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.
Required rules
Recommended classes
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
Non-Player Characters
Brilliant arcanotechnician (35 years old), idealist. Enhanced ocular implants and always carries a Flux crystal in hand. Frightened but determined.
IBAR research director (42 years old), cold and calculating. Impeccable suit, discreet imperial insignias, visible neural implants, pale skin.
IBAR Security Commander (48 years old), corrupt military veteran. Imposing, visible military cybernetics, plasma scar on face.
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.
Independent hacker (24 years old), nervous but competent. Lives in a clandestine apartment filled with screens and cables. Augmented reality glasses constantly active.
Incorruptible Imperial Security officer (29 years old), tired of bureaucratic corruption but idealistic. Worn but well-maintained patrol armor.
Encounters
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)
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
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
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
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
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
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
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
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
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)