Infinity - The Cost of Greed - Modiphius (2d20 System)

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THE COST OF GREED

A chance discovery on Paradiso leads to the uncovering of a VoodooTech smuggling ring, with the clues
pointing to an intelligence agency or corporation. Follow the rabbit hole, follow the money, and the trail
of breadcrumbs may soon provide clues to a plot that could put the entire Human Sphere at risk.

Cost of Greed is a mini campaign of five non-linear adventures that provide the characters with a chance
to meet, work alongside, and challenge the key characters from Corvus Belli’s Dire Foes Mission Packs
1 to 5.
• FIRST DOMINO: Follow the trail of a smuggling ring trafficking VoodooTech from Paradiso to
the crowded streets of Yinquan. Will the tight-lipped Yănjīng be involved, or perhaps the
shady MagnaObra corporation?

• ICE AND FIRE: Seeking clues to the architect and purpose of the smuggling ring, the
characters will need to brave the icy cold of Svarlarheima to find the answers they seek.

• QUANTRONIC NOISE: A hacking cell operating from an enclave on Bakunin are a key factor
to the operation. Their ability to manipulate the characters’ patinas, however, may flip the
Wilderness of Mirrors on its head, creating enemies of both civilians and friends.

• HOT SANDS: Chasing an executive for the intel she’s hiding will lead the characters into a fight
to survive on the Silk Route, but her enemies could prove more overwhelming than the heat
of the desert sands.

• THE BLACK BOX: With the very war on Paradiso under threat and the safety of the Human
Sphere at stake, infiltrating the operational centre of the cabal responsible could turn disaster
into victory.

ISBN 978-1-912200-30-6

9 781912 200306
MUH050230
www.modiphius.com Printed in the UK
CREDITS
WRITING
Giles Pritchard

COVER ART
Francisco Rico

INTERIOR ARTWORK
ENIQMA, Vincent Laik, Chester OCampo, Francisco Rico

ART DIRECTION
Marc Langworthy, Rodrigo Vilanova

LAYOUT INFINITY RPG LOGO LEAD EDITOR


Peter Marshall Michal E. Cross Kimberly Nugent

CARTOGRAPHY PLAYTESTERS PROOFREADING


N.R. Bharathae Aaron Manuel, Joel Mills, and Ryan McGrath Marshall Oppel

INFINITY LINE DEVELOPER


Marc Langworthy

CORVUS BELLI APPROVALS


Gutier Lusquiños Rodríguez, Alberto Abal, Carlos Torres, and Carlos “Bostria” Llauger

ORIGINAL 2D20 SYSTEM DESIGN


Jay Little

GAME DESIGN
Benn Graybeaton, Nathan Dowdell, Mark Redacted, Justin Alexander, Marc Langworthy

PRODUCED BY HEAD OF RPG DEVELOPMENT PUBLISHING ASSISTANT


Chris Birch Sam Webb Virginia Page

PRODUCTION MANAGER SOCIAL MEDIA MANAGER COMMUNITY SUPPORT


Peter Grochulski Salwa Azar Lloyd Gyan

SPECIAL THANKS
Thank you to Corvus Belli—Alberto, Gutier, Carlos, and Fernando—for letting us play in your world!

PUBLISHED BY Modiphius Entertainment Product Number: MU050230


Modiphius Entertainment Ltd. ISBN: 978-1-912200-41-2
2nd Floor, 39 Harwood Road Artwork & Storyline © Corvus Belli S.L.L. 2019
Fulham, London, SW6 4QP INFINITY is © Corvus Belli S.L.L. 2019
United Kingdom

The 2d20 System and Modiphius logos are copyright Modiphius Entertainment Ltd 2019. All 2d20 System
text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is
illegal. Any trademarked names are used in a fictional manner; no infringement is intended.
This is a work of fiction. Any similarity with actual people and events, past or present, is purely
coincidental and unintentional except for those people and events described in an historical context.
TABLE OF CONTENTS

THE COST OF GREED PART 3


INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 QUANTRONIC NOISE
A BAKUNIN ADVENTURE . . . . . . . . . . . . . . . . . 23
Operational Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
PART 1 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Mission Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
FIRST DOMINO Scene 1: Bakunin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
THE OPENING ADVENTURE . . . . . . . . . . . . . . . . . 4 Scene 2: The Heatwave Enclave . . . . . . . . . . . . . . . . . . . . . . . 25
Operational Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Scene 3: Showdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Where to next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Mission Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Scene 1: A Night Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Scene 2: Busted . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 PART 4
Scene 3: Angus’s Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Scene 4: Bipandra’s Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 HOT SANDS
Scene 5: MagnaObra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 A BOURAK ADVENTURE . . . . . . . . . . . . . . . . . . 30
Where to next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Operational Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Mission Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
PART 2 Scene 1: The Meet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Scene 2: Maracanda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
ICE AND FIRE Scene 3: The Maglev . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
A SVALARHEIMA ADVENTURE . . . . . . . . . . . . 15 Scene 4: Hot Sands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Operational Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Where to next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Mission Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Scene 1: A Cold Time in Hell . . . . . . . . . . . . . . . . . . . . . . . . . . 16 PART 5
Scene 2: The Supply Depot . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Scene 3: The Facility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 THE BLACK BOX
Where to next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 THE FINAL ADVENTURE . . . . . . . . . . . . . . . . . . . 37
Operational Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Mission Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Scene 1: The Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Scene 2: Infiltration for information . . . . . . . . . . . . . . . . . . . 40
Scene 3: Escape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Where to next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
WILDERNESS THE COST OF GREED
OF MIRRORS
The Wilderness of Mirrors covert
objectives described here fall
INTRODUCTION
into two main categories, and
one circumstantial one. The
GM should feel free to use all, Welcome to The Cost of Greed, a short campaign different. Each is designed to highlight different
some, or none of these, as suits that will take the players on a journey from areas in which a PC may be strong or be challenged,
their game and gaming group. tracking a small-time smuggling operation to a and throughout we hope the GM and players feel
It should be noted that any Combined Army plot that threatens to transform that each character is provided with an opportunity
references to the ‘Yănjīng Key’ the landscape of the war on Paradiso. This is a to shine.
refers to the code developed series of five adventures, with a beginning, three
by the Yănjīng and stolen by
floating adventures, and a finale. It is not necessary While The Cost of Greed is written with the assump-
MagnaObra. (See the chapter
“First Domino” for
to play through all five of these adventures in tion that the PCs are working for Bureau Noir as
more information in the sequence, but each is designed to reveal a little intelligence operatives, a little massaging of the
adventure background.) more of the overarching plot. It is possible to play background provides an adventure for a different
the three floating adventures in whatever order intelligence service, a mercenary crew, or just a
the players and GM desire, as well as condense the group of adventurers caught up in something bigger
campaign by omitting one or two of the floating than themselves. Each adventure can also be played
adventures. The only two adventures that are locked as a stand-alone. By leaving out the aspects of the
into place are the first and the last. Of course, the plot that tie each together, the adventures are
GM should always feel free to insert adventures of easily modified to work independently.
their own, or to mix, match, or modify as suits them
and their group of players. The Cost of Greed is set within the Infinity timeline
alongside the Dire Foes Mission Packs for the
From a standard breadcrumb-style investigation, Infinity Miniatures Game released by Corvus Belli.
to an action-packed rescue mission, to a quantronic The Dire Foes Mission Packs have been collected
battle where the PCs’ sanity may be at stake, we and expanded, with additional background material,
hope that each adventure offers something a little and are available in Infinity: Uprising from Corvus

2 The cost of greed


ADVENTURES IN THE HUMAN SPHERE

Belli. The first adventure ties closely with the events The GM should first read through the backgrounds
of Mission Pack One, “Train Rescue,” and while the of all five adventures. Doing so will provide a
other adventures take place before the subsequent detailed picture of the plot from beginning to end
mission packs, most of the characters detailed in and should help fill in any questions the GM might
those mission packs may be encountered through- have about the whys and wherefores of what is
out these adventures. If GMs intend for the PCs to happening at any point. It should also provide
interact with them, the statistics for the Dire Foes some insight into what the PCs might discover if
are available as a free download from modiphius.com. they investigate or dig in an unexpected direction.
Familiarity with the Dire Foes mission packs is not (Something all GMs can agree on is that players
necessary in order to enjoy these adventures. will surprise you!).

WILDERNESS OF MIRRORS
ALEPH YUJING
Objective 1: Pass any and all information about the smuggling Objective 1: Gather and pass on evidence of MagnaObra’s
of VoodooTech and associated individuals on to ALEPH for hack on the Yănjīng. This will provide the legal basis for
follow-up and persecution. claiming eminent domain over their properties in Yinquan.
Objective 2: Pass on information, and if possible, the code Objective 2: Implicate Japanese technicians in the hack on
developed by the Yănjīng to ALEPH. the Yănjīng by planting or manufacturing evidence. It could
Floating: If the PCs go to Bakunin: copy the security structures be stupidity, it could be subversive intent, as long as it is not
of the Heatwave Enclave datasphere and pass them onto ALEPH. Chinese Yu Jing.
Floating: If the PCs go to Svalarheima: use contacts made
ARIADNA with shipping firms to attempt to identify potential routes
Objective 1: Pass any information on corporate duplicity for people smuggling out of Chunqiu.
in the VoodooTech smuggling to the Ariadnan Ambassador.
It may be useful leverage in future bargaining. CORPORATIONS
Objective 2: Pass on copies of evidence and code in relation Objective 1: Get hold of a copy of the Yănjīng Key and pass it
to the Yănjīng Key to the Stavka. This can potentially be used on to the corporate tech team for potential adaptation and use.
for leverage on Concilium. Objective 2: Gather information on the shipping routes and methods
Floating: If the PCs go to Bakunin: retrieve intel (data pack) by which MagnaObra concealed their smuggling for so long.
gathered by Isobel McGregor to be returned to the Stavka. Floating: If the PCs go to Svalarheima: any records of research
being undertaken by MagnaObra should be copied and passed
HAQQISLAM on to the R&D Department.
Objective 1: Gather a data pack from Yănjīng operative Li Jun,
a Kempeitai sympathiser, to be passed on at a later date. SUBMONDO
Objective 2: Ensure the follow-up from Yinquan sees the PCs go Objective 1: Get the details of as many of the smuggling
to Svalarheima where they are to pass the data pack to Yuriko Oda. operations used by MagnaObra as possible. They’ll no doubt
Floating: Ensure information linking MagnaObra to illegal be looking for work…
smuggling is leaked to the media. Objective 2: Get a hold of a copy of the Yănjīng Key and
pass it on; the ability to eavesdrop on communications is
NOMADS always invaluable.
Objective 1: Get information linking MagnaObra to a hacking Floating: If the PCs go to Bourak: Make a detailed assessment
cell on Bakunin to a Nomad Moderator. of the Maglevs in and around Maracanda, including security
Objective 2: Secure a copy of the Yănjīng Key code and pass personnel and systems.
it on to the Nomad Tech corp to see if there are any uses or
implications for the security of Arachne. MERCENARIES
Floating: If the PCs go to Bakunin: kill all members of the Objective 1: Pass on details about the smuggling operations
Equinox cell. on Paradiso to the commander. Such information makes for
a good example why certain mercenaries should be hired to
PANOCEANIA perform security details, patrols, and to supplement an already
Objective 1: Pass information about the activities and personnel overstretched military.
of the Yănjīng encountered in Yinquan on to the Hexahedron. Objective 2: Get a copy of the Yănjīng Key; it’s got to be worth
Objective 2: Leak information to the media implicating Yu Jing something to the right bidder.
in a security breach on Paradiso. Floating: If the PCs go to Bourak: persuade Rosario Lena to
Floating: If the PCs go to Svalarheima: collect the numbers and agree a unit of full-time bodyguards is well worth the very
locations of Yu Jing troops in Quanxue and pass this information reasonable price.
on to the Hexahedron.

Introduction 3
THE COST OF GREED
FIRST DOMINO
THE OPENING ADVENTURE
Whilst leading a joint task force of Yu Jingese
and PanOceanian troops, a PanOceanian Fusilier OPERATIONAL
misread map coordinates, and his unit inadvert- SUMMARY
ently stumbled into a small-time trafficking ring.
Operating from the front line near Chengling on The characters have been sent to retrieve
Paradiso, the smugglers occupied an overgrown operational intelligence from a PanOceanian
military compound. The Fusiliers discovered contact, Fusilier Angus. This intelligence, it is
that pieces of VoodooTech were being loaded hoped, will help the characters uncover the truth
for transport, and with the support of the Yu to whether this small-time VoodooTech smuggling
Jingese Zhanshi, they assaulted the compound venture was part of a larger operation. If it is a
and seized the VoodooTech. Further investigation smaller piece in a larger jigsaw, they are instructed
by an Indigo operative attached to the Fusiliers to find out who is behind the operation, and why.
suggests these small-time smugglers are but
one part of a larger operation.
BACKGROUND
Officers higher in the command chain on both the
Yu Jingese and PanOceanian sides opted to turn FUSILIER ANGUS AND
the information over to O-12 rather than pool FUSILIER INDIGO BIPANDRA
intelligence resources. O-12 has sent a Bureau Noir Described by his superiors as ‘that bumbling idiot,’
cell to investigate. Fusilier Angus tends to find trouble in even the
safest of places. Angus is something of a living
legend among the Fusiliers, though legendary status
doesn’t mean his units are happy to have him.

On this occasion, it was Angus who misread both


the unit orders and the coordinates that led the
Fusiliers to discover the smuggling ring. Angus,
saved from a close-range shotgun shell by his
long-suffering compatriot, Bipandra, had little
idea of the significance of his error.

Bipandra, a cool-headed Fusilier Indigo, has patched


Angus up on more occasions than she can recall
and has taken nearly as many hits herself for the
trouble. Bipandra comprehended the extent of what
they had uncovered by examining comlog records
and forged paperwork. These items suggest that
this smuggling ring may be one of many, and rather
than cooperate on an intelligence operation, the
PanOceanian and Yu Jingese officers decided to
impart the mission to O-12.

SMUGGLING OPERATION
Many small smuggling rings operate throughout
Paradiso, running everything from people to
weapons and drugs. One of the most lucrative, and
by extension most dangerous and illegal trades,
is in VoodooTech. Whether broken or functional,
any piece of Combined technology can fetch a
high price. The outfit the Fusiliers and Zhanshi
stumbled upon was small, and in the firefight,
the smugglers were all killed. One commonality
stood out to Indigo Bipandra, all the smuggling
Bipandra drops where sent to small shipping firms. These

4 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

firms were owned by a series of shell companies, If and when the PCs arrive at the MagnaObra
which in turn were all owned by one larger parent offices, the Morat Treitak Anyat, along with a
company. Bipandra suspects the parent company number of other Morats, will also be present.
is either the Yu Jing Interspace Trust Corporation Morat Treitak is there to collect information on
(YJITC) or MagnaObra. a Mag-Lev that will be carrying a certain prisoner
and will fight the PCs before escaping; she has
YU JING INTERSPACE TRUST her own mission to attend to.
CORPORATION (YJITC)
One of the largest megacorps in the Human
Sphere, the Yu Jing Interspace Trust Corporation is
also widely understood, within intelligence circles,
MORATS IN YINQUAN
to be a front for the Yănjīng, the eyes of the Party The Morat presence in Yinquan is deeply troubling to the Yănjīng, and if
of the Yu Jing StateEmpire. The YJITC operates the PCs manage to eliminate any in the city bounds, they will be appreciative.
through an impressive and almost unbreakable A small force of Morats (see Scene 5), under the command of Treitak Anyat
communications and data network. However, two are, as the adventure takes place, in Yinquan, hiding in the MagnaObra facility.
weeks ago their system was breached. Tracing the As the adventure begins, the Morats have recently arrived at the MagnaObra
origins back through several relays, it appeared facility in one of the short-hop shuttles (see Scene 5). They are only there
that the hack came from Yinquan itself. After a to secure the information they require before leaving, although the PCs
deep internal investigation, it was deemed the will likely encounter them before they do.
most likely source for the hack to be MagnaObra.
The YJITC is concerned the hack may have copied As the PCs play through the adventures in The Cost of Greed, they will learn that
the programming of a new set of protocols they the Combined Army has deeply infiltrated MagnaObra on Paradiso. In this first
have been developing to silently monitor secure adventure, the PCs finding Morats in the Yinquan MagnaObra offices should
communications networks. be a serious concern. It implies MagnaObra has been compromised especially
since the PCs will encounter several Shasvastii and Morats using the facility
MAGNAOBRA in Yinquan.
Dizzyingly wealthy, powerful, and very influential,
MagnaObra is a major player in the corporate Treitak and her companions are there for three reasons:
world of the Human Sphere. MagnaObra is also
widely regarded as a megacorp willing to do 1. To confirm the capture and transport of Angus.
almost anything for a profit. Over the last year, one 2. To gain intelligence taken from the Yănjīng offices at the same time as
such venture has been the sourcing, smuggling, the hack, detailing the train Angus is to be transported on (see Dire Foes,
and resale of VoodooTech from the Paradiso Mission 1).
front. Little known to most at MagnaObra, they 3. To collect the personnel dossiers of targets that the Combined Army are
themselves are pawns in a larger game. Several targeting (see the Ops Room description in Scene 5).
Combined agents have infiltrated the corporation
and are influencing its actions. Another develop-
ment has been the employment of an Equinox
cell to steal security protocols from the Yu Jing
Interspace Trust Corporation. These protocols,
developed by the Yănjīng, have the potential to
be modified to allow deep level espionage against
communications and data networks. A number
of the techs currently working at the YJITC are
secretly on the payroll of MagnaObra and helped
the hack against the YJITC network to succeed.

SHASVASTII SPECULO
KILLER AND TREITAK ANYAT
MagnaObra operations in Yinquan are far too
sensitive to leave to a mere human. The Evolved
Intelligence has therefore placed several Shasvastii
into positions within the MagnaObra offices in
Yinquan. With a plot underway to scout out a
prison on Satori, and a nosy investigator getting
too close, the Shasvastii saw the opportunity to
kill a few birds with one stone. They arranged for
Fusilier Angus to be framed, captured Bipandra
from the YJITC offices, and plan to silence anyone
else who gets too close.

First Domino The Opening Adventure 5


MISSION BRIEFING SCENE 1:
After a rocky trip, the PCs are gathered in a briefing A NIGHT OUT
room concealed within an unremarkable apartment
block in Sálvora City on Paradiso. There are several Yinquan, the capital of the Yu Jing StateEmpire
offices, meeting rooms, and briefing halls dedicated on Norstralia. The city itself is a glowing beacon,
to Bureau Noir, and beneath the building, there are awash with light in a myriad of bright neon and
a network of tunnels that allow agents to leave gleaming golden statues resplendent in the
from multiple exits throughout the city. centre. It looks untouched by the war that rages
on the planet, like it could be any other bustling
A middle-aged woman is leading the briefing. metropolis elsewhere in the Human Sphere. As the
The PCs are provided with data and patchy footage transport approaches in the advancing dusk, a sea
of the strike on the smuggling outfit. of tents huddles next to the city boundaries, a tide
of refugees fleeing the frontline, nowhere to go
Read or summarise the following: but to stake camp on the edge of this bright city.
As the passengers are given the green light to dis-
A recent mission on the Norstralian Front, near embark, any sense of the desperate mass of people
Chengling, uncovered a VoodooTech smuggling on the city’s edge is forgotten; the city unaware
operation. This operation was shut down by the they are even there. Movement, noise, and light
Fusiliers and Zhanshi who stumbled across it. crescendo even now after the sun has set. Yinquan
One of the personnel, an Indigo, found potential is a city, energetic and alive.
links to a larger venture. With PanOceania and
Yu Jing unwilling to mount a joint intelligence The characters have arrived with little time to
op, we have been activated to investigate. spare. They have pass-codes for hotel rooms near
the spaceport loaded into their comlogs but no
The Indigo, Bipandra, and her partner Angus, time to go and check in. They are due to meet
are currently on leave in Yinquan. They have Fusilier Angus at the Yôuqù de Yèwân nightclub
first-hand knowledge of the strike against the in twenty minutes.
smugglers, and it is understood that they may
also have further intel on who or what the
larger venture might be. THE YÔUQÙ DE YÈWÂN
Your mission is to make contact with Fusilier The nightclub is relatively quiet. There is a large
Angus at the Yôuqù de Yèwân, a nightclub in dance floor, tables scattered around the room, and
Yinquan. He will pass on any information he has. a long bar. The music playing in the background is
Following this, you have the remit to investigate soft enough to allow conversation with those on
further. If VoodooTech is indeed being smuggled the same table, and loud enough to make it diffi-
off Paradiso by an organisation utilising a cartel cult to listen to the tables nearby. The night club
of smaller outfits, we need to know who they has around twenty patrons, a mix of Yu Jingese and
are and what they are doing. Be prepared — people from other nations in the Human Sphere.
this mission may take you beyond Paradiso.
Two key facts soon become obvious: The characters
are on time, and Angus is not present. The PCs
may wait, but however long they wait they will
soon need to ask some questions.
WEAPONS IN YINQUAN
The security forces at the spaceport where the characters land will not allow Asking the staff will net them no results unless
the PCs to enter the city with any weaponry. If they flash their O-12 credentials, they also flash their O-12 credentials. If this is the
they will be permitted to carry a side-arm (concealed or otherwise), but anything case the bar staff will happily tell the PCs that
heavier than a handgun will not be allowed into the city. Any weapons the char- Angus was here earlier but left in the company of
acters are carrying that are not permitted into the city will be locked away, and a few other PanOceanian soldiers belonging to the
the characters provided pass-keys to retrieve them when they leave. same task force as Angus, and that they left for the
Xióngmāo Jiŭbā.

Asking the Yu Jingese patrons will net little unless


they show an image of Angus, a Challenging (D2)
Persuade test will reveal a patron who remembers
him being here earlier; he had tea with some
PanOceanian soldiers, drank a few rounds, and left.

6 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

Asking any PanOceanian patrons, all soldiers, will speech praising Huang Lui and is now messing
indicate none of the patrons know him personally, with the music.
but have heard of him. (See his background, p. 4.)
If they show an image of Angus, he will be recog- ANGUS
nised immediately, ‘That’s Angus!’ If the PCs say Angus will be hard to handle. He will recognise
they are meant to be working with Angus, or flash the PCs and not be shy about telling anyone who
their O-12 credentials, much laughter and commis- pauses to listen that they are from O-12. Angus
erations will ensue. All they can add in either case will try to engage the PCs in drinking and betting
is that Angus had been drinking and left earlier, games. However, he is a clumsy drunk and will
probably to either the Xióngmāo Jiŭbā or the break a number of items around the bar. Comically,
Lí Jiŭbā, both nearby bars. Angus will tap his nose when asked about the
information he is meant to pass on, generally
Attempting to hack into the nightclub security avoiding telling the PCs anything of value. He will,
network is a Challenging (D2) Hacking test. It will at least, tell the PCs that he is staying in room 314
allow the PCs to access footage from earlier in at the Lóng Hotel. If pressed further about the
the night, showing Angus clearly arriving, drinking information, he will relate the story of breaking up
quite heavily, and leaving with a group the smuggling ring, declaring, “Bipandra thinks it’s
of four others. all corporate skulduggery! Here!” Angus then will
shush players asking him to elaborate further.
If the PCs are curious as to why the four people
are being identified as soldiers (ie: How do you If the PCs try to fight Angus, or the GM feels that
know they are soldiers?), it is because the night the scene needs to close, Angus will trip into the
life of Yinquan is dominated by off-duty soldiers, tables of the Huang family, instigating a brawl. The
and people have become accustomed to identifying Huang family members will attack both the PCs
them in or out of uniform. and Angus, since the other PanOceanian soldiers
have quietly left. There are a number of enemies
equal to the number of PCs +1. The GM should
THE LÍ JIV̌BÃ use the stats for “Gang Member” on pg. 437 of
the Infinity Corebook.
The Lí Jiŭbā is a small but rather tidy bar only a
block from the Yôuqù de Yèwân. When the PCs If at any point during or after the fight, the PCs ask
arrive, there are a handful of patrons and no sign about Angus, they will immediately notice he has
of Angus. The staff there may recognise Angus as gone. Heading into the street will yield nothing.
having visited on a previous night, but he has not There are no security cameras outside and no
been in tonight. witnesses who might answer questions.

THE FUNCTION OF FRUSTRATION


THE XIÓNGMÃO JIV̌BÃ Now, the players have a choice, wait until the next
day or head to Angus’s hotel. The scene is designed
The Xióngmāo Jiŭbā is a tucked away drinking as something of a merry goose chase, with the PCs
establishment with a panda stickered over a single trying to wrangle Angus into telling them what’s
narrow window. As they approach, the PCs hear going on, and Angus refusing to do so. The PCs
a raucous celebration from inside. When the PC should feel irritated by Angus, and the GM should
enter, they will notice that there is a party taking use his antics to fuel this. Once the players become
place, the 50th birthday of Huang Lui, and the frustrated at Angus’s refusal to give them the
long, narrow establishment contains what appears information, the GM should begin the brawl that
to be a large family. Near the front bar, a number ends the scene.
of PanOceanians are ordering drinks. At the rear,
one PanOceanian, identifiable as Angus, appears FOLLOWING THE CLUES:
to be arguing with the DJ. When the PCs notice Following the disappearance of Angus, the PCs may:
him, Angus manages to cajole or push the DJ aside,
and start flicking across the screens that control • Contact their handler, who will tell them
the DJ’s decks. Soon the music has increased in to go back to their hotel and wait for another
volume, and the family of Huang Lui are beginning meet to be organised. This will lead to Scene 2.
to look decidedly annoyed. If the PCs approach • Go back to their Hotel and wait to follow up
anyone, PanOceanian or a member of Huang Lui’s in the morning since it is quite late in the
family, they will be told (either in an amused tone night. This will lead to Scene 2
or an annoyed tone depending on who they speak • Go to Angus’s hotel room. This will lead to
to), that HE, meaning Angus, has already given a Scene 3.

First Domino The Opening Adventure 7


YES OFFICER!
DIRE FOES PACK ONE If the PCs choose to go along with the instructions
After Angus leaves the PCs, he continues his wild night out. Later in the evening of the Celestial Guard, they will be disarmed and
he is seduced by a Speculo Killer, tagged with a bio-implant, and framed for the have their hands bound. The officer in charge will
murder of several Imperial Agents. In the morning, Angus wakes in an unknown question the PCs. He will want to know:
hotel room surrounded by bodies. He will be arrested and sent to prison on • Where were the PCs last night?
Satori, a fragment of a larger Combined Army plot as found in the Dire Foes • What were they doing?
Mission Pack One, for Infinity, the Miniatures Game, by Corvus Belli. • How do they know Angus?
• What were they doing with Angus at the
Xióngmāo Jiŭbā?
• When did Angus leave, and who did he

HEAT SCENE 2: leave with?


• Were they aware that Angus was responsible
If the PCs are On the Run, the
GM may spend 2 Heat at any
BUSTED for the murder of five Imperial Agents?
point to have a unit of Celestial
• Where is Bipandra?
Guards arrive to capture and/or To say that Bureau Noir will go to any length to
eliminate the PCs. support their agents is true enough in many senses, In the to and fro of this questioning, the Celestial
but not so much when it comes to booking hotel Guard will be rough with the PCs. If the PCs tell
rooms for agents on mission. The Hû hotel is not the Celestial Guard that they are from O-12 and
exactly cheap and nasty, but it’s far enough from a offer their credentials, they will be unbound, and
five-star hotel that some of the stars it does have the discussion will continue in a tense but more
are blinking and need to be replaced. The PCs are conversational manner.
billeted two to a room, with a number of adjoining
rooms enough to house them all. A majority of In this interaction the PCs will learn:
the rooms in this hotel are connected by double • Angus left the Xióngmāo Jiŭbā and was seen
doors, which are mostly kept locked, but for a group at the Lí Jiŭbā with a Yu Jingese woman. The
booking, like the PCs have, it is possible to walk officer shows a photo, but it is not anyone the
from one room to the next without going into the PCs recognise.
dingy hallway. • Angus was found this morning in a hotel room,
surrounded by the bodies of five Imperial Agents.
In the morning after a simple breakfast has been • The Imperial Agents were all killed with Angus’s
delivered, the rooms will be assaulted by a unit weapons, with Angus still holding the smoking guns.
of Celestial Guard soldiers. If the PCs have set • Angus was drunk and claims to not know where
up a security system of some sort or hacked into he was or what had happened.
the hotel security to access the cameras in the • Bipandra escaped arrest a few hours ago and
hall, they will be alerted to the soldiers quietly made her way to the PanOceanian Embassy.
gathering in the hallway outside their rooms. The Shortly afterwards, she left the embassy again
Celestial Guard will concentrate on the locations of and is currently on the run.
the PCs; each room occupied will be assaulted by a
number of Guardsmen equal to the number of PCs. After this discussion the Celestial Guard officer will
leave the room and return with another man who
If the PCs are alerted (see above), they will have the PCs can instantly tell is an intelligence opera-
the opportunity to decide how they will react and tive. He will introduce himself as Li Jun, an agent of
may interrupt the Celestial Guard as they enter the the Yănjīng. Li Jun will then ask the Celestial Guard
room. It will be known to the PCs that the Celestial to leave the room (see p. 9).
Guard are often employed as special police. If
the PCs are not alerted (see above), the Celestial If the PCs do not reveal they are working for O-12,
Guard will burst into the room, Combi Rifles drawn, the officer will treat them as potential suspects
yelling at the PCs to lie down and place their hands and continue to ask questions: what they are doing
out in front of them. The PCs have several options in Yinquan, where they came from, how long they
available to them: will be staying, and so on. If the PCs manage to
keep a straight story, the officer records the PCs’
details, tells them not to leave the city, and takes
any weapons or hacking devices they are carrying.
Then he will eventually leave. The PCs may, during
this questioning, reveal they are from O-12. If this
happens the officer’s demeanour will change, and
he will summon Li Jun (see p. 9).

8 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

THE YĂǍ NJíNG AGENT If the PCs agree, he will provide them with:
Li Jun will be direct with the PCs: • Angus’s room number, room 314 at the Lóng HEAT
Hotel, which they are probably already aware If the PCs choose to fight
the Celestial Guard, they will
Let me cut to the point. You’re here for Bipandra, of (see Scene 1)
be faced with a number of
or whatever it was she was looking for. She • Bipandra’s room number, room 423 at the
enemies equal to the number
is gone. Fusilier Indigo Bipandra broke into Lóng Hotel, if they don’t already know it of PCs. The GM may spend 2
our YJITC facility earlier this morning during • Permission to carry any weapons left at the Heat during this fight to call
a scheduled emergency drill, and we captured spaceport for reinforcements, which will
her. Within 20 minutes, a team of unidentified arrive in 1d6+1 turns. If the
operatives assaulted her location and took her. FLEE! PCs manage to defeat the
Worryingly, our security system went down at Celestial Guard, they may leave
the time of the attack, and it appears that If the PCs choose to flee, they will need to find a but will be On the Run. Stat
way out. The most likely option is to use the door- blocks for the Celestial Guard
someone has gained access to the system. They
can be found on pg. 423 of the
may even have stolen something important. ways between the rooms to distance themselves
Infinity Corebook.
from the Celestial Guards and escape through a
If the PCs ask who is “they,” then Li Jun will say: window. There will be several vehicles available
for the PCs to take, but they will need to inflict
PanOceania, maybe, but I doubt it. I’m not alone a Breach result on the vehicle in order to gain
in suspecting MagnaObra. They have attempted access (see Infinity Corebook, p. 135).
THE CHASE IS ON
to hack our systems before. Though this time, If the GM is using Zones to run
maybe they found some support. I don’t know, The GM may use this opportunity to play out a
the chase, the PCs must get to
maybe some Nomad group? If anyone has the chase scene through the streets of Yinquan. If the Long Range before they escape
tech know-how, it would be them. We’ve had an PCs manage to get away from the Celestial Guard, and maintain that range (or
agent, Yuriko Oda, investigating MagnaObra ops they should be treated as On the Run (see above). extend it) for 1 round. Achieving
on Svalarheima. It might be time to reach out and If they are caught, their status as O-12 operatives this requires a number of
see what she’s dug up. To take Bipandra though, will be revealed, and the Celestial Guard will ask face-to-face tests against the
that just doesn’t add up. Maybe she was on to the PCs to work with them (detailed above). Celestial Guard as they will
begin within Close Range
something?
If the PCs are captured at any stage after using the Vehicle Rules on
beginning on p. 133 of
If asked about the something valuable that was having injured or killed a Celestial Guardsman,
the Infinity Corebook.
stolen, Li Jun will reply: the Celestial Guards begrudgingly will be given
orders to work with the PCs. If they want a more abstract
For security reasons, I obviously can’t say anything. system, they can run the chase
Just know that if I say it is sensitive, I mean it. Not WE’RE NOT BITTER as a series of face-to-face tests
just for us either. Cost: 2 Heat against the Celestial Guard. If
Before releasing them, a Celestial Guardsman will the PCs manage to beat the
If asked about the smuggling of VoodooTech, Li Jun carefully stab or shoot any of the PCs responsible Celestial Guard three times in
will respond: for an injury or death of another Celestial Guard. a row, they manage to escape.
This will inflict a single Wound on the affected PCs
There are also rules for
Isn’t that what you’re here for? I don’t know and apply the Conditions: Hindered and Fatigued.
running chases in Infinity:
about the smuggling ring beyond the reports from (See Infinity Corebook, p. 103.)
Gamemaster’s Guide.
our Zhanshi and those shared by PanOceania. I
suspect that Bipandra might, though. And if that is Of course, the PCs may make
what she was investigating, it doesn’t seem like a
coincidence that she was snatched.
SCENE 3: use of terrain such as other
vehicles, piles of boxes, and
ANGUS’S ROOM fruit stalls to help them
Li Jun will attempt to recruit the PCs to investigate escape. The creative use of
MagnaObra in Yinquan if they already don’t have The PCs may visit this scene following two such devices should award
the intention to do so. He will say: different timelines. They may choose to visit the PCs 1-2 Momentum to be
used on that turn’s Pilot test
Angus’s room on the night they arrive in Yinquan,
but will also add 1-2 to the
The StateEmpire could deal with this, sure. following the disappearance of Angus, or they
Complication range of any
But as far as my contacts have it, you’re already may choose to visit this scene the following day, tests performed by PCs in that
on the path. We’re willing to help, at the very in which case they are likely to also have played vehicle. Once the PCs manage
least not stand in your way. If that’s not enough through Scene 2. to get to Long Range or have
then perhaps the gratitude of the Party is two successful tests in a row if
enough to sway you? We’d be happy to provide Read or summarise the following: using the abstract system, the
some material support but would rather this Celestial Guard should be at an
additional +1 Difficulty when
stay an O-12 operation. Plausible deniability The Lóng Hotel is a multi-story hotel close to
making their test.
and all that. You understand how it works. he heart of Yinquan’s commercial district and

First Domino The Opening Adventure 9


nightlife. From quick observation, it appears that THE ROOM ON THE
PanOceanian citizens and military personnel are NIGHT OF ARRIVAL
also staying here. It is possible that this hotel
is regularly used to billet PanOceanian soldiers Angus is a complete slob. Usually a soldier’s room
on leave. The exterior is nothing special, and is neat and ordered, something drilled into them
the hotel appears neat and well maintained, during basic training, but whatever lessons were
but nothing opulent. There are a few entrances spent on Angus were clearly wasted time. Empty
to the ground floor foyer as well as an under- cans, bottles, and take-away containers litter most
ground car park. of the surfaces. The large window which can look
out over Yinquan is playing the Maya Aristeia!
How the PCs choose to try and access the hotel channel, and clothes are scattered about.
will be up to them. Strolling in and requesting
access to Angus’s room is going to take a Daunting As they enter the room, the PCs may want to roll
(D3) Persuade test. Flashing O-12 Credentials a Simple (D0) Observation test.
GM NOTES will reduce this to a Challenging (D2) Persuade • 0 Momentum will find a notepad on the coffee table.
Trying to access the room and or Command test. If the PCs have played through • 1 Momentum will find a key-pass to room 423
play through Scene 3 on the Scene 2 and have chosen to work with the Yănjīng, with the letter “B” written on the back of it in pen
night of arriving in Yinquan is
this will be reduced again to a Persuade or on the floor near Angus’s bed.
going to take some time, and the
PCs are likely to be exhausted
Command (D1) test. • 2 Momentum will find a small security device, still
if they push too far. One option operating, hidden in one of the decorations on the
the GM could follow, especially Sneaking in through the underground car park or wall.
if they want the PCs to play foyer and travelling to the upper floors (Angus’s
through Scene 2, is to impose a room is 314, therefore it is room 14 on floor 3), will THE ROOM ON THE
Fatigued Condition (see Infinity require a Daunting (D3) Stealth test. There are FOLLOWING DAY
Corebook, p. 104) on the PCs numerous people moving around at all times of
during Scene 3 and again if they the day and night, as well as security cameras and Angus is a complete slob. Usually a soldier’s room
choose to push into Scene 4 key-pass locks on all lifts, stairwells, and rooms. is neat and ordered, something drilled into them
without resting.
The PCs may attempt to climb to the correct floor during basic training, but whatever lessons were
and window or to the rooftop, from where they can spent on Angus were clearly wasted time. Empty
belay down, but this necessitates a Daunting (D3) cans, bottles, and take-away containers litter most
Athletics test or Challenging (D2) Acrobatics test of the surfaces. The large window looks out over
without climbing equipment. the busy streets of Yinquan below. In addition to
the mess, the room has obviously been tossed over.
Creating a fake key-pass to access the hotel as a Several pieces of furniture have been overturned.
guest will require a Daunting (D3) Hacking test,
unless the PCs can get hold of a key-pass from a As they enter the room, the PCs may want to roll a
guest, or a hotel employee badge, in which case Simple (D0) Observation test. Momentum earned
they will be able to reduce this to a Hacking can be used to find the following additional clues
(D1) test. (each requiring their own Momentum spend):
• 0 Momentum will find a notepad on the floor.
Hacking the hotel will require a Daunting (D3) • 1 Momentum will find the ID Tag of a Celestial
Hacking test, although a guest key-pass or a Guardsman. It obviously fell off when they
hotel employee badge will automatically grant were searching through the bed clothes.
User and Super-User access respectively. With • 2 Momentum will find a key-pass, almost
Super-User access, the PCs may force security impossible to spot, beneath the bed-side
cameras to replay old footage, switch off, or turn drawers. It is to room 423, with the letter “B”
away. Super-User authentication can be gained by written on the back of it.
spending 2 Momentum on the test made to hack • 2 Momentum will find a small security device,
the hotel’s systems. still operating, hidden in one of the decorations
on the wall.
The PCs may also decide to take a more aggressive
approach. Pulling weapons on the hotel clerk or THE CLUES
other employee will only require a Persuade (D1)
test for that employee to give the PCs the access The Notepad: The notepad is a standard, hotel-
they ask for. Of course, security will almost imme- supplied one with biodegradable sheets and the
diately become aware of the PCs presence and will hotel logo at the top. On the second page is written,
summon law enforcement in the form of Celestial “Bipandra, 423.” The rest of the notepad is empty.
Guards, who will take 1d6 turns to arrive.

10 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

Celestial Guard ID Tag As they enter the room, the PCs may want
The ID tag is for He Kun. It could be used for a to roll a Simple (D0) Observation test.
number of things, however, for every hour the PCs
hang onto it, the chance of it being found missing • 0 Momentum will find a flyer for the Yu Jing
increases. The GM could use this as the source of a Inter-space Trust Corporation here in Yinquan.
Complication: tracking the PCs’ movements, alerting This is caught between some blankets that
the authorities, or summoning the Celestial Guard. have been roughly pulled out and shoved back
into the cupboard.
Key-Pass to 423 • 2 Momentum will find a small security
This key-pass has the room number 423 on it, and device, still operating, hidden in one of the
the letter “B” is written on the back in the same decorations on the wall.
handwriting found on the notepad. It will open
the door to room 23 on the 4th floor. As the PCs are searching the room, there is
a hesitant knock at the door. A glance through FLASHBACK
Security Device the door viewer will show a young lady. She If the PCs have played through
The security device is small and untraceable. It is appears nervous, leans close to the door and Scene 2 already, the face of the
currently operating unless the PCs destroyed it. states that she has information for Bipandra young girl rings a bell. It is the
A Challenging (D2) Hacking test will indicate there on MagnaObra. same young girl photographed
with Angus on his night out.
is another such device somewhere else in the
If the PCs become wary as a
building, and the feed is being sent to a location If the PCs let her in, she will wait till the
result, they will not be surprised
in Yinquan. More than that cannot be discerned. door is closed and then attack suddenly, in the following confrontation.
with Surprise (See Infinity Corebook, p. 105).
She is a disguised Shasvastii Speculo Killer.
SCENE 4: (The stats for a Speculo Killer can be found
on p. 473 of the Infinity Corebook.)
BIPANDRA’S ROOM GM NOTE:
If one Speculo Killer is not
THE CLUES
strong enough to pose a
If the PCs visit Bipandra’s room on the night they
significant threat to the party,
arrive in Yinquan, it can be assumed that by now it Security Device: The security device is the same the GM should accompany her
is early morning. Bipandra is not in her room; she’s as the one in Angus’s room. arrival with an inward explosion
on a terrace enjoying a light breakfast. Bipandra’s of the window’s
room is neat and thoroughly organised. Her few YJITC Flyer glass and the entrance of a
clothes and possessions are all hung and lined up The flyer caught in the blankets is for the Yu Jing number of Morats (see Infinity
in a precise and ordered fashion, and everything Interspace Trust Corporation. Written in the margin Corebook, p. 465).
has been switched off. are the words, “YJITC or MO?” The PCs may make
an Education (D1) test to connect these acronyms
As they enter the room, the PCs may want to roll with the corporations Yu Jing Interspace Trust
a Simple (D0) Observation test. Corporation and MagnaObra.

• 0 Momentum: A careful examination of the room YJITC Floorplans


will find the architectural layout of a building, The floorplans clearly show the layout of the YJITC,
which can be identified as the offices of the Yu marked with the locations of security cameras,
Jing Interspace Trust Corporation here in Yinquan. locked doors, and computing systems. A specific
A flyer is attached, and the whole document room is circled, labelled as the records room, which
folded up and shoved behind spare blankets in contains documents and storage devices detailing
the cupboard. the YJITC holdings and investments.
• 2 Momentum will find a small security device,
still operating, hidden in one of the decorations Combined Presence
on the wall. The presence of Combined soldiers makes for a very
compelling argument that the smuggling ring is
As the PCs are searching the room, a team of more than a small illegal outfit.
Celestial Guard arrive to arrest Bipandra. Play
out Scene 2, adjusting for the new location and Whatever the outcome of the confrontation, a unit
timing, and with questions focussed on both of Celestial Guard will appear as the fight is draw-
Angus and Bipandra. ing to a close. Here the GM can run the encounter
with the Yănjīng Agent (see Scene 2), if they have
If the PCs visit Bipandra’s Room on the following not done so already.
day (or days), the room will appear roughly the
same but will show signs of having been turned
over by investigators.

First Domino The Opening Adventure 11


SCENE 5: It is monitored by an extensive chain of cameras
around the perimeter.
MAGNAOBRA
Inside the buildings, at any one time, there are
MagnaObra is one of the largest corporations in between fifteen and twenty workers. Ostensibly, the
the Human Sphere, though one might not guess Yinquan branch of MagnaObra handles the paper-
that from its offices in Yinquan. MagnaObra leases work related to business acquisitions and deals on
several residential buildings on the outskirts of the Paradiso. Files, personnel, and equipment may be
commercial district. These single floor buildings brought directly to the facility via the landing pad.
were previously a part of a gated community for
low-ranking Party members and are some of the The underground room is a large oval tunnel mostly
earliest residential buildings in Yinquan. used for storage and computing systems. Here, up to
ten technicians may be at work at any time.
There are three large, single storey houses sitting
in a triangle. They face one another with what How the PCs choose to gain access to the grounds,
was originally a garden in the middle. Extensive buildings, and lower level will be up their own
renovations have been undertaken over the last ingenuity. It is possible that they have already
five years, and the garden has been replaced with been given a security pass by Li Jun, or they may
a landing area for small craft, as well as general attempt to tail a MagnaObra worker and obtain one
modifications to the buildings themselves. Due through scanning, stealing, or coercing them. If they
to city planning regulations, MagnaObra was not gain such a pass, they will have user access to the
permitted to build up, and instead extended and system, and a pass to enter Buildings 1 and 2, but
connected the cellars beneath the buildings into they will not have clearance to enter Building 3, or
a wide oval tunnel beneath the buildings. The the underground ring. Gaining that access will need
facility is still gated; there is a large fence running to be achieved through other means.
around the perimeter and about fifty metres of
grounds between the fence line and the buildings.

12 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

There are six security guards on duty at all times: The north end of the ring is walled off, with security
• Two are stationed in the front security rooms doors on either side that open into a large room
of Building 1. that is referred to as the Ops Room. Inside, there
• One is stationed in the Building 2 security point. are a few tables, ten bunks, a basic kitchen, and
• One is stationed in the Building 2 security room. toileting facilities.
• One is patrolling the buildings and grounds.
• One is stationed in Building 3. A Shasvastii Speculo Killer, a number of Morats
(equal to the number of PCs +1), and Morat Treitak
If an alarm call goes up the security guards will Anyat are present at the MagnaObra facility, in the
be notified via their comlogs, and all except the Ops Room, and moving to and from the shuttle.
two in Building 1 will move to the location of
the alert.
CONFLICT
The grounds have numerous cameras located around
the perimeter and on the buildings. There are secu- How the PCs want to gain access to the MagnaObra
rity cameras inside Buildings 1 and 2. There are no buildings will affect how this scene plays out, and
cameras inside the Security Room of Building 2, in the GM should encourage the players to be creative.
Building 3, or in the lower ring. The security systems
are all controlled from the Security Room. If the PCs manage to get inside Building 3, the
Landing Pad, or the Underground Ring, they will
The six security guards of MagnaObra should be have caught the Combined Army by surprise.
treated as having the same stats as the Bodyguard As the PCs are infiltrating the MagnaObra facility,
on page 422 of the Infinity Corebook. The other the Morats have moved Bipandra to one of the
staff present in the buildings should be treated vessels on the landing pad and are currently in
as having the same statistics as the Research the underground Ops Room being briefed by the
Scientist on page 452 of the Infinity Corebook. Speculo Killer on their next mission. The PCs may
be able to rescue Bipandra, lay an ambush, or trap
Gaining access to the lower ring is possible the Combined soldiers (for a time at least).
through four different doors. One door is in the
board room in Building 1. This is a meeting room If the PCs are noticed or raise an alarm before get-
for executives, and the door here is carefully ting to any of those points, the Morats and Speculo
concealed in the floor beneath a rug. The door Killer will be expecting them. The Speculo Killer
itself springs slowly open in response to the will approach them first and appear to be nothing
appropriate security tag and leads to a gentle more than a technician scared out of his mind. He
ramp leading down. will rush at the PCs begging for help, possibly with
some other technicians who are legitimately scared.
Two gates are in the courtyard between the build- If he is allowed close enough, the Speculo Killer
ings, which is also the newly finished landing pad. will launch an assault. This will signal the Morats to
On the landing pad are two short-trip vehicles, step in as well. This should be a challenging combat
both locked. One is designed to carry cargo, and encounter for the PCs, but one they should be able
the other is a passenger shuttle the Morats used to overcome if they are careful. As the combat wears
to infiltrate Yinquan and travel to the MagnaObra on, Treitak Anyat will, under covering fire, make her
facility. The gates open onto ramps extending way to the passenger vessel, and escape. (She has
down and may be opened at the key-pads or by a Dire Foes mission to attend.)
using the appropriate security tag. A window in the
Building 2 security room overlooks the landing pad.
CLUES AND INFORMATION
The landing pad is only accessible from the Lower
Ring, Building 3, or by scaling the buildings, corri- Bipandra
dors, or gate that surround it. Bipandra has been loaded into the cargo vessel
and is bound and gagged. If Bipandra is rescued,
One gate may be found in Building 3. This is a large she will be able to pass on the files that show
door obviously used for shifting pallets and materi- the smuggling ring was owned and run by a shell
als from the ground floor to below, or vice versa. company that could be traced back either to the
YJITC or MagnaObra. It is obvious now the real
The Lower Ring contains one long continuous rack owner is MagnaObra, but she has no idea what they
of computers and servers running around the outer are doing with VoodooTech. After she feels she has
wall. Not fully complete yet, tool benches and done what she can, she will excuse herself saying:
technical equipment are scattered throughout.

First Domino The Opening Adventure 13


Some fool has to rescue Angus. As fate would There are several dossiers on one of the tables,
have it, I’m some fool. which appears to be a hit list. On this list are
a collection of corporate executives and others,
The Security Room all recently deceased apart from three:
The Security Room may be used to control the • Angus. His file stipulates that he is to be framed
security systems, and gain access to the lower ring. for murder.
• Bipandra. She is listed as to be killed.
The Lower Ring • Rosario Lena. an executive of MagnaObra. Her
dossier is marked urgent. Rosario’s dossier notes
If analysed, the Lower Ring servers will show the that she has sensitive information that cannot
most recent access was a deep hack of the YJITC be released, has fled to or been abducted by the
systems here in Yinquan. It will also show that the Hassassins, and is currently in either Maracanda
systems were used as a repeater for a source off or Turfan, both on Bourak.
world. A large data package was recently sent via
relays to an address and group on Bakunin called There is also a list of mag-lev time-tables covering
the Heatwave Enclave. An Analysis or Hacking (D1) almost every network across Paradiso. This ties to the
test will suggest the group, from their handles, is “Dire Foes Pack One,” and the schedule for one specific
possibly an Equinox cell. From the records, the Mag-Lev is one of the reasons Treitak and her Morats
PCs find a flurry of the interactions between the are here. (See “Morats in Yinquan” on p. 5.)
Bakunin group and the MagnaObra offices during
the same time as the hack on YJITC.
WHERE TO NEXT?
The servers will also contain records of communi-
cations sent and received from a research base on If the PCs manage to survive their entanglement
Svalarheima. The contents of these messages have at MagnaObra, they should have a ready supply
been deleted, but they look like a mix of technical of information to either follow up or pass onto
files and shipment records of deliveries made from Bureau Noir:
Paradiso to Svalarheima. • MagnaObra has been infiltrated by
Combined agents.
Ops Room • MagnaObra has been in communication with
The underground Ops Room will contain a list of and shipping cargo to a facility on Svalarheima
shipment times and dates. There is no record of and the PCs may know a Yu Jingese contact who
what is being shipped, only that cargo is being might have further information (Yuriko Oda).
moved from Paradiso to Svalarheima. • MagnaObra was communicating with a group
on Bakunin, possibly an Equinox Cell, and the
name Heatwave Enclave.
First Domino Network KEY
• Rosario Lena, former MagnaObra Executive
Access
is a high priority target for MagnaObra/The
Point Combined Army, and now she is being held by
Connection the Hassassins in either Maracanda or Turfan,
Underground Foyer on Bourak.
Server IC-1 Counter-
Secured Network measures If they contact their handler, he will congratulate
Firewall: 4 Secured Security them, and ask them where they are going next,
Data Network
and what they will need.
Secured Zone Secured Zone
Firewall: 10 Firewall: 8
Work
Terminals
IC-1 Counter-
measures

ADVERSARY ROSTER ADVERSARY ROSTER


• 1 Security Geist in Server 100% • 1 Security Geist moving through
Foyer 40%, Work Terminals 40%,
• If alerted, 1 Wardriver will enter
Server looking for intruders • If alerted, 1 Wardriver enters through
Security searching for intruders

14 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

THE COST OF GREED


ICE AND FIRE
A SVALARHEIMA ADVENTURE
Shipments made by the hypercorp MagnaObra to Combined Army and is part of a larger plot by the
a hidden location somewhere on Svalarheima are Evolved Intelligence. For more on MagnaObra, see GM NOTE:
suspected to confirm the VoodooTech smuggling the background material in “First Domino” (see p. 12). The GM may feel free to run
Keesan as a support agent
from the front lines on Paradiso. If a massive corpo-
for the PCs, an NPC that
ration like MagnaObra is directly involved in such YURIKO ODA accompanies them on their
an operation, it would be an act of breath-taking Guї Fēng Yuriko Oda is a special agent in the mission, or keep her out of the
audacity, brazen defiance of multiple O-12 regula- Yănjīng but also leads a secret life as an agent main action, allowing Aelis and
tions on the transport and disposal of Combined of the Kempeitai. She is driven, ruthless, and the PCs to contact one another
Army artefacts. untrusting of anyone. She is also a consummate when they find something
double-agent and has only survived this long useful. Whatever the choice, it
by being careful to not raise suspicions or leave is likely the Hatail will want

OPERATIONAL loose ends. Oda is currently on a mission on


behalf of the Yănjīng to monitor and track
to be involved in infiltrating
or assaulting the MagnaObra
SUMMARY MagnaObra shipments; however, she has recently facility. Whether she goes off on
her own or sticks with the PCs is,
found that one of the Yu Jingese supply depots
again, up to how the GM wants
Following a trail of clues from a busted smuggling on the outskirts of Quanxue is stockpiling to handle her.
ring on the Norstralian front and the MagnaObra explosives. Yiriko suspects they will used against
offices in Yinquan, Bureau Noir believes MagnaObra Japanese forces smuggling refugees from Chunqiu
is directly involved with a highly illegal and to Kōritawā. Once she encounters the PCs and
well-organised smuggling network. This network realises that they are investigating MagnaObra,
is suspected to utilise a nest of shell companies she concocts a plan to use the explosives to
to traffic VoodooTech from Paradiso to a research destroy the depot. Oda secrectly plans to plant HEAT
At any time while the PCs are
facility on Svalarheima. The PCs are on a mission information to accuse depot officers of supplying
playing through this adventure,
to find this research facility and confirm the MagnaObra facility as this will both legitimise
the following Heat Spend may
MagnaObra’s involvement. the attack and provide the PCs with the informa- be used: If the PCs suffer any
tion they require without raising suspicions. sort of Harm (Breach, Wound,

BACKGROUND
or Metanoia), the GM may
HATAIL AELIS KEESAN spend 2 Heat to give the PC
Hatail Aelis Keesan hates the cold, and Svalarheima the Fatigued Condition. This
MAGNAOBRA is the coldest place she has ever been assigned to. represents the physical and
For nearly a year, MagnaObra has been smuggling She is on an O-12 sanctioned operation seeking a mental wear of living and
VoodooTech from the frontlines on Paradiso to small team of suspected Shasvastii Speculo Killers; working in such a cold and
demanding environment. This
Svalarheima. This operation has been a gold-mine a mission she requested, even if it did mean going
Condition may be applied once
for the company, providing research breakthroughs to the most backward hell-scape in Human Space.
each time a PC suffers a Harm,
resulting in lucrative technology patents. On Paradiso, she was part of a Tohaa strike team with the effects stacking. The
that uncovered the mutilated bodies of multiple PCs may attempt to recover
MagnaObra have been using agents on Paradiso human technicians, private operators employed after 6 hours of rest (rather than
to source the technology, and then pass it to small- to test network systems. Several hours after the the usual 8), following the rules
time smuggling outfits. These outfits transport the technicians were killed, a few of them boarded the for that Condition (see Infinity
technology along a chain of receivers, who carefully C8 Circular headed for Svalarheima. None of these Corebook, p. 104).
mix the VoodooTech in with export shipments ‘dead’ passengers stayed on the Circular headed to
headed out of the Paradiso system. The shipments Dawn, so they must be on Svalarheima. Hatail Aelis
converge on Svalarheima, where commercial intends to find them and make sure that they pay.
delivery services ship them to regional settlements,
and finally to Quanxue. Private transports move
the shipments on from there to the hidden MISSION BRIEFING
research station either by air or overland.
All the comforts of the Sphere are on board a
The research station is under an old, abandoned Circular, but waiting wasn’t a part of the plan.
Hyō Shō Domes some 56 kilometres South from Instead, the PCs managed to catch a berth on a
Quanxue. Unbeknownst even to those working Yu Jingese troop ship, delivering soldiers home
closely with this operation, the VoodooTech after their tour of duty on Paradiso. The trip
from Paradiso is being sourced directly from the wasn’t difficult but cramped and noisy.

Ice and Fire A Svalarheima Adventure 15


The ship set down in Quanxue, the primary military
base of the Huangdi province, a city almost totally In your dealings with the Yănjīng, you know
buried underground and insulated for a safe and the name of an operative who may be able
liveable environment. From what the troops have to help you locate the suspected MagnaObra
said over the journey, Quanxue sounds like it’s base. Yuriko Oda was her name, although she
perpetually two steps away from a riot. may be going by another. It may be possible to
make contact with the Yănjīng in Quanxue, and
Read or summarise the following: they in turn may be able to help set up a meet
with Yuriko.
Investigations into MagnaObra in the city of
Yinquan led to a web of shipping firms used as
intermediaries to transport goods from Paradiso.
Following the trail wasn’t easy, but by slowly
SCENE 1: A COLD
sifting through manifests and records, you’ve TIME IN HELL
discovered that the goods sent by MagnaObra
were brought to the surface of Svalarheima by The city of Quanxue seems to pierce the ice and
three different shipping companies: Alliance snow of the surrounding area. Heavily protected by
Transport Group, Lui Shipping, and Nandock thick walls and honeycombed with insulation, the
Enterprises. Researching these companies portion of Quanxue visible from the air is only a
uncovered that they are little more than shell small part of the larger city. Beneath the surface
operations, having existed for only a short period of towers jutting from the ice is a deep series
of time with no up-to-date information available. of shafts that lead to the city below. Originally
However, records of each show that Alliance is a mining site, Quanxue began as a settlement
based in Chunqiu, while Lui and Nandock both extending from one of the larger caverns. Lit by
operate out of Shidong. dim artificial globes strung everywhere, the city is
half in the shadows, half in the light. Some build-
If the PCs are working for Bureau Noir, read or ings are carved directly into the rock, while others
summarise the following: are freestanding in the open spaces of the large
caverns the city flows through. Shops, nightclubs,
Your handler has sent a personnel file on pubs, eateries, and residential buildings are all
one Hatail Aelis Keesan, also on mission on bundled in together.
Svalarheima. Being a Tohaa operative she
shouldn’t be hard to miss. Keesan has been sent The streets and alleyways are tight, poorly lit,
your details and will no doubt contact you some- and perpetually cold. While ostensibly all on
time after you land. It may be that her mission the one level, the caverns vary in depth. Winding
and yours are connected. tunnels and stairwells lead up or down, opening
onto vast caverns. It’s an easy place to get lost
Since the PCs played through the “First Domino” in. Repeater towers and cabling are strung in
adventure, they may know of a Yu Jingese contact great bundles running across the cavern ceilings.
they can tap for information once they arrive on These are attached to antennae on the surface
Svalarheima. If this is the case read or summarise and allow the city to maintain its datasphere
the following: and Maya connection.

FINDING A PLACE
TO STAY
WEAPONS IN QUANXUE The PCs are likely to want to find a place to stay
Quanxue is full of soldiers, retired veterans, trappers, and frontiersmen. It has a soon after they arrive so they can work, research,
reputation for being a rough and tumble place, where the rule of law is over- and plan without worrying about the people at the
stretched and underfunded. Explosives are not permitted in the city, but almost next table. Finding a place to stay will require a
everything else is tolerated. Like most places though, walking around with mili- Lifestyle test. If one of the PCs is from Svalarheima
tary grade weaponry is going to attract the wrong sort of attention. Some people and Yu Jingese, the test is Simple (D0). If they are
want to prove how tough they are in front of their friends, and others want the Yu Jingese but not from Svalarheima, the test will
gear for themselves. While the PCs are allowed to take and carry their weapons be Average (D1). If they are not Yu Jingese, the test
around, the reactions they get will be impacted if they are visibly carrying any- will be Challenging (D2). The momentum gener-
thing more than a sidearm. Some will be fearful, some eager to get away, some ated in this test will indicate roughly how lavish,
will be aggressive, and some will deliberately bait a showdown. safe, and secure the place is

16 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

THREE KEYS HATAIL


GM NOTE, IT’S
• The PCs may want to begin researching one Aelis will contact the PCs shortly after they find COLD! SPECIAL
RULE:
or more of the three shipping companies lodging (see “Finding a Place to Stay”). When she
Operating outside on
thought to be shells owned by MagnaObra: does, she’ll arrange to meet them at a quiet bar Svalarheima will inflict 1§ of
Alliance Transport Group, Lui Shipping, and where she will ask about their mission. If the PCs physical damage on the PCs
Nandock Enterprises. The local datasphere and are forthcoming, she will relate her own mission for every 30 minutes they are
Maya network contain more information than (see her background description). She has no further outside and every 60 if they
the PCs were able to find on the transport to information to share but suggests that it looks bought clothing and protection
Svalarheima. A Hacking or Education (D1) test likely they are looking for the same things. The locally. Any effect rolled will
will find information on any of these companies, GM should decide how they want to handle Aelis cause 1 Resolve damage. This
and a search for any of the three will net roughly at this point. damage ignores Soak. PCs may
roll a Simple (D0) Survival
the same results. If the PCs succeed with:
test for Physical damage or a
• 1 Momentum will tell the PCs that the compa- KEY INFORMATION Discipline (D1) test for Resolve
nies used small-time local delivery services to From Aelis, the PCs will learn that there may be a damage. Every Momentum
take packages from Chunqiu and Shidong and number of Speculo Killers on Svalarheima, and it generated reduces any damage
deliver them to Quanxue. may be connected to their own mission. They may rolled by 1 (to a minimum of 0).
• 2 or more Momentum will tell the PCs that a also gain an ally who works alongside them or
number of local shipping businesses are still whom they can contact as required.
owed money for deliveries made on behalf of
these companies.
YURIKO
ALL ROADS LEAD
TO HOME If the PCs start investigating the three MagnaObra
shell companies, Yuriko becomes aware of them.
Once the PCs learn that the VoodooTech found She will locate the PCs and approach them, prefer-
its way to Quanxue, they may try to find out who ably where the PCs are staying. Yuriko, presenting
picked it up and where it went. Local shipments are herself as an agent of the Yănjīng called Akari, will
processed through the surface spaceport, and who- use Persuade to interrogate the PCs as a PsyWar
ever picked them up has paid a good amount of attack. If the PCs reveal they are from Bureau Noir,
money to ensure the whole thing remains unknown. she will relent.
If the PCs start digging around, they will be intro-
duced to Li Wei, a customs agent at the spaceport. The PCs may also choose to seek out Yuriko by
Li will initially profess to know nothing of the trying to find the Yănjīng and make contact from
operation. The PCs may engage him in a PsyWar there. Using their O-12 credentials will make this
conflict, setting his Discipline against Persuade, task easy at any Yu Jingese military or political
Command (if using O-12 status as leverage), or office in Quanxue.
Psychology. (For Li Wei, use the stats for Customs
Agent on p. 428 of the Infinity Corebook.). If the PCs If the PCs ask for help, or whether she knows the
manage to inflict 1 Metanoia Effect on Li, he caves location of the MagnaObra facility, she will state:
in and tells them:
My contacts are narrowing down the possibilities,
and we’re confident it’s one of four locations
I don’t know… On the surface, somewhere. All I near Quanxue. We discovered one of the key
know is the shipments go out by ground or air. materials suppliers to that facility on the edge of
All short- hop vehicles, so can’t be too far away. the city in an old Yu Jingese military supply depot.
They pay me to keep my eyes and ears closed. It’s being used as a holding pen for munitions,
chemicals, and supplies, which are passed on
He is unable to provide more information and to the MagnaObra facility by some ex-soldiers.
cannot or will not be specific about dates and This depot needs to be destroyed. My plan was
times. The PCs should learn that whatever or to make it look like an accident, a heating leak
wherever the shipments go, it’s not too far away, near some munitions, but I’m overstretched. I
an estimated 100 kilometres. need to go to Shidong tonight where I’m hoping
my contact will have orbital imagery of the
suspected MagnaObra facilities. That should nail
the bastards to a spot. I was going to tap the
military to perform the attack, but there may be
clues relevant to your investigation there like the
supplies they’re sending on to the MagnaObra
facility. Will you do it?

Ice and Fire A Svalarheima Adventure 17


If asked about how many ex-soldiers she will say: WHERE NEXT:
After playing through this scene, the PCs
“No more than X” (where X is the number of PCs). should know:
• The MagnaObra shell companies used local
shipping firms to have the goods shipped
KEY INFORMATION to Quanxue.
From Yuriko (Akari), the PCs learn that an old Yu • The goods shipped to Quanxue left the city
Jingese supply depot is being used to store and but didn’t go far.
send materials to the MagnaObra facility, and that • Speculo Killers may be involved somewhere.
a member of the Yănjīng has asked them to attack
and destroy the depot. The PCs may know:
• That a Yu Jingese supply depot is being used
A SNOWFLAKE IN to ship materials to the MagnaObra facility.
A SNOWSTORM
The PCs may try to seek out the MagnaObra
If the PCs decide to seek out the MagnaObra facility facility on their own, in which case, after two
themselves before encountering Yuriko, they will to three of the encounters described above,
need to hire a vehicle to do so. They can hire a they should move to Scene 3.
local craft and pilot, or they can rent one to fly
themselves. They may also decide to hire a ground The PCs may decide to follow Yuriko’s advice,
vehicle. Searching for the MagnaObra facility is in which case they should move to Scene 2.
going to be difficult. Imagery and maps of the area
show a number of possibilities: old mineshafts, an
abandoned Melt-Rig, a planned outpost that failed, SCENE 2: THE
the ruins of an old Hyō Shō dome. The PCs should
be given several options, but also understand that SUPPLY DEPOT
piloting a vehicle, even close to the city, is going
to be a dangerous task. The GM should permit the Completely isolated from the rest of Quanxue, the
PCs to make a number of such attempts. A Piloting supply depot detailed by Akari (Yuriko Oda) is a sel-
test will range from D1 to D3, depending on the dom-used storage facility for the Yu Jingese military.
weather. Remember, any time the PCs are outside While the PCs will believe it is currently used by
on Svalarheima, the GM should use the ‘It’s Cold’ MagnaObra, the connections they will find between
Special Rule found on p. 17. this facility and MagnaObra have been planted in
• The PCs may encounter various things on the systems by Yuriko.
their investigations:
• A drug manufactory. A gang has set up a lab The depot is situated two kilometres from
for manufacturing illicit drugs inside an aban- Quanxue and is only accessible from the entry on
doned Melt-Rig. There are a number of Thug the surface. The surface level is a large, squat, rec-
A equal to the number of PCs +1 (see Infinity tangular building rising from the snow and ice of
Corebook, p. 459). Svalarheima. It has no distinguishing features, no
• A small mining operation. A number of windows, and only a communications dish on the
Prospectors (equal to the number of PCs+2) roof, which is currently switched off. The surface
are trying to make a little extra off a mineral level contains two access points, a personnel door
seam beneath a broken Hyō Shō Dome. No, and a transport door. The personnel door is a heavy
they don’t have a license and are very cagey security door that uses an old-fashioned deadbolt
about it. (see Infinity Corebook, p. 451). lock and keyhole. Getting through this door can be
• An abandoned settlement. A Trollhättan Troll achieved through:
stalks the empty ruins of a settlement (see
Infinity Corebook, p. 495). • Picking the lock. Roll a Daunting (D3) Thievery
• An old, empty mineshaft. It looks on the verge test. Picks may be used.
of collapse and is halfway iced over. An Average • Cutting through the hinges. This will take 5 min-
Athletics or Acrobatics (D1) test will allow the utes with a Powered Multitool and is a Simple
PCs to escape safely. Failure will result in 4§ (D0) Tech test. Each Momentum generated will
of damage, with Effects causing 1 damage to shave 1 minute off the time it takes.
Resolve instead. • Blasting the door. This requires an explosive
Charge or a D-Charge. These can be set according
The GM should allow the PCs to run through one to the normal rules for explosives (see Infinity
or two of these encounters and then use Yuriko Corebook, p.349). The amount of damage rolled is
to intervene. irrelevant; the door will not stand up to the blast.
• Convincing the guard. Access to the depot is

18 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

strictly prohibited to military personnel only, and personnel door, but the PCs will need to inflict 12
the PCs may not realise this is still a military damage to blast the door enough for them to enter.
facility. If they are quick, they may masquerade as
an officer, an agent of the Yănjīng, or personnel The surface level contains one stairwell and one
from MagnaObra. Alternatively, they can reveal access ramp leading down to the depot itself. The
themselves as O-12 operatives. Pretending to be depot is a single underground floor, and there are a
an officer will require a Daunting (D3) Education number of small rooms for soldiers, officers, and staff,
or Persuade test, and an agent of the Yănjīng and one large storage area. Currently, the storage
will require a Challenging (D2) Persuade test. area contains some barrels of chemicals and about
Pretending to be from MagnaObra will require a dozen crates of explosives. The computer network
a Challenging (D2) Persuade test. is accessible from any one of the terminals. There
are no security measures on the computer systems,
Once they get through the door, they will find an as the facility is disconnected from Maya and the
antechamber containing a number of guards: zero datasphere. Only the dish on the roof is used for
if the lock was picked, four if the door was cut communications, and this is activated remotely
through, two dead and one ready and armed if the from Quanxue.
door was blasted, and two if the PCs convinced the
guard to open the door. If the PCs pretended to be Inside the depot, the PCs will encounter a number
from MagnaObra, the guards will be very confused of Yu Jing soldiers equal to the PCs +1. If the PCs
and want to know why a corporate rep is there. blasted their way through the personnel door, there
While opening the door the PCs will be outside. will be a number of soldiers equal to the number of
Any time the PCs are outside on Svalarheima, PCs and several dead bodies, but the inside of the
the GM should use the ‘It’s Cold’ Special Rule depot should be treated as if the PCs are outside.
found on p. 17. (See the ‘It’s Cold’ special rule found on p. 17 above.)

The transport door is a heavy segmented rolling If the PCs gained access by persuading the soldier-
door. It is designed to slide on rails into the roof sthey are O-12 operatives or from MagnaObra, they
space and is operated from a station inside the will need to show their badges or corporate ID. The
surface level. The transport door is large enough soldiers will ping the city and wait for an officer to
to accommodate a truck-sized vehicle. Getting activate the communication dish in order to validate
through this door will only be possible using the PCs’ access. The PCs will be under trained guns
explosives. Follow the same rules as for the and will be asked to disarm. Convincing the officer

Ice and Fire A Svalarheima Adventure 19


KEMPEITAI MACHINATIONS SCENE 3:
This Yu Jingese military facility currently stores munitions used to attack a THE FACILITY
Tatenokai network. Helping Japanese refugees escape Chinqiu, this network is
called the Yukiressha, or “Snow Train.” Yuriko Oda is a double agent. On the sur- Built beneath a small experimental Hyō Shō dome
face, she is a Yănjīng operative but secretly is using the PCs to attack a Yu Jingese some 56km south of Quanxue, the facility stands
facility for the Japanese Uprising. After speaking to the PCs, she visited the depot alone in a barren, white wilderness. Approaching
and planted information for the PCs to find in the data-network. While the infor- the facility will be difficult, and security is high. It
mation connects the depot to the MagnaObra facility, the PCs can determine that is likely that Aelis will want to accompany the PCs
the depot has no connection to MagnaObra and that the information is a plant, if she knows they are headed here and if she isn’t
or they may uncover no such truth. Either way, the attack on the depot is likely already with them.
to have consequences for the characters at a later stage.
If the PCs approach in a vehicle, they will be
contacted by a security officer who states:
they should be allowed to access the data system
RIPPLES: GM will require a Dire (D4) Persuade test if they stated This is the Fāxiàn Industries research facility.
HEAT SPEND
If the PCs discover the
they were from O-12. If they stated they were This is a privately-owned facility and non-au-
information was a plant, and from MagnaObra, the soldiers will be directed to thorised access is strictly prohibited. Please
decide not to destroy the depot, detain the PCs. turn around, and head back to Quanxue.
they will gain the animosity of
the Tatenokai. If they demolish If the PCs gained access through any other means, If the PCs persist or respond, the security officer
the depot, they will gain the the situation will instantly devolve into combat. will continue:
animosity of the Yu Jingese The GM should use the stats for Spec Ops on p. 455
military who will eventually of the Infinity Corebook for each of the soliders. I have asked you to turn your craft around and
trace the actions back to the leave private property. If you persist, we will
PCs. The GM can use these
have no choice but to respond in defence of
seeds to influence future
interactions with Yu Jingese
WHERE NEXT ourselves and our property.
military personnel or Tatenokai
operatives, and the GM can If the PCs access the data systems, finding the infor- Scanning or studying the facility will indicate the
spend 4 Heat to give the PCs mation they are looking for will require an Average facility has two Hyper-Rapid Magnetic Cannons on
the trait: Animosity ( (D1) Hacking test. If passed, the PCs will find logs turrets that have been turned to track their craft.
Yu Jing/Tatenokai). of shipments made to a location about 56km from
Quanxue. This is the location of the facility the PCs The PCs can turn around and attempt a stealthy
are looking for, and they will need to hire a craft to approach by foot or to bluff their way on by claim-
access the location. If the PCs manage to generate ing to be making a delivery, to be inspectors, to be
HEAT 3 or more Momentum in this test, they will also from MagnaObra, or whatever else the GM deems
The GM May spend 1 Heat to
discover the information was planted in the system to be convincing. This will require a Challenging
trap a PC in the crashed vehicle.
within the last day or so. (D2) Persuade test.
A Challenging (D2) Athletics,
Acrobatics, Discipline, or Tech
test will need to be made to get If the PCs follow Yuriko’s directions, they should If the PCs persist without a convincing reason, their
free. One attempt may be made be reminded that she wants the facility destroyed. craft will be fired on. The PCs should make a Face-
a turn, and other PCs may assist. Setting the explosives to detonate will require a to-Face Piloting test against the facilities systems
Challenging (D2) Tech test. Failure will cause them (Combat: 12 Focus: 2). Three tests will need to be
to not explode. The depot is far enough away and made to get the craft close enough to make the
underground so that its demolition will not cause HMCs unable to track or target the PCs’ craft. Once
damage or danger to the city. inside this zone however, the PCs will need to land
and will come under fire from the facility. If the
The crates contain D-Charges. The PCs may take a PCs fail, the craft will be hit and will crash into
number with them, but the GM should remind the the snow (2§ Physical Damage, Soak functions
players that they cannot carry too many, that taking as normal). The PCs will need to get out, and each
them back into Quanxue could be dangerous and PC must roll 1§ per turn they are in the vehicle.
is certainly highly illegal, and that they will not be On an Effect, they suffer 1 Physical Damage that
able to take them off-world. ignores soak from the heat of the burning vehicle.

If the PCs managed to convince the facility to allow them


to land, they will be met outside the facility by a security
team who will demand to know why they are there and
what their credentials are. Security will only allow the
PCs to enter the facility if they are convinced the PCs
are from MagnaObra, a Daunting (D3) Persuade test.

20 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

Any PC that makes a quick search for Fāxiàn • One will attack the PCs, likely as a scientist or
Industries, an Average (D1) Hacking test, will tech running toward them asking for protection
find that they are a research company owned during a firefight.
by Guāng Industries, which is a subsidiary of • One will attempt to wipe the computer systems.
Loi Enterprise. No connection to MagnaObra This should appear as a tech in sight of the PCs
can be found directly. desperately accessing the system.
• One will find and execute Vanessa Matheson, the
Gaining access to the facility is tough. The PCs will lead scientist, before disappearing to lay explo-
be required to frontally assault the access way, sive charges throughout the facility. The PCs may
either hacking, picking or demolishing the doors, witness the execution, but then this Speculo Killer
a Daunting (D3) Hacking or Thievery test, or a will appear to flee to secretly plant the charges.
Challenging (D2) Tech with D-Charges or similar.
ACCESSING THE SYSTEMS
THE DEFENDERS The data systems in this facility are top of the line
and heavily protected. Gaining access is not easy, but
Defending the facility is a number of security in the main laboratory the access point is completely
guards equal to the number of PCs. They will unsecured. Vanessa, the lead scientist, disabled the
behave in a coordinated fashion, using a mixture security protocols because accessing information
of both combat and hacking to attack the PCs. and logging data was a pain in the backside if you
Use the stats for Corporate Security on p. 427 kept having to enter passwords and key-codes.
of the Infinity Corebook.
See the Quantronic Network Map for details on
In addition to the security team, there are about accessing the system. Gathering the data the
half a dozen Research Scientists (see Infinity PCs require will take access to the system, and a
Corebook, p. 452). Challenging (D2) Hacking test. Copying the infor-
mation will take 8 rounds, with every Momentum
There are also three Speculo Killers present. generated decreasing the time by 1 round.
These will do several things:

Ice and Fire A Svalarheima Adventure 21


If the PCs manage to access the systems, they Whether they landed or were shot down, the PCs’
will find: vehicle is now destroyed. After dealing with any
• Records of deliveries made from Paradiso and remaining enemies, they need to survive. Materials
the network used. from the destroyed facility can be used to make a
• The VoodooTech that is being studied is not shelter while they radio for help. Help will arrive
damaged or heavily used. It appears to be almost in two to three hours, and the GM should apply
new, which would suggest it is coming directly the ‘It’s Cold’ Special Rule. Building a shelter will
from the Combined Army. require a Challenging (D2) Survival or Tech test
• Deleted communications with an Equinox cell and will take around an hour to complete. Once
on Bakunin, and something called the Heatwave built, the shelter will protect the PCs from the ‘It’s
Enclave. Cold’ Special Rule.
• A message directed to Vanessa Matheson stating
that a team will soon be dispatched to Bourak to
deal with the loose end: Rosario Lena. WHERE TO NEXT?
• A record of a number of technologies devel-
oped at the facility under the lead of Vanessa If the PCs manage to survive, they should know:
Matheson that match the patent list filed by • MagnaObra has direct ties to the smuggling
MagnaObra, definitive proof of MagnaObra of VoodooTech from Paradiso.
involvement. • The VoodooTech from Paradiso seems sourced
directly from the Combined Army.
TIME TO DEMOLITION IN… • MagnaObra was communicating with an
Equinox Cell on Bakunin and something
The GM has a number of tools to apply pressure called the Heatwave Enclave.
to the PCs in this scene. Aside from the obvious • That a team will soon be dispatched to
combat threat, if the PCs manage to dispatch the Bourak to deal with Rosario Lena, who may
security team easily, they must also deal with the be either in Maracanda or Turfan.
Speculo Killer attempting to wipe the systems and
the impending demolition of the whole facility. For If they contact their handler, he will congratulate
the PCs, this should feel like a race against the clock. them, ask them where they are going next, and
They must try to defeat or pin down the security, what they will need.
gather the data required from the systems, and get
out before the whole place goes up in flames.

If the PCs are struggling, it is suggested that Aelis


deal with the Speculo Killer trying to wipe the
systems, while some of the PCs deal with the rest of
the security detail and one or more tries to gather
the data required.

As they get close to getting what they need, the


timer to demolition should initiate. This will apply
pressure on the PCs to get out. Whether under fire
or otherwise, getting out will require hustling back
through the facility. If this is too easy the GM should
introduce a number of locked security doors on
the way out that need to be either hacked with an
Average (D1) Hacking test with access to the system,
a Daunting (D3) test without access, or demolished
using a Challenging (D2) Tech test.

As they leave the facility it should explode, sending


fragments and fire high into the white and frigid sky.
The Speculo Killer and any remaining security will
be waiting for the PCs outside. If the GM requires an
extra threat, a Trollhätan Troll may be attracted by
the fire and warmth.

22 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

THE COST OF GREED


QUANTRONIC NOISE
A BAKUNIN ADVENTURE
MagnaObra has long provided financial
support to Equinox, but in the wake of the OPERATIONAL
social and political backlash following the SUMMARY
Palmyra Star incident, MagnaObra publically
disavowed any connection. Their support for It is assumed that the characters are coming
Equinox, however, never wavered. Instead, it to this adventure after having played the “First
was concealed in a web of discreet transactions, Domino” adventure, and may have also played
with financial and material support distributed through “Ice and Fire,” and/or ”Hot Sands.” In any
to Locus cells through back-channels. In of these cases, the characters will arrive at this
exchange, Equinox provides MagnaObra with adventure knowing: that MagnaObra has been
research into social engineering and mind- communicating with a hacking group on Bakunin,
hacking, as well as the provision of more specific that this cell is connected with the name Heatwave
services. Recently one such cell, concealed Enclave, and possibly that it is a suspected Equinox
on Bakunin in a social commune that calls cell. Their mission is to locate the Heatwave
itself the Heatwave Enclave, hacked a protected Enclave and the hacking group, discover what they
Yănjīng tech facility on Paradiso, and stole have been doing, and figure out their connection
a program the Yănjīng were developing to to MagnaObra. The PCs may also want to shut
monitor secure communications channels. this cell down.

Quantronic Noise A Bakunin Adventure 23


What the PCs do not know is that the Equinox THRASYMEDES AND
GM NOTE: group has been monitoring them ever since they LUPE BALBOA
For more on Equinox, see pages
222-224 of the Infinity Corebook.
broke into the MagnaObra facility in Yinquan— ALEPH has become aware that an Equinox cell is
the PCs have been compromised. operating out of the Heatwave Enclave, and that it
has stolen something from the Yănjīng designed to
subvert security protocols. This cannot be allowed.
BACKGROUND While aware that Bureau Noir has agents working
the case, ALEPH has also activated Thrasymedes
THE HEATWAVE ENCLAVE to investigate. With his tracking and monitoring
The Heatwave Enclave is officially designated software switched off, Trasymedes has made contact
Commune T-4 of Bakunin and is a tribute to the with an on-again-off-again contact and lover
sun, surf, and sea subcultures of Earth and later Lupe Balboa.
Varuna. However, none of the people who created
and live in this commune have ever been a part of Alguacil Vortex Lupe Balboa initially refused to
this subculture terrestrially. The Heatwave Enclave consider allowing an ALEPH ‘tin-soldier’ (as she
is a warped version of the real thing, a commune sometimes refers to him as) anywhere near a
with a mauled surfing culture derived from Maya Nomad ship, but after being shown evidence of an
shows and other media. Electric roller-blades and Equinox Locus cell on board, she agreed to allow
skateboards take the place of surf boards, and Thrasymedes to investigate as long she personally
dominating the centre of the commune is a large, chaperons him.
central skate-park painted vividly in blues and
greens, embellished with graffiti starfish, sharks, Thrasymedes and Lupe will be undercover and
and coral. It is a place of fake-tans, board shorts, arrive at Bakunin around the same time as the PCs.
and bikinis, where the patina includes a continual The GM may decide to have them team-up. If not,
background noise of waves lapping, and the heat- the PCs should at least encounter Thrasymedes
ing is turned all the way up. There a few hundred and Lupe, with both teams understanding they are
permanent residents, a majority of whom operate going after the same target. The GM can use them
commercial businesses, and Heatwave is also a in the adventure to assist the PCs as required and
popular destination for short-stay visitors. Their help the PCs in the final scene.
constant flux drives the economy of the commune.
ISOBEL MCGREGOR
EQUINOX Isobel is an oddity, a hacker from Ariadna. She has
After their expulsion from Praxis, Equinox has worked with Bureau Aegis on Paradiso as an intel
found no welcome home among the Nomad ships operative, and has loyalties to the Stavka, Ariadna,
so Equinox Locus cells are hidden throughout the and her clan. She is on Bakunin to learn from the
Human Sphere. A Locus cell on Bakunin is highly best and has spent some time with a number of
unusual, and it is only due to the itinerant popula- Nomad tech and hacking groups to improve her
tion of the commune that it was able to infiltrate skills. In this adventure, she is an unwitting pawn,
and remain hidden. The Locus cell in the Heatwave tasked by one of her hacking contacts (who has
Enclave was paid a considerable amount of money been hired by the Equinox cell) to find the PCs as
by MagnaObra to hack the Yănjīng tech facility on they arrive and lead them to the Heatwave Enclave.
Paradiso and steal the program being developed by
the StateEmpire to monitor secure communications
channels. In the process of copying and relaying MISSION BRIEFING
the program files, the Equinox cell also created
a backdoor in the program for their own access, Arriving at the Bakunin is an experience, and the
something unknown to MagnaObra. PCs are bombarded by the high-definition, full-
colour panoply of life in all its forms on display
The Locus cell in the Heatwave Enclave is from the moment of disembarkation.
masquerading as the technical team in charge of
manipulating the augmented reality experience Read or summarise the following:
and patina of the inhabitants and visitors to the
commune. Utilising the resources supplied by Your previous adventures have led you here
MagnaObra, the Locus cell is developing methods and all the clues point to a hacking group and
to manipulate subjects’ experiences of reality and something called the Heatwave Enclave. They
change their emotional and behavioural states. were involved in stealing something from the
Yănjīng, in partnership with or for MagnaObra.
Two questions remain: What did they steal, and
why is it important?

24 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

SCENE 1: Isobel will be happy to show the PCs to the


Heatwave Enclave, and at some point she will use
THE BAKUNIN analysis to identify the weakest hacker in the PC
group with some hackable tech, and attempt to
Bakunin is one of the three motherships that hack them in order to install a Tag Breach Effect
make up the beating heart of the Nomad nation. A (see Infinity Corebook, p. 120). If this test fails, she
celebration of life in all its variety, choice in all its will try to convince the PCs that Bureau Aegis has GM NOTE:
extremes, and individuality in all its permutations, tasked her with keeping an eye on the PCs. If asked If any of the PCs spend some
Bakunin is like no-where else in the Human Sphere. why she wasn’t forthcoming, she will reply with a time asking questions about
The PCs will arrive in one of the docking bays shrug and a smile, and say she is here to learn new the conspiracies they encounter
leading directly into the port. Here they will be tech skills, and the only way to get good at them on the data network, the GM
security checked and allowed to proceed whether is to practice. If successful the Tag may be used as may spend 3 Heat to give them
they reveal they are from O-12 or otherwise. The a repeater, and access to it will be assumed by the a trait such as Feels Persecuted,
patina will include a map of the local area overlaid Equinox group. Paranoid, Bitter, Confused
Identity, Disillusioned, or
with choices for eateries, places to stay, and any
similar. The player may choose
form of entertainment option conceivable. The THRASYMEDES AND LUPE to remove this trait once the
wash of people moving in and around the port While the PCs are looking for the Heatwave Enclave, character leaves Bakunin.
area and the commercial halls beyond are a vivid they are likely to encounter Lupe Balboa, who will
declaration of the individuality that underpins the confront the PCs about their motivations and where
Bakunian mindset. they are from. If the PCs reveal they are from O-12,
she will be disdainful, but will take them to meet
The PCs should be permitted to explore if they Thrasymedes who is in hiding for the time being.
choose, and they will be quickly be reminded that If the PCs do not state they are from O-12, she will
the laws of O-12 and the norms of the Human tell them in no uncertain terms to watch their step.
Sphere are stretched here. This is obvious in all
the forms of entertainment, equipment, and media
they encounter. SCENE 2:
If they log in to the local data sphere in search
THE HEATWAVE
of information, they will encounter the ways in ENCLAVE
which the Nomad Nations and the powers of the
Human Sphere are portrayed, particularly ALEPH. The PCs can find the Heatwave Enclave either with
Conspiracies abound, and novel concepts and Isobel or Lupe and Thrasymedes guiding them or
ideologies are everywhere. on their own. It is in a sealed commune attached
to the outer hull of the ship. Access costs a small
The PCs will be looking for something called fee, and the PCs will be encouraged to change into
the Heatwave Enclave, listed in the Bakunian clothing that is more comfortable. They will also be
datasphere as Commune T-4. Whether they do asked to leave their weapons in a secure lock up at
their research prior to arrival, or once they arrive, the entry point, but will not be forced to do so.
the information they are able to glean mirrors
the text in the background description above. LIKE A SORE THUMB
The Commune is not difficult to find. Once the PCs enter the Heatwave Enclave, they will
notice the temperature is set high. Everyone within
ISOBEL the commune is wearing beach style clothing:
Once the PCs start looking for the Heatwave shorts, bikinis, and the like. If the PCs are wearing
Enclave, whether by asking around or digging into their own clothes, they will likely be uncomfortably
the data sphere, they will come to the attention of hot, especially in armour. If a character is not in
Isobel McGregor. Isobel will approach the PCs and beach equivalent clothing, the GM may spend 2
engage them in conversation, if they have been Heat to give that character the Fatigued Condition.
asking around she will directly ask them if they If they stay in their own clothes or wear armour,
would like her to show them where the Heatwave the GM may spend 2 Heat to change the Fatigued
Enclave is. If they have been looking on the data Condition to Dazed. Both these conditions will
sphere, she will try and draw that information out require the character to cool down and rest before
of the PCs. She will be happy to let them know that they can be removed. For more on Conditions see
she is a visitor to Bakunin looking to improve her p. 104 of the Infinity Corebook. Any PC wandering
tech skills. If the PCs reveal themselves to be from around in armour or clothes that are unsuitable
O-12, she will do the same. If asked about Equinox, will be treated with disdain and ridicule, all social
she will know they are a dangerous group of exper- interactions will be at +1 Difficulty.
imental hackers, but will not know of their presence
on Bakunin.

Quantronic Noise A Bakunin Adventure 25


GM NOTE:
IS THIS THE REAL LIFE? SEARCHING FOR EQUINOX
Because the Equinox Locus cell has the authority
For more on Patinas, see p. 142
of the Infinity Corebook.
and protocols to manipulate the augmented The Heatwave Enclave is decidedly low-tech. As
reality of the Heatwave Enclave and the patinas they explore, the PCs will notice that aside from
of inhabitants and visitors, the GM may apply the the ubiquitous comlog, there is a noticeable
following Heat spends while the PCs are within absence of technology. The great irony is that
the Heatwave Enclave: while the civilians here claim a ‘tech-free’ lifestyle,
their experience of the enclave is completed aug-
1 Heat: Make one person appear to be another mented through their patinas.
person, or alter the perceived physical forms
of individuals. PCs must make an Average (D1) The PCs may try asking around for hacking groups,
Discipline test to ignore the effect. or even Equinox. The best routes are attempting
to access the data sphere of the Heatwave Enclave
2 Heat: Make the PC see or experience something or looking for somewhere with enough tech to
that relates to one of their traits. This will either support a hacking group.
have a narrative effect or inflict 1 Resolve Damage.
The PC must make an Average (D1) Discipline test Whatever they choose to do, the PCs will need to
to ignore this effect. move around the commune to find access points
and find the location of the group. They may ask
3 Heat: Alter the patina and reality of a PC subtly to where computer systems are, posing as tech support,
upset, aggravate, or distract. The PC suffers a face- or any number of creative solutions. After a number
to-face Psywar attack at Expertise 10 and Focus of encounters with the locals who will try to sell
2. Heat may be spent to add dice to the attack as the PCs on the Heatwave lifestyle—boarding,
normal. If the PC suffers a Metanoia Effect, it will skating, AR snorkling in suspended pods, drug use,
be the GM’s choice of either Emotional State or etc—the PCs will meet someone who tells them:
Influence Belief (see Infinity Corebook, p. 131).
No-one here has much use for tech, man. Nah,
4 Heat: Make a PC see every other individual as this lifestyle is all about being free of the burden
a reflection of themselves; for example, everyone of such things. Only the team running this place
Sophie looks at is Sophie. The PC must make a has much time for it.
Challenging (D2) Discipline test to ignore this effect.

Equinox Cell Quantronic Map KEY


Access Point
Connection
Data
Storage
(Equinox) Heat Wave
Enclave
Secured Zone
Firewall: 10 Data Sphere
IC-1 Counter-
Access point must
measures
be found through
phsysical search
An isolated quantronic
zone only accessible from Security Equinox
within the Equinox base Network Ship
Secured Zone
Firewall: 10 Secured Zone
IC-1 Counter- Firewall: 12
Hidden High Sec = 2§
measures
Zone
Secured Zone
Firewall: 10
ADVERSARY ROSTER High Sec = 2§

• Details on foes encountered in this


network can be found throughout the Access point only
available in Equinox HQ
adventure (particularly Scene 2) (final scene)

26 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

EQUINOX FINDING THE


INTERFERENCE EQUINOX CELL
The PCs are known to the Equinox cell, and once The PCs can physically find the Equinox cell by
they enter the Heatwave Enclave they will come looking around the Heatwave Enclave themselves
under subtle attack. It should not be obvious at and asking around or quantronically by accessing
first, but the Equinox cell will hack the PCs comlogs the data sphere and trying to isolate the access
and any piece of tech they carry. The GM should point/s being used by the Wardrivers attacking
conceal intial attempts by having them take place them. A combination of the two can be used in
alongside any interactions the PCs have. support of one another.

Hacking attempts by the Equinox cell will seek PHYSICAL SEARCH


to create the Breach Effect: Command System, Walking around the Heatwave Enclave, or asking
which in turn will have the PCs Geist bring the around, will yield a number of dead ends as well
PC some story or conspiracy theory from the local as some useful information. In all cases physically
datasphere. This should be resolved as a Psywar looking around will require an Average (D1)
attack on the PC. With every attack, the GM gains Observation, Education, Persuade, or Lifestyle tests.
one automatic Heat for use on any Psywar attack.
If a Metanoia effect is applied, it will be Emotional Dead ends will include things like:
State (panic, suspicion, or paranoia) or Influence • Buildings that look like they might house the
Belief that O-12 is a pawn of the evil ALEPH. The group but actually house a number of viewing
GM should track any damage without the players stations for Aristeia! matches.
knowledge. If any PC passes an Average (D1) • Buildings that house life support systems.
Observation, Education, or Analysis test or attempts • Buildings that house the technology to modulate
a hack of their own, it will become obvious that the environmental conditions.
the strange things going on are a result of hacks, • People who claim, “No one here has much time
and any listed damage can be transferred to the for tech.”
character sheets. • People who claim, “It’s all handled on Bakunin.”
• People who claim, “Some people here can’t cope
THE EXPERIENCE with tech withdrawal. Sounds like you folks. It
Begin with stories highlighted in the PCs’ local can get hairy!”
newsfeed and snippets or data or stories from the
local data sphere. Once the PCs become aware they Useful Clues will include things like:
are being hacked, the hacking attempts are overt, • Access points for the security zone.
full sensory assaults utilising sound and imagery • A number of ‘suspect’ buildings that utilise
to disorient and deceive. The PCs may shut down or more power than those around them.
reboot their systems, but once they go back online • Details unique to suspected buildings which
the attacks will resume again. If a PC goes offline might help identify them in quantronic
or reboots, one or two locals will be prompted to space like comms tech, security systems, and
attack the PCs, scream at them, or run from them. entertainment systems that may all be used
These can be resolved as a mix of basic Psywar to identify the building’s footprint from within
attacks or physical attacks, with inhabitants utilis- the datasphere.
ing the statistics of Thug A (see Infinity Corebook, • People who claim, “The tech support crew
p. 459) or Police (see Infinity Corebook, p. 449). doesn’t mingle with us, just operates the data-
sphere and manipulates our patinas to
These attacks happen alongside the Heat Spends help us chill.”
listed under ”Is This the Real Life” and will increase • People who claim, “There are a lot of people
in severity as the PCs get closer to their target. who go insane here. My brother killed himself,
There are as many Equinox members as there and one of my friends had a break down. Most
are PCs, and the GM should use the stats for the folk think it’s tech withdrawal.”
Wardriver (see Infinity Corebook p. 461). Initially, the • A number of “police,” security guards
PCs will be attacked by one Wardriver at a time, ostensibly there to protect people, but really
but this may be increased by the GM as the scene just goons for the Equinox cell to use as
progresses. Until the final scene, the Wardrivers required. These have ID tags that allow them
primary method of attack is through hacking with User level authentication in the security zone
the intent on making Psywar attacks, but they will of the quantronic map.
use civilians if the PCs go offline.

Quantronic Noise A Bakunin Adventure 27


Over the course of a number of dead ends and suc- similar, which will automatically wreck the door
cesses the GM should be chipping away at the PCs if they can be set off. The PCs might also consider
resolve through “Is This the Real Life” Heat Spends using a Challenging (D2) Tech test to cut through
and through the actions of the Equinox Wardrivers. the hinges or locking apparatus. This requires an
Engineering Waldo, Handheld Multitool, or similar
If the PCs are not using the data sphere to locate and will take about ten minutes. The PCs may use
the Equinox cell, the GM should have the PCs find Momentum to reduce this time by two minutes per
the likely location. This will likely include raiding Momentum spent to a minimum of two minutes.
one or two other buildings and finding dead ends.
Ideally, a number of the PCs have suffered Metanoia There is an atmosphere filter on the roof that may
effects at this stage. Then, move to the final scene. be used for access, following the same rules for
the use of D-Charges or cutting through.
QUANTRONIC SEARCH
The PCs may also decide to hack into the datasphere
to find the access point being used by the Equinox ADVERSARIES
cell. While they must go through the quantronic map, AND EVENTS
they may access the datasphere from anywhere in
the Heatwave Enclave. The PCs will need to have Wardrivers inside the building will divide their
their comlogs on to do so and as such will be open attention between attempting to hack any equip-
to attack from the Equinox Wardrivers, who are ment the PCs are using to break in, any weapons
seeking to destroy the PCs’ Resolve. the PCs are carrying that are hackable, and the
PCs themselves. There are a number of Wardrivers
If the PCs find the security zone access points, they inside equal to the number of PCs (see Infinity
may attempt to access the security systems directly Corebook, p. 461). One of these Wardrivers is the
using brute force through the firewall, a breach Equinox cell leader, Hawkins, who will stay in the
effect on the quantronic zone will give access. The hidden quantronic zone and attack any PCs from
PCs may also steal, take, or spoof the ID of one of there as he is not physically present.
the security team who wander around the Enclave.
While the PCs are trying to gain entry to the build-
If the PCs manage to access the security zone on ing, a general alarm will go off in the Heatwave
the quantronic map and they have identified a Enclave. Civilians from the Enclave will attack the
number of likely buildings through a physical search, PCs because their AR experience of the Enclave is
an Average (D1) Analysis test locates the correct telling them that the PCs are Shasvastii.
building and identifies the existence of a hidden
quantronic zone. The civilians will attack, scream, and flee in equal
measure. Use a number of Thug A equal to PCs, all
If the PCs have not done a physical search of the using hand weapons (see Infinity Corebook, p. 459)
Enclave, a Challenging (D2) Analysis scan of the and a number of Police equal to the PCs minus
security zone will reveal a hidden secure quantronic one(see Infinity Corebook, p. 449).
zone. A further Average (D1) Analysis test will reveal
the physical location of the cell in the Enclave and For every attacker the GM should roll a §. On a 1, 2,
where any of the Wardrivers the PCs have not yet or Effect result, the attack will be physical (attack-
encountered are operating. ing Vigor). Any other roll, the attack will be Psywar
(attacking Resolve). The GM may continue to spend
If the PCs find the physical location of the Equinox Heat on the “Is This the Real Life” Heat Spends.
cell, move to the final scene.

The PCs may call for help, in which case Lupe and
SCENE 3: Thrasymedes (and/or Isobel depending on how the
PCs’ interaction with her went) will respond swiftly.
SHOWDOWN They will arrive in 5 turns, minus 1 per Momentum
spent from the PC pool or Heat paid to the GM
to a minimum of 2 turns. These NPCs will hold
GETTING INSIDE off the crowd while the PCs focus on the Equinox
cell. Alternatively, a Breach Effect in the hidden
Gaining entry to the building will require a Daunting quantronic zone may be used to cut the Equinox
(D3) Thievery test to break through the security cell off from the Patinas of the Heatwave Enclave,
or pick the lock. A Breach effect in the hidden in which case the civilians attacking will respond
quantronic zone can also be used to open the doors. like sleepwalkers woken from a nightmare.
Alternatively, the PCs may employ D-Charges or

28 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

INSIDE THE BUILDING WHERE TO NEXT?


Once inside the building, the PCs will need to deal If the PCs manage to survive, they should know that:
with any Wardrivers. These will turn to using either
their boarding shotguns or assault hacking devices • MagnaObra has direct ties to the smuggling
to kill the PCs. of VoodooTech from Paradiso.
• The VoodooTech from Paradiso may be sourced
Remember, that while there are a number of directly from the Combined Army.
Wardrivers equal to the number of PCs, one of these • MagnaObra has been sending VoodooTech to
is the leader Hawkins. Hawkins is using a remote Svalarheima.
to access the hidden zone and is actually in a ship • Rosario Lena has knowledge and can be used
outside Bakunin. PCs may hack the ship to shut it as evidence, if she survives. She is on Bourak,
down. A Breach Effect can be used to shut the ship in either Maracanda or Turfan.
down, and fully destroying the firewall will prevent • MagnaObra appears to be planning to sell the
Hawkins from escaping. They may also solicit Lupe security of the Human Sphere to the Combined
to contact Bakunin security about the matter. The Army in exchange for technology and is con-
GM can decide that Hawkins might make a suitable nected to the name “The Black Box.”
recurring villain and have Hawkins escape.
Lupe and Bakunin security will be thankful to
Inside the building, a single unconnected terminal the PCs for destroying an Equinox cell operating
is used to store data. When the PCs enter, one or under their noses. (“We appreciate it, now get off
more of the Equinox members will be seen trying our ship!”)
to destroy it. Even if they damage it, the following
information remains retrievable: If any of the PCs suffered multiple Metanoia effects
• Equinox was solicited by MagnaObra to hack (especially any PC that suffered 4 or more), the GM
the Yu Jing Interspace Trust Corporation servers might negotiate with the PC to add or replace a
in Yinquan. This building was a front for the single trait. Something to do with Equinox, Hawkins,
Yănjīng, who developed high level software that or MagnaObra would be appropriate.
would allow them to hack into communications
relays and eavesdrop on communications with- If they contact their handler, he will congratulate
out arousing attention. them, ask them where they are going next, and
• Equinox used a bastardised version of this what they will need.
software to manipulate the Heatwave Enclave
in an experiment on the psychological effects
of patina manipulation to control and stimulate
specific behaviours.
• Notes taken by one of the Wardrivers suggests
that MagnaObra has plans to use this software
to gain information on military matters concern-
ing Paradiso and trade this information with the
Combined in exchange for VoodooTech.
• The MagnaObra operation dealing with the
Combined Army is connected to the name “The
Black Box.”
• Samples of VoodooTech have already been taken
to Svalarheima, to a research facility near the
city of Quanxue.
• Rosario Lena, former executive with MagnaObra,
is regarded as a loose end who knows too much.
Information gained from the system states that
she is on Bourak, held in either Maracanda or
Turfan.

Quantronic Noise A Bakunin Adventure 29


THE COST OF GREED
HOT SANDS
A BOURAK ADVENTURE
MagnaObra Executive Rosario Lena disappeared
from the city of Rilaspur, in Septentria, on Paradiso. BACKGROUND
She was a key leader, coordinating operations
across several MagnaObra facilities across the FORMER MAGNAOBRA
planet. Initially, MagnaObra issued a press release EXECUTIVE ROSARIO LENA
stating that a team of employees, led by Lena, had Rosario Lena was a high-flying executive for
been in the city of Aritya to demonstrate military MagnaObra, overseeing facilities across Paradiso,
hardware the company was developing. According until a chain of events led her to question every-
to the release, the team was caught in a strike by thing that she knew about the corporation. While
Combined Army Morat soldiers, and all members MagnaObra has always had a reputation for dirty
were killed. Curiously, the press release was dealings and skirting the edge of legality, what
pulled from circulation after footage of Lena Lena stumbled across went too far, even for her.
was released that showed her in a Xiangu orbital
elevator terminal. While auditing a facility in the jungles of Septentria,
Lena saw fellow executive Andrew Holland die in
Several Maya news outlets have followed with wild a violent explosion. Shocked and upset, Lena ran
stories, painting her as a turncoat to a rival company, downstairs and turned to see Holland walk from
a sleeper agent performing industrial espionage, or the building towards her. “What happened?” he
even a Shasvastii escaped into the Human Sphere. asked. “Lucky I was running late! Was anyone hurt?”
The truth may be even wilder than the fiction.
Rosario Lena became aware that a cabal on the Lena felt the hairs on the back of her neck rise, but
board of executives of MagnaObra has been trading out of fear for her life, she said nothing. Back in
information for functional VoodooTech. With her life Rilaspur the story of Holland running late to the
in danger, she fled and boarded a Circular leaving car was like wildfire in the offices. It caused her to
Paradiso. At some point, she jumped ship, and all question herself and what she had seen. She kept
evidence points to her either being sheltered or quiet but noticed that Holland had changed. He
held by the Hassassins in Maracanda or Turfan, regularly met with three other executives: Nisha
on Bourak. What she knows is vital to bringing Kumar, Alison Hertwig, and Kwame Ahanti. Lena
MagnaObra to justice, and they are well aware of it. researched them and found that each had escaped
some accident or attack in the last two years.

OPERATIONAL Unfortunately, the company tracked her private


searches. Lena was posted to Aritya with a small
SUMMARY team to demonstrate military tech to PanOceanian
officials. But what she encountered was Morats.
It is assumed that the characters are coming Her paranoia saved her, and she managed to get
to this adventure after having played the “First away. During a week of desperate travel, she rode
Domino” adventure and may have also played the Xiangu elevator to orbit and boarded a Circular.
through “Ice and Fire” and/or “Quantronic Noise.” Contacts helped her find the Hassassins, and they
In any of these cases, the characters will begin in turn found her shelter on Bourak.
this adventure knowing that MagnaObra Executive
Rosario Lena is currently being held or sheltered in THE HASSASSIN – HUSAM YASBIR
either Maracanda or Turfan by the Hassassins. After Stories and legends surround Husam Yasbir like the
updating their handler on the way to Bourak, a flurry explosion of life around an oasis, from holding a
of communications set up a meeting between the seat on the inner circle of the Hassassins, to being
PCs and a member of the Hassassins. They are not the Old Man of the Mountain’s right-hand man, to
willing to intervene directly, especially as pressure actually being the Old Man of the Mountain himself.
is being applied from multiple sides, but will Husam Yasbir is a feared assassin, but is also an
provide covert support to the PCs in their efforts intellectual, philosopher, teacher, and advisor.
to get Rosario Lena to safety. The PCs will have He epitomises the scholar-assassin idealised by
to locate and recover Lena and make it off world, the Hassassins.
but there are other forces with the same target.

30 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

While attempting to flee Paradiso, Rosario Lena Konstantinos learned of Rosario Lena’s death, like
was brought to the attention of a Hassassin agent. everyone else, on Maya. He also learned that she
Identified immediately as a high-level executive of resurfaced shortly afterwards. How the information
MagnaObra, and one recently announced as killed, that she was being held by the Hassassins fell into his
she was deemed important enough to shelter lap he isn’t sure, but with it came a glimmer of hope.
and bring back to Bourak. The Hassassins have If he could return a MagnaObra executive, perhaps
no love for MagnaObra. Several potential targets the corporation would pay for Nikki’s resurrection?
within the corporation have been identified for Surprisingly, his superiors green-lit his proposal,
neutralization. Lena offered a unique opportunity perhaps because it was connected to MagnaObra.
to gain intelligence about how the company
operates on the ground, the security systems of The chance to kill Hassassins is just icing on the
the facilities, and habits of any of the targets she cake; they were the ones who sabotaged the dome.
may know personally. What she revealed to the
Hassassins was deemed of such importance that
recordings of her testimony were shared with the MISSION BRIEFING
Hachib, and it was decided that she should be
removed to Concilium. With MagnaObra’s close After debriefing following the last mission, wheels
financial ties to the Funduq Sultanate, no move were put in motion to make contact with the
could be made officially. The Hassassins are not Hassassins to negotiate for Rosario Lena. All of this
yet ready to show their hand. When Bureau Noir happened surprisingly quickly, and the Hassassins
contacted the Hassassins in connection to Lena, agreed to have a representative meet the PCs on
the perfect solution presented itself. Gelişmek Station, the main orbital around Bourak.

MAGNAOBRA Read or summarise the following:


Enemy infiltration is as old as the art of war.
Utilising the genetic fluidity of the Shasvastii, the Your previous adventures have led you here, all
Evolved Intelligence has been waging a secret war clues suggested Rosario Lena was being held on
against the Human Sphere. Speculo Killers wear Bourak, and contact between the Bureau and the
the faces of assassinated business moguls and Hassassins has confirmed it. You’re here to nego-
important executives, and the EI has been able tiate her release, but remember, she is marked for
to infiltrate and exploit several corporations in death by MagnaObra, so you need to make sure
its ongoing attack. MagnaObra is the latest target. you get to her before they do!
A secret cabal within the corporation has gained
influence to initiate a series of projects that will Taking the C7 Circular made for a comfortable
greatly benefit the Combined Army. The projects journey, and the transfer to Gelişmek Station was
have seen immense financial success, even if easy. Now to find the Dânesh restaurant, and
they do involve breaking a number of laws. After your contact inside it…
all, MagnaObra has never been shackled by such
restrictions.

After her clumsy attempts to mine information


SCENE 1:
about certain members of the cabal, Rosario THE MEET
Lena was marked for termination but somehow
managed to escape. Selling the executives on Arriving on Gelişmek Station was easy enough, but
the need to find and eliminate Lena now has everything the PCs have heard about the place is true.
been easy. With her knowledge, she could be a It is a rabbit warren, with narrow corridors, ongoing
major scoop for a rival company, and that cannot repairs throughout, and a wash of people everywhere.
be allowed to happen. MagnaObra has narrowed Connecting to the station’s datasphere will allow the
Lena’s current location to Turfan or Maracanda PCs an opportunity to access up-to-date information
and is sending in hit squads to take her down. on the station layout, including directions and gen-
eral information, fed directly into their patina.
INDIGO BROTHER KONSTANTINOS
Indigo Brother Konstantinos lost Nikki, the woman The GM may allow the PCs to find the Dânesh
he loved, in a violent sabotage of the MagnaObra restaurant easily or may extend the scene with
dome-factory where she worked. He lost control of a number of short encounters.
his vehicle in his rush to get to the dome, arriving
too late to save her and four others. He joined a Some Suggested Random Encounters:
Military Order in hopes of earning enough credit • The PCs may be pickpocketed.
to have her resurrected. • The PCs may walk into a dispute that turns
into a brawl.

Hot Sands A Bourak Adventure 31


If the PCs ask any questions, he will relate some of
the background material above, detailing how Lena
WEAPONS ON GELISMEK STATION encountered the Hassassins, that she has infor-
PCs will be asked to check their weapons in to a secure lock up when they arrive. mation on MagnaObra, and that she is in danger
If they flash their O-12 Credentials, a short conversation with their superior will needing immediate transport to Concilium.
result in the security guard telling the PCs that they will be able to retrieve their
weapons before they move down to the surface, but they cannot be carried on the Rosario holds sensitive information, and it is
station. If they do not flash their credentials, the Security guard will inform them important that this come to light. While we
that their weapons will be available to pick up on the surface. Anything with a obviously have recordings of her testimony, it will
restriction level of 3 or higher will not be permitted unless the PCs reveal they never be accepted by a court. MagnaObra will
are from O-12. Any weapons with the Bureau Aegis sigil in the restriction category have an army of lawyers ready to claim it was
will not be allowed at all. Hacking devices will also be stored in the lock up. given under duress. An intermediary is needed.
While we have protected her for now, we are
unwilling to openly stand against MagnaObra.
•T  he PCs may be accosted by a number of sellers Politics—you understand. MagnaObra has deep
trying to hawk their goods. pockets, and much influence, even here.
• The PCs may get lost and find themselves in a
secured area needing to explain to security why The ideal solution is for us to hand her over to
they are there. you, and for you to see her safely to Concilium
where she can provide testimony of what she
THE DÂNESH knows. She is currently living in a safehouse in
RESTAURANT Maracanda, but we are concerned that bringing
GM NOTE: her through such a public place as Gelişmek
For more on sandports, see
The Dânesh restaurant is a small establishment Station could be dangerous. We have a sandport
the sidebar on p.233 of the
Infinity Corebook. tucked into a series of linked rooms on the edge ready, and a ship with O-12 markings for you to
of a large domed area containing a range of use. The sandport is away from the major cities
freestanding stalls. The stalls sell a wide range of to avoid the risk of having a public spaceport
good from the surface, from parasols, to clothing, to locked down. To get Rosario from Maracanda to
food. The smells and business of the area could be the sandport, we have arranged a Maglev. This
overwhelming for anyone who hasn’t visited before. is the Silk Route; a safer journey could not be
found anywhere in the Human Sphere.
The Dânesh restaurant is unusually quiet. Once the
PCs state they are from O-12 or that they are here Any PCs who choose to roll a Simple (D0)
for a meeting, one of the patrons will approach and Observation test will note that he appears to
direct them to a room at the back. be genuine in everything he says apart from
the final sentence. His smile never touches his
Through the curtained doorway, the PCs find a eyes when he states the trip will be safe.
small room and a low table. At the rear of the room
is a man whose age is hard to assess. He stands The Hassassins have sheltered Rosario for now
and smiles, gesturing for them to sit. If any of the and will continue to pray for her safe arrival at
PCs are Haqqislamite, he will shake them by the Concilium. We will do what we can to ensure your
hand, then follow with each of the PCs. journey is successful.

Read or summarise the following: He swipes to send the PCs a digital map detailing
the route the Maglev will take from Maracanda
Welcome to Gelişmek Station, the gateway to to the sandport, as well as the location of
Bourak. I trust your trip was a pleasant one? Rosario Lena.

After a short exchange of pleasantries, he will ask If the PCs want to ask any questions, he will
the PCs to identify themselves. One of the patrons answer as best he can (see the information in
from the other room will enter and scan the PCs’ the Background section). If the PCs ask for help
comlogs for their IDs. Once he is content the PCs or support, he will state that the Hassassins will
are who they say they are, he will continue: not intervene directly but will provide support.

I understand you are here to negotiate the


release of Rosario Lena? In truth, she was never
our captive, but your arrival coincides with our
decision that she must be removed to Concilium.
Do you agree to these terms?

32 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

SCENE 2: If Konstantinos made it to his vehicle, a chase may


MARACANDA ensue. If the PCs manage to either catch up or
inflict damage on Konstantinos’s vehicle (use the
same stats as a car), he will abandon it and flee.
Getting to Maracanda was a journey in itself— The GM may use the rules suggestion outlined in
the shuttle from Dar El Funduq was barely air- the “The Chase is On” sidebar on p. 9. Konstantinos
conditioned, and the heat has been stifling. will not kill Lena because he views her as his ticket
Any PC who has not lived on Bourak gains the to getting his love back (see his Background).
Fatigued condition. The GM may use the “It’s
Getting Hot in Here” Heat spends to increase this. If the PCs managed to rescue Lena and head
Konstantinos off before he gets to his vehicle, they
The shuttle deposits the PCs in one of the landing will hear another vehicle pulling up outside the
pads around Maracanda. The city is a lush oasis front of the building. A Simple (D0) Observation
which fades away to harsh desert. Home of the test will reveal it is a truck containing Spec Ops
Terraformation Institute, the greenery of the city soldiers. While the vehicle is unmarked, they have
is a testimony to their capabilities. Vehicles are likely been sent by MagnaObra. Use the stats for
plentiful, carrying goods and people to and fro, Spec Ops on page 455 of the Infinity Corebook.
and the city is alive with people moving about There are twice as many Spec Ops soldiers as there
for work or out enjoying the many gardens. are PCs, and they will operate in small teams. The
PCs may decide to make a stand or flee out the
The PCs have been provided with a car. When back, taking Konstantinos’s vehicle to get away.
they arrive, a comlog code is generated that will The GM may decide to follow with a chase scene or
open and start it, and it is currently parked in a lot allow the PCs to get to the vehicle while taking fire.
outside the landing pad. As they exit the landing
pad, the PCs will see a shuttle descending in
the distance toward one of the many multistory
corporate buildings in the centre of the city. The
SCENE 3:
side of the shuttle is clearly emblazoned with the THE MAGLEV
logo of MagnaObra. Luckily, Lena is being kept at a
safehouse that isn’t too far away. Read or summarise the following:

A Simple (D0) Piloting test will get the PCs to the There are number of military personnel around
safehouse. Every Momentum gained in this test will the Maglev station serving as security. They
give the PCs one extra round before the Spec Ops have obviously been informed in advance, as
team arrive at the scene. they wave the PCs through and close ranks
behind them.
The safehouse is on a quiet side street, and as the
PCs arrive, they see locals fleeing the area. The The Maglev is sitting low on the track, but when
door is smashed, and the PCs hear sounds of a fight. the magnets are powered up it will rise and
Indigo Brother Konstantinos and a group of soldiers move. It’s white, with windows every metre or so
equal to the PCs in number are inside the building. down the length. The driver’s room at the front
As the PCs enter, the last of the Hassassin guards is angles to the track like the bill of a duck, and
killed, and Lena is being restrained and bound. there are two carriages behind. No other passen-
gers are visible. As the PCs board with Lena, the
If the PCs burst in, two soldiers flanking the door doors seal and the vehicle starts to move.
will ambush them, gaining Surprise. If the PCs are
more cautious, a Challenging (D2) Observation test To increase the tension, the GM should feel free
will indicate the presence of the soldiers, negating to pick and choose from a number of possible
their surprise, and providing the PCs with the described obstacles or add their own. Running
opportunity to reverse it through stealth. one into another is ideal; for example, Sabotage
and Swarm happening concurrently. Pick obstacles
Konstantinos will make a fighting retreat through that play to different skills sets to keep all players
the building to the rear where there is an alley and active and contributing.
the vehicle he arrived in. If he makes it to the vehi-
cle, he’ll throw Lena in the back and take off while The scene should culminate in either the PCs or
his soldiers provide covering fire. If the PCs manage Lena calling the Hassassins for help, and then
to cut him off or kill his soldiers before that, he will doing their best to stave off disaster until the
abandon Lena and flee. Hassassins arrive. At every stage, the PCs should
feel like they must keep the train moving. After

Hot Sands A Bourak Adventure 33


the first obstacle, Lena will encourage the PCs to the PCs to gain access to the system. Brute forcing
call for help. If they don’t, she will during or after an entry will require inflicting a Breach effect or
second obstacle. The GM may run more obstacles taking down the firewall. The Maglev has a BTS
after this point or may choose to cut straight to of 3, and a Firewall of 10. Once in, the program
the rescue. is a Average (D1) Hacking test to disable.

If a complication is rolled at any point, the Maglev


OBSTACLES: will jerk, throwing the PCs around and inflicting
1§ worth of damage that ignores soak, and an
AIRBORNE! effect will inflict 2 Resolve damage.
A number of loud crashes echo from the roof, and
windows explode inwards, followed by flashbangs. The PCs have 1d6–1 rounds to disable the program
Spec Ops Elite have arrived via combat jump packs. before the Maglev becomes unstable. Every round
There are a number of Spec Ops Elite equal to the after that, they will suffer damage from being
PCs (see Infinity Corebook, p. 455). thrown around.

BREAK! EXPLOSIVE!
The Maglev seems to be getting faster and faster, Found during one of the other obstacles, either
and these things are quick! Soon however, there’s beneath a panel that was blown off, from looking
an uncomfortable rattling noise, soft at first but through the operating system, or digging into the
crescendoing. An Average (D1) Pilot, Education, mechanics, is an explosive device attached to an
Hacking, or Tech test will indicate that something active timer. This explosive packs enough punch to
is not right. An Average (D1) Hacking test will show destroy a majority of the Maglev, damage the rails,
that someone has inserted a nasty little program and kill the people on board. It is brutally wired
into the Maglev’s operating system. The Maglev into the Maglev’s systems. Though obviously done
is increasing speed, and the brakes have been in a hurry, it won’t be easy to disarm. Disarming the
disabled. Getting in to fix the problem will require explosive will require a Daunting (D3) Tech test,

34 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

and failure will cause it to go off. If the explosive and follow the PCs to the roof if required.
goes off everyone on board will suffer an attack
from a D-Charge (see Infinity Corebook, p. 350). The Hassassin rescue consists of a small, low-flying
shuttle above the Maglev engine. The PCs must
SABOTAGE climb a carbon-fibre and nylon ladder dropped from
Maracanda has disappeared, and the landscape its side-door. The rescue craft will arrive one round
is desert in all directions. There is a noticeable after the Spec Ops Heavy soldiers do. The ladder
jerk, and the Maglev begins to slow down. An can hold up to two people at a time and climbing it
Average (D1) Pilot, Hacking, or Tech test will to the craft will require two Average (D1) Athletics
reveal the cause of the problem. Fixing it will or Acrobatics tests. If a PC generates 2 or more
require 5 successes using an Average (D1) Tech Momentum in this roll, they may get into the craft
test. Successes from previous rounds contribute in one round. The PCs will need to hold off the Spec
toward this total. For example, if in the first round Ops troops while their team makes their escape.
the PC gains 1 success, in the second round they
gain 2, they now have a total of 3 successes. Once the party gives the all-clear to the pilot, the
Other PCs may assist using Analysis, Education, rescue craft will bank away from the Maglev and
or Hacking. Once repaired, the Maglev will head into the desert, toward the sandport.
continue as normal.

SWARM!
As Maracanda recedes, a number of dust plumes
SCENE 4:
may be seen in the desert. Looking through the HOT SANDS
scope of a weapon, binoculars, or any similar
device will reveal motorcycles and pickup trucks Their Hassassin rescuers are dressed in the uni-
belonging to the Tokson Erkek (Ninety Men) Kum forms of what looks to be a mercenary outfit. Read
riders gang. The vehicles are angled toward the or summarise the following:
tracks ahead.
Well, we needed you to get Rosario to the sand-
There are a number of vehicles equal to the PCs port, but if we’d known it was going to be this hot
plus 2 (use the stats for cars). It will take them 1d6 this quickly, we’d have done this to begin with…
rounds to get close enough to attempt to board
the train. In boarding, the GM should describe a Five, maybe ten minutes after leaving the Maglev, a
number of successes and failures. For example, he structure starts to grow on the horizon. It is not too
leaps for the handrail running the length of the far from the Maglev track here, which has looped
roof, but bounces back from the side of the Maglev, back. As the PCs get closer, they see a small battle
and is lost in a swirl of dust behind you. The PCs taking place.
may fend off attackers, and in any case where the
PCs manage to succeed in damaging a target, the As you approach the sandport, a conflict rages.
target will be thrown off the Maglev. Any failures Spec Ops teams like those sent by MagnaObra
will allow between one and three attackers to get seem to be everywhere. It is a little unclear from
on board. All attackers will have the same stats as inside the shuttle, but there seem to be multiple
Thug B, found on page 460 of the Infinity Corebook. sides to this conflict.

This obstacle ends when the PCs manage to How this scene is run depends on how the GM
fend off a number of attackers equal to twice the wants the adventure to end. If the scene on the
number of PCs or when as many attackers make train was exciting enough, they may decide to cut
it onto the Maglev equal to the number of PCs plus out a majority of the action in this scene, have the
one. After this, the PCs may need to deal with any PCs make it under heavy fire to the sandport, and
thugs still on board, but no more vehicles will pull get away. Otherwise, the scene should be played
alongside the Maglev. out as a minor battle, where the PCs are simply
trying to escape.
RESCUE
Either the PCs or Lena have made contact with the In the battle on the ground, there are three fac-
Hassassins for help, which will arrive in the nick tions aside from the PCs. Dressed as a mercenary
of time. A number of Spec Ops heavy soldiers have outfit, the Hassassins are defending the sandport,
arrived via combat jump packs equal to the PCs MagnaObra is assaulting it from the east, and
plus two. The will arrive at the rear of the Maglev, Indigo Brother Konstantinos and his men (if still
blow the rear carriage door, and cover their entry alive) are assaulting from the west.
with flashbangs. They will move systematically
through the carriages one-by-one to the engine

Hot Sands A Bourak Adventure 35


HEAT OF BATTLE WHERE TO NEXT?
A bullet explodes through the windshield of If the PCs manage to survive Bourak, they will have
the rescue shuttle, and the pilot slumps over. a wealth of information readily given by Rosario
One of the PCs needs to take the controls. Lena. First of all, she will detail her background
Two Challenging (D2) Piloting tests will land story and provide the names of those executives
the craft inside the sandport. she strongly suspects of being Shasvastii infiltra-
tors. She will also tell them:
Once inside, the PCs may make a dash for the • The names of the four executives she believes
waiting shuttle. It will take three rounds to power are Shasvastii infiltrators: Andrew Holland, Nisha
up. Any other PCs should be defending the craft Kumar, Alison Hertwig, and Kwame Ahanti.
from being hacked or physically attacked. • That the main base of operations each of those
executives was promoted to is a MagnaObra
Enemies will include Spec Ops soldiers research facility on Paradiso known as the Black
(MagnaObra), Knights (the men of Konstantinos), and Box. She provides a location and a rough map of
Wardrivers (hackers from MagnaObra attempting to this facility.
lock down the craft). Hacking attempts against the • That the Black Box contains detailed records of
craft will take place as hacking attempts against the MagnaObra staff and operations on Paradiso.
PCs. If two breach effects are achieved against the PC, She believes it is also the headquarters for the
the craft will take an additional +1 round to power cabal of Combined sympathisers and infiltrators.
up. There are Hassassins defending the sandport, but • That one of the operations she stumbled across
these should be used as an aide to storytelling. As on her researching of Alison Hertwig was some-
HEAT the rounds pass, the Hassassin defenders will be thing called ‘The Yănjīng Key’ involving hacking
The GM may spend 2 Heat to
forced further and further back into the sandport, information on military movements.
have the craft raked by fire or
a glancing hit by an explosion. and more adversaries will break through to the PCs. This operation took place in Yinquan and
All inside take 1§ worth of involved a hacking cell from something
damage, and the next Piloting If the PCs can hold off all enemies for three rounds, called the Heatwave Enclave on Bakunin.
check will be at +1 difficulty. they may fire up the engines and blast their way out. • That the smuggling operations undertaken
by MagnaObra were sending VoodooTech to
If the PCs fail one of the piloting tests, their shuttle Svalarheima to be reverse engineered to find
is hit from the ground. With an engine burning, the potential commercial applications.
craft must be ditched. Unfortunately, it must be
ditched outside the sandport. Every PC on board When docked with the Bureau Aegis ship their
will take 4§ worth of damage. The pilot may make handler will meet them in person, congratulate
an Average (D1) Pilot test, with every Momentum them, and ask them where they are going next
generated reducing the number of § rolled for and what they will need.
damage by one.

Getting into the sandport will require a quick running


battle to get behind the Hassassins. The GM may
have the PCs encounter Konstantinos running into
the sandport, once inside the sandport, or simply
have him a part of the larger scene.

FADE TO BLACK…
Once the shuttle launches, the PCs will hear the
rattle of fire against the hull diminish as the
engines take it clear of the port. The PCs may check
the craft over to see if there are any breaches. A
Challenging (D2) Observation or Average (D1) Tech
test will show there are none. The shuttle already
has the clearances to leave orbit, and the PCs will
note a route to the C7 Circular has already been
loaded. The PCs are expected to take Rosario Lena
to Concilium, and their handler will encourage
them to do exactly this. In orbit around Concilium,
the PCs can hand Lena over to a Bureau Aegis ship,
which will meet them in orbit.

36 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

THE COST OF GREED


THE BLACK BOX
THE FINAL ADVENTURE
Greed is a poison that corrupts any system. team, which was working from the Black Box facility
MagnaObra’s plan was a simple one: to exchange would parse these communications for titbits that
potentially useful but not otherwise compromising could be traded for VoodooTech. However, with that
information with the Combined Army in exchange executive team replaced by Combined Army agents,
for functional technology that could be reverse the drip-drip of information to be traded will
engineered for commercial benefit. But what began become a torrent, and the EI will have direct access
as simple trading with the enemy on Paradiso to all secured communications channels around
has snow-balled with dire consequences. The the planet.
Evolved Intelligence manipulated MagnaObra using
Shasvastii infiltrators who replaced key MagnaObra
personnel. Once the claws of the EI were embedded,
it initiated a new plan. A basic evolution of the
OPERATIONAL
trade deal, MagnaObra would be used as a Trojan SUMMARY
horse to gain vital military intelligence on troop
movements and dispositions on Paradiso. Using the The characters will arrive at this adventure after
company’s connections and resources, MagnaObra having played through “First Domino“ and at least
hacked the Yănjīng, gaining a surveillance program one of the other adventures, “Ice and Fire,” “Quantronic
which would allow them to eavesdrop on secured noise,” and “Hot Sands.” How many of the other
communications around Paradiso. Responsible for adventures they have played through will influence
dealing with the Combined Army, the executive the information the PCs arrive with at the Black Box.

The Black Box The Final Adventure 37


First Domino infiltrators are working from a former research
HEAT • MagnaObra hacked the Yănjīng using facility in the jungles of Septentria known as the
The following GM Heat spends a hacking group on Bakunin. Black Box. Positioned next to a fast-flowing river
may be used by the GM at any • VoodooTech was being sent to Svalarheima. and perched on the edge of a cliff face and waterfall,
point during this adventure: • Rosario Lena was being held by the it is well positioned to defend itself from all comers.
Hassassins on Bourak. Security is tight, and the level three facility operates
2 Heat – Death from Above –
its own small datasphere. From here, Combined
The stress of working under the
threat of orbital bombardment
Ice and Fire Army agents communicate with their superiors, and
is tiring. A PC should roll a § • MagnaObra was trading directly with the a cave system in the cliffs allows for the clandestine
and take the result in Resolve Combined Army. relocation of troops that is next to impossible to
Damage. If an Effect is rolled, • The PCs have information on how this tech monitor from the air.
the PC’s grit overcomes all was smuggled off Paradiso.
stress, and they heal 1 Resolve According to the information gained from Rosario
or Physical damage instead Quantronic noise Lena, the third floor houses a secured server that
(player’s choice). • The PCs know that an Equinox cell was contains employee records. Cut off from the rest of
employed by MagnaObra to hack the the datasphere, this computer contains information
4 Heat – It’s Broken – The GM
Yănjīng, gaining a program that would that will be vital in the execution of the case
may apply this Heat Spend
once during the adventure. The
allow for the surveillance of secured against MagnaObra and will help root out any
Repeater is damaged, knocked communications channels. remaining Shasvastii infiltrators.
against a wall or damaged • MagnaObra planned to exchange
by a stray bullet. It must be information with the Combined Army CORAX HASHT
repaired. This will take 20 in exchange for VoodooTech. The key contact providing direction and support
minutes, a Daunting (D3) Tech to the cabal within MagnaObra is Shasvastii Corax
test, and requires pieces taken Hot Sands Hasht. Calculating and deadly, he a ferocious
from one or more of the PCs’ • Rosario Lena told the PCs that MagnaObra opponent able to use guile and raw power in
comlogs or hacking devices, has been infiltrated by Combined Army equal measure.
rendering them inoperable
Shasvastii agents.
(GM’s choice). Momentum
• That the cabal of Shasvastii are using a
can be used to reduce the
time spent by 5 minutes per MagnaObra facility called the Black Box. MISSION BRIEFING
Momentum generated.
It is likely that the PCs have played through at least After debriefing following the last mission, evidence
“Quantronic noise” and/or “Hot Sands,” where they for the case against MagnaObra is mounting.
will have encountered the name the “Black Box.” However, the existence of several Shasvastii
If they have played through “Hot Sands,” they will infiltrators who have worked their way into
know where and what this is. If they have not, the company is of serious concern. Gaining the
some digging into MagnaObra will reveal that it personnel information stored on the secure server
is a facility run by the company, and its location. in the Black Box should provide evidence for the
court case and identify any other Combined Army
In this adventure, the PCs have been tasked with infiltrators still at large.
secretly infiltrating the Black Box to gain access
to the secured server in the facility. This server is Read or summarise the following:
believed to hold information that will allow Bureau
Noir and Aegis to find and eliminate any remaining This is it, the final domino, and we’re going to ask
Shasvastii agents within MagnaObra and is vital a lot. The information on the secured server in
in the execution of the case against the company. the Black Box should contain information vital to
This information must be uploaded via satellite both revealing any Shasvastii infiltrators as well
uplink, and the PCs must then exfiltrate themselves as provide solid, tangible evidence that can be
before the Black Box is destroyed from orbit by used in court. The Black Box is a former research
Bureau Aegis. station cut off from the datasphere, so you’ll
need to position a deployable repeater to relay
a data-dump from the server. This will involve
BACKGROUND getting to the server, installing a transmitter, and
positioning a repeater on the roof to connect
MAGNAOBRA AND with the military datasphere. Once the data-
THE BLACK BOX dump is complete, you’ll need to get out quickly.
MagnaObra has been compromised by Combined Bureau Aegis will level the facility from orbit and
Army agents. Its resources and contacts have been there won’t be time for error.
used to execute a plan which would see highly
sensitive military information made available The PCs are provided a rough map of the facility, a
directly to the Evolved Intelligence. The cabal of transmitter, and a deployable repeater. They may

38 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

also be provided with other equipment if they Infinity Corebook. It will take all night to scale the
provide a good reason for having it, if it doesn’t cliff, and the PCs will need to Hide Out during
weigh too much all together, and if it isn’t illegal the day if they wish to approach the facility
or overly expensive. If the PCs have played through under cover of dark.
“Hot Sands,” they will also have access codes for the • A small patrol of Morats is seen moving through
facility and server from Rosario Lena. These may be the jungle. The PCs may attack them with
spoofed by the PCs to provide them with multiples. Surprise (but may alert the facility to their
presence), hide from them, or skirt around them.
There are a number of Morats equal to the PCs HEAT
SCENE 1: –1 (see Infinity Corebook, p. 465).
1 Heat – Branches lurch out
of the darkness and into view.
• A human in a MagnaObra uniform has been
THE APPROACH ensnared by a Karava Vinetrap. Their screaming
Roll an Average (D1) Piloting
test. If failed, the PC will suffer
will soon draw attention. The PCs may choose to 2§ in physical damage, and
Read or summarise the following: ignore, execute, or rescue this person. If rescued, each effect rolled counts as the
his name is Daniel Franklin, and he is attempting Vicious 2 quality.
Breakneck, the only term to describe your arrival to escape. He can provide a keypass for the first
to the ground on Paradiso. From low-orbit to the level of the facility and an access code with user
ground. At terminal velocity. At night. The jump level authentication.
packs fire as late as possible. You pull 8Gs or
more when the packs fire up. If the PCs have some form of encounter, the act of
firing unsilenced weaponry will attract the attention
Each PC should then make a Challenging (D2) of the Combined Forces in the Black Box.
Resistance test. Failure will result in them suffering
the Dazed condition (see Infinity Corebook, p. 104).
Any PC that becomes Dazed should roll 1§, the HIDING OUT
number rolled indicates the number of rounds
(0, 1, or 2) until they may attempt to use Absterge The approach to the Black Box may take long
to get rid of this condition (see Infinity Corebook, enough that the early morning is upon the PCs by
p. 110). If they roll an effect, that PC suffers from the time they get close. If this is the case, they may
the Dazed condition for the length of Scene 1. want to hide out for the day. This should involve
finding a small cave or building a concealed shelter.
Once the PCs are on the ground, they need to make The PCs may make a Simple (D0) Stealth, Survival,
their way to the Black Box. The GM can make the or Thievery test to achieve this task with the
trip a simple one, describing the sounds of a jungle Momentum generated providing an indicator for
alive at night opening to a clearing with a dark how well hidden they are. The PCs may assist with
building sitting on the edge of a waterfall. Or, they Observation, Education, Command, or Persuade.
may choose to make the approach more difficult.
Some encounter suggestions are: If the PCs hide out for the day, they will have the
• Each of the PCs makes a Simple (D0) Survival opportunity to see a herd of grazing animals stray
test as they move through the jungle toward close to the Black Box. A motion sensor is tripped,
their target. The PC who rolls the lowest amount and soon a handful of Morats emerge to shoo the
of Momentum (randomly selected from any who animals away. Seeing this will provide the PCs with
tie for lowest) is attacked by a Scorpionette (see two things: they will spot the motion sensors and
Infinity Corebook, p. 493). cameras without needing to roll, and they may
• Each of the PCs should make a Simple (D0) decide to use the grazing animals as a distraction
Observation, Survival, or Education test as they in Scene 2.
move through the jungle toward their target. The
PC who rolls the lowest amount of Momentum The GM may decide to use any of the encounters
(randomly selected from any who tie for lowest) listed above during the day, or if the PCs rolled
is attacked by a Karava Vinetrap (see Infinity well, allow the day to pass without incident.
Corebook, p. 485).
• The landing site was on the opposite side where
the PCs intended. The PCs will need to scale the
cliff face the Black Box sits atop or find a way
around. Scaling the cliff face will require three
Average (D1) Acrobatics or Athletics tests. If the
first test is failed, the PC will fall one zone. If
the second is failed, they will fall two zones, and
so on. For falling damage see page 110 of the

The Black Box The Final Adventure 39


they decide to perform an all-out assault. For all
these NPCs, use the stats found in the Infinity
Corebook: Tech Support page 457, Morat page 465,
and Shasvastii Speculo Killer page 473.

Several ways to enter the building are described


below, of course, if the PCs come up with a plan
that is not covered, the GM should feel free to
adapt the rules for one approach to whatever is
the PCs preferred plan.

CREATING NOISE
Throughout the following descriptions, various
actions will be described as Creating Noise and
have a number value listed. This represents the
PCs doing things that may attract attention. If the
PCs are sneaking into the facility, they should be
regarded as having the stealth state of Hidden (see
Infinity Corebook, p. 104). If they become Detected,
the general alert will sound.

The GM should keep a running tally of how much


Noise the PCs create. Whenever the PCs Create
Noise, the GM should roll 1§, adding the Noise
total made by the PCs to date, with the result of
the § (0, 1, or 2). If the total exceeds 6, the PCs
become Detected, and the General Alert is sounded.
If an effect is rolled, reduce the Noise total by 1. As
per the Stealth rules in the Infinity Corebook, any
PC that undertakes an action that would create
noise may spend 2 Momentum to prevent this from
SCENE 2: happening. The PCs may stop whatever they are
doing for 10 minutes to reduce the noise total by 1
INFILTRATION (and may do so multiple times).

FOR INFORMATION This rule may be played secretly, with the GM


stating the die they are rolling is for the noise the
Getting the information from the server is the goal. PCs are making and the GM is keeping tally, or the
To do that, the PCs must get to the second floor of PCs may be made fully aware of this rule, whichever
the building and the roof to set up the system that the GM would prefer, and whichever creates the
will transmit the data. most tension.

There is a significant Combined Army presence at


The Black Box, although it may not be immediately FRONT DOOR
apparent. The security systems are surprisingly OR CARGO ACCESS
lax, with only a handful of motion sensors and
cameras on the exterior of the building. These are The PCs may decide simply to go through the front
easily spotted with an Average (D1) Observation, door or cargo access door. If this is the case, they
Education, Tech, or Analysis test. This test is may either attempt to do so stealthily or with
unnecessary if the PCs hid during the day. guns blazing.

Inside the building are eight human techs, essen- IN UNIFORM


tially kept as prisoners, twenty to thirty Morats, and If the PCs asked for MagnaObra uniforms while
several Shasvastii Speculo Killers. Two of the four preparing for the adventure, they may attempt to
MagnaObra executives are here, Andrew Holland approach the doors in those. As the PCs approach
and Nisha Kumar), as well as two other Shasvastii the doors, they will trip the motion sensors, and a
in the guise of MagnaObra technicians. The PCs will number of Morats equal to the number of PCs will
not encounter all of these at the same time, unless emerge, fanning out on either side of the doorway.

40 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

If the PCs approach hands in the air (or similar), Average (D1) Survival test to light a fire, and so
a tech will be brought out to translate. This is on. The GM should consider spending 1, 2, or 4
a Speculo Killer in human form. It will require a Heat to create a complication around their form
Daunting (D3) Persuade test and a good reason of distraction like attracting a predator (herd
to convince the Combined Army soldiers that the animals), starting a potentially dangerous brush
PCs are legitimate. If this roll is successful, the fire (explosives or fire), or other creative snag.
PCs may either enter the building or draw these
soldiers away from the building. GUNS BLAZING
If the PCs decide to take the aggressive option and
If the PCs enter the building, they will be led to one attack with guns blazing, they will be met by several
of the briefing rooms, where they will encounter waves of Morat soldiers. These will exit the building
Andrew Holland or Nisha Kumar, who will need to in teams of Morats with each team equal in number
be convinced again of their legitimacy. If this test to the PCs. The Morats may be lured away through
is successful, the PCs will be permitted to do what a fighting retreat, and this counts as a distraction. If
they say they are there for but will do so under they are otherwise held back by the PCs, or take a
guard. If any of the tests are failed, the PCs will be number of losses, they will bring out a human tech
fired upon, but the PCs will have the opportunity at gun point. If the Morat holding the tech is shot,
to act first. If the PCs arouse the suspicions of the tech will run toward the PCs for safety. This
the Combined Army soldiers, the General Alert tech is a Shasvastii Speculo Killer and will seek to
will sound. accompany the PCs. The Shasvastii will either reveal
their location if they try and sneak in later or attack
DISTRACTION them when they are particularly vulnerable.
If the PCs create some form of distraction outside
the building, whether by corralling the herd animals
they may have witnessed, by detonating something, WINDOWS AND WALLS
or starting a fire, a number of Morats equal to the
PCs will exit the building to investigate. If the PCs Most of the windows overlook the cliff and
are clever enough with their distraction, they may waterfall, but there are a handful of windows facing
be able to lure the enemy away far enough to sneak away from the cliff. All of these are on the second
in through the door. This could be a Challenging and third floors. Climbing the side of the building
(D2) Animal Handling test to herd the animals, an will require hacking the security system so they
Average (D1) Tech test to set off explosives, an may pass unnoticed, followed by a Challenging (D2)

The Black Box The Final Adventure 41


Acrobatics or Athletics test for each floor climbed. ROOF DOOR
Each floor is 4 metres tall, and if a PC should fail The doorway on the roof leads down a stairwell
their roll, they will fall the relevant distance either to the third level. There is a single motion sensing
4, 8, or 12 metres (see Infinity Corebook, p. 110). camera in this space at the bottom of the stairs
The difficulty can be reduced to an Average (D1) looking up. If the PCs have accessed the Black
Acrobatics or Athletics test if a rope is attached Box datasphere, they may switch off or loop the
at a high point by one PC and used by the others. cameras. Getting through the locked door will
Climbing up the side of the building will create 1 require either picking the lock with a Challenging
Noise for each floor climbed. This is for any PC or (D2) Thievery or Tech test that generates 1 Noise
group of PCs climbing at the same time; separate or smashing down the door, which takes 10
climbs accumulate noise separately. PCs may use 1 damage and generates 6 Noise.
Momentum (or pay 1 Heat) to cancel 1 Noise.
DUCTING
The windows on all levels are thick, shatter proof The PCs can get into the ducting system that
glass, and may not be opened. Breaking them will runs throughout the facility from the rooftop.
require the PCs to inflict 4 damage. The sound Moving between rooms or between floors counts
of explosives, someone smashing the glass, or of as moving one zone. Moving a zone will require
breaking glass hitting the floor will generate 6 both an Average (D1) Stealth test and either an
Noise. If the PCs have some form of cutting device, Average (D1) Acrobatics or Athletics test. Failure
they may use it to cut the glass but removing the on either test will create 1 Noise.
cut piece without it shattering should involve some
ingenuity on the PCs part. Cutting the glass will
require two Challenging (D2) Tech tests, and each DATASPHERE
test will generate 1 Noise.
Breaking into the data-sphere of the Black Box
If the PCs desire, they may climb to the roof using requires either access to one of the keypads at
three climbing tests as described previously. On the the front door or the cargo access door, a security
roof are a few antennae, which may be used to access camera, or one of the antenna arrays on the roof.
the datasphere of the Black Box but not the secured An Average (D1) Tech test will allow the PCs to
server, as well as an access door to floor three. access the system and will generate 1 Noise. From
There is also a large ventilation filter, which may be there the system will need to be hacked. The PCs
accessed to enter the building via the ducting. may have access codes from Rosario Lena or from

42 The Cost of Greed


ADVENTURES IN THE HUMAN SPHERE

an encounter earlier in this adventure. Codes and generate 6 Noise. Any assaulting Morats
from Rosario Lena will grant the PC using them that survive the trap will wait 1 round before NOISY, NOISY…
1 Heat - At any stage the GM
superuser authentication; codes from an earlier assaulting again.
may cause a PC to bump into
encounter will provide user authentication.
something, drop something,
Without either, the PCs will need to brute-force or trip, generating 1 Noise.
the security server to spoof authentication THE TRANSMITTER AND
(see Infinity Corebook, p. 116). REPEATER 2 Heat: Whatever the PC
dropped was loud; it generated
Setting up the repeater must be done on the roof 2 Noise.
CAVES and will require an Average (D1) Tech test. A Simple
(D0) Stealth or Thievery test may be made to make 2 Heat: Roll 1§. A PC must take
Beneath the facility, there is an extensive cave it look a part of the other antenna bundles, with the result in Resolve damage
(0, 1, or 2). If an effect is rolled,
system that eventually leads down to the base of the amount of Momentum generated indicating
generate 1 Noise instead.
the waterfall. This is how the Combined Army is how successful the PCs were. The transmitter must
invisibly bringing soldiers to the facility. Sneaking be connected to the secured server on the second
through the cave system requires Average (D1) floor. This will require hacking the server followed
Stealth tests, as well as Average (D1) Survival by an Average (D1) Tech or Hacking test.
tests to not get lost. Any time the PCs must check
for Stealth, a failure will create 2 Noise. Once both items are installed, the General Alert
will sound, and it will take 6 rounds for the data
contained in the server to be uploaded. At this
GENERAL ALERT stage, and irrespective of how many Morats the PCs
have eliminated, all hell should break loose, and
If at any stage the PCs cause the General Alert to the PCs should make their escape quickly before
go off, the Combined Army soldiers inside the facil- the whole facility is shelled from orbit.
ity will be placed on high alert. Groups of Morats
will patrol through the facility from the ground
floor to the roof. If they find the PCs, they will
engage. Once engaged, a new group of Morats
SCENE 3: ESCAPE
will arrive every two rounds. The PCs may use the Once the data has been uploaded, the PCs will
rooms and contents to help stave off the Morats. have ten rounds to exit the building and get a
safe distance away. Every round, the GM should
The GM should use the Speculo Killers in the make it clear how many rounds are remaining.
sneakiest ways they can— posing as prisoners, They may like to use tokens or markers to track
hostages, or simply relying on their ability to this countdown clock. To intensify the encounter,
infiltrate. They should be able to travel through the GM may roll 1§ per round, adding an extra
the facility faster than the Morats. For example, token or marker to the countdown clock if an
the PCs may be barricaded into a room with Morats effect is rolled.
hammering at the door, when one of the Shasvastii
drops from the ventilation duct. The leader of There are multiple ways the PCs can get out,
the Combined Army forces at the Black Box is including all the ways they could gain entry as
Shasvastii Corax Hasht, who will use whatever described above. If the PCs decide to sneak out,
means possible to stop the PCs. the GM should use the Stealth rules on page 104
of the Infinity Corebook. The PCs may use a break
If the General Alert was set off because the PCs in the fighting to get away into the ducting, up a
have set up both the repeater and transmitter, the stairwell, through a window, or another method. If
Morats will go straight to the second floor. they manage to get away undetected, they should
be regarded as being Hidden. Further actions may
BARRICADING A DOOR OR ROOM cause them to become Detected or Revealed.
If the PCs decide to barricade a door or room, the
GM should roll 1§. If an effect is rolled, the Morats The PCs will need to get out of the building and
break through. Every round, add one more § to the into the jungle, deep into the base of the cave
roll. On the fifth round, the Morats break through. system, or over the falls into the water below to
be safe. If they make it, it should be in the nick of
BOOBY TRAPS time, with the building erupting just as they make
The PCs may set traps consisting of D-Charges it to safety.
or the like and setting them will requires an
Average (D1) Tech test. Triggering them require In addition to the methods described in the previ-
an additional Average (D1) Tech test. Any charge ous scene, the PCs may also want to investigate
set off near a barricade will destroy the barricade the following:

The Black Box The Final Adventure 43


CREDITS
jump should roll an Average (D1) Acrobatics or
Athletics test and take 4§ in physical damage,
The Black Box Quantronic Map WRITING
KEY
Giles Pritchard
reduced by –1§ for every Momentum generated.
Access Point For example, Grant makes the jump, and rolls
Athletics, scoring 2 successes. He will take 3§
COVER
Connection ART in damage, 4–1 for the Momentum he generated
The Francisco Rico
in his Athletics test. Any effect rolled will result
Black Box in the PC suffering the Dazed condition.
Data Sphere INTERIOR ARTWORK
ENIQMA, Vincent Laik, Chester OCampo, Francisco
If the PCs Rico
decide to take the option of leaping over
Secured Zone
Firewall: 6
the cliff, the GM should describe in suitable dra-
ART DIRECTION matic terms, the facility behind them erupting into
Keypads or Marc Langworthy,Manual flames and debris as the orbital shelling begins.
Rodrigo Vilanova
cameras Connection
LAYOUT Point LOGO
Security INFINITY RPG
Secured LEAD EDITOR
Peter Marshall
Systems ServerMichal E. Cross WHERE TO NEXT?
Kimberly Nugent

Secured Zone Secured Zone If the PCs survive this adventure, they will be com-
CARTOGRAPHY
Firewall: 10
PLAYTESTERS
Firewall: 10 PROOFREADING
N.R. Bharathae mended by their handler, receive whatever medical
Aaron Manuel, Joel Mills, and Ryan McGrath Marshall Oppel
treatments they require, and given a period of leave.

INFINITY LINE DEVELOPER


In the weeks and months that follow, the PCs learn
Marc Langworthy
that after a thorough vetting of the MagnaObra
personnel (with help from the information the
ADVERSARY ROSTER CORVUS BELLI APPROVALS PCs gathered), a further three infiltrators were
Gutier
• 1 Security Geist, 40% in Data Sphere, Lusquiños Rodríguez, Alberto Abal, Carlos Torres, and Carlos as
uncovered, “Bostria”
well asLlauger
multiple sympathisers. These
60% in Security Systems have all been executed or jailed. MagnaObra itself
ORIGINAL 2D20 SYSTEM DESIGN is currently embroiled in a court case on Concilium
Jay Little in connection with its involvement, but it looks like
the hypercorp will go largely unpunished as they
THE CEILING GAME DESIGN are positioning themselves as the victims in an
Benn Graybeaton, Nathan Dowdell, Mark Redacted, Justinenemy plot. Marc Langworthy
Alexander,
On each floor the ceiling hangs below the floor
PRODUCED above
BYit. The PCs may use theOF
HEAD furniture
RPGorDEVELOPMENT
climb Whatever the PUBLISHING
outcome of the court case, the PCs
ASSISTANT
up
Chris Birch to the ceiling using an Average (D1) Acrobatics
Sam Webb have earned the gratitude of Bureau Noir and those
Virginia Page
or Athletics test. The ceiling is made up of several handful of operatives that knew of their mission.
panels that may be pushed aside so the PC can They may have also gained some enemies along
PRODUCTION MANAGER SOCIAL MEDIA MANAGER
climb into the narrow space revealed. Just as
COMMUNITY SUPPORT
the way, not least of whom are several MagnaObra
Peter Grochulski Salwa Azar Lloyd Gyan
moving through the ducting, moving between executives who have managed to worm their way
rooms is counted as one zone. For each zone, the out of punishment.
PC should make both an Average SPECIAL THANKS
(D1) Acrobatics or
Thank you to Corvus
Athletics Belli—Alberto,
test and Gutier,
a Stealth test. Carlos,
If they fail and Fernando—for letting us play in your world!
either
test, the PC should roll 1§. On an effect, they fall
PUBLISHED BY into the room below them. AnyModiphius Entertainment Product Number: MU050230
through the ceiling
Modiphius Entertainment
other Ltd. their stealth state by one
result will reduce ISBN: 978-1-912200-41-2
2nd Floor, 39PCs
step. Harwood
may use Road
the ceiling to access the ducts. Artwork & Storyline © Corvus Belli S.L.L. 2019
Fulham, London, SW6 4QP INFINITY is © Corvus Belli S.L.L. 2019
United Kingdom
OVER THE CLIFF
The 2d20 System and Modiphius logos are copyright Modiphius Entertainment Ltd 2019. All 2d20 System
text isFrom
copyright
any ofModiphius
the floorsEntertainment
or the roof, theLtd.
PCsAny
mayunauthorised use of copyrighted material is
illegal. Any trademarked names are used in a fictional manner; no infringement is intended.
decide to smash the windows and take a running
This is a work of fiction. Any similarity with actual people and events, past or present, is purely
leapand
coincidental at the waterfall, aiming
unintentional excepttoforland in the
those riverand events described in an historical context.
people
below. Smashing the windows is described in Scene
2. Leaping off the cliff will require a Challenging
(D2) Discipline test, which may be reduced to an
Average (D1) Discipline test if the countdown timer
shows there are only 1 or 2 rounds before the
orbital shelling begins or if there are Combined
Army soldiers firing on them. Any PC making this

44 The Cost of Greed

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