Polaris Quickstart Web.2

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QUICKSTART GUIDE TM P LARIS For Promotional Use Only - Not For Sale Or Resale NOW ON Brian Bird (order #8685869)

description

"For centuries, wars and climatic catastrophes have ravaged the surface of the earth, making it uninhabitable by all but the mutated and monstrous. Humanity, searching for refuge, combs the worlds oceans and finds sanctuary...and more. Welcome to Polaris!"From the French publishers of the award-winning Pathfinder RPG comes the Polaris RPG. A brand new post-apocalyptic sci-fi RPG system and setting from Black Book Editions.Check out this FREE Quickstart Guide if you want to know more about this RPG, that is currently running on Kickstarter. It contains:A brief setting overviewSix pre-generated charactersA strip-down of the basic rulesThe quickstart adventure "Havoc on Irminger"The whole game will be released in Summer 2016!

Transcript of Polaris Quickstart Web.2

Page 1: Polaris Quickstart Web.2

Q U I C K STA RT G U I D E

T H E RO L E P L AY I N G GA M E

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For Promotional Use Only - Not For Sale Or Resale

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Brian Bird (order #8685869)

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Brian Bird (order #8685869)

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T H E RO L E P L AY I N G GA M E

TM

P � L A R I Sby Philippe Tessier

The Polaris RPG is set in a far future where the world aboveground has become uninhabitable for the hu-man species. Human beings have found refuge in the depths of the ocean, where they try to somehow sur-vive in spite of the many difficulties they encounter in this hostile environment. The species’ degeneration (characterized by the increasing number of sterile in-dividuals and various genetic mutations), the perpet-ual wars that have ravaged entire colonies, the mon-sters, and, above all, the difficulty of exploiting natural resources are the immediate problems encountered by this civilization.

In this new world of silence and darkness, play-ers can choose to become agents of one of the underwater factions, mercenaries working to keep afloat, or freelancers trying to establish their own communities. No matter which side they pick, they will discover that nothing is completely black or white, and that humankind will need to unite against a common adversity if it wants to survive.

Meanwhile, they will have to fight against all odds and gear up as best they can, buying precious breathing mixes or fluids. They will need to tin-ker, patch up, and stitch together their vessels. Luck may smile upon them when they discover brand-new equipment or one of the stashes left behind by the ominous Empire of the Geneticians. Their fate will be much darker if they happen to stumble upon raiders or pirates. Adventurers will, however, get a chance to gain fame and even in-fluence the world’s destiny through their actions and discoveries. Humankind is in need of heroes, and empires can sometimes be born from simple ideals.

All these elements and many others make up the backdrop of this universe in which one great mys-tery prevails: the Polaris Flux (also called Flux or Polaris Effect).

CREDITSA RoleplAying gAme by Philippe Tessier,

Raphael Bombayl & Francois Menneteau

intRoductoRy AdventuRe by Philippe Tessier & David Burckle

illustRAtions: Simon Labrousse, Stephanie Böhm, Joel Mouclier, Yoann Boissonnet and Geoffroy «Djahal» Thoorens, Jean-Christophe Hautebois

tRAnslAtion: Jessica Banks, Katherine Calmejean, Yohann Delalande, Franck "Booga" Florentin, Laurence Gillespie, Leslie Pierobon

ARt diRection: Laura HoffmannBlAck Book editions ceo: David Burckle

Polaris RPG. All rights reserved. © 2016 Black Book Editions.

Promotional Item. May not be sold. Printed in France, 2016

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Humankind was forced to flee from the surface and find shelter in the seas. Why, you ask? We can’t

exactly answer that anymore. It seems our exile has affected our memory in some way. What we know for sure, is that the world we came from was ravaged by a war and a climatic catastrophe, and was forever changed. Water engulfed huge parts of the dry lands; 12-mile-deep faults opened at the bottom of the sea; the surface became un-inhabitable. Over centuries, we learned how to live in this new and utterly hostile environment. We succeeded thanks to the intervention of some mysterious beings, the Geneticians, who offered us the technology we needed to survive. There was however, a price to pay—the price of servitude. We eventually rebelled against these enigmatic masters, and the Azure Alliance overthrew their em-pire. We accomplished great deeds after the rebellion, and we even found ourselves dreaming of a better future. However, the dreams of men are often short-lived. Our quarrels smashed our union to pieces, and

very soon our personal interests were tak-ing over again. The Alliance had crumbled, and, from the chaos that ensued, a myriad of small communities were born, each of them with their own objectives. Powerful nations were established: the He-gemony to the east of North America; the Red League to the west of South America; the Coral Republic around former Austra-lia; the Polar Alliance to the north of former Russia; and the Mediterranean Union to the south of Europe. Conflicts and rivalries once again brought humankind to the brink of extinction, until the Flux and its terrible destructive power appeared. The Cult of the Trident was born with the discovery of this strange energy, originating from a nearby dimension. What this energy is exactly, I do not know. Some talk about a psychic force, a sort of universe made out of pure energy and radiation, an intangible manifestation of all that lives . . . It remains a mystery. It is a fact however, that some individuals are able to see and manip-ulate what we call the Polaris Effect.The Priests of the Trident had kept the peace

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for years, with the help of a multinational task force, the Watchers . . . But once again, the thirst for power and scheming overcame the will for peace. While an enemy known as the Conscience effectively beheaded the Cult of the Trident, fleets from the Coral Re-public overwhelmed the other nations of the underwater world. Devastated by civil war, the Hegemony, once the most powerful na-tion, resisted the invader by throwing all its forces into the fray. This led to a simmering conflict that, to this day, still pollutes diplo-matic relations. The tensions between na-tions have never been as strong as they are now. Although from time to time a few voices are raised to try and find a solution to this crisis, no one knows what will happen. This conflict has bled the underwater nations dry. Many resources have been destroyed, and the great fleets of vessels that the na-tions could once muster are now wrecks resting at the bottom of the ocean. Military forces are all but exhausted. The Watchers

are deeply divided and weakened . . . Never have the communities from the deep been as isolated as they are today. Furthermore, other protagonists have revealed themselves during this crisis. Contrary to what we had believed, the Ge-neticians have not disappeared. They still work secretly to implement their arcane projects. Strange beings known as Terna-sets conspire against humankind from their abysses. And on the surface, a mysterious organization, the Iron Enclave, attacks the interests of the underwater states. And there is worse . . . What I have seen in the Flux . . . The things that lurk there . . .

May the Trinity have mercy on us.

— DEMETER Master of the Cult of the Trident

According to an old Hegemonian saying, it is in the ocean’s darkness that you can really measure the courage of a man . . .

Another proverb, from a forgotten author before the time of the Exodus, says “when you gaze into the depths of an abyss, the abyss also gazes into you”.

Brian Bird (order #8685869)

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ARCHETYPES

The vast underwater realm that is now home to what is left of humankind consists of a multitude of states, most of which are very small in size. They try to establish their idea of civilization and to participate, on their own level, in the rebuilding of a world in utter chaos. There are enormous differences between the communities. The most powerful ones have access to huge production factories and cutting-edge technology. The weak-est, in other words, 99% of them, have to settle for tinkering and bartering to survive. While the Hegemony can produce gigantic vessels like the Atlantis, small states have to use all kinds of tricks to maintain two or three half-rusted cruisers in working order and carry out the upkeep of their underwater microstations. This is a world of many contrasts, where the high technology mastered by a few is contrasted with the arts of tinkering and makeshift repairing imposed on the great majority.

Equinox is a city whose proportions are truly colos-sal. The city is 4,000 meters high. It’s a huge octa-hedron, the central level of which is a square of four kilometers by four kilometers. The whole structure fluctuates in depth depending on the variation of the flow. Its base may reach a depth between -4,200 meters and -6,200 meters, and its top be-tween -200 meters and -2,200 meters. This fluctuation can be felt inside the city through vibrations and the regular buzzing of the huge machinery that moves the city and ensures its stability. The first time someone comes to Equi-nox, they need a certain amount of time to get used to the constant background noise. Over 70% of the population of Equinox are huddled together in the 13 levels that make up the Great Bazaar. It is the largest existing market in the world. You can find pretty much anything and ev-erything on sale there.

“You have got to see this city at least once in your lifetime, to be crushed by its majesty. This gigantic structure seems as if it fills the entire ocean, illuminating the water with its thousands of spotlights. It looks like a golden beehive with hundreds of vessels and majestic mammals buzzing around it. When the currents that surround it unleash their immeasurable pow-er, it appears as a ghost city adorned with lightning bolts, an underwater city veiled with mysteries and intrigues.”

— Statement from a League diplomat, during his first visit to Equinox

Brian Bird (order #8685869)

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ARCHETYPES

ArchetypesDIPLOMATThe states and factions of the entire world live in a very fragile equilibrium, sustained by a perpetual war of influence.You’re not a soldier and yet your sphere of action—politics and diplomacy—sometimes resembles a battlefield. No warships or rifles, but tight negotiations, secret deal-making, fragile accords, encounters where what isn’t said is more important than the official declarations... Not all combat takes place with weapons and, in these diplomatic battles, the tactics are no less complex than in a conventional war.Sometimes, conflicts break out, sadly. Then it’s neces-sary to manage the crisis, find allies, and negotiate with the enemy. You’re convinced that violence doesn’t re-solve everything. It’s the last resort, and you know that it’s possible to win a war without even having to fight, through an effective diplomatic strategy. It’s too bad if this must be accompanied by more narrow-minded ma-neuvers and discreet manipulations. The whole world is just one big game of chess for which there are no rules.You were born in the Coral Republic where you were trained to become a diplomat. For the last few years you have been assigned to the diplomatic services in Equinox. However, you are seriously considering taking an extended vacation to travel and see the world.

SKILLS

COMBAT (MELEE): Armed combat (1+8) 9

COMBAT (SHOOTING): Handguns (3+7) 10.

SOC. RELATIONSHIPS/COMMUNICATION: Eloquence/Persuasion (6+8) 14; Empathic analysis (5+7) 12; Socializing/seduction (6+8) 14.

KNOWLEDGE: Bureaucracy (6+5) 11; Education/General culture (6+9) 15; Finding information (6+5) 11; Knowledge of a nation (Coral Republic, orig.) (6+13) 19; Knowledge of a nation (Equinox) (6+10) 16; Knowledge of an organization (Coral Republic political sphere) (6+5) 11; Knowledge of an organization (Cult of the Trident) (6+5) 11; Knowledge of a nation (Hegemony) (6+5) 11; Science/Specialized knowledge (Political Science) (6+7) 13; Science/Specialized knowledge (Law/legislation) (6+5) 11; Science/Specialized knowledge (Geography) (6-3) 3; Science/Specialized knowledge (History) (6+2) 8.

LANGUAGES: Foreign language (Neo-azuran) (6+5) 11; Native language (Isitacian) (special) 19; Specialized language (Absolanese) (6+5) 11; Ancient language (Azuran) (6+5) 11.

SURVIVAL/OUTSIDE: Knowledge of an environment (underwater cities and stations )(4+4) 8

TECHNIQUES: Computing (6+5) 11; Espionage/Surveillance (6+7) 13.

SPECIAL SKILLS: Mental shield (4+9) 13.

STR CON COO ADA PER INT WIL PRE

BASE 8 10 10 12 14 16 14 18

N.A.* 0 1 1 1 2 3 2 3

SECONDARY ATTRIBUTES

LUCK 13 REACTION 13

MELEE DAMAGE MODIFIER -1 DAMAGE RESISTANCE +0

STUN THRESHOLD 10 KNOCKOUT THRESHOLD 20

* Natural Ability

ATTRIBUTES

SAVINGS: 9,900 Sols

PERSONAL GEAR: Communication jammers (level 6), Communicator Global 12 + Computer (personal assistant, TL 4, Gen. 4), holdout pistol, concealed knife.

Brian Bird (order #8685869)

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ARCHETYPES

MARINE COMMANDO

You are not a simple soldier.You are a Special Forces soldier, and an expert in un-derwater combat operations. The underwater world is not made for humans, but you have evolved to survive and fight in these icy waters. Now you're (almost) as at ease as a Hybrid. Okay, you still need diving exo-armor, but that's the kind of machine one feels safe in.You can't help feeling a little superior to other soldiers. Your missions are tough and need major tactical and technical preparation. Everything must be organized and planned. There's no room for improvisation. That's the difference between you and the limited operations run by simple grunts. They can die by the hundreds like cannon fodder, hoping to overwhelm the enemy with their numbers. You cost too much to be sent to the bat-tle without minimum prepping.You were trained by the Mediterranean Union. You have a perfect combat record and you were even an officer for a while in the army. Then the Dark Reaper came, a cyborg from the Polar Alliance who killed every member of your team. Now you have left the army and you are planning to go off on an adventure to find the Reaper… Rumor has it that he has left the Polar army.

ATTRIBUTES

SAVINGS: 45,600 Sols

PERSONAL GEAR: Dagger, Typhoon diving exo-armor, Heavy pistol (with permit), Light handgun (supercavitation pistol), assault rifle (supercavitation rifle), Plastitanium fibers armor (full).

STR CON COO ADA PER INT WIL PRE

BASE 14 14 16 16 16 11 14 9

N.A.* 2 2 3 3 3 1 2 0

SECONDARY ATTRIBUTES

LUCK 13 REACTION 16

MELEE DAMAGE MODIFIER +2 DAMAGE RESISTANCE -2

STUN THRESHOLD 14 KNOCKOUT THRESHOLD 24

* Natural Ability

SKILLS

PHYSICAL ABILITIES: FOF breathing (4+6) 10, Underwater maneuvering (4+10) 14

COMBAT (MELEE): Armed combat (5+5) 10 ; Hand-to-hand combat (5+8) 13; Martial arts (Wrestling) (6+4) 10; Heavy weapons (Melee) (4+3) 7

COMBAT (SHOOTING): Handguns (6+10) 16; Heavy weapons (6+5) 11; Bows, harpoon-launchers and crossbows (6+6) 12; Shoulder-fired weapons/Rifles (6+8) 14.

KNOWLEDGE: Bureaucracy (2+1) 3;Education/General Knowledge (2+8) 10; Knowledge of a nation (Mediterranean Union, orig.) (2+8) 10; Knowledge of a nation (Polar Alliance) (2+6) 8; Knowledge of an organization (Mediterranean Union army) (2+6) 8; Strategy (2+1) 3; Tactics (commando operations) (4+7) 11.

STEALTH/SUBTERFUGE: Camouflage/Concealment (6-3) 3; Stealth/Silent movement (6+0) 6.

LANGUAGES: Native language (Oceanian) (Special) 15; Sign language (6+3) 9; Specific language (Neo-azuran) (2+7) 9.

PILOTING: Armor Maneuvering (Underwater exo-armors) (6+9) 15; Armor Maneuvering (External exo-armors) (6+5) 11; Piloting (Ground vehicles) (6+0) 6; Piloting (Underwater scooters) (6+1) 7.

SURVIVAL/OUTSIDE: Observation (5+5) 10; Orientation (6+5) 11; Survival (4+0) 4. Knowledge of an environment (Oceans) (4+7) 11; Knowledge of an environment (underwater cities and stations) (4+5) 9;

TECHNIQUES: Computing (2+1) 3; Electronics (2+3) 5; Mechanics (Exo-armors) (2+2) 4; Explosives (3+5) 8; Soundscan analysis (4+8) 12.

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ARCHETYPES

PILOT

Fast. Stealthy. Lethal. This is the basic vocabulary of a good fighter pilot.It's extremely difficult to fight in this dark and cold un-derwater environment because you seldom see your opponent directly. This means that you have to be cun-ning, and play with the distances and reliefs of the sea floors, swooping down on the enemy before he can even detect you. Fighters are ideal tools for that kind of thing.Without the human factor, however, the tool is nothing. Whereas the biggest vessels can count on numerous crew members, you are piloting your machine alone. This means that you have to be the best, be versa-tile, and be completely autonomous. At least you are the only master and commander onboard! You have trained hard to be what you have become today. You deal with the hazards of the job, but you really hope that someday your abilities will be fully appreciated. Af-ter all, you often are on the front lines...You were born in the Hegemony, with the identity nu-mber OUR43268. Unfortunately, your tendency to not listen to orders and your inability to break up a fight have earned you a temporary suspension from duty. Therefore, you have been sent to Equinox to join the Watchers

ATTRIBUTES

SAVINGS: 79,200 Sols

PERSONAL GEAR: Computer (personal assistant, TN 3/Gen. 3), Dagger, Heavy pistol, “last chance” pilot armor, second hand Fulgur (worn : Integrity 20, Maneuverability 14, Damage resistance 0, Armor rating 7, Speed 21 knots/on credit, debt 126,125),

STR CON COO ADA PER INT WIL PRE

BASE 14 13 13 17 14 16 12 10

N.A.* 2 2 2 3 2 3 1 1

SECONDARY ATTRIBUTES

LUCK 13 REACTION 15

MELEE DAMAGE MODIFIER +2 DAMAGE RESISTANCE -2 (-4)

STUN THRESHOLD 13 KNOCKOUT THRESHOLD 23

* Natural Ability

SKILLS

PHYSICAL ABILITIES: Athletics (4+6) 10; Endurance (3+5) 8, FOF breathing (3+5) 8

COMBAT (MELEE): Armed combat (4+6) 10; Hand-to-hand combat (4+0) 4

COMBAT (SHOOTING): Handguns (4+10) 14.

SOC. RELATIONSHIPS/COMMUNICATION: Leadership (2+1) 3.

KNOWLEDGE: Bureaucracy (6+4) 10; Cartography (6+2) 8; Education/General knowledge (6+9) 15; Knowledge of a nation (Equinox) (6+4) 10; Knowledge of a nation (Hegemony, orig.) (6+5) 11; Navigation (6+2) 2; Science/Specialized knowledge (Arms/weapons systems) (6-2) 4, Tactics (Naval combat) (6+5) 11.

LANGUAGES: Native language (Olosakian) (Special) 18; Specific language (Neo-azuran) (6+5) 11; Sign language (4+1) 5.

PILOTING: Armor Maneuvering (Underwater exo-armors) (5+1) 6; Piloting (Underwater fighters) (6+8) 14; Remote piloting (6+1) 7.

SURVIVAL/OUTSIDE: Observation (3+5) 8; Orientation (5+5) 10. Knowledge of an environment (Oceans) (6+4) 10; Knowledge of an environment (Underwater cities and stations) (6+5) 11

TECHNIQUES: Computing (6+1) 7; Electronics (6–3) 3; Mechanics (Ships/Underwater Fighters) (6+1) 7; Onboard weapons/artillery (6+6) 12; Soundscan analysis (6+6) 12.

Brian Bird (order #8685869)

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ARCHETYPES

PIRATE

"Prepare to board!" Such clamor is sweet to your ears...You are a predator of the seas, proud of who you are and of your blood brothers and sisters. Let the enemy shake, because you'll never let anyone get in your way. Even if you enjoy fighting, you are not a mindless brute, however; boarding a vessel needs a lot of cunning and you are here to get rich, not die stupidly.You know full well your occupation is legendary throughout the seas. Many are the merchants who fear you, whether they're right or wrong to do so. You are an outcast, but all you want is to share the world’s riches more equitably! Rumors about you make you smile. They think you're just a bloodthirsty monster. Bullshit! You are no crueler than many decorated generals... At least you can count on the fear you inspire... Let's have a good catch, my fellow pi-rates, and tonight the drink will flow freely!You have spent almost all your life in the Pirate Kingdoms, moving from station to station, one crew after another. The pirates have taught you everything you know and you have joined a fellowship. Unfortunately, the group was wiped out by the Watchers. It happened when you had just found a treasure map… a real one. Now, all you can do is try to gather a few people who are up for an adventure to help you get your hands on this treasure.

ATTRIBUTES

SAVINGS: 9,200 Sols

PERSONAL GEAR: Exo-alpha underwater exo-armor, Heavy pistol, Knife, Saber.

STR CON COO ADA PER INT WIL PRE

BASE 15 13 13 12 14 13 16 13

N.A.* 2 2 2 1 2 2 3 2

SECONDARY ATTRIBUTES

LUCK 13 REACTION 13

MELEE DAMAGE MODIFIER +2 DAMAGE RESISTANCE -2

STUN THRESHOLD 14 KNOCKOUT THRESHOLD 24

* Natural Ability

SKILLS

PHYSICAL ABILITIES: Acrobatics/Balance (4+1) 5; FOF breathing (5+0) 5, Underwater maneuvering (4+8) 12

COMBAT (MELEE): Armed combat (4+12) 16; Hand-to-hand combat (4+8) 12; Martial arts (wrestling) (3+7) 10.

COMBAT (SHOOTING): Bows, harpoon-launchers and crossbows (4+7) 11; Handguns (4+8) 12; Shoulder-fired weapons/Rifles (4+7) 11; Throwing weapons (4+8) 12.

SOC. RELATIONSHIPS/COMMUNICATION: Intimidation (5+5) 10.

KNOWLEDGE: Education/General Knowledge (4+6) 10; Gambling (5+5) 10; Knowledge of a nation (Pirate nations, orig.) (4+5) 9; Navigation (4-3) 1; Tactics (Special ops) (3+0) 3.

STEALTH/SUBTERFUGE: Stealth/Silent movement (3+0) 3.

LANGUAGES: Native language (Ithraxian) (Special) 16; Specific language (Neo-azuran) (4+3) 7.

PILOTING: Armor Maneuvering (Underwater exo-armors) (3+10) 13; Armor Maneuvering (External exo-armors) (3+5) 8; Piloting (Light ships) (4+0) 4, Piloting (underwater scooters) (3+7) 10; Remote piloting (3+5) 8.

SURVIVAL/OUTSIDE: Observation (5+7) 12; Orientation (3+5) 8; Survival (4+4) 8; Knowledge of an environment (Oceans) (3+9) 12; Knowledge of an environment (underwater cities and stations) (3+5) 8

TECHNIQUES: Electronics (4+1) 5; Mechanics (Exo-armors) (4+5) 9; Mechanics (Ships/Underwater Fighters) (4+3) 7; Explosives (4-3) 1; Soundscan analysis (3+3) 6.Brian Bird (order #8685869)

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ARCHETYPES

SURGEON

You are an orphan, but you were taken into care by Cortex, one of the greatest companies in the underwa-ter world. You were taught by the best medical and surgical specialists. You could have done one of the great courses in cybertechnology, genetics, or in one of the other prestigious disciplines, but you quickly understood that your desire for independence and your frank way of speaking would never open the right doors for you.So you turned to emergency surgery, an area of medi-cine that matched your personality well but also hap-pens to be the department of Cortex with the lowest budget. You’re hardly rolling in money, but at least you don’t lack for work, and you don’t soil your hands in doubtful “medical” practices. Certainly, you too have blood on your hands (it’s crazy, all the blood that a human body can lose), but for good reasons. Are you an idealist? No, no more than most people. You simply know that you enjoy a certain immunity: no one shoots the guy who might save your life. That’s your secret: the people whose lives you’ve saved are innumerable and, among them, there are several high dignitaries and even a few crime bosses. Those guys know that they owe you one.

ATTRIBUTES

SAVINGS: 7,200 Sols

PERSONAL GEAR: portable lab, first aid kit, Computer (personal assistant, TN 3/Gen. 3), Medkit, 3 stabilizing patches, light pistol, knife, NBC suit

STR CON COO ADA PER INT WIL PRE

BASE 11 12 14 14 12 16 14 10

N.A.* 1 1 2 2 1 3 2 1

SECONDARY ATTRIBUTES

LUCK 13 REACTION 13

MELEE DAMAGE MODIFIER +0 DAMAGE RESISTANCE -1

STUN THRESHOLD 12 KNOCKOUT THRESHOLD 22

* Natural Ability

SKILLS

COMBAT (MELEE): Armed combat (3+6) 9; Hand-to-hand combat (3+6) 9.

COMBAT (SHOOTING): Handguns (3+6) 9.

SOC. RELATIONSHIPS/COMMUNICATION: Empathic analysis (4+0) 4; Intimidation (3+1) 4

STEALTH/SUBTERFUGE: Pickpocket (4+0) 4

KNOWLEDGE: Bureaucracy (6+3) 9; Finding information (6+2) 8; Education/General culture (6+6) 12; Knowledge of a nation (Equinox, orig.) (6+8) 14; Knowledge of a nation (Coral Republic) (6+2) 8 ; Knowledge of an organization (Cortex) (6+5) 11; Science/Specialized knowledge (Biology) (6+5)11; Science/Specialized knowledge (Medicine) (6+10) 16, Science/Specialized knowledge (pharmacology) (6+5) 11; Science/Specialized knowledge (Physics/chemistry) (6+5) 11.

LANGUAGES: Foreign language (Azuran) (6+0) 6; Native language (Neo-azuran) (Special) 16; Specialized language (Metalan) (6-3) 3.

SURVIVAL/OUTSIDE: Knowledge of an environment (underwater cities and stations)(5+5) 10

TECHNIQUES: Computing (6+2) 8; First aid (5+14)19; Surgery (6+10) 16.

Brian Bird (order #8685869)

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ARCHETYPES

TECHNICIAN

Technology is great, as long as it's working properly.And that's what your job is about. You are one of the most respected people under the seas. Most people make do with secondhand gear and breakdowns can have dreadful consequences. Most of the time, nobody pays attention to you, but at the first hiccup, you be-come a living god. You've got to admit it's pretty cool!You have chosen to be an exo-armor mechanic. Of course, you'd rather work on new gear and seeing it damaged pisses you off. However, you have no choice: like everyone else you have to salvage, fix, patch up... Nothing is lost and you turn into a true scavenger as soon as you come across a wreck to salvage the spare parts you need so badly. It's best not to get stranded in the middle of nowhere without being able to repair.You were born in the Red League, in a medium sized station. You have had a gift for mechanical work ever since you were a very young child. You have been a member of the Working-class for a while before leaving your nation to follow you dream: working in Equinox and getting to meet great names like Malgo Eight-Legs. You have bought a small workshop but you still need money and tools. To get them, there’s nothing like wor-king on the go... and looking for adventure.

ATTRIBUTES

SAVINGS: 19,800 Sols

PERSONAL GEAR: Portable computer (TN 3, Gen. 4), Electronic toolkit TN 2 (+1), Mechanical toolkit TN 2 (+1), Dagger (augmented damage +1), Medium pistol (extended range +10%, augmented damage +2).

STR CON COO ADA PER INT WIL PRE

BASE 11 12 15 12 12 16 10 9

N.A.* 1 1 2 1 1 3 1 0

SECONDARY ATTRIBUTES

LUCK 13 REACTION 12

MELEE DAMAGE MODIFIER +0 DAMAGE RESISTANCE -1

STUN THRESHOLD 11 KNOCKOUT THRESHOLD 21

* Natural Ability

SKILLS

COMBAT (MELEE): Armed combat (3+8) 11; Hand-to-hand combat (3+1) 4.

COMBAT (SHOOTING): Handguns (3+5) 8.

KNOWLEDGE: Bureaucracy (6+1) 7; Cryptography (6+6) 12; Education/General knowledge (6+5) 11; Knowledge of a nation (Equinox) (6+5) 11; Knowledge of a nation, origin (Red League) (6+8) 14; Science/Specialized knowledge (physics/chemistry) (6+7) 13.

LANGUAGES: Native language (Olakar) (Special) 15; Specific language (Neolan) (6+2) 8, Foreign language (Neo-azuran) (6+5) 11.

PILOTING: Piloting (underwater scooters) (2+1) 3; remote piloting (4+9) 13; Armor Maneuvering (underwater exo-armor) (3+6) 9, Armor Maneuvering (external exo-armor) (3+7) 10

SURVIVAL/OUTSIDE: Knowledge of an environment (underwater cities and Stations) (4+5) 9

TECHNIQUES: Armory (6+5) 11; Computing (6+6) 12; Electronics (6+7) 13; Mechanics (Exo-armors) (6+9) 15; Mechanics (Ships/Underwater Fighters) (6+8) 14; Mechanics (Generators/Life Support Systems) (6+8) 14; Security systems (6+7) 13, Traps (4+5) 9, Technical engineering (mechanics/Electronics) (6+5) 11

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GAME SYSTEM

Game systemThe game system for the Polaris RPG 3rd Edition requires

standard 6, 10 and 20-sided dice (d6, d10 & d20).

HOW TO USE YOUR SKILLS

The Success Probability for your skill test is equal to your

SKILL LEVEL + ANY DIFFICULTY MODIFIERS THAT MIGHT APPLY.

Example : The pirate (presented in this leaflet) tries to-find drinking water in an abandoned Genetician depot. He needs to make a Survival skill test to see if he’s success-full with his research. His Survival Skill level is 9. He has searched this depot before. The Gamemaster determines that knowing where to find the necessary resources would be a fairly easy task for him and grants him a +3 modifier. The Success Probability would then be 12 (9+3).

DIFFICULTY OF THE ACTION MODIFIER

Very easy +7

Easy +5

Fairly easy +3

Average +0

Difficult -5

Very difficult -7

Extremely difficult -10

HOW TO TEST YOUR ATTRIBUTESSometimes, a Test is not linked to a Skill but is instead

directly linked to an Attribute. For example, you can test a character’s Strength to see if he is able to lift a very heavy object. In this case you simply use the level of the Attribute in question.

ROLLING THE DICE

To work out the result of a Test, roll a D20:

If the result of the roll is EQUAL TO or LESS THAN the Success Probability of the Test, the attempted action has SUCCEEDED.

If the result of the roll is HIGHER THAN the Success Proba-bility of the Test, the attempted action has FAILED.

SUCCESS OR FAILURE MARGINSThe Success Margin of a successful Test is equal to the result

of the roll (this is a direct reading: the aim is therefore to roll the highest possible score that is still below the Success Probability score).

The Failure Margin of a failed Test is equal to the number of points over the character’s Success Probability (taking into account the Difficulty Modifier).

SUCCESS MARGIN Degree of Success Success Modifier

1–2 Just barely +0

3–4 Decent +1

5–6 Fairly good +2

7–9 Good +3

10–12 Very good +4

13–14 Excellent +5

15–19 Perfect +6

20–24 Extraordinary +7

FAILURE MARGIN Degree of Failure Failure Modifier

1–2 Just barely +0

3–4 Mediocre -1

5–6 Fairly bad -2

7–9 Bad -3

10–12 Very bad -4

13–14 Terrible -5

15–19 Catastrophic +6

The Degrees of Success or Failure are descriptive terms. Among other things, they allow the Gamemaster to describe more precisely the result of the action: they are above all guides and narration tools to help develop the atmosphere.

CRITICAL SUCCESSES AND FAILURESCRITICAL SUCCESS

If the result of the roll is exactly the same value as the Total Success Probability (thus taking into account the Difficulty Modifier), you score a Critical Success. In this case, you can add the Mastery Level (the second value mentioned between parenthesis for each skill in the provided character Archetypes) to the previously obtained score to increase your Success Margin.

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GAME SYSTEM

CRITICAL FAILURE

If the die rolls a '20', then the result is a critical failure. In this case, roll the d20 again and add the result to the Test’s original Failure Margin.

LUCKLuck is an Attribute that can be used at the discretion of

the Gamemaster to determine an event’s favorability toward a character or his group. The Test is a normal Random Test: the Player must roll a d20 and obtain a result lower than or equal to the Luck level of his character. If the Test is a success, the events become favorable to the character or group of characters. A player can also spend a Luck point to gain a clue from the GM or a +5 bonus on a skill or attribute check.

OPPOSED TESTS

In these cases a character’s actions are confronted by another character. In this case, we refer to an Opposed Test. This kind of Test is used during hand-to-hand combat, for example.

Both characters first determine their Success Probability. Then both roll their d20 and check whether or not their test is a success.

If only one character rolled below his Success Probability, he is the winner of the confrontation. His Success Margin is the result of his die roll.

If both characters succeed at their Test, the winner of the confrontation is the one who obtained the highest score on the die or the highest final total after applying any Critical Successes (so you need to roll a score lower than your Success Probability, but higher than your opponent’s score). The Success Margin of the winner is the number of points he obtained over the loser’s score.

If both characters succeed at their Tests and get the same score on the dice or the same final total after applying any Critical Successes, the result is considered to be a 'tie'. They both succeed in performing their action, but neither of them manages to take the upper hand. Both opponents’ Success Margins are 0.

SUMMARY OF A COMBAT ROUND

1. SURPRISE (IF APPLICABLE)

If one or more of the participants are at risk of being surprised by their opponents (ambush, sudden attack, etc.), they must perform a Reaction Test, to see if they can act. Characters who fail their Test in the first Combat Round will have a normal Initiative again during the following Round.

2. BASE INITIATIVE

For the Quick Start rules the Initiative of each character is equal to his Reaction Level.

3. RESOLVING THE ACTIONSActions are resolved in decreasing order of Initiative (the

fastest goes first), during their respective Action Phases. Therefore, the character with the highest Initiative can act during the first Action Phase. The Players perform any required Tests in turn (any Attack Tests, for example), then the GM announces the Actions and their results.

TYPES OF ACTIONS

During a Combat Round, each character is given the opportunity to perform one of the following Actions:

◊ A MOVEMENT, to move around in the area of the fight. ◊ A COMBAT ACTION, often an Attack in Melee Combat or

with a Ranged-Combat weapon. ◊ ANY OTHER SIMPLE ACTION that can reasonably be

performed in less than five or six seconds. ◊ FREE ACTIONS are very fast actions that do not slow

down the character at all (saying a word, dropping an object, etc.). As these actions are almost instantaneous, we will consider that a character can always perform a Free Action, before, during, or after a normal Action.

ATTACK & DAMAGE

MELEE COMBATMelee tests are resolved through an Opposed Test made by

each of the two combatants rolling on the Skill their chosen combat technique is based on, which is determined by the weapon they are using: Heavy weapons, Armed combat, and Hand-to-hand combat.

RANGED COMBATA Shooting Test is a normal Test based on the appropriate

Skill. The Difficulty Modifier is essentially based on two factors: the distance to the target and its size. The two tables below indicate the Modifier to use:

DISTANCE ModifierPoint Blank Range +5

Short Range +0

Medium Range -5

Long Range -10

Extreme Range -15

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GAME SYSTEM

SIZE OF TARGET ModifierTiny (around 30 cm) -10Very Small (around 50 cm) -5Small (around 1 m) -3Medium (human size) +0Large (around 3 m) +3Very Large (around 5 m) +5

DAMAGE AND WOUND POINTSA character who hits his adversary will inflict physical

Damage points equal to:

◊ In melee: Weapon Damage roll + Success Modifier + character’s Melee Damage Modifier.

◊ In ranged combat: Weapon Damage roll + Success Modifier

To this base total of damage, you must also add the Modifier for the target character’s Damage Resistance.

The final total must be compared to the character’s Wound Thresholds: every 5 points of damage increases the severity of the wound by one threshold. The wound inflicted corresponds to the highest threshold crossed.

WOUND THRESHOLDSPhysical Wounds are classified depending on their level

of severity. Each level of Wound severity is associated with a fixed Wound Threshold. As soon as the sum of physical Damage Points inflicted becomes equal to or larger than one of these thresholds, the character receives the equivalent Wound:

THRESHOLD Seriousness5 Light Wounds10 Moderate Wounds15 Serious Wounds20 Critical Wounds25 Mortal Wounds30 Sudden Death/Limb Destroyed

WOUND SCALEThe total number of Wounds that a character can receive

is limited. As soon as a character is wounded, the Player must then tick one of the boxes in the Wound Scale of his character sheet, as determined by the Wound Threshold chart above, depending on the Location of the hit and the severity of the wound.

In each Location, when all of the boxes of a line have been ticked and the character receives another Wound of the same severity, the Player should then:

1. Tick a box in the next higher degree of severity.

2. Erase the Wounds noted in the boxes of the completed line.

Indeed, we will consider that the total of the Wounds inflicted at a certain level of severity ends up creating a wound of a higher severity.

Wound ScaleWOUNDS HEAD BODY RIGHT ARM LEFT ARM RIGHT LEG LEFT LEG Penalties

Light (5) ¨¨¨ ¨¨¨¨ ¨¨¨ ¨¨¨ ¨¨¨ ¨¨¨ -1Moderate (10) ¨¨¨ ¨¨¨ ¨¨¨ ¨¨¨ ¨¨¨ ¨¨¨ -3

Serious (15) ¨¨ ¨¨¨ ¨¨ ¨¨ ¨¨ ¨¨ -5

Critical (20) ¨¨ ¨¨ ¨¨ ¨¨ ¨¨ ¨¨ -10

Mortal (25) ¨ ¨¨ ¨¨ ¨ ¨ ¨ Impossible action -15

Death/Limb Destroyed Death Death ¨ ¨ ¨ ¨ Impossible

action -30

Hit location table

1D20 Location

1-2 Head3-8 Body9-11 Right arm12-14 Left arm15-17 Right leg18-20 Left leg

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The Polaris Effect lives inside all things and seems to consciously act in certain circumstances. The manipulation of the Effect is still in its infancy.

Use of the Polaris Effect is achieved in two steps: first the character releases the Polaris energy that is inside him, then he shapes it into a specific form that will be the effect of the power.

Step 1 : In terms of game play, you must first perform a Mastery of the Polaris Effect Test to know if the character can succeed in releasing the Polaris Effect while controlling it:

◊ On a Success, the character releases the Effect and maintains control of it. He may then shape the Polaris Effect to use a specific power. Got to step 2.

◊ On a Failure, the Polaris Effect is poorly controlled, which may lead to consequences of varying severity (examples : temperature changes, pressure changes, noises, itching, dizziness, outages, seizures...).

ENERGY BOLTSNumber of energy bolts: 1 + Success Modifier.

Damage: 2D10, +2 points per additional bolt. It is possible to spread the energy bolts in order to attack several opponents at once.

Range: 15 meters +/- Success Modifier.

Duration: 5 Combat Rounds +/- Success Modifier.

This power creates a number of energy bolts that inflict physical damage. If the power is controlled, the PC chooses his targets as long as he can see them. The attack Test is performed with the Energy bolts Skill. Armors and protections are usually effective against this power.

If the power is not controlled, the bolts randomly strike at 1D4 target(s) each Combat Round. An attack Test must be performed with a Skill Level of 10 + Success Modifier.

Molecular Healing

Note: the character can use this power on himself.

The character can heal physical wounds (Location by Location). If the Test is successful, the healed Location immediately recovers a number of Wound boxes equal to the Success Modifier.

Disruption of RealityPenalty to the actions : -1 - Success Modifier.

Area of Effect: 5 meters in diameter +/- Success Modifier.

Max. Range from the center of the Area of Effect: 15 meters +/- Success Modifier.

Duration: 5 Combat Rounds +/- Success Modifier. Reality seems distorted under the effect of this disruption. Distances can no longer be estimated, senses are disturbed, etc. For the whole duration of the power, every Action performed in the spherical Area of Effect suffers a penalty.

Step 2: To use a power of the Polaris Effect, you must perform a Polaris Power test corresponding to the power used:

◊ On a Success, the power is triggered and produces the expected effects. The Success Margin allows you to increase the effects of the power. See “Powers of the Polaris Effect” below.

◊ On a Failure, the power is not triggered (and nothing further happens).

Polaris Powers

Polaris Effect

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HAVOC ON IRMINGER

GM INTRODUCTIONThe Player Characters are hired by services from the Cult

of the Trident to negotiate the release of Oscar Pevler, Cult operative captured by an obscure pirate group. The trade is supposed to happen in a small remote station to the east of what is left of Greenland. Of course, not everthing is going to happen as planned, because the “package” is not who he claims to be.

Although there actually is a Trident agent called Oscar Pevler who was infiltrating the Hegemony, he is actually dead, accidentally killed by Melane, the man who took his identity. The latter suffers from the Polaris effect, which he is unable to control, and Oscar wanted to take him to his leadership on Equinox before he could become unstable and dangerous.

Desperate, Melane encounters two pirates and introduces himself as a Trident operative. To serve their common interest, Hans and Gilion offer to sell him to the Trident and inform the Cult that they are detaining him. Since they want to raise the price, they also make an offer to the Hegemony but make sure to keep Melane in the dark about it.

PLAYER INTRODUCTIONRead this to your players before starting the adventure:

“Your contact at the Cult of the Trident on Equinox (neu-tral capital of the Polaris setting) has paid you 10,000 Sols to travel and recover “the merchandise,” a person from the organization. During the transaction, you need to make sure that he actually is Oscar Pevler before con-cluding the trade. In order to do so, all you have to do is take a genetic sample from the individual, then scan the sample with the analyzer you have been provided (the only memorized DNA in the device is Oscar Pevler’s). If he is an impostor, you need to head back to Equinox and return the funds to your contact, minus 2,000 Sols for your services.”

The adventure begins as the PCs approach the Irminger station. Feel free to tell the PCs what they know about the station during the Player Introduction, or just after they dock. You can have the PCs make Science and/or Geography tests to determined their level of knowledge about the station.

THE IRMINGER STATIONThe Irminger Station is made of rather typical and quite

dilapidated modules (reference: the colonists’ base in the

James Cameron’s Aliens movie). It is rather large and mostly used as a resting station for miners who work and spend most of their time a few miles to the west. The station counts about fifty permanent crew members, mostly technical and maintenance staff, in charge of its upkeep. It is composed of a central dome attached to several peripheral modules.

Irminger is a neutral station, unaffiliated to any faction, but its leaders have made a deal with the local pirates so that they can conduct their business and resupply. However, no weapon is allowed on the premises.

Whether they have their own vehicle or whether the Trident has provided one to them, the PCs are not allowed to dock directly to the Irminger station, because of quarantine and security measures. Their vessel must first join a cylindrical structure equipped with several docking airlocks, then wait for one of the station’s shuttles to pick them up. This structure can accept up to four small submarines, and one is already docked when the PCs arrive.

After they arrive, the PCs can leave their vehicle and enter the cylindrical structure, a narrow space where, squeezing in tightly, only eight people could fit. There, each PC is examined by a pilot equipped with a scanner to detect potential concealed weapons (yes, explosives are weapons!). Now is not a good time to make a stupid joke or have a coughing fit...

If the PCs do not make any fuss, the shuttle takes them directly to the station’s unloading dome, where they are supposed to meet the pirates. The pilot, Corl Benton, a solid individual in his fifties, bald and with a beard, is rather jovial. If the PCs ask him questions about the pirates and the merchandise they

Havoc on irminger

THE CULT OF THE TRIDENT

The CULT OF THE TRIDENT runs the neutral city of Equinox, situated on the Rockhall Threshold, and is the keeper of the peace below the seas, thanks to the interna-tional troops of the Watchers. The priests of the Trident also master the Polaris Effect—a

seemingly infinite power. Led by Jason Helio, who bears the title of Demeter, the Cult of the Trident is a rela-tively recent organization, founded in 373 to put an end to the wars that ravaged the underwater world. This group is both political and religious, and, as far as some people are concerned, it could be humanity's last hope for peace. For others, it is just one of the many great powers that are constantly fighting to control the world.

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have to sell, Corl knows nothing and certainly doesn’t want to know anything.

DOCKING

The PCs’ shuttle docks at the end of the station, inside a dome-shaped hangar/workshop resting on a cylindrical base partially sunk into the seabed. In the middle of the hangar, a small single-seat vehicle is floating on a pool, from which a tunnel provides access to the ocean. The hangar holds a repair workshop where several vehicles similar to the scooter are parked. Some kind of underwater buggy and two large exo-armors are in various states of repair. There are a few technicians in the hangar at all times.

As the PCs disembark, they notice that the station seems to be experiencing a few technical difficulties. Lights flicker from time to time, technicians complain about malfunctioning tools, etc. If asked, Corl tells the characters that the stations has had problems with its generator for several days. Resources may be scarce to perform suitable repairs.

As they walk across the hangar, a worker shouts “Shit, take that away, TAKE THAT AWAY FROM ME!”

The PCs see a worker wearing a miner’s diving suit without its helmet, trying to remove the part covering his right arm. A small female and electronic voice, says in a jovial tone: “Right arm’s breach security system engaged, administrating topical anesthetic. Amputation in 10 seconds, 9 seconds,”etc. The characters have exactly 9 seconds to act and prevent the unfortunate miner from painfully losing his arm then most probably bleeding to death.

PCs can carry out Mechanic Tests to deactivate the auto-destruction system or try to stabilize the victim with a First Aid Test.

Whatever happens to the miner, Corl blurts “Welcome to Iminger.”

Next, Corl takes them to the meeting place at the other end of the base, inside a warehouse. Check the station’s description to tell them what they see along their way. Observant characters can notice a few oddities: strange temperature variations, fleeting electric arcs running along pipes, unidentifiable smells, strange discordant sounds (as if someone was tuning a radio), and echoing sounds (coming out of nowhere) in the gangways. In every module that the PCs travel through, someone’s grumbling

about a piece of equipment. When asked about it, Corl attributes this to small technical issues that will soon be resolved, and complains about the lack of resources.

As they arrive at the other end of the station, the characters enter a room similar to a docking hangar, where dozens of crates, tools, spare parts, bags and various merchandise are stored. In the middle of the room, two men who look like pirates are standing next to an individual sitting on a chair, handcuffed and wearing a hood on his head.

NEGOTIATIONThe two men standing near the prisoner are pirates, Hans

and Gilion. These small-time thugs are not part of a pirate fellowship anymore and are trying to earn some cash by selling people. They know nothing about the man they recovered, except that he claims to be Oscar Peveler, a member of the Trident, and that he seems slightly ill.

Convinced that he is going to be placed into the care of Trident’s agents, Melane manages to control himself. He is however increasingly weakened by his link with the Flux, and the Polaris effect is starting to manifest all over the station.

The pirates do not waste any time in introductions when the PCs arrive. They remove the hood from their prisoner’s head and start the bid. The Hegemonians,

who are only a few hours away from the station, have offered 15,000 Sols. Melane, who thought

that the deal was already sealed, starts to panic but still holds on to the hope that the members of the Trident are going to buy him back.

Characters with medical or psychological skills can easily detect that this man is

utterly terrified and quite sick. From there on, the PCs can lead the

transaction in any direction they want:

◊ Melane starts calming down if they seem reassuring by not

performing the genetic test right away, and by attempting to buy him, for example.

◊ They can also elevate the situation to a conflict with tools recovered in the hangar. Beware that the pirates are vicious. They already have found blades to defend themselves, and one of them has a rivet gun that he will not hesitate to aim at a PC or Melane.

- They can make a counter-offer, but the pirates will want to meet the Hegemonians to get as many Sols as possible.

Whatever happens, things get real when the PCs start talking about a DNA test, because Melane

breaks down under the pressure of the Polaris effect and starts fully channeling the

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Flux energy, which will eventually consume him entirely, with catastrophic results.

As a PC approaches him to perform the test, the room’s lighting suddenly brightens then flickers, and electrical arcs start travelling along the hangar’s walls. Melane’s eyes roll back and literally start melting whilst one of the two pirates (Gilion) is suddenly vaporized right in front of the other protagonists. The room’s temperature skyrockets and an inhuman sound comes out of Melane’s mouth.

The second pirate tries to flee as soon as the phenomenon manifests. If the characters want to stop him, they have only two Rounds before the situation in the room becomes unbearable.

If they want to survive, they have no other choice but to head back to the hangar as fast as possible. All that is left of Melane is suffering and hatred against anyone left inside the room. His body is ablaze with the Flux energy, which is devouring him from inside. He can only stay here, used as an involuntary conduit for the devastating energy, until he is totally consumed and has completely destroyed the base (of which the duration is left to the GM’s discretion). Only then will the phenomenon stop. He is unaffected by attacks, which may only accelerate the process. Touching him means an immediate and definitive death.

If the PCs succeed in calming down Melane and manage to somehow extract him from the station, he unleashes his power due to the stress once the group reaches their vehicle. It is very unlikely that the PCs would survive this kind of outbreak of the Flux.

ALL HELL BREAKS LOOSEUnder Melane’s influence, the Flux is unleashed in the

station. The PCs must not only escape from the incontrollable effects released by Melane, but also find makeshift weapons to protect themselves from some of the station’s inhabitants, who have been turned into raving lunatics by the Polaris effect (exposure started a few days ago for them, which is why the characters are spared). The description of the base includes information about what an be found in each room, what can be scavenged by the PCs, the phenomena they encounter and potential adversaries or dangers.

BRIEF DESCRIPTION OF THE BASE◊ 17: STORAGE ROOM: This is the room where Melane is

burning up. Four Rounds after the events begin, this room is locked down and anyone who enters it will die instantly.

The access tubes: the tubes are constantly shaken and twisted, but none of them is breached. Sparks run up and down the pipes and electrical wires, but if the characters don’t touch them, they will be fine. They will need to carry out Coordination Tests to move forward without falling.

Underground tunnels: The underground tunnels that run under the stations are probably the safest way to cross some of the rooms if the characters noticed them earlier.

However, they are affected by a phenomenon connected to the Polaris effect: Nightmare. Each PC who enters them will be subject to terrible visions that may prevent them from moving forward. They must therefore carry out a Willpower Test every time they want to move. If a character fails, then he must leave the tunnel as quickly as possible and by the shortest route, followed by his imaginary monsters.

◊ 16: LABORATORY AND INFIRMARY: This infirmary contains a treatment table, six medikits (for the needs of this adventure, each medikit can be used to reduce the severity of a wound by one level) and everything required to treat light or serious wounds. There is also a bulletproof hyperbaric chamber that can be used to save one of the characters, as it can withstand the pressure outside the station.

Phenomenon: The temperature in this room changes rapidly and it even varies in areas within the room. In some places, tiny plates of ice may form, whereas in other areas the metal can be white hot or papers can burst into flames. This is, however, more of a hindrance than a real danger, and the PCs cannot suffer more than 1 Damage Point because of this phenomenon.

◊ 14 AND 15: HYDROPONICS. These two huge greenhouses are used for the base’s hydroponic plantations. This is where they grow tomatoes, some fruit, beans, etc. The room is brightly lit by rows of neon lights.

Phenomenon: In here the presence of the Flux is very special, almost calm. The technicians who are working here are standing still, their gazes locked on the plants that are slowly, even gently, curling their stems around them before burrowing under their skin. At times, the atmosphere is disturbed by a thin grey fog in which one can see strange inhuman silhouettes. There are two dangers when moving through this room: the plants and the grey fog. The plants will try to get hold of the characters. During each Round, a character must carry out a Strength Test to see if he can cross one square of the room. If he fails, he can try again on the following Rounds, but with a cumulative penalty of -1 after each failure. A PC can help another if he succeeds his own Test. In this case he carries out a Strength Test and gives a bonus to the person he is helping, equal to his own Success Modifier. If a player has a penalty equal to his own Strength, he is captured and killed by the plants.

The second danger is the fog, which is a materialization of the Flux into this reality, a passage to the other dimension. For each square a character wants to cross, he must carry out a Luck Test to see if the next square ahead of him will be filled with this fog. If this is the case, then he can wait for one Round and roll his Luck Test again, try to go around it or go inside it. If he chooses the latter, the whole station disappears around him and he finds himself at the edge of the Flux itself. He still has a chance to turn around immediately, but if he doesn’t, then he disappears into the Flux forever.

◊ 13: HANGAR/SECONDARY WORKSHOP WITH DIVING ARMOR: This secondary hanger has an airlock that leads

HAVOC ON IRMINGER

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out into the ocean (two people can use the airlock at the same time and it takes 10 minutes between two activations of the airlock) and small workshops for carrying out repairs and maintenance on exo-armor. Four medium exo-armor suits are kept here. Four spearguns can also be found here (medium speargun) and one of the armor suits has a supercavitation pistol that can be dismantled. There will be three raging technicians in here when the PCs arrive.

Phenomenon: There are no visible phenomena affecting this room, but by paying close attention to this place, one can notice little electric arcs travelling along the metallic surfaces and over the armor suits. These suits may seem incredibly interesting as a means of escape, but they are in fact a trap. You can either let the PCs find that out for themselves or use the pirate. If you choose the latter, the PCs arrive just as he is getting into one of the suits and is about to attack them with it. Brighter arcs begin to cover the armor as its systems go mad, and then it activates its guillotine systems at the elbows and knees. These systems are designed to protect a diver if his suit is breached in the forearm or lower leg sections... in this case, the poor pirate will have all four limbs amputated, this time with no warning at all. If a PC tries the armor on, he can carry out an Intelligence Test with a -2 penalty when the systems go haywire to see if he can detect the danger and eject before it’s

too late. If he fails the test, he can still carry out a Luck Test for each of the four systems. Every time he succeeds a Test the guillotine system doesn’t activate. The PCs (his friends can help him) have 6 Rounds before he ends up in pieces.

◊ 11-12: WORKSHOPS/TECHNICAL LABS: These small labs and workshops are nothing special, although the characters can find some tools there that can be used as weapons. However, if anyone thinks to rummage through the mess in here, they might find two fluid diving suits and enough fluid for both of them. This can provide an alternative escape route for two of the characters... if they are trained in the use of fluid, or if they are capable of resisting its use. These suits provide 3 points of protection against Physical Damage.

Phenomenon: These two rooms are subject to a curious phenomenon that prevents a person from entering if their body is not adapted to it. Until that adaptation is done, anyone who sets foot in there will have trouble standing up, find it hard to breathe, feel dizzy, feel nauseated, etc. To be able to enter this room characters must successfully complete an Adaptation test with a penalty of -8. This penalty is decreased by -1 for each attempt.

◊ 10: RELAXATION ROOM: This big room contains several tables and a small bar. This is where the technicians come to play dice games, card games, read or have a drink.

Phenomenon: When the PCs enter this room it is completely empty. There are no chairs or tables left, only the bar is still standing. In the center, a sphere of absolute darkness is sucking in anything that enters the room. As long as the characters don’t enter the room they are safe, however to cross it, they will need to keep as far from the sphere as possible by hugging the walls and carrying out a successful Strength Test. If a character fails the Test, he can try a Luck Test. If he succeeds, he resists the attraction. If he fails, he is annihilated by the sphere.

◊ 8 AND 9: DORMITORIES, REST ROOMS AND BATHROOMS: These long modules are furnished with about twenty bunkbeds and a space for the toilets and washrooms. This is also where the crew members have their lockers where they keep all their personal belongings.

Phenomenon: When the PCs enter this room none of the 14 technicians are insane. They are all lying on their bunk with a strange shape floating above them, some kind of nightmarish creature that is feeding on their mind. If the PCs take no action, then they have nothing to fear in here, but if anyone disturbs the feeding creatures, they will suffer a devastating mental attack, which causes 6D6 Damage Points.

◊ 7: CAFETERIA/KITCHENS: This circular room is used both as a cafeteria and a kitchen by the inhabitants of the station. There are always about 10 people in here, but only four of them will have survived and have gone insane. One of

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them is the cook and he is armed with a long knife (Damage 1D10). There are several kitchen knives to be found in here.

Phenomenon: Chaos has taken over in here. Tables, chairs and kitchen utensils are flying around the room, but they systematically avoid the insane crew members. Each PC must carry out a successful Coordination Test for each Round spent in this room or suffer 2D6 Damage Points after getting hit by a flying object.

◊ 5 AND 6: STORAGE ROOMS: These two small storage areas are mainly used to store food and water. There is nobody in here and nothing that can be used as a weapon.

Phenomenon: Despite the chaos taking over the whole station, these two rooms are strangely calm. In fact, there is nothing to be feared inside, but anyone who wants to leave these rooms will have to succeed a Willpower test with a penalty of -2, or instead of leaving the room, they will find themselves entering it again.

◊ 4: MAIN CONTROL ROOM: The main control room is a circular room where all the basic control panels are located, as are the Soundscan stations, the energy controls, etc. The PCs will find two technicians here who have gone insane, and more importantly the commander of the base who has a weapon (a light pistol with a charger loaded with 15 bullets) and is pointing it at his men. The commander is also on the brink of madness and will not use his pistol, unless, in a last moment of clarity, he turns it against himself.

Phenomenon: strident sounds and strange flashes of light will hinder the concentration of anyone within this room (except for the insane technicians). All Actions will be carried out with a Difficulty Modifier of -2.

◊ 3: ENERGY STATION, OXYGEN FILTRATION SYSTEM, WATER PURIFIERS, ETC.: This huge room is the heart of the base. This is where all of the station’s life support systems can be found. The floor is a wire grill with lots of cables and pipes running under the metal mesh and along the walls.

Phenomenon: The generator is overloaded by the Flux energy and bolts of energy are shooting through the room randomly, hitting anyone inside. Furthermore, strange, ghostly figures can be seen in there. These shapes are those of Flux creatures, but they cannot break through into our dimension, so they are harmless. As for the energy bolts, each PC will need to carry out a Luck Test for each Round spent in this room. If the Test is a failure, he will suffer an energy attack that inflicts 1D6 Damage Points + 1D6 per Failure Modifier.

◊ 2: SMALL WORKSHOPS: There is a technician enraged by the Polaris effect inside each of these workshops, as well as a coworker lying dead on the floor in a pool of their own blood. These rooms all have workbenches and small machine tools. Small tools can be scavenged to use as weapons.

Phenomenon: The structure of each module is deformed by the Polaris effect. The walls are twisting, the floor undulates but the modules do not rupture. It is however very hard to keep one’s balance.

◊ 1: DOCKING HANGAR AND WORKSHOP: Here the PCs can pick up several tools that could be used as weapons, such as screwdrivers, wrenches, pipes, and battery packs to charge rivet guns. The machines under maintenance are unusable. Two persons can escape by using the small scooter in the pool. The shuttle that is currently docked can transport at most ten people.

If the PCs make it that far, they have to fight three enraged technicians armed with various tools. Three others lie on the floor, their skulls shattered. If he was saved in the adventure’s first scene, the worker in the miner diving suit will get a grip on himself and help the player characters to escape.

Phenomenon: Pressure is utterly altered here, and water level is rising from the pool, flooding the room. After four Rounds, PCs have water up to their ankles and some of it starts flowing into the rest of the station. After six Rounds, hatches leading to rooms 2, 5 and 11 lock themselves. Two Rounds later, water rises to knee level. They have four more Rounds to board the shuttle before the water level prevents them from accessing it. Twenty Rounds after the beginning of the phenomenon, the room is completely flooded.

TO BE CONTINUED…When they reach their vehicle, the sonar indicates a vessel is

approaching. The Hegemony is joining the party and will want to know what has been going on... This could be the setting of a future adventure you would want the PCs to explore!

THE HEGEMONY

THE HEGEMONY is, for the mo-ment, the most powerful na-tion of the underwater world. It controls the trenches to the east of what was once North America. Under the rule of the mysterious Patriarchs and High Admiral Vi-ramis, it follows an aggressive

policy and believes that peace can only be brought to the world beneath the seas by using force. With structures like the gigantic Dome of Keryss, its two base-vessels (the Artemis and the Atlantis) and its elite troops, the Techno-Hybrids, the Hegemony has always had a certain technological lead on its rivals, and more importantly, far greater resources for production.

HAVOC ON IRMINGER

Brian Bird (order #8685869)

Page 22: Polaris Quickstart Web.2

Irminger station

ADVENTURE

tu n n E l l E a d i n g t o t H E o C E a nAirlock

Hatch

Hatch and ladder

Tunnel

6ft

37 13

16

17

10

4 15

14

9

8

6 12

115 2

2

2

1

Brian Bird (order #8685869)

Page 23: Polaris Quickstart Web.2

HAVOC ON IRMINGER

ARCHETYPES REQUIREDStation personnel: use the Technician archetype, but once they are under the influence of the Flux, they will be immune to shocks and

to the effects of wounds. They can only be taken out by a Mortal Wound.

Pirate (Hans): use the Pirate archetype. He has a light firearm. The PCs can easily form an alliance with Hans if it allows him to survive. If the PCs help him, he will not betray them.

MODEL Dam. STR Init. Reach Cost

Barehanded 1D6 - - - -

Combat staff 1D10+5 11 - +2 600

Monkey Wrench and similar 1D10+5 9 - - 80

Screwdriver and similar 1D10+1 - - - 20

Iron pipe and similar 1D10 - - +1 10

Shark dDagger - Shark 1D10+2 - - - 200

Knife - Conger 1D10+1 5 - - 120

Sword/saber - Capitan 2D10+2 10 -2 +2 600

Electric Booster 1D6

MODEL Dam. Range STR Init. Firing Mode Cost Ammo. (Cost)

Light pistol 2D10+3 2/10/20/40 (60) 10 - SS 800 25 (136)

Medium pistol 2D10+4 4/20/40/80 (120) 11 - SS 1,100 17 (119)

Heavy pistol 3D10+2 7/35/70/140 (210) 14 - SS 2,200 30 (170)

Light assault rifle 4D10 14/70/140/280 (420) 13 -3 SS/SB/LB 3,500 30 (170)

Rivet gun 1D10+5 1/2/4/6 (10) - - SS 180 -

MODEL Dam. Range STR Init. Shooting mode Price Ammo. (Price)

Medium speargun 2D10+5 2/5/10/20 (30) 10 - SS 500 1 (10)

Heavy repeater speargun 3D10+3 1/2/5/10 (20) 13 - SS 3,200 2 (120)

Supercavitating pistol (light) 3D10+1 2/10/20/40 (60) - - SS 900 30 (250)

◊ DAM.: Physical damage inflicted by the weapon.

◊ RANGE: range of firearms, in meters (Short/Medium/Long/Extreme). The maximum range is also indicated between parentheses, beyond which a target is considered impossible to hit.

◊ STR: Minimum strength to handle the weapon.

◊ INIT.: Penalty imposed on Initiative (Preparation), caused by the weight and/or the poor maneuverability of the weapon.

◊ REACH: Reach bonus of the weapon (melee weapons).

◊ FIRING MODE: Firing mode (firearms), with «SS» for single shot, «SB» for short burst, «LB» for long burst.

◊ COST: Approximate value of the object, in Sols.

◊ AMMO. (COST): Magazine capacity (firearms), and cost of ammunition (per magazine).

Weapons

Brian Bird (order #8685869)

Page 24: Polaris Quickstart Web.2

www.polaris-rpg.com

For centuries, wars and climatic catastrophes have ravaged the surface of the earth, making it uninhabitable by all but the mutated and monstrous. Humanity, searching

for refuge, combs the world’s oceans and finds sanctuary... and more. Welcome to POLARIS!

AVAILABLE IN 2Ω16From Black Book Editions, the French publishers of the award-winning Pathfinder RPG, comes

POLARIS! A bestselling French post-apocalyptic sci-fi RPG system and setting that let’s you discover the darkness of the oceans...

facebook.com/PolarisTheRPG @Polaris_RPG

"HUMANKIND WAS BORN IN THE SEAS AND IS NOW COMING BACK HERE TO DIE."

-Vulrick the Mad

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Brian Bird (order #8685869)