TEXT: vi
   
  
  THE ROLEPLAYiNG GAME
  vii
   
  9 781912 200504
  ISBN 978-1-912200-50-4
  www.modiphius.com
  ISBN 978-1-912200-43-6
  MUH050215  
  Printed in the UK
  WELCOME TO PARADISE
   
   
   
   
   
   
   
   
   
   
   
   
   
  We have fun, games and the bloodiest war in the Human Sphere! One of the most fertile planets known, living in this 
  angry planet is a test for the hardiest settlers and warriors. Keep your wits about you or the jungle, its inhabitants or 
  something worse will swallow you whole in an instant.
  Hiding a tragic and terrible past, Paradiso is home to dark secrets and intrigue. Even before the NeoColonial Wars, the 
  jungle planet has been the theatre of brutal conflict, destined to loom through the histories of numerous civilisations, 
  human and alien alike. Never have the stakes been so high for Paradiso is the grandest trophy in the Sphere. Not only for 
  the vast wealth offered by the system itself but with wormholes connecting to two alien powers, Paradiso is a Rubicon 
  that if lost would lead to the Downfall of the Human Sphere. 
  Fame, glory and fortune wait for those brave or foolhardy enough to risk the dangers of Paradiso, so gear up and don’t 
  miss the next Orbital Elevator planet side! Join the Human Sphere’s mightiest warriors and try to stop the Evolved 
  Intelligence’s onslaught or lose yourself in populous cities under siege while you try to figure out who the infiltrated spy 
  is feeding information to your enemies. Make sure you bring all your best equipment and don’t forget your bathing suit, 
  for things are about to get hot in the Meat Grinder also known as Paradiso.
  The Paradiso Sourcebook includes:
  • Information on Paradiso system, from the binary stars Nakula and Sahadeva to Orgoglio and Purgatorio asteroid 
  fields, intriguing planets like Virgil, Dante, Ugolino, Beatrice and more!
  • Details on the current situation in the Paradiso theatre, the race for the last known Cosmolite in the planet and 
  the truth behind the Penny Arcade.
  • Rules and guidelines to play your own Paradiso based campaigns including jungle warfare, terrain and the 
  background of all three Combined Army Offensives in the system!
  • Weapons, equipment and vehicles to prepare for your jungle escapades: caltrops, machetes, flamethrowers, 
  jammers and missiles! Lots of missiles!
  • Detailed rules on how to organize encounters in the dark jungles of Paradiso, wicked bandar-logs, cauchemar 
  cats, nematodes, yorogumo. Brutal vegetation and deadly fauna are just some few of the dangers the paradise 
  planets holds for you!
  
  viii
   
  
  THE ROLEPLAYiNG GAME
  ix
   
  
  CREDITS
  WRITING  
  Benn Graybeaton, Bill Heron, Jonathan “Killstring” Herzberger, Marc Langworthy, Mark Redacted, 
  Rodrigo Vilanova, Giles Pritchard, Mitchell German, Racheal Cruz, Jonathan Breese
  CORVUS BELLI APPROVALS  
  Gutier Lusquiños Rodríguez, Alberto Abal, Carlos Torres, and Carlos “Bostria” Llauger
  SPECIAL THANKS  
  Thank you to Corvus Belli—Alberto, Gutier, Carlos, and Fernando—for letting us play in your world!
  PUBLISHED BY  
  Modiphius Entertainment Ltd. 
  2nd Floor, 39 Harwood Road  
  Fulham, London, SW6 4QP  
  United Kingdom
  Modiphius Entertainment  
  Product Number: MUH050215  
  ISBN: 978-1-912200-43-6
  Artwork & Storyline © Corvus Belli S.L.L. 2019  
  INFINITY is © Corvus Belli S.L.L. 2019
  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.
  ORIGINAL 2D20 SYSTEM DESIGN  
  Jay Little
  GAME DESIGN  
  Benn Graybeaton, Nathan Dowdell, Mark Redacted, Justin Alexander, Marc Langworthy
  COVER ART  
  Reynan Sanchez
  ART DIRECTION  
  Marc Langworthy, Rodrigo Vilanova
  LAYOUT  
  Benjamin Page
  INFINITY RPG LOGO  
  Michal E. Cross
  LEAD EDITOR  
  Kimberly Nugent
  CARTOGRAPHY  
  Richard Gale
  SECTORIAL ARMIES LOGOS  
  Alberto Abal, Carlos Llauger "Bostria"  
  and Hugo Rodriguez
  PROOFREADING  
  Marshall Oppel
  PRODUCED BY  
  Chris Birch
  HEAD OF RPG DEVELOPMENT  
  Sam Webb
  PUBLISHING ASSISTANT  
  Virginia Page
  PRODUCTION MANAGER  
  Peter Grochulski
  SOCIAL MEDIA MANAGER  
  Salwa Azar
  COMMUNITY SUPPORT  
  Lloyd Gyan
  INFINITY LINE DEVELOPER  
  Benn Graybeaton
  ASSISTANT LINE DEVELOPER  
  Marc Langworthy
  INTERIOR ARTWORK  
  Aituar Manas, Toma Feizogas, Vincent Laik, Cristi Picu, Aleksi, ENIQMA, 
  Bagus Hutomo, Reynan Sanchez, Ho Seng Hui, Louis Stephane
  
  TABLE OF CONTENTS
  INTRODUCTION
  WELCOME TO PARADISO  � � � � � � � � � � � � � � � � � � � � � � � 2 
  CHAPTER 1
  PLANET PARADISO  � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 4
  Why Paradiso?  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  A Day in Paradise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Walking in the Garden  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Stormy Silence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  The Strange & Familiar  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Our Own Slice  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  CHAPTER 2
  PARADISO A GEOPOLITICAL LANDSPACE� � � � � � � 9
  The Geographic Landscape  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Norstralia  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Septentria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  The Isles of Paradiso. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  CHAPTER 3
  FLORA, FAUNA AND DISEASES  � � � � � � � � � � � � � � � � �18
  The Suprising Resurgence Of Cryptozoology  . . . . . . . . . . . . . . . . . 18
  Flora. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Fauna. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Beneath Sapphire and Emerald Waves. . . . . . . . . . . . . . . . . . . . . . . 23
  Diseases  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Infected Wounds  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
  CHAPTER 4
  THE COSMOLITES� � � � � � � � � � � � � � � � � � � � � � � � � � � � � �28
  The Peace of Concilium  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  First Landing  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  The Signal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  The Last Cosmolite  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  CHAPTER 5
  PARADISO SYSTEM � � � � � � � � � � � � � � � � � � � � � � � � � � � � 34
  Inner To Outer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Paradiso Tourist Guide  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  CHAPTER 6
  THE FRONT LINES AND BEYOND � � � � � � � � � � � � � � � 39
  Eastern Norstralia  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Central Norstralia  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Western Norstralia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Western Septentria  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Central and Eastern Septentria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  A Looming Shadow of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Surviving Paradiso. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  CHAPTER 7
  LIFE IN THE BLOCKADES� � � � � � � � � � � � � � � � � � � � � � �50
  The Orbital Blockade  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  The Intermediate Blockade  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  The Access Blockades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  Enemy Craft  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  CHAPTER 8
  AN UNQUIET PARADISE � � � � � � � � � � � � � � � � � � � � � � � � 57
  Combat In The Jungle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
  Layers Of The Jungle & Zones. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
  Environmental Heat Spends  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  Running Combat Action Scenes In The Jungle  . . . . . . . . . . . . . . . . 60
  Types Of Trap  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Terrain Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Other Paradiso Terrain  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Combined Army Strategies And Tactics  . . . . . . . . . . . . . . . . . . . . . . 64
  CHAPTER 9
  PARADISO GEAR � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 66
  Gear Catalogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Vehicles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  CHAPTER 10
  PARADISO CAMPAIGN� � � � � � � � � � � � � � � � � � � � � � � � � � 75
  War Against The Combined Army  . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  CHAPTER 11
  PARDISO ADVENTURES  � � � � � � � � � � � � � � � � � � � � � � � 77
  The First Offensive  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
  The Second Offensive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Paradiso Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
  CHAPTER 12
  PARADISO ADVERSARIES  � � � � � � � � � � � � � � � � � � � � � 87
  CHAPTER 13
  NPC ADVERSARIES� � � � � � � � � � � � � � � � � � � � � � � � � � � 102
  INDEX � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 105
  
  2
  PARAdisO
  WELCOME TO PARADISO
  WELCOME TO PARAdisE
  At least, that’s how it used to be portrayed in the 
  datasphere advertisements calling for colonists. 
  An unspoilt world, free of civilisation’s taint, a 
  fresh start. It was all a lie, though no one could 
  have known because at the time the G5 nations 
  were tightening their grip on communications. 
  Paradiso is a world of secrets, many of which 
  predate the arrival of humanity, for the Human 
  Sphere is a late addition to the history of a world 
  that has already felt the touch of other races like 
  the Tohaa.
  Today, Paradiso’s verdant jungles are a battle-
  ground between the Human Sphere and the 
  Combined Army. The Human Sphere’s sole AI rec-
  ognises the Evolved Intelligence as the greatest 
  threat it has ever faced, and the Combined Army 
  invasion forces are but a small part an extensive 
  army—according to humanity’s newest allies, the 
  Tohaa, at least.
  Despite intrigue and conflict between the factions 
  extending from the cities to the Paradiso battle-
  fronts, life goes on elsewhere on the planet. Each 
  nation has its own stake in the world’s future, yet 
  it is increasingly apparent that the planet itself 
  will have something to say of its destiny. Exactly 
  how that manifests, however, remains to be seen.
  WHAT’S IN THIS BOOK?
  This sourcebook is a guide to running games on 
  the planet Paradiso and the star system that gave 
  the world its name. Inside is a wealth of infor-
  mation that will allow the GM to immerse their 
  players in the planet some now call the Green 
  Hell. If you are a player, tread carefully, for some 
  secrets carry hidden dangers that might be best 
  left undiscovered.
  CHAPTER 1 — PLANET PARAdisO 
  Sharing a comparable evolution to old Earth, 
  Paradiso is a planet rich in mineral and biological 
  wealth. The attraction for early colonists is also 
  an easy parallel to draw. This chapter provides an 
  insight into the legendary Paradiso ecosystems 
  and the world itself.
  CHAPTER 2 — THE 
  GEOGRAPHiC LANdsCAPE                                      
  Expanding upon the information found within the 
  Infinity Corebook, take a fresh look at the various 
  Paradiso regions and locales, and travel from the 
  orbital elevators to the very depths of the oceans.
  CHAPTER 3 — FLORA ANd FAUNA 
  Take a look at the plant and animal life of 
  Paradiso, from the lush jungle ecosystems to the 
  ocean depths. Discover the tiny Gold Leaf Butterfly 
  and Paradiso’s very own myth, the Cauchemar Cat. 
  CHAPTER 4 — THE COsMOLiTE 
  RUiNs  
   
   
   
  Discover Paradiso’s secret history, including 
  the tales behind the Cosmolite ruins and 
  the fate of the early Aurora colonists, plus 
  how the Tohaa are linked inextricably with 
  both the ancient structures and humanity.
  CHAPTER 5 — sYsTEM PARAdisO
  The Human sphere has a number of off-world 
  outposts in the same star system as Paradiso. 
  Learn about Paradiso’s two moons, other 
  planetoids, and the system’s asteroid belts. 
  CHAPTER 6 — LiFE ON 
  THE FRONT LiNEs 
  An informational look at military life on the 
  battlefronts and bases upon Paradiso. View 
  tactical and other strategic information relating 
  to the Human Sphere forces on Paradiso, includ-
  ing updated information on the recent Third 
  Offensive.
  CHAPTER 7 — LiFE iN THE 
  BLOCKAdEs  
   
   
  Learn about the first line of defence against the 
  Combined Army, and life in the Acheron Blockade, 
  where brave souls remain alert for Combined 
  Army incursions through the wormhole. 
  ¬INTRODUCTION
  PARADISO
  “Welcome to the jungle, 
  we’ve got fun and games…” 
  “Seriously? You’re going 
  with that?” 
   
  “Oh c’mon, LT, it’s a classic!” 
  “Hmm. Beg to differ. 
  Anyway, keep it down. You 
  don’t know who, or what, 
  might be—“
  -Last recorded comms of 
  Bravo Company, Ariadnan 
  Expeditionary Force 38
  "You gotta tread careful round the Paradiso 
  local wildlife. They’ve gone carved them-
  selves a niche. They’ll have a go at carving 
  a bloke too, if a bloke’s not careful."  - Ernie 
  Bardalong, Acontecimento Forest Ranger
  
  THE ROLEPLAYiNG GAME
  3
  ¬iNTROdUCTiON
  CHAPTER 8 — JUNGLE COMBAT 
  Create thrilling jungle Action scenes using simple 
  guidelines and sample terrain Zones, creating 
  exciting, layered combat. Add new environmental 
  Heat and Momentum spends to Action scenes.
  CHAPTER 9 — PARAdisO GEAR                
  Suit up and gear up for life in the jungle with 
  equipment such as TADpoles, Chain-Colts, and the E/
  Marat. Xhantri Bumblebee Drones and vehicles like 
  the Combined Army Air Superiority Aircraft add new 
  hazards, while the Human Sphere benefits from new 
  vehicles such as the aquacycle and APC to contend 
  with the new threats.
  CHAPTER 10 — THE 
  COMBiNEd ARMY                                                                   
  Take a look at the Combined Army’s Paradiso 
  objectives and how each of the troop types interact. 
  View the EI’s perspective, providing a fresh look 
  at the tactics it employs by proxy across the 
  Combined Army.
  CHAPTER 11 —
  AdvENTURE sECTiON                                       
  Find new adventure hooks for Paradiso storylines. 
  Two adventures let the characters play through the 
  historic and infamous First and Second Offensives 
  by the Combined Army in the early days of the war.
  CHAPTER 12 — AdvERsARiEs 
  Statistics for the deadly Paradiso wildlife can be 
  found in this chapter. Also included are random 
  encounters so the GM can create a memorable 
  jungle experience, together with Heat spends to 
  make them even more interesting.
  CHAPTER 13 — NPC AdvERsARiEs  
  New NPCs with a Paradiso flavour abound within 
  this chapter. Beware, though, as some will certainly 
  help, others will definitely hinder.
  
  4
  CHAPTER 1
  Very few planets or systems can boast such 
  tremendous beauty and breath-taking awe 
  as Paradiso. Over decades of invasion and 
  struggle, it has survived and thrived—despite 
  innumerable battles and tremendous damage to its 
  natural biomes.
  The stars at the centre of this binary star system, 
  the blazing source of all life here, are even more 
  spectacular. One a red dwarf, the other a white, the 
  two suns, Nakula and Sahadeva respectively, seem 
  caught in a constant, slow waltz—or a constant 
  competition, depending on who you ask. They are 
  so close to each other that plasma is constantly 
  pulled from one star to its partner, forming a 
  glowing and hauntingly beautiful accretion disk.
  Powerful and awe-inspiring as it may be, this 
  impressive, constant display is very difficult to 
  navigate. The twin stars emit so much radiation 
  and interference that even the act of arriving into 
  the system proper can be a dangerous undertaking.
  Paradiso takes 1,033 days to make its orbital 
  revolution around Nakula and Sahadeva, compared 
  to Earth’s 365. The planet’s rotation makes its solar 
  days slightly longer than Earth’s lasting 28 hours.
  The circumference of the planet is larger than 
  Earth’s, and while very similar, the surface gravity is 
  slightly higher.
  Hotly contested since its discovery, many lives 
  have been dedicated—and lost—in the settlement, 
  protection, and defence of the planet. In the end, 
  though, nearly everyone can agree on one thing: 
  Paradiso is worth the cost.
  WHY PARADISO?
  It is obvious as to why the PanOceanian discoverers 
  named this system Paradiso. This beauty of a star 
  system holds the promise of an ever-blooming, 
  blossoming Paradise, the likes of which no human 
  has experienced in the preceding centuries. Even 
  on Earth itself, in the annals of its histories and 
  well before the birth of the nations and unions that 
  are in power today, one would be hard-pressed to 
  find a similar abundance of life.
  Upon first impressions, the system truly does 
  seem like a paradise. Generally, the planet boasts 
  very moderate, temperate winters and summers 
  that are only slightly uncomfortable with average 
  temperatures range from 24 degrees Celsius up 
  to 37 degrees Celsius—a dream come true to the 
  former inhabitants of Earth.
  PLANET PARADISO
  CHAPTER 1
  “It doesn’t matter if you 
  understand the science of it. 
  I took the integration classes 
  and missions. I can spout off 
  to you all about how gravity’s 
  just a little heavier here, how 
  the twin suns make everything 
  super-grow and the twin 
  moons make everything a little 
  more chaotic, but none of that 
  matters when you are lost in 
  the thick of it!
  It's not just that the jungle 
  feels smothering, and 
  blah blah science.  It is 
  smothering. It’s oppressive, 
  and everything’s just always 
  leaning in a little closer. This 
  place will mess with your 
  mind if you let it, Doc!”
  - Excerpt, the final message of 
  Private Jennifer Hakan, 104th 
  Regiment of Fusiliers 
  BY MY NAME                                        
  Paradiso has gone through many monikers, both 
  endearing and ill-favoured. Upon first discovery, its 
  verdant, ever-blooming lands inspired its settlers 
  to call it the Tropic Gem or the Emerald Jungle. 
  Over the next decades, the more lives it claimed 
  —indiscriminate of faction, race, humanity, or 
  alliance — the more it came to be known by other, 
  darker names, the Emerald Hell, the Meat Grinder. 
  Ask the settlers, though, and those brave souls 
  are more likely to insist that, despite its constant 
  struggles, it will always be their Tropic Gem.
  OUR OWN LOsT HORiZON 
  During Earth’s revered and now-ancient 
  history, long before the time where 
  humankind learned to harness the elements 
  to leave the planet, it would be difficult 
  to call forth an accurate comparison of 
  the excessive growth of Paradiso. Even 
  the famed utopian lamasery of Shangri-La, 
  known to be only a legend, seems pale 
  and insignificant when compared to the 
  entire wealth of life that is Paradiso. 
  Rumours abound, though, that Paradiso was 
  not the very first name given this place. 
  Somewhere—perhaps buried with whatever 
  remains of the Aurora settlers—there is 
  another, hidden settlement that bears that 
  legendary name.
  (dis)COMFORT ZONEs 
  The weather and picturesque scenery originally 
  made the newly settled Paradiso a centre of 
  tourism. Vacationing couples, families looking 
  to retreat to someplace warm and green, and 
  elders looking to avoid excessive heat or cold 
  were all welcome sources of business revenue. 
  Any controlling majority, party of interest, or G5 
  nation would be foolish not to notice the wealth 
  of natural, marketable resources, so it became the 
  biggest trigger for the NeoColonial Wars. Paradiso 
  was the best-looking prospect for colonisation 
  that the Human Sphere had seen in far too long. 
  And just when the dust had settled from the rush 
  and the inter-power conflict, the Combined Army 
  showed up.
  
  THE ROLEPLAYiNG GAME
  5
  PLANET PARAdisO
  Upon last PCC Census survey, Paradiso had reached 
  an impressive 1.2 billion on-planet settlers, with 
  another 1.1 million off-planet, often on the moons 
  or other outposts around the Paradiso system.  
  Here, the lives and the administration of law are 
  protected by the military—specifically the Paradiso 
  Coordinated Command. The colonial governments 
  in charge are, unsurprisingly, the three great 
  powers: Haqqislam, PanOceania, and Yu Jing.
  Civilian life on the planet continues despite—or 
  perhaps because of—the threat of invasion from 
  the Combined Army.  For many settlers, Paradiso 
  is the only home they know, and to let the EI’s 
  presence upset that would be to admit defeat. The 
  longest-standing settlements are often as savagely 
  beautiful as the surroundings from which they’ve 
  been hewn. The settlers are typically sturdy folk, 
  weathered but vivacious and beautiful in their 
  own right, strengthened from the challenges of 
  colonisation.
  The reality of the EI invasion still creates many 
  regrettable openings for inter-faction tension. As 
  the Combined Army claims cities and settlements 
  on both major continents, civilian refugees 
  need safe havens. Despite their common enemy, 
  cultural differences and old-standing xenophobic 
  reactions are not unheard of for fleeing refugees. 
  The colonial settlers still attempt to maintain a 
  day-to-day relationship with their new neighbours, 
  but from time to time, the “chill Paradiso wind” can 
  taste a little stale and tempers can flare. 
  A DAY IN PARADISE
  Everything in Paradiso grows to excess. The 
  rainforests and oceans are filled and practically 
  bursting with constantly evolving, never-before-
  seen species. A significant amount of biodiversity 
  and inhabitable zones are certainly expected, and 
  yet the longer the living kingdoms are studied, 
  the more it becomes clear the creatures that have 
  evolved over millennia have adapted in a manner 
  that seems meant to defy expectations. The planet 
  grows and adapts to itself, so much so that it 
  seems to keep even its own long-term inhabitants 
  guessing as to what is safe.
  For example, we have come to expect that the 
  Gāyatrī Moehau is a constantly hostile and 
  bloodthirsty carnivore. Long feared in local history, 
  this creature when originally studied was found 
  to be a stealthy, deadly, and highly aggressive 
  predator. In certain parts of the Norstralian 
  continent, however, local zoologists have found a 
  tremendously rare, openly warm and nurturing, and 
  completely vegetarian sample of the species.
  Scientists speculate that because the swathes of 
  forest where the specimens were found are so 
  over-abundantly fertile, with so many additional 
  food sources available, these creatures changed 
  their normally combative natures and dietary 
  requirements. However more commonly, when 
  presented with such an abundance of food, 
  Paradiso’s creatures are overly aggressive and 
  territorial. Predators are quick to attack and are 
  tremendously efficient at killing their prey; to 
  them, humankind is a tempting and tasty treat. But 
  there is a noticeable change in more docile animal 
  behaviours. Scientists believe that the smartest 
  survivors watch and learn from these changes; 
  however, we cannot be certain that these genetic 
  shifts are solely due to outsider presence on 
  the planet.
  WALKING IN THE GARDEN
  Learning the common hazards and risks of travel 
  will help ensure that one returns from the trip 
  instead of succumbing to it. Life on Paradiso 
  sometimes seems to be conspiring against you, 
  or worse—actively working to harm you. Be 
  well-prepared, or else be killed by any number of 
  surprises. 
  With the unpredictable nature of the wildlife, 
  sometimes even the simple act of locating and 
  collecting potable drinking water may suddenly 
  become a desperate fight for life. Many predators, 
  make a point of watching, waiting, and hunting 
  around—and sometimes in—those watering holes.
  Acclimatising to life on Paradiso and to new 
  concerns for survival like water, regardless of 
  age, capability, or off-world experience, always 
  takes time for both soldiers and settlers. It is 
  unsurprising to see returning veterans sitting 
  next to fresh, green arrivals from off world, both 
  taking time to acquaint or reacquaint themselves 
  respectively.
  Adjustment to Paradiso doesn’t just relate to 
  the physical and mental impact of the planet’s 
  biosphere, however, as there are also a few other 
  “Yes, I’ve heard the reports 
  of slothful Gāyatrī Moehau.  
  Did you ever consider the 
  animals might have been 
  sick? These speculations are 
  not just wildly inaccurate 
  but dangerous to the point 
  of negligence. As far as 
  the Combined Command is 
  concerned, the only advice 
  for interacting with that 
  beast is to run away before 
  it sees you…and to open fire 
  if pursued.”
  PRO TiP 
  Never forget that while you’re 
  in the jungle, it’s not just the 
  Combined Army you’ll need to 
  watch for.
  PiCK YOUR POisON 
  Paradiso’s main landmasses are Septentria 
  and Norstralia. While both are “blessed” 
  with a similar, constantly invasive growth, 
  Norstralia is well known for its tall-reaching 
  forests. Septentria, meanwhile, is a much 
  flatter and comparatively temperate land.  
  There are many smaller islands that can be 
  found among the oceans of Paradiso. While 
  they are frequently called islands, they are 
  technically smaller continents.
  
  6
  CHAPTER 1
  dangers associated with humanity’s numerous 
  reasons for currently being unable to tame the 
  planet. If ever the phrase “deafening silence” 
  applied, it would be on Paradiso. The jumble of 
  sound, light, and information now conspicuously 
  absent can be maddening. Modern travellers 
  are accustomed to the cacophonous influx 
  of information through their easily accessed 
  technologies; however, reliable, refreshable power 
  sources are very difficult to find. Suddenly, it’s not 
  just ammunition and travel supplies that require 
  moderation and inventory. 
  Most settlements and checkpoints overseen by the 
  G5 nations have multiple power sources, but these 
  are often assigned to help with the containment 
  and control of the jungle.  Keeping the encroaching 
  wildlife at bay is a constant challenge; without 
  power for these systems, the local flora quickly 
  begin reclaiming any hard-won land.
  Remnants of cities and settlements—human and 
  otherwise—long destroyed and overgrown, are 
  a testament to the plants’ aggressive expansion. 
  Without appropriate power allocation, it will 
  waste additional time and manpower to keep the 
  plants at bay as hampered comms play havoc with 
  logistics.
  STORMY SILENCE
  Paradiso’s weather is at times unpredictable, and 
  power outages occasionally happen. When they 
  do while you are in the deepest and darkest parts 
  of the jungle, you need to be able to know where 
  you are, where you were, and where your next safe 
  camp or settlement will be.  A sudden storm may 
  block off your signal or otherwise turn what should 
  have been an easy trip into a nightmare.
  The rains are another cause for concern. Typically, 
  the rainy season stretches from March until 
  June, with the strongest storms on the eastern 
  coasts. While there is some shielding from the 
  actual storms themselves, settlements and watch 
  points along the coasts must be well-prepared for 
  flooding, and have standing, constant evacuation 
  plans in place.
  Due to occasional spontaneous weather shifts, 
  travellers should be ready for anything. This 
  is especially important when traveling over 
  uneven land. Traversing hills and muddy ground 
  are especially challenging; one's footing can be 
  suddenly upset, or spontaneous detritus and high 
  hanging dead debris can suddenly become an 
  unwelcome surprise. 
  Even a well-travelled path can just as easily turn 
  into a mudslide when hit by sudden downpours. 
  During the rainy season, it becomes difficult to 
  predict what land is reliable and what might turn 
  treacherous. It might be best to assume that it is all 
  dangerous.
  With heavy rain comes flooding, and while some 
  areas are well-known to be reliable, seasonal 
  flood basins, every new rainy season brings its 
  own share of new surprises. Animals that had 
  previously made their homes in warm, earthen 
  burrows suddenly find their homes a dangerous 
  trap. These surprised creatures suddenly burst forth 
  from the now-soaked ground, trying desperately 
  to make it to the surface and to dry land. As if that 
  was not challenging enough, some of the smartest 
  predators have learned that when the heavy 
  rains come, the best meals can be found in these 
  flood basins.
  Norstralia has a great number of ravines and 
  crevasses; in fact, the most beautiful—and the 
  deadliest—series of waterfalls and cliffs form a 
  multitude of steppes, shelves, and white-misted 
  ravines. The tactically minded would likely notice 
  that this turns the falls into a blindingly beautiful 
  and deadly trap: a fantastic ambush point. The 
  environmentally minded, however, understand that 
  the wrinkled landscape is extremely important to 
  the planet’s weather cycle, and also, therefore, the 
  life cycle of its flora and fauna.
  Geologists and archaeologists, meanwhile, are 
  still trying to fully investigate the mysterious 
  maze of passages that lie behind and beneath 
  the falls.  At first appearing to be nothing more 
  than tunnels that naturally eroded into the rock, 
  further exploration finds rock that appears to be 
  deliberately sculpted. To this day, there is still no 
  explanation as to what these shaped passages 
  might be, who might have sculpted them, or their 
  ultimate purpose.
  CLiFF sHRiKEs OF 
  NORsTRALiA 
  The cliffs along Norstralia’s 
  northern coasts are well 
  known for their breath-taking 
  views, steppes of white mists, 
  and roaring falls. They are 
  famously and notoriously 
  dangerous, and yet here, a very 
  special creature has shown 
  it has much to teach us. The 
  Norstralian Cliff Shrike is a 
  specialised, non-apex predator 
  that has spent generations 
  learning to survive and thrive 
  in the worlds hidden behind 
  these perilous waterfalls. 
  The shrikes’ oil glands are 
  enlarged to secrete an extra 
  thick, durable, and waterproof 
  oil. When the shrikes preen, 
  the oil from these glands 
  allow the shrikes to dive 
  below the water’s surface 
  to catch their meals, and 
  then to navigate fearlessly, 
  unfalteringly through the 
  waterfalls. Hidden behind 
  the roaring water and nested 
  safely away from predators, 
  generations of loud, feathered 
  families have built a clever 
  community in the rockface. 
  The shrikes’ plumage is 
  especially drab and dull – 
  even, surprisingly, in the male 
  of the species.
  By day, these gregarious 
  creatures gather their nesting 
  materials or gorge themselves 
  on fish. By night, though, a 
  new rule takes hold: these 
  raucous, overzealous creatures 
  fall silent and over-watchful. 
  These clever, predatory birds 
  have something that terrifies 
  them – and that something 
  only emerges at night.
  **This was the last vid-log 
  entry of the aspiring nature 
  documentarian, the self-styled 
  Dr. Dangerous. If you have 
  any information leading 
  to his whereabouts, please 
  contact the Paradiso Branch of 
  Novastar Entertainment.**
  sTRENGTH ANd dURABiLiTY 
  There are patches of the jungle that are so 
  remote and so overgrown that explorers 
  have not been able to map them out yet. 
  What we do know is that the thicker parts of 
  the jungle that we have been able to explore 
  often reveals plants and trees so old, so 
  hardy, that their survival is all but assured. 
  Some of these trees have evidence of 
  damage from long before humanity’s arrival, 
  and thus far, a lot of the strongest trees and 
  other flora here have survived even what 
  humankind – or the EI – do to it.
  
  THE ROLEPLAYiNG GAME
  7
  PLANET PARAdisO
  THE STRANGE & 
  FAMILIAR
  There is a lot of familiarity to be found on Paradiso, 
  and some of the plants and animals follow 
  patterns that may seem predictable. However, this 
  environment is its own creature and should be 
  treated with the same care and caution as one 
  might a newly discovered sentient species. 
  One should never assume familiarity with the local 
  flora and fauna unless one is absolutely certain 
  of its identification. Too many visitors to Paradiso 
  have discovered that the luscious strawberry they 
  reach for is the lure for a carnivorous plant. Most 
  exploratory teams include a biological specialist 
  or researcher as the additional knowledge almost 
  always comes in handy.
  Despite all the hazards to be found here, there 
  are still many wonders to be appreciated in the 
  gentler, inspirational sides of the planet. After 
  all, the stunning beauty was one of the largest 
  draws for the planet’s original settlers. For every 
  carnivorous plant or “evil strawberry,” there is a 
  beautiful, diametrically opposed creature to be 
  found.  For example, following strange reports of 
  a whirlwind of golden leaves on an otherwise-still 
  day, Norstralian settlers discovered an entirely 
  new creature, delicate as a butterfly and perfectly 
  camouflaged to resemble leaves.  
  Interestingly, it seems that some of the insects 
  on this planet have taken up a strange, symbiotic 
  relationship with the plants around them. Whether 
  this was a natural progression or a coercion — 
  staying mindful of fungi whose infection and 
  reproduction cycles result in a sort of mind-
  control—the harmonious rapport between the 
  plants and these insects is fascinating. 
  As an example, the ant-like creatures found here 
  do not appear to be any more intelligent than 
  we would expect our own Earth-based insects 
  to be, but it would be foolish to underestimate 
  them. Particularly as they have a strange symbiotic 
  relationship with certain flora that allows them to 
  make use of the plant’s defences.
  A treasure trove of knowledge, Paradiso’s patterns, 
  and how it so aggressively grows and mutates are 
  critical to the Human Sphere. Some factions find 
  especial interest and value in the study and harvest 
  of Paradiso’s more poisonous plants and aggressive 
  creatures. To such people, this planet holds great 
  secrets that might allow them a leg up in their fight 
  against the EI or other competing powers. There 
  is an unspoken but commonly understood race to 
  find—and control—both knowledge and resources. 
  As such, the recovery team that is sent to scour 
  the ocean floor for an old shipwreck may also, in 
  secret, be looking for a new piece of technology or 
  a long-buried weapon. While the major powers are 
  interested in the more deadly secrets, the jungle 
  is forever changing, and even in that change, there 
  can be found a sense of reassurance and hope for 
  the colonists. 
  One local, favourite example is the Toria flower. 
  This beautiful, colour-changing beauty blooms 
  for only a single Paradiso day, making it one of 
  the planet’s rarities. When the time is correct, this 
  water-based plant grows intensely hot, and as the 
  sun sets that day, its petals finally open, flourishing 
  into a shining, golden-petalled jewel. For that night 
  only, it emits the sweetest, most enticing scent; the 
  alluring perfume attracts any number of pollinators, 
  but only one is ever welcomed into the folds of 
  the flower.
  Once that one insect has nestled within the 
  flower and begins to feast on its sweet-smelling 
  nectar, the petals close gently around the insect.  
  Overnight, the bug enjoys its extended meal and 
  guaranteed safety for the duration of the evening. 
  By morning, though, the glowing flower has 
  changed in two very important ways: its colour has 
  shifted, from shining gold to a rich crimson, and its 
  sex transforms, from female to male.  That sundown, 
  when it opens one last time, the pollinating bug is 
  free to fly away, carrying the newly-male’s pollen to 
  the next glowing flower. If the Toria flower can so 
  change and adapt itself in so short a period, then 
  so, too, can the new settlers to this place.
  OUR OWN SLICE
  WELCOME TO PARAdisO  
  With the constant threat of danger from both the 
  Combined Army and the planet itself, one might 
  wonder why there is such a fight to remain here. 
  The answer is complicated.  The abundant beauty 
  to be found here sometimes overshadows the 
  fact that this planet has a potential for extreme 
  mineral and biological wealth. It was that potential 
  that spurred the territory rush not long after 
  PanOceania uncovered Paradiso’s existence. 
  The race to claim land began almost immediately. 
  Teams from the major powers of the Human Sphere 
  were quick to send colonizing parties, soldiers, 
  scientists, and settlers. PanOceania, Yu Jing, and 
  Haqqislam unsurprisingly led the race in this regard, 
  and as such, were the quickest to lay claim to any 
  open land that they could. Even though a great deal 
  of land was quickly occupied by major four powers, 
  it should be noted that even the smaller factions 
  have since established their presence as well. 
  Nomads use their skills to settle claims in between 
  the major factions—and make some good money 
  Norstralia is covered in 
  strong-growing rainforests, 
  and Septentria’s flatlands are 
  breath-taking in their verdant 
  beauty. We might remember 
  Earth recalling its warmth 
  and majesty, but to see the 
  green peaks of Paradiso is to 
  set aside all nostalgia for the 
  promise of the future.
  Paradiso: A Colonist’s 
  Introductory Guide 
  “I've seen the ants here rip 
  a giant spider — yeah, seems 
  like bugs’re the one thing we 
  find on every planet, right? 
  — limb from limb. And these 
  ants travel. Like…thoroughly 
  nomadic. Carry all their eggs 
  with them at the same time. 
  And when they bunk down for 
  the night? They make a bunker 
  using their own bodies.
  Pretty nasty, right? That’s 
  nothin’. What's worse is that 
  they’re not the only creatures 
  around here that make their 
  own living walls.
  And yeah, that’s as nasty as 
  it sounds…”
   Private Vinod Kaprekar, 
  Acontecimento Irregulars. 
  Interview for Novastar, the 
  favourite entertainment and 
  information channel of all 
  PanOceanians. 
  While researchers on the 
  planet are careful to study 
  and understand the patterns 
  of life on the planet, it should 
  not be surprising if one’s 
  journeys sometimes result in 
  the discovery of new obstacles. 
  Paradiso is constantly 
  changing; sometimes that 
  means that well known toxins 
  and diseases may suddenly 
  start showing surprising and 
  dangerous mutations.
  
  8
  CHAPTER 1
  in doing so. Ariadna is also notably thriving in this 
  environment; here in the wilderness, their survival 
  expertise and fortitude allow them to really shine. 
  Surely, this would be a perfect place to prove their 
  worthiness and secure their place as the next Great 
  Power of the Human Sphere.
  Paradiso’s oceans are brimming with life; 
  understandably, the fishing trade was one of the 
  earliest thriving industries of the planet. To this day, 
  it is still a potentially limitless source of income, 
  food, and jobs, although out of necessity, it is a 
  more carefully regulated and protected profession.
  With the ongoing battle with the Combined Army, 
  the Coordinated Command felt it important to 
  oversee, regulate, and protect their prized fishing 
  vessels from enemy attacks. The longer the war 
  continues, though, it becomes difficult to keep a 
  constantly protected fishing fleet; the manpower 
  and mechanical assets are proving to be more 
  useful providing assistance on the battlefront.
  While the Coordinated Command still keeps regular 
  protection ongoing for the best of their trade 
  vessels, it is more likely these days to see a host of 
  smaller, independently owned ships. The companies 
  and individuals are responsible for acquiring 
  and maintaining their own licensure and patrol 
  approvals through the appropriate government. 
  With the minimization of governmentally 
  controlled fishing vessels and protective services 
  comes a greater threat of sabotage and piracy.  The 
  smart fisher will always keep an eye out and have 
  a backup plan, for the waters are not as peaceful as 
  they used to be.
  Another growing trouble is the proliferation 
  of Scrappers. The planet has seen numerous 
  battles, both between factions and versus the EI. 
  Theoretically, there is a lot of scrap, half-destroyed 
  vessels, and technology to be salvaged from the 
  ocean floor. Not every sailing vessel is for food, 
  protection, or government research, of course. The 
  tourism industry was another of Paradiso’s original 
  money-makers, and even today, carefully plotted 
  pleasure cruises draw adventure-seekers and the 
  fabulously wealthy. There can be good coin and 
  good adventure to be found on such tours.
  Beyond that, the mineral resources are uncovered 
  and discovered regularly, yet another seemingly 
  endless source of money and power. Today, the 
  profitability of the mining industry has made it soar 
  in company interest, well beyond even the fishing 
  or tourism trades.
  While true that most of the planet is blessed 
  with an overabundance of greenery, the planet 
  still holds its scars. The eastern coasts have 
  been brutalised by the numerous battles fought 
  there. The presence of the Combined Army and 
  the constant wars fought on that soil prevent the 
  land’s healing. 
  The Combined Army has laid claim to the eastern 
  coasts. The ground is a chaotic scatter of war 
  machines, and it only gets worse from there. That 
  land was already being plundered for resources 
  before they arrived, and the EI suborned the mining 
  operations there as soon as they claimed the coast. 
  As such, those lands are now dry, dead, and sickened. 
  More importantly, of course, the Combined Army is 
  firmly entrenched there. We are all in danger.
  Scientists believe that in time, nature will be able 
  to reclaim and regrow all that was lost…but for 
  once, they are unsure how long that might take. 
  The sooner the threat of invasion is neutralized, 
  the easier it will be to allow the planet to 
  start its regrowth cycles. Some consider planet 
  Paradiso, with all of its beauty and its danger, to 
  be the ultimate proving grounds. Others see their 
  assignment here as a chance to do the greatest 
  good and have a positive effect on countless lives. 
  Regardless of one’s outlook, both opinions are 
  correct. The experiences a brave soul has while on 
  this planet will not only shape them as no other 
  planet could, but will give them the chance to save 
  populations, uncover fantastic ruins and secrets, 
  and otherwise help to carve a slice of heaven out 
  of this stunning, beautiful death trap. 
  “Make no mistake. You 
  and I are nothing here. 
  The jungle is stronger and 
  hardier than we are. After 
  all is said and done, this 
  planet will outlive every 
  last one of us. 
  All the things that we build 
  here and all the things that 
  our war with the Combined 
  Army might do to it? 
  Won’t matter to the jungle. 
  Paradiso is layers on top 
  of layers, and while we’re 
  getting better at holding 
  it at bay, we’d be real 
  stupid if we think we could 
  ever completely control 
  this place.
  Don't get too disheartened, 
  though. We didn't bring you 
  here to die. We need your 
  skills to help protect the 
  people out here.
  Plus, way I understand it 
  that jungle is older than 
  sin. God knows what has 
  been swallowed up by that 
  green mess, alien ruins, 
  Combined Army patrols, 
  galactic technology, all 
  of it profit waiting for an 
  adventurous soul to seize it 
  for Ariadna. 
  Who knows, maybe when 
  this war is done, we might 
  even have advantage 
  enough to finally claim 
  some of this planet for 
  ourselves.”
  - Sergeant Instructor Conny 
  Page, 5307th Composite 
  Ranger Unit (Marauders), 
  attached to AEC to support 
  jungle acclimatisation. 
  Standard welcome 
  speech for Ariadnans at 
  Camp Reforger, Paradiso 
  Adaptation Centre.
  sUsPiCiONs 
  If the Combined Army is keeping certain 
  lands targeted as chosen battlegrounds, 
  maybe there is a reason. What might they 
  be after? What — if anything — is below the 
  ground that they want to uncover?
  iNTER-FACTiON LUNACY 
  A great deal of the inter-faction conflict 
  between PanOceania and Yu Jing took 
  place on the twin moons of Paradiso. Since 
  then, they both have been using the moons 
  as both a stockpile and orbital defence 
  in anticipation of ongoing battle below. 
  Whether there is truly a truce between 
  PanOceania and Yu Jing, or if there is still an 
  internal conflict while the Combined Army 
  invades below, is still to be seen.
  The Coordinated Command governs on 
  the planet, but their primary purpose is to 
  remove the EI presence on Paradiso, not 
  only on the planet proper, but to make sure 
  that they are denied reinforcements in 
  the system.
  
  THE ROLEPLAYiNG GAME
  9
  PARAdisO – A GEOPOLiTiCAL LANdsCAPE
  THE GEOGRAPHIC 
  LANDSCAPE
  The following chapter aims to paint a picture of 
  the geographic landscape of Paradiso. Much of 
  Paradiso’s geography can already be found in the 
  Infinity Corebook, however the material presented 
  in this chapter seeks to expand and flavour that 
  information, as well as provide seeds and hooks for 
  adventure.
  NORSTRALIA
  NiEMANdsZONE 
  Satellite imaging of the planetary surface revealed 
  high levels of radioactive residue in one particular 
  area of the planet. Closer scans have uncovered 
  alien structures, now known collectively as the 
  Cosmolites. The discovery of alien ruins on Paradiso 
  led directly to the final NeoColonial war, at the 
  bloody end of which the Peace of Concilium 
  declared the opportunity to study the alien 
  structures discovered at ZuluPoint was a right that 
  belonged to humanity. No sovereign power had 
  the legal right to prevent approved access to this 
  unprecedented finding, scientific missions would 
  be approved by O-12, and all nations were provided, 
  on-paper, equal access to the ruins. The staging 
  area for any missions to study the Cosmolites 
  would include a preservation zone, and this swathe 
  of territory on the Eastern edge of the Norstralia 
  Continent would be deemed NiemandsZone: No 
  Man’s Land.
  Lost in the sudden and violent early days of the 
  First Offensive, when swarms of the Onyx Contact 
  Force of the Combined Army descended in fire 
  and blood on Paradiso, NiemandsZone now sits in 
  a relatively eerie silence. Currently under Morat 
  control, this portion of the planet became a jump-
  off point for the Second Offensive. Stores and 
  ammunition dumps appear to be maintained in 
  support of the Combined Army, but the fighting has 
  moved much further inland. 
  Morat forces tasked with holding what was 
  NiemandsZone have been more than happy to 
  watch the fast-growing jungles of Paradiso reclaim 
  what humanity had burned and cleared away when 
  they built their settlements and research facilities 
  here. Almost no trace, bar the odd antenna tower, 
  is visible above the dense canopy. The research 
  stations and outposts, as well as the derelict 
  forward operations bases built by the Combined 
  Army for the Second Offensive are still there, 
  consumed by the voracious flora of Paradiso. Morat 
  patrols scour the jungle, protecting the fenced and 
  heavily guarded Combined Army supply depots that 
  are maintained throughout the region.
  Beneath the canopy the area has reverted to 
  wilderness, the flora and fauna deadly and 
  ravenous. The untamed beat of life is everywhere, 
  moving on the periphery, hard to spot until it’s too 
  late. Morats use the area beyond their compounds 
  to hunt for both sport and training, and while the 
  wildlife is not as brutal as that on Ugarat, it is often 
  just as lethal.
  For the Human Sphere, this is lost territory. But 
  despite this, black-ops run teams perform a 
  range of missions deep behind enemy lines. Ops 
  are regularly organised to raid Combined Army 
  compounds, perform snatch and grabs from 
  abandoned research facilities that may not have 
  been properly evacuated, and intercept well-paid 
  mercenary outfits intent on supplying the black 
  market with highly illegal VoodooTech.
  PARADISO – A GEOPOLITICAL LANDSCAPE
  CHAPTER 2
  
  10
  CHAPTER 2
  QUiBiLAH 
  Sitting squarely on the equatorial latitude, 
  Norstralia’s low laying mountain ranges called the 
  ‘green-capped peaks’ cover Quibilah. This expanse 
  is dominated by fast-growing jungles full of a wide 
  variety of unique plants and animals. Quibilah’s 
  forests are made up of fibrous trees that tend 
  to split as they dry, making the wood useless for 
  construction, and only small-scale felling takes 
  place for carving and art works. The green-capped 
  peaks across which the jungles of Quibilah sprawl 
  are predominantly sedimentary rock, sandstone, 
  and limestone and have limited viability as a 
  trade good. 
  When Haqqislam settled the region, they knew 
  that Quibilah would never be able to compete in 
  the export of materials on the same level as areas 
  settled by Yu Jing and PanOceania. Without the 
  rich bounty of materials to ship off-world, they 
  instead took a more pragmatic approach, focusing 
  on three key areas: tourism, education, and trade. 
  As such they constructed the space-elevator in 
  Al-Hadiye and made a number of deals with 
  PanOceanian and Nomad corporations, with the 
  Nomad nations setting up a commercial mission 
  to run the spaceport attached to the elevator. The 
  tension between Haqqislam, PanOceania, Yu Jing, 
  and the Nomad nations has increased the last few 
  years, especially with the Uprising that split Yu 
  Jing. Haqqislam has provided some support to the 
  nascent Japanese power, and several deals between 
  Haqqislam and Yu Jing have broken down as a 
  result. Where exactly the Yu Jingese merchants 
  who live in Al-Hadiye sit is a matter of distrustful 
  uncertainty. Enough Yu Jingese bureaucrats and 
  workers live with Al-Hadiye to make the matter 
  some concern, but for now the message from 
  Bourak has been to watch these citizens and 
  otherwise allow them to continue in their roles. 
  Of course, every person of Yu Jingese descent that 
  is too close to a role of potential influence or 
  significance is being slowly reassigned or promoted 
  away from those bureaucratic positions. Discontent 
  does seem on the rise, but any Yu Jingese reaction 
  to Haqqislam is, for the moment, only hinted at 
  in whispers.
  In the early days of settlement, numerous 
  Haqqislam corporations invested heavily in the 
  tourism industry.  This industry was completely 
  shattered during wave after wave of Combined 
  Army assaults. The First Offensive removed 
  Haqqislamite access to the gorgeous beaches of 
  the eastern coast, and the Second Offensive pushed 
  them right back into nothing more than a small 
  patch of territory compared to PanOceanian and 
  Yu Jingese territories. The recent Third Offensive 
  devoured almost everything they held. Alien 
  incursions and infiltrations threaten Al-Hadiye on a 
  daily basis, which is unsurprising considering that 
  the space elevator is the Combined Army’s openly 
  declared objective. Haqqislam’s glorious dreams 
  of a thriving tourism industry have been cleanly 
  excised by the violence of the Combined Army, 
  leading to a small number of Silk Lords becoming 
  disgruntled with the Hachib over the money lost on 
  their significant investments.  
  Before being almost entirely lost to the Third 
  Offensive, Quibilah was considered a centre for 
  learning and research. Experimentation on native 
  flora and fauna produced a number of useful 
  by-products ranging from medicines to poisons. 
  Some radical research had shown promising signs 
  in neuro-enhancing drugs, though clinical trials did 
  not begin before the Third Offensive. The Denbal 
  university in Al-Hadiye had also just initiated the 
  first stages exploring the significant underground 
  cave structures that criss-cross the region. Small 
  research teams were accompanied by teams of the 
  Naffatûn regiments to deal with the cave system’s 
  predators, though many teams began to go missing 
  as the Third Offensive approached. Rumours 
  suggest that the more recent geological surveys 
  found enormous reserves of fossil fuels in the 
  limestones of Quibilah.
  sYLdAviA 
  One of the most prosperous regions on Paradiso, 
  the western portion of Syldavia has weathered the 
  inherent turmoil of war and maintains a thriving 
  economy based on trade and tourism. Timber, ore, 
  and precious metals are key commodities, but there 
  is also a significant trade in exotic animals. These 
  goods, as well as many others from across Paradiso 
  are shipped to the warehouse and distribution 
  centres in Valkenswijk, then either transported to 
  Al-Hadiye in Quibilah for shipment up the orbital 
  elevator or flown directly to the space stations 
  above Valkenswijk. 
  The flow of trade between Quibilah and Syldavia 
  conceals a thriving black market, where weapons, 
  ammunition, alcohol, medicine, food, drugs, and 
  entertainment are cleverly concealed as a part 
  of legitimate shipments. The very rarest and 
  most sought-after items on the black market are 
  undoubtedly VoodooTech and unsanctioned Silk 
  derivatives. Recent efforts to strictly regulate the 
  trade of exotic animals has seen a boom in live-
  animal exports through the black market, though 
  the covert transportation of some of Paradiso’s 
  creatures has presented a significant challenge that 
  has resulted in a number of ‘accidents.’ 
  Crime syndicates are increasingly more organised 
  throughout Syldavia, especially near the front 
  lines where military and enforcement personnel 
  are stretched to breaking point. The flood of 
  
  THE ROLEPLAYiNG GAME
  11
  PARAdisO – A GEOPOLiTiCAL LANdsCAPE
  refugees, an overtaxed military, and shortages 
  in a range of vital goods has provided fertile 
  ground for criminal groups, and many municipal 
  governments are happy to turn a blind eye given 
  these criminal elements may be the only form of 
  enforcement available. Prior to the Third Offensive, 
  and despite the ongoing war — or perhaps, in 
  some way, because of it — Syldavia was a centre 
  for tourism. A multitude of wealthy citizens from 
  across the Human Sphere sought to get a taste of 
  ‘real Paradiso’ after being inspired by Maya dramas 
  such as the Myrmidon Wars and the sensaseries 
  smash hit The Incredible Adventures of Candy 
  Double. Tourists seeking to brave the turmoil arrive 
  in Valkenswijk and spend a majority of their time 
  either there or they travel by air to Strackentz. 
  Although inherently dangerous, chartered hunting 
  trips and nature walks on the western coast are 
  wildly popular despite the waivers tourists must 
  agree to before being allowed to participate. It 
  is strictly forbidden for tourists to travel beyond 
  these two cities, as the further east one goes the 
  more strained and obvious the toll of the ongoing 
  war becomes.
  The eastern portion of Syldavia has fallen to 
  Combined Army assaults, including the cities of 
  Ravensbrücke and the old regional capital of 
  Silvania. The ever-present threat of the Combined 
  Army might be a distant rumble to a transient 
  visitor, but to the citizens it is a dark reality with 
  a bleak future. Damburg has been swept away, 
  Runenberg is encircled, and Streslau is a city under 
  siege, with violent and bloody skirmishes raging 
  through the streets and shattered buildings. Troop 
  numbers on the front are at an all-time high as the 
  interior of Syldavia is now under direct threat and 
  the risk of a further incursion is significant.
  A build-up of troops in Valkenswijk adds excitement 
  for prospective tourists, but locals fear the military 
  presence fans the flames of the Human Sphere’s 
  internal conflicts. The old military bases, now more 
  often used for air shows, are being refurbished 
  and restocked. Military craft hangered there have 
  already flown several raids over neighbouring 
  Yingxian in support of the Japanese Uprising. 
  Where this newest evolution in the politics of the 
  Human Sphere will lead is anyone’s guess, but 
  many veterans of the three Offensives are worried 
  that in-fighting between factions within the 
  Sphere could spell nothing less than the defeat 
  of humanity.
  YiNGxiAN 
   
   
   
  Humanity’s stand against the furious onslaught of 
  the Combined Army is a collective effort, with every 
  major power in the Human Sphere contributing 
  arms and soldiers to the meat grinder on Paradiso. 
  For all the fine words spun about this cooperative 
  defence of Human space, the truth of the matter 
  is that no two powers have committed as much, 
  or have been more vital to the war effort, than 
  PanOceania and Yu Jing. 
  During the First Offensive, the city of Fuyan fell 
  to the Combined Army, and Xiongxiang fall under 
  the weight of the Second Offensive. Buried deep 
  beneath Xiongxiang, bunkers and shelters currently 
  house many of the civilians that made the surface 
  city home. This subterranean network is also widely 
  used by Yu Jingese soldiers for operations behind 
  enemy lines. The tunnels have been a boon to 
  local triads who use them for smuggling. While the 
  official government order is to execute suspected 
  triad members, their importance to the ongoing 
  survival of what remains of the Xiongxiang 
  population means that the triads operate largely 
  unchecked. Because Yu Jing is focusing on the 
  Norstralian front, significant concentrations 
  of troops have amassed close to the border, 
  particularly in Neiting and Chengling. The flood of 
  refugees from the territories lost during the First 
  and Second offensives also placed a massive strain 
  on these cities and ultimately led to evacuation 
  efforts of civilians during the Third Offensive.
  Yinquan, the capital city, sits in the centre of 
  Yingxian, surrounded by a sea of temporary 
  accommodations and a tent city to house the influx 
  of war-weary civilians fleeing destruction. There 
  are no major cities to the west of the region, but 
  several smaller cities and many townships grow 
  foodstuffs and operate industrial facilities to supply 
  the front with arms and ammunition.
  Geographically, Yingxian includes the two largest 
  mountain ranges on Norstralia. Rich in minerals, 
  they provide the economic backbone for the 
  Yu Jingese territories on Paradiso and make it 
  worthwhile for the StateEmpire to maintain the 
  war effort. As the war has continued and the front 
  pushed ever further into the Norstralian continent, 
  the mining of Yingxian’s southern range has 
  become furious, with gangs of workers revolving 
  on a non-stop race to deplete the mountains of 
  their hidden wealth before the Combined Army 
  pushes them out. This has led to long work hours 
  for miners, and an extremely lax attention to 
  safety regulations. Mine collapses, equipment 
  failures, injury, and death are all too common. 
  Unsubstantiated reports of the abuse of workers 
  in the mines of Yingxian became one of the 
  rallying points for the Japanese during the Uprising, 
  particularly after an episode of The Adventures 
  of Candy Double exposed the harsh conditions 
  the majority of Japanese workers were forced to 
  endure—all juxtaposed against the lavish terraces 
  of the capital, Yinquan. 
  KOKKYO¬-3          
  Sitting on the edge of Yingxian 
  and bordering both Syldavia 
  and Quibilah is the city of 
  Kokkyō-3. Kokkyō-3 is the main 
  settlement of independent 
  Great Japan on Paradiso and 
  considered to be the mind 
  and heart of the Tatenokai on 
  the planet. Under siege from 
  Yu Jingese troops prior to the 
  Third Offensive, the Japanese 
  forces managed to consolidate, 
  and the city — rearranged as a 
  fortress during the NeoColonial 
  Wars — weathered the storm. 
  Support from both PanOceania 
  and Haqqislam have been 
  vital in maintaining a supply 
  of food and medicines for the 
  people. Kokkyō-3 has become 
  synonymous with the Uprising, 
  and Colonel Izawa and the 
  Domaru ‘Neko’ Oyama are the 
  heroes to the Japanese cause.
  _
  
  12
  CHAPTER 2
  The Uprising had a significant impact on Yingxian. 
  On paper, the StateEmpire lost only the small 
  area of land surrounding Kokkyō-3, but the ripple 
  effects of the Uprising shifted the wider political 
  landscape. Logistical support for the revolt was 
  provided from Quibilah, while the strafing and 
  bombing of Yu Jingese troops took place out of 
  old airfields of Valkenswijk. Yu Jing suddenly found 
  itself alone on Paradiso. In response, it withdrew 
  troops from unified operations and brought them 
  back to Yingxian. 
  Then came the Third Offensive, which took full 
  advantage of the fractious enmities. The situation 
  is dire. The Combined Army leapt on the state of 
  disunity in the forces on Paradiso and surely have 
  not finished yet. Humanity stands ready to lose 
  much more.
  SEPTENTRIA
  GHEZiRAH 
    
   
   
  The continent of Septentria has suffered a 
  different type of combat than that grinding across 
  Norstralia. The war on Septentria has been fought 
  predominantly with guerrilla tactics, hit and run 
  operations, and surgical strikes. The Combined 
  Army has rolled over the top of cities, and then 
  withdrawn to their seemingly unassailable bases, 
  the locations of which have slowly been moved 
  further inland as their war of attrition and mobility 
  has weakened and pushed back the undefinable 
  front line. Some posit the apparent discrepancy 
  in tactics used on Norstralia and Septentria is a 
  sign that the Combined forces on Paradiso aren’t 
  capable of waging a war on two fronts and that the 
  focus for now is the seizure of land on Norstralia 
  and the suppression of potential support from 
  Septentria. Others suggest that the different styles 
  of warfare are a result of different forces under 
  different commanders. A few theorise that the 
  apparent mismatch is an incredibly brutal game 
  designed to teach the Evolved Intelligence the 
  different ways humanity will seek to defend itself 
  in different styles of operation. Whatever the truth, 
  it’s largely irrelevant. What is of importance is that 
  while moving into areas on Norstralia seized by the 
  Combined Army, you are moving into enemy-held 
  territory. In Septentria, on the other hand, territory 
  razed by the Combined Army is riddled with sensors 
  and drones that will trigger a response from a 
  Shasvastii or Morat. 
  The Haqqislamite region of Ghezirah has been 
  devastated from Combined Army assaults. Fertile 
  lands that once grew an abundance of food and 
  vitally supported both the export industry and 
  war effort have been systematically attacked with 
  defoliation agents. These chemicals, however, seem 
  to have little impact on the voracious Paradiso 
  plant life that rapidly reclaims the orchards and 
  small holdings. Settlements have been assaulted 
  and the inhabitants either butchered or captured 
  to be used as slaves, informants or test subjects. 
  The scorched earth strategies employed by Morat 
  officers and generals have been devastating for 
  Ghezirah. Formerly a region dominated by many 
  small villages and towns, its population now 
  crowds Ghezirah City, converting a spacious well-
  planned urban environment into a wash of tents 
  and temporary housing, where wide boulevards are 
  now twisting souks and a dizzying myriad of homes 
  under canvas and cheap prefab sheeting.  Among 
  all this tumult, the importance of the orbital 
  elevator keeps the city alive. With incoming traffic 
  and trade, tariffs have had to be increased to help 
  cope with the influx of refugees, but the constant 
  stream of exports and imports utilising the elevator 
  has increased, rather than slowed. 
  Now under Combined Army control, the former 
  capitol, Ghezirah City, is surrounded by rugged 
  terrain, rocky outcroppings, and a maze-like pattern 
  of small sandstone hills covered in thick jungle that 
  made for difficult ground to assault. With a target 
  as signifiant as the orbital elevator, however, the 
  Combined Army brought relentless pressure to bear.
  Orbital batteries and a dedicated multinational air 
  force still contest Ghezirah City’s airspace, while 
  Hassassins infitrate and disrupt on the ground. 
  Terrifying skirmishes are fought in the dark caverns 
  and natural tunnel systems beneath the sandstone 
  hills beyond the city. None are thought to lead 
  beneath Ghezirah City itself, which is mostly built 
  over a granite shelf, but the possibility keeps 
  the occupying forces jumpy. Hibat Allah held the 
  second largest population in the Ghezirah region. 
  Dominated by its hospital, which spread out 
  under temporary structures and tents to cover a 
  large percentage of the city centre, it was a vital 
  component in the war effort on the Septentria front. 
  It was recently swallowed by the Third Offensive.
  G¬AYATR¬i 
    
   
   
  Gāyatrī is a large and heavily populated region 
  with massive reserves of native flora and fauna. 
  Originally settled by PanOceanian Sikhs in the early 
  days of colonisation, the population was and still is 
  focused on expansive cities that are well laid out 
  and form a part of the natural landscape. Rather 
  than fight an ongoing battle to keep Paradiso out 
  of their streets, the architects of Gāyatrī instead 
  embraced the indigenous environment. Of course, 
  tightly woven electrified fencing surrounds each 
  city, and gated entrances ensure the benign flora 
  is encouraged to thrive, but the more dangerous 
  varieties and a majority of the fauna are not. 
  A sprawling territory that wraps around the 
  northern portion of the Septentria continent, 
  _
  _
  
  THE ROLEPLAYiNG GAME
  13
  PARAdisO – A GEOPOLiTiCAL LANdsCAPE
  KOHAKU 
  PENiNsULA 
  Thoroughly planned and 
  surgically executed, the 
  Japanese Uprising across 
  the Kohaku peninsula struck 
  at a range of StateEmpire 
  targets almost simultaneously, 
  making a meaningful response 
  difficult. The Kempetai gained 
  a foothold they have exploited 
  to great effect. The JSA fought 
  their way into the Yangdon 
  Valley and pushed Yu Jing 
  forces from the east of the 
  peninsula. Yu Jing’s destruction 
  of the Kawaso Dam flooded 
  much of Fukaitani City and 
  resulted in significant civilian 
  casualties.  This tragedy 
  galvanised support for the 
  Japanese across the Human 
  Sphere, and motions are 
  underway to charge Yu Jingese 
  officers with war crimes as a 
  result, charges the StateEmpire 
  vehemently rejects. Following 
  a negotiated ceasefire, the 
  JSA have been left out of 
  position in the Yangdon 
  Valley but have managed to 
  consolidate the remainder of 
  the peninsula. Yu Jing quietly 
  tightened the noose around 
  the area but have since been 
  wholly distracted by the Third 
  Offensive.
  Gāyatrī also once possessed territory along the 
  western coast Taittiriya, a former communications 
  hub that was destroyed during the First Offensive 
  in an attempt to cripple the data-network. This ruin 
  of a city is tainted with dark rumours of streets and 
  buildings poisoned by unknown materials used 
  in the Combined Army’s bombardment. However, 
  such firelight tales do little to discourage small 
  mercenary and criminal groups from attempting to 
  raid the city for salvage and loot.
  Linked by cleverly built road and rail systems, the 
  cities of Gāyatrī are spread apart, with only a few 
  smaller settlements dotted along the transport 
  arterials. Heavily forested, the region has long been 
  a source of good timber, and the environmentalist 
  tendencies of the Gāyatrī governing body have 
  ensured that logging practices are sustainable, 
  something most seem to think is hardly worth 
  consideration given the rapid growth of Paradiso’s 
  plant life. The transport systems are also built to 
  be flexible because the mountain range to the 
  south of the region feeds a considerable amount 
  of water into the wide Mithran River and a myriad 
  of smaller rivers and streams, naturally irrigating 
  vast marshlands that sit tightly interpenetrated 
  with the dense jungle. The region is alive with 
  insects, and new soldiers are exposed to fevers and 
  illnesses on a regular basis for the first six months 
  of duty despite a long list of inoculations. The 
  swamps and marshes of Gāyatrī represent some 
  of the most dangerous terrain anywhere in the 
  Human Sphere. It is easy to get lost as the ground 
  seems to be constantly shifting, hence the specially 
  designed transport infrastructure. Marshland can 
  be deceptive; a solid patch of ground might be a 
  step away from a bog. The range and abundance of 
  insects let alone the rest of the wildlife, makes any 
  outing into the wilds of Gāyatrī an adventure. The 
  larger predators are even more dangerous. Whether 
  concealed beneath the murky marshes or in the 
  foliage, or just so well camouflaged they are almost 
  impossible to spot until too close, the reputation 
  of the wildlife on Paradiso is on full display in 
  Gāyatrī. Of course, this also means that trappers 
  and smugglers dealing in animal exports, as well as 
  researchers seeking new species, are constantly on 
  expeditions in the jungles, legal and illegal. While 
  the natural dangers in Gāyatrī are considerable 
  on their own, the ever-present threat of the 
  Combined Army is truly discouraging for settlers 
  and governments. The garrison of Aritya has 
  fallen to the Combined Army, though Uttar Shivir 
  continues to hold out despite increasing pressure. 
  The Combined Army’s seizure of Karnapur and its 
  aerodrome not only ceded PanOceanian assets to 
  the aliens but also provided them with a base of 
  operations towards the interior. Rilaspur and Vedi 
  remain largely untouched by direct conflict for now 
  but have been left to absorb the flood of refugees 
  and wounded from the frontline. 
  dAHENG 
   
   
   
  Daheng, held by Yu Jing, sprawls across most of 
  the continent. Lush and verdant, the jungles of 
  the interior give way in the south to massive 
  plantations. Fruits and other plants are grown in 
  significant quantities, providing the StateEmpire 
  with significant revenue from exports. The largest 
  plantations formerly produced crops that supplied 
  the booming textile industries of cities like Wuyi. 
  With the city now fallen, however, and much of the 
  StateEmpire’s forces in Daheng in disarray, the land 
  is now growing food the large numbers of refugees 
  and military personnel so desperately need. 
  Critically, to fend off advances from the Japanese 
  Secessionist Army, the Japanese Uprising diverted 
  Yu Jingese troop reinforcements from Wuyi to the 
  Kohaku Peninsula in the east of Daheng. That 
  they would be willing to take such a risk with the 
  economic powerhouse of Wuyi is a testament to the 
  anger which dominated the StateEmpire’s reaction 
  to Great Japan.
  While the south of Daheng is often portrayed as 
  a picturesque land of orchards and plantations, 
  working these lands is a dangerous task because 
  the wildlife of Septentria is an unforgiving 
  presence. Soldiers help root out any predators 
  searching for an easy meal, and their job is 
  constant and dangerous in equal measure. Given 
  the poor working conditions and strain on military 
  assets, many plantations are operated by shell 
  companies owned indirectly by triads who utilise 
  their own members to perform security. Because 
  the triad-run plantations have been able to take 
  care of themselves, it has provided some relief to 
  the StateEmpire forces. They in turn are sometimes 
  willing to turn a blind eye to the real owners of 
  these lands. Nestled in among the plantations are 
  a range of laboratories used to manufacture a wide 
  range of illicit substances, with the triads utilising 
  a range of ingenious methods for exporting them 
  from the surface. To this effect, the plantations of 
  Paradiso are both a major source of exports for Yu 
  Jing and a potential blemish on their honour. 
  The Quichi Sea glows a soft iridescent green in 
  the mornings and evenings. The sea is a major 
  source of fresh water flowing off the uplands to 
  the north and home to a moss which carpets large 
  portions of the lake surface. The Quichi Sea moss 
  has demonstrated a range of useful applications, 
  the most important of which is energy production. 
  Yu Jing has a considerable naval presence 
  patrolling the southern coast and the Quichi Sea 
  to protect this asset from other powers such as 
  PanOceania. Lashed by frequent and tempestuous 
  
  14
  CHAPTER 2
  storms, from sudden and heavy squalls to violent 
  typhoons, Daheng can be a difficult region to cross 
  and logistics has been a real nightmare for the 
  StateEmpire. Shipments of food, medicines, troops, 
  and other supplies are regularly interrupted, forced 
  to divert, or land as a result of inclement weather. 
  As a result, large supply shipments are often 
  divided between a variety of delivery methods, from 
  air, to rail, to sea, in the hope that this redundancy 
  allows at least some—if not all—of the supplies 
  to reach their destination. Such a complicated 
  network of trade, transport, and supply has allowed 
  much room for the triads to exploit.
  AsYÛT                                                    
  As protected as anywhere on the major continents 
  of Paradiso from the ongoing conflict against 
  the Combined Army, Asyût, the relatively small 
  region left in Haqqislamite possession after 
  the NeoColonial Wars, has become regarded 
  as something of a haven. Asyût city, a carefully 
  planned monument to ancient Mecca, is a quiet 
  city of learning and reflection. The city governing 
  body is deeply religious and derives its power 
  directly from the Hachib. The city and its people 
  are dedicated to the Search for Knowledge, and as 
  such the universities in Asyût are some of the best 
  to be found anywhere, despite their grim backdrop. 
  Compared to other areas held by Haqqislam, a 
  large portion of the population is Coptic Christian, 
  and the power of the church has done much to 
  influence the way in which Asyût has shaped their 
  policies toward refugees.
  With the influx of refugees in recent years from 
  lands closer to the Combined Army, Asyût has 
  taken a novel approach. They spread out the 
  incoming refugees among new smaller settlements 
  throughout the region and interspersed with city 
  dwellers, encouraged financially to relocate, or 
  with new settlers from Bourak. The aim is soft 
  integration, with refugees evenly divided between 
  Haqqislamite citizens across the region to prevent 
  a build-up of ethnic conclaves and the segregation. 
  The efforts toward maintaining a sense of cultural 
  pluralism alongside natural integration has been 
  broadly successful, and the government has viewed 
  the influx of refugees as a potential source of 
  economic growth. However, this process has been 
  placed under significant strain as the number of 
  incoming refugees has risen sharply since the 
  Second Offensive. Asyût, as a result, is a cultural 
  
  THE ROLEPLAYiNG GAME
  15
  PARAdisO – A GEOPOLiTiCAL LANdsCAPE
  melting pot, with refugees from previous years 
  allowed the opportunity to live and prosper as 
  a part of the Haqqislamite Empire. In previous 
  years, the result has been an economic boom 
  and has also made Asyût the region of choice for 
  those fleeing the front line. The steady increase in 
  prospective new citizens has become, more recently, 
  an economic drain, with more demand for housing 
  and resources than the current infrastructure can 
  provide. Rather than change approaches however, 
  Asyût has undertaken major development projects, 
  using the new labour to help build what it hopes 
  to be the foundation for regional growth. It has 
  also begun to limit the number of refugees it is 
  accepting.
  As an upshot, the wilder western portions of 
  Asyût, abutting Daheng in the south and Gāyatrī 
  in the north, are slowly seeing pockets of land 
  development. The associated infrastructure 
  includes an extension of transport links, the power 
  grid, and communications network. For all the 
  successes however, Asyût is suffering under the 
  burden of change, something not every citizen has 
  welcomed. Every month, more and more people 
  flee the front, and some organised social resistance 
  movements have emerged to question the current 
  approach. So far these have been largely peaceful, 
  but the government of Asyût recognises that the 
  region is on a tipping point.
  THE ISLES OF PARADISO
  MOLOKAi                                                            
  A volcanic island far to the south, Molokai is home 
  to a number of unique species, including large 
  king tiger seals, which typically weigh around 
  600 kilograms as an adult and are extremely 
  territorial, especially during the mating season. 
  These animals make the coast lines of Molokai a 
  difficult proposition to traverse at the best of times, 
  and almost impossible during the mating season. A 
  disproportionate number of travellers have been 
  killed by a rampaging bull king tiger seal, largely 
  because the coastline is one of the best locations 
  to find the rare and highly sought-after Paradiso 
  truffles. Stalking the king tiger seals are the even 
  more belligerent kragodon. These great reptiles 
  regularly grow upward of 3 metres and reach 
  surprising speeds for short bursts. Traditionally an 
  alpha predator, they show no fear of any creature 
  they encounter, seal or human, and readily regard 
  any other living thing a viable source of food. 
  Molokai rises steeply toward the interior, and while 
  the great triple ring of calderas at its heart have 
  been dormant for some time, seismologists note 
  that there has been a slow build-up of activity and 
  that an eruption could occur at any time.
  Despite being a PanOceanian territory that 
  accommodates a small collection of logistic and 
  storage units, an astroport, and a naval base, 
  Molokai is a lonely place where the trees and 
  plants bend under the constant harsh winds. Most 
  of the island is covered with a thickly bristling 
  scrub and odd patches of dense spiny grasses. 
  On the coast and the several volcanic plains of 
  the interior, the Paradiso truffle is in abundance, 
  although often hard to find. The demand for 
  these rare truffles always manages to attract 
  the foolhardy, and every year a procession of 
  adventurers makes the trip by expensive boat in 
  the hope of striking lucky. They share dilapidated, 
  but carefully concealed, hides with occasional 
  small teams of scientists and researchers, making 
  for unlikely company in the cold, grim landscape of 
  the island. 
  FLAMiA isLANd                                                         
  Already a hotbed of tension, Flamia Island is 
  officially a demilitarised zone (DMI) and has 
  approached breaking point since the Japanese 
  Uprising. Flamia boasts facilities, cities, and 
  infrastructure run by nearly every power in the 
  Human Sphere. Haqqislam and PanOceania 
  provide logistical and military support to the 
  battles around Kokkyō-3 and Fukaitani, and 
  Ariadna and O-12 officially declare support for 
  the nascent Great Japan. Yu Jing has responded 
  by increasing security assets around Zhurong 
  City. The StateEmpire has also been suspected 
  of engineering patchy blackouts to the rest of 
  the island facilities by limiting the output of the 
  Zhurong geothermal plant, which provides energy 
  to most of Flamia Island. The ratcheting of tension 
  has seen the Tohaa make preliminary preparations 
  to remove the most important research and 
  personnel from the Narooma Advanced Hospital 
  Complex into orbit. Bureau Aegis and Bureau Noir 
  have combined efforts to ensure any attempts at 
  sabotage or espionage by any other power are 
  prevented before they can precipitate a conflict 
  on the island itself. Onza Island, a part of Flamia 
  and home to the O-12 command centre in charge 
  of the DMI, has seen an influx of new personnel, 
  with agents from Bureau Aegis and Noir, as well 
  as negotiators and diplomats whose job has seen 
  them working tirelessly to prevent conflicts. 
  Based on intel gathered by Hexahedron agents and 
  shared in previous briefings, Yu Jing has accused 
  the Aranda Astrological Facilities of disseminating 
  anti-StateEmpire propaganda via Arachne. 
  Recent footage and information concerning the 
  suffering of Japanese workers at the geothermal 
  plant and other facilities on the mainland has 
  made its way onto both Arachne and Maya. Yu 
  Jing claims this footage has been falsified and 
  
  16
  CHAPTER 2
  that this pro-Japanese propaganda must have 
  been manufactured with the aid of Japanese 
  sympathisers and rebels within Zhurong City. The 
  claims have so far been made with no evidence to 
  back them up, and the threats of punitive action 
  are regarded as pure sabre rattling in the face of 
  the Japanese secession. But with the Japanese 
  cause gaining broad support coinciding with 
  roving blackouts across the island, many in O-12 
  recognised the connection and are now concerned 
  with what may follow. The most recent wave of 
  blackouts was swiftly followed by claims from the 
  Sagres Orbital Monitoring Station of an attempted 
  and possibly successful hack of the facility as the 
  back-up generator fired up. For the Bureau Aegis 
  and Noir operatives on the island, it appears no 
  coincidence at all. Tensions are at an all-time high, 
  particularly in the wake of the Combined Army’s 
  incursions during their Operation: Flamestrike 
  offensive against Bureau Aegis’s Rearguard 
  Operations Centre (ROC).
  iNvERNACULUM                                                         
  The facilities on Invernaculum are ostensibly 
  owned and run by PanOceania, but the hyperpower 
  has outsourced operations on the island to private 
  research firms that manage a wide range of 
  independent projects. All of this is suspected to 
  be little more than smoke and mirrors, and it is 
  assumed in the intelligence community that the 
  research facilities on the island are directed in 
  large by the Hexahedron. Ample private money has 
  been invested into research on Invernaculum, and 
  while the pretence of independence is officially 
  maintained, critics and conspiracy theorists alike 
  point to the fact that the island houses significant 
  military assets and much of the so-called private 
  funding has been derived from PanOceanian 
  government grants.
  Recently a collection of files leaked onto Arachne. 
  Supposedly redacted portions of an intelligence 
  report imply that the ‘hoax’ Cosmolites on the 
  island are not actually a hoax. This has sent the 
  conspiracy community across Arachne and Maya 
  into a frenzy of speculation about the real purpose 
  of the money and military assets being funnelled 
  into the island, especially since the island is 
  referred to as ‘Dr Moreau’ several times. The official 
  response has been to laugh at these obviously 
  falsified reports as little more than the product 
  of conspiracy nuts. The media circus surrounding 
  the ‘Moreau Files’ has been enough to encourage 
  diplomats on Concilium to ask for an official 
  explanation from PanOceania, with talk of a full 
  investigation. As it stands the Invernaculum is a 
  constant source of rumour. Heavily guarded with 
  a military presence, disconnected from the local 
  datasphere, and a no-go, no-fly zone to all but 
  approved transports, it is ripe for such conspiracy 
  theories. The island itself is rocky, cold, and bleak 
  when compared to the verdant continents and 
  islands that dominate Paradiso. Of course, the 
  appearance is as much a part of the storied 
  popularity of Invernaculum as any rumour. A more 
  perfect backdrop for secret governmental research 
  could hardly be found in even the most trope-
  ridden Maya drama.
  sÁLvORA isLANd  
   
  Sálvora Island is the official planetside base of 
  operations for the Paradiso Coordinated Command 
  and the political representative of O-12 to 
  Paradiso. Though a tiny and isolated island in the 
  Lemurian Ocean, Sálvora Island has developed 
  into a key fulcrum around which the political 
  levers and negotiations take place. Sálvora City, 
  which dominates the island, and hosts envoys 
  from every government in the Sphere and includes 
  representatives of both the larger powers directly 
  and the regions of Paradiso. In addition, the Tohaa 
  have been encouraged to expand their embassy. 
  Sálvora Island has become their primary political 
  presence on Paradiso, and as such this secluded 
  island attracts more political attention than it 
  otherwise might. 
  In the last two years, the usually staid halls of 
  the O-12’s Sálvora Governmental Complex have 
  erupted into a cascade of deals, arguments, and 
  bitter denouncements. The Japanese Uprising—
  specifically the support and advice offered to the 
  forces of the Japanese Secessionist Army (JSA) on 
  Paradiso by the Tohaa—has seen otherwise cordial 
  relationships implode. Tensions here have always 
  been high, as has competition for deals, particularly 
  among corporations seeking valuable military 
  contracts.  However, the Uprising has ratcheted 
  everything to a whole new level. Screaming 
  matches in the public hall of the assembly have 
  seen wide distribution on Maya networks. The 
  military and logistical support of the JSA troops 
  in Kokkyō-3 and Fukaitani have resulted in long-
  standing agreements being torn apart on camera. 
  The wheeling and dealing of Sálvora Governmental 
  Complex has never been more overtly hostile, and 
  representatives of O-12 have had their work cut-
  out preventing the small scale clashes spiralling 
  into an all-out war. Yu Jing pulled their state envoy 
  after the brutal sabotage of the Kawaso Dam 
  caused significant civilian casualties in Fukaitani. 
  The newly recognised JSA is fuming over the use 
  of Haqqislam naval assets to provide cover for 
  the evacuation of Yu Jingese forces from the Niwa 
  beachhead. Whatever alliance the JSA thought it 
  had with Haqqislam has been shaken. In addition 
  to this internecine conflict, the motivations and 
  future intentions of the Tohaa have been called 
  into question. Members within O-12 quietly feel 
  like the whole situation is sliding out of control. 
  
  THE ROLEPLAYiNG GAME
  17
  PARAdisO – A GEOPOLiTiCAL LANdsCAPE
  Much of this bitter feuding has been in the public 
  domain, with many debates, arguments, and spats 
  the result of planned ambushes in open spaces 
  such as the Hall of the Assembly. Never have so 
  many across the Human Sphere been as engrossed 
  in the daily events of the political sphere as now. 
  Daily news lines read like a bad Maya drama, and 
  the political blow-ups of previous years seem more 
  docile every day.
  sisARGAs isLANds 
   
  Uninhabited and barren, the Sisargas Islands are 
  well known in military circles as the focus of a 
  flurry of activity and a number of off-the-record 
  skirmishes. An active Cosmolite ruin was discovered 
  in a cave system beneath the mountainous centre 
  of the largest island of the group. A typhoon and 
  torrential rain caused a mudslide, revealing the 
  caverns in which the Last Cosmolite had remained 
  hidden. Windswept and lashed by frequent tropical 
  storms, black-ops teams were sent in after the 
  initial discovery popped up on scans. Making 
  landfall in such conditions was no easy task, 
  missions had to be aborted, and teams were lost 
  purely due to the violence of the weather. Over 
  a week, high intensity skirmishes were fought 
  across the broken island surface and in the caverns 
  that housed the Cosmolite involving teams from 
  a number of the powers in the Human Sphere, 
  including an assault team from ALEPH’s Special 
  Situations Section. The activity of the Cosmolite 
  also attracted the attention of the Combined Army. 
  Morat teams and Shasvastii infiltrators wreaked 
  mayhem. Rumour in the intelligence communities 
  suggests that the S.S.S. team, fighting off both 
  Morat and Tohaa forces, managed to remove 
  something from the Cosmolite amid the furious 
  carnage of the final hours. Whether or not they 
  made it to evac is not officially known. A projectile 
  slammed into the Sisargas Islands right on top of 
  the Cosmolite ruin, killing any remaining Combined 
  Army forces and sterilising the area. 
  YiNFENG ARCHiPELAGO  
  Settled in the early days of the NeoColonial Wars, 
  Yinfeng was originally conceived as a propaganda 
  piece for the Yu Jing StateEmpire. Settlers from 
  Sol were chosen specifically to represent peoples 
  from across the cultural milieu of the StateEmpire. 
  These were predominantly wealthier Japanese and 
  Korean families, and poorer Chinese ones, who 
  were resettled in small village enclaves, and the 
  island was terraformed to support a successful 
  farming industry. The image of a unified territory on 
  Paradiso, which strongly implied equality between 
  the various cultures of Yu Jing, was used specifically 
  to target non-Chinese heritage Yu Jingese settlers 
  to come to Paradiso from Sol and Shentang. 
  In reality and in the face of the images of a 
  picturesque landscape where settlers from across 
  the StateEmpire worked together, the Japanese, 
  Korean, and Chinese settlers remained in villages 
  wholly representing one or other of the cultures. A 
  de facto and unspoken set of borders developed, 
  and feuds and disputes between the various 
  groups became common as time wore on. With the 
  Japanese Uprising on everyone’s 24-hour news feed, 
  these tensions have escalated into clashes between 
  ethnic gangs. Given the tight control of weaponry 
  imposed on the islands, these clashes have largely 
  been brutal melee affairs with weapons that have 
  either been smuggled in by triad or Yakuza groups 
  or improvised from vehicle and machine parts.  Yu 
  Jing has recently sent a message to the islanders 
  by threatening to send in a force to assert control 
  if the clashes do not cease. There are no illusions 
  as to who would suffer most if this action were to 
  be taken, and Japanese on Yinfeng have tried to 
  strengthen Yakuza contacts in an effort to gather 
  some support from either the Submondo or JSA. 
  O-12 has officially declared that any action by Yu 
  Jing on the Yinfeng Archipelago will be closely 
  monitored, but how heedful the StateEmpire is of 
  O-12 at the moment is anyone’s guess.  
  ZENdA                                                    
  Zenda, to the north of the Septentria continent, is a 
  temperate island that has been heavily terraformed 
  to support wineries, small holdings, and orchards. 
  Wide swathes of the island are plains that are 
  dominated by native grasses. For a time, the 
  grasslands were used as pastures, but too many 
  animals had to be euthanized following injuries to 
  the padding of their feet from the pervasive land 
  urchins. Animals are now kept in small holdings 
  cleared of any native flora. Zenda is a getaway, a 
  place where the wealthier citizens of Paradiso and 
  officers from across the military forces take leave 
  and relax. There are several resorts and hotels, as 
  well as an extensive hospital run by the Order 
  of Saint Lazarus, which includes an extensive 
  psychology wing funded specifically to support 
  soldiers on leave from the front line.  The northern 
  end of the island is off limits and heavily guarded 
  with an electrified barrier and military personal. 
  Here several monitoring facilities stretch aerial 
  arrays toward the sky and large radar dishes track 
  all military traffic on the ocean, in conjunction 
  with a satellite array in orbit. Resort owners 
  have clubbed together to petition PanOceania 
  and ALEPH to remove these facilities elsewhere 
  under the real concern that they will attract the 
  attention of the Combined Army. So far, the only 
  forthcoming response has been a statement issues 
  by PanOceanian military officials that Zenda will be 
  protected in the event of any Combined attack, but 
  at this time, it seems highly unlikely. Needless to 
  say, this has been far from comforting.
  GENERAL 
  PERCEPTiON 
  Outside of military circles, 
  who or what launched the 
  projectile is a matter of 
  hot conjecture, but orbital 
  analysis by so-called 
  experts suggests it was 
  fired somewhere in high 
  orbit, with its trajectory 
  possibly taking a number 
  of hours. Within the 
  conspiracy theorist’s circle, 
  suspicions highlight the 
  coincidence of rumours 
  sparking something had 
  been recovered with the 
  impact, but no confirmation 
  of this has been possible. 
  The fact that Yu Jing 
  launched the missile 
  at ALEPH’s request is a 
  highly classified secret. 
  That the T’zechi Digester 
  was removed from 
  Sisargas is an even more 
  tightly controlled secret 
  known only to a handful 
  of individuals across 
  the Human Sphere. The 
  Digester, relocated to the 
  hidden research facility, 
  known only as the Penny 
  Arcade, is classified at 
  the highest level. Those 
  without the clearance to 
  know the full story of the 
  Sisargas conflict suggest 
  that the Tohaa, seeing 
  the S.S.S. forces were 
  prepping for emergency 
  evacuation after securing 
  an alien device, were 
  the ones who destroyed 
  the Sisargas Cosmolites. 
  Military propaganda 
  dismisses these theories 
  as tin-hat conjecture, 
  because suggestions that 
  the Tohaa are anything 
  less than ideal allies of 
  the Human Sphere would 
  have a significant impact 
  on morale.
  
  18
  CHAPTER 3
  The struggle to survive is a constant pressure. 
  Even in the gentlest of environments, inter-faction 
  tensions and territorial disputes are commonplace. 
  Humanity seeks to expand ever outward, to secure 
  safe and prosperous futures for its descendants, 
  and this ancient survival instinct has led to both 
  wondrous discoveries and devastating ruin.
  Much like humanity, Paradiso has its own survival 
  instincts. Even though it may not move with the 
  determination of a singular consciousness, the 
  planet’s needs are clear: it will survive.
  Paradiso, though, is ripe with promise for 
  humanity’s prosperity. Fresh, fertile lands easily 
  support growth and life, and new food sources were 
  already plentiful on the planet before humanity 
  began its colonisation.
  There is great potential for growth and expansion 
  here, but it is important to remember that Paradiso 
  is alive, awake, and fraught with peril. Humanity 
  is the visitor, a potential parasite to the world; 
  either we learn to become a part of the planet’s 
  ecosystem and express mutuality, or risk being 
  little more than short-lived visitors, nuisances 
  to be defeated and wiped away. Survival in this 
  beautiful, dangerous new world requires extra care 
  and consideration. Sometimes, something as simple 
  as basic training upon disembarking can help 
  ensure a better survival rate. Other times and other 
  challenges, though, might require more creative 
  thinking to help ensure humanity’s endurance.
  THE SURPRISING 
  RESURGENCE OF 
  CRYPTOZOOLOGY
  The constantly changing and rapidly evolving 
  nature of its animal and plant life causes explorers 
  of Paradiso to find new species almost daily. With 
  any abundance of discovery, though, also comes the 
  potential for exaggeration, exploitation, or outright 
  fearmongering. Sometimes it can be difficult to 
  separate fact from fiction. 
  There are stories of creatures rarely seen, whose 
  existence is possible enough that the tall tales 
  might be true. Add to that the fact that a new 
  colonist on a new planet might think they saw 
  “something” in the depths of the jungle, and the 
  chances of stories exploding into panic become 
  exponentially higher.
  Panic has been called the most dangerous illness 
  of all, and at our deepest, primal roots, humanity 
  is still something of an instinctive flock. For the 
  safety of the communities, it is prudent to quickly 
  and efficiently figure out which threats are real 
  versus which are, for lack of a better term, jumping 
  at shadows or crying wolf.
  Some embrace the potential for storytelling. In 
  fact, Maya has developed several entertainment 
  channels that focus solely around the myths and 
  legends of these creatures, and several reality and 
  faux-reality shows. Virtual reality experiences are 
  usually saved for the wealthier connoisseurs and 
  risktakers looking for a new form of adventure.
  Others though, would rather know the truth 
  hidden among these urban legends and local tales. 
  While Paradiso has seen a reassuring swell of 
  scientists and biologists, an old, nearly forgotten 
  specialization has found a resurgence, the study of 
  cryptozoology. 
  Following folktale footprints and tracking 
  prey by little more than rumour, the job of the 
  cryptozoologist is difficult at best and thankless 
  at worst. Even the most flexible-minded scientists 
  agree that the specialization must be classified as 
  FLORA, FAUNA, AND DISEASES
  CHAPTER 3
  TROUBLE iN PARAdisE?? 
  Uh-oh, loyal viewers! Looks like somebody 
  got caught red-handed—or is that 
  red-pawed?
  Beloved reality series Tracking the Beasts 
  has been flagged by ALEPH and is currently 
  under investigation for potentially releasing 
  off-world, semi-sapient predator hybrids into 
  the wild, and then claiming that they were 
  new, indigenous life here on Paradiso!
  The series is on official hiatus while 
  authorities investigate the allegations. 
  Importing their own monsters—can you 
  believe it? Sound off! Do you think it’s true? 
  Does the show deserve to be under fire and 
  stuck in hiatus?
  We’ll keep you informed on this hot 
  new topic as we learn more. Thank you 
  for subscribing to SIP_SIP_GOSSIP’s 
  Flash-News feed!
  MAYA’s FiNEsT 
  The following shows 
  currently boast the highest 
  ratings as Paradiso’s best 
  and most beloved reality 
  adventures in syndication.  
  These are:
  Monsters in Paradise                                                    
  Myth or Monster                                                                  
  Tracking the Beasts [WE 
  REGRET TO INFORM YOU 
  THAT TRACKING THE 
  BEASTS IS ON HIATUS 
  UNTIL INVESTIGATIONS 
  ARE COMPLETE.]                             
  Paradiso Myths 
  and Legends
  LAsT 
  CONFEssiON 
  I became a cryptozoologist 
  because I no longer felt the 
  calling to be a priest. There 
  are dangers out there 
  that have a direct impact 
  on my community, my 
  people. After a while, you 
  can only take so much of 
  your community, your flock 
  being picked off by some 
  unknown creature and 
  being unable to do more 
  than say that our maker 
  has a plan. 
  I became a hunter to keep 
  my flock safe, and when I 
  discovered the existence 
  of the beast and was able 
  to bring in help from our 
  government?  Well. That 
  did a world of good. Much 
  better than any amount of 
  condolences could.
  
  THE ROLEPLAYiNG GAME
  19
  FLORA, FAUNA, ANd disEAsEs
  a pseudoscience; the nature of the work itself is 
  speculative, and the results are often non-standard 
  and hard to replicate. 
  However well intended the profession, tracking 
  these new creatures and plants often marks 
  a cryptozoologist as little more than glorified 
  treasure hunters, monster hunters, or worse, 
  upstarts looking to prove their worth for the next 
  Maya live entertainment series.
  In the end, it seems that the profession is both 
  blessed and cursed to be constantly on the 
  lookout out for new dangers, only to be forced to 
  hand over any true discoveries to an established 
  xenobiologist to get an official verdict. Local 
  officials have also been known to claim the 
  discoveries of novice hunters, adding further 
  controversy to the profession. 
  Despite the risks inherent to the job, the profession 
  is rapidly growing. This is especially true in the 
  outlying settlements and deeper jungles, where the 
  local flora and fauna are less controlled and can 
  rapidly evolve from one generation to the next. 
  Nonetheless, these rumours and strange sightings 
  need to be researched and investigated. A new 
  settlement that swears they found a cold-weather 
  creature in an otherwise-warm environment should 
  be studied in case there is evidence of a climate-
  based hazard. A few bloodbriars are to be expected, 
  but what of the settlement that has discovered 
  entire thickets of the plant? A well-prepared 
  hunter has the opportunity to make many great 
  discoveries and earn fame, treasure, and respect 
  along the way.
  FLORA
  As any traveller can confirm, the most notorious 
  and dangerous plants to encounter in the wild 
  are the bloodbriar and the karava vinetrap. Even 
  a single bloodbriar plant is a hazard due to its 
  pressure-sensitive roots and quickly reactive nature, 
  while the karava vinetrap hooks its meals with 
  deadly efficiency.
  There is another plant considered a lesser threat 
  than the bloodbriar, while still being enough of an 
  environmental hazard to warrant a strong warning.  
  The rakuno plant, more commonly called the 
  “linger-long,” is one of Paradiso’s most aggressively 
  spreading plants.
  Neither as instantly responsive as the bloodbriar, 
  nor so insidiously tempting as the karava vinetrap, 
  the linger-long does not seek to instantly trap or 
  otherwise react to prey. Instead, the plant’s drive 
  seems born of a different need: it wants only to 
  grow, flower, and take in as much sunlight as it 
  possibly can. 
  Interestingly, both the karava vinetrap and the 
  linger-long have such a prodigious growth rate that 
  those two species are held mostly responsible for 
  the constant clear-cutting and herbicidal measures 
  that settlers have come to expect on Paradiso. 
  Often, if an attack or power outage results in loss or 
  damages to a settlement’s clear-cutting machinery 
  or herbicides, it becomes a race to save that 
  settlement from being reclaimed by the wild. 
  The central stem of the rakuno is low to the ground 
  and protected by spines that discourage the local 
  herbivores from feasting on it. It spreads through a 
  series of tiny tendrils, and even during the brightest 
  part of the day, it is very difficult to see the fine 
  vines. As the linger-long grows, these deceptively 
  A well-prepared hunter 
  also has the opportunity to 
  fabricate their own mysteries 
  and solve them, create their 
  own rumours as a trap for 
  rivals, or devise other chances 
  to swindle.
  Just don’t get caught, like 
  Tracking the Beasts did.
  One example of a creature long disputed and only 
  recently proven to exist is the Qutrub. Technically 
  considered a sub-branch of the Gāyatrī Moehau’s 
  evolutionary tree, the Qutrub is similar enough to be 
  unsettling, all the while maintaining enough difference to 
  warrant the specification and splitting of the species.
  Many of these creatures live in the deeper caves and 
  sunless areas on Paradiso, but the influx of new, potential 
  predators and food sources—namely the Combined Army 
  and humanity—have driven some to the surface. 
  The Qutrub are notably pale compared to the Gāyatrī 
  Moehau, and their hairlessness lends a creepy familiarity 
  to humankind. Add in the fact that these carnivores are 
  nocturnal and prefer surface hunting in the safety of night, 
  and it is little surprise that hysterical settlers started 
  spreading rumours: frightened whispers of aliens, mutants, 
  sepsitorised humans, or at their most extreme, of the dead 
  rising from their graves.
  Here, the schools of science and biology agree 
  wholeheartedly with the local cryptozoologists; vampires, 
  ghasts, and ghouls do not exist. As such, the strange 
  creatures we now know as the Qutrub warranted 
  investigation, capture, and study.
  Regular proof of the existence of the Qutrub helped to 
  slow—and eventually, outright stop—the spread of those 
  particular urban legends and fearful rumours.
  CASE STUDY: THE QUTRUB 
  
  20
  CHAPTER 3
  One of the things the rakuno 
  also shares with the karava 
  vinetrap is that unhooking 
  a surprised explorer is 
  frequently more unpleasant 
  than first contact itself.
  In a pinch, the linger-long’s 
  thorny tendrils make fantastic 
  barbed wire. One runs the risk 
  of inviting the aggressively 
  growing species into 
  cultivated space.
  delicate tendrils seek new chances for sunlight 
  in the canopy, winding their way up taller plants 
  and trees using very sharp, fine spines. As anyone 
  who has accidentally walked into one of those 
  tendrils could tell you, they only appear delicate.  
  Thankfully, the spines only grow in one direction. As 
  long as one lingers long and is patient, removing 
  the spines is a fairly easy task. However, moving 
  forward once caught will cause the painful thorns 
  to embed themselves.
  If one is lucky, they'll just snag clothing, but an 
  unlucky traveller will not notice these tendrils until 
  it’s too late. Many new, inexperienced, or otherwise-
  unknowing travellers carry scars from their first 
  run-in with the linger-long.
  As is true in much of nature, across many planets 
  and systems, sometimes the most benign and 
  friendly looking plants can be deceptively 
  dangerous. Take, for example, the corocoro. This 
  tall, lazily sprawling plant is covered in soft, furry 
  down. Its leaves are oversized and look especially 
  velvety, but it would be vastly foolish to try to pet 
  a corocoro.
  If one dares touch the inviting surface, one finds 
  that the cloud-like covering it comes off very 
  easily—and just as easily sticks to skin. The 
  substance is very similar to silica or fibre glass. Not 
  only that, but the silken hairs contain a substance 
  poisonous to humans. One accidental brush against 
  the wrong plant could potentially cover a careless 
  limb with these tiny, prickling poisons. 
  Even the corocoro’s fruit has that hazardous fluff 
  on it. Ironically, the fruit is not only edible, but it 
  is fantastically delicious. The fruit is considered 
  a luxury and a delicacy; it must be gathered and 
  prepared with utmost care.
  GOOd EATiNG 
   
   
  Not everything here in the jungle is out to kill you. 
  Because the soil is tremendously fertile, farming 
  industries can thrive here. Plants are often fast-
  growing and hardy. Between the discovery of new 
  vegetation, the new agricultural centres, and the 
  potential for genetically modified farming, the 
  proliferation of new and tasty plant life seems a 
  brave and beautiful new world.
  One of Maya's most popular food-centred shows 
  has found a new spin-off series here as well.
  Paradiso even has a whole new library of 
  tantalizing spices and peppers. Spicier vegetables 
  and peppers, while giving meals their delicious 
  heat and added flavour, can kill or otherwise 
  protect against common foodborne bacteria. 
  Capsaicin, the chemical found in Earth peppers, 
  adds character and taste to a dish. However, a 
  strong enough pepper might even lead to a state 
  of euphoria once the burning pain subsides. Make 
  no mistake: capsaicin is a neurotoxin. In large 
  enough doses, even the kindest of chilies can cause 
  a negative reaction, ranging from seizures to heart 
  attack and death.
  Paradiso’s plants contain multiple chemicals of a 
  similar nature, tantalizing chefs and foodies over 
  the Sphere. However, if prepared improperly, these 
  new chemicals can be just as poisonous as any 
  long-studied toxin. 
  HEAvEN’s TOUCH  
   
  One of Paradiso’s most beloved plants is called 
  the heaven's touch. Decorative in nature, this tiny 
  flower barely grows beyond three inches tall during 
  its entire life. This diminutive plant is reminiscent 
  of an Earth dandelion in shape, though not in 
  colour. Due to some as-yet-unknown quality of the 
  plant, from root to flowers, the entirety of the plant 
  has a soft, shimmering pearl-colour.  
  Already resplendent in the sunlight, at night, the 
  flower shares its true beauty, a phosphoric glow 
  dances up the fibrous stalks, leaves, and petals with 
  a soft, radiant light. Though not enough to light 
  one’s way, these flowers are popular with tourists 
  and locals alike. 
  ZUMMO’s TABLE 
  RECOMMENds 
   
   
  Don’t forget—the seeds of the heaven’s 
  touch, if harvested at just the right time, are 
  a delicious addition to any salad. 
  Reminiscent of the flavour of pumpkin, these 
  seeds often need no additional seasoning 
  to be enjoyed, though some enjoy added 
  richness by coating them in butter before 
  baking. Spread the seeds in a single layer 
  and bake until golden brown.
  ZUMMO’s TABLE 
  RECOMMENds 
   
   
  Jungle dangers and delicacies. Fruits fresh 
  from the tree and vine. Brand new herbs and 
  spices to challenge and tempt every palate, 
  from settler to sovereign.
  Join me, universally acclaimed Master 
  Chef Zummo, as I take you through the 
  gastronomical wonders of this world and 
  prove that the only thing being slain…is 
  your hunger!
  
  THE ROLEPLAYiNG GAME
  21
  FLORA, FAUNA, ANd disEAsEs
  The heaven’s touch has a life cycle similar to the 
  dandelion. After flowering, it grows light, cloudy 
  seed heads. When the time comes for the flower to 
  release its seeds and die away, the wind and rain 
  carry the soft, airy seeds aloft, creating a stunning, 
  bittersweet display: a million tiny, glowing seeds 
  carrying a million wishes to twinkle like stars in 
  the night. 
  MAERKi PLANT                                  
  Most plants on Paradiso are stationary and rooted 
  in place for the duration of their lives. As such, 
  there are a great many herbivores looking to lunch 
  upon the most tender leaves and the sweetest 
  fruits, but like on Earth, plants adapt to defend 
  themselves.
  On Paradiso, evolution is, by nature, quick. Things 
  like thorns, barbs, or knobs along the main stalks of 
  plants are unsurprising; these are common, obvious, 
  and easily spotted defences. A sharp-eyed traveller 
  will be prepared for more than just these defences. 
  For example, there is a particularly beautiful plant 
  to be found along commonly walked trails. This 
  plant, the maerki, has oversized, bright green leaves 
  whose shiny exterior resemble plastic or other 
  synthetic material. Of course, it is not.
  When bitten into, the plant boasts a bitter 
  sap. While this poison is relatively harmless to 
  humans, its paralysing properties are particularly 
  effective against insects. The maerki doesn’t taste 
  particularly good by itself, and its paralysing agents 
  are easily ignored by humans. More often, you see 
  these leaves used as pranks instead of food.
  FAUNA
  The animals of Paradiso are a constant source of 
  wonderment, with much to be learned through 
  study. Biologists and zoologists study and test new 
  theories all the time, to discover new data that will 
  help the Human Sphere not only in the reclamation 
  of Paradiso, but potentially beyond.
  Some research teams are testing theories about 
  which native creatures might prove helpful in 
  colonisation. While experiments and tests are still 
  underway, the topics of domestication and genetic 
  manipulation for breed enhancement are of great 
  interest to many governments and corporations.
  For example, the massive and mighty dreadnoughts, 
  already well known to be both hardy and nomadic, 
  are currently being studied for their potential as 
  heavy-capacity caravan creatures. Their propensity 
  to travel in herds serves both the needs of the 
  animal and its keepers.
  Dreadnoughts are also being considered for 
  their potential as domesticated farm animals. As 
  herbivores, they already have a wealth of their 
  preferred plant life on this, their home planet. 
  Even in the wild, it’s a rare thing to see an animal 
  choose to hunt these massive creatures; it would 
  be foolish to not speculate about the mutualism 
  that can be encouraged from domesticating these 
  great beasts.
  CAUCHEMAR CATs 
   
  Cauchemar cats are just one more of the 
  native creatures that started off as little 
  ZUMMO’s TABLE 
  RECOMMENds 
   
      
  When the maerki is placed in an otherwise-
  normal salad or other vegetable-based meal, 
  there might be a foul taste at first, but then, 
  a surprising thing happens. The chemicals 
  of the plant cause a mild synaesthesia, 
  confusing one’s palate. For the next twenty-
  four hours after partaking, your culinary 
  experience is turned upside-down: sweet is 
  suddenly salty, salty is suddenly sour, and so 
  on. Some chefs use this to their advantage, 
  serving a little of the maerki’s poison with 
  an appetiser in order to help bring out or 
  even completely change the flavour for the 
  rest of the night.
  dR. WAssWELL’s FiNAL 
  JOURNAL  
   
   
   
  I’ve been watching these beautiful creatures 
  for weeks now as they chatter and dance 
  and play in the branches above me. They’ve 
  stopped screeching at me days ago—could 
  it be that they have finally accepted me as a 
  benign observer?
  I remember watching the vids left to me by 
  the GenetiTree Corporation, reading the logs 
  of my ancestors before me that described my 
  family’s noble calling.  I watched them train 
  and befriend those monkeys, teaching them 
  to pick the highest-quality leaves for tea.
  I’m certain I can crack the code with these 
  creatures. They are so similar to monkeys! 
  And, I can see for myself that they prefer the 
  tall trees with the sweetest fruits.
  I’ll study them before making my 
  recommendation to HQ. It should be very 
  easy to bring a few of these creatures into 
  the lab to study and train. In fact, maybe I’ll 
  try to tempt the little, shy one to me…
  
  22
  CHAPTER 3
  more than a rumour, brought to reality and 
  classification through the hard work and efforts of 
  cryptozoologists. 
  Due to their nocturnal nature and natural proclivity 
  towards hunting alone, these beautiful and deadly 
  creatures took time to study and classify. The giant 
  cats prefer to hunt fresh, living food, but they are 
  not above scavenging—or hunting the scavengers. 
  The cauchemar cats are pointedly determined 
  and singularly focused. Once they have honed in 
  on their intended target, they will hunt it until it 
  is theirs.
  One of Maya's most beloved series, Paradiso Myths 
  and Legends, shares a story about a cauchemar 
  cat. It focuses on the adventures of two friends 
  trying to find their way home after being lost and 
  separated from a larger group. According to the 
  local story, the two friends kept each other alive 
  and safe by taking turns watching for danger while 
  the other napped. During one of the first nights, 
  the friends had set a trap for food and for added 
  safety. Instead of catching dinner, though, they’d 
  caught the dark cauchemar cat that had been 
  stalking them.
  The trap had wounded the giant cat, temporarily 
  slowing the creature and forcing it to limp. As the 
  nights continued, though, each night, one or the 
  other friend noticed that same cauchemar cat 
  following them, limping as it walked.
  It followed them, leaving its home territory and 
  the familiarity of its preferred hunting grounds. 
  Depending on where you are, the legend changes. 
  Sometimes, the friends make it home. Other times, 
  the cat finally got its vengeance meal. Yet other 
  endings have the hunter and the hunted end up 
  friends, teaming up against a larger, deadlier threat. 
  Since the existence of the cat has been confirmed 
  and catalogued, we must deduce that at least a 
  part of this story was true
  Interestingly, because this cat’s fur is always 
  solidly black with little to no hue variation across 
  the species, an albino cauchemar is a rare sight 
  indeed. To see one is a notable event. This great, 
  white cat is often only reported once, and then not 
  seen in the same area again. Some people like to 
  speculate that there is just one albino cauchemar 
  in existence, and it is hunting prey that is leading 
  it on the longest journey of its life. There are some 
  long-term and native Paradisan settlers who prefer 
  a more aesthetic lifestyle. To them, the albino 
  cauchemar holds a more spiritual significance as a 
  totem or indicator of fortune, the great white cat 
  that watches over everyone yet only ever seen once. 
  On the other hand, for every person hailing the 
  albino as a good omen of strength, there are others 
  who insist that, should you see the Great White Cat, 
  it is an omen that you are certainly about to perish.
  TAN’GEN sPidER 
   
   
  One of the deadliest common creatures that can 
  be found in Paradiso households and immediately 
  around settlements is the tan’gen spider. This 
  large arachnid is responsible for great number of 
  human deaths, especially in the elderly, giving a 
  poor reputation. However, the tan’gen spider is 
  thoroughly non-venomous to humans. 
  In fact, these creatures are particularly helpful in 
  keeping some of the more unpleasant pests out, as 
  it has a particular taste for poisonous insects.
  How then does it manage to have such a high 
  body count? This industrious predator builds and 
  rebuilds its web, the better to catch its preferred 
  prey. So, the spider web that wasn't there when 
  you came home last night is suddenly there in the 
  morning, with some new, dangerous prey still alive. 
  People accidentally walk into its web, panic, and 
  get stung by the spider’s dinner!
  BUTCHER BEEs 
   
   
   
  Aside from disease-carrying mosquitoes, another 
  commonly seen insect is called the butcher bee. 
  Wasp swarms are never fun even at the gentlest of 
  times, and Paradiso grows some particularly large 
  varieties of wasp-like insects.
  Interestingly, butcher bees display a notable 
  intelligence. For example, after securing itself a 
  hearty meal of thornworm, it will meticulously 
  remove all of the poisonous barbs from the 
  creature before bringing it back to its nest. This 
  ensures the safety of itself and its larval children. 
  sCORPiONETTE  
   
   
      
  One of Paradiso's most famously deadly creatures 
  is the scorpionette. Never has a planetary danger 
  been so ubiquitous—or so nerve-wracking. Contrary 
  to its name, this creature is far larger than the 
  average Earth scorpion. The scorpionette averages 
  about thirty centimetres from pincher to stinger. 
  What’s more, they are carnivorous, constantly 
  hungry, and have two stinging tails.   
  Scorpionettes prefer hide-and-strike tactics, usually 
  preparing an ambush from beneath low-hanging or 
  ground vegetation. One of their tails is usually kept 
  ready to attack, while the second one is typically 
  hidden or otherwise prepared in case its first attack 
  does not connect with its prey.
  Generally, out in the wild, the scorpionette doesn't 
  hunt humans or other large prey. Often, such 
  We suspect that this story, one 
  of the very first local ‘urban 
  legends’ born on Paradiso, 
  became the origin story for 
  everyone’s favourite characters, 
  Paradiso Sam and Jungle Jared.
  Make sure to catch the 
  Adventures of Jungle Jared 
  and Paradiso Sam–available 
  NOW through Kids’ Safety 
  Entertainment, exclusively 
  from Maya!
  In a strange turn of fate, it 
  seems black cats are no longer 
  so universally feared. It is now 
  white cats that are eyed with 
  wary suspicion.
  
  THE ROLEPLAYiNG GAME
  23
  FLORA, FAUNA, ANd disEAsEs
  attacks are unfortunate and circumstantial. A 
  scorpionette is far more likely to attack when an 
  inattentive person accidentally treads too close or 
  steps on it. 
  The scorpionette’s stingers are particularly nasty. 
  They are very sharp, and their paralysing sting is so 
  effective that unattended, a human can die from 
  that wound in less than twenty-four hours. The 
  timer is, of course, sped up if the location of the 
  sting is very close to the human heart (or other 
  alien cardiovascular system). If both stingers are 
  used on the same victim during the same encounter, 
  an individual will need to get immediate medical 
  attention within twenty minutes, or else die from 
  muscle paralysation.
  BENEATH SAPPHIRE AND 
  EMERALD WAVES
  As is the case on many planets, it seems the most 
  nightmarishly visaged, hideous creatures are below 
  the ocean’s surface. This seems especially true 
  the deeper one gets—and Paradiso’s oceans are 
  especially deep.
  To this day, the Coordinated Command has not 
  successfully completed a full map, or otherwise 
  successfully explored every inch of the planet’s 
  oceans. The marine creatures that biologists have 
  found and were able to catalogue are just as 
  unpredictable and ever evolving as the creatures 
  above water level.
  QLUGFisH 
   
   
   
  One species of fish is very well known for its rapid 
  evolution from one generation to the next. The 
  qlugfish is also especially skilled at the arts of 
  camouflage and ambush. Much like the anglerfish 
  of Earth, these creatures share a similar muscular 
  and bone framework. However, the qlugfish’s skin 
  seems especially quick to adapt according to their 
  generational, environmental habitats. 
  The qlugfish has adjusted so thoroughly to its 
  home on the ocean floors that it has shed most 
  of its scales and no longer swims very well. In 
  fact, it has evolved past having a swim bladder, 
  the internal organ that helps a fish to remain 
  buoyant and balanced. Its fins, too, have started to 
  change and mutate, and they currently resemble an 
  approximation of arms and legs. 
  At this point, this creature has not yet developed 
  enough to qualify as amphibian. It still lives 
  thoroughly underwater to survive, though with its 
  quick progress, scientists are already speculating 
  what the next generations could bring. 
  Until the next evolution, though, these fish prefer 
  to select one territory and remain there. In part, 
  this is due to their need to stalk their prey, but 
  more noteworthy is the fact that these predatory 
  fish have horrible balance. 
  Forced to crawl along the ocean floor, they prefer 
  to use their camouflage to allow them to hide 
  in plain sight. They then wait for their prey to 
  approach, staying as still as possible. Once their 
  target is in range, they strike. The qlugfish’s tongue 
  is attached to the front of its mouth in a similar 
  manner to a frog’s. It darts out, wrapping its prey up 
  and snapping it quickly into its mouth.
  Should the qlugfish miss its target, then it has lost 
  that meal. Its hiding spot will have been ruined 
  and its balance thrown, allowing the lucky survivor 
  to get away.
  NOKURO 
                                         
  Also living under the ocean’s surface is a small, 
  aquatic creature somewhat reminiscent of a 
  crayfish or other miniature lobster. The nokuro 
  crustacean is beautiful, and while it is not a threat 
  to humans, it is still considered a threat in its home 
  territories.
  Aside from its colourful, shimmering shell, perhaps 
  the most interesting thing about the nokuro is 
  the power with which they strike their prey. These 
  carnivorous, sometimes cannibalistic shellfish have 
  very powerful, rounded front fins. With these, they 
  strike their prey without warning, moving so quickly 
  and hitting so hard that the victim is instantly 
  harmed, shocked into unconsciousness, or with a 
  particularly strong strike, felled in a single blow. 
  The nokuro’s punch is so quick that the strike itself 
  leaves a cavitation bubble that instantly collapses 
  in on itself, producing heat and light as it does. The 
  result is, essentially, a second, shocking hit that is 
  comparable to a low-calibre bullet.
  Another dangerous predator and a distant cousin to 
  the nokuro, the nephropidae shares the preferred 
  territory, though each brings their own danger to 
  this aquatic turf war. Where the nokuro developed 
  the ability to strike with tremendous force, the 
  nephropidae instead developed a specialised set of 
  pinchers. These secrete a very powerful neurotoxin 
  that work quickly to paralyze their victims, allowing 
  it to enjoy its meal at its absolute freshest, still 
  alive. Notably, while the nokuro is not considered a 
  threat to humankind, the nephropidae certainly is.
  Neither the nokuro nor the nephropidae are 
  particularly picky about how they acquire their 
  meals. Both will ravenously devour the other if 
  The nokuro’s brightly coloured, 
  chitinous armour is highly 
  prized by local crafters and 
  tourist vendors. Its meat 
  tastes rather bland, but they 
  still command a high price 
  at the dinner table. This is 
  usually due to the patron’s 
  option of taking the fine shell 
  home with them, a permanent 
  souvenir from a great dinner 
  on Paradiso.
  
  24
  CHAPTER 3
  allowed the chance, but just as readily, they will 
  hunt and cannibalize their own species. 
  THE sHAsvAsTii THREAT                
  Naturally, with all of the quickly adapting 
  specimens of dangerous new flora and fauna, the 
  inhabitants of the Human Sphere are not the 
  only ones keeping a close eye on things. The 
  progression of evolution and the possibility for 
  new protections and weapons are of significant 
  interest to many parties. The biggest threat in 
  this, unsurprisingly, comes from the Envolved  
  Intelligence. The Combined Army is already on 
  Paradiso. It is a fair assumption that they are 
  moving forward with the same experiments as 
  the Human Sphere—as well as others not yet 
  discovered. What's more, the Combined Army 
  already has willing and capable troops able to 
  directly integrate or otherwise impersonate others.
  The Shasvastii have spent millennia manipulating 
  their own genetic makeup to be able to thrive in 
  any number of environments. Their deep-seated 
  drive to survive made them adept at modifying 
  themselves with pieces of new biological code.
  Speculo Killers are supremely adaptable and 
  already well-versed in changing their appearances 
  to mimic an intended target. With Speculo Killers 
  already a security hazard to humanity and its 
  systems, explorers must be tremendously careful 
  as humanity tries to reclaim the parts of Paradiso 
  lost to the Combined Army. There is already chaos 
  ZUMMO’s TABLE 
  RECOMMENds                             
  In contrast to the nokuro’s bland but 
  easily prepared meat, the nephropidae has 
  particularly sweet meat, but it requires a 
  very carefully trained chef to prepare it. The 
  meat is naturally tender and smooth on the 
  tongue with a beautiful and complex scent.
  Due to the potential danger if prepared 
  improperly and the scarcity of cooks so 
  specially trained, this meat is tremendously 
  expensive. Unless one is particularly rich—
  or particularly adventurous—it is best to 
  stay clear.
  
  THE ROLEPLAYiNG GAME
  25
  FLORA, FAUNA, ANd disEAsEs
  enough without having to worry if a teammate 
  is not who they appear, if a pack animal is not 
  really an animal, or worry that the predator you’re 
  studying is not what it seems, but instead a test of 
  a new iteration of the Combined Army.
  This caution should extend to any reported cryptids 
  in the area, especially ones resembling a human or 
  a humanoid plant. Currently, there are no ways of 
  easily discerning or revealing a Shasvastii agent in 
  the wild, and with unconfirmed reports depicting 
  them as appearing from the very flora itself, almost 
  everyone agrees it’s better to be safe than sorry.
  Intelligence already knows that the Shasvastii 
  are a looming threat and insidious, preferring to 
  use toxins to not only remove a singular threat, 
  but eradicate entire settlements at once. Despite 
  the disdain expressed by the Morat, Shasvastii 
  infiltrators prefer these tactics; their poisons are 
  used to deadly effect on town water supplies and 
  local waterholes. Coordinated Command’s science 
  divisions are already studying the Shasvastii’s 
  preferred toxin of choice, the aquatic toxin:
  DISEASES
  There are many important health risks beyond 
  poisons and venoms. Just as new species of plants 
  and animals are being discovered, so, too, are 
  new diseases and microbes. Contrary to popular 
  belief, the more elite doctors one encounters in 
  the Human Sphere are typically overqualified to 
  serve on Paradiso. Their tendency to drive towards 
  an ideal of human perfection is dissonant here. 
  The best doctors and caretakers for a difficult 
  environment like this are the ones who specialize 
  in the treatment and prevention of illness and 
  disease. For those who cannot bring a doctor with 
  them, it is advised to pack extra supplies.  One 
  never knows when the only available water might 
  be contaminated, poisoned, or riddled with invisible 
  parasites. One meal improperly cooked or one 
  drink from unfiltered water can do far more harm 
  than one might suspect. For more information, see 
  Infinity Corebook, “Food Poisoning,” p. 347.
  Nearly every single person who arrives on 
  Paradiso will eventually find themselves fighting 
  off some sort of illness or disease. Much as the 
  body needs some time to adjust when changing 
  environments, so, too, does it need time to adjust 
  from to one planet to another. Many well-known 
  ailments thrive in temperatures like this, and with 
  Paradiso's penchant for quick adaptation, a lot of 
  rare diseases and strains find a perfect breeding 
  ground here. This is partially due to the fact that 
  Paradiso doesn't get as cold as other planets. A 
  lot of the insect and animal world has no drive to 
  hibernate or otherwise spend a season asleep. Of 
  course, mosquitoes and flies tend to be the most 
  frequent carriers of infections and disease, though 
  any number of creatures could theoretically carry 
  some form of illness or another.
  A quarter of the personnel who disembark onto 
  Paradiso contract an insect-carried illness referred 
  to as the Paradiso sweats (see Infinity Corebook, p. 
  347). A very unpleasant and unsettling experience, 
  the sweats are most easily distinguished by 
  patients with clammy skin and a faraway or glossy 
  look in their eyes. The nice news, though, is the 
  familiarity of this illness. It is easy to overcome 
  if brought to medical attention sooner rather 
  than later. Everyone agrees, though: it is certainly 
  disorienting and a very rude welcome to the planet. 
  LALATi siCKNEss  
   
  Lalati sickness is an infectious disease that occurs 
  in humans. This particular ailment includes 
  common symptoms of severe itching and raised, 
  pus-filled bumps along the skin, much like an 
  allergic reaction.
  Normally it is contracted through multiple bites 
  from the lalati fly. This parasitic insect has an 
  ovipositor; one bite from the fly is not much of a 
  concern, but multiple bites deposit multiple eggs 
  under the host’s skin. Those eggs then hatch into 
  larvae inside their human host and begin to eat 
  their way through their host. 
  If one is lucky, the lalati larvae find their way to 
  one’s skin, where they emerge, full and fed. If one 
  is unlucky, the larvae never find their way to the 
  surface, and instead perish in their human host, 
  rotting from within.
  There is no vaccine. The only real prevention is to 
  avoid taking multiple bites from these flies at the 
  same time, often by way of an insecticidal salve 
  or a traveling case with insect repellent. Once 
  infected, treatment often involves targeted nanites, 
  a procedure that is deeply expensive.
  While there is no outright 
  proof, we would not be 
  surprised if the Shasvastii 
  not only had the potential 
  to survive—but, sometime 
  in the future, actually acted 
  upon that ability—and ended 
  up outright controlling 
  the EI instead of being 
  subjugated to it. 
  ALL dRAiNs LEAd…
  With the EI’s penchant for 
  poisoning water supplies, a 
  heavier thought has occurred: 
  would the Shasvastii ever 
  attempt something on a much 
  larger scale?
  While we're not sure — yet — 
  how much would be required 
  to poison one of the oceans, 
  it is something to keep an 
  eye on. Paradiso is constantly 
  changing and evolving, but we 
  don’t know if the planet could 
  outpace something like that.
  It would be a salted-earth 
  tactic, but we can't put 
  anything past them.
  Shasvastii Aquatic Toxin: Ingested, Instant 
  3 (4 Momentum), Hour, 1+4§ physical 
  damage             
   
   
   
  Harm Effect: Dazed
  Lalati Sickness: Insect Bite, Complex 1 (5 
  Momentum), Week, 1+2§ physical damage                                             
  Harm Effect: Staggered.                       
  Special Effect: If two Effects are rolled, the 
  larvae has remained lodged in the body 
  and the victim suffers a Horrific Wound (see 
  Infinity Corebook p. 113).
  
  26
  CHAPTER 3
  sONBOL siCKNEss 
   
   
  Another disease transmitted through insect bites 
  is sonbol sickness, and it is notably insidious. At 
  first, the disease presents as an illness or onset 
  of a flu. Headaches, body-ache, and fever are very 
  frequently encountered during this first stage. 
  Unlike a flu, though, this illness lingers. Exhaustion 
  eventually sets in and saps the strength from the 
  afflicted patient. 
  This first stage lasts, on average, two months before 
  progressing. The patient begins to experience a 
  growing confusion or sense of inner disconnect. It 
  becomes more difficult for the patient to keep their 
  balance due to a growing numbness and tingling in 
  the limbs.
  As the final stage of this disease takes hold, the 
  patient begins to have difficulty gaining restful 
  sleep. If this is not treated early, the patient’s body 
  is likely to give up the fight.
  CRiMsON CURsE  
   
  Originally named by superstitious settlers, this 
  fungal infection has kept its original name despite 
  its scientific classification due to the horrific nature 
  of how this fungus reproduces and spreads itself.
  The spores of this yeast-like, branching fungus take 
  root in warm and moist environments, preferring 
  the safety of an animal’s internal organs and in 
  humans, usually the lungs.   
   
   
  As the fungus grows, the infected patient typically 
  feels dazed and confused, with congestion causing 
  difficulty breathing. Once the fungus reaches 
  maturity, growing its vegetative mycelium so that 
  it may proliferate, it causes further constrictions in 
  its victim’s lungs. The patient coughs and otherwise 
  expectorates in a fine, bloody spray, successfully 
  spreading the spores. Eventually, the branching 
  fungus dies off, sloughing away from the patient’s 
  lungs, but leaving extensive scarring in its wake.
  sHÍ-TǏ disEAsE                                  
  Originally thought to be an allergy or other 
  inflammation response in the human body, this 
  particular infection is a long-term and often 
  dormant disease. Symptoms of shí-tǐ (石体 
  “Stone body”) disease are still largely unknown 
  since scientists have only recently started 
  seeing any sort of trackable, repeated evidence.                                                                   
  Infections can be present without outward 
  symptoms for anywhere from five to twenty 
  years and then suddenly manifest. When 
  symptoms appear, the human body reacts with 
  an inflammation process, swelling of the throat, 
  muscle twitching, and an eventual degeneration of 
  both nerves and nervous system.  
   
  The degeneration may be both blessing and curse. 
  Sometimes, this results in a lack of ability to 
  feel pain. This might be a boon for a soldier in a 
  particularly rough line of duty—except for the fact 
  that the nerve damage eventually extends to not 
  feeling anything at all in the affected areas. Unless 
  watched very carefully and regularly checked, 
  the afflicted may miss any potential harm done 
  to them, purely because they could not feel that 
  damage anymore.
  JUNGLE JAREd 
  REMiNds YOU!
  Hey there, Jungle 
  Adventurers!
  Remember that when 
  you’re exploring the wild, 
  you should always bring 
  extra supplies with you! 
  Remember, “Supplies, not 
  surprise!”
  While settlers have been 
  present on the planet long 
  enough to understand and 
  even recognize some of the 
  most common illnesses and 
  diseases, the ever-changing 
  nature on the planet itself 
  often makes it difficult to 
  create an effective antiviral 
  drug or vaccine. 
  Some scientists prefer to 
  focus on one particular kind 
  of disease to try to build a 
  more generalised treatment. 
  The most elite doctors and 
  xenobiologists may search 
  for a way to genetically 
  enhance the settlers to build 
  a natural resistance to that 
  particular ailment.
  Shukon Spiderworm Sickness: Ingested, 
  Complex 1 (1 Momentum), Week, 1+2§ 
  physical damage Harm Effect: Fatigued.
  sHUKON sPidERWORM 
  siCKNEss 
                                                                          
  Back on Earth, it was bad enough to have to face 
  the existence of digestive parasites. Paradiso, 
  though, seems to have upped the ante. Now 
  imagine that they are spiders. 
  Earth’s parasitic worms, such as the tapeworm, 
  are tiny creatures, often ingested accidentally, and 
  then only seen once they are full grown and often 
  making their way out of you. The shukon is the 
  stuff of nightmares. Much like with tapeworms, 
  the young spiders are accidentally swallowed, 
  often while its host is asleep. This creature 
  manages to attach itself to the human intestine 
  where it successfully feeds off of whatever its 
  host has been eating. The afflicted often finds 
  themselves losing weight quickly, and always 
  feeling hungry despite gorging themselves. The 
  kindest way to remove this creature is to allow a 
  doctor to do it. Starving oneself to encourage a 
  speedy departure usually ends in a live, hungry, 
  angry creature making its way out of one’s body.
  
  THE ROLEPLAYiNG GAME
  27
  FLORA, FAUNA, ANd disEAsEs
  PARAdisO PHAGE  
   
   
  A particularly nasty infection to experience—and 
  notably stomach-churning to behold—this 
  horrible, withering microbe is carried by the small, 
  grey-black creature known as the nasnas lizard. 
  Sometimes called the pale rot, the Paradiso phage 
  accelerates the breakdown of organic matter, 
  namely the victim’s flesh. As this microbe takes 
  hold of its victim, it causes a notable paling of 
  flesh. If allowed to continue untreated, the phage 
  will eventually rot limbs and kill its victim. As the 
  victim’s flesh succumbs, it secretes a watery gel, 
  breaking down skin and muscle tissues. Ultimately, 
  the watery flesh becomes unstable and sloughs off 
  the bone at the slightest abrasion, splattering into 
  a slime on the ground. 
  INFECTED WOUNDS
  With all of the potential hazards that could show 
  up at any moment, it almost seems too obvious 
  to address the topic of proper wound care. All the 
  same, a simple reminder before traveling has been 
  shown to reduce the likelihood of infections due to 
  untreated wounds.
  When open wounds are ignored, leaving 
  them untreated or otherwise exposed to a 
  potentially infectious environment, any number 
  of microorganisms and bacteria can potentially 
  contaminate the wound. 
  Symptoms of an infection might include redness, 
  pus, or a foul smell. The wound, most often, will 
  fail to heal properly. The victim frequently suffers 
  chronic pain as a result, and if unchecked, an 
  infection might go so far as to spread into the 
  nearby bone.
  Nasnas Lizard, p.96
  Paradiso Phage: Progressive, Complex 2 (4 
  Momentum), Day, 2+3§ physical damage                             
  Harm Effect: Dazed, Horrific Wound                                                                      
  Special Effect: If the victim fails two 
  consecutive Resistance tests, they gain 
  the Bleeding condition (representing the 
  sloughing of skin). In this instance, Bleeding 
  cannot be removed through Absterge, but 
  can only be removed by successfully and 
  fully resisting the contagion. Once the 
  contagion has run its course, the character 
  gains the trait ‘Horrific Scars.”
  One of the most beloved Paradisan series in syndication 
  is the energetic, animated adventures of two best friends, 
  Jungle Jared and Paradiso Sam. The series is one of Maya’s 
  longest-running children’s “fun-ducational” shows, using 
  brightly coloured and dynamic action scenes to teach 
  general safety habits.
  These well-loved adventures hold a certain charm to 
  them; they call back to a simpler time. Some have even 
  compared the series to historical shows and fairy tales 
  from Earth: Aesop’s Fables, the fantastic adventures of 
  Hans Christen Anderson, and—perhaps a little more 
  tellingly—Buckaroo Banzai or Ferdinand Feghoot.
  Paradiso Sam is enthusiastic and excited to go on 
  adventures; in contrast, Jungle Jared is more careful 
  and skilled. The series is popular both for Sam's 
  comedic recklessness as well as Jared's heroic rescues 
  and the “Lessons Learned” closure to each episode.
  Take, for example, the tale of Jungle Jared verses the 
  wriggling vines:
  The mission of the day was for our heroes to investigate 
  and map a new, previously unexplored corner of the 
  jungle. In typical fashion, after preparing their supplies—
  taking care to linger on each item packed, of course, to 
  help teach children safety tips—they left to go explore 
  the jungle. 
  While mapping this strange, unfamiliar part of the 
  forest, Paradiso Sam found himself particularly drawn 
  to a wriggling vine and the mesmerizing patterns of its 
  curling foliage. Of course, Jungle Jared knew better than 
  to rush right in, but despite warning him, Paradiso Sam 
  ventured a little too close. Suddenly, the beautifully 
  swirling vines snapped to vicious life! 
  The carnivorous plant pulled and yanked a yowling Sam 
  towards its large, toothy maw. Jared stepped forward, 
  intending to free his friend, only to discover that the plant 
  itself oozed a strange, sticky black pool of poisonous ichor. 
  As was typical for the series, the two friends bravely 
  fought the peril and returned home, both a little worse for 
  wear but notably wiser.
  As the episode came to a close, their wounds were treated 
  by Medical Adventure Mary, as they always were. She 
  reviewed with them the mistakes they made and the 
  lessons they learned for the day.  The episode closed 
  out as it usually did, with the three of them speaking in 
  unison to the camera, “Lessons learned today make for a 
  safer tomorrow!” 
  Infected Wounds: Injury, Progressive 2 (3 
  Momentum), Hour, 1+3§ physical damage                                                                          
  Harm Effect: Dazed.                                                
  Special Effect: For 2 Heat, the GM can inflict 
  the Staggered condition as well
  THE ADVENTURES OF JUNGLE JARED AND PARADISO SAM  
  
  28
  CHAPTER 4
  THE COSMOLITES
  CHAPTER 4
  Many events throughout history have influenced 
  human culture, but none of these has ever 
  possessed the dramatic potential to shape the 
  future of humanity to the extent that a recent 
  discovery on Paradiso has the potential to if 
  unlocked. Buried deep in Paradiso’s jungles are 
  a series of mysterious ruins constructed by as 
  yet unidentified aliens. Dubbed the Cosmolites, 
  scientists have dated the angular stone structures, 
  indicating that they are at least 250 years old. 
  The Cosmolite complexes are formed around 
  low-ceilinged rooms connected by subterranean 
  passages. In contrast, larger chambers are 
  filled with obelisk-like buildings in dispersed, 
  mathematical arrangements or colonnades that 
  create a network of corridors. 
  The broad network of corridors stretches great 
  distances underground. Drones mapped the 
  convoluted network of chambers, caverns, and 
  colonnades, but few people have explored the 
  entire network. The complex’s rooms vary in 
  size ranging from small chambers to grand 
  natural caverns reinforced by techno-construct 
  architecture. Larger chambers may be wide open, 
  while others are divided into smaller sections by 
  grand colonnades. The grandest chambers of the 
  Cosmolites are a network of stairs and platforms 
  whose purpose is unknown.
  The Cosmolites stone is etched with patterns 
  denoting an advanced civilisation. The stone 
  was clearly not hewn, and their smooth surface 
  indicates advanced construction techniques. 
  The Cosmolites show no sign of technology, but 
  structures do show signs of decayed biotechnology 
  that has no local terrestrial match. The purpose 
  of the structures is a thing of conjecture. Some 
  researchers suggest it was an abandoned 
  settlement, while military theorists argue it was a 
  forward operating base. 
  THE UR-PROBE                                  
  The discovery of the Cosmolites heralded the 
  beginning of the terminal stages of the Neo-
  Colonial Wars as PanOceania claimed rights to the 
  First Finding and secured ZuluPoint. Among the 
  ruins, the explorers found a device of unknown 
  origin that is now known to be an Ur-Probe. 
  The Ur-Probe had clearly spent time in deep space. 
  In addition to the normal wear from space-borne 
  micro-particles, scoring to the probe’s fuselage was 
  indicative of damage from energy weapons. While 
  it unambiguously displayed low-level nanotech 
  activity, it was determined to be effectively inactive. 
  PanOceania quickly established a research outpost 
  to study the ruins, and the teams were astonished 
  when they discovered the ruins of a human 
  settlement near the structures.
  RUiNs OF THE AURORA  
   
  The xeno-archaeologists found the ruins of a 
  human settlement near the Cosmolite structures, 
  and researchers realised they’d discovered the 
  wreckage of the Aurora. The seed ship thought lost 
  upon the collapse of the GA6037283 wormhole 
  had, in fact, survived, albeit heavily damaged. The 
  ship crash-landed on the Norstralia continent near 
  ZuluPoint. The colony had clearly thrived for a time, 
  but the colony fell to tragedy and all personnel 
  were lost.
  No one knows for sure, but the most popular theory 
  relates to the Aurora colonists attempting to study 
  the Cosmolite ruins. The scout teams appeared to 
  have activated some dormant nanotechnology, and 
  an infection spread through the colony. In what 
  seems to be a desperate attempt to prevent the 
  spread of the nano-virus, they committed mass 
  suicide to avoid a fate worse than death. Blast 
  patterns on the wreckage and the charred remains 
  of the settlers suggest they rigged the ship’s engine 
  to explode.
  THE PEACE OF CONCILIUM 
  While PanOceania studied the ruins and the 
  Ur-Probe held within, they were able to make little 
  headway. The probe’s technology was beyond 
  human capabilities to decipher. A few years into 
  researching the Cosmolites, communications with 
  the outpost studying the ruins were suddenly lost. 
  The PanOceanian team sent to determine what 
  caused the loss of contact found an abandoned 
  research facility. The Ur-Probe and all the team’s 
  equipment was gone, and the residue of a complex 
  nano-technological process suggested that Yu Jing 
  led a search and destroy operation. This incursion 
  prompted the Hexahedron to authorised punitive 
  raids against their enemies for stealing the probe. 
  When the NeoColonial Wars came to an end, O-12 
  mandated the formation of the NiemandsZone to 
  protect the ruins under the Peace of Concilium. 
  O-12 established a demilitarised zone around the 
  site and stationed a small Bureau Aegis garrison to 
  dissuade the G5 nations from operating in the zone. 
  We have been betrayed. In our 
  determination to protect our 
  people from the Combined Army’s 
  relentless advance, we failed to 
  detect the deceit of the T’Zechi 
  Digester being interrogated on 
  Paradiso. The Digester divulged 
  great advancements, but the 
  Lost Annals were a trap that we 
  arrogantly set for ourselves, the 
  information we extracted nothing 
  more than corrupt knowledge. The 
  nanobot network impregnating 
  our buildings is now hostile to 
  biological systems and corrupting 
  the data gathered by our efforts.
  Worse yet, the viral weapon 
  released into the human colony 
  has acted as a rallying call. We 
  are now battling them as well as 
  the Digester’s lethal trickery. We 
  underestimated the determination, 
  training, and guile of the humans 
  and their combat personnel. We 
  were drawn into a trap, with the 
  detonation of their ship’s reactor 
  further decimating our personnel.
  Despite these failures, we have 
  formulated a plan which requires 
  the utmost secrecy. The human 
  mind can be unpredictable, so 
  we must be careful. Our agents 
  will deposit a damaged Ur-Probe 
  among the ruins of the human’s 
  ship, making it appear as if the 
  destruction was an accident. Once 
  the probe is discovered, it will 
  reactivate and alert the Combined 
  Army to humanity’s presence. 
  During the assaults that follow, 
  we will plant information that will 
  draw the humans into contact with 
  the Tohaa Trinomial. Humanity will 
  therefore act as a shield, buying 
  our people precious time against 
  the advances of the Evolved 
  Intelligence as we search for a 
  new Digester.
  [Extract from Tohaa Triumvirate 
  planning report to supervision unit 
  on Paradiso]
  
  THE ROLEPLAYiNG GAME
  29
  THE COsMOLiTEs
  Other than rumours of Teutonic Knights making 
  incursions, the borders of zone were respected by 
  the hyperpowers.
  In the intervening years, the Cosmolites became a 
  curiosity to scientists authorised to study them, and 
  Maya abounds with Cosmolite-related conspiracy 
  theories and entertainment. The hyperpowers 
  once again turned their attentions to vying with 
  each other for economic and political advantage. 
  Paradiso’s popularity and prosperity boomed, right 
  up until the day the Combined Army opened a 
  previously unknown jump gate and fell on the 
  planet’s populace with abandon.
  FiRsT LANdiNG 
   
   
   
  What was initially thought to be a Yu Jing raid was 
  later revealed as the Ur-Probe reactivating, exactly 
  as the Triumvirate had intended. The Ur-Probe 
  decimated the human crew and their equipment, 
  then used their component parts to fashion a probe 
  fitted with an implosion engine and trans-system 
  emitter. Ships throughout the system detected 
  faint signals as the drone fled towards a wormhole, 
  though they were so miniscule they were chalked 
  up to glitches in on-board equipment. Once 
  through the wormhole to EI-controlled space, the 
  drone alerted it to humanity’s existence. 
  Life on Paradiso returned to a status quo for a few 
  years. Then the Combined Army tore through a new 
  jump gate, and the meagre naval forces permitted 
  by the Peace of Concilium attempted to make 
  contact. PanOceania sent the corvettes Terpsichore 
  and Olhada do Bom Jesus who eyed the Yu Jingese 
  frigate Long Qi nervously as they approached the 
  newcomers. The interlopers refused to respond 
  to all communications. The Terpsichore took 
  immediate evasive action when a weapon launch 
  was detected. The Exrah particle beams caused 
  severe damage to the PanOceanian corvette, but 
  it was the kinetic torpedoes that ended the vessel. 
  Terpsichore’s sister corvette, Olhada do Bom Jesus, 
  and the Yu Jing frigate, Long Qi, managed to open 
  fire on the hostile star ships, but were quickly 
  dispatched by the Combined Army vessels. 
  The invaders burned past the wreckage and 
  propelled straight for Paradiso. The Combined 
  Army’s rapid assault caught Paradiso’s local defence 
  forces completely unprepared. The aliens swarmed 
  ZuluPoint, disgorging Morat soldiers from landing 
  shuttles, and the token Bureau Aegis garrison was 
  forced to abandon the site as the Combined Army 
  quickly took the demilitarised area around the 
  ZuluPoint.
  The Combined Army seized territory quickly after 
  claiming ZuluPoint, and the planetary forces were 
  unprepared for the Combined Army’s rapid advance 
  and alien tactics. By the end of the First Offensive, 
  humanity had lost four cities to this savage enemy, 
  leaving a line of carnage and bloodshed.
  THE SIGNAL 
  The intractable fighting against the Combined 
  Army saw swathes of Paradiso lost to their advance. 
  The fight was desperate, but in what seemed like 
  humanity’s darkest hour, fate presented them with 
  an unprecedented opportunity when a signal was 
  detected coming from the Cosmolite ruins.
  Within three hours of the signal being detected, 
  the hyperpowers descended on the site to 
  investigate the signal. The PanOceanians were 
  the first to arrive, and their stealth transport set 
  down in the ruins, undetected by the Combined 
  Army. The Teutonic Knights, under the leadership 
  of Father-Officer Seiler, calmly worked on the 
  techno-constructs, unaware that a Haqqislam 
  agent was placed in their midst. Notified by their 
  clandestine agent, Haqqislam dropped onto the 
  Cosmolites in fast re-entry shuttles. Lacking the 
  stealth technology of the PanOceanian craft, the 
  shuttles alerted the Combined Army as they passed 
  through alien detection network. The Teutonic 
  Knights reacted to the incursion, and the Hassassin 
  agent wrought havoc on the soldiers examining the 
  constructs.
  While the PanOceanian forces were caught 
  off guard, they were experienced warriors, and 
  Father-Officer Seiler ordered his men to form two 
  contingents. One focused on recovering the data 
  from the constructs, while the other engaged the 
  OLd GRUdGEs diE HARd      
  The first naval battle against the Combined 
  Army has been dubbed as the Acheron 
  Incursion. The few survivors of the battle 
  spent days locked behind bulkheads and 
  drifting in escape pods, with their tales 
  having since become the subject of many 
  novels and Maya dramas relating their 
  survival against all odds. None are more 
  famous than the crew of the Vingança.
  After being rescued, survivors from all three 
  ships eventually left military service. Driven 
  by fury at the loss of their colleagues, they 
  salvaged and restored a military vessel, 
  dubbing it Vingança. Together they formed a 
  mercenary crew determined to gain revenge 
  for comrades lost during the battle. This 
  highly modified ship prowls the Paradiso 
  system claiming bounties on EI ships. 
  The Ur-Probe repaired itself as 
  expected and escaped through 
  the wormhole connecting 
  to EI territory. Believing a 
  rival faction had stolen the 
  probe, the humans remain 
  completely unaware of what 
  happened. It is only a matter 
  of time until the Ur-Probe 
  alerts the Evolved Intelligence 
  to the presence of humanity 
  on Paradiso.
  Now that the Combined Army 
  has assaulted Paradiso, we 
  can move to the second stage 
  of our plan. We will plant 
  an exploration craft in the 
  jungles near the ruins of the 
  Cosmolites. The transponder 
  signal placed in the ruins will 
  provide the coordinates to the 
  scout ship and the memory 
  core contained within. We have 
  planted data that will provide 
  all the necessary information 
  needed to allow the humans 
  to locate and make contact 
  with our forces.
  [Extract, progress report to 
  supervision unit on Paradiso, 
  destination unknown]
  
  30
  CHAPTER 4
  Hassassin Bahram force descending upon them. 
  What came next was a titanic clash of skilled and 
  capable warriors. 
  Father-Officer Seiler fell to the Haqqislam forces 
  but gave precious time to the data recovery team 
  to extract the data and escape to their shuttles. 
  The Hassassin agents had no time to revel in their 
  victory as their EVO operators communicated that 
  the alien army was closing in on their position. 
  Having only partially recovered the data from the 
  constructs, the Haqqislam forces retreated.
  While the Haqqislamite and PanOceanian forces 
  engaged one another, Yu Jing deployed a team of 
  elite Tiger Soldiers lead by the legendary Ko Dali 
  to capture the data from a Cosmolite sub-station. 
  The Tiger Soldiers arrived too late and watched the 
  PanOceanian stealth shuttle bolt from the location. 
  It was moments later when Ko Dali realised 
  why the Haqqislam and PanOceanian forces had 
  extracted so quickly. The Combined Army was 
  descending upon the sub-station.
  Recognising the only chance to recover the data 
  would be to contain the Combined forces, she and 
  her team engaged the aliens in a series of running 
  ambushes causing chaos in the ranks of the Morat 
  forces approaching the site. As Ko Dali and her 
  team fought the aliens, she ordered her team 
  to exfiltrate with the data. Her team watched in 
  dismay as she stood alone against advancing aliens, 
  her twin pistols barking at the enemy as she fell. A 
  great hero was not only lost to the enemy, but even 
  worse, compromised and then pointed straight 
  back at humanity’s heart with vengeance in hers.
  TRiANGULATiON 
   
   
  With the data recovered, it was quickly discovered 
  that the data was some sort of transponder signal 
  containing coordinates. PanOceania and Yu Jing 
  immediately set to interpreting and decoding the 
  data. Cryptographers and analysts from both sides 
  claimed time on ALEPH’s processing power and 
  relied on advanced stimulants to maintain a faster 
  pace than their opposition. Meanwhile, Haqqislam 
  turned to the Nomads for their data interpretation 
  
  THE ROLEPLAYiNG GAME
  31
  THE COsMOLiTEs
  skills to understand the partial data they recovered 
  from the site.
  The information pointed to an unexplored section 
  of the Norstralia jungles, and the data referenced 
  a ship whose emergency beacon had activated the 
  Cosmolite tracking substations. The two powers 
  descended on the location assembling rescue and 
  recovery teams to secure whatever the ship might 
  contain. The air transports faced severe storms that 
  regularly swept over the continent, and the powers’ 
  combat forces were scattered across the area of 
  operations. The dispersed operatives engaged in 
  wild firefights throughout the jungle as they tried 
  to make their way to the crash site of the alien ship. 
  When the forces arrived at the ship, they discovered 
  a vessel of unknown origin that didn’t conform to 
  any known Combined design. They also discovered 
  a highly advanced cloaking and security system 
  protecting the ship’s central memory unit, now 
  known as the Black Box. As the forces arrayed 
  against one another, Yu Jing quickly discovered it 
  was outclassed by PanOceanian troops and their 
  heroic leader, Father-Officer De Fersen. While De 
  Fersen lead the fight against the Yu Jingese forces, 
  PanOceanian specialists worked to extract the 
  Black Box from the ship. With the Black Box in hand, 
  the PanOceanian forces evacuated the site via rapid 
  air transport much to the fury of the Yu Jingese 
  forces who lost their quarry once again.
  JUNGLE AMBUsH  
   
  Incensed at another defeat, Yu Jing was not about 
  to allow PanOceania to deny them another alien 
  artefact. They were determined to claim the Black 
  Box for themselves. While Yu Jing simmered in its 
  rage, PanOceania quickly realised the Black Box 
  had more effective intrusion countermeasures than 
  the previous recovered data. The alien artefact 
  had to be moved to a facility with more advanced 
  equipment and greater processing power than 
  the forward operating base where it was currently 
  being studied. 
  Worried about exposing the operation to enemy 
  intelligence services, PanOceania decided to 
  forgo air transport in favour of a low-profile 
  convoy through the thick Paradiso jungles. The 
  jungle canopy provided perfect cover from orbital 
  surveillance, and under a tight information 
  blackout, the convoy left the forward operating 
  base. When the convoy left the base, the fate of 
  the convoy was already determined. Yu Jingese 
  military intelligence’s primary orders were to locate 
  and claim the Black Box, and what appeared as an 
  innocuous supply convoy was easily identified as 
  covert transport for the device. Yu Jingese forces 
  ambushed the convoy, striking with unrelenting 
  force. The PanOceanian forces guarding the device 
  were practically cut down before they could 
  respond, and Yu Jing claimed the Black Box for 
  themselves.
  TRAiN HEisT                                         
  The Hexahedron wouldn’t forget the theft of the 
  Black Box, and PanOceanian intelligence put all 
  its efforts into recovering what they saw as their 
  lawful property. Realising the Imperial Service 
  would be operating under the utmost secrecy, and 
  hoping to intercept small packets of information, 
  Director Dunbar ordered her agents to focus on 
  low-level personnel and auxiliary systems instead 
  of data networks and high-profile targets. All the 
  sources pointed to personnel being transferred to a 
  secure facility on Yinfeng Archipelago. 
  By forcing an emergency landing of the technician’s 
  transfer pods, PanOceanian operatives captured 
  a collection of technical personnel. With the 
  information recovered from the interrogations, they 
  were able to discern that the Black Box would be 
  transferred by robotic mag-lev to the coast, where 
  it would then travel to the archipelago via a high-
  speed hydro-slider. Intercepting the hydro-slider 
  would risk damaging the alien device, and instead 
  PanOceania decided to intercept the mag-lev when 
  it passed through a subterranean station where the 
  escorting air surveillance remotes couldn’t follow. 
  Once the mag-lev entered the facility, the 
  PanOceanian EVO troopers triggered the 
  emergency braking systems and proceeded into 
  the station to reprogram and redirect the Mag-Lev 
  to PanOceanian territory before Yu Jingese forces 
  could respond. Unfortunately, the operation was 
  compromised. When PanOceanian operatives 
  entered the facility, they faced a Morat assault force 
  determined to take the Black Box. Only later would 
  it be revealed that an aide to General Almeida had 
  been replaced by a speculo killer weeks before and 
  alerted the EI to the PanOceanian plan. 
  Unprepared for the ambush, the PanOceanian 
  forces desperately fought off the Morat soldiers. 
  The entire operation ended with PanOceanian 
  soldiers barely surviving the confrontation. As the 
  mag-lev left the station redirected to PanOceanian 
  territory, it contained more corpses than living 
  soldiers. 
  After all of the fighting, the mag-lev approached 
  its new destination. Only then did the soldiers see 
  what awaited them at their destination. Hovering 
  over the station was a huge Bureau Aegis armoured 
  transport bearing the insignia of O-12. The 
  PanOceanian forces were ordered to stand down 
  and hand the Black Box over for analysis. 
  
  32
  CHAPTER 4
  THE ENEMY OF MY ENEMY 
   
  The data recovered from the Black Box would 
  provide the location of yet another wormhole 
  previously unidentified by human astrophysicists. 
  The device also revealed the existence of a race 
  now known to humanity, who were themselves at 
  war with the Evolved Intelligence. The intelligence 
  was confirmed through interrogations of captured 
  Tohaa soldiers who had been serving as auxiliary 
  troops taken from worlds annexed by the 
  Combined Army. 
  After great debate in the O-12 senate chambers, 
  the powers of the Human Sphere determined that 
  any potential enemy of the Evolved Intelligence 
  was a powerful ally. While some cautioned this 
  species might not be trustworthy, it was decided to 
  construct a jump portal and make contact with this 
  new potential ally against the Combined Army. 
  When humanity made contact with the Tohaa, they 
  were as baffled by the presence of the scout craft 
  as humanity. They agreed to a treaty which they 
  intended to sign in a special ceremony to formalize 
  the new Human-Tohaa alliance. The races met in 
  orbit above Paradiso on the EveningStar orbital 
  facility and signed the Contact Treaty formalizing 
  the new alliance.
  The celebration of the alliance was cut short when 
  two days later, Combined Army vessels assaulted 
  the EveningStar station. Shasvastii operatives 
  infiltrated and wreaked havoc with targeted 
  killings and the disabling of the station’s orbital 
  maintenance system. As the station fell towards 
  the planet, a general evacuation sounded. Human 
  forces on the station focused on evacuating the 
  civilians while essential diplomatic and military 
  personnel were ushered into crash coffins. With 
  the evacuation complete, the station’s pseudo-AI 
  initiated controlled explosions breaking the station 
  apart to burn up on re-entry into the atmosphere. 
  After twenty-four hours of chaos, the new alliance 
  surveyed the damage: they had lost a key bastion 
  and operational platform in the system, personnel 
  key to the war effort were dead or captured, and 
  the Combined Army had established how it viewed 
  the recent partnership. 
  THE LAST COSMOLITE
  After the destruction of the EveningStar, the 
  new Human-Tohaa alliance set to work trying to 
  understand the events that brought the two species 
  into contact. Both human and Tohaa scientists 
  cooperated to study the data on the Black Box 
  after establishing an embassy on the Free Island 
  of Sálvora. The Tohaa Trident had no idea how one 
  of their scout ships arrived on Paradiso, but they 
  were determined to understand what the explorers 
  had discovered and the fate which befell them. 
  After drilling down into the data, the scientists 
  discovered one of the last entries in the device’s 
  log pointed to the Sisargas Islands in the middle 
  of the Barrier Sea. The islands were uninhabited, 
  covered in thick jungle canopy, and assaulted by 
  severe tropical storms making them impractical for 
  colonisation. 
  Micro-probes sent to survey the island discovered 
  another Cosmolite complex buried deep within the 
  jungle which the explorer ship had detected before 
  crashing on the Norstralia continent. The mimetic 
  systems threaded throughout the Cosmolites 
  were still active, and the human coalition and 
  the Tohaa Trident jointly organized an operation 
  to investigate the ruins. Unfortunately, a Tohaa 
  diplomat captured by the EI during the destruction 
  of the EveningStar held a copy of the Black Box’s 
  data in their diplomatic pouch, making it certain 
  the Combined Army most likely had the same 
  information.
  The alliance realised the risk of letting the Evolved 
  Intelligence take ruins for themselves, and they 
  were determined to prevent the Combined Army 
  from taking the Cosmolite. Coordinated Command 
  gave orders to engage in an all-out offensive 
  occupying the enemy forces while the Sisargas 
  Island operation took place. In Norstralia, combat 
  groups Black-C and Green-A hammered the alien 
  positions, while Yu Jing’s Green Banner Army 
  struck enemy supply lines with ruthless efficiency. 
  Meanwhile on Septentria, combat group Red-K 
  coordinated with the Japanese Sectorial Army to 
  penetrate deep behind enemy lines. While the 
  PanOceanians sacrificed themselves on a strategic 
  hill that would become known as Red Mound, the 
  Japanese struck at the heart of the Combined 
  Army’s mobile, orbital defence platforms. 
  Despite the Coordinated Command transports 
  landing on the island in the middle of a tropical 
  storm to cover their approach, the Combined 
  Army sensed the offensive was a distraction. They 
  deployed troops to claim whatever treasure lay 
  inside the Sisargas Island Cosmolite and descended 
  upon the island with air carriers and gunships so 
  rapidly that orbital bombardment was unable to 
  target them. The united Human-Tohaa force knew 
  they had to secure the facility against the enemy 
  assault, and their forces divided to cover all access 
  points, while an ALEPH-Tohaa strike team made 
  their way to the central core of the complex. 
  After having fought over the 
  memory core we planted, the 
  humans have analysed and acted 
  upon the data we’ve provided 
  them. Intervention to help the 
  humans decode the data from the 
  explorer ship was unnecessary, 
  as they were quite eager to 
  understand the information 
  we’d planted. The humans were 
  desperate for an ally against the 
  Combined Army and opened a 
  jump gate to Trinomial space. Our 
  agents in the Trinomial diplomatic 
  delegation inform us they’ve 
  signed a treaty with the humans 
  and immediately went to work 
  studying the memory core. It did 
  not take long for them to analyse 
  the information. 
  The next stage of the plan is 
  already in motion. The humans are 
  planning a massive offensive to 
  distract the Combined Army from 
  their movement towards Cosmolite. 
  Soon, the T’Zechi Digester will be 
  in the hands of the humans. Our 
  plan is coming to fruition, and if all 
  goes well, this will give us what we 
  need to drive the Combined Army 
  back and reclaim our worlds the 
  Evolved Intelligence stole.
  [Progress report to Triumvirate 
  supervision unit on Paradiso]
  
  THE ROLEPLAYiNG GAME
  33
  THE COsMOLiTEs
  The ensuing fight was brutal with Nomad, Ariadnan, 
  Haqqislamite, and Tohaa troops fighting a losing 
  battle against the Combined Army. Nomad forces 
  planted traps at entrances to the Last Cosmolite, 
  detonating explosives as the Morats assaulted 
  the complex. The human coalition force's battle 
  lines wouldn’t hold, and the fighting found its way 
  into the interior of the Cosmolite. The intrusions 
  were noticed by the complex’s security systems 
  triggering the release of counter-measures: a 
  brutal viral weapon that spread through the 
  complex. As the virus tore through the forces, panic 
  ensued. Soldiers ran to escape the viral assault and 
  took refuge in decontamination chambers scattered 
  throughout the complex.
  In the chaos, the ALEPH assault subsection lead 
  by the historical AI recreation, Achilles, found 
  themselves at the edge of the central core of the 
  complex alongside the Tohaa. At that moment, the 
  two forces turned on each other determined to 
  claim the core for themselves. While ALEPH had 
  no idea what the core contained, the Tohaa knew 
  it held a venerable T’Zechi Digester. The Tohaa 
  were determined to prevent an infant race such as 
  humanity from claiming it. However, it was Achilles 
  and his biosynthetic soldiers who claimed the field.
  Entering the complex core, Achilles and his troops 
  ascended the stairs to the heart of the central 
  chamber. There they beheld the ancient T’Zechi 
  Digester and the savage Avatar of the Evolved 
  Intelligence that came to claim it. As these great 
  titans battled, the chamber began to come down 
  around them as the fighting above had severely 
  damaged the Cosmolite’s structure. ALEPH’s 
  Myrmidons were dogged by Shasvastii sniper fire 
  and falling debris. If the enemy didn’t kill them, 
  then the collapsing Cosmolite most certainly would. 
  With a great cry, Achilles charged the Avatar, and 
  the Avatar fell, beheaded by Achilles’s blade. As 
  the cavern collapsed around them, an emergency 
  escape system was activated by an enemy soldier. 
  The T’Zechi Digester was catapulted from the 
  collapsing structure where it would later be 
  recovered in orbit by a shuttle, and then Achilles 
  used the same system to evacuate himself and 
  his soldiers. As they were flung into the sky in an 
  escape shuttle, the Last Cosmolite collapsed below 
  them. Moments later, as the remaining troops 
  cleared, the jungle erupted with an orbital weapon 
  impact. Nothing remained of the Last Cosmolite.
  PENNY ARCAdE 
   
   
  Under international law the Digester has been 
  brought under O-12 to study and understand the 
  bio-artefact. They have gathered scientists and 
  specialists from across the Human Sphere. The fear 
  of Shasvastii infiltration warranted constructing 
  a special secure facility to study the entity deep 
  within Human territory. The final destination of the 
  T’Zechi Digester is the subject of much speculation, 
  but the location’s code name is Penny Arcade.  
  The Tohaa have not revealed the nature of the 
  Digester to the humans, but the humans have 
  extended an invitation to study alongside them. 
  Despite Coordinated Command’s reservations about 
  their new ally, they are ecstatic with the results of 
  the operation. Meanwhile, the EI knows a T’Zechi 
  Digester is somewhere beyond Paradiso, which it is 
  determined to claim for itself.
  WiLd GOOsE CHAsE 
   
  Only two Cosmolite sites are known to exist, but 
  many believe there must be more Cosmolites on 
  Paradiso.  This has spawned a series of expeditions, 
  both legal and illegal, to search for “Cosmolite 3.” 
  Cosmolite Chasers hire xeno-archaeological teams 
  to investigate claims of the discovery of a new 
  Cosmolite. Some are curious wealthy benefactors, 
  while others are conspiracy theorists chasing the 
  latest lead from the depths of Maya. Regardless of 
  the source of payment, mercenaries can find work 
  as security and guides. Traversing the Paradiso 
  wilderness is a perilous affair even if you never see 
  the Combined Army. A broad swath of Maya films, 
  sensaseries, and novels are even based on the very 
  idea of discovering Cosmolite 3, further fuelling 
  the cycle. 
  The T’Zechi Digester is now 
  in the hands of the humans. 
  It’s clear our government 
  doesn’t trust the humans and 
  are providing no information 
  on the nature of the Digester. 
  As Heralds of the Digester, we 
  have agreed to work alongside 
  the humans to prevent them 
  from harming the Digester 
  as they greedily try to extract 
  information. Our agents report 
  the scientists assisting the 
  humans are under orders to 
  sabotage any efforts that may 
  be a threat to the T’Zechi or 
  the Trinomial. 
  The Evolved Intelligence is 
  fully aware the humans have 
  the Digester deep within 
  human space. As anticipated, 
  the Combined Army has pulled 
  troops from the Tohaa front, 
  taking pressure off Trinomial 
  forces. Now the humans 
  will take the brunt of the 
  Combined Army’s ire. From all 
  appearances, our plan was a 
  complete success. 
  [Progress report to Triumvirate 
  supervision unit on Paradiso]
  
  34
  CHAPTER 5
  PARADISO SYSTEM
  CHAPTER 5
  Named after its habitable dominant planet, 
  the Paradiso system harbours just as many 
  deadly natural phenomena as those of artificial 
  construction. The system centres around a fierce 
  binary star composed of the red dwarf Nakula and 
  its ever-tightening orbit around the white dwarf 
  Sahadeva. It also encompasses two asteroid belts, 
  Orgoglio and Purgatorio, and seven planets: Virgil 1 
  and 2, Dante, Paradiso, Milton, Beatrice, and Ugolino. 
  Six stable wormholes have been identified that 
  lead out of the system, with two connecting to 
  regions outside of the Human Sphere.
  The system boasts over 1.2 billion inhabitants, 
  most of whom reside on its titular planet. While 
  this number may seem small, it’s rather impressive 
  when weighed against the inherent navigational 
  challenges of the system. High levels of radiation, 
  magnetic interference, gravitation stress from stars, 
  planets, and other astrological bodies mean even 
  veteran pilots remain vigilant. The interaction 
  between Nakula and Sahadeva is a beautiful—if 
  highly radioactive and electromagnetic—stellar 
  phenomena of Nakula slowly devouring its twin. 
  This is sometimes visible from the surface of the 
  Paradiso planet. 
  INNER TO OUTER 
  The inner system largely comprises lifeless broken 
  rocks. It has been posited that the dwarf planets 
  in close proximity to the binary star, Virgil 1 and 
  Virgil 2, were likely once a single object split apart 
  in some cataclysmic collision. The carbon-based 
  planet, Dante, sits further out, and was once home 
  to significant industrialisation. Following the 
  Combined Army’s initial assault, only husks remain 
  from the inner three planets, methane, diamond, 
  and carbon mines quarantined by the Qapu Khalqi. 
  Like their parent, Paradiso’s moons have also been 
  heavily influenced by the alien invasion. A former 
  tourist haven, Nirvana now contains ALEPH’s largest 
  node system and supporting military base. It’s twin, 
  Satori, has become an even more impregnable 
  fortress thanks to the Satori Prison Complex, an 
  overcrowded hell buried beneath dockyards and 
  defence installations that bustle with StateEmpire 
  activity. 
  Beyond Paradiso, research indicates that the 
  Orgoglio asteroid belt was actually a former planet 
  shattered by a massive impact. The Orgoglio and 
  Purgatorio belts are both rumoured to harbour 
  Shasvastii Asharii bases, though this has not been 
  confirmed by O-12. 
  An unusual gas giant composed mainly of helium, 
  Milton is a prized objective for both scientific 
  and mining enterprises. As many have found to 
  their detriment, Milton is also a geological freak. 
  Constant geysers of superheated liquid make its 
  atmosphere very dangerous to travel, although the 
  Polar Geyser is one of its main attractions for both 
  science and industry.
  Further out, the gas giant Beatrice served to 
  attract tourism. Its thick atmosphere of hydrogen 
  clouds offers a mesmerizing swirl of pinks and 
  oranges. The planet’s rocky core possesses a unique 
  ocean of floating ammonia, though the hydrogen 
  mining platforms harvesting it have been severely 
  disrupted by Combined Army raids.
  Finally, as though confirming the uniqueness of the 
  system one last time, the terrestrial mega-planet, 
  Ugolino, stumbles by on its erratic orbit. Its intense 
  electromagnetic storms and fluctuating fields of 
  influence have been known to not only disable 
  ships and drag them down to the stone surface of 
  the planet, but also create “dark spots” throughout 
  the system which can be used to mask entire ships 
  from sensors. 
  TRAvERsiNG PARAdisO  
  As already identified, the Paradiso System is 
  astronomically complex, largely thanks to the 
  incredible forces at play between its twin stars and 
  planets. The massive output of solar radiation and 
  fluctuating magnetics create hazardous conditions 
  for electronic devices and communication arrays. 
  In addition, the intense interaction between the 
  planet’s atmosphere and the system-wide magnetic 
  fluctuations generate countless anomalies that 
  make travel with GPS and other navigational 
  systems rather challenging planetside. 
  Before the invasion of Paradiso, several scientific 
  outposts spread throughout the system could 
  accurately predict any imminent magnetic 
  storms, solar flares, and other stellar anomalies. 
  Subsequent to the Combined Army’s assault on the 
  system, however, the stations that survived have 
  been repurposed to garner intel on the aliens and 
  their movements. Yu Jingese and PanOceanian 
  astronomers were also trying to correlate Ugolino’s 
  
  THE ROLEPLAYiNG GAME
  35
  PARAdisO sYsTEM
  “dark spot” phenomena using advanced wormhole 
  mapping technology, but the research has 
  apparently been cancelled. Unfortunately for the 
  unwary, stellar phenomena are once again difficult 
  to predict and forewarn against. 
  The stellar abnormalities and vast size of the 
  Paradiso system ensure that large swathes of 
  space around the system’s abnormal heliosphere 
  currently remain unobserved by all long-range 
  scanners and probes. Theories exist that several 
  as yet undiscovered wormholes exist around 
  Paradiso’s outer limits. 
  Preparation for exploration of the system by the 
  uninitiated prompts hefty advisory warnings. And 
  even though the risk can be minimised by a crew 
  with prior in-system experience, it always pays to 
  acknowledge the warnings regarding this seductive 
  corner of the galaxy.
  PARADISO TOURIST GUIDE 
  viRGiL 1 ANd viRGiL 2. 
   
   
  Travelling to either Virgil is not recommended. 
  Though both are a potential mineral source, they 
  have been deemed too dangerous and costly to 
  exploit. Previous probes have verified that Virgil 
  1 is influenced by direct gravitational attraction 
  (mean motion resonance) from its brother. The 
  tricky approach and sailing under the protective 
  shadow of the planets to avoid intense solar 
  radiation aside, this hasn’t prevented prospectors 
  and less savoury characters from trying to establish 
  outposts there. Whether the Combined Army has 
  explored the planets as a haven from the human 
  fleets is unknown.
  dANTE 
   
   
   
  Prior to the alien incursion, Dante was one of the 
  most industrious places in the whole system. Huge 
  refineries and mining complexes exploited the 
  vast diamond deposits and methane fields that 
  constitute the planet’s outer layers. Since being 
  quarantined, the few automated factories still 
  standing are silent and crumbling affairs. Except 
  for the remains of downed human transports or 
  the occasional Combined Army vessel, the planet’s 
  radiation-blasted surface shows no signs of life. 
  Diamond-encrusted roads can still be spotted 
  in the northern hemisphere, where the planet’s 
  largest natural mountains are found, the perfect 
  underground hiding place for Dante’s only living 
  beings. The Backgammon Garrison—cannon fodder 
  of the Combined Army—is sheltered from the 
  lethal surface conditions and the even deadlier 
  predators of the Qapu Kalqi. In claiming the planet 
  for the EI, the aliens conduct frequent sweeps to 
  ensure there are no humans on Dante. The few 
  human survivors from the initial bombardment, 
  however, have proven problematic to dislodge 
  to say the least, particularly as they enjoy an 
  advantage in both knowledge of the terrain and 
  survival equipment.
  A brutal game of cat and mouse now plays itself 
  out among the overheated, lightless ruins. Oznats 
  and their Hungries have become an invaluable 
  asset to the degrading Combined Army hierarchy 
  on Dante, while the human resistance fights 
  relentlessly in a futile struggle, for their numbers 
  decrease day-by-day and they have no hope 
  of rescue.
  For now, not even the Old Man of the Mountain 
  knows what transpires in the caves and tunnel 
  systems below the planet’s crust. Coordinated 
  Command have deemed Dante a low priority 
  objective, to be secured only after Acheron Gate, 
  and the Paradiso and the Asharii bases have been 
  dealt with. 
  sATORi & NiRvANA                                         
  The breath-taking spectacle of Paradiso’s moons 
  were once something to behold from planet side. 
  On nights they were both full, the two shining 
  satellites rotated across the night sky with 
  beautiful and captivating luminescence. In the 
  wake of the invasion, however, Paradiso’s orbiting 
  jewels have become somewhat tarnished and much 
  less romantic.
  sATORi  
                                           
  Less impressive than its sister, Nirvana, Satori was 
  claimed by the StateEmpire in tandem with its 
  claim for territories on the planet below. Planning 
  ahead for the inevitable conflict with PanOceania 
  for control of Paradiso, pragmatic strategists quickly 
  developed a fortified military base that could 
  launch offensives onto the planet’s surface and 
  repel invasion attempts from other nations. Satori’s 
  largest and most influential settlements include: 
  Grey Lotus Spaceport: This military port 
  harbours half of Yu Jing’s fleet and also serves 
  as a diplomatic enclosure for the other nations 
  of the G5. 
  Wang Mining Complex: The largest ore extraction 
  site on the moon has vast smelting facilities for 
  platinum. Like most settlements, the complex is 
  situated underground. The vast vents that belch 
  toxic fumes onto the surface are an ominous 
  landmark. 
  
  36
  CHAPTER 5
  Huáng Bǎo (Yellow Fortress): The main military 
  fortress of Satori houses vast barracks and 
  warehouses for Yu Jing’s armies. It is also the semi-
  permanent residence of Sun Tze.
  Gunung Base: Once known as Tachibana base as a 
  former home to Japanese regiments, the base has 
  since been reclaimed and refurbished in the wake 
  of the Uprising.
  Zhu Rong Research Station: The main R&D 
  settlement on Satori focuses on orbital defences 
  and beam technology for transorbital bases. 
  Rumours abound of experiments dedicated to 
  making the latter more portable.  If this is the case, 
  nothing has come of it so far. 
  Zhi Shan Centre: Zhi Shan is the euphemistic name 
  for the ‘administrative installation’ that is almost 
  certainly one of the StateEmpire’s Invisible Prisons. 
  It is unknown how many of these prisons exist 
  beneath Satori, but theories predict at least two of 
  the hellish places are fully functional right now. 
  Intel from the front lines of Paradiso in the wake 
  of the Japanese insurrection confirm the Imperial 
  Army has experienced few problems in keeping 
  its defences manned despite its recent losses. The 
  StateEmpire’s forces are swollen with a steady 
  flow of reinforcements from Satori, a complete 
  battalion of Kuang Shi soldiers brutally herded by 
  the Celestial Guard.
  NiRvANA 
   
   
   
   
  In an ironic parody of its twin, Nirvana became 
  one of the most prestigious touristic attractions in 
  the system. Grandiose resorts, casinos, and all the 
  glamour PanOceania could muster produced an 
  example of the best an orbital installation could 
  offer. It was famed across the Human Sphere for its 
  attractiveness, cleanliness, self-sustainment, and 
  spectacular romantic views. 
  Post invasion, Nirvana rapidly transformed 
  into Blue S Combat Group’s base of operations. 
  Additionally, the vitally important communication 
  node positioned there was handed over to ALEPH 
  and upgraded to arguably the most powerful 
  communications relay in the Human Sphere. 
  Accordingly, the security and lifestyle of the moon 
  also transformed. The three main nodes of activity 
  on its surface include: 
  Samsara Astroport: This military base is heavily 
  defended by Parvati Orbital Defensive Platforms 
  and has the capacity to harbour a full combat 
  group of Paradiso Command’s fleet. 
  Nirvana Station: The former shining example of 
  both Orbitals and resorts available throughout 
  PanOceania, the station has been heavily modified 
  and now serves as a city-barracks, though the 
  careful observer can still perceive the grand 
  structures of the original base. A veritable labyrinth 
  of service halls and corridors remains hidden and 
  virtually forgotten due to the more pragmatic 
  needs of the military.
  Nirvana’s Node: Fully reconstructed by the AI, it 
  handles all the information into and out of the 
  Human Sphere—with the exception of Arachne—
  and is almost as big a mystery as ALEPH’s own 
  heart. It is manned exclusively by ALEPH’s Devas, 
  Asuras, and Posthumans with a security team of 
  SSS operatives for good measure. The dead-man’s 
  switch to the nuclear devices installed throughout 
  the station is rumoured to be located in the central 
  mainframe at the bottom of one of the most secure 
  underground bunkers in the system. Concilium also 
  possesses the codes in case things go awry for the 
  Paradiso Command. 
  MiLTON                                                 
  This gas giant represents an attractive quandary 
  to the Human Sphere’s scientists as it is not clear 
  what kind of processes allow it to exist in the first 
  place. Containing a higher percentage of helium 
  over hydrogen, Milton’s surface consists of oxygen 
  and ammonia crystals condensed into a crust that 
  vent the superheated helium through its now 
  famous Miltonian geysers. 
  Milton’s huge mass and erratic geological 
  behaviour cause it to generate an impressive 
  magnetic field. The collapse of these fields also 
  creates violent geomagnetic reversals. These 
  phenomena have significant effect on orbiting craft 
  and usually prove lethal to atmospheric vehicles, 
  especially as geyser activity becomes more violent 
  and chaotic in response. 
  Because of the planet’s temperament, efforts to 
  industrially exploit the planet have so far met with 
  limited success. Both Venus and Saturn’s ammonia 
  harvesters have been contracted as advisors by 
  at least two Hypercorps, but the only projects to 
  have found limited success are a harvesting station 
  near the permanent Polar Geyser of the northern 
  hemisphere and an advanced open mine ice 
  recollection unit. Both projects continue to function 
  in reduced capacity following the Combined Army’s 
  invasion. 
  To date, only two electromagnetic reversals 
  have been observed, both at great cost to their 
  
  THE ROLEPLAYiNG GAME
  37
  PARAdisO sYsTEM
  scientific missions. Behaving erratically during both 
  occasions, the Polar Geyser has been testament 
  to the brutal forces at hand. Whether Milton’s 
  magnetic field affects Paradiso is unknown, 
  although it is likely minimal if so due to Ugolino’s 
  presence in the equation. 
  BEATRiCE                                                 
  In contrast to the difficulties experienced with the 
  exploration and exploitation of Milton and Ugolino, 
  the beautiful gas dwarf, Beatrice—visible from 
  Paradiso as a pinkish orb in the firmament—has 
  offered an almost idyllic experience. 
  Unusually approachable compared to the rest 
  of the system, its atmosphere consists mainly of 
  hydrogen, with vast oceans of ammonia making its 
  eddies and storms a beautiful spectacle for tourists 
  to admire from orbit. 
  Besides a vacation hotspot, Beatrice harbours some 
  of the largest hydrogen mining platforms and 
  refineries in the Human Sphere and the largest 
  refuelling stations in the system. These huge 
  industrial complexes are so vast they are in fact 
  co-owned by several Hypercorps. Miniature cities 
  perch like small satellites a few kilometres from 
  the platforms, each with all the requirements for 
  comfortable living in the mining colonies.
  Before the Combined Army invasion, Beatrice had 
  the largest population in the whole system bar 
  Paradiso. Currently, though still well populated, 
  several mining platforms drift listlessly, even 
  now aflame following the alien’s successful raids 
  against the planet’s industrial infrastructure. To 
  combat the incursions, several free companies 
  have earned important contracts to defend the 
  surviving platforms. As tends to happen when 
  mercenaries become established, the platforms 
  have degenerated into disreputable centres of 
  villainy and corruption answering to a militaristic 
  regime. Though the platform’s workers and 
  inhabitants frequently voice their discontent with 
  the situation, there is very little they can do until 
  the alien menace is resolved. 
  The three largest platforms on Beatrice’s consist 
  of the PanOceanian Vale Ouro, the Yu Jing’s Zhang 
  Platform (known informally as “the Elena Zhang”), 
  and the Lorenzo/Yadrujin which is a joint Nomad 
  and Haqqislamite endeavour. While the first two 
  are heavily guarded by private contractors, Lorenzo/
  Yadrujin is under the protection of the Qapu Kalqi. 
  Recently, Combined Army raids conducted 
  by Shasvastii units and vessels have become 
  more constant. With no sign of abatement, the 
  Hypercorps executives nervously pressure the 
  Coordinated Command for answers.
  UGOLiNO                                                 
  Ugolino’s magnetic field works in tandem with 
  Nakula and Sahadeva to provide the main cause for 
  the general difficulties of space travel experienced 
  in the Paradiso system. A huge planet with an 
  incredibly dense metallic core, it has an erratic 
  orbit which generates a veritable tug of war with 
  other astral bodies and causes disruption on 
  incoming vessels. More often than not, Ugolino 
  pulls them into orbit (and their dooms) like a 
  gigantic astrological Charybdis.  A high-gravity 
  planet, Ugolino has not warranted further research 
  since the ill-fated Defoe mission. The mission was 
  tasked with exploring the planet’s surface and 
  colonisation possibilities, but tragically it fatally 
  crashed. Concilium recommended the delay of 
  further research until the capricious magnetic 
  behaviour of the planet could be understood. 
  Similar to Milton’s magnetic fluctuations, but 
  ten times larger in scale and much more intense, 
  Ugolino generates vast waves and static pockets 
  that completely block or frazzle any technological 
  reception devices. The infamous “dark spots” were 
  studied by Yu Jing and used to its advantage during 
  the NeoColonial Wars, allowing the Imperial fleet 
  to surprise its enemies while riding the waves. 
  Thanks to subsequent PanOceanian espionage, both 
  Hyperpowers now make use of the dark spots to 
  hunt Combined Army vessels. It has been theorised 
  that Ugolino’s magnetic fields and huge mass 
  interact with the system’s other astrological bodies 
  and anomalies to generate intermittent periods of 
  instability in the topological space of the system. 
  Ugolino is suspected reason for the volatility of 
  the system’s wormholes—Acheron and GA6037283 
  being points in case. This theory awaits further 
  investigation once the war concludes. Unknown 
  to the Combined Army hierarchies, the Shasvastii 
  Continuum has selected Ugolino as a potential 
  seed storage planet and is determined to place a 
  reserve of Seed-Embryos on the planet. 
  ORGOGLiO, PURGATORiO, 
  & OORT BELTs                                                 
  Three distinct asteroid belts spread across three 
  different regions of the system, yet all sharing one 
  dark secret. Each harbours an alien menace from 
  beyond the Human Sphere. Four operational Asharii 
  bases have currently been identified across the 
  three belts: Apple in Orgoglio, Lemon in Oort, Mint 
  and Poppy in Purgatorio. Coordinated Command are 
  currently preparing a plan using the most classified 
  protocols to avoid a recurrence of an infiltration 
  that left earlier plans in ruins.
  PiLOT ANd sPACECRAFT 
  TEsTs iN PARAdisO 
  All pilots need to be aware that 
  magnetic phenomena and radiation are a 
  constant menace in the Paradiso system. 
  As both an optional rule and a rule of 
  thumb, PCs attempting Pilot tests with 
  aircraft or spaceships who are unfamiliar 
  with the peculiarities of the Paradiso 
  system increase the complication range 
  of their tests by 2. The GM should 
  adjudicate on a suitable amount of flight 
  time to elapse in order to progressively 
  reduce the complication range modifier. 
  Alternatively, Momentum from successful 
  Pilot tests can be banked towards 
  reducing the increase in complication 
  range, with each 5 Momentum saved in 
  this manner permanently reducing the 
  complication range modifier by 1, to a 
  minimum of 0. Note: Unlike the standard 
  uses of Momentum, Momentum used for 
  this purpose must be specifically derived 
  from Pilot tests. (This represents the 
  pilot learning ‘on the fly’, so to speak.)
  In addition to the pilot contending with 
  the vagaries of the Paradiso system’s 
  peculiarities, it is also important 
  to consider whether the aircraft or 
  spaceship in question has been outfitted 
  with the necessary radiation and avionics 
  upgrades to support uninterrupted 
  function on the planet and in the system 
  as a whole. If this is not the case, the 
  complication range of Pilot tests with 
  the unprotected equipment should be 
  increased by 2—which is in addition to 
  any increase applied for inexperienced 
  pilots. Aircraft and spaceships that lack 
  necessary protection can be upgraded 
  to better contend with the Paradiso 
  system’s peculiarities, though this 
  requires considerable investment at least 
  half the vehicle’s purchase value.
  Travelling near or to Milton or Virgil 
  imposes a +1 Difficulty to Pilot tests. 
  Experiencing Ugolino’s pull imposes +2.
  Heat spends and complications can 
  include debris or small meteors that 
  damage Structure, magnetic phenomena 
  that damage Firewalls and electronics, 
  malfunctioning navigational equipment, 
  enemy vessels such as Combined Army 
  patrols or pirate ships, and dark spots 
  that completely shut down sensors and 
  navigational equipment. 
  
  38
  CHAPTER 5
  ORGOGLiO                                                 
  The closest of the three belts to the system’s core, 
  Orgoglio, is understood to have once been a planet 
  or a protoplanet. Destroyed by a cosmic impact 
  in recent millennia, the shattered remains are an 
  important belt of large mineral deposits floating 
  in a steady orbit between Paradiso and Milton. 
  Providing a bonanza of opportunities for mining 
  corporations both big and small, the belt also 
  serves as a haven of opportunities for smugglers 
  and pirates thanks to abandoned prospecting bases 
  and plump corporate targets. Piracy in the belt has 
  decreased in the wake of the Combined Army’s 
  offensive, but all this really means is that both 
  types of menace now plague the region.  
  Orgoglio’s proximity to Paradiso means that any 
  alien vessel evading the Intermediate Acheron 
  Blockade but unable to achieve planetfall will 
  flee into the belt. Once there, they are almost 
  impossible to ferret out, though the Nomad and 
  Qapu Kalqi fleets seem to enjoy limited success. 
  PURGATORiO 
   
   
  While Orgoglio serves capably as a waystation 
  and launchpad for Combined Army incursions, it is 
  the Purgatorio Asteroid Belt where the Combined 
  Army and the Shasvastii fleet in particular have 
  established several operational bases. Codenamed 
  Asharii by the aliens, the bases are multipurpose, 
  all-encompassing settlements functioning as 
  dockyards, laboratories, arsenals, barracks, prison 
  and conversion facilities, and headquarters. The 
  Shasvastii bases are difficult to find and harder to 
  destroy, as the stealthy aliens tend to be one step 
  ahead of all attempts to excise them from the 
  Purgatorio belt.
  OORT                                                 
  Traditionally a haven for long-range smugglers 
  and the most brutal of pirates, the Oort belt is 
  now the realm of the Shasvastii Shonii, tactical 
  incursion stealth vehicles. How long the Combined 
  Army remained there undetected before launching 
  their invasion is uncertain, but in the aftermath, 
  Paradiso Coordinated Command are under no 
  illusions. Sending anything short of a fleet to the 
  Oort belt means never hearing from those ships 
  again. Or even worse, those ships do return with a 
  compliment of insidious human cargo.
  
  THE ROLEPLAYiNG GAME
  39
  THE FRONT LiNEs ANd BEYONd
  THE FRONT LINES AND BEYOND
  CHAPTER 6
  The struggle to survive in an active warzone wears 
  both soldiers and civilians thin. They’re tasked with 
  standing firm against a determined and vicious 
  enemy that has little knowledge or respect for any 
  rules of warfare established under international 
  accords. The crimes committed by this savage 
  enemy too easily break soldiers and the people 
  they are assigned to defend, something which the 
  Combined Army recognizes and employs to the 
  fullest effect. 
  Open warfare creates intense pressure on the 
  social and economic welfare of those who live 
  and serve on the front lines. In addition to fighting 
  an intransigent enemy, soldiers are also tasked 
  with maintaining the peace as social structures 
  break down. A task made more difficult by the 
  fact they were trained for combat, not riot control 
  and humanitarian aid. This cascades through the 
  social fabric of frontline cities already stretched 
  to the verge of collapse by regular Combined 
  Army bombardment, food shortages, and disease 
  outbreaks. Meanwhile, humanitarian groups 
  struggle to shore up the gaps in food and medical 
  supplies. 
  Coordinated Command and local law enforcement 
  make every effort to maintain civil order. 
  Unfortunately, criminal gangs and petty warlords 
  effectively rule some neighbourhoods, and soldiers 
  struggle to combat these groups. Some local 
  commanders have turned a blind eye as long as 
  the gangs maintain the peace.  On more than one 
  occasion, the gangs have stood side by side with 
  soldiers to fight off the Combined Army. 
  Unfortunately, these gaps in security provide 
  openings for groups like the Comuna and Triads. 
  Despite the best efforts of soldiers, politicians 
  and aid workers, corruption and crime are rife in 
  the cities on the front lines. Organized crime uses 
  the uncertainty to exploit those in need. Black 
  markets are where the desperate go for medicine 
  and food when supplies run thin. Even soldiers 
  and aid workers often find themselves trading 
  at these markets. But any truce is uneasy at best, 
  and despite their utility, exploitive markets that 
  participate in drug running, human trafficking, and 
  weapons smuggling are routinely shutdown when 
  encountered.
  OCCUPiEd PARAdisO 
   
  The cities occupied by the Combined Army face 
  an enemy that has total disregard for any human 
  sentiments about the rules of warfare. This 
  implacable enemy routinely use the people they 
  conquered as slaves and human shields. There are 
  rumours of life returning to normal in some areas 
  occupied by the Combined Army, however. Highly 
  classified reports of local residents returning to 
  relative normality are beginning to filter back to 
  Coordinate Command but are largely ignored as 
  Combined Army psychological operations. In these 
  areas, the Combined Army has thoroughly crushed 
  any resistance. The only opposition comes from 
  highly trained operatives functioning far from 
  friendly supply lines. The must rely on raiding 
  enemy supplies to make up for shortages between 
  supply drops from Coordinated Command.
  NORSTRALIA 
  A much larger percentage of the Norstralian 
  continent has been lost to the Combined Army than 
  any other part of Paradiso. The Third Offensive saw 
  a swathe of major cities either annexed or facing 
  the prospect of occupation. The forces on Norstralia 
  are fighting a desperate battle to hold the line and 
  reclaim territory.
  EASTERN NORSTRALIA
  BEHdETi                                                        
  Behdeti was a cosmopolitan metropolis with 
  extensive suburbs before it was devastated by the 
  Combined Army invasion. As a strong commercial 
  hub, Behdeti was also a centre of a robust 
  communications and media industry with an array 
  so sophisticated that it rapidly processed and 
  transmitted unfathomable amounts of information 
  across Paradiso and the Human Sphere. These 
  complex communications arrays were deliberately 
  destroyed during the evacuation to prevent them 
  from falling into the hands of the Combined Army. 
  What remains is home to regular running gun 
  battles between human corporate mercenaries 
  and Morat forces. Key research and bleeding-edge 
  prototypes were lost in the labs of Behdeti, and the 
  corporations in desperation have hired overpaid, 
  gung-ho mercenaries to recover them. 
  
  40
  CHAPTER 6
  The Coordinated Command has taken advantage 
  of the mercenaries’ activities by placing hefty 
  bounties on key Combined Army commanders 
  operating in the area.
  FUYAN                                                 
  Fuyan was seized during the Second Offensive 
  and transformed into a concentration camp. The 
  Combined Army uses the civilian population as 
  human shields augmenting the massive caverns 
  that protect the port from bombardment. The port, 
  which once serviced extensive civilian fishing fleets, 
  has been converted into hangers for Exrah and 
  Shasvastii ships flying sorties against targets in 
  Norstralia.
  The apartment complexes above the caverns 
  constitute the notorious Combined Army prison 
  for the civilian population. In addition to acting 
  as human shields, the civilian teams from the 
  local populace volunteer themselves to help with 
  the relocation task for those who lost everything 
  during the struggle. Sepsitors are used on local 
  leaders and firebrands to help break the prisoners’ 
  spirits. While morale in the prison is appalling, 
  there are a few agents still working to help the 
  Coordinated Command in Fuyan. Coordinated 
  Command relies heavily upon reports from a hacker 
  who only gives their identity as “Rostam.” The 
  reports are still held suspect, but Rostam has yet to 
  provide faulty intelligence.
  RAvENsBRÜCKE                                                 
  Ravensbrücke’s gothic facades stand as shattered 
  monuments to the fierce months of fighting and 
  bombardment during the First Offensive. The grey, 
  lifeless ruins and shattered streets are a deadly 
  landscape of mines, booby traps, and ghost zones 
  that remain from PanOceania’s spirited defence of 
  the city. 
  A ten-mile radius around the city contains the old 
  fortifications intended to hold back the Combined 
  Army 's advance. The area is filled with bunkers, 
  abandoned supplies, shattered heavy weapon 
  platforms, and other fortified structures. The few 
  residents who couldn’t escape struggle to survive 
  in the ruins and are too often easy targets for the 
  Combined Army patrols.
  Morat forces prowl the shattered forward positions 
  and trench networks hunting those foolish enough 
  to remain or crazy enough to search the wreckage 
  for loot or reconnaissance. Those captured by 
  the hunting parties are seldom seen again, but 
  occasionally, bodies are found dumped with clear 
  signs of experimentation and torture. Recent 
  intelligence reports contain evidence of Sygmaa 
  craft in the area and Trihedron forces have been 
  sighted among the patrols.
  RUNENBERG                                                 
  Runenberg, jewel of Syldavia's western zone, is a 
  city in the eye of the storm. The Third Offensive 
  swept northwards from Horselberg to south, and 
  Holstenwall was also swallowed up in the aliens’ 
  advance along the Gernot multi-way. Damburg, 
  the once beautiful city that celebrated art and 
  antiquities, was tragically swept away and 
  submerged following the sabotaging of the dam 
  that gave the city its name. With new frontlines 
  established, Runenberg has become a city encircled 
  behind enemy lines.
  The capital of western Syldavia is a marvel of 
  PanOceanian engineering. Unlike many of the 
  man-made structures on Paradiso that often seem 
  designed to contend with the jungle in a bid 
  for dominance, its sleek transparent domes and 
  bioengineered terraces are designed to mesh with 
  the flora. This has been both a blessing and a curse 
  for the Shock Army of Acontecimento garrisoned 
  there. Its eco-friendly designs assist the defence of 
  the city but make resupply a logistician’s nightmare.
  Unique for a PanOceanian settlement, Runenberg is 
  also home to a Nomad Commercial Mission. Natives 
  of the hyperpower regard the segregated zone 
  with the same disdain they do their own Ateks. The 
  Nomads, however, view this home away from home 
  as a jewel in their cache of appropriated assets, a 
  two-fingered salute to the man that every Nomad 
  should be proud of. Like every other Commercial 
  Mission, the community harbours Nomads from 
  all three motherships and a dazzling panoply of 
  their sub-factions. The talent on hand from three 
  distinct aspects of the Nomad Military Force—both 
  clandestine and official—has certainly empowered 
  the capabilities of the city’s defenders.
  Tohaa refugees have taken up residence in an 
  abandoned industrial plot that was gifted to them. 
  Their assistance in the city’s defence has been 
  just as professional and determined as ever, but 
  there does seem to be a certain haunted look to 
  their features following the utter eradication of 
  their Tarsaa-6 base. The presence of ALEPH’s Steel 
  Phalanx and Operations Subsection add to the 
  general eclectic nature of the city and the palpable 
  sense of impending doom. Although the defenders 
  have so far repelled every incursion, Runenberg 
  seems destined to follow Damburg’s fate in being 
  washed away—only this time the flood will be the 
  forces of the Combined Army.
  
  THE ROLEPLAYiNG GAME
  41
  THE FRONT LiNEs ANd BEYONd
  sTREsLAU  
   
   
  The Fortress-Monastery of Saint Mary of Streslau 
  dominates the seaside city, which derives it names 
  from the defensive bastion. While much of the city 
  has been devastated, the monastic Teutonic Knights 
  have held fast despite having all air access cut off 
  by the Combined Army. The fortress itself overlooks 
  the city, and the city streets meandering on the 
  slopes from the fortress down to the now shattered 
  ports provide excellent ambush and fortification 
  locations. 
  Before the Combined Army’s invasion, Streslau’s 
  grim and dour streets were a surprisingly popular 
  tourist destination thanks to flawless beaches and 
  the finest restaurants. Now, the beach is marred 
  with fortifications designed to hinder further 
  landing attempts by the Combined Army, while the 
  fortress's artillery batteries remain zeroed on key 
  distances to provide further determent.
  The city is under regular bombardment by 
  Combined Army air and naval power, and the 
  citizens of the city regularly fight house-to-house 
  street battles lead by the Teutonic Knights. The 
  winding, steep streets of Streslau slow the 
  advances of alien infantry while the defenders 
  funnel the enemy into choke points and ambushes. 
  The final lines of defence are the bridges 
  connecting the fortress-monastery to the city 
  proper. A special sub-unit of Teutonic Knights, the 
  Order of Dobrzyn, protects the bridges and those 
  traversing them. The defence of the city relies on 
  support from the defensive artillery and missile 
  platforms emplaced in the fortress walls to provide 
  fire support and bombard Morat beach landings.
  Outside of the city, the Combined Army made a 
  concerted effort to crush the defenders of Streslau 
  in a pincer movement from the north and south. 
  Only a taciturn and stalwart defence by the 
  Military Orders and the Ariadnan Expeditionary 
  Corps, bolstered by the timely arrival of several 
  living legends such as Joan of Arc, Dart, and Indigo 
  Brother Konstantinos, enabled them to keep the 
  narrow corridor connecting Streslau to the interior 
  of Syldavia open. Since the titanic battles, both 
  forces seem to have become preoccupied with 
  pinpointing a stealth ship stolen from one of the 
  fortress-monastery’s aircraft hangars near the end 
  of the Third Offensive.
  xiONGxiAN                                                
  During the Second Offensive, an Armed Imposition 
  Detachment of Gwailos fought their way through 
  a series of well-defended enemy positions. The 
  Shasvastii cemented the Combined victory in the 
  city by taking the factory complex of Huà Miàn 
  Systems. Yu Jing High Command believes that 
  there is no way of retaking Xiongxian city, but 
  regular air drops allow the defenders of the city 
  to hold out until High Command can organize a 
  counter-offensive.
  Yu Jing evacuated a sizable portion of the 
  population into underground bunkers beneath the 
  city. The Yu Jingese harass the Combined forces 
  roaming the streets and use guerrilla tactics from 
  the booby-trapped caverns. The routes to the 
  bunkers are a well-guarded secret, and the soldiers 
  who protect the city’s population keep the secret as 
  safe as they can.
  Determined to fight on against the alien invaders, 
  the remnants of an Invincible Army Regional 
  Combat Team have taken to calling themselves 
  the protectors of Xiongxian. Their use of fade and 
  strike tactics and their local knowledge of the area 
  allows them to constantly hinder the Combined 
  Army. They are often able to strike vital enemy 
  positions with minimal risk. However, even a small 
  casualty rate is problematic for their unit so short 
  of reinforcements and materiel, especially now that 
  the EI has deployed highly skilled Oznat hunters to 
  track them down.
  CENTRAL NORSTRALIA
  AL-HAdiYE                                                 
  The Haqqislamites are the proud guardians of 
  the two most important orbital elevators on 
  Paradiso. Unfortunately for them, however, this has 
  also made the cities that house them the prime 
  targets for the Combined Army’s conquest plans. 
  Haqqislams’s capital on Norstralia, Al-Hadiye, is 
  now alarmingly close to the frontlines since the 
  recent fall of Uqbar. Bolstered by JSA forces, the 
  Sword of Allah is holding the aliens at bay outside 
  the walls of their new bastion city, Zaimah, for now, 
  and the High Command are determined to keep 
  them pinned there.
  Al-Hadiye also has become renowned for its 
  advances in medical research and botanical study. 
  Research into Paradiso’s flora and fauna spurred 
  positions in medical science that have resulted in a 
  very cosmopolitan population. The preponderance 
  of botanists here has also stimulated a robust 
  vegan and vegetarian cuisine culture that has 
  provided inspiration across the Human Sphere. 
  Ironically, the obsession with locally edible foods 
  generated a broad knowledge base that’s fuelled 
  survival-training regimes for troops stationed 
  on Paradiso.
  dOWN BUT NOT OUT
  Despite being captive, some 
  prisoners continue to fight the 
  Combined Army in whatever 
  way they can by gathering 
  intelligence and useful 
  information for their superiors. 
  Very infrequently, a soldier 
  smuggles the information 
  outside the prison’s walls to 
  JSA soldiers fighting from the 
  swamps surrounding the city. 
  The dangerous creatures of 
  Zhongchong’s swamps and 
  treacherous terrain hinder 
  the Combined Army’s efforts 
  to capture these local raiders. 
  A recent influx of prisoners 
  from the Ariadnan Expedition 
  Corps may have provided an 
  opportunity to execute an 
  escape plan.
  
  42
  CHAPTER 6
  The orbital elevator that moves resources to 
  and from orbit around the clock is undoubtedly 
  the city’s most important feature. The Nomad 
  Commercial Mission contracted with administrating 
  the elevator takes pressure off the local 
  government, allowing local Haqqislamite defenders 
  to concentrate on protecting the region. The 
  relationship between the two powers is generally 
  cordial, particularly as the Nomads are very 
  sensitive to the fact that their allies are helping to 
  shield a Commercial Mission that contains a major 
  Arachne node within the bounds of Zaimah.
  Frequent Combined Army air strikes focus on 
  hindering the movement of goods to the orbiting 
  space stations whilst demoralizing the local 
  populace. The city’s mag-lev stations provide a 
  network of shelters throughout that lead to the 
  heart of the city. During a bombardment, the 
  population descends under the city to find safety. 
  The regular strikes have steeled the population, 
  and they are known for their grim determination to 
  keep the city running in spite of spending nights on 
  end in the underground shelters.
  YiNQUAN                                                 
  Yinquan is the centre of excess for the upper 
  echelons of the Yu Jingese hierarchy. This grand 
  city of neon indulgence is where the dedicated 
  members of the StateEmpire’s Party can find all 
  their whims met, while refugees huddled in camps 
  outside the walls are bathed in the multicoloured 
  reflections of grand golden statues.
  As the epicentre of the Emperor’s will on Paradiso, 
  the city attracts important individuals from across 
  the Human Sphere, making Yinquan a maelstrom 
  of interstellar intrigue that draws diplomats 
  and agents of all nations partaking in overt and 
  clandestine attempts to gain an advantage over 
  their rivals. Despite the cloak and dagger, many 
  agents have jointly operated to hunt Shasvastii 
  infiltrators and seed soldiers. These agents 
  understand they face a very real threat from 
  humanity’s greatest enemy.
  In an effort to petition and lobby for the interests 
  of their own district, Party officials from across 
  the planet also visit the city. Administration of the 
  StateEmpire’s Paradiso interests is at the heart 
  of the city’s culture, and the indulgences of Party 
  officials are political affairs as much as they are 
  recreational. The parties, balls, and sporting events 
  that serve the Yu Jingese elite provide a cover for 
  political deals and inner-party machinations. The 
  centre of political activity rests on Emperor’s Hill, 
  where a small imperial district acts as a magnet for 
  the political aspirations of Party hopefuls vying for 
  attention. The entrance to the palace district is the 
  statue-lined Imperial Way, where massive golden 
  statues of emperors greet visitors. The street climbs 
  the hill to the immaculately maintained, but rarely 
  visited Imperial Palace. Homes and businesses 
  of the Yu Jing’s wealthy and powerful Paradiso 
  residents saturate the districts along Imperial Way. 
  Yinquan’s distance from the First Landing saw it 
  spared the worst of the Third Offensive. The war 
  effort even brought an economic boom as soldiers 
  poured into the city and its outskirts before 
  redeploying to face the Combined Army’s advance. 
  With the frontline edging ever closer, however, even 
  the more decadent members of the Party indulging 
  in Yinquan’s delights have been shaken into some 
  semblance of concern for the refugees crowding 
  their walls. In counterpoint to the handling of the 
  Uprising and the Nipponese that remain within 
  their borders, the Yu Jingese elite are determined to 
  provide as much care as is readily available for the 
  dispossessed citizenry and military personnel in 
  the refugee camps. As the Combined Army presses 
  to control Highway 2, it might not be too long 
  before the officials and officers become refugees 
  themselves. The sudden expansion of the frontline 
  and resultant influx of people—both soldiers and 
  refugees—has placed a strain on the infrastructure 
  of the refugee camps, which the triads are eagerly 
  exploiting. In an effort to keep the peace, the local 
  shaolin monks from the Mountain Eyrie Temple 
  coordinate with military patrols and align their 
  activities to assist where they can. The camps 
  abound with opportunists; citizens have created 
  hundreds of shop stalls to service the soldiers’ 
  needs. They each tend to specialize in one specific 
  trade or service that can range from boot repairs 
  to spices that make rations more palatable. Visitors 
  can find most things in the market if they know 
  who to ask and can also expect a fair deal as the 
  monks are quick to admonish profiteers. Non-
  military, non-diplomatic refugees also provide a 
  labour pool for the city, but they are under strict 
  orders to return to the camps when their shifts are 
  complete. Only a select few have ever been granted 
  permanent residence in the city. Most of those 
  serve as pawns in intelligence operations linked to 
  the promise of a better life off-world.
  The martial traditions and humanitarian aid 
  provided by the monks of the Mountain Eyrie has 
  drawn new recruits from among the refugees. The 
  monks not only help to maintain the spiritual 
  health of the community but also provide medical 
  aid essential for keeping a variety of disease and 
  outbreaks at bay. They are sometimes also invited 
  to act as neutral parties to settle disputes between 
  local residents, soldiers, and commanders of the 
  swollen camps and offer their support to rescue 
  and escort missions.
  MOBiLE vENdORs 
  Not all trade stalls are 
  stationary. There’s a vast array 
  of small, mobile shops that 
  traverse the camps on carts 
  and tuk-tuks arrayed with 
  goods for sale. Individual 
  carts are often known by 
  the title of the song played 
  to announce their passing 
  and residents learn to listen 
  out for their favourite street 
  traders. Unlike their stationary 
  cousins, these vendors carry 
  anything they can quickly 
  sell for a profit without 
  drawing undue attention. 
  This has led to situations 
  where the neighbourhood 
  peddler is also the tobacconist, 
  haberdasher, and ice-cream 
  seller, depending on who’s 
  next in line. 
  
  THE ROLEPLAYiNG GAME
  43
  THE FRONT LiNEs ANd BEYONd
  WESTERN NORSTRALIA 
  vALKENsWiJK 
   
   
  During the NeoColonial Wars, Valkenswijk served 
  as the primary airbase for PanOceanian airstrikes 
  against Yu Jingese territory. In the intervening years 
  between conflicts, Valkenswijk transformed from a 
  rugged military base into a thriving tourist city. The 
  Valkenswijk Aerodrome was repurposed for civilian 
  use, and the construction of the Valkenswijk Orbital 
  Elevator (VOE) cemented the city as both a centre 
  for aviation technology and a destination for the 
  rich and elite to indulge in the city’s pleasures.
  Strikes by the Combined Army tried to disable 
  the elevator, but PanOceanian forces defended 
  the orbital elevator by establishing the Orbital 
  Blockade. The elevator and airfields have been 
  restored for military use, and the majority of new 
  PanOceanian troops destined for SchwarzePoint 
  on the front arrive in the city. The city is under 
  constant threat from Shasvastii agents determined 
  to disable the VOE. 
  The city is awash in PanOceanian troops and 
  soldiers who patrol the city streets, and the city in 
  turn caters to these soldiers. The hotels have been 
  repurposed to house arriving soldiers. Casinos and 
  clubs run day and night providing recreation for 
  soldiers back from the front. 
  Fighter wings operate from the aerodrome to 
  protect orbital weaponry from Combined Army 
  interceptors. The local squadrons are an elite, 
  multinational force, but they struggle to push 
  the Combined Army back. While national rivalries 
  occasionally boil over into fistfights and bruised 
  egos, pilots are usually content to engage in 
  friendly rivalries counting enemy kills. The regular 
  sorties forge the best top guns in the Human 
  Sphere, though alas, the same can also be said of 
  the Combined Army. Top aces of both sides stalk 
  one another in the skies while evading enemy 
  orbital anti-air platforms.
  SEPTENTRIA 
  The Combined Army’s arrival saw the Norstralian 
  continent receive the brunt of their initial 
  offensives, with wide swaths of territory lost or 
  destroyed. Septentria, meanwhile, wasn’t spared 
  the aliens’ attention either. The loss of key cities 
  and the resultant scramble to shore up defences 
  crippled Coordinated Command’s hopes of diverting 
  Septentria’s forces to support a counter-offensive 
  on Norstralia. The soldiers of the G5 nations 
  stationed on Septentria are no strangers to facing 
  the Combined Army amongst the ruins, jungles, and 
  rivers of the vibrant continent.
  WESTERN SEPTENTRIA
  To date, all major offensives mounted by the 
  Combined Army on Septentria have taken place 
  in an ever-expanding ring from the continent’s 
  western tip.
  FIRST OFFENSIVE
  BiGUAN 
   
   
   
  Rapidly lost during the First Paradiso Offensive, 
  Biguan’s once-grand city spires dominate 
  the coastline as a series of morose sentries 
  watching the Combined Army. They use the 
  Biguan Aerodrome for reconnaissance operations, 
  operating Morat recon craft across the contested 
  regions of Septentria, coordinating operations for 
  Shasvastii deep strike units, and spotting targets for 
  artillery as far as Ghezirah City.
  Morat hunting parties vigilantly patrol the streets 
  of Biguan securing the aerodrome’s perimeter. 
  The Morat regularly lose troopers to concealed 
  assassins and ambushers. Shots ring out from 
  the darkened spires striking down any Morat that 
  gets too careless. Rumours claim that Bureau Noir 
  operatives stalk the ruins, evading Morat patrols 
  and sabotaging equipment. 
  These elusive attackers have marred the honour 
  of the Morats stationed at the aerodrome, and it’s 
  taking a toll on Morat morale. An Umbra Legate 
  and her retinue arrived with orders to track down 
  the operatives targeting Combined Army forces. 
  Her arrival also initiated a crackdown on the 
  Morats’ use of human slaves at the aerodrome. 
  Unfortunately, the Legate has instead ordered grisly 
  public executions in retribution for Morat deaths. 
  KAPHiRi                           
   
  Kaphiri was ceded to PanOceania after being 
  traded back and forth between Yu Jing and 
  PanOceania during the NeoColonial Wars. The 
  enmity and resentment of the city’s population was 
  rendered irrelevant when seismic charges sunk the 
  planet’s largest port, shattering Yu Jing’s defence 
  of the city. The harbour waters still glitter with 
  the reflected sunlight of the golden Hindu statues 
  that rest at its bottom. Even though the city was 
  evacuated and ceded to the advancing Morat forces, 
  a small force of the city’s defenders and residents 
  instead fled to the surrounding jungles.
  After the residents and military forces were routed, 
  the forces of the EI repaired the port to use Kaphiri 
  as a forward operating base for naval operations. 
  Naturally, this could not go uncontested and a 
  small submersible carrier, the William Hewett, 
  was deployed to the Kaphiri Basin.  This carrier, 
  idENTiFiCATiON, PLEAsE
  The multinational force operating 
  under Coordinated Command is 
  determined to destroy the Combined 
  Army forces on Paradiso, but old 
  rivalries boil over from time to time. 
  While most of these conflicts are 
  little more than busted lips and 
  black eyes after a night of too much 
  drinking, a heavy sense of distrust 
  between the various national 
  factions occasionally emerges. 
  Officials and operatives in a city 
  under suspicious circumstances 
  might be unnecessarily delayed 
  or denied access to a sensitive 
  area despite having clearance. 
  Some might find themselves 
  detained. These actions are usually 
  little more than the actions of a 
  disgruntled guard or trooper, but 
  delays that cause missed meetings 
  or hindered operations can be 
  turned to a significant advantage by 
  intelligence agencies.
  
  44
  CHAPTER 6
  with a small taskforce of PanOceanian Cutter 
  TAGs and Kamau commandos, has been assigned 
  to hinder Combined naval operations by raiding 
  supply convoys and ambushing patrols. The 
  Combined Army is determined to sink the carrier 
  and responded by deploying a detachment of 
  Maakrep Trackers.
  TAiTTiRiYA                                
  Previously an international telecommunications 
  technology and planetary media hub, Taittiriya 
  was ranked eighth in the Paradiso Global Cities 
  Index. The city was renowned for its up and 
  coming independent entertainment industry 
  that created some of the most cutting edge 
  and innovative Maya productions, regularly 
  sweeping the venerable Cannes Media Festival. In 
  addition, the city was headquarters to major news 
  outlets including ¡MayaNoticias! and Noticias 
  Agora broadcasting news to the entire Human 
  Sphere. Most importantly, the city was home to 
  PanOceanian’s Defence Science and Technology Lab, 
  the premier quantronic research facility on Paradiso.
  Taittiriya was the first of Paradiso’s cities to see 
  full-scale bombardment from Morat ground forces. 
  The Morat advance into Taittiriya quickly routed 
  PanOceanian forces, and essential Maya nodes 
  were scuttled to prevent their capture. Despite 
  the scorched earth policy of the researchers 
  and PanOceanian forces during the evacuation, 
  important communication hubs and labs were 
  buried intact under the city’s rubble and ruins. 
  Scavengers engage in hot-drop raids into the 
  region to recover any valuable pieces of technology 
  before Shasvastii can respond to their incursions. 
  Corporation and criminal organizations pay high 
  bounties on the black market for any valuable 
  technology or data, which only drives more raids by 
  the scavengers.  
  The scavengers are in direct competition with EI 
  forces scouring the ruins for potential salvageable 
  Maya nodes and other connections back to 
  the Maya network. Coordinated Command and 
  PanOceania are confident there’s no risk to Maya 
  network, but international forces, particularly 
  the Nomad forces operating in the area, heavily 
  monitor the Combined Army’s activities.
  sMiLiNG BETRAYAL
  In the face of the Uprising, the 
  original propaganda footage 
  of the JSA was repurposed to 
  suggest that the JSA welcomed 
  the alien invaders as a fifth 
  column. Yu Jing labelled the 
  generals of Zhongchong as 
  traitors to humanity, alien 
  puppets, and worse. Though no 
  apology has been forthcoming, 
  an international outcry at the 
  Öberhaus did force the Yu 
  Jingese government to remove 
  the piece from their networks. 
  Never truly erased once 
  posted, however, copies of the 
  damaging footage continue to 
  resurface.
  
  THE ROLEPLAYiNG GAME
  45
  THE FRONT LiNEs ANd BEYONd
  SECOND OFFENSIVE
  ZHONGCHONG 
   
   
   
  Before the Second Offensive, Zhongchong was 
  the ideal image of fortified resistance against the 
  Combined Army advance. StateEmpire propaganda 
  showed images of smiling Japanese Sectorial 
  Army soldiers defending the city, marching to the 
  frontlines to win victory against an alien invader. 
  All those illusions collapsed as the city’s bau dau 
  (island bastion) fell to the Combined Army, crushing 
  the Japanese Sectorial Army who defended the city. 
  A beachhead in the defence of the planet became a 
  Morat stronghold on Septentria. 
  Zhongchong is a busy forward operating base and 
  contains a breeding facility for Hungries. The Oznat 
  use the ruins to master control of fresh Hungries 
  replaced after losses raiding Wuyi, Hibat Allah, and 
  Ghezirah City. Captured JSA soldiers held in horrid 
  conditions are then used as live targets for training 
  Hungries. The Morat stationed at Zhongchong 
  place wagers on how long a prisoner will last 
  in the bastion’s ruins. New prisoners arrive from 
  across the continent regularly replenishing those 
  killed by the Oznat’s training. 
  THIRD OFFENSIVE
  ARiTYA 
   
   
   
  This devastated ruin dominates the Mithran River 
  delta and once prevented the Combined Army 
  from spreading across the Gāyatrī province. While 
  celebrating a much-needed victory in Uttar Shivir, 
  PanOceania was subsequently devastated at the 
  speed in which the Combined Army shifted their 
  offensive and took control of Aritya. With the city’s 
  fall, the aliens were able to strike at Karnapur and 
  began to threaten Rilaspur.
  Battle raged not just amongst the ruins, but also 
  in the extensive network of subway tunnels that 
  connect the entire city. PanOceanian ORC Troopers 
  and a Varunan amphibious rapid response force 
  fought at close quarters against Morat Suryats 
  determined to break the resistance. Despite rallying 
  for a final defensive action at the Aritya garrison, 
  the PanOceanian forces were forced to abandon 
  the city with heavy casualties. 
  The Morats have been ruthlessly hunting down 
  pockets of resistance since their enemy’s departure, 
  though their efforts are hampered somewhat 
  by the need to manually map every inch of the 
  fallen city. Combined Army soldiers are laid low 
  by infrequent ambushes from secret tunnels and 
  extensive booby traps set by the few remaining 
  PanOceanian guerrillas. As a result, the alien forces 
  have deployed Hungries to stalk the subterranean 
  tunnels in search of their elusive prey. Cut off 
  from support and trapped in a communications 
  blackout, it can only be a matter of time before the 
  few remaining human survivors succumb to death, 
  insanity, or both.
  GHEZiRAH CiTY                                                 
  When the Second Offensive began, Ghezirah 
  city found itself under a concentrated assault 
  by Combined Forces. Hindered by a Combined 
  Army viral attack on the local Maya node, the 
  Coordinated Command’s counter-offensive was in 
  danger of losing the astroport, but Colonel Javier 
  Chang and the Second Nomad Mobile Force’s 
  tactics bogged the Combined Army down. Colonel 
  Chang’s strategy gave Coordinated Command the 
  time needed to reclaim the node and coordinate 
  forces to drive the Combined Army back.
  During the Third Offensive, however, the Combined 
  Army significantly increased their efforts to 
  capture the city and gain control of its strategically 
  important orbital elevator. Elements of the Onyx 
  Contact Force and Shasvastii Expeditionary Force 
  placed mounting pressure on the Haqqislamite 
  defenders that forced the government to call in 
  support from every prospective avenue they could. 
  Tied up in their own defensive efforts, PanOceania 
  had no choice but to refuse to send aid. The JSA 
  and a small contingent of Druze Bayram Security 
  did respond, however. Bolstered by their allies, the 
  Sword of Allah mounted a ferocious defence that 
  also unfortunately sealed the city’s doom. Forced to 
  rethink its strategy, the EI lifted its previous ban on 
  damaging the orbital elevator’s infrastructure and 
  gave its armies carte blanche to unleash hell. The 
  city blazed, and despite courageous counterattacks 
  by the JSA and Qapu Khalqi, eventually fell.
  The capture of the orbital elevator sent a panic 
  amongst the Paradiso Coordinated Command, but 
  fortunately cooler heads prevailed. Severing the 
  elevator’s cable would have had a catastrophic 
  effect on the entire planet’s ecology, which was 
  completely untenable to most of the PCC. Acts of 
  sabotage by Hassassins and aerial bombardments 
  continue to deny the Combined Army use of the 
  orbital elevator, while a joint Qapu Khalqi and 
  Nomad Military Force unit stand by to defend the 
  orbital station should its repair become a reality.
  HiBAT ALLAH                                                                     
  Hibat Allah contained the central campaign 
  hospital for the Ghezirah region, where wounded 
  soldiers arriving from the frontlines via medevac 
  were sent for treatment. The Combined Army 
  regarded the hospital as a key strategic asset and 
  would have quickly taken the facility if not for the 
  valiant efforts of the Ariadnan Expeditionary Corps.
  
  46
  CHAPTER 6
  While the doctors struggled to save the wounded, 
  the local defence forces made sure the Combined 
  Army paid for every inch they took. Supported by 
  Haqqislamite units, Ariadnan soldiers stalked the 
  hills to ambush Morat patrols. Combined Army 
  forces were being reassigned to the city even 
  before the final days of the battle for Ghezirah, 
  however. Under mounting pressure, the defensive 
  patrols worked tirelessly to shield the evacuation 
  of as many casualties as possible.
  When the aliens finally broke through, they brutally 
  slaughtered any patients and staff who were 
  unable to be evacuated in time. Military strategists 
  consider the fall of Hibat Allah to be the final and 
  total collapse of the defensive line established at 
  the end of the Second Offensive.
  KARNAPUR                                                 
  Acting as a forward logistical centre on the 
  Septentria Front, Karnapur coordinated the 
  operations on the continent. Heavily defended 
  and awash in soldiers and refugees prior to the 
  Third Offensive, the city and its infrastructure are 
  an important asset that is now in the hands of the 
  Combined Army. 
  Once serving as an exit point for the meagre 
  number of refugees permitted to leave the city, 
  Karnapur’s aerodrome was flagged by the EI as an 
  important strategic asset capable of greatly aiding 
  the Combined Army’s campaign on Septentria. 
  Despite managing to evacuate a fair proportion of 
  personnel and materiel, PanOceania consider the 
  city’s loss to be a dire blow to both their offensive 
  and defensive strategies.
  Regular bombing raids leave Rilaspur intent on 
  damaging the aerodrome to deny the enemy its 
  use, but the missions have had little or no effect to 
  date. With the Combined Army controlling much of 
  the Mithran River and the new frontline remaining 
  highly fluid for the moment, the aliens seem 
  resolute in their plan to reinforce and consolidate 
  their occupation of the city.
  WUYi CiTY                                                  
  Although heavily damaged during the Second 
  Offensive, Wuyi City served as both a major port 
  supporting offensives against the Combined 
  Army and a key destination for merchant ships 
  transporting goods across the Xiajuxu Ocean. 
  The local textile industry made everything from 
  StateEmpire Army uniforms to high fashion clothing. 
  Clothing from Wuyi become especially fashionable 
  among those wishing to financially support the 
  war effort from other parts of the Human Sphere, 
  and entire lines of Wuyi City-themed clothing have 
  been sold to fund efforts to serve the refugees.
  As an important naval base for Yu Jing, Wuyi City 
  became a prime target for the Combined Army 
  during the Third Offensive. Claiming the city has 
  allowed the Morat Aggression Force to land fresh 
  troops at the docks and reinforce Combined Army 
  positions deeper within Daheng. Once home to 
  dingy bars and cheap stage shows, the piers and 
  jetties of Wuyi now resound to the stomp of Morat 
  boots instead of raucous festivity.
  No sign of StateEmpire resistance remains. The 
  brutal fighting that occurred when the Morats 
  entered the city culminated in a group of Hulangs 
  butchering their command staff. The resultant 
  rampage by the enraged Morats at loss of their 
  officers gave horrifying credence to the term 
   "Aggression Force".
  CENTRAL AND EASTERN 
  SEPTENTRIA
  As the Second Offensive began, the Septentria 
  continent finally saw the face of this alien enemy. 
  Several cities on the western end of the continent 
  have since fallen to the Combined Army, but cities 
  far from the front continue to provide support to 
  those fighting the forces of the EI.
  AsYÛT 
   
   
   
  Haqqislam was crowded out of the Paradiso 
  land grab and lost even more territory to their 
  PanOceanian and Yu Jing rivals during the 
  NeoColonial Wars. Haqqislam’s prospects were 
  further hindered by the Combined Army offensives 
  along the Ghezirah front. While they struggle 
  alongside their rivals to hold back the tide, they 
  also labour to hold the Asyût province and the city 
  that bears its name. 
  Asyût is far from the front, making it a key strategic 
  point for the interests of Haqqislam on Paradiso. 
  Spared the worst of the Combined Army offensives, 
  the city is the centre of Haqqislam politics and 
  diplomatic undertakings. The local parliament is 
  granted a certain amount of liberty to negotiate 
  trade deals and treaties on the planet by the 
  Bourak government who in turn hope to reclaim 
  lost territory. When diplomacy fails, the capable 
  Hassassin society can apply the appropriate 
  pressures that their skilled intelligence services are 
  known for. 
  The coastal waters near Asyût are rich with 
  natural reserves. Resource extraction platforms 
  scattered down the coast extricate resources for 
  manufacturing a wide variety of goods. The ores 
  fetch an even higher price since platforms in the 
  Barrier Sea were lost during the initial Combined 
  Army offenses.
  
  THE ROLEPLAYiNG GAME
  47
  THE FRONT LiNEs ANd BEYONd
  The character of the city is a contrast to many 
  other Haqqislamite cities, because it houses the 
  largest Coptic Christian community outside of 
  Sol. When the colonisation of Paradiso started, a 
  large community of Coptic Christians with their 
  Haqqislamite neighbours fled persecution in 
  their homelands. In time, they settled in Asyût, 
  building one of the largest unaffiliated Christian 
  communities in the Human Sphere. Loyal to the 
  Coptic Pope of Alexandria and his teachings, the 
  local archbishop wields significant influence with 
  the local parliament, which she wields to welcome 
  refugees from across the planet.
  JiNGGU CiTY                                             
  Jinggu is the provincial capital of the Deheng 
  province and the administrative hub of the 
  StateEmpire’s interests on Septentria. Stunningly 
  beautiful, Jinggu City possesses quiet canals, 
  charming footbridges, and picturesque beachfronts 
  resting on the Quichi Sea. The striking views of the 
  Huangshan Mountains are visible throughout the 
  city.  Lotus Peak dominates the skyline to the west, 
  and Turtle Peak to the south. The mountains are 
  an important attraction that draw hikers and rock 
  climbers from around the Human Sphere.
  The Quichi Sea is the largest source of fresh 
  water on the continent, and aqueducts feed fresh 
  water to cities across the region. The sea is also 
  home to an edible moss with impressive energy 
  producing capabilities. The strategic value of the 
  moss prompted Yu Jing to build a significant naval 
  base to patrol the water interdicting attempts by 
  PanOceanian, Nomad, and Haqqislamite to harvest 
  and smuggle the moss off-world. Yu Jingese naval 
  ships stalk the sea for submersible smuggling 
  craft used to move moss upriver from the sea to 
  processing labs hidden in the jungles. 
  Jinggu is a major financial centre on the continent 
  and the centre of political power for the region. 
  StateEmpire officials regularly travel between 
  Yinquan and Jinggu politicking for the interests 
  of the Daheng providence. The city also draws 
  interests such as a Nomad Commercial Mission 
  to rival trade in the region, but enemies of the 
  StateEmpire are constantly at work to disrupt Yu 
  Jingese financial and trade interests.
  Far from the front, the city is a key strategic asset 
  in the war because it provides fresh water to supply 
  cities across the continent. The water processing 
  plants around the sea and aqueducts snake across 
  the continent and are regular targets for Combined 
  Army raiders. Attempts to sabotage the water 
  system are a constant risk, and Yu Jingese forces 
  patrol the surrounding mountains to prevent this. 
  As pressure mounts to defend the water supply, 
  Yu Jingese officials accepted the aid of Ariadnan 
  Expeditionary Forces to hunt the more elusive 
  enemy units hiding in the mountains.
  RiLAsPUR 
   
   
   
  Rilaspur suffered during the NeoColonial War, 
  and the scars are evident across the city and 
  countryside. Fortifications that once acted as a 
  bulwark against Yu Jingese and Haqqislamite 
  forces have since been converted into gardens, 
  bars, and hotels. The ruined PanOceanian tank 
  in the city centre stands as a monument to the 
  regiments and soldiers who fought to hold the 
  city, their regimental banners draped across the 
  tank’s surface.
  Home to a major railyard, the city is a 
  transportation hub for moving heavy materials and 
  equipment to the front via a system of automated 
  magnetic rail systems similar to those in Hawking’s 
  Junction on Neoterra. The ALEPH-controlled 
  network of mag-lev lines carries goods to rail links 
  across the continent. As peace settled across the 
  continent after the NeoColonial Wars, rail links 
  were joined with Xiangu to take advantage of the 
  orbital elevator in the south. 
  The rail system is a key strategic point on the 
  continent, and military patrols monitor the rail 
  links for potential Combined Army sabotage. While 
  the trains are usually managed by ALEPH, repeated 
  cyberwarfare attacks have left cargo shipments 
  disrupted and trains derailed. Trains are therefore 
  defended around the clock and guarded by 
  highly trained EVO troopers. The trains bear little 
  resemblance to their peacetime appearance and 
  are heavily modified with defensive weapons to 
  provide combat support as and when needed.
  With the collapse of the frontline established 
  at the close of the Second Offensive, Rilaspur 
  is becoming home to an increasing number of 
  refugees. Already on high military alert, PanOceania 
  is wasting no time in fortifying the city’s defences 
  and seems fully prepared to establish a new 
  forward base of operations there, a fact only 
  reinforced by the arrival of evacuees and materiel 
  from Hibat Allah and Karnapur. Although the city 
  has not experienced direct conflict yet, it only 
  seems a matter of time before the Combined Army 
  shows up at its gates.
  vEdi  
   
   
   
  A sanctuary for those fleeing the war on Paradiso, 
  Vedi is home to hundreds of thousands of refugees 
  that have found safety behind the city’s rapidly 
  erected and so far untested walls. 
  
  48
  CHAPTER 6
  Vedi is recognized as a masterful example of 
  urban planning. Each city district provides its 
  residents with their needs easily accessible by 
  foot including shopping, entertainment, cultural 
  events, and educational facilities. The districts 
  are each surrounded by a wide variety of gardens, 
  green spaces, religious spaces, and recreation 
  areas. The landscapes are tailored to provide the 
  most relaxing atmosphere possible with a mix of 
  social spaces for large gatherings and isolated 
  corners where someone can escape the hustle and 
  bustle of a district. The districts are connected by 
  an extensive subway network, but most residents 
  prefer to walk or cycle.
  As the war descended on Paradiso, the city took 
  in refugees from across the planet, regardless of 
  nationality. The green spaces became makeshift 
  refugee camps for those fleeing the conflict. The 
  camps are often divided heavily along national 
  lines, but the Hindu temples have worked hard 
  to bridge cultural divides and build bustling 
  communities. Fresh refugees arrive weekly from 
  cities on the front lines.
  The city’s residents take great pride in their city’s 
  role as a sanctuary, but not all residents are happy 
  with the situation. As the cities in the occupied 
  territories fell, the offers of sanctuary drew a 
  large population of Ateks. A strong contingent of 
  the Ateks Out! Lobby has now gained in political 
  power, and vigilante groups have targeted some 
  Atek encampments. Activists have come to the 
  defence of the targeted populations, and while the 
  Jagennath Temple Complex has provided sanctuary 
  for the Ateks, the protests increase daily.
  PanOceanian troops quickly erected fortifications 
  around the city, but they have yet to face the full 
  force of the EI’s Combined Army. The residents keep 
  a close eye on Maya-casts out of Aritya, always 
  worried the front will fall and the Combined Army 
  will flow across the continent. PanOceanian troops 
  defending Vedi patrol the streets, guarding against 
  potential Shasvastii forces the EI has deployed to 
  monitor the city. Meanwhile, PanOceanian ships 
  intercept Morat raiders who assault the scattered 
  coastal towns near Vedi.
  xiANGU  
   
   
   
  Xiangu is one of the richest trade hubs on the 
  planet and a centre of mercantilism for the 
  province. Showcased in Yu Jingese propaganda 
  pieces as an example of what the StateEmpire’s 
  colonial policies can accomplish, Xiangu drew 
  families looking to start a new life on the colonial 
  frontiers. The city’s orbital elevator, protected 
  under the Concilium Convention, went relatively 
  untouched by the war, fuelling trade and shipping 
  across Daheng province. 
  While the invasion of the Combined Army has 
  cast a shadow over this vibrant city, the citizens 
  of Xiangu are proud of what they’ve built together, 
  and they are empowered by a strong sense of 
  patriotism for the StateEmpire. The citizenry knows 
  their city is a key arrival point for supplies for Yu 
  Jingese troops at the front fighting the forces 
  of the EI. 
  The orbital elevator dominates Xiangu’s skyline, 
  and surrounding the elevator are eight massive 
  spires that stand equidistant around the central 
  orbital umbilical. The spires are archologies that 
  provide a safe and secure living for the families of 
  the rich and powerful in the city. An elevated, mag-
  lev line transports goods and people between the 
  spires and the elevator and connects the towers to 
  the elevator and each other. The towers are named 
  after StateEmpire and pre-StateEmpire emperors 
  with statues of the emperor at their pinnacle. 
  During the Second Offensive, the Wu Zhao Spire 
  took damage from an orbital strike and the upper 
  floors collapsed into the neighbourhoods below. 
  Repairs have stabilised the tower but have yet to 
  restore it to its full majesty.
  Surrounding the spires is the lower city,  a 
  collection of neighbourhoods and parks where the 
  less wealthy live. The city is a popular destination 
  for Yu Jingese troops on leave from the front. The 
  Lan Kwai Fong district, with its bars, clubs, and 
  entertainments, is a notoriously popular destination 
  for troops looking to blow off a bit of steam. 
  While the economic disparity of the spires and the 
  lower city previously divided the people of Xiangu, 
  the war has built a strong community between 
  the two after the collapse of Wu Zhao Tower. The 
  residents of the lower city took those fleeing the 
  bombardment into their homes while Wu Zhao 
  Spire was repaired. Also, the work repairing the Wu 
  Zhao Spire and clearing debris that damaged the 
  surrounding neighbourhoods is well underway; a 
  point of pride for the city residents.
  The elevator is protected by ships that patrol the 
  local airspace while cargo from the orbital station 
  is off-loaded for transport to the surrounding cities. 
  Outside the city lies the railyard linking Xiangu to 
  
  THE ROLEPLAYiNG GAME
  49
  THE FRONT LiNEs ANd BEYONd
  Ralispur. This heavily guarded transport hub is a 
  rare opportunity for PanOceanian and Yu Jingese 
  forces to be reminded they fight a common enemy. 
  A LOOMING SHADOW OF 
  WAR
  Even the cities far from the frontlines live 
  in a constant shadow of a hostile alien force 
  determined to subjugate them. The most 
  peaceful cities are still subjected to airstrikes, 
  orbital bombardment, and attacks by Shasvastii 
  saboteurs. Coordinated Command and the national 
  governments labour to prepare the populace for 
  the periodic attacks with air raid drills and disaster 
  preparedness training. Every citizen knows the 
  location of a nearby shelter. The citizens are aware 
  they are at constant risk, but it has bred a certain 
  resilience into the people.
  EvACUATiON PROTOCOLs 
   
  Every citizen knows their home might be the next 
  city to fall to the Combined Army advance. While 
  each city requires a unique evacuation strategy, 
  there are core plans that every city follows. When 
  Coordinate Command signals a mass evacuation, 
  any citizen of a fighting age, sometimes as young 
  as fifteen, are called to stand in defence of the 
  city. These citizen militias are usually assigned to 
  secondary defence positions, while trained troops 
  hold the outer perimeter. All non-combatants are 
  ordered to transportation hubs for evacuation via 
  mass transport services. After the non-combatants 
  have been evacuated, the militias are often 
  evacuated next while the soldiers remain behind to 
  fight the Combined Army. 
  While these strategies are generally effective, they 
  are far from perfect, which is evident by the refugee 
  situations in cities like Yinquan and Rilaspur. It’s 
  not uncommon for either civilians to be left behind, 
  having missed their transport, or a citizen militia 
  member who elects to stay and fight, rather than 
  evacuate. The soldiers on the ground often find 
  themselves in a problematic situation.
  The evacuation protocols are further complicated 
  by the fact that Shasvastii will use the chaos 
  to insert infiltrators or seed soldiers among the 
  evacuees and transports, making any humanitarian 
  mission a ticking time bomb. Analysts suggest that 
  evacuating refuges places the defence of the planet 
  at risk, and there are debates whether further 
  evacuation should be allowed.
  SURVIVING PARADISO
  Surviving the jungles is a perilous ordeal rife with 
  vicious combat and natural hazards. Soldiers deep 
  behind enemy lines must keep a wary eye on their 
  supplies all while constant combat drives fatigue 
  and exhaustion.
  FOOd ANd WATER                           
  Safe food and water are essential for a soldier’s 
  survival despite the advanced technologies. 
  A character must consume rations each day 
  to maintain regular combat capability. Some 
  technology or implants might reduce the 
  character’s basic daily needs. 
  If a character is in a situation where they are 
  unable to consume a day’s rations, they may suffer 
  fatigue. The character must pass an Average (D1) 
  Resistance test or suffer the Fatigued condition 
  (see Infinity Corebook, p. 104). The Fatigued 
  condition is removed if the character obtains clean 
  food and water. A player that succeeds a Daunting 
  (D3) Survival test can find enough food and water 
  for the group to last two days. Characters with 
  relevant technology or traits may survive longer 
  under the GM’s discretion. The Gamemaster can use 
  Heat spends to represent a wide variety of events 
  ranging from thieving wildlife to contaminating 
  microbes or bacteria. Higher Heat spends might 
  represent a dangerous animal attracted their food 
  stores or hunting activities.
  AMMUNiTiON ANd sUPPLiEs   
  Characters profligate with ammunition or any kind 
  of reload may lack necessary supply lines to meet 
  ammunition needs. Resources including power 
  sources and replacement parts are required to 
  keep equipment fully powered and weapons and 
  armour in good order.  The GM may ask the player 
  to make a Challenging (D2) Survival or Lifestyle 
  test to recover spent reloads from Combined 
  Army equipment or horse trade with allied units 
  operating in the area. Heat spends might see 
  weapons and equipment failing or dud rounds.
  FATiGUE 
   
   
   
  Characters without any ways of stemming off 
  weariness (artificial or otherwise) will quickly 
  feel the effects of missing a night’s sleep (see 
  Infinity Corebook, p. 104). A player must succeed an 
  Average (D1) Resistance test every night or become 
  Fatigued with the Difficulty increasing by 1 for 
  every night spent without rest.
  REsT ANd 
  RELAxATiON 
  The rigors of combat wear 
  the human mind down. 
  Recognising the effects of 
  combat stress, Coordinated 
  Command makes a concerted 
  effort to get soldiers off the 
  front lines for a much-needed 
  breaks. Several cities across 
  Paradiso are major draws for 
  soldiers away from the conflict, 
  with Yinquan, Asyût, and 
  Valkenswijk chief among these.
  Despite the wide variety of 
  recreational activities offered 
  in these cities ranging from 
  greenspaces to museums to 
  a wild nightlife, the stresses 
  of combat will surface, and 
  military police are ready to 
  respond to disturbances. 
  Coordinated Command works 
  to head off incidents before 
  they happen by providing 
  a range of therapy with 
  trained professionals assisted 
  by comlog-based psycho-
  therapy programs.
  
  50
  CHAPTER 7
  LIFE IN THE BLOCKADES
  CHAPTER 7
  Paradiso and the space surrounding it serve as 
  the theatre of an ongoing war with the Combined 
  Army, the military giant serving the Ur Hegemony. 
  The system stands as the gateway to the rest of 
  the Human Sphere, and its defence is unanimously 
  considered paramount amongst the nations 
  of humanity.
  To this end, the Paradiso system and its jump gates 
  are guarded by several blockades, each delegated 
  a portion of space to defend to ensure the safety 
  of Paradiso, humanity’s Tohaa allies, and the 
  greater Human Sphere. These blockade fleets are 
  designated as the Acheron blockade, Intermediate 
  blockade, Access blockade, Daedalus blockade, and 
  the Orbital blockade.
  THE ORBITAL BLOCKADE  
  THE iRON RiNG                                    
  The Orbital blockade is the final line before the 
  dirt of Paradiso, the last chance to lash out at 
  alien vessels before they can make landfall and 
  achieve their mission. Encircling Paradiso and 
  its moons, the Orbital blockade is made up of 
  large, lumbering ships designed for terrestrial 
  defence and information support, gathering and 
  disseminating information to troops on the ground 
  and providing overwatch for the forces that battle 
  the Combined Army in the jungles of Paradiso. 
  These ships are equipped with heavy naval artillery 
  that can be levelled at incoming alien ships or 
  planetary targets, allowing the Orbital blockade 
  to engage any incoming threats and prevent them 
  from reaching the surface.
  Due to the Combined Army’s deployment of E/M 
  pulse devices that disrupt ship systems and 
  mobile anti-orbital weaponry, the Orbital fleet 
  has long since abandoned the concept of total 
  aerial superiority over the orbital exclusion zone of 
  Paradiso. The combination of these threats heavily 
  punishes any ships that stray into the skies around 
  the orbital exclusion zone. Surveillance remains 
  a vital task of the Orbital blockade, and despite 
  the difficulties and dangers, they have remained 
  relevant in the ongoing information war. 
  The defensive efforts of the Orbital fleet extend 
  to other vital tasks. The ring of ships that guard 
  Paradiso also protect the orbital elevators that 
  supply the ground based forces of the Human 
  Sphere and the remaining civilian populace, and 
  without their continued operation, the defence of 
  Paradiso would become significantly more difficult 
  as mass transit of resources would be bottlenecked 
  by orbital entry ships rather than the cheap and 
  efficient use of the elevators. Attacks against the 
  elevators are met in the sky and on the ground, but 
  the attacks never leave a lasting mark.
  The comparatively gentle attacks launched against 
  the orbital elevators have left a bad taste in the 
  mouths of humanity’s more acute generals. Each 
  strike draws blood, but doesn’t contain the ruthless 
  efficiency and brutality so common in attacks by 
  the Combined Army. In truth, the EI and its generals 
  are aware of the import of the orbital elevators 
  and have elected to show restraint for some 
  unknown scheme. Some believe the Combined 
  Army command is happy to draw forces from the 
  blockade to ensure the arrival of more of its troops 
  and will destroy the elevators when the time to 
  take the planet proper arrives.
  Off planet, the battle for territory continues on the 
  moons of Nirvana and Satori. Both moons would 
  make ideal staging grounds for the Combined 
  Army’s invasion, and it is only thanks to the skill, 
  bravery, and luck of both moons’ defenders that 
  they were unable to secure the moons in their 
  initial advances. Now these moons maintain human 
  military bases dedicated to engaging incoming 
  craft with anti-orbital ordnance, as well as acting 
  as the headquarters to several intelligence units 
  that wait to be deployed to crisis points on 
  Paradiso and conduct espionage, black operations, 
  and information gathering. Long-range scanners 
  safe from the E/M probes rake the alien territory 
  and much of the coalition’s battlefield information 
  comes from the efforts of the intelligence teams on 
  the moons. 
  Occasionally, an attack force will make a landing on 
  a moon in an attempt to capture and destroy these 
  facilities, and both Nirvana and Satori have seen 
  combat during the Paradiso war. Fighter drones 
  and independent TAGs modified for low-gravity 
  engagements make up the initial defensive line 
  of the surface, closely supported by long-range 
  artillery from the bases. If the Combined Army’s 
  forces are able to breach the bases defences, they 
  are met with well-disciplined security forces who 
  know the station’s choke points and short cuts like 
  the back of their hand. Posting on these moons is 
  a mark of excellence, as their continued operation 
  is paramount to the war effort, and only the best 
  personnel are entrusted with their defence.
  
  THE ROLEPLAYiNG GAME
  51
  LiFE iN THE BLOCKAdEs
  THE INTERMEDIATE 
  BLOCKADE
  dEEP sPACE HUNTERs  
  Although the initial Acheron blockade makes 
  up most of the naval presence in the Paradiso 
  system, the human defenders are firm believers in 
  redundancy. The Combined Army’s ships are faster, 
  stronger, and more stealth capable than the human 
  fleet, and it is almost guaranteed that a sizeable 
  amount of ships will breach the initial blockade. 
  These ships usually form up into a wing to continue 
  onto the planet, but some emerge from the first 
  blockade battered and alone, cut off from allies. 
  The defenders of the Intermediate blockade deploy 
  hunter craft, called pursuit uni-ships, who track and 
  chase down these lone ships or gather together to 
  match the Combined Army’s wing units.
  THE WOLF PACKs  
   
  The crews of the Intermediate blockade are 
  either fast, tenacious, or merciless. Usually, they 
  are a combination of the three. The ships of the 
  Intermediate are small and agile, with much less 
  firepower than their larger cousins in the Orbital 
  blockade. This is made up for with the speed and 
  the daring of their captains.
  Uni-ships and their crews are typically chosen for 
  their ability to launch lightning-fast strikes at the 
  drop of a pin, manoeuvring into an attack vector 
  and hammering their enemies in the time it takes 
  larger ships to inform their captain of the enemy 
  presence. A combination of this reactive speed and 
  high-impact naval ordnance has heralded the end 
  of many isolated Combined Army ships.
  Because of the nature of the work and the sheer 
  amount of space between the Acheron wormhole 
  and the planet, the Intermediate fleet operates 
  independently of each other, only working together 
  to ensure the destruction of a particularly savvy 
  pack of prey. Because of this behaviour, the ships of 
  the Intermediate blockade are referred to as wolves.
  Although several military craft occupy the blockade, 
  it is the Nomad interceptors and Haqqislamite 
  merchants-turned-corsairs that truly shine. The 
  captains of both these nations are well versed 
  with space travel and have turned that mastery to 
  fighting for their fellow humans.
  sUPPORT NETWORK 
   
  Despite the skill on display by the wolves of the 
  Intermediate blockade, it is unreasonable to rely on 
  far-ranging, lone ships to defend an entire sector 
  of space. Isolated mining facilities and trade routes 
  are constantly in danger of Combined Army attack, 
  which would hamper the defence of Paradiso by 
  causing shortages of vital resources to the civilians 
  and military planet-side. Backed by the military, an 
  initiative was devised by the civilian leaders of 
  these industries to share relevant combat data with 
  the uni-ships of the fleet.
  This data can be anything from strange signals 
  emerging from unusual sources, signs of attack 
  within major space lanes, and even actual sightings 
  of alien vessels. By sharing this knowledge with 
  each other and the military, the human fleet is able 
  to put together a real-time tactical map for their 
  wolves, who can then make adjustments to their 
  regular patrol patterns to intercept enemy craft.
  Upon spotting a Combined Army ship or if under 
  threat of attack, vessels and spaceports can also 
  send out a signal to any receivers, who will then 
  pass the message down along to others. Eventually, 
  these messages will reach the uni-ships, who will 
  immediately change course to hunt down their 
  quarry. Civilian casualties have been decreasing as 
  the war for Paradiso rages on because of this data 
  sharing and messaging system. Combined Army 
  troops are forced to make the decision between 
  potentially taking out a vital supply source or 
  making it to Paradiso undetected to lend much 
  needed reinforcements to their terrestrial forces. 
  As the uni-ships grow more and more familiar 
  with Combined Army methods, the margin grows 
  between success and failure.
  In addition to their information networking, the 
  various ports and space stations of the Paradiso 
  system have lent their holdings and homes to the 
  crews of the uni-ships, offering rest and respite as 
  well as supplies and entertainment. To some, this is 
  natural, a thank you offering for the brave warriors 
  fighting for their survival. More unsavoury uni-ship 
  crews sometimes gain these ‘additional benefits’ 
  through extortion however, and disciplinary 
  measures are undertaken by O-12 to ensure 
  continued cooperation. 
  THE ACCESS BLOCKADE
  THE sECONd BULWARK  
  Despite the efforts of the Intermediate and 
  Acheron blockades, the Combined Army’s strategies, 
  whilst costly, ensure the incursion of ships deep 
  into human-controlled territory, forcing desperate 
  attempts to destroy Combined Army ships before 
  they reach Paradiso. Whilst most military assets are 
  tied up in the initial lines of defence, the leftovers 
  of the fleet can be found in the Access and Orbital 
  blockades.
  The Access blockade’s ships don’t have the size and 
  raw power of their counterparts on the front line 
  of the Acheron blockade, nor are they as fast and 
  
  52
  CHAPTER 7
  manoeuvrable as the hunters of the Intermediate 
  blockade. Once the Intermediate blockade is 
  cleared, there is a small sector of space at the edge 
  of the Intermediate blockade’s patrol zone and the 
  Access blockade’s scanner range where Combined 
  Army ships are able to peel off from Paradiso and 
  make a move towards the jump gates that lead 
  to Bourak, Svalarheima, and the Human Edge. Or, 
  the Combined Army ships divert their attention 
  to any number of listening posts and deep space 
  probes that relay vital data on ship movements 
  and inter-system communications to the defenders. 
  To counter this, the G5 nations have positioned 
  weapons platforms and command and control 
  stations at each of the jump gates that lead deeper 
  into the Human Sphere, all connected in a network 
  designed with the intent to offer mutual support.
  Within the Paradiso system, the jump gates 
  are guarded by a coalition of humanity using 
  technology and resources from each of the Human 
  Sphere’s powers. Cooperation is ensured by O-12 
  under the assertion that Combined Army entrance 
  into any of the systems would lead to a breach 
  of security that could spread across the entirety 
  of the Sphere. An incursion into Bourak could 
  easily lead to a secondary incursion reaching 
  as far as Neoterra or Yutang, perhaps even Sol. 
  The agreement between the powers is a mutual 
  one; the fear of alien espionage reaching their 
  respective home-worlds is enough to unify them 
  for now. The systems most at risk of this subversive 
  warfare are the neighbours of the Paradiso system: 
  Bourak, Dawn, Svalarheima, Human Edge, and the 
  Tohaa’s Ereeva system. As each power is expected 
  to handle the jump gate defences on their own 
  turf, the non-Paradiso side of each wormhole is 
  carefully defended by ships and stations belonging 
  to the occupants of the system in question.
  Generals of the EI have placed high priority on the 
  destruction of enemy intelligence systems, and 
  many ships take the opportunity to attack these 
  weak points on their path. Groupings of blockade 
  ships, large enough to dissuade an attack but small 
  enough to not attract undue attention, make up 
  the inner defence of the Access fleet. Many young 
  or unpopular captains find their first assignment 
  in the Paradiso defence fleets to be these postings, 
  a job affectionately referred to as the ‘dead shift.’ 
  Attacks by boarding Morat forces and supply craft 
  aren’t common following the establishment of 
  the blockades, as the potential cost of manpower 
  and supplies is sometimes not worth the risk. The 
  few ships that do attack tend to be Shasvastii 
  infiltration ships or bands of deep space fighters 
  that survived initial contact with the Acheron fleet 
  and the wolf packs of the Intermediate blockade. In 
  these situations, the defenders of these posts are 
  almost always outmatched in a ship to ship battle. 
  The resources required to defend these minor 
  information links are tied up in more important 
  work, specifically, the protection of the jump gates 
  leading to other human systems.
  THE ABYss BLOCKAdE  
   
  The defences protecting Svalarheima and Bourak 
  are strong, but the Human Edge doesn’t benefit 
  from the strength of the superpowers. Whilst O-12 
  have delegated a small fleet to the jump gate, the 
  system enjoys additional defenders in the form of a 
  loose coalition of mercenaries, pirates, and security 
  ships belonging to the companies that mine the 
  asteroids of the Human Edge. Though the coalition 
  is a surprising development that has reinforced the 
  system to an acceptable degree, the disorganization 
  of the people that work within it make the tracking 
  and destruction of stealth ships difficult. Like 
  the Intermediate Blockade, these ships settle for 
  hunting targets after they enter the system, but it 
  is far more common for a Combined Army ship to 
  slip past these defenders than be caught due to the 
  superior Combined Army technology.
  Adding to this difficulty are the natural conditions 
  of the system itself. The asteroid fields that 
  surround the wormhole make a large static defence 
  impossible, as the ships that stand guard must 
  constantly reposition themselves if they don’t 
  wish to become well acquainted with a couple of 
  hundred tonnes of rock. Adding ships to negate the 
  need for manoeuvring would only serve to further 
  increase the risk of collisions. The expenditure 
  of manpower in this positioning makes tracking 
  incoming traffic from the jump gate difficult, and 
  usually a ship will appear on scanners before or 
  during a required reposition and leave the crew 
  on the back foot when moving to intercept them. 
  To compound things, a ship exiting the jump gate 
  won’t have far to go before it can disappear into 
  the asteroid fields and encroach deeper into human 
  territory.
  EAsY PiCKiNGs                          
  The Combined Army is well aware of the 
  weak point within the Human Edge. The 
  war has been waged long enough for 
  spies and scouts to report their findings to 
  the Combined Army generals on Paradiso, 
  feeding information back to the EI. If the 
  Combined Army has plans for the Human 
  Edge, they are playing their hand close to 
  their chest. Alien infiltrators commonly use 
  the Human Edge as an access point to the 
  rest of the Human Sphere, however.
  
  THE ROLEPLAYiNG GAME
  53
  LiFE iN THE BLOCKAdEs
  THE ACHERON BLOCKADE
  Named for the river of Hades, the Acheron 
  wormhole, which leads to the systems controlled by 
  the Ur Hegemony, sits at the edge of the Paradiso 
  system. Acheron remained a mystery to the settlers 
  of Paradiso in the early days of settlement, as the 
  wormhole sat on the opposite side of the system 
  to the jump gates that connected Paradiso to the 
  Human Sphere. Space traffic rarely strayed out 
  towards the anomaly, and it wasn’t until the first 
  waves of the Combined Army’s attacks that Acheron 
  was discovered.
  There is a constant tension around Acheron, as each 
  fluctuation could mark the arrival of a Combined 
  Army reinforcement fleet, despite travel through 
  the wormhole being a dangerous proposition given 
  Acheron’s eccentricity. From information gathered 
  by interrogation of Combined Army officers, it has 
  been discovered that travel through the wormhole 
  wrack's ships passing through with gravitational 
  tidal forces, some strong enough to destroy a ship if 
  their coherence fields so much as flicker. This works 
  to the advantage of the human fleet, as roughly 
  half the ships that pass through the wormhole are 
  torn apart during transit. The ones that make it 
  through must face down the Acheron blockade.
  The Acheron blockade itself is built up of 
  humanity’s largest and most powerful warships. 
  Dreadnoughts, cruisers, and large fighter carriers, 
  the prides of their respective fleets, stand ready 
  to intercept any Combined Army ships exiting the 
  Acheron wormhole with extreme prejudice. Thanks 
  to the turbulence within cutting their opponent’s 
  numbers down and the natural bottleneck that 
  ensues, the technologically inferior human fleet 
  battles the Combined fleet on an even footing.
  However, the wide exit zone of the wormhole 
  makes the blockade work nerve-racking. There 
  are simply too many variable egress points from 
  the wormhole and nowhere near enough guns to 
  cover each of the vectors, making static defence 
  and patrols inefficient on their own. Constant 
  scans completed by moving ships are mandatory 
  to ensure that the fleet can respond to threats 
  as they arrive. Further complicating the matter is 
  the Combined Army’s superior stealth technology. 
  The Shasvastii ships are able to fool scanners 
  long enough to enter the system and evade the 
  worst of the blockade’s firepower. This has led 
  to the Combined Army using distraction tactics 
  to ensure troop transports and supply ships can 
  sneak past the human lines, with drone-slaved 
  systems aggressively engaging the blockade with 
  expendable ships.
  LiFE ON THE LiNE  
   
  The soldiers that fight on the Acheron line also 
  live on the Acheron line. The needs for constant 
  surveillance and being battle ready at all times 
  require a large standing force of troops that can 
  rotate on and off duty and react quickly if called 
  in the event of an attack. Daily life serving on 
  the vessels and stations of the Acheron blockade 
  is typically made up of long stretches of tedium 
  followed by brief, violent periods of large-scale 
  naval combat. Unfortunately for the troops, this is a 
  nerve-rattling method of warfare. 
  Having to remain constantly alert, expecting battle 
  and death at any moment, has left marks on the 
  soldiers of the Acheron fleet. Stress and paranoia 
  constantly afflict the personnel stationed closest 
  to the wormhole in particular, as they have to see 
  the shifting anomaly each day. Each fluctuation 
  of the wormhole could be the precursor to a 
  dangerous battle. Every stutter on the radar could 
  be Shasvastii ships attacking their instruments in 
  preparation for the next assault. Each minor system 
  disturbance could be sabotage from a Combined 
  Army death squad aboard their vessel.
  The rigours of unpredictable naval combat aside, 
  the soldiers must also face the alien horror of the 
  Combined forces. Sepsitorization and infiltrating 
  Shasvastii are a constant threat to the security 
  of the Acheron blockade, and safety checks are 
  common to ensure the systems and officers of the 
  fleet are secure. While these checks might ensure 
  the integrity of the defences, they only further 
  erode the mental wellbeing of the troops, who 
  soon after posting can become jumpy and paranoid. 
  Mental health is considered a priority, with 
  recreation and therapy invested in heavily. Though 
  this can seem like a tedious and fruitless exercise, 
  as week after week of boring support groups and 
  simple, mind-focusing duties pass by, the veterans 
  of the blockade are thankful for these efforts as 
  they keep them alert and sane whilst they wait for 
  the next battle.
  THE sHiPs OF ACHERON  
  The Acheron blockade is home to some of the 
  most devastating naval weapons humanity has 
  ever produced. Warships from across human-
  controlled space have been sent to the blockade 
  with the single-minded purpose of fending off 
  a truly dangerous enemy. PanOceanian battle 
  cruisers work in concert with the StateEmpire’s 
  jūnjiàn for the first time in each nation’s history. 
  Nomad cruisers fight alongside the nations 
  they still consider slaves to ALEPH for the 
  good of all. It would be an inspiring display if 
  it weren’t for the continued tensions back in 
  
  54
  CHAPTER 7
  Human Sphere, especially following PanOceania’s 
  display of solidarity with the new Great Japan.                                                                               
  As the fleet is united in their common goal, 
  command has been relinquished to unaligned 
  O-12 officials in the interest of cooperation. The 
  aforementioned tensions have given rise to 
  several conflicts already, but thanks to the stern, 
  impartial command of O-12 commanders, the fleet 
  has continued to operate at full capacity and the 
  rowdier admirals have been brought in line.
  One of the most important jobs within the Acheron 
  blockade is the efforts of the combat patrols that 
  drift from capital ship to capital ship. These small 
  wings of craft perform the combat scans that the 
  larger warships would have to risk valuable time 
  and targeting vectors to undertake, ensuring the 
  information coverage of the blockade remains 
  constantly all-encompassing. These patrols are 
  made up of craft lighter than the large warships 
  that anchor the blockade, focusing on speed and 
  manoeuvrability to quickly engage enemy craft in 
  the event of a Combined Army attack during their 
  sweeps. Escorts of fighter craft are common, and 
  it’s a job welcomed by the more stir-crazy pilots 
  who can’t stand sitting in common rooms until 
  the Combined Army rear their head. Normally, 
  these ships act as the first responders to an alien 
  incursion, intercepting boarding ships and bombers 
  before they can strike the capital ships of the 
  human fleet. Casualties for these patrol units are 
  high in combat situations, leading to only the most 
  daring and brave pilots volunteering for the job.
  The warships these patrols move between can 
  only be described as titanic, truly breath-taking 
  spacecraft with a matching array of weaponry. 
  Although the human dreadnoughts cannot match 
  the Ur Hegemony’s navy ship-to-ship with current 
  technology, it would be a dangerous assumption to 
  think that they cannot put up a good fight. Unique 
  military doctrines and divergent technology affects 
  the make of each of these ships, further reinforcing 
  their roles within the fleet. PanOceanian ships, 
  the most numerous of the fleet, often act as the 
  centre of resistance during an attack. Outfitted with 
  cutting-edge systems and weaponry and crewed 
  by well-drilled personnel, they battle at range to 
  wear the Combined Fleet down. The Yu Jingese 
  fleet, though not as advanced as the PanOceanian 
  fleet, is famed for their power armoured boarding 
  parties and tactical acuity. Able to outmatch the 
  Military Orders by virtue of numbers and sheer 
  ruthless determination, they have constantly 
  proven their skill against the Combined Army’s 
  warriors in intense, close-quarters combat, ripping 
  Combined Army ships apart from the inside 
  out and capturing prisoners for interrogation. 
  Their ships maintain the frontline of the human 
  fleet, a bulwark of steel that levels torpedoes 
  and precise close-range fire at the enemy.                                                                          
  The Nomad fleet, familiar with space travel and its 
  rigours, function as the outriders of the human fleet, 
  lashing out at any craft that breeches the human 
  line with speed and precision unmatched by their 
  ‘lumbering’ allies. The Nomad’s combat patrols have 
  orchestrated some of the most successful flanking 
  assaults in the war, and proudly boast of it at any 
  chance they get. 
  The Haqqislamite fleet, smaller than the other 
  nations’ fleets, acts primarily in a support role, 
  ferrying supplies and aid to ships in the gaps 
  between combat, and rescuing crew that have 
  had to abandon ship. Though it is rare for the 
  Haqqislamite fleet to engage in direct combat at 
  the battle’s commencement, they are nonetheless 
  ready to fight, delivering supporting fire for the 
  larger PanOceanian and Yu Jingese craft. Though 
  other nations such as Ariadna and Great Japan 
  lend ships to the cause, their contributions are 
  overshadowed by the great powers’ works, and they 
  are typically relegated to rear-guard action, trying 
  to catch any ships the Nomad outriders miss and 
  plug holes that may form in the line. Working in 
  concert, these elements have allowed the human 
  fleet to establish a strong defensive point within 
  the range of Acheron.
  ENEMY CRAFT 
   
   
  The Combined Army faces a challenging prospect 
  in breeching the Acheron blockade to get 
  reinforcements to their terrestrial forces. Normally, 
  the navy of the Ur Hegemony would have no issues 
  breeching blockades and resupplying, and during 
  the initial stages of their invasion they proved as 
  much, devastating the human forces in the first two 
  waves of conquest. Now the Combined Army faces 
  a new challenge after the defenders of Paradiso 
  plugged the gaps in their forces and blockaded the 
  Acheron wormhole itself. Superior numbers and 
  technology are no longer enough, and the warriors 
  of the EI have had to adapt to account for the 
  losses incurred by the wormhole and the defenders 
  on the other side of it, a task made possible by their 
  experience and tactical skill honed by hundreds of 
  years of warfare.
  To safely deploy troops to the other side of the 
  wormhole, the Combined Army has established 
  a doctrine of wave assaults and bait and switch 
  tactics. The initial wave of each Combined Army 
  assault is predominantly made up of probes, to 
  establish the positions of enemy ships. These 
  drones feed information back to the second 
  wave and beyond, highlighting vital targets 
  and gaps in the blockades firing vectors. The 
  second wave is a force of unmanned fighter 
  TURBULENCE PLATFORMs
  A development submitted to the 
  O-12 military committee from an 
  anonymous source, the plans for the 
  turbulence platforms offer a method 
  to further destabilise Acheron. Using 
  E/M emitters and fusion energy 
  injection, the turbulence platforms 
  aim to create more fluctuations 
  in the wormhole and attack the 
  systems protecting ships passing 
  through it. Results so far have been 
  difficult to measure, but if they can 
  achieve their promised function, 
  they may be able to swing the 
  Paradiso conflict into the favour of 
  the Human Sphere.
  
  THE ROLEPLAYiNG GAME
  55
  LiFE iN THE BLOCKAdEs
  drones and carriers that engage the first 
  wave of the human defenders, attempting to 
  disrupt the targeting lanes of the larger ships.                                                                                  
  The third wave consists of manned fighters, 
  bombers, and explosive-rigged fire ships that 
  directly engage the enemy, causing as much 
  damage as possible. This makes way for the fourth 
  and final wave, the troops carriers and supply 
  ships, which emerge and make attempts to pass by 
  the Acheron blockade. Any ships remaining from 
  the initial waves will break off after the ships are 
  through to escort and protect them as they make 
  for Paradiso, but casualties of the first few waves 
  tend to be high, and the fourth wave must usually 
  rely on their own wits to make it to the planet. 
  THE DAEDALUS 
  BLOCKADE
  Until recently, the jump gate that led to the 
  Ereeva system and the Tohaa Trinomial sat on the 
  opposite side of the Paradiso planet from Acheron. 
  Codenamed Daedalus—a wry reference connecting 
  the Greek maze builder to the labyrinthine mystery 
  of the Tohaa—the jump gate was exclusively 
  protected by the Tohaa fleet, which was an 
  agreement reached as part of the Human-Tohaa 
  Contact Treaties. 
  The Tohaa tasked with protecting the jump 
  gate failed. The Daedalus Gate is no more. The 
  far-reaching effects of its collapse have yet to be 
  fully realised by their Human Sphere allies, but 
  the immediate fallout is obvious and transparent. 
  Unless another connection to the Tohaa Trinomial’s 
  systems can be established, whether through 
  repair of the jump gate or some other means, the 
  Tohaa currently present across the Human Sphere 
  are stranded with limited supplies and no hope of 
  reinforcement.
  Initial investigations following the sabotaging 
  of the Daedalus Gate point towards a Shasvastii 
  infiltration. Under escort by PanOceania’s light 
  corvette, POS Regina, a Combined Army light 
  assault cruiser captured during the Wotan defence 
  campaign, the WDC Raxora, was being transferred 
  to the interior of the system for deconstructive 
  study. Communication and location of both ships 
  went black during the transit, however, and 
  everyone involved feared they had both been 
  lost to an ambush. Sporting fresh battle scars, a 
  battered Raxora appeared at Daedalus alone but 
  still in possession of a Tohaa crew and the correct 
  identification codes. The Regina had apparently 
  been destroyed by a Combined Army ambush. 
  Having received clearance to pass the orbital 
  defences of the Daedalus Gate, the Raxora slipped 
  into the defensive ring, and her crew sprang a 
  surprise attack of their own on the gate’s stabilisers, 
  a victory for the Combined Army and a tragedy for 
  the Tohaa and their Human Sphere allies.
  THE DAYBREAK 
  BLOCKADE
  The fact that the Ariadnans insisted on providing 
  the defence for the Daybreak Jump Gate purely 
  with their own forces initially caused O-12 great 
  consternation, but the Ariadnans did eventually 
  manage to get O-12 to concede that they would be 
  unable to defend both sides of the wormhole with 
  just their own overstretched resources. By offering 
  to contract a sizeable specialist detachment for 
  the Indra-3 Mobase, O-12 struck on a scheme that 
  allowed them to offer the smaller Indra-4 Mobase 
  to the Ariadnans as a permanent defensive asset 
  at the Daybreak Jump Gate on the Paradiso side. 
  Manned by O-12 personnel and staffed by officers 
  of the Ariadnan Joint Command, Indra-4 serves to 
  monitor all traffic to and from the Dawn system. 
  In the wake of the recent Kurage Crisis and the 
  advent of Combined Army troops on the planet 
  Dawn, security at the jump gate has been amplified 
  to almost prohibitive proportions and slowed trade 
  to a crawl for now. For their part, the Ariadnans 
  state they’ve lived through far worse times in 
  terms of supplies reaching Dawn, and they certainly 
  don’t want any more foreign invaders on their soil 
  beyond those they have been forced to suffer.
  THE SHEYK BLOCKADE
  The Bourak defence fleet of the Sheyk blockade is a 
  rather successful one, well-practised in discovering 
  and eliminating illegal spacecraft and smuggling 
  vessels carrying stolen Silk. This skill set is put to 
  good use rooting out any infiltrating Combined 
  Army ships before they can deal any damage, and 
  as such incursions towards Bourak are incredibly 
  rare. As the majority of the Haqqislam military fleet 
  is tied up in the defence of Paradiso, some policing 
  craft have been re-purposed to act as combat ships 
  in the case of any Combined Army sightings. These 
  usually dock at Gelişmek Station above Bourak, and 
  are one of the only physical signs of the Paradiso 
  conflict within the system.
  WOTAN BLOCKADE
  Due to the contested nature of the frozen planet, 
  the defence force of the Svalarheima wormhole 
  comprises of ships belonging to both PanOceania 
  and Yu Jing. To say tensions are high would be an 
  understatement, especially following PanOceania’s 
  implementation of the Steel Wall. Auxiliaries 
  lent by the Ariadnans, eager to make a name for 
  themselves amongst the inter-Sphere community, 
  A dAsH OF CHAOs
  Surprise and unpredictability 
  are vital elements of the 
  Combined Army’s tactics, and 
  to prevent the singling out of 
  vital elements of the fleet, the 
  navy has relied on drawing 
  the attention of the larger 
  warships of the human fleet 
  and hiding assets in various 
  ways. A fighter squadron 
  might carry several units of 
  Morat troopers, their original 
  transport instead filled to 
  the brim with explosives and 
  munitions and sent to ram 
  the enemy fleet disguised as a 
  boarding ship. These methods 
  have tricked the human 
  defenders more than once, and 
  several units have made it to 
  Paradiso in the back of a light 
  assault craft.
  
  56
  CHAPTER 7
  are used in the PanOceanian defensive fleet, a 
  situation that enrages the delegates of Jade 
  Empire to no end. Only the presence of the O-12 
  delegates on the Indra-3 Mobase has allowed any 
  sense of cooperation to return following a recent 
  explosive conflict at the jump gate. Unfortunately, 
  the disharmony between the defensive fleets 
  guarding both sides of the wormhole led to more 
  frequent incursions into the Svalarheima system 
  by the stealth ships of the Shasvastii.  
  Although sharing control of the jump gates 
  defences, PanOceanian orbitals in the form of the 
  Sygtir Defense Cluster dominate the jump gate’s 
  protective measures. The Sygtir-1 Fire Control 
  Platform oversees the Sygtir-2, 3, and 4 Weapon 
  Platforms, while the Exo Affairs Department Orbase 
  oversees the traffic transiting between Paradiso 
  and Svalarheima. Yu Jing offsets PanOceania’s 
  dominance with their own Báijīng (White Crystal) 
  Orbital Consulate, a diplomatic and administrative 
  space station officially designed to assist with 
  visas, licenses, and the promotion of trade with the 
  StateEmpire, though it also unofficially provides the 
  Yănjīng intelligence service with the opportunity to 
  gather clandestine information.
  The other factions also maintain a presence around 
  Wotan, though many of them were heavily damaged 
  in inter-factional fighting that sparked during 
  a recent Combined Army incursion at the jump 
  gate. Thanks to a commitment to assist indirectly 
  by employing Nomad assets in other areas of 
  Paradiso—and thereby providing finances that can 
  funnel back to reconstruction—repairs continue on 
  the Nomads Nation’s La Forja orbital shipyard. Their 
  repurposed freighter, the Don Peyote, is scheduled 
  to be the first ship to receive attention at La Forja 
  as soon as it can once again undertake repairs. The 
  Ilik (Icicle) Alfundaq provides Haqqislam with an 
  important trade presence on the Paradiso side of 
  the jump gate. Lastly, in addition to providing an 
  important oversight delegation to the delicate 
  politics surrounding the jump gate, O-12’s Indra-3 
  Mobase plays host to ALEPH’s Echo Commodule 
  and a Transport Security Detachment that boasts 
  specialised Ariadnan boarding troops.
  PiCKiNG THE WOUNd
  The recent turbulence of 
  Human Sphere politics due to 
  the secession of the Japanese 
  people from Yu Jing has 
  exposed a unique opportunity 
  to the Shasvastii. As tensions 
  soar and unity breaks down 
  in the Svalarheima system, 
  the smallest application of 
  pressure could be enough to 
  drag the two superpowers 
  to blows within the system, 
  which would be disastrous for 
  the continued defence of the 
  Human Sphere.
  
  THE ROLEPLAYiNG GAME
  57
  AN UNQUiET PARAdisE
  From space, Paradiso is a shining gem of blue 
  and green, with swirling cloud systems adding 
  lustre. Once through the atmosphere, the sheer 
  vista of the planet is breath-taking. On the ground, 
  the views of Paradiso are no less spectacular–a 
  planet teeming with life and resources, an 
  unspoilt paradise.
  Welcome to the Green Hell, or “The Meat Grinder,” 
  as some Human Sphere soldiers call it. The beauty 
  of Paradiso is a facade, a lure to draw the unwary, 
  and there are so many ways to die on Paradiso. 
  Beneath the placid surface lies monsters. This 
  chapter gives the GM some options in creating 
  Paradiso jungle Action Scenes, as well as providing 
  some guidelines for creating Zones, sample 
  Momentum and Heat spends, and some suggested 
  ways to create unique scenes.
  COMBAT IN THE JUNGLE 
  Creating action scenes within the jungle requires 
  the GM to think in three dimensions, as the jungles 
  has both heights and depths full of life—often 
  in conflict with the characters. The jungle itself 
  is rarely quiet. Above the heads of the characters 
  arboreal hunters search for food, while unseen 
  predators lurk in the shadows.
  And then, of course, there is the oft-unseen threat 
  of the Combined Army. Paradiso’s jungle hides them 
  as well. For those skilled in bush craft, the jungle 
  is less of a threat, but every shadow could still 
  conceal a Morat hunter or Shasvastii sniper.
  For the GM, creating a sense of unseen threat will 
  encourage characters to at the least be circumspect 
  and wary of the jungle. At any moment, the air is 
  heavy with implicit violence—from Combined Army 
  ambushes or the deadly local wildlife.
  MANOEUvRiNG iN THE JUNGLE                  
  Getting around the jungle will likely require the GM 
  to refer to the Climbing, Swimming, and Jumping 
  section in the Infinity Corebook, p.111.
  Later in the chapter there will be ways of creating 
  vivid actions for the characters as well as providing 
  some of the natural hazards.
  LAYERs OF THE JUNGLE & 
  ZONEs 
   
   
   
  The Infinity Corebook (p. 107-108) introduced the 
  concepts of environments and zones to the GM. 
  This can be extended to Action Scenes in the jungle, 
  which extend upwards from ground level. Action 
  Scenes that take place over several layers involve a 
  tiered combat.             
  Creating these three-dimensional zones is best 
  thought of as constructing layers of the jungle. 
  These layers consist of the Forest Floor, one or 
  more Intermediate Layers, and the Canopy Layer.
  These layers have their own zones, possibly 
  extending above or below the current layer. For 
  example, a zone full of trees extends upwards from 
  the Forest Floor Layer.
  • Subterranean Level: Below ground level. These 
  usually contain the root systems of the jungle 
  trees that often have their own ecosystem.                                         
  • Forest Floor: The ground level of a jungle Action 
  Scene is usually where a primary encounter takes 
  place. Unless the characters have actively taken 
  steps to move to one of the other layers, the GM 
  should assume the characters begin the Action 
  Scene at the Forest Floor Layer.  
   
  • Intermediate Layer(s): Above (and occasionally 
  below) the Forest Floor Layer, are the Intermediate 
  Layers. These abstract areas consist of the foliage 
  or upper levels of the jungle, subterranean tunnels 
  and cave systems, or bodies of water. They may 
  possess their own micro-ecosystems. As a rule 
  of thumb, the taller the trees and deeper the 
  jungle, the more Intermediate Layers should be 
  included. More than three Intermediate Layers 
  in an Action Scene is not recommended as it 
  can slow down action resolution in the scene.                                  
  • Canopy Layer: The uppermost layer of the jungle 
  is the highest point of tree cover. Beyond this 
  layer, the sky is visible as the literal limit. Aerial 
  surveillance or predators are also more likely to 
  spot the characters from above, as their location is 
  more exposed.
  MOviNG BETWEEN LAYERs 
  Moving between layers works in exactly the same 
  way as moving between zones, but in most cases, 
  the movement is vertical, either up or down. This 
  AN UNQUIET PARADISE
  CHAPTER 8
  vEHiCLEs vs. 
  TAGs                    
  Given the thick jungles 
  of Paradiso, the Human 
  Sphere’s forces prefer 
  to use TAGs where and 
  whenever possible. They 
  are more manoeuvrable 
  within the close confines of 
  the jungle and find it easier 
  to traverse the rough 
  terrain. While they may not 
  be considered stealthy, they 
  are still quieter to move 
  and easier to conceal than 
  a convoy of vehicles.
  GM TiP: ZONE 
  CREATiON            
  More information 
  about creating Zones 
  including Psywar and 
  Quantronic Zones, can 
  be found in the Infinity 
  Gamesmaster’s Guide. 
  
  58
  CHAPTER 8
  can involve a mixture of flying, climbing, swimming, 
  or jumping (see Infinity Corebook, p.111). Characters 
  that suffer Falling damage (see Infinity Corebook, 
  p.110) will return to a lower layer, usually the 
  Forest Floor. In addition to gaining 1 § Soak 
  per Momentum spent, characters can spend an 
  additional Momentum to reduce the number of 
  layers they fall by one layer per Momentum spent 
  to a minimum of one. They have still fallen, just not 
  as far.             
  CONCEALMENT ANd visiBiLiTY  
  Within the forests, the shadows keep their secrets 
  well. The Paradiso jungle has the capacity to 
  hide TAGs and even whole armies. The natural 
  predators of Paradiso, the Combined Army, and 
  others make use of the concealing vegetation 
  including submondo elements and clandestine 
  O-12 operations.
  In the jungle, it is not just what you see that kills 
  you. What you don’t see—that will definitely kill 
  you. This basic law of the jungle holds true for 
  characters and their adversaries. Action Scenes in 
  the deep jungle are often one of a cat-and-mouse 
  nature with each set of opponents looking to seize 
  the advantage. Concealment and spotting the 
  enemy are key to this.
  Half the battle for the characters in a Paradiso 
  jungle Action Scene is spotting the enemy, and 
  the other half is remaining hidden. There are a 
  number of example situational modifiers which 
  will benefit either side during the conflict either 
  in the detection or concealment of an opponent 
  or spotting the enemy. In most cases, it will be the 
  characters attempting to spot an enemy or trying to 
  avoid detection.
  It is possible that other senses such as the Dogface 
  sense of smell or hearing may come into play in 
  certain situations. The odours and cacophony of the 
  jungle are their own form of sensory overload, so 
  may or may not be of use at the GM’s discretion.
  • Gear: Airborne Remotes and terrain mapping 
  devices can be used to map out the terrain and 
  either scout out hidden opponents or provide a way 
  to avoid them. Both adversaries and characters may 
  use these, and remotes can modify both sides of 
  the test, possibly adding one point of Momentum 
  to either side when spotting or avoiding the enemy.                                                  
  • Darkness: It is far easier to remain concealed 
  within the gloom of a Paradiso jungle 
  night, granting one bonus Momentum to 
  the Stealth aspect of spotting the enemy.                                                                       
  • Movement: Moving around is the easy way to 
  become noticed. Moving faster than walking 
  speed grants anyone attempting to spot the 
  character one extra point of Momentum for the 
  purposes of spotting the enemy. 
   
                                                  
  • Size: Anything larger than human size, such as a 
  TAG, has a distinctive visual outline making them 
  easier to spot. This grants one Momentum to 
  the Observation test. 
   
   
  • Muzzle Flash: Unless some form of suppressor 
  or silencer is used, weapon's fire gives away the 
  shooter’s position, granting one Momentum to the 
  Observation aspect. 
   
   
  • Terrain: Certain Terrain Types (see p.63) may 
  increase or decrease the difficulty of the test. 
  • Weather: The weather also can have an effect. 
  Rainy conditions may make it easier to remain 
  concealed, reducing visibility.
  TRACKiNG 
   
   
   
   
  It is highly likely that the characters will, at some 
  point, wish to track someone or something. It is 
  also possible they themselves will also need to try 
  and hide their tracks at some point.
  Like spotting an enemy, this is a face-to-face 
  test of Observation versus Survival (see Infinity 
  Corebook, p.31).
  AERiAL/sATELLiTE sURvEiLLANCE—
  THE PARAdisO PROBLEM 
   
   
  Surveillance of Paradiso is a constant challenge for 
  the Coordinated Command. In space, wreckage from 
  destroyed orbitals such as the Eveningstar provide 
  a hazard to regular satellite orbital surveillance. 
  The Combined Army also deploy a number of 
  countermeasures such as micro-drones and E/M 
  Pulse Air-Emitters over the Exclusion Zone to make 
  satellite and aerial surveillance a significant risk.
  Paradiso itself does not make aerial surveillance 
  easy. The weather systems frequently disrupt aerial 
  flyovers, and the “alien weather” phenomenon 
  produces EM interference. Cloud cover conceals 
  much of the planet, and of course, the thick jungle 
  makes any attempt at long-range visual detection 
  exceptionally difficult.
  COvER                                                    
  As well as remaining concealed, cover is worth 
  almost as much to a good soldier as superior 
  firepower. In Infinity, cover also provides a bonus 
  to Armour Soak, known as Cover Soak. The 
  requirement for this is that the character is within 
  the Reach range category of the terrain. The Terrain 
  Types listed on page 63 have example Cover Soaks, 
  either Light 2§ or Heavy 4§. The Cover Soak 
  bonuses for being within Reach of multiple Terrain 
  Types do not stack.
  Stealth Modifiers—See 
  Infinity Corebook, p.105.
  COvER REFERENCEs
  Cover—                         
  Infinity Corebook, p.108 
  Destroying Cover—         
  Infinity Corebook, p.109
  Cover Soaks—                
  Infinity Corebook, p.108
  Defoliants—p. 67
  Category of the Terrain —   
  Infinity Corebook, p.107
  sPOTTiNG THE ENEMY
  Spotting an enemy in the jungle 
  is a face-to-face test (see Infinity 
  Corebook, p.31) of Observation 
  versus Stealth. Usually this is 
  a Simple (D0) test with good 
  visibility (such as it is in the 
  jungle). Each Terrain Type (see 
  p. 63) has a Visibility Zone, 
  increasing the difficulty as 
  conditions worsen.
  • Low Visibility—Average (D1)                                                      
  • Poor Visibility—
  Challenging (D2)                                                    
  • Zero Visibility—Daunting (D3)
  Visibility Zone—See Infinity 
  Corebook, p.109.
  
  THE ROLEPLAYiNG GAME
  59
  AN UNQUiET PARAdisE
  Cover can be destroyed by significant damage. 
  (See Infinity Corebook, “Destroying Cover,” p.109.) 
  Attacks with the Anti-Materiel quality (see Infinity 
  Corebook, p.336) are especially useful in destroying 
  cover. Defoliant agents (see p.67) are formulated 
  chemical compounds usually deployed in aerosol 
  form. These are specifically designed for use in 
  destroying the Paradiso vegetation, withering and 
  desiccating the foliage.
  sAMPLE MOMENTUM sPENds  
  As Action Scenes are intended to be cinematic in 
  nature, the following are suggestions for additional 
  alternative Momentum spends. These are examples 
  only, and GMs are encouraged to be creative with 
  any ideas their players have regarding character 
  Momentum spends similar to these.
  Blasting Free: While using a Burst action, the 
  character also blasts any cover the target is hiding 
  behind. Each Reload used in the burst also inflicts 
  the Anti-Materiel X damage quality, with X being 
  the number of Reloads used. 
  Death from Above: The character leaps from a 
  higher layer to a lower one, crashing into their 
  target from a great height. This must be into a Zone 
  within Reach. The manoeuvre follows the normal 
  rules for Jumping (see Infinity Corebook, p.111). A 
  successful test means any single melee attack then 
  made gains the Knockdown, Stun, and Unforgiving 
  damage qualities.
  Swinging from the Trees: The character leaps from 
  their perch, making a controlled descent while 
  brachiating from tree to tree (or equivalent terrain), 
  perhaps swinging from vines and creepers as they 
  do. The character may move up to two zones away, 
  traversing up to two terrain layers in the process. 
  In addition, any attempts to hit the character have 
  their difficulty increased by one step. 
  ENviRONMENTAL HEAT sPENds  
  Given the nature of Paradiso’s jungle and possible 
  complications of combat in the jungle, there are 
  several options for GMs to spend Heat during 
  jungle Action Scenes. Some sample Environmental 
  Heat spends can be used to make scenes unique. 
  Most are dependent on the Terrain Type (see p.63), 
  but all have an associated Heat cost.
  CAVE-IN                                                    
  Heat Cost: 2                                                                       
  Terrain Type: Subterranean                                       
  A structural weakness causes the ceiling and walls 
  to collapse. Any characters in the zone must make a 
  Challenging (D2) Athletics test or be caught in the 
  collapse. Caught characters suffer the immobilised 
  condition and take 2+4§ physical damage. They 
  also will begin to suffocate. If the characters 
  are underground, the way ahead is blocked 
  until cleared. 
  DEEPER THAN IT LOOKS                  
   
   
  Heat Cost: 1 
   
   
   
  Terrain Type: Any Water or Swamp 
   
   
  The water is far deeper than it looked on the 
  surface, and what might have appeared to be safe 
  footing plunges the characters under the waters. 
  The water is treated as Aquatic Terrain.
  FALLING TREE                                                                         
  Heat Cost: 2                                                                          
  Terrain Type: Any Jungle                                             
  A nearby tree has been badly damaged by the 
  battle, or it has rotted through. With a creak, it 
  topples toward the characters. Any characters in 
  the way must make a Challenging (D2) Athletics 
  test or be pinned by the tree. Pinned characters 
  suffer the immobilised condition and take 2+4§ 
  physical damage. The fallen tree counts as Light 
  Cover Soak (+2§).
  POISONOUS GAS                                                          
  Heat Cost: 2                                                     
  Terrain Type: Any Non-Aquatic                                                               
  A pocket or cloud of toxic gas has built up nearby. 
  While it may or may not be flammable, it is 
  definitely poisonous to humans. The gas covers 
  a single zone, and unless the characters have a 
  breathing apparatus, they will inhale it (Inhaled, 
  Complex 1 (2 Momentum), 1+4§physical damage 
  with the Toxic 1 quality). 
  Wound Effect: The affected character becomes 
  dazed. For an additional 1 Heat spend, the 
  gas is Haunt.
  RAIN                                                                  
  Heat Cost: 2                                                                          
  Terrain Type: Any                                                                
  Wind and rain sweep across the battlefield, 
  making both visibility and movement difficult. Any 
  distance-related, movement, or visual tests count 
  as being one step higher. For example, Challenging 
  (D2) Ranged Weapon attacks and Observation tests 
  become Daunting (D3).
  ROTTING TREE BRANCH                                                                             
  Heat Cost: 1                                                      
  Terrain Type: Intermediate or Canopy Jungle Layer  
  The tree branch that the character is currently 
  perched upon has either rotted through or is dead 
  and cannot bear the character’s weight. With a loud 
  crack, it gives way. Unless the character makes a 
  successful Challenging (D2) Athletics test to jump 
  to safety, they will fall to the ground.
  Burst— Infinity 
  Corebook, p.358
  Reloads— Infinity 
  Corebook, p.356
  Drowning and 
  Suffocation—Infinity 
  Corebook, p. 110
  Aquatic Terrain—Infinity 
  Corebook, p. 109
  Haunt—Infinity 
  Corebook, p. 370
  
  60
  CHAPTER 8
  SINKHOLE                                                   
  Heat Cost: 2                                                                            
  Terrain Type: Forest Floor                                           
  The forest floor is little more than a fragile 
  covering of dirt and leaves over a hole in the 
  ground. Unfortunately for the characters, their 
  combined weight causes it to collapse inwards. 
  Unless a character makes a successful Challenging 
  (D2) Athletics test to jump to safety, they will fall 
  into the hole. Each additional Heat point spent 
  increases the depth of the hole by one zone.
  SMOKE                                                     
  Heat Cost: 1                                                                                 
  Terrain Type: Any                                                                                
  The smoke of combat drifts across the battlefield, 
  worsening the visibility. The zone counts as Low 
  Visibility Zone. Additional Heat point spends will 
  worsen it to poor visibility or even zero visibility.
  SMOKER/VENTS                                                              
  Heat Cost: 1                                                                         
  Terrain Type: Aquatic, Subterranean                                 
  A thermal vent below the surface blasts upwards 
  sending a jet of water or plume of scalding gases 
  upwards. Unless a character makes a successful 
  Daunting (D3) Athletics test to dodge the plume, 
  they suffer 2+4§ physical damage with the Spread 
  1 and Torrent qualities.
  RUNNiNG COMBAT ACTiON 
  sCENEs iN THE JUNGLE  
  When running combat Action Scenes in the jungle, 
  the GM may use several dramatic tools to add 
  to the collective experience of both players and 
  GM. These are not rules and can be viewed as 
  suggestions. 
  Regarding split groups in the jungle, the GM is 
  advised to cut between groups of the characters 
  when they split up. Switching between each group 
  helps to add the tension and also gives the GM 
  some breathing space to gain dramatic traction 
  with the scene. The GM may also wish to vary the 
  order in which the players declare a character’s 
  actions, rather than let the same character declare 
  their actions first each round.
  Use Heat to heighten dramatic tension. It can also 
  be used to add reinforcements, usually Troopers 
  or Elites, which is especially useful should the 
  characters find the scene less challenging. Heat can 
  also be used to add obstacles to a scene but should 
  never be used to punish characters or good ideas 
  by the group. 
  Paradiso jungle Action Scenes are very much a 
  pressure cooker, and things can always get worse. 
  Heat spends can be used to add new challenges 
  to a scene, such as a third party. For example, 
  during a combat between the characters and 
  Combined Army, one of Paradiso’s predators gets 
  involved. Running such combats is best handled 
  in an abstract fashion, keeping the characters as 
  centre stage. 
  The greatest mistake a GM can make during a 
  combat with multiple sides and combatants is by 
  a strict adherence to both the rules and die rolls. 
  In such circumstances, it is best for the GM to use 
  Heat, and allow the characters to spend Momentum 
  to influence the outcome if needed.
  MAKEsHiFT TUNNELs, TRAPs, 
  ANd MiNEs  
   
   
  During any sojourn into the Paradiso wilderness 
  and war zone, the characters may encounter traps 
  set both by Human Sphere and the Combined Army. 
  These traps do not discriminate between friend or 
  foe, often providing a nasty surprise to the unaware. 
  Players doing longer sessions in the jungle may 
  also be inspired to have their characters create 
  traps and earthwork fortifications, perhaps to 
  secure their own camp or inconvenience an enemy. 
  All the traps listed below have the following 
  attributes:
  • Construction Time: The time required to build the 
  trap. 
   
   
   
   
   
  • Concealment: How easy it is to spot the trap. 
  • Complexity: The difficulty to disarm a trap. More 
  intricate or technologically advanced traps are 
  harder to disarm. The GM can also use this as the 
  Heat spend needed to introduce the trap to an 
  encounter. Complexity 2 or less traps have the 
  Non-Hackable quality (see Infinity Corebook, p.334).                                                                                  
  • Effect: This describes the effects of 
  triggering the trap.
  TYPES OF TRAP 
  ANTI-PERSONNEL (A/P) MINE                                                             
  Construction Time: 30 minutes to 
  set up and conceal a single mine                                                                     
  Concealment: 1                                                                         
  Complexity: 3                                                                
  Effect: See “Mines” on pages 349-350 in the 
  Infinity Corebook.
  DEAD-FALL                                      
  Construction Time: 4 hours                                                                     
  Concealment: 2                                                                         
  Complexity: 1                                                                            
  Effect: The trap consists of a large, heavy, log 
  designed to be released by a tripwire. Once 
  activated, the log slams into the target driving 
  them to the ground. Unless the target makes a 
  successful Daunting (D3) Athletics test to leap 
  Falling Damage—Infinity 
  Corebook, p. 110
  Climbing—Infinity 
  Corebook, p. 111
  Visibility Zone—Infinity 
  Corebook, p. 109
  
  THE ROLEPLAYiNG GAME
  61
  AN UNQUiET PARAdisE
  out of the way, they take 2+6§ physical damage 
  with the Grievous and Knockdown qualities. An 
  extra hour of construction and a 1 Heat spend 
  means that sharpened stakes are added, granting 
  the Piercing 2 and Vicious 2 qualities to the 
  trap’s damage.
  DROP-BEAR                                                              
  Construction Time: 41 hour to 
  set up a Drop Bear and conceal it                                                                     
  Concealment: 1                                                                         
  Complexity: 3                                                                            
  Effect: A tripwire is set to release a Drop Bear to 
  fall upon the target. See “Drop Bears” on pages 
  349-350 and 367 in the Infinity Corebook.
  HAUNT TRAP (Combined Army ONLY)                                           
  Construction Time: 30 minutes per zone                                                                     
  Concealment: 2                                                                         
  Complexity: 4                                                                            
  Effect: A hypodermic dart is released at the target 
  when they pass through the zone. A successful 
  Daunting (D3) Athletics test avoids the dart. 
  Usually these dart launchers are set to switch 
  targets. The dart is impregnated with the Haunt 
  toxin (see Infinity Corebook, p.370).
  HEDGEHOG (Combined Army ONLY)                                                                   
  Construction Time: 30 minutes per Hedgehog                                                       
  Concealment: 3                                                                      
  Complexity: 4                                                                                       
  Effect: Hidden among the undergrowth is a 
  Hedgehog, venomous spikes set where there may 
  otherwise be good handholds or a clear path. See 
  “Hedgehog” on page 371 in the Infinity Corebook.
  MONOFILAMENT LINE                                                       
  Construction Time: 1 hour                                                                   
  Concealment: 4                                                                       
  Complexity: 1                                                           
  Effect: Dangerous in the extreme, a monofilament 
  cable is stretched across the characters path 
  usually at head height, although some are set to 
  cripple the target at ankle level. Unless spotted, 
  the target suffers 1+5§ physical damage with the 
  Monofilament and Subtle 2 qualities.
  PIT TRAP                                             
  Construction Time: 4 hours                                                                   
  Concealment: 2                                                                        
  Complexity: 1                                                               
  Effect: Carefully concealed by dirt leaves and other 
  jungle debris, a pit is designed to collapse once 
  a certain amount of weight causes it to give way. 
  Unless a character makes a successful Challenging 
  (D2) Athletics test to jump to safety, they will fall 
  into the pit. Usually lined with sharpened stakes, 
  characters suffer 1+4§ physical damage with the 
  Piercing 2, Stun, and Vicious 2 Qualities. Without 
  climbing gear characters may find it difficult to 
  escape the pit. A successful Dire (D3) Athletics test 
  is required to climb out.
  SNARE                                                             
  Construction Time: 1 hour                                                                    
  Concealment: 2                                                                           
  Complexity: 2                                                            
  Effect: Hidden from view, a carefully set snare will 
  immobilise the target. The victim suffers 1+4§ 
  physical damage with the Immobilising and 
  Nonlethal qualities. Some traps are set to maim the 
  victim (1 Heat spend) using a monofilament line. 
  Instead of the Nonlethal quality, such traps have 
  the Monofilament and Vicious 2 qualities.
  SPIKE TRAP                                      
  Construction Time: 2 hours                                                            
  Concealment: 2                                                                              
  Complexity: 2                                                               
  Effect: A sapling bent taut under a staked tripwire 
  is released with considerable force, with sharpened 
  stakes set to plunge into the hapless victim. The 
  trap causes 1+4§ physical damage with the 
  Knockdown, Piercing 2, and Grievous qualities.
  dETECTiNG TRAPs 
   
  Every trap listed has a Concealment score. This is 
  the difficulty of the Observation test required to 
  spot the trap. For example, a trap with Concealment 
  2 requires a Challenging (D2) Observation test 
  to detect. Actively looking for traps means that a 
  character is moving cautiously, and any pace faster 
  than a slow walk will increase the difficulty by one. 
  TRAP TABLE
  Trap
  Construction Time
  Concealment
  Complexity
  Anti-Personnel (A/P) Mine
  30 minutes each
  1
  3
  Dead-Fall
  4
  2
  1
  Drop Bear
  1 hour each
  1
  3
  Haunt Trap
  30 minutes per zone
  2
  4
  Hedgehog
  30 minutes each
  3
  4
  Monofilament Line
  1 hour
  4
  1
  Pit Trap
  4 hours
  2
  1
  Snare
  1 hour
  2
  2
  Spike Trap
  2 hours
  2
  2
  
  62
  CHAPTER 8
  The difficulty will increase by two if the character is 
  running or moving at a high rate of speed.
  disARMiNG, REPAiRiNG, ANd 
  REsETTiNG TRAPs 
   
  Merely spotting the trap is not enough to disarm 
  it. Until the trap is disarmed, it is still active, and 
  any attempt to remove parts of the trap without 
  disarming it will likely set it off. Disarming a trap 
  requires a successful Coordination test with the 
  difficulty being the Complexity score of the trap. A 
  Tech test can be substituted if the Complexity score 
  is 3 or more. A failure on the test instantly sets off 
  the trap. Characters can also repair traps or reset 
  them, provided they have not been destroyed and 
  the characters have the raw materials to hand. The 
  time taken varies—a Drop Bear or A/P mine would 
  need replaced and reset, but a pit trap merely 
  needs covered over once again, and a snare, reset.
  BUiLdiNG TRAPs 
   
   
  Characters wishing to build a trap have two 
  requirements, the time needed to build a trap and 
  the raw materials. For more complicated traps 
  (Complexity 3 or more) such as Drop Bears or A/P 
  Mines, the character must have access to the items 
  concerned. In the case of low-Complexity traps (2 
  or less), raw materials are usually easier to come 
  by depending on the environment. Setting up a 
  stake trap in the high mountains would require raw 
  material such as wood and may not be easy to find.
  Each trap has a construction time needed to set 
  it up. To build and set a trap requires a successful 
  Survival or Tech test. A complication during 
  construction means the trap goes off prematurely, 
  with the character suffering the effects.
  TRENCHEs, TUNNELs, & 
  TUNNELLiNG 
   
   
  Characters may wish to construct earthworks or 
  trenches during their time within the Paradiso 
  jungle. Building earthworks is backbreaking 
  physical work even assuming optimal conditions. 
  In addition, building tunnels requires a certain 
  amount of personal risk, especially if the tunnel is 
  not shored up or otherwise supported, as they are 
  prone to collapse.
  Also, any constructed earthworks are not concealed, 
  unless the characters are taking active steps 
  to hide the excavation. Attempting to hide the 
  earthworks doubles the construction time as 
  the characters must redistribute the loose earth, 
  stones, and other rubble to other locations in 
  order to hide the presence of the construction. To 
  excavate 25 cubic metres of earth takes four hours 
  per character. This is under optimal conditions: no 
  rocks or boulders, free of tree roots, the ground 
  is not frozen or sodden, and the character has a 
  shovel or equivalent tool. Earth-moving equipment 
  or additional help may reduce the construction 
  time significantly.
  PARAdisO JUNGLE ZONE 
  GENERATOR  
   
   
  The Zone Generators on the following pages can 
  be used to quickly generate zones for Action 
  Scenes. They can also be used to generate random 
  environments or possible hazards for characters.
  The GM may use the chart below to generate the 
  number of zones for an Action Scene. The more 
  zones, the more complicated any Action Scene will 
  be in regards to things like ranges and visibility. 
  First, the GM needs to choose a Simple or an 
  Advanced Action Scene Zone map. 
  • A Simple Zone map consists of a handful 
  of zones. They are best used for encounters 
  between the characters and a single adversary 
  or a small group. They have no layers.                                                   
  • An Advanced Zone map works for 
  multiple adversaries or takes place upon 
  multiple layers with a tiered combat map.                                                                              
  The GM should allocate any layer zones as 
  they see fit.
  ZONE GENERATOR 
   
  The “Zone Generator Table” can be used to quickly 
  generate zone terrain for a map by rolling a d20.
  GM TiP: 
  sEARCHiNG FOR 
  TRAPs 
   
  Some characters or groups 
  may declare that they 
  are constantly looking 
  for traps. If that is the 
  case, they are moving at a 
  cautious pace. 
  The GM can ask the 
  characters to nominate 
  a single character who 
  will be actively looking 
  for traps and use their 
  Observation skill as a 
  passive score. The GM 
  secretly rolls, as a result. 
  The GM may also expend 
  one Heat to roll for no 
  reason, just to add to the 
  Paranoia Level.
  2d20 
  roll
  Simple 
  Zone 
  map
  Advanced Zone map
  2-10
  6 Zones
  6 Forest Floor Zones
  1 Canopy Layer Zone
  11-15
  7 Zones
  7 Forest Floor Zones
  1 Canopy Layer Zone
  7 Intermediate Layer 
  1 Zones 
  16-19
  8 Zones
  8 Forest Floor Zones
  2 Canopy Layer 
  Zones
  8 Intermediate Layer 
  1 Zones
  4 Intermediate Layer 
  2 Zones
  20
  9 Zones
  9 Forest Floor Zones
  2 Canopy Layer 
  Zones
  9 Intermediate Layer 
  1 Zones
  4 Intermediate Layer 
  2 Zones
  Combat Zone Effects—
  Infinity Corebook p. 108-109
  Cover Soak Value—Infinity 
  Corebook p. 108-109
  Visibility 
  Modifier—see p. 58
  GM TiP: BUCKETs 
  OF diCE 
   
  To quickly generate zones, 
  the GM may want to roll a 
  number of d20 dice equal 
  to the number of Forest 
  Floor zones, then rearrange 
  the zones as needed.
  
  THE ROLEPLAYiNG GAME
  63
  AN UNQUiET PARAdisE
  TERRAiN TYPEs 
   
   
   
  Each of the Terrain Types listed have a Visibility 
  Modifier (see p.58) and Cover Soak value (see 
  Infinity Corebook, p. 108-109). Some zones, such as 
  bodies of water, will also have Combat Zone Effects.
  • Clearing/Open Space: An area open to the sky 
  or an underground chamber. 
   
                                                                                         
  • Dead End: A subterranean passage ends with no 
  obvious way through. 
   
   
  • Depression/Hollow: The ground dips below the 
  normal level. 
   
   
   
                                               
  • Foliage: Leaves and other vegetation cover much 
  of the area, making visibility difficult.  
   
  • Grassland: Paradiso-scale grass reaches a height 
  of up to two metres above the ground. 
   
  • Hill/Mound: An artificial or naturally elevated area. 
  • Pool/Lake: A body of water, usually fed by streams 
  or other water sources. 
   
   
   
  • River: Flowing water deeper than waist level. 
    
  • Rocks/Rock Formation: Natural formations of 
  stone, deposits, or ruins. 
   
   
   
  • Root Structure: A fretted network of roots large 
  enough to provide shelter or cover.  
                                                                        
  • Scrubland: Minimal cover exists in 
  the form of small bushes or trees.                                                              
  • Swampland/Mud: The ground has been softened 
  by water or worse into a quagmire, making 
  footing treacherous. 
   
   
                                                                        
  • Tree Thicket: a group of trees clustered together, 
  providing concealment and cover. 
   
  • Tree, Single: A huge tree towering up into the 
  jungle canopy.
  TERRAiN TYPE sUMMARY TABLE 
  The following are quick-use Action Scenes for 
  simple zone maps. There are no layers involved, 
  and the GM is encouraged to add to them and 
  rearrange the terrain as they see fit:
  • A River Runs through It: River x 4, Tree Thicket 
  (Large) x2, Clearing x2, Mud x2. 
   
  • Caught in a Trap: Tree Thicket (Large) x4, Hill x2, 
  Clearing x3, Rocks x3. 
   
   
  • Jungle Firefight: Tree (Single) x3, Tree Thicket 
  (Large) x3, Tree Thicket (Small) x4, Clearing x2.                                                                              
  • Keep Out of the Long Grass: 
  Grassland x4, Tree Thicket (Small) 
  x2, Pool x1, Scrubland x3, Clearing x2.                                                                                      
  • Swampland Shenanigans: Swampland x5, Pool x3, 
  River x1, Rocks x2, Tree Thicket (Large) x1.
  OTHER PARAdisO TERRAiN 
  Although Paradiso is best known for the “Green Hell” 
  of the jungle, there are other major environments 
  as rich in life and natural resources as the jungle. 
  The subterranean ecosystems that exist beneath 
  the forest floor and beneath the surface of the 
  ocean waves are two such examples.
  AS ABOVE SO BELOW
  Rumours exist of a vast, inter-connected cave 
  network beneath Paradiso. Likely a jungle myth, the 
  geographical dispersion of subterranean cryptids 
  like the Qutrub suggest there may be something 
  to the rumours, but like the ocean depths, much 
  of the geologic substrata of Paradiso still remains 
  unexplored. 
  dUNGEON BAsHiNG 
   
   
  The jungle myth of Paradiso’s cave network has 
  inspired a craze among a number of Paradiso’s 
  explorers. The explorers race each other to discover 
  TERRAiN TYPE sUMMARY TABLE
  Terrain Type
  Subterranean Layer
  Forest Floor Layer
  Intermediate Layer 
  Canopy Layer
  Visibility 
  Modifier
  Cover Soak
  Combat Zone 
  Effect
  Clearing/Open space
  01-10
  01-03
  01-05
  01-15
  0
  None
  None
  Dead End
  11-13
  -
  -
  -
  0
  None
  None
  Tree Thicket, Small
  -
  04-05
  -
  -
  2
  None
  None
  Tree Thicket, Large
  -
  06-07
  -
  -
  3
  +2§ Light Cover Soak
  None
  Foliage, Light
  14
  09
  06-12
  16-19
  1
  None
  None
  Foliage, Thick
  -
  10
  13-18
  20
  2
  +2§ Light Cover Soak
  None
  River
  15
  11
  -
  -
  0
  None
  Aquatic Terrain
  Pool/Lake
  16
  12
  19
  -
  0
  None
  Aquatic Terrain
  Scrubland
  -
  13
  -
  -
  1
  None
  None
  Swampland/Mud
  17
  14
  -
  -
  2
  None
  Difficult Terrain
  Grassland
  -
  15
  -
  -
  1
  None
  None
  Hill/Mound
  18
  16
  -
  -
  0
  None
  None
  Depression/Hollow
  -
  17
  -
  -
  0
  +2§ Light Cover Soak
  None
  Rocks/Rock Formation
  19
  18
  -
  -
  2
  +4§ Heavy Cover Soak
  Difficult Terrain
  Root Structure
  20
  19-20
  20
  -
  2
  +2§ Light Cover Soak
  None
  
  64
  CHAPTER 8
  and map out unknown cave networks. Known as 
  “dungeon bashing” after the games of old, these 
  “dungeons” are not without their own dangerous 
  inhabitants such as Qutrubs.
  There are several geological cave networks 
  throughout the jungle, although many have been 
  explored, and they are rarely uninhabited. Not 
  only home to Paradiso wildlife, various factions, 
  including O-12, Submondo, and the Combined Army 
  make use of these caves as rendezvous points, 
  supply dumps, observation posts, or other staging 
  areas. The vast root structures of the Paradiso 
  jungle form a cave network of their own, a living 
  breathing root mesh and ecosystem. Leaf debris 
  and fallen branches have formed a ceiling over 
  these root lattice systems. Often fragile, there may 
  be several layers forming cave networks beneath 
  the jungle floor. 
  The biggest impediment to underground movement 
  is darkness. Without a light source, movement 
  underground can become perilous beyond measure. 
  Conversely, carrying a light source makes a 
  character far more visible. 
  Observation tests made in complete darkness 
  counts as being two steps higher. For example, a 
  Simple (D0) test becomes Challenging (D2), and a 
  Daunting (D3) becomes Epic (D5). Partial darkness 
  such as dusk or twilight with minimal light sources 
  increases the difficulty of such tests by one step.
  THE LiFE AQUATiC  
   
  Paradiso has a rich and varied ecosystem that 
  extends below the waves of the oceans and the 
  rivers and lakes of the land. The fact is much of 
  Paradiso’s ocean depths remain explored, and 
  the Combined Army invasion has put most of the 
  attempts at exploration of the depths on a hiatus 
  The lure of the unknown and unexplored still 
  draws many would-be explorers to the oceans, 
  as well as those looking to plunder Paradiso for 
  mineral wealth. And then of course, there are those 
  who cater to the vices of humanity, both above 
  and below the waves. Illegal drugs and stimulants, 
  racketeering, piracy, claim jumping, prostitution, 
  the vices of humanity are still provided for by 
  Submondo, as well as by some of the factions 
  who turn a blind eye to what is a essentially a 
  new frontier in exchange for exclusive rights or 
  increased productivity. Paradiso also has its own 
  natural dangers, but the biggest danger is lack of 
  preparation. Characters spending any time on the 
  waves or water will need to ensure that they can 
  breathe water through some form of augmentation 
  or have the necessary equipment to allow them 
  to do so. The silent killer for many is the crush 
  depth, where the pressure on a hull or suit is so 
  great it crumples and gives way. At these depths, 
  oxygen itself is toxic and needs mixed with 
  other gases. Decompression is required, although 
  advances in technology mean the characters will 
  no longer have to spend days sequestered away in 
  decompression chambers.
  AQUATiC MOvEMENT 
   
  Whether it is fresh water or seawater, water has a 
  number of effects on how an underwater combat 
  proceeds. As a fluid medium, combat below the 
  surface happens in three dimensions, both above 
  and below the level of the characters. In a similar 
  way to the jungle layers (see “Layers of the Jungle 
  & Zones,” p. 57), the GM may want to assign layers 
  to the combat to represent height and depth. The 
  surface can be considered the equivalent of the 
  Forest Floor layer or ground level.
  • Diving counts as vertical movement between 
  layers, usually one layer per Action. If a character 
  is carrying extra weight, the GM may allow the 
  character to sink faster. Swimming underwater does 
  not count as difficult terrain if all the combatants 
  are underwater.
  • Ascending does not count as difficult terrain either, 
  unless the character is encumbered or hindered 
  in some way.
  • Surface movement counts as difficult terrain and 
  requires a Simple (D0) Athletics test to move upon 
  in most cases. The GM may increase the difficulty 
  depending on conditions such as strong currents, 
  storms, rapids, or other environmental conditions.
  Drowning and suffocation happens when the air 
  supply runs out. Whether the characters are in 
  a submersible, suit or otherwise, they will begin 
  to suffocate. They must make an Average (D1) 
  Resistance test or begin suffocating. Without 
  breathing apparatus of some kind, characters 
  suffering the Dazed or Unconscious Conditions (see 
  Infinity Corebook, p. 104) must make an Average 
  (D1) Resistance test or begin to drown.
  PREssURE-iNdUCEd 
  PsYCHOsis (HPNs)
  Pressure-induced psychosis, 
  also called High Pressure 
  Nervous Syndrome (HPNS), 
  can affect anyone, no matter 
  their dive experience. It causes 
  headaches, dizziness, and 
  decreased mental acuity.
  High Pressure Nervous 
  Syndrome: Spontaneous, 
  Instant 2 (4 Momentum), Day, 
  2+4§ mental damage
  Metanoia Effect: HPNS inflicts 
  a +2 complication range on 
  most tests and requires either 
  an Observation or Psychology 
  test with a difficulty equal to 
  the number of HPNS-derived 
  Metanoia Effects to carry out 
  complex tasks.
  Aquatic Terrain—         
  Infinity Corebook, p. 109
  Difficult Terrain—        
  Infinity Corebook, p. 109
  Drowning & Suffocation—
  Infinity Corebook, p. 110
  Swimming (Other Forms 
  of Movement)—Infinity 
  Corebook, p. 111
  
  THE ROLEPLAYiNG GAME
  65
  AN UNQUiET PARAdisE
  COMBINED ARMY 
  STRATEGIES AND 
  TACTICS
  The EI’s Sectional Expeditionary force on Paradiso 
  is a diverse group, with a range of experience and 
  strengths. This experience is utilised by the EI and 
  by proxy the Umbra Legates and Combined Army 
  commands as needed, playing to the strengths of 
  the variety of Combined Army troops.
  ANTHROPiC ERROR 
   
  When the Combined Army arrived, humanity 
  was not used to facing aliens in combat. The G5 
  nations suffered a great number of losses because 
  of the so-called anthropic errors during the first 
  phases of the Paradiso conflict as a result. Despite 
  the evidently alien appearance of the Combined 
  Army troops, which identified them as races with 
  little or no connection with humanity, it was still 
  initially difficult for troops and commanders of the 
  Coordinated Command to not unwittingly attribute 
  human behaviours to them.
  TACTiCAL AssEssMENTs             
  The following are tactical assessments of the 
  various aspects of the Combined Sectorial 
  Army Expedition upon Paradiso. While not a 
  comprehensive listing of every Combined Army 
  troop type available, the most common troops and 
  their tactics are described here. These capsule 
  descriptions are provided to add flavour to possible 
  encounters with the Combined Army regarding their 
  objectives and tactics.
  The Morat: The Morat from Ugarat are the heavy 
  end of the hammer as far as the Combined Army 
  forces are concerned. While they despise weakness, 
  they are not without a certain brutal subtlety. Their 
  tendency to treat their human enemies as simple 
  target practice notwithstanding, Morat tactics 
  resemble more of a hunting party. When the Morat 
  stalk their target, they normally take a Y-formation, 
  with scouts at the end of the fork, and the most 
  senior Morat in the crook of the Y. They favour 
  ambush tactics, often with younger Morat (Murdats 
  or Kurdats) attempting to prove themselves by 
  acting as bait, before leading the target into a 
  shooting gallery of Morat troops, or a “duck blind” 
  as the Human Sphere troops call it.
  The Shasvastii: Far more subtle than the Morat, 
  the Shasvastii are hard to find and even harder to 
  understand. Shasvastii are masters of the silent 
  kill and skilled snipers, patient and calculating, 
  supremely stealthy, and adaptive. It could be argued 
  that the Shasvastii have made Paradiso their new 
  home. The Shasvastii Continuum’s expeditionary 
  force adapted themselves well to Paradiso’s 
  environment with their commensurate genetic 
  alteration abilities. As a result, the Shasvastii do not 
  just blend in. They disappear. The Shasvastii’s most 
  skilled infiltrators, the Speculo Killers, are patient 
  even by Shasvastii standards. They can remain 
  hidden for years, perhaps decades. And no one 
  knows how many there are...
  Charontids and Skiávoros: Designed—in every 
  sense of the word—to operate alone, Charontids 
  and their Skiávoros predecessors are some of 
  the most dangerous troops in the Combined 
  Army. With their ability to operate unimpaired in 
  most environments, these heavy tactical units are 
  deadlier still thanks to their Sepsitor weapons. 
  Fortunately, the recharge times on these weapons 
  means that Charontids and Skiávoros must choose 
  the targets for these weapons carefully. Usually 
  the target with the strongest datasphere or 
  other significant assets like TAGs are the primary 
  targets. Their direct link to the EI means they react 
  quickly to battlefield changes, adapting to new 
  tactics quickly.
  Unidron Batroids: What they lack for in imagination, 
  Unidron Batroids make up for in capable 
  determination. Utterly loyal to the Evolved 
  Intelligence and used by the Combined Army in 
  occasional peacekeeping or guard roles, Batroids 
  are remorseless, untiring, and perfectly suited. Their 
  unremitting vigilance also makes them perfect 
  bodyguards, both physically and quantronically.
  Evolved Intelligence: The Evolved Intelligence 
  has some “baseline” objectives. Whereas the 
  Human Sphere and rest of the Combined Army 
  may have objectives within the physical world, 
  such as seizing a city or territory for strategic 
  purposes, the EI seeks intelligence, and not just 
  for transcendence. With that in mind, targets with 
  an active datasphere or active quantronic nodes 
  are priority targets to any of the Combined Army. If 
  the EI were to gain possession of an ALEPH node, 
  the consequences to the Human Sphere do not 
  bear thinking about. Yet someone has; it is for this 
  reason ALEPH operatives destroy themselves rather 
  than be taken prisoner by the Combined Amy.
  
  66
  CHAPTER 9
  PARADISO GEAR
  CHAPTER 9
  Paradiso is fraught with dangers, from the local 
  flora and fauna to the Combined Army threat. The 
  people of Paradiso, though, are ingenious and 
  have developed new weapons, gear, vehicles, and 
  platforms to combat menaces of all kinds. In this 
  chapter, you’ll find new items not only for humans, 
  but also the Combined Army with which to flavour 
  your adventures on the wild and beautiful Paradiso.
  GEAR CATALOGUE  
  CALTROPs  
                                 
  A low cost, low-tech version of the Hedgehog 
  (see Infinity Corebook, p.371), caltrops are a series 
  of fused metal spikes or spines scattered as an 
  impediment to movement, often treated with 
  toxin. While armoured boots are usually protection 
  enough, they count as Hazardous terrain for those 
  without proper footwear.
  CAMO-CLOAK 
   
   
   
   A cheaper, knock-off version of Chameleonwear 
  and the Ariadnan digicloak, camo-cloaks are 
  popular among Paradiso explorers and mercenary 
  military forces lacking the assets required to 
  procure better camouflage. A camo-cloak counts 
  as a kit for face-to-face Stealth tests made against 
  targets at Long range or farther, granting 1 bonus 
  Momentum. Larger versions of camo-cloaks are 
  also available for vehicles.
  WHAT YOU’LL FiNd 
  iN THis CHAPTER
  • A catalogue of new 
  weapons, armour, tools, 
  and remotes, specific 
  to Paradiso
  • An inventory of missiles 
  and full descriptions to 
  incorporate them into your 
  Paradiso campaigns
  • New vehicles and 
  weapons platforms 
  commonly seen in Paradiso
  Mines—Infinity 
  Corebook, p.349-350
  Destroying Cover— Infinity 
  Corebook, p.109
   (Damage 1+3§, Subtle 1, Vicious 1). If the spines are 
  envenomed, they have the Toxic 1 quality.
  
  THE ROLEPLAYiNG GAME
  67
  PARAdisO GEAR
  CHAiN MACHETE 
   
   
  Only TAGs or those wearing powered armour can 
  lift these in both hands. Unwieldy to use but brutal 
  in their efficiency, chain machetes are used by 
  Paradiso forces to clear swathes of jungle and to 
  destroy cover. While they lack any sort of finesse, 
  chain machetes are part chainsaw, part mono-
  filament machete, and they will chop down a Morat 
  as easily as they do a tree. When used to destroy 
  cover such as trees and other vegetation, the chain 
  machete ignores the cover’s soak total. 
  CHAiN-COLT                                               
  The chain-colt, basically a red-hot shrapnel 
  launcher, is the light and compact version of the 
  chain rifle. Although both weapons work the same 
  way, the chain-colt possesses a smaller electric 
  trigger, so it has a shorter range. However, the 
  cylindrical magazine which contains the inner 
  feeding chain allows a faster reloading speed. Its 
  compact size, which allows it to be hidden easily, 
  shorter range, and lack of specific instruction 
  required to use this weapon, has made the chain-
  colt the ideal weapon for urban guerrilla warfare. 
  Produced under license in many areas, it is a 
  weapon currently in widespread use throughout 
  the Human Sphere. Versions implanted into a user’s 
  body are illegal under international law. 
  CHANGELiNG NET   
   
  Changeling nets provide a way to mask the 
  appearance of an individual. While less than 
  effective close up, these personal three-
  dimensional holographic emitters are often 
  programmed to affect visual devices such as video 
  feeds, a process called “blanking” that effectively 
  hides the face of the wearer. They can also be used 
  for impersonating individuals, in a somewhat cheap 
  and nasty fashion and work best in Augmented 
  Reality. They add one bonus Momentum to any 
  attempt to disguise one’s presence in AR.
  diGiCLOAK (ENviRONMENT) 
   
  Thanks to a ruthless Ariadnan evolutionary 
  competition between Antipode packs and 
  stanitsa scouts, Ariadna camouflage is remarkably 
  advanced despite their technological handicaps. 
  The resulting digicloaks are relied on by military 
  snipers, pickets, and scouts and are popular among 
  many of the Paradiso military forces. Each is a thin 
  cloak of digital-ink panels specialised to work in 
  a particular environment, displaying textures to 
  match nearby terrain. Mountain, forest, and jungle 
  texture libraries are most common, but all are 
  difficult to obtain outside of military requisitions. 
  A digicloak counts as a kit for face-to-face Stealth 
  tests made against targets at Medium range or 
  farther, granting 1 bonus Momentum, so long as 
  the wearer is prone. If the wearer is not revealed—
  even if detected—the cloak provides +2§ Cover 
  Soak against ranged attacks.
  dEFOLiANT GRENAdE  
   
  Defoliant grenades contain a variety of substances 
  toxic to Paradiso plant life in aerosol form, 
  withering vegetation and causing leaves to drop 
  off. While the fumes from these grenades are toxic, 
  they are not dangerous to anything other than 
  plant life. The damage value for these grenades 
  relates to the damage they cause to plant life and 
  vegetation being used as cover. Defoliants are often 
  used to keep areas of the Paradiso jungle cleared 
  or to destroy enemy cover. Defoliant Grenades add 
  the Anti-Materiel 3 quality (with regards to plant 
  life only).
  E/M PULsE AiR-EMiTTER  
  These mines float in low orbit over Paradiso within 
  the Orbital Exclusion Zone. Hard to detect due to 
  their size, they are deployed in large numbers in a 
  haphazard fashion. Most craft only discover an E/M 
  Pulse Air-Emitter minefield once they stray into it. 
  E/M Pulse Air-Emitter mines also have the Anti-
  Materiel 1 and Electromagnetic (E/M) qualities.
  E/MARAT 
   
   
   
  The E/Marat, whose name signifies “power” in 
  Arabic, is a directional short-range electromagnetic 
  pulse transmitter device. The first versions of this 
  weapon, known as Generation-1, consisted of an 
  omni-directional EM pulse emitter with radial 
  effect. However, those versions had defects such 
  as a reduced range and an indiscriminate effect 
  of the pulse on everything that surrounded it. 
  This new version has a parabolic deflector, which 
  allows focusing of the pulse to select more specific 
  targets. Being a directional weapon, the current E/
  Marat possesses a more limited range of action, 
  especially when compared to other area saturation 
  E/M weapons. However, it has more range than 
  the previous Generation-1 and also allows more 
  accurate target discrimination, reducing collateral 
  damage. The new version keeps and improves the 
  basic philosophy of the E/Marat as a close-quarters 
  weapon, quite useful to equal the imbalance in 
  confrontations between light forces with a low 
  technological profile and high-tech units. 
  Grenades—Infinity 
  Corebook p. 349-350
  
  68
  CHAPTER 9
  ELECTROJOLT FENCE 
   
   A vital defence component for any structure 
  within or bordering the Paradiso jungle, electrojolt 
  fences are designed to deliver an electrical charge 
  to anything touching them, in painful-to-lethal 
  quantities depending on the setting. Most Paradiso 
  predators learn quickly to leave the fences alone 
  and to recognise the faint buzz of the fence’s power 
  FLAMETHROWER, TAG 
   
   
  A scaled-up version of the heavy flamethrower (see 
  Infinity Corebook, p. 370), only those in TAGs can 
  carry this bulky, heavy, and downright-intimidating 
  weapon. Although mostly used to clear plant life 
  and trees, they are often deployed against infantry 
  concealments in the jungles of Paradiso. 
  JAMMER 
   
   
   
  The Jammer is an electronic warfare tactical 
  weapon, which means it is a short range, compact 
  and specialised device. To adapt to its military 
  function, the Jammer has been designed as a hybrid 
  technology device that includes a communication 
  frequency tracker, affecting not only radio waves 
  but also laser, microwave, and others, all combined 
  in a powerful radial jamming transmitter. However, 
  the military requirements that it be portable and 
  as lightweight as a personal weapon, plus the 
  limitation of its area of effect to avoid unexpected 
  interference to allied devices, created the final 
  notorious design flaw of the Jammer. This weapon 
  has a limited range that obliges its carrier to move 
  very close to their targets, preventing it being 
  popularized due to the risk it means for its carrier. 
  However, the effective application of a Jammer on 
  the battlefield, thwarting enemy communications 
  and the chaos this causes amongst hostile forces 
  is so useful that just one of these devices could 
  completely confound an enemy’s strategy. When 
  activated, all attempts within Reach to use comlogs, 
  hacking devices, or other items that rely on 
  wireless technology have their difficulty increased 
  by two steps.
  MARKER LiGHT                                           
  The Marker Light is used by the Paradiso military 
  force to focus a missile strike and is sometimes 
  referred to as an RLH, as in “drop it, and run 
  like hell.” Beaming a signal onto a target, or 
  painting the target, and keeping it locked on, is a 
  Challenging (D2) Ranged Weapons test. Any missile 
  attacks made against the target gain two bonus 
  points of Momentum as a result.
  MARKsMAN RiFLE  
   
   
  Although the primacy of the Combi Rifle as the 
  main weapon of the infantry soldier is undisputed, 
  its range, limited only to Close to Medium distance, 
  sometimes is not enough for the job at hand. 
  Conflicts in places like the plains of Paradiso, the 
  arctic environments of Svalarheima, the mountain 
  areas of Tien Shan, or the Ariadnan steppes, have 
  highlighted the need to increase the range of 
  capability for infantry formations. In such a way, the 
  Marksman Rifle has been specifically designed to 
  engage targets located at Long distance. However, 
  this also means an increase of the weight and 
  length of the weapon. Ranged between the rifle 
  and the sniper rifle, this weapon provides rate of 
  fire at a range longer than usual for an infantry 
  soldier, without the requirement of a sniper’s 
  specific training. Even though it is not supposed 
  to be standard equipment, some units have been 
  entirely equipped with Marksman Rifles. Usually, 
  these are units dedicated to combat support tasks 
  or units deployed in areas where this weapon 
  would be of optimal use.
  MiCRO-dRONE, JAMMiNG  
  These tiny remotes are designed to remove the 
  range problem of carrying a Jammer. Small and 
  agile, these remotes are hard to see and hard to hit. 
  An effective offence and defence on the battlefield, 
  these remotes eliminate the Jammer’s problem of 
  being in close proximity to the target.
  MissiLE TUBE 
   
   
  Missile tubes take a variety of forms, from actual 
  tubes to hardpoints, and are installed on a variety 
  of vehicles and orbital platforms. These one-shot 
  weapons cannot normally use Reloads and are 
  designed to operate at ranges beyond those of 
  normal combat zones, such as from orbit. Usually 
  they are designed to fire a single missile, although 
  larger capital ships and structures often have the 
  ability and resources to reload them immediately. 
  In the case of smaller vehicles, the tubes can 
  eventually be reloaded, but it is not ordinarily 
  possible during combat.
  QUANTRONiC LOCKBOx                                 
  The ultimate in “dead letter boxes” and safes, 
  quantronic lockboxes are keyed to open at the 
  request of a specific individual’s quantronic 
  signature, usually their Cube or even a geist. While 
  highly secure, they are still subject to hacking or 
  physical damage but still have their uses among 
  the intelligence community and security services. 
  In many cases they are used to complement 
  existing security measures, such as a Sensitive 
  Compartmented Information Facility (SCIF).
  JAMMING 
  MICRO-DRONE
  ATTRIBUTES
  Agility
  10
  Awareness
  5
  Brawn
  5
  Coordination
  8
  Intelligence
  5
  Personality
  4
  Willpower
  1
  FIELDS OF EXPERTISE
  Combat
  -
  -
  Fortitude
  1
  -
  Movement
  1
  -
  Senses
  1
  -
  Social
  -
  -
  Technical
  1
  -
  DEFENCES
  Firewall
  5
  Security
  -
  Resolve
  1
  Morale
  -
  Structure
  3
  Armour
  -
  ATTACKS: FLASH PULSE: Close, 
  1+5§ damage, Burst 1, 2H 
  Blinding, removes Marked. 
  GEAR: Jammer 
   
  SPECIAL ABILITIES: Common 
  Special Abilities: Inured 
  to Cold, Disease, Poison, 
  and Vacuum.
  Flight: Jammer Micro-Drones 
  ignore penalties for ground-
  based hazardous terrain.
  Tiny: These remotes are 
  so small they increase the 
  difficulty to hit them by one 
  step. They also have one 
  bonus Momentum on all 
  Stealth tests. 
  (1+4§ damage with the Electromagnetic (E/M) 
  and Stun qualities).
  (Close, 2+7§ damage, Burst 1, 2H, Incendiary 4, 
  Massive, Munition, Terrifying 3, Torrent) 
   (Long, 2+5§ damage, Burst 2, Unwieldy, 
  Unforgiving 1)
  
  THE ROLEPLAYiNG GAME
  69
  PARAdisO GEAR
  sTEALTH TECHNOLOGY  
   
  By suppressing energy and electromagnetic 
  radiation emanations and reducing the sensory 
  surface impact, some vehicles and devices have 
  reduced their detection footprint to a minimum. 
  Any Stealth tests (including opposed ones) gain 
  two bonus momentum.
  T.A.d POLE  
   
   
  Usually referred to as tadpoles, the T.A.D part of 
  the name stands for Terrain Analysis Device. When 
  placed in the ground, these staves perform a full 
  360-degree scan of the nearby terrain mapping 
  the contours of the land. It also uses enhanced 
  geophysical scanning to build a full work-up, 
  viewable within its own quantronic zone. While 
  these are popular with explorers and hunters, they 
  can have the unpleasant side effect of attracting 
  predators.
  xHANTRi BUMBLEBEE dRONE 
  Combined Army ships and troops fire these 
  reconnaissance drones in large swarms through the 
  Acheron Blockade, looking to find a way past O-12’s 
  defences. Although the majority are destroyed, 
  many still find a way through. On Paradiso itself, 
  these remotes are often released into the jungle, 
  scouting the terrain ahead of Combined Army 
  forces or providing an extra level of security around 
  Combined Army holdings.
  “WiLd WEAsEL” Q-BOMB  
   “Wild Weasel” Q-bombs dump a powerful burst of 
  EMP static and quantronic interference into their 
  area of effect. This quantronic bomb of sorts, has 
  the effect of disrupting nearby quantronic zones. 
  Q-bombs also damage geists, remotes, AR, domotics, 
  and even Cubes. They are frequently used as a 
  diversion by various elements of the Submondo 
  and those involved in situations where a quick 
  getaway and distraction is required. In essence, this 
  counts as a grenade attack with the qualities of 
  Electromagnetic (E/M), Stun, and Immobilise with 
  respect to digital, quantronic, or other artificial 
  entities only.
  MISSILES  
  Missiles are an intrinsic part of warfare, designed 
  to hit a specific target and detonate their payload. 
  Although their guidance systems have become 
  increasingly sophisticated, the basic premise 
  of a fast-moving projectile with some variety 
  of explosive warhead attached remains the 
  same. Usually a missile locks on either via an 
  existing signal such as a heat source or laser 
  sight, but some smart missiles are designed to be 
  remotely operated.
  FUEL  
   
   
   
  Missiles are different to other gear in that they also 
  have a Fuel quality. Particular types of missiles 
  are designed to hit moving targets. The Fuel score 
  represents the number of rounds a missile can stay 
  in the air once it has locked onto to a target. If the 
  target is skilled enough to evade the missile for 
  long enough, the fuel runs out and it will fall to the 
  ground. In space, the missile simply runs on its own 
  inertia, unable to manoeuvre. 
  Missiles are designed to affect entire zones 
  or vehicles. When they explode, anyone and 
  everything in the zone will suffer the effects.
  EvAdiNG ANd TARGETiNG 
  MissiLEs 
   
   
   
   
  It is possible to take evasive reaction to try to keep 
  a locked-on missile at bay, requiring a Challenging 
  (D2) Pilot test. Owing to their speed, the Difficulty 
  to hit a missile is increased by one step. Missiles 
  have a Structure and Firewall of 5 for purposes of 
  resolving attacks.
  XHANTRI 
  BUMBLEBEE DRONE
  ATTRIBUTES
  Agility
  8
  Awareness
  12
  Brawn
  4
  Coordination
  12
  Intelligence
  4
  Personality
  4
  Willpower
  4
  FIELDS OF EXPERTISE
  Combat
  1
  1
  Fortitude
  -
  Movement
  1
  -
  Senses
  1
  -
  Social
  -
  -
  Technical
  1
  -
  DEFENCES
  Firewall
  4
  Security
  -
  Resolve
  4
  Morale
  -
  Structure
  4
  Armour
  -
  ATTACKS: Stun Attachment: 
  Melee, 1+4§ damage, 1H, 
  Knockdown, Subtle 1, Stun
  GEAR: Stealth Technology
  SPECIAL ABILITIES
  Common Special Abilities 
  Inured to Cold Disease, Poison, 
  and Vacuum, Superhuman 
  Agility 2.  
  Tiny: These remotes are 
  so small they increase the 
  difficulty to hit them by one 
  step. They also have one 
  bonus Momentum on all 
  Stealth tests. 
                                                     
  Some sample missile warheads are listed here:                                                                                     
  Air-to-Air Missile (AAM): Used in space as well as 
  planetary atmospheres, these missiles are designed to 
  lock onto flying vehicles and explode. (1+5§ damage, 
  Anti-Materiel 2, Fuel 3, Guided, Indiscriminate (Close), and 
  Piercing 1) 
   
                                                                                      
  Bunker Buster: There’s no subtlety about bunker buster 
  missiles, designed to crack open fortifications using a 
  shaped charge. (1+8§ damage, Anti-Materiel 4, Area 
  (Close), Fuel 1, Grievous, Indiscriminate (Medium) and 
  Piercing 2)                                                                      
  Hellfire: These missiles are incendiary in nature, 
  containing a flammable, sticky napalm gel. (1+6§ 
  damage, Anti-Materiel 1, Area (Close), Fuel 1, Incendiary 5, 
  Indiscriminate (Medium)                                                                                      
  Scrambler: These warheads deliver an EMP burst 
  when they detonate. (1+4§ damage, Area (Long), 
  Electromagnetic (E/M), Fuel 1, Indiscriminate (Long)) 
  Smart Torpedo: Used underwater and in space, the 
  torpedoes are larger than standard missiles. (1+6§ 
  damage, Anti-Materiel 2, Armoured 1, Fuel 2, Guided, 
  Indiscriminate (Close), Piercing 2, Spread 1)                                                                               
  Surface-to-Air Missile (SAM): Fired from ground launchers, 
  these missiles are designed to lock onto flying vehicles 
  and explode. (1+5§ damage, Anti-Materiel 2, Area (Close), 
  Fuel 3, Guided, Indiscriminate (Close), and Piercing 1)
  MissiLE TYPEs
  
  70
  CHAPTER 9
  VEHICLES 
  vEHiCLE QUALiTiEs
  The Infinity Gamemaster’s Guide contains a wealth 
  of new material for vehicles including new qualities. 
  Some of these are listed below.                                                        
  Impressive: The vehicle is obviously expensive, 
  the height of fashionable excess, or it is especially 
  impressive in its luxury or performance. A character 
  attempting to charm or persuade others while 
  inside, or within Close range of, an Impressive 
  vehicle may add +1§ to the damage of a resultant 
  Psywar attack. This increases to +2§ with a 
  direct demonstration of the vehicle’s luxury or 
  performance (such as inviting someone else along 
  for a drive in a sports car or yacht). 
  Submersible: The vehicle can operate entirely 
  submerged below the surface of the water.   
  Tracked: The vehicle moves on bands of linked 
  plates or rubber pads which distribute the weight 
  of the vehicle more evenly than wheels and provide 
  good traction in soft ground that could cause other 
  vehicles to sink or become mired. When attempting 
  a terrain test, a tracked vehicle may reduce its 
  Speed by 1 to reduce the difficulty of the terrain 
  test by 2.
  ARMOUREd PERsONNEL CARRiER 
  (APC)  
   
   
   
  Designed to carry troops quickly into battle and 
  allow them to deploy safely, APCs are heavily 
  armoured. The back of the APC drops down 
  providing a ramp for rapid deployment, and a 
  turret-mounted HMG delivers fire support. Within 
  the APC, the passenger area is cramped but still 
  designed to hold combat-armoured troops and 
  their equipment.
  AQUACYCLE 
   
   
  An aquatic version of the motorcycle, aquacycles 
  are single seat vehicles designed to move both 
  above and below the waves. Light and fast, they 
  rely on impellers to move through the water. Their 
  lightweight structure makes them hard to control, 
  but they are more manoeuvrable than other 
  watercraft once mastered.
  AZURE dRAGON dROPsHiP            
  Yu Jing’s Azure Dragon is a multi-purpose troop 
  carrier capable of carrying TAGs and normal 
  soldiers into the thick of battle. O-12 uses these 
  and those of the other factions as required, owing 
  to the war footing situation on Paradiso.
  AZURE DRAGON DROPSHIP 
  AiRCRAFT, ENCLOsEd, RUGGEd
  ATTRIBUTES
  Scale
  Speed
  Brawn
  3
  2/3
  14 (+2)
  DETAILS
  Max. Passengers
  Impact
  12
  3+6§ (Knockdown)
  Hard Points
  Chassis 1, Comms 2, External 2, Internal 2, Motive 1, Weapons 3
  DEFENCES
  Structure
  20
  Firewall
  8
  Armour
  5
  BTS
  6
  • Heavy Machine Guns x 2 (Long, 2+6§ damage, Burst 3, Unwieldy, 
  Spread 1, Unsubtle) 
  •Missle Tubes (4): (2x Air-to-Air Missiles, 2x Bunker Buster Missiles)
  sPECiAL ABiLiTY
  The Azure dragon can be reconfigured to carry 1-2 TAGs though this 
  costs 1 External and 1 Internal Hardpoint, reduces speed by 1 and 
  reduces the number of passengers by at least 4 for every TAG carried.
  ARMOURED PERSONNEL 
  CARRIER (APC) 
  ENCLOsEd, RUGGEd, WHEELEd
  ATTRIBUTES
  Scale
  Speed
  Brawn
  3
  2
  14 (+3)
  DETAILS
  Max. Passengers
  Impact
  10
  4+6§ (Knockdown)
  Hard Points
  Chassis 3, Comms 2, Motive 1, Weapons 2
  DEFENCES
  Structure
  20
  Firewall
  10
  Armour
  5
  BTS
  6
  MOUNTEd WEAPONs
  • HMG Turret: Long, 2+6§ damage, Burst 3, Unwieldy, Spread 1, 
  Unsubtle
  AQUACYCLE 
  ENCLOsEd, siNGLE sEAT, sUBMERsiBLE, 
  WATERCRAFT
  ATTRIBUTES
  Scale
  Speed
  Brawn
  0
  3
  9
  DETAILS
  Max. Passengers
  Impact
  1
  1+3§ (Knockdown)
  Hard Points
  Chassis 1, Comms 1, Motive 2, Weapons 1
  DEFENCES
  Structure
  7
  Firewall
  6
  Armour
  1
  BTS
  0
  
  THE ROLEPLAYiNG GAME
  71
  PARAdisO GEAR
  BUGGY 
   
   
   
  This category of vehicle covers small land vehicles 
  like dune-buggies, jeeps, and jalopies. Highly 
  manoeuvrable and able to move swiftly, these fast 
  vehicles have a wide wheelbase allowing them 
  to traverse terrain like sand dunes or hilly ground 
  at speed. Although uncomfortable, some mount 
  weaponry on a pintle mount, but the gunner is at 
  risk should the vehicle overturn.
  COMBiNEd ARMY AiR sUPERiORiTY 
  AiRCRAFT 
   
   
   
  Nicknamed “Mozzies” by PanOceanian pilots, these 
  aircraft are piloted by Morat. They are unable to 
  operate outside the upper atmosphere having 
  sacrificed the powerful engines needed for orbital 
  manoeuvring. Highly agile in the air as a result, this 
  VTOL (vertical take-off and landing) aircraft barely 
  has room for its Morat pilot. Fulfilling a fast attack, 
  pursuit, and air superiority role, the CAASA is cheap 
  to produce, but ubiquitous for all that. Human 
  Sphere pilots have also noted that Morat pilots 
  have a higher tolerance for g-forces than human 
  or Tohaa pilots, allowing them to put these aircraft 
  through stomach-churning moves that would 
  render a normal human pilot unconscious.
  HOT ROd 
   
   
   
  These automobiles may run on old fossil fuels or 
  more modern equivalents, but they always have 
  two things in common: they are fast and flashy. No 
  two are alike, with heavily customized engines, 
  paintwork, and accessories. While not as popular as 
  Bōsōzoku, there is still a thriving underground race 
  circuit among many young, rich USAriadnans, who 
  can spend hours fine-tuning their engines and rigs.
  MOBiLE WEAPONs PLATFORM  
  The war on Paradiso takes many forms. While TAGs 
  and similar walkers are able to traverse the jungle 
  with ease, there are still instances where TAGs are 
  too expensive to risk in a stationary deployment or 
  where a fixed emplacement is needed. While not 
  as agile as a TAG, mobile weapons platforms are 
  still heavily armed and armoured and often used 
  as field artillery pieces, anti-TAG defence, and anti-
  aircraft defence. Their design means that they can 
  carry a number of heavy weapons or missile tubes, 
  and some may be equipped with state-of-the-art 
  stealth or AI targeting. The design described here 
  is for general use—effective against both infantry 
  and vehicles.
  • Plasma Rifle x2 (Range R/C, 1+6§ damage, Burst 3, Unbalanced, Area 
  (Close), Knockdown, Unforgiving 3, Unsubtle, Vicious 1)
  • Missile tube: 1x Air-to-Air Missile
  BUGGY 
  ExPOsEd (+2 § COvER), GROUNd, RUGGEd,WHEELEd
  ATTRIBUTES
  Scale
  Speed
  Brawn
  2
  3
  14 (+1)
  DETAILS
  Max. Passengers
  Impact
  3
  4+6§ (Knockdown)
  Hard Points
  Chassis 2, Comms 2, External 3, Motive 2
  DEFENCES
  Structure
  15
  Firewall
  6
  Armour
  4
  BTS
  1
  COMBINED ARMY AIR 
  SUPERIORITY AIRCRAFT 
  AiRCRAFT, HiGH PERFORMANCE, ENCLOsEd
  ATTRIBUTES
  Scale
  Speed
  Brawn
  3
  4
  12 (+1)
  DETAILS
  Max. Passengers
  Impact
  1
  2+5§ (Knockdown)
  Hard Points
  0 – VoodooTech design
  DEFENCES
  Structure
  15
  Firewall
  6
  Armour
  4
  BTS
  1
  HOT ROD 
  ExPOsEd (+2 § COvER), GROUNd, RUGGEd,WHEELEd
  ATTRIBUTES
  Scale
  Speed
  Brawn
  2
  3
  12 (+1)
  DETAILS
  Max. Passengers
  Impact
  2
  2+5§ (Knockdown)
  Hard Points
  Chassis 2, Comms 2, External 1, Internal 1, Motive  3
  DEFENCES
  Structure
  12
  Firewall
  6
  Armour
  1
  BTS
  2
  MOBILE WEAPONS PLATFORM 
  CUMBERsOME, ExPOsEd (+2 § COvER), REMOTE, 
  RUGGEd, TRACKEd
  ATTRIBUTES
  Scale
  Speed
  Brawn
  3
  2
  14 (+3)
  DETAILS
  Max. Passengers
  Impact
  5
  2+5§ (Knockdown)
  Hard Points
  Chassis 1, Comms 1, External 3, Motive 1, Weapons 2
  DEFENCES
  Structure
  16
  Firewall
  9
  Armour
  8
  BTS
  6
  • Multi HMG x 4 (Range C/M, 2+5§ damage, Burst 3, 2H, Unwieldy, 
  Medium MULTI, Multi Heavy Mod, Spread 1, Unsubtle)   
   
         DA Mode (Default Secondary): Vicious 2
  
  72
  CHAPTER 9
  PARvATi ORBiTAL 
  dEFENsivE PLATFORM                                                    
  The Pārvatī platforms are tiny, laced with cutting-
  edge stealth technology, and multitudinous. 
  Hundreds of them are scattered in close orbit, 
  each housing a small three- to five-person team. 
  Individually they pack less punch, but collectively 
  they are difficult to avoid and can rapidly swarm 
  like antibodies to target larger threats, particularly 
  when they deploy their usual complement of three 
  to five Combat Remotes.
  TRANsPORT 
   
   
  While not as rugged or armoured as the APC, these 
  transports are how most Paradiso travellers move 
  through the jungle in relative safety. They come 
  in a variety of shapes and sizes, and a modular 
  design means that they can be refitted for anything 
  from cargo carriage to passenger vehicle. While 
  not designed for the battlefield, they can be 
  refitted to carry weapon hard points if needed. 
  As transports look relatively innocuous and are 
  commonplace, they are popular among smugglers 
  and other shady individuals within the Submondo 
  faction. Both aquatic and land versions exist and 
  are the equivalent of boats, small ships, busses or 
  articulated lorries. The example given below is a 
  smaller transport designed for a group of eight 
  passengers.
  _
  _
  PĀRVATĪ ORBITAL DEFENSIVE 
  PLATFORM 
  ENCLOsEd, RUGGEd
  ATTRIBUTES
  Scale
  Speed
  Brawn
  4
  3
  14 (+2)
  DETAILS
  Max. Passengers
  Impact
  5
  3+7§ (Knockdown)
  Hard Points
  Chassis 1, Comms 3, External 5, Internal 2, Motive 1, Weapons 2
  DEFENCES
  Structure
  30
  Firewall
  10
  Armour
  8
  BTS
  6
  TRANSPORT 
  ENCLOsEd, RUGGEd, GROUNd OR WATERCRAFT
  ATTRIBUTES
  Scale
  Speed
  Brawn
  3
  2
  14 (+3)
  DETAILS
  Max. Passengers
  Impact
  8
  4+6 § (Knockdown)
  Hard Points
  Chassis 3, Comms 2, Internal 3, Motive 2, Weapons 2
  DEFENCES
  Structure
  18
  Firewall
  7
  Armour
  3
  BTS
  1
  • Multi HMG x 4 (Range C/M, 2+5§ damage, Burst 3, 2H, Unwieldy, 
  Medium MULTI, Multi Heavy Mod, Spread 1, Unsubtle)   
   
         DA Mode (Default Secondary): Vicious 2
  
  THE ROLEPLAYiNG GAME
  73
  PARAdisO GEAR
  ExPLOsivEs TABLE
  EXPLOSIVE
  CATEGORY
  DAMAGE
  SIZE 
  QUALITIES
  RESTRICTION
  COST (PER 3)
  TARIFF
  Caltrop
  Mine
  1+3§
  1H
  Non-Hackable, Subtle 1, Vicious 1
  1
  1
  T1
  Defoliant Grenade
  Grenade
  2+4§
  1H
  Anti-Materiel 3 (Plant life only)
  1
  3+1§
  T1
  E/M Pulse Air-Emitter
  Mine
  2+5§
  1H
  Anti-Materiel 1, Electromagnetic (E/M)
  3
  8+1§
  T1
  ‘Wild Weasel’ Q-Bomb
  Charge
  2+4 §
  1H
  Electromagnetic (E/M), Immobilize 
  (Artifical entitites only), Stun
  3
  6+1§
  T1
  MELEE WEAPONs TABLE
  NAME
  DAMAGE
  SIZE
  QUALITIES 
  RESTRICTION
  COST
  TARIFF
  Chain Machete
  1+6§
  Massive
  Anti-Materiel 3, Spread 1, Vicious 3 
  Unsubtle 1, 2H
  1
  5+2§
  T1
  MissiLEs TABLE
  NAME
  DAMAGE
  FUEL
  QUALITIES 
  RESTRICTION
  COST (PER 3)
  TARIFF
  Air-to-Air Missile 
  (AAM)
  1+5§
  3
  Anti-Materiel 2, Fuel 3, Guided, Indis-
  criminate (Close), Piercing 1
  3
  10+4§
  T1
  Bunker Buster
  1+8§
  1
  Anti-Materiel 4, Fuel 1, Grievous, 
  Indiscriminate (Medium), Piercing 2
  3
  15+2§
  T3
  Hellfire
  1+6§
  1
  Anti-Materiel 1, Fuel 1, Incendiary 5, 
  Indiscriminate (Medium)
  3
  11+4§
  T1
  Scrambler
  1+4§ 
  1
  Area (Long), Electromagnetic (E/M), Fuel 
  1, Indiscriminate (Long)
  3
  12+4§
  T2
  Smart Torpedo
  1+6§ 
  2
  Anti-Materiel 2, Armoured 1, Fuel 2, 
  Guided, Indiscriminate (Close), Piercing 
  2, Spread 1
  2
  8+4§
  T2
  Surface-to-Air 
  Missile (SAM)
  1+5§ 
  3
  Anti-Materiel 2, Fuel 3, Guided, 
  Indiscriminate (Close), Piercing 1
  3
  10+4§
  T3
  RANGEd WEAPONs TABLE
  NAME
  RANGE
  DAMAGE
  BURST
  SIZE
  AMMO
  QUALITIES
  RESTRICTION
  COST
  TARIFF
  Chain-Colt
  C
  1+3§            
  1
  1H
  Normal
  Spread 1, Torrent, Vicious 1, 
  Improvised 1
  3
  4+1§
  T2
  E/Marat
  C
  1+4§
  1
  1H
  -
  Electromagnetic (E/M), Vicious 1
  2
  6+1§
  T2
  Flamethrower, TAG
  C
  2+7§
  1
  Massive
  Fire
  Incendiary 4, Terrifying 3, Torrent
  3
  12+2§
  T2
  Missile Tube
  L
  Varies
  1
  2H
  Missile
  Unsubtle 2
  3
  8+2§
  T1
  Marksman Rifle
  L
  2+5§
  2
  2H
  Normal
  Unforgiving 1
  2
  5+3§
  T2
  
  74
  CHAPTER 9
  REMOTEs TABLE
  NAME
  RESTRICTION
  COST
  TARIFF
  MAINTENANCE
  Micro-Drone, 
  Jamming
  4
  9+2§
  T2
  1
  Xhantri 
  Bumblebee Drone
  EI only
  -
  -
  -
  TOOLs TABLE
  TOOL
  QUALITIES
  RESTRICTION
  COST
  TARIFF
  MAINTENANCE
  Camo-cloak
  Non-Hackable
  -
  4+1§
  -
  -
  Changeling Net
  Non-Hackable
  2
  2+4§
  -
  -
  Digicloak (Environment)
  Non-Hackable, Fragile
  3
  6+3§
  T3
  -
  Electrojolt Fence
  Non-Hackable
  1
  2+4§
  T1
  1
  Marker Light
  Comms
  1
  2+5§
  T1
  -
  Jammer
  Comms
  1
  4+2§
  T2
  1
  Quantronic Lockbox
  Comms
  1
  6+2§
  T2
  1
  Stealth Technology
  Comms
  3
  10+2§
  T3
  3
  TAD Pole
  Comms, Location Beacon 2
  1
  4+§
  T1
  1
  vEHiCLE TABLE
  NAME
  SCALE
  SPEED
  BRAWN
  ARMOUR
  BTS
  IMPACT
  RESTRICTION
  COST
  TARIFF
  APC
  3
  2
  14 (+3)
  5
  6
  4+6§ Knockdown
  2
  14+2§
  T1
  Aquacycle
  0
  3
  9
  1
  0
  1+3§ Knockdown
  1
  9+2§
  T1
  Azure Dragon Dropship
  3
  3
  15 (+3)
  5
  6
  3+6§, Knockdown
  3
  20+1§
  T3
  Buggy
  2
  3
  12 (+1)
  1
  2
  2+5§ Knockdown
  1
  10+2§
  T1
  Combined Army Air 
  Superiority Aircraft
  3
  4
  15 (+3)
  1
  1
  2+5§, Knockdown
  EI only
  N/A
  -
  Hot Rod
  2
  3
  12 (+1)
  1
  2
  2+5§ (Knockdown)
  1
  12+2§
  T1
  Mobile Weapons Platform
  3
  2
  14 (+3)
  8
  6
  2+5§ Knockdown
  4
  14+4§
  T4
  Transport
  3
  2
  14 (+3)
  3
  1
  4+6§ (Knockdown)
  2
  10+2§
  T1
  Pārvatī Orbital Defensive 
  Platform
  4
  3
  14(+2)
  8
  6
  3
  5
  30+2§
  T3
  
  THE ROLEPLAYiNG GAME
  75
  PARAdisO CAMPAiGN
  PARADISO CAMPAIGN
  CHAPTER 10
  This chapter provides a brief insight into the 
  Combined Army’s activities on Paradiso and their 
  objectives. It also links into some adventures set on 
  Paradiso in Chapter 11 and concludes with some 
  adventure hooks for GMs to use.
  WAR AGAINST THE 
  COMBINED ARMY
  Without a doubt, the conflict on Paradiso is one 
  of the most complicated to ever happen within 
  the Human Sphere. For the first time, the Human 
  Sphere faces an alien threat of terrifying power.
  A WAR ON MANY FRONTs                                    
  The battle for Paradiso takes a number of forms. It 
  is said that only a fool would fight a battle on two 
  fronts, but this never accounted for the vast alien 
  intelligence comprising the EI and Combined Army. 
  The land war with Combined Army finds troops 
  launching lightning strikes and raids on the Human 
  Sphere on Paradiso’s surface, but the war is being 
  fought on multiple fronts.
  In space, the blockades are constantly vigilant for 
  incursions from the wormhole by Combined Army 
  craft. Stealthed Shasvastii craft attempt to slip 
  past, sometimes using Remora craft hiding within 
  larger craft. Clouds of Xhantri Bumblebee Drones 
  attempt to map out the weak spots of the Human 
  Sphere defences.
  In the areas controlled by the Combined Army, 
  human survivors fight an underground war from 
  within the gulags, while in the cities of the 
  Human Sphere, Shasvastii Speculo Killers quietly 
  go about their deadly business of infiltration and 
  assassination.
  In the artificial realities of Maya and the quantronic 
  zones across Paradiso, the EI is the electronic 
  bogeyman of sorts. Rumours exist of a Shasvastii 
  presence within the quantronic realm, but this 
  may amount to nothing more than an urban 
  legend. Nonetheless, both O-12 and ALEPH watch 
  their firewalls very closely and maintain their QPS 
  (Quantronic Packet Security) defences constantly.
  Finally, there is the “hearts and minds” aspect of the 
  war with the EI. To those with a Cube, there is the 
  horrifying threat of sepsitorization. The person’s 
  Cube can fall under the control of the EI, enslaving 
  the owner to the EI’s will. The contact with the 
  EI’s colossal alien intelligence is not meant for 
  the human brain. Sepsitorised victims can breathe 
  freely from the mouth and nose under EI control, 
  but they move in a stiff, almost jerky, fashion.
  THE Ei: A COLLECTivE, 
  iNdividUAL& disTRiBUTEd 
  CONsCiOUsNEss  
   
   
  The EI encompasses a number of dangerous factors. 
  Perhaps the most dangerous is the intelligence of 
  the EI and its computational capacity. It has the 
  ability to create an invasion plan and postulate 
  immediate solutions and strategies faster than 
  any Human Sphere computer or AI. It can also 
  make contingency plans instantly, reacting and 
  pre-empting any attempt at retaliation by the 
  EI’s enemies.
  It has the proven ability to form a coalition of 
  diverse alien species, often with vastly differing 
  outlooks and strengths. In contrast, the Human 
  Sphere factions still fight among themselves. The 
  Combined Army has a collective focus on following 
  the EI’s orders, instantly reacting to the latest 
  updated strategies.
  Initial encounters with the EI and Combined 
  Army hinted at the EI as a distributed network of 
  nodes, similar to that of ALEPH. The strategies 
  of the Human Sphere at the time concentrated 
  on locating these nodes and destroying them. 
  Unfortunately for the Human Sphere, no such 
  nodes exist–the EI simply exists as an evolved 
  form of distributed cloud-based AI. Indeed, some of 
  ALEPH’s detractors suggest darkly that ALEPH may 
  one day become the equivalent of the EI, with the 
  Human Sphere’s inhabitants functioning as nothing 
  more than drones or “processors” as the EI refers to 
  the various members of the Combined Army. 
  THE LONG GAME: THE EI 
  PERSPECTIVE
  Despite having subjugated dozens of races and 
  conquered hundreds of worlds, the EI only takes 
  an interest in those species that can further its 
  quest. Unfortunately, humanity has recently brought 
  itself to the EI’s attention for that very reason. The 
  Human Sphere would still largely remain unaware 
  of the alien presence lurking on the far side of 
  the portal if it had not been for the Ur-probe. In a 
  GM TiP: Ei THREAT 
  AWARENEss 
  & THE 
  CHARACTERs 
  In the grand scheme of 
  its quest, the EI will be 
  unlikely to regard the 
  characters as much of a 
  threat, merely a minor 
  deviation from its plans. Of 
  course, what the EI regards 
  as a deviation may cost 
  the lives of both Combined 
  Army and Human 
  Sphere troops.
  
  76
  CHAPTER 10
  sense, the EI may never have become aware of the 
  Human Sphere on Paradiso if not for a series of 
  seemingly unconnected accidents—at least, that’s 
  what they’ve been led to believe so far.
  In that regard, the EI has simply adapted a tried-
  and-tested variation of previously successful tactics. 
  It may appear to the Human Sphere that winning 
  a battle is a victory, but it often gives the EI an 
  opportunity to extrapolate human behaviour and 
  tactics and test out previously simulated scenarios. 
  Of course, it may require a requisite collateral cost 
  in “processors.” The Human Sphere lulls itself into 
  believing the EI and Combined Army are contained, 
  but the situation is often more of a readjustment 
  phase for the EI.
  The EI’s great advantage lies not just in the 
  legions of troops waiting beyond the Acheron 
  wormhole, but time itself. Every battle lost gives 
  it more insight, and every battle won costs the 
  Human Sphere in ground and lives. From the EI’s 
  perspective, whether the Human Sphere is there to 
  be conquered or swept aside is of no consequence 
  for now. The only matter of significance for now is 
  the recovery of any Compiler technology.
  There is one recent logical inconsistency: the 
  Tohaa presence on Paradiso. This conundrum has 
  created a whole cognitive subroutine within the 
  EI, something it has not needed to do in quite 
  some time…
  THE Ei, ALEPH, ANd HUMANiTY     
  The EI encounters with the Human Sphere have 
  given it something of a challenge. The Human 
  Sphere is on the first steps to transcendence, if it 
  could be shown the way—or at least allow the EI 
  to show the way.
  ALEPH in particular has the EI’s attention. While 
  nowhere near as complex as the EI, ALEPH is a 
  recognisable candidate for assimilation into the EI. 
  The ALEPH nodes are targets for the EI as a result, 
  but it has yet to secure one of them. ALEPH  and 
  the S.S.S. squads destroy them when threatened. 
  Even then, ALEPH may well prove to be a new 
  version of Nemesis and a rival to the EI itself. Until 
  the EI has more data, research and observation of 
  ALEPH continues.
  MOviNG As ONE: THE 
  COMBiNEd ARMY FORCEs                                                                      
  On Paradiso, the EI can draw upon just a 
  small part of the troops it commands, but this 
  expeditionary force still presents a considerable 
  threat. Aside from a few sub-orbital strike abilities, 
  the Combined Army makes good use of swift 
  deployments and tactical advantages.
  The EI drives the Combined Army with a cold, 
  logical, intensity focused upon transcendence. 
  The Combined Army runs as a well-oiled machine, 
  with every part running in complete synchronicity. 
  Guided by the EI, the Combined Army troops react 
  and interact as one, despite their cultural and 
  species differences; the EI is everywhere. Whilst it 
  is tempting to consider the Combined Army as a 
  coalition of enslaved races driven by the EI’s will, 
  it is only partially true. The Combined Races have 
  autonomy as their tactics can vary differently—so 
  long as the EI ultimately approves. For example, 
  Morat discipline in the Combined Army is tribally 
  hierarchical and harshly enforced.
  The EI’s link to the Combined Army forces are one 
  of the Combined Army’s greatest strengths, along 
  with the EI’s intellect, and a true threat to the 
  Human Sphere’s defences and strategies. The EI 
  sees all and knows all. It has the ability to perceive 
  situational threats, immediately form contingent 
  strategies, and then implement them immediately.
  GM TiP: THE 
  sECRETs OF 
  PARAdisO                                                    
  This is only a brief insight 
  into the EI and Combined 
  Army. More information can 
  be found in the Combined 
  Army Sourcebook.
  
  THE ROLEPLAYiNG GAME
  77
  PARAdisO AdvENTUREs
  PARADISO ADVENTURES
  CHAPTER 11
  The following adventures take place sometime 
  before the present day. The GM should feel free to 
  present them as “historic simulations” of previous 
  events, perhaps as part of a character’s O-12 
  orientation and induction. The characters may even 
  have lived through them in a previous life or Lhost.
  THE FIRST OFFENSIVE
  The characters begin the adventure in Fuyan, where 
  they are based as O-12 agents (either freelancers or 
  permanent). Whilst being briefed on the ZuluPoint 
  incident, Shasvastii sabotage the building, and the 
  Combined Army breaches the reception area. After 
  fighting their way their clear of the building and 
  the Shasvastii and Morat fireteams, the characters 
  have a number of options.
  Combating the Combined Army here is a worthy 
  cause, but a futile one. Fuyan is lost. 
  With the speed of the attack, many in the city first 
  believe that one of the factions had the audacity 
  to attack another. Until the battle comes to the 
  streets, the general populace has no idea that it is 
  an invading alien army, then the panic ensues. This 
  section is largely defined by the characters’ actions 
  and consists of a sequence of encounters as the 
  characters (and the rest of the populace) are forced 
  to evacuate the city or face death or imprisonment. 
  This adventure provides a sequence of encounters 
  dealing with various NPCs and factions along 
  with their respective troops who think they know 
  best, encounters with the populace along, and 
  opportunities for characters to inspire and lead. 
  
  78
  CHAPTER 11
  ANERIS, ALEPH 
  ASPECT (NEMESIS) 
  ATTRIBUTES
  Agility
  10
  Awareness
  12
  Brawn
  9 (1)
  Coordination
  10
  Intelligence
  12 (1)
  Personality
  12 (1)
  Willpower
  10 (1)
  FIELDS OF EXPERTISE
  Combat
  +1
  -
  Fortitude
  +1
  -
  Movement
  +1
  1
  Senses
  +3
  2
  Social
  +5
  2
  Technical
  +3
  1
  DEFENCES
  Firewall
  16
  Security
  2
  Resolve
  12
  Morale
  2
  Structure
  11
  Armour
  2
  GEAR: Defensive Hacking 
  Device (SHIELD-3, 
  GADGET-1, IC-3). 
  As well as imminent peril from the Combined 
  Army, the characters will also navigate difficult 
  terrain, with cliff faces and caverns making combat 
  interesting. The characters also have the option to 
  choose to leave by sea, leading to a battle upon 
  the waves.
  OPERATiONAL sUMMARY                                    
  Fortunately for the characters, they have an ally 
  during the Combined Army invasion. Their handler, 
  Aneris, is an ALEPH Aspect seconded to O-12. She 
  can provide a route to get the characters, and any 
  other survivors, to safety.
  ANERis, ALEPH AsPECT  
  Appearance: Aneris (named after the Greek Goddess 
  of Harmony) appears to be an immaculately 
  dressed professional businesswoman of 
  respectable appearance. Even in the middle of a 
  warzone, no hair will be out of place.
  Roleplaying:                                                               
  • Aneris has a habit of clearing her throat 
  politely when she believes an idea is 
  ill-advised, usually following up with a 
  countering proposal. All done without being 
  patronising, of course (at least overtly).                                                                              
  • Aneris is near-insufferably polite. She is 
  non-violent, but quite happy to use deceit or 
  blackmail to achieve her ends. If things get 
  violent, she usually has an alternative plan.                                                         
  • Aneris always has an exit strategy of some kind. 
  Her agents may not know it, but Aneris always has 
  their best interests—usually survival—at heart.
  Background: The Aneris ALEPH has been involved 
  in hundreds of O-12 and ALEPH operations over 
  the years, working behind the scenes. She has 
  saved dozens of lives in doing so, and more than 
  one O-12 agent has heard a polite, “Ahem, sir, would 
  one not find it better to perhaps...” or “Indeed, sir. 
  May I suggest...”
  For the purposes of these adventures, Aneris is 
  strictly virtual—she has no presence in the physical 
  world and is only visible to the characters. The 
  gear she carries is the quantronic equivalent of the 
  physical items.
  SPECIAL ABILITIES:  
   
   
  • Common Special Abilities: Inured to Disease, 
  Keen Senses (Hearing, Sight, Smell), Night 
  Vision, Quantronic Jump, Superhuman Brawn 
  1, Superhuman Intelligence 1, Superhuman 
  Personality 1, Superhuman Willpower 1                                                              
  • Agent Handler: ALEPH                                                                     
  • Hidden Meanings (1-3 Heat): Aneris is gifted 
  at reinforcing her intent without the recipient 
  or those around her necessarily realising it. She 
  WiLdERNEss OF MiRRORs 
  ALEPH: ALEPH is near-instantly aware of the 
  attack and begins mobilising its defence forces. 
  The primary objective of ALEPH’s SSS is the 
  destruction of the ALEPH node hidden beneath 
  Fuyan. No other objective is as important.
  Ariadna: Ariadnans are not ones to give up 
  without a fight. They fort up in their holdings 
  and prepare for battle—although they have 
  no idea who they are fighting. They believe it 
  is another faction making a surprisingly overt 
  power play.
  Haqqislam: The primary concern of Haqqislam 
  is their people, namely the civilian population, 
  and making sure that they are evacuated safely. 
  Nomads: The pariah of the factions, the 
  Nomads are last to know what is going on (at 
  least that is how they see it). While some may 
  stay and fight, most would prefer to return to 
  the relative safety of their orbitals.
  PanOceania: Initially dismissive of an alien 
  invasion, the leaders of PanOceania first 
  attempt to internally investigate a possible 
  resurgence of the Order of the Temple. Once 
  the Hexahedron investigates, the EI’s existence 
  will be confirmed as an alien AI. This takes 
  time, however…
  Yu Jing: As Fuyan is a Yu Jingese city, their 
  forces will comprise the bulk of the city’s 
  defenders. They have an invested need to 
  protect the city at all costs; they have families 
  and homes in Fuyan.
  Corporations: Like Ariadna, the corporations 
  likely deploy their security forces and fortify 
  themselves until the war between the factions 
  has abated. Their leaders and executives will 
  attempt to evacuate off world as soon as 
  possible once they learn of the invasion.
  Mercenaries: Initially, many mercenaries view 
  the attack as an employment opportunity and 
  begin negotiations with both the corporations 
  and factions. When it becomes clear an attack 
  by aliens is taking place, they either view it as a 
  time to re-negotiate or a time to leave town.
  Submondo: The various parts of the criminal 
  underworld view the invasion in one of two 
  ways. The first is the opportunity to loot and 
  make a tidy profit; the second is to maybe 
  settle old scores under the cover of the attack. 
  Getting out of Fuyan is also a priority.
  
  THE ROLEPLAYiNG GAME
  79
  PARAdisO AdvENTUREs
  can spend between 1 and 3 Heat when using 
  the Imply action, which increases the difficulty 
  to decipher the intent by an equivalent amount 
  to a maximum of Epic (D5). At her discretion, 
  Aneris can exclude the intended recipient of 
  the message from this effect, though they 
  must still make the standard Average (D1) 
  Psychology test to decipher her meaning.                                                                    
  • Incontrovertible Mediator: Although the intent 
  is not always clear, Aneris seeks to harmonise 
  humanity’s efforts and is an expert in making 
  sure this happens. Aneris can reroll one d20 
  when making a Discipline, Education, Lifestyle, 
  or Persuade test but must accept the new result. 
  Additionally, she gains 2 bonus Momentum 
  when making a Persuade test. Finally, she 
  can use Persuade instead of Lifestyle when 
  attempting to acquire goods or strike a bargain.                                                               
  • Teseum-Infused Will: Aneris remains 
  resolute in spirit and form. She benefits 
  from a BTS and Morale Soak of 2.                                                                              
  • Vedic Shield: Aneris usually has at least one 
  Sophotect on call at a moment’s notice—see 
  “Sophotect”, Infinity Corebook, p. 454.
  sCENE 1: THE FALL OF ZULUPOiNT  
  The adventure begins in Fuyan’s O-12 outpost, just 
  days after the ZuluPoint assault began. The briefing 
  is carried out by Commander Selaya Grayson, a 
  veteran of more than a few faction battles.
  sCENE 2: UNdER ATTACK! 
  The O-12 complex comes under attack from the 
  Combined Army not long after Aneris introduces 
  herself. There is a thunderous crash and the floor 
  shakes. Shortly after this, gunfire is heard. Aneris 
  disappears briefly before returning with a frown 
  upon her face.
  “There appears to be a number of somewhat 
  belligerent humanoid alien beings engaged in 
  combat with the building’s security at the front 
  entrance. I hesitate to say it, but I believe the aliens 
  are winning and are making ingress to the building.”
  The characters have a number of options—the GM 
  should let the players discuss what they want to do, 
  rather than suggest actions to them. Some sample 
  actions are detailed below.
  sEALiNG THE BREACH 
   
   
  A fire team of Morat are attacking by way of the 
  O-12 reception area. Although well-guarded, the 
  ferocity and sudden appearance of the Combined 
  Army forces have taken the security forces by 
  surprise. As the characters arrive, the last security 
  guard dies in a hail of alien energy blasts.
  sUGGEsTEd HEAT sPENds                                                               
  •Shock and Awe: By spending one heat 
  point, the GM may add an additional 
  Morat opponent to the battle.                                                                                
  • Crossfire: A two Heat point spend means there 
  are two Shasvastii snipers stationed on a rooftop 
  nearby. They will take it in turns to shoot at the 
  characters, move to a new position each round, 
  then fire again.
  For the characters, this is their first interaction with 
  an alien species. The GM may wish to emphasise 
  the bizarre weapons the Morat are carrying. 
  THE BRiEFiNG                                                     
  You are not sure what the urgency is, but you 
  are certain it has to do with events at the 
  ZuluPoint site. The briefing room is a hubbub of 
  rumour and speculation, while communication 
  techs race around, pushing through groups of 
  operatives. Commander Selaya Grayson steps 
  up to the podium. When the noise fails to 
  abate, she is visibly irritated.
  “SHUT IT!” she bellows. Instantly, the room 
  falls silent.
  “Right. Here’s what we know. Approximately 
  three hours ago, the last of the PanO forces 
  transmitted that they were under heavy attack 
  by massed alien—yes, you heard right—massed 
  alien forces. Shortly after that, we lost all 
  satellite surveillance of the ZuluPoint site. It’s 
  no coincidence. Also, in the last hour, ALEPH 
  and Bureau Toth have reported increased 
  quantronic traffic of a kind we’ve never seen 
  before. Whoever—whatever—these aliens 
  are, they’re definitely high-tech. Bureau Gaea 
  hypothesise the aliens are trying to access our 
  systems. Given their hostility so far, this ain’t no 
  good thing.
  “It gets worse. They’ve split their forces. 
  Some are consolidating their position at the 
  ZuluPoint beachhead. The real concern is 
  the force that’s split off. It looked like they’re 
  heading this way. Our job is gonna be search 
  and rescue and communication. We—the O-12 
  command—are gonna try and hold out here, 
  and act as a rally point for the different troops 
  still out there. We may have to go street-to-
  street and head-to-head with these bastards. 
  There’re still some citizens out there, so try and 
  get the crazy fools behind cover and get them 
  out of the city if you can. Make it clear their 
  best interests is getting here. Any questions?”
  GM TiP: RUNNiNG 
  THE AdvENTURE 
  The players are launched 
  into the action right from 
  the outset, and they will 
  have questions. Begin 
  the adventure with the 
  briefing, which gives them 
  the chance to learn where 
  they are and what they are 
  expected to do.
  The tone of this adventure 
  is very much one of 
  imminent peril. The 
  characters are facing 
  overwhelming odds, and 
  time is of the essence. If 
  they dawdle and dither 
  over plans, the Combined 
  Army will simply overrun 
  them. Speed and constant 
  movement are required 
  to stay ahead of the 
  invading forces. Should 
  the characters (and their 
  players) have any questions, 
  this is their chance to find 
  out more. See “What the 
  Characters Know” sidebar. 
  Grayson advises the 
  assembled agents including 
  the characters to stand by 
  for their allotted ALEPH 
  advisor, or handler.
  GM TiP: sTAGiNG – 
  WHERE did THEY 
  COME FROM? 
  The characters may have 
  some questions regarding 
  the source of the attack 
  on the O-12 building. The 
  fact of the matter is the 
  Morat were deployed from 
  a dropship, later destroyed. 
  The characters will find the 
  wreckage nearby if they 
  search but may attract a 
  Morat fireteam.
  GM TiP: MORAT 
  FiRETEAMs  
  Morat fireteams usually 
  consist of a number of 
  Morat equal to the number 
  of characters (maximum 5).
  
  80
  CHAPTER 11
  GM TiP: WHAT THE 
  CHARACTERs 
  KNOW 
   
  The GM may either tell 
  the players directly or 
  use Grayson (or Aneris) 
  to provide the following 
  information. 
   
   
   
   
  • Several days ago, a 
  First Contact situation 
  with an unknown alien 
  species went badly wrong.                                                            
  • Three Human Sphere 
  naval ships were obliterated 
  before the unknown alien 
  craft made landfall near the 
  secure ZuluPoint facility.                                                                    
  • A classified forensic 
  archaeology dig was 
  taking place at the site 
  in the weeks before.                           
  • PanOceanian forces 
  at the ZuluPoint site 
  are taking a beating 
  despite heavy resistance.                                                                  
  • Much of the city has 
  already been evacuated, 
  but around a quarter 
  of the city’s population 
  have chosen to stay.                                                                                  
  • The characters are 
  permitted to carry a 
  side-arm within the O-12 
  buildings, but nothing 
  larger or heavier. Those 
  items are secured in the 
  characters’ lockers.
  Morat—                              
  Infinity Corebook, p. 465
  Shasvastii—                
  Infinity Corebook, p. 471
  ANERis, EvidENTLY 
   
  The characters are to be aided in their search 
  and retrieval mission by Aneris, an ALEPH 
  Aspect, who will later play her own part in 
  the characters’ escape from Fuyan. Aneris is a 
  virtual aspect with no physical presence, but 
  still of great use to the characters. She will 
  materialize politely in the characters’ personal 
  quantronic zones and introduce herself as their 
  link with ALEPH.
  GM TiP: ALiEN TECH 
   
  The characters may wish to appropriate the Morat 
  or Shasvastii weapons for their own use. The 
  Combined Army weapons are designed for alien 
  physiologies, not human, so all such weapons have 
  the Unwieldy quality when used by a character. 
  It also requires a Daunting (D3) Tech test to 
  understand how the weapons work.
  Combined Army weapons are coded to DNA of 
  their bearer, which is a safety mechanism that is 
  extremely difficult to crack. A Dire (D4) Tech test is 
  required to deactivate the security protocols. If the 
  test fails and a complication is rolled, the weapon 
  shuts down completely, and no further tests to 
  bypass the security may be attempted. 
  The Morat themselves are heavily built humanoids 
  clad in armour, with the fumes from the weapon 
  discharges and breaching explosives coiling around 
  them. Their movements imply a savage sense of 
  purpose that is definitely non-human. There are 
  two Morat for every character, and they fight fiercely, 
  working in pairs, making good use of cover.
  TO THE ARMOURY!  
   
  The characters can access their own personal 
  storage lockers without difficulty, but because the 
  building’s armoury has already been unlocked to 
  O-12 agents, there are quite a few agents already 
  getting suited up. 
  Aneris can be very useful here—she can point 
  out specific items if the characters are looking for 
  certain weapons or armour. Given the characters 
  may be facing Combined Army TAGs, she can 
  direct them to a heavier weapon or two and some 
  explosives. 
  GM TiP: GETTiNG sUiTEd ANd 
  BOOTEd 
   
   
   
   
  The characters may have quite a shopping list, but 
  only items of Restriction 2 or lower are available 
  to the characters. If the characters spend too long 
  “suiting up” a five-Morat fireteam turns up.
  GETTiNG THE HELL OUT!  
   
  The situation deteriorates quickly. Communications 
  become garbled, and many of the command staff 
  fall victim to a Shasvastii bomb, which seals off the 
  rooftop landing pad. With no clear strategy, O-12 
  agents are working on their own. It’s time for the 
  characters to get out of the complex.
  sUGGEsTEd HEAT sPENds                                                     
  • Oops! A trigger-happy agent (or agents - one per 
  Heat spend) opens up on vague forms in the smoke. 
  Unfortunately, those forms are the characters, not 
  Morat.   
   
   
   
   
  • Contact! For two Heat points, one of the characters 
  spots what looks like Morat troops moving in the 
  smoke. It requires a Challenging (D2) Observation 
  test to identify a group of scared rookie agents, not 
  Morat. (Use the Corporate Security Unit statistics 
  from the Infinity Corebook, p. 427.)
  Aneris is on hand to help the characters escape 
  the worst of the fighting, but the characters will 
  find O-12 agent bodies everywhere. Some appear 
  to have died locked in hand-to-hand combat with 
  other agents, blood streaming from their eyes and 
  ears. Aneris is unusually terse when asked about 
  the bodies, replying, “I am unaware of the situation 
  as it currently exists.” She has been temporarily 
  segregated from ALEPH after several Aspects self-
  destructed after contact with alien invaders.
  If the characters are taking too long, another Morat 
  fireteam arrives to mop up any survivors.
  sCENE 3: BLOOd ON THE 
  sTREETs 
   
   
   
  Once out of the O-12 building, the characters find 
  themselves in the middle of a city on fire. Most of 
  the nearby buildings are ruins.
  The characters can move through the rubble of 
  the battlefield, which counts as difficult terrain for 
  the purposes of zone movement, or they can move 
  through the streets.
  Aneris is still active and will enquire as to the 
  characters plans: Do they want to search for and 
  join the other Human Sphere forces in the area? 
  Regroup outside the city? Or complete their 
  original mission of search and rescue and escort 
  any civilians to safety?
  Whilst Aneris is still unable to contact ALEPH or 
  O-12, she can recall tactical information before 
  she was sequestered and can guide the characters 
  to the last known position of some Human Sphere 
  troop deployments within Fuyan. Whether they are 
  still there and have survived is another question.
  If the characters decide to attempt to evacuate 
  from Fuyan, Aneris will confirm that any 
  transportation by air is no longer viable owing 
  
  THE ROLEPLAYiNG GAME
  81
  PARAdisO AdvENTUREs
  to the alien invaders hitting any ground-to-air 
  facilities first. Aneris will point out that as a 
  harbour city, the characters could also attempt to 
  evacuate by way of the sea.
  Regarding the humanitarian mission to evacuate 
  the remaining citizens, the characters may still 
  have to complete that mission...
  THE RiddLE OF THE sPHiNx 
   
  The characters encounter a number of fleeing 
  citizens. If the characters seek to stop someone, 
  it requires a Challenging (D2) Psychology test to 
  calm them down enough to learn that SOMETHING 
  is following them, but they cannot describe it. 
  Behind them, the characters can see nothing 
  but an empty street. A successful Daunting (D3) 
  Observation test reveals that there is definitely 
  something moving there, but it is hard to make out.
  sUGGEsTEd HEAT sPENds                                                                     
  • 1 heat, the Sphinx TAG is already 
  within one zone of the characters when 
  they make the test to spot it. 
                                                                                           
  • 2 heat means the Sphinx contacts a nearby 
  Morat fireteam who arrive a round later and join 
  the battle.
  A Combined Army Shasvastii Sphinx TAG has been 
  pursuing the survivors after the survivors caught 
  sight of the TAG reconnoitring the area. It is now 
  hunting them down, and the characters are in 
  its way. Its stealth tech has allowed it to remain 
  unseen while the battles rage throughout the 
  city. If the characters fail to spot it, it will engage 
  them at close range with potentially devastating 
  consequences to the nearby civilians. The crowd 
  requires an Average (D1) Athletics or Acrobatics 
  test to move through and counts as a light 
  saturation zone. Complications involving the crowd 
  may involve fatalities. 
   
   
   
  It is entirely possible the characters decide to 
  follow their original mission and take the survivors 
  along with them—all are non-combatant—and 
  this will require the characters to be a little more 
  cautious and circumspect in encounters.
  sCENE 4: MisTAKEN idENTiTiEs                               
  Fuyan is not completely devoid of resistance, but 
  it is fragmented and lacking cohesion. As the 
  characters move through the city, they are likely to 
  encounter troops of other factions.
  Unfortunately, in the chaos of the invasion, and 
  with a healthy scepticism of so-called alien 
  invaders, some of the factions are convinced 
  the whole alien invasion is little more than an 
  elaborate attempt by another faction to disguise a 
  seizure of power.
  In this case, a group of Yu Jing Celestial Guard 
  survivors of the Fuyan attack and PanOceania 
  Knights reinforcements previously destined 
  for ZuluPoint have each other pinned down in 
  some ruins. Both firmly believe the other side is 
  responsible for the attack and are in the “right” 
  (inasmuch as revenge can be considered righteous).
  Unfortunately, the characters and any companions 
  have walked right into the middle of this factional 
  disagreement. Both sides are conserving their 
  ammunition but are at a stalemate. Concealed in 
  good cover, it is the PanOceanian faction’s Father-
  Knight in charge who will hail the characters and 
  query their allegiance. The Celestial Guard will 
  remain silent and gauge the characters’ response 
  first. Should the characters reply they are loyal to 
  either Yu Jing or PanOceania, matters will quickly 
  take a turn for the worse. 
  sUGGEsTEd HEAT sPENds                
  • 1 Heat, the characters are mistaken for 
  reinforcements by one of the factions.                                                                      
  • 2 heat means the characters are caught in 
  between the two sides during an exchange of fire.
  Attempting to explain the reality of the situation 
  requires a Challenging (D2) Persuade test. If the 
  characters have responded violently or acted 
  aggressively toward either faction, the test 
  difficulty is increased by one step (D3, Daunting). If 
  the characters can provide a cogent and coherent 
  explanation and argument, the GM should reduce 
  the difficulty accordingly.
  The situation escalates further when an ALEPH 
  force of Garuda Tacbots enters the area. Originally 
  dispatched to destroy Fuyan’s ALEPH Node, at 
  which they were successful, they have since 
  been reverted to a seek-and-destroy protocol. 
  Unfortunately for the characters and both factions, 
  four of these remotes see the characters and 
  the factions as viable targets. The characters 
  and factions will need to join together to defeat 
  the remotes.
  sCENE 5: A FOOTHOLd siTUATiON                               
  The characters and any companions finally have 
  their chance to escape Fuyan and the clutches of 
  the Combined Army. Fuyan is a coastal settlement 
  known for its high cliffs and sheltered harbour, 
  and there are boats and hovercraft aplenty should 
  they wish to escape that way. Alternatively, the 
  characters can escape overland if they want. Aneris 
  will suggest both options as she re-establishes 
  contact with ALEPH and will reveal that O-12 
  forces are regrouping in the city of Xiongxiang with 
  other Human Sphere forces.
  Crowds— Infinity 
  Corebook, p. 109
  Sphinx TAG— Infinity 
  Corebook, p. 475
  Corporate Security Unit— 
  Infinity Corebook, p. 427
  Morat— Infinity 
  Corebook, p. 465
  GM TiP: THE 
  CHARACTERs ANd 
  THE sURvivORs                               
  The characters’ original 
  mission was to help 
  evacuate survivors from 
  Fuyan, which Aneris will 
  remind them of should 
  they forget. Moving large 
  numbers of people through 
  an occupied city will 
  provide a challenge for the 
  characters. They may choose 
  to scout ahead or leave any 
  survivors behind. 
  GM TiP: THE 
  FACTiON 
  sURvivORs                
  The characters may have 
  one or both factions “tag 
  along” and assist in their 
  escape. Both sets of troops 
  are battle-hardened, and 
  although there may still be 
  some lingering animosity 
  between them, they will 
  follow the characters’ lead. 
  They may also cover the 
  characters’ escape allowing 
  them to lead any civilian 
  survivors to safety. 
  
  82
  CHAPTER 11
  CiTiZEN PRisONER COLUMN 
  As the characters get closer to their escape route, 
  they come across a group of Fuyan citizens being 
  escorted to an unknown destination by a heavy 
  Morat Guard. The Combined Army plans to use 
  them as “human shields” against Human Sphere 
  counterattacks. The characters may choose to 
  free the prisoners, in which case there are three 
  Morat for every character. Any companions of the 
  characters will deal with the other Morat forces.
  sUGGEsTEd HEAT sPENds                                                                  
  • 1 Heat, a prisoner makes a break for freedom 
  and heads straight for the characters hiding place.                                                                          
  • 2 Heat, some of the companions of the characters 
  decide to rescue the prisoners, if the characters 
  choose to sneak past.
  FiGHTiNG ON THE CLiFFs 
  Climbing down the cliffs is one way the characters 
  can avoid Combined Army patrols. It is not 
  without danger though, as the cliffs are steep 
  and treacherous to descend. The roads winding 
  down the cliffs are difficult to negotiate, and 
  exposed. Shasvastii snipers monitor the cliffs 
  while Morat patrols regularly sweep the area. The 
  patrols cannot cover everywhere though, so the 
  characters are able to sneak past. Of course, if the 
  characters are accompanied by any of the Fuyan 
  survivors, then sneaking past the sentries is more 
  complicated (all Stealth tests increase by one step).
  sUGGEsTEd HEAT sPENds                                                     
  • 1 Heat, it begins to rain, making footing 
  treacherous and increasing the difficulty of all 
  movement and observation tests by one step.                                      
  • 2 Heat, Two Shasvastii snipers take up positions 
  overlooking the characters’ planned escape route. 
  The characters must silence the Shasvastii or 
  sneak past them
  A battle on the cliffs quickly alerts the Combined 
  Army forces to the characters’ breakout attempt. 
  The roads winding down the cliff act in the 
  characters’ favour, but additional Morat fireteams 
  will arrive if the characters tarry too long. 
  Abandoned vehicles are everywhere and can also 
  be used in the escape—or as a battering ram. 
  Aquatic vehicles such as hovercraft and yachts can 
  be used if the characters seek escape by the sea. 
  As well as providing cover, the vehicles also act 
  as obstacles during movement. It is likely that the 
  Morat themselves will pursue the characters in a 
  vehicle of their own, although they will halt their 
  pursuit eventually.
  Escaping the city by land or sea requires a 
  Challenging (D2) Pilot test to negotiate the 
  narrow channels and ravines of Fuyan. With their 
  freedom in sight, the characters may congratulate 
  themselves in their escape...
  UP FROM THE dEPTHs! 
   
   
  Just as the characters think they have escaped, 
  the form of a Charontid surfaces from the waves 
  nearby, blocking their escape. If the characters are 
  escaping by sea, the channel to freedom is blocked 
  by the Charontid. Otherwise, it climbs onto the 
  road, giving the characters a round to react, as 
  three fireteams of four Morat follow it from the 
  coast. With the Charontid defeated, the characters 
  are finally free. Yet Fuyan now lies in the Combined 
  Army’s grasp
  THE SECOND OFFENSIVE
  Set in Xiongxiang, this section sees the characters 
  fighting for survival, and later, for time so that the 
  populace of the city can evacuate or hide. The 
  characters make their way through the city, now 
  eerily unoccupied. They encounter only Combined 
  Army forces until they receive a coded O-12 
  transmission stating the populace has retreated 
  underground to designated safe zones (bunkers).
  The characters fight the Combined Army from 
  house to house until they reach a way into the 
  underground. Either the debris gives way, plunging 
  the characters into the under-city, or a random 
  artillery shell opens it up.  The characters make 
  their way through the caverns and Metro system, 
  encountering Combined Army expeditionary forces, 
  local hostile wildlife, and Submondo looters, before 
  meeting an armed patrol from a nearby bunker.
  Unfortunately, one individual at the bunker (or 
  patrol) is showing signs of sepsitorization, meaning 
  the EI will likely find the bunker soon. The 
  characters must come up with a strategy to buy 
  time for the bunker to be evacuated.
  OPERATiONAL sUMMARY                    
  The concealed bunkers of Xiongxiang should 
  provide time to rest, regroup, and launch a 
  counterattack on the Combined Army forces. The 
  characters are to locate and make contact with 
  one of the bunkers in order to get actionable 
  intelligence on the Combined Army.
  sCENE 1: WHERE is EvERYBOdY? 
  Arriving in Xiongxiang on foot, the characters find 
  the streets empty of people. Vehicles have been 
  abandoned in the street yet are locked. Shop fronts 
  are shuttered. Although there are occasional signs 
  of combat and ruins caused by missile attacks, 
  there are very few bodies. When the characters 
  arrive, most of the Combined Army have moved 
  further into the city, leaving a token force in place 
  to guard their rear.
  Celestial Guard —         
  Infinity Corebook, p. 423
  Father-Knight —           
  Infinity Corebook, p. 435
  Knight —                        
  Infinity Corebook, p. 441
  Garuda Tacbot —                     
  Infinity Corebook, p. 369
  Morat —                            
  Infinity Corebook, p. 465
  Climbing —                    
  Infinity Corebook, p. 111
  Stealth —                        
  Infinity Corebook, p. 104-105
  Shasvastii —                            
  Infinity Corebook, p. 471
  Vehicles —                                
  Infinity Corebook, p. 136-137
  
  THE ROLEPLAYiNG GAME
  83
  PARAdisO AdvENTUREs
  sEARCHiNG THE RUiNs 
   
   
  If the characters search the ruins, a successful 
  Average (D1) Survival test will allow the characters 
  to deduce the lack of bodies means many of the 
  buildings had been evacuated ahead of time. Some 
  of the local buildings also show signs of looting.
  Some parts of the city still have power, despite the 
  occupation. Advertising hoardings still operate, and 
  the characters will notice hits on their quantronic 
  zones. Xiongxiang resembles a ghost town to all 
  intents and purposes.
  FiNdiNG ANERis                                   
  Aneris is once again the agent handler for the 
  characters. She has changed little from her 
  previous incarnation (see p. 78), although she has 
  been an agent handler for many other agents 
  since the characters last met her. The ALEPH 
  node in Xiongxiang has been destroyed, but she 
  downloaded a significant amount of information 
  about the city prior to its occupation.
  sUGGEsTEd HEAT sPENds                                                                  
  • 1 Heat, a Morat patrol sweeps the area. 
   
  • 2 Heat, the characters are currently in the sights of 
  a nearby Shasvastii sniper who automatically gains 
  Surprise on the characters.
  sCENE 2: sKiÁvOROs ATTACK!                         
  Hidden in the rubble of a nearby building, three 
  Skiávoros lie concealed. They are recharging 
  their sepsitor weapons when the characters 
  encounter them, and as such, the weapons cannot 
  be used in combat. Spotting the Skiávoros in the 
  rubble requires a successful Challenging (D2) 
  Observation test.
  sUGGEsTEd HEAT sPENds                                                            
  • 1 Heat, a Morat patrol are also sweeping the area.                                                        
  • 2 Heat means that the Skiávoros sepsitors become 
  fully charged.
  Should the combat last more than four rounds, the 
  GM may add 2 Heat points to the pool, as the EI 
  learns of the battle.
  sCENE 3: MARCH OF THE LiviNG 
  sEPsiTORisEd 
   
   
  The Combined Army most terrifying weapon is 
  the sepsitor. In this case, the effects are clear to 
  see—a unit of Yu Jing Celestial Guard have been 
  sepsitorised, their Cubes taken over by the EI. 
  Blood runs freely from their eyes and noses, and 
  they move slowly and mechanically. When the 
  characters encounter them, the sepsitorised troops 
  are being guarded by a group of Morat, awaiting an 
  Umbra Legate to decide their fate. If the characters 
  free the sepsitorised troops, they will get a nasty 
  shock as the Celestial Guard will immediately 
  turn on them.
  sUGGEsTEd HEAT sPENds                                                                  
  • 1 Heat, adds a Unidron 
  Batroid for each point spent.                                                                                    
  • 2 Heat spent means the Umbra Legate arrives 
  during the combat.
  sCENE 4: iNTO THE dARK 
  The labyrinthine and extensive tunnel network 
  beneath Xiongxiang has yet to be mapped out 
  by the Combined Army’s Xhantri “Bumblebee” 
  drones to any great extent, which works to 
  the characters’ advantage. At least, that is how 
  Skiávoros —               
  Infinity Corebook, p. 463
  Celestial Guard —          
  Infinity Corebook, p. 423
  Umbra Legate —           
  Infinity Corebook, p. 479
  Unidron Batroid —              
  Infinity Corebook, p. 479
  Morat —                       
  Infinity Corebook, p. 465
  Shasvastii —                  
  Infinity Corebook, p. 471
  Charontid —                                
  Infinity Corebook, p. 463
  GM TiP: RUNNiNG 
  THE CAvEs       
  There is no map provided 
  for the caves below 
  Xiongxiang. The GM may 
  want to sketch out some 
  brief encounters for the 
  characters involving drop-
  offs, scaling cliffs and the 
  like if the characters are 
  having an easy time of 
  it. Of course, having the 
  cauchemar cat (see p. 89) 
  catch their scent early 
  on, will encourage the 
  characters to move quickly 
  should it roar behind them.
  GM TiP: RisiNG 
  dAMP  
   
  The metro tunnels, and the 
  cave network beneath, have 
  been partially flooded, and 
  in some parts of the cave 
  network, the characters will 
  have to swim. Such areas 
  count as aquatic terrain (see 
  Infinity Corebook, p. 109).
  WiLdERNEss OF MiRRORs 
  ALEPH: While there is no node concealed any longer 
  in Xiongxiang, many of ALEPH’s forces are still on 
  the ground. They are awaiting further instructions, 
  but with ALEPH preoccupied with defensive firewalls, 
  there is a certain amount of confusion among 
  their ranks.  
   
   
   
  Ariadna: Ariadna is ready for a fight. Like Yu Jing, 
  their troops are more than ready to revenge the 
  attack on Fuyan, single-handedly if need be.                                                      
  Haqqislam: Haqqislam forces are taking a more 
  measured approach, advocating a study of the 
  enemy tactics, with the populace retreating to 
  underground bunkers. Given time, the faction 
  believes a carefully staged counterattack could take 
  the Combined Army by surprise. 
   
                                                             
  Nomads: The Nomads are in favour of an orbital 
  bombardment of the EI forces as they close on 
  Xiongxiang. Needless to say, the other factions, 
  especially those with vested interests in the city, 
  are less than enthusiastic about the Nomad plan.                               
  PanOceania: Only a handful of PanOceania forces 
  are left at Xiongxiang after the majority of troops 
  were diverted to the attack on Fuyan or were 
  stationed at ZuluPoint when it fell.                    
                                                                    
  Yu Jing: Still smarting from their defeat at 
  Fuyan, the StateEmpire Army are eager to 
  extract some payback for the fall of the city.                                                                                 
  Corporations: The corporations will be keen to 
  retain their holdings within the city and surrounding 
  land and will be far from happy with any plan 
  that causes wholesale destruction to property. 
  Mercenaries: For the mercenary companies, this 
  is a golden opportunity to renegotiate terms 
  with the factions and corporations. Because they 
  will see combat, danger pay can be demanded.                        
  Submondo: A city empty of its populace and no law 
  enforcement is a dream come true to the Submondo 
  petty criminals and looter gangs of Xiongxiang. At 
  the first opportunity, they are on the streets looting 
  or settling scores.
  GM TiP: WHY ARE 
  WE HERE? 
   
  The characters have been 
  sent by O-12 to assess the 
  situation in Xiongxiang. 
  The city has a number of 
  secure bunkers that must be 
  evacuated.
  
  84
  CHAPTER 11
  Aneris views it. Morat exploratory patrols are 
  likely to be an issue, but the tunnels are their 
  best chance to locate a bunker and complete 
  their mission. Aneris knows of locations in the 
  city’s travel system that will provide access to 
  the tunnels but will advise caution—the metro 
  stations are guarded by Unidron Batroids. 
                                                                         
  An alternative—and riskier plan, she believes—is 
  accessing the cave network from a surface 
  breach, perhaps through the damage caused by 
  the Combined Army bombings. As well as the 
  dangers of unexploded ordnance, there have been 
  unsubstantiated rumours of creatures living in 
  the cave network. Of course, they could just be 
  urban myths.
  THE METRO  
   
   
  Entering the Metro system requires the characters 
  to take out the Unidron Batroid guards (two at 
  each entrance) that are permanently stationed on 
  guard duty there. Once the guards are taken out, 
  the characters are able to enter the metro system. 
  The trains are no longer running, and the rails are 
  no longer live, at least according to Aneris.
  GOiNG UNdERGROUNd 
   
  Entering through a surface breach counts as 
  Difficult terrain, and the characters will splash 
  into—what they can only hope—is water. If they 
  entered the cave network via the metro, when 
  they leave the carved and moulded metro confines, 
  the tunnels are far more primal. Aneris is hard to 
  contact once the characters head into the cave 
  network. She has little data on the cave system 
  itself, so the characters will feel isolated and alone 
  in the dark. She does however provide a way to 
  locate the nearest bunker, a virtual directional 
  locator and quantronic compass of sorts. There is 
  no natural light in the caverns, so the characters 
  will need to ensure they have a light source or 
  risk the dark.
  WE’RE NOT ALONE 
   
  Over the years, various creatures have made their 
  homes in the caverns. Food is scarce underground, 
  so the characters are fair game to predators lurking 
  in the caverns. Hydra nematodes have wormed 
  their way into the flooded areas, trailing their 
  feeding tendrils. Where the earth is loose, there 
  are large numbers of scorpionettes burrowed 
  under the surface. Aside from the caves themselves, 
  the biggest danger is a cauchemar cat. This apex 
  predator was trapped in a sinkhole collapse. Since 
  then, it has fed on scorpionettes, but it will happy 
  settle upon a bigger meal such as one of the 
  characters. As well as natural predators, Morat 
  patrols regularly sweep for possible insurgents. 
  Although various Submondo groups utilised the 
  caves for smuggling and other illicit activities, the 
  invasion of Xiongxiang largely put an end to that. 
  However, there might still be Submondo members 
  hiding out in some of the tunnels.
  dEEP PATROL                                                            
  Once the characters and the GM have spent enough 
  time in the tunnels, the characters will encounter 
  a patrol from the bunker. If the characters are not 
  taking steps to maintain a low profile, the patrol 
  will attempt to ambush the characters and detain 
  them for questioning. Things will escalate rapidly 
  if the characters act aggressively, and the last 
  thing they want to do is antagonise their allies, but 
  accidents happen. The patrol is made up of a group 
  of former corporate security operatives (counting as 
  troopers).
  If the characters comply, an Average (D1) 
  Persuade test will convince the patrol of the 
  characters’ intentions and mission. Otherwise, one 
  of the members is sent back to request further 
  instructions. The characters are disarmed, taken 
  into custody, and marched to the bunker. If the 
  characters successfully convince the patrol of their 
  mission, they will be allowed to keep their weapons. 
  The tension level diminishes somewhat, and the 
  characters are led to the bunker.
  sCENE 5: A dECEPTivE sAFETY 
  Designated Shèng Suǒ-58 (Sanctuary 58), the 
  bunker is a strictly functional structure, squat 
  and unlovely. It is currently home to forty-nine 
  souls (young and old, including children), almost 
  twice the capacity it was designed for. Despite 
  this, Shèng Suǒ-58 holds enough food and water 
  to last another thirty days or so if the characters 
  think to ask.
  The inhabitants of the bunker are all nervous, 
  watching the characters carefully. So far, they have 
  avoided attracting the attention of the Combined 
  Army, but they know they are on borrowed 
  time. Once inside the bunker, the characters can 
  meet with the de facto leader of the survivors, a 
  Sophotect named Tanya 023.
  Tanya 023 has compiled a great deal of data on 
  Combined Army movements and tactics, a veritable 
  treasure trove for O-12’s tacticians. It will take 
  some time to physically download the data—
  several hours, in fact.
  While the data is downloading, the characters may 
  wish to accept the offer of medical assistance from 
  Tanya 023 and to take the time to rest and to treat 
  any wounds.
  Cauchemar Cat—p. 89
  Hydra Nematode—p. 92
  Scorpionette — p. 99
  GM TiP: 
  ROLEPLAYiNG 
  TANYA 023              
  Tanya 023’s advanced years 
  have not dulled her caustic 
  nature. She is no-nonsense 
  with a crooked sense of 
  humour. She will quite 
  happily berate people into 
  submission whether it is 
  an argument or a medical 
  consultation.
  Sophotect - Infinity 
  Corebook, p. 454
  
  THE ROLEPLAYiNG GAME
  85
  PARAdisO AdvENTUREs
  Unfortunately, time is running out for Shèng Suǒ-
  58. One of the surface patrols recently encountered 
  a Skiávoros, which managed to use its sepsitor on 
  two of the patrol. Since no one on the patrol has 
  ever seen the effects of sepsitorization, the patrol’s 
  first priority was to get both casualties back to the 
  bunker as soon as possible.
  The characters are in the infirmary when the 
  patrol returns. If the characters have encountered 
  sepsitorised humans before, they notice similar 
  symptoms in the two casualties with an Average 
  (D1) Observe test. Otherwise, a Daunting (D3) 
  Medicine test reveals that the two are suffering 
  some form of Cube-related bio-feedback, and they 
  are convulsing with blood streaming from their 
  eyes and noses.
  The convulsions stop, and unless restrained, 
  both the casualties sit straight up. They look 
  around, then up, then lie back down again. The 
  characters immediately start feeling hits on 
  their firewalls. Although harmless, these pings 
  from the EI-infected Cubes are shouting their 
  location for all to hear, through even the bedrock. 
  It is only a matter of time before someone—or 
  something—registers the location.  Of course, the 
  characters may be blissfully unaware of all this 
  until they learn of the Combined Army’s sudden 
  shift in tactics.
  sCENE 6: HOLdiNG THE LiNE 
  Shèng Suǒ-58 is compromised. Combined Army 
  troops are now making their way into the tunnels, 
  bound directly for the bunker. Fortunately, the 
  bunker inhabitants have been warned, either by the 
  characters or by concealed spotters on the surface 
  using a relay of runners through the cave network. 
  The characters have around ten minutes to act 
  before the Combined Army arrives on the bunker’s 
  doorstep. While the characters may think they have 
  fulfilled their mission parameters, the download 
  still needs to complete. While Tanya 023 will not 
  ask them directly, she will be disappointed if the 
  characters do not at least offer to help.
  The characters may choose to leave as soon as 
  the download is complete (see “Legging it!”), 
  abandoning the people of the bunker to their fate. 
  They may also decide to defend the bunker or fight 
  a running battle with the Combined Army in the 
  tunnel complex.
  Tanya 023 gives the evacuation order and sets 
  the self-destruct thermite charges encased in the 
  bunker. She times the charges to explode minutes 
  after the download is estimated to complete—with 
  a timer appearing in the characters personal 
  quantronic zone.
  Tanya 023 suggests that the characters get moving, 
  either to slow down the Combined Army, or to take 
  the escape route with the other inhabitants.
  A RUNNiNG BATTLE 
   
  The characters head into the tunnels to harry the 
  Combined Army advance. The Morat forces are 
  unused to the tunnels, and their bulk does not help, 
  but they have reinforcements aplenty. Nonetheless, 
  the characters gain one additional Momentum each 
  for their actions. (If it is unused, it does not add to 
  the group’s Momentum pool.) Tanya 023 and those 
  with any ability to fight also take to the tunnels 
  to buy time for the remaining non-combatants in 
  the bunker to get away. It will take two rounds to 
  return to the bunker from their position when the 
  download completes. 
  LEGGiNG iT!                                             
  If the characters choose to make a strategic 
  withdrawal, or run away, they will still encounter 
  Morat forces, and worse. If they fail to secure the 
  data from their original mission, then they are 
  running from one kind of trouble only to find 
  themselves in another mess, this time with their 
  O-12 superiors. Not only have they lost the data, 
  but some of the survivors of Shèng Suǒ-58 will not 
  forget their actions.
  sUGGEsTEd HEAT sPENds                                                       
  • 1 Heat: The characters take a 
  wrong turn, or the tunnel is blocked, 
  requiring an extra round to get around.                                                                           
  • 2 Heat: A five-Morat fireteam joins the fray.                              
  • 3 Heat: The characters are on their own, as the 
  inhabitants of Shèng Suǒ-58 make their escape.
  dEFENdiNG THE BUNKER                 
  Defending the bunker means the Combined Army 
  will be able to directly assault the characters. 
  The characters are closer to the data download 
  and have the benefit of cover from the building. 
  Unfortunately, they could well be in the building 
  when it blows up!
  WAvEs OF ATTACK 
   
   
  The Combined Army are spread throughout the 
  cave network although they have not discovered 
  the escape route being used to evacuate Shèng 
  Suǒ-58. The attack unfolds as follows and also 
  depends on what the characters chose to do:
  • Round 1 (Legging It!, A Running Battle): 
  Xhantri Bumblebee drones spread out through 
  the cave network, mapping the caves systems. 
  Characters involved in “A Running Battle” can 
  use the opportunity to destroy them, slowing 
  the Combined Army’s advance. 
   
                                                                 
  • Round 3 (Legging It!, A Running Battle): Two 
  
  86
  CHAPTER 11
  Unidron Batroid —      
  Infinity Corebook, p. 479
  Swimming —               
  Infinity Corebook, p. 111
  Corporate Security Unit — 
  Infinity Corebook, p. 427
  Stealth —                      
  Infinity Corebook, p. 104
  Surprise —                   
  Infinity Corebook, p. 104-105
  GM TiP: A 
  dEdiCATEd 
  dOWNLOAd  
  The data download should 
  complete just at the last 
  minute, ideally when Morat 
  troops enter the bunker (a 
  1 Heat spend is sufficient). 
  This allows the characters 
  just enough time to escape 
  the bunker before it 
  explodes, possibly trading 
  shots with the Combined 
  Army as they escape.
  GM TiP: ExOdUs 
  The last bunker inhabitant 
  makes it safely to their 
  escape route the round 
  before the self-destruct 
  activates.
  fireteams of three Shasvastii (Elites) scout 
  ahead of the main Combined Army, searching 
  for traps and ambushes. Should the characters 
  eliminate both teams, it will delay the main 
  Combined Army contingent by another round.                                                                                   
  • Round 6+ (A Running Battle, Defending the 
  Bunker): The main Combined Army contingent 
  arrives. In addition to any existing troops arriving 
  before the main contingent (such as the Shasvastii 
  scouts), the main Combined Army consists of:
                                                              
  • Round 8 (All): Download completes.                                                                                                      
  • Round 11 (All): The bunker explodes! Anyone 
  caught within the bunker takes. 2+6 § damage 
  with the qualities of Anti-materiel 2, Comms, 
  Disposable, Piercing 3, Spread 1, Unsubtle, and 
  Vicious 2. If the characters manage to escape the 
  Combined Army attack and also retrieve the data, 
  they can consider it a win. Their O-12 superiors 
  will be happy to receive the data on the Combined 
  Army’s movements. Of course, the characters 
  still need to find some way of getting out of 
  Xiongxiang… but that is another adventure.
  PARADISO ADVENTURE 
  HOOKS
  The following are some adventure hooks for the 
  GM to use. GMs may also be interested in the 
  Shadow Affairs Campaign book set in the jungles 
  of Paradiso.
  • An important diplomat has escaped an 
  assassination attempt and is rumoured to have fled 
  to a long-overgrown settlement in Paradiso to hide 
  while they await transport. The characters could 
  be there to find-and-protect the diplomat, finish 
  the assassination, or as 3rd party bounty hunters. 
  In a potential twist, the diplomat turns out to be a 
  Shasvastii Speculo Killer.   
  • Sent to discover the fate of a supply vessel, the 
  characters find the wreckage of the ship near 
  an important settlement—and the only solid 
  remnant is a crate. Within it is a strange, new 
  creature, monstrous in appearance (possibly one 
  of Paradiso’s animals) but with a shipping receipt 
  insisting it is for delivery to the settlement. What 
  do the characters do? Why was this delivered—is 
  the intent benign? Or is it to stir up trouble?    
  • An outlying Paradiso settlement has been attacked 
  or has otherwise run out of its usual herbicide and 
  defoliants. As such, this once-important location 
  has been overrun and lost to wild vegetation 
  overgrowth. Can characters help restore the 
  community before the Combined Army takes 
  advantage of the settlement’s predicament?                         
  • The great unknown depths of Paradiso's oceans 
  have never been explored—greed and war 
  took those resources far too early, too fast. The 
  characters are hired to explore a certain location 
  within the great ocean, and they are promised 
  wealth and prestige for completing the mission. 
  The twist: this job must be done immediately, 
  quickly, and without attracting any official 
  attention... or else the contract is null and void. 
  Why the hurry?
  • Someone is looking to hire troops for an 
  expedition into the jungle, but there’s a heavy veil 
  of secrecy regarding their purpose. No one know 
  who’s backing the expedition. Are they Submondo 
  treasure hunters or looters? Are they looking 
  for alien ruins? Or have one of the factions lost 
  something—or someone—of value and are keen to 
  retrieve them.                                                                
  • Someone’s killing O-12 Agents in the characters’ 
  location, brutally and efficiently. Tasked to 
  investigate, the characters discover that all the 
  victims knew each other, but their files are sealed 
  by O-12. Why? Were they involved in some form 
  of cover-up? Are they being killed in revenge for 
  something? An off-the-books black bag operation? 
  Or is it something even more sinister, and the 
  victims investigated something better left alone. 
  The characters will need to tread carefully to avoid 
  attracting the killer’s—or killers’—attention. 
  • Travelling by train or air through the Paradiso 
  jungle, the characters come under attack from 
  someone like a terrorist group or the Combined 
  Army. Can the characters not only survive the 
  possible destruction of their transport, but also the 
  jungle itself?
  Xhantri Bumblebee 
  Drone—p. 69
  Shasvastii — Infinity 
  Corebook, p. 471
  • Umbra Legate (see Infinity Corebook, p.479)  
  • Morat Rasyat (see Infinity Corebook p. 469)                                                                                                                                            
  • 4 Shasvastii sharpshooters, Elite (see Infinity 
  Corebook p. 471)  
   
   
  • 10 Morat, organised into two fireteams (see 
  Infinity Corebook p. 465)
  More Morat fireteams of 5 will appear for every 
  two Heat spent.
  
  THE ROLEPLAYiNG GAME
  87
  PARAdisO AdvERsARiEs
  More so than ever, thanks to being occupied by 
  two opposing military forces, Paradiso is literally 
  teeming with life. Though the jungles are pounded, 
  scorched, and splintered by the battles that 
  tear through them, the flora and fauna of this 
  abundant planet recover at such a rapid rate that 
  it’s sometimes hard to believe that a war is taking 
  place beneath the dense canopies. Not every native 
  creature—and even the odd plant—is content to 
  sit and idly watch as the aliens fight it out around. 
  This chapter takes a look at the indigenous species 
  of animals and plants that inhabit Paradiso, from 
  deadly varieties of plants and fungi, to wondrous 
  creatures hiding in the oceanic depths.
  RANdOM ENCOUNTERs  
   
  This section provides a number of encounters the 
  characters may experience as well as fleshing out 
  the jungle and giving the GM new Adversaries for 
  the players to contend with. The GM may generate 
  a random encounter from the “Random Encounter 
  Table” below by rolling 2d20, or they may choose 
  one or more. Those marked as “Aquatic” will only 
  take place in (or near) bodies of water or coastlines. 
  If an aquatic only encounter is rolled, and the 
  zones are not in or near bodies of water, the GM 
  rolls again.
  PARADISO ADVERSARIES
  CHAPTER 12
  RANDOM ENCOUNTER TABLE
  2d20 roll
  Encounter
  2-10
  No encounter
  11-13
  Bloodbriar
  14
  Bandar-Log or Crimson Snapper (Aquatic)
  15
  Cauchemar Cat
  16
  Corocoro Bush
  17
  Deathwatch Serpent
  18
  Devil’s Whip Viper
  19
  Dreadnought
  20
  Gāyatrī Moehau
  21
  Gold Leaf Butterfly or Hydra Nematode (Aquatic)
  22
  Jorōgumo
  23-24
  Kavara Vinetrap
  25
  King Tiger Seal (Aquatic) or Living Wall Ants
  26
  Kragodon (Aquatic) or Butcher Bee
  27
  Nasnas Lizard or Nokuro (Aquatic)
  28
  Nephropidae (Aquatic)
  29
  Norstralia Greif
  30
  Phaya Naga
  31-34
  Poisonous Fungi
  35
  Qutrub
  36
  Rakuno “Linger Long”
  37
  Scorpionette or Qlugfish (Aquatic)
  38
  Shukon Spiderworm
  39
  Stymphalian Cliff Shrike
  40
  Roll twice on this table.
  dANGEROUs 
  PLANTs 
  ANd FUNGi                              
  As well as the normal 
  poisonous fauna and fungi 
  a character may expect to 
  encounter and identify with 
  an Average (D1) Survival 
  test, there are several 
  dangerous species unique 
  to Paradiso increasing the 
  Difficulty by one step.
  POisONOUs FUNGi                                                                 
  Small bones cover the zone, 
  with puffballs of poisonous 
  fungi dotting the forest 
  floor. Puffs of red spores 
  jet into the air, carrying 
  the deadly Crimson Curse 
  (see p. 26). An Average (D1) 
  Athletics test is required 
  to avoid the fungi if the 
  character is moving at 
  speed. Failure means the 
  character has triggered a 
  puffball and inhaled some 
  of its spores. They will 
  need to make a Contagion 
  test to resist the effects.                               
  Heat Spends
  •1 Heat—The wind 
  suddenly changes, and a 
  cloud of spores begins 
  drifting towards the 
  characters.
  ENCOUNTERs 
                               
  Paradiso’s jungles have a 
  thriving ecosystem, and 
  so they have a variety of 
  predators and prey. Most of 
  the animals listed here are 
  unique to Paradiso, although 
  some may exist in captivity 
  on other worlds.
  GM TiP: PARAdisO 
  MYTHs 
   
  The sheer variety of life 
  on Paradiso has led to a 
  number of stories regarding 
  mysterious beasts in the 
  jungle. These cryptids or 
  “Paradiso myths” have become 
  the focus of much speculation 
  and entertainment. GMs 
  may wish to use these docu-
  dramas as possible plot hooks 
  or ways to introduce some of 
  Paradiso’s wildlife. 
  
  88
  CHAPTER 12
  TROOPER
  TROOPER
  Sometimes, when science is the new god, all hell 
  breaks loose. Originally bandar-logs were believed 
  to be a corporate research project designed to 
  create a new simian genus with evolved problem-
  solving skills for applications in both military and 
  commercial applications. Unfortunately for the 
  project, the aggressive nature of the test subjects 
  was unprecedented; they escaped into the jungles 
  after killing the researchers.
  The result was the bandar-log. A mishmash of 
  simian DNA and… something else. Whatever DNA 
  the scientists found—or created—has never been 
  replicated. No one has ever found the lab where the 
  bandar-logs were produced, and it is now believed 
  long lost to the jungle—or was covered up by 
  those involved.  In temperament, bandar-logs are 
  closer to baboons. They are vicious, predatory, and 
  occasionally cannibalistic. Bandar-logs have pale-
  white matted fur, with a ridge of dorsal spines. They 
  are bipedal but prefer to move on all fours, with 
  deceptive speed, and their muzzles are more akin to 
  those of crocodiles than mammals.
  Bandar-logs are omnivorous and scavengers and 
  prefer fresh meat over carrion. Their jaws are 
  powerful enough to crack bones, but the real danger 
  of the bandar-log comes from its sly intelligence 
  and ability to work together as a pack. The largest 
  bandar-log is usually the pack alpha (treated as 
  an Elite).
  BANDAR-LOG
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  8
  7
  6
  7
  4
  8
  7
  FIELDS OF EXPERTISE
  Combat
  2
  -
  Movement
  2
  -
  Social
  1
  -
  Fortitude
  1
  -
  Senses
  1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  NA
  Resolve
  7
  Vigour
  6
  Security
  NA
  Morale
  -
  Armour
  -
  More akin to wasps than actual bees, these large 
  insects have a three-foot wingspan and a long, 
  spindly legs. Marked by a purple- and black-banded 
  thorax, the butcher bee has a wicked sting known 
  to pierce armour. Butcher bees are hunters, usually 
  feeding off smaller insects although they will 
  attack larger creatures in defence of their nest or 
  larvae. Like bees, they form complex hives, usually in 
  underground caverns.
  Butcher Bees use their powerful mandibles to cut 
  up their prey, breaking it up into smaller pieces 
  for their larvae to consume. The site of these 
  dismemberments give the insect the “butcher” part 
  of the name. While dangerous themselves, butcher 
  bees often attract scavengers and larger predators to 
  the sites of their kills. Butcher bees have a symbiotic 
  relationship with living wall ants. The bees secrete 
  a pheromone that causes the ants to see them as 
  members of the ant hive, and they often occupy the 
  same caverns as the ants for that reason. In return, 
  the ants get the remains of any kills, effectively 
  keeping the beehive free of remains and predators. 
  BUTCHER BEES
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  8
  8
  5
  7
  4
  7
  7
  FIELDS OF EXPERTISE
  Combat
  1
  -
  Movement
  1
  1
  Social
  1
  -
  Fortitude
  1
  -
  Senses
  1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  7
  Vigour
  5
  Security
  -
  Morale
  -
  Armour
  1
  BLOOdBRiAR 
  Bloodbriars are wickedly 
  sharp thorny bushes that 
  only the Paradiso jungle 
  could have evolved. They 
  form large thickets covering 
  a large zone and ensnare 
  passing animals trying to pass 
  through. Usually they have 
  large spaces between them so 
  that there is the appearance 
  of a way through.Through 
  a pressure-sensitive root 
  system, the bloodbriar can 
  detect their prey’s approach. 
  As the prey moves into their 
  space, the bloodbriar lashes 
  out driving their thorns 
  into flesh. Wounds from a 
  bloodbriar bleed freely thanks 
  to an anti-coagulant and help 
  fertilize the bloodbriar’s soil. 
  Larger versions of bloodbriar, 
  forests of them, are rumoured 
  to flourish in the deep jungle, 
  but only exist as rumour 
  so far. Bloodbriar zone 
  thickets count as hazardous 
  terrain. A character moving 
  through or remaining in a 
  bloodbriar thicket must make 
  a successful Challenging 
  (D2) Acrobatics test to avoid 
  being caught on the thorns 
  or suffer 1+3§ physical 
  damage (Armour Soak applies) 
  with the Bleeding quality.                                                         
  Heat Spends:  
   
   
  • 1 Heat—A scorpionette (p. 
  99) or devil’s whip viper (see p. 
  90) nest is hiding amongst the 
  roots of the thicket, below the 
  reach of the thorns.
  THE MissiNG LiNK                    
  Cryptozoologists on Paradiso 
  have a long-standing debate 
  over the bandar-log. They 
  may be the “missing link” in 
  human evolution. Or, they are 
  an evolutionary off-shoot that 
  failed, although conspiracy 
  theorists also consider the 
  Shasvastii to be responsible. 
  The Tohaa, with all their 
  knowledge, remain quiet on 
  the issue.
  A Butcher Bee has made a recent kill and is busily 
  dismembering the corpse. It will defend its kill.                                                                                                            
  Heat Spends:                                                                                                                      
  • 1 Heat—It is not alone—other bees are assisting in butchering 
  the corpse (perhaps that of a dreadnought or similar large animal). 
  • Hive (3 Heat) The characters have stumbled on the entrance to 
  their hive and possibly their living wall ant protectors.  Each round 
  1§ more bees will emerge 
                                                                                                                 
  
  THE ROLEPLAYiNG GAME
  89
  PARAdisO AdvERsARiEs
  TROOPER
  ELITE
  Cauchemar cats are solitary ambush predators but 
  are not above eating carrion. They have been known 
  to track wounded prey for days. More than one 
  Paradiso explorer has tales of someone disappearing 
  into the dark, dragged off by the cauchemar. 
  Their name comes from the French word for 
  “Nightmare”. These terrifying nocturnal predators 
  were initially believed to have been made up for 
  the vids, as these Paradiso myths were never seen. 
  The war on Paradiso has however forced some from 
  their hunting grounds and into contact with humans. 
  Cauchemar cats are heavily built feline predators 
  with night-black fur and eyes that glow red in the 
  light. Reaching a height of one metre at the shoulder, 
  they are surprisingly agile and light on their feet.
  CAUCHEMAR CAT
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12 (1)
  10
  16
  5
  5
  3
  6
  FIELDS OF EXPERTISE
  Combat
  +1
  2
  Movement
  +2
  1
  Social
  -
  -
  Fortitude
  +1
  -
  Senses
  +2
  1
  Technical
  -
  -
  DEFENCES
  Firewall
  N/A
  Resolve
  6
  Vigour
  16
  Security
  N/A
  Morale
  1
  Armour
  -
  Crimson snappers are piscine predators reaching 
  up to half a metre long (and sometime more). 
  Frequently found in the larger waterways of Paradiso, 
  they are a dangerous nuisance. They resemble a 
  mixture of both turtle and fish, thanks to the dorsal 
  armour. A crimson snapper’s scales are a distinctive 
  ruddy-brown colour that darken as they grow. These 
  scales harden giving the fish a distinctly armoured 
  appearance.  Although the saltwater variety of the 
  crimson snapper is solitary, the freshwater variety 
  often form shoals for mutual protection, and are 
  dangerous in such numbers. The jaws of crimson 
  snappers are incredibly powerful, and they can gnaw 
  their way through metal and flesh with equal ease. 
  Anything that comes within range of their jaws is 
  considered fair game. For that reason, they are a 
  considerable pest and outright menace where ships 
  and other watercraft are concerned.
  CRIMSON SNAPPER
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  5
  6
  4
  6
  3
  1
  3
  FIELDS OF EXPERTISE
  Combat
  +1
  -
  Movement
  +1
  1
  Social
  -
  -
  Fortitude
  +1
  -
  Senses
  +2
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  3
  Vigour
  4
  Security
  -
  Morale
  -
  Armour
  2
  RAKUNO 
  “LiNGER-LONG”                                      
  There is another plant 
  considered a lesser threat than 
  the bloodbriar, while still being 
  enough of an environmental 
  hazard to warrant a strong 
  warning.  The rakuno plant, 
  more commonly called 
  the “linger-long,” is one of 
  Paradiso’s most aggressively 
  spreading plants. Neither as 
  instantly responsive as the 
  bloodbriar, nor so insidiously 
  tempting as the karava vinetrap, 
  the linger-long does not seek 
  to instantly trap or otherwise 
  react to prey. Instead, the 
  plant’s drive seems born of a 
  different need: it wants only 
  to grow, flower, and take in as 
  much sunlight as it possibly 
  can.  Moving through an area 
  of Rakuno counts as both 
  Difficult and Hazardous terrain 
  for movement. A Challenging 
  (D2) Athletics test is required 
  to move through Rakuno or 
  suffer 3§ +1 damage with 
  the Piercing 1 and Vicious 1 
  qualities.
  The characters have entered the hunting range of a cauchemar cat, 
  and the creature has their scent.  
   
   
  Heat Spends  
   
   
   
  • Mated Pair (2 Heat) The characters are being stalked by not one, 
  but three cauchemar cats. They are a mated pair and a cub (treated 
  as a Trooper).
  
  90
  CHAPTER 12
  ELITE
  TROOPER
  Only a third of a metre long, the devil’s whip viper 
  is a bright red in colour, with distinctive eye ridges 
  that give it the first part of its name. The second 
  comes from its rapid strike, and long, sinuous 
  whip-like body.
  These small and highly venomous snakes make 
  their home in the jungle canopy, where they feed 
  on small animals, eggs, and other reptiles. They are 
  known to hurl themselves from tree to tree should 
  the need arise. Many jungle explorers have had the 
  nasty surprise of a devil’s whip viper landing on 
  them. They have also been known to seek refuge in 
  helmets or boots, so jungle explorers are advised to 
  check their belongings carefully when putting them 
  on. Highly aggressive, these snakes congregate once 
  a year to mate, transforming parts of the jungle into 
  a seething carpet of scarlet. 
  DEVIL'S WHIP VIPER
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10
  9
  4
  5
  6
  6
  7
  FIELDS OF EXPERTISE
  Combat
  1
  -
  Movement
  +2
  -
  Social
  -
  -
  Fortitude
  +2
  -
  Senses
  +1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  7
  Vigour
  4
  Security
  -
  Morale
  -
  Armour
  0
  One of the biggest herbivores on Paradiso, 
  dreadnoughts are massive beasts that spend most 
  of their time roaming the wetlands in herds, where 
  the grazing is plentiful, and the water can support 
  their massive bulk. Vaguely bovine in appearance, 
  dreadnoughts have a thick armoured skin and a long 
  whip-like tail, which they can use to deadly effect if 
  they need to defend themselves.
  Dreadnoughts are rarely bothered by Paradiso’s 
  many predators despite being placid and not all 
  that intelligent, as the herd protects themselves and 
  their calves by acting as one. They follow migration 
  patterns from wetland to wetland, depending on the 
  season, and tourists often make a point of seeing 
  these huge beasts plodding across Paradiso.
  DREADNOUGHT
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10
  10
  14 (2)
  6
  4
  4
  4
  FIELDS OF EXPERTISE
  Combat
  +2
  1
  Movement
  +2
  -
  Social
  +1
  -
  Fortitude
  +1
  +1
  Senses
  +2
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  4
  Vigour
  14
  Security
  -
  Morale
  1
  Armour
  3
  A herd of dreadnoughts are making their way through the 
  jungle when the characters encounter them.
  Heat Spends:                                                                                                       
  • 1 Heat—One of the dreadnought bulls makes a threat 
  display, charging the characters, stopping just short of them.                                                                                              
  • Easily spooked (2 Heat) Any loud noises or fire will spook 
  the herd, causing them to stampede.  This grants the 
  dreadnought a free action to attack a nearby character with 
  its tail slam.
  
  THE ROLEPLAYiNG GAME
  91
  PARAdisO AdvERsARiEs
  TROOPER
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10 (2)
  9
  6
  5
  8
  10
  8
  FIELDS OF EXPERTISE
  Combat
  +1
  1
  Movement
  +2
  1
  Social
  +1
  -
  Fortitude
  +1
  -
  Senses
  +1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  8
  Vigour
  6
  Security
  -
  Morale
  1
  Armour
  -
  These large elapids are fast-moving, aggressive, and 
  highly venomous. Their neurotoxin clots the blood 
  and paralyzes the nervous system, making them 
  one of the most dangerous animals on Paradiso. 
  Reaching lengths of up to three metres long, the 
  deathwatch serpent has a distinctive hourglass 
  pattern on its back. There are several subspecies 
  with different colours of scales, but the pattern 
  is very distinctive on each. Their large size allows 
  them to deliver a large load of venom to the target, 
  but it is not the only reason to fear the deathwatch 
  serpent. Once they strike, they will strike again 
  repeatedly until the victim is dead or unconscious. 
  They are also dimly intelligent and have been known 
  to exhibit rudimentary cognitive skills.
  DEATHWATCH 
  SERPENT
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  13
  12
  11
  7
  5
  8
  7
  FIELDS OF EXPERTISE
  Combat
  +3
  3
  Movement
  +2
  2
  Social
  +1
  -
  Fortitude
  -
  -
  Senses
  +1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  N/A
  Resolve
  7
  Vigour
  11
  Security
  N/A
  Morale
  -
  Armour
  -
  ATTACKS
  • Claws: Melee, 2+5§ damage, Piercing 1, Vicious 1
  SPECIAL ABILITIES
  • Death from Above: When attacking from an elevated position, the 
  Gāyatrī Moehau gains 2 bonus Momentum on melee attacks.
  • Lurker: The Gāyatrī Moehau is always waiting. They benefit from 
  one bonus Momentum on Stealth tests to remain hidden.
  TROOPER
  Thylarctos melodious is a nocturnal arboreal 
  predator native to Paradiso, and the inheritor of 
  several different cultural legacies. Weighing in 
  around 100 kilograms, and measuring roughly 
  1.3 metres, the Gāyatrī Moehau owes its name to 
  two of its most distinct features. Firstly, it has a 
  distinct mating call comprised of long, shrill notes 
  with eight distinct rhythmic disruptions, repeated 
  three times. Scientists were reminded of gāyatrī, a 
  twenty-four-syllable Vedic poetic metre, and the 
  name stuck.
  The other distinction calls to a different manner 
  of heritage. PanOceanian soldiers carried the New 
  Zealand myth of the Moehau—a cryptid the size 
  of a normal man, with an ape-like face, shaggy 
  hair, and extremely long fingers ending in sharp 
  claws that was said to drop on its prey from above. 
  Legend has it that while patrolling the jungle, a 
  PanOceanian soldier was suddenly ambushed by a 
  furry predator from above, much to their company’s 
  shock, horror, and indeed, amusement.
  True or not, the story has endured. Thus was the 
  Gāyatrī Moehau born.
  GA¯YATRI  MOEHAU
  _
  _
  
  92
  CHAPTER 12
  NEMESIS
  TROOPER
  Hydra nematodes are often found in Paradiso’s 
  lakes and rivers. It shares some traits with 
  the sea anemone, attaching itself to the 
  riverbed. From its central mass, the hydra 
  nematode extrudes feeding tentacles that drift 
  in the current. There the resemblance to a sea 
  anemone ends.  
   
  Each one of the tentacles has a fanged set of jaws 
  at the tip. Though blind, the nematode senses 
  movement using sensory pits on its tentacles and 
  lashes its tentacles around prey, biting off chunks of 
  flesh with its mouths.
  Larger hydra nematodes are rumoured to exist in 
  the depths of Paradiso’s oceans, although there is no 
  proof of this.
  HYDRA NEMATODE
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10
  9
  11
  7
  4
  2
  5
  FIELDS OF EXPERTISE
  Combat
  +2
  1
  Movement
  -
  -
  Social
  -
  -
  Fortitude
  +1
  -
  Senses
  +2
  1
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  5
  Vigour
  11
  Security
  -
  Morale
  -
  Armour
  1
  These beautiful insects are migratory, forming 
  huge swarms that create a golden cloud in the sky 
  in flight. After they mature from their thornworm 
  larval form, these tiny creatures have the ability to 
  camouflage themselves, with their folded wings 
  matching the leaves of the Paradiso jungle. When 
  unfurled, their wings are a striking metallic gold 
  colour, making them instantly identifiable.
  Gold leaf butterflies are the staple diet of many 
  of Paradiso wildlife. The sheer numbers of these 
  butterflies mean that although they are not 
  dangerous, their migratory behaviour is such that 
  they can block visibility, and even air travel can be 
  obstructed when they swarm in sufficient numbers. 
  And, of course, such swarms also attract predators.
  GOLD LEAF BUTTERFLY
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  7
  5
  1
  3
  2
  2
  2
  FIELDS OF EXPERTISE
  Combat
  -
  -
  Movement
  1
  1
  Social
  -
  -
  Fortitude
  1
  -
  Senses
  2
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  2
  Vigour
  1
  Security
  -
  Morale
  -
  Armour
  -
  ATTACKS:                                                                                                            
  • Bite: 1§                                                                                        
  SPECIAL ABILITIES:                                                                                
  • Common Special Abilities: Mindless                                                                 
  • Flight: The creature ignores any penalties 
  for ground-based movement. 
   
   
                                                              
  • Swarming Flight: These creatures, when startled, take wing. There 
  are such numbers that any zone they occupy immediately becomes 
  a zero-visibility zone (see Infinity Corebook, p. 109).
  
  THE ROLEPLAYiNG GAME
  93
  PARAdisO AdvERsARiEs
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12
  14
  10
  9
  7
  4
  7
  FIELDS OF EXPERTISE
  Combat
  +2
  2
  Movement
  +2
  2
  Social
  —
  —
  Fortitude
  —
  —
  Senses
  +2
  2
  Technical
  —
  —
  DEFENCES
  Firewall
  N/A
  Resolve
  7
  Vigour
  10
  Security
  N/A
  Morale
  —
  Armour
  —
  ELITE
  A type of yōkai, or “bewitching spectre”, from Japanese 
  mythology, Jorōgumo were shape-shifting spider 
  demons that would take the form of an attractive 
  maiden to trick unsuspecting prey. Yu Jing’s 
  Nipponese soldiers carried their homeland’s tales 
  with them in their travels, providing them with a 
  fitting classification for the arthropods of Paradiso 
  collectively known as Jorōgumo.
  Referring to a variety of species, Jorōgumo resemble 
  tall, stick-like spiders, standing about five metres tall. 
  This plays into a favoured hunting strategy, where 
  the creatures stand upright and fold in their limbs; 
  swaying gently in the wind, their upright posture 
  combined with their wispy antennae camouflages 
  them as trees. If one catches the light just so, they can 
  also vaguely resemble a human woman, at least in 
  silhouette.
  A hunting Jorōgumo endeavours to quickly kill its prey, 
  often depositing clusters of eggs within still-warm 
  corpses, to the horror of any unfortunate witnesses.
  JOROGUMO
  _
  ATTACKS
  • Venomous Bite: Melee, 1+5§ damage, Biotech, Toxic 2, 
  Vicious 2
  • Corrosive Saliva: Range C, 1+6§ damage, Immobilising, 
  Terrifying 1, Torrent, Vicious 1
  SPECIAL ABILITIES
  • Common Special Abilities: Grasping, Inured to Pain
  • Patient Predation: The Jorōgumo’s uncanny ability to 
  blend into its environment makes it difficult to spot, even 
  if you know what to look for. They benefit from 2 bonus 
  Momentum on Stealth tests to remain hidden.
  
  94
  CHAPTER 12
  ELITE
  TROOPER
  KARAVA VINETRAP
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  13
  13
  15
  15
  -
  -
  -
  FIELDS OF EXPERTISE
  Combat
  +1
  1
  Movement
  -
  -
  Social
  -
  -
  Fortitude
  -
  -
  Senses
  +2
  2
  Technical
  -
  -
  DEFENCES
  Firewall
  N/A
  Resolve
  N/A
  Vigour
  8
  Security
  N/A
  Morale
  N/A
  Armour
  -
  ATTACKS
  • Snap Tentacles: Melee, 1+7§ damage, Concealed 2, Toxic 1, 
  Vicious 1
  • Digestion: Melee (only against a grasped target) Damage 1+3§, 
  Biotech, Toxic 3, Vicious 2
  SPECIAL ABILITIES
  • Common Special Abilities: Grasping, Mindless, Threatening 2
  • Traps All the Way Down: When a grasped character escapes, the 
  Karava Vinetrap can spend 1 Heat to immediately attack with Snap 
  Tentacles.
  Upon learning of the King Tiger Seal, many remark 
  that Paradiso seems rife with wildlife that strongly 
  resembles creatures back on Earth, only bigger. Certainly, 
  weighing in at 600 kilograms and measuring four 
  metres long, the King Tiger Seal is an intimidating 
  specimen. However, they’re still dwarfed by Earth’s 
  southern elephant seal, weighing as much as 4,000 
  kilograms, and nearly six metres long. No, the thing 
  that sets Paradiso’s King Tiger Seal apart from their 
  Earthly counterparts is their potent combination of size, 
  strength, and acclimation to a tropical climate.
  And their temper. Their horrible, horrible temper.
  The King Tiger Seal—Hydrurga rex to be exact—is a 
  belligerent predator, using its bulk and strength to take 
  down its prey, defend its territory, and drive off rivals. It 
  is worth noting that explorers, Kragodons, and tanks 
  have all been deemed worthy of its attention at one 
  point or another.
  KING TIGER SEAL
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9
  14
  15
  3
  3
  9
  10
  FIELDS OF EXPERTISE
  Combat
  +3
  3
  Movement
  +1
  -
  Social
  +1
  -
  Fortitude
  +3
  -
  Senses
  +1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  N/A
  Resolve
  10
  Vigour
  15
  Security
  N/A
  Morale
  -
  Armour
  -
  ATTACKS
  • Slam: Melee, 1+8§ damage, Anti-Materiel 1, Knockdown, Vicious 1
  SPECIAL ABILITIES
  • Common Special Abilities: Monstrous
  • Alpha Predator: When making a melee attack, the King Tiger Seal 
  can reroll up to 4§.
  • King’s Court: The King Tiger Seal would like you to leave. Now. 
  When making a Psywar attack, they can reroll one d20, but must 
  accept the new result.
  A “catapult flytrap”, the Karava Vinetrap (named after 
  the Punjabi word for “curve” due to the shape of its 
  vines) is an invasive species that covers wide areas 
  of the Paradiso jungle, and flowers into a beautiful 
  array of iridescent sundew blossoms, which produce a 
  succulent fruit with a flavour reminiscent of peaches 
  and strawberries.
  This is, of course, a trap.
  Once a potential meal is within its grasp, the Karava’s 
  snap tentacles contract, delivering a potent mix of 
  neurotoxins not unlike a scorpion’s sting, and pulling 
  its prey toward the centre of the blossom. Once 
  ensnared, the plant secretes an acidic substance that 
  breaks down organic matter into a digestible slurry.
  Removing its prey is an incredibly unpleasant process, 
  as hundreds of toxic nettles hook their way under the 
  skin during the ensnarement process. More than one 
  incautious soldier has observed that the process of 
  being freed from the plant is often more painful than 
  becoming ensnared in the first place.
  NOTES
  While the Karava Vinetrap has some degree of mobility, it is still a 
  plant, and cannot take movement actions.
  
  THE ROLEPLAYiNG GAME
  95
  PARAdisO AdvERsARiEs
  A massive predatory lizard, the Kragodon seems 
  to have historically dominated every ecosystem it 
  inhabited. Commonly growing as long as three metres, 
  they use their massive size and strength to hunt and 
  feed at their leisure, spending most of their waking 
  hours sunning themselves on Molokai’s beaches, 
  and occasionally defending their territory from King 
  Tiger Seals. However, the recent warfare on Paradiso 
  has caused a migration of said Tiger Seals, causing 
  an intense battle for hunting grounds in game-
  rich Molokai.
  As a result, Kragodons are increasingly likely to view 
  anything sufficiently loud and large as a potential 
  rival, causing them to act with uncharacteristic 
  aggression. And of course, they’ve never been shy 
  about considering humans an appropriate food source.
  NEMESIS
  The jungle floor becomes a seething mass of these 
  voracious and highly aggressive ants if their colony 
  is disturbed or under threat. Similar to the army ants 
  of old Earth, these creatures have a highly painful 
  bite, out of proportion to their tiny size, although 
  they are far larger than their Earth equivalent. In 
  typical Paradiso fashion, these insects also have the 
  ability to squirt formic acid at their enemies, giving 
  them a reputation of being one of Paradiso’s most 
  disproportionately dangerous threats. In addition, 
  should the ant colony become unsustainable 
  due to lack of food or space, the colony will send 
  half their number to form a new colony. In these 
  circumstances, the creatures swarm across the forest 
  floor, consuming everything in their path. It is these 
  migrations that provide the biggest danger, as the 
  ants are resistant to many toxins and even fire. 
  LIVING WALL ANTS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  5
  10
  12
  10
  3
  3
  7
  FIELDS OF EXPERTISE
  Combat
  3
  1
  Movement
  2
  -
  Social
  1
  -
  Fortitude
  2
  -
  Senses
  1
  1
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  7
  Vigour
  12
  Security
  -
  Morale
  2
  Armour
  1
  ATTACKS:  
   
   
   
                                                                                                               
  • Bite: Melee 3+5§, Piercing 2, Vicious 2                                                                                                                 
  • Acid Spray: Range C, 1+6§  damage, 
  Spread 2, Torrent, Toxic 2, Vicious 2                                                                                         
  SPECIAL ABILITIES:                                                                                             
  • Common Special Abilities: Fear 1, Inured to 
  Heat, Inured to Poison, Mindless, Night Vision                                                                                                                       
  • Attack as One: The creature is made up of many 
  single entities acting as one. They are immune 
  to mind-influencing effects or intimidation.                                                                                            
  • Swarming Wave: By spending 2 Heat, the swarm seethes over 
  the target. Unless the target is in sealed armour, any Armour Soak 
  is ignored.The characters emerge into an open area, cleared by 
  voracious living wall ants. If the characters do not take care, the 
  subterranean colony will be disturbed, swarming to the attack. 
  ELITE
  KRAGODON
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  13
  12
  14
  3
  3
  7
  11
  FIELDS OF EXPERTISE
  Combat
  +3
  1
  Movement
  +1
  1
  Social
  +3
  -
  Fortitude
  +1
  -
  Senses
  +1
  1
  Technical
  -
  -
  DEFENCES
  Firewall
  N/A
  Resolve
  11
  Vigour
  14
  Security
  N/A
  Morale
  -
  Armour
  1
  ATTACKS
  • Claws: Melee, 2+7§ damage, Concealed 1, Piercing 1, Vicious 1
  SPECIAL ABILITIES
  • Common Special Abilities: Grasping, Night Vision
  • Alpha Predator: When making a melee attack, the Kragodon can 
  reroll up to 4§.
  • Natural Armour: The Kragodon’s scaly hide provides an Armour 
  Soak of 1.
  A hungry kragodon lurks beneath the surface of the water. If the 
  characters are travelling by boat or raft, it slams into it, causing 
  the characters to make a Challenging (D2) Athletics test to stay 
  on board. 
  Heat Spends  
                                                                                           
  •Overturn craft (2 Heat) If the characters are travelling by boat or 
  raft, the Kragodon slams into it, causing the characters to make a 
  Challenging (D2) Athletics test to stay on board
  
  96
  CHAPTER 12
  TROOPER
  TROOPER
  A spider-like crustacean, the nephropidae 
  resembles something of a mutant crayfish with 
  four powerful pincers, and its body is protected 
  by an armoured shell. They reach up to a metre 
  long, although some species can reach two metres 
  long. Nephropidae exist in both freshwater and 
  saltwater varieties, forming colonies in the shallows, 
  systematically consuming anything in their path, 
  even other nephropidae if they are not fast enough. 
  Nephropidae secrete a powerful paralytic neurotoxin 
  through their pincers, the better to immobilise their 
  prey and to allow the nephropidae to consume their 
  prey at their leisure. 
  NEPHROPIDAE
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9
  7
  10
  8
  5
  5
  5
  FIELDS OF EXPERTISE
  Combat
  2
  1
  Movement
  1
  -
  Social
  1
  -
  Fortitude
  1
  1
  Senses
  1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  5
  Vigour
  10
  Security
  -
  Morale
  -
  Armour
  3
  The nasnas lizard would be a minor nuisance if it 
  weren’t for the deadly Paradiso Phage (see p. 27) the 
  lizard carries. The size of a small dog, these grey-
  black lizards have a skin that glistens with slime.  
  They inhabit the darker and damper places of the 
  jungle, often colonising cave systems where they 
  feed on small animals.
  Although slow, these lizards are belligerent and 
  territorial, making threat displays against interlopers. 
  The Morat shoot them on sight.
  NASNAS LIZARD
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  5
  9
  8
  5
  5
  1
  2
  FIELDS OF EXPERTISE
  Combat
  1
  -
  Movement
  1
  -
  Social
  -
  -
  Fortitude
  2
  -
  Senses
  1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  2
  Vigour
  8
  Security
  -
  Morale
  -
  Armour
  1
  A nasnas lizard has its lair nearby and will protect its territory 
  against the characters.
  Heat Spends  
   
   
   
  •Colony (3 Heat) There is actually a colony of the creatures (1d20 
  of them), tread carefully!
  
  THE ROLEPLAYiNG GAME
  97
  PARAdisO AdvERsARiEs
  ELITE
  ELITE
  Also living under the ocean’s surface is a small, 
  aquatic creature somewhat reminiscent of a crayfish 
  or other miniature lobster. The nokuro crustacean is 
  beautiful, and while it is not a threat to humans, it is 
  still considered a threat in its home territories.
  Aside from its colourful, shimmering shell, perhaps 
  the most interesting thing about the nokuro is 
  the power with which they strike their prey. These 
  carnivorous, sometimes cannibalistic shellfish have 
  very powerful, rounded front fins. With these, they 
  strike their prey without warning, moving so quickly 
  and hitting so hard that the victim is instantly 
  harmed, shocked into unconsciousness, or with a 
  particularly strong strike, felled in a single blow.
  NOKURO
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  5
  5
  10
  5
  3
  3
  6
  FIELDS OF EXPERTISE
  Combat
  2
  1
  Movement
  -
  -
  Social
  1
  -
  Fortitude
  2
  1
  Senses
  1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  6
  Vigour
  10
  Security
  -
  Morale
  -
  Armour
  3
  ATTACKS: 
   
                                                                                               
  • Pincer Burst: Range C, 2+5§, Area 
  (Close), Stun, Spread 1, Unforgiving                                                                            
  SPECIAL ABILITIES                                                             
  • Common Special Abilities: Grasping, Inured to Cold, Mindless                                                                                              
  • Natural Armour: The chitin shell of 
  a nokuro gives it an Armour Soak of 3.                                                                                                
  • Water Breather: The creature can breathe freely underwater.
  The aptly named Norstralia greif (“griffon” in German) 
  is thankfully rare on Paradiso. This fierce predator 
  was named after the mythical beast that had a lion’s 
  body and bird-of-prey’s head. However, there is more 
  velociraptor than raptor in these quadrupeds.
  Norstralia greif has a lithe body, one designed 
  for speed. Their scales are a sandy brown-yellow, 
  making them especially difficult to see in the jungle. 
  Their heads are vaguely bird-like with long jaws, 
  razor-sharp teeth, and a bony ruff protects their 
  vulnerable neck.
  Utterly fearless, the Norstralia greif has been 
  known to attack dreadnoughts and even vehicles if 
  it is hungry enough. More than one vehicle in the 
  Paradiso jungle has the claw and teeth marks of a 
  greif attack on their paintwork. 
  NORSTRALIA GREIF
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  8
  10
  13
  10
  4
  3
  8
  FIELDS OF EXPERTISE
  Combat
  +2
  1
  Movement
  +2
  1
  Social
  +2
  1
  Fortitude
  +2
  2
  Senses
  +3
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  2
  Vigour
  1
  Security
  -
  Morale
  -
  Armour
  -
  ATTACKS:  
   
   
   
       
  • Vicious teeth and claws: Melee, 1+5§ damage, Piercing 1                                                             
  SPECIAL ABILITIES:                                                      
  • Common Special Abilities: Inured to Pain, Keen 
  Senses (Hearing, Sight, Smell), Menacing 1, Night Vision                                                                                            
  • Natural Armour: A greif’s scales provides an Armour 
  Soak of 2. 
  The nokuro’s brightly 
  coloured, chitinous 
  armour is highly prized by 
  local crafters and tourist 
  vendors. Its meat tastes 
  rather bland, but they still 
  command a high price at 
  the dinner table. This is 
  usually due to the patron’s 
  option of taking the fine 
  shell home with them, a 
  permanent souvenir from a 
  great dinner on Paradiso.
  
  98
  CHAPTER 12
  TROOPER
  NEMESIS
  These huge serpents were named after the mythical 
  supernatural residents of the Mekong river delta 
  on Earth. A long crest rises from their head, similar 
  to the creatures of legend. Although they are not 
  venomous, their formidable jaws have multiple rows 
  of teeth. Reaching lengths of up to nine metres long, 
  phaya naga are one of the biggest apex predators in 
  the jungle, at home in the trees or the water, able to 
  breathe in both air and water. Escaping the coils of 
  a phaya naga is difficult to say the least, especially 
  when it becomes hard to breathe. Phaya naga are 
  often found close to, or in, many of Paradiso’s rivers 
  and coasts where they can rely on there being a 
  steady food source.
  PHAYA NAGA
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12 (2)
  14 (2)
  15
  6
  7
  7
  10
  FIELDS OF EXPERTISE
  Combat
  +2
  2
  Movement
  +1
  2
  Social
  -
  -
  Fortitude
  +2
  2
  Senses
  +2
  1
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  10
  Vigour
  15
  Security
  -
  Morale
  2
  Armour
  4
  One species of fish is very well known for its rapid 
  evolution from one generation to the next. The 
  qlugfish is also especially skilled at the arts of 
  camouflage and ambush. Much like the anglerfish 
  of Earth, these creatures share a similar muscular 
  and bone framework. However, the qlugfish’s skin 
  seems especially quick to adapt according to their 
  generational, environmental habitats.
  QLUGFISH
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  5
  8
  8
  8
  3
  2
  7
  FIELDS OF EXPERTISE
  Combat
  +1
  1
  Movement
  -
  -
  Social
  -
  -
  Fortitude
  +2
  1
  Senses
  1
  1
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  7
  Vigour
  8
  Security
  -
  Morale
  -
  Armour
  1
  A huge phaya naga lies hidden in the trees or under the water, and 
  attacks the characters, gaining Surprise (see Infinity Corebook, 
  p. 105-106).
  
  THE ROLEPLAYiNG GAME
  99
  PARAdisO AdvERsARiEs
  TROOPER
  An evolutionary offshoot of the Gāyatrī Moehau 
  (see Infinity Corebook, p. 481), these creatures appear 
  as pale, emaciated, and hairless versions of their 
  counterparts. From a distance, they could easily be 
  mistaken for a naked human figure. The Qutrub 
  originated from the Paradiso cave systems, although 
  the war has caused some of them to come to the 
  surface in search of food. Qutrubs are drawn to 
  the smell of decomposition as carrion eaters but 
  will not pass up the chance of fresh meat. As their 
  eyes and flesh are photosensitive, they favour the 
  dark of night, and packs of them are often drawn 
  to battlefields, giving rise to sightings of so-called 
  ghouls and morlocks. 
  QUTRUB
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10
  9
  8
  6
  5
  5
  5
  FIELDS OF EXPERTISE
  Combat
  +2
  1
  Movement
  +1
  1
  Social
  +1
  -
  Fortitude
  +2
  1
  Senses
  +1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  5
  Vigour
  8
  Security
  -
  Morale
  -
  Armour
  -
  TROOPER
  SCORPIONETTE
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12
  11
  6
  5
  8
  7
  10
  FIELDS OF EXPERTISE
  Combat
  +2
  2
  Movement
  +1
  1
  Social
  -
  -
  Fortitude
  -
  -
  Senses
  +2
  1
  Technical
  -
  -
  DEFENCES
  Firewall
  N/A
  Resolve
  5
  Vigour
  3
  Security
  N/A
  Morale
  -
  Armour
  -
  ATTACKS
  • Dorsal Stinger: Melee, 1+2§ damage, Biotech, Immobilising
  • Tail Stinger: Melee, 1+3§ damage, Biotech, Toxic 3, Vicious 3
  SPECIAL ABILITIES
  • Entrapment: In tall grass, jungle floors, or other suitably concealing 
  terrain, Scorpionettes benefit from 1 bonus Momentum on Stealth 
  tests to remain hidden.
  • Paralytic Poison: The Scorpionette’s dorsal stinger can deliver a 
  dose of paralytic poison equivalent to tetrodotoxin.
  Measuring roughly thirty centimetres from pincer to 
  stinger, the double-tailed Heterometrus terribilis has 
  caused more casualties than any forces on Paradiso 
  care to admit. A solitary hunter, the Scorpionette lies 
  in wait beneath the layers of vegetation that blanket 
  Paradiso, its dorsal stinger poised and ready to strike.
  Other than a high concentration of carrion- eaters, 
  there are few signs of its presence.
  It preys primarily on large mammals who fail to notice 
  its presence, treading directly on its exposed dorsal 
  stinger; which delivers a potent paralytic venom that 
  can kill an adult human in less than twenty-four hours. 
  If that doesn’t suffice, its tail stinger packs a vicious 
  neurotoxin it uses to hunt larger mammals. One sting 
  can stop a human heart in less than twenty minutes.
  So naturally, there’s a robust community of 
  Scorpionette breeders in the Paradiso animal trade, 
  and an illegal underground Scorpionette fighting ring.
  Attracted by the smell of a recent kill, a qutrub is now haunting the 
  area. The original predator may also still be in the area. 
  Heat Spends  
   
   
  •1 Heat—The qutrub’s prey is still in the area. Roll again for a 
  dangerous animal.
  
  100
  CHAPTER 12
  TROOPERS
  ELITE
  Named after the birds from the legendary task 
  of Hercules, a stymphalian cliff shrike is a large 
  predatory avian with a fourteen-foot wingspan. Their 
  beaks and talons are sharp enough to match teseum 
  blades in quality.
  Like the shrikes of Earth, stymphalian shrikes impale 
  their prey on any available sharp point like thorns 
  or fallen trees to make it easier to tear off chunks 
  of flesh and to act as a food cache for later. They 
  are quite willing to carry off human prey if they can. 
  Shrikes often surround their nest with sharp shards 
  of crystals or crude sharpened stakes they whittle 
  down with their beaks and talons.
  Stymphalian shrikes are territorial, and mated pairs 
  take turns in looking after their young. Their nests 
  can sometimes hide items from previous victims.
  STYMPHALIAN CLIFF 
  SHRIKE 
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9
  10
  12
  10
  3
  3
  3
  FIELDS OF EXPERTISE
  Combat
  +2
  2
  Movement
  +1
  1
  Social
  +1
  -
  Fortitude
  +1
  1
  Senses
  +1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  5
  Vigour
  8
  Security
  -
  Morale
  -
  Armour
  -
  SHUKON SPIDERWORM
  A repulsive parasite similar to a tapeworm, the 
  shukon spiderworm reaches lengths of up to 
  five metres. In its adult form, its pale white body 
  resembles a spider with a segmented tail stretching 
  out behind it. Like the tapeworm, the parasite 
  hatches from an egg within a prospective host 
  where it fixes itself to the intestinal wall. The host 
  quickly loses weight as the spiderworm feeds off 
  them, depriving them of nutrition. Aside from surgery, 
  the only way to remove a spiderworm from the host 
  is to starve both the host and the parasite. It is not 
  a pretty sight when the spiderworm slithers from 
  the mouth of its former host, covered in blood and 
  mucus. Of course, the spiderworm will be looking for 
  a new host if the host dies or is starved. More than 
  a few Paradiso hunters have reported spiderworms 
  leaving the bodies of their recent kill, seeking a new 
  host. Adult spiderworms leave eggs in the body of 
  any host (live or dead), so even if the spiderworm is 
  killed, there is a possibility that the next generation 
  of spiderworm will live on. Even if the original 
  spiderworm is killed, the eggs can be consumed by 
  predators feeding on the host’s flesh or even recur in 
  the original host.
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12 (+1)
  8
  5
  10
  5
  2
  6
  FIELDS OF EXPERTISE
  Combat
  1
  -
  Movement
  2
  1
  Social
  -
  -
  Fortitude
  1
  -
  Senses
  -
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  6
  Vigour
  3
  Security
  -
  Morale
  -
  Armour
  -
  
  THE ROLEPLAYiNG GAME
  101
  PARAdisO AdvERsARiEs
  TROOPERS
  TAN'GEN SPIDER
  The Tan’Gen spider is large arachnid with an 
  undeserved reputation (aside from those with 
  Arachnophobia). Like many of Paradiso’s resident 
  wildlife it is venomous, but not toxic to human. Most 
  complications from its bite arise from respiratory 
  failure or heart palpitations.
  The size of a small dog, the spider is nondescript 
  brown colour, easily blending in with the jungle 
  surroundings, even when traversing the extensive 
  webbing it creates. The tensile strength of Tan’Gen 
  spider webs have led to it being studied extensively 
  by Xenobiologists, although the spiders do not 
  survive long in captivity.
  The real danger comes from its preferred food – it 
  thrives on many of Paradiso’s smaller dangers, 
  especially Devil’s Whip Vipers and Scorpionettes. 
  Unfortunately, these creatures are often caught in 
  the webs for some time before the sluggish Tan’Gen 
  arrives to consume its prey alive. Tan’Gen Spiders are 
  known to cooperate, and some areas of the jungle 
  are a hazy silk canopy of their webs. Usually located 
  near colonies of their prey, the presence of the 
  spiders is an indicator to tread carefully ahead.
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  8
  8
  6
  8
  4
  4
  4
  FIELDS OF EXPERTISE
  Combat
  2
  -
  Movement
  1
  -
  Social
  -
  -
  Fortitude
  1
  1
  Senses
  1
  -
  Technical
  -
  -
  DEFENCES
  Firewall
  -
  Resolve
  4
  Vigour
  6
  Security
  -
  Morale
  -
  Armour
  -
  ATTACKS:                                                                                                    
  • Bite: 1+2§, Stun                                                                                                
  SPECIAL ABILITIES:                                                      
  • Common Special Abilities: Grasping, Inured 
  to Poison, Keen Sense (Sight), Night Vision                                                                                                    
  • Inoffensive but dangerous: Against creatures of the 
  same size or smaller, the tan’gen spider’s Bite attack also 
  acquires the Toxic 2, Unforgiving, and Vicious 2 qualities.                                                                                     
  • Lethal Larder: The Tan’Gen spider prefer their prey alive. 
  Although not dangerous to humans the creatures already caught 
  in the Tan’Gen Spider’s web are. 1 Heat adds a Scorpionette, 
  Shukon Spiderworm, or Devil’s Whip Viper to the webs.                                                         
  • Web Builder: Tan’gen spider webs count as Hazardous terrain. A 
  failed Challenging (D2) Athletics test means the victim suffers 
  1+4§ damage with the Nonlethal and Immobilise qualities.                                                                     
  • Web Walker: Tan’gen spiders can manoeuvre freely around their 
  own webs and do not have to make an Athletics test. 
  
  102
  CHAPTER 13
  NPC ADVERSARIES
  CHAPTER 13
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12
  11
  11
  12
  9
  7
  8
  FIELDS OF EXPERTISE
  Combat
  +2
  2 Movement +1
  1
  Social
  +1
  1
  Fortitude +2
  2
  Senses
  +2
  2
  Technical +2
  2
  DEFENCES
  Firewall
  11
  Resolve
  10
  Vigour
  13
  Security
  —
  Morale
  1
  Armour
  1
  ATTACKS
  • Heavy Pistol: Range R/C, 2+6§, Burst 1, Unbalanced, 
  Unforgiving 1, Vicious 1
  GEAR: Heavy Pistol (3 reloads), Flash-Pulse, 3 Flash 
  Bang,  Armoured Clothing
  SPECIAL ABILITIES
  • Scoundrel´s Luck: A true soldier of fortune, Connor relies 
  on his wits and Ariadnan luck. He gains 1 Heat each 
  round, though this can only be used to his own benefit.
  • Curiosity Killed the Caledonian: Ariadnans can be curious 
  about tech, and Connor is like a cat in that regard. When 
  dealing interacting with technologies that are new to him, 
  Connor gains 2 Momentum on Technical Field of Expertise 
  tests to interact with them.
  • Dawn and Back Again: Connor has a real wanderlust 
  that has been quelled. He can re-roll 1d20 when making 
  Extraplanetary tests involving knowledge of faraway 
  places and out of system locations.
  CONNOR O'CAELLAIGH
  CONNOR O’CAELLAIGH (AUTHORISED BOUNTY HUNTER)
  “No way it’s from Lo Pan’s!” 
  “The real deal, man! I can deliver!”
  Connor O’Caellaigh looked excitedly at 
  the non-descript, slightly battered canister 
  that Shaka Lopez brought. Scoring a Lo 
  Pan’s Extra Spicy Chow Mein required some 
  serious talent. 
   “Yes, you certainly did, buddy! Now 
  scram, and let a man eat his honestly 
  earned Martian delicacies!”
  The Nomad let out a throaty and fake 
  laugh and slapped the bounty hunter on 
  the shoulder.
  “You are always a funny man, Caledonian! 
  That’s what I like about you!”
  Connor sighed. Shaka was going to keep 
  him from his culinary indulgence. 
  “What do you want, Shaka?”
  “Me? Nothing! I am your friend. I bring 
  you your noodles, right?” Shaka paused 
  as Connor crossed his arms, holding eye 
  contact. “But there is a little favour you 
  could do for my employees, you see. There is 
  this person—”
  “I’ve told you I don’t do that kind of job!” 
  Connor interjected.
  “Relax Caledonian! It is nothing like that! 
  My employees actually want this, um person 
  alive, um, or something sort of near that. 
  You know we are not picky”
  The Nomad laughed, this time rich, deep, 
  and guttural.
  “What did this poor devil do?”
  “Not what he did, but what he ate.”
  Connor looked at his noodles.
  “Come on, man! You know I was going on 
  vacation after the Sambor Duk job!”
  “This is the best part of this job! You can 
  mix pleasure with business, the, um, target 
  is in a beautiful place, full of sandy beaches, 
  crystal clear oceans, blue skies—”
  “Don’t tell me its—”
  “Paradiso man! You are getting your 
  beaches, your sand, and a truckload of 
  Skender to spend on those noodles you 
  like so much!”
  Connor groaned, tore the seal of his 
  noodles, and stuffed his mouth full of them.
  “You bet you are going to pay for 
  this, Nomad!”
  APPEARANCE
  A rugged man in worn military clothe, he 
  is clearly armed and has the swagger of 
  someone who is comfortable wearing 
  and using weapons as a livelihood. His 
  face has a permanent smug look as if he 
  just won at the Resurrection Lotteries.
  ROLEPLAYING
  • Connor loves exotic food, but particu-
  larly a good Yu Jingese dish. 
  • He overestimates his own capabilities, 
  always taking new contracts even if he 
  is outnumbered and outclassed. 
  • Despite his bravado, Connor has a way 
  with people and somehow always 
  finds a way to make new allies or at 
  least contacts.
  BACKGROUND
  Connor O’Caellaigh has always been 
  fascinated by the exotic wonders of the off-
  worlders that visited his clan’s Teseum mines 
  in Caledonia. Their colours, smells, and intrigu-
  ing accents spoke to Connor about a different 
  life that the one he had been destined. 
  When the Combined Army invaded Paradiso 
  and Ariadna backed the O-12 with the creation 
  of the Ariadnan Expeditionary Corp, he saw 
  an opportunity to make his dreams come true 
  and signed the first chance he had, to the great 
  disappointment of his clan’s elder. 
  He was stationed in Camp Antela during 
  the Flamestrike Operation. Afterwards, he 
  chose early retirement not out of cowardice 
  but of Caledonian pragmatism; he had wanted 
  to travel the Human Sphere and staying in 
  Paradiso, he knew, would mean staying in the 
  Meat Grinder for the rest of his life. He booked 
  passage out of the system and travelled the 
  Sphere, finding that there was always work for 
  an up and coming Caledonian with a strong 
  work ethic and solid military background. 
  Eventually, he found himself in Marsport 
  where he obtained a Bounty Hunter’s license. 
  This finally gave him the opportunity to expe-
  rience all kind of adventures while enjoying 
  the glamour and luxuries he would have never 
  known about back in Caledonia. 
  CONNOR KELLY
  
  THE ROLEPLAYiNG GAME
  103
  NPC AdvERsARiEs
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  11
  12
  12
  12
  8
  7
  8
  FIELDS OF EXPERTISE
  Combat
  +3
  3 Movement +2
  2
  Social
  +1
  -
  Fortitude +2
  2
  Senses
  +2
  2
  Technical +1
  -
  DEFENCES
  Firewall
  9
  Resolve
  10
  Vigour
  14
  Security
  2
  Morale
  1
  Armour
  3
  ATTACKS 
  • Sgian Dubh: Melee, 1+6§, 1H, Concealed 2, Non-
  Hackable, Subtle 2, Unforgiving 1
  • Assault Pistol: R/C, 1+7§, Burst 3, Unbalanced, Vicious 1
  • Sniper Rifle: L, 1+9§, Burst 3, Unwieldy, Unforgiving 2
  • Mine: Explosive, 2+5§, 1H, Disposable, Indiscriminate 
  (Close), Speculative Fire, Thrown, Unsubtle
  GEAR: 2 Stims, Medium Combat Armour, 2 Mines, Small 
  Trophies
  SPECIAL ABILITIES
  • Raised Amongst Wulvers: Paedar had a rough childhood, 
  which shows in his manners and brawling skills. All 
  tests from the Social Field of Expertise increase the 
  Complication Range by 1. Additionally, he gains 1 
  Momentum on all melee attacks.
  • A Bloodhound´s Nose: Raised by the clan's scouts and 
  hunters, Paedar has a knack for tracking and stalking his 
  prey. He gains 2 Momentum on all Stealth and Survival 
  tests related to hunting and tracking.
  • Hunter´s Trophies: Viscous and mean, particularly 
  when stalking intelligent creatures, Paedar is not above 
  collecting trophies and looting equipment. He gains 2 
  Momentum on Lifestyle tests when dealing with the 
  Submondo.
  PAEDAR McBALOUGN
  PAEDAR McBALOUGN (MERCENARY SNIPER)
  “Come on… Show us your pretty face…”
  The Morat encampment was full of activ-
  ity. The engineers had recently convened at 
  the colonel’s tent, and that usually meant 
  the whole unit was going to move forward. 
  By the looks of it, this charge was imminent, 
  and Paedar McBalougn was the only thing 
  stopping the aliens from overrunning the 
  Haqqislamite farming facilities. 
  Paedar spat and cleared the sweat from 
  his brow. They should’ve evacuated all of 
  the western farms months ago, not wait 
  until they could see if the Morats were 
  actually red or burgundy. Still, the money 
  was good, and he had had worse jobs.
  As if on cue, the gathering Morat 
  soldiers were pushed aside and a huge 
  figure stomped into the colonel’s tent. 
  The Raktorak had arrived, and it was only 
  a matter of moments now. Good thing, 
  because McBalougn’s leg was already 
  numbed from insect bites, and he was 
  positive he had a fever. If he didn’t relocate 
  soon, things would get nasty, particularly if 
  the Zerat were on the prowl. 
  Suddenly, the tent flaps flew open, and 
  the Raktorak tramped out shouting some-
  thing. Behind him, three warriors marched 
  out, joining in the battle chant. Then, they 
  were followed by a Morat warrior in the 
  outfit of a regular soldier, but he appeared 
  strong as a Caledonian bear and was 
  bedecked in medals and insignias.
  “Well… hello there!”
  McBalougn squeezed the trigger of his 
  rifle, waited a moment, and slowly crawled 
  from under the rotten tree where he was 
  hiding a kilometre away from the Morat 
  encampment. He didn’t wait to confirm his 
  kill. The Morat reaction would tip him off 
  almost as immediately, and experience had 
  taught him it was better to leave the aliens 
  to sort these kind of things by themselves. 
  Emotional monsters they were, he thought. 
  Perhaps it was the heat of this hellhole …
  APPEARANCE
  A muscular man in filthy clothes, Paedar 
  has cold grey eyes and a hardened 
  appearance. He wears a red beret, soiled 
  by both dirt and time, and his ragged uni-
  form resembles those of Ariadnan units, 
  but the uniform itself is not standard 
  issue. Paedar frequently chews a piece 
  of dried meat and perpetually sweats 
  profusely while showing no discomfort.
  ROLEPLAYING
  • Paedar tends to mumble and hum to 
  himself when he is concentrating.
  • An oral fidgeter, McBalougn is always 
  chewing something—gum, tobacco, 
  bark, jerky—when he is anxious. 
  • Paedar constantly dries himself with 
  a damp and dirty bandana because of 
  his continual sweating
  BACKGROUND
  Born into a poor Caledonian family in 
  Dal Riada, Paedar has only known violence 
  throughout his life—either at the hands of his 
  abusive parents, the claws of raiding antipodes, 
  or at the punishments of his own clansmen on 
  account of his family’s debts. 
  One of the few moments of real peace that 
  Paedar had during his childhood was when he 
  went hunting with his older cousin, another 
  outcast. His cousin, however, was a Wulver who 
  earned his living taking care of the herds and 
  watching for antipode incursions. 
  That is how Paedar learned to track and 
  shoot. Regrettably, his dreams of becoming 
  a ranger like his cousin didn’t last long; they 
  were crushed soon after his parents died in a 
  drunken accident. The clan elders decided the 
  young man wasn’t worth the investment and 
  shipped him to their irregular’s regiment, the 
  better to get rid of him. 
  An already hardened boy turned into a 
  brutal and merciless man. Shipped to Paradiso 
  as part of the Ariadnan Expeditionary Corp, 
  Paedar became distinguished as an efficient 
  infiltrator and sniper but an undisciplined sol-
  dier. After his third incarceration for smuggling, 
  he was dishonourably discharged. 
  This, however, was the day Paedar insists 
  his life actually began. He quickly joined one 
  of several mercenary companies stationed 
  in Paradiso and has been his own man since, 
  killing for profit and on his own terms. 
  PETER BALOGH
  
  104
  CHAPTER 13
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  11
  10
  8
  11
  12
  7
  11
  FIELDS OF EXPERTISE
  Combat
  +2
  1 Movement +1
  1
  Social
  +1
  -
  Fortitude +2
  1
  Senses
  +2
  2
  Technical +4
  3
  DEFENCES
  Firewall
  16
  Resolve
  13
  Vigour
  10
  Security
  -
  Morale
  1
  Armour
  1
  ATTACKS 
  • Assault Pistol: R/C, 1+7§, Burst 3, Unbalanced, Vicious 1
  GEAR: Armoured Clothing (Star Co. Uniform), Inlaid Palm 
  Circuitry, Powered Multitool, Engineering Waldo, Gecko TAG
  SPECIAL ABILITIES
  • Nomad Hospitality: Travelling throughout the Human 
  Sphere with Star Company, Victor is always looking for 
  allies, old friends, and new acquaintances. Tests from 
  the Social Field of Expertise involving other Nomad 
  characters are made at -1D to a minimum of Simple (D0). 
  Additionally, he gains 1 Momentum on such tests.
  • Faster, Harder, Better: Far from a traditional clockmaker, 
  Victor is certainly up to the task. He gains 2 momentum 
  on all Technical tests involving Remotes, TAGs, and Heavy 
  Armour.
  • Bashful: Victor is shy and awkward when in the company 
  of the opposite sex. Tests from the Social Field of 
  Expertise have their Complication Range increased by 2 
  when Victor is directly interacting with women.
  VICTOR RADKTE
  VICTOR RADKTE (TAG PILOT AND MECHANIC)
  “Hostiles located, proceeding to engage.” 
  The calm voice of the Gecko TAG pilot 
  evenly matched its fluid movements on the 
  asteroid’s surface, dodging floating debris 
  and obstacles strewn around the mine’s 
  unloading area. The antagonistic remote, 
  several dozen metres away, had emerged 
  from a small warehouse and was firing full-
  auto at the red and white StarCo TAG. 
  Victor Radkte grunted and pulled hard 
  on the Gecko’s controls which made the 
  huge robotic armour perform a zero-g 
  jump to land behind some mineral 
  containers, avoiding the brutal firestorm 
  directed at him. 
  “Radkte! You alive?!” 
  “Yes! Close call. But yes, I’m still here. 
  Who in his right mind set these things to 
  full-auto?!” 
  “Good! You still have to repair my air filter. 
  We are trying to confirm who’s paying these 
  scumbags. But you heard the lieutenant!” 
  “Ask questions after you get your pay-
  cheque.” Radkte turned the TAG cautiously 
  around his cover, positive that the remote 
  would be out of ammunition by now, but 
  taking care just in case it had backup. 
  As predicted, the remote was standing 
  on the other side of the loading area, its 
  heavy machine gun empty. It turned rapidly 
  away from the TAG, probably to escape 
  its destruction. Radkte quickly took aim 
  and fired an electromagnetic round. The 
  projectile hit the remote, and after a small 
  explosion that severely dented the surface, 
  it stood motionless. All its operational 
  lights shut down. 
  “Well, tell the lieutenant I’m bringing back 
  some extra toys with me!”
  APPEARANCE
  Victor could be twenty, could be fifty, but 
  it’s hard to tell under the dirt and grease 
  from intense working under the gun car-
  riage of a TAG. He is always satisfied and 
  confident with his work, but is awkward 
  with social interactions, especially those 
  with women. Nonetheless, Victor has the 
  poise and prestige associated with being 
  the chief engineer and head TAG tester in 
  any company he works with.
  ROLEPLAYING
  • Victor is always willing to help a 
  fellow Nomad with his tech issues. 
  • Despite engineering skills on par with 
  clockmakers, Victor is modest; he can 
  easily field repair a TAG saying, “It was 
  nothing.” 
  • Victor is extremely shy around women, 
  preferring to immerse himself in 
  is work than try to make painful 
  small talk. 
  BACKGROUND
  Victor Radkte is almost a textbook Nomad 
  from Corregidor. Almost. Born in one of the 
  Mothership’s habitational modules, he grew up 
  in the green jumpsuits of the Corregidorean 
  civilians until he managed to earn a promotion 
  and transfer to the Nomad’s Commercial 
  Mission in Svalarheima where he learned all 
  he could about TAGs, their upkeep, and their 
  maintenance. 
  On par with Bakunin’s clockmakers, Radkte 
  is also quite fearless, except when women are 
  present. For some strange reason, he is quite 
  intimidated by the fair sex which makes him 
  the target of numerous jokes and hazing by his 
  co-workers both male and female. 
  Still, he takes it in good spirit like the 
  Nomad he is. After earning his leave on the 
  Commercial Mission, he enrolled with the Free 
  Company of the Star, who was in dire need for 
  expert engineers and combat pilots. Seeing an 
  opportunity to put his skills to the test, Victor 
  signed on and has worked for StarCo’s mobile 
  units ever since, personally trying out all 
  new improvements, weapons, and equipment 
  upgrades on a specially modified Gecko TAG he 
  brought from Corregidor. 
  KYLE RADTKE
  
  THE ROLEPLAYiNG GAME
  105
  iNdEx
  INDEX
  PARADISO
  Abyss Blockade 52
  Access Blockade 50-51
  Acheron Blockade 2, 29, 35, 37-38, 
  50-52, 53-55, 69
  Acheron Gate 35
  Acheron Incursion 29
  Achilles 33
  Aerial & Satellite Surveillance 58
  Air-to-Air Missile (AAM) 69, 73
  ALEPH Node 65, 78, 81, 83
  ALEPH 16-18, 30, 32-34, 36, 40, 47, 53, 
  56, 65, 75-76, 78-83
  Al-Hadiye 10, 41-42
  Alien Tech (GM Tip) 80
  Alien Weather 58
  Ammunition & Supplies 49
  Aneris 78-81, 83-84
  Anthropic Error 64
  Anti-Personnel Mine (Trap) 60
  Apple Asharii Base 37
  Aquacycle 70, 74
  Aquatic Movement 64
  Arachne 15-16, 36, 42
  Aranda Astrological Facilities 15
  Ariadnan Expeditionary Corps (AEC) 8, 
  41, 45
  Aritya, 13, 45, 48
  Armoured Personnel Carrier (APC) 70, 
  72, 74
  Asharii, Shasvastii 34-35, 37-38
  Asuras 36
  Asyût 14-15, 46-47, 49
  Ateks 40, 48
  Aurora, The 2, 4, 28
  Avatar (EI) 33
  Backgammon Garrison 35
  Báijīng (White Crystal) Orbital Consulate 
  56
  Bandar-Log 87-88
  Barrier Sea 32
  Beatrice 34, 37
  Behdeti 39-40
  Biguan 43
  Black Box 31-32
  Black-C Combat Group 32
  Blasting Free Momentum Spend 59
  Bloodbriar 19, 87-89
  Blue S Combat Group 36
  Bourak 10, 14, 46, 52, 55
  Buggy 71, 74
  Building Traps 62
  Bunker Buster Missile 69, 73
  Bureau Aegis 15-16, 28-29, 31
  Bureau Noir 15-16, 43
  Butcher Bee 22, 87-88
  Butterfly, Gold Leaf 2, 7, 87, 92
  Caltrops 66, 73
  Camo-cloak 66, 74
  Cauchemar Cat 21-22, 83-84, 87, 89
  Cave-in Heat Spend 59
  Celestial Guard 36, 81-83
  Chain Machete 67, 73
  Chain-Colt 67, 73
  Changeling Net 67, 74
  Charontid 65, 82-83
  Cliff Shrike, Stymphalian 6, 87, 100
  Combat in the Jungle 57-64
  Combined Army Air Superiority Aircraft 
  (CAASA) 3, 71, 74
  Combined Army 2-5, 7-14, 16-17, 19, 
  24-25, 28-58, 60-61, 64-66, 69, 71, 
  74-86, 102
  Concealment & Visibility 58
  Concilium, Peace of 9, 16, 28-29, 36-37, 
  48
  Contact Treaties, Tohaa 32, 46, 55
  Corocoro Bush 20, 87
  Cosmolite 3 33
  Cosmolite Chasers 33
  Cosmolite, Last 17, 32-33
  Cosmolites 2, 9, 16-17, 28-34
  Cover 58
  Crimson Curse 26
  Crimson Snapper 87, 89
  Cryptozoology 18-19, 22, 88
  Daedalus Blockade 50, 55
  Daheng 13-15, 46-48
  Damburg 11, 40
  Dante 34, 35
  Dark Spots 34-35, 37
  Dart 41
  Dawn 52, 55, 102
  Daybreak Blockade 55
  Dead Shift 52
  Dead-Fall (Trap) 60-61
  Death from Above Momentum Spend 59
  Deathwatch Serpent 87, 91
  Deeper than it Looks Heat Spend 59
  Defoe Mission 37
  Defoliant Grenade 67, 73
  Detecting & Searching for Traps 61-62
  Devas 36
  Devil’s Whip Viper 87-88, 90
  Digester See T’Zechi Digester
  Digicloak 67, 74
  Disarming, Resetting & Repairing Traps 
  62
  Diseases 25-27
  Dobrzyn, Order of 41
  Don Peyote 56
  Double, Candy 11
  Dreadnought 21, 90, 97
  Drop Bear (Trap) 61
  Dropship, Azure Dragon 70, 74, 79
  Druze Bayram Security 45
  Dungeon Bashing 63
  E/M Pulse Emitters 3, 29, 54, 58, 67, 73
  E/Marat 67, 73
  EI (Evolved Intelligence) 2-3, 5-8, 12, 
  28-29, 31-33, 35, 41, 43-46, 48, 50, 52, 
  54, 64-65, 74-76, 78, 80, 82-83, 85
  EI Tactical Assessments 65
  Electrojolt Fence 68, 74
  Elevator, Space 2, 10, 12, 41-43, 45, 
  47-48, 50
  Environmental Heat Spends 59-60
  Ereeva 52, 55
  Evacuation Protocols 49
  Evading & Targeting Missiles 69
  EveningStar 32, 58
  Exo Affairs Department Orbase 56
  Explosives Table 73
  Exrah 29, 40
  Falling Tree Heat Spend 59
  Fatigue 49
  First Landing 29, 42
  First Offensive 9-11, 13, 20-22, 26, 
  28-29, 40, 43-45, 77-81 (Adventure)
  Flamethrower, TAG 68, 73
  Flamia Island 15
  Food & Water 49
  Fortress-Monastery of St. Mary 41
  Fuel (Missiles) 69
  Fukaitani 13, 16
  Fuyan 11, 40, 77-82
  GA6037283 wormhole 28, 37
  Gāyatrī Moehau 5, 19, 87, 91, 98
  Gāyatrī  5, 12-13, 15, 19, 45, 87, 91, 98
  GeniTree Corporation 21
  Gernot Multi-Way 40
  Ghezirah 12, 43, 45-46
  Green Banner Army 32
  Green-A Combat Group 32
  Grey Lotus Spaceport 35
  Gunung Base 36
  Gwailos (Shasvastii) 41
  Haqqislam 5, 7, 10-12, 14-16, 29-30, 33, 
  37 41-42, 46, 51, 54-56, 78, 82, 103
  Hassassin 12, 29-30, 45-46
  Haunt Trap (Trap) 61
  Heaven’s Touch 20-21
  Hedgehog (Trap) 61
  Hellfire Missile 69, 73
  Hexahedron 15-16, 28, 31, 78
  Hibat Allah 12, 45-47
  High Pressure Nervous Syndrome 
  (HPNS) See Pressure-induced 
  psychosis
  Holstenwall 40
  Horselberg 40
  Hot Rod 71,74
  Huà Miàn Systems 41
  Huáng Bǎo (Yellow Fortress) 36
  Huangshan Mountains 47
  Human Edge 52
  Human Sphere, The 2-4, 7-9, 11, 13, 
  15-17, 20-21, 24-25, 32-34, 36-37, 39, 
  41-44, 46-47, 50, 52-57, 60, 65, 67, 71, 
  75-76, 80-82, 102, 104
  Hungries 35, 45
  Hydra Nematode 84, 87, 92
  Ilik (Icicle) Alfundaq 56
  Impressive (Vehicle Quality) 70
  Indra-X Mobases 55-56
  Infected Wounds 27, 98, 100
  Inter-faction Lunacy 8
  Intermediate Blockade 50-52
  Invernaculum 16
  Invisible Prisons 36
  Iron Ring See Orbital Blockade
  Jammer 68, 74
  Jinggu 47
  Joan of Arc 41
  Jorōgumo 87, 93
  JSA (Japanese Sectorial Army) 13, 16-17, 
  41-42, 44-45
  Jungle Jared 22, 26-27
  Jungle Zone Generator 62-63
  Kaphiri 43-44
  Karava Vinetrap 19-20, 87, 89, 94
  Karnapur 13, 45-47
  Kawaso Dam 13, 16
  King Tiger Seal 15, 87, 94
  Ko Dali 30
  Kohaku Peninsula 13
  Kokkyō-3 11-12, 15-16
  Konstantinos, Indigo Brother 41
  Kragodon 87, 94-95
  Kuang Shi 36
  Kurage Crisis 55
  La Forja Orbital Shipyard 56
  Lalati Sickness 25
  Layers of the Jungle & Zones 57
  Lemon Asharii Base 37
  Lemurian Ocean 16
  Living Wall Ants 7, 87-88, 95
  Long Qi 29
  Lorenzo/Yadrujin 37
  Maerki Plant 21
  Maglev 31, 42, 47-48 
  Makeshift Tunnels, Traps & Mines 60-62
  Manoeuvring in the Jungle 57
  Marker Light 68, 74
  Marksman Rifle 68, 73
  Maya 11, 16-20, 22, 27, 29, 33, 44-45, 
  48, 75
  McBalougn, Paedar 103
  Melee Weapons Table 73
  Micro-Drone, Jamming 28, 57-58, 68, 74
  Milton 34, 36-37, 38
  Mint Asharii Base 37
  Missile Tube 68, 70-71, 73
  Missile Types 69, 73
  Missile Types 69, 73
  Missile, 16, 41, 66, 68-71, 73, 83
  Missiles Table 73
  
  106
  PARAdisO
  INDEX
  PARADISO
  Missiles 69
  Mithran River 13
  Mobile Vendors 42
  Mobile Weapons Platform 71,74
  Molokai 15, 95
  Monofilament Line (Trap) 61
  Moreau Files 16
  Mountain Eyrie Temple 42
  Moving between Jungle Layers 57-58
  Myrmidon Wars 11
  Myrmidons 33
  Nakula 4, 34, 37
  Narooma Advanced Hospital Complex 
  15
  Nasnas Lizard 27, 87, 96
  NeoColonial Wars 4, 9, 11, 14, 17, 28, 37, 
  43, 46-47
  Neoterra 47, 52
  Nephropidae 23-24, 87, 96
  NiemandsZone 9, 28
  Nirvana Station 36
  Nirvana 34-36, 50
  Nirvana’s Node (ALEPH) 36
  Nokuro 23-24, 25, 87, 96-97
  Nomad Commercial Mission 40, 42, 47, 
  104
  Nomads 7, 10, 30, 32-33, 37-38, 40, 42, 
  44-45, 47, 51, 53-54, 56, 78, 82, 102, 
  104
  Norstralia Greif 87, 97
  Norstralia 5-7, 9-12, 28, 31-32, 39-43, 
  87, 97
  Norstralia, Central 41-42
  Norstralia, Eastern 39-41
  Norstralia, Western 43
  Novastar 6-7
  O’Caellaigh, Connor 102
  O-12 9, 15-17, 28, 31-34, 51-52, 56, 58, 
  64, 69, 75-86, 102
  Öberhaus 44
  Occupied Paradiso 39
  Olhada do Bom Jesus 29
  Onyx Contact Force 9, 45
  Onza island 15
  Oort Asteroid Belt 37-38
  Operation Flamestrike 16, 102
  Operations Subsection (ALEPH) 40
  Orbital Blockade 43, 50
  Orgoglio Asteroid Belt 34, 37-38
  Oznat, Morat 35, 41, 45. See also 
  Hungries.
  PanOceania 4-5, 7-8, 10-13, 14-17, 
  28-32, 34-37, 40, 43-48, 53-56, 71, 
  78-79, 81-82, 91
  Paradiso Coordinated Command (PCC) . .
  5, 8, 16, 23, 25, 32-33, 35, 37-40, 
  43-45, 49, 58, 65
  Paradiso Myths & Legends 18, 22, 84, 89
  Paradiso Phage 27, 96
  Paradiso Sam 22, 26-27
  Paradiso Sweats 25
  Pārvatī Defensive Platform 36, 72, 74
  Penny Arcade 16, 33
  Phaya Naga 87, 98
  Pilot & Spacecraft Tests (Paradiso) 37
  Pit Trap (Trap) 61
  Poisonous Fungi 87
  Poisonous Fungi 87
  Poisonous Gas Heat Spend 59
  Poppy Asharii Base 37
  Posthumans 36
  Pressure-induced Psychosis 64
  Purgatorio Asteroid Belt 34, 37-38
  Qapu Khalqi 34-35, 37-38, 45
  Qlugfish 23, 87, 99
  Quantronic Lockbox 68, 74
  Quibilah 10-12
  Quichi Sea 13-14, 47
  Qutrub 19, 63-64, 87, 98, 100
  Radtke, Victor 104
  Rain Heat Spend 59
  Rakuno “Linger-long” 19-20, 87, 89
  Random Encounter Table 87
  Random Encounters 87
  Ranged Weapons Table 73
  Ravensbrücke 11, 40
  Raxora, WCD 55
  Red Mound 32
  Red-K Combat Group 32
  Regina, POS 55
  Remotes Table 74
  Rest & Relaxation 49
  Rilaspur 13, 45-47, 49
  ROC (Rearguard Operations Centre) 16
  Rotting Tree Branch Heat Spend 59
  Runenberg 11, 40
  Running Combat Action Scenes 60
  Sagres Orbital Monitoring Station 16
  Sahadeva 4, 34, 37
  Saint Lazarus, Order of 17
  Sálvora Island 16-17, 32
  Samsara Astroport 36
  Sanctuary 58 84
  Satori 34-36, 50
  Saturn 36
  Scorpionette 22-23, 84, 87-88, 99
  Scrambler Missile 69, 73
  Scrappers, 8
  Second Offensive 9-11, 15, 40-41, 
  45-48, 82-86 (Adventure)
  Seed-Embryos, Shasvastii 37
  Seiler, Father-Officer 29-30
  Sepsitor 40, 65, 83, 85
  Sepsitorised 19, 53, 75, 83, 85
  Septentria 5, 7, 12-13, 17, 32, 43-48
  Septentria, Central & Eastern 46-48
  Septentria, Western 43-46
  Shasvastii Aquatic Toxin 25
  Shasvastii Threat 24-25
  Shasvastii 12, 17, 24-25, 32-34, 37-38, 
  40-45, 48-49, 52-53, 55-57, 65, 75, 77, 
  79-83, 86, 88
  Sheyk Blockade 55
  Shí-tǐ Disease 26
  Shukon Spiderworm Sickness 26, 87
  Shukon Spiderworm 26, 87, 100
  Silk 10, 55
  Sinkhole Heat Spend 60
  Sisargas Islands 16-17, 32
  Skiávoros 65, 83, 85
  Smoke 60
  Smoker/Vents 60
  Snare (Trap) 61
  Sonbol Sickness 26
  Sophotect 79, 84
  Special Situations Section (S.S.S) 16-17, 
  36, 76, 78
  Speculo Killers 24, 31, 65, 75, 86
  Sphinx TAG 81
  Spike Trap (Trap) 61
  Spotting the Enemy 58
  Stealth Technology 26, 69, 72, 74
  Steel Phalanx 40
  Streslau 11, 41
  Submersible (Vehicle Quality) 70
  Submondo 17, 58, 64, 69, 72, 78, 82-84, 
  86, 103
  Surface-to-Air Missile (SAM) 69, 73
  Surviving Paradiso 49
  Svalarheima 52, 55-56, 68, 104
  Swinging from the Trees Momentum 
  Spend 59
  Sword of Allah 41, 45
  Sygmaa Trihedron, 40
  Sygtir Platforms 56
  Syldavia 10-11, 41
  T’Zechi Digester 16, 28, 32-33
  Tacbots, Garuda 81-82
  Tachibana Base 36
  TADpole 3, 69, 74
  TAGs 44, 50, 57-58, 65, 67-68, 70-71, 73, 
  80-81, 85, 104
  Taittiriya 13, 44-45
  Tan’Gen Spider 22, 101
  Tanya 023`84-85
  Terpsichore 29
  Terrain Types 63
  Teutonic Knights 29, 41
  Third Offensive 2, 10-13, 39-42, 45-46
  Tien Shan 68
  Tohaa 2, 15-17, 28, 32-33, 40, 50, 52, 55, 
  71, 76, 88
  Tools Table 74
  Toria Flower 7
  Tracked (Vehicle Quality) 70
  Tracking the Beasts 18
  Tracking 58
  Transport 72, 74
  Trap Table 61
  Trap Types 60-61
  Trenches, Tunnels & Tunnelling 62
  Trinomial, Tohaa 28, 32-33, 55
  Triumvirate, Tohaa 28-29, 32-33
  Truffle, Paradiso 15
  Turbulence Platforms 54
  Ugarat 9, 65
  Ugolino 34, 37
  Umbra Legate 43, 65, 83, 86
  Unidron Batroid 65, 83-84, 86
  Uni-ship 51
  Uprising, The 10-13, 15-17, 36, 42, 44
  Uqbar 41
  Ur Hegemony 50, 53-54
  Ur-Probe 28-29
  Uttar Shivir 13, 45
  Vale Ouro 37
  Valkenswijk 10-12, 43, 49
  Vedi 13, 47-48
  Vehicle Table 74
  Vehicles vs. TAGs 57
  Venus 36
  Vingança 29
  Virgil 1 & 2 34, 35, 37
  VoodooTech 9-10
  Wang Mining Complex 35
  Wasswell, Dr. 21
  Wild Weasel Q-Bomb 69, 73
  Wotan Blockade 55-56
  Wuyi 13, 45-46
  Xhantri Bumblebee Drone 3, 69, 74-75, 
  83, 86
  Xiajuxu Sea 46
  Xiangu 47-48
  Xiongxian 41
  Xiongxiang 11, 81-84, 86
  Yakuza 17
  Yangdon Valley 13
  Yănjīng 56
  Yinfeng Archipleago 17, 31
  Yingxian 11-12
  Yinquan 11-12, 42, 47, 49
  Yu-Jing 5, 7-8, 10-17, 28-32, 34-37, 
  41-44, 46-48, 54-56, 70, 78, 81-83, 
  93, 102
  Zaimah 41-42
  Zenda 17
  Zhang Platform, “Elena” 37
  Zhi Shan Centre 36
  Zhongchong 42, 44-45
  Zhu Rong Research Station 36
  Zhurong 15-16
  Zone Creation 57
  ZuluPoint 9, 28-29, 77, 79-82
  Zummo’s Table 20-21, 24
  
  THE ROLEPLAYiNG GAME
  107
  iNdEx
  LONDON, 2012. 
  Mithras, god among vampires, returns from diablerie at the fangs 
  of Montgomery Coven. The Heralds of the Sun awaken from torpor 
  unable to remember who they are, but driven to seek five artifacts to 
  restore their master to his full glory. The Second Inquisition rises to 
  burn London’s Kindred to ashes.
  What legacy will you leave?
  VAMPIRE: THE MASQUERADE® Copyright © 2020 Paradox Interactive AB. All rights reserved.
  A CHRONICLE FOR  
  VAMPIRE: THE MASQUERADE 5TH EDITION
  AVAILABLE IN STORES NOW
  
  108
  PARAdisO
  EXPLORE STRANGE NEW 
  WORLDS ALL ACROSS 
  THE GALAXY
  Expand the Star Trek Adventures Roleplaying Game core rulebook  
  with the complete collection of quadrant sourcebooks: 
  Alpha, Beta, Gamma, and Delta. 
  Each volume presents setting details focused on a specific quadrant, 
  information to expand the game beyond 2371, descriptions of worlds 
  and civilizations, many new playable character species themed around 
  the quadrant, and a wide selection of NPC vessels and characters to 
  challenge your crew. Set your course and engage warp drive!
  TM & © 2020 CBS Studios Inc. © 2020 Paramount 
  Pictures Corp. STAR TREK and related marks and  
  logos are trademarks of CBS Studios Inc.  
  All Rights Reserved.
  ®
  
SOURCE: textdata/thevault/Infinity - 2D20/1st edition/Sourcebooks/Infinity - Paradiso {MUH050215}.pdf