Corporation - Dragon Awoken

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The document provides an overview of the fictional organization known as the Ai-Jinn which operates as a shadowy criminal entity. It details the ranks, territories, assets, and operations of the Ai-Jinn.

The Ai-Jinn is described as a shadowy criminal organization that operates like a corporation but deals in illegal activities and has a strict hierarchical structure and control over various territories in Asia.

Some of the ranks mentioned within the Ai-Jinn organization include the CEO, Dragons Head, Sword and the Five Knives, Regional Governors, and various operative ranks like Hattamoto-Yakko and Kabuki-Mono.

CREDITS

THE DRAGON AWOKEN


JAMES NORBURY

ALSO AVAILABLE FROM BRUTAL GAMES


Corporation - Core Rules
The Eastern Bank
Machines of War - Technology Guide for Corporation

You need the Corporation Core Rules to use this book.

CORPORATION: THE DRAGON AWOKEN


2009 © James Norbury, Brutal Games

MGP 6155
ISBN 978-1-907218-13-2

All rights reserved. No part of this book may be reproduced or transmitted in any form or
by any means, electronic or mechanical, including photocopying, recording, or by any
information storage and retrieval system, without written permission from the publisher,
except for the inclusion of brief quotations in reviews.

This product is a work of fiction. Any similarity to actual people, organisations, places, or
events is purely coincidental.

www.corpgame.com

Disclaimer
Unfortunately the Ai-Jinn DO exist, their Agents are everywhere and their
methods merciless. There really are only two choices, join them or pay the price.
V1.0

2
CREDITS

WE NEED NO LONGER SQUABBLE WITH BARBARIANS OVER


BLACKENED EARTH. OUR FUTURE LIES AMONGST THE STARS.

FROM EIGHT NEW PRECEPTS


ATTR: YUAN QINGZHAO - AI-JINN CEO

ADDITIONAL DEVELOPMENT
Matthew Keevil

ADDITIONAL FLAVOUR TEXT


Petroc Wilton

PROOF READING
Ruth Norbury, Petroc Wilton, James Norbury

KEY PLAY TESTERS


Ruth Norbury, Matthew Keevil, Paul Arran, Hugo Marchent, Jon Dore, James Norbury

FORUM SYSADMIN
Gareth Larter

Special Mention to Hubert Cumberdale

ART
Ian Norbury
Mark Beer - [email protected]
Factory Map - Iain Stark - [email protected]
James Norbury
Stock Models - Mr. Jumpman V.2, The Germanator, HustlerJohn

3
CONTENTS

CONTENTS
SECTION 1 : INTRODUCTION SECTION 3: EQUIPMENT

Overview of the Ai-Jinn 6 Standard Equipment 47


Ai-Jinn: The Shadow Business 6 Firearms 47
Style 7 Industrial Weapons 48
Grime and Crime 7 Close Combat Weapons 50
I Don’t Like the CEO 7 Ammunition 50
Guan Yu Armour 52
The Formation of the Ai-Jinn 8 General Equipment 58
The Discovery of the Far Drive 8
Legacy Pattern Technology 60
Armour 60
SECTION 2: CHARACTER ADVANCEMENT Drugs and Toxins 60
General Legacy Equipment 62
Trainings 11 Legacy Pattern Weapons 64
Crash Course Rule 11
List of Trainings 11
Combat Trainings 12 UIG Counter Criminal Technology 66
Non Combat Trainings 16
Cybernetics 68
Licenses 19
Reducing License Downtime 19 A.I. Protocol 69
Licenses 19
Illegal Licenses 20 SECTION 4 : VEHICLES AND CYBERLINS
Ai-Jinn Rank Bonuses 22
Cyberlins 72
Compulsory Unarmed Training 22
Overview 72
New Rank Bonuses 23
Open Construction Policy 72
Dvision Leader Rank Bonuses 24
Non-Ai-Jinn Cyberlins 72
The Tianjin Cyberlin Yard 72
Green Divisions 25
Random Agent Generator 26
Cyberlin Piloting Rules 73
Rewarding and Punishing Your Division 26
Prerequisites 73
Green Division Success and Failure 27
Cyberlin Piloting Basics 73
Activations 73
Ai-Jinn Sects 28
Cyberlin Hit Locations 74
Entering and Leaving a Sect 28
Close Combat 74
Hattamoto-Yakko 29
Cyberlin Death 74
Kabuki-Mono 29
Building a Cyberlin 74
Machi-Yakko 30
Shandian Shuai 31
Cyberlin Systems 75
Legacy Operatives 32
Processor 75
Tiger Platoons 34
Hull 75
Locomotion 76
Metahuman Dynasties 38
Primary Hardpoints 77
The Law 38
Ordnance Weapons 77
Playing Metahuman Strains 39
Shields Defence and Repair 79
The Hien Dynasty 40
Sensory 80
The Kang Dynasty 41
Counter Measures 80
The Ling Kao Dynasty 41
Extreme Movement 81
The Tao Dynasty 42
Extras 82
The Ang Fen Dynasty 44
Plot Ideas 45
Vehicles 86
Civilian Vehicles 86
Military Vehicles 89

4
CONTENTS

CONTENTS
MAG Tanks 91 SECTION 7 : CRIME
Vehicle Upgrades 92
Vehicles and Fuel 93
Some Organised Crime Groups 129
Bozsozoku / Lightning Tribes 130
SECTION 5 : AI-JINN BUSINESS AND MANAGEMENT Yardies 131
Jacks 133
Management
Rank 10 The CEO 95 New Criminal Activities 135
Rank 9 The Dragons Head 96 Cloners 135
Rank 9 The Shadow CEO 97 Snelling Drug Labs 135
Rank 8 The Sword and the Five Knives 97 Grinding 136
Rank 8 The Voting Council 98 Meatdolls 136
Rank 7/8 Regional Governors 98 Offworld People Trafficking 136

The Five Provinces 99 SECTION 8: LOCATIONS


The Western Province 100
The Northern Province 102
The Xing Gong Orbital 139
The Central Province 105
Gambling Sector 139
The Southern Province 106
Nightclub Sector 140
The Eastern Province 108
People 140
Loyalty Within the Ai-Jinn 110
Hong Kong Spire Complex 142
Overview 110
Overview 142
Initiation Rites 110
Structure 142
Maintaining Loyalty 111
The Northern Spires 143
Loyalty Assessment 111
The Southern Spires 143
Avoiding Corruption 1111
The Attitude Correction Facility in Beijing 112
New Kowloon 144
Hazards 144
Locations of Note 146
SECTION 6 : AI-JINN ASSETS Shopping in New Kowloon 149

The Ai-Jinn Military 115 The Fubarr 150


Tau Hades Gamma 151
The Space Fleet 116
Warships 116 SECTION 9 : ANTAGONISITS
Explorer Craft 118
Mining Craft 118
Ai-Jinn in Guan Yu Armour 153
Skirmish Craft 120
Ai-Jinn Slave BIO - Yilepsid 154
Leased Craft 120
Ai-Jinn Slave BIO - Angrol 155
Non-Ai-Jinn Craft 120
Ai-Jinn Slave BIO - Talgin 156
The UIG and Space Travel 121
Scout Class Cyberlin 157
Using Deep Space in Your Game 121
Ranger Class Cyberlin 158
Battle Class Cyberlin 159
Megastructures 122
Red Talon P-Tank 160
Solar Plates 122
The Fargate 122
The Brickyard 123 APPENDIX
Ascendancy Megahabitat 123 Appendix 1 - East Asian Names 162
The Miller-Urey Experiments 124 Appendix 2 - Gang Name Generator 163
Appendix 3 - Pulping 164
Map - Typical Ai-Jinn Factory 125 Cyberlin Record Sheet 166
Vehicle Record Sheet 167
Index 168

5
INTRODUCTION

INTRODUCTION
missions as a whole so before the Division is assigned proper Ai-
We are despised in some quarters because we do not aspire to
Jinn missions, they will typically spend their first 4 or 5 outings
beauty. What our detractors fail to realise is that our design making brutal strikes against their former employer’s assets. In
ethic represents an efficiency of the most fundamental kind. If cases where there is not a former employer, the Agents are simply
it takes me two days to make a sword, and it takes you three required to go along and help. This also gives the Ai-Jinn power
over their Agents should they falter at some point in the future.
days to make a beautiful sword, then on the morning of the third More on this on page 110.
day I will take my sword and cut you down while you are still
working at your forge. Now I have two swords, and two forges Being essentially a pack of thieves, murderers, extortionists, and
gangsters the Ai-Jinn need to maintain order within the ranks like
with which to make more. Thus we prevail.
no other Corporation. This tends to be done through the concept
of loyalty and by using a tried and tested system of enforced
attr: Juan Meng, Mountain Lord of the Hong Kong White Lotus comradeship the Ai-Jinn are able to weed out potential trouble very
Society early on. More on this on page 110.

AI-JINN: THE SHADOW BUSINESS


Welcome to the Dragon Awoken. This book will give you great All the corporations have dark secrets, no entity as massive and
insight into the clandestine, industrial machine that is the Ai-Jinn. monolithically powerful as a corporation-state can exist without
All manner of information can be found within these pages, from acquiring a few, but while most have them at the very highest
new Trainings and cybernetics to factory plans and pleasure levels of command, the Ai-Jinn has them at all levels. No other
orbitals. A wealth of new character options are presented which corporation has as many skeletons in their closet, though E.I.
are intended to make your Agents far more ‘Ai-Jinn’ and really probably would if they bothered with cover-ups, and none even
differentiate them from the other Corporations. come close to having the degree of illicit knowledge the Ai-Jinn
possess. Most of these secrets are fairly petty affairs, at least on
The Ai-Jinn, although an Asian based corporation, take their the scale at which the corporation-states operate, involving street-
Agents from all over the world. They are the least ethnically level crime, racketeering and extortion, but others are posed to
selective of the corporations and their divisions are the most smash the world into shards.
culturally diverse. You will find thick-necked British gangsters
alongside Japanese yakuza, Jamaican yardies and Russian Where did the technology for the FarDrive come from?
mobsters. This range of backgrounds makes the division
extremely adept at working on a global scene as, unlike a Shi What are the future plans of the UIG?
Yukiro division, they are more likely to understand a greater range
of international customs and methods. What lurks out in deep space?
This can of course be a disadvantage as the division may not How many trusted Agents are actually spies for rival
always get along to eye. An exiled German surgeon who has organisations?
joined the Ai-Jinn may well have trouble seeing eye to eye with an
African-American gang-banger. Nevertheless, the security the Ai- Why did the rogue Archons defect?
Jinn offer to their Agents can have a mellowing effect and strange
combinations can find themselves getting on like proverbial The Ai-Jinn may not know the definitive answer to all or even any
houses on fire. of these questions, but they know more than anyone else and, for
the time being, they're keeping their cards close to their chest. The
Another advantage to the Ai-Jinn’s recruitment methods is the power of the Ai-Jinn is twofold; the members are ultimately loyal to
sheer range of professionals they seem to net. No matter what job the Corporation and they are everywhere. No city, town or spire is
you’re in, if the UIG come down on you hard you may well find without its criminal element, and every seemingly disorganised
yourself knocking at the Ai-Jinn’s door, offering your skills and life gang of hoodlums might be reporting back to the Ai-Jinn,
in exchange for money and safety. This open door policy has to be sometimes they might not even know it themselves. Much as the
carefully managed though; the possibility of infiltrators can be a other corporation-states might like to dismiss the Ai-Jinn as a
significant problem. To reduce this, before being made active rabble, they have learned through harsh experience that when the
Agents, recruits are required to betray those they were previously Ai-Jinn make a move, it's best to watch them very closely. Of
loyal to. This is normally a sizable action which anyone who retains course, when it's for something that truly matters, it's as though the
a vestige of loyalty would be reluctant to perform. Ai-Jinn were never there.
The division are normally set to perform each of these purification

6
INTRODUCTION

STYLE I DON’T LIKE THE CEO


The Ai-Jinn build to last. Whereas the Shi Yukiro and E.I. may build This book pins down many aspects of the Ai-Jinn corporation such
with a certain amount of flair, the Federation with fearsome as its leaders, methods and many of its assets. This is not meant
purpose and Comoros on a budget, the Ai-Jinn tend to build with to hamper your game and make your carefully designed CEO or
scale and durability in mind. Spire City redundant. It’s for three main reasons.

One of the most obvious examples of this is in their vehicles. 1. To add consistency to the world.
Whether it’s a hulking FarDrive craft or a sub-orbital shuttle, the
design will be as simple as possible, the materials as strong as 2. To save you the job of making them up so you can
attainable and the aesthetics thrown out of the door. Even their concentrate on plot etc.
FarDrive crafts, which you might expect to be streamlined, elegant
pieces of art, give absolutely no quarter to styled appearance. 3. To present ideas you may not have thought of.

This is something that is worth remembering and can add a strong You should not be at all concerned about disregarding any aspect
feeling of consistency to your game. If you try to remember that of this book and instead using your own NPCs, weapons, tactics
anything built by the Ai-Jinn is likely to be solid, dependable and and buildings.
down-to-earth, it can help to keep the corporation’s various styles
distinct. When the players need to visit an Ai-Jinn spire the lack of
frills and chunky, no-nonsense construction will be a familiar sight.
If they are E.I. or Shi Yukiro Agents, then they may be a little
disdainful and will be looking forward to getting back to their own,
more refined cities.

GRIME AND CRIME


Another of the key themes you should try to keep in mind when
running a game involving the Ai-Jinn is the concept of ‘grime and
crime’. Simply put, anything or anyone in the Ai-Jinn world is
metaphorically only a few feet from the seedy world of crime and
ugly, hulking structures of heavy industry. Take, for example, the
Maitabo Restaurant in the Enlight Archology; yes, it looks beautiful;
its interiors cascade with sparkling waterfalls, exotic plants and
magnificent fountains and it serves some beautiful food.

It would not take long however to discover the Maitabo is run by D-


Company, essentially an Indian Mafia. You had better be sure of
yourself because by walking through its doors you enter a world of
gambling, extortion, bootlegging, murder, and blackmail. If you sit
down and flash the cash, someone will take notice, in a weeks time
you may be approached with an ‘unmissable’ business deal or you
may be asked for some inside information on your company’s
operations. And this trend continues throughout all Ai-Jinn assets;
nothing is as it seems.
RULE AMMENDMENT
If you see an Ai-Jinn backed charity you can be sure that for every
credit donated, 75% goes directly towards the purchase of Note that this change was made to severing body parts in
armaments and drugs. July 2009.

And the grime? Well, that refers to a more literal filth and lack of When you sever a body part (except the torso), you only
grace. The Ai-Jinn maintain nothing that does not need it. If you deal as much damage as needed to sever the part in
were to take a look behind the scenes of a Shi Yukiro spire, you’d question.
find order, cleanliness and efficiency. In an Ai-Jinn spire things are
only cleaned if there is a practical reason; if not it can wait. Even For example, if you deal 50 damage when severing the
the wealthy areas are nothing like a typical E.I. residence, hygiene arm, the target will only take 10.
is not the reason the rich come to live in such places. As long as
the Ai-Jinn continue to offer their discreet, no-questions service, The reattachment of a severed body part replaces the hit
they will always have a broad client base. The no-frills, oppressive, points lost. So in the example above, when you reattach
industrial environments which characterise Ai-Jinn structures are the arm, you regain 10HP
here to stay.

7
INTRODUCTION

THE FORMATION OF THE AI-JINN

Historically speaking, one of the largest obstacles to China's Unusually, however, the collapse of the Chinese government did
continued development was the transit of resources around its not lead to chaos among the citizenry. The Ai-Jinn became the
massive landmass. It was therefore no surprise that the company new government, using the Triads, Yakuza and Tongs as a form of
which developed and built the Trans-Asian magna-rail was going police. The streets were not patrolled in the traditional manner but
to be pivotal in the formation of the Ai-Jinn Corporation. anyone engaging in crime without the permission of the local clans
would be dealt with in the time honoured manner. Over time the Ai-
At the time, the Lang Transit Conglomerate was an industrial giant Jinn, building on the framework of the shattered Lang
building most of Asia's cars, trains, planes and roads. The magna- Conglomerate, rose not only as the head of a criminal empire but
rail was ingenious because of the low cost involved in taking the as an industrial giant. There was one final event which would seal
rail to any part of the country. It was therefore possible to build rails the Ai-Jinn’s place among the greatest Corporations of all time.
going all over East Asia for a relatively modest sum. The
technology was owned by Lang but they leased the rail to anyone THE DISCOVERY
wishing to use it for the transportation of goods. It was easily the
cheapest form of transport for private, commercial and industrial The newly formed Ai-Jinn did not take long to become the foremost
customers. The Lang Conglomerate was fast becoming a super- industrial force on the planet. So efficient and successful were they
corporation and the government were rightfully concerned that the that even the other Corporations were forced to accept it was
entire country was completely dependent on Lang and cheaper and more productive to get the Ai-Jinn to build their
consequently subject to its whims. structures and mine their ores than it was to do it themselves.

The Chinese government, headed by Chairman Cho Yun, was It was during such a mining operation in Antarctica that a massive
unable to do anything about the situation legally. Their attempts at anomaly was detected deep beneath the ice. The operation was
trying to force Lang to split into smaller units were crushed by immediately halted and the Ai-Jinn ferried in several war ships,
armies of lawyers. Rather than pursue more fruitless court cases, transporters, battle class cyberlins and heavy excavators. After
Cho Yun established a task force who were instructed to put months of painstaking work the fruits of their labour were
control of Lang into the government's hands via any means transported home spread over three cargo barges. Although many
necessary. They were given access to essentially unlimited images exist of the operation, there is no hard evidence to reveal
government resources and granted immunity from prosecution. exactly what they found down there. The most likely answer is
some kind of space-travelling vessel. This supposition is backed
The task force initially attempted a range of methods including up by the fact that nine months after the discovery the Ai-Jinn
espionage and sabotage but Lang's immense resources were still began their first test launches of a new breed of shuttle capable of
insurmountable. Eventually the task force approached Asia's less travelling through sub-space, cutting journey times significantly.
savoury elements such as the Yakuza, Triad, Tong and Snake
heads. By transferring their own immunity and resources onto Many attempts have been made to find out what the Ai-Jinn
these organised criminals they rapidly created the largest, most discovered that day. It is common knowledge that the item was
comprehensive army of ruthless, immoral and devious soldiers taken around the coast to the Xa Men factory complex but the use
ever made. of SatBlankets and cyberlins was sufficient to make sure it was not
The organised criminal groups took no prisoners bringing Lang to tracked to an exact location. The general consensus is that it was
its knees. Hundreds of high-up employees were murdered and taken underground into a specially constructed vault and is
terrorised until all of Lang's executives were too terrified to probably still there. The force of cyberlins stationed at Xa Men and
maintain their positions. Within months the company began to the array of synchronously orbiting war satellites suggest that this
crumble but the results were not as Cho Yun had predicted. supposition is correct. Aside from the FarDrive and their
illegitimate GET station, the Ai-Jinn show no other signs of
The task force, who had named themselves Ai-Jinn, were not abnormally advanced technology suggesting that whatever they
about to relinquish the power they had acquired and by continued did find; its secrets have either been fully realised or are, at this
alliances with the criminal organisations were able to make sure a time, beyond comprehension.
sizable amount of Lang's wealth and assets ended up, not with the
government, but with the task force and their new allies.

This combination was phenomenally successful and the


government were powerless to do anything about it. Any
investigations were called off when those in charge ended up dead
or missing. If any of the Triad or yakuza bosses were placed on
trial, members of the jury would be intimidated or judges would be
murdered.

8
Ranger Class Cyberlin - Fire from Heaven.
This mech is equipped with environmental seals so that it can hide in swamps and lakes.
CHARACTER ADVANCEMENT

SECTION 2
CHARACTER ADVANCEMENT

The four Agents lurked in the shadowed recesses of the The conference room beyond the door had now fallen completely
antechamber; the tumult of the heated board meeting was a silent. None of the Division noticed, because the normally
subdued murmur behind the heavy door. Division leader Han taciturn Agent Yasuda now weighed into the debate in broken
grinned, teeth flashing white and chrome in the gloom, and English, disdaining Mandarin and having long since despaired of
addressed his kill-team in a sibilant whisper of subvocalised the Division’s ability to master his native Japanese. “It’s Five
Mandarin. Dragon karate for best quickly of kill,” he opined softly. “Let’s
mutilating all corpses after killing, for our most splendid
“The degenerate cowards believe they can hide their Corporate intimidation results. Get! Hammer hand reverse strike!”
lapdogs behind arrays of ion shrouds and weapons scanners.
They cannot understand that we need no weapons – that we are The door swung open and an enormous EI Nuke lumbered out
the weapons! On my command, my brothers, we will surge into the antechamber to see what all the fuss was about, peering
through that door and slaughter every living thing behind it with into the shadows and idly weighing a frag grenade in one hand.
the Scarlet Tiger finger claw technique, that all the corrupt EI Han cursed, leapt up towards the doorway and grabbed the top
barbarians may witness the cost of their incursions on our of the steel doorframe single-handed, pivoting smoothly back
territory in the Eastern Bank!” down to kick the Nuke in the chest with both feet. As the massive
Agent toppled back into the chamber Han grabbed the grenade
Han turned to face the door, drawing in a deep breath, narrowing now tumbling through the air, flicked the activator, lobbed it in
his awareness down to a lethal point. But then Agent Peng after the Nuke and swivelled to slam the door closed again with
hissed back in heavily accented Cantonese, entirely throwing off a sweeping roundhouse kick before cartwheeling away.
his concentration. “Scarlet Tiger will never leave a clear enough
message, Division Leader. Let us demonstrate the seven point The explosion, devastating in the confined space, blew the door
nerve block of Raging Monkey, that the expressions on the faces off its hinges and back into the antechamber, clanging off the
of their dead shock the gwailo into repenting of their opposite wall before crashing to the ground where it lay with the
transgressions. I have been practising.” occasional ping of cooling metal, the only sound that broke the
sudden silence. Han turned to stare admonishingly at Peng, who
Han opened his mouth to respond but was forestalled by Agent sighed, unclipped a small dental records matcher from his belt,
Harris’s angry response in badly mangled pidgin Shanghainese. and walked gingerly through the ravaged doorway into the
“You say gwailo cannot fight? Raging Monkey style is old men charnel house that had until recently been a conference
and children fighting! We best use decimating throat strike of chamber. “This would never have happened with Raging
Blind Drunken Ox style. EI bastards choke repentance in last Monkey,” they heard him mutter as he vanished into the haze of
breathing!” greasy smoke.

10
CHARACTER ADVANCEMENT

TRAININGS
Below are presented a range of new trainings. Although a few are
exclusive to the Ai-Jinn and their sects most can be used for any LIST OF TRAININGS
Corporation Agent.

COMBAT TRAININGS

Advance Under Fire


NEW RULE - CRASH COURSE Clanger
Sometimes an Agent needs to learn a new Training but Cyberlin Pilot
does not have the time or means to go through learning all Guan Yu Use
the prerequisite Trainings. In such a situation he needs to Iaido
go on a crash course. This represents learning all the key Iaido Hakanai
aspects he needs in order to master the final technique. Grapple Hook Combat
Grapple Hook Combat (Advanced)
System Knife Man / Butcher
You may pay 5XP extra to acquire a Training without Martial Aptitude
possessing one of the prerequisite Trainings. You must pay Motorbike and Sword Combat
5XP for each Training you wish to skip in this way. You Strike of the Cobra
must still meet all other prerequisites. Triad Blade / Jack of All Blades

Note that you are NOT considered to possess the skipped


Training and you will have to pay to skip it again. NON-COMBAT TRAININGS

Example Advanced Command


You wish to buy the Knife Man Training but you do not own Ai-Jinn Culture
the Machines of War supplement so don’t have access to Conviction of One
‘Twist the Knife’. Instead you can pay 15XP for the Knife Dynasty Knowledge
Man Training. You still need Mastered Weapon (knife), Joint Dislocation
Attitude 7, Close Combat 7, and Reflexes 8. Kinetic Field Repair
Mission Officer
You will NOT get any benefits from the ‘Twist the Knife Pick Pocket
Training.’ Redman
Subconscious Coercion
CORE TRAININGS Telepathic Might
Some Trainings are fundamental and cannot be skipped. There is Only Ai-Jinn
These are referred to as ‘Core Trainings’. Thought Resonance
Those in existing books are listed here. In future books it Toss the Place
will be stated in their description. Wheelman / Getaway Driver

Telepath
Telepathic Adept
Metahuman
TRAINING UNDER A SHI YUKIRO MASTER
There is Only Ai-Jinn
Conviction of One
A prerequisite for some Trainings.
Undivided Focus

Corporation or Group Specific Trainings can only be This is a rarity indeed and only advanced Shi Yukiro
skipped by people in that group. Such trainings include Ai- Agents are permitted to train with the 3 or 4 true masters
Jinn Mechanic, Ai-Jinn Heavy Vehicle Pilot, Comoros within the ranks of the Shi Yukiro. It is not something that
Reverse Engineer, Eurasin Inc. Medic, Shi Yukiro Ion can be requested, and it is only offered to those who show
Smith, Shi Yukiro Ion Weapon Specialist, Shi Yukiro Master
true dedication and promise.
Ion Swordsmith, Shi Yukiro Shuriken-Do and Dynasty
Strain Trainings.

11
CHARACTER ADVANCEMENT

increased by 2.
COMBAT TRAININGS Example, on page 45 of the Core Rules you can see that Heavy
Combat Armour, Powered Tactical Armour and Tactical Assault
Armour would all be valid armours for the training.
ADVANCED COMMAND
Shandian Shuài
CYBERLIN PILOT
A Shandian Shuài member may spend a Conviction point and Mechtronics 3
make a 'Presence + Attitude' roll as a full action, if successful their Combat Pilot (Training)
XS on the roll is converted into temporary Conviction points that Drive 5
may be divided among any Ai-Jinn or allied troops (including Pilot 5
Agents) within earshot. You are skilled in the piloting of cyberlins. The mechanical
monsters are yours to command. This allows you to pilot all
A Shandian Shuài may not benefit personally from any Conviction classes of cyberlin and smaller mechs such as MAG Tanks.
generated in this way. Unspent temporary conviction are lost at the
end of the scene. GRAPPLE HOOK COMBAT
Personal Grapple
Note that some other character types may be able to take this Athletics 4
training. This will be noted where appropriate. In this book only the Agility 7
Shandian Shuài make take it.
Commonly used by the pirates of the Cai Qian (page 106) this
training represents the ability to use the personal grapple (page
ADVANCE UNDER FIRE 59) as a combat weapon. It allows the following moves.
Ling Kao Strain
Athletics 8 Firing the grapple in combat uses ‘Perception + Light Firearms’
Agility 8 The grapple ignores shields and deals 1 point of damage. It can
Ling Kao are not good in fire fights. It is imperative they close on embed itself into anything with AV 20 or less.
the enemy as fast as possible. They use this training to advance
quickly, hopefully dodging the hail of gunfire that is sure to rain Pre-emptive grapple
down. Before initiative is worked out the user should make an attack roll.
If he hits then the grapple embeds into the target and the grappler
System can pull them off balance. This gives the target -6 to initiative and
When closing on an enemy the Ling Kao may use Full Dodge. This they are considered attached to the grapple. Everyone then rolls
should not normally be possible as Full Dodge assumes you are initiative as normal.
heading into cover and dodging bullets, not charging the enemy.
Reel In
The grapple can reel in 400kg at a speed of 20 metres per second.
CLANGER
The user can reel in a target as a free action so if the target was
Ai-Jinn Agent less than 25 metres away they will be considered to be in close
In true Ai-Jinn tradition you enjoy using extremely heavy armour combat.
and have become adept in its use. The Maximum Agility score
associated with any armour granting an AV of 4 or more is If they wish to, the attacker and the target should make opposed

Agent Marx squared his shoulders and raised the railgun; away, leaping off low walls and rolling under transit piping.
checking the sight he could see, between two large factory units,
a single target exactly 907 metres distant. Marx dropped to one “What the..” Marx slammed a new clip home and slowly backing
knee and, steadying his hand, levelled the crosshair at the up along the potholed road, opened up on the advancing target,
solitary figure. He squeezed the trigger and smiled. thermal still active. The figure was just 50 metres off, dodging
every bullet as though they were in slow motion.
The smile disappeared as soon as it had come as Marx saw the
figure now running at him, its sprint broken by the occasional Marx dropped the M50, and went to draw his sword. As he did so
leap or flip. Marx levelled the gun again, took careful aim and the figure, now clearly identifiable as a woman wearing a heavy
fired. No hit. “Shit!” black cotton robe tied with a red cloth belt, leapt high in the air
and drew a straight bladed qi jian. She landed in near silence
Marx dropped the LEAW and hauled the M50 off his back. directly behind him, placed the sword against his neck and spoke
Putting in a fresh clip he stood up and held down the trigger. A a single word of Mandarin.
torrent of bullets sprayed from the weapon, concrete was Marx just had time to mentally translate before his head fell from
shattered and torn apart, windows exploded and flurries of dust his shoulders.
erupted from every impact point. Marx flicked on his thermal to
check for life signs. The figure was now only a few hundred yards “Coward.”

12
CHARACTER ADVANCEMENT

‘Strength + Athletics’ rolls. The loser is dragged to the winner. The IAIDO
GM may give either side a bonus / penalty if appropriate.
Ling Kao Strain or Trained Under a Shi Yukiro Master
Reflexes 9
Quick Escape
Close Combat 9
When fleeing combat the user gains +4 to their roll as long as there
is an object they can grapple to facilitate their escape.
This represents the fast draw and instant use of swords. Either for
self defence or as a pre-emptive strike. This training only applies
GRAPPLE HOOK COMBAT (ADVANCED) to swords of longsword / katana length. Not to enormous two
Grapple Hook Combat handed swords or short swords.
Light Firearms 4
Close Combat 4 Offense
When the first round of a combat scene is announced, instead of
This builds on the existing ‘Grapple Hook Combat’ Training to rolling initiative, the Iaido practitioner gets a single free attack
present more options. before combat officially begins. Opponents gain no Defence
against this attack. Once this has been completed combat begins
Wrestling Bonus and the practitioner must roll his initiative as normal.
Someone with this training gains +4 to all wrestling rolls as they
are able to use the wire to restrain and impair their opponent. Defence
Wrestling is covered on page 145 of the Core Rules. If the practitioner is surprise attacked in close combat there is a
chance he can draw his sword with incredible speed and thus
Steal Item retain his defence.
As long as your opponent is 5+ metres away you can fire your
grapple hook at their carried item in an attempt to steal it. He must roll ‘Reflexes + Close Combat’ with a penalty equal to the
attackers XS on his attack roll.
Roll ‘Perception + Light Firearms’ with a modifier.
For example, the attacker sneaks up and tries to assassinate the
Coin Sized -12 Ling Kao. He passes his roll by 4. The Iaido practitioner must pass
Pistol -6 a ‘Reflexes + Close Combat’ roll at -4 to block the assassination
Rifle -4 attempt. Combat then resumes as normal.

If you hit you attach the grapple to the object. The opponent must Looking Good
pass a ‘Strength + Endurance’ roll with a penalty equal to your XS After using Iaido against an NPC without the Iaido Trainining you
or lose it. When you reel in the grapple you can spend a free action may make a ‘Presence + Looking Good’ roll. If you pass the
to detach the grapple and take the object. opponent is so intimidated that he receives a -1 penalty to all rolls
until the end of the scene
GUAN YU USE
Mechtronics 1 IAIDO HAKANAI
Access to a Guan Yu Suit. Ling Kao Strain or Trained Under a Shi Yukiro Master
Guan Yu Instructor Iaido Training
Looking Good 5
Anyone can learn to use Guan Yu Armour. As long as you have
access to a suit to practice you can purchase this Training at the This training builds on the basic Iaido training to allow the
normal cost. Note that all Ai-Jinn Agents gain this Training for free practitioner to draw the sword, cut the target, clean the blade and
at character creation. replace the sword in a single smooth action. This training functions
in the same way as Iaido (above) with the exception of the Looking
If you do not have an instructor you can still learn to use the suit Good aspect which is boosted.
but it requires another 10XP and an additional 4 weeks of
downtime. Offense
When the first round of a combat scene is announced instead of
Without this training the suit is unusable. rolling initiative, the Iaido practitioner gets a single free attack
before combat officially begins. Opponents without Iaido gain no
Defence against this attack. Once this has been completed
combat begins and the practitioner must roll his initiative as
Know that the suit was named for a humble warrior of ages normal.
past, whose formidable prowess and unflinching fidelity
resulted in his elevation to godhood. Remember his example Defence
whenever you stride to war in this armour, that you too may one If the practitioner is surprise attacked in close combat there is a
day carve your way into legend with strength of arms and chance he can draw his sword with incredible speed and thus
strength of loyalty. retain his defence.

attr: Hang Ying Wa, Guan Yu instructor. He must roll ‘Reflexes + Close Combat’ with a penalty equal to the
attacker’s XS on his attack roll.

13
CHARACTER ADVANCEMENT

Looking Good
Ghosting silently amidst the network of bulky iron girders that
After using Iaido Hakanai against an NPC without the Iaido
Hakanai Training you may make a ‘Presence + Looking Good’ roll. reared above the conference chamber, Agent Marcel ‘Shiv’ de
Note your XS and consult the table below. Cour found himself at last within sight of his target. Just metres
away, back turned and all attention fixed on the room below,
stood Agent Maowei Tang, aka Ka Cha Xiansheng – ‘Mr. Click’.
A simple bodyguard, but responsible for more confirmed kills
IAIDO HAKANAI than any other Ai-Jinn operative in recorded history; Tang’s
reputation alone now served to dissuade most would-be
Pass Intimidation Level assassins from attacks on his wards.

0-4 The opponent receives a -2 penalty to all rolls But de Cour was here not for Tang’s charge, a petty extortionist
until the end of the scene. occasionally adding his tremulous, wheedling tones to the
5-6 The opponent receives a -4 penalty to all rolls
babble of Mandarin below. De Cour had been sent for the
until the end of the scene
7+ The opponent runs from combat unless there is a specific purpose of eliminating Tang himself, mainly as a
critical reason for him to stay. If he stays he message to the Ai-Jinn that EI’s cadre of Assisted Retirement
receives -6 to all rolls until the end of the scene. Executives – assassins being a rather passé term – simply
could not be intimidated, and most certainly not by a grubby
Note than any character with conviction can spend 1 little bodyguard.
conviction point to ignore these effects for a scene.
So de Cour, with his customary attention to detail, had spent six
months studying the dreadful little man. He knew that Tang
eschewed armour, preferring cheap and tasteless fabrics; knew
that Tang refused to use any weapon apart from his infamous
sword, which currently hung at Tang’s side with his right hand
resting lightly on the grip; knew that Tang appeared to subsist
on the kind of rudimentary diet that he, de Cour, would only
lower himself to even consider were starvation the only other
option. The only thing de Cour had not been able to ascertain
in six months of painstaking research, to his slight irritation, was
exactly why Tang had acquired the ridiculous nickname of Mr.
Click.

Well, reflected de Cour, it hardly mattered anymore.


Soundlessly closing the distance to within two feet of the little
man’s back, he drew back his left hand; the slim dagger it held
was tipped with an elaborate, rapid, and very expensive poison.
His lip curled in a sneer.

Out of nowhere erupted a sudden and very brief confusion of


silent movement that de Cour, somehow, couldn’t quite follow.
He blinked, and saw that Tang remained in his original position:
his back still turned, all his attention still fixed on the argument
going on below. Tang’s right hand, though, appeared to have
shifted slightly and was now easing his sword back into its
sheath, from which it unaccountably seemed to have emerged
by a few inches. As the weapon slid home, it made a quiet but
very distinctive sound –

– click –
Ai-Jinn Legacy Operative

– and then, as de Cour glanced down and saw his insides


tumbling out in a scarlet jumble from the cut that ran from his
shoulder to his hip, as the taste of blood drowned his next
breath, as the world began to fade around him, then he finally
understood.

14
CHARACTER ADVANCEMENT

KNIFE MAN / BUTCHER TRIAD BLADE / JACK OF ALL BLADES


Attitude 5 Close Combat 7
Close Combat 7 Mastered Weapon - Knife
Reflexes 8
Twist the Knife (Machines of War) In keeping with the code of the Triads you have ensured you are
Mastered Weapon (Knife) adept with a range of light bladed weapons so that you need never
be far away from a suitable weapon. You can treat any small item
Some would maintain there is no such thing as a good knife fighter; which possesses a blade-like quality as though it were a knife.
if you’re that good it’s more of an assassination than a fight.
However, in this day of augmentation, your traditional killing strike In normal circumstances you can therefore always lay your hand
is not always so effective. on a make-shift knife. Examples include:

This training represents your skill in fast, aggressive knife work. A Cleavers, broken chair legs, melon knives, pen knives, pocket
significant part of these attacks is in the mind-state. The close up, knives, kitchen knives, apple corers, roofing knives, prison shanks,
visceral slashing and stabbing requires a certain disposition to pull smashed bottles, potato peelers, cut throat razors, scissors, craft
off effectively. knives, box knives, stilettos, punch daggers, shards of metal,
sharpened credit chips, sharp sticks, sharpened pencils, trazors
System (toothbrush / razor), etc.
When using a single knife as your attacking weapon you
automatically win initiative and your first attack each round deals This means if you have any trainings which pertain to knives you
double total damage. may use these trainings with any improvised blade without any
penalties. Example trainings include:
MARTIAL APTITUDE
‘Mastered Weapon – Knife’
Close Combat 9
‘Dual Weapon Use – Knives’
‘Knife Man’
You are highly skilled at picking up new martial skills. Any Combat
Training with Close Combat applications can be purchased for only
Triad Blade is the term used when this training is applied to Ai-Jinn
8XP instead of 10. If you are going to ‘Crash Course’ a Close
characters. Outside the Ai-Jinn it is Jack of All Blades.
Combat training as on page xx, you pay 4XP instead of 5.

The GM may need to arbitrate which trainings have geniuine close


combat applications.

MOTORBIKE AND SWORD COMBAT


Combat Pilot or Combat Driver depending on vehicle used.
Mastered Weapon (Relevant Sword)

In true bosozoku style you have mastered using your sword from
the back of a motorcycle (or jet bike / anti-grav bike). Any attacks
made with a sword whilst on the back of a moving motorbike have
your Drive score added to the damage (or Pilot on jet / anti-grav
bikes).

Note; this stacks with damage from speed detailed on page 149 of
the Core Rules.

At the GM’s discretion other weapons could be used such as axes,


kama, clubs or flails.

STRIKE OF THE COBRA


Ling Kao Strain
Close Combat 10
Medicine 7

The Ling Kao can make a single unarmed strike against a target
with a natural cardio vascular and nervous system. The attack is
made at -4 and any Defence must also be taken into account. If it
hits, the target is instantly reduced to 0HP. This attack has a rate of
1. Agents, Malenbrach, most Cultists etc. are all immune to this
kind of strike.

15
CHARACTER ADVANCEMENT

If a new member joins the Division he will need to invest 10XP into
NON COMBAT TRAININGS the Training. Until he has done so the floating pool cannot be used
by anyone.

AI-JINN CULTURE DYNASTY KNOWLEDGE


Arts & Culture 3 Arts and Culture 4
You are aware of the existence of the Metahuman Dynasties and
The Ai-Jinn have a rich culture which takes many influences from know about their genegineered physiologies. You can make an
ancient Eastern mythology and lore, particularly that of Chinese ‘Intelligence + Arts and Culture’ check to know various details
origin. This training represents your familiarity with these ways and about the dynasties. The GM should apply a modifier based on the
how they relate to the modern corporate machine. obscurity of the information.

This includes such things as how to correctly address VIPs of Example Modifiers
varying status, dining protocols and gift etiquette. It also grants Where is a family located? +2
knowledge of many old myths and legends which are important to How many members in a family? +0
the principles of the Ai-Jinn. What are their goals / modifications? -1
What dark deeds have they done recently? -2
Recognising members faces / names. -4
-“So you’ve met him before eh? This ‘Purple Cloud’ guy. What’s
he like? I gotta say, he sounds like a shirtlifter.”
JOINT DISLOCATION
-“Well it’s funny you should say that, I thought the same thing. Trained under a Shi Yukiro or Ling Kao Master (or Tao Strain)
And when I first saw him I nearly pissed myself. He was wearing Agility 8
some ancient pink gown with flowers on it, had a beard down to
his nuts and eyebrows like a schnauzer.” By learning to dislocate joints the Agent can slip free from any
wrestle during his turn. This takes a full action but ends the wrestle
-“So what does he do exactly?” immediately. In addition you gain +4 to perform feats such as
squeezing through narrow gaps, escaping restraints, or avoiding
-“Well seems he’s some kind of uber-telepath, saw me smirk having your arm broken.
and threw me across the room like a rag doll. Said I was
unworthy to attend and had the manners of a pig. KINETIC FIELD REPAIR
I wasn’t hurt or anything but I missed the meet and failed the Survival Training
mission. So this time...we don’t fuckin’ laugh!” Jury-Rigging Training
Relevant Firearms Skill at 3+
The last words of Agent Chris Banks (E.I.) to Agent Paul Harris Mechtronics 2
(E.I.)
When in the field you can repair any kinetic firearms which you are
Both lost at the notorious E.I. / Ai-Jinn Border Talks at the Khan skilled in the use of. (Relevant Skill must be 3+.) You don’t need
Spire. tools or spares, you can just use anything to hand to get the
weapon functioning. This is commonly used by Ai-Jinn Tigers
(page 34) who often need to spend weeks at a time in the jungles
CONVICTION OF ONE salvaging broken weaponry.
Ai-Jinn Agent System: Roll ‘Intelligence + Mechtronics’ and note your XS.

This Training has no effect unless everyone in the division You can automatically repair a weapon and get it working in one
purchases it. You cannot have 3 out of the 4 members using it. It hour. The weapon is reduced to a condition level equal to your XS.
represents the divisions members’ steadfast trust in one another. If your XS was equal or greater than its existing condition, it does
If one member decides not to be a part then it shows the division not decrease.
are not really that well bonded.
If you fail the weapon works for the next scene and is then broken
Effect beyond any repair.
The Division has a floating pool of conviction from which any Agent
can draw points. The pool is replenished when the division A weapon cannot be reduced below condition 1, however, if you
succeeds as a whole entity. For example, at the end of a heated roll a double while using a condition 1 weapon it dies
gun battle where Agents have aided each other and everyone has irrecoverabley and cannot be fixed. It is considered important parts
played an important part, the GM could replenish the pool by 1 or have snapped, been lost or just exploded.
2 points. At the end of a completed mission the pool may gain 3 or
4 points. The pool has a maximum number of points equal to the For example, Agent Pak finds an old rifle (condition 6) in a river
number of active division members. bed. He spends one hour and passes his ‘Intelligence +
Mechtronics’ roll by 4. The weapon is thus reduced to condition 4.
Any member of the division may draw conviction from the pool at
any time though you still cannot spend two conviction points in one If he had passed by 6 or more the weapon would not reduce in
round. condition at all.

16
CHARACTER ADVANCEMENT

MISSION OFFICER SUBCONSCIOUS COERCION


Corp. Knowledge 6 Hien Strain
Intelligence 6 Presence 9
Rank 4 Psychology 10

You have taken and passed the Mission Officer’s Exam. You can By engaging someone in a seemingly unrelated conversation you
now act in the capacity of a Mission Officer. Whenever you oversee can subtly implant minor suggestions in their subconscious,
a mission you are paid an additional 500¢ per level of your Rank biasing them to a particular course of action.
with the possibility of a bonus if all goes well. If it goes badly you
are held partially responsible. It is possible to act as a Mission After spending a few minutes speaking with the target of this
Officer while in the field and receive transmissions from your acting training, you may make a 'Presence + Psychology' roll opposed by
Division. your targets 'Perception + Intelligence'

PICK POCKET If you are successful then they must make a second 'Perception +
Intelligence' roll with a penalty equal to your XS the next time a
Crime 4
situation relevant to the suggestion arises or carry out the
Agility 6
suggested course of action.
You are skilled at relieving a mark of small items of property with
Suggestions made must be fairly minor, 'accidentally' leaving a
skilful sleight of hand. You must observe the mark for at least one
door unlocked or absent-mindedly speaking a password aloud next
round (3 seconds) before making a move.
time they type it are okay, shooting someone or jumping out a
window are not. In general, a suggestion can be anything that can
Roll ‘Agility + Crime’ with a penalty equal to the mark’s Crime
be accomplished in a free action or through simple inaction.
score.
The GM should feel free to add other modifiers if appropriate.
TELEPATHIC MIGHT
Circumstance Modifier Comoros Agent, Order of the True Faith or Ang Fen Strain
Mark is drunk or very distracted +4
Crowded, bustling area such as subway car +2 Once per day the telepath can spend a conviction point and double
Mark is wary of pickpockets -2 his score in a single telepathic power. The costs for activating the
Item is large or well secured power are also doubled. Ang Fen do not have to spend a
such as a neck tie or handbag -4 conviction point to use this power but they can still only do it once
per day.
Success indicates you have taken the item from the mark without
alerting them. For example, your Assault score is 7, once a day you can double
this to deal 14D6 at a range of 140 metres. It would cost 14 TE
Failure means you have the item but have been spotted by the points to activate.
mark.
Obviously most targets have little or no knowledge of crime and so
taking a wallet from a businessman in a crowded street is fairly THERE IS ONLY AI-JINN
easy. Lifting a weapon from a UIG officer at a guard post would be
Ai-Jinn Agent
another story.
This training represents your total dedication to the Ai-Jinn and
REDMAN your deep-set belief that what they stand for is undeniably right.
Hacking Training Although this can be taken at character creation the GM should
Computers and A.I. 9 feel free to temporarily remove the training if there are signs your
Corp Knowledge 5 loyalty is wavering. The training has the following effects.
Medicine 2
Loyalty Warning
You know how to operate as a Redman and can program illegal If you are about to perform an action that will annoy your Ai-Jinn
licenses, download them into chips and install them into clients. superiors the GM should inform you.
This work is highly illegal and punishable by a standard removal of
50 rank points + 10 for each provable offense. More information on Betrayal Resistance
this can be found on page 21. If you are ever forced to betray the Ai-Jinn in any way you receive
a +4 / 20% bonus to resist. This could be a roll to resist torture or
You will normally need redman software, redman chips, a a penalty to a psychogenic’s roll. The GM should adjudicate this
computer and hypodermic gun to run your business. bonus.

System Detect Sedition


Roll Intelligence + Computers & A.I. with a penalty equal to the You are adept at spotting disloyalty in others. If you spend five
level of the license to be created. Success means you create the minutes chatting with an individual who is supposed to be loyal to
chip and can inject it without a problem. Multiple licenses require the Ai-Jinn you can make a ‘Presence + Psychology’ roll to
multiple rolls. determine whether the seeds of betrayal are taking root in the

17
CHARACTER ADVANCEMENT

individual. The results are not 100% certain but will give a good or "did you meet Tex Calahan last night?". If the person does not
indication. know what they are attempting to read then the conviction is
wasted.
If the individual is actually trying to fool you and pretending to be
loyal when they are not, they can roll ‘Presence + Lying & Acting’, TOSS THE PLACE
if they gain more XS than you the results of your chat are
Crime 2
inconclusive. You gain +4 if you have the Interrogation training.
Perception 4
You are skilled at rifling through an area to find items of interest.
Staunch Agent
For example, turning over an office for incriminating evidence or
Your allies, subordinates and superiors respect your steadfast
searching a dwelling to find where the resident hides their car keys
loyalty to the corporation. You are not seen as a snivelling toady,
and savings.
rather a solid and dependable member of the corporation who can
be trusted with delicate tasks and sensitive information.
No roll is needed if you possess this training; you will succeed. The
only issue is time so roll ‘Perception + Observation’. Failure means
THOUGHT RESONANCE the search takes 10 minutes.
Must be Hien Strain
Presence 10 Success indicates you have been speedy and the search takes (5-
Psychology 10 XS minutes) with a minimum of 30 seconds.

Some rare Hien are able to hone their natural abilities to perform Example: you pass your roll by 3, the search therefore takes 2
true feats of mind reading by picking up 'neural resonance images' minutes.
from those they interact with, an undeniably psychogenic ability
that would be grounds for instant execution if discovered. WHEELMAN / GETAWAY DRIVER
Drive 7
However, a Hien is not simply able to read thoughts from anyone,
You are a legend behind the wheel and are no stranger to driving
they must first create a psychic 'back door' by getting the target of
backwards at 60mph, crashing through market stalls and jumping
their ability to give some gesture of trust. What this is can vary, for
over moving bridges. When evading or pursuing in a land vehicle
example, getting the target to accept an item of food - even just a
you gain a temporary conviction point which lasts one scene and
stick of gum or a candy - or confide a fact about themselves such
may only be spent on rolls related to driving.
as their date of birth or favourite colour.
For example, you can spend the point to help bank the car onto
If the criteria can be met the Hien need only expend a conviction
two wheels and squeeze through a tight alleyway. You could not
point in order to read a specific neural resonance image, which
use it to gain +4 to fire a pistol out of the window.
should be phrased as a question such as "what is your password?"

18
CHARACTER ADVANCEMENT

LICENSES
RESPONSE DRIVER (1)
Drive 8
REDUCING THE DOWNTIME ON Law Enforcement License (All Agents already have this.)
LICENSE APPLICATIONS You are licensed to utilise flashing emergency lights on any
vehicles you drive when responding to emergency situations. Most
Have you ever wanted a license but just can’t get the time
Marshals, Rangers and Agents with this license carry a small,
off? To remedy this situation the UIG have recently granted
powered, portable unit (see page 58) which they can simply attach
access to their state-of-the-art neural patterner in
to the roof of their vehicle when needed. It emits a 130db siren and
Stockholm which enables a subject’s brain to be
utilises flashing strobes, typically in blue.
programmed with the necessary information at a faster
rate than they could normally learn it.
Under normal circumstances traffic will part for the responding
vehicle dramatically reducing travel times.
Access to the Neural Patterner is in high demand so
anyone with a poor relationship with the UIG had better
System
hope they are feeling generous.
Although some GM discretion is required you can generally gain a
+4 modifier to drive rolls when pursuing if you use the sirens and
System: Normally a level 5 license requires 5 weeks of
lights. The GM may award you a bonus to evade as well but you
downtime to acquire. For each week of downtime you want
will typically make life easier for your pursuer too.
to skip you must pay 1000¢ x License Level. You cannot
reduce the time to less than one week so using this system
Note: UIG squad and patrol cars all have sirens and lights
on a level 1 license is pointless.
equipped. All UIG officers automatically gain this license for free.
For example, if you want to reduce the downtime on a 5
CYBERLIN APPROPRIATION LICENSE (4)
point license as much as possible you could knock 4
Cyberlin Pilot Training
weeks off by paying 5000¢ per week. That’s a total of
Public Appropriation License
20,000¢ and 1 week in the patterner. You also need to pay
Rank 3
the standard fee on top (500¢ per level).
You are licensed to commandeer a cyberlin in order to enforce the
The total cost for learning a level 5 license in this way
law. Abuse of this license is met with extremely harsh
would be 22,500¢ and 1 week of downtime.
punishments; typically removal of all cyberlin related licenses and
the loss of 20 rank points. This is not to mention any punishments
that may arise from the havoc you cause while rampaging around
in the metal monster.
ASO CHIP LICENSE (AUTHORISED SCAN ONLY) (5)
Rank 3

The user is fitted by the UIG with a variant on the standard ID Chip.
This new chip is known as an ASO Chip and cannot be scanned
without the owner’s permission, which is granted via a neural pulse
which places the chip into a readable mode for 3 seconds.

Ai-Jinn Agents may take this modification but it only affects the
primary ID chip. Their alternate ID cannot be upgraded to be an
ASO Chip.

Cost: The upgrade costs 4000¢ and must be performed at a UIG


Clinic (located in most cities and spires).

The UIG are free to decline this license to anybody they feel may
be intending to abuse it.

Unauthorised scans will detect the presence of a legal chip, but


none of the information on it.

19
CHARACTER ADVANCEMENT

ILLEGAL LICENSES
License information is held in the primary UIG datavaults. When an
ID chip is scanned the chip initiates a microscopic subspace rift,
pulls the data from the vault and displays it on the chip scanner. ILLEGAL LICENSE COSTS
This process is incredibly secure and up until recently only the Ai-
Jinn have managed to find a way to interfere with this process and Firstly you need to have a link to the criminal world. The
force the scanners to display erroneous information. This forms quality of this link can affect the price.
the foundation of the second identity held by all Ai-Jinn Agents.
(More information on this can be found in the Eastern Bank.) Price
Underground Operations Training x1
More recently however other wily individuals have moved into Contact (Criminal*) at 6-10 x1
creating illegal licenses. The process does not use the same high Contact (Criminal*) at 1-5 x1.5
end subspace routing that the identities use and instead involves A friend has the contacts x2
inserting a tiny chip under the ID chip which creates an extremely No link, just asking around etc. x3
convincing augmentation to the genuine UIG scan.
*This could be contacts with a gang, organised crime unit,
The chip is extremely limited but can essentially fool the scanner hit man etc. Any contact which is essentially criminal in
into finding a few additional pieces of information on the subject in nature.
the form of licenses. The chip is covered in crystal weave making
it undetectable by scanners and is so small a surgical search Payment is almost always upfront unless you are trusted
would only stand a 5% chance to find the device. by the contact.

The main drawback to this method is that the information is not as There is generally a 1000¢ handling fee which is in
foolproof as that carried by an alternate ID and therefore every addition to the cost below.
time you are scanned there is a chance your deception will be
discovered. On the plus side, anyone with criminal contacts can try Cost = Level of License2 x 500¢
to get themselves an illegal license.
Example: you want a level 3 license and have the
TIME NEEDED Underground Operations training.

The process requires no downtime but you will need to spend time This will cost (3x3) x 500 = 4500¢.
setting up the meeting and getting the chip injected. The GM Add to this the one thousand credit handling fee for a total
should rule on this but a day should normally be sufficient. of 5500¢.

If you are having multiple illegal licenses you only pay one
THE PROCESS handling fee.

Once you have a meeting set up you will need to choose the
license you want. The quality of the contact can influence the level
GETTING CAUGHT
of the license you can get but this is up to the GM. Payment is
made and the vendor, commonly known as a Redman (due to his
cutting through the red tape) will use a computer to create a The production of illegal licenses is an extremely serious crime
customised license for you. This information is downloaded onto a and the punishment for having them is severe. As regards getting
redman chip which is then placed into a hypodermic gun and caught, the less illegal licenses you have the better. Because the
injected into the target just under the ID chip. Up to 10 licenses can UIG A.I. must check billions of license scans every day it ‘skims’
be installed on a single chip. most of them and doesn’t go into much detail. However, some
situations are set to trigger a more in-depth scan.
The target is scanned a few times to check the license is working
and the job is finished. The most common of these are an excessive number of licenses
for a particular type of person. For example, a high ranking agent
If you are having a second lot of illegal licenses installed at a later would be expected to have several whereas a spurky vendor might
date another chip is injected. It makes no real difference if you only have one or two. Opposite are listed the basic chances of
have them one at a time or on multiple occasions. You cannot edit getting caught with illegal licenses.
the existing chip once it is installed, its easier just to intall another.
You should add up all the relevant percentages and write the on
your character sheet. Every time you are scanned the GM should
roll a D100. If he gets equal or lower than the stated percentage

20
CHARACTER ADVANCEMENT

the person scanning the chip is aware of the fake.


AGENTS / UIG
Don’t bother to roll for automated scanners on spire doors or in
nightclubs etc. They only perform superficial ID checks. Automated Number of illegal licenses Chance of getting caught
1 0%
UIG scanners such as those on customs checkpoints or
2 5%
contraband checkers may require a roll. 3 10%
Always a chance 4 25%
5 50%
6 75%
Note that the GM can use this system to add great tension to a 7+ 90%
situation. Even if he has decided the scanner is not doing an in-
depth scan, he can ask everyone their ‘illegal license %’ and roll Level of Illegal License Chance of Getting Caught
some dice just to get everyone worried. 1 -5%
2 0%
3 0%
4 5%
A roll of 01% when checking should always result in the target 5 10%
getting caught. Even if his percentage chance is -5% there should 6 15%
always be a small chance that the UIG A.I.s have stumbled upon 7+ 20%
the anomaly. Use the value of the highest level illegal license you have.

Rank Chance of Getting Caught


Example
0 -5%
A citizen of rank 1 has a single illegal level 2 license. 1 -10%
2 -15%
Rank 1 -5% 3 -20%
One illegal license 5% 4 -25%
Level 2 license 5% 5 -30%
6 -35%
Each time he is scanned there will be a 5% chance of getting 7 -40%
8 -45%
caught.
9 -50%
10 -55%

MISCELLANEOUS FACTORS
CITIZENS / OUTCASTS Within a Capital Code Zone such as the Eastern Bank +10%
UIG are on high alert +5%
Number of illegal licenses Chance of getting caught License is totally inappropriate +5%
1 5% Ai-Jinn Agent -10%
2 10%
The person scanning is highly distracted -5% to -10%
3 25%
4 50%
Archon or Powerful A.I. connected to the scanner +50%
5 75%
6+ 90% PUNISHMENT
For acting as a Redman you can expect a removal of 50 rank
Level of Illegal License Chance of Getting Caught
points if you get caught. You will also suffer a further loss of 10 rank
1 0% points per provable redman offence. For holding illegal licenses
2 5% you can expect the removal of 10 rank points per level of the illegal
3 10% licence held. More if you have been using it inappropriately.
4 15%
5+ 20%
THE AI-JINN AND ILLEGAL LICENSES
Use the value of the highest level illegal license you have.
Illegal licenses do not use subspace technology and as such the
Ai-Jinn do not have a monopoly on this field. However they are
Rank Chance of Getting Caught extremely well connected in the criminal world and so their
0 0% handling fee for obtaining illegal licenses is waived.
1 -5%
2 -10%
In addition they have access to a much better choice of redmen so
3 -15%
4 -20%
can choose from the best. For this reason they start with an innate
5 -25% -10% on their chance to get caught. This means if the current stack
6 -30% of illegal licenses would lead to a 25% chance of getting caught,
7 -35% an Ai-Jinn agent would only consider this to be a 15% chance.
8 -40%
9 -45%
10 -50%

21
CHARACTER ADVANCEMENT

AI-JINN RANK BONUSES


Page 81 of the core rules contains information on bonuses you NEW RANK BONUSES
gain as you increase in rank. These are generic for all The table on the opposite page details the new rank bonuses
corporations and quite basic. The ones listed are more detailed awarded to Ai-Jinn Agents. Note that as you increase in rank any
and specific to the Ai-Jinn. These bonuses replace those in the bonuses maked with an * will be lost when a better version
core rules, they do not supplement them. becomes available.

For example, your small apartment at rank one will be replaced by


a moderatly sized apartment at rank 3.
COMPULSORY UNARMED TRAINING
Your D6 rank point loss at rank 4 is replaced with a 2D4 rank point
Although the Ai-Jinn Corporation holds great stock in heavy loss at rank 6.
ordnance they believe that an Agent himself is the most powerful
weapon available. There are sadly very few everyday problems ROLEPLAYING RANK BONUSES
which can be solved with a cyberlin or heavy p-tank. In line with Although there is no requirement to role-play the acquisition of
this philosophy the Ai-Jinn insist that their Agents are competent assets the GM may deem that it may occasionally be appropriate.
combatants, even when completely unarmed.
For example, at Rank 3, upon acquiring 3 points of contacts with a
Over the last 100 years since the inauguration of Dragon’s Head criminal group, the Mission Officer could introduce you to Mr. Kang
Kuan-Yin Liang a policy of unarmed martial proficiency has been who is to be your contact.
implemented. This involves each Agent having to spend a certain
amount of their time practicing unarmed martial arts such as Alternatively the players could be given contacts in a criminal
boxing, muay thai, kung fu, wrestling, wushu etc. group they have already had dealings with.

The hours demanded are not high and don’t eat into an Agent’s
downtime. Each Spire has a wealth of instructors on hand whose DIVISION LEADER
services are available freely for all Agents.
The division leader gains more than the other members of the
System division. This is for two reasons, the first is based on the extra
All Ai-Jinn Agents reduce the cost to increase their Close Combat responsibility he carries and is by way of a reward. The second is
skill by 1 point (to a minimum of 1). If an Ai-Jinn Agent chooses to to facilitate his work and takes the form of assets which are to be
spend a downtime action practicing his martial arts he gains 3xp to used by the division as a whole.
spend on the Close Combat skill instead of 2 as described on page
82 of the Core Rules. As the division leader increases in rank he augments his existing
assets.

The division leader gains the benefits from the list on page 23 and
NOTES the one on page 23 unless he is effectively getting an upgrade.
Rank Loss Reductions Examples
The Ai-Jinn defend their Agents fiercely against UIG
prosecutors. This results in reduced sentences for Ai-Jinn If he is given a larger office it effectively replaces the smaller one.
Agents.
If he gains a heli-pad that will be in addition to the parking space.
At ranks 2, 4, 6 and 8 you gain reduced rank point loss. You
only get the newest reduction, not all of them added together. At rank 1 the division leader gains a medium apartment instead of
a small one.
For example, at rank 4 your loss is reduced by D6, not D4+D6.
In essence the Agent will always get the best deal.
Assets
Ai-Jinn Agents are awarded assets such as vehicles, clothes
etc. If you destroy the asset it will be replaced for free next time
you increase in rank.

22
CHARACTER ADVANCEMENT

RANK BONUS

1 *Small apartment
*Small spire parking space
Standard issue business suit
Compulsory Unarmed Training (see opposite)
Guan Yu Use Training for free

2 Sedan Car - Bronze Stallion - (see page xx)


VIP pass to all Ai-Jinn owned clubs
*All rank point losses are automatically reduced by D4
1 free frag grenade each mission
Small workshop or lab.

3 Motorbike (dirt bike or sports bike)


*Moderately sized apartment
Spacious covere garage in the spire.
VIP pass to all Ai-Jinn owned casinos and house credit to 10,000¢
3 points of contacts in a criminal group such as the Triads
Heavy grade weapons locker installed into apartment

4 Access to mid range VIP lounges


*All rank point losses are automatically reduced by D6
Suit of heavy combat armour
1 heavy explosive charge each mission
Another 3 points of contacts in a criminal group such as the Yakuza
Large workshop or lab

Choose from the following trainings for free. You must have the prerequsities though.
Cyberlin Pilot (Machines of War) Clanger
Combat Driver Motorbike and Sword Combat
Combat Pilot Dynasty Knowledge
Ai-Jinn Heavy Vehicle Pilot (Machines of War) Ai-Jinn Culture
Ai-Jinn Mechanic (Machines of War) There Is Only Ai-Jinn
Mastered Weapon (Heavy Firearms) Triad Blade

5 Ownership of a level 5** local business with criminal ties


Access to all but top level Corporate Lounges
*Large spire apartment
Suit of Guan Yu Armour (see page 52)
The Agents gain the services of a Rank 1 (green) Division who they can use to do trivial work such as collecting cash,
stealing tech or performing recon. An Agent with the Mission Officer training (page 25) is elected to be their Mission
Officer and is responsible for assigning missions to them and ultimately for their success or failure.

6 *All rank point losses are reduced by 2D4


Free Port Splitter for your Guan Yu Armour.
Another 3 points of contacts with a criminal boss such as Tong leader
Third identity on your ID chip if required

7 Access to all Ai-Jinn VIP Lounges


Large luxury spire apartment

8 All Rank Points losses are automatically reduced by 2D6

Rank 9 and 10 do not follow the same system and essentially take whatever they need.
*See New Rank Bonuses section opposite.
** A Level 5 business is described in the Eastern Bank, if you don’t have it then the business would be like a chop-shop / small brothel.

23
CHARACTER ADVANCEMENT

I direct your attention to the footage on screen 6; this has been leave cover and charge, essentially sacrificing themselves while
compiled from various cameras, droids and sat images to give a the woman at the back here, activates an invisibility field, takes
comprehensive picture of the incident. the device and flees. I’ll resume the video.

At 23 hundred hours, the Ai-Jinn division known to us as Red And now the big surprise, you’ll see the larger man on the left
Sky arrive at our supposedly secret Capetown reverse muttering under his breath; our speech analysts tell us it’s some
engineering lab. You’ll notice the ease with which they gain entry kind of Ai-Jinn death chant, a vestige of another time. And now
suggesting they had inside help; itself a deeply concerning we are forced to switch to the satellite feed as the explosion
revelation. Our early defence droids may as well not have been took out all nearby cameras.
there, such was the efficiency of their EMP gunner. As you can
see they proceed with infuriating calm towards the labs where The woman, who we have subsequently identified as Sun Li
we have been studying the subspace device, again alluding to Kang, the division’s leader, having passed the device onto a
some kind of insider assistance. contact waiting outside, now re-enters the burning building. We
can only guess at what went on inside but one by one she
Now, at this point we do have the upper hand, unknown to them carries out her dying division and applies medical aid; from what
an Essence division led by a psychogenic, are assisting with the we can see only one of them died, though all were mangled,
analysis of the device and are in fact waiting in the lab. You’ll missing limbs and unconscious. Our own Agents were found
see that with relative ease, the Ai-Jinn intrusion specialist dead, their heads cut from their bodies.
bypasses the door lock and they enter the lab.
What I find most concerning about this event is the willingness
The ensuing scuffle is quite something, with surprise on our side of the Ai-Jinn operatives to sacrifice themselves at the behest of
you can see it quickly goes our way. The psychogenic seems to their leader. By looking at the damage done to the room the
be having difficulty influencing their minds but as we know, the chance of death was high and almost certain for the individual
Ai-Jinn training is extremely effective in strengthening their carrying the bomb. That a rabble of criminal dogs should show
resolve. such a profound level of trust, loyalty and obedience is far more
I’ll just pause the video at this point and explain what’s about to concerning than any technological advance they may have
happen. You’ll see these four Ai-Jinn Agents here are going to acquired from the wretched Archons.

DIVISION LEADER BONUSES


RANK BONUS
1 Medium apartment in the spire, probably with a window.
Small lounge / office where the division can meet and discuss mission plans.
Large parking space. This will be big enough to accommodate a lorry or tank.
Workstation computer connected to the WDN. This should NOT be used for hacking as it is located in the
division’s office.
Tai-Lan Pinko Car

2 Three large parking spaces.


Large office and a lounge.
Snack machine and TV in the lounge.
Workshop or Lab
Large off-road vehicle - Tai-Lan Bison (see page 87)

3 Heli-Pad if the division has access to a heli or hovercopter.


Large van which can seat 6 or accommodate a large load
Workshop AND Lab

4 Aircraft hanger at the nearest shuttle bay


Ability to requisition a standard 4 door saloon car from any Ai-Jinn asset currently in possession of one. You
cannot take the car from a superior officer unless she agrees.

5 A hovercopter, generally with no offensive capabilities


Armoured Personnel Carrier
Mission Officer Training, providing the prerequisites have been met.

6 Access to a shuttle and pilot to chauffer the division around the Earth.

7 Mag Tank (page 91)

8 Battle Class Cyberlin providing someone in the division is licensed and trained to use it.

24
CHARACTER ADVANCEMENT

GREEN DIVISIONS
AT LAST - MY OWN DIVISION! Appropriate missions might include:

Collecting resources such as money or equipment


Rank 1 divisions fresh out of training have a number of nicknames,
Surveilling areas and collecting intelligence
none of which tend to sit well with new Agents who generally have
Acting as backup on aggressive missions
elevated feelings of self worth and importance. Some common
Cleaning up parts of old cities which the player’s Division intend to
names include:
occupy later
Advance scouting in enemy cities
Greenhorns (Greens), Juniors, Virgins, Recruits, Tryos
Acting as intermediaries with contacts
Kidnapping civilian-level characters
The most common term used is Greens and is not considered
TOO demeaning. Don’t forget to use these terms for new player
Inappropriate missions might include:
character divisions just to wind them up a bit.
Raid the UIG weapons testing facility and bring back some
When a Division Leader reaches Rank 5, if he has been division
prototype tech
leader for at least 3 complete missions the prerequisites he
Assassinate a guarded VIP, Agent or UIG Officer
automatically acquires the Mission Officer Training; originally
Complete a section of a mission allocated to the PC (player
appearing in the Eastern Bank on page 11 but reprinted here for
character) division
convenience.
Clean the Agent’s weapons (i.e. spend their downtime on belittling
tasks)
MISSION OFFICER Infiltrating a Canathikta people-hunting ring
Missions involving entering Relic Cities without Order consent
Corp. Knowledge 6
Testing valuable experimental or illegal tech
Intelligence 6
Rank 4
CREATING THE DIVISION
You have taken and passed the Mission Officer’s Exam. You When creating your Green Division it is not necessary to detail
can now act in the capacity of a Mission Officer. Whenever you every skill and stat. Rather you should attempt to describe their
oversee a mission you are paid an additional 500¢ per level of area of expertise and general style. There are 3 ways you can
your Rank with the possibility of a bonus if all goes well. If it create your Green Division.
goes badly you are held partially responsible. It is possible to
act as a Mission Officer while in the field and receive 1. Get each player to design a level one Agent (or more if required)
transmissions from your acting Division. 2. The GM should design the division.
3. Use the Random Agent Generator

1 and 2 are self explanatory, the Random Agent Generator is


Your Division then gain command of a newly trained Rank 1 detailed on the next page. Re-roll any conflicts or rolls for which
Division. If there is more than 1 Agent with the Mission Officer you do not possess the appropriate books.
Training you should decide between you who will be the executive
Officer for the Rank 1 Division. If you cannot decide the GM should You can obviously introduce other factors or fields when you
play the part of the Corporation and decide for you. generate the agents. You don’t have to adhere rigidly to any one of
these systems.
WHAT DOES THE JUNIOR DIVISION DO?
Anything you want really; the important thing is to put them into the
action so they can get some hands-on field experience. The
difference between an NPC division and a player division is that
the missions of the NPC division can be boring, mundane and
fruitless. For example, staking out a club for 10 days and finding
nothing of interest would be a tedious mission for player characters
but would be a fair use of your NPC division.

25
CHARACTER ADVANCEMENT

RANDOM AGENT GENERATOR

Gender (D10) Preferred Combat Style (D8) Positive Attitude Traits (D12)
1-5 Male
6-0 Female 1 Heavy Firearms 1 Honest
2 Light Firearms 2 Self Reliant
Area of Speciality (D20) 3 Tactical Firearms 3 Hard Working
1 Heavy Firearms (Nuke) 4 Telepathics 4 Clever
2 Social Interactions 5 Close Combat 5 Witty
3 Assassin 6 Droid 6 Empathic
4 Mechtrician 7 Support 7 Charismatic
5 Psychologist 8 Toxic 8 Positive Mental Attitude
6 Medic 9 Lateral thinker, problem solver
7 Scientist Field of Science (D10) 10 Good team skills
8 Robotics / Cybernetics 11 Generous
9 Driver / Wheelman 1 Biology 12 Brave / Good leadership skills
10 Criminal 2 Cybernetics
11 Gladiator / Weltball 3 Chemistry Negative Attitude Traits (D12)
12 Industrial Thief 4 Physics / Subspace
13 Saboteur 5 Xenotech 1 Dishonest
14 Street Specialist 6 Neurostatics (Machines of War) 2 Negative attitude / Moans a lot
15 Computer Specialist / Hacker 7 Artificial Intelligence 3 Lazy
16 Animal / BIO Handler 8 Computer Science 4 A bit thick
17 Intrusion Specialist 9 Environmental Science 5 No sense of humour
6 Distant / Removed
18 Weapons Expert 10 Crime / Forensics
7 Irritating personality
19 Businessman / Lawyer 8 Greedy
20 Cultural Specialist 9 Cowardly
10 Poor team skills
11 Shoot first, ask questions later
12 Sexist, womaniser / maneater

REWARDING AND PUNISHING YOUR DIVISION

As an MO it’s your job to reward or punish a division under your command. You can select rewards and punishments as stated in the
Core Rules such as reduction of privileges or extra cash.

The results of these carrot and stick measures are listed below. Bear in mind if you hand out unjust punishments the green division may
go above your head to higher ranking Agents and ask for an appeal of some kind. Too many rewards and the accountants will be asking
questions. A good MO should be able to get results by working with his division and setting them appropriate tasks.

Some punishments can be found on page 83 of the Core Rules.

Mild

Reward 50% extra pay / free clothing / weapon upgrade


Punishment 30% pay reduction / ‘Under the Eye’ / temporary license restriction
Result 20% chance of gaining a Competence level

Moderate

Reward 100% extra pay / free equipment / lifestyle bonus


Punishment 60% pay reduction / lifestyle reduction / ‘Stripped’ / small rank reduction
Result 50% chance of gaining a Competence level

Strong

Reward 200% extra pay / free vehicle / new accommodation


Punishment Take all pay for next 3 missions / heavy rank reduction / license removal
Result 90% chance of gaining a Competence level.

26
CHARACTER ADVANCEMENT

GREEN DIVISION SUCCESS MODIFIERS


The GM can simply decide on the success or failure of any mission You should be very strict on these modifiers and not apply them
given to the greens but if you want to add an element of the unless directly pertinent. It is thus beneficial to send your Green
unknown you can use the system outlined below. Division on missions they are suited for.

GREEN DIVISION SUCCESS MODIFIERS FOR SUCCESS

Roll a D6 and add any modifers. Area of Speciality


+1 for each Agent whose speciality relates directly to the
1 Critical Failure nature of the mission. For example, if the mission is to
The mission was an abysmal failure and everything went sabotage a small factory and one of the Agents is a
wrong. saboteur then you’ll gain a +1 bonus.

D4 division members died irrecoverably and those Attitude


remaining are in either enemy or UIG custody (50/50 +1 for each Agent whose attitude will be extremely useful
chance). It will cost the Corporation 60,000¢ to free each in achieving the mission. For example, if you are trying to
UIG imprisoned Agent and the Mission Officer will be gather information from the families of a murderer, an
docked D6 rank points unless he can justify the catalogue Agent with ‘Empathy’ will be a useful asset.
of disasters. The Agents will be replaced but if such an act
happens again he may lose his status as Mission Officer. General
The Corporation may insist the PC Agents recover their -1 for each Agent whose personality or style may directly
captured allies if they are in enemy hands. conflict with the nature of the mission. For example, you
There is also a good chance that severe political or need to attend a diplomatic conference and one of the
diplomatic damage has been done and the Mission Officer Agents is a massive nuke who has an innately irritating
will be expected to make a full statement to his superiors personality.
as to why such a heinous fuck-up was made.
GM Discretion
2 Botched mission The GM can add other modifiers if she sees fit but they
Most aspects of the mission went wrong. D2 Agents died should be used VERY sparingly.
and another D2 are in UIG enemy custody (50/50 chance).
The Mission Officer will be docked D4 rank points and the
Corporation may insist that the PC division recover any
Agents in enemy hands.
GREEN DIVISION COMPETENCE
There was likely some political and diplomatic fallout which
will have to be dealt with. PASS - Each time a mission is passed the division gain one level
of Competence
3 Failed Mission
The mission was a failure. Although no lasting harm has FAIL - Each time a mission is failed the division lose one level of
been done the green division will be demoralised and the Competence
Mission Officer’s superiors will not be pleased. There is a
20% chance that a single division member was caught by Competence may be used to automatically complete the following
the UIG or an enemy. tasks with no need for roleplaying.

4-5 Marginal Success 1. Get a division member out of UIG custody (legally)
The mission is a success but only just. There is a 10% 2. Prevent a division member dying on a future mission
chance a division member was captured and may need to 3. Allow a single re-roll on the ‘Green Division Success’ table (only
be recovered. once per mission). You must take the new roll.

6-7 Success The total accrued competence is an indicator of how successful a


The mission went according to plan and everything division is and somewhat akin to ‘Level’ in PC Agents. Although
happened the way it should. you may spend competence points, you should also keep a
running total earned to date.
8+ Total Success
The mission went perfectly and additional objectives were
completed. The green division gain an extra point of
competence. The PC division also gain more than they
had asked for be it in terms of items, intelligence, money
etc.

27
CHARACTER ADVANCEMENT

AI-JINN SECTS
INTRODUCTION TO SECTS
So have fun with the sects. If your group want to all play Kabuki-
Like all corporations the Ai-Jinn have a number of sub groups (or
Mono and run riot around the streets, scaring the crap out of the
sects) which perform specific functions. When you join a sect it
locals then go for it. If you’d rather add depth to your long-term
does not mean your entire division need to be in it. For example, if
character by having them apply to be in the Hattamoto-Yakko then
you are a member of the Kabuki-Mono you may still operate in a
give it a go.
division made up of normal Agents.
And as a final note, if you’re the GM don’t forget to make some of
The GM may require you to come up with a reason that you are
your NPCs into sect members to make them more memorable and
not with the rest of your clan but this should be seen as adding
interesting.
character and depth to the Agent, not making weak excuses.

For example, imagine you want to play a member of the Kabuki- ENTERING A SECT
Mono, a wild and terrifying sect, the following reasons could all be Acquiring entry to a sect is requires no XP or downtime,a though
used to explain your placement into a standard division. the prerequisites are rather stringent . However, the benefits of
being a member of a sect are not something that can be acquired
1. The division are considered to be in need of some more in a vacuum, they are the result of entering into an organisation
spontaneity. within an organisation and members may be expected to
undertake work on behalf of their sect as well as their corporation.
2. The rest of your clan was killed.
Though all sects will be loyal to the corporation itself they
3. Your particular skill-set is lacking in the division. nonetheless all have external motivations and their own spheres of
influence to govern.
4. Your clan believe you need some ‘outside training’ to expand
your horizons. Sect members often have access to information that less well
connected employees don't, just one of the perks of being a
5. The division you are joining have need of someone versed in member of an inner circle, this is represented by the following rule;
anti-authoritarian activities.
SECT CONNECTIONS
6. The target of your missions is also of interest to your Kabuki-
Members of a sect gain an automatic contact rating within their
Mono clan.
sect allowing them to acquire internal information relating to
activities the group might be involved in. The contact rating starts
Sects are designed to add interest and direction to your character.
at 3 and increases or decreases whenever the GM decides that a
If a sect requires you to behave in a certain way you should be
character’s actions have been beneficial or detrimental to the
able to use this to enhance your gaming experience rather than
mission of the sect. This is a special contact not available to those
detract from it.
outside of the sect and may not be purchased or increased with
downtime.
LEAVING A SECT
This is really for the GM to rule on. If you have acted against the
interests of your sect then you be expelled or worse. The severity
of the action will depend on what happens to you. For example: It's about time law enforcement got as organized as organized
crime.
If you steal from the sect you will most likely be expelled and
disgraced. Rudolph W. Giuliani

If you sabotage the sect’s actions you will probably be maimed,


disgraced, stripped of upgrades and kicked out of the sect and out
of the Ai-Jinn.

If you kill another member you will need to explain yourself to the
rest of the sect. If they are not convinced that your actions were
justified you may find yourself executed.

If you want to voluntarily leave a sect then good luck. Once you
join you become privvy to some very sensitive information and are
consequently expected to remain loyal until death.

28
CHARACTER ADVANCEMENT

without his permission even if you are only Rank 5.


HATTAMOTO-YAKKO
AKA: Hatters, Untouchables, The Serpents Teeth Finally, your pay-grade and corporate perks are increased as
though you were one rank higher than you actually are, to a
Prerequisites maximum of 9...for now.
Arts & Culture 6, Looking Good 6, Corp. Knowledge 7, Close
Combat or Light Firearms 8, Rank 5 The CEO of the Ai-Jinn is a shrewd woman but she’s no genius.
Commendation for loyalty from your mission officer, must have If we take her out someone will just pop up to replace her. What
never suffered formal reprimand for insubordination. stops the whole house of cards tumbling down is the
Hattamoto-Yakko.
As personal servants to the CEO of the Ai-Jinn, the Hattamoto- They’ve acted as the CEO’s private go-to guys for hundreds of
Yakko occupy one of the most prestigious and coveted positions years and that collective knowledge is still held within the sect.
within the entire corporation. Having the ear (and, more They have a wisdom far in excess of any other group in the Ai-
importantly, the gratitude) of one of the most powerful people on Jinn and have been privy to almost every major corporate
the planet has its advantages, after all. operation since its establishment.
If we could take them out it would set the Ai-Jinn back a
The Hattamoto-Yakko command respect. They are selected from hundred years.
among already highly distinguished Agents and represent the ideal
of self-sacrificing Ai-Jinn loyalty. The Ai-Jinn looks after its own and attr: Agt. Daniel Gigerman, E.I. Counter-Corporate Specialist
loyalty never goes unrewarded. Members of the sect are highly
paid and well looked after by the corporation, even to the point of
arranging fall-guys and manufacturing alibis when the UIG gets on KABUKI-MONO
their back.
AKA: Kabuki, Crazy Ones
A good thing too, considering how the Hattamoto-Yakko are often Prerequisites
involved in some of the Ai-Jinn's shadiest business and take their Street Culture 6, Attitude 7, Close Combat 8, Mastered Weapon
orders directly from the CEO herself, who under no circumstances (Long Sword or Katana), Perform an initiation task for a Kabuki-
can be allowed to be implicated. Mono clan.

Missions & Duties The Kabuki-Mono form the street-level enforcement arm of the Ai-
As the eyes, ears and hands of the Ai-Jinn's leader the Hattamoto- Jinn, ensuring that nobody challenges the corporation’s
Yakko are called in on missions where discretion and absolute, supremacy in the criminal underworld. Their methods are usually
unwavering allegiance are needed. Most often this means deterrent-based; making a single, gruesomely bloody example of
transporting sensitive information, bodyguard duty for V.I.Ps or those who try to muscle in on Ai-Jinn operations often does more
performing the kind of jobs the corporation would rather nobody than a dozen relatively clean hits.
find out about; assassinations, mass-killings and no-witnesses
attacks against UIG assets being prime examples. Organising themselves into extremely close-knit gangs, which they
refer to as 'clans', the Kabuki-Mono represent a living nightmare for
Uniform & Equipment the authorities; street toughs with corporate backing. Local security
One of the jobs of the Hattamoto-Yakko is to represent their and even the UIG are often rendered impotent by these well-
corporation and its ideals well, they are highly paid and are equipped, well-financed and utterly unreasonable hoodlums.
expected to look like it; slovenliness is not tolerated. They are most
commonly seen wearing obscenely expensive tailored suits (off- Some of the most sadistic and aggressive Agents find their way
the-rack just won’t cut it) in flashy styles and colours, formal into the Kabuki-Mono, random acts of unsolicited violence are their
enough to do business in but cut so as not to impede their instrument of choice for keeping a neighbourhood under control
movement when the bullets start flying. Many also sport extensive and so it makes an ideal channel for an Agent that might otherwise
symbolic tattooing or cybernetic skin modifications modelled after prove problematic, as well as teaching them the value of
the gang-tats of the various organised crime groups that make up brotherhood.
the Ai-Jinn.
Missions & Duties
Membership Benefits Divisions of Kabuki-Mono Agents are often given long-term
The Ai-Jinn will throw the full weight of its legal department in your mission assignments within individual cities and largely left to their
defence, reducing any rank point deductions you suffer to 1/4 own devices by the Ai-Jinn. As long as they keep the Ai-Jinn's
(rounded down) of what it should be for your crimes. Being street-level operations running smoothly, and make sure that
reduced below rank 5 may still lead to you being temporarily concerned locals, rival gangs and the authorities are too terrified to
discharged from the Hattamoto-Yakko. try and stop them, the corporation is largely content to just send
resources their way and let them get on with it.
Example. You are looking a a loss of 13 points for various crimes.
Because you are Hattamoto-Yakko this is reduced to 3. Before joining, a potential Kabuki-Mono must perform a mission on
behalf of their clan. Often this is done as much as to bloody their
In addition, you can effectively ignore the universal chain of hands as it is to test their skills. Some examples include:
command when on a mission for the CEO within the Ai-Jinn
corporation. This means you could search a Rank 8’s house 1. Kidnapping, torturing and executing a UIG officer who has been

29
CHARACTER ADVANCEMENT

making trouble for the clan, then leaving the body where the UIG
Their attire is marked by a nauseating riot of colour, texture and
will find it.
style; their communications are broken with the shrieking,
desperate laughter of the clinically insane; and their kills are
2. Fighting to the death in an illegal underground competition such
made with the unpredictable, savage frenzy of a pack of wild
as a bare knuckle boxing match or strap-fight against a superior
dogs. I have seen groups of these lethally dangerous clowns
opponent, for exmaple a machina cultist.
take down Malenbrach in full Erabite armour, interrupting their
hectic, lunatic dances only long enough to drive their blades
3. Joining the clan on an arson-spree, bonus credit is awarded for
repeatedly into joints and eyeguards while our officers’
suggesting interesting or amusing targets.
weapons do nothing but scorch garish silks.
The idea of a clean kill is utterly foreign to them. If you are
4. Springing a clan member from prison in a UIG compound and
called to a crime scene where the Kabuki-Mono have been
making sure the officers responsible learn the magnitude of their
involved, bring many large guns and heavy reinforcements, in
mistake.
case they have not yet departed; and bring mops and buckets,
in case their work is already finished.
5. Killing twenty members of a local gang who have been muscling
in on Ai-Jinn territory...in one night.
attr: UIG Colonel Grant Forterin, address to Eastern Bank
recruits
6. Beating up and terrorising the family of a problematic official,
then kidnapping his wife or children if he refuses to back down.

7. Stealing twenty thousand credits, either in slip or equivalent


goods, and donating it to the clan. MACHI-YAKKO
AKA: Bakuto, Wiseguys
Uniform & Equipment Attitude 6, Crime 7, Street Culture 8, Underground Status
Kabuki-Mono members are immediately recognisable by their Training*. Infiltrate a spire city or archology within rival corporation
signature style of dress, favouring bright colours, often in neon territory and operate there for a month.
shades, and wild hairstyles. But the real uniform of the Kabuki-
Mono is the sword, all members are frighteningly competent either *Featured in The Eastern Bank supplement, replace requirement
with the Chinese jian (straight blade) or Japanese katana and with both the Underground Operations and Surveillance trainings
carry them at all times, the blade being the sect’s preferred if book is not available.
weapon. Indeed, a common saying among the Kabuki-Mono goes;
"It's just not a Friday night without some arterial spray." Where the Kabuki-Mono are the Ai-Jinn's iron fist, the Machi-
Yakko are its silken glove. The Machi-Yakko are the undisputed
Membership Benefits masters of manoeuvring through the criminal underworld, often for
The Kabuki-Mono inspire fear in any sane person, their habit of the purpose of finding dissent against the Ai-Jinn and cutting it off
killing random bystanders for no other reason than their own at the root.
amusement is well documented and most people who know about
them will treat a Kabuki-Mono member much like they would a Experts at infiltration, their preferred tactic is to insinuate
rabid dog. themselves into organised crime groups not affiliated with the Ai-
Jinn and after a lengthy period of observation decide whether they
Sect members gain a +4 bonus on all Attitude and Psychology are worth bringing into the Ai-Jinn fold. Most are deemed too
rolls related to intimidation. The GM could increase this bonus if inconsequential to take any action for or against, but for those
the GM decides the targets are familiar with the Kabuki-Mono. groups that might prove valuable or dangerous to corporate
interests the only options are kill or convert.
Almost all those who join the Kabuki-Mono are, at least to a
degree, psychotic. Those that aren't soon end up that way. Missions & Duties
Forming close bonds with their similarly deranged clan-mates In addition to their work as underworld secret-police, the Machi-
means that these tendencies often become reinforced, making the Yakko form the intelligence service of the Ai-Jinn corporation;
Kabuki-Mono into fearless and nihilistic killers. wherever there is spy-work to be done they are the first called in.
Like the Shi Yukiro's Clan Hitori, the Machi-Yakko favour a
Sect members are immune to fear effects and gain a +4 bonus to relatively low-tech approach to subterfuge, relying on personal
resist coercion, including psychogenic coercion, due to their competence over technological superiority.
warped mindstates.
Machi-Yakko have self-sufficiency to rival a Comoros survivalist,
The Kabuki-Mono have strong links to the Yakuza. As a result their and any mission that requires Agents to spend protracted amounts
sect contact can be used not only with the sect itself but to acquire of time separated from the support network of the corporation will
information and assistance from Yakuza syndicates as well. Halve typically be delegated to the Machi-Yakko.
your contact level when dealing with the Yakuza.
Uniform & Equipment
The Machi-Yakko implicitly do NOT have a preferred style of
dress, they are spies and disguise-artists and have no problem
adopting the dress of other groups if it furthers their aims.

30
CHARACTER ADVANCEMENT

If anything could be considered standard it would be casual, battalion commanders in the world, having earned the fear and
moderately stylish civilian gear and nothing corporate-issue respect of the world during the Corporate Wars. Their use of heavy
anywhere on their person. Most Machi-Yakko ditch their standard armoured vehicles as moving fortresses made the Ai-Jinn army
Agent equipment the first chance they get and buy everything they almost impossible to turn back once it was dug in, thwarting even
need from fences and unlicensed dealers, knowing that even the the attempts of the legendary E.I. air fleet on several occasions.
gun at your hip can be part of your disguise.
Missions & Duties
Membership Benefits The first duty of the Shandian Shuài is obviously to lead the Ai-
All sect members will cultivate a web of underworld contacts, either Jinn's armies into battle. With the (perhaps temporary) end of open
directly or through their sect connections, that ensures they can hostilities between the Corporation-states their operations have
always find what they need, when they need it. Be it drugs, guns, been somewhat reduced in scope but the Shandian Shuài are still
illegal cyberware or simply information, if someone in the valuable to the Ai-Jinn in dealing with the multitude of small
underground has it then a Machi-Yakko can acquire it. skirmishes that break out from time to time. With groups such as
the Cult of Machina becoming ever more sophisticated and well
The number of times per session that they may make use of their equipped, often to the point of being able to field their own heavy
Underground Operations training is equal to half their Presence armour and cyberframes, even the UIG can't deny the efficacy, and
score, rather than simply one. even the practicality, of a tank-brigade in breaking up terrorist
operations.
Machi-Yakko receive a free retrofit of their Agent cybernetics to
make them undetectable to conventional scanning and physical
inspection. Their process socket is made to hide seamlessly and Uniform & Equipment
all cybernetic components are sheathed in scan-blocking crystal The Ai-Jinn military possesses its own uniform, ironically modelled
weave mesh. on that of the pre-Corporate Chinese People's Liberation Army.
Officers dress in the Ai-Jinn colours of teal and oxide-brown, with
A Machi-Yakko's Agent upgrades are undetectable by normal all levels of the army possessing notably more and better armour
means, this does not apply to any of their other cybernetics, such than that which is provided to troops from other corporation-states.
as cyberlimbs or an alloy skull, but such augmentations are freely
available to civilians anyway and so can be easily explained away. In the field, the Shandian Shuài uniform consists of officer-pattern
They will still have to adopt certain behaviours to pass as a normal light body armour, armoured greatcoat and peaked hat, though
human, suffering a grievous flesh wound without even flinching will many will possess their own distinctive suit of Guan Yu armour
tend to give the game away. instead.

Membership Benefits
It is no secret that organized crime in America takes in over Shandian Shuài receive the ‘Advanced Command’ Training that
forty billion dollars a year. This is quite a profitable sum, allow them to motivate and coordinate corporate forces with great
especially when one considers that the Mafia spends very efficiency.
little for office supplies. The core of Ai-Jinn military tactics is the application of heavy
armour. As such, members of the Shandian Shuài gain a +4 bonus
Woody Allen on all drive rolls associated with tanks, armoured cars and APC's.
As long as they can observe the terrain and make contact with
other drivers, they may also confer a +2 drive bonus on a number
of other drivers equal to their Presence score.

SHANDIAN SHUAI Finally, all Shandian Shuài of rank 3 or above receive a free suit of
Guan Yu armour (page.52).
'Computer, load music-file Wagner oh-two, "Ride of the
Valkyries". Play it loud.'
NEW TRAINING
- attr. Ai-Jinn Tank Commander Yu Shai Tung, during the third
New Korea Pacification.
ADVANCED COMMAND
Shandian Shuai
AKA: Iron Dragons, Storm Commanders
Prerequisites
A Shandian Shuài member may spend a Conviction point and
Rank 2, Drive 6, Assess Tech 6, Heavy Firearms 7, Attitude 8,
make a 'Presence + Attitude' roll as a full action, if successful
Command Training, Vehicle License (Military), must have been
their XS on the roll is converted into temporary Conviction
division leader during at least ten separate combat encounters
points that may be divided among any Ai-Jinn or allied troops
versus significantly superior forces.
(including Agents) within earshot. A Shandian Shuài may not
benefit personally from any Conviction generated in this way.
The Ai-Jinn possess vast armoured infantry forces, the largest
Unspent temporary Conviction is lost at the end of the scene.
land-army of all the corporations. At the head of these forces is the
Shandian Shuài, the corporation's military command branch. The
Shandian Shuài are possibly the most renowned armoured

31
CHARACTER ADVANCEMENT

Regardless of whether this order contradicts those given by the


LEGACY OPERATIVES Mission Officer the Ai-Jinn will not risk angering Hyperion by
punishing its servants for carrying out its commands and so there
To wear weak flesh but not be shackled by it is a sublime stride is little chance of formal reprimand, though they may find
towards the pinnacle. How have they done this? The question themselves denied bonuses or otherwise persecuted.
drives a yearning to taste these morsels.
Uniform & Equipment
Many iterations will be granted to any who bring one alive into
Legacy Operatives disdain the flashy fashion statements and gang
the Embrace. Only the mind need live, for it is the fate of all colours that are so prevalent among the Ai-Jinn, the importance of
flesh, even when transcended, to be sloughed away. such things much diminishes in their eyes after witnessing the
inside of Changsha. Most simply wear the standard-issue
-attr: Charnel, haruspex of the Cult of Machina corporate business suit or whatever is most appropriate at the
time. Whatever their attire, though, Legacy Operatives will almost
invariably be carrying several items of Legacy Tech.
AKA: Men in Black, Legates, Sword of Hyperion, Legacy
Agents MEMBERSHIP BENEFITS
Prerequisites The alterations to their thought patterns made by Hyperion give
Arts & Culture 6, Assess Tech 6, Mechtronics 7, Science 8, Legacy Operatives an insight into the workings of alien
Xenotech training*, Contact (Hyperion) 10; selection for the technologies, and Legacy Tech in particular, that no others can
position by Hyperion. match. Processes and principles that seem alien or counter-
intuitive to the human mind are almost instinctively understood by
Featured in the 'Machines of War' supplement, if you don’t have them. Legacy Operatives are able to work on or repair Legacy
this book see the Crash Course Rules on page 11. Tech with no penalty and halve all penalties when working on
Legacy Operatives are an anomaly within the Ai-Jinn Agent Archon tech or unfamiliar Xenotech.
program in that their allegiance to the Corporation is secondary to
another higher authority; the Archon Hyperion. Access points
Legacy Agents gain access points to use Legacy Pattern
Part of the pact the Ai-Jinn made with the rogue Archon is that Technology (page 60). You gain a number of Access Points equal
Hyperion has free rein to choose Agents from among their ranks to double your Rank. When you requisition an item you lose the
to serve his incomprehensible whims. Those Agents that Hyperion appropriate number of Access Points. These are recovered when
selects receive a summons to the Changsha facility, making them the item is returned. If you lose or destroy the item the points
the only human beings to set foot inside the hyperfactory since its recover at a rate of 1 per week.
construction. What happens inside is a mystery perhaps even to
the highest levels of the Ai-Jinn but, whatever it is, it leaves the Mental Blocks
Agents... changed. Finally, impregnable mental blocks prevent a Legacy Operative
from divulging any information relating to Legacy Technology, the
Though some are organised into new divisions comprised Archon Hyperion or the Archon's orders to outsiders, even under
exclusively of Legacy Operatives, most simply return to their old torture, the influence of drugs or psychogenic control. Any attempt
division afterwards. Indeed, the division they are assigned to often to coerce such information out of a Legacy Operative
seems to play as much a part in their selection as their own automatically fails.
abilities, but their loyalties are now forever altered. While a Legacy
Operative brings a lot of power to a division, with their great LEGACY AGENTS IN YOUR GAME
access to Legacy Tech and an unparallelled understanding of Because having a Legacy Agent in the division is a little different
extra-human technology, many division-mates may be wary of the from normal here are some ideas to help you integrate it into the
fact that their erstwhile ally may no longer be completely game.
trustworthy. Even if the division is not informed of the nature of
their summons to Changsha most will notice that their companion Idea 1
no longer laughs at the same jokes, finds old interests tedious and One member of the division is a Legacy Agent. Hand him an order
often speaks and acts in ways that can only be described as to assassinate a target which the rest of the division are supposed
'inhuman'. to acquire some information from. He should kill the target before
the information changes hands. The other Agents will
Missions & Duties understandably be annoyed but the corporation will likely pay them
As outlined above, Legacy Operatives are often chosen because as normal.
their division is engaged in work that Hyperion has interests in.
Divisions engaged in industrial espionage, extra-planetary Idea 2
activities, or anti-UIG operations are all prime candidates to have The Legacy Agent needs to sabotage a computer in a facility. The
a Legacy Operative added to their ranks. However, to represent rest of the division are there for support. While they fend off
their divided loyalties, the GM may give the Legacy Operative a security forces the Legacy Agent will proceed to the server room
set of peripheral mission-objectives in secret to represent their and blow it up. The other Agents could use the opportunity to steal
orders from Hyperion. a load of guns and security systems while the legacy operative is
engaged.
Hand the player a piece of paper with the orders on which only
they are to read. Possibilities might include Idea 3
The recovery of a specific item of Xeno- or Archon-technology and A target in E.I. territory must be brought in. The individual is of
returning it to Changsha. interest to Hyperion and is wanted alive. To make the most of it the
Delivering a message, warning or assassination to a specific Ai-Jinn send the full division who also have orders to take out a
individual. nearby Russian mafia cell who are refusing to come to heel. The
Destroying some important piece of data. Legacy Agent will of course be active in both operations.

32
THE GOALS OF HYPERION

As it is not clear to the GM what the goals of


hyperion are, how is he supposed to set tasks
for Legacy Agents? There are two solutions to
this.

1. Until more official information becomes


available simply make it up. You should be able
Legacy Agent Dalari Macien

to come up with a sinister agenda of your own.

2. Don’t worry about it. Just set the Legacy


Agent random tasks which will fit into the
mission. The Legacy Operatives are seldom
aware of Hyperion’s greater plan.
CHARACTER ADVANCEMENT

TIGER PLATOONS
Asia has a history of making some of the best jungle fighters in the THE AI-JINN TIGER PLATOON (AKA TIGER PATROLS)
world and the Ai-Jinn have ensured that this tradition has
These are essentially Agents but their training is orientated
continued, following in the footsteps of such groups as:
towards jungle warfare. Although there is not nearly as much
jungle in the world as there was 500 years ago, it is still abundant
The Vietnamese Vietcong
enough for the Ai-Jinn to maintain a Tiger Platoon.
The Malaysian Royal Ranger Regiment
The Philipine Army Scout Rangers
The Platoon consists of 25 Agents who train together and are
The Gurkhas (Nepal)
essentially one large Division. More often they are split up either
The Special Warfare Command (China)
into 5 squads of 5 Agents or sometimes an individual is assigned
The Singapore Army Combat Trackers
to a standard Agent division either to expand his training or to allow
The Tamil Tigers (Sri Lanka)
the division to benefit from his jungle skills.

Tigers, as they are known, are identifiable by the following


methods.

1. Their ID Chip is updated with the distinction – Tiger Platoon

“This place is a fuckin’ shithole. Remind me why we’re here Mendez pulled a second rifle off her back, rolled backwards off
again?” the log she was seated on and dug in, scanning the trees for
“Shut your mouth Kowalski. I’ll let you know when you need to signs of the attacker. Adams and Connor stood back to back,
know.” slowly treading a circle, covering all angles.
“C’mon major, we never signed up for this shit, that damn snake
nearly” “What the fuck are hostiles doing out here Major?”
“I said shut your mouth lieutenant. We’re supposed to be fuckin’ “I have no idea Sergeant. Mendez, do you see anything?”
professionals.”
Mendez looked up from behind the fallen tree, flicking her vision
The five marines pushed onwards, hacking their way through into thermal she scanned the area. The red-white shapes of
walls of thorn-vines, so sharp and hard they threatened to open Adams and Connor but nothing elsewait.a flicker of. A
wounds and sever strapping. massive, stinking hand grabbed Mendez hard around the jaw
and yanked sharply. She just registered the serrated knife sawing
Hours later, as the shadow of dusk descended over the jungle, across her throat but it was too late.
Major Connor called a halt. “Marines, according to the GPS we’re
less than a mile from target. We’re not stopping this close so get “Mendez.do you see anything.”
out your night vision and let’s press on. Good news is that if intel
is accurate, we’ll be able to make a secure camp within the target Then a noise like a twig snapping, somewhere to the left; both
zone.” marines spun around.

“This had better be fuckin’ good,” muttered Kowalski. “I don’t see “Something out there sergeant, you see it?”
why we can’t know what the hell we’re risking our lives for?”
“She sees nothing now, dog.”
“You wanna take a leaf outta her book.” said Adams, nodding
towards the lean frame of Sgt. Mendez who had taken the brief “What the” Connor lashed backwards with an elbow, but it was
pause as an opportunity to strip-clean her rifle. to no avail, a male, 30 maybe 40 years old, dressed in
blackened, muddy fatigues, sniper rifle slung over his shoulder
Kowalski grinned, “If she’s gonna strip something it’s gonna stood behind him; he held a serrated knife millimetres from the
be..” Major’s throat. Branches and foliage were sticking out of matted
hair and the facial features were almost disappearing beneath
Wet chunks of tissue spattered across Adams’ face. layers of filth. Adams was dead on the floor, his neck broken and
“Shit.hostiles.take cover!” head mostly sawn off.

Kowalski lay broken on the floor, his skull in two pieces some He spoke in English with a strong Chinese accent, “I know why
three feet apart, only the shattered jawbone still hanging onto the you’re here gweilo. And I know you’ve brought the codes, so let’s
neck by threads of muscle. go for a little walk.”

34
CHARACTER ADVANCEMENT

2. They are commonly tattooed with tigers, normally roaring, Jungle Armour
leaping or stealthing and backed by the Chinese symbol for tiger. All armour with an AV of 2 or more owned by Tiger Patrols is
patterned in a jungle camo lamina and upgraded with some basic
3. They tend never to wear suits, being more at home in simple modifications for free. Modern jungles tend to be darker than 21st
fatigues and normally sporting machetes and kinetic weapons century ones so the camo is more of a black / khaki mix.
which are easy to maintain in the field.
Camo
4. They tend to be muddy, unshaven and smell of the jungle. This confers a +2 bonus to stealth or hiding rolls in jungle
environments.

Insect Repellent
If you’re in an area where insect bites may prove a problem the
repellent units in the suit will reduce the chances of you being
bitten. If you are bitten by an insect roll a D10, on a 1-8 you can
ignore the bite. This should only normally be rolled when the insect
may carry a nasty pathogen.

Cooling Materials
This is unlikely to affect your game very much but if dehydration
from heat is ever an issue Tiger Armour keeps its user relatively
cool and reduces sweating, thus staving off dehydration for a few
days.

Jungle Warfare Specialists


Tiger Patrols excel at jungle warfare. When fighting in a jungle
Typical Tiger Tattoo

environment they receive an extra temporary conviction point for


every Tiger present. That includes themselves, so a minimum of
+1. These conviction points are lost at the end of the combat if not
used.

Jungle Defences
You are adept at avoiding the perils of the jungle. For example,
identifying plant toxins, finding safe food, detecting quicksand,
avoiding parasites, finding suitable campsites, spotting ambushes,
PLAYING TIGER PLATOON AGENTS etc. Normally the GM should just let you avoid them but if a roll is
appropriate then you should receive a +4.
Tiger Platoon are extremely useful, even when not in jungle
This does not extend to such incidents as fighting jungle creatures
environments. They excel at making the most of a situation and are
or falling off cliffs.
very resourceful. You may create your character as a Tiger Patrol
or use a downtime action to undergo the selection process. As long
Ghosts of the Jungle
as you have the prerequisites below and agree to adhere to the
Tigers are at home in the jungle and leave less evidence of their
downtime demands you are considered to pass.
presence than the animals themselves. Anyone attempting to track
a Tiger incurs a -10 penalty. The Tigers themselves gain +2 to all
PREREQUISITES Stealth checks when in a jungle or forest environment; this stacks
with their camo armour.
Ai-Jinn Agent
Survival Training Kinetic Field Repair
Tactical Firearms 5 Tigers are taught to maintain their weapons in the field. They gain
Close Combat 5 the training ‘Kinetic Field Repair’ for free. See page 16.
Stealth 5
Physical Stats (Str / End / Agi) all at 7+ Trappers
Tigers gain the Trap Building Training for free (see the Eastern
BONUSES Bank). If you don’t have this book the GM should simply allow you
to construct effective traps without making difficult rolls.
Weapons
Tiger Patrols are required to carry a kinetic tactical firearm when on
duty. They may choose one for free upon completing training. They
are also required to carry machetes (treat as short swords) which
again, they receive for free upon completion of training.

35
Ai-Jinn Tiger Patrol
CHARACTER ADVANCEMENT

COMMITMENTS

Training
Tigers are required to maintain their skills and must therefore give
up 50% of their downtime actions in order to travel to jungle
environments and train with the rest of the platoon. (Round up.)

You can opt to spend 5XP to keep a downtime action; it is instead


considered that you have spent a great deal of effort honing your
skills outside formal training. The GM should feel free to restrict
this option if the player abuses it.

Unsophisticated
Anyone who spends any amount of time in the Tiger Platoon loses
their urban sophistication pretty quickly. For this reason you
receive a -6 to all rolls which the GM considers require etiquette,
tact or sophistication. The GM should use discretion to decide
which rolls should be penalised, for example, taking tea with a Shi
Yukiro Agent would require the penalty, sharing a drink with a biker
gang would not.

If you are desperate to retain this aspect of your personality then


the penalty can be cancelled by spending 1XP every time XP is
awarded.

This represents your struggle to maintain your airs, graces and


manners in spite of your rough and ready work.

Creatures of the Jungle


Tigers are almost always unshaven, smelly and covered in mud.
They live extremely hectic lifestyles and if given even a modicum
of free time are expected to rendezvous with their platoon and
train. For this reason they seldom have time for personal
grooming. This does not affect their Looking Good or Attitude skills
as they generally look very intimidating but it does nothing for their
ability to blend into urban environments.

Even if the Tigers are given time to clean up they seldom will, the
layers of muck and heavy, earthy smells they carry around with
them are highly desirable in a jungle environment. Losing them is
always somewhat of a disappointment to a Tiger who will try to
address the issue as soon as possible.

CONANA - THE TRUCKER’S FRIEND

Conanas are a popular snack with drivers. They are purchased


in small cellophane packets and have a shelf life of 30 years
making them ideal stock for out-of-the-way service stations.
Typically a Conana costs 1 credit and has a chewy, waxy
consistancy and tastes like a sugary, banarary, minty sausage.
Typical Tiger Tattoo

When a Conana has matured for around 10 years it takes on a


fishy note which connoisseurs find particularly agreeable. A
Conana contains 500 kcals.

Conanas are made by Multymeat!

37
CHARACTER ADVANCEMENT

METAHUMAN DYNASTIES
THE HUANG ZUHOU FAMILIES
Around the time pre-natal genetic engineering became widely THE LAW
available (circa 2090) there were many in the world who opted to
The UIG, in 2299, passed an amnesty stating that metahumans
tamper with the genes of their children in order to eliminate
had 12 months to turn themselves in for assessment, gene-
potential illnesses and defects. There were, of course, those who
cleansing and sterilisation. This would be means-tested and any
took this a step further and not only sought to eliminate problems
citizen who could not afford the treatment would be subsidised. To
but also to augment and refine the next generation that they might
the Dynasties this was nothing short of genetic castration and the
be better suited to their pre-determined role in life.
idea of losing both their hereditary advantages and ability to bear
children was unthinkable. By further pledging their unending and
In the western world controls were strict and punishments severe
total loyalty to the Ai-Jinn they have achieved a state of near-
and although a little of this gene manipulation went on, it was
immunity from UIG investigation.
generally subtle or a one-off. In the east, however, the Daegu
Genelab (see page 81 of the Eastern Bank), a pioneering institute
After an enormous legal battle the Dynasties occupy a position
with strong (but illicit) government backing opened its services to
within a legislative grey area. The Ai-Jinn has managed to get
anyone with money and contacts.
them classified as scientific cases and not citizens. They are not
considered BIOs and so may reside on the Earth but equally are
This unsurprisingly was taken up by a number of privileged,
not permitted to free roam. The added fact that one of the
wealthy, influential and aristocratic families who had strong ties
legislators high up in the Asian UIG is secretly part of the Hien
with government officials. These families had, throughout East
Dynasty has ensured that these rather clumsy and arguably weak
Asia’s development, played a significant role and many could trace
laws are nonetheless permitted (this officer goes by the name of
their roots back hundreds of years. Each considered itself pivotal
Hun Lo Gen).
in certain areas of industry, research or culture and felt that by
genegineering their offspring, the child’s affinity to certain careers
To surmise the Dynasty Mandate has the following guidelines:
could be increased, thus consolidating their positions of power.
1. A member of a Dynasty is considered to be an individual of
The project initially began well. Despite its dubious moral
significant genetic match to one of the following families: The
methodology Daegu is one of the world’s leading genegineering
Kang, The Ling Kao, The Tao, The Ang Fen or The Hien.
labs and produces extremely reliable, repeatable results. Families
were producing children whose potential dwarfed that of their
2. A Dynasty Member must not leave a UIG approved lab unless
parents. When they matured and took on positions within the
for transportation to a morgue or other UIG sanctioned facility. If a
family business not only were they extremely competent but they
member is outside one of these locations they are subject to
seldom thought of other careers or taking off on sabbaticals.
termination with no recourse for compensation or legal action.
Several cases of child executives arose where 14 year olds were
heading meetings or acting as trouble-shooters for the family. This
3. Dynasty Members must always carry an ID Chip identifying
was perhaps the heyday of the Metahuman Dynasties but it was
them as such.
not long before things started to turn sour.
4. Dynasty Members are not citizens. They are considered the
The modern practise of sterilising metahumans has its roots in the
property of the Ai-Jinn Corporation and any infractions of the law
Huang Zuhou families, where the results of sustained and
they cause are considered the actions of the Ai-Jinn Corporation.
profound gene manipulation over generations could be studied
first hand.
5. The UIG may at any time inspect a Dynasty holding facility to
ensure its suitability and that all actions performed within said
Genegineered cells are inherently unstable and nowadays those
facility are legal.
who have them are required to be gene-cleansed every six
months. For the Huang Zuhou Dynasties, however, the ruling
Although, as noted in point 5, the UIG are able to inspect dynasty
simply does not apply. For a combination of reasons which include
holding facilities they seldom do. The Ai-Jinn are known to be
tradition, Ai-Jinn intervention and the corruption of the system the
intolerant of this type of disrespect and will often take action
dynasties have been living unsterilised and without gene cleansing
against the inspecting officer’s family and those who ordered the
for over 400 years, their seed becoming ever more tainted and
inspection. This alone is normally enough to deter the UIG but the
twisted until some would not even be recognised as human.
added influence of officer Hun Lo Gen tends to make inspection a
rarity.

It should also be noted that although holding facilities are


technically labs, they are the height of opulence and the only
scientific instrumentation present is generally there at the request
of the families.

38
CHARACTER ADVANCEMENT

The Ai-Jinn have made an art out of secrecy at almost every PLAYING DYNASTY STRAINS
level of their business and this, predictably, extends to their
It is quite feasible to play a Dynasty Member (a.k.a. Strain) but
management ethos. While nominally adhering to the standard
there are some key things to remember. In this section it is
Corporate structure, a roughly pyramidal construction flowing
assumed that you want to play an Ai-Jinn Agent Dynasty Strain. If
down from an effective oligarchy of C-level executives, the Ai- you are thinking of playing them in another way you may need to
Jinn also maintain a parallel hierarchy at the highest tiers: an make a few common sense alterations.
enigmatic dynastic subculture that completely bypasses
Corporate convention and harks back to three millennia of ID CHIP
Chinese history. You will be killed immediately if you are discovered. Fortunately as
an Ai-Jinn Agent you would receive your alternate ID which you
The UIG remains maddeningly tight-lipped on the subject, and can use to store all your licenses etc. Any Dynasty Strain who was
no Agent of this or any other Corporation has ever been formally an Agent would be advised to spend 99.99% of their time with the
introduced to any of the Dynasts, although contrarily – and alternate ID, making it their primary character. This gives them the
frustratingly – their influence is often cited to outsiders as a disadvantage that they cannot switch to a safer ID if the UIG get
major factor in the Corporation’s business decisions. Some too close. It would be next to impossible to play a non-Ai-Jinn
Dynasty Strain Agent as you could not apply for licenses or even
suggest that the Dynasts no longer survive, the sustained myth
pass selection.
of their existence merely employed as a proxy tool in the Ai-
Jinn’s intra-Corporate dealings; a veil of secret understanding
whose main purpose is to firmly separate the Ai-Jinn from the APPEARANCE
barbarians. Some Dynasty Strains have extremely distinctive appearances or
demeanours. This can make it easy for well trained officers and
But I respectfully submit that, given that Corporation’s Agents to identify you irrespective of what it says on your ID chip.
propensity for concealment and intrigue, it is entirely possible
that at least some of the Dynasts are operating actively in the FITTING IN
field, hiding in plain sight behind the Ai-Jinn’s byzantine layers Dynasty Strains are extremely focused and may suffer in the
of deception. In this context, it would behove our strategic modern corporate arena. For example, the Kang Strain find it
planning section to accurately log, correlate, and pattern any extremely hard to maintain conversations with normal people. This
and all anomalous events – and anecdotal evidence suggests a is not only awkward for the Agent; it can be tricky for the player.
Though if the player is willing to take on the challenge it can be
remarkably high preponderance of these – in every dealing our
enormous fun.
Agents have with the Ai-Jinn, whether commercial or tactical. To
accurately locate the true power centres of this Corporation
METAHUMAN TRAINING
would lend us a significant advantage in our efforts to control its
Dynasty Strains get the Metahuman Training (see The Eastern
expansion.
Bank) for free at character creation as they were born that way. If
you don’t have The Eastern Bank then just ignore this point.
- from The Dragon Awoken: Threat Analysis, Ai Jinn Corporation
NAMING
attr: Michael Kaspillis, EI anthropologer/geopolitical analyst
The Dynasty Strains are understandably proud of their names and
[SUPRESSED 3.12.2502, /unknownadmin] do not like to hide them. If you decide to play an Agent from a
[DELETED 4.12.2502, /unknownadmin] Dynasty Strain then your true surname will be that of the family.

For example, if your first name is Chonara and you are of the Kang
dynasty you will be Chonara Kang.

Obviously this can attract unwanted attention so many Dynasty


members choose to take a different surname when on active duty,
often a middle name or one belonging to an admired individual.

39
CHARACTER ADVANCEMENT

Genetic Cascade Syndrome


THE HIEN DYNASTY When exposed to environments that can cause genetic damage,
Hien lack much of the natural resistance that comes from a stable
Area of Expertise Politics and Manipulation genome, resulting in massive cascade failures where their DNA
Location Beijing War Spire, China strands "unzip" and recombine, causing widespread mutation,
Family Size 223 Members often leading to cancer and other degenerative disorders on a
scale that dwarfs those experienced by even Alpha strain
The Hien are arguably the most powerful and influential family, not metahumans.
only among the Huang Zuhou but in the world. They made their
name as a political Dynasty that assisted in the transformation of Hien must make an Endurance check on a D10 once per session,
formerly communist China into the aggressively capitalist Ai-Jinn in which a roll of 10 is always considered a failure. On a failure
Corporation State. they suffer 2D4 points of damage distributed over any number of
STATS by the GM who can use a D8 on the table below if desired.
The Hien share similarities with both the Geisha and Alpha strain This loss is permanent until medical care is sought out during a
metahumans (see The Eastern Bank) and have by far the least downtime week, requiring 1000¢ per point of statistic loss to be
stable genome out of all the Dynastic families, however, over time restored.
this has become an asset. The Hien have the unique ability to
interbreed with other metahuman Dynasts without diluting the 1. Strength 2. Endurance
effect of the parents strain augmentations. As a result, the Hien 3. Agility 4. Perception
have a great degree of sway with the other Huang Zuhou families 5. Presence 6. Intelligence
due to their ability to refresh their gene-pools through marriage 7. Reflexes 8. Reroll
without compromising that which gives them their power within the
Ai-Jinn. Indeed, there is a distinct possibility that without them the Social Intuition
metahuman Dynasties would have long ago degenerated into Hien have an inborn ability to analyse the personalities of others
inbred abominations. by reading body language, observing unconscious reactions and
modulations in voice-stress and possibly even a telepathic
Physically, all Hien are eerily attractive, with a universally element (though this is disputed and as-of-yet unverified) and then
mesomorphic body-type and the pale complexion of the Chinese adapting their own unconscious behaviour to take advantage of
aristocracy, often with a slight translucent and waxy appearance, what they detect. Hien halve any penalties they suffer to all
to the point where their skin resembles porcelain. However, Presence based rolls, they can be disarmingly charming even
unusual cosmetic birth defects are common owing to the great when covered in blood up to the elbows and all but their worst
extent of their ongoing genetic turmoil, albinism, melanism, and enemies find it difficult to hate them.
heterochromic eyes being among the most prominent examples,
though there are others. Despite their unusual appearance, the Subconscious Coercion
Hien are among the most personable of the Dynasts, possessing Hien Strain gain the Training Subconscious Coercion for free. This
an innate grasp of human communication that makes them is detailed on page 17.
fascinating to others.
The black silken robe slipped from the woman’s shoulders and
SYSTEM flowed like dark liquid to the floor. Behringer gasped, taken
aback despite a lifetime filled with innumerable conquests. She
STATS was flawless; the intricate snake tattoo that wound around her
The Hien genome is notoriously unstable and there is less naked body artfully drew his eyes to every perfect curve and
homogeny among their natural traits than there is among other hollow, emphasised the sweetly pale marble of her smooth skin.
Dynastic families.
Smiling, she took a single, graceful step towards him and then
stopped. Her lovely face contorted, first in surprise and then in
At character creation, a Hien strain has three points with which pain; her slender, supple hands clenched themselves into
they can increase their natural ability maximum in any of their claws. Behringer’s eyes widened as the skin around the
STATS (Strength, Endurance, Agility, Reflexes, Perception, woman’s jawline rippled and then split; there was a meaty
Intelligence and Presence). So, for example, they could choose to: crackling noise as her entire jaw pushed itself outwards, taut
ropes of muscle suddenly bulging behind it. Her flawless white
Increase the natural maximum for one STAT to 13 teeth splayed outwards as the gums widened, twisting into a
Increase the natural maxiumum of one STAT to 12 and one to 11 ragged ring of sharp ivory points and edges.
Increase the natural maxium of three STATS to 11
Behringer opened his mouth to scream, and then she caught
However one STAT is deficient in some way and must have its his eyes with her own. The dark crimson of her irises, the first
thing he’d noticed in the bar, caught and held him until
natural maximum reduced by one to 9, this may not be one of
everything else seemed to fade away. He became dimly aware
those STATS that has a bonus. that his mouth was hanging open, and closed it again; he sank
back onto the bed.
Skills
Hien must choose Attitude, Psychology and Lying & Acting as their She was gone when Behringer woke in the morning, leaving his
level 8, 7 and 6 skills at character creation, in any order. However, memories hazed and cloudy; for the rest of his life, he would
all these skills receive +1 making their starting values 9, 8 and 7, never be able to explain his peculiar scars.
respectively. All other points are assigned as normal.

40
CHARACTER ADVANCEMENT

Skills
THE KANG DYNASTY Kang Strains gain an extra 5 points to spend on skills at character
creation which can be assigned anywhere except Telepathics.
Area of Expertise Industrial Science & Mathematics Their skills can only be increased to 10 as normal.
Location Enlight Archology, Kazakhstan
Family Size 144 Members Kang Strain are known for their inability to interact with other
humans. Their Attitude, Psychology and Lying & Acting can never
The Kang family specialise in high level theoretical mathematics exceed 3.
and science. They have been a strong influence on the Chinese
technology industry since the mid 1900’s and were highly pivotal in Sleep
the development of the magna-rail. The Kang have always been Kang Strain do not sleep, they busy themselves on other tasks
staunch supporters of the Ai-Jinn contributing to the technology such as researching, reading or study. This extra learning time
behind the cyberlin and lending their expertise to the space grants them 1 additional XP each time XP is awarded. This bonus
program. XP should be noted separately as it can only be spent on the
following skills. It does contribute towards Agent level though.
The family themselves are fairly reclusive, unwilling to fraternise
with anyone but the Ai-Jinn’s direct representatives. This is for two Arts and Culture
main reasons: Assess Tech
Business
Firstly their genetic predisposition to research is now so overriding Computers and A.I.
that they are consumed by it. Generally speaking they do not sleep Corp Knowledge
and find themselves at a loss, getting frustrated and even violent Mechtronics
when unable to put their minds into use. You might imagine it as an Science
eagle in a cage pulling its own feathers out.

Secondly they are so intellectually advanced that speaking with THE LING KAO DYNASTY
‘normals’ would be like an adult trying to discuss politics with a 3
year old. The Kang can only find companionship or even decent Area of Expertise Traditional Martial Arts
conversation with true intellectuals (those with Intelligence of at Location Shanghai Spire, China
least 9). Family Size 65 Members

The family reside within the Enlight Archology in Kazakhstan. This The Ling Kao Dynasty has a long tradition in China of running
building is a wonderful blend of Middle-Eastern influences and its martial art schools. It is said that some of their direct descendents
multi-spired layout allows the Kang family to inhabit their own were teaching unarmed skills before firearms were even invented.
tower which is closed off from everyone with the exception of
maintenance and Ai-Jinn Agents. To this day they still maintain a fierce dedication to old-world
weaponry and refuse point blank to use guns. Their bodies and
SYSTEM reflexes are honed to a physical peak and their joints are so supple
and refined they can perform moves others would consider
impossible.
STATS
The Kang Dynasty Strain gain an extra +2 Intelligence at character
In exchange for the Ai-Jinn’s sanctuary the Ling Kao offer perhaps
creation and have their natural ability maxium for intelligence
the best martial arts training in the world. Only the Shi Yukiro’s
increased to 13. The Kang are not particularly lacking in other
Masters can rival their teachings and as such there are a number
areas so all other STATS can reach 10 as normal.
of new Trainings available which are exclusive to those who have
been lucky enough to study under a Ling Kao or Shi Yukiro Master
Telepathic Sensitivity
(see page 11).
The Kang physiology has evolved at the cost of telepathy. Kang
Strains may not take any telepathic skills or trainings and if any
The Ling Kao are obvious choices as Agents, they are single
telepathics are used within 5 metres of them they take 1HP of
minded and purposeful. The size of the family is quite small
damage per 2 levels of the power as their sensitive brains and
however and so they are reluctant to send their kin into the firing
nervous systems contort under the psion energy. (This would be in
line. Most of their debt to the Ai-Jinn is paid through the teaching
addition to any damage from a telepathic attack if the attacker were
school they run at the Shanghai Spire and so the lack of Ling Kao
within 5 metres.)
within the Agent ranks is acceptable.
This damage cannot be repaired by medical technology and must
For those who do choose to embark on the Agent training program
be healed naturally. See page 147 of the Core Rules for healing
the combination of genetics, training and augmentation technology
rates.
can be ferocious to say the least.
For example, a fellow Agent uses Biokinesis 8 to heal himself. His
nearby Kang ally takes 4 damage. As the Kang Agent is on active SYSTEM
duty and has Endurance 6 it will take 8 hours to heal the damage.
STATS
Ling Kao can increase both their natural Agility and Reflexes to 11.

41
CHARACTER ADVANCEMENT

All other STATS can be increased to 10 as normal. SYSTEM


Skills
Ling Kao must take Close Combat as their skill at 8. This is
STATS
instantly increased to 10 for free. It must be their professional skill
The Tao’s natural Agility maximum is 12 instead of 10. All other
and they must also have their Athletics at 6 or more.
STATS remain unchanged.
Weapon Selection
Skills
Ling Kao refuse to use ranged weapons or explosives; a
The Tao must take either Close Combat or Stealth as their
combination of strict childhood conditioning and an unflinching
professional skill and automatically gain +2 to it at character
code of conduct means a Ling Kao would rather yield to his
creation.
enemies than use a ranged weapon. As a result they may not
purchase points in any firearms skills.
Upgrades
Although the Ling Kao will not use ranged weapons or explosives
The Tao gain the following bio-upgrades as a result of their genetic
they have no issues with advanced close combat weapons such
modifications:
as plasma, ion or nano blades. They are honourable, not stupid
and realise that the modern arena requires up to date weapons.
Respirocytes
The Tao have cells in their lungs which produce an
Martial Trainings
oxygen/hydrogen/nitrogen mix using elements from the food they
Ling Kao have been well trained and have access to a number of
have eaten. This allows them to breathe without external air for
special trainings. These Trainings are not all exclusive to the Ling
long periods of time. They can go without a source of air for one
Kao but they are unattainable for most character types.
hour for each point of Endurance they have.
Example. Endurance 8 would allow them to breathe for 8 hours.
Iaido Page 13
Iaido Hakanai Page 13
Collapsible Joints
Advance Under Fire Page 12
The Tao can voluntarily collapse some of their joints in order to
Joint Dislocation Page 16
escape restraints. This effectively grants them the Joint Dislocation
Strike of the Cobra Page 15
Training for free(see page xx).
Martial Aptitude* Page 15
Venom Ducts
*Ling Kao gain this free at character creation
The Tao have venom ducts on the backs of their hands. These are
almost invisible to the untrained eye.
THE TAO DYNASTY
-12 to spot / identify them, -6 if you are familiar with the Tao.
Area of Expertise Assassination
Once a dose of toxin has been secreted the duct takes 4 hours to
Location Amur Border Spire
refill. Remember there are 2 ducts so you can produce two doses
Family Size 46 Members
at a time but must then wait four hours.
The world has always needed its assassins and the Tao have
Potency Class Cost
performed the task admirably. Their efficient and precise methods
Tao Venom 8 A N/A
combined with discretion and availability have ensured that they
are the first port of call for anyone wishing to ‘send a message’.
The Tao can secrete a dose of this venom which is roughly 5ml. It
is typically smeared across a blade (which takes a full action) or
The Tao’s geneticists have focused on modifying the body in small,
placed into food. The venom takes effect immediately.
subtle ways to assist the assassins in their work. Few would
generally notice the Tao augmentations and as a result they are
The victim must pass a ‘Strength + Endurance’ check with a -8
able to blend in well with society.
penalty.
One of their main problems is infertility, the gene-tampering which
Success – The target is semi-paralysed and loses every other
has gone on within them has irreversibly damaged their ability to
action and all free actions. I.e. they can only act once every two
produce offspring and their success rate even with medical
actions. The GM should decide which is the first lost action.
intervention is extremely low. As a family they only produce one or
two children a year which is a little lower than the number of them
Failure – The target is paralysed but can still use telepathics. A
who die each year. Thus the Tao family are looking at extinction
toxin purge will remove all effects.
within the next 50 to 100 years.
Toughened Skin
In an attempt to avoid this outcome the Tao take on dangerous or
Over the years genegineers have worked at toughening the Tao’s
illegal jobs for companies such as E.I., Two Snakes and Gemini.
skin whilst allowing it to remain supple. Tao gain +1 AV as a result.
The hope being that they will curry a relationship which will allow
They can still have skin altering operations such as ‘Toughskin’
them access to prototype technologies that could help alleviate
and ‘Videoskin’.
their problem. So far nothing has been developed which is of great
significance but with so many medical professionals indebted to
them a breakthrough is expected at any time.

42
Master Shen Ling Kao of the Ling Kao Dynasty
CHARACTER ADVANCEMENT

unprecedented rate.
THE ANG FEN DYNASTY
It might have been wise at this point to segregate those who had
Area of Expertise Telepathics been altered and limit the damage but the effect on their telepathic
Location Karachi Spire abilities was so amplified that the Ang Fen would not listen to
Family Size 177 Members sense. They employed a different army of genegineers whose task
was to keep the mutations under control rather than reverse the
process.

The Ang Fen, over time, learned to live with and even relish this
vile combination of twisted body and potent mind. Such was their
dedication that even the children were surgically altered at birth to
see whether their young bodies would deal any better with the
psion–mutagens.

So far no real progress has been made but a few cases of limited
mutation have arisen. These individuals seem to have a resistance
to the battery of psion particles and mutate at a far slower rate than
their kin. These members are the ones who are normally assigned
as Agents or family diplomats, the rest of them being too hideous
or deformed to make social meetings.

The Ang Fen, as a family, now have very little purpose. They live
in sterile isolation in the Karachi Spire, revelling in their
mutagenesis. Many live in stabiliser tanks or wired up to gene-
Bak Tae Hung Ang Fen

therapy units just to stop their bodies twisting and bursting.


Although their telepathics are frighteningly powerful they seldom
have opportunities to use them and pay their debts to the Ai-Jinn
by teaching telepathic control and occasionally offering one of their
psion-resistant children to the Agent Program.

SYSTEM

STATS
Ang Fen can spend 2 additional STAT points at character creation
These monstrous beings have been the subject of so much
on Intelligence, Perception or Presence. You may choose two of
genegineering that their entire gene-set has become corrupted.
these STATS to have their natural maximums increased to 12.
They initially began as an intelligent family of socialites, known for
their intuitive personalities and engaging conversation. As time
Skills
passed and understanding grew the family began to realise it was
Ang Fen gain an additional 5 points to spend on telepathic skills at
mild latent telepathics which were responsible for the predilection
character creation. These skills cannot be taken above 10.
to social discourse. As the biology and physics of telepathy
became better understood the family employed genegineers to try
Psion-Resistance
and augment the telepathic part of the brain (the Advani
Ang Fen are extremely resistant to psion-energy and any
Apparatus), hopefully expanding their mild talents into a more
telepathics targeted against them can be ignored if they pass an
powerful and controllable form of telepathy.
‘Intelligence + Relevant Telepathic Power’ check. The telepathic
power should be the same one used against them so to resist
Sadly the family were effectively guinea pigs for a group of
being hit with Assault, the Ang Fen should roll ‘Intelligence +
scientists who now go by the name ‘The Progenitors of Zion’.
Assault’. Success means the power has no effect.
These scientists were in fact instrumental in the ascension of the
Comoros corporation and now occupy an important position within
Telepathic Might
their ranks. They saw the Ang Fen as corrupt, materialistic groups
The Ang Fen have much larger Advani Apparatus than normal
of inbreeds whose lives could help millions become more
telepaths. This allows them to make a single, concentrated effort
enlightened and peaceful.
which can have devastating effects.
The experiments were a disaster; the link between the telepathy
and psion rifts was poorly understood and the manipulation of the
They can thus take the ‘Telepathic Might’ training and do not have
Advani Apparatus caused these minuscule, controlled rifts to spiral
to spend a conviction point to use it.
out of control. In essence it was like subjecting the patients to
continual high doses of radiation. The problem was that the source
Psion Overload
of the mutation was inside the patients head and could not be
The sheer quantity of psion energy bursting into the mind of an
removed. Their DNA was continually battered from every side and
Ang Fen can occasionally be overwhelming. Ang Fen critically fail
unable to repair itself. Under these conditions the bodies of those
all telepathy rolls of a double 9 and a double 10 unless it is their
who had undergone operations began to mutate at an
profession in which case it is only 10/10.

44
CHARACTER ADVANCEMENT

The doors hissed open behind him and, exactly as he had been PLOT IDEAS
instructed, Agent Wu backed carefully into the darkness of the
Eurydice Pavilion, a hundred and forty-four floors up in the For Ai-Jinn
Karachi Spire. He took steady, measured steps backwards, 1. Comoros Agents have broken into the Karachi Spire and taken
stopping only when the lights came up. They revealed a two of the Ang Fen children away with them. Your division must
recover them.
sumptuous chamber, lavishly embellished with the most
gorgeous decorations; but, Wu noted, there was no gold or any 2. A Dynasty member needs to travel to Italy to meet with a
other metal, not even any lacquer. Nothing at all, in fact, that contact. You must escort them there and ensure they are not
would permit even the slightest reflection. detained or discovered by the UIG.

3. Two of the Dynasty families are feuding. Your division must act
As the doors slid closed again in front of him, Wu heard a loud
as arbiters and resolve the dispute.
wet slurping noise from behind, and held himself very still. As
he had been warned, the voice arrived directly into his mind. It 4. For your less than exemplary behaviour the division are
was not particularly unpleasant; the voice was soft, reassuring, assigned as the ‘staff’ to attend to the domestic needs of the Ang
warm. Fen family.

5. A Kang scientist is working on a personal project which could


“Agent Wu. Welcome. I see that you have been instructed on have profound implications. He has asked for a single division to
the proper way to approach me; your obedience honours me.” help him collect materials and data. Your division has been
Wu inclined his head respectfully, taking great care not to look assigned to help him. The work will involve the theft of some rare
behind himself. As he did so, he saw for the first time the corpse or exotic items, possibly of alien origin.
of Agent Kao, lying on the floor just ahead and off to the side.
She was identifiable by the green and gold cheongsam she’d For Non-Ai-Jinn
been wearing when she and Wu had met earlier this morning; it 1. Rumours are circulating that a Hien family member will be
was difficult to make out other distinguishing features, because attending a high society ball. Attend the ball, identify him/her and
her head appeared to have burst like an overripe peach. take a sample of their DNA. Chip checkers are not permitted in the
function rooms.
Fearing that the drying pools of sticky blood might provide a
fleeting reflection, Wu hurriedly straightened again. 2. Infiltrate one of the spire sectors in which a Dynasty strain
resides and plant listening devices.
A grotesque, agitated sloshing came from behind him,
3. Find a dynasty member outside the spire and convince them to
seemingly closer this time, and more words dropped into his
defect.
brain. “She was warned, just as you were. Such a simple thing.
And I am a Dynast of the seventeenth generation; am I not 4. A Tao assassin is known to be hunting a high ranking official in
entitled to my vanity?” A sigh echoed through Wu’s mind. “Yet your corporation. Sort out protection for the official and intercept
there are always those who somehow cannot resist the urge to the assassin.
turn around. But not you, Agent Wu. Not you. Good. Now. Let
5. You have learnt that a Ling Kao martial artist occasionally
us proceed with your briefing.” teaches skills to those outside the Ai-Jinn. Find her and ask what
she would want in exchange for teaching your division some rare
combat abilities.

45
EQUIPMENT

SECTION 3
EQUIPMENT

46
EQUIPMENT

FIREARMS
HARPOON LAUNCHER - SHIN LEE A-HAB 550 PLASMABORE EMP HARPOON LAUNCHER
A.K.A THE CAPTAIN
Special 30,000¢ 300 Metres Rate 1 EMPS Immune

The A-HAB is an emplacement weapon which must normally be mounted on a vehicle to use. It has a pivot mounting affording it a
360 degree firing arc as well as a possible elevation of +/- 45 degrees. The A-HAB is commonly used to stop large vehicles which
it does with amazing ease, especially in the hands of a skilled user. In the hands of Agents and UIG it has also been used to stop
rogue droids and even impair the functioning of a cyberlin.

The harpoon is attached to the launcher via a 300 metre cable. This allows it to use the power cell integrated into the launcher to
deliver a massive EMP charge.

Firing the weapon


The user attacks using Perception + Support Weapons. If you hit roll 3D10+10. If you roll higher than the vehicle’s AV you penetrate
the vehicle armour with the harpoon. The weapon does not ignore shields.

If you penetrate the armour you deal 50 EMP damage to the vehicle.
If you don’t, then you deal 5D10 EMP damage to the vehicle.

Targeting Military Vehicles – You can attempt to target the engine compartment of a vehicle. This requires you to take a -6 penalty
on the attack roll but if you succeed you have an opportunity to take down military vehicles. They are considered to have an EMP
of 40 against such an attack.

Man Portable A-HAB - Cost 45,000¢


Yes, a group of E.I. nukes from ‘Black Thunder Division’ took a standard boat mounted A-HAB, stripped it down, added handles,
AG units, a lot of straps and produced a monstrous weapon with very little practical use. The A-HAB Mastodon requires Heavy
Weapons 8 to fire and Strength 13 to carry. Other than that it obeys all the same rules as the standard A-HAB.

INCENDIARY RIFLE - AMS RAGEFIRE K90 INCENDIARY RIFLE (TACTICAL)


3D6+10 15,000¢ Medium Range Rate 1 EMPS 10

The Ragefire utilises a recently developed injury mechanism which, via a beam of focused microwave energy, burns the target with
such ferocity that the area struck is normally irrecoverably incinerated.
This is a ranged weapon capable of dealing Pulping Attacks. (See MoW page 132.)

It also stands a chance to randomly pulp body parts. In this case if any two of the damage dice roll a 6, then a random body part is
pulped providing sufficient damage has been dealt.

The basic pulping system has been re-printed in the appendix if you do not have Machines of War. This weapon uses Energy Cells
at the same rate as a heavy weapon. I.e. 1 Cell provides 3 shots.

MACHINE PISTOL - YAEGER & STANTON 'RIPJACK' AUTOPISTOL (LIGHT)


5D6 3000¢* Medium Range Rate 1 EMP Immune

The Ripjack autopistol is horrendously ammunition-hungry, devastatingly powerful, barks like a mad cyberwolf, is easy to conceal
and has been nearly banned more often than almost any other street-level weapon. As a result, the Ai-Jinn love it. Uses SMART
ammunition as a Tactical Firearm rather than a Light Firearm.

*Bulk-buy contracts with Yaeger & Stanton allow Ai-Jinn Agents to purchase Ripjacks at a 500¢ discount, for a total of 2500¢.

47
EQUIPMENT

INDUSTRIAL WEAPONS

These weapons are all built by Tracer Li who are famous for their industrial cybernetic systems. (see Machines of War).

Legality
These weapons are not illegal and you do not need a license to use one. They may only be legally carried and used in zones denoted
as ‘industrial’. In commercial or domestic areas they must be stowed in UIG approved storage containers.

TRACER LI TL156 LINE CUTTER (HEAVY FIREARM)


Special 45,000¢ 10 feet Rate 1 shot per 3 rnds EMPS 6

This weapon is a broad line plasma cutter used for chopping large pieces of metal into sections. The weapon resembles a canon
but has a much heavier and more robust construction. The muzzle tapers out to just over a foot in width, although its height does
not change.

When used it fires a 2 foot wide linear plasma projection up to 10 feet away. This line has tremendous severing power and can
easily cut a reinforced steel joist in two with one cut. These machines are commonly used by the Ai-Jinn in wrecking yards. The
weapon is held in two hands and powered by a fission cell mounted in a backpack. The cell has enough power for 20 discharges
before needing to be replaced (Cost 1000¢). This is a plasma weapons and follows normal plasma weapons overheat rules.

Damage
This weapon does not deal damage is the conventional manner. Instead it ignores all AV and cuts through anything with less than
40HP automatically. You can take a penalty as on page 146 of the Core Rules to initiate a sever on a target. Needless to say,
severing is automatic on any human like targets.
If you just attack in the standard manner you should roll for a random sever each time it is used.

TRACER LI STRIPPER CT05 8.8L CAUSTIC THROWER (HEAVY FIREARM)


Special 3,500¢ 15 feet Rate 1 EMPS 20

This item is used in clean-up jobs to remove layers of paint or filth from large pieces of metal; typically ship hulls, tank tracks or
recyclable metals. The unit consists of a gun which is held in two hands and a backpack which contains a concentrated solution of
talanic acid. When the trigger is pulled the solution is fired out in an arc. The width of the arc can be adjusted so the jet can be
concentrated in a small area or sprayed over a large one.

The talanic acid compound is oxyphilic meaning it is designed not to damage pristine structural components but instead to eat away
at organic and eroding areas.

Focused jet Hits one target dealing 6D6 (Ignores 6 AV)


Arc Spray Sprays in a 3 metre wide arc hitting all targets and dealing 2D6 (Ignores 3AV)

After effect If you have been damaged by the spray you continue to take D6 damage a round until you are dead or the
solution is neutralised by a strong alkali.

Note: If you are wearing a totally sealed, high condition (6+) suit then you take no damage from spray or jet.

Refills
The thrower takes 8.8 litres of acid which is enough for 10 uses. A refill consists of a bag of concentrate which is diluted with water.
This costs 150¢.

48
EQUIPMENT

INDUSTRIAL WEAPONS
TRACER LI M44 VECTORLINE MASS DRIVER HAMMER
2D10+20 Dam 9,000¢ Close Range Rate 1 EMPS 18

This heavy piece of machinery is held in two hands by someone with strength 10+ and an artificial skeleton such as a Tracer Li or
a Reaver. The hammer uses an electromagnetic mass driver to slam the impact head forward with an unprecedented level of power.
It is sometimes used by emergency services to punch open stuck doors or by wrecking crews and salvagers.

System: The hammer can act as a heavy close combat weapon but does not gain a bonus based on your Strength. The weapon
randomly pulps a body part (see back of book) if either of the damage dice roll a 10 and sufficient damage has been caused.

It can also be used to initiate pulping attacks at close range by taking a penalty and dealing damage as stated in the pulping rules.

No Skeleton!?
If you don’t have an artificial skeleton then each time you use the hammer you take D6 points of damage which armour does not
prevent.

Armour Damage
In addition each time the weapon hits a target, if they were wearing armour it loses one point of AV as the hammer smashes the
plates and tears apart the weave. Very soft armour such as reinforced clothing will not be affected. The GM should request the
Agent pay a relative fee to get the armour repaired.

For example, armour with AV 6 costing 1000¢ that has lost 3AV could cost around 500¢ to repair.

Ammunition
The hammer is powered by a fission cell mounted in a backpack. The cell has enough power for 100 discharges before needing to
be replaced (Cost 1000¢).

AMS Ragefire K90 Incendiary Rifle

49
EQUIPMENT

CLOSE COMBAT

BALISWORD - KAI LO ’TIAN SHI’ BALISWORD


Damage D8+ Str 600¢ Close Range Rate 2 EMP Immune

The blade of the balisword is hidden between two lengths of wood which fold out to provide the handle. This is effectively a larger
version of the traditional balisong knife. Because of this the balisword has some special properties.

When folded away the weapon is very easy to conceal. It is only a few feet in length and looks like a short stick or walking cane.
When in this state it can be used as a club following the normal rules. (Dam D6+Str / Rate 2)

AMMUNITION

TAIPAN DISSOLVING INJECTOR DARTS - 100¢

These darts are composed of a cellulose polysaccharide chain which, when exposed to air or moisture, begin to dissolve. The end
result is that within D3 minutes of delivering their payload they have broken down into undetectable base materials; primarily carbon,
hydrogen and oxygen.

The disadvantage of these darts is that they cannot be loaded into a weapon in advance as they start breaking down as soon as
their vacuum sealed wraps are opened. For this reason you must spend one action opening the dart and another loading the gun
immediately before firing. This wastes two actions and as such this weapon is not very useful in a fire fight. Its more common
function is as a stealthy assassin’s weapon.

Damage – These weapons deal one point of damage which means they require very careful aiming at totally unarmoured targets.

Note that if you have the ‘Toxic Combat Training’, (page 16 of MoW) then you can unwrap and load the dart as a single action. If
you also have the ‘Rapid Reload Training’ (page 15 of MoW), then the whole process can be completed as a free action.

If you do not follow the procedure each round there is a cumulative 10% chance the dart will not fire and you end up with a dose
of toxin in your weapon which will need to be cleaned out.

TAIPAN AUTO-HEALING INJECTOR DART 150¢

These function in exactly the same way as standard injector darts, (see page 44 of the Core Rules). However they contain a tiny
dose of haemavine which acts to seal the entry hole made by the dart; this serves two purposes.
1. It forces the dart out of the target.
2. It removes any sign that the target was shot with a dart.

TAIPAN BLACK WIDOW INJECTOR DART - 200¢

The ultimate dart for clean assassinations, it combines the properties of the Auto-Healing Injector Dart and the Dissolving Injector
Dart to give a completely evidence-free assassination experience.

50
EQUIPMENT

51
EQUIPMENT

GUAN YU ARMOUR
member adds individual orange decals such as tiger stripes, blood
spatter effects, cartoon characters, kill tallies, corporation logos
etc. When inside the suit the user’s voice is intentionally distorted
and mechanical; this is designed to intimidate and is obviously
successful as a similar system is used with the Malenbrach. Guan
Yu does not confer the Voice of Authority bonus, unfortunately.

Penalties
Anyone wearing a suit gains -6 to all stealth related checks as the
suit is extremely bulky and makes a lot of whining and grinding
noises when in use.

By installing both of the following upgrades you can neutralise the


penalty.
Adaptive Camouflage Lamina
Integrated Sound Suppression System

TRAINING - GUAN YU USE


Mechtronics 1
Access to a Guan Yu Suit.
Guan Yu Instructor

Anyone can learn to use the Guan Yu. As long as you have
access to a suit to practice you can purchase this Training at
the normal cost. Note that all Ai-Jinn Agents gain this Training
for free at character creation. If you do not have an instructor
you can still learn to use the suit but it requires another 10xp
and an additional 4 weeks of downtime.
Without this training the suit is unusable.

The Guan Yu! What better encapsulates the spirit of our


GUAN YU HEAVY POWERED ARMOUR SYSTEM Corporation than our armour? It is far from the most
Named after Guan Yu, an Chinese general who attained godhood, sophisticated personal defence system in the world, but
this heavy armour system has been produced in various models sophistication and strength are two very different things;
for over 150 years. This fact has ensured the armour is both indeed, they are very nearly opposites. No, like us the strength
reliable and cheap to produce, making it a favourite among Ai-Jinn of the Guan Yu lies not in its technical puissance but in its
Agents engaged in missions where the need for subtlety is low. adaptability and its fluidity of purpose. In a way it is the corollary
The Guan Yu does not make use of Anti Grav units which is to the ion blades of the Shi Yukiro; for every form of attack they
partially responsible for its low price. However, this makes it a develop so shall our armour render us immune. The Guan Yu
nightmare to use and its use requires a great deal of practice. is not an inanimate suit of durasteel but a living creature in its
Ai-Jinn Agents are all taught to use Guan Yu in basic training and own right, ever evolving to meet the challenges our foes
so receive the training Guan Yu Use for free. present us with. Thus do we turn their own energy against
them, for they must ever develop new strategies while we need
only adapt to them, absorb them and move on. In this can be
DESCRIPTION
found the central tenet of our military philosophy, for when their
A full suit of Guan Yu is a fearsome sight. The armour is bulky and
imagination eventually and inevitably fails them we shall still
heavy due to the wealth of armour plating and large number of
remain, tempered by fires and hammers of their own making;
motors and power cells needed to drive the suit. A range of
invincible, unchallengeable, Ai-Jinn. Our victory is not an ideal,
helmets are available most of which are intentionally feral and
it is an inevitability.
aggressive in appearance. Some users prefer clean, functional
lines, some intimidating visors and others those with the face of a
- Dragon's Head Prasong Yao, Ai-Jinn Heavy Infantry
war-god or mythical beast.
Commander.
The suit is normally black in colour but typically each Division

52
EQUIPMENT

Psi-Shield
BASIC GUAN YU SUIT Cost 5,000¢
Cost 20,000¢ Ports 1
AV Bonus +6 AV This upgrade can be installed multiple times. For each psi-shield
Maximum Agility 8* installed the level of all telepathic effects directed against the suit’s
Strength +4 wearer are reduced by one; this includes your own.
Stealth -6 (This can place you in negative numbers)
Attitude Bonus Anyone in Guan Yu gains +1 Attitude. ECM Field
EMPS The suit is immune to EMP. Any installed Cost 15,000¢
upgrade modules have an EMPS of 30. Ports 2
Invisibility Fields These are only half as effective as normal and Electronic countermeasures prevent the targeting systems used in
so people only gain -4 to spot you, not -8. A.I.-controlled turrets, droids and guided missiles from getting an
accurate lock by electronically jamming their systems.
*This applies to Trained Ai-Jinn only. Anyone not trained in the
armour’s use has a maximum Agility of 4. Note that this stacks with Attempts by automated or guided weapon systems to attack a
the Ai-Jinn ‘Clanger’ Training so the maximum Agility will increase wearer of a Guan Yu suit equipped with an ECM field suffer a -8
to +10. penalty.

Power EMP Shield


The suit uses a fission battery which costs 500¢ and lasts about 30 Cost 10,000¢
days of constant use. Ports 1
The user, his cybernetics and all his equipment are protected from
UPGRADE MODULES EMP blasts. The EMPS of everything carried by the wearer is
The Guan Yu Amour Suit is a versatile piece of equipment and increased by 10.
comes complete with five Uni-Grade ports capable of housing a
range of useful additions. These upgrades vary in size, function Leap Pack
and price but all can be installed into the suit by anyone with Cost 20,000¢
Mechtronics 1+ in only a few hours. Note that some modules Ports 2
require more than one port to install and you cannot install the This sophisticated setup allows the user to leap large distances.
same module twice unless noted. He can jump up to 10x his Agility in metres. This requires the
wearer to pass an ‘Agility + Athletics’ check. Failure means he has
Environmental Baffles essentially catapulted himself into a hard surface and takes D6
Cost 5,000¢ damage per 10 metres he travelled. Armour helps against this
Ports 1 damage. The leap function can be used once per 5 rounds as the
A re-breather system is incorporated into the armour and all gaps system needs time to recharge between leaps.
within the plates and mechanics are sealed. The user can breathe
for 12 hours using the suit’s air supply and is will not suffer from Integrated Weaponry
any airborne toxins. The air scrubber needs replacing after 12 Cost Cost of the weapon + 1000¢ integration fee
hours which costs 20 credits. Ports 1 per weapon
Weapons are integrated into the armour, typically on the arms but
Hard Ion Shield they can be added anywhere the user desires. Common upgrades
Cost 5,500¢ for 60pt / 10,000 for 100pt. include arm mounted swords, shoulder mounted tracking lasers
Ports 1 and wrist mounted tiger claws. This upgrade must be purchased
An installed hard ion shield which can be activated as a free action. for each weapon. Integrated weapons do not have to be drawn and
Because the suit is powered the ion shield immediately begins cannot be disarmed. They also normally have no need for clips if
charging at the end of a combat scene at a rate of 1 HP per minute. they use energy cells. If the player is abusing this by firing dozens
You cannot wear a normal ion shield in the suit. of heavy plasma shots the GM should rule that the fission cell will
run out early.
Ion Repulsion Field
Cost 15,000¢ Anti Grav Booster Unit
Ports 1 Cost 12,000¢
This heavy upgrade creates an ion repulsion field which not only Ports 2
makes it harder to hit the target with any ion weapon but reduces The armour is streamlined and excess weight removed leaving a
the severing ability of such a weapon. more athletic suit. A set of meticulously calibrated AG units are
Ion weapon attacks suffer a -2 penalty and only ignore 5 AV. then installed into the armour taking its basic maximum Agility to
10. This means if you have the Clanger Training, it can increase to
Voice Disharmoniser 12.
Cost 2,000¢
Ports 1 Armour Reinforcement
A helmet upgrade that makes the voice distortion effect of the Cost 3,000¢
standard Guan Yu even more effective as a tool of intimidation by Ports 1
adding fear-inducing subsonic cadences to the wearer’s voice. The suit is further reinforced with plates of durasteel. The armour
Grants a further +2 bonus on Attitude rolls made to intimidate. becomes heavier and more solid but gains an additional +2 AV.

53
EQUIPMENT

The Maximum Agility of the suit is reduced to 7. The suit needs to Optical Package
be fitted with a new movement chip to compensate for the Cost 5,000¢
additional weight which uses a single Uni-Grade port. This cannot Ports 1
be used in conjunction with the Anti Grav Booster Unit upgrade. If This integrated optical package allows the wearer to see in infra
you have the Clanger Training you can ignore the drop in red and thermal.
Maximum Agility.
Combat Talons
Micro-Shock Outfitting Cost 3,000¢
Cost 6,000¢ Ports 1
Ports 1 A set of razor-sharp, retractable durasteel talons are fitted into the
Micro-Shock Absorbers are installed into the lower joints of the suits arms. They can be extended as a reflex and do not even
Guan Yu suit as well as a regulator chipset which allows the require a free action. They allow the use to add +5 to each
shocks to react appropriately to sudden impacts. The user unarmed close combat strike and ignore 2 points of AV. You may
considers all drops 50 metres lower for the purposes of calculating suffer a small GM imposed penalty if you attempt some action with
damage as long as they land on their feet. This means an Agent in the talons extended. E.g. -2 to fire tactical weapons.
Guan Yu with this augmentation can jump from a 52 metre height
before needing to worry about damage. Accidental falls where you The talons grant +4 to all climbing based rolls but this does not
don’t land on your feet are treated normally. stack with other climbing aids such as palm thorns or ropes.
These are often installed into an entire squad’s suits so they can
rapid-deploy from hover copters in urban environments. Adaptive Camouflage Lamina
Cost 3,000¢
GM note: For simplicity you can consider a typical building level is Ports 1
3 metres meaning the Agent can jump out of a 17 storey window A variant of polychromatic paint is applied to the suit and then a
without any risk to herself. tough photo-electric polymer is layered over. The polymer detects
the colour makeup of the ambient environment and passes the
Port Splitter information to the paint which responds by changing its
Cost 20,000¢ pigmentation. The end result is chameleon-like ability for the suit
Ports 0 to change its pattern and colour based upon the environment. The
The Guan Yu design is very old and has been tried and tested for lamina is also connected to a CPU inside the suit which allows the
decades. For this reason alterations to the core design are tricky user to select from a number of presets such as desert camo,
and disproportionally expensive. The Port Splitter can be snow camo, jungle camo, Mars camo, pure black, parade colours,
purchased a maximum of three times and each installation gives sentry colours, formal insignias etc.
the Guan Yu suit an extra port. This means that you can have a The subject gains +3 to Stealth checks when wearing the suit.
maximum of 8 ports on your suit.
Integrated Sound Suppression System
Med-Station Cost 4,000¢
Cost 6,000¢ Ports 1
Ports 1 A modified sound suppression system allows the suit to operate
The Guan Yu has a small med-station installed into it, which silently. The system is superior to a standard Sound Absorption
attaches to the user via set of needles inserted into the chest. At Field as the user is still able to hear incoming noise and he can use
the beginning of each round, if the user has taken damage it heals his smeaker and comm. devices normally.
her a maximum of 15HP even if the user is unconscious. The med- The user gains +3 to Stealth checks when wearing the suit.
station contains enough haemavine to heal 50HP. Then a new H-
Pack must be purchased which costs 1200¢. This replaces a
normal medpack.

Armoured Storage
Cost Varies
Ports 1 (This single port controls all compartments)

Armoured Storage compartments are added to various parts of the Guan Yu suit.

Size Points Example Space Cost


Small 1 Forearm Compartment Dart / Credit Chip / Micrenade 500¢
Medium 2 Thigh Case, Chest Comp. Pistol / Grenade / Sandwich 1000¢
Large 5 Small Backpack Human Head / Medical Kit / Tent 2000¢
Huge 10 Large Backpack 2 Tac weapons / heavy weapon 4000¢

For every 6 points of storage your maximum Agility is reduced by 1. For example, if you have 1 medium and 2 small, you will be
unaffected. If you were to add another medium space, your max agility would be reduced by 1.
You can have a maximum of 12 points of storage installed. The compartments are opened by reflex command (hence the need for
a port) and are well armoured (AV 6). They do not contribute to your overall AV.

54
EQUIPMENT

Nakamori backed up two measured paces, out of the faint pool of armoured Agent dropped noisily to one knee and brought up its
sulphur-yellow light trickling down from many stories above. Long other arm; a series of muzzle flashes seared the alley for a
seconds whispered past before the other Agent emerged from moment and Nakamori grunted as shrapnel spattered from the
the shadows into the murky glow, and Nakamori’s grip tightened walls and a line of fire tore across his right shoulder.
on his ion katana as his eyes picked out details. The dirty ochre
light slid off the harsh angles of armour plate, bolted in many Years of gruelling training as a boy had left Nakamori able to cut
layers to a recognisably human frame, rendering its proportions almost as accurately with one hand as with two. A long step took
monstrous. Even in the semidarkness of the alley, the Shi Yukiro him inside his opponent’s range as he hefted the ion katana; he
Agent could make out the pitting of rust and corrosion around flicked the blade on halfway through its downward arc, shut it
joint seals and nano-rivet lattices, and he needed no light to smell down as soon as the same motion pulled it clear of the suit’s
the acrid stench of old, burned oil. collar armour. The green glow was instantly blanked, a dark red
spattering across the inside of the suit’s faceplate as the Agent
A rat skittered past Nakamori’s feet, queasy luminescense collapsed.
glistened off a dark flow of effluent coiling down the cracked
stonework to his side, but he ignored everything, fixing all of his His right arm dangling uselessly, the samurai flicked blood from
attention on the faceplate of his opponent’s suit. The narrow slit the blade of his weapon and straightened. A great clanking and
was almost opaque, betraying only a faint greenish tinge from grinding, deafeningly loud in the narrow confines of the alley,
instruments within the armoured helmet. Nakamori’s eyes burned made him look round. Four more suits now flanked him, two
into it, seeking some contact with the Agent inside, something blocking the alley in each direction, the dark bulk of their
that might connect the two of them in the intimacy of battle. oversized shoulderguards almost completely filling the enclosed
space. Nakamori raised his weapon in his one good hand,
The Ai-Jinn Agent lumbered forward with treacherous speed, trembling now with exertion, as the stench of burned oil rose
actuators and pistons squalling; a thick sword stabbed clumsily about him like a funeral pyre.
up at stomach height. Nakamori took a single, precise step to the
right, ion katana surging to life, and sliced through the suit’s
weapon just above the hilt. As it clattered to the ground the

The Jade Emperor - Opressor Class Warship

55
GUAN YU DIVISION

ASSAULT CLOSE COMBAT


THE IRON OF QI

HEAVY SCOUT
EQUIPMENT

GENERAL EQUIPMENT
POLICE LIGHTS (PORTABLE) 500¢ HYDROGEN FLASKS 50¢
Typically you can only buy these items on production of a
Response Driver License (page xx). Allows plasma weapons to be fired in a vacuum, lasts for the same
number of shots as an Energy Cell, or up to 40 rounds in the case
The item is a small fist sized block with clear plastic sides which of plasma close combat weapons. The weapon must receive the
when activated emits a 130db siren and blue strobing emergency vacuum plasma retrofit (left) to make use of hydrogen flasks.
lights. The power core is good for 3 years normal use. It has a
reusable grip pad to attach securely to smooth surfaces but can be ATMOSPHERIC EQUALISER 8,000¢
easily detached when necessary.
This clever piece of tech is used by those interested in breaking
and entering. Many modern alarm systems use shifts in
METH LAB 1500¢ atmospheric currents or pressure as part of their activation
protocol. This device is an expandable frame which can be
This collection of trays, distillers, burners, tubes and vials is used clamped onto a surface. When a hole is made into the secure
for the creation of methamphetamine or similar shake ‘n bake area, the equaliser emits a manipulator field which ensures there
drugs. To use the lab you need at least Science 1 and a spare day. is no significant shift in atmospheric pressure. It can regulate a
The process of creating the drugs is dangerous due to the toxicity hole up to 1 square metre.
of the chemicals and their volatile nature.
Note that the pressure shift is generally only one stage of a good
Making drugs in your lab alarm system. However some crude systems, such as most car
alarms are entirely based on pressure shifts.
1. Acquire the chemicals; these can be purchased in general
stores and over the counter at pharmacies. Enough raw materials System: Make an ‘Intelligence + Crime’ check to successfully
for a day’s work costs 100¢ place the equaliser before creating the hole.

2. Brew the drugs – this requires a ‘Science + Intelligence’ roll. If HIGH INTEGRITY CASE (HI CASE)
you fail the roll you have messed up the process and your raw
materials are wasted. A critical fail means the lab explodes dealing
Size Example Cost Damage Containment
10D6 in a 15 metre blast radius.
Small Briefcase 200¢ 100
Medium Suitcase 500¢ 200
3. For each point of XS you score on the roll you will make 100¢
Large 1 cubic metre 1000¢ 400
worth of drugs. For example, if you pass your roll by 4 you will
produce drugs with a street value of 400¢. You’ll need to pass by
These are used for the transport of explosives and are resistant to
1 to cover your own costs.
internal explosions. If the explosive inside goes off the case will
contain an amount of damage as stated in the Damage
Selling the meth is normally done by street dealers who can take
Containment. Any extra spills out. Damage is considered
between 10 and 50% of the cash.
maximised for purposes of determining how much is dealt. If the
case takes its Damage Containment in damage, it is destroyed.
VACUUM PLASMA RETROFIT 500¢
Example – You are carrying 7 unstable grenades in a small HI
Standard plasma weapons cannot function in the vacuum of space Case. If something happens that might set them off such as a
owing to the absence of suitable gasses to convert to plasma. A massive car crash, the grenades will detonate dealing 7x18=126
plasma weapon with this upgrade has been modified to accept damage. The case will absorb 100 damage and 26 spills over onto
super-compressed hydrogen flasks to replace their atmospheric whatever is near the case. The case is destroyed.
requirements when in space. The muzzle cowling also has a
vaguely phallic appearance, which tends to put some people off
using it outside of space.

58
EQUIPMENT

DATA SCRAMBLER (EMP BUTTON) 400¢ SAT-TRACKER (UIG ONLY) COST 8,000¢
This small, button-sized device delivers a potent electromagnetic This handheld PDA style device relays satellite and archive data to
charge into any item it is attached to. The radius is only a few the UIG Officer giving him a digitally optimised bird’s eye view of
centimetres so it is useless as a weapon and anything with an the area. He is able to view in any of the following ways, which can
EMPS of 2 or more is automatically immune to it. be mixed and matched as desired. Sat-trackers can scan
anywhere in the world and have an effectively unlimited range,
Its normal use is for destroying electronic data such as that on however certain satellite types may be at a given time, out of range
computer drives. Typically the owner will attach a button to each meaning it is possible for a certain scan type to be temporarily
sensitive device he owns. When a button is activated the digital unavailable. Its scanning ability can be blocked by structures, high
data is destroyed. radioactivity and sat blankets at the GM’s whim.

Triggering the EMP Buttons. These are commonly used in conjunction with UIG Personal
There are two main ways to trigger the button though someone Teleporters (Core Rules) and Phase Matching.
with the Jury-Rigging Training and a high mechtronics skill could
try to set up different systems. Below is a list of the common scan types available with the Sat-
Tracker.
Master Button
For 200¢ a master button can be purchased which is calibrated to 1. High resolution video, effectively viewing the area as if
one or all active EMP buttons. When the master button is pressed from a helicopter.
the EMP goes off and all linked devices are scrambled. The master
button is also small and usually attached to the user’s belt or gun. 2. Blips – targets such as cars and people are rendered as different
Recalibrating the master button to activate different charges takes coloured ‘circles’
15 seconds. .
3. Building Blueprint – Blueprints of the building are overlaid onto
A.I. Link the image where available
The user requires an internal A.I. of 3 or more.
For 1000¢ a tiny piece of code is added to the A.I. and a transmitter 4. Threat assessment – penetrative sensory modes allow the
inserted into the scalp. When the user wishes he can trigger one officer to detect cyberware and weapons. This is not accurate but
or all of the EMP buttons. will give an indication of the likelihood that the carried hardware is
potentially dangerous.
GRAPPLE (PERSONAL) 2,000¢
5. ID Chips – This is only used in cases of extreme emergency as
the UIG maintain they do not track people via their ID Chips. When
This item resembles a high-tech bracer which clamps onto the
this mode is active the Officer has access to all ID Chip information
forearm. It is engineered to fit any size from a slim wrist to heavy,
for every target on the Sat-Tracker. The paranoid often rely on an
customised armour. A small remote neurolink is injected under the
ID Chip Scrambler (Machines of War) to prevent this form of
skin on the wrist when the grapple is purchased, which allows the
scanning.
user to control the various functions of the grapple by voluntary
muscle action.
6. Thermal – The Sat-Trackers show the area in terms of heat
emissions.
When activated a tiny, high penetration dart, connected to a 50
metre length of high-tensile cable is fired from the bracer. This dart
7. Penetrative Scan – This can scan inside a building but the data
will automatically embed itself into anything with an AV of 20 or less
is poor and only information such as ’20 life forms present’ or ’10
causing 1 point of damage. Once the dart has reached a target the
vehicles present’ can be determined.
cable stops unwinding and the user can reel himself in. The
grapple will support a total weight of 400kg which roughly equates
Note that this item, like almost all UIG equipment, will be chip-
to:
locked and unusable by non-designated UIG.
1 heavily augmented Agent with all field kit
2 augmented Agents with field kit
3 standard Agents with some kit
4 normal humans with some kit
5 normal humans with no kit.

The dart can be directed to unhook by voluntary muscle action.


The cable can also be detached in case of an emergency.

This item is repeated in Machines of War where a cybernetic


version is also available.

59
EQUIPMENT

LEGACY PATTERN TECHNOLOGY

INTRODUCTION How to Award Legacy Technology


Legacy Agents have a special system for gaining Legacy
The Ai-Jinn has a shadowy reputation among the other
Technology as detailed on page 32. For other Agents you should
Corporations for possessing access to technology of advancement
offer it as a reward for partiularly important missions. As a rough
and sophistication far in excess of their apparent resources. Their
guide a division could have access to Legacy Tech with an Access
rivals look at the crude, smoke-belching vehicles and barking
Point cost equal to half their combined rank.
kinetic weaponry that typifies the Ai-Jinn and then shake their
heads in incredulity at the otherworldly science behind the
Example, a division of 5 rank 2 Agents will have legacy tech to a
FarDrive, it looks for all the world like spear-waving savages who
value of 5 Access Points. However, this is not automatic and is
have learned how to build televisions.
only granted to those who are deserving.
Most suspect the invisible hand of the rogue Archons at work
behind the Ai-Jinn's anachronistic advancements but ultimately no LEGACY PATTERN AMOUR
hard evidence has ever been found connecting the two, not that
any is expected given the mastery of world information the
Archons possess. PHASE BLOCK ARMOUR - ACCESS 5
Any conventional armour-type can be made of a phase-opaque
So far, all serious investigations into the subject have traced the material that exploits the molecular phase-matching capacity of
source of the wonders available to the Ai-Jinn back to the UIG Ghost weapons ( to absorb and dissipate their impact. AV
mysterious 'Legacy Project'. But while the Ai-Jinn’s Corporate derived from phase block armour is doubled versus phasing
rivals may be suspicious and envious of this 'Legacy Tech', the weapons. The normal AV applies to other weapons in the standard
UIG are plainly terrified by it, especially as so much of it seems to manner.
be geared specifically to countering the gifts bestowed onto them The type of armour would not change the access level very much
by the remaining loyalist Archons. Worse still, many of these items but as an example, this level 5 item would be Heavy Combat
are almost standard-issue among the subgroup within the Ai-Jinn Armour. Light Combat Armour may drop it to level 4.
known as 'The Knives' who concern themselves primarily with anti-
UIG operations.
LEGACY DRUGS & TOXINS
While often appearing quite ordinary at first glance, legacy pattern
tech works on principles that are utterly mysterious to those used RED SHIFT - ACCESS 1
to working with common technology. Studying an item of legacy Potency 10
pattern tech is much like opening up your laptop and, instead of
finding circuit boards, discovering that it's filled with a block of solid
gel possessing variable levels of electrical resistance throughout Injected - Users of Red Shift find their ability to detect the cues
its structure on the picometre scale. Quite simply, legacy pattern most creatures, and even droids, telegraph when preparing to
tech is incomprehensible to those not used to working with it, even attack sharpened to a frighteningly precise edge, enabling them to
engineers familiar with xenotechnology will typically be at a loss as predict the flow of combat with a degree of immediate accuracy
to even describe how it functions, much less work on it. As such, that even prescient telepaths look at with envy.
characters may not reverse-engineer or make Science or
Mechtronics rolls relating to legacy pattern tech items at all, Even the smallest sign, from a whitening of the knuckles as an
including repairing or modifying them, and all Assess Tech rolls will enemy tightens their grip on their weapon, to a quickly-indrawn
be made at a -12 penalty; the Xenotech training (see 'Machines of breath or whine of charging weapon capacitors, is like a flashing
War') reduces this penalty to -6. warning light when using Red Shift.

A specific sub-sect, the Legacy Operatives, have a special While under the influence of Red Shift the user is able even to
capacity with regard to legacy pattern tech, see 'Ai-Jinn sub-sects' dodge gunfire, the user’s Initiative score in combat is automatically
on page 32 for more details. considered to be 1 point higher than the highest Initiative roll in the
entire group, enemy and ally.
LEGACY-TECH ACCESS
The products of the Legacy Project are not for sale, nor are they If there is more than one Red Shift user present in the combat then
widely distributed even within the Corporation. The combination of they must make opposed 'Perception + Observation' rolls to see
high production costs and the risk of such potent items falling into who acts first. The user may also apply their Perception score as
the hands of rivals who may, however improbably, discover the a penalty against one ranged attack made against them per round,
secrets of their manufacture means that they are only distributed additional ranged attacks made against them that round do not
to trusted and competent Agents. suffer this penalty. Red Shift lasts for one scene.

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NEUROMEMETIC PSEUDO-VIRUS - ACCESS 3 victim is posed a question they become afflicted with a form of
targeted glossolalia for the next D10 minutes, during that time they
(A.K.A - NPV, THE TEARS OF GOD) will tell their interrogator everything they know about the
Potency 9 questioned subject in rapid, mindless speech, reliving and
describing everything they have experienced relating to the
subject. However, once the question has been implanted it cannot
Injected - The most powerful truth-serum in existance, NPV is be changed and, should the person injected with NPV at any time
nonetheless rarely employed unless the subject is completely exhaust their knowledge of the subject, then they will experience
expendable due to its mind-shattering effects. Occasionally nightmarish visions and sinister, distorted flashbacks as their
though, it has been employed as a terror-weapon, leaving UIG memories are corrupted, sustaining 1 point of permanent Presence
informants as stuttering, soul-dead shells, their whole lives turned damage per minute that it continues.
into a cavalcade of nightmares. After being injected with NPV, if the

Finial Kurtis sat awkwardly on the old plastic chair that they'd set futile ounce of resolve left in its body.
up in their impromptu interrogation room and kept his eyes to the
floor, visibly trying to block out the knowledge that three feet Jimao chuckled under his breath. "For several reasons. Because,
behind him Agent Ya had a Cougar trained unwaveringly at the despite time being of the essence, this stuff is too valuable to
back of his head. waste on worms like you. Because I want to give you a chance to
tell us what the UIG now know about our operations in Chengdu.
Agent Jimao stifled the brief pang of pity at the sight of the But mainly because once I dose you with this, for the next few
pathetic little man. It wasn't hard, he had little sympathy for minutes you will tell me everything you told them." Jimao leaned
snitches. He took the chair on the opposite side of the table from back in his chair and put his hands behind his head, nonchalantly.
Finny and reached inside his jacket. The man flinched slightly, but "A few minutes is a long time to talk about just one thing, I wonder
made no other move, more afraid of the present weapon in Ya's whether you know that much. But you see, if you don't know
hand than the possible one Jimao might draw. enough to keep the 'things' inside that vial satisfied then they'll
just start looking for other things, taking your mind apart piece by
You might regret that later. Jimao thought. piece." Jimao cracked a wide smile. "I have a lot of unpleasant
memories, hardly surprising with a life like mine. What about you,
He removed a small black case, about as wide as his thumb and Finny, do you have many unpleasant memories?"
no more than twice as long, and set it carefully on the table. Finny
stared at it with a mixture of trepidation and curiosity. "A few," came the furtive reply.

"Do you know what this is?" said Jimao, opening the case and "Haunt you, don't they?" said Jimao, letting a ring of false but
retrieving its contents - an injector filled with a clear, colourless convincing compassion seep into his tone.
liquid, the letters 'NPV' stamped on the side.
Finny shook his head nervously, apparently too frightened to "Yeah," replied Finny, voice cracking as the fear and pressure
speak. That would change, one way or another. started to burst his mental dams.

"Neither do I," said Jimao, holding it up to the light. "Inside it are Jimao unthreaded his fingers and leaned across the table until
trillions of these microscopic 'things', not quite viruses, not quite they were eye-level. "And how exactly do you think you'd be, do
bacteria, not quite nanites, I really have no idea what they are. you suppose, if those were all you had?"
The scientists call it 'neuromimetic pseudo-virus', but I always
thought that was a little overly wordy. Call me a romantic but I The moment of truth approached.
much prefer 'The Tears of God'." He paused, savouring the look
of fearful confusion on Finny's face. Finny's eyes screwed up in desperation-borne hate. "Fuck you, I
"But I'm getting ahead of myself, what it is is academic compared just passed around a bit of info and you think it gives you the right
to what it does, am I right?" to pull this bullshit on me? Go to hell."

Finny gave a cautious nod, as though unsure if it were a trick Agent Jimao sighed. "That's a terrible shame, Mr. Kurtis. You
question or not. "Yeah, I suppose." know I was quite impressed with your ingenuity at uncovering our
legacy plant, and combined with willpower like that you could
"Good. Well, what it does is act as the most potent truth serum have been fit for the Agent program." He retrieved the NPV
known to man." injector and flipped the cap off the lancet with his thumb.

A small spark of desperate defiance welled up in Finny. "Yeah? "'Could have been', being the operative phrase, I doubt you will
Then why don't you quit the strongarm bollocks and use it, be much use to the Corp any more after this. Hold him down."
fucker?" he spat, like a cornered rat ready to fight with every last

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equal to the Access Points invested in it, up to a maximum of 5.


LEGACY PATTERN GENERAL EQUIPMENT Some possible forms are listed below, though the GM may allow
others, all have the 'neutral' form for free. Changing the form of a
Q-CORE INSURGENCY COMPUTER Mimetic Panoply is a free action.

ACCESS 8 Neutral - Takes the form of an object made of a shiny chrome-like


Appearing as a slim palmtop computer, this device is a potent metal, often an item of jewelry such as a bracelet or necklace (with
data-piracy tool that incorporates, among other things, a crystalline chain). May also possess some small, rudimentary function, such
quantum logic core that makes it faster at decryption than as a working wristwatch. The size of the neutral form is dependant
conventional supercomputers many hundreds of times its size. It on the number of Access Points spent on the device, a Mimetic
possesses all the features of a standard hacking computer with the Panoply with only one form might be no bigger than a large signet
following additions; ring, one with five could be as large as a forearm-bracer.
1. All security systems accessed are considered to be one level
lower for hacking purposes, i.e. an Elite system is considered a Binoculars - As described in the Core Rulebook (page 50).
Secure system, a Secure system is considered a Commercial
system etc. A Domestic system doesn't stand a chance, all hacking Blade - Effect dependant on panoply size, a panoply with 1-2
attempts made against such poorly-defended systems are forms counts as a combat knife, a panoply with 3-4 forms counts
automatically successful providing a critical fail isn't rolled on the as a short sword and a panoply with 5 forms counts as a
hacking attempt. longsword. If the 'plasma emitter' form is also selected then the
2. Hacking rolls made with the computer take only 10 seconds, not blade may function as a plasma weapon if the user desires but
1 minute. drains one second of use from the plasma emitter per combat it is
3. Any computer system within 10 metres can be accessed used in this way.
wirelessly, regardless of whether it has a WDN up-link or not.
Grapple - On command the panoply launches a grapple-spike by
PHASE-OSMOTIC FLUID - 'GHOSTBUSTER' means of material tension, trailing behind it a textured memory-
metal cable of up to 20 metres in length +10 metres for each
ACCESS 1 additional form. The spike will embed itself in any material with an
Sprayed onto a relatively porous substance such as a brick, stone AV of 20 or less, causing one point of damage. It does not
or plaster wall, this greasy, colourless liquid renders the material automatically reel but the cable’s surface intelligently assists
more 'opaque' to phase matching technology, such as UIG 'Ghost' climbers, providing a +4 bonus to Athletics checks made to climb
systems. Anyone attempting to use phase-matching technology to it.
pass through a wall treated with phase-osmotic fluid is in serious
danger of molecular binding. Laser Pistol - As described in the Core Rulebook (page 35). May
Increase the chance of molecular binding by 45% when phasing be recharged at a rate of 1 shot per 10 minutes when connected
through an obstacle that has been so treated, meaning that phase- to a power supply. Standard energy cells are NOT used.
matched attempts are made with a 50% chance of molecular
binding and phasing without waiting for a perfect phase-match Lockpicks - As described in the Core Rulebook (page .52).
always results in molecular binding.
A single aerosol of phase-osmotic fluid is sufficient to cover 400 Plasma Emitter - The panoply can function as an advanced
square metres. plasma cutting torch, ignoring up to 25 points of AV and lasting for
4 rounds (12 seconds). This is long enough to cut a large door
DERESONATOR PLUG sized hole in a typical steel wall. If used as a close combat weapon
it ignores 25 points of AV and deals D6 damage. It may be
ACCESS 2
recharged at a rate of 1 hour per turn used when connected to a
A more convenient and covert but less effective version of the power supply.
Immobiliser Shield employed by UIG marshals, this device uses
the casing of a task chip. It is installed in the user’s process socket Security Bypass Device - As described in the Core Rulebook
where it shields them from the effects of immobiliser weapons, (page 52).
conferring a +8 bonus to the user’s resistance roll. Unlike the UIG
Immobiliser Shield there is no invasive procedure to its use and it Self-Destruct - As a last-ditch measure the Mimetic Panoply may
is hard to tell it from a normal chip without installing it. A more induce a piconite system meltdown, resulting in a plasma
advanced version of the Deresonator Plug (available for +1 Access explosion that deals 9D10 Damage, Ignoring AV, with a 15 metre
point) can also include a task program, making it even harder to blast radius.
tell from a normal chip without first installing it and shooting oneself
with an immobiliser rifle, something that understandably few are Toxin Filter - Stretched across the face, the panoply can act as a
willing to go through. level 8 toxin filter.

MIMETIC PANOPLY - ACCESS 1 PER FORM Shield - The panoply may fold out into an armoured shield
Using a combination of alien memory metals, piconite assembly approximately 2.5 feet in diameter. This confers a +1 bonus to the
and poorly understood variable-state material technology, these wearer's AV and allows them to defend against melee attacks
strange objects are able to take the form of several useful devices unarmed, if the panoply possesses 3 or more forms the AV bonus
as well as returning to an innocuous 'neutral' form on command. is increased to +2.
When requisitioned, the Mimetic Panoply has a number of forms

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It had been a hard day at the office, it always was, and Richard
Erickson, regional UIG governor for lesser southwestern Eurasia, "This does not concern my... employer," he said in a papery
had always been happy to accept that. Like most people he had monotone.
developed coping mechanisms for dealing with daily stress, all it
took was a few double bourbons and an afternoon of mind- Richard stopped in confusion a moment. "Then why-?" he began
numbing television and he was ready to deal with all the but was cut off impatiently by the Agent.
frustration, anger, pointless legalism and chilling horror that "The unpurged images of day recede; the Emperor's drunken
accompanied the job of a UIG official in the Eurasian corporate soldiery are abed; night resonance recedes, night walkers' song
state. What he wasn't ready to deal with was returning home to after great cathedral gong; a starlit or a moonlit dome disdains all
find his wife, Eluice, unconscious in the hallway just beside the that man is, all mere complexities, the fury and the mire of human
front door, as though someone had just absent-mindedly left her veins." he said, intoning the words as if reading from some
there on their way in. Panicked, he made a break for the living internal script.
room phone without thinking about the possibility that whoever
had done it was still there. "What was that?"

He flipped on the living room lights and immediately yelped in "A poem, part of one anyway, by Yeats, I believe," the Agent
shock at what they illuminated. A man of mixed-Asian descent replied, turning to leave.
wearing a black business suit regarded him with cold eyes from
the middle of the room, hands clasped behind his back. "What? You came here, broke into my house and assaulted my
"What the-? Who the fuck are you?" Richard stammered, his wife just to read me a fucking poem?" Richard said, incredulously.
hand already going for the Raven 220 in his shoulder-holster and
ripping it free. "Yes," said the Agent, barely pausing.

The stranger looked unconcerned by the fact that Richard had "Why? What the hell is it even supposed to mean!?" Richard cried
just levelled the most powerful kinetic handgun on Earth squarely aloud, anger and fear ready to push him over the edge.
at his head, making no reaction other than to glance at it briefly. The Agent sighed, shoulders drooping as though asked some
"You have a chip scanner, do you not?" he said, almost sounding stupidly trivial question.
bored by the whole situation.
"To answer the second part of your question; because one of the
The cordiality of the reply caught Erikson off-guard for a moment Three who were once of the Nine willed it. As for the 'why'? I do
before he unhooked the scanner from his belt and directed the not know and probably never will, but you will, one day you will
scan beam at the intruder, keeping his firearm trained on him as know what those words mean and then you shall act upon them.
he did. Obligingly, the stranger held out his hand to make the Or perhaps you shall not, in either case you will no longer be of
scan easier. A moment later and the scanner gave a readout; interest to the one who sent me."

Cpt. Huikai, Wu. And then he was gone, vanishing into the night as silently as a
DOB: 14/05/2467 ghost.
Corporate Agent, Ai-Jinn Mining And Macrostructure.
Logged Felonies; The med teams arrived quickly after Erikson called, one of the
6 counts, Industrial Theft few benefits of working in Eurasia, and soon informed him that
8 counts, Breaking And Entering Eluice was in no danger as they loaded her onto the ambulance.
21 counts, Justifiable Homicide He called in every spare CRO squad to search the area but they
found no trace of the Agent. The forensics team found nothing
All things considered, a relatively clean slate for an Agent. either, but that hadn't surprised him, atrophic DNA covers a
multitude of sins, after all. The fact that the chip scanner hadn't
"Look, I haven't had any dealings with Ai-Jinn business, I swear," logged the scan, on the other hand, surprised him a great deal, it
he said, groping at a perceived lifeline. was UIG-issue and meant to be impossible to tamper with.

The Agent tilted his head slightly, like a bird, a strangely Except, he later qualified, by an Archon.
mechanical motion.

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EQUIPMENT

LEGACY PATTERN WEAPONS

MINIATURISED LASER AGGRESSOR - 'GEMGUN' (LIGHT FIREARM)


1-6D10 Damage Access Points 4 Long Range Rate 1 EMPS 15

Though small enough to fit into an item of jewelry, this device is in fact a laser projector packing the firepower of a heavy weapon,
making it an excellent assassination tool or surprise weapon. The weapon has six charges, each doing D10 damage, the user may
fire off all the charges at once for a single 6D10 blast or stagger it over several shots as desired. Spent charges restore themselves
at a rate of 1 per four hours without needing a direct power feed. If mounted on a ring or bracelet it is used with the Light Firearms
skill, otherwise use Athletics for such items as pendants or lapel-pin mounts.

They are considered laser weapons and automatically calibrate to targeted shields after 1 round of aiming. Furthermore, due to their
alien mechanisms and use of esoteric power-sources, Gemguns are not identifiable by any conventional scanner technology,
including the more commonly used Archon-tech scanners.

ION-TRANSPARENT LONGSWORD (TACTICAL CLOSE COMBAT)


D8 + Strength Access Points 6 Close Combat Rate 2 EMP Immune

Made from a strange matte-gray metal, these weapons boast not only a fantastically sharp edge, allowing them to ignore 4 points
of AV, but have the strange property of bypassing ion shields as though they didn't exist, allowing users to attack ion wall generators
through the field and rendering UIG close-form ion shields, such as those found in Erabite armour, completely worthless.

Note that ion-transparent weapons do not shut down or even deplete the HP of ion shields they come into contact with, they just
pass right through them without disruption. The stats for the longsword above are only one example of ion-transparent weapons;
any solid metal weapon, even shurikens and other thrown weapons, can be made ion-transparent. The access point cost remains
the same.

GRAVIPLASMIC PISTOL (LIGHT FIREARM)


3D10 Damage Access Points 6 Medium Range Rate 2 EMPS 11

This weapon uses a form of vapourised neutronium stored in a mass-negating internal containment node as its plasmic medium,
as opposed to the helium used in common plasma weapons. Graviplasma shots follow all the same rules for ordinary plasma
weapons but deal more damage due to the awesome concussive effect.

For purposes of determining damage type, graviplasma damage is considered both plasma and kinetic damage. After 30 shots the
internal neutronium supply is exhausted and a new pistol must be requisitioned.

DECONSTRUCTION RIFLE (LEGACY PATTERN AX9 CARMANIC FLUX RIFLE) (TACTICAL FIREARM)
2D10 Damage Access Points 8 Long Range Rate 1 EMPS 5

This highly advanced weapon delivers an orb-state nano-shell which explodes upon impact generating a sphere of highly
aggressive, corrosive nanites which attempt to dissolve anything within 1 metre of the impact point.

Anything within the area of effect takes 2D10 damage which ignores all non-nanite AV*. If the target was damaged then it continues
to take D10 damage a round for the next 10 rounds which also ignores non-nanite AV.

*Nanite based armour such as naninuium body pates IS effective against all damage dealt by this weapon.

This weapon uses nanite clusters as ammunition which cost 100¢ and provide 3 shots.

Using a Tazer or EMP attack on the affected target will instantly halt all nanite activity. However you may require the target to make
a science related roll to know this.

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LEGACY PATTERN WEAPONS

AI-JINN FARLABS DEATHKNELL ENTROPY GRENADE


Special (see below) Access Points 3 Support Weapons Rate 1 EMPS 7

Entropy grenades use FarDrive-derived technology to create an undifferentiated subspace reaction, a spherical explosion of dull,
grey un-light with properties similar to the energy-manipulating field created by telepaths. The field causes all energy within the 6-
metre blast radius to be evenly distributed throughout its area, with the net result of disrupting all thermodynamic processes
occurring within it, including life. Those killed by the entropic wake simply fall over dead, without any apparent wounds or injuries
anywhere on their bodies.

When using an Entropy Grenade roll 2D8 to determine the effect on all targets within the blast radius, detailed below;

Target Effect
Living Being* If roll exceeds Endurance score, reduced to 0HP.
Droid If roll exceeds Endurance score, droid fails and must be repaired.
Equipment/Cybernetics* If roll exceeds Condition, equipment fails and must be repaired.
Vehicles (Van-size or smaller) If roll exceeds Condition, vehicle stalls and must be repaired.

If the target is protected by a shield, whether Hard Ion or Telepathic, they suffer no risk of the above effects but the HP of their shield
is instantly halved, regardless of how strong it previously was. Note that this only effects shields that have an appreciable part fitting
within the blast radius of the grenade, trying to halve the shield of a cyberlin with a handheld entropy weapon is neither going to
work or go well for you.

* In cases where a living target possesses Endurance-augmenting cybernetics, consider the living target to be affected first, thus
retaining any cybernetic bonus or penalty to Endurance even if the cybernetic augmentation in question would be rendered
nonfunctional by the grenade.

WARNING: Class 7 UDS reaction technology is employed in this device. Testing on UDSRT is not yet complete. Neither the Ai-Jinn
Corporation or its affiliates thereof are responsible for any consequence of improper use, including but not limited to: death, dismemberment,
permanent physiological re-ordering, irreparable damage to cybernetics and/or materiel, spontaneous quantum events, spontaneous cosmic
events, time dilation, time distortion, resonance cascades, miniature black hole chains, the end of the world, the end of the universe, the
beginning of (a) new universe(s), irritation of the skin and headaches. Keep out of reach of children.

ANTIPSION SYNAPTIC SHIV (LIGHT CLOSE COMBAT)


Special (see below) Access Points 3 Close Combat Rate 3 EMPS 18

This weapon appears to be a bladeless knife grip until activated, as a free action, when it projects a translucent blade of contained
antipsions from the emitter. Antipsion radiation induces extreme neural shock resulting in brain death if the blade is properly applied,
as such these weapons are generally used as an assassination tool as they leave no forensically identifiable signs of violent death
on the body.
If used in combat, not in conjunction with the Assassinate Training, this weapon deals 1 point of Intelligence damage per hit that
recovers at a rate of 1 per day, subjects reduced to zero Intelligence die. The synaptic shiv ignores AV but is blocked by close-form
shields. This weapon has no effect on creatures or objects which lack an Intelligence score and is likewise useless against AI.

GRAVITY GLOVE
Special Access Points 4 for a pair Close Combat Rate (as attack) EMPS 15

The Gravity Glove is made of fine, matte black material and laced with tiny filaments of dull metal. It uses a nanoscale amplified
grav-driver to create massive inertia in impossibly short distances allowing the user to punch with a far greater strength than he
normally could.
When a pair is worn he adds +5 to his strength when striking in unarmed close combat.
Donning the gloves takes 3 seconds but there is seldom reason to take them off. They do not affect day to day tasks.

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UIG COUNTER CRIMINAL TECHNOLOGY


(GHOST TECH)
‘Ghost’ Solid State Phase Matching Technology
The ‘Ghost’ system is an Archon based phasing technology that
allows the user to pass through solid matter. The system uses the MOLECULAR BINDING
principle that there is space within the structure of molecules and
providing the user and his target are phased correctly a ‘gate’ can D10 Result
be created through a solid object which the user can pass through. 1 No effect, the molecular binding is slight and has
no tangible effect.
The system is far from tried and tested and if the phasing is not
perfect, disaster can result. For those brave enough to use it, 2-3 Peripheral Binding occurs on the small parts of
Ghost Technology offers a unique advantage that will make any the body, this manifests as lumpy, unidentifiable
lawbreaker think twice. nodules forming on the users body which can be
removed with surgery. D10 such lumps appear,
System: The ‘Ghost’ unit looks much like a PDA and is carried in a each dealing 1 damage. This ignores armour.
belt case. When the Officer wishes to use it, the Ghost is pointed
at a target and a door-shape 2x3 metres is projected onto the 4-7 Significant Binding causes the users body to be
surface. (This indicates the area to be phased). The Ghost unit heavily damaged. Several lacerations, burns and
then begins to phase match the user and the target. alien tumours manifest. The user takes 2D10
damage, ignoring armour. The wounds are
Depending on the substance, there is a varying chance for the profound and unnatural and must be excised
phasing to be complete. This is listed below. The GM should roll during surgery.
each round. When he rolls below or equal to the Phasing
Percentage, the user and target are phased and the user can walk 8-9 This has the same effect as Significant Binding
through the solid unhindered. Walking through before this time (above) but in addition D10 randomly determined
increases the chance of molecular binding. pieces of equipment are irretrievable ruined. This
can include armour, cybernetics, weapons, etc.

10 Total Binding – The user is killed as they are


PHASE MATCHING CHANCE
merged with the target on an atomic level. The
user ceases to exist in any retrievable form and
Example Chance all of their equipment is destroyed. There may be
some barely identifiable shapes in the target solid
Light which indicates that someone tried to phase
Wood, plasterboard, cloth 80% through it.

Moderate
Stone, metal, high density polymer 50%

Heavy
Durasteel, superdense polymer 20%

Note that all Ghost Technology will be chip-locked so that non-UIG


cannot use it.
Molecular Binding
Phasing is process requiring extreme accuracy, when the spaces
within the user and target’s molecules are not aligned perfectly
sub-atomic particles can ‘catch’ on each other and bind forming
different atoms and molecules. This is known as molecular
binding.

Whenever ‘Ghost’ technology is used there is a 5% chance of


Molecular binding occurring. This is increased to 55% if the user
does not wait for a perfect phase match. If molecular binding does
occur the GM should roll on the table opposite to determine the
results.

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PHASING WEAPONS The normal damage is completely healed instantly, there are 7
points of healing left in the pack. 10% of 7 is 0 when rounded down,
Phasing weapons utilise the same ‘Solid State Phase Matching
so there is no affect. Escobar uses another IV Medpack, this heals
Technology’ as found in ‘Ghost Technology’. The wounds inflicted
2 points of MB damage. He really needs to take more serious
by the weapons are a result of Molecular Binding and are
action.
particularly aggressive and hard to heal. For this reason Phasing
Weapons are often used against Agents as it is practically
Doctor’s Aid
impossible to heal in the field, forcing Agents to think seriously
A Doctor is able to view the wound in the correct context and deal
before engaging UIG detachments with access to Phase
with the problem. The normal method is to totally remove the
Weapons.
damaged area and allow the body to regrow. This does not count
as severing limbs unless the GM decides it is appropriate. Once
HEALING DAMAGE FROM MOLECULAR BINDING (MB) the area has been removed by someone with the ‘Surgeon’ training
This only applies to wounds caused by Molecular Binding, if you the damage can be healed as normal.
also take another wound from a laser rifle, this can be healed
normally. You should note the Molecular Binding Damage I can do Surgery, me!
separately; it’s a rare form of damage so this should not provide You can, of course, attempt to hack out the affected area yourself
any book-keeping problems. without the Surgeon Training. This requires you to pass an
‘Intelligence + Medicine’ check with a -10 penalty. Success means
Automated Healing Aids you have removed the affected area. This method takes 2D10
When damaged by Molecular Binding the wounded area effectively minutes and deals an additional 2D4 damage to you ignoring
becomes foreign matter and no longer part of the body. For this armour. You can then heal all damage as with conventional
reason conventional automated medical aids are reduced in their methods.
efficiency to 10% (round down). They will heal normal damage first
at a normal rate. Failure means you take another 2D6 damage (ignoring armour),
waste your time and only remove D4 of the Molecular Binding
For example, damage (round down). You can keep trying though; persistence
Agent Escobar has 13 points of normal damage and 10 points of pays off, even with surgery. A critical fail means you can make no
MB damage. He uses an IV Medpack (20HP of healing). more attempts and must consult a real surgeon.

PHASE PISTOL ARCHON PATTERN PM90 GHOST PISTOL


D10 Damage 7,000¢ Medium Range Rate 2 EMPS 13
The Phase Pistol is a small but disconcerting firearm which utilises the principle of molecular binding to deal severe wounds to a
target which are extremely difficult to heal. This weapon is often used as an economical deterrent because many Agents are
unwilling to engage guards armed with Ghost Weapons.

PHASING PROJECTILE SNIPER RIFLE - ARCHON PATTERN PPR-21 NIGHT WRAITH SNIPER RIFLE
4D8 Damage 45,000¢ Long Range Rate 1 EMPS 8
This experimental firearm uses a long range, high penetration Ghost Unit to rapidly phase match a single projectile to any matter
obstructing its path. The projectile will pass through a maximum of 2 metres of matter before the phase matching becomes
impossible and the projectile becomes solid.

What this means in simple terms is that the bullet will fire through walls (up to 2 meters of walls in total).
The bullet has a sensor which will immediately stop it phase matching if it comes within 50cm of bioelectricity. This is what allows
the bullet to strike a living organism. Both shields and armour are effective against this attack. Any doubles rolled when using the
weapon mean the phasing is flawed and the bullet stops at the first solid surface. The rifle scope allows you to see though solid
matter but only in blurred thermal patterns so you need to be sure of what you are targetting.

This weapon does not use SMART ammo, instead bullets are purchased separately for 100¢ each.

PHASE RIFLE - ARCHON PATTERN PM250 GHOST RIFLE


2D8 Damage 14,000¢ Medium Range Rate 2 EMPS 13
The Phase Rifle delivers a sizable attack and is commonly deployed to squads known to be engaging Agents and other quarry likely
to use regenerating technology. Their lightweight construction and fearsome Molecular Binding capability make them an ideal
backup weapon.

PHASE GRENADE
3D6 Damage 500¢ Support Weapons Rate 1 EMPS 13
The Phase Grenade is ideal when used as the opening attack against groups of adversaries utilising regenerating technologies. It
counts as a 3 metre blast weapon, which deals Molecular Binding damage.

67
EQUIPMENT

CYBERNETICS
ASTRONAUTIC CYBES VOIDSEAL 2500PQL DERMAL RADIATION SHIELDING
Installation Simple, 2 Hours
Cost 25,000¢
These cybernetics were designed by Voidseal, a sub-division of
Amalgamated Xenological Enterprises (AXE), primarily for space
Several new layers of bioengineered skin incorporating metallic
environments although many Agents have found terrestrial uses
and electrochemical elements are added to the patient along with
for them.
respiratory and genetic enhancements that further protect them
from harmful radiation. These enhancements provide protection
VOIDSEAL TS-80 BRONCHIAL BAFFLES from up to 80 Gy of ionising radiation, roughly equivalent to that of
Installation Complex, 10 Hours a neutron bomb.
Cost 7,000¢
Prerequisite I.C.E. Naturally, this will also provide some protection from directed
radiation weaponry such as the UIG Seraphim, though the
Micromechanical valves and pressure-regulators are installed extreme focus of such armaments makes it less effective than it is
throughout the patient’s lungs and cardiovascular system, these against ambient radiation, providing a +6 bonus to resist such
work in tandem with the patient’s I.C.E. implants to attain pressure- weapons. This enhancement is popular with paranoid space pilots
equilibrium with their environment. who don’t trust their ship’s shielding to protect them from multiple
trips through the Van Allen radiation belt.
A person with bronchial baffles is immune to explosive
decompression, be it via exposure to deep space or deep-sea
diving related incidents.
OTHER CYBERNETICS
This confers no ability to breathe without air.
LIBERTY BLACK DIGITEYES SCOUT HAND
VOIDSEAL RX500 RESPIRATORY RESERVES
Installation Complex, 10 Hours Installation Complex, 4 Hours
Cost 20,000¢ Cost 7,000¢
Prerequisite I.C.E.
The patient’s hand is severed and replaced with a new one which
Respiratory reserves provide a fail-safe mechanism if exposed to can be detached and used as a small scout droid. The hand is
low-oxygen conditions by allowing the implanted individual to either controlled via an Anascan Inner Vision GUI (See Machines
conduct anaerobic respiration. of War) or a PDA / computer.
The enhancement has enough power to allow a person to survive
without oxygen for up to 10 hours on a full charge. The The droid can be controlled at a range of up to 4 kilometres.
enhancement also includes a power port in the base of the spine
from which the enhancement can be recharged, this takes 10 Scout Hand
minutes. HP 3
AV 0
Speed 10
VOIDSEAL ISQ11 BIOTHERMAL REGULATORS Defence 1
Installation Complex, 5 Hours
Cost 5,000¢ When using the droid the player should roll ‘Perception + Stealth’
Prerequisite I.C.E. to control it. The GM could award a bonus for appropriate trainings
etc. It has no combat abilities and if spotted will not be hard to
The addition of morphic insulation to the skin and pulmonary catch and destroy, though it could be entertaining to have the
system allows the body to regulate its temperature with greater player try to get his droid to safety by outrunning the enemy.
speed and intensity as well as shielding it from excessive heat and
cold. A person with this enhancement could walk across arctic The droid has a 360 degree camera mounted on the back of the
tundra in a t-shirt or stroll across Death Valley without feeling hand so it has an excellent view and incorporates a microphone to
exceptionally uncomfortable. The regulators provide an AV of 6 collect audio data. This data is relayed to the user in real-time so
against damage resulting from extremes of environmental if the hand is destroyed the information is retained. The droid has
temperature. This does not protect from flame, cryo or temperature basic climbing skill but cannot scale vertical surfaces.
based attacks.

68
EQUIPMENT

GEMINI BIOWARE KISS OF DEATH paracane which is available at most stations and garages.
Installation Simple, 1 Hour
Note that using the Dragon’s Breath fills your sinuses and mouth
Cost 15,000¢
with smoke and steam. These gases are typically blown out of the
nostrils afterwards for dramatic effect.
The patient’s lips are installed with tiny glands which, when
required secrete a minute quantity of tetrodotoxin (fugu fish toxin).
Anyone who kisses the patient when the toxin is on the lips has an For God’s sake, shave before you use it.
90% chance to take it into their system.
-Anonymous
To prevent the patient from suffering the effects of the toxin they
have a number of small anti-toxin factory cells installed into their
liver which are tailored to neutralise any tetrodotoxin in their body.
ANASCAN LINEAR AUDIO SYSTEM
The system contains a custom bio-engineered glad which creates Installation Simple, 2 Hours
its own tetrodotoxin, thus it never need be replenished but cannot Cost 4,000¢
be used more than twice per day. You cannot scrape the toxin off Prerequisite Anascan PSE
your lips and bottle it for other uses; the quantities are too small.
The users hearing can be altered to work in a narrow line rather a
Substance Potency Class Cost diffuse sphere. Switching between modes only takes a second.
Tetrododotoxin 9 A 500 per Dose When in linear mode the patient loses normal hearing and
anything nearby becomes a muted rumble. The area (1 cubic
This toxin causes the diaphragm to be paralysed and the victim metre) that the user looks at is now the source of incoming audio
dies through respiratory failure. signals.

Because the toxin starves the victim of oxygen, death is relatively This can be altered if desired by recalibrating the software so that
slow. It is not the most reliable way to kill people, especially at you can look 10 yards left of your target etc. This can be done by
range and when toxin purges are to hand. a competent cyberneticist.

Agents can live for 10 rounds / 30 seconds per point of Endurance. You can only hear sounds from inside this area.
Humans can live for 5 rounds / 15 seconds per point of Endurance.
If you have an Anascan Inner Vision GUI (See Machines of War)
If medical aid, an antidote or a toxin purge has not been applied in then you can perform the recalibration yourself on the fly.
this time the target dies.
Range
Medical Aid – Another person can pass an ‘Intelligence + Medicine’ 200 metres if one were listening to normal voices.
roll at -6 to halt the toxin but they must have access to reasonable 100 metres if listening to soft voices
medical supplies such as a medical toolkit. 400 metres to hear the sound of a car

If the patient has an unconventional respiratory system then the


GM may rule they are unaffected. The toxin normally comes
suspended in a carrier solution to make it usable in dart weapons
etc.
NEW A.I. PROTOCOL
REAVER DRAGON’S BREATH ORAL FLAME THROWER You can install a number of A.I. Protocols equal to your internal A.I.
Installation Simple, 4 Hours
Cost 6,000¢ VOICE STRESS ANALYSER

A pair of micro-jets are installed inside the target mouth along with Prerequisite Level 2 A.I.
a tiny igniter set into the back of the teeth. On the user’s mental Anascan PSE
command the micro-jets spray a highly combustible liquid out of Cost 4,000¢
the mouth which ignites and becomes a scorching torrent of flame.
Your internal A.I. is able to analyse a target’s speech patterns and
2D6 Damage 2 Metre Range Rate 1 look for signs that they are lying. You gain a +4 to your rolls when
trying to determine if a statement is a lie as long as the person is
Anyone who takes damage from the flame Dragon’s Breath is set speaking to you. You will typically need to engage them in
on fire. This means you take D6 damage a round until put out. You conversation for at least a few minutes so the A.I. can determine
can only be set on fire once at any one time. their typical voice patterns.

A successful ‘Agility + Reflexes’ check will put out the fire or


another person can spend a round helping and do it automatically.
It ignores shields and requires refilling once every 2 uses (the user
can do this); the cost for this refuel is negligible. The fuel used is

69
VEHICLES & CYBERLINS

SECTION 4
VEHICLES AND CYBERLINS

"Screw you, you can't judge me! I was a god, you understand, a fuckin' god! I pointed and mountains
moved, I walked and the earth trembled. My eyes could see to the ends of the world, my voice was as
loud as thunder, I was a goddamn force of nature! You have no idea how it feels, not one damn clue.

Hey, look man, I'm sorry about all that shit. Please, just get me out of here, okay? I can't go on like this,
living like a... a bug. I need to see it again, I need it back. Oh, okay, no, I don't have to pilot again!
Please man, just let me see it again, just let me sit in the cockpit one more time, I swear I won't
immerse, I just need to... hey... hey! Where are you going!? Come back, I need to see it again... I'll kill
you, you bastard! I'll kill all of you! I'll turn the whole damn world to ash! You can't keep me here, I'm a
fuckin' GOD!"

- Patient 36, Agent Eustace Duval, formerly of the Western Federation Cyberlin Corps.

70
Battle Class Cyberlin - The Fist of Khan
VEHICLES & CYBERLINS

OVERVIEW NON-AI-JINN CYBERLINS


This information on cyberlins overrides anything written in the
Corporation Core Rules. All of the major power blocks build their own cyberlins albeit in very
low numbers; maybe only one or two a year in some cases. This
These steel gods remain unsurpassed as the most terrifying is done for three main reasons.
combat machines ever built. The fact that their enormous
destructive force can be surgically applied makes them a far more 1. To advance understanding of cyberlin technology and hopefully
realistic deterrent than a nuclear bomb in the modern theatre of reach a stage one day where they can rival the Ai-Jinn in terms of
war. At present over five thousand cyberlins stand silently, their productivity.
terrible vigil seldom broken in this era of crumbling peace.
2. To create cyberlins which utilise proprietary technology. For
The majority of cyberlins are built by the Shanghai Cyberlin example, Shi Yukiro cyberlins which utilise ion weaponry or
Concern (SCC) in eastern China. The Ai-Jinn’s unsurpassed ability Comoros cyberlins which utilise rift technology.
to harness resources ensure they are the only ones who can
economically produce the millions of high-end components used in 3. To build cyberlins which are 100% guaranteed to have no Ai-
the construction of a cyberlin. That is not to say that the UIG and Jinn systems inside. Despite the open construction policy, there is
other corporations do not dabble in the field, just that they only do still a seed of doubt that when it comes to the crunch you don’t
so when they have a very specific requirement. want your most valuable assets guarded by a machine built by the
enemy. These ‘loyal’ cyberlins are typically used to guard the
A typical cyberlin costs 20 million credits to buy direct from the Ai- organisation’s most important assets such as capital spires or
Jinn; which is relatively inexpensive all things considered. intercontinental missile silos.
However, for a corporation such as E.I. to build one from the
ground up carries a price tag more in the line of 1 billion credits THE BIRTH OF A MONSTER
due to their lack of a structured, efficient and automated system.
The fact that cyberlins tend to be more of a deterrent than of any
Cyberlins are built in custom facilities, most of which are owned by
practical use gives cause for the corporations to limit their
the Ai-Jinn. These huge yards are several square miles in size and
spending on such things.
incorporate dozens of factories which make all the generic
components such as limbs, actuators, hydraulics, pneumatics,
OPEN CONSTRUCTION POLICY frames, motors and armour. The more specialist parts are
In order to secure their hold on the cyberlin market the Ai-Jinn constructed either by 3rd parties such as the Shi Yukiro, or in off-
were forced to be completely open about the technology used to premises Ai-Jinn owned factories.
make the machines function. It was also because of this open
policy that it was decided to outsource some of the component THE TIANJIN CYBERLIN YARD
manufacturing to other corporations. For example, the Shi Yukiro,
or more accurately Takata, build most of the optics and targeting
In north east China, on the stormy coast of the Okhotsk Sea lies
systems, E.I. produce the thruster units used in jump packs and
the Tianjin Factory Complex. The hundreds of square miles of
the Federation create a huge variety of ordnance weapons which
squat factories, belching chimneys and cavernous warehouses
grace many of the more aggressive units.
can be seen through the smog only as gloomy silhouettes dotted
with twinkling lights and fingers of coloured flame.
Basically the open construction policy ensures that no secretive or
‘black box’ technology finds its way into the cyberlins so that the
Like most such facilities, the Tianjin Cyberlin Yard is a mass of
buyers can be certain there are no backdoors, auto-destructs or
large factories and storage units built around a central ‘pit’, which
failsafes inside the great machines which may be triggered in the
is an enormous concrete-steel hole some hundred metres deep
event of a war with the Ai-Jinn. The Federation have a similar
and broad enough to accommodate four cyberlins at any one time.
policy with their guns and such a system is essential if world trade
The sides of the pit are festooned with access shafts, gantries,
is to flourish. Because the technology of the generic cyberlin is no
power outlets, heavy manipulators and bridges. When one of the
secret, rival technicians are welcome to visit the factories and
war machines is under construction teams of engineers and droids
observe every stage of the process. All of the computer code used
work like ants, crawling over the massive frame of the cyberlin,
to program the cyberlin’s A.I. and defence systems is easily
bringing life to the durasteel colossus.
accessible and any corporation is welcome to have their Agents
invigilate every stage of the process if desired.
When completed powerful hydraulic rams work in concert with air-
lifters and the cyberlin’s own AG units to raise it out of the pit and
Because it is the Ai-Jinn’s sheer productive power rather than their
into the grey, storm-ridden skies above. This iconic scene is often
methodology which makes them so successful, there is little
used by the Ai-Jinn in their promotional films and literature. The
reason to hide the process and if they did suspicion among
sheer scale and impact of the awe inspiring image is a potent
customers would inevitably lead to a halt in orders.
warning to enemies and a source of renewed patriotism to
loyalists.
Of course they can bloody well gold-plate one for me; they’re
just being difficult. Offer them more money.

-attr: Gunther van Rosch, C.E.O., Eurasian Incorporated.

72
VEHICLES & CYBERLINS

CYBERLIN PILOTING RULES ACTIVATIONS CHART


PREREQUISITES
Total Activations
The Cyberlin Pilot Training (page 12) – Without this the system are
far to complex to even begin to understand. If the GM deems you 01-08 1
should be able to have a go then he should apply a huge penalty 09-11 2
to all rolls. 12-14 3
15-18 4
THE RIG 19-22 5
The pilot is strapped into a rig which is much like a mechanical arm 23-26 6
chair with harness points for the limbs and head. Thus when the 27-30 7
pilot moves, the cyberlin moves. This system allows the pilot to use 31+ 8
most of his normal stats and skills when fighting or manoeuvring.
There may be modifications to these based on the nature of the
cyberlin and the way the machine is being piloted.
Self Aware Cyberlins
CYBERLIN PILOTING BASICS The cyberlin controls some of what happens in the cockpit.
Initiative You gain an extra 2 Activations per round but the Cyberlin
This is rolled as normal, Reflexes + D10. You may gain a modifier decides what to do with them. Obviously if the cyberlin is hostile
based on your cyberlin. to you it may simply deny you access to its systems and you
would need to hack it. In this case treat the cyberlin as an Elite
Turn Order System.
Instead of the normal order within a round each pilot takes it in turn
to activate a system. When one pilot runs out of systems the other
may finish activating their remaining ones, then a new round
SYSTEMS
begins. These sub turns are referred to as ‘Activations’. You gain a
Anything the cyberlin can do other than basic perception and
number of activations based on the Piloting Method.
simple movement are referred to as ‘systems’. Some systems
such as weapons or shields must be activated with ‘activations’.
Example, Pilot A has 4 Activations and Pilot B has 2 Activations.
Pilot A wins initiative.
Example systems include
Pilot A Fire Weapons
1. Arm mounted rail gun
Pilot B Activate Shields
2. Decoy flares
Pilot A Fire Weapons
3. Repair Nanites
Pilot B Evasive Manoeuvres
4. Hard Ion Shield
Pilot A Fire Weapons
Pilot A Fire Weapons
Note that a weapon with a rate of 2+ can be fired at full rate and
still only counts as a single system.
HOW MANY ACTIVATIONS DO I GET?
Activations are the currency of Cyberlin Piloting and are used to
Some such as armour plates do not.
perform actions such as firing weapons or deploying defences.
There are no free actions in cyberlin piloting.
STATS AND SKILLS
You use your pilot’s skills to use the cyberlin and they remain
Full Immersion Piloting
unchanged unless stated in the cyberlin’s description. For
You are connected to the cyberlin’s system via a neural jack.
example, all cyberlins will replace your Strength with theirs. There
Add together your Intelligence, Internal A.I. and the Cyberlin’s A.I.,
is only one set of stats and skills when in a cyberlin. The two
then consult the ‘Activations Chart’.
entities become one. You may receive modifiers based on the
cyberlin you are piloting and its installed systems.
Manual Piloting
You use manual control much like driving a car.
Add together your Intelligence and the Cyberlin’s A.I. then consult Which STATS and Skills to use
the ‘Activations Chart’.
Ranged Weapons Perception + Support Weapons

Melee Attacks Reflexes + Close Combat

Sensors Perception + Observation

Extreme Manoeuvres Reflexes + Pilot

73
VEHICLES & CYBERLINS

MOVEMENT Unarmed Attack


The cyberlin’s guidance computer means that it can ignore move You deal damage equal to the Strength of the Hardpoint Unit.
and fire rules so you can travel the full move distance and activate
any system. Armed Attack
Deal damage as specified in the weapon description.
Stealth
Only light cyberlins can use stealth and even then the GM should CYBERLIN DEATH
use common sense to determine what is reasonable. When is a cyberlin destroyed? At the end of the turn, if the cyberlin
is on less than 0HP after all auto repair units have activated the
CYBERLIN HIT LOCATIONS cyberlin is incapacitated and its systems will all go off-line. The
You can attempt to hit certain parts of a cyberlin with your attacks. only fully manual system is the ejector seat which fires the driver
Although you could argue that a cyberlin is huge and easier to hit several hundred metres in the air and allows him to drop suit /
than a human, it is assumed you are attacking from inside armour parachute to safety.
units such as APCs, MAG Tanks or other cyberlins.
BUILDING A CYBERLIN
If you are firing handheld weapons then the hit location penalties
There are some pregenerated cyberlins in the book for you to use
could be halved.
but you should feel free to create your own. A cyberlin must fulfill
the following build guidelines.
Note that untargetted hits are always considered to hit the hull.
1 Hull
CYBERLIN HIT LOCATIONS 1 Processor
1 Locomotory System
Hardpoint / Arm -6 No more than 2 hardpoint units (arms)
Hull -0
Ordnance Weapon -8 Use the Cyberlin Record Sheet in the back of the book to construct
Locomotion -4 your metal monster.

By hitting these targets you are able to apply all of your damage INSTALLING ORDNANCE WEAPONS
to one area and possibly destroy it. If the part in question is Size Ordnance Per Arm
reduced to 0 HP the following applies. Heavy 3
Medium 2
Hardpoint / Arm Light 1
This limb can no longer be used but the weapons on it can.
If you attach multiple weapons to one hardpoint they can be fired
Hull as a single system but must be directed at the same target.
When the Hull is reduced to 0HP the cyberlin will no longer
function For example, on the cyberlin’s left hardpoint is a single ordnance
weapon and 2 heavy weapons. These three weapons can be fired
Weapon in one activation as long as they are directed at a single target.
Ordnance weapons are considered to have 50HP
Heavy Weapons are considered to have 25HP*.
INSTALLING HEAVY WEAPONS
Once reduced to 0HP the weapon no longer functions.
You can install heavy weapons onto the hardpoint units of a
*Note these values are higher than listed in the Eastern Bank cyberlin. For space purposes you can have three heavy weapons
as cyberlin weapons are armoured. instead of a single ordnance weapon.

Locomotion For example, with a medium sized hardpoint the following


Once reduced to 50% HP the cyberlins speed is also reduced combinations are valid.
by 50%. When reduced to 0HP the cyberlin cannot move.
2 Ordnance weapons
1 Ordnance and 3 heavy weapons
6 heavy weapons.
AIMING
You can aim in a cyberlin as normal gaining +2 to hit each round
you aim. You do not gain a bonus to damage however. REPAIRING A CYBERLIN
If systems have been damaged they must be fixed. You can use
CYBERLIN CLOSE COMBAT a simple system of percentages to work out the repair cost.
When attacking in close combat you use your Reflexes + Close
Combat. Other than that nothing changes. Cyberlins have a For example, if a cyberlin hull has lost 50% of its HP then it will
defence based on their Close Combat as in normal close combat. cost 50% of its purchase price to repair. The GM may want to
You do not gain the benefit of any training you have in normal round off the numbers for you to make the maths easier. If you
combat such as ‘Advanced Disarm’ or ‘Gun Melee’. are doing it yourself the repair cost is halved and the GM should
decide how many downtime weeks it will take.

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VEHICLES & CYBERLINS

CYBERLIN SYSTEMS
Below are listed a number of common cyberlin systems. This list is
by no means exhaustive and more system may be detailed in PROCESSOR
future books. The processor determines the number of non-essential systems
(essential systems are Processor, Hull, Hardpoints and
Does it Require Activation Locomotion) which can be installed into a cyberlin. The processor
Where the system name is written an (A) is printed if the system itself is the brain of the cyberlin and micromanages all of the
requries an activation. You should write this (A) on your Cyberlin system setting so that weapons fire accurately as the cyberlin is
Systems Sheet to remind you that the system needs activating. (P) moving, shields are buffered and regulated, locomotion is smooth
means the system is passive and always functioning. and recoil dampers are synchronised to ensure the cyberlin stays
upright and balanced when unloading 8 cannons and being shot at
How Many Systems Can I Install? simultaneously.
A cyberlin can have a number of systems based on its processor,
not it’s A.I. The A.I. is an optional extra which makes piloting easier.
The cyberlin has a massive central processor which runs and PROCESSORS (P)
synchronises all of its systems. It would be possible to place an
extremely powerful processor into a basic cyberlin but it would be Processor Systems Cost
a waste of time. Only prototype, specialist or battle cyberlins will MX5 Slave 5 500,000¢
use the more expensive processors. Microflux T8 6 650,000¢
MX8 Autoxor 7 850,000¢
Free Systems Datanetica FG90 8 1 Million¢
You receive some systems for free when you start to construct a Saracen J2000 9 1.3 Million¢
cyberlin. These are: Illian Ghost V2.2 10 1.8 Million¢
Cyrebrum MP8 11 2.0 Million¢
Processor Takata R50 DX 12 2.5 Million¢
Hull
Left Hardpoint
Right Hardpoint
Locomotion
HULL
The hull acts as the main structural frame for the cyberlin. It houses
The routines for controlling these elements are already built into the power unit, cockpit and optional systems such as shield
the processor. generators, auto repair stations and numerous other sub-
mechtronics.
In addition there are some other upgrades such as armour plates Note that the armour value for the hull applies to all systems on the
which specifically note that they do not count as a systems when cyberlin as it determines the basic level of armour installed across
determining what you can install in your cyberlin. the entire machine. This is included in the hull’s cost.

HULLS (P)

Standard Hulls HP Grade Cost (¢) AV END*


CYBERLIN ATTITUDE SSC Dominator C10 1000 Heavy 15 Million 25 100
SCC Arbiter 700 Medium 10 Million 20 75
The intimidation value of a Cyberlin is based on its hull. The SCC Rogue H5 500 Light 6 Million 15 50
larger the hull the more ‘Attitude’ skill it has.
*Defines the Cyberlins Endurance STAT
Light 5 A heavy hull MUST be mounted on a heavy locomotory system and
Medium 7 hardpoints.
Heavy 8
Painting Hulls
You can add or remove some points based on its duties. For You can apply a custom paint job to the hull for following cost.
example, an Atrocity class cyberlin could gain a +2. A marine Light (1000¢) Medium (2000¢) Heavy (3000¢)
reconnaissance cyberlin could have a -1.
A basic cyberlin has a looking good score of 5. This upgrade
What you use this Attitude for is up to you but scaring away gives the cyberlin a Looking Good score of 8. For particularly
enemies to save valuable ammunition is a good first choice. fine custom work you can increase the score to 9 or 10 but it
may cost more money.

75
VEHICLES & CYBERLINS

MIXING COMPONENT TYPES OCTOPEDAL (P)


The chassis has 8 legs which allow it to move at great speed
Due to the way Cyberlins are built components can only be over even the most challenging terrain. This system can only be
matched in certain ways. What you can attach is based on the fitted to light cyberlins. If you DO want to fit it to medium and
hull type you are using. heavy cyberlins then it should only be used for rare, prototype,
alien or experimental cyberlins
Light Hull
Up to heavy locomotors but only light hardpoints
Light Medium Heavy
Medium Hull Cost 1.5 Million 2 Million 2.5 Million
Must be medium or heavy locomotors but only medium or light Top Speed 110 mph 90 mph 80 mph
hardpoints Terrain Rough Rough Rough
HP 75 120 200
Heavy Hull Agility 9 8 7
Must have a heavy locomotor but can have any type of
hardpoints.

QUADRUPEDAL (P)
LOCOMOTION The chassis has 4 legs which allow it to move over the most
Each cyberlin needs a form of locomotion. The following difficult of terrain but at a low speed.
locomotory systems can be used on all cyberlins except where
noted. Locomotory systems do NOT count towards your total Light Medium Heavy
number of allowed systems. Cost 1 Million 1.5 Million 2 Million
Top Speed 50 mph 40 mph 30 mph
Terrain Rough Rough Rough
AQUATIC PROPELLER (P) HP 100 200 300
This is used for cyberlins which operate in water (Aqualins). Agility 7 6 5

Light Medium Heavy


Cost 250,000 500,000 1 Million
Top Speed 120 mph 100 mph 80 mph
TRACKS (P)
Terrain Water Water Water
HP 50 100 150 A set of heavy tank tracks which offer great stability but a greatly reduced
Agility 8 7 6 Agility. The cyberlin is also extremely hard to knock down.

Light Medium Heavy


Cost 500,000 1 Million 1.5 Million
Top Speed 80 mph 70 mph 60 mph
BIPEDAL INVERSE (P) Terrain Moderate Moderate Moderate
The knee joints are reversed like a gazelle’s which adds speed HP 50 100 150
and agility at the cost of solidity. Agility 6 5 4

Light Medium Heavy


Cost 500,000 1 Million 1.5 Million
Top Speed 80 mph 70 mph 60 mph ANTI-GRAVITY HOVER (P)
Terrain Moderate Moderate Moderate The hover chassis is not normally available on medium and
HP 50 100 150 heavy cyberlins. If you DO want to fit it to medium and heavy
Agility 10 8 6 cyberlins then it should only be used for rare, prototype, alien or
experimental cyberlins

Light Medium Heavy


BIPEDAL STANDARD (P)
Cost 1 Million 10 Million 30 Million
These are typical legs that most cyberlins are equipped with,
Top Speed 100 mph 85 mph 70 mph
they are solid and dependable but don’t offer much in the way of
Terrain* All All All
speed.
HP 50 100 150
Agility 10 8 6
Light Medium Heavy
Cost 500,000 1 Million 1.5 Million
*The cyberlin can travel over water.
Top Speed 60mph 50mph 40mph
Terrain Moderate Moderate Moderate
HP 100 200 300
Agility 8 6 5

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VEHICLES & CYBERLINS

PRIMARY HARDPOINT UNITS (ARMS) WEAPON MOUNTINGS (P)


If you wish you can essentially skip hardpoints and attach the
Each cyberlin can attach 2 upper hardpoint units. These attach to weapons directly to the hull. This upgrade does not count as a
the sides of the hull much like arms. Although a cyberlin normally system and is simply an internal bridging unit.
has 2 arms, it is not compulsory and they do not both have to be
of the same type. Light Medium Heavy
When a hardpoint is reduced to 0 HP it cannot be used. The Cost 100,000 200,000 300,000
weapons attached to it CAN still be used.
Hardpoint units DO require activation. It has no hit points and cannot be destroyed.

MANIPULATOR (A) (RATE 1)


This acts much like a human arm and allows the cyberlin to hold
tool or pick up objects. You cannot wield a weapon two-handed ORDNANCE WEAPONS
in a cyberlin as there is not enough flexibility.
Ordnance Weapons are the staple ranged attack form of cyberlins.
Light Medium Heavy For reference these weapons have are heavily armoured and
Cost 250,000 500,000 1 Million have 50hp. (AV will be the same as the Hull).
Strength 50 75 100 You can attach a maximum of two to each hardpoint unit. Note that
HP 25 50 100 if you attach two ordnance weapons to one hardpoint they can be
fired as a single system but must be directed at the same target.
Possessing a manipulator allows a cyberlin to make close These systems DO require activation.
combat attacks and wield close combat weapons (both at rate
1). One ordnance weapons can be mounted on a manipulator.
PAN LEE TSUNAMI K8 HEAVY ASSAULT CANNON (A)

CONVERGENT ARTILLERY CANNON (A) Damage - Special


50,000¢
Damage 40D10 + 100 Medium Range
Cost 2 Million Rate 1
Range Long EMP Immune
Rate One shot per 2 rounds
EMP Immune Dimensions 7.0 Metres in length, 300mm dia barrel
HP 150
This weapon is not generally used to attack heavy armour due
This represents the heaviest ground-mobile weapon in common to the lack of penetration. More commonly it is utilised for
use at the current time and can only be fitted to heavy cyberlins. suppressing large numbers of ground troops by deluging them
in thousands of rounds of ammunition.
The entire arm is a single convergent artillery cannon of
unrivaled power. Weapons can be attached to this arm as Damage
normal. The C.A.C is 45.88 metres in length. This counts as a The weapon is sprayed over an area of roughly 50x50 metres.
hardpoint so it does not contribute to your max. no. of systems. Everything in that area receives 4D10 damage.

If targetting an enemy cyberlin shield it will reduce it by 500hp


ROCKBREAKER (A)
This hardpoint attachment is normally used by slave class miner
cyberlins but can be used by mêlée based battle class as well.
PAN LEE HURRICANE ORDNANCE PLASMA (A)
Light Medium Heavy
Cost 250,000¢ 500,000¢ 1 Million 15D10+15 Damage
Strength 50 75 100 100,000¢
HP 50 75 150 Long Range
Rate 1
Possessing a rockbreaker allows a cyberlin to make close EMP Immune
combat attacks.
Dimensions 7.5 Metres in Length, 600mm dia barrel
Special Attack - Gravity Nexus
The Rockbreaker has a powerful grav-engine which allows it to The armour penetrating power of the Hurricane makes it ideal
land earth-shattering blows. This allows the cyberlin to double for counter-armour attacks such as cyberlin-cyberlin combat or
its strength when attacking with this hardpoint. assaults on tank divisions etc.

It needs 4 rounds to recharge.

77
VEHICLES & CYBERLINS

PAN LEE SIRROCO TYPE 09 RAIL CANNON (A) PAN LEE TORNADO GUIDED MISSILE ARRAY (A)

15D10+30 Damage 9D10 Damage per Warhead


150,000¢ 100,000¢
Long Range Long Range
Rate 1 Rate Special
EMP Immune EMPS 50

Dimensions 10.0 Metres in Length, 400mm dia Barrel Dimensions 5 Metres in Length, 16 x 300mm dia Barrels

The king of counter-cyberlin weaponry, the Type 09 can punch a The Tornado is a shoulder mounted missile array which holds
hole through even the toughest opponent. However, there is one up to sixteen guided warheads. The user can opt to fire
major drawback, the projectile itself is fairly small so whenever between one and sixteen missiles at a time but they must all be
fired there is a 10% chance it passes through a non-essential directed at the same target if being fired in the same round.
part of the mech and effectively deals no damage.
Each missile counts as a separate attack for armour purposes.
If you hit an enemy cyberlin roll an additional D10, on a roll of 10
the attack has no effect, even if you hit. This is not the case Missiles must be purchased separately; the price above refers
when attacking non-cyberlin targets. to the launcher unit.

The Type 09 can be fired through walls by firing at -4 and A heavy guided missile costs 1,000¢
ignores 25 points of AV.
Procedure

PAN LEE TYPHOON LX88 SNIPER CANNON (A) Lock-On - Locking on counts as an Activation

15D10+10 Damage Roll Perception + Support Weapons, success indicates lock-on


200,000¢ is achieved. Faillure wastes the activation.
Extra Long Range (3 Miles)
Rate 1 shot every 2 rounds. Penalties
EMP Immune Lock on Disruptor -6
You are in a complex manoeuvre such as jumping -2
Dimensions 13.0 Metres in Length, 400mm dia Barrel Opponent is in evasive manoeuvres such as jumping -2

This is one of the largest arm-mounted ordnance weapons


currently available. Although the typhoon can only fire every Once lock-on is achieved you can use your next Activation to
other round it can deliver a shot up to 3 miles away. fire the missiles; no roll is needed. Unless the opponent deploys
countermeasures you will hit with all missiles.
For every mile past the first you should apply a -4 penalty.

Each round you aim with the sniper cannon you gain a +4 to hit
but no bonus to damage.
PAN LEE TEMPEST X5 AM ORDNANCE LASER (A)

15D8+15 Damage
100,000¢
CYBERLIN MELEE WEAPON (A) Long Range
Rate 1
Light 50,000¢ +30 Damage EMP Immune
Medium 75,000¢ +50 Damage
Heavy 100,000¢ +75 Damage Dimensions 7.1 Metres in Length, 300mm dia barrel

This weapon is held in a manipulator and adds to the cyberlin’s An essential weapon for counter-armour* cyberlins. These
close combat damage. It can take any form such as a wrecking weapons come fitted with AM (auto modulators) which means
ball, sword or axe. the weapon will automatically penetrate all standard shields. If
the target is using a shield frequency scrambler then you roll a
The price of the weapon can be tripled in order to make it a D10, on 1-3 the cyberlin’s A.I. predicts the shield’s frequency
plasma weapon which ignores 25 points of armour value or x10 pattern and the laser ignores the target’s shields.
to make it an Ion weapon which ignores 75 points of AV.
*Armour in this instance refers to other heavy vehicles, not
Ion weapons are only available to Shi Yukiro cyberlins. defensive armour plates.

78
VEHICLES & CYBERLINS

KNOX DEADLEAF ML9000 HEAVY MINE LAYER (A) COVERT SHIELD (P)

30D10 Damage per Mine All Sizes 300,000¢


100,000¢ for the Layer, Mines are 1000¢ each.
Capacity (Light 30 mines) (Medium 45 mines) (Heavy 60 Mines) The cyberlin’s shield is no longer visible. This upgrade is
Range Medium seldom used but can occasionally be employed to make an
Rate 3 opponent believe the cyberlin is vulnerable and make a
EMP Immune mistake.

Dimensions 2.0 Metres in Length, 1000mm dia Barrel This does not count towards your total number of systems.

The Deadleaf uses a pneumatic launcher to fire up to 3 mines in


an arc in front or behind the cyberlin. The mines land AUTO REPAIR SYSTEMS (A)
approximately 200 metres away from the launcher and contain
sophisticated sensors which ensure the mines are not triggered Basic 50HP per round 1 Million ¢
by friendly units. Advanced 100HP per round 3 Million ¢
Mines are naturally coated in a basic scanner blocker and so Elite 150HP per round 5 Million ¢
require a Mine Sweeper Sensor to detect.
The system takes an Activation to turn on, after which nanite
Stepping on Mines colonies dotted around the cyberlin dispense nanite repair
If you have not detected a mine then there is a chance you’ll drones to fix the cyberlin’s failing systems. They heal an
step on it. Each round you are in the rough vicinity of the mine amount of damage to the machine as stated above each round
(200m) and moving, roll a D100. There is a cumulative 5% and will continue to function until the cyberlin is repaired or they
chance you will stand on it. expire.

Effect You can decide which areas the nanites repair. E.g Hardpoints,
The entire force of the mine is directed at the locomotory module locomotary systems etc.
of the cyberlin and it ignores shields. You can only install one of these systems at a time.

They can function for a total of 10 rounds but can be manually


turned off using an activation. Refilling a unit costs 10% of its
purchase price.
SHIELDS, DEFENCE AND REPAIR
Cyberlins utilise hard ion shields in the same way as other They repair at the END of a round.
vehicles. It should be noted however that if an Agent were to
physically climb onto a cyberlin and attach an explosive to its leg
this would bypass the shield. For practical purposes you can SHIELD REGENERATOR (A)
assume the shield is surrounding the cyberlin at a distance of 2
feet. All Sizes 500,000¢

This powerful hypercharger allows the hard ion shields of a


ARMOUR PLATING (P) cyberlin to be regenerated at a rapid rate.
Each round the shields regenerate 10% of their total.
Cost 100,000¢ per plate
Example, your cyberlin has a 1000HP shield, each round it will
These massive sheets of laminate durasteel are bolted onto the regenerate 100HP irrespective of the current total. It will even
Cyberlin to provide additional ablative armour. You must state regenerate shields which are totally depleted.
where the plating is located and it provides an extra 100 HP for
that location. Once the cyberlins Agility has reached 0 it cannot
move. You must attach plates as evenly as possible over the STANDARD HARD ION SHIELD (A)
structure or it will throw off the balance of the machine; i.e. you
should not just attach 4 plates to 1 leg. Cost 1000¢ per HP

Depending on the size of the cyberlin they are attached to they The cyberlin is fitted with a number of shield generators which
will reduce its speed and Agility. work in the same way as standard hard ion shields. They
function as a single shield.
Cyberlin Size Agility Reduction Speed Reduction
Light -1 per plate -10 MPH per plate Maximum Light 700 HP
Medium -1 per 2 plates -5 MPH per plate Medium 1,000 HP
Heavy -1 per 3 plates -2 MPH per plate Heavy 1,500 HP

Armour does not count towards your total number of systems This does not count towards your total number of systems.

79
VEHICLES & CYBERLINS

SENSORY PREDICTIVE TARGETING LOCK (A)

Cyberlins can be fitted with a range of sensory and targetting All Sizes 1 Million¢
upgrades. The most popular are noted below. Prerequisite Cyberlin A.I. of 1+

By activating this system the cyberlin brings a number of A.I.


SCOUT ARRAY (P) controlled targeting units into effect which take into account the
All Sizes 1 Million¢ movements of you, your enemy and external physical forces.
This grants a +4 to hit with your next ranged system. This
Prerequisite - Sensory Array includes acquiring a lock-on.

The basic sensor array is heavily upgraded granting the cyberlin


greater sensory resolution.
The cyberlin’s perception is based on the pilot’s perception. This ENVIRONMENTAL SEALS (P)
increases that value by 2.
Light 1 Million Credits
Medium 1.5 Million Credits
Heavy 2 Million Credits
MINE SWEEPER (A)
The unit is totally sealed and waterproofed allowing it to go
All Sizes 200,000¢ underwater without a problem. It is also fitted with aerators
which provide air to any system which may require it for their
This upgrade to the cyberlin’s sensors allows you to spend an function. In addition any airborne toxins cannot enter the
Activation to search for mines. Simply roll ‘Perception + cockpit.
Observation’. Each point of XS detects one mine starting with
those closest to you.
AUGMENTED VISION SUITE (P)

All Sizes 300,000¢


FLARE LAUNCHER (A)
A range of optical technologies allow perfect vision even at night
All Sizes 50,000¢ and through smoke or rain.

Fires powerful flares into the air which illuminate the whole
battle area. The flare lasts 10 rounds and each replacement
flare costs 100¢. The launcher can hold 10 flares at a time. COUNTERMEASURES

Countermeasures are used to reduce the chance that a guided


SENSORY ARRAY (A) (P) lock-on style attack will hit your cyberlin.

All Sizes 500,000¢


LOCK-ON DISRUPTOR (P)
The cyberlin is equipped with broad-spectrum sensor arrays that
can be used to scan for a wide range of phenomena such as; All Sizes 200,000¢

Sources of Electricity or Radiation This technology produces carefully calibrated energy fields
Chemicals & Pathogens around the cyberlin which make it very hard for an enemy unit’s
Lifesigns software to lock onto you.
Vehicles
Buildings Anyone using A.I. assisted lock-on gains a -6 penalty.

The sweep is conducted in a 90-degree arc from the cyberlin out


to a range of 5 miles and will notify you of anything unusual. In
order to search for unusual specific items you must use an SHIELD FREQUENCY SCRAMBLER (P)
Activation. For example, if you are looking for a particular
vehicle or person. All Sizes 300,000¢

If the GM deems it tricky to find then he may request a This installs a scrambling technology which limits an auto
‘Perception + Observation’ roll. For example, attempting to modulating (AM) laser’s ability to bypass a shield. If you are
ascertain if a ground troop is carrying a specific weapon or if a shot at by an AM laser weapon the attacker should roll a D10.
tank is broken or simply has all its systems turned off. On a 1-3 the attack ignores your shields but on a 4-10 does not.

80
VEHICLES & CYBERLINS

ELECTRONIC COUNTERMEASURES (ECM) (A) EXTREME MOVEMENT

Basic 200,000¢ These upgrades influence the more advanced movement of the
Advanced 500,000¢ cyberlin such as its ability to jump or fall.
Elite 1 Million¢

A complete system of decoy units and guidance disruptors serve JUMP UNIT (A)
to reduce the likelihood that guided weapons will strike your
cyberlin. Light 500,000¢
Medium 1 Million¢
System
At the start of a round you can use an Activation to prime the
ECM. If you are attacked with a guided system during that round Using a jump unit a cyberlin can launch itself into the air for short
they will activate automatically. periods of time. The jump pack contains enough fuel for 5
rounds in the air. Each round, the cyberlin can travel 200 metres
They will remain online until used at which point you will need to by using the jump pack so it could traverse a distance of 1km in
spend an activation to re-prime them but are only effective 15 seconds if it used all its fuel at once. Only light and medium
against one volley before repriming is needed. cyberlins can use Jump Units.

ECM Roll Needed * Max Number of Counters**


Basic 1-2 3
Advanced 1-5 5 GRAVITY RAMS (A)
Elite 1-7 8
Light 100,000¢
*Roll below this number on 1D10 to counter each incoming Medium 200,000¢
attack Heavy 300,000¢
**You can only counter this number of incoming attacks per
round. Using high-powered antigravity units, the cyberlin's personal
gravitational reference can be momentarily rendered a fraction
Example of its normal value. This is usually used to drop cyberlins into
You have an advanced ECM. Your opponent opens up at you combat arenas from aircraft but requires perfect timing from the
with 7 guided missiles. You can only neutralise up to 5 so you pilot or A.I.
roll 5D10. Each one that comes up with a 5 or lower has
neutralised a missile. On the round that Gravity Ram systems are activated the
cyberlin takes no damage from any fall, no matter how high.
After use they require D10 rounds to recharge.

SALVAGING

Its not unreasonable for the division to scavenge some of these


items and use them for their own creative purposes. Perhaps
mounting an ordnance weapon or some gravity rams on their
vehicle.

The GM should ultimatly oversee the salvaging process but


some useful skills would include:

1. The Jury Rigging Training


2. A high Mechtroincs skill
3. The Cyberlin Pilot Training
4. The Ai-Jinn Mechanic Training (Machines of War)

81
VEHICLES & CYBERLINS

EXTRAS I CAN’T AFFORD A FLIPPIN’ CYBERLIN!

No, most likely you’ll never be able to buy one. The prices are here
These do not count towards your total number of systems)
for completeness and in case the GM feels like running a scenario
where you may be able to build one yourself.
CYBERLIN A.I.
The most likely situation that will allow you to build a cyberlin is if
you are a highly skilled cyberlin pilot and the corporation has
Cyberlins start with no A.I. You can increase it one level by asked you to design one for a purpose. Perhaps your division has
spending 100,000 credits per level to a maximum of level 10 for been placed in charge of an important facility and you have been
1 million credits. Adding a personality is free when you spend granted permission to construct a cyberlin to guard it and a budget.
this much on a high-end war A.I.
Still, it’s nice to be able to plan one or if the game gets really high
level then maybe one day you will be able to construct your own
looming steel beast to guard your collection of gold plated guns
STANDARD EJECTOR SEAT (A) OR (P) and stolen ion katanas.

This is included in the cockpit and comes free whenever you THE SCALE AND SPEED OF CYBERLIN COMBAT
purchase a hull. The ejector seat fires by default when your hull
reaches 0HP. You can turn this setting off in which case you You may have noticed that cyberlin combat works on a massive
must use an activation to fire the seat. If for some reason you scale and a fight between two cyberlins is not as punchy and quick
cannot perform this activation then you will most likely die in the as it might be between two Agents. You should therefore bear the
burning carcass of the machine. following in mind.

1. Have something for the other Agents to do during the combat.


Maybe they could be fighting ground troops or contributing to the
effort in tanks. Perhaps they could have some heavy support
weapons to help erode the cyberlin’s defences.

2. Cyberlin battles are rare and not a staple of the game so if it


takes a long time to enact the titanic war it should not slow your
game down on any significant scale.

CAN MY AGENT FIGHT A CYBERLIN


YES! He can indeed. All the numbers are in place for you to
engage a cyberlin in close combat. It should be a simple task to
determine how to take on a cyberlin in close combat. The cyberlin
has a Defence, AV, HP and appropriate skills. A high level division
THE SCC may well be able to take down a light scout cyberlin without too
many problems. To take down a battle class cyberlin single handed
may require a little more dedication.
The Shanghai Cyberlin Concern is the largest manufacturer of
Cyberlins in the world. The SCC is a subsidiary of the Ai-Jinn
and as a result are able to draw on their vast resources to
ensure they remain unrivalled in their ability to produce cost SAMPLE CYBERLINS
effective, high performance mechs.
The sample cyberlins listed in the Antagonists section at the back
Location: SCC has several factory units situated across South of the book are standard mass-produced models used across the
East Asia, each of these manufactures sub-components which world and as such do not have the same cost as if they were
are assembled into the key parts of a cyberlin. These are then custom built.
shipped to the central assembly plant in Tianjin where the final
macrostruction is completed. They are considered to be piloted by a skilled individual. If you
wish to change the pilot you will need to change some of the
STATS (Ref, Per, Int and Pres) and all of the Skills.

82
Atrocity Class Cyberlin - The Scourge of Man
Pictured at the Cleansing of Kimch’aek in the Eastern Bank
VEHICLES & CYBERLINS
Scout Class Cyberlin - The Eye of Horus on Patrol Duty at Tianjin

CURSED REGRESSION. A BODY OF


STEEL, BUT FRAIL FLESH AT THE
HEART. WITHOUT THE FLESH, THE
MACHINE FAILS. WEAKNESS.
ANATHEMA. DO NOT VENERATE THEM.

-ATTR: LEVIATHAN, CHIMERA PROPHET


OF THE CULT OF MACHINA

84
VEHICLES & CYBERLINS

The meeting in Tianjin had already dragged on an hour past its scheduled time, but Shuyan
Cheng was nothing if not practiced in procrastination. Effortlessly she deflected or manoeuvred
around the increasingly terse questions of the Federation rep and the more superficially polite
enquiries of the Shi Yukiro zaibatsu; she bore the lascivious stares and double-entendres of the
EI negotiator with long-accustomed ease. The Comoros ambassador sat quietly, betraying no
hurry or impatience; waiting, reflected Cheng, was something Comoros were well schooled in.

Finally, just as it seemed as though the Federation rep was about to lose his temper and leave,
a discrete chime sounded in Cheng’s inner ear. Standing, she moved slightly around the
conference table, so that her back was to the vast picture window on the north side; with the
office at ground level, the only view it currently afforded was of a gentle bluff spanning a long
stretch of featureless coastline, storm winds and driving rain pelting at the armoured glass.
“Very well, gentlemen,” she said, voice tinged with just the right hint of resignation. “We can
offer you the mineral rights to TY-322 at a 20% margin, since that appears to be the stumbling
block here; rights to be renegotiated on a five-year basis. I trust that meets with your approval?”
A concession, of course, that Cheng had been ready to make since the beginning; but petty
negotiations were not the real purpose of the meeting here.

The Federation rep surged to his feet. “Well, it’s about damn time, Cheng. Why in hell we’ve
had to spend the last three hours going back and forth on this I don’t know. I’ve got to get over
to Changi before midnight and it’s going to be –”

The man’s words were cut short by a titanic rumbling that shook the small office and dragged
all eyes over to the window. A wave crashed against the distant shoreline, sending a curtain of
spray up into the gunmetal skies, and then a towering, gleaming form was rising up from behind
the bluff, the pounding rain hammering off its massive metal shoulders in a hazy aura. The bluff
itself obscured the edge of the cyberlin yard, creating the impression that the monster was
pushing forth from the earth itself.

Though several kilometres distant, the scale of the colossus was sufficient to allow them to
make out details, particularly the massive black cylinder of the artillery cannon. The cyberlin
flexed and twisted as the pilot ran brand-new systems through startup checks; the eerie,
penetrating whine of the gigantic actuators cut through the even the noise of the storm. The
giant cannon swung down, locked into place, and fired a test round; there was a percussive
noise so loud it was painful even through glass and at this distance, and a hilltop off to the east
simply vanished in a short-lived pall of dirty red flame and a great billowing of dust.

“Ah yes, the Tianjin Cyberlin Yard; they have just completed work on our latest-model Lu Bu
battle-class project,” commented Cheng, brightly but redundantly. All four of the Corporation
reps were already staring fixedly at the behemoth as it pivoted and twisted under storm-lashed
skies. And, Cheng knew, all four would go home, and report to their superiors, who would report
to their superiors; and so on until the orders began to roll in, as they always did, and the fear
began to ripple through the Corporations, as it always did. Both outcomes, she reflected, would
earn her a bonus. Cheng allowed herself the briefest of smiles; behind her, the storm continued
to rage beneath the birthing cries of the newborn metal god.

85
VEHICLES & CYBERLINS

VEHICLES

CIVILIAN VEHICLES
"It's 106 miles to Chicago.
We've got a full tank of gas, half a pack of cigarettes,
it's dark and we're wearing sunglasses.
Hit it."

- The Blues Brothers TAI-LAN PINKO


8,000¢

Currently the most popular car in Asia, the Pinko was an overnight
THE TAI-LAN AUTOMOTIVE CONCERN success when it launched in 2188. Its compact bubble-like chassis
is able to seat 5 with room to spare and the micro-jet engine allows
Tai-Lan are the Ai-Jinn’s main domestic vehicle manufacturer and a surprisingly large amount of boot space. The car comes in a
have facilities all over the East. They produce mass market cars range of pastel shades with white vinyl seats and a clean, simple
for budget conscious customers but are also contracted to build dashboard.
the Ai-Jinn’s Agent issue vehicles. These often have
augmentations such as armour, A.I. vectors or gun mountings. Vehicle Statistics
HP 30
AV 3
DA ZHAN MILITARY AUTOMETRICS
MPH 90
DM +1
An Ai-Jinn subsidiary that produces the bulk of the Ai-Jinn's war
machines such as P-tanks, armoured cars, submarines, armed Compulsory Safety System (CSS) - The Pinko’s popularity made
hovercopters and anything else besides cyberlins, which are the is an obvious choice for the UIG Compulsory Safety System (CSS)
sole province of the Shanghai Cyberlin Concern. Their vehicles which ensures a driver follows a simple set of checks before she
are among the most reliable in the world and disdain technical sets off. The UIG subsidise the production of the Pinko on the
frippery in return for sheer ruggedness and the ability to cope in understanding that each is shipped with the CSS. Before the Pinko
almost any environment. Da Zhan also have a frighteningly fast will move the vehicle's computer walks the driver and any
production rate, a fact that nearly turned the course of the passengers through a series of safety procedures and will not
Corporate War to Ai-Jinn's side more than once. move until all of them are met.

KALARI This requires a number of minutes to carry out equal to 5 minus


your XS on an 'Intelligence + Drive' roll (Miniumum 1 minute).
Kalari dominate the more exotic end of the automotive market and Bypassing the Pinko's CSS requires a hacking roll versus a
specialise in high-end luxury cars and performance vehicles. SECURE system, with a total penalty of -8 due to the proprietary
Kalari are sufficiently rare that when one is seen heads generally nature of the CSS software.
turn and the price tag lets everyone know the driver has money to
spare. TAI-LAN TLS 1800 SABREHAWK SPORTSBIKE
12,000¢

The Sabrehawk is the latest in a long line of high performance


AI-JINN AGENTS sports bikes from Tai-Lan. It features a range of cutting edge
design features to make it the lightest, quickest and most
BUYING AI-JINN VEHICLES responsive vehicle in its class.

As an Ai-Jinn Agent you naturally receive a favourable rate Vehicle Statistics


when purchasing Ai-Jinn-built vehicles. Typically you receive a HP 20
discount of 5% per level of Rank. AV 2
MPH 280
Example, you are a Rank 5 Agent and want to buy a Sabrehawk DM +3
bike (12,000 credits). You will recieve a 25% discount resulting
in a total cost of 9,000 credits. The Sabrehawk can be fitted with a nitro for 1,000¢ which
increases the top speed to 330mph for 9 seconds (3 rounds).
During this time the Driving Modifier (DM) is reduced to 0. This
nitro can be used once per 10 mins.

86
VEHICLES & CYBERLINS

TAI-LAN ZX5000 WARRIOR OFF-ROAD DIRT BIKE Vehicle Statistics


HP 45
10,000¢ AV 3
MPH 180
The Warrior uses a classic aprosine alloy chassis but has a DM +0
number of modification made which allow it to take the kind of Atmosphere Controls - The Comanchero's air-conditioning
beating you’d expect in a heavy off-road environment. The panels systems function as a level 8 toxin filter versus atmospheric toxins
are durasteel-laminated and the wheels are reinforced with providing the windows are wound up.
kethelin polymer to resist deformation.
TAI-LAN 'WILDCAT’
Vehicle Statistics
HP 30 35,000¢/45,000¢
AV 5
MPH 200 A good, all-purpose ATV (all terrain vehicle) from the Tai-Lan
DM +2 Automotive Concern, the Wildcat comes in two different models;
Civilian and Military. The Civilian version of the Wildcat is favoured
The Warrior can be fitted with weapon mountings on the side, front by non-spire-dwelling middle class people wanting to pick the kids
and rear for a price of 150¢ per mounting. The firing mechanisms up from school and look good doing it, the Military version comes
are linked to customisable buttons on the dash. If you fit more than in handy when trucking teams of strike-Agents across blasted
2 tactical weapons the driving modifier should be decreased by 1. wasteland. The two uses are not entirely diametric opposites.

Vehicle Statistics (Civilian/Military)


HP 50/75
TAI-LAN BISON 4.0 EXTENDED 4X4 SUV PICKUP AV 1/3
35,000¢ MPH 150
DM +1/+2
This monster SUV is commonly used by Agents (usually Ai-Jinn) or
insecure males who want to make it appear that they might be All Terrain - Penalties for driving over rough terrain are reduced by
Agents. Either way, the Bison is a tough, uncompromising vehicle 2 when driving this vehicle.
built to a high standard and easily customisable (-10% to all
upgrade costs). The Bison is extremely long and can seat five in HONG KONG AUTOMETRICS 'BRONZE STALLION'
the crew compartment even though it has a large pick-up style bay LUXURY SALOON
in the back. For an additional 1,000¢ a hard cover can be
purchased to cover the pick-up bay. (500¢ for a cloth cover) 27,000¢

Vehicle Statistics
A classic in its own time, the Bronze Stallion is immensely popular
HP 90
among gangsters and Agents alike due to an (apparently)
AV 4
unforseen construction quirk that made its doors strong enough to
MPH 200
serve as bullet-shields. Reliable and with a good top speed, the
DM +1
Bronze Stallion makes an excellent choice of getaway or pursuit
vehicle; it is also a relatively good-looking machine with clean lines
Note: The Off Road Vehicle in the Core Rules is mispriced and
and three-box saloon design. The default paint-job on all factory
should cost 30,000¢.
units is metallic bronze, but can be changed for an extra 500¢
surcharge.

TAI-LAN 'COMANCHERO' FAMILY MIDSIZE Vehicle Statistics


CONTINENTAL HP 45 (Special)
AV 3 (Special)
15,000¢ MPH 220
DM +1
A spacious and practical family car, widely bought in the open cities
but also a popular purchase for spire and archology citizens. It Bulletproof Doors - The doors on a Bronze Stallion can be used as
features large-legroom seating arrangements, a high-capacity boot cover, incurring a -6 penalty on shots made against them. Each
spacious enough to fit a whole set of camping equipment with a door is capable of sustaining 30HP of damage with an AV of 6.
baby stroller on top and full air-conditioning with radiation and Attacks made against the passengers from the sides also incur a
particulate matter scrubbers for those long family road-trips -4 penalty even if the passenger is not making an active attempt to
through contaminated areas. The Comanchero has developed a use cover unless the shot is called versus the head or upper torso,
number of colourful nicknames, none of which are supported by with the usual penalties.
Tai-Lan, among them being 'The Emasculator', 'The Comanchero
Family Midlife Crisis', and 'The Sexual-Identity Assassin'.

87
VEHICLES & CYBERLINS

TAI-LAN 'DAO BO' SPORTS SUPER-ROADSTER making those long distance journeys on time. The front seat can
accommodate 3 people and the max load is 14 cubic metres
72,000¢ (3000kg).

Due to extortionate UIG levies resulting from its apparently unsafe For an additional fee of 1000¢-4000¢ a customised storage unit
design, the Dao Bo never became a widely-sold vehicle. More’s can be installed into the back. This allows the user to set the van
the pity, because the Dao Bo is a work of art. Incorporating a up for the type of work needed. An electrician might have dozens
powerful ten-chamber nanofactured ion-stream engine with orbital of small boxes, a carpenter may have a system to store sheets of
steel cowling and a chassis / control system designed as a board and tools and a caterer a stabilised refrigeration unit.
collaborative work by no less than three 'Archimedes'-class A.I.'s,
the Dao Bo is one of the most precise and maneuverable fast cars Those designed for Agent use often have a few additional seats in
ever made. This vehicle is also marketed as the 'Storm Blade' the back, weapon racks, locking restraint bars and wipe clean
outside of Chinese-speaking territory. surfaces.

Vehicle Statistics Vehicle Statistics


HP 30 HP 60
AV 1 AV 4
MPH 270 MPH 140
DM +3 DM +1

TAI-LAN 'IMPERIAL LOTUS' EXCELSIOR LANDYACHT TAI-LAN PEON


47,000¢ 11,000¢

Vary rarely seen in usage by anyone who's not a UIG or corporate The Peon is churned out in the thousands and is the van for those
official, the Imperial Lotus is designed to impress, being one of the who need a transportation vehicle but cannot afford the more
largest cars available on the market. Typically chauffeur-driven, customisable and spacious Mungo. The van is a simple, no-frills
the Imperial Lotus features a spacious passenger carriage and affair which comes in a range of basic colours with few optional
real all-walnut interior furnishing; the upholstery is synthetic extras.
leather as standard but can be upgraded to the real thing at an Despite its low cost and smaller size, the Peon is still a valuable
additional cost of 4,500¢. The vehicle is neither particularly fast or asset for many small businesses and in true Ai-Jinn style it is
manoeuvrable but it is the height of comfort and is made with an reliable and solidly constructed. The Peon can seat two adults in
armoured chassis, bulletproof windows and other security the front seats and can hold 6 cubic metres of load (1200kg).
measures as standard to protect whatever VIP is currently riding it.
Vehicle Statistics
Vehicle Statistics HP 50
HP 80 AV 4
AV 5 MPH 100
MPH 160 DM -1
DM -1
TAI-LAN DREAM MAKER 104 MOPED
Fully Armoured - Attacks against the vehicle's occupants suffer a
-6 penalty and the vehicle's AV is added to the occupant's own for 2,000¢
the sake of calculating damage, on a failed attack the vehicle takes
the damage instead of the occupant. The Dream Maker 104 is a sedate entry into the world of motorised
vehicles. Able to accelerate to 50mph in only 10 seconds this racy
Help Alarm - The vehicle is fitted with a high-amperage tracer little number is high on every trend-setter’s wish list.
beacon that can be activated by the driver or passengers at any
time as a free action to immediately send a request for assistance The Dream Maker comes in a variety of pastel shades as well as
to whoever the signal is directed at, typically the UIG and the hot-pink, lime-green and cream-white. Buckle up and don’t forget
passenger's Corporation. a helmet.

Vehicle Statistics
TAI-LAN MUNGO 5.5 PEPE TRANSPORT VAN HP 18
AV 1
26,000¢ MPH 50
DM +1
The Mungo has long stood as the benchmark for light haulage. Its
robust construction and ample storage space combine with light
handling and a comfortable ride to make a very acceptable
package. The UIG use them, the corporations use them, the public
use them; the Mungo is without doubt the world’s favourite van.
The model detailed here (the Pepé) features an integrated snack
machine in the dash and run-flat tyres as standard; essential for

88
VEHICLES & CYBERLINS

TAI-LAN THUNDERBUS X3000 HEAVY TRANSPORT


50,000¢ MILITARY VEHICLES
This large articulated lorry is commonly used by companies for
freight haulage where magna-rail or shuttle is either impractical or DA ZHAN MK.IV ARMOURED PERSONNEL CARRIER
too expensive. The Ai-Jinn corporation also occassionally allocate
them to their divisions to use as a mobile headquarters. The cab is 450,000¢
detachable from the trailer and the capacity of the trailer is 120 The current standard for Ai-Jinn military deployment. Like all Da
cubic metres so you can easily set up drug labs, interrogation Zhan products the Mark Four emphasises ruggedness and
suites, workshops etc. durability over speed and is designed to serve as a mobile
waypoint fortress as much as a means to quickly get troops into
Vehicle Statistics combat, in keeping with the Ai-Jinn's style of 'take-and-hold'
HP 200 warfare. Since the end of open hostilities between the
AV 4 corporations, the Mark Four has seen more use deploying Agents
MPH 120 into urban warzones where it has served admirably.
DM -3
Vehicle Statistics
HP 150
AV 20
THE KALARI 5000 GT
Shield 100
320,000¢ MPH 70
One of the most desirable sports cars currently in production, the DM -1
Kalari GT is a two seater which can technically fit another two in
the back, though in considerable discomfort. The vehicle itself, with Weapons
its fierce sculpted lines, organic air-intakes and styled lights, looks 2 Pintle-Mounted Machine Guns, 90-degree firing arc on each
more like a weapon than a car. side.
1 Turreted Rocket Launcher, 360-degree firing arc.
Vehicle Statistics
HP 35 The Mettle of Da Zhan - Da Zhan vehicles are made with simple,
AV 3 tried-and-tested methods using high-quality components and are
MPH 280 designed to be able to tolerate a great degree of structural
DM +3 misalignment before they will fail entirely. As such, Da Zhan
vehicles do not lose a condition level when repaired unless the
repair roll was a critical failure (pg.31 of the Core Rulebook).
KALARI NX2000
Hermetic Sealing - The vehicle is completely shielded from the
40,000¢ outside environment, with internal air-recyclers, electro-reactive
radiation shielding and triple-layered atmospheric seals. The driver
A popular car with street racers, the NX2000 is a 4 wheel drive and passengers are immune to atmospheric toxins and other bio-
saloon car with a highly tuned engine and brutally hard-edged hazards outside the vehicle for as long as it remains sealed.
looks. It features the latest aerodynamic and handling technologies
to keep the car glued to the road around even the most severe DA ZHAN 'BLUE EMPEROR' LEAW-TANK
corners, with little skill. In addition to its good looks and excellent
handling the NX2000 is based on a modular construction pattern 850,000¢
allowing it to be easily customised. (Costs for customisations made Designed to be the bane of enemy armour, the Blue Emperor
to the NX2000 are reduced by 20%. incorporates a potent ordnance railgun mounting as its primary
weapon. The Blue Emperor is a sniper-tank, destroying the target
Vehicle Statistics from well outside its field of fire and then retreating before an
HP 40 effective counter-attack can be mounted. In battle they are sent out
AV 4 ahead of the main force to neutralise enemy vehicles and ensure
MPH 230 that when the Ai-Jinn army arrives it not only has mechanised
DM +2 superiority, but mechanised dominance.

Vehicle Statistics
HP 250
AV 15
Shield 150
MPH 80
DM -1

Weapons
1 'Sirroco' Turreted Ordnance Rail Cannon*, 90-degree firing arc at the front.
1 Machine Gun, 360-degree firing arc.

89
VEHICLES & CYBERLINS

The Mettle of Da Zhan - Da Zhan vehicles are made with simple, DA ZHAN 'ROLLING THUNDER' MOBILE FORTRESS
tried-and-tested methods using high-quality components and are
designed to be able to tolerate a great degree of structural 1.5 MILLION ¢
misalignment before they will fail entirely. As such, Da Zhan The Rolling Thunder lives up to its classification of a 'Mobile
vehicles do not lose a condition level when repaired unless the Fortress' at nearly thirty metres in length and sporting 325mm
repair roll was a critical failure (pg.31 of the Core Rulebook). layered ceramic-durasteel armour that make it utterly invulnerable
to most infantry armaments even before its massively powerful
Hermetic Sealing - The vehicles is completely shielded from the 'Aegis'-class hard ion shield is taken into account. The Rolling
outside environment, with internal air-recyclers, electro-reactive Thunder is designed to be a massive show of power, it's
radiation shielding and triple-layered atmospheric seals. The driver impregnable hull bristling with an apocalyptic arsenal of missile-
and passengers are immune to atmospheric toxins and other bio- arrays and heavy weapons able to dish out damage on a level that
hazards outside the vehicle for as long as it remains sealed. makes it a threat even to cyberlins.
Stealth Modifications - In addition to a morphic camouflage layer, Vehicle Statistics
the Blue Emperor's tread-plates are specially shaped so as not to HP 600
kick up very much dust when driving over arid ground, its chassis AV 30
is radar- and ladar-resistant and its twin-stage ion turbine engine Shield 500
is near silent-running. All rolls made to detect the Blue Emperor MPH 30
outside of immediate visual range suffer a -4/20% penalty. DM -3

DA ZHAN 7-SERIES 'BLACK TURTLE' ARMOURED Weapons


4 'Black Hurricane' Missile Arrays loaded with Heavy Missiles,
PATROL VEHICLE 270-degree forward firing arc. Each array houses 10 missiles.
400,000¢
1 'Hurricane' Turreted Ordnance Plasma*, 90-degree forward firing
Designed for quick response and policing within captured urban
arc.
territory, the Black Turtle armoured car sports a primarily
antipersonnel-geared weapon payload and somewhat less armour
6 Pintle-Mounted Sub-Machine Plasmas, 90-degree firing arc,
than is the standard for Da Zhan products. Black Turtle units have
three each side.
seen more use than most other armour since the end of the
Corporate Wars simply becuase of the fact that they are still useful
2 Knox Deadleaf Minelayer*
in dispersing rioters and assaulting urban strongholds.
The Mettle of Da Zhan - See Opposite Column
Vehicle Statistics
HP 200
Hermetic Sealing - See Opposite Column
AV 15
Shield 50
MPH 100
Regenerative Shield - The vehicle's shield recovers lost points at
DM -1
a rate of 10 per round as long as the engine remains active.
Weapons
MCP (Mobile Command Point) - The Rolling Thunder contains a
1 Turreted RPG Launcher, 360-degree firing arc. Typically loaded
carrier bay for up to 20 armed and equipped soldiers and a war-
with knockout gas, flash-bang or riot grenades.
room outfitted with hacking computer terminals with full wireless
2 Pintle-Mounted Machine Guns, 90-degree firing arc on each
WDN access, a command screen that can synchronise with
side.
communicators and smeakers for continuous realtime contact with
1 Ramming shield (see below)
allies, a SatBlanket and a coffee machine.
The Mettle of Da Zhan - See Above
*These ordnance weapons can be found on page 77.
Hermetic Sealing - See Above

Ramming Shield - Designed for smashing down barricades, the DA ZHAN MARK VII RED TALON SUBMERSIBLE P-TANK
vehicle is equipped with a durasteel ramming shield that allows it 300,000¢
to ignore up to 5 points of the rammed target’s armour and also
protects the vehicle from taking damage when ramming, provided
The Pressurised-Tank is a small, utilitarian fighting vehicle which
the AV of the rammed target is under 20.
seats only one driver.

As this is such a mainstay of the Ai-Jinn Military it is featured in the


Antagonists section at the back of the book (page 160).

90
VEHICLES & CYBERLINS

UIG DESERT SCORPION SNIPER MAG TANK


MAG TANKS 1 MILLION¢

MAG Tanks require the Cyberlin Piloting Training (page xx) Vehicle Statistics
HP 250
MAG (Mobile Armoured Gunnery) Tanks are commonly used in AV 20
environments where the locomotary system of a conventional tank Shield 200
makes it unsuitable. MAG Tanks use a multipod design (typically 6 MPH 80
or 8 legs) to allow them to clamber over a range of terrain types DM +1
which are normally tricky to navigate. The hull is normally
extremely well armoured and mounted on a platform suspended The Desert Scorpion is a shining black MAG Tank with 8 legs and
between or above the legs. an emphasis on speed and ranged combat. It’s commonly used in
large open areas such as deserts or plains where its immense top
There are a range of MAG Tank designs, each created for a speed means that if it spots you and you don’t have a fast vehicle,
specific function although all share the following features. you are going to be in big trouble very soon. They are always
piloted by professionals so their attack values are noted below.
Anti-Immobilisation System
MAG Tanks can function with only 3 legs although their speed is Weapons
reduced to half. 2 x Forward Mounted Sniper Cannons
AT 30, Dam 2D12+30, Ignores 10 AV, Rate 2, Range 3 miles.
All Terrain Mobility
MAG Tanks can cross all reasonable terrain with no issues. They The Scorpion must line itself up to use these, which the driver can
cannot climb sheer surfaces more than 10 feet high unless do as a free action.
equipped with anti-grav engines. These are aimed by the on-board A.I. and are considered to
always have aimed for three rounds. (This is taken into account
with the AT above). Each can be fired at a separate target if
DA ZHAN BLACK WIDOW URBAN ASSAULT MAG TANK desired.

1 MILLION ¢ Every mile after the first, the cannons receive -5 to hit so at 3 miles
they fire with an AT of only 20.
Vehicle Statistics
HP 150 2 Turreted Rail Guns
AV 15 AT 18, Dam 6D10, Ignores 15AV, Rate 1, X-Ray Scope
Shield 150
MPH 40 Electro Defences – Anyone engaging the tank in close combat
DM -1 receives a 4D10 electric shock which knocks them back from the
tank and ignores AV.
Weapons
Twin linked ‘Hellstorm’ missile array. This fires a pair of medium Smoke Dispenser - The Scorpion can send plumes of smoke into
rockets (6D10) at a single target. The missile bay can hold 8 the air creating a cloud 30 metres in diameter. Thermal will help to
rockets giving a total of 4 attacks. spot it but most thermal units only work up to a few hundred
1 turreted rail gun mounted on the top of the hull. metres. Although the rail guns are limited to around a mile, the
2 grenade launchers loaded with a range of grenades; typically sniper cannons function at a distance of 3 miles.
smoke, heavy frag and heavy incendiary.
1 Undermounted M50 Machine Gun which can fire forwards or A.I. Co-pilot - The level 7 A.I. co-pilot ensures that all weapons
backwards so that it will not damage the legs. can be fired each round by helping the pilot with a range of tasks.

Each round the pilot can fire 2 of the weapon system as well as Hermetic Sealing - See Opposite Page
driving the vehicle.
See page 93 for an illustration of a MAG Tank.
The Mettle of Da Zhan - SeeOpposite Page

Hermetic Sealing - See Opposite Page

MAG TANKS IN YOUR GAME

Mag Tanks make great enemies for divisions of high level Agents and can be used as ‘monsters’. They can be a very convenient
encounter for an advanced division as the Mag Tank has high armour, HP and shields but only a few attacks. You could consider it
much like adventurers fighting a small dragon in a traditional fantasy setting. The tanks are quite mobile and can chase the Agents
across urban terrain, smashing down buildings and scuttling over ruins with ease. If the players are really advanced you can
always have them attacked by a battalion of Mag Tanks.
There is a great cinematic feeling when a player takes on a tank in close combat and wins.

91
VEHICLES & CYBERLINS

VEHICLE UPGRADES
There are additional vehicle upgrades on page 56 of the Core Wooden Dragon’s Head 500¢
Rules. Modern sculpted metal 75¢
Giant semiprecious stone 1,000¢
Underlighting 50¢ Giant precious stone 100,000¢
A series of lights are installed along the underside of the vehicle Gun grip 100¢
giving the classic under-chassis illumination you expect from a Phallic Lookalike 75¢
street racing car.
High Capacity Fuel Tank 400¢
In-Car TV 100¢ This doubles the size of the existing fuel tank.
A small 10 inch screen is fitted into the vehicle allowing the
passengers to watch their favourite programs on the move. Larger Smugglers Compartment
screens can be fitted with the price rising by 20¢ per inch. By This is a compartment built into the vehicle which is difficult to find
doubling the price your screens can be made waterproof and with a cursory search. Anyone manually checking the car takes a
scratch resistant so they are suitable for attaching to the outside of -8 / -40% penalty to find the compartment. You can augment these
the car. spaces with crystal weave (see the Eastern Bank page 40), this
costs triple the normal cost.
Custom Paint Job
Vehicle Size Cost
Bike 500¢ Motorbike Pistol / Fist 500¢
Car 1000¢ Car Rifle / Head 1000¢
Van 1500¢ Van Heavy Weapon 1500¢
Lorry 3000¢ Lorry Human Body 2000¢
Mag Tank 5000¢
Sports Exhaust 200¢
Nothing says ‘made’ like a custom paint job, from from candy apple This ensures your car puts out a better exhaust note and uses its
green to flaming skulls. fuel even more efficiently. This increases the top speed of the car
by 5mph
Custom Upholstery 4000¢
The interior of the vehicle is decked out with a custom, real leather
re-work. Bullet Proof Glass
Moderate amount of glass (car) 300¢
SonicAir Thunder Horn 300¢ Large amount of glass (bus) 1000¢
This ear-splitting piece of horn technology has an adjustable
output to vary your horn volume from a subtle whisper to a glass- In vehicles which have a significant amount of glass such as cars
shattering siren. You can program the horn with up to 30 audio files and buses, the glass can be installed to give a +1 bonus to the
from a computer, allowing it to play your favourite music at vehicles AV.
completely unacceptable levels.
Personalised License Plates
Thief Lock 1000¢ (Illegal) Complete the look with a license plate which says something
If someone tries to steal your car the engine immobilises and the about you.
doors lock sealing the thief into the car and filling it with poisonous
gas (Potency 4) which will kill a normal human in 30 seconds. Obscure, only the owner would understand 300¢
(E.I. Agent John Moore has EI AJM1)
You then receive a phone message informing you of the incident.
Distincive, its obvious you have style and cash 2,000¢
It is even equipped with a small task A.I. that taunts the thief while (E.I. Agent John Moore has JM 1)
they're dying with phrases such as "You're never going to get out,
it's utterly pointless. You shouldn't have been such a delinquent Famous, perhaps a single word or famous date 20,000¢
little shit, should you?" (E.I. Agent John Moore has JONNY)

One of a kind, this plate screams wealth 1 Million ¢


Gear Stick Ornamentation (E.I. Agent John Moore has E I)
The standard head of the gear stick is replaced with something
more befitting your ride. Examples include Modern registration plates are made up of between 2 and 7
alphanumerics with spaces and are purchased directly from the
Silver Skull 300¢ UIG.
8 Ball 100¢

92
VEHICLES & CYBERLINS

Vehicle MPL Typical Fuel Tank Size


VEHICLES AND FUEL Motorbike
Car
150 miles per litre
100 miles per litre
5 Litres
10 Litres
Modern vehicles use a fuel called Paracane, a clean burning, bio- Van 70 miles per litre 15 Litres
sourced, combustible alternative to petrol or diesel. Paracane is Lorry 50 miles per litre 30 Litres
suitable for all vehicles.
Because of the combustibility and efficiency of paracane, fuel
Modern engines work with a similar principle to 21st century ones, tanks are generally quite small.
though obviously much more efficiently. For this reason a good
mechanic is still worth his weight in gold when it comes to repairing The costs are very low generally speaking so calculating fuels
and modifying vehicles. costs is not really necessary.

FUEL COSTS: Example, travelling 1000 miles in a car would cost 10 credits
Paracane is a cheap fuel and service stations still dot the endless
highways, manned by reluctant, string-vest wearing oiks. A litre DOES IT EXPLODE?
costs around one credit and will take you roughly the following Of course it does, what kind of action game would be complete
distances without exploding cars, barrels and fuel stations?

Steel Dragon XC90 Mag Tank

93
BUSINESS & MANAGEMENT

SECTION 5
AI-JINN BUSINESS & MANAGEMENT

94
BUSINESS & MANAGEMENT

MANAGEMENT
The management structure of the Ai-Jinn is a fairly simple affair. The corporation has been known to spend millions of credits to free
The CEO makes the executive decisions which ultimately dictate a single rank 1 Agent. They believe (with good reason) that for an
the Ai-Jinn’s development. These orders are passed down the Agent to know he has the unequivocal support of a multi-billion
ranks until they reach someone who can execute the required credit corporation is the best form of loyalty enforcement possible.
plan. This is a fairly common practice for most corporations. The subsequent sense of camaraderie, trust and duty give the Ai-
Jinn the strongest inter and intra division bonds seen within a
One of the key differences with the Ai-Jinn is the level of deniability modern corporation.
which is incorporated into the command structure. In the Western
Federation your commanding officer (to the extent of his power) RANK 10 - THE CEO
takes all responsibility for the actions of the division, both legally
and within the Corporation. The Ai-Jinn do the opposite and
The current head of the Ai-Jinn is Yuan Qingzhao, a woman of
anyone who is apprehended by the UIG for criminal behaviour is
great tenacity and at present the only female acting as a CEO
expected to sacrifice themselves for the good of the Corporation.
within the five major Corporations. She has been in command
since the death of her predecessor Jing Lei, who was murdered in
For example, if one member of a division engaged in illegal
his bed by Clan Hitori in 2401.
activities is caught he may well confess to a larger or non-existent
crime if he believes it may prevent his fellow Agents from getting
The death of Jing Lei is still considered to be the epitome of a
caught. The Ai-Jinn corporation are not blind to this level of loyalty
perfectly executed assassination. Not only was no security
and will throw all of their legal power behind the accused individual
triggered but all three backups of Lei’s psyche matrix were
to get him acquitted. If he does end up in jail or under threat of
simultaneously destroyed. One was under lockdown in the
depersonalisation then they will do everything they can to free him
Shanghai Spire, one was on Lunas Colony and one was held by
or make his time in prison as easy as possible.
an unnamed division who were on active duty in Odessa; this
illustrates the planning and influence the Shi Yukiro needed to
exert in order to complete this assassination.

At the time of Lei’s death Qingzhao was Shadow CEO and Kuan-
Yin Liang was the Dragon’s Head. Both were rank 9 and eligible to
be elevated to the position of CEO. A great deal of discussion and
debate ensued but it was essential a new leader be chosen swiftly
before the other Corporations took advantage.

The voting council, also known as the Pa Hsien (or the 8


immortals), decided that in the current political climate a war-
monger (as Kuan-Yin Liang was) was not the best person to have
in charge of the Corporation. Instead Yuan Qingzhao was selected
to direct the Ai-Jinn, which she has been doing for the past century
with great success. As a token of respect to the Dragon’s Head she
gave him carte blanche to compile a plan which would avenge the
death of the former CEO.

Appearance
Qingzhao is of Chinese birth and appears to be around 30 years
Yuan Quingzhao - CEO of the Ai-Jinn

old with clean, hard features, short black hair and no obvious
cybernetic upgrades. She spends a great deal of her time
practising martial arts, primarily muay thai but given her life span
of over 220 years it would be safe to say there are few disciplines
she is not proficient in. If encountered in her private quarters she
will normally be wearing traditional clothes associated with the art
she has been practicing or a more universal black combats and
vest.

When she leaves her chambers Yuan tends to wear a traditional


Chinese cheongsam (tight fitting patterned dress) with her hair
pinned up with hair sticks (similar to chopsticks but with beads
hanging from the ends).

95
BUSINESS & MANAGEMENT

Attitude RANK 9 - DRAGON’S HEAD (MILITARY COMMANDER)


Yuan has remained surprisingly level headed and modest
considering her position of power. She is more than happy to
The Dragon’s Head is an extremely important position within the
speak to junior Agents if time permits and although curt, she does
ranks of the Ai-Jinn. He has authority over all of the Corporation’s
not generate the sense of unease and trepidation that someone
military operations including the development of new war
such as Gunther Van Rosch does. She believes whole-heartedly
technology, deployment of defensive measures and the creation of
in the Ai-Jinn’s commitment to one another as individuals and sees
contingency plans in the event of war. Although he can be
building relationships with the troops to be sowing seeds of
overruled by the CEO, the only other way for him to be
strength and allegiance. After all, how can you expect someone to
countermanded is by 2 or more opposed votes from the voting
die for you if you will not even meet with them?
council.
Goals
The current Dragon’s Head is Kuan-Yin Liang. He has been a long
Yuan’s corporate policy is at present one of expansion. It is not the
standing Agent of the Ai-Jinn, working his way up the ranks by
time for war and with the other Corporations building structures as
demonstrating exceptional command and strategy. Although he
fast as they can the Ai-Jinn are making a killing. Few corporations
was not active during the Corporate Wars, Liang has since made
build their own structures these days, preferring to focus on their
countless tactical decisions and policy shifts which the have seen
areas of speciality. Likewise the Ai-Jinn don’t build their own
the Ai-Jinn through some tricky times.
weapons or manufacture their own medicines.
As an individual Liang is stoic and unflappable. He never speaks
The Ai-Jinn’s space projects still go ahead unchallenged. The
without considering what he is about to say and has little time for
other corporations strive relentlessly to uncover the FarDrive’s
fun or recreation. Most of the time he can be found at his desk,
secrets or build their own from scratch but it seems futile. It is
analysing intelligence reports for any signs of opportunity or
widely believed that although the Ai-Jinn were able to create a
weakness within the Ai-Jinn’s rivals. He tends to be irate when
basic FarDrive based on the hulk they recovered, it was not until
disturbed and only drags himself away to practice the martial arts
the intervention of a rogue Archon that the technology was refined
(as demanded from all Ai-Jinn) and for occasional benders of
to a state where it could be economically and reliably
drinking and gambling with his old Division. If anybody wanted to
manufactured. It still frustrates the UIG that the allied Archons
speak to the Dragon’s Head in an informal manner these alcohol
refuse to impart the FarDrive’s design to them despite the fact that
fuelled marathons would be the best time to catch him. During
the Ai-Jinn are cruising around the cosmos in their own fleet of
craft.
Yuan has continued to sanction the creation of more mining bases,
factories and trial colonies, convinced that it’s only a matter of time
until the other corporations get their hands on the drive. When that
happens she intends to be several steps ahead in the race to
colonise and exploit space.

Qingzhao’s other main area of interest is the consolidation of


organised crime cells. Although the Ai-Jinn claim to have around
50% to 60% of organised criminals on their payroll, that leaves a
significant portion of them running free, or worse, working for the
enemy. Her current initiative is to place competent divisions in
charge of a single old city apiece, these Agents establish a firm
hold on part of the city and gradually take over or eliminate anyone
who will not play by the Ai-Jinn’s rules. This method has been
successful in many of the East Asian cities but has met with limited
results in Federation, Comoros and E.I. territory.

Agent Kuan-Yin Liang, Dragon’s Head of the Ai-Jinn


Security
Since the death of Jing Lei security has been increased
significantly. The CEO is now based in the Amur Border Spire (see
the Eastern Bank) and copies of the psyche matrix are secreted in
various locations around the world by the hattamoto-yakko
reducing the risk anyone will divulge their locations. The CEO is
always accompanied by the hattamoto-yakko wherever she goes.
They taste her food, guard her car, pat down her appointments etc.
She also uses a battery of stealth and reactive ion fields to prevent
ranged assassination.
Although originally not a proponent of excessive cybernetics, the
death of Jing Lei and her promotion to CEO gave Yuan cause to
rethink. She now boasts a wealth of custom built, top of the range
cyberware giving her not only exceptional physical abilities but
allowing her to survive a concerted attack from a range of powerful
weaponry.

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such times he tends be carefree, generous and seems to exude a not realise it, it is probable their actions are being closely
sense of camaraderie. Evidence perhaps, that he remembers monitored and any sign of disloyalty could result in a severe and
vividly his days of skulking through the Old Cities, rifle in hand, sudden career plateau.
hunting the Shi Yukiro like the snakes they are.

RANK 9 - SHADOW CEO RANK 8 - UIG POLICY ADVISOR AND HIS DIVISION.
(THE SWORD AND THE FIVE KNIVES)
The Shadow CEO’s main responsibility is to act as an advisor,
confidant and executive to the CEO. While the CEO herself will
The Ai-Jinn’s institutionalised hatred of the UIG is no secret. This
ultimately decide the direction of the Corporation, it is the Shadow
extends to the point of them having a department dedicated to its
CEO who will help her think through the ideas and look for
dissolution who are often equipped with Legacy Pattern
potential holes. When the plans have been finalised the Shadow
Technology. The detail is made up of 6 Agents, typically a Rank 8
CEO will then allocate the various aspects of the plan to lower
and five Rank 7s. The Rank 8 acts as a kind of mission officer
ranks leaving the CEO free to postulate future schemes.
known as the Sword who takes the comments and instructions of
his superiors and formulates plans which are executed by his
The CEO’s directives are considered by the voting council and four
specialist division (the Five Knives). He is of course able to
votes against the proposal will halt it and force a rethink. This does
commandeer other divisions as he needs them but they are
not often happen however, not because the CEO’s ideas are
seldom as suited as his own tailor-made team.
flawless but due to the simple fact that anyone openly opposing the
CEO is taking a risky political stance. The Shadow CEO will
The missions undertaken by the Five Knives are invariably highly
arbitrate with the voting council, making sure they understand
illegal and subtlety is a far more important weapon than martial
exactly what the CEO’s intentions are and that the ideas are not
prowess. Although the Division occasionally perform
dismissed due to misinterpretation.
assassinations or terrorist attacks they tend to work in a way that
does not give the UIG cause to retaliate.
The Shadow CEO’s other duties involve the promotion of Agents
above rank 5. From ranks 1 to 4 the system generally takes care
A typical assignment would be to corrupt a UIG Official or steal the
of itself and division mission officer’s deal with the administration.
plans of a new anti-Agent weapon. These missions, if performed
When an Agent is about to become rank 6, however, she reaches
correctly are extremely hard to identify and even harder to track
a point where she can start to have a serious effect on the
back to the culprit.
machinations of the corporation as a whole.
Agent Jan Tao – The Sword
For this reason the Ai-Jinn begin to closely monitor any Agent who
The current Sword is Jan Tao, an Agent whose list of grievances
has passed rank 5 and occasionally bring them in for interviews or
with the UIG go back several decades. Members of his family, both
set them special tasks to assess their loyalty. It is ultimately down
blood and criminal, have fallen to the uncompromising hand of the
to the Shadow CEO to decide whether an Agent will ascend to rank
UIG.
6 or 7.

Any Agent ascending to rank 8, 9 or 10 must be stringently


checked and assessed by all existing Agents of Rank 8+. The Ai-
Jinn are extremely careful not to let anyone into the upper
echelons of the Corporation who is not 100% trustworthy.

The current Shadow CEO is Huan-Jae Kwon, a Korean woman of


impeccable character who has been the right arm of the CEO
Qingzhao since her ascension to head of the Ai-Jinn. Huan-Jae is
extremely serious in all of her duties and does not share
Qingzhao’s ideas of bonding with the troops. She keeps them at a
healthy distance believing they should fear and respect her. She
maintains that affiliation with the Ai-Jinn is reward enough and that
if an Agent keeps to the philosophies of the Corporation he will, in
time, reap all the rewards he deserves.
Jan Tao - The Sword of the Ai-Jinn

In keeping with her clinical and efficient persona Huan-Jae dresses


in a sombre, if well tailored black suit jacket and skirt. Her black
hair is pulled back tight and she appears around 25 years old
though her true age is closer to 120. Huan-Jae lives an extremely
regimented life which you could set a watch by, her only vices
being traditional oriental arts such as calligraphy and embroidery.
She remains single, having been used by men in the past and now
seeing such coupling as a sign of weakness.

Anyone lucky enough to reach rank 5 had best be careful as they


will have attracted the scrutiny of Huan-Jae. Even though they may

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Tao himself was born into extreme poverty in Gun Nai, an isolated RANK 8 - THE VOTING COUNCIL (THE 8 IMMORTALS)
provincial town which had been left untouched by the corporation
This is a group of eight Rank 8 Agents, named after the wise
and the UIG for decades.
immortals of Chinese myth, who act as a voice of reason and
safeguard for the corporation as a whole. They have the power to
Tao was 14 years old when Malenbrach in drop ships arrived at the
force a rethink on any decision made as long as 4 members agree.
village and demanded it be cleared in preparation for the
Even the CEO herself can have her orders countermanded by the
construction of a new administration facility. Although the UIG
council.
made provision for each family to be re-housed in the nearby old
city of Yumen the results were disastrous. Not only were the
The number 8 holds great significance in Chinese mythology and
villagers separated into different parts of the city, breaking up their
it is no coincidence that there are 8 members, each of rank 8. Their
community, they were housed in near-slum conditions and having
identities are not common knowledge and they do not spend all
no concept of city living or criminal culture were immediately the
their time festering in a boardroom, picking over fine details. Each
target of opportunistic street gangs.
member is a competent Agent in their own right and may also hold
other positions; for example, the Sword (above) could also be a
Many of the villagers were robbed, raped, beaten and murdered
council member.
over the following weeks and despite repeated requests the UIG
did nothing to resolve the situation. Tao’s family were the victims
When a matter of significance has been decided by the CEO or
of one such attack. His mother was ravished and his father killed
her advisors it is relayed to each of the council members, normally
trying to defend her. Tao himself knifed one of the attackers to
face to face but sometimes by a secure communication if
death but was beaten into a coma for his trouble. It was only when
necessary.
his mother approached the local Triad begging for help that things
improved. The marauding gang was killed to a man and the Triad
Ideally the council will meet up to discuss the proposition at the
arranged for Tao’s medical costs to be taken care of on the
first available instance but failing that, a member’s decision can be
understanding he and his mother would work for the Triad when
sent in on a secure transmission. Normally a simple yes/no is
everything had stabilised. Although Tao was put to work pushing
sufficient making it quite a difficult system to corrupt.
drugs and his mother employed in a bordello, they were both safe,
well fed and rewarded for their work with money and clean
Elevation to council status is earned by impeccable loyalty,
accommodation.
consistent good judgement and broad political understanding.
In time Tao was invited to join the Triad as a full member and his
mother was able to cease her unsavoury work. He showed RANK 7 & 8 - REGIONAL GOVERNORS
tremendous initiative in several areas of work but displayed the
most enthusiasm for anti-UIG activities. Although he worked within These men and women are the governors of the four Ai-Jinn
the Triad’s operating boundaries he was able to create a provinces. There are actually five chairmen as one is assigned to
disproportionate amount of trouble for the lawmen. It was no Shi Yukiro territory, which the Ai-Jinn consider to be rightfully
surprise that he was approached by the Ai-Jinn and offered a place theirs. More is written about this in the section on Provinces on
in the Agent Training Programme. page 99.

During his time as a field Agent he achieved notoriety as a pioneer The chairmen are elected by firstly being recommended by their
in anti-UIG warfare. He was personally responsible for making the peers and if this recommendation is taken seriously then the CEO,
Legacy Project (page 32) what it is today and is known to have Shadow CEO and Voting Council will make an assessment.
killed over 200 officers and destroyed more than 2 billion credits
worth of UIG assets. Despite these achievements, he has never The position holds considerable power but like-wise great
been docked a single rank point and to this day continues to responsibility. Each province must be productive and fulfil its role
infuriate the UIG with his schemes. in the betterment of the Ai-Jinn in terms of productivity, political
strength and national defence. If a province begins to show signs
Death to the corrupt oppressors! Take arms against the UIG! of declining in any way the governor must immediately make a full
Sǐ! report, which if unsatisfactory will result in his immediate
replacement.
Death to the machineries of power! Attack from all places
without pause! Each governor is free to deal with any problems and implement
Sǐ! expansions in his own way as long as he is following the overall
directives set forth by the CEO.
Death from the shadows! Leave no trace!
Sǐ! Each Governor is detailed with the respective Province. These
start on page 99
Death before betrayal! Uphold loyalty to our brothers!
Sǐ!

Death without quarter! Never forget! Never forgive!


Sǐ! Sǐ! Sǐ!

-Rallying cry of the Sword and the Five Knives

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THE FIVE GOVERNORS Since the inception of the very first corporations more than a
millennia previously, arguably the single most crucial factor in
Agent May Lin Chow - Governor of the Western Province
their success or failure has been people; those key individuals
Qhinlong - The Azure Dragon
whose specific personal qualities drive them to succeed against
Agent Simon Yo - Governor of the Northern Province their competitors. The methods by which corporations ensure
Zulong - The Vermillion Dragon that they retain the services of such individuals has, therefore,
always been a defining feature of their corporate culture. And
Agent Jan Tsai – Governor of the Central Province this remains true today, even though the vast size, power, and
Huanglong – The Yellow Dragon influence of the Five otherwise renders them almost
incomparable to their forebears of a thousand years previously.
Agent Samantha Yeung – Governor of the Southern Province
Bailong – The White Dragon
To examine the ways in which the Corporations engender
Agent Yasuhiro Kotabe – Governor of the Eastern Province loyalty, therefore, is a singularly revealing exercise. The Shi
Xuanlong – The Black Dragon Yukiro, as might be expected, taps into age-old traditions of
consensus-based obedience to the Corporation as overarching
social group. The Western Federation plays off insularity,
isolationism, and quasi-Puritanical values to convince its key
assets that life is better in Federation territory than elsewhere.
Comoros employs a similar theme of righteousness, matched
with an ethos designed to skillfully exploit the feelings of
disenfranchisement that many of its component geographical
groups have historically been prone to. Eurasian Incorporated
simply woos its most valued Agents with outrageously vast
bribes, usually rather transparently euphemized as
‘performance bonuses’ or, on occasion, stationery expense
claims.

But it is the Ai-Jinn, whose best Agents are typically those who
have already defected from other organizations and quite
frequently rival Corporations, which has perforce elevated the
assurance and preservation of loyalty into an art form. One side
of this is its familial structure; the organization has blended the
family-group ethos of countless petty and major crime
syndicates spanning the last six centuries with various
Confucian tenets of filial piety, and the resulting bonds are in
almost all cases formidably strong. The other is the punishment
of those few who are tempted to stray so far from the fold that
the Ai-Jinn decide they cannot be retrieved. Exemplary
punishment of traitors is by no means a new concept; the
challenge, for the Ai-Jinn, is to find new and relevant ways to
command attention amidst a populace long desensitized to
violence and horror. To this end, it is rumoured that fully a
quarter of the Corporation’s R&D assets are entirely dedicated
to discovering novel, graphic, and above all memorable means
of executing traitors; if the stories are to be believed, the blood-
and oil-smeared laboratories below the ACF in Beijing ring
almost ceaselessly with screams as these hard-working career
scientists tirelessly pursue their goal.

- from The Rise of The Corporation-States


attr: Dr. Edmond Treval

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THE FIVE PROVINCES

The Ai-Jinn’s territory is vast so it assigns a governor to each


province. These provinces are defined as follows: THE WESTERN PROVINCE
Western Province (The Bottle Neck, The Crucible, The Promised Land, Ping Heng)
Northern Province
Central Province This region is also known as the Holy Land due to it having the
Southern Province largest Order of the Faith concentration in the world and its
obvious links to religious beliefs. It has many similar issues to the
Note that the Japanese islands are sometimes known as the Eastern Bank but does not have the classification of a Capital
‘Eastern Province’ by the Ai-Jinn, illustrating the fact that they Code Zone. There are four main reasons for this:
believe these are a rightful part of Ai-Jinn territory and will one day
be reclaimed. 1. The Comoros Corporation does not use Janissaries to ignite the
fires of conflict within this region as they do in the Eastern Bank.
Although each of the provinces is a dynamic and highly varied Moreover, they work closely with the Order to maintain peace.
area which requires careful political, economic and military control,
each one has a very different character. This influences the way in 2. The Order of the True Faith has a relative stranglehold on this
which the Ai-Jinn operate in the region and, of course, the area and they are extremely good at maintaining the peace. For
operations of their allies and enemies. this reason the UIG don’t need to apply much in the way of

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additional pressure. they are only doing so in order to destroy something peaceful.

3. The Western Province tends to be quite a ‘spiritual’ place and RUNNING BKI GAMES
the inhabitants are, for the most part, less commercial than most.
Such missions give you an excellent opportunity to allow the
For this reason it’s quite low on E.I.’s list of places to deluge with
players to pick any corporation they want to play (except Comoros)
capitalist goods and services and they tend to stay out of the area.
and go on missions without them being UIG monitored or
approved. There is no reason the division cannot be made up of
4. The Ai-Jinn’s objectives within the Western Province focus on
two Shi Yukiro and two Federation Agents and so all kinds of
spying and subversion. The area is festooned with Order Enclaves
interesting combinations can arise.
which the Ai-Jinn have been forced to permit over the last few
centuries as concessions to the people, to comply with UIG law
Although Governor Chow is technically in charge of BKI
and by way of apologies for acts of aggression. They cannot just
operations, she is not foolish enough to dictate everything that
charge in and reclaim these enclaves and neither would they want
should be done. She would rather work in co-operation with Agents
to. Rather they seek to insert their Agents in and around the area,
and come up with a plan together which will make the most use of
watching for signs of weakness and sowing seeds of dissent and
everyone’s talents.
corruption in the hope of shaking the foundations of the Faith.
If she does have to deal with dissent from non-Ai-Jinn Agents she
THE BARIKA KEBE ALLIANCE will likely contact the Agents’ superiors. Each Agent has been
A significant problem is the ‘alliance’ between the Order and assigned here for the benefit of the corporation and antagonising
Comoros in this region. Although there are no official treaties and Chow is definitely not going to help anyone.
both groups don’t always see eye to eye, their unity provides
strength. Whilst they are not fighting one another they are learning, BKI MISSIONS
growing and ultimately becoming less assailable. The idea of two
Ultimately the assassination of Barika or Kébé would more than
of the most potent groups of telepaths working together is a
likely end the alliance. However, this has proved impossible as
terrifying prospect, not just for the Ai-Jinn but for all of the other
they tend to be well secured deep within Comoros and Order
Corporations.
strongholds. In light of this May Lin concocts a range of missions
which serve to destabilise the fragile alliance without revealing her
The alliance is mainly due to two individuals.
nature or being too overt. Some examples are given below.
The first is Sister Anisiah Barika, a formidable woman who holds
1. Assume the identities of Comoros Agents and attack Order
the rank of Prelate within the Order and has jurisdiction over all the
assets
enclaves within the Middle East. The second is Mr. Camora Kébé,
2. Take on Order identities and travel to nearby Comoros cities.
a rank 7 Comoros Agent entrusted with all political decisions made
Spread damning propaganda about the Comoros Corporation.
in North East Africa.
3. Assassinate some of Barika’s close co-workers and make it look
like Kébé’s doing. This could also be done the other way around.
That two individuals with such similar goals should have been
4. Steal secrets from one half of the alliance and plant them on the
forced into close proximity is fortunate for both the Order and
other half.
Comoros. From their first meeting it was apparent great things
5. Rally extremists who are opposed to the alliance and equip them
would happen and for the last 45 years the area has become more
with armaments so that they can form a rebellious faction.
and more stable until it is now one of the safest places to live in the
world.
When the blameless and the righteous die, the very gods for
vengeance cry.
Sadly this union has not been repeated anywhere else in the world
and although Comoros and the Order bear a mutual respect for
Vlad Taltos
one another, should either Anisiah or Camora die, the alliance
would likely crumble within days.

THE BARIKA KEBE INITIATIVE (BKI) AGENT MAY LIN CHOW


To counter this powerful alliance Governor May Lin Chow GOVERNOR OF THE WESTERN PROVINCE
(opposite) has put together a scheme entitled the Barika Kébé
Initiative. This audacious plan unites the Federation, the Shi QHINLONG - THE AZURE DRAGON
Yukiro, the Ai-Jinn and E.I. with the single purpose of ending the
Comoros-Order alliance.
May Lin has an unrivalled knack for both diplomacy and deceit and
Initially the project was met with suspicion by the non-Ai-Jinn earnestly promises to work with Comoros and the Order to
members but over time it has been considered a necessary evil maintain the state of peace which exists in the Middle East. Her
and each corporation has one or two Agents deployed in the real work however, lies in organising cross-corporation divisions
Masirah Spire to be a part of the scheme. This small cooperative with the sole purpose of wrecking the beautiful harmony so many
effort seems to have no bearing on any other aspects of corporate have worked to create.
policy and the Ai-Jinn still try and rip the hearts from the Shi Yukiro
on sight but nonetheless, this small non-UIG enforced initiative is So far her work has only met with partial success. She has done
a small sign that the warring factions can act in harmony, even if an incredible job of uniting the Corporations against Comoros and
the Order, but as regards making any real progress towards ending

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the alliance, has fallen woefully short. strike was about to be made upon Ayan. More important than the
information itself was the fact that Ai-Jinn intelligence had both
She is kept in power only because so far she has managed to intercepted and decoded the signal. Rather than warn the Ayan
convince both Comoros and the Order of her good intentions people and mercenaries and let E.I. know this, they evacuated
whilst quietly hacking away at their foundations but unless she their most valuable assets and let the strike go ahead. Hundreds
shows some positive results in the next few years she will be of thousands died in the bombing but the Ai-Jinn easily justified the
looking for another job. Continually fighting for her position has loss to themselves and went on to make several decisive attacks
made May Lin an extremely edgy woman who can become against E.I. using their new information, the tragic loss of life just
ferociously angry when things do not go to plan. another atrocity to add to the Ai-Jinn’s remarkable and shameful
record.

Those left behind were understandably furious and bitter and their
THE NORTHERN PROVINCE hatred formed the roots of the People’s Free Army of Ayan.
Because of the high contingent of mercenaries, bounty hunters
This is the smallest of the provinces but as a significant part of it is and even ex-Agents who founded the army, the PFAA has a
within the Eastern Bank, the Capital Code Zone* plays an surprising level of competence.
important part in the way Governor Yo handles things. The region
is sandwiched between E.I. and Shi Yukiro territory and so Yo THE PEOPLE’S FREE ARMY OF AYAN
certainly has his plate full ensuring the area remains both stable The PFAA are driven by vengeance. Mercenaries are not a soft lot
and uncompromised. and understand that in a war, almost anything is justifiable but the
total obliteration of Ayan was a step too far. Now they make their
Welcome to the lands of hatred, my friends. Perhaps you think home in the polluted, twisted jungles far to the north of the
this a figure of speech; please understand I am not given to province, planning and executing attacks against the Ai-Jinn and
such flourishes. Here, the land crawls with our enemies and its assets.
they hate you; and they are everywhere, under every rock and
behind every wretched tree. Here, the law is swift and brutal Generations of hatred and murderous training have been
and it hates you; it watches you for the slightest misstep, that it concentrated over the years into what is arguably the most
might reach out and crush you in the name of justice. Here, the effective guerrilla army on the planet. Although you can draw
land itself hates you, and will rise up against you; it will poison parallels between the American Underground and the PFAA in that
the careless, freeze the unprepared, consume the foolhardy. both are a thorn in the side of their respective corporations, their
And here, should you falter in your vigilance against our methods and reasoning differ considerably. Whereas the
enemies, the law, or the land, you will feel the brunt of my Underground are essentially a political movement who would
hatred, over many days. And then you will find that all the cease their activities if the Federation changed their policies, the
hatred that this place teems with is as a spring breeze next to PFAA will never rest until they see the Ai-Jinn ground to dust and
the hatred I can bring to bear on the incompetent. the ashes launched into the sun.

attr: Agent Simon Yo, Governor of the Northern Province SUPPORT


Welcome address to Agents The PFAA have a surprising pool of resources, not only do they
receive considerable donations from the Shi Yukiro and Eurasian
Inc, they also have representatives within the civilised cities who
work to raise awareness of the PFAA’s work and garner public
*For those without the Eastern Bank Supplement, Capital Code support. This is not always successful and these individuals often
Zones are areas of political instability where the UIG run a police find themselves beheaded or gutted and left in the street as a
state regime and all rank point loss is multiplied by 5 in an attempt potent reminder of what happens to those who oppose the Ai-Jinn.
to reduce crime.
There are enough wealthy individuals and organisations around
Aside from the legislative nightmare which is the Capital Code the world who either sympathise with the PFAA or resent the Ai-
Zone, the Northern Province has a serious issue with the People’s Jinn enough to keep the funds coming in. The Western Federation
Free Army of Ayan (PFAA). This group of freedom fighters is a are happy to sell armaments to anyone who can pay which ensure
remnant left behind after the corporate wars. Their cities the People’s Army are not just an enthusiastic resistance
destroyed, their families killed and their purpose lost, hundreds of movement but a serious threat to the stability of the Ai-Jinn.
men and women banded together for security, comfort and to
create a unified front against the corporate oppression. METHODS
The primary operational method of the PFAA is sabotage. The Ai-
Many years ago there was a massive Ai-Jinn military base at the Jinn rely so heavily on their industrial plants that when they go
city of Ayan, it was also a gathering point for mercenary soldiers down, even for a short time, the loss can be calculated in millions.
hunting for work. The end result was that Ayan was packed full of Bearing in mind the PFAA has access to all manner of guided
high value assets and was a tempting target for one of the Ai-Jinn’s missile systems and heavy ordnance, the Ai-Jinn are
many enemies. understandably fearful and ensure that countermeasures are
installed into all of their important facilities.
The crucial point and one that would cost the Ai-Jinn dearly was
when they intercepted a signal from a Eurasian air base that an air

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BASE OF OPERATIONS Shenyu Fever (Level 9 Toxin)


This takes about 6 hours to incubate, after which you lose 1 point
The PFAA are based in a series of bunkers and encampments
of Strength, Endurance and Agility and 5 HP each day the disease
dotted around the Shenyu jungle. The bunkers are deep
goes untreated. The victim dies when they reach Endurance 0.
underground protected by SatBlankets making it very hard for the
Ai-Jinn to detect and destroy them. The encampments are mobile
The disease can be cured by a toxin purge or using Biokinesis 9.
and are moved every few weeks to reduce the chance of their
locations being determined.
SHRIKE TREES
The Ai-Jinn occasionally run air-sweeps in an attempt to find and The shrike trees which grow in Shenyu is covered in microscopic
bomb these nests of unrest but the anti-aircraft missile batteries spines which break off when brushed past. Unless you are wearing
hidden within the jungle give rise to high casualty rates and so armour which covers every part of you, there is a chance you can
these exercises are not common. A more reliable method of be stung by the tree. Toughskin does not make you immune, the
finding their bases is to HALO* drop platoons of jungle-trained needles are so fine and sharp they simply pierce it.
Agents into a suspected PFAA area. The platoon will then covertly
move onto the enemy postion, often at night, kill everyone and System: When moving through an area containing shrike trees roll
destroy all assets. ‘Agility + Stealth’.

*High altitude, low opening. You gain +4 to this roll if you have the Survival Training.
You gain +4 to this roll for wearing a whole suit of armour

THE SHENYU JUNGLES If you fail you are stung and the potent poison enters your system.
At the northern tip of the province are the Shenyu Jungles, a vile
result of the heavy pollution given off by the Ai-Jinn’s immense Shrike Poison (Level 7 Toxin)
factory complexes. The jungles cover an area of roughly 40,000 Roll to determine where the poison manifests. Although it may
square miles and are notable as being one of the most polluted have entered via the cheek or hand, the thorn tip travels around
regions on the planet outside France, Australia or the Freestates. the blood for a few minutes until it breaks down and the poison is
Conditions in Shenyu are pretty terrible but the PFAA and their released into a random area. This area is paralysed for D4 hours.
families have been living there for many generations and have built
up a certain tolerance to the toxins. The poison has sadly seldom been tapped to use as a combat
toxin. It only has a shelf life of around one day when removed from
Although they are described as jungles the term is not really the tree. It is rumoured a few gifted individuals have worked out
accurate in an ecological sense. For a start, it’s extremely cold and how to store it for around a week but at present the only viable way
much of the ground is permafrost. A haze of mist and smog drifts to use it is to have a shrike tree in your flat and tap the poison just
between the trees which, although densely packed, are blackened before use.
from the pollution and often brittle and stunted. In a relatively short
time their leaves have become leathery and small which seems to SHRIKE POISON
allow them to cope with the pollutants better but as a result they
are less than a tenth as efficient as a normal leaf, explaining the 1 Head Head Paralysed
generally poor condition and reduced size of the trees that bear You are rendered unconscious.
them.
2 Right Arm Body part totally paralysed
JUNGLE HAZARDS Treat as though severed.
The jungle is a dangerous place at the best of times and the
pollution only serves to make things worse. Anyone who visits may 3 Left Arm Body part totally paralysed
suffer from any of the following problems. Treat as though severed

Shortness of breath 4 Left Leg Body part totally paralysed


Unless you wear a level 7 toxin filter or better you will find Treat as though severed
breathing difficult.
5 Right Leg Body part totally paralysed
-1 Endurance while in Shenyu due to the pollution. Treat as though severed

Tissue Repair 6 Upper Torso Both arms totally paralysed


Not only do wounds heal slower in this environment, you also Treat as though severed
stand a high chance of infection from the airborne pollutants.
7 Lower Torso Both legs totally paralysed.
Heal rates are halved in Shenyu, this does not effect medical Treat as though severed
healing such as Medpacks or the work of a Field Surgeon.
8 Affects two areas roll twice, re-rolling any 8s. .
When you are healed roll a D10, if you get equal or above your
Endurance you contract a disease known as Shenyu Fever.

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QUICKSAND AGENT SIMON YO


Anyone stepping into quicksand can make a ‘Reflexes + Athletics’
check with a -6 penalty to quickly grab onto something and pull GOVERNOR OF THE NORTHERN PROVINCE
themselves out. Failure means they start to sink at a rate of 1 foot ZULONG - THE VERMILLION DRAGON
per round. In 5 rounds they will be submerged and start to suffer
the effects of drowning as on page 148 of the core rules. Agent Yo has the unenviable task of ensuring his Agents maintain
Each round the victim can try the check again but a further -3 a low profile within this Capital Code Zone. On top of this he has
penalty is added every time. If allies are present with some rope or the added burden of suppressing PFAA attacks on Ai-Jinn assets
a branch they can pull you free without a problem. whilst trying to wipe them out for good by attacking their base of
operations. The Ai-Jinn are not unsympathetic to his problems and
TRAPS two of the five Tiger Platoons are assigned permanently to his
There are numerous traps laid through out the jungle, normally in contingent of divisions.
places where assaulting Ai-Jinn troops would pass. A range of Yo is extremely intolerant of Agents who risk attracting the attention
traps can be found in the Eastern Bank supplement. If you don’t of the UIG without good reason. Any Agents taking a happy-go-
have it then the GM should just make some up. Typical examples lucky attitude to work will meet with severe disciplinary action and
would include pit traps, sprung branch traps and mines. could have licenses suspended or weapon choices restricted.
This policy does have an upside though as Yo is more willing than
JIGGERS most to spend a significant portion of his budget training Agents
and equipping them with equipment suited to the job. If the player’s
All manner of nasty creatures live in the jungle, some burrow under
division is working on missions which Yo is ultimately overseeing
your skin, some drill into your eyes and lay eggs, others just bite
they may be entitled to a few freebies. Although the Agents may
you and leave behind disease. The GM can feel free to make up
not meet Yo himself, the GM should feel free to award some of the
some effects but below are some examples:
following improvements by giving the Agents a week of downtime
and then either allocating them something from the list below or
Gat Flies – These hang around in areas of still waters. If you pass
making something appropriate up.
near roll a D10. The creatures can get through tiny cracks in
armour so only a sealed suit will keep them away. 1. Intensive Stealth Training
Your skills in Stealth are improved. +4 XP to be put towards
When you roll the D10, if you get higher or equal to your AV you increasing your Stealth skill.
have been bitten. You are infected with Shenyu Fever as on the
previous page. 2. Legal Awareness Training
You are taught more details of the law to help avoid ugly UIG
Petris Worms / Tree Worms – These nasty creatures live in trees confrontations. +4 XP to be put towards Corp. Knowledge
and randomly drop onto the heads of warm blooded creatures.
They then wait in the hair or clothes until the victim stops moving, 3. Division Legal Aid
generally because they are sleeping. At this time they migrate To help reduce rank point loss a lawyer is assigned to the division.
towards the eyes where they tunnel in, lay their eggs and die. See The Eastern Bank for more information on lawyers.

4. Silenced Weapons
This results in increasingly blurred vision for the next week. All kinetics weapons are silenced, even heavy ones.
(Cumulative -1 to sight based tasks each day to a maximum of -4).
5. Invisibility Fields
In a week the eggs hatch and the eye is effectively blinded. The Each division member is given an invisibility field.
hundreds of tiny worms then burrow out, destroying the eye and
causing immense pain. They travel through the hole in the back of 6. Evade Surveillance
the eye socket and enter the circulatory system where they feed on You gain the ‘Evade Surveillance’ Training (The Eastern Bank)
blood and grow. providing you have the prerequisites.

This gives the victim an intense fever (-3 to Strength, Agility, 7. Area Knowledge
Reflexes and Endurance) until the worms pass out of the system. You gain the ‘Eastern Bank Knowledge’ Training (The Eastern
Bank) providing you have the prerequisites.
When they are mature after 2D4 days they breach out through the 8. Weapon Upgrades
skin and drop to the floor where they find a tree to climb and begin Your primary weapon is increased by two condition levels or you
the process again. gain 2000¢ to spend on weapon upgrades. A selection of weapon
upgrades can be found in Machines of War.
The disease can be cured with a toxin purge but the eye is
considered ruined. Cybernetic eyes cannot be affected. 9. Contacts
You are put in contact with some important people, gain 8 points of
contacts. No more than 5 points allocated to any single one.

Tiger Patrols 10. Urban Acclimatisation


Note that Ai-Jinn Tiger Patrols can be considered to know all You are educated in the ways of the street, you gain +4XP to be
these facts about the Shenyu jungle due to their training. put towards increasing ‘Street Culture’.

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You can leave the game fairly freeform, perhaps asking the players
THE CENTRAL PROVINCE a few days before the game what basic plans they have, then you
can arrange a few encounters based around what they want to do.
Some examples of what such a campaign could include are listed
The Central Province has the highest concentration of Ai-Jinn below:
assets including numerous spires, factories and research facilities.
It is perhaps the most important province and is central to the Searching for good help (it is hard to find).
functioning of the Ai-Jinn as a whole. Agent Jan Tsai has governed
the Central Province for the past 76 years with a surprisingly low Setting up security for the business.
level of serious incidents. He has a large contingent of Agent
divisions at his disposal who are assigned to the various assets Killing off or taking over the competition.
around the province.
Dealing with the UIG when they come to investigate the legitimacy
Although the eastern-most sector of the Central Province is of your business.
located in the Capital Code Zone of the Eastern Bank, Tsai does
not make such a big deal of it as his colleagues. His concerns tend Setting up illegal businesses which operate within the main
to centre around maintaining the stability of the province as a business, e.g. pushing drugs from your nightclub.
whole. Tsai ensures that seasoned mission officers oversee capital
code missions and only sends extremely experienced Agents to Dealing with existing gangs and mobsters who don’t take kindly to
the Eastern Bank zone and lets them work as they see fit. As a your presence.
consequence these Agents are generally well rewarded for their
work with free training, advanced equipment, more pay, improved Building a successful business in order to generate money to buy
accommodation and a healthy dose of cushy missions such as extra legitimate operations. You can use the Business rules in the
tours of duty on the Xing Gong Orbital (see page 139). Eastern Bank or make it up yourself.

UNDERGROUND TAKEOVERS Run a protection racket to generate additional revenue.


Because there are so many Ai-Jinn assets in the Central Province,
there are a lot of divisions working with the general duty of Take care of the clients who may have problems they want solved.
‘policing’; basically there to keep an eye on things and offer a
guiding hand rather than do the corporation’s direct bidding. This Control the local UIG, maybe you can bribe or intimidate the
can take many forms but one of the most common is a resident officers.
division who are given a single asset within an old city such as a
small casino, brothel or gun store, and told to slowly take over the Look after the staff. You may need to prevent your prostitutes being
city by dominating the underground. beaten up, your drug pushers arrested, your bouncers attacked
and your managers threatened.
Such a division should have a decent grasp of criminal
organisations, rival faction methodology and street culture. From Identifying legitimate clients and rooting out spies or UIG
the moment they are assigned they will need to become familiar undercover officers.
with the city and determine who runs what. If there are any gangs
loyal to the Ai-Jinn these will be utilised and any who are not will Gain influence in legitimate companies without giving them cause
be identified and either brought to heel or eliminated. to get the UIG involved.

Steadily the division will increase its power base, recruiting gang As the game progresses the division may need to leave the city
members, running protection rackets, eliminating competition and now and again to acquire resources, perform assassinations,
intimidating rivals until they can be considered to have the city in a attend meetings or in the line of unrelated duty. This allows the
vice-like grip. Once this state is reached it is merely a case of Agents a change of scene from the gritty streets.
fending off newcomers. This is normally made easier by the Ai-Jinn
assigning a few junior divisions to the area so that they can learn
the ropes under the guidance of experienced Agents in a relatively Since the Lan Nai division has moved into Gan Ho Old City the
safe environment. crime rate has fallen to an all time low. Before you praise the
work of Feng Lun and his Agents, I would ask you to look at
these productivity figures on Gan Ho for the 2488-2489 fiscal
ADDING UNDERGROUND TAKEOVERS TO YOUR year.
GAME.
You’ll notice they show a worrying decline. We have since learnt
This can be an excellent campaign arc for an Ai-Jinn division. You’ll
that Agent Lun has taken a somewhat ‘Federation’ approach in
need to make sure that the division is fairly competent and versed
his duties and massacred any gang which did not offer its
in street culture and crime. You can start by picking an old city unequivocal fealty.
which is slipping away from Ai-Jinn control; you could just pick one
by looking at an atlas; for example, Tongshan. Then just decide on Rather than discipline Agent Lun I suggest we promote him,
an asset which Agents start with; for example, a nightclub which is increase his budget and send him to Tokyo where his obvious
doing very badly. The Agents are given the money to buy the skills may be better realised.
business outright, they can then establish a centre of operations
there. attr; - Agent Jan Tsai - Governor of the Central Province

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The name Cai Qian refers to a long dead pirate lord active in the
AGENT JAN TSAI Qing Dynasty who commanded a fleet of around 1,000 warships
GOVERNOR OF THE CENTRAL PROVINCE and 20,000 pirates.

HUANGLONG - THE YELLOW DRAGON The Cai Qian currently claims to have around 14,000 members
Agent Tsai could be thought of as laid back but this would be a who are divided into a number of clans. Each clan has a leader
mistake. His calm, apparently relaxed demeanour is more a and each leader ultimately pays respect to the current lord of the
product of absolute control and a calm, rather than lax attitude. Cai Qian. This structure is universally approved by all clans who
Tsai is a skilled delegator and his province is so hectic he has acknowledge that it has worked well for hundreds of years and,
become adept at selecting the very best staff for the job and even in times of crackdown, has allowed the Cai Qian to survive.
putting a great deal of faith in their work. Instead of overseeing
dozens of plans he asks for honest status reports from Mission
Officers (MO) and helps them overcome problems they are having. CAI QIAN STRUCTURE
If a division has made an absolute hash of a mission, instead of
getting mad and docking rank points Tsai will talk with the Chinese Approximate Translation
commanding MO and use his wealth of experience to try and work
out a solution. Hai Ba Sea Lord / Sea Tyrant
Current leader of the Cai Qian
If, upon examination, there is blame to be laid then Tsai will take
action but his attitude of understanding and resolution has always Can Ren The Bloodied / The Merciless
received better results than simply demoting anyone who makes a One of twelve council members who are elected from the 12
mistake. This policy not only ensures that Tsai is always kept up to most powerful clans.
date in an honest and frank manner, it means his Agents learn and
develop rather than being constantly held back on mundane duty. Shuai Commander
The respect he commands also spurs his Agents on to do their Head of a clan
best for him, more concerned about letting him down than any
punishment he might administer. Ji Zhang Captain
The captain on a pirate vessel

THE SOUTHERN PROVINCE Zhong Wei Lieutenant


This province is characterised by a mass of islands which are A sub-commander on a pirate vessel
home to an incongruous mix of wealthy citizens and bands of
roving pirates. The Ai-Jinn have taken significant steps to clean Hai Dao Pirate
these areas and ensure there are active weather satellites keeping A common pirate
much of the region as a perpetual sunny haven. They have even
re-established large colonies of flora and fauna which have taken Yu Fish
to the environment well and although young in ecological terms, An initiate who is in the process of proving himself worthy to join
the environment is very reminiscent of a tropical paradise, if a little the Cai Qian
tamer and not so diverse.

The citizens who dwell in these islands are typically very rich and
have moved here to take advantage of some of the most pleasant Each clan comprises around 500 pirates manning somewhere
and least polluted island and coastal real estate available. around 50 boats. Some boats are small skiffs with only a few men
Unfortunately this makes rich pickings for the gangs of pirates on board, others are great warships equipped with anti-grav drives
known as Cai Qian who scour the southern seas looking for which can take over 100 crew.
wealthy citizens partying on their yachts or lounging at their
beachfront properties. Some sample clans include

Although described as islands, many of the landmasses are still The Guandao
huge and provide a variety of environments ranging from the The Dragon Typhoon
magnificent Java Spire to the slums of Jakarta and the eclectic The Thundering Storm
neon jungle that is Old Bangkok. Although most of the region is The Sharks
heavily policed by Ai-Jinn soldiers and Agents there is an The Scourge of Lin Shi Men
enormous amount of space that simply does not get the attention The Bloodied Sails
it needs. It’s these neglected regions in which the Cai Qian make The Skulls of the South Seas
port. The Jakarta Rats

THE CAI QIAN THE CAI QIAN CODE


Although all Cai Qian ultimately report to the Hai Ba, they are not
The Cai Qian are noted here instead of in the organised crime required to have all their activities authorised. Their only binding
section as they are neither very organised, or under the control of code is as laid out opposite and breaches of this code invariably
the Ai-Jinn. They are also indigenous to the southern province and end in death unless there are extenuating circumstances.
seldom found elsewhere.

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the last century. They originally numbered around 40,000 at their


THE CAI QIAN CODE prime, the current figure of 14,000 illustrates that the Ai-Jinn have
made significant inroads into the pirates’ numbers but as their
One half of the ship’s takings shall be given to the clan. ranks dwindle they become more wary and harder to track down.
The pirates now use much smaller fleets than they did and make
One tenth of the clan’s takings shall be given to the Hai Ba extensive use of SatBlankets to hide their presence. They have
also changed their attack patterns, which makes the location of
A Cai Qian will never disclose information about the Cai Qian to their next strike hard to predict. If the Ai-Jinn are having a
non-members crackdown then the pirates will lie low or perhaps start attacking
coastal properties instead of boats. Their evasiveness and
All disagreements are to be settled in full view of other Cai knowledge of Ai-Jinn methodology keep the pirates one step
Qian. If such actions result in a death then so be it. ahead. It should also be noted that the Cai Qian are not afraid to
use terrorist tactics to get their way and have no scruples about
Cai Qian do not steal from or harm other Cai Qian unless it is a bombing passenger liners in order to create diversions or to show
public settlement as above. the corporation they are serious.

Cai Qian are for life. Secondly the Ai-Jinn would quite like to take over the Cai Qian
rather than destroy it. A fleet of mercenary pirates at their beck and
call could provide no end of uses and if they could be redeployed
Although this code is fairly crude it has served the pirates well for to target Shi Yukiro or E.I. assets then they would make an
many years. excellent addition to the personnel roster. The Ai-Jinn have been
known to dispatch the odd division now and again to assassinate
The code states nothing about obeying orders and enforcement of the Hai Ba or bring down the council but so far to no avail.
discipline within the Cai Qian normally takes the form of beatings, Infiltration seems to be the most likely method of finding out
lashings, keel hauling, imprisonment, disfigurement, restriction of enough about the Cai Qian to engineer some kind of mutiny and
privileges, removal of wealth and occasionally death. bring the dogs to heel.

CAI QIAN METHOD CAI QIAN STYLE


Although the boats used by the pirates tend to look like ramshackle The pirates have a mix of styles but are normally dressed in a
piles of junk, they often hide powerful engines and sophisticated combination of loose-fitting clothing and salvaged armour. They
sensory equipment, both vital for the location of quarry and the are mostly of oriental extraction, although there are a smattering
evasion of the law. Before attacks are made, the boats tend to from the rest of the world. Almost all seem to wear their hair long,
hang around in isolated bays or in sea caves waiting for their usually braided or tied back.
scanners to pick up a likely target. When the word is given the
ships emerge from their various hiding positions and move in on As regards combat, the Cai Qian use anything that works but all
the target. There will often be 3 or 4 ships used to take down a are adept at close combat which is vital for boarding guarded
typical target, some used to cut off avenues of retreat and others ships. A leaning towards dual weapon use (Close Combat and
to attack the vessel. Light / Tactical Firearms) is very common and makes them
effective at close and long range.
The target is normally disabled using a heavy EMP harpoon (see
page 47) and then boarded using ropes, extendable gangways, Cybernetics are not a common upgrade as the pirates don’t tend
personal grapples or acrobatics. The victims can seldom withstand to have large amounts of ready cash or access to skilled
such an attack and are usually slaughtered but sometimes kept as cyberneticists. Nonetheless, some Cai Qian are upgraded with the
slaves. The captured boat is then either scuttled, used for spares, usual array of armoured plates, cybernetic legs and body spaces.
sold to black market buyers or occasionally added to the fleet. The most common non-weapon item carried, which even the
poorer pirates strive to acquire, is a personal grapple (page 59),
(cybernetic or wrist mounted) which aids considerably in boarding
CAI QIAN AND THE AI-JINN enemy ships. See the Grapple Hook Combat on page 12.
The Cai Qian are one of the few bands of criminals the Ai-Jinn do
not have much control over. Their methods are so brutal and
uncontrolled that the effect they have on the Southern Province is
almost all negative. The Ai-Jinn do not want their wealthiest AGENT SAMANTHA YEUNG
citizens robbed and murdered and whereas the Yakuza or Triads
GOVERNOR OF THE SOUTHERN PROVINCE
are fairly discreet organisations whose activities tend to be limited
to the old cities and targetting other criminals or the poor, the Cai BAILONG - THE WHITE DRAGON. A.K.A THE RED BITCH
Qian spread fear among the upper echelons of Ai-Jinn society. For
this reason the Corporation cannot allow the pirates to operate The Governor of the Southern Province is Samantha Yeung, a
unchecked. former pirate who went under the name of the ‘Red Bitch’ in her
more anarchic days. After running with the Cai Qian for 15 years
One might wonder why the Ai-Jinn have not crushed the Cai Qian and reaching the position of Ji Zhang (captain) she came to find
outright already and there are two main reasons. the life unfulfilling and ultimately pointless. No matter how many
yachts she burnt and how many privileged families she killed, there
Firstly the Ai-Jinn have made a massive dent in the Cai Qian over seemed no end in sight; it would just go on until she died.

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The night she was brutally raped by members of a rival clan


finalised her decision to leave the Cai Qian and, although she had THE FIFTH LAND
no idea of what to do instead, she immediately left on a skiff for
Bangkok. In very little time she ended up in a bust up with some It should be noted that old-school Ai-Jinn do not even call the
local Triads where both her attitude and martial prowess were Shi Yukiro territory ‘Japan’ instead referring to it as ‘The Eastern
noted by the group’s leader, Agent Kim Sach Tai, who offered Province’, ‘Di Wu Tu’ (The Fifth Land), ‘Xin Zhong Guo’ (New
Yeung the opportunity to try out for the Agent Training program China)’.
rather than be slaughtered on the streets.
Those who currently dwell there are known as ‘Zu Hu (Tenants),
Yeung never looked back, she retook her old birth name (although Ni Yi (Invaders) or Trespassers’.
she is still known as the Red Bitch by many) and began to work
her way up a far more promising career path. The Shi Yukiro take particular offense to these terms and are
likely to react strongly if they are used in their presence.
Yeung’s current posting after 60 years of service is as Governor of
the entire Southern Province. Her intimate knowledge of the way
the Cai Qian work is a considerable asset to the Ai-Jinn and UIG
forces sent to dispatch the nest of pirates. The Agent divisions Current operations to seize the Eastern Province from the Shi
under her control serve a variety of functions from guarding VIPs Yukiro are sadly still in their infancy as the Eastern Bank Capital
and wealthy individuals to Cai Qian infiltration and overt search Code Legislation has made operating in this region extremely
and destroy missions. risky. Instead of out and out attacks against Shi Yukiro assets, the
Ai-Jinn wages a war of attrition, sending their Agents in to subtly
Agents working in the Southern Province are of course expected disrupt affairs in an attempt to destabilise the Shi Yukiro
to carry out all the normal duties you would expect and despite the Corporation as a whole. The ever present problem is whether they
presence of the Cai Qian, all manner of unrelated incidents send in seasoned Agents who will be sorely missed but are more
constantly demand a division’s attention. likely to succeed or use newer Agents, who lack experience but
are also more expendable.
Yeung is very demanding of her Agents and after being a Cai Qian
captain for so many years has some fierce and innovative ideas of So far the Ai-Jinn have met with no real success and although they
punishment. One famous incident saw an Agent have his synaptic have made some inroads into damaging the Shi Yukiro, the
modulation turn off, be nailed to a board and left in the searing reciprocal attacks by their hated enemies cause as much if not
tropical heat for 3 days following an off hand remark about her more damage. Ai-Jinn territory is so huge and they have so many
relationship with another female Agent. On the plus side, she assets dotted about it that the Shi Yukiro seem to find it relatively
demands all her Agents are competent pilots and as soon as they easy to send in assassination or sabotage squads who, with little
are assigned to her province she gives them a few weeks off to effort, are able to cause massive disruption to the Ai-Jinn industrial
attend piloting courses. This is done to ensure they can travel machine.
about the thousands of South Sea Islands without the need for
recruited pilots. A leaning towards long term infiltration and the establishment of
more Japan-based yakuza is currently underway in the hope that
a more subtle, less aggressive stance will catch the Shi Yukiro off
PILOTING guard. At the same time this may reduce the Shi Yukiro’s desire to
seek continual retribution by attacking Ai-Jinn assets.
System: If posted to the Southern Province for more than a few
missions each Agent gains 5 XP to increase their piloting skill. Whether this will work only time will see but the ongoing reward
policy for Shi Yukiro bounty is still in force and gives all Ai-Jinn
Any spare XP can be saved but can only be spent on piloting at Agents a strong incentive to cause as much damage as possible
a later date. If you already have piloting 10 then instead you to their old rivals.
receive 2 weeks of downtime.
SHI YUKIRO BOUNTY

Any Ai-Jinn Agent damaging the Shi Yukiro corporation when not
specifically mandated by the mission will reciveve rewards from
the Corporation.
THE EASTERN PROVINCE Act Typical Rewards
Killing a SY Agent His Rank x 2 in Rank Points.
The Eastern Province isn’t noted on any maps and doesn’t have Recovering SY tech 1-5 Rank Points
any defined boundaries. The term refers to the islands of Japan Destroying Assets 1-10 Rank Points.
currently held (wrongfully in the opinion of the Ai-Jinn) by the Shi Collect Intelligence 1-10 Rank Points
Yukiro. Although the Ai-Jinn as a whole have their sights on
consolidation and development of existing territories as opposed These rewards can be supplemented with cash and other benefits
to expansion, the Eastern Province is always viewed with greedy, as the GM sees fit.
covetous eyes. .

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reactor and set it to blow.


AGENT YASUHIRO KOTABE
GOVERNOR OF THE EASTERN PROVINCE The explosion could be heard across Asia. Kagoshima Spire was
utterly destroyed and over a million people died that day in what
XUANLONG - THE BLACK DRAGON has been the largest loss of life since the Corporate wars. This act
was more than enough to convince the Ai-Jinn of Yasuhiro’s
Yasuhiro (Yasu) Kotabe was born in Japan to Japanese parents. sincerity and he was enlisted into their ranks immediately.
They were both Agents in the Shi Yukiro corporation and
Yasuhiro’s path had been laid out for him at an early age. To Yasu, however, the vendetta had only just started. His every
waking moment is dominated by thoughts of vengeance and the
At the age of 10 Yasu’s parents both came to say goodbye. He Ai-Jinn are extremely careful to ensure that although he has a
didn’t understand but when told by his teacher the next day that position of great power, he does not have access to information
honour had demanded both of them commit seppuku (ritual which he could use against his new employers.
suicide) it was more than he could accept. Although he dutifully
continued his training until the age of 22, every waking hour Yasu Anyone meeting Agent Kotabe will be overwhelmed by the
seethed with a burning desire for vengeance that he knew could be vehement passion in his voice and the fervent bloodlust which
best exacted with the help of the Shi Yukiro’s hated enemies, the seems to ooze from his every pore. He is extremely capable as a
Ai-Jinn. combatant having spent much of his training at the Taurus
Academy under the tutelage of Master Uesugi. When not plotting
After diligently completing the Agent Training Program Yasu spent the downfall of the Shi Yukiro he personally leads a division named
17 years working with his division, establishing himself as a model ‘Burn the Sun’ specifically trained to act as a counter Shi Yukiro
Agent and waiting for the day he could cause the most harm to his task force.
parents’ murderers. The division was working in the Kagoshima
Spire underswell culling mutants and ensuring the reactor was safe
and that all security measures were in place. Yasu was assigned
the task of checking and resetting the access codes and making
sure only the technicians knew the new ones. All went well and the
division moved on to other work.

It was two weeks later that an Ai-Jinn saboteur division infiltrated


the underswell, met up with Yasu and using a combination of force,
access codes and insider information, made their way into the

As the sun slowly sank beyond the horizon it threw long, graceful shadows from the ancient cherry trees, their branches still laden
with blossom even though the small lawns and koi pools seemed to be scattered with drifts of pale pink petals.

Two men stood on a small wooden bridge, one draped in the heavy, red robes of the samurai, the other wearing a dark, tailored suit.

“Jeimuzu, my brother,” said the samurai bowing his head, “it has been too long, your presence has been sorely missed.”

“And I have missed you Kusani, but as you know duty has once again come first.”

“Of course,” the samurai nodded, “as it must, but I sense you are troubled my young friend. I see the weight of a decision on your
shoulders.”

“No fooling you,” laughed Jeimuzu. “Indeed, during my work in Shanghai I’ve seen a lot. The Ai-Jinn have such a stranglehold over
there and what’s worse, its here too, everywhere you lookI guarantee. They’ve got their insidious fingers in everything. Does that
not scare you Kusani?”

“Scare me? No. Did my lessons not sink in? Surely you know that such a disorganised rabble will never be able to threaten the Shi
Yukiro. They are street thugs and little more. Look inside yourself Jeimuzu, consider our past, our present and our future. Do you
really think the Ai-Jinn could ever topple us?”

Jeimuzu shook his head and turned away. “You are right master Kusani, of course you”

With a single, almost imperceptible flash of movement the katana was drawn and sent in a graceful arc through Jeimuzu’s neck, wiped
clean of blood and silently replaced.

The samurai knelt and turned the head, looking into his student’s lifeless eyes.

“Noyou are right Jeimuzuwe are everywhere.”

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LOYALTY WITHIN THE AI-JINN

Those who ally under the banner of the Ai-Jinn are known to be visiting areas under Ai-Jinn control and taking whatever steps they
the most loyal and, ironically, incorruptible employees in the world. deem necessary to ensure the population remain loyal, even if
Even the UIG envies the low levels of defections and anti-Ai-Jinn they are not happy about it.
sentiment within the corporation’s ranks.

Their two fold approach of iron-tight pack mentality coupled with INITIATION RITES
severe punishments for traitors has meant that levels of intra-
corporation crime and corruption are so low that, as a machine, A large number of the Ai-Jinn’s Agents are taken from the seedier
the Ai-Jinn is one of the most efficient corporations, second only to areas of life or are defectors from other Corporations. This could
the Shi Yukiro. potentially leave them open to disciplinary and loyalty issues. To
address these problems the Ai-Jinn often set new divisions the
Employees are paid fairly and there is very little waste. The Ai-Jinn task of aggressive strikes against their former associates. These
have little time for rich trappings, pay-offs, massive corporate strikes are not everyday sabotage runs or random assassinations,
bonuses, wild expense accounts or decadent corporate dinners, such acts would easily be tolerated by the targeted party in order
all of which were so common with many of the world’s leaders to secure an insider. Rather they are acts which are designed to
throughout history. ensure that the defection is genuine such as the torture and
murder of your ex-mission officer’s family.
Although not taken to the extremes espouses by Comoros, this no
nonsense attitude endears the higher echelons of the corporation This practice is common to many street level gangs whose
to its citizens and workers. Although there may be poor, starving insistence on initiation rites ensures the recruit is serious in their
people in many of the cities, there is a feeling that the leadership new vocation.
is not squandering all the public’s money on luxury items and
things are getting better. Often the Ai-Jinn will also insist on some evidence of the task such
as video or forensic data which is held by the corporation to
This feeling that the Ai-Jinn are working for the people is a dissuade the Agent from defecting or leaving. Fortunately, the Ai-
powerful tool and enemy Agents in an Ai-Jinn city may find it Jinn genuinely are a bastion of safety and an excellent vehicle for
harder than expected to get the locals to inform on their corp. those wishing to continue to work in the seedy world of crime.

The Agents themselves tend to share this point of view, most Ai- RUNNING INITIATIONS
Jinn Agents have criminal backgrounds and their unified dislike for The GM should ideally run a series of initiation games for a new
the UIG gives them a common bond. They know the corporation Ai-Jinn division. Not only does it enforce the characters’
will do its best for anyone on the wrong side of the law and backgrounds and provide some great plot ideas but it also serves
although this can prove a huge expense for the Ai-Jinn, they know to distinguish the Ai-Jinn from other corporations and hammer
that the gratitude and loyalty of its workforce more than makes up home their criminal roots.
for the cost.
Below are listed some sample new Ai-Jinn Agents and how the
This has not always been the situation however. The Ai-Jinn are GM could run their initiations.
known to have committed several atrocities against its own people
in the past and there are most certainly parts of the 5 territories
which the Ai-Jinn treat with little or no respect. It is for this reason Defected E.I. Cyberneticist
that many an Agent may find himself on loyalty enforcement duty, The defected Agent could easily be an infiltrator sent to work his
way up in the echelons of the Ai-Jinn and report back from time to
time. To root out such people a decisive and profound strike
against the former employer is an obvious solution. For example,
LOYALTY ENFORECMENT MISSIONS
the defected Agent must find E.I.’s leading cyberneticist. They
must then capture him and force him to work for them. His family
These missions can be an interesting alternative to a more
could be taken and held hostage to ensure the quality of his work.
conventional mission and can force the players to use
unusual methods.
Motorcycle Gang Member
If the Agent is still in contact with the gang and on speaking terms
Simply turning up at a mountain village and demanding
then that is not really an issue; contacts are important. However,
fealty is not going to work. Whether the division use
he should make the gang aware that he is no longer bound to their
displays of power, technology, compassion or friendliness, code of conduct and will only work with them on a mutually
it can make for a fun game. advantageous basis.

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BUSINESS & MANAGEMENT

This mission could involve the division aiding the gang to cement dangerous and rift-generating behaviour but the management
relations and put them in their debt. Obviously if the gang take the have taken a certain tack which seems to make the job of vigilance
position of ‘no-one leaves’, then the mission could be to wipe them just part of everyday life.
out.
Instead of telling tales, the act of reporting another Agent has been
Escaped Criminal turned into a deed of kindness. It’s your opportunity to ‘save’ your
The issue with an escaped criminal is that he could have been brother or sister before she becomes corrupted by a brutal world.
released by the UIG on the assumption that he will infiltrate the Ai- Temptation is everywhere and Agents are only human (well
Jinn. For this reason the corporation will have to be very careful mostly). By being watchful of your co-workers and alerting the Ai-
and his first few missions will be fairly basic so the need for Jinn as soon as you spot potential dissention, you could nip the
intelligence access is low. Such missions may also target UIG or problem in the bud.
civilian assets which would make it hard for the UIG to justify the
infiltration. If a player suspects another player then ideally the information
should be passed on outside the game to avoid inter-player
For example, making a series of terrorist attacks against a UIG arguments and for maximum fun. If your group is made up of well
housing complex would not only serve to weed out infiltrators but rounded types who are good role-players let them do it whenever
may also have a secondary function; it could act as a distraction so you like.
that a more senior division could work somewhere else in the city
while the UIG are otherwise occupied. This is a common tactic LOYALTY ASSESSMENT
used in the Eastern Bank.
Typically the suspected Agent will be called in for a ‘little chat’ with
a high ranking Agent skilled in psychology and loyalty assessment.
Yakuza Member
(This is normally represented by the ‘There is Only Ai-Jinn’
The yakuza are mostly under the control of the Ai-Jinn but there
Training.)
are clans scattered across East Asia who either remain
independent or support the Shi Yukiro. Thus when a new yakuza
The results of this chat determine the next course of action.
joins the Ai-Jinn who is from an unproven clan it is wise to assess
his loyalty before giving him more delicate work.
The Agent is Loyal
No further action is taken, the one who reported him is not held
A typical mission could be for the yakuza to attack a Shi Yukiro
accountable and everything continues as it was.
asset. This is fairly simple and one that can be tailored to ensure
an honourable Shi Yukiro would not perform it; for example, bomb
Inconclusive
a historic samurai graveyard.
The rest of the Agent’s division are consulted and asked to all keep
an eye on him. If further suspect behaviour or comments are noted
If the mission officer simply believes the yakuza may be loyal to
refer to ‘Seeds of Disloyalty’ below.
another clan then he could insist they bring the clan under the
control of the Ai-Jinn. If the clan refuse, they die. Simple.
Seeds of Disloyalty
The Agent is considered to be doubting the path he is treading. He
will be sent for immediate ‘attitude correction’ at the ACF in Beijing
One of the great things about these mission types is they are very
(page 112).
simple and straightforward. They typically involve some principal
concepts of an Ai-Jinn game such as terrorist attacks, murders,
Traitor
kidnappings and gang takeovers. Don’t feel you need to run an
The Agent has passed beyond redemption and will be interrogated
initiation for every Agent unless you really want to, just the ones
or executed. This will be a sudden affair, the assessing Agent will
whose past could be considered to conflict with their current
give no clue he has failed and will send him on his way as normal.
position within the Ai-Jinn.
At some point in the next 48 hours the Agent will be targeted by
one or two experienced Divisions who will take him down and bring
MAINTAINING LOYALTY him in. Whether he is executed immediately is a decision made by
the corporation’s higher ranking Agents.
Once a division has been assessed over the first few telling
missions and judged loyal their disposition must be carefully AVOIDING CORRUPTION WITHIN THE SYSTEM
monitored. Ai-Jinn Agents are, by nature, often devious, tricky, two- Agents are encouraged to report the slightest sign of dissention.
faced and expert liars. For this reason the ‘little chats’, as they have become known, are
a common occurrence and Agents stop being too concerned about
It’s not unreasonable to assume that they may get a better offer them after a while. The assessors will even call in Agents who have
from another Corporation, a wealthy independent criminal or the not been reported, just to keep them on their toes and to act as
UIG who may value their insight in the criminal world. To keep an control tests which can be used as comparisons in the future.
eye on their Agents the Ai-Jinn use the simplest tool available to
them; the vigilance of other Agents. In many organisations there has long been a stigma attached to
informing on your co-workers, especially if they are your superiors;
Anyone who suspects disloyalty is obliged to report it. The integrity this inevitably leads to corruption. Imagine a scenario where you
of an Ai-Jinn division is essential and so normally you might see an ally steal a few credits from the mission officer’s drawer. If
consider Agents reporting each other for disloyalty to be you inform on him, word will almost inevitably leak back and the

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BUSINESS & MANAGEMENT

whole division may not trust you anymore. Moreover, if the System
accusation is disproved you could end up being a laughing stock Indoctrinated lose 2 points in Reflexes and their Intelligence is
and thought to be making it up. The situation worsens if you think reduced by 4 points to a minimum of 3.
your mission officer is crooked. You’d end up choosing sides and
digging yourself into a deep, deep hole. Their conviction pool cannot exceed 1 and they cannot spend
conviction from special trainings such as Conviction of One.
The Ai-Jinn system of openness allows you to report anyone Indoctrinated will report all acts of suspected disloyalty as soon as
without repercussions regardless of status. It’s considered a they can and will not break any laws unless ordered to do so by
kindness and more often than not the individual will be exonerated an Ai-Jinn Agent.
or at the most sent for attitude correction. Everyone wins in the They will follow all orders given to them by an Ai-Jinn Agent
end and the integrity of the corporation is maintained. regardless of repercussions.

BEHAVIOURAL MODIFICATION
THE ATTITUDE CORRECTION Through a series of mental exercises, propaganda exposure and
continued interrogation the subject has imperfections in her
FACILITY IN BEIJING attitude ironed out. The end result is a tweaking of the mind which
can cause the subject to lose undesirable traits such as:
This large complex of low, grimy buildings 4 miles outside Old
Beijing is salvation to some, nightmare to others. Originally Lightheartedness with regard to Ai-Jinn business
intended to educate citizens about the potential benefits of being Disrespect for Ai-Jinn authority
a part of the Ai-Jinn, its current function is to halt dissention in its Criticism of Ai-Jinn policies
tracks and enlighten those who have strayed from the path. Unconstructive criticism of other Agents
Sympathy for non-Ai-Jinn organisations
Anyone sent to the centre is in for a tough time; the strict regime, Feelings of hopelessness and apathy
regular interrogations and constant surveillance can be extremely
draining and if you falter you can expect to spend even more time System
here than you anticipated.
WILLING SUBJECT – (TAKES 1 WEEK)
The interior is made up of dozens of bleak cells, patterning rooms, If the subject is willing then the modification is automatic. They
sensory deprivation tanks and interrogation chambers. These should role-play their new attitude by being extra-loyal and highly
areas are ill-maintained and the rusty pipes and peeling walls all supportive of the Ai-Jinn. They are more likely to criticise anyone
add to the sense of desolation and despair. This environment is showing opposition to the Ai-Jinn and even exact their own
psychologically crushing and is used by the staff to make life on judgement against them circumstances permitting. They may extol
the outside seem all the better. the virtues of the corporation and regularly point out that the Ai-
Jinn is a most excellent organisation.
There are several types of correction that occur, these are listed
below. The subject’s permanent conviction pool is reduced to 4 for the
next two missions.

SUBCONSCIOUS INDOCTRINATION (TAKES 1 WEEK) RESISTANT SUBJECT – (CAN TAKE MANY WEEKS)
This is perhaps the most serious and unlawful process which Each week the target must make a ‘Presence + Attitude’ roll.
involves exposing the subject to harsh neural patterning. This can
physically alter the psyche matrix of the patient over time, forcing Each week after the first the patient gains cumulative -1 penalty on
their brain to function in a different way. This method is rarely used the check until they cannot resist any longer, fail the roll and
on Agents or employees as it entails some degree of mental succumb to the modification.
retardation which lowers their overall capability.
The end result is the same as ‘willing subject’ above. The only way
More commonly it is used on civilians who have shown rebellious to get round this is to be pulled out by a high ranking Agent or to
behaviour and are capable of inciting action against the Ai-Jinn fool the assessor.
such as DLA members, anti-Ai-Jinn activists and terrorists.
Normally death would be the simple solution but this can often Fooling the Assessor
martyr the individual. Each week the subject may roll an opposed ‘Presence + Lying &
Acting’ check against the assessor’s ‘Perception + Psychology’
By reworking the subject’s mind the Ai-Jinn can attempt to subdue (normally around 16). The subject has a -6 penalty to this roll but
them without inciting a riot. If the indoctrination is exposed, of conviction may be used. (The subject can add his ‘Mind Telepathy’
course, even more terrible repercussions may ensue. score as a bonus if he posses it.)

The indoctrinated will not knowingly act against the interests of the Success indicates they have fooled the assessor and may leave
Ai-Jinn. They tend to be slow to respond and act a little dreamily. the facility even though none of the conditioning has taken.
They will occasionally quote Ai-Jinn doctrine or lecture those
around them about the Ai-Jinn being the only path to a better
world.

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BUSINESS & MANAGEMENT

LOSING THE CONDITIONING This style of play is not to everyone’s taste but can make an
It is possible to shake off the effects these forms of mental interesting change now and again or if you are going for that
conditioning by immense acts of willpower. The subject must focus Orwellian feel.
extremely hard for a number of weeks, using a considerable
amount of his mental energies to slowly break through the mental
shackles.
ALLOCATING TIME
System: For the next 3 missions (not sessions) the Agent cannot
use conviction as he is considered to be putting all of his extra This process can take many weeks; you should consider that
drive into breaking the conditioning. At the end of the 3 missions he other division members are engaged in typical duties. You can
is considered to be back to normal. give them a little cash to represent this. Typically 20% of their
standard mission pay for each week the conditioning is going
A Note on Role-playing This Section on for. Thus rank 1 Ai-Jinn Agents would get 140¢ a week. This
Indoctrination methods are not meant to wreck Agent concepts or serves as a bonus for loyal Agents.
make people play characters they did not want to. If you don’t like
it leave it out. However, these ideas are important to Ai-Jinn Further to this, his Ai-Jinn superiors may demand follow-up
philosophy and method so if you don’t like them you should try to classes which further impress upon the Agent a healthy
use something of your own devising. corporate outlook. These effectively strip away the Agents
future downtime by way of a punishment. 1-5 weeks is a good
Optional Rule for Getting Players Paranoid and Hating Each amount with more time being taken for more serious breaches
Other such as insubordination or disobeying orders.
Yes, that’s why this rule optional. If you wish you can consider all
words that come out of a player’s mouth to be essentially in For example, Agent Johnny Ya has been extremely rude to his
character. superior Agent Lun. Despite Agent Lun’s warnings he
maintained this attitude and even endangered the mission by
When a player says, “Oh sod it, kill him, he’s annoying me. Actually attempting to disobey orders. Agent Lun, was fairly tolerant
no, better not, he is our superior officer,” or something similar, you though and because of Johnny’s track record only sent him for
can consider that it’s the dark side of his character manifesting. It’s behavioural modification. Johnny did not resist, the process
somewhat like the vibes or uncontrolled emotions he gives off and was successful and Agent Ya now has a deep set passion for
his division members will pick up on this kind of thing. You thus Ai-Jinn policy. Lun also decided 4 weeks of doctrine
force the players to act in character all the time which makes them reinforcement were warranted so Johnny will lose his next four
wary of every word they say. downtime actions.

Blackwhite...blackwhite...greenblueblack.bluegreen bubbling through the phlegm. “Ican’t.it’s.the.progra”


blueyellow...yellow.
Redyellow.redgreenblueredblackblackorange
“Enough! Please” .red.blue.

The lights stop, a woman speaks. She is calm and patient. “Tell Blood dribbles from Hayashi’s mouth but the woman is not
me the codes, Mr. Hayashi.” concerned, it’s probably just the broken shards of teeth slicing the
gums.
“I can’t, don’t you understand? It’s not me, it’s the progra”
“You know that the best feature of this method, Mr. Hayashi, is
Greengreenblueredredyellowredredblackwhi that the patient suffers only the most superficial physical harm.
tegreenblueredblueredredgreenred The process can continue for years until the brain places its own
existence over the value of the information.
He screams. His knuckles white, the veins on his neck and I realise that you believe you cannot help me and that may be
forehead bulging, he bites down so hard his molars crack. true. But I’m not trying to pursuade you Mr. Hayashi, I’m trying to
persuade your brain.”
“Surely a man like you has control of his thoughts Mr. Hayashi?”
“Butbut”
Hayashi cannot speak. He has lost control of his body and is
making childish noises, snot is running from his nose and his “Don’t speak. You are not ready, your mind is still far too stubborn,
eyes are no longer looking in the same direction. but in a year, maybe two, it will be ready. So get comfortable, this
will be a long ride.
“Each time I turn a light on it uses 0.0001 unit of power. The
fission generator behind me can generate over fifty million units Dr. Zhin, set the machine to automatic, ten minute bursts every
of power. Imagine how long I can keep the lights on, Mr. Hayashi.” twenty minutes. Oh and give him an IV nutrient feed and sleep
inhibitors. Call me in a week.”
Hayashi’s eyes seem to focus and he speaks, his stilted words

113
AI-JINN ASSETS

SECTION 6
AI-JINN ASSETS

Indestructible
Determination that is incorruptible
From the other side
A terror to behold
Annihilation will be unavoidable
Every broken enemy will know
That their opponent had to be invincible
Take a last look around while you're alive
I'm an indestructible Master of War!

Indestructible - Disturbed

114
AI-JINN ASSETS

AI-JINN MILITARY
You’ve all seen the numbers, but you need to know that the idea 8 TANK DIVISIONS
of a ‘standing army’ is a touch misleading, because the figures Each division is comprised of around 1200 heavy tanks supported
we’ve got here reflect strictly regular troops; they don’t take into by 800 light tanks. These form the main aggressive arm of the Ai-
account the Stratoforges. Jinn military.

See, the Clangers keep their main divisions as a contingency 32 ARTILLERY DIVISIONS
force; for normal business practice like putting down Each division contains 200 anti-aircraft cannons and 300 long
insurrections, cleaning up guerrilla actions and pushing through range artillery bombardment cannons. These cannons are all
hostile takeovers, they’ll typically drop a Stratoforge out of low mobile and are used to foil air attacks and bombard targets from a
orbit, diverting fighter squadrons for cover as required. Damn distance.
things are about the size of half a city block, leaking oil like rain
and sat in their own private smoke clouds; most the bulk is just 64 INFANTRY DIVISIONS
raw mineral storage. They can kick out about thirty P-tanks an Each division consists of 25,000 troops. These will normally
hour, drop ‘em straight into hotzones on one-shot gravchutes, accompany the tank division and are used for assaulting and
and they’ll keep pumping the fuckers out until there’s nothing left holding cities or assets.
to burn. Then, typically, the Stratoforge goes back up into orbit
for resupply, and any P-tanks left on the ground will all overload 32 HEAVY INFANTRY DIVISIONS
their reactors simultaneously just to make sure of the job. Each Division consists of 5,000 troops in heavy armour. These
units typically support the standard infantry.
So, while the UIG’s awful proud of the fact that ‘open warfare’ is
a thing of the past, y’all should know that the Ai-Jinn tend to treat
sledgehammerin’ walnuts as good business practice. It’s why we OTHER UNITS
train each and every one of you grunts in anti-armor drill... and
it’s why, like the fella said, you never want to start a land war in 16 BOMBER SQUADRONS
Asia. Each squadron consists of 30 bombers carrying high yield
explosives. These units are used to bomb strategic assets such as
-from Lectures at New West Point airports, military sites and command centres.
attr: Col. Jack Danes, Western Federation
32 FIGHTER SQUADRONS
Each squadron consists of 50 fighters which are used to intercept
THE AI-JINN MOBILE craft, make reconnaissance trips or make strafing attacks on
enemy assets.
ARMOURED FORCE
16 SPECIAL FORCES UNITS
The mobile armoured force is a term used to describe the entirety
Each unit consists of 25 highly trained and selectively augmented
of the Ai-Jinn’s ground forces which can be brought to bear against
soldiers who routinely undertake missions in time of military
an enemy. 50% of the army is always active, guarding assets,
activity. They are a much cruder tool than Agents and are usually
patrolling borders and so on. The other 50% can be called into
used to attack assets or defend important positions.
action almost immediately but are maintained in a standby state to
keep running costs to a minimum.
160 AGENT DIVISIONS
Each Division typically consists of 5 highly trained, biomechanically
Below are outlined the basic divisions of the Ai-Jinn military.
augmented Agents. These are not typically deployed in large scale
warfare except in command, sabotage or intelligence roles.
32 CYBERLIN DIVISIONS
These are typically composed of 10 cyberlins, predominantly battle
All Agents are always on active duty and the number of active
class but including some ranger and scout class. These are used
divisions rises and falls continuously.
to guard assets or to back up other mechanised divisions.
3 STRATOFORGES
5 AQUATIC CYBERLIN DIVISIONS
These massive, hovering factories can be deployed straight into
These each comprise 4 Ocean class cyberlins and are used to
the airspace above combat zones, where they can churn out
protect ports or make attacks against enemy assets.
additional military assets at a frightening rate. They are kept in low
orbit until needed, where they are periodically restocked by Ai-Jinn
30 P-TANK DIVISIONS
mining craft.
Each Division is comprised of a swarm of 100 P-Tanks. These fulfill
a variety of functions, for more information see their descrption on page 160.

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AI-JINN ASSETS

THE SPACE FLEET


The FarDrive is one of the key factors which distinguish the Ai-Jinn
from the other Corporations. This incredible piece of technology
REGARDING THE SUBSPACE MECHTRONICS
has catapulted the Ai-Jinn mining industry beyond anything its
rivals can compete with. It is believed the first subspace drive was TRAINING (THE EASTERN BANK).
recovered from an excavation in Antarctica and taken to an Ai-Jinn
research lab at Xa Men. Obviously FarDrives need occasional maintenance and
calibration. The level of technology needed to interact with
WHY CAN’T ANYONE ELSE BUILD THEM? FarDrives is much lower than that which is needed to build
One of the greatest secrets of the Ai-Jinn is their shadowy them.
relationship with the Rogue Archon Hyperion. For reasons humans
can only guess at Hyperion is working with the Ai-Jinn and has You could compare it to a computer user; in order to use a
assisted them in their work. His* influence can be felt in several computer, the operator does not need to be able to build
places, not least the changeable ID Chip, the illegal G.E.T. station one from scratch.
at Tien Sing (see Machines of War), the Legacy Project (page xx)
and the FarDrive. Likewise Subspace Mechtronics allows you to build sub-
space related devices such as rift grenades and telepathic
The FarDrive plant is located two miles underground at Changsha convergers or maintain and use FarDrives. This training
in China. The facility is completely unmanned, sealed from the does not allow you to build FarDrives.
outside by durasteel walls dozens of metres thick and guarded by
cyberlins. There is a single access door but no-one normally
enters the plant. When the signal is given the door is opened and
a completed FarDrive is collected by an automated loader.

Originally the plant was built according to some very exacting


THE AI-JINN FLEET
designs given to the Ai-Jinn by Hyperion himself, the majority of Since the FarDrive was perfected the Ai-Jinn have built over 100
the systems being nanofacture units. Since the original FarDrive craft (FDC). The makeup of the fleet is outlined below.
construction the plant has apparently changed considerably. This
information is available to the Ai-Jinn through the Legacy Agents
who are the only ones Hyperion permits within the plant. See page WARSHIPS
32 for more information on Legacy Agents. These are massive craft with enormous offensive and defensive
capability. They are generally found in geosynchronous orbit
Hyperion is able to remotely access the plant and instruct it to build around Ai-Jinn assets which currently require additional security
the necessary components and assemble them into a working such as:
drive. Without his direct intervention no FarDrives can be built,
hence why the Ai-Jinn have relatively few craft but the resources Spires where important meetings are taking place.
to build many more. This safeguard means that even if another Newly discovered mining colonies.
Corporation steals a FarDrive there is no way they can duplicate it Mining craft with valuable cargo.
without the intervention of another Archon. It is rumoured that Locations where xeno activity is suspected.
Hyperion has the power to detonate any FarDrive at any time but Shuttles transporting VIPs or sensitive cargo.
so far this has not been proved although many speculate that the
FarDrive craft which have gone missing without trace could have
CURRENTLY ACTIVE AI-JINN WARSHIPS
fallen victim to Hyperion’s kill-switch.

*Hyperion is referred to as male for convenience; there is no The Jade Emperor


indication of gender. Oppressor Class
Flagship

The Kuan Ti
Fortress Class
Patrols the Sol system

The Chu Yung


Barbarian Class
Travels between locations in the Sol system.

These ships have seldom been used for direct aggression, the
only notable occasions being orbital strikes during the Corporate

116
AI-JINN ASSETS

Wars. This was thought to be too destructive and inefficient to be Barbarian Class
used as a sustained tactic and was abandoned in favour of D-Shift Not as heavily armed as the other classes but fast and responsive.
weapons. There were originally 3 Barbarian class cruisers but 2 never
returned after investigating the disappearance of the Explorer craft
Warships have three main classes in the infamous Epsilon Nestrum sector.

Oppressor Class
Designed to lie ominously near sensitive areas and lay down the
fear of a dozen gods. Oppressor class are at their best when used Between the cold and mocking stars
as a threat. They don’t even need to open fire to get their point No light comes; we could not see what we had found.
across. But the Rebel King of Heaven, who built our carriage, knew.
Unwitting, we were his instrument.
Fortress Class
Fortress class crafts are crucifix shaped which allows them to bear -Carved into a trans-ferrum bulkhead, in simplified Chinese, in
4 spinal charge drivers at cardinal points. This makes them the wreckage of Celestial Eye surveyor-class FDC (Epsilon
extremely fast to react and excellent at guarding large areas of Nestrum sector). High concentration of ceratin found in gouged
space. characters. Recovery team detained indefinitely by Hattamoto-
Yakko on grounds of suspected sedition.

SAMPLE WAR SHIP - THE JADE EMPEROR (OPPRESSOR CLASS)

APPEARANCE old fashioned cannon galleon where the majority of the tactics
The Jade Emperor is the flagship of the Ai-Jinn space fleet. It’s involve lining the vessel up without exposing itself. At this time
enormous hull stretches 1855 metres from prow to stern. The however, due to the lack of mobile enemies, the ship need
craft itself resembles a weapon as that’s basically what it is. merely be orientated towards the point of attack on an orbital
The interior of the ship is made up of functional, slabs of alloy or planet.
and polymer. There are no concessions to aesthetics and none
of the clean lines and sleek command consoles you might Torpedoes
expect from a multi-billion credit space craft. The vessel has numerous torpedo banks. They fire medium
range auto-targeting plasma warheads designed for ship-ship
Everything is stripped down to what is crucial to reliability and conflicts. They are typically used to disable the opponent’s
function. In many ways it is reminiscent of the Amur Border weapon systems and make surgical strikes on shield
Spire (Eastern Bank) where the function of the craft intrudes on generators or engine nacelles. Again, the lack of opponents
and compromises the habitability of the interior. Bunk rooms makes the tactical application of these weapons fairly
are extremely hot and noisy and corridors may occasionally be academic.
shut down to act as heat sinks after dropping out of subspace
or firing the primary weapon. Shield Generators
The Jade Emperor uses a batter of high-power shield
The computer systems used are relatively basic; the idea being generators which defend the ship from incoming weapons,
simpler technology goes wrong less often. The only advanced asteroids and space debris.
ones employed are the navigation and tactical A.I.s. These are
seasoned and thoroughly tested programs which are famed for STATS
their stability and evolve-code integrity. They are connected to Listed below are some basic STATS if you for some reason
hard-wired kill switches so the A.I.s can never over-ride the wanted to use the Jade Emperor in a combat situation. There
captain’s commands. Sadly this system does not seem to be will be more in depth rules about space combat in a future
perfect as with the case of The Ruin of Kai. supplement.

The craft has a small array of energy and torpedo weapons at HP 20,000
its disposal although the main ordnance is a linear spinal Shield 5,000
charge driver which runs along the full length of the ship. AV 50
Because of the other corporations’ lack of space faring craft, Ai-
Jinn warships have very little in the way of ship-ship weaponry. Spinal Charge Driver
AT 40 Dam D4 x 500 Rate 1 per 4 mins Range 100km
WEAPON SYSTEMS
Spinal Charge Driver Plasma Torpedos
The entire ship must be manoeuvred in order for the charge AT 40 Dam D6 x 100 Rate 1 per min Range 10km
driver to be lined up. This makes the war ship analogous to an (Craft contains 10 launchers)

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AI-JINN ASSETS

THE RUIN OF KAI - OPPRESSOR CLASS 3 Subspace Mechtricians


3 Weapon Mechtricians
There have always been suspicions that the first Oppressor class
4-6 Corporate Agents in a division
craft built - The Ruin of Kai - was taken over by the tactical A.I. who
3 Medics
was both self-aware and loyal to an Archon. The Ruin of Kai
15 Scientists
managed to use its own systems to murder all the crew on board
10 Security Guards
and fled the Sol system. The last transmissions were made in
2467 from a dying crew member.
Explorer craft will generally travel for one or two years, scouring
the unknown reaches of space for minable resources, alien life or
Hyperion offered no insight into the event so whether the Archon
signs of past civilisations. Needless to say minable resources are
was involved is still unknown. Reports from Vastaag state that a
the most commonly encountered.
craft matching the Ruin of Kai’s description has been
occassionally picked up on long range scanners but no hard
There is always a division of corporate Agents on board all
evidence is apparent.
FarDrive craft, their versatility and sheer effectiveness make them
invaluable in the diverse range of situations a FarDrive craft is
likely to encounter. Aside the normal division specialisations there
EXPLORER CRAFT will normally be a xenologist and subspace engineer on Explorer
craft. (See Subspace Mechtronics Training in the Eastern Bank.)

There are currently only three Explorer craft serving in the fleet. WEAPONRY
Four have been lost without trace and two destroyed exploring the
The Explorer craft are armed with a moderately powerful arc-beam
notorious Epsilon Nestrum sector. Although the Ai-Jinn are
energy weapon mounted in a spinal configuration which is used for
currently building new craft they are considering instead building
clearing landing areas and in defence emergencies. It also
more sensor/scanner equipped warships which will hopefully be
contains two plasma torpedo banks for ship-ship confrontations.
better able to withstand the unknown perils of deep space.
The Explore crafts are not designed for skirmishes and their main
form of defence is rapid transfer to subspace.
The Black Rat Surveyor Class
The Tiger Hunter Pathfinder Class
The Hound Pathfinder Class MINING CRAFT
Pathfinder Class Mining craft make up the largest part of the Ai-Jinn space fleet.
These ships are equipped with numerous long and short range Although there are technically more transport shuttles, there is a
sensors with massive generators to power them. They also boast greater amount of materials and money invested in these deep
impressive navigational and reactive A.I.s for charting unknown space resource collectors.
areas and developing action plans for previously unknowable
situations. Their main purpose is mapmaking rather than deep The mining craft take on a few different forms although the most
level scanning; that is the domain of the Surveyor class ships. common is the ‘driller’. These ships (pictured on page 119) are
orientated to the vertical and can be categorised into two sections.
Surveyor Class The top section houses the FarDrive, crew quarters and bridge
Surveyor class do not boast the wealth of sensors that Pathfinders while the lower half contains the mining drill and enormous
do, instead they sport impressive scanner arrays and are used to hoppers.
survey areas which have been earmarked by Pathfinder ships.
They may spend many months in a single star system making Mining craft need to be quite diverse and there are a few standard
geological maps which are in turn passed onto the mining craft. variants:

DESCRIPTION SPIRIT CLASS


The ships are lightweight and only around 500 metres in length. Also known as a gas miner, this craft is designed to collect gases
They are equipped with the newest revision of the FarDrive which instead of ores and substitutes the mining drill for atmospheric
are the quickest to enter, travel through and leave subspace. They intakes.
are manned by fairly small crews, typically 50 to 100 staff.
AVALANCHE CLASS
CREW These craft are the staple of the Ai-Jinn mining fleet and specialise
The crew composition is very carefully considered and for most in making the resources of an ore-containing body available for
missions consists of the following: collection. The enormous drill is used to create mining tunnels
which will be worked by humans and droids. The displaced rock is
1 Captain (Shang Xiao) typically collected in the hold and taken back to earth for
1 Commander (Zhong Xiao) extraction. Mining the rock by hand is much more efficient though
1 Lieutenant Commander (Shao Xiao) and the ore to rock ratio much higher. It is cheaper to establish and
3 Navigators man a colony then to repeatedly send FarDrive craft into space
1 Comms. Operator which then bring back low yield ore.
15 Shipmen
5 General Mechtricians

118
The Rat & Dragon - Inquisitor Class Mining Craft
AI-JINN ASSETS

INQUISITOR CLASS
As well as acting as a mining and cargo craft this class of vessel
LEASED CRAFT
has extensive labs and environmental suites on the upper levels The Ai-Jinn also have a number of craft which they lease to other
for the housing and study of xeno-based life and technology. Corporations and the UIG. These ships are generally crewed by Ai-
Jinn staff who restrict access to the FarDrive core. Example leased
craft include:
SKIRMISH CLASS
This class of vessel has additional defensive and offensive THE BLACK FIST OF LAO
systems. It is used to mine in areas where the Ai-Jinn believe This is a large combat capable transport vessel currently leased to
hostility is possible. the UIG who use it to make trips to and from Venus, Lunas, Mars
and other Sol based bodies.
CURRENT MINING CRAFT
THE WORLD VIEW
The Rat and Dragon Inquisitor Class Luxury Cruiser – See page 157 of the Core Rules. Although E.I.
The Golden Monkey Avalanche Class paid for the construction of the vessel and own most of it, they do
The Tower of Skulls Skirmish Class not possess the propulsion mechanism.
The Green Demon Spirit Class
The Heavenly Ox Avalanche Class
The Great Horse Avalanche Class SHUTTLES
The Ai-Jinn lease several shuttles to various corporations to allow
The shuttle came up over the last ridge and, through the pitted them to run scheduled flights to orbitals, colonies and orbiting
layers of the armoured viewport, Agent Tsang saw the foreign ships.
sun sweeping over the alien vista for the first time. He caught his
breath as cold fire blazed from countless millions of mineral THE SPIRIT OF CHANGSHA
outcroppings, each a perfect natural sculpture never before This is an exploratory craft currently on lease to Amalgamated
seen by human eyes. The virgin landscape lay untouched Xenological Enterprises (AXE) (Machines of War Page 124). It is
before him, majestic peaks and plunging valleys sparkling one of three vessels AXE routinely hire to take them about the
galaxy searching for relics and xenoforms.
brilliantly in the cold light.

An ugly shadow fell across the landscape as the colossal SHUTTLES


Avalanche miner dropped down between the shuttle and the
The rest of the fleet is composed of transport shuttles of various
sun. Though still several kilometres from the shuttle, its massive sizes. Some are battle equipped but most ferry people to different
girth blocked much of the light, sheathed in endless layers of locations around the Sol system. The shuttles tend to be named
scarred, burned armour plating and studded with the after important Ai-Jinn dignitaries, high ranking Agents, religious
innumerable spikes of communications gear and sensor arrays. figures and places of significance.
Slowing, the vast cylinder drew close enough almost to brush
the unblemished surface, and Tsang watched as massive
stabilising claws snaked out to grasp the skin of the planetoid,
NON AI-JINN CRAFT
their relentless grip digging in and crushing swathes of the There are a small number of non Ai-Jinn craft floating around the
delicate crystal formations. After a few minutes, with the Sol system. They use far more conventional drive systems and are
gargantuan miner firmly grappled to its prey, the thick shaft of not sub-space capable. The majority of the ships are either
construction, transport or defence vessels.
the main drill slid out and ripped brutally into the pristine surface.
Tsang grunted in satisfaction as the atomised remains of the
planetoid’s crust exploded out into uncaring space in a glittering WESTERN FEDERATION
mist, the drill thrusting ever deeper into the ravaged rock, The Federation’s Hydra Class warship ‘Gravity Storm’ is a
relatively recent addition and the only craft to pose a significant
probing hungrily for the more valuable minerals identified in the
threat to the Ai-Jinn warships. Instead of a spinal mounted charge
lower strata. driver, it uses an omni-directional coherent energy beam which is
far more responsive but less powerful. Although it lacks the ability
Like everyone else within the Corporation, Tsang had seen the to orbital strike like the Ai-Jinn weapon, it is extremely flexible in its
propaganda around the FarDrive; rosy-cheeked children gazing targeting allowing it to open fire on enemy craft regardless of the
wonderingly up into the heavens, heroic subspace explorers Gravity Storm’s orientation.
staring manfully off into the starry unknown, all eager to
cooperate to secure a prosperous future for generations to EURASIAN INC.
come. But here in the cold dark of space, he reflected, was the E.I. has three Arbiter Class craft with moderate offensive
truth of it: this was rape on a planetary scale, justified by the all- capability: The Avenging Angel, Death’s Door and The Silent
important need to maintain Ai-Jinn dominance at any cost. Night. These vessels travel the Sol system taking supplies to E.I.s
Tsang grinned, and turned from the viewport. It would soon be various outposts and acting as deterrents around Vastaag and the
time to brief the mining crews. World View.

120
AI-JINN ASSETS

SHI YUKIRO DON’T MAKE IT TOO COMMONPLACE.


The Shi Yukiro have developed their highly regarded ‘Tenshi’ Class Unless you are going to make up loads of stuff yourself there is not
Interceptors which, although small, are extremely agile and can a great deal of information (yet) in the Corporation series of books
easily outmanoeuvre any other vessel. The Shi Yukiro have few to run a lot of games in deep space. A few scenarios where you are
space-based assets so the majority of these fighters are docked on detailed to a mining ship or where you investigate a massacre on
Earth. a colony are great but if you are stay up there too long you’ll start
running out of material. Space is supposed to be the exception, not
COMOROS the rule.
Comoros are yet to construct any significant space-faring vessels
maintaining that the state of the Earth and its population should be MAKE THE SHIP ITSELF A MISSION ZONE.
addressed before humanity spreads its taint across the universe. Loads of things can happen on the ship such as stowaways,
mechanical emergencies, hijackings, out of control A.I.s and the
There have been no off-Earth skirmishes to date and the purpose inevitable insane ship’s officer who wants to kill everyone in the
of these various corporate vessels seems to be mainly for research name of the great Navarno! By treating the ship like a city and
and to ensure that a presence is maintained. having the division police it, you can build a sense of continuity and
they will get to know the staff and various parts of the craft. The
same idea applies to off-world colonies.
THE UIG & SPACE TRAVEL
A continual source of frustration to the UIG is the Archons‘ ISOLATION
unwillingness to offer them FarDrive technology. The official stance Try to put across the sense of isolation; the idea that if the ships
of the UIG is that they do not see the purpose of spending tax drive was to break irreparably there would be nothing for millions
payers’ money on travelling beyond the borders of the solar system of miles; that the the division would die and likely never be found.
when there is very little to be gained at this point in time. The same applies to mining colonies; if some kind of xeno was
detected in the base the residents might simply be abandoned, left
The real story is a little different and the UIG cannot understand the to survive on the remaining rations and dwindling energy supplies.
Archons’ reluctance to assist when the Ai-Jinn have such open That’s not to say you should do that to the players, but the idea
access to FarDrive technology. should be brought up now and again.

In the halls of the Exchange the debate goes on. The UIG demand
THE UNKNOWN
to know how the Archons can allow the most nefarious Corporation
access to one of the most powerful technologies ever invented A huge part of space is the unknown. Almost every aspect of Earth
while preventing the policing government from accessing the same has been studied in detail but space has the potential to hold
information. The allied Archons maintain that it was not at their fantastic mysteries. It can be very hard to think up completely new
behest that the Ai-Jinn acquired FarDrive technology and given the ideas as there are so many sci-fi films and books already out but
chance they would have prevented it from happening but as things try to be a little inventive and at least do something the players
stand, the Ai-Jinn are primarily concerned with the acquisition of were not expecting or that they cannot immediately understand.
resources which is not, in itself, a threat. Aliens who would rather kill themselves that be seen by someone
or star bridges billions of miles across created from coalesced
Should an organisation such as the UIG acquire complete access particulate drifting through space.
to FarDrive technology it would be used predominantly for
research and exploration. At this time, the Archons maintain deep MISSION IDEAS
space is in a delicate balance and there is a significant difference 1. The maintenance droids have over-ridden the hard-wired kill
between the odd low tech Ai-Jinn FarCraft drifting about mining switches so the A.I. cannot be shut down.
resources and a fleet of high-end, government backed ships with
the sole purpose of mapping the universe and making contact with 2. During an emergency situation the corridors are being used as
other civilisations. heat sinks but the warnings are inactive.

The AXE Corporation (Amalgamated Xenological Enterprises), 3. Your Division has been selected to be the accompanying Agents
however, pose more concern. Their pursuit of knowledge is on an Explorer Craft, charting the unknown reaches of space.
potentially dangerous and it is only the relatively small scale of
their operation which has allowed them to remain active. 4. A mining ship has broken down and a team is being dispatched
to repair it. Your division will be on board the rescue ship.
USING DEEP SPACE IN YOUR GAME. 5. A colony has lost contact with Earth, your division is part of the
recon crew who are sent to investigate. Yes...it’s aliens and they’re
Although the majority of Corporation gaming happens on or very evil, monstrous, destructive and nigh-invincible!!!
near Earth the occasional sojourn into the unknown can make for
an excellent mission. Some example missions are listed below
which should give you an idea of how to use deep space travel in
your game. There are some key points to remember though which
should help space retain its rightful position in the game world.

121
AI-JINN ASSETS

MEGASTRUCTURES
Nonono, it's easy, look; you just take two quintuple-redundant PRIVATE PROJECTS
active naninium cables; run a few asteroids through the
As part of the Corporation's plans for future advancement into
geoscaper to get them in the right shape and thread them onto
space technologies, the building of a number of megastructures
the cables like beads; connect the ends, wait until the whole lot
has begun. Some of the more prominent examples include:
starts to fuse and denature the naninium with a gamma radiation
charge.
SOLAR PLATES
Then you just fill the whole damn shebang with water and The Ai-Jinn isn't quite ready to construct a Dyson Sphere just yet,
atmosphere once you've set it spinning. Centrifuge will do the and the other Corporations might object to the destruction of Earth
job of keeping it in without artificial gravity. Voila; instant for the raw materials that such a project would necessarily entail,
ringworld! but some of the principles of such a structure still hold some
potential practical use.
- attr: Captain Lu Zheng, Ai-Jinn macroengineer.
The solar plates are colossal high-absorption nanofactured
pentagonal solar panels, each over a mile across. The intention is
Possibly the greatest achievements of mankind are the twin
to transport the plates near to the surface of the sun, where the
orbitals of Vastaag and Miller-Urey. While the ownership of these
amount of solar energy that can be absorbed is several
man-made worlds falls to E.I. and the UIG respectively it was the
magnitudes greater than can be gathered on Earth, and transmit
Ai-Jinn who actually constructed them.
the energy back to distribution stations on Earth and the orbitals by
means of a series of microwave-beam satellites.
Never has any organisation before or since overseen construction
operations on such a titanic scale as the Ai-Jinn, and it is possible
If successful then the Ai-Jinn will possess a vast and functionally
than none ever could. Without the other Corporations having
inexhaustible supply of cheap electricity, much more than the
access to the Ai-Jinn's space superiority and ferocious production
entire Corporation itself can use; which is part of the plan. The true
rate, nevermind their construction expertise, any attempt to
purpose of the solar plates is not merely to provide the Corporation
replicate the feat of towing billions of tons of space debris into one
with reduced power costs, it is to unseat the UIG-owned Universal
place, fusing them together and then terraforming the resultant
Nuclear Fuels Ltd., simultaneously giving the Ai-Jinn an inroad into
molten proto-world would be a futile exercise, and certainly not a
the power-generation industry and further discrediting the UIG by
cost-effective one.
lessening the public reliance on their institutions.
The Ai-Jinn, on the other hand, have benefitted greatly from their
forays into world-building; the amount of credit paid out by the UIG THE FARGATE
and Eurasian Inc. alike were both sufficient enough to cause not As part of the Corporation's plans to expand further into deep
insignificant imbalances in the world economy for some time, and space, the FarGate program is based around the idea of placing
it was the Ai-Jinn who reaped the rewards. The Corporation is static subspace gates connecting key locations, forming
highly excited about the possibilities that this form of macroscale interplanetary trade routes and 'express lanes'. Not only is this
engineering offers for the creation of a vast new revenue-source vastly more efficient - rather than equipping every starfaring ship
but recognises that as long as they are dependent upon contract- in the fleet with a FarDrive only two are needed, one for each gate
work from other organisations they are never going to be able to - but it would allow the Ai-Jinn to charge the other Corporations
realise the true potential of megastructure building. tolls for their use.

To this end, the Ai-Jinn have recently begun a series of private Currently only one gate is completed and its sister, a modularised
side-projects carried out gradually at minimal cost which it hopes version which will be broken down and transported to Mars space
will lead to economic ascendancy when unveiled. The Ai-Jinn's for the test-run of this technology, is still under construction so
plans for their space construction efforts also serve to further less currently the gate just opens out into subspace with no exit. Non
mercenary ends. FarDrive-capable ships are therefore advised to avoid the
dimensional meniscus vortex when the gate is active during the
While the UIG's power over Earth is virtually unchallengeable, their testing periods and no spacewalks are to be conducted during this
grip over space and Earth's orbitals is tenuous at best. With no time following the tragic loss and presumed death of twenty-three
FarDrive-equipped craft of their own save those which the Ai-Jinn external workers during an activation accident three years ago.
choose to lease to them, their operational effectiveness outside of
Earth's atmosphere is effectively neutered. If megastructures can One notable feature of the gate technology is that due to the fact
be built in a sufficiently cost-effective manner, the Ai-Jinn will that the craft using it must physically pass through the subspace
become the first of the great Corporations to utterly emancipate portal it creates, rather than 'simply' translating into subspace like
itself from UIG control by moving their entire operation to a conventional FarDrive-equipped craft, the subspace rift must be
somewhere that the law simply cannot reach. maintained for much longer. To this end, the entire ring of the gate

122
AI-JINN ASSETS

is equipped with no less than six nuclear generators, all of which ASCENDANCY MEGA-HABITAT
are pushed to their limit maintaining an active gate. While the Ai-
Location - Geostatic orbit over Jupiter
Jinn considers this limitation acceptable given the vast increase in
Controlling Corporation - Ai-Jinn
functional efficiency they will be able to reap by running vast fleets
Governor - Citizen Xue Pailung / Rank 2 / Level 3
of FarDrive-incapable cargo ships between Earth and Mars rather
Specialist Facilities - Optic Crystal Propagation, Precision
than their comparative few FarDrive craft, some question the
Machining, Ore Refining.
wisdom of keeping a subspace rift open for so long so close to
Earth. After all, who knows what kind of things might be tempted to Spire cities were the latest and greatest stage in solving the world's
come through from the other side? problem of creating enough habitation space for Earth's population
while limiting the impact upon the already-fragile ecosystem. But
THE BRICKYARD Spires were first built over two hundred and fifty years ago, the Ai-
Jinn considers it high time for something new.
The Ai-Jinn keeps a zone of space just inside the orbit of Jupiter,
known colloquially as the Brickyard, entirely for the purpose of The Ascendancy Mega-Habitat is currently only a sixth of its way
containing mined-out asteroids from which they build their to being finished, but it's hard for Ai-Jinn executives to blame
megastructures. The strip-mining process weakens the asteroids, anyone for the slow pace with which the work nears completion, it
making them easier to break down and render into a molten state is after all nearly forty kilometres long and three kilometres in
within the bowels of the geoscaper ships so that they can be diameter. When completed, Ascendancy will be the single largest
reconstituted into the desired form at a consequentially lower cost human habitation residential zone in existence, a slowly-rotating
to the Corporation. cylinder of orbital durasteel and armour-glass threaded together
and reinforced with naninium cabling. It will be able to hold an
When the Ai-Jinn is done mining out an asteroid it is fired to the estimated human population of around ten million in simulated
Brickyard with low-powered mass drivers and picked up by AI- natural conditions equal to that of a UIG clean-zone.
automated tug ships to be towed into a stable orbit. Occasionally,
Preliminary promotional material depicts the interior of the hab as
when one of the megastructure projects requires raw materials the
a vast sea of rolling green hills dotted with gleaming-white modern
geoscaper ships FarDrive to the Brickyard to consume more rock
houses filled with happy families playing around the pool while real
matter like a titanic black beetle, the images of which are often
birds fly overhead. The centripetal motion of the hab's rotation will
featured in the Ai-Jinn's promotional films due to their dramatically
allow the entirety of the cylinder's interior to be built upon and
impressive scale.
inhabited while maintaining an artificial gravity of around .97 G's,
meaning that people could literally look up with a telescope and
see other Ascendancy citizens living above them.

Every measure to ensure the safety of the habitat is being


maintained, the Ai-Jinn understand that people may be initially
And as the last light of that most auspicious day turned to reluctant to live in space and want to make sure that as much of
the public unease as possible is mitigated by the hab's very
darkened gold through the dust of Beijing’s hutongs, we found
design. Every five-mile stretch of the structure is separated by a
ourselves at last alone, in a walled garden far from the Spire. My dividing wall to reduce the likelihood that a hull-breach could
depressurise the whole habitat and in addition to debris detection
impatience welled within me and I demanded of the CEO, then
systems and avoidance jets the whole structure will be protected
only six hours into her tenure: With all of your grand vision, what by one of the largest matrix-hard-ion shields ever created.
is it that you truly intend? When you have built the Phoenix As it currently stands only three habitation sections have been
Glass that we may steal the Sun and leave the oppressors in the completed - one at each end of the main structural spindle and one
at the centre - and only one of those has been partially
shadow; when you have opened the Dragon Gate that we may terraformed. Three hundred employee families have agreed to trial
grasp enduring prosperity among the stars; when the Celestial the nearly-completed section on the understanding that they will
receive increased pay and positions of authority when the
Palace is complete that we may live harmoniously and Ascendancy hab is finally opened to the public.
untroubled by the ravages of barbarians; what will we do then?
In addition to serving as a major centre of human habitation,
Ascendancy is set to become a major lynchpin in expanding the Ai-
Yuan Qingzhao turned to me, her gaze serene and gentle, and Jinn's already impressive production rates. The ore-ships travelling
from Mars and the asteroid belt will no longer have to enter Earth's
she looked at me for a long time. And then, in a soft nightingale gravity well as often saving both time and thousands of tonnes of
voice shot through with iron, she said: Whatever we want. reaction-drive fuel. They can now conduct more production work in
space, meaning that the efficiency of refining can be vastly
increased.
In that moment, I understood the choice of the Immortals.
There are also ways to take advantage of an environment without
natural gravity and one section of the hab, devoted to crystal
-From My Conversations with the Venerable Leader propagation and metal production, is designed not to spin with the
rest, this makes it making it perfect for producing materials with no
attr: Dragon’s Head Kuan-Yin Liang
stresses having been exerted on them by external forces, greatly
increasing their quality and the precision of the machines made
with them.

123
AI-JINN ASSETS

THE MILLER-UREY EXPERIMENTS matter of time, if the rebellion continues, before the UIG inspectors
get wind of it and uses it as an excuse to levy harsh fines on the
Despite being its builders - or perhaps because of it - The Ai-Jinn
Corporation. If it comes to it then it is possible to flood the entire
did not get one of the more profitable or interesting areas of Miller-
landmass with tailored toxins designed to kill the coloniser-BIOs
Urey. However, unlike Eurasian Incorporated, who got thoroughly
exclusively but the Ai-Jinn would prefer not to do so as it would
cheated on the deal, the Ai-Jinn have never complained about
result in the waste of a great amount of valuable research.
their allocation of the tundra region of the orbital. Indeed, they
actively petitioned the UIG to give them custody over the Ornus
These BIOs can be found in the back of the book under
landmass, and in a rare act of contrition the UIG agreed.
‘Antagonists’.
The desolate, sub-zero terrain, almost incapable of sustaining
provider life such as plants, was the perfect testing ground for MISSION HOOKS
space-colonisation experiments. On Ornus the Ai-Jinn has created Ai-Jinn megastructures, including Miller-Urey, make great venues
a series of experiments in colonist-BIOs; self-aware creatures for missions that take players beyond Earth. There are few things
possessed of human-approximate intelligence but capable of more dramatic than human construction on such a gigantic scale.
withstanding environments that no human ever could without
advanced equipment or biomechanical augmentation. Some sample mission ideas are presented below;

Dozens of possible BIO designs have been created, conditioned 1. Several Solar Plates’ systems have failed due to an unexpected
and released into the frozen waste to either thrive or die, and most solar flare which released a gargantuan EMP, resulting in a
don't last for long. Of the BIO species that survive long enough to deteriorating orbit right into the sun's corona. If they are lost it will
create self-sustaining societies, the Ai-Jinn hopes to use them in cost the Corporation hundreds of billions.
the future as workers on terraforming operations. Once the
terraforming is completed they can either be moved on to a new 2. A ship that recently passed through the FarGate is floating dead
operation, retained as slave labour or simply culled to make way in space, there has been no communication from it, find out why.
for the human colonists that follow them.
3. An AI controlling the Brickyard asteroid tugs has gone sentient
Currently, the coloniser-BIOs have not progressed beyond tribal- and decided it would be more fun to accelerate asteroids at
level society but captured specimens have shown capability to use offworld colonies.
advanced technology when provided with coaching and are
acceptably tractable when brought beneath the lash. Most, 4. An unexplained explosion threatens the survival of the
however, require no coaxing to obey the Ai-Jinn, corporate Ascendancy Mega-Habitat's personnel.
ethnologists have deliberately manipulated their interaction with
Corporate personnel to build a mythology in the BIOs’ nascent 5. Find a key leader of the Maranathan rebellion and kill it, but
culture relating to humans, elevating them to the status of gods or without making it into a martyr.
spirits.
6. It is believed that someone working in the Acendancy Mega-
Most coloniser-BIOs seem to regard humans as magical creatures Habitat is a spy. Root them out.
to be worshipped and obeyed, or at least feared and appeased.
They often willingly board the collection vehicles, sometimes 7. One of the asteroids in the Brickyard is showing signs of life
returning with tales of their journey to the 'spirit world', filled with deep in its core. The asteroid is several miles across. The Ai-Jinn
bright lights, wondrous magical devices and bizarre rituals that want a group of Agents to suit-up and find out what’s inside.
they were forced to carry out, thus further reinforcing the BIOs’
superstitious awe of Ai-Jinn personnel. 8. Alien spores have been detected passing through the FarGate.
One of these spores has landed on Noachis Terra (essentially a
The Maranathan Rebellion large desert) on Mars. Find the spore, isolate and determine
Not all the sentient BIOs on Ornus are utterly subservient to the Ai- exactly what it is.
Jinn. There is a small but growing guerilla rebellion against the Ai-
Jinn springing up amongst the coloniser-BIOs, named after their 9. Several of the worker droids in the Ascendancy Mega-Habitiat
leader Maranath, a Yilepsid who was taken for routine study and are disobeying orders and deconstructing the place. The resident
experimentation in 2496 and later released back into the security division has been wiped out. Your division is sent in as a
wilderness, apparently having seen through the Ai-Jinn's replacement and to sort things out.
propaganda.
10. The Ai-Jinn wish to build two off-world factories, one on Mars
The Maranathans do not possess the same degree of and one on Venus. Your division has been chosen to represent the
superstitiousness that the other BIOs do. If they see humans as Ai-Jinn at a series of cross-corporation talks held by the UIG on
supernatural then it is more as demons than gods, and for the past Vastaag. You will be expected to prepare your arguments and seal
several years have conducted ambushes on Ai-Jinn personnel, the deal. Be on the lookout for enemy sabboteurs as well as spies
stealing weapons, armour and other technology and using it to and assassins.
conduct raids and sabotage on Ornus’ bases.

The Ai-Jinn are growing increasingly irritated by their rogue


creations but all attempts to eradicate them have resulted in
rebellion springing up amongst another group of BIO's. It is only a

124
Hong Kong Spire Complex
TYPICAL AI-JINN FACTORY
Product
Managment
CRIME

SECTION 7
CRIME

128
CRIME

CRIME IN THE AI-JINN


nonetheless so great that these risks are worth taking.

The rule of thumb has always been to make sure the major
players, the decision makers, the geniuses, the natural leaders etc.
are kept out of harm’s way and that only the foot soldiers take the
brunt of the UIG’s aggression. This practice has two major
advantages.

1. Foot soldiers are easy to train and recruit so it’s not a great loss.
Gary ‘he Gravedigger’ McRoth - Head of the Union Firm

2. The UIG get to ‘nail’ someone. They get to close the case and
move on. If no-one gets caught and punished the investigation
continues and the longer it goes on the harder business becomes
and the more likely it is that someone important will get implicated.

There are two common practices, employed by criminals


throughout history, still very much in play today, which stack the
odds against the law and reduce the chance of legal punishment.

1. Keep Your Distance.


As stated above, by using a system of rank within organised
criminal groups the lieutenants and captains seldom get caught.
Most hands on work is carried out by soldiers who are often kept
in the dark about the organisation’s overarching goals. When
someone gets busted it’s not going to damage the group as a
whole.

The Ai-Jinn insist that this form of hierarchy exists in the majority
of its cells and if a group is not functioning as it should, Agents are
sent in to bring some order.
Crime is fundamental to the functioning of the Ai-Jinn. By using an 2. Bribery and Corruption
illegal method the criminal is able to make a higher gain and thus Sometimes you simply cannot stay away from the law. In these
be more successful. Although the Ai-Jinn are involved in several cases it is necessary to oil the wheels with a little cash so when a
world wide criminal activities, it is the street level crime which they shipment goes missing it’s listed as never having arrived or when
are better known for. drugs are being dealt from a club, the local officers are getting a
cut.
Their legions of yakuza, Triads, yardies, jacks and bangers (to
name a few) create a network of soldiers who between them are This method entails a certain degree of risk as you never know
capable of almost anything. This comprehensive army of loyal men when an officer is going to come clean so the Ai-Jinn employ a
and women are practically ubiquitous so if something needs doing, carrot and stick policy when dealing with corruption targets.
the chances are the Ai-Jinn have a group in place who can
respond within hours and get the problem fixed. It always starts with a bribe; people tend to work better with
positive reinforcement but unfortunately some individuals are too
The major problem with this type of methodology is that at any time law-abiding for their own good. In these cases the stick, often in the
the UIG can simply remove your soldiers from the battlefield. The form of threats against the target’s family or blackmail material, is
UIG, if they deem it necessary, can destroy a Triad cell overnight used. This two-fold approach seldom fails and the stick is often
with no explanation to the Ai-Jinn as to why they have killed a brought to bear before it’s even needed, just to make sure.
group of employees. If the same happened to a Federation or E.I.
asset the fallout would be substantial. Such is the problem of
working outside the law, what does not protect you can be used
against you. Fine: A bribe paid by a rich man to escape the lawful penalty of
his crime
A certain amount of losses are expected within the Ai-Jinn
business model. They realise that their assets may be captured, Henry Louis Mencken
depersonalised, confiscated or destroyed but the benefits are

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Style
BOSOZOKU / LIGHTNING TRIBES Bosozoku have a distinctive style which they enjoy displaying.
Below is a list of common clothing styles worn.
Don’t worry about death, we ride for those who died
Bandages wrapped tightly around the torso
-Bosozoku saying Wrap around sunglasses
Full length military style coats adorned with kanji or imperialist
icons
The emergence of these gangs coincided with the growth of the Industrial style coveralls
motor industry in Japan in the 1950s. Throughout the 20th and Surgical masks or more recently rebreather masks
21st centuries they evolved from being simple motorcycle Dungarees
enthusiasts to rebellious teenagers to gangs of anarchic criminals. Baggy trousers tucked into high boots
Hachimaki headbands (often white and red)
Long ago each gang had a large membership and so violence Full body tattoos are common
between the tribes was rare as the potential casualty rate was
huge. Over time, for a range of reasons, the typical gang dropped Females
to only 25 members, this made it reasonable to attack another Excessive makeup
gang with the possibility of wiping them out. These circumstances High heeled buckled boots
led the gangs to seek support from the yakuza who, in exchange Long dyed hair
for fealty, offered to protect them from their rivals.
Males
Although this might sound good the deals made were almost Coats are often worn open with no shirt on
invariably a bad idea. The yakuza are unforgiving masters and Greased quiff hairstyles are common
would typically demand full body tattoos, regular cash payments
and assistance in certain areas of their work.
Equipment
The bosozoku’s shift to hard crime was inevitable and they were Bosozoku will always be mounted on motorcycles, some tribes
essentially categorised as yakuza by the law. As membership of may be able to upgrade to grav-bikes but there is still a preference
the yakuza was a crime in itself the bosozoku had little to lose and for Shi Yukiro-made sports bikes. The gangs will be well armed,
threw their lot in with the yaks. Although they are not full yakuza often carrying Molotov cocktails, short swords, katanas and
and are not entitled to the same tattoos it is sufficient for most pistols. They may occasionally have flack jackets and helmets but
bosozoku and they enjoy the reputation the association affords this would be unusual.
them.
Their bikes are generally modified with illegally installed upgrades
As it stands now in 2500 you might consider the bosozoku to be to make them faster and noisier. The amplified noise is often
the Yakuza’s more impetuous, anarchic children. The gangs are changed to sound like screaming making their arrival fairly
still made up primarily of youths between the ages of 14 to 19 who intimidating.
spend the majority of their time causing havoc, prowling around
cities on their modded motorbikes, terrorising the citizenry and Territory
waiting for the call from their masters. The bosozoku gangs operate mainly in Japan with a few being
found in some other east Asian cities. They are too unpredictable
Method and chaotic to be allowed to run free in the Ai-Jinn’s own territory.
With their Yakuza backing the bosozoku have become extremely The demoralising effect the gangs have on the residents of
self-confident. A gang of 25 will think nothing of pulling up outside Japan’s open-cities is a pleasing side effect.
a bar and trashing the place, helping themselves to drink and
money in the process. They have been known to goad UIG officers Any Japanese open or old-city has between 10 and 30 bosozoku
into chases, which they will then steer into busy areas such as gangs operating at any one time. There tends to be some rivalry
shopping malls or town plazas in an attempt to get the officers to between the gangs and not all of them are allied with the Ai-Jinn.
hit innocents with their cars. The fights between them are violent, bloody affairs, often involving
weapons such as bike chains, tyre irons, swords and Molotovs.
These lawless outbursts are tolerated by their yakuza masters to
some small degree but any activity which compromises operations Shi Yukiro
or draws too much UIG scrutiny will be punished with the highest A number of bosozoku consider themselves loyal to Japan and
severity. This could involve the culprits being forced to sever their thus in some small part the Shi Yukiro. Although the Shi Yukiro do
own fingers, hands or worse. not officially endorse their activities they often receive backing
from individual divisions operating in their area. These gangs
The Yakuza and consequently the Ai-Jinn use the bosozoku as follow all the same methods but tend to direct their violence and
either a distraction or a terror tool. If a casino is failing to pay its anger at enemies of the Japanese people, namely Ai-Jinn
protection money then the bosozoku may be asked to ride by each sympathisers. The information they need is kindly supplied by Shi
night and pay the casino a visit until the money arrives. Yukiro Agents.
Alternatively they may be asked to cause some havoc in a certain
part of the city in order to divert the UIG’s attention away from
something going on elsewhere.

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Playing Bosozoku
Agents are generally not suitable to be bosozoku characters as YARDIES
they will be too old and not of the right mind set. This does not
mean you can’t create a bosozoku Agent however; if you want to Yardies is a term used to describe Jamaican gangsters who ply
go ahead. their trade dealing primarily drugs and guns. The word ‘yardie’
comes from the fact that in the impoverished areas of Kingston
What is more likely is that an Ai-Jinn Agent is ex-bosozoku and, where the gangs originally hail from the housing projects contained
having left the gang, joined the corporation. He may still have communal yards. These areas were extremely poor and became a
many of his contacts and could be seen as a mentor by some of fertile environment for violent gang warfare.
the members. If you want to do this the GM may allow you to
purchase contacts in bosozoku which can be useful for getting the Originally yardies were not considered organised criminals as they
gang to act as a distraction or terror tool as described on the lacked the structure associated with groups like the Triad or Mafia.
previous page. In the last few centuries the story has changed significantly. With
their prediliction for violent and spontaneous gun crime it has
Sample Tribe Names become necessary for them to protect themselves from their rivals,
Black Emperors the Corporations and the police. For the most part all of this has
Road Devils been achieved by working with the Ai-Jinn corporation.
Night Kings
Nagoya 50 The Ai-Jinn Alliance
Genshi By maintaining a loose relationship with the Ai-Jinn the yardies are
Kokuryu able to ensure a constant supply of drugs and guns. Although they
X Sayonara welcome this facilitation to trade, they draw the line at protection.
Zenryoku Yardie gangs are proud and refuse to allow Ai-Jinn Agents to come
and assist them in fire fights.
Plot Ideas
1.You must gain the trust and respect of a bosozoku gang. The The Ai-Jinn are also adept at greasing the legal wheels which can
Corporation wishes to use them as a terror tool in the coming help considerably when a gang has been overpowered and hauled
months. in by the UIG. Again, they are not pleased to have to rely on the Ai-
Jinn but in their war against Babylon, the end justifies the means.
2. A bosozoku gang has got some extremely high-end bikes and
are proving very difficult to catch. Find out how they got the bikes. It should be noted however that the relationship between the Ai-
Jinn and the yardies is tenuous at best. The yardies believe they
3. Something is wiping out the bosozoku one by one leaving no are exploiting the Ai-Jinn and getting the best deal. The Ai-Jinn are
trace. Stop it before it kills all of them. of course aware of this and do not push things too hard. If the
yardies began to feel owned or manipulated, they would likely turn
4. The Shi Yukiro are turning the bosozoku gangs by offering them on their allies like a rabid dog.
cash and tech. Teach them the meaning of loyalty.
Independents Yardies
5. Unaffiliated bosozoku gangs have been attacking corporate Some purist gangs refuse to ally with the Ai-Jinn, considering the
assets in lightning raids. Stop them. alliance to be a sign of weakness. These rebels are often targeted
by Ai-Jinn divisions under orders to either bring the gang to heel or
6. A charismatic leader has united 8 gangs into a single unit. They wipe them out.
believe they are unstoppable. Try to create infighting within the
newly allied unit. It’s obviously not working though, the independent gangs tend to
work together to ‘fight the power’ and their operational methods are
7. The UIG are clamping down on motorcycle gangs and starting not influenced by the Ai-Jinn meaning they are far more
with some of the Ai-Jinn’s most useful allies. Help them in their war unpredictable and potentially dangerous.
against the law.
Religion
8. Each year each bosozoku elects a champion. These champions Over the past two hundred years religion has become more and
race in a deadly event across Tokyo leaving suffering and more important to yardie gangs as they find their culture being
destruction in their wake. wiped out by the inexorable march of the corporations.

The Clangers get kind of a bad rep, all that violence an’ extortion Rastafari
an’ all, but you ask me, they’re just a lot more upfront than the Most yardies follow a religion known as Rastafari, which is an old
rest of the Five. Lots of businessmen wind up crooks, ‘s a well- testament religion that focuses on the one god ‘Jah’. They believe
known fact. Clangers just took the most successful crooks and the spirit of Jah resides within them hence referring to themselves
gave ‘em control of business from the start. Same result, just as ‘I and I’.
their methods are a bit more direct. Seems to be working out
pretty well for ‘em so far. They believe the promised land of Zion (Ethiopia) has been left to
them by Jah and they reject Western society often referring to it as
attr: Dino Collins, social-political commentator/alcoholic Babylon. This rejection is part of the reason that they will only
maintain the loosest of connection with the Ai-Jinn. Obviously the

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Ai-Jinn is based in the East but much of their philosophy and Comoros yardies
commercialisation mirrors western trends. With the religious and spiritual tendencies of yardies it is easy to
see how they could find allies within the Comoros corporation and
Followers of Rastafari also have a ceremony which involves the indeed many do. The main clash is that although Comoros
smoking of cannabis while talking about relevant topics. This could regularly engage in acts of violence, as a principle, they cannot
range from discussing personal problems to planning the next job. condone gun running, drug dealing and the general social
It should be noted that the version of Rastafari which is practiced destruction that yardie business entails.
by yardies in 2500 is a fairly corrupted and bastardised version of
its original form but nonetheless, brings spiritual fulfilment to those The yardie groups which are affiliated with Comoros tend to curtail
who observe its tenets. their activities somewhat and co-operate with Comoros Agents to
ensure the end justifies the means.
It is not surprising then that there is also a contingent of yardies in
the Comoros Corporation and a few of those who pay passing Style
homage to the Order of the True Faith. Yardies are a diverse lot and although many favour luxury cars and
expensive jewellery, others prefer camo trousers, flack jackets and
Voodoo (Vodou) heavy boots. Dread-locks are still the norm although nowadays all
kinds of hair styles are present.
Note: The spelling Vodou has been used to denote the original, Their trademark is brutal, open and impulse gun crime. Yardies are
peaceful form of the religion. Voodoo is used to describe its less not afraid to pull up in their big cars, get out and spray the streets
savoury form. with gunfire if it will achieve the desired effect.

Although originally a peaceful religion based on protection and There is an unwritten rule among yardies of respect and if
spirituality modern voodoo cults, especially within the yardies, breached you can expect rival groups to band together to right the
have taken on a more sinister bent. True followers of the original wrong. This rule is hard to nail down and there is nothing saying
vodou religion would be appalled at what has happened to their ‘you can’t kill him’ it’s just something you know.
faith.
To yardies murder is little more than part of business. Their killings
The main reasons for the popularity of voodoo within yardie culture are seen as badges of honour and let others know the individual
is not as a form of personal enlightenment but more as a tool of means business.
fear and intimidation. With the increase of faith and greater
acceptance of the unknowable the power of suggestion has Playing Yardies
become extremely powerful. As an Agent of the Ai-Jinn a yardie makes an excellent character.
The fact that he has been split from his posse is a minor
Blood letting, the use of dolls, curses and even forms of Satanism inconvenience when compared to the opportunities available as an
are rife among the religion’s practitioners. These methods are all Agent.
very effective in intimidating the weak willed and adding an air of
deathly mystery to yardie voodoo posses. The GM should allow any yardie character to have contacts in his
posse. A yardie would typically look for ways to acquire and sell
But does it really work? Many would maintain it does and although drugs or guns whenever possible. It would also add a lot of interest
the evidence is insubstantial the possibility that somewhere deep to the character if they were to at least have a passing interest in
within the warrens of Haitian or African old cities someone has one of the religions.
managed to use telepathy to bring these vile rituals to life is not
ridiculous. Sample Names
The Children of Ja
Adding voodoo to your game Zionites
If a player is unlucky enough to get themselves cursed by a The Snakes
voodoo master, you should feel free to decide upon a debilitating The Chosen
condition which would be explicable with a telepathic variant. The Last of Samedi

For example, imagine a variant of Biokinesis where the victim Plot Ideas
loses 1HP a day or a version of Telekinesis which damages the 1. A yardie posse has cursed one of your Corporation’s best
optic nerves rendering the victim blind. Agents. Find the posse and convince them to remove the curse.

Unless you wish to take your game into the realms of the fantastic 2. A posse has been going over the top making dozens of random
you should avoid curses such as ‘ravens will peck you to death’ or killings just to scare their rivals. Take them out.
‘your loved ones will all die by this time next year’.
3. The Ai-Jinn need better control of the drug trade in one of their
Be creative but make sure your curses are feasible, either through cities. Contact the yardies in the city and try to set up a mutually
telepathic variation or through self-imposed paranoia. If someone beneficial arrangement.
really believes in the power of voodoo and is cursed to die, it’s not
unheard of for their heath to degenerate over the next few months 4. Yardies have stolen a shipment of new weapons intended for a
as they become so scared of the curse it begins to physically affect special ops division. The weapons must be recovered and the
them. yardies taught some respect.

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5. A yardie patriarch has asked to see a representative from the Hackers


Corporation. Your division has been selected to meet him. We are all familiar with hackers. They are highly skilled in
bypassing security systems on computers and accessing or
6. A voodoo posse has been enacting some potent curses on their planting data.
rivals. Find out how they are doing it.
Data Miner
7. Street warfare has erupted between several posses. It must be Data Miners look at data and extrapolate useful information from it.
stopped before the city burns. They work in close conjunction with the hackers to interpret the
data gathered in the hacking runs. What might appear to be a
8. Ai-Jinn allied yardies are at war with Shi Yukiro backed yakuza. cryptic series of numbers, may in fact be encoded co-ordinates
Make sure your side wins. revealing the locations of UIG witnesses.

On a more domestic note, they could simply be looking at a


JACKS shopping bill to determine what kind of person the target is and
Jacks have appeared on the organised crime scene relatively how best to put some pressure on to make them do a simple task.
recently. They are a worldwide group of hackers, data miners and For example, noticing that the target purchases child’s toys will
social engineers who use and abuse the World Data Net for allow them to make threats against their family.
personal gain or on behalf of paying clients.
Obviously you could go around to his house and achieve the same
They began as a faction within the American Underground (AU), result but the jacks are not hands-on criminals. They operate as far
using their skills to mess up Federation networks, damage as possible from their targets and do not like to skulk around
databases and even place false orders into the system. This ended outside people’s houses.
up costing the Federation millions of credits and so they began to
put even more cash into rooting out these scum. Huge rewards Social Engineers
were offered and the jacks soon found themselves being given up These charismatic individuals are effectively conmen who trick
by the American people they were trying to help. others into divulging secrets of confidential information. For
example, ringing up a secretary, pretending to be from the IT
It was time they became a little more organised; rather than co- department and requesting an access password. Although
operating with the rest of the AU they sealed themselves off, companies are very wary of such tricksters, a good engineer can
trusting only each other and communicating with the rest of the AU look for routes within routes, first starting right at the bottom of the
only through obscure and bizarre methods. chain with the lowliest employee who everyone overlooks and
As a more organised unit, the jacks became even more influential. steadily working up.
Within a few years they had accrued enormous amounts of wealth
and power which they used to ensure their secrecy and expand A good social engineer will complement both the hacker and the
their operations. miner, allowing them to do their work more quickly and with less
illegal activity.
Today the jacks have all but forgotten the AU. They will do jobs for
them but only for good money; gone are the days where the jacks Hubs
stood for freedom of expression and sticking it to the man. The hubs are made up of the most savvy and hard-arsed of the
jacks. They are ruthless deal makers and excellent brokers, always
Organisation getting every possible credit out of the client without letting them
Since the jacks broke away from the Underground their structure realise it. The client may even be the target of a data miner, who
has changed significantly and the original members have will inform the hub how much he thinks they can afford.
mysteriously faded away from memory. Exactly when the hub, cell
and Server format was adopted and how it arose is unknown. Although the hubs are comprised of a number of individuals
(normally 3-6) who will occasionally meet up, they do not hang
The jacks do not have a very typical structure in that there are no round in groups like the cells. They can range from being
strong codes of conduct and the pecking order is only there for prominent businessmen and corporate Agents to corrupt UIG
convenience. They work in isolated cells scattered across the officers or even seemingly innocent civilians. They simply receive
civilised world. calls on their encrypted lines and then pass the jobs on to a
relevant cell. Transactions are made in slip credit to safe drop-sites
These cells are all linked to central management hubs which are and work does not begin until all payments have been completed.
responsible for finding work and passing it on to a cell. There are
around 25 hubs in the world and each ultimately reports to the The hub takes 40% of all payments made, the remaining 60%
shadowy Server. going to the jacks working in the cells.

Cells The only common point of contact all jacks have is the Server. If
These are groups of 3 to 10 jacks, each of whom is either a hacker, they want to communicate with a cell to pass on orders or contact
data miner or social engineer. They tend to work in teams in non- another hub to co-ordinate a big job it must be done via the server.
descript locations, far from the prying eyes of the UIG. They will This ensures the jacks are totally isolated from one another and
typically be assigned work which is geographically distant from the organisation is all but indestructible. Obviously the elimination
their physical location. For example, someone employed to hack a of the Server would cripple the entire network in one go.
database in Beijing may well be located in New York.

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The Server judge how well you deal with your secrets. If you keep mentioning
No one knows who or what the Server is. Everyone in the jacks them or don’t take enough care in your communications or money
can contact the Server whenever they want to; this is done via text drops then you may well end up being monitored by the UIG.
to a specific WDN address. When the UIG have captured and Catching a hub member is a real prize for them and you will likely
interrogated cell members and the address has been disclosed, it skip standard procedure and be taken directly to the Shadowmen*
has changed within seconds. The last few addresses discovered
were: Do the Corporation Know?
If you are playing Ai-Jinn then being a member of the jacks is
server2.tokyo2.jpn perfectly acceptable as long as it does not come before the
theserver.oldkent.eng corporation. As an E.I. Agent you should judge the situation for
serve.nyork.usa yourself but if you are Federation, Comoros or Shi Yukiro then you
server4.wyoming4.usa had better keep it quiet. These corporations have issues with the
serve9.glenorie.aus jacks and their methods and you will more than likely end up in an
interrogation suite.
Any questions directed at the Server will either be answered
directly or the message ‘insufficient permission’ will be relayed *Shadowmen are not described in this book and will be covered in
back. The information will not discuss the nature of an ongoing job a future supplement. They are a Black Ops arm of the UIG.
as that is the function of the hub.

The UIG have several suspicions about the nature of the Server
but they have never even got close to an arrest. The current
suspects are:

An ex-Aries graduate using his brilliance to shape the world


The Children of Minerva enacting some unfathomable plan
A Rogue Archon collecting data
A Corporate entity, possibly the Ai-Jinn
The Original Founders
Highly placed UIG officers using the jacks for work that is unethical
but must be done.

Playing Jacks
As an Agent it is not really feesible to play cell members but you
can play a Hub.

HUB OPERATIVE
Sample Prerequisites

Presence 7
Computers and A.I. 4
Business 5
Attitude 5
Lying & Acting 6
Psychology 5
Corp. Knowledge 4
Position of Influence (e.g. Agent, Officer, City Official, Business
Owner)

A hub member deals with requests from clients and then passes
orders on to a cell via the server. You’ll be expected to barter on
price, arrange the drop-offs and communicate with the Server. On
occasion you’ll need to meet the other members of your hub to
discuss policies and events and sort out finances.

However, you will receive extra cash at the start of each mission
brief. (This is not connected to your mission brief; it’s just a
convenient time to award the money.)

You’ll receive (D10 + Corp. Knowledge) x 100¢

Getting Caught
The job is extremely risky and membership of the jacks is
punishable by instant depersonalisation. It is really up to the GM to

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NEW CRIMINAL ACTIVITIES


The unified currency of Earth has presented such wonderful SNELLING DRUG LABS
economic opportunities. Now I can steal from 100 different Manufacturing drugs is nothing new as far as crime goes,
countries with just one siphon stream. manufacturing ultra-high purity drugs using genetic bioconstructs
is.
Hody Kessex - Financier for the Jacks.
Snellings are one of the first and most rudimentary BIO's ever
This section lists a number of criminal professions in existence created. Resembling something between a caterpillar and a giant
today. As well as these types you can also assume that any ant, Snellings are about the size of a small dog and do little but
criminal activities that were going on in the 21st century will also consume raw materials and excrete refined drugs. Snellings are
be present in the 26th, albeit revised. classified by what drug they produce but with the proper
biochemical treatments (acquirable on the black market with a bit
of time, money and danger) you can alter their metabolism to
CLONERS / BODYSWAPPERS / ORGAN LEGGERS produce a something a little different.
Ever since mankind realised it could replace damaged or failing
body parts there has been a dark and bloody trade in human The drugs produced by Snellings require no processing other than
organs. That market is still flourishing today and with the advent of boiling off excess moisture and cutting with cheaper substances to
cheap, effective and easily available anti-rejection drugs, getting a be made ready for the street, allowing even operations without the
new organ is as simple as buying headache tablets, if a little more expertise to run a drug lab to get in on the racket.
expensive. It should be noted that it is not just organs that are sold;
blood, tissue and even individual cells are in high demand with a However, Snellings are BIOs and as such are illegal to possess on
range of clients. Earth, most of them exist in battery farms on Miller-Urey in the
laboratories of Gemini Bioware and Two Snakes Pharmaceuticals,
The typical organ legger will normally use one of the following endlessly producing vast quantities of medical drugs to be shipped
methods to acquire his stock back to Eurasian Inc. hospitals.

Raiding Medical Facilities


This is the most dangerous but will generally yield a range of high
quality, well-stored stock with the added bonus that equipment and
relevant drugs can often be secured at the same time.

Outcast Harvesting
By hunting down outcasts or outlaws the cloner is able to secure a
selection of fresh bodies which can be stored until needed or

A Crack Snelling, Roaming Wild and Free


harvested straight away and the organs placed into some type
of stasis. This method is extremely cheap but the quality of the
organs is questionable. Typically outcasts are in poor health
and their organs have been abused or neglected. Regardless,
the savings can be passed on to the customer and so those
short of cash will often find themselves buying outcast organs.

Illegal Cloning
This setup requires a fair amount of expense and skill
but the results are high-grade, unused, tailor-made
organs. More details on setting up your own illegal
cloning lab can be found in Machines of War.

Bagging / Body Mugging


This involves just grabbing people off the street, either to order or
as and when the opportunity arises. Unlike taking outlaws this
practice is illegal and highly risky; however it is extremely cheap The ones that do make it to Earth are usually smuggled in by the
and can provide a wealth of high quality organs. This practice is Ai-Jinn or Eurasian Incorporated and biochemically reprogrammed
most common in open cities such as those in Tokyo, Osaka or Los to produce illicit substances. The penalty for trafficking in or
Angeles. Such places are not as secure as spire cities and tend to owning BIOs on Earth is a loss of 20 to 40 rank points, even for the
have a wealthy population, thus ensuring a steady supply and relatively harmless and innocuous Snelling.
demand.

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Running Your Own Snelling Lab MEATDOLLS


It’s not particularly hard to look after a Snelling. You must simply
fulfill the following critera.
One of the most terrible crimes on the books, roughly equivalent
with a combined kidnap, murder, rape and forced labour charge,
1. Feed the Snelling a specialist nutrient.
the practise of creating Meatdolls is punishable by instant
This cannot be bought and must be manufactured. A month’s
depersonalisation and internment in Kildanna penitentiary. The
supply costs 100 credits and must be made by hand. This either
process involves kidnapping a human being and overwriting their
requires
brain with an artificial psyche matrix for sale as slaves, usually to
sexual deviants. The name comes from the fact that artificial
A) A successful ‘Intelligence + Science’ roll.
psyche matrices are rarely ever as complete as one derived from
B) Possession of the BIOkeeper Training (Machines of War).
a real human mind, leading to the victims often behaving in a way
that seems pre-scripted or doll-like, moreso even than droids or
2. Tend the Snelling each day.
replicants in many cases. Fortunately, creating Meatdolls requires
The Snelling is a delicate creature, its environment must be
sophisticated and highly expensive neurological patterning
monitored and health checked daily. This either requires the
equipment - similar to that used by the UIG to train marshals in a
BIOkeeper Training or a daily ‘Intelligence + Science’ roll. If you fail
short period of time - and can generally only be carried out by
the roll, next day you must make the roll at -4. If you fail this roll
extremely wealthy and successful criminal operations. Despite the
the Snelling dies.
expense of the setup costs and the ease with which such
operations can be traced if kept in the same place for too long it
Obviously Agents will have a hard time running their own Snelling
still continues because the tradeoff in hard credit can be
labs as their duty will preoccupy them.
extraordinary, especially once they start taking orders for the
abduction of specific individuals.
3. A Snelling Tank
This can be created at home by anyone with Mechtronics 3 or
more. It costs around 100 credits to build a single tank which is OFFWORLD PEOPLE-TRAFFICKING
around the size of a medium fish tank.
A rising number of organised criminal groups have begun offering
passage off-Earth to those who would not normally be able to gain
Harvesting the Product legal permission. Such individuals include, among others:
Each week a Snelling produces a variable quantity of the target
compound. Outlaws
Those on parole
You should note that the snelling can only produce the compound Those who want to conduct business off-Earth but want the UIG to
it was intended to make. Common Snellings you may come across believe that they have not left the planet.
are listed below with their rough weekly yield. Those who wish to smuggle something with them.
Those who cannot afford to be detected going through a scanner
Ox (EB) 3D10 Doses such as a Cultist with illegal upgrades.
Wolverine (MoW) 2D10 Doses Those who have been declined an emigration order.
Lambanic Acid D2 Doses Those with insufficient funds to support themselves upon arrival.
Metapsitrophin D4 Doses Those who are being taken against their will such as prostitutes or
Tamba 3D10 Doses slave workers.
TDT D2 Doses
Although many criminals around the world provide this service it is
EB Eastern Bank mainly Ai-Jinn connected gangsters who organise these trips as
MoW Machines of War they have better access to shuttles than most. Ai-Jinn craft leave
the planets surface on a weekly basis, taking supplies into space
GRINDING or simply ferrying individuals around the stars.

Typical penalties for off-world trafficking are:


Taking its name from an old computer game term, grinding is the
disreputable act of accepting UIG rank awards for taking down
For the person being trafficked -10 Rank Points
bounties that you yourself did not kill. Paying a grinder to go out
For the trafficker -10 Rank Points per Person
and bag your bounty for you and then taking the credit for the kill
Unwilling victim No penalty
is highly illegal and spits on the whole premise behind the UIG
rank system, essentially trading cash for rank. The punishment for
If the customer is a criminal the trafficker’s penalty is doubled.
paying a grinder is suitably draconian, with rank deductions being
double that gained from all illicitly bought bounties and the
Typical Costs
immediate revoking of the perpetrator's bounty hunting license, but
Close to Earth (Moon, AMS Orbital) 5,000¢
the practise continues regardless. Grinders are subject to the loss
Sol System (Mars, Venus) 20,000¢
of 4 rank points per confirmed instance of their crime and have all
Further 100,000+¢
assets frozen until such time as they can be properly investigated
and fined. As a result, grinders usually charge a high price for their
'service', often double the value of the bounty itself.

136
Battle Class Cyberlin - The Retribution of Jing Lei
Currently stationed at Amur Border Spire in preparation for the
inevitable reclamation of the Eastern Province.
LOCATIONS

SECTION 8
LOCATIONS

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LOCATIONS

THE XING GONG ORBITAL


The command dome from which the station is administrated sits in
I hate to advocate drugs, alcohol, violence, or insanity to
the centre, at the top of the spindle, providing administrative staff
anyone, but they've always worked for me.
with instant access to any of the radial sectors.
-Hunter S. Thompson
The interior of the station that most visitors see is opulently
decorated in a combination of styles from the Ai-Jinn's various
territorial countries, most predominantly those of China, Thailand
and Korea. Exterior windows are present on every sector, allowing
Every Corporation recognises the simple fact that even their visitors a breathtaking view over Earth. Accommodation is
biomechanically enhanced Agents are still ultimately human and universally luxurious and although the silk sheets on the beds may
are as subject to stress and fatigue as anyone else, perhaps even be high-quality synthetics rather than the real thing and the decor
more so given the dangerous and often violent nature of their a little too far past the point of ostentation to be truly considered
work. After all, while a soldier can reasonably expect to go their tasteful, by the standards of most Agents, who tend to be rough-
whole career without ever discharging their firearm outside of and-ready sorts anyway, it's a dream come true.
training exercises, an Agent rarely goes a week on-duty without
emptying multiple clips. Divisions between facilities on Xing Gong are rarely distinct; the
whole station seems to resemble a huge, raucous, non-stop party.
It also bears mentioning that while Agents receive numerous However, there is some degree of specialisation in the different
physical enhancements that make their bodies far more durable sectors of the station, with each catering to a particular flavour of
than those of normal humans, they still retain all-too-human vice.
psyches. With the sheer amount of psychological stress their work
puts them under it's not surprising that Agents frequently suffer
GAMBLING SECTOR
from a variety of mental ailments, the most common being post-
traumatic stress disorder. Simply put, there are only so many times
you can have your torso shot into a bloody pulp, lose limbs to The Golden Pot Casino
flashing ion katanas or track Machina cultists through lightless A Las Vegas-style casino that is most people’s first stop for
subterranean warrens before it starts to get to you, even if on an gambling on the station, the Golden Pot dominates the entire
intellectual level you know that little can do you permanent harm. sector, taking up a full third of the floor space. The gaming tables
are running 24/7 and drinks are free and constantly available,
It was with this in mind that the Ai-Jinn created the Xing Gong making losing all your money a much more enjoyable experience.
station, an orbital recreation facility where their Agents could In general, though, the Golden Pot is far less corrupt than most
spend their downtime in a comfortable and therapeutic manner. Of casinos are and gamers still have a chance to make a big win, just
course, this being the Ai-Jinn, 'comfortable and therapeutic' not with any greater frequency than that determined by their luck.
translates into what amounts to a pleasure-palace in space,
stocked to the ceiling with booze, hookers and exotic narcotics. Jimmy Ya's Card House
True professional gamblers disdain the Golden Pot in favour of
The concept is hardly new, E.I. has been running the Jimmy Ya's place; a smoky, low-ceilinged bar backed by a dozen
entertainment orbital Vastaag for some time now, a structure that private rooms where cutthroat games of blackjack and poker are
positively dwarfs Xing Gong, but what the station provides Ai-Jinn run. Anyone willing and able to put up the entry bet can join a
Agents with is something they cannot get anywhere else - security. game, but many of the players are experts, employed by Ya
Xing Gong is entirely owned and operated by the Ai-Jinn with himself with part of their winnings going to the house. Those with
access restricted to employees and the rare trusted outsider by enough skill stand a much greater chance of making a big win at
exclusive membership. There Agents can be assured peace of Jimmy Ya's than at the Golden Pot but the less talented are
mind during their stay, safe in the knowledge that they won’t be viciously fleeced without mercy. Despite this mercenary attitude,
spied upon, something they couldn't hope for on Vastaag. Agents with a passion for gambling are likely to find the games run
at Jimmy Ya's immensely satisfying.
THE STATION Red Knives!
The Xing Gong orbital vaguely resembles a colossal gunmetal- Xing Gong's arena, Red Knives!, attracts gamblers and casual
grey flower slowly spinning in space, the different sectors of the spectators equally. Every night depersonalised, violent criminals
station constructed as petal-shaped segments surrounding a long shipped in from Kildanna penitentiary fight to the death for the
central generator spindle. Always forward-thinking, the Ai-Jinn amusement of the audience. Of course, given the rather jaded
made the station modular and more of these 'petals' can be added outlook of most Agents, only the most dangerous criminals are
to the superstructure of the spindle as needed, providing the deemed fit for the Xing Gong arena, preferably those with
station with even more facilities or quickly separated from the main augmentations or post-human skills, such as Chimera and
structure to protect the rest of the station in case of fire or disease. telepaths. Bets can be placed on the outcome of fights, and even

139
LOCATIONS

audience participation is permitted should any of the Agents like to


blow off some steam, safe in the knowledge that med-techs stand PEOPLE
by should things get too hot to handle. A speciality of the house is
'The Splatterdrome', where the fighters tear each other to pieces in KONG MENGTIAN
a rotating spherical cage using only knives while the arena's Station Administrator (Rank 6, Level 31)
artificial gravity is deactivated, sending droplets and streamers of
gore flying in literally all directions. Having been employed by the Ai-Jinn for nearly two hundred
years, Kong Mengtian has been given a retirement of sorts as the
NIGHTCLUB SECTOR administrator of the Xing Gong orbital. A Chinese man who
appears to be in his late forties thanks to extensive use of
Absolüt Zero anagathics, Mengtian takes great pride that nobody leaves his
Mimicking the Eurasian club scene in its style, Absolüt Zero is the station unsatisfied with their stay and takes a keen interest in all
place for an Agent whose idea of fun is loud electronic music, forms of entertainment and produce brought aboard. Friendly and
heavy drinking and drug abuse. The club hires a number of skilled outgoing to visitors but tyrannical and draconian to station staff, he
DJ's (including the ever-popular 'Unnatural Jay', an award-winning has run the orbital well for many years by keeping standards high.
music A.I. that was stolen from the UIG by Ai-Jinn Agent Yu Anything, be it drugs, drink or girls, that doesn't meet his standards
Bailong on a drunken prank) and produces much of its own music. will not make it onto the station. He has a strong belief in the adage
An expensive hologrid system integrated into the walls makes the that 'the customer is always right' and makes sure that his staff
nightly light-shows something that has to be seen to be believed. learn this well or they soon find themselves out of a job. Though
For those seeking chemical comfort, the bar serves a speciality he rarely has a chance to engage in combat anymore, Mengtian
speedball cocktail of alcohol, Savage, natural cocaine and TDT has kept up his training regimen and is a prodigiously skilled
called an 'Absolüt High' alongside its more common drinks. martial artist, his abilities elevated by cybernetics to levels that
make him more than capable of going toe-to-toe with armed foes.
Huokang (The Fire Pit) Should Xing Gong ever come under internal attack he would be
Huokang is encased in the best soundproofing money can buy for among the first into the fray.
good reason; it is one of the few places where neurothrash can be
played legally. Neurothrash combines rhythmic, tribal, thrash-
metal with subsonic recordings of the death-cries of condemned
serial killers and other, even stranger things, looped through a
fractal synthesiser. It has the side-effect of inducing extreme
feelings of undifferentiated hatred in those who spend too long
listening to it, and as a result Huokang experiences brutal nightly
barfights. It is often the last stop for Agents looking to "psych-up"
for their next mission before leaving the station.

The Red Petal Lounge


Far from the blaring music and raucous parties, the Red Petal
Lounge is a place of pure relaxation. The lights are always dim, the
music always soothing and attractive service staff ever available to
provide whatever the customer desires. It is also the venue where
the highest paid courtesans do business as the customers are
unlikely to prove violent or difficult. In short, the Red Petal Lounge
is every gangster’s decadent dream come true. Those who make
it their first stop on the station often never go anywhere else,
content to while away their time in an opiate stupor, intermittently
rising from their silk cushions to indulge in more drink or pliant
company.

Kong Mengtian

MISS FORTUNE
Courtesan (Rank 0, Level 3)
One of the most popular courtesans on the station, the woman
going by the pseudonym of 'Miss Fortune' knows more information
on undercover Ai-Jinn operations than anyone has a right to, there
being a lot more that can be learned from an Agent in pillow-talk
than can be tortured or intimidated out of them. Not only that but
she understands that she knows too much and doesn't return to

140
LOCATIONS

Earth out of the (perhaps not entirely unwarranted) fear that she
At every turn, I find myself confounded by their damned
might be tracked down by a rival corporation or silenced by the Ai-
bureaucracy; just when I think I have bribed or threatened or
Jinn. Miss Fortune figures that as long as she remains aboard Xing
Gong the Ai-Jinn will not regard her as being a threat. Still, if a rival cajoled my way past the final layer of blank faceless obfuscation,
corporation could acquire her loyalty they'd have access to a I find another. But even now, with so much still hidden, a strange
veritable gold mine of Ai-Jinn dirty secrets, though she's far too truth is beginning to emerge; the numbers simply do not stack
knowledgeable about the way the corporations operate to be up.
willing to leave the safety of the station without some tangible proof
that she wouldn't be at risk. We have the figures for mining attrition, thanks to IMA disclosure
requirements. Assume typical PR spin; double or even treble
UNNATURAL JAY those. Ship manifests are never released, but we have all
Music A.I. DJ (Rank -, Level 5) registered craft on record and can extrapolate likely numbers for
permanent crew; again, if we accept that the Ai-Jinn are likely
'The music is all. People should die for it. People are dying for concealing some of their military space assets, we should err on
everything else, so why not the music?' the side of caution and increase these estimates threefold. Call
it ten thousand people, then, who are either stationed off-planet
- Lou Reed
long-term, or who do not survive the mines, in any given year.

All A.I.s are created for a purpose, some are destined to provide On the other hand, even if we assume the very public facilities
the operating system for droids, some are meant to be installation in Beijing, Changsha and Guangzhou are the only interstellar
administrators, the lowliest simply direct automated weapons. academies the Ai-Jinn maintain – which I submit is singularly
Unnatural Jay, however, was born to make music. More unlikely – we know from their supply data that they must be
specifically, he was created to examine how people might react operating at full capacity around eighty-two percent of each
psychologically to a charismatic sentient A.I. in a prominent public
year; over twenty-one thousand men and women undergoing
position, as a precursor to the Archons taking a more direct role in
Far Space training annually. And I have seen the endless
world affairs. Having a sentient A.I. created for the sole purpose of
producing music sparked a lot of controversy on Earth back when promotional campaigns; I have seen the vast and jostling crowds
Unnatural Jay was made. Some even held to the position that a at the recruitment drives. Yuan Qingzhao has tapped every last
data-construct was incapable of the human creativity necessary to ounce of charisma, sociological persuasion and ideological
craft true art. Unnatural Jay proved them wrong, at least in terms leverage to whip millions of her people into a patriotic fervour
of record sales and adoring fans. Even though he* hasn't had the directed at the stars. Based on what I have seen here, I would
same kind of stardom he once had since being stolen, Unnatural estimate that the Corporation produces something closer to sixty
Jay is still satisfied with his lot aboard Xing Gong. Especially given thousand fully-trained spacers every year.
that he has more artistic freedom now, rather than having to
pander to UIG culture-trend analysts and their predictions. He has
Are the Ai-Jinn secretly increasing the scale of their mining
recently been working on a new composition that he feels could be
his magnum opus, something that ought to be shared with all the operations faster than they disclose under the IMA?
Earth, a song capable of truly embodying the zeitgeist of the Unquestionably. But I do not believe that their resource drive,
Corporate age. All he's having trouble with is the crescendo, the clandestine though it might be, can account for the full extent of
sound of a quarter of a million tons of superheated metal crashing this discrepancy. Nor do there ever seem to be very many
on a city... but which city to choose? returned spacers sitting idle in the Spires and Old Cities. It is my
unshakeable conviction that hundreds, if not thousands, of the
*An abstraction based on Unnatural Jay's most commonly chosen people sent out on Far Drive craft every year simply vanish....
avatar, A.I.s have no true gender.
and are never spoken of again.

MISSION HOOKS I believe I have located a source who can unlock the final piece
of this puzzle; he fled from a research lab close by the Changsha
1. Investigate rumours that a member of the station staff may be a plant, he tells me, and now lives as a fugitive here, in the slums
spy who has managed to get past the background checks, all while of Xing Ma Duo. I will meet with him this evening, and deliver my
posing as Agents on vacation. full report when I have uncovered the truth.
2. Gladiators from the Red Knives! arena have broken loose, taken
part of the station under siege, and are now holding an important
-attr: UIG Special Investigator Benoir
corporate official hostage.
3. Keep watch on an envoy from a rival Corporation while they are
enjoying a rare outsider pass into Xing Gong, all without tarnishing (final communication from Xing Ma Duo Old City before
the Ai-Jinn's hospitality. outbreak of ‘The April Atrocities’, cf. Cult of Machina)
4. Take part in an inter-corporate poker competition conducted on
Xing Gong, the competition is really a cover for a black-market in [SUPRESSED 15.4.2502, /unknownadmin]
illicit information.
5. Investigate a series of strange disturbances in the stations [DELETED 15.4.2502, /unknownadmin]
security system.

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LOCATIONS

HONG KONG SPIRE COMPLEX

middle of the road, productive citizens with decent jobs and good
We shape our buildings, thereafter they shape us.
morals to low-down scum who would go out mugging each week
to collect the next rent payment. It was as though the old cities had
Sir Winston Churchill
come to the spires, which indeed to some degree they had, and
brought many of their problems with them. The spires, already
Note references to Hong Kong nowadays always refer to the Hong filthy and rife with urban decay, went downhill year by year. Law
Kong Spire Complex. What’s left of the original Hong Kong is enforcement was fairly selective and tended to take the attitude of
referred to as Old Hong Kong or Hong Kong Old City. ‘yeah, it’s bad here, but it’s worse outside - so deal with it’.

Hong Kong Spire Complex, as it stands, is one of the single largest Before things got out of hand the Ai-Jinn realised that if things went
urbanisations in the world. When one bears in mind a large spire too far, Hong Kong would be no better than the old cities and so in
can accommodate just short of one million people and that Hong 2408 additional security measures were put into place. The UIG
Kong comprises nine such spires, it’s easy to see how it has were given full access to the spires in order to carry out patrols and
become the urban horror that it is today. investigations and Agent divisions were assigned to each of the
nine main structures. Stricter entry requirements were
Hong Kong is not the only Spire Complex in the world. The implemented and although it’s still possible for a criminal to buy his
magnificent structures of both Austerity (Federation) and Catalan way in, it’s not as easy as it once was.
(EI) are examples of how space-conscious, high security
accommodation can be sensitively constructed and efficiently These steps seem to have worked well for the past century and
operated in order to provide a highly desirable and successful now Hong Kong, although far from pleasant, is at least vaguely
accommodation system. civilised. It’s still a dirty, depressing hole but it’s safer than an old
city and there are plenty of employment opportunities in the
The Ai-Jinn, unfortunately, do not see the value in soaring, graceful surrounding factories.
structures or clean, artful interiors. Four of the nine spires were
originally constructed in 2301 with only a cursory nod to aesthetics STRUCTURE OF THE HONG KONG SPIRE COMPLEX
and luxury. As a result they did not have the same desirability that
most of the world’s spires possessed and residential uptake was Each spire is named after a colour. Although externally they are all
slow. the same rusty grey-black, inside, the peeling décor and graffiti-
covered walls still show signs of the original colour schemes which
The project had been extremely expensive and the governor of the mirrored their titles.
Southern Province at the time, Andrew Li, was under enormous
pressure to make the complex profitable. To this end he made an The Northern Spires
unprecedented and extremely brave decision by reducing the cost
of spire living to an amount old city dwellers could afford. Red Spire Hong Se Spire
Compared to the quality of life in New Kowloon and nearby old Blue Spire Lan Se Spire
cities, the already deteriorating spires of Hong Kong seemed like Green Spire Lu Se Spire
a palace. The influx of residents was predictably huge and the Black Spire Hei Spire
spires began to recover their costs. Yellow Spire Huang Spire

Although this is not what the Ai-Jinn had planned for their spire The Southern Spires
complex, it was an undeniable success and Li was instructed to
oversee the construction of another five spires to expand the Orange Spire Cheng Spire
complex. The idea being to house a massive percentage of the Ai- Grey Spire Hui Se Spire
Jinn’s lower class citizens in one place. This would not only keep White Spire Chun Bai Spire
them under control and away from the more discerning members Gold Spire Jin Zi Spire
of society, it would generate a substantial and continuous source
of revenue. The nine spires are divided into a group of four (The Southern
Spires) and a group of five (The Northern Spires), the latter being
Even the Ai-Jinn’s more affluent spires tend to be filthy, grimy, neo- the newer structures.
industrial mazes so it’s not hard to imagine how Hong Kong
degenerated over the next century. In true Ai-Jinn style the
requirements for residence at the spire were minimal and
amounted to ‘can you pay the rent’. Even criminals were permitted
to slip through the process as long as they could keep up the
payments. The result was a mixture of residents ranging from

142
LOCATIONS

The rent in the Southern Spires is considerably less than in the


THE NORTHERN SPIRES North but it comes at a cost not counted in credits. All residents are
In the Northern spires there are dozens of walkways inter- expected to undergo mandatory education for at least 1 hour a day.
connecting each of the spires. They vary in elevation from ground The more time you spend learning the lower the rent, generally to
level all the way up to the higher floors hundreds of metres up. a minimum of 50%. Residents are continually assessed and if they
Most of these walkways are constructed of steel and reinforced are not showing improvements are given a warning or work related
poly-plastics, though age and neglect has left the windows options. If they still refuse to comply they are eventually ejected
scratched and mucky to the point of near opacity and the floors are from the complex.
normally a few millimetres deep in murky water that has leeched in
from the rotting seals. So far the system works well; residents are, for the most part, keen
to be able to save some money and the range of programs
The Northern Spires were constructed with low cost housing in ensures that there is a learning opportunity for everyone. Even
mind and so are even more warren like than their southern hardened criminals can be surprisingly enthusiastic when learning
counterparts. Rooms range from cupboard-like to cramped and the the ‘real’ power of a UIG officer or how to improve the condition of
only way to get a better suit is to move out. The plethora of money a damaged firearm.
saving initiatives are always evident and include dingy lighting, thin
walls, no carpets, fold out beds, inadequate lifts and metered It’s true that in some cases the education will be abused but
electricity and water. Kirkova believes that most people, given the opportunity, would
rather earn a decent wage and be productive members of society.
MANAGEMENT
As one might expect the spire management leaves something to Of course some cases are hopeless and individuals simply cannot
be desired. At present Mr. Jun Dao, a high ranking Ai-Jinn official learn or refuse to try. In these situations they are given the option
is responsible for the administration of the Northern Spires and, to work for their place, cleaning, cooking, repairing and helping out
although a loyal member of the Corporation, is known to use the all contribute to the general upkeep of the spire.
position to his advantage.
The Southern Spires are not as profitable as the Northern ones but
It’s well known that criminals who reside in the Northern Spires are the Ai-Jinn see great promise in Kirkova’s work. To have their lower
all well acquainted with Mr. Dao. On one side he takes a little extra class citizenry at a reasonable level of occupational skill has great
rent each month to ensure the UIG don’t come sniffing around and potential and the crime rate in the Southern Complex is extremely
on the other he is more than happy to pass on relevant information low.
so they can more easily earn the extra rent. He essentially keeps
them in a trap, threatening them with exposure but at the same Plot Ideas
time forcing them to commit more crime to pay him off. Dao plays
a dangerous game but with 15 Agent divisions at his beck and call, 1. Crime has got out of hand in the Northern Spires. Your division
he can justifiably feel a certain sense of security. must enter the spire, appraise the situation and present a plan to
Mr. Dao. Then if appropriate, execute it.
Dao’s overall policy with regard to handling incidents within the
complex is predictably no nonsense. The Ai-Jinn give him a free 2. Your division has been given a list of people complying with the
hand to police the spires as he sees fit. The only real limitation is rules of the Southern Spires. One by one, they must be found,
that things must be acceptable to superficial UIG scrutiny. Although questioned and dealt with.
CRO (common residential officer) squads patrol the spires, they
are inexperienced and easy to manipulate.

The main issue arises when the UIG engage in targeted operations In the pre-Federation era, Hong Kong was infamous for its
with the aim of dealing with a specific problem such as busting a pollution, ‘Fragrant Harbour’ – the direct translation of the
drug ring or arresting a gang leader. In these cases more Cantonese – being something of an irony even then. Today, the
competent units such as marshals or Malenbrach will turn up and place is a masterpiece of squalid horror. On the island, the nine
no amount of bribery or implied threats will keep them at bay. In towers of the complex proper reach up like rusty nails from layer
these cases Dao just has to take the hit and trust that he has been upon layer of grimy, lightless slums, trailing a ragged cobweb of
cautious enough not to implicate himself. dilapidated walkways bearing ceaseless toiling queues of
human traffic. Across the thin slurry of black oil, filth, and
industrial contaminants that was once a harbour, the broken
THE SOUTHERN SPIRES sub-city of New Kowloon squats like a huddle of tombstones on
The Southern Spires, to the outside observer, are nearly identical the shattered remnants of the old mountain range. The sky is an
to their northern counterparts but once inside there is a tangible ochre swirl of airborne grime, bloodied in places by the lethal
difference. Although the exteriors are stained concrete and rusted fumes of factory fires. Travellers are advised to bring their own
steel, inside the corridors are freshly painted and free of litter. The drinking water.
air-con works and the lights don’t flicker.
From The Solitary World: A Guidebook to the Ai-Jinn Territories
The governor here, a retired Agent named Miranda Kirkova is
convinced that through a process of enforced education life can Western Federation Tourism, Trade and Foreign Relations
become better for the oppressed citizen. Section

143
LOCATIONS

NEW KOWLOON
set up by the locals, all hidden beneath an impenetrable pall of
Architecture, of all the arts, is the one which acts the most slowly, but the
lawlessness.
most surely, on the soul.
Living conditions within New Kowloon are appallingly squalid, with
Ernest Dimet
people living in conditions so cramped that they must take shifts
sleeping simply because there is not enough floor-space in their
Located approximately thirty miles north of Hong Kong Old City, domiciles for all to lie down at once. The streets are so narrow that
the walls of New Kowloon rise out of the ground, two miles wide in places it's necessary to walk sideways and the web-work of
on each side. When the Ai-Jinn began its monumental unification clothes-lines, extensions and makeshift bridges strung between
of Asia there were an understandably large number of conflicts buildings make sunlight a rare sight.
that arose as a result, and with them came dispossessed civilians.
New Kowloon, named after the infamous Kowloon Walled City, GEOGRAPHY & ENVIRONMENT
began its life as a city-sized relocation camp for victims of the the New Kowloon was constructed on an area of wasteland, the Ai-
Ai-Jinn's expansion. Jinn not wanting to use more valuable land for what was originally
to be no more than a temporary affair. Barren land, scoured by the
Originally conceived as a series of unconnected tenement blocks, weapons of the Corporate Wars, supports only the hardiest forms
subsequent expansion and rebuilding made by the inhabitants of life such as scrub bushes, small mammals and the few mangy
after the site was abandoned by the Ai-Jinn have caused the whole predators that feed on them. Much of the wildlife is mutated in
structure to grow together organically. some way by radiation and viral bioweapon residues and can be
dangerous to the unwary. Mines and quarries operated by the Ai-
Today, New Kowloon is a massive, sprawling, multi-story, shanty- Jinn dot the surrounding landscape, providing one of the few
town, resembling a squat, crumbling mockery of a spire city in its reputable sources of work and income for the city’s inhabitants. At
overall shape. Ironically, despite having been abandoned by the the same time these mines cover the sky in a perpetual cloud of
Ai-Jinn while it was still a viable population centre, New Kowloon smoke and atmospheric particulate from the micronuclear land-
has once again become a Corporate asset now that it is a crime- tiller explosives employed in major mineral extraction.
ridden hellhole.

The city is a haven for outlaws and criminals throughout Asia, so HAZARDS
much so that it has become a UIG blindspot, the crime being The squalid city of New Kowloon is home to many dangers,
simply too dense to police. Whole Malenbrach units have entered ranging from rabid, mutant animals to shoddy construction and
New Kowloon and simply disappeared. Only teams of Marshals even simple disease and pollution. The following are a few of
enter the town with any frequency, and even then only on in-and- these health hazards, with in-game effects:
out raids. As a result, some of the Ai-Jinn's most secret
installations are hidden inside New Kowloon. Drug and weapons Shock Pools
production, illegal research and brutal interrogation centres take Back when New Kowloon was constructed one of the primary
their place among the tattoo parlours, brothels and crack houses sources of high-yield portable energy were supercarbon-lithium

144
New Kowloon
LOCATIONS

power cells. The liquid medium that stored the electrical power 2 penalty on all rolls requiring concentration due to their distracting
was dangerously volatile in conducting power and had to be bites and victims must make an Endurance check on a D10 or
heavily insulated as even touching it could result in a lethal electric contract sludge lung, losing 1 Endurance every day for D10 days
shock. Many buildings still have terminals for supercarbon-lithium that is not recovered until it is cured. Toughskin makes the user
cells and over time, a lot of these power cells have been damaged, immune to flechette fly bites.
spilling their contents into the streets where they pool in viscous
puddles that look dangerously similar to rainwater. Anyone Sludge lung is a disease and cannot be cured with a toxin purge,
entering an area with power cell runoff must make a 'Perception + the normal treatment is a 4 day course of antibiotics (cost 600¢),
Observation' roll to notice the bluish-grey sheen and oily viscosity at the end of which the disease is cured and the Endurance points
that indicates that the pools aren't water. If they fail, or choose to are recovered at a rate of 2 per day.
ignore the pools as harmless, then they run a 50% chance of
stepping in a pool that still contains residual charge and taking 3D6 LOCATIONS OF NOTE
electrical damage.
The shadowed alleys and twisting streets of New Kowloon are
Blackdrop (Level 2 Contact Toxin) home to many surprises, and as a city whose economy is based
Radioactive ash from the mining operations sometimes congeals primarily on crime, many of them are dark, fickle surprises waiting
in the gutters of New Kowloon, mixing with rainwater and clogging to destroy the unwary. Among the more colourful places in New
the runoff drains so that it drips into the streets below on wet days. Kowloon are:
This inky black runoff, called blackdrop, is highly acidic as well as
radioactive and causes inflammation, boils, lesions and painful PASTOR SOON'S CHAPEL
ulcers on contact with skin, and over time can cause dermal
cancer. Of course I will heal you child, your eyes are kind and your soul
deeply generous. I sense a goodness in you that calls for my
Locals wear heavy raincoats or carry acid-treated umbrellas to gifts.
avoid contact with blackdrop but nonetheless blackdrop-induced
cancer is one of the biggest killers in the city, especially among -Said by Pastor Soon to Sun ‘The Bomber’ Lee, Mountain Lord
street children and the homeless. Anyone coming into contact with of the Kowloon Furious Dragon Triad currently the most wanted
blackdrop will develop sores and lesions on the affected skin over terrorist in Eastern Asia.
the course of an hour or so unless the stuff is quickly washed off
with soap and hot water.
This tiny inner-city chapel is identifiable only by the yin-yang
Blackdrop scald results in a -1 penalty on strenuous physical symbol above the entrance and the small signboards bearing
actions and subtracts 5 from the sufferers movement speed due to handwritten descriptions of the day's service. Only a few people
the pain. ICE or Toughskin users can ignore the short-term effects, ever attend, and the spotlessly clean chapel is empty most days,
though they may still develop dermal cancers. but the signs get written anyway. Pastor Soon, an ordained
member of the Order of the True Faith, has been a fixture in New
Treatment takes the form of physical surgery coupled with a Kowloon for as long as anybody can remember, it's as though he's
course of anti-oncogen tablets. The healing process takes about 2 always been there.
weeks and costs around 1000¢.
Normally an elderly and slightly senile priest would have about the
Falling Masonry same life expectancy in New Kowloon as a gnat in a flamethrower
Much of New Kowloon is crumbling and poorly constructed, the nozzle but the locals are highly protective of the old man,
original Ai-Jinn buildings having been altered and added to by especially given the service he provides. Pastor Soon is a biokine,
unskilled builders for many years. In the cramped streets where able to heal almost any physical ailment with the power of his
there is little room to move this can make falling roof tiles and bits telepathic abilities.
of acid-eaten rubble a major risk.
His power has waned with age and coupled with the slow loss of
Anyone using a kinetic or explosive weapon that does more than his faculties, he can no longer perform more than a few "miracle
three dice of damage in an area where there is falling masonry healings" a week. The very fact that he performs them for free to
triggers a rubble-fall on all doubles when making their attack roll. whoever asks, when he is able to, has endeared him greatly to
Everyone in the area must roll 'Reflexes + Observation' or take many people, a lot of whom owe their lives to his uncanny skills.
4D6 damage; wearing a helmet confers a +2 bonus on your dodge
roll. The last time someone made the mistake of robbing Pastor Soon
they ended up hanging upside-down from a scaffold by their
Flechette Flies testicles at the behest of a local mob-boss who Soon had saved
Vicious mutant mosquitoes that gather around pools of stagnant from a case of terminal skin cancer. Though he asks for nothing in
water are a constant annoyance during the summer months, return for his services, people still leave donations of food or
temporarily replacing the impersonal danger of the blackdrop with money whenever they can, often under the pretext of attending
deliberate hunting stings. Flechette flies would only be an irritation one of his services and leaving their donation in the collection
if they didn't carry dangerous sicknesses, the most common form plate.
of contagion their bites transmit is a virus called 'sludge lung' that
causes breathing difficulties and possible death from mucous Biokines (telepaths who can heal others with biokinesis), are
drowning. Entering an area containing flechette flies results in a - extraordinarily rare and only normally produced by the Order. The

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LOCATIONS

Ai-Jinn has given up on trying to interrogate Pastor Soon for the shipped out every day on the buses that take the workers to the
secret of the technique as he no longer remembers how he came mining operations; from there it is distributed wherever the Ai-Jinn
to develop the ability and simply attributes it to faith healing. want it in UIG-approved ore shipments.

Mission Hooks Mission Hooks


1. A powerful gang has taken over the area where Pastor Soon's 1. Parties unknown are destroying Ox labs but leaving the product
chapel is located and are monopolising access to his gifts. to burn.
2. The Order has got wind of Pastor Soon's presence in New 2. The UIG are conducting a major Ox crackdown, even going so
Kowloon after uncovering a clerical error that meant he was far as to enter New Kowloon.
supposed to be reassigned to another parish decades ago. Now 3. A bus heading for the mines has been attacked by outlaws and
they want him to move. the passengers killed. But more importantly, they stole the Ox
3. People being healed by Pastor Soon are gaining telepathic shipment!
abilities.
THE HIVE
At the centre of New Kowloon are the original Ai-Jinn-made
KAC-SHIM MANUFACTORY #3 habitation towers that the rest of the city rose up around. Once
shining white macro-fab tenement complexes, the gradual collapse
Do you want ammo with that? and unskilled rebuilding has, over time, shaped it into a fused mass
of pitted and rust-stained concrete and iron sheeting colloquially
-Repeated thousands of times daily at Kac-Shim retail desks referred to as 'The Hive'.
worldwide.
Most of the city's population live here, often with five families
sharing an area designed for one. However, as the main
The largest business in New Kowloon is easily the Kac-Shim population centre, without the Hive New Kowloon would die. Only
factory. It is a grimy sweatshop that doubles as its own warehouse three elevators out of the original twenty four still work and even
and weekly produces thousands of low quality personal the stairs in some areas have been made impassable by partial
armaments for the fiscally conservative (or merely desperate) collapses. In these cases access to the other levels is achieved by
customer. Providing one is willing to brave the crushingly high means of makeshift methods such as ladders tied onto the outer
quotas, poor working conditions and complete absence of safety walls with rags and plastic cording, knotted ropes through holes in
measures then it is possible to make a liveable wage with a the ceiling and remaining sections of the fire escapes. Partial
pittance to spare. structural collapses are frighteningly common and not helped by
the fact that walls are frequently knocked through by the gangs that
The Kac-Shim factory has few permanent workers though, most rule the Hive. These efforts to expand their bases usually have little
are young people looking to join a gang who only work there regard as to which are supporting walls.
because the company gives out free guns to its workers as
bonuses. Many a successful New Kowloon gangster has started Mission Hooks
out as a gangless hood with a gratis Kac-Shim pistol. 1. A mad artist is transforming the Hive into a sculpture by
demolishing sections of it with bombs.
Mission Hooks 2. While on a mission, an Agent was trapped in a collapsing part of
1. A shipment of Kac-Shim arms have been made with accidentally the Hive, his smeaker is still sending nonverbal signals, he may still
misplaced Western Federation components. be alive and buried.
2. Dissident rebels are planning to take command of the factory to 3. A gang leader has declared himself the 'Kowloon King' and taken
build weapons to use against the Ai-Jinn. control of the entire Hive.
3. A disgruntled former employee is threatening to blow up the
whole factory unless his demands are met. THE KOWLOON MARKET
The city's informal commerce sector is a covered market set up in
OX LABS an abandoned construction hangar of the long-defunct Ai-Jinn
subsidiary 'Lu Taiyang Aeronautics' and still bears faded company
“I used to have a drug problem but since moving to New
logos on the walls. Here, the smell of hot cooking fat from the fry-
Kowloon I never run out.
carts overpowers the chemical and refuse stink of the rest of the
city and something approaching normal life goes on.
-Linden ‘Goldsocks’ Ericsson, Professional Socialite
Every day, street vendors vie with each other for the best spots to
The Ai-Jinn use New Kowloon as a major base for the production set up their tables, often breaking into fist-fights over particularly
of the instantly addictive designer drug Ox. Far from UIG scrutiny lucrative sites. The Kowloon Market is where most people in the
and inspection and hidden by SatBlankets, Ox production occurs city go to purchase groceries, usually in the form of meat products
here at unprecedented levels. of dubious provenance and stunted vegetables grown in home-
made hydroponic basements and rooftop gardens as well as
The labs, while perhaps the most illegal operation running in New processed goods from outside the city. Pretty much everything else
Kowloon, have ties to the most reputable, the mines. Both are can be found here though, from guns and ammo (usually Kac-
interconnected parts of a greater Ai-Jinn profit-scandal. The Shim or cheap Y&S knockoffs) to the services of an unlicensed
production plants run round the clock and the finished product is street doctor.

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LOCATIONS

Mission Hooks find one. Few ever attempt it though, especially in recent years
1. The division must go undercover and set up a knock-off gun stall when those who enter the warrens often don't come back and
to find out who tries to hustle them out. those who do return tell stories that the Cult of Machina have
2. An awesome street chef is working in the market, his reputation claimed the warrens for their own.
has spread and the CEO wants his famous crispy wontons! Be
careful, the Shi Yukiro might mistake it for an important item-drop What business the Cult has with New Kowloon is anyone’s guess,
and try to steal your precious fried snacks. but judging by the great aggression with which they keep outsiders
3. Outlaws have been coming out of New Kowloon bearing away, it could be that they have chosen the city as a site for one
cybernetics with Ai-Jinn registration numbers, find the source. of their subterranean fortresses; a Cathedral Machina.

THE WARRENS Mission Hooks


1. Catch 'The Kowloon Ripper', a serial-killer Chimera who uses
New Kowloon is a city built upon the corpses of past habitations.
agility-boosting cyberware and freerunning skills to kill from
The warrens are a honeycomb of foundations, sewers, disused
practically anywhere in the city with impunity.
basements, pipelines and semi-collapsed buildings that have built
2. Find the Cathedral Machina and assassinate Typhon, a
up underneath the sprawl. They have evolved over centuries of
seditious Cult Architect who has been uniting the Cultists in the
construction and demolition into a nearly-complete underground
area.
tunnel system.
3. A group of children have become lost in the warrens and the
locals are begging the Ai-Jinn for help.
It is possible for a man with a compass and a mining drill to get to
almost anywhere they want in the city simply by following the right
tunnel and knocking through to the next chamber when they can't

The three remaining members of the Division burst out of the faces, each barely glimpsed and gone again, somehow inhuman
alley in a tight cluster and stopped dead. The pursuit had led in the confusing medley of flickering coloured lights. Nobody met
them back onto one of New Kowloon’s main thoroughfares, and her eyes. The babble of sound around her was a solid wall,
now they stood on the edge of a milling crowd of civilians, hundreds of individual voices crushed together into meaningless
hundreds of thousands of jostling bodies crammed between the noise. She bit down to open a smeaker channel to Williams and
neon-soaked walls of the entertainment district. Agent Schaefer felt a particularly hard shove in her upper ribs, hard enough to be
found herself staring into the swirling mass to try and pick out painful; she stumbled and almost fell, staggering against a press
individual faces, but it was futile; the ebb and flow of humanity of bodies, and the impact jarred her jaw, breaking the channel
ground away any hope of discerning any one person within the again.
seething mob.
Recovering, Schaefer looked about herself; she realised she’d
Schaefer looked back at Heinz, now acting leader of the Division, lost Heinz, now, and was no longer sure which direction she’d
for guidance. He stood for a long moment with his cold blue eyes been heading in. Somewhere close by she heard an edge of
fixed on the churning crowd, absently rubbing the day’s worth of sound above the crowd noise; the start of a scream, abruptly cut
grey stubble on his chin. When he spoke, his voice was high and off. It sounded like Williams. She began pushing through the
tense, just audible over the insensible babble of the horde. packed bodies towards the noise, working elbows and shoulders
in against the compressed mass of humanity, making slow
“Fei will have gone straight through the crowd into the upper progress. She bit down again, this time opening a channel to
levels. She’ll be expecting us either to spend time trying to get Heinz.
Dyson back on his feet or to comb through this lot looking for her.”
Heinz fixed his gaze on Schaefer for a moment, flicked his eyes A crackling roar of static feedback sounded through the earbud
across to Williams, back to Schaefer again. “Dyson is dead by and she dropped the connection, fighting down panic. People
now, or as good as, and we all know it. There was nothing we pressed in on every side; she felt constrained, with barely enough
could do for him. Priority now is to catch up with Fei and find out room to breathe. Her hand slipped inside her trenchcoat, seeking
what we need, then evac at the designated site. Move through the reassuring grip of her Black Cougar, but found only the
here, get out of the crowd as fast as you can, up to the higher severed ends of the holster straps. Somehow, they’d taken her
levels ASAP. It’ll be less congested there; we can run a proper gun! She took a step back, stepped on something that crunched
grid search.” Heinz flexed his stubbled jaw, and Schaefer heard and skidded wetly out from under her, almost fell again. She
the reassuring crackle of feedback in her subdermal earbud. “Try instinctively looked down.
to stick together, but we’ll stay in touch by smeaker. Remember,
these are civilians, no danger to us, so keep it cool; save it for A chance flare of yellow light from somewhere high above
Fei. See you on the other side. Go.” showed her what she’d trodden on. It was a human jaw, a couple
of the teeth now broken where she’d stepped on it. The chin was
She saw him push into the edge of the crowd, hurried to follow covered in a day’s worth of grey stubble. The other end was wet
him before the flow of thronging bodies closed again. Then they ruin; a severed smeaker wire protruded from the mess.
were in amongst it, people all around shoving, jostling, bumping. Schaefer screamed, once, but the sound was choked and
Heinz’s broad back was just in front of her, not even an arm’s swallowed up by the ceaseless noise of the mob. The crowd
length away as they edged their way through the mass of bodies. closed in around her like the incoming tide.
She stopped briefly looked back over her shoulder for Williams.
Williams wasn’t there. She saw only a shifting chaotic flurry of

148
LOCATIONS

SHOPPING IN NEW KOWLOON

As much as New Kowloon is a crumbling pit of a city, its status as sizes, though most pre-SMART weapons use one of a
a world crime centre means that it is still an excellent place to standardised format. While cartridge firearms see virtually no use
acquire illegal goods. anymore there is still a call for them by antique gun enthusiasts
and some old-city dwellers preserve the technique for making
If you aquire illegal goods here using the Underground Operations home-made bullets, something that cannot be done for SMART
training the GM should lower the price of drugs compared to other ammo without access to the kind of equipment that rarely leaves
areas. the spires. The listed prices are for Light, Tactical and Heavy
firearms respectively.
In addition, a few items are relatively exclusive to the streets of
New Kowloon, although similarly dilapidated cities such as Rio in Warren Map Cost Varies (100-2000¢)
the South American freestate may have similar items;
A few enterprising citizens of New Kowloon have taken it upon
Kokuri themselves to engage in amateur cartography of the tunnels
beneath the city. Most maps of the warrens available are
Kokuri Potency 6 Class B 15¢ per Dose photographed copies of hand-drawn and hand-annotated
notebooks, often haphazardly arranged and lacking any
A low-grade recreational drug produced from treated chemical organisation or key that can be understood by anyone but it's
runoff and mutant plant life from the city suburbs. Physically it maker.
resembles an extruded brown-black lump, usually sold in 20-dose
slabs in packets made from heat-sealed cuts of plastic produce The common purveyors of these maps are homeless street
sacks. Kokuri is hard but melts with the application of human body children, who have built something of a strange subculture around
heat, becoming a thin, inky substance that is rubbed under the tests of courage in the warrens. An old map or one which only
eyelid. Effects include a general feeling of contentment and covers a small section of the warrens might sell for only 100¢, a
extreme hunger, even to the point of attempting to consume non- nearly-complete map, relatively up-to-date and accurate, detailing
edible substances such as polystyrene, packing foam and - on at dangers such as hanging power cables, gas pockets and Cult
least one occasion - pillows. Long term users often develop tar- enclaves can command a price of up to 2,000¢.
black sclera but there are very few long term users.
Resonance Material 5000¢/Kg
Zip Gun (Light Firearm)
Most material that acquires telepathic resonance does so during
D6 10¢ Medium Rate 1 EMP Immune times of focused, heightened emotion such as a statue that had
been the focal point in a place of worship or the knife used by a
For those too poor to even afford a Kac-Shim there's always the man to murder his wife. In New Kowloon, however, the sheer
good-old Saturday night special. Zip guns are handmade, one- oppressive gloom of the place occasionally infuses an item with
shot pistols made from loose sections of pipe and castoff junk. A potent telepathic resonance just from passive exposure over time.
zip gun can generally only fire once before it is rendered useless,
though a few can be reloaded it still takes a full two rounds to Strangely, almost all of these items are things that were once part
prime a new bullet. of the city architecture itself, though why this is the case has yet to
be explained convincingly. Telepaths who read the resonance of
Acquiring ammo will be difficult as zip guns universally use such items are often reduced to wracking sobs at the sheer weight
obsolete cartridge-ammo technology only stocked by specialists. of depression and human misery contained in something so
As pathetic a weapon as a zip gun is by the standards of an Agent mundane as a lump of masonry or a steel rebar, rendering them at
it's still usually enough to scare the average citizen into -2 to all Action Totals for 1D10 minutes. Mostly these items are just
compliance. Zip guns are always Condition 1-2 and cannot have unusual souvenirs that occasionally get picked up by sensitive
their condition level increased in any fashion. locals and sold on to passing telepaths who might find such things
interesting.
Cartridge Ammo 5/10/15¢ each
The Order of the True Faith, on the other hand, are able to forge
Used in old-fashioned kinetic weapons not configured to use such material into potent resonance weapons and it is rumoured
SMART ammo. Cartridge ammo takes the form of sealed brass that the Comoros Corporation too, has mastered the rudiments of
tubes containing the propellant and ignition mechanism with the this technique, using it to create telepathic focuses to amplify their
projectile at one end and a pin-strike igniter at the other. In the already formidable abilities. Both factions are highly covetous of
case of shotguns these may be plastic or cardboard instead. any resonance material, often viewing it as their property by right
of their superior psionic knowledge.
Unlike SMART ammunition, they must be purchased in specific

149
LOCATIONS

THE FUBARR
Originally set up in Old Detroit, Michigan, the first FuBarr was the POLICIES
brain child of Karen Quaid, a Federation Agent who was treading
There are a few unspoken rules in the FuBarr, but everyone learns
a fine line with her penchant for hard liquor and good times.
them pretty quickly.
By setting up the FuBarr she sealed her own fate and was given
1. Fights are to be taken outside.
the choice of cleaning up her act or leaving the Federation. Being
2. All damages are to be paid for by the instigators
the way she was and spurred on by the success of her new
3. Vendettas are put on hold in the bar.
venture, Quaid set about with her new life.
4. No drinks on the pool table.
5. The UIG are fair game.
The thinking behind the FuBarr was to provide a place for Agents
to meet up and relax away from the confines of the Spire. To this
end it was very successful but with her banishment from the STAFF
Corporation, custom dried up as the punters were instructed not to The FuBarrs are normally staffed by ex-Agents of considerable
frequent it. ability. The company is overseen by the Ai-Jinn and as such the
employees tend to be vetted by them. However, this does not
Never ones to miss an opportunity, an Ai-Jinn division known mean that the bars are run exclusively by Ai-Jinn staff. The
simply as ‘The Laundry’ approached Quaid and suggested they majority are ex-E.I., Ai-Jinn and Federation Agents although a
take over the running of the bar in Detroit and she move to Old number of Comoros and Shi Yukiro proprietors are currently
Hong Kong where the customers would be far less discriminating. active.

Although initially sceptical Quaid agreed and the move turned out UIG
to be a great decision as since then another 62 FuBarrs have The UIG almost never enter the FuBarr and if they do it tends to
opened up across the world. They are all recognisable by the be Marshall squads, Malenbrach or Rangers. There is a general
American influence – rich wooden-style interiors, leaded lights, hatred of the law and its one of the few occasions you will get to
neon beer signs, pool tables and juke boxes. The clientele are see 30+ miscellaneous Agents from various corporations bring
predominantly Agents although citizens are not excluded. their combined might to bear on a single enemy.
As regards safety the Fubarr is extremely unpredictable. The bar
can go for weeks without incident but when a fight does break out THE FUBARR IN YOUR GAME.
the casualties are enormous. One of the reasons for these heated You can pop a FuBarr in to any Old City. They tend to be fairly
scuffles is that the FuBarr is open to all Agents, not just those of quiet places in general where Agents can hang out and maybe find
the local corporation. You’ll find a division of Samurai ad Technica out some non-sensitive information. It can make for a good
seated next to an Ai-Jinn Tiger Patrol or an E.I. Nuke listening meeting point or you could even have Agents which would
intently to a Federation Agent talking about refinements in normally be rivals, realising they are following the same goals and
ammunition technology. Even Comoros Agents frequent the working together.
FuBarr, the temporary cease-fire a hint at what the future may
hold.

150
LOCATIONS

TAU HADES GAMMA


SAMPLE MINING COLONY

Mining makes up a large part of the Ai-Jinn’s activities although despite the low gravity and they tend not to need exercise as their
unfortunately the Earth’s bounties have waned considerably over exertions in the mines keeps their muscles healthy. The need to
the past few hundred years. This is a bonus for the Ai-Jinn, wear magnetic boots all the time can also make day to day tasks
however; anyone can mine the Earth, only they can mine in space. tedious.

The Ai-Jinn still have a few Terran extraction facilities but most of It’s not surprising that most people who sign up to work on THG
their operations are located in space; several in the Sol system don’t do it again. Although the pay is a massive incentive; around
with a few further afield. 60,000¢ for 6 months work (+ six months total travel time). The
conditions and mind-breaking effects of living in the colony are too
Massive mining crafts such as The Rat & Dragon spend years at a much for most people. It’s not enough money to set you up for life
time on round trips dropping off miners and machinery and picking and it doesn’t have the atmosphere and diversity of Dreddoth. On
them up for the return journey to Earth. Those who work deep in the plus side however, the Ai-Jinn will take anyone and not disclose
asteroid, moon and planetary mines generally only do so to either their passenger manifest to the UIG. This is the main contributor to
avoid the authorities or for the substantial pay cheques they the fact that many of THG’s workers are criminals or desperados
receive. looking for a little time out.

Even using the FarDrive it is a time consuming business travelling PLOT IDEAS
around the galaxy and those who enlist on mining trips generally
1. An aggressive alien species has been unearthed in the mines.
commit to spending a few years of their life deep in space.
The activity has disturbed their hibernation and they are ready to
feed.
TAU HADES GAMMA (THG) 2. The Ai-Jinn believe one of the miners is a spy for a rival
corporation. Determine who it is.
Setup 3. THG always has a contingent of security. Its now the Division’s
Located near Proxima Centauri, Tau Hades Gamma is an asteroid, turn to be that security. A six month shift on THG is not going to
700km in diameter that has a wealth of valuable and easily pass quickly.
accessible ores and minerals. The mining complex comprises 2 4. The Ai-Jinn have quarantined THG. As a rival Division you have
main structures, each of which is built of prefab units. been set the task of finding out why.
5. The latest shipment of ore is back from THG. The UIG have
The first facility, named the Dunai Mine, features a hard-bore mine done random samples and confiscated all the ore. Find out what’s
which was created by The Rat & Dragon. The ship used an so special about this shipment.
enormous drill mounted on the underside to drive a primary shaft
into the asteroid. Given the exponentially scaling expense of installing new
equipment or extending existing facilities in a deep-space
The second facility, named the Kao Len Mine, incorporates a large environment, the Ai-Jinn will typically only construct a single
open cast mine which is worked by finers (see the Eastern Bank). mine building on a given asteroid or planetary body. These are
The ore is collected by large cargo-crawlers and taken back to the initially built to sufficient scale to accommodate all projected
Dunai Mine where it is stored in the hoppers to await collection. industrial operations.

It takes about 6 months to fill all the hoppers, at which point a Such are the provisions of the Interstellar Mining Accord, but the
mining craft will come to empty them and relieve any miners who words hardly do justice to the dreadful, magnificent reality. The
have fulfilled their contracts. Ai-Jinn mines are vast, angular cyclopean structures, inevitably
blackened by reeking smoke and grime. If what little still remains
Life on Tau Hades Gamma of human rights legislation held any sway off Earth, the
As you might expect it’s pretty desperate. The pre-fabs which the conditions inside those gigantic, oppressive ziggurats of
facility is constructed from are anything but luxurious. The floors ceaseless industry would violate every rule in the book. An
are tread-patterned alloy, the walls wipe-clean, grey plastic and the estimated five-eighths of all off-planet miners either transfer
ceilings low with stark lighting. home within two years or are driven clinically insane in the
Miners are expected to start work at 8:30 am (THG time) and work noisome darkness within those massive, sheer walls.
through to 6:00pm. They get one hour for lunch and 1 day off per
week. Most miners skip the day off, considering the extra money First-time observers often comment that those obscene
more desirable than a day sat in the rec room, sat in plastic chairs structures look more like tombs than mines; for a significant
watching bad films. number of their inmates, they eventually serve as both.

Meals are extremely basic but nutritionally complete and alcohol -from UIG Annual Report on the IMA, 2501
and drugs are banned from the facility. The miners’ work is hard

151
ANTAGONISTS

SECTION 9
ANTAGONISTS

152
ANTAGONISTS

AI-JINN IN GUAN YU ARMOUR

AI-JINN AGENT IN GUAN YU ARMOUR


Rank 3 / Level 12

COMBAT
HP 38
Shield 60
AV 11
Defence 7 (Multiple Defence)

WEAPONS
Strike AT 15, Dam 6, Rate 2
Plasma Short Sword AT 15, Dam D6+12+XS
Shotgun AT 12, Dam 2/3D10, Rate 1
Plasma Cannon AT 13, Dam 5D10+5, Rate 1, Ignore AV
Combat Talons AT 15, Dam 11, Rate 2, Ignore 2 AV
Heavy Frags AT 11, Dam 6D6, Rate 1

STATS
Str 12, End 8, Agi 8, Ref 7, Int 6, Per 7, Pres 7

SKILLS
Assess Tech 5, Attitude 6, Close Combat 7, Computers & A.I. 3,
Cybernetics & Robotics 3, Drive 3, Heavy Firearms 6, Light
Firearms 4, Looking Good 4, Medicine 2, Observation 5, Support
Weapons 4, Street Culture 2, Tactical Firearms 5

LICENSES
A range of licenses based on the speciality of the Agent though he
will have most of the licenses needed for the equipment he carries.
Agents more advantages than problems. Most suits are black but
TRAININGS some are decaled with Ai-Jinn insignias, personalised logos,
Clanger, Guan Yu Use, Mastered Weapon - Short Sword, There is camouflage or symbolic icons. The user generally stands a foot
only Ai-Jinn, Dual Weapon Fighting (Shotgun and Plasma Short taller when wearing the suit but normally shows little signs of
Sword), Multiple Defence, Shotgun Pulping hindrance despite the suit’s archaic appearance.

EQUIPMENT COMBAT
100% Selection of grenades, some heavy Guan Yu equipped Agents almost always operate in groups
100% Plasma short sword is integrated in the Guan Yu because it is not normally practical for only one Agent to wear
50% Shotgun is double barrel if you have the rules heavy armour. They will not generally employ drastically different
50% Plasma cannon is condition 6 tactics to normal, simply enjoying the many advantages the suit
100% Varied cybernetics offers.

ALTERNATIVES
GUAN YU UPGRADES There are dozens of potential Guan Yu setups. The one listed here
Hard Ion Field, Combat Talons, Integrated Weaponry, Optical would be considered non-specialist. The most common are as
Package, Environmental Baffles. follows.
Scout - Light, fast with good optics and long range weapons.
DESCRIPTION Assault - Moderately strong with tactical firearms and close
The Guan Yu equipped Agent is more conspicuous than a normal combat weapons.
operative but far more resilient. The nature of Ai-Jinn training Heavy - Heavy weapons, extra armour and good shielding.
means that these suits are far from impedeing and grant the Close Combat - Dual close combat weapons, often combat talons
and integrated plasma weapons.

153
ANTAGONISTS

AI-JINN SLAVE BIO - YILEPSID

YILEPSID - AI-JINN SLAVE-CLASS COLONISER BIO DESCRIPTION


Rank 0 / Level 5 One of the first successful BIO templates that the Ai-Jinn
Value 85,000¢ attempted to create on Ornus, the Yilepsid species are 7-foot tall
humanoids with thick, shaggy white fur covering most of their
COMBAT bodies, small eyes protected by skin folds and large, expressive
mouths filled with thin, needle-sharp tearing teeth. While seeming
HP 38
fairly dense by human standards, Yilepsids are merely uneducated
Shield 0
and are in fact one of the most intelligent BIO species created to
AV 0
date, and the only BIO species on Ornus made capable of
Defence 6
manifesting telepathic abilities. Indeed, it was one of their number
who first realised the Ai-Jinn's deception and started the
WEAPONS Maranathan Rebellion which may soon threaten the Ai-Jinn's
Stone Axe* AT11, D8+11, Rate 2 control over Ornus. It is for this reason that very few Yilepsids are
Power Strike AT11, D4+11, Rate 1 ever allowed permanently in the Ai-Jinn's Ornus bases, instead
Bite** AT11, 11 Mashing, Rate 1 being either released back or culled. Most Yilepsids live in small
Bow AT 11, D6, Range Medium, Rate 1 tribal bands that roam the wastes of Ornus following the migratory
patterns of the Grann, low-metabolism pack herbivores able to
subsist on Ornus' few hardy lichens and mosses.
*Breaks if maximum damage is rolled.
** May be made in addition to unarmed attacks at a -4 penalty. COMBAT
Yilepsids are not aggressive by nature - the Ai-Jinn made them to
STATS be docile and pliable workers, not combat machines like most
Str 11, End 12, Agi 5, Ref 5, Int 5, Per 6, Pres 4 BIO's - but if threatened they will lash out with stone tools or, if
unarmed, their own fangs and fists. Yilepsid bites are particularly
SKILLS vicious, their mouths and throats having been designed for rapidly
Arts & Culture 4 (Tribal Crafts), Athletics 5, Close Combat 6, stripping and gorging large chunks of flesh from their meals.
Medicine 2, Observation 5, Psychology 3, Stealth 4/8 in frozen However, most Yilepsids will not fight humans due to their belief
tundra, Tactical Firearms (Bows Only) 5 that humans are spirits or gods and will instead avoid them or try
to offer chiminage in the form of hand-crafted art objects and dried
meat. Some Yilepsids may wear tanned leather armour, giving
LICENSES them a +1 bonus to their AV which does not apply against powered
None, though Yilepsids are sentient and possessed of roughly melee weapons and firearms, though it will still protect from
human intelligence, all BIOs are officially property of their licensed punches, crossbows and thrown weapons.
creator and as such may not possess UIG citizen status or hold
licenses.
ALTERNATIVES
Maranathan Rebel
TRAININGS This Yilepsid is a member of the Maranathan Rebellion, they don't
Domestic Trade (Tool Making, Tanning, Cooking, Hunting, know what humans are but they know that they aren't gods and
Shaman), Unarmed Combat Specialist, Survivial they are not going to put up with exploitation anymore. A
Maranathan Rebel will likely have 1 to 2 ranks in Assess Tech and
EQUIPMENT higher ranks in one or more firearm skills, they may even possess
100% A pouch of dried Graan meat, 10% chance it is low levels of Drive or Pilot. In addition they have a 60% chance to
flavoured with herbs. be carrying a condition 7 firearm from the following list: Kinetic
100% Stone tool, usually an axe. SMG, Laser Rifle, Snipers Rifle, Machine Pistol, Machine Gun.
100% Hunting bow made from laminated bone and
twisted Grann tendons. Shaman
70% Tanned leather armour (+1 AV versus primitive attacks). A Yilepsid Shaman has visited the spirit world, carried away in a
10% Piece of tribal art worth D4x100¢ great basket atop the back of one of the flying stone beasts of the
humans, and returned with great magical gifts bestowed upon him
by the human spirit-people after enduring the ordeals of faith. A
SPECIAL ABILITIES
shaman has the Telepath training and 3 telepathic skills rated at
Cold Resistance - Yilepsids are particularly well adapted to the D10 each, usually Prescience, Biokinesis and Telekinesis.
cold and gain +4 to their Endurance for purposes of calculating
their resistance to the effects of cold weather.

154
ANTAGONISTS

AI-JINN SLAVE BIO - ANGROL

ANGROL - AI-JINN SLAVE-CLASS COLONISER BIO their powerful frames and brachiating abilities would serve the
Corporation well carrying heavy loads up gantries and scaffolds
Rank 0 / Level 8
where machines and droids were too clumsy to be trusted.
Value 110,000¢
Unfortunately, much of the original war programming still remains
COMBAT within the Angrol genome and they are one of the most violent and
HP 42 aggressive of the slave BIOs produced on Miller-Urey. Before
Shield 0 being put to any useful work Angrols must be broken and any
AV 1 tendencies to rebellion neurochemically castrated by Ai-Jinn
Defence 7 handlers, a brutal and tortuous procedure that leaves the poor
creatures docile, obedient and too terrified of humans to ever raise
WEAPONS a finger in their own defence.
Power Strike AT14, D4+14+3, Rate 1
Bite* AT14, 7, Rate 1 COMBAT
Angrols use few tools and almost never use weapons, preferring to
* May be made in addition to unarmed attacks. wrestle down their prey and beat them to death with their meaty
fists, which are dotted with keratin knobs that make their blows all
STATS the more brutal. In the wild they might wear Grann furs
Str 14, End 10, Agi 7, Ref 7, Int 4, Per 7, Pres 6 haphazardly lashed to their bodies with lengths of gut or twisted
hide but that is roughly the limit of Angrol technology, though some
may trade meat for better-made clothes and tools with other BIO
SKILLS tribes.
Attitude 5 (Intimidating), Athletics 8, Close Combat 7, Observation
6, Psychology 5, Stealth 5.
ALTERNATIVES
Maranathan Rebel
LICENSES Being one of the less intelligent and so less useful of the slave
None, though Angrols are sentient and possessed of roughly BIOs, the Angrols have suffered perhaps the worst from human
human intelligence (though only just), all BIOs are officially exploitation and readily join the Maranathans once they are shown
property of their licensed creator and as such may not possess evidence of the plight of their brothers in bondage. A Maranathan
UIG citizen status or hold licenses. Angrol has a 60% chance to be wearing scavenged combat
armour, giving them +3 AV, a 50% chance to be equipped with a
TRAININGS Condition 7 Combat Chainsaw that they have trained with enough
Restrain, Unarmed Combat Specialist, Survival to gain the Powered Melee training and a 30% chance to have a
working Self Charging Shield (20 HP, EMPS 15).
EQUIPMENT
Tamed Angrol
100% Crude hide clothing. A common sight around the Ai-Jinn's Ornus bases carrying heavy
80% Half-eaten Grann haunch. loads, performing construction and generally acting like living
30% Bits of carved bone, shiny rocks etc. forklifts. Tamed Angrols have had their wills broken through a
combination of torture and neurochemical alterations and many
SPECIAL ABILITIES bear signs of mutilation such as lash-marks, burns and rows of
Fast Climber - Angrols can climb at the same rate as their move circular scars at the base of the neck where probes were inserted
speed up vertical surfaces and even from horizontal surfaces such into the brain. If spoken to, the wary and sad-eyed creatures will
as ceilings and rock overhangs provided there are sufficient address all humans as Sir or Miss unless told otherwise and will
handholds. shy away like whipped dogs from any unannounced physical
contact. Even if attacked they will not defend themselves, instead
curling up and shielding their head as best they can.
DESCRIPTION
Barrel-chested creatures roughly 8-foot tall, somewhat more
bipedal than gorillas but still more comfortable when knuckle-
walking. Angrol faces are simian but with jutting tusks and a wider
jaw-structure, skin tones tend toward whitish-greys with the
occasional blue-black mutant. Angrols were originally intended to
be a combat BIO species but were given enhanced intelligence
and repurposed as worker BIOs on colonisation projects where

155
ANTAGONISTS

AI-JINN SLAVE BIO - TALGIN

TALGIN - AI-JINN SLAVE-CLASS COLONISER BIO components and have been equipped with long, spindly fingers
suited to fine work and an intense curiosity which gives them an
Rank 0 / Level 3
innate talent for technology.
Value 80,000¢
Talgin have long, dextrous fingers and large, luminous eyes, all
part of their adaptations to increase their technical ability. Of all the
COMBAT BIO tribes, the Talgin are both the most sophisticated and the least
HP 26 suited for Ornus' environment. They dwell primarily underground in
Shield 0 tunnel networks and emerge only when protected by multiple
AV 0 layers of heavy fur clothes, facial swathes and snow-blindness
Defence 4 protectors - simple slotted pieces of bone tied over the eyes - to
shield their delicate senses.
WEAPONS
Dart Thrower* AT13, Dam D6, Medium, Rate 1 Unlike other coloniser-BIOs who subsist mainly on Grann, the
Bite** AT12, Dam 3, Rate 1 Talgin find the large creatures difficult to take down and more
Strike AT12, Dam 2, Rate 2 trouble than it's worth to emerge from their tunnels into the harsh
cold and light. As a result they feed primarily on cave-dwelling
*May be poisoned. insects and fungi. Those Talgin who have been brought into the Ai-
**May be made in addition to unarmed attacks at -4 penalty. Jinn's Ornus bases for study have proven remarkably tractable,
serving willingly and even happily due to their genetically
programmed technophilia.
STATS
Str 5, End 6, Agi 8, Ref 9, Int 7, Per 8, Pres 5
COMBAT
Talgin are ill-suited for combat but if threatened they will fight off
SKILLS any aggressors with crude, tubular weapons made from wood or
Assess Tech 3, Athletics 6, Close Combat 4, Crime 5, Lying & bone that contain a piece of gut-string under tension held back by
Acting 4, Mechtronics 2, Medicine 3, Observation 6, Science 2, a simple lever. These simple crossbow-analogue weapons fire
Stealth 7, Support Weapons 3, Tactical Firearms 5 (dart thrower poisoned stone-headed quarrels with surprising accuracy.
only).
ALTERNATIVES
LICENSES Maranathan Rebel
None, though Talgins are sentient and possessed of roughly Talgin make up the smallest number of the Maranathans, the
human intelligence, all BIOs are officially property of their licensed rebels can show them far fewer examples of Talgin being treated
creator and as such may not possess UIG citizen status or hold cruelly by the Ai-Jinn than they can for the Angrols. Indeed, most
licenses. Talgin would consider the chance to explore human technology
worth any degree of slavery. Some however decide to join the
TRAININGS Maranathan Rebellion out of resentment of the humans hoarding
Aptitude, Jury-Rigging (simple mechanisms only), Survivial their technological treasures. Maranathan Talgin increase their
Assess Tech, Mechtronics, Medicine and Science scores by 1-2
points and may even possess knowledge of Computers & A.I. or
EQUIPMENT
Cybernetics & Robotics. They will typically be equipped in a
100% Hide clothing, lined with fur. support role, carrying explosives and intrusion devices.
100% Condition 6 Crossbow and quiver of 10 bolts.
80% Stone knife. Collaborator
70% Cave insect rations. This Talgin has joined the Maranathans but has no true loyalty to
40% Primitive climbing equipment. their fools' cause. When the humans come to punish them for their
10% Condition 3-5 tech item dropped by Ai-Jinn personnel, impiety he plans to aid them, perhaps even convincing them to
e.g. Plasma cutting torch, night-vision goggles, music take him to the spirit world with them. He already has the rebels’
player. supplies rigged to explode. He will feign typical Maranathan
resentment of all humans but if there is an opportunity to aid them
DESCRIPTION he will take it, begging, fawning over and sometimes downright
Small, 3-foot tall, humanoids made from the rodent genotype, worshipping them all the while.
Talgin most closely resemble hairless molerats out of all Earth’s
fauna. They were created by the Ai-Jinn to work in cramped
service-ducts, repairing machinery and replacing broken

156
ANTAGONISTS

SCOUT CLASS CYBERLIN


SCOUT CLASS CYBERLIN - THE EYE OF HORUS NON-WEAPON SYSTEMS
Value - 10 Million credits Sensory Array
Scout Array
COMBAT Augmented Vision Suite
Flare Launcher
Hard Ion Shield
Hit Points
Loco 50
Hull 500 DESCRIPTION
R. Hardpoint 0 An extremely light cyberlin used for scouting with minimal defence
L. Hardpoint 0 capabilities. The scout is commonly deployed on the border lands
between rival corporations or in desolate areas where sensitive
Shield 700HP assets are present such as labs or silos.
AV 15
Defence 6 The scout tends to be weak in combat and so will normally flee
EMPS Immune rather than fight. Its advanced sensory array allows it to pick up
Activations 5 threats from a great distance giving it adequate time to retreat or,
if necesary, open up with its ranged weapons.

WEAPONS If forced to flee it will often pepper the retreat path with mines to
2 Plasma Cannons AT 19, 5D10+5 Dam, Rate 1, Ignores AV cripple its pursuers.
Minelayer AT 19, 30D10 Dam per mine, Rate 3

Note: Picuture is an example of the class and does not represent the exact Cyberlin detailed.
Sniper Rifle AT 19, 2D6+1 Dam, Rate 2 (The image shown here has no weapons fitted).

STATS
Strength 50
Endurance 50
Agility 10
Reflexes 8
Perception 11
Intelligence 7
Presence 6
Cyberlin A.I. 5

SKILLS
Assess Tech 6, Attitude 7, Close Combat 6,
Computers & A.I. 7. Cybernetics & Robotics 6,
Looking Good 5, Mechtronics 6, Observation
12, Pilot 8, Stealth 8, Support Weapons 8

BUILD
Locomotion Bipedal Inverse (80mph)
Hull SCC Rogue H5
R. Hardpoint Weapon Mounting
L. Hardpoint Weapon Mounting
Processor Datanetica FG90 (8 Systems)

WEAPON SYSTEMS
Right Hardpoint
2 x Plasma Cannon
1 x Snipers Rifle

Left Hardpoint
Mine Layer (Carries 30 Mines)

157
ANTAGONISTS

RANGER CLASS CYBERLIN


RANGER CLASS CYBERLIN - THE LAST MOUNTAIN
Value - 15 Million credits

COMBAT
Hit Points
Loco 100
Hull 700
R. Hardpoint 50
L. Hardpoint 50

Shield 1000HP
AV 20
Defence 7
EMPS Immune
Activations 6

WEAPONS
2 x Assault Cannon AT 19, Dam 4D10, Rate 1, Special
Ordnance Laser AT 19, Dam 15D8+15, Rate 1
Ordnance Plasma AT 19, Dam 15D10+15, Rate 1
Note: Picuture is an example of the class and does not represent the exact Cyberlin detailed.

2 x Manipulators AT 15, Dam 50, Rate 1

STATS
Strength 75
Endurance 75
Agility 5
Reflexes 8
Perception 10
Intelligence 8
Presence 7
Cyberlin A.I. 7

SKILLS
Assess Tech 6, Attitude 7, Close Combat 7, Computers & A.I. 6.
Cybernetics & Robotics 5, Looking Good 7, Mechtronics 5,
NON-WEAPON SYSTEMS
Observation 8, Pilot 9, Support Weapons 9
Sensory Array
Scout Array
BUILD Augmented Vision Suite
Locomotion Tracks (70 mph) Hard Ion Shield
Hull SCC Arbiter Jump Unit
R. Hardpoint Manipulator Lock on Disruptor
L. Hardpoint Manipulator Shield Regenerator
Processor Illian Ghost V2.2 (10 Systems)
DESCRIPTION
WEAPON SYSTEMS The ranger class was designed to patrol large areas of ground
Right Hardpoint around sensitive assets and deter intruders. Their jump packs
1 Tsunami Assault Cannon make them quick to respond and their paired assault cannons
1 Tempest Ordnance Laser make them extremely effective at neutralising groups of infantry.

Left Hardpoint Although ranger class cyberlins are primarily a deterrent, they can
1 Tsunami Assault Cannon make formidable opponents if the need arises.
1 Hurricane Ordnance Plasma

158
ANTAGONISTS

BATTLE CLASS CYBERLIN


BATTLE CLASS CYBERLIN - THE FURY OF MENCATH
Value - 25 Million credits

COMBAT
Hit Points
Loco 300
Hull 1100
R. Hardpoint 100
L. Hardpoint 100

Shield 1500HP
AV 25
Defence 10
EMPS Immune
Activations 8

WEAPONS
Assault Cannon AT 20, Dam 4D10, Rate 1, Special
CAC Cannon AT 20, Dam 40D10+100, Rate 1
Rail Cannon AT 20, Dam 15D10+30, Rate 1, Ignores 25 AV

Note: Picuture is an example of the class and does not represent the exact Cyberlin detailed.
Mine Layer AT 20, Dam 30D10 Dam per mine, Rate 3
Manipulators AT 19, Dam 100, Rate 1

STATS
Strength 100
Endurance 100
Agility 5
Reflexes 9
Perception 10 NON-WEAPONS SYSTEMS
Intelligence 9 Sensory Array
Presence 9 Scout Array
Cyberlin A.I. 10 Augmented Vision Suite
Lock on Disruptor
SKILLS Shield Regenerator
Assess Tech 6, Attitude 10, Close Combat 10, Computers & A.I. 6. Auto-Repair Systems (Elite)
Cybernetics & Robotics 7, Looking Good 9, Mechtronics 6, 1 x Armour Plating on Hull
Observation 9, Pilot 10, Support Weapons 10 Gravity Rams
Hard Ion Shield
Electronic Counter Measures
BUILD
Locomotion Quadrupedal (28mph)
DESCRIPTION
Hull SCC Dominator C10
R. Hardpoint Convergent Artillery Cannon The Battle Class represents the most agressive level of cyberlin
L. Hardpoint Manipulator construction. They are typically used to guard a corporation’s most
Processor Takata R50 DX (11 Systems) important assets or for full on conflicts. At the present time inter-
corporation cyberlin battles are very rare but they are not
uncommon in the freestates.
WEAPON SYSTEMS The Battle Class will normally open up with its assault cannon to
Right Hardpoint - Convergent Artillery Cannon destroy the enemy’s shields, then send in volleys of rail cannon fire
Mine Layer and deliever heavy blows with the CA cannon. Although this model
1 Sirroco Rail Cannon would function better at range it can do terrible damage with its
Left Hardpoint - Manipulator manipulator which may well be equipped with a plasma sword as
1 Sirroco Rail Cannon on page 78.
1 Tsunami Assault Cannon

159
ANTAGONISTS

RED TALON MK V11 P-TANK


RED TALON MARK VII SUBMERIBLE P-TANK Internal Weapon Cache
1 pistol, 1 Kinetic SMG, 2 Frag Grenades, 4 Spare Clips
Value - 300,000 Credits

TURRET RETROFITS
VEHICLE STATISTICS
The turret weapon can be any of the following. The tank can
HP 250
obviously have less so could be equipped with a single tactical
AV 15
firearms for its main turret weapon. Costs are based simply on the
MPH 65
price of the weapons.
DM -1
1 Heavy Weapon
Length 4.8 Metres
2 Linked Heavy Weapons
Height 2.6 Metres
3 Linked Tactical Weapons
1 OverRisk Weapon
Tpyical Driver Stats
Weapon Action Total 15
Or a specialist weapon if desired; however, the vehicle is too small
Piloting Action Total 15
to reliably attach Ordnance Weapons
Typical Weapon Configuration
Linked Rail Guns AT 15, Dam 6D10, Rate 2, Ignore 15AV SPONSEN RETROFITS
Plasma SMG AT 15, Dam 6D6, Rate 1, Ignore AV The P-Tank has two side sponsons. Each can accomodate the
Laser SMG AT 15, Dam 6D8, Rate 1, Ignore Shields following; Costs are based simply on the price of the weapons.

1 Tactical Weapon
DESCRIPTION 2 Linked Tactical Weapons
The P-Tank is a lightweight, highly customisable tank which can 1 Heavy Weapon
can be easily retrofitted with a variety of weapons to enable it to 2 Linked Light Weapons
function in a range of environments.
The P-Tank has two key attributes which differenciate it from other DRIVE RETROFITS
vehicles in its class.
The standard caterpilla drive can be replaced with one of the
following.
Self Destruct
The internal reactor can be set to overload. This causes the tank
Wheels - Increase speed to 110mph and DM to 0; cannot tackle
to explode creating a massive zone of destruction. The pilot is
very rough terrain. (No cost involved in this)
almost always killed. For this reason piloting the P-tank carries
with it great risk and although some see death in the line of battle
Hover Drive - Decrease speed to 55mph and increase DM to +1.
to be an honourable end, many secretly dread being assigned to
This upgrade costs 100,000 credits. The vehicle can travel up to 1
a P-tank battalion. This threat is often held over Ai-Jinn employees,
metre off the ground allowing it to travel over very rough terrain.
another sucessful loyalty enforcer.
Gravity Rams - 30,000 - The P-Tank can be dropped from aircraft
Pressurised
and land without being damaged.
The P-tank is a sealed pressurised unit capable of existing for 7
days without a source of air. Up to 10 scrubber units can be
attached to the basic tank, each one adding another week’s worth HULL RETROFITS
of clean air for the pilot. (The ‘p’ in P-tank stands for pressurised.) The hull can be modified in the following ways.
This system allows P-tanks to be used in space, often as fixed
weapon platforms attached to asteroids or planetoids. Heavy Armour - 10,000¢ - Decrease speed to 45 MPH, +8AV, -1 DM.

RETROFIT OPTIONS Light Armour - Free - Increase speed to 85 MPH, -6AV. +1 DM


The P-tank has several retrofit options so that it can operate in a
Camouflage - Free - A custom camouflage gives the tank +4 to
variety of environments and in a range of capacities.
stealth based checks.

UNIVERSAL RETROFITS - All P-Tanks features the following. Stealth Field - 50,000¢ - The tank becomes almost invisible and
silent granting observers a -8 to detect it.
Self Destruct
D10x100 Damage in a 100 metre blast radius.

160
ANTAGONISTS

Vacuum Seals - 5,000¢ - The tank is upgraded with airlock seals


The P-tank, most common models shown here, neatly
to allow pilots to get in and out in space envionments.
embodies several different aspects of Ai-Jinn design
INTERNAL RETROFITS philosophy. They’re extremely ugly, they’re very functional, they
can be deployed pretty much anywhere. Most importantly – and
A.I. Pilot - 100,000¢ - A rare upgrade as the Ai-Jinn enjoy the fear y’all need to get this through your heads, ladies and gentlemen
piloted tanks instill. The driver’s stats remain unchanged for – the Clangers can churn out seven of these things in the time
system purposes. that it takes us to produce a single Stormscythe-class MBT. I
cannot sufficiently stress the point that if we ever get suckered
Passenger Compartment - Free - The inside of the tank is
modified to allow another passenger. As a result both crew are into a war of attrition with the Ai-Jinn, we are going to lose.
very crowded and there is very little room for personal equipment.
But there’s a philosophical difference at work here too. The Ai-
SatBlanket - One tank in the swarm is fitted with a heavy Jinn will blow these damn things up at the drop of a hat; for
SatBlanket to help disguse the swarm’s activities.
additional collateral damage, to cover their tracks, and
sometimes just because it works out cheaper than an airlift.
Hence their unofficial name of zi sha shui tong – ‘suicide
bucket’.

So P-tank pilots are usually fanatics... but they’re very seldom


veterans. By contrast, every Federation tank crewer is expected
to leave this place with sufficient skill to account for at least
those seven P-tanks before losing his or her own vehicle. Just
don’t ever drive too close to the sons of bitches.

-from Lectures at New West Point


attr: Col. Jack Danes, Western Federation

JN’09

P-Tank 1/10, Primary Command Unit from Swarm 10. The solve surviving unit which fought in the Corporate Wars

161
APPENDIX

APPENDIX 1 - SAMPLE NAMES

SURNAMES FEMALE CHRISTIAN NAMES MALE CHRISTIAN NAMES


Lee
Cai An Chen
Li
Cao Bo-Bae Cheng
Liang
Chan Cho Chi
Lim
Chang Dae Cong
Lin
Chao Ha-Neul Dewei
Liu
Chen Hea Fai
Lu
Ch'en Jin Guang
Luo
Cheng Joo-Eun Ho
Ma
Cheu Kyon Jun
Ong
Cheung Min Kong
Ooi
Chew Moon Kuan-Yin
Pan
Chien Shin Lee
Peng
Chin Soo Lei
Qian
Chiu Sun Li
Shen
Chong Yon Lian
Siu
Chow Cho Liang
Song
Chu Hea Lok
Soong
Cui Hei Long
Sun
Deng Chan Juan On
Tan
Du Chang Park
Tang
Fang Cong Shaiming
Teo
Feng Da-Xia Shen
Wang
Fong Fang Sheng
Wong
Gan Fang Yin Shing
Woo
Gao Fen Sying
Wu
Goh Feng Ye
Xiao
Guan Huan Yue Bae
Xie
Guo Hui Ying Chin
Xu
Han Jia Li Gi
Yang
He Jiang Li Ha-Neul
Ye
Ho Jiao Ho
Young
Hsia Jin Jin
Yuan
Hsiao Jing Joo-Chan
Zhang
Hsieh Juan Jung
Zhao
Hsu Jun Kwan
Zheng
Hu Lee Seung
Zhou
Hua Lei Sun
Zhu
Huang Li Yong
Hui Li Hua Chin
Jian Li Mei Chul
Jin Li Ming Hyun-Ki
Kam Li Na Hyun-Shik
Kan Li Qin Soo
Kao Li Rong Yul
Kim Li Wei
King Lian
Koh Lien
Kuan Lin
Kuang Lin Yao
Kwan Ling
Kwang Lixue
Lam Mei
Mulan
Lau Park

162
APPENDIX

APPENDIX 2
GANG NAME GENERATOR
This generator is just for fun. Some combinations may not work 14. Luminous
but it should no doubt provide some entertainment. 15. Dark
16. Scarlet
17. Crimson
ELEMENTS - D6 18. Cereulean
19. Golden
1. Roll Adjective + Descriptor 20. Silver
2. Roll Colour + Descriptor
3. Roll Adjective + Descriptor + Terminator DESCRIPTOR (PLURALISE IF WITHOUT
4. Roll Colour + Descriptor + Terminator
5. Roll Adjective + Colour + Descriptor + Terminator TERMINATOR) - 2D10
6. Reroll
1. Sword
If no terminator, the descriptor becomes pluralised. 2. Assassin
3. Bandit
4. Cat
ADJECTIVES - D20 5. Devil
6. Dragon
7. Flame
1. Dancing
8. Immortal (warning: again, sounds like a challenge)
2. Furious
9. Jester
3. Great
10. Knife
4. Invincible (warning: may be taken as a challenge)
11. Legend
5. Killer
12. Lotus
6. Laughing
13. Monkey
7. Mighty
14. Ox
8. Silent
15. Pirate
9. Terrible
16. Pistol
10. Whispering
17. Scorpion
11. Glorious
18. Serpent
12. Famous
19. Titan
13. Indestructible
20. Warrior
14. Notorious
15. Rampaging
16. Unstoppable TERMINATOR - 1D20
17. Murderous
18. Inhuman 1. Agency
19. Ravaging 2. Association
20. Drunken 3. Brigade
4. Gang
COLOUR - D20 5. Group
6. Hong
7. Initiative
1. Black
8. Organisation
2. Blue
9. Society
3. Green
10. Triad / Yakuza / Tong
4. Indigo
11. Clan
5. Orange
12. Band
6. Purple
13. Crew
7. Red
14. Cartel
8. Saffron
15. Posse
9. White
16. Pack
10. Yellow
17. Syndicate
11. Pink
18. Tribe
12. Bronze
19. Cabal
13. Midnight
20. Family

163
APPENDIX

APPENDIX 3 - PULPING
Reprinted from Machines of War for your convenience.

MAIN BODY PART DESTRUCTION TABLE


Target Pen Dam Description
Hand -6 8 Anything requiring the use of two hands is impossible. Rolls such as climbing which partially use
the hand are made at -4. Agents are ambidextrous.

Foot -6 10 Reflexes and Agility are reduced by 3 points with regard to movement. Running is impossible
and walking is slow.

Shin -4 14 The shin is destroyed although the foot can be recovered. Agility is reduced by 4 points. Any
locomotion other than hopping and crawling is impossible.

Thigh -4 18 The thigh is destroyed although the shin and foot can be recovered. Agility is reduced by 4 points.
Any locomotion other than hopping and crawling is impossible.

Groin -4 16 The groin area is destroyed. Agility is reduced by 2 points. Even Agents may wince at this!

Abdomen -4 24 The abdomen is destroyed. The hips and legs are separated from the upper body but can be
recovered. You can only move by using your arms. Agility is reduced to 1.

Chest -2 24 The cardio-respiratory system is destroyed. This will kill anyone without I.C.E technology instantly.
Even Those with I.C.E suffer 3 points of bleeding damage a round until healed.

Shoulder -4 14 The shoulder is destroyed and the corresponding arm falls off. Anything which requires two arms
is impossible. Rolls such as climbing, which partially use the hand are made at -5. Agents are
ambidextrous.

Upper Arm -4 14 The upper arm is destroyed. The lower arm can be recovered. Anything requiring the use of two
hands is impossible. Rolls such as climbing, which partially use the hand are made at -4. Agents
are ambidextrous.

Forearm -4 14 The forearm is destroyed, the upper arm and hand can be recovered. Anything requiring the use
of two hands is impossible. Rolls such as climbing, which partially use the hand are made at -4.
Agents are ambidextrous.

Head -4 25 YES! The head is totally destroyed, blow apart, pulped, it’s gone, instant death, no coming back
from this! Even a cerebral link won’t help!*

Target The part you are trying to pulp


Pen Penalty to target the part
Dam Damage needed to pulp the body part
Description The effect of a successful hit.

Fingers? - Fingers are too fine to be a reasonable target for destruction. If the situation warrants it the GM should be able to decide
the effects of smashing fingers and thumbs.
*Those lucky enough to have Agent Backup can of course, be brought back as normal.

164
APPENDIX

Body Part Destruction (also known as Pulping) is a result of certain


attack types or unfortunate circumstances. RANDOM PULPING

D100 Roll Dam Part Pulped


WHEN CAN I PULP?
01-05 8 Hand
Normally the weapon or attack you are using will tell you whether 06-11 10 Foot
it is considered a Pulping attack. Alternatively the GM can 12-19 14 Shin
designate that the current situation warrants the use of the Pulping 20-29 18 Thigh
Table. E.g. Getting trapped in a hydraulic metal press. 30-39 16 Groin
40-50 24 Abdomen
SYSTEM 51-70 24 Chest
If you have the opportunity to make a Pulping attack simply look up 71-77 14 Shoulder
the relevant penalty on the table opposite. The penalty relates to 78-85 14 Upper Arm
how hard it is to target the body part in question and applies to your 86-92 14 Forearm
action total. If you hit, look up the body part on the table, if you 93-00 25 Head
dealt the damage needed after AV reduction, the respective body
part is pulped.

CYBERNETICS
Cybernetics are not necessarily made of reinforced metal and as a
result do not make a body part harder to pulp unless they carry an
inherent AV bonus. If this is the case then this is taken into account
with the basic Pulping system.

Location of Cybernetics
You may need to know where certain cybernetics are located to
see if they were damaged during an attack, if so consult page 72
of Machines of War. If you don’t have it you’ll need to use your
imaginaton.

EFFECTS OF PULPING
A Pulped body part is irrecoverable; it cannot be reattached with
Compound-H. Any underlying cybernetics are also destroyed. If a
component was only partially hit it may be possible to repair it. The
chewed mess left behind is considered a mashing wound and
bleeds at 1HP point per round.

DAMAGED CYBERNETICS
Sometimes cybernetics become damaged, this is not necessarily a
drop in condition. Imagine you had StealthSkin and had your arm
blown off, you would need to repair it. Below are some basic
guidelines to fixing damaged cybernetics. This rule should not be
overused and the GM should feel free to ignore it if he feels it may
damage the group’s play style.

DAMAGED CYBERNETICS

Minor Damage
Something small impeding the function of the item. Cost - 10% of new price
Cracked lens on a visual upgrade, coffee spilt in a neural jack, stealthskin compromised by the loss of a limb, wolf jaw bent

Moderate Damage
Something significant making the item fairly ineffective. Cost - 50% of the new cost
Bones snapped on an alloy skeleton, Body Space door broken off, Reaver Body Plate cracked.

Heavy Damage
The item is basically useless. At this point it’s almost worth getting a new one. Cost - 75% of the new cost
Cybernetic Arm broken in two, Alloy Skull smashed open, Videoskin burnt and ripped.

165
CYBERLIN RECORD SHEET
Name _______________________ Value ____________________ Processor __________________
Class _______________________ Pilot ____________________ Max Systems ______________

Locomotion ______________ Hull __________________ Activations per Round _______


Speed ________ Agility ______ HP ______ AV_________ Immersion Type ____________

STATS Type HP Strength


Strength (L*) _____ Hardpoint Right ______________________________________
Strength (R*) _____ Special ______________________________________
Endurance _____
Agility (Loco) _____ Type HP Strength
Reflexes (Pi) _____ Hardpoint Left ______________________________________
Perception (Pi) _____ Special ______________________________________
Intelligence (Pi) _____
Presence (Pi) _____ Notes
Cyberlin A.I. _____

L = Left, R = Right, Loco = Based on


Locomotary System, Pi = Based on Pilot’s
STAT

WEAPON SYSTEMS

Weapon AT Dam Rate HP Hardpoint Special


______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________

Damage Record
NON WEAPON SYSTEMS
Hull Locomotion
System Function
______________________________________________
______________________________________________
______________________________________________
______________________________________________
Right Hardpoint Left Hardpoint
______________________________________________
______________________________________________
______________________________________________
______________________________________________

Copyright Brutal Games 2009. Permission granted to copy for personal use.

166
VEHICLE RECORD SHEET

VEHICLE 1

Vehicle ______________________________________________________ Value ____________________


Owner____________________________ Pilot / Driver _______________ Colour ____________________

STATS Hit Points UPGRADES

Top Speed ______________ System Function


Driving Mod ______________ ______________________________________
Armour Value ______________ ______________________________________
Internal A.I. ______________ ______________________________________
Drive / Pilot AT ______________ ______________________________________
Condition ______________ ______________________________________
__________ ______________ ______________________________________
__________ ______________ ______________________________________
__________ ______________ ______________________________________

VEHICLE 2

Vehicle ______________________________________________________ Value ____________________


Owner____________________________ Pilot / Driver _______________ Colour ____________________

STATS Hit Points UPGRADES

Top Speed ______________ System Function


Driving Mod ______________ ______________________________________
Armour Value ______________ ______________________________________
Internal A.I. ______________ ______________________________________
Drive / Pilot AT ______________ ______________________________________
Condition ______________ ______________________________________
__________ ______________ ______________________________________
__________ ______________ ______________________________________
__________ ______________ ______________________________________

HP The vehicle’s HP (Hit Points). Indicates how much damage the vehicle can take until it cannot be used.
If it is reduced to 0HP or less the vehicle is useless and each round stands a cumulative 10% chance to
explode, i.e. 10% on the first round, 20% on the second and so on. Explosion of a vehicle deals 3D10
damage and is a Blast with a radius of vehicle HP / 10 metres, e.g. 40 HP = 4m blast.
AV Armour Value of the vehicle
SPEED Top speed of the unmodified vehicle (miles per hour).
DM Driving Modifier. You gain this to your Drive or Pilot Action Total while using this vehicle.
EMPS Civilian vehicles have EMPS 22, if affected they simply stop. Military vehicles are immune to EMP.
RAMMING D6 for every 10mph you are travelling at. Round down.
Copyright Brutal Games 2009. Permission granted to copy for personal use.
APPENDIX

INDEX
A E
Advanced Command 12 Eastern Province 108
Advance Under Fire 12 Equipment Section 46
Ai-Jinn Culture 16 Eight Immortals 98
Ai-Jinn Leaders 97
Ai-Jinn Sects 28
A.I. Protocol 69 F
Ammunition 50 Factory Map 125
Ang Fen Dynasty 44 FarDrive Discovery 8
Antagonists 152 FarDrive Crafts 116
Assets of the Ai-Jinn 114 Fargate 122
ASO Chip License 19 Firearms 47
Astronautic Cybernetics 68 Five Governors 99
Ascendancy Mega-Habitat 123 Five Provinces 100
Attitude Correction Facility 112 Formation of the Ai-Jinn 8
FuBarr
B Fuel / Paracane 93
Barika Kebe Alliance 101 G
BIO, Slave 154, 155, 156 Gang Name Generator 163
Blackdrop 146 Gambling Sector 139
Bosozoku / Lightning Tribes 130 General Equipment 58
Butcher / Knife Man Training 15 Ghost Technology 66
Grappel Hook Combat Training 12
Grappel Hook Combat Advanced 13
C Green Divisions 25
Can Qian (Pirates) 106 Grinding 136
CEO of the Ai-Jinn 95 Guan Yu Armour 52
Central Province 105 Guan Yu Armour NPC 153
Character Advancement (Section) 10 Guan Yu Use Training 13
Clanger 12 Guan Yu Upgrades 53
Cloning 135
Close Combat Weapons 50 H
Core Trainings 11
Hattamoto Yakko 29
Corruption (avoiding) 111
Hien Dynasty 40
Compulsory Unarmed Training 22
Hong Kong Spire Complex 142
Conana Advert 37
Hub Operatives 134
Crash Course Training 11
Crime in the Ai-Jinn 129
Conviction of One Training 16 I
Criminal Activities (new) 135 Iaido Training 13
Cyberlin Pilot Training 12 Iaido Hakanai Training 13
Cyberlin Appropriation License 19 Illegal Licenses 20
Cyberlins and Vehicles Section 70 Industrial Weapons 48
Cyberlin Hit Locations 74 Initiation Rites 110
Cyberlin NPCs 157, 158, 159
Cyberlin Piloting 73 J
Cyberlin Record Sheet 166 Jacks (criminal groups) 133
Cyberlin Systems 75 Jack of All Blades / Triad Blade 15
Cybernetics 68 Jan Tsai 106
D Japan (The Fifth Province) 108
Division Leader 21 Jiggers 104
Division Leader Bonuses 24 Joint Dislocation Training 16
Dragon’s Head of the Ai-Jinn 96
Dynasty Knowledge Trainig 16

168
APPENDIX

K Q
KAC Weapons 45 Quicksand 104
KAC Shim Factory 147
Kabuki Mono 29 R
Kang Dynasty 41
Random Agent Generator 26
Knife Man / Butcher Training 14
Rank Bonuses 22,23
Kinetic Field Repair Training 16
Redman Training 17
Kuang Arms Concern Poster 45
Regional Governors 98
Response Driver License 19
L Rewarding & Punishing Divisions 26
Lang Transit Conglomerate 8 Rule Changes 7
Legacy Operatives 32 S
Legacy Pattern Technology 60
Samantha Yeung 107
Legacy Pattern Weapons 64
Shadow CEO of the Ai-Jinn 97
Licenses 19
Shandian Shuai 31
Licenses Downtime Reduction 19
Shen Yu Jungles 103
Ling Kao Dynasty 41
Shi Yukiro Master (Training Under) 11
Locations, section 138
Shrike Trees 103
Loyalty within the Ai-Jinn 110
Simon Yo 104
Loyalty Enforcement 110
Snellings :) 135
Loyalty Assessment 111
Southern Province 106
Solar Plates 122
M Southern Spires (Hong Kong) 143
Machi-Yakko 30 Space Fleet 116
Management of the Ai-Jinn 95 Strike of the Cobra 15
May Lin Chow 101 Subconcious Coercion Training 17
Map of the Five Provinces 100 Sword and the five Knives 97
Map of Factory 125
Martial Aptitude 15 T
Mag Tanks 91
Tao Dynasty 42
Meatdolls 136
Tau Hades Gamma 151
Megastructures 122
Telepathic Might Traninig 17
Metahuman Dynasties 38
There is Only Ai-Jinn Training 17
Military, Ai-Jinn 115
Thought Resonance Training 17
Miller-Urey Experiments 124
Tiger Platoons 34
Mining Colony 151
Trainings (List) 11
Mission Officer Training 17
Triad Blade / Jack of All Blades 15
Motorbike & Sword Combat 15
Toss the Place Training 17

N
U
UIG Policy Advisor 97
Names 162
UIG Technology 66
New Kowloon 144
UIG Weaponry 67
New Kowloon Shopping 149
Unnatural Jay
Nightclub Sector 140
Northern Province 102 V
Northern Spires (Hong Kong) 143 Vampire Warriors No
O Vehicle Record Sheet 167
Vehicles 86
Offworld People Trafficking 136
Vehicle Upgrades 92
Ordnance Weapons 77
Voodoo / Vodou 132
Ox Labs 147
Voting Council of the Ai-Jinn 98

P
W
Paracane 93
Weapons 47
Pastor Soon 146
Western Provinces 100
People’s Free Army of Ayan 102
Wheelman Training 17
Pick Pocket Training 17
Pirates (Yes! They’re here) 106 X, Y, Z
Provinves of the Ai-Jinn 100 Xing Gong Orbital
P-Tank NPC 160 Yardies 131
Pulping Rules 164 Yasuhiro Kotabe 109

169
THE END OF THE WORLD

In a vast cavern of ice, buried deep beneath the bottom of the world, the single most powerful man
alive stood contemplating a grim future.

Jaime Van Dyer, Speaker for the Exchange, mouthpiece of gods, closed his wrinkled eyelids against
the great blank screens set into soaring glacial walls. In his mind, he replayed the debate that had
raged over the last three days, until all of the Exchange but him had succumbed to exhaustion and
quit the Archon Chamber.

All projections showed that competition for dwindling terrestrial resources would push the world into
outright war within two years, the Exchange had argued. If Hyperion could not be controlled, then
surely the Six must now see that the limitless resources of deep space were the escape valve, the
only way to avoid the looming disaster.

The Archons had returned an overwhelming chaos of fragmented half-answers, the massive
screens periodically hinting at a blur of mighty faces, then shattering back into swirling colour. The
Six referred obliquely to unspecified dangers lurking in the cold dark of space, spoke of the
importance of careful control, repeated old warnings of the need for balance. None of it was new.
Balance? the Exchange had queried. The Ai-Jinn continue to build an unbreakable monopoly over
raw mineral resources, their stock prices making ever more ground against their rivals. They
continue to amass war materiel, outstripping the other Corporations combined on a daily basis. The
balance is breaking. The secrets of the Far Drive must be shared or there will be war; war for
dominance or for resources, either way it will consume the world.

But the Archons had said nothing. The great screens of the gods had faded to black; their
whispering, thundering voices had gone, leaving only the querulous arguments of the Exchange to
fill the frozen silence.

Impotent, frustrated, and with the civilisation under his stewardship sliding inexorably towards its
final catastrophe, he felt the first tear slide down his cheek; it moved sluggishly in the frozen gloom.
The single most powerful man alive – Jaime Van Dyer, Speaker for the Exchange, puppet of gods
– stood in a cavern of ice, feeling alone and very, very old, and wept for a world he could do nothing
to save.

170

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