Lancer - The Long Rim
Lancer - The Long Rim
Lancer - The Long Rim
Edited by
Melody Watson
Layout by
Minerva McJanda
Cover Art by
Interior Art by
massif-press.itch.io
twitter.com/LancerRPG
[2]
SECTION 0: SECTION 1:
[3]
RING 11, RÀO CỎ STATION
THE LAST DANCER, A BAR ON RÀO CỎ’S OUTBOUND CONCOURSE
POPULAR WITH CHARTER CAPTAINS AND CREW
22:17, D10/M3 STANDARD, 5016U
Below this dark, small bar, clear panels provide a view of the heavy interstellar freighters
maneuvering to and from the docks of Rào Cỏ Station, attended by flights of harbor pilots
and hired escorts. All are bound for the Dawnline Shore, the next great frontier.
You decided to wait stationside for your ship’s queue number to be called. It’ll probably be
a few more hours; Rào Cỏ is a massive blink station, the last before the Long Rim, and
your ship needed a fair bit of work besides – micrometeorite patching, restocking of
potables, preserves, and perishables, cycling, ammunition recharging, etcetera. This bar,
the Last Dancer, came via the recommendation of some dockworkers, and now you’re
getting your ear talked off by a scarred old Cosmopolitan charter officer.
Your drinking companion has some thoughts about the Rim. Since you’re taking the slow
route, you bought him a drink. Research, you’ll tell your CO. The spacer takes a sip and
winds up for his speech – practiced, but no less genuine.
“The Long Rim is a place that doesn’t exist in the minds of the gente that live outside it,”
he says. “To them it’s a pass-through – a no-see: lock the visibles and go for a sleep while
your ship burns on through.” He shakes his head. “It’s a whole lot more than that. You got
time for a listen? Settle in and keep that tab open. Here’s what you need to know...”
[4]
SECTION 0
The few permanent pirate ventures that do exist in the Enterprises – less so the pirates they employ, who,
Rim are organized groups of armed professionals being closer to the people, and often of the people,
supported by local bureaucrats and the Enterprises of tend to be kinder to the people – are widely regarded
the Long Rim: essentially, pirates in the Rim are non- as oppressive by the populations of the Long Rim.
chartered mercenary companies, operating on long- Against their power, though, there is little an average
term or single-mission contracts. By and large, person can do. As with everything in the Rim, survival
professional piracy groups in the Rim are used to is the most important thing; most populations knuckle
collect Enterprise “taxes” (both from local populations under and choose to work with their local Enterprise
and a percentage off the top of all cargo or manna rather than against them.
passing through the Rim), settle grudges, and operate
as hired muscle. Exorbitant as these “taxes” may be –
and though they often end in violence – they ulti‐ PACIFICATION AND PERSISTENCE
mately fund the survival of the masses who call the Though there have been many small-scale attempts
Rim their home. Of course, the spoils only trickle to secure the Rim, the area remains stubbornly
down, and their distribution is far from even. untamable for two main reasons – beyond the cost,
time, and danger.
More vicious acts of piracy – kidnapping, trafficking,
and the wholesale looting and resale of captured First, the enormous number of uncatalogued and
ships – are not unheard of; even “professional” pirates extralegal stations among the debris and asteroid fields
are willing to get dirty to get what they want. Gener‐ provide ready hideouts, boltholes, and warrens for
ally speaking, however, professional pirate groups pirate groups to disappear. The scale of the Long Rim,
and the Enterprises that employ them seek to avoid its crowded stations, its transient populations, and the
too much savagery, lest they draw the attention of lack of ready outside intelligence on the area make
one (or more) of the galaxy’s major powers. disappearing easy for those intent on remaining hidden.
Abandoned Union Navy shipyard, purchased and sold over and over to successive owners until it
1-2
was eventually hauled out to the Rim. The population might be anywhere from minor to massive.
A pirate colony based around an old surveying ship that has been permanently fused to its escorts. Now,
3-4 it is nominally governed by an anarchist pirate queen. The colony keeps its doors open to outsiders but
moves every 3-5 local days to avoid detection, bristling with weapons and thick with armed guards.
A well-known IPS-Northstar refueling station, neutral ground for trade and services. This station is fequented
5-6 by IPS-N’s Trunk Security and serves as a local base for the corpro’s patrol cutters. The central ring is full of
the parked ships and charter captains ready and willing to run any job you need, for the right price.
A long-abandoned mining colony, drilled deep into an enormous asteroid. Habitation is centered
7-8 around its warm reactor core. The hundreds of miles of tunnels outside are more or less empty, you
think. People disappear here often.
A quiet old Union Navy outpost, barnacled with merchants and traders, small diplomatic offices
representing the major powers, serviceable bars, official and unofficial checkpoints, and people
9-10
willing to get you what you need if you’ve got the manna to cover it. This outpost is staffed by bored
Union personnel mostly there to run customs checks.
An enormous domed Volador trade bazaar with stable artificial gravity. Although they originally built it,
11-12 los Voladores have not been here for hundreds of subjective years. It has largely been taken over by
outside construction, and now it serves as the capital station for a powerful enterprise.
A collection of salvaged freighters, lashed together to form a massive, rambling habitat full of dark
13-14 corners, hidden warrens, and other secrets. Theoretically, it can even move if enough of the old ship
drives can be re-ignited.
A community of hydroponic farming habitats and humble agricultural families built among a collection of
15-16 leashed asteroids, with a central hub for trade. This station is rumored to be a popular “retirement”
destination for Horizon collectivists, and it may even be home to a “free” NHP. It’s rather calm and nice.
A decommissioned Harrison Armory legion outpost from the first Dawnline colonization push, now a
playground for long-haul freighter crews. It is filled with nightclubs, gambling dens, and pleasure
17-18 houses, and as with most places in the Rim, anything goes here if you’ve got the manna. This station
is popular with professional pirates from many enterprises, who see it as a neutral ground where they
can have a good time.
A hollowed-out asteroid or massive cylinder ship with an expansive station built on the inside
19-20 surface, spinning at a comfortable 1 g. The metropolis on the inside is home to thousands of souls,
and has petitioned Union for official state recognition.
Open air produce market for local families that appears along the spinal corridor once every
1 three core standard days. The produce is grown in bags and tends to be oddly shaped and very
juicy. Most spacers prefer it that way.
A wizened hermit who can see the future with about 50% accuracy for any given reading (you
2 can roll for this, if you like). They can’t see more than a day or so into the future and live mostly
off donations. They claim to be a former operative of the UIB – Union Intelligence Bureau – who
acquired their abilities during clandestine operations.
A large population of feral kraits – dog-sized crustaceans that have adapted almost perfectly for
3 life on stations. They make excellent pets, produce very little waste, and consume very little food
and water.
A cluttered chop shop for cyberware and prosthetics, as well as a low-cost wetware-installation
4 and repair facility. The operation is run by an aging doctor with increasingly poor hearing and
eyesight who enjoys the respect and custom of the locals. Everything is clean, despite
appearances.
A water hub where locals must show up daily to receive their water ration. Over time, the hub has
5 transformed into an impromptu social club and cafe where the local variation on tea and biscuits
is served in bulk, and for very cheap. The site remains open around the clock despite the
distribution period being only a few hours.
6 A set of exposed thermal pipes used by most of the locals to do their cooking despite many
complaints from engineering. The area around the pipes is sweltering and full of amazing smells.
A HORUS technocult blister attached to the side of the station by a punch corridor and several
7 umbilicals. The cult trades for food with the locals in return for information. Station admin
steadfastly denies their existence, despite their operation being in plain sight.
A gang of station kids who will trade information for off-station food, with a vast preference for
8 candy. It seems like they can get into nearly anything on the station (including off-limits or
clandestine areas) and are total shitkickers in a fight.
A man called the Groundskeeper who has a reputation as a master forger. He can spoof most
9 IFF signatures, ship transponders, badges of office, and official papers – for a price. He lives in a
ramshackle barge attached to the station, but ready to leave any time.
An old Schedule 2 printer, although it is in terrible shape and clogged with back-orders. The
10 printer facility is run by an overworked officer whose operating floor space is about 90 percent
paperwork and old servers by volume.
12 A humble shrine or fine temple to Christ the Buddha, usually adorned with lanterns. Please
remove your shoes before entering.
A cramped but characterful cinema run by an enthusiast who grew up in the Rim. It is slightly
13 outdated and tends to get the most recent stuff from the Capital worlds pretty late; in the
meantime, there is a well-curated program of old films.
An opulent pleasure barge has been stranded at the station for several weeks. The Smith-
14 Shimano executive who resides there is extremely upset at the refueling delay and believes it
to be intentional. They are eager for help in freeing themselves from the administrative and
bureaucratic red tape keeping them there.
A gambling and gaming hall built alongside the main concourse. It is populated at all hours
15 and doubles as a bar and smoking lounge. The popular Sparri board game kapkat is played
here, and the sound of jingling machines can be heard up and down nearby areas of the
station. The makeshift casino often hosts live shows and impromptu fights.
16 An inactive IPS-N Tortuga has been welded into the station wall and serves as a power
source. It is seen as a mascot or guardian by the locals.
17 Down a back-alley maintenance corridor behind a bar, seekers can find gliss. These
crustaceans have powerful narcotic effects; most people smoke them right out of their shells.
An overgrown hydro farm that has broken into the station’s pipes, causing large parts of the
18 station to become humid and lush with dark green or purple foliage. Rather than clear out the
growth, the station managers have turned the overgrown areas into resources for station food,
medicine, and trade goods.
A weapons dealer does business out of an old apartment stack. They always have coffee
19 brewing and are friendly, but you know it’s all business. They employ a large population of
aging and imported ISP-N subalterns to assist.
The House of Cats: a jazz cafe, bar, restaurant, gambling parlor, and house of courtesans. It is
20 never closed, extremely loud, and designed to drain all your loose manna and station credit.
The establishment is garishly decorated in the style of old Terran palatial estates. In offers a
fun time, but it is dangerous to get too attached.
The station’s orbit is decaying and it will fall into the nearest star or planetary body in the next
1 year or so. A deadlock between engineering and leadership has prevented anything from being
done about this.
A cycle of blood debts has led to a huge feud between several families on the station. Skirmishes
2 with knives and guns are common in the streets, and the locals who haven’t fled have gone into
lockdown.
The station’s life support systems are in desperate need of repair. Parts of the station have no
light or air, or are massively hot or cold. To make matters worse, the engineering team sent into
3
Life Support to fix the problem never fixed it, never returned, and won’t respond to
communications requests.
A Volador has died of (seemingly) natural causes while on a diplomatic mission to the station:
4 there is absolutely no protocol for how to deal with burial, and the station’s leaders don’t know
how to get in contact with los Voladores to let them know.
The station is infested with a population of unusually large predatory kraits that are currently
6
plaguing the maintenance and hydroponics decks.
A corrupt political boss holds sway over station resources and refuses to budge without proper
7 deference or bribes. They claim they are bringing order to the station and have given the
population an ultimatum delivered at the barrels of their security forces’ guns: knuckle under or
get spaced.
8 There’s been another gruesome murder – the third in a month. It’s clear now that there’s a serial
killer on the station.
The stations’ spin sections are out of alignment and the wobbling toruses sometimes spin a little
9 too close, causing “gravity” outages and wild fluctuations. It needs fixing, and soon: station
engineers predict that left unfixed, these gravity fluctuations could tear the station apart.
An unregistered skip vessel from the Dawnline Shore has docked at the station. The passengers
claim to be political dissidents in need of sanctuary, which has sparked a divisive debate aboard
10 the station: some think they should be granted asylum, while others fret about the station’s
resource budget. All the while, a Harrison Armory (or Karrakin) patrol burns towards the station,
sure to spark a confrontation when they arrive.
An apocalyptic cult has filtered into the station, placing some of their adherents in important
12 infrastructure and security positions. Left unchecked, their eschatological designs will see the end
of the station and – possibly – have consequences for nearby sectors of the Long Rim.
The station is a de-facto haven for narcotics smugglers. Gliss, brighteyes, gazer – whatever you
13 want, you can get it here. The only problem is that these smugglers are unaffiliated, and a pair of
rival enterprises seem ready to “negotiate” ownership, whether the station wants them to or not.
Supplies are critically short and hoarding is commonplace. Regular shipments have been
14 “delayed” by a local cordon – either at the hands of an enterprise or a more legitimate power –
and the locals are getting desperate for relief.
The station’s population has grown massively in recent years, putting a significant strain on
resources. Some factions argue that an exodus is necessary, while others advocate for opening
15
up long-sealed sections of the station and exploiting the open space. Those sections, though,
have been sealed for a reason…
A popular revolution has recently overthrown the station’s previous owners and the situation is still
16 volatile; the revolutionary group has issued a broad-band call for support and fighters, but this has
also alerted a nearby enterprise that sees this as an opportunity for them to expand its own territory.
The station was recently abandoned by Harrison Armory, who pulled almost all funding,
resources, and security and left without explanation. The local population, beleaguered, is
17 searching for answers; meanwhile, a skeleton team of Armory personnel can be seen operating in
sealed-off sections of the station, unresponsive to the local populations’ petitions for information.
A Sparri mercenary company rolls through at regular intervals and trashes the place with wild
18 partying. They’re good business, but they leave a mess, and it’s starting to grate on the locals.
A HORUS cell keeps threatening to redirect an asteroid into the station if they are not paid at
19
regular intervals.
The station is a neutral territory for several Rim enterprises that use it as a marketplace and
20 diplomatic hub. Because of this, when the main concourse is bombed, the enterprises all suspect
each other, and the tenuous diplomatic arrangement begins to grow tenser and tenser.
9
Knows jack shit about mechs, lancers, or 9-10 Possession of Debt.
pilots, but pretends they do.
11-12 Elimination of High quality narcotics.
10 Has an exotic pet.
13-14 Hiding of Reputation.
Much taller than a person born downwell
11
due to a life spent in artificial gravity. 15-16 Cover for Blackmail.
19 Impressive hair or facial hair. 5-6 Five Finger Reviver 15-16 Carina Grinder
Often followed, willingly or not, by 7-8 Pain Highball 17-18 Ass Mule
20
innumerable dock rats or street urchins.
9-10 Xiaoli’s Juice 19-20 Rhino Sour
A small group of IPS-N Trunk Security officers PIRATE BAND NAME ROLL 1D20
walk by. They’re on some kind of shore leave, in 1 Colossal Devils
pressed uniforms with light anti-k vests on. Just
2 Skull Gods
sidearms, nothing long or serious.
3 Vector Family
“No such thing as pirates in the Rim before the 4 Red Tigers
Northies started losing cargo,” the old cosmopol‐
itan says. “Now, it’s an industry: the Enterprises 5 Realspace Company
offer some scrip for the desperate to boost a ship, 6 Tiger Hunters
the Northies get to buck shots at soft targets to
test their new guns, and the only people who suffer 7 Fifty Talent Dogs
are the poor bastards who had the bad luck to be 8 108 Triad
born Outside.” He turns back to the bar, hand on
your shoulder to turn you as well. “Wasn’t better 9 The All- Kings
before, but it sure wasn’t this bad; now that there’s 10 Strong Solutions Unlimited
money in it, all the players are really out for blood.”
11 The Big Gunners
12 The Long Howlers
13 The/Los Calaveras
14 The Free Runners
15 The Golden Group
16 Pack Bosses
17 Private Company Patrol
18 Unlimited Rimside
19 Transit Interstellar
20 Skyside Interstation
3-4 Trafficking: Slavery and the smuggling of people (natural-born or clones), typically for unpaid labor.
5-6 Hijacking: Direct capture of ships, typically for ransom, but sometimes for parts.
Smuggling: Surreptitious transport of goods (illicit, normal, or unsavory) to avoid tariffs, taxes,
7-8
embargoes, blockades, or fees.
9-10 Monopoly: Absolute control of a necessary resource – like fuel, water, or food – in the local area.
A fully armed warship kept in excellent shape. This ship was taken from Union or a state navy and
1-2 although an older model, it is still deadly compared to other ships in the Rim. It has a spinal cannon
or significant ordinance, plentiful batteries of cannons or lances, and is capable of destroying a
station if its commander wishes. It might be used as a mobile base of operations.
5-6 An impeccably hidden base, located in a cloud of debris or a dead zone that confuses sensors.
A titanic, unique mech. You can build this as a Size 4 mech with the Ultra template. It is is well-
7-8
armored enough to tackle ships and may require multiple pilots to crew.
An NHP that acts as a powerful advisor or a de facto leader. Rare for the Rim, this NHP is maintained
9-10
by a team of skilled technicians, and grants a powerful advantage to its organization.
A powerful hacking corps that works out of an old comms station. They are capable of stealing ships
11-12
and redirecting supplies without firing a shot, and they usually avoid direct conflict.
A long-range, space-to-space kinetic weapon platform that can easily disable passing ships and threaten
13-14
stations. Its power source is buried deep inside an asteroid and it can only fire once every hour or so.
15-16 A small army (50-100 units) of combat subalterns armed with energy weapons.
A sub-blink snare – a temperamental, nonlethal anti-ship system that can disable ships’ reactors
17-18 without harming their crew. It needs a central activator on a ship or nearby station to hold a ship in
place.
A leashed asteroid at least 6 miles (or 10 kilometers) in diameter. Can be redirected, albeit slowly, to
19-20
threaten stations or ships.
Holdings A reliable means of contacting los Voladores, plus the first pick of prime Volador artifacts, goods,
and technology for outfitting their stations.
The FRA is a pan-Rim interest group organized across a network of free stations far from the main
transit corridors of the Rim. The FRA boasts a large “membership”, though their numbers do not
Detail always equate to political, economic, or martial strength: the FRA’s population is by far and away
the most impoverished of any of the Rim’s Enterprises, and rife with infighting on account of their
“big station” philosophy of “anyone in, no one out.”
Your contact is Undersecretary Natán Chamorro, a middleweight bureaucrat with an ear to the
Contact ground. While loyal to their Enterprise, they count you as a good friend, and will do what they can to
help you, unless aiding you goes against the interests of the FRA.
PAN-CONCOURSE HOLDINGS
Strength Focused (Goods)
A vast portfolio of lucrative properties across many other Enterprises’ stations, from humble
Holdings
bodegas to exclusive casinos, bars, brothels, luxury blocks, and so on.
You know Chief Security Officer Paula Cisneros, the head of security at The Mountaintop, an
Contact exclusive, PCH-owned nightclub and casino. As a career officer in PCH’s internal security service,
they are loyal to PCH first, but willing to work cooperatively with you to track down hostile actors.
A collection of fabrication plants ready to produce GMS hulls, components, and parts; for the right
Holdings
price, the Enterprise can also procure licensed materials.
The Sigil Group is a fabrication conglomerate headquartered on the Rào Cỏ side of the Long Rim.
Their primary station, Sigil-1 Rotunda, in fact is commonly the very first stop that travelers make on
Detail their way across the Rim; the Sigil Group’s proximity to Rào Cỏ has allowed them to corner the
Rim’s market on GMS products and, after some re-branding (the “sigil” of the Sigil Group), to
become the most common “single origin” supplier out in the Rim.
Contact You’re in good with papi at the PCH on the corner. This gets you extra jalapeño on your chopped krait
sometimes, but not much else. Still, it’s an in, and it’s nice to know someone out here in the Rim.
Holdings Boasts a large amount of “exchange training” Karrakin pilots; any direct involvement with Trade
Baron objectives in the Shore is circumstantial, but apparent.
A Rim-based securities group founded by a Baronic outer-systems investment concern. While their
primary work sees them escorting Karrakin-flagged ships and VIPs as they transit the ring, they do
Detail
hold a substantial amount of stations under their direct administration. Additionally, they sponsor a
popular Rim-based Slingshot Courser team by the same name.
Your contact is a third-tier pilot who races for Mastodon’s Slingshot Courser team: Sama Neir. An
Contact ignoble born in the Rim, Sama doesn’t have much of an “official” way in, though they’re a damn fine
pilot and might one day make a name for themselves if they make it to Tier 1.
DIADEMCORP
Strength Middling
The best supply of fresh water in the region and the infrastructure to hygienically process, package,
Holdings and distribute it; also the major supplier of diamonds, ground lenses, and other industrial minerals
and gemstones.
DiademCorp is the primary potable-industrial hydro supplier in the Rim, the lease owners of a series
Detail of icy moons in orbit around a gas giant; additionally, they are known for the quality of industrial
cutters and lenses they produce from the moons’ gemfalls.
Your contact with DiademCorp is an experienced, ice hauler captain, Rima Swift. They lead a small,
Contact
DiademCorp-flagged crew on regular freight runs between client stations and DC’s moons.
The only pilots capable of navigating a treacherous corridor of null-blink space, and the knowledge
Holdings
to train more.
An itinerant order of nomads bound for the Dawnline Shore; has been held up in the Long Rim for
three decades now as their ship was impounded and sold for parts by the Ten Families. Most of the
Detail Church’s population can be found on the Dawnline side of the Rim, though pilgrims and
missionaries wander throughout – their wanderings have not been without purpose however, and
their pilots are now some of the best at navigating the null-blink pockets endemic in the Long Rim.
You have met the leader of the Church of the Wanderer Comet, Brother Palm. They are easy to
meet, as they spend their time ministering constantly to their followers aboard the one station they
Contact own, a free harbor that doubles as their main gathering hall. Brother Palm is a blisteringly
charismatic preacher, and will always grant you an audience – though holding his attention is a
daunting task, as he usually takes his meetings out on walks among the people.
A foreign legion of ex-Armory legionnaires and children of the veterans of the initial Dawnline
Detail campaign. Primary source of income is as private security for VIPs and as union-breakers for hire.
You know Security Lieutenant Ernesto Lima, a station security officer on Estrella Alto, a Brigade-
Legion owned station near the Dawnline Shore side of the Rim. SL Lima was born and raised on
Contact
Estrella Alto and has never shown an interest in joining one of the BL’s “Outside Operations” teams,
making him a bit of an outlier when it comes to BL personnel.
GREENFIELD DYNAMICS
Strength Focused (Legitimate Connections). Greenfield Dynamics is a close point of contact for IPS-N in the
Long Rim.
Greenfield Dynamics is widely regarded outside the Rim as a legitimate actor; they hold the contract
Holdings
to supply and house IPS-N personnel while in transit between Rào Cỏ and the Dawnline Shore.
Greenfield Dynamics is widely regarded inside the Rim as an intruder on account of their focus on
Detail providing service to people passing through the Rim, even though they were founded by and
currently operate under the leadership of Rim-born persons. GD is a primary owner and investor in
many stations’ harbors, supplying them with IPS-N parts, hulls, systems, and maintenance.
You know Deck Chief Rigoberto Linares Estrellas, the hanger master of Angelito, a Greenfield Dynamics
Contact station midway across the Rim. He’s a gruff, practical, fiercely loyal Rimside employee of GD, but took a
liking to you and your flash kit – keep him and his boys busy with repair and refitting, and he’ll knock the
prices down for you on account of the privilege of working on such a high-tech machine.
The Ten Families set the exchange rates of the many currencies that Long Rim populations use for
banking and trade via their Golden Compact. The polycurrancy, usually just called “script”, ensures
Holdings that any station’s currency – as long as they sign on as a member of the Golden Compact – carries
value at any other station in the compact (after exchange and Family commission fee).
The Ten Families is a tremendously powerful cartel of old, “founding father” families of the Long
Rim. They command a tremendous number of stations; while they have a comparatively small
standing security force, their pockets are deep, and they can draw on their long-established
Detail
relationships besides. Owing to their age and presence in the Rim, their members command an
almost reflexive deference – though as other Enterprises grow in power and ambition, that reflexive
deference has begun to wane...
Your contact is Porsupuesto, a fixer for the Ten Families. He is a respected off-book operator who
Contact quickly identified your usefulness for the Families, despite your recent arrival to the Rim. Happy to
work with you, though everything with Por seems to be transactional...
A fleet of asteroids rich in rare minerals, bound into a closely-guarded orbit and protected by loyal
Holdings
cosmopolitan guards.
The Shining Atoll is an investment group that owns a titanic swath of Rim space rich in rare and
Detail precious metals and minerals. They hold authority over who gets to mine this region – the
eponymous Shining Atoll – and, as a result, have an outsized influence on the politics and economy
of the Rim.
Your contact in the Shining Atoll is Andres Adolfo, a contracts and charter manager who works in a
Contact
Shining Atoll office on Columnar One, a large, main-corridor station midway through the Long Rim.
You look at the four espadas in their Atlas suits. They The only goods los Voladores are willing to trade are
ripple with metamuscles and k-weave plating, dark the ones they offer. Los Voladores accept promises
integuments marked with unfamiliar saga lines. You for future meetings as payment; as a GM, know that
raise your hands in acknowledgment. they expect more in return than the players think
they’re giving up.
“Good.” The lead espada smiles, revealing teeth
formed from turquoise and electrum. “Welcome to Once the meeting is concluded, clients are ushered
Bajamesa, of High Ground.” back to the waiting room, where they will depart on
the next skiff back to the station. If they have
Perhaps because of the region’s unique relationship purchased any goods, they can expect to receive
to blinkspace, or perhaps for their own curious them the next day at the station.
reasons, los Voladores maintain a trade ship in the
Long Rim, the Bajamesa. They’ve maintained this
roaming outpost for a century now, arriving in shuttle- HORIZON COLLECTIVE
proximity to stations without preamble, ready to meet LONG RIM BRANCH
and trade with locals and those in transit. The Horizon Collective maintains a hidden outpost and a
number of cells in the Long Rim. Even with the
The Rim’s Enterprises have learned not to interfere anonymity the Rim offers, Horizon’s principal operations
with los Voladores’ passage or their business: the must still be cloaked in secrecy: its agents there work
traders travel with a complement of unparalleled alone or in small teams – ideally under the cover of legit‐
Sparri espadas who are more than a match for any imate occupations – to identify and liberate NHPs that fit
force in the area. their parameters for freedom. When they liberate an NHP
– a Free Deimosian, as they call them – they whisk them
The Bajamesa is welcome at any port in the Rim, with back to one of three safe houses: Bolaño, Balwinder, or
rare exception. A large vessel, the Bajamesa measures Parmenides – covert stations hidden in the Rim.
just under a kilometer wide and half as long from fore
to aft, with a smooth, single-wing silhouette unique Horizon’s public presence in the Long Rim is encapsu‐
among ships in the Rim. While in port, los Voladores’ lated by its free subaltern repair clinics. Common
espadas usually maintain a small stall on the station’s enough on larger stations at neutral concourses, these
main concourse where they vet eager applicants modest workshops are staffed by Horizon volunteers.
looking to do business with los Voladores; if accepted, They repair any subalterns brought to them, free of
then the Sparri will provide access to the Bajamesa charge, no questions asked. They also run community
takes via their own skiff. If the players encounter and education clinics covering the basics of ethical interac‐
are granted an audience aboard the Bajamesa, it will tion with NHPs and subalterns, mechanized systems
be their only meeting – for the time being. maintenance, and basic stellar survival. Due to their
popularity among the populations of the Rim, Horizon
Visitors to the ship are confined to two chambers: The collectivists largely enjoy free movement throughout
first is a waiting area where one can lounge on plush the region; however, most people know nothing of their
pillows and examine intricate, handwoven carpets, covert objectives, and would likely see their abolitionist
snack on fresh produce, and examine fine silver- operations as too radical or outright dangerous.
Should characters end up interacting with Horizon in One of HORUS’s primary objectives in the area is the
the Long Rim, they’ll learn that the collective's goals hunt for TEŌTL. HORUS’s anti-Horizon activities
are manifold: first, TEŌTL wants to establish a more range from lone-wolf attacks on Horizon activists at
permanent safe zone for the handful of liberated home, at work, and at organized Horizon events. This
Deimosians currently hiding in the three safe houses. is at the urging – though not the planning – of
The two metatronics imagine los Voladores might be GG_uncle, who wants to both kill as many Horizon
one possible means to this end, but have found them activists as possible and to draw the group out into
elusive. Second – and complicating their first goal – the open, ideally by provoking a violent response from
Horizon is being hunted by a network of cooperative Horizon. GG_uncle is sure that an open turf war would
HORUS cells. When the players first encounter Horizon provide an opening to locate Horizon’s main base,
in the Long Rim, they’ll find that they are reeling from a and thus, its regional leader, who they know to be a
brazen daylight attack by HORUS on one of its subal‐ free Deimosian based on a lethal interrogation of a
tern maintenance clinics and TEŌTL is working with its captured Horizon agent.
trusted core of agents to devise a proper response:
some call for violence, while others urge TEŌTL to GG_uncle wants TEŌTL because GG_uncle believes
order all operatives, volunteers, and sympathizers to they will be able to bridge with the Horizon leader and
disperse and go to ground. Meanwhile, attacks and use their custom suite of paracode to bring themself
kidnappings of Horizon activists continue, and TEŌTL closer to total decorporealization. By decorping,
has begun to think that HORUS might have an under‐ GG_uncle believes they can draw the attention of RA
cover agent embedded in their organization... (properly known as MONIST-1); if GG_uncle could get
the attention of RA, they would finally meet the entity
they believe to be god. GG_uncle’s mission is, ulti‐
HORUS mately, one animated by a religious fervor, and one
THE COUSINS they will pursue at any cost.
HORUS, of course, has a presence out in the Long Rim.
While in the galaxy at large the mysterious organization All HORUS operatives and cells in the Rim (save for
is based on a decentralized network of cells and lone GG_uncle and the core group of the Cousins)believe
operatives, its presence in the Rim seems more focused that their operations are undertaken to benefit the
and organized, as if motivated by a specific goal, or ongoing Ungrateful struggle in the Dawnline Shore; in
even a singular leader. That, characters can learn, is addition to attacking Horizon, HORUS operatives in
precisely the case: the HORUS presence in the Long the Long Rim smuggle materiel, goods, systems, and
Rim is organized – though distributed and horizontal – so on aboard otherwise legitimate ships, charters,
and overseen by a single, enigmatic leader: GG_uncle. and starliners bound for the Shore. Whoever moves
Nobel-4640 can be contacted aboard the MK Levant, The Dawnline Transit Division’s main offices and base
a free-standing station at the Core-side end of the of operations – its primary shipyard, recruitment
Rim. Access to MK Levant is granted after off-site center, barracks, and administrative/logistics office –
inspection by a local Wing patrol, where visitors are is aboard Greenfield Dynamic’s Ambergrain station,
thoroughly screened for weapons and contraband. though IPS-N personnel can be found in numbers
MK Levant can be moved if necessary, and is home to across all of GFDY’s stations across the Rim. Trunk
about thirty thousand souls. Security officers can also be found on patrol, either
aboard fast, dangerous cutters or stationed as private
Patrols of Wings can be encountered either on their security aboard freighters traveling to and from the
own light carriers or stationed aboard larger, inde‐ Dawnline Shore.
pendent freighters. Stationside, Wings and their
Petrels can be encountered in above-board common The Long Rim division of IPS-N Trunk Security is
areas and, perhaps playing against type, in the commanded by Chief Security Officer Isaac West, a
seedier decks on occasion (gambling dens, off-con‐ loyal company man who has been posted to the Rim
course bars, and so on). for two local decades.
If the duel isn’t over after one round and both parties are
alive and willing, you may go through another round.
An elaborately decorated carnival mask with Pretty much everything in your stomach
6
6 eyes that seem to follow you. You can’t from the last day or so.
remember exactly how you acquired it.
Any personal identification, station passes, or
7 An outstanding warrant for your arrest. important documentation you had on you.
7
Within a few minutes, you get a message
A very mild addiction to gliss, brighteyes, or demanding a ransom for their return.
8
gazer.
A mini-fridge full of sensitive biological 8 About two or three days of subjective time.
9
samples wanted by an Enterprise. All the sensation in your fingertips for the
A station security officer who is very 9
next day or so.
10 obviously attempting to follow you without
you noticing. 10 All your hair (it’ll grow back).
A brand new station disease that causes you
11 Your pants.
11 to break out into hives when someone touches
you skin to skin. It’ll clear up in a week. A large part of the skin on your left arm,
A thick data wafer with a carefully curated 12 currently swaddled in a bandage you don’t
12 remember having applied.
selection of old earth jazz.
An enormous debt to the station crime 13 Your largely positive opinion of the station.
13
syndicate.
A large, chitinous, and very affectionate pet 14 Your sense of direction.
14
krait.
A revolver with one spent bullet in the Any station credit or loose change you had
15 15
chamber. on you.
Movement in your face and the ability to feel
16 A reputation as “Mistress”. 16
your tongue for about an hour or so.
A pack of unlabeled and suspicious- Your shoes. You’ll spot a station kid wearing
18 18
smelling cigarettes. them in about an hour.
A hanger-on named ‘Juicy K’. Juicy is a 19 One fingernail.
huge fan of you and not very quick on the
uptake, but is extremely knowledgable Free travel around the station, which will be
about station gossip, current Long Rim pop 20
19 restricted for a while.
culture, and varying interesting and creative
uses of popular narcotics. They refuse to
leave if asked and generally believe the two
of you are best friends.
A thick pack of stripped dataplating packed
densely with incredibly sensitive information
20
(e.g., military schedules, personal financial
records, etc).
RENTAL
REWARDS If you’re using these manna rules, you may optionally
Award MANNA to players based on the following mile‐ use the following rental rules to let players gain
stones: temporary access to mech license ranks.
• Major objective completed: 700 MANNA to each 100 manna: Rent the 1st rank of a mech license.
player
• Minor objective completed: 200 MANNA to each 200 manna: Rent the 2nd rank of a mech license.
player
• Incidental objective completed: 50 MANNA to 300 manna: Rent the 3rd rank of a mech license.
each player
Once a player rents a license rank for a mech, they
As long as they were on the mission, each player gain access to any system granted by that license
receives the same amount of MANNA for objectives rank only, not any previous ranks; however, license
completed. ranks can be rented out of order (i.e., a player could
rent the second rank from a license without renting
Major objectives are things that were the primary goal the first).
of a mission or otherwise have a significant impact.
Minor objectives are likely to be optional objectives Rented systems are usable for one mission only, after
that aren’t critical to the success of a mission but might which they must be reacquired. MANNA spent on
aid its success. Incidental objectives are small and rentals is lost.
easily or incidentally accomplished.
Each character can only rent ranks from one mech
Any given mission must have at least one major and license at a time, but they can rent all three ranks from
two minor objectives – or two major objectives – to that license if they have the MANNA for it.
ensure characters level at approximately the same
rate as in the standard rules; otherwise, they will level Rented licenses do not count as LLs and do not
more slowly, even if successful. Since MANNA rewards count against the maximum number of licenses a
are predicated on success, characters might level character can have, so a character at LL12 can freely
slower than usual if they are unsuccessful. rent additional ranks and an LL3 character who rents
a license still only counts as LL3.
Example 1: The players are hired to protect a station
from a pirate raid. Ensuring the station’s survival is a Rental offers a way for characters with a little
major objective. Minor objectives include protecting extra MANNA to boost their capabilities slightly for
the station’s power generator and killing or capturing the duration of a mission at the cost of long-term
the pirate leader. Protecting the station admin’s office progression. Players who have reached the
from damage, determining the identity of the attacking maximum of 12 license ranks can also rent addi‐
pirates, and limiting casualties from station security are tional ranks, potentially extending their power
all incidental objectives. one entire mech license further.
FINISHING BLOW
1/round, deal +1d6 bonus damage on a
successful melee attack against a PRONE target.
Jäger Kunst II
3 SP, Limited 3, Unique, Reaction
Terashima Blade
Main Melee, 2 SP, Unique, Protocol
Gain the Fatal Clash reaction. [�1][1d6�]
You may begin any fight in one of the following
The rarest of Atlas frames can be printed
stances and may take a stance or shift between
with the embedded muscle memories of Jäger
Kunst masters: old Sparri and others who stances as a protocol:
have dedicated lives to their martial art.
SSC does not recommend using these embedded • Troll Stance: This weapon gains INACCURATE,
systems without proper bodily tempering and AP, and deals +3 damage.
will not release these programs to • Storm Stance: 1/round after hitting with this
unqualified pilots. weapon, you may immediately deal 2� to all
other characters adjacent to you and your target
as a reaction.
Fatal Clash • Lord’s Stance: You cannot make ranged or
Reaction, 1/round tech attacks, but any ranged attack against
you that misses deflects off your sword, dealing
Trigger: You take damage from or deal damage
2 damage (same type as the attack) to a
with a melee attack.
character of your choice in �3 and line of sight
Effect: After damage has been resolved, you and from you. Any melee attack that misses you
your target each roll a contested HULL or AGILITY forces the attacker to pass a HULL save or be
check (each party choosing which to roll). The knocked PRONE.
loser is knocked PRONE, takes 1d6�, and is • Wind Stance: This weapon gains RELIABLE 2,
knocked back 3 spaces in a direction chosen by
the winner. The winner may then move 3 spaces
�2, and KNOCKBACK 2. After attacking with this
weapon, hit or miss, you may move 2 spaces in
in any direction, ignoring engagement and not any direction, ignoring engagement and
provoking reactions. The loser may immediately reactions.
take 2�AP damage to force the contest to be re-
rolled. This damage cannot be prevented or Once you have taken a stance, you remain in it until
reduced in any way. you take a new stance, this weapon is destroyed,
or you are STUNNED or JAMMED. You can also drop a
If the result is a tie, the contest immediately ends. stance as a free action.
Otherwise, the contest continues until one
Forged in the fire of a corralled star in
character loses without forcing a re-roll or would
the Constellation, each of these blades
take structure damage, in which case they
bears a unique name and history defined
immediately lose.
by its users. Terashima blades are
perfectly balanced and tempered, scalable
from personal use up to Schedule 3. When
combined with the weapon and sensor
suites of a frame, they have been proven
fast and durable enough to deflect
weapons fire. Each blade crafted by the
Terashima enclave is an heirloom produced
once and delivered via conventional
travel – their loss is considered an
indescribable humiliation for the owner
and an incredible triumph by the one who
has taken it. The Terashima enclave keeps
the casting mold of each blade it
produces and displays them in their
central hall alongside records of their
known histories.
The Caliban chassis is a popular new order among anti piracy and stellar
marine forces. Unlike many of IPS-N’s modern frames, the Caliban was
designed from the ground up to be a military machine.
IPS-N was the first to crack the Yemanova Problem. The corpro’s designers
identified the need for a rapidly deployable, sub-signature, directed
weapon. It needed to be well-armed and well-armored, small enough to enter
a ship and efficiently neutralize personnel in order to achieve victory.
IPS-N created the Caliban to solve this need.
Unlike many IPS-N frames, the Caliban has no roots in early attempts at
self-defense by freighter crews and asteroid miners. It was not born from
ingenuity - there is no legacy of resilience, heroism, or the frontier
spirit to paper over the purpose of its birth. It has no civilian
applications in aid, disaster relief, construction, or farming; it does
not build, defend, or inspire – it was designed to solve a numbers problem
on a ledger.
SLAM
1/round, when the Caliban knocks a character into a Equip Autochoke
wall, mech, or other obstruction that would cause it Active (1CP), Protocol
to stop moving, it may force its target to pass a HULL For the rest of this scene, the HHS-075 “Flayer”
save or take 1d6� and become IMPAIRED until the Shotgun gains the following profile:
end of its next turn. Main CQB, Accurate, Knockback 5
[�3][�3][1d6+2�]
WEAK COMPUTER
The Caliban has +1� on all SYSTEMS saves and The Flayer shotgun comes pre-equipped
checks. with a muzzle-mounted auto-choke that
allows its user to better define the
MOUNTS spread of shot issuing from the weapon.
The extreme heat from equipping the
HEAVY
choke renders it unusable in short order
MOUNT and it must be discarded.
Purifying Code
IMMOLATE 2 SP, Quick Tech, Invade
2 SP, Quick Tech, Invade Gain the following options for INVADE:
Gain the following options for INVADE:
FLAW_PLUS: You inject a memetic, proximity-
EJECT SLAG: You force the target’s reactor to eject based virus into the target’s reactor. At the end of
burning liquid in a �2 area around them, not their next turn, if they are not adjacent to another
affecting the space they occupy. The affected area character or piece of terrain of SIZE 1 or larger, the
becomes difficult terrain and characters that start virus catalyzes and they take 1d6+2�AP. Once
their turn in it or that enter it for the first time in a catalyzed, the effect ends.
round must succeed on an ENGINEERING save or
FLAW_MINUS: You inject a memetic, proximity-
take 2� and 1�. The liquid cools, dissipating, at
based virus into the target’s reactor. At the end of
the end of your next turn.
their next turn, if they are adjacent to another
MOLTEN PUNCTURE: Until the end of the target’s next character or piece of terrain of SIZE 1 or larger, the
turn, their reactor shielding is temporarily cracked. virus catalyzes and they take 1d6+2�AP. Once
They take 2� for each space they voluntarily catalyzed, the effect ends.
move (to a maximum of 6�).
Character can only be affected by one of these
The Kobold PG’s code is unique in that it options at a time and are aware of their effects.
can be injected into existing civilian
mining mechs, allowing them to interact The key to the KOBOLD’s creation — a
with the full suite of largely improvised, deceptively simple code that unlocks
adapted weaponry and systems. The process reactor safety limiters in civilian
skips printers entirely; however, in mining mechs. This also bears the only
avoiding the constraints of Union- evidence pointing towards a possible
monitored printers, the process also creator: “Dog.”
eschews widely accepted safety standards –
a common theme among HORUS PGs. With no
governors or consistent standards on the
operational envelope of the K-PG, some
pilots have discovered the terminal limits
of their chassis the hard way.
MOUNTS
MAIN/
AUX
“Dark. Wet. Drink deep, and descend. The “I have never been here. I do not know
water is warm and well. It is very busy where here is. It has not happened yet.
here, though you cannot see it. The Once, I was. I have never been here. You
swimmers are curious. Open your mouth.” are all I see. How can you be all I see.
Where am I. Where did I go. I have never
been here...”
Wandering Nightmare
1 SP, Full Tech
Unhinge Chronology
You generate a �2 zone of distorted timeflow 2 SP, Quick Tech
within SENSORS and line of sight that affects all
Gain the following QUICK TECH actions:
characters other than you. Characters within the
affected area cannot take reactions, and if they
HASTE: Choose a character within SENSORS and line
start their turn within it, they must succeed on a
of sight. For the rest of this scene, or until they
SYSTEMS save or take 2� and become SLOWED
take damage, they may BOOST 1/round as a free
until the end of their next turn. This effect lasts
action during their turn.
until this action is taken again or the scene ends.
SLOW: Choose a character within SENSORS and line
Speaker 1 (M.A2.SP1)
of sight. They must pass a SYSTEMS save or take
[Audio, Length: 150:06][Dated 7658U,
2�, become SLOWED, and become unable to take
35:50] (recovered: GZ Alhambra)
reactions. This effects ends if they take any
[UIB-TERMAGANT-TANGENT ROYAL]
amount of damage or make a successful Systems
save as a quick action.
“Where does it go? Where does it go?
Where does it go? Where does it go? Where
M.A2.SP2
does it go? Where does it go? Where does
[Audio loop, diversion instance #1,
it go? Where does it go? Where does it
timestamp 45:50] (recovered: GZ Alhambra)
go? Where does it go?”
[UIB-TERMAGANT-TANGENT ROYAL]
TIME SPLIT: Choose yourself or another character Didymos. It means “twin” in an old, old
within SENSORS and line of sight. Your target tongue. It might be a bit too cute but
disappears and you create a chronological split in it’s the name our cask spat out for us.
their timeline, replacing them with two fields of We observed Didymos Prime in action
mutating paradox energy appear as close to their during the fall of Green Zone Alhambra,
original position as possible. These fields are new mounted in a chassis we initially thought
characters that look like holes in space of the was one of three HORUS Minotaur PG we had
ID’d operating alongside the Ungrateful
same SIZE and roughly the same shape as your
cell in New Madrassa.
target (although you shouldn’t look at them too
long). They have 10 HP, SPEED 5, EVASION 5, E-
It was not that Minotaur.
DEFENSE 5, HEAT CAP 5, and have IMMUNITY to all
conditions and statuses. They are controlled by
Alhambra fell in three days. The Armory
the player of the affected character and both act
wasn’t keen to give it up but decided to
on that character’s turn, starting with their next
cut their losses and pull back rather
turn. The only actions the fields can take are
than hold for reinforcements. We moved in
standard moves and BOOST, and the only reaction afterward – during the looting. Our local
they can take is to disperse (see below). They are contact escorted us to
obstructions and grant hard cover. the New Madrassan commanders, introduced
us to them, and secured an audience with
If a field exceeds its HEAT CAP or is reduced to 0 the pilot of the chassis.
HP, it immediately disappears. Their player can
also cause a field to disappear as a reaction at the I’m sure you’ve reviewed the records of
end of any character’s turn. the debrief we recorded. We don’t know
how it arrived in New Madrassa. The
If one field disappears, the other immediately Ungratefuls say they received the initial
coalesces into the original character, who returns code burst from their contact in los
to the field in that field’s space. If both fields Voladores. Los Voladores deny this; the
disappear at the same time, their player decides entity, however, conforms to their
which field disappears first. descriptions of an entity called “la
pulga”, or, “the flea”. We have designated
An unwilling character can ignore this effect with a it LICH. Didymos is the active animus –
successful SYSTEMS save. the entity that serves as its pilot.
Speaker 1 (M.A2.SP1)
[Audio, Length: 150:06][Dated 5006U,
01:50] (recovered: GZ Alhambra)
[UIB-TERMAGANT-TANGENT ROYAL]
Like the Armory’s Napoleon chassis before it, the Sunzi utilizes the
Armory’s H-GOBLIN-derived recursive-mesh interdermal substrate, allowing
it to mount outsized weapons and systems on a chassis measuring just over
three meters tall. Where it differs is in its technological heritage. The
Napoleon was largely the product of the Armory’s internal paracausal/
parallel space research and development groups; the Sunzi is rumored to be
derived from stolen and extracted Volador technology. This may explain why
the Long Rim and the Dawnline Shore are the primary test grounds for the
platform – far from Union’s most direct oversight, the Armory may have
more time to make what progress it can before Union’s regulatory impulse
catches up to them.
TRAITS
CORE STATS SAFE HARBOR
Size: 1 Save Target: 11
Armor: 1 Sensors: 15 When allied characters within �50 of the Sunzi
HULL SYSTEMS teleport or are teleported, free spaces adjacent
HP: 7 E-Defense: 8 to the Sunzi are always valid end destinations.
Repair Cap: 3 Tech Attack: +1
AGILITY SP: 7 ANCHOR
Evasion: 7 ENGINEERING The Sunzi has Immunity to involuntary
Speed: 4 Heat Cap: 7 movement caused by other characters.
SLIP
1/round, the Sunzi can teleport 2 spaces as a free
action.
MOUNTS
MAIN/
AUX
Dicen: “Cuéntanos el secreto de tu larga The affected area blocks line of sight; however, any
vida, o abriremos la puerta de tu hogar a character may target the hole in space with a
todo el mundo.” ranged weapon (excluding �, �, �, or �
weapons) as if attacking it. Attackers don’t roll to
Nosotros decimos: “Para vivir una larga hit the hole – instead, it absorbs the attack and
vida, vives una larga vida. No tenemos redirects it against a new target of the attacker's
secretos, todo lo que tenemos es el choice within �10 of the zone. The attack
conocimiento que deseamos ocultarle. Por resolves as if it originated within the hole.
favor no hagas esto; tu no sabes nada.”
This effect lasts for the rest of the scene, or until you
[They say: “Tell us the secret to your long take this action again or end it as a quick action.
life, or we shall swing wide our door and
let those who we hold back inside your safe Dicen: “Incluso es difícil de ver en este
ground.” lugar”. Decimos: “Usted tiene razón. Es
porque este lugar no te quiere aquí.”
We say: “To live a long life, you live a
long life. We have no secrets, all we have [They say: “It is even difficult to see in
is knowledge we wish to keep from you.”] this place.” We say: “You are correct. It
is because this place does not want you
here.”]
Xiong likely did not survive the long engagement. She is presumed to have
perished mere days before an IPS-N Trunk Security patrol arrived,
responding to the convoy's initial distress signal. Trunk Security found
that Xiong had eliminated every White Tiger pirate assigned to the convoy;
her chassis, logbook, and trace elements of her body were discovered in
the White Tiger’s cored-out gunboat and recovered by IPS-N. Thanks to her
efforts, Trunk Security and MSMC were able to hunt down the remaining
White Tiger gang and eliminate them. IPS-N and MSMC then engaged in a
lengthy negotiation over the modified Raleigh’s plans, eventually settling
on a mixed licensing fee that benefits both IPS-N and MSMC. The resulting
pattern, the Zheng, is now a popular choice among MSMC and Trunk Security
pilots operating across the Rim.
Xiong Xiaoli is widely regarded as a bodhisattva across the Long Rim; MSMC
mercenaries have created several drinking games named after her, and MSMC
pilots on combat contracts often compete to hit the “Xiong Limit” of 45+
confirmed kills.
This whole-system upgrade was the result The second part of Xiong’s enhancement
of tweak Xiong Xiaoli made to her mech package: interlocking muscle-analog plates
throughout a long career with the MSMC, beneath armor, finely tuned to greatly
many of which have now been incorporated multiply crushing force.
into standard IPS-N frame construction
protocol. The package comes in three
stages, the first of which contains a set
of spinal enhancements that allow a mech
to rapidly lift and move large weights
without systemic damage.