Null-B: Construct of Yenosia, the Wasteland of Dead Aspirations
The Moving Finger writes , and, having writ,
Moves on: nor all your Piety or Wit
Shall lure it back to cancel half a Line,
Nor shall all your tears wash out a word of it.
— The Rubaiyat of Omar Khayyam, Verse LXXVI
Null-B was once the pride of the Technocracy, the largest and most efficient of the Constructs, but Null-B's days of glory have come and gone. It is still one of the largest and most powerful Constructs in existence, but many rivals continue to grow, while Null-B is already starting to decline.
Null-B's trouble started when the Technomancers of the Construct decided they would turn their attention toward the Marauders, in hopes of eliminating as many as they could. This plan backfired, and now the Construct is constantly besieged by the wild Marauders. Dr. Alonzo Vendiz, the commander of the Construct, was assassinated by unknown parties inside Null-B's own ranks, and the Construct's fortunes have since spun wildly downward. There is no end in sight to the Marauders' mad vengeance. In just the last year, the Marauders have almost put a stop to all Technomancer efforts against the Traditions. If things stay the way they are, Null-B will eventually be forced to call for outside assistance, or collapse.
The season here is clearly Winter. The Construct is a dying place, too stubborn to fall over and expire. Within the ranks, discontent, bitterness, resentment and treachery simmer. The end is in sight.
Amalgams The amalgams of Null-B include some of the Technocracy's most experienced fighters. The mages normally do not work well together, but their current problems with the Marauders have forced them to become a closely knit group.
The Advocates Members: Oscar Hamilton (New World Order), Bernadine Slivey (Syndicate), Chiu Tang (Iteration X)
Background: Alonzo Vendiz ruled Null-B with a strong, capable hand. The Advocates have tried to fill the void left by his death, but have only succeeded in dooming the Construct. This amalgam serves as the ruling Triumvirate of the Construct. Its members are very capable leaders and experienced veterans. Unlike the other mages of Null-B, these mages are becoming more and more divided in their loyalties; each suspects the others of Vendiz's assassination, and the amalgam's efficiency is hamstrung by its members' infighting. Hamilton wishes to keep the Marauder problems a secret, Slivey seeks Vendiz's old position, and Tang wishes to call in Iteration X mages from Autochthonia to solve the problems.
Bernadine Slivey
Nature: Architect
Demeanor: Critic
Essence: Pattern
Tradition: Syndicate
Attributes: Strength 5, Dexterity 3, Stamina 4, Charisma 3, Manipulation 5, Appearance 3, Perception 4, Intelligence 5, Wits 5
Abilities: Alertness 2, Athletics 5, Brawl 4, Computer 4, Cosmology 2, Dodge 1, Drive 2, Enigmas 2, Etiquette 5, Firearms 3, Intimidation 5, Intuition 5, Law (Technomancer and UCC) 3, Leadership 5, Linguistics 3, Literature 3, Performance (flute) 3, Research 3, Science 2, Skydiving 3, Stealth 2, Streetwise 1, Subterfuge 5, Technology 5
Backgrounds: Avatar 4, Destiny 5, Influence 5, Library 15
Spheres: Correspondence 3, Entropy 2, Forces 3, Life 2, Mind 4, Matter 5, Prime 3, Time 3
Willpower: 9
Arete: 5
Quintessence: 19
Paradox: 1
Background: Bernadine Slivey was born into a poor family, but her fighting spirit was enough to sustain her through the worst of times. Unlike her sisters and girlfriends, she did not want to become a housewife, an actress, a dancer, the president or an astronaut - she wanted to be the CEO of a large corporation.
At the age of 16, she got a job working in the mailroom of a large company. Her supervisor, a Technocracy scout, noticed her powerful Avatar and the aura of destiny exuded by the girl. A Celestial Chorus mage noticed it as well. When things came to a showdown, Bernadine chose the Technocracy, inciting a magickal duel that left three Sleepers dead. Though she has since achieved what she wanted and more, Bernadine has always felt sorry for the innocent lives lost that day.
She did her job well and quickly moved up the hierarchy. She used the right people and stomped her competition into the ground. Eventually, she became a teacher at one of the Technocracy's academies, followed by a position as dean, followed by appointment to Null-B as an Administrator.
She has served as a capable leader of Null-B for 10 years. She manages to get things done by avoiding her two co-rulers as much as possible. She does not like the way things are done in the Construct, and plans to make great changes. Though she had no involvement in Vendiz's death, Bernadine sees nothing wrong with taking advantage of the situation. Her other interests include: reading classical literature; playing the flute; bodybuilding; and skydiving.
Image: Bernadine is a short, stocky, athletic woman in her mid-30s. She has short, spiked blond hair and gray-blue eyes. She dresses in a custom-fitted power suit and carries a disruption pistol (treat as a Peacemaker; see
Mage, page 294). She is very commanding and very powerful, with a strong, confident voice.
Roleplaying Notes: Slivey is interested in power. She wants to help people by controlling them. She is cunning, ruthless and uses everyone to her advantage. Years of manipulation and power plays have hardened her to the needs of others. She still loves her family, and she is even having a long-term relationship with a Sleeper on Earth.
Sanctum: Slivey maintains a large sanctum spread out over nearly an entire floor of one of the main buildings in the Construct. Her chambers are high-tech and comfortable, yet professional. She has a private gym and weight room, and a large personal library. Her sanctum is circular in design and contains a number of huge windows that allow her to overlook the entire construct.
The Blue Steel Union Members: Beryl Franks (New World Order), Butch Valerio (Syndicate), Arthur Tarr (Iteration X), Katrina Emanuel (Progenitors), Teresa Hardy (Celestial Chorus), Edgar Love (Sons of Ether), Erline McGunnis (Akashic Brotherhood), Gregory Presser (Order of Hermes)
Background: This amalgam is composed of Convention mages and traitorous Tradition mages. The Blue Steel Union is one of the deadliest amalgams around because of its diversity and its keen understanding of the enemy. The Technomancers are all loyal to the Technocracy, while the Tradition mages turned traitor to save their own lives and the lives of their loved ones. They have grown to accept their role as servants of their former enemies, and some even enjoy it. Ironically, the greatest threat to Null-B's existence dwells within this amalgam's ranks.
Arthur Tarr ("Diacalaton")
Nature: Deviant
Demeanor: Bravo
Essence: Dynamic
Convention: Iteration X (actually Marauder)
Attributes: Strength 3, Dexterity 5, Stamina 6, Charisma 2, Manipulation 4, Appearance 1, Perception 3, Intelligence 4, Wits 2
Abilities: Alertness 4, Brawl 4, Computer 5, Dodge 4, Firearms 3, Intuition 3, Intimidation 4, Leadership 3, Melee 4, Occult 3, Stealth 4, Subterfuge 4, Technology 3
Backgrounds: Avatar 2, Arcane 4, Mentor 3
Spheres: Correspondence 4, Entropy 4, Forces 3, Life 3, Prime 2
Willpower: 4
Arete: 4
Quintessence: 10
Paradox: 0
Background: Tarr, so the Technomancers believe, was a hacker with a keen interest in the occult. He came to the Technocracy's notice while hacking into the software of the Designers of a Better Future. The Technomancers attempted to slay Tarr with a deadly backlash program, but Tarr intercepted and destroyed the program instead. Iteration X ran a background check on Tarr, then "made him an offer," believing that Tarr was a talented Sleeper unaware of Iteration X's rivals, the Virtual Adepts.
Arthur had been unaware of the Adepts. The Marauder had only recently begun hacking, and he had not yet encountered the computer mages himself. Seizing the opportunity for chaos, Tarr went along with the game, pretending to be innocent while learning enough about the Technocracy to foul things up.
Getting stuck at Null-B is not Tarr's idea of a good time, but he revels in the chaos his post allows him. When a good opportunity presents itself, he will gleefully turn on his former comrades and waste as many of them as possible. In the meantime, he contents himself with learning all he can about the Construct’s internal systems. When the time comes, this living monkeywrench intends to do plenty of damage....
Image: Tarr is short and stocky, with short, curly black hair and a somewhat sullen expression. He does not handle groups well and has alienated several of his amalgam partners with his abrasive manner and take-charge attitude. Both of his hands have been replaced with articulated steel talons that enable him to access computers or tear out throats with equal efficiency, and his body bristles with access-tech modifications beneath his trenchcoat. Tarr also wears faded jeans, cartoon T-shirts and biker boots, much to his superiors’ annoyance.
Roleplaying Notes: Arthur like to control any social situation that includes him; he can be personable for short periods of time, but quickly becomes irritating when among large groups, boasting about his hacking abilities and fighting prowess. He has a cutting wit and uses it on anyone in his way, but conceals his true calling with great care.
Sanctum: Tarr's hideaway is a rusty corner of the factory complex, which he has decorated with castoffs stolen from the trash piles. He has made very certain that no surveillance devices monitor him here. In this refuge, Arthur may be himself, thrashing out his pent-up chaos in maniacal rages and dancing madly to the music in his mind. He keeps his own computer here, and frequently wanders into the Net in an astral projection called Azathoth. He is also taken with the Wasteland, and sneaks out there often despite the danger.
The Designers of a Better Future Members: Emmett Morrison (Void Engineers), Bradford Thorpe (Progenitors), Victor Allen (Syndicate), Karen Brewster (Void Engineer), Myrtle Pelkey (Void Engineers), Vernon Sowby (Iteration X)
Background: This amalgam designs many useful products, which are then produced in mass quantities within the factory surrounding the Construct. These high-tech gadgets are then sold to Sleeper consumers. The amalgam has recently spent much of its time developing new weapons to use against the Paradox-resistant Marauders.
Karen Brewster
Nature: Visionary
Demeanor: Visionary
Essence: Questing
Tradition: Void Engineer
Attributes: Strength 2, Dexterity 2, Stamina 3, Charisma 3, Manipulation 3, Appearance 2, Perception 4, Intelligence 4, Wits 3
Abilities: Awareness 3, Computer 3, Cosmology 5, Culture 2, Dodge 2, Enigmas 4, Expression 3, Intuition 2, Occult 3, Science 4, Technology 5
Backgrounds: Arcane 4, Avatar 5, Destiny 2, Library 4
Spheres: Correspondence 3, Forces 3, Life 1, Matter 3, Mind 4, Prime 1
Willpower: 5
Arete: 5
Quintessence: 8
Paradox: 3
Background: Brewster had gazed at the stars with longing since she was a child. The possibilities of faraway worlds seemed so much better than the small-town tedium of her earthly home. A large, heavy girl, Karen endured the taunts of her peers until she no longer seemed to hear them. Her attention was always elsewhere, and her parents scolded her for wasting her fine mind by daydreaming.
She ran away into the Arizona desert one night, where she cried beneath the stars. When the stars began to speak to her consolingly, Karen knew that she had lost her mind and didn't much care. A woman came to her that night, dressed in a shimmering blue cloak of stars, and led the girl into the night. Karen thus met her Avatar face to face and accepted her without question.
The Avatar "led" her to the Sinclair Group, a Void Engineer front corporation engaged in celestial research. A battery of tests revealed the strength of her Avatar and the glimmer of some future destiny. The Engineers recruited her on the spot. Unfortunately, a clerical error transferred her to Null-B, and the Designers are convinced that Karen belongs with them. Karen hates this turn of events, but has said little about it, waiting instead for a transfer that may never come. She still stares at the stars, but they no longer comfort her.
Image: A tall, broad-shouldered woman in her late 20s, with long black hair, brown eyes, and an unusually large mouth. Karen tends to wear a lab coat and long-sleeved shirts despite the warmth of Yenosia. She has a perpetually faraway gaze and seems to be preoccupied most of the time.
Roleplaying Notes: Karen is shy by nature; though she complains loudly about the weather, the tedium, and just about everyone in the Construct, she rarely confronts the source of her displeasure head-on. She has a difficult time making eye contact with anyone, and mutters to herself a lot. The idea of mind control fascinates her, and she will do anything to learn more about psionic secrets. She spends as much time as possible beneath the night sky.
The Benefactors to All Members: Earnest Tucker (Syndicate), Ronald Landen (Syndicate), Long Hai Trung (Iteration X), Curtis Pennington (Progenitors), Beth Hottinger (Syndicate)
Background: This amalgam oversees the operations in the factory portion of the Construct. Its members oversee the workers' lives and work, and they handle the distribution of the products to Earth.
Technomancer Shock Corps No. 9B (TSC9B) Members: George Everhart (Iteration X), Roger Beason (Progenitors), Edith Clodfelter (Progenitors), Truitt Guyne (New World Order), Adrian Moss (Iteration X), Forrest Shaw (New World Order), Juanita Delarosa (Iteration X), Joseph Ziehmn (Iteration X)
Background: This amalgam is one of the standard Technomancer combat units. Its duty is to protect the Construct and to handle all the away missions. The amalgam now comprises the remnants of Technomancer Shock Corps #9, #43 and #31, all of which suffered grievous losses over the past year.
Nodes of Null-B Null-B uses a large amount of Quintessence through its research and its implementation of the Pogrom. The Construct receives a small stipend of Quintessence from MECHA, but the majority comes from its Nodes. In addition, the Construct's Shock Corps raids other Nodes as directed by the Advocates.
The Deep Umbral Prison Spheres: Null-B does not tolerate rebellious workers (or rebellious mages), so over the years it has built about a dozen Deep Umbral prison spheres, large ball-shaped ships covered with Horizon fields and sealed shut. The ships are built to sustain life indefinitely by collecting Quintessence from the Deep Umbra, but they have no propulsion systems and simply drift about. Anyone who rebels is placed about one of these ships and cast out into the Deep Umbra. The person has all the conveniences needed to live, but no company. A prisoner must constantly monitor the device or die. Some prisoners have chosen death over lifelong imprisonment, while others have had their souls eaten by powerful Nephandi.
The Indianapolis Institute of Advanced Technology: This sanitized Node is the means by which Bernadine Slivey, the Advocate, passes on advanced technology to Sleeper scientists. The institute provides only a small amount of Quintessence, just enough to support the five Men in Black who guard the facility.
The Wyldling Containment Grid: In the Near Umbra, somewhere in Saskatchewan, Canada, there is a magickal prison specially designed to hold wyldlings. The prison has 40' tall, 10' thick walls with silver barbed wire atop. Behind the walls is a huge, smooth, platinum floor laid out in 3' x 3' squares, separated by a red glowing line.
Spiraling about the floor are all types of wyldling spirits. Most take the form of hazy patterns or swirling vortices. Occasionally one of the spirits bumps into a wall, only to receive a magickal blast forcing it back.
The prison sits atop a Node, which constantly feeds the spirits. Quintessence energy is in turn siphoned from the spirits, causing them pain. The Quintessence is used to empower the Realm, but the Technomancers occasionally remove a piece from one of the wyldling spirits. They use these fragments to create permanent Talismans. The Technomancers continue to capture all the Wyldlings they can.
The Horizon RealmBasic Concept Null-B is seated in the center of Yenosia, the Wasteland of Dead Aspirations, which is surrounded by the Sea of Disgust. (The geography of the Realm was renamed after it was conquered by a mage of poor but quirky humor.) The Realm once belonged to a powerful Chantry known as Arcosia, but the Technomancers conquered the Chantry in the early 1700s. Once the battle was won, they quickly constructed a prototype factory, where they designed the technology to implement the Technocracy's vision of Ascension. Over the centuries, Null-B became very powerful, but the Realm remained barren and lifeless except for a few odd survivors and the Technomancers’ Wasteland spirits.
Environment Yenosia is flat, barren ground. Many deadly spirits dwell within the Realm's caves and crevices, venturing forth at night to attack anything in the vicinity. Even the mages and their guards fear the Wasteland spirits. While they are excellent guards, they have no qualms about killing servants of the Technocracy.
The Realm is never cloudy, save for the rare occasions when it rains. It is always just warm enough to be uncomfortable for the workers. There are no seasons. The day is lit by a bright yellow sun. The night is lit by a moon and multicolored stars.
The Sea of Disgust that surrounds Yenosia is named for the fact that it is so difficult to destroy. All the Technomancers' past efforts have been unsuccessful. The sea simply reappears. The Sea of Disgust resembles a normal sea, but its waters are as clear as those of the Cayman Islands in the West Indies. Even from the surface, the large, snake-like sea serpents indigenous to the region can be seen, as can the small phosphorescent fish upon which they feed. At the bottom of the sea lie the remains of Arcosia, the former Chantry of the Realm. Arcosia has remained unexplored by the Technomancers, who fear the large sea serpents.
From the outside, the factory complex around Null-B resembles a huge brick factory straight out of Victorian London, with huge smokestacks and no windows. The interior of the place is at least five times as large as its exterior would lead one to believe. The interior is filled with various assembly lines, monitoring stations, buttons, levers, pulleys, pallets of supplies, boxes, storage bins, drums of chemicals, tools, hoists, and all sorts of industrial equipment. Here the laborers build HIT Marks, Technomancer weapons, and all sorts of weird gadgets that are passed down to the people of Earth through the Construct's dummy corporations.
Technomancer guards constantly patrol the Wasteland and Sea of Disgust on three-seater hoverbikes and large floating crafts resembling PT boats. The Construct itself shines bright spotlights across the Wasteland at night, keeping watch for all who might slip past the spirit guards. Still, Null-B's defenses have been ineffective against the attacking Marauders.
Denizens of the Realm Nearly all the workers in Null-B are human, though there are some humanoid Umbrood among their numbers. The workers live in cells not unlike those found in prisons. The workers are released in the morning from their cells. They shower, eat their gruel and go to work for 13 hours. Afterward, they have three hours to socialize and eat. Then they go back to the cells for eight hours of sleep.
The workers become very complacent over time (this process is aided by subliminal messages piped throughout the work areas). They are the cogs in the machine, too insignificant and powerless to change things. They wear uniforms consisting of jeans and blue button-up shirts. They all wear cheap white shoes, and many must wear goggles and other protective gear.
The Wasteland spirits vary in appearance; few people have seen them and survived. The accounts of those who have vary greatly, though the descriptions are uniformly hideous and nightmarish.
The sea serpents in the Sea of Despair are attracted to the smell of blood and strange sounds. They seem to communicate with one another through humming noises, and may be intelligent. They are silvery-black, with huge, toothy maws and tiny, humanlike eyes. The serpents average 30 feet in length, but those near the undersea ruins of Arcosia may attain 90 feet or more. They usually hunt alone, though the giants of the deeper waters are seen in packs. They feed on the phosphorescent fish and on the few sea plants in the deeper waters.
Other Details Magickal Ratings: Correspondence +1, Entropy +1, Forces -2, Life -3, Mind +1, Time -1
Construct Description The Gray Building: Within Null-B, one particular building is set aside as the actual Construct. The building is simply referred to as the "gray building," as it is solid gray in color. The building is located in the very center of the factory complex.
The gray building is heavily guarded. It has thick steel walls and the best security system around. No one but a mage of the Construct is permitted inside. The Construct contains an arcane library, special weapons, personal living quarters and laboratories. However, the best laboratories are located throughout the rest of the factory.
Null Stations Philadelphia, London and Munich: These are the earthly aspects of the Constructs. All are old, still-operating factories. The mages have personal living quarters in the basement levels. The factories are also sanitized Nodes. The mages have everything they could possibly need: money, cars, weapons, computers, etc. There are five Superiors, five HIT Marks and five Men in Black at each outpost.
Purpose Null-B was created as an all-around Construct, intended to perform all the functions of the Technocracy under one roof. The Construct's duties included: gathering information, producing new technologies to lead the Sleepers toward the Technocracy's vision of Ascension, capturing Orphans, and enforcing the Pogrom. The Construct was highly successful in all aspects of its duties until it took on more than it could handle.
History At one time Yenosia was the Land of Dreams. It lies at the edge of the Chimerae and in former days was controlled by the mages of Arcosia. The mages, mostly of the Celestial Chorus, were pacifists. They tried to avoid all conflicts, but one day the Technocracy brought the war to their doorstep. The Technomancer Shock Corps invaded the Realm and destroyed everything, including the mages.
After the battle, the victorious Technomancers decided they would build a new Construct on the barren waste wrought by their weapons. Thus was founded Null-B. Because so much effort went into finding and capturing the Realm, all the Conventions wanted to share the plunder. The result was the largest and most powerful Construct of its day.
Null-B became the vanguard toward the Technomancer vision of Ascension. The Construct met all enemies head-on, and crushed them. However, when Autochthonia revealed its true size and capabilities by ambushing and decimating a legion of Nephandi, Null-B's decline began.
The Construct's fortunes have since steadily fallen. This has been exacerbated by the infighting between the members of the Advocates and the assassination of Dr.Vendiz. The other cabals, sensing disorder, have divided their efforts, and the unity for which Null-B was previously known has splintered.
The Technocracy denies the existence of the resonance effect, but if MECHA stands for the solidity of the machine, Null-B reflects the acid bite of human failure. The hopelessness of the workers and the bitterness of those who remember Null-B's halcyon days seem to have set up a powerful resonance. In a desperate attempt to renew the Construct's past vigor, the Advocates initiated a campaign against the Marauders. Null-B is now in more trouble than it can handle.
Construct Inhabitants Null-B's servants are mostly humans who sympathize with the causes of the Technocracy. These servants keep the Construct in working order and supervise the other workers. They live apart from the other workers, for the workers would kill them if they could. A number of HIT Marks also serve as guards.
Null-B has a number of consors. There are four cyborgs, a psychic with a robotic body, two powerful and cunning Weaver spirits, and three bio-engineered superhumans (superior to Superiors, and intelligent). One of the cyborgs is a spy for a Tradition Chantry, but the others are loyal.
Internal Structure and Relations Null-B was ruled for a long time in a very efficient manner. In the last few years, the hierarchy of leadership has broken down. Now the amalgams are highly independent, but they are forced by necessity to depend upon one another. This has made the leaders virtually useless, but they continue to hide their lack of effectiveness from their own superiors for fear of being replaced.
External Relations Null-B was once the key player in Construct alliances, but today the Construct has become one among many powerful institutions. The Construct is still highly involved in all areas of Technocracy interest, and it is well known even among the Traditions.
Status and Reputation Null-B's fortunes have fallen heavily within a few short years. The constant attacks, the disaffection of the mages, and the unpleasant nature of the Realm have tarnished past triumphs. The mages of Null-B still have a Reputation as formidable fighters, but most Technomancers agree that Null-B fights a losing battle.
Status: 1
Reputation: 2
Policy Regarding Outsiders Null-B does not allow outsiders into the Construct or even the Realm. Even other Technomancers must have proper credentials or they will be fed to the Wasteland spirits. Orphans are often captured to serve as apprentices, though particularly unruly ones are usually sent to MECHA. Sleepers are captured as needed to serve as workers in the factory. Null-B often uses Rogues, but once they have outlived their usefulness, they are killed.
Allies and Enemies Null-B has a large number of allies and enemies. It is also a rival of Metropolis2. Supernatural allies and adversaries should be developed as needed. In addition to magickal allies, Null-B has in its service key members of the DIA, the Special Branch and the BND.
Research Capacifies Null-B's research capacities are geared toward the production of high-tech gadgets to be sold to Sleepers. The devices include telephones, radios, calculators, computers and refrigerators. Null-B's products include special Technomantic powers to aid the Technocracy in reaching its version of Ascension.
In addition to designing and producing products (all of which are channeled through Syndicate-owned companies), Null-B gathers information and items useful in conducting the Pogrom. Such things range from useful magickal tomes to floorplans of Tradition Chantries.
Null-B provides limited training to its mages. Most receive their training at one of the Technocracy's academies before they receive their position at the Construct.
Null-B's arcane library is of adequate size and is very diverse, covering all the Spheres and all areas of Technocracy activity. The Construct's mundane library is massive, covering nearly every imaginable field in detail.
Null-B's computer network is equally massive. It is linked into the DIA and many other organizations' networks. The trouble caused by the Virtual Adepts left the Construct's systems in a mess for a while, but most of the bugs have been caught.
The Technomancers of Null-B have a large supply of Quintessence, allowing them to conduct many experiments and empower many important Talismans. The Construct also receives a share of Quintessence from MECHA.
Story ldeas Null-B is a hopeless place, where the aspirations of Technomancers have died. This apathy reflects itself in the Realm; no matter what measures are taken, the Sea of Disgust always returns to haunt those who would start anew.
The bleak, drained, embattled mood of Yenosia should pervade stories set in or around Null-B. The final destruction of the place would almost be a mercy to everyone concerned.
Story ldeas for Null-B 1. Can the players trust a Marauder? Arthur Tarr blows his cover to ask for help. The players may have no alternative. Tarr can do a lot of damage, but his chaotic urges have been repressed for too long, and he is a danger to everyone around him. He's a chancy ally and a worse enemy.
2. While traveling through the Near Umbra, the characters accidentally cross through a Portal into Yenosia. The characters must find a Portal leading out, as the Gauntlet protecting the Realm is so strong that the mages will be unable to create one through their own magick without drawing the attention of the Wasteland spirits or Technomancer patrols.
3. The characters are sent into Null-B as spies for their own Chantry. The characters must gather as much information as they can and find a way out. In addition, they are to capture one of the cyborg Acolytes, or perhaps destroy the Wyldling Containment Grid, freeing the wildling spirits and reducing the power of the Technomancers.
4. The characters are sent into Yenosia to investigate the ruins of Arcosia below the Sea of Disgust. There, the characters discover a hidden cabal of Tradition mages who have formed an alliance with the Marauders. They offer the characters an alliance in exchange for keeping their secret. If not, they will be hunted down and destroyed. Do the characters agree? If so, they will have powerful allies. However, they may also be called upon by the mages to aid them in their battles against Null-B.
5. If the characters are Technomancers, they must battle the Marauders. In fact, they will be sent on a wide range of missions to various places in the Umbra, there to hunt down Marauders and either capture or kill them. They may also be asked to infiltrate the Marauders after they have proved their overwhelming loyalty to the Technocracy.