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Guide To StarHaven - v1
Guide To StarHaven - v1
Guide To StarHaven - v1
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!
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
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
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.
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
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.
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
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.
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.
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-
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.
Promeade
The Lar
West Wing
Central District
1.
2.
East Wing
The Fastness
STARHAVEN Kilometers
Greenwalls 0 1
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
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.
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."
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.
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-
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.
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.
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.
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
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.
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
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!
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.
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 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-
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
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.
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.
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-
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 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.
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.
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.
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.
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.
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 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.
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.
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
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.
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-
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.
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.
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.
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
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.
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.
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
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.
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 &
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
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
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
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*
IMPERIUM TROOPER PL 5
Minions. See the Cosmic Handbook, page 93.
COMBAT INITIATIVE +1
Blaster +5 Ranged, Damage 5
Unarmed +5 Close, Damage 1
COMBAT INITIATIVE +1
Telekinetic Blast +6 Ranged, Damage 6
Unarmed +3 Close, Damage 0
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.
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.
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.”
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:
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:
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
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.
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.
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-
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
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.”
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
"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
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
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.
• 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
License
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