Orangeview Universe RPG is a science fiction campaign setting for role playing games. It is designed for use by Game Masters to referee a fast-paced Spy-fi campaign for three Players. It was written and copyright by Christer Kaitila under the GPL license. An online game is currently being made based on this lore. All you need to play are some six-sided dice - the Rules are included in this document. For more information please see the Appendix and Credits. |
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The genre described in Orangeview Universe RPG is a vision of the near future with an emphasis on realism in terms of technology and cultural shifts over time. It presents a future in which there are no teleporters, no English-speaking aliens, no warp drives and no magic. Instead, there is a focus on stealth, intel, assassination, border disputes, arms manufacturing, homeland security, and espionage between giant corporations.
In this game universe there exists a human society very similar to our own. The technological advancements of a thousand years of science have enabled humanity to reach beyond the confines of our home planet. The Moon and Mars have been populated, and Travel between planets is common. Amongst the rapid growth and prosperity, competing factions secretly fight a cold war against each other behind the iron curtain of an interplanetary Black Market.
This game is played by four people sitting at a table. The GM (Game Master) is the referee, the teller of the story, who leads the three Players though an adventure played entirely in their imaginations.
The trade routes between Earth and Mars are well established, and all shipments must be willing to pass inspection by The Security Bureau along the way. All incoming shipments from Mars are required to go through the Customs and Cargo checkpoint on the Moon before being allowed onto the Earth.
First Contact has been made, but only in the detection and verification of a repeating mathematical pattern that was broadcast from the Virgo Supercluster some 60 million years ago. Due to the great distances involved, nobody knows if this obviously sentient species still exists, whether they plan to visit, or whether they have heard our responses, which are due to be received in another 60 million years.
Large portions of the surface have been deemed a wildlife sanctuary in order to put a stop to mass extinctions, and any that can afford it prefer to live off-world, in pristine Space Stations. Although 80% of the human population resides elsewhere, the planet is still densely populated: by those that refuse to leave, by the poor, and what little wildlife is left. Skeletons of a planet-wide megapolis are slowly being dismantled and wildlife refuges are now growing in what are now the last tiny pockets of anything that can be called wilderness.
Mars and it's moons Phobos and Deimos have been settled for many years. The city New Rio Lunar Colony (on the Moon) is one of the wealthiest of all human settlements. Mars Orbital Station has also grown to include millions of residents. Outside of the Earth, the Moon and Mars, very few humans live elsewhere: a few scattered scientists at the edge of the solar system are rarely accompanied by more than the few orbiting satellites that circle all of the planets in the solar system. Outside of the solar system, vast interstellar distances have kept Travel to other stars too costly to undertake.
After the destruction of Rio De Janeiro in 2666, the Federated South Americas undertook a massive construction program on the Moon that spanned 110 years. New Rio Lunar Colony is now the wealthiest and most powerful of all offworld settlements.
There are also colonies of a primarily industrial nature on the moons, Phobos and Deimos. Deimos colony is a small city that consists of hotels, stores, banks and factories that service long-distance travel between Mars and The Earth. Phobos, on the other hand, is entirely privately owned.
Some scientists speculate that Phobos and it's twin moon, Deimos, are captured asteroids. It's composition is similar to the C-type (blackish carbonaceous chondrite) asteroids that exist in the outer Asteroid Belt. Phobos shows striated patterns which are probably giant cracks caused by a catastrophic impact event that left the largest crater on the moon, which is clearly visible today.
It is used primarily as a source of cheap Carbon and Methane Ice, and the only developments on this small moon are an ore processing plant and a pit mine, as well as worker residences that support 200 staff of the giant corporation Sol Mining LLC.
While most asteroids may be only the size of pebbles, 16 asteroids have a diameter of 240 km or more and Ceres, the largest, has a diameter of about 914 km. The strong gravitational force of the planet Jupiter shepherds the asteroid belt, pulling the asteroids away from the Sun, keeping them from careening into the inner planets.
The Asteroid Belt has become the settlement of choice by those who live outside the law. Here, one can run a business anonymously, and pirate attacks are common. Only those spacecraft with heavy armour dare to fly within the treacherous expanse of shattered rock, comets, and space debris.
Most computer networks are self-contained - there is no longer an unregulated internet, because no networked computer is considered safe from hacker attacks. For this reason most computers are islands unto their own, safe from attack by outside hostile computers.
Because of technological abuses in the past that brought down both the world economy and the internet, self-reproducing automata (worms, virii, build-bots) are illegal, as are human-enhancement programs such as cloning, gene-therapy, mechanized human augmentation, and encryption. However, just because it is illegal does not mean that there is not a vast and thriving Black Market economy.
Contacts of note include human resources Director Maxwell, director of the investigative wing Director Johnson, and Instructor Black.
NPC personalities of note include those from the Security Bureau, such as Director Maxwell, Director Johnson, Instructor Black, Professor Jenkins, and Private Ashbury.
Unlike NPCs, which are controlled by the Game Master, The Players form a team of three player-characters (PCs): Sanchez Manuel (the sharpshooter), John Aster (the engineer), and Jan Torano (the pilot).
Stats: INT:7 PRE:8 WILL:7 TECH:4 MOVE:7 REF:5 DEX:3 STR:4 CON:4 BODY:4 HITS:20 STUN:20 SD:8 REC:8 RES:21 PUNCH:4d6 KICK:5d6 RUN:10m SPRINT:15m LEAP:5m Skills: Perception (INT) 8, Concentration (WILL) 6, Persuasion (PRE) 7, Computers (TECH) 5, Athletics (DEX) 5, Hand-to-Hand (REF) 6, Evasion (DEX) 5, Astro-navigation (TECH) 5, Handguns (REF) 4, Pilot Starship (REF) 6, Melee Weapons (REF) 5, Wardrobe/Style (PRE) 6, Interrogation (PRE) 4, Leadership (PRE) 8, Oratory (PRE) 7
Stats: INT:4 PRE:4 WILL:5 TECH:5 MOVE:5 REF:6 DEX:6 STR:7 CON:4 BODY:3 HITS:15 STUN:15 SD:8 REC:11 RES:15 PUNCH:7d6 KICK:8d6 RUN:12m SPRINT:18m LEAP:6m Skills: Perception (INT) 3, Concentration (WILL) 2, Persuasion (PRE) 2, Computers (TECH) 3, Athletics (DEX) 4, Hand-to-Hand (REF) 6, Evasion (DEX) 2, Demolitions (TECH) 5, Interrogation (PRE) 3, Tactics (INT) 5, Heavy Weapons (REF) 3, Handguns (REF) 4
Stats: INT:8 PRE:5 WILL:6 TECH:8 MOVE:6 REF:5 DEX:3 STR:3 CON:5 BODY:2 HITS:10 STUN:10 SD:10 REC:8 RES:18 PUNCH:3d6 KICK:4d6 RUN:10m SPRINT:15m LEAP:5m Skills: Perception (INT) 5, Concentration (WILL) 7, Persuasion (PRE) 3, Computers (TECH) 8, Athletics (DEX) 3, Hand-to-Hand (REF) 4, Evasion (DEX) 5, First aid (INT) 4, Pilot Starship (REF) 4, Astro-navigation (TECH) 7, Seduction (PRE) 4, Shield Control (REF) 5, Security Systems (TECH) 6, Science: Propulsion Systems (INT) 8, Science: Nuclear Physics (INT) 8, Education: M.Sc, Ph.D. (INT) 7
Stats: INT:3 PRE:3 WILL:4 TECH:4 MOVE:4 REF:6 DEX:4 STR:4 CON:3 BODY:5 HITS:25 STUN:25 SD:6 REC:7 RES:12 PUNCH:4d6 KICK:5d6 RUN:8m SPRINT:12m LEAP:4m Skills: Perception (INT) 5, Concentration (WILL) 3, Persuasion (PRE) 3, Computers (TECH) 5, Athletics (DEX) 4, Hand-to-Hand (REF) 4, Evasion (DEX) 4, Acting (PRE) 5, Seduction (PRE) 3, Astro-navigation (TECH) 4, Pilot Starship (REF) 5, Pilot Starship (REF) 3
The lore used in this roleplaying game is that of a universe set in the near future that uses realistic future technology. The style of gameplay is designed to be exciting, but cerebral and realistic. The Players will have an adventure of galactic proportions, but all feats required of them are along the lines of what a real human being would be capable of, given a thousand years of technological, informational and scientific advancements.
To resolve an action between one character and a thing, or to perform a skill, the GM determines the task's DV (difficulty value) and the player attempts to roll three six-sided dice high enough that adding the total to the value of the applicable Primary Attribute with the Skill being tested will be higher than the DV. For example, to determine if a Pilot can perform a tricky maneuver with DV 22, roll 3d6, add his Piloting Skill and his REF (see Character Skills) - the total must exceed 22 to succeed. If 18 is rolled (6+6+6), it is considered a critical success (add 2d6). If 3 is rolled (1+1+1), it is considered a critical failure (subtract 2d6).
In Combat, you compare the totals of the Attacker and the Defender. If the Attacker has a higher total, the hit succeeds and Damage (1d6 times the weapon's DC) is taken.
For example, in a fist-fight the applicable skills are Hand-to-Hand (which uses Reflex) for the attacker and Evade (which uses Dexterity) for the Defender. For other styles of combat, the GM chooses what skill and which attribute should be used, such as gunnery or thrown weapons. During dialog and role playing, the time scale is flexible. During Combat, each turn (PHASE) consists of 3 seconds, a ROUND (long action) is 12 seconds.
At the end of each gaming session Players earn 1 to 4 experience points (XP). To buy up SKILLS: one XP for each LEVEL of skill (eg from 3 to 4 costs 4 XP). To buy up CHARACTERISTICS: costs 5 OP x the next level (eg from 5 to 6 costs 30 XP).
(0-1:challenged, 1-2:everyday, 3-4:competent, 5-6:impressive, 7-8:incredible, 9-10:legendary).
Example skill level descriptions: 0-1: challenged ability - don't know how to perform this task. 1-2: everyday ability - learned the basics, a beginner. 3-4: competent ability - well trained and practiced, a professional. 5-6: impressive ability - a master craftsman of the skill. 7-8: incredible ability - one of the best at this skill, an Olympian. 9-?: legendary ability - a genius, a prodigy at this skill.
The attribute in brackets is used during that skill's roll. Some skills require that the Player choose an area of expertise. For example, for the skill "Expert" a player could specify "Stamp Collecting". Players can also invent entirely new skills at the GM's discretion.
Certain Common Knowledge skills start at level 2 for free: Perception, Concentration, Persuasion, Computers, Athletics, Hand-to-Hand and Evasion.
Fighting Skills: Ranged Weapon Skills: Awareness Skills: Control Skills: |
Body Skills: Social Skills: |
Technique Skills: Performance Skills: |
Education Skills: |
Unfamiliar tools, weapon, vehicle | -4 |
Don't have right tools or parts | -2 |
Complex Task, multitasking | -3 to -4 |
Under stress of attack, distracted | -3 |
Trying to perform tasks secretly | -4 |
Lack of instructions for task | -2 |
Hostile Environment | -5 |
Have never done this before | -1 |
Drunk, drugged, or tired | -4 |
Which Characteristic to use when I don't have that particular skill listed?
knowledge, memory, problem solving | INT |
interact, lie, convince, impress | PRE |
resist influence, danger, fear, stress | WILL |
manipulate tools, computers, scanners | TECH |
race, swim, ski, catch up, get away | MOVE |
hand-eye: fight, drive, fly, shoot | REF |
athletics: evade, jump, fists, blades | DEX |
raw physical strength: lift, push | STR |
endurance to pain, disease, shock | CON |
Typical single-phase Combat Actions:
Target 5-10m away | -2 |
Target 11-50m away | -4 |
Target >50m to weapon's range | -6 |
Target action is dodging this phase | -3 |
Target is moving | -1 per 10m |
Target Silhouetted | +2 |
Target has cover: Half Body | -1 |
Target has cover: Head + Shoulders | -1 |
Target has cover: Head Only | -2 |
Target has cover: Behind someone | -2 |
Target partially behind something | -1 to -4 |
Target Obscured by smoke, darkness | -4 |
Vehicle Mounted weapon (no turret) | -4 |
Aimed Body Shot: Chest | -1 |
Aimed Body Shot: Shoulders, Thighs | -3 |
Aimed Body Shot: Legs, Hands, Feet | -4 |
Aimed Body Shot: Stomach | -5 |
Aimed Body Shot: Vitals, Head | -6 |
Firing from hip (undrawn weapon) | -2 |
Aiming: | +1 per phase, +3 max |
Braced: | +2 |
Tiny Target (bullseye, eye, button) | -6 |
Small Target (head, limb, lamp) | -4 |
Large Target (tree, car, horse) | +2 |
Very Large Target (truck, side of barn) | +4 |
Surprise Attack (target fails PER roll) | +5 |
Target Prone (lying down) | -2 |
Improvised Weapon (rock, bottle, 2x4) | -2 |
Dogfighting: When two opponents are flying/driving against each other, they both vie for tactical positioning. Roll 3d6+REF+Pilot Skill+ vehicle's MV (Maneuver Value) to come up with your AV. The winner gains the advantage and gets to either shoot or flee. The loser does not get an attack at all and must attain a better position next phase. If the advantage is TAILING, the winner gets +2 to AV during the next round's attack.
Hits: When you reach 0 HITS, you are dying, losing -1 HIT per round. You can still move (unless your STUN is 0 and you are unconscious), but all Primary Characteristics are -6. Death occurs when you get to -2xBODY.
Stun: All HIT damage is also STUN damage, but not the other way around. If you take >50% STUN in one hit, you are stunned: -5 to all primary characteristics for one phase. All STUN damage done after STUN is below 0 becomes killing (HITS) damage. If your STUN reaches 0, you are unconscious, but regain STUN:
Armour: Absorbs damage - subtract the KD (killing defense) of your armour from amount of damage dealt (HITS or STUN). Also, if you have SD (stun DEF derived char) subtract it if it is higher then your armour. For example, if I am hit with 15 STUN, and my SD (or Armour KD) is 10, I only take 5 STUN damage.
Healing: For every 24 hours of medical care, you regain as many HITS as your REC score. To save a dying character, roll a First Aid (Medical) skill check with DC -HITSx2. For example, a friend is at -7 HITS, I must make a Med skill roll against a DC 14.
Damage Types: Falling damage is 1DC per 6 meters. Asphyxiation is 3DC per phase after max breath held (CON*2 phases). Mild poison/electricity/fire does DC1-4. Intense poison/electricity/fire does DC5-10. Deadly poison/electricity/fire does DC11-20.
For massive objects like tanks, KILLS are used rather than HITS/STUN or SDC (Structural Damage) to avoid rolling too many dice. Each point of KILLS is equal to one 14 + KILLSd6 of damage. A weapon doing 5 KILLS damage would do 19d6 damage against a small foe, but just simply 5 KILLS to a large target. Each DC of hits is worth 1/14th of a KILL. So a grenade doing 36DC damage would do (36/14=2.5) 2 KILLS of damage.
Two examples of situations that require all three players to cooperate are: 1. a spaceship battle (engineer takes the shields + warp drive + radar, sharpshooter takes the guns, pilot takes the helm) and 2. an assassination: (engineer hacks the doors + cuts the lights, sharpshooter takes out the target, pilot was a distraction and is now the getaway).
Stats:Int 7 Pre 6 Wil 5 Tech 7 Move 3 Ref 5 Dex 6 Str 3 Con 4 Body 4 Hits 20 Stun 20 SD 8 REC 7 Res 15 Punch 3d6 Kick 4d6 (-1 AV) Run 6m Sprint 9m Leap 3m Skills: Perception 2 Int, Concentration 4 Wil, Persuasion 2 Pre, Computers 6 Tech, Athletics 2 Dex, Hand to Hand 2 Ref, Evasion 2 Dex, Surveillance 4 Int, Lockpicking 4 Tech, Shield Control 6 Ref, Electronics 6 Tech, Criminology/Forensics 5 Tech, Security Systems 6 Tech, Cryptography 4 Int, Mechanics 6 Tech, Security Bureau 101 2 Int, Astro-Navigation 3 Tech Inventory: Defensive Vest 5kd damage absorbtion, Datapod with data recorder, camera, spectral analyzer: +2 Perception, +2 Tech, +2 Tracking, +2 Survival
Stats: Int 4 Pre 6 Wil 5 Tech 5 Move 4 Ref 8 Dex 6 Str 4 Con 4 Body 4 Hits 20 Stun 20 SD 8 REC 8 Res 15 Punch 4d6 Kick 5d6 Run 4 Sprint 12 Leap 4 Skills: Perception 4 Int, Concentration 4 Wil, Persuasion 3 Pre, Computers 2 Tech, Athletics 2 Dex, Hand to Hand 2 Ref, Evasion 2 Dex, Pilot Starfighter 7 Ref, Pilot Mecha 2 Ref, Pilot Ground 5 Ref, First Aid 2 Int, Tracking 2 Int, Astro Navigation 5 Tech, Mechanics 2 Tech, Electronics 2 Tech, Interrrogation 1 Pre, Bribery 1 Pre, Gambling 3 Tech, Stealth 1 Dex, Streetwise 1 Pre, Seduction 1 Pre, Handguns 3 Ref, SecurityBureau 2 Int, Fashion Sense 1 Pre. Inventory: Clothes (fashionable), Duffel Bag, Swiss army knife equivalent (blade, saw, file, scissors), EMP grenade (computers: DC10 SDC 10m, humans: DC2 STUN, 5m), Flight suit with helmet (10KD armour), Defensive vest (5KD armour).
Space images used in this document are derived from real NASA/JPL data. Many thanks go to the Bleary Owl Gamers, with whom I have been lucky enough to be able to play-test this RPG.
Finally, much of the spirit of role playing owes a debt of gratitude to the Wizards of the Coast, for the creation of the mother-of-all RPG's, Dungeons and Dragons. Oh, and thanks George and Gene, we love you guys.
I look around me at the other students. They wear expressions of interest, excitement, and even trepidation. I can feel none of that. My path was set 3 years ago. The Bureau will be my home. These others are still not decided. They have yet to make their choices. For them, they are waiting to see how well they rank on the exams and what aptitudes the directors tell them they have before they will decide. Some of the poor bastards will live their whole lives without making that decision. I pity those ones if they ever have to work with me.
There are only two entities in the galaxy that can give me legitimacy. I chose the Security Bureau.
The general law of the land is upheld by the Security Bureau. We inspect and respond to calls from every location save the moon.
Our only inherent detriment is that we are becoming interplanetary and we have a monopoly on law enforcement. The area that we must police is so large, some parts are definitely feeling like the wild west of old. The upshot is that the Bureau gets there too little and too late for most of the calls. The impact that we have is more of a deterrent in heavily populated areas. But still, we try. And occasionally, we nail those unfortunate enough to become, shall we say, indiscreet.
Customs and Cargo is the other organization that claims a jurisdiction. C and C are solely concerned with collecting duty, inspecting ships and foiling terrorists. But all of this activity is only for the moon. The rest of the known galaxy falls to us.
The hallways flow past my shoulders at a steady pace. The new boots are comfortable and not noticeably too large. Even though they have space for a few extra gadgets, which I hope to earn the right to wield shortly. My jacket looks a little big, but the extra large shoulder pads of the latest fad help to balance the look and hide the space for any additional rounds of ammo I might one day be issued, including the special electronics silencers that come standard. They don't do much for humans, but they can take out any electronics if they can tap just one cable of the system. At least, that was the theory as told by the Bureau quartermaster.
I reach my cubicle and am just relaxing when the call comes in over the intercom, "Report to Director Maxwell's office at 7am tomorrow morning." Perhaps the final exam didn't go that badly then, I muse. Ah, well. I had better make sure that I don't need to return here to collect anything. I turn to the task of getting my clothes and manuals. With a little slick packing I can fit everything I need into a small duffle.
The room I enter is larger than I would have thought. There are a great many students here. My hopes dim a bit as I realize that this is not a special call but only a standard handing out of the grades.
At 0700 a brusque looking woman opens the door of Director Maxwell's office. She is Director Lara Maxwell herself and is the dean of the Bureau's training center. My name is called along with two other names, "Sanchez Manuel, John Aster, Jan Torano, please come with me." We enter the director's office.
Her office is a picture of pretension. I study it well, as I have aspirations of pretension myself. No one has yet accused me of making up my name, but I have my suspicions that they know anyways.
Well, I mused, this certainly could speed up my advancement. No, this had just sped up my advancement. I looked at my new team members, especially at John. Director Maxwell had implied he was an optimist. I better triple check his planning. The last optimist I was partnered with almost cost me a hand.
Just as the director was dismissing us, the entire station gave a gigantic shudder. We looked at each other and then at Director Maxwell. The director asked us to remain for a minute, then she became very busy communicating with officers.
"There has been an attack on the station. Please report to emergency shuttle dock A."
Just as we were leaving she said "Wait, please report to copper team's lockers, then to command deck 5."
Without asking for particulars, we head out. We beeline it to Copper Headquarters.
There is a guard waiting. The martial arts professor is at the locker room. He tells us to get a move on and then supervises our outfitting.
In the locker are a small duffel and ceramic armour for me. I don't see what the other two are given as I am busy changing. I strap the armour on overtop of my "special" fashion clothes. I do get a few laughs, as I don't have a fashion sense. Well, some of us are endowed with other gifts.
We are told that this is the first attack on the station in 5 years. Our mission will be to intercept a space shuttle. Instructor Black, the hand-to-hand expert escorts us to command deck 5.
There are many students there mostly getting into escape pods. We take an elevator drive down to Director Maxwell. She asks if we are ready, commends us for our alacrity and informs us that our orders have changed slightly. She tells us that, "A junior scientist is aboard the shuttle and we doubt it is under her control. She has probably been forced into this, but we know not whether she is currently alone. Go and bring Professor Jenkins back even at the cost of the shuttle itself. We do not currently register any other lifeforms on the shuttle, but we can't know for sure, so be careful. Rendezvous at docking station A on Mars."
We quickly jump into the only shuttle available for our use. It is a model that Jan is intimate with as it was out training shuttle. We quickly assume out places. Myself at the weapon and shield array. John at the engine. Jan at the helm.
We quickly launch and begin tracking toward the South pole of Mars trying to overtake the renegade shuttle.
We plan our attack on the way. John begins scanning the shuttle to see if perhaps there are more people on board than just Sam. He confirms by some arcane calculation based upon fuel consumption of the other shuttle that there is an extra 220 pounds of weight on board.
Our plan is for Jan to fly in with a surprise manoeuvre and let me take a shot at the other shuttle's far gun. As we make gun range I squeeze off an early shot and blow off the near gun. Jan tries to barrel roll over the top. The roll was not quite successful, and so I missed my second shot. After a quick realignment I manage to eliminate the other one. With their teeth pulled I relax, knowing our shuttle is safe.
Jan swings in behind allowing me to disable their engine with a nice little shot up the aft. A quick realignment and John opens up their hull with the portal punch.
As the metal heats up and begins to flow we hear angry voices emanating from the other ship.
Hmmm, 220 pounds. I had better go in fast or I might get double teamed. I am unsure if that weight is distributed over more than one individual. With the metal still hot from the punch, I launch through with an arm up in front of my head.
I can barely see inside: the air is filled with a choking black smoke and most of the lights are out. As I enter, a large thug swings at me with a stun baton. My body armour protects me by absorbing the energy of his attack. I let him do this twice before putting him down with my stun gun. One shot sends him flying backwards into the control panel, crumpling to the ground.
The shuttle is breaking up, and begins to spiral uncontrollably toward the atmosphere of Mars. If we don't get out of here within 4 minutes we will burn up on reentry. Finally the door access is granted and the holding cell opens to reveal Professor Jenkins, unconscious in the holding pen.
We hastily exit the shuttle after John determines where the ship was headed. The ship was headed for Damacles Station, on the Southern tip of Mars.
Jan takes control of our ship and detaches from the crippled shuttle as it plummets toward the planet. We have succeeded in stopping the kidnapper who now lies unconscious by our feet.
Professor Jenkins is soon brought back to consciousness. We interrogate her with great effectiveness, proud to be using our newly learned field training. It takes only a few short minutes before her story starts to break down. The voices we heard shouting while we were boarding, the fact that the kidnapper was alone and barely armed, and the fact that she was obviously concerned for his welfare all pointed toward her lie. She was not kidnapped, the truth is that she and her lover Sven, (Private Ashbury) were recruited by Sol Mining LLC on the condition that Jenkins share her top-secret research regarding cold fusion propulsion engines. She has been exposed as a defector - and more importantly, she was planning to sell proprietary research that belongs to the Security Bureau. Sam exclaims in desperation: "Join us! Sol Mining LLC has resources that the Security Bureau dreams of, and pays accordingly".
We radio back to Director Maxwell and report on our success: "Target is dirty". The encrypted text-only radio channel lies silent for a few moments until new orders arrive. Our orders are terse: "Pursue all leads. Eliminate target".
An argument between the three of us ensues - do we kill Professor Jenkins now? If not now, when, if at all? Can we trust the professor? Can we trust Sol Mining? Can we even trust our orders? The bureau owns her research, but do they own her? Who are we to question orders? Do we use her to bring us to her planned rendezvous? What do we do with Private Ashbury? How far do we pursue these leads? Could we infiltrate their organization before our cover is blown?
Looking back at a distant Mars Orbital Station, we see that it is still being bombarded by the diversionary forces that attacked the station when before we left.