Professional Documents
Culture Documents
Corporate Solution
CREDITS
Design: J.M.Beraldo
Layout: K4
Cover Image: NASA
Internal Art: Ig Barros, K4
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
lESTER-cAMPBELL cOMMUNICATIONS
Formed by the fusion of two european communications giants, LeBell is one of the most influential
corporate states of the 22nd century, with electronic components produced or designed by the com-
panys many teams present in nearly every device on Earth.
Recognized as a nation in 2103 after the purchase of Abhkazia, formerly a Georgian state, Lester-
Campbell has began an aggressive campaign to expand its portfolio by acquiring small companies and
purchasing failed nations and cities. Such most recent endeavour was the acquisition of Kinshasa,
which has lead to conflict all along the Congo Basin.
LeBell became a known name on military equipment production after the development of combat
hardware, such as the Djien automata and the Patriot power armor, today used by the United States of
North America. This position has put LeBell at odds with Ashton-Lienfeld, previously leader of security
technology and training on Earth.
ASHTON-LIENFELD SECURITY
The history of the ALS goes back to the early 21st century use of private security forces to pacify
Middle Eastern and Asian countries. It was only thanks to that period of instability and governmental
dependency on private security that the Ashton Company was able to grow from a ragtag band of for-
mer military to a professional company operating all over the planet. But it was only in in the 2080s,
during the post-Revelation chaos, that Ashton had its chance to shine. As countries failed to enforce
law on dozens of countries around the globe, Ashtons services became a necessity. Unable to pay for
private security with money, many nations and corporations paid security forces with interest. Of these
forces, Ashton Company was the only with a stock investor as CEO.
In 2109, Ashton Company purchased military R&D company Lienfeld Labs and changed its name to
Ashton-Lienfeld Security, extending its operations not only to private and governmental security, but
also to the development of military technology. By 2125, ALS forces and equipments were been used
by most of the worlds armed forces, so it was not unexpected when ALS announced the purchase of
Darfur, including parts of Western Sudan and Eastern Chad. The ALS has been fighting a guerilla war
against separatists, muslim and christian radicals as well as berber tribes.
The colonization of Mars began in 2060 by a joint effort of private corporations with support from the
UN in an effort to create a new place for human life and a platform to reach the Asteroid Belt and the
outer Solar System.
A series of political and economical issues lead the project to several delays before any actual colo-
nists were sent to the red planet in 2075. Fueled by corporate interest in research and Chinas desire to
spread to other worlds, Mars grew in the form of several small colonization initiatives, domed villages
that aimed first at self-sufficiency and, then, expansion.
When Humanity stumbled upon a League of Worlds patrol ship at Jupiters orbit and chaos reached
Earth, the Mars colonies were left to fend for themselves. While many perished, others joined forces to
survive. In the final years of the 21st century, many declared independence from their parent nations
and corporations. Skirmishes between colonies and metropolises lasted for over a decade, with several
of these colonies reverting back to their financiers.
Now, 2147, Mars possesses dozens individual colonies called Colonial Collectives. Each Collective is
self-governed, but are considered client-states of some nation on Earth. Forced to pay taxes and abide
to the decisions of their parents on Earth, martian sentiment against earthlings is the theme of con-
spiracy theories and movies all over the Solar System.
Getting the players involved: Igor and Zan can Score Information
show up around any corner. Suspicious of the play-
0-5 Celonians were once a mighty empire,
ers activities, they may approach them to find out
part of the League of Worlds. But they
what are their plans for Mars and shadow them as
kept abducting humans for their experi-
they explore the collective. They may work as minor ments, which got them expelled from the
antagonists, especially if the party decides to per- League.
form illegal activities or use lethal force.
6-10 Anders purchased several replacement
parts for equipment he doesnt own, in-
Fire in the Sky cluding ship parts the yahidar freighter
Over sixty years ago, Humanity learned that aliens crew needs.
have been keeping Earth at bay to protect our cul-
11-15 Anders has been working on some sort of
tures. Still, Caio Borges (NG old human specialist secret device. Caio is sure it has some-
4) thinks there are more layers of lies in this story. thing to do with celonian mind probes,
Born in the EU province of Spain days before Revela- because people have been reporting
tion Day, Caio grew up among the fires of conflict, as strange dreams of the marsquake in the
criminal alien factions came to Earth as arms dealers region of the crater.
and mercenaries to fuel the ongoing chaos. Borges 16-20 Andrea is too perfect to be real. She is al-
family moved to the martian colony of Dodekatheon ways joyful and happy. Caio believes she
months before the declaration of independence. is hiding something dangerous.
Some might say Caio Borges was scarred for life 21+ It has been days since either Anders of
of the impact of aliens in human life. For decades Andrea ordered any food, but Caio is
now he has become obsessed with conspiracy theo- sure they had no supplies home to last
ries and hidden truths about alien influence on Earth that long.
since the Stone Age, and he has proof to show, he
confesses. Getting the players involved: As the Cydo-
After losing him job on a hotel for attacking a ce- nians owner, its easy to get the party involved
lonian diplomat - who he accused of abducting him with Caio, especially if Kopath or any other ce-
repeatedly since childhood -, Caio joined the effort lonian are present. Caio will look suspiciously at
to build Collective #42 from scratch. Today, Caio the celonian and may even accuse him of control-
owns the only trading post and watering role miles ling the minds of other party members in a plot
in any direction, the Cydonian Secret. to steal all his secrets.
Caio is probably the only local friendly to outsid-
ers. At least non-celonian outsiders. Caio believes Hangar 18
(and is not entirely wrong) that celonians (whose The crew of the cargo hauler Isaura has been
appearance is that of the classic grey aliens) have stranded on collective #42 following a serious
been manipulating Human history and genes for thruster malfunction. The problem is that there
centuries. are few parts at the collectives stores, all pur-
Caios reaction to the rumor mechanic differs from chased (but not yet recovered) by Anders. The
that of the marshall and deputy. Bluff and Intimida- parts now sit locked in hangar 18 waiting for its
tion work well (DC 13). A successful Knowledge (xe- new owner. Meanwhile, the crew quickly grows
nology) check DC 15 also works with Caio, increas- bored as they run out of money.
ing the score for the players. Diplomacy works, but, Montan (N yahidar rogue 2) is the captain of the
due to his paranoia, Caio is suspicious of nice people Isaura, and can be found most of the time at the
(DC 16). Caio does not trust celonians, any celonian Cydonian drinking and crying while watching re-
(like Kopath) who tries speaking with him imposes runs of his favorite human soap operas.
a -5 penalty on all tests. Caio stops answering if the Lacking creativity like most of his species,
score ever goes below 0, sure the party is part of a Montan reacts well to Bluffs (DC 10), especially if
plan to silence him due to his discoveries. the player adds knowledge about human culture
to his speech.
None of the trio is intended on killing or been Just as the party is surveying the area, a spybot
killed. As soon as any of them is seriously wounded shows up and begins to follow the party. The de-
by gunfire, they retreat, calling the sheriff if needed. vice is a turtle shell-shaped device with several
Only if Poul is killed does his sons go on a rampage, cameras and antennas. As long as it is nearby,
which may lead to their deaths. Andrea knows where they are. The spybot may
Searching the module will lead the player to a se- be destroyed (hp 5, hardness 3, AC 20).
ries of clues, including:
A datapad with an article on the anatomy of Energy Trap
alien synthetic life forms open; The lab entrance leads down a rough tunnel where
A print-out map of the nearby quadrant of the several ship parts are spread around the floor. A
Asteroid Best; knowledge (electronics) check by anyone trying
Mining for Dummies, a book aimed at the ba- to identify the equipment indicates some of these
sics of engineering on digging a safe mine. parts are active and connected, including an old
shield generator. If Andrea is watching, she will
At the GMs discretion, each of these items may turn the shield on as the party goes by, trapping
provide a +1 bonus on skill checks related to their one random character inside. Turning the trap off
subject matter. demands either blowing the shield generator up
But the most important clue is the amount of red (hp 10, hardness 2), which causes it to explode,
dust in and outside one of the modules apartments. provoking 1d6+1 damage to anyone nearby, or a
The use of the track feat (Survival DC 15) or a Per- use ultratech devices check DC 20 made by the
ception check DC 25 leads the party to a electroni- trapped person. Allies may help with the assist
cally locked trapdoor under one bed. Opening the rule using knowledge (electronics), use comput-
lock requires a Disable Device check DC 22. Use the ers or use ultratech devices. Another alternative
assist rules for the modules door here. Alternatively, is trying to overload the shield with damage. The
the players may try searching Anders computer with energy shield can take a total of 20 damage be-
a Use Computers check DC 15 to acquire the trap- fore failing for one round. The shield recovers 2
doors password. They may also find the password to hp per round on its own.
Hangar 18, if they are interested in retrieving Mon-
tans spare parts. Blast Door
The trapdoor opens to a rough tunnel into the The tunnel ends at a recently-installed blast door.
martian ground. A makeshift metal ladder was built The party will have to find a way to deal with it.
on the rocky soil. Portable lamps illuminate the way The door is pretty resistant (hp 30, hardness 10)
down into Anders hidden lab. and its lock well programmed (Disable Device DC
25). While the players try to find a way in, An-
drea taunts them either through the spybot or
Enemy Mine the intercom. The party has a chance to make
her open the door by either bluffing (DC 20) or
using diplomacy (DC 20) to convince her they are
You are not welcome here, says a female voice in there to make sure Anders is safe. Andrea is very
an almost cheery way. Please, go back. worried with Anders for the deal he is doing (she
knows only part of the story) and may accept
opening the door. Otherwise, she may get furious
Andrea monitors everything that happens in the lab with the party if they mock her relationship with
and the module and, while she had little control on Anders or Anders himself and may open the door
what the party did upside, she has full control of the for the opportunity to blast them into tiny bits.
lab. At first, she will play nice, saying Anders doesnt
like unexpected visits and that he would be angry Anders Lab
with her if they interrupted his work. But things get Andrea appears as a hologram. After a short ar-
a bit more tense as the players moves further into gument, she enters the jury-rigged robot and
the lab. Andrea, though, never loses her cheerful attacks. Elements on the environment may be
way of speaking. used against her:
ics) check DC 15, someone may pick up the right Investigation Outpost 9
cables to use against the robot. If successful, An- IO9 is part of an ancient network of small instal-
drea is stunned for one round. This trick will only lations created by a now defunct company during
work once as she learns from it; the mid-21st century space race. First of its kind,
The mass acceleration parts on the lab may this project called Stepping Stone aimed at sur-
be jury-rigged with a knowledge (engineering) veying mineral-rich asteroids for extraction. Cho-
or (electronics) to be used as a stationary mass sen asteroids would then be targeted for metal
driver rifle (dmg 2d8, Crit x3). The rifle needs to extraction. The project, though, was too much
be loaded very round. A roll of 5 or less causes it ahead of its time. The expenses of building and
to break permanently. It is not portable and can- maintaining mining ships were prohibitive and,
not be turned into an actual rifle; while the network operated for nearly a decade,
Andrea is stored in the labs computer. Someone excessive costs and two fatal accidents causes
may try to hack into the computer and transmit a the project to be shutdown.
virus into the robot. It takes three use computer Many of the Investigation Outposts have since
checks DC 20, once per round. Failure causes the been sold, scuttled or take over as trade posts,
count to restart. Each success imposes a -1 pen- habitats or even pirate hideouts. It was not the
alty on Andreas rolls, with the final roll causing case with IO9. Damaged by a collision with a
her to be deleted from the robot. Andrea realizes stray asteroid, IO9 was left adrift, powerless and
what is going on on the second attempt and will undetectable for nearly a century. Anders stum-
try to push the player away from it, not shoot- bled upon it by pure accident while running tests
ing at it in fear that she may accidentally hit the with his prototypes in space. Realizing a hidden,
computer. Destroying the computer does not unknown installation in space could be a great
stop Andrea, as she has a copy of herself in the asset, if not just simply cool, Anders has been
computer and another on the robot. diverting funds from his project to fix IO9.
the docking arm too hard. All players must save Re- higher ground and cover for a surprise at-
flex DC 15 or suffer 1d6 damage. tack.
The docking arm leads the party through a tight
tunnel towards IO9s main cargo bay. Without player interference, Anders and the
Old Man discuss the deal made with the ALS. An-
Encounter of the Third Kind ders says the prototype is ready, but he wants
As the party arrives on IO9, Anders is meeting up to see the money first. The thoyykoth walks for-
with Johnnie Old Man Perry, commander of the ward and offers the suitcase, opening it up. In-
mercenary unit Wildcards. The meeting place is a side there are several platinum bars.
vast cargo area filled with crates large and small and Anders nods his agreement and uses a data-
discarded equipment. Debris still cover some areas. pad to activate a cargo bot then hidden inside a
Anders had considered simply opening the area to pile of rubber. The cargo bot brings a crate on its
vacuum on an attempt to clean it up, but figured forklift hands, which it deposits on the floor. The
there might be something useful in one of the con- thoy checks opens the crate: there is a cylindrical
tainers. equipment with several tubes and cables inside.
There are several entrances to the cargo bay as The thoy closes the crate and takes it away. That
well as a two levels of catwalk around and across the is when the Old Man informs Anders he must
area with metal stairs and ladders connecting each come with them. ALS orders. There is a short
level on different parts. Anders and the Old Man are discussion as Anders says this was not part of the
on the ground floor, where a yahidar soldier with a deal and the Old Man said his extraction has al-
ylian hound (in fact a six-legged pseudo-reptile with ready been paid for. This is when Anders has the
a furry mane) and a thoyykoth holding a suitcase cargo bot attack the Old Man, effectively getting
watch from a few feet back. A total of six other mer- in the away so he may escape.
cenaries patrol the area, walking the catwalks and The Old Man orders his men to capture An-
nearby tunnels alone, just in case Anders had some ders alive, which doesnt mean they cant hurt
surprise planned. him. Half the group stays to destroy the cargo
This encounter is aimed at allowing playing to act bot while the others (the hound keeper and the
as they see fit, as there are several ways to resolve beast included) go after Anders.
it, including just watching to see what happens. A The alert goes off informing of the self-destruc-
few examples of actions include: tion systems activation.
Trying to neutralize one mercenary at a time,
sneaking on each of them and taking them out The Running Man
silently. There is plenty of cover to use (+5 bo- Here is where things get complicated. The party
nus on Stealth checks), but any noise may get must find Anders and his datapad, but not only
the other mercenaries attention. As the merce- there are armed mercenaries intended on cap-
naries are patrolling the catwalk, there is always turing him, but the whole place is set to explode.
the chance another mercenary will spot the at- But the risk wouldnt be real without the clock
ticking.
tacker or the downed mercenary, calling out an
Write the number 60 on a piece of paper. Leave
alarm;
it visible to the party. Every round in combat or
Searching the nearby halls, a player may locate doing general actions reduce the counter by 1.
one of the stations terminals. With a success- Moving on a rush costs 2, walking 3 and moving
ful Use Computers check DC 20, the player may stealthily 4. Searching a room or disabling a lock
turn off both the lights and gravity of the cargo costs 5. When the timer reaches 0, the IO9 self-
bay. Every one taken by surprise by that must destructs, killing anyone still inside.
make a Reflex save DC 15 or be staggered for IO9s layout is a maze of dimlu lit halls and
1d4 rounds. After that period, moving in zero- square rooms built around a larger cargo bay.
gravity becomes troublesome, requiring Reflex Arms lead out to the stations docking arms.
saves DC 10 for any movement, with failure The actual layout is irrelevant. The GM should
meaning 1d3 nonlethal damage for collision with place encounters and count time as she sees fit
based on the action going on.
other objects;
Below some of the most important areas of IO9
Go guns blazing. This may not be the easier of
are described, as well, as the encounters players
options, as there are too many opponents in the are expected to face during this part of the ad-
cargo bay, though taking enemies by surprise venture.
may be a good option. A good idea is to spread
out on the catwalks and use the advantage of
Mercenary duo: The party comes across a pair of neer. The ytian hound stays several feet ahead of
mercenaries searching for Anders. This encounter his keeper, rushing forward as he gets a scent and
may look differently depending on how the party is stopping to stalk if he hears anything. This en-
moving. Roll perception checks if the party is trying counter may come up in different forms: the ytian
to be discreet or have them prepared for the party, hound stalks the party and tries to ambush them,
taking cover behind bulkheads or throwing stun gre- pouncing on one of the player characters; the
nades otherwise. party finds the keeper alone and, as they attack
him, the hound comes back to help; or maybe the
Wildcards (human warriors 2nd) XP 200 each house is just outside a locked door (where Anders
Int +2; Senses Perception -1 is at?) waiting for his keeper to come open it up.
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex,
+1 dodge) Ytian hound (animal) XP 600
CMB +3; CMD 16 Int +6; Senses low-light vision, scent Perception
hp 11 (2d10) +10
Fort +3, Ref +2, Will -1 AC 14, touch 12, flat-footed 12 (+2 Dex, +2 nat-
Melee knife +4 (1d4+1) ural)
Ranged carbine +5 (1d8+3) CMB +4; CMD 16 (20 vs. trip)
Feats Dodge, Point-blank Shoot hp 22 (3d8+9)
Skills Climb +4, Intimidate +3, Stealth +2, Survival Fort +6, Ref +5, Will +2
+3, Use Computer +3 ferocity The ytian hound remains conscious and
Gear carbine, knife, light vest can continue fighting even if its hit point total is
below 0. It is still staggered and loses 1 hit point
Mercenary Junkie: The party stumbles upon a each round. The creature still dies when its hit
bizarre case: a mercenary addicted to a symbiotic point total reaches -17.
rock snail. The rock snail is a fist-sized creature cov- Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
ered by a coral-like shell that attaches itself to the blood rage When this creature takes damage in
hosts neck. It feeds on the hosts nutrients and, in combat, on its next turn it can fly into a rage
exchange, offers it a +2 fortitude and will save bo- as a free action. It gains +1 to damage and at-
nuses as well as 5 temporary hit points. After the tacks and +3 hp, but takes a 2 penalty to its AC.
hosts death, the rock snail looks for a new host. The rage lasts as long as the battle or 1 minute,
Removing it from a living host is impossible without whichever is shorter. It cannot end its rage vol-
killing the snail. A player may choose to use the rock untarily.
snail. In that case, anytime the snail is visible (which Feats Improved Initiative, Skill Focus (Percep-
will probably be often, due to its need to attach to tion)
the hosts neck), the player suffers a -2 penalty on Skills Escape Artist +6, Perception+10
all Charisma-based rolls.
Hound Keeper (yahidar expert 2nd) XP 135
Wildcard Junkie (human fighter 2nd) XP 400 Int +0; Senses low-light vision Perception +7
Int +5; Senses Perception +4 AC 13, touch 10, flat-footed 13 (+3 Armor)
AC 18, touch 11, flat-footed 17 (+7 armor, 1 Dex) CMB +0; CMD 10
CMB +5; CMD 16 hp 12 (2d8+3)
hp 16 (2d10+5) Fort +1, Ref +0, Will +5
Fort +5, Ref +2, Will +1 Melee knife +0 (1d4-1)
bravery+1 Ranged MD pistol +1 (1d6+1)
Melee knife +5 (1d4+3) or carbine butt (1d6+4) Stench Twice per day as a move action, the
Ranged carbine +4 (1d8+2) keeper may spill toxic gases from his blowhole
Feats Aimed Attack, Alertness, Improved Initiative, covering a 30 feet wide area. Fortitude save DC
Rapid Reload 13 or become sickened for 1d4 rounds.
Skills Intimidate +3, Perception +4, Profession Feats Skill Focus (Handle Animals)
(mercenary) +5, Ride +1, Sense Motive +3, Sur- Skills Handle Animal +3, Heal +6, Intimidate +4,
vival +5, Use computers +5 Knowledge (geography) +5,Knowledge (nature)
Gear carbine, knife, reinforced vest, rock snail +5, Linguistics +1, Perception +7, Profession
(mercenary) +6,Stealth +3, Survival +8
Hound Keeper: The yahidar hound keeper has been Gear MD Pistol, knife, light vest
chasing Anders, using his beast to track the engi-
Entangled: Anders has left some traps behind. One of the Wildcards has just stepped on an anti-riot mine,
causing his legs to be trapped on a sticky material. The mercenary wont be able to escape before the IO9
self-destructs. Knowing that, he pleads for the party to help him out. Breaking him out takes a Strength
check DC 25. For every character helping, add his or her Strength bonus to the roll. The action takes 2 time
units. The mercenary is grateful and will promise to leave the station immediately, but is only tracking the
party to attack them later in order to capture Anders, the prototype or both.
Anders: Anders is a young man who thinks himself too smart to ever be caught. Even as the world seems to
be crumbling apart around him, he does not lose his attitude. As the party finds him, Anders is preparing a
trap for his hunters: a grease bomb set to explode on proximity (Ref save DC 12 or go prone). Anders does
not trust the players. If they say they work for LeBell, Anders will play them, saying they are late and that
he almost got killed because LeBell didnt do their part on the deal. He will try to convince the party that
this was all a setup to give ALS a fake prototype. Its a lie a contest between his bluff and a players sense
motive may catch. Anders only wants to make his way back to his shuttle to escape and may agree to join
the party, especially if it is obvious the station is about to explode with him still inside. That means Anders
may trick the party on leaving the prototype behind if it seems too risky. Anders is capable of fighting, but
will most often then not try to get the players to do the fighting while he takes cover.
Conclusion
Concluding this adventure depends on the party escaping IO9 alive and with Anders (party XP 1200). An
extra bonus if they manage to recover the prototype and data too (party XP 400). As they return to Mars,
they must contact the nearest Lester-Campbell office to inform of the missions success and, then, wait for
Anders retrieval. Any character who accomplishes his personal goal also gets rewarded (XP 400).
If any of the Wildcards survive, it is possible they will come after Anders, still intended on taking him and
the prototype back to the ALS. This may lead to a climatic final battle with the mercenaries on the spaceport
at collective #42.
Additional rules
Ultratech devices are pieces of technology that are so advanced that might seem like
magic to primitive races. This adventure presents several such items, especially in the
form of grenades. Grenades are throwing objects that, once activated, perform the
listed spells effect as per the listed character level. In this sense, they are like scrolls.
Other devices may be used a number of times before becoming powerless. This is the
case with The Old Mans armor and Anders stunner.
To properly use a ultratech device, a character must first be successful on a Use Ultra-
tech Device skill check. The checks DC is 15 + effects CL. If you have never used the
item before, you suffer a -5 penalty on this roll until you succeed for the first time.
BASIC RULES
Veil of Truth adapts several of the Pathfinder Roleplaying Game mechanics. Here are represented just a few:
enough for you to be able to play this adventure and understand what the Veil is all about. More information
can be found at the Veil of Truth: Space Opera Rules and Setting book.
Range and Penetration: Firearms are often more effective against armored targets than other weapons,
especially at close range. An attacker with a firearms rolls against his targets touch AC when his target is
at five or less range increments from him. This attack is not considered a touch attack for the purposes of
feats. While more silent and less prone to damage, mass driven weapons have shorter effective range: they
work against touch AC only up to three range increments between the weapon and the target.
Gun Damage: While Pathfinder is about melee, Veil of Truth isnt. For this reason, VoT adapts the basic
damage rules to a space opera campaign. Whenever wielding a firearm, the attacker adds his Dexterity
modifier to the damage caused. If the wielded with two hands, damage is 1 his Dexterity modifier. This is
to represent the better
Psionics manifestations: The power of the mind is measured in psi points. Using a manifestation (a psion
spell) costs a number of psi points equal to the manifestations level. A psion recovers a number of psi
points equal to his level per hour of light activity, double in case of full rest.
Skills: Some skills work differently in the Veil. Fly, for instance, is used to pilot flying vehicles, including
spaceships. Another example is the new Psionics skill read the entry on Kopath to learn more about it.
Additional rules
Additional rules
ACCESS
N Small construct
Int +2; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 natural, +2 Dex, +1 size)
hp 20 (1d10+10)
Fort +2, Ref +0, Will +2
OFFENSE
Speed 35 ft.
Melee 2 pincers +3 (1d4+1)
STATISTICS
Str 12, Dex 14, Con -, Int 7, Wis 10, Cha 11
Base Atk +1; CMB 11 (13 grapple); CMD 12
Feats Fleet
Skills disable device+6, perception+12, sleight of hands+6,
stealth+18
SPECIAL ABILITIES
Skilled: Access is programmed to be a silent scout: it gets +8 on
perception and stealth checks. These bonuses are already calculated
in its stats.
Additional rules
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