Act 1 — Breakout from Omicron-9
Act 1 — Breakout from Omicron-9
The crew enters Daegox-4’s prison as deniable contractors and emerges as fugitives responsible for the galaxy’s most valuable pair of research subjects. Act 1 is designed as one long pressure curve: warning signs, sudden betrayal, a timed cell-block escape, a technical crisis in the tunnels, and a final gatekeeper battle.
| Scene | Level | Function | Completion |
|---|---|---|---|
| 1. The Betrayal Catalyst | 1 | Complete opening, social setup, Moderate crossfire, timed purge | 100% |
| 2. The Subterranean Gauntlet | 1 | Cyber-hound combat and restraint-neutralization subsystem | 50% |
| 3. The Exhaust Gate Breach | 1 | Objective boss fight and surface escape | 30% |
| 4. Arrival at the Safehouse | 1 → 2 | Recovery, truth exchange, campaign choice | 20% |
Scene 1 — The Double Betrayal
GM Story Progression
Scene 1 begins as a controlled corporate extraction and ends with the crew trapped inside a three-sided prison firefight. VantaCore’s Onyx Team intends to steal the Resonance Twins from Helix Meridian, eliminate the hired crew, and erase the evidence. Two Tamsin Rooks have infiltrated the Onyx unit and intend to turn the extraction into a rescue.
The Rooks know VantaCore has hidden thermal charges inside every issued Onyx utility vest. The party does not. When the Rooks free the twins, they also warn the crew about the charges, creating a second betrayal inside the first.
Default Onyx Count
Three genuine Onyx personnel enter the vault: one level-3 field leader and two level-1 operatives. By default, one operative is disabled, trapped, or taken out during the opening EMP and crossfire. This leaves the Onyx leader and one operative as the two active enemies retreating through Scene 1.3.
For a larger or highly optimized party, keep all three Onyx personnel active.
Scene Cast
| Character | Level | Starting Role | Scene Function |
|---|---|---|---|
| Onyx Field Leader | 3 | Commands the VantaCore extraction | Controls the thermal-pack network and organizes the retreat |
| Two Onyx Operatives | 1 each | Security and prisoner-handling personnel | One is normally removed during the opening chaos; the other retreats with the leader |
| Mara Venn | 3 | Tamsin Rook leader disguised as an Onyx restraint specialist | Releases the twins, warns the party, and directs the escape |
| Second Tamsin Rook | 1 | Disguised Onyx support specialist | Covers a weakness in the party and operates the EMP device |
| Kaelen and Vanya Dax | 1 support NPCs | Restrained prisoners | Provide defensive resonance and directional EMP support |
| The PCs | 1 | VantaCore’s hired specialist crew | Survive the betrayal, disable their charges, and open an escape route |
Selecting the Second Tamsin Rook
The second Rook can be an original NPC or one of the seven pregenerated characters not selected by a player. Do not duplicate a pregen already being played as a PC.
| Party Weakness | Suggested Supporting Rook | Contribution |
|---|---|---|
| Limited healing | Vortex | Medicine, stabilization, and battlefield support |
| Limited area control | Miiyu | Controls movement and protects exposed characters |
| Weak frontline | Sarangari or Iolana Vale | Holds the center lane while others work on objectives |
| Limited technical skills | Tipps | Disarms thermal packs and assists with the hatch or turrets |
| Limited reconnaissance or Thievery | Shessara | Reaches separated controls and opens physical locks |
| Limited coordination | Kinnik | Directs frightened characters and helps the party divide its tasks |
Onyx Breach Utility Vest
Every PC and both disguised Rooks were issued an expensive VantaCore utility vest before entering Omicron-9. The vest is worn over normal armor and does not replace it.
The vest includes an encrypted squad communicator, tactical power distribution, two magnetic equipment clips, a quick-access battery sleeve, biometric monitoring, and a hardened mission computer. It is far better equipment than a level-1 contract crew would normally receive.
Hidden inside the reinforced back panel is a shaped thermal charge tied to the wearer’s contract identity.
| Vest Feature | Effect |
|---|---|
| Encrypted Squad Channel | All wearers can communicate silently across the cell block while the network remains active. |
| Quick Battery Sleeve | Once during Scene 1, the wearer can draw a stored battery as part of the action used to install it. |
| Mission Telemetry | The vest tracks position, vital signs, ammunition use, and squad identity. |
| Hidden Thermal Pack | A concealed shaped charge can be armed by VantaCore or detonated by an authenticated Onyx operative. |
| Persistent Tracking | A vest retained after the escape can be traced until its VantaCore components are removed or scrubbed. |
Scene 1.1 — The Contract Walk
The crew enters Omicron-9 alongside five apparent Onyx personnel. Only three are genuine VantaCore operatives. Mara Venn and the supporting Rook are wearing copied armor, valid credentials, and matching utility vests.
The prison appears paused rather than abandoned. Cameras track the group, security doors open exactly on schedule, and no living Helix Meridian personnel are present. CUSTOS-9 allows the group deeper into the complex because the stolen credentials remain valid.
What the GM Should Establish
| Detail | Purpose |
|---|---|
| The PCs were issued unusually advanced gear | Makes the utility vests noticeable before their real purpose is revealed |
| The Onyx leader repeatedly checks squad telemetry | Foreshadows the remote detonator network |
| Mara quietly confirms that every PC is wearing the issued vest | Appears to be a routine equipment inspection |
| The second Rook carries a heavy equipment case | The case contains the directional EMP device |
| Omicron-9 contains no visible biological guards | Establishes that every prison response will be automated |
Scene 1.2 — Descent from the Gantry
The extraction unit enters from the elevated eastern gantry. The containment vault is below, with two dormant android guards and two retracted turrets positioned at the guard stations.
CUSTOS-9 identifies the constructs as local security equipment undergoing a scheduled maintenance suspension. The Onyx leader orders everyone down to ground level before opening the vault.
Allow the players to choose their positions as they descend. A character who remains near the ladder begins closer to the upper gantry. A character who moves with the Onyx leader begins near the south side. Characters watching the Rooks can notice that they position themselves closer to the twins and farther from the genuine Onyx personnel.
Start of Scene 1.3
Do not begin the main encounter while most combatants remain on the gantry. Scene 1.3 starts after the PCs, Onyx personnel, and both Rooks have reached ground level and the Onyx team opens the containment vault.
Scene 1.3 — The Double Betrayal
Step 1 — The Vault Opens
The Onyx field leader uses the stolen authorization to open the containment chamber. Kaelen and Vanya emerge wearing heavy restraint collars that keep them separated and suppress their shared resonance.
Mara approaches under the pretense of checking the transfer restraints. She inserts a copied biometric key and unlocks both collars at once.
The Onyx personnel are surprised. They knew the Tamsin Rooks existed, but they did not know their own team had been infiltrated.
Step 2 — The Twins Make Contact
Kaelen immediately reaches for Vanya. When their hands meet, their resonance field activates. Loose equipment rises from the floor, lights bend toward them, and the containment chamber begins to vibrate.
The twins initially activate the following channels:
| Channel | Opening Effect | Purpose |
|---|---|---|
| Personal | Anchor Shell | Protects the twins against immediate gunfire |
| Allied | Kinetic Defense | Protects the nearby Tamsin Rooks and any PCs who have not attacked them |
| Hostile | None | The twins have not yet identified every threat in the room |
Step 3 — The EMP Strike
The second Rook opens the equipment case and triggers a heavy directional EMP device aimed across both guard stations.
The pulse disables both turrets and both android guards for two full rounds. Their lights go dark, their weapons lower, and CUSTOS-9 momentarily loses direct control of the chamber.
The EMP does not permanently destroy them. At the beginning of round 3, all four automated defenders reactivate and classify every unauthenticated creature in the room as a possible intruder.
Step 4 — The Vest Network Arms
The collar release and EMP trigger VantaCore’s contingency protocol. Red indicators appear on the PCs’ utility vests and on both Rook vests.
Every thermal pack begins a shared three-round countdown.
Mara’s voice cuts across the squad channel.
“Listen carefully. There is a shaped thermal charge inside the back plate of every vest. Three rounds. Open the left diagnostic tab, isolate the red conductor, and cut the signal before the counter reaches zero.”
The Onyx leader raises a wrist control.
“Step away from the prisoners. This is your only warning.”
Step 5 — Opening Rook Actions
Before normal initiative begins, the two Rooks and the twins receive one opening turn.
| Character | Opening Action |
|---|---|
| Mara Venn | Uses her first action to disarm her own thermal pack, then warns the PCs and moves toward cover. |
| Second Rook | Uses their first action to disarm their own pack, then takes cover or assists the nearest endangered PC. |
| Kaelen and Vanya | Activate Anchor Shell and Kinetic Defense while remaining adjacent and touching. |
| Onyx Associate Removed from Encounter | Is knocked unconscious, trapped beneath damaged equipment, or neutralized by the opening Rook attack. |
Roll initiative after these opening actions.
Thermal-Pack Countdown
Place a visible counter at 3. Reduce it by 1 at initiative 0 each round. When it would fall from 1 to 0, every armed pack detonates.
Disarm Thermal Pack [one-action]
MANIPULATE TECH
Requirements: The character is wearing the vest or is adjacent to another wearer, and can hear Mara’s instructions through the squad channel.
Attempt a DC 15 Crafting check, DC 15 Thievery check, or DC 17 Computers check. A character trained in none of these skills can still attempt the check using Mara’s directions, but the DC increases to 17.
| Result | Effect |
|---|---|
| Critical Success | The pack is disarmed, and the character also disables the vest’s immediate tracking transmitter. |
| Success | The thermal pack is disarmed. |
| Failure | The pack remains armed. The character can try again. |
| Critical Failure | The pack remains armed and its personal countdown advances by 1. |
Each pack requires its own check. A technically skilled PC can move between allies and disarm multiple packs over several turns.
Strip the Onyx Vest [three-actions]
MANIPULATE
A character can physically remove the utility vest instead of attempting to disarm its charge.
The character spends all three actions releasing the magnetic harness, disconnecting the suit leads, and pulling the vest free. Until the beginning of their next turn, the character is off-guard and cannot use reactions.
When the activity is complete, place the armed vest in the character’s square or an adjacent empty square. The character can move away on a later turn. The pack continues counting down and still explodes if not disarmed.
Thermal-Pack Detonation
The wearer of an armed pack takes 4d6 fire damage and 1d6 persistent fire damage. The wearer does not receive a saving throw.
Every other creature within 5 feet attempts a DC 17 basic Reflex save against 2d6 fire damage.
For a particularly fragile party, reduce the wearer’s damage to 3d6 fire.
Onyx Detonate Network [one-action]
Each genuine Onyx operative carries an authenticated command trigger. An Onyx operative can use one action to immediately detonate every armed utility-vest pack in the chamber.
By default, the Onyx leader does not use the command trigger during the first two rounds. VantaCore originally intended to detonate the crew after the extraction was complete. The leader uses it early only if the PCs block the retreat, seize the trigger, or clearly commit to helping the Rooks.
Mara warns the party that every genuine Onyx wrist controller can trigger the packs.
Onyx Retreat
The Onyx leader immediately recognizes that the extraction has failed. Recovering the twins is no longer realistic while the Rooks, PCs, and prison defenses are all active.
The remaining two Onyx personnel begin moving toward the south exit.
Onyx Target Priorities
| Priority | Target |
|---|---|
| 1 | A Tamsin Rook directly blocking the retreat |
| 2 | Kaelen or Vanya if a clean shot can disrupt their resonance without killing them |
| 3 | A turret, android, or PC currently attacking Onyx personnel |
| 4 | Any creature standing between Onyx and the south exit |
Onyx personnel do not remain in place to trade fire. They Strike, move toward the exit, and use the guard stations or central lane structures as cover.
Round-by-Round Progression
| Round | Thermal Packs | Onyx | Prison Defenses | Likely PC Priorities |
|---|---|---|---|---|
| Opening Turn | Countdown begins at 3 | Surprised; one associate is normally removed | EMP disables all four constructs | Understand the betrayal and locate their own charges |
| Round 1 | PCs begin disarming packs | Leader and operative move toward the south exit | Turrets and androids remain disabled | Disarm packs, protect the twins, and move toward useful controls |
| Round 2 | Countdown approaches its final step | Onyx reaches the south side and covers its retreat | Constructs remain disabled for their second full round | Finish disarming, activate the hatch interlock, or hack a turret station |
| Round 3 | Any remaining packs detonate at initiative 0 | Onyx begins arming the south-exit incinerator | Two turrets and two androids reactivate | Open the hatch while surviving random automated fire |
| Round 4 | Disarmed or expended | Onyx withdraws beyond the south breach door | Constructs continue selecting targets | Complete the physical hatch lock and evacuate |
| Round 5 and Later | No longer the primary threat | Onyx has escaped or been defeated | CUSTOS-9 escalates its chamber response | Enter the maintenance hatch before the cell block becomes unsurvivable |
The South-Exit Incinerator
Once the Onyx personnel reach the south exit, one operative installs a large VantaCore thermal incinerator against the outer corridor frame. The device is intended to destroy the pursuit route, kill witnesses, and remove evidence left near the breach door.
Arm Incinerator [two-actions]
An Onyx operative adjacent to the south exit installs and arms the device. It begins a two-round countdown.
Disabling the device requires expert proficiency and a successful DC 22 Crafting, Computers, or Thievery check. It is not intended to be a realistic level-1 objective.
When it detonates, the incinerator fills the south corridor and the area immediately inside the exit with lethal heat, collapses the outer passage, and seals the route behind the retreating Onyx personnel.
Telegraph the Danger
Show the players the size of the device, the rising thermal reading, and Mara’s immediate alarm. Do not surprise the party with an unavoidable lethal explosion.
Following Onyx Through the South Exit
The PCs can attempt to pursue Onyx rather than use the maintenance hatch. This is a valid decision, but it should quickly reveal why the route is unfavorable.
| Obstacle | Result |
|---|---|
| Onyx covering fire | The retreating operatives fire from prepared positions while continuing to move. |
| Credential-locked breach door | The outer door closes after Onyx passes through it. |
| Door security | Opening it requires expert proficiency and a DC 22 Computers or Thievery check, or damage beyond what the party can reasonably inflict during the countdown. |
| Thermal incinerator | The corridor becomes a clearly marked kill zone. |
The south route should not instantly kill the party. Characters who pursue discover the sealed door and incinerator in time to retreat to the main chamber. This costs them time but leaves the maintenance hatch available.
Opening the Maintenance Hatch
The maintenance hatch uses two separate security systems positioned on opposite sides of the room. The party must divide its attention and cross exposed ground.
Objective 1 — Release the Remote Interlock
The hatch’s pressure interlock is controlled from the eastern guard station, across the central transfer lane from the hatch.
A character adjacent to that station spends 1 action and attempts a DC 15 Computers check or DC 15 Crafting check.
| Result | Effect |
|---|---|
| Critical Success | The pressure interlock releases, and the physical hatch lock gains a +1 circumstance bonus on its first attempt. |
| Success | The pressure interlock releases. |
| Failure | The interlock remains engaged. |
| Critical Failure | The acting character takes 1d6 electricity damage, and the station locks until the beginning of the next round. |
The interlock must be released before the physical lock can be opened.
Objective 2 — Open the Physical Access Lock
Once the remote interlock releases, an armored lock assembly rises from the maintenance hatch.
A character adjacent to the hatch spends 2 actions and attempts a DC 15 Crafting check, DC 15 Thievery check, or DC 17 Athletics check.
| Result | Effect |
|---|---|
| Critical Success | The hatch opens immediately, and the ladder below deploys normally. |
| Success | The hatch opens. |
| Failure | The lock remains closed, but the character can try again. |
| Critical Failure | The lock jams. The next attempt requires 3 actions instead of 2. |
Opening the hatch exposes a 20-foot maintenance drop leading into Scene 2.
Turret Activation and Hacking
The two turrets reactivate at the beginning of round 3. They are controlled through the adjacent guard stations.
Access Turret Controls [one-action]
A character adjacent to a guard station attempts a DC 15 Computers check.
| Result | Effect |
|---|---|
| Critical Success | The character gains access and can immediately use Shut Down Turret as a free action. |
| Success | The character gains access to that station’s turret until the end of the turn. |
| Failure | No access is gained. |
| Critical Failure | The turret adds two additional targeting entries for the hacker during its next target selection. |
Shut Down Turret [one-action]
Requirements: The character has accessed the turret controls.
The turret shuts down for the remainder of the encounter.
Rewrite Turret Identification [two-actions]
Requirements: The character has accessed the turret controls.
The turret removes the PCs, the twins, and the Tamsin Rooks from its valid target list. Onyx personnel, android guards, and the other turret remain valid targets.
The turret is not directly controlled by the PC. It continues choosing among valid hostile targets using its normal targeting procedure.
Automated Target Selection
When a turret or android activates, create a temporary target pool rather than having it automatically focus on the PCs.
| Target Condition | Entries Added to the Pool |
|---|---|
| Visible, conscious creature in range | 1 entry |
| Damaged that construct since its previous turn | 2 additional entries |
| Adjacent to or visibly protecting a twin | 2 additional entries |
| Used a conspicuous resonance or technological effect | 1 additional entry |
| Critically failed to hack a turret | 2 additional turret entries only |
Randomly select one entry from the pool. CUSTOS-9 considers Onyx personnel, the Rooks, the twins, and the PCs separate groups of unauthorized intruders. The constructs can therefore attack any side.
Android guards do not increase their priority against a character merely for hacking a guard station. The hacker remains a normal valid target and can still be randomly selected.
Android Guard Behavior
The two android guards are intended to be moving battlefield threats rather than reasonable level-1 targets to destroy. Give them high defenses, substantial Hit Points, and enough resistance or Hardness that direct attacks produce limited results.
Their vulnerability is not low durability. It is their narrow targeting logic.
Single-Target Lock
At the beginning of each android’s turn, select one target using the target pool. The android locks onto that creature until the beginning of its next turn.
During that time:
| Android Limitation | Party Advantage |
|---|---|
| The android uses attacks and reactions only against its locked target. | Other characters can move or attack without drawing its reciprocal responses. |
| The android does not immediately switch when its target retreats. | The locked character can move behind cover while allies exploit the opening. |
| The android normally Strikes, repositions, and withdraws. | The party can predict where it will move and avoid surrounding it. |
| The android chooses a new target only at the start of its next turn. | The party gains almost one full round to act once the lock becomes obvious. |
Android Tactics
An android normally moves into range, makes one ranged or melee Strike against its locked target, and then Steps or Strides toward cover. It does not stand still and trade attacks with the entire party.
After the party observes this behavior once, a character can identify the pattern with a successful DC 15 Perception check or DC 15 Computers check. On a critical success, the character immediately explains the weakness to every ally who can hear them.
Once the players understand the lock behavior, do not conceal which creature each android is tracking.
Twins’ Directional EMP
Kaelen and Vanya can briefly disrupt a mobile automated defender without shutting down the entire battlefield.
Directional EMP Burst [two-actions]
ELECTRICITY RESONANCE TECH
Requirements: Kaelen and Vanya are conscious, adjacent, and touching.
The twins release a focused electromagnetic burst in a 30-foot line. Each android guard in the line attempts a DC 17 Fortitude save.
| Result | Effect |
|---|---|
| Critical Success | The android is unaffected. |
| Success | The android takes a –1 status penalty to attack rolls and cannot use reactions until the beginning of the twins’ next turn. |
| Failure | The android shuts down until the beginning of the twins’ next turn. It is off-guard, cannot act, and cannot use reactions. |
| Critical Failure | As failure, but the android is also slowed 1 during its first turn after restarting. |
After using Directional EMP Burst, roll 1d4. The twins cannot use it again for that many rounds.
The fixed turrets are shielded against this smaller directional pulse and must be disabled through the guard stations.
Ending Scene 1.3
The scene ends when the twins and at least one PC enter the maintenance hatch, or when the GM determines that the remaining survivors must withdraw immediately.
The Rooks do not require the party to formally join them. Mara’s immediate argument is practical:
“You can decide whether you trust us after we survive. Right now, the south corridor is about to become a furnace, your employer can still detonate those vests, and this hatch is the only route CUSTOS has not already sealed.”
Scene 1.4 — The Maintenance Drop
The opened hatch leads to a twenty-foot service shaft. Smoke rolls across the ceiling while gunfire and automated announcements continue above.
The twins, the surviving Rooks, and the PCs descend into the maintenance network. The hatch closes behind them, muffling the battle but not ending the pursuit.
Scene 2 begins with the discovery that the visible collars were only part of the twins’ restraint system.
Adjusting the Scene
| Party Condition | Recommended Adjustment |
|---|---|
| Four PCs or limited technical skills | Remove one Onyx associate during the opening, use Tipps or another technician as the second Rook, and have only one android activate in round 3. |
| Five PCs | Use the default two active Onyx personnel and activate all four constructs in round 3. |
| Six PCs | Keep all three Onyx personnel active or allow the removed operative to return with reduced HP. |
| Seven PCs | Keep all three Onyx personnel active and allow one turret to recover from the EMP at the end of round 2. |
| Party is badly injured | Delay the android activation until round 4 or have the first construct target retreating Onyx personnel. |
| Party is dominating the encounter | Have the Onyx leader threaten the command detonator, accelerate the south-exit incinerator, or direct a turret toward the twins. |
Running the Scene Fairly
The encounter contains several dangerous systems, but each one should be clearly telegraphed. Show the vest countdown. Identify who carries a detonator. Mark the androids’ current targets. Announce when the turrets will restart. Display the south-exit incinerator timer.
The pressure should come from competing objectives and limited actions, not from information the players had no reasonable way to obtain.
Act 1 Pacing
Scene 1 should feel fast but legible: players need enough warning to make meaningful choices before initiative. Scene 2 narrows the space and forces technical actions during combat. Scene 3 widens the battlefield and presents multiple victory routes. Scene 4 releases the pressure and gives the crew ownership of the campaign.
Offer a 10-minute recovery window either after Scene 1 or immediately before Scene 3, but not both unless the party is badly depleted.