LANCER
SHADOW OF THE WOLF
BY Katherine Stark
EDITED BY Melody Watson
LAYOUT BY Minærva McJanda
COVER ART BY Tom Finnbarr Carroll
INTERIOR ART BY Ares Bor, Bastien Aufrere, Conner
Fawcett, E.M. Fields, Vincent Angerosa (Siegefault)
MAP DESIGN AND ART BY Dunya Kat, Vincent
Angerosa (Siegefault)
CAMPAIGN PLAYTESTING:
Ben S., Holly C., Sam C., Simon C., Zac S., Dunya Kat
(Eld), Ashley! Ashley! Ashley!, Cade (Neffy), Freaky
Mutant Man, G Force, SpicyBC, Haze, ence, Sebi,
TheOddDog, The J, The Wanderer, Orange orange,
Athena Carol, Cakelatte, Kim, Big Sword, Adora,
Charlietakethetrench, Gecknomancer, Jangmi
SPECIAL THANKS TO The members of Pilot NET for
their hard work playtesting and providing feedback
Gemma, Lizzie, and Angelica
FOR BILLY, WHO FOUGHT FOR US
[2]
SHADOW
OF THE
WOLF
A TWO-PART MISSION SERIES
FOR LANCER PILOTS
STARTING AT LL0
[3]
CONTENTS
SECTION 0 SECTION 2
INTRODUCTION6 THE KARRAKIN
OVERVIEW8 CAVALRY COLLEGE 22
PREPARATION8
BOOK STRUCTURE 9 RECRUITMENT25
CONTENT AND THEMES 9
THE SYLLABI 25
SECTION 1 THE CAMPUS 26
THE LYKEON 26
SETTING PRIMER 10 THE GARDENS 26
THE STABLES 28
THRONE KARRAKIS 12 THE DUELING FIELDS 28
THE HOUSES AND THE CONCERN14 TRADITIONS29
BANQUETS AND MEALS 29
A HISTORY OF KARRAKIS 16 FORMAL BALLS AND DANCES 29
DUELING29
RELIGION AND THE PASSIONS 18 BOND READINGS 29
PANKRATION MEKANI 29
THE BARONIC MILITARY 19
THREATS TO THE BARONIES 20
THE UNGRATEFULS 20
HARRISON ARMORY 20
[4]
SECTION 3 SECTION 4:
SHADOW OF THE WOLF 30 APPENDICES94
SUMMARY32 APPENDIX I: PLAYER OPTIONS 96
BACKGROUNDS96
RUNNING THE CAMPAIGN 33 GEAR97
SESSION ZERO 33 EXOTIC GEAR 97
CREATING CHARACTERS 33
APPENDIX II: NEW MECHS 99
NON-PLAYER CHARACTERS 36 TARAXACUM100
RELATIONSHIP CLOCKS 36 HECATONCHEIRES102
HANDLING RELATIONSHIPS 36 TAGETES104
ROMANCE AND SEXUALITY 37
APPENDIX III: NEW BONDS 106
FACULTY38 THE FIREBRAND 106
THE CELEBRANT 108
OTHER NOTABLE FACULTY 40 THE KNAVE 110
THE SENESCHAL 112
STUDENTS41
OTHER STUDENTS 46
SAMPLE CLASSES 47
Mission 1: NO POINTS FOR
SECOND PLACE 48
Beat 1: UNFASHIONABLY LATE 49
Beat 2: THORNS AMONG ROSES 50
Combat 1: KNOW YOUR PLACE 52
Beat 3: NEW BLOOD 54
Combat 2: PANKRATI, CHARGE 56
Beat 4: DOWN TO BUSINESS 58
Beat 5: UNFRIENDLY COMPETITION 59
Combat 3: TRIAL BY FIRE 60
Combat 4: THE HARLEQUIN’S KNIFE 62
Beat 6: AFTERMATH65
DOWNTIME: CALM BEFORE THE STORM 67
Mission 2: THEY SHALL
COME ALL FOR VIOLENCE 68
Beat 7: THE FALL OF A SPARROW 70
Combat 5: LIVE-FIRE EXERCISE 72
Beat 8: THE SHADOW LOOMS LONG 75
Beat 9: MEAT FOR THE GRINDER 76
Combat 6: ENTER SAND-MEN 78
Beat 10: HAND OVERPLAYED 81
Combat 7: DYNAMIC ENTRY 84
Combat 8a: BALLROOM BLITZ 87
Combat 8b: PERFECT PARRY 90
Beat 11: THE WHEEL TURNS 92
WRAPPING UP AND NEXT STEPS 93
CHANGING THE WORLD 93
CONTINUING THE STORY 93
[5]
SECTION 0
INTRODUCTION
OVERVIEW8
OVERVIEW
It is 5016u on Karrakis, a world that has carried the
bright flame of humanity undimmed since the long-
PREPARATION
Shadow of the Wolf is designed to be run by a GM (game
ago, faraway days of Old Earth. Despite this legacy, the
master) for 3–5 players, though it can be run for more or
people of Karrakis look to the future. The education of
fewer with some adjustment. The GM will need a copy of
their future leaders in the arts of politics, governance,
the full Lancer Core Rulebook, as it contains important
and warfare is essential to carrying that legacy forward
setting material and background information, as well as
and ensuring that Karrakis is not swept away by the
the sitreps and statistics for the non-player characters
many challenges of galactic politics.
(NPCs) required to run mech combat. It is possible to
Among these challenges is the prospect of war in run this mission series without any other Massif product,
the distant Dawnline Shore, an area of space where though you may wish to reference the Field Guide to
ancient Karrakin claims and long-established colonial the Karrakin Trade Baronies for more details about the
worlds are being challenged once more by an upstart setting of this mission series.
corporation given too long a leash. But the Shore –
Players can play through Shadow of the Wolf with
important as it is to Karrakin honor and the Karrakin
either the paid or free version of Lancer – available at
people – is far removed from the central worlds of the
massif-press.itch.io – as both contain everything they
Baronic Concern and its ancient capital. Here and now,
need to create, manage, and handle their characters as
in the city of Throne Karrakis, there are pilots to train
they progress. We highly recommend using Lancer’s
in the noble tradition of mechanized cavalry warfare.
companion app, Comp/Con, to create characters and
Welcome, kavaliere, to the Karrakin Cavalry College!
manage encounters. Comp/Con is available for free at
Shadow of the Wolf is a two-mission mission series for compcon.app, along with all player-facing content from
Lancer, following a group of students at the most pres- this book and other Massif Press releases.
tigious finishing school for mech pilots in the Orion Arm.
When creating player characters (PCs) for Shadow of
Here, pilots learn the noble arts of the kavaliere, compete
the Wolf, assume that they have good reasons for being
for glory and honor, and study the finer intricacies of
admitted to the Baronies’ most prestigious college for
operating mechanized chassis as tools of war.
mech pilots, whether it be through merit, politics, or family
In Shadow of the Wolf, players will face the perils of connections. PCs will be adults, and most will have some
Karrakin high society alongside combat both sporting form of combat experience, but they begin the game at
and deadly. They will make helpful friends and powerful License Level 0 (LL0) – not yet the elite pilots they will
enemies, and may find themselves caught up in a polit- one day become.
ical game that threatens to alter the course of Karrakin
If you are the GM, it would be best to familiarize yourself
society – and maybe even the galaxy.
with the mission series in advance. This will help you to
facilitate the narrative outlined in this book. The structure
of the story – missions, enemy combatants, downtimes,
and opportunities to perform Full Repairs – is designed
according to that narrative, but you can adjust, change, or
expand this based on the preferences and expectations
of your group.
[8] Section 0 // Introduction
BOOK STRUCTURE CONTENT AND THEMES
OVERVIEW
This book contains setting material for running Lancer Player safety should be paramount in any roleplaying
games set at the Karrakin Cavalry College, and a mission game. A good way to support player safety is to host a
series that can be used to take players from LL0 up to “session zero” (see p. 33) before you begin, to ensure
LL2. This mission series can either be run as a self-con- that everybody at your table is on the same page when it
tained narrative, or used as a starting point for further comes to handling the content and themes of the game.
adventures.
In particular, it is important to discuss how you will handle
The book is split into four sections: some of the sensitive and potentially distressing issues
that are likely to appear in the narrative. These topics
Section 1: Setting Primer (p. 10) introduces the Kar-
include depictions and discussions of war, violence,
rakin Trade Baronies and contains information relevant to
imperialism, classism, institutional oppression, terror-
running games of Lancer in Baronic space. It summarizes
ism, manipulation, bullying, false accusations, drug
key facts about Karrakin society and the political tensions
use, and psychological trauma.
that will be familiar to those who live within it.
Shadow of the Wolf presents a narrative set in the very
heart of empire and privilege. It intentionally highlights the
Although neither are necessary to run this mission
deeply ingrained structures and systems of oppression
series, both Field Guide to the Karrakin Trade Baronies
at the heart of the Karrakin Trade Baronies. As part of
and Lancer: Battlegroup are useful references for
this, it positions PCs as both beneficiaries and ultimately
playing through Shadow of the Wolf. Field Guide
victims of those structures and systems. The narrative
to the Karrakin Trade Baronies contains a wealth of
invites you to critically explore concepts of nobility and
information on the history and culture of the Baronies
chivalry, and the institutions that turn young people into
and the Karrakin people, while Battlegroup includes
tools of oppression. It is a response to romantic ideals
an overview of the worlds of the Dawnline Shore and
sold to children and adults alike: ideals and aesthetics
the coming war.
of war found in depictions of the knight and the fighter
ace, used to obscure and valorize the ugly truths of war.
Section 2: The Karrakin Cavalry College (p. 22) is a
Although Shadow of the Wolf takes place in a fantastical,
primer for the College itself. It discusses the College as an
science fiction setting, it is inspired by the real world. The
institution – its role in Baronic society, its traditions, and its
privileges that accrue to those with social connections and
relationship to the Baronic Unified Command (BUC). It also
wealth are both a symptom and a cause of many injus-
details what students can expect from their experience
tices in modern society. These privileges are supported
at the College, from recruitment through to teaching, the
by institutions that uphold harmful structures of class and
material in its syllabi, testing, and graduation.
social hierarchy through tradition, unexamined bias, and
Section 3: Shadow of the Wolf (p. 30) presents the complex webs of social and political interdependence.
titular mission series Shadow of the Wolf. It is made up
Further, the abuses of empire and colonialism are perva-
of two missions, including narrative scenes and combats
sive and ongoing, and often accompanied by the specter
along with some guidance for tying them together into a
of war. The effects of wars on those who fight in them,
coherent story. This section is intended primarily for GMs.
those who die in them, and those who must live with their
If you intend to play this mission series, we recommend
consequences are very real and not to be treated lightly.
skipping this section as it contains information that might
spoil your enjoyment of the story. As you tell your story, be mindful of the themes you draw
upon and their analogs in the real world. Be especially
Section 4: Appendices (p. 94) contains new player
aware of the ways these issues can affect the people
options for use in your games of Lancer. This includes
around your table, and take care of each other. Together,
new character backgrounds, pilot gear, variant Frames,
seek to tell stories that stand in solidarity against injustice
and bonds for use with the optional Bonds system from
and abuse, and strive for a better world.
Field Guide to the Karrakin Trade Baronies.
“My friend, you would not tell with such high zest
To children ardent for some desperate glory,
The old Lie: Dulce et decorum est
Pro patria mori.”
– Wilfred Owen, 1920
For further discussion of the themes of the Lancer
setting and how to handle them within your game,
see the section, “On Content, Discomfort, and Lancer”
(Lancer, p. 337).
Section 0 // Introduction
[9]
SECTION 1
SETTING PRIMER
1
20
THREATS TO THE BARONIES
THRONE KARRAKIS 12
THE HOUSES AND THE CONCERN 14
A HISTORY OF KARRAKIS 16
RELIGION AND THE PASSIONS 18
THE BARONIC MILITARY 19
THREATS TO THE BARONIES 20
Section 1 // Setting Primer
[11]
THRONE KARRAKIS
By the reckoning of Baronic historians, Throne Karrakis So too is Karrakin society built on tradition, and nowhere
stands as the oldest continuously inhabited human city is that more apparent than at its very center. From Throne
in existence. There are few cities that could challenge Karrakis, the House of Order and its many minor houses
that claim – perhaps only fair Laurent, mercifully spared support the functioning of the Karrakin state through laby-
destruction during the Last Argument, or perhaps Dha- rinthine bureaucracies and time-trodden public ceremony.
ramshala on Earth, preserved from before the Fall – but The House’s palaces and governmental estates are the
none that can challenge Throne Karrakis as a seat of seats upon which the greater administrative system of
singular power. From its founding in the days when the the Karrakin monarchy are built, and they support many
children of the Apollo first set foot on their new world, worlds and peoples beyond the ancient skies of Old
to its rebirth under Passacaglia and its eminence as the Karakiz. Those who engage with this apparatus, noble
seat of first Annorum, then the New Federation, and and ignoble alike, are subject to endless protocols and
finally the Federal Karrakin Monarchy, Throne Karrakis ceremonies, but such is true for much of Karrakin life –
is perhaps the greatest city to ever exist. tradition suffuses everything from religious practice to
rites of passage; the customs of one’s house; and the
The vast metroswathe that has expanded for well over
daily rituals of home, work, and travel.
ten thousand years from the original colonial site is now
home to billions. To live in Throne Karrakis is to live at In this gigantic metropolis all the amenities and luxuries
the beating heart of what is an interstellar empire in all a person could possibly desire lie within arm’s reach, and
but name, surrounded by glittering wealth, the weight it is a point of pride that the residents of Throne Karrakis
of history and tradition, and humanity in all its aspects. lack for nothing. All the various peoples of the Trade Bar-
An old saying holds that, “the lights of Karakiz never onies and most of those beyond are represented here in
dim – such that one born under them might never see some fashion. This diversity is expressed through myriad
the night sky, but know they have inherited the stars”. forms of recreation and entertainment, exotic cuisines,
cultural and social centers, skilled artisans of all kinds,
Throne Karrakis is both a symbol and an expression of the
places of worship both prominent and esoteric, beautiful
power of Karrakin rule. Its sheer scale, in stark contrast
public spaces, and more around every winding street
to the limited urbanization of Earth, is a monument to a
corner. To visitors amazed by its unprecedented scale
vision of humanity that collects and centralizes power.
and variety, it quickly becomes clear why some consider
The palaces and institutions at its heart are idealized as
Throne Karrakis to be the true capital of humanity.
shining beacons of human achievement by traditionalists,
and prized by those who seek to exercise those institu-
tions’ influence. They are also constant reminders that
for all the reforms across the history of Karrakis, it is a
society built on the foundations of hierarchy, privilege,
and control.
[12] Section 1 // Setting Primer
1
THRONE KARRAKIS
KARRAKIS AT A GLANCE
HOMEWORLD
Karrakis
GIVEN NAME
When speaking of the people of the Karrakin Trade
Baronies, there are numerous social codes, titles,
UNION RING
and demonyms to hold in mind. Generally speaking,
Ring 1/Rocky Mountain Line
citizens and subjects of the major houses, whether in
the Concern or the Interest, can be called “Karrakin”
BLINK ACCESS:
by those from Union, other states or corpro-states,
Grand Teton Station, serving Karrakis; Uinta Station,
and so on.
serving Khayradin; Bitterroot Station, serving Ispah-
salar That said, although Karrakin might be acceptable
shorthand for someone from the Baronies, that per-
CAPITAL CITY son would likely express their desire to be called
Throne Karrakis, Karrakis by the demonym relevant to their homeworld – for
example, someone from Khayradin would say they
HEAD OF STATE are Khayradi, someone from Eyalet-a would say they
Prime Baron (elected by the Baronic Council) are Eyaleti, someone from Umara would say they are
Umaran, and so on.
GOVERNMENT HEAD
The particularities of social status add another level of
Premier (elected by the Ignoble House)
complexity. Members of the Baronies’ noble classes
tend to insist on proper address from Baronic subjects
GOVERNMENT TYPE
and citizens. When interacting with outsiders, desire
Federal, constitutional elective monarchy with a bicam-
for exactitude in address is a spectrum: some nobles
eral legislature made up of an upper house (the Baronic
demand strict adherence to protocol and will take
Council) and a lower house (the Ignoble House)
pains to have their staff inform any potential audi-
ences of those protocols, while others may accept
KARRAKIN WORLDS recognition in the form of a simple “lord”, or similar.
The Baronies’ core worlds are called the Baronic Con-
cern. The frontier of Baronic expansion, the Dawnline
Shore, on the other hand, is known to Karrakins as
ANNORUM
Periods of Karrakin history are organized by annorum.
the Baronic Interest.
Annorum are a Karrakin form of dynastic, fate-sourced
Union’s capital world, Cradle, is known to Karrakins absolute monarchy. Best imagined as an imperial
as Earth. They consider the planet Karrakis to be arrangement, the concept implies a certain state of
the cultural center of the galaxy and the capital of thought, being, and myth in addition to the era and
humankind – not Earth. Cradle is recognized as the form of rule. Annorum can extend far beyond the
birthplace of humanity, but Karrakins consider the reign of a single ruler, though they are often thought
mass exodus during the Fall to mark the end of Earth’s of as being instigated or “torn” into being by the
claim to humanity’s heart. actions of a particular fated person.
Annorum can be used in a different context as a
THE CONCERN political equivalent to empire, or even in reference to
Arrudye (House of Remembrance, Liberal) the ruling family. An Annorum’s leader is an “Anno”,
Karrakis (House of Order, Federalist) though “Emperor” is often used and understood to
Ispahsalar (House of Glass, Federalist) be an equivalent rank.
Tilimsan (House of Sand, Hagiographic)
Eyalet-a (House of Smoke, Federalist)
Khayradin (House of Stone, Hagiographic)
DATES
Dates in this book are in Union Standard Years, in
Umara (House of Water, Republican)
which “u” refers to the current Union era and “bu”
Begum (House of Moments, Federalist)
refers to the time before Union era. Years are mea-
Bo (House of Dust, Republican)
sured according to Cradle standard (365 days/year).
Dawnline Shore/The Interest
San Simeon (House of Promise, Republican)
Section 1 // Setting Primer
[13]
THE HOUSES AND THE CONCERN
The central worlds of the Baronic Concern (and, to a
greater or lesser extent, the distant worlds of the Dawn-
THE HOUSE
line Shore, known as the Baronic Interest) are ruled by OF ORDER
a collection of great houses. This system of government World: Karrakis
was instituted three thousand years ago in the wake of Politics: Federalist
an event known as the Dynasticlade. The Dynasticlade
Tasked with maintaining the appara-
brought an end to the singular, imperial rule that had
tus of the Karrakin state, the House of
defined Karrakis and her colonies during the Annorum
Order is a moderate house that empha-
Passacaglia and Annorum Tyrannus.
sizes administration, bureaucracy, and
Today, the so-called “major houses” are more like plan- ritual. The oldest of the major houses,
etary governments than they are the feudal dynasties the House of Order governs Karrakis
most outsiders associate with the Baronies. They remain itself and has a reputation for stubborn
subject to the Federal Karrakin Monarchy and the Baronic traditionalism.
Council, but exercise near-absolute sovereignty over
their own domains.
Given the scale of their holdings it is hard to speak about THE HOUSE OF
the major houses in anything but the broadest political
terms. The arch-conservative Hagiographic Houses of
STONE
World: Khayradin
Stone and Sand maintain the traditions of old, including
Politics: Hagiographic
strict attitudes toward nobility and social station. By con-
trast, the abolitionist Republican Houses of Water and Hailing from the ancient world of
Dust have thrown off the traditional systems of nobility Khayradin, the House of Stone is a
and ignobility, replacing them with representative democ- proud, independent, and conservative
racies. Between these poles are the moderate Federalist house that seeks to lead the Baronies.
houses, which seek to strike a balance between the two. The House’s vision for the future is one
The balance of power in the Baronies stands on a knife- of strength and prosperity built on Karrakin
edge, with the social upheaval of the last few centuries military and industrial power.
threatening Republican revolution across the Concern.
Within the major houses are the so-called “minor houses”,
although the term means different things depending on THE HOUSE OF
the political context. Within traditionalist major houses,
minor houses are the ancient and entrenched feudal
SAND
World: Tilimsan
institutions of nobility, privilege, and inheritance that often
Politics: Hagiographic
spring to mind in discussions about Karrakin politics. In
more progressive houses, minor houses are democratic The conservative House of Sand rules
institutions that take the role of local governments or over a harsh desert world filled with
district administrations. great mineral riches. Members of the
House have a reputation for ambition,
Minor houses constantly jockey with each other for sta-
manipulation, and scheming – with the
tus and influence within the major houses to which they
fabled “Sand-men” feared as some of
belong, though their power varies wildly. Minor houses
the most effective spies and assassins
can range from the smallest families, struggling to main-
in Baronic space.
tain their reputations, to ancient and powerful dynasties
with power over cities, moons, or entire colonial concerns.
[14] Section 1 // Setting Primer
THE HOUSE THE HOUSE
THE HOUSES AND THE CONCERN
OF SMOKE OF WATER
World: Eyalet-a World: Umara
Politics: Federalist Politics: Republican
The distant moon of Eyalet-a is governed by The first house to throw off the stric-
the House of Smoke, a moderate house with tures of nobility, the House of Water
a special interest in the uncanny sciences of is now a representative democracy
thanatology, homunculi, and other, stranger based on the backwater world of
things besides. The House has a history of Umara. Bombed into oblivion some three
ennobling promising candidates and even thousand years ago, Umara is slowly
contains a minor house comprised of Sparri recovering on reclaimed land. The House
immigrants. of Water is notable for both the quality of its scientists
and a fierce commitment to Republican ideals.
THE HOUSE
OF MOMENTS THE HOUSE
World: Begum OF DUST
Politics: Federalist World: Bo
Politics: Republican
The House of Moments is a moderate
house based on the bitterly cold world of The slowly dying moon of Bo was
Begum. Among Begum’s countless can- once home to the state of the art in
yons can be found not only the medical terraforming technologies, kept under
and cloning programs for which the House the watchful eye of the House of Dust.
is famous, but also the center of Karrakin In response to Republican reforms a
religion: the fabled Xenoglossary, home monarchist attack released uncontrolled
of the augurs and the Stygos Grammaton. terraforming nanites that have continued
to eat away at its surface ever since.
THE HOUSE
OF GLASS THE HOUSE OF
World: Ispahsalar PROMISE
Politics: Federalist World: San Simeon (Dawn-
line Shore)
The moderate House of Glass governs
Politics: Likely Republican
a refined world of glittering arcologies
and resorts from which it influences Bar- Not strictly a house, or at least not
onic culture and fashion. It has cultivated a yet. The House of Promise is currently
reputation for both excellence in the sport petitioning to be the first addition to the
of pankration mekani and the high quality of ranks of the major houses in nearly three
its celebrity competitors, the pankrati. millennia. Its progress is stymied by its location in the
distant Dawnline Shore as well as its Republican politics.
THE HOUSE OF Further information on each of the major houses
REMEMBRANCE can be found on pages 48–58 of Field Guide to the
World: Arrudye Karrakin Trade Baronies.
Politics: Liberal
Karrakis’ moon, Arrudye, is governed by
the reformist House of Remembrance. Its
carefully curated surface hosts not only
the seat of the Federal Karrakin Navy,
but the House’s Grand Archive – a great
treasury of political and historical records
dating back to the Annorum Passacaglia.
Section 1 // Setting Primer
[15]
A HISTORY OF KARRAKIS
This timeline is excerpted from Fiama Eterane, a histor-
ical primer distributed to non-Karrakin students prior to
formal matriculation at the Karrakin Cavalry College. By
convention, dates are labeled “bu” (“before Union”), or
“u” (“Union Era”), marked from Union’s foundation1.
6000bu: The Apollo – the first of ten generation ships
built before the Fall – leaves a dying Earth.
5800bu: The Apollo arrives on planet KA-02B, named Kar-
rakis, establishing a colony that would become the seed
of the longest continuous human civilization in existence.
5500bu: Earth is claimed by the Fall, leaving Karrakis as
the sole light in the darkness.
5500bu–4900bu: The planetary administration of Kar-
rakis asserts autocratic control, triggering the Melee: a
conflict that tore Karrakis apart and left it in the hands
of petty warlords and despots.
4900bu: A peasant farmer named Passacaglia retakes
the ancient colony-city Karrakis with a band of soldiers,
conquers the other cities, and unites the world under
the Annorum Passacaglia – a dynasty that would last
nearly 7000 years.
4900bu–3000bu: The Early Passacaglian Period. Kar-
rakis experiences a technological renaissance as many
technologies lost during the Melee are rediscovered.
Arrudye is colonized.
3000bu–1u: The High Passacaglian Period. Khayradin,
Ispahsalar, and other old worlds of the Concern are
colonized, as Karrakis reaches for the stars.
1u–1908u: The Low Passacaglian Period. Karrakis strug-
gles with corruption, incompetent rulership, and the
fraying of the infrastructure essential for the adminis-
tration of an interstellar empire.
1908u: The Antiannorum. Khayradin announces seces-
sion from the Annorum, declares its own Anno, and
ceases its tithe to Karrakis.
1970u: General Tyran of Dellamar is sent with a huge mil-
itary force to resolve the Khayradi secession and bring
the world back under Karrakin control, but halts when
he receives word of a succession crisis on Karrakis.
2000u: The Last Argument of Kings. Tyran returns to
Karrakis, finds no clear successor to the Annorum
Throne, and invades. He takes Throne Karrakis and
declares the Annorum Tyrannus.
1
During the New Federation Era, Karrakis
replaced its calendar with one based on
Union’s founding. This “retemporalization”
continues to be a sore spot for Neo-Passacaglians,
Karrakin separatists, and other conservatives.
[16] Section 1 // Setting Primer
1
A HISTORY OF KARRAKIS
2003u–2017u: The Succession War. Tyran, now Tyran- 4560u–4600u: Popular revolution against the Second
nus, begins to reconquer the Concern, sending his Committee leads to civil war across Union, though the
son Tagetes to reunify Karrakis’ colonies. Meanwhile, worlds of the Concern are largely untouched. Union’s
Tyrannus fully pacifies Karrakis and purges the rem- post-revolutionary Third Committee forms amidst a
nants of the Annorum Passacaglia. period of heightened political instability.
2025u: Tyrannus issues the Dynasticlade – an announce- 4600u–4620u: The Interest War. The upstart Harrison
ment severing the Annorum after the passing of his Armory attempts to steal Baronic worlds in the Dawn-
daughter Calendula, whose reign would be spent line Shore by securing protectorate agreements and
reconstituting Karrakin society. building a fleet that could be used to strike at Karrakis.
The FKM responds by striking the Armory’s homeworld
2089u: Calendula institutes the system of major and
of Ras Shamra. Ill-equipped to face the Armory’s mechs
minor houses, and begins the transition into the New
in ground combat, the war ends in a stunning defeat
Federation Era.
for the FKM. In the wake of a tenuous peace brokered
2805u: The New Federation makes first contact with the by Union’s Third Committee, this defeat prompts the
survivors of Old Earth: Union. The political and cultural creation of the Baronic Unified Command and the
repercussions resound across Karrakis as the New Great Companies system, while the Karrakin Cavalry
Federation seeks integration. College is repurposed to train mech pilots.
2885u–3000u: The First Union–Karrakin War. Militant 4601u–4630u: The Sanjak Revolution. Brutality on the
Hagiographers attack the UNS Pilgrim. Union’s nascent part of House Ludra’s security forces on Sanjak leads
Second Committee raises a fleet to strike back against to a massacre of mine workers, which escalates into
this provocation. The Union fleet targets population a broad uprising. Unable to effectively field military
centers on Karrakis and Arrudye with gigaton kinetic forces against the Ungratefuls due to ongoing action
strikes, forcing the Karrakin defenders to scramble to against the Armory and Union scrutiny, the House of
intercept the projectiles rather than the incoming ships. Stone is forced to cede the moon to the rebels, instead
The Union fleet picks off the scattered defenders and instituting a total blockade.
is poised to invade Karrakis itself, but is recalled due
4630u: The House of Dust, having had its own struggles
to events in the Sol system.
with rebel elements, transitions to Republicanism.
3007u: Karrakis and Union sign the New Prosperity COMMENCER terraforming nanites are accidentally
Agreement. Karrakis acknowledges Union’s military released by Hagiographic dissenters, and the moon
dominance, while Union acknowledges the human of Bo begins to crumble.
cost of bringing Karrakis to heel. The Federal Karrakin
5016u: Today. The long-awaited Dawnline Shore blink
Monarchy (FKM) is formally integrated as a member
gate is active and undergoing operational testing.
state of Union.
Though it will be a few years until it is open to general
3845u: By now known colloquially as the “Trade Bar- traffic, “Blink 1” promises to open the floodgates to
onies”, the FKM establishes colonial administration Karrakin and Armory colonial expansion in the region,
over the worlds of the Dawnline Shore (the “Interest”), bypassing the otherwise lengthy and dangerous real-
a status that is formally recognised by the Second space voyage through the Long Rim.
Committee, subject to heavy restrictions.
Section 1 // Setting Primer
[17]
RELIGION AND
THE PASSIONS
Karrakis is host to countless organized religions and
other faiths, some from Old Earth and some arising since.
The exact forms and expressions of these faiths vary
dramatically from house to house, with most worlds of
the Concern having wildly differing religious traditions.
This diversity has only increased since contact with Union
and now includes cultural influences from across the
Orion Arm. Despite this, one unique aspect of pre-contact
Karrakin religion has remained pervasive: the Passions.
The Passions are usually regarded as spirits, deities, or
symbols that represent facets of the human experience,
the ways in which humans interact with the universe
and each other, and the influence of “fate”. They appear
both as objects of worship and as archetypes in Kar-
rakin media. Theatrical performances, for example, often
include allusions to these tropes, whether it be the zeal-
ous Firebrand raging against the unprincipled Broker, or
the secretive Magus whispering in the ear of the duty-
bound Seneschal.
At birth, each child is thought to be “bonded” to one of
the Passions. This connection is said to dictate their life
either through the external influences of fate, or by its
reflection in that person’s personality (though in practice
as many individuals reject their bond as embody it). These
bonds are “read” by augurs – members of the mysterious
Xenoglossary who claim to be able to read the influences
of the Passions on a person’s life through a process of
complex calculation and ceremony.
Augurs are trusted as impartial advisors, and are com-
monly found giving advice to noble houses and other
institutions across Karrakin space, conducting rites to the
Passions, and counseling those who come to them for
advice. It is commonly believed that the augurs’ consump-
tion of a closely guarded substance known as the Blue
Blood of Pangloss allows them to live hugely extended
lives and even see the future. This uncanny ability is
said to find particular expression among the members of
the Stygos Grammaton: warrior-monks who accompany
augurs on important missions and fight using a unique
precognitive martial art.
[18] Section 1 // Setting Primer
THE BARONIC MILITARY
1
THE BARONIC MILITARY
The Baronic Unified Command (BUC) was formed as a The Karrakin Cavalry College is formally part of the BUC’s
response to Karrakis’ devastating defeat in the Interest hierarchy, but (in contrast to its naval counterpart) it oper-
War. The BUC is a unitary military hierarchy with com- ates with a great deal of independence and according
mand of both the Federal Karrakin Navy and the Federal to a structure closer to that of a minor noble house than
Karrakin Army. Nominally under the control of the Ignoble of a military organization. This freedom was negotiated
House, the lower house of the Federal Karrakin Monarchy, upon the College’s postwar reformation, driven by politi-
the purpose of the BUC is to bring together the formal cal pressure to integrate pilots from the companies. The
militaries of the houses and organize their disparate end result was that the College was required to allow
forces into a more cohesive structure. anyone to apply to the selection committee regardless
of BUC service, military rank, or noble status.
During the initial formation of the BUC, the political real-
ities of bringing all military power under a single banner
forced a number of compromises. In particular, each
major house was allowed to retain its own military forces
alongside any seconded to the BUC; these eventually
became known as the house companies. Meanwhile,
the Free Companies – private military and mercenary
groups part of a tradition dating back to the dawn of
Karrakin history – were given formal charter and license
to operate as independent entities.
Together, the house and Free companies form the Great
Companies system. Though nominally governed by the
Baronic Council, in practice this system allows the major
houses to operate with a great deal of independence from
the federal monarchy. In addition to this, the prestige and
political power of the house companies and Free Com-
panies allows them to claim a significant proportion of
talented personnel. Of course, this is not to say the BUC
is not powerful: it commands substantial resources and
represents the Baronies’ most effective fighting force;
its shipyards and factories produce exceptional tools of
war in great numbers; and its colleges offer superlative
military educations with few rivals in the Orion Arm.
Section 1 // Setting Primer
[19]
THREATS TO THE BARONIES
THE UNGRATEFULS Meanwhile, Union continues its appeals to the House of
Stone and pressures the Baronic Council to bring an end
The Khayradi moon known as Sanjak and the fate of its
to the blockade. For the Council, the situation remains
inhabitants, the so-called Ungratefuls, is emblematic of
complex. While it is allowed to continue “unresolved”,
probably the single most pressing internal issue in all of
it remains a source of political tension across the Con-
Baronic politics: the threat (or promise) of Republican
cern. It also acts as a rallying cry for political opponents
revolution.
on Union’s Central Committee, who have the collective
Sanjak was previously known as “Ludra’s World”, until its power to stymie the Baronies’ colonial ambitions in the
ignoble populace rebelled against its oppressive masters Dawnline Shore and dial back favorable trade arrange-
in a conflict that lasted nearly two decades. At the time, ments and infrastructure projects. However, a house’s
the majority of the Karrakin military was tied up in the primacy over its holdings is a fundamental underpinning
Interest War and House Ludra was left to manage its own of the federal system. Moreover, there are many on the
affairs. Ludra’s abject failure to quash the rebellion was an Council who see advantages in undermining Union’s
embarrassment to the House of Stone, which struck the image and influence, and still others who would be more
ignominious minor house from its rolls. By the conclusion of than happy to reverse the Republican tide entirely.
the conflict, the Ungratefuls had beaten back not only the
The ordinary citizens of the Baronies are likely to have
Ludran security forces but also Karrakin Trunk Security and
wildly different views of the events on Sanjak based on
the Free Companies called in to bolster the counterrevo-
their house, social status, and personal politics. House
lutionary effort, and the moon’s inhabitants established it
of Stone propaganda is ubiquitous across the Concern
as the Free Sanjak Commune. In response, the House of
and typically feeds into a common view of the Sanjak
Stone resorted to economic force, placing Sanjak under
rebels as violent, anti-Karrakin terrorists. By contrast, the
an uncompromising blockade that lasts to this day.
Sanjak pamphleteer Tyrannocleave’s missives to “You
The political situation concerning Sanjak is extraordinarily Above” have achieved iconic status in countercultural
complicated and has ramifications that affect not just the circles, painting a picture of a Sanjak made free through
Baronies, but Union as a whole. In particular, the block- sacrifice, hard work, and unflinching principle.
ade is a flagrant violation of Union’s Third Utopian Pillar,
and many in both the Baronies and beyond consider the
Third Committee’s hesitance to directly intervene to be
a fatal weakness of Union’s utopian project.
HARRISON ARMORY
The greatest external threat to the Baronies is another
More directly relevant to Baronic politics, however, is what Union member state: Harrison Armory. Karrakis and the
Sanjak represents: increasing calls for a reformation of upstart corpro-state share a tangled and bloody history of
the old systems of nobility and hierarchy that have been imperial ambition that threatens the worlds of the Interest
central to Karrakin society for thousands of years, and with war to this day.
the threat of revolution across the Concern. This threat
The roots of this conflict have their origins well before
has already been realized in some places, transforming
the Armory's founding, with the negotiation of the New
the Houses of Water and Dust, and may spread further
Prosperity Agreement – a treaty with Union’s Second
if left unchecked. Within the Baronies it is impossible to
Committee that restricted Karrakin shipbuilding and
be neutral on the topic and even mentioning the name
severely curtailed the Federal Karrakin Monarchy’s colo-
“Sanjak” sparks debate. In the palaces of the nobility,
nial ambitions in the Interest. In its wake, many in the
Sanjak and its Ungratefuls are spoken of with a mixture
Baronies felt that the Concern had been “overlooked” in
of contempt and fear. For Republicans, they are a sign of
favor of SecComm’s expansionist projects elsewhere in
hope and change – a cause and its heroes in desperate
the Orion Arm. This was despite the fact that the Second
need of solidarity. Sanjak is the edge of the spinning coin
Expansion Period had seen the construction of three
that is Baronic politics, and eventually it must come down
blink stations within the Concern, and greatly enriched
on one side or the other.
the barons who provided raw materials and industrial
As such, the political and military situation on Sanjak has know-how for galactic infrastructure and colonial projects.
not remained static. Hagiographic and Republican houses
Amid the chaos and strife of the revolution and the for-
alike have poured resources into the conflict, enforcing
mation of Union’s Third Committee, the Baronic Council
or subverting the blockade in turn. Counterrevolutionary
grasped for a solid footing in a galaxy transformed. The
forces (officially, independent Sanjak monarchists, but
status quo established by the New Prosperity Agreement,
often suspected to be Free Companies or agents of Bar-
contentious as it may have been, was under threat. Some
onic Intelligence) continue to undermine the Ungrateful
on the Council feared that ThirdComm would abandon
cause and strike at its leadership.
[20] Section 1 // Setting Primer
1
THREATS TO THE BARONIES
the expansionist policies that were the foundation of their momentum; an Armory counterattack forced them
their wealth; others insisted that Karrakis should use the onto the back foot for the remainder of the war, threat-
opportunity to seek a more favorable arrangement – one ening all that had been won and more.
that would loosen restrictions on their own imperial ambi-
Harrison I himself commanded an Armory fleet in the
tions, and put their worlds on parity with Earth.
skies above his namesake moon, Creighton, slamming
While debates between Council members raged, the vessels into the Karrakin fleet at nearlight and devas-
newly formed Harrison Armory moved rapidly. Initially tating the surface with petajoule kinetic weaponry – an
composed of SecComm loyalists from the old regime, act that would later see him placed on trial by Union for
the Armory rejected the Third Committee’s authority crimes against humanity. With Baronic forces facing the
and declared itself the legitimate heir to Union’s legacy. prospect of further losses, the survivors surrendered
Harrison I’s first act after declaring independence was quickly and the Interest War came to a swift end. A Third-
to consolidate power, and he saw the bickering lords of Comm-brokered peace formally ended hostilities, leaving
Karrakis as a target of opportunity. The Armory muscled the astonished Karrakin survivors to pick up the pieces.
in on Karrakin interests in the Dawnline Shore with pro-
The stunning defeat was a wake-up call for the Baronies.
tectorate agreements and other imperialist maneuvers.
Even with the restrictions on fleetbuilding imposed by
At the same time, it began to assemble a large invasion
the New Prosperity Agreement, the barons had trusted
fleet – one that Baronic Intelligence determined was
in the power of their navy and the numerical advantage
aimed at Karrakis.
of their traditional ground forces – an overconfidence
Faced with the loss of colonial worlds in the Interest that cost them greatly. With a new Prime Baron and a
and a potential military strike against the Concern itself, revitalized membership, the Baronic Council vowed that
the Baronic Council under Prime Baron Degarrote Bem such a defeat would never happen again. Within a few
Karraka acted with uncharacteristic speed, initiating a short years the Karrakin military had been radically over-
three-part response. First, it suspended the treaties Union hauled and all federal forces integrated into the new
had used to block Baronic activities in the Interest, and Baronic Unified Command. The harsh lessons of the war
started to massively expand colonial and military invest- spurred significant investment in mech production. To
ment in the region before Union could act. Second, it field those mechs, the Council inaugurated the modern
appealed to the new Third Committee to shift the terms Great Companies system and repurposed the ancient
of the New Prosperity Agreement and maneuvered to Karrakin Cavalry College as a means to train pilots.
secure Karrakis’ power on CentComm. Third, it sought to
The shadow of the Interest War has hung over Karrakis
strike directly against Ras Shamra, the capital of Harrison
for the last four hundred years, and the expansionist
Armory, to cut the head off the snake.
activities of Harrison Armory continue to make the Bar-
The events that followed came to be called the Interest onies’ future in the Dawnline Shore uncertain. Now, with
War. Karrakin forces quickly pushed back against Armory the recent completion of the region’s first blink gate (the
advances, and conquered key worlds in the Dawnline as-yet-unnamed “Blink 1”) and the promise that it will
Shore – beginning with the verdant moon Creighton. open to general traffic within a decade, comes a renewed
Their success emboldened the fleet bound for Ras interest in the Baronies’ colonial holdings.
Shamra, but the Karrakin optimism did not last.
This interest is bolstered by relentless propaganda
Before ThirdComm, Ras Shamra had been a GMS spe- from houses competing over this new opportunity and
cial-projects world specializing in the production of the promise that travel to the Interest need no longer
mechanized chassis – a new and largely untested tech- take decades, irreparably displacing travelers from their
nology disregarded at that time by Karrakin traditionalists, homes and families. Of course, improved access has
but embraced by the Armory. The Baronic fleet broke its downsides: Harrison Armory still has designs on the
against Ras Shamra like a wave upon a rock, briefly man- worlds it could not claim in the peace settlements, and
aging to secure orbital superiority, but never the planet the blink connection favors Ras Shamra as much as it
itself. The ground invasion was a devastating failure, with does Karrakis.
the Baronic ground forces unable to compete against
Among the strategic planners of the BUC, it is an acknowl-
Armory mechs on Ras Shamra’s harsh terrain and suffer-
edged fact that war is once again on the horizon. Maybe
ing under the disjointed leadership of officers seeking
not today. Perhaps not for many years. But unless the
personal glory in battle. These factors led to the deaths
barons want a repeat of the first Interest War, they must
of not only the Prime Baron, but also the barons of the
prepare for the second.
Houses of Stone, Smoke, and Glass.
Worse for the Baronies: the campaign in the Interest
ground to a halt, once again outmatched by Armory
mechs already in place alongside well-trained local
defense forces. The Karrakin forces never recovered
Section 1 // Setting Primer
[21]
SECTION 2
THE KARRAKIN
CAVALRY COLLEGE
RECRUITMENT25
THE SYLLABI 25
THE CAMPUS 26
TRADITIONS29
“Welcome, kuirassers, to the Karrakin Cavalry College. Along with the palaces of nobles and the administrative
We welcome only the finest of candidates to these centers of the House of Order, Throne Karrakis is home
halls. All of you are certified mech pilots. You may to some of the BUC’s most important campuses. Once,
have squired, studied, trained, even seen combat. You in the distant past, they might have been distant from
wield the sharpest steel and burn with the hottest fire the city, but they have long since become engulfed by
of a generation. To even walk through the doors of urban sprawl, integrated into the city over the millennia
this institution makes you outstanding by definition.” – and they have not remained unchanged. The rise of
the mechanized chassis as a tool of war saw the ancient
“As of this moment, each and every one of you is
Karrakin Cavalry College revitalized and repurposed to
dead. You are a walking corpse awaiting an unstoried
train elite pilots: a transformation driven by a desire within
end by blade, bullet, or laser. When war comes – and
the newly created BUC to learn from and avoid repeating
someday it will – the kuirasser lays down their life and
the humiliations of the Interest War.
does so gladly, knowing that they do so for the children
of Karrakis.” By order of the Ignoble House and with the assent of
the Baronic Council, the city wards surrounding the Col-
“Such spilling of blood may be a noble act, but I doubt
lege were repurposed to meet the institution’s increased
it is your desire to water the fields of the Interest. You
demands for space. Today, the campus of the College
seek instead a more glorious fate. You are here to
nestles at the heart of the city as if unchanged since the
become a kavaliere – the best of the best of the best.
days of Annorum. Even from the air, the campus is hard
You are here to exemplify piety, honor, and virtue. You
to distinguish from the other great estates and parks
are here to bear the weight of a lineage unbroken from
that dot the endless cityscape – save for the scarring
the dawn of humanity, and carry the glory of Karrakis
of its dueling arenas and the distinctive flickering glow
forward into the stars.”
of the containment fields that shield its neighbors from
“Your path from kuirasser to kavaliere will not be easy. errant weapons fire when active. The College has stood
You will soon discover that not all of you are destined as a fixture of the city for centuries, an institution that is
for glory. But those of you with the discipline to adhere young by Karrakin standards and yet has outlasted the
to the ideals and the traditions of this place will find living memory of all but the most ancient Cosmopolitans.
not only wisdom, but opportunity. Heed the lessons
The Karrakin Cavalry College does not exist simply to
you are taught here, for they are the first steps on the
train mech pilots; it is a proving ground for the most elite
path towards true greatness.”
pilots in all of Karrakin space. At the College, cutting-edge
-Underbaron Iphianassa Geneia Akrita di Khayradi, developments in combat and engineering are collated,
head of the Tactical Syllabus analyzed, theorized, developed, and disseminated into
wider practice. It is a place where the most promising
mech pilots the Baronies have to offer can train under the
instruction of the most incisive and qualified veterans. To
the nobles of the Baronic Council and the veterans of the
BUC, the College represents the dedicated application
of Karrakin society’s best and brightest to the task of
modern mechanized warfare – securing a future for the
Trade Baronies in an uncertain and dangerous galaxy.
[24] Section 2 // The Karrakin Cavalry College
RECRUITMENT
2
The Syllabi
The idea that the College selects only “the best of the best the BUC itself. In addition, candidates are subjected to a
of the best” is part of its foundational mythos and the source withering series of technical examinations and personal
of its standing both within the BUC and the broader Karrakin interviews. It is commonly thought that the point is not to
society. In truth, however, its selection committee justifies “pass” these exams, but instead to demonstrate a mindset
its choices to nobody but the College’s archchancellor, who that indicates suitability for further training.
is given a great deal of discretion by the BUC. The end
Upon completion of their entrance exams, candidates
result is that those with noble ties or political backing may
are called to a formal meeting with the selection commit-
find doors opening for them that would otherwise remain
tee. During this meeting the selection committee either
closed – with certain applicants even having their places
extends a formal offer to join the College or informs the
effectively assured long before they face the committee.
candidate that their application has been declined. In
While the College likes to maintain its image by cherry-pick- exceptional circumstances so-called “remedial” candi-
ing the best ignoble and non-Karrakin applicants, these dates are given the opportunity to reapply in the future,
applicants face the unique challenges of maintaining both provided they address whatever deficiencies the selec-
a mech to College standards and the lifestyle expected tion committee has identified in either their experience
of a kavaliere. As a result, almost all ignoble candidates or their examination performance.
find themselves with some kind of sponsor: either a noble
Occasionally, candidates who meet the technical criteria
house, one of the companies, or the BUC itself. Foreign
but are not considered a “good fit” may be offered a for-
candidates are usually sponsored by a state or institution
mal recommendation to one of the College’s secondary
with similar resources. These sponsorships typically come
campuses across the Concern. These institutions are – in
with social and political strings attached, and depend on
theory – equal to the central campus in the BUC’s orga-
the ongoing goodwill of both the sponsor and the College.
nizational hierarchy, but in practice are significantly less
Nevertheless, the application and selection process is prestigious and open fewer doors for their graduates.
demanding regardless of social background. Candidates That ignoble candidates make up the majority of those
are expected to have established track records as mech offered these recommendations is not beneath the notice
pilots, although this can range from squiring for more expe- of reformists within the BUC, but the selection commit-
rienced pilots through to earning status and accolades tee’s primacy over admissions is jealously guarded.
as pankrati or even active-duty tours with companies or
THE SYLLABI
Teaching at the Karrakin Cavalry College is structured The Technical Syllabus surprises those from outside the
around three foundational domains, collectively referred Baronies who assume that the nobility have squires, ser-
to as the Syllabi: the Tactical Syllabus, the Technical Syl- vants, and staff available to handle “menial” tasks at their
labus, and the Noble Arts Syllabus. They are considered beck and call. While it is true that pilots rarely operate
equally important for the development of the College’s without a support staff, the College considers the hands-on
students, who are required to receive a commendation in technical skills of chassis engineering, electronic warfare,
each domain in order to graduate with the highest honors. and the application of specialist technologies as not only
of academic interest, but vital for any kavaliere seeking
The Tactical Syllabus covers the topics that seem most
peak performance. As such, the Syllabus is treated with
obvious to civilians: the uses of mechanized chassis in
deep respect by the BUC’s most talented pilots and those
warfare. Including not only the literal act of piloting a mech
seeking every possible edge in combat.
in combat, but also squad-level tactics, logistical planning,
and broad strategy for the deployment of mechs – both The third Syllabus, affectionately known as the Noble
alone and as part of combined arms approaches in a Arts, stands for the principles of piety, virtue, and leader-
variety of combat environments. This Syllabus prepares ship to which all kavalieres are supposed to aspire. From
pilots to confront a range of potential adversaries: from an instructional perspective, an education in the Noble
conflicts with nation- and corpro-states of comparable Arts takes the form of lectures on philosophy, psychology,
standing and capability, to asymmetric warfare against history, politics, literature, theology, dance, and art – inter-
insurgent or terrorist groups. weaved with the classes of the other Syllabi, and taken
just as seriously as those on the application of tactical
movement doctrine to urban environments or the most
effective techniques for overclocking a tachyon lance.
Section 2 // The Karrakin Cavalry College
[25]
Students are expected to throw themselves wholeheart- Like its sister naval college, the College awards various
edly into studying each of the Syllabi during their time at grades of its distinctive horse-and-crown decorations
the College. There are few opportunities to rest; intense to graduates, marking them for great things to come.
study is a requirement alongside a demanding formal social Assuming they are not not already committed to some
calendar, a virtually endless reading list, hands-on practice other office, the College’s most celebrated graduates
with a variety of chassis and systems, and a relentless tend to find themselves commanding house, Free, or
training schedule. Burnout is common, but the faculty argue even banner companies, or in senior positions in the
that the high-pressure environment produces superlative Federal Karrakin Army.
results – a tradeoff the BUC is more than willing to make.
Others may take senior combat or command positions
elsewhere, roles in which they are expected to teach
GREAT EXPECTATIONS the College’s lessons to those around them. In this way,
the BUC propagates hard-won knowledge learned from
To earn commendations in the Syllabi, students are
combat experience alongside novel techniques and cut-
expected to undergo a series of examinations intended
ting-edge technical knowledge, a cascading system of
as opportunities to demonstrate their capabilities in that
continuing education that it hopes will give the BUC a
domain. Tactical examinations in particular take the form of
much-needed advantage in any coming conflict.
pitched battles, usually against faculty members themselves.
The judgments of these experts can mean the difference
between graduating with honors or without – a factor
that can determine the trajectory of a graduate’s career.
THE CAMPUS
The College’s Throne Karrakis campus takes the form of gatherings. Beyond these can be found dedicated shrines
a massive walled estate, with a central area containing to the Passions, and the offices and accommodations of
its facilities and extensive grounds that form a pocket the College’s senior members – the archchancellor, the
within the city. This style of estate is a familiar sight to dean, and the heads of Syllabus.
residents of Throne Karrakis used as they are to the
Beyond the central chambers, the Lykeon’s corridors and
palaces of the nobility. Unlike most palaces, however,
hallways open out into arcades and cloistered courtyards.
the College has a significant impact on the city wards
In one wing, the BUC and College administrative offices
around it, being surrounded by the secondary industries,
manage the smooth operation of the campus and keep the
logistical infrastructure, and staff accommodations that
job of satisfying its logistical demands behind the scenes.
support its day-to-day functioning.
Another wing houses faculty offices and instruction rooms;
the well-appointed suites that serve as accommodation for
the students; and shared facilities including the gymnasia,
THE LYKEON libraries, and the common room – a shared social space
Beyond the military checkpoint that secures the ancient used by students to relax and socialize.
gateway sits the grand Lykeon, a building famous across
the Concern for its monumental Passacaglian-era archi-
tecture. Long since expanded from less imposing origins, THE GARDENS
the various wings of the Lykeon are where the business of Beyond and surrounding the Lykeon are the College’s
the College is conducted – administration, instruction, and extensive gardens. Echoing the importance of flowers
academic work – and where accommodations and facilities in Karrakin noble culture, the gardens offer not only a
for the faculty and students who live on-site can be found. pleasant reprieve from the intensity of study but also an
ostentatious display of the College’s prestige and the
The central chambers of the Lykeon are built to echo
prowess required to keep extremely rare and fragile
the imposing, palatial styles familiar to Karrakin nobility.
plants alive at the center of a bustling metroswathe.
The Great Hall is a huge vaulted space lined with stat-
ues, paintings, and holographic images of the College’s Landscaped by celebrated Ispahsalari architects and
most celebrated alumni. It is most commonly used for horticulturalists, the gardens rival those of some of the
extravagant formal banquets and also, more rarely, for great palaces of Throne Karrakis for their beauty and the
certain ceremonial events and assemblies. Comparable elegance of their formal structure. Their classical Karrakin
in size is the Lykeon’s main ballroom, a grand and formal style allows for privacy, scheming, and romantic trysts
space dedicated to dance, recitals, and other large social alike amongst the topiary and flowerbeds.
[26] Section 2 // The Karrakin Cavalry College
2
THE CAMPUS
Section 2 // The Karrakin Cavalry College
[27]
FLOWERS IN KARRAKIN CULTURE
From the earliest days of Karrakin history, flowers have been a symbol of nobility. Brought over in seed stocks and
genebank records on the wake ships that followed the Apollo, they were artificially cultivated and introduced by the
colonists. Karrakis had no native flowering plants and lacked the specific and complex ecosystem needed to support
them. As such, the business of keeping flowers became the domain of those who could afford the extravagance:
wake monopolists, special administrators, and those others who would later become the foundation of the Karrakin
nobility during the Melee and the age of Annorum.
Today, flowers carry a huge number of meanings among the Karrakin noble classes. Wearing specific flowers,
perfumes, or floral designs can communicate rank, relationship status, or even mood; they are a common feature
in ritual and ceremony; and they are frequently used to commemorate historical events, holidays, and rites of
passage. The endless complexities of what is known as “flower code” arise from a set of largely unspoken traditions
from the earliest ages of Karrakin society and take dozens of forms across the different worlds of the Concern.
One could be forgiven for assuming that the gardens are
purely ornamental, but in fact the greenhouses at their
THE DUELING FIELDS
Visible from the upper balconies of the Lykeon but kept at
outer reaches conceal both the production of flowers for
a moderately safe distance are the dueling fields, a large
College events and a unique hybridization and genetic
space set aside for formal duels, skirmishes, and training
manipulation program that is considered an optional but
exercises. The College does maintain a few dedicated
respected component of the Noble Arts Syllabus.
arenas, designed specifically for dueling and pankration
mekani, but the dueling fields are mostly given over to a
mix of huge temporary and semi-permanent earthworks,
THE STABLES which are constantly restructured and landscaped to
The building known as “the Stables” is one of the more suit the needs of the Tactical Syllabus and the various
notable reminders of the College’s legacy as a literal chassis test programs run under the College’s auspices.
college for mounted troops, although it has long since
The challenges involved in maintaining the dueling fields
been rebuilt to satisfy its new purpose. Today, its hangars
as functional landscapes for regular mech combat are
house the mechanized chassis belonging to the College
considerable, not least because the College does not
and its students, along with the many facilities critical for
shy away from live-fire training exercises. The construc-
their construction and maintenance.
tion crews based out of the neighboring city ward are
The Stables’ central feature is the stalls: an impressive on an extremely favorable retainer from the College,
sight and often one of the first stops for visiting dignitar- supporting a not-inconsiderable industry dedicated to
ies. Rows upon rows of work bays hold a huge variety of rapid rebuilding, landscape repair, and even the limited
chassis; the College’s own trainer frames, prototype mod- application of terraforming nanites. This latter method
els shipped from the Royal Karrakin Foundries and other has provoked repeated political and environmental con-
ateliers for assessment and testing, and top-of-the-line or cerns, but has remained in somewhat-irregular use since
fully custom frames belonging to faculty and students. For the COMENCITA nanite variant was first developed for
the BUC’s engineers, postings to the College’s stalls are localized terrain restructuring.
some of the most privileged and sought-after technical
The other cause for concern relating to the use of live-fire
positions in the entire Concern, attracting some of the
exercises on the College’s grounds is the potential for
best talent the Command has to offer.
collateral damage. Naturally, the dueling fields’ extensive
Beyond the stalls lies the part of the Stables that never walls and embankments are sufficient to contain the
sleeps – the Manufactory. The extensive array of high-end majority of the ordnance deployed during such exercises,
fabrication machines and printers housed in the Manufac- but for everything else, an extensive and extraordinarily
tory is specialized in the production and maintenance of power-hungry containment field system exists to neu-
mech chassis, and there is usually some activity there at tralize stray weapons fire. The flickering lights and harsh
all hours of the day. From fabrication of new or replace- static buzz of the active fields are an unfortunate but
ment parts, to concepting and testing new designs, and best-case compromise between aesthetics and concern
the construction and finishing of entire frames from for the wider city.
scratch, the Manufactory is an engineers’ playground
and its myriad facilities are in constant demand.
[28] Section 2 // The Karrakin Cavalry College
TRADITIONS
2
TRADITIONS
Beyond the rigorous instruction, training, and testing pro-
grams, the College’s timetables are filled with the rituals
DUELING
There are two forms of duel recognised at (and begrudg-
of Karrakin life and in particular those of the nobility. The
ingly accepted by) the College: duel by sword, and duel
rituals and traditions practiced at the College date back
by mech. Either can be invoked in the case of an “irrec-
many centuries, and were themselves often derived from
oncilable dispute” by formal appeal to the dean, who is
older noble or military customs, either from broader noble
responsible for judging whether the dispute has merit
Karrakin society, or the pre-BUC military.
and then arbitrating any proceedings.
It is a point of some contention among reformists within
Duels by sword are normally straightforward fencing
the BUC that many of the College’s traditions are artifacts
matches to first blood using personal kinetic shields (see
of noble origin and reinforce the hierarchies present in
p. 97), following the courtly Karrakin tradition. Duels
wider society. In practice, ignoble and foreign participants
by mech are more complex, requiring the preparation
are politely included as though they are of noble standing,
of an arena and operating by a set of rules similar to
provided they comport themselves accordingly, though
pankration mekani. Both are treated extremely seriously,
this is little consolation to Republican critics who object
and the outcome is taken as a binding settlement to the
to such traditions on ideological grounds.
originating conflict.
BANQUETS AND MEALS BOND READINGS
Central to the social life of the College are the formal ban-
Dating back to well before the College’s reformation is the
quets that are hosted regularly in the Great Hall. By tradition,
tradition of formal bond readings, typically conducted by
formal dress and manners are mandatory within the Great
visiting augurs. These readings are more ceremonial than
Hall, and the banquets themselves are lengthy affairs filled
religious affairs, and alongside the rituals surrounding
with traditional speeches and addresses between the many
matriculation and graduation form a set of solemn but
courses. The courses themselves are lavish, incorporating
often-incomprehensible rites of passage.
the finest food and drink from across the Concern.
By tradition, the results of these bond readings are not
For other meals, faculty and students might either dine
shared with the faculty. This secrecy is often claimed
in the Hall or request food delivered directly to their
to be the cause (or perhaps result) of an obscure his-
rooms from the kitchens. A small refectory attached to
torical dispute between an ancient archchancellor and
the common room is open around the clock to handle
augur in the years following the College’s reformation
the needs of the sleepless or preoccupied.
– a disagreement that also led to the lack of permanent
Xenogloss presence on campus in the first place.
FORMAL BALLS AND DANCES
Significant occasions at the College, including matricu-
lation, graduation, and high festivals, are celebrated by
PANKRATION MEKANI
Incredibly popular across the Baronies as a spectator
traditional balls in the courtly Karrakin style, conducted
sport, the discipline of pankration mekani includes vari-
almost exclusively in the Lykeon’s central ballroom.
ous forms of competitive mech combat. Popular events
These balls are sprawling social affairs that typically include cage-fight duels, team-based arena brawls, con-
involve both political maneuvering and extravagant tests similar to wrestling or sumo, among other tests of
expressions of high Karrakin fashion. When the formal piloting and engineering prowess.
dances have concluded it is traditional for them to spill
Naturally, as some of the best mech pilots in the Concern,
out of the Lykeon and into the gardens or private cham-
many College students have at some point engaged in
bers elsewhere in the College as the evening continues.
the sport, and some were even professional pankrati
One particularly spectacular event on the College’s cal- at some point in their careers. The current head of the
endar is the Cadenze de l’ Pavilios, which takes place Tactical Syllabus tolerates pankration mekani (if not the
not in the ballroom, but in the gardens. The guests at the antics of the pankrati) for the useful lessons it can teach
Cadenze bring and decorate or even dress their mechs, about the finer points of piloting. Regular bouts are held
which stand at attention during the ball. A relatively recent between students, with College champions wearing a
tradition – only a century old – involves particularly daring ceremonial flower crown to mark their status.
and talented pilots performing the final dance together
in their mechs.
Section 2 // The Karrakin Cavalry College
[29]
SECTION 3
SHADOW OF THE WOLF
SUMMARY32
RUNNING THE CAMPAIGN 33
NON-PLAYER CHARACTERS 36
FACULTY38
OTHER NOTABLE FACULTY 40
STUDENTS41
OTHER STUDENTS 46
SAMPLE CLASSES 47
UNFASHIONABLY LATE 49
THORNS AMONG ROSES 50
KNOW YOUR PLACE 52
NEW BLOOD 54
PANKRATI, CHARGE 56
DOWN TO BUSINESS 58
UNFRIENDLY COMPETITION 59
TRIAL BY FIRE 60
THE HARLEQUIN’S KNIFE 62
AFTERMATH65
CALM BEFORE THE STORM 66
THE FALL OF A SPARROW 70
LIVE-FIRE EXERCISE 72
THE SHADOW LOOMS LONG 75
MEAT FOR THE GRINDER 76
ENTER SAND-MEN 78
HAND OVERPLAYED 81
DYNAMIC ENTRY 84
BALLROOM BLITZ 87
PERFECT PARRY 90
THE WHEEL TURNS 92
WRAPPING UP AND NEXT STEPS 93
EXPLICIT NOTE AND WARNING
If you’re intending on playing Shadow of the Wolf, stop reading here! We’re serious about this – the following
pages contain major spoilers for the story, the motivations and secrets of NPCs, and other hidden information
that will be more enjoyable to discover in play. Explore the world as much as you like in character, trust your GM
to tell their version of this story, and enjoy the ride!
If you are looking for rules information, Appendix I (p. 96) contains new player backgrounds and gear, Appendix
II (p. 99) contains new variant Frames available for players, and Appendix III (p. 106) contains new bonds for
use with the optional Bonds system from Field Guide to the Karrakin Trade Baronies.
SUMMARY
The PCs in this mission series are pilots newly inducted Mission 2: They Shall Come All for Violence opens
into the prestigious Karrakin Cavalry College. They will with the College still reeling from the attack, its conse-
be trained to become the best of the best, ready to take quences felt not just by the students and faculty but also
up positions in the BUC or the elite Great Companies: in the broader Karrakin political sphere. Despite this, the
heroes, celebrities, and pawns in the grand game of education of the College’s students must continue. The
Karrakin politics. PCs are recalled to the College, but soon afterwards
framed for involvement in the attack. Fortunately, they
At the College, these would-be heroes will face the chal-
are whisked away by an augur of the Xenoglossary, who
lenges of Baronic high society, the rush of mech combat,
hints at a dire future if the PCs fail to avert another attack.
and betrayals from those they thought they could trust.
More, they will have to protect their fellow students Their rescue by the Xenoglossians buys the PCs some
against politically motivated attacks on the College and time, but not quite enough to secure their safety, as they
even an unthinkable strike against the heart of Throne are attacked by assassins from the House of Sand. This
Karrakis. turns out to be a blessing in disguise, however, as it allows
them to uncover the true plan of their foes: another, more
The events of this mission series take place with the
devastating attack on the College itself. Frustrated by
specter of war on the horizon. Certain elements of Kar-
the intervention of the PCs during the first attack and
rakin society wish to hasten its arrival, and it provides an
its failure to spark immediate action by the Baronies,
ominous, inescapable backdrop to the lives of the young
this second attack is an escalation – an attempt to kill
people inducted into the halls of the College.
untold numbers within Throne Karrakis. The PCs must
In Mission 1: No Points for Second Place, the PCs race against time to foil the plot, save the College, and
confront fellow students from the Houses of Stone and prevent a future dictated by reactionary politics and war.
Sand and are drawn into a duel that develops into a
rivalry. They study and make new friends among the other
students as they prepare for their first examination – a
skirmish against members of the faculty.
Unfortunately, not only are the PCs sabotaged by their
rivals, but the exam takes a turn for the worse. A myste-
rious group of Armory-built mechs appear on the field,
attacking students and faculty alike while spouting
Ungrateful slogans.
These mechs are secretly controlled by members of the
Houses of Stone and Sand who are staging a false flag
attack. Their goal is to create a pretext for the Baronies
to crack down on the Ungratefuls and potentially even
go to war with the Armory.
[32] Section 3 // Shadow of the Wolf
RUNNING THE CAMPAIGN
3
RUNNING THE CAMPAIGN
SESSION ZERO CREATING CHARACTERS
“Session zero” is a game session held before beginning PCs for Shadow of the Wolf are standard Lancer PCs.
actual play. The purpose of this session is to get everyone By default, they begin at LL0 with access to all General
on the same page and prepare for the story you are about Massive Systems (GMS) weapons and systems (Lancer,
to tell. Hosting a session zero before starting a campaign pp. 118–121), as well as the GMS Everest (Lancer, p. 122):
is valuable even if you regularly play together as a group. a solid, flexible all-rounder that can be customized to
suit a variety of playstyles even at higher license levels.
The primary goal in session zero is to get to know your
players (and for them to get to know each other), to estab- PCs can also access two other GMS mechs if you allow
lish the use of safety tools2, and to set expectations for them: the Sagarmatha, a bulky defender (No Room
collaborative play and the narrative. for a Wallflower, p. 183), and the hacking-focused Cho-
molungma (Operation Solstice Rain, p. 45). You don’t
There are many unspoken rules in tabletop roleplaying
need to purchase either book to use the mechs they
games that can’t be found in the rulebook, but are instead
provide; you can access them for free by download-
established by playing at the table. These are sometimes
ing the relevant LCP files from massif-press.itch.io,
referred to as the “social contract”. For example, many
and installing them in Comp/Con – Lancer’s online com-
players have preferences for whether and how they want
panion app.
to encounter themes like traumatic experiences, romance,
and death (see p. 9 for a list of themes that might Importantly, Lancer PCs are protagonists – they are
come up in Shadow of the Wolf). Session zero is a good assumed to be capable and talented. Each of them is
opportunity to make people feel comfortable by explicitly a mech pilot who has been accepted to the Karrakin
discussing how you – as a table – intend to handle these Cavalry College on merit or the strength of their personal
issues before they arise in play. connections (see p. 25 for further details of the Col-
lege’s admissions procedures). It is also best to assume
Session zero also provides an opportunity to introduce
they have some experience in combat before the game
the setting to your players and answer any questions they
begins; some may even be seasoned soldiers. LL0 rep-
have. The information in Sections 1 and 2 of this book is
resents the point in a character’s journey where they go
spoiler-free and you are encouraged to give it to players
from regular mech pilot to lancer – or, as Karrakins would
who want to know more about the setting.
put it, from kuirasser to kavaliere.
You also have the option of creating characters collab-
Most PCs in this mission series should also have some
oratively. Building characters as a group is a great way
kind of sponsor or other connection to the social world
to improve cohesion and familiarize yourself with each
around them. This sponsor could be a noble house or
character and how they fit into the story. If your players
patron, a house company or Free Company, or similar.
are new to Lancer, this is also a good opportunity for
Sponsors and other connections will have certain goals
them to ask rules questions that might be relevant to
and expectations you can use to help motivate the PCs
their characters.
or complicate their lives.
This book includes a number of backgrounds specific to
its setting (see p. 96). You can use these, or the ones
in the Lancer Core Rulebook. Each PC’s background
should include a detail that links them to at least one
other PC in some way – an old friendship, a political
entanglement, or shared experiences in the military or
other organization. It is possible for the PCs to begin play
without knowing each other, but shared histories give the
players opportunities for interesting roleplay and good
reasons to work together.
2
Recommended safety tools include the
X-Card by John Stavropoulos (tinyurl.com/
x-card-rpg), the Lines and Veils system by
Ron Edwards, and/or the supplementary tools and
alternatives detailed in the TTRPG Safety Toolkit
(bit.ly/ttrpgsafetytoolkit) created and curated by
Kienna Shaw and Lauren Bryant-Monk.
Section 3 // Shadow of the Wolf
[33]
CHARACTER CREATION FAQ CAN CHARACTERS COME FROM OUTSIDE THE
CAN WE START AT A HIGHER LICENSE LEVEL? KARRAKIN TRADE BARONIES?
You can, but it is recommended that you only do this if you Yes; the College does accept applicants from outside
and your players are experienced with Lancer. The first few the Concern – even from the Armory. These applicants
license levels are a good opportunity to get up to speed might face discrimination from conservative NPCs or
with the system before getting overwhelmed by options. find themselves in a more complicated political situation,
and will likely be pressured to integrate into a new and
Note also that the combat scenes in this mission series are
potentially very foreign culture. Check with your players
geared towards LL0–1 characters, so if you start at a higher
in advance about whether this is the kind of story they
license level you may need to adjust them somewhat.
want to tell, and adjust accordingly.
CAN AN EXISTING GROUP OF PCS PLAY THIS
HOW DO I MAKE THE SPONSORS FEEL RELEVANT?
MISSION SERIES?
You can make the PCs’ sponsors feel like active partic-
Yes, they can, though for obvious reasons you will want
ipants in the world by having them stay in contact with
to adjust the combat scenes for the relevant license level.
the PCs and give them additional goals. At the start of
Whatever the reasons for an existing group to sign up, the the game you might give each PC a task or a goal from
College has various reasons for accepting applicants from their sponsor. If the PC does what the sponsor wants,
elsewhere. One of its primary purposes is to collect and reward them with appropriate Reserves representing
distribute “best practice” techniques in mech combat from the sponsor’s favor.
across the Concern and beyond – something that might
These goals will vary based on the political inclinations of
see your existing characters invited to become students.
the sponsor, but could range from making connections to
Another way to bring existing characters into the story is causing the downfall of a rival, rooting out a spy or traitor,
as part of an exchange program. As established lancers, or even digging up valuable military secrets.
their presence at the College may prove invaluable for the
training of other students, and their parent organization
may have some important lessons to teach those who
FREQUENTLY ASKED QUESTIONS
CAN I EXPAND THE NARRATIVE SCENES,
have only known life in the Concern.
OR INSERT NEW ONES?
Additionally, if your existing group already has a patron Absolutely! The narrative in this book skips a great deal of
of some kind, that patron can act as any other sponsor the day-to-day work, training, and downtime that comes
would, using the power and privilege the College grants with being a student at the Karrakin Cavalry College, with
its students to advance their own position. a particularly notable time skip during Beat 4: Down to
Business. During this gap, you might want to add social
WHAT IF ONE OR MORE PCS HAIL FROM THE events like the Cadenze de l’ Pavilios (see p. 29), or more
HOUSE OF STONE OR THE HOUSE OF SAND? personal scenes related to PCs’ backstories or sponsors.
The major houses are sprawling, planetary affairs, and far
There are plenty of opportunities to include additional
from politically or culturally homogenous. While the efforts of
narrative scenes involving other students or faculty
the antagonists in this mission series align with the broader
throughout the mission series, especially if your players
political goals of those two houses, it is just as likely that
have taken a liking to (or have developed a hatred of) a
various minor houses within Stone and Sand would be
particular NPC and you want to focus on that relationship.
opposed to their efforts – especially to their methods. Pol-
Alternatively, your players might want to get involved in
itics in the Baronies is a notoriously fratricidal affair with a
extracurricular activities like pankration mekani or dueling,
great deal of maneuvering and secrecy, and minor houses
engage in political or interpersonal drama, or explore the
are only loyal to each other insofar as it is in their interests.
College and even Throne Karrakis itself in more detail.
Ultimately, the events of Shadow of the Wolf are the result Each of the main beats presents some options for extend-
of fevered political scheming between House Cannamos ing the scene, but feel free to insert your own if your
of Stone and House Laurent of Sand, both of which wish players want to get involved in other activities!
to see themselves on top of their respective major houses,
and their respective major houses on top of the Baronies. MY PCS WANT TO DO SOMETHING DIFFERENT OR
It is unlikely that they will bring outsiders in on their plans TAKE A COURSE OF ACTION THAT ISN’T DESCRIBED
for both operational security and political reasons. If any- IN THE STORY! HOW DO I HANDLE THAT?
thing, they will have an even stronger incentive to get In general, it’s a good thing for players to be proactive
rid of potential rivals from within their own major houses. and take the initiative regarding the scenes they want
to experience; it shows that they are engaged with the
game. You should endeavor to support your players when
they do this, and try to accommodate their choices where
possible – to the degree that you’re happy to improvise.
[34] Section 3 // Shadow of the Wolf
3
RUNNING THE CAMPAIGN
If you want to play out the events of the mission series as Alternatively, there are multiple ways for the PCs to
written, you will eventually want to bring them back on acquire Repairs and even brand new mechs as Exotic
course. For the most part, though, many of the scenes in Gear from NPCs by progressing their relationship clocks.
this story are imposed by the structure of the Syllabi and For PCs whose mechs have been heavily damaged or
the College’s timetable, or else caused by NPCs taking destroyed entirely, receiving a new mech from an NPC
action, so you can present them to the PCs as events may be a better option than spending Repairs to rebuild
that are occurring outside their control. If you find this an old one (particularly since repairing a destroyed mech
difficult or it doesn’t work, talk to them out of character costs many Repairs and still only brings it back with 1
and explain where you would like to take the story, then Structure and 1 Stress).
try to work together to make it happen.
WHAT TOOLS DO I HAVE FOR ADJUSTING THE
WHAT IF MY PCS LOSE A COMBAT? DIFFICULTY?
The consequences for defeat in mech combat are gener- Some groups may find the combats in this mission series
ally spelled out in that combat’s briefing, and expanded in challenging and others might find them too easy. You should
its “narrative consequences” section. The early combats always feel free to adjust combats to suit your group, their
in Shadow of the Wolf are not intended to have character experience level, and their expectations, and aim to give
death as a consequence – at worst, a pilot who loses a fight your players a challenging but enjoyable experience.
or has their mech destroyed might suffer a loss of social
The most direct tool for adjusting difficulty is to change
standing, poor grades, or disapproval from the faculty.
the opposing forces (OpFors) the PCs face during combat
The nature of the Syllabi are such that the scheduled – this is usually best done by adjusting Reinforcements.
training combats will continue regardless of prior success Adding or removing a single NPC, or having them arrive
or failure, so unless the PCs are physically unable to field a turn early or late can have a dramatic effect on the
a mech they will have to press on with what they have pacing of a fight. If you feel confident handling NPCs,
(see Lancer, p. 82 for details on repairing damaged and adjusting their optional systems can be a subtler method
destroyed mechs). of achieving a similar result. You should bear in mind
your PCs’ mechs and capabilities when doing this: some
WHEN CAN PCS REPAIR THEIR MECHS? NPCs (or combinations thereof) and NPC options will be
WHY CAN’T THEY REPRINT THEIR MECHS more or less challenging for your PCs to handle based
BETWEEN EVERY COMBAT? on their mech builds.
The PCs may rest and repair their mechs after each
A more indirect tool for adjusting difficulty is to make it
combat (Lancer, p. 82) unless otherwise noted, and may
easier or more challenging to progress NPC relationship
perform a Full Repair in the downtime at the end of
clocks. This allows you to affect the pace at which PCs
Mission 1: No Points for Second Place.
acquire the various Reserves and pieces of Exotic Gear
Players might reasonably ask why they can't perform a available from the NPCs, which can have a big impact on
Full Repair between combats, given that the College the resources that PCs can bring to bear. Even adding
has printers and they aren’t (usually) under time pressure. additional narrative scenes with NPCs present is enough
The answer is that their Repairs represent a limited stock to increase their clocks as PCs gain more opportunities
of print credits that the College intentionally restricts, to interact with them and develop those relationships.
so that students don’t become reliant on the luxury of
There are also some above-the-table tools you can use to
printing a new mech after every minor skirmish.
influence the efficacy of PCs in combat. While you should
always give your players a full briefing before each combat
WHAT IF MY PCS RUN OUT OF REPAIRS?
and be open with information where possible (including
If one or more PCs run out of Repairs, talk explicitly to
NPC types and templates, and what each weapon and
the players about their options. The PCs have multiple
system does), additional information and advice can have
ways to acquire more, although some methods may not
a significant impact on how things play out.
be obvious or visible to the players.
You can always give your players advice in combat scenes if
First, remind them that Power at a Cost is always avail-
you feel it would be beneficial, perhaps framing it as some-
able, and it can be used to acquire more Repairs, or in
thing their character would know from their studies or from
the most extreme circumstances, a Full Repair in the
prior experience. For example, a newer player might not
middle of the mission. The consequences for having
know the strengths and weaknesses of the Hornet NPC, but
to scrounge, steal, or beg for repairs (or to be forced
even without taking the Scan action their character would
to reprint from scratch) are always significant. These
likely know that mechs of that type are fragile but hard to hit,
consequences may have lasting effects on characters’
and vulnerable to tech attacks and smart weapons. Knowing
health, reputations, and relationships – but the alterna-
this information can be important in deciding which target
tive is failure, disgrace, and dropping out of the College.
to focus on, or which weapon to choose, and consequently
shift how effective they are in combat.
Section 3 // Shadow of the Wolf
[35]
NON-PLAYER CHARACTERS
Shadow of the Wolf features an ensemble cast of import- You should strongly consider setting up the relationship
ant NPCs. The PCs might interact with some or all of them, clocks before you start playing, as this will save you time
depending on their choices and the opportunities you give during sessions, although you should only reveal clocks
them to engage with other students. As such, which NPCs are to the players when they have met the NPCs in ques-
most important will vary from table to table. If your PCs decide tion. If something affects a relationship clock before the
they like (or really hate) a particular character, you might relevant NPC has been introduced, you can inform the
emphasize their role and let others fade into the background. players that their actions have had consequences, but
track the specific changes in the background.
Some of the NPCs are central to the story:
Relationship clocks usually apply to the PCs as a group, but it
¥ Lord Praya and Count Argo are the primary antag-
is also possible for an individual PC to have a unique relation-
onists of this mission series and will cause problems
ship clock for an NPC if their opinion is sufficiently divergent
throughout the narrative.
– if this happens, create a new clock and track it separately.
¥ The opinions of the faculty (and in particular, the
heads of Syllabus) are, in theory, vital to the PCs’ If a PC acquires the Reputation reserve (Lancer, p.
success at the College. 51), it may be traded in for +2 to a relationship clock
with a relevant NPC.
¥ Augur Kahin and Soto are introduced in Mission
2: They Shall Come All For Violence and play
a vital role in sheltering the PCs and setting up the HANDLING RELATIONSHIPS
events of the finale. Relationship clocks are general guides to NPCs’ attitudes.
The precise nature of each relationship depends on con-
RELATIONSHIP CLOCKS text. For example, one NPC might be Friendly, but with
that friendship taking the form of a healthy rivalry with a
Relationships between the PCs and the people around them
PC where each pushes the other to excel.
play a significant role in Shadow of the Wolf. The attitude of
NPCs towards the PCs is represented and tracked by the cre- Don’t feel you need to strictly adhere to the clock if the
ation of a relationship clock for each major or recurring NPC. situation suggests an NPC might act differently. NPCs aren’t
robots or emotional vending machines; they are people
Each relationship clock is a circle divided into 10 seg-
with independent attitudes, desires, memories, and goals.
ments, which are split into three broad categories (Frosty,
Neutral, and Friendly). The number of segments filled
represents the NPC’s attitude toward the PCs. FRIENDLY NPCS
In general, Friendly NPCs (8+ segments filled) will be will-
Friendly Frosty ing to help the PCs in tangible ways. This might take the
form of specific actions that can help the party, Reserves
that can be called in when necessary, items of Exotic
Gear, or even access to special variant Frames. Players
generally should not know what these rewards will be
beforehand, so as not to influence their roleplay with a
desire for specific gear, but likely rewards may be intuited
through context or investigation.
When an NPC becomes Friendly, you might want to
Neutral insert a small interstitial scene in which the NPC offers
Set out a clock for each important NPC and fill out the their aid – or have them make the offer immediately once
starting number of segments (detailed in their entry you know the clock will increase. These scenes can take
below). To begin with, these clocks should be hidden many forms. For example, providing access to a variant
from the players; when the PCs first interact with a char- Frame might involve sharing print codes or transferring
acter make their relationship clock visible to the players. ownership of a prototype or secondary Frame.
Relationship clocks can go up or down based on the PCs’ If the PCs gain Reserves from an NPC, these Reserves
actions and the NPC’s changing attitude – certain events can be used once per mission as long as the relationship
will instruct you to fill in or erase segments. They can also remains Friendly and the NPC could feasibly help. Most
be influenced by the PCs’ interactions with the NPC in Reserves are single-use, but some benefit the whole
question. Use your discretion when deciding these effects. group. For example, Kay can give Extra Repairs to
Don’t track the progress of clocks in real time, though; each PC, which grants the whole group +2 Repair Cap.
instead, fill in or clear segments at the end of each scene.
[36] Section 3 // Shadow of the Wolf
3
NPC RELATIONSHIP BENEFITS
NON-PLAYER CHARACTERS
VARIANT FRAMES
When an NPC offers a variant Frame, they only offer
Archchancellor +1 Accuracy when making skill
one instance of that Frame; the PCs will have to decide
Sigune checks to influence College faculty
among themselves who gets to pilot it. Note that there
or staff
are multiple ways to acquire these Frames.
Underbaron RKF Tagetes with Redundant
Variant Frames are granted as Exotic Gear (see p. 97)
Iphianassa Systems Upgrade preinstalled
and characters who receive them gain them permanently3.
Each comes with one system from its license, also granted Lord Castor RKF Taraxacum with MULE
as Exotic Gear. This system is “preinstalled” when the PC Harness preinstalled
receives the mech (it still costs SP), but can be removed.
Stablemaster HORUS Hecatoncheires with Hive
When a PC receives a variant Frame, they can choose to Imani Drone preinstalled
use it straight away. It begins at full Structure, Stress,
Lady Achilleia Entangled Co-Consciousness
and HP, and the player may equip it with weapons and
Rig (Exotic Gear, see p. 98)
gear as if they had performed a Full Repair – but any
expended Repairs from the PC’s previous mech remain Lord Hesketh 1/mission use of the Smart Ammo
expended. Importantly, a character can only have one reserve (Lancer, p. 51)
active mech at a time, so they will no longer be able to
Dean 1/mission use of the Reinforcements
use their previous mech.
Hebriyah reserve (Lancer, p. 52). Can only
If a PC comes into possession of a variant Frame mid-mis- be used on College grounds; the
sion, there is no obligation for them to use it immediately. reinforcing NPC is chosen from
Players should consider carefully whether they want to among Friendly students.
do so now or wait until they increase their license level
Eligos Access to the College’s records and
so they can pick up more appropriate talents and gain
systems, granting +1 Accuracy on
additional licensed gear. Notably, GMS Frames are pow-
related checks
erful mechs that players will have built their characters
to suit – and this is even more pronounced for players Lord Praya Will hesitate at the start of Combat
who have saved their Core Power. 8, giving each PC one free move
after deployment in 8A, or arriving
one turn later in 8B.
FROSTY NPCS
Frosty NPCs (3 or below) will generally not help the PCs Count Argo Will divulge the full plan in Beat 10
unless they have a good reason, and might even hinder without requiring a skill check
them. They won’t necessarily be openly hostile or vio-
Principissa 1/mission use of the Redundant
lent (though some might, if pushed), but might engage
Elsa Repair reserve (Lancer, p. 51)
in low-stakes social conflict or sabotage the PCs more
passively, making relevant checks Difficult or Risky. Lady Kiriona Champion’s Favor (Exotic Gear,
see p. 98)
If a relationship clock is reduced to zero segments, that
NPC will refuse to have anything to do with the PCs Lord Tomas RKF Taraxacum with Aceso
beyond the bare minimum required by formality, and any Stabilizer preinstalled
future increases will be nearly impossible.
Primors Vivian 1/mission use of the Blackmail
& Valentine reserve (Lancer, p. 51)
ROMANCE AND SEXUALITY Lord Aloysius HORUS Hecatoncheires with
The sexualities of NPCs in Shadow of the Wolf are pur-
Scanner Swarm preinstalled
posefully unspecified and have no direct bearing on the
core narrative. Praya and Argo are partners in a mutually Captain RKF Tagetes with ANDROMEDA-
beneficial political arrangement, but no other relation- Hedros Pattern Heavy Laser Rifle
ships or romantic entanglements are explicitly specified. preinstalled
If these topics matter to your players, you are free to
Kay The Extra Repairs reserve (Lancer,
portray the NPCs as best suits the story you want to tell.
p. 51) 1/mission for each PC
Romance and sexuality can be sensitive subjects at the
Rawan Azar 1/mission use of the Core Battery
table, and not all players and GMs will want to interact
reserve (Lancer, p. 51)
with them in the same way (or at all!). If you and your
players decide to engage with these subjects, make sure Augur Kahin 1/mission use of the Safe Harbor
you follow any expectations you set in session zero, and reserve (Lancer, p. 51)
check in with each other as necessary.
Soto 1/mission use of the Diversion
3
reserve (Lancer, p. 51)
Unlike Reserves, PCs retain access to Exotic
Gear even if their relationship with the NPC
in question takes a turn for the worse.
Section 3 // Shadow of the Wolf
[37]
FACULTY
ARCHCHANCELLOR UNDERBARON IPHIANASSA
BARONESS SIGUNE ZOEVA OF GENEIA AKRITA DI
HOUSE CALYX KHAYRADI, HERO OF THE
SHE/HER LUDRAN FIELDS
HOUSE OF ORDER
CLOCK: 5 (NEUTRAL, WATCHFUL)
SHE/HER
HOUSE OF STONE
“A trillion people sleep soundly each night because we CLOCK: 4 (NEUTRAL, HAWKISH)
execute our duty with faith and without compromise.”
“Failure is the domain of the traitorous and the
Archchancellor Sigune is an older woman with a incompetent. I do not accept excuses, only success.”
stately bearing and piercing eyes. She dresses
Underbaron Iphianassa is every inch the veteran’s
impeccably for every occasion, is always accom-
veteran. She is statuesque and battle-scarred, and
panied by at least one or two flunkies, and uses a
her conservative Khayradi uniform bears a number
many-legged chair for mobility.
of notable decorations dating back nearly four cen-
The baroness and matriarch of House Calyx, a minor turies of military service.
house of the House of Order, the archchancellor
Iphianassa is notionally the head of House Akrita,
achieved her position through artful political maneu-
a minor house that lost every other noble member
vering, leveraging a decorated early career as a
during the Interest War and as a result was incor-
long-term strategist in the BUC to become head
porated into House di Khayradi. In response to the
of one of the most prestigious military institutions
loss of her house, the young Iphianassa began a
in the Concern. She has been archchancellor for
long career in the military that has included sup-
nearly four decades and it is now hard to imagine
pression efforts against the rebels on Sanjak and
the College without her.
multiple extended tours to and from the Dawnline
Sigune is a Karrakin traditionalist in a way that Shore. Subjectively, she is an old soldier; the effects
embodies almost every stereotype about the House of time dilation have rendered her one of the oldest
of Order. She cleaves to tradition and proper courtly veterans in the BUC.
manner, and expects those about her to do the same.
Eventually, Iphianassa’s long service and extensive
She understands more than anyone else at the Col-
experience of war saw her recognised as the best
lege that her stewardship of the institution is as much
candidate to teach the Tactical Syllabus at the Col-
an act of service to the Karrakin people as it is a
lege. Her conservative approach does not allow for
position of personal power.
compromise: she respects veterans, tolerates the
pankrati, and has little time for those whose place
at the College was secured through connections
rather than merit.
[38] Section 3 // Shadow of the Wolf
3
Faculty
LORD CASTOR-EYROS, STABLEMASTER IMANI
SECOND HERALD OF SMOKE RUDILIS
HE/THEY THEY/THEM
HOUSE OF SMOKE HOUSE OF WATER
CLOCK: 6 (NEUTRAL, OPTIMISTIC) CLOCK: 5 (NEUTRAL, FOCUSED)
“The parade ground and the foxhole are both “A mech does precisely what you design and
alike in dignity, for it is not our circumstances build it to do, and no more. No amount of
that define us but how we respond to them.” prayer improves shoddy engineering.”
Lord Castor is youthful by the standards of the The only member of the senior faculty from a Repub-
senior faculty; his rugged countenance and winning lican world, Imani does not care for the demands
smile are a common sight as he delivers ceremo- of tradition and nobility. They wear their hair short,
nial speeches and lectures alike. In spite of these and are normally found with their uniform covered
responsibilities, Castor is the member of faculty least in grease and chemical stains.
often seen in formal or work clothing.
Imani began a career on Umara as a land-reclama-
As a younger noble within the House of Smoke, Cas- tion engineer before being recruited by the BUC for
tor gained the title of herald for his skills in poetry, research into the military applications of terraform-
music, and performance. His compositions (both ing nanites. Their tour in the BUC exposed them
literary and musical) are known across the Concern, to a new passion in the form of mech engineering.
so it was a shock to many artistic peers when he This led them to transfer to the College as one of
chose not to accept the position of First Herald of its landscape-repair specialists – a foothold they
Smoke – instead opting to head the College’s Noble soon leveraged into a position in the Stables, and
Arts Syllabus. after dedicated work, a promotion to facility head
and coordinator of the College’s Technical Syllabus.
Lord Castor sees true value in art for art’s sake and
openly picks as his favorites those who he regards Imani is the kind of teacher who is more interested
as having true passion for their work. Behind the in the lesson than the student. Their position as
scenes, however, he also has a shrewd and calcu- stablemaster allows them to indulge their obsession
lating mind ideal for politics, and an ambition set to with chassis design, seeing as they are nominally in
greater social heights than, as one of his critics put charge of all chassis on campus. They are deeply
it, “a glorified court entertainer”. uninterested in personal or political problems but
can tell you by sight alone which designer made
your Monarch.
Section 3 // Shadow of the Wolf
[39]
OTHER NOTABLE FACULTY
LADY ACHILLEIA CORTAIN DEAN COMMANDER (RTD.)
JOYEUSE-MONTMORENCY HEBRIYAH DOLEROS
SHE/HER SHE/HER
HOUSE OF GLASS HOUSE OF STONE
CLOCK: 6 (NEUTRAL, HOPEFUL) CLOCK: 4 (NEUTRAL, DISTRUSTING)
“A blade is a tool designed to kill. It can be turned “The fact that you are allowed to study in
to other ends, but you must never forget its primary these distinguished halls is an incredible
purpose – bad habits invite a swift death.” privilege. Act like you deserve it.”
Lady Achilleia is a former pankrati and one of the The dean is a dour and uncompromising veteran
finest competitive duelists of her generation. She of the feared Khayradin Elites, bodyguards to the
teaches fencing alongside several other martial arts Stonelords. Retired with honors to the College from
and supervises athletic training regimes for the stu- the service of Stonelord Hyderad-Cannamos, she
dents. Unofficially, she also organizes the College’s attempts to maintain the institution’s delicate balance
pankration mekani tourneys. between the BUC’s military discipline and the greater
freedoms accorded to the nobility.
She is jovial, energetic, and painfully enthusiastic,
and though she takes a shine to any student with Hebriyah has no formal teaching duties, but occa-
an interest in sports, she is quick to agree with Iphi- sionally provides guest lectures on zero-g combat;
anassa that pankration mekani is a world apart from she spends most of her time handling disciplinary
warfare. matters and liaising with the College’s ceremonial
security detail.
LORD HESKETH VIII ELIGOS
MORGAN IT/ITS
HOUSE OF ORDER
HE/HIM CLOCK: 2 (FROSTY, DISDAIN)
HOUSE OF MOMENTS
CLOCK: 5 (NEUTRAL, DISTANT) “I am not a comp/con, and neither am I your servant.
I have a College to run. Find someone else to bother.”
“A soldier lives and dies on what they know,
and when they know it. What you can’t see Eligos is the College’s CORONET-class adminis-
can, in fact, hurt you a great deal.” trative NHP, responsible for much of the logistics
and paperwork behind the scenes. It is known for
Formerly with Baronic Intelligence, Lord Hesketh has
its deep conservatism, and for loathing the student
since retired to teach. His primary areas of compe-
body, which it sees as disruptive to the effective
tence are intelligence analysis, reconnaissance, and
running of the College. A popular description of
infiltration. Popular rumor has it that he is secretly a
Eligos given to the newly matriculated is, “imagine
recruiter for Baronic Intelligence, picking out prom-
if a building could decide to hate you”.
ising candidates from the student body.
Eligos is very old, set in its ways, and does not have
The eighth of his clone line, Lord Hesketh is keenly
much patience for students. It is extraordinarily hard
aware of how things can go wrong in the line of duty
to push its relationship clock above Frosty; any check
and seeks to avoid the fate of his past selves through
to do so requires a Heroic roll (warn players about
hypervigilance and thorough preparedness.
this before they invest effort into improving its rela-
tionship clock).
[40] Section 3 // Shadow of the Wolf
STUDENTS
3
STUDENTS
LORD PRAYA-CANNAMOS, COUNT ARGO-LAURENT,
THE IRONHANDED, FIRST THE WOLF’S BLADE,
DAUGHTER AND GRAVEN STORIED SON OF TILIMSAN
HE/HIM
HEIR OF STONELORD HOUSE OF SAND
HYDERAD-CANNAMOS CLOCK: 1 (FROSTY, SNIPING)
SHE/HER
“Only the fool does not anticipate
HOUSE OF STONE
conflict. The mediocre soul prepares
CLOCK: 2 (FROSTY, BELLIGERENT)
for it. The wise one strikes first.”
“I think you have misunderstood. This is
Count Argo is a slight man typically dressed in plain
not a dialogue. Do what I want, get out of
Tilimsani clothing that belies his station. He has a
my way, or face the consequences.”
wiry, poised build that might initially suggest a trained
Lord Praya is a tall and looming presence who dancer and a furtive gaze that pays altogether too
seems to dominate any space through a combina- much attention to everything going on around him.
tion of sheer physicality and force of personality.
Argo is a trained (and exceptionally capable) House
She exclusively wears a traditional Khayradi uniform
of Sand assassin, and a noble of House Laurent. This
complete with extensive noble trappings and military
training and his membership of the feared Sand-
decorations.
men is an open secret, as is a politically motivated
The Graven Heir of House Cannamos, Praya is set engagement to Praya. House Laurent is the real
to inherit the title of Stonelord from her father, who power behind the House of Sand, and stands along-
is positioning himself as the successor to the current side House Cannamos as one of the Hagiographic
Prime Baron. At the helm of the House of Stone, houses pushing a strongly conservative agenda in
House Cannamos seeks to reinforce a traditionalist Baronic politics.
view of Karrakin society in response to an uncertain
By nature, Argo prefers confrontation on his own
future. Praya is her father’s daughter – powerful,
terms. One might accuse him of cowardice, but to do
intimidating, and an unabashed bully unafraid to
so would risk choking on poison or finding a blade
seize power through any means necessary.
in one’s back. Fully on board with Praya’s plans, he
Praya is one of the main antagonists of Shadow of is the second of the story’s main antagonists and
the Wolf, and is primarily responsible for the events sees the PCs as little better than vermin.
of the mission series. Even if she comes to respect
the PCs (which is extremely unlikely), she consid-
ers them potential opponents, and treats them as
inherently disposable.
Section 3 // Shadow of the Wolf
[41]
PRINCIPISSA ELSA LADY KIRIONA, BRIGHTSTAR
REGELINDA LAVERA ZOEVA RISING OF THE HOUSE OF
OF HOUSE CALYX MOMENTS
SHE/HER SHE/HER
HOUSE OF ORDER HOUSE OF MOMENTS
CLOCK: 3 (FROSTY, HAUGHTY) CLOCK: 6 (NEUTRAL, GREGARIOUS)
“There are five great joys in life. Principle “The other great joys are piloting mechs, winning
among them is knowing, in all certainty, that duels, drinking wine, and fucking. If you’re
you are better than everyone around you.” not enjoying yourself, what’s the point?”
Principissa Elsa would not be caught dead in some- Lady Kiriona is the very model of a Karrakin pank-
thing so mundane as a uniform. Her perfectly honed, rati and kavaliere: a gene-tailored facsimile clone
extravagant dress sense makes her a noted trend- of the legendary Underbaron Moulin-Noel, other-
setter among the younger nobles of Throne Karrakis, wise known as Brightstar. She projects boundless
and her eye for fashion extends even to her mech. energy and an infectious excitement for everything
she does.
As principissa of House Calyx, Elsa is the daughter of
the archchancellor and heir to the house. Her mother Kiriona was the only one of her batch-siblings to
has accorded her every privilege and subjected complete the Endless Company’s squiring program
her to every expectation. Despite her pampered with honors sufficient for a recommendation to the
demeanor, years of training and a childhood spent Throne Karrakis campus. Now, she has the oppor-
in the College have made her an exceptionally capa- tunity to become a kavaliere in her own right with a
ble mech pilot and military leader. She seeks both guaranteed posting to the Endless Company waiting
to earn her mother’s approval and to emulate the after graduation. So far she has handled the pressure
heroes she saw around her as a child. of her genetic legacy and the title of Brightstar Rising
with aplomb – though perhaps not grace – propelled
Elsa presents a frosty exterior as part of a projected
by a frankly astonishing degree of optimism and
image of nobility, but does a poor job of hiding her
self-confidence.
obsessions with pankration mekani and its celebrity
champions, and the literary ideal of the kavaliere – Her primary mech combat experience to this point is
which she seeks to someday embody. She also has pankration mekani, at which she excels. Like many
a romantic streak, and is a particular fan of Karrakin pankrati, Kiriona prefers to work hard and play hard,
historical dramas and omninovelas. and in her downtime can most often be found train-
ing (both combat and athletic), tinkering with her
mech, or partying.
[42] Section 3 // Shadow of the Wolf
3
STUDENTS
LORD TOMAS ALFAROZ, LAST PRIMORS VIVIAN &
SCION OF HOUSE ALFAROZ VALENTINE REIS
HE/HIM ANY/ALL
HOUSE OF REMEMBRANCE HOUSE OF GLASS
CLOCK: 5 (NEUTRAL, FEARFUL) CLOCK: 6 (NEUTRAL, MERCURIAL)
“If I could shirk my responsibilities and “I love it when the heroes save the day.”
spend my days writing poetry, I would. But “Me too. Shame there’s nobody to save
not all of us get to choose who we are.” them from their fashion choices.”
Rather unassuming, Lord Tomas looks as distinctly Primor Vivian and Primor Valentine are twins from
uncomfortable in his traditional Arrudyen formalwear House Reis who are rarely seen apart, to the point
as he does his own skin. that they are usually spoken of in the same breath.
They are most notable for their extravagant, even
The formal title of “last scion” was forced on Tomas
outlandish sense of Ispahsalari style, and their biting
by parents who have controlled much of his life in
social commentary.
their attempts to craft him into the ideal heir. They
are responsible for his presence at the College – The primors are minor nobles within House Reis, a
he was sent to the military to “toughen him up” and house that specializes in exotic technology and para-
“teach him some discipline”. He has put a great deal causal esoterica. Their eccentricity hides a darker
of effort into living up to his parents’ desires, but the side; they are secretly in the employ of a senior
conflict between those pressures and his naturally Ispahsalari noble who covets the archchancellor’s
retiring, thoughtful personality has resulted in a deep position and is hoping to one day succeed her. This
melancholy. is a slow-burn plan that involves upsetting the estab-
lished order by leaking information and undermining
Tomas is a surprisingly capable pilot, but only
both the seriousness of the College’s business and
begrudgingly so. He studies hard to please his par-
the authority of the faculty. The twins are absolutely
ents, though he is not a violent or confrontational
exploiting it for their own ends.
person by nature. His true passion is for art, espe-
cially poetry, at which he excels – he can recite verse Vivian and Valentine are notoriously mercurial and
from memory, covering a diverse set of cultures some might regard them as cruel. They are overtly
and historical periods, and in a variety of styles. His and enthusiastically friendly to those around them,
dream is to one day travel the galaxy and see more but are also happy to trick or prank others for their
of Union beyond the Concern. own amusement.
Section 3 // Shadow of the Wolf
[43]
LORD ALOYSIUS VEREDUS CAPTAIN HEDROS NADEER
FLYTE, STEWARD APPARENT HE/HIM
HOUSE OF DUST
OF THE TOWER ROAD CLOCK: 5 (NEUTRAL,
HE/HIM STRAIGHTFORWARD)
HOUSE OF SMOKE
“When the bullets start flying, your priorities
CLOCK: 6 (NEUTRAL, CURIOUS)
change. The why doesn’t matter to the kid who
“History has many lessons to teach us, if we gets shot. You just make sure you get out alive.”
care to listen. Whether we choose to heed
Captain Hedros is a literal poster boy for the Karrakin
those lessons is another matter entirely.”
ideal of the “young buck” – the popular image of
Lord Aloysius is a younger man with a thin face the BUC soldier as heroic go-getter, boldly carrying
and quizzical eyes. His uniform is plain but sharply the flag of the Federal Karrakin Monarchy into the
tailored, and in conversation he gives little away, wider galaxy. Stalwart, serious, and driven, spending
rarely showing emotion and not given to expansive any amount of time with Hedros makes it clear he is
gestures. the real deal: a combat veteran who unquestionably
achieved and deserves his place at the College
House Flyte is an exceedingly ancient minor house
through merit alone.
with a genealogy tracing back to the High Passa-
caglian Period and the colonization of Eyalet-a. It Hedros’ drive and experience make him one of the
is notable to historians for having made a claim to most skilled mech pilots in the student body, a fact
the Annorum Throne during the Last Argument. As he feels no particular need to demonstrate. In fact,
the House of Smoke teeters on the edge of Repub- his attitude to combat is distinctly reserved and he
licanism, House Flyte is among those that stand to is quick to temper any enthusiasm on the part of his
lose most. peers with a reminder that real warfare is a hellish
experience with serious consequences.
Aloysius has vowed not to stand idly by as his inher-
itance is stripped from him, and is engaged in a Privately, Hedros struggles with being held up by
clandestine plan to solidify his political standing the BUC as a hero. He finds it difficult to reconcile
by gaining allies on Karrakis and within the BUC this image of himself with his guilt over acts he com-
before returning to Eyalet-a and crushing his political mitted when suppressing radical Ungrateful cells
opponents. He is a savvy politician who curries favor operating from beyond the borders of the Concern.
from many sources; he is likely to identify the PCs
as either potential friends or pawns, and approach
them accordingly.
[44] Section 3 // Shadow of the Wolf
3
STUDENTS
KAY RAWAN AZAR
SHE/HER SHE/THEY
HOUSE OF WATER HOUSE OF PROMISE
CLOCK: 5 (NEUTRAL, SHY) CLOCK: 6 (NEUTRAL, CAUTIOUS)
“Oh, this’ll be real simple. You just need a “If you refuse to examine the system
custom thermal linkage and some elbow that benefits you, how can you be sure
grease. I’ve sure seen a lot worse.” you won’t be its victim someday?”
Kay is exuberant and cheery when in her element, Rawan actively refuses to conform to typical stan-
but struggles with the unfamiliar traditions of the dards of Karrakin noble dress or presentation; both
nobility and is somewhat shy and anxious around her attitude and attire would certainly cause trou-
strangers. She normally wears practical and comfort- ble in a more conventional military context, but the
able work clothing, but defaults to military uniform freedoms accorded to students at the College have
for more formal functions. given her leeway to flout traditional standards.
A citizen of the Republican House of Water, Kay is Publicly, Rawan is sponsored by the petitioning
one of the BUC’s most talented engineers and has House of Promise and claims to be a citizen of San
been building mechs since she was six. Her mother Simeon in the Baronic Interest, positioned to join
is the chief engineer of one of Umara’s largest chas- the house’s banner company should the house be
sis foundries, and Kay practically grew up in the enrolled. She is certainly an extremely talented mech
workshop alongside the Foundry’s design team. pilot, but in reality this was not an aptitude devel-
Ordinarily, she would have risen to a senior engi- oped in proxy skirmishes against Harrison Armory:
neering or design position, but she was handpicked instead, it was earned through bitter conflict on San-
by Stablemaster Imani to be their squire. As a noble jak. Rawan is in fact an Ungrateful partisan, part of
practice, squiring is alien to both Umarans, but it an extended plot from Republican revolutionary
allows Imani to take Kay on as a protege despite her interests to gather intelligence on the BUC and
combat experience being limited to an admittedly position agents near seats of power and influence.
impressive number of hours in-simulator.
Rawan’s headstrong, rebellious nature arguably does
Kay is a fast learner who is striving to make the most not make her the best choice for a covert agent in
of the opportunity. She is very excited to be among noble society, but her combat skills and passion for
the BUC’s most talented pilots and on the cutting the cause are undeniable, and so far she has kept
edge of chassis design and operation. her mission secret – if not her political leanings.
Section 3 // Shadow of the Wolf
[45]
OTHER STUDENTS
There are many other students who are not represented here. If you need other students in a hurry, or if your players
are struggling for ideas when coming up with names or backgrounds, you can create student characters quickly using
the following tables. First, roll for or pick one choice from each table to determine a name, a sponsor, and a personality
quirk. Then, roll a d10 (half of a d20, rounded up) or select an appropriate value for their starting relationship clock.
STUDENT NAMES ROLL 1D20 QUIRK ROLL 1D20
1 Lady Terese Montague 1 Behaves and dresses extravagantly under all
circumstances
2 Lord Felix Vetch
2 Uses an excessive number of titles, even by
3 Dame Edessa-Kass
Karrakin standards
4 Vice-Baron Craterus Roban
3 Follows BUC standards and regulations to the
5 Lady Sanna Adelmari letter
6 Primor Argo-Rhei 4 Dreams of achieving glory in war, and seeks to
emulate their military heroes
7 Marchesa Laria Belmont
5 Will challenge students to a duel to establish
8 Archon Valerian Caprifoli
a pecking order
9 Duchess Rosaline Cosimo Diadochos
6 Will challenge students to a duel over an intel-
10 Principe Tybalt Deigatti lectual disagreement
11 Lady Carlotta Hannelore d’Espina 7 Will challenge students to a duel as a romantic
advance
12 Anax Ktesiphon Spyros
8 Uses expensive, overengineered custom gear
13 Princess Hiba Mezian
they barely understand
14 Lord Cassander-End CCLVII
9 Tells preposterous tall tales about conflicts they
15 Jennet-Yan supposedly fought in
16 Braigon Grieg 10 Genuinely exceptional at a very specific disci-
pline valued by the BUC
17 Anastasia Pentecost
11 Believes themselves to be the absolute best
18 Erech Tornitz Clott
at everything they do
19 Juno Sayar
12 Is an unsubtle Neo-Passacaglian with deeply
20 Bernhard Hari concerning politics
13 Is an unabashed Republican who can quote
SPONSOR ROLL 1D20 from Tyrannocleave’s pamphlets by heart
1-2 Federal Karrakin Army 14 Is a clone of a famous Karrakin military hero
from the Interest War
3-4 Federal Karrakin Navy
15 Is obsessed with pankration mekani and wants
5-6 Major House
to become a champion someday
7-8 Minor House
16 Frequently consults with augurs over even the
9-10 Noble Patron most trivial matters
11-12 Banner Company 17 Comes from a distinct non-Karrakin culture (e.g.,
Sparri, Aunic, etc.)
13-14 House Company
18 Is a Cosmopolitan displaced from their home
15-16 Free Company
era by extended nearlight travel
17-18 Non-Karrakin State
19 Believes a complex conspiracy theory which
19-20 Independently Wealthy alleges that Tyrannus had a third, unrecorded
child named Tithonia
20 Always has the best gossip and is obsessed
[46] Section 3 // Shadow of the Wolf with finding out secrets
SAMPLE CLASSES
3
SAMPLE CLASSES
While this mission series heavily features mech combat, the College doesn’t focus solely on fighting! The three Syllabi each
have a wide variety of lectures, classes, and other opportunities to put skills into practice. The classes are typically in-depth,
highly technical, and extremely demanding – requiring a great deal of skill and pushing students to their intellectual limits.
The tables in this section give some examples of classes for each Syllabus. You can roll on the tables or choose from
them when running interpersonal scenes or if you want to put the spotlight on the PCs studying. If you run a scene in
which a PC takes a class, consider giving that PC a single-use Reserve that grants Accuracy on a related skill check.
TACTICAL TECHNICAL NOBLE ARTS
SYLLABUS ROLL 1D20 SYLLABUS ROLL 1D20 SYLLABUS ROLL 1D20
1- Tactical Doctrine: High- 1- Running Hot: Effective heat 1- From Dynasticlade to
2 level concepts governing 2 generation, management, 2 Federation: A History
standard BUC responses and dispersal of Calendula’s Political
Reforms
3- Standard Adversary 3- Custom System Integration:
4 Chassis: Engaging 4 Installing equipment from 3- High Passacaglian
Sherman, Everest, and non-approved and third party 4 Architecture and the Neo-
other common frames manufacturers Laurentian Movement
5- Nonstandard Adversary 5- Field Servicing in Practice: 5- Corporate Statecraft and
6 Chassis: Engaging HORUS 6 Making repairs under adverse 6 Diplomacy with Non-
pattern groups, repurposed conditions, with limited time, Traditional Polities
industrial equipment, and materials, and tooling
7- Ontologies of Personhood:
other improvised weaponry
7- Distributed Systems: Effective 8 The Philosophical
7- Combined Arms Approaches: 8 operation of nexus weaponry, Implications of Non-Human
8 Integrating with infantry, nanite hives, and drones Intelligences
vehicles, and air support
9- Electronic Warfare: Analysis 9- The Great Seven Formal
9- Zero-G Combat: 10 of common ECM and ECCM 10 Dances and their Variants
10 Maneuvering and combat techniques, hostile code-
11- First Contact: Union
in and around ships and strains, and their effective
12 Influences on New
stations countermeasures
Federation-Era Literature
11- Combat Gunnery: Efficient 11- Threat Systems: Detailed
13- Ornamental Flower
12 and effective weapons 12 technical specifications and
14 Hybridization and Selection
operation and targeting operational theory behind cut-
of Characteristics Through
ting-edge adversary systems
13- High-Density Environments: Transgenic Modification
14 Maneuvering and combat 13- Intelligence Analysis: Signals
15- Passions Across
with poor sight lines and 14 and imaging acquisition and
16 Worlds: Cross-Concern
heavy cover analysis, and its integration
Comparative Analysis
with field-acquired data
15- Adverse Conditions: of Bond Readings and
16 Operating in areas of 15- Failure Modes: Analysis of Divination Ceremonies
extreme atmospheric or 16 aggregated field data on
17- Modern Developmental
environmental hazard chassis failure and precau-
18 Psychology and Its
tionary/mitigation techniques
17- Loadout Analysis: Effective Influence on Rapidfax
18 selection and use of specific 17- Paracausal Analysis: Break- and Traditional Facsimile
weapons and gear based 18 down of known principles of Cloning Programs
on practical field data engineering with common
19- Words of Heritage: The
paracausal phenomena
19- Pushing the Envelope: 20 Influence of Apollonian
20 Advanced piloting 19- Co-pilot Systems: Integration Languages on Modern
techniques and pushing 20 and maintenance of mil-spec Karrakin
frames beyond their comp/cons and NHPs
technical limits
Section 3 // Shadow of the Wolf
[47]
MISSION 1: BRIEFING
This is not a traditional Lancer mission. Most of the infor-
NO POINTS mation the players have access to before they join the
College is outlined in Sections 1 and 2 above, although
you can reveal additional information from this section
FOR SECOND as appropriate. The mission starts as the PCs arrive at
the College for the first time; their main goal is to make
it through their first term at the College and pass their
PLACE examinations.
The PCs’ mechs have been transported to the College
separately and brought to assigned bays in the Sta-
bles, where they are stored when not in use and can be
VIPER: “In case some of you are
repaired between combats.
wondering who the best is,
they are up here on this
plaque. Do you think your SUMMARY
name will be on that plaque?” After arriving at the College, the PCs are confronted by
Lord Praya and Count Argo, after which they have an
MAVERICK: “Yes, sir.”
opportunity to meet the other students and make friends
VIPER: “That’s pretty arrogant, before getting down to the hard work of studying. The
considering the company first few beats of this mission are tightly paced to ensure
you’re in.” the PCs are introduced to the central conflict and major
NPCs as soon as possible.
MAVERICK: “Yes, sir.”
The exams at the end of the first term include a skir-
VIPER: “I like that in a pilot.”
mish against members of the faculty. There, the PCs may
– Top Gun (1986) face sabotage, followed by a desperate fight for survival
against a mysterious third party.
MISSION BEATS Mission Objectives: Make it through the College’s
BEAT 1: UNFASHIONABLY LATE notorious training regimen and pass the exam-
BEAT 2: THORNS AMONG ROSES inations at the end of the first term.
COMBAT 1: KNOW YOUR PLACE
Stakes: Failure will result in any of a variety of social
BEAT 3: NEW BLOOD
and personal consequences. In most cases,
COMBAT 2: PANKRATI, CHARGE
dropping out or being expelled will put a signif-
BEAT 4: DOWN TO BUSINESS
icant dampener on anyone’s career.
BEAT 5: UNFRIENDLY COMPETITION
COMBAT 3: TRIAL BY FIRE Reward: Characters have opportunities to gain
COMBAT 4: THE HARLEQUIN’S KNIFE Reserves and other rewards including variant
BEAT 6: AFTERMATH Frames, as well as enough combat experience
DOWNTIME: CALM BEFORE THE STORM to progress to LL1.
Reserves: As starting characters, the PCs won’t have
any Reserves to bring with them.
[48] Section 3 // Shadow of the Wolf
BEAT 1
3
BEAT 1: UNFASHIONABLY LATE
You only have a few moments to compose yourselves
and make any formal introductions to each other before
UNFASHIONABLY you spot an older woman through the crowd whose
steely eyes fix you with an unamused glare. She is
LATE dressed in an immaculate gown in rich purple with
floating sleeves that seem to defy gravity, positively
SCENE GOALS dripping with jewelry. She approaches you in a mechan-
¥ Introduce the PCs to each other ical legged chair accompanied by functionaries wearing
¥ Introduce the archchancellor and faculty the more austere dress uniform of the college staff.
¥ Challenge the PCs with a disorienting and high-
This is Archchancellor Baroness Sigune Zoeva of House
pressure social situation
Calyx of the House of Order, head of the College. She is
¥ Once the PCs are done meeting the faculty,
not pleased that the PCs were late to the ball.
transition swiftly out into the gardens
“I am not accustomed to having students disappoint
me before I even meet them. I trust you have good
It is the first day of the academic year at the Karrakin
explanations for your tardiness?”
Cavalry College, and the PCs are late to the Matriculation
Ball. This beat introduces the PCs to the College itself as Explaining why they were late is an opportunity for players
well as key members of the faculty. Their first challenge to get creative with their characterization and immediately
is a social one: make a good first impression with their get into their characters’ heads. Each character might
tutors, despite their late arrival. have a different reason; how they explain themselves
(or not) is up to the player. These explanations can be
Stepping from the groundcars that swept you across
accompanied with a skill check (perhaps using Charm,
Throne Karrakis and into the grounds of the College,
Stay Cool, or another appropriate trigger).
you find yourselves dwarfed by the monumental
entrance of the Lykeon, where colossal stone sup- After explanations, the archchancellor continues:
porting figures are draped in the heraldry of heroes
“In any case, as archchancellor I extend my formal
past. Under their watchful gaze, you smell the faint
welcome to the Karrakin Cavalry College. Since you
tang of ozone and hear the audible sizzle of raindrops
missed the commencement speeches, you should
hitting the small projected shield erected between the
meet your tutors.”
vehicles and the entrance.
She gestures to a functionary, who then guides the PCs
Before you can catch more than a glimpse of the
through the ballroom to introduce three key members of
superbly manicured gardens beyond, the Lykeon’s
faculty: Underbaron Iphianassa Akrita di Khayradi, head
heavy doors spill warm yellow light and the noise of a
of the Tactical Syllabus; Stablemaster Imani Rudilis, head
distant gathering out into the humid evening air. White-
of the Technical Syllabus; and lastly, Lord Castor-Eyros,
gloved ushers hurry you inside, along grand corridors
head of the Noble Arts Syllabus. Underbaron Iphianassa
to the entrance of the Lykeon’s main ballroom.
is wearing a Khayradi dress uniform, Stablemaster Imani
As the doors open, a herald announces your full names wears standard (though slightly grubby) BUC greens, and
and titles to the assembled gathering. Lord Castor is dressed in a half cape with a fashionable
formal shirt slashed to the navel.
Here, we meet the PCs. Who are they? What do they look
like? What name and title(s) are they announced with? As the PCs approach, the three are discussing their impres-
And, perhaps most importantly, what are they wearing sions of the new intake of students and their preparations
to this formal ball? for the coming term. How the PCs choose to navigate these
encounters will strongly inform their relationships with the
The hubbub of conversation dims briefly in deference,
staff going forward. This is definitely an opportunity for the
until returning to a hundred different conversations
PCs to put their collective feet in their mouths, but also
backed by the refined strains of a chamber orches-
an opportunity to ingratiate themselves. If necessary, the
tra. The ballroom is a riot of color and sparkling light;
PCs can make a skill check (Read A Situation and Word
students and faculty mingle and dance in a mixture of
on the Street might be applicable here) to figure out the
military uniforms and elaborate formalwear in a panoply
best way to approach the faculty members.
of styles and fashions from across the Concern.
Unless any of the PCs choose to engage them directly
It is clear that you are late to the ball, and not even
in conversation, or are particularly interesting for some
fashionably so – you must have missed the commence-
other reason, Iphianassa and Imani will both make their
ment speeches, as dancers already twirl on the central
excuses and leave the PCs with Castor, who is much
floor and conversations are in full swing around you.
more patient and happy to answer questions.
Gathered together near the entrance, most of the room
has paid you little mind since your introduction.
Section 3 // Shadow of the Wolf
[49]
LORD CASTOR-EYROS: QUESTIONS EXTENDING THE SCENE
Q: Did we miss anything? While you should aim to move the PCs swiftly to the next
A: “Oh, the administrative part has been taken care of beat, you can optionally extend the scene by giving the
already, don’t worry. Tonight was just the usual speeches. PCs chances to meet and socialize with fellow students
Mine was rather good, if I do say so myself, but I won’t in a formal setting, dance, listen in on (or spread) gossip,
bore you by repeating it. Suffice to say that the arch- and have extended conversations with the faculty.
chancellor has the standard high hopes for you all, the
underbaron does not, and our good stablemaster did KEY NPCS CLOCK
not want to be here at all. As for me? I’m much more
Archchancellor Baroness Sigune
interested in meeting our new students; I have no doubt
Zoeva of House Calyx
5_on_d20
that you are here for good reason.”
Underbaron Iphianassa Geneia
Q: Are we in trouble?
Akrita di Khayradi
4_on_d20
A: “I’m sure the archchancellor was disapproving. I don’t
believe that woman has been late to anything in her Lord Castor-Eyros
entire life. But as long as you don’t repeat the mistake,
6_on_d20
I’m sure it can be overlooked just this once. Sometimes Stablemaster Imani Rudilis
these things cannot be helped.”
5_on_d20
Q: What happens next?
RELATIONSHIP CLOCKS
A: “Well, once the formal part is out of the way, I’m sure
Archchancellor Sigune: +1 if the PCs were polite and
everyone will want to blow off some steam. Have a drink!
gave good explanations for their lateness.
Dance! Meet people! Enjoy yourselves! Being here is
hard work, and it will begin in earnest tomorrow, so you Underbaron Iphianassa: +1 if the PCs behaved with
should take these moments while you can.” military decorum.
Once introductions and questions are out of the way, a Stablemaster Imani: +1 if the PCs demonstrated
bell chimes. This is the sign that the formal part of the technical knowledge or interest.
ball is over. Lord Castor recommends that the PCs go and
Lord Castor: +1 if the PCs demonstrated particular
mingle with other students in the gardens; he intends to
passion for a topic.
retire for the evening. As the PCs do so, move to Beat
2: Thorns Among Roses. Each faculty member: -1 if the PCs were rude or
dismissive.
BEAT 2: The night air is cool; it carries the sound of revelry
and the faint scent of petrichor, the smell-after-rain.
THORNS AMONG As you step into the gardens you find yourself walking
between artful topiary screens designed to conceal,
ROSES and shallow, mosaic-tiled ponds – and all throughout,
flowers of every kind.
SCENE GOALS
Making toward the closest sounds of laughter you
¥ Introduce the antagonists, Lord Praya and Count
round a corner and are struck by the sight of a plainly
Argo, and make the players hate them
dressed figure, half-curled in a protective ball, being
¥ Introduce their target, Rawan Azar, and make
repeatedly and viciously kicked in the gut and head by
the players feel sympathetic
a tall, muscular woman in an ornate uniform. A handful
¥ Set up one of the simmering political conflicts
of students have gathered, and there is laughter at
that exists within the Baronies (the House of
each successfully delivered kick.
Stone vs. the Ungratefuls on Sanjak)
¥ Draw the PCs into the scene and set up The tall woman is Lord Praya-Cannamos of the House of
antagonistic relationships with Praya and Argo Stone, and she barely registers the arrival of the PCs. She
is accompanied at a slight aside by Count Argo-Laurent,
who sneers and laughs cruelly at the spectacle. The
The Matriculation Ball is ending, but for the students
victim of the assault is Rawan Azar, who earned Praya
the party is just beginning. In this beat, the PCs meet
and Argo’s ire when they caught her speaking positively
the primary antagonists and are unwittingly thrust into a
about the Sanjak Ungratefuls. All three are students at
challenging confrontation.
the College.
[50] Section 3 // Shadow of the Wolf
3
BEAT 2: THORNS AMONG ROSES
The figure on the ground cries out in a mix of pain, PCs might threaten to report Praya and Argo’s behavior to
anger, and fear. “Help– FUCK! Fuckin’ help me! Some- the authorities or ask why they don’t fear repercussions
one st– AGH!” for assaulting a fellow student. Naturally, such a thing
would be an inconvenience for them, but the dean’s
“There’s no help coming for you, you Ungrateful- sym-
relationship with Praya’s father and the political clout
pathizing piece of shit. Not for you or anyone like you.
and connections wielded by both of their houses would
Not here.” The uniformed woman delivers another kick.
be more than sufficient to cover up accusations or even
If the PCs haven’t already jumped in to intervene, Argo direct evidence of bullying.
puts a hand on Praya’s shoulder and points to them. She
turns to confront them.
EXTENDING THE SCENE
“Do you have a problem with this?” She rounds on you. The most straightforward ways to extend this scene
“Don’t make me teach you the same lesson.” include a conversation with Rawan (assuming the PCs
rescue her), getting her medical treatment at the College’s
The players can respond to this in a variety of ways. They
infirmary, or having the PCs move on and meet other
might choose to intervene, immediately putting them in
students out in the gardens.
conflict with Praya and Argo. If they try to back off and
let the beating continue, Argo doesn’t let it go – he starts This scene is effectively an extended party, and is an
teasing them, calling them pathetic, and hammering home excellent opportunity to develop the PCs’ characterisation
that he and Praya are better than they are. and explore how they relate to social situations. It is also
an opportunity to meet other students in an environment
This may goad the PCs into standing up for themselves, if
that can be either formal or casual depending on how
not Rawan. If they still don’t, Praya breaks off her beating
the PCs choose to approach them – though don’t feel
and instead singles one of the PCs out for some per-
pressured to include all of the NPCs, given that the PCs
ceived quality or slight, attempting to assert dominance.
will have the opportunity to meet everyone in Beat 3:
Getting Praya and Argo to back down is a skill challenge New Blood.
(Lancer, p. 47). Each PC involved in the skill challenge
makes a skill check using a trigger appropriate for their KEY NPCS CLOCK
approach and how they contribute. Encourage your play-
Lord Praya-Cannamos
ers to use their triggers creatively. Relevant backgrounds 2_on_d20
and pilot gear can also be invoked for +1 Accuracy.
Count Argo-Laurent
Success on the skill challenge means that the PCs rescue
1_on_d20
Rawan (or escape the situation without violence, if they Rawan Azar
are defending themselves). Praya and Argo back off, at
6_on_d20
least for now, and retire to a private party elsewhere.
RELATIONSHIP CLOCKS
Failure results in Praya challenging the PCs to a duel by
Rawan: +1 if the PCs stood up for her, –3 if they didn't.
sword on the spot. Such duels are ordinarily one-on-one,
An additional +1 if they caused Praya and Argo to
so any PC may step up to accept on behalf of the group.
back down.
The duel is a Risky skill check (perhaps using either
Apply Fists to Faces, Assault, or Show Off), with the Lord Praya: –1 if the PCs stood up for Rawan. An
consequence being an injury – the duel might be to first additional –1 if she is defeated in a duel.
blood, but Praya is a sore loser. Refusing to participate
Count Argo: –1 if the PCs stood up for Rawan.
in the duel or openly breaking its rules is a big deal, and
the PCs risk losing face if they do so; the consequence Lady Achilleia: +1 if a duel occurred and a PC was
of doing this is a –1 to the relationship clock for all noble victorious (you can keep this secret if the PCs have
NPCs (inform your players of this beforehand). Success not yet met Achilleia).
in the duel means Praya and Argo back off as above.
All noble NPCs: –1 if the PCs refused a duel, or were
Failure means the PCs are forced to withdraw.
caught cheating during one.
Section 3 // Shadow of the Wolf
[51]
COMBAT 1: House Laurent of the House of Sand, storied son of
Tilimsan” with the reason being “a point of honor”.
KNOW YOUR PLACE It is clear that refusing the duel would be a mark of shame
for potential kavalieres like the PCs. This is reinforced by
the fact that attendants show up unasked to help the PCs
SCENE GOALS
prepare for the duel on the presumption of acceptance.
¥ Introduce the PCs’ mechs (get the players to
It is technically possible to refuse the duel but doing so
describe them!)
inflicts a –2 to the relationship clocks of all noble NPCs
¥ Get the PCs used to working together
and puts the PCs on extremely thin ice.
¥ Put the PCs in a situation where their enemies
are coordinated and have a game plan going in, The duel itself is formally adjudicated by Dean Hebriyah Dol-
and they have to organize themselves on the fly eros, who wants as little to do with it as possible and has only
to succeed allowed the duel to go ahead because of her prior association
¥ At some point if a character misses, describe the with Praya’s father. In fact, she is even willing to overlook
containment fields flickering to absorb the shot, Praya cheating by bringing in more pilots than the PCs.
in order to seed the idea for later
MAP
The duel takes place in the dueling fields, in an arena
Sitrep: Special – King of the Hill. Both sides fully
watched over by a flock of camera drones. The arena is
deploy in their respective Deployment
distinctly artificial in its construction, and some areas on
Zones, enemy forces first.
the battlefield are clearly marked in bright colors. A zone
Objective: Have a greater number of PCs in the Con- on a hill in the center of the arena serves as the Control
trol Zone than enemies at the end of the Zone (CZ); whichever team controls this zone when the
sixth round. clock runs out is declared the victor.
Enemy Forces
For 3 PCs: Lord Praya-Cannamos, "Titan". Elite TACTICS
Veteran Goliath (Power Knuckle, Pin, Praya’s goal is to take and hold the CZ, focus the atten-
Veterancy [+Hull], Legendary tion of any heavy hitters on herself, use Power Knuckle
Count Argo-Laurent, "Sandman". Elite and Pin to both keep PCs off the CZ and set up targets
Veteran Assassin (Spinning Kick, Cloud for Argo to deal with. She tries to lock down the PCs’
Projector, Veterancy [+Agility], Legendary) biggest offensive threats as soon as possible, prioritizing
Lord Aloysius Veredus Flyte, "Pilgrim". positioning and Crush Targeting over using weapons.
Mirage (Multiplicity)
Argo, meanwhile, hangs back (at around Leap range),
For 4 PCs: +1x Hornet (Lock/Hold Javelins) taking advantage of Praya’s Guardian trait and the fact
that his Heated Blade has Threat 2. From here, he
For 5 PCs: +1x Hornet (Lock/Hold Javelins)
focuses on isolated targets or those set up by his allies.
+1x Assassin (Cloud Projector)
He uses Assassin’s Mark defensively on any PCs who
Reinforcements look like they could deal significant damage to him in a
This sitrep has no reinforcements. Deploy all enemies single turn (e.g., PCs armed with Superheavy weapons).
at the start of combat.
Aloysius prioritizes using Multiplicity on Praya and Argo,
and if the PCs focus fire on one or the other he can transfer
BRIEFING Dataveil to that target. He has joined Praya and Argo’s
The next morning,4 the PCs discover they have been team in order to curry favor with them, but is not personally
challenged to a formal duel under the College’s regu- invested in the outcome of the duel and intends to eject
lations for mechanized combat. The appellants’ names immediately if his mech takes serious damage (this limited
are listed as “Lord Praya-Cannamos, the Ironhanded, investment is represented by his lack of templates).
First Daughter and Graven Heir of Stonelord Hyderad-
If there are additional enemies present, they are fellow
Cannamos”, and “Count Argo, the Wolf’s Blade, of the
students in Praya and Argo’s clique, primarily from the
4
House of Stone and House of Sand. The Hornets’ goal
If one or more PCs took a stealthy approach to
is to harass any PCs who are trying to hang back, and
resolving the events of Beat 2 and were not
apply conditions that increase the damage of Argo’s
noticed, the challenge might not be issued
Heated Blade. The second Assassin prioritizes slipping
immediately due to gossip taking time to filter through
through to the PCs’ back line and taking opportunistic
the student body. Even if the PCs fool everyone, Praya
strikes if Argo is busy elsewhere.
and Argo are not reasonable people and will eventually
find some other reason to get angry at them.
[52] Section 3 // Shadow of the Wolf
3
COMBAT 1: KNOW YOUR PLACE
OUTCOME
Whichever side loses the duel is required to make a If the PCs lose, Praya and Argo have cemented their
formal apology to the victors immediately afterwards. position of dominance. Once the PCs have been made
to “apologize”, they lord their victory over the PCs during
If the PCs win, Praya and Argo seeth at this turn of events
the coming weeks. Further animosity or reactions from
and apologize through gritted teeth before withdrawing
the PCs are likely to be met with mixed responses. More
to lick their metaphorical wounds. Depending on the
conservative or honor-bound NPCs will respond nega-
PCs’ conduct in the duel, you might also apply a –1 to
tively, while other victims of Praya and Argo’s bullying
their relationship clocks. Although this outcome has no
may respond positively to resistance. You can make this
direct impact on the relationship clocks of other NPCs,
relevant in social situations by having Praya and Argo
these NPCs may begin to regard the PCs as capable and
attempt to bully and goad the players into acting in ways
possibly heroic – depending on the circumstances lead-
that might damage their other relationships.
ing up to the duel and their opinions of Praya and Argo.
Section 3 // Shadow of the Wolf
[53]
BEAT 3: Aloysius returns to his seat and the atmosphere in the
common room relaxes. The general vibe is collegiate and
calm, and unless the PCs are actively disruptive they will
NEW BLOOD find a warm reception.
At this point, describe what each of the NPCs are doing
SCENE GOALS
and allow the PCs to choose who they would like to
¥ Introduce the other students
interact with.
¥ Have the other students react appropriately to
the PCs and the results of the duel Attempts to connect with or impress the other students
¥ Give the players opportunities to develop their in ways that would advance their relationship clocks will
characterisation usually require a successful skill check. The nature of the
¥ Ensure every PC has an opportunity to interact skill check might vary depending on who the PCs are
with people, make friends, and/or shine on their talking to and how they approach the interaction. Feel
own terms. In particular, be careful not to have free to grant Accuracy or Difficulty on these checks
NPCs only interact with noble PCs. as relevant for each NPC.
Eventually, a flurry of beeps sound as various students
In this beat, the PCs get to meet the other students in a – including the PCs – receive notifications from Under-
more casual environment. This might be their first time baron Iphianassa. The notification informs them that they
meeting many of these characters, so it is an opportunity have been scheduled for an urban warfare skirmish the
to introduce everyone and for the PCs to make friends. next day. The combatants are listed in the message (see
Combat 2), and all of them are in this room! The PCs can
This beat should introduce the remaining relationship
follow up on this information however they want, including
clocks for the most relevant members of the student body.
scouting out their opposition (see Extending the Scene
Once the PCs are notified of the upcoming fight (see
for alternative ideas).
Combat 2: Pankrati, Charge), they also have a chance
to scout out their opposition.
With the duel over and your mechs returned to the
CLASS OF 5016
Primor Vivian, Primor Valentine, and Rawan Azar are
Stables for repairs, Lord Aloysius sends you a message
playing Kapkat – a complex Sparri game popularly involv-
– he sends his regards for a duel well-fought. He also
ing wagers. Rawan is holding her own, but it’s an uphill
informs you that Praya and Argo have departed but
struggle; the twins are not overtly coordinating their plays
he has retired to the common room, where the rest
but clearly know each other extremely well. The game is
of the student body were watching the duel and are
friendly, and all three appear to be enjoying themselves.
waiting for you to join them.
They are happy to have the PCs join them for the next
Assuming the PCs return to the common room, the wait- round, but they won’t go easy on them.
ing students greet them on arrival. If the PCs won, read
Lord Tomas is quietly studying poetry on his own. He is
the following:
currently reading Concursus Delenda Est, a remarkably
The common room buzzes with energy as you enter. subversive (for its time) volume of New Federation-era
Judging from their smiling faces and cheering, the other poetry written by Lady Preveza Ruhk of the House of
students are clearly impressed by your performance Smoke, containing satirical poetic commentaries on New
– which is replaying on a large screen to one side – or Annorum anti-Union propaganda. If asked to explain it or
perhaps, are simply glad that you defeated Lord Praya comment on its political relevance he is flustered by the
and Count Argo. Lord Aloysius steps up and shakes request but is enthusiastic about the way Lady Preveza
your hand, congratulating you on your victory. skewered the xenophobia of her contemporaries.
Alternatively, if the PCs lost read the following:
The common room has a muted atmosphere as you
enter, and someone quickly switches off a large screen
on the wall that you guess must have been showing
the arena. Still, you are met with commiseratory looks
and friendly faces as you file in. Lord Aloysius steps
up and shakes your hand, offering his condolences.
[54] Section 3 // Shadow of the Wolf
3
BEAT 3: NEW BLOOD
Out on the balcony, Lady Kiriona is showing Principissa Lastly, the PCs can visit the dueling fields. There, they can
Elsa how to perform a complex trick shot with a pistol meet with the construction crew rebuilding the arena for
and a pair of small, heavily dented personal drones. Elsa the next fight (and they might even meet Hale Saremin;
is pretending not to care and offers acerbic commentary see Beat 9: Meat for the Grinder). They can use this
as she idly flips through the portfolio of a fashionable opportunity to influence the landscaping crew – if they
Begi dressmaker, but she is clearly paying close attention succeed, allow them to place two pieces of terrain from
to Kiriona each time she lines up and takes the shot. If the following list at the beginning of the next fight:
the PCs are interested in a challenge, Kiriona relishes ¥ A Size 2 zone of soft cover
competition, and despite her outward demeanor Elsa
appreciates displays of skill. ¥ A Size 2 area of difficult terrain
Lord Aloysius and Kay appear to have resumed some ¥ Two pieces of Size 1 hard cover
prior argument. They are poring over the technical specs
of a half-size, nexus-based frame of unfamiliar design; KEY NPCS CLOCK
if questioned about it, they reveal that it is the Heca-
Principissa Elsa Regelinda Lavera
toncheires: a HORUS pattern group that has apparently
Zoeva of House Calyx
3_on_d20
been spotted in and around Sanjak. The argument seems
to center around how one might use its long-leash grey-
Lady Kiriona, Brightstar Rising of the
wash hives most effectively. Kay believes that they are
House of Moments
6_on_d20
an inherently unsafe technology verging on blackwash,
a claim that Aloysius contests. Aloysius is exceedingly
Lord Tomas Alfaroz
friendly with the PCs and assures them his participation 5_on_d20
in the duel was simply a matter of a favor owed to Praya,
not anything personal. Primors Vivian and Valentine Reis
6_on_d20
Captain Hedros is busy working out in a small gym area
adjoining the common room, but is happy to stop and Lord Aloysius Veredus Flyte, Steward
chat. If he is going to appear in the following combat, Apparent of the Tower Road
6_on_d20
he takes the opportunity to proactively greet the PCs
once he gets the notification, hoping to get the measure Captain Hedros Nadeer
of them. His go-to topic of conversation is his recently
5_on_d20
completed tour with the BUC, and he is mostly interested
Kay
in discovering whether the PCs have any “real” combat 5_on_d20
experience.
Rawan Azar
EXTENDING THE SCENE
The PCs can leave the common room and go see other
parts of the College. In doing so they may be able to talk RELATIONSHIP CLOCKS
to staff members, get an idea of what kinds of mechs Each NPC present: +1 if the PCs made a positive
people are using, what the terrain looks like for their impression, –1 if negative.
upcoming fight, and so forth.
Deal with relationship clocks on a case by case basis.
The PCs can also speak to Iphianassa about the upcom- There are a lot of NPCs here, and a lot of ways the
ing bout. Her advice will be based on their performance PCs could approach them. For cursory interactions
in the last fight and she is happy to reveal the sitrep for or ones that didn’t leave a particular impression, it is
the upcoming match. fine to leave the clock at its initial value.
Alternatively, the PCs are free to the Stables or otherwise
attempt to gather data on their opponents’ mechs. If they
are successful, grant them advance knowledge of their
opponents’ optional systems.
Section 3 // Shadow of the Wolf
[55]
COMBAT 2: BRIEFING
The PCs’ first non-duel fight is one of the College’s stan-
dard training skirmishes – designed to push students to
PANKRATI, CHARGE excel by forcing them to compete against each other.
This particular skirmish is intended to test techniques
SCENE GOALS specific to urban warfare, including the proper use of
¥ Convey a sporting atmosphere of friendly rivalry, cover and area control in a dense environment. The
where both sides are trying their best to win but NPCs are generally friendly competitors (unless the PCs
without the vitriol of the previous duel have upset them), and the mood before the skirmish is
¥ Demonstrate the value of mobility and playing one of excitement.
the objective
¥ Touch on another political issue in the
background of the setting – the potential conflict
MAP
The arena (reconstructed seemingly overnight by the Col-
with Harrison Armory in the Dawnline Shore
lege’s landscaping crews) is based on recent intelligence
¥ If you didn’t get the opportunity last fight, seed the
data from the city of Avicenna, capital of New Madrassa in
idea of stray shots hitting the containment fields
the Dawnline Shore. The two sides are competing to hold
a facsimile of a choke point in the city’s Alhambra district.
Sitrep: Control (Lancer, p. 268)
The vehicles on the road are flash-printed representa-
Objective: Score points by holding Control Zones at tions, and are treated as Size 1 objects for the purposes
the end of each round of damage regardless of their actual size. A destroyed
“vehicle” disintegrates into printstock detritus and no
Enemy Forces
longer provides cover or obstructs movement.
For 3 PCs: Principissa Elsa Regelinda Lavera Zoeva,
“Sapphire”. Commander Support (Latch
Drone, Quick March) TACTICS
Lady Kiriona, “Brightstar”. Elite Cata- The OpFor is exceptionally mobile, demonstrating how
phract (Electrified Lasso, Electrified Bola) powerful a strategy of speed can be. The combination
Primor Valentine Reis, “Rose”. Exotic of Kiriona’s raw speed and Impale, Elsa’s Quick March,
Sentinel (Rapid Response, Blinkspace and Vivian and Valentine’s Rapid Response make it
Carver) possible for them to take control of two or even three of
Primor Vivian Reis, “Goldenrod”. Exotic the four Control Zones within the first few rounds and
Sentinel (Rapid Response, Blinkspace quickly get the point advantage.
Carver)
Kiriona’s role is to move PCs out of position, cause prob-
For 4 PCs: +Captain Hedros Nadeer, “Zero”. Elite lems, and draw focus (Elsa can target her with Latch
Veteran Sniper (Selective Loader, Moving Drone to boost her survivability). Once the NPCs have
Target, Veterancy [+Hull], Insulated) an early point advantage, they will want to keep the PCs
under pressure for the rest of the match, focusing on
For 5 PCs: +Kay, “Sparky”. Veteran Barricade
objectives over damage. Having some method for keep-
(Titan-Snare Drone, Veterancy [+Engineer-
ing track of the NPCs’ movement abilities is important,
ing], Self Repair)
since there are a lot of them and they are easily forgotten.
Reinforcements
On top of their own mobility, the enemy forces can also
This sitrep has no reinforcements. Deploy all enemies
restrict the PCs’ movement by applying Slowed and
at the start of combat.
making use of the significant Overwatch offered by
Vivian, Valentine, and Kiriona. If present, Hedros can also
lock down the PCs with Moving Target and Impact
Rounds. If Kay is present, she is the least mobile, but
Graviton Lance and Titan-Snare Drone can deal with
speedy PCs attempting to challenge the NPCs’ position,
while Mobile Printer can be used to block approach
routes and sight lines.
[56] Section 3 // Shadow of the Wolf
3
COMBAT 2: PANKRATI, CHARGE
OUTCOME
If the PCs win, the PCs demonstrate their competence The PCs’ conduct during the fight might also impact their
in the field, improving their relationship with Underbaron relationship with the other students involved; if the PCs
Iphianassa by +1. Other NPCs also come to respect them show particular moments of skill, bravery, underhand-
as combatants, which may be a factor in future interac- edness, or disdain during the fight, the student NPCs
tions where the PCs can leverage their status as victors will respond as appropriate. There are a wide variety of
(potentially providing Accuracy on relevant checks). different circumstances and outcomes here; it may be
easiest to go through each NPC, character by charac-
If the PCs lose, their relationship with Underbaron Iphi-
ter, to examine how each would respond to what they
anassa does not improve. Additionally, she calls them to
encountered, adjusting characterization or potentially
her office where she lectures them (constructively) on
even relationship clocks as appropriate.
their performance and asks them to justify their loss – this
provides an opportunity for the PCs to respond rudely
and damage the relationship.
If the combat was a draw, Iphianassa is satisfied that the
PCs are capable and her relationship clock increases
by +1, but she still calls the PCs to her office for a similar
lecture.
Section 3 // Shadow of the Wolf
[57]
BEAT 4: EXAMPLE EXTRACURRICULAR ACTIVITIES
Improve a Get Connected (Lancer, p. 55)
DOWN TO BUSINESS relationship Reward: +2 to a relationship clock
Learn a new Get Focused (Lancer, p. 55)
SCENE GOALS skill
¥ Give the players an opportunity to explore how
Work on a Get Creative (Lancer, p. 54)
their PCs act in a relatively “normal” situation
project
¥ Show off different parts of the College and meet
a variety of different NPCs Investigate an Gather Information (Lancer, p.
¥ See the PCs knuckle down and face up to their NPC 53)
academic challenges (or don’t!)
Visit the city’s Scrounge and Barter (Lancer,
¥ Give enough detail to link the beginning and
markets p. 55)
end of the term in a narratively satisfying way
Acquire extra Scrounge and Barter or Power
Repairs at a Cost (Lancer, p. 55 & 53)
This beat moves the narrative forward to the start of exam
season and we find out what the PCs have been doing Party or blow Get a Damn Drink (Lancer, p. 54)
in the meantime. This beat is open-ended, and is a great off steam
opportunity to play out small or even individual scenes,
perhaps run a training montage, let PCs improve their even Power at a Cost (Lancer, p. 53) to acquire more
relationships with NPCs, and allow them to obtain any Repairs – or even (in exceptional circumstances) to per-
last advantage they can before their exams. form a Full Repair. These actions are likely to involve a
cost in the form of a penalty to one or more relationship
Several months of hard work pass. Having had a taste of
clocks depending on who they acquire the Repairs from,
life at the College, you fall into a grueling schedule of early
how many were acquired, and what methods were used.
mornings, rigorous study of tactical doctrine and technical
specifications, constant training, and the demands of an
overfull social calendar. You manage to make some EXTENDING THE SCENE
time for yourself where you can, but it isn’t easy. You can extend this scene for as long as you’re comfortable
running vignettes. There is significant scope for different types
Ask your players to consider the following questions:
of activities. For example, you could help the PCs feel more
¥ What have you been doing in the meantime? grounded in their social environment by fleshing out interac-
¥ Which areas of study have you excelled at? tions with and between NPCs, developing rivalries, revealing
¥ Which areas of study have you struggled with? secrets, or presenting the PCs with social challenges.
¥ Who have you tried to make friends with? Do you
If you want to highlight the PCs’ relationships with their
have any rivals?
fellow students by adding the pressure of a formal social
Take the opportunity to play out at least one short scene event, this beat is a fantastic opportunity for the PCs to
or vignette with each player, illustrating their answers to attend one of the College’s formal balls (perhaps even
the questions. These scenes might take place in classes, the Cadenze de l’ Pavilios, see p. 29), with all the
at social events, or simply during their downtime, but pageantry, intrigue, and drama these events entail.
wherever they take place, they should involve some form
This beat is also an excellent opportunity to depict specific
of challenge that can influence NPC relationship clocks.
classes from the Syllabi (for examples, see the tables on
Although this beat does not constitute downtime (Lancer, p. p. 47) and show off the kinds of things the PCs are
50), these scenes and their challenges can be represented learning. Showing this can help players ground their
effectively using downtime actions. They can even grant characters in the academic environment of the College
rewards. The table on this page presents some examples of by fleshing out their day-to-day schedule.
activities PCs might want to undertake (or ideas for things the
Additionally, this is a natural point to check in with the
PCs can do if the players are struggling to think of options)
PCs’ sponsors – to report progress on any goals (or set
and the downtime actions that can be used to present them.
new ones) and remind the PCs of the political pressures
they face from beyond the College itself.
REPAIRS
PCs may ask if they can repair their mechs during this
RELATIONSHIP CLOCKS
time. All PCs are allowed to rest between combats unless
If most or all of the PCs excelled in a particular
otherwise specified, but they cannot normally perform
Syllabus: +1 to the relevant faculty member's clock
a Full Repair until the end of the mission. However, if
they have already used the majority of their Repairs, If most or all of the PCs struggled with a particular
they can use Scrounge and Barter (Lancer, p. 55) or Syllabus: -1 to the relevant faculty member's clock
NPCs who appear in vignettes can have their
[58] Section 3 // Shadow of the Wolf relationship clocks change as normal.
BEAT 5:
3
BEAT 5: UNFRIENDLY COMPETITION
PCs try to break off the conversation, Vivian actively tries
to regain their attention and continue talking (perhaps by
shifting topics). Meanwhile, in the background, Vivian’s
UNFRIENDLY twin, Primor Valentine, is supervising the technicians
loading the pair’s mechs onto the transport, a process
COMPETITION that seems to take a suspiciously long time.
The players might ignore Valentine entirely, but if they
SCENE GOALS
become suspicious and want to investigate, they can
¥ Take some time to explore the PCs’ connections
make a skill check to discover what’s really happening
with their mechs and how the PCs feel about them
(Read a Situation or Spot might be appropriate triggers
¥ Build tension before the examinations
in the moment, or Investigate or Blow Something Up
¥ Reinforce the idea that Karrakin noble society
after the fact). Success means they discover that small
is fratricidal and filled with power plays,
remotely controlled explosives have been secreted inside
backstabbing, sabotage, and covert maneuvers
the chassis plating of each of their mechs.
¥ Set up Praya and Argo as the actual driving
force behind the sabotage attempt, should the Alternatively, if the PCs are Friendly with Vivian and
PCs discover it Valentine, Valentine hands over the bombs directly to
the PCs instead of planting them on their mechs, call-
ing them “a present from Argo” but otherwise offering
In this beat, the PCs face a final challenge before leav-
no further information unless pressured to do so. The
ing for their exams in the form of some other students
PCs could choose to do a number of things with these
attempting to sabotage them. It also focuses the story on
bombs, including attaching them to another student’s
the mechs themselves, fleshing them out as though they
mech. Doing so applies a –2 penalty to the relationship
were characters and showing how the PCs relate to them.
clock of anyone targeted this way, but also causes them
It’s finally time for your first set of exams. Your tutors to “fail” their exam and appear incompetent in public,
constantly reinforce the need to prepare; it’s clear they which might have further consequences.
are no joke. The exams have a brutal reputation and
If the PCs catch Vivian and Valentine planting the bombs
the potential to influence not only your future at the
and confront them about it, the two primors apologize
College but your career as a pilot.
wryly for their “hilarious joke”, help remove the bombs
By tradition, your exams will take place on a military train- (and provide instructions for how they might be planted
ing range north of Throne Karrakis known as the Hounds elsewhere), and reveal that they were put up to the job
Teeth Range. As training draws to a close you are given by Argo as a political favor. If the PCs press them and
only a few short days to ensure your mechs are in fighting demand some kind of recompense, they may attempt
shape and ready to go before a transport lands next to to parlay secrets they have gathered about other NPCs
the Stables and you are instructed to load them aboard. (examples of these secrets can be found in the NPC
entries above, but feel free to invent your own scandalous
It’s time for things to get serious. The exam will take
gossip!) in exchange for leniency and renewed goodwill.
place off-campus, so PCs must load their mechs onto a
transport before preparing to journey north to the Hounds
Teeth Range. For more detail regarding this area, see the EXTENDING THE SCENE
briefing for Combat 3: Trial By Fire. One optional addition to this scene would be Praya and
Argo showing up to load their mechs and antagonize the
This scene is an opportunity to really focus on the PCs’
PCs before the big test – perhaps goading them into doing
mechs: fleshing out their descriptions, recapping dam-
something inadvisable that might get them sanctioned
age from previous combats, and exploring how each PC
by the dean. You could also have them taunt the PCs
relates to and feels about their mech. Ask each player
by claiming (somewhat preposterously) to have already
to describe their mech as they load it onto the transport
secured a pass even before heading to the Hounds Teeth
and how their character is feeling in this moment.
Range, and rubbing the PCs’ noses in their “achievement”.
One of two things can happen once the PCs have finished
loading their mechs onto the transport, depending on KEY NPCS CLOCK
the status of their relationship clock with Primors Vivian
Primors Vivian and Valentine
and Valentine.
If the PCs are not Friendly with the twins, they are accosted
by Primor Vivian, who engages them animatedly in conver- RELATIONSHIP CLOCKS
sation on whatever topic they think might get and keep the Primors Vivian and Valentine: +1 if the PCs caught
PCs’ attention – being intentionally comical or provocative them and either took it in good humor or accepted
if necessary. Their conversation covers anything from the apology with grace, –1 if the PCs caught them and
politics or gossip (feel free to make up rumors about other acted with open hostility (did not “get the joke”).
NPCs) to spiteful comments about Praya and Argo. If the
Section 3 // Shadow of the Wolf
[59]
COMBAT 3: study. There are also no safety nets here; no containment
fields to catch stray fire, no referee or supervising tutor,
and no easy access to printers or medics.
TRIAL BY FIRE The examination scenario constructed for the PCs is chal-
lenging but straightforward enough – move up a narrow river
SCENE GOALS
valley to assault a well-defended set of bridges and deliver
¥ Give the PCs an opportunity to use the lessons
the objective – a Size 1 dummy payload drone – to a marked
they’ve learned so far by taking on a tough but
location. If the PCs are new to the Escort sitrep, make sure
static group of enemies that need to be picked
to draw specific focus to the rules for moving the objective.
apart systematically
¥ Introduce the PCs to the unique challenges of
an Escort mission, where moving the objective is MAP
a challenge on its own A pair of bridges cross the river valley as it narrows: from
¥ Characterize the faculty members further one side to a central rise, and from that rise to the other
through their actions during combat side. Defensive emplacements on the hillside and central
rise provide cover.
Sitrep: Escort (Lancer, p. 269) The valley itself is choked with boulders providing hard
cover, and the water of the river counts as difficult ter-
Objective: Move the objective to the Extraction Zone
rain. A minefield (an area of dangerous terrain (Lancer,
and extract
p. 62) dealing explosive damage) hampers a direct
Enemy Forces approach to the central high ground.
For 3 PCs: Underbaron Iphianassa, “Alecto”. Elite Vet-
The bridges themselves are objects that can be dam-
eran Assault (Rank Discipline, Micro-Missile
aged and destroyed but not moved. They have 20 HP
Barrage, Veterancy [+Hull], Headshot)
and 2 Armor. These are real bridges used by the Fed-
Lord Castor, “Jester”. Commander Priest
eral Karrakin Army and their destruction is not part of
(Greater Investiture, Press On!)
the examination; destroying them will lead to additional
Stablemaster Imani, “Chaos”. Veteran
interrogation and scrutiny in Beat 6: Aftermath.
Witch (Chain, Veterancy [+Hull], Self Repair)
2x Grunt Archers
2x Grunt Bastions EVENTS
At the start of Round 2, the PCs receive a smug message
For 4 PCs: +Lady Achilleia, “Saber”. Veteran Ronin
from Praya wishing them “the best of luck” with their exam.
(Instinct Mode, Veterancy [+Engineering],
If the PCs did not catch Vivian and Valentine planting the
Acrobat)
bombs in the previous beat, each PC must then make
For 5 PCs: +Lord Hesketh, “Auspex”. Veteran Scout an Engineering check as the concealed bombs deto-
(Spotter, Veterancy [+Engineering], Deadly) nate. On a failure, they take 1d6 explosive damage and
become Impaired until the end of their next turn. On a
Reinforcements
success, they take half damage and are not Impaired.
Hold the Grunts as reinforcements, along with "Saber"
if present. Ingress begins from Round 2 onward, from
Ingress Zones on the cliffs at the sides of the map. TACTICS
The faculty have cover and good lines of fire from atop
the cliffs, but as the PCs approach they break formation
BRIEFING to move down and contest the objective. Iphianassa
The PCs and their mechs are transported to a remote area
positions herself ready to fire down at the PCs as they
of snow-covered moorland in northern Karrakis known as
approach, focusing on whoever she perceives to be the
the Hounds Teeth Range, a desolate and mostly uninhab-
biggest threat. Castor moves with Iphianassa to pro-
ited wilderness operated by the BUC as a military training
vide support (taking advantage of her Rank Discipline
range. Traversing the Teeth was a historic rite of passage
and his Investiture). Imani remains on the back lines
for Karrakin military commanders throughout the Annorum
and focuses on whoever has control of the objective,
era, while today it is mostly used by the Federal Karrakin
using Chain. As the PCs approach the choke points on
Army for war games and other training operations.
either side of the central rise, the faculty move down into
By tradition, the Hounds Teeth Range is also the site at whichever route the PCs chose, looking to prevent the
which the College’s students face one of their toughest objective’s progress by moving adjacent to it.
trials: direct combat against their tutors as part of their
The Grunts are regular BUC pilots brought in to bolster
examinations. For the students, the stakes are high –
the tutors’ forces. When they arrive, the Archers position
without extenuating circumstances, success in these
themselves to cover the PCs’ approach while the Bastions
exams is effectively required to proceed on to further
provide additional cover using Guardian and punish the
players for bunching up with their Grenade Launchers.
[60] Section 3 // Shadow of the Wolf
3
COMBAT 3: TRIAL BY FIRE
If Achilleia is present, she pushes forward to challenge BETWEEN COMBATS
the PCs directly, using Acrobat for extra speed and Regardless of the combat’s outcome, the PCs may not
Instinct Mode to punish attempts to move her away from rest following this combat. Instead, they can each pick
the objective. If Hesketh is present, he moves up with one of the following options:
Iphianassa and Castor, giving yet more Accuracy with ¥ Spend 1 Repair to restore their mech to full HP.
Spotter (not only does this make Iphianassa extremely ¥ Spend 1 Repair to restore a single destroyed
accurate, it also makes Abjure a force to be reckoned
weapon or system.
with), and protecting them with Cloaking Field. ¥ Clear all Heat.
Repair a destroyed mech by spending 4 Repairs.
OUTCOME ¥
As usual, other PCs may contribute their Repairs
If the PCs win, they gain +1 to the relationship clocks of each
if the PC whose mech has been destroyed does
faculty member who took part in this combat as well as the
not have enough remaining.
archchancellor. The PCs’ performance here reflects on them
directly. Conversely, if the PCs lose or the combat is a draw, In addition, the PCs clear all statuses and conditions cur-
they lose –1 to the relationship clocks of the same NPCs. rently affecting their mech, and reload all Loading weapons.
Note that if this would increase any relationship clocks If any PCs end up without an active mech (e.g., they were
far enough for the PCs to gain a benefit, the PCs cannot destroyed and the PCs do not have enough Repairs),
access this benefit until after Combat 4: The Harlequin’s they may take control of one of the inactive trainer mechs
Knife, which follows immediately after this combat. located nearby. You can decide how this mech is equipped,
but for the sake of ease, it is often easiest for it to be the
With the examination completed, the faculty members
same Frame with the same weapons and gear as the PC’s
dismount (or climb out of wrecked mechs) and acknowl-
regular mech. Whatever its loadout, the trainer mech has
edge the PCs for their efforts. The PCs are instructed
1 Structure and 1 Stress, and has no CP.
to take a brief moment to pull themselves together and
patch up the worst of the damage to their mechs so they Once these repairs have been resolved, move immedi-
can swiftly vacate the area and return to the garrison. ately to Combat 4.
Meanwhile the heads of Syllabus take a moment to confer
out of earshot, further down the valley. Section 3 // Shadow of the Wolf
[61]
COMBAT 4: BRIEFING
As the heads of Syllabus confer and the PCs begin patching
up their mechs, a glint of sunlight flashes off the chassis of an
THE HARLEQUIN’S unknown mech on the hillside. The glint is swiftly followed by
a hail of energy weapon fire directed at the faculty, who are
KNIFE forced to scatter. If their mechs survived, they are reduced
to slag in the crossfire. If the PCs have dismounted, they
SCENE GOALS are forced to mount and boot up immediately – the faculty
¥ Convey a sense of genuine danger members are under attack, and need rescuing!
¥ Put the PCs into a difficult position in which they
need to weigh rescuing their teachers against IMPORTANT NOTE
their own safety This combat is not intended to be a fair fight. Extracting
¥ Give the PCs confusing and conflicting any of the objectives is a victory; extracting multiple
information about the source of the attack objectives is exceptional.
¥ Demonstrate the disposability of the OpFor; in
This combat is purposefully challenging, with a goal of
particular have the Operators melt themselves
forcing the PCs to make hard choices. The PCs’ mechs are
down by abusing Limitless
likely damaged, and they had only limited time to perform
repairs before the attack begins. There are too many
Sitrep: Modified Extraction (Lancer, p. 269); there objectives to easily extract them all. The enemy forces can
are three objectives instead of one. deal a lot of damage at long range and take a lot of pun-
ishment in return. And, unlike a regular Extraction, there
Objective: Return at least one objective (Underbaron
are three potential objectives to extract.
Iphianassa, Lord Castor, or Stablemaster
Imani) to the Extraction Zone and extract. You should explicitly tell your players that extracting even
PCs (and allied NPCs) must also extract or one of the faculty members is considered a “victory” as
face consequences. far as this combat is concerned, and that it may not be
possible to extract all three. They can attempt to do so if they
Enemy Forces
want, but it will be both dangerous and extremely difficult.
For 3 PCs: “Bad Guest” and “You Want These Guns”.
2x RPV Veteran Operators (Skirmisher, You can additionally use one of the faculty to emphasize
Veterancy [+Engineering], Limitless) this to the PCs themselves (Iphianassa is a good candi-
“Broken Border” and “Picket Line”. 2x RPV date for this). The chosen NPC instructs the PCs to extract
Veteran Aegises (Ring of Fire, Veterancy on their own and leave the faculty behind, emphasizing
[+Engineering], Parting Gift) that this fight might be more than they can handle.
“Chasm Runner”. 1x RPV Hive (Driving
Swarm)
“Sanjak’s Reckoning”. 1x RPV Pyro (Siege
MAP
The fight takes place on the same map as the previ-
Armor)
ous combat, but reversed: the faculty (objectives) are
For 4 PCs: +“House Loser”. +1x RPV Hive (Driving spread out and taking cover down the valley, while the
Swarm) PCs deploy in the previous combat’s extraction zone. No
+“Dawn of a New Age”. +1x RPV Pyro other changes are made to the map.
(Siege Armor)
Each of the objectives represents one of the three heads
For 5 PCs: +“Spit on the Hand”. +1x RPV Veteran of Syllabus: Underbaron Iphianassa, Lord Castor, and
Operator (Skirmisher, Veterancy [+Engi- Stablemaster Imani. Assign each to one of the starting
neering], Limitless) objective spaces (you can do so randomly or choose
+“Fuck Your Lottery”. +1x RPV Veteran based on the proximity of the spot and that character’s
Aegis (Ring of Fire, Veterancy [+Engineer- relationship with the PCs).
ing], Parting Gift)
OPTIONAL RULE: EXPANDED COMPARTMENTS
Reinforcements
If a PC has the Expanded Compartment system, you may
All forces are held as reinforcements. Ingress begins
use the following optional rule for this combat: as a full
from the start of Round 1 onwards, from Ingress Zones
action, that character may allow an adjacent, uncontested
on the cliffs at the sides of the map.
objective to Mount their mech, filling the Expanded
Compartment. Doing so moves the objective into the
PC’s space. The member of faculty becomes untargetable
as though they were a mounted pilot, move with all
of the PC’s movement, and cannot be contested as
an objective until the mech is destroyed.
[62] Section 3 // Shadow of the Wolf
3
ALLIES
COMBAT 4: THE HARLEQUIN’S KNIFE
ALLIED NPCS
In this combat, you may optionally provide the PCs
Principissa Commander Support (Latch Drone,
with one or more allied characters as backup. You
Elsa Quick March)
should normally give the PCs one ally, but if they are
in a particularly rough position and have developed Lady Kiriona Elite Cataphract (Electrified Lasso,
their relationships, you can give them multiple. Electrified Bola)
If you do give the PCs an allied character, allow the Lord Tomas Elite Scout (Spotter, Expose Weakness)
players to choose from among the students with whom
Primors Vivian 2x Exotic Sentinel (Rapid Response,
they have Friendly relationships. They appear as the
and Valentine Blinkspace Carver)
appropriate allied NPC mech from the following table.
Lord Aloysius Commander Mirage (Multiplicity,
Allied NPCs show up as reinforcements from the start
Military Discipline)
of Round 2 onwards, arriving from an Ingress Zone
that is not occupied by a hostile character. Captain Elite Veteran Sniper (Selective
Hedros Loader, Moving Target, Veterancy
The allied NPC(s) can and should take direction from
[+Hull], Insulated)
the PCs as appropriate, but left to their own devices
they prioritize supporting the PCs as best they can. Kay Veteran Barricade (Titan-Snare Drone,
By default, you control which actions allied NPCs take, Veterancy [+Engineering], Self Repair)
but you can give direct control to the players for the
Rawan Azar Veteran Pirate Specter (Fortress,
duration of the fight if doing so makes the combat
Veterancy [+Hull], Splinter Rounds)
easier to manage.
Important note: If an allied NPC’s templates would ordi-
Allied NPCs joining the fight are at risk; they can be
narily grant it multiple activations (such as from the Elite
attacked, their mechs can be destroyed, and they
template), it only has a single activation. Additionally, allied
can potentially even be severely wounded or killed
NPCs cannot move objectives.
if they are unable to extract.
TACTICS INFORMATION FOR PLAYERS
The OpFor splits up into distinct fireteams composed of an What you tell players about these NPCs is very important,
Aegis and an Operator, with each pair deployed together. particularly if the players take the time to Scan them.
The teams pick positions with good lines of fire from which
The following facts are true and can be revealed through
the Aegis can activate Defense Net to provide protection
Scan or after the combat with a successful skill check:
and immunity to the Impaired from the RPV’s No Pilot
trait, while the Operator fires on priority targets. These ¥ These mechs do not have pilots and appear to be
fireteams do not prioritize contesting the objectives directly, piloted remotely. It is not possible to determine the
leaving that task to the other NPCs. The Operators have source of the signal in the midst of an active firefight.
Limitless and aim to use it every turn even if this would ¥ The emissions from these mechs show they are
cause them to become Exposed or melt down; they are
being run ragged and unstable. They are clearly not
not intended to survive the combat.
intended to survive the skirmish.
If Ring of Fire is not enough to dissuade PCs who get too ¥ Their current mission is to cause indiscriminate dam-
close, Operators can grapple their Aegises (you still need
age and potentially kill senior College faculty members.
to roll to hit) and use Step to teleport them somewhere
else. If that still doesn’t work, Self-Erasure and Parting ¥ The mechs appear to have teleported in from else-
Gift make melee attacks costly. where. It must have been relatively close by (or their
presence would have been flagged earlier), but it
Despite its disposability, the OpFor still targets the most
is hard if not impossible to determine this for sure
obvious threats first (i.e., active mechs rather than pilots),
without interfacing directly with their systems.
in an attempt to disable them or force them to retreat.
¥ The callsigns attached to these mechs suggest a
The Hives and Pyros should be deployed later in the fight,
relationship to Free Sanjak. They are Ungrateful slo-
ideally between the PCs and the Extraction Zone. Their
gans – references to the revolution and the ongoing
job is to take up space, block the PCs’ escape, and make
blockade of Sanjak by the House of Stone.
extraction harder using swarms and pattern weapons. The
OpFor has the ability to deal a lot of burn (thanks to the ¥ The mechs themselves appear to be factory-fresh
Aegises’ Light Laser and the Hives’ Razor Swarm) so Harrison Armory designs that have had their origin
the Pyros can deal a lot of extra damage if the PCs are markers and serial numbers scrubbed. The energy
unable to clear their burn effectively. and flame weaponry, energy shielding, and telepor-
tation technology are all Armory staples.
Section 3 // Shadow of the Wolf
[63]
Some of these facts are intentionally misleading. In par- OUTCOME
ticular, the identity of the pilots and the construction of If the PCs extract any objectives, upon their return they
their mechs contain several layers of obfuscation and are hailed as heroes for saving the life of the faculty
misdirection intended to pin the blame for the attack on member(s) in question.
either the Ungratefuls or Harrison Armory.
Any faculty members or allied NPCs who are not extracted
If the PCs reach the conclusion that there’s something take enemy fire during the escape attempt and are
fishy about all this (How did they get so close without incapacitated (or at your discretion, killed outright).
being noticed? Why are they being so blatant? Why attack Incapacitated NPCs typically need to recover from their
the students and faculty of the College rather than a softer injuries, meaning they will not appear in Mission 2: They
target?), feel free to acknowledge those questions and Shall Come All for Violence.
the mysteries they pose – the PCs will have the opportu-
Any PC who fails to extract faces significant conse-
nity to investigate and potentially find more information
quences as they are either heavily wounded or forced to
should they survive the fight.
flee. Talk with the player to determine an appropriate pen-
alty that will be fun for them to play out. Consequences
RELATIONSHIP CLOCKS
could include grievous injuries that apply Difficulty to
Any objective NPCs: +2 if extracted.
relevant rolls until they are healed, disfavor from their
All other non-Frosty NPCs: +1 if the PCs extracted sponsor (resulting in withdrawal of support), or a signif-
any NPC objectives. icant penalty to a relationship clock.
[64] Section 3 // Shadow of the Wolf
BEAT 6:
3
BEAT 6: AFTERMATH
The PCs are ordered to hold still while a unit from the
Federal Karrakin Army, pulled from exercises taking place
nearby, secures the area and administers emergency aid
AFTERMATH to injured survivors.
While the area is being secured the PCs can collect infor-
SCENE GOALS
mation from wrecked mechs and consult their own mech’s
¥ Make the PCs consider the evidence and come
sensor logs. Successful skill checks grant any of the
up with theories based on what they know
remaining information about the attacking forces listed
¥ Get the PCs to finger either the Ungratefuls or
in Combat 4, and additional clues at your discretion. You
Harrison Armory as being responsible for the
may also want to use this opportunity to provide contex-
attack. It is possible that the PCs will be unwilling
tual information on the Trade Baronies’ political conflicts
to commit, point out holes in the evidence,
with the Ungratefuls and Harrison Armory.
or have other theories entirely, but the wider
Karrakin society will end up blaming one or the Once the site has been secured, the PCs and their mechs
other – any information the PCs provide is likely are returned to the Hounds Teeth Garrison where they
to tip the scales between these two choices. await debriefing by a senior BUC officer. After several
¥ Show the PCs that there are greater political hours of waiting, however, the officer who arrives to
forces moving within Karrakin society, with debrief them is not from the BUC – but from Baronic
potential biases and agendas of their own Intelligence.
Lady Diana LeFleur (she/her) is an older woman from
In this beat, the PCs deal with the fallout from the attack. the House of Order with a crisp uniform, a businesslike
As cleanup begins, deaths are tallied and accusations attitude, and an unnerving stare. She sits the PCs down as
fly. This is an opportunity for the group to gather more a group and reveals her Baronic Intelligence credentials,
information and reach some conclusions before they are conspicuously clicks on a recording device,5 and begins
interviewed by Baronic Intelligence. the debriefing. She is probing with her questions but not
aggressive, and mostly seeks to confirm information she
Almost as suddenly as it started, the attack ends –
already knows. Her main questions for the PCs include
mechs detonating and melting into slag, or teleporting
the following:
away. A pall of smoke and steam hangs over the valley,
carrying the lingering tang of energy weapon fire and ¥ What were you doing when the attack started?
the acrid smell of burnt vegetation. ¥ Who did the attackers target? What could you deter-
For a few seconds, there is a strange stillness. Then mine about their aims?
your comms flicker to life, a chaotic barrage of mes- ¥ How did you respond?
sages and orders. Hold still. Help is on the way. Take
cover. Do not move. ¥ What other details do you recall about the assail-
ants?
You have a few moments to collect yourselves and
absorb the aftermath of the attack before you spot the ¥ Do you have any information that could suggest
distinctive green uniform of troops from the Federal who was responsible for the attack?
Karrakin Army cresting the hill. They immediately begin
LeFleur presses for additional detail if any answers are
securing the area.
unclear or suggest follow-up questions. The identity of
the attackers is of particular interest and she will press
the PCs into an answer if necessary, highlighting both
that they are direct witnesses and that as students at the
College they are well placed to make expert judgements
about the attackers’ identity. She is strongly predisposed
to believe that either the Ungratefuls or Harrison Armory
are responsible, and is unlikely to seriously consider other
theories without solid evidence.
5
Emphasizing this detail is a good way to make
your PCs paranoid, which can add an extra
layer of intrigue to this beat.
Section 3 // Shadow of the Wolf
[65]
How the PCs respond to this last question will have a
significant impact on the political climate going forward,
not just within the College but within the wider Concern.
There are many factions within Karrakin society eager
for a casus belli, and any theories that the PCs advance
during the debriefing interview will begin to gain seri-
ous traction if they pander to existing biases. This may
become apparent in background details or in the upcom-
ing downtime, but it will also specifically impact Combat
5: Live-Fire Exercise, as the College begins to tailor its
training exercises to focus on specific adversary chassis.
At the conclusion of the interview LeFleur thanks the
PCs and leaves them to recover, assuring them that Bar-
onic Intelligence will get to the bottom of the attack. She
requests that they refrain from discussing the attack with
non-military personnel until she has had time to finish
her investigation.
EXTENDING THE SCENE
One way to extend this scene is to have the PCs be con-
tacted by their friends, relatives, and/or sponsors in the
day or so after the attack – either to check up on them
after the examination, or out of concern as rumors rapidly
travel through the whisper networks of Karrakin society.
If the PCs leak information about the attack, it may also
have an impact on broader responses in Karrakin society.
Notably, however, LeFleur is monitoring the PCs’ com-
munications, and breaches of information security will
likely be folded in as supporting evidence during Beat
9: Meat for the Grinder.
KEY NPCS CLOCK
Lady Diana LeFleur None
[66] Section 3 // Shadow of the Wolf
DOWNTIME:
3
AFTERMATH
CALM BEFORE THE STORM
SCENE GOALS
¥ Get a look into the home lives of any PCs who return home to their house, sponsor, or family.
¥ Discover what the characters patrons are up to and how they influence the PCs’ actions.
¥ Find out what the characters do for fun or to relax.
¥ Explore the broader setting through the small snapshot of a downtime action.
Show what it’s like to live in Throne Karrakis and the wider Baronies.
Following the attack, the PCs return to the College where Mechanically, the PCs enter a period of downtime and
the archchancellor issues a formal statement in a cere- each gain a license level (bringing them up to LL1). During
mony that feels both time-trodden and hastily arranged this time, each PC may perform a downtime action
all at once. This statement, an “Exceptional Proclamation”, (Lancer, p. 53) and a Full Repair. This Full Repair
declares that studies at the College will be temporarily can be used to equip any new weapons or gear gained
suspended while the College administration and BUC deal from their new license.
with the fallout of the attack at the Hounds Teeth Range.
If desired, PCs can interact with or bring along particular
Students are free to remain at the College during the NPCs as they pursue their downtime actions. For example,
suspension, although an increase in the number of BUC a PC might Get A Damn Drink with a fellow student and
soldiers openly carrying weapons and temporary restric- blow off steam together, Get Creative in the Manufac-
tions on events put a distinct damper on any revelry or tory by working on a collaborative project, or dive into
social activity on College grounds. The formal recom- their studies and Get Focused with a member of faculty.
mendation from the College is for students to return
If a PC is accompanied by an NPC for a downtime action,
home where possible, or otherwise take up temporary
they must make an additional skill check using an appro-
residence elsewhere in Throne Karrakis.
priate skill trigger to determine whether the NPC leaves
While its duration is limited, the enforced break gives the with a positive or negative impression of the PC (+1 or
PCs an opportunity to take some downtime. This can take –1 to that NPC’s relationship clock). Feel free to grant
many forms: a cut away from the College to explore the Accuracy or Difficulty on this check if the activity is
PCs’ home lives (if any), a quick break elsewhere in the particularly appropriate or inappropriate for the NPC.
city or even elsewhere on Karrakis, or knuckling down
and continuing to work despite the restrictions and the
lack of formal academic activities.
This might also be a chance for PCs’ patrons to weigh in,
asking for information on the attack and/or giving instruc-
tions for when studies resume. The political world beyond
the College is in flux, still working out how to respond
to the news, and any reports the PCs make are likely to
influence Baronic politics in subtle but important ways.
Section 3 // Shadow of the Wolf
[67]
MISSION 2: BRIEFING
In the wake of such a brazen attack, everyone is on high
THEY SHALL alert and accusations fly wildly. Beyond the College, the
Baronic media is busy pointing fingers at both the Ungrate-
fuls and Harrison Armory. Meanwhile, the PCs – those who
COME were closest to the action – may have the most clues to
resolving the mystery. Whether they hope to chase that
thread or let it lie, it is time to return to their studies.
ALL FOR SUMMARY
VIOLENCE
This mission opens with a College simultaneously gripped
by paranoia and a desire for normality. The PCs soon
meet an augur from the Order Xenoglossia. Per tradi-
tion, Augur Kahin reads their bonds – and pronounces
an ill omen.
HALLECK: “Shield practice.”
This portends betrayal; the PCs are framed for complic-
PAUL: “Shield practice? Gurney,
ity in the attack on the College and have to flee to safe
we had practice this morning.
harbor provided by the Xenoglossary.
I’m not in the mood.”
Unfortunately, they are followed by assassins intent on
HALLECK: “Not in the mood? Mood’s
taking them out permanently. After fighting for their lives,
a thing for cattle and
the PCs learn of an even more audacious plan to attack
loveplay, not fighting.”
not just the College but Throne Karrakis itself: one they
PAUL: “I’m sorry, Gurney.” must return to the College to foil.
HALLECK: (lunging) “Not sorry enough.”
Mission Objectives: Prepare for future conflict with
– Dune (1984) the Baronies’ enemies. Later replaced by: Save
the College.
Stakes: As military personnel, the PCs are called upon
MISSION BEATS to defend the Baronies against attack. Later,
BEAT 7: THE FALL OF A SPARROW when they are betrayed, both their personal
COMBAT 5: LIVE-FIRE EXERCISE reputations and the lives of countless innocents
BEAT 8: THE SHADOW LOOMS LONG are on the line.
BEAT 9: MEAT FOR THE GRINDER
Reward: Characters can receive Exotic Gear, includ-
COMBAT 6: ENTER SAND-MEN
ing variant Frames. Additionally they will receive
BEAT 10: HAND OVERPLAYED
enough combat experience and potentially polit-
COMBAT 7: DYNAMIC ENTRY
ical backing to progress to LL2.
COMBAT 8A: BALLROOM BLITZ
COMBAT 8B: PERFECT PARRY Reserves: Establish what Reserves or resources the
BEAT 11: THE WHEEL TURNS PCs have available prior to this mission, including
Reserves granted through friendship with NPCs
(these are particularly important to reassess if
any characters died during Combat 4).
[68] Section 3 // Shadow of the Wolf
3
MISSION 2: THEY SHALL COME ALL FOR VIOLENCE
XENOGLOSS AUGUR KAHIN SOTO, STYGOS
HE/HIM GRAMMATON MONK
ORDER XENOGLOSSIA
CLOCK: 7 (NEUTRAL, RECEPTIVE)
THEY/SHE
ORDER XENOGLOSSIA
“I have seen it, the great Wheel, and the lives its CLOCK: 5 (NEUTRAL, STOIC)
grist. Lo, it turns! Oh, how it turns! Throw wide the
“All things have a purpose. There is a storm
gates of the shrouded city lest they be sundered!”
coming, and you have a part to play as it breaks.”
Very little of Augur Kahin is visible below layers of the
Soto is wiry and precise, giving the impression at all
Order Xenoglossia’s all-encompassing robes, save
times of a highly compressed spring waiting to be
maybe for part of his face and hands. What can be
released, or perhaps a predator waiting to pounce.
seen of his almost artificial-looking skin is wrinkled
Their shorn head is uncovered and their loose-fitting,
and carries the traditional blue tinge of an augur.
uncomplicated clothing is typical of a monk from the
The first time the PCs meet Kahin he is flesh and Stygos Grammaton.
blood, but by Combat 6: Enter Sand-Men, he will
Decades of training have made Soto a noted master
have substituted himself for a remotely piloted sub-
of both stealth and the Grammaton Art: the unique
altern. The only clues to the switch are the limited
precognitive combat style of the Stygos Gramma-
areas of synthetic like-skin visible under clothing,
ton. This martial art favors economy of movement,
and subtle changes to his posture and movements.
subtle evasion, and precise, efficient strikes. In this
Kahin suffers from the so-called Curse of Pangloss: way, a Grammaton Monk can effectively fight many
exceptionally lurid and distracting visions that are opponents without tiring even on very unfavorable
difficult to distinguish from reality, and prevent him terms – an important ability, given that Soto is Augur
from taking on a more traditional role as a political Kahin’s sole bodyguard for this extraordinarily dan-
adviser. Fortunately (or perhaps by ancient design), gerous mission.
he can take advantage of the College’s time-worn
Soto is aware that the augur’s mission is of vital impor-
tradition of bond readings to pursue his order’s ends.
tance, and trusts him implicitly. They are extremely
The augur’s true purpose in coming to the College
reserved and speak very little, but break occasionally
is to ensure that the PCs are positioned to deal with
from impassivity to keep Kahin grounded when the
the coming crisis, which the Xenoglossary predicts
augur’s visions become overwhelming, helping to
will result in great suffering.
present coherent information to the PCs.
Section 3 // Shadow of the Wolf
[69]
BEAT 7: Rather than being seen individually as you were expect-
ing, your group is collected together outside the shrines.
The attendants responsible for conducting students to
THE FALL OF A and from the Great Hall seem to be taking this develop-
ment in their stride, apparently not wanting to question
SPARROW an augur on the performance of their sacred duty.
When you are all together outside the shrines, a small
SCENE GOALS
door opens and the unmistakable sweet smell of tra-
¥ Convey the solemnity, seriousness, and mystery
ditional Begi incense billows out on a wave of smoke
of Karrakin religion
that rolls from the opening. The interior is dark, but
¥ Introduce Kahin and Soto, who will shortly
your eyes quickly adjust to a scene picked out in
become quite important
flickering candlelight. An elderly figure behind a low
¥ Shine a spotlight on the characterization of the
table, swathed almost entirely in the robes of the Order
PCs by highlighting their ties to the Passions –
Xenoglossia, extends a single blue-tinged hand and
and whether they embrace or reject their bonds
beckons for you to sit before him.
¥ Spook the players with some ominous
foreshadowing This is Kahin, one of the prophetic priests of the Passions
known as augurs. Also in the room is a Stygos Gramma-
ton monk, Soto, who closes the door behind the PCs
Students have only just returned to the Karrakin Cavalry
once they have all entered. As the PCs sit, they discover
College after the suspension of studies, but the rituals of the
that on the table before each of them lies a card repre-
College must continue. In this beat, the PCs meet an augur
senting one of the Passions. If your players are familiar
from the Order Xenoglossia and have their bonds read.
with Karrakin religion (Field Guide to the Karrakin Trade
The return to academic activities is marked by a flurry Baronies, p. 59–61, 92–107), ask them what is depicted
of nervous activity and heightened security. There is on the card; if not, you can refer to the following table
a noticeable increase in the number of BUC troops for an appropriate Passion to represent their character.
stationed at the College’s entrance, and the dean has
already begun to crack down on rules violations that THE PASSIONS
might previously have passed beneath notice.
The Titan Strength, leadership, force
Despite this, the time-trodden rituals of the College con-
The Wolf Precision, coldness, intimidation
tinue as if nothing were out of the ordinary. In fact, the very
first day of studies is interrupted by one of the institution’s The Harlequin Cunning, subterfuge, deceit
oldest ceremonies. You are apparently required to attend
The Broker Manipulation, influence, elegance
the Great Hall, there to meet with one of the fabled augurs
of the Order Xenoglossia, who will perform a traditional The Fool Perseverance, learning, luck
reading of your bond to the Passions.
The Magus Passion, faith, intuition
Attendance at this ceremony is not strictly mandatory but
The Builder Diplomacy, creativity, empathy
the absence of any PCs will be noted. Missing the bond
reading incurs a –1 penalty to the relationship clocks of The Pathfinder Curiosity, exploration,
both Archchancellor Sigune and Dean Hebriyah, the latter understanding
of whom demands an explanation from the PCs for their
The Firebrand Charisma, iconoclasm, dedication
absence (this provides an opportunity for the PCs to further
infuriate the dean if they are rude or provide an unsatis- The Celebrant Enthusiasm, indulgence, open-
factory answer). Skipping the reading will also be brought mindedness
up alongside the litany of evidence brought against the
The Knave Resolve, ruthlessness, ambition
PCs in Beat 9: Meat for the Grinder, although they will not
know it yet. If Kahin cannot deliver his prophecy here, he The Seneschal Honor, loyalty, integrity
attempts to seek out the PCs in the gardens or a similarly
secluded area after Combat 5: Live-Fire Exercise.
If you are using the rules for bonds detailed in Field
Assuming the PCs attend the ceremony, they wait in the Guide to the Karrakin Trade Baronies, you can refer to
Great Hall under the watchful eyes of the archchancel- the bonds the PCs selected when they reached LL1.
lor and dean as students are called to the area of the These rules are not required for this scene, though;
Lykeon containing the shrines to the Passions. Most are you can reference bonds and have Augur Kahin
called one by one – but unusually, the PCs are called perform readings solely as part of the narrative.
in quick succession and must wait together outside the
shrines for a group reading. This form of reading is highly
unorthodox but nobody appears willing to challenge it.
[70] Section 3 // Shadow of the Wolf
3
BEAT 7: THE FALL OF A SPARROW
Ask each player how their character feels about what Q: What does the vision mean?
is depicted on the card before them, and give them an A: “War is coming. Those who would manipulate Kar-
opportunity to reflect on how the Passions have influ- rakis for their own ends are hard at work to ensure it,
enced their life (if at all). even now. The cost of such meddling is death and
suffering on a scale you cannot imagine.”
While the PCs consider their cards, Soto formally
introduces the augur and takes a position at his side. Q: What does this have to do with us?
Introducing the PCs is of course unnecessary; if any of A: “All of us have a part to play in what is to unfold, and
them attempt to introduce themselves Kahin raises his it falls to you to influence what is to come. Woe that
hand and informs them that he already knows who they I must bestow this burden on you, but I have seen it:
are – perhaps better than they know themselves. it is only by your hands that disaster can be averted.”
At this point, the PCs have an opportunity to ask about Q: What do we do next?
the cards in front of them; if you intend to extend the A: “I see too many futures, in far too short a time. I
scene by giving individual bond readings you can do so can only give you this: you must trust. In each other. In
here (see Extending the Scene). yourselves. In a future where righteousness prevails.
You must stand before the wheel and stretch out your
Otherwise, once introductions have been made and
hands and cease its turn. Though I shall not be with
any initial questions answered, Augur Kahin produces a
you, when then is now, you will know what to do.”
small bottle of blue liquid from the interior of his robes.
This is the Blue Blood of Pangloss, a legendary liquid As the reading concludes, an attendant guides the PCs
said to grant the augurs their precognitive powers. He back into the Great Hall. They have a brief moment to
peers at the PCs from under his hood and focuses on discuss the portents they were given, and potentially to
each of them with a wild gaze as he drinks its contents. discuss readings with the other students – all of whom
As he finishes, the empty bottle slips from his hand, but will have received dire readings, though nothing matching
Soto catches it mid-fall and sets it on the table in a single the intensity of the PCs’.
elegant movement. The augur begins to speak:
“I see a great wheel, turning across the sky. Its name EXTENDING THE SCENE
is Dis, and it is the cycle of power, and of empires, and Before the PCs leave the shrine, Augur Kahin is willing
of violence – the snake that bites its own tail.” and able to provide personalized bond readings for the
PCs. These can be performed as a group, or in private
“The wheel is a promise whispered to the ruthless
if the PCs request it.
and the wicked, those who seize cities and destroy
lands and are a law to themselves. Woe to those in These readings take the form of small, three-part visions:
their path, for the wheel would crush all before it, and the first part references the character’s personal history or
righteousness must struggle to prevail.” backstory, potentially including details that nobody should
be able to know. The second references their current studies
“I see a shadow that looms long before an ever-setting
at the College, any challenges they are currently facing, and
sun, and the shadow prowls amongst the people, and
how they embody (or reject) their bond. The third ostensibly
its ravening teeth bring destruction upon the innocent
relates to their individual future, though as with the group
and the guilty alike. The shadow is war, and it is death,
prophecy it is likely to be cryptic and unhelpful.
and it would take us all into the night if we allow it.”
Use this moment to foreshadow any plans you have for
The prophecy is vague, and Kahin will not (or more accu-
a PC’s narrative arc, reinforce existing plot threads, or
rately, cannot) say for certain what it means. The future,
present mysteries that the PCs can pursue as side stories.
according to Kahin, is unwritten – how the PCs choose
to respond to events will shape what is to come in rad-
KEY NPCS CLOCK
ical ways.
Augur Kahin of the Order
The PCs may have questions for him, and he is willing
Xenoglossia
7_on_d20
to answer to the best of his ability.
Q: Can you really see the future? Soto, Stygos Grammaton Monk
A: “There is no truth but the eternal, forever-moment
5_on_d20
that is now – all else is but a vision through smoke.
Things that were, things that might have been, things RELATIONSHIP CLOCKS
that one day could be. Each are equally distant; we Augur Kahin: +1 if the PCs take the visions seriously
reach for them with our mind’s eye.” and at face value.
Soto: No specific changes, unless the PCs act wildly
inappropriately or threaten the augur.
Section 3 // Shadow of the Wolf
[71]
COMBAT 5: BRIEFING
The PCs prepare for their first combat exercise since
returning to the College. Rather than the hypothetical
LIVE-FIRE EXERCISE scenarios they have become used to, closer to duels
than real combat, Iphianassa’s6 exercises now focus on
SCENE GOALS what the College refers to as “adversary chassis” – with
¥ Introduce the PCs to their presumed enemy and the clear subtext that the students are now training for
the tactics they could expect to face specific combat scenarios against specific enemies.
¥ Show how the College forces students to assume
These training scenarios take place on a rotating basis, with
roles and conform to the expectations of authority
students designated as “adversaries” piloting a mix of their
¥ Allude to the political implications of what appears
own mechs and common Harrison Armory or Ungrateful
to be a defensive scenario set on Karrakin soil
designs (depending on the College’s new focus). The
¥ Confront the PCs with the unfairness of the
College has also revised its guidelines on weapon safety
College’s approach to training during the
during exercises; limiters put in place to prevent collateral
conversation with Rawan and Tomas
damage have been removed, demanding greater trust
in Eligos’s control over the containment fields. To offset
Sitrep: Recon (Lancer, p. 273) the increased damage, Iphianassa has declared that the
Objective: Identify and control the true Control Zone winning side will be rewarded with additional print credits.
at the end of Round 6
Enemy Forces MAP
Adversary Scenario: Harrison Armory This combat takes place on another facsimile of an urban
For 3 PCs: Rawan Azar, “Saxifrage”. Veteran Pirate environment. A number of large prefabricated buildings
Scourer (Flash Lens, Veterancy [+Hull], have been erected in the dueling fields in a represen-
Feign Death) tation of a city street that would not be out of place on
Lord Tomas, “Conscience”. Elite Scout Karrakis itself. The buildings, including those enclosing
(System Flayer, Dataveil) the Control Zones, are 4 spaces high and have roofs
1x Pyro (Napalm Bomb) strong enough to support the weight of mechs – a tes-
1x Aegis (HA Blackwall System) tament to the skill of the construction crews.
For 4 PCs: +1x Seeder (Grav Spike)
For 5 PCs: +1x Pyro (Napalm Bomb)
ADVERSARY SCENARIOS
In this combat, there are two possible OpFor composi-
+1x Aegis (HA Blackwall System)
tions, depending on which of Karrakis’ political enemies
Adversary Scenario: Ungratefuls is receiving the most blame for the attack at the Hounds
For 3 PCs: Rawan Azar (see above) Teeth Range. This will depend on the PCs’ reports to
Lord Tomas (see above) Baronic Intelligence in Beat 6. In both scenarios, the map
1x Seeder (Tripwires) and sitrep remain the same – only some of the NPCs vary.
1x Barricade (Seismic Repulsor)
Observant players might notice some differences in
For 4 PCs: +1x Demolisher (Seismic Destroyer) Rawan and Tomas’s mechs from the NPC types and
systems they use when called as allies (see p. 63).
For 5 PCs: +1x Seeder (Tripwires)
Rawan has been given a mech armed with high-pow-
+1x Barricade (Seismic Repulsor)
ered energy weapons (a Sherman, or an up-armored and
refitted civilian mining mech), while Tomas’s advanced
Reinforcements
target-painting suite has been switched out for electronic
This combat has no reinforcements. Deploy all enemies
warfare systems. Iphianassa hopes this will force the two
at the start of combat.
of them to pilot more aggressively.
The supporting mechs round out the adversary force
with either Armory-standard Genghises, Saladins, and
Iskanders, or common Karrakin industrial mechs of the
kind often adapted for combat by Ungrateful forces.
These mechs are piloted by other, unnamed students.
6
If Iphianassa has not returned to the College
following Mission 1, Lady Achilleia has
temporarily taken charge of the Tactical
Syllabus.
[72] Section 3 // Shadow of the Wolf
3
COMBAT 5: LIVE-FIRE EXERCISE
They are unlikely to play any significant role in the nar- around the true Control Zone after the PCs have spent
rative, but if you want to name or characterize them for a few rounds narrowing down the options.
the purposes of roleplay, you can choose from or roll
on the tables in the Other Students section on p. 46. TACTICS: HARRISON ARMORY
Despite an unfamiliar mech, Rawan retains her talent
Both versions of the OpFor are relatively slow but
for opportunism, and her Thermal Lance rewards her
heavily armored. Because of this, all units should be
for picking targets that are separated from the rest of
deployed at the start of the fight without holding any as
the group (perhaps those attempting to scan Control
reinforcements, to give them time to get into position.
Zones) and threatening them with Focus Down. If the
Their slowness can make it tough to set up a defensive
PCs stay grouped up, her Flash Lens can punish them
position without revealing the true Control Zone, but
and hopefully convince them to scatter.
note that you only need to have a single NPC in the true
Control Zone at the end of Round 6 to prevent the PCs Tomas focuses on using his Marker Rifle to apply Lock
from winning. As such, you can preserve ambiguity by On for the benefit of other NPCs or attempting to Invade
holding the middle of the map and moving into the area targets in the Danger Zone. Using Dataveil to take
Section 3 // Shadow of the Wolf
[73]
aggressive positions, he can make the most of Rebound OUTCOME
Scan and System Flayer while Invisible. That said, he Win or lose, the PCs are called to Iphianassa’s office after
can transfer it to another NPC and activate Cloaking the combat, along with Rawan and Tomas. She leads the
Field in the same round when necessary (e.g., if Rawan group in a dissection of the fight and their tactics, and calls
is taking heavy fire). on the PCs to explain what they could have done better
(even if they won) and summarize what they learned
The Aegises use their HA Blackwall Systems to
from the combat. This is an opportunity to impress her
section off areas of the map and reduce PC mobility.
– if the PCs put in a good showing that demonstrates
Meanwhile, the Pyros push forward and discourage the
learning, increase Iphianassa’s relationship clock by +1.
PCs from approaching certain map areas. The two can
Conversely, rude or unserious responses might result in
work together (the Aegis applying burn with the Light
penalties to her clock.
Laser before the Pyro hits with its Flamethrower) or
the Pyro can work alone, using its Napalm Bomb for the Iphianassa then distributes the promised rewards. If the
same purpose. If the Seeder is present, it discourages PCs win the combat, each of them are rewarded with the
PCs from moving into areas by laying mines and using Extra Repairs reserve (Lancer, p. 51). If the PCs lose
its Grav-Grenade Launcher and Grav Spikes to force the combat, she gives the extra print credits to Rawan
PCs to move into difficult positions (into the Blackwall or and Tomas instead. If the PCs point out the inherent
mines, or near to Pyros). unfairness of giving print credits to the winning team (who
presumably need them less), she admonishes them for
TACTICS: UNGRATEFULS believing that war is fair.
Rawan and Tomas’s basic tactics are similar in this sce-
After being dismissed, the PCs can chat with Rawan and
nario to those above. The key difference is that because
Tomas more casually. If the PCs lost the combat, and
of the OpFor’s defensive orientation, they prefer to hang
either or both of Rawan and Tomas are Friendly towards
back in areas protected by other NPCs.
them, they will offer to donate their share of additional
The Seeders in this version of the fight prioritize blocking print credits (as Extra Repairs) to the PCs.
off and locking down the approaches and entrances to
For Rawan, donating repairs is an expression of solidarity
Control Zones with Tripwires, while the Barricades
in dealing with an unfair system where the rewards are
push forward to attract attention and use cover from their
unevenly distributed, something she is happy to point
Mobile Printers to block sight lines and approaches in
out if the PCs haven’t already. Additionally, if the combat
the center. The Barricades should save their Seismic
followed the Ungratefuls adversary scenario, she com-
Repulsors to use as defensive maneuvers in response
ments on how it is “bullshit” that the College is “training
to PCs who get too close, or later as the combat focuses
us to suppress people defending their homes”. For Tomas,
on a smaller area (note that they affect allied characters
donating the repairs is both a conciliatory gesture and an
as well).
expression of his reluctance to engage with the Tactical
If the Demolisher is present, it is extremely slow and Syllabus as a whole, particularly in light of the possibility
short-ranged. It is best used either in response to a PC of war. He may even make a comment about how reac-
rushing forward or to control one of the Control Zones. tionary and xenophobic the response has been from the
It should save its Seismic Destroyer to use defensively politicians and the media – an assessment that Rawan
(be aware that despite the similar name, this system works will agree with.
differently than the Seismic Repulsor).
[74] Section 3 // Shadow of the Wolf
BEAT 8:
3
BEAT 8: THE SHADOW LOOMS LONG
have an NPC (most likely another student with whom the
PCs have a good relationship) prompt the PCs to answer
the questions. This is an opportunity to explore both the
THE SHADOW PCs’ thoughts and attitudes towards their studies with
the specter of war on the horizon, and their relationships
LOOMS LONG with the people around them.
At some point during the class, a College functionary
SCENE GOALS
wordlessly delivers a message bearing the distinctive
¥ Highlight the specter of war hanging over the
seal of the Xenoglossary to the PCs. It reads as follows:
College; how it has changed people’s perception
of the future and colored their moods The hour draws near, as does the blade. Be not in
¥ Show how the PCs’ reporting to Baronic Intelligence your beds when they strike for your heart. Your savior
has influenced Karrakin society more broadly moves worlds for you – gird yourselves and do not
¥ Explore each PC’s attitudes and opinions to war tarry at their call.
as a real threat and not a hypothetical
Written in a different hand at the bottom of the message
¥ Further show off the College’s teaching and
are the letters “RV” and a series of numbers.
demonstrate how seriously the College takes its
responsibility to educate The message is an instruction to leave the College via
¥ Unsettle and intrigue the players with the means arranged by Augur Kahin. One of the landscape
augur’s message reconstruction specialists who regularly rebuilds the duel-
ing fields in between skirmishes has a heavy transport
capable of concealing and extracting the PCs’ mechs in
In this beat, the PCs confront the changing atmosphere in
a way that will not raise attention. The numbers at the
the College, attend their classes, and receive a message
bottom of the message are coordinates to a rendezvous
from Augur Kahin warning of an impending betrayal.
point in a nearby industrial district within Throne Karrakis.
This is an opportunity to emphasize the tension in the
College, and explore the consequences of any faculty The message is cryptic and its meaning may not be obvi-
or students failing to return to the College as a result of ous – allow the PCs to make a skill check to interpret
events at the end of Mission 1. its meaning (appropriate triggers might include Read A
Situation or Investigate).
The atmosphere at the College remains tense and
focused. Students and faculty alike keep a weather If the PCs figure out the clue and are particularly proactive,
eye on militaristic posturing coming from the Baronic they may decide to go straight to the dueling fields. If they
Council and Ignoble House, and conversations about the do, move on immediately to Beat 9: Meat for the Grinder,
future inevitably turn toward the prospect of deployment. where they will meet a surprised Hale who has only just
The shift in attitude is most significant during classes, received a message of their own from the augur. Other-
as a new, cold seriousness underscores each lesson. wise, continue with the class and move on when you feel
the players have answered the questions posed above.
Ask your players to consider the following questions, to
be explored in a short scene:
¥ How does your character react to the change in
EXTENDING THE SCENE
An excellent way to extend this scene is to have PCs
atmosphere?
attend different classes, either in groups or individually.
¥ Is your character thinking about the future? What Playing through multiple scenes will allow you to dwell
do they think might happen? Are they worried? on the questions asked at the beginning in greater detail,
further explore the PCs’ characterizations, and person-
¥ What is your character’s opinion on the posturing
alize the experience more for each player. If you opt for
of the politicians?
this approach, the augur’s message is delivered to each
While they consider their answers, the PCs must still PC or group of PCs separately; after classes are done,
attend classes. Ask the players to choose a Syllabus they can meet up to discuss its contents.
(default to the Tactical Syllabus if they cannot decide).
KEY NPCS CLOCK
Once they have chosen, pick or roll for a class from the
tables in the Sample Classes section on p. 47. Use Underbaron Iphianassa, Stablemaster
this class as the backdrop to a short scene exploring the Imani, or Lord Castor, as appropriate,
answers to the questions asked above.
Substitute heads of Syllabus: Lady
Unless they are absent as a result of events in Mission 1,
Achilleia, Dean Hebriyah, Lord Hesketh
the class is led by the appropriate head of Syllabus. Use
this scene to demonstrate the more serious atmosphere
Other students taking the class
of the class, and during a break or a practical segment
Section 3 // Shadow of the Wolf
[75]
BEAT 9: It rapidly becomes clear that somebody has released a
large body of doctored evidence onto the Karrakis-local
omninet, framing the PCs for being involved in the attack
MEAT FOR THE on the Hounds Teeth Range. The accusations involve a
series of absolutely wild misrepresentations regarding
GRINDER the PCs and their actions (and include several outright
fabrications), but it appears that security forces are acting
SCENE GOALS on them out of an abundance of caution. It is unclear
¥ Demonstrate to the PCs how vicious Karrakin what will happen next, but the PCs are potentially facing
politics can be, and how fragile and ultimately arrest and military tribunal if someone decides to take the
arbitrary their privilege and protections are once accusations at face value. They likely have mere minutes
they’re positioned as outsiders to grab their mechs and escape before the College’s
¥ Motivate the PCs to some kind of active security detail arrives to arrest them.
response by highlighting the ludicrousness of
If the PCs go with Hale, they arrive at the warehouse
the accusations and the fact that Praya had
without incident; the containment warnings on the hauler
some involvement
are more than enough for them to be given a wide berth.
¥ Make the PCs feel pressured and threatened,
Once they arrive, Hale immediately abandons the hauler
but give them opportunities to escape
and rapidly departs on foot, realizing that they have
¥ Present Hale as the most obvious option for
gotten themselves tangled up in something messy and
escape; highlight that facing the charges is a
wanting nothing further to do with the situation.
possibility but the outcome of doing so is unclear
If the PCs investigate the accusations, they can find a wide
spread of false information released with suspiciously
In this beat, the PCs must decide whether to heed the
coordinated timing – a clear smear campaign. It is not
augur’s warning and leave the College, or stay and take
possible to determine the source of the campaign in such
their chances. Ideally, the PCs will manage to escape the
a short span of time, but at least one point of corrobo-
College one way or another and find refuge with the augur.
rating evidence appears to have come from Lord Praya,
In a rare break from classes, the PCs receive another who has given an interview affirming the accusations and
message, this time over their personal devices. It informs claiming that the PCs are traitors to Karrakis. The smears
them that a member of the landscaping crew wants to are uncharacteristically and suspiciously sloppy – there
talk with them in person at the Stables. Ostensibly, this is little hard evidence to substantiate them and it would
relates to whatever combat they were last involved in, be easy to defend against them in a tribunal.
although it is highly irregular for a member of the crew
If the PCs delay their departure, a contingent from the
to ask for a direct meeting with students.
College’s BUC security detail will attempt to accost them.
When the PCs arrive at the Stables, they are met by Hale Escaping is a skill challenge (see Lancer, p. 47). Each PC
Saremin (they/them), assistant chief of the construction involved makes a skill check using an appropriate trigger,
crew and the person primarily responsible for landscaping depending on their approach and how they contribute.
logistics. Hale has prepared a transport hauler plastered As with previous skill challenges, encourage players
with distinctive warning signs – “CAUTION: HAZARDOUS to use their triggers creatively, and remind them that
CONTENTS” and “NANITES IN TRANSIT”. Fortunately, the they can invoke relevant backgrounds or pilot gear for
hauler is empty. Hale has instructions from Augur Kahin +1 Accuracy. Additionally, Friendly relationships with
to load up the PCs’ mechs (which barely fit), and transport any surviving faculty members can be invoked for +1
them to a specific location in the city – a location that Accuracy each.
happens to match the coordinates on the message the
Success on the skill challenge means that the PCs evade
PCs received earlier. Hale has no idea why they have
the security forces and escape into the city, where they
been asked to do this, but has been well compensated
can rendezvous with the augur at the agreed location
for their time and does not want to displease an augur.
or head elsewhere if they have a different plan. Failure
Whether or not the PCs head to the Stables or trust Hale results in capture.
with their mechs, their personal devices soon start lighting
up with notifications. First comes an order from the dean
to immediately report to her office. Second, a message
from one of the PCs’ friends with a message saying some-
thing along the lines of, “this can’t possibly be real, can
it?”, along with an attached breaking news story. Other
notifications follow in a flurry of similar messages from
friends, family, and sponsors.
[76] Section 3 // Shadow of the Wolf
3
EXTENDING THE SCENE
BEAT 9: MEAT FOR THE GRINDER
CAPTURE OR SURRENDER
Assuming the PCs successfully avoid capture, there are The accusations against the PCs are ludicrous and
several ways to extend this scene. For example, you unfounded, and the PCs may decide to defend
could describe the hauler passing through the College’s themselves legitimately. Doing so would not be hard,
security checkpoint and making its way through Throne merely time-consuming. Alternatively, failure to escape
Karrakis, potentially dodging more security contingents results in capture by the College’s security forces. In
on the way. By default, security has no reason to suspect either case, they are forced to remain under guard
Hale and certainly no desire to interfere with a hauler in the College, and therefore – in the eyes of those
supposedly carrying a large quantity of dangerous nanites who set them up – out of the way for what is about
– but you can use this as an opportunity to ramp up the to happen.
tension of the escape and let the PCs make their own
Arrest or capture moves the timeline of the mission
lives harder.
forward significantly. Skip Combat 6: Enter Sand-Men
Another option is to extend the PCs’ arrival at the ren- and Beat 10: Hand Overplayed entirely, and instead
dezvous point. When they arrive at the warehouse, they run a scene in which the PCs learn of the attack by
meet Soto, who instructs them to wait for Augur Kahin. the Khayradin Elites while being held in the College
While they wait, they can get their bearings and either awaiting military tribunal. When they learn about the
speak to Soto or look at the accusations against them in attack, create and reveal the Countdown clock outlined
more detail to find out how individual NPCs and factions in Beat 10 (see p. 83). The PCs will need to escape
have responded. amidst the chaos to help defend the College.
Escape attempts are best handled as a series of
KEY NPCS CLOCK
skill challenges, with the PCs’ goals being “escape
Hale Saremin None confinement”, “gather additional information about
the attack”, and then “get to their mechs unnoticed”.
RELATIONSHIP CLOCKS If the PCs succeed on all three skill challenges, they
For now, the accusations have no direct effect on are able to slip their bonds, sneak to the Stables, and
relationship clocks; with such flimsy evidence, the break their mechs out of storage, moving to Combat
NPCs default to their existing biases. 7: Dynamic Entry. Failure on one or more of these
challenges will advance them to the same point, but
Despite this, social checks involving NPCs who aren’t
incur consequences at your discretion.
already Friendly (or otherwise disposed to help the
PCs) become Difficult until the PCs can clear their Sample consequences for failing challenges include:
names – most people will not want to risk directly ¥ having to kill someone or implicate an innocent
associating with or helping accused traitors.
NPC, significantly damaging relationships
¥ making checks on subsequent skill challenges
within this series Difficult or Risky
¥ taking structure or stress damage
¥ advancing the Countdown clock
¥ being unable to bring an ally into Combat 8.
Whether or not the PCs succeed or fail on these
challenges, they will not have faced Count Argo in
Combat 6, meaning he will be present for whichever
version of Combat 8 the PCs eventually attempt.
Section 3 // Shadow of the Wolf
[77]
COMBAT 6: if he is absolutely sure; the augur confirms and tells his
bodyguard that he will see them later.
ENTER SAND-MEN Following Soto’s dismissal, Kahin finally engages with the
PCs. They only have a short time for dialogue or ques-
tions, however, as a mech-sized metal javelin plunges
SCENE GOALS
through the side of the warehouse, barely missing the
¥ Shock the PCs with the augur's death
PCs. It strikes the augur in the torso, impaling him against
¥ Scare the PCs with genuine threats to their lives
the floor as weapons fire and chaos breaks out. The PCs
despite the relative safety of their mechs
are under attack by unknown assailants!
¥ Demonstrate Argo's ruthlessness and
overconfidence These are assassins from the House of Sand (the infamous
¥ Have at least one enemy pilot survive (ideally Sand-men), and their mission here is fairly unambiguous –
Argo) so the PCs have someone to interrogate they are trying to kill the PCs. They have a limited amount
of time to achieve this before the fighting attracts unwanted
attention, but nevertheless prioritize taking out combat-ca-
Sitrep: Modified Holdout (Lancer, p. 272). There
pable PCs over finishing off Down and Out pilots. At your
is no scoring, and PCs do not need to hold
discretion, the Sand-men may be simply attempting to cap-
the central control zone.
ture the PCs (potentially on orders from Argo, who may want
Objective: Survive
to gloat). If anyone attempts to Scan an assassin for addi-
Enemy Forces tional secret information, you can give the basic information
For 3 PCs: Count Argo-Laurent, “Sandman”. Elite from Beat 10: Hand Overplayed, and/or grant Accuracy
Veteran Assassin (Spinning Kick, Cloud on checks made to investigate the wrecks after the fight.
Projector, Veterancy [+Agility], Legendary)
2x Pirate Hornets (Lock/Hold Javelins,
Prying Claws)
MAP
The PCs begin in a central warehouse surrounded by
2x Pirate Priests (Fractal Assault, Core-
other warehouses and factories from which the assassins
worm Rockets)
emerge. The surrounding area is cluttered with industrial
4x Grunt Scouts
machinery, vehicles, construction materials, and other
For 4 PCs: +2x Specters (Drain Systems) obstacles. As with Combat 5, the warehouse and sur-
rounding buildings are 4 spaces high and their roofs can
For 5 PCs: +2x Pirate Hives (Motile Swarm, Coreworm
support the weight of mechs.
Rockets)
Reinforcements
Hold Count Argo and half of each type of NPC as
TACTICS
For maximum dramatic effect, don’t deploy Argo straight
reinforcements. Ingress begins from Round 2 onwards,
away; instead, bring him in with the first round of rein-
from Ingress Zones on the edges of the map.
forcements. His reveal (accompanied by some dialogue
in which he gloats about the PCs’ imminent demise)
BRIEFING should be a surprise to the players, if not exactly a shock.
Surrounded by the sounds of a city filled with life and When determining which other NPCs to deploy and which
activity, you thread your way through an industrial dis- to hold as reinforcements, a good starting point is to
trict to a warehouse at its heart. Judging by the fading deploy half of each NPC type, though you may wish to
paintwork and the dust that kicks up as you reach the prioritize deploying NPCs with Coreworm Rockets so
entrance, this building has not been in regular use for they have more opportunity to use them.
some time. Inside, you are confronted by the eerie sight of
The attack is supposed to be a surprise surgical strike.
rows of unfinished subaltern bodies stacked next to racks
Especially during the first round when Argo has not yet
of robotic heads that stare into space with lifeless eyes.
arrived, the NPCs remain in cover as much as possible,
Movement breaks the mortuary stillness: garbed almost taking the Hide action if necessary.
entirely in the concealing robes of his order, the Xeno-
The Pirate template in this scene represents deadly
gloss augur from the College steps from the shadows
NPCs equipped with systems designed to directly target
and approaches you with surprising haste.
the pilots of enemy mechs. Those carrying Coreworm
The PCs arrive in the industrial district and discover a Rockets attempt to use them as soon as possible. Try to
large, disused warehouse. Augur Kahin is here, along target a spread of PCs with these rockets, and remind the
with Soto, who is perched high above on a gantry. Kahin players of their options for dealing with them. For exam-
greets the group and hurries them inside along with ple, allies can help by using Bolster for Accuracy on
their mechs, muttering something about not having time. attempts to remove them, or can even make the check
Once the PCs are inside, he dismisses Soto, who asks themselves if they are adjacent. Alternatively, PCs can
[78] Section 3 // Shadow of the Wolf
3
COMBAT 6: ENTER SAND-MEN
simply ignore the coreworms in favor of continuing to fight, consumed by Hornets using Impale Systems, Specters
using Shut Down – or Dismount, if they are brave – at (if present) using Drain Systems, and Priests using
the last moment before the coreworms reach their target. Abjure, all of which are nasty tech attacks that lack
Accuracy of their own. Additionally, targets Shredded
Where possible, the Hornets use their mobility and
as a result of receiving Lock On from a Marker Rifle
small size to attack and then move back into cover. They
are perfect targets for Argo’s Heated Blade.
prefer to use Lock/Hold Javelins and Prying Claws
opportunistically on isolated targets. The Priests main- The Specters, if present, use Prowl to keep themselves
tain Abjure on the most dangerous damage dealers, safe and harass any PCs who break off from the group.
and Investiture on Argo to empower and protect him Drain Systems is vicious but easily disrupted when used
with Fractal Assault. against clustered PCs. The Hives, if present, use Drone
Barrage to force PCs into isolated spots where they can
The Scouts are inherently disposable and hang back at
be picked off by Argo or a Specter, and prioritize placing
range, using cover to break line of sight where possible.
and moving motile Razor Swarms so that PCs must choose
Their primary purpose is to apply Lock On that can be
between taking damage or maintaining a cohesive position.
Section 3 // Shadow of the Wolf
[79]
OUTCOME WHAT IF THE SAND-MEN WIN?
Succeed or fail, all remaining assassins pull out of the PC death is a risk in Lancer, albeit not a common
fight after six rounds. The alarm has been raised and one. You have a few different options for handling
security forces are on their way, and the Sand-men do character deaths in this encounter (or elsewhere, if
not wish to be caught in the act. your players take risks).
As long as at least one PC avoided becoming Down First, remember that pilots don’t immediately die when
and Out, they have bought themselves some breathing they are reduced to 0 HP – instead, the player rolls for one
room – grant the group a single collective use of Bought of the Down and Out results (see Lancer, p. 49), likely
Time, a reserve that can be used in several ways: rendering them unable to continue fighting. Even when
a pilot goes Down and Out they have a good chance
¥ In Beat 10: Hand Overplayed, Bought Time can be
to survive – the assassins will prioritize their own survival,
used to gain an extra round of skill checks to inves-
and generally prefer to focus on more dangerous
tigate the situation and gather more information.
targets over finishing off a Down and Out PC.
¥ If the PCs lose Combat 7: Dynamic Entry, Bought
Second, note that facsimile-clones are common in
Time can be spent to partially offset the conse-
Baronic society – especially clones of nobles and other
quences of the loss, causing the Countdown clock
important individuals (like students at the College!). If
to increase only by 1 instead of 2.
a character dies, they can potentially return as one of
¥ Bought Time can also be used to prevent or off- these clones, most likely with the use of subjectivity
set one increase of the Countdown clock caused override due to time constraints. Exactly how a clone
by using Power at a Cost (e.g., if the PCs need might show up at this perfect, crucial moment could be
additional repairs, want to call in a favor, or need to a source of further mystery, perhaps tied to the influence
spend time on some other task before beginning of the Xenoglossary or machinations by the character’s
Combat 7). sponsor. See Lancer, p. 83 for more details on clones.
If Argo was killed or captured during the battle, searching Thirdly, in the extreme case that all PCs are reduced to
him reveals The Wolf’s Blades, a pilot weapon which Down and Out, they surrender, or they otherwise lose
one PC can take as Exotic Gear (see p. 97). The PCs the combat, you can instead have them be captured
will have an opportunity to interrogate any captured pilots by the Sand-men and dragged in bonds to the College
in the next beat, though all are seasoned operatives and along with their mechs (the assassins do not want to
will not be particularly cooperative. leave evidence behind). There, Praya and Argo will
be able to gloat over their capture and monologue at
them, perhaps explaining how they plan to frame them
for the coming attack while the PCs try to figure out
how to escape their bonds and save the day. If this
happens, skip Combat 7, but add Argo to whichever
version of Combat 8 the PCs eventually attempt.
[80] Section 3 // Shadow of the Wolf
BEAT 10:
3
BEAT 10: Hand Overplayed
The following pages provide example approaches for
each of these avenues, along with suggested triggers
players can invoke on skill checks. These are not the only
HAND OVERPLAYED ways to uncover information – let players be creative
with their investigation and use of skill triggers. Unless
SCENE GOALS the PCs choose to delay their departure (see Delays and
¥ Have the PCs discover the nature of the attack Bought Time below for examples), they only get one
on the College. While extra detail can be check each, so they need to make them count.
discovered using skill checks, the PCs should
end this beat knowing where they need to go
and what they need to do next
TALKING TO SOTO
Soto is largely unfazed by the attack, but emphasizes the
¥ Give the PCs the opportunity to discover some
need to move on as quickly as possible before security
of the “why” behind the smear attempt, the
forces arrive. They begin preparing to leave, and though
assassination attempt, and the attack on the
they will not delay in this task, they can be asked a few
College
questions:
¥ Create tension regarding the possibility of an
attack in the very heart of Throne Karrakis, with Q: What happened?
the potential for horrifying collateral damage A: “Assassins from the House of Sand. No doubt they
that implies came to seal your fates. Do not mourn the augur,
for he is not dead.”
With the assassins defeated but the ring of weapons Q: Where are we going?
fire still echoing in the PCs’ ears, it can’t be long before A: “I am not the augur; I do not have such vision. He
security forces show up to investigate the fighting. In this believed you would know. All I know is that I must
beat, the PCs must gather as much information as possi- take you there.”
ble under time pressure and escape in Hale’s abandoned
Q: How would we know?/What should we do?
transport before they’re discovered.
A: “I would begin by inspecting the fallen. But do so
As the PCs collect themselves, Soto returns, covered in quickly; we have little time.”
blood. The blood does not appear to be hers, and she
refuses to answer questions about it.
ADDITIONAL INFORMATION
PULLING DATA FROM WRECKS
INVESTIGATION Reading data logs from downed enemy mechs will not
Soto asks the PCs what they will do next and informs them
reveal much hard evidence regarding the broader mis-
that they have a short window in which to find additional
sion of their employers. These logs do, however, include
information. Each PC may make a single skill check
dossiers containing vital statistics and biographical infor-
to investigate the situation. Getting basic information
mation for each of the PCs and technical specifications
is guaranteed, but a successful check gives additional
for their mechs; detailed maps of the warehouse and
information based on the method of investigation.
surrounding district; and a set of encrypted files.
No matter the approach or results of the skill checks,
Decrypting these files (e.g., Hack or Fix) reveals coordi-
the PCs find out that someone is planning an attack on
nates for a rendezvous point at the College. They also
the College that could kill large numbers of civilians, and
contain an instruction to leave Throne Karrakis by any
they need to get there soon to prevent it.
means necessary if it is not possible to reach the ren-
The PCs have four avenues for further investigation: dezvous point “before detonation”.
¥ pulling data from wrecks PCs that successfully read between the lines of the
data found on Argo’s mech (e.g., Read A Situation) can
¥ interrogating captives
determine that he sent (and received) a series of limit-
¥ examining the augur’s corpse ed-content pings to and from Praya just before the attack
on the PCs, suggesting she is involved somehow. Most
¥ analyzing the facts
of them are encoded with an uncrackable private cipher,
The PCs can also talk to Soto for advice, which does but the most recent one is a plaintext pair of coordi-
not require a check. Soto can offer suggestions and nates – one matching the location of Argo’s mech at the
commentary if you think the PCs need additional help. warehouse, and the other, a location within the College.
Section 3 // Shadow of the Wolf
[81]
INTERROGATING CAPTURED PILOTS A cryptic message is handwritten on its reverse, shaky
Argo (or another captured pilot if Argo escaped or died) and difficult to read:
spits and curses and struggles against any bonds placed
on him, and ultimately regards the PCs with little more than
contempt. He is not immediately willing to give anything
up other than his desire to get the PCs “out of the way”.
Go now to your halls.
Forcing Argo to reveal information (e.g., Threaten) is a
Risky check and has mixed results. Interrogating always
Do not hesitate.
reveals that the College is being threatened with a bomb.
On a successful check, he explains the bomb’s specific
Do not fear.
nature (enough to give the PCs clues on how to deal with
it, which they can leverage for Accuracy on checks to All is not yet lost.
disarm the bomb in Combat 8A: Ballroom Blitz). The risk
is that he may also lie about his involvement, claiming
that he has information proving the involvement of senior
Harrison Armory officials (or Ungrateful cell leaders, if he A successful check to interpret the message (e.g., Read a
thinks the PCs are more likely to believe that), and that he Situation) suggests the prophecy might refer to an attack,
believed the PCs were working for them. On a 20+, the bombing, or some other violent strike in Throne Karrakis
PCs realize that he is lying to them, but while he’s being itself. The message on the reverse is an instruction to
threatened it will take active evidence to the contrary to return to the College with urgency – in combination, they
make him recant his deceit. point toward an attack on the College itself.
It is also possible to lure Argo into accidentally revealing A successful check to thoroughly search the warehouse
information through a more subtle interrogation (e.g., or examine the augur’s subaltern more closely (e.g.,
Charm), though this is a Difficult check. He might care- Investigation) reveals a small wooden case containing
lessly reveal his and Praya’s plan, referring to it as “our a number of vials (one for each of the PCs). These vials
plan”, although this is absolutely more ego than reality. If contain the Blue Blood of Pangloss, Exotic Gear
goaded or pressed further, he might even slip up substan- that the PCs gain as single-use Reserves (see p. 97).
tially and mention his “vision” for the future of Karrakis, in
which it returns to its rightful place in the galaxy with the ANALYZING THE FACTS
Houses Cannamos and Laurent at the forefront. Once the PCs have gathered all the clues there are to
find, they might want to reason out how best to deal
EXAMINING THE AUGUR’S CORPSE with an attack on the College and the threat of a bomb.
The augur’s body appears to be that of a subaltern, with
If the PCs analyze the facts they quickly determine that an
artificial skin covering anything not concealed by robes.
attack on the College would only succeed if the security
The subaltern bleeds a thick black oil that pools and mixes
forces in the surrounding area were either in disarray
with some kind of strange green hydraulic fluid. Neatly
or absent. This chaos may provide a limited opportu-
tucked in a seam on its chest is a partially torn scrap of
nity for the PCs to return to the College, fight their way
paper, printed in a strange ink:
through any opposition, and reach the bomb before it
can detonate.
The obvious way to deal with the bomb is to defuse it,
as PASSACAGLIA and TYRAN forged the
but a successful skill check to assess the tactical situation
swords of Empire in the burning of worlds,
(e.g., Assault or Blow Something Up) will suggest an
and quenched them in the blood of their
people, so too would this new Empire of
alternative solution – something the PCs could attempt if
SAND and STONE be born. But the great they are unable to reach the bomb in time, or can’t fight
wheel DIS demands more on each turning. their way through whatever opposition they face. If the
The price for its birth would be to tear out PCs can reach the containment field generator, it might
its own heart, and see the thousand thou- be possible for them to overcharge the containment fields
sand lights of KARAKIZ extinguished with designed to protect the city against errant weapons fire,
a single violent breath. A price gladly paid and direct the majority of the blast upwards instead of
outwards. This method would likely still kill anyone left
inside the fields, but would hopefully minimize the col-
lateral damage. As such, this should probably not be the
PCs’ primary plan, but might prove to be a useful backup
that they can prepare for if necessary. For more details
on how the PCs can implement this plan, see Combat
8B: Perfect Parry (p. 90).
[82] Section 3 // Shadow of the Wolf
3
CONTACTING THE COLLEGE
BEAT 10: Hand Overplayed
Delaying for any other reason (such as to pick up Repairs)
If the PCs attempt to contact the College or anyone there counts as Power at a Cost, the cost for which is likely
(perhaps to warn them of the attack), they find themselves an advance of the Countdown clock.
unable to do so via regular communication channels.
The PCs can use the Bought Time reserve to reduce an
However, the attempt prompts a response from Eligos, advancement of the Countdown clock by -1. This could
the College’s administrative NHP. Eligos confirms that the be used to offset the time taken for a more thorough
College is under attack by unidentified assailants, who investigation, to pay for a different Power at a Cost, or
have seized control of the Lykeon and are assembling to offset any delays that come about as a result of losing
what appears to be a bomb in the ballroom. Additionally, Combat 7: Dynamic Entry.
if the PCs have not already uncovered the backup plan,
The PCs can use Power At A Cost to obtain an addi-
Eligos informs them that it is an option (and also the
tional Bought Time reserve as they travel to the College
probable consequences). Eligos is taking a significant risk
– this might represent the group taking dramatic and
by contacting the PCs, and the conversation is forcefully
dangerous shortcuts, busting through a security check-
cut off if it continues for too long.
point in a hail of gunfire, or getting bailed out by one of
the PCs’ patrons. Example costs for this include forcing
THE COUNTDOWN CLOCK a PC to consume Core Power (CP), damaging the PCs’
When the PCs discover the basic information about the mechs, or forcing them into a significant personal or
attack, create a six-segment clock titled “Countdown”, political compromise – time is extraordinarily valuable
starting at 0 segments. Inform the PCs that this clock right now, so feel free to make the cost harsh and the
represents the number of rounds they will have to act decision a difficult one.
during the final combat (either Combat 8A: Ballroom
Blitz or Combat 8B: Perfect Parry).
EXTENDING THE SCENE
As the PCs gain more information, you can reveal more Time is of the essence, but you can extend this scene by
about the nature of the Countdown clock – for instance depicting the PCs as they travel to the College, giving
that it represents the timer of a bomb that the PCs will them one final chance to roleplay as a group before
have to defuse, and that excessive delays will result in throwing them back into combat.
segments being filled in. Emphasize that the clock does
The nature of this scene will depend on the tone you
not only cause problems if it is filled; marking any number
have established so far and the actions of the PCs. It
of segments is bad, because it can make it much more
might be stressful and fraught as the PCs come to terms
difficult to defuse the bomb in Combat 8A.
with the information they have gathered and the pres-
sure they are under, or it might be a moment of rising
DELAYS AND BOUGHT TIME anticipation, where the PCs psyche each other up for the
The PCs really don’t have a lot of time, a fact reinforced by challenge ahead. If you think your players could do with
Soto, but they may still choose to delay and gather more an additional challenge, it could also be an action scene
information. They can do this in two ways: continuing involving a skill challenge, representing the frantic dash
to investigate at the warehouse, or while on the move. to the College and the obstacles the group encounters
Either option advances the Countdown clock – inform along the way.
the players of this and ensure they understand the con-
sequences before they commit to anything. KEY NPCS CLOCK
If the PCs do choose to remain at the scene and gather Soto
more information, they can attempt another round of skill
checks as outlined above. Unfortunately, security forces
Argo (if captured)
will begin to arrive as they finish their investigations; the
subsequent attempt to either convince or evade them
advances the Countdown clock by +2.
RELATIONSHIP CLOCKS
The PCs can also choose to continue their investigations
Soto: +1 if a majority of the PCs succeeded on their
on the move, whether by interrogating captured pilots,
skill checks or otherwise demonstrated competence
poring over data logs, or something else. This allows them
while investigating. –1 if the PCs delay their departure
to attempt another round of skill checks, but at +1 Diffi-
against Soto’s recommendations.
culty. Additionally, doing this means they cannot fully
focus on evading security forces and their roundabout Argo: –1 if he is interrogated, –3 if he is threatened.
route advances the Countdown clock by +1.
Section 3 // Shadow of the Wolf
[83]
COMBAT 7: The PCs do not have much time to cross the gardens and
gain access to the Lykeon before hostile forces arrive.
Arrayed before them and closing in on their position are
DYNAMIC ENTRY a number of unfamiliar mechs and troops in heavy hard-
suits – Karrakin in style, but not belonging to the College.
SCENE GOALS
¥ Encourage PCs to consider their approach and
their targets carefully, emphasizing the use
MAP
The PCs must cross a section of the gardens – heavily
of positioning, cover, and target selection to
landscaped and containing topiary, water features, and
mitigate incoming fire
other statues and ornamentation. Areas of shallow water
¥ Have fun blowing up terrain and destructible
count as difficult terrain. The pathways of the gardens
objects, and highlight the collateral damage
lead up to a raised terrace and one of the entranceways
caused by war machines fighting in an ornate
to the Lykeon itself, flanked by large pillars.
space never meant to contain them
¥ Put some pressure on the PCs as they approach
the climax of the mission series, and potentially
TACTICS
The NPCs in this fight can inflict a lot of damage if the
force them to make difficult decisions about
PCs don’t deal with them quickly. To succeed, the PCs will
delaying to perform more substantial repairs
need to take advantage of cover and focus on neutralizing
the OpFor’s biggest damage dealers – the Squads and
Sitrep: Gauntlet (Lancer, p. 271) the Rainmakers.
Objective: Gain entrance to the College
The Squads and Bastions should be deployed at the
Enemy Forces start of the combat using the forward deployment zones
For 3 PCs: Rainmaker (Hound Missiles) in the middle of the gardens. The Squads’ Spread Out
2x Bastions (Fearless Defender) trait makes it extremely easy for the Bastions to use both
2x Squads (Armored) Friendly Interdiction and Fearless Defender, as they
Priest (Empowered Shield) can simply move into or through a Squad to maintain
adjacency. Note that Squads cannot take advantage
For 4 PCs: +1x Ace (Rapid Response)
of Guardian (or the other cover around them) due to
+1x Priest (Empowered Shield)
Undersize.
For 5 PCs: +1x Ace (Rapid Response)
Meanwhile, the Rainmaker(s) remain at the back, using
+1x Rainmaker (Hound Missiles)
Javelin Rockets to cover lines of approach and prior-
Reinforcements itizing targets that are not in cover with their Missile
Hold the Aces, and half (rounded up) of the Pods. They launch Hound Missiles whenever possible
Rainmakers and Priests as reinforcements. Ingress to give the PCs yet more problems to think about. The
begins from Round 2 onwards, from Ingress Zones Priest(s) use Dispersal Shield on the Rainmaker(s)
on the edges of the map. to increase their durability, and otherwise push forward
to use Abjure on significant threats.
BRIEFING Hold half of each of the Rainmakers and Priests as
The PCs mount up in the back of the hauler, and hurtle reinforcements, rounded up (for 3 PCs, none should be
towards the College with Soto at the wheel. The Gramma- deployed at the start; for 4 PCs, deploy one Priest; and
ton monk swerves through the streets at top speed, just for 5 PCs deploy a Priest and a Rainmaker). Rainmak-
barely slipping through tight gaps and dodging oncoming ers and Priests should ingress alongside each other
vehicles. Eventually the hauler approaches a service near the back of the map, taking advantage of their range
entrance in the College’s exterior walls where hardsuited as they move into position.
BUC security forces appear to be exchanging weapons
If the Aces are present, hold them as reinforcements.
fire with unknown forces within.
They arrive from the Ingress Zones at the side later in
Several security officers attempt to hail the speeding the fight. Once they are on the field, they remain at the
hauler as it approaches before diving for cover as it outer range of their Missile Launchers, harassing the
becomes clear that it isn’t stopping. The hauler bursts PCs before taking cover and using Barrel Roll and
through the ornate gate amidst a hail of gunfire, crashing Rapid Response to move away and out of range of the
headlong into the topiary marking the edge of the gar- PCs’ weapons.
dens in a blaze of fire, smoke, and tearing metal. With a
dead calm to their voice, Soto instructs the PCs to get out
and make a push for the Lykeon before they are overrun.
[84] Section 3 // Shadow of the Wolf
3
COMBAT 7: Dynamic Entry
DESTRUCTIBLE TERRAIN
Certain objects on the map (statues, sculptures, etc.) are Size 1 destructible objects. These objects are fragile
and offer only temporary shelter.
Destructible objects are automatically destroyed when they are hit with any attack or take any damage. Until their
destruction, they are obstructions that provide hard cover. If the cover they provide would impose any Difficulty
on an attack roll and that attack roll misses, the object is automatically destroyed.
Section 3 // Shadow of the Wolf
[85]
OUTCOME MOVING ON
If the PCs win, they gain access to the Lykeon before the Ordinarily, the narrative will now move on to Combat 8A:
defending forces are able to slow their momentum, and Ballroom Blitz with the Countdown clock remaining at
can fight their way through with relative ease. its current level. This represents the PCs assaulting the
ballroom where the bomb is being guarded and trying
If the PCs lose, they still gain access to the Lykeon
to defuse it within the rounds allotted.
but their advance is delayed as they face entrenched
resistance and struggle to break through. Advance the However, you may now offer the PCs the following alter-
Countdown clock by +2. native, whether or not they intuited it in Beat 10: they
may reset the Countdown clock entirely and enter Com-
bat 8B: Perfect Parry. This represents the PCs cutting
BETWEEN COMBATS through to the unguarded facilities wing of the College,
Regardless of the combat’s outcome, the PCs may not
and preparing to raise the containment fields in time to
rest following this combat. Instead, they can each pick
deflect the blast. Before the players choose this option,
one of the following options:
be sure to be clear about the consequences of their
¥ Spend 1 Repair to restore their mech to full HP. choice: this will not stop the blast, only contain its worst
effects to the College, and there is a strong likelihood
¥ Spend 1 Repair to restore a single destroyed
their characters might die even if they are successful.
weapon or system.
You may optionally run a short narrative scene before the
¥ Clear all Heat.
upcoming combat, in which the PCs encounter some of
¥ Repair a destroyed mech by spending 4 Repairs. their fellow students fighting back against the attacking
As usual, other PCs may contribute their Repairs forces, who are revealed to be Khayradin Elites. This
if the PC whose mech has been destroyed does is an opportunity for PCs to interact one last time with
not have enough remaining. important NPCs or secure an ally who can aid them in
the next combat.
In addition, the PCs clear all statuses and conditions
currently affecting their mech, and reload all Loading
weapons.
If any PCs end up without an active mech (e.g., they were
destroyed and the PCs do not have enough Repairs),
they may take control of one of the inactive trainer
mechs located nearby. You can decide how this mech
is equipped, but for the sake of ease, it is often easiest
for it to be the same Frame with the same weapons and
gear as the PC’s regular mech. Whatever its loadout,
the trainer mech has 1 Structure and 1 Stress, and
has no CP.
If the PCs are struggling for repairs, remind them that
Power at a Cost is an option. This can grant them
enough time to properly repair their mechs with a rest
rather than using the above rules, or even obtain addi-
tional Repairs. The cost for each (they can do both if
they are desperate!) is advancing the Countdown clock.
[86] Section 3 // Shadow of the Wolf
COMBAT 8A:
3
COMBAT 8A: BALLROOM BLITZ
Arrayed before the device are mechs carrying stan-
dards bearing the symbol of a Karrakin two-headed
spear grasped in a gauntlet: the feared Khayradin Elites,
BALLROOM BLITZ bodyguards to the Stonelords. At their center, a familiar
mech towers over the rest: that of Lord Praya of House
SCENE GOALS Cannamos of the House of Stone, ready and waiting as
¥ Make the stakes of the combat as clear as if for one last dance.
possible
¥ Force the PCs to choose between their own safety, ALLIES
dealing with enemies, and defusing the bomb For this combat, you may choose to provide the PCs with
¥ Demonstrate Praya's dedication to her goal and an allied character as support. As in Combat 4, players
overconfidence in her abilities may choose from among any students with whom they
¥ Show the capabilities of the Void Rend system have a Friendly relationship. This allied NPC follows the
and its use both for ingress and egress rules described on p. 63, cannot defuse the bomb, and
deploys with the PCs in the Player Deployment Zone.
Sitrep: Disarm the Bomb (modified Gauntlet,
Lancer, p. 271). There is no Control Zone. MAP
Instead, the PCs must disarm the bomb. This combat takes place in the College’s ballroom, within
Objective: Disarm the bomb before the Countdown the Lykeon. It is clear that the ballroom has taken dam-
clock is completed. age in the fighting; rubble and collapsed pillars provide
(Optional objective: Prevent enemies from some cover scattered across the open floor. In addition,
escaping) makeshift barricades have been hastily assembled from a
mix of field-printed extrudite, wrecked mechs, and what-
Enemy Forces
ever furniture was at hand, granting cover to the forces
For 3 PCs: Lord Praya-Cannamos, “Titan”. Elite
protecting the bomb seated upon the ballroom’s stage.
Veteran Goliath (Power Knuckle, Pin,
Veterancy [+Hull], Legendary)
Khayradin Elites THE BOMB
“Galanthus”. Veteran Demolisher The bomb is a Size 2 object with 20 HP, Evasion 5, and
(Broad-Sweep Haft, Veterancy [+Systems], E-Defense 10.
Void Rend)
At the end of each round, fill in one segment on the
“Hemlock”, Veteran Engineer (Shepherd
Countdown clock. When the clock is completed, the
Field, Veterancy [+Systems], Void Rend)
bomb detonates.
“Hellebore”, Berserker (Harpoon Cannon)
“Taxus”, Support (Empowered Cloud) The bomb will also automatically detonate if it is
destroyed. None of the NPCs will damage the bomb
For 4 PCs: “Nightshade”, Veteran Engineer
willingly; they have an exit plan and want to survive.
(Shepherd Field, Veterancy [+Systems],
Void Rend)
DISARMING THE BOMB
For 5 PCs: “Snapdragon”, Berserker (Harpoon Any character adjacent to the bomb may make prog-
Cannon) ress toward disarming it with a skill check (appropriate
“Ilex”, Support (Empowered Cloud) triggers include Blow Something Up and Stay Cool).
This skill check may be attempted as a full action as
Reinforcements
normal, or as a quick action by pilots on foot or mechs
Hold NPCs without Void Rend as reinforcements
with Manipulators.
(excepting Lord Praya). Ingress has special rules – see
Void Rend below. Disarming the bomb requires three successful checks –
one to disarm each of the unstable cores. These checks
do not need to be consecutive and may be made by
BRIEFING different characters, so long as they are all performed
The PCs fight their way through too-tight hallways toward
before the bomb detonates.
signals coming from mechs in a room never meant to hold
them: the ballroom. As they converge on the entrance, If the PCs are worried that they do not have the appro-
they see a large and complex device at the center of the priate skill triggers or have little margin for error, remind
dance floor. At its heart appears to be a trio of unstable them about the Bolster Quick Tech action, which grants
power cores. Their sensors start spiking off the scale – +2 Accuracy to skill checks.
this is a bomb, primed and counting down to detonation.
Section 3 // Shadow of the Wolf
[87]
If a PC imbibes the Blue Blood of Pangloss, they The Khayradin Elites are more professional, sticking to a
receive a strange vision of the complex web of Karrakin straightforward game plan: cut off the route to the bomb
politics reified as wires and circuitry, along with a sudden and concentrate their fire on any PCs that get close.
understanding of how all these things are connected. Only the Berserkers have a particular desire to push
These visions grant +1 Accuracy on all skill checks to forward and engage the PCs. Since the PCs must come
disarm the bomb for the rest of the scene. In addition, to the bomb to disarm it, the other NPCs are happy to
the next check they make to disarm the bomb may use hang back and prepare actions if necessary.
any skill trigger of their choice, as they are struck with a
On the first turn Galanthus uses Void Rend. On later
strange insight into a tangled web of cause and effect.
turns, they attempt to punish any PCs that move adjacent
to the bomb with the Demolition Hammer, switching
TACTICS over to Broad-Sweep Haft when multiple PCs are in
The OpFor’s primary goal is to defend the bomb at almost range (note that the bomb is not a character and so is
all costs short of self-destruction. Praya physically inter- not targeted by this attack).
poses her mech between the PCs and the bomb, using
Hemlock and Nightshade can place turrets near the
her Power Knuckle, Pin, and even Grapple to keep
bomb, positioning them such that both turrets and bomb
PCs away. For her, this fight is personal – she may make
can benefit from their Shepherd Field. This also mini-
rash decisions if goaded or taunted by PCs.
mizes the need to use Engineer’s Mark, as their turrets
are likely to already be focused on priority targets.
[88] Section 3 // Shadow of the Wolf
3
OUTCOME
COMBAT 8A: BALLROOM BLITZ
Hellebore and Snapdragon use Avalanche Charge
to intercept the PCs and cause havoc. Their Harpoon If the PCs manage to disarm the bomb, they save the
Cannons can be used alongside their Chain Axes as College and many many thousands of lives in the sur-
part of a Barrage, but are mostly useful for pulling PCs rounding city. Additionally, the relationship clocks for all
out of position and denying them access to the bomb. NPCs in the College (with the exception of Praya and
Argo) increase by +2, as the PCs are personally respon-
Taxus and Ilex use Restock Drones to repair allies and
sible for saving their lives.
Empowered Cloud to clear conditions as necessary.
Their size allows them to physically interpose themselves If Praya is killed or captured as a result of this fight, one
as resilient obstacles, and even Ram or Grapple trou- PC can take her Monofilament Rapier pilot weapon
blesome PCs to keep them away from the bomb. as Exotic Gear (see p. 97).
If the PCs fail to disarm the bomb, it detonates. This will
VOID REND
destroy the College at minimum, and will destroy more of
Some of the Khayradin Elites are equipped with a spe-
the surrounding area depending on the number of unsta-
cial Void Rend system; if someone Scans them (or the
ble power cores armed when it goes off. The precise scale
wreck is inspected at a later point), it appears to be a
and ramifications should take into account the generally
custom-built entropy-manipulation device, employing
established tone of your game and any expectations set
paracausal technology that shares a codebase with the
in session zero, but the end result is ultimately a horrifying
RKF Calendula (see Field Guide to the Karrakin Trade
loss of life on a scale that is difficult to imagine.
Baronies, p. 142). Like that chassis, it appears to have
some connection to the Aunic Firmament. If the PCs enter one of the tears in reality, they are immune
to any direct consequences of the bomb detonating.
Void Rend Instead, they will quickly become lost in the strange par-
System, Recharge 6+, Full Action allel space to which they have escaped, lacking the ability
to effectively navigate or to leave by their own volition.
This system creates a tear in reality in an adjacent free
space that lasts until the end of the scene. The tear is PCs lost here may experience strange visions of their
not an object or character, does not provide obstruction, past or their future, of eerily familiar conceptual entities
and cannot be interacted with in any way. embodying archetypal aspects of society and person-
hood, or of things stranger still. The PCs have only a short
Characters that enter a space occupied by a tear may
time to contextualize and interrogate these experiences
choose to leave realspace and enter a strange, gray,
before they are rescued by a figure quickly identifiable
interstitial realm in which they can no longer see or inter-
as Soto. The monk is piloting an RKF Calendula – a mech
act with the real world. Characters that leave realspace
used by the Xenoglossary and known for its ability to
in this way are removed from the battlefield entirely
manipulate the boundaries of realspace. Soto brings the
and cannot return for the remainder of the scene.
PCs back through another tear in reality, arriving either in
the middle of the ballroom or the desolate ground zero
This system is the Khayradin Elites’ entrance and exit
where it once stood.
strategy. For the purposes of this combat, the spaces
adjacent to a tear count as an additional Ingress Zone However the fight ends, move on to Beat 11: The Wheel
for hostile forces. At least one NPC with this system (usu- Turns to deal with the consequences.
ally Galanthus) activates it in Round 1 for this purpose.
Approximately half of the NPCs (those without Void Rend,
excluding Praya) should be held as reinforcements and
enter from Round 2 onwards.
When the bomb is about to detonate (e.g., there is only
one segment remaining on the Countdown clock), or if
it is successfully disarmed, the OpFor begins using Void
Rend and its tears to leave. If the PCs want to stop them
escaping, you can (optionally) continue the combat until
all NPCs have escaped or been destroyed.
The PCs may attempt to chase enemies through these
holes in reality, or otherwise use them to escape the
consequences of the bomb’s detonation. You can allow
PCs to take a parting shot at escaping NPCs by leaving
realspace through the tears, but this strange non-space
is difficult to navigate without special equipment and
training – fleeing NPCs are almost guaranteed to get
away if they are not destroyed.
Section 3 // Shadow of the Wolf
[89]
COMBAT 8B: COUNTDOWN
At the beginning of the combat, reset the Countdown clock
regardless of its previous value. At the end of each round,
PERFECT PARRY fill in one segment on the Countdown clock. When the
clock is completed, the bomb detonates and the combat
SCENE GOALS ends. The PCs must protect the generator and control it in
¥ Make the stakes of the combat as clear as possible the final round to ensure they can time the burst correctly.
¥ Force the PCs into a “last stand” situation where
they must put everything on the line to win ALLIES
¥ Demonstrate Praya's anger and determination to For this combat, you may choose to provide the PCs with
succeed an allied character as support. As in Combat 4, players
¥ Show the capabilities of the Void Rend system may choose from among any students with whom they
and its use both for ingress and egress have a Friendly relationship. This allied NPC arrives as
reinforcements from Round 2 onward following the rules
described on p. 63; however, they may not use tears
Sitrep: Holdout (Lancer, p. 272)
created by Void Rend as an Ingress Zone.
Objective: Control the containment field generator by
the time the Countdown clock is completed.
MAP
Enemy Forces The facilities wing is a cramped, dense, building never
For 3 PCs: Lord Praya-Cannamos, “Titan”. Elite intended to accommodate mechs. The generator room is
Veteran Goliath (Power Knuckle, Pin, the largest space in this area. The ceilings are 3 spaces high,
Veterancy [+Hull], Legendary) providing just enough space for Praya to move. Individual
Khayradin Elites sections of wall (delineated with thick black lines on the map)
“Atropa”, Veteran Witch (Spread Suffering, are relatively fragile; each section is a single, 10 HP object.
Veterancy [+Systems], Void Rend)
Some corridors are blocked by doors. These doors are
“Ragwort”, Veteran Breacher (Thermal
destructible objects (see p. 85) that can be removed from
Charge, Veterancy [+Systems], Void Rend)
the map as a free action by a mech with Manipulators.
“Hellebore”, Berserker (Harpoon Cannon)
“Taxus”, Support (Empowered Cloud)
For 4 PCs: “Mandrake”, Veteran Breacher (Thermal
TACTICS
Several members of the OpFor – Praya, Hellebore, Snap-
Charge, Veterancy [+Systems], Void Rend)
dragon, Taxus, and Ilex – should be held as reinforcements.
For 5 PCs: “Snapdragon”, Berserker (Harpoon Cannon) These NPCs have been diverted from their defensive posi-
“Ilex”, Support (Empowered Cloud) tions around the bomb (see Combat 8A), which you can use
as an opportunity to make Praya’s reveal more spectacular
Reinforcements
by having her arrive at the start of Round 2.
Hold specific NPCs as reinforcements, including Lord
Praya (see Tactics for details). Ingress begins from Round 2 Atropa’s main goal in this combat is to use Spread Suf-
onwards from Ingress Zones on the edges of the map. fering to punish the PCs for grouping up. They can do
this most effectively while remaining in cover at or around
Sensors, using Blind against PCs equipped with long-
BRIEFING range Arcing or Seeking weapons, and forcing the PCs
The situation is desperate. Power readings are going hay-
to leave the Control Zone in order to respond.
wire, and there is precious little time before the bomb
detonates. But perhaps there is one last hope – not to stop Meanwhile, Ragwort and Mandrake open up approach
the blast, but to contain and redirect it. The PCs punch lines for Praya and destroy the PCs’ cover using Breach
through to the one area of the College with the least resis- Ram and Thermal Charges. This done, they attempt
tance: the facilities wing, which happens to house the to pick out and focus on isolated targets in the hopes of
controls and generator for the College’s containment fields. triggering Break Armor.
There is one problem: the fields are not intended to absorb Praya’s major goal is to reach the Control Zone as quickly
a blast of this magnitude, and will need to be reconfigured to as possible, using Boost to maximize speed and using
provide a single overcharged burst of shielding at precisely Crush Targeting on anyone threatening Atropa. Once she
the correct moment. This will not be simple; moments after reaches the Control Zone, she attempts to displace PCs
the PCs reach the generator, thermal charges detonate and by a combination of Power Knuckle, Grapple, and Ram.
the Khayradin Elites arrive to prevent their interference.
Hellebore and Snapdragon seek to pull PCs out of posi-
tion using their Harpoon Cannons, isolating them so
they can be picked on at leisure. They benefit from hav-
ing lines of approach opened up by the Breachers
(Ragwort and Mandrake), but should avoid ending their
turns adjacent to minimize friendly fire from Aggression.
[90] Section 3 // Shadow of the Wolf
3
COMBAT 8B: PERFECT PARRY
Taxus and Ilex attempt to keep their allies alive using Even a success may lead to character death as the blast
Restock Drones, moving aggressively to keep up with devastates the College. If it would be unsatisfying for
anyone looking to be at close range. They are good the PCs to die in their attempt to save the city, there
sources of Lock On and can Ram enemies to apply are several ways you can handle the consequences –
Prone, both of which are helpful for the more aggressive depending on your table’s tolerance for special treatment
NPCs whose weapons are less accurate. or deus ex machina solutions, and any plans you have
to continue the story.
Several members of the OpFor are equipped with Void
Rend (see p. 89). As with Combat 8A, the tears cre- The first and most practical escape route for the PCs is
ated by this system acts as their exit strategy. When they the tears in reality created by Void Rend. If a PC leaves
are close to the Control Zone, NPCs equipped with Void via one of these tears, they will be immune to any direct
Rend will create tears. The spaces adjacent to a tear consequences of the bomb’s detonation; follow the
can be used as an Ingress Zone, and in the final rounds description in Combat 8A for more detail regarding
NPCs will begin using the tears to leave the combat handling this possibility.
before the bomb detonates.
Alternatively, you could rule that the PCs are sufficiently
protected by their mechs that they can (barely) survive
OUTCOME the blast; that they have just enough control over the
If the PCs hold out until they can raise the containment
containment fields to focus them around themselves; or
fields, they can use the fields to mitigate and redirect
even that the PCs are indeed killed, but are replaced by
the major part of the blast. They may not have saved
cloned versions of themselves (see p. 80).
the College, but they will have saved many thousands of
people in the surrounding city wards of Throne Karrakis. However you choose to resolve the outcome, it is import-
ant to handle the detonation as you move on to Beat
If the PCs fail, they are forced away from the controls
11: The Wheel Turns with the seriousness and weight
and unable to activate the containment fields as the
it deserves, demonstrating the impact an attack of this
bomb detonates. As in Combat 8A, the consequences
nature has on the people of Throne Karrakis and the
for Throne Karrakis and its people are terrible, with loss
Baronies more broadly.
of life on a scale that is difficult to describe.
Section 3 // Shadow of the Wolf
[91]
BEAT 11: The PCs have one last opportunity to gather any clues
before the BUC begins its investigation. If they care to
examine wrecks or interrogate any captured pilots they
THE WHEEL TURNS may be able to gather some useful pieces of informa-
tion that they can use to solidify their understanding of
SCENE GOALS events and make a case during the inevitable debrief.
¥ Tie up all remaining loose ends If you plan to continue the narrative beyond the events
¥ Give the PCs the opportunity to have a major of this mission series, you might ask them to make skill
impact on Baronic politics, potentially even on checks to see what they can uncover; otherwise, you
the relationships between houses can simply give them any missing pieces of information.
¥ Set up a satisfying conclusion to the narrative
The debrief comes swiftly, as once again the PCs are
OR
dragged before officers of the BUC and Baronic Intelli-
¥ Leave one major dangling plot thread for
gence (perhaps meeting Lady Diana again). It is here that
continuing the narrative in future missions
the PCs can shake off the previous accusations against
them – a fairly trivial matter now – particularly if they impli-
In this beat, the PCs face the consequences of their cate Praya in the attack on the College, as her testimony
actions and we discover how the Baronies respond to was central to propping up the earlier accusations. As with
the attack on the College. the previous debrief, this is the PCs’ opportunity to share
everything they have learned and frame the attack in one
These scenes also act as a denouement, with final secrets
way or another, influencing Baronic politics once more.
being revealed and a conclusion that either neatly wraps
up the narrative or leaves open the potential for a con- This time, however, the debriefing is unlikely to be con-
tinued story. fined to the military and intelligence services – such a
public attack at the heart of Throne Karrakis might see the
The structure of this beat assumes that the PCs have
PCs hauled up as witnesses in front of the Ignoble House
succeeded and are still alive, though this may not be
or perhaps even the Baronic Council, at a meeting con-
the case (particularly if the PCs fought in Combat
vened by Prime Baron Karra-Bem and featuring Stonelord
8B). Even if the PCs made a heroic sacrifice or are
Hyderad-Cannamos (Praya’s father) as representative of
otherwise dead, it is still worth playing through parts
the House of Stone. How the PCs handle themselves in
of this beat to show the consequences of their actions
these scenes could have far-reaching consequences for
and how they mitigated the damage – both physically
the Baronies as a whole, and you can use this to give
and politically.
significant weight to their actions and words beyond
Ideally, you should allow the players of dead characters simply saving lives.
to participate in these scenes in some way: perhaps
clones of their characters were created, or they can
take on the role of various NPCs (perhaps ones
EXTENDING THE SCENE
During the political circus created around the attacks
related to their former PC’s background or sponsor,
and the likelihood of the PCs rapidly acquiring celebrity
or investigators from the BUC or Baronic Intelligence).
status, it might be helpful to ground the PCs using their
Base the specifics on how final you want those deaths
existing relationships. There might also be other narrative
to have been, and whether you intend to continue the
arcs you (or the players) want to resolve, depending on
narrative beyond the events of this mission series.
how the PCs have interacted with their fellow students.
A good way to extend the denouement and deal with
The most pressing issue for the PCs as they collect them-
the remaining loose ends is to play out small scenes
selves in the aftermath of the attack is likely to be the
with students and faculty – particularly those who are
BUC troops securing the area and attempting to arrest
Friendly or close to it. These scenes do not need to be
them. Not only are they still wanted as a result of the
lengthy, but you should give your players the opportunity
prior accusations against them, but they are now at the
to engage with the NPCs who are most important to them.
center of a fresh attack against the College itself. When
the security forces catch up with them, surviving students
and faculty (particularly those who are Friendly with the
PCs) will come to their defense, having seen the PCs
save the day first hand.
[92] Section 3 // Shadow of the Wolf
WRAPPING UP AND
3
WRAPPING UP AND NEXT STEPS
NEXT STEPS
CHANGING THE WORLD CONTINUING THE STORY
The attack on the College and its repercussions will, for You might choose to convey the outcomes above via an
better or worse, have a significant impact on the political epilogue, but there is an alternative: continuing the story
climate of Karrakis and the Concern. and exploring what happens next in play.
The future in which the attack succeeded and the PCs There are many directions the narrative can take, though
perished is the darkest. In that future, the House of Stone most importantly you will need to decide what happens to
and the House of Sand successfully goad the Baronies the PCs. Here are some options for how the story might
into war against their political enemies. If the Ungratefuls proceed – assuming that the PCs survived:
were blamed for the attack, a ground invasion of Sanjak ¥ Lord Hesketh or Lady Diana recruit the PCs for
begins, intended to destroy the Ungrateful leadership and
Baronic Intelligence, seeing a great deal of prom-
return Sanjak to the House of Stone – much to the dismay
ise and an opportunity to put a leash on the rogue
of Union and Republican-leaning elements across the
Hagiographic houses.
Baronies. If Harrison Armory was blamed for the attack,
war comes quickly to the Interest with strikes against the ¥ The PCs are contacted by Union’s Department of
Armory on New Madrassa and beyond sparking a flame Justice and Human Rights with a request to help
that ignites the entire Dawnline Shore. bring those responsible for attempted (or actual)
mass murder to justice.
If the PCs survived, perhaps some of the worst conse-
quences can be avoided – evidence presented against ¥ The PCs choose to go it alone, unhappy with the
House Cannamos and House Laurent might perhaps way that House Cannamos and House Laurent
be enough to undermine their leadership and reduce evaded repercussions for their actions, seeking
the support they enjoy. War still comes, but it is a war truth, justice, or revenge.
machine lacking full-throated support, and one that might ¥ Returning to the College, the PCs are hailed as
be stopped by diplomacy or revolution.
heroes, but face ever-greater political peril as para-
The future in which the attack failed but the PCs died noia and infighting amongst the nobility and those
is a complex and tumultuous one. Many lives are saved in power rises to unprecedented levels.
and perhaps the PCs are even regarded as heroes for ¥ The PCs leave the College and perhaps Baronic
their efforts. The shock of the attack pushes the Baronic
high society altogether, forming a Free Company
Council and Ignoble House onto a war footing, and House
– a Karrakin mercenary group specializing in mech
Cannamos and House Laurent both to the forefront of
combat.
political power, but not with the momentum to seek
immediate retribution against their imagined enemies ¥ The PCs are sent to war. Either to Sanjak, after
– though when it comes, and eventually it will, that war being recruited by Republicans to stop the House
will be bitterly fought. of Stone and bring an end to the blockade; or to the
Dawnline Shore, where they are called to fight Har-
The future in which the PCs both succeeded in preventing
rison Armory and its proxies in a bitter and drawn
the attack and lived is the brightest of all futures. House
out cold war that might flare hot at any moment.
Cannamos and House Laurent are disgraced, though
to the frustration of their enemies they are not entirely
unseated. The Stonelord and the House of Sand rush to
pin the blame on “wayward children” and other under-
lings “acting without authorization”, but their political
ambitions are blunted and the scandal tarnishing the
names of two powerful Hagiographic houses becomes
an endless supply of ammunition for Republican elements
seeking reform.
Of course, these are just some of the futures divined by
the augurs of the Xenoglossary; perhaps the Passions
have other plans...
Section 3 // Shadow of the Wolf
[93]
SECTION 4:
APPENDICES
APPENDIX I: PLAYER OPTIONS 96 APPENDIX III: NEW BONDS 106
APPENDIX II: NEW MECHS 99 THE FIREBRAND 106
TARAXACUM100 THE CELEBRANT 108
HECATONCHEIRES102 THE KNAVE 110
TAGETES104 THE SENESCHAL 112
APPENDIX I:
PLAYER OPTIONS
BACKGROUNDS
Noble Heir Pankrati
Example triggers: Lead or Inspire, Pull Example triggers: Apply Fists to Faces,
Rank, Read a Situation, Take Control Charm, Get Somewhere Quickly, Show Off
Through an accident of birth or the result of political The mech combat sport of pankration mekani produces
cunning you are set to inherit, and bear the weight of a great number of the BUC’s most talented pilots. What
great expectations. What relationship do you have with is your record in competitive matches? Which formats
your noble house? What do the people around you were your specialty? What motivated you to train for real
expect of you? How does that constrain you? combat? What did you find difficult about the transition?
Karrakin noble houses are hotbeds of political infighting. Talented pankrati frequently achieve great renown
Who did you have to step over to gain or retain your across the Concern and beyond. Do you have fans? How
position? Who supports you? Who seeks to usurp you? Why? do they see you? Do you indulge your celebrity status?
Second Choice Young Buck
Example triggers: Charm, Invent or Create, Example triggers: Assault, Blow Something
Survive, Word on the Street Up, Patch, Stay Cool
An entire industry exists to salve the existential ennui The BUC celebrates its “young bucks”, the talented
of young Karrakin nobility through travel and exchange soldiers who rise through the ranks as a result of skill
programs with Earth, Ras Shamra, and beyond. Where and dedication. How did you join the BUC, and what was
else in the galaxy have you been? What strange sights your role? What led to your meteoric rise? What obstacles
have you seen? Who have you met? How has this have you faced, and how did you overcome them?
affected your relationship with Karrakin society?
Tours with the BUC range from quiet peacekeeping
You benefit from great privilege, but have comparatively missions, through to hot wars on distant planets.
little responsibility. What is your relationship with your Where were you deployed, and what did you do there?
fellow nobles? With power? With your own privilege? How has that experience shaped you? What is your
relationship with war? With your fellow soldiers? With
Company Squire the people you helped, or hurt?
Example triggers: Assault, Get a Hold of
Something, Hack or Fix, Spot
The traditional path to becoming a kavaliere is to learn
from more experienced pilots as part of their support staff.
Who did you squire for? How did they treat you? What
were your responsibilities? What did you learn from them?
The Great Companies system is a political structure
unto itself. Did you squire for a noble house company
or a mercenary Free Company? Have you seen combat
with them? How has your company influenced you?
[96] Section 4 // New Options
4
GEAR EXOTIC PILOT WEAPONS
APPENDIX I: PLAYER OPTIONS
Monofilament Rapier
ARMOR Melee Pilot Weapon, AP, Exotic Gear,
The following Personal Armor is available to all pilots
Unique [threat1][2kinetic]
as pilot gear starting at LL0, and can be selected instead
of a hardsuit (see Lancer, pg. 110). A field-supported monofilament blade of
Smith-Shimano design capable of slicing
Personal Kinetic Shielding through armor, shielding, and other weapons
Personal Armor, Shield with ease. These swords are banned in formal
duels, but remain the weapon of choice for
BONUS +0 HP Armor 0
those who value efficiency above decorum.
EVASION 10 E-DEF 10 SPEED 4
Kinetic shields are a common choice for personal
The Wolf’s Blades
defense among Karrakin nobles. Despite lacking
Melee Pilot Weapon, Sidearm, Exotic Gear,
features considered vital by most pilots, such as strength-
Unique[threat1][1burn]
augmentation, mech interface components, and protection
against environmental hazards, shields have a few These strangely weighted hardlight knives
notable advantages over hardsuits. Most importantly, their were stolen from a feared pirate. Without
generator packs are compact and easily concealed, proper training, they are as dangerous to
enabling discreet use and providing protection with their user as to their target.
minimal impact on the user’s fashion choices.
While this armor is active, you cannot make ranged
attacks. When you are hit by a ranged weapon, reduce
EXOTIC PILOT GEAR
the damage by 1d6. If the damage is not reduced to The Blue Blood of Pangloss
zero, the shield burns out and is unusable until the next Gear, Exotic Gear, Limited 1, Unique,
Rest or Full Repair. Quick Action
A legendary medicinal liquid created by the Order
Xenoglossia. The Blue Blood of Pangloss grants
EXOTIC GEAR precognitive visions to its users, an ability that augurs
The following pieces of Exotic Gear can be acquired by spend a lifetime learning to use to its full potential.
PCs during the mission series. Some can be recovered Extended use causes sterility and a strange blue tint
from downed opponents, while others are gifted to the to the lips, tongue, and extremities.
PCs by Friendly NPCs (see p. 37).
Expend a charge to gain strange and unpredictable
insights into the future. These visions grant you +1
ADDITIONAL TAG: EXOTIC GEAR
Accuracy on all skill checks for the rest of this scene
Once acquired, this system becomes a permanent
when acting on the information they reveal, and may
part of the character, but does not increase their LL
have additional effects at GM discretion.
or count as a license rank for the purposes of gaining
core bonuses. If it is destroyed or damaged, it can The Blue Blood of Pangloss is impossible to reproduce
be repaired or reprinted as any other gear with no without access to specific Begi flora and the secret
penalty. Exotic Gear can only be installed or removed distillation techniques of the Xenoglossary. Unless a
during a Full Repair, like any other gear. Characters PC has both of these, it can only ever be acquired as a
may install or carry up to two pieces of gear with the limited-use reserve (at extraordinary cost). Those who
Exotic Gear tag at a time, but can own any number steal or abuse the Blue Blood often find themselves
of pieces with the tag. This tag is originally from No the targets of the Stygos Grammaton.
Room for a Wallflower (p. 10).
Section 4 // New Options
[97]
EXOTIC GEAR
Champion’s Favor Entangled Co-Consciousness Rig
1 SP, Shield, Exotic Gear, Unique 3 SP, AI, Exotic Gear, Unique
At the start of your turn, gain 1 Overshield. Your mech gains the AI tag and Champions, Guide My
Hands. This system is not an NHP and cannot enter
These mech-scale golden laurels granted to
cascade.
pankration mekani champions house a small but
sophisticated shield generator. The shield Additionally, if a hostile character or a structure damage
provides both protection and a distinctively check would cause you to become Stunned, you may
colored visual shimmer, referred to as a instead turn control of your mech over to its Entangled
champion’s “aura” or “halo”. Co-Consciousness Rig. If you do, you do not become
Stunned, but you cannot pick the controls back up or
By default, the aura created by Lady Kiriona’s turn over control to any other AI on your next turn.
Champion’s Favor is golden yellow, but this color
House Montmorency carried one of the most
can be changed during a Full Repair.
impressive win streaks ever seen under the
glittering skies of Ispahsalar into the
Kreoss, scoring victory after victory until
an elite team of Sand-men gave their lives
to extract the secret of their exceptional
performance.
Neurolink interfaces fitted with custom
paracausal entanglement systems connected
each of House Montmorency's pilots together,
allowing them to draw on each other’s
expertise and even subconscious reactions to
gain an edge in combat. Once the mystery was
revealed, rules committees were encouraged
to rule against the use of these systems in
the House Games. Other competitions followed
suit, and the minor house’s dominance finally
came to an end.
Champions, Guide My Hands
1/scene, when you make an attack, you may choose
not to roll, instead treating your attack as if you had
rolled a 10 on the d20. If this attack hits, it automatically
becomes a critical hit.
“Sometimes I see them when I dream. Don’t
tell anyone, will you? It’s like they’re
with me somehow, even after I jack out.
I know it’s not how the link works. It’s
more like… echoes, memories, only they’re
of things you never did, places you never
were, battles you never fought.
“Maybe somewhere out there, one of them
dreams of the golden fields – running
through them and dancing and laughing like
we used to, back before we were called to
fight.”
– Lady Karida, to her sister Zuleika
[98] Section 4 // New Options
APPENDIX II:
4
APPENDIX II: NEW MECHS
NEW MECHS
The following variant Frames can be taken at rank II
of their respective licenses instead of the base Frame.
They can also be acquired as Exotic Gear during this
mission series.
The Variant Frames are:
¥ RKF Taraxacum (Support): IPS-N Lancaster
Variant Frame. Gifted by Lord Castor or Lord
Tomas at Friendly.
¥ HORUS Hecatoncheires (Striker/Controller).
HORUS Balor Variant Frame. Gifted by
Stablemaster Imani or Lord Aloysius at Friendly.
¥ RKF Tagetes (Artillery). HA Sherman Variant
Frame. Gifted by Underbaron Iphianassa or
Captain Hedros at Friendly.
Section 4 // New Options
[99]
ROYAL KARRAKIN FOUNDRIES
TARAXACUM Support
Lancaster Variant Frame
Those who examine the House of Remembrance’s push to colonize its holdings in
the Dawnline Shore often highlight the parallels between Crossland’s exten-
sive rainforests and a mythologised Arrudyen past, as well as the political
pressure on the Liberal house from its Republican-leaning elements. Less
often examined is the pervasive cultural impact of the industry that has
been built – almost from scratch – to support the house’s colonial goals.
The Taraxacum has become almost synonymous in popular omnivids with the pio-
neer spirit of the colonial effort. The image of a heavy mech effortlessly
lifting gear, vehicles, industrial equipment, and even prefabricated building
components into and above the thick canopies is a symbol of Arrudyen power
in distant lands. Moreover, the Taraxacum is a capable military frame prized
by Karrakin commanders across the Dawnline Shore both as a mobility multi-
plier, and for its performance as an airborne early warning and surveillance
platform in support of ground operations.
CORE STATS CORE SYSTEM
Size: 2 Save Target: 10
Armor: 1 Sensors: 15 CROSSLAND-PATTERN
HULL SYSTEMS SURVEY SENSORS
HP: 6 E-Defense: 8 Initial Taraxacum design drafts called for
Repair Cap: 4 Tech Attack: +1 a highly sensitive, custom-printed sensor
AGILITY SP: 8 suite. Unfortunately, a litany of design flaws
Evasion: 10 ENGINEERING forced engineers on Crossland to fit the first
Speed: 6 Heat Cap: 8 prototypes with existing sensor modules meant
for high-altitude survey drones.
TRAITS Test pilots immediately took a shine to the
ROC SUPERLIFTER FLIGHT SYSTEM
replacement sensors despite their significant
The Taraxacum may hover when it moves. As long
power draw, referring to them as “God’s eyes”.
as it is only carrying objects or allied characters, it
Their ability to resolve terrain through even
may ignore restrictions on carrying caused by flight.
the thickest vegetation massively simpli-
At the end of any of the Taraxacum’s turns in which it fied wilderness navigation and landing, while
uses this trait, it takes heat equal to 1 + the total Size tuning them to pick up specific emission
of objects and characters it is carrying. bands conferred an obvious combat advantage
in high-density environments.
RELAY COUPLING
PRECISION FIX
When the Taraxacum targets an allied character
When you Scan a character, it cannot benefit from
within Sensors with a system or tech action, they
cover or being Invisible until the end of your next turn.
may use the Taraxacum’s Sensors and line of sight
for tech actions until the start of its next turn.
Omnispectrum Sensor Burst
Active (1CP), Quick Action, Efficient
MOUNTS
MAIN/AUX Scan all hostile characters within and below a Burst
MOUNT 4 area. You may apply Lock On to any characters
Scanned this way.
[100] Section 4 // New Options
4
RKF TARAXACUM
Section 4 // New Options
[101]
HORUS
HECATONCHEIRES Striker/Controller
Balor Variant Frame
Officially, the Hecatoncheires does not exist. Baronic Intelligence denies the
domestication of liturgicode seeds recovered from the Blanca Desert after the
Maw’s defeat on Khayradin, and instead the Hecatoncheires is described as a
local variant HORUS pattern group. The chassis is most frequently encountered
in the hands of Company Centimane, whose status as a Free Company (and the
occasional appearance of the pattern group elsewhere) lends a thin veneer of
plausibility to the official story.
On Free Sanjak, the Hecatoncheires is a weapon of terror, a nightmare given
form from haze and smoke. Revolutionary fire-teams have been known to trek
through tropical jungles and the monsoon rains for days, losing members
one by one as they are stalked by something just out of sight. Beneath the
waters of Ludra’s beach paradises, it is said a monster lurks – tearing
apart coastal communities and ships alike. In the deep tunnels, apocryphal
tales persist of a thick gray cloud that sweeps through and leaves nothing
but dust in its wake.
Meanwhile, a deep-cover DoJ/HR operation working with support from the House
of Dust has been trying to unearth solid evidence directly tying the Heca-
toncheires to Baronic authorities – a link that might be leveraged to rally
the Republican cause and finally ease pressure on Sanjak.
CORE STATS CORE SYSTEM
Size: 1/2 Save Target: 10 MYRIOS LONG-LEASH DIRECTED
Armor: 0 Sensors: 10 GREYWASH
HULL SYSTEMS Hard lessons were learned from the downfall
HP: 6 E-Defense: 10 of the Maw, harder even than those learned
Repair Cap: 3 Tech Attack: +1 from the invisible, unstoppable consumption
AGILITY SP: 6 of Bo. From those lessons came visceral ter-
Evasion: 10 ENGINEERING ror, perfected. Long-leash technology allows
Speed: 5 Heat Cap: 5 greywash swarms to operate persistently
apart from their hives and draw power from
TRAITS alternative sources while remaining under
DISPERSED PROFILE failsafe control of their operator.
When the Hecatoncheires is in soft cover, ranged
This operational safety comes as little
attackers receive +2 Difficulty instead of +1
comfort to the victims of MYRIOS swarms,
Difficulty.
however, as the swarms specialize in eating
away at their targets in hideous acts of
SMOKE AND MIRRORS
consumption barely tempered by their con-
The Hecatoncheires can always Hide in areas of
trollers’ instructions.
soft cover, regardless of engagement or enemy
traits and systems.
PANOPTES TARGETING
The Hecatoncheires’ Smart weapons ignore the
Invisible status of characters within Sensors.
MOUNTS
MAIN HEAVY
MOUNT MOUNT
[102] Section 4 // New Options
4
HORUS HECATONCHEIRES
Razor Hive
Drone, Quick Action
Deploy a razor swarm to a valid Blast 1 area within Sensors that contains no
hostile characters. Razor swarms count as Drones for the purposes of your and
your allies’ systems, talents, traits, and so on, but are otherwise treated as zones
on the battlefield. They do not obstruct movement or cause engagement, and
hostile characters cannot affect them in any way.
You may only have a single razor swarm deployed at any one time. The razor Enrage Swarm
swarm persists until the end of the scene or until recalled or redeployed as a Active (1CP), Quick Action,
quick action. Efficient
Razor swarms provide soft cover to allied characters that are at least partially Each hostile character in one or more
within their area. Hostile characters that start their turn at least partially within areas created by your Drones takes
the area or move into it for the first time in a round take 2 Burn. 4 Burn.
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ROYAL KARRAKIN FOUNDRIES
TAGETES Artillery
Sherman Variant Frame
The Tagetes was the product of a collaboration between the Karrakin Cavalry
College – whose kavalieres demanded a high-performance line mech that could
outmatch and outrange the now-ubiquitous Sherman Mk I across extended engage-
ments – and a collective of top Ispahsalari designers, celebrated for the
performance of their work in the House Games.
The initial production models exceeded performance benchmarks, but suffered
from a host of practical issues that only became apparent in the field. It
was only after extensive field-testing in the deserts of Tilimsan that the
Tagetes truly found its footing, as design revisions from the highly regarded
Fusilier variant quickly fed back into the mainline chassis – which is now in
mass production at fabrication plants across both the Concern and the Interest.
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 CHORAK SKIRMISH GEAR
Armor: 1 Sensors: 8 Tilimsan is a harsh proving ground for any
HULL SYSTEMS mech. Baking heat, scouring sand, dry light-
HP: 8 E-Defense: 8 ning, and treacherous terrain are challenge
Repair Cap: 4 Tech Attack: -1 enough for designers, but Company Tempeste’s
AGILITY SP: 5 technical requirements are just as uncompro-
Evasion: 7 ENGINEERING mising as the landscape. Popular rumor has
Speed: 3 Heat Cap: 8 it that one headstrong Ispahsalari artisan
who refused to integrate the company’s after-
TRAITS market modifications on aesthetic grounds
FUSILIER simply never returned from the desert.
When you install a ranged weapon on the Tagetes (or
during a Full Repair), you may change its weapon
TEMPESTE SYNCHRONIZED LONG SCOPE
type to Rifle. Weapons with their type changed in
You can attack with Rifles as though they had +5
this way gain Overkill.
Range, as long as Lock On is consumed during
the attack.
RANK DISCIPLINE
While adjacent to an allied mech, the Tagetes gains
SANDSTORM Heat Dispersal System
+1 Accuracy on all skill checks and saves.
Active (1CP), Efficient
ETERANE CONSTRUCTION When you Stabilize, you may activate this system to
When you Stabilize, you may choose one of the create a stationary Burst 2 zone of soft cover that
following in addition to other options: lasts until the end of your next turn. While benefiting
from this soft cover, you and allied characters may
¥ Reload all Loading weapons.
clear 1d3+1 heat as a protocol.
¥ Clear any burn currently affecting your mech.
¥ Clear a condition that wasn’t caused by one of
your own systems, talents, etc.
¥ Clear an adjacent allied character’s condition
that wasn’t caused by one of their own systems,
talents, etc.
MOUNTS
FLEX MAIN HEAVY
MOUNT MOUNT MOUNT
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RKF TAGETES
Section 4 // New Options
[105]
APPENDIX III: NEW BONDS
The bonds in this section are designed for use with the optional rules on p. 86–107 of Field Guide to the Karrakin Trade
Baronies. These rules and the bonds presented here are not necessary to play this mission series; however, if you are
using the optional rules, you can present these new bonds as alternative options to your players when they reach LL1.
The Firebrand, the Celebrant, the Knave, and the Seneschal represent four of the hundreds of minor Passions beyond
those universally revered across the Concern. Though they are not as prominent as the major Passions, each is for-
mally recognised by the Order Xenoglossia and incorporated into official readings. Those bonded to minor Passions
may find their influences particularly important in their lives or even reject them all the more vehemently.
THE FIREBRAND
MAJOR IDEALS
I addressed challenges with charisma,
iconoclasm, or dedication.
I expressed my heritage, background,
or beliefs through my actions.
I struggled with issues from my
burdens or background.
MINOR IDEALS
(PICK ONE EACH
SESSION)
I successfully challenged a
long-held or foundational idea.
I stood up for what was right
despite great risk.
I inspired others to revolutionary
action.
I fought even when the challenge
seemed insurmountable.
What gives you your powers? What do you fight for?
An unshakeable conviction or faith, the support and Freedom for the enslaved and indentured, justice for the mis-
solidarity of your comrades, the vivid memory of those treated and the downtrodden, an end to the established order,
you could not save. a better world for those who come after.
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4
The Firebrand
BOND POWERS (8 XP)
STRENGTH IN CONVICTION 1/SESSION FUCK YOU
When you openly declare your cause for all to hear, take When you break, you may take one last action before
+1 Accuracy and increased effect on your next skill you lose control. Gain +1 Accuracy and increased effect
check against a person who heard you. on this action.
SOLIDARITY ICONOCLAST
When you push yourself to help an ally with a skill check, You have increased effect when taking action against
they gain +2 Accuracy rather than +1. an entrenched institution, tradition, or long-held belief.
THE POWER OF FRIENDSHIP 1/SESSION TOGETHER WE ARE STRONG 1/SESSION
Name an allied or friendly NPC. As long as it is plausible When you successfully convince someone to join your
for them to do so, that NPC shows up to help for the rest side, each of your allies who witnessed the conversion
of the scene and the GM chooses one: clears 1 Stress.
¥ They suffer harm or personal cost to do so.
INSPIRING LEADER
¥ They send someone else in their place. When you roll in downtime for an organization you cre-
ated (Lancer, p. 55), you may roll an additional d20 and
¥ They bring trouble with them.
choose the highest for the final result.
¥ They won’t help you like this again until you do
them a favor. RAISE THE BANNER 1/SESSION
When you fly a flag, openly display an emblem, or prom-
TENACITY inently graffiti a symbol or slogan associated with your
When you push yourself to reroll a skill check, you may cause, you can attempt to provoke an enemy to act
take an additional Stress. If you do, gain +1 Accuracy. against you. The GM chooses one:
¥ Their response is hasty, or they make a mistake.
WEIGHT OF THE WORLD 1/SESSION
When you encounter someone who is imprisoned or ¥ Their response rallies more people to your cause.
oppressed, or who has suffered a great injustice, you ¥ They do not respond immediately, but you gain
may gain a burden. Until the burden is healed, you gain
increased effect on actions against them until they
+1 Accuracy and increased effect on all checks to help
do.
or aid them.
VETERAN POWER MASTER POWER
If you have two or more powers from this bond, you can You may only gain this power If you’ve taken four powers
choose a power from any other bond instead of one from this from this bond, including the Veteran Power.
bond when you would gain a power. You can do this twice.
DO YOU HEAR THE PEOPLE SING 1/SESSION
BOON OF REBELLION
When you speak to a sympathetic crowd, you can inspire
At the end of each session, if you can describe how some-
them to action. Name a cause or goal, and choose one:
one struggled against the established order, do so. Give
someone who participated in that struggle 1 XP. ¥ The crowd backs you up, lending you +1 Accuracy
and increased effect on all actions to achieve your
cause or goal for the rest of the session while they
are with you.
¥ The crowd is inspired to action, and for the rest of the
session they will attempt to achieve your cause or
goal on their own initiative. At the end of the session
(or when narratively appropriate), the GM describes
what the crowd has achieved and the consequences
of their actions.
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THE CELEBRANT
MAJOR IDEALS
I addressed challenges with
enthusiasm, indulgence, or
open-mindedness.
I expressed my heritage,
background, or beliefs
through my actions.
I struggled with issues from
my burdens or background.
MINOR IDEALS
(PICK ONE EACH
SESSION)
I embraced something I did
not fully understand.
I sought out and indulged in
pleasurable experiences.
I showed someone a different
side of themselves.
I managed to find joy in bleak
circumstances.
What gives you your powers? What is your greatest pleasure?
A cosmopolitan upbringing among many diverse cultures, Unique cuisines and street food from across the Diaspora,
a thrill-seeking drive that only grows when fed, a certain the fiery adrenaline high of combat, altered perception
awareness of death and the temporary nature of existence. and otherworldly experiences, convincing someone to try
something new.
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4
The Celebrant
BOND POWERS (8 XP)
UNINHIBITED1/SESSION BAD INFLUENCE 1/SESSION
When you indulge in an activity that brings you great You can convince a friendly NPC to take a risk against
joy, you or an ally who joined you may fill in a segment their better judgment. When you do, the GM chooses one:
of a burden. ¥ The consequences are severe.
INFECTIOUS ENTHUSIASM 1/SCENE ¥ You take the consequences.
When you convince an ally to try something new, they ¥ They’ll never do this again.
gain +1 Accuracy and increased effect on skill checks
related to that experience or activity for the rest of the
HOOK UP
scene.
You usually know how to get hold of things rare, expen-
sive, or otherwise scarce; if you don’t, you know who
BREAK BREAD 1/SESSION
does. You can always ask the GM exactly what needs
When you share a meal or a drink with someone, choose
to be done to acquire a rare item, and have increased
a person you shared with and pick one:
effect on all actions to do so.
¥ They clear 1 Stress.
FRIENDS IN STRANGE PLACES 1/SESSION
¥ You gain +1 Accuracy and increased effect on
When you visit a new location for the first time, you may
social checks against them for the rest of the scene.
declare that you know someone there. Give them a name,
and describe how you know them; they might be an old
LIVE AND LEARN
colleague, a contact, or someone unexpected from your
When you fail a Risky or Heroic check, the next check
past. They’ll be willing to talk to you, and maybe even
you make using the same trigger gains +1 Accuracy.
help you – but they might need some convincing first.
WHAT COULD GO WRONG? 2/SESSION
COSMOPOLITAN
When you or a willing ally makes a skill check, you may
When you encounter a new culture, subculture, or soci-
make that check Risky (or make a Risky check Heroic). If
ety, ask one of the following questions and get a truthful
you do, the person making the check gains +1 Accuracy
answer from the GM:
and increased effect.
¥ What does this group value?
THE GOOD STUFF 1/SCENE ¥ What does this group detest?
You always have a ready supply of alcohol, smokes, or
tasty snacks, with more than enough to share. Once per ¥ How can I best blend in?
scene in a situation where this helps, gain +1 Accuracy
You or an ally of your choice gets +1 Accuracy on their
and increased effect.
next skill check to act on the answer.
VETERAN POWER MASTER POWER
If you have two or more powers from this bond, you can You may only gain this power If you’ve taken four powers
choose a power from any other bond instead of one from this from this bond, including the Veteran Power.
bond when you would gain a power. You can do this twice.
THE BEAUTIFUL LIFE 1/SESSION
BOON OF THE OPEN MIND For the rest of the scene, you or an ally of your choice can
At the end of the session, describe how an experience defer the consequences of all skill checks. They all catch
changed or expanded your worldview. Give someone who up to you at the end of the scene.
shared that experience 1 XP.
If deferred consequences would cause you to break one
or more times, you are not removed from a scene but take
burdens as usual.
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THE KNAVE
MAJOR IDEALS
I addressed challenges
with resolve, ruthlessness,
or ambition.
I expressed my heritage,
background, or beliefs
through my actions.
I struggled with issues
from my burdens or
background.
MINOR IDEALS
(PICK ONE EACH
SESSION)
I set an impossible goal
and achieved it anyway.
I humiliated or brought low
a rival.
I took something important
or irreplaceable for myself.
I paid the price for my
ambition.
What gives you your powers? What would you give up to achieve your goals?
An upbringing where you had to take what you needed to Your dignity, your safety, your principles, your reputation.
survive, an uncompromising mentor who taught you tough
lessons, a heart hardened by betrayal or great injustice.
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4
The Knave
BOND POWERS (8 XP)
I’LL DO IT MYSELF 2/SESSION OUT OF MY WAY 1/SESSION
When an ally fails a skill check, you may attempt that When someone blocks your path or prevents you from
check yourself using the same trigger. Your ally still takes getting what you want, describe how you confront them.
any consequences from failing the check. You gain +1 Accuracy and increased effect against them
for the rest of the scene
RUTHLESS1/SESSION
When you would take a consequence, you may instead FROM HELL’S HEART
choose a friendly NPC who is present in the scene. That When you break and are removed from the scene, choose
NPC takes the consequence, and then becomes your an NPC who is present; they are also removed.
enemy.
EYES ON THE PRIZE
WHITE WHALE You may forgo clearing Stress at the start of your down-
Declare a nemesis (a major antagonist, a powerful organi- time. If you do, gain +1 Accuracy on the roll for your
zation, an abstract concept). When you score a significant downtime action.
victory over your nemesis, you and each ally who helped
clear 1 Stress. When you defeat your nemesis for good, WHERE THERE’S A WILL 1/SESSION
you or someone who helped you gains 1 XP. You may When you come across an impossible scenario or puzzle
only have a single nemesis at once, but may change your that seems to have no solution, describe your determined
nemesis during downtime. efforts to tackle it anyway. The GM chooses one:
¥ You uncover a solution, but it’s extremely danger-
SHOOT FIRST 1/SESSION
ous.
When you are tricked or double-crossed, describe how
you prepared for this scenario and are able to turn it to ¥ You uncover a solution, but it requires something
your advantage. The GM picks one: you don’t have yet (a specific person or object, a
key piece of information, backing or influence).
¥ You take the consequences, but gain +1 Accuracy
and increased effect against your adversary for the ¥ You confirm that it is truly impossible and clear 2
rest of the scene. Stress.
¥ You are able to avoid the consequences, though
BITE THE BULLET 2/SESSION
your allies may not be so lucky.
When you fail a skill check, you may clear 2 segments
¥ You get to act first. from any of your burdens to reroll it. You must keep the
new result. Whether you succeed or fail, you take any
HEARTBREAKER1/SESSION consequences from the check.
When you break something significant to another person
(a relationship, an object, hard-earned trust), gain +1
Accuracy and increased effect on all rolls against that
person for the rest of the scene.
VETERAN POWER MASTER POWER
If you have two or more powers from this bond, you can You may only gain this power If you’ve taken four powers
choose a power from any other bond instead of one from this from this bond, including the Veteran Power.
bond when you would gain a power. You can do this twice.
DO OR DIE 1/SESSION
BOON OF TRIUMPH When you make a Heroic skill check, you succeed on a 10+.
At the end of the session, describe how you got what you If you succeed, you gain increased effect as you achieve
wanted. Give someone who helped you 1 XP. your objective in spectacular fashion. If you fail, you suffer
increased consequences as you crash and burn.
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THE SENESCHAL
MAJOR IDEALS
I addressed challenges with
honor, loyalty, or integrity.
I expressed my heritage,
background, or beliefs
through my actions.
I struggled with issues
from my burdens or
background.
MINOR IDEALS
(PICK ONE EACH
SESSION)
I spared or extended grace to a
defeated opponent.
I stood by a friend or ally despite
dire consequences.
I swore a solemn and unbreakable vow.
I made restitution to someone
harmed by my actions.
What gives you your powers? What vow have you sworn?
An ironclad personal code of honor, a family legacy stretch- To never allow an innocent to come to harm; to preserve the
ing back centuries, the knowledge of your privilege and a traditions and uphold the values of your culture; to repent
sense of responsibility to those less fortunate. for an unforgivable mistake; to stand by your friends and
family, no matter the cost
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THE SENESCHAL
BOND POWERS (8 XP)
STEADFAST ALLY 2/SESSION FORBEARANCE1/SESSION
When you push yourself to help another character, you When you offer forgiveness or freedom to a defeated
do not take Stress unless they succeed. You still share enemy, the GM chooses one:
in any consequences by helping. ¥ They accept the consequences of defeat.
STEWARDSHIP1/SESSION ¥ They escape, vowing revenge against you and your
When a group of people, organization, or object you are allies. All allies present gain 1 XP.
leading or protecting would take losses, damage, or other
harm, you may instead take consequences (minor, typi- CHAMPION’S HEART 2/SESSION
cal, or major) in proportion to the harm they would suffer. When you or an ally makes a skill check to help a vul-
nerable or powerless person, gain +1 Accuracy and
MY WORD IS MY BOND 2/SESSION increased effect.
When you make a solemn promise or swear that you
will achieve a goal, take 1 Stress. When you fulfill that THE BEST KIND OF CORRECT
promise or achieve that goal, clear 2 Stress. You have a talent for dealing with institutions (governmen-
tal, academic, military) and navigating their bureaucracies.
CLARION When dealing with or managing large organizations you
When you speak the truth in full knowledge and without instinctively understand their rules, and can always cut
intent to deceive, everyone who hears you knows that through red tape or get a meeting with the right person.
what you are saying is true. In situations where this helps, gain +1 Accuracy and
increased effect.
RESPONSIBILITY
When you discover that someone important to you (a SHIVERS
trusted friend, a family member, a mentor or student) is When you enter a scene, you may take 2 Stress to ask
in danger, your next skill check to help them this scene the GM whether someone present is planning to betray
gains +1 Accuracy and increased effect. or cheat you and receive a truthful answer. This doesn't
tell you who, or how.
ITS OWN REWARD 1/SESSION
When you help or give to another character in a way
that causes consequences for yourself, you may fill in a
segment of a burden.
VETERAN POWER MASTER POWER
If you have two or more powers from this bond, you can You may only gain this power If you’ve taken four powers
choose a power from any other bond instead of one from this from this bond, including the Veteran Power.
bond when you would gain a power. You can do this twice.
DURENDAL, MY BRAND 1/SESSION
BOON OF INTEGRITY You may give a name to a weapon, ship, or other object
At the end of the session, describe how someone else made belonging to you or a willing ally. Once per session, the item’s
the right choice despite personal cost. Give them 1 XP. owner may invoke its name for +1 Accuracy and increased
effect on a relevant skill check. If the item is ever lost or
damaged beyond repair, the item’s owner gains a burden.
You can name multiple items, but a character may only own
one named item at a time. If they acquire a second named
item, the first loses this benefit.
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