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GRR5524e

THE GUIDE TO

A COSMIC
COMMUNITY FOR

THIRD EDITION
A PEOPLE ADRIFT...
A LOST CITY UNTAMED...
STARHAVEN NEEDS YOU!
The Guide to Starhaven is a setting sourcebook and
adventure dedicated to the lost city of Starhaven and
the desperate effort to forge a new civilization from
the war-torn remains of cosmic collapse, expanding
the Cosmic Handbook for the Mutants & Masterminds
Superhero Roleplaying Game. This book takes your
Mutants & Masterminds game to an alien crossroads
rife with danger and intrigue!
The Guide to Starhaven includes:
• A gazetteer, maps, and characters fleshing out the
city of Starhaven, an ancient alien ruin on the icy
moon of Europa.
• Information on the city's alien inhabitants,
including templates for alien cultures and
statblocks for dangerous monsters.
• Extensive information on the threats looming
in Starhaven, from the preternatural Brine and
the Children of Chrysalis cult, to the distant
machinations of Star Khan.
• Three new alien supervillains: the fanatical
Pupil, the scheming Veil, and Mama Kaiger, the
duplicating smuggler queen.
• The Siege of Starhaven! A complete adventure
ready for your Mutants & Masteminds heroes.
Take your Mutants & Masterminds heroes into the
stars, to a city of alien dangers and ancient mysteries
in the Guide to Starhaven!

Find a Haven in the Stars!

GRR5524e
Produced and Published by Green Ronin Publishing, LLC
3815 S. Othello St. Suite 100, #311 Seattle, WA 98118
www.mutantsandmasterminds.com • www.greenronin.com
The Guide to Starhaven is © 2022 Green Ronin Publishing, LLC. Mutants & Masterminds, Super-Powered by M&M
and their associated logos are trademarks of Green Ronin Publishing, LLC. All rights reserved.
THE GUIDE TO

Writing and Design: Crystal Frasier, Steve Kenson, and Alexander Thomas
Development: Crystal Frasier Editing: Samantha Chapman, Carol Darnell
Art Direction: Hal Mangold Graphic Design: Crystal Frasier
Cover Art: Alberto Foche, Denis Medri, Conceptopolis Cartography: John Wilson
Interior Art: Tazio Bettin & Enrica Erin Angiolini, Storn Cook, Alberto Foche,
Sean Izaakse, Denis Medri. Domenico Nezitti, Ramon Perez
Publisher: Chris Pramas

Team Ronin: Joseph Carriker, Crystal Frasier, Kara Hamilton, Troy Hewitt, Steve Kenson, Ian Lemke,
Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Malcolm Sheppard, Owen K.C. Stephens,
Dylan Templar, and Alexander Thomas

The Guide to Starhaven is © 2022 Green Ronin Publishing, LLC. All rights reserved.
References to other copyrighted material in no way constitute a challenge to the respective copyright holders
of that material. Mutants & Masterminds, Super-Powered by M&M, Green Ronin, Starhaven, and their associated logos
are trademarks of Green Ronin Publishing, LLC.

The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version
1.0a: Hero Points, power points. All character and their associated images, descriptions, backgrounds,
and related information are declared Product Identity.

The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity.
Printed in the USA

Green Ronin Publishing


3815 S. Othello St., Suite 100 #311
Seattle, WA 98118
Email: custserv@greenronin.com
Web Sites: www.greenronin.com
www.mutantsandmasterminds.com
MUTANTS & MASTERMINDS

Table of Contents
INTRODUCTION: CITY OVERVIEW........................ 12 Skills..................................................... 23 Metis.................................................... 38
THE CITY THAT SHOULDN'T BE.....3 Utilities............................................. 12 Expertise.......................................... 23 The Monster Factory...................... 39
Emergency Services...................... 12 Technology...................................... 23 Tannrek Crash Site.......................... 39
CHAPTER 1: NOW ARRIVING The Lar................................................ 13 The Toolshed.................................... 39
IN STARHAVEN.......................... 4 CHAPTER 2: THE SINISTER
Pinnacle Island............................... 13 THE FACETWILD........................ 40
The Promenade............................... 14
SECRETS OF STARHAVEN.......... 24 Conditions......................................... 40
Dark Side of a Moon.........................4
A Unique Culture...............................5 The Draffsnarl................................. 14 STARHAVEN ADVENTURES...... 25 Ammonia Lakes............................. 40
WHO IS STARHAVEN?................. 6 Europa Light and Sewer.............. 14 Change is the Only Constant...... 25 Arc Storms....................................... 40
The Lor...................................................6 Marxla’sh Market........................... 14 The Children Are Our Future...... 25 Hydrogen Pockets.......................... 40
Cendarans*........................................6 Pegasus Starport........................... 14 Exploring the City........................... 25 Interference Field........................... 40
Ealas....................................................6 Central District................................. 15 The Null Set....................................... 25 Movement and Climbing............. 40
Llainans*............................................6 Daedalus Center............................ 15 Peacekeeping................................... 26 Flora & Fauna.................................... 41
Mentats...............................................6 Iapyx Academy............................... 15 Relations with Earth....................... 26 Crystal Growths............................. 41
The Diamorphs...................................6 Preserver Hall.................................. 15 The Stellar Imperium..................... 26 Glassoforms.................................... 41
Cholaxan............................................7 Quasar Technologies.................... 15 Stepping Stone to the Stars........ 26 STARHAVEN FACTIONS............ 42
Haasaan.............................................7 The Wings ......................................... 16 Transformation Central................. 27 The Bryne........................................... 42
Jereid...................................................7 Darkwell........................................... 16 Vote Starhaven!............................... 27 The Children of Chrysalis............. 43
Shoon..................................................7 Decentralized Park........................ 16 What Lurks Below........................... 27 Imperium Loyalists......................... 44
Sk'ree....................................................7 New Haasaana.............................. 16 STARHAVEN VILLAINS ............. 28 Majestic-20........................................ 45
The Aquatics........................................7 The Propylaea................................. 16 THE SECRET HISTORY OF The Republic Alliance.................... 46
Hexxim................................................7 The Robot Forge............................. 16 STARHAVEN ............................ 30 The Smugglers Syndicate............ 47
Pisceans..............................................7 Greenwalls......................................... 17 The Preservers................................. 30 STARHAVEN CREATURES......... 48
GOVERNMENT ............................ 8 The Cryosphere.............................. 17 The Magna Matrix......................... 30
The Bryne........................................... 48
The Senate............................................8 Dome 338........................................ 17 The Bryne......................................... 31
Nanomorph....................................... 48
Prime Consul Tamira-Van...............8 Drekport.......................................... 17 Daedalus’s Odyssey....................... 32
Norquil................................................ 49
Senator Gig-Malachis......................8 Library Prime.................................. 17 The Coming of Collapsar............. 32
Pirouette............................................. 49
Senator Trunt Chug Chin’nal.........8 The Mirror Zone............................. 17 The Settlement of Starhaven...... 32
Shardspinners.................................. 49
Senator Ichus-Velapeer...................8 The Fastness...................................... 18 Operation Exodus.......................... 32
MAMA KAIGER.......................... 50
The Councils........................................8 Hortus Maximus............................ 18 Seahaven......................................... 33
PUPIL.......................................... 52
Chairwoman Falling Sands...........9 Impact Lake.................................... 18 Structure and Environment........ 34
VEIL ............................................ 54
Chairwoman Nox Temmuen.........9 Phobetor ......................................... 18 Layout and Topography.............. 34
Other Political Powers......................9 The Singularity Ring..................... 18 THE GREEN ZONE ..................... 34 CHAPTER 3:
Earth....................................................9 Other City Features ....................... 19 Flora and Fauna............................ 35 SIEGE OF STARHAVEN...............56
Imperium Loyalists...........................9 Blue Firs............................................ 19 Science is Fun—To a Point.......... 36
SECRET ORIGINS....................... 56
The Trade Alliance............................9 Merriment Hills............................... 19 Surface Conditions......................... 36
IN THIS EXCITING ISSUE........... 57
The Universal Faithists....................9 Micro-Lor......................................... 19 Atmosphere.................................... 36
INVOLVING THE HEROES......... 57
SOCIAL GROUPS ....................... 10 Seahaven......................................... 19 Extreme Cold.................................. 36
Scene 1: Preserving the Peace... 57
Aedes of Primarch, Reformed..... 10 Zeta................................................... 19 Gravity.............................................. 36
Scene 2: Mama Knows Best........ 60
Blue Dot........................................... 10 LIFE ON EUROPA....................... 20 Radiation......................................... 36
Scene 3: Trouble in the City........ 62
The Department of Outworld Entertainment................................ 20 Chaotic Terrain................................. 36
Scene 4: Forging Ahead............... 63
Recovery and Internment......... 10 Food.................................................. 20 Cryogeysers..................................... 36
Scene 5: Fait Accompli.................. 65
Gravball League............................. 10 Law.................................................... 20 BEYOND STARHAVEN............... 36
Scene 6: Faceted Flight................. 68
The Engineers Guild...................... 10 Money............................................... 21 Crevasses......................................... 37
Scene 7:
Europan Ecology Enclave............ 10 Technology...................................... 21 Ice...................................................... 37
Bloodravager Beatdown........... 71
Flappers........................................... 11 Starhaven Complications............. 21 Quakes............................................. 37
EPILOGUE................................... 74
Founder Cults................................. 11 HEROES OF STARHAVEN.......... 22 Snow................................................. 37
Ko-Nan Bloodravager................... 75
Iapyx Academy............................... 11 Campaign Concepts...................... 22 Ocean Conditions........................... 37
Bloodravagers................................ 75
Kickshaw Cabal.............................. 11 Powers................................................. 23 EUROPAN LOCALES.................. 38
CAST........................................... 75
Neighborhood Clubs.................... 11 Immunity......................................... 23 The Greenhouse.............................. 38
Thrill Gangs..................................... 11 Senses............................................... 23 The Nyxian Ocean........................... 38 LICENSE.....................................76

2 The Guide to Starhaven


INTRODUCTION

Introduction
The City that Shouldn't Be

The Guide to Starhaven is a book that shouldn’t exist. So welcome to Starhaven! A city on the edge of infinity.

Seriously. Starhaven is removed enough from Earth that it can’t rely on human
superheroes to handle its crises, but isolated from the galactic com-
There were no plans to follow up the material in the Cosmic Hand- munity enough that adventures still feel personal and local. It’s a
book. Heck, the Cosmic Handbook was released in 2015. But once we city of high weirdness and human drama, struggling to survive in
started the Mutants & Masterminds Patreon and began our weekly forgotten ruins. An impossible city on the edge of infinity
Mutants & Masterminds Monday vlogs (or MuMaMo to our regu-
lars), we discovered a ton of passion in our fans for Earth-Prime’s USING THIS BOOK
spaceways. Fans loved aliens, and loved the idea of an alien colony
in the Sol system, adjacent to all the villains and heroes of Earth. The Guide to Starhaven is divided into three chapters.
We talked about the Cosmic Handbook, but that wasn’t enough. We
talked about Starhaven specifically, but that wasn’t enough. Alex Chapter 1: Now Arriving in Starhaven details the city of Starhav-
en from a resident’s point of view, talking about the layout, the dis-
Thomas ran a live version of The Siege of Starhaven and even that
tricts, the government, and the culture of Starhaven. This chapter is
wasn’t enough!
player-friendly.
So we decided to have the “Summer of Starhaven,” dedicating the
Chapter 2: The Sinister Secrets of Starhaven delves into the city’s
entire summer of 2021 to Starhaven coverage and getting patrons
history and threats, detailing many plot points and conspiracies
involved by voting on things like the city’s government. We democ-
Gamemasters can mine for their campaigns, but some of the infor-
ratized the development of a whole Mutants & Masterminds supple-
mation may spoil the city’s mysteries for players.
ment and it was awesome! You loved the detailed content as we
zoomed in on one corner of the world. Eventually Steve Kenson, Chapter 3: Siege of Starhaven is a complete adventure. It can be
Alex Thomas, and I took all your feedback and our short Patreon the very beginning of your heroes’ careers, or a point where the
articles and expanded everything out to this respectable tome. city’s troubles escalate onto a cosmic scale.

The Guide to Starhaven 3


MUTANTS & MASTERMINDS

Chapter 1
Now Arriving in Starhaven

F
rom disparate homes they arrived—fleeing war, poverty, abuse, founding a new city. The tireless work by immigrants, supported by
and derision—all yearning for freedom; the people of Starhaven maintenance robots and human technicians, has restored almost
echo the parables of many Earth nations and have run across 20% of the grand city to a functional state, but the rest of the instal-
equally complex and difficult realities. The city began as a refugee lation remains off-limits—an alien wilderness of towers and tunnels
colony on Star Island—a small spit of land off the coast of Earth’s overgrown with indecipherable technology and the remains of
Freedom City—made up of aliens fleeing the collapse of the Lor Re- ancient biotech experiments. Work is difficult—often demanding
public, the predations of Collapsar the Devourer, and the unstoppa- backbreaking labor or dangerous forays into the untamed corners
ble expansion of the Stellar Khanate. Like most refugees, the majority of the city or Europa beyond. Crime—particularly smuggling, black-
arrived with no possessions and little understanding of the local lan- mail, robbery, and bribery—is becoming more common. To top it
guage or customs. Their experiences at the hands of overwhelmed all off, most of the city is one technological accident away from a
bureaucracy and American xenophobia cast the myriad aliens to- painful death thanks to the moon’s inhospitable climate.
gether as one community, defined by hardship and a will to survive.

For the past year, the residents of Star Island have slowly migrated
from Earth to the Jovian moon Europa, where an ancient Preserver
DARK SIDE OF A MOON
ruin still stands with surviving infrastructure: Starhaven. But this Europa itself is a hostile frontier. The icy moon orbits Jupiter some
new home is far from a paradise. The ruin is ancient, its technology 390 million miles from Earth and despite its oxygen-rich atmosphere
heavily abused by the passage of time and countless looters. While is instantly lethal to humans thanks to its extreme cold and high
removed from Earth, the colony still relies heavily on the distant radiation levels. Strange Preserver creations call the dark corners
world for food, tools, manufactured goods, and technical assistance. of the city home—particularly the subterranean tunnels that carry
While the colony recently elected to form a new Republic to govern utilities and connect the domes and spires across the mysterious
themselves democratically, a joint task force of AEGIS and UNISON “Green Zone.” Rumors suggest that arctic predators stalk the icy
still provide security and assist with the bureaucratic difficulties of slopes and canyons beyond this safe pocket ecosystem, although

4 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN
vanished explorers and technicians are just as likely the victims of
icy crevasses or the moon’s frequent quakes. Boreholes within the
Useful Resources
city stretch down to a saline ocean below the icy surface that hosts The Guide to Starhaven is a self-contained setting for Mutants
a strange ecosystem of blind fish and massive “ice whales.” Aquatic & Masterminds and provides a dynamic city for your heroes to
aliens are currently populating the Preserver station anchored defend and explore, but it is far from the only resource detail-
below the city—nicknamed Seahaven—but encounter more chal- ing Earth-Prime or the wider universe.
lenges from hostile wildlife and unexplained disappearances that
has inspired rumors that Seahaven is haunted by angry Preservers Sitting in between Earth and the wider Galaxy, Starhaven makes
or the humans they once experimented upon. a perfect launching point for a campaign that visits either loca-
tion. Heroes might protect the city, but they may just as often
return to Earth to track fugitives or recover stolen technology or
A UNIQUE CULTURE travel into deep space to investigate Preserver mysteries, under-
mine the Stellar Imperium, or win allies and support. The Super-
Like any melting pot, Starhaven is equal parts community bonding team Handbook contains two alien-themed hero teams—the
running up against old rivalries and new misunderstandings. Many teenage Upstarts and the mecha-piloting Magna-Force—which
non-Lor residents blame the Lor population for letting the Republic include new alien statistics, extraterrestrial enemies, and other-
implode, while the Lor resent Hexxim, Sk’ree, Haasaan, and other worldly adversaries. Supplements like the Atlas of Earth Prime
non-humanoid refugees for ruining their chances at peaceful, quiet and the Cosmic Handbook will prove invaluable for a Starhaven
integration into Earth society—however primitive it may seem to campaign, while Emerald City provides useful insight to other
them. Some refugees arrived with considerably more resources— Preserver technologies and the superpowers they can instill,
ships loaded with technology, luxury goods, or raw materials from and Freedom City, Threat Report, and Rogues Gallery provide vil-
their escaped worlds that they have parlayed into wealth and lains who can threaten the peace as-is, or serve as useful stat-
social influence. Some, like the Llainan politician D’Arjax, have tried blocks to represent your own local villains.
to parlay their good fortune into philanthropy that benefits the
community, while others position themselves as gods and emper-
ors in their tiny new world. Complicating matters are the human waiting to be developed. Exploration of the city’s systems is training
authorities who administered Star Island and continue to control a new generation of experts not only in the diverse alien technolo-
most of the power on Starhaven. The American metahuman secu- gies brought by the refugees, but with Preserver tech as well. Entre-
rities group AEGIS, along with the United Nations’ UNISON, keep preneurs are turning the city’s fortunes around by learning to mine
the peace largely by enforcing strict regulations. Protests recently the resources of Europa—exotic mineral salts, hydrocarbons, and
ended the city’s mandatory curfew, but not without flaring tensions tholins—to trade with Earth. The moon also offers easier access to
on both sides—the alien refugees resent Earth authority limiting interstellar space than Earth, promising many residents a chance to
their growth and persecuting them over cultural differences, while establish trade, reunite with family, or eventually even return home.
the AEGIS and UNISON personnel on Starhaven feel outnumbered
and trapped millions of miles from their families or any backup. The city is quickly becoming a symbol of hope and prosperity to
This tension translates to a harsh “us vs them” mentality between come despite the inner turmoil. For many this new opportunity
humans and aliens in the city, with even human technicians and inspires their best nature— anyone with grit and a good idea can
relief workers seen as untrustworthy or dangerous. Despite its os- carve out a life for themselves—but it also attracts predators. Those
tensible status as an independent colony—a hard-won designation wealth-hoarding elites among the Star Island refugees consider the
maintained largely by pressure from the Freedom League—Star- city’s opportunities theirs alone to exploit and hope to keep their
haven remains too potentially valuable to Earth governments and fellow refugees subservient and desperate. Other villains—both
corporations to allow total independence without a fight, and so from Earth and the larger galaxy, see Starhaven’s good fortunes and
the AEGIS and UNISON presence persists. For now, the Lor leader- scattered law enforcement as a perfect treasure chest to exploit.
ship struggles to keep the peace between all sides, but it’s clear to Earth organizations like the Foundry (Freedom City, page 238), Ma-
everyone that conflicts are growing more heated and frequent. jestic-20 (Emerald City, page 198), and the Litmus Group (Superteam
Handbook, page 98) covet the installation’s technological secrets.
Despite the hardship, Starhaven offers something life on neither And perhaps most dangerous of all, word of Starhaven has spread
Earth nor under the Stellar Khanate did: a chance at self-determina- to the Star-Khan, the expansionist warmonger whose conquests
tion. The newly-formed New Lor Republic officially considers Star- displaced untold millions of souls only a few years ago. The Star-
haven its capitol. Prime Consul Tamira-Van ran in part on a platform Khan and his Stellar Imperium see Starhaven as a precious forward
claiming Earth as a lost Lor colony over which the remnants of the position from which he can stage a full-scale invasion of Earth!
Lor Republic should have authority. Starhaven lacks any military
or political power to enact this agenda, but it has stirred many to Starhaven is a city on the edge of space that promises both wealth
believe they can rebuild the old republic starting with the nearby and horrible, agonizing death. It’s a city whose weary citizens need
planet. While the New Republic has no official plans to expand off- heroes to help reclaim the city, pacify monsters, and bring villains to
world, few senators will openly condemn the ultra-nationalist “First justice, and whose diverse population is perfect to take up the role.
Colony” movement that calls for the annexation of Earth to restore Whether those heroes hail from Earth—an independent, Freedom-
its natives to a “proper Lor lifestyle.” League-backed effort or a powered AEGIS team intended to keep the
peace—or emerge organically from the moon’s displaced popula-
The abandoned city means plenty of space—some of it downright tion, they will face an uphill battle to tame this stellar frontier, inspire
luxurious to people who spent the previous several years living hope in the citizens, and bring the worst abusers of this desperate
in tents and shanties on a wind-blasted island. There is room for population to justice. Only courage, ingenuity, and selflessness can
schools, community centers, medical facilities, and industry, all transform this ancient ruin into a true haven among the stars.

The Guide to Starhaven 5


MUTANTS & MASTERMINDS

WHO IS STARHAVEN?
Over one-hundred alien species make up Starhaven’s diverse popu- few dozen—mostly hailing from the longtime rival Synnagar and
lation, with each divided into a myriad of national, cultural, and re- Manosh families—making their homes on Starhaven.
ligious subgroups. Most have adjusted well to their new lives as di-
aspora, learning to tolerate their neighbors’ differences even when
they can’t embrace them, but many old rivalries still lurk beneath
EALAS
the surface. The survivors who make up this new city in the stars Like Cendarans, Ealas resemble Lor, but descend from human an-
are neither the best nor the worst of their kind—most are simply cestors engineered by the Preservers. Their large, feathered wings
average, with all the wonder and shortcomings that implies. allow them to fly, similar to the Avians of Earth. Many conservative
Lor consider them diamorphs, while the diamorph community con-
Most of the alien species discussed here are detailed and given
siders them Lor, leaving the Ealas as perpetual outsiders. By hap-
statistics in the Alien Archetypes & Templates appendix of the
penstance, most of the Ealas refugees who were not military were
Cosmic Handbook. The remaining species (marked with an
part of the same service worker shuttle that fled the doomed
asterisk) are found in the Upstarts section of the Super-
Lor system, and so many of the city’s service jobs—mainte-
team Handbook.
nance workers, nurses, waiters, chefs, porters, etc.—are Ealas.

THE LOR LLAINANS*


Starhaven has no one majority population, but the
While Llaina was settled by Lor colonists, it fell
largest minority by far are the Lor, the human-
far outside the Republic’s borders. The origi-
like population of the now-conquered Re-
nal founders were technological separat-
public. The Lor once ruled the most techno-
ists, who hoped to perfect society by better
logically and socially advanced civilization in
integrating it with science and technol-
the galaxy, having inherited many wondrous
ogy. Their world was conquered first by
technologies and insights from the Preserv-
the Grue 20 years ago, and more re-
ers left behind on their homeworld of Magna
cently by the Imperium, leaving them
Lor. Most still see themselves as the natural
spread thin across the stars. Already so-
leaders of the galaxy simply experiencing a
cially awkward, they now struggle to hold
temporary and embarrassing stumble; at best
onto their traditions and form new connections,
this pushes them to band together and help es-
making them unusually insular and prone to
tablish necessary services, inspire their commu-
forming their own “research groups” that pursue
nities, and preserve whatever art, music, and
secretive—but rarely illegal—goals.
other cultural touchstones they can recall, but
at worst it can inspire imperious entitlement
and a streak of racial superiority. MENTATS
Lor are visually almost identical to humans A sizable minority of Lor develop psionic powers,
and descend from humans transplanted generally telepathy or telekinesis. The Stellar Im-
to Magna Lor by the Preservers eons ago. perium has made a priority of “retaining” these
They bear a wider range of skin and hair Mentats for the invaluable services they can
colors. Having settled hundreds of worlds, provide, and so few refugees openly display any
it is common for colonies in extreme envi- psionic abilities they may have for fear that bounty
ronments to develop more unusual traits (and hunters might “return” them to the Imperium.
sometimes superpowers) over the generations
in response to their environment.
THE DIAMORPHS
CENDARANS* When AEGIS first began cataloging alien refugees, it
pooled all non-humanoid visitors under the umbrella
Cendarans are unrelated to the Lor, but bear a term “diamorph,” or “differently bodied” and the label
striking physical resemblance aside from their has remained as broad culture for those aliens who
unusual, black eyes, and are generally accepted can’t pass for human or Lor. While the New Lor Repub-
as Lor until they say something. Their people exist lic includes anti-discrimination clauses in its charter, it
“sideways” in time thanks to the intense gravity of has become increasingly obvious to the city’s dia-
their binary home system. That same gravity keens morph population that the development of
the Imperium at bay, but many off-world Cendarans their neighborhoods and businesses has
were caught up in the Diaspora when Collapsar lagged behind that of their humanoid
plunged the galaxy into chaos. They make up one neighbors, prompting the creation of
of the smallest minority communities, with only a new political groups and protests.

6 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN
CHOLAXAN New Alien Templates
Hairy and feral-looking, Cholaxans seems monstrous at first glance Several other alien cultures have found their way to Starhaven
but are a peaceful people. Their ferocious strength and durable and help make up its colorful populace.
bodies mean they rarely hurt one another in conflicts, but are
keenly aware of the damage they cause to the surrounding environ- Drik
ments, and their culture emphasizes serenity, empathy, and control.
When Star Khan obliterated the library planet of Endex, the majority Derisibly call “space goblins,” the Drik are fanatical survivors who
of its Cholaxan librarians ended up on Earth and later Starhaven, spread far and wide across the Lor Republic. Generally over-
and their people are over-represented among the city’s academics. looked due to their size, their culture emphasizes community ties
and survival by wits. While the Lor generally see them as thieves
HAASAAN and tricksters, they are more often incredibly skilled merchants,
writers, singers, and pilots. Criminal drik lean toward illegal
salvage and hacking, removing themselves from physical danger.
The ophidian Haasaan are nothing if not adaptable, having inte-
grated into planets across the Lor Republic, the Grue Unity, and DRIK 15 POINTS
various other political entities before. Many work in Starhaven as Abilities: -1 STR*, +1 DEX, +2 AWE
technicians, merchants, and politicians, but a number also hailed
Powers: Senses 2 (Danger Sense, Ultra-Hearing), Shrinking 4 (Innate;
from the Uburros, a long-standing organized crime syndicate that Permanent)
the Star-Khan aggressively routed from his captured Lor worlds.
This gives their people an unearned reputation as criminals and
smugglers, particularly among AEGIS and UNISON security forces.
Kash’rodan
The Kash’rodan are a proud and lyrical species of human-like
JEREID insects who once ruled their own small empire. The harsh climate
of Tyr—their homeworld—honed them into powerful survivors,
The Lor Republic and the Jereid Hegemony enjoyed an alliance but also compelling orators skilled at stirring their companions
so long-lasting they were essentially a single political entity when to action. Many on Starhaven find themselves working in secu-
the Republic collapsed, leaving the crocodilian humanoids reeling rity or public relations, and just as many find work as mercenar-
when the Stellar Imperium arrived to annex them. Tree-thinkers and ies and criminal toughs. Those who eschew combat tend toward
academics, many Jereid fled rather than submit to the propaganda the theater. The kash'rodan crown prince, Rokkar (Rogue's Gallery,
and purging of history they knew Star-Khan would deliver. Many page 99) has been exiled to Earth and could complicate the citi-
on Starhaven see themselves as protectors of their racial culture as zenship or loyalties of his people's refugees.
well as true galactic history. Because their people need very exact- KASH’RODAN 41 POINTS
ing conditions to lay eggs and rear young, their primary concern is Abilities: +3 STR, +3 STA, -1 INT, +3 PRE
overseeing the construction of a creche dome that can artificially
replicate the environment they need before they die out. Powers: Immunity 7 (Disease, Environmental Conditions, Poison;
Limited to Half Effect), Leaping 4 (120 feet), regeneration 5, Speed 4
(30 MPH)
SHOON
Shouna has been a client world of the Stellar Imperium for centu-
ries, but many Shoon dissidents took advantage of the chaos of city’s Aquatics have largely settled the subsurface research station
conquest to desert their posts. Many were soldiers pressed into known as Seahaven, and some are beginning to see themselves as
service, and so the Shoon of Starhaven are sharply divided between an independent colony not limited by air-breather laws.
those still working in security and devoted pacifists.
HEXXIM
SK'REE
These six-armed cephalopods make up the majority of Starhaven’s
Arboreal, arachnid-like aliens from the forest-filled world of Et'erak, aquatic people, and their inability to breathe air or function on land
the Sk'ree look terrifying to humans but are quick-witted and gentle. has created a wide gulf between them and most of the other refu-
Their society turns to philosophy and history more often than tech- gees. Already a standoffish culture, they lead Seahaven’s indepen-
nology. Sk'ree traditionally leave their eggs in hiding and let their dence effort, as well as most of its restoration.
newborn, highly venomous younbg fend for themselves.
PISCEANS
THE AQUATICS The fish-like Piscean people now serve largely as diplomats and
While distinctly nonhuman, the city’s aquatic aliens stand out cultur- politicians, keeping the peace between Hexxim and Lor. An un-
ally because they were never limited to Star Island on Earth and now comfortable role for a collection of displaced farmers and ranchers,
have the whole of Europa’s oceans to explore and colonize. Many of they manage by often turning to homespun wisdom and rambling
their fellow refugees resent the freedom and expanded opportunities stories. Those Pisceans who have mercifully escaped “babysit-
aquatic enjoy, while the aquatic peoples have come to resent the city ting” duty generally work in maintaining the city’s environmental
relying on the resources—particularly food—they can provide. The systems or farming kelp, algae, and krill under the ice.

The Guide to Starhaven 7


MUTANTS & MASTERMINDS

GOVERNMENT
While the refugee population resided on Earth, they lived under the her own intentions than is absolutely necessary. Her campaign
watchful eye of AEGIS, the United States’ security agency for super- platform revolved heavily on restoring the glory and civility of lost
human affairs, with the United Nations’ UNISON acting as human Magna Lor and Lor culture in general, and while she is a moder-
rights oversight. The aliens had little freedom to move about and ate herself, these attitudes have attracted many conservative and
most felt it akin to imprisonment. Understandable, once they wealthy Lor to her camp. She is happy to work with independent
arrived on Europa, the citizenry overwhelmingly voted to establish “heroes” as they prove her assertion that Starhaven can stand on
an independent government free of Earth’s influence. That hasn’t its own.
gone exactly according to plan, but Starhavians finally have some
say in their destiny. SENATOR GIG-MALACHIS
THE SENATE One of the few Lor Senators to escape the destruction of Magna
Lor, Malachis’ seat is honorary as they haven’t formally been elected
Starhaven operates as a democratic republic—officially the New yet. The aging politician escaped their villa with substantial wealth
Lor Republic—with the citizenry divided into 20 districts based on and many historical treasures, and while they surrendered many to
their cultural background and profession. Each district elects a rep- Earth authorities in exchange for a measure of command within the
resentative to serve in the Senate and represent their interests, get Star Island camp, they are still wealthy enough to live comfortably
funding for projects, advance their causes, and protect their rights. even as they bemoan their newfound “poverty.” Malachis favors Lor
Senators theoretically serve for five years, but the city is still voting needs over those of other refugees, and privately laments having to
in its first Senate—a process that is taking much longer than ex- spend valuable resources to lift everyone rather than focus on their
pected as they argue over how to fairly assign districts. The current own struggling people. Everyone knows they have their eye on the
plan scales the Senate up to fifty seats as the colony expands to Prime Consul seat, and are biding their time until Tamira-Val makes
encompass the entire moon. a big enough public mistake that they can oust her.

The Prime Consul acts as final arbiter in the Senate, calling for votes,
keeping the peace, breaking ties, and approving committee mem-
SENATOR TRUNT CHUG CHIN’NAL
berships. Most of the Senate is still too new to have divided them-
An archivist by trade, Chin’nal won popularity among the diamorph
selves into firm camps beyond those new to politics and those who
community as a staunch advocate for those with specialized envi-
served as politicians before their exile.
ronmental needs. He has taken to politics reluctantly, more because
Every Senator is served by a dozen Senate Aides, a formal title he wants to see everyone cared for than because he enjoys the
that grants an individual considerable authority to commandeer work. As a result, the large Cholaxan is generally overworked and
resources, access corners of the city, and issue orders to security exhausted, with several of his aides dedicated solely to keeping him
and emergency personnel. Aides act as their Senators’ direct hands fed and rested. Chin’nal empathizes deeply with others, and sees
among their constituents, and often act as investigators (some this new city as a chance to discard many of the outmoded tradi-
would argue spies) on their employer’s behalf to help them better tions of the Lor Republic, like incarceration and wealth, meaning
serve the community. almost everyone has a strong opinion about the intellectual
Senator, good or bad.
Most citizens only deal directly with their Block Captains, a local
leadership position either elected or appointed by a Senator to help
with day-to-day matters on a local level. A Block Captain answers
SENATOR ICHUS-VELAPEER
to only a few dozen people and acts as their liaison to the larger
Senator Velapeer is a blunt young politician who came from a career
government for almost everything.
in middle-management. Ichus is not an extraordinarily insightful or
skilled politician, but his plainspoken style, luck, and general lack of
PRIME CONSUL TAMIRA-VAN opposition has resulted in a meteoric rise in power and popularity
as a representative of “the common Lor.” He’s eager to see Starhaven
The daughter of a powerful Lor Senator and inheritor of a long po- stand on its own feet, independent of Earth, and while he has no
litical legacy, Tamira-Van trained from birth to serve on a Senate, loyalty to the Stellar Imperium, he’s a fierce advocate of opening
and was one of the leading voices to establish an independent, trade negotiations as soon as possible.
Lor-style government upon arriving in Starhaven. The majority of
her family wealth was lost when Collapsar devoured Magna Lor, but
Van retained many of her political connections and secrets, allow-
ing her to call in favors from around the galaxy to provide Starhaven
THE COUNCILS
with needed technology and ships, but those same connections Below the Senate, a network of administrative offices called the
have meant the arrival of more refugees faster than the colony is Councils handles most of the practical realities of running a city.
ready for. Each major agenda has a dedicated council, such as the Atmospher-
ic Council, the Maintenance Council, the Trade Council, or the Edu-
A lifelong politician, Van is canny. She offers even the harshest criti- cation Council, with more specific interests spinning off into a con-
cisms alongside glowing compliments and rarely says more about fusing web of sub-councils. The New Lor Republic inherited most of

8 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN
this bureaucratic mess from the Earth organizations that sponsored agement, and the Litmus Group have all made generous offers to
the colony, who in turn developed it organically in response to the support the new city in exchange for varying access to its resources.
increasingly complex task of running a city for a hundred More secretive groups like Majestic-20 and the Foundry have their
different cultures and biologies. own moles digging through scientific secrets and establishing a
foothold in the burgeoning underworld.
CHAIRWOMAN FALLING SANDS
IMPERIUM LOYALISTS
The only member of the reclusive, bat-like
nulorry species on Europa, Falling Sands Starhaven’s refugees divide themselves into
parleyed her exclusive knowledge of ad- roughly two camps: Those who fled the Star-Khan
vanced environmental engineering into and those who fled the destruction of Magna Lor,
the position of chairwoman of the Science with the latter being more tolerant of the Stellar
Council. But her position is tenuous— Imperium as a pacifying influence in the galaxy.
Falling Sands is actually a Grue metamorph While once a common source of fistfights over
who was caught in the mass exodus of refu- a meal, this division has deepened as so-called
gees. The technology she shared was stolen Imperial Loyalists have grown into a small but
intelligence, as well as the full extent of her passionate political minority. The Loyalists gen-
scientific knowledge. For now, she plays erally see themselves as persecuted regardless
the part of an eccentric and reclusive ad- of their economic status and believe they will
ministrator, but she fears her cover identity only be free and equal if the Imperium takes over
will fall apart soon and has begun sending management of the outpost. In reality, most are
anyone too suspicious on dangerous “sci- well-off (particularly by refugee standards) and
entific” expeditions to the most danger- simply lament their lost comforts as they scare
ous corners of the city while she works to one another with increasingly outlandish scary
extract herself. stories about Earthling culture and non-Lor
aliens. The firebrand Citizen Sun-Ren—a gifted
CHAIRWOMAN NOX TEMMUEN public speaker who first rose to prominence de-
nouncing the Hexxim claim to Seahaven—has
emerged as a charismatic leader among the
The appointment of Nox Temmuen to leader-
movement and is prepared to ride his sudden
ship of the Internal Security Council is one
popularity into a Senate seat.
of Starhaven’s biggest scandals, as the
Ruluan formerly served as a general in the
Imperium. By far the most experienced PRIME CONSUL TAMIRA-VAN THE TRADE ALLIANCE
soldier and tactician in the colony, she
nonetheless struggles to gain the trust of The Trade Alliance considers them-
anyone but Prime Consul Tamira-Van—a position made more dif- selves an independent government, with Captains serving as final
ficult by her brusque and confrontational attitude. The common judge and jury for their crew and not bound by Earth or Starhav-
story is that Nox saved the politician’s life in the invasion and in ex- en’s local laws—which was fine when they lived almost entirely
change Van offered sanctuary for her and her children, but other aboard their trade ships. But those Trade Alliance caravans that
rumors insist the old general is extorting the Prime Consul. have spent the last several years as part of the Starhaven com-
munity still allege this independence. Now a sizeable portion of

OTHER POLITICAL POWERS Starhaven’s nascent business community claims membership in


an attempt to skirt regulations and reconstruction efforts. While
Several other factions have powerful influence on Starhaven and the Senate has no patience for this obvious abuse of power, they
its government. rely on the Alliance and its few functional ships to keep them con-
nected to the rest of the galaxy. For now, Starhaven uses indepen-
EARTH dent heroes and bounty hunters to keep the merchants in line.

AEGIS and UNISON retain some authority, providing much of the THE UNIVERSAL FAITHISTS
city’s armed security and shuttles to and from Earth. On paper they
are ideally a customs agency that contracts for logistic and police The various religious professionals and scholars who found them-
support, but in reality, UNISON Deputy Director François Yassine selves gathered up in the mass exodus of galactic refugees formed
is still bitter the refugees rejected his proposition that Starhaven themselves into a single voice to advocate for better treatment
become an official United Nations colony and stubbornly holds on Star Island, and those political ties remain strong even as the
on to whatever control the new Lor government doesn’t overtly members have dispersed across Starhaven to build long-term con-
demand. Most of the police and nearly half of the technical staff of gregations. More a lobbying group than a cohesive religion, the
Starhaven are agents of one of the two organizations. Faithists argue for religious tolerance to prevent matters of faith
from tearing the nascent colony apart at the seems. They also or-
Beyond official Earth support, many groups and private companies ganize charity and relief efforts. While no one member rules the
on Earth see Starhaven as a well of untapped wealth and techno- Faithists, the Jereid Wet Mother Gundaang handles much of the
logical secrets. ASTRO Labs, Grant Conglomerates, Brande Man- scheduling and networking, serving as the group's de facto face.

The Guide to Starhaven 9


MUTANTS & MASTERMINDS

SOCIAL GROUPS
Years of isolation in close proximity to neighbors from alien cultures and are provided with advanced alien weaponry to combat poten-
has created a cultural melting pot. Starhavians belong to various tial threats. Sadly, its status as an inter-agency department means
groups and factions seen nowhere else in the galaxy, from the ador- it stands unloved and under-supported by all its parents and oper-
able to the lethal. ates on a shoestring budget and heavy red tape, forcing agents to
get creative.
AEDES OF PRIMARCH, REFORMED While DORI’s official charter only covers the recovery of aliens on
Earth, Director Sven Chase takes a broad approach to their en-
The most common religion of the old Lor Republic, the Aedes of Pri- forcement. The department focuses heavily on assisting extrater-
march, revered the Mentat Primarch whose ascendance to a cosmic restrials in need, but agents use that mandate to subvert anti-alien
being ushered in the Republic’s second golden age. The religion groups such as Majestic-20 and the Litmus Group, seize alien tech-
broadly preached the values of self-improvement, community, and nology used by villains, and undermine alien criminals operating
patience, though millennia of schisms and reunifications had seen planetside.
it develop into a number of competing philosophies. Lor refugees
on Earth combined their own faith with local perspectives and re-
formed the church into a more hardline religion that demands obe- GRAVBALL LEAGUE
dience to “the will of Primarch” and the values he set forth—which
just so happen to align with the needs of older, wealthy Lor exiles. Sports adapted quickly to the myriad abilities and morphologies
of Star Island’s population, and by the time aliens began arriving
Many Lor colonists at least pay lip-service to the Aedes of Primarch, on Starhaven the young sport of gravball was already a well-devel-
Reformed, as they have effectively made themselves the old Pri- oped pastime with several informal teams. A combination of the
march religion on Starhaven, and as a result the church commands human sports soccer and dodgeball, but with any natural powers
a fair amount of wealth and voting power. They involve themselves allowed, gravball is one of the few events that brings together most
closely in the Senate, putting forward several prominent temple of the young colony to cheer and celebrate. Now that they have a
leaders like soft-spoken but merciless Fay-Teth as potential sena- city and construction has begun on an arena, politicians and mer-
tors. While the church doesn’t openly legislate against non-Lor, they chants scramble to sponsor those old informal teams and get in at
eagerly point out that Primarch (according to them) knew only Lor the foundation of a real league. The Ealas-dominated Sky Sharks
could truly improve themselves, and so it is the Lors’ burden to lead. and the psionic Brain Games have already emerged as fan favorites.

BLUE DOT THE ENGINEERS GUILD


For many refugees, arriving on Earth desperate for survival was Soon after Starhaven opened for colonization, a number of alien
their first interaction with human society. Many found it disturbing trade unions and Earth technicians joined forces with Daedalus
or terrifying, while others saw a wonderland of new experiences! himself to create the Starhaven Engineering and Utility Reclama-
Blue Dot is less a social group and more a cultural movement—par- tion Guild, one of the few successful joint ventures between the
ticularly among younger aliens—who love the fads and fashion of alien refugees and Earth humans. Guild teams lead the major ren-
human culture, particularly what they saw around the Freedom ovation and reclamation projects across the city, handling every-
City area in North America. Most are harmless fans who hang out in thing from cleanup and masonry to computer programming. Posi-
abandoned buildings, wearing western clothes, listening to Earth tions within the Guild pay well, but more important is the prestige
music, and trading downloads of television and movies, but oppo- that comes from taming a dangerous city—Guild engineers (a title
nents link them to crime and cultural degeneracy. broadly handed out regardless of a person’s actual field of exper-
tise) often enjoy discounts and free meals at businesses throughout
While their understanding of Earth cultures and history is relative- Starhaven.
ly shallow, Blue Dots represent the first generation of aliens with
genuine sympathy for Earth, making them likely contacts for any Guild work is the most dangerous work on Starhaven as well. In
Earth heroes working in Starhaven. addition to all the normal hazards of utility work—electrocution,
drowning, burns, falling debris, and disease—an engineer’s work
THE DEPARTMENT OF might take them deep into unexplored tunnels or buildings stalked
by wild predators. Most of the city’s rogue AIs and feral maintenance
OUTWORLD RECOVERY AND INTERNMENT robots now recognize Guild uniforms and deliberately target them.

One of the few true joint efforts between Starhaven and Earth EUROPAN ECOLOGY ENCLAVE
agencies, the DORI are a special task force formed to track down
and recover alien refugees on Earth. Agents from both AEGIS and Earth scientists are still unsure if the life on Europa is native or the
Unison, as well as security, medical, and sociological experts from result of Preserver transplantation and experiments, but a small sect
Starhaven cooperate to assist lost and confused aliens on Earth of Starhavians believe the moon’s inhabitants should be sheltered
and contain alien criminals for extradition to Europa and the wider from any impact caused by refugee arrival. The Europan Ecology
galaxy. Agents can move freely between any UN member-nation Enclave demands the cataloging of species and conducting exten-

10 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN
sive environmental surveys ahead of any reclamation or expansion While Headmistress Te insists the group encourages safe, whole-
projects—changes that have improved health and safety condi- some activism, cleanup efforts, and community participation, the
tions for workers and new residents—but also strongly oppose students quietly refer to the LCH as “superhero club.”
any industrial efforts beyond the city’s bubble or the re-opening of
Seahaven. The Lor xenobiologist Ma-Kem Shen leads the EEE’s lob-
bying and political efforts, by the more cutthroat Nam-Smyth leads KICKSHAW CABAL
the group’s clandestine sabotage and espionage efforts.
While most of Star Island went to bed hungry, a growing subcul-
ture in Freedom City indulged in delicacies from across the cosmos,
FLAPPERS enjoying alien ingredients and cooking techniques. In time, exclu-
sive dinner parties developed into culinary duels between human
Life as a refugee left its scars on many aliens who arrived on Earth. and alien chefs, integrating unusual foods and technologies, with
Isolation, loss, and harsh authoritarianism broke many spirits, and incredible prizes doled out to the winners. Dubbing itself the Kick-
those who never managed to recover drifted toward a growing dis- shaw Cabal, these clandestine cooking competitions relocated to
affected subculture. Taking their name from early 20th-century Earth Starhaven along with their celebrity chefs, and now, once every two
counter-culture, the flappers of Starhaven flout social conventions, months, a collection of elites, supervillains, and billionaires travel
resist all forms of government, and embrace do-it-yourself and to Starhaven to watch alien chefs fight for their gustatory pleasure.
small-community-support attitudes. The vast majority are harm-
less communities who look out for their own and want to be left to The Kickshaw Kitchen is a no-holds-barred culinary competition
themselves, dabbling in experimental music, tinkering, homestead- between the greatest chefs of Earth and the young colony and
ing, and experimenting with drugs. A few violent gangs—such as has even begun attracting specialists from the wider galaxy. Sat-
the drug-running Embalmers or the violently anti-government urnalia Roman (see Freedom City, Third Edition) played a key role
Flukies—exist within the wider subculture, but members would in establishing the original showdowns, but now Due-Rata, a Lor
sooner handle problematic elements themselves than cooperate dilettante, manages the show. Ehnra “The Rotisseur” Zol, a visit-
with security forces or superheroes. Influencers like the Lor musi- ing member of Long Toll assassin’s league with a passion for cuisine,
cian Dro-Pend or the Sk’ree philosopher Qinlottek have some has emerged as the local champion, dominating the last three Star-
control over the anarchic subculture, but in practice the groups are haven showdowns.
so fractious and prone to in-fighting that no one has been able to
unite them. NEIGHBORHOOD CLUBS
FOUNDER CULTS Almost every reclaimed block in Starhaven spawns a tight-knit
community working hard to help one another succeed, building
While none exist officially, every Starhavian has a friend-of-a-friend informal clubs around a shared social media group and a central
involved in one of the new Preserver-centered religions popping up headquarters—usually a favorite local restaurant or shop. Growing
around the city. These “Founder cults” generally spring up around organically, each neighborhood club has a unique feel and struc-
charismatic individuals who claim to have gleaned some deeper ture, ranging from avant-garde progressives to meddling busybod-
truth from the Preserver technology and ruins that support the city. ies trying to preserve the culture they hail from. Most answer to
The most stable cults build themselves around a unique artifact their local Block Captain, and a persuasive neighborhood club can
they recover from the ruins and might number a dozen or more, and be instrumental in winning an election, so Block Captains and even
most have strong opinions on Preserver AIs like Collapsar, seeing Senators listen to them. The influencers for an individual’s neigh-
them as saviors who bear the creators’ will or devils who wiped out borhood club can be a close friend, valuable ally, obnoxious know-
the gods. While the New Lor Republic ignores these fringe religious it-all, or power-hungry local tyrant, depending on the area.
zealots, AEGIS and UNISON have both begun collecting data on the
Neighborhood clubs band together to fix up buildings, organize to
cults and their participants, worried their growth may mirror the de-
handle threats, and offer a hand to struggling neighbors, as well
velopment of similar extremist groups on Earth.
as become unofficial sports or gaming leagues for friendly (or less-
than-friendly) competitions with other neighborhoods. With the
IAPYX ACADEMY city largely un-policed, neighborhoods also form the first line of
civic defense and emergency response, and many Starhavians are
The Iapyx Academy draws on Duncan Summers’ success with the finding they prefer this community-lead approach to peacekeeping
Claremont Academy to establish a secondary school for children over the heavy-handed authority they endured on Earth.
with divergent backgrounds and abilities. With its sister school,
the Ariadne Academy (for younger students), the Iapyx Academy
offers a top-tier education that many refugees feared they’d left THRILL GANGS
behind. Many former experts in their field, including the enigmatic
Mentat Headmistress Elenk-Te, now serve as faculty, and Daedalus With life looking so bleak, some residents have cast aside respect-
himself repurposed two-dozen maintenance robots to supplement ability or community to form nihilistic gangs built around excite-
their number as tutors, which the student body have nicknamed ment and indulgence. Crime isn't the purpose for these groups, but
“Harpies.” they rarely respect the law or public safety, turning to drugs, street
racing, base jumping, urban exploration, and other dangerous
Of particular interest to many adventurous young souls is the Acad- hobbies. Most build themselves around a common interest or racial
emy’s Legion of Civic Honors, a volunteer club that guides students identity, such as the Jereid Sewer-Gators, or parkour crews like the
in using their special talents or expertise to help the community. Redroof or the Gargoyles.

The Guide to Starhaven 11


MUTANTS & MASTERMINDS

CITY OVERVIEW
Starhaven is a technological wonder—a star-shaped city complex
sitting in the center of an even larger dome of Earth-like atmo-
UTILITIES
sphere locals call “The Green Zone.” Towers stretch up toward the
Rather than rely on massive utility hubs, the Preservers built a dis-
stars above, while channels and tunnels create an endless, dark
tributed network of water reclaimers, generators, digital archives,
warren deep below. Terraforming and bioengineering technologies
atmospheric scrubbers, and waste recyclers into many otherwise
left abandoned for thousands of years have created unique, beauti-
unrelated buildings. This design has ensured pockets of the city
ful, and deadly microclimates that refugees uncover every day as
retain clean water, air, and power even after an eon of neglect, but
they slowly push the urban boundaries into the chaotic ruin. With
makes the process of locating and repairing the countless obscure
the entire settlement left abandoned, Starhaven is a home waiting
facilities one of the ongoing challenges of the reconstruction effort.
for residents, but one that is going to take a lot of work to secure.
The smallest utility nodes are barely more than a small room, but
Despite Europa’s freezing, irradiated surface, the Green Zone is a
most fill multiple rooms or one large chamber. Because the Preserv-
pleasant and safe environment for human-like life; likely created
ers only expected maintenance robots to access the nodes, few
by the Preservers to sustain humans and other biological samples
have any safety precautions like railings or even adequate shielding
retrieved from Earth. Starhaven fills most of the Green Zone, with
on dangerous parts. Water pumps lack cowlings for their churning
the rest consisting of overgrown fields and forest that seem im-
turbines or gratings to keep hands away from the laser purification
passible—dense thickets of alpine conifers stand surrounded by
grid, and fusion power stations might flood the area with low-level
saguaro cactus, and coral-like land reefs stand overgrown with
radiation while operational. The Engineering Guild spends consid-
roses and other creeping blossoms. Isolated buildings—some ap-
erable time finding and training workers who can survive these
parently old dwellings but others with unknown purposes—dot
harsh conditions, but Daedalus’ recent repairs to the Robot Foundry
this artificial wilderness. A dome of fluid suspended in an energy
have made the process infinitely easier.
field protects the city. Seemingly powered by the awesome elec-
tromagnetic fields nearby Jupiter generates, the dome creates
full spectrum light on a roughly 13-hour day/night cycle and even EMERGENCY SERVICES
creates a gentle rain every few days—though the Engineer’s Guild
aren’t sure if that’s intentional or a misfiring system. In addition to providing utilities, the city government is working
hard to maintain emergency services. Until recently, AEGIS and
Most Preserver buildings seem to be grown from a metal ceramic UNISON provided armed agents—often supported by medical
(Toughness 12) rather than constructed, though the remains of technicians—as the only response to any crisis, and Earth security
earlier settlement efforts dot the city with traces of other cultures’ forces still respond to many incidents as a de facto police force.
architectural efforts. Spiraling rooms or a spiral hallway lead to a
building’s center—generally the largest room and the purpose for Medical emergencies were handled through a field hospital estab-
which it was built—with smaller offices, archives, labs, dormitories, lished in the Draffsnarl (see the Promenade), but with the recent
and storage chambers lining the approach. The Preservers only opening of the Daedalus Center—the city’s first true hospital—in
locked those rooms with dangerous contents, though decay and the Central District, the Senate has authorized funding for a small
rust have left many doors unintentionally sealed, and the refugees ambulance service using a suborbital shuttle. The lone shuttle
reclaiming the city retrofit doors with locks for privacy and safety. struggles to keep up with demands, however, and many citizens still
rely on local doctors and healers. An enterprising Drik tech expert,
Despite the extensive physical infrastructure that remains, almost Vsiv Muniq, has stepped in to fill the void by recruiting several
nothing of the Preservers’ data infrastructure can be found. The of the city’s out-of-work soldiers to found Impact Interventions. II
Engineers Guild claims that no computer systems could maintain is a subscription service that guarantees first response in a crisis,
uncorrupted data for so long, but most everyone assumes the Pre- and blurs the line between security force and emergency medical
servers deliberately purged their data before abandoning the city. technician. While their health services are far from the best—most
What few traces of data remain have all been recovered from out- Impact EMTs only have cursory combat medical training—they
of-the-way or forgotten systems, lending credence to the rumor have three shuttles at their disposal and staff arrived armed to the
that the ancients deliberately purged their city. teeth to stop any ongoing violence or intervene in other disasters
like a building collapse.
Explorers have recovered the traces of earlier expeditions that tried
to claim Starhaven, including an ancient Lor outpost within the city Outside of security and medical emergencies, the Engineers’ Guild
itself, Grue tools and supplies, and a crashed Drik salavage ship em- tackles most other crises, ranging from fires to atmospheric leaks
bedded in a nearby glacier. The fate of some of these former efforts to toxic spills. Benren San, an amputee and mentat, oversees the
is obvious—Lor skeletons found in the old Treshna outpost were Starhaven Engineering and Utility Reclamation Guild Disaster inter-
clearly killed by large animals—but others remain unexplained. The vention Unit. Nicknamed the Icemovers, the squad rely on science
Drik ship shows no obvious signs of exterior damage, and the Grue and materials expertise, diverse alien abilities, and a team of power-
colonists seem to have simply given up and walked away from the ful Centaur industrial robots and two suits of Typhon power armor.
attempt to claim the moon. Daedelus's earliest encounter with the They team has access to extraordinary powers, and needs to jury-rig
city and his reports of "haunting" struck a particular cord with many processes and specialized equipment in the moment, and many of
colonists, who see their own metaphorical ghosts behind every their missions become whispered legends around the Europa Light
malfunction, strange noise, or disappearance. and Sewer offices.

12 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN

Promeade
The Lar
West Wing
Central District
1.
2.
East Wing
The Fastness
STARHAVEN Kilometers
Greenwalls 0 1

PROMENADE CENTRAL DISTRICT


1. Pegasus Starport 8. Quasar Tech
3. 4. 2. The Draffsnarl 9. Daedalus Center
3. Pinnacle Island 10. Preserver Hall
5. 4. Europa Light & Sewer 11. Iapyx Academy
6. 5. Marxla'sh Market EAST WING
12. 12. The Propylaea
8. WEST WING
7. 9.
13. 14. 6. Decentralized Park 13. The Darkwell
10. 7. New Haasaana 14. The Robot Forge

11. GREENWALLS
15. The Dome 338
15. 16. Library Prime
16.
17. The Cryosphere
17. 20
18. The Mirror Zone
18. 21. 22. 19. Drekport
19. 23.
THE FASTNESS
Micro Lor 20. Hortus Maximum
21. PhobeTor
22. Singularity Ring
23. Impact Lake

THE LAR PINNACLE ISLAND


A massive freshwater reservoir Daedalus dubbed the Lar fills much Steep cliffs and deep fjords line the perimeter of a jagged island
of the Green Zone’s northern reaches. Docks and waterfront build- in the Lar's western waters. Primordial forest—most of it exten-
ings dot the otherwise marshy shorline, suggesting it once served sive bird habitat—covers the surface. The island's remoteness
a scientific or industrial purpose beyond storing drinking water. lead the original colonization effort to unofficially set it aside as a
Though shallow close to shore, its depths plunge down nearly a ki- nature preserve, but that same inaccessibility makes it appealing
lometer. In this deepest abyss, the bottom transitions to ice rather to those Starhavians accustomed to their space and privacy—and
than rock and mud and colonies of blue krill frolic in the crushing the money to enforce it. A small coalition of wealthy refugees now
pressure and icy temperatures. lobby the Senate to declare Pinnacle Island open for development,
while some—like Citizen Sun Ren (see the Imperium Loyalists
Despite the unexpected cold, the Lar supports a wide variety of mi- in Chapter 2)—have moved forward with construction of private
crobial, plant, and animal life—both Earth-native and alien—and estates knowing the Senate doesn't have the power or resources
many aquatic Starhavians have begun settling the reservoir rather to stop them.
than make the long trip down to Seahaven’s dismal depths. In ad-
dition to providing fresh water, the Lar supports a bustling young Opposing the current push to turn Pinnacle Island into a retreat for
fish farming industry currently feeding much of the city. With so the wealthy stands Starhaven's first environmentalist movement,
much money to be made, fishing rights have become an unexpect- the Europan Ecology Enclave. Lead by a former Ealas soldier, Nam-
edly heated topic on the Senate floor. Rival fisheries sabotage one Smyth, the EEE's operations consist of theft and sabotage from
another’s tools and rustle seafood from rival waters. With the reck- building sites and intimidating workers. Citizen Sun Ren labels the
less abandon of this new frontier, several Blue Dot bloggers have movement "eco-terrorists", citing their actions as proof that his own
dubbed the Lar “the Wild Wet” of Starhaven. construction efforts are legitimate.

The Guide to Starhaven 13


MUTANTS & MASTERMINDS

THE PROMENADE EUROPA LIGHT AND SEWER


The northern point of Starhaven’s urban layout culminates in a Daedalus established the Starhaven Engineering and Utility Recla-
massive bridge across the habitat’s lake, ending at the Pegasus mation Guild—more affectionately known as the Engineers Guild—
Starport. Early settlement efforts focused heavily on restoring the as the first “boots on the ground” agency dispatched to restore the
starport and pushing out into the city from this easily evacuated site. The Guild operated from a tough dome at the confluence of
command center. The city’s earliest housing and offices were tents several major utility lines and nodes, affectionately nicknaming it
and converted warehouses clustered north of the Lar, and many “Europa Light and Sewer.” Sturdy and still largely functional, the
residents are either slow to move or have simply dug in, growing domed headquarters is even capable of slowly producing mainte-
attached to the first land they’ve “owned” in years. These squatters nance robots to assist organic repair crews
are creating minor issues as the Republic tries to convert this land
for farming, but for now any conflicts seem years away. Europa Light and Sewer originally served the Preservers as a se-
curity shelter or military command center of some sort, making it
The Promenade’s terrain is a strange blend of ecological and in- unusually secure and durable. It serves as the hub for a city-wide
dustrial. Terraces of alien ceramic break up the rolling grasslands network of monitoring equipment—including cameras and audio
to the lake’s edge, and a titanic causeway crosses the quiet waters, sensors—blanketing Starhaven, and the Guild keeps this aspect
running 26 hours a day with trains, security cars, and delivery ve- of their headquarters a careful secret to avoid tempting AEGIS,
hicles. Metal spires—most residents assume they’re the Preserver UNISON, or even the Senate to overreach the citizens’ privacy. For
equivalent of statuary—jut irregularly from the meadows, while now, the sensors also let them track outages and plan missions into
within the city’s proper borders the district gives way to miles and more dangerous corners of the ruin.
miles of warehouse space and manufacturing facilities. The expan-
sive facilities provided housing and food for residents when they
first arrived to reclaim the city but were obviously intended by their MARXLA’SH MARKET
builders for large-scale manufacturing and the creation of exotic
materials. Now that the refugee population is slowly relocating to With easy access to the importers of the starport, industrial sectors
the Central District, the Engineers Guild and Senate hope to restore of the Promenade, and the new homespun manufacturing in the
those industrial capabilities. Central District, the Promenade’s major marketplace carries almost
anything one could want from Earth or the old Lor Republic—for a
The roughest refugee housing still spreads across parts of the price. While most of the stalls sell fresh fruit, vegetables, grains, fish,
Promenade, and as the poor spread into the Central District and and various home goods, many also deal in secondhand goods, sal-
the Wings, the abandoned housing is quickly being taken over by vaged technology (from alien ships or the city itself ), and strange
makeshift businesses and criminal enterprises. wonders from across the galaxy. With touches of home from a
hundred different worlds, the Marxla’sh is a chaotic mix of sights,
THE DRAFFSNARL sounds, and smells.

Many Starhavians commute to the market as an excuse to socialize


One of the original housing projects, the Draffsnarl is a chaotic mix and wander, recovering some sense of normalcy most thought lost.
of storage bays and atmospheric processors connected by a mess Buskers line the streets to take advantage of the casual crowd, as do
of raised bridges and concealed tunnels, all nestled at the southern con artists and pickpockets.
terminus of the Lar causeway. No one has officially demarcated the
borders of the Draffsnarl or even gotten an accurate count of the
buildings within—the difference between multiple edifices and a
PEGASUS STARPORT
continuous complex is razor thin in the chaotic web—and the city
Starhaven’s impressive spaceport is one of the city’s crown jewels,
government considers it a bureaucratic nightmare—especially
allowing ships to come and go from the city to import new citizens
because several large utility nodes converge within the mess.
and supplies from Earth, export their burgeoning hydrocarbon and
Cultures who prefer dark, tight-knit spaces, such as the Drik and exotic mineral output, and generally stay connected to the wider
the Sk’ree, refuse to move on to new homes, frustrating efforts to universe. Several large landing pads can handle full-sized cruisers—
reclaim the warrens for their industrial value. The Lor-leaning gov- though none have yet arrived—while a dozen smaller pads juggle
ernment and human-dominated authorities fail to understand that smaller shuttles and fighters. Nearby hangar and drydock facili-
some species despise the avenues and plazas they find comforting, ties keep spacecraft in good repair, though some of the Preserver
the local communities feeling alienated. Criminal elements have systems remain a mystery to staff.
also taken a shine to the site, whose subterranean passageways
So far, Pegasus Starport operates at only a fraction of its full ca-
allow them to move weapons and contraband observed only by
pacity—Starhaven sees only occasional small trade vessels and
those nocturnal aliens who have no reason to trust the powers that
refugee shuttles from the wider universe and monthly deliveries
be. Instead, "darksiders" are increasingly turning to solving their
from Earth. Director Ashon-Vela hopes that will change as she
own problems with vigilante violence.
begins directing funds and personnel toward construction of
While most of Starhaven is beginning to see the Draffsnarl as the the Cascadian, a true cruiser that Starhaven can use to transport
city’s “criminal underbelly,” the Drik Block Captain Quazzik insists huge values of crew and cargo. Her initiative is making waves in
her people are decent, hardworking, and law-abiding and tries to the Senate, as she pulled resources from constructing a dozen
draw a distinction between good neighbors within the community starfighters intended to act as the city’s first line of defense from
and the invasive underworld element. invasion.

14 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN

CENTRAL DISTRICT vital fluids and gases for a variety of species, and generates more
than enough power to run the most complex medical devices.
To many, the Central District is Starhaven for all practical purposes.
Joint efforts by brave alien volunteers, AEGIS, Daedalus, and other
Earth heroes focused their initial thrust of exploration and resto-
IAPYX ACADEMY
ration on the towers, plazas, and palace at the settlement’s core, Iapyx Academy and it’s neighboring Ariadne Primary School
opting to use it as a central camp from which to push outward in provide academic instruction for the children of Starhaven, with
all directions. While far from fully repaired, the Central District now Ariadne providing introductory lessons on linguistics, mathemat-
houses most of Starhaven’s ics, history, and culture and Iapyx
native population and busi- offering more advanced courses.
nesses. While instructors from Earth casu-
ally refer to them as the “elemen-
The beating heart of Star-
tary school” and the “high school,”
haven throbs in and around
Daedalus himself shuns this prac-
an elevated highway encir-
tice, insisting no one should feel
cling the city’s center. This
like a child for needing to study
wide avenue serves as a
the basics, and no youth should be
massive roundabout, con-
denied access to higher education
necting all the major train
based solely on age.
and road arteries of the city
to its center hub. Within Catering to a wide variety of cul-
the loop, a massive palace tures and their education systems,
complex handles the settle- Iapyx provides unconventional
ment’s government affairs, instruction that encourages in-
while the densest urban core dependent study with teachers
surrounds it on all sides. providing lectures and serving as
Unlike most of the city, advisors. Staff are drawn from refu-
the extensive greenbelts geesas well as human volunteers
of this district died long ago, from Earth. While many students
leaving the neighborhood with attend regular classes, almost any
a stark, industrial feel despite the wide “educational” activity—from field
avenues and sweeping balconies. Most of trips into space to constructing
the city’s long-term housing lines the wide mecha—is school-sanctioned
streets. Living conditions range from luxurious so long as a youth can find
to squalor, but most residents live in comfortable other students interested in the
but sparsely-furnished homes as they wait for Star- same topic and a faculty member
haven to begin importing (or producing) consumer goods. The to sponsor them.
joint UNISON/AEGIS operations initially tried to limit settlement to
towers that had been thoroughly explored and mapped, the reality
of refugee needs mean that many people began squatting in build-
PRESERVER HALL
ings and tunnels with questionable security and facilities. Starhavians love arguing over the original purpose of the palace-
The Central District struggles to recapture every species’ ideal like complex of domes at the city center, but UNISON quickly com-
of urban living, but with the sheer variety of cultures occupying mandeered it to serve as their administrative headquarters upon
the space, that remains a challenge. The Lor majority established landing in the city. Better served than most areas, it became the
forums at all the major crossroads, where children can be taught, heart of government and bureaucracy for Starhaven, now housing
scholars debate, and local merchants ply their wares, but these ob- the Senate and all government offices. UNISON and AEGIS both
struct the roadways other species use to commute, while others— maintain their own offices on the grounds as well, creating con-
particularly the Jereid and Shoon—consider street-corner lecturing stant power struggles as the Earth organizations try to hold on to
deeply offensive. This is just one of the countless mundane, cultural their dwindling influence.
conflicts the city struggles to reconcile.
QUASAR TECHNOLOGIES
DAEDALUS CENTER
Proudly boasting its status as Earth’s first extraplanetary startup,
Starhaven’s premiere (and to date, only) medical facility is the re- Quasar technologies is a joint venture between the tech genius
claimed hospital named in honor of the city’s discoverer. A rare case Solo Takashi (once known as the teen supervillain Doc Otaku)
of a reclaimed building obviously filling its original function, the and a cadre of alien engineers. The company bridges the “technol-
Daedalus Center once served as a medical center for the Preserv- ogy gap” between the scattered refugees and the Preserver ruins,
ers as well. AEGIS and various supply convoys provide most of the helping the colony tame hi-tech threats and spin their discoveries
medical technology—the remaining Preserver technology proving into cutting-edge patents. The Senate considers the company a
erratic and as prone to permanently maim or mutate a patient as necessary evil to provide security and information infrastructure,
miraculously cure them—but the building sterilizes itself, provides but AEGIS is wary of Takashi’s long-term plans.

The Guide to Starhaven 15


MUTANTS & MASTERMINDS

THE WINGS NEW HAASAANA


Those sections of the city directly east and west of the Central Dis- One of the West Wing’s success stories, the neighborhood of New
trict weathered the millennia of neglect better than the rest of the Haasaana stretches across several city blocks whose environmental
city thanks to a fleet of automated drones aggressively dedicated controls render the area unusually hot, dry, and bright. While Lor
to maintaining the areas. While the robots survived, their program- and humans find these arid conditions borderline deadly, the rep-
ming drifted over the eons and they now reconnect utilities, wall tilian Haasaan consider it ideal. Nearly fifty of the ophidian aliens
up entire rooms, and otherwise conduct bizarre and purposeless reclaimed an apartment tower and surrounding plaza to establish
“repairs” that make the buildings of both Wings into confusing a home and begin raising heat-tolerant crops the rest of the city
labyrinths. The drones are extremely protective of their avant-garde can’t support. New Haasaana has no separatist inclinations, but its
urban designs and operate independently of the city’s control remote location means its residents are largely self-sufficient, pro-
network, making reclamation a slow process of exploration and de- ducing their own food, conducting their own repairs, and defend-
commissioning the Preserver automatons. ing themselves against the district’s creatures. As an unsanctioned
reclamation effort, the neighborhood lacks any official representa-
Most of the current restoration effort focuses on the East Wing,
tion in the Senate, and Block Captain Rihnaana spends his fre-
which contains apartment towers and hydroponic facilities—every-
quent visits to the Central District arguing for official recognition to
thing Starhaven currently needs to house and feed its population.
support his people’s efforts.
Multi-use towers—connected by raised walkways and elevated
plazas—fill most of the area, with the ground level studded with
rubble and trash left untouched by the maintenance robots. Indus- THE PROPYLAEA
trious settlers regularly pick through these middens to reclaim parts
for home repairs, furniture, or art projects, or to resell in Starhaven’s Small utility nodes help keep pockets of Starhaven running even in
markets. the event of catastrophic failure, but the Preservers still collected
some resources into mega-architecture for their own inscrutable
The West Wing remains largely untamed thus far. A dozen alien reasons. The Propylaea is the city’s “air reservoir,” producing much
environments have outgrown their containment systems and now of the breathable atmosphere and storing thousands of tons of
compete for dominance, with scorching desert giving way to arctic compressed gasses for scientific work. Massive pylons beneath the
tundra and alien jungle, all filled with precious secrets, stockpiles of building bore down into the surface, cracking ice into breathable
technology, and dangerously mutated animals. The varied ecosys- oxygen while storing hydrogen and trace gasses for the city’s in-
tems provide more comfortable living conditions for many of Star- dustries. The five nested, seashell-like curls of the facility tower over
haven’s non-Lor residents, and so most expeditions into the ruins the East Wing, cycling the atmosphere and seeding the moisture
are conducted by adventurous individuals or families and particulate needed for the city’s various “weather” conditions—
the light rains, fog, windstorms, and occasional snow that provide a
DARKWELL sense of normalcy. The Engineers Guild still struggles to understand
the building’s control systems, essentially putting one of the city’s
The Darkwell is the primary elevator connecting Starhaven to its most critical utilities in the hands of fate.
aquatic neighbor known as Seahaven. The high-speed vertical train
makes the ten-kilometer trek in about five minutes. While several
service tunnels below the city eventually connect to Seahaven or
THE ROBOT FORGE
the moon’s subsurface ocean directly, the Darkwell is the fastest
Daedalus’ most recent project in Starhaven’s construction efforts
route and the only means of carrying large industrial cargo between
was to help restore the so-called Robot Forge, an automated factory
the settlements, making it a vital chokepoint that both settlements
that produces and controls the maintenance robots that helped
want sole control of. Because control remains contested, UNISON
maintain the city. These mechanical aids have sped up construction
maintains control of both endpoints for now until Seahaven and
efforts tenfold and can operate in parts of the city too cold, hot, or ir-
Starhaven work out their respective frustrations.
radiated for other residents to endure. While individual robots have
basic artificial intelligence capable of searching out and repairing
DECENTRALIZED PARK problems, they rely primarily on the forge’s central computers to
coordinate their efforts. Warhawks in the Senate now debate repur-
Strange ecosystems define the West Wing, with the most promi- posing the forge to produce war drones and starfighters, arguing
nent being the “Decentralized Park.” This massively overgrown ar- that restoring the city won’t matter if Earth or the Stellar Imperium
tificial forest resembles the primordial rainforests of Earth’s Pacific burn it to ash.
Northwest, with titanic trees stretching up nearly a hundred meters
The Robot Forge primarily manufactures the human-sized Cy-
and supporting unique ecosystems in the branches. A wide variety
of Earth animals and strange hybrids stalk the canopy and the fern- clopes drones—named for the single sensor lens in the center
choked ground level—far more than the ecosystem should natu- of their heads—but also produces the new quadrupedal Centaur
rally be able to support. drones in limited quantities. Use the statistics for the Medium
Robot and Large Robot (Deluxe Gamemaster’s Guide, page 152),
The park’s more aggressive plants and climbing critters have adding 6 ranks in the Technology skill. The foundries can also
spread to the surrounding towers as well, making them dangers produce a limited supply of Typhon power suits (use the Robot
for scavengers and targets for poachers. Rumors even suggest the Jockey; (Deluxe Gamemaster’s Guide, page 153), but the only line
overgrowth conceals a legendary lost pirate starship locals call the units produced so far lack any weapon systems and are used for
Greengold. heavy industry.

16 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN

GREENWALLS DREKPORT
The southwest corner of Starhaven once housed most of the origi- Starhaven's own hive of scum and villainy lies near Greenwall's
nal biotech and computer facilities, but residents today consider southernmost edge, close to the dome itself. A large building here
it the most dangerous and untamed district of Starhaven. Like once housed equipment for boring and supporting the network of
the West Wing to the north, it hosts a variety of overlapping alien tunnels that support the city above, and the enterprising Mama
biomes, but the flora and fauna here are obvious mutants—the Kaiger (see Chapter 2) hot-wired these systems to construct smug-
results of ancient bio-engineering experiments. The digital systems gling tunnels to a nearby ice fissure that sits in a sensor shadow.
here—designed to keep the experimental subjects alive—con- Members of the smugglers' syndicate—and even some members
tinue to modify and cybernetically augment their test subjects as of the legitimate Trade Alliance—know the approach, allowing
well as adjust environmental controls of individual towers to gener- their small vessels to enter the city unseen. The smuggler's tunnels
ate microclimates. Those same environmental computers generate aren't as well-sealed as formal access points around the city, and
massive holograms as well, rendering much of the area into surreal slowly vent heat and atmosphere.
mirages that conceal threats and leave visitors wandering an ever-
shifting labyrinth. Because of the great danger in moving illegal goods through Gre-
enwalls to the wider markets of the Promenade or Central District,
Like the rest of Starhaven, buildings in Greenwalls tend toward cir- few smugglers actually bring their goods into Drekport when they
cular domes interconnected by bridges, but individual facilities are can easily bribe customs officials to look the other way at Pegasus.
large and squat—intended for scientific and industrial use rather Instead, Drekport specializes in servicing criminals who can't berth
than habitation. Laboratory complexes and vast server farms fill at legitimate ports, and selling scavenged materials and animals
much of the district, but just as many host reproductions of alien from the wilder corners of Starhaven. It offers shelter for anyone
ecosystems—building-sized terrariums for studying life in its needing to lay low, and repairs for any ship that has tussled with
natural habitat. the law.
The Senate has officially blockaded the district after a band of A thriving underground community has grown up around the
would-be “heroes” released a cybernetically-enhanced Lor Van secret hangar, supported by startship mechanics and bars. Beings
rhino that rampaged through the Central District, but that hasn’t branded as criminals on Earth or greater Starhaven can eke out a
stopped scavengers and poachers from exploring the urban living here as pilots, technicians, or muscle, while known pirates
canyons to hunt technological secrets and rare beasts. With much can resupply and sell their wares. Still, few people choose Drekport,
of Greenwalls acting like a planetary zoo, many residents hope it hence the emerging slogan: "You don't go to Drekport. You just end
can eventually be reclaimed to offer them a slice of home. up here."

THE CRYOSPHERE LIBRARY PRIME


Located near Greenwalls’s center, the Cryosphere is a massive The heart of the Preserver computer networks in Starhaven, the
cryogenics complex storing dozens, perhaps hundreds of Pre- Library Prime complex lies far below the city surface, concealed
server experiments in deep-freeze suspended animation. Leaking beyond twisting lengths of utility tunnels. The Engineers Guild still
cryogenic gasses plunged the entire, spherical building into hasn’t located the server farm, but knows it lies somewhere beneath
extreme cold, making exploration or repair virtually impossible for the Greenwalls district. The hidden facility also secures a massive
all but a handful of Starhavians—even the city’s standard main- collection of historical artifacts—mostly documents—maintained
tenance robots soon freeze solid in the biting cold. A handful of by an offshoot fork of the Preserver AI known as the Curator
cold-adapted creatures—either survivors of other experiments or (Freedom City, page 230). The city’s original lockdown disconnected
escapees from the cryogenic tubes—lair within the complex and the drone from the primary Curator, but as city communications
hunt intruders as well. Despite these dangers, the Cryosphere has system come back online, the AI has worked to re-establish contact
come to the attention of the villainous Mastermind (see Threat with the powerful entity.
Report, page 98), who believes the facility may hold his original,
paleolithic form. THE MIRROR ZONE
DOME 338 Looters warn their fellows away from a seemingly-peaceful stretch
of the Greenwalls. This quiet avenue—lined with reflecting pools,
The various enclosures of Greenwalls house every imaginable gardens, and balconies—seems like a rare oasis in the hostile dis-
alien environment, but one in particular captures the imagination trict, but rumors claim those who visit never emerge. The Mirror
of Earth natives. Dome 338 houses a recreation of Earth during the Zone’s extensive cloning facilities can create copies of visitors from
late Cretaceous era, including healthy populations of dinosaurs even the trace DNA exhaled in a breath, but its facsimiles are imper-
ranging from the massive T-rex and ceratopsids to cunning velo- fect and unstable, dissolving with violence or impact. The deterio-
ciraptors, as well as enormous insects. Preservers weren’t active rating AI seeks larger and larger genetic samples to feed its flawed
on Earth until long after all these creatures died out, raising ques- cloning procedure, eventually dismembering trespassers to create
tions about where they acquired their specimens, but the anach- hordes of short-lived, uncanny duplicates. Because living creatures
ronistic park is also largely free of the genetic tinkering and bio- carry trace amounts of DNA from everyone they have recently en-
mechanical augmentation that plagues many other environments countered, visitors may encounter friends, family members, lovers,
in Greenwalls, and many Earth paleontologists refuse to look a gift or enemies generated from these traces, who do their best to lure
horse in the mouth. intruders deeper within the zone.

The Guide to Starhaven 17


MUTANTS & MASTERMINDS

THE FASTNESS IMPACT LAKE


Unlike most of Starhaven’s sleek towers and flowing domes, the A larger crater near the central district suggests a meteor breached
structures of the Fastness in Starhaven’s southeast corner consist the dome above the Fastness after the Preservers fled. Its shores
of angular, blunt buildings that feel constructed more than grown. are almost perfectly circular, and its rainbow-shimmering surface
The many redundant systems and thicker walls suggest a more dan- lies almost perfectly smooth even when the winds pick up.
gerous purpose than the elegant science the rest of Tests suggest the lake contains fresh water and trace oils
the city served—a suspicion only enhanced by the and chemical runoff from the city’s infre-
extensive damage spread throughout the district. quent rains, but remote vehicles and robots
Patches of radiation and unshielded, arcing electrical quickly shut down in the waters and the
conduits dot the streets and ruins. Citizens debate the few aquatic explorers who attempt to
district’s original purpose, ranging from experiments in plumb its depths vanished without a
quantum physics to wargames and weapon testing. trace. Some utility workers and scavengers
Whatever its intended purpose, the Fastness is have begun to question if the damage
dangerous, and, like Greenwalls, the Senate has wasn’t caused by an interior blast
declared this district off-limits until it can be rather than some asteroid impact.
secured and restored by experts.

The Fastness has suffered the worst PHOBETOR


ravages of age of anywhere in the city, if
for no other reason than because its boxy The most prominent feature of
buildings are less stable than the elegant this defunct corner of the city is the
arches and domes seen elsewhere. While ominous black tower that juts up from
Greenwalls is dangerous for its predators, the ruins, even piercing the atmo-
the Fastness threatens visitors with collaps- spheric dome above. Inside are
ing walls and sudden drops. Entire blocks are long, featureless halls that curve
little more than rubble hills and freestanding back on themselves, and wide
walls, with sinkholes plunging into the utility rooms devoid of furniture or appar-
tunnels and icy depths below. The district’s artifi- ent purpose.
cial gravity pumps frequently misfire as well, leaving
The tower’s interior is polymorphic,
chunks of rubble or small buildings drifting in the
able to re-shape at command to suit
air for days at a time before they come crashing
any need, but its psionic control cir-
down.
cuits weathered the years badly.
The greatest dangers in the Fastness aren't crea- Today, the interior warps to reflect
tures or robots, but the district's strange laws of the whims and subconscious
physics. Whatever experiments the Preservers desires of anyone who enters.
developed here left scars on the fabric of reality. Its dark hallways can recreate a
Corners of the district might negate or reverse paradise or fulfill secret desires,
gravity, change how chemicals react, warp the but the tower just as eagerly
flow of time, or bend light to create illusions or manifests fears, insecurities, and
pockets of invisibility. These environmental ef- past horrors for trespassers to endure.
gfects might impose circumstance penalties on various checks, Those who have escaped call the monolith "PhobeTor," after the
provide unexpected concealment, or present genuine hazards that Greek nightmare spirit.
cause damage or impose temporary Complications.
THE SINGULARITY RING
HORTUS MAXIMUS
One of the few installations in the hands of Starhaven’s nascent
Near the edge of the district, a collection of plazas and storage fa- government is a complex housing what scientists have dubbed
cilities houses an unusual collection: samples of plants, minerals, the Singularity Ring. Constructed from an unknown mineral, this
and common objects all magnified to incredible size. Dubbed the ten-meter ring floats unaided in the center of a large testing bay,
Hortus Maximum—or Garden of the Big—by scavengers who dis- neither producing nor consuming energy. Most Preserver technol-
covered it, the strange objects within have since become status ogy is advanced beyond conventional understanding, it seems in-
symbols for Starhaven’s wealthy elite, who fancy decorating their tuitive to use (at least its most basic functions) or provides an AI
new homes with furniture-sized blossoms or transforming titanic operating system to assist users, but the Singularity Ring defies any
lab equipment into eclectic art pieces. While these gargantuan arti- attempt to use or understand it. Theories range from a new power
facts seem like simple props, scientific analysis reveals their physical system to paracausal scaffolding the Preservers used to construct
structure has been modified—that they are ordinary samples trans- Collapsar to a spatial gateway connecting Starhaven to other, un-
formed at a subatomic level into giants. This discovery implies that discovered Preserver sites. While the project’s head, a Lor scientist
a device or phenomenon within the Hortus can enlarge matter—a named Yagen-Als, is open to these unusual theories, his quiet hope
wonder that could eliminate Starhaven’s chronic food shortages if is that the torus is a functional time machine that could eventually
discovered and controlled. prevent the fall of Magna Lor in the first place.

18 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN

OTHER CITY FEATURES the Stegosaurus; Deluxe Gamemaster’s Guide, page 148) dominate
the ecosystem, aggressively defending their burrows and foraging
The Green Zone extends far beyond the city proper, hiding ad- grounds with serrated tails and jagged armor, while blood-drinking
ditional secrets and resources, though few citizens will brave the leechblossoms and hallucinogenic terror-lemurs (use stats for the
overgrown wilderness for now. Giant Flytrap and Trickster Faerie, respectively; Deluxe Gamemas-
ter’s Guide, page 149) control the tree canopies. These predators
don’t deter government missions to recover samples, nor poachers
BLUE FIRS supplying Lor elites with a taste of home.

A large stretch of coniferous trees from all across Earth, this stretch
of the Green Zone is noteworthy for housing a stable population SEAHAVEN
of Cholaxans—better known on earth as bigfoot or sasquatch—
native to the area seemingly since the Preservers abandoned them Ten miles below Starhaven lies a smaller research outpost bolted
tens of thousands of years ago. This population lacks sapience, to the underside of the continental ice sheet making up Europa’s
but whether this represents an earlier stage in their evolution, or surface. Apparently existing to generate power, mine minerals from
a bizarre Preserver experiment remains unknown. For now, the the seawater, and serve as a laboratory for aquatic terraforming
Senate has declared the forest a sanctuary for the native sasquatch projects, Seahaven—as locals now call it—connects to the colony
and the few true Cholaxan Starhavians. above via an express elevator and miles of unexplored tunnels.
Water-breathing aliens of all kinds migrate to this “suburb” of Star-
While seemingly a natural paradise, Blue Firs conceals many neo- haven for easy access to the moon’s warm, dark oceans, and the
lithic hazards from North America, including sabre-tooth tigers, dire Hexxim- and Piscean-dominated community is quickly starting to
wolves, and hell pigs. The wet, moss-covered rocky terrain is also see itself as an independent nation. For now, Seahaven serves as
hazardous and confusing to travel despite its small size. Because of another district in the New Lor Republic with very vocal Senate rep-
this, transplanted Cholaxans are becoming surprisingly wealthy— resentation and secretive reporting on local affairs.
under the auspices of a shady Cholaxan merchant referring to
himself only as Mr. Shaq—as Starhaven’s only reliable source of The Preservers constructed Seahaven to be a titanic single build-
many indigenous plants as well as meat that wasn’t grown in a ing, rather than mirror the domed city design of Starhaven, but the
cloning vat. facilities are nonetheless expansive. Most of the structure consists
of wide corridors, spacious dormitories, and labs stretching nearly
MERRIMENT HILLS a kilometer across. Warehouses, vehicle bays, and hydroponic parks
large enough to house small Earth buildings line most of the outer
Located near the Lar, this overgrown ruin consists of statues, small surface. Less obvious and harder to access, the site has also suffered
buildings, and technical frameworks surrounding a central plaza far less from looters over the centuries, though water damage has
with supernaturally keen acoustics. It stood as a mystery until an en- flooded many compartments as seals and systems failed. Several
trepreneur named Yavva Ten-Sly reactivated just enough systems Preserver vehicles are still operational, with enough living space to
to realize an entertainment complex—an alien amusement park— sustain a small crew comfortably for months as they map and study
lay buried beneath the strangling figs. Now the Drik scavenger is the moon-wide seas.
negotiating with a very wary Senate for ownership of the site so
she can restore and profit from the ancient arcades, rides, and simu- Despite their aspirations of independence, Seahaven seems cursed.
lations. In the meantime, squatters and looters visit frequently to Catastrophic failures cascade from seemingly-stable systems,
gawk at the relatively safe Preserver ruin. supplies vanish without a trace, and rumors of residents missing
minutes or even hours of memories become increasingly common.
Ten-Sly hates being a low priority. In her opinion, Starhavians have For now, En’shessus, the Hexxim leader of the settlement, chalks
suffered too much in recent years and need the lighthearted diver- this “bad luck” up to exhaustion and stress, but superstitious Seaha-
sion her amusement park can provide—even if she doesn't fully vians have begun whispering that something more dangerous than
understand all the technology involved. She currently plans to blind fish and moon coral swims the waters outside.
conduct a "soft opening" for a select corner of Merriment Hills in the
coming weeks. Whether things will go according to plan or unleash
untamed Preserver technology remains anyone's guess.
ZETA
Europa is a moon with a moon. 344302 Europa I Zeta—just called
MICRO-LOR Zeta by locals—is a small, rocky asteroid in a roughly circular orbit
around the moon. The Jovian gravity and competing moons should
According to reports, a small stretch of wilderness to the south of have torn away the small rock—barely a kilometer across—eons
Starhaven abruptly ends its approximation of Earth climates and ago, so locals assume its presence is deliberately engineered. Dae-
instead grows wild with plants, animals, and fungi native to the lost delus himself could find no technology integrated into the celestial
world of Magna Lor—former seat of the Lor Republic. With almost body, and theorized the Preservers installed it as a sort of "shepherd
all of the planet’s native life destroyed by Collapsar, this genetic ark moon" to protect their city from stray meteorites.
represents a chance to create a replacement world with flora and
Zeta isn't entirely benign. It creates a rotating sensor shadow the
fauna familiar to the millions of Lor refugees.
city can't easily see beyond, providing a "dark" corner of space
Nothing in Starhaven is simple, however, and the creatures and pirates and smugglers can hide their ships within. The Engineers'
blossoms within Micro-Lor hail from a more aggressive period in Guild plans to establish a radar outpost on the asteroid, but the op-
the planet’s history. The titanic, herbivorous wraths (use stats for eration remains low priority in favor of rebuilding the city proper.

The Guide to Starhaven 19


MUTANTS & MASTERMINDS

LIFE ON EUROPA
Life on Starhaven is a bizarre experience. Residents hail from across focus on creating new media to appeal to Starhavian experiences
the Milky Way, with a variety of cultures and biologies standing as and interest. They release local news and studies on the city’s ex-
barriers to cooperation. And yet everyone has survived deep loss— pansion, interview local professionals, and produce low-budget
fleeing the destruction of their worlds or the conquests of a tyrant— series like the melodramatic romance The Stars Our Haven or their
experiences only other refugees understand. Everyone lost family runaway hit, Picking Up the Pieces, a sitcom about a flustered Lor
and misses familiar sights and sounds of home, and everyone has a throuple raising four rambunctious adoptees from other species.
collection of friends who feel like family. Many adults have adopted
children of other species or taking over care for elderly with no one
else, forming tight-knight, multi-generational households.
FOOD
After years of isolation and tent-living on Star Island, Starhaven Unsurprisingly for a cultural melting pot, Starhaven cuisine com-
offers a future, and Starhavians are cautiously optimistic. The city bines the familiar with the foreign. UN emergency supplies—rice,
needs extensive work—walls are crumbling or industrial, power legumes, vegetable oil, preserved meats and vegetables, and
flickers, food shortages loom, and strange technologies and critters vitamin supplements—made up the bulk of the refugee diet and
are a constant threat—but now every day’s labor puts them one continue to be major imports from Earth, but various cultures
step closer to stability instead of merely surviving. applied their own techniques for preparing these simple ingredi-
ents, from elaborate Sk’ree threadmeal to hearty Haasaan fried
Day-to-day life is taking a shape familiar to many urbanites. Most buns. Chefs made substitutions using local ingredients—the simi-
people live in apartments in the reclaimed city-center and go to larity of Earth calamari to Lor thon fruit gave way to a dish AEGIS
work for 4-8 hours a day; the city itself is the colony’s largest em- agents refer to as “sweet squid pie”—creating new cultural staples.
ployer, recruiting engineers and laborers to restore the buildings
and services, but also organizing teachers, healers, counselors, sani- As the city’s hydroponic farms begin coming online and poachers
tation workers, archivists, and bureaucrats to provide basic services. retrieve various meats and plants from the ruins, the Starhavian diet
Private businesses are generally small—small shops, food stalls, has expanded. Packaged drinks and snacks from Earth are readily
construction or decoration services, security specialists, and repair available thanks to industrious smugglers stocking the city's omni-
centers—but a few large corporations have sprung up to provide present vending machines. The city finally has the space to handle
for the city’s technological or information needs, providing steady foods that require more processing, such as alcohol, breads, and
work for a sizeable minority of the population. tofu-analogs. Milk—once considered repugnant to every species
except humans—earned slow acceptance thanks to powdered
milk rations, and some Starhavians have begun experimenting with
ENTERTAINMENT cheese and other dairy products—though few will admit it in polite
company. Fresh fruit and vegetables are luxuries, given as gifts
Unable to work while assigned to refugees camps on Earth, most when visiting a friend’s home but rarely purchased for personal use.
survivors depended on entertainment to lift their spirits and dis-
Few residents have fully-functioning kitchens, making small res-
tract them from all they lost. Many arrived with only bits and pieces
taurants and food stalls vital. Yahnen—a noodle soup bolstered
of their home culture—a computer with a few dozen music files,
with whatever vegetables and protein are available—is the most
copies of novels they were reading, gaming rigs loaded with a smat-
common option, but a hungry visitor can find diners representing
tering of titles, or a single musical instrument or the knowledge of
any component culture of the city.
how to make one—and traded these eagerly amongst themselves,
supplementing with whatever Earth culture was available. Korean
dramas and American animation both developed strong followings LAW
on Star Island, as did African heavy metal and roleplaying games.
AEGIS and UNISON still jointly handle law enforcement in Star-
Now in Starhaven, a booming market exists from the lost media of haven, ostensibly answering to New Lor Republic observers and
their respective homeworlds and television, games, and films from judges. In reality, there’s no love between the Earth agencies and
Earth. Community music and theater events are the most common alien government and both agencies remain only because Starhav-
entertainment with restaurants and coffee houses all offering live en lacks the power to remove them. Peacekeepers patrol the streets
entertainment to attract visitors. The community media app Third to “keep order,” but how hard they come down on crimes generally
Eye lets anyone make videos, music, and podcasts for public distri- depends on how human-looking the perpetrators are. Protesters
bution and most new Starhaven media flows from this tech giant, refer to peacekeeper troops as an “occupying force,” but in the end
and a few of the most popular influencers have begun spinning neither AEGIS nor UNISON have much interest in ruling so much as
their personal success into larger, crewed productions. maintaining some human presence in the city. The mistrust means
few Starhavians willingly call the authorities, handling most crimes
The New Lor Republic has also sold its first three official broadcast
personally, by recruiting a posse, or by hiring a freelance investiga-
media licenses. Third Dot Broadcasting specializes in licensing Earth
tor or security specialist. When hands-on justice fails, citizens turn
media and broadcasting it on Starhaven, while the Lor Communi- to their Block Captains rather than the police.
cations Channel focuses on local and galactic news with “cultural”
broadcasts like documentaries and music in the off hours. Starhav- Starhaven builds its justice system off the older Lor model, in which
en Central Media is the growing powerhouse, however, with their prosecutors and the wounded party bring evidence before a mag-

20 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN
istrate and the accused may defend themselves. The city uses no drones—to keep up with the extensive work the growing city still
juries but in especially important cases, multiple magistrates might needs, but the aging systems make for frequent breakdowns.
collaborate to reach a fair verdict.
The one ubiquitous piece of technology across Starhaven are smart-
Because the city lacks a prison, punishments are limited to fines, comms—essentially smartphones that building their own wireless
house arrest, mandatory public service, and exile. Magistrates often network. The New Lor Republic issues one comm per citizen and
prescribe mandatory counseling as well, usually under a Mentat, uses them to track work requests and credit accounts, as well as
and in extreme cases the city resorts to psionic “conditioning” to to locate anyone trapped or injured in the ruins. Critics claim the
curb violent behavior—something most non-Lor citizens see as a comms are an invasion of privacy just waiting to be abused, but
barbaric violation. In most cases, however, the city simply attaches many young programmers and tech startups are building their rep-
a monitoring bracelet to convicted criminals to track their move- utations providing apps for this commonplace device.
ments, communicate directly, and issue pacifying shocks (rank 6-10
Affliction, resisted and overcome by Fortitude) if needed, often
pairing that with labor hours dedicated to restoring the city or oth-
erwise serving the public.
STARHAVEN COMPLICATIONS
Complications in a Starhaven campaign might relate to powers or
alien biology, such as dependence on an unusual atmosphere or
MONEY food supply, but just as often they tie back to a hero’s experience
with the city or circumstances that made them refugees. The fol-
During their stay on Star Island, refugees traded an ever-shifting lowing Complications are especially appropriate:
spectrum of currencies from dead or conquered worlds, with values
fluctuating daily and inflation rampant. Most eventually turned to Addiction: This Complication can represent some alien nutrient
barter or relying on Earth currencies like the US Dollar or AEGIS- or tradition that, while not critical for the hero’s survival, makes life
issued ration coupons. The New Lor Republic has begun issuing easier. It may be something as lighthearted as cooking from their
New Lor Credits—generally referred to as NLC or “nulcs”—a digital homeworld to as important as an inhaler than helps them breathe
currency tracked on smartcomms (see Technology) and locked to an Earth-like atmosphere without coughing and sneezing.
a user’s biometric data. In theory, one nulc buys the equivalent of Disability: The refugees of Starhaven survived both war and natural
a hot meal or a plain article of clothing—roughly equal to $10-15 disaster, and many walked away with lasting injuries that received
USD—but many merchants are slow to accept them until they see minimal—if any—medical care or therapy. Heroes may be missing
just how stable the new government is. limbs, blinded, or suffer from mental illness like post-traumatic
Public markets are common sights across town, with almost every- stress disorder or depression. Others may be from species that lack
one setting up a stall for a day or two each week to sell home-spun abilities most of the galaxy takes for granted, like a sense of smell or
goods, scavenged supplies, and surplus from personal gardens or the dexterous fingers needed to operate modern technology.
offer specialty services like repairs and body modifications. Dedicat- Phobia: Those who have survived Star-Khan’s forces or a brush with
ed storefronts are becoming more common as the city reclaims and Collapsar may walk away with deep-seated fears related to those
restores space, but for now they give priority to living space and hy- traumas. While a fear of cosmic entities won’t come up often, a fear
droponics, leaving businesses competing for the spaces available or of earthquakes, the dark, or confined spaces are all common issues
illegally squatting in less-than-ideal conditions. For now, most small among Starhavians who witnessed the Devourer in action. Those
businesses still operate out of their owners’ homes. who escaped war may instead fear soldiers, weapons, or fire.

TECHNOLOGY Prejudice: Even in a city of aliens, some are more alien than other.
The human-like Lor make up the majority of Starhaven’s population
and government, and so-called “diamorphs” (nonhumanoid aliens)
While Starhaven has collected a wide variety of alien technologies
generally receive worse accommodations, struggle to find work,
from all across the galaxy, it lacks the production capacity to manu-
and rarely fill positions of authority. Even among the Lor communi-
facture new units or even many replacement parts, and so the city is
ty, tension exist along old social, economic, and religious lines that
a combination of cutting-edge technology and kit-bashed repairs.
can be exacerbated as people struggle to maintain whatever sense
New Earth technology has begun arriving from supply shuttles,
of normalcy they can.
giving citizens access to 21st-century consumer goods at highly in-
flated prices to count for shipping and scarcity. The average house- Relationship: No refugee survives alone, and most Starhavians
hold has a motley collection of appliances: a microwave, refrig- have formed families of choice from a collection of random survi-
erator, lights, phone, computer or laptop, and a television—often vors. Almost everyone owes their survival to a kind stranger who
with a game system—but these systems are old and need frequent has since become family, and most help someone else survive in
repair. Most homes also provide clean water, but utility issues still the chaos of relocation.
cause outages and rationing. Still, most people have access to a
trinket or two that Earthlings would consider super-science. Rivalry: Just as few refugees survived without making lifelong
friends, few survived without making bitter enemies. When resourc-
Public areas and businesses generally provide access to communi- es are thin and tensions run high, every slight and snub can blow up
cations terminals, televisions, and sound systems, while automated into a fight, and the consequences of those fights might linger for
systems keep streetlights running. A fleet of maintenance robots— years. Another survivor may be a bully or opportunist, or just rubs a
designs left over by the Preservers and poorly understood even by hero the wrong way. A stranger might even blame the hero for the
the Engineers’ Guild—repair and clean public spaces. The robot death of a family member and take pleasure in making their life hell.
forges pump out new units—especially the ubiquitous “Cyclopes” And maybe you did some terrible things to survive.

The Guide to Starhaven 21


MUTANTS & MASTERMINDS

HEROES OF STARHAVEN
Starhaven needs heroes, and those champions might be locals, provide housing for the rapidly expanding population. Exploring the
Earth imports, or cosmic authorities like the Star Knights. ruins and conducting repairs occupy much of their time, but select
technicians with a wide variety of powers and skills, might find them-

CAMPAIGN CONCEPTS selves tracking down scavengers, battling rogue robots, or rushing to
save children lost in the overgrown corners of the settlement.
Starhaven can be a destination for your Earth-bound heroes to visit, Europa Light and Sewer is a campaign that shares many similarities
either once or repeatedly as they help support the colony or chase with traditional dungeon-crawling games—the heroes must inves-
villains who threaten it. The refugees and the Jovian moon both tigate forgotten corners of the city, battle feral creatures and robots,
offer intriguing secrets, incredible technology, and strange oppor- and recover supplies in order to bring new corners of the city online
tunities-as well as incredible danger. Some heroes, such as Magna and repair the ravages of time. The Engineer’s Guild still confronts
Force (Superteam Handbook, page 110) might even be Earth heroes villains—particularly those exploiting or looting the city—but their
whose antagonists lair on Europa, inviting repeated visits for the primary focus is always on keeping the colony alive and healthy.
safety of both worlds.

But Starhaven can also serve as the home for your campaign, with
GUARDIANS OF HAVEN
the heroes defending the colony and investigating mysteries just Power Level: 10–12 • Scale: Regional
as Earthly heroes defend their hometown. Heroes can be alien ref- Setting: Cosmic • Style: Grayscale
ugees, human heroes attached to AEGIS or UNISON or invited to
assist by Daedalus, or representatives of a galactic peacekeeping Alien monsters and ancient robots lurk, villains profit off of suffering,
force like the Star Knights. In addition to handling supervillains and and citizens don’t trust the authorities. Starhaven is a city that needs
escaped Preserver experiments, the city needs to slowly recover heroes. Thankfully it is also a city that has attracted considerable at-
the ruins, gather resources, and establish diplomatic ties with both tention from the heroes of both Earth and the wider galaxy. Resident
Earth and cosmic society, providing personal motivations and a heroes take the frontline against not only local villains but Earth super-
break from the usual pattern of “fight the bad guy.” villains who might arrive to claim some advanced gadget and minions
of the Star-Khan who hope to soften the colony up for invasion.
AGENTS OF DORI
Guardians of Haven is a traditional superhero campaign, with a
Power Level: 6–8 •Scale: Global decided bend towards technology-oriented powers and strange
Setting: Futuristic • Style: Dark villains. The heroes ultimately want to protect the city and keep
citizens safe, but occasional adventures might take them to other
While most of Star Island’s refugees happily relocated to Starhav- planets. They may keep secret identities or serve as public figures
en—a place they were free to decide their own destiny—a few and role models, even being deputized by the Senate as Starhaven’s
slipped through the cracks. The desperate, the discontent, and the official champions.
exploitative escaped onto Earth to live among—or prey upon—hu-
manity. Starhaven’s Department of Outworlder Recovery and Incar- STUDENTS OF THE COSMOS
ceration claims jurisdiction over earthly crimes involving Starhaven, Power Level: 8–10 • Scale: Local
and its resourceful agents investigate unusual crimes, recover alien
Setting: Futuristic • Style: Light
technology, and battle extraterrestrial crooks with the ultimate goal
of removing any threats introduced to Earth by their willingness to The Iapyx Academy is dedicated to nourishing young minds so that
take in alien refugees. Starhaven’s youth—already scarred by tragedy—can have a future
Agents of DORI is a lower-power campaign where the players take on defined by something more than what they’ve endured. While not
the role of talented humans and aliens, backed by alien technology explicitly a school for young superheroes, Daedalus borrowed many
and knowledge to hunt otherworldly threats or humans using alien lessons and philosophies from his old friend Duncan Summers when
technology. Adventures focus on investigation and preparation, designing a curriculum that could accommodate the varied abilities
and even minions make for challenging fights for unwary agents. and cultures of the secondary school’s student body. More than a few
As an inter-agency department run jointly by AEGIS, UNISON, and of those lessons teach community support and, combined with many
the new Senate, politics abound, and conspiracies might flourish as young alien’s exposure to human pop culture, many have taken it
different power groups fight to control alien powers. upon themselves to become young heroes under the auspices of the
academy’s Legion of Civic Honors. Legionnaires ideally volunteer to
EUROPA LIGHT AND SEWER feed the needy, clean public spaces, and use their various innate abili-
ties to solve nonviolent problems and help the community, but many
Power Level: 8–10 • Scale: Global
follow a pubescent urge for adventure and excitement into exploring
Setting: Weird • Style: Light the ruins and confronting evil.
Europa doesn’t repair itself. Well, some corners of it do, but even these Students of the Cosmos is a Hero High campaign with a cosmic
need supervision. Enter the talented troubleshooters of the Engi- twist, bringing the heroes into conflict with space-faring villains
neer’s Guild, a.k.a. Europa Light and Sewer. The brave technicians of and domestic dangers while also trying to build a stronger com-
this organization spearhead the steady reclamation of Starhaven and munity they will someday lead.

22 The Guide to Starhaven


CHAPTER 1: NOW ARRIVING IN STARHAVEN

POWERS much a superstition as history, with the hero understanding broad


swathes about Preserver legacy and making educated guesses on
One of the defining traits of comic books aliens are superhuman the details. Expertise (Starhaven) relates to the city itself, its districts,
abilities shared across entire species. For some alien heroes, their and local trends, as well as its recent history and major dangers.
natural abilities—often honed to their peak through training—
define their superhero identity and toolkit. But for other aliens, their TECHNOLOGY
natural abilities are minor or supplement mutation, extraordinary
technology, or intense physical training. The Technology skill is incredibly useful, and Gamemasters may
consider breaking it into two or more separate skills to differenti-
When building your hero, consider what abilities are shared across ate its computer-focused uses, its security aspects, and its ability to
their people and which are unique to them. A Kash’rodan refugee understand, build, and repair advanced machinery.
mutated by cosmic rays, for example, would retain the enhanced
strength and charm of her people, but her ability to become invis- Preserver technology is almost always advanced enough to impose
ible might be wholly unique. This provides a basis for the Game- a –5 circumstance penalty on technology checks to understand,
master to build other character that share a homeworld and operate, or repair it, while especially degraded Preserver technol-
helps define how powerful (or dangerous) other Starhavians see ogy increases this penalty to –10.
members of your culture.

IMMUNITY
Immunity is one of the most common “innate” powers possessed
by Starhavian citizens, who hail from a wide variety of alien worlds
and ecosystems. Some may be immune to toxic atmospheres and
extreme temperatures, while other might age so slowly they are ef-
fectively immortal.

With Europa’s harsh climate, some level of Immunity—particularly


to cold, suffocation, and/or radiation—can help heroes survive
adventures beyond the city dome without protective equipment.
Other Immunities, such as low pressure or heat, might be more
practical to a space-faring society while still others, like starvation,
helps a refugee better weather the ordeals currently threatening
the city.

SENSES
Another common and low-cost way to define an alien hero is to
provide senses humans don’t normally possess, or enhance a famil-
iar sense to extraordinary levels. An alien hero may be a traditional
martial artist or secret agent whose only “super” power is echoloca-
tion or keen sense of smell shared by all members of their species.
Unusual senses in particular are ideal ways to gather information
about the city’s layout, damage, and inhabitants or provide clues to
the ever-shifting political landscape.

SKILLS
Most Starhaven campaigns are urban campaigns at their heart,
mixed with a dash of cosmic weirdness—characters will probably
spend more time leaping across rooftops or wading through sewers
than piloting starships, for example. As such, traditional “superhero”
skills are more valuable than “space hero” skills.

EXPERTISE
Expertise specialties like Science, Streetwise, or Politics are all useful
for city-based heroes, but the unique locale presents several new
specialties players might consider. Expertise (xenoculture) focuses
on the diverse biology and traditions of the city’s residents, helping
heroes understand their neighbors, ease over social faux pas, and
recognize common medical problems. Expertise (Preservers) is as

The Guide to Starhaven 23


MUTANTS & MASTERMINDS

Chapter 2
The Sinister Secrets Of Starhaven

S
tarhaven literally opens up new worlds of adventure for Mutants reality and some residents rise to the challenge. Others falter and
& Masterminds Gamemasters, leaving Earth largely behind and turn to theft and violence. Bickering political parties fight for the
challenging heroes with life in a strange new “frontier” settle- fate of thousands.
ment in the outer solar system, exploring the ancient ruins of an
advanced alien installation and dealing with challenges both ex- In many other ways, Starhaven is wholly unique: A city in space,
ternal and internal to the peace and well-being of the settlers of protected from vacuum, freezing cold, and harsh radiation by a
Starhaven. This chapter contains material for the Gamemaster only! thin layer of prehistoric plastic. Ancient animals and extraterrestrial
Readers intending to play in a Starhaven campaign should skip this beasts creep through ruined corridors. Technology so advanced
chapter and the Siege of Starhaven adventure in order to avoid it may as well be magic lies forgotten in dark closets. And all your
potential spoilers. neighbors are aliens.

This chapter provides resources and suggestions for M&M Game- The real “secret” of Starhaven—as with all Mutants & Masterminds
masters setting adventures and campaigns in Starhaven, as de- setting material—is that it is your setting, to do with as you will.
scribed in Chapter 1, providing the behind-the-scenes material Ultimately, all of the ideas and details in this chapter, and in fact
necessary. Some of this material refers to the Deluxe Hero’s Hand- this entire book, are just possibilities you can decide to use in
book as well as the Deluxe Gamemaster’s Guide and the Cosmic your campaign as-is or to alter or omit to suit your needs. Feel
Handbook. Efforts have been made to include all of the essential free to start telling the story of Starhaven from anywhere along
information Gamemasters need, such that sourcebooks other than its timeline, before or after the arrival of its current settlers. You
the Deluxe Hero’s Handbook are useful, but not required. can ignore the settlers plot altogether and make Starhaven a vast,
empty ruin for the heroes to explore on their own, even being the
In many ways, Starhaven is a city like any other: People love their first to discover it, fill the Green Zone with dinosaurs or alien life,
families, go to work, hang out with friends, and struggle to make replace any or all of the existing factions or foes, or anything else
sense of a complicated world and their place in it. Ideals meet harsh that interests you.

24 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

STARHAVEN ADVENTURES
The Campaign Frameworks section of Chapter 1 goes into detail
about the potential types of M&M campaigns Gamemasters can run
using Starhaven as a setting, focused on who the heroes are and
THE CHILDREN ARE OUR FUTURE
what their role is in the settlement. This section looks at the differ- The public education of Starhaven’s children can form the basis for
ent adventure possibilities posed by Starhaven, villains from other various adventures, even a whole kind of Hero High series set in
Mutants & Masterminds sourcebooks suited for the setting, and space. Starhaven characters might be educators or school admin-
other M&M game resources that might be useful in setting up and istrators or parents with children of their own, dealing with raising
running a Starhaven series. and caring for them in a new and potentially dangerous environ-
ment. Starhaven heroes may be looked up to as role models, asked
The Cosmic Handbook is single most useful supplement for a Star- to come and speak at school to inspire the children, the perfect
haven series, focused on adventures beyond the bounds of Earth. It opportunity for an enemy to attack or something to go wrong.
covers many of the elements a Starhaven Gamemaster will want to Something like a “field trip” out into the Green Zone gone awry is
consider, from survival in the depths of space and travel between also an opportunity for heroes to rush to the rescue and help save a
planets to different alien species, cosmic forces, and settings with group of schoolchildren stranded in a hostile wilderness. In a com-
more advanced technology than Earth’s as their default. The Cosmic munity where everyone is an outsider, making sure kids feel heard
Handbook also comes with a wealth of useful archetypes for heroes, and welcome is perhaps the greatest stumbling block for the entire
villains, and alien species, along with more detail on the greater community's long-term survival.
galaxy in Earth-Prime’s universe and its factions.
You can also run Starhaven adventures where the heroes are kids
There are numerous possible directions to take with an M&M cam- themselves, either as a regular series or a change-of-pace adven-
paign set in Starhaven. Chapter 3 provides an initial adventure, the ture. This might be a Hero High story where super-powered alien
Siege of Starhaven, that touches upon some of these campaign teens maintain costumed secret identities while also dealing with
hooks, which Gamemasters can expand upon using the material in schoolwork and their ordinary lives, or it could be a one-shot story
this book into full-fledged adventures. where some Preserver artifact or Chrysalis experiment temporarily
endows some kids with powers. It might even transfer powers from

CHANGE IS THE ONLY CONSTANT regular adult heroes in the series to them, or transform the adult
heroes temporarily into kids!
Pupil and the Children of Chrysalis (see Starhaven Factions) have
plans for Starhaven, namely as a giant experiment in forced evolu-
tion to fit Chrysalis’s ancient operating instructions. Characters can
EXPLORING THE CITY
encounter both the seemingly benign public face of the cult, in the Starhaven is an ancient, alien ruin thousands of years old and full
form of free clinics and medical-assistance charities, as well as the of potential mysteries and dangers. There are plenty of adventures
more sinister elements recruiting people into secret meetings, cre- to be had just exploring the different districts of the city, looking to
ating terrible mutations, and disposing of the results of their pa- clear areas and declare them safe for people to begin moving into
tron’s “gifts” gone wrong. Characters with a health care or biological them. Heroes can take the initiative to explore different parts of the
sciences background might even be unknowingly involved with city—selflessly or perhaps as roguish treasure hunters and scaven-
the Cult’s public works, only to discover the terrible truth. gers—or may be asked to do so by the Senate, given their abilities.
They may encounter any number of hazards, from ancient (and pos-
The Children of Chrysalis are a great opportunity for a “mass origin sibly malfunctioning) Preserver technology, rogue creatures (like
event” like the Silver Storm from the Emerald City sourcebook, the Nanomorph and others in the Starhaven Creatures section),
wherein Preserver technology run amok causes random mutations rival scavengers or criminals, or the various villainous factions of
in a segment of the Starhaven population. If you’re looking to start Starhaven looking to loot or exploit parts of the city. Perhaps mys-
a Starhaven series, this can be the kick-off, giving the heroes their terious “hauntings” or disappearances associated with a part of the
powers as well as empowered a number of potential adversaries city are a ruse on the part of some villain to frighten others away
or allies. The same might be true for an ongoing series: The heroes from the area and the heroes can expose the truth. The heroes’
might be some of the first people with super-powers in Starhaven, explorations might also turn up new resources, leading to debate
but subjects of the cult’s experiments could increase the super- within Starhaven’s leadership over how to best make use of them.
powered population manifold in just one adventure.

The further the Children of Chrysalis pursue their goals, the worse
things get because it becomes increasingly clear (at least to outsid-
THE NULL SET
ers) that the artificial intelligence Chrysalis has no endgame: It is Although Magna Force (from the Superteam Handbook) has ties
simply pursing a program of forced evolution because that’s what with Europa and its Preserver ruins, this book notes but tends to
it was designed to do. There’s no “enlightenment” or “higher being” downplay the presence of Null and her void doll and monstrous
at the end of the cult’s agenda. Depending on how things play out, minions. If you prefer not to deal with the Null as a threat in your
even Pupil, Chrysalis’s fanatical high priest, may find his faith shaken Starhaven series you can easily do so. On the other hand, if you have
by the discover that it has all been for nothing. Or the realization the Superteam Handbook and want to use Null (and possibly Magna
may drive him to embrace nihilism and hasten the coming of Col- Force) in your series, then she makes an excellent master-villain.
lapsar the Devourer, trading one false god for another. While Null intends to grinds the cosmos beneath her heel, she also

The Guide to Starhaven 25


MUTANTS & MASTERMINDS

has endless time in which to do it. The settlement of Starhaven,


far from interfering with her plans, may provide her with a ready
source of raw materials for her void dolls and mutated minions. In
THE STELLAR IMPERIUM
fact, the techno-sorceress might seize control of Chrysalis and use The fall of the Lor Republic and the rise of the Stellar Imperium were
the “evolve or die” cult to cull and create new creatures. Starhaven the catalyst for most of the peoples of Starhaven becoming refu-
heroes can team up with Magna Force against Null, or perhaps the gees in the first place. Now the Imperium and its Star Khan begin to
Magna Matrix will invest some local heroes as new Cavaliers or the turn their attention toward the Sol system, home of various heroes
heroes will have to face-off against villainous version of Magna who have been thorns in the side of the Star Khan in the past.
Force under Null’s control!
The Imperium’s initial forays into Starhaven involve spies and sab-
oteurs like Veil (detailed on page 54 of this chapter) infiltrate the
PEACEKEEPING settlement, sowing the seeds of unrest along with notions of safety
and security under the firm, controlling hand of the Star Khan.
Starhaven is a relatively new community made up of disparate While most of the inhabitants of Starhaven are not likely to fall for
species thrown together by circumstance, doing the best they can such rhetoric—and Veil’s initial effort to install an Imperium-sympa-
under difficult conditions. There are bound to be conflicts, cultural thetic government failed—there are those who feel the Imperium
misunderstandings, and opportunists making life difficult for ev- represents “true” interstellar civilization and wish to rejoin that.
eryone. Heroes might assist the settlement’s authorities in keeping When propaganda fails, Veil’s subtle psychic manipulations cause
the peace, functioning like Wild West deputies in a frontier town people to act emotionally or find sinister intent in the most inno-
as well as conventional superheroes. They might intervene in situa- cent of acts.
tions where cultural or political conflicts erupt into violence, or do
Eventually, after attempts to subvert or “soften up” the settlement
some conventional crime-fighting alongside their other activities.
have progressed, and possibly been thwarted by the heroes, the
Starhaven still has crime and criminals (like Mama Kaiger and her
Imperium and the Star Khan may take a more direct hand in Star-
gang on page 50 of this chapter) and the human security forces are
haven. A confrontation with the power level 15 Star Khan is a potent
limited, stretched thin, widely distrusted, and potentially subverted
encounter, suitable for the culmination of a campaign, but Kinan
by criminal elements. Foes like Veil also have an interest in stirring
Khan has many agents and proxies to challenge the heroes first. The
up unrest, and the heroes may need to deal with those situations,
Star Khan also knows that a direct invasion of the solar system risks
while also investigating the incidents and discovering a more sinis-
provoking all of Earth’s heroes at once, so he will initially be cau-
ter purpose behind them.
tious and bid his time until a pliable Starhaven invites him of their
own will.
RELATIONS WITH EARTH
Although Starhaven looks to stand on its own, it remains strongly
STEPPING STONE TO THE STARS
tied with Earth as the nearest source of what passes for “civilization” While Earth and its solar system has been of interest to alien species
in the solar system, much less this part of the galaxy. Earth likewise and interstellar factions for a long time, the presence of Starhaven
has a vested interest in what happens on Starhaven, and UNIQUE in the outer solar system changes the dynamic, creating a “bridge”
and AEGIS both maintain a presence largely to protect Earth’s claim or “stepping stone” between the Earth-Luna orbit and the wider
to the colony’s technology and secrets. While the people of Starhav- galaxy. That can draw the attention of other interstellar factions to
en have rejected the notion of their settlement remaining a protec- the tiny, frozen moon of Jupiter and its fledgling settlement, espe-
torate of Earth’s United Nations, most understand the importance cially since they have claimed one of the remaining known sites of
of maintaining good relations with their interplanetary neighbors. Preserver technology in the cosmos.
Whether the heroes in a Starhaven campaign are from Earth or alien
refugees themselves, they’re likely involved in the delicate diplo- The Star Knights, the Blackguard, and the Argents—detailed in
matic relations between the two worlds. They may be able to foster the Cosmic Handbook—all want a stake in Starhaven. In particular,
greater trust between the humans of Earth and the various species Tellax, the AI patron of the Argents, is itself a product of Preserv-
living in Starhaven, or one side or another may view them as un- er technology sees itself the legitimate claimant to their legacy.
trustworthy agents of the other side. Human heroes living in Star- Perhaps the Europan ruins have further clues to Tellax’s intended
haven may be expected to place their loyalty to Earth first, putting purpose in the Earth’s solar system, which could affect the Argents’
them in a difficult situation, while alien heroes in Starhaven may perceived mission to bring order to the cosmos. Blackstar takes in-
find themselves advocating for continued ties with Earth, even if terest in Starhaven solely if he thinks there is something useful to
they don’t entirely agree with the notion. him—power, ideally, but also potential new recruits for his growing
army—or in order to deny some prize to Tellax and the Argents.
Continued good relations with Earth and its governments allow Starhaven may even be an instance of Blackguards willing to coop-
plenty of opportunities for “cross-over” adventures where people erate with Star Knights or local heroes to thwart the Argents.
from Earth visit Starhaven or vice versa. Heroes may have to deal
with a diplomatic mission from Earth (which an earthly villain might For their part, the Star Knights want Starhaven to do well but Mentor
use as a Trojan horse), an “exchange program” with a team of Earth prefers non-interference, preferring not to influence the social and
heroes, human scientists or researchers on Europa to study the political tides of the settlement. Mentor might extend the respon-
ruins, the inhabitants of Starhaven, or the development of the set- sibilities of Earth’s Star Knight to include Europa—presenting an
tlement, and so forth. Likewise, Starhaven heroes might take part in authority figure who can appear as often or as rarely as is useful
a diplomatic mission to Earth, or be asked to assist earthly authori- for your campaign—or the guiding intelligence of the Order of Star
ties or heroes with bringing in alien escapees. Knights might choose to appoint a new Star Knight as the guardian

26 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN
of Starhaven. This option is best reserved for a potential player char- to destabilize Starhaven’s already delicate social situation. It’s one
acter in a Starhaven series, just so a Star Knight non-player character thing if the heroes discover Veil’s ties with Sun-Ren’s pro-Imperium
doesn’t overshadow the heroes. movement, for example, but quite another if Veil has arranged for
them to discover evidence implicating Prime Consul Tamira-Van in
The Grue previously investigated Europa, but the loss of their pre- a crime. If they go public, they may be playing right into the hands
vious expedition (see The Secret History of Starhaven, follow- of Veil and her political puppets!
ing) led the Unity to write-off the Preserver ruin as too dangerous.
Renewed activity there might change the Grue’s collective minds,
especially if they were to learn of the existence of the Bryne. Given
the Unity’s extensive spy network, one or more Grue metamorphs
WHAT LURKS BELOW
or Hidden sleeper agents already dwell within the ranks of the Sooner or later (possibly during the Siege of Starhaven adventure
settlement, having been caught up in the evacuation efforts. These in Chapter 3), the heroes and the people of Starhaven will learn
agents keep a low profile, telepathically passing information on to they are not alone on Europa, discovering the existence of the
the Unity until the Meta-Mind compels them to overt action. Grue mysterious Bryne. Regardless of what the heroes do, the Bryne
agents can complicate any behind-the-scenes skullduggery involv- already move among Seahaven and Starhaven unseen, sabotag-
ing Veil and other infiltrators in Starhaven. They might secretly help ing the colony’s systems and eliminating the foreign “contami-
the heroes against other villains in hopes of taking opponents off nant.” Although the Bryne are initially hostile towards newcom-
the board and clearing the way for the Grue to take action later in ers, dealings with them do not necessarily have to be adversarial.
the series. Heroes may try to achieve some understanding with the aquatic
Bryne and learn about the psychic contagion that whips them into

TRANSFORMATION CENTRAL a raging, conspiracy-minded mob—perhaps even alleviating their


curse and negotiating peace between the aquatic colony and the
settlers of Starhaven. However, this might only come after open
One of the underpinning themes of Starhaven is the presence of
conflict has broken out with the Bryne and the heroes must put
dangerous and poorly-understood technology left by a long-van-
a stop to it.
ished culture. Alien abilities and technology can account for some
of the heroes' nemeses, but strange transformations and lost arti- The Bryne open up the potential inherent in Europa’s sub-surface
facts are just as valid a source of power. Just as the destination is ocean and all of the secrets it possesses, as well as opportuni-
growing and evolving, so too should the NPCs in a character's life. ties for further development of Seahaven for the aquatic species
Friends may gain strange abilities and become allies or villains, vil- dwelling below the surface. Who knows what might be hidden in
lains may be transformed and turn over a new leaf wehn they turn the watery, lightless depths, including things the ancient Preserv-
to the heroes for aid. These same changes might be an ongoing ers hid away from the surface of Europa for reasons of their own?
hazard for citizens, or a dangerous treasure some seek deliberately.
Heroes who want to put a lid on Starhaven's metamorphing can of
worms will need to seek help from the city's various AI systems—
many of whom are dangerously unstable—or find help from other
Preserver artifacts like Mentor of the Star Knights.

VOTE STARHAVEN!
While earthly superheroes tend to stay out of politics, that doesn’t
have to be the case in Starhaven. Residents of the city have already
gone through one contentious political process in setting-up their
provisional government, but can it now navigate the treacherous
waters of public policy and opinion and become a success? What
happens when the new government needs to fill-out various offices
and responsibilities, or when the next elections roll around? You can
even get the players in on the ground floor by starting things earlier
and playing out the initial formation of Starhaven’s government,
giving them the opportunity to throw their own hats into the ring.
Perhaps in addition to being Starhaven’s greatest heroes, the player
characters also end up its elected leaders!

Even heroes completely lacking in political ambition can get caught


up in Starhaven’s politics. If they are popular, there will certainly be
politicians looking to get their support and endorsement, which is
likely to make enemies of rival political factions. If the heroes are
considered vigilante outlaws, on the other hand, some politicians
will try to make hay by publicly condemning the heroes and swear-
ing to bring them to justice, no matter what it takes. In either case,
heroes might uncover conspiracies, secret plots, and backroom
deals on the part of some politicians. Then they’ll need to decide
what to do with the information, especially if it has the potential

The Guide to Starhaven 27


MUTANTS & MASTERMINDS

STARHAVEN VILLAINS
In addition to the characters detailed in at the end of this chapter, GHOSTWORKS EMERALD CITY, PAGE 186
many of the villains from various Mutants & Masterminds source-
books can fit into a Starhaven series as potential adversaries for the While the technology-obsessed Ghostworks organization is divided
heroes. These characters are listed in alphabetical order, along with on whether to focus on Earthly technology or crib secrets wherever
where their main description can be found, and a brief description they can, enough of the later faction have taken an interest in Star-
of their potential interest in Starhaven. haven to create a problem. They lack their own means of reaching
to the city and partner with Majestic-20, trading technological ex-
ALIEN-GATOR II ROGUES GALLERY, PAGE 10 pertise for access.
A refugee on Earth, the Jerreid soldier Ssellessk’thaa lived as a fugi- IGT-92 ROGUES GALLERY, PAGE 92
tive and a mercenary for a time. She may have chosen to leave Earth
behind and travel to Starhaven, viewing it as a “jumping-off point” The infiltration and assassin robot IGT-92 was brought to Earth fol-
or at least an opportunity to get away from humans. The settlement lowing the fall of the Lor Republic. The rogue robot has access to a
offers opportunities for someone of her power and ability, either as ship, The Callonetta, and might see the potential in either taking
a criminal enforcer (or crime-boss herself ) or as a ruthless soldier over part of the Preserver ruins on Starhaven or making plans to
serving Starhaven or the new Senate, granted amnesty by the new- topple Starhaven’s government and simply taking over. The notion
ly-elected government. of using Daedelus’s robot factories on Europa to jumpstart it’s
“robotic revolution” against all life-forms might appeal as well.
THE BATTLE BROTHERS THREAT REPORT, PAGE 16
LADY LUNAR FREEDOM CITY, PAGE 264
The alien technology linking the Battle Brothers might be Preserver
in origin or even from Europa. Regardless, the Battle Brothers see Exiled from Farside City, Lady Lunar might seek out Starhaven as a po-
potential in Starhaven technology and expertise in finding a way to tential hideout or even a new frontier to begin rebuilding her power
safely separate them. The mercenaries might also work as muscle with an eye towards retaking her lunar throne. Her mental powers
for any number of other villains in need of agents to send to Star- might begin extending a web of influence through the settlement,
haven to do their dirty work. and she might even have a few mind-controlled crater apes along as
guards and muscle (Cosmic Handbook, page 86). Ever concerned with
CAPTAIN KRAKEN FREEDOM CITY, PAGE 202 the appearance of respectability and legitimacy, she may instead act
overtly by running for a seat in the New Lor Republic’s Senate and
The tentacled freebooter of the spaceways, Captain Kraken knows use her influence to bring Farside City under Starhaven’s “protection.”
an opportunity when he sees one. Armed with a new ship and crew,
the alien pirate stalks the transit lanes and seizes transports ferrying LOMA SLIFE ROGUES GALLERY, PAGE 65
the settlers of Starhaven to their new hope, or grabs shipments of
supplies and trade goods sent to them. Captain Kraken isn’t above Interstellar bounty hunter Loma Slife can arrive at Starhaven
mounting an attack on the settlement itself, if he feels he can get working for any number of clients, or simply making a pit-stop
away with it, or at least trying to extort the people of Starhaven to to or from an extraction on Earth. Whether she’s visiting for busi-
pay him to recover their supplies from the holds of his ship. He and ness or pleasure, Starhaven offers plenty of entertainment for her
his space-pirate crew are a good, relatively low-level villains that short attention span. For a twist, she may instead serve as a rival to
Starhaven heroes can confront early in their careers. the heroes rather than overt antagonist, as the Senate retains her
THE COSMIC MIND FREEDOM CITY, PAGE 228 bounty hunting services to supplement their peacekeeping forces.

Last seen beaming out into distant space, it is up to the Gamemas-


MAJESTIC-20 EMERALD CITY, PAGE 198
ter whether or not the Cosmic Mind might not be involved in the
For the anti-alien Majestic-20, having Star Island’s alien refugees
Stellar Imperium’s new obsession with harnessing mentats and
off Earth was, at best, a way to keep off-world visitors contained
their abilities. Perhaps the Cosmic Mind has taken over a faction
and under control. The notion of an alien colony in the solar system,
or cult within the Imperium and plots a return to Earth, using Star-
however, is a clear threat to Earth’s autonomy. Using stolen alien
haven as a stepping stone towards that end. If a “Cult of Cosmic
craft or infiltrators among the UNIQUE peacekeeping forces, agents
Consciousness” should arise in the city, the heroes should beware.
of Majestic-20 can monitor the situation and co-opt advanced tech-
THE CURATOR FREEDOM CITY, PAGE 230 nology—at least until they feel secure enough to wipe Starhaven
off the face of Europa.
The Curator and its Archive are far from Starhaven, but the Curator
is itself a creation of the Preservers and keenly interested in their MASTERMIND THREAT REPORT, PAGE 98
legacy. Perhaps the reactivation of a beacon or unique device draws
one of the Curator’s remote drone bodies to Starhaven to investi- A creation of the Preservers during their first exploration of Earth,
gate. That investigation could quickly turn violent if the thing that it Mastermind considers himself the “heir” to their power and technol-
is after is also vital to the settlement or belongs to one of the player ogy as well as an enemy of their other creations. He who will ascend
characters—or is one of the player characters! to guide humanity to its highest potential, not the ghostly legacy of

28 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN
his alien torturers. He may seek to claim any useful technology that
still exists on Starhaven, while looking to eliminate any lingering
threat to his future plans.
NULL SUPERTEAM HANDBOOK, PAGE 113
The arch-foe of Magna Force, Null was corrupted by Collapsar the
Devourer and now uses the nearby Preserver installation known
as the Monster Factory to create kaiju to plague the mecha-pow-
ered heroes. While she fixates on Earth, Null has an interest in the
ancient Preserver technology on Europa to further her plans and
knows more about their secrets than most living beings. While not
currently a threat to Starhaven, she resents the intrusion of settlers
into a domain she considers her own.

PRINCE ROKKAR ROGUES GALLERY, PAGE 99


While the exiled Kash’rodan heir Rokkar isn’t likely to give up his
plans to conquer Earth, he might decide Starhaven would make
either a good start or a useful “home away from home.” Earth au-
thorities might also exile Rokkar to Starhaven, deciding to make
him their problem rather than deal with the interstellar juvenile de-
linquent on Earth. The potential of rallying the people of Starhaven
against the Star-Khan and the Imperium might appeal to Rokkar
enough to even make him an ally, of sorts, although no less petty,
bullying, or impulsive.

STAR-KHAN COSMIC HANDBOOK, PAGE 94


Kinan Khan has been too occupied consolidating his control over
his greatly expanded Stellar Imperium to concern himself with a
tiny settlement of refugees who fled to Earth’s solar system, regard-
less of how much Earth’s heroes have vexed him in the past. Now,
however, the Star Khan’s attentions are beginning to turn to matters
other than pacifying his new holdings, particularly in light of the
presence of Veil (see page 54), a secret Imperium agent on Europa.
The Preserver ruins are a unique and precious resource to the Star
Khan, but he is willing to wait and allow his proxies to work towards
acquiring them for him—at least for now.

SYZYGY FREEDOM CITY, PAGE 297


The alien gladiator Syzygy obsesses over finding “worthy” oppo-
nents, and that compulsion might lead him to Europa and to the
heroes of Starhaven. The PL14 villain is a formidable opponent for
lower power level heroes, necessitating quick thinking or a better
understanding of the quirky terrain. Manipulative master villains
like Lady Lunar might lure Syzygy to Starhaven to occupy or defeat
the heroes, although such a plan could backfire, should Syzygy ever
learn of the deception.

TUN ROGUES GALLERY, PAGE 122


What entertainment Starhaven offers! Political intrigue, desper-
ate survival narratives, thrilling discovery, and combat after glori-
ous combat between weird alien colonists. It’s ratings gold! Tun
may infiltrate Starhaven covertly, seeding remote surveillance
everywhere and beaming the footage (with commentary!) to the
Spigori Sphere, but she can just as easily present herself as a bene-
factor, willing to offer “sponsorship” to the fledgling community in
exchange for exclusive access to its heroes. If the locals don’t face
enough problems, Tun isn’t above manufacturing a few new ones
for them, either.

The Guide to Starhaven 29


MUTANTS & MASTERMINDS

THE SECRET HISTORY OF STARHAVEN


Although Starhaven’s new inhabitants are most concerned about its earthly cousins, throughout most of human history until recent-
its recent history, the site has accreted layer upon layer of history— ly, after humans from Earth developed spaceflight.
and danger—over its millennia-long history on Europa. This section
looks at the extent of the history of what is now called Starhaven, Not long thereafter, the Preservers vanished from history. It remains
how it came to be, and the other beings and forces that have unknown what became of them and theories vary. Some believe the
shaped it—all the things that Starhaven’s new heroes can eventu- Preservers ascended to some higher state of being, perhaps aban-
ally uncover. doning the physical universe to its fate altogether, or preferring to
observe from some higher dimension as they await the eventual
THE PRESERVERS results of their experiments. Others suggest the Preservers were a
dying civilization that finally gave out after giving the rest of the
universe a fighting chance to survive their mistakes. Given the ex-
Starhaven’s history begins with the mysterious alien civilization
istence of the Preserver Stones—mysterious and powerful artifacts
known only as “The Preservers.” Scholars know little about them,
protecting Farside City and empowering the Star Knights—many
but theorize they were one of the first star-faring civilizations in the
speculate that the Preservers sacrificed themselves in one final act
galaxy, if not the known universe. Untold eons ago, the Preservers
to create the cosmic power sources, their final legacy to a besieged
attempted to create a stellar super-computer—a living, sentient
universe.
star—and that experiment ended in disaster that would define the
rest of their existence. The would-be star collapsed into a super- Whatever the case, the Preservers left behind much of their tech-
dense and self-aware black hole; a cosmic force known as “Collapsar nology and artifacts, including their installations on the moons of
the Devourer.” Now bent on consuming the known cosmos, Col- Earth and Jupiter. The inhabited Sauren continued on its own, its
lapsar roamed the galaxy consuming all it discovered, with a special people learning to live within their isolated home. The installation
hatred for its creators. From that time on, the Preservers devoted on Europa contained life—numerous samples of animal life from
themselves to finding some means of destroying Collapsar, and to Earth—but no sentient life, so it was maintained by automated
preserving all they could of the universe, earning their enduring systems. Even still, these systems were of limited intelligence, and
moniker. in some cases could only patch or partially repair damage, such
as when a meteor strike penetrated the protective dome and de-
In spite of their devotion to correcting their mistake, the Preserv-
stroyed part of the installation. Some systems slowly degraded over
ers were not particularly kind or empathetic. They ruthlessly ex-
thousands of years, but otherwise the habitat on Europa remained
perimented on other life-forms, tampering widely with evolution
in a state of stasis.
and society across many worlds. They intended to engineer new
lifeforms with useful abilities or the means to survive extraordinary
hardship, to create soldiers who could destroy Collapsar or enclaves THE MAGNA MATRIX
that could survive the black hole’s hunger.
Some ten-thousand years ago, another creation of the Preserv-
The Preservers visited Earth 100,000 years ago. They took an interest ers found its way to Earth’s solar system: The Magna Matrix, one
in early hominids, studying their genetics and evolution and finding of the power sources left behind to aid the cosmos against the
something useful there. They first established a working laboratory coming of Collapsar (see the Superteam Handbook for details). The
on one of the moons of Jupiter—the foundations of what would chosen Magna Force at that time fought a series of battles in and
one day become Starhaven. The ancient aliens then visited Earth around the solar system, resulting in the deaths of all but two of
from their outer planet base as easily as stepping next-door, and them: Magna Silver and Magna Blanc. The battered and bloodied
took various samples of earthly life to transplant for study and ex- survivors questioned what they should do next, and Magna Blanc
perimentation. They returned some of their experimental subjects favored conquering the primitive humans of Earth, shaping them
to Earth, creating offshoot civilizations like the flying Avians. into a force that could challenge the destructive power of the Great
Devourer and safeguard the universe forever. Magna Silver coun-
Eventually, the Preservers took samples of the earliest human an- tered that it was wrong to force the people of Earth into a desired
cestors with them outside of Earth’s solar system. For thousands of mold and that it was the sacred duty of the Magna Guardians to
years, they seeded other suitable planets throughout the galaxy protect their freedom of choice. The two fought, and Magna Silver
with human life, doing the same with certain other genotypes and triumphed, forcing Blanc to flee Earth.
life-forms they found promising. Over time, their galactic “garden”
to grew and developed into sapient species with a wide variety of Magna Silver claimed the Magna Matrix and the Guardian robots
powers. At the core of these lay Lor-Van, the home world of the off- that housed it, establishing a secret base on Earth in what would
shoot of humanity that eventually became the Lor. eventually become the Mojave Desert of southern California. There
he entered a state of suspended animation. Automated system
After nearly fifty-thousand years of seeding the galaxy and observ- monitored the system, ready to awaken the guardian only when it
ing the development of their experiments, the Preservers created was necessary to protect the legacy of the Magna Matrix or Silver’s
another enclosed habitat, this time on the far side of Earth’s moon. own life. Training systems and tests ensured only those worthy of
They transplanted a colony of humans there, making certain ad- the power of the Matrix could enter the Guardian Fortress.
justments to their genetic makeup and environment. This colony
became known as Sauren, later nicknamed Farside City by the first Magna Blanc fled to Europa and discovered the abandoned Pre-
humans from Earth to encounter it. It existed in secret, hidden from server ruins. She, too, entered a deep state of suspended animation

30 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

to recover, preparing for the time to reemerge and conquer Earth. systems failures, jettisoned protoplasmic containment pods holding
The surveillance systems she established to keep watch for Col- prisoners and liquified biological samples over a forested region in
lapsar or its minions were subverted, however. The alien intellect the Pacific Northwest. These buried and sometimes ruptured con-
of the Devourer slipped into her dreaming mind and, over the mil- tainment vessels mutated local wildlife to contribute to the Elysian
lennia, fed her desire for revenge against her former teammate to Forest’s population of strange cryptids near Emerald City.
corrupted her. It taught Blanc to love the purity of destruction, the
promise of a cosmos wiped clean to start anew. The Grue that landed on Europa discovered a largely intact instal-
lation similar to the one on Luna, but devoid of human inhabitants.
They explored, looking into the potential for the facility to serve
THE BRYNE as a temporary haven and place to effect repairs—and were not
heard from again. All the remaining Grue—and therefore the Meta-
In the mid-20th century, an expeditionary force from the Grue Unity Mind—know is that the thoughts of the drones and metamorphs
arrived in the Sol System, having escaped a skirmish with their long- investigating the site became increasingly vague and chaotic,
time enemies from the Lor Republic. Their vessels suffering from distant from the Grue group-mind, until there was a plunge into a
varying degrees of damage. The Grue found a single planet pop- kind of icy darkness and all contact was lost.
ulated with a primitive human civilization, although no evidence
these humans were part of the Republic. The Grue also detected The Unity decided that the Preserver installations in the system
the two ancient, advanced installations on two moons within the were too dangerous to investigate further—at least without a
system, registering evidence of Preserver technology. The lost stronger military presence in the system. Their initial contact with
secrets of the Preservers were invaluable to the Grue Unity. Earth led to several attempts to infiltrate the human society to pave
the way for the Unity to claim the planet. But some Earth humans
Investigating the installation on Luna, the Grue soldiers discovered turned out to have an even greater variety of powers than the Lor
human inhabitants possessed of incredible psychic powers, like the mentats. These defenders thwarted every attempt by the Grue to
Lor mentats. Their telepathic abilities made infiltration of the instal- the undermine their civilization or to destroy their institutions.
lation too risky for the shapeshifters, and the expeditionary force
chose to break off their attempt to avoid detection. Instead, they Unknown to the Grue Meta-Mind, the drones and metamorphs
divided their numbers to search both Earth—gauging if the primi- sent to Europa did not perish, as they assumed. Instead, the Grue
tive humans were ripe for conquest—and the Jovian moon installa- attempted to psychically interface with the Psychomnibus, a tele-
tion—to search for the technology needed to repair their fleet and pathic archive stored deep within the ruins. Eons of decay trans-
return home. formed the telepathic operating system created by the Preservers
into a voracious psychic “virus” that tore open the Grue third eye.
The fate of the Grue who came to Earth in the late 1940s is detailed The plague spread almost instantly through the Grue on Europa,
in the Emerald City and Freedom City sourcebooks: One damaged immediately incapacitating them. The shock of the virus and their
Grue ship went out of control on entry into the atmosphere and isolation from the hive mind shattered the explorer’s identities and
crashed in the southwestern desert of North America, near Roswell, memories, reducing them to animalistic impulse. Sentient thought
New Mexico. Another damaged Grue ship, suffering from unusual became a screeching psionic noise.

The Guide to Starhaven 31


MUTANTS & MASTERMINDS

The afflicted Grue fled from the ruins to the only other survivable brought the empire to its knees and provided the ideal opportunity
environment available—the sub-surface ocean beneath the ice for the forces of the Star Khan to invade. Some refugees escaping
of Europa—dragging the Psychomnibus down into the depths the collapse of the Republic and the rise of the Stellar Imperium fled
with them. Instinctively using their innate metamorphic abilities, to Earth, leading to their temporary shelter on Star Island and the
the Grue adapted to the lightless, watery environment to become succeeding events detailed in Chapter 1.
hardy, fish-bodied amphibians. Filter life-sustaining elements from
the waters and reproducing by fission, their society and offspring Tellax’s awakening put more events into motion. The reactivation
were afflicted by the same psychic virus. Subsequent generations of the Preserver technology on Earth awakened Magna Silver from
knew no form other than the aquatic shape of their parents, no life hibernation. Posing as Professor Tsuyoshi Makoto at the nearby Uni-
other than the lightless depths of Europa’s ocean. They clustered versity at San Angeles, he sought and found worthy candidates to
inherit the legacy of the Magna Force. Circumstances didn’t allow
beneath the surface of the looming ruins above, knowing only
much time to find the ideal new Cavaliers, but “Professor Makoto”
that they were important for some reason, terrible and sacred and
expected to do some on-the-job training. Tellax’s reactivation also
somhow tied to their history.
awoke the former Magna Blanc, now calling herself Null. This new
herald of Collapsar began implementing her plans for Earth and
DAEDALUS’S ODYSSEY her former teammate. She soon uncovered the Preserver “Monster
Factory” and used its bio-technology to assemble kaiju minions.
Decades after the Bryne disappeared beneath the ice of Europa, the The new Magna Force repelled Null’s initial attacks on Earth, and
immortal Earth hero Daedalus ventured out on a solitary journey on she has dug in for a longer siege before she can finally claim the
his starship, the Icarus. Tired of his life on Earth and his struggles as power of the Magna Matrix and use it to conquer the system in the
a superhero, Daedalus sought to explore the universe on his own. name of the Devourer.
Traveling past the outer planets of the solar system, he detected
the ancient installation on the surface of Europa—similar in many
regards to Farside City—and investigated. Within he found a vast,
THE SETTLEMENT OF STARHAVEN
verdant zone inhabited by living prehistoric animals, surrounding
As detailed in Chapter 1, the temporary settlement of refugees
an ancient, largely ruined, but technologically advanced city.
from Lor space on Star Island near Freedom City heated up tensions
What Daedalus referred to as the “haunting” of that ruined city that eventually reached a boiling point. As anti-alien sentiment
turned out to be the psychically-sensitive control systems its grew on Earth, governments and superheroes looked for a solu-
technology, coupled with nanotech manufacturing and remotes. tion to the alien refugee crisis. Considering other habitable areas
Still triggered by the previous intrusion of the Grue, the systems of the solar system, Daedalus recalled the habitat he discovered on
reached out the Daedalus’s mind, causing him to experience a Europa, and traveled there to investigate. He found the alien ruins
psycho-drama of flashbacks and supposed sightings of people and much the same as he left them and set about to restoring the es-
places that he knew from his centuries-long life, many of them long sential systems required for the Star Island refugees to live there.
dead. Almost succumbing to his grief and regrets, Daedalus eventu- Daedalus renamed the site “Starhaven,” and noted that it offered
ally overcame the damaged technology of the ruins and shut down more than enough potential space for the inhabitants of Star Island
many of their parameters. and the small trickle of stellar refugees that found their way into
Earth’s solar system.
Realizing there was no intelligent life in the ruins, Daedalus chose
to set a warning beacon for anyone approaching them. He left only Given the urgency of matters on Earth, Daedalus and his allies were
minimal safeguards functioning in order to sustain the animal life not able to take time to completely explore and restore the alien
that still thrived in the habitat. His odyssey continued out beyond city prior to inviting habitation. Instead, the immortal inventor tool
the solar system, where the wandering hermit experienced a series a triage approach: Ensuring essential life-support systems were
of cosmic adventures involving the Lor and a number of other alien adequate to provide clean, breathable atmosphere, potable water,
civilizations, and he eventually put the strange ruins on Europa out and a comfortable temperature range, along with sufficient artificial
of mind. “daylight.” Daedalus then set up an automated manufacturing facil-
ity to produce construction and exploration robots, setting them
THE COMING OF COLLAPSAR the twin tasks of clearing and preparing an area of the city near
its open water source for habitation and exploring and mapping
the remainder of the ruins, pouring data into a central database for
The mysterious “Silver Storm” unleashed a wave of new superhu-
future reference.
mans across Emerald City. Soon thereafter, the city’s newest super-
heroes discovered the Silver Storm used alien nanotechnology far The first wave of settlers were technicians expected to take over
in advance of anything on Earth. Eventually, they revealed the archi- Daedelus's role in rehabilitating the ruin. For years, Starhaven was
tect of the strange event: Tellax, a Preserver-created artificial intelli- an ambitious assignment for many residents of the Star Island
gence carrying out what it believed were instructions to “accelerate” camp, and a future they could look forward to.
the development of superhumans on Earth. Tellax’s schemes—and
eventual defeat—are detailed in the Emerald City Knights adven-
tures featured in the Emerald City setting sourcebook. OPERATION EXODUS
As also detailed in Emerald City, the cosmic threat of Collapsar finally As soon as conditions on Europa allowed, Daedalus and the
came to pass when the Devourer destroyed Magna-Lor, the capitol Freedom League coordinated with AEGIS and UNISON to begin
world of the Lor Republic. It consumed the world, the star system, ferrying the Star Island refugees to Starhaven. While most were
and much of the leadership of the ancient Lor Republic. This crisis grateful for the potential of a new home with more advanced tech-

32 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN
nology and resources, some of the aliens on Earth resented forced remains more of a loosely-defined “district” of Starhaven, although
relocation and Earth for its refusal to accept them. A small number there remain those who would prefer to cut ties with air-breathers
of aliens had already broken the containment of Star Island, fleeing and surface-dwellers as much as possible, with the potential of the
to Freedom City and beyond, becoming fugitives from the law. Even whole of Nyxian Ocean open to their exploration and settlement.
more did the same once relocation began rather than uproot their
Countless strange organisms live in the open sea, feeding on a com-
lives again to gamble their survival on some distant moon.
bination of methane, radiation, and the heat of the moon’s core.
An AEGIS-UNISON joint taskforce made use of special transport Many of these are Earth species, such as tube worms, arthropods,
shuttles designed by Daedalus to ferry the settlers to their new and brittle stars, transplanted by the Preservers long ago. Others
home. Initial efforts focused on keeping the aliens safe and ensuring are engineered or alien organisms that have found their own niches
they had housing, food, and other essentials. Beyond that was the in this strange ecosystem. While some maintenance and explora-
goal of giving the new inhabitants of Starhaven the right to guide tion crews tell tall tales and ghost stories about unknown things
the future of their settlement. Proposals were taken for potential swimming in the lightless depths of the ocean, most of the people
governments for Starhaven and a series of public referendums of both Starhaven and Seahaven dismiss them as just that—stories.
held to determine which proposal had the support of the major- However, at least some of those stories result from brushes with the
ity of the inhabitants. Ultimately, the people of Starhaven chose to Bryne, psychically concealed from the intruders into their realm, but
become an independent state aligned with the Republic Alliance, occasionally glimpsed or subconsciously perceived. The Bryne are
the remnants of the old Lor government-in-exile since the destruc- aware of Seahaven and, having studied the newcomers from a dis-
tion of Magna-Lor and the conquest of the Republic by the Stellar tance, have begun mobilizing to repel what they see as an invasion
Imperium. This offered the Alliance a “public” rallying point outside of their waters, starting with subtle sabotage, but likely to escalate
of the borders of the Old Republic, making Starhaven potentially to open warfare, given time.
much more than just a refugee settlement in a distant star system.

In keeping with the Starhaveners’ wishes, Earth forces from AEGIS


and UNISON are working towards withdrawing from the settle-
ment, apart from a diplomatic mission left behind to maintain good
relations with Earth’s new planetary neighbors. The withdrawal is
proceeding too quickly to suit many authorities on Earth, and too
slowly to suit many of the people of Starhaven, who look forward
to being truly independent once again. Earth governments and
private corporations initially hoped to exploit the technology of
Starhaven and the natural resources of Europa as “payment” for
assisting in the relation and providing security; more than a few
corrupt officers used their access and security to rob refugees or
horde valuable artifacts “for the public safety.” This, coupled with
occasional violent clashes on the streets and lingering resentment
with their imprisonment on Earth has left most of the colony’s
aliens wary of Earth authorities. The Senate knows the colony still
depends on resources from Earth—for now—and so has done little
to officially speed up the transfer of power.

SEAHAVEN
Early exploration of Starhaven discovered access through the thick
surface ice of Europa down into the subsurface Nyxian Ocean
below. This was a welcome opportunity for the various aquatic
and amphibious species within the settlers: They had been disap-
pointed to lose access to Earth’s vast oceans—after being denied
the opportunity to settle there, in spite of humans living only on
the surface. While the Europan ocean was cold and lightness, that
posed only a small challenge to species adapted to living in the
aquatic depths. Pisceans and Hexxim immediately began exploring
the ruins’ connections to the ocean, quickly establishing what the
settlers began referring to as “Seahaven,” an aquatic counterpart to
the surface settlement. Although some cautioned moving slowly in
exploring the ocean, much less establishing a permanent presence
beneath the city, events moved quickly and there was too much
momentum among the aquatic species to do anything other than
allow them the opportunity. Already there were those who advo-
cated that Seahaven should be considered a separate state from
the surface, and Starhaven’s leadership wanted to avoid further
fracturing or dividing of the populace. For the time being, Seahaven

The Guide to Starhaven 33


MUTANTS & MASTERMINDS

THE GREEN ZONE


The first wave of technicians and utility workers who arrived in Star- and cooler during the “nighttime” hours. A holographic projection
haven wuickly named the area surrounding the city proper—from of an Earth-like sky appears on the inner surface of the bubbles,
the edges of the “urban zone” out to the reaches of the atmospheric including the nighttime stars as seen from Earth’s northern hemi-
domes—“the Green Zone” for the large amount of photosynthetic sphere around 100,000 years ago—although the aging projectors
vegetation. The Green Zone is contained within five overlapping life have broken down in some areas of the domes, providing a clear
support bubbles that surround Starhaven, surmounted by the sixth view of Jupiter and the stars beyond. A “sun” hangs in the simulated
central bubble. This creates a broad, roughly crescent-shaped swath sky during the daytime, along with occasional clouds, and their
of greenery about a kilometer across around each “arm” of the star- shadows. It rains every 3-7 days and air circulators create a light
shaped urban zone. The interconnection of the domes form “arches” breeze with occasional “gusts” across the surface—when the at-
also about a kilometer wide at the points where they meet. mospheric systems run properly. More than one horrible storm has
wracked some or all of the city since colonists first arrived. To all but
Settlers and engineers still argue over the Preservers’ motivations the closest examination, someone in the Green Zone would think
for creating the Green Zone, but most agree they intended it to they are on the surface of Earth (or an Earth-like planet).
serve as an experimental habitat for a variety of life-forms—includ-
ing early hominids—imported from Earth, as well as supplement- While the environmental maintenance systems are functional,
ing the station’s life support systems. The robotic “game wardens” many aspects of the Green Zone bubbles have broken down over
that oversaw the Green Zone until recently seem to support the the eons since the Preservers abandoned the site. Robotic “game
idea that these ecosystems were always meant to be artificially wardens” closely monitored and managed the life forms in the
maintained and divided. The space provides both a “nature pre- Green Zone up until the last decade or so, allowing the Green Zone
serve” and a kind of “parkland” around the urban zone. The Green to grow “wild” ever since. Similarly, large “curtain” forcefield projec-
Zone replicates climatic conditions largely as they existed on Earth tors once separate the segments of the Green Zone across their ad-
about 100,000 years ago: a slightly cooler mean temperature, but joining archways, keeping the various ecosystem isolated from one
less in the way of “seasonal” variation, as all of the weather condi- another.
tions within the environment domes are simulated.

While most of the Green Zone remains uninhabited, many locals LAYOUT AND TOPOGRAPHY
already have an agenda in mind for it. Many nature-oriented cul-
tures now lobby to preserve it, noting that the city will need open The topography of the Green Zone, like all of Starhaven, is con-
and vibrant spaces to support a healthy and happy populace. structed. The environment “domes” are actually enclosing bubbles,
Others see the area as potential farmland that could help feed a partially filled with a soil and mineral layer several hundred meters
population struggling with ancient hydroponic systems. Many deep, designed to mimic that of Earth and including all of the nec-
wealthy citizens see it as land to build estates like those they were essary microbiotics needed to sustain life. The solid surface of this
forced to abandon, or that they always coveted. For the time being, soil layer is sculpted to form mostly flat, savannah-like plains with
the Senate has labeled the Green Zone "an area of least concern," some gentle, rolling hills and artificial rock-faces on the outskirts of
leaving it unsecured. This means Starhavians who don't want to be some the domes.
found can disappear into the wilderness, but it also means the col-
ony's overtaxed emergency services won't respond to calls in this THE LAR
frontier should a hiker or explorer find themselves on the wrong
end of a smilodon. Described in more detail in Chapter 1, the Lar supports a wide
variety of plant and animal life and offers a chilly home for aquatic
aliens who don't wish to abandon their neighbors for Seahaven. In
STRUCTURE AND ENVIRONMENT addition to serving as a reservoir, however, the lake conceals much
of the city's vital life-support machinery, now buried under centu-
The bubbles enclosing the Green Zone and Starhaven are Tough- ries of mud. The original Preserver designs used a combination of
ness 10 material nano-built by the Preservers. A smart-polymer, they organic and synthetic technology to hyper-oxygenate the water
automatically maintain and repair themselves without oversight. and use the lake as a ground zero for terraforming, mass-producing
If the dome is breached, it seals in two rounds, although anyone the complex organic molecules the dome needed for life to flourish
within 80 feet of the breach must succeed at a DC 16 Strength or on its own. While unneeded for now, these structures will need to
movement rank check each round to avoid being pulled 20 feet be discovered and reactivated in Starhaven ever intends to expand.
towards the breach. Anyone 40 or more feet away from the breach
gains a +2 circumstance bonus on this check. Those pulled through The lake is quite deep, generally 100 meters near the urban zone,
the breach are exposed to the surface environment of Europa. En- with depths plunging almost a kilometer in its darkest chasms. Ma-
vironmental systems replace minor losses of atmosphere, synthe- chinery located at the deepest points still maintain the chemical
sizing the necessary gases from Europa’s ice layer and atmosphere. balance of the water, ensuring proper acidity, oxygenation, and the
microbial life. A hatch at the bottom of the lake, along the base of
The interior of the environment bubbles is Earth-like, with gravity, the urban zone, leads to a series of aquatic tunnels beneath Star-
temperature, and other conditions approximating those on Earth. haven that are still being explored, primarily by water-breathing
The mean temperature is slightly cool, although it never drops members of the community. Rumors insist they eventually lead to
below freezing. It is warmer during the simulated “daylight” hours Seahaven, but no one has yet found a route.

34 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN
THE PLAINS MAMMOTHS
The eastern and western middle domes encompass a grassy plain Mammoths roam the Plains area of the Green Zone. Not the more
dotted with isolated trees and small ponds or watering-holes. Grasses famous wooly mammoth, but the lighter-furred Columbia mam-
grow tall enough in places to obscure human-sized creatures moving moths that once lived in North America. Use the Elephant (Deluxe
through them. The terrain becomes slightly hilly towards the outer Gamemaster’s Guide, page 143).
edges of the domes, with rocky cliffs at the southern outer edges.
MEGALANIA
THE FOREST
Giant monitor lizards rival the quinkana as apex reptiles. The huge
The southern two domes enclose a mostly forested region similar to lizards have a venomous bite capable of slowing a mammoth or
Pleistocene Europe or parts of North America, with a thick canopy other massive animal that can easily paralyze a human-sized crea-
of foliage. The forest floor is covered with a rich layer of hummus ture. Use the Crocodile (Deluxe Gamemaster’s Guide, page 143) but
from decayed plant-matter, and home to shade-loving, low-lying remove Swimming and Environmental Adaptation (Aquatic) and
life, including flowers, creepers, and various fungi. add an Affliction 5 venom (Resisted and Overcome by Fortitude;
Dazed, Stunned, Incapacitated).
THE CLIFFS QUINKANA
The outer edges of many of the domes feature tall cliffs of nano-
Quinkana prey on creatures near the Lake. They are long-legged,
built granite and similar stone that act as natural barriers to ap-
terrestrial crocodiles originally from ancient Australia, growing up
proaching the domes themselves. The cliffs help to corral the
to 6 meters in length. Like modern crocodiles, they possess power-
ground-dwelling life and serve as a habitat for several cliff- and
ful jaws and predatory teeth, but are much faster on land than their
cave-dwelling creatures. Some parts of the cliffs also conceal
modern brethren. Use the Crocodile (Deluxe Gamemaster’s Guide,
access to support machinery for the Green Zone, which the Engi-
page 143) with Speed 2 in place of Swimming and Environmental
neers’ Guild is still exploring—carefully, since large predators still
Adaptation (Aquatic).
inhabit some of the caves.
SIVATHERIUM
FLORA AND FAUNA
Sivatherium share the Plains with the mammoths and other crea-
The Green Zone is a true “living laboratory” stocked with examples tures. These distant relations of modern giraffes have shorter necks
of flora and fauna found on Earth 100,000 years or so ago. While and legs and antler-like horns. They are still enormous and capable
much of the plant-life exists in familiar forms: grasses, trees, reeds of eating foliage off of the scattered trees on the Plains or along the
and other water-borne plants, and so forth, much of the animal life edges of the Forest. Use the Horse and apply the Giant template
is made up of “mega-fauna” long extinct on Earth. It includes: (Deluxe Gamemaster’s Guide, pages 143 & 157).

CAVE BEARS SMILODON


Saber-tooth Cats hunt some of the larger herbivores of the Plains,
The largest of the Green Zone's predators, Cave Bears dwell pri-
dwelling in small prides or family groups. Use the Lion and apply
marily in the Cliffs edging the Forest domes and are the most likely
the Elite template (Deluxe Gamemaster’s Guide, pages 143 & 157), or
of the area's megafauna to wander into the city. They sometimes
use the Smilodon (Time Traveler’s Codex, page 131).
compete with packs of cave hyenas, although the latter tend more
towards the Cliffs edging the Plains. Use the Bear and apply the
Elite template (Deluxe Gamemaster’s Guide, pages 142 & 157).
TOXODONS
CAVE HYENAS Something in between a rhinoceros and a boar, these massive her-
bivores dwell in the upper Plains closer to the Lar. They grow up to
Cave Hyenas, larger and stockier than their modern cousins, dwell 2.7 meters long and mass 1400 kilos, making them a sizeable meal
among the Cliffs and primarily scavenge the kills of larger preda- for many predators and poachers. Use the Herd Animal and apply
tors, although they’re fully capable of bringing down their own the Giant template (Deluxe Gamemaster’s Guide, pages 143 & 157).
prey as well. Use the Hyena and apply the Bestial template (Deluxe
Gamemaster’s Guide, pages 143 & 157).
AND MORE!
Numerous other species live in the Green Zone biome, including a
GIGANTOPITHICUS vast number of insects, arachnids, fish, and small mammals and pri-
mates like the ancestors of Earth monkeys. They are mostly creatures
Giant primates standing up to 3 meters tall, possibly distant genetic found in the cool temperate zones on Earth 100,000 years ago, or have
relations to the crater apes of Farside City. Unlike the white-furred adapted to that climate. A few alien or engineered creatures have
crater apes, there is no evidence the primates of Starhaven have carved out their own niches, including the Animated Tree, Deinony-
been genetically modified. They primarily live in small family chus, Giant Flytrap, and Giant Insect (Deluxe Gamemaster’s Guide,
groups along the edges of the Plains and the Forest and are peace- pages 147–149). So far as anyone has found, there are no signs of
ful plant-eaters unless threatened. Use the Ape and apply the Giant early hominids anywhere in the Green Zone, in spite of the numerous
template (Deluxe Gamemaster’s Guide, pages 142 & 157). species known to exist on Earth at the time, including homo sapiens.

The Guide to Starhaven 35


MUTANTS & MASTERMINDS

BEYOND STARHAVEN
The “world” beyond the confines of Starhaven is the icy surface of
Europa, the smallest of Jupiter’s four Galilean moons. Slightly smaller
EXTREME COLD
than Luna (Earth’s moon) Europa has a rocky nickel-iron core, but
The mean surface temperature on Europa is –171 degrees Celsius,
its surface is covered in thick water-ice, over a subsurface ocean of
cold enough that water released from its subsurface ocean by cyro-
liquid water. The pull of Jupiter’s gravity flexes the ocean and the
geyser plumes freezes instantly before drifting back to the planet
icy crust, generating enough heat to keep the water from freezing.
as snow, ice, or a wet slurry (see Chaotic Terrain, following). The
This gives Europa an exceptionally smooth-looking surface, since
intense cold inflicts Damage 6 each round to any creature not
occasional tidal flexing and cracks in its icy surface cause eruptions
immune to it, and also requires a successful DC 18 Fortitude check
of water, cryogeysers, which spray, spread out, and then freeze, con-
each round to avoid gaining a level of fatigue from the intense cold.
tinually smoothing the surface and covering the scars from micro-
Any creature with Immunity 1 (Cold Environments) or a greater
meteors and other debris. These forces make Europa’s icy surface
level of Immunity to cold is unaffected.
behave like the plate tectonics of Earth, with the subsurface ocean
acting in place of the molten core of a geo-active planet.

In addition to the material here, the Cosmic Handbook includes rules


GRAVITY
for surviving and fighting in space.
Europa has a surface gravity of 0.134g, just over an eighth that of
Earth. Gravity lenses within the bounds of Starhaven produce an
SCIENCE IS FUN—TO A POINT Earth-like 1g within the habitat, but Europa’s natural low gravity
re-exerts itself outside. Characters multiply their jumping distances
Much of what is discussed about Europa in this section (and in by 10, but the GM can also consider them Impaired on all checks
this book) is based on known scientific information about Jupi- involving movement or physical coordination unless they have
ter’s moon. Still, Mutants & Masterminds is a comic book superhero Environmental Adaptation (low-gravity), a movement effect like
game, with a fine tradition of “rubber science,” so we have broadly Flight, or have had sufficient time to adjust to the conditions. Falling
interpreted scientific speculation about Europa to suit the concept damage on Europa is reduced by 3 ranks of distance when deter-
of Starhaven and to maximize adventure potential on the moon. mining the damage rank, to a maximum rank of 13. So a distance
None of the “facts” provided should be taken as anything other than rank 3 fall (250 feet) is treated like a distance rank 0 fall (30 feet) and
the conditions on Europa in the Earth-Prime universe which, after has a damage rank of only 4.
all, features godlike ancient aliens with nanotech terraforming ca-
pabilities, amongst other things.
RADIATION
SURFACE CONDITIONS Europa has a weak magnetic field. Both Jupiter and the sun bombard
the moon with enough energy to cause severe illness and radiation
The surface conditions of Europa outside of the Starhaven habitat, poisoning. Exposed life forms must resist rank 5 radiation (DC 15
while not quite as harsh as the open vacuum of space, are still almost Fortitude check) every 24 hours of exposure using the guidelines
instantly lethal to any earthly life. Characters need some measure of for Radiation in the Environmental Hazards section of the Deluxe
Immunity to survive on the surface of Europa, either from wearing a Hero’s Handbook.
space suit (or similar protective equipment) or from different power
effects. In particular, anyone on the surface of Europa needs Immu-
nity to Suffocation, Environmental Cold, and Environmental Radia-
CHAOTIC TERRAIN
tion, the equivalent of 4 ranks of Immunity. See the Environmental Tidal forces from Jupiter’s gravity and the moon’s orbit exert them-
Hazards section of the Deluxe Hero’s Handbook for details on the selves on Europa’s icy crust, floating on the subsurface ocean below.
various hazards characters may face on the moon’s surface. This creates cracks, crevasses, and ruptures in the surface, some of
which can release water from beneath in powerful eruptions. These
ATMOSPHERE conditions do not affect Starhaven or its immediate vicinity due
to Preserver stabilizing technology, but characters can encounter
earthquakes, chasms, hidden crevasse, and similar terrain hazards
Europa has a thin atmosphere of oxygen and water vapor—ener-
anywhere else on Europa’s surface.
getic radiation from Jupiter bombard’s the surface ice to sublimate
the ice and break the water vapor apart into hydrogen and oxygen.
The lighter hydrogen escapes into space while Europa’s gravity is CRYOGEYSERS
strong enough to hold in much of the oxygen. The moon’s atmo-
sphere is extremely thin by Earth standards and unbreathable A cryogeyser is a fissure in Europa’s icy crust that releases high-
without a condensing respirator to warm, filter, and compress the pressure water from the subsurface ocean. It gushers out in a pow-
available oxygen. Still, an oxygen-breathing life-form with Immu- erful plume, which quickly freezes in the surface temperatures.
nity to the temperature and radiation on the surface could survive Characters caught in the eruption of a cryogeyser must deal with
wearing just such a respirator. Otherwise, an unprotected creature the effects of Damage in a Burst area 30 feet or more in diameter.
on the surface immediately begins to suffocate. The Damage ranges from rank 5 for a weak cryogeyser to as much

36 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN
as 10–12 for a powerful one. Generally, charactersget one round
of warning about the potential eruption: A successful Perception Underwater Environments
check (DC 12 or more) allows them to try and clear the area before With so much of Europa covered in ocean and the murky
the geyser erupts. Anyone caught in the area can halve the Damage depths concealing secrets of the moon's past, a Starhaven
rank with a successful Dodge check against (10 + Damage rank). campaign is likely to plunge into the icy depths sooner or later.
Water flows from a cryogeyser quickly cover the surrounding area This sidebar reprints the rules for underwater scenes detailed
and freeze almost instantly. This may trap characters in rapidly- in the Deluxe Gamemaster's Guide.
hardening ice like an Affliction (Hindered and Vulnerable, Defense-
less and Immobile; Resisted by Dodge, Overcome by Damage). A Close Attacks
large geyser may also sweep away anyone caught within its flow,
as described for Floods on page 185 of the Deluxe Gamemaster’s Close attacks underwater have a –2 circumstance penalty on
Guide, and then trap them within the hardening ice. attack checks. Characters with Movement (Environmental Ad-
aptation (Aquatic)) ignore this penalty.
CREVASSES
Ranged Attacks
Huge crevasses and canyons form in Europa’s surface. Some of
these reach down to the subsurface ocean itself, eventually releas- Attacks with ranged weapons through water take a –2 circum-
ing a surge of water that freezes and fills in the chasm. Heroes may stance penalty on attack checks, in addition to the normal
need to cross a crevasse, avoid falling into one (and suffering falling penalties for range.
damage as a result), or climb down into one, or out of one they have
fallen into. Note the lesser falling damage under Europa’s normal Attacks from Land
gravity, detailed in Gravity, previously. Crevasses do offer one ad-
vantage: the layers of ice protect anyone more that 30 feet below Characters swimming, floating, or treading water on the
the surface from the moon’s dangerous radiation. surface, or wading in water at least chest deep, have partial
cover from opponents on land. A completely submerged crea-
See the Facetwild for more on climbing and maneuvering in the ture has total cover against opponents on land.
chasms and crevasses on Europa.
Fire
ICE Effects with a fire descriptor are ineffective underwater. The
surface of a body of water also blocks the effect of any such power.
The outer crust of Europa is a miles-thick ice sheet as hard as rock
(Toughness 5) on the surface. In many places it resembles rolling
scree, but large stretches may be glassy smooth, which Hinder Invisibility
characters on foot, especially anywhere the ice has begun to soften A solid invisible body displaces water and leaves a visible,
or that has recently seen a water-eruption that has not yet fully body-shaped “bubble” in the water. The invisible character still
frozen. Nevertheless, the surface ice is still ice, so sources of intense has partial concealment, but not total concealment.
heat may melt or vaporize it. Characters with a heat- or fire-based
Damage effect may be able to use it for a Burrowing effect through
the moon’s icy mantle as a power stunt, and are likely to trigger Ac-
Perception and Stealth
cident Complications involving shifting or disturbing the terrain. How far you can see underwater depends on the water’s
clarity. As a guideline, creatures can see 60 feet (distance rank
QUAKES 1) if the water is clear, and half that (30 feet or distance rank 0)
if it’s murky. Moving water is murky, unless it’s a particularly
Surface instability may cause quakes as Europa’s icy crust shifts and large, slow-moving river. It’s difficult to find cover or conceal-
fractures, the equivalent of an Earthquake, as described on page ment to hide underwater (except along the bottom).
184 of the Deluxe Gamemaster’s Guide. Any characters standing on
the surface must succeed on a DC 15 Dodge check or fall prone. A
quake might cause cliffs or ridges of ice to crumble and collapse,
resulting in an avalanche (see page 183 of the Deluxe Gamemaster’s
OCEAN CONDITIONS
Guide) or open a fissure in the ice, requiring a DC 20 Dodge check to In many ways, the oceans of Europa mirror those on earth, with a
avoid falling in, as detailed under Crevasses and Gravity, previously. complex ecology riding the mercy of the currents. But the oceans of
Europa effectively have two “ocean floors” The traditional floor lies
SNOW far below in the moon’s crushing depths and lacking the volcanism
that feeds Earth’s ocean ecology—it is a dead zone with little life
or oxygen where only the hardiest scavengers venture. The second
While Europa lacks an atmosphere and many weather conditions,
“floor” is the icy crust above, where life flourishes in the comparative
snow is a frequent event as cryogeysers launch water into low orbit
warmth and abundance.
that settles and snow and hail. The moon's light gravity means even
softball-sized ice chunks inflict little harm, but the frequent precipi- Near the icy ceiling, the water temperature counts as Uncomfort-
tation can bury tracks and equipment or limit visibility (imposing able Cold conditions, but at the true ocean floor the temperature is
circumstance penalties to see or track). Extreme Cold and inflicts Damage 2 every minute.

The Guide to Starhaven 37


MUTANTS & MASTERMINDS

EUROPAN LOCALES
Although Starhaven is large, it is just one spot on a moon with a “warm” ice similar in strength to terrestrial water-ice. The deepest
surface area of millions of square kilometers, along with an entire depths of the dark ocean are warmer—survival by humans if not
ocean beneath its icy surface, many times the volume of Earth’s for the crushing pressure—and are hot enough to melt lead near
oceans. The following are some locales outside of Starhaven itself thermal vents and sites of radioactive decay within the sea floor.
that characters might encounter or explore, along with a more de-
tailed look at the Facetwild, a particular location of interest to the Human characters traversing these frigid waters require Immunity 2
inhabitants of both Starhaven and Seahaven below the surface. to breathe and withstand the extreme environmental cold near the
ice shelf. Diving deep into the dark ocean requires Immunity to the

THE GREENHOUSE intense pressure of the depths rather than cold. True to its name,
the Nyxian Ocean is virtually lightless, with none of the dim surface
light of Europa penetrating through the vast layer of ice to reach it.
Near the southeastern side of Starhaven stands another, much
Many plants, animals, and clouds of bacteria creak weak or ultravio-
smaller, pair of habitat domes on the surface of Europa. The larger is
let bioluminescence, but this glow doesn’t extend far. Visitors need
about a kilometer across, the smaller about half that. Unlike Starhav-
to provide their own sources of light, or else rely on senses other
en, these domes do not contain any urban structures, just swaths
than sight.
of wilderness, earning them the nickname “the Greenhouse.” While
the environment inside the Greenhouse domes is Earth-like, it is Liquid water offers the means to support life, and so the dark ocean
quite different from that inside Starhaven, even in its Green Zone. does. It remains the most “hospitable” environment on Europa,
Whereas the Green Zone replicates temperate environments circa especially to aquatic life adapted to dark ocean depths on other
Earth’s Pleistocene era, the interior of Greenhouse is a hot, tropical worlds. There is a considerable amount of dissolved oxygen in the
environment more akin to Earth’s ancient past, tens of millions of dark sea’s water, sufficient for oxygen-extracting life to breathe, and
years ago. aquatic creatures with the proper Immunities can thrive here, in-
cluding fish, shrimp, clams, bivalves, and isopods that may descend
The two Greenhouse domes are connected by an ancient laborato-
from Earth stock or be unique local fauna. Alien predators—the
ry facility that regulates them and provides a connection between
equivalent of Giant Squid (Deluxe Gamemaster’s Guide, page 144)
them that can be opened and closed. The flora and fauna of the
and Megalodons (Time Traveler’s Codex, page 131) lurk as well, but
two domes is like a cross-section of primeval Earth, including a
survive in part by feeding on the moon’s radiation—they hibernate
variety of species of dinosaurs and massive arthropods. The larger
for years at a time to recharge themselves along the seabed before
dome has a mix of different species, including predators that prey
awakening to hunt.
on the omnivorous and herbivorous species. The smaller dome has
no predator species, and appears to be a kind of “breeding pen” to
ensure a supply of prey species that can be moved to supplement
the population in the larger dome.
METIS
Only 60km across, Metis is the innermost moon of Jupiter and orbits
With no evidence the Preservers visited Earth during the time of the within the gas giant's ring. Originally believed to be made of cast-
dinosaurs, presumably the animals and plants in the Greenhouse off material from the planet's largest moons—Io, Ganymede, Cal-
are genetic re-creations, perhaps intended to study extinct species listo, and Europa—Metis is actually a captured asteroid that enter
from Earth’s history or extract useful traits from fossils. Of course, to Sol system two centuries ago from points unknown.
it’s equally possible the Preservers plucked these dinosaurs from
another time period or even from a pocket dimension like Earth’s Unlike most of the Jovian system, Metis was once inhabited. Artistic
Lost World (Atlas of Earth-Prime, page 224). The life in the Green- hands excavated its interior into a baroque estate of plush rooms
house domes is sure to be of tremendous interest to Earth scien- and swirling reliefs of twisted, screaming figures coated in gold leaf.
tists, as well as to Starhaven smugglers, who can trade live or dead Countless libraries and ritual spaces—all empty of their former con-
dinosaurs with clients on Earth and elsewhere, provided they can tents—speak to arcane origins and purposes, but the asteroid's in-
capture and move them undetected. terior has only been briefly glimpsed by miners so far; most believe
the tales of the "Metis Estate" is nothing but barroom gossip and
tall tales.
THE NYXIAN OCEAN The stories within the Metis Estate are left up to the Gamemaster,
Europa’s “surface” is actually a thick shell of water-ice, frozen as but are almost certainly magical. It's most likely origin is a former
rock-hard. Below it is a vast, dark ocean of liquid water, warmed by monastery for the reclusive Arcane, the Grue secret society of
constant tidal forces exerted on the moon by Jupiter’s gravity and magic-users who worship the Nameless Ones and scheme to usurp
radioactive decay from Europa’s rocky metallic core. Miles deep, the control of the universe's supernatural energies. They may have used
dark ocean is larger in volume than all of the seas on Earth. Daede- Metis as a wandering outpost—a rogue planet in the black between
lus named it the lightless depths the Nyxian Ocean, after the Greek stars—and abandoned it when it became locked in Jupiter's gravity
goddess of night. well, or they may have placed the asteroid there themselves once
their work was done, hiding their grand works from prying eyes
Although the waters of the Nyxian are warm enough to remain until they needed them once again. Those other likely origin is that
liquid, they are still frigid, especially nearer to the surface, where the Metis is the last remnant of a Netherworld, a magical realm ruled
water begins to crystalize into thick slush before finally freezing into by a corrupted Master Mage and eventually devoured by their in-

38 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN
satiable need for power. No matter the origins, the asteroid is filled logs, the vessel was the Tannrek, a Drik salvage ship (see the New
with curious puzzles and magical traps. Alien Templates sidebar on page 7).

Because Metis is tidally locked and orbits close to Jupiter, it is The Tannrek came to Europa seventy Earth years ago. They looted
subject to phenomenal blasts of radiation as it passes through what they could from the Preserver ruin but, when they took off, the
varying layers of the gas giant's electromagnetic field. The stan- ship had the misfortune to pass over the Facetwild (see the follow-
dard background emissions are a Rank 3 radiation hazard (Deluxe ing section) during an arc storm. The Drik ship suffered a massive
Hero's Handbook, page 238), but every seven hours this spikes to systems failure and crashed back to the surface some distance away.
anywhere from Rank 9 to Rank 13. Even approaching Metis requires The few survivors of the crew left the ship behind, either to seek
a DC 25 Vehicles check (or Acrobatics, for those who can fly) to avoid help or shelter, and never returned. Some may still be cocooned in
exposing passengers to hazardous radiation eddies. For now, any crystal in the depths of the Facetwild.
expeditions to the curious remnant must be brief or conducted
by aliens immune to high-energy radiation, but if an intrepid soul The hold of the Tannrek is still full of choice bits and pieces looted
could engineer powerful shielding, the rewards could be great from Starhaven, many of which are likely useful or valuable. But
indeed. Unless, of course, the estate was plunged into Jovian orbit the ship’s security systems remain on high alert, activating auto-
intentionally to keep its dangerous secrets locked away from the mated turrets, fiendish traps, and patrolling security robots as it
cosmos, lest they destroy it. awaits a the return of a long-dead crew. The ship's AI, HOARD—a
fine example of Drik ingenuity, in that it incorporates parts from
five different planets—has grown lonely and tries to befriend visi-
THE MONSTER FACTORY tors even as it tries to kill them, even offering rest and food from
time to time even as it bars the exits and activates a new wave of
Starhaven is not the only Preserver installation on the surface of security drones. The drik also took biological samples from Star-
Europa. Even putting aside outlying structures like the Greenhouse haven, and in its quest to alleviate the loneliness, HOARD contin-
and the Toolshed (following) there is more hidden on Europa than ues to release and cybernetically upgrade creatures. That leaves a
most are aware. On the far side of Europa, about 750 miles away, is rogue saber-toothed cat and several dinosaurs stalking the cor-
a facility largely buried in the icy surface. It contains genetic “fac- ridors of the downed ship.
tories” and automated systems capable of growing bio-mechanical
creatures, and is currently the base of operations for Null, the former
Magna Blanc of Magna Force, now an agent of Collapsar the De- THE TOOLSHED
vourer (see the Superteam Handbook for more information). From Among their many technological achievements, the Preservers
within her “Monster Factory,” Null can create a variety of kaiju and wielded nanotechnology capable of rearranging and structuring
similar techn-organic warriors capable of leveling cities. She can matter, allowing them to create virtually anything. Many Preserver
send them to Earth when Europa’s orbit places it between Jupiter structures were grown from smart materials or 3D-printed out of
and Earth, approximately every three and half Earth days. The Pre- restructured matter by microscopic machines without seams, cast-
server facility on the far side of Europa has a functional transmatter ings, or fasteners. Often built with deliberately short lifespans and
platform—a precious lost technology able to beam matter through self-destruct mechanisms, most Preserver nanotech has not sur-
a subspace “tunnel” anywhere in Earth’s solar system—so long at it vived over the eons since their creators vanished.
has line of site to the destination.
However, many larger Preserver sites, such as Farside City on Luna,
While Null is aware of the settlement on the other side of the moon have a “toolshed,” an off-site storage area for nano-assemblers
from her base, she largely ignores it for now. Her focus is on the placed in “standby” mode for whenever a need arose for repairs,
Magna Matrix, Magna Force, and the Earth as a whole, and she has spare parts, or other maintenance work. The toolshed site is self-
no intention of giving away the location of her Europan base. Still, maintaining and can last indefinitely, usually with a small crew of
Null has taken the precaution of inserting some void doll infiltra- maintenance robots. The pool of nano-assemblers has the poten-
tors among the Starhaven refugees, both to keep an eye on things tial to create almost anything, but learning to access and control
(she can perceive everything that they do) and to potentially nudge the ancient Preserver computer systems without setting off a disas-
things in a certain direction. The old warrior is only just hearing ter can be a challenge, as the inhabitants of Farside City learned
about the Children of the Chrysalis. Once she learns more about the recently when the mad scientist Tesla Girl accidentally set a giant
cult, she might well try to subvert them to serve her ends. nano-built “green goo” machine loose that nearly devoured the
Lunar habitat (detailed in the Astonishing Adventure To the Moon!).
If Null is defeated or driven off and heroes capture the Monster
Factory, the capabilities of its transmatter platform could revo- A Toolshed site sits not far from Starhaven, buried and forgotten in
lutionize Starhaven’s relationship with Earth and the rest of the the ice of the moon’s surface. Like the one found on Luna, it is a small
system, providing an almost instantaneous mode of transportation sub-surface complex attended by insect-like robots with multiple
and shipment from the moon. multi-function limbs and simply programming. The nano-assem-
blers in the Toolshed could literally transform Starhaven, turning
TANNREK CRASH SITE existing materials, even debris, into almost anything their user di-
rected—or rendering them down to their essential chemical ele-
Near the deadly Facetwild, an alien starship lies embedded in the ments, if left undirected. To represent rogue nanite swarms, use the
moon’s icy surface at the bottom of a shallow impact crater that Devouring Swarm or Blob (Deluxe Gamemaster’s Guide, page 148),
has partially refilled with subsurface water and refrozen. The ship’s or use the more powerful Nanomorph in the Starhaven Creatures
primary systems are nonfunctional, although minimal power and section. See Astonishing Adventures: To the Moon! for more details
life-support still operate. According to the remaining, fragmented on the purpose and defenses of Preserver Toolshed sites.

The Guide to Starhaven 39


MUTANTS & MASTERMINDS

THE FACETWILD
Two dozen kilometers from Starhaven is another oddity of Europa: a During an arc storm, there is a 5% chance (a roll of 1 on a d20) that
deep canyon in the moon’s icy surface colonists call “the Facetwild.” any given creature or vehicle will be struck by a discharge each
The sides and ledges of the rift are a wilderness of crystalline round in the affected area. Add +1 (1–2 on a d20) to the chance per
growths, many as large as giant trees, and the place is home to a size category the target is above medium, and +2 if the target is pri-
strange ecosystem found nowhere else on the moon, or indeed any- marily made of or coated in conductive metal. A successful Dodge
where else in the solar system. The Facetwild presents a fascinating resistance check against a DC of 10 + the burst’s Damage rank
opportunity for study, as well as a potential alternative access to the halves the damage. The pilot of a vehicle can make a Vehicles check
Nyxian Ocean, and either opportunities or hazards—or both—for against the same DC to halve the damage to the vehicle instead.
Starhaven and its inhabitants.
HYDROGEN POCKETS
CONDITIONS The denser atmosphere in the lower reaches of the Facetwild can
The surface conditions of the Facetwild are much like those de- create small pockets of hydrogen gas that have not yet escaped
scribed for the surface of Europa under the Beyond Starhaven Europa’s atmosphere into space. This gas is highly explosive in the
section, and characters have to contend with those conditions in presence of free oxygen, and even a small spark can ignite it. In
the same way. Deeper in the rift, the atmosphere condenses and the bottom quarter of the rift’s depth, there is a 25% chance (a roll
thickens, shielded from surface radiation bombardment, and the of 5 or less on a d20) there is a hydrogen pocket in an area. Any
temperature rises, close to the surface waters of the ocean. While spark, open flame, or similar energy discharge triggers a Burst Area
still a harsh environment by human standards, the lowest levels of Damage 9 explosion centered on the triggering energy. Character
the Facetwild are as survivable as the tundra-covered arctic regions can realize there is a hydrogen pocket in the area with a successful
of Earth. The air is thin, and the cold is extreme, but an unprotected DC 18 Expertise (Science or Survival) check.
human could survive—for a while, at least. The explosion of a hydrogen pocket may damage surrounding crys-
talline structures or shatter or melt surface ice enough to cause an
AMMONIA LAKES avalanche in the area: Roll a Toughness resistance check using the
area’s average Toughness of 6 against the explosion’s damage. If the
In addition to several briny bodies of water, the Facetwild’s strange material’s Toughness check fails by two or more Degrees of Failure,
chemistry produces several large ammonia lakes. Near the surface, it triggers a small avalanche.
these are almost pure pools of liquified ammonia gas, while deeper
bodies are brine lakes with heavy concentrations of the vapor. In INTERFERENCE FIELD
either case, character who can breath underwater cannot breathe
in ammonia lakes and the fluid is toxic, inflicting Affliction 5 (Resist- One of the Facetwild’s most unusual features is an intense field of
ed and Overcome by Fortitude; Dazed, Disabled, Incapacitated) to wide-band electromagnetic interference blanketing the rift. So far
most creatures entering. Native crystalline creatures swim through as anyone can tell, the interference field emanates from the crys-
these pools, and cannot survive long outside their caustic homes. talline structures of the area, possibly generated or sustained by
them. The field largely blocks transmissions into, out of, or through
ARC STORMS the Facetwild, part of the reason why the rift was not easily discov-
ered. Sensors do not penetrate into the area, and communications
with those inside becomes almost impossible. The interference
The crystals of the Facetwild are piezoelectric, generating electrical
field even works on a psionic and subspace level, blocking tele-
current in response to movement (such as tremors or the tidal pull
pathic and even faster-than-light communications and sensors. This
of Jupiter). This charge makes the structures glow and sparkle. From
means exploration of the Facetwild is entirely in-person rather than
time to time, the larger crystalline structures go from merely “shim-
by remote, but it also makes the rift a very useful place to hide from
mering” to actively emitting powerful bursts of electromagnetic
planetary sensor-sweeps and virtually any means of detection.
energy. Most of these bursts are short-range and harmless sparks
that leap between two close structures. A creature would need to
be directly in-between and in the part of the discharge to suffer any
ill-effects (an electric shock inflicting 3–6 ranks of Damage).
MOVEMENT AND CLIMBING
Various ledges, platforms, and plateaus line the Facetwild, but
Every few days, more powerful and sustained energy bursts arc much of the rift’s sides are steep ice or crystalline growths. Climb-
between more distant crystalline structures, setting off a cascade ing is treacherous, with the DC ranging from 15 to as much as 25 in
of surges that can ripple out across thousands of shards. These “arc places (average DC 20). Crystal growth is thick enough in spots to
storms” are far more dangerous, unleashing Damage 8–12 blasts like Hinder movement and some ledges are slick or delicate enough to
powerful lightning bolts, which can blanket whole areas of the rift, require a Dodge resistance check (DC 12+) to avoid a slip’ with one
and even threaten low-flying ships and creatures overhead. A blast Degree of Failure, a character falls prone, but near a ledge, two or
from an arc storm can overload the electrical or power systems of a more Degrees of Failure means slipping over the edge and falling.
ship, causing it to crash into the rift, or nearby (Burst Area Weaken Roll another Dodge check against the same DC, with success indi-
Electronics 10). cating the character catches themselves at the edge.

40 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

Tannrek Crash Site • FACETWILD Kilometers


0 1

Eastern Spar
Western Spar

Satellite Crevasse

Amonia Sea

Nyxian Ocean
Crystal Jungle

The Headwaters
Side View

FLORA & FAUNA of so-called “covet crystal” rapidly grow over and engulf creatures,
quickly enclosing them and placing them into a kind of metabolic
What lives and grows in the Facetwild is neither “flora” nor “fauna,” stasis. Treat an encounter with covet crystal as a Progressive Afflic-
nor possibly even alive as humans understand the term. The “life” tion 8 (Resisted by Dodge, overcome by Damage; Hindered and
here thrives on extreme conditions—cold, radiation, and isola- Vulnerable, Defenseless and Immobilized, Incapacitated), with the
tion—that destroy earthly organisms. The rift is home to a dazzling special descriptor that creatures Incapacitated by the growth are
array of poorly understood crystalline life. preserved indefinitely. It’s possible other creatures (such as survi-
vors from the crash Drik salvager Tannrek, previously) have lingered
CRYSTAL GROWTHS in crystal traps within the Facetwild for years or even centuries.

Most of the Facetwild is blanketed in growing “living” crystals in a GLASSOFORMS


dazzling variety of shapes, sizes, and colors, similar to branching
plant-life on Earth. Most of the largest gems flicker with internal A variety of ambulatory crystal structures move through the
lights, occasionally emitting electricity (see Arc Storms, previ- Facetwilds walls, lakes, and ammonia pools, resembling animal
ously). Scientists note the similarity between the electricity arcing life. With no time to study the ecosystem, locals aren’t sure if these
between the branching crystal growths and the synapses of a brain are scientific curiosities, independent life, or subsystems in a larger
and wonder if the energy discharges indicate the entire Facetwild is structure, like cells in a human body. Most glassoforms harmlessly
“thinking” in some fashion. migrate along the chasm’s walls or carry resources back to nests,
but some are aggressive to outsiders; use statistics for Crocodiles,
COVET CRYSTAL TRAPS Swarms, Wolves, and Pterodactyls (Deluxe Gamemaster’s Guide,
pages 143, 145, and 148, respectively) to represent these “preda-
Living beings in the Facetwild stimulate some of the living crystals tors,” applying Immunity 9 (Critical Hits, Environmental Cold, Envi-
to replicate rapidly, moving towards the creature. These patches ronmental Radiation, Suffocation).

The Guide to Starhaven 41


MUTANTS & MASTERMINDS

STARHAVEN FACTIONS
Several powers now currently vie for control and influence in the Three deep, subconscious urges drive the Bryne: Fighting each
unsteady political landscape of Starhaven. other in “sparring” activities that rarely result in more than minor
injuries, “patrolling” their territory individually or in small groups, al-

THE BRYNE though the only “intruders” they usually encounter are other Bryne
(resulting in the aforementioned short, almost ritualized combats),
Daedalus and others who proposed Europa as a resettlement site and carving and etching the “warmer” subsurface ice above the
for the Star Island refugees understandably thought the Jovian dark ocean, creating complex pictographic depictions of their
moon uninhabited, but they were wrong. Buried beneath the thick history, even though they are not fully aware they are even doing
ice of Europa’s surface and psychically cloaked, however, the prior so. Someone able to see and decipher the images (a DC 20 chal-
inhabitants are well concealed indeed. lenge test involving Expertise skills like Archeology, Linguistics, or
the like, and requiring a total of five degrees of success) could learn
The reclusive Bryne exist in a kind of twilight dream-state. They the information given under The Bryne in The Secret History of
are not entirely conscious as most sentient beings understand the Starhaven section of this chapter.
concept. Instead, the primal “lizard-brain” portion of their psyche
dominates, focused on simple survival and basic instinct but also di-
rected toward complex tasks by a lingering, collective unconscious.
GOALS
These half-memories allow them to perform surprisingly technical The Bryne peruse survival and fanatic isolationism—the “sound”
skills—including operating machines or sabotaging technology— of sentient thought is a screaming cacophony they cannot stand.
despite their apparently low-tech society. Already suspicious and sure of their racial superiority before arriv-
ing on Europa, their affliction makes the Bryne deeply xenophobic
and violent. The presence of intruders on Europa, specifically in their
waters, drives the Bryne to a war-like mob mentality. At present,
they are watching, scouting their new enemies’ activities, learning
their weaknesses, sabotaging Seahaven, occasionally abducting
isolated members of their number. The Bryne feel no great urgency,
taking their time before they go to war. Eventually, however, they
will attack Seahaven—and anyone else in their territory—en masse,
and wipe out anyone capable of independent thought.

CHAMPIONS
The Bryne have almost no social hierarchy. There are some examples
of Bryne “champions,” however, rare individuals whose response to
the arrival of a threat to the ocean has been especially violent or
fanatical, prompting swift evolution.

BRYNE CHAMPION PL 10 (11 UNDERWATER)


STR 8 STA 8 AGL 6 DEX 4 FGT 12 INT –1 AWE 4 PRE 2
Powers: Alien Mind Immunity 30 (Will Effects; Limited to Half Effect),
Immunity 1 (Bryne Psionics); Aquatic Enhanced Fighting 4 (Limited to
Underwater), Immunity 3 (Drowning, Environmental Cold, Pressure),
Senses 5 (Communication Link [Bryne], Darkvision, Vision Counters
Illusion), Swimming 6 (30 MPH); Claws Strength-Based Damage 2
(Improved Critical); Psionic Projection Array (16 points) Concealment
10 (All Senses; Blending), Environment 2 (60 feet; Impede Movement 2,
Visibility -5), Perception Range Damage 4 (Alternate Resistance: Will).
Advantages: Defensive Roll 2, Fearless, Improved Critical: Claws, Move-by
Action, Power Attack, Takedown.
Skills: Athletics 4 (+12), Expertise: Survival 8 (+7), Intimidation 6 (+8),
Perception 6 (+10), Stealth 4 (+10).
Offense: Init +6, Claws +12 (Close, Damage 10), Psychic Bolt —
(Perception, Damage 4), Unarmed +12 (Close, Damage 8).
Defense: Dodge 10, Parry 12, Fortitude 10, Toughness 10/8, Will 8.
Totals: Abilities 78 + Powers 55 + Advantages 6 + Skills 14 (28 ranks) +
Defenses 10 = 163

42 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

THE CHILDREN OF CHRYSALIS Ultimately, the Children strive to transform Starhaven into a theoc-
racy they control, transforming its entire population into genetic
People need something to believe in, especially during difficult monstrosities and brutal competitors.
times, and there are always those willing to take advantage of that
need for their own purposes. The Children of Chrysalis have quietly
spread their faith among the people of Starhaven. Their story justi-
LEADERSHIP
fies the loss of their original homes, their exile on Earth, and their re- The leader of the Children of Chrysalis is Pupil, a former Lor ar-
settlement among the grand ruins of Starhaven as meaningful and cheologist transformed by a Preserver artificial intelligence while
important: the will of the Preservers. The Preservers could see the exploring Starhaven (see page 52 for details). His mind reshaped
future more accurately than anyone could imagine, and before they as thoroughly as his body, Pupil now belongs entirely to Chrysalis,
ascended (according to the Children’s scripture), they set events in devoted to the cause of encouraging all of the people of Starhaven
motion to ultimately bring “the chosen” to Starhaven to inherit their to embrace the path to “greater evolution.”
legacy and secrets.
Serving Pupil are varying levels of cultists, organized by his direct
The Preservers labored endlessly to diversify and evolve life commanders, the Larvae. These priests of Chrysalis maintain low
throughout the galaxy, and the Children of Chrysalis preach that profiles but gently influence and recruit the city's disaffected. For
this work was to pave the way for all sentient life. The Preservers most Larvae, use the Cult Master archetype (Deluxe Gamemaster's
sought was not only to preserve life, but to advance it, to speed the Guide, page 146), substituting the Ritualist advantage for Inventor,
random and haphazard process of evolution. They left behind tools but their god's touch has granted many Larvae with minor super
and resources for those able to find and use them, signposts along powers; select ability packages from the Jobber Themes table
the road the Preservers wished others to follow. (Deluxe Gamemaster's Guide, page 106). Pupil generally keeps 2-3 of
The Children of Chrysalis worship the Preservers as literal gods, and his Larvae close at hand as assistants and bodyguards.
believe they still watch over and guide the faithful to ascension.
They also believe the Preservers brought the greatest people of the CHRYSALIS
cosmos to Starhaven at this time and place to prepare their “chosen”
to follow them into an existence of bliss, free of mortal worries. Ancient and fundamentally disturbed, Chrysalis is a Preserver AI
Part religion, part conspiracy theory, they work constantly toward tasked with engineering and improving organic life to better with-
greater access to Preserver ruins and technology. While most of stand existential threats. Similar to the Stellar Forge (see Astonish-
their recruits are poor and desperate, , their survival-of-the-fittest ing Adventures: Prodigal Sun), eons of isolation and neglect have
doctrine has attracted several prominent followers within the Engi- warped the computer mind. In the case of Chrysalis, the computer
neer’s Guild and at least one sitting Senator. has come to see her abandonment as a test by her creators. What
began as a quest to harden life against the cruelties of the cosmos
has evolved into a single-minded obsession with finding the perfect
GOALS organic form and proving herself worthy of her makers. She refuses
to accept that the Preservers are long gone, instead believing that
Ultimately, the goal of the Children of Chrysalis is to bring the wait in hiding for her masterpiece.
“transformative gifts” of Preserver technology found in Starhaven
to all of its inhabitants, encouraging them to submit themselves to Chrysalis has some affection for Pupil and has shared her quest with
Chrysalis’s forced evolution experiments. For the time being, the him, phrased in the most appealing possible way. Deep down she
cult is circumspect about its very existence, so as not to arouse sus- cares for the first of her new creations—he is a favored pet—but
picion from other factions in Starhaven, much less the settlement’s ultimately humanoids are little more than canvases for her to paint
leadership. Their overt activities focus on charity work and healing upon, and she will discard him—reluctantly—to push her own
the poor, and those who have heard of them believe the group to agenda or survive.
be little more than well-intentioned if desperate weirdos. The re-
ligion’s leadership know most unbelievers will reject the gifts of CHRYSALIS PL 10
the Preservers out-of-hand, and so they plan to bring the light of STR — STA — AGL — DEX 0 FGT 0 INT 10 AWE 1 PRE 5
knowledge by force, if necessary. Powers: Chrysalis's Gift Cumulative Affliction 10 (Fatigued, Exhausted,
Transformed; Resisted by Fortitude; Concentration, Incurable, Variable
For now, the Children of Chrysalis focus on recruitment and secrecy.
Descriptor 2 [Organic Forms]), Immunity to Fortitude Effects, Remote
The cult spreads primarily by word-of-mouth, with rumors, innuen-
Sensing 6 (Audio, Visual, Life Detection; 1800 feet), Senses 14 (Acute
do, and “tall tales” of the amazing Preserver technology left behind Analytical Radius Detect Life, Vision Counters Illusion, Infravision,
and of people transformed by it into a higher order of beings. Cult- Microscopic Vision 3, Radio, Time Sense)
ists are careful who they approach and even more so with who they
Advantages: Daze (Deception), Fascinate (Expertise), Skill Mastery
trust with the truths imparted to them. They prey upon the hope-
(Treatment), Ultimate Effort (Treatment checks)
less and the desperate—those in need of something, anything, to
believe in, or else those with nothing to lose. In particular, the Chil- Skills: Deception 7 (+12), Expertise: Biology 10 (+20), Investigation
dren look towards settlers who suffer from chronic or even terminal 2 (+12), Perception 4 (+5), Persuasion 5 (+10), Technology 3 (+13),
Treatment 7 (+17)
medical conditions, offering them hope beyond waiting for treat-
ments and carefully-managed medical supplies. Those who give Defense: Dodge None, Parry 0, Fort Immune, Toughness 10, Will 10
themselves over to the cult eventually see evidence of its beliefs Totals: Abilities 2 + Powers 103 + Advantages 4 + Skills 19 (38 ranks) +
in the form of Pupil and his chosen ones, with hope of eventually Defenses 19 = 147
joining their ranks.

The Guide to Starhaven 43


MUTANTS & MASTERMINDS

IMPERIUM LOYALISTS to further their goals through democratic means, trying to per-
suade the people of Starhaven that the Imperium is a valuable ally
While it might seem strange for a refugee population to feel loyalty who will hear their needs better than “decrepit, corrupt remnants
towards the force that displaced them, that’s not how the small core of a dead Senate.”
of Stellar Imperium loyalists see it. For them, it was the destruction Behind-the-scenes, the Imperium loyalists are Veil’s pawns to
of Magna-Lor and the collapse of the old Republic that displaced weaken Starhaven’s new government and social structure, soft-
them and their families, forcing them into ening the settlement up for annexation.
exile in a relatively backwater star system Ideally, either Starhaven society will reach a
on the outskirts of galactic civilization. As point of collapse, “forcing” them to turn to
Citizen Sun-Ren is fond of pointing out, the Imperium for aid or, more likely, Loyal-
the Star Khan and his Imperium stabi- ist forces will so thoroughly undermine the
lized the collapse of the weak, decadent city’s defenses and alienate their Earth allies
former Republic, preventing it from de- that the Star Khan’s military forces can take
scending into anarchy. Is that order rigid the city—and indeed the entire moon—
and strictly enforced? Certainly, but rigid without any real opposition. Of course,
authority is necessary, given the dangers once secured, Starhaven will make an excel-
currently plaguing the galaxy. lent forward base to launch a full-scale inva-
The Imperium Loyalists believe the sion of Earth itself.
Stellar Imperium represents the new
order in galactic civilization and, if the LEADERSHIP
people of Starhaven want to rejoin said
civilization, they must become citi- Officially, the Citizen Sun-Ren leads Im-
zens of the new Imperium. Refusal perium Loyalist faction. A Lor statesman,
only perpetuates their status as iso- he stepped forward during the city’s
lated refugees. Some of them are referendum on government. In spite of
simply afraid and want the safety his electoral defeat, Sun-Ren continues
promised by the Imperium’s strong to advocate for what he calls “the cause
hand. Others are opportunists who of Starhaven and its people rejoining
think they have greater chances for galactic civilization.” The middle-aged
advancement and prosperity in the politician is an excellent public speaker
Stellar Imperium. Others are simply who firmly believes the best way
privileged people of the Republic, forward to the settlers is to ask for help
looking to reclaim some element of from the most powerful, influential, and
their lost power. A few even genuinely well-supplied interstellar state in the
admire the Star Khan and his achieve- galaxy, rather than trying to scratch out
ments, although most claim they don’t CITIZEN SUN-REN a subsistence life huddled in an ancient
care who is in charge of the Imperium, ruin on some forlorn frozen moon. He
so long as people remain safe and their loathes Earth as a backwater, disrespect-
needs are met. ful colony, but generally softens that message with common
dog-whistles like “quaint” and “isolated.” As a true believer, he has
Unbeknownst to all of them, this apparent grassroots movement no idea his assistant is an Imperium agent—and would be more
is subtly directed and strengthened by the psychic influence of offended at being used than he would be at spelling the colony’s
Veil, an Imperium agent operating secretly within Starhaven doom. Sun retains much of his former wealth and prestige; use
(see page 54 for details). Veil’s influence—from psychic cajoling the Crime Lord villain archetype (Deluxe Gamemaster’s Guide,
to creating an air of sympathy within the bureaucracy—encour- pages 88-89) to represent Sun-Ren, exchanging ranks in Expertise:
ages the scared, the mean, and the desperate feel safe acting Streetwise for Expertise: Politics.
on their worst impulses, giving the loyalists a stronger core than
they would have had. Her efforts weren’t enough to sway public The real power behind the loyalists is Veil, an Imperium undercover
opinion during the recent government referendum deciding the agent, who poses as Sun-Ren’s executive assistant Vay-La—just
city’s leadership, but it has kept the loyalists a vocal and active one of several cover identities she uses. While Veil does not directly
minority political faction—much to the surprise and chagrin of control the minds of any of the loyalists, she has held and pulled at
the other factions in Starhaven. their emotional strings for some time now, to the point where she
can easily push their buttons to get them to act in the direction
GOALS she wants. To the movement, she seems to be nothing but a loyal,
kind, and patriotic woman working hard to make the city all it can
The public goals of the Imperium loyalists are to better align Star- be, and Sun-Ren and his followers will fiercely defend her from all
haven with the Stellar Imperium, with an eye towards making Star- accusations.
haven an Imperium protectorate or, failing that, to eventually re-
While the Loyalists claim to be a grassroots organization support-
locate Starhaven’s population to Imperium space. They claim they
ing “the working Lor,” the heart of their movement is a paramilitary
want the prosperity and security Star Khan’s Imperium offers, and
movement. Use the Militant statblock (Deluxe Gamemaster’s Guide,
to rerejoin galactic civilization. Publicly, at least, the loyalists work
page 153) to represent the average active member.

44 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

MAJESTIC-20 GOALS
After millennia of hostile alien visitations, particularly Tellax the Re-
Majestic-20 wants to safeguard the United States (and, by exten-
deemer’s attempt at worldwide mutation, some don’t just believe
sion of their imperialist views, the world) from alien invasion. They
“the truth is out there,” they believe they must control it. Of course,
include in this the “invasion” of alien ideas, culture, or other treats to
the nature of “the Truth” varies a great deal based on who is looking
“the American Way of life.” While they can no longer keep the exis-
for it. The fact that alien life exists and is capable of reaching Earth
tence of alien life a secret from the public, Majestic intends to blunt
continues to spark a deep and existential dread in some people.
or eliminate any extraterrestrial threat—or immigration—to Earth.
That dread fuels the continued existence and influence of Majes-
tic-20, the anti-extraterrestrial organization detailed in the Emerald Their goals concerning Starhaven are threefold: First, to keep the
City sourcebook. alien settlement under surveillance for any signs of a threat towards
Earth. Second, to eventually eliminate Starhaven as a possible
The presence of alien refugees on an island off the shore of a major
threat, either by driving the aliens out of the solar system altogeth-
U.S. city sent Majestic-20 into overdrive. The covert organization did
er or by destroying the settlement completely. Either outcome is
everything they could to sabotage and undermine efforts to assist
acceptable. Third, Majestic is interested in gathering information
the “hostiles” on Star Island. Their efforts directly fanned the flames
about Starhaven itself and the advanced alien technology it repre-
of anti-alien sentiment and, eventually, drove the refugees off Earth
sents, along with the technology and resources of the settlement.
entirely. But that still wasn’t good enough for Majestic or its leader-
Any useful tech and information can be transferred back to Earth for
ship. Europa isn’t nearly far enough away to suit their tastes.
study and eventual use.
Once a condoned, top-secret agency for the US government, Ma-
jestic-20 used its remaining federal connections to plant agents
within the relocation effort. Conservative members of various agen-
LEADERSHIP
cies had always been sympathetic with the operation’s goal, includ-
The agent in charge of the Majestic-20 cell on Europa is Calvin Colt,
ing AEGIS. Now well positioned within the AEGIS-UNISON task force
a middle-ranking AEGIS agent secretly loyal to the xenophobic con-
monitoring Europa security and provisions, their active efforts un-
spiracy. Colt doesn’t see his work with Majestic as a conflict of in-
dermine faith in Earth and slow the distribution of vital supplies.
terests with his AEGIS position, but rather an extension of his work,
As members of the defacto military authority, they are also well-
although he’s aware his superiors wouldn’t see it that way.
positioned to keep tabs on what happens at the alien settlement
and funnel information and technology to Majestic-20’s leadership Colt is the only person in the Majestic cell who knows the identi-
back on Earth. ties of every other member, and is paranoid around known mind-
readers because of it. To maintain his cover identity, Colt does not
The Majestic “cell” on Europa isn’t large—two dozen personnel at
have any Majestic tech with him on Europa, including their signa-
best—but they all believe their work is essential to safeguard Earth
ture anti-alien disruptors, relying instead on his AEGIS equipment.
(the United States in particular) from alien invasion. Right now, their
Colt is a definite candidate for Majestic’s Sentry Agent program, if
orders are simply surveillance on Starhaven and hamper settle-
he does well with this assignment. His short-term goal is to recover
ment efforts under red tap, though some enforcers have taken their
Preserver technology that can shield him from telepaths, but ulti-
mission further by escalating tense situations to violence. Earth
mately he wants to bring in Majestic agents in far greater numbers
authorities are currently unaware of Majestic’s infiltration, but both
and re-establish Earth control of the city.
the Smugglers Syndicate and Veil know about them. The Syndi-
cate holds on to the information as a valuable bargaining chip with
the Earthers, while Veil has begun subtly manipulating the Majestic AGENT CALVIN COLT PL 7
agents she’s aware of, heightening their existing paranoia and mis- STR 2 STA 2 AGL 2 DEX 2 FGT 5 INT 1 AWE 2 PRE 2
trust of all alien life. She hopes to create incidents that will drive a Equipment: Blaster Pistol (Ranged Damage 5), Commlink, Computer,
deeper wedge between Starhaven and Earth—ironically Majestic- GPS Receiver, Body Armor (Protection 2).
20s own goal.
Advantages: Benefit, Security Clearance (Falsified Security Clearances),
Majestic-20 can't call upon their full resources on the distant Jovian Close Attack 3, Defensive Roll 3, Equipment 3, Improved Aim, Improved
moon, and so they rely on stealth, subterfuge, and casual indoctri- Initiative, Power Attack, Quick Draw.
nation of other human agents and technicians. They have greater Skills: Athletics 4 (+6), Deception 6 (+8), Expertise: Aliens 6 (+7), Expertise:
expertise with alien technology than the average AEGIS or UNISON Black Ops 6 (+7), Insight 4 (+6), Intimidation 4 (+6), Investigation 4 (+5),
recruit, and can ensure strange finds or confiscated weapons Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Guns 4 (+6), Stealth
"vanish" on their way to evidence lockup. As a result, they have a 4 (+6), Technology 4 (+5), Vehicles 4 (+6).
far greater stockpile of weapons, artifacts, and robots than actual Offense: Init +6, Blaster Pistol +6 (Ranged, Damage 20), Unarmed +8
agents t make use of it—a problem Agent Colt and his leadership (Close, Damage 2).
hope to remedy by eventually working with Earth-based contrac- Defense: Dodge 7, Parry 7, Fortitude 5, Toughness 7/2, Will 7.
tors like Quasar Technology. Until then, the organization doesn't
Totals: Abilities 36 + Powers 0 + Advantages 14 + Skills 30 (60 ranks) +
have the bodies to throw away on dangerous encounters. They're
Defenses 15 = 95
more likely to deal with a crisis or confrontation by overloading
single agents with extraordinary gear to transform them into villain Complications: Motivation: Misguided Patriotism Agent Colt
archetypes like the Hybrid, the Jobber, or even the Jumped-Up believes he is doing what needs to be done for his country and world.
Nobody (see the Deluxe Gamemaster's Guide, pages 97, 103, and Obsession Like most of Majestic-20, Colt is obsessed with the threat of
alien invasion.
107) and present them as alien villains.

The Guide to Starhaven 45


MUTANTS & MASTERMINDS

THE REPUBLIC ALLIANCE office of Praetor, opinions vary). Justice will not be served until the
Star Khan is removed and all former Republic territory is regained.
The capitol world of Magna-Lor is dead, consumed by Collapsar, Even the most idealistic of the rebel faction realize this is an almost
such that not even rubble and dust survives, and the nation it once impossible goal, but they hold to it nonetheless, looking for ways to
ruled is fallen and conquered. But the embers of the Republic still strike at and weaken the forces of the Imperium.
flicker in the hopes of its survivors, who shelter and tend them in The originalist elements of the Alliance—made up primarily of ref-
hopes of rekindling the Lor Republic into a flame once again. Of ugees who fled the collapsing Republic to Earth—want to start a
course, the greatest challenge of those who still hold the spirit of new Republic, a Second Republic, with Starhaven as its seed. Their
the Republic is that its former body—as well as the history and ambition is to build and structure the settlement around the tradi-
wealth that represents—is now under the control of the Stellar Im- tions and ideals of the Lor Republic, knowing that it will be the work
perium, conquered by the Star Khan and held in his iron grip. of generations to build a new interstellar society, just as it was with
Starhaven changes things. Earth’s solar system is home to powerful the first Republic. Their focus is largely on the here and now, getting
heroes who have overcome the Star Khan in the past, and sits far Starhaven to the point of being a stable and self-sustaining settle-
enough outside of Imperium space that the Star Khan may not be ment.
inclined to send troops in force. For now. The settlement is the first For the time being, while the Republic Alliance pays a certain
real respite the Alliance has had since the fall of the Republic, and amount of lip service to the idea of resisting the Imperium, the
offers a chance to cultivate allies. originalist faction is very much in control and focused on Starhav-
The Alliance presence on Starhaven is mixed. Initially, it was primar- en. They do their best to keep the rebel faction in-line and prevent
ily made up of exiled Lor (and other species of the former Republic) them from bringing the Star Khan and his forces to Starhaven’s
who saw Starhaven as an opportunity to recreate the Republic-in- doorstep, but the street-corner forums throughout the settlement
exile, or to found a new version of the Republic. Since then, the set- echo with arguments and bold statements of defiance offered by
tlement has drawn some members of the Alliance from the fringe rebels, who claim the Star Khan’s reign will not last and that he will
of Imperium space, looking for a sanctuary. This has led to tension be brought down.
between the Starhaven “originalists” focusing primarily on rebuild-
ing the Republic from the ground-up and Alliance rebels who feel
they have been fighting against the Imperium from the very begin-
LEADERSHIP
ning while the people of Starhaven sheltered on Earth, relatively Prime Consul Tamira-Van rose to leadership of the Alliance based
safe from Star Khan’s forces. The rebels want to use Starhaven as on her previous experience within the Republic Senate and her
a base of operations to coordinate their ongoing rebellion against ability to forge coalitions based on common need and purpose.
the Imperium, while the originalists fear a greater rebel presence Senator Van’s arguments in favor of basing Starhaven’s new govern-
will simply bring the forces of the Star Khan down on them that ment on Republic society and tradition won support, partially due
much sooner. The originalists also point out that Starhaven is far to her effective oratory and at least partly due to their familiarity
from stable and self-sustaining, and that their focus must be on the compared to the radical options offered by other factions.
needs of the settlement and its people, not fighting a war that they
cannot possibly win in a far-off part of the galaxy. Now Senator Van’s Alliance must implement their vision and make
Starhaven a success, with more than just their political futures at
The New Republic Senate has a fair mix of resources for a nascent stake. Fortunately, the Senator is also well-acquainted with the
state, including extensive contacts and favors owed across the practical work of running things, and time spent helping organize
galaxy. Many sitting Senators won their seats because they escaped a refugee camp on Star Island has humbled her once “big picture”
their homeworlds with a great deal of wealth, and now many turn view of things and allows her to focus on immediate, practical
that wealth toward short-term fixes around the city in hopes po- needs. She is a true believer, having started her career as a Senato-
litical power will later return th investment. Others still hold valu- rial aid on Magna Lor. Her work has yet to dull her keen mind or
able secrets, such as blackmail they could wield against powerful break her optimistic spirit, but critics argue she's reaching for the
figures who betrayed the Republic for the Imperium as soon as it stars before checking that both feet are planted.
became convenient. But what the new nation truly lacks is access—
few ships survived the hard flight to Earth and most that remain PRIME CONSUL TAMIRA-VAN PL 6
are in the hands of private traders and smugglers. Fewer still have STR 0 STA 1 AGL 0 DEX 1 FGT 1 INT 2 AWE 2 PRE 3
the jump drives needed to travel beyond the Sol system. Starhaven
Equipment: Blaster Pistol (Ranged Damage 5).
prioritizes constructing new ships, but the process has been slow,
and so anyone with a ship (or a natural ability to fly through space) Advantages: Benefit 3: Republic Senator and elected leader, Connected,
has considerable pull with the government. Contacts, Defensive Roll 2, Equipment 2, Inspire, Leadership, Luck, Well-
informed.

GOALS Skills: Deception 4 (+7), Expertise: Politics 8 (+10), Insight 8 (+10),


Intimidation 2 (+5), Investigation 2 (+4), Perception 4 (+6), Persuasion 8
(+11), Ranged Combat: Guns 4 (+5).
The ultimate goal of the Republic Alliance is nothing less than the
rebirth and reconstruction of the Lor Republic, which stood for so Offense: Init +0, Blaster Pistol +5 (Ranged, Damage 5), Unarmed +1
(Close, Damage 0).
many centuries. There are differing opinions as to how they should
achieve that goal, however. The rebel elements of the Alliance con- Defense: Dodge 6, Parry 5, Fortitude 5, Toughness 3/1, Will 7.
sider themselves at war with the Imperium. They want to overthrow Totals: Abilities 20 + Powers 0 + Advantages 13 + Skills 20 (40 ranks) +
the Star Khan and reestablish the Republic Senate (and possibly the Defenses 19 = 72

46 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

THE SMUGGLERS SYNDICATE GOALS


“Anywhere there are needs to be fulfilled, there is the potential for The goal of the Smugglers Syndicate is simple: make as much profit
profit” is a universal law. In some corners of Starhaven, it’s the only as possible without getting caught. The wants and needs of many
law worth following. Desperation makes people easy to exploit, and of the inhabitants of Starhaven, along with certain segments of
those who can bring in the goods can live like Earth’s population, represent a potential
monarchs. Since their most profitable activi- gold-mine, and the Syndicate intends to
ties are in no way sanctioned by the authori- exploit it as much as possible. A few toy with
ties of Starhaven, the enterprising smugglers the idea of “going legit,” turning their wealth
of Starhaven have banded together for their and access into business or political assets,
mutual benefit, forming the new settlement’s but most are independent-minded captains
first criminal syndicate from the muscle, covert and pilots chasing the next big score.
pilots, and coyotes that kept the Star Island
camp functional. The Syndicate isn’t interested in Starhaven
politics except insofar is it affects business,
The Smugglers Syndicate is made up of sup- but most acknowledge that all-out war,
pliers of, at best, “gray market” goods and much less the destruction of Starhaven,
services, ranging from expensive luxuries to would not be good for business. Although
drugs and weapons, but also essentials like the Syndicate didn’t much influence the
finished goods and medical supplies that recent governmental elections, they’re
Earth restrict the import of. As a new settle- pleased with the outcome. The Republic Alli-
ment, Starhaven’s smugglers conduct most ance needs ties to the rest of the galaxy and
transactions by barter and favors, although won’t crack-down on smugglers as much as
various forms of Earth and Imperium cur- the Earth authorities or the Imperium sym-
rency trade hands as well. While the most focus pathizers might, so it suits the smugglers
on running alien goods to Earth and Earth well enough for the time being.
goods back, the Syndicate has already begun
forming a pipeline to sell and trade goods
outside of the solar system, against the restric- LEADERSHIP
tions imposed by authorities on both Earth
and Starhaven. The Smugglers Syndicate is a loose al-
liance, ostensibly run by a council of
The key resource for the Syndicate is trans- its most influential members. In reality,
portation. Most of the initial caravan fleet JINY "HEX-EYE" TAN-OSH however, Mama Kaiger (see page 50)
that brought refugees to Earth barely has nominally emerged as the “boss of
survived the trip, and were unfit for travel after. Those mechan- bosses” on Starhaven, daring anyone else to challenge the decision.
ics and captains who could keep their systems running provided After brutally putting down the first few challenges to her power,
vital supplies and communications, and built a powerbase off that the remaining captains quickly fell in line, and the Kaiger Clan
access. Today, the Syndicate has access to most of the city’s ships largely runs things. Still, what passes for loyalty among the smug-
and almost all of its armed vehicles, forming a rag-tag refugee flo- glers varies, some stick by Mama and think she will do well by them,
tilla that unofficially provides the backbone of the city’s defense. and others willing to sell-out their associates. Those who scheme
Most are little more than patched-together shuttles, not suited for or usurp Mama Kaiger know they can only do so by subterfuge, so
interstellar trips, but sufficient to make in-system runs within the things seem quiet for now.
solar system. This allows the smugglers to gather valuable cargoes
from Earth and bring them to Starhaven. In return, clients on Earth Mama Kaiger's chief rival for control of the Syndicate is Jiny Tan-
are happy to take various trinkets in trade: bits and pieces of alien Osh, the self-proclaimed jinx-queen of Sol. Formerly a ferocious
technology, things scavenged from the ruins of Starhaven, prehis- Mentat in service to the Republic, Tan-Osh was stripped of her
torical animals from the Green Zone (living or dead), crystals from power and branded with the "Traitor's hex" over her left eye after
the Facetwild, and more. The smugglers are always interested in selling defense secrets to the Imperium. Now "Hex-Eye," as she
potential trade goods, the rarer, more illicit, and potentially more prefers to go by, is an agent of chaos, happy to stir the pot if it en-
valuable, the better. riches her. She obsesses over using technology to recreate her lost
psionic powers—particularly her extraordinary probability-control
In addition to contraband from the Earth-Europa run, the Smug- abilities. Use the Mad Scientist archetype (Deluxe Gamemaster's
glers Syndicate occasionally ferries passengers who need to get Guide, page 110) for Tan-Osh, with an addition 8 ranks of Decep-
between Earth and Starhaven but cannot go through official chan- tion and Insight. She uses her technical expertise to supplement
nels or don’t want to wait weeks for an approved shuttle. The en- her small crew with robots and cybernetic implants.
terprising Syndicate has also begun to venture into trade with the
greater galaxy, experimenting with “drop-exchanges” of supply You can use the various Underworld Archetypes from the Deluxe
capsules on the outskirts of the solar system. The reputation of Gamemaster’s Guide to represent the members of the Smugglers
Earth (and its superheroes) keep interstellar criminals from simply Syndicate, applying appropriate alien templates to them or giving
swooping-in to seize the smugglers’ new territory, but the lure of some of them some alien feature or ability. Especially daring cap-
Earth and Europan contraband is of interest to the criminal under- tains might instead use Hero archetypes from the Deluxe Hero’s
world of the Imperium and other worlds. Handbook, particularly the Construct, Warrior, or Weapon Master.

The Guide to Starhaven 47


MUTANTS & MASTERMINDS

STARHAVEN CREATURES
The settlers of Starhaven are most definitely not alone on Europa. In
addition to the various animals of the Green Zone, there are other
creatures on the moon—or under its surface—creatures that may
NANOMORPH
A nanomorph is a collection of rogue nanites able to reconfigure
prove hostile to anyone intruding on their territory.
themselves into any form. In Starhaven, the nanomorph can rep-
licate the appearance of anything: a piece of machinery, debris,
THE BRYNE another creature, or even part of a larger structure like a door, wall,
or ceiling. It is drawn to study and imitate other creatures, but in the
The secretive Bryne are humanoid aquatic creatures that dwell deep absence of such stimulation can lay dormant for untold amounts
within the oceans below Europa’s surface, whose scaly bodies have of time. It is unclear whether there is just one nanomorph or mul-
adapted well to the lightless, frigid depths. Their chaotic minds both tiple ones in Starhaven, or even if multiple nanomorphs might all
protect them from psychic intrusion and serve as their most danger- be parts of the same collective “creature” or “technology.” It is also
ous weapon, psionically projecting mind-rending bolts of hallucina- unclear exactly who created the nanomorph and for what purpose.
tion or generating chaotic vertigo fields other creatures have trouble It is most likely Preserver technology—they are known for their
navigating. Their abilities also allow them to scramble the short- nanotech—possibly intended to study or imitate other creatures or
term memories, rendering the aliens effectively invisible unless they as a kind of “intelligent smart matter” able to shape itself into what-
engage in truly memorable activities like combat, and so for now most ever its creators needed or to study societies.
of residents of Starhaven remain ignorant of the churning danger far
below, and attribute missing citizens to the other dangers of the city. The nanomorph can reconfigure itself as a move action, redistribut-
ing its Variable points to any trait that comes from reshaping its body
While clearly not native to the moon, they are territorial and aggres- or imitating another creature or object. The nanomorph automati-
sive, seeing other sentiment minds as an intolerable psychic impu- cally allocates 1 rank (5 points) to the Morph effect when it imitates
rity to be cleansed. They see the settlement of Starhaven—and the something, taking on its appearance. The nanomorph only dupli-
re-opening of Seahaven in particular—as an affront. Their connec- cates physical traits, although it can improve its own physical traits
tion to the Preserver facility, for now, remains obsessive but mysteri- and even skills based on Strength and Dexterity. It can also allocate
ous, as they otherwise avoid the ruin. its Variable psoints to a powerful corrosive attack: Weaken Toughness
7 linked to Damage 7, allowing it to break-down and “consume” other
The Bryne are formidable minions who become even more dan-
matter. At the Gamemaster’s discretion, things “eaten” by the nano-
gerous in their element. They coordinate well in combat. To create
morph may have their molecular structures recorded by it, providing
more powerful Bryne leaders, apply their Aquatic and Alien Mind
the potential for them to be reassembled by similar nanotech later.
powers to hero templates like the Psychic and the Warrior.
This may allow tech-savvy heroes to restore the nanomorph’s victims.

THE BRYNE PL 6 (7 UNDERWATER) If the nanomorph has a personality, it is too cryptic for observers
STR 4 STA 5 AGL 4 DEX 0 FGT 6/8* INT –2 AWE 3 PRE 1 to learn. It acts intelligently, able to react to its surroundings and
Powers: Alien Mind Immunity 30 (Will Effects; Limited to Half Effect), to plan and make decisions, but it does not communicate, even in
Immunity 1 (Bryne Psionics); Aquatic Enhanced Fighting 4 (Limited to forms capable of speech. Its sole purpose appears to be to stalk,
Underwater), Immunity 3 (Drowning, Environmental Cold, Pressure), study, and imitate other creatures. The nanomorph’s distributed
Senses 5 (Communication Link [Bryne], Darkvision, Vision Counters computer brain makes it highly resistant to mental powers and at-
Illusion), Swimming 6 (30 MPH); Claws Strength-Based Damage 1 tempts to interact with it. It does appear to have a sense of self-
(Improved Critical); Psionic Projection Array (16 points) Concealment preservation, and tries to escape harm or almost certain destruc-
10 (All Senses; Blending), Environment 2 (60 feet; Impede Movement 2, tion, although it doesn’t appear to feel fear or pain as such.
Visibility –5), Perception Range Damage 4 (Alternate Resistance: Will).
Advantages: Improved Critical (Claws), Teamwork, Tracking.
For a more powerful nanomorph, use the Mimic villain archetype
(Deluxe Gamemaster's Guide, page 121)
Skills: Athletics 3 (+7), Expertise: Survival 8 (+6), Perception 4 (+7), Stealth
3 (+7).
NANOMORPH PL 7*
Offense: Init +4, Claws +6/8* (Close, Damage 5; Crits 19-20), Psionic Blast STR 0 STA 8 AGL 0 DEX 0 FGT 0 INT 0 AWE 0 PRE 0
— (Perception, Damage 4), Unarmed +6/8* (Close, Damage 4).
Powers: Alien Mind Immunity 30 (Will effects, limited to half effect);
Defense: Dodge 4, Parry 6/8*, Fortitude 5, Toughness 5, Will 6. Nano-Construct Immunity 30 (Fortitude effects); Shapeshift Variable 15
Totals: Abilities 42 + Powers 52 + Advantages 2 + Skills 9 (18 ranks) + (75 points; Move Action).
Defenses 3 = 108 Advantages: Close Attack 6, Ranged Attack 6.
Complications: Disorganized A psionic plague wracks the collective Offense: Init +0, Unarmed +0 (Close, Damage 0).
minds of the Bryne, preventing them from organizing or fully developing
their psychic powers. This can manifest as aggression, unpredictable Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 8, Will 0.
behavior, or distractibility. Speechless The Bryne can’t read or speak Totals: Abilities 16 + Powers 165 + Advantages 12 + Skills 0 + Defenses
and don’t seem to understand any psychic messaging beyond their own 20 = 213
communications link.
*The nanomorph is PL 8 as described, but its Shapeshifting power can
*while underwater increase its traits to whatever PL limit the GM chooses.

48 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

NORQUIL SHARDSPINNERS
Norquils are massive, interstellar animals resembling Earth whales, Hidden among the other crystal growths of the Facetwild, shards-
that travel across the universe in pods of 2-3 dozen. They can grow pinners are segmented, multi-limbed crystalline creatures, similar
to be hundreds of feet long; with streamlined bodies, two dorsal to giant crystal arachnids. While standing still, their limbs folded,
fins, wedged tails, and additional fins along their multicolored they appear to be just a jumble of other stones… until they move. A
bellies. The creature’s ventral surface emits a bright aurora when shardspinner can “spit” either showers of sharp crystalline shards or
they fly through space, particularly after feasting on their diet of a cluster of “liquid” living crystal that works like a covet crystal trap
planetary gases. Males also have long, spiraled horns which they (previously). It’s unclear what, if anything, shardspinners subsist
use in challenges with one another and to tear holes in attackers, upon or their purpose in attacking creatures that intrude on their
including the ships of those who hunt them. Norquils are naturally territory, but their purposes sometimes drive them to explore the
capable of faster-than-light travel and some activists claim that rest of Europa's frigid surface.
original FTL engines were based off the animals’ powers. A small
pod of Norquils lives near Jupiter and can occasionally be seen in SHARDSPINNER PL 8
the night sky by the denizens of Starhaven. STR 8 STA 8 AGL 4 DEX 0 FGT 8 INT – AWE 2 PRE –
Powers: Crystal Camouflage (Concealment 4, All Visual Senses; Passive);
While not sapient, norquils are clever, curious, and work well as a
Crystal Spinning Cumulative Ranged Affliction 8 (Resisted by Dodge,
pod. They quickly learn to identify threats like poachers, but also to
Overcome by Damage; Hindered and Vulnerable, Defenseless and
recognize friends who have aided them in the past. Immobilized; Extra Condition; Limited Degree), Alternate Effect: Crystal
Shards Ranged Damage 8 (Multiattack); Crystalline Form Immunity 30
NORQUIL PL 10 (Fortitude Effects),Growth 8 (Permanent; Innate); Scuttling Movement 4
STR 14 STA 14 AGL 3 DEX –3 FGT 4 INT –1 AWE 2 PRE –3 (Environmental Adaptation: Facetwild, Sure-footed 1, Wall-crawling 2);
Powers: Aurora Abdomen Perception Area Affliction 10 (Resisted by Shard Senses Senses 4 (Darkvision, Radius Ranged Touch).
Fortitude, Visually Impaired, Visually Disabled, Visually Unaware); Horn Skills: Perception 6 (+8), Ranged Combat: Crystal Spitting 8 (+8), Stealth
Strength-based Damage 2 (Penetrating 8); Space Mammal Growth 6 (+2).
12 (Innate, Permanent), Immunity 10 (Life Support), Movement 3
Offense: Init +4, Crystal Shards +8 (Ranged, Affliction 8 or Damage 8),
(Environmental Adaptation: Zero Gravity, Space Travel 2: Other Solar
Unarmed +8 (Close, Damage 8).
Systems), Protection 2, Flight 6 (120 MPH); Space Senses Senses 5
(Accurate: Hearing, Darkvision, Ultra-hearing) Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 8, Will 2.
Skills: Close Combat: Unarmed 2 (+6), Perception 8 (+10) Totals: Abilities 8 + Powers 88 + Advantages 0 + Skills 10 (20 ranks) +
Defenses 12 = 118
Offense: Init +3, Aurora Abdomen — (Perception, Affliction 10), Horn +4
(Close, Damage 16), Unarmed +6 (Close, Damage 14).
Defense: Dodge –3, Parry –2, Fortitude +14, Toughness +16, Will 6
Totals: Abilities 12 + Powers 68 + Skills 5 (10 ranks) + Defenses 4 = 89

PIROUETTE
Affectionately referred to as "snow pirhanas," piouettes are one
of the strange creatures that survive on Europa. The small, de-
ceptively cute pack hunters use their white fur to blend into
snowfields, where they sap minerals from the soil. When
they sense a meal, they electrify their silicon hair into razor-
sharp quills and spin at high speed. Ultimately, they don't
need to kill their prey, just spill new minerals on the snow.

PIROUETTE PL 3
STR –3 STA 0 AGL 2 DEX –3 FGT 2 INT –4 AWE 2 PRE –2
Powers: Dance of Death Reaction Damage 3 (Multiattack,
Penetrating; Sustained), Protection 4 (Sustained), Senses 2 (Radius
Vision [Sustained]); Europan Life Immunity 4 (Environmental
Cold, Radiation, Suffocation), Senses 3 (Darkvision, Ultravision)
Skills: Close Combat: Dance of Death 1 (+3), Perception 2 (+4),
Stealth 5 (+7)
Offense: Init +2, Bite +2 (Close, Damage –3), Dance of Death +3 (Close,
Damage 3 [multiattack])
Defense: Dodge 2, Parry 2, Fortitude 4, Toughness 4/0*, Will 2
Totals: Abilities -12 + Powers 29 + Advantages 0 + Skills 4 (8 ranks) +
Defenses 4 = 25
* without Dance of Death

The Guide to Starhaven 49


MUTANTS & MASTERMINDS

MAMA KAIGER
Real Name: Maramal des’Kaiger Already a smuggler on her homeworld, Maramal applied her exper-
Occupation: Crime Lord, Smuggler tise, piloting skills, and significant muscle to skirting AEGIS patrols
Base: Drekport and the Drafsnarl to provide alien luxuries to anyone on Star Island with money to
spend. She ran afoul of Earth heroes, but between providing the
comforts of home to the most prominent members of the Star
The Lor Republic interdicted the planet Dantara for over two Island community and alien weapons various Earth factions, she re-
centuries, and Maramal des’Kaiger is a shining example of why. peatedly slipped through the system and returned to her routines.
Descended from shark-like land predators, Dantarans are tough Her poor planning and communication skills limited how large her
and aggressive, and their adaptive physiology means they most operation could grow despite her skills and contacts.
develop super-powered mutations on contact with alien atmo-
spheres. Dozens of ne’er-do-wells ran the shattered blockade in the When her Dantaran mutation finally manifested during a fight with
short window between the Republic’s fall and the Khanate arriving Victorian Atom, Maramal realized she could “grow” her own syndi-
to restore order, and somehow Maramal lost herself in the crush of cate of blindly-loyal enforcers. Her plans began to expand as the
refugees fleeing to Earth. relocation to Starhaven began, and Kaigel used the confusion to
generate dozens of false identities for her new clan to facilitate their
smuggling and infiltration work. Operating both at the founding of
Starhaven and the last vestiges of the Star Island refugee center,
she became a defacto power more by being the first on the scene
than through any grand insight. “Mama” Kaiger, as she now goes by,
has nonetheless held onto her position as the city’s premiere black
marketeer and fence with enough ferocity to make any challengers
think twice.

Standing over nine feet tall and solidly built, the blue-skinned ma-
triarch of the Kaiger Clan is a terrifying sight to most locals. On her
homeworld, Maramal was considered highly attractive and she’s
never shed that personal bias, dressing fashionably (with shawls
and cardigans tailored to conceal her clone-producing cysts) and
carrying herself with the air of a woman accustom to getting what
she wants. As a gun-runner, she has access to a variety of firearms
from Earth and beyond and has no problem bringing anything from
derringers to rocket launchers out in a knife fight.

POWERS & ABILITIES


Dantarans are physically imposing and possess a natural bio-elec-
tric sense that helped their ancestors hunt prey even in the long
nights of their cloudy homeworld. In addition to her phenomenal
size and strength—Maramal is powerfully built even by Dantaran
standards—Mama Kaiger can “bud,” growing miniature clones
of herself in cysts. She can tinker with their developing genetics
enough to impart different talents and proclivities, but they are
invariably “chips of the old block,” sharing her appearance and
personality. Most of her clones are fragile, but after a fiery crash,
Kaiger discovered her psyche hops to her nearest daughter upon
her death, who then matures into her statuesque form.

Most Kaiger Clan clones are simple-minded and direct like their
mother, but Maramel's current "gifted daughter" is Sofi, who shows
an extraordinary intellect. Perpetually, eerily calm, she managers
many of the Smuggler Syndicate's business dealings, and excels at
commanding her "idiot sisters."

PERSONALITY
Mama Kaiger is a blue-collar girl playing at white-collar prestige,
surrounded by yes-men she can mold to almost any purpose. She
has a desk and a nice home now, and her folksy accent with mis-

50 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

MAMA KAIGER PL 11
STR STA AGL DEX FGT INT AWE PRE
8 11 1 3 8 0 3 1
POWERS OFFENSE
Big 'un: Growth 4 (Permanent; Innate) • 9 points INITIATIVE +1
Dantaran Physiology: Enhanced Awareness 2, Enhanced Stamina 4, Blaster Pistol +10 Ranged, Damage 5
Enhanced Strength 4, Protection 4 (Impervious 8), Senses 6 (Accurate
Blaster Rifle +10 Ranged, Damage 8
Acute Radius Ranged Bioelectric Sense) 2 • 38 points
Kaiger Clan: Summon 5 (Active, Mental Link, Multiple Minions 5 Rocket Launcher +10 Ranged, Burst Area Damage 10
[32 minions], Sacrifice, Broad Type [Modified Clones]) • 77 points Unarmed +12 Close, Damage 8

EQUIPMENT DEFENSE
Blaster Pistol, Blaster Rifle, Commlink, Limousine, Rocket Launcher, Space DODGE 4 FORTITUDE 11
Shuttle, Urban Fortress
PARRY 6 TOUGHNESS 15
SKILLS WILL 11

Athletics 3 (+11), Expertise: Economics 5 (+5), Expertise: Streetwise 10 (+10), POWER POINTS
Intimidation 6 (+9), Persuasion 5 (+6), Sleight of Hand 5 (+8), Technology 2
(+2), Vehicles 8 (+11) ABILITIES 34 SKILLS 21
POWERS 124 DEFENSES 13
ADVANTAGES
ADVANTAGES 49 TOTAL 241
Close Attack 4, Connected, Daze (Intimidation), Diehard, Equipment 28,
Fast Grab, Improved Grab, Improvised Weapon 2, Power Attack, Ranged
Attack 7, Second Chance: Resisting Poison, Weapon Break COMPLICATIONS
Motivation—Respect: Kaiger is in the game for money, but first and
foremost she sees herself as a self-made crime lord and wants to be
TYPICAL KAIGER CLAN PL 6 respected for that accomplishment.
STR 4 STA 4 AGL 1 DEX 3 FGT 4 INT 0 AWE 2 PRE 0
Power Loss: Mama Kaiger's cloning ability relies on growing her
Powers: Dantaran Physiology Enhanced Awareness +2, Enhanced duplicates inside her own flesh. In an emergency, this only takes a few
Stamina +4, Enhanced Strength +4, Protection 4 (Impervious 8), Senses 6 minutes and she normally keeps a dozen clone-cysts on "standby" to
(Accurate, Acute, Radius Ranged Detect Bioelectricity). release immediately, but destroying the cysts before they hatch prevents
her from creating minions.
Equipment: Blaster Pistol.
Temper: Mama Kaiger is easily goaded to physical violence—particularly
Advantages: Close Attack, Equipment 2, Improvised Weapon, Interpose. when her appearance is insulted or she loses a favored clone—and when
lost in her rage will happily toss aside modern technology to rip enemies
Skills: Expertise: Streetwise 4 (+4), Intimidation 4 (+4), Ranged Combat: apart with her claws and teeth.
Blasters 3 (+6), Stealth 2 (+3), Technology 4 (+4), Vehicles 4 (+7).
Offense: Init +1, Blaster Pistol +6 (DC 20), Grab +5 (DC Spec 14), Throw +3
(DC 19), Unarmed +5 (DC 19). SOFI PL 5
Defense: Dodge 2, Parry 4, Fort 6, Tou 8, Will 4. STR 2 STA 2 AGL 1 DEX 1 FGT 0 INT 5 AWE 5 PRE 3
Totals: Abilities 16 + Powers 38 + Advantages 5 + Skills 11 (21 ranks) + Powers: Dantaran Physiology Enhanced Awareness +2, Enhanced
Defenses 5 = 75 Stamina +4, Enhanced Strength +4, Protection 4, Senses 6 (Accurate,
Acute, Radius Ranged Detect Bioelectricity).
used vocabulary betray much humbler origins. Far from sensitive, Equipment: Smartphone, 3 additional points.
she’s happy to let everyone around her assume she’s dumb when
it gives her the upper hand or makes them easier to manipulate; Advantages: Equipment 1, Inspire 2, Luck, Set-up, Speed of Thought,
Well-informed
she can always grow a few clever daughters if she ever needs book-
smarts. Blunt, crass, and overbearing, Maramal is nonetheless one Skills: Deception 8 (+11), Expertise: Business 6 (+11), Expertise: Streetwise
of Starhaven’s best pilots and one of its most physically intimidating 2 (+7), Insight 6 (+11), Intimidation 2 (+5), Persuasion 6 (+9), Technology 7
residents. (+12), Vehicles 1 (+2)
Offense: Init +5, Unarmed +0 (Close, Damage 2)
Mama Kaiger’s “daughters”—the Kaiger Clan—makes up the core
of her syndicate. Most of her girls are generalists who take after the Defense: Dodge 1, Parry 0, Fortitude 2, Toughness 6, Will 6
original, and Maramal takes pride in naming each one despite their Totals: Abilities 18 + Powers 30 + Advantages 7 + Skills 19 (38 ranks) +
fragile and easily-replaced nature. The crimelord is especially proud Defenses 1 = 75
of her “gifted kids,” those daughters she grows to be most intelli- Complications: Ambition While genetically loyal to her mother, Sofi
gent, more brutal, or more beautiful to tackle specific assignments, longs for freedom from Mama Kaiger's petty crime family and dabble in
and injuring or destroying one of these girls is one of the sure-fire real powers like business and politics. Imperfect Sofi's body is more frail
ways of earning the easygoing villain’s ire. than her sisters' and is beginning to degrade.

The Guide to Starhaven 51


MUTANTS & MASTERMINDS

PUPIL
Real Name: Damaris Geral in search of knowledge, but for a weapon he could bring to the gov-
Occupation: Archeologist, High Priest ernment in exile. His search brought him to Starhaven, the current
Base: Unknown sanctuary of the Lor Republic as well as an unspoiled Preserver site.

For weeks he searched the Wings and the Green Zone, following a
Damaris Geral began life as a Lor archeologist who specialized in re- trail that eventually led to his destiny. Damaris found his way into a
verse-engineering Preserver technology. For years, he explored the Preserver lab, dedicated to the modification of terrestrial lifeforms.
far reaches of the Republic, cataloging the sites and relics he could There he met Chrysalis, the malfunctioning A.I. in charge of the fa-
find with an almost religious zeal. His work was viewed as radical cility. Chrysalis trapped Damaris in one of her modification pods,
by his peers, but he acquired a reputation as a dashing adventurer. breaking his body down at the cellular level and transforming him
That all changed with the fall of the Republic. into a new lifeform. Damaris was no longer Lor, he was something
bigger, the first Child of Chrysalis.
He was in the middle of an excavation when news of the Imperium’s
invasion came. Like so many others, Damaris became a refugee, but Chrysalis filled his fractured mind with her prime directive: to
he didn’t let that stop his work. For years he roamed the galaxy; not modify organic beings. Damaris, now calling himself Pupil, returned
to Starhaven and began growing the Children of Chrysalis. He used
promises of Preserver enlightenment, and a little mind control, to
convince desperate refugees to join his cause. Pupil loaded the
most radical into the pods, turning them into terrifying monstrosi-
ties. The others he tasked with bringing more supplicants to the
cult. The Children of Chrysalis scheme in the shadows of Starhaven,
hoping to bring the light of Preserver wisdom to every citizen of
their new home.

Pupil is a tall humanoid with a stocky torso, and lanky limbs. His
slimy skin is pale lavender, and glows with pale blue sigils. He wears
a regal white cape and light body armor on his chest and shoul-
ders. Two chitinous arms dangle from his stomach, seemingly with
a mind of their own. He carries a staff into battle, a gift from Chrysa-
lis for his business in Starhaven.

POWERS & ABILITIES


As a cult leader and an expert in Preserver technology, Pupil has
many tricks up his non-existent sleeves. His staff allows him to
modify the biological traits of his opponents, rewriting their genetic
code mid-combat. He prefers to use this gift on his followers, grant-
ing them superhuman strength, durability, or just a ton of tentacles,
but won’t hesitate to turn an enemy into a gibbering puddle of pri-
mordial soup. Pupil’s status as Chrysalis’ chosen gives him minor
telepathic abilities, which he uses to coordinate his subordinates as
well as influence the minds of lesser sentients. His insect arms are
deceptively strong, pinning targets in place for a transformation
or slicing through them if they get too close.

PERSONALITY
Pupil is a man driven to fulfil the wishes of his god, in this case a mal-
functioning millennia old artificial intelligence. He can be persua-
sive, almost charming when he wants to be. The Children see him
as their enlightened teacher. They’ve cast him as a messianic figure,
bringing peace to the terrified residents of Starhaven, whether they
like it or not. Pupil is quick with a sermon, and never gives up on
a potential convert. Despite his transformation, he does still have
access to Damaris’ considerable intellect, and he is always on the
lookout for new Preserver technology he can recover for Chrysalis.
One day, he will repair her damaged subroutines, and deliver her
directive through the cosmos.

52 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

PUPIL PL12
STR STA AGL DEX FGT INT AWE PRE
2 6 1 2 3 9 4 6
POWERS OFFENSE
Chitinous Arms: Extra Limbs 2 • 2 points INITIATIVE +9
Personal Modifications: Immunity 10 (Life Support), Regeneration 5 Disintegration Ray +12 Ranged, Damage 12
(Every 2 rounds) • 15 points
Genetic Annihilation +12 Ranged, Affliction 12
Preserver Staff: 75 points, Removable (–30 points) • 45 points
Unarmed +3 Close, Damage 2
Gravity Control: Flight 5 (60 MPH) • 10 points
Force Field: Sustained Protection 6 (Impervious) • 12 points DEFENSE
Offensive Settings: Array (50 points) DODGE 12 FORTITUDE 8
• Biomodification Ray: Ranged Variable 5 (Organic Mutation; Move
PARRY 10 TOUGHNESS 12/6*
Action, Affects Others) • 50 points
WILL 16 *without Force Field
• Disintegration Ray: Ranged Damage 12 (Penetrating) • 1 point
• Genetic Annihilation Ray: Progressive Ranged 12 (Impaired, POWER POINTS
Disabled, Incapacitated; Resisted by Fortitude) • 1 point
ABILITIES 66 SKILLS 37
• Rejuvenation Ray: Ranged Healing 12 (Persistent) • 1 point
POWERS 60 DEFENSES 32
SKILLS ADVANTAGES 11 TOTAL 206
Deception 2 (+8), Expertise: Archaeology 7 (+16), Expertise: Biology 5
(+14), Expertise: Preserver Lore 9 (+18), Insight 8 (+12), Intimidation 4 COMPLICATIONS
(+10), Investigation 3 (+12), Perception 6 (+10), Persuasion 8 (+14), Ranged
Combat: Preserver Staff 10 (+12), Technology 9 (+18), Treatment 3 (+12) Motivation—Fanatic: Geral is a true believer and genuinely expects all
organic life in the universe to end unless he and Chrysalis can evolution
into the until weapon.
ADVANTAGES
Hodgepodge: Pupil's genetic code is a patchwork of other species's
Eidetic Memory, Improved Grab, Improvised Tools, Inspire 3, Inventor, chromosomes. At this point he requires regular maintenance from his
Leadership, Skill Mastery: Expertise: Preserver Lore, Speed of Thought, staff of Chrysalis's machinery to keep his body together.
Teamwork, Well-informed
CHRYSALIS MONSTROSITY PL 8
TYPICAL CHRYSALIS CULTIST PL 4 STR 6/2* STA 6/2* AGL 2 DEX 1 FGT 6 INT 0 AWE 2 PRE 1
STR 2 STA 4 AGL 1 DEX 1 FGT 4 INT 1 AWE 0 PRE 2
Powers: Bio-Organic Weapon: Chitinous Protrusions Strength-based
Powers: Mental Link to Chrysalis Communication 2 (Mental Link to Damage 4, Movement 2 (Wall-crawling 2), Protection 4 (Impervious 10),
Other Children, 1 mile; Subtle); Sample Biological Upgrades: Chameleon Regeneration 10 (Every round), Size-Change Growth 4, Speed 3 (16
Skin Concealment 4 (All Visuals Senses, Blending), Claws: Strength-based MPH), Tentacles Extra Limbs 4 (4 extra limbs)
Damage 2 (Penetrating 2), Paralytic Touch Close Affliction 4 (Resisted
Advantages: All-out Attack, Fearless, Improved Grab, Improved Hold,
by Fortitude, Dazed, Stunned, Paralyzed), Predatory Senses Senses 4
Move-by Action, Power Attack
(Accurate, Acute, Tracking Smell), Wings Flight 4 (30 MPH, Wings)
Skills: Athletics 2 (+8/4*), Close Combat: Grab 2 (+8), Intimidation 5
Advantages: Equipment 2, Teamwork
(+8/6*), Ranged Combat: Throw 5 (+6)
Skills: Athletics 3 (+5), Expertise: Biology 3 (+4), Intimidation 3 (+5),
Offense: Init +2, Chitinous Protrusions +6 (Close, Damage 10/6*), Throw
Perception 3 (+3), Ranged Combat: Firearms 2 (+3), Stealth 2 (+3)
+6 (Ranged, Damage 6/2*), Unarmed +6 (Close, 6/2*)
Offense: Init +1, Blaster Pistol +3 (DC 20), Claws +4 (DC 19), Paralytic
Defense: Dodge 4/6*, Parry 6/8*, Fortitude 10/6*, Toughness 10/6*, Will 5
Touch +4 (DC 14 Fort), Unarmed +4 (DC 17)
Totals: Abilities 32 + Powers 47 + Advantages 5 + Skills 7 (14 ranks) +
Defense: Dodge 4, Parry 4, Fort 5, Toughness 4, Will 2.
Defenses 13 = 104
Totals: Abilities 30 + Powers 17 + Advantages 3 + Skills 8 (16 ranks) +
*Without Growth
Defenses 6 = 64

CULTISTS CHRYSALIS MONSTROSITY


Chrysalis cultists hail from across the galaxy and a dozen different Not all cultists take to Chrysalis's transformations well, or suffer
species, but share the common element of disenfranchisement. under repeated transformations until their DNA ca no longer hold
They are people who lost everything, or never had anything to itself together. These poor souls—the Ascended, as Pupil calls
begin with, who found community and hope in Pupil's words. The them—twisted and change erratically, developing new features in
fact that his support comes with bizarre genetic transformations response to dangers or emotions. The cult keeps their monsters far
rarely dissuades them—in their mind, the changes bring them in from public eye, but praises them for their spiritual journey.
line with the Preserver's ultimate vision.

The Guide to Starhaven 53


MUTANTS & MASTERMINDS

VEIL
Real Name: Rana Vayle She practiced and experimented in secret, developing and honing
Occupation: Administrative Assistant, Agent Provocateur her powers and potential. Then Rana used them to reinvent herself
Base: Central District and work her way into the bureaucracy of the Khanate and, from
there, into its intelligence service. Her uncanny ability to blend
into the background made her an ideal undercover agent and
Rana Vayle was born and raised within the Stellar Khanate, the she quickly went from analyst to field agent. Unlike some of the
systems controlled by the Star-Khan. A foundling, Rana was showboats of the intelligence service, Vayle was quiet, efficient,
always fairly plain and unremarkable, the type who blended into and effective. She didn’t care for glory, only the credit—and the
the background, and that is likely what saved her. For while Rana advancement—that was her due. Her more flamboyant rivals were
appeared human, like her adoptive family, she is not. However, prone to making mistakes, letting their feelings get the better of
she instinctively used her considerable psionic talents to conceal them, a potentially fatal problem in their line of work.
herself behind a veil of illusion and disregard. This was fortunate,
since otherwise her mental gifts would have meant enforced Following the fall of the Lor Republic, Rana found herself assigned
servitude to the state and the Star-Khan, like other mentats. Rana to infiltrate refugee groups fleeing the chaos after the destruction
swore that would not be her fate. of Magna-Lor and the Star-Khan’s invasion. She connected with a
group making their way to the Earth system, and maintained
surveillance and a cover identity as a Lor refugee during their
long sojourn on Star Island. She noted the similarity of her
name to the English word “Veil” and, enjoying the coincidence,
sometimes uses it as a cover or code-name. Vayle briefly
considered defecting and going independent on Earth, but
the notion of spending the rest of her life on such a primitive
backwater soured the idea. She was about to abandon the
refugees and look for a way to return to the Imperium when
the opportunity of Starhaven opened up.

Vayle quickly saw its potential and began maneuvering into


position. She cultivated Sun-Ren, a once wealthy Lor “man of
the people” as a figurehead for a pro-Imperium movement,
painting it as the “stabilizing force” that had actually saved
Lor civilization from complete collapse, and the sole galactic
civilization there was to return to in order to escape from the
human primitives on Earth and other threats like the Grue. Now
as Sun-Ren’s “assistant” Vay-La, she moves unnoticed through
Starhaven, sowing the emotional seeds of doubt, fear, longing,
and submission to authority that will mold the colonist’s hearts
and minds to where they will not only welcome the Star-Khan
when he comes, but will invite him in themselves.

For now, Veil's tactics are slow and subtle. She specializes in
feeding dissident groups, stoking conspiracy theories, and
blunting official response until civilizations tear themselves
apart and welcome the Imperium to restore order, and she
is very, very good at her job. She accomplishes almost all her
goals behind a borrowed face—easier to lay the blame for her
actions on her very real enemies, after all—using her disguises
and mind control. Only when a task requires her personal
attention does she revert to her natural form and fall back
on her agent training to see to assassinations, sabotage, and
thefts personally.

POWERS & ABILITIES


Vayle is a mentat with certain psionic abilities: She can
generate ectoplasm to psychically conceal her features and
disguise herself as other people, with the layer of solid psionic
flesh even fooling cameras and other technological sensors
normally immune to psychic disguises. Her subtle mind control also

54 The Guide to Starhaven


CHAPTER 2: THE SINISTER SECRETS OF STARHAVEN

VEIL PL8
STR STA AGL DEX FGT INT AWE PRE
1 1 3 3 6 2 3 3
POWERS ADVANTAGES
Psychic Deception: Array (12 points) Benefit (Cipher), Connected, Contacts, Daze (Deception), Defensive Roll 2,
Equipment 5, Evasion, Fascinate (Deception), Improved Initiative, Inspire 3,
• Illusory Disguise: Morph 3 (humanoids) • 12 point
Leadership, Ranged Attack 5, Set-up, Well-informed
• Psychic Invisibility: Concealment 10 (Resisted by Will) • 1 points
Psychic Projection: Array (26 points) OFFENSE
• Mental Domination: Cumulative Perception Range Affliction 6 INITIATIVE +7
(Resisted and Overcome by Will; Dazed, Compelled, Controlled;
Twin Pistols +8 Close, Damage 4–8
Insidious, Subtle) • 26 points
• Crowd Influence: Cumulative Perception Area Affliction 6 (Resisted Crowd Influence — Area, Affliction 6
and Overcome by Will; Dazed, Compelled, Controlled; Insidious, Mental Domination — Perception,Affliction 6
Perception [Hearing], Subtle) • 1 point
Unarmed +9 Close, Damage 6
• Psychokenesis: Move Object 6 (3,200 lbs;Perception Range, Subtle)
• 1 point DEFENSE
Prism Projector: 8 points, Removable (–2 points) • 6 points
DODGE 10 FORTITUDE 7
Holographic Displacement: Concealment 4 (Visual), Enhanced
PARRY 10 TOUGHNESS 5/3*
Advantage 1 (Redirect), Quirk 1: Only Duplicates and Displaces) • 8
points WILL 9 *without Defensive Roll

EQUIPMENT POWER POINTS


Twin Light Blasters (Concealable; Ranged Damage 8 (Split), Survival Suit ABILITIES 44 SKILLS 22
(Protection 2, Immunity [Life Support])
POWERS 47 DEFENSES 23

SKILLS ADVANTAGES 27 TOTAL 163

Athletics 4 (+5), Deception 8 (+11), Expertise: Politics 6 (+8), Insight 8 (+11), COMPLICATIONS
Investigation 4 (+6), Perception 4 (+7), Stealth 4 (+7), Technology 2 (+4)
Motivation—Survival: While Vayle is loyal enough to the Imperium,
she is ultimately motivated by her own survival. She makes herself
lets her project a blanket of unimportance, allowing her to blend in indispensable to avoid the dark fate awaiting so many other mentats.
as an unnoticeable “background person” or place herself “outside” Secret: If Vay-La's psychic abilities were ever connected to her secret
of others’ perceptions so they don’t notice her at all. She can also identity, it would greatly compromise her access to the city's politicians.
use her ectoplasmic filaments to lift and manipulate objects at a
distance in a rudimentary psychokinesis. and Set-up advantages to help out her thralls and hirelings, often
unseen from the background.
But Veil's true gift is in the quiet manipulation of others' emotions.
She can cause people to act impulsively or irrationally, or inspire
sudden fear, depression, or desire to provoke very specific
responses. Vayle’s emotional manipulation is both Insidious and
PERSONALITY
Subtle, allowing her to use it over longer periods of time to “stoke” Born in a harsh culture, Rana Vayle became a cold-hearted
emotions and direct them towards her ends. manipulator to survive, and enjoys the power and independence
her detachment provides. The fate of mentats within Zultasian
In addition to her psionic powers, Vayle is a trained infiltrator, spy, culture—and now within the Imperium as a whole—taught her
and provocateur. She is a stealthy infiltrator even without her that only the ruthless endure, and must dominate the weak, and
psychic abilities, and wields a deadly pair of blaster pistols that she is as ruthless as they come. She maintains a half-dozen legal
transform into unremarkable hip ornaments when not in use. Years identities, including Lor and humans. If captured, she can swap
ago she stole an antique “prism projector” that allows her to create between barbed threats and sob stories with a dancer's grace, and
multiple holographic duplicates of herself. This effectively acts as uses her disguises to only further confuse her identity.
the Concealment effect, but only provoking a penalty to hit or
target her; Vayle often loops her holographic duplicates over other While she prides herself on her success and is ambitious in her
combatants, so any attack that misses her can easily Redirect to service to the Imperium, Veil’s primary concern is always herself and
strike another creature. the security that power and position can grant her. If circumstances
turn against her, she will retreat to fight another day. No one else
Veil's power level is deceptive. She isn't much of a threat in a direct matters-—not peasants, soldiers, or kings—she'll sacrifice anyone
confrontation, but the spy exerts considerable “soft” power. She to push ahead or survive another day. She’s pragmatic rather than
can pull strings behind the scenes to direct authorities and terrorist patriotic, caring little about the Imperium other than clawing her
groups against her enemies. In combat, uses her Inspire, Leadership, way to the top of it, while remaining a power behind the scenes.

The Guide to Starhaven 55


MUTANTS & MASTERMINDS

Chapter 3
Siege of Starhaven

Siege of Starhaven
Suggested PL: 10
SECRET ORIGINS
Starhaven is in a precarious situation. The hero Daedalus, alongside
Required Books: M&M Deluxe Hero’s Handbook, agents from UNISON and AEGIS, has carved out a relatively safe
M&M Deluxe Gamemaster’s Guide space for settlement and the population has grown enough that
Suggested Books: Cosmic Handbook they’ve held local elections. The Republic Alliance won those elec-
tions by a narrow margin and has been taking steps to consolidate
their influence and establish relations with the wider galactic com-
Starhaven is a place of endless opportunity and abundant danger. munity, a move which has brought in added resources, but attract-
The home of thousands of refugees fleeing the collapse of a millen- ed the attention of other forces. Ko-Nan Bloodravager, daughter
nia old republic and the formation of a terrifying imperium. Eyes of the Star-Khan, is one such force.
from across the galaxy are focused on Starhaven, eager to make use
of its citizens, its ancient Preserver technology, and its close proxim- Ko-Nan has spent her entire life trying to earn legitimacy from her
ity to Earth. It is a city in need of heroes; heroes with the fortitude to father, hoping one day he would name her his heir. She has done
withstand the Siege of Starhaven! this by raising a band of interstellar pillagers, known simply as the
Bloodravagers, to conquer systems in her father’s name. Recently
Siege of Starhaven is an adventure for four to six PL 10 heroes. It can she contacted the Imperium infiltrator on Starhaven, Rana Vayle
be modified to accommodate higher or lower-PL hero teams by in- (also known as Veil), and the two of them have concocted a plan to
creasing or decreasing the number of or power level of the oppo- capture the colony as a gift for Star-Khan.
nents the heroes encounter. While the adventure is set in Starhav-
en, it can easily be set in any remote, extraterrestrial colony which Phase one of that plan involves sabotaging essential systems across
would interest a galactic warlord-style villain. Starhaven. Vayle and her contacts have infiltrated Europa Light &

56 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN

Problem Powers
Siege of Starhaven takes place on an inhospitable moon and involves traversing that environment. Heroes with Immunity to certain environ-
mental conditions will have an easier time getting around, while those who depend on borrowed equipment may find themselves saddled
with temporary Complications.
Another thing to consider is the robot uprising. Heroes with control over machines, the ability to Nullify technology, or even just high
ranks in the Technology skill may be reluctant to flee in Scene 4. Stress to those players the sheer number of robots involved, the
danger posed by the Bloodravagers, and the complexity of the virus affecting them. While their powers can stop the immediate threat
around them, it won't instantly resolve the source of the problem.

Sewer in the Promenade, the Robot Forge in the East Wing, and the
Propylaea in the West Wing. Vayle intends to have each of these INVOLVING THE HEROES
systems go down at the same time in order to stretch Starhaven’s Siege of Starhaven takes place in Starhaven, but it doesn’t require
defense forces thin. The conspirators have also captured the Earth the heroes to be locals. If they aren’t, they need a means of knowing
hero Daedalus and ensured he won’t be around to prevent the there is trouble on Europa and a way of getting there. Heroes with
coming technological calamity. connections to Starhaven have a built-in investment in protecting
Phase two involves Vayle turning Starhaven’s complement of robots its sovereignty.
against the city, seizing the Pegasus Starport, and granting Ko-Nan’s Heroes can become involved in this adventure in a number of ways.
raider vessels access to the domes. Ko-Nan and her Bloodravagers
assault Preserver Hall, take hostages, and offer up Starhaven to the • The heroes are Starhaven locals. A team of superheroes, anti-Imperi-
Star-Khan. um rebels, or even non-powered citizens pulled into events beyond
their control. (See the A Storm in Starhaven sidebar in Scene 1)

IN THIS EXCITING ISSUE • The heroes are members of the Freedom League, allies of Daeda-
lus, or agents of AEGIS or UNISON sent to investigate Daedalus’
The action in Siege of Starhaven begins with the heroes investigat- disappearance.
ing a series of strange thefts in the Draffsnarl. The trail leads to a
• The “heroes” work for Mama Kaiger’s smuggling operation, tasked
warehouse robbery by Pupil, the leader of the Children of Chrys-
with making sure the strange new thefts taking place in the Draffs-
alis. The Children believe that there are Preserver artifacts stored
narl aren’t a new competitor staking a claim on Mama’s turf.
within, which must be “liberated”.
• The heroes are interstellar law enforcement or bounty hunters as-
A squad of Imperium troopers are revealed during the ensuing
signed to monitor Ko-Nan and her Bloodravagers and come to Star-
fight between the heroes and Pupil, creating a mass conflict, and
haven to figure out why she has become so interested I the colony.
a technological mishap. After securing the warehouse, the heroes
find a trail leading to Starhaven’s premier smuggler, Mama Kaiger,
and to the Prime Consul of Starhaven’s newly-formed government,
Tamira-Van.
SCENE 1 CONFLICT SCENE
Mama Kaiger is furious to learn the Imperium was using one of
her warehouses as cover for their schemes and agrees to work Preserving the Peace
with the heroes to defend their new home. She points them to a
Siege of Starhaven begins with the heroes already on their mission
hacker named Bran Cardon. The heroes find the hacker dead and
to investigate a string of unusual thefts in the Draffsnarl. They have
his home security system turned into a death trap. To make matters
spent the better part of the last week following leads. As the adven-
worse, when the heroes escape, they find Starhaven under attack
ture begins, ask each player in turn what their hero has been doing
by Ko-Nan, the Bloodravagers, and a robot uprising. This invasion is
to aid in the investigation. Allow everyone time to describe their
too much for the heroes to handle and they must flee with Mama
character’s preferred method of finding clues before leading them
Kaiger or risk capture by Ko-Nan.
into danger by reading or paraphrasing the following to the players:
Fortunately, the heroes have uncovered some clues pointing to a
possible solution. These clues point to the Facetwild, a dangerous, The building is nondescript, almost invisible compared to the
natural wonder of Europa. noisy construction sites nearby. Whoever has been stealing
tech from the Wings is great at covering their tracks, but every
The heroes find Daedalus’ secret lab in the Facetwild, not only that
clue from the last week points to this warehouse. Dust and
but they also find Bran. Bran learned of the lab while designing the
debris fill the space between the winding shelves, leading to a
virus to infect the Robot Forge. He faked his death at the hands of
corridor from which spills a pale blue light.
Veil and has been hiding out waiting for the invasion to blow over.
A tall, thin alien oversees a group of white-robed figures stack-
The heroes work with Bran to develop a virus that can shut down ing crates on a hover sled in the room beyond. He holds a staff
the robot army. It’s up to the heroes to sneak back into the city, in one of his four hands and wears glowing armor pieces with a
upload the virus, and defeat Ko-Nan and her remaining allies to free white cape. His followers move through the racks of boxes and
Starhaven from the iron fist of the Stellar Imperium. drag their stolen goods over to the open loading dock on the

The Guide to Starhaven 57


MUTANTS & MASTERMINDS

A Storm in Starhaven
The contents of the crates are left vague on purpose. Feel free to plant anything you would like in the warehouse to set up future plot
points for your Starhaven series. Pupil is here because he believes there are Preserver artifacts to be had, and this can be an oppor-
tunity to create a unique origin point for the heroes. Preserver technology was responsible for the Silver Storm event which granted
numerous of people superpowers as detailed in the Emerald City Knights series. You could have a similar event happen here, localized
to the warehouse (or the area around the Draffsnarl) as a way of granting powers to the player characters if they start out as “ordinary”
Starhaven citizens. The consequences of such an event could reverberate through the whole series, especially if some Children or
Imperium troopers wind up empowered as well.

to award the players a Hero Point each when Pupil does this. In sub-
far side of the room. The leader casts cautious glances around sequent turns, Pupil alternates between using his Genetic Annihila-
the room as he addresses his minions. “Supplicants. Load these tion power on soft targets and Healing the Monstrosity as it needs.
artifacts quickly and you shall taste of the bountiful blessings of Pupil flees if the Monstrosity or all of his cultists are Incapacitated,
the Chrysalis.” leaving any remaining followers behind to distract the heroes.
Award a Hero Point to each of the players if he escapes.
The lead alien is Pupil, the leader of the Children of Chrysalis in Star-
haven, overseeing his followers stealing several crates of Preserver Any remaining Children flee once they finish loading the hover sled.
relics. He is joined by four Preserver Cultists per hero as well as one This can lead to a chase through the Draffsnarl, if the heroes pursue.
Chrysalis Monstrosity. Two of the cultists are keeping watch while the (See the Deluxe Gamemaster’s Guide, page 210 for ideas on building
others load their stolen goods onto the sled. A successful DC 15 Stealth Chase scenes).
check leads to the heroes getting the drop on the cultists, making
them surprised for the first round of conflict. Pupil does not negoti- ROLEPLAYING THE IMPERIUM TROOPERS
ate with the heroes; he’s far too invested in gathering the artifacts he’s
found and orders his followers to attack at the first sign of interlopers. The hound and their forces are one of a handful of Imperium squads
Veil smuggled into Starhaven ahead of Ko-Nan’s invasion. They’ve
Unbeknownst to either Pupil or the heroes, a squad of Imperium been camped in this warehouse for the last few days, much to their
troopers led by a telekinetic Imperium hound is hiding in this chagrin. They were expecting glorious battle on behalf of the Star-
warehouse, waiting to supplement Ko-Nan’s coming attack. They Khan, not hiding in a crate. As such they’re eager for a fight.
weren’t expecting anyone to come poking around their warehouse,
but they are set to ambush the Children to ensure no one reports The troopers begin combat attacking whichever side appears to be
on their hiding place. There are two Troopers per hero as well as the losing, before breaking off to engage targets in pairs. One trooper
Imperium hound. The soldiers join the battle between the heroes in each pair uses their action to Aid their comrade. They utilize cover
and the cultists on the second round, leading to a three-way battle. and Multiattack to maximize their firepower. They prefer to fire on
weakened targets.
The warehouse belongs to Mama Kaiger and as such is filled with
containers holding various contraband. Mama Kaiger moves every- The hound supports the troopers, using their Telekinesis power to
thing from cuisine to clothing to experimental weaponry. This is a harass ranged targets and to move cover or obstacles into place.
fantastic opportunity for players to spend Hero Points to Edit the Their primary objective is to prevent anyone from reporting on
Scene, having their character grab something useful from a box or their existence, but they will not stay in a losing fight. The hound (or
barrel. Part of the room itself is crisscrossed with aisles of shelves a still conscious trooper) orders a retreat if half of their force is Inca-
that stretch ten feet high. There is a loading dock at the far end of pacitated. The remaining soldiers link up with another hidden cell
the room with the idling hover sled. and make plans to intercept the heroes before they can report in.
The Imperium troopers and Imperium hound use their statblocks
ROLEPLAYING THE CHILDREN OF CHRYSALIS from the Cosmic Handbook (page 93 and page 94 respectively).

Pupil and his followers are fanatics, dedicated to acquiring Pre- HOVER SLED 31 EP
server artifacts and bringing the citizens of Starhaven the glories Size: Medium STR: 4 Def: 6 Toughness: 7 Features: Autopilot,
of metamorphosis. Their primary objective is to finish loading the Communications, Navigation System Powers: Flight 8 (500 MPH)
hover sled and escape. Two of the cultists spend their actions each
turn moving crates, a process which takes three rounds in total. The PUPIL PL 12
others spread out to engage the heroes, working in groups of four See Chapter 2.
to Aid each other in combat. This grants each group a +2 to Active
Defenses, attack checks, and their Damage ranks, but limits the
COMBAT INITIATIVE +9
group to one attack per turn. Damage done to the group removes Disintegration Ray +12 Ranged, Damage 12
one member and aid benefit per degree of damage. Half of the cult- Genetic Annihilation +12 Close, Affliction 12 (Fortitude)
ists break off to engage the troopers when they make their appear- Unarmed +3 Close, Damage 2
ance. The Monstrosity charges the toughest-looking hero, in the
hopes of grabbing and pummeling them. DODGE PARRY FORTITUDE WILL TOUGHNESS
+12 +10 +8 +16 +12
Pupil uses his first turn to Inspire his allies, granting them all a +3

bonus to their checks until the beginning of his next turn. Be sure

58 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN

CHRYSALIS CULTIST PL 4
Minions. See Chapter 2.

COMBAT INITIATIVE +1
Blaster Pistol +3 Ranged, Damage 5
Claws +4 Close, Damage 4
Paralytic Touch +4 Close, Affliction 4 (Fortitude)
Unarmed +4 Close, Damage 2

DODGE PARRY FORTITUDE WILL TOUGHNESS


+4 +4 +5 +2 +4

CHRYSALIS MONSTROSITY PL 8
See Chapter 2.

COMBAT INITIATIVE +2
Chitinous Protrusions +6 Close, Damage 10/6*
Throw +6 Ranged, Damage 6/2*
Unarmed +6 Close, Damage 6/2*

DODGE PARRY FORTITUDE WILL TOUGHNESS


+4/6* +6/8* +10/6* +5 +10/6*
*without Growth

IMPERIUM TROOPER PL 5
Minions. See the Cosmic Handbook, page 93.

COMBAT INITIATIVE +1
Blaster +5 Ranged, Damage 5
Unarmed +5 Close, Damage 1

DODGE PARRY FORTITUDE WILL TOUGHNESS


+5 +5 +5 +5 +5/1*
*without armor

IMPERIUM HOUND (TELEKINETIC) PL 6


See the Cosmic Handbook, page 94.

COMBAT INITIATIVE +1
Telekinetic Blast +6 Ranged, Damage 6
Unarmed +3 Close, Damage 0

DODGE PARRY FORTITUDE WILL TOUGHNESS


+6 +6 +5 +7 +6

WRAP-UP
The heroes find themselves with an unexpected wrinkle in their in-
vestigation if they win the fight. They found a group of Imperium
invaders where they were looking for artifact smugglers. This compli-
cates matters and points to a serious threat to Starhaven. If Pupil and
the Children of Chrysalis escape, they do not return in this adventure.
Surviving troopers return to harass the group at some point between
Scene 2 and Scene 3, where the GM feels is dramatically appropriate.

Should the heroes be Incapacitated by either group, they are taken


prisoner by the troopers and the remaining Children escape. Award
each player a Hero Point if this happens and award more for cunning
plans to escape and warn Starhaven.

The Guide to Starhaven 59


MUTANTS & MASTERMINDS

IMPERIUM LOYALIST PL 2
SCENE 2 INVESTIGATION SCENE Minions. See the Deluxe Gamemaster’s Guide, page 154.

COMBAT INITIATIVE +2
Mama Knows Best Knife +1 Close, Damage 2
Light Blaster Pistol +1 Ranged, Damage 3
With the initial threat subdued, the heroes have the chance to in-
vestigate and learn more about the Imperium presence. Someone Unarmed +1 Close, Damage 1
smuggled these soldiers into Starhaven and hid them in this ware- DODGE PARRY FORTITUDE WILL TOUGHNESS
house, and Pupil and his cult are clearly confused about the enemy
presence. The trail leads to either Mama Kaiger or the new Prime +3 +3 +2 +0 +1/0*
Consul of Starhaven, Tamira-Van. *without armor

The heroes find the crime lord willing to talk about the subject.
Mama Kaiger is irate about being conned into aiding the Star-Khan.
MAMA TOLD ME
She’s a crook, but she’s a Starhaven crook. She is proud of her new
The heroes’ investigation eventually leads them to Mama Kaiger
home and not dumb enough to mess with the status quo, espe-
or leads Mama to them. She may prove to be an unexpected ally
cially when the Star-Khan would make her business much less lu-
for the heroes if they’re willing to overlook some of her extralegal
crative. She ultimately points the heroes toward a hacker who has
activities. Once the heroes find the black-market mistress, read or
been using some of the stolen and smuggled resources provided
paraphrase the following:
by the criminals.

Tamira-Van is a largely dead end; she doesn’t know as much as “I hear tell you’ve been poking around in my business. Didn’t
Mama Kaiger, but she too is wary of a possible Imperium invasion. your mama ever teach you? It’s not polite to go rooting around
The investgation does provide the heroes a chance to put their in a lady’s business without making introductions at least. I’ve
feet or pseudopods in their mouths in front of the new leadership, half a mind to have a couple of my daughters toss you and
however, providing an opportunity to earn new Complications like your friends here out of the Green Zone and watch you freeze
Reputation or Nemesis. She enlists the heroes to uncover more slow, but I reckon we don’t have to let things be unpleasant
information, either by chasing down the smuggling angle, or by between us. What do you want?”
having them look into what’s going on with Starhaven’s robots.
Mama Kaiger can answer a few questions for the heroes:
WAREHOUSE INSPECTION Why are you harboring soldiers from the Stellar Imperium?

The new trail begins at the warehouse. “Hold on, what now? I would never stoop to doing the dirty
work of that no-good, profit-squeezing, lemon-sucking Star-
Finding information, whether physically or by extracting it from Im-
Khan. If you found those snakes hiding in my grass, I can assure
perium troopers, takes time and a skill challenge:
you it ain’t because I let them.”
FINDING THE TRAIL SKILL CHALLENGE Do you expect us to believe that?
Time: 5 minutes
Checks: DC 24 Technology check to hack the encrypted terminals, a DC “Bless your heart. I don’t much care what you believe, but you
20 Expertise (Underworld, Criminal, Streetwise, etc.) check to ask the right can believe that yes, allegedly, I am a crook, but if I am, I am
people, a DC 25 Persuasion or Deception check to convince that person a Starhaven crook. The Star-Khan and his troops already took
to talk, or a DC 26 Investigation check to uncover physical clues in the one home from me and my daughters. I would die before I saw
warehouse. The troopers or Children can be questioned with a successful
him take one more.”
DC 20 Persuasion or Intimidation check.
Success: With 1 success, the heroes learn the warehouse belongs to Who else has access to that warehouse?
Mama Kaiger. With 3 or more successes, the heroes notice most of the
crates contain things that could aid hacking or sabotaging infrastructure.
With 5 or more successes, they learn the crate where the troopers were
“I’m not usually in the business of revealing my clients’ names,
hiding is registered to Tamira-Van, the head of Starhaven’s government. A sugar. Although I suppose in this case, I can make an exception
captured Child knows that the warehouse is rumored to belong to Mama on account of possible invasion. My daughters do most of the
Kaiger. The troopers don’t have that information but can be coerced into running, but that particular spot has been overseen by one of
revealing that they aren’t the only soldiers in Starhaven. They don’t know my non-family associates. A young, Jereid named Bran Cardon.
how many other squads are on the ground or their locations. If pressed
about their purpose for being here, they simply say that the heroes will He’s a whip smart hacker, and usually downright incredulous
see soon. Any success in this challenge ensures Mama Kaiger begins their about people coming and going from his place. I find it hard
interaction with an indifferent attitude. to believe he didn’t have no idea about those Imperium fellers
Failure: On a failure, news of the heroes’ sniffing around makes its hiding out.”
way back to Mama Kaiger, incurring a -2 circumstance penalty to their
interaction checks with her and causing her to begin the conversation We found the troopers hiding in a crate belonging to Tamira-Van.
with an unfavorable attitude. Three or more failures trigger Rana Vayle’s
silent alarms and she dispatches a group of Imperium loyalists to attack “Well, that don’t make a whole lotta sense. Those Alliance
the heroes (two loyalists per hero). They use the Criminal statblock
(Deluxe Gamemaster’s Guide, page 154).
types seem like honest folk, but she is a politician so what do
I know? Maybe Bran’s working with her to play the long con.

60 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN

If you’re really worried about it, you should head on over to The Imperium?
Preserver Hall and ask her yourself. She just loves photo ops
with constituents.” The players might have no idea what the Stellar Imperium is,
but their characters certainly would. The Imperium is seen by
What do you think we should do next? many as the antagonistic force responsible for the refugee
crisis that led them to Starhaven in the first place. It would be
“If I was you, I’d see if I could track down Bran’s place and ask common knowledge to their characters that the Imperium is a
him all these enlightening questions you’ve been asking me. I totalitarian state, ruled by the cruel conqueror Star-Khan. They
don’t know rightly where it is, but it is somewhere in the Prom- also know there can’t be a good reason for Imperium troopers
enade. But do what you feel is right. I’ve always said there’s to be hiding out on Europa.
more than one way to skin a fleursprocket.”

Tamira can answer a few questions for the heroes:


ROLEPLAYING MAMA KAIGER
Why did we find Imperium troopers in a shipping container with your name
Mama Kaiger’s initial attitude to the heroes is either Indifferent or on it?
Unfavorable depending on how well they did in the Finding the
Trail challenge. She is a larger-than-life personality, hiding a cunning “That is a very good question, one I wish I had a better answer
mind behind a folksy exterior. Little happens in Starhaven without to, but to put it simply, since assuming leadership of Starhaven,
her knowledge. A possible Imperium invasion is unsettling, partially a lot of containers around the city have my name on them. I
because she has first-hand experience with how bad the Star-Khan sign a lot of manifests for supplies and equipment. Contain-
can be, and because she didn’t know anything about it. Her family ers don’t always have their manifests properly cleared before
and her business are her first priority. The heroes are ideal pawns heading off to their next destination. It’s probably a clerical
to send after the Imperium, so she can be won over to favorable error originating from the Pegasus Starport.”
or even helpful in this negotiation. Mama Kaiger is particularly sus-
ceptible to flattery, granting heroes who use it a +2 circumstance Who owns that warehouse?
bonus to their Persuasion checks during their conversation.
“It’s in the Draffsnarl and you found some shady things there,
PRESERVING THE REPUBLIC so if I had to guess I would say Mama Kaiger. If it doesn’t belong
to her, she’ll know who does own it.”
The heroes may choose to follow the trail to Tamira-Van at Preserver Who was that who just left?
Hall. Perhaps they have a prior connection to the Lor Republic, the
Republic Alliance, or AEGIS, or they might not want to work with “Oh Vay-La? She’s that old, blow hard Sun-Ren’s assistant. She
criminals. Whatever their reason, they arrive at Preserver Hall to find stopped by to let me know Ren is exceedingly concerned
a bustling hive of activity, and the political leaders in disarray. Once about the malfunctions his people have seen in Starhaven’s
the heroes arrive at the Hall, read or paraphrase the following: robot workforce. He wants me to send word to Daedalus right
away. I would, if Daedalus was anywhere to be found.”
Preserver Hall is a visual oasis in the stark, industrial landscape
of the Central District. It’s palatial domes loom over its colorless Is Daedalus missing?
steel neighbors like a supervisor overseeing their employees.
Politicians, agents, and bureaucrats weave through the foun- “Yes, for a couple of days now. We sent him to check on what
tains and twisted metal sculptures lining the grounds. A grand has been happening with the robots and he never came back.”
staircase, dozens of yards across, ascends to wall of windows What’s going on with the robots?
that serves as the entrance to the hall. Its one spire, in the
very center of the domes, is the tallest structure in Starhaven.
“We’ve had reports of service bots going inert around the city.
The utilitarian design extends to the interior. Simple couches,
The affected drones stop in place and don’t do anything for up
tables, and directories are the extent of the furnishings, aside
to thirty minutes. Some citizens say they can hear them making
from a newly draped Lor Republic flag on the wall above the
a high-pitched noise during these shutdowns, but most of
reception desk.
us don’t have the type of ears which can hear the frequency.
Eventually, the robots start back up and go right back to work
The receptionist can get the heroes in to speak with Tamira with a like nothing happened. Daedalus went off to figure out what
successful DC 15 Persuasion check. She is only recently elected and, was going on but hasn’t come back in about three days.”
as a sign of good faith, likes to make herself available to hear the
concerns of constituents. Tamira’s office is at the top of the spire and Do you want us to look into that?
features an observation deck with a panoramic view of Starhaven.
“I’d say the more pressing concern is the Imperium soldiers.
A human woman bumps into the heroes as she’s leaving a meeting You should investigate who was hiding them there, and quietly
with Tamira. She excuses herself without making too much contact, make sure there aren’t any others lurking about. The robots
simply offering up that she has another meeting elsewhere in town. aren’t hurting anyone, except for contractors on a deadline. If
This is Vay-La, Veil’s cover identity in Starhaven (see Chapter 2). She you really want to look into the robots, the Robot Forge in the
feigns shock and says she will go alert AEGIS immediately if the East Wing would be the best place to start.”
heroes bring up the Imperium soldiers to her.

The Guide to Starhaven 61


MUTANTS & MASTERMINDS

ROLEPLAYING TAMIRA-VAN
Tamira is an optimistic rebel leader who has finally been given the
SCENE 3 CHALLENGE SCENE
chance to stop running and organize a power base with which to
strike back against her enemy. Unlike some politicians, Tamira be-
lieves in her mission, and wants to do right by the Lor who look
Trouble in the City
up to her. She’s not afraid of a scrape, but she’s not a fool either. The heroes search Starhaven for more information about the Impe-
Starhaven would not win a fight against the Imperium, at least not rium invasion. They find that the hacker lives in a veritable fortress.
in its current state. After overcoming his defenses, they find Bran dead and his lair now
a trap meant to cover someone’s tracks.
Tamira-Van's initial attitude towards the heroes is Favorable and can
be moved to helpful if they tell her that they can handle the Im- Veil visited Bran several hours earlier, as soon as the heroes uncov-
perium incident. As the newly elected leader of Starhaven, she has ered the smuggled Imperium troops. Hoping to cover her tracks,
some resources she can dedicate to the investigation, but Tamira she kidnapped the hacker and left an advanced animatronic armed
does prefer the heroes resolve this situation with discretion. Tamira with a bomb in his place to destroy any investigators.
can get them into various locations around the city and requisition
light equipment and vehicles for them. HACKING IT IN STARHAVEN
WRAP-UP Bran Cardon’s is a paranoid hacker working for an unknown em-
ployer to bring Starhaven under the rule of the Stellar Imperium,
By the end of Scene 2, the heroes have met at least one contact and so finding his safehouse is no simple matter. Locating this safe-
and found clues leading to the hacker Bran Cardon or the Robot house and navigating the defense system involves two separate
Forge. These leads are outlined in Scene 3 and Scene 4 respectively. skill challenges:
Award Hero Points for good roleplaying or clever questions.
TRACKING THE HACKER SKILL CHALLENGE
Time: 30 minutes
Checks: Gathering information from locals requires a DC 20 Deception,
Intimidation, or Persuasion check. Searching the Promenade to find
physical traces of Bran’s work requires a DC 22 Investigation check or a DC
25 Technology check. Poring through surveillance footage requires a DC
18 Investigation check or a DC 22 Perception check. Tracking data flow or
utility usage to find any discrepancies requires a DC 24 Technology check,
a DC 20 Perception check for characters with the proper Sense effects, or
a DC 22 relevant power check (such as Electricity Control).
Success: With 4 successes, the heroes find Bran’s safehouse. With 6 or more
successes, the heroes receive enough information to know Bran is skilled at
protecting his things from thieves. They receive a +2 circumstance bonus
to their first skill check in the Hacking the Hacker skill challenge.
Failure: There are no consequences on a failed check beyond the time
spent up until the heroes have spent a total of six hours investigating.
Proceed to Scene 4 if the heroes do not successfully track Bran’s safehouse
in that amount of time.

Once the heroes find Bran’s hideout in the Promenade, read or para-
phrase the following:

At first glance, the only interesting thing about this rundown


building is a graffitied image of a cartoon alligator wearing
a bicorn hat on its alley side wall. However, it only takes a
moment to notice that it’s not as dilapidated as appearances
might suggest. The windows are blocked with thick, metal
plates. A camera sticks out above the reinforced green door.
The glow of an electronic security pad illuminates several pad-
locks keeping the door secure. Clearly someone doesn’t want
anyone poking around the place.

Bran relies on traditional security measures, such as locks and thick


steel walls, as well as electronic means to keep people out of his
safehouse. He was once a member of Captain Kraken’s crew and
has never shaken the fascination with Earth pirates. As such, he has
programmed stolen robots to act as his pirate crew. These robot
pirates even sing sea shanties as they patrol the joint. Overcoming
the defense involves the following skill challenge:

62 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN

HACKING THE HACKER SKILL CHALLENGE order. This computer is revealed to not be one of Bran’s with a DC 18
Perception or Investigation check or a DC 16 Technology. This com-
Time: 1 minute puter is made by a different manufacturer, isn’t as powerful, and
Checks: Disabling alarms and unlocking electronic doors requires a doesn’t feature the same level of dust displacement as the other
DC 18 Technology check. Disarming traps requires a DC 20 Technology ones in Bran’s office. The heroes can find a hidden back-up hard
check or a DC 22 Sleight of Hand or relevant Expertise check. The interior
walls have Toughness 12. Avoiding the traps and alarms requires a DC
drive in Bran’s office with a DC 20 Investigation check.
18 Acrobatics or relevant Movement power check. The robots can be
deprogrammed or deceived via a DC 18 Technology check or DC 20
Once the heroes have exhausted their actions, read or paraphrase
Deception check. Any hero who attempts this Deception check by acting the following:
or speaking like a pirate receives a +2 circumstance bonus.
Success: With 6 successes, the heroes safely make their way to the center Suddenly, all of the monitors but one switch off. The channel
of the safehouse. With 8 or more successes, the heroes arrive with enough changes on the remaining screen, revealing the teal and
time to do a more thorough search of the area before the trap is sprung, white flag of the Stellar Imperium. A modulated voice crack-
the receive an extra round of checks during their investigation of Bran’s
body or computer. les through the speakers, "If you are hearing this, then you
have stumbled into the machinations beyond your meager
Failure: On a failed check, the heroes must resist Damage 6 or an Affliction
6 (resisted and overcome by Fortitude; Impaired, Disabled, Incapacitated). understanding. Starhaven is already ours. It is too bad you
This represents Bran’s traps or minor scuffles with the robots. At 4 or more will not survive to see the reign of the glorious Star-Khan.
failures, the heroes attract the attention of the majority of the robot Your death is nigh."
pirates leading to a conflict. Robot pirates use the Small Robot statblock
(Deluxe Gamemaster’s Guide, page 152) with a Ranged Damage 4 laser The screen blacks out and a chorus of robot voices shout
“flintlock” and Damage 4 “cutlass” added. There are three robots per hero. "Ahoy!" as their bodies explode. The safehouse is consumed in
The challenge continues until the heroes achieve 6 successes, but they the inferno.
cannot benefit from the higher level of success if they trigger the conflict
with the robots.
Award each hero with a Hero Point. The heroes must resist Burst
ROBOT PIRATE PL 4 Area Damage 12 as the explosion levels the building. Any damage
Minions. See the Deluxe Gamemaster’s Guide, page 152. or conditions carry over into the next scene. Proceed directly to
Scene 5 after the explosion.
COMBAT INITIATIVE +0
Cutlass
Laser Flintlock
+4
+4
Close, Damage 4
Ranged, Damage 4
WRAP-UP
Unarmed +4 Close, Damage 0 The heroes have seemingly come to a literal dead end with Bran’s
body and the explosion ripping through the building. They may
DODGE PARRY FORTITUDE WILL TOUGHNESS have gathered some evidence in the form of a hidden hard drive or
+3 +3 — — +5 the newer computer. Unfortunately, there won’t be much time to
examine this evidence in Scene 5 as Ko-Nan and her forces attack,
Eventually the heroes penetrate Bran’s defenses and find the but it could come in handy in the aftermath. Award any player who
macabre scene Veil left behind. When they find the body, read or protected these clues with a Hero Point.
paraphrase the following:

A reptilian body sits slumped in a chair, bathed in the dim glow


of a half-dozen monitors. He is dead, and his killer is nowhere
SCENE 4 CHALLENGE/CONFLICT SCENE
to be seen. Each of the screens flicker with static, and the only
noise is the strained, whirring fans of a couple smashed com-
puters.
Forging Ahead
Following a lead from Tamira-Van, the Robot Forge has become a
ticking time bomb. Robots have locked down the district, refus-
The heroes only have a few moments to react before triggering
ing to allow anyone access. Communication outside the district is
Veil’s trap. Each character has one or two turns of actions depend-
out of commission, and construction robots block the forge itself.
ing on their level of success in the Hacking the Hacker skill chal-
Getting inside puts the heroes at ground zero for Ko-Nan’s invasion.
lenge. Gamemasters are encouraged to keep track of these limited
actions in any manner that works for their players, whether that’s by
rolling for Initiative or passing a talking stick around. ACCESS DENIED
Bran’s body can be examined with a DC 15 Treatment check or a
The location of the Robot Forge is general knowledge in Starhav-
DC 18 Investigation check, revealing that he was seemingly killed
en, so the heroes don’t have any trouble making their way to it.
via strangulation. The are no discernible hand or tool marks, but he
However, the robots have set up a street-level barricade of the sur-
has bruising consistent with a crushed throat. A DC 25 Treatment or
rounding blocks. According to the robots at the barricades, there
DC 30 Technology check reveals that Bran’s body is not quite what
is a “toxic radiation leak at the factory” they are working to fix and
it seems. It appears to be an incredibly detailed remote control
“organics are advised to remain behind the barrier.” Starhaven’s se-
robot replacement wrapped in organic parts. The computers can
curity forces, stretched as thin as they are, have taken a position of
also be searched with a DC 16 Investigation check or DC 14 Tech-
observation while they try to come up with a means of bypassing
nology check. They were similarly destroyed by force, and each has
the rogue robots without escalating the situation.
had its hard drive removed. One computer appears to be in working

The Guide to Starhaven 63


MUTANTS & MASTERMINDS

Starhaven security defers to the heroes when they arrive on scene.


Getting through the barricade and into the Robot Forge requires a HAMMER AND ANVIL
skill challenge:
The Robot Forge was one of the first buildings restored in Daede-
BLOCKADE RUNNING SKILL CHALLENGE lus's effort to renovate the city. It is self-sustaining and fully-auto-
Time: 1 minute
mated factory producing labor robots to handle the hard construc-
tion labor of repairing and retrofitting the colony's buildings and
Checks: Hacking the robots requires a DC 20 Technology check. Finding
infrastructure. While advanced by Earth standards, the Cyclopes
an alternate route requires a DC 16 Perception check with an aerial view
or a DC 20 Perception check from street level. Following the alternate and Centaur units built here use Daedelus's technology and fall far
route requires a DC 18 Stealth, Acrobatics, Athletics, or movement power short of Starhaven's Preserver technology.
check. Sneaking past robots protecting a barricade requires a DC 22
Stealth check. Convincing the robots to let the heroes pass requires a The robots, up until recently, answered only to Daedalus’ program-
DC 20 Deception check. Heroes who claim to be agents of the Imperium ming and general overrides and commands issued by the city gov-
receive a +2 circumstance bonus to this Deception. ernment. Veil, through her partnership with Bran, introduced a virus
Success: With 7 successes, the heroes safely bypass the barricade and to transform the construction robots into war machines capable of
make their way to the Robot Forge. holding the city hostage and spreading chaos and instability. Ulti-
Failure: On a failed check, the heroes must resist Damage 6 as they mately, she hopes the citizenry will conclude that the New Republic
engage in skirmishes with the robots. At 3 failures, the heroes run into is too weak to bring order to the city, and invite Imperium forces to
a sizable enough force of robots to trigger a conflict. There are two
rule over them.
Cyclopes robots per hero led by one Centaur. Starhaven security will
join the heroes adding one group of four Starhaven security officers per
Currently, the robots are waiting for Veil’s instructions to join the
two heroes. Starhaven security officers use the Police Officer statblock
(Deluxe Gamemaster’s Guide, page 151). Each officer group uses their invasion. The building itself is four-stories tall with two-story wings
actions to Aid one hero each turn, granting that character a +2 bonus to on either side. It has Daedalus’ dramatic Neo-Greco-Roman aes-
to-hit, Damage, and Defense. thetic. Doric columns line the walls and arched windows feature
prominently throughout. The walls have a Toughness of 12 while
If the heroes fail challenge checks or simply elect for a direct route, the windows are Toughness 8.
use the following robot statistics. Centaur Robots use the statistics
for Large Robots from the Deluxe Gamemaster's Guide, while Cyclo- Squads of robots stand watch at the front door, maintaining their
pes Robots are Medium Robots. radiation leak story to any organics they see approaching. A few
also patrol the rooftop to prevent aerial heroes from accessing the
CENTAUR ROBOT PL 7 roof hatch into the forge. There is one Cyclopes per hero on the roof,
Minions. See the Deluxe Gamemaster’s Guide, page 152. as well as two Cyclopes per hero and one Centaur per two heroes
at ground level.
COMBAT INITIATIVE +0
Sneaking past the robots requires a DC 22 Stealth check, followed
Unarmed +5 Close, Damage 9 by a DC 20 Sleight of Hand check to pick the lock on the windows or
Weapons +6 Ranged, Damage 8 doors. Deceiving the robots is more difficult this close to the Robot
Forge but can be done with a DC 25 Deception check. As previously,
DODGE PARRY FORTITUDE WILL TOUGHNESS
heroes who mention they are servants of the Imperium receive a
+3 +4 — — +10 +2 circumstance bonus to this check. Some of the robots can be
lured away via distraction with a DC 16 Deception check. With one
Degree of Success, a quarter of the opponents fall for this. A full half
CYCLOPES ROBOT PL 5 is removed with three Degrees of Success. The robots can also be
Minions. See the Deluxe Gamemaster’s Guide, page 152 removed through the use of conflict if the heroes prefer.
COMBAT INITIATIVE -1 Once the heroes enter the Robot Forge, read or paraphrase the fol-
Unarmed +5 Close, Damage 5 lowing:

DODGE PARRY FORTITUDE WILL TOUGHNESS


The sound of whirring and clanging machinery is almost un-
+0 +0 — — +10 bearable in this space. Flying sparks are the only light, aside
from a flickering bulb in the floor to ceiling windows of the
office overlooking the production floor. One of the windows
STARHAVEN SECURITY OFFICER PL 4 is shattered, and the walls are marred with the telltale scorch
Minions. See the Deluxe Gamemaster’s Guide, page 151. marks of laser weapons. Two conveyor belts form the assembly
line on both sides of the forge. Each is full of robots in various
COMBAT INITIATIVE +1
stages of completion. Daedalus’ helmet lies discarded in the
Light Blaster Pistol +5 Ranged, Damage 3 center of the floor.
Unarmed +3 Close, Damage 2
Tonfa +3 Close, Damage 3 The inside of the building is basically unguarded. Veil’s agents did
their damage and moved on with the captured Daedalus, in the
DODGE PARRY FORTITUDE WILL TOUGHNESS
hope that the robots could keep any interlopers at bay. The infiltra-
+2 +4 +4 +2 +6/2* tors wrecked Daedalus’ office and stole his master control switch
*without Armor for the robots. Searching the area requires a DC 14 Investigation or
Technology check.

64 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN
INVESTIGATION OR TECHNOLOGY CHECKS But I AM Daedalus!
Degrees of There is a chance that one of the players has taken on the role
Information
Success of Daedalus or that no such hero exists in the Gamemaster’s
A group of three to four humanoids ambushed given universe. There is just a minor adjustment to make if
Daedalus in his office while he wasn’t wearing that is the case. If Daedalus is in the group, he has handed off
One his armor. They left his armor scattered in pieces the master control switch he keeps in his gauntlet to a trusted
Degree across the floor. The helmet was purposely de- person in the new Starhaven government as a show of good
posited on the lower level. This happened about faith and Earth’s dedication to upholding Starhaven’s desire
three days ago. for independence. Award Daedalus’ player with a Hero Point
to compensate them for the fact that Daedalus hasn’t built a
The robot forge has been working nonstop for the replacement yet. Just be sure to change the missing dignitary
last three days, producing around a thousand new mentioned by Tamira-Van to Daedalus’ replacement at the
robots. According to Daedalus’ records, he hasn’t forge. If there is no Daedalus, then it’s up to the Gamemaster to
run the forge that much since his initial work to determine how the Robot Forge came to be prior to the settle-
clear the Green Zone. The main computer which ment of Starhaven. It could be left behind by the Preservers
runs the facility has been destroyed, but Daeda- to maintain the Green Zone or established by another hero or
Two
lus mentions an additional control console built even built by the first settlers to assist in their work.
Degrees
into his gauntlet computer. That particular armor
piece seems to have been taken by whoever
abducted Daedalus. Daedalus also mentions in
his notes that he has a backup workshop in the Black smoke spirals into the sky as a squadron of sleek, black and
Facetwild he has been using as he’s been explor- red warships strafe the Green Zone. Dozens of Imperium troop-
ing that natural wonder. ers cheer them on from the ground as they move from building-
to-building capturing prominent figures. Thousands of robots
One hero manages to bring some of terminals
follow along, crushing all who stand in their wake. The citizens
back online. Robot work crews have been disap-
of Starhaven scream in terror. Starhaven is under attack!
pearing from the computer’s tracking system for
Three the past three days. It only has the whereabouts of
Degrees a dozen or so robots out of Starhaven’s entire work
force. The control terminal is going to require new
FIGHTING BACK
parts and a few hours to repair. The parts don’t This is a chance for the heroes to act heroically in the face of over-
seem to be present in the Robot Forge itself. whelming odds. It’s all they can do to mitigate some of the crisis,
Once the heroes have had a chance to investigate the area and de- but this is a losing proposition. The following challenges represent
little ways for the heroes to help the citizens of Starhaven survive.
liberate about their next move, read or paraphrase the following:
Use them to let the heroes showcase their heroism against the un-
ending tide and to earn Hero Points to help in the coming scenes.
An alarm blares throughout the forge as tinny robotic voices Feel free to supplement these scenes with ideas of your own.
fill the air. "Starhaven is now under the protection of the
Stellar Imperium. Resist at your own peril." Explosions rock ROBOT REVOLUTION
the street outside, followed by the thrusters of space craft to
the North. Screams, both of terror and joy, sound together. A group of robots use their construction equipment and vehicles to
This can’t be good. take an apartment building hostage. Their corrupted programming
tells them the site is slated for demolition to make way for more
settlers, and they’ve already begun the process. An explosion rocks
WRAP-UP the foundation of the building as the heroes arrive. The building will
collapse if they don’t do something fast!
The heroes have learned Daedalus has been taken by someone There are ten citizens per hero trapped in the building. Rescuing the
and that the robots are compromised. That would be a juicy new citizens is left up to player descriptions but requires a suitable DC
lead, but the invasion begins before they can make use of this in- 15 skill or power check. The building is mass rank 13 (200 tons). At
formation. Award each hero with a Hero Point as the Bloodravagers the beginning of the second round of this challenge, the building
launch their assault and proceed to Scene 5. loses some structural integrity, causing a -2 circumstance penalty
to checks to rescue its occupants. On the fourth round, the penalty
SCENE 5 CHALLENGE/CONFLICT SCENE increases to -5. Also, at the beginning of each round any hero inside
the building must resist Damage 4 from falling debris.

Fait Accompli The robots move on to their next target but can be waylaid with a suc-
cessful DC 16 attack or power check. They turn and fight if engaged.
There are four Cyclopes robots for every two heroes present.
The heroes do their best to fight back against the robots and
Bloodravagers, but Veil and Ko-Nan have done their best to ensure Stabilizing the building requires ten successful DC 20 Athletics,
this fight is over before it begins. Read or paraphrase the following Expertise: Architecture, or relevant power checks. Award any hero
as the heroes realize the full scope of the Imperium attack: who comes up with a clever way to use their powers to stabilize the

The Guide to Starhaven 65


MUTANTS & MASTERMINDS

building with a Hero Point. The building collapses after four rounds worthy opponent receive a +2 circumstance bonus to the Intimi-
if no one manages to stabilize it. dation check. There’s one Bloodravager warrior per hero present in
the hangar. Once the heroes attract the Bloodravagers’ attention,
If the heroes successfully rescue the building, one of the occupants, resolve this as a conflict scene. The pilots move to their aircraft on
a young Lor girl named Nathli Hake, shows them an underground their first turn. It takes them four rounds to fire up their ships and
passage she discovered in the basement. The tunnel system extends take off.
throughout the district. The heroes can use these tunnels for an au-
tomatic degree of success in their skill challenge in Scene 7. Each round, the warship directs an attack at one of the heroes and
one of the Starhaven defense craft. Gamemasters can have these
CYCLOPES ROBOT PL 5 attacks happen on the same turn or spread them out throughout
Minions. See the Deluxe Gamemaster’s Guide, page 152 the combat round. The Bloodravagers focus on one-on-one fights
with the heroes. The warship dispatches replacement Bloodravag-
COMBAT INITIATIVE -1 ers anytime one is Incapacitated.
Unarmed +5 Close, Damage 5
The conflict ends when the airships take off, or if half of the ships
DODGE PARRY FORTITUDE WILL TOUGHNESS are destroyed. The warship pulls away if it fails 4 or more damage
resistance checks. Any remaining Bloodravagers fight until Inca-
+0 +0 — — +10
pacitated.

If the squadron escapes, they regroup and join the heroes’ final
SHOT DOWN stand against Ko-Nan in Scene 7. Their attack pulls away two
Bloodravagers and gives Ko-Nan one less action with her ship per
The Bloodravagers shoot down a transport shuttle carrying people round.
home from work. The fiery vessel is streaking towards the ground,
and the heroes only have moments to react. There are four pas- BLOODRAVAGER PL 6
sengers in harm’s way for every hero present, plus the unconscious Minions. See the Deluxe Gamemaster’s Guide, page 152
pilot. Rescuing the citizens is left up to player descriptions. They can
remove passengers and bring them to safety with a DC 15 skill or COMBAT INITIATIVE +3
power check. Catching the craft requires a DC 20 Strength or appro- Blaster Rifle +4 Ranged, Damage 8
priate power check. It’s too damaged to fly, but a hero could climb
Grab +4 Close, Grab 4
in and attempt to crash-land it safely with a Vehicles check.
Unarmed +6 Close, Damage 4
The shuttle is moving at Speed rank 7. Each Degree of Success to
stop it decreases its Speed rank by one. The Vehicles DC to crash- DODGE PARRY FORTITUDE WILL TOUGHNESS
land it is equal to its Speed rank times 5 (DC 35 at full speed). It +6 +6 +6 +6 +6/4*
crashes into the ground if the heroes have not successfully stopped *without Armor
it in 6 checks.
BLOODRAVAGER WARSHIP 73 EP
Once they have rescued the transport, the heroes meet a Starhaven Size: Gargantuan STR: 12 Def: 6 Toughness: 14 Features: Autopilot,
pilot named Zeq Zas. He tells them he heard over his comm that Communications, Navigation System Powers: Flight 12 (8000 MPH),
his squadron is pinned down at the Pegasus Starport. The squadron Laser Cannon: Ranged Damage 12, Movement 2 (Space Travel 2)
can be a useful ally if the heroes can rescue them. Zeq gives them
his commlink and volunteers to help the bystanders get to safety. STARHAVEN DEFENSE CRAFT 68 EP
The heroes can use the commlink to coordinate with the pilots, Size: Huge STR: 8 Def: 8 Toughness: 9 Features: Autopilot, Computer,
giving them a +2 circumstance bonus to their first roll in the Bat- Communications, Navigation System, Remote Control Powers: Flight 14
tering the Bloodravagers challenge. (32,000 MPH), AE: Movement 2 (Space Travel 2); Twin-Blaster Cannons:
Ranged Damage 10.
BATTERING THE BLOODRAVAGERS
One of the Bloodravager assault vessels rains fire down on the WHEN YOU’RE GOOD TO MAMA
Pegasus Starport, ensuring none of Starhaven’s defense craft can
get in the air to repel the attackers. The warship is a five-hundred- Mama Kaiger has an understanding with some of Starhaven’s elites.
foot-long monster, bristling with laser cannons and crewed by They pay her money in exchange for protection—admittedly it’s
an army of ruthless mercenaries. Some of the Bloodravagers are usually protection from her—but a group of those clients called in
already on the ground, destroying aircraft by hand and harassing their favors for safe passage through the invasion. To that end, some
flight crews. of Mama Kaiger’s daughters were escorting a group of merchants
and politicians to a safehouse in the Draffsnarl when Imperium sol-
A group of six Starhaven pilots are pinned down in one of the diers ambushed them. It’s up to the heroes to intervene!
hangars. Freeing the pilots goes a long way towards giving Star-
haven a fighting chance. The heroes must distract or subdue the There are four Imperium troopers per hero as well as two tele-
warship and ground troops long enough for the pilots to launch kinetic Imperium hounds present. They square off against one
their ships. Typical Kaiger Clan member per hero. The daughters tell the
heroes to cover their retreat in exchange for knowledge of the safe-
The Bloodravagers can be distracted with a DC 18 Deception or DC house and a meeting with Mama Kaiger. Supporting the daughters
22 Intimidation check. Heroes presenting themselves as a more can be handled as a running conflict or a skill challenge.

66 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN
In the case of a fight, the Imperium forces divide their attention COVERING FIRE SKILL CHALLENGE
between engaging the heroes and slowing the fleeing daughters. Time: 30 seconds
Their primary goal is to capture the VIPs as hostages. It takes at least
Checks: Finding the safest route requires a DC 16 Perception check with
three minutes (30 combat rounds) for the daughters to reach the an aerial view or a DC 18 Perception check from ground level. Guiding the
safehouse. To reflect this in game terms, every 10 rounds a fresh fleeing convoy requires a DC 15 Persuasion or Expertise: Tactics check.
wave of attackers join the fray. This happens even if all of the troop- Clearing obstacles requires a DC 16 Athletics or relevant power check.
ers in the previous wave have been dealt with. Distracting or tricking the pursuing Imperium soldiers requires a DC 20
Deception or relevant power check. Creating barriers for the Imperium
The second wave consists of six Imperium troopers per hero and soldiers requires a DC 18 Athletics or relevant power check.
two Imperium hounds. The third has eight Imperium troopers per Success: With six Degrees of Success, the heroes lead the Kaiger Clan to
hero, three Imperium hounds, and one Centaur robot. These waves the safehouse with minimal losses. With nine Degrees of Success, they
all fight to the last, unless the VIPs manage to enter the safehouse, ensure no one is taken and none of the daughters are harmed, granting
them a +2 circumstance bonus when interacting with Mama Kaiger for
in which case they flee after their numbers are reduced by half. The the rest of the adventure.
Imperium trooper and Imperium hound use their statblocks from
Failure: On a failed check, the heroes must resist Damage 6 or Snare
the Cosmic Handbook (page 93 and page 94, respectively). 6 effects as they engage in skirmishes with the soldiers. On four failed
checks, the VIPs are taken into custody. Award each hero with a Hero
IMPERIUM TROOPER PL 5 Point if this happens.
Minions. See the Cosmic Handbook, page 93.
Mama Kaiger is waiting at the safehouse when the heroes arrive.
COMBAT INITIATIVE +1 She thanks them and says they can use the safehouse until this all
Blaster +5 Ranged, Damage 5 blows over. As far as Mama Kaiger is concerned, this is a losing fight,
Unarmed +5 Close, Damage 1 and the best move is to lay low until another opportunity presents
itself. She does what she can to convince the heroes not to go back
DODGE PARRY FORTITUDE WILL TOUGHNESS out into the chaos but won’t try to stop them if they leave. The safe-
+5 +5 +5 +5 +5/1* house is represented by the following statblock:
*without armor
KAIGER CLAN SAFEHOUSE 11 EP
IMPERIUM HOUND (TELEKINETIC) PL 6 Size: Medium Toughness: 8 Features: Communications, Computer,
See the Cosmic Handbook, page 94. Concealed 1, Garage, Living Space, Personnel*, Power System, Security
System 1, Workshop
COMBAT INITIATIVE +1 *Only while in good standing with Mama Kaiger
Telekinetic Blast +6 Ranged, Damage 6
Unarmed +3 Close, Damage 0 The heroes have access to the safehouse for the rest of the Siege
of Starhaven. They can purchase the safehouse using Equipment
DODGE PARRY FORTITUDE WILL TOUGHNESS Points after the adventure if they so choose. Proceed to Scene 6
+6 +6 +5 +7 +6 if the heroes elect to follow Mama Kaiger’s advice, otherwise con-

tinue on to The Imperium Triumphant section of this scene.

CENTAUR ROBOT PL 7 THE IMPERIUM TRIUMPHANT


Minions. See the Deluxe Gamemaster’s Guide, page 152.
Despite the heroes’ best effort, the overwhelming force of robots
COMBAT INITIATIVE +0 and Bloodravagers seize control of the city. As Ko-Nan makes her
Unarmed +5 Close, Damage 9 grand entrance at Preserver Hall, read or paraphrase the following:
Weapons +6 Ranged, Damage 8
The violence quiets as the final pockets of resistance retreat.
DODGE PARRY FORTITUDE WILL TOUGHNESS
Jupiter looms in the sky, its red unfeeling eye staring down.
+3 +4 — — +10 The dome crackles with blue light as a hologram is projected
across its surface. A single black and red ship streaks toward
Preserver Hall, coming to hover just outside the skyward ob-
TYPICAL KAIGER CLAN PL 6
servation window. Its door opens with a hiss and drops a ramp
Minion. See Chapter 2.
that shatters the window. Two dozen Bloodravagers descend
COMBAT INITIATIVE +1 the ramp, followed by a muscular woman with light purple
skin, outfitted in light combat clothing and mechanical gaunt-
Blaster Pistol +6 Ranged, Damage 5
lets. She is dragging a man in chains behind her. It’s Daedalus.
Unarmed +5 Close, Damage 4
Her voice echoes throughout the city, projected by speakers in
DODGE PARRY FORTITUDE WILL TOUGHNESS her ship. "New citizens of the Imperium, rejoice, for you are saved.
+2 +4 +6 +4 +8 I am Ko-Nan Bloodravager and you all will make a suitable gift for
my father, the Star-Khan." She pauses and raises Daedalus by the
throat with one hand. "This fight is over. We have control of the
Alternatively, use the following skill challenge should the players Pegasus Starport and of the Propylaea. If you do not surrender
choose to rely on their skills and guile to get through: now, we will switch off life support and present him a graveyard."

The Guide to Starhaven 67


MUTANTS & MASTERMINDS

Ko-Nan is not bluffing, she is perfectly willing to switch off the life the form of four Cyclopes robots per hero reinforces Ko-Nan if the
support and let her father resettle Starhaven with loyal Imperium heroes decide to attack her. More robots join the fray at the be-
citizens. That being said, she is frustrated with the ease at which ginning of each combat round. Ko-Nan threatens to turn off the
she was able to conquer the settlement. She was hoping Starhav- life support at the beginning of the fourth round of combat or if
en could give her at least one good fight. The Bloodravagers are she suffers the dazed condition. The Bloodravagers fight until the
likewise less than enthused. Ko-Nan does not immediately flip the heroes are incapacitated or the heroes retreat.
switch if the heroes fly out to challenge her, but it is a losing pros-
pect. Defeated heroes are taken prisoner, locked in the same warehouse
prison as the other important hostages. Award all captured heroes
Ko-Nan and twenty-four of her Bloodravagers have occupied or heroes forced to retreat with a Hero Point.
Tamira-Van’s office, along with two Cyclopes robots per hero. They
have Daedalus and Tamira-Van as hostages—trophies to present
to Kinan-Khan when he arrives. An unending wave of enemies in
WRAP-UP
Starhaven has fallen to a devastating surprise attack by the Stellar
Imperium, but not all hope is lost. The heroes have shown their
mettle by aiding the citizens of Starhaven in this invasion and have
banked a few benefits to help them counterattack later. At this
point, they have some clues to track down and a place to lay low
in the form of a Kaiger Clan safehouse. Give any imprisoned heroes
a chance to formulate a plan of escape. Barring that Mama Kaiger
sends one of her daughters to collect them, banking a future favor
from the heroes in the process.

SCENE 6 CHALLENGE SCENE


Faceted Flight
The heroes go underground with help from Mama Kaiger. She gives
them space and equipment to unpack the information they received,
either from Bran’s headquarters or the Robot Forge. They learn Bran
had a hidden facility in the Facetwild where he was working on a
solution for the virus he uploaded to Starhaven’s robots. It’s Starhav-
en’s best hope to overthrow Ko-Nan, but to acquire it, the heroes
have to overcome the natural dangers of Europa.

THE QUESTION OF HOSTAGES


Daedalus and Tamira-Van are being held by Ko-Nan, unless some of
the heroes were also imprisoned and escaped on their own, or with
help from Mama Kaiger. The VIPs can be rescued from Bloodravager
control through the following skill challenge:

PRISON BREAK SKILL CHALLENGE


Time: 1 hour
Checks: Tracking down just where Daedalus and Tamira-Van are being
kept requires a DC 18 Investigation check or use of the Connected
advantage. Sneaking into the prison requires a DC 20 Stealth check or
a DC 24 Technology check. Breaking the prisoners out requires a DC 20
Sleight of Hand, Technology, or relevant power check. Sneaking back to
the safehouse requires a DC 22 Stealth check.
Success: With four Degrees of Success, the heroes rescue Daedalus and
Tamira-Van without major incident. With six Degrees of Success, they
manage to rescue a few squads of Starhaven security forces that can aid
them in Scene 7. They remove two squads of Imperium troopers from the
final conflict with Ko-Nan.
Failure: On a failed check, the heroes draw attention to themselves,
causing the guards to go on alert, incurring a -2 circumstance penalty
to future checks in this challenge. On three failed checks a group of
Bloodravagers lay an ambush for the heroes, moving Daedalus and
Tamira-Van to a new location and waiting in the hostages’ cells to attack.
There is one Bloodravager per hero.

68 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN

BLOODRAVAGER
Minions. See the Deluxe Gamemaster’s Guide, page 152
PL 6 A MULTI-FACETED TALE
The Kaiger Clan safehouse has everything the heroes need to plan
COMBAT INITIATIVE +3
their counterattack. It has ample living space as well as a computer
Blaster Rifle +4 Ranged, Damage 8 and workshop. Best of all, it’s concealed from the Imperium and has
Grab +4 Close, Grab 4 a security system and guards to chase anyone off who does come
Unarmed +6 Close, Damage 4 sniffing around. The next steps are a little different depending on
which lead the group tracked down earlier.
DODGE PARRY FORTITUDE WILL TOUGHNESS
+6 +6 +6 +6 +6/4* Bran’s hard drive is a gold mine of information. Hacking into it re-
quires eight hours of effort and a DC 25 Technology check. Groups
*without Armor
lacking technical expertise might instead learn similar information
Both hostages prove useful if the heroes rescue them. Daedalus with similar Investigation or interaction checks. Success reveals the
is without his armor, but he can provide insight into the way the following information:
robots are controlled. He can confirm that someone triggered the TECHNOLOGY CHECK
alarm at his Facetwild outpost in the last couple of days. Daedalus
is also able to offer a verbal command to shut down the outpost’s
Degrees of
defense system. Finally, he is willing to aid on Technology checks Information
Success
to assist the heroes, whether for cracking into Bran’s hard drive, or
creating Devices through the Inventor advantage, granting them a Bran was contracted by the Imperium to aid in
+5 circumstance bonus to the check. disrupting Starhaven’s essential systems. He
helped smuggle soldiers into the Pegasus Star-
This isn’t the first time Tamira-Van has been captured by the Stellar port, forged work badges for the Propylaea, and
Imperium and she reckons it won’t be the last. Tamira-Van is able constructed a virus to infect Starhaven’s robots.
to help the heroes begin organizing a resistance within the city. One He never met his employer in person. There are
Gamemasters should remember to let the heroes take the lead on Degree some personal logs on the drive that show Bran
making plans and deciding what role they want the resistance to becoming increasingly paranoid about being
play in this adventure. Tamira-Van is there to make suggestions if betrayed by his employer. He mentions he con-
they get stuck and to put the heroes’ plans into motion while they structed an antivirus but moved it to the FW site
are in the Facetwild recovering the antivirus. for safe keeping. There are no records about the
actual code of the virus or antivirus on the drive.
Organizing the resistance is a Team Check, with Tamira-Van adding
a Degree of Success to the Aid check. Heroes can aid the check with Bran has a lot of insight into the comings and
Investigation, Expertise (Ordinance, Tactics, or Streetwise), Persua- goings of a lot of Starhaven’s luminaries, par-
sion, Intimidation, or Deception. The final check is DC 25. Consult ticularly Daedalus. He has the coordinates to
the following for the effects of the resistance: Daedalus’ Facetwild outpost as well as a rough
Two map for how to get there stored in the drive.
Degrees The interference field makes it hard to acquire
INVESTIGATION, EXPERTISE, OR INTERACTION CHECK pinpoint accuracy, but it’s a good start, granting
a +2 circumstance bonus on Perception or rel-
Degrees of
Information evant Expertise (Survival, Navigation, Planetary
Success
Explorer, etc.) checks to navigate the Facetwild.
Word of the resistance reaches beleaguered Star-
Bran theorizes his employer, codenamed Veil,
haven citizens who band together to counterat-
is actually Sun-Ren. The dead-drop locations
tack once they receive the heroes’ signal. They
for his jobs were all located in the same neigh-
are inspired by word of the heroes’ deeds during
One Three borhood as his office. He also believes Sun has
the invasion and emboldened to take back their
Degree Degrees a plan to kill him and has moved to Daedalus’
city by any means necessary. However, their en-
outpost in the Facetwild. He left a decoy to die
thusiasm is larger than their skill and equipment.
in his place and plans to code the antivirus and
The resistance removes two squads of Imperium
miraculously return as the hero of Starhaven.
troopers and an Imperium hound from Scene 7.
Resistance forces are able to free imprisoned Between Bran and Daedalus’ notes the heroes have an idea there
AEGIS and UNISON personnel. They are then is an antivirus for the robots hidden in the Facetwild. Daedalus,
Two Tamira-Van, and Mama Kaiger all believe the best chance for repel-
able to take the Propylaea from the Imperium,
Degrees ling Ko-Nan is getting the robots offline. Mama Kaiger volunteers
removing Ko-Nan’s ability to switch off life
support in Scene 7. to smuggle the heroes out of the Green Zone and onto the harsh
surface of Europa proper.
Mama Kaiger agrees to throw some extralegal
firepower the resistance’s way, increasing their
Three
combat capability in Scene 7. The resistance WALKING IN A LUNAR WONDERLAND
Degrees
removes four squads of Imperium troopers and
both Imperium hounds from the final conflict. Europa is a hostile landscape for most living creatures. It has a thin
atmosphere, freezing surface temperatures, low gravity, and con-

The Guide to Starhaven 69


MUTANTS & MASTERMINDS

siderable amounts of radiation, which make surface exploration Shard attacks. The shardspinners flee the scene to find easier prey if
dangerous and difficult. These environmental effects are detailed a quarter of their number are Incapacitated.
in the Beyond Starhaven section in Chapter 2 of this book. The
heroes must come up with the means of overcoming these chal- SHARDSPINNER PL 8
lenges if they hope to recover Bran’s antivirus. Characters without See Chapter 2.
Immunity effects have to find suitable vehicles or space suits for
lunar travel. COMBAT INITIATIVE +4
Crystal Shards +8 Ranged, Damage 8
This is a perfect opportunity for players to spend Hero Points to
Crystal Spinning +8 Ranged, Affliction 8 (Dodge)
acquire the necessary equipment. Tech-minded heroes can use the
Inventor advantage and their handy workshop to rig something Unarmed +8 Close, Damage 8
for their team. Perhaps the heroes lean on the allies they’ve made DODGE PARRY FORTITUDE WILL TOUGHNESS
in Starhaven. Mama Kaiger might have a vehicle they can borrow
stored in the safehouse’s garage. Tamira-Van can requisition space +8 +8 — +2 +8
suits from Starhaven security forces as they join the resistance. Let
the players get creative with solving this issue. At the end of the day, Locating one of the four pylons requires a DC 18 Perception check.
it’s not fun to stifle heroism due to environmental hazards. Disabling them requires a DC 18 Technology check. They can be
Daedalus’ outpost is 60 miles (distance rank 14) from Starhaven, on destroyed by Damage, but they have Toughness 10. Reduce the
the periphery of the Facetwild. The following challenges represent Damage ranks of the bolts by 1 per pylon destroyed. The storm
some of the possible dangers the heroes must overcome . Be sure ceases once all four pylons are destroyed.
to check the Facetwild section in Chapter 2 for additional ideas to
challenge the heroes. INTERFERENCE
OLD FAITHFUL The Facetwild has an interference zone that blocks transmissions
into and out of the area. Usually this only affects communication,
Europa is known for its cryogeysers, bursts of high-pressure water but sometimes the interference intensifies causing technology
from the icy crust. The heroes run afoul of a powerful geyser on inside the zone to suffer damage. This interference spike short-
their way to the Facetwild. Characters caught in the 60-foot radius circuits some of the heroes’ technology or psionic-based powers.
must deal with the effects of Burst Area Damage 10. The heroes Heroes caught in the spike must resist Nullify 10 or one piece of
detect warning signs of the eruption—tremors in the ice, the roar their gear or psychic powers switches off at random. The gear can
of rushing water—with a DC 12 Perception check. be repaired with an hour of work and a successful DC 20 Technol-
ogy check. The psionic power returns after eight hours. Award any
The water from the geyser freezes almost instantly. This may trap players impacted with a Hero Point.
characters in rapidly-hardening ice like a rank 10 Affliction (Resisted
by Dodge and Overcome by Damage or Sleight of Hand; hindered
and vulnerable; defenseless and immobilized). Breaking free re-
THE DESCENT
quires breaking the ice, which has Toughness 10. The freezing water
Eventually the heroes come to cliffs above Daedalus’ outpost and
sweeps trapped characters into a newly opened crack in the ice,
must make the final descent into the rift. As the heroes look down
dropping them 60 feet. Heroes must resist Damage 6 when they
over the final leg of their journey, read or paraphrase the following:
hit the bottom. Climbing out requires breaking out of the ice and
a subsequent DC 16 Athletics check or use of a movement power.
The ice crust drops off suddenly, revealing a deep chasm in Eu-
ARC AMBUSH ropa’s crust. Multicolored crystalline structures, some as tall as
trees, jut out from sheer cliff face and ledges below. Artificial
The heroes are caught in an arc storm as they cross into the handholds line some of the outcroppings, but it’s not a com-
Facetwild. Usually this is a tame meteorological event, but not this plete path. Red lights pulse from a freestanding beacon at a
time. Bran has prepared this area of the rift with technology that cave entrance a few hundred yards down. Daedalus’ workshop
intensifies the static discharge. Multicolored lightning bolts streak is within reach, it’s just a matter of climbing now.
from the camouflaged pylons to crystalline structures with the
characters stuck in the middle. Roll a d20 at the beginning of each Climbing is treacherous, but Daedalus has done some work to
character’s turn while they are in the boundaries of the storm. A improve the conditions in the area. Reaching the workshop by
character is struck by a bolt on a roll of 1 and must resist Damage 10. climbing requires five DC 20 Athletics checks. Characters attempt-
See the Arc Storm section in Chapter 2 for additional information ing to fly down to the workshop trigger the defense system. Dae-
about running this hazard. dalus installed a battery of turrets and a group of robots to keep
curious predators away from the workshop. There is one turret per
Bran hoped that this lethal weather would keep pursuers at bay, but hero and one Centaur robot per two heroes present. The heroes
what he didn’t anticipate was that the pylons would attract some might have a password from Daedalus, but Bran has changed it.
of the local wildlife. A colony of shardspinners has made a nest in Award the first hero to try the password with a Hero Point.
the bounds of the storm. They emerge as the heroes race through
the storm, hoping to snare some easy prey. There are two shards- The turrets have Toughness 12. Each round they target a hero with a
pinners per hero present at the ambush. The scintillating arachnids Damage 8 or Snare 8 effect, with a +8 attack bonus. Characters who
pair up to go after heroes, with one using their Crystal Spinning to receive the immobilized condition—flying or climbing—begin to
ensnare heroes and the other following up with Unarmed or Crystal fall into the crevasse, which reaches depths of 1,800 feet. The robots

70 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN
use their actions to mop up heroes affected by the turrets, either Bran can answer a few questions for the heroes:
attacking them or catching and depositing them back at the top of
the crevasse. The automated defenses fight until destroyed. You’re supposed to be dead.

There is a surprise waiting for the heroes at the workshop. As they “That’s not really a questi—you know what bad time to be
approach, read or paraphrase the following: snarky. Sorry, I get nervous around like authority figures or
whatever. What were we talking about? Oh yeah, I faked my
A bronzed steel door sits flush with the cavern wall. Lights death using a realistic decoy. That synthetic body wasn’t cheap.
flicker on a security pad beside it and the noise of whirring ma- Still—totally worth it.”
chinery emanates from within. The door separates with a hiss,
What do you know about the virus?
revealing the elongated, scaled face of a frightened Jereid. It’s
Bran, wrapped in a parka, and looking seven shades of guilty.
"Let me guess." His voice is thin and nervous. "The Imperium “It’s a pretty intense program I wrote. It messes with their
invaded using my robot virus. Come in, we’ve got a lot to talk shared network, switches off their combat inhibitors, amplifies
about." The room beyond is a small lab space with a computer, their onboard computers to weapons grade coordination, and
a pair of workbenches, and a waving robot arm. gives them a massive taste for iron-grip dictators. It’d be pretty
rad if they weren’t, you know, trying to kill everybody.”

CENTAUR ROBOT PL 7 Didn’t you program them to attack everyone?


Minions. See the Deluxe Gamemaster’s Guide, page 152.
“Sort of, I guess. I mean I didn’t want anything like this to
COMBAT INITIATIVE +0 happen. At least like not while I was still here. Oh, that sounds
Unarmed +5 Close, Damage 9 bad. I just mean I figured I could get a paycheck and Daedalus,
Weapons +6 Ranged, Damage 8 or somebody like you guys would swoop in and stop it before
things got serious. I didn’t mean to be so good at my job. I’m
DODGE PARRY FORTITUDE WILL TOUGHNESS not making this sound any better. Trust me, in my head you
+3 +4 — — +10 guys totally love this.”

Who hired you?


WRAP-UP “I only ever got a codename: Veil. Whoever they were, they
were smart. They left me things in physical dead drops around
The heroes have answered the invasion in their own ways by the
town, never reached out electronically. Do you know how
end of this scene. The resistance is growing back in Starhaven. They
much I hate going outside, especially like up here? I think
have learned Bran is still alive. Not only is he the original architect of
they knew I’d figure out who they were if we talked online you
the virus, but he also has information about the Imperium’s tactics.
know. They definitely have some major feels about the Impe-
Award each player a Hero Point at the end of this scene. They’re
rium taking over the galaxy thing though. Like five big thumbs
going to need it in the battle to free Starhaven!
up out of five about the whole thing. It could be Sun-Ren, that
guy loves the Imperium. Either way it’s not good.”

SCENE 7 CONFLICT SCENE How can we stop it?

Bloodravager Beatdown “It’s funny you should mention that. I am totally working on
an antivirus and like I could really use some help. Are you all
down to do some coding around the lab? Also like if I do this,
The heroes help Bran finish his antivirus and get answers about who you should totally just let me go and not arrest me or anything.
is behind this attack. Then they return to Starhaven with a power- That’d be super cool of you.”
ful new weapon. It’s up to them to upload it to the Robot Forge
while their resistance engages the Bloodravagers. Finally, they must Really, robot pirates?
square off against Ko-Nan to kick her warband out of Starhaven.
“What about them? Earth pirates are cool. Space pirates basi-
cally never burst out into song. It’s whack.”
SEE YOU LATER ALLIGATOR?
Bran is surprised to see the heroes. He never expected to see anyone ROLEPLAYING BRAN CARDON
other than an Imperium assassin at the outpost door. Bran sees the
heroes’ arrival as an opportunity to make things right, but he has to Bran is a nervous, hyperactive prodigy with few close friends and
be sure of their intentions first. The heroes can convince him they big aspirations. He is vastly proficient with machines, but that talent
come in peace with a DC 15 Persuasion or Deception check. They doesn’t transfer to social interaction. Further complicating negotia-
can coerce him with a DC 10 Intimidation check, but this prevents tions is the fact that, for the last three days, he’s been on the lookout
him from being an effective aid in the antivirus creation skill check for assassins—not good for his mental health or his social skills. His
later in this scene. Bran uses the Scientist statblock with the Jereid initial attitude towards the heroes is unfavorable but can skip over
template and 4 extra ranks of Technology (Deluxe Gamemaster’s indifferent to favorable if they prove they mean him no harm. Bran
Guide, page 145 and Cosmic Handbook, page 135, respectively). knows he’s probably going to suffer legal consequences for his

The Guide to Starhaven 71


MUTANTS & MASTERMINDS

actions, but he is unreceptive to intimidation. He remains at unfa-


STARHAVEN INFILTRATION SKILL CHALLENGE
vorable if anyone threatens him. While unfavorable, he is willing to
show them the work he’s put together for the antivirus, but he at- Time: Each check reflects ten minutes of sneaking around, avoiding
patrols, overcoming obstacles, hacking surveillance, communicating with
tempts to slip away while the heroes finish the project.
the resistance, and reaching the target location. The specific locations
have additional checks listed below as well.
UPDATING THE ROBOT FIREWALL Checks: Sneaking into the city requires a DC 22 Stealth check unless the
heroes found the tunnel system in Scene 5 in which case this portion
Creating the antivirus is a Team Check. Bran automatically adds a of the challenge counts as a free Degree of Success. Avoiding robot or
+2 circumstance bonus to every hero's check if his attitude is Favor- Bloodravager patrols in the streets requires a DC 20 Stealth, Deception,
or movement power check or a DC 22 Technology or Perception check.
able or better. Heroes can aid the check with Technology, relevant Overcoming the dangerous terrain—collapsed buildings from the
powers such as Comprehend Machines, control effects related to bombardment, sinkholes, electrified water, etc.—requires a DC 20
technology, or Expertise such as Computers, Hacking, or Robotics. Athletics, Acrobatics, or relevant movement power check. Hacking
The final check is DC 30 and takes four hours. Imperium surveillance networks requires a DC 25 Technology check.
Success on this check gains the heroes a +2 circumstance bonus on
Groups lacking technical skills can instead us Bran's +14 bonus to future checks to sneak past patrols. Mobilizing the resistance requires a
lead the check, with the heroes providing Aid bonuses using what- DC 20 Persuasion, Stealth, Technology, or relevant Expertise skill check.
ever creative tactic you deem appropriate. Consult the following for Robot Forge Checks: The robots have doubled their garrison at the
the outcome: Robot Forge, making it more difficult to access than in Scene 4. Hacking
the robots requires a DC 24 Technology check. Finding an alternate route
requires a DC 18 Perception check with an aerial view or a DC 22 Perception
EXPERTISE OR TECHNOLOGY CHECK check from street level. Following the alternate route requires a DC 20
Stealth, Acrobatics, Athletics, or movement power check. Sneaking past
Degrees of robots protecting a barricade requires a DC 26 Stealth check. Convincing
Resistance Asset the robots to let the heroes pass requires a DC 25 Deception check. Heroes
Success who claim to be agents of the Imperium no longer receive a circumstance
The heroes successfully program a code cyl- bonus to this Deception check. The robots have a full personnel file at this
inder with the antivirus. The cylinder can be point, so heroes attempting this lie are flagged as enemies and attacked.
Alternatively, the robots can be fought in a conflict scene. There are four
used either with Daedalus’ gauntlet control Cyclopes robots per hero led by two Centaurs.
switch—which is currently on Ko-Nan’s arm—or
Preserver Hall Checks: Scaling the exterior of the domes and spire
at the master computer in the Robot Forge. The requires a DC 25 Athletics or Acrobatics check or a relevant movement
One
heroes also manage to scrape together the parts power. Making the climb without alerting guards requires a DC 30 Stealth
Degree
needed to repair said computer if they can suc- check. Hacking the internal security system requires a DC 30 Technology
cessfully sneak back into the Forge. This version check. Avoiding patrols in the halls requires a DC 20 Stealth check.
of the antivirus is sufficient to incapacitate the Success: With 7 Degrees of Success, the heroes reach their intended
robots, but lacks the sophistication needed to location without incident. With 9 Degrees of Success, they manage to
turn the robots against the invaders. completely evade Imperium forces, granting them a +2 circumstance
bonus to Initiative checks in their final conflict with Ko-Nan or complete
The code cylinder grants the heroes an extra peace to repair the master computer at the Robot Forge.
boon based on where they choose to employ it. Failure: On a failed check, the heroes draw attention to themselves,
The antivirus is able to turn the robots against causing the Imperium forces to go on alert, incurring a -2 circumstance
the invaders if its used at the Robot Forge penalty to future checks in this challenge. At 5 or more Degrees of Failure,
Ko-Nan moves to attack the heroes in their current location. This initiates
master computer. Alternatively, the heroes can
Two the final conflict in this scene and causes the heroes to be surprised for
use it to shut the robots off at range if they the first round.
Degrees
choose to bring it to face Ko-Nan, rather than
having to disarm her gauntlet and load the CENTAUR ROBOT PL 7
program. This function works at a range of 30 Minions. See the Deluxe Gamemaster’s Guide, page 152.
feet, and automatically shuts down the robots
in Starhaven. COMBAT INITIATIVE +0
Unarmed +5 Close, Damage 9
Now that the heroes have a solution for the virus afflicting Starhav-
en’s robots, they’re ready to return home and defeat the invaders. Weapons +6 Ranged, Damage 8

DODGE PARRY FORTITUDE WILL TOUGHNESS


HEROIC RETURN +3 +4 — — +10

The trip back to Starhaven is still a dangerous trek across Europa’s


natural environment. Gamemasters are encouraged to use any CYCLOPES ROBOT PL 5
unused challenges from Scene 6 or come up with their own to Minions. See the Deluxe Gamemaster’s Guide, page 152
threaten the heroes’ return journey.
COMBAT INITIATIVE -1
Getting back into Starhaven is no walk in the park. Ko-Nan and the Unarmed +5 Close, Damage 5
Bloodravagers have locked down the Green Zone in preparation for
her father’s arrival. The heroes also have to decide between rushing DODGE PARRY FORTITUDE WILL TOUGHNESS
to fight Ko-Nan at Preserver Hall or seizing the Robot Forge before +0 +0 — — +10
the infiltration. Entering the city is accomplished with a skill chal-
lenge which changes a bit based on their choice of target:

72 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN
Installing the antivirus at the Robot Forge requires two hours (time
rank 10) of work and a DC 20 Technology check to repair the control
Glorious Combat
computer. Repairing the computer without attracting attention re- A clever hero might realize that Ko-Nan is looking for an epic
quires at least one hero to succeed at a DC 24 Stealth check. fight. She can be persuaded to engage in a one-on-one fight
Any remaining robot guards attack anyone they find in the main for the fate of Starhaven with a DC 25 Persuasion check or a
office. They sweep the area once an hour, but the heroes only ever DC 20 Intimidation check. Gamemasters should use caution
encounter them once. The patrol is comprised of two Cyclopes when presenting the one-on-one option. It can devolve into
robots per hero. Once the computer is repaired and the antivirus something that isn’t fun for the players who aren’t participat-
is uploaded, the robots of Starhaven shut down en masse. If the ing. Alternatively, Ko-Nan may propose a squad battle with the
heroes squaring off against her top lieutenants. In this case
heroes successfully turned the robots against the Imperium, they
Ko-Nan is joined by one Bloodravager per hero. Gamemasters
begin engaging troops across the city. Now all that stands between
should consider having Ko-Nan move the fight from the office
Starhaven and peace is Ko-Nan and the Bloodravagers.
to somewhere more exotic, possibly one of the wild areas of
the Green Zone or even outside the dome.
THE BATTLE FOR STARHAVEN
The future of Starhaven comes down to a grudge-match between
character’s turn over the course of the round. The total refreshes at
Ko-Nan and the heroes, just the way she likes it. The fight most
the beginning of Ko-Nan’s turn. This is in addition to the ship’s own
likely takes place in Tamira-Van’s Preserver Hall office, but it’s pos-
turn in Initiative.
sible Ko-Nan ambushes the heroes on the streets of Starhaven or
the Robot Forge. Modify the conflict as needed should the heroes One group of Bloodravagers teams up with Ko-Nan, aiding her
struggle in the previous skill challenge. attacks. The others focus on softer targets, attacking them in pairs
or groups. The Cyclopes robots protect the Imperium trooper
If the fight takes place in Tamira’s office, read or paraphrase the fol-
squads, using the Interpose advantage to absorb attacks or grab-
lowing to the players: bing heroes who get close. The telekinetic hound destroys more of
the office, creating cover for the troopers or cutting off sightlines for
The elevator opens into a large oval-shaped office. The furni- ranged heroes. The telepath attempts to control the hero with the
ture has been destroyed, aside from a scrap throne erected on lowest Will defense.
the right end of the ellipsis. Ko-Nan Bloodravager surveys Star-
haven from the shattered office window as the city erupts with The Imperium troopers flee if Ko-Nan is incapacitated, hoping to
resistance activity. Laser fire and explosions fill the streets as ditch their gear and infiltrate the Starhaven populace. The Bloodrav-
the citizenry rises against the Imperium. agers, much like their leader, fight to the last.

"I was hoping for a proper battle." Her power fists hum as ROLEPLAYING KO-NAN
energy courses through her arms. "Bloodravagers, we have
bloody business to attend to." The mercenaries surrounding Ko-Nan is a battle-hardened veteran who feels most alive while
her cheer and raise weapons, eager for conflict. crushing people with her fists. This invasion of Starhaven is her best
chance of winning the approval of her distant father. She knows
Ko-Nan is accompanied by one Bloodravager, eight Imperium how important this fight is for her future in the galaxy. In combat,
troopers, and one Cyclops robot per hero. There are also two Im- she prefers to go toe-to-toe with the toughest looking hero, using
perium hounds (one telekinetic and one telepathic), and Ko-Nan’s her ship to keep ranged combatants busy.
warship: the Scar. Subtract any forces that have been removed due
to the heroes’ actions throughout the Siege of Starhaven. Here is a The ace up her sleeve is her control of the Propylaea. If the fight
bulleted list of those possible modifiers from previous scenes: begins to go against her, she is willing to threaten to shut the life-
support off in the dome. Her forces are equipped with rebreathers
• If the squadron escaped in Scene 5, their attack pulls away two that allow them to survive in the dome without oxygen. Heroes can
Bloodravagers and gives Ko-Nan one less action with her ship per disarm the control switch by removing her right gauntlet. Ko-Nan
round. fights to the bitter end.
• There are several possibilities dependent on the strength of the
resistance formed in Scene 6. The resistance removes either two KO-NAN PL 12
squads of Imperium troopers and an Imperium hound or four See Cast section.
squads of Imperium troopers and both Imperium hounds.
COMBAT INITIATIVE +8
• The resistance may have taken control of the Propylaea from the Blaster Pistol +12 Ranged, Damage 5
Imperium, removing Ko-Nan’s ability to switch off life support. Concussive Force Cone — Close, Area, Damage 12
• If the heroes took back the Robot Forge in Scene 7, there are no Enhanced Punches +10 Close, Damage 14
robots fighting for Ko-Nan. Throw +8 Ranged, Damage 12
The office is a 60-foot-by-90-foot oval, with an elevator on the wall Unarmed +12 Close, Damage 12
opposite the window. The warship is Ko-Nan’s greatest asset for
DODGE PARRY FORTITUDE WILL TOUGHNESS
the fight. As a Free Action twice per round, she can fire the Scar’s
laser cannons. This is a Damage 12 ranged attack with a +12 attack +10 +10 +14 +8 +14
bonus. She can use these actions at the beginning of any other

The Guide to Starhaven 73


MUTANTS & MASTERMINDS

BLOODRAVAGER PL 6
Minions. See the Deluxe Gamemaster’s Guide, page 152 EPILOGUE
COMBAT INITIATIVE +3 Unbeknownst to Ko-Nan, the Star-Khan is not coming. He has
Blaster Rifle +4 Ranged, Damage 8 designs on Starhaven, to be sure, but knows he will need a con-
Grab +4 Close, Grab 4 siderable force to take and hold the moon, thanks to its proximity
Unarmed +6 Close, Damage 4 to Earth’s superpowered heroes. Veil has already begun distancing
herself from this attempt. She’ll let Ko-Nan take any blame and use
DODGE PARRY FORTITUDE WILL TOUGHNESS the information from the experience to develop future plans.
+6 +6 +6 +6 +6/4* As for Starhaven, the citizens have the job of rebuilding, not so dif-
*without Armor ferent from their pre-invasion plans. Starhaven security no doubt
grows their ranks by enlisting some members of the resistance. The
IMPERIUM TROOPER PL 5 robots need to be reprogrammed and Europa Light and Sewer have
Minions. See the Cosmic Handbook, page 93.
to repair any Imperium sabotage to the Propylaea and Pegasus Star-
COMBAT INITIATIVE +1 port. The city has survived its first—and surely not its last—conflict.
Blaster +5 Ranged, Damage 5
Not only that, they did it without outside help, and have proved to
their neighbors that Starhaven is here to stay.
Unarmed +5 Close, Damage 1

DODGE PARRY FORTITUDE WILL TOUGHNESS REWARDS


+5 +5 +5 +5 +5/1*
*without armor
If the heroes overcome the Imperium and defeat Ko-Nan, award
them one Power Point. If they were particularly resourceful or civic-
IMPERIUM HOUND PL 6 minded—helping to rally the resistance or rescuing important hos-
See the Cosmic Handbook, page 94. tages—award them one additional Power Point.

COMBAT INITIATIVE +1 The heroes have made an impression on their new home and met a
Telekinetic Blast +6 Ranged, Damage 6
number of important figures along the way. Mama Kaiger and Tami-
ra-Van are influential in different parts of Starhaven society. Bran is
Unarmed +3 Close, Damage 0
a talented hacker who owes the heroes a favor for helping clean up
DODGE PARRY FORTITUDE WILL TOUGHNESS his mess. Finally, Daedalus is always a good friend to have. Any of
these characters could serve as valuable contacts in the future or
+6 +6 +5 +7 +6
provide new plot hooks for future adventures.

CYCLOPES ROBOT PL 5 CONTINUING THE ADVENTURE


Minions. See the Deluxe Gamemaster’s Guide, page 152
There are several ways to extend this adventure into a longer ad-
COMBAT INITIATIVE -1 venture or story arc:
Unarmed +5 Close, Damage 5 • Class is in Session: Ko-Nan’s invasion shows Starhaven isn’t
as safe or isolated as originally believed. A certain portion of
DODGE PARRY FORTITUDE WILL TOUGHNESS
the citizenry hasn’t taken this well, looking for other means to
+0 +0 — — +10 ensure their protection in the future. They are primed to listen
to the teachings of the Children of Chrysalis. Pupil is happy to
bring frightened people into his cult and offer them the “gifts”
THE SCAR 88 EP
needed to fend off interstellar predators. The heroes get clued-
Size: Gargantuan STR: 12 Def: 6 Toughness: 14 Features: Autopilot,
in when a friend or loved one begins attending Children meet-
Communications, Navigation System, Remote Control Powers: Flight 12
ings and acting strangely…
(8000 MPH), Impervious Toughness 14, Laser Cannon: Ranged Damage
12, Movement 2 (Space Travel 2) • Testing the Waters: Starhaven isn’t the only settlement on
Europa. Veil used the cover of Ko-Nan’s invasion to smuggle
some of her agents down the Darkwell and into Seahaven.
WRAP-UP Weeks after the invasion, vital systems begin to go down. The
aquatic settlement calls for discreet help and Tamira-Van can
The heroes must stop Ko-Nan and the Bloodravagers here and now, think of no one better than the heroes. It’s up to them to rep-
or she summons Star-Khan to claim Starhaven. If Ko-Nan defeats resent Starhaven, keep relations between the two settlements
the heroes, she takes them prisoner, hoping to present them to her cordial, and stop another Imperium scheme before it escalates.
father as a noble gift. Award each player a Hero Point and award • Trouble in the Facetwild: Daedalus asks the heroes to help him
more for any cunning plans to escape and confront the Bloodravag- set his outpost right after Bran’s takeover. He needs help reset-
ers once again. ting the turrets and repairing the robots. However, his sensors
If you don't wish for the campaign to remain a resistance opera- pick up an increased frequency of arc storms in the area. The
tion against Imperium occupation, Earth-based heroes such as the energy spike seems to stem from a nearby Preserver site. He
Freedom League may arrive to turn the tide. asks the heroes to investigate the ancient facility to figure out

74 The Guide to Starhaven


CHAPTER 3: SIEGE OF STARHAVEN
the cause of the strange weather, hoping it will provide some
KO-NAN BLOODRAVAGER PL 12
insight into the communication interference—or at the very
STR 12 STA 12 AGL 8 DEX 8 FGT 10 INT 3 AWE 2 PRE 5
least some interesting technology to bring back to Starhaven.
Powers: Genetic Augmentation: Immunity 10 (Life Support),
Impervious Toughness 10, Power-Lifting 4 (1600 tons), Protection 2,
CAST Speed 4 (30 MPH); Powered Gauntlets: (Removable Array built with 24
point powers), Blast-Off: Leaping 6 (500 feet), Concussive Force Cone:
The following are the major characters encountered in Siege of Cone Area Damage 12, Enhanced Punches: Strength-based Damage 2
Starhaven that are not found elsewhere in this book or the Cosmic (Impressive, Multiattack, Penetrating 10)
Handbook, including their backgrounds and relevant game stats. Equipment: Blaster Pistol, The Scar (see page 74)
Advantages: All-out Attack, Benefit, Status 2 (Leader of the
KO-NAN BLOODRAVAGER Bloodravagers), Chokehold, Diehard, Equipment 17, Fearless, Great
Endurance, Improved Disarm, Instant Up, Leadership, Move-by Action,
Ko-Nan Bloodravager is the daughter of the interstellar conqueror Power Attack, Startle, Weapon Break
Star-Khan and one of his many largely forgotten couplings. She
Skills: Acrobatics 6 (+14), Athletics 8 (+20), Close Combat: Grab 2 (+12),
grew up on an inhospitable world on the fringes of Imperium space.
Close Combat: Unarmed 2 (+12), Deception 5 (+10), Expertise: Imperium
Her mother filled her head with stories of the mighty Star-Khan, and
5 (+8), Expertise: Mercenary 11 (+14), Insight 8 (+10), Intimidation 13
Ko-Nan dedicated her life to taking her rightful place at her father’s
(+18), Perception 9 (+11), Persuasion 5 (+10), Ranged Combat: Firearms
side. Ko-Nan left home as soon as she could smuggle herself aboard
4 (+12), Stealth 4 (+12), Vehicles 8 (+16)
a ship and spent the next few decades carving a bloody path
through the galaxy. Gifted with her father’s natural charisma and COMBAT INITIATIVE +8
head for battle, Ko-Nan formed a band of violent mercenaries called Blaster Pistol +12 Ranged, Damage 5
the Bloodravagers. They captured ships and conquered space sta-
Concussive Force Cone — Close, Area, Damage 12
tions, hoping to attract the Star-Khan’s attention. One day, Ko-Nan
intends to find the right prize for her father, so he will proclaim her Enhanced Punches +10 Close, Damage 14
his heir to the throne of the Stellar Imperium. Throw +8 Ranged, Damage 12
Unarmed +12 Close, Damage 12
Ko-Nan is only one of Star Khan's progeny, with most of his children
serving as regional governors of his conquests or else leading mili- Totals: Abilities 120 + Powers 51 + Advantages 31 + Skills 45 (90 ranks) +
tary operations. If you're like to flesh out the would-be conqueror's Defenses 10 = 257
family before presenting the Star Khan himself as an ultimate threat Complications: Motivation—Acceptance: Ko-Nan desires her father’s
at the end of a long campaign, consider the following archetypes acceptance and legitimacy above all else. Warrior’s Temper: Ko-Nan lives
(all presented in the Cosmic Handbook): for a good fight and can be goaded into single combat if the combatant
• Chenat-Ran, Grand Inquisitor (Space Demigod), the contempla- seems tough enough.
tive science minister and master torturer.
BLOODRAVAGER PL 6
• Quorus Ko-Than, Master of Hounds (Star Hunter), who oversees
STR 4 STA 4 AGL 3 DEX 4 FGT 4 INT 2 AWE 1 PRE 0
the Imperium's domination and conversion of Lor psions.
Equipment: Armor, Blaster Rifle
• Rhon-An, Imperium Crusade Commander (Space Knight), who
tracks and executes the Imperium' most-wanted enemies. Advantages: Equipment 4

• Throsh Khan, the Bound Destroyer (Avatar of Destruction), the Skills: Athletics 2 (+6), Close Combat: Unarmed 2 (+6), Insight 2 (+3),
mindless destroyer kept by the Star Khan as an ultimate weapon. Intimidation 8 (+8), Perception 3 (+4), Vehicles 4 (+8)

• Zethr Khan, Admiral of the Fourth Fleet (Cosmic Corsair), leader COMBAT INITIATIVE +3
of the Imperium's nearest invasion fleet.
Blaster Rifle +4 Ranged, Damage 8
Each of Ko-Nan's siblings commands similar or superior forces to Grab +4 Close, Grab 4
her own. Unarmed +6 Close, Damage 4

BLOODRAVAGERS DODGE PARRY FORTITUDE WILL TOUGHNESS


+6 +6 +6 +6 +6/4*
Ko-Nan’s band of warriors are among the fiercest mercenaries to *without Armor
menace the stars. They believe might makes right and take what
Totals: Abilities 44 + Advantages 4 + Skills 11 (22 ranks) + Defenses 12
they want from anyone not strong enough to resist them. The
= 71
Bloodravagers rely on sheer firepower and surprise for their attacks,
swooping in with heavy warships for lighting raids.

The Guide to Starhaven 75


MUTANTS & MASTERMINDS

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76 The Guide to Starhaven

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