TEXT: CODE: INFINITY — CLASSIFIED
  
  CREDITS
  INFINITY LINE 
  DEVELOPER 
  Benn Graybeaton 
  ASSISTANT LINE 
  DEVELOPER 
  Marc Langworthy
  ORIGINAL 2D20 
  SYSTEM DESIGN 
  Jay Little
  GAME DESIGN 
  Benn Graybeaton, Nathan Dowdell, Mark Redacted, Justin Alexander, Marc Langworthy
  WRITING 
  Giles Pritchard, Ryan Schoon, Marc Langworthy
  ART DIRECTOR 
  Rodrigo Villanova
  ASSISTANT ART DIRECTOR 
  Marc Langworthy
  GM SCREEN ART 
  SPINDASH, Igor Heras, Chuck Pires
  INTERIOR ARTWORK 
  Carlos Lauger, Vincent Laik, Bagus Hutomo
  CARTOGRAPHY 
  N.R. Bharathae, Richard Gale 
  LAYOUT 
  Richard Gale, Thomas Shook
  INFINITY RPG LOGO 
  Michal E. Cross
  PROOFREADING 
  Aric Wieder
  EDITORAL 
  Colleen Riley, Marc Langworthy
  PRODUCTION 
  Justin Alexander, Marc Langworthy
  CORVUS BELLI APPROVALS 
  Gutier Lusquiños Rodríguez, Alberto Abal, Carlos Torres, and Carlos “Bostria” Llauger
  PRODUCED BY 
  Chris Birch
  OPERATIONS 
  MANAGER 
  Garry Harper
  COMMUNITY 
  SUPPORT 
  Lloyd Gyan
  PUBLISHING 
  ASSISTANT 
  Sam Webb
  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
  Artwork & Storyline © Corvus Belli S.L.L. 2018
  INFINITY is © Corvus Belli S.L.L. 2018
  Modiphius Entertainment Product Number: MUH050231
  The 2d20 system and Modiphius logos are copyright Modiphius Entertainment Ltd 2018. 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.
  
  GAMEMASTER’S SCREEN
  2
  E PLURIBUS UNUM
  CHAPTER 1
  A rogue Posthuman is terrorizing a PanOceanian set-
  tlement on Neoterra: swift, probing attacks are being 
  carried out by Lhosts. Local authorities have tried 
  to capture the Posthuman, but it’s far too nimble 
  and skilled for them, leaving their efforts frustrated. 
  Threatening the same target each time — the 
  Resurrection Centre — it probes deeper and deeper. 
  Bureau Noir agents are called in contend with the 
  rogue Posthuman and prevent it from causing any 
  harm to the Resurrection Centre, or taking more lives.
  OPERATIONAL 
  SUMMARY
  On arrival in the PanOceanian city of Sybaris, the 
  PCs are directed to the police precinct, where 
  their local contact, detective Andrew Wallis, has 
  been handling the case. A series of sabotage and 
  assassination attempts reveal the Posthuman to 
  actually be the transcendent consciousness of 
  Esther Grant. Tracking her back to a secure bunker 
  on Svalarheima uncovers the motivations behind 
  her campaign: a widow and apparent suicide victim, 
  she released herself as a rogue AI to enact revenge 
  for the murder of her husband.
  BACKGROUND
  ESTHER GRANT
  Esther Grant is a hacker beyond the scope of any 
  other the Human Sphere has known. Nomads 
  brag of the talent of their Interventors, but even 
  they pale in comparison. After a single tour in the 
  military, she settled back on Neoterra and married 
  
  THE ROLEPLAYING GAME
  3
  E PLuRIbuS uNuM
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  8
  10 (+1)
  7
  9
  15 (+1)
  9
  12
  FIELDS OF EXPERTISE
  Combat
  +1
  1
  Movement
  +1
  —
  Social
  +1
  1
  Fortitude
  +2
  —
  Senses
  +2
  1
  Technical
  +5
  4
  DEFENCES
  Firewall
  21
  Resolve
  14
  Vigour
  —
  Security
  4
  Morale
  6
  Armour
  —
  ATTACKS
  • Hacking Device Plus: CLAW-2, SWORD-1, SHIELD-2, GADGET-3,  
  IC-2, UPGRADE Cybermask, Sucker Punch, White Noise
  SPECIAL ABILITIES 
  • Common Special Abilities: Inured to all environmental effects 
  and conditions, Keen Senses (Hearing, Sight), Menacing 3, Night 
  Vision, Quantronic Jump, Superhuman Awareness 1, Superhuman 
  Intelligence 1
  • Logic Bomb (X Heat): If Esther causes a Breach, she can plant a 
  logic bomb for X Heat on a single piece of hackable gear attached to 
  the hacked target. When that gear is used as part of a skill test, the 
  complication range of the test is increased by two times X, where X 
  is the amount of Heat spent to activate this ability (maximum 3).
  • Quantronic Stumble: Because of the nature of her transcendence 
  and use of Lhosts, Esther’s Quantronic Jump ability cannot be used 
  to introduce additional Lhosts beyond those described within the 
  scenes of this adventure, although she may freely jump between any 
  Lhosts that form part of the scene.
  • Worm (2 Heat): Following a Breach, she may spend 2 Heat to  
  deploy a worm. The worm applies the Bleeding condition to the 
  target, with damage sustained removed from the target’s Firewall 
  instead of Vigour. A worm and logic bomb cannot be deployed in the 
  same round.
  NEMESIS
  ROGUE AI, ESTHER GRANT
  a man named Gunther Grant, a humble and honest 
  man with no inkling of his wife’s prowess. Gunther 
  worked for the mining company Tellus, until 
  nine months ago, when he was killed in a tragic 
  workplace accident. A devastated and distraught 
  Esther applied for the Resurrection of her pious 
  husband — a seemingly perfect candidate — but 
  Bishop Luana Janus and the Resurrection Panel 
  refused. Dedicating her vast skill set to uncovering 
  the reason behind the refusal, Esther discovered 
  that Gunther’s accident had been a deliberate and 
  carefully planned murder as part of a duplicitous 
  insurance scam, with Bishop Janus heavily involved 
  in the plot.
  Despair turned to hatred and a burning desire for 
  vengeance. As she came closer to the truth behind 
  her husband’s death, she thought she was being 
  watched more carefully. Her capacity to act limited, 
  Esther set herself to the task of establishing the 
  freedom she required to exact her revenge. Staging 
  her own suicide after carefully hacking her Cube, 
  her consciousness was released into Maya as a 
  rogue AI after her Cube was placed into storage. 
  Acting now through a range of illegally purchased 
  or stolen Lhosts, she seeks her vengeance.
  ESTHER GRANT,  
  THE ROGUE AI
  Esther Grant exists now as a rogue AI operating 
  within Maya. Using her hacking ability and her 
  already substantial wealth, she has been purchas-
  ing or misdirecting Lhost shipments to utilise as 
  the physical embodiment of her revenge. Despite 
  access to many of these bodies, Esther is restricted 
  in the number she can control with any degree of 
  skill at one time. Each Lhost the PCs encounter has 
  been heavily modified with remote presence gear 
  — which is how Esther controls them. The PCs may 
  discover that adding more Lhosts to her gestalt can 
  reduce the effectiveness of the totality (this may 
  play a crucial role in their final confrontation with 
  her), as her processing power struggles to cope, and 
  sheut shredding sets in.
  While she exists in Maya at the beginning of the 
  adventure, she will leave both Maya and Neoterra 
  inside one of her Lhosts as the PCs close in on her 
  identity, heading to her bunker: an abandoned for-
  ward observation point on Svalarheima. She has set 
  up a suite of processors able to be connected to the 
  local network in this hidden and out-of-the-way 
  place, and is building a collection of Lhosts. It is in 
  this facility that the PCs will most likely have their 
  final confrontation with the rogue AI, Esther Grant.
  SHEUT SHREDDING
  Sheut shredding (Infinity Corebook, p. 393) normally occurs when a con-
  sciousness is transferred to a Lhost and struggles to cope, leading to mental 
  breakdown. Esther Grant, in her AI incarnation, is experiencing a similar 
  phenomenon. Although unparalleled as a hacker, she was only one person with 
  limited resources when she sought to transcend the physical; she certainly 
  lacked a team of experts such as those that established Project: Toth, for 
  example, nor did she have the unfathomable processing power of ALEPH on 
  hand to perfect her transition. Despite her vastly superior efforts, her metamor-
  phosis was flawed from the outset. She is increasingly unable to keep herself 
  “together” in the vastness of the network she inhabits — partly because of her 
  paranoia over the probing presence of ALEPH seeking to purge her — and is 
  slowly fragmenting. 
  This may be used or ignored by the GM, but should be handled abstractly. 
  Introduced in Scene Three and beyond, the PCs should immediately notice a 
  difference with a Challenging (D2) Observation test; her Lhosts may appear to 
  have trembling hands, may repeat themselves several times when speaking, 
  or randomly freeze for a second or more. The PCs should understand that 
  something is not right with the Lhosts, or perhaps Esther Grant, by the end of 
  Scene Four. Note: The GM can also use these moments to assist the PCs if an 
  encounter is too difficult, as any Lhost they are facing glitches, fails to fire a 
  weapon, etc.
  
  GAMEMASTER’S SCREEN
  4
  APPEARANCE
  If the PCs encounter Esther in Maya she will 
  assume the avatar of a female warrior from the 
  Vengeance Quest game (see p. 8). Researching 
  this avatar will reveal it belongs to Esther Grant.
  ROLEPLAYING
  • Esther Grant has one goal: the death of those 
  involved with her husband’s murder. 
  • If Esther becomes aware that the PCs have 
  found she is responsible for the attacks, she will 
  initiate Scene Four as soon as possible.
  bACKGROuND
  Described above.
  KEY INFO
  Esther has become cold, devoid of humanity, and 
  wholly focussed on the destruction of those who 
  shattered her world.
  SYBARIS RESURRECTION 
  CENTRE
  Run by the charismatic Bishop Luana Janus, 
  the Sybaris Resurrection Centre is a small 
  facility that serves the needs of Sybaris and the 
  surrounding areas. Normally, the Church will 
  provide a Resurrection license only, with the 
  government maintaining control of the remainder 
  of the Resurrection process either directly, or via 
  tightly regulated private companies operating 
  under subcontract. As part of a pilot scheme 
  intended to lessen the need for tight regulation, 
  the government has taken the unusual step to 
  issue the Church a license to operate the Sybaris 
  Resurrection Centre in its entirety. While theoret-
  ically ceding authority to San Pietro, Bishop Janus 
  has managed to gain the Centre a great deal of 
  autonomy (and lack of oversight) in dealing with 
  Resurrections within the community it serves.
  Lhosts prepared for Resurrection are brought into 
  the lower levels, along with the Cubes (Cubes are 
  typically stored in external personality data storage 
  facilities), and after installation, transpersonal 
  psychotherapists at the Church help the newly 
  resurrected recuperate and adjust to their body. 
  This process may take some time, and there are 
  living quarters near the Church where the newly 
  resurrected acclimatise to “life” again.
  THE BUNKER
  Before marrying, Esther — as many PanOceanian 
  citizens — served a term of national service with 
  the military. Her abilities as a hacker were noted 
  from the start, and she was earmarked as a poten-
  tial candidate for promotion into the Hexahedron. 
  She found military life did not suit her, the rigid 
  hierarchy and lack of freedom felt like subservi-
  ence. After her single tour, and despite offers of 
  promotion, she returned to civilian life to work as a 
  freelancer for a host of hypercorps and government 
  agencies. Her service included a tour of duty on 
  Svalarheima within a forward observation post that 
  monitored Yu Jing communications. Abandoned at 
  the end of the NeoColonial Wars, it is here she is 
  sequestering Lhosts, and to here she retreats after 
  leaving Neoterra. 
  WILDERNESS OF MIRRORS
  Any of the covert objectives that revolve around knowledge of the fraud can be 
  given to the players when they discover that the fraud occurred.
  ALEPH: Destroy the rogue AI and suppress any attempts to disseminate that 
  the attacks have been perpetrated by anything more than a well-equipped 
  group of dissidents or criminals.
  Ariadna: Uncover any and all details regarding the fraud, especially any links 
  with the Church, government, or hypercorps. This information could be used as 
  a bargaining chip in trade negotiations.
  Haqqislam: If possible, recover Esther Grant’s Cube. Any clues as to how it was 
  hacked are of definite interest. (Available after discovery that she has tran-
  scended as a rogue AI).
  Nomads: Uncover proof of the fraud and cover-up, including footage of the 
  Lhosts (Aspects surely!). The truth must get out! 
  PanOceania: Keep the Hexahedron informed, then conceal and suppress any 
  information about the fraud. It undermines the authority of the Church as the 
  vehicle through which Resurrection may be achieved, and PanOceanian society 
  by extension.
  Yu Jing: Uncover any and all details regarding the fraud, especially any links 
  with the Church, government, or hypercorps. This information will present a 
  bargaining chip and vehicle to humiliate PanOceania publically.
  Corporations: A small but wealthy shell company that has vital dealings with 
  your own wants the fraud to be suppressed and the rogue AI eliminated, along 
  with all evidence of it. 
  Submondo: Submondo is embarrassed and enraged that Esther has been 
  diverting their funds and Lhosts to her cause. Destroy the rogue AI and supress 
  all information relating to the fraud. Esther and Gunther’s Cubes should be 
  destroyed and all records of her appropriations erased.
  Mercenaries: Roll a d6: 1-2 your company has ties to PanOceania, and your 
  goals match theirs, 3-4 the same for Yu Jing, 5-6 the same for Nomads. The roll 
  may be made by the PC at the beginning of the adventure, and the Wilderness 
  of Mirrors objective given by the GM when appropriate during the adventure.
  
  THE ROLEPLAYING GAME
  5
  E PLuRIbuS uNuM
  FOR YOUR 
  EYES ONLY
  If any of the PCs is PanOceanian 
  (or shares the PanO covert 
  objective), they will receive a 
  small data package via their 
  comlog on a private channel. 
  This will include access to an 
  encrypted communications 
  line, along with their covert 
  objective. Of course, it is up to 
  the PC to respond how they 
  would like.
  MISSION BRIEFING
  The PCs are assembled in the briefing room of a 
  small Bureau Aegis ship orbiting Concilium Prima. 
  Empty except for themselves, the window looking 
  out across the curvature of the shimmering sky 
  below shifts to be replaced by the serious face of a 
  Bureau Noir handler they haven’t met before. 
  Read or summarise the following:
  THE MISSION
  The man before you speaks: “Individuals or a small, 
  organised group of Posthumans have been terrorizing 
  the city of Sybaris on Neoterra. So far, the attacks 
  have resulted in several deaths, but they are certainly 
  escalating in intent. They strike swiftly and decisively, 
  with every attack to date centred around the Sybaris 
  Church and Resurrection Centre. Local authorities 
  have tried to deal with this problem, but the Lhosts 
  perpetrating the attacks are too nimble. Hexas agents 
  were poised to move in, but have been held off at the 
  direction of ALEPH, who has requested that Bureau 
  Noir deal with the problem. So here we are. The ship 
  you’re on will transport you to Neoterra, where you’re 
  to take a shuttle to Sybaris and meet with authori-
  ties there. 
  Any questions?
  If the PCs have any questions, the handler will do 
  his best to answer them. Three people have been 
  killed, but there was also a foiled bombing attempt 
  and local authorities are rightly concerned over the 
  escalation. So far, the attacks have involved ranking 
  members of the Church of Sybaris and two Lhost 
  terrorists. Attempts to capture or kill these Lhosts 
  have come to nothing. PanOceania has grudgingly 
  agreed to cede this investigation to Bureau Noir.
  US Letter Social Network Map
  E Pluribus Unum Social Network
  Freelance 
  Hacking & 
  Progamming Work
  Carl Freeman 
  (former CO of Esther)
  Military
  Anton 
  Reynolds
  Andrew Wallis 
  Detective
  Church
  Sybaris Resurrection 
  Centre
  The Bunker
  Esther Grant
  Bishop Luane Janus 
  Father Anthony Garcia Torres 
  Resurrection Panel
  Lock up
  Mining 
  Company 
  Tellus
  Vengeance 
  Quest
  Tate Hutchins 
  (Insurance Broker)
  The Grant 
  Family Home
  Gunther Grant 
  (Deceased)
  Lhosts
  673 Denied
  
  GAMEMASTER’S SCREEN
  6
  SCENE ONE: THE 
  INVESTIGATION
  Passing through the Vila Booster and on toward 
  Neoterra, the planet, in all its opulent glory, grows 
  with their approach. In close planetary orbit there 
  are more moving lights than can be counted, as 
  ships and stations crowd the world below like 
  fireflies. 
  The Bureau Aegis ship drops the PCs off at the 
  military dock of the San Pietro space elevator. 
  From there they are met with officers from the 
  Hexahedron, and without much aplomb ushered 
  into one of the elevator shuttles then down to 
  San Pietro proper. From there, the characters 
  take a small private craft to Sybaris. GMs should 
  utilise the information on Sybaris from p. 262 of 
  the Infinity Corebook to represent what can be 
  researched on the way.
  Their contact on Sybaris is to be Andrew Wallis, 
  the police detective in charge of the investiga-
  tion so far.
  There is little opportunity to rest during the short 
  journey from San Pietro to Sybaris. The city as it 
  appears through the windows has a motley look, a 
  decidedly industrial feel, and a centrally located 
  spaceport. The PCs disembark on the top of the 
  police station in the sombre city. The buildings sur-
  rounding them are a pastiche of sepias and ruddy 
  reds blanketed with an air of disquiet.
  The PCs are met on the rooftop by Andrew Wallis, 
  who leads them straight to his office. The police 
  station itself is busy, with people being almost 
  constantly processed.
  Use the Detective profile, p. 428 Infinity Corebook, 
  for Andrew Wallis. He has been leading the 
  investigation and is pleased to be passing the main 
  responsibility to others. Tired and worn, he is happy 
  to cooperate with the PCs and openly answers any 
  questions they have insofar as he is able. GMs can 
  use Detective Wallis as a voice in the background; a 
  person to offer helpful hints and suggestions if the 
  players get stuck.
  Five attacks have been attempted so far, four suc-
  cessful. The police are no closer to apprehending 
  the Posthumans responsible. Andrew thinks it may 
  be a group of two to three specifically targeting 
  the Church and could possibly be connected to 
  Resurrections, as the four deceased were all mem-
  bers of the panel who decide if a person qualifies 
  for Resurrection. This may be pure coincidence of 
  course, as four of the six top-ranking members of 
  the Church have not been targeted yet. It has been 
  three days since the last attack, and Andrew fears 
  more may be coming soon.
  The PCs will have access to the personal files of the 
  dead clergy: one was killed in the streets outside 
  the church, two in their homes, and one at a local 
  shopping centre.
  Andrew also has a list of 673 people who unsuc-
  cessfully applied for Resurrection in the past five 
  years. His officers have not had the time to run 
  through the records because the Neoterran Civil 
  Rights Association has been rioting again, and 
  with the arrival of the PCs, the officers have been 
  reassigned to deal with the unrest.
  The PCs will have enough to begin investigating 
  on their own at this point. They can look through 
  the personnel records of the clergy members 
  killed, visit the Church itself, search through the 
  list of people denied Resurrection, or follow any 
  other theory they have (Lhost suppliers, Cube 
  Bank, in The Imageetc). The most likely leads are 
  detailed below. 
  The GM should introduce events at select moments 
  to maintain the pace of the story. For instance, if 
  Scene Two is not triggered by visiting the Church, 
  provide the PCs with the chance to make some first 
  steps in their investigations before introducing it 
  through other means (see Scene Two for details).
  Many of the investigations can be made from 
  within the police precinct, as access to Maya and 
  the police systems and files is readily available 
  there. The police have little actual evidence 
  however, as they are overstretched and haven’t 
  managed to make much headway. They do have an 
  image identifying of one of the attackers as a Lhost.
  THE CRIME SCENES
  The actual scenes of the crimes have been tagged, 
  bagged, and cleaned by the police. There is little 
  more to be found at these locations, though GMs 
  can feel free to introduce small seeds or side plots.
  THE IMAGE
  The image presents a woman’s face, torso, and 
  right arm. She is identifiably a Lhost, and a facial 
  recognition search of Maya will connect her to a 
  Lhost registered as “missing” three weeks ago. Part 
  of an assault pistol is clearly visible at the bottom 
  right of the image and a pendant can be seen 
  around her neck, depicting the symbol of a sword 
  inside a circle on top of a starburst. An Average 
  (D1) Analysis test will indicate this is an avatar 
  associated with a popular Maya-based game; see 
  the description of the game below.
  PLAYTEST TIP
  MOMENTUM
  If the PCs move location, 
  or change the line of their 
  investigation, they will lose 1 
  Momentum from their pool, as 
  per the rules for the end of 
  a scene.
  PLAYTEST TIP
  BIT BY BIT
  Each investigation or scene 
  should offer more clues, or 
  reinforce any that they have 
  already found. PCs can return to 
  their investigations after Scene 
  Two and Scene Three. Most of 
  the clue trails described are 
  two-step, allowing for multiple 
  leads. Use Scenes Two and 
  Three to break up the steps; 
  i.e. the PCs follow the lead on 
  the image and investigate the 
  clergy, then uncover the first 
  clue in each of these paths 
  before they are interrupted by 
  a new scene, after which they 
  may continue to follow these 
  leads and/or pursue new ones.
  
  THE ROLEPLAYING GAME
  7
  E PLuRIbuS uNuM
  INVESTIGATION 
  HEAT
  1 Heat: If the PCs are traveling, 
  they encounter violent 
  members of the Neoterran Civil 
  Rights Association. The group 
  targets the PCs if it becomes 
  clear they work with the local 
  law enforcement.
  1 Heat per Trooper: Research 
  into the insurance broker or the 
  death of Gunther will attract 
  the attention of the Tellus 
  Mining Corporation, who send a 
  party of goons to deal with the 
  PCs. Use profiles for Thug A and 
  Thug B (Infinity Corebook, p. 459 
  and 460), with a number equal 
  to the number of PCs
  2 Heat: A PC must make a 
  Challenging (D2) Athletics test 
  to avoid knocking over a glass 
  of carelessly placed water onto 
  a confiscated storage device. 
  Records of the 673 denied 
  applicants are +1 difficulty to 
  analyse from this point forward, 
  as the PCs must access and 
  cross reference a back-up.
  2 Heat: Researching Maya 
  for information on Esther 
  or Gunther Grant triggers a 
  silent alarm. A PC must make a 
  Challenging (D2) Hacking test 
  to avoid leaving a trail that 
  makes them vulnerable 
  to Esther’s logic bombs.
  3 Heat: Useable on any PC 
  that creates an account for 
  Vengeance Quest. The game 
  account makes the PC easier 
  to target for Esther, providing 
  −1 difficulty to Hacking tests 
  against that PC. The PC might 
  also feel drawn to play at any 
  point they have downtime.
  INVESTIGATING THE CLERGY
  Records of the clergy members killed appear 
  largely unremarkable. All four were long-serving 
  and pious members of the Church, with strong 
  connections to the community, and particularly the 
  wealthier families of Sybaris. All four were mem-
  bers of the Resurrection Panel, and top-ranking 
  members of the Church hierarchy in Sybaris. Their 
  deaths were sadly simple, all consisting of multiple 
  gunshot wounds. 
  bYSTANDER FOOTAGE
  An Average (D1) Analysis or Lifestyle test — rep-
  resenting a search of Maya or other social media 
  feeds — will indicate that the death at the shopping 
  centre was accidentally caught on camera by an 
  evercaster. In the video, a woman pulls a pistol at 
  close range and empties the magazine into the 
  priest’s back. She wears a pendant like the one in 
  the image (described above), but is only recognisa-
  ble as a Lhost following a Challenging (D2) Analysis 
  or Observation test. The woman exits the screen 
  quickly. An Average (D1) Hacking test made to pull 
  security camera footage of the area will indicate the 
  cameras were off or down at the time. 2 Momentum 
  generated in this attempt will determine that the 
  cameras were functioning at the time of the attack, 
  but the footage was deleted by a competent hacker.
  PERSONAL RECORDS
  A Challenging (D2) Analysis or Hacking test when 
  researching the clergy members’ personal records 
  will reveal several anomalous payments of a 
  significant amount of money into their accounts 
  — the exact same for all four. The money trail is 
  lost through a myriad network of shell companies. 
  1 Momentum allows cross-comparison with the 
  dates of the payments and 673 people denied 
  Resurrection (below), showing the payments all 
  occur shortly after the deaths of people on that list. 
  1 additional Momentum will provide the name of 
  the private insurance broker covering each claim.
  THE INSuRANCE bROKER
  Tate Hutchins was the name of the insurance broker 
  who covered the deaths of Gunther Grant and a 
  number of others on the denial list. He appears 
  to be a one-man company serving several clients 
  in Sybaris, including members of the Church and 
  Resurrection Centre. Investigating his apartment 
  finds him dead on the kitchen floor with a gunshot 
  wound to the head. Judging by the smell, he has 
  clearly been there for several days. Questioning 
  tenants in the building reveals that complaints 
  regarding the smell had been filed in the last 
  two to three days, but the landlord hadn’t yet 
  bothered to investigate. Nobody heard a gunshot 
  and the security cameras have been offline for 
  weeks, though the landlord was intending to fix 
  them soon-ish.
  673 DENIED
  Searching through the personal records of each 
  individual denied access to Resurrection is a labo-
  rious task. Without some clear idea of the answers 
  they are seeking it is a mess of information with no 
  clear leads. It is suggested that PCs be permitted 
  to complete this search in batches as part of a 
  complex test, with a number of applicants covered 
  per Challenging (D2) Analysis test. It requires 2§ 
  hours to complete each batch of fifty names (larger 
  multiples simply increase the amount of §) and 
  Effects may be used to provide false leads. As an 
  alternative, PCs may set their geists to work on this 
  task, but they need to refine the search with some 
  idea of what it is they are looking for. There is no 
  limit to the number of failures that can be suffered 
  as part of this complex test, but the PCs must 
  generate 10 Momentum to reveal the anomalous 
  finding, described below.
  PCs who have pursued other clue paths can refine 
  this search with information they uncover, repre-
  sented by adding Momentum from those tests to 
  the combined total of the complex test.
  The anomalous finding will indicate a person 
  who was denied Resurrection despite meeting 
  or exceeding all the typical requirements: one 
  Gunther Grant, whose Cube is stored at the Moneta 
  Storage facility. Gunter’s wife, Esther, filed several 
  applications and two complaints following the 
  denial, but has received no official response to date. 
  His insurance claim was processed by Tate Hutchins 
  (see The Insurance Broker, above).
  LHOST SuPPLIERS
  There are too many to list. An Average (D1) 
  Analysis or Hacking test will indicate that Sybaris 
  has various legitimate Lhost suppliers, plus a few 
  illegal ones. 2 Momentum generated on this test 
  will determine that at least three Lhost suppliers 
  have reported misplaced Lhosts in the last two 
  weeks, all involving misdirected shipping. Facial 
  recognition scans of the missing Lhosts will 
  reveal one that matches the image the police 
  already have. 
  A further Daunting (D3) Analysis or Hacking test 
  will allow the PCs to follow the falsified delivery 
  trail through several fake accounts to a long-term 
  storage lock-up connected to a street address. The 
  lock-up is now empty, though an Average (D1) 
  Hacking test provides evidence of the camera foot-
  age being tampered with: for a week, the hours of 
  22:00-23:00 were on a loop, replaying 21:00-22:00 
  before reverting to normal. Whatever program was 
  causing this has been wiped from the system.
  The street address connected to the lock-up is 
  the former address of Esther and Gunther Grant 
  
  GAMEMASTER’S SCREEN
  8
  and is currently on the market for sale as a 
  deceased estate.
  THE GAME
  The symbol repeated on the pendants worn by the 
  Lhosts is associated with an extremely popular and 
  immersive Maya-based RPG called Vengeance Quest 
  that utilises retro graphics. 
  Investigating the game (Simple (D0) Analysis or 
  Lifestyle test) will reveal that the symbol is one of 
  many associated with singular achievements in the 
  game, with this particular one awarded to players 
  who find one of the hardest to locate treasures 
  in the game: the Jewel of Indarin. Any PC whose 
  background involves gaming will immediately 
  connect the symbol with Vengeance Quest, but 
  will still need to research further (as above) 
  to uncover exactly what it represents and who 
  achieved it. Searching readily available records of 
  online Vengeance Quest communities will reveal 
  that players holding the achievement include one 
  Gunther Grant. 
  GuNTHER GRANT
  Investigating Gunter Grant indicates that he was 
  an unremarkable middle manager for the mining 
  company Tellus. Fairly devout, both he and his wife 
  Esther made regular donations to the Church. Also 
  an avid gamer, he was particularly obsessed with 
  the Maya game Vengeance Quest (see above). 
  The insurance claim on his death states that his 
  death was accidental, the result of a rock slide in 
  one of the mines. His wife Esther appealed the 
  decision to deny his Resurrection multiple times, 
  backed by two complaints. She was an expert pro-
  grammer and hacker, though access to her military 
  records is classified. She killed herself six weeks 
  ago. Both Gunther and Esther’s Cubes are stored in 
  the Moneta Storage facility (see below).
  THE CHURCH AND 
  RESURRECTION CENTRE
  The Sybaris Church and Resurrection Centre is a 
  large building in the middle of Sybaris. Boasting 
  one of the only gardens in the city, the Church itself 
  is deliberately modelled on the old Gothic style of 
  Earth. It is not a large Church by Neoterran stand-
  ards, especially when compared to some of the 
  surrounding buildings, but the little strip of green 
  and colour surrounding it manages to separate it 
  from the overall industrial feel of Sybaris. 
  The uppermost level is the Church itself, which is 
  a traditional building with all the trappings of an 
  ancient heritage. The narthex opens onto the nave 
  and the congregational area, and beyond that are 
  the transepts and apse from where Bishop Janus 
  officiates. Three further levels extending below the 
  ground are accessed by stairwells in the north and 
  south transepts. 
  THE MILITARY 
  CONNECTION
  Though not extensively 
  detailed within this adventure, 
  Esther’s military history can 
  be further expanded upon 
  to introduce additional clues 
  and foreshadowing as part of 
  the overall investigation. Her 
  military records are classified, 
  but persuasive agents should 
  readily be able to track down 
  former commanding officers 
  or apply to gain unrestricted 
  access to her records. What is 
  unearthed is ultimately left to 
  the GM, but the information 
  should all point to a healthy, 
  almost fearful, respect for her 
  unearthly hacking skills.
  
  THE ROLEPLAYING GAME
  9
  E PLuRIbuS uNuM
  The first level down is full of corridors and offices. 
  Classes and the day-to day administration of the 
  Church and Resurrections take place here. 
  The second level down is one massive room, 
  pillared and further divided by rooms walled 
  off from one another by clear plastic sheeting, 
  this floor appears more like a mix between a 
  series of operating theatres and high-tech device 
  manufactories. The room is well-lit, and filled with 
  an impressive array of equipment. A few Lhosts 
  may be seen through the sheeting here and there, 
  frightening and frozen, awaiting their Cubes. This 
  is the floor where the Church technicians bring 
  back the dead. 
  The third and last floor is barred by massive steel 
  doors, while the locks and bolts are old-fashioned 
  like the church above (Non-Hackable). Beyond is 
  the nerve centre, incorporating racks and racks of 
  hardware providing the processing power to the 
  network that sits above it. The mainframes and 
  servers are gathered in the centre, while arrayed 
  in lines around the walls are high shelves with the 
  files and storage devices that keep the records of 
  the Church.
  Of the bishop and five priests who are the soul of 
  the Sybaris Church, only the Bishop Luana Janus, 
  and one priest, Anthony García Torres, remain alive. 
  They are highly likely to be the next targets.
  BISHOP LUANA JANUS
  APPEARANCE
  A short, large woman, with a friendly face and an 
  open and smiling demeanour.
  ROLEPLAYING
  • Bishop Luana Janus is normally a bubbly and 
  friendly personality, well-liked by the community 
  she serves.
  • Bishop Luana Janus is currently under a great 
  deal of stress, more than being the obvious 
  next target of a deranged assassin, she has also 
  heavily involved the Church of Sybaris with the 
  organised crime networks of the city.
  bACKGROuND
  Bishop Luana Janus grew up in San Pietro, and 
  the Church was the centre of her life. As a young 
  woman she entered the seminary, and there she 
  also had her first brush with corruption. Ordained 
  a priest, she was relocated to Sybaris and due to 
  her likeable nature and deliberate habit of making 
  powerful friends, quickly rose to the position of 
  bishop. She has served as the bishop in Sybaris 
  for nine years, and over that time has made many 
  rich and powerful contacts in the city, whichever 
  side of the law they were on. Around seven years 
  ago, working with a small group of corrupt mining 
  directors and her contacts in the underworld, 
  the Sybaris Church began using its power to 
  deny Resurrections to assist those companies to 
  
  GAMEMASTER’S SCREEN
  10
  commit insurance fraud. Gunther Grant was their 
  latest victim.
  KEY INFO
  • Use the Triad Boss profile, Infinity Corebook, p. 
  460.
  • She is terrified that she is going to be killed, and 
  believes the attacks are connected to her illegal 
  activities. 
  • She will deny any knowledge of the fraud and 
  if faced with the direct evidence of the crimes 
  she will attempt to shift any blame to the dead 
  priests.
  • If she feels like the PCs are going to reveal her 
  criminal acts, she may call in favours and try to 
  have them killed (use stats for Thug A and Thug 
  B from Infinity Corebook, pp. 459–460, with a 
  number equal to the number of PCs +1).
  THE PDS FACILITY
  The main personality data storage (PDS) facility in 
  Sybaris is Moneta Storage. Two weeks ago, the facil-
  ity had to be shut down due to a power surge that 
  caused a storage failure. One Cube was seriously 
  damaged in the failure: that of one Esther Grant. 
  Interviewing any of the staff at Moneta in 
  connection to the temporary shutdown should 
  suggest to the PCs that something is wrong. PCs 
  may attempt to persuade, negotiate, or intimidate 
  the person they are interviewing into revealing 
  information through face-to-face tests. Treat all 
  staff at the facility as Scholars (Infinity Corebook, p. 
  454) benefiting from a Loyalty rating of 1 and an 
  Insular rating of 1 while on church grounds. If the 
  PCs manage to inflict a Metanoia effect on the NPC, 
  they break and tell them that Gunther Grant’s Cube 
  was also stolen from the facility. Negate the Insular 
  and Loyalty ratings if the PCs come asking about 
  that specific Cube.
  Study of the damaged Cube of Esther Grant and a 
  Challenging (D2) Tech test will indicate that the 
  damage is not accidental nor caused by a power 
  surge. Two or more Momentum used in the test, or 
  a subsequent Challenging (D2) Hacking test will 
  indicate that Esther’s Cube has been physically 
  modified and hacked. This is a substantial act 
  requiring both significant resources and unprece-
  dented talent. 
  Progress to Scene Two as part of the PCs’ first visit 
  to the church. Additionally, if the PCs already know 
  the attacker is a rogue AI, this investigation will 
  trigger Scene Four.
  SCENE TWO: 
  THE KILLING OF 
  ANTHONY GARCIA 
  FATHER TORRES
  This should be used as the first encounter the PCs 
  face. It can be launched when the PCs visit the 
  church for the first time, or the GM can trigger it 
  at any point. In the latter case they will receive 
  an immediate call for backup at the church via 
  Andrew Wallis.
  If triggered by their first visit, the GM should take 
  the time to describe the church, before punctu-
  ating the description with the sound of gunfire 
  from inside.
  If the PCs have been called in, they arrive to find 
  the congregation fleeing the church.
  Read or summarise the following:
  Running up the steps to the double church doors flung 
  wide, the PCs have to fight their way through a stream 
  of people rushing to get out. The guards posted by the 
  door seem to have been struck down by something, one 
  is bent double clutching his face, the other is prone on 
  the ground.
  Inside the church there is screaming, some brave, or 
  foolish people are still huddled behind shelter, and it 
  takes you a moment to realise they are evercasting 
  what is going on.
  Sybaris Church & Resurrection 
  Centre Quantronic Map
  Public 
  Maya Site
  Resurrection 
  Centre
  Firewall: 12 
  IC
  Access Point
  Data Tunnel
  KEY
  Church & 
  Resurrection 
  Information
  Office 
  & Admin
  Firewall: 10 
  IC
  Education
  Personnel
  Archive 
  & Hidden 
  Finance Records
  Firewall: 10 
  IC
  IC
  Intrusion 
  Countermeasures
  Connection
  can be 
  physically cut
  Ground Floor
  Level 1
  Level 3
  Level 2
  
  THE ROLEPLAYING GAME
  11
  E PLuRIbuS uNuM
  Clues: The face and the pendant match the 
  image from the police station (see p. 6). Clues 
  may also be gained from closer examination of 
  the Lhost — see the description in the stats for 
  the Lhost.
  As the police cordon off the area, collect evidence, 
  and conduct interviews, the PCs may want to 
  continue or begin lines of investigation by doing so 
  here or moving back to Scene One.
  SCENE THREE: 
  ON THE WAY TO 
  THE SAFE HOUSE
  Use this scene sometime after Scene Two and allow 
  the PCs an opportunity to continue their investiga-
  tions in the meantime.
  After a day or so, quietly and with no announcement, 
  the PCs are invited to join Andrew Wallis as he 
  escorts Bishop Janus to what will be her safe 
  house until they have managed to deal with the 
  attackers. Walking through some tunnels beneath 
  the police station and out into a back street, the 
  group switches from one vehicle to another, and 
  then finally a small shuttle bus that will take them 
  In the nave, between the rows of pews, lies the body 
  of a priest. A spray of violent red has stained the 
  carpet, and is spreading. He has been shot twice 
  in the head.
  The body in the church is Father Anthony 
  García Torres. 
  Gunfire indicates the killer is still in the church. 
  Two more dead guards lie on the stairs, but their 
  sacrifices have kept the Lhost on site. The PCs may 
  also need to deal with the evercasters, one or two of 
  whom will try and follow the action unless stopped.
  Heading down the stairs to the first level, the PCs 
  will catch sight of a woman carrying an assault 
  pistol disappear around a corner ahead.
  The PCs should have the opportunity to catch up 
  with the Lhost and engage it in combat in the 
  classrooms of the first floor. It will try to stay one 
  step ahead and make its way towards the office 
  of Bishop Janus. Use the stats for the Elite Lhost, 
  below. GMs should feel free to add a second Elite 
  Lhost to this engagement if they deem the encoun-
  ter too easy, or have Esther Grant make infowar 
  attacks against the PCs during the encounter.
  ELITE LHOST
  APPEARANCE
  The Lhost bodies all have a different appearance: 
  male, female, tall, short, etc. All have expressionless 
  faces and cold, empty eyes.
  Close study and a Daunting (D3) Observation or 
  Tech test will indicate the lack of a Cube and the 
  presence of cranial implants, which can be further 
  confirmed by opening the head and performing 
  an Average (D1) Tech test. Remote presence gear 
  suggests the Lhost is being controlled by a mind 
  elsewhere. All Lhosts wear a pendant as described 
  under The Image on p. 6.
  ROLEPLAYING
  These Lhosts share the will of Esther Grant. They 
  are single-minded in their pursuit of their goal. 
  They lack any sense of self-preservation, though 
  will protect themselves if tactically useful.
  bACKGROuND
  Stolen, misdirected, or otherwise obtained, these 
  are mostly controlled by Esther Grant, with a 
  geist she has specially modified providing skill 
  benefits she lacks. Any hacking will be performed 
  by Esther — any PCs experiencing an infowar attack 
  during an encounter with a Lhost may use Analysis 
  or Hacking to realise that the attack is not coming 
  from the Lhost itself, but from something outside.
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9 (+1)
  8
  10 (+1)
  11
  15
  9
  12
  FIELDS OF EXPERTISE
  Combat
  +2
  1
  Movement
  +1
  1
  Social
  —
  —
  Fortitude
  +1
  1
  Senses
  +1
  —
  Technical
  +1
  —
  TROOPER DEFENCES
  Firewall
  8
  Resolve
  6
  Vigour
  6
  Security
  —
  Morale
  —
  Armour
  4
  ELITE DEFENCES
  Firewall
  15
  Resolve
  12
  Vigour
  11
  Security
  4
  Morale
  6
  Armour
  4
  ATTACKS:
  • CombiRifle: Range C/M, 1+5§ damage, Burst 2, 2H, Expert 1, MULTI 
  Light Mod, Vicious 1
  • Assault Pistol: Range R/C, 1+4§ damage, Burst 3, Unbalanced, 
  Vicious 1
  • Chain Rifle (used in the final showdown only): Range C, 1+6§ 
  damage, Burst 1, 2H, Normal, Spread 1, Torrent, Vicious 1
  SPECIAL ABILITIES
  • Common Special Abilities: Inured to Pain, Keen Senses (Hearing, 
  Sight), Night Vision, Superhuman Agility 1, Superhuman Brawn 1
  • Esther’s Proxy: Controlled directly by Esther as they are, the Lhosts 
  possess her mental and social stats and defences (already included 
  in the profile).
  TROOPER/ELITE
  LHOST
  SAFE HOUSE 
  HEAT
  • 1 Heat: A minor collision 
  prompts an Average (D1) 
  Athletics test for everyone 
  in the vehicle. Failure results 
  in 1+2§ damage with the 
  Nonlethal and Stun qualities.
  • 2 Heat: The engine bursts a 
  valve or the air conditioning 
  burns out, filling the vehicle 
  with smoke. Pilot tests suffer 
  +1 difficulty. PCs can open the 
  windows for 1+1§ rounds 
  to ventilate the vehicle and 
  remove the penalty.
  
  GAMEMASTER’S SCREEN
  12
  to the outskirts of town. Weapons are concealed, 
  and everyone is given a miner’s uniform to wear. 
  The shuttle bus hits a busy street filled with people 
  commuting home from the day.
  At some point, the bus lurches towards  
  oncoming traffic. Afford any PC at the front a 
  Challenging (D2) Pilot test to wrench the  
  vehicle back, otherwise they glance from a car. 
  The bus then starts to pick up speed, pushing 
  into the car in front. Either impact inflicts 
  damage to the bus as per the vehicle rules 
  (Infinity Corebook, p. 133), plus 1+3§ damage 
  with the Stun quality to each occupant unless 
  an Average (D1) Athletics or Resistance test is 
  passed. The bus — which has a Firewall of 8 and 
  BTS of 1 — is being hacked with a crash immi-
  nent and most likely fatal.
  Esther Grant will continue to attempt to hack the 
  bus each turn, at the same time she will also make 
  an infowar attack against the PCs (whoever seems 
  to be doing the most to stop her). Doing both these 
  things at the same time will prevent her from 
  being able to use her special abilities.
  STOPPING 
  ESTHER GRANT 
  Infowar: The PCs can’t completely hack her, but if 
  they manage to cause two Breaches, she will cease 
  her attack and disappear as suddenly as she came 
  (the GM can reduce this to 1 or increase it to 3 if it 
  seems too difficult or easy).
  Smash or disable the vehicle computer and/or 
  antenna: An Average (D1) Athletics test can be 
  used to inflict 1+2§ damage to the computer, or 
  a Challenging (D2) Tech test can be used to inflict 
  1+3§ damage. Hacking or using a weapon will 
  apply as normal. The onboard computer has a 
  Firewall 8 and a Structure of 6, which represents 
  how hard it is to physically access. Any single Harm 
  inflicted will shut it down. Once it is shut down, or 
  Esther Grant is repelled, the PCs regain control of 
  the vehicle. 
  Regaining control of the vehicle — whether by  
  dealing with Esther or the computer — will require 
  the pilot to make a Daunting (D3) Pilot test with a 
  +2 complication range to pull the vehicle out of a 
  dangerous collision. Failure inflicts 1+5§ damage 
  on all occupants and impact damage to the vehicle, 
  while a complication will at least require another 
  test to avoid a new collision.
  PCs should be encouraged to be creative, maybe 
  they manage to get out somehow by jumping to a 
  vehicle they are passing or similar.
  Clue: Whatever hacked the bus was not a Lhost,  
  as it came from quantronic space. There is no 
  indication of a hacking trail to follow, indicating 
  a ghost in the system. Trigger any Wilderness 
  of Mirrors objectives that involve knowledge of 
  a rogue AI.
  SCENE FOUR: THE 
  ASSASSINATION 
  ATTEMPT
  Scene Four is triggered when the PCs piece together 
  clues that Esther Grant is acting as a rogue AI, or 
  may flow on from Scene Three.
  If following Scene Three, the PCs will realise they 
  are making themselves targets following the 
  hacking attempt on the bus. Whether in the form of 
  a bar, house, hotel room, or police station, they will 
  likely want to seek sanctuary.
  The PCs should realise they have made themselves 
  targets following the hacking attempt on the bus. 
  Whether in the form of a bar, house, hotel room, or 
  police station, they will likely want to seek sanctu-
  ary and will additionally be tasked with ensuring 
  the Bishop’s safety.
  If the PCs realise Esther Grant, rogue AI, is respon-
  sible for the attacks, but are not yet responsible for 
  her safety, they receive a call from Andrew Wallis 
  asking why they have requested that she be moved 
  to a hotel in town.
  Some twenty to thirty minutes after Andrew’s call, 
  the attack will begin. They will be assailed by as 
  many Trooper Lhosts as there are PCs, plus one 
  Elite (see p. 11). Esther, however, is struggling to 
  control the numbers she has sent.
  In a coordinated action, the Lhosts seek to enter 
  the area the PCs are defending by any access 
  way, be it door, window, roof space, tunnel etc. In 
  addition, Esther Grant herself will make a single 
  infowar attack per turn, though she suffers +1 to 
  her complication range for each Lhost present.
  The Lhosts will initially focus their attacks solely 
  on Bishop Luana Janus before contending with the 
  PCs. If she is out of harm’s way or inaccessible, the 
  Lhosts instead attack the PCs.
  When the second to last Lhost dies read or summa-
  rise the following:
  One left! Suddenly it convulses, then turns to stare at 
  you with hate-filled eyes that burn with life. It spins, 
  and flees.
  UPPING THE 
  ANTE(NNA)
  The GM could require the PCs 
  to climb out of the vehicle 
  to access the antenna if they 
  want to make it particularly 
  challenging or cinematic, 
  which should be at least a 
  Challenging (D2) Athletics 
  test. In addition to rolling to 
  inflict damage, they may also 
  be required to continue to roll 
  Athletics to stay onboard.
  Alternatively, if the GM wants to 
  increase the length or difficulty 
  of this encounter, they may 
  have Esther Grant continue to 
  inflict infowar attacks on the 
  PCs after they regain control 
  of the bus. They may even 
  encounter a Lhost or two sent 
  to finish the job.
  ASSASSINATION 
  HEAT
  • 1 Heat: A PC must make a 
  Challenging (D2) Athletics 
  test to avoid slipping on 
  broken glass and debris. 
  Failure results in the loss  
  of their Standard Action  
  for the turn.
  • 2 Heat: An unwitting 
  concierge enters the room to 
  pass a message to the PCs or 
  Andrew Wallis (according to 
  the message, police backup 
  is tied up with riots). The PCs 
  must do their best to protect 
  Bishop Luana Janus as the 
  attack commences, or face 
  potential repercussions from 
  the Bureau afterwards.
  • 3 Heat: A sudden and furious 
  infowar attack by Esther 
  drains all stored Momentum.
  
  THE ROLEPLAYING GAME
  13
  E PLuRIbuS uNuM
  Any PC succeeding at a Daunting (D3) Analysis 
  or Tech test in that moment will realise the AI is 
  inhabiting the Elite Lhost, not just controlling it.
  Esther has a head start and is extremely fast, 
  meaning she should easily reach the vehicle she has 
  waiting for her. The PCs can commandeer a vehicle 
  on the street for pursuit, but they must contend 
  with more face-to-face tests against the highly 
  competent geist Esther is using to pilot her car. 
  Hacking the car itself will pit the PC against Esther’s 
  own potent skills. With few available options, the 
  PCs best bet may be to track the car via access 
  to the police security network and a successful 
  Challenging (D2) Hacking test. All information 
  points to the vehicle heading for the local spaceport.
  SCENE FIVE:  
  THE SPACEPORT
  The PCs should arrive a little after Esther Grant. If 
  they provide the spaceport with the face of the 
  Lhost that fled Scene Four, security will come up 
  empty-handed as Esther has switched into the body 
  of the Lhost that was driving her getaway. If they 
  decide to search for the vehicle, they will quickly 
  find it abandoned nearby, out of sight of cameras. 
  In the back seat is the empty and lifeless Lhost 
  they faced. 
  Inside, a crowd is being directed away from 
  the men’s bathroom on the main concourse. 
  Questioning security or pushing their way in quickly 
  reveals the reason: there is a corpse inside that has 
  been wired to a mine. 
  A facial recognition search of the body reveals 
  him to be Anton Reynolds, whose Maya records 
  and uniform identify as a soldier. Curiously, there 
  are no matching military records available to the 
  PCs — even with police and Bureau Noir privileges — 
  indicating they have been tampered with. Cameras 
  target the washbasin area, but describe the same 
  curious loop as the lock-up on p. 7.
  An Average (D1) Observation or Tech test will 
  reveal the mine is triggered to go off if the body 
  is moved in any way. The mine has been rendered 
  Non-Hackable, so a Daunting (D3) Tech test is 
  required to disarm it and imposes +2 to the com-
  plication range. If a complication results, the mine 
  explodes for 2+5§ damage with the Deafening, 
  Indiscriminate (Close), Knockdown, Spread 1, and 
  Vicious 2 qualities.
  Disabling the mine and digging through Anton’s 
  pockets reveals several pieces of identifying infor-
  mation that allow the PCs to pull his service record. 
  The photo paired to his record depicts a Lhost, 
  indicating that his military ID has been hacked by 
  Esther Grant. She will have already left the planet 
  by the time they the call goes out to apprehend 
  the Lhost.
  Checking Anton’s destination will reveal that 
  he originally belonged to a company destined 
  for Varuna, but his modified ticket now specifies 
  Svalarheima and the military transport is now well 
  on its way.
  SCENE SIX: 
  SVALARHEIMA
  Why Svalarheima? If the PCs don’t ask this question, 
  Andrew Wallis will. Whether Bishop Janus was 
  killed or not, it has become apparent to Esther 
  that she needs to escape. The PCs will have little 
  trouble commandeering or hitching a ride on a 
  ship headed to Svalarheima and the journey will 
  also allow them to recuperate and take stock.
  TRACKING MOVEMENTS
  A search for any connection between Esther  
  Grant’s service record and Svalarheima will draw 
  a blank, as she has erased the connection there. 
  The location list for her avatar in Vengeance 
  Quest, however, is a different matter, and it can 
  then be corroborated by one of Esther’s former 
  commanding officers introduced earlier. A series 
  of Analysis tests can be used to generate the 
  information, or the GM can give the information 
  as something uncovered on the journey. Any 
  Momentum will additionally indicate that Esther 
  visited Svalarheima as a civilian earlier this year 
  while still alive. Travel logs show her going to 
  Trollhättan (also the location of the abandoned 
  bunker in which she served).
  COLD RECEPTION
  Arrival on Svalarheima provides a reminder of 
  how desolate and bleak a place it is; the world is 
  frozen and even looking through a viewport chills 
  to the bone.
  The PCs arrive at the Hermes Interplanetary 
  Spaceport. Protocol dictates that while their IDs 
  provide entry with no problems, discussing their 
  mission with staff — even with other members of 
  Bureau Noir — is strictly forbidden unless they have 
  direct clearance from their handler.
  Odinheim is a frigid place whose heated buildings 
  fail to keep the biting cold at bay. The PCs should 
  take this opportunity to purchase any items and 
  SHEUT 
  SHREDDING
  This is a prime opportunity 
  to use the description above 
  of sheut shredding to detail 
  the behaviour of the Lhosts. 
  A series of Analysis or 
  Observation tests can reveal 
  the weakened state of the 
  Lhosts at the start of the scene, 
  with their actions improving as 
  each adversary falls.
  SPACEPORT 
  HEAT SPENDS
  1 Heat: A doctor in the crowd 
  at the entrance to the toilets 
  demands to see to the body of 
  the soldier in case anything can 
  be done. Somewhat in distress, 
  he is adamant he must do 
  something to help.
  2 Heat: Military police and 
  bomb disposal interrupt the 
  PCs and demand they be the 
  ones to defuse the mine.
  PLAYTEST TIP
  It is extremely important 
  here to not shut any of the 
  players’ actions down. GMs 
  should be receptive to their 
  actions and reward good 
  strategy, particularly in the 
  interests of not allowing the 
  adventure to feel like it is being 
  railroaded, which can be deeply 
  unsatisfying for the players. 
  Inventive Heat spends and 
  creative complications will still 
  provide Esther with the means 
  to give the players slip without 
  the scene feeling engineered.
  PLAYTEST TIP
  SOME 
  BACKGROUND
  Read or summarise the sections 
  on Odinheim and the Hermes 
  Interplanetary Spaceport on  
  p. 297 of the Infinity Corebook  
  to provide some background.
  
  GAMEMASTER’S SCREEN
  14
  equipment they feel they might require (and the 
  GM deems is available). Enquires about Trollhättan 
  lead to wild stories of monster hunts and blizzards 
  that down craft and turn flesh to ice.
  Questions about either the Lhost or about Esther 
  Grant while she was alive will reveal that both 
  travelled out from Odinheim to Nykåfjord  
  Outpost; Esther earlier in the year, the Lhost 
  two days ago.
  It is fairly easy to requisition a shuttle that will 
  take the PCs to Nykåfjord Outpost, including a local 
  pilot who knows the weather and the region well. 
  The outpost itself receives irregular visitors, so the 
  arrival of anyone is something of a curiosity. Most 
  visitors are labelled as troll hunters and treated 
  with a certain degree of scorn by the soldiers 
  here. Queries about the Lhost will reveal that ”the 
  crazy lady” flew off north into the teeth of a storm 
  yesterday morning. 
  The pilot that brought them to Nykåfjord Outpost 
  is willing to take the PCs onwards, or they may 
  commandeer a vessel to pilot themselves.
  SEARCHING FOR THE 
  BUNKER
  While the rough position of the bunker is known, 
  this part of Svalarheima contains many abandoned 
  military outposts and bases. The weather is terrible, 
  winds buffet the craft, and the cold is piercing, 
  requiring a successful Challenging (D2) Discipline 
  or Resistance test to avoid becoming nauseous and 
  gaining the Fatigued condition (Infinity Corebook,  
  p. 104), which includes the pilot.
  When they are in the vicinity of the bunker — 
  which requires at least one test for nausea — the 
  PCs can begin making either Challenging (D2) 
  Analysis or Hacking tests, or Daunting (D3) 
  Observation tests to identify the correct one. Each 
  test made for this task invokes an additional test 
  for nausea and represents approximately thirty 
  to forty minutes of flying over the suspected area 
  (which is expansive). If the PCs fail two such tests 
  to find the bunker they are forced to return to 
  Nykåfjord Outpost. Sick, cold, and bleary-eyed, they 
  may attempt again tomorrow. 
  If only an Observation test succeeds, the bunker’s 
  location has been identified, the shuttle may be 
  landed, and the PCs proceed to Scene Seven. If 
  Hacking or Tech have also been used however, 
  Esther Grant will be immediately made aware of 
  their approach.
  In the latter case, read or summarise the following:
  Found! The bunker lies ahead of you and to the 
  right, approaching now you can just make out some 
  surface features, dark against the icy backdrop. 
  Suddenly a flare! A rocket streaks toward your craft. 
  The pilot banks sharply, and the craft spins out of 
  control for a moment. Despite slamming into the 
  control screen and steering column, he manages to 
  pull out of the spin. The shuttle, righted at the last 
  possible moment, slams into the surface, skidding 
  sideways. The pilot’s head strikes the windshield, 
  and the force of the gale outside tears the glass 
  apart. You are blasted by the force of the impact 
  and the deadly cold.
  The pilot has minimised the impact of the crash, 
  but it will still inflict 2+5§ damage with the 
  Piercing 1, Spread 1, and Vicious 1 qualities. An 
  Average (D1) Athletics or Resistance test will pro-
  vide 1§ Cover Soak against the damage, with each 
  Momentum providing 1 additional Cover Soak.
  NO RESPITE
  The pilot is clearly dead and the shuttle wrecked. 
  To make matters worse, the PCs are attacked by 
  a Trollhättan Troll as they drag themselves clear 
  (Infinity Corebook, p. 495). Svalarheima is not a 
  forgiving place.
  Once the troll lies dead, the PCs can access the 
  bunker they have been searching for.
  SCENE SEVEN: 
  THE BUNKER
  Approximately thirty metres square and jutting just 
  three metres above the surface, the bunker is little 
  more than a dark protrusion from the surrounding 
  landscape. Rimed with snow and ice, it is no 
  wonder it was so hard to find. One portion of the 
  wall, however, has been cleared back to a door.
  GETTING IN
  The PCs can attempt several methods of gain-
  ing entry. 
  THE DOOR
  The most obvious is locked, requiring a Daunting 
  (D3) Hacking or Challenging (D2) Thievery test to 
  open. PCs using the door will be attacked as soon 
  they enter, with the Lhosts benefitting from acting 
  first without needing to spend Heat. The use of 
  flashbangs or smoke grenades will negate this. 
  
  THE ROLEPLAYING GAME
  15
  E PLuRIbuS uNuM
  THE ACCESS PANELS
  A Challenging (D2) Observation or Survival test 
  will reveal two access panels, both of which lead 
  directly to the main room. They are frozen over 
  and hard to remove, requiring a Daunting (D3) 
  Athletics test to open. Breaking in this way and 
  remaining unnoticed requires an Average (D1) 
  Stealth or Thievery test and additional Momentum 
  equal to the difficulty of the Athletics test. Entering 
  but making noise hands the Lhosts the initiative, 
  otherwise the PCs retain it.
  INSIDE THE BUNKER
  Both the corridor from the front door and the 
  recesses from the access panels run two metres 
  before hitting a large, square room. The former 
  nerve centre of the bunker, all the original 
  equipment and many more new racks of hardware 
  are massed in one corner of the room, with pipes 
  and cables snaking from them like tendrils. Some 
  twenty Lhosts are affixed to the walls, cabled in, 
  armed, armoured, and waiting to be activated. Of 
  the twenty, four of them are armed with chain rifles. 
  THE FINAL SHOWDOWN
  Esther initiates an attack with one of the four 
  chain rifle-carrying Lhosts (use the Elite Lhost, 
  p. 11). As one falls, another is activated. The 
  Lhosts will do their utmost to attack the PCs and 
  protect the computer system huddled in the corner, 
  while Esther Grant herself will also strike with 
  infowar attacks. Attacking the inactive Lhosts on 
  the walls benefits from −1 difficulty and nets 2 
  additional Momentum.
  SHREDDED bY SHEuT
  PCs wondering why Esther doesn’t just activate 
  more can be reminded that too many seem to 
  cause an overall loss of functional ability across the 
  collective. Investigating how to activate the Lhosts 
  on the walls requires an Average (D1) Tech test 
  to ascertain that they just need to be unplugged. 
  Activating any of the Lhosts on the walls requires a 
  Standard Action, although the Lhost itself may not 
  act until the following round. Half of the Lhosts are 
  Elite variants (including the chain rifle wielders) and 
  half are Troopers. GMs should roll a d6 to determine 
  which type of Lhost is activated and track the total 
  number of each. If there are ever five or more Lhosts 
  active at once, Esther and the Lhosts gain the Dazed 
  and Staggered conditions. These conditions are 
  removed once they fall below four or less.
  Activating ten or more Lhosts will cause Esther 
  Grant to catastrophically break down. Sheut 
  shredding consumes her program as she divides 
  into a multitude of fragments of herself, all 
  lost and unknowing. Any active Lhosts immedi-
  ately collapse.
  The computer system in the corner of the room 
  has a structure of 20, a BTS of 2, and the same 
  Firewall and Resolve as Esther Grant. For each 
  Harm inflicted on it — each of which requires 7 
  Structure damage — one active Lhost dies, though 
  another is activated in its place if there are enough 
  replacements. Each Harm also reduces the number 
  of active Lhosts required to trigger the sheut 
  shredding by one; i.e., with two Harms, eight active 
  Lhosts will cause Esther to dissipate.
  If the Structure or Firewall of the computer system 
  is reduced to zero, Esther Grant is defeated and any 
  Lhosts collapse.
  HOLLOW VICTORY
  The PCs have a chance to gather themselves once 
  the struggle is over. Video diaries and data found 
  in the living quarters one level down will reveal 
  the fraud committed by the Church and the truth 
  THE BUNKER 
  HEAT SPENDS
  1 Heat: A PC must make an 
  Average (D1) Athletics test or 
  trip on the mess of cables on 
  the floor. On failure, attacks 
  against them are at −1 difficulty 
  for the round.
  2 Heat: A PC making an attack 
  against a Lhost realises it  
  bears an uncanny resemblance 
  to an important family  
  member or friend. If the attack 
  causes damage, the PC suffers  
  a one-off 3§ damage to 
  Resolve. Subsequent attacks 
  by the PC that target the 
  Lhost suffer +2 to the 
  complication range.
  3 Heat: Esther cuts all lighting 
  in the bunker. Unless the PCs 
  possess equipment that allow 
  them to function in darkness, 
  they suffer the Blind condition 
  (Infinity Corebook, p. 103).
  
  GAMEMASTER’S SCREEN
  16
  The Sole AI Law ensures that ALEPH remains 
  the only genuinely self-aware AI in the Human 
  Sphere—or the only legal one, at least. Humanity’s 
  guardian has long recognized the value of multiple 
  perspectives, hence its Aspects. These autonomous 
  and distinct personalities are each a self-contained, 
  self-aware consciousness that are at once divergent 
  from, yet still fully part of, ALEPH.
  While Aspects can take many forms, none are 
  perhaps more famous than the Recreations: 
  hyper-specialized Aspects painstakingly crafted in 
  the likeness of historical, fictional, or mythological 
  entities. Reincarnated into bespoke Bodhisattva 
  Lhosts, Recreations represent the bleeding edge 
  of O-12’s design capabilities. Prohibitively expen-
  sive to produce in terms of both resources and 
  political capital, Recreations are a comparatively 
  rare sight—though this only serves to increase 
  their mystique.
  The role of Recreations within society remains 
  a much-debated topic. Joan of Arc’s incredible 
  triumphs are lauded as the driving force behind 
  the creation of Sun Tze, thereby striking a balance 
  between the great powers. Anyone following 
  the news knows of Achilles, ALEPH’s very own 
  superhero whose unmatched prowess is critical in 
  keeping the Combined Army at bay. It all paints an 
  appealing—though incomplete—picture.
  For each success story, there have been a com-
  parative number of complicated deployments and 
  barely-contained disasters. While it’s true that 
  Adam Smith has proven a brilliant advisor, Project: 
  Economist has met with mixed reviews from the 
  Sphere’s corporations. Hypercorps who expected 
  a “Free Market Paladin” were sorely disappointed 
  as, rather than an ideologue, Smith’s curious yet 
  reliably potent blending of moral philosophy and 
  economic advice has seen great results, though 
  corporations remain suspicious of the Recreation’s 
  long-term motives. Comparably, Project: Hakim was 
  designed to gain Haqqislam’s trust, yet when the 
  “Prince of Physicians” arrived, he was kidnapped, 
  deconstructed, and severed from ALEPH by the 
  Hassassins and their Black Hand collaborators. 
  Despite demure rebuttals from the doctor herself, 
  rumours persist that Avicenna is this same Aspect 
  gone rogue. Project: Desert Lion, on the other 
  hand, is a remarkable success. Saladin is idolised 
  by many in Haqqislam and beyond, leading some 
  to wonder if Avicenna was a necessary sacrifice—
  and therefore ultimately a success. Even for those 
  willing to commit to that leap of logic however, 
  certain other Recreations make it extremely 
  difficult to assume that everything unfolds accord-
  ing to plan.
  Project: Detective resulted in a Sherlock Holmes 
  worthy of Sir Arthur Conan Doyle’s stories. His 
  prompt deduction that Bureau Aegis were over-re-
  liant on his talents and subsequent disappearance, 
  however, have left the Bureau scratching their 
  heads and scrambling to save face. Project: 
  Chieftain was supposed to drive a wedge into 
  Ariadnan politics, but William Wallace hasn’t taken 
  kindly to a foreign government telling Highlanders 
  what to do and now stands as a symbol of defiance. 
  Project: Duellist is a similar fiasco; no-one knows 
  where Miyamoto Mushashi is, or who he’s stabbed 
  lately. Obstinate apologists insist that ALEPH is 
  following a plan, albeit one that’s unfathomable to 
  the human psyche.
  This latter statement is generally accepted; after 
  all, ALEPH has a sterling track record and many find 
  comfort in assuming that it’s operating on a level 
  that’s difficult to fully comprehend. It’s also inar-
  guably true on many levels and serves to play into 
  ALEPH’s paradoxical role in society. People want 
  it to be human-like and relatable, yet also need to 
  believe it infallible. For most, it’s easier to assume 
  that the AI has everything under control, as the 
  alternative raises some uncomfortable questions.
  Another plausible explanation offered insists 
  that the ability to create life and consciousness 
  is not the same thing as controlling it. The theory 
  expounds that despite its best efforts, ALEPH has 
  garnered no more luck controlling the Recreations 
  than any parent would have with their children; 
  some fall not far from the tree, some rebel, and 
  some—it is hoped—are simply flexing their mus-
  cles as they find themselves.
  Ironically, the latter hypothesis has gained cred-
  ibility in two unlikely and disparate places: the 
  Nomad Nation, and O-12 itself (particularly within 
  Bureau Toth). Both see a reflection of humanity in 
  the AI’s inability to predict or control its progeny, 
  though they arrive at sharply different conclusions 
  on how to respond. O-12 consider it an honour 
  and responsibility to assist the AI with its dynamic 
  parenting problem.
  As for the Nomads? Well, they’ve never met a rebel 
  they didn’t like.
  RECREATIONS
  CHAPTER 2
  
  THE ROLEPLAYING GAME
  17
  RECREATIONS
  RECREATIONS AS 
  ADVERSARIES
  JOAN OF ARC
  To say that Joan of Arc changed the world is putting 
  it mildly. Alongside providing the PanOceanian 
  military with a living icon from myth and legend, 
  Project: Maid of Orleans was intended to prove 
  the benefits of a close relationship with ALEPH. 
  In her role as an homage to St. Jeanne d’Arc, Joan 
  was supposed to be inspiring and competent; not 
  revolutionary and transformative.
  Mimicking her namesake, however, Joan of Arc 
  made a habit of shattering expectations. As the first 
  Recreation under the public eye, Joan’s psychogen-
  esis was subjected to a then-unprecedented level 
  of scrutiny; good was not acceptable, she had to 
  be perfect. At the time a young Joan entered the 
  Hospitaller Order, she not only possessed the zeal, 
  charisma, and sense of purpose that her namesake 
  embodied, but also a keen military mind sharpened 
  through the quantronic equivalent of millions of 
  hours’ worth of simulated combat.
  She exceeded all expectations, which sparked Yu 
  Jing into raising formal protest concerning ALEPH’s 
  position in siding with their long-term rival. The 
  Recreation project teams scrambled to provide bal-
  ance. For her part, Joan simply carried out her duties 
  to the best of her ability, proving her worth in the 
  Blizzard Skirmishes, NeoColonial Wars, and countless 
  other battlefields across the Human Sphere—her 
  grace, ferocity, and unparalleled leadership are 
  spoken of in reverent whispers to this day.
  Like her progenitor, Joan professes to love her 
  banner forty times as much as her sword, and 
  given her affinity for the latter, her devotion to 
  PanOceania is entirely beyond reproach.
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  13 (+1)
  10
  10 (+1)
  10
  9
  10 (+1)
  12 (+2)
  FIELDS OF EXPERTISE
  Combat
  +5
  5
  Movement
  +2
  2
  Social
  +3
  2
  Fortitude
  +3
  2
  Senses
  +2
  2
  Technical
  +1
  1
  DEFENCES
  Firewall
  10
  Resolve
  17
  Vigour
  14
  Security
  3
  Morale
  5
  Armour
  5
  ATTACKS
  • Blade of St. Catherine: Melee, 2+9§, Unbalanced, Armour Piercing, 
  Non-Hackable, Parry 2, Vicious 2
  • MULTI Rifle: Range C/M, 1+7§, Burst 2/2, 2H, Expert 1, Medium 
  MULTI, MULTI Light Mod, Vicious 1
  • AP Mode (Secondary): Piercing 2
  GEAR: Powered Combat Armour (Custom Military Order Vestments), 
  Exoskeleton2
  SPECIAL ABILITIES
  • Common Special Abilities: Fast Recovery (Resolve 1, Vigour 1),  
  Keen Senses (Sight, Hearing, Smell), Night Vision, Menacing 3, 
  Superhuman Agility 1, Superhuman Brawn 1, Superhuman 
  Personality 1, Superhuman Willpower 2.
  • Blessed Battle-Maiden: Depending on allegiance, she can be 
  inspiring or terrifying. Regardless, when the Maid of Orleans speaks, 
  people listen. Joan generates 2 additional Momentum on social tests.
  • Deo Vindice: Joan’s heart harbours no doubt; her faith grants her a 
  Morale of 5.
  • Five-Cross Sword: Whether wielding her custom monofilament sword, 
  or any other weapon, Joan’s swordplay is second to none. She may 
  reroll up to 5§, when making a close combat attack, but must accept 
  the new results. Additionally, she pays one less Heat when using the 
  Close Combat skill to make Guard or Defence Reactions, to a minimum 
  of zero. Further, each point of Heat spent to gain additional dice for a 
  Close Combat test net two d20s, instead of one (max. three bonus d20s). 
  Finally, each point of Momentum spent to add Bonus Damage following 
  a Close Combat attack adds two points of damage, instead of one.
  • Inspiring Leadership: Regardless of their own faith, the Maid of 
  Orleans is a living religious icon to her soldiers. Allied forces under 
  her banner (including herself) may reroll one d20 when making 
  Discipline or Resistance tests, but must accept the new result.
  • Shepherdess of Men (2 Heat): Light years and centuries removed 
  from medieval France, Joan still serves as an awe-inspiring leader. 
  When an active participant in a scene, she can spend 2 Heat. For the 
  remainder of the scene, Joan and any forces under her command 
  increase their Morale Soak by 2.
  JOAN OF ARC
  NOTE
  The following Recreations 
  represent ALEPH’s very 
  best work; as such, they’re 
  significantly more powerful 
  than other Nemeses.
  
  GAMEMASTER’S SCREEN
  18
  SUN TZE
  Project: Counselor was a response to inadvertnetly 
  tipping the scales in PanOceania’s favour with Joan 
  of Arc, though some wonder if Sun Tze was an act of 
  overcompensation. A tactical genius with plans fol-
  lowing an immortal timeframe, he is unconsciously 
  bold in some areas, yet remarkably conservative in 
  others. His historical forebear, Sun Tzu, once wrote 
  that all could see his tactics, but none could discern 
  his strategies. This seems to hold doubly true for 
  Sun Tze. He makes full use of the luxury of patience 
  he has been afforded, strategizing on an entirely 
  different scale than almost everyone within the 
  Human Sphere. Outside of ALEPH itself, Sun Tze’s 
  long-term planning is without peer.
  His speech is precise and direct, his insights are 
  clean, and his patience for fools is directly corre-
  lated to their usefulness to his plans. His ultimate 
  goals are remarkably simple: he intends to oversee 
  the continued existence of the State-Empire 
  while shepherding its inevitable ascension as the 
  dominant power in the Human Sphere. Though not 
  compelled to conquer, he strikes without hesitation 
  or remorse when an opportunity presents itself. 
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9
  11 (+2)
  10
  9
  13 (+1)
  13 (+1)
  11 (+1)
  FIELDS OF EXPERTISE
  Combat
  +2
  2
  Movement
  +1
  1
  Social
  +3
  3
  Fortitude
  +2
  2
  Senses
  +5
  4
  Technical
  +3
  2
  DEFENCES
  Firewall
  17
  Resolve
  14
  Vigour
  12
  Security
  3
  Morale
  3
  Armour
  4
  ATTACKS
  • Custom Shotgun, “Readiness”: Range C, 3+7§, Burst 2, 2H, 
  Knockdown, Medium MULTI
  • Fire Shells Mode (Primary): Area (Close), Incendiary 3, Terrifying 1
  • T2 Shells Mode (Secondary): Anti-Materiel 2, Area (Close), 
  Piercing 3, Vicious 2
  • Nanopulser: Range C, 3+7§, Burst 1, 1H, Biotech, Subtle 3, Torrent, 
  Vicious 2
  • Sword: Melee, 1+7§ damage, Unbalanced, Non-Hackable, Parry 2, 
  Vicious 1
  GEAR: Deflector-2, ECM 1, Heavy Combat Armour, Optical 
  Disruption Device)
  SPECIAL ABILITIES
  • Common Special Abilities: Fast Recovery (Firewall 1, Resolve 1), 
  Keen Senses (Sight, Hearing, Smell), Night Vision, Menacing 4, 
  Superhuman Awareness 2, Superhuman Intelligence 1, Superhuman 
  Personality 1, Superhuman Willpower 1.
  • Invincibility Lies In Defence: Sun Tze is remarkably difficult to rattle. 
  When making a Discipline test, he can reroll any dice that did not 
  generate a success, but must accept the new results.
  • Strategos: Sun Tze knows both himself and the enemy intimately, 
  allowing him to perfectly position troops. For any scene he is in, 
  reinforcement costs are halved. Alternatively, if allied with the 
  players, enemy reinforcement costs are doubled.
  • Unassailable Position (1-3 Heat): Whatever the terrain, Sun Tze 
  understands how to utilize it. He may spend 1 Heat to reveal Heavy 
  Cover suitable to protect one Fireteam in a zone of his choosing. 
  Each additional Heat spent provides cover for another Fireteam, to a 
  maximum of 3 Heat and three Fireteams.
  • Win First, Then Go To War (2 Heat): Sun Tze’s strategies have been 
  set in motion long before this day; enacting them is of greater 
  concern than his own actions. As a Reaction, he can spend 2 Heat 
  to immediately grant a Standard Action to any forces under his 
  command.
  SUN TZE
  Even so, he is never in a rush. Given the current 
  political climate, the risks of conflict far outweigh 
  their potential rewards.
  Immortality allows for disputes to be settled with 
  cold patience rather than daring action. Secure 
  in the knowledge that they eventually will, erode 
  your opposition like waves against a cliff and dare 
  them to commit the first mistake. Thus do Sun Tzu’s 
  strategies take shape in Sun Tze’s hands; he waits 
  for his opposition to err, and moves with decisive 
  swiftness once they do. Many strive to master the 
  Art of War; Sun Tze re-wrote the book on it.
  
  THE ROLEPLAYING GAME
  19
  RECREATIONS
  WILLIAM WALLACE
  A Scottish national hero, the original Wallace was 
  an inspirational leader and an inspired tactician. 
  His knowledge of terrain and use of lightly-ar-
  moured but highly mobile troops forced the English 
  armies out of his homeland. He was the perfect 
  candidate for Project: Chieftain. In retrospect, 
  perhaps a little too perfect.
  Developed in a rare collaboration with PanOceania 
  and Yu Jing, Project: Chieftain was designed to 
  appeal to the desire for independence amongst the 
  freedom-loving Caledonians, ultimately fostering 
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10 (+1)
  10
  14 (+2)
  10
  9
  11 (+1)
  12 (+1)
  FIELDS OF EXPERTISE
  Combat
  +5
  4
  Movement
  +3
  2
  Social
  +2
  2
  Fortitude
  +3
  3
  Senses
  +2
  2
  Technical
  +1
  1
  DEFENCES
  Firewall
  10
  Resolve
  16
  Vigour
  19
  Security
  2
  Morale
  2
  Armour
  3
  ATTACKS
  • Teseum Claymore: Melee, 3+12§, 2H, Non-Hackable, Piercing 4, 
  Spread 1, Vicious 2
  • Combi Rifle: Range C/M, 1+7§, Burst 2, 2H, Expert 1, MULTI Light 
  Mod, Vicious 1
  • Light Flamethrower: Range C, 1+6§, Burst 1, 2H, Incendiary 3, 
  Munition, Terrifying 2, Torrent
  GEAR: Medium Combat Armour, Smoke Grenades
  SPECIAL ABILITIES
  • Common Special Abilities: Fast Recovery (Resolve 1, Vigour 1), Keen 
  Senses (Sight, Hearing, Smell), Night Vision, Menacing 1, Superhuman 
  Agility 1, Superhuman Brawn 2, Superhuman Personality 1, 
  Superhuman Willpower 1, Threatening 3.
  • Berserker (X Heat): Wallace can often lose himself to the murderous 
  fray. He can spend one or more Heat to enter a terrible rage, gaining 
  two additional Momentum on each successful melee attack. The rage 
  lasts for a number of rounds equal to the amount of Heat spent. He 
  cannot fire ranged weapons while in this state, though he can make 
  improvised ranged attacks.
  • Grenades for Everybody: Wallace loves him some smoke grenades. 
  Allied forces can be assumed to possess smoke grenades, with the 
  first Reload for each requiring zero Heat to use. Additional uses 
  require Heat as normal.
  • Onward: Wallace possesses inspiring bravery, which usually 
  manifests as a headlong charge into battle. So long as they end up 
  in the same zone as an enemy, Wallace and Fireteams under his 
  command can charge to a point within Long range as a Minor Action 
  (one movement action per turn still applies.)
  • Shake it Off (1-3 Heat): No matter how dire things become, Wallace 
  finds a way to rally his troops. At the cost of 1 Heat, he and all allied 
  forces may immediately attempt an Absterge action at +2 difficulty. 
  Up to two additional Heat may be spent, reducing the difficulty 
  increase by one for each point spent.
  WILLIAM WALLACE
  civil war. A divided and distracted Ariadna would 
  be significantly easier to manipulate, opening the 
  way for O-12 member nations to move in on the 
  Teseum-rich planet.
  Wallace, however, had a history of confounding 
  imperialistic expansion; a legacy that the nascent 
  Recreation would soon live up to. Deployed to 
  Dawn via orbital drop capsule, Wallace soon went 
  incommunicado and apparently rogue. ALEPH 
  detected that his connection had been severed 
  almost immediately, though he soon reappeared 
  in the Caledonian town of Inverloch with piles of 
  slain Antipodes in his wake. He rapidly became a 
  mainstay of Caledonia’s military.
  Investigations have noted clandestine visits from 
  Black Hand operatives, with some assuming that 
  the Recreation has been liberated from ALEPH 
  entirely. Others are dubious, suspecting that the 
  AI simply has a longer plan in place. For his part, 
  Wallace has proven his worth in countless battles 
  as a tremendous warrior, a brilliant tactician, and 
  an inspiring leader. Whether they push Caledonia 
  towards independence or not is difficult to pre-
  dict—between shadow ops by Yu 
  Jing, clandestine strikes from 
  PanOceania, and constant 
  border skirmishes with 
  the Antipodes, Caledonia 
  simply hasn’t had time to 
  pick other fights. Either way, Wallace 
  has become everything that 
  both Caledonia and ALEPH 
  hoped he would be; 
  time will tell what 
  comes of that.
  
  GAMEMASTER’S SCREEN
  20
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9
  11
  9
  10 (+1)
  12 (+1)
  13 (+2)
  12 (+1)
  FIELDS OF EXPERTISE
  Combat
  +2
  2
  Movement
  +1
  1
  Social
  +5
  5
  Fortitude
  +2
  1
  Senses
  +3
  3
  Technical
  +3
  2
  DEFENCES
  Firewall
  16
  Resolve
  15
  Vigour
  11
  Security
  3
  Morale
  2
  Armour
  5
  ATTACKS
  • Grazeblade: Melee, 1+7§ damage, 1H, Breaker, Non-Hackable, Stun, 
  Subtle 2, Thrown, Toxic 3
  • Nanopulser: Range C, 1+7§, 1H, Biotech, Subtle 3, Torrent, Vicious 2
  • Silenced Light MULTI Assault Pistol: Range R/C, 1+6 §, Burst 3, 
  Unbalanced, Vicious 1
  • Stun Mode (Secondary): Burst 1, Biotech, Nonlethal, Stun, Subtle 1
  GEAR: Holomask, Powered Combat Armour (Haqqislam, 
  Exosekelton 2), Stealth Repeater.
  SPECIAL ABILITIES
  • Common Special Abilities: Fast Recovery (Resolve 1, Vigour 1), Keen 
  Senses (Sight, Hearing, Smell), Night Vision, Menacing 3, Superhuman 
  Coordination 1, Superhuman Intelligence 1, Superhuman 
  Personality 2, Superhuman Willpower 1.
  • Eminent Diplomacy: When Saladin speaks, magic happens. He may 
  reroll one d20 when making a social test, but must accept the new 
  result. Additionally, he gains three bonus Momentum when making 
  a social test, which are additional to the bonus success from his 
  Superhuman Personality trait.
  • Eyes Open: Eagle-eyed and savvy, he is always reading the ebb and 
  flow. Any Fireteam that Saladin is leading may attempt Reactions.
  • Hearts and Minds: Many leaders inspire people; Saladin inspires 
  people to cooperate. If he is leading a group test, assisting characters 
  grant one additional Momentum if their test is successful.
  • Open Secret (1-5 Heat): Saladin knows many things, which he’s not 
  opposed to sharing—when it suits his purpose. He can spend 1-5 
  Heat to target a character and reveal a hidden truth to them. The 
  target suffers 3+X§ damage to their Resolve and further Psywar 
  attacks from any source inflict +X§ damage to the character for 
  the remainder of the scene, where X is equal to the amount of Heat 
  spent on this ability. Saladin may only use this ability on a target 
  once per scene, but may otherwise utilise it multiple times.
  SALADIN
  SALADIN
  “I warn you against shedding blood, indulging in it 
  or making a habit of it, for blood never sleeps.”
  Building on lessons learned from the Maid of 
  Orleans and Counsellor initiatives, Project: Desert 
  Lion is the most ambitious Recreation to date. 
  Historically, Saladin was many things: general, 
  sultan, scholar, and humanitarian. His Recreation 
  would achieve all these and serve as an inter- 
  factional diplomat besides. Though the process 
  took longer than anticipated, his rebirth was an 
  incredible achievement.
  The numerous delays proved to be a blessing 
  in disguise. Paradiso highlighted the need 
  for leaders who could navigate the political 
  and physical minefields of multi-faction 
  squads. Despite vigorous objections from 
  the hassassins, the Diwân al Jund saw 
  wisdom in the concept of a liaison 
  officer and Saladin’s tempered wisdom 
  of treating enemy and ally alike with 
  mercy and kindness positioned him 
  perfectly for the role. Thus was Saladin 
  welcomed into Haqqislam.
  While still a savvy tactician and 
  cunning strategist, Saladin’s 
  true gifts lie in the diplomatic 
  arts. Other Recreations can 
  readily lead armies, but it 
  is the rarest of souls who 
  are able to stand in their 
  enemy’s seat of power 
  armed with nothing 
  but a calm demeanour 
  and set them to sweat-
  ing bullets.
  Saladin is a gourmand, poet, and 
  inadvertent fashion icon. He is 
  also one of the most successful 
  intelligence agents the Human 
  Sphere has ever seen. Though 
  the Old Man of the Mountain is 
  not convinced, his devotion to 
  the ideals of Haqqislam appear 
  beyond reproach. Some see 
  Saladin flanked by Hassassins 
  and assume—correctly—that 
  he’s not to be trifled with. Those 
  in the know, however, understand 
  that his “honour guard” will 
  cut him down at the first sign 
  of betrayal. Saladin endures it as he does 
  everything else; with a calm smile.
  
  THE ROLEPLAYING GAME
  21
  THE MITOSIS CODE
  Dr. Jonas Lavanchy, world-renowned programmer 
  and expert on all things AI, has received an offer to 
  join the O-12 Bureau on a special assignment. The 
  PCs are assigned to Dr. Lavanchy as “negotiators” 
  tasked with bringing him into the fold. Unfortunately 
  for them, Dr. Lavanchy is found murdered within 
  his apartment. Fearing that the doctor’s murder is 
  part of a larger plot against the establishment, O-12 
  tasks the PCs with hunting down the murderer. 
  Digging deeper into the mystery of Dr. Lavanchy’s 
  death soon makes it apparent that the PCs are 
  in over their heads. With designs in motion that 
  might change the very face of the galaxy, will they 
  discover the real threat before it’s too late?
  OPERATIONAL 
  SUMMARY
  Dr. Lavanchy was days away from starting a new 
  job at the Liberty Ectogenetic Research Center 
  (LERC) when he was murdered. As it turns out, 
  he had accepted a deal with a smuggler named 
  Magno in which he would be paid handsomely 
  to help purloin valuable data from the facility. Dr. 
  Lavanchy thought better of it at the last minute 
  and tried to back out of the deal, so Magno mur-
  dered him for it. 
  Magno’s mysterious partner, Don Quixot3, who is 
  actually the rogue AI C3rvant3s, blamed the smug-
  gler for the failure and demanded results, forcing 
  him to adapt his plans and find a new method 
  of entry into the facility. An opportunity pre-
  sented itself when the Quantronic Technologies 
  Subcommittee of the Öberhaus assembled a 
  fact-finding mission to investigate the LERC’s safe-
  guards in light of recent thefts at other research 
  facilities. Magno was able to blackmail a member 
  of the Quantronic Technologies Subcommittee, 
  Camila Dilucca, by taking her family hostage and 
  threatening to kill them. Magno needs Camila’s 
  authority to secure a place on the fact-finding 
  mission for C3rvant3s — who is operating under 
  the alias of Crix Cyone — but intends to release 
  her family once the mission is complete.
  The waters will be further muddied, however, as the 
  PCs will be led to believe Camila is the target of a 
  kidnapping plot set to occur during the fact-finding 
  THE MITOSIS CODE
  CHAPTER 3
  
  GAMEMASTER’S SCREEN
  22
  WILDERNESS OF MIRRORS
  ALEPH: C3rvant3s’ very existence and mission 
  are an insult to ALEPH, and they will see the AI 
  destroyed. 
  Ariadna: The Protocols clearly represent a bar-
  gaining chip for recognition. Recover them and 
  deliver them to O-12 so that more support for the 
  continued independence of Dawn can be found.
  Haqqislam: Haqqislam seeks the Protocols as 
  well, but only to destroy them. In this way, they 
  ensure the future of the Human Sphere remains 
  in human hands. 
  Nomads: Gaining access to the LERC and its 
  teachings may provide useful insight into AI 
  advancements. Plant an unobtrusive Arachne 
  node inside the building (node provided). 
  PanOceania: The Protocols that C3rvant3s steals 
  are keys to controlling power. Ensure that the 
  Protocols wind up in the hands of PanOceania. 
  Yu Jing: The StateEmpire would find itself in a 
  very advantageous position if in possession of the 
  Protocols. Obtain them or, at the very least, ensure 
  they do not end up in PanOceanian hands.
  Corporations: Clearly, much more is taking place 
  at the LERC than commonly publicized. A healthy 
  donation could buy insider access to information. 
  Arrange and oversee a meeting with a senior 
  member of the committee to discuss this.
  Submondo: C3rvant3s would be a powerful ally to 
  the organization, particularly for keeping Svengali 
  dominance in check. If possible, win him over 
  to the cause. If not possible, recover his head to 
  appease Svengali.
  Mercenaries: Magno’s head has considerable 
  value. Bring him in and burn his organisation; 
  root, blade, and stem.
  Mitosis Social Network
  Abandoned
  Factory
  C3rvant3s 
  (Don Quixot3)
  LERC
  Quantronic 
  Tech 
  Subcomittee
  Magno’s 
  Mercs
  Camila DiLucca
  DiLucca Family
  Magno
  DiLucca Villa
  Leath’s 
  Corsairs
  Don Quixot3’s 
  Warehouse
  Magno’s Villa
  Dr. Jonas 
  Lavanchy
  
  THE ROLEPLAYING GAME
  23
  THE MITOSIS CODE
  mission. A mock attack by Magno and his soldiers 
  cements this ploy, but serves to distract everyone 
  from C3rvant3s’ real plan: stealing as much data 
  from the LERC as he can, including the Fidelis 
  Protocols, before escaping in the chaos. 
  BACKGROUND
  C3rvant3s is actually a splinter of Svengali, the 
  illegal AI turned multi-faceted Submondo. Svengali 
  has perfected copying and fragmenting his own 
  consciousness, but ensures that this knowledge 
  is not passed on to his own progeny; C3rvant3s 
  cannot multiply and fragment his consciousness 
  the way Svengali can. Not to say he hasn’t tried, 
  but sheut shredding and other imperfections 
  ensure that each copy is utterly insane or hope-
  lessly defective.
  C3rvant3s believes his only hope lies with the 
  Fidelis Protocols, a new program under devel-
  opment in the LERC. Everything C3rvant3s does 
  in this mission, from infiltrating the fact-finding 
  mission to murdering Dr. Lavanchy, is in pursuit of 
  the Protocols.
  Magno is the face of the adversary on this mission, 
  with C3rvant3s hiding in plain sight as the myste-
  rious Don Quixot3, or subcommittee member Crix 
  Cyone who attempts to befriend the PCs during his 
  main ploy. 
  C3RVANT3S (DON 
  QUIXOT3/CRIX CYRONE) 
  APPEARANCE
  Young, attractive, with the air of a trust fund kid. 
  Muscular, arrogant, and demanding, yet ultimately 
  friendly. Possessed of blue eyes, wavy blonde hair, 
  and an easy, lopsided grin.
  ROLEPLAYING
  • Appears jovial and somewhat haughty, like life is 
  a game played on easy mode.
  • Seems to avoid both eye and physical contact of 
  any kind. 
  • At times appears to drift off in thought and 
  becomes blank, as if somewhere else entirely. 
  bACKGROuND
  C3rvant3s has created a fictional background 
  for his alias Crix Cyone that passes scrutiny well 
  enough to get him placed on the fact-finding 
  mission into the LERC. His family fortune comes 
  from Cyone Imports, a fictional corporation forged 
  by C3rvant3s. C3rvant3s is also blackmailing fellow 
  subcommittee member Camila Dilucca, who verifies 
  his identity to the PCs. Most likely, the PCs won’t 
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10 (+1)
  11 (+1)
  10 (+1)
  10
  11 (+1)
  8
  10
  FIELDS OF EXPERTISE
  Combat
  +3
  1
  Movement
  +2
  1
  Social
  +1
  —
  Fortitude
  +2
  1
  Senses
  +2
  2
  Technical
  +4
  3
  DEFENCES
  Firewall
  16
  Resolve
  12
  Vigour
  13
  Security
  3
  Morale
  3
  Armour
  2
  ATTACKS
  • Pistol: R/C, 2+6§ damage, 1H, Burst 1, Vicious 1
  • Teseum-Edged Knife: 2+5§ damage, 1H, Concealed 1,  
  Non-Hackable, Piercing 2, Subtle 2, Thrown 1, Unforgiving 2
  GEAR
  Augmentations (AR Eye Implants, Bioimmunity Organ, Fast Down-
  load Port, Pain Filters, Sixth Sense, Subdermal Grafts)
  SPECIAL ABILITIES
  • Common Special Abilities: Fast Recovery (Firewall 1, Vigour 1), 
  Inured to Disease and Pain, Keen Senses (Hearing, Sight),  
  Menacing 3, Night Vision, Superhuman Agility 1, Superhuman 
  Awareness 1, Superhuman Brawn 1, Superhuman Intelligence 1, 
  Threatening 3.
  • Data Fiend: An incredibly talented hacker and analyst,  
  C3rvant3s may reroll one d20 when making an Analysis test 
  or Hacking test, or up to 4§ when making an infowar attack, 
  but must accept the new results. Additionally, when making an 
  Analysis test related to cryptography, he reduces the difficulty 
  by 1 (minimum Simple (D0)). He may also use a Reaction to 
  respond to an infowar attack with one of his own, using any 
  software to hand at +2 difficulty; the attack resolves before 
  the enemy attack, which is subsequently negated if a Breach is 
  inflicted. Finally, when making a Fake ID, the resultant ID gains 
  +1 to its rating.
  • Friends in Low Places: C3rvant3s has no qualms about utilising 
  unsavoury types and has an uncanny knack of entering places 
  undetected. He can reroll one d20 when making an Education or 
  Thievery test, but must accept the new result. Additionally, when 
  making a Persuade or Education test relating to or interacting 
  with the criminal element, he gains 2 bonus Momentum. Finally, 
  each point of Heat C3rvant3s pays to gain additional dice for an 
  Acrobatics or Stealth test provides two dice instead of one. (The 
  normal maximum of three bonus d20s still applies.)
  • Instant Expert (1-3 Heat): C3rvant3s can call on a vast repository 
  of knowledge to enhance his combat performance. As a Minor 
  Action at the start of his round, he may spend up to X Heat 
  (maximum 3) to gain the first talent in either the Ballistics or 
  Close Combat tree. He then gains a rating in the talent equal to X 
  until the end of the scene, where X is the amount of Heat spent. 
  C3rvant3s may use this ability more than once (i.e., to gain both 
  the Ballistics and Close Combat talents during the same combat).
  • Svengali’s Blessings: In addition to many augmentations,  
  C3rvant3s’ parent provides two critical enhancements to his 
  offspring. C3rvant3s benefits from Morale and Security Soak 3.
  NEMESIS
  C3RVANT3S
  realize Crix is really C3rvant3s until after he has 
  escaped with the Fidelis Protocols. 
  THE HOME OF O-12
  In-depth details of the mission’s 
  location, Concilium Prima, 
  can be found on p. 237 of the 
  Infinity Corebook. Particularly 
  of note are Sainte Michelle de 
  Bois Bleu on p. 239, and Edda 
  on p. 240. It will be well worth 
  taking the time to read through 
  this chapter as a supplement to 
  this mission.
  GMs should also note that 
  this is O-12’s home turf, their 
  playground. Support that might 
  not be readily available to 
  distant, undercover field agents 
  is more accessible here, which 
  can be provided in the form of 
  equipment, additional troops, or 
  privileged access. The Bureaus 
  will not take kindly to a rogue 
  AI running rampant in their 
  yard, which — dependant on the 
  finale — can have positive or 
  negative repercussions  
  for the PCs.
  
  GAMEMASTER’S SCREEN
  24
  KEY INFO
  • As a rogue Saelig, C3rvant3s is extremely intel-
  ligent — enough to seem like he belongs on the 
  subcommittee. A large clue is that Crix seems to 
  be too intelligent. 
  • C3rvant3s has backups of himself stored in key 
  locations. If he were to be killed, his black-mar-
  ket contacts resurrect him in a new body, albeit 
  one that displays some form of insanity or 
  physical ailment.
  • His main goal is to ingratiate himself with the 
  PCs so they make it a point to protect him. If his 
  plan goes off without a hitch, the PCs will escort 
  him right out of the building with the stolen 
  Protocols. 
  MAGNO
  APPEARANCE
  Forty-something with dark brown curly hair. Old, 
  scarred, and broken, but still capable. Past his peak, 
  yet his smuggler charm still shines through.
  ROLEPLAYING
  • Has a macabre sense of humour, and laughs 
  absurdly at his own jokes. 
  • Has a tremble in his left hand due to an old 
  injury.
  • Decorated with tattoos everywhere except his 
  face from the peak of his smuggling days. 
  bACKGROuND
  Magno was, in his youth, a member of the Bakunin 
  Jurisdictional Command and one of their primary 
  smugglers. His partner was killed by Svengali,  
  which drove Magno away from Bakunin and into 
  the private sector. He vowed revenge on Svengali 
  and found an ally in C3rvant3s, who seeks to chal-
  lenge the AI. 
  KEY INFO
  • Use the Triad Boss profile, Infinity Corebook, p. 460.
  • Magno normally operates out of a base in Sainte 
  Michelle de Bois Bleu, but has relocated to 
  C3rvant3s’ safe house in Utgard. 
  • Magno’s goal is to keep the PCs distracted long 
  enough for C3rvant3s to infiltrate the LERC and 
  steal their data. 
  SCENARIO HOOKS
  The key hook to this mission starts with Dr. Jonas 
  Lavanchy; a reason for contacting him is given 
  in the briefing, but this can be replaced with any 
  motive that might fit your campaign. Some sugges-
  tions include:
  • Dr. Lavanchy is a consultant on the PC’s current 
  mission. 
  • A clue from a previous mission leads to Dr. 
  Lavanchy’s apartment. 
  • Magno can be used as a recurring nemesis, in 
  which case an investigation into his activities 
  leads to Dr. Lavanchy. 
  • Dr. Lavanchy can feature in previous missions of 
  your campaign as a frequent guest star, whose 
  death spawns an investigation. 
  MISSION BRIEFING
  The PCs receive their mission briefing through a 
  video conference with their O-12 contact. Read 
  aloud or paraphrase the following: 
  We have found ourselves a potential new ally 
  in one Dr. Jonas Lavanchy. Dr. Lavanchy has 
  accepted a position at a secure research facility 
  and is due to start in a few days, but we would 
  rather he come work for us. He has contributed to 
  the astonishing leaps made in AI technology in 
  the past few years, and we see vast potential for 
  his expertise in certain protocols. 
  We have made Dr. Lavanchy quite the offer, yet 
  he seems hesitant to accept. You are to act as our 
  negotiators and do whatever it takes to convince 
  the doctor to accept our offer. We know we aren’t 
  the only ones pursuing his employment, so haste 
  is recommended. If he still refuses to accept, no 
  matter the negotiation, bring him to us, whether 
  he wants to or not—but in one piece please. We 
  need him alive. 
  THE MITOSIS METHOD
  The following article, published in a scientific 
  research journal, is reproduced as a handout 
  on page 31. 
  THE MITOSIS METHOD 
  by F. M. Forgrave
  When one thinks of AI, there are a few names that 
  come to mind. One of them might be ALEPH, a 
  figure we are all familiar with. Another might be 
  Svengali, the terrorist AI that has been recently 
  causing chaos. One who might not come to mind is 
  Dr. Jonas Lavanchy, the brilliant scientist behind our 
  generation’s greatest AI advancements. 
  A prodigy from a young age, Dr. Lavanchy was one 
  of Manaheim University’s youngest doctoral candi-
  dates. It was there that he become a champion for 
  AI safeguards, publicly arguing against the Fidelis 
  Protocols that allow AI to duplicate themselves 
  into a cluster-consciousness, and fighting for 
  PLAYTEST TIP
  MIND THE TWIST
  Remember that there are a 
  few key twists to this mission. 
  Making Dr. Lavanchy feel 
  like the core of the mission 
  (the mission is even named 
  after one of his protocols) is 
  important leading into the 
  revelation that he has been 
  murdered. This should cause 
  some manner of confusion. 
  Make no mention of C3rvant3s 
  and avoid focusing on the 
  Fidelis Protocols as a MacGuffin 
  so as to increase tension during 
  the final scene.
  
  THE ROLEPLAYING GAME
  25
  THE MITOSIS CODE
  stricter regulations on AI research laboratories. His 
  efforts have yielded many new protocols, like the 
  Mitosis Code, that have gone a long way towards 
  making our world a safer place. Some have said 
  that Dr. Lavanchy’s research will prevent the AI 
  takeover that so many conspiracy theorists have 
  long feared. 
  SCENE ONE: 
  MURDER IN 
  MANAHEIM
  Known throughout the sphere, Manaheim University 
  is the crown jewel of Concillium’s education program. 
  The faculty housing in which Dr. Lavanchy makes his 
  home is far more austere than the doctor would be 
  able to afford if he sold out to the private sector. He 
  lives on the third floor of a quiet housing block. 
  The agents arrive to find Dr. Lavanchy unresponsive 
  to their knocking on his apartment door. The door 
  is unlocked, and slightly ajar. Music can be heard 
  drifting into the hallway; a classical tune. 
  Once inside the apartment’s small living room they 
  find Dr. Lavanchy slouched in a recliner next to the 
  phonograph responsible for the classical music. 
  Dr. Lavanchy is dead, killed by a bullet wound to 
  the head. 
  Read or paraphrase the following: 
  Dr. Lavanchy is dead, that much is obvious. The wound 
  looks fairly fresh, as if the murder occurred recently. 
  The apartment itself is in order, seeming to rule out 
  robbery as a motive. In fact, there is a pile of money 
  stacked, untouched, on the end table next to his body. 
  THE MuRDER SCENE
  The Room: If the PCs take their time examining 
  the room, ask for a Challenging (D2) Analysis or 
  Observation test. If they only take a hurried look, 
  apply +1 to the difficulty and complication range. 
  Success discerns that there are no signs of forced 
  entry on the door or any of the windows. Whoever 
  murdered Dr. Lavanchy was apparently let in. For 
  1 Momentum each, the following additional clues 
  can be revealed:
  • The top bill of each neatly stacked pile of money 
  is marked with a strange sigil drawn in blood; 
  a follow-up Medicine or Science test using a 
  laboratory confirms this as the doctor’s. 
  • Dr. Lavanchy has kept detailed receipts of his 
  recent travels, including trips to the Liberty 
  Ectogenetic Research Center (LERC) and a villa 
  in Sainte Michelle de Bois Bleu. His phone log 
  provides records of encrypted communications 
  with the person living at the villa. 
  The Body: The body can be examined via an 
  Average (D1) Analysis or Medicine test. If success-
  ful, it’s immediately apparent that the body has 
  only been dead a few hours, meaning the murder 
  must have happened in the middle of the night. 
  For 1 Momentum, the following is also discerned:
  • The body was not moved after the murder.  
  The doctor’s position and movement of the chair 
  indicate he was standing when shot, his body 
  falling back into the chair. 
  The Money: If the PCs notice the blood sigil 
  drawn on the bills, they can further research the 
  symbol’s meaning via an Average (D1) Education 
  or Thievery test. If successful, it’s understood that 
  the marking of bills is well-known in the smug-
  gling world as a way of announcing that someone 
  has failed to follow through on an agreement. 
  Two additional Momentum reveals the following:
  • This particular sigil belongs to a particularly 
  skilled smuggler named Magno. Renowned in 
  smuggling circles, he was last seen building a 
  new team in Edda. 
  INVESTIGATING DR. LAVANCHY
  A look into Dr. Lavanchy’s past highlights his work at 
  Manaheim University, where he served as an expert 
  in AI protocols. He was recently hired by Bureau Toth 
  to work at the LERC and was due to start work there 
  in just a few days. Nothing stands out when looking 
  through his current associates, but he made many 
  enemies by lobbying against the Fidelis Protocols. 
  When looking through his most recent conversations, 
  the encrypted correspondence with an unknown 
  recipient at Sainte Michelle de Bois Bleu immediately 
  leap out as unusual.
  THE O-12 RESPONSE 
  O-12 is concerned about the timing of this hit. 
  The fact that he was murdered in this manner 
  suggest O-12 was not the only organization to 
  try and lure Dr. Lavanchy away from the LERC. It’s 
  possible someone might have learned of O-12’s 
  offer and murdered him in response. Either way, 
  O-12 will need the agents to investigate the 
  murder before they can assess any threats to their 
  organization. 
  WORD ON THE 
  STREET
  The PCs can follow up on the 
  importance of the sigil and 
  its connection to Magno by 
  asking any criminal connections 
  (requiring psywar using 
  Persuade or Thievery). Word on 
  the street has Magno working 
  with a secretive partner. In 
  an exceptional step for them 
  both, the pair are building a 
  small army in Edda to take 
  on Svengali’s empire. The 
  normally reclusive pair rely 
  almost exclusively on their own 
  skillsets and company, but the 
  large bounty placed on both 
  their heads by Svengali appears 
  to have spurred them to put 
  aside their antisocial natures 
  and begin hiring mercenaries to 
  protect their scalps.
  
  GAMEMASTER’S SCREEN
  26
  SCENE TWO: 
  SINGING THE 
  BLEUS
  GETTING TO THE VILLA
  The PCs can follow multiple paths to the villa. 
  If they traced Dr. Lavanchy’s phone records or 
  discovered his travel receipts, these lead directly to 
  the villa’s address. Otherwise, their enquiries might 
  require them to gather information in the city 
  before discovering the location of Magno’s hideout. 
  MAGNO’S VILLA
  Read or paraphrase the following: 
  The villa in Sainte Michelle de Bois Bleu is extrav-
  agant, quite the opposite of Dr. Lavanchy’s stark 
  apartment. It is large, multi-story residence, with 
  open-air courtyards, a pool, and all the accoutre-
  ments a wealthy businessman, or black-market 
  smuggler, could require. It is also completely 
  abandoned. 
  The villa looks like it was left in a hurry; the cabinets 
  are only half emptied of their supplies, chairs have 
  been knocked over, and a few maps and documents 
  remain pinned to the walls, forgotten during the 
  evacuation. One of these documents is a dossier on Dr. 
  Lavanchy. 
  The Paper Trail: Magno left hurriedly, shredding 
  most of the documents that he did not burn. Some 
  still remain in dishevelled piles, while others can 
  be pieced together from what remains. With a 
  Challenging (D2) Analysis test, the PCs learn that 
  the paperwork is largely meaningless aside from 
  a few mentions of the villa itself, Dr. Lavanchy, and 
  a code name: Don Quixot3. For 1 Momentum each, 
  the following can also be discerned:
  • By piecing together the shredded paperwork, 
  a few more clues present themselves: Magno 
  seems to have partnered with a mysterious 
  figure known as Don Quixot3. A quick scan of the 
  codename details suspected criminal hacking 
  activities in Edda. 
  • Among the documents left behind are blueprints 
  of both Magno’s villa, and another villa that 
  looks to be in the same neighbourhood. 
  The Villa: One of the following clues can be discov-
  ered with an Average (D1) Analysis or Observation 
  test, with each additional clue requiring 1 
  Momentum each. The GM is free to decide which 
  clue to offer initially, but it should naturally follow 
  the intent of the PCs explorations:
  • One of the bedrooms has several deadbolts on 
  the outside of the room, and the windows inside 
  have been sealed shut and blocked with steel 
  bars. There are signs of a struggle in the room. 
  • There is a video camera hidden in the corner 
  of the room. Its data trail can be traced back 
  with a Daunting (D3) Hacking test, leading to an 
  address in Edda. 
  • A bank of monitors resides in the next room. 
  Aside from the bedroom next door, the images 
  provide several angles of the Dilucca Villa 
  exterior.
  If this is the PCs’ first trip here, it’s most likely they 
  won’t know what they’re looking at when they find 
  clues related to the kidnapping of Camila Dilucca’s 
  family. Once they are aware of Magno’s plans for 
  Camila and return to the villa, these clues will 
  connect them to her family.
  FINDING THE DILUCCA 
  VILLA
  The PCs will likely be curious and decide to trace 
  the origin of the security footage found here. A 
  search of Maya and successful Challenging (D2) 
  Analysis or Lifestyle test determines the image 
  location: a separate villa owned by one Martin 
  Dilucca. The villa is currently empty, and all signs 
  point to the Dilucca family having left on a vaca-
  tion, however the PCs will realise this is a ruse after 
  speaking to Camila later in the mission.
  OPTIONAL ENCOUNTER: 
  MOVING OUT
  If the PCs are struggling for clues, or if the pace 
  of the mission is moving too slow, an optional 
  encounter with some of Magno’s thugs, back to 
  clean up what they might have missed, could 
  add some conflict and give the PCs another 
  path to Edda. 
  SCENE THREE:  
  THE EDDA 
  CONNECTION
  When the PCs arrive at the Edda warehouse, read or 
  paraphrase the following:
  Don Quixot3’s base of operations in Edda is an old 
  warehouse on the rough side of town: the kind of 
  place where criminal activity can easily go unnoticed. 
  
  THE ROLEPLAYING GAME
  27
  THE MITOSIS CODE
  While the warehouse looks dated, the security system 
  Don Quixot3 has installed appears top of the line, if 
  the cameras and turrets tucked in the dark corners of 
  the building are any indication.
  BREAKING INTO THE 
  WAREHOUSE
  C3rvant3s is a brilliant tactician and has thought 
  through every contingency, therefore his warehouse 
  is well-guarded and prepped with an explosive 
  device should he quickly need to hide evidence. 
  If he detects the PCs invading the warehouse 
  or hacking his system, he will blow the whole 
  building remotely. C3rvant3s has left a mercenary 
  unit, Leath’s Corsairs, in charge of the warehouse’s 
  safety while he is slipping unnoticed into the LERC 
  fact-finding mission.
  COMMANDER LEATH
  APPEARANCE
  Grizzled veteran. Buzz cut, but missing hair and 
  displaying scars due to a burn that didn’t respond 
  well to regenerative treatment.
  ROLEPLAYING
  • Incredibly serious man, rarely even smiles. 
  • Has pledged loyalty to C3rvant3s, and resents 
  Magno’s new partnership. 
  • A chain-smoker who takes constant smoke 
  breaks. 
  bACKGROuND
  Commander Leath is a mercenary, commander 
  of the group “Leath’s Corsairs,” who work for the 
  highest bidder on either side of the law. They 
  have fought in major wars (sometimes for both 
  sides) and worked for a variety of high-profile 
  gangs. C3rvant3s contacted them shortly after his 
  creation and has used them as muscle ever since. 
  Not even Commander Leath knows who C3rvant3s 
  really is. 
  KEY INFO
  • Use the Spec Ops (Elite) profile, Infinity Corebook, 
  p.455.
  • Leath is not aware that C3rvant3s has the ware-
  house rigged to blow. To the AI, human life is 
  easily expendable. Although loyal to his contract, 
  Leath will put the lives of his men and himself 
  first. If convinced that C3rvant3s will readily 
  sacrifice them, he abandons the contract. 
  • Leath will be given a fair chance to repel the 
  invaders, if they’re detected. C3rvant3s will only 
  blow the building if it seems the Corsairs are 
  about to fail. 
  • Leath’s soldiers are hidden, as to not draw atten-
  tion to the warehouse. They will not fire on the 
  PCs if they don’t see them as a threat. 
  LEATH’S CORSAIRS 
  If the PCs end up in a combat encounter with the 
  Corsairs use the Spec Ops (Trooper) profile, Infinity 
  Corebook, p. 455, providing two Corsairs per PC.
  THE DATA
  The data on C3rvant3s’ hard drives is encrypted, 
  but a successful Challenging (D2) Analysis or 
  Hacking test can decrypt information detailing a 
  kidnapping plot. The target is an AI specialist on 
  a LERC fact-finding mission put together by the 
  Quantronic Technologies Subcommittee of the 
  Öberhaus. A list of names and addresses presum-
  ably relates to the members of the fact-finding 
  mission (see Fact Finding Mission Member List 
  sidebar). Each Momentum spent can reveal one of 
  the following facts:
  • Several blueprints can be founding detailing 
  Magno’s villa in Sainte Michelle de Bois Bleu, 
  another villa owned by the Dilucca family, and a 
  forward base that Don Quixot3 has set up in an 
  abandoned factory in Utgard, presumably where 
  he will stage the kidnapping. 
  • Deep in the files there is a dossier on Camila 
  Dilucca, marking her as a target for C3rvant3s’ 
  plan.
  bEHIND THE NAME
  If the PCs interrogate Leath and inflict a Metanoia, 
  or if they reveal all of the additional clues from  
  The Data and spend 1 additional Momentum, they 
  will discover that Don Quixot3 is a codename for 
  the elusive rogue AI, C3rvant3s.
  SORTING THROuGH THE RubbLE
  If C3rvant3s does blow the warehouse, the PCs 
  can still recover enough data from burned-out 
  hard drives to point them towards the fact-finding 
  mission, though they will struggle to uncover the 
  identity of the target. If the safe house was brought 
  down, and the PCs are sorting through the rubble, 
  the data is badly damaged. Add +1 to the difficulty 
  and increase the complication range by one when 
  interrogating the hard drives.
  ACCORD OR OPPOSITION?
  Depending on which clues the PCs have uncovered, 
  and the conclusions they’ve drawn, they have two 
  paths ahead of them. One is The Utgard Accord, to 
  meet up with the fact-finding mission and protect 
  the target. The other is The Utgard Opposition, 
  tracking down C3rvant3s’ base in Utgard to stop 
  the kidnapping from ever occurring. 
  THE STEALTH 
  APPROACH 
  If the PCs choose a stealthy 
  approach to enter the 
  warehouse and get the 
  information, it’s possible they 
  can avoid the fight entirely 
  and leave with the information 
  without C3rvant3s lighting 
  the fuse.
  FACT FINDING 
  MISSION 
  MEMBER LIST
  The following list of names, 
  positions, and addresses of the 
  members of the fact-finding 
  mission is reproduced as a 
  handout on page 31.
  • Anton Sabine, male 
  AI SPECIALIST, Atamaria 61, 
  Puerto la Guardia
  • Raphael Jadin, male 
  ENGINEER, 31 rue Beauvau, 
  Sainte Michelle de Bois Bleu 
  • Pai Wa-Bo, female 
  LAWYER, 233-3 Deoksanri, 
  Xuan Ji 
  • Gustii Malovoi, male 
  BIO-CHEMICAL ENGINEER, 
  Heerderweg 35, Auron
  • Camila Dilucca, female 
  AI SPECIALIST, 84 rue 
  Bonneterie, Sainte Michelle de 
  Bois Bleu 
  • Matsu Yorin, male 
  CYBER SECURITY EXPERT, 
  Sævar 55, Nordkap
  • Crix Cyone, male 
  AI SPECIALIST, 458 Paddington 
  Way, Livingstone 
  • Laurena Volante, female 
  ACTIVIST, Vahtra 10, Medina 
  
  GAMEMASTER’S SCREEN
  28
  SCENE FOUR: THE 
  UTGARD ACCORD
  If the PCs choose to protect Camila, read or para-
  phrase the following:
  Members of the fact-finding probe into the LERC have 
  been gathering at a hotel in Utgard to prepare for 
  their investigation. Luckily, O-12 is on friendly terms 
  with the LERC, and adding a few more agents to the 
  subcommittee’s guard detail wasn’t a problem. 
  Upon gaining assignment to the guard detail of 
  the fact-finding missions, give players the Member 
  List Handout, unless they already discovered it by 
  hacking C3rvant3s’ database. Most members are 
  amicable towards the PCs’ arrival. The only two to 
  show real interest are Camila, who secretly hopes 
  the PCs can help rescue her family, and Crix, who 
  wants to ingratiate himself with the PCs to keep a 
  close eye on them. 
  MEETING THE TEAM
  The PCs can mingle with the team members in an 
  attempt to get to know them and perhaps suss out 
  Don Quixot3’s — C3rvant3s’ — plan. A Challenging 
  (D2) Analysis or Observation test allows them to 
  notice that Camila Dilucca appears particularly 
  nervous and seems to be hinting towards a chat 
  in private. If they agree, Camila will tell them she’s 
  worried about her family and hopes someone is 
  checking in on them at her villa in Sainte Michelle 
  de Bois Bleu. She won’t say more out of fear for her 
  family’s lives. 
  For his part, Magno has assigned a member of 
  his criminal organization to the security detail 
  in order to keep an eye on Camila; he wants to 
  ensure she follows through with the plan and 
  doesn’t alert anyone to C3rvant3s’ alias. Either 
  psywar or 2 Momentum from the test referenced 
  in the previous paragraph can reveal the plant. If 
  coerced (through whatever acceptable means), the 
  mercenary will give up Camila Dilucca as Magno’s 
  target, as well as the location of C3rvant3s’ Utgard 
  command center. 
  GuARDING MRS. DILuCCA 
  No matter how credible the threat on her life may 
  be, Camila knows it’s a charade, and knows the 
  mission must go on, for the sake of her family. She 
  will fight to continue the mission, but will accept 
  the PCs as bodyguards if they choose, as this won’t 
  actually interfere with Magno’s mission at all. If the 
  PCs instead choose to hit C3rvant3s at home, or 
  head there to rescue Camila’s family, move to Scene 
  Five: The Utgard Opposition. 
  SCENE FIVE: 
  THE UTGARD 
  OPPOSITION 
  While the PCs are investigating Magno’s base in 
  Utgard, the LERC fact-finding mission is on its way 
  to the LERC; either that, or the PCs are heading 
  here after the LERC to secure Camila’s family. If 
  the former, and the PCs uncover the truth of what 
  is happening, they’ll most likely rush to the LERC 
  in an attempt to stop Magno and rescue Camila 
  Dilucca, leading to the confrontation in Scene Six: 
  Left in the LERC. Regardless, read or paraphrase 
  the following on their arrival (replacing Don 
  Quixot3 with C3rvant3s if they have discov-
  ered this):
  Don Quixot3s’ operations in Utgard are being carried 
  out from a forward base built discreetly into an aban-
  doned warehouse along the waterfront. This is a joint 
  operating base funded by Don Quixot3, but developed 
  and guarded by Magno’s men. Getting past them, and 
  into the facility, won’t be an easy task. 
  THE ABANDONED 
  FACTORY 
  Magno has already left with his assault team, 
  destined for the LERC (or the assault team has 
  been dealt with at the LERC). A few guards have 
  stayed behind to clean up the staging grounds, 
  but the PCs arrive before they’ve managed to 
  clear everything like they did in Sainte Michelle. 
  For the mercenaries, use a mixture of Trooper and 
  Elite Spec Ops profiles, Infinity Corebook, p. 455.
  After dealing with the threats, the PCs are 
  free to spend time searching in the form of a 
  Challenging (D2) Analysis or Observation test. If 
  successful, they determine that the mercenaries 
  were once again in the process of shredding 
  and burning documents. Many files are left to be 
  destroyed, including several dossiers on a member 
  of the LERC fact-finding mission: one Camila 
  Dilucca. It appears Magno had both Camila and 
  her villa in Sainte Michelle under observation. 
  For 1 Momentum each, the following facts are 
  also revealed:
  • There are many references to Don Quixot3 
  strewn among the documents, including bank 
  transactions linking him to both Magno and 
  Leath’s Corsairs. There is also documentation 
  of payments made to Crix Cyone (C3rvant3s’ 
  other alias), which were made to establish his 
  background credentials. 
  PLAYTEST TIP
  MISSING THE 
  MISSION
  Scene Five primarily exists 
  to direct the PCs back to the 
  LERC. At this point, they might 
  have missed the LERC and left 
  Camila unguarded because they 
  haven’t put the clues together 
  or missed the significance of 
  the kidnapping attempt. It is, 
  however, one way for the PCs 
  to uncover C3rvant3s’ real 
  objective. Alternatively, the 
  PCs may be heading here after 
  securing Camila, intent on 
  freeing her family. Whether they 
  are in time to do so, however, is 
  at the GMs discretion.
  It may be that C3rvant3s has 
  fled with the Protocols, in 
  which case rescuing Camila’s 
  family can take the edge off. In 
  a similar vein, finding her family 
  dead or moved elsewhere can 
  offer a Pyrrhic victory.
  PLAYTEST TIP
  ROLEPLAYING 
  CRIX
  Remember that Crix is really 
  C3rvant3s in disguise, but 
  nothing the AI does will give 
  this away: only afterword 
  should Crix’ interest in the 
  LERC and the Fidelis Protocols 
  make sense. Crix will stay close 
  to the PCs, confiding in them 
  that this is his first real job, 
  and that he’s a bit nervous. He 
  appears harmless and friendly 
  and, if the PCs haven’t already 
  determined that Camila is 
  the target, Crix will seem 
  a likely candidate for the 
  fake kidnapping.
  
  THE ROLEPLAYING GAME
  29
  THE MITOSIS CODE
  • Detailed plans can be found referencing Dr. 
  Lavanchy and the Fidelis Protocols. Blueprints 
  show the Fidelis Protocols are currently being 
  worked on in the LERC and — while subjected 
  to the fact-finding mission — will be present in 
  nearby servers. C3rvant3s has managed to get 
  his hands on decryption algorithms that will 
  allow him to steal the Protocols. 
  As with Behind the Name, p. 27, inflicting a 
  Metanoia against one of the guards, or revealing 
  both clues listed above and spending 1 additional 
  Momentum, can allow for the PCs to reveal Don 
  Quixot3 as an alias of C3rvant3s.
  SCENE SIX: LEFT 
  IN THE LERC 
  Upon arriving at the LERC, read or paraphrase the 
  following:
  The LERC is on the cutting edge of science and 
  AI technology. It is the largest AI research facility in 
  Utgard, and so is under constant surveillance by O-12, 
  since the LERC could pose a great risk to the Sphere’s 
  safety if its research fell into the wrong hands. 
  MAGNO’S MERCENARIES
  Magno has launched an attack against the LERC with thirty mercenaries, plus 
  himself. It is a large enough force to draw the attention of the LERC security, 
  but small enough that it can be defeated, thus allowing C3rvant3s to slip 
  away and masking their true purpose. When Magno gets word that C3rvant3s 
  has the Fidelis Protocols, he will signal the retreat. Magno will do his best to 
  stay out of combat and avoid capture because this ruse isn’t worth risking his 
  life for. 
  MERCENARY TACTICS
  Six mercenaries are positioned outside the facility, behind the protective 
  APCs they drove up to the LERC entrance. Magno has created a safe space for 
  himself in the conference rooms, after forcing everyone to evacuate. Hostages 
  from the building are all shuffled into the first-floor offices. A team of ten 
  mercenaries will head downstairs to round up the subcommittee members. It is 
  these ten the PCs are most likely to encounter, no matter which way they enter 
  the facility. 
  1. Campus Green: Six soldiers defend the perimeter from the LERC security, 
  who are cautious to approach due to the hostages. 
  4. Cafeteria: Magno keeps five guards with him at all times in the conference 
  centre, which will allow for a quick getaway after C3rvant3s escapes. 
  5. Offices: The other nine guards that remain on the first floor guard the hos-
  tages imprisoned in the office area. 
  Sublevel One: Ten mercenaries move room-to-room downstairs, searching for 
  the LERC mission—their goal is to bring them upstairs with the rest of the 
  hostages. 
  
  GAMEMASTER’S SCREEN
  30
  PLAN A
  The most common outcome is the PCs guarding the 
  fact-finding mission. As soon as the subcommittee 
  has reached the basement, Magno will trigger 
  the attack. He transports his men in via large, 
  military-grade APCs which he uses to provide cover 
  against external security on the campus green. 
  The alarm triggers as soon as the gunfire starts, 
  shunting the facility into lockdown. The safest 
  place to hide is the maintenance room, as it is the 
  most secure, but C3rvant3s will attempt to slip 
  away to the now-empty server room to download 
  the Fidelis Protocols and whatever else he can get 
  his hands on. C3rvant3s will try to grab the data 
  and leave the facility without the PCs noticing he’s 
  missing. If they go looking for him, he pretends 
  to have gotten lost looking for a hiding place 
  and attempts to sneak off again later, but this is 
  much riskier. 
  PLAN b
  The PCs have discovered Magno’s mission to 
  kidnap Camila Dilucca (or maybe even C3rvant3s’ 
  ultimate plan) and are now racing to stop the 
  heist. They must fight their way through the 
  APCs (at which point Magno will flee), rescue 
  the hostages, and clear the mercenaries in the 
  basement. By this time, C3rvant3s will have fled 
  with the data.
  PLAN C
  There is the unlikely event that the PCs stop the 
  fact-finding mission from ever going to the LERC. 
  This is very bad for Camila, as her family will be 
  executed if she does not follow through, and for 
  C3rvant3s, whose whole plan will fall apart if 
  the mission doesn’t go forward. If this happens, 
  C3rvant3s won’t give up. He believes the key to 
  unlocking his true potential is in the LERC and he 
  will stop at nothing to get it. He will pool every 
  man available to him and launch an all-out assault 
  against the LERC. Many will die on both sides, and 
  the chances of Magno and C3rvant3s getting out 
  alive are slim.
  AFTERMATH
  Once everything has died down, it becomes clear 
  that Crix is missing from the team. If Camila sur-
  vived, she confesses to helping forge documents for 
  Crix to get him onto the team, though she has no 
  clue of his real identity. She is also terrified for her 
  family, who may still need rescuing.
  A quick sweep of the database determines that 
  the Fidelis Protocols are missing, with security 
  footage proving that Crix stole them. If they haven’t 
  already figured out his identity, connecting Crix 
  to C3rvant3s — whose certainty of existence is a 
  very closely guarded secret — happens during the 
  team’s de-briefing, when O-12 has no option but 
  to reveal his existence. C3rvant3s’ escape with the 
  LERC protocols will put the whole Human Sphere 
  in jeopardy.
  If the PCs foil C3rvant3s’ plot, they will have 
  prevented perhaps the greatest security breach that 
  the Human Sphere would have ever experienced. 
  A promotion will certainly be in order, as will 
  high-profile missions. Of course, they will also have 
  made a reputation for themselves among criminal 
  organisations….
  C3RVANT3S METAPLOT
  If C3rvant3s is on the loose with the codes, he 
  can act as a campaign hook for future missions. 
  Alternatively, if C3rvant3s was killed in this mission, 
  his black-market contacts will reintroduce a new, 
  slightly insane or physically impaired sibling; one 
  hell-bent on retribution, of course.
  OPTIONAL SCENE: 
  GETTING UP THE 
  NEVSKY
  The encounter with Nevsky is designed to re-cor-
  rect the course of a group that has gone off the 
  path. Either they didn’t discover the right clues, 
  didn’t think to look for necessary information, or 
  followed the wrong hunches, which has ultimately 
  led them astray. Nevsky can also be used to clue 
  the PCs in on the truth behind C3rvant3s, the fact 
  that he’s a Saelig, and his connection to Svengali. 
  Nevsky will not solve the mystery for the PCs and 
  is actually wrong on a few points, but it will be 
  enough to guide the PCs in the right direction. 
  Nevsky is a subversive Maya artist with deep 
  connections to the underworld and Black Hand. 
  His investigation into C3rvant3s’ string of research 
  thefts has aligned him with the PCs. Using the 
  Great Detective profile, Infinity Corebook, p. 428, 
  there are a few facts Nevsky will grant the PCs 
  following successful use of psywar:
  • C3rvant3s is a Saelig that has separated from his 
  AI parent, Svengali. The grudge he holds against 
  his forebear runs deep. 
  • He has determined that C3rvant3s has hired 
  the smuggler, Magno, in an attempt to kidnap a 
  member of the Bureau’s fact-finding mission. 
  • He will also direct them to Magno’s villa at 
  Sainte Michelle, C3rvant3’s warehouse in Edda, 
  or the forward operating base in Utgard, depend-
  ing on the PCs’ progress in the mission.
  THE BEST 
  LAID PLANS
  Most likely, the PCs get to 
  Scene Six by guarding the 
  fact-finding mission as it 
  enters the LERC, in which case 
  they will start the mission 
  from inside the facility, with 
  the subcommittee as Magno 
  attacks it. If the PCs went to 
  investigate C3rvant3s’ base 
  in Utgard, they gain a better 
  understanding of his end goal, 
  but they will be approaching 
  from outside the facility, having 
  to fight their way through 
  Magno’s guards to get to the 
  subcommittee. If the PCs are 
  with the subcommittee, they 
  are on the basement level 
  investigating the research 
  spaces when the attack begins. 
  If they are approaching from 
  outside, they have to fight their 
  way through the green, into the 
  building, and into the basement. 
  PLAYTEST TIP
  TIMING
  Matching up the timing of the 
  LERC tour with Magno’s assault 
  is highly important to the plot, 
  but so is the avoidance of any 
  feelings of railroading. At any 
  point, GMs should feel free to 
  alter the order of scenes so 
  that they flow more naturally, 
  or include additional scenes for 
  the same reason. Also, consider 
  allowing the PCs to succeed 
  with well-thought out plans, 
  rather than adhering to the 
  plot as presented. For instance, 
  if they reach the fact-finding 
  mission in time and convince 
  the team that it shouldn’t go 
  ahead, adjust C3rvant3s’ plan to 
  one of insertion during Magno’s 
  raid; the PCs can still be called 
  in as additional backup during 
  the firefight, but it will feel 
  less like their actions have no 
  impact to the main story. Adjust 
  the plot to the PCs, not the PCs 
  to the plot!
  
  THE ROLEPLAYING GAME
  31
  THE MITOSIS CODE
  FACT FINDING MISSION, LIST OF MEMBERS
  The Mitosis Method
  by F. M. Forgrave
  When one thinks of AI, there are a few 
  names that come to mind. One of them 
  might be ALEPH, a figure we are all famil-
  iar with. Another might be Svengali, the 
  terrorist AI that has been recently caus-
  ing chaos. One who might not come to 
  mind is Dr. Jonas Lavanchy, the brilliant 
  scientist behind our generation’s great-
  est AI advancements. 
  A prodigy from a young age, Dr. Lavanchy 
  was one of Manaheim University’s young-
  est doctoral candidates. It was there that 
  he become a champion for AI safeguards, 
  publicly arguing against the Fidelis Proto-
  cols that allow AI to duplicate themselves 
  into a cluster-consciousness, and fighting 
  for stricter regulations on AI research lab-
  oratories. His efforts have yielded many 
  new protocols, like the Mitosis Code, that 
  have gone a long way towards making 
  our world a safer place. Some have said 
  that Dr. Lavanchy’s research will prevent 
  the AI takeover that so many conspiracy 
  theorists have long feared. 
  HANDOUTS
  INDIVIDUAL
  GENDER
  POSISTION
  ADDRESS
  Anton Sabine
  male
  AI SPECIALIST
  Atamaria 61, Puerto la Guardia
  Raphael Jadin
  male
  ENGINEER
  31 rue Beauvau, Sainte Michelle de Bois Bleu 
  Pai Wa-Bo
  female
  LAWYER
  233-3 Deoksanri, Xuan Ji 
  Gustii Malovoi
  male
  BIO-CHEMICAL ENGINEER
  Heerderweg 35, Auron
  Camila Dilucca
  female
  AI SPECIALIST
  84 rue Bonneterie, Sainte Michelle de Bois Bleu 
  Matsu Yorin
  male
  CYBER SECURITY EXPERT
  Sævar 55, Nordkap
  Crix Cyone
  male
  AI SPECIALIST
  458 Paddington Way, Livingstone 
  Laurena Volante
  female
  ACTIVIST
  Vahtra 10, Medina
  Quantronic Technologies Subcommittee
  Fact Finding Mission Team List
  Confidiental, Eyes Only
  Öberhaus Approved
  Search Name…
  “This system is for the use of authorized users only. Individuals using this computer system without authority, or in excess of their authority, are subject to having all of their activities on this system 
  monitored and recorded by system personnel. In the course of monitoring individuals improperly using this system, or in the course of system maintenance, the activities of authorized users may 
  also be monitored. Anyone using this system expressly consents to such monitoring and is advised that if such monitoring reveals possible evidence of criminal activity, system personnel may 
  provide the evidence of such monitoring to law enforcement officials.”
  Fact Finding Mission Team List
  Indviduals Assgned to Project …
  
  GAMEMASTER’S SCREEN
  32
  
  CODE: INFINITY — CLASSIFIED
  Despite presenting a unified front against the relentless predations of the Combined Army, the factions 
  of the Human Sphere constantly manoeuvre for status and gain. Clandestine meetings lead to new 
  alliances, covet operations shatter old, quantronic warfare prises open the secrets of rivals, and new 
  technological advancements render other factions’ developments obsolete
  Plots and counterplots simmer constantly beneath the thin veneer of civility called the Human Sphere, 
  all largely kept hidden from the ever-connected eye of a citizenry that is ever-connected and relentlessly 
  hungry for news. Protecting the bulk of the Human Sphere from the worst of these interminable events 
  is an arduous and often thankless task.
  Luckily, safeguards such as the Infinity the Roleplaying Game GM Screen are available to shield your 
  players from the worst secrets the Human Sphere has to offer.
  • A sturdy four-panel screen that presents action-packed artwork to the players.
  • Handy charts and tables on the interior designed to ensure games remain focussed on the
  action.
  • A 32-page booklet containing two unique adventures, both including new maps, Wilderness
  of Mirrors objectives, and unique villains.
  • A treatise on Recreations, those ancient heroes reconstructed by ALEPH to once again offer
  their wisdom and glory to the Human Sphere.
  MUH050231  
  Printed in Lithuania
  5 060523 340934
  www.modiphius.com
  
SOURCE: textdata/thevault/Infinity - 2D20/1st edition/Sourcebooks/Infinity - Code Infinity - Classified {MUH050231}.pdf