Escolar Documentos
Profissional Documentos
Cultura Documentos
3 by Maurice Augustus
augustus@arcticmail.com
Tears in Rain
Table of contents:
Rules & Timeline
Pages 1, 2
Characters
Page 3
Equipment
Page 4
Name
Gender
Age
Stamina
Perception
Intelligence
Sanity
Sample character
female
25
weak
formidable
solid
solid
(13 points used, 5 left)
Technological progress only picked up its frantic pace established at the end
of the 20th century. Several nations are now competing for access to the
rich natural deposits in Arctic, among others the newly constituted Polish
Commonwealth. Some say there is something dark lurking below the ice...
You came to Prague, regional center in the Commonwealth, to start another
chapter in your life. But... who are you, anyways?
Distribute 17 or 13+2d4 (average 18) points among stats and perks. Invest
the rest into equipment.
Event cards
Page 5
Mission cards
Pages 6, 7, 8, 9
First, select a mission from the
Briefing room, then look up that
missions Resolution.
Dont read the Resolutions before
locking onto a mission in the
Briefing room, otherwise you will
spoil your fun!
Stats:
Perks:
Pick one perk for free. You can purchase second perk for 2 points and third for
3 points.
Body and mind united
Requires at least excellent Sta, Per, Int and solid San, no implants
Recieve +1 bonus to all checks and roll results. Benefits of this perk are lost
every time its requirements are not met.
Born on new moon
Requires at least solid Per and Int
You have a strange inclination towards the occult and obscure. Additionally,
recieve two Fate tokens. You may announce the use of a Fate token ahead of
any dice roll to recieve the option to reroll.
Combat training
Requires at least passable Sta
Recieve +1 bonus to all Skirmish dice roll results.
Rules:
Infiltrator
Requires at least passable Sta and Per
Recieve +1 bonus to all Infiltration dice roll results.
Character
You can create your own character, or select from the default ones in the
Characters page. Each character starts with solid Sanity, which will inevitably
deteriorate throughout the game. Stats cannot exceed the starting values.
Characters will die if any of their respective stats drop to zero.
Character with lower than passable stamina will recieve a penalty to all checks
and roll results. This penalty is -1 if you have weak Sta, and -2 if your Sta is
poor.
Equipment
Every character may choose one weapon for free. Characters may own two
weapons, the second one costs one point to purchase. When calculating
Equipment bonus (EqB), use the armament which gives you the best result.
Note that if your Sta drops below weapon effective use threshold, you are no
longer able to use that weapon.
Party
At the start of the game, recruit two additional characters to form a party. Every
time a character dies sanity of everyone else in the party drops by 1.
Main difference between event card and mission card is you can choose the
missions, but have to randomly select the events. Sometimes there will be suggestions and unanswered questions on the cards. These serve to enrich the
story.
Commander
Requires at least solid Per and Int
You have the unique ability to quickly analyze the situation on the spot and a
willingness to step forward and assume responsibility. This makes you an ideal
person to lead the missions. If there is no commander (or more then one) in
the party, increase the difficulty of all mission situation rolls by 6.
Etiquette
Select one Etiquette per purchase:
Academic, Corporate, Socialite, or Street.
Marksman
Requires at least solid Per
Recieve +1 bonus to all Skirmish and Infiltration Per+EqB dice roll results while
using rifle. Recieve also +1 bonus to the Sta+EqB dice roll result if there are
several Marksmen in the party.
Oldtimer
You have only 10 points to distribute. Unable to purchase perks. Sta, Per and
Int cannot exceed solid threshold. You can now pick three perks for free (for
a total of four including this one). Recieve neurochip or Kevlar vest for free.
Simple mind
Requires Per no more than passable and Int no more than weak
Start the game with excellent San. Recieve +1 bonus to all San checks.
Sixth Sense
Requires at least excellent Per and solid Int
Some people are born with keen abilities which cannot by explained by ordinary means. In certain situations where others are left clueless, you get an
edge. This doesnt happen regularly though and in some cases your sense will
be completely off. Additionally, recieve two Insight tokens. You may use one
token to prevent any effect from any Situation resolution score.
Spatial awareness
Requires at least solid Per
Recieve +1 to all roll results made in cyberspace (including Cyberspace dice)
and/or while piloting a vehicle.
Unaccustomed
Cannot be taken with Combat training, Street Etiquette, Infiltrator, Marksman
or Oldtimer perks.
First two turns recieve -1 penalty to all checks and situation resolution scores.
Starting on turn five, recieve +1 bonus instead.
Page 2/9
Skirmish dice
1
2
3
4
5
6
Sta
Sta+EqB
Per+EqB
Per+EqB
(Sta+Per)/2
2*Sta
Infiltration dice
1
2
3
4
5
6
Per
Int
Per+EqB
Int+EqB
(Per+Int)/2
Sta+Per
Cyberspace dice
1
2
3
4
5
6
Int+1d3
Int+EqB
Int+EqB+1d3
Per+1d3
(Int+Per)/2
2*Int
In order to complete a mission, you have to successfully resolve all the mission
situations. If your party fails at even one situation (score -6 or lower), the whole
mission ends with failure. Every situation does have a difficulty rating assigned
to it. For example
Infiltration 13
means the party has to resolve an Infiltration situation with a difficulty rating
of 13. The Resolution table will tell how well did your party perform - and how
much Sta did your characters lost.
Lets say your party consists of Markta,
Resolution scores
Rbert and Vra (taken from the Characters
Stamina loss
page) and they are facing the above InfiltraSkirmish
Infiltration
tion 13 situation. Every character rolls the In- -10 1d6, 1d4+2 1d4, 1d4-2
filtration dice.
-9 1d6, 1d4+1 1d4, 1
Markta rolls 4, which is Int+EqB. Her Intelli- -8 1d4, 1d4+1 1d4
gence is excellent and her Equipment bonus -7 1d4, 1d4
1d4
is -1. That makes a total of 4.
2-1, 1
-6 1d4, 2-1
Rbert rolls 6, which is Sta+Per. Both his -5 1d4-1, 2-1 1, 1
Stamina and Perception are solid. That -4 1d4-1, 2-1 1
0
makes a total of 8.
-3 2-1, 1
Vra rolls 5, which is (Per+Int)/2. Her Per- -2 1
ception is excellent and her Intelligence is -1 1
0 0
solid. (5+4)/2=4,5.
Final score
Write down the final resolution scores of every completed mission. They will be
used to calculate the final game score. Guidelines are at the bottom of page 9.
May the Old Ones have mercy on your soul.
2014
Russia tries to expand its sphere of influence into Eastern and Central europe.
2015
Greece departs from the eurozone. The economic divide between southern
states and the rest of the EU deepens.
2016
In face of the continuing Russian threat, Poland and Baltic states build closer
economic and military ties.
2018
2019
2020
Anatoly Mikhailovich Sagalevich, russian explorer most famous for the Arktika 2007 expedition dies. In his home are found several notes mentioning
the dark below.
2022
2023
2024
2025
2026
2028
Ice shrinkage and technological progress allow for first commercially viable
mining operations in the arctic. Corporatons are taking advantage of the
unresolved legal status of the region.
2031
Page 3/9
Characters
Markta Hrabovsk
Stamina
Perception
Intelligence
passable
solid
excellent
Martin Fiala
Stamina
Perception
Intelligence
Rbert Rosiak
Stamina
Perception
Intelligence
Vra Herkov
solid
solid
solid
Jitka Zlatoov
excellent
excellent
excellent
Stamina
Perception
Intelligence
solid
formidable
passable
Stamina
Perception
Intelligence
passable
excellent
solid
Denisa Qui
Stamina
Perception
Intelligence
Michi Kurihara
Stamina
Perception
Intelligence
excellent
excellent
solid
Vlasta Masojdkov
passable
excellent
solid
Stamina
Perception
Intelligence
passable
solid
excellent
Page 4/9
Equipment
CE-101 Morpheus
2 points
The original neurochip manufactured
by Metacortex has been jailbroken a
few days after its release. There are
numerous patches and mods available online with varying price, usefulness and functionality ranging
from simple HUD modifications to
the infamous overclock option. Unlike in the US, the ownership of neurochip with non-proprietary software
is legal in the Commonwealth.
+1 EqB in Cyberspace
Celaskon
1 point
Celaskon which you can get in pharmacies is quite different from the
homemade remedy runners use.
The first is just vitamin C, the other
several vitamins mixed with aspirin,
methamphetamine and a pinch of
morphine. This concoction is used
as a stimulant and, most importantly,
painkiller.
A few hours after use, treat all your
Sta wounds as if they were reduced
by 2. No longer works if Sta drops
to poor. Frequent use can cause lowering of effectiveness and addiction.
Kevlar vest
2 points
In order to wear user has to have at
least weak Sta.
This sturdy vest provides body
protection against weak-energy
shrapnels and bullets. It is quite
bulky and restricting though.
While wearing, reduce all Resolution
score stamina loss by one point. Also
reduce all Skirmish and Infiltration
dice roll results with Per component
by one point.
FB 92 Biedronka
Biedronka is the newest Fabryka
Broni pistol, used both by the army
and the police forces. It is reliable
and packs quite a punch, making it
a good backup weapon in case user
is unable to use heavier armaments.
-1 EqB in Skirmish and Infiltration
CZ 644
TST ChemRail
Ultima AuG-DEF
Requires at least formidable Sta and installed neurochip for effective use.
This 40mm cannon is designed primarily for robotic assault chassis usage or
vehicle pintle mount. Underslung and exo-frame protected multi-spectrum
optics array can be linked to user by supposedly secure wireless data link.
+3 EqB in Skirmish
-1 EqB in Infiltration
Page 5/9
Event cards
Strange dream
Insecurity
Eldritch pact
Nightmare
Randomly select one character. That
person loses 1 San. If her Int is excellent or higher, she loses 2 instead.
There is no escape. Not in this life, not
in the next...
Choose one:
Every character loses 1 San. Next
three turns, your party recieves +1
bonus to all mission situation roll results.
or
Next three turns, your party recieves
-2 penalty to all mission situation roll
results.
Eidolon of the Blind graces you with
his benevolence. It would be unwise to
not accept his offering.
L appel du vide
Randomly select one character. That
person makes a sanity check.
>3 -> Call of the Void
Its just a thought. Nothing happens.
3 -> Enticement of the Void
Focus! Recieve -3 on your next roll
result.
2 -> Mandate of the Void
You have an accident. Reduce your
Sta by 1d4.
1 -> Command of the Void
Randomly select one character (including you). That person dies as a
direct result of your actions.
You are a pawn of forces unseen.
Page 6/9
Heist
Certain art connoisseur would like to you to repossess notes containing unfinished Neptun symphony written by Antonn Dvok. These are stored in
baroque villa America, dedicated as the composers
museum.
Materiel interdiction
Evidence tampering
lorem
Power struggle
Getting even
Page 7/9
Materiel interdiction
You spent your time surveying the area and carefully planning the patrol routes
in order to make the docks impenetrable. By focusing on this you missed a few
useful hints about the men you are about to face. Recieve +1 to the Infiltration
roll result, but -2 to the Skirmish roll result.
-- --- -You focused on researching the GTC, their past incidents, private contractors
they hire etc. There wasnt enought time to devise an effective patrolling plan
though. Recieve -3 to the Infiltration roll result. Roll
Cyberspace 7 (no carryover)
0 to 2 -> Among other data, you found a couple of CCTV records from the
past incursions, learning a little bit about their style. Recieve +1 to the Skirmish
roll result.
>2 -> You found internal documents describing in detail their tactics. Recieve
+2 to the Skirmish roll result.
Mission roll is
Infiltration 15, Skirmish 14
Mission outcome:
-5 to -3 -> You barely managed to stop the attackers. Three inhabitants are
severely injured.
-2 to +2 -> You managed to fend off all attackers, but were unable to prevent one ship from capsizing.
>2 -> Good job.
The cranes are in fact dangerously weaponized devices. If any character has
Street etiquette, the party can point this out at the briefing and walk away
from the mission completely. If the party accepts the mission, they will come
prepared (recieve +6 bonus to the final Skirmish roll result). Alternatively, if
any character has Sixth sense, she will be able to warn the others at the last
moment (+1d4 bonus to the final Skirmish roll result).
Infiltration 16, Cyberspace 9, Infiltration 12, Skirmish 17
Alternative situation roll:
Cyberspace 6 (no carryover)
character has to roll at least 6 to be able to proceed to
Per +1d4 + bonus
taken by the sharpshooter. Any result lower than 8 is failure, bonus +2 applicable only if the character is Marksman. If the result is 8 or higher, get the full
mission reward.
Mission outcome:
-5 to +5 -> The cranes are disabled, but you made a mess.
>5 -> Like a ghosts. The cranes are disabled and no one knows who, when
or how.
So... how come your employer didnt told you the cranes are dangerous?
Evidence tampering
So you decided to go in during late night hours;
Infiltration 17, Cyberspace 9, Infiltration 16
-- --- -You decided to sneak in during the day;
Infiltration 13, Cyberspace 9, Infiltration 18
-- --- -You are going in dressed in lab coats. You enter the building through employees entrance
Cyberspace 7 (has to roll at least 7, no carryover)
and are soon stopped by the personnel not recognizing you and asking you of
your business here. One character will make a
1d4 + (Int+Per)/2 + bonus
roll. Any result lower then 8 is failure, bonus +2 if Socialite, +4 if Academic,
+2 if female. Then another character will excuse herself and will make a final
1d4 + Per
roll. Any result higher than 5 is success.
Mission outcome:
-5 to -1 -> Everything seems fine, but later at the court it comes to light someone replaced the evidence.
>-1 -> Success.
Heist
Take an
Page 8/9
Power struggle
Turn one:
You spend the first week of your contract setting up the security.
Cyberspace 9 (no carryover), Infiltration 15 (no carryover, no Sta loss)
There seem to be a few bugs in the network and your cyberspace specialist
spends most of her time trying to root them out. Roll
1d3 + turn one resolutions + bonus
Turn one resolutions is the sum of the turn one cyberspace and infiltration
resolution scores, bonus +2 applicable if someone in party has Corporate
etiquette. If the score is 5 or higher, you discovered a few people sniffing
around. If the score is 7 or higher, these people werent even allowed inside
the building.
Turn two:
Your cyberspace specialist says there is something wrong about the network,
but she was unable to trace it so far. Later in the week the building comes
under attack by a considerable force of hired goons.
Skirmish (24 - turn one resolutions)
or
Skirmish (21 - turn one resolutions)
if the sniffers werent allowed inside the building.
It takes some time for the polis reinforcements to arrive. If you werent able to
discover the sniffers, your network crashes and contacting Zud will be much
harder. Take another
Skirmish (24 + penalty - turn one resolutions)
Penalty is +2 if you discovered the sniffers in the building or +6 if you had no
idea they were messing around. From this point on, you have the option to
take either
Skirmish 15, Skirmish 14
or
Skirmish 16, Skirmish 14, Skirmish 17
if your network crashed
or
Infiltration 13
if you want to bail out of the building.
The attackers wont accept surrender. You have to take the Infiltration check
anytime you want to retreat, otherwise you have to continue taking the Skirmish checks (even if the resolution score on these checks will be lower then
-5). If you fail at the Infiltration check you have to take at least one Skirmish
check before being able to retry.
Mission outcome:
After completing the Infiltration check with at least -5 resolution score, your
party was able to escape, but the attackers gained control of the building.
After completing the Skirmish rolls with at least -5 resolution score, the polis
reinforcements arrive and the attackers are repelled.
In either case, your cyberspace specialist loses one San and is unwilling to
work any more in the building. You terminate the contract.
The attackers were using some kind of experimental pistol, its effects resembling the ChemRail. The polis will try to reverse-engineer it. You grab one
piece and are on your way.
The monastery is guarded by hooded men who are very selective in letting
people in. You set yourselves up in a nearby caf trying to observe the
monastery without raising suspicion. Make a
Infiltration 15 + penalty (no carryover, no Sta loss)
check, penalty +4 if you came armed. If the resolution score is -1 or lower, your
cover has been blown and a direct attack seems like the only option now. You
can try to recruit help from among the community
Commanders Int + Per + 1d3 + bonus
(the score has to be at least 13 to be successful, carry over anything exceeding
13, bonus +1 if someone is Socialite or Academic) and then assault the
monastery;
Skirmish 22
Note that if you succeeded in the recruitment roll you are unable to use the
secondary weapons as you lended them.
If you didnt raise any suspicion you infiltrate the monastery;
Infiltration 18, Skirmish 16
Inside there indeed are captives, several of them already dead. After killing the
cultists you torch the whole property.
As you are standing in front of the monastery, watching the fire eating
away the putrid place, a strange sentiment fills you. Two randomly selected
characters may restore 1 San each.
GV 858
Available after succesfully
repelling the attackers.
No Sta requirements
+1 EqB in Skirmish
+2 EqB in Infiltration
Getting even
Vlasta flips a bunch of papers on the table. She is visibly upset. I knew it
wasnt an accident. Now I have a proof and a name. Im going to make her
suffer. Are you in?
The person in question is Kitti Tihnyi, the executive manager of Sarif East.
Vlasta has been working relentlessly, the ghost of her sister whispering to her,
hungering for revenge.
The plan is to borrow a car
Cyberspace 10
grab Kitti as she is leaving the office
Skirmish 18
then drive her to the outskirts of the city.
Infiltration 18
Vlasta will then manage the rest.
Mission outcome:
Vlasta torched the hijacked car. Only she knows whether Tihnyi was still inside. The ride back is silent. Nothing needs to be said.
-- --- -(Under the effect of The Darkness inside event card)
Vlasta torched the hijacked car. Only she knows whether Tihnyi was still inside. The ride back is silent. Nothing needs to be said. Vlasta is looking through
the side window, smiling.
Page 9/9
After a little bit of convincing, you are allowed to board a cargo ship, your
weapons securely locked in the captains cabin. Destination: Belushya Guba,
located in Novaya Zemlya. Technically under Moscows control, de facto a
corporate-ruled international hub.
The atmosphere on the ship is becoming claustrophobic fast. People are
growing cold and distant. On the seventh day one of the crewmembers
assaults the captain. He is placed under watch and the second-in-command
takes up the captains duties.
Final score:
Add up the resolution scores of all the missions you went through. Add one
point for every remaining San points of your partymembers. Finally, add one
point for each achievement listed below:
lorem
Inventio Fortunata
You pass the time studying the ancient manuscript, carefully flipping through
the nearly-crumbling pages. The book describes the travels of Franciscan friar
from Oxford who made several trips in the North Atlantic region conducting
business on the behalf of the King of England.
Most of the contents are illegible. There is an illustration of what seems to be
a strange entity accompanied by single word, malum. This word can be found
on several pages of the book.
You dont feel well. You put the book back on the shelf and head outside.