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Its a Milk Run...

Honestly
An Alpha Omega Adventure
Story by:
David Carter and Gaston J. Belanger

Contributing Authors:
Earl Fischl

Its a Milk Run Cover Design:


Sam Royama

Honestly Art Direction:


David Carter, Earl Fischl and Gaston J. Belanger

Interior Artists:
Written by: Aaron Panagos and Matt Bradbury
Gaston J. Belanger & David Carter Cartography:
Gaston J. Belanger

Editors:
Earl Fischl and David Carter
Welcome to Milk Run, a short adventure set in
the exciting world of Alpha Omega. Book Design and Layout:
Milk Run is a fitting introduction to the Alpha Sam Royama
Omega (AO) Roleplaying Game. It offers players a simple
mission accompanied by an intriguing subplot and back- Join the Alpha Omega Community at:
ground story perfect for developing additional adventures or www.alphaomegathegame.com
expanding this one.
Milk Run is designed to be played in one or two game Visit us online at:
sessions by four players and is suitable for both experienced www.mindstormlabs.com
and novice gamers. Suggestions are given throughout to Royama Design can be found at:
help you manage time and increase or decrease the difficulty www.royamadesign.com
depending on how things are going. Further to this point, if
you are using more than four players it is strongly advised
that the number of monsters and adversaries being encoun-
Copyright 2008 Mind Storm Labs LLC. All rights reserved.
tered be increased accordingly.
Alpha Omega: The Beginning and the End and the 6-6
System are used under license from Necrosi Labs LLC.

Alpha Omega: The Beginning and the End and the 6-6
System and their respective logos are trademarks of Necrosi
Labs LLC in the U.S.A. and other countries.

This is a work of fiction and is intended for entertainment


purposes only. Any similarity to persons, organizations,
places or events is purely coincidental.
What You Need To Play Character Advancement
Players should be rewarded for their efforts for
Players These sections are meant to be read aloud by the GM. They set the
completing this adventure. As described in section
This adventure is designed to be run by a Game 8.1 Awarding CDP of the Core Rulebook, play- scene, describe important characters or events and are meant to save
Moderator (GM) playing with four Player ers earn CDP for overcoming obstacles, solving the GM the time of preparing their own descriptive material.
Characters (PCs), each one built with between 500 problems, achieving goals, etc. It is entirely up to GMs, feel free to alter or create your own versions of these sections
700 CDPs. At least two of these characters primary the GM how many CDP are distributed to players as you see fit, customizing the story and level of detail to suit your
orientation should be combat since there will be a based on how quickly s/he desires them to advance. game. There is a lot more information available than what appears
great deal of fighting before this Adventure is over. The following are a few suggested values: in the GM Read Aloud box and not everything the players and their
Materials characters need to know appears in these boxes. GMs should prepare
200 CDP for successfully acquiring the case their own sections to be read out loud before hand or improvise
At least one copy of the Alpha Omega Core and returning it depending on their style of play and preference.
Rulebook
50 CDP for good Role-playing (did the player
A PC for every player, whether it is one of portray their characters well?)
the pre-generated characters contained in
50 CDP for a particularly cunning or outra-
this module or a copy of the Alpha Omega
geous plan (whether it worked or not)
Character Sheet for each player and time These sections provide GMs with a quick look at any mechanics,
enough to create their own character rules, stats, etc. relevant to the action at hand. They also provide
An eraser Headings GMs with the AO Core Rulebook Section number to make referenc-
A calculator (helpful but not necessary) Throughout the following pages you will see a hand- ing the AO Core Rulebook even easier. It is always a good idea to not
ful of specific headings and callout boxes. Each one only be familiar with the rules of AO, but keep your copy of the Core
Some scrap paper (graph paper is great)
serves a special purpose and has been designed to Rulebook handy.
A pencil for each player
make running this adventure as easy as possible. Remember, Skills can be used untrained, so any time a Skill Success
At least one of each of the following die There are three particularly important headings:
types (two to three of each is ideal) Check is called for and the PCs have no Ranks in that Skill, they can
roll the Associated Qualitys Dice Pool in an attempt nonetheless.
4-sided (d4)
6-sided (d6) Difficulty Ratings (DRs)
8-sided (d8) If you are running this adventure with less than five players or with
players who are new to role-playing games, feel free to reduce the
10-sided (d10)
listed DRs for Skill and Quality Checks by a few points to give your
12-sided (d12) players a bit of an edge. For example, reduce DRs of 22 to 18. If you
20-sided (d20) have five or more players, or your players are experienced gamers,
Alpha Omega Game Moderators Screen likely to come up with clever solutions on the fly there is no need to
(helpful but not necessary). A temporary reduce the DRs
GM Screen can be found at:
www.mindstormlabs.com
Alpha Omega Game Tokens. These make
combat significantly easier to manage and These sections contain special information for the GM like
can be downloaded at: background story, subplots, etc. and are designed to enrich your sto-
www.mindstormlabs.com rytelling and gaming experience. Elements from these sections are
often great additions to your own GM Read Aloud sections.

A l p ha O me g a M il k R u n
1 . 1 I n t rod u c t io n

Physical Dimensions Vitals Core Qualities


Height 1.7 m (5'8") Health Pool 25 Quality Score Dice Pool

Introduction Weight 74.8 kg (165 lb) Endurance Pool 28 Strength 13 6d4

1.1 Active Segments 3, 6 Agility 12 6d4


Conditioning 12 6d4
A very nervous businessman contracts Geoff Brandenburgh Vitality 13 6d4
the PCs to go into a walled city in the middle of This is the businessman who wants to hire the PCs to recover Discipline 16 2d6,4d4
his property from the security firm in Madik. He claims to
the Wilds named Madik. Once there, he wants be an independent trader of bulk goods and some weapons Intelligence 17 2d6, 4d4
them to make their way to the headquarters (the inexpensive and hardy stuff). He stands about 5'9" with Charisma 16 2d6, 4d4
of a private security firm and penetrate their a light, almost wiry frame. He is starting to lose some of his Secondary Qualities
strawberry blonde hair but what he has left is very well taken
secure vault for the purposes of recover- care of. His eyes are a light hazel and very expressive when he Quality Score Dice Pool
ing an important package. Of course, in the wants them to be. Those who notice such things will see his Athleticism 13 6d4
world of Alpha Omega nothing is ever that nails are freshly manicured and his face freshly shaved. He Physical Acumen 12 6d4
simple. is well dressed but not opulently so, and the hard leather hip
holster that carries his pistol seems out of place compared to Fitness 13 6d4
Something very serious has happened the rest of the image he presents. Will 15 1d6, 5d4
in Madik. About four days ago a number of Wisdom 17 2d6, 4d4
distress beaconsmostly automatedema- Wit 17 2d6, 4d4
nated from the city. They all warned of great Presence 15 1d6, 5d4
danger while simultaneously begging for help, Tertiary Qualities
saying they were under some sort of massive Brandenburghs Secret
Mr. Brandenburgh is not who he says he is. His real name is Jason Quality Score Dice Pool
attack. In the last three days no communication of
Xavier, and while some of his story is true, a great deal of it is not. Physis 14
any kind has emerged from the city. Anyone sent
Reaction 15 1d6, 5d4
to investigate matters so far has not returned or Anyone who puts in the work to check Xaviers background by asking
Defense Rating 8
been heard from. around town or jumping on the Net will discover not only his real
Armor
Rumor has it that The Evryn name, but also that he has spent the last nine months in an Evryn
Sovereignty Detention Facility for aiding and abetting a known Damage Type Thr Res
Sovereignty, a nearby arcology and trading
felonone Michael Barnes, a former employee with Promethion High Vel. Kinetic 0 2
partner of Madiks has decided to mobilize
Corporation. Indeed the very same investigation reveals that Mr. Melee Kinetic 1 2
elements of their military to investigate and,
Xavier himself worked at PromethionWeapons Research and Energy 0 2
if necessary, render assistance in Madiks time
of need. The businessman who wants to hire Field & Skill Ranks | Development Divisionuntil he was summarily dismissed for rea- Chemical 1 2
the PCs is very nervous about this, believ- Law (3), Barter (4), Read sons not made all that clear in what the PCs can dig up themselves. Void 0 2
ing that if Evryns army gets there first his People (4), Coercion (2), Bluff (3), GMs should feel free to reveal as much or as little of this information Alpha 0 0
Intimidation (2), Negotiation (2), Omega 0 0
very important package will be impossible to depending on how thoroughly the PCs investigate and how much of
Manipulation (4), Vehicle Movement Rates
recover. the curtain you want to draw back.
Systems (2), Operate Vehicle (2),

M-Run
Aircraft (4), Deceive (3), Pistols

Sprint
Climb
Crawl
Swim

Walk
Run

Fly
and SMGs (3)

Supporting Cast Equipment | Armored VIP


1 2 2 2 2 3 6

1.2 Clothing
Attacks
Milk Run features some interesting Non- Max Range Max. Min. Range
Type Dice Pool Damage Exertion
Player Characters (NPCs). Attacks Rating Range Range Penalty
Unarmed 6d4 1d4+1 4 5 1 SIM
CDEM 66 Pisol 6d4 1d8+1 7/4 3/4 1 24 SIM

A l p ha O me g a M il k R u n
1 . 2 S u p p or t i n g C as t

Core Qualities Vitals Physical Dimensions Physical Dimensions Vitals Core Qualities
Quality Score Dice Pool Health Pool 39 Height 2.0 m (6'8") Height 1.7 m (5'5") Health Pool 22 Quality Score Dice Pool
Strength 22 5d6, 1d4 Endurance Pool 37 Weight 117.9 kg (260 lb) Weight 63.5 kg (140 lb) Endurance Pool 26 Strength 12 6d4
Agility 16 2d6, 4d4 Active Segments 3, 6 Active Segments 3, 6 Agility 10 5d4
Conditioning 19 3d6, 3d4 Stanley Viznesski Conditioning 10 5d4
Vitality 20 4d6, 2d4 Markus Vitality 12 6d4
Mr. Viznesski, who prefers to be known sim-
Discipline 18 3d6, 3d4 A Lesser Grigori, Markus stands ply as Stan, works for Mr. Brandenburgh as a Discipline 16 2d6, 4d4
nearly 7' tall. Brandenburgh ground vehicle pilot and mechanic. He is a
Intelligence 13 6d4 employs him as a bodyguard Intelligence 16 2d6, 4d4
fireplug of a man with a stocky build and
Charisma 14 1d6,5d4 and general muscle. His build grease stained clothing. He is at least Charisma 14 1d6, 5d4
Secondary Qualities is athletic rather than muscle- ten years older than Brandenburg and Secondary Qualities
bound and he moves with likely older still than Markus. His age is
Quality Score Dice Pool fluid grace. His auburn Quality Score Dice Pool
evident in the amount of grey streak-
Athleticism 19 3d6, 3d4 hair is cut very short in ing his otherwise jet black hair and the Athleticism 11 5d4
Physical Acumen 18 3d6, 3d4 a military style, which crows feet at the corners of his dark Physical Acumen 10 5d4
does nothing to soften the brown eyes.
Fitness 20 4d6, 2d4 sharpness of his features Fitness 11 5d4
Will 19 3d6,3d4 or blunt the prominence of Stan loves ground vehicles of all sorts, but Will 14 1d6, 5d4
Wisdom 16 2d6,4d4 his steel-grey eyes. his particular pride and joy is his Prowler Wisdom 16 2d6, 4d4
ATV. He works on it constantly, fine-tun-
Wit 14 1d6,5d4 Markus is not a genial fellow. ing and adjusting its systems out of pure Wit 15 1d6, 5d4
Presence 18 3d6,3d4 He interacts with others only adoration. No one drives his Prowler but Presence 13 6d4
when he needs to, preferring him. No one repairs it but him and if
Tertiary Qualities to be left alone. Attempts to Tertiary Qualities
he had his way no one would ride in it
Quality Score Dice Pool start a conversation with him but him. Any time there is a lull in the
Quality Score Dice Pool
Physis 17 about anything other than action, Stan can be found tinkering Physis 13
the mission will be met with something or other on the
Reaction 17 2d6,4d4 with sullen silence.
Reaction 14 1d6, 5d4
Prowler.
Defense Rating 9 Especially perceptive Defense Rating 7
Armor characters will notice While he is a fair shot with light Armor
that Markus does not Field & Skill Ranks | firearms like pistols and submachine
Damage Type Thr Res really like Brandenburgh Law (3), Detection (3), Mechanical guns (SMGs), Stan is by no means Damage Type Thr Res
Field & Skill Ranks |
High Vel. Kinetic 1 4 very much. That being the Military Theory (2), Tactics (2), Technologies (8), Operate much of a fighter. If he has to attack, High Vel. Kinetic 1 3
Melee Kinetic 1 3 case, it seems odd the Lesser Vehicle (2), Ground Vehicles (7), he prefers to do it with weapons Melee Kinetic 1 3
Leadership (2), History (3),
Grigori continues to work Small Arms (2), Pistols and mounted on a vehicle, or better yet,
Energy 0 3 Orienteering (2), Detection (3), Energy 0 2
for him. Attempts to broach SMGs (3), Vehicle Systems (3) with the vehicle itself.
Chemical 1 2 that topic do not yield any Intimidation (3), Gather Chemical 0 2
Information (4), Street Smarts (3), Normally not given to conversa-
Void 0 0 results either. Whatever he Equipment | Armored Void 0 0
One-Handed Melee (3), Unarmed tion, Stan can be persuaded to talk
Alpha 0 0 thinks of his boss, Markus Vest, Repair Kit, Flashlight, Alpha 0 0
provided one begins with the right
serves him faithfully and Melee (4), Grapple (2), Ground
Omega 0 0 3 Lightsticks, Sleeping Bag, topichis Prowler. From there, if you Omega 0 0
will entertain no ideas to the Vehicles (2), Stealth (2), Defeat
Hazardous Environment Tent are gentle about it, you can get him
Movement Rates contrary. Security (3), Explosives (3), Small to talk about anything he knows. The
Movement Rates
Arms (2), Pistols and SMGS (3) sad part is that Stan really doesnt know much of anything.
M-Run

M-Run
Sprint

Sprint
Climb

Climb
Crawl

Crawl
Swim

Swim
Walk

Walk
He has worked for Brandenburgh nearly ten years but only
Run

Run
Fly

Fly
Equipment | Micro-paste as a driver. He does not ask about his boss business deal-
2 2 3 3 3 4 8 Explosives (2 Uses), Light Armor ings and frankly really does not want to know. So long as he 1 2 2 2 2 3 6
gets paid on time and can drive for a living, he is happy.

Attacks Attacks
Max Range Max. Min. Range Max Range Max. Min. Range
Type Dice Pool Damage Exertion Type Dice Pool Damage Exertion
Attacks Rating Range Range Penalty Attacks Rating Range Range Penalty
Unarmed 3d6, 3d4 1d4+2 4 5 1 SIM Unarmed 5d4 1d4 4 5 1 SIM
Raust Intruder 3d6, 3d4 3d6 5 2 1 24 SIM Mantis Eagle XXV 5d4 3d6-1 7 3 1 30 SIM

A l p ha O me g a M il k R u n
1 . 3 S e t t i n g t he S ce n e : Far t hi n g t o n

Setting the Scene: the most. Their allegiance can, and often does
switch back and forth between the municipal poli-
Millies Roadhouse
Farthington ticians and the criminal families in Farthington.
1.4
1.3 Ordinary folk who want justice also have to pay for Whether you have been traveling across
it, making the Roughnecks nothing more than a the Freezones or are coming from just up the block,
The PCs begin this adventure in a place
legitimate protection racket. Worse yet, if the per- if you want a taste of home cookin, Millies is the
called Farthington. How they get there is entirely
petrator of a crime can pay more than the victim place for you. At least that is what it says on the
up to the GM. Their last adventure may have ended
in bribe money, no action is taken against them. dirty sign outside.
there. They may have been traveling to some place
About the only thing the Roughnecks will not toler- About fifteen years ago, a mercenary and
entirely different and stopped for supplies. The pos-
ate is vigilantism. After all, if citizens could mete bounty hunter named Millicent Henry decided
sibilities are endless.
out their own justice what would they need a sheriff she had had enough of being shot at for a living.
Farthington was built on the ruins of the
and his goons for? Realizing that merchants usually lived longer than
city of Atlanta in the former American state of
A wide variety of goods and services mercenaries did, she decided to take her savings
Georgia and is a Freezone town on the rise. About
to suit many tastes and needs can be found in and go into a different business. Displaying a rare
5,000 people make their permanent home there
Farthington. Only truly high-end consumer goods insight into the future needs of Farthington she
with another 2,500, or so, travelers making their
normally found in the most advanced Arcologies bought an old, run-down storefront near the edge
way through town on any given day. This constant
are missing here. The only catch is that prices are of town and turned it into a massive diner and pub-
influx of new people brings trade, legitimate and
somewhat inflated. Almost everything for sale in lic house.
otherwise. If it were not for the rampant corruption
Farthingtons shops and markets costs 25% more Since then Millies has become something
that plagues the town, Farthington could become a
than it normally would. of a landmark in Farthington, attracting all sorts
truly great community.
Farthingtons people suffer under the yoke of clientele. Everyone who can afford something is
of organized crime and politicians whose ethics welcome, and because Millie is a generous woman
are so utterly rotten that it is sometimes impos- at heart, even those who cannot afford anything are
sible to tell the two groups apart. To get anything Extra Action usually welcome. It is not uncommon to find dust-
done in Farthington you have to grease the palms Those buying or selling weapons or especially expensive items can caked, battle-armored bikers eating side by side
of a dozen different individuals. Everyones hand draw attention, as will anyone who looks like they have a lot of with well appointed Freezone tourists. The diverse
is out, everyone is on the take and by the time they money to spend. If the PCs make purchases that suggest they are clientele is also responsible for the surprising vari-
have all had their taste, those who work for a living dangerous, they can expect to be watched very carefully by either ety of items on the menu. Whether it is a healthy
often barely scrape by. a Roughneck or someone working for them. If PCs throw a lot of julienne salad with home-made balsamic vinai-
There is no point going to the local authori- money around they could, at the GMs discretion, attract atten- grette dressing on the side, or franksnbeans with
ties, they are just as bad, if not worse than the tion from those who want to take the rest of their Trust from them. corn-bread, you can get it at the Roadhouse. All you
Perhaps they could be attacked by a few Gang Members as per sec- have to do is ask.
criminals and corrupt politicians in charge. The
tion 10.3.2 of the Core Rulebook Even though she can afford to have some-
local peace is kept by a sheriff who oversees a police
force made up of a dozen fulltime deputies and one else handle the day to day operations of the
about 80 volunteers. Actually, police force is a Roadhouse, Millie takes an active hand in every-
misnomer. These Roughnecks, as they call them- thing. It is not uncommon to have her cook your
selvesidentifiable by jet black neck-scarves they food, serve it to you or both.
wear constantly even when not on dutyare little Despite making the transition from war-
more than a gang in service to whomever can pay rior to entrepreneur, Millie does not tolerate any

A l p ha O me g a M il k R u n
1 . 4 M illie s R oadho u se

nonsense in her place. You want to come, eat, have Roadhouses reputation know it is a perfect neutral replacement, Stan, who offers them the meeting with Brandenburgh
some beer and maybe play a little punch for punch ground for such a meeting. If the PCs do not speak in the same way Markus would have. However, this time the PCs
while singing dirty songs? No problem. In Millies with Markus in the streets, then the GM should should be reminded that they might be missing out on a lucrative
mind, hard working folks need eats and to let off suggest that Millies is a great place to eat well on business opportunity and that killing the locals is going to do them
some steam. Anything less wholesome than that the cheap or that it may be a good place to seek more harm than good in very short order.
and youll end up out on your ear. Most of the time employment. Finally, the local law enforcement becomes aware of the PCs as pos-
it will be Millie herself (and her shotgun) doing Once the PCs arrive at Millies Markus sible troublemakers in the community and attempts to take them
the bouncing. Sometimes other patrons will help approaches them quietly and tells them his in for questioning and eventually attempts to force them out of
out too. Whatever the case, troublemakers arent employer would like to speak to them. Farthington by what ever means are necessary.
welcome. As an important note, when Markus is
in the street, he will be more than willing to say When the PCs agree to speak with Markus
his boss wants to offer the PCs work, but if the employer, he leads them to a large, out of the way

The Offer first time they meet or speak to each other is at booth isolated from the rest of the patrons by
the Roadhouse, he will not mention employment, several empty tables. After a terse introduction,
1.5 just that Brandenburgh wants a word with them Brandenburgh re-introduces himself and warmly
and that they should not say No to a man like offers the PCs a seat at the booth. Stan is not there,
As the PCs move about the town they may
Brandenburgh. only Markus and Brandenburgh. Describe Brandenburgh
notice a large man (Markus) quietly following and
to the PCs.
watching them.
Brandenburgh offers to treat the PCs to a
meal and/or a drink on him. As they enjoy his gra-
tuity he makes small talk, asking benign questions
If the Meeting Goes Bad about their background, skills etc. Brandenburgh is
Detecting Markus If the PCs are extremely confrontational when they approach Markus
not really listening to their answers. He is actually
Have the PCs make periodic Detection Skill Success Checks against or deal with him in the street, he will try to turn his back, walk away
attempting to loosen the PCs up so he can better
and try again later, perhaps bringing a little extra muscle or offering
DR20. A successful Check spots Markus lurking nearby, obviously judge them. The PCs may pick up on this if they pay
the PCs a small amount of Trust in order to meet with Brandenburgh.
with his eye on the PCs. close attention or attempt to read him. See below
In truth, this scenario is actually very unlikely since Markus is not eas-
See Section 7.4.2 of the Core Rulebook for more on Skill Checks. ily offended or intimidated. Indeed he is looking for someone with for more on Reading Brandenburgh.
some spirit to help get the job done and a little bravado never hurts He must like what he sees because as soon as
If they realize they are being followed, what they in his opinion. If the PCs put their hands on him or draw weapons, the PCs stop eating and/or drinking, he makes the
do about it is entirely up to them. If they ignore the he will fight them as best he can; trying to run if the opportunity following pitch:
fellow or fail to notice him he will not hurt them, presents itself.
he simply waits for a chance to approach the PCs If he is killed, no one in the community will care and the PCs can grab
quietly and offer them work. If the PCs approach whatever he his carrying at the time of his unfortunate demise. In
Markus carefully, he will make the offer of employ- this unfortunate instance, two things should happen.
The reason I asked Markus to bring you here is that I hope youll do
ment then rather than later. First, if Brandenburgh is some how made aware that the PCs are a little job for me. You see, theres a walled city a few hours away
If the PCs approach or are approached responsible for Markus death, he will endeavor to avoid any future by fast vehicle called Madik which is the home of Principal Security
by Markus in the streets of Farthington he sug- dealings with the PCs, but not before placing a moderate price on Incorporated, a small but skilled private firm that specializes in stor-
gests they meet their prospective employer at their heads with the Roughnecks. If Brandenburgh is not aware that ing and protecting valuables. About a year ago I entrusted them with
Millies. Those among the PCs who are aware of the the PCs are behind Markus death they are approached by Markus some important personal documentsmostly antique land titles

A l p ha O me g a M il k R u n
1 . 5 The O ffer

and deeds along with a sizeable number of Trust Notes. I figured Surprisingly, Brandenburgh will go as high as
theyd lock the items up safely and I would never have to worry 20,000T before deciding he cannot do business
about them again, but unfortunately I was wrongvery wrong. Reading Brandenburgh with the PCs. If he breaks off negotiations, the PCs
You may or may not have heard this already, but there is something Brandenburgh is not too difficult to read, but it does take some skill. can attempt to bring him back to the table.
very wrong going on in Madik. No one is precisely sure what it is, but Have any PCs attempting to read him or detect whether he is being
a few days back everyone within fifty clicks who had a radio could truthful make a Read People Skill Success Check against DR25.
pick up dozens and dozens of distress calls from that place. Each one See Section 7.4.2 of the Core Rulebook for more on Skill Checks.
was a little different but they all askedbegged for help, saying Negotiation Break Down
they were under some sort of attack. Soon after they started, the Depending on how well they do, the GM can pro- Have one of the PCs make a Wit Success Check against DR 8. If the
calls stopped. Three days went by and no one heard a word. All the vide hints or even explain outright that he is lying Check succeeds Brandenburgh returns to the table, but insists on
scouts and recon people sent in apparently never returned. about a few things. If the PCs succeed in reading negotiating the price no further. He will offer more up front, but that
There is an Arcology not far from Madik called The Evryn him, his body language gives him away. Successful is it.
Sovereignty. I heard they sent a high flying recon craft to scout PCs realize he is particularly uncomfortable when
talking about his supposed valuables and the Evryn See Section 7.1.2 of the Core Rulebook for more on Success Checks.
Madik from the air. He takes a deep breath and a long pull of his
drink before continuing; military. Brandenburgh attempts to hide his lies He offers the PCs each a Trust note or willingly
with even more untruths. What the PCs do with the transfers the funds to their accounts via his PID.
Whatever they saw must have really gotten them going because I knowledge that he is not telling them everything is
have it on good authority they are sending a massive expeditionary Oddly enough, the PCs get the sense that his will-
up to them. He really does not want the players to
force to Madik within two days to clean things up, secure the place ingness to pay them fair and square is the only
know much more than what he has told them and
and help anyone they find who needs it, and thats kind of a problem thing he is not lying about.
he will go to great lengths to conceal the complete
for me. truth, even offering higher payment for their dis- 3) The PCs may ask some probing questions.
I know soldiers, been around them all my life. I also have some expe- cretion and acceptance of the job and the risk of not a. If they ask why Brandenburgh needs them
rience with Evryn and when they go and help out its never for free. knowing absolutely everything. to come along when this is supposed to be a milk
They will scour the place and take anything valuable to offset the run, his response is that he isnt a soldier and nei-
2) If they want more Trust for the job, they
cost of the operation and then tell the survivors they rescue they can haggle with him. He is eager to get the job done, ther is Stan. When Markus finds the case his boss
should be happy to be alive. I cant have that happen to my valuables. and quickly, so he will be receptive to a higher price. valuables are in his instructions are to hold onto it
It would seriously hurt me. He pauses a minute, looking visibly no matter what. Since Markus only has two hands it
shaken at the thought, then puts on a smile and carries on; might help if there were a few more people around
So, what I need you folks to do is go with myself, Markus and Stan to help watch his back.
to liberate my stuff from the vault as fast as we can so we can dodge b. If the PCs asks how they are supposed
Negotiation with Brandenburgh to get into a secure corporate vault Brandenburgh
the Evryn Military. If you agree Ill pay you 5,000 Trust as a group, a
Use a simple opposed Negotiation Skill Success Check pitting the PC smiles mischievously and assures them that all has
thousand now and the rest when the materials are recovered safely.
attempting the negotiation against Brandenburgh to determine if he
Its a Milk RunHonestly. What do you say? been taken care of.
offers the PCs more Trust for the job.
c. Any other questions will either be met
Here is an opportunity for the PCs to do a few If the negotiating PC scores a higher total roll than Brandenburgh he with pat answers, skillful deflections or outright
things if they wish: offers them an additional 5,000T. If the PC scores significantly higher lies.
or continues the negotiation, attempting another roll, he offers the
1) If they suspect Brandenburgh is not tell-
PCs the maximum he can afford, 20,000T.
ing the truth, there are few ways they can learn for The PCs likely wont trust Brandenburgh but he
certain. See Sections 6.9.1 of the Core Rulebook for the Negotiation Skill, 7.1.4 for does seem to be honest enough to pay them.
more on Opposed Success Checks and 7.4.2 for more on Skill Checks.

A l p ha O me g a M il k R u n
1 . 6 S o I t s Ag reed The n ?

So its Agreed Then? The PCs are told that the trip will take about
an hour and a half, so they should make them-
1.6 selves comfortable. Actually getting comfortable As the Kestrel speeds away, you see that you have been deposited
If the PCs agree to help, they will be asked to is tough to do since the seats in the cargo pod are deep within a woodland, in a clearing near a large lake. Normally this
come to Bay 3 at the Farthington Shuttleport (about nothing more than webbing and straps. Still, its would be a seen of noteworthy beauty, but your suitors are uncon-
a 30 minute jaunt on foot from Millies Roadhouse) better than standing for the trip. cerned with such things and are distinctly aware of the dangerous
right away. Now that Brandenburgh has a team, he During the flight Markus triple-checks his creatures that lurk in the Wilds. Stan uses the Navigation system on
is ready to go and he does not want to wait any lon- weapons and Stan can be heard muttering under board the Prowler to get his bearings before urging the vehicle out
his breath while tinkering with his Prowler. of the clearing and through the woods creating a makeshift path.
ger than he has to.
The vehicle rolls through the woods, the sound of branches hitting
The PCs can get away with delaying
the armored exterior is constant as is the low rumble of its powerful
their departure for about an hour with minimal
engine. The reinforced windows reveal little but plant life and trees
problems. This might be the best time to do a back- The Landing leaving you with the hope that Stan knows where he is going. The
ground check on Mr. Brandenburgh if they have 1.7 jostling movement of the vehicle is gentle For the most part, but the
the means to do so. If they want to use the advance occasional sudden drop or rise makes your stomach leap and tests
they were given, now is the best time for that too. About five minutes beforehand, the integrity of your safety harnesses.
If the PCs take too long, perhaps gathering equip- Brandenburgh warns the PCs over the intercom
that they will be touching down soon. This should The sound of Stans voice over the intercom is heard reminding every-
ment and supplies, he sends Markus after them and
one to keep their eyes open.
scolds them severely when they finally show up. be more than enough time for everyone to pile into
the Prowler and make sure they have everything
with them that they intend on taking.
The Kestrel LLS touches down briefly in
As an important note, depending on what time it is when the PCs a forested clearing several kilometers southeast
of Madik. The shuttle is on the ground only long Detection Check
accept the offer from Brandenburgh, most of this mission will take GMs should request a Detection Skill Check from all PCs against a
enough to disgorge the Prowler and then it is back
place in the late evening or at night. If that is the case, it might be a DR of 15. Those who are successful spot the massive form of a Bull
in the air.
good idea to suggest to the PCs that they pick up some night vision Charger heading directly for the right side of the Prowler.
equipment if they are not already so equipped.
If successful characters alert Stan, he may attempt an Advanced
Maneuver to quickly move the vehicle out of the path of the Charger
When the PCs arrive at the Shuttleports third
and into a copse of trees. It is assumed the vehicle is travelling at
bay, they see Markus checking his weapons, Stan Tactics
25% of its max speed while moving through the woods. This creates
checking his vehicle, a Prowler LX, and Geoff is For those who might know the difference, this is the kind of landing
A Maneuver Rating of 12, however the Prowlers Handling Rating
busy doing a preflight check on the Kestrel LLS one employs when combat is expected at the landing zone. It is obvi-
ous that Brandenburgh is taking no chances with his own safety. of 3 reduces it to 9, making the DR of Stans corresponding Ground
Shuttle the PCs will use to travel most of the way to Vehicles Skill Check 25.
Madik. There is a large mixed cargo pod attached PCs with Ranks in the Military Theory Field or Tactics Skill should be
asked to make a Skill Check against DR15. If the Check succeeds, the See Section 7.4.2 of the Core Rulebook for more on Skill Checks.
to the shuttle which is where the PCs and the
PC recognizes the technique and realizes combat may be imminent.
Prowler will ride. When all preparations are fin- If Stan is successful, the group has a moment while
ished, Brandenburgh takes the pilots position in See Section 7.4.2 of the Core Rulebook for more on Skill Checks. the creature prepares another charge, Stan will
the Kestrel, clears its take-off with the control tower drop the ramp and yell for everyone to get out and
and has the team airborne in moments. kill the creature as he knows he cant outrun it in

A l p ha O me g a M il k R u n
1 . 7 The L a n di n g

Eventually the forest not only thins out


completely but the grass disappears, replaced by
low sand dunes. The Prowler handles the terrain
with ease, but it makes for a rather bumpy ride.

Approaching Madik
1.8
As the Prowler gets closer to Madik the
first thing that should strike the perceptive among
the group is how utterly dark it is. Most cities, even
the most primitive Freezone communities, are as
well lit at night as they can manage. Except for a
few flickering lights here and there, Madik is eerily
dark.
As the PCs near the city they hear the
sounds of terror and conflict echoing through the
night. When the PCs gets to within 200 meters
(218 yards), or so, of the front gates, Markus makes
a hand-sign to Stan, who stops the vehicle. Markus
the woods and it will eventually destroy his pre-
opens the gunners hatch on the roof of the vehicle
cious vehicle. Markus will immediately man the
and goes up to take a look.
Assault Support Gun on the roof.
This is one of the most used trade routes between Farthington and He does not say anything about what he sees
If the characters fail their Detection Check
Madik. We have to be careful since a lot of Centipedes and Connies other than, We can go in nor does he offer his
or Stan fails fis Ground Vehicles Skill Check, the come barreling through here and theyre usually not in any mood to binoculars to any of the PCs. If they happen to have
Prowler is struck on the right side by the Chargers stop or try and turn. Keep your eyes open okay? their own and can see long distances in the dark
Bull Charge (see Creature description at the back of
they will see that the gates are wide open and the
the module) knocking it heavily to one side, causing Twenty minutes later, the PCs begin to notice the
guard towers are empty, a definite sign that some-
the vehicle to lurch wildly before Stan recovers and forest thinning out. Minutes later, they reach the
thing is wrong. All walled cities strictly control who
moves the vehicle into a thicker part of the woods, forests edge and can see Madik plainly in the dis-
can and cannot enter and that means vigilantly
drops the ramp and yells for everyone to get out and tancea large dark shape standing out against the
defending their gates. If such controls are missing
kill the creature. rapidly dimming light. As soon as Stan clears the
who knows what else has gone awry? If the PCs are
COMBAT (1 Bull Charger) See Bull Charger Statistics in tree line he kills the vehicles lights. Only those
unable to see the gates under these conditions they
Creatures section of the module. with low-light vision capability, which includes
do not notice how easy it is to get into Madik until
Stan, will be able to see much. Anyone who asks
About two kilometers (1.2 miles) from the drop Markus tells Stan to head into the city and he drives
why he shut the lights off will be told that it is
point, the Prowler comes to an intersection. Stan in without challenge.
much harder to hit a target when it isnt lit up like
turns the vehicle right and in a rare display of talk-
an Arcology shopping mall.
ativeness announces:

A l p ha O me g a M il k R u n
1 . 9 I n side t he Walls

Inside the Walls Directly through the front doors is the


lobby of the building. As corporate lob-
1.9 bies go, this is not too remarkable. A large
Perceptive characters will receptionists desk with marble paneling
notice the look of relief that passes between and a public directory on the front sits in
Markus and Stan as they move through the rooms center. A number of comfortable
the citys gates. Shortly afterwards Markus chairs face it along the rooms outer walls. A
produces a GPS sensor keyed to a locator massive armored door waits directly behind
beacon in Brandenburghs case. He uses the the receptionists deskthe only way into
device to direct Stan to the head office of the secure part of the building. There is a
Principal Security. As they travel through palm scanner on the wall, slightly to the
the streets of Madik the PCs see nothing doors right. As the group approaches the
but wholesale chaos. Everywhere they look door a gentle, electronic voice asks them to
something is broken or someone is dead. Please place your palm on the scanner for
Before the PCs have much time to identity verification.
dwell on what they see, the Prowler skids Once again, allow PCs with appro-
to a halt across the street from a ten storey priate Skill(s) to attempt to defeat the doors
office building whose outside seems made locking mechanism.
entirely of glass. Markus hops out and tells
the PCs to do likewise and make sure they
have all the gear they need with them.
Defeat Security
PCs with Ranks in the Defeat Security Skill may attempt to
Into Principal by-pass the doors lock by making a successful Skill Check

Security against DR35.

1.10 See Section 7.4.2 of the Core Rulebook for more on Skill
Checks.
The front doors to the building are
magnetically locked. Allow PCs with appro- If they are unable to do so read the
priate Skill(s) to attempt to defeat the doors following:
If they are unable to, read the following:
locking mechanism.

Markus snorts as he pushes past you, and proceeds to pour the rest
No problem! growls Markus, reaching into a shoulder bag from
Defeat Security of his acid onto the device. It shorts, sparks and a loud Ka-chunk
which he produces a container with the words DANGER! ACID!
PCs with Ranks in the Defeat Security Skill or Electronics may sound of security bolts retracting can be heard emanating from
HANDLE WITH CARE! written on the side. Very gingerly he opens
attempt to by-pass the doors lock by making a successful Skill Check inside the door.
the containers spout and pours the clear liquid onto the doors
against DR30. lock-plate. Immediately a loud hissing can be heard and in seconds
See Section 7.4.2 of the Core Rulebook for more on Skill Checks. Markus is able to push the doors open.

A l p ha O me g a M il k R u n
1 . 1 0 I n t o Pri n ci pal S ec u ri t y

On the other side of the heavy door is a small cham- ful whoosh of air that rocks you on your feet. Even Markus has to what is left of a light armored vest, which only prolonged the inevi-
ber occupied by an empty sentry post, a pair of work to keep his footing. table when faced with the withering fire of the sentry guns.
elevators which do not appear to be working and
a set of stairs leading up and down. Scanning the When the PCs steps inside the vault they are
room quickly, Markus realizes the elevator is not greeted by the high pitched whine of servos. They
working and immediately heads down the stairs look up to see two very heavy, very nasty looking
calling out for the rest of the PCs to follow him. automated sentry guns descend from their rest Friendly Fire?
Assuming everyone heads downward fol- points in the vaults ceiling. PCs interested in precisely why the vaults sentry guns would open
lowing Markus, they pass four underground floors A harsh mechanical voice announces with- fire on a Principal employee can do some quick investigating. Roll an
before reaching the lowest basement of the building. out preamble Negative Transponder Detection! Electronics Skill Check against DR15.
Once there they are confronted by another empty Open Fire!. These weapons are heavy machine-
sentry post and an even larger armored door keyed guns of high caliber and when they hear the heavy If they succeed in their efforts they notice that the
to a retinal scanner. Once again, allow PCs with clik-CLACK sound of the guns preparing to fire it transponder Tolliver was carrying had depleted its
appropriate Skill(s) to attempt to by-pass the doors certainly seems like the end for the PCs battery and shut itself off. It is likely that the chaos
security mechanism. But the weapons are out of ammunition. which overran the city in the last few days may
They continue to track the PCs as they move about have caused the now dead guard forget to check the
the vault, but they are completely harmless. It battery life in his transponder or perhaps he was
might seem odd that the weapons responsible for simply sloppy. Whatever the case, it cost him his
protecting Principal Securitys vault from intruders life but ironically saved the lives of the PCs.
Defeat Security would be empty, but the reason makes itself evident
PCs with Ranks in the Defeat Security Skill may attempt to by-pass soon enough.
the doors lock by making a successful Skill Check against DR30. The bullet-torn corpse of a Principal Security
See Section 7.4.2 of the Core Rulebook for more on Skill Checks. Guard slumped forward over the desk he worked at
The bullet-riddled monitoring station sits on the left hand side of the
sits silently on the rooms east side. There are doz- vault as you walk in the door. The other three walls are lined with
If they are unable to, read the following: ens of destroyed monitors spread out in front of his lockers and safety deposit boxes of various sizes. In all there are 200
body, all covered in the blackening splatter of his storage areas here. Markus does a quick survey of the numbers until
blood and laced with bullet holes, apparently from he finds locker #142. He then takes the dead guards magnetic swipe
the sentry guns designed to protect this room. The card and produces one of his own. There are two card swipes, one on
Rather than hit this one with more acid, Markus reaches into a monitors are obviously linked to cameras through- either side of the locker door. He swipes both cards at the same time
padded pocket inside his jacket and produces a small jar made of out the building. The desk is also riddled with and a pleasant tone sounds as the locks retract and the door pops
heavy duty polymer and re-enforced with an alloy frame. The jar is jagged holes and covered in congealed blood. open. The locker isnt very big, just enough capacity to hold a large
transparent and those of you nearby can clearly see it contains two briefcase made of heavy duty alloy with a chain and single handcuff
eyeballstwo human eyeballs. He smiles mischievously before attached to it. Markus immediately removes the case and snaps the
opening the jar, pulling the eyes gingerly from the stasis gel and cuff to his left wrist. Having done so he exclaims rather loudly, It is
gently holding them in front of the retinal scanner. time to gonow!
Examining the Guard
A pleasant female computer voice announces Retinal Scan If the PCs choose to examine the guard carefully they find his
Confirmed, Please Proceed. A series of heavy bolts can be heard magnetic swipe card and ID. It identifies him as Tolliver, Leonard.
retracting. Hydraulic motors whine loudly as they work against the Monitor Officer. He is armed with a loaded CDEM 32US pistol, 1
pressure seal on the vault door. A moment later it opens with a force- spare magazine of Standard 9mm Pistol ammunition and wears

A l p ha O me g a M il k R u n
1 . 1 1 A Possible T u r n i n g Poi n t

A Possible Turning through the doors, or use a crowbar to pop them open. Use 15 as the
base DR for any clever or resourceful attempts at opening lockers.
The Deal Is Off!
Point Do not be afraid to allow the PCs to open a significant number of the
1.13
1.11 lockers with a single Success Check to keep the story moving. The rest of this adventure assumes that
Markus might want to leave right away but the PCs leave the vault with Markus either imme-
he is standing in a vault full of, presumably valuable diately or after they have looted it. If Markus is
goods and the PCs might have other ideas. They killed and the case is taken, or if the PCs decide the
might also have ideas about the case itself. If they The Treasures of vaults contents are worth breaking their deal with
want to keep the case for themselves please see So
you want to keep the case below.
the Vault Brandenburg and letting Markus go on by him-

Markus is a big, hard fellow but he is not stu-


1.12 self for, Markus and Stans support is lost and they
set out to leave immediately. This turn of events
pid. He knows that he cannot take on all of the PCs The following is a rough table of the sorts changes the face of the adventure significantly.
by himself and he needs their help to get the job of objects that can be found in the vault. GMs have Such a change lies outside the scope of what is writ-
done. So he will grumble about it, but he is prepared a great deal of leeway when it comes to precisely ten here. GMs, what happens next is up to you. If
to let them stay a short time, but he really does not how valuable the find is. you are prepared to take the adventure in a new
have time for them to get greedy. If the PCs demand
1 Trust notes direction and allow the PCs to attempt their own
it, he allows them ten minutes to hack open a few
2 Cut gemstones escape from the city, so be it. If you would rather
lockers before calling Stan on the radio and explain-
the PCs stay on task with Markus and Stan you
ing to him that the PCs are wasting precious time 3 Precious metals
looting. Stan barks back, You have three minutes can attempt to sway them by reminding them that
4 Objects of art something did all the damage they saw coming in
to get up here I am leaving without youall of you!
By his tone it should be clear that he means it. 5 Titles and/or deeds to the citysomething presumably still in the city.
Even if the PCs think they can handle it, you should
6 Sensitive electronic data
further remind them that the Evryn military is
7 Expensive equipment already on its way and will most certainly not look
8 Weapons and/or armor kindly on those looting what they are on their way
Looting the Vault
to claim.
Breaking open the lockers can be done any number of ways. PCs with
appropriate Skill(s) like Defeat Security or Electronics, can attempt
to use skill to open the lockers. Skill Checks should be made against
DR50 to open one or more lockers. Preparations for the Vault Leaving Principal
Conversely, strong PCs may attempt to bash or pry open the lockers.
For simplicitys sake, allow anyone attempting to bash or pry open
GMs, it is a good idea to prepare a list of the loot PCs may find in the
vault before the game session. This is a great opportunity to lay the
Security Behind
a locker to make a Strength Core Quality Check against DR25. A suc- seeds of future adventures. Perhaps the PCs find something some-
1.14
cessfully Strength Check opens the locker. one is going to come looking for. As the PCs ascend the stairwell to the lobby,
An Explosives Skill Check against a DR of 15 with appropriate muni- Stan calls them on the radio yelling for them to
tions such as Shape Charges or Micro-Explosive Paste will also open Get out of the building right away, right now! He
a locker. PCs may come up with other clever ways to open the lock- makes the call several times as the PCs climbs the
ers. For example, they may carry a Micro-Welder and attempt to cut stairs. Each time he calls, gunfire can be heard

A l p ha O me g a M il k R u n
1 . 14 L eavi n g Pri n ci pal S ec u ri t y B ehi n d

along with his increasingly agitated calls for them Manipulation Skill Check against Stans Wisdom Dice Pool. However,
to move quickly. Stan fears for his beloved Prowler and receives a +2 Dice Pool Step
If any of the PCs attempt to query Stan for Just as the last of you loads into the Prowler, Stans eyes go wide and bonus for this roll.
details about what is happening, Markus interrupts you spot six more Degenerates, their eyes wild with rage, rushing See Sections 7.1.4 of the Core Rulebook for more on Opposed Success
snapping, Lets move! Well know whats wrong toward you. Stan floors the accelerator, gritting his teeth and sends
Checks, 7.4.2 for more on Skill Checks and 7.1.1 for Dice Pool Steps.
soon enough! all six of them flying through the air with dull thumps. As the Prowler
As the PCs get to the ground floor the clears the building Stan slams on the brakes throwing you off bal- A quick scan of the room makes it obvious that the
Prowler drives backwards at high speed right into ance. Markus angrily yells out, What are you doing? as Stan gasps elevators here are not working either. Like most of
the lobby. The massive shattering of glass combined breathlessly, My God, look
the city, there seems to be no power. There is how-
with the repeated roars of Stan gunning the engine Looking to the East you see what can only be hundreds of ever a set of stairs just around the corner near the
are almost deafening. Stans mad hand-waving Degenerates running toward you as fast as their twisted forms can lobby lounge.
makes it obvious that he wants them to get in right manage. Markus takes one look at that and yells out Well come If the PCs are worried about being fol-
away. on then idiot! Drive! Stan tries to head West but sees Degenerates lowed up the stairs by the hordes of rampaging
Unfortunately for the PCs they are jumped coming in equal numbers from that direction too. He calls to Markus Degenerates, there are a few ways they might be
by four Degenerates before they can load into the Now What?! The Lesser Grigori points to the Western Residential able to barricade the stairwell behind them.
Prowler. Read the following: Tower and replies There! Head there! Stan complies and with the They can use furniture from the lounge to
squeal of tires the Prowler leaps in that direction. block the stairwell doors.
As you approach the Residential Tower Stan once again shows his An appropriately skilled Wielder could pro-
contempt for large windows smashing the Prowler through the plate duce an Effect to render the door impassable.
As Stan smashes into the lobby glass sprays across the room. In an glass front of the building at full speed.. The Prowler skids to a halt
Someone could apply a successful
instant you spot four deranged looking men rushing toward you beside a large bank of elevators. Markus jumps out and says We
Mechanical or Structural Technologies, to
with no regard for the dangerous shards of glass and steel that litter have to get to the top so Brandenburgh can pick us up. Come on Stan;
keep the door shut.
the floor. As Stan waves frantically for you to get in the Prowler, it that means you too! It becomes immediately obvious that Stan is
not about to part with his beloved Prowler. The two begin arguing. Assuming they put in a decent effort, GMs should
becomes obvious there is not enough time. You are going to have to
fight your way in. allow the PCs to seal this door. Failure to do so
There is a heated argument for a few brief moments will result in almost certain death. Once the door
between the two men while the PCs look on, and is secured this could serve as a relatively secure
COMBAT (4 Degenerates) The degenerates begin combat near
the Prowler. See Degenerate Statistics in Creatures the hordes of Degenerates approach. This is great place for the PCs to rest a little and/or treat wounds
section of the module. chance for the PCs to try and convince Stan to before continuing. At your discretion, allow the
come along but its a very tough sell. If they can PCs to rest here without incident as long as needed
When the fight is over and everyone has piled into convince him he will come along, if they cannot, he to give them a good shot at surviving the danger
the Prowler, Stan guns the engine and tries to tells Markus he is leaving and taking his chances that awaits them. If you want to keep the action
speed out of Principals lobby as fast as possible. returning on his own. intense, give them only a few minutes before hordes
However, just as the vehicle gets moving six more
of Degenerates begin assaulting the barricade.
Degenerates rush around the corner into the lobby
and charge the vehicle. Read the following:
Convincing Stan to Stay
Convincing Stan should be difficult to say the least. PCs attempt-
ing to convince Stan to stay with them must make an Opposed

A l p ha O me g a M il k R u n
Skyward by Levels Of course, the stairwells also have a way
onto the floors themselvesmagnetically locked
where an attack can come from? Even if it were safe
its beside the pointwe need to get to the roof as
1.15 steel doors. fast as possible and the best way to do that is to stay
When they are ready, the PCs along on the stairs.
with Markus can begin to make their way up the
stairwell.
These stairs are one of six sets that serve Defeat Security
the Tower. The building is huge and so the stairs PCs with Ranks in the Defeat Security Skill may attempt to by-pass Climbing the stairs
are proportionately large. Each set of steps leads the doors lock by making a successful Skill Check against DR35. As a general rule, allow the PCs to ascend the stairs at a rate of ten
to a landing over six meters (20 ft) long with steps floors every five minutes, losing one point of Endurance every ten
See Section 7.4.2 of the Core Rulebook for more on Skill Checks.
leading upwards on the other side. The stairwells floors. If they decide to sprint they can ascend twenty floors in five
are so spacious that the public washrooms for each Of course, the stairwells also have a way onto the minutes but this costs them two Endurance points every ten floors.
level are actually here and not on the levels them- floors themselvesmagnetically locked steel doors.
selves. The washrooms provide a source of clean At first, things are quiet, and physical fatigue will
If anyone broaches the idea of going onto one of
water and a rest point with only one entrance that be the PCs only immediate concern. However, this
the residential floors Markus remarks, Not a good
can be easily defended. In addition to washrooms, changes when they arrive at the 20th floor landing.
idea. The stairs are safer. There are only a few ways
the stairwells are also home to janitorial closets the bad guys can come at us so we can protect each
that are full of cleaning equipment, sundries and other better. On those wide open floors, who knows
chemicals.

A l p ha O me g a M il k R u n
1 . 16 At t he 2 0 t h F loor

At the 20th Floor appears unable to move. (Depending on the previ-


ous Detection Skill Check, it may not be clear to
order to keep from falling down the stairs to the floor below (1d6
Melee Kinetic Damage).
1.16 PCs that the Degenerate is stuck in the near invis-
See Section 7.1.5 of the Core Rulebook for more on Quality Checks.
When the PCs reaches the 20th floor landing ible Sheet Web of the Chameleon Spinners in the
the GM should have each of them make a Detection area.) Choose randomly from those who fail the first
Skill Check. The captured Degenerate howls in outrage Quality Check to see who the Spinner chooses to
but he is completely immobilized. His companion bite. This bite, if it succeeds, can cause paralysis as
tries to free him, pulling wildly, but to no avail.
described in the Creature Description in the back
As the second Degenerate tries to free his
of the module. The bitten target along, with anyone
companion, he does not notice a shape move out of
Detecting Degenerates and the shadows and onto the webbing. PCs who have
else who fails the first Quality Check are knocked
Chameleon Spinners successfully spotted Chameleon Spinner #1 real-
prone. If the PCs put up much of a fight, which they
PCs should be called upon to make Detection Skill Checks. Scores of ize exactly what is about to happen. As the shape will, the other two Spinners leave their meals and
less than 15 reveal nothing. steps onto the web its color changes from the join the fray.
Achieving scores of 15 reveals the sounds of footsteps and growling matte black of the shadows to the slate grey color COMBAT (3 Chameleon Spinners) See Chameleon Spinner
from the stair well just above (the 21st landing). This is the sound of of the landing. The creature moves with lightning Statistics in Creatures section of the module.
two Degenerates on their way to investigate the sounds of the PCs speed and clamps onto the throat of the immo-
Depending on the number of PCs more Spinners
making their way up the stairs. bilized Degenerate with a sickening crunch. The
can be added to this combat.
Degenerates eyes go wide as it tries to call out for
Achieving scores of 25 for the first two characters up the stairs Once the fight is over, the PCs notice the
help but no sound escapes. It twitches and spasms
reveals the presence of a Chameleon Spinner (this is Spinner #1) doors to both washrooms, and the janitorial closet,
for a few moments before going limp.
waiting in the darkness of the corner of the stairwell. are open. A low moan can be heard coming from
The second Degenerate tries and run but
Achieving a score of 35 reveals another Chameleon Spinner (this Spinner #2 drops on him from the ceiling, and after the mens washroom. If the PCs decide to check
is Spinner #2) immediately above the 21st floors entrance to the a brief struggle turns him into a meal as well. it out they are treated to a horror show of the first
residences. While the PCs are either deciding what to order.
Achieving a score of 35 allows the character to see that the landing is do or watching the Degenerates being devoured All of these rooms have been used by the
covered in a Sheet Webas described in the creature section at the they are attacked by a third Chameleon Spinner Chameleon Spinners as food storage areas. They are
back of the module. It also reveals another Chameleon Spinner (this (this is Spinner #3) who drops on them from above. covered, floor to ceiling, in webbing filled with bod-
is Spinner #3) immediately above the 20th floor landing. One or more Everyone must make an Athleticism Quality Check ies in various states of decay. The real horror is that
the PCs may in fact be under it right now. or be knocked to the floor. only half the unfortunate souls held here are actu-
See Section 7.4.2 of the Core Rulebook for more on Skill Checks. ally dead. Those living are horribly woundedsome
even half eaten.
Allow the PCs a moment to decide what they will PCs with basic medical training realize that
do and then proceed. the webbing secretes a cocktail of substancesmild
Staying on your feet painkiller, healing salve and protein source. The
If no one moves a muscle, the Degenerates
Avoiding the dropping Chameleon Spinner requires an Athleticism
stop for a moment, confused, their rage urging webbing is keeping many of these people alive
Quality Check against DR10. Successful PCs easily remain on their feet.
them into action. Suddenly they let out blood-cur- long enough to be eaten. None of those webbed
dling yells and rush forward. The movement of Those who fail the first Check are immediately knocked off their feet into these rooms are able to carry out any sort of
the first one is stopped abruptly and the creature and must make a second Athleticism Quality Check against DR10 in conversation. All of them would likely die if pulled

A l p ha O me g a M il k R u n
1 . 16 At t he 2 0 t h F loor

from the webbing. These are the truly damned.


What will the PCs decide to do about it?
Thankfully for the PCs, that decision will
have to wait as three more Spinners drop out of the
darkness and move to attack.
COMBAT (3 Chameleon Spinners) See Chameleon Spinner
Statistics in Creatures section of the module.
Note: A Biology Check against a DR of 15 would
reveal that one sure fire way to clear Spinner web-
bing is with fire. The stuff goes up like a roman
candle. Unfortunately if someone is stuck in the web
they will take some fire damage from this sort of
treatment.

Up to the 38th Floor


1.17
As the PCs approach the 38th floor landing
they hear a womans scream from within the resi-
dential level itself along with gunfire. Allow the
PCs a moment to decide what they will do. Then,
the door to the floor bursts open and a panicked
woman comes running out with a pistol in her
hand (Pistol is a CDEM Alamo). She is short and
thin with stringy red hair and wild green eyes. Her
clothes are dirty and spattered with blood and she
points the pistol straight at the lead PC.
Depending on how the PCs prepared
moments ago, it is reasonable to have them make
a Wit Quality Check to avoid shooting the woman
out of surprise.

Reaction Check
See Section 7.6.1 for more on Reaction Checks.

A l p ha O me g a M il k R u n
1 . 17 U p t o t he 3 8 t h F loor

The woman is half mad with fear and immediately shoe directly underneath the splatter and the Mines set up with Proximity Detonators all along
attempts to shoot the nearest PC. Thankfully, her anklebone sticking out of it. It is clear something the steps. The mines are hidden, but not well.
weapon is empty. Realizing this, she throws the gun horrible happened here.
at the PC she was trying to shoot and then collapses Of course the stairs are impossible to
on the landing. She mutters uncontrollably half climb normally. Those who have the right gear can
under her breath as she falls into unconsciousness. attempt to climb to the 68th floor landing. Detecting Traps
If the PCs are within ear shot they hear some of Spotting the mines requires a successful Detection Skill Check
what sounds like, deatheverywhere deaththe against DR10.
clouds cameeveryone dead nowjust me.
See Section 7.4.2 of the Core Rulebook for more on Skill Checks.
Sadly she is dying. She has pushed her- Climbing
self too far and her heart could not take the strain. Climbing these requires specific climbing equipment or exceptional Someone with sufficient Skill notices that who-
When her eyes close the PCs know she will never skill. PCs with acceptable gear like a Grappling Hook and Rope can ever laid this trap knew what they were doing but
open them again, but they have other things to attempt a Climbing Skill Check against a DR of 20. PCs with accept- seemed to be in a rush.
worry about since the woman was running from able gear like a rope and harness, can attempt a Skill Check against
three Degenerates who follow her right out into the DR45. A successful Check and they are able to climb with ease. Failure
stairway landing. Needless to say both parties are could mean the climb is simply impossible, or a damaging fall.
surprised to see the other, but the initial shock does
See Section 7.4.2 of the Core Rulebook for more on Skill Checks and Explosive Theory
not last long. Anyone with Ranks in the Explosives Skill can attempt a Skill Check
Section 7.12.5 for more on falling.
COMBAT (3 Degenerates) See Degenerate Statistics in against DR20. Success reveals that whoever laid the mines knew
Creatures section of the module. If no one has suitable gear, the only other option is what they were doing, but was obviously rushed.
to cross the residential floor and head to the other See Section 7.4.2 of the Core Rulebook for more on Skill Checks.
When the fight is done the PCs can continue on
their way. staircase.
The mines can be disarmed but there is a chance
that might not happen before the Degenerates

The Missing Stairwell Crossing the arrive. As an added problem, the mines have been
set to fire in series, meaning that if one is set off any
1.18 Residential Floor other active one nearby will detonate as well.
1.19
At the 67th Floor landing the PCs run into
a snag. The stairs leading upward are severely dam- If the PCs decide to cross the floor, things
aged. Those with a background in such things (use are eerily quiet until they are spotted by two
Markus if none of the PCs have any useful Skills) Degenerates as they enter the stairwell. In a rare Disarming Mines
realize that an explosion of some kind is respon- display of cunning, they will wait and gather four Disarming the mines requires specific skill. Only characters with
Ranks in the Explosives Skill may attempt to disarm them. Doing so
sible for ruining the staircase. The blast annihilated other Degenerates before following the PCs into the
requires a successful Skill Check against DR25.
the entire flight leading up to the 68th floor and blew stairway.
out sections of the upper landing and side wall in As each PC enters the stairwell the GM The results of failure are up to the GM. A failed Skill Check may simply
an almost perfect sphere. At first it looks as though should request a Detection Check against a DR10. mean that the mines cannot be disarmed given the circumstances, or
someone splattered rust red colored paint all over If they succeed they notice that the stairs leading it could mean a potentially deadly blast.
the walls and stairs, but then the PCs see the lone up are booby trapped. There are five Anti-Personnel See Section 7.4.2 of the Core Rulebook for more on Skill Checks.

A l p ha O me g a M il k R u n
1 . 1 9 C rossi n g t he R eside n t ial F loor

If the PCs manage to disarm all the mines before If any of the PCs are actually at the foot of the stairs ging something behind it but drops whatever it was
the Degenerates show up, they will have to fight six she charges right through them to get into the mid- shortly before it attacks the PCs.
of them before they can proceed. dle of the group. COMBAT (3 Degenerates) See Degenerate Statistics in
If they decide to avoid the mines and some- Creatures section of the module.
how climb to the landing above with appropriate
gear such as a Grappling Hook (Climbing Skill If the PCs decide to check out what the Degenerate
Check of DR 20.) without walking on the stairwell, was hauling before it attacked them they discover
Managing Time and Success the body of a Principal Security Officer with a knife
they will be treated to the sound of six Degenerates
If time is tight or the PCs are having a difficult time and are in bad in his throathis eyes still wide in shock. His ID
being blasted along with much of the stairway lead-
shape, you may choose to skip this combat by having the Muscled says his name was Gary Welk. Dangling from a
ing to the 68th floor landing.
Freak simply charge through the group madly before dashing or per- strap around his shoulder is a Promethion Vampire
haps falling down the staircase. RDS rifle in good condition along with an extra
magazine of standard ammunition. He has a hip
Onwards to the COMBAT (1 Muscle Freak) See Muscle Freak Statistics in holster for a side-arm but it is empty, along with the
81st Floor Creatures section of the module. ring on his belt that would normally carry a baton.
1.20 There is no way to learn who this woman is or what
He still has two stun grenades on him, along with
his blood-spattered magnetic key card. On his back
Around the 79 floor the PCs begin to hear
th happened to her. Her clothing is tattered; she does
is a pack with some water, some protein bars, two
the echoes of screaming. As they pass through the not carry anything on her person and her sub-der- fresh oranges and a standard med-kit.
80th floor the screams are clearly of pain, but by the mal PID popped out of her back when she started to
time they get to the foot of the stairway leading to change. Sadly without a full scale autopsy and lab
tests, there is no way to find out what caused her to
the 81st floor the screams have changed. A deafen-
ing unnatural roar echoes through the stairwell. change. For now she remains a mystery as well as a The 97th Floor
Listeners also hear wet smacking and thumping tragedy. 1.22
sounds like melons being split open. Moments later Upon reaching the 97th floor landing, the
the badly mangled body of a Degenerate flies down PCs see that the stairway goes half as high as nor-
the stairs. This terrifying sight pales in comparison
with what comes charging down the stairs after the The 95th Floor mal and ends with a magnetically locked door. The

body. Read the following: 1.21 door has a sign on it that reads Level 1 Roof Access
in bold letters. Sounds of heavy fighting can be
On the approach to the 95th floor landing heard coming through the door though no one
echoed gunshots and yelling can be heard. When can see anything since it has no window. Markus
the PCs reach the landing they notice that a door- decides now is a good time to make sure their ride
From above a monstrous form appears, charging toward you like a stop has been used to keep the door to the 95th is coming. He calls Brandenburgh and his ear-piece
monster pulled from your worst nightmare. It was a woman once, but is loud enough in this enclosed area that every-
floor open. Automatic gunfire and struggling can
clearly no more. Her muscles are so hyper-developed she looks like a one can hear the ensuing conversation. Read the
balloon ready to pop in some places. One side of her head is inflated to be heard coming from inside the floor, then sud-
following:
twice its normal size. She drools and gibbers in pain between roars of denly there is a gurgling scream and the sound of
absolute fury. She is twisted and mutatedbent and filled with rage. something heavy hitting the floor. As the PCs look
One look into her eyes is enough to see that whatever intelligence on, three more Degenerates come rushing out of
resided there is goneonly animal emotion remains. the shadows towards them. One of them is drag-

A l p ha O me g a M il k R u n
1 . 2 2 t he 9 7 t h F loor

ding when he told everyone to hurry or be left behind. You are going
to have to run to keep up with him.
Pounder to High Side, Pounder to High Side, come in. There is a What is written about the Sub-roof so far assumes that the PCs still
momentary crackle of static before Brandenburghs voice comes have Markus with them. If that is not the case they will have to do The first 100 meters (328 ft) no one pays any atten-
through loud and clear: the talking to Brandenburgh themselves and have a good reason tion to the PCs. However this quickly changes and
why Markus is not on the radio. Ultimately, the result is the same before long they find themselves being chased by
This is High Side, go ahead. scores of Degenerates What the PCs decide to do is
whether or not Markus is doing the talking, their employer will not
Were at the North-East Residential Tower, Sub-roof 1 on the he set his precious Kestrel LLS down on the Sub-roof. Brandenburgh up to them and should be based largely on whether
pauses to check his GPS for a compass bearing before continuing insists that they make their way to the Central Tower. or not the can outrun the Degenerates. If they stay
southern side, requesting pick-up, confirm? There is a seconds to fight or some of them are too slow to escape,
pause again; Markus does not stop to assist.
In any case where a PC or NPC falls behind
Pounder please confirm youve caught the pass successfully?
Markus growls angrily; The Roof is on Fire or falls over and is caught up to by those giving
chase, things can get really sticky. The sheer num-
1.23 ber of pursuers can make fighting ones way back to
Yes High Side, we have the damn thing now get down here and pick
us up before they kill us! The first thing the PCs notice when they their feet difficult. It can also make rescuing such a
emerge onto the roof is how much cooler the air person difficult.
Is the landing zone hot Pounder? asks Brandenburgh. In response,
Markus takes off his mike and holds it up to the door for a few sec- is and how much harder the wind is blowing. The
onds. Then he puts it back on and replies sharply; moon is full and the sky is cloudless. This, com-
bined with the fires that seem to be everywhere,
I dunno High-Side, what do YOU think? The GM should be ready for the possibility that one or more
shed sufficient light to allow everyone to see what is
Pounder I think its too hot for an extraction where you are. I say going on. Read the following: character(s) could indeed fall behind. Act accordingly depending on
again, West Tower is too hot for pickup. I want you to take the cause- how lethal you want this adventure to be. If it looks like this could
way right next to your position and head towards the Central tower. mean the end of the PCs feel free to interject. Here are few sug-
Confirm? Markus first confirmation is a series of words not used in gestions for assisting characters in a tight spot or for adding more
polite company. When the radio remains silent after his outburst he excitement to their escape.
As you emerge unto the roof you are hit by a blast of cold air as harsh
tries again; Interject with a group of survivors who hold off or distract
wind rips toward you. The moon is full and the sky is cloudless. The
Very well High-Side, we are coming in soon and under fire. Leaving roof is absolute chaos. Fires rage everywhere as hundreds of people, the Degenerates allowing the PCs to make their get away.
now! men and women alike, are caught in a chaotic battle spread out A portion of the buildings roof gives way as fire erupts from
As soon as he gets confirmation Markus turns to everyone and says across the perilous rooftop. Everyone is fighting. Degenerates fight within. This can be used to swallow pursuers or force the
Alright, like the boss says, we have to cross the causeway to the Degenerates. Degenerates fight survivors. Survivors fight each PCs to make any number of Success Checks to avoid falling
Central Tower so he can pick us up safely. Once we open that door we other. The roof is total bedlam. To make matters worse, the noise themselves.
are running and we dont stop until we get to where were going. Do of the melee is deafening. Gun fire rings off here and there, explo-
Some of the few remaining Security Personnel barter their
sions deaden your ears, screams of pain and triumph mixed with
not fall behind or youll get left behind, understand? service for an escape themselves.
yells and cries of every sort whirl around you in an unending torrent.
He does not wait for confirmation. If Stan is still All around, you hear horrifying screams of terror and despair as One or more of the buildings air conditioning units explode
with the PCs, Markus grabs him with one arm to Degenerates throw survivors from the rooftop. It is nearly impos- taking with them those nearby or threatening the PCs with
haul him along. He then kicks open the door and sible to hear anything. You see Markus heading for the Central Block additional obstacles.
barks Run! which looks like it is about 500 meters (1640 ft) away. He wasnt kid-

A l p ha O me g a M il k R u n
As the PCs run they can see Brandenburghs Kestrel directly behind them to discourage the pursuit. Athleticism Quality Check to stay on their feet. The
LLS coming in from the West. It begins its land- Read the following: rocket fire works well and of the original pursuers
ing cycle when Markus, and hopefully the PCs, are only 50 or so evaded the attack and are still after
about 300 meters (984 ft) away from the pickup the PCs.
point. At this point it should seem everyone on the
roof is chasing the PCs. Security personnel and Rescue is in sight. The roars and yells of your pursuers grow even
civilians alike see the shuttle as their last chance to more intense. The chaotic horde has become united as they charge
after you toward the incoming shuttle. Brandenburghs Kestrel sud-
leave this madness and of course the Degenerates Staying on your feet
denly unleashes rocket fire upon the crowd. The rockets wiz over
see it as just one more thing to attack. Staying on your feet after the rocket attack requires an Athleticism
your heads so close you can feel the heat and are forced to duck. The
If the PCs are wondering how much of a Quality Check against DR10. Successful PCs easily remain on their feet.
explosion is deafening as the heat of the blast seers your back.
humanitarian their employer is, that question See Section 7.1.5 of the Core Rulebook for more on Quality Checks.
should be laid to rest when Brandenburgh opens Unfortunately their employer put the shots a bit
fire with rockets on an area a few 30 meters (98 ft) too close and the PCs must make a successful

A l p ha O me g a M il k R u n
1 . 2 3 The R oof is o n F ire

Unfortunately, the same rocket blast that helped the the PCs profusely and immediately transfers
PCs also created a danger for them. The causeway the remaining balance agreed upon into their
they are rushing across to reach the Central Tower Avoiding Damage in the Pod account(s), along with 1000 additional Trust as a
was not built to withstand the type of explosive Allow the PCs to attempt a Tumble Skill Check against DR 20. A suc- bonus. He gives the PCs access to his well stocked
hit it just took. The initial blast creates a large hole, cessful Check and they avoid sustaining any damage as the pod medical supply cabinet and offers them some cold
which is bad enough, but the hole very rapidly gets jostles wildly through the air. Anyone who fails the Check suffers 1d6 drinks. He is visibly relieved that the case is back
biggercollapsing behind the PCs and everyone Melee Kinetic damage as they bounce from ceiling to floor. in his hands and is genial with the PCs during the
who managed to escape the rocket blast. Those who failed the first Check must perform a second identical flight back to Farthington.
By the time the shuttle touches down there Check as Brandenburgh sends the shuttle into a high speed climb in As soon as the shuttle lands Brandenburgh
is practically nothing left of the causeway. In dra- order to cast off the hangers-on. Once again, successful characters and the PCs part ways, perhaps to meet again on
matic fashion, allow the PCs to rush into the open endure no damage while those who fail the Check sustain another other jobs, which brings Milk Run to its conclusion.
cargo pod just as the last chunks of the causeway 1d4 Kinetic damage as they are bounced around like peas in a cup.
fall away into the night below. The few pursuers
who are as fast as the PCs also come rushing into
the cargo pod. Some jump onto the shuttles cockpit
Eventually the shuttle levels off and the PCs can
take stock of the situation. Of the dozen individu- Sidelines and Mishaps
windows and fuselage. Those who manage to cling als not in Brandenburghs employ who made it into 1.26
to the outside of the shuttle yell and hammer away the Kestrel, two Degenerates and three civilians fell No matter how thoroughly you plan your
in a vain attempt to crack it open. back out during the erratic maneuvering. Of the adventure and how strictly you adhere to what is
seven left, six are Degenerates and one is a female written in these pages, things may not go exactly
survivor knocked unconscious when she hit her according to the script. Here are few additional
We Are Outta Here! head on a crate of spare parts. The Degenerates are
no less aggressive for being in the air and immedi-
sections to help you deal with these unforeseen
1.24 ately attack the PCs without mercy.
deviations.
If the PCs got their hands on the case, either
The PCs along with about a dozen of their COMBAT (6 Degenerates) See Degenerate Statistics in Creatures because they killed Markus or he was killed in
pursuers manage to make it into the cargo pod of section of the module. battle, they can try to squeeze more money out
the shuttle just as the entire causeway collapses of Brandenburgh. This will workup to a point.
beneath it. Unfortunately, as good a pilot as he is, Brandenburgh only has about 75,000 Trust to work
Brandenburgh has no way of judging when the col- with and he will fight for every last bit of it. These
lapse will occur. Read the following: Final Notes and will be bitter, acrimonious negotiations because
the Payoff the PCs will be breaking their previous deal, to say
1.25 nothing of committing extortion.
If the PCs happen to know what is inside the
As you grab whatever handhold is available, you hear fierce yells and The shuttle wends its way back to the case (See So, you want to keep the case), they can
pounding on all sides of the shuttle. The pod itself is in chaos as you Farthington Shuttleport. The trip takes a little really put the boots to Brandenburgh. If it is Trust
try and regroup, now surrounded by a dozen or so others. Sudden longer because Brandenburgh sets the shuttle on they want, he will pay it without hesitation up to
rumbling outside is followed by the unnatural sound of steel bending auto-pilot and then goes into the cargo podosten- 75,000T, but he will promise more if thoroughly
on a massive scale and you begin to fall. Everyone in the pod becomes sibly to see if everyone is all right but in reality all pressured by the PCs.
airborne in the weightless descent. You hear the shuttles thrusters he cares about is the case on Markus arm. If the PCs decide they want to take what is
whining as they battle the descent. As quickly as it started, the fall If the adventure has been run completely in the case to the authorities, they had better keep
stops and everything in the pod crashes to the floor, including you. according to the script, Brandenburgh thanks quiet about it or Brandenburgh becomes desperate.

A l p ha O me g a M il k R u n
1 . 2 6 S ideli n es a n d M isha p s

If Brandenburgh thinks the PCs know what is in the See Section 7.4.2 of the Core Rulebook for more on Skill Checks. 72 hours at the end of which there is an acceptable
case he will stop at nothing to have them killed and recovery period as the targets DNA readjusts itself
protect his terrible secret. GMs should treat him The information on the chip is heavily encrypted returning to normal after seven days.
as an enemy of the PCs from no on, no matter what and it requires significant skill and the right equip-
The virus multiplies using ambient mois-
sort of assurances he gives or gets. ment to get past it.
ture in the air as a growth medium. When the virus
If the PCs are nasty and evil they can kill
runs out of moisture it is unable to survive or grow
Brandenburgh, and Markus and Stan if they have
any further. As it would turn out, this is the only
survived, and take the case, the shuttle and what-
part of the design that was successful.
ever else they can find. Feel free to remind your Breaking Encryption
players that deeds create reputations and a bad one Clearly the weapon has been designed for
Breaking the chips encryption requires a P-Comm, Ranks in the
can make life difficult. situations in which an entire urban area needs to
Computer Technologies Skill and, of course, a Computer Technologies
GMs should note that any double-crossing be pacified without risking insertion of infantry or
Skill Check against DR35.
or re-negotiation of the deal is going to have to be other combat trained personnel. The messages out-
done over Markus, and likely Stans, dead bodies. See Section 7.4.2 of the Core Rulebook for more on Skill Checks. line plans for airdropping GAMP in canisters and
They may not like Brandenburgh anymore than the waiting for it to take effect, dropping the populace
If the PCs manage to succeed in breaking the
PCs, but they will not stand by and watch him get into a three day long sleep.
encryption, they find 100 files on the chip, all
swindled either. Honor is a funny thing. Reading further, the PCs discover the tone
named as dates followed by a six letter word.
Opening any of the files reveals the six letter word of the e-mails from Promethion management takes
in the filename has nothing to do with the files con- a rather nasty turn when initial tests show some-
So, you want to keep tents and must have been generated randomly. thing terribly wrong with the product. Sixteen
the case? There is a great deal of information on the tests were conducted on volunteers and in every
1.27 chip and it takes several hours to go through each case horrific mutations and madness resulted from
file, but given time, the PCs discover something exposure to GAMP. In all but four of the volun-
If the PCs get their hands on the case, which rather shocking: teers death was horrific and painful but thankfully,
can only happen if Markus is dead or incapaci- There is a hidden folder called Mantis that quick. In the other four cases the subjects lived
tated somehow, the first thing they notice is that contains what appear to be e-mail from someone until they were euthanized. Two of these long term
it is rather light considering what Brandenburgh named Jason Xavier sent to a number of middle survivors were afflicted with genetic mutations
claimed was inside. If the PCs manage to get it and upper-middle management executives at
open they find a single data chip in its plastic case which left them disfigured and in a constant state
Promethions Weapons Research Division. It is clear
bouncing around inside. of psychotic rage. Subsequent autopsy results laid
by reading just a few of the messages that Xavier
out a laundry list of physiological and psychological
was the head of a research project developing some
changes GAMP had imposed, including dramati-
sort of weapon designed for mass civilian pacifica-
tion through rapid short term genetic alteration or cally increased adrenaline production, increased
Opening the Case GAMP for short. strength and endurance along with untold pain
Brandenburghs case is old, but extremely secure. Short of destroy- The actual science will give anyone without tolerance.
ing the case and risking significant damage to the contents, only PCs the proper skills and knowledge a headache, but in The last few messages tell the story of
with Ranks in the Defeat Security Skill may attempt to open it. a nutshell GAMP is designed to temporarily alter Xaviers protests as Promethion cancelled the proj-
Opening the case requires a successful Defeat Security Skill Check a targets DNA forcing them to crave nothing but ect, locking away the few remaining samples in a
against DR35. sleep continuously. The effects are designed to last corporate vault and ultimately dismissing Xavier.

A l p ha O me g a M il k R u n
1 . 2 8 H ow i t A ll H a p p e n ed

How it all happened of Evryns Corporate and Venture laws. In no


time Barnes was tossed into a Medium-Slam and
down operations while he was still in Slam and
everyone working on the project did as they were
1.28 sentenced to nine months. When the Evryn pros- supposed toexcept the Alcotts. They decided
What follows is the tale of how things ecutors found out who Barnes was working for they that GAMP was too great an opportunity to sim-
happened in Madik and is for the GMs eyes only. chucked Xavier into a cell right beside him. ply destroy, so they stole the samples that were
The PCs would have no way of knowing much of Despite his new circumstances, Xavier had supposed to be destroyed and replaced them with
this information but it is included here as back- little trouble maintaining his plan. Barnes had put containers of water under pressure before the
ground for the GM and for possible future use. enough funding together to last about a year and secure truck came to remove them from the lab.
In spite of his abrupt dismissal, Xavier left so all the two convicts had to do was wait out their The Alcotts followed the truck in their car as it
Promethion with reasonable savings. However, he sentences. As a cautious afterthought, Xavier sent made its way out of Madik. The plan was to travel
lost most of it in short order on a number of poor word to his new bodyguard Markus to empty his to a secluded part of the Wilds and use explosives
business deals. Desperate to keep his head above computers at the lab and his home, cleaning all to completely destroy the GAMP material. The
water he decided that with the right tools and e-mail and data, but keeping one secret chip as a Alcotts were supposed to supervise the process.
expertise, GAMP could be made to work properly record. He then told Markus to rent a locker some- Fate had other ideas.
and sold for considerable Trust on the open market. where secure but subtle enough to avoid undue Halfway out of the city both the truck
Of course, Xavier could not do it alone, attention. Xavier figured when he got out of Slam
carrying the fake GAMP and the Alcotts car, car-
he needed both technical and financial help. He he would pick up the information, install it again
rying the real GAMP, were hit by a massive cargo
recruited four more into his scheme. Dennis and wherever it needed to be and pickup where he left
hauler. The impact of the collision destroyed the
Jillian Alcott, a husband and wife genetic engineer- off. Of course this decision would turn out to be
fake GAMP canisters which blasted water into
ing team without peer or scruple. Both of whom both a blessing and a curse.
the air and ruptured the GAMP containers in the
had been fired from more reputable corporations Sadly, even the crack team of scientists
Alcotts car releasing the agent into the walled city.
for questionable scientific practices. Xavier met Xavier assembled could not make GAMP work.
The agent multiplied quickly casting the city into a
them a few years back while they were doing con- The best they could do was standardize the agents
state of absolute chaos, fuelled by the deranged and
sulting work for Promethion. Lacey Thurman, a effects so that the same thing happened to every-
one infected by it. The Alcotts decided it was an mutated victims of the agent.
world class biologist Xavier had dated for a while
acceptable compromise and that GAMP could still So now the PCs know who is responsible
before joining Promethion. And finally, Michael
Barnes, former Promethion employee turned be sold as a bio-weapon even if its original purpose for the creation of the Degenerates. If they do some
freelance project financier. Barnes made a living had to be abandoned. For all Xaviers faults he was checking at the beginning of the adventure they
begging, borrowing and stealing Trust to finance no monster and he refused outright, threatening to will realize that Brandenburgh is Xavier. If not, they
ventures of one kind or another. Barnes and Xavier turn the Alcotts in himself if they ever tried to sell may not understand what they have on their hands.
had grown up together on the same block of The GAMP. Either way, if they grab the case or look inside it, or
Evryn Sovereignty Arcology. Close friends for years, Having managed to lose his shirt again he even give any indication to Xavier/Brandenburgh
the two even joined Promethion at the same time ordered the lab shut down, its equipment sold to that they know any of what is on that chip, he will
once finished school. Barnes was the only other pay his mounting debt and any remaining speci- arrange to have the PCs killed as soon as possible.
person on the team who knew the whole story mens of GAMP to be safely destroyed. The penalty under Evryn Sovereign Law for
including GAMPs failures. Despite that knowledge, Unfortunately the only place where Xavier creating a weapon of mass destruction is execution.
Barnes worked very hard to get as much money could find suitable warehouse space which could
for the project as possible and he was initially very be cheaply converted into a lab was in in the small
successful, but had became sloppy and run afoul frontier city of Madik. He gave the order to shut

A l p ha O me g a M il k R u n
Height
Physical Dimensions
2.1 m (7.0 ft)
Bull Charger
Weight 385.6 kg (850 lb)
Core Qualities description Bull Charge | Bull Chargers can use the
Sprint Dynamic Stance to rush a target
Quality Score Dice Pool Bull Chargers are tough, physically powerful crea-
tures with dense layers of bone protecting their skull using their strong horn and great mass as a
Strength 30 3d8, 3d6 weapon. Their target must be within 10 SIM
and shoulders. They have a single horn on their head
Agility 20 4d6, 2d4 capable of penetrating the thick hides of the various and the creature must achieve a DR equal to
Conditioning 23 5d6, 1d4 animals this beast considers prey. Its eyes are affixed twice the targets Defense Rating with its
Vitality 26 1d8, 5d6 on either side of its wide head, protected from the Athleticism Dice Pool to successfully strike
tremendous impact created when Bull Chargers ram the target. This attack does 4d12 Melee
Discipline 18 3d6, 3d4 their targets. It also has two large tusks that protrude Kinetic Damage.
Intelligence 12 6d4 from its upper jaw; growing sharper and serrated on
Charisma 5 2d4 the outside and inside edges as they curve around Hamstring Tusk Attack | This is a
the creatures large head. These tusks are used to follow up attack to the Bull Charge. The Bull
Secondary Qualities gore injured targets and rip open their hides allow- Charger will use its large tusks to cut at the
Quality Score Dice Pool ing the Bull Charger to easily feast with its sharp
legs of its victim, attempting to reduce its
Athleticism 25 6d4 teeth. Bull Chargers have very thick, heavily muscled
shoulders and chests making their upper torso mas- movement rate. This attack must acieve
Physical Acumen 22 5d6, 1d4 a DR equal to the Defense Rating of the
sive. Their bodies become thinner towards their hind
Fitness 25 6d6 legs, but only slightly so; their powerful legs allow target +10 using its Athleticism Dice Pool.
Will 22 5d6, 1d4 them to move quite quickly despite their mass. They Successful attacks do 1d10+3 damage and
Wisdom 15 1d6, 5d4
are covered in short brown fur, and have a tail that the targets Movement Rates are all reduced
resembles that of a bull. by half for 10 Combat Cycles.
Wit 9 4d4
Presence 18 3d6, 3d4 behavior
Tertiary Qualities Bull Chargers are carnivores that travel with their
Quality Score Dice Pool mate and one or two young, but only the males
hunt. They will charge any target they believe to be
Physis 19 a threat to their family or that will make for a good
Reaction 20 4d6, 2d4 meal. They snort and stomp the ground with their
Defense Rating 10 front hooves and then advance as quickly as possible,
attempting to gore their prey with their strong horn
Armor (see Bull Charge below). Following this attack, they
Damage Type Thr Res will use their sharp tusks to hamstring their target,
High Vel. Kinetic 2 0 cutting at their legs before moving away and reas-
sessing the state of preparing another charge (see
Melee Kinetic 4 0
Hamstring Tusk Attack below). If the Bull Charger
Energy 1 0 believes it has damaged its prey it will charge again,
Chemical 1 0 attempting its Bull Charge once again, however this
time it will stay to finish the fight, tearing with its
Void 0 0
tusks and kicking with its hooves until its target has
Alpha 0 0 been killed. If it does not believe it has damage the
Omega 0 0 target to the point where victory is assured, the Bull
Charger will move off in search of easier prey.
Movement Rates
Attacks
M-Run

Sprint
Climb
Crawl
Swim

Walk
Run

Fly

Max Range Range


Type Dice Pool Damage Exertion Max. Range Min. Range
2 4 6 10 Attacks Rating Penalty
Bite 6d6 1d12+3 1 1 SIM
Vitals
Horn Gore 6d6 1d10+3 1 1 SIM
Health Pool 49
Endurance Pool 41 Tusk Slash 6d6 1d10+3 8 2 1 SIM
Active Segments 3, 6 Hoof Stomp 6d6 1d6+3 6 3 1 SIM
Chameleon Spinner Height
Physical Dimensions
1.1 m (3.5 ft)
Weight 34.0 kg (75.0 lb)
Bite Attack | Successful Bite attack forces description Core Qualities
a Vitality Resist Check of DR 15 or target is
Chameleon Spinners are large, aggressive and intel- Quality Score Dice Pool
inflicted with a Potency Level 2 Toxin. Resist ligent arachnids. They do not have any distinctive
Check success negates the effect, while Strength 16 2d6, 4d4
markings and before they reach adulthood their
failure causes immediate and total paralysis natural color is an eerie, translucent gray that makes Agility 18 3d6, 3d4
lasting 1d4 hours. Antidotes or Wielding their internal anatomy visible. Once they mature, Conditioning 14 1d6, 5d4
Effects capable of neutralizing Potency Level their bodies develop the ability to adopt the appear- Vitality 15 1d5, 5d4
2 Toxins will cure the effects. The paralysis ance and color of their immediate surroundings
making them very difficult to detect. Immediately Discipline 16 2d6, 4d4
consumes the entire body rendering
following this transition, the mother will push the Intelligence 8 4d4
all movement and speech impossible.
spinners from the nest, forcing them to fend for Charisma 2 1d4
Autonomic body functions will continue in
themselves. Chameleon Spinners have resilient, hair-
the victim however. less bodies and are exceptional crawlers that have no Secondary Qualities
difficulty traveling on inverted surfaces despite their Quality Score Dice Pool
Environmental Camouflage | The
large size. Athleticism 17 2d6, 4d4
Chameleon Spinners body is capable of
Physical Acumen 16 2d6, 4d4
taking on the color and appearance of the behavior
materials or environment around it. This Fitness 15 1d6, 5d4
Chameleon Spinners tend to be solitary hunters,
makes spotting it quite difficult and it is Will 16 2d6, 4d4
however they have been observed building webs in
recommended that game guides assign close proximity to each other. They run thin trip- Wisdom 12 6d4
a DR of at least 15 to spot them in broad wire lines of web throughout the surrounding area Wit 5 2d4
daylight and a DR of 20 in low lit areas. As that alert the network should any prey be unlucky
the spider transitions from one environment enough to break one of these lines or get stuck in Presence 9 4d4
to another, its body will change colors to one of the spiders webs. They treat such prey as Tertiary Qualities
match. A character trained in Biology or food for the entire group and the spiders seem to Quality Score Dice Pool
Tracking may be able to detect signs of the automatically know to split the prey into equal parts
dependent on the size of the network. Chameleon Physis 13
spiders presence, but its camouflage is quite
Spinners observe the behavior of prey and will adjust Reaction 15 1d6, 5d4
elusive from the untrained eye.
the positioning of the webs in their network to Defense Rating 8
compensate as they learn. They have been observed
Sheet web | The Chameleon Spiders web is Armor
placing webs in positions designed to ensnare prey
extremely difficult to see compared to those that attempt to bypass other webs that may be easier Damage Type Thr Res
of other spiders. It is an almost completely to detect. Chameleon Spinners will sometimes make High Vel. Kinetic 0 0
transparent sheet of web, as opposed to one web easy to detect in an attempt to distract prey;
Melee Kinetic 1 0
the common patterns of other spider webs. while focusing their attention on the obvious web,
Only a Detection Check against a DR of 40 they may have a more difficult time spotting other, Energy 0 0
will reveal its presence. Anyone that moves more cleverly hidden, webs. Chemical 0 0
into the web must make a Strength or Agility Chameleon Spinners can be found in all temperate Void 0 0
Check with a DR of 20 to escape the confines and jungle climates. They prefer low lit areas, dense Alpha 0 0
of the web. environments or difficult terrain for their hunting
Omega 0 0
grounds as these distracting elements increase the
potency of their camouflage and transparent webs. Movement Rates
As solitary hunters or smaller networks, Chameleon

M-Run

Sprint
Climb
Crawl
Swim
Spinners will focus on well-traveled areas, commonly

Walk
Run

Fly
building webs across animal paths or trails in the
wild or across doorways and stairwells in ruined or 3 3 4 8
abandoned buildings (see Sheet Web).
Attacks Vitals
Max Range Range Health Pool 29
Type Dice Pool Damage Exertion Max. Range Min. Range
Attacks Rating Penalty Endurance Pool 30
Bite 2d6, 4d4 1d8+2 1 1 SIM Active Segments 3, 6
Height
Physical Dimensions
1.8 m (6.0 ft)
Degenerate
Weight 81.6 kg (180 lb)
Core Qualities description
Quality Score Dice Pool Degenerates are humans who have genetically
Strength 12 6d4 devolved after suffering the effects of a mutagenic
virus. In appearance, they still look human however
Agility 12 6d4 their mental capacity has been severely dimin-
Conditioning 10 5d4 ished. Degenerates have been reduced to creatures of
Vitality 9 4d4 instinct that care only for survival; the virus having
disrupted their cognitive functions, reasoning and
Discipline 5 2d4 ability to learn. The may be clothed, or not, depend-
Intelligence 6 3d4 ing on how long they have been living as Degenerates
Charisma 4 2d4 or on their state of dress when their mental capac-
ity finally hit its current low. Their movements are
Secondary Qualities abrupt and spastic giving them a wild disposition and
Quality Score Dice Pool their lack of concern for hygiene and appearance has
Athleticism 12 6d4 resulted in Degenerates becoming dirty, disheveled
and unsanitary beings.
Physical Acumen 11 5d4
Fitness 10 5d4 behavior
Will 7 3d4 Degenerates respond to their environment reac-
Wisdom 6 3d4 tively; they hunt when they are hungry, try to find
Wit 5 2d4 shelter when it is cold and they lash out viciously
when threatened. Degenerates live in what could be
Presence 8 4d4 described as packs, with an Alpha rising above the
Tertiary Qualities rest, through brutal domination and intimidation,
Quality Score Dice Pool to act as pack leader. They communicate in simple
grunts and survive only through the most primal
Physis 8 instincts to eat, sleep, and reproduce. Degenerates
Reaction 9 4d4 maintain the ability to use simple tools and will often
Defense Rating 5 equip themselves with simple melee weapons. They
tend to be extremely aggressive to other Degenerates
Armor outside their pack, although there are reports of
Damage Type Thr Res some packs banding together under a particularly
High Vel. Kinetic 0 0 dominant male. Their lack of refinement, intelli-
gence, and hygiene has led them to be quite filthy and
Melee Kinetic 0 0
their bite can cause disease (see Diseased Bite below).
Energy 0 0 Degenerates can be found pretty much anywhere in
Chemical 0 0 the Wilds however they are becoming increasingly
rare near major travel lanes and cities as they are
Void 0 0
hunted incessantly when sighted.
Alpha 0 0
Degenerates seem to have an engrained hatred for
Omega 0 0
sentient humanoids and consistently attack them
Movement Rates without provocation. It is almost as if a switch is
flipped in their minds when they see people, they will
M-Run

Sprint
Climb
Crawl
Swim

stop whatever they are doing and charge recklessly


Walk
Run

Fly

towards their would be victims, screaming inco- Attacks


1 2 2 2 3 6 herently and flailing dangerously with nothing but Max Range Range
murder in their eyes. This drastic behavior has not Type Dice Pool Damage Exertion Max. Range Min. Range
Attacks Rating Penalty
Vitals yet been explained and does not reflect their hunt-
ing methods and attitude toward other animals they Unarmed 6d4 1d4+1 4 5 1 SIM
Health Pool 19
encounter in the Wilds. Bite 6d4 1d6+1 6 2 1 SIM
Endurance Pool 15
Active Segments 3 Melee Weapon 6d4 1d10+3 Dependant on Weapon
Muscle Freak Height
Physical Dimensions
2.4 m (8.0 ft)
Weight 163.3 kg (360 lb)
description Core Qualities
Muscle Freaks are humanoids that are so grotesquely Quality Score Dice Pool
over-muscled that their genetic ancestry is barely dis- Strength 46 3d10, 3d8
cernable. Whether they are the victim of a mutagenic
virus, suffered an allergic reaction to a strength- Agility 21 4d6, 2d4
increasing stimulant or are the result of a twisted Conditioning 23 5d6, 1d4
genetic experiment, these poor beings have been Vitality 25 6d6
transformed into Muscle Freaks. The over-develop-
ment and asymmetrical growth of their musculature Discipline 12 6d4
has left them deformed but extremely strong. Some Intelligence 12 6d4
have disfigured faces, the small muscles around their Charisma 8 4d4
eyes, cheeks and mouth have swelled and devel-
oped where they normally would not have. Others Secondary Qualities
may have colossal arms or limbs that may impede Quality Score Dice Pool
Fearsome Heave | The Muscle Freak will their flexibility or normal movement but drasti- Athleticism 34 5d8, 1d6
charge at the closest adversary, grabbing cally increase the strength in specific muscles. Their
Physical Acumen 22 5d6, 1d4
them with both hands and heaving them as height range varies according to their former species,
far and hard as they can. Unless the target and the increased density of their bodies has drasti- Fitness 24 6d6
is in Active Defense, the Miscle Freak must cally increased their original weight. Will 19 3d6, 3d4
use their Athleticism Dice Pool to achieve a Wisdom 12 6d4
DR equal to the targets Defense Rating + behavior
Wit 10 5d4
15. The victim suffers 3d10+5 Melee Kinetic The behavior of many Muscle Freaks is dependent on
their personality before their transformation, but all Presence 27 1d8, 5d6
Damage and secondary targets struck by
the thrown victim suffer 2d10 Melee Kinetic have developed increased aggression and are prone to Tertiary Qualities
fits of rage. Most have sought solstice in remote areas Quality Score Dice Pool
Damage.
of the Wilds or in small communities, particularly
those of the Remnants, where they are welcomed Physis 21
Consuming Rage | When a Muscle Freaks
despite their appearance. Some are gentle giants, Reaction 23 5d6, 1d4
Health Pool drops below 24, their Emotion
helping friends and family with laborious tasks for Defense Rating 12
State Component drops to Enraged and they
which their increased strength is well-suited, while
suffer a -6 to their Defense Rating but Melee others use abuse their new found strength by intimi- Armor
attack damage is increased by 3. When their dating and bullying weaker beings. Damage Type Thr Res
Health Pool drops below 12, their Emotion High Vel. Kinetic 2 0
In combat Muscle Freaks use weapons that will be
State Component drops to Berserk and they
most benefited by their great strength. Many make Melee Kinetic 3 0
suffer a -8 to their Defense Rating but Melee
a point of using weapons normal beings their size Energy 0 0
attack damage is increased by 4. would not dream of lifting let alone wielding as a
weapon. Depending on their strength and environ- Chemical 2 0
ment they may throw objects such as massive rocks Void 0 0
or furniture great distances or engage their targets in Alpha 0 0
melee combat with items like parking meter posts or
Omega 0 0
small trees. Muscle Freaks enjoy physically overpow-
ering their opponents, grappling with single targets Movement Rates
or commencing combat by throwing one across a

M-Run

Sprint
Climb
Crawl
Swim
room to demonstrate their great strength to other

Walk
Run

Fly
adversaries (see Fearsome Heave).
2 3 4 4 4 6 12
Attacks When the Health Pool of a Muscle Freak drops to
Max Range Range specified amounts, their Emotion State Components Vitals
Type Dice Pool Damage Exertion Max. Range Min. Range drop as well, forcing them to adhere to all associated
Attacks Rating Penalty Health Pool 48
penalties and bonuses (see Consuming Rage).
Unarmed 5d8, 1d6 1d6+5 8 2 1 SIM Endurance Pool 35
Melee Weapon 5d8, 1d6 Weapon +5 Dependant on Weapon Active Segments 2, 4, 6
Name
Vehicle
Prowler LX
Prowler LX
Mass 11,000 kg (24,250 lb)
Length 6.1 m (20.1 ft) description
Width 3.4 m (11.0 ft) The Prowler LX (Light Exploration) is a robust and
Height 3.0 m (9.8 ft) versatile vehicle. It is well-armored and capable of
traversing difficult terrain due to its Custom Drive
Max. Velocity 31 (110 km/h) suspension/tire management setting allowing the
Max. Accel. Rate 5 pilot to lower and stiffen the supension and inflate the
tires for high speed travel or raise and loosen the sus-
Max. Decel. Rate 4
pension and deflate the tires for all-terrain use. The
Handling Rating 3 Prowler LX typically costs around 195,000T.
Optimal Crew 3
Minimal Crew 1
weapon systems
The Prowler LX is equipped with a Cyclical Strafer
Cargo 4.0 m3 (140 cu ft) top-mounted turret. It can be fired manually or
Passengers Crew + 6 through the vehicles weapon system using the
Assault Support Weapons/Heavy Assault Weapons
Structural Integrity Skill or Operate Vehicle/Weapon Systems Skills
respectively. Ammo: 12 mm Rifle Disintegrating Belt,
Armor Chassis
Aspect Weight: 20lb, Damage: 2d10+1, Max Rate of Fire:
Max. Max.
5 Full Auto, Exertion: 7, Range Rating: 5, Max Eff
Front 90 25 Range: 1,000 m, Min Eff Range: 4.0 m, Reload Time: 1
Back 70 25 Combat Cycle.
Sides 80 25
Top 50 25 sensory and comms systems
Bottom 50 25 The Prowler is equipped with a hands-free, voice-
activated P-Comm for use within city-states and a
Armor Satcomm satellite communication system for use in
the Wilds.
Damage Type Thr Res
High Vel. Kinetic 5 7 navigation systems
Melee Kinetic 6 9 Displays the current location of the vehicle, provides
Energy 4 5 real time traffic updates, and audio directions. DigiSat
visual feeds provide near real-time imagery and loca-
Chemical 5 5
tion information.
Void 0 0
special equipment systems
Infrared windshield imagery overlay and 100 ft front
and rear winches.
Riken Morishi
Human | Unarmed Combat | Espionage

Born in the lower levels of Oderon City, Riken


learned to take care of himself as a very young boy. He stole. He
cheated. He survived. Riken quickly realized that by being faster,
better trained and more resourceful than everyone else, he could
make a very good life for himself despite his dismal surroundings.
As a youth, he took an interest in parcour, a form of urban gymnas-
tics that quickly pushed his body to the limits, forcing him to grow
stronger and more agile. Riken embraced his Japanese ethnicity
and became enamored with old holovid movies that depicted the
exploits of ninjas. He taught himself the techniques he believed
would be practical in real hand to hand combat, favoring those that
disabled adversaries as quickly as possible, and realizing the hard
way how few of them were actually effective.

Riken began navigating the urban sprawls with unmatched speed


and agility, eventually combining his skills to become an accom-
plished thief. His underworld successes attracted the attention of
some very powerful and influential corporate executives and he
soon found a new career as an industrial espionage specialist, his
formidable skills being sold to the highest bidder.

Riken has developed a deep friendship with Marissa Lawson after


her healing Effects brought him back from the brink of death at the
catastrophic end of his last job. He has decided to disappear for a
time and remain on the move until he feels it is safe to resume his
former work. In the mean time, he seeks a way to repay Marissa for
her uncommon and selfless kindness.

A l p ha O me g a M il k R u n
Marissa Lawson
Human | Agony | Deliverance Energy Wielder

Marissa Lawson is a devoted student of the Arcane.


She was born into a wealthy Vancouver family. Both her parents are
accomplished professionals, her father an engineer and her mother
a marine biologist.

Marissas academic aptitude was obvious in her adolescence.


However, the more she learned about the classic fields of science,
the more she became frustrated. Early on, she felt there was more to
the universe around her than was being taught to her in school. She
told anyone who would listen, including her parents and teachers,
but everyone she approached dismissed her concerns as youthful
naivety. Fortunately for Marissa, one of her more interesting teach-
ers shared her feeling and lent her an exposition on the basics of
Arcane Wielding. She was immediately enthralled and read it cover
to cover repeatedly, learning the Arcane symbols, and practicing the
fundamental movements as often as possible.

Her parents discouraged her new interest, thinking it was little


more than a phase and certainly not a pursuit worthy of the time
and effort being given to it. Marissa quickly developed a grow-
ing resentment of the mocking tone of her parents. Believing their
negativity to be harmful to her studies, she left home and took up
residence in a remote quadrant of the city.

Marissas aptitude for Wielding grew and she took a particular


interest in the power to both heal and harm living things, becoming
increasingly dedicated to these Intentions and bending ever more
powerful energy to serve her will.

Marissa has now taken to the road in an attempt to seek out


Wielders more capable than herself, hoping to learn from them and
further develop her abilities. She recently used her powers to heal
Riken Morishi after witnessing him shot in the back by a cowardly
gang member. Riken had just bested six of the shooters gang mem-
bers and Marissa immediately recognized his skill. Believing him to
be useful, she cured his wounds and now uses her alluring appear-
ance and charm to manipulate Riken.

A l p ha O me g a M il k R u n
Geist 187
Bio-Engineered | Weapons Specialist

Geist 187 was created to be a corporate Emergency


Response Team member and was originally named Jensen Xander
87. His fellow officers quickly gave him the nickname Ghost as
he always seemed to escape the deadliest of combat situations
relatively unscathed. Ghost devolved to Geist after his fascina-
tion with music, particularly the heavy metal produced by German
bands in the early 21st century, was discovered. He uses the intense
music as his own meditation, relaxing him after firefights and pre-
paring him for the next. He is never without his favorite selection
of tunes, usually playing one at dangerous volume levels in a pair of
ear buds. Due to Geists aptitude for accurate shooting, .the 1 was
added to his birth code, 87, as a throwback to the old police code
that denoted a homicide.

Geist earned his freedom by being one of the few bio-engineered


employed by Valux Arcologys Security Force to survive their man-
datory, 15 year service contract and now seeks employment as
security for trade caravans, personnel transport or any other job
requiring people with his talents.

His bio-engineering is especially potent, providing him with a pro-


found ability to handle Small Arms and Assault Support Weapons.
Geist is a deadeye with any rifle and is obsessed with the mechan-
ics behind weaponry and ballistics. He carries a variety of weaponry
with him at all times and although he is not a brilliant conversa-
tionalist, whenever his teammates have come under fire, his calm
demeanor and experience have saved their lives on more than one
occasion.

After 15 years of living in military barracks and having relatively no


privacy, Geist now aims to earn enough money to purchase his own
condo in Divinus and live the remainder of his life relaxing and liv-
ing in relative luxury.

A l p ha O me g a M il k R u n
Tryk Feron
Lesser Nephilim | Face/Rogue

Tryk Feron is an asshole, but he is very good at pre-


tending that he is not. His handsome features invoke a feeling of
trustworthiness that is misplaced to say the least. His grey eyes
and above average height denote his Nephilim blood, but his cocky
swagger is all too human. Tryk has a roguish, relaxed method of
dress, and an obnoxious everything will be all right if you just trust
in me attitude. Although he is a talented manipulator and a very
loquacious, smooth-talker, he has a dark side that lives by a shoot
first and dont ask questions later method of solving problems. He
is quick to make friends with his sharp wit and wry smile, but never
lets anyone get to the real Tryk. He believes people always want
something from him and chooses to manipulate and get everything
he wants from them first.

Indicative of his inability to trust anyone, Tryk carries a number of


concealed weapons at all times. He carries a pistol in a shoulder hol-
ster covered by his long, leather trench coat. He keeps a knife in his
right sleeve and a holdout pistol in his left boot.

Although, he is not to be trusted, Tryk has many qualities that


can be helpful to a party. He is a skilled manipulator, proficient
at gathering information and adept at diffusing uncomfortable or
dangerous social situations. He is also quite adept with a pistol and
capable of holding his own in melee combat. Despite his spotty
track record and many enemies that haunt him from past transgres-
sions, he is slowly learning the value of establishing relationships
with people he can rely on.

A l p ha O me g a M il k R u n
Zachary Mannheim
Lesser-Grigori | Electronics expert | Mechanic
Zak-Man , as he is known to his customers and friends,
is a proficient mechanic and inventor. He loves nothing more than
repairing broken electronics and vehicles while simultaneously
tweaking their designs. Zachary is quiet, reserved and tends to
stick to himself, mostly in an attempt to avoid drawing attention
to his unnatural skin color stemming from the Grigori blood in his
veins. He can State Shift his Density Component which gives him
increased damage resistance from physical attacks; a handy ability
for a man that has a reputation for being a bit eccentric and who is
often the target of bullying from those threatened by, or jealous of
his intelligence and skills.

During the time he has lived in Farthington, where he earns his liv-
ing fixing electronics and vehicles, Zak-Man has developed some
strong friendships with the people who recognize his skills and
respect him for his hard work and helpful demeanor. He occasion-
ally makes an appearance in the marketplace for supplies and has
been known to pop into Millies for a beer and to hear the latest
news. That being said, he is not overly social and tends to sit quietly
and listen. He rarely leaves Farthington, and when he does it is gen-
erally due to desperation or because of an offer he cannot refuse.

Zachary has developed a strong friendship with Sarah Marshan


after helping her fend off some drunks who were insulting her
Remnant heritage at Millies one night. His unexpected rage and
accompanying State-Shift caused the scum to turn their atten-
tion to him, intending to teach him a lesson for interfering. The
first strike against his Shifted skin broke the assailants hand and
prompted a hasty retreat.

A l p ha O me g a M il k R u n
Sarah Marshan
Remnant | Scout | Medic
Sarah Marshan is an attractive woman with
striking features and deep blue eyes that seem to reveal feelings
of longing for something that has yet to be found. She grew up in
the Wilds in a Remnant community about 75 km (46.6 mi) north-
west of Farthington. As she grew up, she realized how much she
loved nature and the wilderness despite the ferocity of some areas
she explored. Sarah learned the skills necessary for exploring the
dangerous environments near her home from elders in her commu-
nity and slowly began to feel more at home when she was wandering
in the wilderness than when she was back in her home town. With
each new expedition she ventured further and further into the
Wilds.

When asked what she has discovered through her travels, she will
happily discuss the many ruins and creatures she has seen. However,
a keen observer will notice her eyes glaze over momentarily before
she turns her head, a look of profound fear washing over her, before
she politely changes the subject. She has never spoken of the terror
she found during her last great trek.

Sarah can be the ears and eyes for any group and, for her age, her
exploration and tracking skills are second to none. She is also an
accomplished medic who has learned much from her elders about
natural and homeopathic medicine. However, she has also devoted
considerable energy to studying the benefits and uses of modern
medical equipment. She is skilled with shotguns and bows and
is quite adept at moving stealthily through the shadows to avoid
detection.

Sarah has had strong feelings of friendship for Zachary Mannheim


since he valiantly fought off a group of attackers who were degrad-
ing her tribal markings and clearly intent on harming her. She visits
Zachary whenever she passes through Farthington, bringing him
any interesting discoveries that might interest him.

A l p ha O me g a M il k R u n
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