Pyrrhic Stars
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Investigation in Sector 7

A renowned arcanotechnician has disappeared in the industrial zone. The players must discover what hides behind this disappearance before the situation spirals out of control.

Session information
Duration
3-4 heures
Players
3-5
Points
195-220 points
Prerequisites

Required rules

Combat de base
Système de résistances
Systèmes arcanotechniques automatisés

Recommended classes

Chasseur
Spectre
Arcanotechnicien
Taliste
SYNOPSIS - GM ONLY

WARNING: This section contains major spoilers.

Dr. Kaela Vex discovered a way to create multi-affinity Flux energy crystals - a revolutionary but dangerous technology. Realizing that the IBAR would want to militarize her discovery, she fled with her prototype. She took refuge in her old clandestine laboratory in Sector 7, but Security Commander Marcus Kane, corrupt and opportunistic, discovered her hideout and is trying to steal the prototype to sell it to foreign powers hostile to the Empire. The players will need to: 1. Investigate the disappearance and discover Vex's last movements 2. Navigate between Sector 7's distrustful population, clandestine informants, and corrupt imperial agents 3. Find the secret laboratory before Kane 4. Decide the prototype's fate: return it to the IBAR, destroy it, or help Vex escape Possible outcomes: - Heroic: Help Vex flee with her prototype - Loyal: Return the prototype to the IBAR (+imperial reward, -morale) - Pragmatic: Destroy the prototype to avoid catastrophe - Criminal: Steal the prototype and resell it (betrayal against the Empire - very dangerous!)

Scenario structure

Act 1
The Contract
Engagement by the IBAR and first investigations
Act 2
Into the Depths
Exploration of Sector 7 and discovery of the conspiracy
Act 3
The Secret Laboratory
Final confrontation and moral choice

Non-Player Characters

Dr. Kaela Vex
Mission objective / Potential ally

Brilliant arcanotechnician (35 years old), idealist. Enhanced ocular implants and always carries a Flux crystal in hand. Frightened but determined.

Pure School, Flux energy crystal expertise
Protect her discovery from militarization, prove that science must serve humanity and not war
Elena Voss
Quest giver (apparent)

IBAR research director (42 years old), cold and calculating. Impeccable suit, discreet imperial insignias, visible neural implants, pale skin.

High social skills
Recover Vex's research for the Empire and her own bureaucratic career. Unaware of Kane's agenda.
Commander Marcus Kane
Primary antagonist

IBAR Security Commander (48 years old), corrupt military veteran. Imposing, visible military cybernetics, plasma scar on face.

Heavy military equipment, arcanotechnological rifle
Steal the prototype to sell to foreign powers hostile to the Empire. A traitor ready to eliminate all witnesses.
Vex-7 "The Foreman"
Former factory foreman / Local informant / Information source

Ex-foreman turned respected figure among Sector 7 workers (31 years old). Covered in bioluminescent tattoos and augmentation scars from workplace accidents. Distrustful of authorities but pragmatic.

Protect the sector workers from abuse. Survival and worker solidarity. Can become an ally if paid or if the players show respect for the local population.
Cipher
Informant / Neutral hacker

Independent hacker (24 years old), nervous but competent. Lives in a clandestine apartment filled with screens and cables. Augmented reality glasses constantly active.

Expert-level Hacker skill
Money and survival. Will sell information to the highest bidder but prefers to avoid violence and imperial authorities.
Lieutenant Kess Varn
Imperial security forces (possible intervention)

Incorruptible Imperial Security officer (29 years old), tired of bureaucratic corruption but idealistic. Worn but well-maintained patrol armor.

Stop traitors and corrupt officials within the Empire. Can help the players if they prove Kane's betrayal.

Encounters

Corrupt Security Ambush
combat
medium
Sector 7 alleyway - Act 1

Enemies:

Total: 0 pts
  • 3x Corrupt imperial security agent
  • 1x Armed reconnaissance drone

Tactics:

Ambush from the rooftops. The drone flanks while the agents fire from covered positions.

Rewards:

  • IBAR level 1 access cards
  • 400 credits in recovered equipment
  • Proof of corruption (communication logs revealing Kane's orders)
Negotiation with Sector 7 Inhabitants
social
medium
Worker bar "The Sector" - Warehouse 7

Convince Vex-7 and the local workers to share what they know about the scientist's passage. The sector inhabitants saw Vex but distrust imperial agents and IBAR bureaucrats.

Success conditions:

  • Charisma (Persuasion) roll difficulty 15 - show that you don't really work for the IBAR or that you're trying to help Vex
  • Strength (Intimidation) roll difficulty 17 - show of force (but risk of closing all future cooperation)
  • Pay 800 credits (collective bribe)
  • Promise to rid the sector of Kane and his corrupt men
  • Show respect for the difficult working conditions and worker solidarity

On failure:

Defensive combat - workers protect their community

6x Armed Worker

Rewards:

  • Information: Vex seen entering the old foundry, level -2
  • Map of Sector 7 tunnels (maintenance passages known to workers)
  • Potential ally for act 3
IBAR Archive Infiltration
exploration
hard

Penetrate the IBAR's secured archives to access surveillance files showing Kane's movements and prove his betrayal.

Challenges:

  • Advanced imperial security systems (Perception 16 to detect, Intelligence 17 or Hacker to disable)
  • Imperial guard patrols (Stealth 15 to avoid)
  • Secured military terminal (Intelligence 18 or Hacker to access classified logs)

On failure:

Alarm triggered - 4 imperial guard reinforcements arrive in 3 turns

Rewards:

  • Communication logs revealing Kane's betrayal and his contacts with foreign powers
  • Complete Sector 7 schematic with the laboratory marked
  • Level 3 temporary access codes
Tunnel Chase
mixed
medium

The players are spotted and pursued by Kane's team through the industrial tunnels.

Enemies:

Total: 0 pts
  • 2x Kane's elite agent

Challenges:

  • Chase (opposed Agility rolls)
  • Environmental obstacles (steam pipes, unstable platforms)
  • Combat while moving if caught

Rewards:

  • Escaping the chase preserves the tactical advantage for act 3
Laboratory Siege
combat
hard
Underground laboratory - Act 3

Kane and his commando team attack the laboratory. The players must protect Vex and the prototype.

Enemies:

Total: 0 pts
  • 1x Marcus Kane
  • 4x Elite commando
  • 2x Heavy combat drone

Tactics:

Kane coordinates the assault. Commandos advance in formation, drones provide fire support. Kane targets the prototype.

Alternative:

Can be resolved by negotiation if the players have sufficient evidence against Kane or can threaten him politically

Rewards:

  • Kane's defeat: quality military equipment
  • Successful negotiation: Kane arrested, reputation with the police
Global rewards
Points:5-10 points per player based on choices and resolutions
Credits:1500 credits per player + 500 credits bonus depending on outcome

Items:

  • Experimental Flux energy crystal (dual affinity - very rare)
  • Combat neural implant (player choice)
  • Enhanced arcanotechnological weapon (player choice)
  • Military medical kit x3

Special reward:

Depending on the chosen outcome: - Allied with Vex: High-level scientific contact, access to cutting-edge (clandestine) research - Returned to the IBAR: +3 Reputation with the Empire, lucrative imperial contracts, official recognition - Destroyed the prototype: +2 Reputation with imperial security forces, clear conscience - Sold on the black market: 5000 additional credits but hunted by the Empire as a traitor - VERY dangerous

Variants

Intense Combat Version

For groups who enjoy action: - Add a combat encounter in Act 1 (hostile workers by default, social conflict) - Make the archive infiltration impossible - force a frontal assault - Double the enemies during the final siege - Kane flees if beaten, creating a recurring nemesis hunted by the Empire

Pure Investigation Version

For groups who enjoy investigation: - Replace the Act 1 ambush with more clues and NPCs - Add technical puzzles (decryption, crystal analysis) - Allow turning Kane or his men with evidence - Possible outcome without any combat at all

Quick Version (2h)

For short sessions: - Remove the archive infiltration - Cipher directly gives the laboratory location - Combine Acts 2 and 3 - Simplify the final siege (3 enemies instead of 7)

GM Notes