You are on page 1of 18

Veil of Truth

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.

Background shasa, LeBells new corporate city. Considered a


Over sixty years ago, Humanity discovered the Solar tech genius by most, Anders was the center of
System had been quarantined by the galaxy-span- a veiled war between corporate and national in-
ning multispecies organization called the League of terest. A war that, some say, nearly resulted in
Worlds. The so called Revelation Day lead to social- bloodshed as the European Union refused to let
economic chaos. The veil removed, the League of the engineer leave European soil for any of the
Worlds retreated its control of entrance into the sys- corporate states. After a botched extraction op-
tem, allowing a flood of promiscuous alien corpo- eration in which three Ashton-Lienfeld Security
rations intended on selling human the galaxys war soldiers were killed, Anders managed to escape
surplus. on his own, only to reappear months later safely
Out of chaos new powers arisen, among them the working for LeBell at Congos former capital.
corporate states, private interest grown richer and Earlier this year, Anders convinced LeBells
stronger than any nation, owners of failed countries, Chief Scientific Officer that he needed to run sev-
investors of space colonies. eral tests in and around the Asteroid Belt. Anders
Science fiction movies and books were wrong. got leave to set up a small test lab on Mars as
There is no unity in humanitys mid-22nd century. long as he reported back with test results every
While neither Earth or the Solar System are barriers month.
to human exploration, war is still ever present. And What LeBells CSO didnt know was that Anders
it is war that leads humanitys new superpowers to had been secretly dealing with Ashton-Lienfeld,
evolution. whose board of directors were not only interest-
Three years ago, Anders Dametrius was hired by ed in Anders, but also his work for rival LeBell.
Lester-Campbell Communications as a senior elec- Five days ago, Anders Dametrius has gone
tronics engineer, responsible for his own section of missing with everything he was working on. Les-
the research and development department in Kin- ter-Campbell wants its investment back.

Bruce Lang (order #5289529) 1


Corporate Solution

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.

A BRIEF STORY OF MARS

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.

Bruce Lang (order #5289529) 2


Veil of Truth

Summary now it seems Anders have come across evi-


The party arrive (together or individually) on one dence of it. While for now it seems the human
of Mars several colonial initiatives, this one funded doesnt understand the information he found,
by Lester-Campbell Communications, to search for it is important to destroy all his datafiles and
Anders and his work. maybe even himself.
During the first part of the adventure, the party
will need to search the small town for clues about Introduction
Anders whereabouts while they learn more about Read the following to set the moon and objective
their surroundings and the setting. The learn of this adventure to the players:
about Anders recent theft of equipment before
disappearing. The party locates Anders lab, only to
find it been searched by disgruntled miners and a Days ago, you were ordered by Lester-Camp-
hidden laboratory dug beneath the colony. bell Communications to head to Mars in search
What little the party finds leads them to an of Anders Dametrius, a young scientist reputed
uncataloged outpost at the Asteroid Belt, where to be the best human cyberneticist alive. LeBell
Anders have supposedly been running tests not wants both its employee and his work returned
even LeBell was aware of. They find the small station intact. Too much has been invested in both of
overrun by Ashton-Lienfeld mercenaries intended on them.
taking Anders and his work. Worse: the station was Why would such an important asset be sent to a
rigged to self-destruct so that there is no evidence of backwater colony in a nearly uninhabitable planet
Ashtons involvement. is a mystery to all of you. All you are aware of is
The party must act quickly to rescue Anders and that Anders failed to return contact days ago, ef-
his work and escape before the whole place blows fectively breaking one of his contracts clauses.
up. The shuttle has left you on Mars Colonial Col-
lective #42, the closest thing to a village in the
Adventure Hook red desert of the Meridiani Plains. Built inside the
The party was hired by Lester-Campbell to learn Victoria Crater for protection against Mars dust-
what happened to Anders and bring him and his work storms, the colony is little more than a collection
back safely. But everyone has secrets and hidden of prefab domes and antennas connected by con-
agendas, and Veil of Truth is all about it. The Game crete streets that have seen better days.
Master should work with each player in secret to de- In the center of the colony lies a larger dome.
fine a secret objective beyond the partys objective. Part reception hall, part seedy bar, the Cydonian
It works best if it puts the party at odds at certain Secret is #42s town hall and the best place to
moments of the adventure, especially at the climax. look for information on your missing scientist.
What if one party member is in a personal revenge
mission to make Anders pay for a past crime, a fact
revealed as the group runs for their lives from an Mars has been undergoing terraforming for the
outpost about to explode? last few decades. While far from livable, its atmo-
A few examples of personal hooks are: sphere has thickened some and the temperature
Gregory was hired by rival corporation Fukurokuju increased. On most times, it is possible to stay
Aerospace to steal any of Anders projects. And outside wearing a rebreather and light environ-
whatever that prototype is seems very valuable; mental suit. The change has also caused winds to
Samanthas family lost everything thanks to boy- blow stronger, and now shifting red dunes have
genius Anders. Wanting nothing less than com- become a common sight all over the planet.
plete success, he sabotaged Samanthas fathers Despite the changes, most people still prefer
work so he could transfer resources to his own to stay indoors as long as possible and Mars ma-
project; jor cities retain their external domes and under-
Amanthine needs Anders alive. A few months ago, ground tunnels.
Anders accidentally found evidence of Aman- This is not the case with small enterprises like
thines dark secret and has been blackmailing Colonial Collective #42. Going from one building
him about it. If Anders dies, a file with incrimi- to the next means walking the dry cold desert, an
nating pictures and documents will be published unpleasant activity at best.
on the net;
Kopaths geneline has for decades been manipu-
lating Lester-Campbells movement on Earth. But

Bruce Lang (order #5289529) 3


Corporate Solution

Cydonian Secret ligence. Zan came to Mars as part of a freighter


The Cydonian Secret should give a party enough crew and was left behind by accident. Strand-
space to learn a little bit both about the campaign ed in human space, Zan sought jobs as porter
setting and their target. It is also a great meeting and occasional thug until crossing paths with the
place for the party in case they begin as individuals marshall. Igor took Zan under his wing as his
on a mission and not as a group. sidekick. Zan believes it happened because he is
As the party enters the Secret, read the follow- a valuable partner. In truth, Igor will use Zans
ing: body as a shield as soon as his past catches up
with him.
Igor and Zan receive the party suspiciously.
The Cydonian Secret occupies the largest part of Like most locals, they do not trust off-worlders,
Collective #42s main dome. Why is the first ques- though the marshalls reason is personal. He ex-
tion that comes to mind. Dry, hot air fills the ambient pects someone to come after him any time soon.
with the lingering smell of unwashed clothes, a sign While Zan quickly changes his demeanor as soon
of faulty life support. A desk turned bar counter lines as he learns the partys objective, Igor is not so
the back wall, where a slender man with weathered fast to trust them.
face serves food and drinks. Between you and him Getting information out of the marshall and
several plastic tables and chairs were spread at ran- his deputy is not hard as long as the party plays
dom around the room. Posters of old science fiction nice. Players need to use Charisma-based skill
movies, as well as obvious fake pictures of aliens checks to get on the duos good side. Allow play-
ruins on Mars decorate the walls. Here and there ers to make Bluff or Diplomacy skill DC 15. Keep
pieces of what may or may not be actual pieces of count of every point above the DC, adding them
alien technology hang on the wall. up as the party talks with them. The accumulated
Little in the environment other than the lack of points define which information Marshall Young
windows reminds you that you are on Mars and not and Deputy Zan give.
some road diner back on Earth. Neither take well to been intimidated or lied to.
Failed Bluff attempts reduce this score by 1, while
Intimidation checks, successful or failed, reduce
A number of characters are currently present it by 5. If the score ever reaches 0 or below, Mar-
at the Cydonian and Game Master should encour- shall Young threatens the party with prison and
age players to interact with them. Characters are leaves, giving no new information.
described briefly below, including what they know
about Anders. Each entry also includes tips on how Score Information
to get the party involved with them, in case they are 0-5 Anders rented a whole habitable module
too shy to do it on their own. and lives there with his girlfriend Andrea.
They hardly ever leave, ordering food
Cowboys & Aliens and parts when necessary.
Marshall Igor Young and Deputy Zan are Collective 6-10 Most locals think Anders is working on
#42s law and order, an unusual duo that splits its some secret weapon for LeBell, arguing
time between ending mining disputes and jailing that someday that will cause some en-
drunk freighter crews. emy corporation to come down on #42
Igor Young (LE human rogue 3) is a former Rus- guns blazing.
sian Federation military officer who moved to Mars 11-15 Some miners have been complaining of
twenty years back after running in trouble with the missing parts and equipment. Young sus-
mob. After working for a decade as a bounty hunter pects Anders may be involved, but, when
and as private security, Igor got a job as peacekeep- he sent Zan to speak with him, Andrea
er of Mars colonial collectives. He has since decided answered through intercom saying An-
to settle down at #42, supposedly for a less com- ders was away on a business trip and re-
plicated life, in truth because he has stepped on the fused to open the door.
wrong toes. 16-20 Anders often left on a LeBell-issued shut-
Zan (LN nabora fighter 2) is an alien addicted to tle for tests in orbit or on the Asteroid
the Wild West to the point of dressing up like an Belt. The ship has been missing from the
actual cowboy, hat included. Zan is somewhat slow, port for the last week.
but gets angry if treated like an idiot, brandishing 21+ For weeks neighbors have complained of
his badge and gun as if they were proof of his intel- tremors and loud noises during the night.
While he has no proof of it, the Marshall
thinks Anders is somehow to blame.
Bruce Lang (order #5289529) 4
Veil of Truth

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.

Bruce Lang (order #5289529) 5


Corporate Solution

Score Information access into one of the modules empty apart-


ments.
0-5 The Isaura suffered damage while cross-
As soon as the party has access into the mod-
ing the Asteroid Belt. They hailed a ship
ule, read the following:
adrift in the vicinities, but left in a hurry
as soon as they realized it was a private
armed corvette, fearing it could be a pi-
rate ship. The interior of Anders habitat module is heav-
6-10 Collective #42s spare parts have all been en compared to the outside or even the Cydonian
purchased by some local scientist work- Secret. Climate is warm and tempered and there
ing for LeBell. Montan knows the parts is nearly no lingering smell in the air. Someone
he needs are sitting in Hangar 18, but he has been keeping the place maintained.
cant convince Caio to sell them to him. Someone who is not the three men current-
11+ Some miners have been complaining ly ransacking the place, turning furniture over,
about missing equipment. An old man searching desks and forcing locks open.
named Poul was talking about paying
the damn off-worlder a visit.
The party enters minutes after local miner Poul
Getting the players involved: One of the crew- Banks and his two sons, Kurt and Dan, have in-
members (N yahidar expert 1), high on chocolate, vaded the place. They have found out Anders
may confuse a party member for a famous actor and had been stealing gear from his shop to his own
follow him around, asking for an autograph. If ig- experiments. When confronted days ago, Anders
nored or treated rudely, the slow-witted alien may promised he would receive a large sum of money
take offense and use brawls were brains are lacking. this week and would repay for the equipment.
Alternatively, Montan may ask the players to retrieve Now Anders has disappeared without paying.
the parts he needs from hangar 18. The action, of Poul entered Anders home through the air vent
course, needs to be discreet so not to get them in in an attempt to catch the scientist unawares.
trouble with the law. Delivering the parts to Montan Realizing he was not around anymore, they de-
provides a +10 bonus on Charisma-based checks on cided to search the place for anything valuable to
him and his crew as well as a favor, such as a lift replace their stolen goods.
off-planet. As the party shows up, Pouls assumption is
that the party is somehow involved with Anders
Anders home and will gladly give them a beating for what their
Anders lives in one of the collectives habitat mod- friend did.
ules. Usually split in apartments for several families,
the module was rented with LeBell money for Anders Poul (old human expert 4th) XP 200
to live on his own. Int +1; Senses Perception +6
If the party tries to ring the door, it is answered AC 12, touch 11, flat-footed 11 (+1 Dex)
by a young female voice, a woman who calls herself CMB +4; CMD 11
Andrea, Anders girlfriend. She insists Anders is too hp 10 (4d8-4)
busy working and that he cannot answer. Overly joy- Fort + 1, Ref +2, Will +5
ous on her answers, the girl seems oblivious of the Melee baton +3 (1d4)
situation her boyfriend is in and eventually hangs Gear: baton, heavy overalls, toolkit
up.
Opening the modules home may require a dis- Kurt and Dan (human warriors 2nd) XP 100
able device check DC 20. Allow other players to help each
with either knowledge (electronics) or use computer Int +1; Senses Perception +2
skill checks DC 10. For ever success, add +2 to the AC 12, touch 11, flat-footed 11 (+1 Dex)
disable device roll. Each player is allowed a single CMB +5; CMD 13
roll. On a failure of 5 or more, an alarm sounds and hp 11 (2d10+2)
Andrea calls Marshall Young about it. Alternatively, Fort +5, Ref +2, Will +1
the players may want to convince Marshall Young to Melee crowbar +4 (1d4+2)
open the door. Gear: crowbar, heavy overalls
Searching for other ways in reveals a maintenance
shed adjoined the habitat. The sheds door has been
forced open. Inside, an air vent was removed to give

Bruce Lang (order #5289529) 6


Veil of Truth

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:

Lab Entrance Plenty of destructible cover. Most of them


The ladder stops at a roughly cut cave. Piles of red has hp 10 hardness 2;
dust and rocks lay about, together with several piec- Loose cables. With a knowledge (electron-
es of discarded mining equipment.

Bruce Lang (order #5289529) 7


Corporate Solution

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.

Andrea (medium construct) XP 800


Int +0; Senses darkvision 60 ft,. low-light vision, Investigation Outpost 9 comes in view against
Perception -5 the dark backdrop of space. A massive rock in
AC 12, touch 10, flat-footed 12 (+2 natural) space, the color and shape of a potato, covered
CMB +5; CMD 15 on its lower tip by metallic structures that resem-
hp 36 (3d10+20) ble antennas and domes. Several scares can be
Fort +1, Ref +1, Will -2 seen on its surface, where either other asteroids
hardness 5 or actual gunfire has hit, provoking craters and
Melee slam +5 (1d6+3) destroying previous structures.
Ranged laser +3 (1d8+2) From the distance, two shuttles are visible
on the docking arms. Anders is in, and he is not
After dealing with Andrea one way or another, the alone.
party may search the lab (or question Andrea, if she
is so inclined). The party learns that Anders has left
Mars a few days ago with a special package contain- A use computer check DC 20 reveals the first
ing the prototype he was working on for LeBell. An- shuttle is owned by a LeBell and currently as-
ders took a shuttle to Investigation Outpost 9, a tiny signed to Anders, while the other belongs to the
decommissioned installation on the nearby quadrant Wildcards, a mercenary unit affiliated to the Ash-
of the Asteroid Belt. He is to meet someone there, ton-Lienfeld Security corporation, the party em-
but there is no clue on who or why. ployees rival on all things military.
It is now up to the party to find a way to IO9, Attempts to hail the station come back with no
which includes either getting a shuttle or a ride up communication. An analysis shows the installa-
there. The easiest way would be by helping Montan tion is running on low power, with little more than
at the Cydonian Secret, but the players may come gravity and life support active. Docking to IO9 is
up with their own way of doing it. not hard. Other docking arms are free on both
sides of the asteroid. If one of the player charac-
ters is attempting to dock, allow him a Fly check
DC 17. A single ally may do either a Fly or Per-
ception check DC 10 to grant the pilot a +2 bonus
on this roll. On a failed attempt, the shuttle hits

Bruce Lang (order #5289529) 8


Veil of Truth

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

Bruce Lang (order #5289529) 9


Corporate Solution

Cargo Bay Wildcards shuttle


The Old Man stays here with his thoyykoth hacker Two mercenaries, the pilot and the copilot, have
and stations self-destruction system until either An- stayed behind to watch over the shuttle. As soon
ders is brought here or the timer is down to 15. In as they hear about the bomb, they set up the ship
that case, they retreat to their shuttle and inform his for preflight, which means the pilot is back on
men they are leaving. the cockpit, while the copilot splits his attention
A player may try to disarm the system with three between the docking arm and the shuttles equip-
consecutive use computer check DC 15. Failure in ment. The party may try to take over the shut-
any of the rolls means the player needs to begin tle. Sneaking in is not easy as the docking arm is
anew. Each roll costs 2 timer points. Deactivating long and has little cover. A stealth check DC 20
the self-destruction system becomes impossible is necessary to do it. If attacked, the copilot will
once the timer reaches 10. use the shuttles bulkhead as cover while the pilot
asks the Old Man for help, which will come in the
Old Man (human fighter 4th) XP 800 form of the Old Man. The thoy hacker stays on the
Int +1; Senses Perception +3 cargo hold unless the time is already up.
AC 18, touch 13, flat-footed 17 (+5 armor, +2 de-
flection +1 Dex) Pilot and Copilot (human expert 4th) XP 200
CMB +7; CMD 18 each
hp 34 (4d10+12) Int +1; Senses Perception +6
Fort +6, Ref +2, Will +1, +1 vs fear AC 14, touch 12, flat-footed 12 (+2 Dex)
bravery+1, armor training 1 CMB +5; CMD 12
Melee plasma blade +5 (1d8+2) hp 20 (4d8+4)
Ranged +1 heavy pistol +8 (1d10+5/x4) Fort + 2, Ref +3, Will +5
Armor abilities (move action, 15 charges): darkvi- Melee pistol butt +3 (1d4+1)
sion (2 charges, self), endure elements (1 charge, Ranged MD pistol +4 (1d8+2)
self), light (1 charge, self), message (1 charge), Feats Aimed Attack, Skill Focus (Fly)
cure light wounds (1d8+5)(1 charge, self), guidance Gear MD pistol, flight suit, medkit (cure light
(1 charge, self), resist energy (1 charge, self), sta- wounds 1d8+5, 3/day)
bilize (1 charge, self, on 0 hp).
Feats Aimed Attack, Combat Reflexes, Burst Fire, Anders shuttle
Skill Focus (Intimidate), Weapon Focus (heavy pis- Knowing the Old Man might try something against
tol), Weapon Specialization (heavy pistol) him, Anders has left a booby trap on his shuttles
Skills Intimidate +9, Perception +3, Fly +2, Sense docking arm. A motion sensor on the floor (de-
Motive +2, use ultratech device +4 tectable with a Perception check DC 15 only if
Gear +1 Heavy Pistol, Advanced Combat Armor, +2 the party is been careful or watching out for trou-
Personal Shield, plasma blade ble) triggers the ships lockdown (Disable Device
DC 25) and the detonation of a makeshift stun
Hacker (thoyykoth rogue 2nd) XP 400 grenade. Everyone within a 10-foot radius of the
Int +1; Senses Perception +5 sensor must save Fortitude DC 10 or be stunned
AC 13, touch 11, flat-footed 12 (+2 armor, +1 for 1d4 rounds. The explosion may call the atten-
Dex) tion of enemies in the area, making this trap very
CMB +1; CMD 12 (20 vs. trip) dangerous.
hp 11 (2d8+2)
Fort +1, Ref +4, Will +0
evasion Encounters
Melee bite +1 (1d4) During the partys search for Anders, there are
Ranged concealable pistol +3 (1d4+2/x3) a number of possible encounters. Either roll ran-
Feats Skill Focus (Use computers) domly every 3 minutes (pausing between en-
Skills Appraise +7, Bluff +9, Diplomacy +9, Fly +8, counters) or pick whichever you find best for each
Intimidate +9, Knowledge (electronics) +5, Knowl- situation, based on what you feel the party will
edge (local) +7, Linguistics +7, Perception +5, Sense have more fun with. Who knows? Maybe just as
Motive +5, Sleight of Hand +6, Use computers +13, the party is headed to the shuttle with Anders
Use Ultratech Device +4 would be a great moment to drop a ylian hound
Gear Concealable pistol, portable computer, Thoy on them.
coveralls

Bruce Lang (order #5289529) 10


Veil of Truth

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-

Bruce Lang (order #5289529) 11


Corporate Solution

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.

Anders (human specialist 6th)


Int -1; Senses Perception +1
AC 12, touch 9, flat-footed 12 (+3 deflection)
CMB +3; CMD 15
hp 27 (6d8)
Fort +2, Ref +1, Will +6
Melee stunner+3 (1d6 touch)
Feats Persuasive, Skill Focus (Use Computers), Skill Focus (Knowledge (electronics))
Skills Appraise +14, Bluff +10, Diplomacy +12, Use Ultratech Devices +12, Knowledge (engineering) +9,
Knowledge (physical sciences) +11, Knowledge (astronomy) +11, Knowledge (electronics) +15, Use Com-
puters +14, Fly +4, Sense Motive +13
Gear +3 Personal Shield, stunner, 2 entangler grenades (entangle, CL 1), 2 stun grenades (sonic burst, CL
3), 2 slipper grenades (grease, CL1).

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.

Bruce Lang (order #5289529) 12


GREGORY
Male human seeker 1
LN Medium humanoid (human)
Int +6; Senses Perception +5
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 armor)
hp 12 (1d10+2)
Fort + 2, Ref +4, Will +2
OFFENSE
Speed 20 ft.
Melee combat knife +1 (1d4/18-20)
Ranged heavy pistol +4 (1d10+2/x4),
or carbine +4 (1d8+2/x4)
STATISTICS
Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 12
Base Atk +1; CMB -1; CMD 13
Feats Aimed Attack, Improved Initiative
Skills fly+5, intimidate+6, perception+5, sense motive+6,
survival+5, stealth+5, use computers+4
Languages English, Lingua Franca
Gear Heavy Pistol, Carbine, Reinforced Vest, Knife
SPECIAL ABILITIES
Favored enemy (humans): +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival skill
checks against humans. +2 bonus on attack and damage rolls against humans.
Stern Gaze: +1 morale bonus on Intimidate and Sense Motive, already added to the stats.
Track: +1 Survival checks to follow or identify tracks.

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.

Bruce Lang (order #5289529) 13


SAMANTHA
Female human medtech 1
CG Medium humanoid (human)
Int +1; Senses Perception +7
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1)
Fort + 1, Ref +3, Will +5
OFFENSE
Speed 30 ft.
Melee pistol butt -1 (1d4-1)
Ranged pistol+1 (1d8+1/x4) or bomb+2 (1d6)
STATISTICS
Str 9, Dex 12, Con 10, Int 14, Wis 17, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats Design Retrovirus, Extra Bombs, Iron Will, Throw Anything
Skills disable device+5, heal+7, knowledge (nature)+6, knowl-
edge (xenology)+6, perception+7, use computer+6, use ultratech
device+6
Languages English, Lingua Franca, French
Combat Gear Pistol, toolkit, hypogun, 5 bombs (per day), 2 cure
light wounds retrovii, 1 bombers eye retrovirii
SPECIAL ABILITIES
Nanites (5 nanites): bombers eye, cure light wounds, true strike
Enhancers: By spending 1 nanite and 30 minutes, Samantha can
create a special retrovirus that gives +10 on any 3 of the following
skills for 10 minutes: acrobatics, climb, disguise, escape artist, fly,
heal, knowledge (any one), perception, sense motive, stealth, swim.
The bonus applies to Samantha only.

Additional rules

A retrovirus in an injectable substance that


temporarily alters a living being. It works like
a potion.

Additional rules

Aimed Attack is the ranged version of Power


Attack. It otherwise works exactly the same.

Bruce Lang (order #5289529) 14


Amanthine
Male niterian engineer 1
NG Medium humanoid (niterian)
Int +0; Senses darkvision 60 ft., Perception +3
DEFENSE
AC 11, touch 10, flat-footed 11 (+1 armor)
hp 9 (1d8+1)
Fort -1, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee pistol butt-1 (1d4-1)
Ranged MD pistol+0 (1d8/x3)
STATISTICS
Str 8, Dex 10, Con 10, Int 15, Wis 16, Cha 15
Base Atk +0; CMB -1; CMD 9
Feats Skill Focus (use computers)
Skills appraise+5, bluff+4, diplomacy+4, knowledge (computer)+6,
knowledge (electronics)+6, use computer+11, use ultratech device+7
Languages Lingua Franca, English, Yahidar
Combat Gear MD pistol, Heavy clothes, portable computer, toolkit
SPECIAL ABILITIES
Hotwire: You can use a toolkit to modify any electronic equipment to
provide +1 bonus to attack, +1 deflection bonus or +4 equipment bonus
to one skill for 1 minute. This is a full-round action. Any one item can be
changed only once a day.
Automaton: Amanthine has created Access, an inseparable artificial in-
telligence automaton. If Access is ever reduced to hp 0 or less, its body
is destroyed. Amanthine needs 1 hour and access to a toolkit to bring
Access back online.

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.

Bruce Lang (order #5289529) 15


Kopath
Male celonian psion (kinetic)
LN Medium humanoid (celonian)
Int +1; Senses Perception +1
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp 8 (1d8)
Fort -1, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee fist +0 (1d3 nonlethal)
Ranged concealable pistol +1 (1d6+1/x3)
STATISTICS
Str 10, Dex 13, Con 8, Int 15, Wis 12, Cha 17
Base Atk +0; CMB +1; CMD 11
Feats Heighten Manifestation
Skills appraise+6, knowledge (physical sciences)+5, psionics+6, use
ultratech device+5, sense motive+5
Languages Lingua Franca, Celon, English, Spanish
Combat Gear concealable pistol, light vest, 2 sensors (alarm), personal
hologram (disguise self)
SPECIAL ABILITIES
Protective Ward You are capable of creating an invisible 10 ft radius shield around you, providing a +1
deflection bonus to AC to everyone inside for 3 rounds. You may use this ability 5 times per day.
Psychic Manifestations (15 psychic points): animate rope, lesser confusion, silent image.

Additional rules

The Psionics skill has several uses. Among


them are:
Move Light Object: You are able to emulate
the mage hand spell by spending a move ac-
tion. You must succeed in a Psionics skill check
DC 10.
Telepathy: You can emulate the message
spell as a move action. You must be successful
on a Psionics skill check DC 10 to do so.

Bruce Lang (order #5289529) 16


OPEN GAME LICENSE Version 1.0a dent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or
The following text is the property of Wizards of the co-adaptability with any Trademark or Registered Trade-
Coast, Inc. and is Copyright 2000 Wizards of the Coast, mark in conjunction with a work containing Open Game
Inc (Wizards). All Rights Reserved. Content except as expressly licensed in another, indepen-
dent Agreement with the owner of such Trademark or Reg-
1. Definitions: (a)Contributors means the copyright istered Trademark. The use of any Product Identity in Open
and/or trademark owners who have contributed Open Game Game Content does not constitute a challenge to the own-
Content; (b)Derivative Material means copyrighted ma- ership of that Product Identity. The owner of any Product
terial including derivative works and translations (including Identity used in Open Game Content shall retain all rights,
into other computer languages), potation, modification, title and interest in and to that Product Identity.
correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing 8. Identification: If you distribute Open Game Content
work may be recast, transformed or adapted; (c) Distrib- You must clearly indicate which portions of the work that
ute means to reproduce, license, rent, lease, sell, broad- you are distributing are Open Game Content.
cast, publicly display, transmit or otherwise distribute;
(d)Open Game Content means the game mechanic and 9. Updating the License: Wizards or its designated
includes the methods, procedures, processes and routines Agents may publish updated versions of this License. You
to the extent such content does not embody the Product may use any authorized version of this License to copy,
Identity and is an enhancement over the prior art and any modify and distribute any Open Game Content originally
additional content clearly identified as Open Game Content distributed under any version of this License.
by the Contributor, and means any work covered by this
License, including translations and derivative works under 10 Copy of this License: You MUST include a copy of
copyright law, but specifically excludes Product Identity. this License with every copy of the Open Game Content
(e) Product Identity means product and product line You Distribute.
names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, 11. Use of Contributor Credits: You may not market or
thematic elements, dialogue, incidents, language, art- advertise the Open Game Content using the name of any
work, symbols, designs, depictions, likenesses, formats, Contributor unless You have written permission from the
poses, concepts, themes and graphic, photographic and Contributor to do so.
other visual or audio representations; names and descrip-
tions of characters, spells, enchantments, personalities, 12 Inability to Comply: If it is impossible for You to
teams, personas, likenesses and special abilities; places, comply with any of the terms of this License with respect
locations, environments, creatures, equipment, magical or to some or all of the Open Game Content due to statute,
supernatural abilities or effects, logos, symbols, or graphic judicial order, or governmental regulation then You may
designs; and any other trademark or registered trademark not Use any Open Game Material so affected.
clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open 13 Termination: This License will terminate automati-
Game Content; (f) Trademark means the logos, names , cally if You fail to comply with all terms herein and fail to
mark, sign, motto, designs that are used by a Contributor cure such breach within 30 days of becoming aware of the
to identify itself or its products or the associated products breach. All sublicenses shall survive the termination of this
contributed to the Open Game License by the Contribu- License.
tor (g) Use, Used or Using means to use, Distribute,
copy, edit, format, modify, translate and otherwise create 14 Reformation: If any provision of this License is held
Derivative Material of Open Game Content. (h) You or to be unenforceable, such provision shall be reformed only
Your means the licensee in terms of this agreement. to the extent necessary to make it enforceable.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open 15 COPYRIGHT NOTICE
Game Content may only be Used under and in terms of Open Game License v 1.0 Copyright 2000, Wizards of
this License. You must affix such a notice to any Open the Coast, Inc.
Game Content that you Use. No terms may be added to
or subtracted from this License except as described by the Open Game License v 1.0a Copyright 2000, Wizards of
License itself. No other terms or conditions may be applied the Coast, Inc.
to any Open Game Content distributed using this License. System Reference Document. Copyright 2000, Wizards
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
3.Offer and Acceptance: By Using the Open Game Con- Skip Williams, based on material by E. Gary Gygax and
tent You indicate Your acceptance of the terms of this Li- Dave Arneson.
cense. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
4. Grant and Consideration: In consideration for agree- Publishing, LLC; Author: Jason Bulmahn, based on mate-
ing to use this License, the Contributors grant You a per- rial by Jonathan Tweet, Monte Cook, and Skip Williams.
petual, worldwide, royalty-free, non-exclusive license with The Book of Experimental Might. Copyright 2008, Mon-
the exact terms of this License to Use, the Open Game te J. Cook. All rights reserved.
Content. Tome of Horrors. Copyright 2002, Necromancer Games,
Inc.; Authors: Scott Greene, with Clark Peterson, Erica
5.Representation of Authority to Contribute: If You are Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
contributing original material as Open Game Content, You male, Travis Hawvermale, Patrick Lawinger, and Bill Webb;
represent that Your Contributions are Your original cre- Based on original content from TSR.
ation and/or You have sufficient rights to grant the rights Veil of Truth. Copyright 2012, Eridanus Books; Joo
conveyed by this License. Marcelo Beraldo.
6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright
holders name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any


Product Identity, including as an indication as to compat-
ibility, except as expressly licensed in another, indepen-

Bruce Lang (order #5289529) 17


Will you help Humanity reach the stars?
Veil of Truth Human Nature is a 64-pages campaign book
that brings you:
1. Introduction: What is this book about? What to expect?
2. Story of a Species: A timeline of Humanitys contact
Veil of Truth
with Galactic Civilization, from the early years of the Hu- Human Nature
man race to the mid 22nd century.
3. Solar Gazeteer: Each of the Solar Systems major bod-
ies receive 1 to 4 pages of description about their current
status, including major factions, points of interest and a
map.
4. Powers that Be: A list of the most powerful human na-
tions such as the United States of North America, the new
European Union, the Exalted Republic of Islam and the
Southern Alliance. Also some information on the worlds
most powerful corporate-nations: Fukurokuju Aerospace,
Lester-Campbell Communications, Ashton-Lienfeld Secu-
rity and more. This is where you who have chosen to be-
come a VIP comes in. You may choose any of these great
powers VIPs to be illustrated at your image!
5. A Small Step: This chapter brings you human colonies
outside the Solar System, such as Alpha Centauris ocean
world of Toliman. This chapter also includes entries on
human-created mercenary and pirate units that operate
all over known space. You may be responsible for creating
one of these colonies or units!
6. Rules: Here is the thick of Pathfinder RPG rules, includ-
ing human-centered feats, several new equipment (like
the Patriot power armor pictured on the cover) and stats
of human adversaries.

But Eridanus Books needs your help creating Human Nature!

Help us by backing our crowdfunding project and have the opportunity of creating one of Humanitys colo-
nies, becoming of a major faction VIP and even getting an exclusive handmade miniature!

Catarse.me is Latin Americans solution to crowdfunding projects. One of the largest of its kind, it gives
Eridanus Books the opportunity Kickstarter doesnt.

http://catarse.me/en/projects/672-veil-of-truth-human-nature

Bruce Lang (order #5289529)

You might also like