TEXT: THE LAST WORD
  THE LAST WORD
  Paul ‘Wiggy’ Wade-Williams
  31109
  
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: RON BLESSING, DAVE BLEWER
  EDITING & PROOFREADING: RON BLESSING, DAVE BLEWER
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, 
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  DEDICATION: TO THE FEMALE NECROPOLIS FANS.
  DEDICATION: TO THE FEMALE NECROPOLIS FANS.
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  THE LAST WORD
  THE LAST WORD
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: RON BLESSING, DAVE BLEWER
  EDITING & PROOFREADING: RON BLESSING, DAVE BLEWER
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, 
  INTERIOR ART: AARON ACEVEDO, AARON PANAGOS, DAVI BLIGHT, LEANNE BUCKLEY, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DIEGO GISBERT, MICHAEL JAECKS, RETO KAUL, OJO DE KUERVO, LUIS NUNEZ DE CASTRO, 
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI
  DANIEL RUDNICKI, CHEYENNE WRIGHT, CELIA YOST, DAREK ZABROCKI
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  DEDICATION: TO THE FEMALE NECROPOLIS FANS.
  DEDICATION: TO THE FEMALE NECROPOLIS FANS.
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  THE LAST WORD
  THE LAST WORD
  
  2
  NECROPOLIS 2350
  NECROPOLIS 2350
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  Welcome to The Last Word, a standalone 
  scenario written for the Necropolis campaign set-
  ting.
  If you intend to play in this adventure, you 
  should stop reading now. Advanced knowledge 
  of the scenario will only spoil your enjoyment of 
  the game.
  The WM should read the entire adventure 
  before play begins. Knowing the basic ﬂ ow and 
  details in advance will greatly speed up play and 
  make the game run smoother.
  REQUIRED MATERIALS
  REQUIRED MATERIALS
  You also need a copy of the Savage Worlds 
  rulebook and the Necropolis: 2350 Savage 
  Setting. The Necropolis Figure Flats are recom-
  mended, though any suitable sci-ﬁ  or dark future 
  miniatures will sufﬁ ce.
  CHARACTERS
  CHARACTERS
  This adventure is designed for a squad of four 
  Knights from any of the core Sacri Ordines. The 
  adventure is designed for Knights with 40–55 
  XPs (Veteran Rank), though lower-experienced 
  characters should be able to cope if they use their 
  brains. Use the archetypes from the Necropolis 
  2350 setting book if you need pre-generated 
  characters. Each archetype has been designed 
  as a starting character. Those used should be 
  advanced as the player wishes to bring them up 
  to 45 XPs.
  For larger groups or more experienced char-
  acters, the WM needs to adjust the number and 
  stats of opponents appropriately to create an 
  exciting challenge.
  EXTRAS
  EXTRAS
  Guarding the shrine is a Lance of Sisters of 
  Bradamante, a militant order of nuns. There is a 
  total number of Sisters equal to that of the player 
  characters. Sister Superior Freemont, their com-
  manding ofﬁ cer, is a Wild Card and the rest are 
  Extras. Stats can be found on page 18.
  Text in the adventure assumes four Sisters 
  are present. GMs will have to alter any text for 
  greater or lesser numbers of Sisters. Should there 
  be more than six, their cells contain bunks rather 
  than single cots.
  Note that each Sister except Freemont has a 
  special talent, which must be determined ran-
  domly by the GM. Roll this and a personality trait 
  (Freemont is automatically Heroic) before the 
  adventure begins and ﬁ ll out one Ally Record Sheet 
  for each Sister. When indicated in the adventure, 
  the Sisters’ Ally sheets should be handed out at 
  random among the player characters. Until that 
  time they are GM-controlled characters.
  There is also a number of recruitment Sergeants 
  (p. 19) equal to the player characters. Although 
  quite inept in combat, the GM should ﬁ ll out an 
  Ally Sheet for each one and hand them to the 
  players—all guns matter in war. Roll a random 
  personality trait for each one.
  CHARACTER DEATH
  CHARACTER DEATH
  In any adventure involving combat there is a 
  chance of character death. Should a Wild Card 
  die, the character can take any allied Extra and 
  promote him or her to Wild Card status for the 
  remainder of this mission or play Sister Superior 
  Freemont as his sole character once the Sisters’ 
  sheets are handed out (until then she remains an 
  NPC).
  At the end of the mission, the player creates 
  a new character as normal, gaining Experience 
  Points earned during the adventure for his new 
  character (so his new character doesn’t lose 
  out).
  ACT 1: MEETING THE HOSTS
  ACT 1: MEETING THE HOSTS
  Begin the adventure by reading aloud the Tac-
  tical Brieﬁ ng (page 14) or handing out copies to 
  the players to read themselves. Remember to give 
  the players Player Handout #2 and the Update 
  sheet during the brieﬁ ng, as these contain impor-
  tant information.
  SCENE 1: A SHAKY START
  SCENE 1: A SHAKY START
  Once the Lance is ready, they are driven to 
  the Angel dropship, whereupon they meet the 
  recruiting Sergeants assigned to the mission. 
  Once everyone is aboard the Angel takes off and 
  begins its journey. If the players want to banter 
  while en route to the shrine, let them—it’s a good 
  way to introduce the Sergeants’ personalities in 
  play and gives the players a chance to voice their 
  opinions on what the mission might entail.
  2
  NECROPOLIS 2350
  NECROPOLIS 2350
  WAR MASTER’S NOTES
  WAR MASTER’S NOTES
  Welcome to The Last Word, a standalone 
  scenario written for the Necropolis campaign set-
  ting.
  If you intend to play in this adventure, you 
  should stop reading now. Advanced knowledge 
  of the scenario will only spoil your enjoyment of 
  the game.
  The WM should read the entire adventure 
  before play begins. Knowing the basic ﬂ ow and 
  details in advance will greatly speed up play and 
  make the game run smoother.
  REQUIRED MATERIALS
  REQUIRED MATERIALS
  You also need a copy of the Savage Worlds 
  rulebook and the Necropolis: 2350 Savage 
  Setting. The Necropolis Figure Flats are recom-
  mended, though any suitable sci-ﬁ  or dark future 
  miniatures will sufﬁ ce.
  CHARACTERS
  CHARACTERS
  This adventure is designed for a squad of four 
  Knights from any of the core Sacri Ordines. The 
  adventure is designed for Knights with 40–55 
  XPs (Veteran Rank), though lower-experienced 
  characters should be able to cope if they use their 
  brains. Use the archetypes from the Necropolis 
  2350 setting book if you need pre-generated 
  characters. Each archetype has been designed 
  as a starting character. Those used should be 
  advanced as the player wishes to bring them up 
  to 45 XPs.
  For larger groups or more experienced char-
  acters, the WM needs to adjust the number and 
  stats of opponents appropriately to create an 
  exciting challenge.
  EXTRAS
  EXTRAS
  Guarding the shrine is a Lance of Sisters of 
  Bradamante, a militant order of nuns. There is a 
  total number of Sisters equal to that of the player 
  characters. Sister Superior Freemont, their com-
  manding ofﬁ cer, is a Wild Card and the rest are 
  Extras. Stats can be found on page 18.
  Text in the adventure assumes four Sisters 
  are present. GMs will have to alter any text for 
  greater or lesser numbers of Sisters. Should there 
  be more than six, their cells contain bunks rather 
  than single cots.
  Note that each Sister except Freemont has a 
  special talent, which must be determined ran-
  domly by the GM. Roll this and a personality trait 
  (Freemont is automatically Heroic) before the 
  adventure begins and ﬁ ll out one Ally Record Sheet 
  for each Sister. When indicated in the adventure, 
  the Sisters’ Ally sheets should be handed out at 
  random among the player characters. Until that 
  time they are GM-controlled characters.
  There is also a number of recruitment Sergeants 
  (p. 19) equal to the player characters. Although 
  quite inept in combat, the GM should ﬁ ll out an 
  Ally Sheet for each one and hand them to the 
  players—all guns matter in war. Roll a random 
  personality trait for each one.
  CHARACTER DEATH
  CHARACTER DEATH
  In any adventure involving combat there is a 
  chance of character death. Should a Wild Card 
  die, the character can take any allied Extra and 
  promote him or her to Wild Card status for the 
  remainder of this mission or play Sister Superior 
  Freemont as his sole character once the Sisters’ 
  sheets are handed out (until then she remains an 
  NPC).
  At the end of the mission, the player creates 
  a new character as normal, gaining Experience 
  Points earned during the adventure for his new 
  character (so his new character doesn’t lose 
  out).
  ACT 1: MEETING THE HOSTS
  ACT 1: MEETING THE HOSTS
  Begin the adventure by reading aloud the Tac-
  tical Brieﬁ ng (page 14) or handing out copies to 
  the players to read themselves. Remember to give 
  the players Player Handout #2 and the Update 
  sheet during the brieﬁ ng, as these contain impor-
  tant information.
  SCENE 1: A SHAKY START
  SCENE 1: A SHAKY START
  Once the Lance is ready, they are driven to 
  the Angel dropship, whereupon they meet the 
  recruiting Sergeants assigned to the mission. 
  Once everyone is aboard the Angel takes off and 
  begins its journey. If the players want to banter 
  while en route to the shrine, let them—it’s a good 
  way to introduce the Sergeants’ personalities in 
  play and gives the players a chance to voice their 
  opinions on what the mission might entail.
  
  3
  THE LAST WORD
  THE LAST WORD
  On arrival at the town, read aloud the follow-
  ing text.
  The voice of the pilot crackles over your 
  headset communicators. “Looks like any hope 
  of a quiet mission is out of the question.” The 
  screen by your commander’s seat ﬂ ickers into 
  life, showing the town and landing ﬁ eld as the 
  pilot begins his ﬁ nal maneuvers.
  Although the image is grainy, you can make 
  out a vast throng of people crowding the town 
  streets, congregating most thickly around a 
  large Gothic structure—no doubt the shrine. 
  Further out, the perimeter of the landing strip 
  is ringed with onlookers. As the dropship 
  approaches, people begin pointing toward 
  it and cheering. A Prophet APC can be seen 
  moving across the airﬁ eld toward one of the 
  landing pads.
  The Angel hits the pad with a slight bump, 
  and the pilot lowers the ramp. As you clamber 
  out across the various boxes of merchandizing 
  material, the APC draws to a halt nearby. An 
  attractive woman climbs out of the passenger 
  door, her light armor glinting in the sun and 
  a ﬂ echette SMG slung over her soldier. With 
  the aid of a spear used as a walking stick, she 
  limps over to your position.
  “I’m Sister Superior Freemont,” she says, 
  with no hint of friendship in her voice. “Your 
  presence has attracted the usual gathering of 
  supporters and detractors, so it was decided 
  you’d travel to the shrine via Prophet. Load 
  your gear in the back.”
  As she gestures to the APC, another woman, 
  similarly clad in armor, emerges from the 
  driver’s door and leans against the front of 
  the APC.
  Sister Superior Freemont then scans each of 
  the Knights’ and Sergeants’ ID tags into her ID 
  scanner for security purposes. If the Knights’ 
  commanding ofﬁ cer does not do the same with 
  the Sisters’ tags, she requests he does so immedi-
  ately to avoid friendly ﬁ re incidents in the event 
  of trouble.
  Shortly after the scans are complete, loud 
  sounds of arguing can be heard from near the 
  APC. One of the Sergeants is shouting at the 
  driver, who seems to be making matters worse 
  by ignoring his complaints. Upon investigating 
  (Sister Superior Freemont investigates if the 
  Knights don’t) the Knights discover the Sergeant 
  ordered the Sister to help load boxes onto the 
  APC, an order she ﬂ atly refused.
  Let the Knights sort out the disagreement. The 
  Update sheet makes it clear the Sisters are not 
  members of the Ordines. However, if necessary 
  have the Knights make Common Knowledge 
  rolls. Success means they know the Sisters are 
  under no obligation to follow any orders given by 
  a member of the Ordines while operating under 
  their own mandate and commander. The Sisters 
  may be armed, but they are nuns, not soldiers, 
  and thus answer to ecclesiastical authorities in 
  this situation, not military ones.
  At some point during the problem-solving 
  exercise Freemont speaks up. Use the ﬁ rst sec-
  tion of text if the Knights back the Sergeant and 
  request the Sister helps their men. The second 
  box should be read if the Knights rebuke the Ser-
  geant and remind him of his position.
  “Look, commander,” she says, “we have to 
  work together for a few days, but let’s draw 
  the lines here and now. The Sisters are not 
  part of the military structure. We’re not here 
  to answer to your requests unless combat 
  occurs. Our sole duty is protect Mother Agnes 
  and the shrine. Driving here to collect you was 
  a courtesy, not a sign of subservience. As for 
  the boxes, get your troops to load them—we’ve 
  got to get back to the shrine, with or without 
  you and your materiel. Are we both clear on 
  where we stand?”
  “At least you know where the line is drawn,” 
  Freemont says. “If a ﬁ ght breaks out, we’ll 
  fall under your command as senior military 
  commander. Until then, our only duties are 
  to protect Mother Agnes and the shrine. Just 
  make sure all your troops understand that 
  and we’ll get along ﬁ ne for the few days you’re 
  here.”
  When the boxes and troops are loaded, the 
  APC heads off through the crowd gathered out-
  side the airﬁ eld and into town. The short journey 
  takes an hour, due to the crowds. Finally, the APC 
  enters through the gates of the shrine and into 
  the relative calm of the outer compound.
  SCENE 2: ARRIVAL AT THE SHRINE
  SCENE 2: ARRIVAL AT THE SHRINE
  Saint Malachy’s shrine is a squat, irregular-
  shaped structure of typical Church Gothic design. 
  Its dark gray, stone walls are far from welcoming 
  3
  THE LAST WORD
  THE LAST WORD
  On arrival at the town, read aloud the follow-
  ing text.
  The voice of the pilot crackles over your 
  headset communicators. “Looks like any hope 
  of a quiet mission is out of the question.” The 
  screen by your commander’s seat ﬂ ickers into 
  life, showing the town and landing ﬁ eld as the 
  pilot begins his ﬁ nal maneuvers.
  Although the image is grainy, you can make 
  out a vast throng of people crowding the town 
  streets, congregating most thickly around a 
  large Gothic structure—no doubt the shrine. 
  Further out, the perimeter of the landing strip 
  is ringed with onlookers. As the dropship 
  approaches, people begin pointing toward 
  it and cheering. A Prophet APC can be seen 
  moving across the airﬁ eld toward one of the 
  landing pads.
  The Angel hits the pad with a slight bump, 
  and the pilot lowers the ramp. As you clamber 
  out across the various boxes of merchandizing 
  material, the APC draws to a halt nearby. An 
  attractive woman climbs out of the passenger 
  door, her light armor glinting in the sun and 
  a ﬂ echette SMG slung over her soldier. With 
  the aid of a spear used as a walking stick, she 
  limps over to your position.
  “I’m Sister Superior Freemont,” she says, 
  with no hint of friendship in her voice. “Your 
  presence has attracted the usual gathering of 
  supporters and detractors, so it was decided 
  you’d travel to the shrine via Prophet. Load 
  your gear in the back.”
  As she gestures to the APC, another woman, 
  similarly clad in armor, emerges from the 
  driver’s door and leans against the front of 
  the APC.
  Sister Superior Freemont then scans each of 
  the Knights’ and Sergeants’ ID tags into her ID 
  scanner for security purposes. If the Knights’ 
  commanding ofﬁ cer does not do the same with 
  the Sisters’ tags, she requests he does so immedi-
  ately to avoid friendly ﬁ re incidents in the event 
  of trouble.
  Shortly after the scans are complete, loud 
  sounds of arguing can be heard from near the 
  APC. One of the Sergeants is shouting at the 
  driver, who seems to be making matters worse 
  by ignoring his complaints. Upon investigating 
  (Sister Superior Freemont investigates if the 
  Knights don’t) the Knights discover the Sergeant 
  ordered the Sister to help load boxes onto the 
  APC, an order she ﬂ atly refused.
  Let the Knights sort out the disagreement. The 
  Update sheet makes it clear the Sisters are not 
  members of the Ordines. However, if necessary 
  have the Knights make Common Knowledge 
  rolls. Success means they know the Sisters are 
  under no obligation to follow any orders given by 
  a member of the Ordines while operating under 
  their own mandate and commander. The Sisters 
  may be armed, but they are nuns, not soldiers, 
  and thus answer to ecclesiastical authorities in 
  this situation, not military ones.
  At some point during the problem-solving 
  exercise Freemont speaks up. Use the ﬁ rst sec-
  tion of text if the Knights back the Sergeant and 
  request the Sister helps their men. The second 
  box should be read if the Knights rebuke the Ser-
  geant and remind him of his position.
  “Look, commander,” she says, “we have to 
  work together for a few days, but let’s draw 
  the lines here and now. The Sisters are not 
  part of the military structure. We’re not here 
  to answer to your requests unless combat 
  occurs. Our sole duty is protect Mother Agnes 
  and the shrine. Driving here to collect you was 
  a courtesy, not a sign of subservience. As for 
  the boxes, get your troops to load them—we’ve 
  got to get back to the shrine, with or without 
  you and your materiel. Are we both clear on 
  where we stand?”
  “At least you know where the line is drawn,” 
  Freemont says. “If a ﬁ ght breaks out, we’ll 
  fall under your command as senior military 
  commander. Until then, our only duties are 
  to protect Mother Agnes and the shrine. Just 
  make sure all your troops understand that 
  and we’ll get along ﬁ ne for the few days you’re 
  here.”
  When the boxes and troops are loaded, the 
  APC heads off through the crowd gathered out-
  side the airﬁ eld and into town. The short journey 
  takes an hour, due to the crowds. Finally, the APC 
  enters through the gates of the shrine and into 
  the relative calm of the outer compound.
  SCENE 2: ARRIVAL AT THE SHRINE
  SCENE 2: ARRIVAL AT THE SHRINE
  Saint Malachy’s shrine is a squat, irregular-
  shaped structure of typical Church Gothic design. 
  Its dark gray, stone walls are far from welcoming 
  
  4
  NECROPOLIS 2350
  NECROPOLIS 2350
  in appearance, and the atmosphere within the 
  precinct is a somber one. After vacating the APC, 
  Freemont points to areas around the courtyard. 
  Indicate the areas Freemont points out to the 
  players using an unlabelled map or areas on the 
  tabletop.
  “Over there is where you can set up your 
  stand. The gates open at dawn tomorrow, and 
  believe me, this place will get crowded very 
  quickly. One of my Sisters will be with Mother 
  Agnes at all times, one guarding the shrine, 
  and another on the gate. I’ll be around as nec-
  essary to help maintain order where needed.
  “That door,” she indicates a door in side 
  of the shrine, “is where you’ll be sleeping. 
  It’s usually the poorhouse, but we’ve had to 
  move them elsewhere during your visit.” Her 
  voice makes it clear she did not approve of 
  this action. “There are two basic sleeping 
  areas and a communal washroom. Keys are 
  inside—don’t lose them or you’ll be ﬁ ned. 
  Meals are available in the main refectory. 
  I’ll give you a quick tour after you’ve had the 
  chance to unpack.
  “The shrine is protected by a basic security 
  system. I can link my mobile command center 
  into any of the security cameras, which are 
  concealed around the site. Restricted doors 
  are protected by id scanners and alarm sys-
  tems—the others just have regular locks. The 
  shrine itself is protected by infrared beams 
  linked to silent alarms, which patch through 
  to our headset comms gear. Trip the alarms 
  and the shrine area seals off automatically. 
  Unless Mother Agnes declares otherwise, your 
  id tags won’t be cleared for secure areas.
  “I have some paperwork to complete. I’ll 
  meet you back here in two hours for a tour 
  and introduction to Mother Agnes.”
  With that she limps into the main shrine, 
  while the driver maneuvers the now-empty 
  APC into a nearby garage.
  The sleeping quarters and washroom are 
  indeed very basic. Eight hard wooden cots, with 
  woolen blankets and pillows seemingly stuffed 
  with rocks, are crammed into each sleeping area. 
  At the foot of each cot is a small trunk for storing 
  personal items. The washroom has two toilets, 
  four sinks, and a communal shower cubicle, 
  capable of holding four at a time. There is no hot 
  water available (though enterprising Knights may 
  be able to jury rig a simple heating system). As 
  Freemont said, there is a set of twin keys in each 
  sleeping area—one key opens the outer door and 
  the other the sleeping chambers (both barracks 
  use the same key).
  SCENE 3: A BRIEF TOUR
  SCENE 3: A BRIEF TOUR
  Exactly two hours later, Freemont enters the 
  courtyard from the shrine. She does not go to 
  the barracks to fetch the Knights, expecting them 
  to be present when she arrives. She doesn’t 
  comment on tardiness, but she does give the 
  characters disparaging looks if they are late.
  The tour is brief and takes in the main shrine, 
  chapel, library, crypts, and shop, in that order. 
  She indicates the doors to the Sisters’ quarters 
  but does not allow the Knights to enter. Likewise, 
  she mentions there is a secure armory in the 
  shrine, but unless pressed hard by the Knights, 
  she does not reveal its location to them.
  The shrine, the centre of attraction at the site, 
  comprises a toughened bulletproof glass case 
  (Toughness +14) surrounding a gem-encrusted, 
  gold casket about 12” to a side and 8” tall. The 
  casket sits on a purple velvet cushion. Freemont 
  explains that in the morning the casket will be 
  opened, and the skull of Saint Malachy will be 
  placed on top for the pilgrims to see.
  The aim of the tour is simply to give the Knights 
  a general overview of the areas likely to be visited 
  by the public tomorrow, just in case their assist-
  ance is required. Other areas may become used 
  as the scenario develops.
  SCENE 4: MOTHER AGNES
  SCENE 4: MOTHER AGNES
  Freemont knocks on the door, pauses for a 
  moment, and then enters, beckoning the Knights 
  to follow.
  “Mother Agnes,” Freemont says, her head 
  bowed slightly, “these are the Knights who 
  will be recruiting outside the shrine tomor-
  row. Knights, this is Mother Agnes, keeper of 
  the shrine of Saint Malachy.”
  Seated behind a wooden desk is a wizened 
  woman wearing blue robes. She rises slowly 
  and slightly unsteadily to her feet and stares 
  at each of you in turn. Her bright grey eyes 
  seem to pierce your very soul with their inten-
  sity, rooting out every minor sin you have ever 
  committed. Each of you feels a ﬂ icker of relief 
  4
  NECROPOLIS 2350
  NECROPOLIS 2350
  in appearance, and the atmosphere within the 
  precinct is a somber one. After vacating the APC, 
  Freemont points to areas around the courtyard. 
  Indicate the areas Freemont points out to the 
  players using an unlabelled map or areas on the 
  tabletop.
  “Over there is where you can set up your 
  stand. The gates open at dawn tomorrow, and 
  believe me, this place will get crowded very 
  quickly. One of my Sisters will be with Mother 
  Agnes at all times, one guarding the shrine, 
  and another on the gate. I’ll be around as nec-
  essary to help maintain order where needed.
  “That door,” she indicates a door in side 
  of the shrine, “is where you’ll be sleeping. 
  It’s usually the poorhouse, but we’ve had to 
  move them elsewhere during your visit.” Her 
  voice makes it clear she did not approve of 
  this action. “There are two basic sleeping 
  areas and a communal washroom. Keys are 
  inside—don’t lose them or you’ll be ﬁ ned. 
  Meals are available in the main refectory. 
  I’ll give you a quick tour after you’ve had the 
  chance to unpack.
  “The shrine is protected by a basic security 
  system. I can link my mobile command center 
  into any of the security cameras, which are 
  concealed around the site. Restricted doors 
  are protected by id scanners and alarm sys-
  tems—the others just have regular locks. The 
  shrine itself is protected by infrared beams 
  linked to silent alarms, which patch through 
  to our headset comms gear. Trip the alarms 
  and the shrine area seals off automatically. 
  Unless Mother Agnes declares otherwise, your 
  id tags won’t be cleared for secure areas.
  “I have some paperwork to complete. I’ll 
  meet you back here in two hours for a tour 
  and introduction to Mother Agnes.”
  With that she limps into the main shrine, 
  while the driver maneuvers the now-empty 
  APC into a nearby garage.
  The sleeping quarters and washroom are 
  indeed very basic. Eight hard wooden cots, with 
  woolen blankets and pillows seemingly stuffed 
  with rocks, are crammed into each sleeping area. 
  At the foot of each cot is a small trunk for storing 
  personal items. The washroom has two toilets, 
  four sinks, and a communal shower cubicle, 
  capable of holding four at a time. There is no hot 
  water available (though enterprising Knights may 
  be able to jury rig a simple heating system). As 
  Freemont said, there is a set of twin keys in each 
  sleeping area—one key opens the outer door and 
  the other the sleeping chambers (both barracks 
  use the same key).
  SCENE 3: A BRIEF TOUR
  SCENE 3: A BRIEF TOUR
  Exactly two hours later, Freemont enters the 
  courtyard from the shrine. She does not go to 
  the barracks to fetch the Knights, expecting them 
  to be present when she arrives. She doesn’t 
  comment on tardiness, but she does give the 
  characters disparaging looks if they are late.
  The tour is brief and takes in the main shrine, 
  chapel, library, crypts, and shop, in that order. 
  She indicates the doors to the Sisters’ quarters 
  but does not allow the Knights to enter. Likewise, 
  she mentions there is a secure armory in the 
  shrine, but unless pressed hard by the Knights, 
  she does not reveal its location to them.
  The shrine, the centre of attraction at the site, 
  comprises a toughened bulletproof glass case 
  (Toughness +14) surrounding a gem-encrusted, 
  gold casket about 12” to a side and 8” tall. The 
  casket sits on a purple velvet cushion. Freemont 
  explains that in the morning the casket will be 
  opened, and the skull of Saint Malachy will be 
  placed on top for the pilgrims to see.
  The aim of the tour is simply to give the Knights 
  a general overview of the areas likely to be visited 
  by the public tomorrow, just in case their assist-
  ance is required. Other areas may become used 
  as the scenario develops.
  SCENE 4: MOTHER AGNES
  SCENE 4: MOTHER AGNES
  Freemont knocks on the door, pauses for a 
  moment, and then enters, beckoning the Knights 
  to follow.
  “Mother Agnes,” Freemont says, her head 
  bowed slightly, “these are the Knights who 
  will be recruiting outside the shrine tomor-
  row. Knights, this is Mother Agnes, keeper of 
  the shrine of Saint Malachy.”
  Seated behind a wooden desk is a wizened 
  woman wearing blue robes. She rises slowly 
  and slightly unsteadily to her feet and stares 
  at each of you in turn. Her bright grey eyes 
  seem to pierce your very soul with their inten-
  sity, rooting out every minor sin you have ever 
  committed. Each of you feels a ﬂ icker of relief 
  
  5
  THE LAST WORD
  THE LAST WORD
  as her eyes move on from you, for though it’s 
  obvious she is extremely frail in body, the 
  willpower of the elderly nun is immense.
  “Welcome to the shrine of Saint Malachy,” 
  she whispers. “I hope your mission tomorrow 
  is proﬁ table.” With that she sits down again.
  Mother Agnes is content to answer questions, 
  though she has an intense dislike of frivolity 
  and time wasting. Saint Malachy is naturally her 
  favored subject. Given the near-unlimited ques-
  tions which could be asked, no answers are given 
  here. GMs should use the background notes and 
  common sense when formulating answers.
  Agnes is also interested in the activities of the 
  Sacri Ordines and interrogates the Knights about 
  their service. She has a keen eye for body lan-
  guage and is a good judge of character—attempts 
  to impress her with tales of bravery or outright 
  lies are doomed to failure, and she will call the 
  Knight on any obviously erroneous facts. She’s 
  interested in the men behind the tales, not bar-
  rack room bravado and war stories.
  When the questioning is over, read the follow-
  ing text to the players.
  Freemont gestures to you to say any fare-
  wells and leave. Once outside she says, “Mother 
  Agnes tires easily these days. Sometimes I feel 
  it is only her willpower and devotion to Saint 
  Malachy that keeps her going. Until tomorrow 
  morning you are free to do as you wish, though 
  I believe your orders prohibit you from leaving 
  the precinct. The chapel is available to you for 
  prayers. The evening meal will be served in an 
  hour in the refectory. You’ll be escorted there, 
  around the back of the shrine.”
  ACT 2: RECRUITMENT DAY
  ACT 2: RECRUITMENT DAY
  As dawn breaks over the town, whether the 
  Knights are ready or not, Mother Agnes appears 
  at the main shrine doors and walks slowly to the 
  gates, outside which are thousands of cheering 
  pilgrims. Sister Superior Freemont and two other 
  Sisters walk just behind her, their eyes scanning 
  the crowd, their guns ready for instant use. (The 
  Sister guarding the shrine is already at her sta-
  tion.)
  Agnes gives a short speech, welcoming the 
  pilgrims to the shrine and wishes each of them 
  a successful pilgrimage. She then walks back 
  into the shrine with her bodyguard. Only when 
  she is safely inside are the gates opened and the 
  pilgrims allowed entrance. Sister Superior Free-
  mont hangs around outside until the procession 
  of pilgrims is well underway, then makes her way 
  inside to oversee events in the shrine.
  Despite the fervor running through the excited 
  crowd, the procession is generally orderly. There 
  is some pushing and shoving and a few impatient 
  shouts from those further back, but nothing the 
  Sisters on duty can’t handle with a few well-
  chosen words.
  Pilgrims enter the shrine along the right-hand 
  side of the path, passing by the Knights’ recruiting 
  table, and enter the corridor leading to the shop. 
  From here, they enter the shrine and walk coun-
  ter clockwise around the reliquary and into the 
  chapel. After praying, they leave the building by 
  going back through the shrine and out the main 
  doors, keeping to the clear side of the path.
  SCENE 1: WE HAD SOME MINOR INCIDENTS…
  SCENE 1: WE HAD SOME MINOR INCIDENTS…
  The ﬁ rst part of the adventure deals with a 
  series of random events centered on the Knights 
  as they try to secure new recruits. The order in 
  UPDATE: SELLING RELICS
  UPDATE: SELLING RELICS
  The selling or purchase of holy relics, or 
  fraudulently selling items as holy relics, 
  is considered a major sin by the Third 
  Reformation Church and is punishable by 
  3-12 years hard labor, plus conﬁ scation of 
  any relics in the perpetrator’s possession. 
  Selling holy relics to a heretic (or even 
  just giving them away) carries a sentence 
  of death by burning. When Inquisitors are 
  involved, a trial is considered optional and 
  pleas of, “I didn’t know he was a heretic” 
  carry no weight.
  Citizens who discover a relic, or an item 
  which could be classiﬁ ed a relic, are 
  rewarded by the Church, but only with 
  absolution of past temporal sins (it doesn’t 
  grant the citizen a guaranteed place in 
  Heaven). Relics fall under the jurisdiction 
  of the Ofﬁ ce of Relics, a sub ofﬁ ce of the 
  Ofﬁ ce of Antiquities (see the adventure, 
  The Long Sleep for details).
  Shrines are allowed to sell replicas of relics 
  to raise income, but must clearly state their 
  mundane nature.
  5
  THE LAST WORD
  THE LAST WORD
  as her eyes move on from you, for though it’s 
  obvious she is extremely frail in body, the 
  willpower of the elderly nun is immense.
  “Welcome to the shrine of Saint Malachy,” 
  she whispers. “I hope your mission tomorrow 
  is proﬁ table.” With that she sits down again.
  Mother Agnes is content to answer questions, 
  though she has an intense dislike of frivolity 
  and time wasting. Saint Malachy is naturally her 
  favored subject. Given the near-unlimited ques-
  tions which could be asked, no answers are given 
  here. GMs should use the background notes and 
  common sense when formulating answers.
  Agnes is also interested in the activities of the 
  Sacri Ordines and interrogates the Knights about 
  their service. She has a keen eye for body lan-
  guage and is a good judge of character—attempts 
  to impress her with tales of bravery or outright 
  lies are doomed to failure, and she will call the 
  Knight on any obviously erroneous facts. She’s 
  interested in the men behind the tales, not bar-
  rack room bravado and war stories.
  When the questioning is over, read the follow-
  ing text to the players.
  Freemont gestures to you to say any fare-
  wells and leave. Once outside she says, “Mother 
  Agnes tires easily these days. Sometimes I feel 
  it is only her willpower and devotion to Saint 
  Malachy that keeps her going. Until tomorrow 
  morning you are free to do as you wish, though 
  I believe your orders prohibit you from leaving 
  the precinct. The chapel is available to you for 
  prayers. The evening meal will be served in an 
  hour in the refectory. You’ll be escorted there, 
  around the back of the shrine.”
  ACT 2: RECRUITMENT DAY
  ACT 2: RECRUITMENT DAY
  As dawn breaks over the town, whether the 
  Knights are ready or not, Mother Agnes appears 
  at the main shrine doors and walks slowly to the 
  gates, outside which are thousands of cheering 
  pilgrims. Sister Superior Freemont and two other 
  Sisters walk just behind her, their eyes scanning 
  the crowd, their guns ready for instant use. (The 
  Sister guarding the shrine is already at her sta-
  tion.)
  Agnes gives a short speech, welcoming the 
  pilgrims to the shrine and wishes each of them 
  a successful pilgrimage. She then walks back 
  into the shrine with her bodyguard. Only when 
  she is safely inside are the gates opened and the 
  pilgrims allowed entrance. Sister Superior Free-
  mont hangs around outside until the procession 
  of pilgrims is well underway, then makes her way 
  inside to oversee events in the shrine.
  Despite the fervor running through the excited 
  crowd, the procession is generally orderly. There 
  is some pushing and shoving and a few impatient 
  shouts from those further back, but nothing the 
  Sisters on duty can’t handle with a few well-
  chosen words.
  Pilgrims enter the shrine along the right-hand 
  side of the path, passing by the Knights’ recruiting 
  table, and enter the corridor leading to the shop. 
  From here, they enter the shrine and walk coun-
  ter clockwise around the reliquary and into the 
  chapel. After praying, they leave the building by 
  going back through the shrine and out the main 
  doors, keeping to the clear side of the path.
  SCENE 1: WE HAD SOME MINOR INCIDENTS…
  SCENE 1: WE HAD SOME MINOR INCIDENTS…
  The ﬁ rst part of the adventure deals with a 
  series of random events centered on the Knights 
  as they try to secure new recruits. The order in 
  UPDATE: SELLING RELICS
  UPDATE: SELLING RELICS
  The selling or purchase of holy relics, or 
  fraudulently selling items as holy relics, 
  is considered a major sin by the Third 
  Reformation Church and is punishable by 
  3-12 years hard labor, plus conﬁ scation of 
  any relics in the perpetrator’s possession. 
  Selling holy relics to a heretic (or even 
  just giving them away) carries a sentence 
  of death by burning. When Inquisitors are 
  involved, a trial is considered optional and 
  pleas of, “I didn’t know he was a heretic” 
  carry no weight.
  Citizens who discover a relic, or an item 
  which could be classiﬁ ed a relic, are 
  rewarded by the Church, but only with 
  absolution of past temporal sins (it doesn’t 
  grant the citizen a guaranteed place in 
  Heaven). Relics fall under the jurisdiction 
  of the Ofﬁ ce of Relics, a sub ofﬁ ce of the 
  Ofﬁ ce of Antiquities (see the adventure, 
  The Long Sleep for details).
  Shrines are allowed to sell replicas of relics 
  to raise income, but must clearly state their 
  mundane nature.
  
  6
  NECROPOLIS 2350
  NECROPOLIS 2350
  which these occur can be chosen by the GM or 
  rolled randomly. GMs should also feel free to 
  create a few encounters of their own. How many 
  the GM uses is really up to the players, the sorts 
  of gaming they like, and how much they are 
  enjoying the game. Groups with a strong desire 
  for combat should only have one or two scenes, 
  whereas those who enjoy roleplaying their char-
  acters may be happy to run through a half dozen 
  or more.
  GMs can reroll duplicate events or modify 
  them. For instance, the armchair general may, if 
  sent packing by a Knight’s superior knowledge 
  of tactics, return with a new theory to bore the 
  characters. Maybe another family wants photos. 
  This time the lone-parent mother tries to bribe 
  the Knights to take her kids, a rude and unruly 
  pair, off her hands and deliver them to the Ordo’s 
  orphanage (possibly prompting a stern lecture 
  on family values from a Knight).
  After each cameo, each of which is set about an 
  hour apart, have every Knight make a Persuasion 
  roll. Success means they persuade one person 
  to go talk to the recruiting Sergeants. A raise 
  nets them 1d4 potential recruits. Keep a record 
  of the total and halve the ﬁ nal number. This is 
  how many new recruits actually sign up to join 
  an Ordo. About half these join the main Ordo the 
  Knights serve and the other half elect to enlist 
  with rival Ordines. Feel free to reward the Knights 
  with an extra Experience Point if they manage to 
  actually recruit new members equal to two-thirds 
  of the events used (i.e. if you use 6 events, they 
  need to recruit 4 or more new soldiers to earn 
  the bonus).
  In addition, for each person who talks to the 
  Sergeants, the Knights receive donations equal 
  to several thousand miters. These aren’t from 
  the potential recruits, but from the pilgrims in 
  general.
  6
  NECROPOLIS 2350
  NECROPOLIS 2350
  which these occur can be chosen by the GM or 
  rolled randomly. GMs should also feel free to 
  create a few encounters of their own. How many 
  the GM uses is really up to the players, the sorts 
  of gaming they like, and how much they are 
  enjoying the game. Groups with a strong desire 
  for combat should only have one or two scenes, 
  whereas those who enjoy roleplaying their char-
  acters may be happy to run through a half dozen 
  or more.
  GMs can reroll duplicate events or modify 
  them. For instance, the armchair general may, if 
  sent packing by a Knight’s superior knowledge 
  of tactics, return with a new theory to bore the 
  characters. Maybe another family wants photos. 
  This time the lone-parent mother tries to bribe 
  the Knights to take her kids, a rude and unruly 
  pair, off her hands and deliver them to the Ordo’s 
  orphanage (possibly prompting a stern lecture 
  on family values from a Knight).
  After each cameo, each of which is set about an 
  hour apart, have every Knight make a Persuasion 
  roll. Success means they persuade one person 
  to go talk to the recruiting Sergeants. A raise 
  nets them 1d4 potential recruits. Keep a record 
  of the total and halve the ﬁ nal number. This is 
  how many new recruits actually sign up to join 
  an Ordo. About half these join the main Ordo the 
  Knights serve and the other half elect to enlist 
  with rival Ordines. Feel free to reward the Knights 
  with an extra Experience Point if they manage to 
  actually recruit new members equal to two-thirds 
  of the events used (i.e. if you use 6 events, they 
  need to recruit 4 or more new soldiers to earn 
  the bonus).
  In addition, for each person who talks to the 
  Sergeants, the Knights receive donations equal 
  to several thousand miters. These aren’t from 
  the potential recruits, but from the pilgrims in 
  general.
  
  7
  THE LAST WORD
  THE LAST WORD
  Once the cameos have been dealt with the 
  adventure proper begins—the cameos partly 
  serve to disguise the ﬁ rst major event as merely 
  another routine incident, rather than having it 
  stand out as special as soon as it is announced.
  d10 
  Event
  1 
  Old Friend: One or more Knights meet 
  an old friend. The buddy may be from the 
  same school or neighborhood, or perhaps 
  be a former Knight who left through injury 
  or crisis of faith. What he has been doing 
  since he last saw the character(s) is up to 
  the GM and may be interesting (“Yeah, I 
  stopped jacking cars. I’m a priest now”) or 
  rather mundane (“Hey, being a farmer isn’t 
  all bad”).
  2 
  Potential Assassin: Have each Knight 
  make a Notice roll while surveying the 
  passing pilgrims. Whoever rolls highest 
  spots what looks like a pistol sticking out 
  from a youth’s jacket. It is in fact a paint-
  ball gun the kid intends on using after he 
  ﬁ nishes his pilgrimage. Use citizen stats for 
  the youth.
   
  Knights who shoot ﬁ rst and ask questions 
  later must answer to Mother Agnes ﬁ rst 
  and then their superior ofﬁ cer back at the 
  Preceptory. How they handle the incident 
  may lead to wild applause from the pil-
  grims (nonlethal means) or boos and jeers 
  (another casualty of war).
   
  Sister Superior Freemont comes to inves-
  tigate any disturbance. She speaks to the 
  Sister at the gate, who had already checked 
  the youth, a local lad of very good character 
  and strong faith, and noticed the gun for 
  what it was. She was under no compulsion 
  to tell the Knights, who aren’t responsible 
  for security. Freemont gives the Knights a 
  lecture on areas of responsibility if they 
  start kicking up a fuss.
  3 
  My Plan Was Better: The armchair gen-
  eral the brieﬁ ng ofﬁ cer warned the Knights 
  about makes an appearance. He’s a real 
  nerd and has never been within 1000 
  miles of a battle, but he knows his theory. 
  He launches into a blow-by-blow account 
  of how he would have led the Battle of 
  New Budapest and secured victory weeks 
  earlier and with fewer losses. Have each 
  Knight make a Spirit roll. Those who fail 
  suffer a level of Fatigue from boredom for 
  the next two hours.
   
  The only way to get rid of the armchair 
  general is to beat him in an opposed 
  Knowledge (Battle) roll, to show him the 
  error in his great plan. He has a skill of d10 
  (theoretical only—he’d panic in combat 
  and be of no use). One roll can be made 
  each hour.
  4 
  Shoot Me, Please: Meeting an old friend 
  is one thing, but one of the characters 
  has an encounter with someone he never 
  expected to see here—his mother. This can 
  be played seriously, with the mother being 
  genuinely concerned about her son’s wel-
  fare, or more for laughs, with the mother 
  henpecking her son over his sloppy dress, 
  slouching stance, strange friends, gaunt 
  looks, slight paunch, or whatever other 
  imaginary issue the GM wishes to invent.
  5 
  Sign Him Up: A young lad of 18 years 
  slips out of line to talk to the Knights. After 
  a few minutes have each Knight make a 
  Common Knowledge roll. With success, 
  they realize the kid knows his stuff, and is 
  able to discuss their weaponry, not in some 
  post-adolescent fan boy way, but with a 
  solid, practical grasp of the hardware’s 
  strengths and weaknesses.
   
  Problem is, the kid doesn’t actually want to 
  join the Sancti Ordines—he’s already lost 
  two brothers and an uncle in the war. Con-
  vincing him to enlist requires a Persuasion 
  roll at –4 and only one roll is allowed. With 
  success, he signs his life away. Next time 
  they hear of the kid is a year later, when 
  they learn of his death during an ambush.
  6 
  A Real Assassin: The Sister at the gate 
  suddenly cries out, “Assassin!” and points 
  toward a young man in the crowd as she 
  readies her SMG. The man, a Necrolatrist 
  hiding among the pilgrims who had hoped 
  to kill Mother Agnes, draws a gun and 
  aims it at the Knights (any Church target 
  is better than none). Deal initiative cards 
  at this point for the Knights and the Sister 
  on duty (pick one at random, except Sister 
  Superior Freemont).
   
  Treat him as a Wild Card assassin but armed 
  only with a 6mm pistol (2 mags) and two 
  monoﬁ lament grenades. The courtyard is 
  packed—two solid lines of citizens, one 
  entering and one exiting, line the path 
  between the gate and the shrine. Civilian 
  casualties lead to a strong reprimand back 
  7
  THE LAST WORD
  THE LAST WORD
  Once the cameos have been dealt with the 
  adventure proper begins—the cameos partly 
  serve to disguise the ﬁ rst major event as merely 
  another routine incident, rather than having it 
  stand out as special as soon as it is announced.
  d10 
  Event
  1 
  Old Friend: One or more Knights meet 
  an old friend. The buddy may be from the 
  same school or neighborhood, or perhaps 
  be a former Knight who left through injury 
  or crisis of faith. What he has been doing 
  since he last saw the character(s) is up to 
  the GM and may be interesting (“Yeah, I 
  stopped jacking cars. I’m a priest now”) or 
  rather mundane (“Hey, being a farmer isn’t 
  all bad”).
  2 
  Potential Assassin: Have each Knight 
  make a Notice roll while surveying the 
  passing pilgrims. Whoever rolls highest 
  spots what looks like a pistol sticking out 
  from a youth’s jacket. It is in fact a paint-
  ball gun the kid intends on using after he 
  ﬁ nishes his pilgrimage. Use citizen stats for 
  the youth.
   
  Knights who shoot ﬁ rst and ask questions 
  later must answer to Mother Agnes ﬁ rst 
  and then their superior ofﬁ cer back at the 
  Preceptory. How they handle the incident 
  may lead to wild applause from the pil-
  grims (nonlethal means) or boos and jeers 
  (another casualty of war).
   
  Sister Superior Freemont comes to inves-
  tigate any disturbance. She speaks to the 
  Sister at the gate, who had already checked 
  the youth, a local lad of very good character 
  and strong faith, and noticed the gun for 
  what it was. She was under no compulsion 
  to tell the Knights, who aren’t responsible 
  for security. Freemont gives the Knights a 
  lecture on areas of responsibility if they 
  start kicking up a fuss.
  3 
  My Plan Was Better: The armchair gen-
  eral the brieﬁ ng ofﬁ cer warned the Knights 
  about makes an appearance. He’s a real 
  nerd and has never been within 1000 
  miles of a battle, but he knows his theory. 
  He launches into a blow-by-blow account 
  of how he would have led the Battle of 
  New Budapest and secured victory weeks 
  earlier and with fewer losses. Have each 
  Knight make a Spirit roll. Those who fail 
  suffer a level of Fatigue from boredom for 
  the next two hours.
   
  The only way to get rid of the armchair 
  general is to beat him in an opposed 
  Knowledge (Battle) roll, to show him the 
  error in his great plan. He has a skill of d10 
  (theoretical only—he’d panic in combat 
  and be of no use). One roll can be made 
  each hour.
  4 
  Shoot Me, Please: Meeting an old friend 
  is one thing, but one of the characters 
  has an encounter with someone he never 
  expected to see here—his mother. This can 
  be played seriously, with the mother being 
  genuinely concerned about her son’s wel-
  fare, or more for laughs, with the mother 
  henpecking her son over his sloppy dress, 
  slouching stance, strange friends, gaunt 
  looks, slight paunch, or whatever other 
  imaginary issue the GM wishes to invent.
  5 
  Sign Him Up: A young lad of 18 years 
  slips out of line to talk to the Knights. After 
  a few minutes have each Knight make a 
  Common Knowledge roll. With success, 
  they realize the kid knows his stuff, and is 
  able to discuss their weaponry, not in some 
  post-adolescent fan boy way, but with a 
  solid, practical grasp of the hardware’s 
  strengths and weaknesses.
   
  Problem is, the kid doesn’t actually want to 
  join the Sancti Ordines—he’s already lost 
  two brothers and an uncle in the war. Con-
  vincing him to enlist requires a Persuasion 
  roll at –4 and only one roll is allowed. With 
  success, he signs his life away. Next time 
  they hear of the kid is a year later, when 
  they learn of his death during an ambush.
  6 
  A Real Assassin: The Sister at the gate 
  suddenly cries out, “Assassin!” and points 
  toward a young man in the crowd as she 
  readies her SMG. The man, a Necrolatrist 
  hiding among the pilgrims who had hoped 
  to kill Mother Agnes, draws a gun and 
  aims it at the Knights (any Church target 
  is better than none). Deal initiative cards 
  at this point for the Knights and the Sister 
  on duty (pick one at random, except Sister 
  Superior Freemont).
   
  Treat him as a Wild Card assassin but armed 
  only with a 6mm pistol (2 mags) and two 
  monoﬁ lament grenades. The courtyard is 
  packed—two solid lines of citizens, one 
  entering and one exiting, line the path 
  between the gate and the shrine. Civilian 
  casualties lead to a strong reprimand back 
  
  8
  NECROPOLIS 2350
  NECROPOLIS 2350
  at the Preceptory and give a –4 penalty to 
  the next Persuasion rolls to recruit new 
  blood.
   
  Security is stepped up a notch after the 
  incident—Freemont joins the guard at the 
  gate and Mother Agnes’ guard carries a 
  shield, using it to protect the elderly nun 
  from potential attackers. No amount of 
  arguing can convince Mother Agnes to halt 
  the pilgrimage—cultists wanting her dead 
  are just a fact of life she must live with.
  7 
  Medic!: One of the Sergeants (picked at 
  random or based on a suitable personality 
  trait, such as Lazy) commits a potentially 
  fatal error in judgment. He accidentally 
  leaves his ﬂ echette pistol close to the rep-
  licas.
   
  A woman picks up the gun and pulls the 
  trigger (while shouting bang—civilians 
  seem to think all guns go bang), thinking 
  it to be a fake, at her boyfriend, who is seri-
  ously injured as a ﬂ echette rips through his 
  neck. The Knights, alerted by the scream-
  ing, have one chance at a Healing roll to 
  save the man’s life. How they deal with the 
  Sergeant is up to them.
  8 
  Smile for the Camera: A rich family 
  (mother, father, two young kids) come 
  across to the Knights after leaving the 
  shrine and asks if they can take some 
  photos of their kids posing. Unfortunately, 
  the photos seem to go on forever, with 
  shots of the kids carrying guns, posing with 
  Knights, wearing camouﬂ age paint, and 
  such like. Think of them as really excited 
  tourists.
   
  Asking the kids if they want to join up when 
  older gets a rather rude response. With a 
  serious face, the young daughter turns to 
  the Knights and says, “No way! Daddy says 
  only retards and the poor join the military! 
  I’m going to work in a bank and marry a 
  rich man.” The father, totally embarrassed 
  by his offspring’s outburst, quickly ushers 
  the family on their way. Being rude to the 
  family gives the next recruitment roll a –2 
  penalty.
  9 
  You’re His Father!: A young woman car-
  rying a baby suddenly leaps out of line 
  and thrusts the kid at the nearest Knight. 
  Through tears (false) she claims the Knight 
  is the baby’s father and deserted her after 
  a one-night stand (no pun intended).
   
  The woman is slightly deranged, though 
  harmless, and is known to the local 
  authorities, having pulled this stunt sev-
  eral times before with complete strangers. 
  Convincing her, and the startled pilgrims, 
  the Knight isn’t the father, requires a 
  Persuasion roll at –2 (and ideally some 
  roleplaying). With success she snatches 
  the baby back and joins the queue as if 
  nothing had happened. On a failure she 
  tries to run away into the crowded street, 
  leaving the Knights with a young infant 
  whose diaper needs an urgent change if 
  she is successful. Treat her as a civilian.
   
  Local police, if informed of the incident, 
  take the child away and call in Family 
  Services to deal with the mother. There’s 
  a good chance the child will end up in a 
  Church orphanage, so the Knights may 
  wish to arrange for him to be sent to an 
  Ordo orphanage instead.
  10 
  Crazy Woman: A female pilgrim stumbles 
  from the shrine and collapses in a heap in 
  the courtyard. When given basic medical 
  attention she recovers, babbles, “It’s not 
  real. He told me! It’s not real,” rises shakily 
  to her feet, and makes her way out of the 
  precinct. If stopped and questioned, she 
  merely repeats what she said before, only 
  louder. This occurs ad inﬁ nitum.
   
  The woman received a vision from Saint 
  Malachy, informing her of events which 
  will soon become apparent to the Knights. 
  Unfortunately, the experience has left her 
  temporarily dazed and confused.
  SCENE 2: …AND THEN THE REAL 
  SCENE 2: …AND THEN THE REAL 
  TROUBLE STARTED
  TROUBLE STARTED
  This scene ends the pilgrimage, so the GM 
  should ensure all the cameos he wants to use are 
  dealt with ﬁ rst.
  Inside the shrine, the skull of Saint Malachy is 
  on display behind its bulletproof screen. From 
  outside, the Knights hear a child shout, followed 
  by a cacophony of screams and shouts. The loud 
  crack of a stun grenade signals something very 
  bad has happened.
  On entering the shrine, the Knights discover a 
  riot in progress. Several citizens stagger around 
  stunned by the grenade, but many others are 
  pushing and banging on the glass, while Mother 
  8
  NECROPOLIS 2350
  NECROPOLIS 2350
  at the Preceptory and give a –4 penalty to 
  the next Persuasion rolls to recruit new 
  blood.
   
  Security is stepped up a notch after the 
  incident—Freemont joins the guard at the 
  gate and Mother Agnes’ guard carries a 
  shield, using it to protect the elderly nun 
  from potential attackers. No amount of 
  arguing can convince Mother Agnes to halt 
  the pilgrimage—cultists wanting her dead 
  are just a fact of life she must live with.
  7 
  Medic!: One of the Sergeants (picked at 
  random or based on a suitable personality 
  trait, such as Lazy) commits a potentially 
  fatal error in judgment. He accidentally 
  leaves his ﬂ echette pistol close to the rep-
  licas.
   
  A woman picks up the gun and pulls the 
  trigger (while shouting bang—civilians 
  seem to think all guns go bang), thinking 
  it to be a fake, at her boyfriend, who is seri-
  ously injured as a ﬂ echette rips through his 
  neck. The Knights, alerted by the scream-
  ing, have one chance at a Healing roll to 
  save the man’s life. How they deal with the 
  Sergeant is up to them.
  8 
  Smile for the Camera: A rich family 
  (mother, father, two young kids) come 
  across to the Knights after leaving the 
  shrine and asks if they can take some 
  photos of their kids posing. Unfortunately, 
  the photos seem to go on forever, with 
  shots of the kids carrying guns, posing with 
  Knights, wearing camouﬂ age paint, and 
  such like. Think of them as really excited 
  tourists.
   
  Asking the kids if they want to join up when 
  older gets a rather rude response. With a 
  serious face, the young daughter turns to 
  the Knights and says, “No way! Daddy says 
  only retards and the poor join the military! 
  I’m going to work in a bank and marry a 
  rich man.” The father, totally embarrassed 
  by his offspring’s outburst, quickly ushers 
  the family on their way. Being rude to the 
  family gives the next recruitment roll a –2 
  penalty.
  9 
  You’re His Father!: A young woman car-
  rying a baby suddenly leaps out of line 
  and thrusts the kid at the nearest Knight. 
  Through tears (false) she claims the Knight 
  is the baby’s father and deserted her after 
  a one-night stand (no pun intended).
   
  The woman is slightly deranged, though 
  harmless, and is known to the local 
  authorities, having pulled this stunt sev-
  eral times before with complete strangers. 
  Convincing her, and the startled pilgrims, 
  the Knight isn’t the father, requires a 
  Persuasion roll at –2 (and ideally some 
  roleplaying). With success she snatches 
  the baby back and joins the queue as if 
  nothing had happened. On a failure she 
  tries to run away into the crowded street, 
  leaving the Knights with a young infant 
  whose diaper needs an urgent change if 
  she is successful. Treat her as a civilian.
   
  Local police, if informed of the incident, 
  take the child away and call in Family 
  Services to deal with the mother. There’s 
  a good chance the child will end up in a 
  Church orphanage, so the Knights may 
  wish to arrange for him to be sent to an 
  Ordo orphanage instead.
  10 
  Crazy Woman: A female pilgrim stumbles 
  from the shrine and collapses in a heap in 
  the courtyard. When given basic medical 
  attention she recovers, babbles, “It’s not 
  real. He told me! It’s not real,” rises shakily 
  to her feet, and makes her way out of the 
  precinct. If stopped and questioned, she 
  merely repeats what she said before, only 
  louder. This occurs ad inﬁ nitum.
   
  The woman received a vision from Saint 
  Malachy, informing her of events which 
  will soon become apparent to the Knights. 
  Unfortunately, the experience has left her 
  temporarily dazed and confused.
  SCENE 2: …AND THEN THE REAL 
  SCENE 2: …AND THEN THE REAL 
  TROUBLE STARTED
  TROUBLE STARTED
  This scene ends the pilgrimage, so the GM 
  should ensure all the cameos he wants to use are 
  dealt with ﬁ rst.
  Inside the shrine, the skull of Saint Malachy is 
  on display behind its bulletproof screen. From 
  outside, the Knights hear a child shout, followed 
  by a cacophony of screams and shouts. The loud 
  crack of a stun grenade signals something very 
  bad has happened.
  On entering the shrine, the Knights discover a 
  riot in progress. Several citizens stagger around 
  stunned by the grenade, but many others are 
  pushing and banging on the glass, while Mother 
  
  9
  THE LAST WORD
  THE LAST WORD
  Agnes and her bodyguard have been pushed back 
  into a corner by the angry mob. The Sister has 
  her shield covering Agnes, but this leaves her 
  exposed to kicks and punches.
  Hand out the stats for one Sister to the players. 
  The other Sisters join the fray if the characters 
  summon them or if Mother Agnes is taking a 
  beating. Under no circumstances should she be 
  Incapacitated, let alone killed.
  The Knights now have a dilemma. The citizens 
  are rioting, endangering a holy relic, and threat-
  ening a member of the Church, but they are 
  unarmed civilians. A massacre will not go down 
  well (a trip to the Penitents is the likely outcome 
  of any inquiry—and one will be launched). Unfor-
  tunately, ﬂ echette weapons are virtually silent, so 
  ﬁ ring into the air won’t get anyone’s attention.
  Calming the riots can be achieved a number 
  of ways. First, the Knights can take out half the 
  number. This can be achieved by nonlethal 
  means (such as punches or baton grenades), stun 
  grenades, or killing them. Second, they can try 
  to shout or talk them down. Only a single roll 
  is allowed, though it can be a Cooperative roll. 
  Intimidation rolls have a –2 penalty, whereas Per-
  suasion suffers a –4 penalty.
  Hardcore Rioters (4): Treat as civilians, but 
  they are unarmed and Berserk (see Necropolis).
  Rioters (16): Treat as civilians, but they are 
  unarmed (see Necropolis).
  WHAT HAPPENED?
  WHAT HAPPENED?
  Once the riot is over, the Sisters quickly assume 
  control. The pilgrims in the building are lead or 
  carried outside, and the shrine doors are closed. 
  The main gates are also closed, leaving the rioters 
  trapped in the courtyard (for questioning). Sister 
  Superior Freemont addresses the crowd outside 
  the gates, by now becoming agitated, and spins a 
  story of “religious fervor” and “closing the shrine 
  for a short while to allow passions to cool.”
  The Sister on duty in the shrine at the time tells 
  the Knights that a child pointed at the skull and 
  shouted something. Suddenly the crowd around 
  the reliquary strengthened, and then the riot 
  broke out. All she can recall is hearing phrases 
  like, “It’s not real!” and “They’ve lied!”
  Investigating the skull through the glass 
  requires a Notice roll at –2. With success, the 
  Knight discovers a small hole (just a fraction of an 
  inch across) in the back of the head. A Common 
  Knowledge roll indicates the hole could have 
  been made by a ﬂ echette.
  Mother Agnes allows the Knights to investigate 
  the skull in more detail, but only if they wear 
  gloves. Sister Superior Freemont deactivates the 
  alarm system and opens the lock using her ID 
  tag. Closer inspection allows the Notice roll at no 
  penalty. Removing a ﬂ echette from a magazine to 
  compare sizes isn’t possible due to the way the 
  magazines are loaded. However, ﬁ ring a single 
  shot into something relatively soft (such as the 
  cushion on which the casket sits) produces a 
  near-intact ﬂ echette. It’s a perfect ﬁ t!
  Mother Agnes is shocked to her core and col-
  lapses to the ﬂ oor. After waking (a Healing roll 
  can do this in a few minutes with smelling salts), 
  she orders the shrine closed down until further 
  notice and orders Freemont and the Knights to 
  launch a full investigation. She also states that she 
  checked the skull just last week in minute detail 
  and noticed nothing untoward.
  Questioning the rioters doesn’t reveal a lot of 
  interest. A child spotted the hole and someone 
  (an ex-Sergeant) quickly explained it was a ﬂ e-
  chette injury, something an ancient relic could 
  not have. Religious fervor then spilled over into 
  anger and the riot ensued.
  Freemont orders the rioters arrested and 
  locked in the Knights’ barracks (after they have 
  cleared out their gear). The local authorities are 
  not yet informed of the situation, both Agnes and 
  Freemont wishing to keep the news of the skull 
  being a fake secret until the truth of the matter 
  has been deduced.
  SCENE 3: THE INVESTIGATION
  SCENE 3: THE INVESTIGATION
  Hopefully, a Knight recalls Sister Superior 
  Freemont’s earlier comments about the security 
  system and advises they check the recent security 
  logs. Should they not, Fremont makes the sug-
  gestion.
  If asked, Freemont says she knows of only one 
  visitor in the last week, Father Superior Turman 
  Fitzgerald, the head of a small monastic order 
  whose monastery is located on the end of town. 
  Freemont reveals Father Superior Fitzgerald visits 
  every year just before the pilgrimage to worship 
  in private and pay his respects to the saint. He 
  and Mother Agnes have known each other for 
  many years.
  9
  THE LAST WORD
  THE LAST WORD
  Agnes and her bodyguard have been pushed back 
  into a corner by the angry mob. The Sister has 
  her shield covering Agnes, but this leaves her 
  exposed to kicks and punches.
  Hand out the stats for one Sister to the players. 
  The other Sisters join the fray if the characters 
  summon them or if Mother Agnes is taking a 
  beating. Under no circumstances should she be 
  Incapacitated, let alone killed.
  The Knights now have a dilemma. The citizens 
  are rioting, endangering a holy relic, and threat-
  ening a member of the Church, but they are 
  unarmed civilians. A massacre will not go down 
  well (a trip to the Penitents is the likely outcome 
  of any inquiry—and one will be launched). Unfor-
  tunately, ﬂ echette weapons are virtually silent, so 
  ﬁ ring into the air won’t get anyone’s attention.
  Calming the riots can be achieved a number 
  of ways. First, the Knights can take out half the 
  number. This can be achieved by nonlethal 
  means (such as punches or baton grenades), stun 
  grenades, or killing them. Second, they can try 
  to shout or talk them down. Only a single roll 
  is allowed, though it can be a Cooperative roll. 
  Intimidation rolls have a –2 penalty, whereas Per-
  suasion suffers a –4 penalty.
  Hardcore Rioters (4): Treat as civilians, but 
  they are unarmed and Berserk (see Necropolis).
  Rioters (16): Treat as civilians, but they are 
  unarmed (see Necropolis).
  WHAT HAPPENED?
  WHAT HAPPENED?
  Once the riot is over, the Sisters quickly assume 
  control. The pilgrims in the building are lead or 
  carried outside, and the shrine doors are closed. 
  The main gates are also closed, leaving the rioters 
  trapped in the courtyard (for questioning). Sister 
  Superior Freemont addresses the crowd outside 
  the gates, by now becoming agitated, and spins a 
  story of “religious fervor” and “closing the shrine 
  for a short while to allow passions to cool.”
  The Sister on duty in the shrine at the time tells 
  the Knights that a child pointed at the skull and 
  shouted something. Suddenly the crowd around 
  the reliquary strengthened, and then the riot 
  broke out. All she can recall is hearing phrases 
  like, “It’s not real!” and “They’ve lied!”
  Investigating the skull through the glass 
  requires a Notice roll at –2. With success, the 
  Knight discovers a small hole (just a fraction of an 
  inch across) in the back of the head. A Common 
  Knowledge roll indicates the hole could have 
  been made by a ﬂ echette.
  Mother Agnes allows the Knights to investigate 
  the skull in more detail, but only if they wear 
  gloves. Sister Superior Freemont deactivates the 
  alarm system and opens the lock using her ID 
  tag. Closer inspection allows the Notice roll at no 
  penalty. Removing a ﬂ echette from a magazine to 
  compare sizes isn’t possible due to the way the 
  magazines are loaded. However, ﬁ ring a single 
  shot into something relatively soft (such as the 
  cushion on which the casket sits) produces a 
  near-intact ﬂ echette. It’s a perfect ﬁ t!
  Mother Agnes is shocked to her core and col-
  lapses to the ﬂ oor. After waking (a Healing roll 
  can do this in a few minutes with smelling salts), 
  she orders the shrine closed down until further 
  notice and orders Freemont and the Knights to 
  launch a full investigation. She also states that she 
  checked the skull just last week in minute detail 
  and noticed nothing untoward.
  Questioning the rioters doesn’t reveal a lot of 
  interest. A child spotted the hole and someone 
  (an ex-Sergeant) quickly explained it was a ﬂ e-
  chette injury, something an ancient relic could 
  not have. Religious fervor then spilled over into 
  anger and the riot ensued.
  Freemont orders the rioters arrested and 
  locked in the Knights’ barracks (after they have 
  cleared out their gear). The local authorities are 
  not yet informed of the situation, both Agnes and 
  Freemont wishing to keep the news of the skull 
  being a fake secret until the truth of the matter 
  has been deduced.
  SCENE 3: THE INVESTIGATION
  SCENE 3: THE INVESTIGATION
  Hopefully, a Knight recalls Sister Superior 
  Freemont’s earlier comments about the security 
  system and advises they check the recent security 
  logs. Should they not, Fremont makes the sug-
  gestion.
  If asked, Freemont says she knows of only one 
  visitor in the last week, Father Superior Turman 
  Fitzgerald, the head of a small monastic order 
  whose monastery is located on the end of town. 
  Freemont reveals Father Superior Fitzgerald visits 
  every year just before the pilgrimage to worship 
  in private and pay his respects to the saint. He 
  and Mother Agnes have known each other for 
  many years.
  
  1010
  NECROPOLIS 2350
  NECROPOLIS 2350
  Five cameras cover the shrine. Scrolling back 
  through the various recordings reveals just one 
  visitor who entered the shrine area—the Father 
  Superior. He is escorted in by Sister Marie-Nicole. 
  The recordings show the elderly man and Sister 
  walk across to the shrine.
  The monk then whispers something to Sister 
  Marie-Nicole, who promptly uses her ID tag to 
  deactivate the alarms and open the case. Father 
  Superior Fitzgerald then opens the casket and 
  removes the skull, which he places in his robes, 
  and replaces it with another. The Sister then 
  secures the case and reactivates the alarm. A 
  further ten minutes shows the monk seemingly 
  at prayer before leaving, escorted again by the 
  Sister.
  A character making a Notice roll realizes the 
  monk’s face is only clearly visible from one of the 
  cameras—from the others he is concealed by the 
  Sister, the shrine, or his hood. Freemont (who 
  discovers this if the Knights don’t) states that the 
  camera they are viewing was installed only two 
  weeks ago and in secret—only Freemont and 
  Mother Agnes knew of its existence. If questioned 
  about this, Freemont says it is standard practice 
  before a major event to add extra cameras to 
  increase security.
  Should a character think to zoom in on the 
  monk’s face, have the Knights present make 
  Notice rolls. With success, they spot the monk is 
  smiling while praying. It isn’t a warm smile, but 
  rather one of victory. On a raise, a Knight detects 
  a momentary ﬂ ash of yellow across the Father 
  Superior’s eyes. Freezing that frame reveals not 
  the eyes of a man, but something reptilian.
  INTERROGATING THE SISTER
  INTERROGATING THE SISTER
  Freemont protests if the Knights demand to 
  question Sister Marie-Nicole, claiming the security 
  of the shrine is a matter for the Sisters. However, 
  Mother Agnes rebukes her sternly, proclaiming 
  the Sisters have failed in their sacred duty. With 
  heavy heart, she turns the investigation over to 
  the Knights, promising them whatever aid she 
  and the Sisters can provide.
  Freemont, through gritted teeth, asks if she 
  can be present for the interrogation. The ﬁ nal 
  decision rests with the senior Knight.
  Rather than provide a pre-written speech from 
  the Sister, her interrogation takes the form of 
  likely questions and the nun’s answers. During 
  the interrogation the characters can make Notice 
  rolls. Success reveals the Sister is telling the 
  truth.
  Q: What did Father Superior Fitzgerald say to 
  you?
  A: “Nothing of note. He greeted me at the gate 
  and asked if I was well. Then we entered the 
  shrine, but nothing more was said until he bade 
  me farewell.” [Showing her the tape causes the 
  nun to frown and say, “I don’t remember that at 
  all. I swear, he never said a word in the shrine.”
  Q: Why did you allow him to take the skull?
  A: “I didn’t! No one is allowed to touch the 
  Blessed Saint except Mother Agnes. Those are 
  the rules of the shrine.” [Again, showing her the 
  recording elicits a ﬁ rm denial and total lack of 
  memory.]
  Q: Did Father Superior Fitzgerald seem differ-
  ent?
  A: “No, not at all. He was his usual polite self. 
  He is a charming man, very devout and very 
  proper in his ways.”
  The Sister can’t remember anything of the 
  events because she was subjected to a version 
  of the puppet litany. Under the command of the 
  monk, she performed the deeds exactly as on the 
  tape, and was then ordered to remember nothing 
  untoward. As far as she is concerned, the monk 
  came in, prayed silently, and left, the same as he 
  does every year.
  Breaking the mental block is possible, but it 
  isn’t easy. First, a character can try to perform a 
  quick exorcism of whatever is blocking her mem-
  ories (a dispel litany in game terms). The puppet 
  spell has an arcane skill of d12 for this purpose 
  and only a single roll is allowed. With success, the 
  spell is broken and Sister Marie-Nicole’s memo-
  ries come ﬂ ooding back, causing her to break 
  down into loud sobs. After the nun calms down, 
  she tells the Knights what happened—Fitzgerald 
  asked her to deactivate the alarms and open the 
  case, and then forget everything that happened.
  Should dispel not be available, there is a ritual 
  exorcism available, though it is difﬁ cult and not 
  without danger. Instead of invoking a litany, the 
  exorcist uses his own faith and willpower to 
  break down the mental block by asking questions 
  over and over, quoting scripture, staring into her 
  eyes and locking wills with whatever is causing 
  the memory loss, and looking for any chinks in 
  the block. This involves a Faith roll at –2 opposed 
  by a d12 roll.
  1010
  NECROPOLIS 2350
  NECROPOLIS 2350
  Five cameras cover the shrine. Scrolling back 
  through the various recordings reveals just one 
  visitor who entered the shrine area—the Father 
  Superior. He is escorted in by Sister Marie-Nicole. 
  The recordings show the elderly man and Sister 
  walk across to the shrine.
  The monk then whispers something to Sister 
  Marie-Nicole, who promptly uses her ID tag to 
  deactivate the alarms and open the case. Father 
  Superior Fitzgerald then opens the casket and 
  removes the skull, which he places in his robes, 
  and replaces it with another. The Sister then 
  secures the case and reactivates the alarm. A 
  further ten minutes shows the monk seemingly 
  at prayer before leaving, escorted again by the 
  Sister.
  A character making a Notice roll realizes the 
  monk’s face is only clearly visible from one of the 
  cameras—from the others he is concealed by the 
  Sister, the shrine, or his hood. Freemont (who 
  discovers this if the Knights don’t) states that the 
  camera they are viewing was installed only two 
  weeks ago and in secret—only Freemont and 
  Mother Agnes knew of its existence. If questioned 
  about this, Freemont says it is standard practice 
  before a major event to add extra cameras to 
  increase security.
  Should a character think to zoom in on the 
  monk’s face, have the Knights present make 
  Notice rolls. With success, they spot the monk is 
  smiling while praying. It isn’t a warm smile, but 
  rather one of victory. On a raise, a Knight detects 
  a momentary ﬂ ash of yellow across the Father 
  Superior’s eyes. Freezing that frame reveals not 
  the eyes of a man, but something reptilian.
  INTERROGATING THE SISTER
  INTERROGATING THE SISTER
  Freemont protests if the Knights demand to 
  question Sister Marie-Nicole, claiming the security 
  of the shrine is a matter for the Sisters. However, 
  Mother Agnes rebukes her sternly, proclaiming 
  the Sisters have failed in their sacred duty. With 
  heavy heart, she turns the investigation over to 
  the Knights, promising them whatever aid she 
  and the Sisters can provide.
  Freemont, through gritted teeth, asks if she 
  can be present for the interrogation. The ﬁ nal 
  decision rests with the senior Knight.
  Rather than provide a pre-written speech from 
  the Sister, her interrogation takes the form of 
  likely questions and the nun’s answers. During 
  the interrogation the characters can make Notice 
  rolls. Success reveals the Sister is telling the 
  truth.
  Q: What did Father Superior Fitzgerald say to 
  you?
  A: “Nothing of note. He greeted me at the gate 
  and asked if I was well. Then we entered the 
  shrine, but nothing more was said until he bade 
  me farewell.” [Showing her the tape causes the 
  nun to frown and say, “I don’t remember that at 
  all. I swear, he never said a word in the shrine.”
  Q: Why did you allow him to take the skull?
  A: “I didn’t! No one is allowed to touch the 
  Blessed Saint except Mother Agnes. Those are 
  the rules of the shrine.” [Again, showing her the 
  recording elicits a ﬁ rm denial and total lack of 
  memory.]
  Q: Did Father Superior Fitzgerald seem differ-
  ent?
  A: “No, not at all. He was his usual polite self. 
  He is a charming man, very devout and very 
  proper in his ways.”
  The Sister can’t remember anything of the 
  events because she was subjected to a version 
  of the puppet litany. Under the command of the 
  monk, she performed the deeds exactly as on the 
  tape, and was then ordered to remember nothing 
  untoward. As far as she is concerned, the monk 
  came in, prayed silently, and left, the same as he 
  does every year.
  Breaking the mental block is possible, but it 
  isn’t easy. First, a character can try to perform a 
  quick exorcism of whatever is blocking her mem-
  ories (a dispel litany in game terms). The puppet 
  spell has an arcane skill of d12 for this purpose 
  and only a single roll is allowed. With success, the 
  spell is broken and Sister Marie-Nicole’s memo-
  ries come ﬂ ooding back, causing her to break 
  down into loud sobs. After the nun calms down, 
  she tells the Knights what happened—Fitzgerald 
  asked her to deactivate the alarms and open the 
  case, and then forget everything that happened.
  Should dispel not be available, there is a ritual 
  exorcism available, though it is difﬁ cult and not 
  without danger. Instead of invoking a litany, the 
  exorcist uses his own faith and willpower to 
  break down the mental block by asking questions 
  over and over, quoting scripture, staring into her 
  eyes and locking wills with whatever is causing 
  the memory loss, and looking for any chinks in 
  the block. This involves a Faith roll at –2 opposed 
  by a d12 roll.
  
  1111
  THE LAST WORD
  THE LAST WORD
  With success, a thin black vapor escapes the 
  Sister’s lips and she begins sobbing. She then 
  reveals the truth as above. On a failure, the poor 
  chaplain catches a glimpse in Marie-Nicole’s eyes 
  of the Dark, causing him to make a Guts roll or 
  suffer Terror. A critical failure gives a –2 penalty to 
  the Guts roll. Whatever the outcome, the lengthy 
  ritual is extremely draining, both mentally and 
  physically. The character must make a Vigor roll 
  or suffer a level of Fatigue for 24 hours.
  It doesn’t matter if the Knights learn the truth 
  or not—they have enough evidence of his involve-
  ment in the theft to question the Father Superior. 
  Should they make their intentions public, Mother 
  Agnes pens a letter granting the Knights full 
  authority in the investigation and stamps it with 
  the shrine’s seal as proof to the Father Superior 
  of their status.
  REINFORCEMENTS
  REINFORCEMENTS
  The Knights may wish to procure reinforce-
  ments for their trip to the small monastery.
  Sister Superior Freemont and the Sisters of 
  Bradamante are extremely reluctant to leave the 
  shrine. The crowd outside is still ugly, and what-
  ever stole the skull may seek to return and ﬁ nish 
  off Mother Agnes. However, Freemont allows 
  them full access to the Prophet and the armory.
  Aside from a lot of ﬂ echette ammunition 
  (assume 50 mags for every type of ﬂ echette 
  weapon), the Sisters have six ﬂ echette pistols, 
  a 25mm SBAC (with 2 magazines), 20 baton 
  grenades, 20 stun grenades, 10 monoﬁ lament 
  grenades, 10 HEAP grenades, a Maximus RGL 
  (after 2352), and a dozen heartbreakers, donated 
  to them by the Impalers.
  The Sergeants whine loudly about being non-
  combatants, but orders are orders and they’re not 
  stupid enough to go against the Knights’ demand. 
  They continue to whine through the journey.
  Outside reinforcements from the nearest 
  nearby Preceptory are, in theory, a possibility, but 
  the WM should try to avoid allowing this through 
  plausible excuses. Perhaps there are simply no 
  dropships available (due to an exercise, routine 
  maintenance, or mass delivery run), bad weather 
  has grounded all ﬂ ights until further notice, or the 
  local commander doesn’t think tracking down a 
  missing relic requires his troops.
  ACT 3: MONASTERY OF THE DAMNED
  ACT 3: MONASTERY OF THE DAMNED
  Father Superior Fitzgerald isn’t really the vil-
  lain of the tale. It was his ﬂ esh which committed 
  the crime, but not his soul. Always interested in 
  the nature of the Rephaim, Fitzgerald acquired 
  through dubious means several archaic volumes 
  on the nature of demons. Alas, one of the books 
  contained more than just speculation, and while 
  reading a passage something from the Dark 
  Dimension consumed him.
  Armed with the monk’s full memories, the 
  ﬁ end learned of the skull of Saint Malachy and its 
  history. Seeing a potentially powerful tool for the 
  Dark’s cause, it promptly stole the relic. Although 
  it could easily have slaughtered the Sisters and 
  Mother Agnes, it had no wish to instantly alert the 
  authorities to the disappearance of the skull. Had 
  it not been for a child, it would likely have been a 
  year before the theft was noticed.
  You can use the shrine map for the monastery. 
  Instead of the shrine area, the monastery has a 
  small church (with a separate chapel, still). This 
  is where all the action takes place.
  SCENE 1: THE TRUTH WILL OUT
  SCENE 1: THE TRUTH WILL OUT
  The main church doors open to reveal the 
  stench of a charnel house. Blood, blackened 
  with age, clings to the walls and stains the 
  tiled ﬂ oor. Hanging in one corner are the 
  corpses of a dozen monks, their skin missing, 
  gaping wounds across their necks indicating 
  the cause of death and the source of the gore. 
  Each has been hanged by his own intestines.
  Time for Guts rolls. The Knights have seen 
  worse sights on the battleﬁ eld, so those who fail 
  suffer Fear while they remain in the monastery.
  Seated on the altar (a blasphemous act, as 
  the Knights know) is an elderly man wrapped in 
  voluminous black robes. His left hand rests on a 
  skull—the skull of Saint Malachy.
  “You’re earlier than I expected,” the monk 
  sneers. “I had hoped for more time to complete 
  my quest, but, as you mortals say, the best laid 
  plans of mice and men often go awry. I take 
  it you have come for this?” It strokes its ﬁ ngers 
  across the skull.
  “So strange an object, the bones of a mortal 
  being, yet ones possessed of strange power.” 
  It lifts its hand and brings it crashing down 
  1111
  THE LAST WORD
  THE LAST WORD
  With success, a thin black vapor escapes the 
  Sister’s lips and she begins sobbing. She then 
  reveals the truth as above. On a failure, the poor 
  chaplain catches a glimpse in Marie-Nicole’s eyes 
  of the Dark, causing him to make a Guts roll or 
  suffer Terror. A critical failure gives a –2 penalty to 
  the Guts roll. Whatever the outcome, the lengthy 
  ritual is extremely draining, both mentally and 
  physically. The character must make a Vigor roll 
  or suffer a level of Fatigue for 24 hours.
  It doesn’t matter if the Knights learn the truth 
  or not—they have enough evidence of his involve-
  ment in the theft to question the Father Superior. 
  Should they make their intentions public, Mother 
  Agnes pens a letter granting the Knights full 
  authority in the investigation and stamps it with 
  the shrine’s seal as proof to the Father Superior 
  of their status.
  REINFORCEMENTS
  REINFORCEMENTS
  The Knights may wish to procure reinforce-
  ments for their trip to the small monastery.
  Sister Superior Freemont and the Sisters of 
  Bradamante are extremely reluctant to leave the 
  shrine. The crowd outside is still ugly, and what-
  ever stole the skull may seek to return and ﬁ nish 
  off Mother Agnes. However, Freemont allows 
  them full access to the Prophet and the armory.
  Aside from a lot of ﬂ echette ammunition 
  (assume 50 mags for every type of ﬂ echette 
  weapon), the Sisters have six ﬂ echette pistols, 
  a 25mm SBAC (with 2 magazines), 20 baton 
  grenades, 20 stun grenades, 10 monoﬁ lament 
  grenades, 10 HEAP grenades, a Maximus RGL 
  (after 2352), and a dozen heartbreakers, donated 
  to them by the Impalers.
  The Sergeants whine loudly about being non-
  combatants, but orders are orders and they’re not 
  stupid enough to go against the Knights’ demand. 
  They continue to whine through the journey.
  Outside reinforcements from the nearest 
  nearby Preceptory are, in theory, a possibility, but 
  the WM should try to avoid allowing this through 
  plausible excuses. Perhaps there are simply no 
  dropships available (due to an exercise, routine 
  maintenance, or mass delivery run), bad weather 
  has grounded all ﬂ ights until further notice, or the 
  local commander doesn’t think tracking down a 
  missing relic requires his troops.
  ACT 3: MONASTERY OF THE DAMNED
  ACT 3: MONASTERY OF THE DAMNED
  Father Superior Fitzgerald isn’t really the vil-
  lain of the tale. It was his ﬂ esh which committed 
  the crime, but not his soul. Always interested in 
  the nature of the Rephaim, Fitzgerald acquired 
  through dubious means several archaic volumes 
  on the nature of demons. Alas, one of the books 
  contained more than just speculation, and while 
  reading a passage something from the Dark 
  Dimension consumed him.
  Armed with the monk’s full memories, the 
  ﬁ end learned of the skull of Saint Malachy and its 
  history. Seeing a potentially powerful tool for the 
  Dark’s cause, it promptly stole the relic. Although 
  it could easily have slaughtered the Sisters and 
  Mother Agnes, it had no wish to instantly alert the 
  authorities to the disappearance of the skull. Had 
  it not been for a child, it would likely have been a 
  year before the theft was noticed.
  You can use the shrine map for the monastery. 
  Instead of the shrine area, the monastery has a 
  small church (with a separate chapel, still). This 
  is where all the action takes place.
  SCENE 1: THE TRUTH WILL OUT
  SCENE 1: THE TRUTH WILL OUT
  The main church doors open to reveal the 
  stench of a charnel house. Blood, blackened 
  with age, clings to the walls and stains the 
  tiled ﬂ oor. Hanging in one corner are the 
  corpses of a dozen monks, their skin missing, 
  gaping wounds across their necks indicating 
  the cause of death and the source of the gore. 
  Each has been hanged by his own intestines.
  Time for Guts rolls. The Knights have seen 
  worse sights on the battleﬁ eld, so those who fail 
  suffer Fear while they remain in the monastery.
  Seated on the altar (a blasphemous act, as 
  the Knights know) is an elderly man wrapped in 
  voluminous black robes. His left hand rests on a 
  skull—the skull of Saint Malachy.
  “You’re earlier than I expected,” the monk 
  sneers. “I had hoped for more time to complete 
  my quest, but, as you mortals say, the best laid 
  plans of mice and men often go awry. I take 
  it you have come for this?” It strokes its ﬁ ngers 
  across the skull.
  “So strange an object, the bones of a mortal 
  being, yet ones possessed of strange power.” 
  It lifts its hand and brings it crashing down 
  
  1212
  NECROPOLIS 2350
  NECROPOLIS 2350
  toward the skull. A faction of an inch from 
  the skull, the hand pauses, as if held back by 
  some invisible force. “Material remains, yet 
  ones impervious to physical destruction by 
  anything I can summon, and I can summon a 
  lot of power! Still, I can’t allow you to reclaim 
  it. You see, it spoke to me and I don’t want you 
  learning its secrets. Perhaps your weapons 
  would have some effect.”
  With lightning reﬂ exes, the hand clasps the 
  skull and holds it in front of its body, dart-
  ing it left and right, up and down. “Go on,” 
  it taunts, “ﬁ re your guns. Let’s see if I can 
  intercept your ﬂ echettes.”
  Knights looking to engage the monk imme-
  diately are met with a stern rebuke. The seated 
  ﬁ gure merely wags its ﬁ nger and says, “How 
  typical. You are faced with something you don’t 
  understand, so your ﬁ rst thought is to kill it. 
  Surely the opportunity to ask questions and 
  learn something about your enemy should be 
  seen as a golden opportunity.”
  The ﬁ end is stalling for time, though it will 
  answer questions (such is its sheer arrogance). 
  While it talks, it secretly animates the skinned 
  monks. They join the battle one round after the 
  combat begins (no matter how long that takes), 
  assuming the Knights haven’t topped and tailed 
  them, of course. Questions the creature will 
  answer are given below (along with its reply). 
  On other matters it merely scoffs and refuses to 
  answer.
  Q: What is your name?
  A: “Names are power. I think you may ﬁ nd this 
  answer appropriate, though. My name is Legion, 
  for we are many. If you want to live, you may 
  call me Master!
  Q: What are you? Are you Rephaim?
  A: “In your terminology, a demon would be 
  the closest approximation. These creatures you 
  call the Rephaim are nothing, mere pawns in 
  the endless struggle. Since you claim you are the 
  light, the Rephaim would be mere shadows. We 
  are the darkness.
  Q: How long have you been here?
  A: “I have been here for a matter of weeks, 
  but my kind has haunted the universe since 
  time began. Your ancestors knew of us. Some 
  worshipped us as gods, and rightfully so. Others 
  called us demons and sought to barter with us. 
  We are immortal and inﬁ nite. We witnessed the 
  beginning of the universe, and we shall be its 
  end.
  Q: What do you want?
  A: “Ah, now that is a simple question. Surely 
  even a talking ape like you could guess at the 
  answer. We want nothing more than the total 
  extermination of all life, all existence.”
  Sooner or later someone is going to get trig-
  ger-happy. Maybe the Knights don’t want to 
  banter with a self-proclaimed demon, or perhaps 
  the ﬁ end grows tired and seeks to end the cha-
  rade. The ﬂ eshy body of the monk has Toughness 
  5. When it takes its ﬁ rst wound (which actually 
  causes the demon no injury), a dramatic trans-
  formation occurs. The skull is immune to any 
  damage the Knights can cause, though they won’t 
  know this, of course.
  The ﬂ echettes rip into the monk’s ﬂ esh, 
  spraying blood as they exit his shattered 
  corpse. Rather than falling, the ﬁ gure simply 
  looks down and smiles. “Now let us play,” it 
  laughs.
  The skin suddenly bulges and splits, a gigan-
  tic ﬁ gure merging, writhing, twisting from the 
  ﬂ eshy shell as if escaping imprisonment. It 
  grows larger, rising to its cloven feet to reveal 
  a towering, glistening black-scaled humanoid 
  ﬁ gure, with yellow eyes and huge, curved 
  horns. Bony spines suddenly erupt from its 
  arms and legs, while two bone blades slide 
  from its forearms with a sickening, grinding 
  noise. Green baleﬁ re crackles across its body 
  as it rushes to attack!
  Time for another Guts roll, only this time it’s at 
  –2 and those who fail suffer the effects of Terror. 
  The demon, unable to return home to the Dark 
  Dimension, and being arrogant enough to believe 
  it is indestructible, ﬁ ghts to the death. Once the 
  demon is destroyed, all its spells end. This also 
  deactivates the zombie monks, who fall to the 
  ground, lifeless.
  After it takes its ﬁ nal wound, the demon man-
  ages to utter a few ﬁ nal words before dissolving 
  into a cloud of black, sulfur-smelling dust. “My 
  work is undone, but the shrine is no more!” it 
  howls. “Commence the attack! Let their blood 
  stain the shrine, forever!”
  Back at the shrine, a squad of Ordo Tenebrae, 
  summoned days ago by the demon and currently 
  operating from a safehouse close to the shrine, 
  begin an attack.
  1212
  NECROPOLIS 2350
  NECROPOLIS 2350
  toward the skull. A faction of an inch from 
  the skull, the hand pauses, as if held back by 
  some invisible force. “Material remains, yet 
  ones impervious to physical destruction by 
  anything I can summon, and I can summon a 
  lot of power! Still, I can’t allow you to reclaim 
  it. You see, it spoke to me and I don’t want you 
  learning its secrets. Perhaps your weapons 
  would have some effect.”
  With lightning reﬂ exes, the hand clasps the 
  skull and holds it in front of its body, dart-
  ing it left and right, up and down. “Go on,” 
  it taunts, “ﬁ re your guns. Let’s see if I can 
  intercept your ﬂ echettes.”
  Knights looking to engage the monk imme-
  diately are met with a stern rebuke. The seated 
  ﬁ gure merely wags its ﬁ nger and says, “How 
  typical. You are faced with something you don’t 
  understand, so your ﬁ rst thought is to kill it. 
  Surely the opportunity to ask questions and 
  learn something about your enemy should be 
  seen as a golden opportunity.”
  The ﬁ end is stalling for time, though it will 
  answer questions (such is its sheer arrogance). 
  While it talks, it secretly animates the skinned 
  monks. They join the battle one round after the 
  combat begins (no matter how long that takes), 
  assuming the Knights haven’t topped and tailed 
  them, of course. Questions the creature will 
  answer are given below (along with its reply). 
  On other matters it merely scoffs and refuses to 
  answer.
  Q: What is your name?
  A: “Names are power. I think you may ﬁ nd this 
  answer appropriate, though. My name is Legion, 
  for we are many. If you want to live, you may 
  call me Master!
  Q: What are you? Are you Rephaim?
  A: “In your terminology, a demon would be 
  the closest approximation. These creatures you 
  call the Rephaim are nothing, mere pawns in 
  the endless struggle. Since you claim you are the 
  light, the Rephaim would be mere shadows. We 
  are the darkness.
  Q: How long have you been here?
  A: “I have been here for a matter of weeks, 
  but my kind has haunted the universe since 
  time began. Your ancestors knew of us. Some 
  worshipped us as gods, and rightfully so. Others 
  called us demons and sought to barter with us. 
  We are immortal and inﬁ nite. We witnessed the 
  beginning of the universe, and we shall be its 
  end.
  Q: What do you want?
  A: “Ah, now that is a simple question. Surely 
  even a talking ape like you could guess at the 
  answer. We want nothing more than the total 
  extermination of all life, all existence.”
  Sooner or later someone is going to get trig-
  ger-happy. Maybe the Knights don’t want to 
  banter with a self-proclaimed demon, or perhaps 
  the ﬁ end grows tired and seeks to end the cha-
  rade. The ﬂ eshy body of the monk has Toughness 
  5. When it takes its ﬁ rst wound (which actually 
  causes the demon no injury), a dramatic trans-
  formation occurs. The skull is immune to any 
  damage the Knights can cause, though they won’t 
  know this, of course.
  The ﬂ echettes rip into the monk’s ﬂ esh, 
  spraying blood as they exit his shattered 
  corpse. Rather than falling, the ﬁ gure simply 
  looks down and smiles. “Now let us play,” it 
  laughs.
  The skin suddenly bulges and splits, a gigan-
  tic ﬁ gure merging, writhing, twisting from the 
  ﬂ eshy shell as if escaping imprisonment. It 
  grows larger, rising to its cloven feet to reveal 
  a towering, glistening black-scaled humanoid 
  ﬁ gure, with yellow eyes and huge, curved 
  horns. Bony spines suddenly erupt from its 
  arms and legs, while two bone blades slide 
  from its forearms with a sickening, grinding 
  noise. Green baleﬁ re crackles across its body 
  as it rushes to attack!
  Time for another Guts roll, only this time it’s at 
  –2 and those who fail suffer the effects of Terror. 
  The demon, unable to return home to the Dark 
  Dimension, and being arrogant enough to believe 
  it is indestructible, ﬁ ghts to the death. Once the 
  demon is destroyed, all its spells end. This also 
  deactivates the zombie monks, who fall to the 
  ground, lifeless.
  After it takes its ﬁ nal wound, the demon man-
  ages to utter a few ﬁ nal words before dissolving 
  into a cloud of black, sulfur-smelling dust. “My 
  work is undone, but the shrine is no more!” it 
  howls. “Commence the attack! Let their blood 
  stain the shrine, forever!”
  Back at the shrine, a squad of Ordo Tenebrae, 
  summoned days ago by the demon and currently 
  operating from a safehouse close to the shrine, 
  begin an attack.
  
  1313
  THE LAST WORD
  THE LAST WORD
  Demon: See page 19.
  Rephaim Monks (12): See page 19.
  ACT 4: SHOWDOWN AT THE SHRINE
  ACT 4: SHOWDOWN AT THE SHRINE
  When the Knights get within ﬁ ve miles of the 
  shrine, their headset communicators burst into 
  life.
  “This is Sister Superior Freemont to all 
  available Knights. The shrine of Saint Mala-
  chy is under attack. I repeat. We are under 
  attack. Suspect Ordo Tenebrae Lance. Urgent 
  assistance required. They are in the building! 
  They are in the building!”
  The radio then goes silent, though the Knights 
  can hear Freemont cursing as she lays down 
  withering ﬁ re. The Knights can reach the shrine 
  in just a few minutes at top speed. Outside the 
  main gates, which hang off their hinges (having 
  been blown apart with monoﬁ lament grenades), 
  are many dozen dead, dying, and injured civil-
  ians. The sounds of combat, grenade explosions 
  and shouts, can be heard from within the shrine.
  SCENE 1: FIREFIGHT!
  SCENE 1: FIREFIGHT!
  Hand out the Sisters’ Ally Sheet to the players 
  (the GM controls Mother Agnes). The positions 
  of the Sisters and Black Knights are as below. 
  No one has yet taken any injuries. Deal initiative 
  cards and let the combat begin.
  Mother Agnes is in her bedroom, with Sister 
  Superior Freemont in the ofﬁ ce, using the door as 
  Medium cover as she ﬁ res at two Ordo Tenebrae 
  at the end of the corridor near the stores (Medium 
  Cover from the door). Mother Agnes will use her 
  miracles to defend the Sisters and shrine, but 
  won’t risk her life in a fruitless endeavor.
  Sister Bernadette is crouching behind a sar-
  cophagus (Heavy Cover) in the crypt, keeping a 
  single Black Knight in the doorway to the chapel 
  at bay (he has Medium Cover).
  Sister Ophelia is pinned down in the furthest 
  cell from the refectory (Medium Cover), ﬁ ring 
  from the doorway at two Dark Knights at the 
  other end of the corridor
  Sister Marie-Nicole is in the library, prone 
  (Heavy Cover) behind a fallen bookcase while 
  ﬁ ring at one Black Night in the chapel doorway 
  and the Ordo Tenebrae ofﬁ cer who is by the door 
  that leads from the refectory (both have Medium 
  Cover).
  The Ordo Tenebrae soldiers are not rookies. 
  Once they realize they are being attacked on tow 
  fronts, they pull back to reform and ﬁ ght from a 
  defensible position. They make use of available 
  Cover and Aim if the opportunity arises. They’ll 
  certainly use their grenades to maximum effec-
  tiveness, not caring if they injure their own men 
  or not, so long as a larger number of foes are in 
  the blast radius.
  Once the battle is over, the Knights and Sisters 
  can perform ﬁ rst aid on the wounded. All the 
  Ordo Tenebrae Knights have a skull painted with 
  the number 666 in blood red below on the left 
  shoulder plate of their armor. They are members 
  of the “Legion of Hell,” an elite Ordo Tenebrae 
  Banner trained to operate behind enemy lines 
  and strike at a moment’s notice. Now introduced, 
  the Knights should encounter these fanatics again 
  during your campaign.
  Ordo Tenebrae Dark Knight (5): Page 19.
  Ordo Tenebrae Ofﬁ cer (1): Page 19.
  SCENE 2: SAINT MALACHY’S FINAL PROPHECY
  SCENE 2: SAINT MALACHY’S FINAL PROPHECY
  Once the head is returned to its rightful 
  place in the shrine, a distant yet strong voice 
  can be heard echoing throughout the room.
  “The rekindled candle shall be engulfed in 
  darkness when the fallen angel to Salus comes 
  and the black eye ﬂ ickers. Men of purity shall 
  fall and stand brother against brother in 
  times to come. The one upon the throne shall 
  reign eternal over a divided realm. The End of 
  Days has come.”
  With a loud crack, the skull shatters into a 
  hundred pieces. Saint Malachy, it seems, will 
  speak no more.
  Mother Superior Agnes falls to her knees, 
  her hands locked in prayer, tears in her eyes. 
  “At last I have heard his voice! I shall inform 
  His Holiness of this prophecy at once. May 
  God have mercy on us all.”
  The prophecy is not just random gibberish to 
  confuse the players or force them to spend time 
  trying to work it out—it points to a terrible future 
  event. That event will be detailed in a future 
  product.
  1313
  THE LAST WORD
  THE LAST WORD
  Demon: See page 19.
  Rephaim Monks (12): See page 19.
  ACT 4: SHOWDOWN AT THE SHRINE
  ACT 4: SHOWDOWN AT THE SHRINE
  When the Knights get within ﬁ ve miles of the 
  shrine, their headset communicators burst into 
  life.
  “This is Sister Superior Freemont to all 
  available Knights. The shrine of Saint Mala-
  chy is under attack. I repeat. We are under 
  attack. Suspect Ordo Tenebrae Lance. Urgent 
  assistance required. They are in the building! 
  They are in the building!”
  The radio then goes silent, though the Knights 
  can hear Freemont cursing as she lays down 
  withering ﬁ re. The Knights can reach the shrine 
  in just a few minutes at top speed. Outside the 
  main gates, which hang off their hinges (having 
  been blown apart with monoﬁ lament grenades), 
  are many dozen dead, dying, and injured civil-
  ians. The sounds of combat, grenade explosions 
  and shouts, can be heard from within the shrine.
  SCENE 1: FIREFIGHT!
  SCENE 1: FIREFIGHT!
  Hand out the Sisters’ Ally Sheet to the players 
  (the GM controls Mother Agnes). The positions 
  of the Sisters and Black Knights are as below. 
  No one has yet taken any injuries. Deal initiative 
  cards and let the combat begin.
  Mother Agnes is in her bedroom, with Sister 
  Superior Freemont in the ofﬁ ce, using the door as 
  Medium cover as she ﬁ res at two Ordo Tenebrae 
  at the end of the corridor near the stores (Medium 
  Cover from the door). Mother Agnes will use her 
  miracles to defend the Sisters and shrine, but 
  won’t risk her life in a fruitless endeavor.
  Sister Bernadette is crouching behind a sar-
  cophagus (Heavy Cover) in the crypt, keeping a 
  single Black Knight in the doorway to the chapel 
  at bay (he has Medium Cover).
  Sister Ophelia is pinned down in the furthest 
  cell from the refectory (Medium Cover), ﬁ ring 
  from the doorway at two Dark Knights at the 
  other end of the corridor
  Sister Marie-Nicole is in the library, prone 
  (Heavy Cover) behind a fallen bookcase while 
  ﬁ ring at one Black Night in the chapel doorway 
  and the Ordo Tenebrae ofﬁ cer who is by the door 
  that leads from the refectory (both have Medium 
  Cover).
  The Ordo Tenebrae soldiers are not rookies. 
  Once they realize they are being attacked on tow 
  fronts, they pull back to reform and ﬁ ght from a 
  defensible position. They make use of available 
  Cover and Aim if the opportunity arises. They’ll 
  certainly use their grenades to maximum effec-
  tiveness, not caring if they injure their own men 
  or not, so long as a larger number of foes are in 
  the blast radius.
  Once the battle is over, the Knights and Sisters 
  can perform ﬁ rst aid on the wounded. All the 
  Ordo Tenebrae Knights have a skull painted with 
  the number 666 in blood red below on the left 
  shoulder plate of their armor. They are members 
  of the “Legion of Hell,” an elite Ordo Tenebrae 
  Banner trained to operate behind enemy lines 
  and strike at a moment’s notice. Now introduced, 
  the Knights should encounter these fanatics again 
  during your campaign.
  Ordo Tenebrae Dark Knight (5): Page 19.
  Ordo Tenebrae Ofﬁ cer (1): Page 19.
  SCENE 2: SAINT MALACHY’S FINAL PROPHECY
  SCENE 2: SAINT MALACHY’S FINAL PROPHECY
  Once the head is returned to its rightful 
  place in the shrine, a distant yet strong voice 
  can be heard echoing throughout the room.
  “The rekindled candle shall be engulfed in 
  darkness when the fallen angel to Salus comes 
  and the black eye ﬂ ickers. Men of purity shall 
  fall and stand brother against brother in 
  times to come. The one upon the throne shall 
  reign eternal over a divided realm. The End of 
  Days has come.”
  With a loud crack, the skull shatters into a 
  hundred pieces. Saint Malachy, it seems, will 
  speak no more.
  Mother Superior Agnes falls to her knees, 
  her hands locked in prayer, tears in her eyes. 
  “At last I have heard his voice! I shall inform 
  His Holiness of this prophecy at once. May 
  God have mercy on us all.”
  The prophecy is not just random gibberish to 
  confuse the players or force them to spend time 
  trying to work it out—it points to a terrible future 
  event. That event will be detailed in a future 
  product.
  
  PLAYER HANDOUT #1: TACTICAL BRIEFING
  PLAYER HANDOUT #1: TACTICAL BRIEFING
  Date: 26.VII, 0600 Zulu.
  Good morning! My name is Donald Malidore. I am the Preceptor Marketing and Merchandizing 
  Ofﬁ cer, or MMO for short.
  Tomorrow is the feast day of Saint Malachy, and thousands of pilgrims are set to descend on 
  his shrine in Argentoratus in northwest Nova Europa. He’s a minor saint, so chances are you 
  have never heard of him. A datasheet has been drawn up listing the pertinent facts. [Give the 
  players Player Handout #2.] Read it thoroughly.
  The Preceptor Master has seen ﬁ t to organize a recruitment drive to take advantage of the 
  gathering, and your Lance has been volunteered for the hearts and minds mission on behalf of 
  our Ordo.
  Mother Superior Agnes, who runs the shrine, has granted us permission to set up a stand out-
  side the main shrine and hand out ﬂ yers and promotional material. All you Knights need do is 
  look charming and talk to the locals. Once the potential recruits are engaged in conversation 
  with you, steer them to the marketing and recruiting Sergeants who will be accompanying 
  you. By all means regale them with war stories, but avoid mentioning losses in combat and 
  anything too horriﬁ c.
  Mother Superior Agnes is a personal friend of His Holiness, so please treat her with great 
  respect, and obey her commands. Although she is advanced in years, she has a reputation as 
  being fearsome when roused. More than one battle-hardened Knight has been reduced to a 
  quivering wreck by her. She has permission from the Preceptor Master to hand out punish-
  ments if you break any rules while in her domain, and believe me, she will carry them out.
  Security at the shrine is being handled by the resident Sisters of Bradamante, a militant order 
  of nuns unafﬁ liated to the Sacri Ordines who specialize in this sort of thing. A data update has 
  been prepared. [Give the players the Update: Sister of Bradamante sheet.] Liaise with their 
  commander, Sister Superior Freemont, when you arrive. Should any trouble occur, she is 
  the commanding tactical ofﬁ cer in matters of protecting the shrine, its contents, or Mother 
  Superior Agnes, and you are strongly advised to listen to her—she knows the local terrain, you 
  don’t.
  You will be ﬂ own up to Argentoratus, straight after the brieﬁ ng by Angel, so you have time 
  to rest before tomorrow and set up the stand. The town is likely to be heaving with pilgrims 
  already. Quarters have been arranged for you near the shrine, and you are under orders to 
  stay within the shrine precincts at all times.
  Enemy Forces: Thousands of pilgrims, the occasional fanatic or madman, groupies clamoring 
  to touch you brave war heroes, and some know-it-all armchair generals who will tell you how 
  to win the war are likely to be the worst of your problems. There is always a chance militant 
  heretics will use the gathering to commit some atrocity, so stay sharp out there. Just do not go 
  shooting any innocents—think before you ﬁ re!
  Support: A handful of marketing and recruitment Sergeants will be accompanying you. These 
  men have not been near a battleﬁ eld in years, so please treat them gently. You Knights will 
  draw the crowds, so the Sergeants are basically going to be working in the background.
  The Angel will drop you off just outside the shrine’s precinct and then ﬂ y to the nearest 
  Preceptory, a Templar Maritime Preceptory, to refuel. Your commanding ofﬁ cer will have the 
  necessary radio frequencies and call sign. It will return at 0900 hours on the 28th to bring 
  you back here.
  Equipment: Just your standard gear is being issued. We have loaded boxes of recruitment 
  ﬂ yers and posters, promotional mugs, pens, and buttons to give away, and other marketing 
  material on the dropship. Do not throw it out en route! Mock ﬂ echette weapons are also being 
  supplied. Civilians love this stuff; so let them play soldier all they want. Just don’t give them 
  any live weapons.
  PLAYER HANDOUT #1: TACTICAL BRIEFING
  PLAYER HANDOUT #1: TACTICAL BRIEFING
  Date: 26.VII, 0600 Zulu.
  Good morning! My name is Donald Malidore. I am the Preceptor Marketing and Merchandizing 
  Ofﬁ cer, or MMO for short.
  Tomorrow is the feast day of Saint Malachy, and thousands of pilgrims are set to descend on 
  his shrine in Argentoratus in northwest Nova Europa. He’s a minor saint, so chances are you 
  have never heard of him. A datasheet has been drawn up listing the pertinent facts. [Give the 
  players Player Handout #2.] Read it thoroughly.
  The Preceptor Master has seen ﬁ t to organize a recruitment drive to take advantage of the 
  gathering, and your Lance has been volunteered for the hearts and minds mission on behalf of 
  our Ordo.
  Mother Superior Agnes, who runs the shrine, has granted us permission to set up a stand out-
  side the main shrine and hand out ﬂ yers and promotional material. All you Knights need do is 
  look charming and talk to the locals. Once the potential recruits are engaged in conversation 
  with you, steer them to the marketing and recruiting Sergeants who will be accompanying 
  you. By all means regale them with war stories, but avoid mentioning losses in combat and 
  anything too horriﬁ c.
  Mother Superior Agnes is a personal friend of His Holiness, so please treat her with great 
  respect, and obey her commands. Although she is advanced in years, she has a reputation as 
  being fearsome when roused. More than one battle-hardened Knight has been reduced to a 
  quivering wreck by her. She has permission from the Preceptor Master to hand out punish-
  ments if you break any rules while in her domain, and believe me, she will carry them out.
  Security at the shrine is being handled by the resident Sisters of Bradamante, a militant order 
  of nuns unafﬁ liated to the Sacri Ordines who specialize in this sort of thing. A data update has 
  been prepared. [Give the players the Update: Sister of Bradamante sheet.] Liaise with their 
  commander, Sister Superior Freemont, when you arrive. Should any trouble occur, she is 
  the commanding tactical ofﬁ cer in matters of protecting the shrine, its contents, or Mother 
  Superior Agnes, and you are strongly advised to listen to her—she knows the local terrain, you 
  don’t.
  You will be ﬂ own up to Argentoratus, straight after the brieﬁ ng by Angel, so you have time 
  to rest before tomorrow and set up the stand. The town is likely to be heaving with pilgrims 
  already. Quarters have been arranged for you near the shrine, and you are under orders to 
  stay within the shrine precincts at all times.
  Enemy Forces: Thousands of pilgrims, the occasional fanatic or madman, groupies clamoring 
  to touch you brave war heroes, and some know-it-all armchair generals who will tell you how 
  to win the war are likely to be the worst of your problems. There is always a chance militant 
  heretics will use the gathering to commit some atrocity, so stay sharp out there. Just do not go 
  shooting any innocents—think before you ﬁ re!
  Support: A handful of marketing and recruitment Sergeants will be accompanying you. These 
  men have not been near a battleﬁ eld in years, so please treat them gently. You Knights will 
  draw the crowds, so the Sergeants are basically going to be working in the background.
  The Angel will drop you off just outside the shrine’s precinct and then ﬂ y to the nearest 
  Preceptory, a Templar Maritime Preceptory, to refuel. Your commanding ofﬁ cer will have the 
  necessary radio frequencies and call sign. It will return at 0900 hours on the 28th to bring 
  you back here.
  Equipment: Just your standard gear is being issued. We have loaded boxes of recruitment 
  ﬂ yers and posters, promotional mugs, pens, and buttons to give away, and other marketing 
  material on the dropship. Do not throw it out en route! Mock ﬂ echette weapons are also being 
  supplied. Civilians love this stuff; so let them play soldier all they want. Just don’t give them 
  any live weapons.
  
  PLAYER HANDOUT #2: SAINT MALACHY
  PLAYER HANDOUT #2: SAINT MALACHY
  Born of noble blood in Ireland, Malachy (1094–1148) rose quickly through the Church ranks, 
  becoming Archbishop of Armagh in 1132. Zealous by nature, he helped reform the ailing Irish 
  Church, bringing it back in line with Rome’s doctrine. He was also a strong supporter of monasti-
  cism, founding the Abbey of Mellifont in 1142.
  During a trip to Rome in 1139, he allegedly fell ill and spoke the Prophecy of Popes, though this 
  was never mentioned during his life. Saint Malachy died in 1148 at Clairvaux, in the arms of 
  Bernard of Clairvaux (later Saint Bernard). He was canonized in 1199 by Pope Clement III.
  PROPHECY OF THE POPES
  PROPHECY OF THE POPES
  On a trip to Rome, St. Malachy reportedly succumbed to illness. During his fevered state, he began 
  spouting brief Latin verses, which an aide duly recorded. Each verse was purportedly a prophecy 
  relating to a future pope. In some cases it gave clues to the identity of the pope, in others the 
  works he would achieve.
  Malachy’s list ended with Peter of Rome (Petrus Romanus), about whom he said, “During the ﬁ nal 
  persecution of the Holy Roman Church, the seat will be occupied by Peter of Rome, who will feed 
  his sheep in many tribulations; and when these things are ﬁ nished, the seven-hilled city will be 
  destroyed, and the formidable Judge will judge his people. The End."
  The prophecies were not published until 1595, which made the veracity of the authorship dubi-
  ous. Regardless of who actually wrote them, their interpretations stood the test of time, ringing 
  true one after another. Detractors point out that any prophecy can be twisted to ﬁ t known facts.
  Following the death of the last-but-one pope, the Catholic Church sought to delay the prophecy in 
  a move which stunned the world. Rather than electing an elder statesman, as was previously the 
  case, they elected a youth, albeit one extremely knowledgeable of religious lore and doctrine, who 
  took the papal name Leo XIV. What the Curia who elected the youth did not know was that he was 
  an orphan whose original name was Peter. Even Peter had no knowledge of his true name. Fate, it 
  seemed, could not be avoided.
  Saint Malachy’s prophecy began to ring true in 2100. News of the discovery of Chalcis swept the 
  globe and religious upheaval began. Though Rome was not destroyed, her powerbase collapsed 
  rapidly. Already pumped full of anti-aging drugs to extend his life, the pope saw his people 
  through the worst of the strife.
  However, drugs could not work miracles, and he died a natural death on November 2, 2148, 
  exactly a thousand years after St. Malachy. In 2149, the First Reformation Church united man-
  kind’s religious beliefs, albeit temporarily, ending the Catholic Church’s spiritual power. The city 
  of Rome survived until 2198, when it was destroyed during World War III.
  SHRINE OF SAINT MALACHY
  SHRINE OF SAINT MALACHY
  Saint Malachy’s head was exhumed from its shrine in Clairvaux in 2318 and brought to Salus as a 
  holy relic. Since 2320, it has been enshrined in the Shrine of Saint Malachy, in the town of Argen-
  toratus in northwest Nova Europa. Mother Superior Agnes has been keeper of the shrine since its 
  foundation. She is served by a Lance of Sisters of Bradamante.
  Pilgrims visit the shrine in the hope Saint Malachy will grant them a prophecy regarding their 
  future. Though many pilgrims speak of hearing a disembodied voice recite Latin verses, which 
  have then come true, lengthy investigations by the Church, including a careful study by both the 
  Inquisition and those blessed with miraculous powers, have revealed nothing untoward.
  St. Malachy’s feast day in the new calendar falls on 27.VII.
  PLAYER HANDOUT #2: SAINT MALACHY
  PLAYER HANDOUT #2: SAINT MALACHY
  Born of noble blood in Ireland, Malachy (1094–1148) rose quickly through the Church ranks, 
  becoming Archbishop of Armagh in 1132. Zealous by nature, he helped reform the ailing Irish 
  Church, bringing it back in line with Rome’s doctrine. He was also a strong supporter of monasti-
  cism, founding the Abbey of Mellifont in 1142.
  During a trip to Rome in 1139, he allegedly fell ill and spoke the Prophecy of Popes, though this 
  was never mentioned during his life. Saint Malachy died in 1148 at Clairvaux, in the arms of 
  Bernard of Clairvaux (later Saint Bernard). He was canonized in 1199 by Pope Clement III.
  PROPHECY OF THE POPES
  PROPHECY OF THE POPES
  On a trip to Rome, St. Malachy reportedly succumbed to illness. During his fevered state, he began 
  spouting brief Latin verses, which an aide duly recorded. Each verse was purportedly a prophecy 
  relating to a future pope. In some cases it gave clues to the identity of the pope, in others the 
  works he would achieve.
  Malachy’s list ended with Peter of Rome (Petrus Romanus), about whom he said, “During the ﬁ nal 
  persecution of the Holy Roman Church, the seat will be occupied by Peter of Rome, who will feed 
  his sheep in many tribulations; and when these things are ﬁ nished, the seven-hilled city will be 
  destroyed, and the formidable Judge will judge his people. The End."
  The prophecies were not published until 1595, which made the veracity of the authorship dubi-
  ous. Regardless of who actually wrote them, their interpretations stood the test of time, ringing 
  true one after another. Detractors point out that any prophecy can be twisted to ﬁ t known facts.
  Following the death of the last-but-one pope, the Catholic Church sought to delay the prophecy in 
  a move which stunned the world. Rather than electing an elder statesman, as was previously the 
  case, they elected a youth, albeit one extremely knowledgeable of religious lore and doctrine, who 
  took the papal name Leo XIV. What the Curia who elected the youth did not know was that he was 
  an orphan whose original name was Peter. Even Peter had no knowledge of his true name. Fate, it 
  seemed, could not be avoided.
  Saint Malachy’s prophecy began to ring true in 2100. News of the discovery of Chalcis swept the 
  globe and religious upheaval began. Though Rome was not destroyed, her powerbase collapsed 
  rapidly. Already pumped full of anti-aging drugs to extend his life, the pope saw his people 
  through the worst of the strife.
  However, drugs could not work miracles, and he died a natural death on November 2, 2148, 
  exactly a thousand years after St. Malachy. In 2149, the First Reformation Church united man-
  kind’s religious beliefs, albeit temporarily, ending the Catholic Church’s spiritual power. The city 
  of Rome survived until 2198, when it was destroyed during World War III.
  SHRINE OF SAINT MALACHY
  SHRINE OF SAINT MALACHY
  Saint Malachy’s head was exhumed from its shrine in Clairvaux in 2318 and brought to Salus as a 
  holy relic. Since 2320, it has been enshrined in the Shrine of Saint Malachy, in the town of Argen-
  toratus in northwest Nova Europa. Mother Superior Agnes has been keeper of the shrine since its 
  foundation. She is served by a Lance of Sisters of Bradamante.
  Pilgrims visit the shrine in the hope Saint Malachy will grant them a prophecy regarding their 
  future. Though many pilgrims speak of hearing a disembodied voice recite Latin verses, which 
  have then come true, lengthy investigations by the Church, including a careful study by both the 
  Inquisition and those blessed with miraculous powers, have revealed nothing untoward.
  St. Malachy’s feast day in the new calendar falls on 27.VII.
  
  1616
  NECROPOLIS 2350
  NECROPOLIS 2350
  UPDATE: SISTERS OF 
  UPDATE: SISTERS OF 
  BRADAMANTE
  BRADAMANTE
  Of all the orders of nuns on Salus, the Sisters 
  of Bradamante (or Bradamantites) stand out as 
  unusual.
  HISTORY
  HISTORY
  The Sisters of Bradamante were created in 2342 
  by Papal Edict. Several cardinals, all opposed to 
  the power given the Sacri Ordines, had long 
  voiced concerns about male Knights guarding 
  convents, claiming it would lead to “disciplinary 
  problems.” None of the Ordines were willing 
  to split their forces along lines of sex, and most 
  resented having to divert manpower away from 
  the frontlines for this duty.
  Never one to let his opponents have the ﬁ nal 
  word, Pope John dutifully declared the Sacri 
  Ordines were no longer responsible for the pro-
  tection of convents. Before his opponents could 
  congratulate themselves, he added that he was 
  creating a new order of nuns, the militant Sis-
  ters of Bradamante, to ﬁ ll that role instead. The 
  Grand Masters put up token resistance, claiming 
  any warriors of the Church should be part of the 
  Ordines, but secretly breathed a sigh of relief. In 
  creating the Sisters, though, the Pope may have 
  played into the hands of cardinals who want to 
  see females formed into their own Sancti Ordo.
  Bradamante, though a creation of literature, 
  was described as the ideal warrior maiden—highly 
  skilled, brave, and loyal. The Sisters serve the 
  Church as protectors of its female-oriented sacred 
  places. Efforts are focused on guarding shrines of 
  female saints and convents. Many female senior 
  Church ﬁ gures use them as bodyguards even 
  today, a direct snub against the Praetorians.
  Bradamante supposedly had a magical lance. 
  Unsurprisingly, many Impalers consider the 
  Sisters almost part of their organization, and 
  relations between the two factions are generally 
  good.
  TRAINING
  TRAINING
  Members are accepted from the laity or 
  transfers from the ﬁ ve original Ordines. Current 
  membership stands at just 5,000. Their forces are 
  divided across Salus.
  When a Sister joins the order, she undergoes 
  a year of religious and military training, similar 
  to that of Knights. Currently, the Sisters receive 
  military training from Praetorian instructors. 
  Those who fail to meet the grade are sent home. 
  Those who stay become Novitiates and are 
  closely watched for a further two years. During 
  this time they are expected to perform the role 
  of full Sisters, but are not required to take holy 
  vows. Candidates who pass must decide to take 
  their holy vows (identical to those of a Knight) or 
  leave. Assuming she stays, the candidate receives 
  the title of Sister.
  Transferees undergo six months of religious 
  training only before becoming Novitiates. They 
  also lose a rank, beginning again at the bottom 
  the ladder.
  COMMAND STRUCTURE
  COMMAND STRUCTURE
  Although militant, the Sisters are nuns ﬁ rst 
  and foremost, and thus have no Grand Master. 
  Although always technically commanded by their 
  Abbess, she was primarily a ﬁ gurehead until 
  recently.
  Before 2351, Sisters answered to the cardi-
  nal in charge of the Ofﬁ ce of Antiquities when 
  it came to military matters, something which 
  annoyed the Grand Masters, who saw this as 
  placing military resources under civilian author-
  ity and a dangerous precedent. As of 2351, they 
  ofﬁ cially answer to Grand Master Adolphus Kest-
  ing of the Praetorians, a move seen as even worse 
  than giving control to the archbishops. Kesting, 
  however, wisely leaves the day-to-day running of 
  the Sisterhood to their highest-ranking ofﬁ cer, 
  Abbess Alicia Winters, a former Preacher, who has 
  served in this role since their inception.
  There are four actual ranks—Abbess (the head 
  of the order), Mother Superior, Sister Superior, 
  and Sister. The Abbess is commander of the 
  Sisters, though technically subservient to Grand 
  Master Kesting. Each one of Salus’ archbishoprics 
  (even the Union has Church shrines which need 
  guarding) is commanded by a Mother Superior. 
  Sister Superiors command a single Lance, having 
  the same status and command responsibilities 
  as a Senior Knight. Sisters are the rank-and-ﬁ le 
  members, equivalent to Knights. As a purely 
  monastic order, albeit a militant one, there is no 
  equivalent of Sergeants.
  1616
  NECROPOLIS 2350
  NECROPOLIS 2350
  UPDATE: SISTERS OF 
  UPDATE: SISTERS OF 
  BRADAMANTE
  BRADAMANTE
  Of all the orders of nuns on Salus, the Sisters 
  of Bradamante (or Bradamantites) stand out as 
  unusual.
  HISTORY
  HISTORY
  The Sisters of Bradamante were created in 2342 
  by Papal Edict. Several cardinals, all opposed to 
  the power given the Sacri Ordines, had long 
  voiced concerns about male Knights guarding 
  convents, claiming it would lead to “disciplinary 
  problems.” None of the Ordines were willing 
  to split their forces along lines of sex, and most 
  resented having to divert manpower away from 
  the frontlines for this duty.
  Never one to let his opponents have the ﬁ nal 
  word, Pope John dutifully declared the Sacri 
  Ordines were no longer responsible for the pro-
  tection of convents. Before his opponents could 
  congratulate themselves, he added that he was 
  creating a new order of nuns, the militant Sis-
  ters of Bradamante, to ﬁ ll that role instead. The 
  Grand Masters put up token resistance, claiming 
  any warriors of the Church should be part of the 
  Ordines, but secretly breathed a sigh of relief. In 
  creating the Sisters, though, the Pope may have 
  played into the hands of cardinals who want to 
  see females formed into their own Sancti Ordo.
  Bradamante, though a creation of literature, 
  was described as the ideal warrior maiden—highly 
  skilled, brave, and loyal. The Sisters serve the 
  Church as protectors of its female-oriented sacred 
  places. Efforts are focused on guarding shrines of 
  female saints and convents. Many female senior 
  Church ﬁ gures use them as bodyguards even 
  today, a direct snub against the Praetorians.
  Bradamante supposedly had a magical lance. 
  Unsurprisingly, many Impalers consider the 
  Sisters almost part of their organization, and 
  relations between the two factions are generally 
  good.
  TRAINING
  TRAINING
  Members are accepted from the laity or 
  transfers from the ﬁ ve original Ordines. Current 
  membership stands at just 5,000. Their forces are 
  divided across Salus.
  When a Sister joins the order, she undergoes 
  a year of religious and military training, similar 
  to that of Knights. Currently, the Sisters receive 
  military training from Praetorian instructors. 
  Those who fail to meet the grade are sent home. 
  Those who stay become Novitiates and are 
  closely watched for a further two years. During 
  this time they are expected to perform the role 
  of full Sisters, but are not required to take holy 
  vows. Candidates who pass must decide to take 
  their holy vows (identical to those of a Knight) or 
  leave. Assuming she stays, the candidate receives 
  the title of Sister.
  Transferees undergo six months of religious 
  training only before becoming Novitiates. They 
  also lose a rank, beginning again at the bottom 
  the ladder.
  COMMAND STRUCTURE
  COMMAND STRUCTURE
  Although militant, the Sisters are nuns ﬁ rst 
  and foremost, and thus have no Grand Master. 
  Although always technically commanded by their 
  Abbess, she was primarily a ﬁ gurehead until 
  recently.
  Before 2351, Sisters answered to the cardi-
  nal in charge of the Ofﬁ ce of Antiquities when 
  it came to military matters, something which 
  annoyed the Grand Masters, who saw this as 
  placing military resources under civilian author-
  ity and a dangerous precedent. As of 2351, they 
  ofﬁ cially answer to Grand Master Adolphus Kest-
  ing of the Praetorians, a move seen as even worse 
  than giving control to the archbishops. Kesting, 
  however, wisely leaves the day-to-day running of 
  the Sisterhood to their highest-ranking ofﬁ cer, 
  Abbess Alicia Winters, a former Preacher, who has 
  served in this role since their inception.
  There are four actual ranks—Abbess (the head 
  of the order), Mother Superior, Sister Superior, 
  and Sister. The Abbess is commander of the 
  Sisters, though technically subservient to Grand 
  Master Kesting. Each one of Salus’ archbishoprics 
  (even the Union has Church shrines which need 
  guarding) is commanded by a Mother Superior. 
  Sister Superiors command a single Lance, having 
  the same status and command responsibilities 
  as a Senior Knight. Sisters are the rank-and-ﬁ le 
  members, equivalent to Knights. As a purely 
  monastic order, albeit a militant one, there is no 
  equivalent of Sergeants.
  
  1717
  THE LAST WORD
  THE LAST WORD
  MILITARY STRUCTURE
  MILITARY STRUCTURE
  The Sisters based their organization loosely 
  on the Sacri Ordines. The smallest unit is the 
  Lance, comprising 4-6 Sisters. As defenders of the 
  Church, not aggressors, Sisters use only the roles 
  of Chaplains, Combat Medics, Infantry, Infantry 
  Support, and Vehicle Crew. A typical shrine is 
  guarded by a single Lance. Convents and abbeys 
  house up to six Lances, depending on their size 
  and location.
  All the Lances in an archbishopric form a Con-
  vent. The Sisters have never marshaled their forces 
  into a cohesive force, and a Convent is considered 
  an administrative formation, not a military one.
  Military hardware is similar to that used by the 
  Sacri Ordines, though they may not carry swords 
  (they carry molecular daggers instead) and only 
  wear light armor. The Sisters have access to 
  Prophets and Nazareth tanks, but must rely on 
  the Ordines for other military hardware.
  FINANCIAL SUPPORT
  FINANCIAL SUPPORT
  As a non-military force, the Sisters are forbidden 
  from operating Commanderies or Preceptories. 
  Likewise, they have no permanent convents or 
  abbeys of their own, and thus may not collect 
  tithes. Instead, they rely on a small budget from 
  the Ofﬁ ce of Antiquities, pilgrim donations, and 
  funds from the Ordines. Convents and abbeys 
  are quick to provide as much support as they 
  can, especially in rural communities, where the 
  Sisters, despite their low numbers, are often the 
  only form of military power.
  PLAYING A SISTER
  PLAYING A SISTER
  Sisters are sometimes sent to serve with the 
  Sancti Ordines when protection or liberation of 
  Church property or female personnel is required 
  and to gain combat experience. They can never 
  command a mixed Ordo Lance, regardless of 
  their rank, and must defer to the highest ranked 
  Knight. Sisters use only the military roles listed 
  above, but every Sister must have Spirit d6+ 
  and Guts d6+, in addition to any other require-
  ments.
  A newly created character may either take 
  the Praetorian’s special training or elect to be 
  a transferee and take an Ordo’s training. Trans-
  ferees must give up their sword. Characters 
  who transfer, whether in play or as part of their 
  background, may learn the Praetorian’s abilities 
  through the Sister of Bradamante Edge. They 
  retain their Ordo’s special training, but may not 
  take the Ordo Edge of their former Ordo while 
  serving with the Sisters, being removed from the 
  special training and constant practice necessary 
  to earn that bonus.
  NEW EDGE
  NEW EDGE
  SISTER OF BRADAMANTE
  SISTER OF BRADAMANTE
  Requirements: Novice, female
  The character is a member of the Sisters of 
  Bradamante and has received special training.
  The character may take either the Bodyguard 
  or Defensive Mentality special training of the Pra-
  etorians when she picks this Edge. Note this as 
  Sister of Bradamante (Bodyguard) or (Defensive 
  Mentality). This Edge may be taken more than 
  once, thus allowing the hero to acquire both 
  bonuses. These beneﬁ ts are retained even if the 
  Sister leaves the sisterhood. A serving Sister with 
  both Praetorian special training beneﬁ ts may take 
  the Serve and Protect Edge as an advancement, 
  ignoring the Praetorian requirement.
  1717
  THE LAST WORD
  THE LAST WORD
  MILITARY STRUCTURE
  MILITARY STRUCTURE
  The Sisters based their organization loosely 
  on the Sacri Ordines. The smallest unit is the 
  Lance, comprising 4-6 Sisters. As defenders of the 
  Church, not aggressors, Sisters use only the roles 
  of Chaplains, Combat Medics, Infantry, Infantry 
  Support, and Vehicle Crew. A typical shrine is 
  guarded by a single Lance. Convents and abbeys 
  house up to six Lances, depending on their size 
  and location.
  All the Lances in an archbishopric form a Con-
  vent. The Sisters have never marshaled their forces 
  into a cohesive force, and a Convent is considered 
  an administrative formation, not a military one.
  Military hardware is similar to that used by the 
  Sacri Ordines, though they may not carry swords 
  (they carry molecular daggers instead) and only 
  wear light armor. The Sisters have access to 
  Prophets and Nazareth tanks, but must rely on 
  the Ordines for other military hardware.
  FINANCIAL SUPPORT
  FINANCIAL SUPPORT
  As a non-military force, the Sisters are forbidden 
  from operating Commanderies or Preceptories. 
  Likewise, they have no permanent convents or 
  abbeys of their own, and thus may not collect 
  tithes. Instead, they rely on a small budget from 
  the Ofﬁ ce of Antiquities, pilgrim donations, and 
  funds from the Ordines. Convents and abbeys 
  are quick to provide as much support as they 
  can, especially in rural communities, where the 
  Sisters, despite their low numbers, are often the 
  only form of military power.
  PLAYING A SISTER
  PLAYING A SISTER
  Sisters are sometimes sent to serve with the 
  Sancti Ordines when protection or liberation of 
  Church property or female personnel is required 
  and to gain combat experience. They can never 
  command a mixed Ordo Lance, regardless of 
  their rank, and must defer to the highest ranked 
  Knight. Sisters use only the military roles listed 
  above, but every Sister must have Spirit d6+ 
  and Guts d6+, in addition to any other require-
  ments.
  A newly created character may either take 
  the Praetorian’s special training or elect to be 
  a transferee and take an Ordo’s training. Trans-
  ferees must give up their sword. Characters 
  who transfer, whether in play or as part of their 
  background, may learn the Praetorian’s abilities 
  through the Sister of Bradamante Edge. They 
  retain their Ordo’s special training, but may not 
  take the Ordo Edge of their former Ordo while 
  serving with the Sisters, being removed from the 
  special training and constant practice necessary 
  to earn that bonus.
  NEW EDGE
  NEW EDGE
  SISTER OF BRADAMANTE
  SISTER OF BRADAMANTE
  Requirements: Novice, female
  The character is a member of the Sisters of 
  Bradamante and has received special training.
  The character may take either the Bodyguard 
  or Defensive Mentality special training of the Pra-
  etorians when she picks this Edge. Note this as 
  Sister of Bradamante (Bodyguard) or (Defensive 
  Mentality). This Edge may be taken more than 
  once, thus allowing the hero to acquire both 
  bonuses. These beneﬁ ts are retained even if the 
  Sister leaves the sisterhood. A serving Sister with 
  both Praetorian special training beneﬁ ts may take 
  the Serve and Protect Edge as an advancement, 
  ignoring the Praetorian requirement.
  
  1818
  NECROPOLIS 2350
  NECROPOLIS 2350
  THE CAST
  THE CAST
  MOTHER SUPERIOR AGNES
  MOTHER SUPERIOR AGNES
  Mother Superior Agnes has governed the 
  Shrine of St. Malachy since it was founded 
  in 2320. Wizened with age, yet possessed of 
  indomitable spirit, she accepts no breach of the 
  rules regarding the shrine. She is a staunch sup-
  porter of the Pope, and was an early convert to 
  the Third Reformation Church. In her time she 
  has caused several cardinals to back down from 
  proposed changes to the shrine’s running, much 
  to the Pope’s amusement. Dressing down heav-
  ily-armed Knights who breach the rules holds no 
  fear for her.
  Attributes: Agility d4, Smarts d10, Spirit d12+2, 
  Strength d4, Vigor d6
  Skills: Faith d12, Guts d8, Intimidation d12, 
  Knowledge (Church) d10, Notice d6, Persuasion 
  d8, Taunt d8
  Charisma: +2; Pace: 3; Parry: 2; Toughness: 7
  Hindrances: Elderly, Lame (advanced old age), 
  Loyal, Paciﬁ st (Major), Stubborn, Vow (Major: 
  holy vows)
  Edges: Arcane Background (Miracles), Charis-
  matic, Combat Reﬂ exes, Command, Fervor, Im-
  proved Tough as Nails, Master (Spirit), New Pow-
  ers, Power Points, Strong-Willed
  Powers: Blessing, detect/conceal arcana, dispel, 
  healing, stun (25 PP)
  Gear: Habit, rosary, walking stick
  SISTERS OF BRADAMANTE
  SISTERS OF BRADAMANTE
       SISTER SUPERIOR CLARE FREEMONT
       SISTER SUPERIOR CLARE FREEMONT
  Sister Superior Freemont transferred from 
  the Impalers, where she served with honors as a 
  Senior Knight, three years ago, after a leg injury 
  ruled her out of future frontline duty. The Sisters 
  accepted her without question. Since then she 
  has worked hard and received her promotion last 
  year. She is very fond of Mother Superior Agnes, 
  though she’d never tell the old girl that to her 
  face. Her spear doubles as a walking stick.
  Notes: Remove her Tactician Edge if a player 
  character has the Edge.
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Guts d8+2, Intimidation d6, 
  Knowledge (Battle) d8, Notice d6, Shooting d6, 
  Stealth d6
  Charisma: +2; Pace: 4; Parry: 7/8; Toughness: 
  10(4)
  Hindrances: Heroic, Lame (old leg injury), Loy-
  al, Mean, Vow (Major: sacred vows)
  Edges: Attractive, Block, Charismatic, Combat 
  Reﬂ exes, Command, Dodge, Face-to-Face, Hold 
  the Line, Rank (Senior Knight equivalent), Rock 
  and Roll, Sister of Bradamante (Bodyguard & De-
  fensive Mentality), Tactician, Total Faith
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  mags (Range: 12/24/48, Damage: 2d6+1, AP 
  2, Auto), spear (Str+d6, +1 Parry, Reach 1, 2 
  hands), 2 stun grenades on belt (Range: 5/10/20, 
  MBT, Vigor roll or Shaken), molecular dagger 
  (Str+d4+2, AP 2), binoculars, mobile command 
  center, ID scanner, ID tag.
  SISTER OF BRADAMANTE
  SISTER OF BRADAMANTE
  Assuming there are four player characters, the 
  three other Sisters are named Sister Bernadette, 
  Sister Ophelia, and Sister Maria-Nicole. With 
  more than four Knights, the GM must create 
  more names.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, No-
  tice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge, Sister of Bra-
  damante (Bodyguard: currently Mother Superior 
  Agnes)
  Gear: Light armor (+4), ﬂ echette riﬂ e with 3 
  mags (Range: 24/48/96, Damage: 2d8+1, AP 
  2, Auto, 3RB), 5 baton grenades in GL (Range: 
  10/20/40, Damage: 2d10 nonlethal), 2 stun gre-
  nades on belt (Range: 5/10/20, MBT, Vigor roll 
  or Shaken), molecular dagger (Str+d4+2, AP 2), 
  medpac, ID tag.
  Specialties:
  Each Sister has a particular specialty or talent, 
  represented by an additional Edge. Roll a d8 for 
  each Sister and consult the chart below. Do not 
  reroll duplicates.
  d8 
  Edge
  1 
  Alertness
  2 
  Brawny (Toughness 10(4))
  3 
  Fleet Footed (Pace 8)
  4 
  Grenade Launcher King
  5 
  Hose ‘Em Down (armed with ﬂ echette MG, 
  3 mags, 2 stun grenades, and molecular 
  dagger)
  1818
  NECROPOLIS 2350
  NECROPOLIS 2350
  THE CAST
  THE CAST
  MOTHER SUPERIOR AGNES
  MOTHER SUPERIOR AGNES
  Mother Superior Agnes has governed the 
  Shrine of St. Malachy since it was founded 
  in 2320. Wizened with age, yet possessed of 
  indomitable spirit, she accepts no breach of the 
  rules regarding the shrine. She is a staunch sup-
  porter of the Pope, and was an early convert to 
  the Third Reformation Church. In her time she 
  has caused several cardinals to back down from 
  proposed changes to the shrine’s running, much 
  to the Pope’s amusement. Dressing down heav-
  ily-armed Knights who breach the rules holds no 
  fear for her.
  Attributes: Agility d4, Smarts d10, Spirit d12+2, 
  Strength d4, Vigor d6
  Skills: Faith d12, Guts d8, Intimidation d12, 
  Knowledge (Church) d10, Notice d6, Persuasion 
  d8, Taunt d8
  Charisma: +2; Pace: 3; Parry: 2; Toughness: 7
  Hindrances: Elderly, Lame (advanced old age), 
  Loyal, Paciﬁ st (Major), Stubborn, Vow (Major: 
  holy vows)
  Edges: Arcane Background (Miracles), Charis-
  matic, Combat Reﬂ exes, Command, Fervor, Im-
  proved Tough as Nails, Master (Spirit), New Pow-
  ers, Power Points, Strong-Willed
  Powers: Blessing, detect/conceal arcana, dispel, 
  healing, stun (25 PP)
  Gear: Habit, rosary, walking stick
  SISTERS OF BRADAMANTE
  SISTERS OF BRADAMANTE
       SISTER SUPERIOR CLARE FREEMONT
       SISTER SUPERIOR CLARE FREEMONT
  Sister Superior Freemont transferred from 
  the Impalers, where she served with honors as a 
  Senior Knight, three years ago, after a leg injury 
  ruled her out of future frontline duty. The Sisters 
  accepted her without question. Since then she 
  has worked hard and received her promotion last 
  year. She is very fond of Mother Superior Agnes, 
  though she’d never tell the old girl that to her 
  face. Her spear doubles as a walking stick.
  Notes: Remove her Tactician Edge if a player 
  character has the Edge.
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Guts d8+2, Intimidation d6, 
  Knowledge (Battle) d8, Notice d6, Shooting d6, 
  Stealth d6
  Charisma: +2; Pace: 4; Parry: 7/8; Toughness: 
  10(4)
  Hindrances: Heroic, Lame (old leg injury), Loy-
  al, Mean, Vow (Major: sacred vows)
  Edges: Attractive, Block, Charismatic, Combat 
  Reﬂ exes, Command, Dodge, Face-to-Face, Hold 
  the Line, Rank (Senior Knight equivalent), Rock 
  and Roll, Sister of Bradamante (Bodyguard & De-
  fensive Mentality), Tactician, Total Faith
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  mags (Range: 12/24/48, Damage: 2d6+1, AP 
  2, Auto), spear (Str+d6, +1 Parry, Reach 1, 2 
  hands), 2 stun grenades on belt (Range: 5/10/20, 
  MBT, Vigor roll or Shaken), molecular dagger 
  (Str+d4+2, AP 2), binoculars, mobile command 
  center, ID scanner, ID tag.
  SISTER OF BRADAMANTE
  SISTER OF BRADAMANTE
  Assuming there are four player characters, the 
  three other Sisters are named Sister Bernadette, 
  Sister Ophelia, and Sister Maria-Nicole. With 
  more than four Knights, the GM must create 
  more names.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, No-
  tice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 
  9(4)
  Hindrances: Loyal, Vow (Major: sacred vows)
  Edges: Combat Reﬂ exes, Dodge, Sister of Bra-
  damante (Bodyguard: currently Mother Superior 
  Agnes)
  Gear: Light armor (+4), ﬂ echette riﬂ e with 3 
  mags (Range: 24/48/96, Damage: 2d8+1, AP 
  2, Auto, 3RB), 5 baton grenades in GL (Range: 
  10/20/40, Damage: 2d10 nonlethal), 2 stun gre-
  nades on belt (Range: 5/10/20, MBT, Vigor roll 
  or Shaken), molecular dagger (Str+d4+2, AP 2), 
  medpac, ID tag.
  Specialties:
  Each Sister has a particular specialty or talent, 
  represented by an additional Edge. Roll a d8 for 
  each Sister and consult the chart below. Do not 
  reroll duplicates.
  d8 
  Edge
  1 
  Alertness
  2 
  Brawny (Toughness 10(4))
  3 
  Fleet Footed (Pace 8)
  4 
  Grenade Launcher King
  5 
  Hose ‘Em Down (armed with ﬂ echette MG, 
  3 mags, 2 stun grenades, and molecular 
  dagger)
  
  1919
  THE LAST WORD
  THE LAST WORD
  6 
  Marksman
  7 
  Medic (armed with ﬂ echette SMG, 3 mags, 
  2 stun grenades, and molecular dagger)
  8 
  Rock and Roll
  RECRUITING SERGEANT
  RECRUITING SERGEANT
  The Sacri Ordines need constant recruits, and 
  it’s the job of marketing and recruitment sergeants 
  to tempt the masses into enlisting. Few have any 
  practical combat experience, though they are 
  equipped with sidearms as standard. Smartly 
  dressed and with silver tongues, Knights refer to 
  these necessary links in the chain as “Slimes.”
  Notes: The Yellow Hindrance represents the 
  Sergeants general lack of combat experience 
  and tendency to panic when faced with armed 
  opposition.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Notice d6, Persua-
  sion d6, Shooting d4, Streetwise d6
  Charisma: +2; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Vow (Major: sacred vows), Yellow
  Edges: Charismatic
  Gear: Flechette pistol with 1 mag (Range: 
  12/24/48, Damage: 2d6, RoF 1, Shots 30, AP 2, 
  Semi-Auto), molecular dagger (Str+d4+2, AP 2), 
  marketing materials
  THE DEMON
  THE DEMON
  Attributes: Agility d8, Smarts d8, Spirit d12, 
  Strength d12+2, Vigor d10
  Skills: Fighting d10, Intimidation d12, Necro-
  mancy d10, Notice d10, Stealth d6, Taunt d10
  Pace: 8; Parry: 7; Toughness: 14(2)
  Hindrances: Arrogant, Bloodthirsty, Mean, Over-
  conﬁ dent
  Edges: Ambidextrous, Command, Improved 
  Frenzy, Improved Sweep, Level Headed, Two 
  Fisted
  Special Abilities:
  * Armor +2: Glistening black scales.
  * Damage Resistance: The demon halves all 
  piercing weapon damage and slashing damage 
  from melee weapons. Heavy Weapons, lasers, 
  explosive weapons, and ﬂ amethrowers inﬂ ict 
  normal damage.
  * Demon: +2 Toughness. +2 to recover from 
  being Shaken. Called shots do no extra 
  damage. Immune to poison and disease. No 
  wound penalties.
  * Gore: If the demon moves at least 6” before 
  attacking and uses its horn at the end of 
  its movement it causes an additional +4 
  damage.
  * Improved Arcane Resistance: +4 Armor 
  against damage-causing powers and +4 on 
  trait rolls to resist opposed powers.
  * Necromantic Weapons: Bone blades and 
  horns (Str+d8). For each wound inﬂ icted on 
  a living foe with these weapons, the demon 
  heals one of its own wounds.
  * Size +3: The demon stands around 15’ tall.
  * Spells: Barrier, burst, deﬂ ection, dispel, 
  puppet (special: permanent duration unless 
  dispelled or the demon is slain), zombie 
  (special: once per day can animate all corpses 
  within 24”); 30 Power Points.
  * Thermal Vision: Halves penalties for bad 
  lighting when attacking living targets.
  * Weakness (Skull of St. Malachy): Hitting the 
  demon with the skull causes Str+d10 damage 
  (Range: 3/6/12 for throwing). The damage 
  ignores the demon’s natural armor (reducing 
  it to Toughness 11), passes through any 
  barrier it has erected, and cannot be Soaked. 
  Unfortunately, the demon dedicates its attacks 
  to killing a character holding the skull after it 
  has been used once.
  REPHAIM MONKS
  REPHAIM MONKS
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6, Stealth d6
  Pace: 4 Parry: 5 Toughness: 7
  Gear: None
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
  ORDO TENEBRAE
  ORDO TENEBRAE
       DARK KNIGHT OFFICER
       DARK KNIGHT OFFICER
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Knowledge (Battle) 
  1919
  THE LAST WORD
  THE LAST WORD
  6 
  Marksman
  7 
  Medic (armed with ﬂ echette SMG, 3 mags, 
  2 stun grenades, and molecular dagger)
  8 
  Rock and Roll
  RECRUITING SERGEANT
  RECRUITING SERGEANT
  The Sacri Ordines need constant recruits, and 
  it’s the job of marketing and recruitment sergeants 
  to tempt the masses into enlisting. Few have any 
  practical combat experience, though they are 
  equipped with sidearms as standard. Smartly 
  dressed and with silver tongues, Knights refer to 
  these necessary links in the chain as “Slimes.”
  Notes: The Yellow Hindrance represents the 
  Sergeants general lack of combat experience 
  and tendency to panic when faced with armed 
  opposition.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Notice d6, Persua-
  sion d6, Shooting d4, Streetwise d6
  Charisma: +2; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Vow (Major: sacred vows), Yellow
  Edges: Charismatic
  Gear: Flechette pistol with 1 mag (Range: 
  12/24/48, Damage: 2d6, RoF 1, Shots 30, AP 2, 
  Semi-Auto), molecular dagger (Str+d4+2, AP 2), 
  marketing materials
  THE DEMON
  THE DEMON
  Attributes: Agility d8, Smarts d8, Spirit d12, 
  Strength d12+2, Vigor d10
  Skills: Fighting d10, Intimidation d12, Necro-
  mancy d10, Notice d10, Stealth d6, Taunt d10
  Pace: 8; Parry: 7; Toughness: 14(2)
  Hindrances: Arrogant, Bloodthirsty, Mean, Over-
  conﬁ dent
  Edges: Ambidextrous, Command, Improved 
  Frenzy, Improved Sweep, Level Headed, Two 
  Fisted
  Special Abilities:
  * Armor +2: Glistening black scales.
  * Damage Resistance: The demon halves all 
  piercing weapon damage and slashing damage 
  from melee weapons. Heavy Weapons, lasers, 
  explosive weapons, and ﬂ amethrowers inﬂ ict 
  normal damage.
  * Demon: +2 Toughness. +2 to recover from 
  being Shaken. Called shots do no extra 
  damage. Immune to poison and disease. No 
  wound penalties.
  * Gore: If the demon moves at least 6” before 
  attacking and uses its horn at the end of 
  its movement it causes an additional +4 
  damage.
  * Improved Arcane Resistance: +4 Armor 
  against damage-causing powers and +4 on 
  trait rolls to resist opposed powers.
  * Necromantic Weapons: Bone blades and 
  horns (Str+d8). For each wound inﬂ icted on 
  a living foe with these weapons, the demon 
  heals one of its own wounds.
  * Size +3: The demon stands around 15’ tall.
  * Spells: Barrier, burst, deﬂ ection, dispel, 
  puppet (special: permanent duration unless 
  dispelled or the demon is slain), zombie 
  (special: once per day can animate all corpses 
  within 24”); 30 Power Points.
  * Thermal Vision: Halves penalties for bad 
  lighting when attacking living targets.
  * Weakness (Skull of St. Malachy): Hitting the 
  demon with the skull causes Str+d10 damage 
  (Range: 3/6/12 for throwing). The damage 
  ignores the demon’s natural armor (reducing 
  it to Toughness 11), passes through any 
  barrier it has erected, and cannot be Soaked. 
  Unfortunately, the demon dedicates its attacks 
  to killing a character holding the skull after it 
  has been used once.
  REPHAIM MONKS
  REPHAIM MONKS
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6, Stealth d6
  Pace: 4 Parry: 5 Toughness: 7
  Gear: None
  Special Abilities:
  * Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Thermal Vision: Rephaim halve all penalties 
  for bad lighting when attacking living targets 
  or vehicles with their engine running.
  * Undead: +2 Toughness. +2 to recover from 
  being Shaken. Immune to poison and disease. 
  No additional damage from called shots. Half-
  damage from piercing weapons.
  ORDO TENEBRAE
  ORDO TENEBRAE
       DARK KNIGHT OFFICER
       DARK KNIGHT OFFICER
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d10, Knowledge (Battle) 
  
  2020
  NECROPOLIS 2350
  NECROPOLIS 2350
  d6, Notice d8, Riding d8, Shooting d8
  Charisma: –4; Pace: 6; Parry: 6; Toughness: 
  10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes, Command, Fervor
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  magazines (Range: 12/24/48, Damage: 2d6+1, AP 
  2, Auto), molecular sword (Str+d8+2, AP 4)
  Special Abilities:
  * Insane: These insane soldiers are immune to 
  Fear and Intimidation.
  DARK KNIGHT
  DARK KNIGHT
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Driving d6, Fighting d8, Intimidation d6, 
  Notice d6, Shooting d8, Stealth d6
  Charisma: –4; Pace: 6; Parry: 6; Toughness: 
  10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes
  Gear: Light armor (+4), ﬂ echette riﬂ e with 3 
  magazines (Range: 24/48/96, Damage: 2d8+1, 
  AP2, Auto, 3RB), 4 monoﬁ lament grenades in GL 
  (Range: 20/40/80, Damage: 3d8, AP 4, MBT), mo-
  lecular sword (Str+d8+2, AP 4)
  Special Abilities:
  * Insane: These insane soldiers are immune to 
  Fear and Intimidation.
  MAP OF SHRINE OF ST. MALACHY C.2350, ARGENTORATUS, NOVE EUROPA
  MAP OF SHRINE OF ST. MALACHY C.2350, ARGENTORATUS, NOVE EUROPA
  2020
  NECROPOLIS 2350
  NECROPOLIS 2350
  d6, Notice d8, Riding d8, Shooting d8
  Charisma: –4; Pace: 6; Parry: 6; Toughness: 
  10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes, Command, Fervor
  Gear: Light armor (+4), ﬂ echette SMG with 3 
  magazines (Range: 12/24/48, Damage: 2d6+1, AP 
  2, Auto), molecular sword (Str+d8+2, AP 4)
  Special Abilities:
  *
  Insane: These insane soldiers are immune to 
  Fear and Intimidation.
  DARK KNIGHT
  DARK KNIGHT
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Driving d6, Fighting d8, Intimidation d6, 
  Notice d6, Shooting d8, Stealth d6
  Charisma: –4; Pace: 6; Parry: 6; Toughness: 
  10(4)
  Hindrances: Bloodthirsty
  Edges: Combat Reﬂ exes
  Gear: Light armor (+4), ﬂ echette riﬂ e with 3 
  magazines (Range: 24/48/96, Damage: 2d8+1, 
  AP2, Auto, 3RB), 4 monoﬁ lament grenades in GL 
  (Range: 20/40/80, Damage: 3d8, AP 4, MBT), mo-
  lecular sword (Str+d8+2, AP 4)
  Special Abilities:
  *
  Insane: These insane soldiers are immune to 
  Fear and Intimidation.
  MAP OF SHRINE OF ST. MALACHY C.2350, ARGENTORATUS, NOVE EUROPA
  MAP OF SHRINE OF ST. MALACHY C.2350, ARGENTORATUS, NOVE EUROPA
  
  © 2008 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  © 2008 Triple Ace Games. Necropolis 2350 and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2008. All Rights Reserved.
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2008. All Rights Reserved.
  www.tripleacegames.com
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  $6.99
  The Ordo is launching a recruitment drive at the Shrine of St. Malachy, a famous 
  visionary from Earth’s history, and the Knights are ordered to win over hearts 
  and minds. In addition to the recruitment operation, the Knights must also liaise 
  regarding security of the shrine with its permanent guardians, the militant nuns 
  of the Sisters of Bradamante.
  What should be a quiet mission quickly breaks down into violence and mayhem. 
  The theft of a precious relic by a force more powerful than anything the Knights 
  have faced before leads them on a desperate mission.
  But the creature they must face is nothing compared to the horrors revealed in a 
  prophecy. St, Malachy, dead for a millennium, will yet speak his Last Word.
  This Necropolis: 2350 adventure combines roleplaying and combat away from the 
  frontlines of Salus’ battleﬁ elds. It also introduces the Sisters of Bradamante as a 
  player character option.
  SAINTS PRESERVE US!
  SAINTS PRESERVE US!
  
SOURCE: textdata/thevault/Savage Worlds/Necropolis/Necropolis 2350/Savage Worlds - Necropolis 2350 - The Last Word.pdf