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N OW O N

P LARIS

TM

T H E R O L E P L AY I N G G A M E

Q U I C K STA RT G U I D E
For Promotional Use Only - Not For Sale Or Resale
Vitor Rossi (order #9016322)

Hegemony

E q u i n ox

Mediterranean
Union

Coral Republic

P o l a r A l l i a n ce

AND THE GREAT NATIONS

The World of the Deep

R e d L e ag u e

Vitor Rossi (order #9016322)

P LARIS

TM

T H E R O L E P L AY I N G G A M E
by Philippe Tessier
The Polaris RPG is set in a far future where the world
aboveground has become uninhabitable for the human species. Human beings have found refuge in the
depths of the ocean, where they try to somehow survive in spite of the many difficulties they encounter in
this hostile environment. The species degeneration
(characterized by the increasing number of sterile individuals and various genetic mutations), the perpetual wars that have ravaged entire colonies, the monsters, and, above all, the difficulty of exploiting natural
resources are the immediate problems encountered
by this civilization.
In this new world of silence and darkness, players can choose to become agents of one of the
underwater factions, mercenaries working to
keep afloat, or freelancers trying to establish their
own communities. No matter which side they pick,
they will discover that nothing is completely black
or white, and that humankind will need to unite
against a common adversity if it wants to survive.

Meanwhile, they will have to fight against all odds


and gear up as best they can, buying precious
breathing mixes or fluids. They will need to tinker, patch up, and stitch together their vessels.
Luck may smile upon them when they discover
brand-new equipment or one of the stashes left
behind by the ominous Empire of the Geneticians.
Their fate will be much darker if they happen to
stumble upon raiders or pirates. Adventurers will,
however, get a chance to gain fame and even influence the worlds destiny through their actions
and discoveries. Humankind is in need of heroes,
and empires can sometimes be born from simple
ideals.
All these elements and many others make up the
backdrop of this universe in which one great mystery prevails: the Polaris Flux (also called Flux or
Polaris Effect).

CREDITS
A Roleplaying Game by Philippe Tessier,
Raphael Bombayl & Francois Menneteau
Introductory

adventure

by Philippe Tessier & David Burckle

Illustrations: Simon Labrousse, Stephanie Bhm, Joel Mouclier,


Yoann Boissonnet and Geoffroy Djahal Thoorens, Jean-Christophe Hautebois
Translation: Jessica Banks, Katherine Calmejean, Yohann Delalande,
Franck "Booga" Florentin, Laurence Gillespie, Leslie Pierobon
Art Direction: Laura Hoffmann
Black Book Editions CEO: David Burckle
Polaris RPG. All rights reserved. 2016 Black Book Editions.
Promotional Item. May not be sold. Printed in France, 2016
Vitor Rossi (order #9016322)

umankind was forced to flee from


the surface and find shelter in
the seas. Why, you ask? We cant
exactly answer that anymore. It seems our
exile has affected our memory in some way.
What we know for sure, is that the world
we came from was ravaged by a war and
a climatic catastrophe, and was forever
changed. Water engulfed huge parts of the
dry lands; 12-mile-deep faults opened at the
bottom of the sea; the surface became uninhabitable.
Over centuries, we learned how to live in
this new and utterly hostile environment.
We succeeded thanks to the intervention of
some mysterious beings, the Geneticians,
who offered us the technology we needed
to survive. There was however, a price to
paythe price of servitude. We eventually
rebelled against these enigmatic masters,
and the Azure Alliance overthrew their empire. We accomplished great deeds after
the rebellion, and we even found ourselves
dreaming of a better future. However, the
dreams of men are often short-lived. Our
quarrels smashed our union to pieces, and

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very soon our personal interests were taking over again. The Alliance had crumbled,
and, from the chaos that ensued, a myriad
of small communities were born, each of
them with their own objectives.
Powerful nations were established: the Hegemony to the east of North America; the
Red League to the west of South America;
the Coral Republic around former Australia; the Polar Alliance to the north of former
Russia; and the Mediterranean Union to the
south of Europe.
Conflicts and rivalries once again brought
humankind to the brink of extinction, until
the Flux and its terrible destructive power
appeared. The Cult of the Trident was born
with the discovery of this strange energy,
originating from a nearby dimension. What
this energy is exactly, I do not know. Some
talk about a psychic force, a sort of universe
made out of pure energy and radiation, an
intangible manifestation of all that lives . . . It
remains a mystery. It is a fact however, that
some individuals are able to see and manipulate what we call the Polaris Effect.
The Priests of the Trident had kept the peace

According to an old Hegemonian saying, it is in the oceans darkness that


you can really measure the courage of a man . . .
Another proverb, from a forgotten author before the time of the Exodus,
says when you gaze into the depths of an abyss, the abyss also gazes
into you.

for years, with the help of a multinational


task force, the Watchers . . . But once again,
the thirst for power and scheming overcame
the will for peace. While an enemy known as
the Conscience effectively beheaded the
Cult of the Trident, fleets from the Coral Republic overwhelmed the other nations of the
underwater world. Devastated by civil war,
the Hegemony, once the most powerful nation, resisted the invader by throwing all its
forces into the fray. This led to a simmering
conflict that, to this day, still pollutes diplomatic relations. The tensions between nations have never been as strong as they are
now. Although from time to time a few voices
are raised to try and find a solution to this
crisis, no one knows what will happen.
This conflict has bled the underwater nations
dry. Many resources have been destroyed,
and the great fleets of vessels that the nations could once muster are now wrecks
resting at the bottom of the ocean. Military
forces are all but exhausted. The Watchers

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are deeply divided and weakened . . . Never


have the communities from the deep been
as isolated as they are today.
Furthermore, other protagonists have
revealed themselves during this crisis.
Contrary to what we had believed, the Geneticians have not disappeared. They still
work secretly to implement their arcane
projects. Strange beings known as Ternasets conspire against humankind from their
abysses. And on the surface, a mysterious
organization, the Iron Enclave, attacks the
interests of the underwater states.
And there is worse . . . What I have seen in
the Flux . . . The things that lurk there . . .
May the Trinity have mercy on us.

DEMETER Master of the Cult of the Trident

ARCHETYPES

The vast underwater realm that is now home to


what is left of humankind consists of a multitude
of states, most of which are very small in size.
They try to establish their idea of civilization and
to participate, on their own level, in the rebuilding
of a world in utter chaos. There are enormous
differences between the communities. The most
powerful ones have access to huge production
factories and cutting-edge technology. The weakest, in other words, 99% of them, have to settle
for tinkering and bartering to survive. While the
Hegemony can produce gigantic vessels like the
Atlantis, small states have to use all kinds of tricks
to maintain two or three half-rusted cruisers in
working order and carry out the upkeep of their
underwater microstations. This is a world of many
contrasts, where the high technology mastered
by a few is contrasted with the arts of tinkering
and makeshift repairing imposed on the great
majority.

Equinox is a city whose proportions are truly colossal. The city is 4,000 meters high. Its a huge octahedron, the central level of which is a square of four
kilometers by four kilometers. The whole structure
fluctuates in depth depending on the variation
of the flow. Its base may reach a depth between
-4,200 meters and -6,200 meters, and its top between -200 meters and -2,200 meters.
This fluctuation can be felt inside the city through
vibrations and the regular buzzing of the huge
machinery that moves the city and ensures its
stability. The first time someone comes to Equinox, they need a certain amount of time to get
used to the constant background noise.
Over 70% of the population of Equinox are huddled
together in the 13 levels that make up the Great
Bazaar. It is the largest existing market in the
world. You can find pretty much anything and everything on sale there.

You have got to see this city at least once in your lifetime, to be crushed by its majesty. This gigantic structure seems as if
it fills the entire ocean, illuminating the water with its thousands of spotlights. It looks like a golden beehive with hundreds
of vessels and majestic mammals buzzing around it. When the currents that surround it unleash their immeasurable power, it appears as a ghost city adorned with lightning bolts, an underwater city veiled with mysteries and intrigues.
Statement from a League diplomat, during his first visit to Equinox

Vitor Rossi (order #9016322)

ARCHETYPES

Archetypes
DIPLOMAT
The states and factions of the entire world live in a very fragile
equilibrium, sustained by a perpetual war of influence.
Youre not a soldier and yet your sphere of actionpolitics and
diplomacysometimes resembles a battlefield. No warships or
rifles, but tight negotiations, secret deal-making, fragile accords,
encounters where what isnt said is more important than the
official declarations... Not all combat takes place with weapons
and, in these diplomatic battles, the tactics are no less complex
than in a conventional war.
Sometimes, conflicts break out, sadly. Then its necessary to manage the crisis, find allies, and negotiate with
the enemy. Youre convinced that violence doesnt resolve everything. Its the last resort, and you know that
its possible to win a war without even having to fight,
through an effective diplomatic strategy. Its too bad if
this must be accompanied by more narrow-minded maneuvers and discreet manipulations. The whole world is
just one big game of chess for which there are no rules.
You were born in the Coral Republic where you were
trained to become a diplomat. For the last few years
you have been assigned to the diplomatic services in
Equinox. However, you are seriously considering taking
an extended vacation to travel and see the world.

SKILLS

ATTRIBUTES
STR

CON

COO ADA

BASE

10

10

N.A.*

PER

INT

WIL

PRE

12

14

16

14

18

SECONDARY ATTRIBUTES
LUCK

13

REACTION

13

MELEE DAMAGE MODIFIER

-1

DAMAGE RESISTANCE

+0

STUN THRESHOLD

10

KNOCKOUT THRESHOLD

20

* Natural Ability

SAVINGS: 9,900 Sols


PERSONAL GEAR: Communication jammers (level 6),
Communicator Global 12 + Computer (personal assistant, TL 4,
Gen. 4), holdout pistol, concealed knife.

COMBAT (MELEE): Armed combat (1+8)9


COMBAT (SHOOTING): Handguns (3+7)10.
SOC. RELATIONSHIPS/COMMUNICATION: Eloquence/Persuasion
(6+8)14; Empathic analysis (5+7)12; Socializing/seduction
(6+8)14.
KNOWLEDGE: Bureaucracy (6+5)11; Education/General culture
(6+9)15; Finding information (6+5)11; Knowledge of a nation
(Coral Republic, orig.) (6+13)19; Knowledge of a nation (Equinox)
(6+10)16; Knowledge of an organization (Coral Republic political
sphere) (6+5)11; Knowledge of an organization (Cult of the
Trident) (6+5)11; Knowledge of a nation (Hegemony) (6+5) 11;
Science/Specialized knowledge (Political Science) (6+7)13;
Science/Specialized knowledge (Law/legislation) (6+5) 11;
Science/Specialized knowledge (Geography) (6-3) 3; Science/
Specialized knowledge (History) (6+2) 8.
LANGUAGES: Foreign language (Neo-azuran) (6+5)11; Native
language (Isitacian) (special)
19; Specialized language
(Absolanese) (6+5)11; Ancient language (Azuran) (6+5)11.
SURVIVAL/OUTSIDE: Knowledge of an environment (underwater
cities and stations )(4+4)8
TECHNIQUES: Computing (6+5)11; Espionage/Surveillance (6+7)13.
SPECIAL SKILLS: Mental shield (4+9)13.

Vitor Rossi (order #9016322)

ARCHETYPES

MARINE COMMANDO
You are not a simple soldier.
You are a Special Forces soldier, and an expert in underwater combat operations. The underwater world is
not made for humans, but you have evolved to survive
and fight in these icy waters. Now you're (almost) as at
ease as a Hybrid. Okay, you still need diving exo-armor,
but that's the kind of machine one feels safe in.
You can't help feeling a little superior to other soldiers.
Your missions are tough and need major tactical and
technical preparation. Everything must be organized
and planned. There's no room for improvisation. That's
the difference between you and the limited operations
run by simple grunts. They can die by the hundreds like
cannon fodder, hoping to overwhelm the enemy with
their numbers. You cost too much to be sent to the battle without minimum prepping.
You were trained by the Mediterranean Union. You have
a perfect combat record and you were even an officer
for a while in the army. Then the Dark Reaper came, a
cyborg from the Polar Alliance who killed every member
of your team. Now you have left the army and you are
planning to go off on an adventure to find the Reaper
Rumor has it that he has left the Polar army.

ATTRIBUTES

SKILLS

STR

CON

COO ADA

BASE

14

14

16

N.A.*

PRE

PHYSICAL ABILITIES: FOF breathing (4+6) 10, Underwater maneuvering


(4+10) 14

PER

INT

WIL

16

16

11

14

COMBAT (MELEE): Armed combat (5+5)10 ; Hand-to-hand combat (5+8)13;


Martial arts (Wrestling) (6+4)10; Heavy weapons (Melee) (4+3)7
COMBAT (SHOOTING): Handguns (6+10) 16; Heavy weapons (6+5)11; Bows,
harpoon-launchers and crossbows (6+6)12; Shoulder-fired weapons/
Rifles (6+8)14.

SECONDARY ATTRIBUTES
LUCK

13

REACTION

16

MELEE DAMAGE MODIFIER

+2

DAMAGE RESISTANCE

-2

STUN THRESHOLD

14

KNOCKOUT THRESHOLD

24

* Natural Ability

KNOWLEDGE: Bureaucracy (2+1) 3;Education/General Knowledge (2+8) 10;


Knowledge of a nation (Mediterranean Union, orig.) (2+8)10; Knowledge
of a nation (Polar Alliance) (2+6)8; Knowledge of an organization
(Mediterranean Union army) (2+6)8; Strategy (2+1) 3; Tactics
(commando operations) (4+7)11.

SAVINGS: 45,600 Sols

STEALTH/SUBTERFUGE: Camouflage/Concealment (6-3)3; Stealth/Silent


movement (6+0)6.

PERSONAL GEAR: Dagger, Typhoon diving exo-armor, Heavy pistol


(with permit), Light handgun (supercavitation pistol), assault
rifle (supercavitation rifle), Plastitanium fibers armor (full).

LANGUAGES: Native language (Oceanian) (Special)15; Sign language (6+3)9;


Specific language (Neo-azuran) (2+7)9.
PILOTING: Armor Maneuvering (Underwater exo-armors) (6+9) 15; Armor
Maneuvering (External exo-armors) (6+5) 11; Piloting (Ground vehicles)
(6+0)6; Piloting (Underwater scooters) (6+1)7.
SURVIVAL/OUTSIDE: Observation (5+5)10; Orientation (6+5)11; Survival
(4+0)4. Knowledge of an environment (Oceans) (4+7)11; Knowledge of
an environment (underwater cities and stations) (4+5)9;

Vitor Rossi (order #9016322)

TECHNIQUES: Computing (2+1) 3; Electronics (2+3) 5; Mechanics (Exoarmors) (2+2) 4; Explosives (3+5)8; Soundscan analysis (4+8)12.

ARCHETYPES

PILOT
Fast. Stealthy. Lethal. This is the basic vocabulary of a
good fighter pilot.
It's extremely difficult to fight in this dark and cold underwater environment because you seldom see your
opponent directly. This means that you have to be cunning, and play with the distances and reliefs of the sea
floors, swooping down on the enemy before he can even
detect you. Fighters are ideal tools for that kind of thing.
Without the human factor, however, the tool is nothing.
Whereas the biggest vessels can count on numerous
crew members, you are piloting your machine alone.
This means that you have to be the best, be versatile, and be completely autonomous. At least you are
the only master and commander onboard! You have
trained hard to be what you have become today. You
deal with the hazards of the job, but you really hope
that someday your abilities will be fully appreciated. After all, you often are on the front lines...
You were born in the Hegemony, with the identity number OUR43268. Unfortunately, your tendency to not
listen to orders and your inability to break up a fight
have earned you a temporary suspension from duty.
Therefore, you have been sent to Equinox to join the
Watchers

ATTRIBUTES

SKILLS

STR

CON

COO ADA

BASE

14

13

13

N.A.*

PER

INT

WIL

PRE

17

14

16

12

10

PHYSICAL ABILITIES: Athletics (4+6)10; Endurance (3+5)8, FOF


breathing (3+5) 8
COMBAT (MELEE): Armed combat (4+6)10; Hand-to-hand
combat (4+0) 4
COMBAT (SHOOTING): Handguns (4+10)14.

SECONDARY ATTRIBUTES
LUCK

13

REACTION

15

MELEE DAMAGE MODIFIER

+2

DAMAGE RESISTANCE

-2 (-4)

STUN THRESHOLD

13

KNOCKOUT THRESHOLD

23

* Natural Ability

SAVINGS: 79,200 Sols


PERSONAL GEAR: Computer (personal assistant, TN 3/Gen.
3), Dagger, Heavy pistol, last chance pilot armor, second
hand Fulgur (worn : Integrity 20, Maneuverability 14, Damage
resistance 0, Armor rating 7, Speed 21 knots/on credit, debt
126,125),

SOC. RELATIONSHIPS/COMMUNICATION: Leadership (2+1)3.


KNOWLEDGE: Bureaucracy (6+4) 10; Cartography (6+2)8;
Education/General knowledge (6+9)15; Knowledge of a
nation (Equinox)(6+4)10; Knowledge of a nation (Hegemony,
orig.) (6+5)
11; Navigation (6+2)
2; Science/Specialized
knowledge (Arms/weapons systems) (6-2)4, Tactics (Naval
combat) (6+5)11.
LANGUAGES: Native language (Olosakian) (Special)18; Specific
language (Neo-azuran) (6+5) 11; Sign language (4+1)5.
PILOTING: Armor Maneuvering (Underwater exo-armors)
(5+1)6; Piloting (Underwater fighters) (6+8)14; Remote
piloting (6+1)7.
SURVIVAL/OUTSIDE: Observation (3+5)8; Orientation (5+5)10.
Knowledge of an environment (Oceans) (6+4)10; Knowledge
of an environment (Underwater cities and stations) (6+5)11
TECHNIQUES: Computing (6+1)7; Electronics (63)3; Mechanics
(Ships/Underwater Fighters) (6+1)7; Onboard weapons/
artillery (6+6) 12; Soundscan analysis (6+6)12.

Vitor Rossi (order #9016322)

ARCHETYPES

PIRATE
"Prepare to board!" Such clamor is sweet to your ears...
You are a predator of the seas, proud of who you are
and of your blood brothers and sisters. Let the enemy
shake, because you'll never let anyone get in your way.
Even if you enjoy fighting, you are not a mindless brute,
however; boarding a vessel needs a lot of cunning and
you are here to get rich, not die stupidly.
You know full well your occupation is legendary throughout
the seas. Many are the merchants who fear you, whether
they're right or wrong to do so. You are an outcast, but all
you want is to share the worlds riches more equitably!
Rumors about you make you smile. They think you're just
a bloodthirsty monster. Bullshit! You are no crueler than
many decorated generals... At least you can count on the
fear you inspire... Let's have a good catch, my fellow pirates, and tonight the drink will flow freely!
You have spent almost all your life in the Pirate Kingdoms,
moving from station to station, one crew after another.
The pirates have taught you everything you know and
you have joined a fellowship. Unfortunately, the group
was wiped out by the Watchers. It happened when you
had just found a treasure map a real one. Now, all you
can do is try to gather a few people who are up for an
adventure to help you get your hands on this treasure.

ATTRIBUTES

SKILLS

STR

CON

COO ADA

BASE

15

13

13

N.A.*

PHYSICAL ABILITIES: Acrobatics/Balance (4+1) 5; FOF breathing (5+0) 5,


Underwater maneuvering (4+8) 12

PER

INT

WIL

PRE

12

14

13

16

13

COMBAT (MELEE): Armed combat (4+12)16; Hand-to-hand combat


(4+8)12; Martial arts (wrestling) (3+7)10.

LUCK

13

REACTION

13

COMBAT (SHOOTING): Bows, harpoon-launchers and crossbows (4+7) 11;


Handguns (4+8)12; Shoulder-fired weapons/Rifles (4+7)11; Throwing
weapons (4+8) 12.

MELEE DAMAGE MODIFIER

+2

DAMAGE RESISTANCE

-2

SOC. RELATIONSHIPS/COMMUNICATION: Intimidation (5+5)10.

STUN THRESHOLD

14

KNOCKOUT THRESHOLD

24

SECONDARY ATTRIBUTES

* Natural Ability

KNOWLEDGE: Education/General Knowledge (4+6) 10; Gambling (5+5)10;


Knowledge of a nation (Pirate nations, orig.) (4+5)9; Navigation (4-3)1;
Tactics (Special ops) (3+0)3.
STEALTH/SUBTERFUGE: Stealth/Silent movement (3+0)3.

SAVINGS: 9,200 Sols


PERSONAL GEAR: Exo-alpha underwater exo-armor, Heavy
pistol, Knife, Saber.

LANGUAGES: Native language (Ithraxian) (Special) 16; Specific language


(Neo-azuran) (4+3)7.
PILOTING: Armor Maneuvering (Underwater exo-armors) (3+10) 13;
Armor Maneuvering (External exo-armors) (3+5) 8; Piloting (Light
ships) (4+0)4, Piloting (underwater scooters) (3+7)10; Remote
piloting (3+5)8.
SURVIVAL/OUTSIDE: Observation (5+7)12; Orientation (3+5)8; Survival
(4+4)8; Knowledge of an environment (Oceans) (3+9)12; Knowledge
of an environment (underwater cities and stations) (3+5)8

Vitor Rossi (order #9016322)

TECHNIQUES: Electronics (4+1) 5; Mechanics (Exo-armors) (4+5) 9;


Mechanics (Ships/Underwater Fighters) (4+3) 7; Explosives (4-3) 1;
Soundscan analysis (3+3)6.

ARCHETYPES

SURGEON
You are an orphan, but you were taken into care by
Cortex, one of the greatest companies in the underwater world. You were taught by the best medical and
surgical specialists. You could have done one of the
great courses in cybertechnology, genetics, or in one
of the other prestigious disciplines, but you quickly
understood that your desire for independence and
your frank way of speaking would never open the right
doors for you.
So you turned to emergency surgery, an area of medicine that matched your personality well but also happens to be the department of Cortex with the lowest
budget. Youre hardly rolling in money, but at least you
dont lack for work, and you dont soil your hands in
doubtful medical practices. Certainly, you too have
blood on your hands (its crazy, all the blood that a
human body can lose), but for good reasons. Are you
an idealist? No, no more than most people. You simply
know that you enjoy a certain immunity: no one shoots
the guy who might save your life. Thats your secret:
the people whose lives youve saved are innumerable
and, among them, there are several high dignitaries
and even a few crime bosses. Those guys know that
they owe you one.

ATTRIBUTES

SKILLS

STR

CON

COO ADA

BASE

11

12

14

N.A.*

PER

INT

WIL

PRE

14

12

16

14

10

SECONDARY ATTRIBUTES

COMBAT (MELEE): Armed combat (3+6)9; Hand-to-hand


combat (3+6)9.
COMBAT (SHOOTING): Handguns (3+6)9.
SOC. RELATIONSHIPS/COMMUNICATION: Empathic analysis
(4+0)4; Intimidation (3+1) 4

LUCK

13

REACTION

13

STEALTH/SUBTERFUGE: Pickpocket (4+0)4

MELEE DAMAGE MODIFIER

+0

DAMAGE RESISTANCE

-1

STUN THRESHOLD

12

KNOCKOUT THRESHOLD

22

KNOWLEDGE: Bureaucracy (6+3)


9; Finding information
(6+2)8; Education/General culture (6+6)12; Knowledge
of a nation (Equinox, orig.) (6+8)14; Knowledge of a nation
(Coral Republic) (6+2)8 ; Knowledge of an organization
(Cortex) (6+5)11; Science/Specialized knowledge (Biology)
(6+5)11; Science/Specialized knowledge (Medicine)
(6+10)16, Science/Specialized knowledge (pharmacology)
(6+5)11; Science/Specialized knowledge (Physics/
chemistry) (6+5)11.

* Natural Ability

SAVINGS: 7,200 Sols


PERSONAL GEAR: portable lab, first aid kit, Computer (personal
assistant, TN 3/Gen. 3), Medkit, 3stabilizing patches, light
pistol, knife, NBC suit

LANGUAGES: Foreign language (Azuran) (6+0)6; Native


language (Neo-azuran) (Special)16; Specialized language
(Metalan) (6-3)3.
SURVIVAL/OUTSIDE: Knowledge of an
(underwater cities and stations)(5+5)10

environment

TECHNIQUES: Computing (6+2)8; First aid (5+14)19; Surgery


(6+10)16.

Vitor Rossi (order #9016322)

ARCHETYPES

TECHNICIAN
Technology is great, as long as it's working properly.
And that's what your job is about. You are one of the
most respected people under the seas. Most people
make do with secondhand gear and breakdowns can
have dreadful consequences. Most of the time, nobody
pays attention to you, but at the first hiccup, you become a living god. You've got to admit it's pretty cool!
You have chosen to be an exo-armor mechanic. Of
course, you'd rather work on new gear and seeing it
damaged pisses you off. However, you have no choice:
like everyone else you have to salvage, fix, patch up...
Nothing is lost and you turn into a true scavenger as
soon as you come across a wreck to salvage the spare
parts you need so badly. It's best not to get stranded
in the middle of nowhere without being able to repair.
You were born in the Red League, in a medium sized
station. You have had a gift for mechanical work ever
since you were a very young child. You have been a
member of the Working-class for a while before leaving
your nation to follow you dream: working in Equinox
and getting to meet great names like Malgo Eight-Legs.
You have bought a small workshop but you still need
money and tools. To get them, theres nothing like working on the go... and looking for adventure.

ATTRIBUTES

SKILLS

STR

CON

COO ADA

BASE

11

12

15

N.A.*

PER

INT

WIL

PRE

12

12

16

10

SECONDARY ATTRIBUTES
LUCK

13

REACTION

12

MELEE DAMAGE MODIFIER

+0

DAMAGE RESISTANCE

-1

STUN THRESHOLD

11

KNOCKOUT THRESHOLD

21

* Natural Ability

SAVINGS: 19,800 Sols


PERSONAL GEAR: Portable computer (TN 3, Gen. 4), Electronic
toolkit TN 2 (+1), Mechanical toolkit TN 2 (+1), Dagger
(augmented damage +1), Medium pistol (extended range
+10%, augmented damage +2).

COMBAT (MELEE): Armed combat (3+8)11; Hand-to-hand


combat (3+1)4.
COMBAT (SHOOTING): Handguns (3+5)8.
KNOWLEDGE: Bureaucracy (6+1)7; Cryptography (6+6) 12;
Education/General knowledge (6+5)11; Knowledge of a
nation (Equinox) (6+5)11; Knowledge of a nation, origin
(Red League) (6+8)14; Science/Specialized knowledge
(physics/chemistry) (6+7) 13.
LANGUAGES: Native language (Olakar) (Special)15; Specific
language (Neolan) (6+2)8, Foreign language (Neo-azuran)
(6+5) 11.
PILOTING: Piloting (underwater scooters) (2+1)3; remote
piloting (4+9) 13; Armor Maneuvering (underwater exoarmor) (3+6) 9, Armor Maneuvering (external exo-armor)
(3+7) 10
SURVIVAL/OUTSIDE: Knowledge of an
(underwater cities and Stations) (4+5)9

environment

TECHNIQUES: Armory (6+5)


11; Computing
Electronics (6+7)13; Mechanics (Exo-armors)
Mechanics
(Ships/Underwater
Fighters)
Mechanics (Generators/Life Support Systems)
Security systems (6+7)
13, Traps (4+5) 9,
engineering (mechanics/Electronics) (6+5) 11
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(6+6)
12;
(6+9)15;
(6+8)
14;
(6+8)14;
Technical

GAME SYSTEM

Game system
The game system for the Polaris RPG 3rd Edition requires
standard 6, 10 and 20-sided dice (d6, d10 & d20).

HOW TO USE YOUR SKILLS


The Success Probability for your skill test is equal to your

SKILL LEVEL + ANY DIFFICULTY MODIFIERS THAT MIGHT APPLY.


Example : The pirate (presented in this leaflet) tries tofind drinking water in an abandoned Genetician depot. He
needs to make a Survival skill test to see if hes successfull with his research. His Survival Skill level is 9. He has
searched this depot before. The Gamemaster determines
that knowing where to find the necessary resources
would be a fairly easy task for him and grants him a +3
modifier. The Success Probability would then be 12 (9+3).
DIFFICULTY OF THE ACTION

SUCCESS OR FAILURE MARGINS


The Success Margin of a successful Test is equal to the result
of the roll (this is a direct reading: the aim is therefore to
roll the highest possible score that is still below the Success
Probability score).
The Failure Margin of a failed Test is equal to the number of
points over the characters Success Probability (taking into
account the Difficulty Modifier).
SUCCESS MARGIN

Degree of Success

Success Modifier

12

Just barely

+0

34

Decent

+1

56

Fairly good

+2

79

Good

+3

1012

Very good

+4

1314

Excellent

+5

1519

Perfect

+6

2024

Extraordinary

+7

FAILURE MARGIN

Degree of Failure

Failure Modifier

12

Just barely

+0

MODIFIER

Very easy

+7

Easy

+5

Fairly easy

+3

34

Mediocre

-1

Average

+0

56

Fairly bad

-2

Difficult

-5

79

Bad

-3

Very difficult

-7

1012

Very bad

-4

Extremely difficult

-10

1314

Terrible

-5

1519

Catastrophic

+6

HOW TO TEST YOUR ATTRIBUTES


Sometimes, a Test is not linked to a Skill but is instead
directly linked to an Attribute. For example, you can test a
characters Strength to see if he is able to lift a very heavy
object. In this case you simply use the level of the Attribute
in question.

ROLLING THE DICE


To work out the result of a Test, roll a D20:
If the result of the roll is EQUAL TO or LESS THAN the
Success Probability of the Test, the attempted action
has SUCCEEDED.
If the result of the roll is HIGHER THAN the Success Probability of the Test, the attempted action has FAILED.

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The Degrees of Success or Failure are descriptive terms.


Among other things, they allow the Gamemaster to describe
more precisely the result of the action: they are above all
guides and narration tools to help develop the atmosphere.

CRITICAL SUCCESSES AND FAILURES


CRITICAL SUCCESS
If the result of the roll is exactly the same value as the Total
Success Probability (thus taking into account the Difficulty
Modifier), you score a Critical Success. In this case, you
can add the Mastery Level (the second value mentioned
between parenthesis for each skill in the provided character
Archetypes) to the previously obtained score to increase
your Success Margin.

GAME SYSTEM

CRITICAL FAILURE

2. BASE INITIATIVE

If the die rolls a '20', then the result is a critical failure. In this
case, roll the d20 again and add the result to the Tests original
Failure Margin.

For the Quick Start rules the Initiative of each character is


equal to his Reaction Level.

LUCK

Actions are resolved in decreasing order of Initiative (the


fastest goes first), during their respective Action Phases.
Therefore, the character with the highest Initiative can
act during the first Action Phase. The Players perform any
required Tests in turn (any Attack Tests, for example), then
the GM announces the Actions and their results.

Luck is an Attribute that can be used at the discretion of


the Gamemaster to determine an events favorability toward
a character or his group. The Test is a normal Random Test:
the Player must roll a d20 and obtain a result lower than
or equal to the Luck level of his character. If the Test is
a success, the events become favorable to the character or
group of characters. A player can also spend a Luck point to
gain a clue from the GM or a +5 bonus on a skill or attribute
check.

OPPOSED TESTS
In these cases a characters actions are confronted by
another character. In this case, we refer to an Opposed Test.
This kind of Test is used during hand-to-hand combat, for
example.
Both characters first determine their Success Probability.
Then both roll their d20 and check whether or not their test
is a success.
If only one character rolled below his Success Probability,
he is the winner of the confrontation. His Success Margin is
the result of his die roll.
If both characters succeed at their Test, the winner of
the confrontation is the one who obtained the highest
score on the die or the highest final total after applying
any Critical Successes (so you need to roll a score lower than
your Success Probability, but higher than your opponents
score). The Success Margin of the winner is the number of
points he obtained over the losers score.
If both characters succeed at their Tests and get the same
score on the dice or the same final total after applying any
Critical Successes, the result is considered to be a 'tie'. They
both succeed in performing their action, but neither of them
manages to take the upper hand. Both opponents Success
Margins are 0.

SUMMARY OF A COMBAT ROUND


1. SURPRISE (IF APPLICABLE)
If one or more of the participants are at risk of being
surprised by their opponents (ambush, sudden attack, etc.),
they must perform a Reaction Test, to see if they can act.
Characters who fail their Test in the first Combat Round will
have a normal Initiative again during the following Round.

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3. RESOLVING THE ACTIONS

TYPES OF ACTIONS
During a Combat Round, each character is given the
opportunity to perform one of the following Actions:
A MOVEMENT, to move around in the area of the fight.
A COMBAT ACTION, often an Attack in Melee Combat or

with a Ranged-Combat weapon.


ANY OTHER SIMPLE ACTION that can reasonably be
performed in less than five or six seconds.
FREE ACTIONS are very fast actions that do not slow
down the character at all (saying a word, dropping an object,
etc.). As these actions are almost instantaneous, we will
consider that a character can always perform a Free
Action, before, during, or after a normal Action.

ATTACK & DAMAGE

MELEE COMBAT
Melee tests are resolved through an Opposed Test made by
each of the two combatants rolling on the Skill their chosen
combat technique is based on, which is determined by the
weapon they are using: Heavy weapons, Armed combat, and
Hand-to-hand combat.

RANGED COMBAT
A Shooting Test is a normal Test based on the appropriate
Skill. The Difficulty Modifier is essentially based on two
factors: the distance to the target and its size. The two tables
below indicate the Modifier to use:

DISTANCE

Modifier

Point Blank Range

+5

Short Range

+0

Medium Range

-5

Long Range

-10

Extreme Range

-15

GAME SYSTEM

SIZE OF TARGET
Tiny (around 30 cm)
Very Small (around 50 cm)
Small (around 1 m)
Medium (human size)
Large (around 3 m)
Very Large (around 5 m)

Modifier
-10
-5
-3
+0
+3
+5

THRESHOLD
5
10
15
20
25
30

Seriousness
Light Wounds
Moderate Wounds
Serious Wounds
Critical Wounds
Mortal Wounds
Sudden Death/Limb Destroyed

DAMAGE AND WOUND POINTS

WOUND SCALE

A character who hits his adversary will inflict physical


Damage points equal to:

The total number of Wounds that a character can receive


is limited. As soon as a character is wounded, the Player
must then tick one of the boxes in the Wound Scale of his
character sheet, as determined by the Wound Threshold
chart above, depending on the
Location of the hit and the severity
of the wound.
In each Location, when all of
the boxes of a line have been
ticked and the character
receives another Wound of
the same severity, the Player
should then:
1. Tick a box in the next
higher degree of severity.
2. Erase the Wounds
noted in the boxes of the
completed line.
Indeed, we will consider
that the total of the Wounds
inflicted at a certain level
of severity ends up
creating a wound of a
higher severity.

In melee: Weapon Damage roll + Success Modifier +


characters Melee Damage Modifier.
In ranged combat: Weapon Damage roll + Success
Modifier

To this base total of damage, you must also add the


Modifier for the target characters Damage Resistance.
The final total must be compared to the characters
Wound Thresholds: every 5 points of damage increases the
severity of the wound by one threshold. The wound inflicted
corresponds to the highest threshold crossed.

WOUND THRESHOLDS
Physical Wounds are classified depending on their level
of severity. Each level of Wound severity is associated with
a fixed Wound Threshold. As soon as the sum of physical
Damage Points inflicted becomes equal to or larger than one
of these thresholds, the character receives the equivalent
Wound:

Wound Scale
WOUNDS

HEAD

BODY

Hit location
table

RIGHT ARM LEFT ARM

RIGHT LEG

LEFT LEG

Penalties

Light (5)
Moderate
(10)
Serious (15)
Critical (20)

-1

-3

-5
-10

Mortal (25)

Impossible
action -15

Death/Limb
Destroyed

Death

Death

Impossible
action -30

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1D20
1-2
3-8
9-11
12-14
15-17
18-20

Location

Head
Body
Right arm
Left arm
Right leg
Left leg

GAME SYSTEM

Polaris Effect
The Polaris Effect lives inside all things and seems to
consciously act in certain circumstances. The manipulation
of the Effect is still in its infancy.
Use of the Polaris Effect is achieved in two steps: first the
character releases the Polaris energy that is inside him, then he
shapes it into a specific form that will be the effect of the power.
Step 1 : In terms of game play, you must first perform a
Mastery of the Polaris Effect Test to know if the character can
succeed in releasing the Polaris Effect while controlling it:
On a Success, the character releases the Effect and
maintains control of it. He may then shape the Polaris Effect
to use a specific power. Got to step 2.
On a Failure, the Polaris Effect is poorly controlled, which
may lead to consequences of varying severity (examples
: temperature changes, pressure changes, noises, itching,
dizziness, outages, seizures...).

Step 2: To use a power of the Polaris Effect, you must


perform a Polaris Power test corresponding to the power used:
On a Success, the power is triggered and produces the
expected effects. The Success Margin allows you to increase
the effects of the power. See Powers of the Polaris Effect
below.
On a Failure, the power is not triggered (and nothing
further happens).

Molecular Healing
Note: the character can use this power on himself.
The character can heal physical wounds (Location by
Location). If the Test is successful, the healed Location
immediately recovers a number of Wound boxes equal to
the Success Modifier.

Polaris Powers

ENERGY BOLTS

Disruption of Reality

Damage: 2D10, +2 points per additional bolt. It is possible


to spread the energy bolts in order to attack several
opponents at once.

Penalty to the actions: -1 - Success Modifier.


Area of Effect: 5 meters in diameter +/- Success
Modifier.
Max. Range from the center of the Area of Effect: 15
meters +/- Success Modifier.
Duration: 5 Combat Rounds +/- Success Modifier.
Reality seems distorted under the effect of this
disruption. Distances can no longer be estimated, senses
are disturbed, etc. For the whole duration of the power,
every Action performed in the spherical Area of Effect
suffers a penalty.

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Number of energy bolts: 1 + Success Modifier.

Range: 15 meters +/- Success Modifier.


Duration: 5 Combat Rounds +/- Success Modifier.
This power creates a number of energy bolts that inflict
physical damage. If the power is controlled, the PC chooses
his targets as long as he can see them. The attack Test
is performed with the Energy bolts Skill. Armors and
protections are usually effective against this power.
If the power is not controlled, the bolts randomly strike at
1D4 target(s) each Combat Round. An attack Test must be
performed with a Skill Level of 10 + Success Modifier.

ADVENTURE

Havoc on irminger
HAVOC ON IRMINGER

GM INTRODUCTION

The Player Characters are hired by services from the Cult


of the Trident to negotiate the release of Oscar Pevler, Cult
operative captured by an obscure pirate group. The trade is
supposed to happen in a small remote station to the east of what
is left of Greenland. Of course, not everthing is going to happen
as planned, because the package is not who he claims to be.
Although there actually is a Trident agent called Oscar
Pevler who was infiltrating the Hegemony, he is actually dead,
accidentally killed by Melane, the man who took his identity.
The latter suffers from the Polaris effect, which he is unable
to control, and Oscar wanted to take him to his leadership on
Equinox before he could become unstable and dangerous.
Desperate, Melane encounters two pirates and introduces
himself as a Trident operative. To serve their common
interest, Hans and Gilion offer to sell him to the Trident and
inform the Cult that they are detaining him. Since they want
to raise the price, they also make an offer to the Hegemony
but make sure to keep Melane in the dark about it.

PLAYER INTRODUCTION
Read this to your players before starting the adventure:
Your contact at the Cult of the Trident on Equinox (neutral capital of the Polaris setting) has paid you 10,000
Sols to travel and recover the merchandise, a person
from the organization. During the transaction, you need
to make sure that he actually is Oscar Pevler before concluding the trade. In order to do so, all you have to do is
take a genetic sample from the individual, then scan the
sample with the analyzer you have been provided (the
only memorized DNA in the device is Oscar Pevlers). If
he is an impostor, you need to head back to Equinox and
return the funds to your contact, minus 2,000 Sols for
your services.

The adventure begins as the PCs approach the Irminger


station. Feel free to tell the PCs what they know about the
station during the Player Introduction, or just after they dock.
You can have the PCs make Science and/or Geography tests to
determined their level of knowledge about the station.

THE IRMINGER STATION


The Irminger Station is made of rather typical and quite
dilapidated modules (reference: the colonists base in the

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THE CULT OF THE TRIDENT


The CULT OF THE TRIDENT
runs the neutral city of
Equinox, situated on the
Rockhall Threshold, and is the
keeper of the peace below the
seas, thanks to the international troops of the Watchers.
The priests of the Trident also
master the Polaris Effecta
seemingly infinite power. Led by Jason Helio, who bears
the title of Demeter, the Cult of the Trident is a relatively recent organization, founded in 373 to put an end
to the wars that ravaged the underwater world. This
group is both political and religious, and, as far as some
people are concerned, it could be humanity's last hope
for peace. For others, it is just one of the many great
powers that are constantly fighting to control the world.

James Camerons Aliens movie). It is rather large and mostly


used as a resting station for miners who work and spend
most of their time a few miles to the west. The station counts
about fifty permanent crew members, mostly technical and
maintenance staff, in charge of its upkeep. It is composed of a
central dome attached to several peripheral modules.
Irminger is a neutral station, unaffiliated to any faction, but
its leaders have made a deal with the local pirates so that
they can conduct their business and resupply. However, no
weapon is allowed on the premises.
Whether they have their own vehicle or whether the
Trident has provided one to them, the PCs are not allowed to
dock directly to the Irminger station, because of quarantine
and security measures. Their vessel must first join a
cylindrical structure equipped with several docking airlocks,
then wait for one of the stations shuttles to pick them up.
This structure can accept up to four small submarines, and
one is already docked when the PCs arrive.
After they arrive, the PCs can leave their vehicle and enter
the cylindrical structure, a narrow space where, squeezing in
tightly, only eight people could fit. There, each PC is examined
by a pilot equipped with a scanner to detect potential
concealed weapons (yes, explosives are weapons!). Now is not
a good time to make a stupid joke or have a coughing fit...
If the PCs do not make any fuss, the shuttle takes them directly
to the stations unloading dome, where they are supposed to
meet the pirates. The pilot, Corl Benton, a solid individual in
his fifties, bald and with a beard, is rather jovial. If the PCs ask
him questions about the pirates and the merchandise they

ADVENTURE

have to sell, Corl knows nothing and certainly doesnt want


to know anything.

DOCKING
The PCs shuttle docks at the end of the station, inside a
dome-shaped hangar/workshop resting on a cylindrical base
partially sunk into the seabed. In the middle of the hangar,
a small single-seat vehicle is floating on a pool, from which
a tunnel provides access to the ocean. The hangar holds
a repair workshop where several vehicles similar to the
scooter are parked. Some kind of underwater buggy and two
large exo-armors are in various states of repair. There are a
few technicians in the hangar at all times.
As the PCs disembark, they notice that the station seems
to be experiencing a few technical difficulties. Lights
flicker from time to time, technicians complain about
malfunctioning tools, etc. If asked, Corl tells the characters
that the stations has had problems with its generator for
several days. Resources may be scarce to perform suitable
repairs.
As they walk across the hangar, a worker shouts
Shit, take that away, TAKE THAT AWAY FROM ME!
The PCs see a worker
wearing a miners diving
suit without its helmet,
trying to remove the part
covering his right arm. A
small female and electronic
voice, says in a jovial tone:
Right arms breach security system
engaged, administrating topical anesthetic.
Amputation in 10 seconds, 9 seconds,etc.
The characters have exactly 9 seconds to
act and prevent the unfortunate miner
from painfully losing his arm then most
probably bleeding to death.
PCs can carry out Mechanic Tests to
deactivate the auto-destruction system or
try to stabilize the victim with a First Aid
Test.
Whatever happens to the miner, Corl blurts
Welcome to Iminger.
Next, Corl takes them to the meeting place at
the other end of the base, inside a warehouse.
Check the stations description to tell them
what they see along their way. Observant
characters can notice a few oddities: strange
temperature variations, fleeting electric
arcs running along pipes, unidentifiable
smells, strange discordant sounds (as if
someone was tuning a radio), and echoing
sounds (coming out of nowhere) in the
gangways. In every module that the PCs
travel through, someones grumbling

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about a piece of equipment. When asked about it, Corl


attributes this to small technical issues that will soon be
resolved, and complains about the lack of resources.
As they arrive at the other end of the station, the characters
enter a room similar to a docking hangar, where dozens of
crates, tools, spare parts, bags and various merchandise are
stored. In the middle of the room, two men who look like
pirates are standing next to an individual sitting on a chair,
handcuffed and wearing a hood on his head.

NEGOTIATION
The two men standing near the prisoner are pirates, Hans
and Gilion. These small-time thugs are not part of a pirate
fellowship anymore and are trying to earn some cash by
selling people. They know nothing about the man they
recovered, except that he claims to be Oscar Peveler, a
member of the Trident, and that he seems slightly ill.
Convinced that he is going to be placed into the care of
Tridents agents, Melane manages to control himself. He is
however increasingly weakened by his link with the Flux, and
the Polaris effect is starting to manifest all over the station.
The pirates do not waste any time in introductions
when the PCs arrive. They remove the hood from their
prisoners head and start the bid. The Hegemonians,
who are only a few hours away from the station,
have offered 15,000 Sols. Melane, who thought
that the deal was already sealed, starts to
panic but still holds on to the hope that the
members of the Trident are going to buy
him back.
Characters with medical or psychological
skills can easily detect that this man is
utterly terrified and quite sick. From
there on, the PCs can lead the
transaction in any direction they
want:
Melane starts calming down
if they seem reassuring by not
performing the genetic test right
away, and by attempting to buy him, for example.
They can also elevate the situation to a conflict
with tools recovered in the hangar. Beware that the
pirates are vicious. They already have found blades
to defend themselves, and one of them has a rivet
gun that he will not hesitate to aim at a PC or Melane.
- They can make a counter-offer, but the pirates
will want to meet the Hegemonians to get as many
Sols as possible.
Whatever happens, things get real when the PCs
start talking about a DNA test, because Melane
breaks down under the pressure of the
Polaris effect and starts fully channeling the

HAVOC ON IRMINGER

Flux energy, which will eventually consume him entirely, with


catastrophic results.
As a PC approaches him to perform the test, the rooms
lighting suddenly brightens then flickers, and electrical arcs
start travelling along the hangars walls. Melanes eyes roll
back and literally start melting whilst one of the two pirates
(Gilion) is suddenly vaporized right in front of the other
protagonists. The rooms temperature skyrockets and an
inhuman sound comes out of Melanes mouth.
The second pirate tries to flee as soon as the phenomenon
manifests. If the characters want to stop him, they have only two
Rounds before the situation in the room becomes unbearable.
If they want to survive, they have no other choice but to
head back to the hangar as fast as possible. All that is left
of Melane is suffering and hatred against anyone left inside
the room. His body is ablaze with the Flux energy, which is
devouring him from inside. He can only stay here, used as
an involuntary conduit for the devastating energy, until he
is totally consumed and has completely destroyed the base
(of which the duration is left to the GMs discretion). Only
then will the phenomenon stop. He is unaffected by attacks,
which may only accelerate the process. Touching him means
an immediate and definitive death.
If the PCs succeed in calming down Melane and manage
to somehow extract him from the station, he unleashes his
power due to the stress once the group reaches their vehicle.
It is very unlikely that the PCs would survive this kind of
outbreak of the Flux.

ALL HELL BREAKS LOOSE


Under Melanes influence, the Flux is unleashed in the
station. The PCs must not only escape from the incontrollable
effects released by Melane, but also find makeshift weapons
to protect themselves from some of the stations inhabitants,
who have been turned into raving lunatics by the Polaris
effect (exposure started a few days ago for them, which is
why the characters are spared). The description of the base
includes information about what an be found in each room,
what can be scavenged by the PCs, the phenomena they
encounter and potential adversaries or dangers.

BRIEF DESCRIPTION OF THE BASE


17: STORAGE ROOM: This is the room where Melane is
burning up. Four Rounds after the events begin, this room
is locked down and anyone who enters it will die instantly.
The access tubes: the tubes are constantly shaken and
twisted, but none of them is breached. Sparks run up and
down the pipes and electrical wires, but if the characters
dont touch them, they will be fine. They will need to carry
out Coordination Tests to move forward without falling.
Underground tunnels: The underground tunnels that
run under the stations are probably the safest way to cross
some of the rooms if the characters noticed them earlier.

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However, they are affected by a phenomenon connected to


the Polaris effect: Nightmare. Each PC who enters them will
be subject to terrible visions that may prevent them from
moving forward. They must therefore carry out a Willpower
Test every time they want to move. If a character fails, then
he must leave the tunnel as quickly as possible and by the
shortest route, followed by his imaginary monsters.
16: LABORATORY AND INFIRMARY: This infirmary
contains a treatment table, six medikits (for the needs of this
adventure, each medikit can be used to reduce the severity of
a wound by one level) and everything required to treat light
or serious wounds. There is also a bulletproof hyperbaric
chamber that can be used to save one of the characters, as it
can withstand the pressure outside the station.
Phenomenon: The temperature in this room changes rapidly
and it even varies in areas within the room. In some places, tiny
plates of ice may form, whereas in other areas the metal can
be white hot or papers can burst into flames. This is, however,
more of a hindrance than a real danger, and the PCs cannot
suffer more than 1 Damage Point because of this phenomenon.
14 AND 15: HYDROPONICS. These two huge greenhouses
are used for the bases hydroponic plantations. This is where
they grow tomatoes, some fruit, beans, etc. The room is
brightly lit by rows of neon lights.
Phenomenon: In here the presence of the Flux is very special,
almost calm. The technicians who are working here are standing
still, their gazes locked on the plants that are slowly, even gently,
curling their stems around them before burrowing under their
skin. At times, the atmosphere is disturbed by a thin grey fog in
which one can see strange inhuman silhouettes. There are two
dangers when moving through this room: the plants and the
grey fog. The plants will try to get hold of the characters. During
each Round, a character must carry out a Strength Test to see if
he can cross one square of the room. If he fails, he can try again
on the following Rounds, but with a cumulative penalty of -1
after each failure. A PC can help another if he succeeds his own
Test. In this case he carries out a Strength Test and gives a bonus
to the person he is helping, equal to his own Success Modifier. If
a player has a penalty equal to his own Strength, he is captured
and killed by the plants.
The second danger is the fog, which is a materialization of
the Flux into this reality, a passage to the other dimension.
For each square a character wants to cross, he must carry
out a Luck Test to see if the next square ahead of him will be
filled with this fog. If this is the case, then he can wait for one
Round and roll his Luck Test again, try to go around it or go
inside it. If he chooses the latter, the whole station disappears
around him and he finds himself at the edge of the Flux itself.
He still has a chance to turn around immediately, but if he
doesnt, then he disappears into the Flux forever.
13: HANGAR/SECONDARY WORKSHOP WITH DIVING
ARMOR: This secondary hanger has an airlock that leads

ADVENTURE

out into the ocean (two people can use the airlock at the
same time and it takes 10 minutes between two activations
of the airlock) and small workshops for carrying out repairs
and maintenance on exo-armor. Four medium exo-armor
suits are kept here. Four spearguns can also be found
here (medium speargun) and one of the armor suits has a
supercavitation pistol that can be dismantled. There will be
three raging technicians in here when the PCs arrive.
Phenomenon: There are no visible phenomena affecting
this room, but by paying close attention to this place, one can
notice little electric arcs travelling along the metallic surfaces
and over the armor suits. These suits may seem incredibly
interesting as a means of escape, but they are in fact a trap.
You can either let the PCs find that out for themselves or use
the pirate. If you choose the latter, the PCs arrive just as he is
getting into one of the suits and is about to attack them with it.
Brighter arcs begin to cover the armor as its systems go mad,
and then it activates its guillotine systems at the elbows and
knees. These systems are designed to protect a diver if his suit
is breached in the forearm or lower leg sections... in this case,
the poor pirate will have all four limbs amputated, this time
with no warning at all. If a PC tries the armor on, he can carry
out an Intelligence Test with a -2 penalty when the systems go
haywire to see if he can detect the danger and eject before its

too late. If he fails the test, he can still carry out a Luck Test
for each of the four systems. Every time he succeeds a Test
the guillotine system doesnt activate. The PCs (his friends can
help him) have 6 Rounds before he ends up in pieces.
11-12: WORKSHOPS/TECHNICAL LABS: These small labs
and workshops are nothing special, although the characters
can find some tools there that can be used as weapons.
However, if anyone thinks to rummage through the mess in
here, they might find two fluid diving suits and enough fluid
for both of them. This can provide an alternative escape
route for two of the characters... if they are trained in the
use of fluid, or if they are capable of resisting its use. These
suits provide 3 points of protection against Physical Damage.
Phenomenon: These two rooms are subject to a curious
phenomenon that prevents a person from entering if their
body is not adapted to it. Until that adaptation is done,
anyone who sets foot in there will have trouble standing
up, find it hard to breathe, feel dizzy, feel nauseated, etc.
To be able to enter this room characters must successfully
complete an Adaptation test with a penalty of -8. This
penalty is decreased by -1 for each attempt.
10: RELAXATION ROOM: This big room contains several
tables and a small bar. This is where the technicians come to
play dice games, card games, read or have a drink.
Phenomenon: When the PCs enter this room it is
completely empty. There are no chairs or tables left, only
the bar is still standing. In the center, a sphere of absolute
darkness is sucking in anything that enters the room. As
long as the characters dont enter the room they are safe,
however to cross it, they will need to keep as far from the
sphere as possible by hugging the walls and carrying out a
successful Strength Test. If a character fails the Test, he can
try a Luck Test. If he succeeds, he resists the attraction. If he
fails, he is annihilated by the sphere.
8 AND 9: DORMITORIES, REST ROOMS AND
BATHROOMS: These long modules are furnished with about
twenty bunkbeds and a space for the toilets and washrooms.
This is also where the crew members have their lockers
where they keep all their personal belongings.
Phenomenon: When the PCs enter this room none of the
14 technicians are insane. They are all lying on their bunk
with a strange shape floating above them, some kind of
nightmarish creature that is feeding on their mind. If the PCs
take no action, then they have nothing to fear in here, but
if anyone disturbs the feeding creatures, they will suffer a
devastating mental attack, which causes 6D6 Damage Points.
7: CAFETERIA/KITCHENS: This circular room is used
both as a cafeteria and a kitchen by the inhabitants of the
station. There are always about 10 people in here, but only
four of them will have survived and have gone insane. One of

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HAVOC ON IRMINGER

them is the cook and he is armed with a long knife (Damage


1D10). There are several kitchen knives to be found in here.
Phenomenon: Chaos has taken over in here. Tables,
chairs and kitchen utensils are flying around the room, but
they systematically avoid the insane crew members. Each
PC must carry out a successful Coordination Test for each
Round spent in this room or suffer 2D6 Damage Points after
getting hit by a flying object.
5 AND 6: STORAGE ROOMS: These two small storage
areas are mainly used to store food and water. There is
nobody in here and nothing that can be used as a weapon.
Phenomenon: Despite the chaos taking over the whole
station, these two rooms are strangely calm. In fact, there is
nothing to be feared inside, but anyone who wants to leave
these rooms will have to succeed a Willpower test with a
penalty of -2, or instead of leaving the room, they will find
themselves entering it again.
4: MAIN CONTROL ROOM: The main control room is a
circular room where all the basic control panels are located,
as are the Soundscan stations, the energy controls, etc. The
PCs will find two technicians here who have gone insane,
and more importantly the commander of the base who has a
weapon (a light pistol with a charger loaded with 15 bullets)
and is pointing it at his men. The commander is also on the
brink of madness and will not use his pistol, unless, in a last
moment of clarity, he turns it against himself.
Phenomenon: strident sounds and strange flashes of light
will hinder the concentration of anyone within this room
(except for the insane technicians). All Actions will be carried
out with a Difficulty Modifier of -2.
3: ENERGY STATION, OXYGEN FILTRATION SYSTEM,
WATER PURIFIERS, ETC.: This huge room is the heart of the
base. This is where all of the stations life support systems
can be found. The floor is a wire grill with lots of cables and
pipes running under the metal mesh and along the walls.
Phenomenon: The generator is overloaded by the Flux
energy and bolts of energy are shooting through the room
randomly, hitting anyone inside. Furthermore, strange,
ghostly figures can be seen in there. These shapes are those
of Flux creatures, but they cannot break through into our
dimension, so they are harmless. As for the energy bolts,
each PC will need to carry out a Luck Test for each Round
spent in this room. If the Test is a failure, he will suffer an
energy attack that inflicts 1D6 Damage Points + 1D6 per
Failure Modifier.
2: SMALL WORKSHOPS: There is a technician enraged by
the Polaris effect inside each of these workshops, as well as a
coworker lying dead on the floor in a pool of their own blood.
These rooms all have workbenches and small machine tools.
Small tools can be scavenged to use as weapons.

Vitor Rossi (order #9016322)

THE HEGEMONY
THE HEGEMONY is, for the moment, the most powerful nation of the underwater world. It
controls the trenches to the east
of what was once North America.
Under the rule of the mysterious
Patriarchs and High Admiral Viramis, it follows an aggressive
policy and believes that peace can only be brought to the
world beneath the seas by using force. With structures
like the gigantic Dome of Keryss, its two base-vessels
(the Artemis and the Atlantis) and its elite troops, the
Techno-Hybrids, the Hegemony has always had a certain
technological lead on its rivals, and more importantly, far
greater resources for production.

Phenomenon: The structure of each module is deformed by


the Polaris effect. The walls are twisting, the floor undulates
but the modules do not rupture. It is however very hard to
keep ones balance.
1: DOCKING HANGAR AND WORKSHOP: Here the PCs
can pick up several tools that could be used as weapons,
such as screwdrivers, wrenches, pipes, and battery packs
to charge rivet guns. The machines under maintenance
are unusable. Two persons can escape by using the small
scooter in the pool. The shuttle that is currently docked can
transport at most ten people.
If the PCs make it that far, they have to fight three enraged
technicians armed with various tools. Three others lie on the
floor, their skulls shattered. If he was saved in the adventures
first scene, the worker in the miner diving suit will get a grip
on himself and help the player characters to escape.
Phenomenon: Pressure is utterly altered here, and water
level is rising from the pool, flooding the room. After four
Rounds, PCs have water up to their ankles and some of it
starts flowing into the rest of the station. After six Rounds,
hatches leading to rooms 2, 5 and 11 lock themselves. Two
Rounds later, water rises to knee level. They have four more
Rounds to board the shuttle before the water level prevents
them from accessing it. Twenty Rounds after the beginning
of the phenomenon, the room is completely flooded.

TO BE CONTINUED
When they reach their vehicle, the sonar indicates a vessel is
approaching. The Hegemony is joining the party and will want
to know what has been going on... This could be the setting of
a future adventure you would want the PCs to explore!

ADVENTURE

Irminger station
Tunnel

Airlock

l e a d i n g t o t he
o ce a n

Hatch
Hatch and ladder
Tunnel

11

2
2

6ft

12

7
8

13

14

15

4
16

10
17
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HAVOC ON IRMINGER

ARCHETYPES REQUIRED
Station personnel: use the Technician archetype, but once they are under the influence of the Flux, they will be immune to shocks and
to the effects of wounds. They can only be taken out by a Mortal Wound.
Pirate (Hans): use the Pirate archetype. He has a light firearm. The PCs can easily form an alliance with Hans if it allows him to survive.
If the PCs help him, he will not betray them.

Weapons

REACH:

DAM.: Physical damage inflicted by the weapon.

FIRING MODE: Firing mode (firearms), with SS for single


shot, SB for short burst, LB for long burst.

RANGE: range of firearms, in meters (Short/Medium/


Long/Extreme). The maximum range is also indicated
between parentheses, beyond which a target is considered
impossible to hit.

Reach bonus of the weapon (melee weapons).

COST: Approximate value of the object, in Sols.


AMMO.

(COST): Magazine capacity (firearms), and cost of


ammunition (per magazine).

STR: Minimum strength to handle the weapon.

INIT.: Penalty imposed on Initiative (Preparation), caused by


the weight and/or the poor maneuverability of the weapon.

MODEL

Dam.

STR

Init.

Reach

Cost

Barehanded

1D6

Combat staff

1D10+5

11

+2

600

Monkey Wrench and similar

1D10+5

80

Screwdriver and similar

1D10+1

20

Iron pipe and similar

1D10

+1

10

Shark dDagger - Shark

1D10+2

200

Knife - Conger

1D10+1

120

Sword/saber - Capitan

2D10+2

10

-2

+2

600

Electric Booster

1D6

MODEL

Dam.

Range

STR

Init.

Firing Mode

Cost

Ammo. (Cost)

Light pistol

2D10+3

2/10/20/40 (60)

10

SS

800

25 (136)

Medium pistol

2D10+4

4/20/40/80 (120)

11

SS

1,100

17 (119)

Heavy pistol

3D10+2

7/35/70/140 (210)

14

SS

2,200

30 (170)

Light assault rifle

4D10

14/70/140/280 (420)

13

-3

SS/SB/LB

3,500

30 (170)

Rivet gun

1D10+5

1/2/4/6 (10)

SS

180

MODEL

Dam.

Range

STR

Init.

Shooting mode Price

Ammo. (Price)

Medium speargun

2D10+5

2/5/10/20 (30)

10

SS

500

1 (10)

Heavy repeater speargun

3D10+3

1/2/5/10 (20)

13

SS

3,200

2 (120)

Supercavitating pistol (light)

3D10+1

2/10/20/40 (60)

SS

900

30 (250)

Vitor Rossi (order #9016322)

N OW O N

"HUMANKIND WAS BORN IN THE SEAS AND IS NOW


COMING BACK HERE TO DIE."

-Vulrick the Mad

For centuries, wars and climatic catastrophes have ravaged the surface of the earth,
making it uninhabitable by all but the mutated and monstrous. Humanity, searching
for refuge, combs the worlds oceans and finds sanctuary... and more.
Welcome to POLARIS!

AVAILABLE IN 216
From Black Book Editions, the French publishers of the award-winning Pathfinder RPG, comes
POLARIS! A bestselling French post-apocalyptic sci-fi RPG system and setting that lets you
discover the darkness of the oceans...

Find out more on our website:

www.polaris-rpg.com
facebook.com/PolarisTheRPG
Vitor Rossi (order #9016322)

@Polaris_RPG