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P LARIS
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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.
CREDITS
A Roleplaying Game by Philippe Tessier,
Raphael Bombayl & Francois Menneteau
Introductory
adventure
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
ARCHETYPES
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
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
-1
DAMAGE RESISTANCE
+0
STUN THRESHOLD
10
KNOCKOUT THRESHOLD
20
* Natural Ability
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
PER
INT
WIL
16
16
11
14
SECONDARY ATTRIBUTES
LUCK
13
REACTION
16
+2
DAMAGE RESISTANCE
-2
STUN THRESHOLD
14
KNOCKOUT THRESHOLD
24
* Natural Ability
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
SECONDARY ATTRIBUTES
LUCK
13
REACTION
15
+2
DAMAGE RESISTANCE
-2 (-4)
STUN THRESHOLD
13
KNOCKOUT THRESHOLD
23
* Natural Ability
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.*
PER
INT
WIL
PRE
12
14
13
16
13
LUCK
13
REACTION
13
+2
DAMAGE RESISTANCE
-2
STUN THRESHOLD
14
KNOCKOUT THRESHOLD
24
SECONDARY ATTRIBUTES
* Natural Ability
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
LUCK
13
REACTION
13
+0
DAMAGE RESISTANCE
-1
STUN THRESHOLD
12
KNOCKOUT THRESHOLD
22
* Natural Ability
environment
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
+0
DAMAGE RESISTANCE
-1
STUN THRESHOLD
11
KNOCKOUT THRESHOLD
21
* Natural Ability
environment
(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).
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
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.
LUCK
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.
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
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
+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
WOUND SCALE
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 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
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...).
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
ADVENTURE
Havoc on irminger
HAVOC ON IRMINGER
GM INTRODUCTION
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.
ADVENTURE
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
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
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
HAVOC ON IRMINGER
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.
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
Vitor Rossi (order #9016322)
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:
MODEL
Dam.
STR
Init.
Reach
Cost
Barehanded
1D6
Combat staff
1D10+5
11
+2
600
1D10+5
80
1D10+1
20
1D10
+1
10
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)
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.
Ammo. (Price)
Medium speargun
2D10+5
2/5/10/20 (30)
10
SS
500
1 (10)
3D10+3
1/2/5/10 (20)
13
SS
3,200
2 (120)
3D10+1
2/10/20/40 (60)
SS
900
30 (250)
N OW O N
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...
www.polaris-rpg.com
facebook.com/PolarisTheRPG
Vitor Rossi (order #9016322)
@Polaris_RPG