Expedition Into The Black Moon

We now understand some of the nature of the signal being received by the Master Models. We now possess our own methods of duplicating it, but this is reliant on a strange passive waveform emanating from the Black Moon, beneath the Geofront. If we ever want to deploy the Master Models again safely, then we must find the emitter for this waveform and bring it back to the surface; or at least secure the area so research teams can analyse it.

Requirements

Objectives

Primary Objective
Locate the Dimensional Waveform Emitter and return it to the surface if possible.

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Difficulty

Difficult. The Black Moon's chambers extend for miles and miles, are unmapped, and likely to be guarded by auto-defense systems.

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Special Circumstances

This Investigation will be a little different to usual- this time it will act as sort of a hybrid of an Investigation and a Mission. Mostly it'll be an investigation, but a special map will be created to facilitate it. It'll be using a variant of Suzune's DESU system, with an intent to use it in Persona in the future.

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Personnel Allocations

Minimum Allotments
Sera de Pteres, Zhang Yanmei, one Director
Maximum Allotments
Sera de Pteres, Zhang Yanmei, one Director, two other ICs, 1 horde of Infantry or Rare Infantry

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Equipment

Essential Equipment
MAGI Uplink. SENTINEL headsets (or similar) for all.
Recommended Equipment
Federal Officer Standard Outfit. Additional equipment for mobility (climbing tools, jet packs, demolitions).

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Outcomes

Objectives

Primary Objective Status
Locate the Dimensional Waveform Emitter and return it to the surface if possible. Success
Objectives of Opportunity Status
Access the Emitter peacefully Success

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Rewards and Consequences

+200 XP.
Black Moon gains a degree of operatability. +2 CP per Campaign Turn for the rest of the game, unless interrupted.
The Dimensional Waveform Emitter is secured. Opens up special events
+10% General Research bonus.
We have managed to procure enough parts to produce a single plasma-type weapon of the P-Scale variety, choose from: A Plasma Sword, Plasma Axe, Plasma Greataxe, a Plasma Accelerator, a Plasma Catapult, a Plasma Sniper Rifle or a pair of Plasma Pistols.
The Carefreer is free!

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Personnel Allotments

Allotments
Sera de Pteres, Zhang Yanmei, Kourosh Rustami, two Iron Guard Apostles, 1 Iron Guard Core Squad

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Equipment

Equipment
Sera: Tyrant Armour. Lance of Cassius, Combat Shield, Hyper Knife. 3x Posigrenades, 1x Claymore Mine. Combi-Tool, Magboots
Yanmei: Conqueror Armour. Excalibur, Hyper Sword. 2 Flashbangs, 2 Cracks. 1 Combi-Tool, Mediglove.
Vehicles
Gear

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Appendix

Environmental System Adaptations

(Unique Mechanic)
The Black Moon is a completely internal environment, utterly determined by the dormant starship's environmental control systems. As the systems of the Black Moon rouse themselves, the ability of the caretakers to eradicate any unwanted pests increases.

The Environmental System Adaptations are a collection of special actions that certain enemies possessing a System Control Diadem or Master Control Diadem can use.

  • If the user has a System Control Diadem, then the special actions are all a Full Action and only affect the room the user is in.
  • If the user has a Master Control Diadem, then the special actions are all a Half Action, and may affect any two rooms. The user may still only activate the Diadem once per round.
  • A user may also use their System Control Diadem or Master Control Diadem to deactivate an Adaptation, using all the usual rules for activating an Adaptation.

These Adaptations can be highly debilitating and dangerous, but thankfully not all of them can be used immediately; each Adaptation has an Alarm Threshold, where the 'Alarm' measures how active the Black Moon's internal defenses have become. Adaptations may only be used if the Alarm is equal or higher than their Alarm Threshold. Thus, the most dangerous Adaptations may only be used when the Alarm is extremely high.
The Alarm starts at 0, and increases by 1 for each of the following:

  • For every 2 rounds that pass
  • For every natural bearer of a System Control Diadem that is killed
  • For every round in which the natural bearer of the Master Control Diadem is in combat
  • For any non-Black Moon entity that uses an AT Power of ATP 10 or higher

However, the Black Moon is dealing with an ingenious foe- humanity. Whether one sees the lilim as pests, interlopers or the true scions coming to reclaim their birthright, the fact remains that they're highly adaptable and at this point, have experience with dealing with the ancient systems of the Ancestors. To this end, each Adaptation also has a Hacking Threshold, where 'Hacking' measures how deeply the investigation team has intruded into the Black Moon's systems. If the intruders' Hacking is equal or higher than an Adaptation's Hacking Threshold, then they can use that Adaptation! However, activating the Adaptation still requires access to a System Control Diadem or Master Control Diadem, and all of the same rules apply.
Hacking starts at 0, and requires someone to be manning the portable MAGI system. The investigation team is not restricted by Alarms, and so can use whatever Adaptation their Hacking level permits. It can be increased by 1 for each of the following:

  • Certain Investigation rewards
  • By taking a System Control Diadem from a slain enemy and passing a Tech Use or Security test on it (you may only make one test per seized Diadem!)
  • By taking a natural bearer of a System Control Diadem captive, then performing a Tech Use-30 test on them- you may only make the test once per bearer.
    • Similar to above, a natural bearer of a System Control Diadem can provide an increase to Hacking if someone compels them to do so via Suggestion or the like. Again, this only works once per bearer. You may either do this or the above action; you cannot do both to a single bearer.
The Adaptations themselves are below. Note: Where the effects say 'enemy' it means 'enemy of the bearer'. Some Adaptations may only be used several times per room; deactivating this Adaptation does not count as a use.
Name Alarm Threshold Hacking Threshold Effect
Ambient Light - 1 This Adaptation is special in that it starts on. It provides perfect light in every room, to the point that stealth tests take a -15 penalty so long as this is on. The caretakers of the Moon may not deactivate this Adaptation.
Biopoison - 5 Deploys Biorepair nanomachines that have been hacked into savaging the Biomachines. All Biomachiens in the room instantly take 5 damage or 10 mag, and lose 1 wound and 2 mag every round so long as they are in this room. So long as Biopoison is active in this room, the room may not benefit from Biorepair.
Disable Adaptation - 5 Once activated, characters may not activate any new Adaptations in this Room. Only three Rooms at once can ever benefit from this Adaptation. The wearer of the Master Control Diadem may override it with a Full Action.
Dormancy Subroutine - 5 This Adaptation reduces the Alarm by 1. It may only be used by the character with access to the MAGI, and requires a Tech Use-10 test, with the penalty increasing by -10 for every extra use. The caretakers will never use this Adaptation.
Sensor Control - 5 This Adaptation allows the investigation team to see the entire map.
Good Host Subroutine - 8 This Adaptation tricks all Biomachines into taking up a servile, non-hostile posture. They do not attack for the duration of this Adaptation. All Biomachines count as Helpless for the purpose of attacks during this time. During this time, the bearer of the Master Control Diadem is also non-hostile but if attacked, will instantly become hostile; it also never counts as helpless. It may be possible to reason with the bearer of the Master Control Diadem at this time…
Door Control 1 2 Increases the Path Cost for any enemy trying to move in or out of the affected room by 1 Turn.
Cover Deployment 1 2 Deploys a 2dm wide piece of cover somewhere in the room. The cover has 20 AP, and may not be deployed over existing cover. A Room may only benefit from this Adaptation four times.
Anti Gravity 2 3 Gravity in this room becomes disrupted. The room counts as 'Low Gravity', and anyone (inc. allies) who moves must take an Agility-15 or Acrobatics-15 test; on a failure, they instead move 1d3dm in a random direction.
Booby Traps 2 3 Deploys a series of easily avoidable traps within a room. Any enemy who charges or runs through this room must make an Agility Acrobatics test, or suffer a single hit from the 'Black Moon Booby Trap' weapon.
Biorepair 2 3 Deploys nanomachines that quickly set about repairing and restoring the Black Moon biomachines in this room. All biomachines in the room instantly heal 5 wounds or 10 mag, and regain 1 wound and 2 mag every round so long as they are in this room.
Targeter Drone 3 4 Tiny drones, no larger than a thimble, swarm out of the walls and hit one's targets with small spikes of radiation and other such things designed to help targeting. All enemies in this room count as being hit by a Markerlight so long as they remain within.
Turret 3 4 A plasma catapult turret emerges from the roof and will automatically attack enemies, using its deployers' initiative. This Adaptation may only be activated three times per room.
Negation Field 4 5 All enemies count as being Neutralised by 100%. Enemies with the Angel trait are instead neutralised by 400%.
Pacification Fumes 4 5 All enemies suffer a single hit from the Hallucinogen effect. A Room may only benefit from this Adaptation once.
Pesticide Dump 4 5 Nozzles flash open and spray your enemies with pesticide. All enemies take a single hit equivalent to being hit with a Pesticide Projector. A Room may only benefit from this Adaptation once.
Awaken the Caretaker 5 - The bearer of the Master Control Diadem activates, and now has perfect sight of all rooms and can enter play. This Adaptation activates automatically once Alarm reaches 5.
Direct Control 5 6 Assumes direct control of a Biomachine that is not bearing a Control Diadem. If it is a Biomachine taking control of another, then the affected Biomachine counts as being assisted on all tests. Direct Control in maintained until it is negated by someone turning it off.
Manufacture Reinforcements 5 6 Summons an Elite-tier Biomachine to the room within 5dm of the user. This Adaptation serves the user (and counts as automatically being under Direct Control as above). Elites summoned in this way never count as possessing a Control Diadem. It may only be used three times.
Rebuke Impudence 5 - Forces the investigation's Director to make a Tech Use-40 test; on a failure, Hacking Threshold is reduced by one, and the Director cannot use the MAGI Command or Tactical Genius talents until the end of their next turn.
Escalate Response 8 - All Biomachines gain a +10 bonus to all tests and +2 AP for the rest of the Investigation. This may not be deactivated, and may be used up to 3 times.

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Investigation-unique Traits

TRAITS
Name Subname Effect
Bio-Machine X This creature is a Bio-Machine of the Black Moon. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and its AP counts towards fire damage. However, it is still susceptible to mind control and mental attacks, but it is also fearless; if a situation would trigger that causes it to become afraid or fearful, it instead frenzies and treats all things nearby as an enemy. Bio-Machines possess the Armour Plating (X) trait.
Rending - Whenever this Weapon Furies, so long as it did damage, does no damage at all but instantly deals 1d5 Critical Damage to the target. A Rending weapon may only trigger this effect once per round.

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Investigation-unique Qualities

WEAPON SPECIAL QUALITIES
Name Subname Effect
Weapon Type Qualities
Plasma - This Weapon treats the target's Deflection as being 10% less per point of Penetration. When attacking a target at Melee, Point Blank or Short Range, it doubles its penetration. When Plasma weapons Fury, so long as they did damage, instead of dealing extra damage they instead gain the Acid (1d5) Quality for the duration of the attack.
Rending - Whenever this Weapon Furies, so long as it did damage, does no damage at all but instantly deals 1d5 Critical Damage to the target. A Rending weapon may only trigger this effect once per round.

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Investigation-unique Weapons

Name Class Range Rate of Fire Damage Penetration Clip Size Reload Qualities
Melee
Decontaminator Claws Melee Melee - 1d10+3R 4 - - Tearing
Plasma Sword Melee Melee - 1d10+4E 5 - - Plasma; Balanced
Scything Arms Melee Melee - 1d10+6R 4 - - Rending; Razor Sharp
Ranged
Pesticide Projector Basic Close (3dm) S/-/- 2d10E 6 - - Spray; Toxic (20), Snare (20)
Plasma Catapult Basic Medium (6dm) S/3/- 1d10+6E 5 - - Plasma
Plasma Accelerator Heavy Long (10dm) S/-/- 2d10+3E 6 - - Blast (2); Plasma
Traps
Black Moon Trap - - - 2d10X 4 - - Tearing

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