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  Eviction Notice
  Written by
  Eric Brackett
  Edited by
  Thorin Tabor
  Saga Machine system by
  Thorin Tabor
  Cover by
  Wilson Saravia
  Published by
  Tab Creations LLC
  Layout by
  Thorin Tabor
  Art by
  Jacon E. Blackmon, Giraldes Cristian, Jeshields,  
  Joselito Mahilum, NASA, Wilson Saravia, Evelina Valievia
  Playtesting by
  Ben Goreham, Phllip Matthews, Jesse Pingenot, Darin Strouts
  Tab Creations is
  Ben Goreham, Jesse Pingenot, Phillip Matthews, Thorin Tabor
  Tab Creations, Saga Machine and Shadows Over Sol are trademarks owned by Thorin Tabor and Tab Creations LLC. All rights reserved. 
  All other content is ©2015-2016 Tab Creations. The mention of or reference to any company or product in these pages is not a challenge to the 
  trademark or copyright concerned. This document is a work of fiction.
  
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  3
  Eviction Notice is a complete action 
  horror scenario for Shadows Over Sol. 
  Contained in this adventure is enough 
  material to cover between one and three 
  sessions of play, depending on the interests 
  of the players and the pacing set by the GM.
  This scenario will immerse the team 
  in the seedy Martian underworld, intro-
  ducing them to the feared Rakhimov 
  Syndicate. It will send the players on 
  a journey across the Martian outback, 
  isolating them and pitting them against 
  some of the most fearsome beasts that have 
  ever been bioengineered. In the process, 
  the team will face off against a deadly gang 
  and stumble upon a buried secret.
  Synopsis
  This section contains spoilers and 
  plot details for Eviction Notice. It should 
  only be read by the GM.  
  The scenario picks up with the player 
  characters in the Martian colony of Chi 
  Chen. They have been put in contact 
  with a potential employer going by the 
  pseudonym “Operator One.” Meeting 
  Operator One at a dive bar named the 
  Asteroid Belt, the team soon learns the 
  details of the offered job.
  The job is to travel to the ruins of the 
  old Vidhi Colony, which is less than a 
  day’s travel from Chi Chen by rover. There 
  an outlaw gang has taken up residence. 
  This gang has been making minor repairs 
  to the abandoned colony—enough to 
  let certain sections of the ruined colony 
  hold atmosphere—but mostly they have 
  been using it as a base of operations to 
  raid outlaying installations, agriculture 
  domes and terraforming operations. 
  Operator One wants this gang “dealt 
  with for good,” meaning either ran out 
  of Vidhi Colony permanently, or simply 
  killed. If possible, he tries to paint this 
  in a positive light. (“Getting rid of these 
  thugs is good for everyone...”)
  Although the team does not yet know 
  it, Operator One is a representative of 
  the criminal Rakhimov Syndicate. Some 
  months ago the Syndicate raided a Jensei-
  tech facility and stole several drums of 
  experimental chemicals, planning to sell 
  these  proprietary chemicals to another 
  corp for a lot of money. Unfortunately 
  for the Rakhimov Syndicate, the heat 
  they drew from Jensitech was more than 
  they expected, and they were forced to 
  stash the chemicals in an out of the way 
  location until things cooled down.
  They stashed the chemicals in the 
  ruins of Vidhi Colony. Unfortunately, 
  a cell of the Red Sands gang moved in 
  shortly afterward and set up camp right 
  on top of where the Rakhimov Syndi-
  cate’s stash is hidden.
  The Rakhimov Syndicate nether 
  wants to start a gang war with the Red 
  Sands, nor face the scrutiny of Jensei-
  tech. They also don’t want the Chi Chen 
  authorities involved. They do, however, 
  want their stash back. Towards this 
  end, they are looking to hire an outside 
  group to run the Red Sands gang off. 
  Then they can quietly come and collect 
  the stashed chemicals.
  Introduction
  
  4
  Once the player characters have been 
  hired, they will have the opportunity to 
  investigate the situation, thereby leaning 
  more about the Rakhimov Syndicate, 
  the Red Sands and Vidhi Colony. Over 
  the course of this investigation, the team 
  has the opportunity to get involved in 
  an arms deal, will be signaled for help 
  from a nearby terraforming platform, 
  will be offered some friendly advice from 
  others in Chi Chen and will encounter 
  Jenseitech troops combing the Martian 
  outback for the missing chemicals.
  Meanwhile, unknown to either party, 
  the Red Sands gang’s efforts to fix up the 
  colony has resulted in one of the chemical 
  drums being breeched. It is now leaking 
  experimental fluids into the Martian 
  regolith. As these fluids have seeped out, 
  they are beginning to attract dangerous 
  beasts called jangors (see the Shadows 
  Over Sol core rulebook, page 217). These 
  jangors are being lured closer to the 
  colony and driven into a hyper-aggressive 
  state by the chemicals.
  When the team finally arrives at 
  Vidhi Colony, they will face not a fully 
  armed gang, as they might be expecting, 
  but rather the aftermath of a bloodbath. 
  This is the result of a jangor attack. As 
  the team makes its way into the ruined 
  colony, they will discover the surviving 
  gang members, before coming under 
  attack by the agitated jangors themselves.
  Can the scrappers both survive the attack 
  and complete the job? And will they make 
  enemies of either the Rakhimov Syndicate 
  or the Red Sands gang in the process?
  Modes  
  of Horror
  Eviction Notice is written with the 
  Action Horror mode of horror in mind 
  (see the Shadows Over Sol core rulebook, 
  page 164). During this scenario the team 
  will repeatedly be put in dangerous situ-
  ations, pitted against both gang members 
  and deadly beasts. The final confronta-
  tion against the rampaging jangors in the 
  darkened tunnels of a ruined colony is 
  meant to be both climactic and terrifying.
  This adventure could work as an inves-
  tigative or survival horror scenario, but at 
  the beginning of the session player char-
  acters are going to need to feel that they 
  are able to reliably take on an outlaw 
  gang, otherwise accepting the job is tanta-
  mount to suicide. After all, why would the 
  scrappers accept a job that they’re danger-
  ously not qualified for?
  Ready-Made 
  Heroes
  The nine player characters presented 
  in Shadows Over Sol: Ready-Made 
  Heroes are ideal for use with Eviction 
  Notice. Simply print out the character 
  sheets and they are good to go!
  Aleksander Gugenheim may have 
  heard about the Rakhimov Syndicate’s 
  raid on Jenseitech through the net. The 
  chemical in the drums may match the 
  chemical that poisoned Alex Pryce’s 
  family. Out of all the team, Francisco 
  DeLorenzo operates best in a gravity 
  well. Finally, Sam Wong is both from Chi 
  Chen and has past connections to the 
  Rakhimov Syndicate. 
  
  5
  Other Adventures
  Eviction Notice can be used alone or in conjunction with other published 
  Shadows Over Sol adventures. Below are some notes on how to combine this 
  adventure with others. 
   
  � Ghost Ship: Found in the Shadows Over Sol core rulebook, the entire 
  Ghost Ship adventure could be set during the team’s trip to Mars to pick up 
  the plot hook for Eviction Notice. Alternatively, the success of the team in 
  Ghost Ship could be what earns them the reputation needed to get the job 
  offer in the first place.
   
  � Memories: Found in the Shadows Over Sol: Quick-Start, “Memories” 
  is written for very specific pregenerated characters. As such it is difficult to 
  directly integrate with this adventure. Nevertheless, both adventures feature 
  experimental Jenseitech projects. “Memories” might be used as a flashback or 
  side story, giving the players more insight into the machinations of the corp. 
  The chemical drums might even have “Theta Project” written on the side.
   
  � Small Mercy: If the GM decides to set Eviction Notice well before the events 
  of Small Mercy, its possible that the PCs might encounter Jim Segall alive and 
  well in the Asteroid Belt bar. This would be shortly before his recruitment 
  into the Harbingers of the Divine Form cult. Alternatively, the chemical 
  stolen by the Rakhimov Syndicate could have been en route to the secret lab 
  near Fururi Station.
  
  6
  
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  This scenario picks up with the team 
  either arriving or staying in the Martian 
  colony of Chi Chen. Here they will 
  be contacted by a potential employer 
  going by the alias Operator One. They 
  will meet this this employer, possibly 
  do some investigation into the nature 
  of the job. The team might even find 
  themselves involved in an arms deal.
  About the 
  Colony
  The second largest colony on Mars 
  and the third largest colony outside of 
  Earth’s gravity well, Chi Chen has a justi-
  fiably shady reputation. The colony itself 
  is largely carved into the Martian regolith, 
  with numerous structures and domes that 
  jut out above the surface of the planet like 
  some form of mechanical cancer.
  In theory, Chi Chen colony is owned 
  and operated the Chi Chen Administra-
  tive Corporation, but this organization 
  is little more than a shell designed to 
  collect bribes and kickbacks, funneled up 
  by the colony’s many gangs and criminal 
  enterprises. Currently the most powerful 
  crime ring in Chi Chen is the Rakhimov 
  Syndicate, but the Tunnel Rats and the 
  Red Sands also have significant holdings.
  Rakhimov 
  Syndicate
  The Rakhimov Syndicate has been 
  the dominant criminal organization in 
  Chi Chen for the past sixteen years. In 
  2195 the Syndicate—then a secondary 
  criminal enterprise—successfully gained 
  effective control of the mag-train 
  platform connecting Chi Chen to Oras 
  Colony. This gave the organization 
  the finances it needed to wrestle away 
  most of the territory belonging to the 
  Sanguine Gang, then the top criminal 
  organization. Over the next five years 
  Sanguine Gang withered away, while 
  the Rakhimov Syndicate ascended to its 
  current state of power.
  The Rakhimov Syndicate is headed 
  up by Andrei Rakhimov, the founder 
  of the organization. These days getting 
  to be quite elderly, Andrei has in recent 
  years delegated an increasing amount 
  of authority to the  Syndicate’s lieuten-
  ants. Although Andrei’s control of the 
  Syndicate has yet to be tested, those 
  involved in the organization can see that 
  it is just a matter of time until the crime 
  lord has outlived his grasp.
  Andrei himself was once part of the 
  Morb subculture. When that subcul-
  ture broke apart in the early 2190’s, 
  he drifted into the Ghostman subcul-
  ture and most of the Syndicate went 
  with him. These days the  Rakhimov 
  Syndicate is solidly a Ghostman orga-
  nization, although there remain a few 
  high-ranking Expret members.
  Chi Chen
  Chi Chen
  For more on the Martian colony of 
  Chi Chen, see page 83 of the Shadows 
  Over Sol core rulebook.
  
  8
  The Hook
  It is presumed that the team is 
  in Chi Chen and looking for work. 
  Perhaps one of the scrappers has an old 
  contact here that puts them in touch 
  with Operator One. Maybe the hacker 
  in the group makes the acquaintance 
  of Operator One over the net. Regard-
  less of how the characters picked up the 
  hook, their potential employer is going 
  by the alias Operator One. He both 
  wishes to remain anonymous and has 
  agreed to meet them at a seedy dive bar 
  called the Asteroid Belt.
  The initial approach should probably 
  be tailored to the characters. If all else fails, 
  the GM can run the short scene below.
  Contact
  The hand terminal for one of the team 
  members chimes. She has a new message 
  waiting for her: “From: Operator One. 
  Message: Team needed to ‘gently’ 
  persuade armed gang to leave the area. 
  Heard you were in the colony, are looking 
  for work and have the skill set required. 
  If you are interested in hearing the job 
  pitch, or if you have questions, please 
  meet me at the Asteroid Belt bar.”
  It is presumed that the team will at least 
  hear Operator One out. If not, the GM has 
  her work cut out for her. Good luck!
  Asteroid Belt
  The Asteroid Belt is located in Chi 
  Chen along the edge of a small market 
  dome. Outside the bar is a marketplace 
  packed with vendors hawking their wares, 
  shoppers and workers going about their 
  business, as well as the destitute pressed 
  up against the walls, trying to avoid being 
  crushed by the crowds of people. Outside 
  the bar hangs a sign with the words 
  “Asteroid Belt” written in neon red. The 
  “A” in asteroid flickers occasionally from 
  years of neglect.
  Followed
  As the team approaches the bar, 
  have one of the PCs make a Per/
  awareness-10 flip. On a success, she 
  notices a scruffy young man watching 
  the group from a rooftop on the far side 
  of the marketplace. This is a lookout 
  for the Rakhimov Syndicate. His job is 
  simply to alert Operator One when the 
  team is about to arrive.
  If the team starts to head in the 
  direction of the man, they’ll lose sight 
  of him as they slowly push through the 
  crowds of people. Meanwhile, he will 
  descend down from the roof. By the time 
  they finally make it over there, he will be 
  long gone with no real way to track him.
  Entering the Bar
  The inside of the Asteroid Belt bar 
  has a cool gloom and relative quiet that 
  is a welcome relief from the heat and 
  crowds of the bustling market dome. 
  The bar itself, however, has clearly seen 
  better days. The floor is filthy and parts 
  of the wall are blackened with what looks 
  
  9
  suspiciously like scarring from laser fire. 
  Perhaps unnerving to cautious PCs is 
  the fact that nearly everyone in the bar 
  appears to be armed, and the few who 
  aren’t openly carrying likely have some 
  form of concealed weapon on them.
  Operator One is waiting in a booth 
  in the far back corner of the bar, though 
  the dim lighting makes it hard to tell 
  anything beyond the fact that he appears 
  to be of a tall, lean build. He will wave 
  them over if the team stands around 
  too long. After all, his lookout has just 
  informed him via hand terminal that 
  the team is coming. Otherwise, give the 
  players a moment to orient themselves in 
  this new environment.
  Next One’s On Me
  If one or more of the PCs decides to 
  order a drink, consider this part of their 
  Lifestyle for anyone with Lifestyle 2 or 
  greater. While they are waiting for their 
  liquor, a local drunk will approach the 
  character and ask if she can spare the cost 
  of a beer for him. If the player refuses, he 
  walks out the door muttering under his 
  breath. If she buys him a drink, the man 
  thanks her and heads back to his seat at 
  the bar, telling her that he owes her one.
   
  � The rules for the effects of alcohol can 
  be found on page 154 of the Shadows 
  Over Sol core rulebook.
   
  � The drunk’s name is Alois Grover. 
  He uses the Thug stat block found 
  on page 213 of the Shadows Over 
  Sol core rulebook, except with 
  Wealth 1 and Lifestyle 3.
  The Offer
  When the team approaches the back 
  booth, they get a clearer view of the man 
  sitting there. He could hardly look more 
  out of place if he tried. He is wearing a 
  suit that looks as if it costs more than the 
  bar itself, with salt and pepper hair that 
  is neatly trimmed. He introduces himself 
  simply as Operator One.
  Operator One explains, “I am sure 
  you are familiar with the ruined Vidhi 
  Colony, the first colony established on 
  Mars. What you may not be aware of is 
  the fact that a few weeks ago a small-
  time gang took up residence in the 
  colony. They are using it as a staging 
  ground to raid outlying agriculture 
  domes, terraforming platforms and 
  other important installations near Chi 
  Chen. I want these thugs permanently 
  removed. How you choose to do that is 
  entirely up to you. In exchange, you will 
  be granted the rights to keep any salvage 
  you find as well as a substantial reward 
  upon completion of this task.”
  Vidhi Colony
  For more on the ruined Vidhi 
  Colony, see page 86 of the Shadows 
  Over Sol core rulebook.
  
  10
  Negotiations
  Give the players a few moments to 
  discuss the job amongst themselves. 
   
  � The reward Operator One is offering 
  amounts to an Income 9 payment 
  for each player. The salvage likely 
  amounts to anything the gang 
  brought with them to the colony, the 
  rest of the ruins already having been 
  picked over for generations.
   
  � Attempting to negotiate is a Chr/persuade 
  vs. Det/persuade flip. On a success, 
  Operator One will agree to cover the 
  rental fee for a rover—necessary to get to 
  the colony ruins—and a couple clips or 
  batt-packs of ammunition per character.
  Once the players agree to the job, 
  Operator One will shake the hand of 
  each of the team. He will then send 
  them a code which can be used to get in 
  touch with him once the job is complete. 
  Finally, if they don’t already have a rover, 
  he will recommend that they rent one 
  nearby, as that will be necessary to reach 
  the ruins of Vidhi Colony.
  Questions & 
  Answers
  Here’s a good spot to give the PCs 
  a chance to introduce themselves, as 
  well as to ask for more details about 
  the job. Some possible questions and 
  answers are as follows:
   
  � How many gang members are there? 
  “The exact number isn’t known, but it’s 
  a small group. No more than ten or so.”
   
  � How well armed are they? “They have 
  basic small arms—a few pistols and 
  knives. They may even have a rifle or 
  two, but nothing out of the ordinary.”
   
  � Why do you want them gone? “They 
  are interfering with business and 
  disrupting the local economy. Surely, 
  everyone would benefit if these thugs 
  were removed.”
   
  � What do you mean by “permanently 
  removed?” “I want them gone from the 
  colony, and I don’t want them coming 
  back. Whether that means killed or 
  driven off for good is up to you.”
   
  � How long do we have? “It should 
  take you less than a day to get there 
  by rover, but there’s no need to leave 
  unprepared. Try to have the job 
  finished within the week.”
   
  � Who are you? “You may call me 
  Operator One. Anything more than 
  that is irrelevant.”
   
  � Who do you work for? “I work for 
  a local trade organization that wishes 
  to see the local economy unburdened 
  by these thugs.” Operator One blows 
  them off if they ask for any more 
  information along this line.
  Hostile Action
  If the players start violence at this 
  point, the scenario will have already 
  jumped the rails. Operator One is 
  not alone in the bar, despite sitting 
  by himself. In fact, a dozen armed 
  members of the Rakhimov Syndicate 
  are positioned throughout the bar. 
  These gangsters use the Thug stats 
  found on page 213 of the Shadows 
  Over Sol core rulebook.
  
  11
  Operator One
  Geneline Spacer Standard, Subculture Ghostman
  Str 5, Dex 7, Spd 5, End 5, Int 7, Per 6, Chr 7, Det 6
  Defense 9/18, DR 2, Shock 13, Wound 5, Wealth 8, Lifestyle 8
  Skills: Awareness 1, Awareness 2, Comp-Ops 2, Conspiracy 2, Deception 3, 
  Empathy 3, Guns 3, Lib-Arts 2, Melee 3, Persuade 3, Socialize 3, Stealth 3, 
  Thievery 1
  Light Pistol: +6 (�12M/�8M/�4M/�2M), Range 10, Shots 10
  Gear: AR Implant, Biomonitor, Coverjack (DR 2, Conceal 2), Hand Terminal, 
  Personal Assistant, Workstation
  Operator One’s real name is Claude Jelani. He is a high-ranking lieutenant in the 
  Rakhimov Syndicate, having worked his way up the criminal hierarchy from the 
  initial rank of foot soldier. Claude can be charismatic when he wants to be, but 
  mostly he is a calm sort of ruthless. In this scene he is attempting to appear altru-
  istic, but his callous nature may still shine through in his replies.
  
  12
  Investigation
  After 
  accepting 
  the 
  job 
  from 
  Operator One, the PCs have a number 
  of options. They may ask around the 
  bar to see if they can learn anything else 
  about the situation, or they may simply 
  head out to rent a rover. 
  If the PCs bought the local drunk, Alois 
  Grover, a drink, proceed to the “Drinking 
  Buddies” section below. Otherwise, use 
  the next few sections as the team pursues 
  their various courses of action.
  Drinking Buddies
  Alois, the local drunk from before, 
  approaches the player who bought him 
  a drink earlier. Clearly unsteady on his 
  feet, but with speech that is surprisingly 
  normal, he says, “You did me a favor so 
  I’m going to do you one. Whatever job 
  that fella’s offered you: careful how you 
  deal with it. His employers don’t take 
  kindly to being ripped off, so if you’ve 
  already taken him up on his offer, you 
  better either see it through to the bitter 
  end, or get the hell off of Mars.”
  Give the characters a chance to react 
  to the man’s words. If they press for more 
  details the man hesitates, but might be 
  persuaded to give some more details. 
   
  � Have the character make a Chr/persuade-8 
  flip. On a success, Alois is willing to 
  shed some light on Operator One’s 
  employers. He looks around nervously 
  and says, “I suppose it couldn’t hurt 
  to tell you. You’ll probably find out 
  on your own, anyhow. That man is 
  a ranking member of the Rakhimov 
  Syndicate. They’re one of the top dog 
  criminal gangs around here.”
   
  � If necessary, Alois Grover uses the 
  Pilot stat block found on page 212 of 
  the Shadows Over Sol core rulebook, 
  except with Wealth 1 and Lifestyle 3.
  Asking Around
  If the team decides to ask around 
  either the bar or the local marketplace, 
  they can potentially turn up some useful 
  information on their employer or on the 
  gang in the Vidhi Colony ruins.
   
  � The bar’s patrons are not interested 
  in getting involved with the team’s 
  problems, but Jack, the bartender, 
  might be convinced to say a bit about 
  Operator One. Have one of the PCs 
  make a Chr/persuade-10 flip. Regard-
  less of the success or failure of the flip, 
  Jack will say, “Yeah, I know the man. 
  He’s part of the Rakhimov Syndicate. 
  They run most of the criminal under-
  world in Chi Chen. You want my 
  advice? Don’t make them mad at you. 
  That’s my advice. Take it or leave it; 
  I don’t care which.” If the characters 
  failed the flip, however, he will also 
  pass word along to Operator One that 
  the team was inquiring about him.
   
  � Asking around about the gang in 
  the ruins of Vidhi Colony is a Chr/
  socialize-10 flip. On a success, the 
  character will meet a vendor in the 
  marketplace who tells her that the 
  rumor is that there are some thugs 
  out at the Vidhi ruins who report to 
  the Red Sands gang. On a failure, 
  the vendor will pass along this infor-
  mation only if the character first 
  coughs up a Cost 4 bribe.
  
  13
   
  � In the process of asking around, 
  the team may stumble upon either 
  of the hooks for the side encoun-
  ters described in the “Rumor Mill” 
  section (described to the right).
  The Net
  If any of the characters check the net 
  for relevant information they may turn 
  up the following:
   
  � Searches for “Operator One” come 
  up with nothing useful, but with a 
  successful Int/conspiracy-10 flip, a 
  PC can discern that “Operator One” 
  is a throwaway alias meant for use on 
  this one job and then ditched. It has 
  no previous uses to uncover. 
   
  � Searching for raids or attacks near 
  the ruins of Vidhi Colony will 
  confirm that half a dozen raids have 
  occurred near there in the past few 
  weeks. These raids mostly seem to be 
  targeting construction equipment 
  and foodstuffs.
   
  � If the team knows that Operator One 
  is part of the Rakhimov Syndicate, they 
  can turn up any of the information in 
  the Syndicate’s description (see page 7). 
  With a successful Int/comp-ops-10 flip, 
  the character also turns up the fact that 
  the Rakhimov Syndicate is suspected of 
  engaging in a major raid on Jensei-
  tech some months ago.
   
  � A character might turn up 
  the hooks for either of 
  the side encounters in 
  “Rumor Mill” section 
  below.
  Rumor Mill
  Regardless of whether the team is 
  asking around the bar, poking around 
  the marketplace or searching the net, 
  they may come across some events that 
  are transpiring nearby. These amount to 
  optional side encounters, either of which 
  might help shed some light on the main 
  scenario or help by providing material 
  assistance to the team.
   
  � Arms Deal: The team overhears or 
  sees a post by a local thug bragging 
  to his buddies that his sister, Lisa, 
  is a lieutenant in a gang associated 
  with the Red Sands. She apparently 
  has set up a major weapons deal to 
  arm the gang. With any luck, these 
  weapons will allow the Red Sands 
  expand their territory, putting them 
  in competition with the Rakhimov 
  Syndicate. If the PCs pursue this 
  line of inquiry, see “Arms Deal” on 
  page 14 for more details. 
   
  � Missing Boyfriend: A character 
  overhears or sees a post by a young 
  man talking to a few of his friends 
  about his missing boyfriend. It turns 
  out that he’s an engineer on one of the 
  terraforming platforms near the ruins 
  of Vidhi Colony. The man mentions 
  that he hasn’t heard from his boyfriend 
  in over a week. If the PCs pursue 
  this line of inquiry, see 
  “Infestation” on page 22 
  for more details.
  
  14
  Arms Deal
  This section constitutes an optional 
  side encounter that ties into the Arms Deal 
  rumor (see “Rumor Mill” on page 13). 
  Player characters pursuing this encounter 
  have the opportunity to gain insight into 
  the Red Sands gang—the same gang 
  whose members currently occupy the 
  ruins of Vidhi Colony. They also have 
  the opportunity to acquire arms that may 
  prove useful in the rest of the scenario.
  Getting the Info
  The team first becomes aware of an 
  arms deal going on when they overhear 
  a thug talking about it, or come across a 
  similar brag on the net. If they’re going to 
  interfere in the arms deal, they need to first 
  learn where and when it’s going to occur.
   
  � This information can be obtained by 
  successfully intimidating the bragging 
  thug. This is a Str/persuade-12 flip. 
  On a success, the team manages to 
  cow him into spilling the beans. On 
  a failure, the thugs will try to fight the 
  team and will only let this informa-
  tion slip once beaten down to half 
  their Wound thresholds. There are 
  three thugs. Use the Thug stat block 
  found on page 213 of the Shadows 
  Over Sol core rulebook.
   
  � Alternatively, a character may try to 
  trick the thug into letting this infor-
  mation slip, either by pretending to 
  be a Red Sands member or through 
  some other ploy. This requires a 
  successful Chr/deception-10 flip. A 
  character who is not familiar with the 
  Entro subculture will take a -4 penalty 
  for lack of appropriate tools. On a 
  success, she gets the information. On 
  a failure, the thugs will either attack 
  (as above) or block the character’s 
  messages (if this ploy is happening 
  over the net).
   
  � Finally, a character might try to gain this 
  information by hacking the thug’s hand 
  terminal or the net node where this was 
  posted. This is easier than might be 
  expected, as the thugs are certainly not 
  computer security experts. Obtaining 
  the necessary information is an Int/
  program-10 flip. On a success, the 
  information is acquired. On a failure, 
  the information is still acquired, but 
  the gang blocks the character and gets 
  a trace on her hand terminal or other 
  computer she is using to hack.
  Regardless of how the team acquires 
  the information, they will learn that the 
  arms deal is happening at midnight in a 
  warehouse located in a neighboring dome.
  The Warehouse
  Finding the right warehouse isn’t 
  difficult once the characters know where 
  to look. It is located off of an out-of-the-
  way tunnel, jutting out from a neigh-
  boring dome. As the team approaches 
  the warehouse they will notice that a 
  man is standing guard in the tunnel, just 
  outside the entrance.
   
  � Sneaking up to the guard requires 
  a successful Dex/stealth-10 flip. 
  Sneaking into the warehouse itself, 
  however, is impossible without a 
  significant distraction—opening the 
  door simply makes too much noise. If 
  the PCs come up with a good distrac-
  
  15
  tion, just roll with it, but whatever the 
  distraction is, it will have to be noisy.
   
  � The team might try to silently take down 
  the guard with a surprise attack. This 
  will require a successful Dex/stealth-10 
  flip, as above, to establish surprise. 
  Afterward, the team will need to take 
  the guard out before he can act and alert 
  the gang members inside. Needless to 
  say, using ballistic firearms will be loud 
  and give the team away regardless of 
  whether they take the guard down in 
  time. Use the Thug stat block found 
  on page 213 of the Shadows Over Sol 
  core rulebook.
   
  � The PCs may also bluff and say that 
  Lisa’s brother sent them. If so, have 
  one of them make a Chr/deception-12 
  flip. If the character succeeds, the 
  guard lets them pass. Otherwise, he 
  tells them to get lost and will attack if 
  they try to enter the warehouse.
   
  � The thug isn’t immune to bribery. 
  For a Cost 9 payment he will simply 
  cut and run.
   
  � Finally, the team might go in guns 
  blazing. In this case, the thug will 
  react defensively, retreating into 
  the warehouse, using the doorway 
  as cover and summoning the other 
  Red Sands gang members inside (see 
  “Guns Blazing” on page 16).
  The Diplomatic Approach
  If the team makes it into the warehouse 
  without overt violence, they may be able 
  to take a diplomatic approach. Inside 
  are a group of four heavily armed gang 
  members, lead by Lisa Valenta, the gang’s 
  lieutenant. These are members of the Red 
  Sands—the same extended gang network 
  as the group occupying the Vidhi Colony 
  ruins (although this may not be known).
  The gang here has just finished 
  receiving a shipment of three crates of 
  
  16
  assorted small arms. These weapons 
  are due to be distributed among Red 
  Sands gang cells—part of an initiative to 
  give them a leg up on other competing 
  criminal interests in the area. At the 
  point when the player characters arrive, 
  the crates have recently been delivered 
  and paid for. The gang members are now 
  discussing how best to transport the guns 
  without arousing suspicion. They will be 
  on edge when the characters show up, as 
  they aren’t expecting company.
   
  � Some well thought out words and a 
  successful Chr/persuade-12 flip can 
  diffuse the situation long enough for 
  the team to try to strike a deal with 
  the gang or get the jump on them. If 
  this flip is a failure, the gang attacks 
  (see Guns Blazing below).
   
  � Alternatively, the PCs might try to 
  intimidate the gang with threats. The 
  gang’s leader, Lisa, isn’t looking for 
  a fight at the moment. With some 
  intimidation and a successful Det/
  persuade-14 flip, she says, “I’m not 
  going to ask how you got in here, and 
  from the looks of you, you’d be a lot of 
  trouble to kill. So how about we make 
  a deal instead?” She points to a crate 
  beside her. “We’ve got what gear need, 
  so how about we leave this one crate 
  here and forgot we ever met?” If the 
  players agree, she’ll do exactly as she 
  says, but from this point on they’ve 
  made an enemy. Lisa will try to kill 
  them should they ever meet her again.
  Guns Blazing
  Should the players head in guns 
  blazing, the thugs will put up a fight. 
  They’ll fight defensively, taking cover 
  and aiming with every shot. There are 
  Lisa Valenta
  Geneline Budget Upgrade, Subculture Entro
  Str 5, Dex 7, Spd 5, End 5, Int 6, Per 6, Chr 4, Det 5
  Defense 9/18, DR 2, Shock 12, Wound 5, Wealth 5, Lifestyle 5
  Skills: Athletics 2, Awareness 2, Comp-Ops 1, Guns 3, Melee 3, Persuade 1, 
  Socialize 2, Stealth 2, Thievery 2
  Light Pistol: +6 (�12M/�8M/�4M/�2M), Range 10, Shots 10
  Knife: +6 (�15M/�10M/�5M/�2M), Thrown
  Gear: AR Implant, Coverjack (DR 2, Conceal 2), Hand Terminal, Medikit
  Lisa Valenta grew up in Chi Chen, immersed in gang culture. She saw how the 
  strong preyed on the weak, and vowed at a young age to be a predator rather than 
  the prey. Through years of street life in the Red Sands gang, she has risen to be one 
  of the gang’s lieutenants. This is something she will protect at all costs.
  Lisa is here to bring arms as an offering to the gang leaders, thereby elevating her 
  position. Losing men under her command in a senseless fight would lose her more 
  respect than she would gain. That said, she does have a reputation to maintain. 
  She sees disrespect or undue loss of face as leaving her no choice but to fight.
  
  17
  three gang members in the warehouse, 
  plus their leader Lisa. If the thug keeping 
  look-out is still alive, he will make five. 
   
  � Lisa uses the stat block found above.
   
  � Each of the other gang members 
  use the Thug stat block found on 
  page 213 of the Shadows Over Sol 
  core rulebook.
  Inside the Crates
  Inside the crate that Lisa might offer 
  to leave the team are 32 clips of ballistic 
  pistol ammunition compatible with 
  USD-383 “Wasp” light pistols, 16 clips 
  of ballistic rifle ammunition compat-
  ible with USD-1200 “Amazon” light 
  rifles and four USD-9300 frag grenades. 
  Padding and covering these arms are 
  several kilograms of small, gummy 
  candies, each individually packaged. 
  These serve to help hide the purpose of 
  the package to casual inspectors.
  The other two crates contain in total: 
  eight USD-383 “Wasp” light pistols, 
  two USD-720 “Widowmaker” heavy 
  pistols, one USD-1200 “Amazon” light 
  rifle and one Sinoex Monowhip XT, 
  as well as several more kilograms of 
  gummy candies.
  What the Gang Knows
  The gangers know that these arms are 
  to be distributed among different gangs 
  affiliated with the Red Sands, and that 
  this will help position the gang against 
  criminal competitors, including the 
  Rakhimov Syndicate. The plan is for 
  other Red Sands affiliated gangs to come 
  to them for their arms, to make sure that 
  Lisa’s gang gets the credit it deserves.
  They also know that a Red Sands 
  affiliated gang has moved out to the 
  Vidhi Colony ruins. That particular 
  gang is a bunch of newbies who are 
  hoping to cement their position with 
  the Red Sands by establishing a foothold 
  out there. They believe that this gang 
  consists of ten members.
  Leaving 
  Chi Chen
  Before the team can leave Chi Chen 
  and head to the Vidhi Colony ruins, they 
  will need to rent or otherwise acquire a 
  rover. Obtaining a rover in this way will 
  be a basic lifestyle expense to anyone 
  with Lifestyle 6 or better, although—as 
  with any rental—the character will be 
  charged if the rover is not returned in 
  good shape. If none of the characters 
  have Lifestyle 6 or better, a rental can be 
  had for a Cost 6 payment.
   
  � If a PC attempts to examine the 
  computers on the rover, have her 
  make an Int/comp-ops-12 flip. On 
  a success, she notices that the rover 
  has been installed with tracking 
  and monitoring software. She may 
  attempt to deactivate the software 
  with an Int/program-16 flip.
  After this, leaving Chi Chen simply 
  involves driving through a security check-
  point and out into the Martian outback. 
  The security at the checkpoint isn’t very 
  thorough, but the agents working there 
  may try to shake the team down for 
  a small—Cost 4—bribe. This is fairly 
  common corruption in Chi Chen.
  
  18
  
  19
  After the team leaves Chi Chen, they 
  will probably head across the Martian 
  outback towards the ruins of Vidhi 
  Colony. Having already made it through 
  the traffic jams of Chi Chen, this is about 
  a three hour’s trip by rover, with a total 
  distance of roughly 300 km.
  Crossing the Martian outback is not 
  particularly difficult as long as the driver 
  keeps her wits about her. She will have 
  to veer around piles of rocks, fissures, 
  craters and other miscellaneous geologic 
  features. Other than for these, the trip 
  is more-or-less a straight line. Similarly, 
  she will have to make sure not to top 
  ridges at too fast a velocity, otherwise she 
  may inadvertently launch the rover into 
  the air, given the low Martian gravity. 
  Martian rovers are designed to take a 
  beating, but still cannot maneuver when 
  air-bound. Flying the rover head-first 
  into a rocky outcrop is likely to signifi-
  cantly damage the vehicle.
   
  � Successfully 
  driving 
  across 
  the 
  Martian outback is a Per/vehicles-8 
  flip. A failure results in a minor 
  accident which damages the vehicle, 
  but still gets the team there.
  The Outback
  Alternate Transport
  It’s possible that the team will have some other means of transport at their 
  disposal. If this is the case, the GM will need to improvise. Here are some 
  things to keep in mind:
   
  � Schlepping it: This is dangerous and not recommended. The trip there will 
  take 9 days and will require lugging enormous amounts of life support gear.
   
  � Aerial Transport: The thin atmosphere makes Mars less than ideal for aerial 
  transport. Instead, people and freight are usually moved between colonies 
  by mag-train.
   
  � Orbital Transport: Leaving the Martian gravity well most likely means catching 
  a mag-train to Oras Colony, then queueing for a trip up the space elevator. 
  From there the team can use a ship or other space transport to make an orbital 
  drop to the ruins of Vidhi Colony or anywhere else they want to go. Of course, 
  getting back is another matter.
  Life in the Outback
   
  � The atmospheric pressure on Mars 
  is less than 1% that of Earth. This 
  is well below the level at which 
  humans can survive unaided.
   
  � The average temperature on Mars 
  is about -60 degrees. Vac suits 
  provide some heat, but it will still 
  feel cold out there.
   
  � Mars also does not possess a 
  significant magnetosphere. This 
  means that an unhealthy amount 
  of radiation reaches the surface. 
  Vac suits and the rover will provide 
  some shielding, but not as much as 
  the shielding provided in a colony.
  
  20
  Search Team
  As the team crosses the Martian 
  outback, about halfway to Vidhi Colony, 
  they will encounter a Jenseitech search 
  team. This team consists of ten Jensei-
  tech troops in two rovers. For the last 
  week they have had the tedious job of 
  combing the Martian outback, looking 
  for evidence of what happened to the 
  stolen Jenseitech chemicals. 
  These troops are tired, bored and 
  looking for some excitement. Avoiding 
  them is also one of the primary reasons 
  that the Rakhimov Syndicate hired the 
  player characters rather than undertaking 
  the job themselves. 
  This encounter serves to help fore-
  shadow the existence of the Jenseitech 
  chemicals, as well Jenseitech’s involve-
  ment in the affairs of this scenario.
  Possible Accident
  As the team rounds the top of one of 
  the many ridges between Chi Chen and 
  Vidhi Colony, they will literally almost 
  drive into two Jenseitech rovers that 
  have parked just beyond the ridge. 
  The Jenseitech troops here have 
  exited their vehicles and are chatting 
  through their vac suit comms while one 
  of them uses a chem-sniff to try to detect 
  trace signs of the missing chemicals. 
  These troops have been out here every 
  day for the last couple weeks as part of 
  their punishment for not stopping the 
  theft of the chemicals in the first place.
   
  � Have the driver make a Spd/vehicles-10 
  flip to avoid ramming one of the Jensei-
  tech rovers. On a success, she veers 
  away in time and barely misses them. 
  On a failure, she slams the brakes, but 
  not in time to avoid an accident. Both 
  rovers take a light wound and anyone 
  inside needs to succeed at an End-10 
  flip or take a light wound themselves.
  Xenocom R6 Martian Rover
   
  � Cost Rating: 9
   
  � Handling 0, Defense 7/15, DR 3, Shock 12, Structure 4, Cruise 2
   
  � Properties: Vehicle
  This rugged groundcar is designed to transverse the rough Martian outback. It 
  holds enough compressed air for 24-hours of continuous operation, and has a 
  battery capable of operating for a week without recharge. Needless to say, the 
  vehicle is airtight and comes complete with canisters of sealing goo that can 
  be used to patch any holes that may appear in the frame until a proper repair 
  can be effected.
  Note: The stats here use the vehicles system found in the Shiny New Toys supplement. 
  If not using that supplement, the GM can simply handwave the rover’s capabilities.
  Jenseitech
  For more on the biotech megacorp 
  Jenseitech, see page 55 of the Shadows 
  Over Sol core rulebook.
  
  21
  Dealing with 
  the Troops
  Regardless of whether an accident 
  occurs or not, the Jenseitech troops are 
  going to want to question the team, 
  trying to discern if they have anything to 
  do with the chemicals that went missing. 
  Quite frankly, the troops are also bored, 
  and questioning the team is a welcome 
  break from searching the outback.
  A trooper will try to wave at the 
  player characters to get them to stop. 
  If the team fails to stop, however, the 
  squad will give pursuit.
  Questions
  If the player characters stop, they’ll be 
  approached by one of the soldiers, who 
  demands to know what their business is this 
  far out in the Martian outback. In truth the 
  soldier doesn’t really care what the teams 
  says, unless the answer has something to do 
  with Jenseitech or stolen chemicals. Rather, 
  the soldier is trying to look for obvious lies 
  or signs of suspicious behavior. Even telling 
  the truth will be acceptable, unless the char-
  acters mention the Rakhimov Syndicate.
   
  � Telling a convincing lie to the soldier 
  is a Chr/deception-10 flip. Increase 
  the difficulty to TN 12 if there was 
  a vehicular accident earlier, as this 
  makes the soldier pissed off and prone 
  to being suspicious. On a failure, the 
  soldier is suspicious of the team and 
  will want to search the rover.
   
  � Regardless of what the team says, the 
  soldiers will ask them if they are in 
  possession of any chemical drums and if 
  they have seen anyone else during their 
  time traveling in the outback today.
  Rover Chase
  Should the players refuse to stop, the 
  Jenseitch troops will hop in their rovers 
  and begin to give chase. The troops know 
  that they have no real authority out here, 
  but with the might of a megacorp behind 
  them, no one is likely to stop them either.
   
  � Treat the chase as an extended action 
  Dex/vehicles vs. Dex/vehicles (Tally 
  10, 1 minute) between the drivers. 
  Other characters can act as second-
  aries to make it a group action if the 
  player can come up with some idea 
  of how to help. The first side to reach 
  Tally 10 either gets away or runs the 
  other into a boxed in canyon where 
  they cannot drive away to escape.
   
  � The troopers use the Soldier stats 
  (see page 213 of the Shadows Over 
  Sol core rulebook), except all the 
  troops are wearing vac suits. They 
  will not fire the first shot unless the 
  players draw weapons or otherwise 
  begin to act hostile.
   
  � If one of the Jenseitech drivers or 
  two other troopers are injured, the 
  soldiers will stop pursuit. Instead 
  they will call in a Jenseitech satellite 
  to track the team’s rover, planning 
  to set an ambush should it return in 
  the direction of Chi Chen. This may 
  come back to haunt the player charac-
  ters on their return trip.
  
  22
  Infestation
  This section constitutes an optional 
  side encounter that ties into the 
  Missing Boyfriend rumor (see Rumor 
  Mill on page 13). Players that pursue 
  this encounter have the opportunity 
  to make a bit of money and gain some 
  insight into the Rakhimov Syndicate’s 
  activities at Vidhi Colony.
  Detection
  About three quarters of the way to 
  Vidhi Colony, the rover’s sensors pick up 
  a faint distress call coming from a nearby 
  terraforming platform. The message is 
  playing on loop and keeps repeating the 
  call for help along with an emergency 
  code to open the hangar doors: “This is 
  terraforming platform X31A9. Please 
  help us. Power is failing, life support will 
  soon be offline. The following code will 
  open the platform’s hangar doors...” what 
  follows is a long series of numbers.
  Sensors show that the terraforming 
  platform is only slightly out of their 
  way on the path to Vidhi Colony. 
  Give the PCs a few minutes to decide 
  if they want to get involved or not. 
  Attempts to radio the platform will 
  receive no response other than the same 
  emergency signal on loop.
  Approaching 
  the Platform
  If the team decides head to the 
  platform, they will soon notice that it is 
  a rather small example of its kind, being 
  about the size of a small passenger ship. 
  From the outside of the platform every-
  thing appears to be normal. However, 
  as the team gives the code to enter the 
  sealed hangar, they will quickly notice 
  that the hangar door is slow to respond, 
  and stop about three-quarters ajar. There 
  are no vehicles parked inside and there 
  doesn’t appear to be anything in the 
  hangar, aside from a single exit that leads 
  down a narrow hallway.
  Investigating 
  the Platform
  As the team leaves the hangar, they 
  will make their way down a hallway lit by 
  a single, flickering light.
   
  � Have each PC make a Per/awareness-10 
  flip. On a success, they hear a faint 
  scratching sound coming from the 
  vents in the ceiling above them. It’s so 
  faint that they’re not sure if the heard 
  anything at all.
  Control Room
  If the team continues onward, a few 
  minutes later they will emerge into a large 
  room lined with computers. It is clearly 
  the control room for the platform. 
   
  � Have the lead PC make a Dex/athletics-8 
  flip. On a failure, she stumbles over 
  a body lying on the ground. If she 
  succeeds, she manages to catch 
  herself. The body before her is twisted 
  at an odd angle, as if he thrashed 
  about before his death. His uniform is 
  covered in dry vomit.
   
  � Have the PCs make a Per/medic-10 
  flip. Regardless of the flip, they realize 
  the man appears to have several bite 
  marks on him and seems to have 
  died of poisoning. On a success, they 
  
  23
  realize that the man was likely killed 
  by creatures called Krills, whose bite 
  causes symptoms very similar to 
  arsenic poisoning.
   
  � Let the PCs explore the room. If they 
  wish, they may make an Int/comp-
  ops-12 flip. If they do so, they find 
  that all of the data has been wiped 
  from the computers and transferred 
  to a server in Chi Chen.  
  A Sudden Attack
  As the PCs are getting ready to leave 
  the control room they hear a hissing 
  noise, as several small, reptilian creatures 
  leap from the rafters and land on the floor 
  in front of them.
   
  � The PCs have encountered a small 
  group of krills (see page 218 of the 
  Shadows Over Sol core rulebook). 
  There is one for each party member. 
  The krills will immediately attack, but 
  are likely no match for the characters.
  Dormitories
  On the far side of the control room is 
  another door, which leads to dormitories 
  for the platform’s staff. Inside there are 
  several bunk beds lined up along the 
  wall. As the team enters the room, 
  a bright light shines in their faces 
  and a high-pitched voice shouts, 
  “Who’s there?” Give the PCs a 
  chance to respond.
  After a few seconds, they will 
  see a man stand up from behind 
  one of the beds.  He is shaking and 
  his voice is unsteady, but otherwise 
  does he not look to be hurt. “Thank 
  you. I’m Gary. I’ve been stuck here for a 
  week,” he says. “Somehow those things 
  managed to get inside the platform, and 
  they’ve been causing no end of trouble. 
  Do you mind if I use the comm systems 
  on your rover? I should be safe in the 
  garage until a rescue transport gets here. I 
  just wasn’t able to make it to the control 
  room because of those things... They 
  already killed Mark. I just want to make 
  it back to my boyfriend.”
  Once the PCs have escorted him to 
  the garage and let him call for help, he 
  tells them to meet up with him at his 
  apartment when they get back to Chi 
  Chen. He’ll transfer some microcredits 
  to their account as a way of thanking 
  them. This will amount to an Income 4 
  payment for each PC.
  If asked, Gary also knows that the 
  Rihkimov Syndicate used to occasion-
  ally come and go from the ruins of Vidhi 
  Colony before the Red Sands gang 
  showed up.
  
  24
  
  25
  As the team nears the ruins of Vidhi 
  Colony, the rover’s onboard computer 
  beeps, alerting them to the fact that 
  they are arriving at their destination. 
  A few moments later the colony itself 
  comes into view. It appears to be little 
  more than a few shattered habs and a 
  control center, all connected by under-
  ground service tunnels. The rovers 
  aren’t equipped with sophisticated 
  scanners, but one of the larger struc-
  tures is reading as being significantly 
  above ambient temperature, meaning 
  that something—likely life support of 
  some kind—is heating up the interior.
  Exploring 
  Vidhi Colony
  From here the team can explore at 
  will. There are five surface buildings in 
  various states of ruin. Each has access 
  to the network of underground tunnels 
  that make up the heart of the old colony, 
  although in some cases accessing the 
  entrance to the underground means 
  moving rubble and other debris that has 
  accumulated in the doorway.
   
  � Moving the rubble in the low gravity of 
  Mars is a comparatively easy Str-8 flip.
  Surface Buildings
  The player characters may search the 
  surface buildings, but with one exception 
  there is little of value to find. These ruins 
  are over a century old, and have been 
  picked over repeatedly by scrappers, 
  gangs and occasional tourists. None of 
  these structures have breathable atmo-
  sphere, so vac suits will be required.
  Inside 
  one 
  of 
  the 
  structures, 
  however, hidden from general view, is 
  a single beat-up rover. This rover was 
  stolen by the gang, and they have been 
  using it in their raids of the nearby 
  terraforming platforms. 
   
  � Opening or starting the rover will 
  require either gaining electronic access 
  or hot-wiring it. This requires either 
  an Int/mechanic-12 or Int/thievery-12 
  flip, respectively.
  Heated Structure
  As the players approach the heated 
  structure, they will see clear signs of recent 
  repairs on the building. These repairs are 
  sealed cracks and other life support main-
  tenance on what would otherwise be one 
  of the most intact structures. In fact, the 
  airlock of the building appears both func-
  tional and powered.
  As the team cycles into the airlock, 
  they may note that the interior has 
  survivable, if uncomfortable, pressure 
  and breathable air.
  Once cycled in, the players are 
  suddenly in a large circular room, 
  which appears to have at one time been 
  a communications center of some sort. 
  None of the equipment is powered on 
  or even remotely functional—and all of 
  it is a century out of date. In the back of 
  the room is an open access hatch with a 
  ladder leading down into the tunnels. Just 
  Ruined Colony
  
  26
  in front of this hatch a mangled corpse is 
  sprawled across the floor, a damaged rifle 
  still in its hands.
   
  � Its body has several long gashes across 
  it that look to be made by claws of 
  some sort. Some sharp instrument, 
  such as mandibles or a chisel, has been 
  used to scrape away the face.
   
  � A successful Int/medic-10 flip reveals 
  that the victim died fairly recently, 
  within the last 24 hours or so. 
   
  � A successful Per/investigate-10 flip 
  reveals that the rifle butt looks like it 
  was used as a makeshift club.
  Into the Tunnels
  As the players descend into the 
  tunnels below the ruined colony, they 
  will come across a long, narrow hallway. 
  The flickering lights reveal several more 
  dead bodies lying on the floor, each killed 
  in a similar fashion. About halfway down 
  the hallway, there are two doors facing 
  across from each other. Signs written in 
  Hindi, Punjabi and Bengali point to each 
  door, labeling them as “Dormitories” and 
  “Storage Area.” At the far end of the hall is 
  a single doorway with “Control” written 
  across it in the same three languages.
  Dormitory
  Inside the right door is an old 
  dormitory for the colony’s staff. It has 
  recently been taken over by the gang, who 
  have moved their own meager possession 
  in on top. There are several figures here, 
  slumped against the walls, and the bed 
  sheets look as if they have been torn. In 
  the corner can be seen a box of rations, 
  but it looks like something has managed 
  to get inside and drag the food away.
   
  � If the players choose to examine the 
  bodies they will find an encrypted hand 
  terminal. A successful Int/program-12 
  flip will allow them to decrypt the 
  terminal and realize that it’s a journal 
  of one of the gang members. The 
  most recent entry, dated yesterday, is 
  as follows: “In the last week I’ve slept 
  maybe 24 hours. I don’t know what 
  it is about this place, but I can’t shake 
  the feeling that there’s something here 
  besides us. The rest of the crew think 
  I’m crazy—and maybe I am—but I 
  could have sworn I heard something 
  scratching at the walls 
  last night.”
  
  27
  Storage Area
  Inside the left door is the storage 
  area. This room is filled with piles  of 
  debris from where the Martian regolith 
  has started to cave in the ceiling and 
  crumble down into the room. Also in 
  this room are some corroded old crates 
  and rebar that looks to be from the 
  time of the colony’s demise.
   
  � If a character is not wearing a vac 
  suit, she will immediately realize 
  that the storage area has a terrible 
  caustic smell. Characters in vac suits 
  will get none of this, as the suits 
  filter away air pollutants.
   
  � A successful Per/investigate-10 flip 
  will reveal that the debris looks like it 
  has been disturbed in the recent past. 
  A successful Str-8 flip will clear away 
  the debris and uncover four large 
  chemical drums with the Jenseitech 
  logo on them. These are the stolen 
  chemicals. One of the chemical drums 
  has been punctured by a piece of metal 
  rebar that fell from the ceiling above. 
  It is leaking a foul-smelling liquid into 
  the nearby debris.
   
  � Other than the terrible smell, 
  nothing about the chemical is imme-
  diately apparent unless the char-
  acters have sophisticated chemical 
  analysis gear with them. Even with 
  this, an Int/phy-sci-12 flip will only 
  determine that the chemical is of 
  an unknown organic compound, 
  caustic and poisonous.
  Approaching the 
  Control Room
  When the players head to the door 
  at the far end of the hall, they will pass a 
  small alcove on the right. The flickering 
  lights here reveal yet another body, torn 
  apart in a manner similar to the others. 
  As they either examine the body or push 
  onward, a voice will yell from behind 
  the far door, “Who’s there?!? We’ll shoot 
  if you don’t answer!”
  Inside the far room are the two 
  surviving members of the gang that took 
  up residence here. They locked them-
  selves inside to survive the jangor attack 
  while their fellow gangers were slaugh-
  tered. Let the PCs respond as they wish.
   
  � The door is locked. Getting through 
  it will require either a successful 
  Dex/thievery-10 flip to open the 
  lock or a Str-12 flip to beat down 
  the corroded hinges. If the team 
  forces their way in, it will result in a 
  short and bloody fight.
  Red Sands Gang
  Inside the control room are the two surviving members of the Red Sands 
  gang. Their names are Callin “Killer” LaBrok and Rebexa Zhun. They’re young, 
  inexperienced, from broken homes and in over their heads. Already jumpy and 
  violent to begin with, the situation has driven them to their wit’s end. They’re not 
  in a trusting mood.
   
  � Both Callin and Rebexa use the Thug stats found on page 213 of the Shadows 
  Over Sol core rulebook.
  
  28
   
  � Talking the gang down is an 
  extended Chr/persuade-10 (Tally 10, 
  1 minute) action. Every interval have 
  the character doing the negotiating 
  roleplay what she is saying to the 
  gang members, then have her make 
  the flip, liberally awarding a bonus 
  or penalty based on what is said. 
  Have the gang members respond as 
  appropriate. The team only has three 
  intervals before the gangers lose their 
  patience, open the doors and attack.
  Gang Knowledge
  If the players manage to avoid slaugh-
  tering Callin and Rebexa, they can learn 
  a few key facts:
   
  � “It all started last night. We had just 
  finished up our repairs for the day and 
  were unloading supplies from a raid 
  when we heard Sully start screaming. 
  Me and a few others ran to see what 
  was going on, and he was being eviscer-
  ated, swarmed by these... things. They 
  were like huge insects. We held them 
  off as best we could, but the damn 
  things just kept coming. Eventually we 
  were overwhelmed. Killer and I were 
  the only ones who made it.”
   
  � “We knew you were coming because 
  we have two cams working: One near 
  where you parked your rover, and one in 
  the hall outside.” At this point they will 
  show the camera feed on a terminal to 
  demonstrate (see Fight or Flight below).
  Fight or Flight 
  Regardless of whether the remaining 
  gangers live or die, inside the control room 
  a terminal will be visible. On the screen it 
  displays a security feed of the surface near 
  the ruined colony. The display is grainy 
  and the resolution isn’t very good, but 
  the team’s rover can clearly be seen in one 
  corner of the display. Meanwhile, several 
  human-sized insectoid creatures are in 
  the process of attacking the rover’s body, 
  tearing up metal with their mandibles. 
  One of the creatures raises its head and 
  lets out a hiss before leading several back 
  towards the colony. One remains and 
  continues attacking the rover.
  The team needs to act. If they wait 
  too long, their rover and the gang’s rover 
  will both be torn apart and they will be 
  stranded. These creatures are capable of 
  operating the motion-sensitive airlocks 
  and cycling into the heated structure and 
  tunnels. After all, they’ve already killed 
  several gangers there. If the team waits 
  too long, the jangors will find them.
  Fight
  There are a number of jangors equal to 
  the number of PCs + 2. Two of these are 
  actively engaged in attacking the vehicles, 
  the others are headed toward the heated 
  structure where they will make their way 
  into the colony, down into the tunnels 
  and toward the storage room. The jangors 
  will attack on sight and fight until their 
  Wound threshold has been reached.
  If they reach the storage room, the 
  chemical leaking there will drive them 
  into a killing frenzy, and each of the 
  Jangors
  For more on jangors, the bioengi-
  neered beasts of Mars, see page 215 of 
  the Shadows Over Sol core rulebook.
  
  29
  exposed jangors will gain the following 
  trait for the duration of the encounter: 
  Chemical Frenzy: Anytime the jangor 
  misses with an attack, as a reaction it may 
  spend an AP to attack the same target 
  again. If this subsequent attack hits, treat 
  its damage as one suit lower than normal.
  Flight
  Fleeing the colony on foot is a poor 
  idea, as it leaves the players in the 
  Martian outback, hundreds of kilo-
  meters from civilization, with limited 
  air supplies and limited water. Fleeing 
  in one of the rovers is a more sensible 
  idea. Doing this, however, requires both 
  making it to a rover and then distracting 
  the attacking jangor long enough to get 
  inside, start the vehicle and drive away.
   
  � Outrunning a jangor is a Spd/athletics 
  vs. the jangor’s Spd/athletics (total +6) 
  flip. Remember to apply the player’s 
  vac suit’s Bulky property to this action.
   
  � Any gunfire will be clearly audible and 
  may send other jangors running in that 
  direction, eager to join the fight.
   
  � The damage the rover has received will 
  give a -2 penalty to all vehicles flips 
  until the damage can be repaired.
  The Surviving Gang
  If the two surviving members of 
  the gang are still alive, the players can 
  decide what to do with them when 
  the jangors attack. If left to their own 
  devices, the two gangers will make a 
  run for their rover. There they will 
  confront the jangor pulling it apart. 
  The PCs may hear the sound of their 
  gunfire in the ensuring fight.
  
  30
  Aftermath
  After the players survive or escape, 
  there is little to do in this scenario other 
  than to return to Chi Chen and report 
  back to Operator One. Still, depending 
  on player actions, there may be a few 
  loose ends that need to be addressed.
  Looting the Colony
  There is not a ton in the colony to loot, 
  aside from some rifles on the dead gang 
  members, ration bars and a lot of stolen 
  construction equipment. Selling off this 
  entire lot will generate a single Income 9 
  payment. If the PCs managed to salvage 
  the gang’s banged-up rover, it will be 
  worth an additional Income 8 payment.
  Jenseitech Troops
  If the team provoked a fight with the 
  Jenseitech troops, these troops may be 
  lying in wait to ambush the team on their 
  return trip. Alternatively, the troops may 
  have tracked the team to the ruins of Vidhi 
  Colony, and will either attack as the team 
  leaves the ruins or will simply search the 
  ruins afterward, locating the chemicals.
  Terraforming Platform
  If the team didn’t respond to the 
  distress call from the terraforming 
  platform, they may do so on the return 
  trip (see Infestation on page 22). If they 
  have waited this long, however, Gary will 
  be dead when the players arrive.
  Surviving Gang
  The Rakhimov Syndicate want to be 
  rid of the gang for good. Leaving two 
  surviving members camped out at the 
  colony isn’t good enough. If the PCs 
  don’t run them out or kill them, the 
  Syndicate will be very upset when they 
  come to reclaim the chemicals.
  Stolen Chemicals
  If the players took, ruined or damaged 
  the Jenseitech chemicals, the Rakhimov 
  Syndicate will be pissed. Operator One 
  may offer to buy the chemicals off the 
  players for an Income 8 payment. If this 
  fails, however, it will put the team on the 
  top of Operator One’s hit list. They have 
  made a powerful enemy.
  
  31
  Operator One
  When the players contact Operator 
  One to notify him that the job is 
  complete, they will quickly get a 
  response telling them that a time and 
  place for the payment will be forth-
  coming, as the results of the job are 
  verified. Meanwhile, the Rakhimov 
  Syndicate will use leased time on 
  a civilian satellite to observe Vidhi 
  Colony for gang activity. If they don’t 
  see any after a few days, Operator One 
  will meet the team in Chi Chen to hand 
  over a chip with the promised payment.
  To Be 
  Continued...?
  Although the scenario concludes at 
  this point, there are several potential 
  avenues for the players to follow, which 
  might open up new adventures or lead 
  into a broader campaign.
   
  � If the players successfully navigated 
  the scenario without angering the 
  Rakhimov Syndicate, Operator One 
  may be impressed with their perfor-
  mance. He might become a regular 
  patron of the group, hiring them to 
  undertake any number of missions. 
  They may even be asked to join the 
  Syndicate itself.
   
  � Alternatively, Operator One 
  might see the team as a useful 
  outside tool in orchestrating 
  a takover of the Syndicate 
  from its current leader, 
  Andrei Rakhimov (see 
  page 7). The players might find them-
  selves as unwitting pawns in a gang war.
   
  � Should the player characters have 
  intervened in the arms deal and Lisa 
  survived, she may want to make a hit 
  on the team in order to save face. This 
  is especially the case if the team’s asso-
  ciation with the Rakhimov Syndicate 
  becomes known.
   
  � If the players successfully saved Gary 
  from the terraforming platform, he 
  will feel that he owes them a major 
  favor. He might provide them a place 
  to lay low in the Martian outback 
  when things get rough, or maybe he 
  has access to restricted supplies used 
  in the terraforming process, which 
  the PCs need.
   
  � Jenseitech can be very secretive about 
  its research projects, and the project 
  that developed the stolen chemicals is 
  one such initiative. The corp doesn’t 
  want outsiders knowing about the 
  potential capabilities of the chemical. 
  This includes both the Rakhimov 
  goons that stole the chemical, and 
  the players who may have retrieved it. 
  When the Rakhimov goons are found 
  dead, it may only be a matter of time 
  before Jenseitech comes for the team!
  The Sol system is filled with horror, 
  darkness and adventure—just make sure 
  you are brave or foolish enough to 
  face it when it emerges 
  from the shadows!
  
  3
  
SOURCE: textdata/thevault/Shadows Over Sol/Shadows Over Sol - Eviction Notice.pdf