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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)

Sixth Sense, Commander


(2 points used, 3 left)
CZ 644, 2x Celaskon

The year is 2034.

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.

Stamina mirrors the overall health and strength of a character.


Perception represents your ability to see, hear, taste, smell and sense.
Intelligence is the ability to learn and understand things.
There are seven stat denominations:
1 - poor
2 - weak
3 - passable
4 - solid
5 - excellent
6 - formidable*
* costs 2 points instead of 1

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.

The goal of the game is to survive as long as you can.


The game is paced in turns, every turn covering roughly one week of game
time. Each turn:
- restore 1 Sta to each character
- pick a mission card
- randomly select (roll 1d8) an event card
After successfully completing at least six missions, pick the Arctic resource rush
mission card.

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.

Events & missions

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.

cont. on the next page

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

Rules & Timeline


cont. from the previous page
Every mission consists of several situations. There are three types of situations:
Skirmish, Infiltration and Cyberspace. For every situation there is a special
dice assigned to it.

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.

Total for all characters is 4+8+4,5=16,5


rounded 17.
Look at the Resolution score table tells us they surpassed the difficulty by 4 points
(17-13). Nobody is injured.
If, for example, the Resolution score were -10, not only would the party fail the
whole mission, two randomly selected characters would lose 1d4 and 1d4-2 Sta,
respectively.
After completing the situation, carry over the resolution score and subtract it
from/add it to the next situation difficulty score.
After completing Infiltration 13 with score 4, our party faces Skirmish 16. Party
will lower the difficulty of this situation by 4, so the difficulty is now only 10.
Mission will be rewarded depending on the resolution score of the last situation.
Details are on every mission resolution card.
Note: Cyberspace situations are allowed to be resolved only by one character.

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

Portugal, Spain, Italy and Greece form an economic federation. European


union loses much of its cohesion.

2019

Popular anti-Orbn coalition wins the general elections in Hungary. Same as


in Czech republic and Slovakia, the pro-russian politicians lose much of their
influence. Cooperation within Visegrd 4 strenghtens.

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

20th CPC Central Committee. As a result of deep internal pressures and


inequalities in society Chinas central government gradually loses much of
its power.

2023

Economic strain and political pressure cause the Federal government of


Russia to completely collapse.

2024

Regional powers come in to establish spheres of influence in Russia. One


such example is reclaiming of Karelia by Finland. Economies of V4 gradually
shift towards the new eastern opportunities.

2025

The worldwide Gini coefficient is now estimated to be 55.

2026

After several years of widespread unrest the power system in Prague


collapses. State laws become unenforceable. People are now governing
themselves through the polis system.

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

Czech republic, Hungary, Slovakia, Poland, Lithuania, Latvia and Estonia


are the constituting members of the new union dubbed as the Polish
Commonwealth.

A modest selection of various points of interests:


lorem ipsum

Page 3/9

Characters

Markta Hrabovsk
Stamina
Perception
Intelligence

passable
solid
excellent

Markta got her first taste of


netrunning at the Keftes afterparty
witnessing the seminal Hermadur
run. She has been hooked ever since.
She has learned a lot in short time,
but the recent rumor says she is
spacing so much her body is starting
to give out. One way or another, her
promising academic career is over.
Perks: Etiquette: Academic, Spatial
Awareness
Equipment: Neurochip, Kevlar vest,
FB 92 Biedronka

Martin Fiala
Stamina
Perception
Intelligence

Rbert Rosiak
Stamina
Perception
Intelligence

Vra Herkov
solid
solid
solid

From the early childhood Rbert


fought for mere survival in the
Pozan slums. Having nowhere to
run when local gang pinned his
death relatives debts on him, he
found himself standing in front
of the French Foreign Legion
recruitment camp. Seven years and
one prosthetic limb later, at the
services end, Rbert finally dares to
think he may actually have some sort
of control over his own life.
Perks: Combat training, Etiquette:
Street
Equipment: FB 92 Biedronka, TST
ChemRail, 2x Celaskon

Jitka Zlatoov
excellent
excellent
excellent

Martin started the corporate grind


right out of school with a clear,
figured-it-all vision in his head. This
vision got blurred after meeting
Vra. Predictably, the affair ended
quickly, but Martin couldnt bring
himself to the corporate ladder climb
again. Now his credit rating is falling
fast and he is eager to take any job
available.
Perks: Body and mind united
Equipment: CZ 644, FB 92 Biedronka

Stamina
Perception
Intelligence

solid
formidable
passable

Jitka has been trained from her


early age by her father, a highranking military officer, in the art
of sharpshooting. Her professional
career however abruptly ended
after she refused to carry out direct
order which would result in (in her
opinion needless) deaths of enemy
personnel. Tried for desertion, she
ended up dishonorably discharged
instead and is freelancing ever since.
Perks: Combat training, Marksman
Equipment: FB 92 Biedronka, SAKO
TRG-23 AMA

Stamina
Perception
Intelligence

passable
excellent
solid

Vra is somewhat akin to a gust


of wind. She can be powerful and
forceful, but lacks constancy and is
often subject to direction changes.
Vra has a frivolous attitude about
living life, and a tendency to ignore
conventions and rules of conduct.
She maintains wide range of interests
including the art of deck. Keep her
motivated and she will deliver.
Perks: Etiquette: Socialite, Infiltrator
Equipment: Neurochip, FB 92 Biedronka, 1x Celaskon

Denisa Qui
Stamina
Perception
Intelligence

Michi Kurihara
Stamina
Perception
Intelligence

excellent
excellent
solid

Michi used to be personal bodyguard


of Shiro Kurosawa, the head of local
yakuza expansion. He was good
at his job but could do nothing to
prevent his boss from commiting
seppuku ordered by head of the clan
for alleged shaming of the family.
Forsaken by his own, Michi is now
regularly seen in the company of
cheap girls, booze and drugs with
the occassional run to finance his
depraved lifestyle.
Perks: Combat training
Equipment: CZ 644, FB 92 Biedronka,
2x Celaskon

Vlasta Masojdkov
passable
excellent
solid

Denisa is daughter in a mixed chinese/slovak family based in Brno.


She moved to Prague to finish her
secondary education and got tangled up with the local runner scene.
She is professional and dedicated,
but has trouble following orders she
doesnt like. Perhaps thats the main
reason she likes to order others instead. Despite her great field results
locals dont readily accept her as
leader. Denisas mother says it has
to do mainly with the ingrained xenophobia, which is an issue she will
have to face her whole life.
Perks: Commander, Infiltrator, Sixth
Sense
Equipment: FB 92, 1x Celaskon

Stamina
Perception
Intelligence

passable
solid
excellent

Just one moment can change


everything in your life. Vlasta watched
her older sister burn to death in an
ugly carwreck while barely surviving
herself. Her extensive reconstructive
surgery was generously covered
by Sarif Industries, owner of the
other car involved in the accident.
Vlasta refused an offer to continue
her professional modeling career
and completely retreated from her
former life.
Perks: Born on new moon (starts
with 1 token), Etiquette: Corporate,
Unaccustomed
Equipment: FB 92 Biedronka, Neurochip

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

Requires at least solid Sta for effective use.


The modular trend established in the 10s continues to hold. esk zbrojovka,
the prime arms manufacturer for the Commonwealth, recently developed the
644, which is a multipurpose rifle able to fullfill several roles after quick reconfiguration. Pictured is assault configuration using 5.56 NATO rounds with both
optical and smartlink targeting system.
+1 EqB in Skirmish and Infiltration

Requires at least solid Sta for effective use.


In 1986, the US Army infantry school had published a report asserting that the
rifle, as a weapon, had already reached its peak. This held true until 2033, the
year Chemrail has been introduced. This weapon uses two stages (first chemical
propellant, then electro magnetic rail) to produce high-velocity shots capable
of ripping through the walls.
+2 EqB in Skirmish

SAKO TRG-23 AMA

Ultima AuG-DEF

Designed to be fired from the prone position. Situational use.


Finnish concern SAKO in collaboration with Czech ammo producer Sellier &
Bellot recently developed the TRG-23 anti-materiel rifle. Rifle is standardly used
with simple scopes to counter possible active defense systems.
-2 EqB in Skirmish and Infiltration

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

The darkness inside

Identify character with the highest Per


(if there are several, choose one). Roll
1d3 for her. If that character is Born on
new moon, roll 1d3+1 instead.
1 -> Scrutinizing owl
Your next mission roll results recieve
-2 penalty.
2 -> Drowning catacomb
During the next San check, determine results as if your San was one
point lower.
3 -> Endless fall
Your San is reduced by one point.
4 -> Walking the falling cities
Gain one Fate token.

Identify character which performed


the worst during the last mission (had
the lowest roll scores). Roll 1d3 for her.
1 -> Rumination
You contemplate your past mistakes
over and over. Reduce your San by
one point.
2 -> Escapism
You spend several days ignoring the
outside world and drowning your
doubts in alcohol. No healing this
turn. Next mission get -1 penalty to
Per.
3 -> Anxiety
You are becoming sullen and withdrawn. Next turn, recieve -1 penalty
to all roll results.

Choose one character. Reduce her San


by one point, then choose one for her:
Shathaks might
Next turn, recieve +2 bonus to Sta
and -1 penalty to Int.
Ragnallas endurance
Next two turns, restore 2 Sta instead
of 1.
Ammutsebas clout
Prevent the next Sta loss.
Hasturs deftness
Lose another San point. Next turn, instead of randomly selecting, pick the
event card.

During the next two turns, the party


recieves +1 bonus to all Skirmish situation roll results. Also increase any Sta
losses by one point.
At the end of the second turn, all characters recieve 1 Sta damage. If their
Sta was solid or higher, they also lose
1 San.

Do you dream while you sleep or is it


an escape from the horrors of reality?

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...

Tell yourself again that these are not


truly your friends.

There comes a time when the life we


know falls short. We are trapped and
look for answers, and we find hope
burning in dark places. Only then, do
we take our first steps to freedom.

Equipment malfunction Blessing of the Old One


Every character with neurochip rolls
1d3.
1 -> Spontaneous reset
The neurochip encounters a rare bug
causing it to enter restart loop. Recieve -3 penalty to the next situation
roll. If it is a Cyberspace situation, the
penalty is -6 instead.
2 -> Ejection
During the next Skirmish, your neurochip will get dislodged from its
implant socket. Recieve -2 penalty to
that situation roll.
3 -> Sector corruption
During the next mission, your cyberspace EqB is 0.

quote here pls

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

Mission cards: Briefing room

Disturbance in the docks

Core of the Holeovice harbor has become haven


for several groups of people which steadfastedly
refuse to move out despite the efforts of the GTC
real estate corp. The peoples association learned of
GTCs plans to send a team to demolish the harbour structures - with or without the inhabitants
consent.
Your group is hired by the polis to help the peoples
efforts to counter this threat. What will your party
focus on? Devising detailed patrol schemes or taking
a little more time to research your adversaries?

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

You are to disable the Black Crane robots used by


Renraku industries for the maintenance of their
main building complex. Bonus payment if the party
accomplishes this undetected.
There is an option for alternative situation roll if the
party has a character with Combat training, Infiltrator or Marksman perk equipped with SAKO TRG-23
AMA.

Evidence tampering

You are to break into state-owned criminalistic


department of the police and replace specified
evidence. Replacement evidence will be provided.
Work has to be done absolutely covertly, which
wont be easy.
Will you attempt to break in at late night? Or try to
sneak in during day? The third option is to try to
gain access to the evidence room disguised in lab
coats. Which one will it be?

The blood of fallen angels

lorem

Requires at least two completed missions. Successful


completion of this mission will restore some San to
your troubled partymembers.
Church of Saint Michael the Archangel has a
colorful history. It served as a warehouse, music
club and most recently, asylum for local art scene. A
few months ago, a strange group of people started
to gather in the adjacent monastery.
You are hired by the increasingly frightened artistic
community to investigate an ongoing series of
dissapearings.
Will you carry arms for the preliminary observation?

Resolution on left bottom of page 9.


Olbrachtova station is part of the metro D line
which never saw completion.

Power struggle

Getting even

Arctic resource rush

Requires at least three completed missions. Mission


lasts two turns. After successfully completing, pick
the Arctic resource rush mission card.
Zud polis managed to crowfund and register a
corporation through a hidden loophole in forgotten ordinance from the year 2024. You are hired to
manage the security of the newly restructuralized
J&T a.s., housed in the old J&T Bank building.

Requires at least four completed missions with Vlasta


Masojdkov in party.
Meet me in Falk glows on the screen of your
phone. Despite a few initial stumbles Vlasta has
been a great asset to your team, although somewhat keeping her distance. You have a feeling thats
about to change.

Requires at least six successfully completed missions.


Resolution on page 9.
Perhaps its time to move on. You have had enough
of this city. There are new opportunities in the arctic... Yes, it seems like a good idea. Lets depart right
now.

Page 7/9

Mission cards: Resolution

Disturbance in the docks

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

Infiltration 16 (no carryover)


If the resolution score is -5 to -2 you were successful in breaking in, but the
police has been notified:
Cyberspace 10, Skirmish 18, Infiltration 15
If the resolution score is -1 or higher, the police will arrive at a later time and
will be easier to deal with:
Cyberspace 10, Infiltration 13
And finally, if the resolution score is -1 to +1 and someone has formidable Per
or is Born on new moon you discovered a hidden room. There is a manuscript
titled Inventio Fortunata. Regardless of you taking it, the mission roll is now
Cyberspace 10, Infiltration 14
Mission outcome:
-5 to -1 -> You barely escaped the police. The notes are damaged.
>-1 -> Success.
-- --- -(In possession of the Inventio Fortunata)
A quick cyber-search reveals the manuscript dates to approximately 14th century and is quite famous lost book. You decide to keep it for now, wondering
how it found its way into Prague... (read more on the bottom right of page 9)

Page 8/9

Mission cards: Resolution

Power struggle

The blood of fallen angels

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

Arctic resource rush

You arrive in the principal seaport Gdask.

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

A Bit Closer to Heaven: Recognized the Max Payne references.


Plains of Xoroth: Recognized the vanilla WoW quote.
No contempt for the False Gods: Accepted the Blessing of the Old One and
didnt pick up The blood of fallen angels mission card.

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.

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