Edge of Darkness

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Background

The Inquisition’s attention has been stirred by the discovery of a body on the Sibellus transit rail. This is not in itself an uncommon occurrence; however, the body, under forensic examination, showed extensive signs of surgical tampering and illegal organ-grafting indicative of heretical science. The Inquisition has kept the body and the incident under wraps and has determined it to be that of a missing hab-worker called Saul Arbest. Arbest was reported missing over a month ago by his sister, from his home in the dilapidated Coscarla Division area of Hive Sibellus. The Inquisition is interested in just how this heretical biocraft wound up in the body of this otherwise unremarkable citizen and dispatched a team of acolytes to covertly investigate matters.

Coscarla Division: Geohistorical and Demographic Overview

The Coscarla Division is a sub-district of Hive Sibellus on the Sector Capital world of Scintilla. Built on the remains of what was once the splendor of the House Coscarla Estates, the district is a seventy-kilometer square conglomeration of warren-like tenement-habs and their attendant infrastructure that has grown up between the vast ruined arches and fallen statuary of its noble past. The Coscarla was until recent years a relatively reliable low-hive district, predominantly populated by indentured labor classes, but has since suffered deprivation, disaster, and a loss in status thanks to a series of misfortunes and incidents. Primary among these have been the damage caused by unrestrained wildfires during the recent Reinholt Blackouts (the Coscarla being one of seventeen affected hive zones), although the long term withering of the fortunes of the Tantalus Combine, (see Addendum) had begun to have significant adverse effects long before that calamity. The Coscarla Division currently awaits Administratum revaluation of its status (projected due process time until preliminary ruling: 3-7 years standard), but unsubstantiated data indicates over 60% of the Coscarla is now effectively a waste/scavenger zone and the viable population is now confined to smaller sub-zones clustered around transit and utility access points. The division’s population is also in catastrophic decline, its infrastructure remains effectively crippled and lawlessness, poor social cohesion, and poverty all exponentially increasing.

Addendum: The State of the Tantalus Combine

The Combine, a long-standing cartel of several Houses Minoris of the Sibellan nobility has seen a drastic decline in its fortunes over the last decade. Its fall from power has been brought on by hostile competition from the Skaelen-Har Hegemony and severe damage to its assets and prestige endured during the period of intrigues and vendettas known popularly as the “Vthorran Promenades” [cert.ref: Activities of the Lucid Court]. The resulting effects on several districts of the Sibellus and Tarsus Hives, formerly under the Combine’s sway, have been profound. In the Coscarla Division where Tantalus was the majority power, the Combine has sold on the indenture contracts of thousands of skilled workers and the labor force that remains now works only to meet their master’s debts. As a result, whole swathes of families have been up-rooted or have deserted from the district, thus the effective economic and monetary input to the region is now negligible. The Tantalus Combine is suffering a long, drawn-out death and is kept going only by its own fading inertia and the legal wrangling over the disposition of its carcass. It has ceased to exist effectively as a cohesive organization or political entity.

Dramatis Personae

Acolytes

Dr. Hoyal

A former Sister Hospitaller who left do to an unhealthy interest in discovery via autopsy and poor bedside manner. (Erik)

  • Attrabutes: Brawn: 2; Agility 2; Intellect: 3; Cunning: 2; Willpower 3; Presence: 2; Wounds: 10; Strain: 14
  • Skills: Cool 2; Discipline 1; Scholastic Lore 2; Medicine 2; Melee 1; Resilience 1; Vigilance 1
    • Brilliant: 1/session, spend a story point to make a check with skill ranks equal to Intellect.
    • Surgeon (2): Heal 2 additional wound with Medicine checks
    • Knack For It (Medicine): Remove two setback from Medicine Checks
  • Gear: Light Laspistol (D5, C4, Short, Reliable), Callapsible Baton (D+2, C3, Melee), Vest (+1 Soak), Medical Kit

Decon Leversee

A talented preacher from a large upper-midhive cathedral. (Tim)

  • Attrabutes: Brawn: 1; Agility 2; Intellect: 3; Cunning: 2; Willpower 3; Presence: 3; Wounds: 11; Strain: 12
  • Skills: Charm 2; Cool 2; Coercion 2; Deception 1; Common Lore 1; Negotiation 1; Streetwise 1
    • Forceful Personality: 1/session spend a story point double strain inflicted or healed.
    • Bought Info: Pay 50 times difficulty of check to succeed a Common or Scholastic lore check
    • Clever Retort: 1/encounter, Automatically add 2 threat to another Character’s social check
    • Scathing Tirade: Make an Average Coercion Check, for each success one enemy suffers 1 strain, for each advantage, 1 effected enemy suffers 1 additional strain.
  • Gear: Ornamental Pistol (D4, C3, Short, Accurate), Ornamental Sword (D+1, Crit 3, Melee, Defensive), Underarmor (+1 Soak)

Hiver Jergor

A lower-hive survivor and scapegrace who turned from freelance work to the inquisition.

  • Attrabutes: Brawn: 2; Agility 3; Intellect: 2; Cunning: 3; Willpower 1; Presence: 2; Wounds: 12; Strain: 12
  • Skills: Charm 1; Cool 1; Coordination 1; Deception 2; Ranged 1; Skulduggery 2; Stealth 1; Streetwise 2
    • To Clever by Half: 1/session before making a check with Boost Dice, may double boost dice. Suffer 6 strain if this check fails.
    • Forager: Remove up to 2 setback from skill checks to find food, water or shelter
    • Rapid Reaction (2): Suffer 2 strain to gain +2 Success on Initiative Rolls
    • Unremarkable: Others suffer +1 failure to find or identify the character.
  • Gear: Stub Revolver (D6, C3, Short); 2 Hidden Knives (D+1, C4, Melee, +2 Black to Find); Underarmor (+1 Soak)

LT. Persyn

A youngish ex-PDF Lieutenant. (Karen)

  • Attrabutes: Brawn: 2; Agility 3; Intellect: 2; Cunning: 2; Willpower 2; Presence: 3; Wounds: 12; Strain: 12
  • Skills: Coercion 1; Cool 1; Discipline 1; Leadership 2; Melee 1; Perception 1; Ranged 2; Common Lore 1
    • Ready for Anything: 1/session flip a Story Point
    • Parry: Suffer 3 strain to reduce Melee Damage by 3
    • Knack For it (Cool): Remove 2 setbacks from Cool checks
    • Coordinated Assault: 2 allies within engaged gain +1 Advantage on all combat checks for 1 turn.
  • Gear: Lasgun (D8, C3, Long); Bayonet (D+1/+2, C4, Melee); Flak Vest (+2 Soak)

Bone'ead Norg

A well meaning and loyal Ogryn. Shown an aptitute to applied feats of strength. (Lisa)

  • Attrabutes: Brawn 4; Agility 1; Intellect 1; Cunning 2; Willpower 2; Presence 1; Wounds 16; Strain 11
  • Skills: Athletics 2; Brawl 2; Melee 2; Perception 1; Ranged 1; Resilience 2; Vigilance 1
    • Unnatural Toughness: +1 Soak
    • Just a Scratch: May roll Resilience after combat instead of Cool or Discipline. Gain 1 strain per success and 1 wound per 2 advantage.
    • Durable: Reduce Critical Hits by 10
    • Toughened: +2 wounds (Included)
  • Defensive Stance: Suffer 1 strain to upgrade melee checks against you. (1 round)
  • Gear: Handcannon (D8, C3, Short, Blast 4, Knockdown, Vicious 2, Cumbersome 4); Slab Shield (D+2, C6, Melee, Defensive 2, Cumbersome 4)

Tech-Adept Theta-7

An inducted adept of Mars who's been disterbed by the poor maintenance of the lower hive. (Mark)

  • Attrabutes: Brawn 3; Agility 1; Intellect 3; Cunning 2; Willpower 2; Presence 2; Wound 10; Strain 14
  • Skills: Computers 2; Discipline 1; Forbidden Lore 2; Scholastic Lore 1; Mechanics 2; Perception 2; Vigilance 1
    • Brilliant: 1/session, spend a story point to make a check with skill ranks equal to intellect.
    • Durable: Reduce Critical Hits by 10
    • Knack for It (Mechanics): Remove 2 Setback dice from Mechanics Checks
    • Knack for It (Computer): Remove 2 Setback dice from Mechanics Checks
    • Lucky Strike (Intellect): On successful Combat check, spend a story point to deal +3 damage
  • Gear: Arc Pistol (D4, C4, Short, Disorient 3); Arc Gauntlet (D+1, C4, Melee, Disorient 3); Energy Fields (+1 Defense), Omnitool

NPCs

  • Interrogator Sand: A senior agent of the Inquisition, scholar, and medicae. He comes across as a superior and somewhat jaded man. Sand was the one who briefed the Acolytes on the investigation into Saul Arbest, as well as the man who performed the original inquisitorial autopsy.
  • Saul Arbest (Deceased): Saul’s fate is the root of this investigation; this missing worker’s corpse and, in particular, its hidden modifications are the reason for the Acolyte’s involvement. In life Arbest was a man on the slide, laid-off from his indenture, without work, and without a future. He drank too much, used his mouth too freely, and paid a very heavy price.
  • Lili Arbest (Fled): Saul’s sister, Lili is a young woman grown old with worry before her time. She is a skilled worker who feared to leave Coscarla before the mystery of her missing brother was forgotten. The ransacking of her apartment was the last straw to her already shaken mind, and at the acolytes' urging, she fled to another district.
  • Preacher Fayban Zed: Wine-soaked, disheveled, and thoroughly useless religious minister of the Imperial Creed. He rarely leaves his small temple and conducts faltering services for the faithful. He was with Saul on the night that he vanished and held some of the secrets of Saul’s disappearance.
  • “Chord” Luntz: A minor boss for one of the greater narco-gang syndicates, Luntz is here to take the syndicate’s due from the low-hive's drug traffic. He is currently based out of the upper floor of the old "Worker's Union" public house, the lower of which is filled with a mix of his gangers and obscura-addicted clients. (Has not been encountered to yet.)
  • Director Sybas Moran (Deceased): The director of the Tantalus Alms House, Moran presents himself as a cold but efficient adept, administering a dwindling supply of alms and assistance for the good of the workers. In truth, he was a desperate man who knew he made a deal with the devil. He was killed by a violator implant when he was on the verge of talking.
  • Dr. Angelika Dumag: Hospitaller trained chirurgeon who works swing-shift in the hospice wing of the Alms House. Seemed to know something strange was going on, but was being willfully ignorant to keep helping the people of Coscarla.
  • RN Marleen Aipopo: The swing shift nurse who works the intake room at the Alms House. She became suspicious of the party after hearing a loud thump from the director's office. Was convinced to stay quiet after being shown the inquisitorial symbol.