research labs, a facility for creating bioware and the order’s
Prometheus Chamber, but nothing about its location. Outsiders and prospective clairsentients
must travel to Huruf al-Hayy via a jump ring (p. XX) located in the Order’s meeting house in
Olympus. This jump ring was a prototype created in 2114 by Proxies Herzog and Atwan working
together, and no one managed to duplicate it for five years.
Some people believe Huruf al-Hayy is on Earth, others are convinced it’s on Luna or an Earth-
crossing asteroid, and a few people think that the jump ring has unusually long range and that it’s
located on Pluto or some similarly remote location. In reality, Huruf al-Hayy is buried several
hundred kilometers below the lunar surface. Bolade Atwan used her powers to excavate the
chamber it’s in and to transport the necessary materials there. The base’s well-concealed fiber
optic cables connect it to the Lunar OpNet, and four tunnels for high speed magnetically
levitated trains provide more conventional access. Important ISRA members can travel to Huruf
13
al-Hayy on these trains, but the base and all four tunnels have bioapps that shield them from all
forms of noetic observation, so none of them know where on Luna this base is located. One
tunnel travels from the ISRA meeting house in Olympus, two others connect to meeting houses
in other Lunar settlements, and the fourth in a carefully concealed outpost more than 1,000 km
from any other lunar settlement.
Special Resources
ISRA is run by a leader who can see the past, present and future. As a result, members who go
on missions for ISRA regularly encounter all manner of unexpected assistance. Psions working
for ISRA periodically discover information or caches of equipment that were left for them weeks
or months ahead of time. Associate members occasionally receive assignments to deliver
weapons, unusual devices, or even a short hand-written note to a particular location and mark it
with one of several seemingly random splatters of colored paint that ISRA uses to denote such
caches. Similarly, an associate member may be asked to become a minor technician in a facility
weeks or months before a planned mission, because Otha Herzog or one of his inner circle saw
that a response team would need help entering or escaping from that facility.
These special caches and assistants typically only show up when characters are in trouble.
Members of ISRA response teams have learned that if they’re trapped and under attack or
otherwise facing serious difficulties, looking around for the colored cache markers is an excellent
strategy. Sometimes, a cache provides both equipment and valuable information, like a response
team preparing to investigate a location they believe isn’t being guarded finding a supply of
military grade body armor.
Mysterious aid is only one of more unusual aspects of working for ISRA. Sometimes ISRA asks
teams of psions to perform tasks that initially seem trivial or nonsensical. A team deployed to a
small and remote city in Central Asia might be asked to acquire a specific size and cut of gown
that they are then instructed leave in a particular location so that an important diplomat can find
it just before heading for a vital negotiation, after an exceedingly clumsy waiter ruined her
previous gown. Some of the most eccentric requests can also be the most challenging, such as
asking a team that includes a musically talented member to play a specific song at 8:12 am, at a
plaza inside a high security arcology in the FSA.
Running An ISRA Campaign
One of the most distinctive aspects of running an ISRA campaign is that this psi order doesn’t
have a particular sphere of influence. Instead, Otha Herzog takes a somewhat protective interest
in all of humanity. Although they can be anywhere and concern almost any subject, most ISRA
missions deal with problems that no one else has noticed yet. Sometimes this is because the
problem is small but growing, other times because skilled covert operatives or mind controlling
Aberrants have made certain that the problem has remained carefully hidden. However, it’s
remarkably difficult to hide anything from the senior members of ISRA.
ISRA also has many thousands of perfectly ordinary people living or working in locations that
Herzog or one of the other senior members of ISRA believed would be important. These people
regularly report anything that appears to be significant and sometimes Herzog sends a team of
psions to investigate, and possibly to rescue the associate member.
In return for their service, Herzog insures that associate members can always call upon ISRA if
they need help. Often, this help is useful but unexceptional, like providing legal advice,
assistance finding a better house or job, or perhaps counseling. However, associate members are
14
occasionally threatened by criminal gangs or corrupt officials, or face other difficult and
dangerous problems.
Otha Herzog cares about all of humanity, but he takes a special interest in anyone who serves
ISRA in even the most minor capacity. If an associate member of ISRA has a serious problem
that a team of highly trained psions can help solve, Herzog sends a team of psions to persuade a
criminal gang to leave a particular neighborhood alone or to deal with corrupt and brutal
government officials. An ISRA campaign should involve a mixture of high-stakes missions and
smaller missions where the characters provide significant help to a single individual or perhaps a
small neighborhood. One of ISRA’s core tenants is that no one is unimportant and everyone has
a place in the universe’s grand design.
The ISRA Path (Society)
The character is closely affiliated with the Interplanetary School of Research and Advancement,
the Clairsentient Order. She is aligned with this sprawling, spiritual organization and may well
be a counselor or spiritual adviser herself. If she is a psion, she may be part of ISRA’s network
of ‘neighbors’. Whether part of a response team, an associate member, or some other affiliate to
the order, she is likely to have experienced the strange and often mysterious aid that the society
of clairsentients provides to its members.
Path Concepts
Leviathan Jump Ship Pilot, Spiritual Counselor, Troubleshooting Drifter, Wandering Mystic
Example Connections: Æon Trinity, Local Community Organizer, Respected Priest, Seemingly
Random Individual Clairsentience Indicated To Be Significant
Skills: Culture, Empathy, Humanities, Integrity
Edges: Artistic Talent, Danger Sense, Direction Sense, Enhanced Attunement, Favored Mode,
Keen Sense, Mysterious Aid, Patron, Weak Spots
Special Edge: Mysterious Aid (••)
Prerequisite: ISRA (required Edge)
Your character is occasionally the recipient of unexpected help due to the clairsentient
capabilities of her patron organization. Once per session, you may choose to have a source of aid
occur in the form of a 2-dot Ally, 2 Enhancement to a single roll, or a clue for an information
gathering action. It could even take the form of between one and half a dozen devices with a cost
of no more than •• each. You must explain what form this aid takes. It might be a handily-placed
cache of gear that is precisely where the character needs it to be, a seemingly bizarre instruction
from ISRA that reveals a clue, or the sudden appearance of a contact who was advised to be in a
certain place at a certain time. It also must be reasonable for the aid to be able to appear in the
circumstances. Also, the Storyguide is also free to use this Edge for the characters once per
session if they are about to encounter unexpected difficulties or the players are becoming
frustrated. All characters who select this Path must purchase this Edge.
The Legions
In 2106, the Legions erupted onto the world stage in a blur of chameleon-effect battledress and a
blaze of lasers and pyrokinesis. Their continued acclaim is a testament not only to their military
prowess but to their adept handling (some would say “manipulation”) of public opinion and UN
policy.
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[ART NOTE: RE-USE THE LEGIONS TRIUMPHANT ART (TRINITY, P.78) ON
THIS PAGE.]
The Legions’ popular image reflects the iconic Legions Triumphant mural. While grossly
inaccurate (the Legionnaires at Sydney wore practical combat gear and the fighting never went
hand-to-tentacle on open ground), the mural captures the order’s spirit. Other psi orders may
excel at politics or commerce, but the Legions are humanity’s shining sword and shield.
Technically, the Legions are a component of UN Military Command. They boast nearly 30,000
psions, almost twice the number of the next largest order. An additional 70,000 neutrals in the
ranks make them larger than many national armies. While the order is only a fraction of
humanity’s total forces under arms, its combination of selective recruiting, superior leadership
and training, and — of course — psions makes it far more capable than any similarly-sized
conventional force. This power would be politically destabilizing if the Legions weren’t so
dedicated to their avowed mission of protecting humanity. As it is, the ultimate accountability of
the order and its proxy, General Solveig Larssen, still occasionally robs Æon Trinity officials and
national leaders of sleep.
Forging a Legion
After the Aberrant War, the UN’s power grew, but the UN Military Command was hobbled by
archaic doctrine, antiquated equipment, and troops with divided loyalties. Attempts at
humanitarian and peacekeeping work meant well but accomplished little. Captain Solveig
Larssen, a Northern Collective soldier on loan to UNMC, witnessed many of these failures.
Disillusioned, she authored a scathing treatise proposing radical solutions. Some senior officers
wanted her broken but enough shared her frustrations to offer her an opportunity to prove her
theories. In 2091, the United Nations Home Guard began recruiting.
Based in Australia’s Outback, the Home Guard was a rapid intervention force with troops sworn
solely to the UN, not loaned national soldiers. Unencumbered by dual command, it could deploy
swiftly to conflicts or disasters across the solar system despite individual UN members’
disapproval. Larssen’s tactical success hinged on soldier skill and low-level command initiative.
Her philosophy was that sergeants and lieutenants won battles; higher echelons merely supported
them. By 2100, the experimental company had grown to a brigade and Larssen found herself a
military celebrity.
After a leave of absence — during which she met with the other proxies and became the first
psychokinetic — Brigadier Larssen began covertly reorganizing the Home Guard. Arcane
selection processes siphoned off troops for “special training” and remote assignments. Rumors
ran rampant about her true agenda, but only the wildest approached the reality of the force that
spearheaded the psions’ counterattack at Sydney.
One Shield, Seven Swords
To outsiders who know individual psychokinetics, it’s a marvel that the Legions work at all. PKs
are not stereotyped for calm, respectful demeanors, and the idea of thousands of them being
unified and armed can be daunting. However, the Legions are a military first and a psi order
second. Individual Legionnaires are soldiers first, regardless of whether they’re PKs, psions with
other Aptitudes, or neutrals. This training and discipline unifies the order.
Since the order appeared, it has evolved from a single Legion into the current seven. Four are
defined by geographic defense responsibilities while three focus on mission specialties. Some
analysts characterize the Legions as seven culturally-distinct militaries (or psi orders) unified by
a common mission.
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Forging a Blade
The Legions’ prodigious casualty rates (over 10,000 psions since their formation) make them
hungry for replacements. However, recruiting is mercilessly selective, with psychological
screening trumping physical or psionic aptitude. Though recruiting offices exist across the solar
system, the Legions spend little on advertising. Public image does the job well enough.
Recruiters focus on identifying latents and matching prospective Legionnaires to complementary
specialties.
General Larssen accepts that all her troops aren’t born fighters. Support Command is full of
people who are better at repairs or medicine than combat. Still, Legionnaires are humanity’s
defenders, so they all receive combat training. Every new recruit undergoes the 12-week Legions
Basic Training, which teaches not only infantry fundamentals but military protocol and
discipline. The three to six months after LBT bring advanced training in the Legionnaire’s
assigned specialty, whether that’s light infantry, fusion plant engineering, or trauma medicine.
Next, a neutral joins his first unit, while a latent is finally triggered and taught to be (and fight as)
a psion before shipping out. Initial enlistment is a three-year contract, after which the
Legionnaire can reenlist or muster out.
The Legions are a military. The media rarely looks beyond the uniforms and weapons to examine
deeper truths therein. A Legionnaire lacks the rights and freedoms that civilians enjoy. Her legal
status subjects her to the UN Military Legal Code, not civil or criminal law. This allows her to
carry heavy iron and do violent things in the course of her duties but tightly constrains most
other aspects of her life. Her self-expression, dress, travel, living arrangements, and ability to say
“no” are limited by Legions regulations and her duties. She goes where ordered, does what’s
ordered, and accepts that she may die carrying out those orders. This discipline can appear harsh
to outsiders but it ensures unquestioning obedience in combat, where hesitation or debate kills
soldiers and loses battles. The Legions make no secret of this — recruiting and LBT are designed
to weed out candidates who can’t acclimate to this life. Those who stay wouldn’t have it any
other way.
Despite the unifying factors, service experiences vary widely. Each Legion’s unique identity
reflects its area of responsibility. Once a Legionnaire reports to her first unit, her Legion
determines as much about her duties as the overall psi order does.
In Formation
Gamers do poorly under military discipline. Whether command rests internally
with the ranking character or externally with an SGC officer, players like to
exercise free will. In real militaries, disobeying orders generates punishment, not a
Hollywood wink-and-nod, even if the outcome is positive.
There are a few ways to address this. One is to discuss these issues with the players
so everyone understands and agrees to the same level of military verisimilitude,
including ranks and subordination. Another is to put the characters in a Legion with
looser discipline (like Sixth) or more lower-echelon independence (Second, Fourth,
Seventh). This also works for a team on independent or covert duty, where
teamwork trumps protocol and orders can be as simple as “obey your Æon rep and
don’t violate the UNMLC.”
A third option is to accept cinematic “discipline” and run with it. It’s your game.
We won’t tell General Larssen.
17
First Legion: The Home Guard
The senior Legion is the order’s headquarters unit and defends its birthplace, Australia. The
Guardsmen’s spotless blue uniforms and white berets underpin Legionnaires’ global image. It’s
no surprise that First is beloved throughout human space, particularly in Australia, which adores
its native psi order.
The First gets the most vid coverage. Many Guardsmen cultivate media relationships and some
even endorse products or guest-star on popular shows or sports teams (public information
officers keep a tight rein on behavior that would tarnish the order’s reputation). The spit and
polish doesn’t cover a lack of combat prowess, though. In addition to its combat units, First
contains the order’s ceremonial troops, military police, general staff, intelligence corps, and
public relations personnel. Only the liaisons, spooks, and MPs regularly leave Australia.
Second Legion: Fortune’s Knights
As the original Legion shifted from UN peacekeeping to defending Australia and expanding the
psychokinetic population, Larssen’s UNMC critics accused her of abandoning global
responsibilities for personal agendas. Fortune’s Knights were her answer. Since 2107, the
Knights have been the Legions’ response force for UN missions requiring a psionic touch.
At least, that’s the theory. In practice, Second Legion deploys at the General’s pleasure, not the
Secretary General’s. If a rebel movement, shaky government, or oppressed minority requests aid,
and if its cause aligns with Larssen’s moral compass, Second sends troops, sometimes under
contract to defray Legions costs. Deft spin-doctoring ensures this plays well on the news vids,
but behind closed doors, several governments are apoplectic at Larssen’s actions and lack of
accountability. Only two points have kept the UNMC from court-martialing her. First, most
Knights deployments support the UN charter and focus on protecting civilians, not changing
regimes, so court-martialing the proxy would be a PR nightmare. Second, the Legions are too
critical to humanity’s defense to risk alienating the PKs or their commander.
The Knights strive to uphold their nickname. They have unparalleled expertise at working with
local civilians. When Knights intervene, they’re there to protect and assist the population, which
gives them a global base of popular support. Of course, as the Legion most often confronting
human opponents, they also make their share of enemies, some of whom run small countries.
Strategically and tactically mobile, the Knights can put a battalion anywhere on Earth in 12 hours
— without teleportation. The price is firepower: lacking heavy equipment, Knights can find
themselves outgunned by a capable enemy. The General’s personal power rights a lot of
imbalances, though. When she takes the field, it’s most often with the Second.
Third Legion: Support Command
The largest Legion is a non-combat force and has the fewest psions. Support Command is the
Legions’ training, logistics, and administrative arm, doing behind-the-scenes work to ensure the
other Legions can fight. Although Treys are trained soldiers, many have never fired a shot in
battle.
Third originated as the order’s quartermaster corps, responsible for supplying, fixing,
transporting, feeding, and housing Legionnaires and their equipment. It quickly took on training
duties and, with the Æsculapian Order’s assistance, established the order’s medical and disaster
relief corps. As the Home Guard evolved, it off-loaded most of its administrative structure, as
well as financial and legal offices and the tiny chaplain corps. The order’s military and psionic
18
research teams, including those which operate the PK Prometheus chamber, also belong to
Support Command.
Treys break down into three groups. The first is psychokinetics who neither wanted to be
combatants nor to join another psi order. The second is neutrals who enlisted to obtain non-
combat jobs or technical educations. The third is combat casualties who’d rather stay in uniform
than medically retire. Few psions of other aptitudes wind up in Third because most non-PK
Legionnaires signed up to fight, not to flog data.
Australia holds Third’s massive training, transport, and supply hubs, but widely-varied support
missions spread small units across human space. Permanent Support Command detachments run
all major bases, housing other Legions’ units as tenants. A Trey in such postings can serve a full
career without seeing Australia after basic training — and without ever pulling a trigger.
Forward-deployed duty happens, though, and self-protection can be necessary. Treys who
support the Second, Fourth, and Seventh Legions are most likely to see combat.
Fourth Legion: Vigiles Mundi
Formed as a close combat unit to beat the toughest Aberrants in the worst terrain, Fourth Legion
quickly acquired a reputation for intransigence and aggression. Founding Vigiles embraced the
principle that there is no “overkill” — only “open fire” and “reload.” Fourth drew recruits who
wanted to pay back the Aberrants for personal losses. Loose discipline and its battlefield
consequences threatened to undermine the order’s overall image until a spike in combat deaths
brought widespread replacement of the Vigiles’ senior officer corps.
Under new leadership, the Vigiles remained the order’s blunt implement but tempered their
bloodlust with professionalism. The sociopaths were counseled or forced out and the rest re-
trained to fight smarter. Fourth still attracts those looking to kill Aberrants, but it only keeps the
team players. Current doctrine incorporates lessons from history’s best assault forces and raiders,
along with unprecedented emphasis on low-level autonomy. The result is a Legion with
unbreakable esprit d’corps, massive firepower, and surprising flexibility.
The assault battalions stationed near Aberrant trouble spots are Fourth’s strong right fist. Their
high-profile operations and unsubtle image neatly conceal this Legion’s left hand. Smaller strike
companies provide Fourth, and the Legions as a whole, with unconventional warfare capabilities.
Their primary focus is Aberrants and Aberrant cults, but their reconnaissance, hostage rescue,
and sabotage talents have also been applied to other targets.
Fourth Legion units spend little time in peacekeeping or defensive assignments. A Vigil’s life is
one of hard training, harder play, and flying around the world (or across the galaxy) to do bad
things to bad beings. Smaller detachments, particularly from strike companies, go anywhere at a
moment’s notice to gather intelligence or bolster an Æon or UN operation. The Fourth’s greatest
weakness is endurance: optimized for swift violence, it struggles to sustain protracted
deployments.
Fifth Legion: Thunder of the Americas
Fifth Legion’s political environment is more dangerous than its physical battlefields. Most of its
troops come from the Americas and these Thunderbolts retain stronger national loyalties than
General Larssen would prefer. Operating in two rival proxies’ backyards exacerbates the tension.
Sudamérica has little call for heavy combat now that the Venezuelan Plaguelands are relatively
well contained. Most nations ably protect their own interests and band together when outsiders
threaten. Norça’s unparalleled espionage prevents Aberrant cults from reaching critical mass.
19
Consequently, Fifth’s activity here supports the biokinetic order with wilderness patrols and
rapid response to Aberrant raids. Fifth also monitors local biotech industries and transhuman
movements (and politely ignores Norça’s reciprocal surveillance).
Sudamérican cultural imperatives require a deft touch to keep military assistance from offending
the locals. Consequently, relationships with government and Norça representatives are critical to
Thunder’s success. Most officers maintain close ties to the continent’s social scene. Even low-
ranking Thunderbolts quickly learn decorum. It’s no coincidence that Thunder is headquartered
in Sao Paulo.
North America presents different challenges. The FSA reluctantly allows Fifth to operate there
under the terms of the Legions’ Aberrant Suppression Treaty. The LAST restricts the bulk of
Legions forces to the periphery of Wycoff’s Blight, where the FSM lets Thunderbolts soak up
the casualties while monitoring them for treaty infractions. LAST Zone service is classic
counter-insurgency: boring patrols through bleak wastelands and sullen villages, punctuated by
Aberrant ambushes or bandit raids. Still, there’s no shortage of idealistic Blight-town recruits.
Wearier veterans know coilguns don’t solve problems — they only eliminate some of the bad.
Outside the LAST Zone, official harassment keeps Fifth on its bases except when defending
communities the FSM has written off. Bitter contempt for FSA policies is widespread, festering
into dangerous sympathies. Some units unofficially adopt the heraldry of local resistance
movements. Larssen fears these Thunderbolts may eventually set the Legions at war with a
major national power.
Sixth Legion: Europe’s Aegis
Known as the Shieldbearers, the members of the Sixth Legion are stretched thin. European
Aberrants are a smarter, subtler breed, hiding in la Blessure and the smaller post-Esperanza
Corruption zones and working through human catspaws. Expansionist states, repressive regimes,
and bitter rebellions require constant peacekeeping. Sixth seems to have a losing fight on its
hands but the Shieldbearers refuse to give up.
Before Esperanza, Aegis ceremonially placated European UN members who wanted a regional
Legion for prestige. Low Aberrant activity and few other missions bred complacency. Now the
Shieldbearers are playing catch-up. A rapid influx of fresh bodies, charged with nationalism and
desperate enthusiasm, reduces average experience and undermines discipline. Individual units
still get the job done but not necessarily in a way that’s best for the order as a whole.
Aegis has central bases at Barcelona, Izmir, and its Copenhagen headquarters, but most
formations are forward-deployed. Local commanders have general guidelines, not detailed
orders, and must improvise to meet the ambiguities of European defense. A Shieldbearer can
spend one day escorting Æsculapian relief workers to a refugee camp, the next facing down
guerillas on a contested border, and the third hunting anthropophagous cultists in the same camp.
Psi Lambda
Like any subculture, we have our own ways of showing both individuality and
membership. Ours just have to fall within the bounds of regulations — or at least
not stretch ‘em too far. Helmet graffiti, morale patches, and vehicle nose art are
some of the classics, but Legionnaires are into decorating ourselves too. In the early
years, thanks to First Legion’s Maori recruits, the trend was full-face tattoos
showing personal decorations and unit heraldry. We’d use programmable smart
pigment that we could turn off with an antihistamine derm, ‘cause nothing says
“sniper check!” like painting a rank tab on your face.
20
The new meme started after Esperanza. Some classically-inclined Shieldbearers
started wearing the Greek letter lambda — you know, symbol of the Spartans at
Thermopylae? Well, someone added another letter: psi, for obvious reasons. Now
“Psi Lambda!” is the catchphrase of the week. Like something? Say it with
enthusiasm. Got crappy orders? Acknowledge ‘em with a surly inflection. And of
course the symbol is all over the place — patches, brands, even implanted jewelry.
Yeah, I got a tattoo of it too.
— Captain Mercedes Moriarty, Bravo Company (“Bunyips”), 12th Armored
Cavalry Battalion, Fourth Legion
21
primary, buried in Mount Woodroffe, connects to the Jar via an underground TK-assisted bullet
train. There are two secondary command centers. One is located under the Alleghenies near New
Washington DC, the other in Valles Marineris on Luna. All three locations are also connected by
jump rings.
The Armory
A Legionnaire on combat duty receives primary and secondary weapons, armor, communications
equipment, and survival gear appropriate to his assignment. He doesn’t own them — the Legions
just let him play with them. When this isn’t enough, what else can he get?
First, a Legionnaire with need to know can obtain detailed intelligence on a location, nation,
opposing force, organization, piece of equipment or individual of interest, subject to the
Intelligence Corps’ limitations. The Legions also make a science of analyzing Aberrant powers
and weaknesses. They have detailed profiles on all known Aberrant leaders.
Intelligence drives pre-mission planning. During that planning, a commander determines what
needs to happen to ensure mission success. If her own unit lacks necessary skills or equipment,
she can request mission support from other Legion units. The support she gets depends on
available assets (what the Legions have in the area), priority (how important the mission is), and
mission profile. Raiding a house containing six ordinary insurgents might warrant an armed
skimmer and a combat medic. Rescuing hostages from an Aberrant cult’s fortified compound
could rate real-time clairsentient surveillance, aerial gunships and a battlefield surgery team with
an extraction teleporter.
Sometimes, a team just needs different tools. Just about any weapon or piece of kit in mass
production (and of acceptable quality) is available if it’s appropriate to the mission. Hunting
Aberrants in the LAST Zone calls for plasma cannons but not satellite interceptor-decryptor
arrays, while the opposite applies to covert reconnaissance in a Nihonjin naval exercise zone.
Running a Legions Campaign
Massive battles are rare in 22nd-century warfare. The Legions look big compared to other orders
but they’re small for the amount of territory they have to cover. This means tasks go to the
minimum number of troops necessary for success. Often, this is a strike team (4-6 Legionnaires),
squad (2-4 strike teams), or platoon (3-5 squads). Even when a company (3-4 platoons) or
battalion (3-4 companies) tackles a major objective, individual sub-units fight independently.
Communications and OpNet connectivity aren’t assured in a military environment. Despite
psionics and technology, Legionnaires still can find themselves in an adventure — in other
words, in serious trouble far from home. What this means for characters is that they have a world
of offstage help until the shooting starts. Then they own the problem.
Likely missions vary by Legion, as described in the Legion profiles above. Small task forces or
solo Legionnaires, particularly Knights and Treys, also see frequent detached duty to support
Æon or UN operations. Such a partner organization functions as the detachment’s chain of
command, though it can’t order Legionnaires to violate Legions regulations or commit tactical
suicide. It’s also supposed to provide mission support that would otherwise come from a higher
Legions echelon.
The Legions Path (Society)
The character is closely affiliated with the Legions, the Psychokinetic Order. She may be an
actual ranking member of the Legions and thus part of the UNMC, or she may be a closely
aligned contractor, supporter, or ally of the organization. If she is a psion in the Order, she has
22
undergone a rigorous and selective training process, and during her service lives according to the
Legions’ rules and regulations. Whether a soldier or not, she works as a part of the Legions’
efforts to protect humanity.
Path Concepts
Battlefield Medic, Combat Pilot, Determined Aberrant Hunter, Soldier
Example Connections: Local Militia, Mercenary Company, Military Contractor, UN Official
Skills: Aim, Athletics, Close Combat, Command
Edges: Always Prepared, Enhanced Attunement, Favored Mode, Hardy, Iron Will, Legion
Armory, Small Unit Tactics
Special Edge: Legion Armory (•)
Prerequisite: Legions (required Edge)
As a full member of one of the Legions, your character has access to significant military
resources. She can always acquire military grade weapons, armor, and equipment without
difficulty regardless of her personal wealth, and she has the authorization to carry and use such
armaments wherever the Legions’ authority extends, subject to the UNMLC. All characters who
select this Path must purchase this Edge.
23
Alex Cassel & Dr. Zweidler approached Bue Li hours before she was accepted into office, and
Bue Li took short vacation before her duties began. A week later, she emerged from her
Prometheus Chamber, charged with telepathic powers. She immediately began assembling her
Ministry of Psionic Affairs, negotiating for both funds and influence for her nascent agency,
while simultaneously locating new psions. Since that time, she has helped the Ministry thrive and
grow.
Unfortunately, a familial predisposition for cancer complicated Bue Li’s ambitions. Four years
ago, after entering the hospital for an unrelated matter, the proxy discovered numerous malignant
tumors within her system — the result of a cancer that had metastasized. She immediately began
treatment. Within two years, the Ministry released claims that Bue Li was on the road to
recovery, her cancer having quickly entered remission.
Despite the announcement, for the last year Bue Li has remained absent from the public eye,
relaying orders through subordinates and through her wife and fellow telepath, cognitive
researcher Dr. Zhu Pei. Some believe she may have actually died from her disease, and her
consciousness is somehow being kept alive through strange means. Others claim she is hiding
from a dangerous adversary or that her cancer was a side-effect of an untreatable Corruption
disease. So far, no one has stepped forward to confirm any of the rumors.
A Conflict of Interest
Both Christian and Muslims were frequently persecuted under Mao Zedong’s Communist
constitution. His death brought an end to most of this oppression, but the advent of The Aberrant
War renewed tensions between China’s Christians & Muslims and the nation’s largely agnostic
population. Today, many believe the schism could be attributed to a mix of factors: the influence
of cautious nationalists, who called for China’s borders to be closed during the onset of the
Aberrant War, and fear-fueled xenophobia.
These problems led to numerous fractious encounters, culminating in 2064, in a horrific
bloodbath in the coastal city of Wenzhou, once described as China’s Jerusalem. The violence led
many Christians & Muslims to either flee China or denounce their faith. The pro-nationalist anti-
faith coalition, who had then been loosely connected by their shared politics, continued on to
establish a vehemently anti-religious voice within the government that remained powerful for the
next 40 years.
It was this group that Proxy Bue Li fought in the elections prior to her selection to enter the
Prometheus Chamber. According to various news reports, this group was responsible for the only
time the proxy used her powers publicly against the neutral masses. In August 2108, most of the
prominent members of the anti-faith coalition experienced a change of heart. Their prejudices
vanished, their legislative demands revoked. A new sense of social equality seemed to swell
within their hearts, and their official leaders immediately moved to make amends with the
country’s Christian and Muslim population.
This eventually led to a media frenzy, as the public questioned the radical ideological shift. The
nascent Ministry took it all in stride. Several hundred court appearances, both public and private,
followed. Charges were made. Proxy Bue Li herself became a regular figure in the international
news, appearing in everything from interviews to panels to late-night talk shows. Two years
later, without seeming resolution, the subject was dropped.
Completely.
This affair continues to haunt the Ministry, though few ever make direct references to the events.
Supporters claim that Proxy Bue Li was acting in the right, and in line with her own teachings.
24
None of her opponents had been killed, not even those accused of instigating grievous violence.
If anything, their lives were changed for the better. Many of those who stood in opposition to the
Proxy now reside in opulent conditions, their social standing raised monumentally, their pensions
assured by the Ministry itself.
But naysayers hold a different view. Proxy Bue Li, in their eyes, enacted the worst crime
possible for a telepath: irrevocably altering people against their will. With the Ministry growing
steadily more influential, it only seems like there would be opportunities for this to happen again,
especially as the number of satellite outposts continue to grow.
On a smaller, subtler level, Proxy Bue Li’s actions have also instigated a theological shift both in
China itself and among members of the Ministry. Though not an evangelical personality, her
strong Christian faith and her willingness to fight for what she regards as her spiritual siblings
caused many to venerate her. Spurred by her courage, thousands embraced Christianity in a vivid
show of solidarity. Numerous churches have sprung up over the last few years, many of which
see Bue Li as a pivotal figure within their interpretation of the scripture, with a handful going as
far as to canonize her as a reincarnation of the Virgin Mary.
Naturally, this disconcerts the proxy to no end, but despite her best efforts to mitigate the
situation, few of these new religious organizations have divorced her from their worship. Quite
unsurprisingly, this “revolution” has also generated no small unease among the rest of the
Chinese population, who are now concerned that the country might be overtaken by foreign
beliefs.
The Office of Semiotics
Colloquially known as The Mandarins, the Office of Semiotics serves as the public “face” of the
Ministry. The department splits its time between strengthening diplomatic relationships and
spearheading humanitarian efforts within the countries under China’s guardianship. To date, the
Office of Semiotics has assisted in restoring Malaysia’s economic balance and implementing a
free higher education system in the Philippines. The OS is also charged with studying and
attempting to better understand all forms of alien intelligence. Their researchers and operatives
working in both laboratories and the field attempt to understand the three intelligent alien species
humanity has contacted. Others struggle to understand how and why the returning Aberrants are
so much more monstrous and mentally alien than those who departed from Earth in the last
century. The OS employs psions of all Aptitudes.
Not all of their work is pacifistic in nature. Occasionally, the OS participates in military
conflicts, but only once it’s clear that a situation must be defused for the good of the nation.
When such events occur, the governmental division collaborates with what the media has
nicknamed The Eyes of Heaven.
The Eyes of Heaven
An unofficial sub-group within the Ministry, The Eyes of Heaven are comprised of weapon
specialists, martial arts experts, decorated military officers, and volunteers who have passed the
agency’s gauntlet of rigorous physical tests. Their training regime is rumored to be monstrous,
their standards exacting, their armament more comprehensive than the armories possessed by
world powers. According to a few OpNet rumors, the Eyes aren’t human at all, but Aberrants
who have been carefully groomed by the Ministry, their destructive edges quelled, their self-will
subsumed by the Ministry.
In addition to these rumors, it is public knowledge that the members have undergone intense
psychic conditioning to allow trained Ministry telepaths to inhabit their minds from a distance.
25
Their unique capacity to house two intelligences simultaneously allows the Eyes, according to
news statements, to enjoy heightened senses, greater reflexes, and exponentially increased
cognitive abilities. How much of this is actually true is, of course, confidential. But the Eyes of
Heaven almost never fail.
The only downside of belonging to the Eyes of Heaven is that the position carries with it certain
contractual obligations, one of which is agreeing to constant surveillance. Every trip outside of
their assigned military base is inevitably chaperoned. Of course, all this comes with incredible
monetary benefits and insurance plans, making the sacrifice potentially worthwhile for those in
difficult situations.
26
publically used for anything more threatening than locating trapped earthquake victims. Many
media outlets have taken to labelling them as a “transparent show of power.”
However, that is not the true nature of the organization. Their daily activity serves as a front for
their primary function, covert telepathic surveillance. Early in her rule, Proxy Bue Li established
the Office of Noetic Security to maintain her surveillance network, an interlocking web of
telepaths who function as nodes within their respective counties, simultaneously amplifying the
potential of the group as a whole while also monitoring ambient thoughts and emotions. This
network allows the Ministry to better understand the needs and wishes of the populace. It also
establishes an impenetrable intelligence structure, one outside of the control of the Chinese
government. Why such a thing would be necessary, of course, is yet another of Bue Li’s myriad
secrets. While most psions in the ONS are telepaths, those with other Aptitudes are also
welcome, especially clairsentients, vitakinetics, and most of the few biokinetics who Norça
agreed to empower for the Ministry.
The Æon Trinity’s leaders have proof that the Office of Noetic Security monitors every city
within China and in its client states and dependents. Certain anonymous sources claim that the
Office’s influence is more far-reaching than that, including both its enemies and its independent
allies. Regardless of the full extent of its surveillance, the ONS is heavily scrutinized by its own
government, and especially other members of the Ministry. Its loudest critics belong to the
Noetics Institutes, who have a strong stance against the occasional psychbending perpetrated by
their sister division. That said, member of the ONS are quick to oppose all complaints.
Parallel Construction
Occasionally, ONS operatives uncover information that they cannot or are
unwilling to use, but which they regard as too important to ignore. In such cases,
the operative typically contacts a member of a relevant organization, usually
someone they already know. The operative then presents the data along with a non-
telepathic method that this person could potentially have discovered it. This process
is known as parallel construction.
While initially used to discover and prosecute corrupt officials within the Chinese
government (including those in the Ministry), operatives also regularly use parallel
construction when they have discovered information important to another nation or
other large organization, but where the operative does not wish to have themselves
or the Ministry associated with this information in any fashion. Many established
ONS operatives have contacts in other government or organizations, often
including the UN, the Æon Trinity or one of the other psi orders.
Their labor is not an exercise of power. Psychbending only represents a small portion of their
work. People are not wantonly removed from the streets and minds are not purged of harmless
vices, or rewritten to include more amenable personality traits. Civilians are simply watched for
trends that might indicate dangerous behavior. This is especially true outside of the borders of
China, where the Office of Noetic Security primarily operate as mundane espionage agents.
They only contact various authorities when their readings have reached critical levels. The Office
of Noetic Security usually practices a hands-off approach to matters, abstaining from any
decisions that result from their findings. However, corrupt officials who abuse their power rarely
remain in office long if ONS operatives find evidence of the suffering they have caused. Also, if
ONS operatives discover a problem that they believe can be solved via various forms of subtle
and discreet intervention, they usually do so. Instead of Psychbending individuals into
27
compliance, they not infrequently help someone troubled, desperate, or potentially violent find a
job, friends, or even love.
ONS agents also work to maintain overall public harmony in a similar manner. Instead of
mentally coercing compliance, some members specialize in identifying the key elements of local
social problems and solving them in subtle ways. Solutions can include arranging for two
unhappy people who would be likely to fall in love to meet, or making certain that someone with
the particular skills and ideas needed to save a failing company with many employees either
applies for a job there or has a long conversation with one of the company’s leaders. Usually, the
ONS’s actions look like nothing more than luck, but careful observers have noticed that people
living in Chinese cities or neighborhoods with social or economic problems are often unusually
“lucky”.
Occasionally, other branches of the Ministry or other branches of the Chinese government call
the ONS in to handle a problem. These circumstances typically involve Aberrants, Aberrant
cults, individuals using dangerous technologies, or particularly violent human criminals. It is
widely known that the ONS’s Psychbending specialists spearhead these situations, but there are
no official records explaining their actions during these circumstances, leaving the public to
extrapolate from what little data exists.
One popular theory is that ONS simply reneges on its own vaunted morals, rewriting miscreants
into model citizens. But another hypothesis is slowly gaining ground, thanks to collaboration
between several eyewitnesses and a particularly diligent Korean tabloid. They believe that the
ONS completely wipes the minds of a handful of the worst offenders, leaving only a blank slate
to be inhabited by …. something else. The mind of a dying leader, perhaps, or an incognito
Ministry member tasked with infiltrating some dangerous organization or another. Or maybe,
whisper the most paranoid, Proxy Bue Li herself.
Running a Ministry Campaign
Subtlety is the operational word in any Ministry campaign. Unless some hideous misfortune
transpires, characters, are usually called upon to tread lightly and very quietly. Telepathy itself is
a delicate art. Too much pressure and a personality can be irrevocably changed, a mind snapped
in half. More importantly, carelessness leaves evidence.
Because of how the Ministry is structured, there is no specific unit size. Task forces can range
between two to 20 individuals, depending on the mission’s requirements. The nature of these
missions can vary wildly, depending upon the characters’ duties. The characters could be
diplomats, alien contact teams, an Eyes of Heaven strike team and their assigned telepaths, spies
and bodyguards, or ONS agents who divide their time between solving citizen’s everyday
problems and find and preventing riots and terrorism.
Often, characters find that the most intrigue takes place between their assignments. The
convoluted hierarchy of divisions and sub-divisions provides fertile breeding ground for personal
ambition. Some of the characters’ compatriots will be operating on their own terms. While most
Ministry operatives attempt to positively advance China’s agenda, that doesn’t stop a few
members from seeking personal glory or advancing their own ideological agenda. Paranoia can
also be an integral part of campaigns focused on espionage and intrigue. It’s difficult to trust
others or even yourself when you know your colleagues and superior can change your mind for
you.
While the Ministry can provide operatives with vast amounts of intelligence, the need for secrecy
means that operatives are only given the information they require. Also, the Ministry provides
28
little backup for its covert field agents. Providing support for or even acknowledging covert
operations could easily compromise the Ministry’s security. As a result, any backup is both
subtle and deniable. This policy creates an element of isolation that the characters will have to
endure, along with trepidation and an endless pressure to excel. However, Ministry operatives
who are working openly to fight Aberrants or solve other non-secret problems can call upon the
full might of the Chinese government if they need it, and are willing to later fully explain their
need for this assistance.
The Ministry Path (Society)
The character is closely affiliated with the Ministry of Psionic Affairs, the Telepathic Order and
part of the Chinese government. She may work directly for the Ministry, or for one of the other
departments of the government that are so intimately intertwined with it. She may be a dutiful
agent with a sense of Chinese patriotism, someone who sees Bue Li’s faith as a shining example
— or simply have joined up out of a desire for power or for the sense of connection that only
Telepathy can provide.
Path Concepts
Law Enforcement Agent, Social Worker, Special Forces Soldier, Telepathic Spy
Example Connections: Government Official, Local Religious Leader, Noetics Expert, Politician
Skills: Culture, Empathy, Enigmas, Integrity
Edges (for Telepaths): Covert, Danger Sense, Enhanced Attunement, Favored Mode, Iron Will,
Skilled Liar, Subtle Influence, Trained Memory
Edges (for non-Telepaths): Covert, Dual Minded, Favored Mode, Iron Will, Subtle Influence,
Telepathic Resistance
Special Edge: Dual Minded (••)
Prerequisite: Ministry Path, Member of the Eyes of Heaven, Not a Telepath
Special training allows your character to gain a variety of benefits when in mental contact
with a telepath. To gain this bonus, your character must be in contact with a telepath using
both Network (Mindshare •) and Access Mindshare ••• on your character. In this case,
your character gains 2 Enhancement to all Mental rolls, including Initiative.
29
revealed themselves, the biokinetic order has been shrouded in mystery, allowing gossip to grow
as well as nurturing some of their own. The result is a public perception that is one part
misconception, one part fable, and the rest is up in the air. In Sudamérica, the Norça are heroes
of legend, the strangers that emerge from the wild to defeat evil and protect Nature, only to
vanish without giving so much as their nickname. In the rest of the world, they are the shadows
in the corner, the eyes that pierce the strictest privacy, and the things that replace friends and
family with ill-minded duplicates. This contradictory view suits the Norça just fine, as it allows
them to conduct their true mission with greater ease, and to subvert their enemies’ expectations
as they wish.
“Norça” is the shortened form of Nova Força Nacional, or New National Force, and while the
public automatically assume the “national” part refers to Brazil, or Sudamérica as a whole,
shifters answer with sly smirks and winks when asked “which nation?” The definition of nation
under proxy Giuseppe del Fuego is wide, extending to the whole of humanity, and representing
the relationship of pride, love, and influence people have with their place of birth and the land
that supported their growth. For del Fuego, this means the entirety of Earth.
Myths are more powerful when they have a kernel of truth, and while many tales are gross
exaggerations, the Norça perform surreptitious patrols in remote locations as they hunt for
resource traffickers, poachers, petty tyrants, environmental despoilers, and of course Aberrants.
Although most of their patrols are in Sudamérica, where they are welcomed and have actual
jurisdiction, they deploy wherever a threat to Earth and humanity appears, especially if del Fuego
trusts nobody else to deal with it.
Their air of romanticism extends inward. Del Fuego has always understood the power of
narrative, and created one for his Order so that every Norça, psion and neutral alike, feels pride
in their mission and know themselves part of something greater. The core of the Norça’s internal
narrative combines del Fuego’s sincere environmentalism with the teachings of Otha Herzog.
Every Norça knows him or herself part of a noetic whole, symbolized by the land. They consider
themselves avatars of life that mark them as defenders, champions, and guides.
This belief borders on magical thinking, but noetic awareness confirms how deeply
interconnected the universe is. The nature of Biokinesis itself lets Norça understand their own
life cycle, and they extrapolate this to the natural world. Del Fuego’s words ring true with the
shifters’ senses.
Although Proxy del Fuego cultivates mystery and romanticism, he’s perfectly capable of using
cold reason to convince cynics and demolishes arguments through logic as well as his
considerable charisma. He has embraced the name he received as Pai dos Norça, the Father of
the Norça, but discourages the loyalty of his followers from growing into a cult of personality.
He wants all Norça to be independent and autonomous even as they are aware of the family they
belong to. He enjoys nothing more than one of his subordinates, whatever their station,
contradicting him and then convincing him to adopt an alternative course of action.
Del Fuego ensured that his powerful narrative of belonging was fractal in nature. There is power
in the individual, which brings power to the family, then to the group, the psi order, the
community, the nation, the planet, the entire species, and the universe. This creates a complex
network of organic relationships between Norça cells, task forces, and departments. It is
customary for Norça to address each other as brothers and sisters in whatever language they
speak, only using ranks and titles with others, or to maintain a clear chain of command during
crises.
30
Del Fuego expects excellence from all his Norça whether they are psions or neutrals, and wishes
them all to keep testing and surpassing their limits. Psi order Norça is infamous because of the
potential for espionage and heroics Biokinesis provides, but they also contribute to security,
bioresearch, and environmental protection. Once they had clearly established that the biokinetics
were here to fight Aberrants, they devoted their time and resources to ally themselves with
Sudamérican companies and governments and made certain their environmental agenda was an
integral part of all such alliances.
The noetic expertise of Norça researchers helped companies like the Colombian firm BioSystems
rise to the top of biotechnological development, and these companies return the favor by
providing the materials and goods the Norça need. Rather than compete with Orgotek in the
consumer goods market, Norça and their affiliates focus on infrastructure and biomodification
using vegetable templates, and are a silent partner in many endeavors, including the construction
of the Brasilia BioArcology.
Pharmacology and applied biochemistry are two more fields of interest to the Norça, as a more
precise knowledge of substances and the dynamics of proteins help them fine-tune their own
psionic powers. This often puts them in contact with the Æsculapians, and they are happy to
trade information they deem shareable.
History and Growth
Norça existed before the advent of psions, but it was something different. After the Aberrant
War, the nations of Sudamérica were using their natural resources as stepping stones towards
progress, but with little regard to the damage they were doing to the environment. A Brazilian
environmentalist movement known as the Nossa Força Verde, Our Green Power, was trying to
promote their message of respect and sustainability, but no one in power was listening.
Giuseppe del Fuego’s joining Nossa Força Verde marked a drastic change in the movement. Del
Fuego brought bold new ideas, and his passionate arguments and charisma convinced the old
guard to try his methods. He invited other idealistic young people and together began the
infamous and relentless hacktivism campaign that exposed and denounced corrupt government
officials and CEOs throughout Sudamérica.
Ever a master of narrative, del Fuego waited for the legend he was creating to spread through the
Sudamérican psyche. After spontaneous expressions of support became common, de Fuego
began a campaign of terrorist attacks on business properties deemed to be hurting the
environment. Instead of denouncing the violence, the populace applauded the eco-terrorists’
actions.
While the activists were careful to avoid fatalities, people did get hurt, but del Fuego’s months of
preparation paid off. No one who knew anything about Nossa Força Verde revealed anything
about their plans or organization. The members of Nossa Força Verde were ghosts, the
incarnation of the people’s voice, and any who espoused their ideals was part of a collective
strength, “our power,” “nossa força,” which was often simply called “Norça.”
Years later, after the policy changes sweeping the continent met most of their goals, popular
awareness faded, and the movement shed its layers of anonymous, unaffiliated masses. Even the
original old guard left; content with their victories and alienated by the new ways of their
successors. The violent and destructive attacks stopped, but Nossa Força Verde continued as a
group of roaming vigilantes. The few remaining members kept in touch through encoded OpNet
messages and carefully designed augmented reality signage. Most stayed within cities and
arcologies, participating in or founding social activism groups, but the more adventurous ones,
31
including del Fuego, traveled, righting wrongs and teaching people how to use the new emerging
technologies to live in harmony with their surroundings.
Nobody outside the psi order knows what happened during these years, and even within it, there
is much speculation. Some say del Fuego founded or was recruited into the Yana Llanthu, the
elite Peruvian spies or that he spent time with his grandfather’s people in the jungles of the
Peruvian Amazon, expanding his perceptions with powerful hallucinogens. The more mystic
among them say that he found a passage into the spirit world and returned with wisdom and
magic. When Giuseppe del Fuego returned in 2104, he called his closest allies to a meeting and
proclaimed that “Norça” would no longer mean “our power”, but a “new strength”, Nova Força.
For he returned with the power of Biokinesis and the knowledge of how to share it with others.
The new Norça started small, but was exceedingly effective. With the power to become anyone
and survive anywhere, the first biokinetics resumed their more questionable methods of
damaging those who attempted to hurt or take advantage of Sudamérica’s newfound unity and
prosperity. They hired themselves as freelance spies, not revealing their psionic abilities to their
clients, and they not only kept copies of the secrets they were hired to steal, but also increased
their operating budget exponentially.
When the Aberrants attacked Sydney and the psi orders came to the light, the Nova Força
Nacional was already fully established in the model del Fuego had envisioned. They were a
small but deadly efficient organization. Their cooperation with the Æon Trinity was nominal, for
they had already made contacts with Sudamérican governments, and many agreements already
negotiated were simply made official.
In their new, public life, the Norça stated unequivocally that their one goal was the defense of
humanity and the Earth as its home. Their public and semi-public work includes disaster relief,
search and rescue, anti-terrorism and counter-intelligence, biotechnology support and testing,
environmental recovery and, of course, anti-Aberrant defense. In secret, they continue to be
masters of espionage and infiltration. In exchange for the free reign and informal jurisdiction
they enjoy inside Sudamérica, the Norça act as an extranational intelligence corps, spying on
companies and government agencies in the FSA, Australia, and China. Del Fuego spreads his
web much further, however, fielding a mix of loyal neutrals and biokinetics to keep a finger on
the other psi orders even the Æon Trinity, within certain limits. It is nearly impossible to
infiltrate ISRA or the Ministry.
The order still engages in eco-terrorism, but their new position of power brought subtler tools
into del Fuego’s arsenal. Violent sabotage is always the last resource; defunding, negative
propaganda, blackmail, or political manipulation are often more effective.
As master of their own selves, the biokinetic order is pursuing research into noetics and
advanced biotechnology, and has secret laboratories in extreme locations like Antarctica, the
Venezuelan Plaguelands and Averiguas. Del Fuego is sure that humanity was cheated from their
full psionic potential, and is determined to find a way to allow Prometheus Chambers to unlock
multiple Aptitudes rather than just one.
Recruitment and Membership
The biokinetic order only has two open offices where applicants can request membership; one is
in the city of Barranquilla, Colombia, and the other in the Lunar city of Olympus. This weeds out
the unmotivated before they even set foot in these offices. The remainder of Norça recruits are
the product of observation and invitation.
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Many Sudamérican children daydream about being visited in the night by a Norça transformed
into a magical beast who then asks them to become a biokinetic. Like many of the outrageous
beliefs surrounding psi order Norça, this practice has some truth to it. People who impress a
Norça in one way or another are put under observation and are eventually contacted with an
invitation to join. Behind the scenes, the Norça forwards the name of the unwitting candidate to a
recruitment cell, who then does a background check and additional observation before they send
a member to extend the official invitation in person.
Candidates who accept their invitation are directed to a facility that is not as much secret as it is
unadvertised, usually a safe-house or the home of an established Norça trainer or recruiter. They
put the candidate through a series of psychological and physical tests in addition to a latency test,
all geared to evaluate the qualities that impressed the first spotter, and uncover new ones. A case
advocate reviews the test results and unilaterally decides if the candidate advances to the next
level: personal testing and examination by a high-ranking member of the order, or if the
candidate is particularly impressive, with Proxy del Fuego himself.
This last testing period determines if the candidate is accepted or rejected, and, if latent, whether
she is admitted into the Norça’s Prometheus Chamber or that of another order as part of their
exchange program. Once accepted, new recruits undergo training and education, or
indoctrination, as many call it, in an environment that fosters the sense of family and
comradeship. They are joined by exchange trainees from the other orders who will also become
biokinetics, all the better to show every biokinetic that they are better off staying with Norça.
Neutral newbies are then assigned to their new operating cell, who welcomes them as family.
Latents travel to another order’s headquarters or to the Norça’s own to undergo the Prometheus
Effect. Regardless of their new Aptitude, all Norça psions meet with Proxy del Fuego, who
welcomes them like long-lost siblings, and impresses upon them their role as humanity’s
defenders.
All members of the Order are encouraged to recommend new recruits, and those who
recommend someone who eventually joins the Order gain prestige and accolades; some even
earn positions as full-time talent hunters. This slow and selective method keeps the Order’s
numbers low, but del Fuego believes in quality, not quantity.
The psi order’s internal composition is fluid, but follows a structure of family-like cells that
gather psions and neutrals towards a common purpose. Cells cooperate with others with similar
goals and purposes to form departments. However, it’s not uncommon for individual members to
form temporary, interdisciplinary task forces that pursue a specific goal, and return to their cells
once that goal is met.
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The main departments inside Norça have rather poetic names that hint at their purpose as well as
reinforcing del Fuego’s romantic narrative. The Centinelas de la Noche (“Night Sentinels” in
Spanish) are the fabled spies and infiltrators as well as their support network. The Guerreiros do
Alvorecer (“Dawn Warriors” in Portuguese) are the paramilitary branch in charge of open or
covert strikes, patrols, and seek and destroy missions. The Caçadores de Segredos (“Hunters of
Secrets” in Portuguese) are the research and development branch that is home to the Order’s
scientists, engineers, and similar specialists. The Hermanos Guardianes (“Brother Keepers” in
Spanish) are the first responders to disasters and emergencies of a non-bellicose nature as well as
civil engineers and medics that travel the land improving people’s quality of life. Finally, the
Cantores (“Singers” in both Spanish and Portuguese), the management and support department
that takes care of everyday operations, but also of the Order’s public relations and outreach
programs.
There is zero discrimination (and zero tolerance for it) within and among these various
departments. Every group within this order are expected to employ the Norça most qualified for
their jobs, regardless of race, sex, faith, Aptitude, or whether they are psions or neutrals. It is not
uncommon for exchanges to happen between departments, like a doctor from the Hermanos
Guardianes seeking a position as a battlefield medic among the Guerreiros do Alvorecer if she
feels the need to participate in the front lines of humanity’s defense. The respect for tolerance
extends to language. Proxy del Fuego insists that all members become fluent in both Spanish and
Portuguese, thus insuring that all members be able to live and work anywhere within
Sudamérica.
Unlike other tales, the rumors about what happens when someone leaves Norça are all false. The
sense of belonging, heroic narrative, and strong ideals of the proxy ensures that Norça has one of
the lowest resignation rates among the orders. A member’s cell and higher ups do everything in
their power to address any discontent, and some even involve del Fuego himself, but if someone
simply decides she’ll be happy elsewhere, her cell and close associates organize a farewell party
(one last-ditch attempt for reconsideration), and then all clearances and permits are cancelled.
Quitters are not dumped naked in the middle of the wilderness, but they do receive a veiled
warning against revealing any Norça secrets. The few people who have quit are perfectly aware
that they will be watched for a while.
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The order’s new headquarters was completed less than two years ago. The Brasilia Bioarcology
was grown with giant biotech “trees” as part of its structure, and the central pillar of the arcology
is nicknamed the Tree of Life, another name for the mythical World Tree. Norça’s new base is
located beneath its roots, accessible by hidden pods that move through branches and connecting
roots towards the headquarters. Biokinetics who can integrate bioapps within their bodies
(Psychomorphing •••) can simply meld with any biotech tree in Brasilia, and emerge at the
hidden base within seconds.
The Árvore da Vida is designed to be exceptionally defensible and all outsiders know of its
location is that it’s somewhere in or near Brasilia. The Norça only keep their most important
assets, including their Prometheus Chamber, here. Less important business is carried out from
secret and not-so-secret safe-houses throughout Sudamérica.
Special Resources
The Pai de Norça expects his children to be self-reliant and resourceful. Since biokinetics can
twist their own bodies into tools and weapons, there is little else that a Norça needs other than
training, which the Order provides relentlessly, and often unexpectedly. What all Norça are
armed with, though, is information. When a Norça team goes into the field, it does so equipped
with top-notch intelligence and a ready network of contacts and hideouts. Norça’s quartermasters
can provide almost any piece of available or restricted equipment to field agents, but shifters in
particular must explain why they need it instead of relying on their own talents. Because
biokinetics can attune to any piece of bioware, Norça keeps a stock of restricted bioapps it has
procured mostly from the black market, but only dispenses these to agents with top clearance.
Supply drops are scheduled promptly and efficiently, so that approved requisitions are met
within hours or days, depending on conditions. Trusted agents are given the few experimental
pieces of biotech that the Order produces, and often never sees them again once returned and
their performance reported.
Running A Norça Campaign
The Norça specialize in cloak and dagger both to pursue their mission and nurture their
mystique. Also, Norça teams can include psions of any Aptitude, neutrals or Talents, which lends
perfectly to an ensemble cast of specialists that are gathered together to accomplish very specific
goals. In the gleaming Sudamérican cities this can translate into clever scams and daring heists,
while in more oppressive environments this can become a story of intrigue and manipulation
tinted with paranoia.
Sending small groups into dangerous surroundings is also typical for Norça. Teams are often sent
first to investigate rumors of odd occurrences that might become a threat, and the locations can
be the most extreme and punishing environments, made bearable by Biokinesis or advanced
bioware provided by the Order to non-biokinetics just so that they keep pace. Whatever their
mission, Norça perform to the best of their abilities, wrapped in the ideal of their own role in the
weave of things. They are heroes out of legends both dark and reassuring, and basking in the
glory is a privilege of being Norça.
The Norça Path (Society)
The character is closely affiliated with the Norça, the Biokinetic Order. She may be a direct
member of the New National Force, or perhaps an ecoterrorist or scientist associated with some
of their endeavors. She is likely to have been observed for some time before being invited to join
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or fraternize with the Norça; they are extremely picky about who they recruit. If part of the Order
proper, she is part of a cell of operatives — and will know full well that she is being watched.
Path Concepts
Covert Intelligent Operative, Daredevil Explorer, Field Biologist, Noetic Bioengineer
Example Connections: Ecoterrorist, Ecoscientist, Humanitarian Agency, Intelligence Agency
Skills: Athletics, Empathy, Science, Survival
Edges: Ambidextrous, Enhanced Attunement, Favored Mode, Alternate Identity, Hardy,
Impersonation Training, Keen Sense, Safe House, Superior Trait
Special Edge: Impersonation Training (••)
Prerequisite: Norça & Transmogrification •••+
Your character has received special training for how to use her ability to change his appearance
to almost perfectly impersonate people. His ability to reshape his body also allows him to better
imitation someone’s voice, gait and nonverbal communication. This Edge provides 2
Enhancement for all impersonation attempts where he uses Transmogrification to disguise
himself as the person he is impersonating.
Special Edge: Safe House (•)
Prerequisite: Norça
Your character can reach out to local Norça cells to arrange a safe place to stay. In Sudamérica,
this ability is straightforward, but beyond the Norça’s territory it requires a successful Presence +
Persuasion roll by your character to contact the right people and convince them of her need.
There is no guarantee that the conditions in a safe house will be particularly comfortable or
roomy, but such a location will be secure, positioned away from established surveillance, and
protected by contacts in the neighborhood or administration who are willing to lie to cover up its
existence and fabricate short-term credentials for a false identity. The longer your character stays
in a safe house, the less safe it becomes. Most Norça will avoid remaining in one for more than
three days.
Orgotek
Complex problems, simple solutions is Orgotek’s corporate motto. This doesn’t mean Alexander
Cassel thinks solving everything is easy. He understands better than most the complications of
22nd century life, and the fine balance of the relationships underpinning society.
Definition
Prexy (noun). A portmanteau of president and proxy. Used exclusively to describe
Alexander Cassel, the head of the Orgotek electrokinetic order.
The prexy’s vision is to design the tools that empower humanity to confront and overcome
today’s problems, and then build tomorrow’s better world. Orgotek’s products are intuitively
designed and easy-to-use, attractively packaged and competitively priced. Certainly, Orgotek has
profit-driven motives as it sells the future to the world, but cutting-edge research, design, and
marketing aren’t free. Besides, like with everything the corporation does, when Orgotek pursues
financial gain, it’s for a purpose beyond simply gaining wealth.
Good Corporate Citizens
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Orgotek is more corporate entity than psi order. Although electrokinetics are the heart of the
corporation, business and profit are arguably more important than psions. The psi order is just
one department among many others, albeit a very special one. In truth, without the psions
Orgotek would live on, diminished but still profitable.
Developing and marketing biotech generates an immense fortune for Orgotek, and has improved
the lives of billions of neutrals. Alex Cassel and his psion researchers pioneered the biotech
revolution, and Orgotek now employs thousands of dedicated and brilliant neutral researchers to
create the next generation of biotech innovations.
The electrokinetic order is wholly funded and administered by the Orgotek Corporation. Psions
don’t have a separate administrative existence from their neutral colleagues. Almost every
position in Orgotek is open to both psion and neutral alike, and the company tries to fill each
with the most suitable candidate, regardless of their powers. A few positions require psionic
aptitude as a prerequisite, but these jobs are rare.
Orgotek metacorporation doesn’t completely control Psi Orgotek, however. The business draws
employees from the psi order, but the order is filled with members, not employees. Over 90% of
Psi Orgotek’s members also work for the corporation in other departments. However, those who
don’t are still allowed access to the Order’s facilities, and can only have their membership
terminated by Prexy Cassel, not Orgotek administrators. The prexy has authority over the order
and its members, can deploy them as he sees fit (assuming they agree). He can also expend the
order’s finances without reference to Orgotek financial administrators or the metacorporation’s
board. Psi Orgotek meets the basic economic needs of all members, psions and neutrals alike.
Even non-Orgotek employees who are members of the psi order are given a modest stipend. The
prexy doesn’t begrudge Orgotek members leaving the corporation to follow their own fortunes,
but he won’t let them starve, and he likes to have incentive for them to check in every now and
again.
Market Saturation
Orgotek’s corporate goal is to have its symbol on every kind of product imaginable, making the
branding so pervasive that humanity doesn’t even consciously think of its presence. People will
simply accept that when you need a product, Orgotek has it. If you want quality, purchase
Orgotek. To this end, Orgotek’s products include everything from household goods to medical
devices, pharmaceuticals, psi-augmentations, and weapons. Orgotek even produces space and
atmospheric vehicles, and made-to-order technologies for the Æon Trinity and the other psi
orders.
Nearly all these products are mostly or entirely noetic biotech. Orgotek leads the way in
biotechnology, thanks to the many biotech products from its Orgosoft Farms division. Orgotek
researchers work hard to make a biotech equivalent — or preferably, superior — version of
every hardtech product available. By dominating every market, Cassel strives to make Orgotek
the penultimate metacorp in human-settled space.
This pervasive marketing campaign doesn’t just serve the corporation’s profit margin. Like
everything Cassel does, it has multiple purposes. If Joe Hologram associates Orgotek with value
and quality, and Orgotek means psions, each day brings the public closer to ending psionic
prejudice everywhere, and accepting psions as just another part of humanity.
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earliest days — before the Orders went public, maybe shortly after Cassel became
proxy, or possibly even before that — Cassel used his gifts and connections to
secure embarrassing information on a number of important people within the FSA.
FSA retrieval experts have never located evidence of stolen data despite numerous
attempts, and Cassel has always had enough public profile, money, and lawyers, to
ensure the FSA has had to affect a polite veneer whenever re-examining the issue.
No one knows if the Cassel File truly exists, or how thoroughly the electrokinetic
proxy could embed the data in storage across the entire OpNet. Cassel simply
laughs off questions about the existence of the file, though whispers of its existence
give Orgotek an extra bargaining chip in negotiations with the FSA.
Primary Divisions
Although the various Orgotek divisions behave like subsidiaries, with their own names and
variations of Orgotek’s branding, they are in fact divisions of the one entity. Of these, six stand
out as the most important pillars of the Orgotek metacorporation, even if they’re not all well
known to outsiders.
World Enterprises, Inc. was the first of Cassel’s companies, the seed that would grow into
Orgotek. WEI was originally a holding company for Cassel and his friends to invest and trade,
patent, and register their earliest technological designs and concepts. It is now responsible for
Orgotek’s administration and public relations, and has oversight of Operations’ activities. WEI
builds the public profile of other divisions while remaining almost unknown itself.
Orgosoft is what people think of when they hear the name Orgotek, right after the psions.
Orgosoft runs the biotech plants and farms where Orgotek products grow, as well as the R&D
labs designing new biotech matrices and testing cutting-edge theories. Orgosoft’s main facility is
in northern New Mexico, where Cassel spliced the first bioware matrices, but it has farms and
labs across the globe, as well as several experimental microgravity facilities scattered throughout
settled space.
Tekne is responsible for Orgotek’s hardtech products, mostly for computing and
communications. The stereotypical Tekne employee is a Technokinesis specialist with limited
social skills who talks to machines more than people. Some fit this description, but Tekne’s staff
are more often good natured people who are passionate about their work. With Orgotek’s focus
on making biotech versions of all hardtech, Tekne employees are often ignored, and tend to work
twice as hard as other Orgotek employees to overcome these stereotypes.
Lumen is Orgotek’s smallest division and focuses on Photokinesis and its application to real-
world problems — preferably through the manufacture and sale of light-based technologies.
Lumen scientists are world leaders in electromagnetic research, holographic technologies, and
improved extra-satisfactory computer intelligence. These specialists have also been enlisted to
develop technologies to improve communication with Chromatics, and to jam or counteract
Chromatic powers and abilities.
Psi Orgotek is the psi order within Orgotek. It is only a semi-separate entity from the other
divisions; even within the company it’s rarely acknowledged as having its own existence. Psi
Orgotek is more like a social club made up of Orgotek employees and invited outsiders rather
than a corporate division. Nonetheless, Psi Orgotek has its own budget, is answerable to its proxy
rather than Orgotek’s board of directors, and participates in various activities unsanctioned by
the metacorporation.
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Operations provides security to Orgotek facilities, conducts internal (and external) corporate
investigations, and contributes to Æon Trinity sanctioned missions wherever required. Apart
from security, Operations mostly works outside the FSA to avoid creating legal entanglements
for the company. All Orgotek employees perform at least two days Operations training and
service every month. This preparedness has reduced the number of successful attacks against
Orgotek holdings since it was introduced three years ago.
The Board
As much as people think of Alex Cassel (and EKs) when they think Orgotek, the prexy doesn’t
control everything in the corporation. At least, he doesn’t control it alone. Most everyday
decisions about running the corporation, such as finance, marketing, or authorizing research and
production, are made by the board of directors. The board is comprised of Alex Cassel, his wife
Ellayne, and seven of their closest friends. Though most are psions, less than half are
electrokinetics, and two — including Ellayne Cassel — are neutrals (or in Ellayne’s case, a
Talent).
Each board member can make decisions on behalf of the others, which are ratified (or overturned
if required) at the next board meeting. On paper, this ad hoc exercise of power could result in
disastrous decisions, and take Orgotek down paths detrimental to the company. In practice, the
board members have all known each other for at least 20 years and trust each other implicitly.
They’ve worked together for so long that each one understands which of her fellows are most
likely to agree her decisions, which are likely to disagree, and why.
The one exception to governance by the board of directors is Psi Orgotek. Technically, the psi
order is under the sole guidance of its proxy. In truth, every member of the board is also a
prominent member of the order, and Alex Cassel makes few major decisions without consulting
at least some of his closest friends first.
Bad Debts
Cassel and his board hold the majority of stock in Orgotek but that doesn’t mean they’re the only
interested parties. In the earliest days of biotech, Cassel’s personal fortune wasn’t sufficient to
fund development labs and manufacturing farms, as well as growing the nascent psi order and
maintaining World Enterprises Inc. To cover the shortfall, Cassel called on investors and venture
capitalists.
Today, all the debts are paid, but some shareholders — notably prominent FSA government
officials and the management of rival corporations — refused to sell their interest in Orgotek.
Cassel views these external stockholders as an irritation and necessary evil; just part of the price
of doing business in the FSA. Cassel keeps his enemies close; an additional benefit is Orgotek’s
dividends are clear incentive for these individuals to limit their interference or risk diminishing
their wealth and power. Unfortunately, some members of the board don’t agree and have made it
their mission to reclaim full ownership of the company. They’ve even considered using some of
the darker business practices permitted by the FSA, including shadowy threats and blackmail.
Orgotek must be incredibly cautious in fulfilling the board’s wishes. If the FSA government
uncovers any activities that fall outside the narrowest interpretation of legal business practices, or
more importantly, discovers Orgotek’s role in orchestrating these attacks, the company could
suffer the FSA’s retribution and find its assets and personnel — and the psi order itself — seized
as government property. Orgotek would then be broken and divided amongst its hungry and
envious corporate competitors.
Corporate History
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Much like its founder, Orgotek’s history is a frustratingly open enigma. The corporation’s public
background is well documented in Orgotek’s annual reports, through its OpNet site, or via any
one of its recruitment offices. These sources describe the efforts of a young man who tragically
lost his family and inherited a substantial family fortune and the best social and political
connections.
Alex Cassel started the seed that would grow into Orgotek in his college years, enlisting his
school friends to help him form the holding company World Enterprises, Inc. Cassel jokes that
WEI started as a fun exercise to give his social circle the chance to play at being CEOs and
businesspeople. Using WEI, they invested their funds in a variety of speculative interests,
coming out ahead more often than not. Cassel has also said those years of investments, deals, and
corporate interactions were more valuable to his education than years of formal schooling.
Analysis of Cassel’s development portfolio from WEI to Orgotek in less than 20 years reveals an
eclectic flurry of expanded and diversified investments with little logical progression. Alex
deflects questions about his choices, claiming they seemed correct at the time, and laughs off
suggestions that his earliest psi latency may have been in Clairsentience and not Electrokinesis.
Some rivals observe that many of Alex’s friends were eventually activated into various aptitudes,
including at least one clear. Other less kind commentators note that Ellayne Cassel, while
displaying no psionic aptitude, scored consistently higher in all her classes and controls more of
Orgotek’s daily business activities than her husband. Her friends admit luck favors Ellayne
considerably more often than statistics should allow. Ellayne often takes on near-failed Orgotek
projects that somehow defy the odds and succeed — all thanks to her inspired management and
vision.
Cassel’s critics believe Alex is the dilettante psion who simply rides the success of others. Those
who would like to see Orgotek suffer ponder how to drive a wedge between Alex and Ellayne,
and deprive the prexy of his source of wealth and power. Some also claim that instead of creating
the first Prometheus Chamber, Cassel stole the idea from someone whose silence he bought or
perhaps uncovered it in a secret cache of Nova-era technology.
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It’s clear from his actions that Alex is brilliant and thinks several moves ahead of
his opponents, but it’s less clear whether his manipulations are successful because
his opponents do what he expects, or if he’s just been lucky enough that his
miscalculations haven’t cost Orgotek too much yet. Some observers think the
scheming is genuine, but say that Alex is simply the mouthpiece delivering the
message. Who then pulls this puppet’s strings? Ellayne Cassel is the most obvious
contender, but is this true?
If he’s not a puppet, discovering whether Alex Cassel is a clever manipulator
playing a long game to reform the FSA from within, or just a rich guy salving his
conscience with token gestures against the government, is something that will only
be revealed with time.
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several ways. First, it helps limit the FSA’s watchful gaze over Orgotek. Although the
government would love to seize control of the free-thinking corporation, the FSA can’t guarantee
the enormous profits would continue if management and business practices changed.
Secondly, paying FSA taxes opens the door to first-class citizenship and through this a more
privileged life and better treatment under FSA law. Even tax-paying, productive second-class
citizens are less likely to suffer the government’s more oppressive powers. Orgotek also
contributes towards the legal costs of any Orgotek employee who pays her taxes. This applies to
both first and second-class citizens, with a sliding scale depending on what the employee can
afford, up to complete payment of costs. This is one area where Orgotek’s employment relations
do have differences between psions and neutral employees; the psi order aggressively pursues
legal challenges to psi rights and governance on behalf of employees regardless of the financial
costs.
The third reason Orgotek encourages employees to pay taxes is to slowly subvert the FSA by
using the government’s system against itself. Every employee with the right to vote is more
likely to follow Orgotek’s lead in how to use that vote. This has swung the result of several
issues in the company’s favor, and each election year sees more government members gain their
positions thanks to Orgotek’s support, and the corporation ensures these representatives
remember that fact.
Running a Orgotek Campaign
As Orgotek has interests in nearly every field, Orgotek campaigns can go in any direction. One
game could focus on a ‘fieldwork’ R&D team, testing newly developed hardtech and bioapps, or
monitoring how and where Orgotek devices are used. Should one of these teams discover FSA
thugs misusing their products against defenseless and downtrodden civilians, do they simply
write a report and hope someone else steps in, or do they work to build a united front of
dissidents? Can they fight back against government forces using off-book or ‘misplaced’
equipment to balance the odds, while still having to meet deadlines and development quotas?
As technological experts, Orgotek teams are sent across space, working with the Qin to explore
alien ruins one week, live testing the latest weapons with Legions forces on Karroo station the
next. Orgotek’s security specialists are equally busy. Outwitting FSA forces is an obvious and
exciting focus for a game, but the corporation also needs to know what its business rivals are
planning. Their technical spies infiltrate rivals to ‘acquire’ their designs and prototypes to reverse
engineer. The psi order also needs to understand the motives and plans of other orders, and their
host countries.
At home, America has many Aberrant cults. In addition, psychopaths and religious zealots who
make hate-filled attacks on refugees and psions are sometimes unofficially aided by the FSA. At
minimum, FSA officials always seem to have more urgent issues demanding their attention, so
Orgotek sometimes takes on counter-terrorism (especially when the terrorists target Orgotek) and
defends the public. These efforts usually take place in the shadows to avoid FSA retribution.
While Orgotek is fighting the threats the government should handle, the FSA is more interested
in discovering the locations and purpose of Orgotek ‘black sites’ and undeclared laboratories.
Orgotek hides its most secret advanced Nova-age technologies and cutting-edge biotech within
these facilities, and only the most trusted employees have clearance to know they exist. Cassel
wants them kept secret, deploying Electrokinesis and advanced bioapps to hide these sites from
the government. He also needs dedicated operatives to find and misdirect FSA investigators
before they stumble onto secrets that must be kept in the dark. If the operatives fail, more drastic
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measures need to occur. Orgotek is the perfect order for high-stakes spy campaigns with beyond-
state-of-the-art gadgetry.
The Orgotek Path (Society)
The character is closely affiliated with Orgotek, the Electrokinetic Order. She is part of the
Orgotek corporation, employed by one of its divisions or serving as a contractor or
troubleshooter for the conglomerate; or she might even be an investor or shareholder from
Orgotek’s early days. She belongs to or regularly interacts with the Orgotek corporate culture, is
familiar with its market goals and may well possess significant insight into the modern economy
and business world.
Path Concepts
Activist Programmer, Alien Technologies Researcher, Corporate Espionage Operative, Research,
and Development Engineer
Example Connections: Biotechnician, FSA Regulator, High-Flying CEO, Start-Up Business
Skills: Culture, Persuasion, Science, Technology
Edges: Artifact (•-••••), Bioware Access, Enhanced Attunement, Favored Mode, Increased
Tolerance, Wealth (•-••••)
Upeo wa Macho
The Upeo wa Macho returned to Earth only six months ago, but has quickly reclaimed its unique
cachet as the best couriers in the cosmos. Only teleporters can travel anywhere on Earth or in the
known universe in an instant. While the Leviathan jump ships returned humanity to the stars,
jumpers possess greater speed and versatility and can swiftly travel 500 kilometers as easily as
500 parsecs.
Bolade Atwan’s return has been warmly received, although none of the other proxies have
forgotten her sudden disappearance seven years ago. In 2115, proxy Atwan waited for more than
two months to report the discovery of the Nova-controlled planet of Eden to the other proxies.
Knowing how easily the motives of her order could come into question and with the memory of
the Chitra Bhanu purge far too fresh in her mind, she knew she needed a plan of retreat before
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discussing her findings. If the other proxies seemed overly suspicious or hostile, Bolade would
give the signal and evacuate her order to Ruan’s World within minutes. She was not prepared to
have her order destroyed over a misunderstanding.
The other proxies’ reactions exceeded proxy Atwan’s fears, so her order fled into the depths of
space. With a push of a button, the Upeo wa Macho vanished from Earth. Worried that the entire
Aptitude might fall under suspicion, proxy Atwan also asked teleporters belonging to other psi
orders to come with her. Fearing the fate of the quantakinetics, the few who refused join her in
exile went into hiding. The returned psions speak little of their time away from Earth, under strict
orders from proxy Atwan.
Upon learning of the Chromatic attack on Earth, proxy Atwan ended her order’s exile. She knew
that Earth would need her order’s help, no matter what the other proxies thought. It was not until
after this attack that she also learned that the Chromatics used captured teleporters to transport
their fleets across interstellar space. Bolade formed a search team to find those teleporters,
fearing what the Chromatics might do to and with their captives.
While in exile, proxy Atwan was overjoyed to learn that the Leviathan jump ships gave humanity
the ability to reach deep space without the help of her teleporters. With access to the sentient
jump ships, she believes that interstellar travel could soon become commonplace and no longer
solely dependent upon several hundred teleporters. The proxy wants to make travel to other star
systems as commonplace as travel between distant cities.
Seeking to help interstellar travel advance even faster, she commissioned a team of Upeo
researchers to develop an improved jump ship that is both larger and easier to use. This team
recently added more than a dozen Qin engineers who recently arrived from Qinshui. The project
is called Nyangumi (Swahili for “whale”), which will also be the name for the new class of jump
ship. More recently, proxy Atwan also created project Karwe (Swahili for “manta ray”) to
develop small exploration focused jump ships that are easier to manufacture.
The world received the prodigal order back with few reservations. Most negative feelings focus
on proxy Atwan, who many perceive to have orchestrated the exile out of paranoia. The proxy’s
image is most damaged in the UAN. Some call her Bolade Ambaye Alikimbia, meaning “Bolade
who ran”. Although the UAN did not suffer directly from the Upeo wa Macho’s departure, UAN
media and politicians speculated loudly whenever a tragedy occurred that teleportation might
have prevented. Knowing apologies to be useless without action, the proxy sends operatives on
frequent Dhamira Njema or “Goodwill” missions across the UAN.
Inside the order, there is also dissent. During their exile, Proxy Atwan placed a strict ban on
return travel to Earth; a decree which many in the higher ranks felt was needlessly severe. Some
still resent missing seven years with their families. Others wonder why proxy Atwan has not
done more to rescue the teleporters captured by the Chromatics. Before the Upeo wa Macho left
the earth, it was well known that its proxy inspired fanatical loyalty from all in her order. It is
now clear that this support is, at the very least, waning.
This dissension increased when the returning psi order’s members learned of the Esperanza’s
fate. Those who had not previous voiced their doubts about the proxy’s orders and decision-
making began to speak up. Proxy Atwan released a public apology for her order’s absence, but
her words have done little to sooth tempers in Western Europe or to placate Upeo members who
have connections there.
History and Growth
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Bolade Atwan is driven by a dream of humanity walking among the stars. Before she became a
proxy, she had a vision of humanity exploring and settling in the galaxy. UAN president Mgowo
established the mission for near space traveling in Atwan’s youth. It seemed natural to Atwan
that she take that idea even further. Such dreams require resources, so she spent decades building
her company Kusafiri Ukomo (Unlimited Travel), which specialized in commercial air and
ground transportation. When she became a proxy, her dreams of deep space travel became
reality. She scaled back her commercial efforts and focused on finding latents.
Teleportation is the least common of the surviving Aptitudes, and her strict requirements reject
most of those with this rare latency. Eventually the proxy built a foundation of teleporters and
support staff that could perform a wide range of missions. Teleporters, also referred to as
jumpers, could be couriers, spies, diplomats, and first responders who were available in literally
the blink of an eye. Operatives of the Upeo wa Macho are spread across the galaxy, but Atwan’s
agile organization can bring these psions together at a moment’s notice.
The Upeo wa Macho’s numbers are far diminished from seven years ago. Most of the last six
months have been spent restoring basic personnel and technological infrastructure on Earth. The
order is rapidly rebuilding, but it will take years to replace both the more than 70 teleporters
taken by Chromatics and the many thousands of neutral support staff left on Earth when the
order fled.
The Upeo wa Macho collaborates well with other psi orders, in large part because teleportation
remains impressively useful. Proxy Atwan recognizes the best way to leverage her order’s rare
Aptitude is by being generous yet strategic in its use. Although she does not get along with either
proxy Alex Cassel or proxy Rebecca Bue Li, Atwan finds ways for Upeo wa Macho to
collaborate with their orders, providing them with services they can obtain nowhere else.
Knowing that she can’t undo the past, she focuses on what she does best, executing missions
with precision and efficiency.
Recruitment and Membership
Teleportation requires a rare latency, but Bolade Atwan values self-reliance even more than that
latency. Candidates with the required latency are no use to the proxy if they lack resourcefulness
and determination. Jumpers have incredible support teams but can still find themselves in
situations where they are entirely on their own, with only their judgment and motivation to guide
them. Proxy Atwan needs to know that her teleporters will not falter in these situations. She
interviews potential jumpers exhaustively and then has candidates work and train as apprentices
for at least six months before inviting them to join the order.
With the Chromatics displaying interest in capturing teleporters, the proxy’s process for selecting
has become even more stringent; she does not want more jumpers to be enslaved by hostile
aliens. Proxy Atwan always interviews and observes several candidates at a time. She also only
permits candidates to use the Prometheus Chamber in groups. Teleporters who become psions at
the same time are considered to belong to the same “age group,” with age being measured from
the time they are first given abilities. Psions in the same age group are expected to look after one
another, even if they don’t get along. Informal tradition also dictates that they show respect
towards jumpers in “older” age groups, but the result is not a strict hierarchy. Ultimately, actions
count more than age or time served in Upeo wa Macho. Although age groups soon spread
themselves across the stars, members are expected to keep in contact and meet on occasion. All
but the most dysfunctional age groups follow this tradition, in large part because it creates a
strong sense of belonging.
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Proxy Atwan likes to remind her psions that teleporting is a lonely business, so it is worth having
a few people around you who can relate to that loneliness. The first assignment that members of
a new age group go on is “The Long Race”. Proxy Atwan gives each member clues on where to
teleport to. Once they arrive to that place, they find the next clue, and then the clue after that.
The clues can be very cryptic, and not all locations can be easily teleported to. Some jumpers
take months to complete this race.
Jumpers play a central role in Upeo wa Macho, but there are half again as many other psions in
this order. Most outsider think of teleporters as nomads who blink in and out of space on their
own, but successful missions require an immense amount of planning and organization. Bolade
Atwan prefers to run a lean, purposeful organization and built what little bureaucracy there is to
support teleporters. She keeps her jumpers diverse and well trained so that they can perform any
number of roles, ranging from combat response to interstellar courier missions. There are
departments, referred to informally as chama (Swahili for “club”) in the Upeo wa Macho for
each of the order’s major roles.
The Long Riders are known all over human space for being the noetic version of the Pony
Express. If a member of this chama has not visited a package’s destination, they can swiftly
transport it to another jumper who has. The most experienced Long Riders can be assigned
anything from a single bottle of medicine to a large spaceship with a full crew and transport it to
any location at least one teleporter has previously visited in less than an hour.
Kupita (Swahili for “beyond”) is a chama to which the most powerful jumpers in the
organization belong. What concerns this chama is interstellar travel of all sorts. Kupita also
controls the order’s spacecraft. Many of the order’s clairsentients belong to Kupita, where they
help the order to explore and map new areas of space or to remap known space to conform to
new data. This chama recently acquired half a dozen ARES pods (p. XX) to help these
clairsentients perform long distance stellar surveys.
Mwitu (Swahili for “wolf”) is a chama of first responders. The teleporters in this chama have a
diverse range of skills, and are often called in to the worst emergencies wherever they are
stationed. This chama was small and mostly based on Ruan’s World, but Upeo wa Macho’s
return to Earth has seen this chama grow as some psions seek service to atone for their guilt
about the Esperanza crash. This chama also contains Proxy Atwan’s harshest critics. This
criticism is especially intense because Mwitu operatives all report directly to her.
Mwitu members have recently gained attention for several high-profile rescues, the most notable
being Abaeze Adeosun’s rescue of Nigerian workers caught in a building fire two months ago.
Abaeze worked tirelessly, porting workers out of the building for over twelve hours. He
continued to work even after regular responders arrived. He worked with them and several of the
order’s clears to rescue thousands of workers with no casualties. Such heroism is not uncommon
for those in Mwitu, and this chama has done more to redeem Upeo wa Macho’s image than any
of proxy Atwan’s statements.
Other Psions and the Nguzo
Nguzo is Swahili for “pillar”, and is the term used for the neutrals and the hopeful latent
apprentices who support this organization. Psions tend to experience the Upeo wa Macho as a
fraternity, but this loose and informal feel of the organization only exists because of the
organizational work of the nguzo. Ren Daiyu is the Upeo wa Macho’s Chief Operations Officer.
The proxy deals with events involving psions, Chromatics, or Aberrants, but if a situation
involves international politics, trade, or logistics, it ends up on Ren Daiyu’s desk. She defers to
proxy Atwan whenever it is appropriate and the two meet and discuss order business daily, so
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they are never out of sync. A common saying in the order is that Atwan’s mind is on the skies
while Daiyu’s is on the earth.
Nguzo assist with mission preparation, working as dispatchers and managing logistics. They also
oversee all transportation that is not teleportation-related. Military specialists provide tactical and
on-field battle support except when Aberrants are anticipated. The Upeo wa Macho never
intentionally risks neutral personnel when fighting Aberrants.
The nguzo are not second-class citizens in the Upeo wa Macho. Any psion Atwan catches
treating nguzo as inferior receives harsh words. The fact that any latent who joins the order as a
latent must work as nguzo for at least two months helps to alleviate any feelings of superiority or
inferiority and to create bonds of trust between psions and nguzo.
Almost 500 of the order’s psions are not teleporters. Proxy Atwan wants psions with other
Aptitudes to be dependable specialists. While she needs jumpers who are flexible and durable,
she needs the people who will support them to do just a few things reliably. The Upeo wa Macho
never shies away from bringing in specialists from other orders on a temporary basis and also
hires non-jumpers fairly quickly.
Psions who already possess an Aptitude other than teleportation and who impresses their
interviewer are sometimes be put to work on a trial basis the next day. The Upeo wa Macho
believes in having people prove themselves right away. Trial by fire is a great way to see if new
staff are compatible with jumpers and nguzo, and if the recruit’s potential meets her promise. If
the trial operations do not work out, a psion might still be called on later if the problem was
simply a matter of cultural fit, but not if there were serious problems of competence or attitude.
The order takes hiring latents with potential for an Aptitude other than teleportation more
seriously. Proxy Atwan believes that every psion must prove themselves worthy of their powers.
Prospective psions must also spend at least two months as nguzo before proxy Atwan negotiates
for them to use another order’s Prometheus Chamber.
Every Aptitude offers something special to the order. Biokinetics and psychokinetics typically
serve as bodyguards or provide general physical assistance. They are often brought in when
battle is anticipated at a jump destination, or in extremely hostile environments and disaster sites.
Vitakinetics are usually “packages” to be delivered at sites for medical support or to enhance
other team members. Electrokinetics provide counter-surveillance and engage in cyberwarfare
where needed. Telepaths provide communication support and pair with clairsentients to do pre-
jump “exploration” before anyone arrives at a site. Atwan’s distrust of the Ministry proxy
restrains her order’s use of telepaths.
After teleporters, clairsentients are the most prized psions in the Upeo wa Macho and many
teleporters work closely with clears. A common expression in the order is “First the mind, then
the body,” indicating that they use clairsentience to view a site before using teleportation. The
two Aptitudes complement each other well. This and the famously close relationship between
Proxies Herzog and Atwan result in clairsentients being the second most numerous Aptitude in
the order.
Usio
Mount Kenya is home to the space elevator that goes up to space station Asabuhi. Twenty
kilometers away, just outside Kianjokoma is the re-established base of the Upeo wa Macho, Usio
(Swahili for “infinite”). Proxy Atwan was involved with the space elevator’s creation and, before
she left, Upeo wa Macho’s headquarters was a short walk from the base of the space elevator.
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After seven years, the elevator’s use has only increased, and there was no space to come back to.
The order was forced to move its operations to the nearest available location.
Visitors to this base see something that looks much like a corporate office complex. The main
building is five stories tall, and the eastern campus is where the order maintains most of its
vehicles. Most visitors express disappointment at such standard accommodations, expecting
more individuality and quirkiness from this notoriously freethinking order. Upeo members often
inform these visitors that they should visit Ruan’s World if they would like to see something that
conforms more to their expectations, but Proxy Atwan is also quick to inform people that the
order’s ability to perform its missions relies on the work that is done here every day.
Usio is the order’s base on Earth and it is the heart of the order’s logistics and management.
Almost 80% of all the nguzo work here. However, the teleportation Prometheus Chamber is on
Ruan’s World, along with most of the order’s psions. The Usio Threat Response and Dispatch
Center is world-renowned for its ability to convert intel about emergencies and threats into swift
and effective responses. The area affectionately referred to as “The Launchpad” is a designated
teleportation area that each new jumper is trained to use when entering the order.
Special Resources
No one can say that members of Upeo wa Macho are not well travelled. Whether they are driving
a truck, teleporting, flying, or taking maglevs, the order prides itself on connecting its members
with all modes of transport. Conventional travel is free to those who join the Upeo wa Macho.
Any member requesting travel from Usio to anywhere one Earth or Luna will reach their
destination within no more than 10 hours, and usually far sooner.
As well as its skill at mundane travel, what psions of the orders appreciate most is the ability to
arrange emergency departure from a troubled zone. Each member has several emergency
contacts they can call in case of trouble. An emergency call prompts a rescue team to be
assembled and mobilized. If arranged ahead of time, they often arrive within one minute.
Without prior notice, response can take up to an hour, or even longer if requester finds himself
trapped in an unusually difficult and dangerous location. However, regardless of the
circumstances, a team will be sent and a rescue attempt will always be made.
Running a Upeo wa Macho Campaign
A Upeo wa Macho campaign gives your group an opportunity to see the entire galaxy and to
travel to new locations in an instant. Since travel is so easy, Upeo campaigns should focus on the
difficulties that arise once the group gets where it is going. How easy it to get back? What
constraints does the team face at their destination? A simple escort mission may become deadly
if the psions are led into a trap and must fight their way out, or if information they received was
completely wrong. Also, even if the psions can easily depart, doing so without completing their
mission may doom others.
A game could involve the characters being Long Riders moving packages across the galaxy,
trying to deliver the packages on time and overcoming any obstacles in their path. They could be
an elite team of Mwitu porting into the middle of any troublesome situation and providing vitally
needed assistance. The psions could become internationally known heroes, with all the benefits
and costs that comes with such fame.
The Upeo wa Macho is also the psi order primarily responsible for interstellar exploration.
Characters can locate and explore new worlds or perform more extensive surveys of worlds that
another jumper briefly visited. New territory means new dangers and unique wonders as the team
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explores farther and farther out. Characters will visit worlds humanity has never seen before and
may even make contact with a new intelligent alien species.
Both internal and external politics can also be a natural part of Upeo wa Macho scenarios. Proxy
Atwan is resourceful and powerful, but her decisions regarding the order’s exile have left her in a
position where many question her judgment and leadership. There are many dissenters within the
order, but a substantial number of members remain loyal to her. There are also numerous groups
outside the order who seek to use the order’s internal strife to further their own ends. Both
governments and corporations are eager to recruit teleporters and further discrediting proxy
Atwan could improve their chances of drawing teleporters away from this order. Will the
characters protect the Upeo wa Macho from outsiders, or help them?
The Upeo wa Macho Path (Society)
The character is closely affiliated with the Upeo wa Macho, the Teleportation Order. If a psion,
she may have spent the last seven years with her fellows far from Earth, before eventually
returning in the face of the threat of the Chromatics and the growing number of disappearing
teleporters. She may be part of the fresh wave of psions being immersed in the order’s
Prometheus Chamber, or perhaps a teleporter who went into hiding when the rest of the order
vanished. Whatever her origin, she is likely to have travelled vast distances that other humans
can barely conceive of.
Path Concepts
Expert Pilot, Interstellar Explorer, Rapid Transport Specialist, Rescue Worker
Example Connections: Bonded Witness, Interstellar Explorer, Leviathan Captain, Off-Earth
Colony
Skills: Integrity, Pilot, Survival, Technology
Edges: Direction Sense, Emergency Transit, Enhanced Attunement, Favored Mode, Hardy, Iron
Will, Photographic Memory
Special Edge: Emergency Transit (••)
Prerequisite: Upeo wa Machu
With the impressive resources of the Upeo wa Macho behind her, your character can arrange for
transportation out of the grasp of almost any threat. She can freely access conventional travel to
almost any destination through the Order’s capabilities. Additionally, once per story, she can
arrange for emergency extraction. If she is able to provide forward notice, this extraction can
arrive within a minute of notification; otherwise, it may take up to an hour to arrive. The exact
nature of the extraction will depend on what information the character has provided the Order
with; it could be anything from a Teleporter psion ripping a portal open to her location to a
negotiator being dispatched to bargain for her release.
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History and Growth
Part non-profit foundation, part scientific think-tank, part humanitarian aid organization, and part
secret conspiracy to make the world a better place, the Æon Trinity is the modern incarnation of
a very old idea. In the early 20th Century, the Æon Society for Gentlemen worked to improve the
lot of humanity, and in every form since then — the Æon Foundation, the Æon Covenant, and
(as of the year 2100) the Æon Trinity — the agendas and underlying principles have remained
the same: Make the world better. Help people achieve their potential. Protect humanity. Their
motto has always been Hope, Sacrifice, and Unity.
Æon stepped into prominence during the Aberrant War and the subsequent Crash. As one of the
few lucky organizations whose resources were not depleted or ruined during the crisis, the
Trinity was perfectly placed to become indispensable to the United Nations by providing medical
aid, food, clean water, and shelter to those who needed it. Despite being less powerful and
influential than the UN, Æon made itself so useful that it commands the respect that might
normally be accorded to a small but wealthy and influential nation.
This influence only grew when Aberrants attacked Sydney and the psi orders revealed
themselves to the world in 2106. The Æon Trinity helped the fledgling orders to weather the
media firestorm that followed, and provided both financial and political assistance to the psions
so that they could establish themselves as a force dedicated to helping and protecting humanity.
This close relationship continues in 2123. Since the Trinity is not formally affiliated with any
one order, its neutrality allows it to act as a perfect liaison between them, and between the orders
as a whole and the United Nations.
Recruitment and Membership
The Æon Trinity has roughly 100,000 agents, who are recruited from all over the world and from
a wide variety of backgrounds. Recruits are typically the “best of the best,” those whose
dedication to the Trinity’s ideals combine with valuable skills and talents. Becoming an Æon
operative is a lifelong dream for many men and women who look up to the Trinity as a heroic
group that works to “save the world.” Æon’s close ties to the psi orders result in a large number
of psions working for the Trinity as well — almost 6% of the operatives (roughly 5,800) are
psions — adding to the organization’s heroic reputation.
The Æon Trinity works hard to have fingers in as many pies as possible, guaranteeing that when
anything important happens, the Trinity will be involved somehow. The astonishing people
known as Talents have a knack for being involved when something important happens as well,
often even if they’re trying to avoid involvement. It should come as no surprise, then, that the
Æon Trinity has a far larger number of Talented agents than random probability would account
for. Of the non-psionic operatives working for Æon, several thousand are Talents.
Headquarters
Although the city has changed significantly, the Æon Trinity’s headquarters remains in Chicago,
where the Æon Society for Gentlemen was founded two hundred years ago. Originally housed in
a classic brownstone on the North Side, the modern organization’s headquarters takes up a
significant portion of the Chicago arcology known as the Cube. Most of the Cube’s uppermost
levels are occupied by the central headquarters of Neptune Division, and the art deco stylings of
the offices and auditoriums have become the dominant image of Æon in the public eye.
Elsewhere in the arcology, Triton Division maintains a headquarters campus adjacent to the
University of Chicago in Hyde Park. In addition to administrative offices and a seemingly
endless labyrinth of laboratories, the campus is also home to Nereus Labs — Triton’s most
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cutting-edge research facility — and Mercer Memorial Hospital, known for the most advanced
medical technology and most skilled medical professionals and vitakinetics in the FSA.
Proteus Division’s headquarters lies not within the city, but adjacent to it, in a vast complex
underneath Lake Michigan. Æon’s main training facility is located here, as are an array of
command and communications centers. Additionally, the Proteus complex has enough space to
provide living quarters for all of Æon’s command structure and tens of thousands of additional
agents, with resources to keep them alive and healthy for up to three years. This “safe space” was
last used during the Aberrant War, but Æon believes in being prepared, and keeps it ready just in
case.
The Æon Society’s original four-story brownstone still exists. In addition to being a famous
historical site, it functions as the local Æon Trinity chapterhouse for Chicago, serving as an HQ
for local operations and a home-away-from-home for important agents on assignment in the area.
Organizational Structure
The Æon Trinity is separated into three divisions: Neptune, Triton, and Proteus — thus the
“Trinity” in its name. Each of those divisions is further subdivided into a wide array of branches.
Although popular belief defines Neptune as the “administrative” division that is in charge of the
Trinity as a whole, in truth every division has a large number of administrative employees who
perform the unexciting but necessary duties that keep such a vast organization running. Actual
command of the Trinity is centered in the Æon Council, a reclusive group that includes the heads
of the three divisions, as well as a number of other mysterious figures (rumors include the
proxies, various heads of state and a direct descendent of Maxwell Mercer, the original founder
of the Æon Society — if not Mercer himself, somehow cryogenically preserved into the 22nd
Century).
Neptune Division
Although commonly referred to as the administrative or command division, a better way to think
of Neptune is as the division most concerned with communication. As the “voice of Æon,”
Neptune agents act as organizers, liaisons, diplomats, propagandists, fundraisers, or advisors.
They are present in almost every major Æon Trinity operation, often but not always in leadership
positions. They are also assigned to work with other organizations, including the psi orders, the
United Nations, various metacorporations, and specific national governments, either as liaisons
back to the Æon Trinity or as facilitators for cooperation between organizations. Psions in
Neptune are often telepaths or clairsentients, although psions with any aptitude can be found in
this division. The most important branches of Neptune include:
The Clymene Initiative: The public face of the Æon Trinity, these Neptune agents are best
known for interacting with the media, whether behind the scenes as a PR specialist or in front of
the cameras as a public personality. In addition to their public relations tasks, the agents of the
Clymene Initiative, who are almost universally skilled in interpersonal relations, act as inter-
agency liaisons for teams consisting of agents from more than one division (as in large-scale
operations like ReWrite or Vesta), or act as facilitators for efforts that include other
organizations entirely, like the psi orders or the United Nations.
The Medea Initiative: Founded as a response to an Aberrant with the power to literally make
words poisonous and ideas viral, Medea is devoted to memetic counterterrorism — the struggle
against harmful and invasive idea-structures. Frequently assigned to eliminate the influence of
insidious Aberrant cults, Medea agents also help defend the psi orders, governments, metacorps,
and militaries against memetic sabotage intended to destroy productivity, efficiency, morale, or
51
unit cohesiveness. Given their esoteric and abstract duties, Medea operatives — often telepaths
or linguists - are usually seen as eccentric and mysterious by agents from other divisions.
The Mercury Initiative: Originally part of the Clymene Initiative, Mercury was expanded into
its own Neptune branch as a result of increased demand for its services. Professional diplomats
and negotiators, Mercury agents can be found working with a variety of organizations all over
Earth (and beyond) to help establish beneficial cooperative relationships. Mercury agents act as
liaisons between the various psi orders to enable them to trade access to their Prometheus
chambers, as well as to create smoothly-functioning multi-Order operations teams. Mercury also
works closely with the United Nations, helping rival powers peacefully resolve their differences.
Some agents are trained as hostage negotiators, helping nations or private individuals recover
their citizens or loved ones from terrorists or kidnappers; others are xeno-communications
experts, helping to build strong ties with alien allies like the Qin. Members are currently helping
to establish communications with Chromatic prisoners of war.
The Maxwell Mercer Foundation: In its original form, the Mercer Foundation existed to fund
the adventures and exploits of the Æon Society for Gentlemen. Its modern incarnation still uses
its phenomenal wealth to fund the Æon Trinity, but it is additionally responsible for running a
variety of charitable sub-organizations and donating vast sums of money to other charities that
are judged to be in line with the Trinity’s goals. Neptune agents working for the Mercer
Foundation range from fundraisers and charity administrators to investment bankers and
accountants. Many Foundation agents work in the field, maintaining soup kitchens, homeless
shelters, and free clinics.
The Chiron Initiative: In a world recovering from a massively destructive war, where much of
Europe is still in a state of crisis and Nordamericans are routinely oppressed, education is just as
vital as healthy food, clean drinking water, and shelter. These Neptune agents are teachers,
counselors, and mentors, traveling — often at great personal risk — into needy areas and
bringing the gift of knowledge to a new generation of humanity. Chiron agents are often assigned
to work with interagency operations like ReWrite, Vesta, and Panacea, helping communities
reestablish themselves on multiple levels. Others work on interstellar colonies, teaching the next
generation of humanity about a homeworld they’ve never seen.
The Thetis Initiative: Even an organization with noble and forward-thinking goals can be
vulnerable to rogue elements and corruption. The Thetis Initiative was established at the same
time that the Æon Covenant reorganized itself into the Æon Trinity. It was tasked with ensuring
that the reborn organization would remain true to its agenda, stay vigilant for internal problems,
and prevent its agents from repeating the mistakes of the past. Unlike most “internal affairs”
subgroups, which exist to seek out and eliminate corruption, Thetis agents try to prevent
corruption in the first place. They screen all potential new Trinity agents, and promote good
communication, transparency, and accountability, finding and fixing issues before they become
truly problematic. Their focus on honesty and positivity makes Thetis agents quite popular, and
most Æon personnel are happy to work with them and provide any requested information.
Triton Division
Although the stereotypical Triton agents are the absent-minded scientist and the selfless medic,
in truth the division concerns itself with a broad range of hard and soft sciences as well as more
general types of data collection and analysis. While there is certainly a focus within Triton on
biotech, computer tech, and medicine, the division is also home to historians, botanists,
sociologists, geologists, zoologists, archaeologists, and political scientists — as the “mind of
Æon,” any intellectual pursuit may be valuable in the right circumstances. Although some Triton
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agents remain in their labs or hospitals, many others work in the field with operatives from other
divisions, performing valuable medical or data collection roles. The most common psionic
abilities within Triton include Clairsentience, Electrokinesis, and Vitakinesis. Prominent
branches of Triton include:
Nereus Labs: While Triton as a whole is dedicated to the sciences, Nereus — or as many agents
call it, “the Geekhouse” — is devoted to bleeding-edge scientific research and development.
Nereus technicians come from a wide variety of disciplines and constantly push the boundaries
of computer science, biotechnology, medicine, noetic science, space travel, and weapons
development. Some lucky Nereus techs are able to field test the latest prototypes — a scenario
that other Æon Trinity agents greet with a mixture of excitement and dread.
Project Argus: While espionage is, in general, more the purview of Proteus Division, Project
Argus is an exception to that rule. The agents of Argus make use of cutting-edge technology, psi
powers, and old-fashioned social engineering to hack databases, co-opt security systems, and
engage in long-range surveillance. Others within the project specialize in data analysis and
information science. Argus prevents metacorporate takeovers, tracks Aberrant sightings, acquires
incriminating evidence, destroys dangerous data, and predicts social trends — sometimes
without ever leaving the lab.
Project Cyclops: Established in the 20th Century to study the many unusual plants and animals
discovered by the Æon Society in remote corners of the globe, this project has transitioned into a
focus on xenobiology — the study of alien lifeforms. Cyclops science teams work with their Qin
counterparts to share and discover valuable medical information for both species, and a Cyclops
lab currently holds and studies the few recovered Chromatic and Coalition cadavers in hopes of
learning more about those mysterious species. Further contact with and study of the Chromatics
and the Coalition is a major priority for the agents of Project Cyclops.
Project Pandora: Originally founded to study the extremely rare occurrence of “psychic
powers” amongst non-Aberrant humans, in the 22nd Century this project concerns itself almost
exclusively with psions, their abilities, and their origins. Pandora scientists — many of whom are
psions themselves — work closely with the various psi orders to further human understanding of
psi powers, and to help develop solutions for problems like psionic dysfunction. So far, no order
has trusted Pandora operatives with access to its Prometheus Chamber, but the researchers
haven’t stopped asking. A few dedicated researchers continue Pandora’s original mission,
searching for the legendary “psiads” who supposedly manifest psi powers without exposure to a
Prometheus Chamber.
Project Ceto: Formerly the research branch of the 21st century Project Utopia, Ceto exists to
study Aberrants and their superhuman abilities. Due to the extreme danger of exposure to
Corruption, those Triton agents assigned to Ceto are carefully vetted for mental instability or past
involvement in organizations that show support for Aberrants. The bravest and most trusted Ceto
scientists are allowed to accompany anti-Aberrant strike teams in the field, risking their lives and
sanity to gather valuable information that can be used to protect humanity from future
Corruption-fueled disasters. Other Ceto agents attempt to study the mysterious Nihonjin
Superiors, although political barriers have prevented much access to date.
Project Tantalus: A small and mysterious branch of Triton Division, Tantalus has a murky,
undefined agenda. It was established based on the observation that some humans, despite being
neither psions nor Aberrants, have extraordinary capabilities, often seeming to defy the laws of
probability. These Talents are a continual source of frustration for the Tantalus scientists, who
can’t seem to find any biological evidence that they are anything other than very smart, athletic,
53
skilled, gifted and/or lucky human beings. Luckily, the Æon Trinity as a whole seems to have an
unexpectedly large number of these Talents, so Tantalus agents have plenty of test subjects.
Proteus Division
If Neptune and Triton are the voice and the mind, then Proteus is the “hand of Æon.” The largest
of the Æon Trinity’s divisions, Proteus handles operations duties, which many Proteus agents
translate as “we do the grunt work so things actually get done.” Despite an external reputation
for being daring spies or heroic soldiers, training, security, investigation, and even basic manual
labor are all Proteus responsibilities as well. Psychokinesis is the most commonly seen psionic
aptitude in Proteus, although the division has an unusually high number of biokinetics, and most
of Æon’s few teleporters. Some of the most prominent Proteus branches include:
Section Mars: This large subdivision of Proteus has two main tasks: training and security. Most
new Æon Trinity agents who will be doing field work are required to go through Mars training, a
sort of “boot camp” that will prepare them for their jobs. In addition to physical fitness and basic
combat training, the Mars program includes language and cultural studies, training with
computers and other tech, and first aid. While most agents go on to their positions (whether in
Proteus or another division), some choose to remain in Section Mars, getting further training and
taking positions as security officers or bodyguards. Most permanent Mars agents bear their
nickname — “the Goon Squad” — with a measure of pride.
Section Juno: Proteus’ investigative subdivision, Juno agents have a much better reputation than
the “goons” of Mars or the “jocks” of Apollo. They work in tandem with police and intelligence
forces around the world and across the stars, helping to solve crimes, catch terrorists, and find
missing people. The “snoops” are strictly consultants, and tend to be called on only for high-
profile cases, or those with international ramifications. Due to this shared “jurisdiction,” Juno
agents and Interpol officers have developed something of a friendly — or at times not so friendly
— rivalry, and circumstances that force them to work together can often cause friction between
the two organizations.
Section Apollo: Boosted in importance when the Æon Trinity took over command of the
Leviathan jump ship program with Operation Argonaut, Apollo is the section of Proteus devoted
to aerospace operations. Apollo agents are trained to pilot and operate a variety of craft, from
single-occupant hybrid fighters up to the Leviathans themselves — many clairsentients and even
a few teleporters are part of the Apollo force, working to navigate and scout for the giant ships.
Other Apollo “jocks” specialize in spaceship weaponry, onboard security, biotech systems. Aside
from their piloting skills, Apollo agents are well known for their low-gravity and EVA training,
making them suitable for most space-based operations.
Section Titan: While Proteus is careful to define most of its combat-trained operatives as
security forces, the “grunts” of Section Titan are soldiers, pure and simple. Originally designed
as a small anti-Aberrant strike force, the men and women of Titan are now assigned to combat
duty against hostile alien forces as well. As heavy infantry, Titan agents are trained to work with
all types of heavy armor, including both tanks and VARGs. The popular image of Section Titan
within the Æon Trinity is of a dedicated, heroic VARG trooper. The smallest of Proteus’ publicly
known sections, Titan is usually deployed to back up local forces and the Legions when
important locations or individuals are targeted by an Aberrant attack.
Section Minerva: Officially, there is no such thing as Section Minerva, although older Proteus
agents sometimes whisper about “the spooks.” A tiny and clandestine group of operatives,
Minerva agents are hand-picked and answer directly to the Æon Council, who give them total
discretion as to the tactics they use to accomplish their objectives. All Minerva agents are chosen
54
based on their sterling moral character as much as their espionage skills. In the section’s history,
only one agent has ever gone rogue, and he was quickly apprehended by his fellow Minerva
members. With no organizational structure to tie them back to the Æon Council, these agents are
the ultimate deniable assets, but thus far the Council has refrained from using them as assassins
or terrorists, preferring instead to use them to gather information, apprehend fugitives, engage in
counter-espionage, or influence national and international policies, all while under the deepest of
cover. Minerva agents have no uniforms or ranks; their only insignia are small lighthouse-shaped
pins.
The Babel Dossier: As with Section Minerva, the Babel Dossier isn’t supposed to exist,
although most high-level Proteus agents and a few agents from the other divisions are aware of
it. Housed in an underground bunker in a top-secret location, the Babel Dossier — also known as
the Babel Vault, the Tower, the Black Collection, and the Freakshow — contains all the secrets
that the Æon Trinity deems too dangerous for the world to know about and too dangerous or
difficult to destroy. The collection began in the early 20th Century, when the Æon Society first
started recovering unexplainable artifacts, advanced technologies, forbidden knowledge, and
deadly creatures. The original site quickly expanded as a prison for individuals too dangerous to
hold anywhere else was added. Much later, in the late 21st Century, the most dangerous quantum
technology acquired during Operation ReWrite was stored in the vault as well, prompting a
move to another, larger and more secure, location. The Babel Dossier is guarded with the highest
possible security, and as far as anyone knows, it has never been breached.
Inter-Agency Operations
When the Æon Trinity embarks on a large-scale operation, teams are drawn from all three
divisions in order to supply the various expertise that will be necessary to complete the task. The
most extensive ongoing operations are often treated almost as if they are divisions unto
themselves, with their own command structure reporting directly to the Æon Council. Some of
the more famous and influential operations include:
Operation Vesta: One of the three initial large-scale operations begun when the Æon Covenant
reformed itself into the Æon Trinity, Vesta is a massive project intended to restore infrastructure,
industry, and residential zones destroyed in the Aberrant War, the Crash, or more recent disasters
like the Esperanza tragedy. Neptune organizers and translators, Triton engineers and architects,
and Proteus security and skilled laborers work together to rebuild roads, dams, bridges, sewers,
factories, apartment buildings and anything else lost in the conflicts and disasters that have
rocked the world since the Aberrant era. Although Vesta agents are most active in Europe, they
are present in almost every nation and extrasolar colony, helping to bring civilization back to
areas that had lost it.
Operation Panacea: Launched at the same time as Vesta, the Panacea program fights against
disease, malnutrition, and injury in areas devastated by Aberrant attacks. A joint effort between
the three divisions of the Æon Trinity and the Æsculapian Order, Panacea sends doctors, nurses,
paramedics, vitakinetics, and vital medical supplies and technology into dangerous areas,
escorted by an entourage of negotiators and security forces — necessary to protect the medics
and their supplies from the gangs and would-be warlords who thrive in the ruined regions where
medical aid is most necessary. Like Vesta, Operation Panacea is global, but currently most active
in the areas of Europe most badly impacted by the Esperanza disaster.
Operation ReWrite: The third post-Crash operation, ReWrite had two main purposes: to
recover as much historical, cultural, and scientific data as possible after the crash of the OpNet
and the destruction of so many libraries, archives, and museums in the Aberrant War, and to
55
selectively delete any information pertaining to “quantum tech,” the advanced and barely
understandable technology created by hyper-intelligent Aberrants. While much of the lost
information has been recovered, and almost all quantum tech has been destroyed or sealed away,
a few dedicated ReWrite agents still travel the world, collecting scraps of folklore and oral
histories, while keeping a wary eye out for any remaining references to Aberrant technologies.
Operation Argonaut: The most recent major operation, and the latest incarnation of an older
Æon Society branch dedicated to exploration, Argonaut is the Æon Trinity’s name for the
Leviathan jump ship program. Coordinating the financing and construction of the Leviathans,
recruiting and training the clairsentient navigators and more recently, the teleporter “pilots,”
crewing the ships, planning rescue and relief efforts for previously-abandoned interstellar
colonies, and scheduling exploratory missions into uncharted regions of space are all Argonaut
responsibilities.
Operation Utopia: In the 21st Century, Project Utopia had two functions: to study Aberrants and
their amazing abilities, and to guide those superhuman beings so that their immense power
would be used to create a better world. Despite Utopia’s best efforts, the Aberrants’ Corruption
eventually led to the madness of the Aberrant War. Even with that failure, the basic goals of
Utopia — helping those with power use that power in a healthy and responsible manner —
remained sound. In the 22nd century, Operation Utopia agents are social scientists, futurists, and
consultants, working with influential politicians, prominent psions, wealthy metacorps, and
religious leaders to guide humanity into a future in line with the core tenets of the Æon Trinity:
Hope, Sacrifice, and Unity.
Running an Æon Trinity Campaign
With the Æon Trinity involved in so many different activities in so many different arenas, it can
be difficult to say “Let’s have a campaign where we all play Æon agents,” because that’s such a
vague idea. What would you actually do in that campaign? Instead, try coming up with a
different, more focused idea first, and then brainstorming how the Æon Trinity might be
involved in that idea.
For example, let’s say you want to run a scenario where the players will discover a dangerous
Aberrants in a ruined space colony. Getting Æon Trinity agents into that situation is easy — they
might be involved with Operation Vesta or Operation Panacea, traveling into the danger zone to
provide humanitarian aid, when they discover Aberrant activity. Then they’ll have to survive
while trying to call in and wait for reinforcements. For a more combat focused game, they could
be a Mars or Titan strike team sent in to deal with the Aberrant threat located by others.
Alternatively, how about a campaign where the players are space explorers, piloting a jump ship
out into unexplored sectors of space to locate suitable new colony planets and search for alien
life? That has Operation Argonaut written all over it, and any number of science fiction
television shows can be used for inspiration.
For more proactive players, you might try an espionage campaign featuring Minerva agents, who
have a lot of freedom to choose their own goals and methods, with minimal supervision from the
Æon Council. How might the lack of oversight tempt your characters? Can they stay heroic when
it’s so much easier to be pragmatic and expedient?
Keep in mind that the Æon Trinity has several thousand Talents working for it, making it a great
option for a group who don’t feel like playing psions. Unlike a more focused campaign based
around a single psi order, a campaign featuring a team of Talented Æon Trinity agents has a lot
56
of flexibility, and can easily change focus from mission to mission as operatives are reassigned
to varying teams and given new tasks to complete.
Æon Trinity Paths
Unlike the psi orders, the Æon Trinity has two available Paths. The Æon Trinity Path is the most
common and should be used by all characters who belong to the Æon Trinity, except covert
operatives in Section Minerva. The Æon Trinity Section Minerva Path is only for covert Æon
Trinity operatives who belong to Section Minerva.
Æon Trinity (Society)
The character is closely affiliated with the Æon Trinity and aligned with its goals: making the
world a better place, helping people achieve their potential and protecting humanity. She may be
a normal human, psion or Talent, serving Æon Trinity as an operative and familiar with the
organization’s inner workings. Whether a part of Neptune Division (communications and
administration), Triton Division (scientific and data) or Proteus Division (operations and
security), she has chosen to be part of this optimistic, idealistic agency.
Path Concepts
Humanitarian Aid Worker, Interstellar Explorer, Psi Order Liaison, Research and Development
Engineer
Example Connections: Æon Council, Humanitarian Group, Political Allies, Psi Order
Skills: Humanities, Persuasion, Science, Technology
Edges: Fame, Far-Reaching Influence, Library, Superior Trait, Wealth
Special Edge: Far-Reaching Influence (••)
Prerequisite: Æon Trinity (required Edge)
The influence and reputation of the Æon Trinity reaches very far indeed, and many doors open
for your character that might otherwise remain closed. Whenever your character engages in an
intrigue action, she can spend a single point of Momentum to shift the attitude of the target
character or organization by 1 towards positive, unless the target has a specific reason for being
expressly opposed towards the Æon Trinity at the time. Simply being unfriendly, untrusting or
other forms of general surliness are not a good enough reason to block the character from using
this ability. The character also receives an extra bonus point of Momentum whenever a
Storyguide character refuses or acts against her influence roll results. All characters who select
this Path must purchase this Edge.
Æon Trinity Section Minerva (Society)
The character is closely affiliated not just with the Æon Trinity, but with a part of it that does not
officially exist: Section Minerva. She is one of Proteus Division’s deniable covert operatives and
intelligence agents, selected not just for her skills but for her unflinching moral character. She
has no uniform, no rank, and only her fellow Section Minerva operatives will recognize the
lighthouse pin that she wears as indicating her allegiance.
Path Concepts
Anti-authoritarian Rebel, Deep Cover Operative, Observant Spacer, Wandering Troubleshooter
Example Connections: Æon Council, Criminal Organization, Mercenary Company, Spy
Agency
57
Skills: Empathy, Integrity, Larceny, Persuasion
Edges: Alternate Identity, Always Prepared, Covert, Danger Sense, Iron Will, Self-Reliance
Special Edge: Self-Reliance (• to •••••)
Prerequisite: Æon Trinity Section Minerva, Iron Will
As a member of a deniable operation with absolute discretion over the approach she takes to her
tasks, your character understands the vital importance of her mission — and that ultimately the
responsibility for it rests entirely on her shoulders. Pick a number of Skill Tricks that your
character possesses equal to the number of dots in this Edge. Once per session per Skill Trick,
she can reduce the Momentum cost of it by 1, which can reduce it down to 0 Momentum.
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Chapter Six: New Rules
Look, that’s why there’s rules, understand? So that you think before you break
‘em.
― Terry Pratchett
The 22nd Century presents humanity with new opportunities and new challenges as intrepid
explorers and stalwart colonists venture across the stars, hackers and intelligence agencies do
electronic battle across the networks of the future, and advancing technology gives the bold the
ability to achieve their ambitions.
The new rules provided in this section give details for the places and activities that Trinity
Continuum: Æon characters find themselves embroiled in, providing rules for the unusual
environments that characters may encounter, such as Quantum Flux zones, low and zero gravity
and space travel, as well as rules for illnesses, including the deadly Quantum Flux illnesses. This
chapter also includes additional rules for hacking, surveillance, and counter surveillance, and for
creating Super Science devices using noetic biotech.
1
its Corruption could then affect others around it.
The Aberrants that returned to the solar system in 2105 were all massively
Corrupted. As a result, most researchers in the 22nd century believe that Corruption
is an inevitable result of possessing and using Quantum Powers, and began using
these terms interchangeably. Quantakinetic Proxy Dr. S.K. Bhurano endorsed this
viewpoint in 2108.
However, the discovery of the Corruption-free Novas on the planet Eden in 2115
called this idea into question. In reality, some types of Quantum Flux produce
Corruption, but most do not. Novas are far more likely to erupt in regions
containing substantial amounts of Quantum Flux, but those that erupt in regions
where this Quantum Flux is paired with Corruption are more likely to be inherently
Corrupted.
One reason for this misidentification is that The Colony, the hideously powerful
Aberrant responsible for organizing the attack on Earth, is exceptionally Corrupted
and revels in this fact. As a result, it only recruited other exceptionally corrupted
Aberrants and these creatures used their Corruption to create both sub-Aberrant
mutants (see p. XX) and heavily Corrupted Quantum Flux zones on worlds they
attack so that most humans who erupt on these planets will become Corrupted
Aberrants.
THIS IS A TABLE
Quantum Flux Zone Effects Table
Corruption Examples Healing Reproduction
Trait
2 (Light) Site of major Aberrant All healing takes 50% One third of seeds do not
battle longer, level 1 sprout, and there is a similar
Complication to all miscarriage rate for animals
Medicine rolls and people. Deformities and
defects are twice as
common.
4 (Medium) Venezuelan All healing takes twice Two thirds of seeds do not
Plaguelands, most as long, impose a level sprout, and there is a similar
Middle Eastern QFZs 2 Complication to all miscarriage rate for animals
Medicine rolls and people. One third of
sprouts and births suffer
defects.
6 (Heavy) Wycoff’s Blight, the All healing takes three 90% of seeds do not sprout,
worst sections of la times as long, impose and there is a similar
Blessure a level 3 Complication miscarriage rate for animals
to all Medicine rolls and people. The few sprouts
and births are visibly
deformed and may be
innately Corrupted.
2
END TABLE
END TABLE
3
exposure to Quantum Flux, like spending time in a QFZ or being subject to Aberrant powers.
The first time a character is exposed to Quantum Flux, and every (Stamina + Psi – Corruption)
hours thereafter, roll the source’s Corruption trait at a Difficulty equal to the character’s Psi +1.
Success inflicts a disease Condition of severity equal to the number of successes, with a
Corruption trait equal to its source. Psions are immune to primary Quantum Flux Diseases.
Secondary Quantum Flux diseases come from exposure to pathogens mutated by Corruption.
Roll as per normal diseases to see if the character is infected, but if the pathogen’s Corruption is
greater than the character’s Psi, add the difference to the roll’s Difficulty. If the character fails
the roll he contracts the disease, but this version also has the pathogen’s Corruption trait.
Treating Quantum Flux diseases is complicated. Secondary Quantum Flux diseases can be
treated through conventional methods and Vitakinesis, though any rolls suffer increased
Difficulty equal to the pathogen’s Corruption. Primary Quantum Flux diseases don’t respond to
conventional treatment, or to most Vitakinetic powers. Vitakinesis can alleviate symptoms,
though any rolls suffer the disease’s Corruption as Difficulty, and require spending Psi points
equal to the Corruption. Primary Quantum Flux diseases can only be permanently healed after a
Quantakinetic drains or cleanses the Corruption.
4
Additional Sources of Indirect Damage
Breathable oxygen, gentle pressure, a stable sense of where ‘down’ is, and a lack of scouring
radiation are things that the average citizen of the 22nd Century takes for granted in their daily
life. However, characters in a Trinity Continuum: Æon campaign are unlikely to be average
citizens, and may well end up in such hostile environments, whether they want to be there or not.
The following tables lists some of the additional environmental hazards that off-world and
undersea explorers and settlers must cope with.
[[THIS IS A TABLE]]
Additional Sources of Environmental Damage
Threat Damage Rating Tags Threat Type
Arctic Water 1 Continuous (Minutes), Environmental
(Immersed) Deadly
Cryogenic Cold 1-3 Aggravated, Continuous Environmental
(Rounds), Deadly
Decompression 1-4 (depending Deadly Environmental
Sickness upon depth)
Drowning 3 Continuous (minute) Environmental
Solar Flare (In Space) 1-3 Aggravated, Continuous Environmental
(minute), Deadly
Any damage rating with a variable range depends upon the severity of the source of indirect
damage.
[[END TABLE]]
Decompression Sickness
Anyone who spends time deep underwater, either diving or in an underwater city or submarine
spends time in a high-pressure environment. Returning to the air pressure on the surface must be
done slowly to avoid decompression sickness “the bends”. Unlike most sources of environmental
damage, damage from “the bends” happens slowly. Calculate the total damage a character will
suffer, and then have 1 Injury Condition from this source occur every Scene until the character
has suffered the full amount of damage. Treatment stops all future damage. The most common
treatment involves special drugs plus slow decompression in a submarine or decompression
chamber. This process requires eight to 12 hours, depending upon depth.
5
Space Distance Covered
Speed
[1] * Earth to Luna in two weeks, cannot travel between planets
[2] Earth to Luna in three days, Earth to Mars in six months
[3] Earth to Luna in 30 hours, Earth to Mars in six weeks
[4] Earth to Luna in 12 hours, Earth to Mars in two weeks
[5] Earth to Luna in four hours, Earth to Mars in four days
[6] Relativistic speeds, Earth to Luna in under one hour, Earth to Mars in under one
day.
* Too slow for hybrid craft, hybrid craft must possess at least space Speed [2]
END TABLE
During combat, spacecraft treat their Speed as Scale for the purposes of movement, and so
vessels with a higher Speed are almost always able to outpace those with a lower rating.
Space combat uses the same rules as other forms of vehicle combat, essentially treating each ship
as a character in its own right. This includes the same range band categories: Close, Short,
Medium, Long, Extreme, and Out of Range. Each range band in space is assumed to be vastly
larger than the sizes given for normal action sequences, though. Clash range may be within a
hundred meters, while greater distances could reach out for many kilometers. Attempting to
board another spacecraft requires getting into Clash range with the target.
Space is an exceedingly hostile environment; a vessel that suffers Injury Conditions may also
end up exposing its crew to fires or vacuum, as well as low or zero-G. When a spacecraft is
Taken Out during combat, but not completely destroyed, one of its vital systems is incapacitated
or destroyed (see p. XX) and this requires rapid response from any surviving crew — especially
if their life support system has been rendered useless!
6
rules in the Trinity Continuum Corebook as part of procedural play, using a dice pool of
Enigmas + Cunning to allow the searching of an archive. Ideal circumstances, however, are not
very common; they are most likely to occur after the hacker has already extracted an encrypted
archive and can now work on it in safe surroundings.
Social Hacking
So-called “social” hacking remains the best way to access most minicomps,
networked datastores, and other forms of security. This is classic intrigue play,
acquiring passwords and accessing other information directly from the weakest link
in the chain — the human being. There’s very little chance of a vigilant SI detecting
an intruder into the system when the hacker is logging in with the valid credentials
or biometrics of the sysadmin, who either blathered them to her over one too many
drinks in a bar or didn’t notice that the hacker got him to provide a retina scan. That
doesn’t mean that the social hacker can act with carefree abandon within the
system, but it’s a major step towards her goals. Compromising a system via social
hacking usually involves using the influence system (Trinity Continuum
Corebook, p. XX).
Protecting a System
Most networked systems benefit from three discrete forms of protection. These are the attitude,
the failsafe, and the agent.
Like with any intrigue action, the system being targeted by a hack has an attitude towards the
would-be intrusion. This represents the complexity and nature of the system’s passive defenses,
whether it expects to see regular connections and multiple users, and how generally hostile and
obstinate it will be for the hacker to navigate through it. A public network is likely to have a
positive attitude, whereas any sort of network that is intentionally secure will have a negative
attitude towards the hacker. A personal minicomp may have a negative attitude of 1, a secure
corporate server could have a negative attitude of 3, and a military-grade system like that of a
combat drone’s command and control is likely to have a negative attitude of 5.
The failsafe represents the system’s ability to pick up on intrusion, raise an alert and attempt to
counter it. The failsafe rating applies as a Complication to every roll made to hack into a system;
failure to buy the Complication off results in an unaware system becoming aware of the
intrusion, as well as the normal problems caused by a Complication.
The agent is an active defense. Most systems rely on the failsafe to trigger an alarm before an
agent will become involved, but if a system is already expecting an imminent intrusion then the
agent can contribute to the system’s defenses from the beginning. For most systems, this is an SI
agent (p. XX), a limited intelligence Minor character that uses its Mental score (Trinity
Continuum Corebook, p. XX) to oppose the hacker and attempts to counter or trace the
intrusion. If a system has a living security admin — or whole team of admins — she or they may
serve as the agent.
7
UAS stores and encrypts files in a format that only its operating system can read.
A UAS would be entirely useless by itself. No file produced on another system
would be compatible with it, so it could never have data added or removed except
by physically keying it in. Like a one-time Vernam cipher, what makes a UAS
valuable is the key to its lock, the Access Control Device (ACD). An ACD is a go-
between, capable of rewriting files from a standard operating system into the
appropriate format for the UAS. Every ACD consists of both hardware and software
in the form of a portable storage drive designed to be as impregnable as possible.
Most ACDs are designed with extremely temperamental SIs that garble and frag
the contents at the slightest hint of any attempts to compromise them, such as
connecting it to any system other than the specific UAS.
A normal UAS system has a single ACD, held by someone extremely trustworthy
and protected by considerable physical security measures. A hacker wanting to
access the prized contents of a UAS will need to first secure the ACD, then
physically access the UAS itself to use the device. Even hardwiring into the UAS
won’t allow a direct hack without the ACD to serve as a translator between the
systems.
Creating an entirely unique operating system just for a single system or small
network is extremely expensive. UAS security is reserved for sensitive
governmental data, crucial R&D, or financial information for major corporations,
sensitive information used in the legal system, and the military. Incidents like the
OpNet crash highlighted a need for this sort of ultra-secure data storage, but it’s
simply not practical for many organizations, who instead rely on isolated storage
without the additional encryption that a UAS provides.
Hacking a System
Lacking the credentials that allow her to be recognized as a legitimate user, the aspiring hacker
must resort to more direct means. If the target system has any active security failsafes or SI
agents — and it is rare to find a system without these — then she uses the following process to
perform her hack.
• The hacker must have access to the target system.
• The hacker must have the necessary tools to perform the hack.
• The hacker attempts the hack in the form of a complex intrigue action against the system,
rolling Enigmas + Intellect. As with any intrigue action, the attitude of the system’s security
provides an Enhancement to either the hacker or the system (and any agent aware of the
intrusion).
• Success allows the hacker into the system, where she can enact subversions.
Access
For the average person in the Trinity Continuum: Æon setting, networked technology seems
completely ubiquitous. Augmented reality, widespread use of minicomps and the day-to-day
requirements of information technology at work give the impression that everything is part of a
great, all-encompassing web. It looks like a hacker’s dream come true.
Targets like someone’s personal minicomp or the networked workstations in a media company’s
8
marketing suite are relatively accessible. However, after high-profile incidents of data theft,
system subversion and, the atrocities that occurred during the Aberrant War, the necessities of
genuinely secure systems were made evident. Important data is kept on isolated systems, with
hard copies moved by bonded witnesses or by heavily guarded data storage firms. Major
companies that don’t need such a heavy level of security still run internal, isolated networks for
confidential data that are only opened for brief, pre-determined periods for data transfer. The
most sensitive or crucial data is protected in UAC systems and unique operating systems that
effectively speak a completely different language to other computational devices. Hardtech
augmentations that could be turned against their user are almost certainly isolated; hard lessons
were learned from atrocities during the Aberrant War, and other later problems.
In short, it isn’t always easy for the hacker to access her target — especially if she’s after
something more important than subverting someone’s minicomp. Sometimes the only approach
to accessing a system is to physically wire into it.
There are a number of factors affecting whether a hacker has access to her target system:
• If she is able to physically and directly access the system, she has access. In the case of a
system’s hardware where there is no obvious way to plug her tools in, this may require cracking
the thing open and fiddling around with the internal wiring and connections, using a dice pool of
Technology + Intellect.
• If she is close enough to the system to use her tool’s wireless capabilities to access it, and
it is open for wireless networking, she has access.
• If she is not close enough to use wireless directly, she can try and leapfrog through other
systems that may have access themselves. For example, the hacker might attempt to log into
someone’s minicomp via hacking the local network provider’s system first.
If the hacker attempts to leapfrog through systems that are themselves secure, she must hack
each of these intervening systems in turn. Regardless of whether she needs to hack through them
or not, the highest Scale penalty that she faces is also applied to hacking the system she is
attempting to leapfrog to, and to the target system’s attempts to counter and trace her hack.
Leapfrogging can leave a hacker overstretched — but can also serve to conceal her trail. One of
the most important aspect of gaining access to a target is the security level of a particular system.
Security Levels
After the Aberrant War and the Crash, electronic security underwent a quiet revolution. While
the OpNet and organizations connected to it became somewhat more secure, the biggest changes
occurred for information considered too important to be freely accessed from the OpNet, even by
authorized personnel.
Average Security: Minicomps, the OpNet, and many business and organizations have relatively
good security, but can be freely accessed from the OpNet, and their only security are biometrics
and passwords. This is referred to as average security. There are two higher levels of security,
which rely on secure locations as well as electronic security.
Intermediate Security: financial institutions, large corporations, and governments most often
use this level of security. Extremely wealthy or powerful individuals like important politicians or
CEOs also often use it for their personal accounts. Organizations using intermediate security
only allow employees to access their site from a few specified locations, like the employee’s
9
home or office.
Wealthy and powerful individuals using intermediate security usually have a small chip that
authenticates their identity implanted in their wrist. This chip automatically deactivates if
someone removes it or if the individual dies. These chips can be copied, but only if someone has
a chance to spend at least a minute with a scanner pressed against the subject’s wrist. Also, the
chip’s codes change every few days, so any copy is only good for a short period of time.
In addition, SIs track of the individual’s movements, permitting the person’s location to
constantly be determined within a meter. Security is alerted if the person’s location is ever
unclear, such as if they walk into a wild cave. Also, if the person deviates from their routine too
much, security contacts them to make certain they are OK. Many important people who use
intermediate security are contractually required to avoid entering areas without OpNet
connectivity. Hacking such a system requires the characters to gain access to one of the accepted
locations. Often this means hacking inside the target’s home or office, in a hotel room next to the
target’s or perhaps crouching outside the target’s window while they are sleeping.
High Security: This data consists of government or corporate secrets like the identities and
locations of covert operatives, plans for cutting-edge technology and the details of restricted
Nova Age technology. This data is never available on the OpNet. It is only kept in secure
installations that are shielded against all wireless transmissions going in or out. Moving this data
to a different location requires someone to place it on a highly encrypted data storage medium,
usually a UAS. Then, a well-armed, bonded witness carries this data storage to the new location.
Gaining access to this data either involved stealing it from a courier or physically breaking into
the facility where the data is stored and used and getting on the secure network. Since every UAS
prohibit the data from being copied in an unencrypted format, anyone wishing to steal high
security data must also obtain ACD.
Bonded Witnesses
The only way to insure that information is truly secure is to keep it on a computer
or local network located in a secure facility, which has no electronic connection to
any computer or network outside of this facility. However, even the most secure
data must be moved to other systems. To prevent data breeches, the only people
who are allowed to transport this data are bonded witnesses, people licensed by
governments as being sufficiently trustworthy to be allowed to access and transport
this data. Typically, they access data in the secure facility and print it out or make
an electronic copy that they deliver to another secure facility.
Bonded witnesses usually transport their data to courtrooms, law enforcement
offices, other secure facilities, or corporate meetings, where they deliver a hardcopy
of the data to a designated person and swear that this data has not been
compromised in any fashion that they are aware of. Bonded witnesses transport
electronic files on a secure minicomp which has no ability to access the OpNet in
any fashion and can only access a few specified and highly secure networks. Many
of the minicomps are UAS’s.
Tools
A hacker’s tools of the trade are her computer, the software loaded therein, any physical
10
implements if the target system needs to be hardwired into, and any other gadgets that make her
life easier. Due to the processing power of a good minicomp, hacking can be done on the move
and relatively discreetly — unless she triggers any security alarms in the process.
Electronic hacking without a computer of some kind is impossible for anyone who is not an
electrokinetic. Particularly impressive computer set-ups may provide an Enhancement to the
hacking attempt, but provided the hacker has at least a minicomp and access, she also needs
appropriate (and likely illegal) software — usually an agent like a DIA (see p. XX). This agent
normally provides 1 Enhancement, or she can rely on the agent’s stats to perform the hack by
itself.
The Hack
Hacking is a complex action, usually measured in intervals of single Rounds. This action has a
number of milestones usually equal to the system’s Attitude. Increase the number of milestones
for exceptionally secure systems.
Also, as long as the target system is not alert to the hacker’s intrusion, she can willingly extend
the size of the intervals, gaining 1 Enhancement for each step that she shifts; from Rounds to
minutes, minutes to hours, hours to days, and days to weeks. Taking time can give a hacker the
edge she needs to break into a particularly secure system — but it also gives more opportunities
for the system’s agents to pick up on what she is doing.
Additionally, if the Scale of the target system is greater than that of the hacker’s tools, the size of
the interval is forced up by one step without granting Enhancement. Hacking a traffic light from
a minicomp can be relatively quick, but attempting to punch through the firewalls of a major data
storage facility without some seriously hefty computational firepower is going to take more than
a few moments.
The dice pool for the hack itself is Enigmas + Attribute (usually Intellect) against either a static
Difficulty (for an unaware system) or opposed by the system’s agent (for an alert system). The
Failsafe of the system acts as a Complication to every roll. Once the system is alert, each point of
Complication the hacker fails to buy off provides the agent with 1 Enhancement on its next roll.
If she successfully overcomes all of the hack’s milestones, the hacker is inside the system.
Regardless of whether the system is alert or not, she now has a number of successes to spend on
subverting the system equal to the total of her Enigmas + Cunning rating.
Locate Data (2 successes): The hacker finds a specific piece of information or a particular file
she seeks within the system.
Standard Function (1 or 2 successes): The hacker may activate a function that the system could
normally perform, such as opening or closing an automatic door, turning off a camera feed or
starting a file download. If the system is unaware, this costs the hacker a single success; if it is
alert, then this costs 2 successes.
Forced Function: (3+ successes): The hacker may force a function that the system would not
normally perform due to safeguards or programming limitations but that is reasonably something
it could achieve. For example, rather than simply closing and locking a door, the hacker could
then overload the door’s electronics with a power surge and burn them out; or she could cause an
SI-driven vehicle to veer off the road and crash. The number of successes that a forced function
costs is for the Storyguide to determine.
11
Hide Subversion (1+ successes): The hacker may attempt to cover her traces within the system.
She can create a Complication on one of her other subversions within the system, with a level
equal to the number of successes she chooses to spend. This Complication is applied to the
actions of agents in the system that are trying to counter or trace her; if the Complication is not
bought off then the agent will not be able to detect the hidden action. This can be key for
subversions such as downloading large amounts of data that will likely take more time than the
hacker will manage to remain in the system.
Adjust Attitude (4+ successes): The hacker may attempt to alter permissions, meddle with
validations and generally embed herself further in the system. Every four successes she spends
on this subversion shifts the attitude of the system one point positively. Unless she successfully
conceals this with Hide Subversion, it will almost certainly be reset after she leaves the system.
She cannot shift attitude by more than her Enigmas Skill.
Set Alarm (2 successes): The hacker places an alarm within the system. She chooses what will
trigger the alarm, and attaches it to another subversion that she also buys with successes, such as
performing or forcing a function. When the alarm condition is triggered, the second subversion
goes off. This could be as mild as sending a message to the hacker’s minicomp when a particular
person logs into the system, all the way to making a combat drone open fire when its targeting
programs pick up anyone wearing an orange jacket.
Scramble System (2+ successes): The hacker attempts to incapacitate the whole system. She
must expend successes equal to the system’s Failsafe rating plus two, preventing the system from
performing any of its normal actions and increasing the Difficulty of any dice pools involving
the system by 2 (including her own). If she expends successes equal to twice the system’s
failsafe rating she can crash it entirely, though this will obviously boot her out immediately.
Leapfrog (2 successes): The hacker may leapfrog from this system to another that it connects to.
She remains connected to this system as part of the chain to her ultimate target, and getting
booted out of this system cuts off any links in the chain that follow it.
Boot Agent (Varies): The hacker attempts to lock an agent out of the system entirely. She must
spend successes equal to the agent’s dice pool (the Mental pool for an SI agent, or Enigmas +
Attribute for an admin) and then succeed at an opposed Enigmas check against the target; doing
so shuts down the agent’s access and prevents him from taking any counter actions other than
revalidation.
12
agent will usually run that sort of decision up the chain to a living, breathing admin
— if there is one.
Once the hacker has spent her successes, she may then either leave the system or continue the
hack. If she chooses to continue, she rolls Enigmas + Attribute again against the appropriate
Difficulty, but instead of a complex action, this becomes a series of single rolls; each time she is
successful, she gains a new pool of successes to spend on subversions. If she is in an unaware
system, she can spend as much time as she likes choosing how to spend her successes; however,
she must continue to buy off the Failsafe Complication on her rolls to avoid being detected. If
she is struggling for control of an alert system, then she will be rolling on a Round-by-Round or
minute-by-minute basis against the system’s agents.
Counters and Tracing
An agent protecting a system has additional countermeasures he can deploy against intrusions.
Whenever a hacker fails to buy off the Failsafe Complication during a hack against an aware
system, the agent can trigger one of the following outcomes.
Adjust Attitude: The agent shifts the system’s attitude negatively towards the hacker by 1 point.
This can only correct an attitude already shifted by the hacker; it cannot give the system a more
negative attitude than it began with.
Boot Hacker/Close Connection: This can only be done if the agent has successfully traced the
hacker. The agent makes an opposed check against the hacker, each using their Enigmas +
Attribute dice pools; if he succeeds, she is immediately booted from the system or has her hack
attempt terminated and all accrued Milestones lost.
Revalidation: This can only be done if the hacker has booted the agent from the system, and may
not be done during the same interval as the agent was booted. The agent must succeed at an
Enigmas + Cunning check, with success allowing him to re-enter the system.
Secure System: The agent tightens the security of the system, temporarily shifting its Attitude a
single point negatively towards the hacker for a number of Rounds equal to the agent’s Enigmas
(or half the Mental pool of an SI agent). A system’s attitude can only ever be shifted a single
point in this way.
Scan: The agent attempts to track any activities within the system, rolling his Enigmas +
Attribute dice pool to discover any subversions the hacker is perpetrating. Note that the hacker
may have applied a Complication to this via Hide Subversion.
Scrub: The agent attempts to undo subversions that the hacker has implemented, making an
Enigmas roll and spending his successes to remove successes spent on subversions he has
detected. He must fully buy off all successes in a subversion to get rid of it.
Trace: The agent attempts to trace the hacker’s connection. He makes an Enigmas roll and, if
successful, he tracks the hacker’s information footprint through the system. This allows him to
then perform other actions that require a trace, but he can also perform a second trace to follow
the hacker’s connection back to its origin — and can then attempt to initiate his own hack against
the hacker’s computer, acquire the hacker’s location, or other possibilities. Any Failsafe the
hacker possesses on her equipment applies as a Complication to the agent’s own trace attempt.
13
There’s no shortage of surveillance in the 22nd Century — cities and space platforms have
networked surveillance systems, while at the individual level miniaturized cameras and
microphones, drones both large and small, bioware, and implanted tools of the trade are easy to
access. For those who want to avoid the watchful eye of the state, the art of counter surveillance
is key.
When characters attempt surveillance, or are trying to evade the surveillance of others, it can be
run as a scene of action-adventure or procedural action where the players make use of clever
plans, specific pieces of technology and the environment to keep watch on their targets or to
evade the same. However, it may sometimes be desirable to abstract the process when other
action sequences are also taking place concurrently or where the players and Storyguide just
aren’t that interested in the particulars and care more about the end result.
Abstracting surveillance is done with the Larceny + Attribute dice pool. If both surveillance and
counter surveillance are actively being used in a game of cat and mouse, both characters roll
their pool. If either side is passive, such as a surveillance team tracking an unsuspecting target or
a criminal trying to avoid being seen by a network of cameras that are not currently alert to her
fugitive status, then the Storyguide sets a basic Difficulty for the active side. The various tools
and techniques each side in the contest has should be awarded as Enhancements or
Complications to dice pools.
If the surveillance is successful, the character is able to track or observe her target; if the counter
surveillance is successful, the target is able to evade the surveillance or find any surveillance
equipment in an area he sweeps.
14
Chapter Seven: Psionics
Those who truly understand psionic powers need no explanation. Those who need
explanation will never understand.
—Anne McCaffrey
The subquantum universe exists alongside the physical universe, constantly touching every
point. It is a place of connections, where time and distance often depend on how closely
associated two objects are, rather than physical location. The emergence of psions gave humanity
the first tools needed to control this universe. All psions harness and manipulate the subquantum
universe to affect the physical world.
Psi
Psi measures a character’s synchronicity with the universe around her. Psionic energy pools in
creatures attuned to it, empowering and encouraging them to use it. As they practice harnessing
the subquantum flow, psions’ ability to store and command psionic energies grows. Characters
with higher Psi exert greater power, versatility, finesse, and control over their effects.
Even neutrals have a Psi trait, representing their basic, living connection to the subquantum
universe. Though normal humans resonate with the subquantum world, they have no control over
it. They possess a single dot of Psi, which generates a weak noetic field that allows them to use
and even format some bioware.
Most humans with latent psionic potential, and most newly triggered psions, possess two dots of
Psi. Particularly strong latents — those who may become teleporters or quantakinetics — must
purchase a third dot at character creation to gain those Aptitudes. The greatest psions in the
Trinity Continuum — the proxies — each have Psi traits of six or seven dots. While they
command powers that most other psions haven’t dreamed of, there’s no barrier preventing any
psion from reaching their potential. Anyone with the drive, patience, and resilience to overcome
failures and limitations can equal their knowledge and ability.
A character’s Psi directly contributes to the dice pool she uses to activate psionic powers, giving
experienced practitioners greater control the effects they generate.
[TABLE THIS]
Psi Description Mode Attunement Target Psi
Maximum Range Number points
• Normal Human 0 0 8 1
•• Latent/Recently 1*/5 Short 8 5
Triggered psion
••• Strong Latent+ 5 Medium 8 10
or Trained
psion
•••• Experienced 5 Long 8 15
psion
••••• Veteran psion 5 Extreme (10 8 20
kilometers)
••••• • Transcending 6 Extreme (100 7 30
psion kilometers)
••••• •• Proxy 7 Extreme ^ (1,000 7 40
kilometers)
* Latent psions may have one dot in single Mode. They can’t consciously control it and may
only manifest the power at dramatically appropriate times, with the Storyguide’s permission. If
the character is later triggered into another Aptitude, she keeps this dot as her Auxiliary Mode.
Latents don’t have access to Attunement, nor can they access their Psi pool.
+ Latent quantakinetics and teleporters must have Psi 3 to be powerful enough to obtain these
Aptitudes.
^ Multiply Attunement range by 10 for each dot above seven.
[STOP TABLING THIS]
Psi points
Humans are psionic batteries. Even baseline humans retain a portion of the psionic energies that
move through them. Psions attract and store even more of this subquantum energy, and can use it
to manifest and control their powers.
A character’s pool of Psi points depends on her Psi trait as listed in the above table. The
minimum Psi point cost to manifest a power is stated in that power’s description. In addition to
the minimum activation cost, psions attempting to use powers beyond their dots in a Mode must
pay extra Psi points, even if the power is normally free to use. See Activating Psi Powers, p. XX.
A character regains her Psi trait in points every 10 minutes (five minutes for psions with Psi of 6
or 7) after ceasing psionic activity. A character who chooses to spend Psi points every nine
minutes (or is somehow forced to do so) can drain herself of psionic energies without recovering
any Psi points.
Attunement
Psions have an inherent awareness of the subquantum universe around them. This gives them the
ability to sense strong sources of psionic energy as well as to feel sudden, dramatic changes in
Psi flows. This Attunement allows a psion to feel these changes at greater distances as her Psi
trait increases, as per the table on p. XX.
The character may take an ordinary action to concentrate on her Attunement, rolling Psi + her
highest Mode. Success tells the psion if any strong Psi sources, such as powerful psions, potent
bioware, or psionic powers are being used within the character’s Attunement range. This doesn’t
reveal any information about the Psi source, although the character can spend additional
successes to discover more, such as the general direction, approximate range, or the strength
relative to the psion.
The drawback of this sensitivity is that the psion can’t tune out sudden or drastic shifts in the Psi
flow. Destruction on a massive scale (hundreds of simultaneous deaths in one location, a moon
exploding), or other significant disruptions to Psi (attack squads of powerful Aberrants using
their powers) can shock and distract the psion. Smaller, more intimate events — such as the
psion’s sister giving birth for the first time — can also have this effect. If such disruptions occur
within the psion’s Attunement range, the psion gains the Psychic Shock Mental Status Condition
that provides a Complication equal to Psi – Composure (if greater than zero). This Status
Condition lasts for the next scene unless someone provides the psion with telepathic
Psychbending or vitakinetic Iatrosis treatment capable of removing mental Status Conditions.
Plasticity (•)
The biokinetic can overcome various mechanical restrictions on her body without losing
functionality. She can soften her bones and tissues to the consistency of soft rubber. She can
stretch out her skin and muscles to shape her body, extend her reach, or flatten herself to only a
few centimeters thick and fit into narrow spaces.
System: The character can stretch his reach a number of additional meters equal to his Mode
Dots. She can soften and flatten himself to fit through gaps no smaller than (10 – Mode Dots)
centimeters. The biokinetic can also build shapes from her malleable body, such as wings. While
she lacks the strength to fly, she could flatten and stretch herself to glide or mitigate falling
damage. These changes last her Mode Dots times her Duration. The character’s close combat
attacks automatically gain the Reach tag, and add the Entangle tag by spending one success
Gross Manipulation (••)
The psion makes obvious and unsubtle changes to his physical form, without drastically
changing his overall structure. Psions typically use these changes as quick offensive or defensive
measures. He could grow additional eyes, plate herself in armor, or sprout tentacles. He can
sharpen his fingers into knives or other simple mechanical tools. He can also adjust her features
and general build. These changes aren’t enough to mimic anyone else’s appearance or improve
the psion’s Attributes, but can make him unrecognizable to pursuers.
System: The psion alters aspects of himself by spending successes as per the chart below.
Enhancement bonuses granted by these modifications for any non-combat purposes are equal to
his Mode Dots/2. The psion designs each modification to accomplish a specific purpose. Each
separate modification costs successes – see the table below. Extra limbs allow psions to hold and
manipulate objects, and may allow characters to perform more and more complex mixed actions
in a Round, like using two hands to pick a lock, and a third to fire a gun. Additional sensory
organs can allow the character to perform tasks like seeing around corners by putting an eye on
his fingertip.
If he is instead transforming his body into armor or weapons, then the psion gains a pool of
points equal to his Mode Dots + successes in tags to use to create these armor and weapons.
Weapons formed through this power all possess the Melee tag and can have any of the following
Weapon Tags: Brutal, Deadly, Entangle (2), Grapple, Piercing, Pushing, Quality (2, 3), Reach,
Shield (2), and Weighted. Similarly, he can add the Complete (3), Composite (2), Defensive (2),
Hard (1) or Soft (1, 2) tags to armor formed by this power. All changes last for his Mode Dots
times his Duration.
[TABLE THIS]
Non-Combat Successes Required
Modifications
Tool 1
Appendages 2 per appendage
Sensory organs 1
Cosmetic changes 1 for any desired changes
Clairsentience
Clairsentience opens a psion’s mind to interconnected layers of reality. Everything that has led to
the moment that is now, and everything that is forges the pathway to future events. Clairsentients
can cast their minds across the universe to see the present. They can peel back time and study
how past events occurred. Less reliably, they can watch the interconnections play out to predict
the most likely futures, or even influence the connections and choose their own path.
Basic Powers
All characters with even one dot of Clairsentience possess the following powers.
The Sight
Clairsentients are more keenly attuned to subtle psionic fluctuations than their peers, able to
sense and influence these flows. When using Attunement they receive more information. They
can feel Psi energy moving through objects and living creatures, can sense strong latency, gauge
the strength of nearby psions, or hone in on the active use of powers. The psion’s ability to alter
psionic fluctuations is extremely limited, but he can impart messages in special biotech
receptacles called focal crystals (p. XX).
Sensing the presence of Psi also helps clairsentients be more aware of areas corrupted by
Aberrants. Quantum energies interfere with the proper flow of the subquantum universe and
stand out to the clairsentient like dark spots against a bright background. This luminescence can
make isolated Corruption difficult to pinpoint as it masks the darkness. Detecting a location
where multiple Aberrants have used their powers is simple, whereas finding one Aberrant hiding
within a heavily populated area is challenging.
System: In addition to the usual information a psion gains from using Attunement, if successful,
the clairsentient knows the Psi trait, current number of Psi points, and the Aptitude of each psion
within his Range, and whether or not a neutral has a strong latency. Characters capable of
masking or shielding themselves from such probing oppose this roll with their own Psi (or
equivalent trait) + relevant power or ability. The clear can also sense any Corruption zones or
Terat Aberrants (p. XX) within range. Also, for one success, the clairsentient can record a brief
message (no more than five minutes of speech or video, or a similar quantity of images or text)
on any focal crystal within Close range.
Extended Attunement
In addition to sensing more than other psions, a clairsentient’s Attunement also extends further.
System: Add the clairsentient’s highest Clairsentient Mode Dots to her Psi trait for the purposes
of establishing her effective Attunement dots and range (p. XX). When using Attunement, the
clear is also aware of any focal crystals within range that contain messages (p. XX), and can
spend a success to read the message. The psion knows before she spends a success whether she
has previously read a message.
Psychometry
Everything has its own unique signature in the subquantum universe. When the signatures of
different creatures, places, or objects interact, they inevitably leave noetic impressions. Events
with strong emotion or significant activity converge make more noticeable impressions, but even
the least significant interaction detectably changes the subquantum universe. Practitioners of
Psychometry can sense these changes and use them to delve into the past and understand how it
relates to the present.
Psychometry is normally limited to seeing no more than a number of days equal to the psion’s
Mode Dots into the past. However, at the Storyguide’s discretion, the psion can see powerful
psionic or Quantum events or particularly impressive significant events (see below) up to Mode
Dots months or for the most powerful events, even Mode Dots years or centuries in the past.
However, this longer timeline only ever applies to places or objects, never to living creatures,
since living things change too much over time.
Objects and locations that have been buried or entirely abandoned for centuries or even for tens
of thousands of years have not had their previous noetic impressions diluted by later events. As a
result, Psychometry can be exceedingly useful in ruins and other archeological sites. Details are
often somewhat less clear than normal, but a powerful significant event from 30,000 years ago
can still leave noticeable traces.
Significant Events
Psychometry powers provide awareness of what psions call significant events.
These are moments of extreme emotion, considerable change, or those crowded
with living noetic templates. Significant moments obfuscate other details that the
psion may seek. Opponents who know how Clairsentience works can use this to
their advantage and plan accordingly.
The Storyguide should assign Complications to a character’s roll when significant
moments obscure the details she seeks. Although her power will work, she won’t
necessarily gain the detail she wants or may see the significant event instead.
Orientation (•)
The clairsentient knows exactly where he is in relation to either a specific point or the nearest
familiar landmark. He can know the direction and distance to a known location or feature. If his
plane crashes in a jungle, the psion could use Orientation to know that he is 1,023 kilometers
from his home. He could know that the town saw from the air is 31 kilometers due south, and
that the road she caught a glimpse of is 673 meters east-southeast.
In addition to knowing his absolute location and everything around him, the clairsentient also
becomes hyper-aware of his surroundings. This helps him overcome difficulty, and can assist
him in situations where this awareness would provide advantage.
System: Success indicates the character knows his location and has an awareness of direction
and distance to any location he has ever seen that’s within his Psi x 10 light years. This
awareness lasts the remainder of the Scene. While the power persists, he can also spend
successes to reduce Complication from sensory impairment, such as loud noises, smoke, or lack
of light. If the roll relates to a situation where heightened awareness would be advantageous, he
can spend successes to add Enhancement to the action.
Dowsing (••)
In addition to knowing her own location, the clairsentient can determine the location of noetic
signatures she knows. This is easiest when she has a noetic connection with an individual or
object, but she can also find examples that resonate with general themes. She could find the
nearest police officers or Æon chapterhouse, electrokinetics or psions more generally. She could
even find hardtech freighters, or those carrying certain types of cargo.
With additional effort, the clear can push her power to interstellar ranges, though this sacrifices
detail. She can look at the sky and know if the star she focuses on is within her range, and
roughly how many planets orbit it, but little more beyond this. Her power adjusts for the fact that
the light she sees may be dozens or hundreds of years old, and the star has moved on from its
apparent location in the sky.
The psion can also use her experience of noetic relationships to cloak or highlight her presence
by precisely controlling how her subquantum signature interacts with the universe. This power
doesn’t aid the psion’s physical attempts to hide, but does increase the difficulty to locate her
using psionic abilities. This power is necessary for the operation of Leviathan jump ships.
System: The psion can use this power to locate any known object or person or a general type of
person or object, as indicated in the description above. Additional successes give the psion more
information about the location, like whether it is in a building or underground, or if it is
stationary or in motion. She can push to interstellar range, using the interstellar range listed
above. Success tells her if the star she seeks is within her range, and if so, how distant it is. She
can spend an additional success to know how many planets orbit the star, and another to sense if
any of the worlds are within the ‘Goldilocks Zone’ capable of supporting terrestrial life.
The character can also use this power to conceal or draw attention to herself from psionic
detections. If successful, she applies her number of Mode Dots as either an increased Difficulty
(when concealing) or an Enhancement (when noticeable) to powers designed to find her.
Sensory Manipulation (•••)
The clairsentient can project her senses and see, hear, taste, smell, or touch distant locations as if
he were present. His Psi insulates him from direct negative effects. He wouldn’t be burned or
choked extending his senses through a burning building to search for survivors, though he would
feel uncomfortably warm and have chest tightness from the feel of smoke and fumes in his lungs.
The psion can also use this power in concert with Dowsing at interstellar ranges to gain more
information on the stars and planets he surveys. This use is essential for clairsentients piloting
Leviathan jump ships to distant systems.
Cost: 1 Psi point
System: The clairsentient can perceive the location just as if he was there in person and can
spend successes to search for clues using sensing (Trinity Continuum Corebook, p. XX).
When using this ability at interstellar range with Dowsing active, his perceptions are exceedingly
limited. He can spend successes to learn more about one planet or celestial object in the system
he’s sensing. Each success reveals one macro detail — gravity, climate, breathable atmosphere,
presence of water, major land masses. He can’t learn fine details through this power at
interstellar range.
Focus-sensing (••••)
The clairsentient can now sense details far outside the range of human perception. She can focus
to nanoscopic fine detail and beyond. The clairsentient can see tiny compositional and
manufacturing details of objects. She can sense the arrangement of atoms to know whether
something was carved, forged, or made through other means. The clear can even sense chemical
composition and see the arrangement of atoms or can instead choose to see or hear light or
sounds well outside of the range humans can detect or detect smells better than a bloodhound.
With sufficient successes, she can even penetrate to the subatomic level and understand the
makeup of protons, neutrons and electrons, and know which isotopes are present. She can use
this in conjunction with Dowsing and Sensory Manipulation to gain detail of planets and
structures, though she still can’t obtain the detail available at less extreme ranges.
Cost: 2 Psi points
System: If successful, the character adds an Enhancement equal to her Mode Dots to see fine
detail or notice inconsistencies within her normal sensory range. Each success spent shifts her
perception one detail ‘step’, from microscopic (bacteria and other small creatures), nanoscopic
(viruses and nanoparticles), atomic (individual molecules), and subatomic (the particles within
atoms). One ‘step’ also allows the character to perceive light or sound outside the range of
human senses, like x-rays. The character can combine this power with Sensory Manipulation to
sense precise details of distant objects. When used at interstellar ranges with earlier powers, she
can spend a success to learn more about the celestial objects. Each success reveals the presence
or absence of life, type of life (animal, microbial, or vegetable), and possibly whether the life
conforms with anything familiar to the clear (such as mammalian or reptilian). She can also
sense the presence of major settlements and the rough tech level if a civilization has surpassed
the equivalent of an industrial age, and if there is an ongoing global war or some other equally
noticeable event.
Omniscience (•••••)
For a limited time, the clairsentient becomes one with the noetic totality and can sense
everything within range. Although he observes every event happening at that moment, even a
mind as powerful as hers can’t comprehend everything. The amount he understands depends on
how much detail he seeks. The greater the detail, the more his viewpoint narrows.
Cost: 3 Psi points
System: Success gives the psion total sensory awareness within her Radius and can spend 1 Psi
point to increase her Radius by one Range Band, but cannot further increase his Radius except
by using Clear Vision. At this level of awareness, he perceives overall impressions of everything
occurring within this area. He can use this to guide his focus into specific areas to see detail
before moving out again. Focusing on a specific event within his sphere of awareness costs one
success; returning to his totality overview costs nothing. The character can combine this power
with Sensory Manipulation as per p. XX to gain Omniscience of an area around the target point.
This power lasts his Mode Dots times his Duration, but the psion cannot use it at interstellar
range.
Psychocognition
Psychocognition is the least precise Clairsentience Mode. This Mode predicts probable
movement of the universe by taking a psionic snapshot of the moment and extrapolating all
influences and energies on it. Psychocognition is most effective in determining which immediate
actions will deliver the most favorable future for the psion. The further into the future one delves,
the less likely it is that any given prediction will occur. The universe is so infinitely complex and
finely balanced that a change in the movement of one particle could eventually bring about vast
changes.
Alertness (•)
The bulk of the clairsentient’s attention remains focused on the present, but a small fragment
watches the immediate future. The awareness isn’t conscious — the psion doesn’t know exactly
what is about to happen until the event takes place — but her subconscious notes any incoming
danger and prompts her to action, even if she’s not sure why.
System: Each success increases the difficulty of all attempts to use the Inflict Damage stunt
against her by +1. The Storyguide should also warn the character if her action, the actions of
others, or the environment would create negative consequences for the clear in subsequent
Rounds. This includes incoming attacks, but also if an earthquake was about to strike the
building she is in (or about to enter). She would also know if she was about to make an
immediate serious social blunder — asking after a person’s partner who has recently died — or
danger from mental tasks, such as taking the winning move in a game that will cause the
opponent to shoot her in a sudden fit of rage. However, she only knows that the action she is
about to take is problematic, not why. The character can sense danger, not the precise reasons for
this danger. Also, although the character is forewarned, nothing stops her from going ahead with
the dangerous activity. This power lasts for her Mode Dots times her Duration.
Least Resistance (••)
At moments of decision the clairsentient glimpses across all possible choices to see which is the
easiest path to take or what actions he should avoid taking. Whether he chooses to follow this
revelation is up to him, as his choices collapse the uncertain potentiality and future becomes the
present. This power doesn’t give the psion any insight into whether the simplest path leads to the
best long-term outcome, it just reveals the immediate path of least resistance. The clear can also
use this power to gain brief visions of possible problems in his immediate future.
Cost: 1 Psi point
System: The character knows the quickest path to his destination, such as the exit to a building,
the nearest fire alarm, or where he left an object he lost. If his actions require a roll, he gains a
pool equal to successes that he can use as an Enhancement to any necessary rolls. The power
lasts his Mode Dots times his Duration.
Alternately, the psion can use this power to provide information about the near future. If
successful, the Storyguide runs the game normally, but if something goes seriously wrong in the
next Mode Dots minutes, the player can declare that this event was a clairsentient vision. At this
point, time resets to when the clear used this power. Clears can look into the future like this no
more often than once a Scene. Using both aspects of this power together requires either two
actions or a mixed action.
Hinder (•••)
Rather than just simplifying her options, the clairsentient understands how her actions impact
others, and how her choices create the most difficulty for her opponents.
Cost: 2 Psi points
System: The character learns how her approach to a situation can hinder her opponent. This
could be the psion’s own actions, such as approaching her opponent from his left because he
suffers hearing loss. It could also lead the psion to any location or object within her power’s
Radius that will affect the opponent’s ability to respond, like a childhood treasure, whose loss he
won’t risk. If the psion’s opponent needs to roll, the clear has a pool equal to successes that she
can spend to increase the Difficulty at a rate of one success per +1 Difficulty. This pool lasts her
Mode Dots times her Duration but only applies to a single opponent.
Favorable Outcome (••••)
Predicting more than a few moments into the future is particularly difficult as the sheer number
of arrangements the universe can take grow with every decision made. Clairsentients with this
level of power overcome this to a degree.
Cost: 3 Psi points
System: The psion can make a number of rerolls equal to his Mode Dots + successes for the
remainder of the Scene. He can retry failed rolls and also reroll a successful roll in the hopes of
generating more successes. In all cases, the character chooses which version of any particular roll
to use. The character can spend additional rerolls on one task until he either gains a result he
likes or exhausts his pool. Fate can only be pushed so far without considerable effort; each
subsequent use of this power within one Scene increases its cost by an additional three Psi points
and its Difficulty by 1.
Nexus Surfing (•••••)
With this level of power, the psion learns to tune into the totality of the upcoming future and
sense impending disturbances. Nexus points are times and places of great importance, which can
disturb the flows of noetic energy as they disrupt the lives of hundreds, or perhaps even millions.
Many nexus points are caused by violence, like a bomb going off or a large, poorly maintained
spacecraft crashing into an asteroid. However, a single accidental insult that derails a treaty and
leads to a Europe-wide war would be just as powerful a nexus point as a massive Chromatic
attack. The psion can also use this power to scan an individual’s future, checking to see if there
are any nexus points or other significant events.
Cost: 4 Psi points
System: Your clairsentient attunes herself to the implicate subquantum order for the entire
session, enabling her to sense upcoming disturbances within her Enhanced Attunement range. A
nexus may be anything from the impending explosion of a poorly maintained hyperfusion reactor
to a massive Aberrant assault. This ability allows the character to learn of upcoming threats that
will occur during this session that they might otherwise have no way to learn of.
The character only gains a few flashes of information about the upcoming disturbance. She
learns the location and approximate time of the disturbance, and no more than one or two
images, which are usually cryptic and partial. An upcoming Aberrant attack might be revealed
with a brief image of a few dead Legion soldiers, while an overloading hyperfusion reactor might
be signaled by a warning light going off on a control panel, and a diplomatic insult signaled by a
look of shock on the insulted party’s face. Each success provides the psion with one piece of raw
information about the event. The psion can also spend one success to upgrade each piece of raw
information, providing either interpretation or QA about the clue.
Once triggered, Nexus Surfing’s influence is difficult to resist — the character feels pulled
towards the location. A successful Integrity + Resolve roll allows her to resist heading towards
the nexus, but she still feels this pull. If the clairsentient scans an individual’s future, she catches
glimpses of any nexuses the individual is associated with that are within a number of years equal
to the clear’s Psi. Like other uses of this power, these glimpses provide nothing more than a
location and one or two often cryptic images. Also, these images are only of the individual’s
most likely future, and may change.
Transcending and Proxy Tier Powers
Only proxy Tier psions can learn these powers.
Clear Vision (••••• •)
Clear Vision is three separate powers, one each for Psychometry, Psycholocation, and
Psychocognition. These powers are only accessible to proxy Tier psions. These powers don’t
provide a new effect, they increase the effect of every other power in that Mode.
System: When using a power from a Mode for which the psion has Clear Vision, he may spend
an additional Psi point to increase the Scale of one aspect of the power like Radius or
Attunement Range by one, increase any Enhancement by +2, or multiply any numerical
quantities like range in light years or number of targets by five.
Destiny (••••• ••)
A clairsentient proxy can tread the delicate paths of choice with accuracy akin to threading the
finest needle. Once he focuses on reaching an outcome and follows the paths to take him there,
few things can stand in his way. Although the proxy is almost certain to reach his destination, the
path is often filled with setbacks and danger.
Cost: 10 Psi points
System: For one session, the proxy gains a pool of points equal to his Psi plus one per success.
Each point in this pool can be used to provide the psion with 1 Enhancement to one action,
including Defensive Stunts. This bonus rises to 2 Enhancement per point if used to aid in any
action that directly protects the psion, his close comrades, or any group the psion feels passionate
loyalty to from serious harm or death.
This pool only refreshes through setback, as the universe seeks to balance itself. Instead of
benefiting from Enhancement on a roll, the proxy can instead choose to increase the Difficulty to
return the same amount of points to the pool. Additionally, each time the proxy takes damage he
adds a point to the pool. The proxy can’t reduce the time Destiny is active, and can’t reactivate it
during this period.
Electrokinesis
Electrokinesis gives the psion awareness and control of both electricity and the electromagnetic
spectrum, as well as everything that uses or relies on electricity. Computers, vehicles,
communications, biotechnology — even living flesh — all work because of the flow of energies
under this Aptitude’s domain. All these things can be manipulated, enhanced, or diminished as
the electrokinetic desires.
Basic Powers
All characters with even one dot of Electrokinesis possess the following powers.
Burst
The electrokinetic is a nexus where energies converge. With a small effort, the psion can
coalesce them into a small semi-focused burst of electricity or EM radiation. Fine control is
impossible, but this burst can still be useful. A burst of static electricity could create enough
charge to power a device for one last use, or to force a short circuit and shutdown. A burst of
radio waves could briefly interfere with nearby OpNet signals, or a flash of light might distract
enemies, or signal allies.
System: The character focuses energy to a single point within Short range. Depending on the
psion’s intent, characters using senses, equipment or powers affected by this burst may suffer an
increased Difficulty with the number of successes rolled, or the psion may use it for some other
purpose like signaling or briefly powering a small device.
Sense Spectrum
The psion can feel which electromagnetic energies are present. She has a general sense of what
purpose they serve — the difference between microwaves from an oven and those from a
communications transmitter — but can’t tell what information they carry.
System: The psion is aware of any electromagnetic energies within Short range, as well as the
relative strength and source of these, and if they carry information like OpNet data.
Electromanipulation
Electromanipulation deals with the flow of electromagnetic energies through living organisms.
Humans, animals, and bioware are all subject to Electromanipulation. Even alien species are
susceptible as long as their systems are based on electrochemical charges moving throughout the
organism. Electromanipulation tends to have few visual cues. Its results may be noticeable, such
as making the dead walk, but the psion can remain hidden without sparks or light displays to give
away his location. Unless otherwise stated, psions can use Electromanipulation powers against
targets within visual range. The psion gains +1 Enhancement if he touches the target instead.
Bioelectrical Awareness (•)
The character can tune into the distinctive bioelectrical patterns of living creatures to detect how
many life forms are within an area. In addition to this general understanding, the psion can focus
on the flow of electromagnetic energies through an organism within his line of sight. He can
disrupt this flow to hinder his victim’s movement and functionality.
System: Success lets the character detect all bioelectrical creatures (all known physical life
forms) within his Radius. He can gather more detailed information, such as whether they’re
human, animal, or alien, by spending successes. This power lasts for one Scene.
To disrupt a target within his Range, the roll is opposed by the target’s Survival + Stamina.
Success disturbs her energy flows, adding Difficulty equal to the number of successes rolled to
her rolls for a number of Rounds equal to the psion’s Mode Dots. If the penalty is greater than
the victim’s Stamina, she is instead unable to act for the duration.
Precision Understanding (••)
The electrokinetic increases her understanding of the specific bioelectrical systems of the brain
and nervous systems. She can watch someone’s neurological activity in response to truths and
falsehoods, like a lie detector and can sense a person’s intention to act as the signal moves from
brain to muscle. The psion can also use this ability to detect recent traces of living bioelectric
activity in an area.
System: Success allows the psion can to the target’s specific bioelectrical reaction to situations.
This grants successes as an Enhancement to understand the target’s intentions or reactions, such
as detecting lies or understanding whether the person recognizes an image. When used in combat
the psion can add successes as Enhancement to defense rolls used against any attacks the psion is
aware of. This power also reveals any inconsistencies to the target’s energy flows, such as
injuries, nerve damage, bioware, or hardtech implants.
When used to read bioelectric traces, the character can scan an area within her Radius for any
traces of living creatures. One success allows the character to detect the number and approximate
size and type of creatures in this area up to 30 minutes in the past, but cannot distinguish
between humans, Qin in biosuits, or human-sized Aberrants. Each additional success can either
increase the length of time into the past the character can look by 30 minutes or provide
additional details, like species (including being able to distinguish humans from Aberrants). For
two successes, the psion can recognize individuals that she has previously scanned with
Electrokinesis. This power lasts one Scene.
Enhancement (•••)
Once he understands living biocurrents, the psion can manipulate them with extreme precision.
He can boost Mental Attributes and associated traits. He can also shield a target’s body from
electromagnetic forces, or concentrate and ‘overcharge’ electricity and discharge them like an
electric eel’s attack.
Cost: 1 Psi point
System: Success allows the character to add one dot to his mental Attributes for every success
spent, up to his potential maximum +1 for each Attribute. He can also temporarily purchase
mental Edges that don’t require external resources at a rate of one dot per success. Enhancing
others is possible, but requires both twice the normal number of successes and physical contact.
The psion can also use this power defensively on himself or on anyone within his Radius. The
target becomes immune to all attacks and environmental damage with the Electrical tag. For one
additional success, this armor includes an electric field that possesses the Electrical weapon tag
and the Defensive armor tag. All of these powers last the psion’s Mode Dots times his Duration.
Used offensively, the psion spends one Psi point and rolls his dice pool to make the attack listed
below. The attack automatically has an Enhancement equal to his Mode Dots/2, as well as the
Electrical and Ranged (Close – Short) tags, and if the psion wishes, the Stun tag. The psion can
purchase additional tags by spending one success per point of tags. These additional tags include
Combined Stun (1 additional point), Non-Lethal (1 additional point), or Spread (1). The psion
can also spend one success or one Psi point to increase the range to Medium.
[TABLE THIS]
Attack En Range Damage Type Tags
Bioelectric Mode Dots/2 Close-Short Electrical Electrical, Ranged
shock (Close-Radius), Stun
END TABLE
Technokinesis
Technokinesis controls the flow of electricity and data through non-living machinery. It can
power a machine or modify data at the psion’s whim. Although human technology develops and
changes at an alarming rate, practitioners of Technokinesis don’t have to adapt and modify their
approaches to keep pace. Like other Psi powers, the psion doesn’t require extensive knowledge
of the technology; her Psi translates human intentions to machine actions.
Tap (•)
The electrokinetic can read electronic data stored within a device. The psion can also see the
movement of data within an active machine. This power doesn’t give the electrokinetic any
ability to change data stores (or flows), nor does it leave a conventional trace of accessing the
data.
System: Roll with a Difficulty equal to the device’s attitude (p. XX). Success indicates the
character can understand any unencrypted data on any device within Close range. He can try to
read encrypted data by spending two successes and rolling Enigmas + Intellect at a difficulty
equal to the encryption level. Most encryption is +1 to +2 Difficulty, whereas government or
military grade encryption could be as high as +5. Successes add Enhancement to the roll. The
system doesn’t detect use of this power as an intrusion, even if he fails the roll. This power lasts
for his Mode Dots times his Duration and the psion can use it on any device within his Radius or
that is connected to a wireless network the psion is on.
Access (••)
The electrokinetic commands a machine as if she were an authorized user. She can activate and
control any normal function of the device, including initiating instructions to reboot or turn off
the system. This works on every electronic device, from computers to laser pistols, cars, or
spacecraft. In addition, on a success, the psion can mentally connect with any available wireless
networks (like the OpNet). When hacking a computer system (p. XX), she always possesses the
necessary tools.
System: The psion makes a Hacking attempt (p. XX) using Psi + Technokinesis, spending
successes to control the system as per the Hacking rules. Each Psi point she spends provides her
with one extra success. Against simpler devices, or those without counter-intrusion systems,
success allows her to control the device any way it is designed to function, using relevant dice
pools against Difficulty assigned by the Storyguide. She could make a laser pistol fire or drive a
car. The psion can also power any electronic or electrical device of up to his Size parameter. This
power lasts her Mode Dots times her Duration and the psion can use on any device within his
Radius or that is connected to a wireless network he is on.
Control (•••)
The psion can control a device beyond its designed purpose, as long as the machine is physically
capable of performing the tasks. He could take control of a robotic arm that welds components to
vehicle chassis and instead attack pursuers. He can alter data, either in a targeted manner
substituting specific lines of code, or can randomly scramble existing information and inflict
considerable harm to the device’s operations.
Cost: 1 Psi point
System: Success allows the psion to control a single machine within his Radius. Apply
Difficulty based on the machine’s resistance to intrusion, as per the table below. Success lets the
psion control any of the machine’s normal functions. This includes altering its operating
parameters, such as changing a computer’s attitude or failsafe by up to his Mode Dots. He can
also force the machine to perform any task it could conceivably achieve. He could instruct a
computer to discharge its battery in one burst to shock the user, but couldn’t make the computer
pick up a bottle unless it was linked to some manipulator device. This power lasts his Mode Dots
times his Duration, but cannot be used over a wireless network.
[TABLE THIS]
Control Resistance Table
Intrusion Resistance Difficulty Example
None 0 Light switch
Minimal 1 Laser pistol
Moderate 2 Apartment control panel
Device or system +2 Military weapon, Hybrid fighter
Designed for Military or
Intelligence Use
Vehicle Size Sedan, Commercial Frigate
Computer system Attitude rating Minicomp, Server
Psychokinesis
Psychokinesis is one of the flashiest Aptitudes, and is also one that Joe Hologram is most
familiar with, thanks to the ubiquitous media-friendly presence of the Legions. While most
people think Psychokinesis simply deals with kinetic energy and movement of molecules, it
includes more mysterious aspects that can block and channel energies with no molecular
component.
Basic Powers
All characters with even one dot of Psychokinesis possess the following powers.
Distant Touch
The psion can feel objects around her, using a sense similar to touch. She can use this when her
other senses are impaired. She can also sense sudden changes to kinetic energy, such as through
Psychokinesis.
System: Success lets the character sense the surfaces of all objects and precisely determine all
movement in a radius of Short range. In addition to other uses, each success removes one level of
any Complication or increased Difficulty caused by reduced visibility. She can also spend a
success to gauge the relative temperatures of objects from their molecular movement. This power
lasts successes her Psi in Minutes.
Nudge
The psion can telekinetically move small or very light objects at a slow speed. This can only
move single, whole objects. The character could move a pile of unconnected beads one at a time,
but if they were threaded together he would have to move the entire structure or none.
System: The character can move one Tiny object, but can spend one success to increase this size
to Small. He can move this object at Speed Scale 1, but can also spend a success to increase this
to Speed Scale 2 spent. This power lasts his Psi in Rounds.
Thermokinesis
Although their effects appear remarkably different, manipulating heat and cold in matter
involves the same process — changing the vibration rate of molecules. Masters of Thermokinesis
are terrifying to behold, taking to the battlefield encased in fire or ice and incinerating or
shattering their enemies. It is a testament to the Legion’s public relations personnel that so many
citizens love psychokinetics despite this.
Equilibrium (•)
The psychokinetic is adept at transferring thermal energy to and from her body and can survive
intense heat and cold by manipulating the environment around her. She can draw heat in to stay
warm or push it away to keep cool. She can even mitigate damage from intense sources of heat
or cold (such as from Psychokinesis) through this.
System: Success allows the psion to remain comfortable in most extreme temperature conditions
regardless of clothing or other protections. The psion is immune to all environmental indirect
damage caused by heat or cold with the Continuous (hour) or Continuous (minute) tag. Against
environmental indirect damage caused by heat or cold with the Continuous (Rounds) tag or
attacks made using heat or cold, including attacks with the Incendiary tag, she reduces the
damage by her Mode Dots/2 plus one per success spent. She can extend this protection to others
within her Radius by spending one success per person. This power lasts her Mode Dots times her
Duration.
Flash (••)
Whether flash freezing or flash frying, the psychokinetic can generate an instant change in
thermal energy. Inflicting attacks of flame and frost are the most common uses of this power, but
inventive psions find other uses as well, including everything from starting fires to chilling
beverages.
Cost: 1 Psi point
System: The psion attacks with either heat/flame or cold. This attack automatically possesses an
Enhancement equal to his Mode Dots, the range (clash-her Range) tag and one additional tag,
which must be Incendiary for heat/flame attacks and Combined Stun for cold attacks. The player
can purchase additional tags from the tags listed for each attack by spending successes at a cost
of one tag/success. Possible additional heat/flame tags are Aggravated, Brutal, Deadly,
Destructive, and Spread. Possible additional cold/ice tags are Brutal, Deadly, Non-Lethal,
Piercing, Pushing, Spread, and Weighted.
[TABLE THIS]
Attack En Range Damage Tags
Type
Heat/Flame Mode Close to Fire Incendiary, Ranged (clash to
Dots Range Range), and possibly others
Cold/Ice Mode Close to Ballistic Combined Stun, Ranged (clash to
Dots Range Range), and possibly others
Quantakinesis
Quantakinesis deals with the relationship between energy and matter in the physical universe,
and subquantum interactions with both. Quantakinesis also allows psions to interact with the
Quantum powers of Aberrants; a potent weapon against those monsters. Despite the destructive
potential within Quantakinesis’ Modes, most quantakinetics were scientifically minded and more
interested in unlocking the secrets of the universe than facing down rampaging Aberrants.
Basic Powers
All characters with even one dot of Quantakinesis possess the following powers.
Psi Cloak
The quantakinetic alters his noetic signature to appear as strong or weak as he desires. He can
blend into the background and appear human to psionic senses, or shine like a beacon that any
psion will notice. QKs can make their noetic field “disappear,” becoming all but impossible for
others to locate them using Psi. The QK can’t benefit from any Psi powers, either his or others’,
if he shuts his noetic field down.
System: Success lets the psion change his Psi trait to appear as any value he wishes. He can
present as a normal human, a latent, a strong latent, or an active psion. He can even give the
psionic impression of being a proxy. This representation has no effect on dice pools or powers
and lasts Psi days. The quantakinetic can also shut down his Psi. He disappears from noetic
detection. Psions can only target him with powers that generate a physical effect, and where the
psion has a Sensory Connection to the target. The quantakinetic has no access to any of his
psionic powers when shut down this way, but when rolling to resist powers, he still uses his full
Psi. This power endures until he reactivates his Psi with a reflexive action.
Subquantum Sense
Quantakinetics are attuned to the ripples noetic (and Quantum) powers make throughout the
universe. The psion can sense when she is within proximity of an active power, whether it is
used on or near her. She can also sense the sickening twists of Aberrant Quantum manipulations.
System: For the duration of the power, the quantakinetic senses all active Psi powers within his
Attunement Range. This includes lingering powers such as biokinetic enhancements and subtle
powers in an area like a clairsentient’s scrying. The character knows the Aptitude, Mode and dot
rating of the power. This also works against Aberrant powers, though the quantakinetic only
learns the general type of power (attack, defense, concealing, or similar) and the Aberrant’s
archetype (see p. XX). This persists for Psi Duration and the psion can activate it reflexively
whenever someone targets her with a power.
Energetics
The quantakinetic exerts power over the fundamental forces of the universe as they relate to all
known forms of energy. This Mode affects a greater breadth of energy than Electrokinesis, but
that Aptitude provides far greater control over the energies within its domain.
Conversion (•)
The psion can change any form of energy into another type, regardless of relationship between
the two. The resultant energies are largely unstructured, even if the source was more complex.
The psion could change coherent light from a laser to hissing white noise, and she could turn
electrical current into flashes of light or bursts of heat, but she couldn’t transform the current into
a laser.
System: If successful, the character can transform one type of energy within her Radius into an
equivalent amount of another. She could directly transform kinetic energy into a flash of light, or
some of the local gravity into heat to keep warm or cook food. One success allows the psion to
alter the gravity around her by one level (page XX), or to eliminate all environmental damage
caused by heat, cold, or radiation that has the Continuous (hour) tag. Used defensively, this
allows the character to change a number of damage levels equal to her successes from
environmental effects involving cold, heat, falls, or radiation, or from ballistic, electrical,
incendiary, laser, or sonic attack into harmless energy. However, each use of this power can only
transform a number of different types of energy equal to her Mode Dots/2, and the psion can
only maintain one version of this power at a time. This power lasts for one Scene and the psion
can activate it reflexively as part of a Defense action by spending 1 Psi point.
Production (••)
The quantakinetic converts noetic energy directly into energy from the physical universe. The
energy emanates from the psion but he can project it from any portion of his body. The character
can produce all simple forms of energy, including electromagnetic, sound, and kinetic energy, as
well as forces like gravity or magnetism. The psion is immune to any damage caused by the
energy as he produces it, but not from follow-on effects. If he heated a room to catch fire he
would be safe from the initial heat, but not from the risk of being in a burning room. The psion
can release this energy as a powerful burst or more slowly.
Cost: 1 Psi point
System: The psion creates an instant burst of any type of energy. The psion lacks fine control
over the energy’s flow, but can aim a burst of energy at a single foe within his Radius that
creates an environmental hazard with a Damage Rating equal to his Mode Dots. By spending one
success, he can add either the Deadly or the Non-Lethal Indirect Injury tags (Trinity
Continuum Corebook, p. XX). If desired, he can spend one additional Psi point to expand this
attack so that it affects everyone within Close range of his target. He can also use this power to
perform simple tasks like igniting fires or throwing objects, vehicles, or individuals up to her
Size parameter up to his Radius, using a brief burst of gravity or kinetic energy. If desired, the
psion can throw people and objects with less force, to safely move them up to his Radius.
Alternately, the psion can choose to produce the energy more slowly, creating enough light to
see comfortably, sufficient heat to make arctic cold comfortable (eliminating all environmental
damage caused by cold with the Continuous (hour) or Continuous (minute) tags), increase
gravity by one level (p. XX) per success, or creating sufficient electricity to recharge portable
batteries. Used in this fashion, the power can affect everything within the psion’s Radius. These
effects persist for his Mode Dots times his Duration.
Destruction (•••)
The quantakinetic destroys energy, transforming it into subquantum particles that disappear into
the noetic continuum. This power is particularly useful for eliminating sources of harmful
energy, or constructing shields to protect the psion and her allies from damaging emissions.
Cost: 2 Psi points
System: Success allows the character to destroy any energy within her Radius by converting it to
subquantum particles. She can protect a single target within her Radius from damaging energies
by increasing the Difficulty of all attempts to use the Inflict Damage stunt and reducing the
damage rating of all forms of indirect damage caused by energy by one per success. For one
additional Psi point, she can protect everyone within Close range of the target. She can also use
this power more subtly. Each success can drain all charge from batteries and power packs in
vehicles or weapons (but cannot affect vehicles powered by hyperfusion reactors), rendering
devices and weapons useless. The psion can also use successes to eliminate dangerous radiation,
make hot weather chilly (eliminating all environmental damage caused by radiation or heat with
the Continuous (hour) or Continuous (minute) tags, or reduce the local pull of gravity by one
level (p. XX) per success. The psion can use any of these subtler power on some or all targets
within her Radius. All uses of this power last for her Mode Dots times her Duration.
Change Properties (••••)
The quantakinetic can change the behavior and properties of a single energy source without
altering what it is. He could make electricity unable to be transmitted by metals, remove heat’s
ability to burn organic matter, or alter the direction of gravity. The psion deliberately breaks
universal laws in performing these changes, which only persist while the character’s Psi sustains
them.
Cost: 3 Psi points
System: Success allows the psion to alter one property of any specific type of energy occurring
within his Radius per success spent. This change doesn’t affect the energy’s other properties. The
changes persist for one Scene, and end immediately if the energy moves outside of the psion’s
Radius.
Null (•••••)
The quantakinetic creates a zone of noetic tranquility. The psion divorces herself and anyone she
wishes inside the zone from any or all types of energy. This exempts her from being affected by
these energies, except as she permits.
Cost: 4 Psi points
System: Success allows the character to decide how she interacts with energies for a number of
Rounds equal to her Mode Dots + successes. She can add people and items within her Radius for
one success or Psi point each. She could become transparent to light, partially or entirely
immune to gravity, or impervious to heat or electricity within the zone. She can also sense what
happens around her normally if she wishes. The character can even choose to be able to act and
perceive normally while being completely undetectable to all conventional senses or sensors
while the effect endures. Attempts to target the quantakinetic with physical energy suffer a
Complication equal to her Mode Dots, and even then, attackers must be able to sense her to
attack. Attacks using non-energy based psionic and Quantum powers, like Telepathy or
Teleportation, are unaffected if the attacker can sense the psion.
Fundamentals
Students of Fundamentals can empower or impede the psionic and Quantum flows throughout
the universe. In addition to being able to weaken or block Psi powers, the psion can dampen
Aberrant powers, remove Corruption from Quantum Flux diseases, or even remediate Corrupted
wastelands. Rules for Quantum Flux zones and Quantum Flux illness are on pp. XX-XX.
Resist (•)
The quantakinetic shields against Psi and Quantum powers either used against her or against the
area she is in. For powers affecting an area, the character can choose to protect just herself, or
unravel the entire power. Each use of this power protects the psion from a single Mode of one
Aptitude or a single type of Quantum power.
System: The quantakinetic imposes a Difficulty equal to her successes to power activation rolls
from a single Mode or Quantum power that would affect her. For powers targeted at an area
containing the psion, she may instead impose this as a Complication equal to her successes. If the
power’s originator succeeds at his roll but doesn’t overcome the Complication, his power acts
against everyone in the area except the quantakinetic and anyone she is protecting. The psion can
extend this protection to anyone within Close range by spending one Psi point. This power lasts
for Mode Dots in Rounds.
Shield (••)
The quantakinetic can choose to protect himself and perhaps those near him from either all psi
powers or all Quantum power, but cannot protect against both simultaneously.
Cost: 1 Psi point
System: When attempting to shield against either type of power, the psion imposes a
Complication with a level equal to one for every two successes on all psi or quantum powers
used against the psion. This Complication functions as armor for attacks that cause physical
damage and as an ordinary Complication for all other effects. If the power’s originator succeeds
at her roll but doesn’t overcome the Complication, her power acts against everyone in the area
who isn’t protected. The psion can spend additional Psi points to protect Psi other targets within
Short range from these effects. If the psion is protecting against Quantum powers, the shield also
protects individuals from all penalties and other effects caused by Quantum Flux zones. This
power lasts for one Scene.
Drain (•••)
The psion can siphon Psi and Quantum reservoirs, either channeling them to recharge herself or
others, or draining them back into the subquantum universe. This usually manifests as stealing
Psi (or Corruption) points directly from an individual, but he can also temporarily drain the
Corruption from individuals with Quantum Flux diseases. Annulling Corruption allows the
victim’s body to heal on its own, or to receive treatment from a vitakinetic. Either way, if the
quantakinetic suppresses the Corruption until the disease is fully healed, it is permanently gone.
Cost: 2 Psi points
System: Roll with a Difficulty equal to the target’s Psi or Corruption. The psion drains one Psi
or Corruption point from her target per success, adding Psi points to his pool or the pool of any
single psion with his Range at a rate of one Psi point per two Psi or one Corruption drained. She
can also harmlessly disperse energies into the subquantum universe. The quantakinetic can also
drain Corruption from humans with Quantum Flux diseases. If she succeeds, a vitakinetic can
cure it as a normal illness. This effect lasts his Mode Dots times his Duration. If the
quantakinetic drains all Psi points from a being of pure noetic energy, like one of the Doyen (p.
XX), it is unaware and Taken Out for the next Scene.
Manipulate (••••)
The quantakinetic can change the parameters of other psions’ (or Aberrant’s) powers. This works
if he is present when the power manifests, or if he detects lingering powers of longer duration.
He can’t change a power’s ongoing after-effects— items torched by Thermokinesis remain burnt
— but he can mitigate effects directly sustained by the lingering power. However, he can’t
modify powers that only affect the user.
Cost: 3 Psi points
System: When influencing psionic powers, the quantakinetic can spend successes to alter a
power within his Range as if he had created the effect. He can also ‘buy down’ the power he
alters, spending successes to decrease any parameter like Range, Modifier, or Duration with each
success decreasing the effective Psi or Mode Dots by one or increasing each parameter by one
for every two successes spent. Spending four successes allows the psion to change the target of
the effect to anyone within range of the power, including the character who originated it. This
tactic also works against Quantum powers. This power lasts for the duration of the power it is
affecting.
Transference (•••••)
The quantakinetic can flood a target or the area around her with cleansing psionic energies,
reinforcing and empowering noetic templates, and boosting psionic clarity. This also clears away
Corruption, eliminating a Quantum Flux Zone. With effort, Transference can even repair the
noetic damage that causes Quantum Flux diseases or transforms people into sub-Aberrant
mutants, restoring their lost humanity and can temporarily reduce an Aberrant’s Corruption.
Alternately, the psion can temporarily increase the Corruption of an area, or use this Corruption
to further empower a sub-Aberrant mutant or an Aberrant.
Cost: 4 Psi points
System: Roll against a Difficulty equal to the area’s Corruption trait. Success floods the area
with subquantum energy, giving everyone with a Psi trait within the psion’s Radius an
Enhancement equal to successes. Aberrants and any other beings without a Psi trait instead suffer
this increased Difficult to all rolls of the same level. Alternately, the character can reverse this
effect, increasing Difficulty to everyone with the Psi trait and giving an Enhancement to every
creature with a Corruption trait. Both effects last for Psi Rounds.
If the character instead focuses on a single target within his Range, she can either attempt to
temporarily increase or decrease the target’s Corruption trait by one point for every two
successes (round down). The Difficulty to either increase or decrease a target’s Corruption trait
is equal to the target’s Corruption trait. The character cannot use this ability on any creature
without a Corruption trait. The character can also temporarily increase or decrease another
psion’s Psi trait by one point, but cannot affect it more than this. All effects last for her Mode
Dots times her Duration.
To purify an area, the victim of a Quantum Flux disease, or a sub-Aberrant mutant, the psion
rolls and spends successes equal to the target’s Corruption trait. Living beings must be within the
psion’s Radius, and the psion reduces the Corruption of all portions of a Quantum Flux Zone that
are within her Radius. For both uses, the psion must remain within her Radius of the target and
maintain the power for one full Scene. Corrupted creatures attempt to flee from the discomfort;
other creatures within the Quantum Flux Zone sense the changes and may come to investigate
and stop the quantakinetic. If successful, the target’s Corruption trait is reduced by one. The
psion can then use Transference again on this reduced level of Corruption. When the psion
reduces the target’s Corruption to zero, it is permanently clear of Aberrant energies, although
additional Quantum Flux can corrupt it again. This use of the power does not work on actual
Aberrants.
Transmutation
The quantakinetic exerts power over the structure and properties of non-living matter. She can
sense and alter the molecular structure of non-living materials, or even change the subatomic
structure and change one element into another. The psion can even generate exotic forms of
matter. Exotic substances are inherently unstable and swiftly disintegrate without the
quantakinetic’s power maintaining them.
Molecular Scanning (•)
The psion can sense the molecular makeup of objects. He can easily identify the object’s weakest
point, whether due to design flaws or through some other vulnerability and learn details of its
inner structure. The psion can uniquely identify an object and know if it is replaced by a non-
molecularly identical copy.
System: The character understands the molecular structure of one non-living object within Short
range. This identifies the object’s unique noetic signature and also provides the psion with
detailed knowledge of the object. He knows if it contains any hidden compartments, and any
weak points or concealed damage as well as how it moves and reacts. For the next Scene, he can
reduce any Difficulty or Complications involved in repairing the object by the number of
successes rolled, using any remaining successes an Enhancement to the roll. In addition, he can
also find weak spots in the object, allowing him to apply the same bonus to any attempts to
disable the object or to perform similar actions like picking a lock. He can also spend successes
to ignore one point of armor per success for any attack he makes on the object during the Scene.
However, this power does not allow the character to understand electronic data. The character
can also track any object he has scanned for Psi days.
Malleability (••)
The quantakinetic temporarily alters molecular bonds allowing her to reshape even the hardest
material as if it were clay. She can also increase the ‘solidity’ of liquids and gases, creating
strong structures from liquids or making jelly-like walls from gas. These changes don’t alter the
chemical nature of the substances — people can still breathe thickened air or drink hardened
water, although doing so may require more effort than usual.
Cost: 1 Psi point
System: The quantakinetic reshapes any object up to her Size parameter within her Radius. She
can increase the Size of the object she can affect by +1 by spending 2 successes. However, she
cannot further increase this Size except by using the appropriate Noetic Harmony. Substances
that are particularly precious to someone, or that are frequently used and carried — such as
favored clothing or weapons — apply the owner’s Psi or Corruption trait as Difficulty to the roll.
Shaping an object may require other skills and additional rolls if she constructs a machine or
creates a work of art. This power provides no protection from dangerous substances. Malleability
lasts up to her Mode Dots times her Duration. After this power ends, solids retain their shape, but
liquids and gases do not.
Association (•••)
Everything has a noetic signature, not just living creatures. Being part of something greater
reshapes an inanimate object’s noetic nature. A chip isn’t just a computer component, it is the
electronic brain of a computer. Bolts and nuts don’t simply hold items together, they are as much
a part of the structural whole as ligaments and tendons are to a person. Through this oneness, the
quantakinetic can reassemble broken objects, with her power filling gaps by reforming available
substances, or making temporary fill-ins with pure Psi.
Cost: 2 Psi points
System: The psion reassembles any broken or disassembled non-living structure, vehicle, or
device up to the psion’s his Size parameter within his Radius. He can increase the Size of the
object he can affect by +1 by spending 2 successes. However, he cannot further increase this Size
except by using the appropriate Noetic Harmony. Repairing an item requires one success if all
pieces are available. The quantakinetic’s power automatically molds replacements for missing
pieces for one success if suitable materials are nearby — such as modifying nearby stone to
replace concrete — or makes translucent psionic versions for two successes, if not. These repairs
leave no visible evidence; they occur at the molecular level. Repairs are permanent if all pieces
or replacements are made from suitable materials. The psion can make multiple attempts to
repair larger objects. The character can also use this power to create physical keys or to create
components that have been deliberately removed from a device to disable it. All psionic
replacements fade after his Mode Dots times his Duration.
Retune (••••)
The psion can alter matter by temporarily changing its properties. She can stop electricity
flowing through metal by changing its conductivity or alter the insulating properties of
Styrofoam to maximize heat transfer. The quantakinetic could make concrete transparent to light,
or alter it to offer the resistance of air to anyone passing through, all while maintaining its
structural strength. These changes can instantly disable a device and could also potentially
enhance it somewhat.
Cost: 3 Psi points
System: The character can alter any non-living matter of up to her Size parameter or all gas or
liquid within her Radius by spending successes on the table below. She can increase the Size of
the object she can affect by +1 by spending 2 successes. However, she cannot further increase
this Size except by using the appropriate Noetic Harmony. Multiple attempts can transform
larger objects. Altering the environment in specific ways can make certain actions easier or more
difficult, providing up to +1 Enhancement per success to particular actions or increasing the
Difficulty of actions by up to +1 Difficulty per success. Changes endure for her Mode Dots times
her Duration.
[TABLE THIS]
Matter Alteration Table
Alteration Successes per change
Minor (color or opacity) 1
Durability (increase or decrease armor) 1 per point of armor increased or decreased
Moderate (conductivity, insulation) 2
Major (change mass) 3
Extreme (alter density) 4
Telepathy
A subtle Aptitude, Telepathy has few outward signs to give away its use. The existence of
Telepathy gives rise to paranoia and mistrust of psions. Telepathy has become subject to more
legal controls and restrictions than other Aptitudes because of this. Unless otherwise stated,
Telepathic powers that the psion can target using noetic connections (p. XX) can only target
individuals within Psi astronomical units (AU) of the telepath.
Mental Injury
Damage to a character’s psyche can be modeled using Status Conditions (p. XX).
Mental Status Conditions can simulate the lasting effects of trauma, brain injury,
phobias, or disorders the character was born with. While characters can learn to live
with or overcome these with therapy, drugs, and time, Telepathy and Vitakinesis
can heal or inflict these Conditions far more rapidly.
The following are two examples of using Status Conditions to simulate mental
trauma a character may suffer. Players and Storyguides should work together to
develop others suitable for their game.
Post Incident Trauma (Persistent)
Exposure to traumatic experiences has left lasting damage. The character has
recurring, distracting memories of the trauma, deliberately avoids situations that
remind him of the experience, and has difficulty sleeping which leads to lethargy
and irritability. When the character encounters stressful situations, or experiences
that remind him of the trauma, he adds 2 Difficulty to all rolls for the remainder of
the Scene.
Resolution: Appropriate Psi powers or therapy.
Phobia
The character has an unreasonable fear of something. When she encounters the
subject of her fear, she finds it difficult to do anything except try to escape the
situation. She adds a level 2 Complication to rolls while in the presence of the
subject, failure to buy off this Complication means the character retreats from the
source of her fear.
Resolution: Appropriate Psi powers or therapy.
Basic Powers
All characters with even one dot of Telepathy possess the following powers.
Mindscan
The telepath senses minds around her. She can easily tell the difference between human and
other species, and recognizes species she has encountered before. The psion also automatically
recognizes minds she’s previously had telepathic contact with, unless the individual is using Psi
powers (or other abilities) to mask his thought patterns.
Cost: 0 or 1 Psi point
System: Success detects all minds within Medium range. The psion can recognize individuals
whose minds she has sensed before. By spending one Psi point, the psion can extend this power
to Long range. The psion can also use other Telepathy powers through the Psionic Connection
established by Mindscan. This power lasts for Psi Duration.
Mindspeak
The telepath can open a communications channel between herself and anyone within his line-of-
sight. The target must voluntarily accept the link, which automatically fails if he refuses. The
link allows them to converse silently, but telepath can only communication with a single
individual at a time.
System: The psion establishes a telepathic link with another human within Medium range. He
can communicate silently but must share a common language to understand the other person and
be understood, beyond the ability to communicate simple messages like “danger outside”. This
connection endures for Psi Rounds. Communicating with aliens is possible, but imposes a
Complication with a level that depends on both how mentally alien they are and whether they are
willing or attempting to resist. Qin only impose a level 1 Complication because they are naturally
telepathic, while an unwilling and terrified Chromatic imposes a level 4 Complication. A willing
Chromatic would reduce that Complication down to 2. Failure to buy off this Complication
means that the telepath and the target receive only confusing nonsense from each other.
Rapport
Rapport helps the telepath understand the emotions that drive both individuals and large masses
of people. Skilled telepaths can calm an angry individual or incite a crowd to violent revolution.
To those who would seek to control and manipulate entire populations, masters of Rapport are
simultaneously great assets and potentially dire threats. Greater emotional changes require more
effort. See the Emotional Intensity Chart below for one of many possible examples of the range
of emotions and how these changes can be quantified.
[TABLE THIS]
Emotional Intensity Chart
Intensity Example Emotional State
Extreme (-3) Ecstatic
Focused (-2) Happy
Exaggerated (-1) Pleased
Neutral (0) Calm
Exaggerated (1) Displeased
Focused (2) Angry
Extreme (3) Enraged
Teleportation
Physics stipulates that the shortest distance between two points is a straight line, but teleporters
know that to the subquantum, all space is one. Teleportation allows the psion to move things
between locations by reassigning where their noetic signatures should be. Teleportation requires
greater psionic potential than most other Aptitudes. For this reason — and the stringent selection
criteria enforced by Proxy Bolade Atwan — teleporters have always been amongst the rarest of
psions.
Noetic connection (p. XX) is crucial to teleporters guiding their longest jumps to the correct
destination. Teleporters can travel across the galaxy as easily as they can move between rooms,
if they have a noetic connection with their destination. Jumping farther requires longer transit
time, as per the nearby table. Those undergoing the teleport never feel like it takes more than a
few moments. Teleportations that take longer than one Round to complete require a ‘cool down’
period equal to the transit time before the psion can attempt another jump requiring longer than
one Round to complete. Currently, intergalactic teleportation has proven impossible, but there
are no other range limitations for interstellar teleportation.
[TABLE THIS]
Teleportation Times
Distance Transit Time *
Long range or less Instant
Anywhere on the same planet 1 Round
To nearby moon (like Luna) 1 Minute
Within the same solar system 10 – Psi minutes
Interstellar (within the same galaxy) 8 – Psi hours
* Increase transit time to the next level if using a Remembered Connection
[STOP TABLING THIS]
Basic Powers
All characters with even one dot of Teleportation possess the following powers.
Spatial Sense
A teleporter senses where a location is in the subquantum universe and how objects fill the space
around her. This allows her to develop the noetic connection required for accurate jumps. This
sense can also be used to help the psion navigate through darkness, sense people in another
room, or reveal objects within a concealed space.
System: The teleporter extends her senses and spends a Scene concentrating on the noetic
totality of her location. Success achieves a Psionic Connection that endures for one month.
Alternatively, the psion can use Spatial Sense to sense the world around her. Success gives the
character absolute spatial awareness of everything within Short range. She knows the location,
dimensions, and relative density of everything in the area, but can’t discern color or detail such
as images or words on a page. This lasts Psi Rounds.
Spatial Integrity
The psion feels spatial changes caused by Teleportation. This includes not just Psi powers but
also Aberrant warping powers and technological effects that bend space-time. The psion can also
reinforce the subquantum world’s influence on this fabric, increasing the difficulty for anyone to
teleport into an area.
System: Success reveals any space warping powers used within the psion’s Range in the last Psi
days. The psion reflexively senses incoming (or outgoing) teleportations within this area, and can
spend one Psi point to add his Psi as a Complication teleportation rolls within his Range. Failing
to overcome this Complication prevents anyone from teleporting out of this area and knocks
incoming teleportation off course. The Storyguide decides how far astray the teleportation goes,
based on how close the teleporter came to overcoming the Complication, but the teleporter never
arrives within the psion’s Range unless he overcomes the Complication.
Translocation
Translocation is what Joe Hologram thinks of as the classic version of Teleportation; the
teleporter vanishes from one location and appears in another. For all uses of this Mode, Jumpers
can’t bring along any complex living creatures or objects larger than Size 0 with her, but any
microorganisms such as bacteria and parasites remain with her.
Blink (•)
The jumper learns how to use Teleportation defensively. This power subconsciously taps into the
psion’s Spatial Sense for incoming attacks and activates to move the teleporter into subquantum
and back to physical again to avoid the attack.
System: The character gains the following Defense Stunt (Trinity Continuum Corebook, p.
XX) to the choices available to her. Blink creates considerable noise from the sudden
displacement of air molecules. Stealth is impossible using this Defense Stunt. The character
cannot consciously choose the destination, but Blink usually either moves the psion behind
nearby cover or away from an opponent.
New Defense Stunt
Blink: Like the Dodge Stunt, the Translocation + Psi roll generates successes, which an opponent
must overcome in order to inflict an Injury. The character teleports no more than a single Range
Band and always either teleports away from an opponent or behind cover, whichever option is
most obviously effective.
Jump (••)
Jump allows the psion to make short hops, usually teleporting from his location to somewhere
relatively nearby.
Cost: 1 Psi point
System: Success teleports the psion anywhere he has any noetic connection to that is within
Extreme range (10 kilometers).
Flicker (•••)
The psion can use Teleportation offensively. Flicker allows rapid tactical teleports that the psion
can use to set up attacks, allow rapid retreats, or to hover or simulate flight by jumping every
fraction of a second to counter gravity’s pull.
Cost: 2 Psi points
System: The teleporter jumps no further than Short Range and gains an Enhancement to her
attack of her Mode Dots/2, as she hits her opponents from an unexpected direction.
Alternatively, psions can use this power outside combat to perform a rapid series of Short Range
or shorter jumps. Success propels the character in a desired direction at a Speed Scale of Mode
Dots/2 or Space Speed [1], (or to hover in mid-air, deftly defying gravity). All uses of this power
last a number of Rounds equal to her Mode Dots.
Long Jump (••••)
The universe is open for the psion to explore. He can teleport to any location where he has a
noetic connection, including near a distant star he sees in the sky. His Psi protects her from
materializing within solids or anywhere else that would instantly kill him, but it offers no
protection from environmental conditions he finds when she gets there. Teleporting interstellar
explorers are advised to wear space suits.
Cost: 3 Psi points
System: If aiming for a distant location, this roll must overcome the Difficulty from noetic
connection (p. XX). Success jumps the teleporter and objects no larger than Size 0 that he is
carrying to her destination.
Bilocation (•••••)
The teleporter executes a rapid series of jumps, faster than the human eye can perceive. The
result is that she is effectively in multiple places at once. Despite the name, she isn’t limited to
only two locations, and can have as many as her power allows — and her concentration can
endure.
Cost: 4 Psi points
System: Use her least good noetic connection with any of the destinations as the roll’s
Difficulty. Success allows the character to simultaneously be in multiple places, spending one
success per additional location, up to her Translocation dots. No matter how many locations she
occupies, the teleporter can only take one ordinary action each Round without penalty. If she
wishes to act in multiple locations, this is a mixed action (p. XX), even though she may only
appear to take one action at any location. This power lasts one Scene.
Transmassion
Transmassion allows the psion to teleport other people and objects to distant locations. The psion
must have a noetic connection with both the destination and any people or objects she is
teleporting. Transmassion can also bring items to the teleporter — many jumpers keep an array
of useful items in specific, secure locations so they can call upon when needed.
Relay Object (•)
The psion can teleport an inanimate object to or away from her. She must possess a noetic
connection to the object and the target location.
System: The teleporter can reflexively teleport non-living objects or bioware she has a Familiar
or better connection with to her as long as they are no further than Extreme Range (10 km) away.
Otherwise, using this power requires an ordinary action. Also, the teleporter can only use this
power to teleport objects directly to her or away from her. She can use it to teleport objects
within Close range to locations she possesses a noetic connection with that are no further than
Extreme Range (10 km) away. Teleporting an item someone is touching that the person does not
wish to have teleported away adds that person’s Power Stat as a Difficulty to the roll. The psion
also cannot teleport objects larger than Size 0.
Relay Person (••)
The teleporter can transfer a single living creature, including humans. This individual travels
with whatever they are wearing or carrying, but anything connected to other objects is left
behind; teleporting people free of restraints is easy. A teleporter can use this power as an attack,
sending the target high into the sky to let gravity do the dirty work. This nasty tactic is known
colloquially as the “Upeo death drop”.
Cost: 1 Psi point
System: The teleporter either teleports distant individuals he has a noetic connection with to
Close range of him, or he can teleport individuals within Close range of him to a location he has
a noetic connection to. However, the maximum range of this power is Extreme Range (10 km)
away, and teleporter can only transport living creatures of up to her Size parameter. Individuals
who do not wish to be teleported can attempt the Roll Away Defensive Stunt to escape. Targets
of the Upeo death drop who can’t fly (or aren’t rescued) take appropriate falling damage
(Trinity Continuum Corebook, p. XX) from the height.
Transmit Mass (•••)
This power is why teleporters are unrivaled suppliers across colonized human space. The psion
can teleport one object to or from any location the teleporter has a noetic connection to. If the
target location is occupied, the power deposits the cargo to a suitable space within a few meters.
If non-living cargo is inside a larger container, the teleporter can transmit that as if it were a
single item.
Cost: 2 Psi points
System: The teleporter can move any single non-living object of no more than her Size
parameter. This power considers any non-living objects or living creatures no more than a
centimeter in any dimension within the object to be part of it. The psion cannot transport objects
containing larger living creatures with this power. If the teleporter wishes to move larger objects,
every two successes or two Psi points the teleporter spends increases her Size parameter by one
step, up to a maximum equal to either 5 or her Mode Dots, whichever is less. The only way to
teleport Size 6 objects is by using the appropriate Spatial Mastery. To initiate the teleport, the
teleporter must spend two Rounds in intense concentration to use this power, only taking
Defensive actions during these Rounds.
Transmit Person (••••)
Instead of objects, the psion can now carry people anywhere on Earth, or even to the stars. In
addition, the psion can now teleport a vehicle and everyone inside it.
Cost: 2 Psi points
System: The teleporter can transmit up to five times his Psi people or other living creatures of up
to his Size parameter. If the teleporter wishes to move more people, every success or one Psi
point the teleporter spends increases his Psi by one step, to a maximum of 50 (10 x 5) people. He
can also spend two successes or two Psi points to increase the Size of creature he can move by a
maximum of +1. If the teleporter also possesses at least four dots in Translocation, he can
automatically travel along with people he is teleporting.
This power also allows a teleporter to transmit a vehicle or object and all people inside it, even if
the vehicle contains more people than the psion could otherwise teleport. Use the rules governing
maximum object Size for Transmit Mass to teleporting this vehicle. To initiate the teleport, the
teleporter must spend three Rounds in intense concentration to use this power, only taking
Defensive actions during these Rounds.
Selective Transmassion (•••••)
Most forms of teleport are all-or-nothing — the psion can’t teleport part of an object or person.
Selective Transmassion allows the jumper to overcome this limitation. This can be helpful with
excavating or removing debris. If the psion has knowledge of the inner workings of a mechanism
or has studied the parts with Spatial Sense, she can even selectively remove specific components.
This power can also be used against living beings to deal devastating damage, but their noetic
template resists the attack.
Cost: +2 Psi points inanimate targets, +4 Psi points for animate targets.
System: This power adds to the teleporter’s mastery of Transmassion, providing additional
capabilities to any previous Transmassion power if she spends a few additional Psi points.
However, the psion must first spend one Round using her Spatial Sense on the target and then
use this power as an ordinary action the next Round. If she wishes to teleport part of an
inanimate object, she rolls at +1 Difficulty to her roll to carve out a chunk of up to her Size. If
she wishes to target a specific piece, such as a component of a machine, she instead increases the
Difficulty of the roll by +2.
Living creatures resist such division. Teleporting a piece out of a living creature costs a
minimum of five Psi points and the target can oppose this roll with a Stamina + Power Stat roll.
If the psion wins this contest, she inflicts one Maimed Injury Condition on the target, plus one
additional Injury Condition for every two successes rolled. Treat this attack as having the
Aggravated, and Deadly tags. It ignores armor except natural armor and formatted biotech armor.
Choosing to have a character be Taken Out does not prevent her from gaining the Maimed Injury
Condition, but does prevent additional Injury Conditions gained through successes.
Transportal
The Transportal Mode links two points in space-time and opens a gateway between them. OpNet
media likes to call these wormholes. Transportal’s advantage is that any number and mass of
individuals, creatures, or objects can move through the portal as long as it stays open. The main
disadvantage is that items must be moved through the portal, and generally can’t be teleported in
place. Portals are noticeable — their entrances — termini — cause a rippling light at the inner
rim of their circumference, bordered by a swirl of visual distortion as if seeing whatever is
behind the portal through twisted glass. They also emit a static-like hum while active. In
addition, all portals require time to form, use the Teleportation Time table for how long a
teleporter must concentrate to create a portal. During this time, the psion can only walk, engage
in simple conversation, or take defensive actions, unless the psion wishes to have the roll to
create the portal be a mixed action. Once created, portals endure without concentration and travel
through them takes no time.
Window (•)
The psion first learns to create tiny ripples in space time, rather than huge bends, generating
small wormholes of limited range. The portal can’t be moved once created, it must be collapsed
and rebuilt to change its location. These small gateways can be generated much faster than other
larger manipulations, and have a variety of utility and combat applications.
Cost: 1 Psi point
System: The psion creates a portal large enough to move a hand and arm or any object of up to
Medium size (see p. XX) through. Both ends of the portal must either be no further than Medium
Range away and within the character’s field of vision or within range of her Spatial Sense. The
character can reach through, shoot, or throw objects, or even attempt to divert attacks away from
her.
When used defensively, the portal increases the Difficulty of any Inflict Damage stunt used
against the character by Mode Dots/2, but does not protect against indirect damage or attacks
with either the Explosive or the Gas tag. When used offensively, this power allows the psion to
make attacks on any target within range as if he were at Close range. The portal lasts up to a
number of Rounds equal to his Mode Dots.
Skein (••)
Before the teleporter develops the power to build bridges across worlds with dramatically
different environments, he must learn how to limit what comes through.
Cost: Variable, see table below
System: This power supplements other portal-producing abilities and doesn’t normally require a
roll. At its most basic, Skein automatically applies to all the character’s portals to prevent
environmental factors, like air or water, from moving through. Moving through the portal
requires an act of living will. Living creatures and object or energies moved with deliberation
will pass through. This includes carried and thrown items, but also bullets or laser blasts. The
teleporter can pay additional Psi points to further limit passage, or to remove all limitations, as
per the table below. Anyone trying to move a prohibited physical object, including themselves,
through the portal forces someone to make an Athletics + Might roll with a Difficulty equal to
the teleporter’s Psi to pass through.
[TABLE THIS]
Portal Limitation Table
Limitation Psi points
Energy (including energy weapon attacks) 1
Non-carried objects 1
Carried objects 2
All living creatures 1
Specific individuals 2
All members of a species 3
Remove environmental barriers 4
Vitakinesis
The public understands that Vitakinesis heals, but this is an oversimplification. Vitakinesis’s
domain is living function, repairing, extending, or damaging the biological noetic template.
Healing is just one aspect of this. Vitakinetics can’t add elements from other templates, like
biokinetics, but can push human eyesight to its limits, or make a person’s lungs so efficient they
can extract almost every molecule of oxygen from each breath before needing to take another.
All Vitakinesis powers require the psion to touch the patient, and cannot be used at range. Rules
on illnesses are on page XX.
Basic Powers
All characters with even one dot of Vitakinesis possess the following powers.
Kirlian Eye
Vitakinetics don’t sense individual lifeforms around them, that is the province of biokinetics.
Instead, a vitakinetic senses the overall strength of nearby life, and its relative health. She can
hone in on any fluctuations, usually due to illness or injury, but enhanced individuals also stand
out.
System: The psion senses the general presence of life around her, and can tell if anything within
Short range is suffering injury, illness, or has been enhanced or modified. She can spend one
success to locate the direction and approximate distance to this creature. She can apply Kirlian
Eye to individuals to diagnose their condition. While vitakinetics don’t actually require medical
knowledge to treat a patient with their Psi, this diagnosis grants an Enhancement equal to the
psion’s highest Vitakinesis Mode Dots on rolls to diagnose or treat the patient through
conventional means. This power lasts Psi Rounds.
Knit
The constant flow of Psi through a vitakinetic means she can’t help but repair and strengthen her
noetic template. The psion heals damage to herself and minimizes the effects of toxins and
poisons with barely a conscious thought.
System: The vitakinetic automatically downgrades her most severe Injury Condition (p. XX)
every (7 – Psi) hours (minimum one Round), and can even heal Persistent Conditions. She also
reduces the Damage Rating of any disease, ingestible, or injectable source of harm within her
body by one in this period. If this reduces its Damage Rating to zero, she has eliminated it from
her system. As long as damage sources don’t kill her, the vitakinetic recovers and is fit and
functional within a few days.
Iatrosis
This Mode uses Psi energy to strengthen a patient’s noetic template, healing both physical and
mental injuries. Iatrosis works by either supercharging the patient’s own biological systems, or
directly restoring his noetic template to its normal configuration. Although the second route
usually requires greater time and investment of Psi, the psion can use this Mode to repair almost
any injury. However, Iatrosis can’t heal Quantum Flux diseases without the assistance of a
quantakinetic.
Relief (•)
The first step to treatment is easing the patient’s discomfort. The vitakinetic soothes the
symptoms of physical and mental trauma. This can help keep the patient from going into shock,
or can give him the ability to fight on even though his body demands he stop. In addition to pain,
the psion can also reduce inflammation, nausea, and vomiting. It also works to mitigate stress
and mental anguish.
System: The psion temporarily reduces penalty from Injury Conditions, illnesses, or Status
Conditions that impose a Complication or increased Difficulty on the target. Each success rolled
removes one point of Complication or increased Difficulty. This only alleviates symptoms and
does nothing to heal the underlying causes. The respite lasts his Mode Dots times his Duration.
Accelerate (••)
The vitakinetic can’t directly heal her patient’s physical or emotional injuries, but she can
accelerate and bolster his body’s ability to do so. The psion increases the patient’s natural
healing rate and metabolism, and can assist with fighting off fatigue and exhaustion. The
patient’s immune system fights off infection and rapidly detoxifies drugs and toxins (including
alcohol). In addition, his psychological resilience allows him to more easily recover for any
mental trauma. This power also gives the patient the ability to detoxify chemicals that would
normally be fatal without treatment
System: The patient gains the successes rolled an Enhancement to rolls to resist damage from
toxins, illness, or mental trauma, and she can divide the time required to heal Injury Conditions
or Status Conditions by an amount equal to Mode Dots + successes. This accelerated healing
lasts a number of days equal to the psion’s Mode Dots, but only affects injuries or Status
Conditions present when it was used. While under the effects of this power the patient counts as
receiving proper medical attention (p. XX).
Mending (•••)
The vitakinetic can directly heal injuries, knitting flesh and bone by suffusing Psi energies
through the patient’s noetic template. This power always repairs the most critical damage first
before mending those that are less life threatening. This also cures mental trauma and repairs
ongoing emotional damage.
Cost: 1 Psi point
System: If successful, the vitakinetic gains a pool equal to successes to spend on healing both
physical and mental damage as per the Healing Successes Chart below. This power can’t
regenerate lost limbs or organs, but can stabilize the patient long enough for other help to arrive.
The psion can use this power repeatedly if he lacks sufficient successes to achieve his desired
result. The psion can also spend additional Psi points instead of successes. Healing effects
require one Round per Condition cured, while life support endures for a number of Scenes equal
to her Mode Dots.
[TABLE THIS]
Healing Successes Chart
Condition Successes (or additional Psi points)
Bruised 1
Injured 2
Maimed 4
Status Condition (including Mental Status 3
Conditions)
Terminal Injury (life support only) 5
Item Sizes
Sometimes with equipment, size matters. Is something small enough to easily
conceal, or is it obvious when carried? See the table below for the different sizes of
equipment. All equipment has a listed size. Items of Large and above size cannot
be concealed on a person.
THIS IS A TABLE
Object Size and Size Scale Table
Size Size Scale Examples Concealability Modifier
Tiny -4 Contact lens, marble, or pea +5 Enhancement
Small -3 Pen, phone, or small pistol +1 Enhancement
Medium -2 Large pistol, thick novel No bonus or penalty
Large -1 Small briefcase, shotgun n/a
Size 0 0 Large backpack, antitank n/a
missile
Size 1 1 Motorcycle n/a
END TABLE
1
their owner’s noetic field, allowing them to draw nourishment directly from the user’s
subquantum energies. All other technology is referred to as hardtech, including biological
technology produced through genetic engineering, such as cloned organs or vat-grown polymers.
Because it is relatively new and associated with psions, most people regard biotech as inherently
superior to hardtech, except in Nippon where many people distrust noetic biotech and it is illegal
to own or import.
Formatting Bioware
Most bioware can be formatted, a process where the user’s DNA is bonded to the item, allowing
the user to control it more precisely, and permitting the device to draw energy from the user.
Formatting an item requires one hour, and can only be performed in specialized facilities which
can be found in any city outside of Nippon, but rarely in small, isolated settlements. Any
character with a Psi of at least one can format bioware, including psions, neutrals, and Talents.
Formatted bioware has many benefits, including removing the necessity for nutrient injections,
and usually providing the user with 1 Enhancement to operate it, or some other benefit specific
to the item.
Most bioware can be used without formatting, and using it is little different from using hardtech.
All bioware that can be formatted has a Tolerance rating, which is the number of points of
Tolerance the item requires. Most characters (including neutrals and Talents, as well as psions)
have a maximum Tolerance equal to Vitality + Psi. Characters cannot format any item with a
Tolerance greater than their maximum Tolerance. Also, using formatted biotech whose total
Tolerance exceeds the character’s Tolerance rating causes the user to suffer from Tolerance
Overload.
Tolerance Overload
If a character simultaneously uses or touches several items of noetic biotech that she has
formatted and whose total Tolerance rating is greater than her Vitality + Psi, then that character
suffers Tolerance Overload. Only formatted noetic biotech counts for calculating Tolerance
Overload. A character who is in Tolerance Overload suffers a Complication (distracted) to all
rolls to use her Psi powers which has a level equal to the number of dots of Tolerance Overload.
If a character with a Vitality + Psi of five was in contact with formatted biotech with a total
Tolerance of seven dots, she would suffer a level 2 Complication (distracted) to all rolls. This
Complication vanishes as soon as the character is no longer in Tolerance Overload.
Neutrals and Talents cannot suffer Tolerance Overload. If they attempt to exceed their
Tolerance, they simply gain no formatting benefit from the pieces of formatted biotech that
exceed their Tolerance. This failure always affects those formatted devices that the character
touched most recently. Characters can instantly solve Tolerance Overload by ceasing physical
contact with a sufficient number of formatted devices.
Noetic Biotech Healing Times
One notable advantage for noetic biotech is that it does not normally require repair. Instead, it
heals, and formatted biotech heals faster. See the table below for healing times. However, if a
piece of formatted biotech is destroyed, the character automatically suffers both 1 injury
condition and a level 2 Complication (Shaken), as though struck by a Stun weapon. Characters
suffer no harm if a piece of biotech they formatted is damaged or destroyed if it is further away
than Short range from them.
THIS IS A TABLE
2
Biotech Healing Times
Size Minor Damage Minor Serious Serious Damage
(Unformatted) Damage Damage (Formatted)
(Formatted) (Unformatted)
Large or 12 hours four hours two days 16 hours
smaller
Size 0 or two days 16 hours eight days three days
larger
END OF TABLE
3
Environmental (0, 1, 2): For 0 points, this tag protects the wearer from a single threat, like
drowning or moderate extremes of temperature (typically -50 to 60 C), and this threat is always
listed. For 1 point, this tag completely protects the wearer from suffocation, vacuum, poisonous
gases, and more severe extremes of heat or cold (typically -80 to 100 C). For 2 points, the armor
protects against the threats listed above as well as reducing the damage rating of a single other
environmental threat by 4. This threat is always listed, and can be anything from extreme heat or
cryogenic cold, to hard radiation. Armor with the environmental 1 or 2 tag has a minimum cost
of ••.
Powered (0): This armor is sufficiently heavy that it requires power assist via motors or artificial
muscles in the joints. Armor with this tag can never possess the Concealable (1) or Innocuous (2)
tags, and if the power ever fails or the armor runs out of power, the armor becomes exceedingly
heavy and tiring to wear, increasing the Difficulty of any Athletics action by 2. As long as the
armor retains power, wearers gain 2 Enhancement to all actions using Might.
Propulsion (1): This armor has some motive power allowing it to move in a single medium, like
water, land, air, or space. The armor allows the wearer to move at Speed Scale 2 in the medium
specified, or in space at Space Speed Scale [1] (p. XX). Multiple uses of this tag allow the armor
to move in multiple environments.
Psi (-1): Any item with this tag is bioware that can be formatted. Formatting bioware unlocks its
full potential and all formatted armor gains some but additional benefit, but doing this is not
without risk. If the formatted armor is destroyed, the character automatically suffers both 1 injury
condition and a level 2 Complication (Shaken), as though struck by a Stun weapon.
Armor Descriptions
The armor chart includes the following listings:
Type: The type of armor
Base: The type or types of damage the armor protects against.
Tags: A weapon’s positive, zero cost, and negative tags, including Scale, if appropriate. Players
and Storyguides should work together to customize armor to their characters. Due to advances in
technology, armor can now possess up to 5 + Wealth in tags.
Size: The armor’s size when it is folded up for storage.
Tech: Is this armor hardtech or biotech (@).
FT: Formatting Tolerance, the tolerance cost to format this noetic biotech armor.
Cost: 0 = any character can afford this, •-••••• = dots in wealth necessary to afford this item.
New Types of Armor
Armor Carapace: Also known as a “beetle” or “bug suit.” This armor is grown organically but
is a non-living object, not a piece of biotech.
Armor Vest: A thin monofiber vest with small ceramic plates.
Battle Harness: A combination of armor, weapon, and mobility systems, battle harnesses are
bioware backpack-style units designed to be highly modular. Fitted snugly around the wearer’s
torso with a flexible and durable set of clasps, battle harnesses protect the user from harm while
providing other benefits. Harnesses come in several varieties, each designed for different
purposes. They must be formatted to be used.
4
• Mako: The “Mako” harness is designed for aquatic environments. The harness itself deploys a
thin sheen of organic sealant over the wearer’s exposed limbs, while a collapsible fin on the back
stores a small but powerful underwater propulsion system (Speed Scale 2). Attachments on the
legs and arms provide additional armor protection. The bio-organic sealant and the armored
plates both sport artificial shagreen capable of shredding anyone who comes in contact with the
wearer’s body. A specially modified mask with a bio-weave “gill” system allow the user to filter
oxygen out of water and convert it to breathable air.
• Spider: The “Spider” uses eight articulated spines that can extend several meters away from
the wearer’s body. These spines aid in stability, greatly improving the wearer’s ability to climb.
The Spider’s “legs” even include retractable biotech grippers (p. XX) extensions that allow the
user to climb up vertical or even horizontal surfaces like the harness’ namesake, as well as
allowing the wearer to move faster on the ground. These legs can also be used as weapons that
allow her to attack and block attacks, see the statistics below.
THIS IS A TABLE
Weapon Type En Damage Type Tags
Spider Spines 2 Edged Melee, Reach, Quality 2, Shield, Worn
END TABLE
Bio Environment Suit (BES): Developed on Qinshui, as a joint project involving biologists,
psions, and Qin researchers, the biosuit is the most advanced human space suit ever created.
Made to replace the standard VES (p. XX), in its unformatted mode the BES is a lightweight,
comfortable vacuum suit which provides high quality life-support for up to 16 hours. During this
time, the suit recycles water and provides food using a modified glup-pack (p. XX). At the end of
this time, the suit requires nutrient injections and at least eight hours of rest.
When formatted, the suit’s life support system can almost completely recycle air and water,
providing life-support for up to one week. With weekly additions of fresh air, and water as well
as at least eight hours of sunlight a day, the suit can provide indefinite life-support.
The suit consists of a form-fitting jumpsuit with durable, padded feet, a soft, folding bubble
helmet that retracts into the collar, and gloves that can either be detached or (if formatted)
retracted into the cuffs. The helmet automatically deploys whenever the wearer’s body is in a
hostile environment. A formatted BES automatically deploys to protect even a sleeping or
unconscious wearer from harm.
A formatted BES is more comfortable than a normal suit of clothing and many wearers happily
sleep in them. The BES can also change color and pattern and can also glow. It has several dozen
options ranging from glowing orange for easy visibility, to multiple camouflage options that
provide 1 Enhancement to all Stealth rolls to avoid being seen, to a variety of decorative options
that can be personalized by the user. When formatted, it can also change its cut and design; if the
helmet and gloves are retracted, it can appear to be any garment that has at least some weight and
covers most of the wearer’s body, from a three-piece suit, to a set of motorcycle leathers or a
long dress.
Bio-organic Vacuum Assault Reconnaissance Gear (bioVARG): Like the BES, this suit was
created through cooperation with Qin biotechnicians. The entire suit is a heavily armored living
organism capable of surviving in vacuum. It adjusts itself to fit any wearer and also enhances the
wearer’s strength. BioVARGs must be formatted to be used.
5
The outer surface consists of hard reinforced chitin with flexible joints protected by modified
spider silk. This suit comes in several models, depending upon the particular mission. However,
all of these models have several features in common.
• The Powered tag.
• Provide vision enhancement equivalent to improved binoculars (p. XX).
• Protect the wearer from vacuum and provide life support for up to 100 hours. At the end of this
time the suit must be cleaned and allowed to rest in a habitable environment for at least five
hours.
• A built-in ear radio (p. XX).
• Biotech grippers (see p. XX) on hands feet, shins, and forearms.
• The Active Camouflage 0 tag
In addition, all bioVARGs also come with one of the following tags, adding a second increases
the armor’s cost by one dot.
• The Active Camouflage 1 tag
• Bioservos in the legs (the Propulsion (land) tag).
• A gas jet mobility system (the Propulsion (space) tag).
• Deployable swim fins and underwater jets (the Propulsion (water) tag).
For no extra cost, bioVARGs can also be fitted with either built-in taser gloves (see p. XX) or
one built in gauntlet weapon (pp. XX-XX, select any laser gauntlet (p. XX) or psi gauntlet (p.
XX)) at no additional cost.
Bioweave Armor: This armor is a living mesh of modified spider silk that can only be used if
formatted. It shapes to your character’s body, forming tough armor that takes on the exact color
of the wearer’s skin and even allows the wearer’s hairs to grow through it. If the wearer is
clothed, nothing short of advanced scanner or a pat down reveals its presence. Taking it off
requires a special spray. Once formatted, it can be put on or taken off in three Rounds.
Osaka Class Armored Power Suit (MiniVARG): This suit is the smallest and lightest weight
of the advanced Nihonjin VARGS. It is used as both a hostile environment exploration suit and
as powered armor for moderate threat urban conflict. This suit consists of a lightweight suit of
flexible armor built around an orbital steel exoskeleton that conforms to the user’s body. This
exoskeleton features small superconducting motors at all major joints, to improve the user’s
speed and strength. This hardtech suit must be adjusted to fit a specific individual and can only
be used by wearers who all have close to the same height, weight, and general build.
This suit possesses the following included equipment:
• The Powered tag.
• Hardtech grippers (p. XX) on hands feet, shins, and forearms.
• A visor with the capabilities of improved binoculars (p. XX).
• Protection from vacuum and life support for up to 50 hours. The suit’s superconducting
batteries allow it to operate for up to 10 hours before it must be recharged. If the enhanced
strength is turned off, the suit becomes both bulky and Tiring, but can maintain sensors,
6
communications, weapons, and life support for up to 50 hours. At the end of this time the suit’s
life support system must be recharged.
All MiniVARGs can also be customized with various hardtech personal weapons, sensors, and
additional gear. All MiniVARGs come with any one of the four options available to BioVARGs.
Also, instead of gauntlet weapons a MiniVARGs can be fitted with either a laser pistol or a
heavy autopistol built into one arm. This suit can be packed into an ordinary suitcase for easy
transport.
Reinforced Clothing: Ordinary clothing, including color changing clothing can be made from
ballistic cloth and plastics that become rigid under impact. The only limitation is that the clothing
must have at least a bit of weight. A three-piece suit, a motorcycle jacket and heavy-duty jeans,
or any form of cold weather gear can be made into reinforced clothing, but a t-shirt and thin silk
pants cannot. Improved reinforced clothing provides more protection, but also costs more.
Shifting Armor: Popular with spies, criminals, and some performers, this biotech armor has all
of the advantages of improved reinforced clothing, and when it’s formatted, it can change its
appearance in ways limited only to the wearer’s imagination. It can change color, shape, and
texture, becoming anything from a halter top, jeans, and tennis shoes, to a full tuxedo and dress
shoes. When formatted, this armor also automatically accommodates itself of all uses of the
Biokinesis Transmogrification Mode.
Standard Battle Dress: The military uniform of the 22nd century includes integrated armor plus
limited electronic heating and cooling. The outfit is designed for comfortable long-term wear and
comes with a lightweight helmet. The cloth also has limited color-changing capabilities, allowing
it to transform into a dozen different camouflage configurations for various conditions, as well as
bright orange for emergency pick-up and the elaborate full parade dress coloration. This armor
also includes a helmet with an ear radio and an improved binocular visor.
Vacuum Environment Suit (VES): Designed to allow survival anywhere from the orbit of
Venus to the surface of Pluto, a VES has a built-in comp, a helmet visor that functions like
improved binoculars (p. XX), deployable grippers (p. XX) and a radio with a range of 500 km. It
provides life support for up to 20 hours. There is also an armored version for military or other
high-risk use. The military version has adaptive camouflage identical to that of standard battle
dress (providing 1 Enhancement to all stealth rolls for avoiding being seen).
Armor Chart
THIS IS A TABLE
Type Base Positive & 0 Tags Size Tech FT Cost
Armor Bulletproof, Complete 3, Hard 3, Soft Large Hard n/a ••
Carapace Impact & 1
Slash
Resistant
Armor Vest Bulletproof, Complete 3, Concealable Medium Hard n/a •
Impact & 1, Hard 1, Soft 1
Slash
Resistant
7
Mako Battle Bulletproof, Complete 3, Defensive 2, Large @ • •••
Harness Impact & Environmental (aquatic
Slash only) 0, Hard 1,
Resistant Propulsion (water) 1, Psi
++, Soft 2
Spider Bulletproof, Complete 3, Hard 3, Large @ • •••
Battle Impact & Propulsion (climbing
Harness Slash only) 1, Psi++, Soft 2
Resistant
Bio Bulletproof, Active Camouflage 0, Medium @ • ••
Environment Impact & Complete 3, Soft 2,
Suit Slash Environmental 1,
Resistant Innocuous 2+, Psi
BioVARG Bulletproof, Active Camouflage 0, Size 0 @ •• •••• or
Impact & Complete 3, •••••
Slash Environmental 1, Hard 3,
Resistant Powered 0, Psi, Soft 2,
one or two additional
tags (see description)
Bioweave Bulletproof, Complete 3, Hard 1, Medium @ • ••
Armor Impact & Concealable 1, Psi++,
Slash Soft 2
Resistant
MiniVARG Bulletproof, Complete 3, Size 0 Hard n/a •••••
Impact & Environmental 1, Hard 3,
Slash Powered 0, Soft 2, one
Resistant additional tag (see
description)
Reinforced Bulletproof & Active Camouflage 0, Medium Hard n/a •
Clothing Impact Composite 2,
Resistant Environmental
(temperature extremes
only) 0, Innocuous 2,
Soft 2
Improved Bulletproof, Active Camouflage 0, Medium Hard •••
Reinforced Impact & Complete 3,
Clothing Slash Environmental
Resistant (temperature extremes
only) 0, Hard 1,
Innocuous 2, Soft 2
Shifting Bulletproof, Active Camouflage 1+, Medium @ • •••
Armor Impact & Complete 3,
Environmental
8
Slash (temperature extremes
Resistant only) 0, Hard 1,
Innocuous 2, Psi, Soft 2
Standard Bulletproof, Active Camouflage 1, Medium Hard n/a ••
Battle Dress Impact & Complete 3,
Slash Environmental
Resistant (temperature extremes
only) 0, Hard 1, Soft 2
Vacuum Bulletproof & Composite 2, Soft 2, Large Hard n/a ••*
Environment Slash Environmental 1
Suit Resistant
Armored Bulletproof, Complete 3, Hard 1, Soft Size 0 Hard n/a ••
Vacuum Impact & 2, Environmental 1
Environment Slash
Suit Resistant
+ This tag can only be used if the biotech armor is formatted to the user.
++ This armor can only be used when formatted.
* Armor with the Environmental 1 or 2 tag has a minimum cost of ••
END OF TABLE
Weapons
Psions possess formidable psychic powers, but the universe is home to myriad dangers. Even psi
powers may not be enough, and most of the population possesses no such powers.
New Weapon Tags
These tags apply to the weapons found in this chapter. Weapons in this chapter also use the
weapon tags found in the Trinity Continuum Corebook (pp. XX-XX).
Beam (1): (energy weapons only) This energy weapons fires a continuous beam when the trigger
is held down. Allows use of the “spray” Stunt.
Spray (Variable)
When using a weapon with the beam tag, the attacker can spend an entire Round
holding down the trigger of the weapon and spraying a beam of energy. This attack
affects every target within Close range of the shooter’s primary target. The attacker
can make a separate non-mixed roll against each target in this area and can use
either the Inflict Damage or the Pin Down stunts (Trinity Continuum Corebook,
p. XX) separately on each of these targets. The spray stunt cannot be used as part
of a mixed action. Also, using it subtracts 1 from the shooter’s Defense for the
Round, because of the necessity of focusing on aiming and controlling the weapon.
Combined Stun (2): This weapon simultaneously delivers a standard attack and a stun attack
(see the Stun tag, Trinity Continuum Corebook, page XX). The user can also set the weapon to
only perform one of these attacks.
9
Destructive (2): Weapons with this tag can easily pierce armor and cut through tough materials.
These weapons reduce the target’s Armor rating by 2 and can also slowly cut through most
walls, doors, and other objects.
Electrical (1): Weapons that inflict electrical damage often possess the Stun or Non-Lethal tag,
but some can be quite deadly. Electrical damage ignores armor unless the armor in question has
the Environmental (1 or 2) tag. Unless hardened against electromagnetic disruption (which
means they cannot be connected to any external network, like the OpNet), electronic devices of
Size 0 or smaller that are struck by electrical weapons automatically shut down for at least 5
minutes.
Entangle (2): This weapon does no damage. Instead, successful attacks allow the character
access to entanglement Stunts, listed below. Targets must escape the entanglement to act
normally. Escaping from entanglement requires the target to make an Athletics + Dexterity roll
with a Difficulty equal to the number of successes rolled on the attack. The target can do nothing
else while making this roll. The attacker can inflict any of the following results on their target by
allocating their attack’s successes. These successes can be combined from multiple attacks on the
same target.
Stunts
Hobble (2 successes): Reduces the target’s Defense against all other attacks to 1.
Slow (1 success): Each success spent on slow reduces the target’s speed by 1
Takedown (1 success): The attacks renders your opponent prone (Trinity
Continuum Corebook, p. XX).
Paralyzed (3 successes): The target gains the Paralyzed Status Condition (Trinity
Continuum Corebook, p. XX), but can automatically escape within five minutes,
if no one prevents them from doing so.
Formatted (1, 2): Formatted 1 provides this bioware weapon with a +1 Enhancement if it is
formatted. Formatted 2 gives the weapon an inherent +1 Enhancement that increases to +2 if it is
formatted.
Immune (1): The user is immune to damage by this weapon. This tag can only be used on
formatted biotech weapons.
Non-Lethal (2): This attack normally produces the Stunned Status Condition (Trinity
Continuum Corebook, p. XX), but if the attacker allocates at least 4 successes to the attack, the
target gains the Unconscious Status Condition (Trinity Continuum Corebook, p. XX). The
attacker can accumulate these successes over the course of several attacks, as long as the attacker
can accumulate at least 4 successes before the target throws them off. Conscious targets can
make a Stamina + Resolve roll once per Round to attempt to throw off the effects of this attack,
with each success reducing the total number of successes by 1, but characters can perform no
other actions while making this attempt.
Obvious (0): This weapon is large enough that it functionally cannot be hidden on a person. The
weapon has a size of either Large or Size 0 and because of its size it gains +1 Enhancement
towards inflicting Injury Conditions.
Optionally Non-Lethal (2, 3): A weapon with this tag can be set so that the user can choose
whether an individual attack possesses the non-lethal tag or does normal damage, depending
upon the user’s wishes. The 3-point version of this tag allows the user to switch between Non-
10
Lethal and a Quality 2 normal attack. Characters can easily switch a weapon between these two
modes and do not need to spend an action to do so.
Poison (2): Skin contact with or injury by this weapon causes automatically causes 1 injury
condition to anyone whose skin contacts the weapon.
Poison - Non-Lethal (2): This non-lethal poison causes the Unconscious Status Condition
(Trinity Continuum Corebook, p. XX) to anyone whose skin contacts the weapon. For both
types of poison, if the target is wearing anything more than light clothing, the attacker must
either touch the target’s bare skin or cause damage to the target with a ballistic or edged attack
bearing the poison.
Psi (-1): Any weapon with this tag is bioware that can be formatted. Formatting bioware unlocks
its full potential and all formatted weapons gain some additional benefit, but doing this is not
without risk. If the formatted item is destroyed, the character automatically suffers both 1 injury
condition and a level 2 Complication (Shaken), as though struck by a Stun weapon.
Psi Gauntlet (0): This biotech super science weapon is designed for use by psions. It must be
formatted to be used and automatically possesses the Psi and Worn tags. Some also contain
biotech lasers, increasing their Tolerance by •, but others only use their built in psionic weapon.
See the Noetic Super Science rules (p. XX) for rules on creating psi gauntlets.
Sonic (1): Sonic damage ignores armor unless the armor in question has the Environmental (1 or
2) tag.
Super Science (1, 2, 3): This weapon also includes Powered noetic Super Science. Only
weapons with the Psi tag can possess this tag, and all weapons that use this tag must be
formatted. The weapon contains Super Science with a Rank and a Formatting Tolerance equal to
the value of this tag. Increase its Formatting Tolerance by one dot if it also contains a separate
biotech weapon. The weapon has a minimum cost equal to the value of this tag.
Variable (1): This weapon can, at the user’s choice, deliver either stun damage or normal
damage, but cannot do both in a single attack. Characters can easily switch a weapon between
these two modes and do not need to spend an action to do so.
Variable Poison (3): This weapon can administer both lethal and non-lethal poison but cannot
do both in a single attack. The character must spend an action to switch between these two types
of poison.
Weapon Descriptions
The lists below are not exhaustive, but provide a benchmark for use in creating your own
weaponry. The weapons charts include the following listings:
Weapon Type: A listing of the weapon’s name and general type. While competing companies
may produce laser carbines with minor variations from one another, these differences are too
minor to track in game terms. Anything that wouldn’t require a change of traits can be explained
away in purely descriptive terms; for more drastic differences, change a tag or two to better
represent these variations. The weapon descriptions below often include examples of a given
weapon type and its typical usage in the field.
En: The Enhancement bonus provided by the weapon.
Range: This is the weapon’s optimal range. For weapons capable of operating at multiple ranges
without penalty, all optimal ranges are listed here.
11
Damage Type: The weapon inflicts either ballistic, edged, or blunt damage, or a special type of
damage, it the appropriate tag is used.
Tags: A weapon’s positive, zero cost, and negative tags. Players and Storyguides should work
together to customize weapons to their characters. Due to advances in technology, weapons can
now possess up to 4 + Wealth in tags.
Size: The weapon’s size.
Tech: Is this weapon hardtech or biotech (@).
FT: Formatting Tolerance – the tolerance cost to format this noetic biotech weapon.
Cost: 0 – nominal, any character can afford this, •-••••• – dots in wealth necessary to afford this
item.
Weapon Configurations
Blade: Both swords and knives count as blades and can have the Melee or the Reach tag, but not
the Range tag. Small blades often possess the Concealable tag, large blades often have the
Obvious tag and may have the Reach tag. Their size ranges from Small to Large.
Pistol: All pistols are used in one hand; smaller pistols usually possess the Concealable tag.
Their size is Small or Medium.
Gauntlet: Gauntlets are biotech weapons worn as a glove on one hand. Small gauntlets may
appear to be normal gloves, gaining the Concealable tag. Large gauntlets extend up the wearer’s
forearm and are obviously biotech devices. All gauntlets possess the Worn tag. Their size is
Small or Medium.
Carbine: Carbines are short lightweight rifles. Their size is Medium.
Rifle: Shotguns and other full-sized rifles possess the Obvious tag, and many possess the Two-
Handed tag. Their size is Large.
Heavy Weapon: Heavy weapons are pieces of military hardware that are all large and deadly
looking. All possess the Heavy Weapon and Restricted tags. They are Size 0 items.
Weapon Types
All of the following types of weapons can possess any appropriate weapon tags from the Trinity
Continuum Corebook (pp. XX-XX), as well as the mandatory and optional tags listed below.
Coil Guns: These weapons magnetically accelerate slugs to hypersonic velocity and possess
enormous greater range and stopping power. They are commonly used to fight enemy psions,
Chromatics, or Aberrants and are only available as heavy weapons. They all possess the
Automatic 2, Brutal, Heavy Weapon, Piercing, Ranged: Close-Long, Restricted, Tactical Sight,
and Two-Handed tags. They may also possess the Mount tag (which removed the necessity of
also having the Brutal tag).
Example: Banji 02 Hornet.
Flechette Weapons: A flechette weapon rapidly fires a spray of needle-like projectiles. Biotech
versions do not require reloading, since they generate their own ammunition. All flechette
weapons can fire either standard flechettes or drugged flechettes that dissolve in flesh and cause
minimal damage. Flechette weapons come as pistols and carbines and all possess the Silent,
Spread, and Variable Ammo 2 or 3 tags.
• Standard Flechette: These flechettes typically possess either the Quality 2 or the Quality 3 tags.
12
• Drugged Flechette: These flechettes have the Poison or the Poison - Non-Lethal tag and the
Non-Penetrating tag
Examples: Orgotek Stinger autopistol and Orgotek Scorpion autocarbine.
Lasers: These energy weapons fire deadly beams of coherent light. Lasers are available as
pistols and carbines, and biotech lasers are also available as gauntlets. Lasers are the most
common type of biotech weapon. Laser weapons all possess the Piercing and Ranged: Close-
Medium or Close-Long tags. More powerful lasers replace the Piercing tag with the Destructive
tag for 1 point of tags and many lasers possess the Beam tag. Lasers cannot possess the
Automatic tag.
Examples: Orgotek Pulse-L Gauntlet, Voss 33k, Alchemy 2118-D Biocarbine, Orgotek Hornet
IV.
Plasma Throwers: These highly dangerous energy weapons project superheated streams of
ionized gas in a beam of devastatingly deadly plasma. The plasma streams fired by such weapons
burn quickly through most materials, including armor. Plasma weapons require backpack fuel
tanks and thus all possess the Heavy Weapon tag. Plasma weapons also all possess the Beam,
Brutal, Deadly, Incendiary 2, Ranged: Short, and the Restricted tag. Plasma weapons cannot
possess the Automatic tag.
Example: Voss 88T.
Poison Weapons: These biotech weapons are lined with stinging cells like those of a sea
anemone or jellyfish tentacles, quickly delivering a paralytic toxin to the victim. They can be
used unformatted, but the user must take care not to poison herself and must select the desired
poison with buttons on the weapons. When formatted, the user is immune to the poison and can
cause the weapon to be poison free or secrete either lethal or paralytic poison with a thought.
Poison weapons are available as either gauntlets or blades and must possess the variable Poison
tag, as well as the Immune, Melee, and Psi tags.
Slug Throwers: Most of these weapons shoot normal bullets, but some have the Variable Ammo
tag. Slug throwers are available as pistols, carbines, and rifles.
Any slug thrower with the Variable Ammo 2 or 3 tag can use the following ammo:
• Armor Piercing: This round gains the Piercing tag.
• Frangible: This round is designed for use on spacecraft and other potentially delicate regions
and is designed to both not ricochet and also not to penetrate armor. It has the Non-Penetrating
tag.
• Gel Rounds: These rounds spread out on impact and cause only bruising. They gain the Non-
Lethal and Non-Penetrating tags.
• Incendiary Round: These rounds contain an accelerant that ignites upon impact, dousing the
target in flames. They gain the Incendiary tag.
• Slugs: Slugs possess the Quality 2 tag.
• Stun Round: These rounds contain supercapacitors fitted with short spikes that deliver a
powerful electrical charge to the targets, and gain both the Electrical and Stun tags.
Any slug thrower with the Variable Ammo 3 tag can also fire the following additional ammo:
• Heavy Armor Piercing: This solid slug gains the Piercing and the Quality 2 tags.
13
• Slugs: Slugs possess the Brutal and Quality 2 tags.
• Taser Round: These rounds contain powerful supercapacitors fitted with short spikes that
deliver an extremely strong electrical charge to the targets, and gain both the Electrical and the
Non-Lethal tags.
The following types of slug-thrower ammo too large to be used in pistols.
• Fragmentation: This round is a fragmentation grenade, and gains the Explosive (ranged) tag.
• Gas Round: This high-pressured gas canister emits a small cloud of noxious chemicals upon
detonation, and gains the Gas tag. The canister can hold any of the three common types of gas
ammo.
• Pellets: These rounds fire half a dozen or more small metal pellets, and gain the Quality 2,
Spread, and Non-Penetrating tags. Pellets are the most commonly used shotgun ammunition.
Examples: L-K Defender 9mm pistol, L-K Avenger 11mm pistol, L-K MAC-803 autocarbine.
Sonic Weapons: These specialized nonlethal energy weapons emit focused sound beams
capable of incapacitating targets. They are often employed alongside tasers by law enforcement.
Deadlier variations, known as screamers can be set to do either lethal or stun damage. Sonic
weapons come as pistols, carbines, and blades. Sonic blades lack physical blades and instead
possess blades made of focused sound that vanish when deactivated.
Most sonic weapons possess the Non-Lethal and Sonic tags. Screamers replace the Non-Lethal
tag with the Optionally Non-Lethal 2 tag for no extra cost, or the Optionally Non-Lethal 3 tag for
one additional tag. Sonic pistols and carbines must possess the Range (Close-Short) tag, while
sonic blades possess either the Melee or Reach tag. All sonic blades must also possess the Non-
Penetrating tag, and most sonic blades possess one of the two Optionally Lethal tags.
Examples: Aris Whistler Pistol, Aris SuperSonic Carbine.
Rocket Launchers: Firing small missiles, these deadly devices are only available as heavy
weapons. All rocket launchers possess the Brutal, Deadly, Explosive 2 (ranged), Heavy Weapon,
Incendiary 2, Ranged: Short-Long or Short-Extreme, Restricted, and Two-Handed tags.
Example: LK Killjoy.
Tasers: Another nonlethal energy weapon favored by law enforcement, ranged tasers fire short-
range electrical beams that render targets unconscious, while taser melee weapons charge the
weapon with electricity, affecting whoever it touches. When used on electronics that either aren’t
shielded or are networked in any fashion (wired or wireless), tasers function as zappers (p. XX),
but only affect a single target that must be within range. Tasers are available as both melee and
ranged weapons and as gauntlets or pistols. All tasers possess the Electrical tag, the Melee or the
Ranged: Close-Short tag, and either the Stun or the Non-Lethal tag. Biotech tasers possess both
the Psi and the Immune tag.
Example: Banji 02 Hornet.
Vibroblades: These weapons earn their name because of an ultrasonic generator in their hilt.
When activated, the blade vibrates at an extremely high frequency. This vibration improves the
blade’s damage and allows it to slowly cut through most common materials, up to and including
wood, concrete, and soft metals. Doing so requires slowly carving the blade through the material,
requiring a length of time based on density and size. The Storyguide is the final judge of how
long this process takes, but as an example, cutting a one-meter hole through wood (such as a
door) takes roughly five minutes, while doing so through concrete takes 20 or more.
14
Vibroblades, as their name suggests, can only take the form of blades and cannot have the Range
tag. They must possess the Destructive tag.
Example: Aris Slicer
Web Emitters: These weapons fire multiple strands of a sticky polymer or biopolymer that
instantly dry into tough, flexible fibers when they contact a target. Originally used for crowd
control, these non-lethal weapons are now also sold for personal protection. All web emitters are
short thick carbines. They are available in hardtech and biotech options and all possess the
Entangle 2, Ranged: Close-Short, and Spread tags.
Examples: L-K Netgun s5, Orgotek Spinneret
Ranged Weapons
The advent of energy-based weaponry revolutionized man-portable firepower. Laser weapons
are sleeker and more accurate than slug throwers. Slug throwers remain largely unchanged from
previous centuries, though modern automatics are generally more efficient than their
predecessors. Both lasers and slug throwers come in pistol and carbine varieties.
The other major distinction in weaponry comes in the form of biotech versus hardtech. Many
biotech weapons look nearly identical to their hardtech counterparts by design, and function
similarly. Biotech weapons have greater potential when formatted, enhancing the weapon’s (and
sometimes the psion’s inherent) capabilities. All biotech weapon listed possess the Psi tag and
can possess the Formatted tag.
THIS IS A TABLE
Ranged Weapons Table
Type Model En Range Damage Tags Tec Size F Cos
Type h T t
Flechett Orgotek 3/4 Close- Ballistic Formatted+ @ Mediu • ••
e Scorpion + Mediu , Ranged: m
Carbine Biocarbin m Close-
e Medium,
Silent,
Spread,
Variable
Ammo 3,
Psi
Laser Voss 63 2 Close- Ballistic Beam, Hard Mediu n/ ••
Carbine K Carbine Long Quality 2, m a
Ranged:
Close-
Long,
Tactical
Sight
Laser Orgotek 1/2 Close- Ballistic Concealabl @ Small • •
Gauntlet MiniPulse + Mediu e,
-L m Formatted
15
1+,
Grappling,
Piercing,
Psi,
Ranged:
Close-
Medium,
Worn
Laser Orgotek 2/3 Close- Ballistic Beam, @ Mediu • ••
Gauntlet Pulse-L + Long Destructive, m
Gauntlet Formatted
2+, Psi,
Ranged:
Close-
Long, Worn
Slug- L-K 2-3 Close- Ballistic Quality 2, Hard Mediu n/ •
Thrower Avenger Mediu Ranged: m a
Pistol 11 mm m Close-
Medium,
Variable
Ammo 2
Slug- L-K 2-4 Close- Ballistic Automatic Hard Large n/ ••
Thrower Protector Long 2, Obvious a
Rifle Auto 0, Ranged:
Close-
Long,
Variable
Ammo 3,
Sonic Aris 1 Close- Sonic Concealabl Hard Small n/ •
Pistol Whistler Short e, a
Optionally
Non-Lethal
2, Ranged:
Close-
Short,
Sonic
Taser Orgotek 1 Close- Electrical Concealabl @ Small • •
Pistol Electric Short e,
Eel Electrical,
Non-Lethal,
Immune+,
Psi,
Ranged:
Close-Short
16
Web Orgotek 2 Close- Special Entangle 2, @ Mediu • •
Emitter Spinneret Short Formatted+ m
Carbine , Psi,
Ranged:
Close-
Short,
Spread
Coilgun L-K Big 5 Close- Ballistic Automatic Hard Size 0 n/ ••••
Heavy Boy r5 Long 2, Brutal, a
Weapon Heavy
Weapon,
Piercing,
Ranged:
Close-
Long,
Restricted,
Tactical
Sight, Two-
Handed
Missile L-K 5 Short- Incendiar Brutal, Hard Size 0 n/ ••••
Launche Killjoy Long y Charge, a
r Heavy Deadly,
Weapon Explosive 2
(ranged),
Heavy
Weapon,
Incendiary
2, Ranged:
Short-
Extreme,
Restricted
Plasma Voss 88T 5 Short Incendiar Beam, Hard Size 0 n/ ••••
Thrower Plasma y Brutal, a
Heavy Gun Deadly,
Weapon Heavy
Weapon,
Incendiary
2, Ranged:
Short,
Restricted,
Two-
handed
17
[[NOTE TO LAYOUT: INSERT A CENTERED LINE SAYING “HEAVY
WEAPONS” IN THE TABLE BETWEEN WEB EMITTER CARBINE AND
HEAVY COILGUN]]
+ This tag can only be used if the biotech weapon is formatted to the user.
END OF TABLE
Psi Gauntlets
Psi gauntlets are advanced biotech enhancements worn over the user’s hand and forearm. They
cover the entire forearm and are thus difficult to conceal. Only a psion can use a psi gauntlet and
they must be formatted. Psi gauntlets enhance the user’s psionic powers and also provide built-in
weaponry. Some gauntlets require a specific Aptitude in order to effectively use them, but most
can be used by any psion. Any such requirements are listed in the weapon descriptions below.
Electrolaser Gauntlet: This weapon creates a laser-guided electrical blast, essentially a wrist-
mounted lightning thrower. The shock of the weapon is severe, capable of stunning and disabling
both living and mechanical targets at range, and the user can choose to fire either an
incapacitating or a lethal bolt. If the user spends a Psi point, they can simultaneously make a
normal and a non-lethal attack against the same target. Any psion can use this weapon.
Enhancer Gauntlet: This gauntlet can only be used by psions with the Electrokinesis or
Psychokinesis Aptitudes. In addition to firing a powerful laser beam, it also increases the user’s
effective Psi by 1, but only for the purpose of calculating dice pools and other factors dependent
on Psi for powers of a single Aptitude; it does not provide additional Psi points. This device also
cannot increase effective Psi above 5. This Psi increase affects either the Electrokinesis or the
Psychokinesis Aptitude, but it can only enhance one of these. The wearer chooses which one to
enhance when formatting this device.
Force Gauntlet: A force gauntlet uses Telekinesis to enhance the wearer’s blows. Unformatted,
it functions as a fighting glove (see below). When formatted, the gauntlet projects this same
force at a distance, effectively allowing the user to make unarmed strikes against distant targets
(using Close Combat Skill, but with Psi instead of Might). This weapon can only project raw
force, not fine manipulation. The wearer can also use the telekinetic force created by this
gauntlet to shove opponents and block attacks. Any psion can use this gauntlet.
Sureshot Gauntlet: This gauntlet, uses the power of Clairsentience to guide the user’s attacks to
a pinpoint precision. It requires getting a bead on the target with the guiding laser, made by
making a successful attack roll using Aim, and spending 1 Psi point. This maneuver does no
damage, but from then on, the gauntlet remains locked on to the target, and its laser attacks gain
an additional 2 Enhancement (for a total of 4 Enhancement) on the attack roll. Thick barriers and
a lack of line of sight for more than two rounds end this lock. However, the Sureshot is not
affected by low-light or other types of impaired visibility and suffers no penalty even amid a
smoke cloud or on a hazy moonless night. Any psion can use this gauntlet.
THIS IS A TABLE
Psi Gauntlet Table
Weapon En Range Damage Tags Size FT Tech Cost
Type Type
Electrolaser 3 Close- Electrical Electrical, Medium •• @ •••
Medium Formatted,
18
Optionally Non-
Lethal 3, Psi
Gauntlet, Ranged:
Close-Medium,
Super Science 1
Enhancer 3 Close- Ballistic Beam, Medium •• @ •••
Long Destructive,
Formatted 2, Psi
Gauntlet, Ranged:
Close-Long,
Super Science 1
Force 2 Close- Blunt Formatted, Psi Small • @ •••
Short Gauntlet, Ranged:
Close-Short,
Shield, Silent,
Super Science 1,
Weighted
Sureshot 2/4 Close- Ballistic Beam, Medium •• @ ••
Long Destructive,
Formatted, Psi
Gauntlet, Ranged:
Close-Long,
Super Science 1
END TABLE
Melee Weapons
Even in an age of man-portable energy weapons and psionic powers, the reliability of a club or a
sword can’t be overstated. On an alien world or in a bad part of town, a knife or even a makeshift
club can mean the difference between life and death. Many melee weapons are strictly hardtech,
although developers constantly push the boundaries of biotech weapons. Players should feel free
to develop prototype bioware weapons with their Storyguides beyond those listed below.
Axe: Useful as survival tools, axes also make for emergency weapons. Simple but rugged, they
consist of reinforced steel or plasteel blades attached to a long handle. An axe can split wood or
break down doors in a rescue situation as easily as it can fend off would-be attackers.
BioClaws: Requiring minor surgery to attach, this bioapp provide users with a set of retractable,
fully organic claws. These claws provide 1 Enhancement for climbing and also serve as vicious
close-combat weapons.
Chain: A length of chain makes for a surprisingly effective weapon in the right hands. Chains
can entangle limbs or simply bludgeon a target with reach. A few rare martial arts styles still
make use of chain weapons.
Fighting Gauntlet: High-tech gloves with plasteel and kinetic enhancers woven into the lining
allow a human to strike with the force of a sledgehammer. Trained martial artists can use a good
pair of fighting gloves to beat down dangerous wildlife, rogue psions, or even shatter vehicles.
19
Enamel Knife: A weapon almost as simple as a club, knives come in many forms, including
blades of enamel, orbital steel, or old-fashioned collapsible knives. Unlike ranged weapons or
larger melee weapons, knives are less restricted and more concealable. Enamel knives are
exceptionally sharp blades grown via biotech. They do not show up on metal detectors.
Poison Gauntlet: A poison glove appears to be an ordinary glove until its biotech enhancements
are activated, at which point it can deliver either lethal or paralytic poison at the wearer’s desire.
Sonic Blade: A device that looks like the hilt of a high tech short sword generates a tightly-
focused “blade” of sound capable of easily harming soft targets. The fact that it is relatively
useless against harder materials makes this weapon a favorite in dangerous environs, where a
punctured hull or broken lab equipment might spell disaster. It can also be set to only do stun
damage, making it also useful in law enforcement, when less deadly uses of force are desired.
The user can set the sonic blade to be anywhere from a few centimeters to several meters long,
using it as a dagger, a short sword, or an exceedingly long blade.
Staff: A length of wood, plasteel, or polymers usually two meters in length, the staff is
essentially a longer club capable of striking with more force. Its additional reach affords the
wearer some extra defense in close combat.
Taser Gauntlet: This model is clearly a biotech weapon, and is decorated with stylized lightning
bolts, but for a slightly higher cost a version that is indistinguishable from an ordinary glove is
also available.
Vibroblade: The size of an old-fashioned short sword, this vibroblade cuts through most
common materials swiftly and easily and is also a deadly weapon.
THIS IS A TABLE
Melee Weapon Table
Weapon Model En Damage Tags Size Tech FT Cost
Type Type
Axe - 3 Edged Melee, Quality 3, Large Hard n/a 0
Weighted
BioClaws Orgotek 2 Edged Concealable, Tiny @ • 0
Tiger Formatted,
Grapple, Melee,
Piercing, Psi++,
Worn
Chain - 2 Blunt Entangle, Melee, Medium Hard n/a 0
Reach, Two-
Handed
Fighting Banji 2 Blunt Concealable, Small Hard n/a •
Gauntlet Warrior Grapple, Melee,
Quality 2, Worn
Enamel - 1 Edged Concealable, Small Hard n/a 0
Knife Grapple, Melee,
20
Piercing,
Throwing
Poison Alchemy 1 Poison Concealable, Small @ • ••
Gauntlet BW-2 Grapple,
Immune+, Melee,
Psi, Variable
Poison 3, Worn
Sonic Banji 2 Sonic Concealable, Small Hard n/a ••
Blade Varicut-3 Grapple, Melee,
Optionally Non-
Lethal 2, Non-
Penetrating,
Reach, Sonic
Staff - 2 Blunt Melee, Obvious 0, Large Hard n/a 0
Reach, Shield 2
Taser Orgotek 1 Electrical Electrical, Small @ • •
Gauntlet Lightning Grapple,
Immune+, Melee,
Non-Lethal 2, Psi,
Worn
Vibroblade L-K VL1 3 Edged Deadly, Medium Hard n/a ••
Destructive 2,
Melee, Quality 3
+ This tag can only be used if the biotech weapon is formatted to the user.
++ This weapon must be formatted to use it.
END TABLE
Everyday Technology
The following devices are all widely available and in common use.
Binoculars: Computer-stabilized image enhancers permit up to x 50 magnification. Improved
binoculars also provide light intensification for seeing at night and an infrared to ultraviolet
frequency range. Binoculars provide 2 Enhancement for actions involving seeing details at a
distance, and improved binoculars also allow the user to see in darkness and to ignore visibility
penalties or Complications from fog or smoke. Tech: Either, Size: Small, Cost: 0 (regular) •
(improved)
Biofixer: This palm-sized clamshell-shaped bioapp extrudes organic materials that can fix cracks
and other minor damage and patch holes up to 5 cm in diameter. Repairs made by a biofixer are
as good as new and the device provides 1 Enhancement for actions to repair devices. Tech: @,
Size: Small, Cost: •
Clothing: Clothing worn in the early 22nd century is mostly similar to that sold in the early 21st.
However, there have been some changes. Outdoor clothing often comes with imbedded heating
and cooling fibers to keep the wearer comfortable from -30 to 50 C with nothing more than
21
heavyweight jeans and a durable long-sleeved shirt. Flexible solar panels printed on cloth keep
these fibers charged and are also used on clothing to recharge personal electronics.
In Nippon, clothes printed with display screens playing everything from mass media shows to
home movies or art are popular. Clothing that can change color and patterns and even glow is
popular everywhere. In addition to fashion uses, most outdoor clothing can turn bright orange
and glow in the dark to facilitate easy rescue, and criminals and covert operatives often wear
clothing which can assume a wide range of camouflage options while also being able to appear
ordinary. This clothing provides 1 Enhancement to actions to avoid notice, and particularly
stylish (and expensive) clothing can provide 1 Enhancement to creating a good first impression
or being perceived as having high social status. Tech: Hard or Psi, Size: Medium, Cost: 0 to ••
Cosmetic Modifications: Advanced biotechnology allows people to change their bodies in a
wide variety of ways. Permanently changing skin, eye or hair color at will, even to stripes or
exotic colors like royal blue or lime green, altering facial features or becoming fatter or thinner
are all common procedures. These changes require only a few minutes to initiate, are complete in
a day or two and have no recovery time. More extensive and expensive alterations like sex
changes, changing eyes to look like those of cats or birds of prey, attaching decorative horns or
antlers, and small changes in height require several hours of medical procedures and up to a
week of recovery time. Alterations that cause the person to have green skin or otherwise look
obviously non-human are most common in Sudamerica or Nippon, but available everywhere.
The only mechanical effect of this technology is that it can produce or remove dots in the
Attractive Edge or allow someone to almost perfectly disguise herself as any other person. Tech:
Hard or Psi, Size: n/a, Cost: 0 to ••
Glucose-Protein Nutritional Packet (glup pack): First introduced by BioDyne, this bioapp is
roughly the size and shape of a large avocado. It generates food and water using photosynthesis,
carbon dioxide and water from the air, and organic matter like leaves, grass, or rich soil. With
only water from the air and minimal organic matter, a glup can provide one person with food and
water. If given sufficient water to purify and abundant organic matter it can supply up to five
people per day with food and water. It can be stored for years. Tech: @, Size: Medium, Cost: 0
Locator Band: This device subconsciously allows the user to know which direction is north, as
well as also optionally allowing the user to know the direction of some known object, like their
car or the spacecraft they landed in. This device uses the OpNet and works on any settled planet.
It causes the user’s skin to tingle in the relevant direction and comes as a belt, an anklet or a
bracelet. It provides the wearer with the equivalent of the Direction Sense Edge (see the Trinity
Continuum Corebook, p. XX). Tech: Hard, Size: Tiny, Cost: 0
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Survival Blanket: This simple bioapp stores itself as a green object the size of a large mango. It
can unfold into a blanket, a sleeping bag, or small tent, all suitable for a single person. Multiple
survival blankets can link together to form larger tents. As long as it is exposed to sunlight for at
least eight hours a day, it can keep the user comfortable warm or cold in any temperature from
the Antarctic winter to the Gobi Desert in summer (-60 C to 60 C), providing 2 Enhancement for
all survival rolls using the blanket. Also, at the user’s command, the blanket can induce a state of
deep hibernation, allowing the user to survive without oxygen for a week and without food or
water for three months. This hibernation can also allow the user to survive an otherwise lethal
injury until help arrives. A survival blanket can place an unwilling subject into hibernation, but
the process takes five minutes, and the subject must be immobilized or they can easily escape.
Tech: @, Size: Small, Cost: •
Minicomps
The primary piece of technology that everyone except the poorest of the poor, criminals in
maximum security prisons, and a few of the most determined luddites owns is a minicomp.
Minicomps are highly advanced versions of early 21st century smartphones. They all possess a
fast wireless connection to the OpNet, a short-range link to the user’s display gear, and are the
most indispensable piece of technology that most people own. Minicomps are the size of an
average early 21st century smartphone, with a holographic screen and a mini-projector that
allows the user to project images a meter or two across. All minicomps are waterproof and
designed to survive drops of up to three meters, and some are designed for even more rugged
use. For 0 Cost, a minicomp has an attractive but not fancy casing and a failsafe of 2. Increasing
the cost by • either increases the failsafe by 2 and gives the minicomp a fancier case or provides
the minicomp with 1 point of both hard and soft armor, with the Environmental 1 tag, and adds a
locator beacon with a range of 100 km in areas with little radio traffic. The highest available
failsafe for a minicomp is 4.
Biocomps
The recently developed biocomps are faster and more responsive than hardtech minicomps, and
can be formatted. Formatted biocomps perform any tasks involving computer use, including
hacking, twice as fast as hardtech minicomps. Characters who format a biocomp also gain 1
Enhancement to all Technology rolls related to using it (including using it to hack other
computers or networks). In addition, formatted biocomps do not require passwords or biometrics.
Only the person who formatted them can use them. All other users must overcome their failsafe.
All biocomps have Tolerance •.
Popular Minicomps
All minicomps are Small size, designed to fit comfortably in the user’s pocket. Like all
computers, minicomps have active security known as a failsafe, which acts as a Complication
against any unauthorized use. See pp. XX-XX for more details on failsafes and computer
hacking. The following are some of the most common models.
Orgotek Tortoise: This biocomp is at least as fast and reliable as any computer on the market,
and is equipped with an extruded casing engineered from turtle DNA for a pleasant, pebbly
exterior. Tech: @, Tolerance: •, Failsafe: 4, Cost: •
Steinhardt MI–CC: The military-issue minicomp is equipped with an armored ceramic-polymer
shell, locator beacon and a Patton military agent. The P-CC is a civilian version that is identical,
except that it lacks a military agent. Tech: Hard, Failsafe: 4, Cost: ••
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Wazukana 300E: The most popular minicomp on the market, made in a fetching neo-deco
ovoid design and available in a variety of colors. Tech: Hard, Fail-safe: 2, Cost: 0
SI (Satisfactory Intelligences)
Because of several attacks by malevolent and highly unstable artificial intelligences
created during the Aberrant Wars, true artificial intelligence is now limited to a few
tentative projects found in secure research facilities. The best publicly available
software is the ubiquitous Satisfactory Intelligences, typically called SIs. SIs can
understand and respond in colloquial speech and are capable of asking for
clarification if confused, but are mere simulations of intelligent interaction, lacking
self-awareness or creativity. However, they learn the habits of their users and make
inferences based on these habits. SIs are found in minicomps, vehicles, dwellings,
and in almost every device people regularly use. A coffee pot will make a cup of
coffee based on data collected about the user’s normal coffee preferences, unless
overridden by a more exacting request.
Agents
Every minicomp contains a SI, with an agent program. This agent serves as the user’s personal
assistant. Children have special agents that help guide their learning and restrict their access to
some material, and many adults have used the same agent since their teens.
Agents can be anything from a simple, emotionless drone to a fully intuitive, dynamic character
construct. Minicomp agents are almost supporting characters in themselves, but ultimately an
agent is simply a personalized SI. Agents have a kind of intelligence, and even seem to possess
an artificial personality, but are not independently thinking creatures. Nevertheless, agents can
operate independently from the character. Characters can instruct them to perform tasks or allow
their agents to make limited decisions based on observations of what their user would want.
Agents interact with their user and with other people and agents via text, voice and visual
projections. They can perform any task that they are told to, if they have the necessary
equipment. If someone asked an agent to drive him home, the agent could either call the person’s
nearby car and direct it to drive home, or call an automated cab.
Typically, people allow their agents to share their preferences with devices they are interacting
with. Everything from your car or home to a Robo-Burger or hotel room in a city you visit for
the first time knows what you like and knows what questions to ask to help you decide exactly
what you want to eat, drink, listen to, view or read and what temperature you prefer for your
showers. These tasks are overseen by an individual’s agent. Agent’s often know someone better
than their spouse and help manage a person’s life. They remind users to leave early for an
appointment if traffic on their route is especially heavy, make certain that food they order or
purchase meets any special dietary needs or preferences, provide appropriate music for all
circumstances, and keep users up to date with news and entertainment that it knows they are
interested in, while filtering out everything else.
All agents are treated as minor characters with both Mental and Social dice pools. However,
because SIs are not sentient beings, they are limited to performing highly specific tasks. Each
such task is called an application. Agents cannot perform any action if they lack an associated
application. All agents come with a pre-loaded set of applications. Because of these limitations,
no agent can outdo an exceptionally skilled human. Agents can also help their owner perform
tasks they possess applications for, such as evaluating the owner’s business plan, rather than
creating their own business plan. In this case, all agents provide 1 Enhancement to applicable
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actions. All agents can perform online research and translate all living human languages in real-
time.
Building Agents
In addition to Language Translation and Online Research applications, all agents possess 6
additional applications, possess a Mental dice pool of 4, a Social dice pool of 4, and have a cost
of 0. Every • of cost increases the agent’s power by adding three additional applications and a
total of two points that can be added to the two dice pools.
Alternately, you can increase the agent’s cost by • to either add six additional applications or a
total of four points that can be added to the two dice pools. Agent dice pools cannot be raised
higher than 6. In addition, you must increase the agent’s cost by an additional • if it can perform
hacking and other illegal functions. All law-breaking agents are restricted to Criminal and
Espionage Paths.
Law-Breaking Agents
Ordinary agents are not permitted to attempt to break laws for their user, except for
limited exceptions if someone’s life is in immediate danger, such as driving a
vehicle faster than the local speed limit on a trip to a hospital. However, agents used
by covert operatives, criminals, and some high-ranking government officials lack
restrictions against law-breaking. There is an illegal market in agents hacked to be
able to break laws. Hacking an agent to break laws or possessing such an agent
without the proper authorization are serious crimes in most nations.
Popular Agents
The following are four popular agents.
Alpha Software Chris: Chris is one of the best agents on the open market. The projection’s
appearance is fully customizable by the user. Chris is extremely response and good at
understanding the user’s needs and wants. The default personality is slightly pushy but rapidly
adapts to the user’s style and preferences. Cost: 0. Stats: Mental: 4, Social 4. Applications:
Administration, Business, Design, Geography, Language Translation, Law, Mathematics, Online
Research.
Data Intrusion Assistant (DIA): This highly restricted agent was designed for use by covert
operatives who need to hack computers. It appears to be a standard mid-range agent like Chris,
but with a few secret features. Criminals and dissidents have obtained copies of this agent and
adapted it for their own uses. Cost: •• (restricted to Espionage or Criminal Paths), Stats: Mental:
6, Social 4, Applications: Administration, Business, Computer Hacking, Code-breaking, Design,
Electronic infiltration, Geography, Language Translation, Law, Mathematics, Online Research
Datawarp Patton: This agent was one of the first of the “new-era” designs, and still finds
extensive use throughout the FSM and other military organizations. While the projection is of a
20th-century American general, Patton has extensive data on every major military mind and
tactical analysis of the past three centuries. Cost: • (restricted to Military Paths), Stats: Mental:
6, Social 4, Applications: Administration, Current Events, Geography, History, Language
Translation, Mathematics, Politics, Military Regulations, Online Research, Strategy, Tactics
Orchidware Hippocrates v3.0: This premier medical agent is designed to help with diagnosis
and treatment and also to manage the practical details of a physician’s life. Its standard
projection is as an efficient and somewhat taciturn middle-aged woman who is dressed as a
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physician. Cost: •, Stats: Mental: 6, Social 4, Applications: Biology, Bureaucracy, Chemistry,
Diagnosis, First Aid, Language Translation, Mathematics, Medical Ethics and Law, Online
Research, Pharmacy, Surgery
Orgotek Hare: Used in the biotech turtle, the default projection is an animated anthropomorphic
rabbit with a somewhat sarcastic sense of humor, but the personality soon adapts to the user.
Cost: •, Stats: Mental: 6, Social 6, Applications: Administration, Business, Geography,
Language Translation, Law, Mathematics, Online Research, Organization
Display Gear
Augmented reality has been a fact of daily life for more than a century and almost everyone uses
some type of display gear. The most common display gear is special contact lenses. Standard
models display minicomp data and function as automatically darkening sunglasses that magnify
both small and distant objects by up to 2X. Advanced models also allow the user to see the entire
spectrum from infrared to ultraviolet light, magnify both small and distant objects by up to 4X
and provide light amplification to allow the user to see well in dim light, providing 1
Enhancement to all vision rolls. These advanced contact lenses also contain miniature cameras to
allow the user to record what they are seeing.
People who prefer older technology wear the same device as a set of glasses that contains all the
same features. Some well-off people have their display gear implanted, which also contains the
same features. Except in Nippon, implanted AR gear is becoming less common because of the
development of biotech contacts that can bond semi-permanently with the user’s eyes and
biotech speaker/microphones that bond behind the user’s ears. These pieces of biotech can live
one the user indefinitely. Cost: Ordinary display gear has a cost of 0 and is included with a
minicomp, Advanced display gear has a cost of •, Biotech versions do not need to be formatted.
Augmented Reality
Modern augmented reality is subtle and carefully managed by the user’s agent. It
includes small colored arrows for directions if the person if unfamiliar with a
location or asks for directions. Similar markers for objects or locations the agent
knows the person would be interested in, as well as names and other basic
information appears next to people the user either doesn’t know or has forgotten.
Often, someone’s agent understands what she wants to know at the same time she
does, and flashes up enough information to help the person, without distracting her
for more than a second or two. Most uses of augmented reality are equally
unobtrusive.
Almost anywhere on Earth and in every settled world, anyone using display gear
can instantly learn their location and get directions. They can see the name and
basic biographic information on anyone they have seen before or who has a public
OpNet profile (which almost everyone does) and learn the location of anyone they
know who has allowed them to access this information. People can also look at an
animal or plant and have their minicomp identify it or have their minicomp help
repair broken devices or diagnose medical problems and suggest basic first aid.
However, augmented reality provided by standard display gear and implants
appears somewhat artificial and usually looks at least slightly cartoonish and
imperfectly matted into the background due to the limitations of display gear.
Computer enhancement (p. XX) allows seamless augmented reality, where the
augmented reality images are indistinguishable from reality and allows users to
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effectively customize the appearance of their surroundings. Unfortunately,
problems with AR hacking, where people secretly rewrote what others saw,
contributed to the widespread current distrust of computer enhancement.
27
Stabilizers: One pill calms the user, eliminating any penalties for anxiety or stress, removing up
to a level 2 Complication caused by either. Two pills make the user drowsy (providing a level 2
Complications to all actions), and three pills makes the target sleep. “Stables” take effect in five
minutes and are a common sleeping aid. Duration: One Scene (or a full night of sleep),
Maximum Dosage: Three, After-effects: none, Cost: 0 (100 doses)
Stimulants: The user functions normally regardless of how tired they are. Duration: six hours,
Maximum Dosage: Three, After-effects: Inflicts a level 2 Complication (tired) on the user for
two scenes, Cost: 0 (10 doses)
Tough: This drug eliminates fear and pain without otherwise impairing the user’s body or mind.
The user gains 3 Enhancement to resist fear or intimidation, but is not inclined to perform
obviously dangerous actions without a good reason. Tough also temporarily reduces all
Complications from injuries by 1 level. Duration: One hour, Maximum Dosage: Four, After-
effects: increase all injury Complications by 1 level for the next hour, Cost: • (10 doses)
Commercial Bioapps & Augmentations
Noetic biotech is humanity’s newest technology and the most advanced biotech devices connect
to human bodies. The first bioapps were all designed for use by psions, but recently several
biotech companies have been creating bioapps for use by neutrals and the Qin have also recently
begun creating these devices to sell to humanity. One result of the popularity of noetic bioapps is
that non-noetic biotechnology created using conventional genetic engineering is somewhat more
popular than before, and most people outside of Nippon consider it to be safer and more
acceptable than electronic hardtech implants.
Gillbreather: This device consists of a mask, connected to a thin pack worn on the user’s chest
or back. It allows the user to breath normally in any water that contains sufficient oxygen to
support fish. If not formatted, the device can be used for up to eight hours before it requires rest
and nutrient injections. If formatted, the pack bonds to the user’s back and can be used as long as
desired. Also, formatted gillbreathers directly oxygenate the user’s bloodstream and no longer
require a mask. Formatted gillbreathers can be removed, but are not bulky or uncomfortable and
some wear them on land. Hardtech gills can only be used for up to seven hours before they must
be recharged. Tech: @ or Hard, Size: Medium, Tolerance: •, Cost: •
Medical Symbiont: Recently created by a team of vitakinetics working with both Qin
technicians and conventional bioengineers, this enhancement was created from gene-engineered
bacteria and single celled organisms. As a result, it is technically hardtech. The symbiont gives
users 2 Enhancement to resist all poisons and diseases. Also, the user heals three times faster
than normal and increases her lifespan by 25%, potentially increasing average lifespan to 160
years. Medical symbionts must to specifically engineered for each individual. Tech: Hard, Size:
n/a, Cost: ••
Qin Enhancement Polyps (QEP): These devices have proven extremely popular since their
recent release. These organisms are dome-shaped disks three cm in diameter and 5 mm thick that
are covered by a brightly colored shell and attach directly to the user’s body. Once attached, they
can only be removed by minor surgery. The QEP enhances the user’s brain in minor but useful
ways. There are currently four QEPs, each of which grants the user a single Mental or Physical
Edge (see the Trinity Continuum Corebook, pp. XX-XX for the list of Edges), which include
the Direction Sense Edge, the Lighting Calculator Edge, the Breath Control Edge, and the two
dot Photographic Memory Edge Perfect Memory. These bioapps do nothing for individuals who
already possess these Edges, but users can wear one of each type of they wish. These devices do
not need to be formatted. Tech: @, Size: Tiny, Cost: •• Each.
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Vision Enhancement: Unlike many other enhancement procedures, vision enhancement proved
safe and remained popular even after the Aberrant Wars. It provides the ability to see both
infrared and ultraviolet light, including thermal infrared (heat) and improves the user’s night
vision. Finally, if the user squints, it provides up to 4x magnification for both distance and close
work. Users suffer no visual penalties for dim light, and gain 2 Enhancement to all actions
involving vision. Most versions look like ordinary eyes, but users can obtain more unusual
models, including black featureless eyes or slitted cat eyes. Both normal and inhuman looking
vision enhancements cost the same. However, having visibly inhuman eyes gives the user a level
1 Complication to all social actions that would be influenced by his looks in nations with
substantial prejudice against enhanced individuals, like the FSA, Poland or the Ukraine. In some
of these nations, including the FSA, the government is also more likely to harass these
individuals. However, in most Sudamerican cities, and among subcultures elsewhere having a
visibly inhuman augmentation provides the user with 1 Enhancement to all actions influenced by
his looks. Tech: Hard, Size: n/a, Cost: ••
Psionic Bioapps
These bioapps are specifically designed for use by psions and enhance or otherwise affect
psionic powers. They can only be used by or on psions. Most of these devices must be formatted.
All the items listed here are commercial products and thus can be produced in moderate
numbers. As a result, characters can purchase these items normally and so players do not need to
buy them using the Artifact Edge (Trinity Continuum, p. XX).
Astronomical Range Enhancement Sensor (ARES): The recently developed ARES is a large
oval pod that can hold a single adult human inside of it. When activated, it unfolds like a flower
and then folds around the user. It increases the user’s effective Psi by 1, but only for calculating
dice pools and other factors dependent on Psi for Clairsentience powers. The ARES pod also
adds two dots to your character’s Psycholocation Modes for making rolls or determining the
power of effects using this Mode. Most impressive of all, it allows the user to multiply the
maximum range of the Psycholocation power Dowsing, and other Psycholocation powers used in
conjunction with it, by 500, but only for targets that are more than 0.1 light years away. This
bioapp does not increase the amount of detail available at these extremely long ranges. An ARES
is a crucial component of a Leviathan jump ship. However, ISRA owns several ARES units that
are not installed in Leviathan jump ships, which it uses for long range stellar surveys, and Upeo
wa Macho recently acquired several more for use by its Clairsentients. Tech: @, Size: Size 1,
Tolerance: ••••, Cost: ••••
Focal Crystal: These biotech crystals are small violet disks. They do not require formatting and
are only useful to Clairsentients. Any Clairsentient or character with a Clairsentient Auxiliary
Mode can use them to encode a multimedia message including voice, text, and both still and
moving images drawn from the character’s thoughts and memories. “Reading” a message in a
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focal crystal requires the same amount of time as reading or watching it on a screen, while
recording a five-minute message only requires one Round. A Clear must be in Close range of a
focal crystal to encode a message in it, but can sense focal crystals and read any messages
contained within them at their Enhanced Attunement range (p. XX). Each focal crystal can hold
enough messages that watching and reading them all would require many hours. Tech: @, Size:
Tiny, Tolerance: n/a, Cost: •
Interface Augmentation Device (IAD): Orgotek manufactures eight different IADs, one for
each Aptitude. Most IADs are made in the form of a small device that fits around the user’s ear.
However, a few decorative ones are made as chokers or wrist bands. While most psions use an
IAD that enhances their Aptitude, IADs can also enhance a psion’s Auxiliary Modes. Because a
few psions have Quantakinesis Auxiliary Modes, people can still purchase Quantakinetic IADs.
Characters cannot use multiple IADs at the same time. Every IAD provides the user with one dot
to each Mode when determining that power’s effects and also increases the user’s effective Psi
by 1, but only for the purpose of calculating dice pools and other factors dependent on Psi for
powers of a single Aptitude. This device does not provide additional Psi points and cannot
increase effective Psi above 5. This device also doesn’t allow the user to gain any additional dots
in a Mode. Instead, the user’s existing powers become somewhat more powerful. Tech: @, Size:
Tiny, Tolerance: •••, Cost: •••
Psionic Distorter: This device interferes with psionic surveillance by generating subquantum
static and is designed to be used by neutrals and psions alike. It comes in two forms, an ovoid the
size of an orange that fills a room with psionic static, and a small disk that is designed to be worn
and which generates psionic static within a few cm of the wearer. The first device creates a level
3 Complication for any use of Clairsentience or Teleportation in or directed at the protected area.
Even if the device is off, the Complication affects any use of Psychometry to examine the area
during the time when it was on. The wearable device inflicts a level 3 Complication to all
attempts to use Clairsentience, Telepathy, or Teleportation on the wearer. Failure to overcome
this Complication results in Clairsentient and Telepathy receiving only static and in
Teleportation being impossible.
Psions can make an Attunement roll to notice either type of active psionic distorter in Short or
Close range, and automatically notice it if they attempt to use any powers affected by this device
on an area or individual protected by one. These devices are often used by spies and wealthy or
powerful individuals from Nippon who travel abroad. However, they are highly illegal in China,
where only individuals authorized by the government may own or use them. Tech: @, Size:
Small, Tolerance: n/a, Cost: ••
Psionic Restraint Collar: Developed for use on psionic criminals, recently, psionic restraint
collars were adapted for use on Chromatic prisoners. Devices designed for use on humans do not
work on Chromatics, and the reverse is also true. When placed around the wearer’s neck, the
collar drains one Psi point per Round until the user is out of Psi points. The user also cannot
recover any Psi points until the collar is removed and increases the Difficulty of all Psi rolls by
+5. The collars are large, easily visible bands. Possession of these devices is highly restricted and
they do not need to be formatted. Tech: @, Size: Small, Tolerance: n/a, Cost: •• (highly
restricted, law enforcement and Æon Trinity Paths only)
Space Maneuver Pack (SMP): In an effort to provide easy mobility in space, Orgotek has
recently introduced the SMP to give individuals long-term mobility in space without the need for
bulky fuel tanks and large engines. This bioapp provides the wearer with telekinetic propulsion
similar to Momentum. While not as powerful as a properly trained Psychokinetic, in zero gravity,
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the wearer can spend 1 Psi point to fly like a Telekinetic with a Space Speed of [1]. This effect
lasts for one Scene.
In low gravity (p. XX), spending 1 Psi Points allows the wearer to fly at Speed Scale 2 for 5
minutes. In normal or high gravity, the user can slow any fall to a safe speed by spending 1 Psi
point. Spending 1 additional Psi point allows the user to hover in mid-air for a single Round.
This device has proven especially popular on Luna, and in many deep space environments. The
SMP is a somewhat bulky vest, with a low bulge on the back. The vest is adjustable and fits over
all models of space suits, including the BioVARG. Norça and Orgotek commandos recently used
the new SMP on their latest assault on a Chromatic base. This device can only be used when
formatted. Recently, Orgotek also released a version usable by neutrals. Tech: @, Size:
Medium, Tolerance: • (•• for the version usable by neutrals), Cost: • (•• for the version usable
by neutrals).
Transmassion Energy Amplification Rig (TEAR): An offshoot of the effort to develop jump
ring (see p. XX), this device provides 1 Enhancement for using the Teleportation Transmassion
Mode Transmit Person and increases the number of targets that a teleporter can transport using
this Mode by a factor of 10. However, the user must spend one additional Psi Point per use. This
bioapp consists of a thick belt attached by a cable to a flexible ring of the same material that can
be adjusted to be up to 10 meters in diameter. Everything the user transports using this device
must be inside of this ring. The jump rig only works if the teleporter stands outside of the ring.
However, she can use Translocation while she uses this device and jump with it, carrying the
TEAR with her. Otherwise, everything inside the ring teleports, but the teleporter and the TEAR
remain in place. Tech: @, Size: Size 0, Tolerance: ••, Cost: ••
Hardtech Implants
Outside of Nippon, hardtech implants are rarely used by ordinary citizens and most people
regard them as potentially dangerous. They are most commonly used by criminals and covert
operatives. Most are produced in Nippon or are copied from Nihonjin designs. In both reality and
adventure holovids, most Nihonjin covert operatives are equipped with one or more hardtech
implants.
Before the appearance of the psions, cybernetic implants were still used in medicine, but only
when gene therapy and organ cloning could not be used. Today, these therapies combined with
Vitakinetic healing and medical bioware have all but eliminated the need for hardtech implants.
Advanced Radio Implant: This implant contains all the features of the ear radio described
below (p. XX). In addition, advanced implant radios can broadcast to any minicomp within 100
m, using fake credentials that make it appear that the call is actually coming from anyone whose
number is known to the implant’s user. Spoofing OpNet credentials is highly illegal unless the
user has prior authorization from the appropriate government or law enforcement officials. Tech:
[Hard], Cost: ••• (restricted to Criminal or Espionage Paths)
Electric Touch: This implant consists of a thin layer of vat-grown tissue similar to that found in
an electric eel is implanted on the subject’s back and thighs. The user can inflict electrical
damage similar to a taser glove to anyone she touches. She can use this attack at will, but must
touch the target with her hands. If she instead touches any electronic device, this burst of
electricity is equivalent to an attack by a zapper.
The user can also discharge all her electrical energy at once, making a massive and deadly attack
on a single target. Subjects who release this electricity at once must wait a full Scene before they
can use this modification again. The electric touch implant also grounds your character,
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rendering her immune to tasers, and providing two levels of soft armor against all electrical
damage. She can also use this implant to recharge any Small hardtech electronic device by touch.
Tech: [Hard], Cost: ••
Implant Laser: The user has a small laser pistol implanted into his forearm. The laser fires
through a concealed port in the user’s first knuckle and is carefully camouflaged so that it does
not show up on any non-psionic scans. The user is also equipped with a small, well-shielded,
radiothermal power source. Tech: [Hard], Cost: ••• (restricted to Criminal or Espionage Paths)
Implant Weapons Chart
THIS IS A TABLE
Weapon Type En Damage Tags Cost
Type
Electric Touch 1 Electrical Concealable, Electrical, Grappling, Melee, ••
Non-Lethal, Worn
Boosted Electric 3 Electrical Charge, Electrical, Grappling, Melee, ••
Touch Quality 2, Worn
Implant Laser 2 Ballistic Concealable, Destructive, Quality 2 Ranged: •••
Short-Medium, Worn
END OF TABLE
Spy Tech
These devices are designed for use by spies and criminals and many are illegal in most nations.
Because surveillance technologies are so small and advanced, security conscious individuals and
organizations must be especially vigilant if they wish to keep their secrets.
Bug: This device is a camera and microphone 1mm in diameter. It has a sticky backing and a
transmitter capable of sending data and recording the data for up to 50 hours. Locating a bug that
broadcasts continually is trivially easy for an electrokinetic or anyone with a bug detector, unless
it’s in a location where no one will be looking for bugs, like an alley or park. Most bugs
broadcast compressed data pulses every four or five hours. These data pulses only last a few
seconds and the bug does not broadcast at any other time. Bugs that are placed in secure shielded
facilities or deep sub-basements cannot broadcast to anyone outside this location and are
typically set not to broadcast at all. Characters must physically retrieve the bug and download its
data. Finding such a bug, waiting for the owner to retrieve it is an excellent way of discovering
who placed it. Tech: Hard, Size: Tiny, Cost: •
Bug Detector: This thumb-sized device connects wirelessly to the user’s minicomp. It detects
and locates all transmissions in the area. If anything is transmitting within Short Range of this
device, it automatically detects and allows the user to locate the transmission. Tech: Hard, Size:
Tiny, Cost: •
Chameleon Suit: This bioapp is the ultimate disguise for spies, thieves and even a few stage
magicians. When stored this device resembles a smooth round fruit around eight centimeters in
diameter. It can only be used when formatted, at which point it unfolds into a comfortable, form-
fitting jumpsuit that changes color to resemble whatever background it is seen against. This color
matching is neither perfect nor instantaneous. If the user moves faster than a slow walk, the suit’s
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color matching becomes less good. While standing still or moving slowly the suit provides 3
Enhancement to remain unseen, but this is reduced to 2 Enhancement if the user is moving more
rapidly. Also, even a Chameleon Suit does not allow the user to hide in an empty, well lit,
corridor. Tech: @, Size: Medium, Tolerance: •, Cost: ••
Directional Microphone Pen: This device allows the user to discretely listen in on a whispered
conversation up to 5 meters away. A normal conversation can be heard up to 10 meters away. To
use this device, the user must aim the pen at the desired sound. This device can record sound for
later use, or broadcast it to the user’s minicomp. Tech: Hard, Size: Small, Cost: •
Ear Radio: This device allows your character to maintain hands-free, encrypted communication.
Ear Radios consist of a small earplug connected to miniature bone-conduction microphone. The
microphone is extremely sensitive, and can easily pick up whispers. Users can subvocalize
coherently in a manner that’s inaudible to anyone nearby. Ear radios use complex frequency
switching algorithms and advanced encryption that make them far more difficult to intercept and
decipher than ordinary minicomp calls (Increase the Difficult of all attempts to intercept and
decipher ear radio transmissions by +4). Only another ear radios set to the same profile can
normally decrypt their messages. Most ear radios are used with minicomps, but many models can
also be used independently, with a range of up to 20 km in areas with few wireless signals, like
wilderness areas or deep space, and 5 km in dense urban area. Ear radios can also be used to
transmit data between users who link their minicomps into their ear radios. Tech: Hard, Size:
Tiny, Cost: ••
Fiber Optic Probe: This device can extend a fiber optic that can fit through many closed doors,
locked drawers, and other narrow openings. A wide-angle lens at the end of the fiber optic allows
the user to see the area around the fiber’s tip. The user can clearly see anything within two
meters of the tip of the fiber, and anything within five meters is blurry but visible. A second fiber
can project a narrow flashlight beam. Inserting a fiber optic into a lock or alarm system provides
2 Enhancement to pick locks or to locate or disarm alarm systems. This device can be built into a
ring or a pen and sends images to the user’s minicomp. Tech: Hard, Size: Small, Cost: •
Grippers: This device comes in three forms, a hard-tech device, as a bioapp, or as a biotech
enhancement. All three consist of a series of pads that attach to the user’s palms, feet, shins, and
forearms. Each pad extends tiny hair-like fibers that adhere to almost any surface, much like the
foot of a gecko, can support up to 60 kg and works on both wet and dry surfaces. Only a few
specially-made plastics resist the gripper’s adhesion. These plastics are sometimes used to coat
the walls of extremely high security buildings.
The hardtech device and the bioapp are both thin flexible pads that users strap to their body. This
bioapp does not need to be formatted. The biotech enhancement consists of thin layers of tissue
that bonds with the user’s palms, feet, shins, and forearms. This enhancement works as well as
other versions of the device, but does not function if those parts of the user’s body are not bare. It
must be formatted. However, when not active, the biotech enhancement appears to be normal
skin. By moving carefully, all grippers allow users to climb any wall or ceiling strong enough to
bear their weight. With a little practice, users can climb on walls or ceilings as fast as a human
can crawl. No rolls are needed to use this device. Tech: Hard or @, Tolerance: • (for biotech
enhancement), Size: Small (n/a for the biotech enhancement), Cost: • (•• for the biotech
enhancement)
Intrusion Kit: A specialized kit for opening locks and defeating alarm systems. Using this kit
permits character to attempt to open locks and bypass or disable alarm systems without penalty.
Tech: Hard, Size: Small, Cost: • (restricted – Criminal, Espionage, or Law Enforcement Paths)
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Laser Microphone: This listening device is usually built into a pair of binoculars. It projects an
invisible low-power laser beam off any reflective surface made of glass, metal, or hard plastic,
typically a window or mirror. Sound waves cause these surfaces to vibrate minutely. By picking
up these vibrations, this device can be used to listen to any conversations or other noises inside
the room. It can even record sounds from relatively still bodies of water ranging in size from a
lake to a bird bath. The primary limitation is that the room must have an exterior window. Also,
windows can be constructed to prevent listening and heavy curtains block sound. Tech: Hard,
Size: Small, Cost: •
Mini-Rebreather: This device consisted of a small folding face-mask that connects to a fist-
sized air tank, which hangs around the user’s neck. A mini-rebreather provides breathable air for
up to 30 minutes. After this time, the tiny air tank must be refilled and the filter changed on the
rebreather. While less useful than a gillbreather underwater, this device also provides air in a
poisonous environment. Tech: Hard, Size: Small, Cost: •
Static Generator: A specialized anti surveillance device about the size of a bar of soap. It
creates a localized field of radio (up to a five-meter radius). The static blocks all transmissions in
or out of the area. Tech: Hard, Size: Small, Cost: 0
T-Ray Viewer: This device uses terahertz radiation (electromagnetic waves halfway between
infra-red radiation and microwaves) to allow users to see through walls. T-rays easily penetrate
interior walls not specially shielded and reinforced and through outside walls that are not made
of thick stone or reinforced concrete. It also allows users to look through bulky garments to see if
the target is wearing or carrying a weapon. This device has a range of 10 m and clearly reveals
people and other large objects on the other side of walls. However, these images are fuzzy and
reveal no more than outlines without much detail. Recognizing individuals is impossible. This
device is the size of a thick pen and transfers images to the user’s display gear. Tech: Hard, Size:
Small, Cost: •
Zapper: This device resembles a small single shot pistol. It fires cartridges which use a
combination of powerful electromagnets and a small explosive charge to produce an
Electromagnetic Pulse (EMP). This EMP disables any electronic device that is not both specially
shielded and disconnected from any wired or wireless network (like the OpNet). Cheap or poorly
made devices affected by an EMP must be replaced, and even high quality, well-maintained
devices must be rebooted and checked before they will function again. The EMP produced by a
zapper has a range of Short (30 meters) and affects everything in a cone 30 meters across.
Zappers are typically used to destroy surveillance equipment or to shoot down drones. Zapper
cartridges are the size of shotgun shells, but the explosion produced by a zapper is harmless.
Also, zappers are designed to muffle the noise of the shot and so cannot be heard without special
sensors or senses more than 5 m away. Tech: Hard, Size: Small, Cost: •
Transportation
The necessities of fast and safe transit in the 22nd century have led to vast advances in terrestrial
and space travel. Most ground transportation is fully automated, flights carry hundreds of people
across the Pacific Ocean in less than two hours, and there is regular traffic between Earth, Luna,
Mars, and the asteroid belt. However, while most vehicles can drive themselves, in an
emergency, a skilled pilot is still superior to the best SI.
Commercial Travel
Most people travel long distances on hypersonic jet liners that do not require stops for refueling,
but which still require one hour to cross the Atlantic and two hours to cross the Pacific, carrying
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up to 800 passengers. Higher speed vehicles carry several hundred passengers between Earth and
Luna daily from many large cities, making the journey to or from the Moon in 8 hours.
Getting into orbit is a choice between speed and comfort. The most comfortable and least
expensive method is to take either the Mount Kenya or Macapá Space Elevator to
geosynchronous orbit. On either space elevator, the journey requires 11 hours. A hybrid
spacecraft can make the journey into low orbit in half an hour and to Abuhisi space station in 90
minutes.
Jump Rings
The fastest, newest, and most expensive method of travel are the linked
teleportation rings called jump rings. An offshoot of the effort to create the
Leviathan jump ships, these devices consist of pairs of linked rings. In addition to
requiring as much power as a large electric hovertruck, these devices can only
teleport people and cargo between a single pair of noetically linked rings, and can
do so only as long as the rings are less than five million kilometers apart. Also, a
psion must spend a Psi point to activate the jump ring and complete the transport.
Currently, there is jump ring service between Olympus on Luna and the following cities: Beijing,
Chicago, Jomo Kenyatta, Mumbai, Sao Paulo, Sydney, and Zurich. These cities also have jump
rings between them, allowing the wealthy and people on official business to jump between any
of these cities in a matter of seconds. Up to 12 passengers with, baggage, or up to 2 tons of cargo
can be transported with each jump. Jump ring transport began slightly more than a year ago, and
is already regarded as the premier way to travel.
Vehicles
Even the cheapest vehicles come equipped with an onboard SI capable of driving the vehicle,
GPS, their own cellular transmitters, climate control systems, and minor self-repair kits. Luxury
options include repair bots that fold up and retract into the vehicle chassis when not in use and
biometric anti-theft systems. Ground vehicles operate via a combination of solar and electric
batteries, capable of running for many hours before needing recharging. Refueling stations across
the globe allow for anything from self-operated recharge (which takes 5 minutes). Vehicles that
travel on or underwater or fly in air or space operate via miniature hyperfusion reactors. These
reactors provide theoretically unlimited flight power but require periodic maintenance.
Biotech vehicles are relatively primitive compared to their hardtech counterparts. Although
biotech solar batteries are cheaper to produce and offer greater running time for ground vehicles,
and biotech submarines are superior to their hardtech counterparts, biotech propulsion systems
can’t yet handle the stresses of air and space travel, forcing these vehicles to combine biotech
sensors and controls with hardtech hyperfusion drives. The Qin have overcome these limitations,
producing biotech spacecraft better any human hardtech, but human engineers are still struggling
to understand how these strange and beautiful vehicles operate.
New Vehicle Descriptions & Tags
Vehicles in Trinity Continuum: Æon use the same creation system and tags as in the Trinity
Continuum Corebook (pp. XX-XX), but there are a few important differences. The first change
is that all vehicles have two additional categories included in their descriptions:
Tech: Is this vehicle hardtech or biotech (@).
FT: Formatting Tolerance, the tolerance cost to format this noetic biotech vehicle.
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Cost: The complexity of spacecraft engines, hulls, and life support systems sets the minimum
cost of all spacecraft at ••••. However, advances in technology allow vehicles in in Trinity
Continuum: Æon to have up to 1 + Wealth points worth of positive tags. Exceedingly
expensive vehicles with a cost of L (requiring the Loaded Enhanced Edge to purchase) possess a
total of eight points worth of positive tags.
In addition, this system also includes rules for generating spacecraft. The basic template for
spacecraft (before adding tags) is Size 2, Handling +0, with a base Space Speed Scale (p. XX)
based on their tags (see below).
New and Modified Vehicle Tags
Astrogation Systems (1): This tag must be taken in conjunction with the Computer tag,
providing all the vital systems necessary for space travel. Vehicles with this tag are not designed
for atmospheric flight. All vehicles with this tag have a base of Space Speed [3].
Computer (0): The vehicle comes equipped with a standard suite of on-board computers,
including navigation systems, GPS, and OpNet connection, sensors and similar equipment.
These sensors include the equivalent of improved binoculars, as well as whatever other sensors
they may require for their normal operation. Vehicles with this tag are capable of driving
themselves under normal conditions, with a dice pool of four, modified by the Handling tag.
Hybrid (2): This tag simply combines Flight and Astrogation Systems, allowing the vehicle to
operate in both atmospheric and space flight. Any hybrid vehicle automatically has a Speed of 6
in atmosphere and a base Space Speed of [3].
Living (0): This tag is only for Qin biotech vehicles. As living organisms, they all can rapidly
heal (giving them a version of the Repair Bots tag) and can reproduce on their own, but they also
require time to feed.
Limited Astrogation Systems (0): This space vehicle is both slow and designed for short
duration use. It has a base Space Speed Scale of [2] and is not designed to be used for more than
two days without refueling and refreshing the life support system.
Psi (-1): Any vehicle with this tag contains that can be formatted. Unless otherwise specified,
formatting a biotech vehicle provides 1 Enhancement to handling. Vehicles with a Size of 4 or
higher are too large for one individual to format, and instead require individuals to format
different systems, like controls, weapons, and engines. A different person must format each
system. Formatting bioware unlocks its full potential, this is not without risk. If the formatted
vehicle is Taken Out, the character automatically suffers both 1 injury condition and a level 2
Complication (Shaken), as though struck by a Stun weapon. Biotech ground, air, and water
vehicle have a formatting tolerance of ••, while all spacecraft have a formatting tolerance of •••.
Biotech vehicles must use the Psi tag.
Repair Bots (1): The vehicle has a small repair drone capable of folding up and stowing itself in
any available cargo space. The drone can repair minor damage, including replacing spare tires,
fixing damaged computer and guidance systems, or welding damaged panels. Biotech vehicles
with this tag do not require repair drones and instead are able to heal damage four times faster
than normal.
Stealthy (2): This tag cannot be used on any spacecraft using rockets, including hyperfusion
rockets.
Tesser (1): The ship is fitted with a psionic drive that allows it to teleport vast distances. Tessers
can only be installed in ships with a Size of at least 4 that possess the Psi tag. In addition, a
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Tesser can only be used with an ARES Pod (see above) and it’s sufficiently large that it reduces
that spaceship’s maximum Cargo to size -2. A Tesser also allows a teleporter to use Transmit
Person to carry the ship and everyone on board without the necessity of spending additional
successes or Psi points, and to accompany the ship even if they do not know Long Jump.
Thrusters (1+): For space vehicles only. The vehicle increases its Space Speed by [1].
Triphibian (2): This tag combines Flight Navigation Systems and Submersible, allowing the
vehicle to operate in both in the atmosphere and both on and under the water.
Weaponry (1 to 2): The most common vehicle weapons are the coilgun, laser carbine, and
missile launcher. Each use of this tag provides the vehicle with up to two different weapons.
Ground Vehicles
Most citizens have access to modern mass transportation, usually either maglev (magnetic
levitation) trains for long distance travel, or smaller maglev travel pods for local journeys. In all
major cities and on most major highways, conductors in the roads allow maglev transportation
over long distances. Maglev vehicles are efficient, quiet, clean, and powered by solar batteries.
They are also completely automated and lack both drivers and controls and can only be used on
special conductive roads. Indeed, nearly every major highway has a specific shipping lane for
maglev freight, and in the urban centers maglev travel pods are sleek symbols of the advancing
tide of technology. Many consider wheeled vehicles old fashioned, but they can be used
anywhere and are also powered by solar batteries.
“Skimmers” are the latest trend in ground transport technology, generally preferred by the
wealthy due to their cost. A skimmer is basically an advanced, skirtless hovercraft, most of
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which are rated for both overland and water-surface travel, even in rough, uneven terrain.
However, skimmers are more complex and expensive than wheeled vehicles.
The list below provides benchmarks for many different types of vehicles. As with weapons,
manufacturer differences are more about style than function, rarely amounting to a significant
rules change. However, specialized vehicles do exist. Players and Storyguides should use the
traits below as a starting point to construct their own vehicles.
Hovercycle: Sleek, stylish, and above all, fast, hovercycles are one- or two-person skimmers
built for maneuverability and velocity more than comfort. Most come with some trunk space
located beneath the seats, and the majority can seat two. The standard hovercycle has an exposed
seat and small bioglass shields to provide the rider minimal protection. Biotech hovercycles
exist. If formatted, they link to the user’s own nervous system for increased responsiveness.
Examples: Reed Rosen Tsunami, Orgotek Hummingbird.
Motorcycle: Traditional motorcycles still have some popularity among vintage auto enthusiasts,
as well as those who need bikes on the cheap. Dirt bike racing is a popular sport in many rural
towns, and a few motorcycle clubs persist into the 22nd century. Example: Davidson-Wheeler
American Classic.
Walker Cycle: This recently released six-legged vehicle vaguely resembles a giant ant designed
to be ridden by one or two people. Its 170 kph six-legged gallop is often described as odd but not
uncomfortable. Example: Orgotek Formica.
Armored personnel carrier (APC): Rugged and heavily-armored, APCs carry troops into
battlegrounds where air transport is risky or impossible, and skimmers aren’t dependable enough.
They’re tougher and more reliable, and capable of transporting much greater weights in terms of
personnel and equipment. A typical APC has room for four in its cab and can hold an additional
16-person squad in the bay, as well as all relevant equipment and some spares. Example:
ClinTech Morris APC.
ATV: All-terrain vehicles are a staple of recreational and commercial transport traveling to
wilderness areas and remote settlements. Militaries also employ them as part of advance troop
movements. The model described here is a six-legged biotech ATV built to haul cargo or troops
across difficult surfaces. Biotech ATVs are swiftly becoming more common, with Orgotek
naturally leading the industry. The basic ATV design is flexible, serving as the skeleton for cargo
lifters, shallow-water construction vehicles, and high-end farm vehicles. Examples: ClinTech
Osner, Orgotek Cicada, Orgotek Mantis Cargo Lifter.
HEV: HEVs are popular civilian ground craft designed for planetary exploration, HEV’s have a
full life support system and exceedingly spartan long-term accommodations for up to eight, as
well as a small amount of cargo space. The HEV’s treads can handle almost any terrain.
Example: ClinTech HEV.
Medium Cargo Hauler: For commercial and private use by delivery services, moving
companies, and rural farmers. Medium cargo haulers are tough vehicles designed to transport
goods between and in urban centers. Example: Concurso T-10 Minihauler.
Sedan: This is a typical two to six seat sedan. They come with all standard features, sacrificing
top-end speed or power for reliability and affordability. One of their main benefits is the ubiquity
of relevant parts and mechanical knowledge; the average city-goer might not know how to repair
a damaged hover fan assembly, but could fully rebuild their car’s engine and transmission with
time, parts, and a little elbow grease. Example: Mashindano Sentry.
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Skimmer, airfoil: A standard mid-range skimmer. Airfoils have enclosed cabs capable of
seating up to a family of four comfortably, although larger SUV models exist (using similar traits
to the luxury skimmer described below). Some models are convertibles that trade style for
seating, and typically only hold two people and a small amount of cargo. Examples: Shendai
AirFoil, Banji Zephyr.
Skimmer, assault: These heavy-duty skimmers are designed for fast transport of ground assault
teams of both military and law enforcement. They come equipped with powerful turbines and
stabilizers to support the added weight of armor and weaponry. Assault skimmers are large by
skimmer standards, capable of holding a pilot, a gunner, and two other fully-equipped soldiers.
Standard weaponry is a mounted automatic turret, but more specialized urban response variants
exist, using anything from laser rifles to plasma cannons. Examples: Bisai Assault Skimmer,
Orgotek Eurypterid.
Skimmer, light-armored: Light-armored vehicles (or “LAVs”) have become a backbone of
urban law enforcement transportation. They are essentially lighter versions of assault skimmers,
built to be the standard police vehicle of the 22nd century. The typical LAV has a two-seat
forward cab, a transparent bulletproof panel separating the cab from the back, and enough room
in the rear section to transport up to half a dozen fully-armed officers. On the roof is a turret-
mounted laser rifle, sometimes exchanged for nonlethal riot control weaponry. Example:
ClinTech Warden LAV.
Skimmer, luxury: Big, comfortable, and chock full of amenities such as on-board coolers,
multiple entertainment stations, even small ovens for cooking food, luxury skimmers are
expensive and lavish vehicles. Most can seat up to six, but in recent years skimmer limousines,
which possess the cargo 1 tag, have become popular methods of taking entire parties on the go.
Example: Reed Rosen Brougham, Banji Luxury Stretch Cruiser.
Cargo Hauler: Large, general-purpose cargo haulers come equipped with hyperfusion reactors
for power. Some are built as heavier transcontinental cargo vehicles designed to travel where the
maglev roads do not. These haulers are equipped with light armor and weapons. Examples:
Concurso MH-1 Hauler, Mashindano Kuchuka Bronto.
THIS IS A TABLE
Ground Vehicles Table
Type Size Handling Speed Tags Weapons Tech FT Cost
Hovercycle 1 +1 4 Computer 0, Fast - Hard - •••
2, Hover 1,
Maneuverable 1
Motorcycle 1 +1 4 Computer 0, - Hard - ••
Maneuverable 1,
Fast 2, Wheeled 0
Walker 1 +1 + 4 All-Terrain 1, - @ •• ••
Cycle Computer 0, Fast
2, Maneuverable
1, Psi -1
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APC 2 -2 3 Armor 2, Cargo 1 Laser Hard - ••••
Computer 0, Fast Carbine
1, Massive 1,
Sluggish -2,
Weaponry 2,
Wheeled 0
ATV 2 +1 + 3 All-Terrain 1, - @ •• •••
Cargo 1,
Computer 0, Fast
1, Maneuverable
1, Massive 1, Psi
-1
HEV 2 +0 3 Armor 1, Cargo - Hard - ••••
1, Computer 0,
Fast 1, Massive 1,
Treads 1
Medium 2 +0 4 Cargo 1, - Hard - •••
Cargo Computer 0, Fast
Hauler 2, Massive 1,
Wheeled 0
Sedan 2 +0 3 Computer 0, Fast - Hard - •• *
1, Massive 1,
Wheeled 0
Skimmer, 2 +0 4 Computer 0, Fast - Hard - •••
Airfoil or 2, Hover 1,
Convertible Massive 1
Skimmer, 2 -1 4 Armor 2, Laser Hard - •••••
Assault Computer 0, Carbine
Crew -1, Fast 2,
Hover 1, Massive
1, Sluggish -1,
Weaponry 2
Skimmer, 2 +0 4 Armor 1, Laser Hard - ••••
LAV Computer 0, Fast Carbine
1, Hover 1,
Massive 1,
Weaponry 1
Skimmer, 2 +0 4 Anti-Theft 1, - Hard - ••••
Luxury Computer 0, Fast
2, Hover 1,
Massive 1
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Cargo 3 +0 4 Cargo 2 - Hard - •••••
Hauler Computer 0, Fast
2, Massive 2,
Wheeled 0
Armed 3 -2 4 Armor 1, Cargo 2 Coilgun Hard - •••••
Cargo Computer 0, Fast
Hauler 2, Massive 2,
Sluggish -2,
Weaponry 1,
Wheeled 0
+ Reduce Maneuverability by 1 if not formatted.
* As stated above, the minimum cost for all ground vehicles is equal to their Size.
END OF TABLE
Water Vehicles
The following are some of the many sea-going and submersible vessels in use in the early 22nd
century. The growth of cities both on and under the sea and the recent independence of Oceania
have made ocean-going vessels even more important than ever before. Although some Aberrants
lurk in the depths of the sea, the vulnerability to surface-going ships to attacks by off-world
invaders has made submersible travel increasingly popular. In the 22nd century, submersibles are
powered by hyperfusion reactors, and extract oxygen and fresh water from the sea, so they are
only limited in the length of time they can spend underwater by their food supplies and the
comfort of their crew and passengers.
Exploratory Submarine: This small submarine is designed for undersea prospecting and
exploration. It possesses light armaments, and is sometimes uses for defensive patrols by
undersea cities. Example: FangTech Magellan
Flying Submarine: This unique disk-shaped vehicle is equally at home in the air and both on
and under the water. It’s limited to Speed 3 underwater, Speed 4 when on the water, and Speed 5
when flying. These vehicles are most often uses by the member cities of Oceania and by other
floating and underwater cities to permit fast transport of people and cargo. FangTech Flying Fish
Small Hydrofoil: This small fast hydrofoil has cabins for four and modest room for cargo.
Military versions also exist, adding limited weaponry and armor (1 each), which increases the
cost by one dot and reduces the maneuverable to +0. These vehicles are used for coastal patrols
and defense. Example: FangTech Barracuda.
Military Submarine: This cutting-edge biotech submarine is a fast, heavily armed and armored
attack vehicle designed for both naval warfare and hunting underwater Aberrants. It uses
supercavitating technology to form a thin bubble of air around itself, allowing it to travel as fast
as most airplanes. Example: Biosystems Belem.
Submarine Transport: This large submersible is the workhorse for trade with and between
undersea cities, and is also performing an increasing role in all ocean-going trade. The high level
of automation on this vehicle means that it can be handled by 3 people, but a normal crew
compliment is 10, permitting three fully staffed shifts. While most haul cargo, passenger versions
also exist, including a few that have large bioglass windows and massive floodlights to permit
clear viewing of undersea life and historic shipwrecks. Example: Banji Cachalot.
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THIS IS A TABLE
Water Vehicles Table
Type Size Handling Speed Tags Weapons Tech FT Cost
Exploration 2 -1 3 Cargo 1, Coilgun Hard - ••••
Sub Computer 0, Fast
2, Massive 1,
Sluggish -1,
Submersible 1,
Weaponry 1
Flying Sub 2 +0 5 Cargo 1, - Hard - •••••
Complex 0,
Computer 0, Fast
3, Triphibian 2
Small 2 +0 4 Cargo 1, - Hard - •••
Hydrofoil Computer 0, Fast
2, Massive 1,
Watercraft 0
Biotech 3 +0 + 5 Armor 1, Cargo Coilgun @ •• L
Military 1, Computer 0,
Submarine Fast 3, Massive
2, Military 1, Psi
-1, Submersible 1
Submarine 4 -1 3 Armor 1, Cargo Coilgun Hard - L
Transport 3, Computer 0,
Crew -1, Fast 1,
Massive 3,
Sluggish -1,
Submersible 1,
Weaponry 1
+ Reduce Maneuverability by 1 if not formatted.
END OF TABLE
Air Vehicles
Huge passenger aircraft use semi-ballistic (low orbit) flight paths to transport hundreds of
passengers anywhere in the world in an hour or two, while smaller transonic jets carry somewhat
fewer passengers on shorter journeys that rarely take more than four hours. Modern passenger
jets are fast, safe, and relatively low-cost. High-end planes even have medical personnel standing
by in case of emergency. However, military escorts are also a common sight in many airspaces,
due to the threat of Aberrant activity.
Private VTOL: These small private planes are either status symbols for the wealthy or are used
by large corporations and other organizations for private transport and carrying small cargoes.
Naturally, criminals also use such planes, but typically fit them with stealth systems. These craft
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use ducted fans powered by hyperfusion engines, allowing them to take off and land vertically.
Example: Banji Dragonfly.
Military Transport: Aerial military transports are modular armored VTOL planes designed
with interchangeable cargo pods. A pilot, co-pilot, and optional gunner (plus up to several
others) can ride within the frame itself, and the cargo bay can hold up to two full-sized cargo
pods. Used for transporting troops (two 40-person squads and all their gear can fit in each cargo
pod), equipment, supplies, and small vehicles, military transports are primarily lightly-armed and
sometimes employ fighter escorts. Example: ClinTech “Black Cat.”
Passenger Liner: Passenger liners are stocked with enough food, drink, and entertainment to
keep 200 passengers happy for their trip. Their automated systems can fly them, although most
still employ a pilot, co-pilot, navigator, and sometimes medical or security staff. The truly high-
end first-class flights also have in-house musicians or entertainers to regale passengers mid-
flight. Example: Banji Cirrus.
Qin Bioblimp: Bioblimps are highly durable and fully self-repairing organisms guaranteed to
produce two offspring. These offspring will be sterile, but can be rendered fertile with the
purchase of special enzymes from the Qin. Like all Qin biotech, bioblimps do not require
nutrient injections, instead they have several long tentacles and are capable of gathering and
eating Terran vegetation.
Bioblimps propel themselves using complex bioelectrostatic jets, they also possess a wide,
muscular tail for steering and an oval passenger compartment underneath the gas bag, near the
front of the organism. Most are Size 3, but special enzymes purchased from the Qin can allow
them to achieve Size 4. These larger bioblimps possess the Cargo 2 tag and the Sluggish -1 tag.
With an intelligence similar to a chimp and an inborn calm obedience, bioblimps can be told to
avoid eating crop plants. This same intelligence allows bioblimps to pilot themselves with only
simple voice commands from the “pilot”. Bioblimps can speak and are friendly and polite, if
somewhat limited intellectually. Like conventional biotech, bioblimps can be formatted,
allowing the pilot to communicate with and control the vehicle by thought. Once formatted any
psion can communicate with the bioblimp at up to their Attunement range.
Suborbital Passenger Liner: Suborbital passenger liners are huge craft designed to comfortably
accommodate up to 1000 passengers, while also carrying large amounts of cargo. Although fully
capable of flying themselves under normal conditions, most nations require a trained pilot on
board. These swift craft can travel from New York to Sydney or Shanghai in two hours.
Example: L-B 510 Swift.
THIS IS A TABLE
Air Vehicles Chart
Type Size Handling Speed Tags Weapons Tech Cost
Private 2 +0 5 Cargo 1, Computer 0, - Hard ••••
VTOL Fast 3, Flight Systems
0, Massive 1
Military 3 -1 5 Armor 1, Cargo 2, Coilgun Hard L
Transport Computer 0, Crew -1,
Fast 3, Flight Systems
43
0, Massive 2, Sluggish
-1, Weaponry 2
Passenger 3 -1 5 Cargo 2, Computer 0, - Hard •••••
Liner Fast 3, Flight Systems
0, Massive 2, Sluggish
-1
Qin 3 +0 + 4 Cargo 1, Computer 0, - @ •••
Bioblimp Fast 2, Flight Systems
0, Living 0, Massive 2,
Psi -1
Suborbital 4 -1 6 Cargo 3, Complex 0, - Hard L
Passenger Computer 0, Fast 4,
Liner Flight Systems 0,
Massive 2, Sluggish -1
+ Reduce Maneuverability by 1 if not formatted.
END OF TABLE
Space Vehicles
The advent of hyperfusion rockets and advanced flight engineering has made commercial space
travel a reality. Spacecraft only require modest amounts of reaction mass to swiftly travel
between nearby planets. Interplanetary flights between Earth and the lunar or Mars colonies have
become a common occurrence, with the fastest flights taking passengers from Earth to Luna in
only a few hours. Travel to Mars takes a little longer, ranging from as long as a month and a half
to as little as a week. Rumors persist that Qin spacecraft can make this trip in less than a day.
Spacecraft come in several varieties, depending on size and design. Hybrid craft are capable of
both space and atmospheric flight, though few can or will go further than the Moon. Frigates
embody the image of space travel, being craft designed wholly for operating in space. Freighters
are even larger, hauling vast quantities of cargo throughout the solar system and to the trade
routes beyond. Freighters and most frigates cannot enter atmosphere (barring catastrophe) once
constructed and launched. These huge vessels dock with orbital supply stations and city-sized
vehicle bays, using shuttles for resupply and planetary ventures. Remember that the formatting
tolerance for all biotech spacecraft is •••.
All spacecraft have several standard features that are required to travel in space. Collectively,
this package of features and equipment is vital to make a ship at all space-worthy. Proper
maintenance of these vital systems means the difference between life and death on the frontier.
See below for a description of vital systems.
Vital Spacecraft Systems
The following are systems that are vital to any spacecraft. These systems can be damaged in
battle or more rarely by environmental threats, requiring repairs mid-flight. No smart captain
leaves dock without multiple spares of any vital ship components.
• Astrogation System: Space is infinite and without horizons by which to navigate. Away from
a planet, orbital station, or some other identifiable “landmark,” it’s easy to become disoriented in
the featureless abyss. In combat or other dangerous situations, this lack of orientation can
44
become exceedingly dangerous. Astrogation systems alleviate this by using a combination of
known spatial references, and long-distance scanners to determine direction and position in open
space. If something disables the astrogation system, all handling rolls suffer a Complication rated
from level 1 (in low-orbital flight) to level 5 (open space, far away from any planets or stations).
• Life-Support Systems: Life-support systems keep all crew functional and alive. Atmospheric
generators and filtration units keep a constant supply of breathable air, while temperature
regulators ensure optimal conditions even in the freezing cold of space. All spacecraft are sealed
against pressure loss, with multiple redundant safeties in place should even a disastrous hull
breach occur. Backup life-support can power most systems for up to several weeks. Even
hardtech spacecraft increasingly use biotech life-support systems consisting of noetically
engineered plants.
• Thrusters and Reactor: Hyperfusion rockets supply energy to the thrusters as well as the rest
of the ship’s systems. Although hyperfusion reactors can theoretically run indefinitely, the
stresses of massive energy output add up over time and also reaction mass must regularly be
replenished. Most craft have backup power supplies, from backup hyperfusion reactors in the
larger vessels to high-density batteries in fighters and short-range spacecraft.
Hybrid Fighter: A short-range fighter designed to operate in atmospheric and orbital escort and
combat operations. A fighter of this size holds one pilot and one gunner, along with a small
amount of essential cargo. These vessels come heavily armed, with lasers, coilguns, and smart
missiles. Example: Bakuhatsu E-15 Fighter.
Hybrid Fighter (Biotech): Biotech fighters all hold a single pilot-gunner. Orgotek is the premier
name in biotech hybrids right now, although competitors promise alternatives soon. When a
biotech fighter is destroyed, organic life-support systems encase and sustain the pilot for up to a
week. Additionally, formatted fighters offer unparalleled responsiveness, granting a +1
Enhancement bonus on all handling rolls. Example: Orgotek Locust.
Travel Pod: This exceedingly basic space vehicle is designed to carry passengers and cargo
between space stations in low Earth orbit or in similar environments. Most are also fitted with
large robot arms and similar tools that allow the operator to perform maintenance and
construction tasks while inside this ship. Example: Bakuhatsu “Sparrow” Shuttle.
Hybrid Transport: Larger than a fighter but offering little protection, this transport is designed
purely to move medium cargo between Earth, orbital stations, and Luna. It can hold up to 20
passengers and 3 crew, as well as a substantial amount of cargo. Example: Banji Raven 11.
Passenger Shuttle: Expensive and usually restricted to the well off, passenger shuttles offer
transit to orbital stations or Luna in exceptional luxury. Most can seat between 150 and 200
passengers and make the trip in only a few hours, offering plenty of delicacies to sate the palate
along the way. Example: L-B Comet OPS (Orbital Passenger Shuttle).
Military Equipment Lifter (MEL): Armored transport capable of hauling vehicles and troops
into and out of battle. The MEL requires a pilot, co-pilot, a gunner, and can support up to 5000
cubic meters of cargo space. Its typical armament includes a coilgun and anti-missile lasers.
Example: L-B MEL II.
Space Transport: These unarmed civilian spacecraft have become popular in for transport in the
inner solar system and also for asteroid mining. Asteroid mining ships add both the Tools and the
Crew -1 tags. Example: LB-ST (System Transport).
45
Frigate: Frigates are massive commercial or military spacecraft, hundreds of meters long. Many
also have docking bays for fighters and shuttles, and a few are modified to serve solely as
carriers for smaller vessels. Because of their size and complexity, military frigates require a crew
of at least 10, but many employ dozens to fully leverage the power of the ship’s flight and
weapons systems. Even small frigates have individual quarters for up to three dozen, and
comfortable (if a bit tight) bunk space for 150 or more. Commercial frigates possess fewer
armaments, require minimal crews, and are designed to swiftly carry goods and passengers
between orbital space stations and distant colonies. However, most frigates serve as patrol craft
by military and law enforcement. Example: L-B Supernova IPF-Delta (Intrasystem Patrol
Frigate),
Orgotek Scarab Strike Frigate: This unique biotech frigate is both smaller and more
maneuverable than hardtech frigates. The Scarab is even capable of landing on a planet, and
bears enough firepower to hold its own in the shipping lanes. It has accommodations for 16 and
carries 2 Locust hybrid fighters for support. Formatting the entire vessel isn’t normally possible.
Instead, psions must format the piloting and weapons systems separately. Each formatted
function offers 1 Enhancement to related actions.
Freighter: As the whales of Earth’s oceans dwarf all other sea creatures, freighters dwarf other
spacecraft. Despite their size, freighters tend to be lightly-armed. Some can deploy a small
squadron of fighters for defense, while others hire armed escorts when traveling along especially
dangerous shipping lanes. Freighters can be up to a kilometer long, holding millions of cubic
meters in cargo space. Internal docking bays hold up to several escort fighters or hybrid
transports, with exterior docking for up to 10 hybrid ships. Freighters are far too large to enter
atmosphere, relying on shuttles for planetfall. Because they are commercial ships, they use
sufficient automation that a crew of 7 can control the ship. Most freighters utilize as many as 30
on rotating shifts, but some companies try to cut costs by running the minimum. Freighters can
hold more than 10,000 cabins. Luxury liners contain deluxe quarters, entertainment venues, even
small zoos, holosims, parks, and a bevy of restaurants. Most freighters routinely travel between
Earth and Luna or Mars, but some go as far as Jupiter or Saturn. Now that the teleporters have
returned to the solar system, freighters are again being used to carry colonists and cargoes to
habitable extrasolar planets. A single fully loaded colony freighter can carry 20,000 passengers
and all the basic cargo and equipment they require to set up a new extrasolar colony.
THIS IS A TABLE
Space Vehicles Table
Type Size Handling Speed Tags Weapons Tech FT Cost
Hybrid 2 +1 6/[4] Armor 1, Laser Hard - •••••
Fighter Computer 0, Carbine,
Hybrid 2, Missile
Maneuverable Launcher
1, Military 1,
Thrusters 1
Locust 2 +2 + 6/[4] Armor 1, Laser @ ••• •••••
Hybrid Computer 0, Carbine,
Hybrid 2, Coilgun,
Maneuverable
2+, Military 1,
46
Psi -1, Thrusters Missile
1 Launcher
Travel Pod 2 +1 [2] Armor 1, Cargo - Hard - ••••
1, Computer 0, *
Limited
Astrogation
Systems 0,
Maneuverable
1, Tools 1
Hybrid 3 +0 6/[3] Cargo 2, - Hard - ••••
Transport Computer 0,
Hybrid 2,
Massive 1
Passenger 3 +0 6/[4] Cargo 2, - Hard - •••••
Shuttle Computer 0,
Hybrid 2,
Massive 1,
Thrusters 1
MEL 3 +0 6/[4] Armor 2, Cargo Coilgun Hard - L
2, Computer 0,
Crew -1, Hybrid
2, Massive 1,
Military 1,
Thrusters 1
Space 3 -1 [4] Armor 1, - Hard - ••••
Transport Astrogation
Systems 1,
Cargo 2,
Computer 0,
Massive 1,
Sluggish -1,
Thrusters 1
Orgotek 4 +0 + 6/[5] Armor 2, Cargo Laser @ ••• L
Scarab 2, Computer 0, Carbine,
Strike Crew -2, Hybrid Coilgun
Frigate 2, Massive 2,
Military 1, Psi -
1, Thrusters 2
Commercial 5 -2 [5] Armor 1, Laser Hard - L
Frigate Astrogation Carbine
Systems 1,
Cargo 4,
Computer 0,
Crew -2
47
Massive 3,
Sluggish -2,
Thrusters 2,
Weaponry 1
Frigate 5 -1 [5] Armor 2, Laser Hard - L
Astrogation Carbine,
Systems 1, Coilgun
Cargo 3,
Computer 0,
Crew -3,
Massive 3,
Military 1,
Sluggish -1
Thrusters 2
Freighter 6 -2 [4] Armor 1, Laser Hard - L
Astrogation Carbine,
Systems 1, Missile
Cargo 5, Launcher
Complex 0,
Computer 0,
Crew -2,
Massive 3,
Sluggish -2,
Thrusters 1,
Weaponry 1
Leviathan 6 -1+ [4] Armor 1, Laser @ ••• L
Jump Ship Astrogation Carbine
Systems 1,
Cargo 4,
Complex 0,
Computer 0,
Crew -3,
Massive 3, Psi -
1, Repair Bots
1, Sluggish -1,
Tesser 1,
Thrusters 1,
Weaponry 1
+ Reduce Maneuverability by 1 if not formatted.
* As stated above, the minimum cost for all spacecraft is ••••
END OF TABLE
Leviathan Jump Ships
No vehicle better symbolizes human ingenuity than the Leviathan-class jump ships. They are the
largest vessels even made by humans, and employ both biotech and hardtech in a unique
48
combination. Multiple hyperfusion reactors propel the Leviathans through space in normal flight.
Advanced biotech life-support and accommodation systems provide a thriving and surprisingly
naturalistic biosphere capable of supporting up to several thousand passengers and crew.
Leviathans have four fighter bays, each holding up to three hybrid fighter craft, as well as four
larger bays each holding two hybrid transports or passenger shuttles. Exterior docking
mechanisms allow up to four Scarab frigates and a dozen hybrids to hitch a ride on the back of
the Leviathan like barnacles on a whale.
If size and seamlessly mixing biotech advantages with hardtech propulsion were the Leviathans’
only claim to fame, they would still stand as humanities greatest feat of technological innovation.
However, their true power lies in the bioware that allows these ships to psionically teleport
across the vastness of space. This miraculous feat is made possible by the incredibly advanced
bio-computer systems called a Tesser, developed in combination with the Qin, but only usable by
skilled human Clairsentients or Teleporters. Tessers are woven throughout the entire Leviathan
like a spinal cord and nervous system, expending incalculable amounts of processing power to
make the jumps possible. Even then, the jump drive requires a Clairsentient psion in a built-in
formatted ARES pod. Despite the Leviathan’s size, the Tesser is sufficiently large that a
Leviathan on a military mission can carry a maximum of 4,000 troops in cramped barracks,
along with all the vehicles and other equipment they require.
The entire process, not yet fully understood by even the scientists who designed the Tessers,
utilizes a combination of astrogation and Clairsentience to plot out and then execute the jump.
First, the psion must use Clairsentience, augmented by the ARES pod, to visualize the
destination. The Tesser reads this intent through the noetic link and instantly alters the
Leviathan’s wavefunction via tremendous subquantum energies. In a process that mimics the
powers of an interstellar teleporter, the ship then vanishes from its current location in space and
reappears at the destination.
From an external perspective the jump is instantaneous, but for anyone on the Leviathan, the
duration of the jump seems to vary. Noeticists struggle to fully understand this phenomenon
because it can vary from jump to jump, even if the distances jumped are the same. From the
perspective of travelers, jumps can seem instant or to take an entire lifetime’s worth of sensations
unfolding, or even both at once. Returning to normal space often feels like waking up from an
exceptionally vivid dream. This process is a deeply spiritual experience for most psions and even
many neutrals. When a psion pilot interacts with the Tesser, she does so as equal parts spectator
and pilot, unable to fully explain the process even as she feels the power working.
The Leviathans themselves are also more than mere ships. Clairsentient pilots and any telepaths
on board can easily communicate with the ship, and the ship itself can communicate with its
passengers and crew via standard audio and visual displays. Everyone who spends time with one
agrees they are far more than a mere SI, but researchers who have also worked with the rare
hardtech AIs universally agree that Leviathans are something quite different.
Laws restricting potential AIs keep Leviathans from direct access to the OpNet. However, they
happily communicate with anyone on board, but also avoid bothering passengers and crew who
wish privacy. Speculations that Leviathans possess some degree of Clairsentience or Telepathy
are common, but little is known about their unique minds other than that they think somewhat
differently from humans, but not necessarily any less well, and that all seem to care deeply about
their crew and passengers.
With fewer than two dozen Leviathan ships in service, and the technology difficult reproduce,
each one is a setting for whole stories unto itself. Whether the players serve as part of a
49
Leviathan’s crew or are merely passengers, each encounter should evoke the sense of wonder
and power that these great vessels embody. Each Leviathan should be unique, a setting and a
character in its own right. Their mysterious workings blend the seemingly impossible with the
pinnacle of 22nd century science.
Robots And Drones
The widespread of Satisfactory Intelligences has also given rise to a multitude of drones and
robots. The only differences between a drone and a robot is that a drone can be controlled by a
human operator at a distance, while a robot is designed to operate autonomously, but SIs allow
all drones to also function autonomously. Robots and drones are designed much like ordinary
vehicles, but are smaller and do not carry passengers or a driver. Drones and robots range in size
from tiny up to Size 1, and while they use the basic vehicle design rules, there are a few
differences:
• Drones can only incorporate weapons that are no larger than the drone, and drones only
use the Weaponry 1 tag.
• Drones cannot possess the Astrogation or Hybrid tags because advanced rockets are too
small to incorporate in a small device.
• Drones that possess the Limited Astrogation tag must be at least Size Large.
• Only drones of Size Large or larger can possess armor.
• Drones with the cargo tag can carry cargoes of up to one Size category smaller, so a Size
1 drone could carry Size 0 cargo.
• Drones of Size Tiny cannot exceed Speed Scale 2.
• The basic template for drones is Size any, Handling +0, Speed 2 or [2]
• Like all other vehicles, drones possess the normal sensors necessary for their type of
operation as well as a microphone, and if desired, a speaker. However, the Tool tag allows them
to include powerful specialized sensors, as long as these sensors are not larger than the drone.
• The designer is free to set the Size of the drone anywhere from Small to Size 1, and the
drones size has no effect on its cost, but it does change its capabilities (see above).
• Because making exceptionally small drones is more difficult, Size Tiny Drones must
possess the Tiny 1 tag.
• Each drone can have up to 3 + Wealth points worth of positive tags, unless otherwise
noted, and can gain more points by taking negative tags.
• Drones are relatively strong, and for purposes of physical prowess, like contests
involving Might, have a dice pool of 8 dice, modified by their Size Scale. When interacting with
a Size 1 human, a Size 0 drone would have a physical pool of 6, while a Size Medium (-2) drone
would have a physical pool of 2.
• Unusually strong drones possess the Strong (1) tag, that adds +2 to their physical pool.
Only drones of at least Medium Size can use this tag.
Common Drones
The following types of drones are in common use.
Microdrone: At one cm across, this tiny flying drone is no larger than a large housefly. It has an
excellent miniature microphone and camera and a top speed of 20 kph. The fibers on their feet
50
can stick of almost any surface, including ceilings, allowing the user to maneuver the microdrone
into position and then set it down in a concealed location so that no one will notice it. While
stationary, they have all of the same options as ordinary bugs, except that user can also choose to
activate them with a radio signal and then either download their data or fly them out. Instead of
using the OpNet, these drones contain transceivers with the same range and capabilities as an ear
radio.
Flying Drone: Typically for outdoor use, this quadcopter drone has sensors equivalent to
enhanced binoculars and a directional microphone. Users control it with a minicomp and can be
used anywhere with OpNet service. Police drones are typically fitted with tasers or sonic pistols,
while spy drones are often fitted with stealth systems.
Large Flying Drone: This aerial drone’s flattened diamond shape is designed for covert
operation. Its engines are nearly silent and it has adaptive camouflage. It possesses both a
parabolic microphone and a laser microphone. For additional cost, these drones can be fitted with
up to two weapons, typically a sonic carbine and either a laser carbine or a light coilgun.
Operating a weaponized drone without authorization is a serious crime.
Utility Drone: This small sleekly humanoid drone is roughly 1.5 meters tall and relatively
lightly built, but can carry packages up to Large size. These drones can perform basic household
tasks or serve as a personal assistant. Utility drones used for heavy labor are typically Size 1.
Defense Drone: This six-legged, two-armed, crab-like drone is heavily armed and armored, and
is designed to guard high security installations where the owners are willing to use lethal force.
Police Drone: This mannequin-like drone is humanoid in form and possesses two fully
functional arms and hands. These drones have built in tasers and are used to guard relatively low
security installations or to supplement police. These drones are most common in Nippon.
THIS IS A TABLE
Common Drones Table
Type Size Handling Speed Tags Weapons Tech Cost
Microdrone Tiny +2 2 Computer 0, Flight - Hard ••
Systems 0,
Maneuverable 2
Stealthy 2, Tiny 1
Flying Small +1 4 Computer 0, Fast 2, - Hard •
Drone Flight Systems 0,
Maneuverable 1
Tools 1
Large Size 0 +0 5 Computer 0, Fast 3, - Hard •••
Flying Flight Systems 0,
Drone Stealthy 2, Tools 1
Utility Size 0 -1 2 All-Terrain 1, Cargo - Hard •
Drone 1, Computer 0,
Strong 1, Tools 1
51
Defense Size 1 +0 3 All-Terrain 1, Armor Sonic Hard •••
Drone 2, Computer 0, Fast Carbine +
1 Sluggish -1, Laser
Strong 1, Tools 1, carbine or
Weaponry 1 Coilgun
Police Size 1 +0 2 All-Terrain 1, Armor Taser Hard ••
Drone 1, Computer 0, Self-
Repair System 1,
Tools 1, Weaponry 1
END TABLE
52
Chapter Nine: Storyguiding
“Danger is a side effect of what I do, not the reason behind it.”
— Mira Grant
Alternately, some freelance psions aren’t rootless and independent. Instead, they possess close
ties and significant loyalty to a place or a small local organization like a particular group plotting
to help New Tampa succeed from the FSA and become part of Oceania. Characters who are all
strongly invested in a particular city, arcology, local cause, or colony world could make for an
excellent campaign. Instead of working for an organization, the characters are instead all
residents of a large city or arcology like Shanghai, Chicago, Sao Paulo, Brasilia, Olympus,
Mumbai, Pacifica, Jomo Kenyata, or Sydney. Any of these cities is sufficiently large and
cosmopolitan that there are a wealth of problems that a determined team of psions could solve.
The characters could be a team of private detectives, or simply people interested in making their
city a good place to live and eliminating threats to it. The key to making this sort of campaign
work to flesh out the city and the various contacts, friends, and acquaintances the characters
interact with, much like the key to making a campaign where the characters belong to a psi order
or other organization work is detailing a variety of individuals inside the organization that the
characters regularly interact with.
In a city-based campaign, the characters could stop violent crime, help protect officials they
approve of from threats or blackmail, while also investigating mysteries, including relics and
history from the Nova Age or the Aberrant War lurking in storage lockers or buried in
basements. Similarly, a team of psions who are all from Karroo Mining Colony or Far Nyumba
would be some of the more notable individuals there and could face a wealth of opportunities for
adventure, from archeological discoveries, to alien invasions, or attacks by Aberrants.
Finally, a team of freelance psions might have a mentor or patron who employs them to handle
some particular sort of problem. The characters could be anything from corporate espionage
operatives working directly and secretly for the head of a large corporation, to a team of
interstellar explorers charged by a government or corporation to locate new habitable worlds or
to discover alien artifacts whose technology can be adapted for human use. If the characters are
actually freelance psions and not psions who work for a government or corporation, then they
might well work directly for a single person who is high up in the organization, and not be part
of any sort of organizational structure. This sort of campaign works best of the characters have a
single highly specific sort of mission, like stealing corporate secrets or exploring alien worlds.
1
be a false positive and be yanked away, even up to the very moment he was immersed into the
Ministry’s Prometheus Chamber. Now, as a telepath, Jinhai has mastered the flaws of his own
mind, and has seen the truth in everyone else’s’ – they’re all just as scared and uncertain as he
was. He loves humanity for this shared self-doubt, but also believes that it shows the need for the
Ministry’s work; humans are flawed and fragile creatures and require the firm, guiding hand of
the Order to protect them and keep them on the righteous path. Any suggestion that he might still
share those flaws himself will quickly crack his serene facade.
Primary Pool: 11 (social science and social work)
Secondary Pool: 6 (political intrigue)
Desperation Pool: 3
Edges: Covert 2, Iron Will 1, Skilled Liar
Psi Trait: 3
Psi Modes: Rapport 4, Mindshare 3, Psychbending 2
Equipment Bonuses: +2 Enhancement
Defense: 2
Condition Levels: 4
Æon Trinity Talent
A big organization like the Æon Trinity needs to get people and material places, and sometimes
those people and materials are very important or those places are very dangerous. Stephanie is
one of the top pilots in the Æon Trinity, with an absolutely incredible record of successfully
extracting Æon operatives from absurdly high-risk situations. As far as her fellows are
concerned, she’s pretty much a guardian angel – no matter how badly wrong things go,
Stephanie will get you out again. Things weren’t always like this; she was once a run-of-the-mill
Swiss pilot shuttling Operation Vesta personnel in and out of the ruins of western Europe, until a
bizarre electric storm over la Blessure brought her craft down and killed everyone else onboard.
She was expected to never fly again, but instead recuperated in record time and threw herself
back into her role with greater determination than ever. After coming to the attention of Project
Tantalus, she was shifted from her low-key role to become a high-value pilot for Proteus
Division, where she has since saved innumerable lives.
Primary Pool: 11 (pilot)
Secondary Pool: 6 (rescue work)
Desperation Pool: 3
Edges: Fame 2, Far Reaching Influence, Hair-Trigger Reflexes, Ms. Fix-It
Source: 3
Facets: Destructive 1, Intuitive 2, Reflective 3
Gifts: Navigation Hazard, Quick Fix, Saw That Coming, Shake That Tail, Swan Dive, Voiding
The Warranty, Wheelman (Aircraft), You Can Do It
Equipment Bonuses: +2 Enhancement
Defense: 2
Condition Levels: 4
2
Minor Characters
The following characters are ordinary humans that can act as allies or opponents, or who could
simply be individuals that characters must interact with during their adventures.
Colonist
Pheung is a pretty angry person, all things told, which may explain why she moved to a different
planet to get away from the suffocating pressure of her family’s expectations. Ethnically Thai
and a new arrival to Far Nyumba, Pheung is a surprising advocate of the way of life established
by the colony’s first wave of inhabitants. As a bioscientist, she finds the planet’s native life
fascinating, and she has fallen deeply in love with the thriving intellectual community at Far
Nyumba’s heart. She finds the new, isolated communities being set up by some of the fresh wave
of immigration to be antithetical to what she feels Far Nyumba is and should be, and is hostile to
both the Perezistas and Indian colonists where many of the long-term African inhabitants take a
far more measured approach.
Mental: 5
Physical: 5
Social: 4
Defense: 1
Standard Equipment: 0 Enhancement
Executive
Jessica is absolutely, unshakably certain that she has earned every ounce of her success. She’s a
first-class FSA citizen with an impressive financial portfolio and her hand on the rudder of a
major corporation’s armaments division, and she has a genuine knack for picking up on the
nuances and subtleties of the cutthroat FSA corporate world. It’s been crucial to her survival, as
she’s the contact point between the metacorp and the deniable assets it uses for its operations
around the world – mercenaries, hackers and industrial spies. Jessica has held tight to one key
tenet that has underpinned her success – she always comes through on what she’s promised an
asset in payment.
Mental: 5
Physical: 4
Social: 5
Defense: 1
Excellent Equipment: 1 Enhancement
Refugee
Theo’s previous life was almost entirely obliterated on the day the Esperanza plunged into the
heart of France. Now, he’s just another refugee, milling listlessly in a processing camp on
Spain’s border. He is filthy, sick, and has nothing to his name. Things are about to get even
worse, though; a gang of marauders in la Blessure are on his trail. They’ve found an old
government facility with still-intact security systems, and Theo is on the list of names with
clearance for entry; he’s literally the key to getting at the goods within.
Mental: 4
3
Physical: 4
Social: 5
Defense: 1
Standard Equipment: 0 Enhancement
Spacer
For Alexei, there is a form of peace to be found in the slow, dull routine of asteroid mining work.
He doesn’t mind the time he spends in Absolute Zero, but it’s always something of a relief to be
away from the station and back out in the calming embrace of the void once more. Out here, his
dreams don’t have to meet the hard edge of reality. Out here, he remembers his home town as a
brighter place than it ever really was; he easily forgets his family’s flaws when he thinks of
them; and he can quell the sound of the screams in the silence of space. Whenever anyone
mentions an Aberrant sighting, Alexei shivers, and tries to move the conversation on to other
things.
Mental: 5
Physical: 4
Social: 5
Defense: 1
Excellent Equipment: 1 Enhancement
Technician
Ani lives a double-life, one that she’s utterly in love with. Young, intelligent, arrogant, she’s
rapidly rising through the ranks of the army of engineers and data-technician who keep the
Sydney spaceport functioning, tipped to achieve great things and with a solid career track ahead
of her. Flip from day to night, and she’s a hellraising troublemaker on the city’s dark side,
partying hard and turning her talents towards digital breaking and entering. She’s a hacker in
service to the rich and irresponsible who want some data to vanish, the CCTV to switch off at a
certain time in a certain place, or for her to slow the police response to an incident by just those
crucial extra few minutes. She’s playing with fire, but she loves the heat, even as she knows that
sooner or later she’ll get burned.
Mental: 7
Physical: 4
Social: 4
Defense: 1
Excellent Equipment: 1 Enhancement
Aberrants
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Inhumanly powerful, Aberrants cast a long shadow over humanity in the 22nd Century. Once
human themselves, a mutation in the brain — the Mazarin-Rashoud node — grants them the
ability to warp reality. This warping eventually extends to themselves, twisting the Aberrant into
a horrifying creature, mutilated in body and spirit.
In addition to returning from the depths of space, Aberrants also arise spontaneously on Earth,
growing into their might quickly and becoming the monsters of rumor. Sometimes they’re even
wistful or remorseful about it, though few choose anything less extreme than suicide-by-psion.
Aberrant eruptions are far more common around Quantum Flux zones.
Aberrants can manifest virtually any sort of power, from city-shredding horrors to gorgeous
creatures who can brainwash with a word and a gaze. Some exist for years, avoiding the notice
of Aeon and the Orders, slowly going mad as Corruption suffuses their frames and leaks into the
land and people around them.
Informal Corruption
While Aberrants possess several powers for directly corrupting characters, this
won’t apply to the player characters, who generally possess Psi ratings above 1.
Assume that Corruption of the land proceeds according to the speed of plot and
your needs; a Terat can corrupt a city within the span of a week, if it lasts that long,
while a Divergent can suffuse a small lunar mining base within few months.
Power Clashes
In the event that two supernatural abilities are in opposition with each other, this is called a
Clash. For the purposes of psi powers, a Clash is resolved by making opposed Skill + Applicable
Aptitude rolls; this is a Desperation pool for Sub-Aberrant mutants, Secondary pool for
Divergents and Nemeses, and a Primary pool for Terats. Ties favor the defender, as they do with
attack rolls. If a power references a Clash, refer to this ruling. Minor characters do not make
Clash rolls.
Given their opposition, it’s possible for psions to detect the presence of Aberrants — this
manifests as a painful, spiritual malaise, a sort of buzzing on the edge of consciousness. All
psions can use Attunement (p. XX) to detect Terat Aberrants (see below) or groups of several
Nemesis Aberrants using their powers. Clairsentients can use the Sight (p. XX) to detect a single
Nemesis Aberrant or small groups of Divergent Aberrants, if these Aberrants are using their
powers. Clairsentients can also detect a single Terat Aberrant or several Nemesis Aberrants that
are not using their powers.
Aberrant Traits
Unlike most Storyguide characters, Aberrants aren’t built as minor characters or full characters,
but as specific pools built around their specialties and modes of influence, with additional traits
called Qualities and Mutations.
Player characters have Momentum, representing their narrative potential. Aberrants possess great
power too, in the form of an opposing force called Corruption, which is both a rating unique to
each Aberrant (a static value for resisting powers) and a pool for the Storyguide (representing the
ambient Quantum energies of the area fueling the hideous strength of the Aberrant). Quantum
Flux zones can sometimes increase this Corruption.
Corruption creates a pool equal to the rating, the points in which may be spent to toughen
Aberrants, tailoring them to specific situations. This allows the Storyguide to fine-tune a
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challenge. Allow the players to know the Corruption rating of the Aberrant they’re fighting —
psions feel this as a pressure just behind the eyes, an oily slickness rubbing against their mind.
As a rough guideline, a suitable Corruption pool is equal to the number of players + the average
Psi Rating of the group + Archetype Level of the Aberrant facing them.
When an Aberrant is being used as the villain of an arc, or during an extended hunt, add a point
to the Corruption Pool whenever a player character overcomes a Condition. This keeps the pool
topped up according to the relative drama of the session.
Spending Corruption
Corruption points are spent reflexively, taking place outside narrative time. In effect, the
situation is retconned slightly — the new Sub-Aberrant mutant was always that strong, he was
just holding back, etc. Corruption use should never result in major inconsistencies, but it’s
relatively easy to explain away any use of it.
Adding Qualities
Qualities represent a significant boost in ability, since they’re permanently active. Adding a
Quality costs 2 Corruption.
Adding Mutations
Adding a Mutation to an Aberrant is far more granular and situational than adding a Quality.
Any Mutations added with Corruption have Cooldowns. Adding a Mutation costs 1 Corruption.
Sub-Aberrant Mutants cannot gain Mutations.
Action Interrupt
Using Action Interrupt allows the Storyguide to insert a new slot into the Initiative Roster for a
single round, which may be used for any Aberrant (even Aberrants who have already acted in the
round). The new slot disappears at the end of the round. Action Interrupts cost 2 Corruption.
Defense Boost
Spending Corruption on a Defense Boost raises an Aberrant’s Defense by 1 per Corruption
spent, to a maximum of the number of players, for one round.
Instant Cooldown
All Mutations have Cooldowns, conditions that must be fulfilled before the Mutation can be used
again. For 1 Corruption, the Storyguide may instantly refresh a single Mutation for a single
Aberrant.
Power Cost
Some Qualities and Mutations have Corruption costs associated with them. In such cases, follow
the rules described in those Qualities and Mutations for spending Corruption.
Aberrant Archetypes
All Aberrants have a single Archetype, delineating the degree of challenge desired by the
Storyguide. Archetypes have Extras — built-in Mutations or Qualities that come standard —
representing a certain level of inherent power. They have three dice pools: Proficient (indicating
tasks they’re skilled at), Average (indicating tasks they have some skill at, but haven’t focused
on) and the Weak (tasks they have no real skill or training in besides raw competence). All
Aberrants should possess three Proficient Skills, four Average Skills, and nine Weak Skills.
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Qualities are examples of Archetypes, providing permanent Enhancements or improvements to
the Aberrant and synergizing with the Archetype and other Qualities, if any. Qualities serve to
flesh out or distinguish different Aberrants who use the same Archetype. Qualities can be either
positive or negative — many Sub-Aberrant mutants have weak points that the discerning psion
may take advantage of.
Mutations are discrete powers or Traits. Mutations are designed explicitly for Aberrant use, and
are not suitable for player characters, including the powers that some Aberrants possess that are
similar to Psi powers. For example, an Aberrant telepath may find it difficult to read the mind of
another unnoticed, for example; the victim’s brain hemorrhages as the Aberrant literally rips the
memories out of his head.
Sub-Aberrant Mutants
Æsculapians and Æon Trinity observers who dissect dead Aberrants find that most don’t possess
an M-R node — instead, they are humans warped by a stronger Aberrant’s power and sent to die
like so much fodder. Sub-Aberrant mutants can’t spend Corruption points; instead, their master
spends Corruption on their behalf. Sub-Aberrant mutants are Tier 2 characters. Unlike true
Aberrants, a skilled quantakinetic can purge this creature of its Corruption and restore its’
humanity.
Primary Pool: 11
Secondary Pool: 6
Desperation Pool: 3
Defense: 3
Health: 4
Corruption: 1
Extras: +1 Enhancement (Storyguide’s choice), 1-2 Qualities
Divergent
Divergents are true Aberrants, but young or weak. Still, weak Aberrants can be dangerous
opponents to fight. Many are adept at hiding their nature, masquerading as human before their
growing Corruption gives them away. These Aberrants are Tier 2 characters.
Primary Pool: 13
Secondary Pool: 8
Desperation Pool: 4
Defense: 4
Health: 5
Corruption: 2-3
Extras: Scale 1; +1 Enhancement for stunts other than Inflict Damage; 2-3 Qualities; 1-2
Mutations
Nemesis
Nemesis Aberrants exist for a real challenge, and are more than the equal of any ordinary pion or
Talent. They don’t go down easily. These Aberrants are Tier 3 characters.
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Primary Pool: 15
Secondary Pool: 10
Desperation Pool: 5
Defense: 4
Health: 7
Starting Corruption: 4-5
Extras: Scale 2-3; +1 Enhancement, Invulnerability (if appropriate); 2-4 Qualities; 2-3
Mutations
Terat
Monsters in the night. Terats are malformed titans, dread gods striding and tossing Sub-Aberrant
mutants in their wake. Terat are Tier 4 characters.
Primary Pool: 17
Secondary Pool: 12
Desperation Pool: 6
Defense: 5
Health: 10
Starting Corruption: 6-8
Extras: Scale 4+; +1 Enhancement, Monstrous Presence; many Terats are massive, and will
make use of Size rules; 4-5 Qualities; 4-5 Mutations
Qualities
Although not as powerful at Mutations, Qualities are powerful abilities.
Armor
The Aberrant’s skin stops damage. It might have thick steel-like scales or is covered by a
shimmering force field. Unless tags indicate otherwise, Aberrant armor is always visible, and is
frequently hideous. All Aberrant armor counts as 2 points of soft armor, and also possesses a
number of additional points of tags equal to 2+ the Aberrant’s Corruption. A Sub-Aberrant
mutant gains three points of additional tags, while a Terat possesses eight points of additional
tags. The following tags are possible: Complete (3), Composite (2), Concealable (1), Defensive
(2), Environmental (1, 2), Hard Armor (1, 3), and Innocuous (2).
Armor Piercing
Prerequisites: Divergent or higher Archetype
Whether by Quantum-charged hands, impossibly sharp talons, or blows made faster than the eye
can see, attacks made by the Aberrant do not suffer increased difficulty to Inflict Damage due to
Soft Armor.
Baleful Touch
Many Aberrants seethe with some energy or substance inimical to life — anything from fire to
acid to Quantum-level disruption of cellular processes. Any attack made by this Aberrant fills an
additional Health box, unless that Health box would inflict an Injury Complication greater than
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the one marked normally. For example, if a character only had one Bruised and one Injured
Condition remaining, she would only mark Bruised. In addition, the effect lingers — the target’s
clothes catch on fire, the acid clings and keeps eating away, etc. If the target does not take an
action on her next turn to ameliorate the effects (which can be Mixed), she takes one additional
damage.
Blast
The Aberrant can inflict terrible damage on its opponents. This damage may come from claws, a
fiery breath, laser beams from its hideous third eye, or bolts of terrible Quantum force. All
Aberrant blast attacks innately possess the Quality (2) tag, and gain a number of additional points
of appropriate weapon tags equal to 2+ the Aberrant’s Corruption (see both pp. XX-XX and the
Trinity Continuum Corebook, pp. XX-XX). A Sub-Aberrant mutant gains three points of
additional tags, while a Terat possesses eight points of additional weapon tags. Blasts by Sub-
Aberrant mutants have a maximum range of Reach.
Collateral Damage
Prerequisite: Nemesis or higher Archetype
Whenever the Aberrant successfully deals damage, the surrounding area out to Short Range
automatically becomes Difficult Terrain, as the ground is torn up, walls collapse, and so on. The
Storyguide may spend 1 Corruption to completely destroy any object or structure (up to the size
of a house or small apartment building) using such an attack, and are encouraged to give florid
descriptions of the aftermath.
Colony
Prerequisite: Divergent or higher Archetype
The Aberrant is not a single being, but a swarm of smaller creatures. Damage to this Aberrant
represents individual creatures dying or the swarm being dispersed. Normal attacks against
Swarm Aberrants suffer a level 2 Complication to the Inflict Damage stunt, unless the attack
affects an area or possesses the Explosive, Gas, or Spread or tag.
Disembodied
Prerequisite: Nemesis or higher Archetype
The Aberrant lacks a body — instead, it uses the bodies of others, hopping between them the
way most people change their socks. This may be dangerous or even deadly to the victim being
ridden — this is left to Storyguide discretion. Killing the ridden victim does not kill the Aberrant,
instead it forces the creature to take a new body. However, Quantakinesis, Telepathy, or
Vitakinesis may be able to force out or even destroy the Aberrant. Aberrants with this Quality
may not possess player characters. Instead of possessing humans, some Aberrants with this
Quality can only possess advanced hardtech computers, controlling them and any networked
devices like parts of their own body. Aberrants who possess computers can be displaced or
destroyed using Electrokinesis or Quantakinesis and while they cannot normally possess humans,
they can possess anyone with the Computer Enhancement Edge (but not the Psion Biocomp
Enhancement Edge).
Flight
The Aberrant ignores any Difficult or Dangerous Terrain, unless that Terrain represents
atmospheric conditions. Additionally, if this Aberrant chooses to Disengage vertically, it cannot
be followed unless the pursuer has some means of matching it, such as flight or superhuman
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leaping abilities. Sub-Aberrant mutants with this Quality are limited to a maximum Speed Scale
of 3 and no Space Speed. Divergent Aberrants are limited to Speed Scale 4 and Space Speed [2],
while Nemesis and Terat Aberrants have no limits on their Speed Scale or Space Speed.
Invulnerability
Prerequisite: Divergent or higher Archetype
Choose a source of damage, such as toxins, fire, electricity, or concussive damage. The Aberrant
does not take any damage from this source of damage. “Player Characters” or “psions” are not
valid categories for this Quality.
Life Drain
Prerequisite: Nemesis or higher Archetype
The Aberrant’s blows drain the life out of its victim, sapping her strength even as it kills her, and
empowers the Aberrant. Whenever a character takes damage from the Aberrant’s Close Combat
attacks, the following occurs: the target character marks an Injury as usual, and suffers a
cumulative level 1 Complication on all rolls involving physical exertion for the remainder of the
Scene for each blow taken (this does not include attack rolls). The Aberrant gains 1
Enhancement to Close Combat actions for every successful attack made, to a cap of the number
of player characters in the Scene.
Monstrous Presence
Prerequisite: Nemesis or higher Archetype
The Aberrant is something deeply otherworldly — there is no way it can pass itself off as
something mundane, let alone mortal. It unleashes a Quantum presence, a psychic maelstrom, an
awesome-in-the-literal-sense revelation that leaves even the most stalwart of mortals utterly
terrified. Only beings of Tier 2 or higher (or attackers doing so from a great distance, where
proper apprehension of the Aberrant is impossible) may oppose or attack the Aberrant.
Multi-Tasking
Whether it has multiple arms, inhuman dexterity, or an alien-ordered mind, the Aberrant is more
capable than others. Any Mixed Actions the Aberrant undertakes use the higher pool, not the
lower.
Psychic Disbelief
Prerequisite: Divergent or higher Archetype
Many Aberrants are capable of shrouding their actions in a kind of psychic static, or else create
an almost atavistic fear of their might out of humanity’s collective memory of the Aberrant War.
Whatever the reason, mortal authorities and organizations are largely unwilling to pursue the
Aberrant. Any attempts to invoke a Path to gain resources or leads for investigating or dealing
with it automatically fail. Players may attempt to lie, mislead, or otherwise conceal the nature of
their request, but must make an appropriate roll to do so, with a Difficulty of 2. Should they
succeed, they must still keep things quiet — retaliation may occur if the truth comes out.
Quantum Flare
Prerequisite: Nemesis or higher Archetype
The Aberrant’s power flares in response to injury. When the Aberrant takes damage, raise the
Aberrant’s Defense by 1 for a number of turns equal to the number of damage currently taken. If
it takes damage again before its Defense returns to normal, reset the countdown.
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Regeneration
Prerequisite: Nemesis or higher Archetype
The Aberrant heals one Injury Condition every Round. Aberrants with this Quality are
vulnerable to a single type of damage (ballistic, electricity, fire, sonic attacks, radiation, etc.).
Damage from this source is not regenerated. If the Aberrant survives the fight, that damage heals
at a rate of one Health per day.
Swarm
The Aberrants operate as an organized and coordinated swarm. This Quality is typically assigned
to several Antagonists at once. When doing so, select an Aberrant with the Divergent or higher
Archetype as the leader. If the leader is taken out, remove this trait from all other Aberrants
under its command. Aberrants with Swarm receive +1 Defense, +1 Stress, and a +1
Enhancement to any combat Skill when two or more Antagonists with Swarm attack a single
target during the same turn.
Unseen
The Aberrant is invisible. It cannot be detected by visual means. The Aberrant receives +3
Defense and 3 Enhancement to any stealth action. If other characters employ some method of
tracking the Aberrant (throwing flour into the air, for example, or using superhuman hearing to
follow its heartbeat), its Defense bonus and Stealth Enhancement drop to 1. For 1 Corruption, the
Aberrant may make a surprise attack even after combat has started. Aberrants with this Quality
must take a Vulnerability , such as UV light, concentrated sound waves, or holographic targeting
systems. In the presence of their weakness, this Quality does not function.
Unstoppable
Prerequisite: Nemesis or higher Archetype
The Aberrant is blessed with a truly massive physical form, standing at least eight or nine feet
tall and at least half that across. The Aberrant increases its Size Scale by +1. It automatically
succeeds on all rolls to lift, throw, or move objects or characters no larger than Size Scale 3, and
gains the Brutal and Weighted tags on all melee attacks. Additionally, any allied characters
within Close Range of the Aberrant receive the benefit of the Aberrant’s Armor (but not its
Defense).
Mutations
The following Mutations are suitable for true Aberrants. Sub-Aberrant mutants can never possess
Mutations.
Direct Corruption
Cost: 1 Corruption (See description)
Duration: Indefinite
Subject: Personal
Range: Close
Action: One Scene
Cooldown: One Session
Prerequisites: Nemesis or higher Archetype
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Over the course of approximately 30 minutes, the Aberrant permanently corrupts a subject’s
cellular signature with Quantum energies, turning them into a Sub-Aberrant mutant. It’s
exceedingly rare for any subject to survive with their mind intact, and most fall under the sway
of the Aberrant, reduced to slavering monsters. Against minor characters, this power is free, and
works on groups of 5-10 per session — the cost is only for allies of the player characters or other
notable characters. Both psions and Talents are immune.
Disruption
Cost: None
Duration: One Scene, unless broken
Subject: One character
Range: Medium
Action: Simple
Cooldown: End of Scene; or the disruption is broken
The Aberrant is able to disrupt the molecular structure of others, scrambling their presence in the
space-time continuum. The effects of the disruption may vary, and the Storyguide is encouraged
to be highly descriptive. Non-minor characters may resist Disruption with a Clash. Purifying or
healing psi effects are able to break through disruptions, and Quantakinesis Fundamentals shuts
them down altogether. Possible disruption effects might include:
• Enfeeblement or the feeling of a great weight on one’s body; +2 Complication to all
Might and Dexterity actions.
• Inflicting an Injury Complication directly; the player chooses which Injury Complication
is marked, and breaking the disruption removes the Complication. This cannot Take Out a
character.
• Increase the difficulty of a specific stunt by 2.
Eye of the Colony
Cost: 1 Corruption
Duration: One Scene
Subject: Summoned swarms
Range: Self
Action: Simple
Cooldown: All summoned swarms are Taken Out.
This Mutation generates a number of swarms of small creatures (insects, rodents, drones or
autonomous vehicles, etc.) equal to the Aberrant’s Average Skills pool. These swarms function
as Minor Characters with the Colony Quality and 1 Enhancement. Generally, these are local
creatures or devices that are subsumed into the Aberrant’s dread presence, but on occasion, they
are actually generated by the Aberrant’s body as part of some hideous mutation. A single
Aberrant can only summon living or mechanical swarms, not both.
Incapacitate
Cost: None
12
Duration: Varies
Subject: One character
Range: Varies; maximum of Medium
Action: Simple
Cooldown: A roused target makes an attack on the Aberrant.
The Aberrant makes an attack — if successful, the attack deals no damage, but the target is
Taken Out immediately, knocked unconscious. However, any other character at Close Range
may bring the target back into the fight, with a Basic or Mixed action to rouse her. If no such
action is taken, the target awakens at the end of the Scene.
Mastermind
Cost: 1 Corruption
Duration: Instant
Subject: One Investigation
Range: Indefinite
Action: Simple
Cooldown: End of Session; or the player characters confront the Aberrant directly
Prerequisite: Nemesis or higher Archetype
The Aberrant has shielded itself from scrutiny. Aeon investigators only find mind-warped
catspaws and agents who crumble under scrutiny. They know there’s an Aberrant directing
affairs, but they rarely catch the Mastermind. For 1 Corruption, the Aberrant may alter the clues
in a single Investigation, so that they appear to implicate someone working for it rather than the
Aberrant.
Mode Analog
Cost: 1 Corruption
Duration: Special
Subject: Special
Range: Special
Action: Simple
Cooldown: End of Scene
The Aberrant has the equivalent to a single Mode power of a single psionic Aptitude. This power
is almost always less subtle and more direct than equivalent noetic powers, but has roughly the
same range and other limitations, using the Aberrant’s Corruption score as both Psi and Mode
dots. However, all powers with a duration only last until the end of the Scene. Terat Aberrant’s
can gain the six-dot version of Mode powers.
Quantum Wave
Cost: 1 Corruption
Duration: One Scene
Subject: Allies
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Range: Long
Action: Simple
Cooldown: End of Scene
The Aberrant’s presence lends strength to its allies. When invoked, all allied characters within
Long Range temporarily remove one Injury Condition, or gain a blanket +1 Enhancement to all
actions if they don’t have one. The Injury Conditions return and the Enhancement fades when the
Mutations ends, when the subjects move out of range of the Antagonist, or when the Antagonist
with this Mutation is Taken Out.
Quantum Wind
Cost: 1 Corruption
Duration: Instant
Subject: Self
Range: Self
Action: Reflexive
Cooldown: One Scene
Prerequisite: Nemesis or higher Archetype
The Aberrant has hidden reserves of energy it can call on at a moment’s notice, refreshing it and
giving it the will to continue even against staggering odds. If the Aberrant has only one
remaining Health, the Storyguide may spend 1 Corruption to clear its entire Stress track. When it
does so, the Aberrant receives a 2 Enhancement to be assigned at the Storyguide’s discretion,
which persists until the end of the Scene or until the Aberrant is defeated. If the Aberrant is a
Terat, this Mutation’s effect costs 2 Corruption.
Tyrant of the Battlefield
Cost: 1 Corruption
Duration: One Scene
Subject: Area
Range: Medium for Nemesis, Long for Terat
Action: Simple
Cooldown: One Session
Prerequisites: Nemesis or higher Archetype
The Aberrant can alter the weather or atmosphere, generating dangerous conditions —
magnetizing every piece of metal, filling the air with arcs and gambols of energy, or transmuting
oxygen to chlorine gas while it’s in your lungs. While in many cases this effect is narrative in
scope, in combat it often results in Indirect Damage, or may inflict Status Conditions on player
characters at the Storyguide’s discretion.
Warp
Cost: 3 Corruption
Duration: Indefinite
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Subject: Terrain
Range: N/A
Action: Simple
Cooldown: End of Scene
The Aberrant opens a portal, punching a wormhole through space with pure power. The range on
this Mutation ultimately depends on the power of the Aberrant: weak Aberrants may only punch
a wormhole to a neighboring continent, while supremely strong Nemesis-level or Terats can
traverse galactic clusters or farther in a single portal. Aberrants can only go through one at a
time. Historically Terats have kept portals open for weeks or months, pouring armies through
and can close them at will.
World-Shaking
Cost: 1 Corruption
Duration: Indefinite
Subject: Terrain
Range: Medium
Action: Simple
Cooldown: End of Scene
The Aberrant is able to disrupt the ground: sending mighty vines through concrete, altering the
ground’s structure to liquid, or simply smashing it incredibly hard. However, they do it, they
transform the ground it into Difficult Terrain out to Medium Range. She may center the
disturbance anywhere within its line of sight. This is not subtle: using it significantly damages
the ground and any nearby structures.
Sample Aberrants
The following are only two of the multitudes of Aberrants and Sub-Aberrant mutants that
humanity must fight.
Flyer Seven (Sub-Aberrant Mutant)
This wretched creature barely remembers its human life, much less its name. Most of its identity
and memories were stripped away when the Aberrant Queen Flare infused Flyer Seven with
Corruption, transforming it from an ordinary Khantze Lu Ge colonist into a flying, scorpion
tailed horror. Flyer Seven is loyal to Queen Flare, because disloyalty is punished by death. Since
its transformation, Flyer Seven has attacked humans on both Khantze Lu Ge and Earth. Flyer
Seven is sometimes charged with capturing humans that Queen Flare later transforms.
Primary Pool: 11 (warrior)
Secondary Pool: 6 (observer and spy)
Desperation Pool: 3
Defense: 3
Health: 4
Corruption: 1
Extras: +1 Enhancement (combat)
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Qualities: Blast (long electrically charged scorpion tail), Flyer (large bat-like wings, Speed 3)
THIS IS A TABLE
Flyer Seven’s Attack
Weapon Type En Range Damage Type Tags
Electrical 2 Close Electricity Quality 2, Electrical,
Scorpion Tail Reach, Variable
END OF TABLE
Queen Flare (Nemesis Aberrant)
Queen Flare was born on Earth in the early 21st century, and transformed into a Nova in 2035.
She became increasingly inhuman and unstable and left Earth during the Chinese Ultimatum,
following the Colony to the stars. She harbors a burning hatred of humanity, and seeks to
transform some into its slaves, and destroy the rest. She now stands slightly more than eight feet
tall, with huge gnarled muscles, slate blue skin, and glowing green eyes. She is surrounded by an
aura that glows and crackles.
Primary Pool: 15 (warrior and war leader)
Secondary Pool: 10 (brutal ruler)
Desperation Pool: 5
Defense: 4
Health: 7
Starting Corruption: 5
Extras: Scale 2
Qualities: Armor (crackling aura), Blast (Quantum blast), Regeneration, Unstoppable
Mutations: Direct Corruption, Warp
THIS IS A TABLE
Queen Flare’s Armor
Type Base Tags
Crackling Aura Bulletproof, Impact & Complete 3, Defensive,
Slash Resistant Environmental, Hard 1, Soft 2
END TABLE
THIS IS A TABLE
Queen Flare’s Blast
Weapon Type En Range Damage Tags
Type
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Quantum Blast 3 Close-Medium Ballistic Brutal, Deadly, Destructive,
Quality 3, Ranged (Close-
Medium)
END OF TABLE
Aberrant Cults
Although most humans hate and fear Aberrants, some are driven by fear, ignorance, or
occasionally greed to obey or worship them. Members of some Aberrant cults have no idea they
belong to one, believing that the private club or fringe religion they belong to is eccentric but not
associated with Aberrants. However, a few people knowingly follow Aberrants, either because
they believe the Aberrant will help them amass more money and power, they see no better
option, or they want to be on what they believe will be the winning side. The following is one
example of many such Aberrant cults.
Harbingers of the Bloodless
Registered in the FSA as a religious organization in 2111, the Harbingers hide in plain sight,
claiming to be a church espousing a bizarre philosophy that glorifies technology over the
infirmities of flesh. They are rabidly anti-psion and anti-biotech, and encourage their rank and
file to display their hardtech devices and implants like ornaments. The upper tiers of the cult
resemble a social club that welcomes established and up-and-coming entrepreneurs in the global
technology sector, even if most members are first-class FSA citizens.
It began with Carl Roberts, a young entrepreneur from the FSA; in 2107 he indulged his hobby
for purchasing forgotten storage bins and bought a warehouse full of 21st century trash. From
that day, his small trading firm grew exponentially thanks to a series of right decisions. He wrote
a self-help book “explaining” the secret of his success, which was sold and copied worldwide.
He exploited the fear of the weirdness that noetic technology represented, and used his success as
proof that humanity did not need any new protectors other than “normal” humans who saw the
truth. His OpNet conferences were particularly popular in the FSA, where psions were the target
of distrust. While winning over the masses with his keynote presentations, Roberts began
extending his network, revealing to trusted associates the true secret of his success: the oracular
forecasts of what he believed to be a prototype AI he found in a solid-state drive in that
warehouse foreclosure sale. Anybody who joined his circle prospered, which further fed the
myth of his genius. His affiliates launched killer apps, or revolutionary new technology, and he
was considered a visionary.
A decade of continued success made Roberts and his circle begin to believe their own
propaganda and considered themselves master manipulators. Roberts’s books were being used as
the basis of a number of fringe philosophies, the products made by his friends were top sellers,
and those two aspects of their collective empires were beginning to meet. Their prized AI judged
the moment to be ripe for its final revelation: it was not a program. It was an Aberrant.
Calling itself Whispernet, the energy-based monster revealed how it had hidden himself after the
Possession Crisis, having forecasted the backlash of the mounting Aberrant abuses. Whispernet
told Roberts and company that it could make a better world, with them at the top. They only had
to follow its instructions.
Membership: There are three layers in the Harbingers’ hierarchy. First, there are the masses,
who partake of the “wisdom of the machine-ways” by following Roberts’ objectivist creed. Most
of the Harbingers’ sycophantic followers come from the FSA, followed by Australia, a portion of
17
Europe, and Nippon. The next level is the Inner Circle, reserved for industrialists and
entrepreneurs Roberts invites to widen his network of contacts and business relationships with
the promise of mutual support. Finally, those of the Inner Circle who prove themselves
trustworthy and ruthless join The Core, the handful of people who can communicate directly
with Whispernet.
Goals and Methods: The Harbingers registered as a religion based on Roberts’s “vision”, and
this attracted members who already believed his word to be gospel. On the surface, the cult
claims that only hardtech is good, for the machine is perfect. Biotech was a blasphemy and its
proponents, the psions, an even greater affront, because humanity would only transcend through
technology. Also, anyone too poor to afford high quality hardtech is inferior and fit only to serve
their “betters”. Harbingers are heavy users of hardtech, provided it’s not the least bit organic-
looking, and lambast anyone who dares speak against their favorite gadgets, or in favor of any
biotech development.
Pulling the strings, the “Inner Circle” wants to grow, inviting more like-minded industrialists and
entrepreneurs; they engage in all kinds of unsavory business practices and have a few politicians
in their pockets. The true goal of the Harbingers is to collect Nova Age technology, especially
weapons, and make a fortune through reverse engineering. What Whispernet wants, however, is
to spread again the use of computer enhancement and kick off his own, more discrete Possession
Crisis.
Resources: The Harbingers’ Inner Circle has money and influence, but their rank and file serves
nothing more than political fodder and financial statistics. If the Harbingers want to pull off
something shifty, they outsource through their many contacts, hiring mercenaries of all stripes.
Thanks to Whispernet’s math-based predictions, they are good at anticipating market shifts, and
the Aberrant’s knowledge helps them identify Nova Age technology and to understand its
principles.
Story Hooks: An Æon Trinity agent seems to have turned coat after investigating the rumors of
an underground computer enhancement installation clinic. Abstract designs found in
advertisement around major arcologies turns out to be graphical pieces of code that will assemble
into a malignant virus, a ploy made possible only through cooperation between seemingly
unrelated companies. A Harbinger cell goes rogue and targets Orgotek for terrorist attacks.
Whispernet (Aberrant Nemesis)
Whispernet is an Aberrant that dwells in advanced hardtech computers and pretends to be an AI.
It cannot control, influence, or possess biotech computers or devices, but can use the hacking
rules to gain access to any hardtech device it shares a network with. It is also exceedingly
persuasive and is always happy to talk to humans, who it attempts to recruit.
Primary Pool: 15 (controlling technology, influencing people)
Secondary Pool: 10 (mad scientist)
Desperation Pool: 5
Defense: 4
Health: 7
Initiative: 9
Starting Corruption: 4
Extras: Scale 2
18
Qualities: Disembodied (computers only), Multi-Tasking, Psychic Disbelief
Mutations: Eye of the Colony (summon drones and automatic vehicles), Mastermind, Mode
Analog (the four dot Technokinesis power Code)
Chromatics
The aliens know as Chromatics are approximately 1.7 meters tall with an average mass of 80 kg.
Their bodies appear somewhat reptilian, with smooth, dry skin mottled with colorful eyespots.
Their posture is heavily hunched over with a vestigial tail used for counterbalance. Their four
limbs end with three-digit hands and feet with talons used to manipulate or grip the ground
beneath them. They breathe oxygen, absorbed via osmosis, and can breathe underwater if the
oxygen concentration is sufficiently high.
Their heads are broad without any sort of snout, and while their hearing is good, they lack
external ears. They have two sets of eyes, a pair on the front for focused binocular vision and a
pair on the sides for a wide-angle view. Their mouth is a vertical slit on their ‘chest’ between
their front arms, and they have a very limited form of verbal communication.
Their primary mode of communication is visual; they use Photokinesis to communicate in a
complex symphony of colors and patterns. Their eyespots, combined with an auxiliary brain that
manages their sensory input, give them 360 degree thermal vision and helps them reshape light
with precision and reflexive ease unmatched by human psions. Their psionic abilities, while
impressive, are exceedingly specialized. Beyond their natural talent with Photokinesis, they can
also develop skill in Thermokinesis and to a lesser extent Electromanipulation.
Chromatics, like humans, have two genders and their young are born from eggs. They reach
adulthood within two to three Earth years but in times of strife with some prodigies earning their
first ‘deed name’ in a little over a year. They are capable of absorbing and processing light at
birth or shortly afterward, easily on par with a trained photokinetic.
19
Society
Almost half of humanity’s information on Chromatic society contradicts the other half.
According to the data gathered so far, Chromatic society is organized into tribes ruled by
leadership dynasties. The tribes frequently fight over dominance, food, and living space. By all
accounts, they appear to be pre-agricultural, Bronze Age hunter-gatherers with a limited grasp of
complex tools.
The Chromatics maintain a complicated spiritualistic faith led by priests claiming revelatory
visions. As priests have new visions, they regularly reinterpret their faith. Chromatic factions and
tribes often form around splinter faiths and most intra-Chromatic conflict happens between tribes
with mutually incompatible beliefs. Evidence suggests that a recently emerged form of
polytheism centered around “gods of light” forms the core of the Chromatics’ aggression against
humanity.
Chromatics are not named when born. Instead, they must use general pronouns until they earn a
name through deeds and accomplishments. For instance, a Chromatic who faked a tunnel
collapse with an elaborate illusion might be called “Lightwall.” In times of strife and danger, the
young unnamed Chromatics are often given the first chance to earn their name before the
“adults” step in. For both females and males, reproduction is a privilege only granted to those
that have proven worthy. Permission to breed seems to be based on the ranking structures of their
society, and in cases of tribal hardship, the least useful are cast out and exiled to preserve
resources.
Despite their primitive demeanor, Chromatics possess and use biotechnology almost on par with
humanity’s. Their biotech appears almost identical to early human designs, albeit modified to
accommodate their genetics and body structure. Their ability to understand the principles of the
technology or maintain it is surprisingly limited. Their bioships are designed with powerful self-
repair capabilities and multiple system redundancies so this lack of understanding rarely holds
them back. They also possess equipment capable of controlling captured teleporters and using
them to achieve interstellar travel.
Evidence suggests that their biotechnology comes from an outside source, possibly an Earth-
based one, but interrogated Chromatics deny any knowledge of such a source. Any Chromatics
that even venture a guess insist that they developed it first and humanity stole the designs from
them. Regardless of the source, they possess biotech ships as large as human-made frigates
where salted meat is stored in a larder like on an old sailing ship.
Agenda
The Chromatics’ hostile attitude towards humanity seems based on religious fervor. Humanity
does not know where this belief first entered their faith but Chromatics consider their conflict
with Earth to be a holy war. They think of humankind as a race of savage beasts and for now,
their only acceptable outcome for this war is utter eradication.
Rules
Chromatics all possess a minimum of Psi 3 and Photokinesis 4. Almost 90% of all Chromatics
are Tier 2 characters that can only raise their Psi to 4, and can learn 5 dots of Photokinesis, and
up to 3 dots Thermokinesis and 2 dots of Electromanipulation, but cannot learn any other Modes.
The most impressive Chromatics are Tier 3 characters can raise their Psi to 6, and can learn up to
6 dots in Photokinesis, and up to 4 dots in both Thermokinesis and Electromanipulation. They
can also learn up to two dots in Technokinesis and the other two Psychokinesis Modes.
20
Typical Chromatic Warrior (Medium Threat)
Primary Pool: 11 (tribal warrior)
Secondary Pool: 5 (combat pilot)
Desperation Pool: 3
Defense: 3
Health: 4
Edges: Hair Trigger Reflexes, Hardy 2, Iron Will 1, Small Unit Tactics
Psi Trait: 3
Psi Modes: Photokinesis 5
Equipment Bonuses: +0 Enhancement
Special abilities
Thermal Sensing: A Chromatic uses the “eye spots” on its body to sense light and heat
emissions, even those from another living creature. It’s virtually impossible to sneak up on one
of the aliens. A Chromatic is allowed an Awareness roll to notice someone’s presence no matter
from what direction a target approaches. If successful, the alien perceives the thermal signature
and may react appropriately. Heat suppressants (such as flame-retardant foam) increase the
difficulty of such rolls by 3.
Natural Photokinesis: A Chromatic’s “eye spots” also give it an ability to absorb and channel
light to unprecedented degrees. While a Chromatic isn’t necessarily capable of feats beyond
human capacity, their ability to manipulate light is as natural to them as walking is to humans
and it shows in their precision. Any rolls to reflect a Chromatic’s Photokinesis receive 2
Enhancement and their cost is reduced by 1 (to a minimum of 0).
Zero-G Familiarity: Chromatics are more comfortable in micro-gravity environments than
humans. Chromatics make zero-g maneuver rolls with a +1 Enhancement.
Chromatic Hero (Moderate Threat)
Primary Pool: 13 (tribal war leader)
Secondary Pool: 6 (starship officer)
Desperation Pool: 4
Defense: 4
Health: 5
Edges: Hair Trigger Reflexes, Hardy 2, Iron Will 2, Small Unit Tactics, Tough Cookie
Psi Trait: 5
Psi Modes: Electromanipulation 2, Photokinesis 5, Thermokinesis 3,
Equipment Bonuses: +1 Enhancement
Special abilities
Thermal Sensing: A Chromatic uses the “eye spots” on its body to sense light and heat
emissions, even those from another living creature. It’s virtually impossible to sneak up on one
of the aliens. A Chromatic is allowed an Awareness roll to notice someone’s presence no matter
21
from what direction a target approaches. If successful, the alien perceives the thermal signature
and may react appropriately. Heat suppressants (such as flame-retardant foam) increase the
difficulty of such rolls by 3.
Natural Photokinesis: A Chromatic’s “eye spots” also give it an ability to absorb and channel
light to unprecedented degrees. While a Chromatic isn’t necessarily capable of feats beyond
human capacity, their ability to manipulate light is as natural to them as walking is to humans
and it shows in their precision. Any rolls to reflect a Chromatic’s Photokinesis receive 2
Enhancement and their cost is reduced by 1 (to a minimum of 0).
Zero-G Familiarity: Chromatics are more comfortable in micro-gravity environments than
humans. Chromatics make zero-g maneuver rolls with a +1 Enhancement.
Chromatic Technology
All Chromatic technology is noetic biotech. Researchers have recently confirmed that not only is
this technology somewhat simpler and less sophisticated than human noetic biotechnology, it
appears to derive from a common source. Currently, no one understands why this is the case (see
p. XX in Chapter 11 for further information).
Chromatic Biogun: This weapon is similar to a human-made biotech laser carbine. Although the
stock and firing mechanism are clearly adapted for Chromatic use, the internal structure of the
weapon is strikingly similar to similar weapons created by humanity. Chromatics use this
weapon to supplement their natural photokinetic attacks.
THIS IS A TABLE
Weapon En Range Damage Tags Size FT Cost
Type Type
Laser 2 Close- Ballistic Automatic 2, Large • n/a
carbine Long Obvious, Psi, Ranged:
(biotech) Close-Long
END OF TABLE
Chromatic Spacecraft
All Chromatic craft, from their fighters to their mother ships, are entirely biotech. Their engines,
as a result, are less effective than human vehicles using hardtech components. This all-biotech
construction, however, grants them an important advantage. Their bioships can swiftly self-repair
damage if not entirely destroyed. They can reduce their Space Speed by 1, redirect this energy
towards ‘healing’, and repair one Injury Condition of damage every three Rounds.
Chromatic Fighter: A basic Chromatic fighter houses a pilot, two gunners, and can carry
another four battle-ready Chromatics. It’s designed for maneuverability and speed, whether
through hit-and-run tactics in space or for quick deployment of troops on ground or a mining
station.
Chromatic Transport: Larger and less elegant than a fighter, their basic troop transports can
carry 1800 cubic meters of cargo or up to 120 Chromatic soldiers.
Chromatic Mother Ship: A Chromatic mother ship resembles a predatory hunter from their
homeworld, a gigantic manta-like creature with a round central body, a pair of “wings”. Its
swept-forward front with a matching set of prongs to guide fighters to and from the hangar bay.
22
A mother ship holds 36 fighter crews (three in each crew), two shifts of 36 Chromatics to operate
the ship, and three platoons (each platoon consisting of six squads of six Chromatics), for a total
complement of 288. Up to 36 fighters and six transports can dock within a mother ship’s central
bay at any one time. Each mother ship also carries one or two captive teleporters who are forced
to teleport the ships at the Chromatics’ command.
Chromatic technology does not include grav crystals, but because Chromatics are better at
handling weightlessness, this is much less of a hindrance. Every surface throughout a mother
ship is covered in anchor hooks suitable for gripping with Chromatic claws.
THIS IS A TABLE
Chromatic Vehicles Chart
Type Size Handling Speed Tags Weaponry
Scale
Chromatic 2 +1+ 6/[3] Armor 1, Computer 0, Laser
Fighter Crew-1, Hybrid 2, Psi -1, Carbine
Self-Repair Bots 1,
Weaponry 2
Chromatic 3 +0- 6/[3] Armor 1, Cargo 2, Laser
Transport Computer 0, Crew -2, Carbine
Hybrid 2, Massive 1, Psi -1,
Self-Repair Bots 1,
Weaponry 2
Chromatic 5 -1+ [3] Armor 2, Astrogation Laser
Mother Systems 1, Cargo 4, Carbine
Ship Computer 0, Crew -3,
Massive 3, Psi-1, Self-
Repair Bots 1, Sluggish -1,
Weaponry 1
+ Reduce Maneuverability by 1 if not formatted.
END OF TABLE
The Coalition
As a collection of several different species, or phyles as they’re called, the Coalition lack a single
all encompassing set of physical or even mental traits. The ruling progenitors genetically
engineer different phyle for particular tasks. The best known phyles are all roughly humanoid
and include the hard-working drones, the diplomatic envoys, the technical sasqs, the militaristic
spinals, and the brilliant but autocratic progenitors. Individuals who explored portions of the
Coalition Ark also saw a variety of non-humanoid species, but have not yet made contact with
them.
The phyles are all capable of breeding true but the progenitors can produce offspring of any of
the Coalition phyles with a variety of carefully selected traits. These offspring are shaped and
programmed in utero for their tasks and any strain that outlives its usefulness is wiped out to
make room for more. Phyle members can reach maturity anywhere between six months and three
23
years, depending on the complication of their design, allowing for rapid experimentation and
replacement if need be.
Almost all phyle use powerful pheromones in their duties. Based on their caste, members of the
Coalition can induce emotions in others or leave scent-based messages for members of their
phyle. Filter masks are highly recommended equipment for any contact between humanity and
Coalition members.
Coalition clothing is simple and utilitarian, favoring loose, kilt-like outfits and simple colors
intended more to indicate rank or designation rather than any sort of aesthetic sense. They wear
harnesses and wrist pouches to carry equipment, and sasqs and drone outfits usually have patches
of adhesive material that they use to carry tools and other small items.
Society
The Coalition resides on a massive starship that is more than 70 kilometers long, that humans
call the ‘Ark’. Their ship travels at relativistic speeds and appears more suited to an ongoing
multi-generation trip rather than faster than light travel. Their ship and other technology are
entirely hardtech and their contact with humanity appears to be their first exposure to any form
of biotechnology.
Coalition society is strictly caste-based, with the individual phyles engineered for specific
purposes and tasks. The envoys specialize in social contact with humanoid races. The spinals
serve as peacekeeping and military forces. The sasqs are technicians and mechanics. The drones
perform basic labor.
The progenitors are the ruling caste, engineering the other phyles to perform almost all tasks on
the Ark. They are the plotters of Coalition long-term plans and living genetics labs capable of
sampling DNA and producing new strains of offspring. The progenitors, used to building life
itself with the ease of childhood toys, tend to see other intelligent beings as living building
blocks to be used or discarded. Although Coalition society appears harmonious, upon closer
examination, its harmony is exceedingly tyrannical. The progenitors care nothing about the
wants, needs, or even the lives of individual members of other phyles.
While the servitor castes are capable of making their own decisions, each has an area of specialty
and unless provoked to do so, aren’t likely to go outside of it. If an envoy is in trouble, they are
far more likely to summon a spinal than defend themselves. If a sasq is addressed by an alien
ambassador on any subject unrelated to their current project, they direct the individual towards
the nearest envoy. The progenitors reinforce these attitudes with both their control pheromones,
and the education and society they permit their servant phyles.
The servant phyles adopt this mindset with other races, assuming similar caste systems based on
perceived function. First impressions such as seeing someone carrying equipment or being
overly protective often stick, regardless of what they are later told. The idea that someone can
change their assigned function baffles many phyle, while the progenitors consider any suggestion
that members of servant phyles could choose their roles to be treasonous heresy.
Agenda
The Coalition approach humanity like they do most races. They wish to analyze human genetic
code and look for bits and pieces that could be useful for future generations of phyles. Even
before second contact began, the Coalition was growing variant envoys imbued with human
genetic material, producing pheromones with an enhanced effect on humans.
24
While human biotech fascinates them, the progenitors have little interest in splicing or
understanding human noetic capabilities and distrust psions. For reasons humanity doesn’t
understand (see Chapter 11, p. XX), progenitors avoid contact with psions with intense paranoia.
That they are dealing with or at least experimenting upon Aberrants makes it all the more
puzzling. Once the Coalition has what they need, they will neutralize Earth as a potential threat,
either conquering it or wiping it clean of life.
Rules
Preliminary studies by biologists, biokinetics, and vitakinetics have all confirmed that while
Coalition pheromones can affect humans, residues of older pheromones taken from vacant
portions of the Ark indicate that the progenitors were only able to alter the pheromones in this
fashion after contact with humanity. Also, humans have at least some capacity to resist Coalition
pheromones, but none of the Coalition phyles except the progenitors can. The Coalition servant
phyles are just as capable of independent thought and free will as humans, but in the presence of
aggressive spinals, all of them flee or surrender, and progenitors command their complete and
unthinking obedience. Some of this lack of resistance seems to be cultural, but most is
biochemical.
Except for the recently created enhanced spinals (see below) no Coalition phyle possesses
Quantum or Psi powers. However, a few sasqs, drones, and perhaps some a few other phyles
have become Talents after exposure to Quantum or Psi powers. Members of any phyle (except
progenitors) who become Talents immediately gain a minimum of one dot of the Iron Will Edge,
and become at least as resistant to the various Coalition Pheromones as humanity, permitting
them far more independence and free will than of their kind normally possess.
Finally, all Coalition phyle are Tier 1, except for Progenitors and the Enhanced Spinals, who are
both Tier 2 characters. A few of the most powerful Enhanced Spinals are Tier 3 characters. Any
Coalition characters that become Talents also become Tier 2 characters.
Coalition Drone (Medium Threat)
Drones, the lowest-ranked of all of the Coalition castes exist for menial labor for their masters at
any time. They’re bred for subservience, patience, and a surprising capacity for creative thought
so they can carry out tasks without constant guidance. Their bodies are covered in snake-like
scales and are built with most of their mass in their upper body, with elongated torsos and
25
massive arms with two elbows. They normally move on all fours, much like gorillas, but can
easily stand and walk on two legs.
Primary Pool: 11 (servant and general maintenance)
Secondary Pool: 6 (observing and sneaking)
Desperation Pool: 3
Defense: 3
Health: 4
Edges: Hardy 3, Tough Cookie, Swift (only on all fours)
Equipment Bonuses: +1 Enhancement
Special Abilities
Evasionary Pheromones: Drones should be neither seen nor heard unless deemed appropriate.
Coming within Short range of a drone imposes a Level 2 Complication on rolls to perceive or
study the environment. The Complication prevents the character from noticing a drone unless
they’re actively looking for one. A filter mask reduces the value of the Complication by 1; a
sealed environment suit negates it entirely.
Coalition Envoy (Medium Threat)
Envoys are designed to be non-threatening with pale skin, a slim build and a slightly bulbous
head with large eyes, suggesting a childlike appearance. In addition to clothing, envoys only
carry any gear needed for their immediate task. Each of their hands has four fingers that are
actually boneless tentacles.
Primary Pool: 11 (diplomat)
Secondary Pool: 6 (spy)
Desperation Pool: 3
Defense: 2
Health: 3
Edges: Photographic Memory 3, Skilled Liar
Equipment Bonuses: +1 Enhancement
Special Abilities
Interrelational Pheromones: The envoy’s pheromones encourage a certain degree of
oversharing and loosened lips, allowing them to passively collect information rather than
actively pry it from a target. Coming within Close range of an envoy imposes a level 2
Complication on all Social rolls to keep from sharing important secrets. While the Complication
is extant, an interaction that doesn’t already have a roll may require a Integrity + Composure roll
to keep from blurting out important information. If not bought off, the Complication lasts while
the character is exposed to the pheromone, plus one full Scene after leaving its vicinity. A filter
mask reduces the Complication by one point; a sealed environment suit negates it entirely. This
Complication increases to level 4 for pheromones produced by the few envoys created using
human genetic material.
Coalition Progenitor (Moderate Threat)
26
Progenitors, or Makers as they’re often called, are a meter and a half tall and their chalk-white
bodies appear almost comically frail. Their basic body structure is insect-like, with a semi-
flexible exoskeleton and cartilage supports instead of bones. Their heads are dominated by two
large black eyes, above a lamprey-like maw.
They have two slim, tool-using limbs with five-fingered hands and six spindly arms like spider’s
legs extend from their upper back, three behind each shoulder. Each of those arms reaches to
their ankles and has a scalpel-sharp claw on the end capable of surgically drawing blood into a
reservoir into the limb for later extrusion. They can also take the blood into themselves, analyze
the DNA in it, and selectively incorporate it into any offspring they bear. When folded up, those
limbs resemble skeletal wings on their upper back.
Primary Pool: 13 (being in charge)
Secondary Pool: 8 (biological research)
Desperation Pool: 4
Defense: 4
Health: 5
Edges: Iron Will 3, Library 3 (Xenobiology), Skilled Liar
Equipment Bonuses: +2 Enhancement
Special Abilities
Coercion Pheromones: Approaching a progenitor potentially puts a character under the sway of
the maker’s biochemical dominance. Resisting a progenitor’s commands requires a difficulty 2
Integrity + Composure roll per command until the character succeeds. Failure means that the
character obeys the commands without question. Success means the subject has free will, but any
actions that conflict with the progenitor’s commands suffer a level 1 Complication. Either way,
the effect lasts for as long as the character is exposed and for one full Scene afterwards. A filter
mask reduces the difficulty of the initial roll by 1; a sealed environment suit negates the effect
entirely.
Coalition Sasq (Medium Threat)
Sasqs are large, muscular, and covered in brown fur, befitting the bastardization of ‘sasquatch’
into their common designation. They combine the power of a cargo lifter and the precision of a
surgeon, with expert technical expertise even though they mostly repair rather than design. They
possess strong three fingered hands, supplemented by half a dozen long slender tentacles
attached to each of their wrists. They possess no neck, but their four eyes provide them with a
wide range of vision. They’re the most social phyle among themselves, always comparing notes
on equipment and procedures.
Primary Pool: 11 (engineering and physical strength)
Secondary Pool: 6 (research and socializing)
Desperation Pool: 3
Defense: 3
Health: 4
Edges: Ambidextrous, Hardy 2, Lightning Calculator, Ms. Fix-It, Photographic Memory 2,
Weak Spots
27
Equipment Bonuses: +2 Enhancement
Special Abilities
Mnemonic pheromones: A sasq can ‘tag’ a target with a pheromone encoded with referential
information any phyle member can refer to later. (“This tool is the right size for an interceptor’s
canopy actuator.”) A sasq can encode several simple facts onto a single pheromone trace; the
effect lasts up to a week.
Coalition Spinal (Moderate Threat)
Spinals are three-meter-tall, six-limbed, insect-like creatures bred for violence and an almost
palpable capacity for menace. Their bodies have a thick exoskeleton and while they have a set of
arms capable of operating weaponry their rifles are simply to deal damage as they close in to
exterminate targets with a pair of large spine-covered, scythe-like arms sprouting from their
upper shoulders. They live short, brutal lives and are easily replaced by the progenitors when
killed.
They operate in packs of six to eight, led by the oldest. If they encounter a life form that doesn’t
smell like a designated ‘friendly’ and don’t have someone nearby to issue proper instructions,
they attack without hesitation. The rifles they carry are simply as a backup for when they can’t
close into melee range.
Primary Pool: 13 (infantry soldier)
Secondary Pool: 8 (combat pilot)
Desperation Pool: 3
Defense: 6
Health: 5
Edges: Danger Sense, Hardy 2, Small Unit Tactics, Swift, Tough Cookie
Equipment Bonuses: +1 Enhancement
Special Abilities
Natural Armor: The spinal’s exoskeleton gives it two levels each of both Hard and Soft armor
(included in Defense). The exoskeleton is covered with rows of poison spines that present a
threat to unprotected hand-to-hand strike, giving it the Defensive tag.
Scythe Arms: The spinal’s long, bladed upper arms are deadly weapons.
THIS IS A TABLE
Weapon En Range Damage Type Tags
Type
Scythe Arms 3 Close Edged Brutal, Deadly, Melee, Quality 3,
Piercing, Reach
END TABLE
Superior Stamina: Ignore two levels of penalty from any Injury Complication. Injury
Complications still mitigate the appropriate amount of damage, but cause less impact.
Confrontational Pheromones: Part of a spinal’s effectiveness comes from a pheromonal
intimidation factor. Attacking or otherwise acting against a spinal from within Short range
28
requires a difficulty 2 Integrity + Composure roll or else the character is too terrified to follow
through. Success is enough to resist for a Scene, though any attempt to act against the spinal
suffers a level 1 Complication. A filter mask reduces the difficulty of the initial roll by 1; a
sealed environment suit negates the need for a roll and the penalty altogether.
Coalition gamma rifle: This deadly gamma ray laser is the spinal’s primary missile weapon.
Although spinals strongly prefer to engage in melee combat, they are trained in using this
weapon. The technology used to create this weapon is well in advance of humanity’s.
THIS IS A TABLE
Weapon En Range Damage Tags Size
Type Type
Gamma 5 Short-Long Ballistic Brutal, Deadly, Destructive, Large
Rifle Obvious, Quality 3, Ranged
(Coalition) (Close-Long), Two-Handed
END TABLE
Enhanced Spinal (Major Threat)
The progenitors have been experimenting with splicing Aberrant genes as part of the
development of new phyles. The effects have been unpredictable but promising enough that this
may be a sign of things to come. These creatures appear twisted and warped, and no two look the
same. They are halfway between Sub-Aberrant Mutants and Aberrants, they cannot possess any
Mutations (p. XX), and while they possess 2 Corruption points, they can only use them for
Action Interrupt or Defense Boost (p. XX). However, the progenitors are attempting to create
true Aberrants with access to Mutations.
Primary Pool: 15 (infantry soldier)
Secondary Pool: 10 (combat pilot and initimidating horror)
Desperation Pool: 4
Defense: 6
Health: 7
Edges: Danger Sense, Hardy 2, Small Unit Tactics, Swift, Tough Cookie
Equipment Bonuses: +1 Enhancement
Corruption: 2
Special Abilities
Natural Armor: The spinal’s exoskeleton gives it two levels each of both Hard and Soft armor
(included in Defense). The exoskeleton is covered with rows of poison spines that present a
threat to unprotected hand-to-hand strike, giving it the Defensive tag.
Scythe Arms: The spinal’s long, bladed upper arms are deadly weapons.
THIS IS A TABLE
Weapon En Range Damage Type Tags
Type
29
Scythe Arms 3 Close Edged Brutal, Deadly, Melee, Quality 3,
Piercing, Reach
END TABLE
Size: Some of these enhanced spinals are even larger than their fellows and count as Size Scale 2
creatures.
Superior Stamina: Ignore two levels of penalty from any Injury Complication. Injury
Complications still mitigate the appropriate amount of damage, but cause less impact.
Confrontational Pheromones: Part of a spinal’s effectiveness comes from a pheromonal
intimidation factor. Attacking or otherwise acting against a spinal from within Short range
requires a difficulty 2 Integrity + Composure roll or else the character is too terrified to follow
through. Success is enough to resist for a Scene, though any attempt to act against the spinal
suffers a level 1 Complication. A filter mask reduces the difficulty of the initial roll by 1; a
sealed environment suit negates the need for a roll and the penalty altogether.
Aberrant Qualities (see p. XX): Baleful Touch (from corrupting energies) & either Flight or
Unseen
Coalition Vehicles
The vast Coalition Ark has thousands of docking bays which can launch interceptors, transports,
and other ships humanity has yet to encounter. These vessels are all more advanced than any
human vessel. However, they are also considerably less automated and possess surprisingly
simple controls. Their advanced technology allows Coalition spacecraft to possess up to nine
points in tags.
Coalition Interceptor: The Coalition ark’s primary defense craft comes in the form of a small,
highly maneuverable single-person fighter. Despite its small size, it’s heavily armed with gamma
cannon.
Coalition Transport: This craft is the Coalition’s standard small transport. It can carry up to
150 passengers and several tons of cargo. It requires a pilot and three gunners to be fully
operational. These vessels are faster than any human-made ship and are capable of decelerating
from the Arks relativistic speeds to land on a planet.
Coalition Vehicle Chart
THIS IS A TABLE
Type Size Handling Speed Tags Weaponry
Scale
Coalition 2 +2 6/[5] Armor 1, Computer 0, Gamma Rifle
Interceptor Hybrid 2, Maneuverable 2,
Thrusters 2, Weaponry 2
Coalition 3 +1 6/[6] Armor 1, Cargo 2, Gamma Rifle
Transport Computer 0, Crew -2,
Hybrid 2, Maneuverable 1,
Massive 1, Thrusters 3,
Weaponry 1
30
END OF TABLE
The Qin
The first aliens encountered by humanity are the least human looking. The Qin (pronounced
“chihn” or “chehn”) are meter long slug-like being with eight 30 cm, prehensile tentacles just
above its underside tread. Qin range in mass from 12-20 kg, and are relatively delicate creatures,
which move at a maximum speed of 6m/Round. They can all breathe water as easily as air and
can swim twice as fast as they can move on land. Qin also only possess two Condition Levels,
Bruised and Maimed. Qin also all possess the equivalent of the enhanced vision augmentation (p.
XX) as well as the Ambidextrous, Keen Sense (smell), and Trained Memory Edges (Trinity
Continuum Corebook, p. XX). Outside of their biosuits, Qin are Size Scale 0 creatures (p. XX).
However, except on Qinshui, humans almost never see Qin in their native form. Humanity
interacted with the Qin for almost five years before any human saw their natural form. Instead,
all Qin in the Solar System, and the vast majority of Qin who interact with humans anywhere
wear advanced biosuits. These biosuits are mindless humanoid living creatures with a pocket in
their chest cavity, designed to hold a single Qin in safe and comfortable conditions. Once in a
biosuit, a Qin can operate it and use its senses as easily as it can use its own body. In addition, all
biosuits possess both armor and advanced life support, capable of keeping both itself and the Qin
alive in temperatures ranging from -100 to 150 C, even in the vacuum of space.
Qin biosuits came in three types, although all but a few humans only know of the first two. The
most common is the diplomat biosuit, which appears as a tall slender, elegant, stylized human
that is precisely 2 m tall. These suits are obviously not human, and each one is subtly different in
coloring to aid humans in telling them apart. Warrior biosuits are hulking creations that all
visibly armored, 2.2 m tall, and far bulkier than diplomat biosuits. The third type is the rare and
highly secret infiltration biosuit, which is designed to look precisely like a human, and to appear
as such to almost all human sensors, and most psion powers. Nothing short of a detailed medical
scan or physical contact with a vitakinetic reveals that the suit is not human.
Biosuits possess their own Condition Levels, and until they have lost their Maimed Condition
Level, they continue to live and protect their Qin occupant. If they lose that Condition Level, the
suit dies, and while the Qin is unharmed (unless the biosuit is killed by some overwhelming
force like a massive explosion), it must leave the safety of its biosuit and interact with the world
in its native form.
Qin Society
Caste and House are the two primary divisions of Qin life, Qin have no separate races and all
Qin are sequential hermaphrodites who can switch back and forth between genders at will. Qin
are also exceedingly long lived, the oldest are more than 400 years old. Qin society is broken up
into dozens of Houses. Each is effectively a landless self-governing state that relates to other
Houses as an autonomous political entity. Most Qin are born into their House. Changing House
is possible, but doing so is regarded as at least as big a change as a human moving to a new
nation and renouncing their old citizenship. There is a shifting network of alliances, rivalries, and
enmities between Houses, much like similar relationships between human nations.
Qin society is also divided into three castes with numerous sub-castes. All these castes are purely
elective, when a Qin becomes an adult it voluntarily chooses a caste. Castes are based upon
interests and profession. The three castes roughly correspond to Body (bodyguard, builder,
interstellar explorer, peace officer, pilot, or warrior) Mind (artist, detective, engineer, physician,
31
scientist, or spy), and Society (diplomat, entertainer, leader, mediator/judge, merchant, or
teacher,).
Caste has little legal effect on an individual but determines many factors about their social
interactions. In many ways, caste is treated like many humans treat gender and ethnicity, with the
respect given to each caste varying both over time and between Houses. Each House is
composed of members of all three castes, and, while some Houses consider members of one or
two castes subservient to the other or others, no House would be considered complete without all
three.
The human names for most of the known Qin Houses derive from the I Ching, further evidence
of the major role China played in contact with this species. The first House humanity
encountered was House Tung Jen, who are focused on exploration. They are closely allied with
humanity, but many members see humans as a means to achieve various ends, including both
increased power in relation to other Houses, and access to faster than light travel. Since contact
between Earth and Qinshui was re-established, House Hsiao Kuo has been working to establish
closer tied with humanity. Hsiao Kuo is focused primarily on invention and commerce, and
members of this House hope to increase their share of trade and technological exchange between
humans and Qin. In contrast, House Kuei is in charge of handling threats to Qinshui and other
Qin worlds. They have battled the few Aberrants who have ventured into Qin space, and contact
with these monsters has made many members of this House virulently anti-human.
Qin Psychic Powers
Unlike humanity, all Qin have psychic powers. All Qin innately possess a Psi of 2 as well as 1
dot in both Rapport and Mindshare. Roughly 80% of Qin are Tier 1 characters who can only
learn up to two dots in each Telepathy Mode and cannot increase their Psi or learn any other
Modes. However, the more psychically skilled Qin are Tier 2 characters that possess somewhat
greater powers. They are able to learn up to 4 dots in each Telepathy Mode, increase their Psi to
4, and learn up to 2 dots in any Biokinesis Modes, and one dot in any Clairsentience Mode and in
the Telekinesis Psychokinesis Mode.
Qin Diplomat in Diplomat Biosuit (Medium Threat)
Near Infrared Questbringer Society Hsiao Kuo (Quest to humans) arrived on Luna three months
ago. They were part of the replacement staff of the Qin embassy, and are one of the few high-
ranking members of the embassy who does not belong to House Tung Jen. Quest is a trade
representative from House Hsiao Kuo, and is eager to expand both trade and technological
exchange between humanity and the Qin. However, they also have no interest in losing the
technological edge the Qin have over humanity in all forms of biotechnology. Quest is a shrewd
but fair bargainer, but also maintains contact with both freelance human spies and several Qin
infiltrators, and has already acquired data on several cutting-edge human technologies via
industrial espionage. So far, Quest likes and respects the humans they have met, but has no
qualms about treating humanity much like members of other Qin Houses, which means tough
negotiation, supplemented by espionage and blackmail. Quest sees absolutely no contradiction
between using these tactics and becoming close friends with humans. They firmly believe that
humanity are the equals of the Qin and deserve to be treated as such.
Primary Pool: 11 (diplomat)
Secondary Pool: 6 (spying)
Desperation Pool: 3
32
Defense: 4
Health: 3
Edges: Ambidextrous, Iron Will, Keen Sense (hearing), Keen Sense (smell), Photographic
Memory 1, Skilled Liar
Psi Trait: 3
Psi Modes: Rapport 3, Mindshare 3, Psychbending 2
Equipment Bonuses: +1 Enhancement
Armor: Diplomat biosuits have built-in armor, with the Complete 3, Hard 1, Soft 1 (included in
Defense), Concealable, & Environmental 1 tags.
Qin Researcher in Diplomat Biosuit (Medium Threat)
Seagreen Deepdiver Mind Tung Jen (Deepdiver to humans) arrived on Luna less than six months
before the sudden departure of Upeo wa Macho stranded the embassy staff in the solar system.
They came to the solar system to study teleportation and soon became one of the most important
researchers for the development of the Leviathan jump ships. Deepdiver was both fascinated and
deeply envious when they learned about interstellar teleportation, and was determined to find a
way to allow the Qin to travel between the stars at similar speeds without humanity’s help. They
have nothing against humanity and have several close human friends. However, they believe that
having to depend on human teleporters and Leviathan jump ships operated by human
Clairsentients makes the Qin subservient to humanity.
Primary Pool: 11 (scientist and technician)
Secondary Pool: 6 (diplomat)
Desperation Pool: 3
Defense: 4
Health: 3
Edges: Ambidextrous, Keen Sense (smell), Lightning Calculator, Ms. Fix-It, Photographic
Memory 2
Psi Trait: 3
Psi Modes: Rapport 2, Mindshare 3, Psycholocation 1
Equipment Bonuses: +1 Enhancement
Armor: Diplomat biosuits have built-in armor, with the Complete 3, Hard 1, Soft 1 (included in
Defense), Concealable, & Environmental 1 tags.
Qin Bodyguard in Warrior Biosuit (Medium Threat)
Grey Violet Flowering Body Tung Jen (Grey to humans) has been in the solar system for more
than a decade. They were initially one of the guards at the Qin embassy on Luna, but when Earth
was cut off from Qinshui, they volunteered to become part of a pilot program where a few Qin
worked closely with the Æon Trinity to fight Aberrants. Since that time, Grey has worked
closely with both The Legions and also with various section of the Æon Trinity’s Proteus
Division. Their loathing of Aberrants is matched by their fond feelings towards many of their
human comrades.
33
Because of their service, Grey knows more about humanity than almost any Qin except those
who have impersonated humans for several years. Their first loyalty is to their own species, but
Grey feels an almost equal loyalty to the women and men they have served with and would be
exceedingly distressed if they ever had to choose between these two groups. They are a strong
advocate for closer ties and greater cooperation between Qin and humans.
Primary Pool: 11 (soldier and bodyguard)
Secondary Pool: 6 (socializing)
Desperation Pool: 3
Defense: 5
Health: 4
Edges: Ambidextrous, Hair Trigger Reflexes, Keen Sense (smell), Iron Will 2, Photographic
Memory 1, Small Unit Tactics, Tough Cookie
Psi Trait: 2
Psi Modes: Rapport 1, Mindshare 1, Psychbending 1
Equipment Bonuses: +1 Enhancement
Built-In Weapons: Qin Warrior Suits come with equivalents to a biotech laser carbine built into
one arm, and a biotech flechette carbine built into the other, both are formatted.
Armor: Warrior biosuits have extensive built-in armor, with the Complete, Hard 2, Soft 2
(included in Defense), & Environmental 2 (radiation) tags.
Qin Spy in Infiltration Biosuit (Medium Threat)
Cerulean Pathmaker Mind Tung Jen likes humans, and enjoys their company, but they don’t
entirely trust them. Most of their job consists of technological espionage, and their cover identity
is Jessica Garcia, a freelance marketing consultant who evaluates the commercial potential of
new technologies. However, they also investigate rumors of Aberrant cults, and individuals or
corporations investigating or using prohibited Nova Age technologies.
Cerulean is somewhat reserved, but is passionate about their interest in new technologies, and
exceedingly skilled at networking. They possess few close friends, but dozens of casual friends
and acquaintances, who would all be shocked to discover Jessica is actually a disguised alien.
Primary Pool: 11 (spying and infiltration)
Secondary Pool: 6 (combat and vehicles)
Desperation Pool: 3
Defense: 5
Health: 4
Edges: Alternate Identity 2, Ambidextrous, Iron Will 2, Keen Sense (smell), Photographic
Memory 1, Skilled Liar, Speed Reading
Psi Trait: 3
Psi Modes: Rapport 2, Mindshare 3, Psychbending 3, Psychocognition 1
Equipment Bonuses: +2 Enhancement
34
Built-In Weapons: Infiltration suits come with equivalents to a formatted biotech poison glove
and a formatted taser glove.
Armor: Infiltration biosuits have built-in armor, with the Complete, Hard 1, Soft 2 (included in
Defense), Environmental 1, & Innocuous tags.
Qin Shuttle
This advanced biotech vehicle is both beautiful and luxurious. It is also a marvel of Qin
technology that surpasses humanity’s understanding. Its gravito-magnetic engines require no
reaction mass, and are nearly silent. In addition, the ship can rapidly heal from almost any injury.
The cockpit holds two Qin, and is separated from the passenger compartment by a deceptively
tough and well-armored door. The passenger compartment can hold up to 12 humans or Qin in
biosuits in comfortable chairs that can morph into small beds for longer journeys. The small
cargo compartment can holding one ton of cargo. Their advanced technology allows Qin
spacecraft to possess up to nine points in tags.
THIS IS A TABLE
Type Size Handling Speed Tags Weaponry
Scale
Qin 2 +2 6/[5] Anti-Theft 1, Armor 2, Laser Cannon
Shuttle Cargo 1, Computer 0,
Hybrid 2, Living 0,
Maneuverable 2, Psi,
Thrusters 2, Weaponry 1
END OF TABLE
35
Chapter 11: Setting Secrets
Without mysteries, life would be very dull indeed. What would be left to strive for
if everything were known?
— Charles de Lint
The following section contains short descriptions of all the secrets and mysteries of the Æon Era.
If you are not a Storyguide planning to run this game, then you might not want to read further.
Nihonjin Secrets
When a growing number of novas began to go mad in the 2040s, Japan began exiling or secretly
executing any nova displaying erratic behavior and started a crash program to uncover the reason
for their increasing instability. By 2049, tests allowed Nihonjin scientists to discover which
novas were most likely to become dangerously unstable. Since there was no way to prevent or
reverse this growing madness, the Nihonjin government attempted to exile or secretly execute
any nova who failed these tests.
When it closed its borders in 2053, the Nihonjin government allowed more than three dozen sane
and loyal novas to remain. Tests revealed that these novas would not become dangerously
insane, and the government was unwilling to lose the services of more than a dozen brilliant
scientists and engineers or an equal number of powerful protectors. However, the Nihonjin
government publicly removed all other novas and allowed the outside world to think that none
remained in Nippon.
When the Chinese issued their Ultimatum in 2067, 31 novas remained in Nippon. No one outside
of the upper ranks of the Nihonjin government knew they were there, and by this time, their
efforts were essential to retaining the high standard of living of post-Quarantine Nippon. The
decision to retain their novas forced Nippon to remain isolated, because the Nihonjin government
believed that if anyone learned of these novas, Nippon might face orbital bombardment. During
the Quarantine, the most powerful of these Nihonjin novas worked with the handful of other
powerful and sane novas still living in the solar system to create a powerful quantum barrier
around the solar system. They also continually patrolled the vast area near this barrier to make
certain that Aberrants were not able to return and threaten the Earth.
Nippon’s scarce natural resources, combined with the massive influx of refugees before the
Quarantine forced the government to adopt drastic measures to maintain the islands’ standard of
living. Between 2053 and 2075, the Nihonjin government used advanced technologies and
powerful novas to extract most valuable minerals from the landscape and then transformed more
than a third of the surface area of the Nihonjin islands into a single massive arcology. When this
enormous project was complete, the islands’ population of 180,000,000 was housed in comfort
and there was room to easily house an additional 180,000,000 inhabitants.
In 2105, Nippon ended the Quarantine, because the 25 novas still living in Nippon all died in the
last months of 2104. The burst of noetic energy that Dr. S.K. Bhurano unleashed to attempt to
heal various Corrupted areas weakened the quantum barrier around the solar system and attracted
the Colony’s attention. When the Colony’s forces attacked the solar system, the Nihonjin novas
joined the few other novas secretly living in the asteroid belt and attempted to defend the Earth.
However, their numbers were too few and the attackers killed them all.
With their protectors gone and certain that Earth would soon face Aberrant attack, the Nihonjin
government ended their long isolation and began making plans to help coordinate Earth’s
defense. In desperation, they prepared to reveal all they had learned about novas and Aberrants
over the past 52 years as well as revealing the existence of the Nihonjin Superiors. The Nihonjin
government swiftly abandoned all of these plans a few months later when researchers at the
Tokyo Academy of Advanced Studies conclusively proved that noetic biotech was designed by
unknown extraterrestrial entities and partially derived from extraterrestrial genetic material.
The Nihonjin government realized that while psions might protect Earth against the attacking
Aberrants, they could also be the unknowing vanguard of an extraterrestrial invasion. To
guarantee that Nippon remained safe from a possible future sneak attack by alien-controlled
psions, the government scrapped its plans to reveal its secrets. Due to both the perceived risk of
noetic biotech and the potential danger that psions posed, the government banned all noetic
biotech from Nippon and carefully regulated and controlled visits by psions.
Chitra Bhanu
While almost everyone believes that all quantakinetics died in the purge, almost a quarter of the
Order survived, including S.K. Bhurano. She recently succeeded in rebuilding the Order’s
Prometheus Chamber, and for the last six months, has been creating new quantakinetics and
recruiting new members with other Aptitudes.
The True History of Dr. Saraswati Kaur Bhurano & The Quantakinetic
Order
When she set off the noetic beacon that cleansed the Corrupted zones and attracted the Doyen,
Dr. Bhurano also gained considerably psychic power, including becoming one of the few
humans to ever develop Quantakinesis. She also had the potential to develop all of the other
psychic Aptitudes. However, the Doyen were afraid of her. Their noetic surgery enhanced her
Quantakinesis, but prevented her from developing much power with other Aptitudes. However,
their efforts had no effect on her previous powers, including her enhanced longevity and healing.
Fearful of her keen mind and formidable, unfamiliar powers, one of the Doyen possessed her.
Dr. Bhurano has only limited awareness of the eight years between her becoming the
quantakinetic proxy in 2104 and the Chitra Bhanu purge of 2112. The Doyen that possessed her
had access to most of her memories and was able to successfully imitate her behavior. However,
Dr. Bhurano periodically came to consciousness and began planning her escape. Her chance
came in 2112. Quantakinetic research into the limits of noetic manipulation allowed Chitra
Bhanu researchers to cure otherwise incurable Corruption diseases, but these powers also
allowed quantakinetics to seriously impair noetic powers, temporarily enhance quantum powers,
and to even weaken or destroy individual Doyen.
The Doyen were horrified by this development. A combination of telepathic manipulation and
leaking the most dangerous looking portions of this research to the OpNet turned most of the
other proxies against Chitra Bhanu. At this point, the Doyen possessing Dr. Bhurano used its
Telepathy to spread panic among the populace near the clinic and also to inflame the emotions of
the psions who come to investigate. It also used its powers to block the Æon Trinity’s
investigation into Chitra Bhanu.
Shortly before the Legion members arrive at the clinic, the Doyen controlling Dr. Bhurano called
all the quantakinetics in from the field. When the other orders arrived, this Doyen used its
powers to cause the tense meeting to erupt into bloody fighting. More than three quarters of the
quantakinetics died in this conflict. Then, the Doyen possessing Dr. Bhurano set a noetic bomb
to destroy Dr. Bhurano and all of her closest associates. Seconds before this bomb went off, the
Doyen teleported to safety, leaving Dr. Bhurano to die in the explosion. However, Dr. Bhurano
was ready; she used her powers to shield herself and the quantakinetics with her from the blast.
Then, she hid them all with her powers, allowing observers to believe that she and the
quantakinetics with her were dead. When she fled from the ruins, she took with her 18 other
quantakinetics and the core of the quantakinetic Prometheus chamber. Since that time, she
remained hidden. She also worked to locate more than a dozen other surviving quantakinetics.
Most had also used their powers to evade detection. A few others had mysteriously vanished
because Norça operatives had discovered them and secretly brought them to proxy del Fuego.
The other proxies never knew that Dr. Bhurano was possessed by one of the Doyen. However,
after they helped destroy the quantakinetic order, Bolade Atwan, Rebecca Bue Li and Otha
Herzog all suspected that something strange was going on and that they may have made a serious
mistake. Then, Giuseppe del Fuego learned the truth.
Already suspicious of the events of the purge, the reports he heard from the quantakinetics he
helped hide strengthened his suspicions that the psi orders had been manipulating into turning on
their own kind. Proxy del Fuego helped these quantakinetics remain hidden and continued to
question them extensively. He eventually acquired a piece of the quantakinetic Prometheus
chamber and made contact with one of the quantakinetics working with Dr. Bhurano. At this
point, Dr. Bhurano shared her experiences, and they worked together to rebuild the quantakinetic
Prometheus chamber.
Chitra Bhanu Today
S.K. Bhurano is currently proxy of a small but growing Order. Regrowing the quantakinetic
Prometheus chamber required seven years, and was only completed in 2122. Now she was able
to begin secretly recruiting latents and creating new quantakinetics. Currently, Chitra Bhanu has
almost 50 quantakinetics. 21 psions with other Aptitudes also belong to this order. Recruiting
new quantakinetics is difficult. The Aptitude for quantakinesis is quite rare – fewer than 10% of
all latent psions possess it. Also, no one is going to attempt to join a psi order that almost
everyone believes to have been destroyed because it was corrupted by Aberrants.
Instead, S.K. Bhurano has contacts in several clinics that perform latency testing. She and her
assistants personally investigate every individual who displays a sufficiently strong latency.
During this investigation, one of the three Chitra Bhanu telepaths scans the subject to see if they
are likely to be sane and loyal, and at least one clairsentient attempts to examine how the new
recruit would fit into Chitra Bhanu.
Dr. Bhurano personally meets with everyone this rigorous investigation deems suitable. She
recruits anyone who is interested. If the person wishes to join but does not wish to become a
quantakinetic, she sends a message to proxy del Fuego and arranges to get the psion access to
one of the other Prometheus chambers. If someone is scared, angry or simple not interested, Dr.
Bhurano has the telepath who accompanies her erase the individual’s memory of this meeting.
Goals
Dr. Bhurano has two goals — redeem Chitra Bhanu and take revenge on the Doyen. She hates
the Doyen with a burning passion and because she was possessed by one for eight years, Dr.
Bhurano managed to learn a few fragments of knowledge about them. At the moment, Chitra
Bhanu is focusing on research. Proxy Bhurano is certain that at least some of the answers
humanity has discovered about psions, Aberrants and extra-solar worlds are lies perpetrated by
the Doyen. As a result, she is having her people investigate all potential anomalies in the hopes
of discovery inconsistencies that lead to greater knowledge about her enemies as well as a more
accurate understanding of the world. She is interested in both extra-solar planets and anomalies
on Earth.
Special Resources
Chitra Bhanu is small and for now it must remain secret least the surviving quantakinetics be
hunted down. However, while Chitra Bhanu is a secret organization, it is not without allies. A
few trusted members of ISRA and Norça know of their existence, as does a small division of the
Æon Trinity. Quantakinetics can draw upon some of the special resources available to any of
these organizations. Members of Chitra Bhanu cannot gain access to these resources as directly
or rapidly as members of these organizations, but they can use them. Also, at least some of the
agents of Æon’s mysterious Section Minerva know of Chitra Bhanu’s continued existence and
have provided invaluable aid.
Because Chitra Bhanu operates in the shadows, many members make an effort to create personal
connections between themselves and the people they help. Since only quantakinetics can cure
Corruption diseases, there are now hundreds of patients, as well as several dozen physicians, and
a few vitakinetics who know that they benefited from the aid of an ethical and uncorrupted
quantakinetic. As a result, Chitra Bhanu can call upon exceptionally loyal allies from all walks of
life. They can’t ask for a mob, a small army or even a member of a particular profession who
lives in a specific city. However, if a member of Chitra Bhanu requires a house to stay in, the aid
of a skilled computer hacker or even a police officer in the FSA, their network of contacts often
allow them to call in a favor from such an individual. Almost none of these contacts are willing
to risk imprisonment or execution, but they can provide characters with information, and some
may even be willing to risk losing their job to repay the fact that they or someone they love is
alive because of the efforts of a quantakinetic. Finally, one of the Æon Trinity’s Leviathan jump
ships has a crew who know the truth about Chitra Bhanu and are attempting to search for more
information about the Doyen. The crew includes a pair of quantakinetics.
Running A Chitra Bhanu Campaign
As members of a small and highly secret organization with lose connections all over the planet,
characters in Chitra Bhanu campaign are somewhat similar to running a campaign involving the
Lighthouse Keepers (Trinity Corebook, p. XX). Characters in a Chitra Bhanu campaign either
notice some problem that they are best suited to handle, or Dr. Bhurano uncovers something that
they wish the characters to investigate. The two most important elements of a Chitra Bhanu
campaign are that members must act in secret and they are largely on their own.
While they can reach out to a small network of people for information or assistance, unlike
characters in one of the psi orders or the Æon Trinity, they have little ability to call for backup.
This order has less than a hundred members, and most of them are busy with various important
assignments. If characters get in trouble, there may be no one they can turn to for immediate aid,
and if characters find something that looks too big for them to handle, a second team may take
days or even weeks to arrive.
Their secrecy also means that Chitra Bhanu teams cannot openly operate as members of a psi
order. The vast majority pretend to be teams of freelance psions, while some with appropriate
abilities or contacts can create or obtain identification as members of a particular psi order. Upeo
wa Macho is too small, and the Ministry and Norça are too difficult to fake membership in, but
ISRA, the Legions, the Æsculapian Order and Orgotek can all work as temporary cover
identities, as can identities as officials in almost any government except China or Nippon.
However, quantakinetics must either hide their abilities entirely or pretend to be another type of
psion, most often either an electrokinetic or a psychokinetic. Typically, this deception is far safer
to accomplish if the quantakinetic’s team contains an actual electrokinetic or psychokinetic or
the character possesses the appropriate Alternate Modes.
Another important factor in creating a Chitra Bhanu campaign is that most members of Chitra
Bhanu are scientists, scholars, and academics. Solving mysteries and learning the truth about the
universe are common passions among members of this psi order. However, most members are
interested in leading active lives. While other researchers are content to remain in their
laboratories, members of Chitra Bhanu prefer excavating alien ruins, exploring Nova Age
artifacts, or collecting samples of alien life forms.
Using Quantakinetics In Other Campaigns
Some players are going to want to play quantakinetics in campaigns where the characters do not
belong to Chitra Bhanu. Obviously, a quantakinetic cannot join one of the other psi orders, but
there are other options. If the characters are freelance psions, introducing a quantakinetic is easy.
A quantakinetic could become part of a team of freelance psions by initially pretending to be
another type of psion and only revealing the truth once the other characters trusted her.
Another possibility is that the characters work for the Æon Trinity’s Section Minerva. In this
type of campaign, the characters work for someone high up in the organization who understands
at least some of the truth about Chitra Bhanu. This official secretly reached out to the surviving
quantakinetics and asked for one to work with a secret team of psions who are investigating
mysteries and hidden threats. This sort of campaign could be challenging, because the characters
will work on various important missions that have a risk of exposure. Also, any other Æon
Trinity covert operatives the characters may need to work alongside do not know that Aberrants
did not corrupt the quantakinetics. However, the one advantage all quantakinetics possess is that
other psions are certain that they no longer exist.
The Chitra Bhanu Path (Society)
The character is — or was — closely affiliated with Chitra Bhanu, the Quantakinetic Psi Order.
She survived the purge of the Order. She may be on the run, a fugitive who sided with Dr.
Bhurano and who aches for revenge on those who destroyed her Order; or she may want no part
of the conflict that consumed her former comrades. If she is a quantakinetic psion then she is
either a survivor of the quantakinetic purge or became a quantakinetic within the past few
months. She is also very likely to be a scientist or some other type of academic.
Path Concepts
Aberrant Hunter, Interstellar Archeologist, Noetic Scientist, Quantum Flux Researcher
Example Connections: Æon Trinity, Criminal Organization, Fellow Chitra Bhanu Survivor,
Quantum Flux Victim
Skills: Humanities, Integrity, Larceny, Science
Edges: Alternate Identity, Covert, Enhanced Attunement, Enhanced Psi Cloak, Favored Mode,
Hair Trigger Reflexes, Skilled Liar, Superior Trait, Trained Memory
Special Edge: Enhanced Psi Cloak (•)
Prerequisite: Chitra Bhanu, Quantakinetic Aptitude
After years of hiding her nature, your character has developed an incredibly fine level of control
over her Quantakinetic psi cloak ability. She can use psi powers even when her noetic field
appears to be shut down entirely due to her psi cloak, but doing so places a level 2 Complication
on the action; failing to buy off the Complication results in her psi cloak immediately dropping
for the remainder of the Scene.