THINGS THAT WILL DEFINITELY KILL YOU
What Wants You Dead Tonight and Why.
SECURITALIA PATROL (3 AGENTS)
Not looking for you specifically. Yet. They have a quota and you are present and that is sufficient reason.
Attack: Pistol d6 (PRE +1) or baton d4 (STR +1, causes Broken Table result on critical)
Bribe cost: 400 lire passage, 600 lire silence, 1000 lire they pretend they saw something else entirely
MALFUNCTIONING WORK-ANDROID
An industrial unit running without supervision protocols. Not malicious. Not rational. Not stoppable by conventional means. It was doing a task. Something interrupted the task. It is still doing the task. You are in the way of the task.
Attack: Crushing grip d8 (STR +3) or thrown object d6+2 (PRE 0)
Special: Immune to fear, persuasion, and pain. Double damage from EMP. Can be reasoned with only via maintenance port access (STR DR 16 to locate on the body, PRE DR 14 to interface without shutting it down violently).
PHARMACEUTICAL ENFORCER
The Pharma-Vatican's debt collectors. They are patient because their product makes them patient. They know exactly what you owe and exactly what you're dependent on and they will use the second piece of information to collect the first.
Attack: Syringe d2 + sedative (TOU DR 14 or unconscious d4 hours) or combat knife d4 (STR +1)
Special: Carries antidotes worth 800 lire and the knowledge of exactly what you're addicted to. Will negotiate if a better repayment arrangement is proposed. Reports the negotiation to the Vatican regardless of outcome.
GANG AMBUSH (d4+2 MEMBERS)
Territory violation. Wrong colors. Wrong face. Wrong time of night. Wrong look. Any of these. All of these. It doesn't matter which.
Attack: Knife d4 (AGI +1) or pistol d6 (PRE +0). One member has a shotgun d8. Determine randomly.
Surrender: Offer drugs, money, useful information, or something they want more than your blood. PRE DR 10. Fail: they're insulted. Also they still want the blood.
ROGUE COMBAT ANDROID
Built for violence. Found that violence was the only context in which it felt completely real. Decided this was acceptable. The decision was correct.
Attack: Fist d10 (STR +4) or integrated weapon d8 (STR +3). Attacks twice per round when below half HP.
Special: Glitch — when below half HP, roll d20 on the Glitch table each round. The result affects its behavior immediately. If it has an Obsession, it will negotiate once if the Obsession is directly invoked. Once. This will not happen again.
This is what Mort is. This is what the players might become.
LUDDITE WRECKER SQUAD (3)
They heard there's an android nearby. They have sledgehammers and they have God and those two things have historically been sufficient.
Attack: Sledgehammer d8 (STR +2) — double damage against androids and cybertech.
EMP Grenade: One per squad, used immediately if androids are visible. All androids/heavy cyborgs in range: TOU DR 14 or stunned d4 rounds.
COGNIDATA EXTRACTOR TEAM (2)
They're not here to hurt you. They're here to take something from you that you'll still have when they're done, but so will they. The distinction matters to lawyers. It will matter to you differently.
Attack: Sedative injector d2 + sleep (TOU DR 12 or unconscious 2 hours). Neural interface (incapacitated targets only): extracts d6 memories over 10 minutes. Target remembers the extraction but not which memories were taken until they try to access them.
Special: Always accompanied by one Securitalia escort (off-duty, paid privately). The escort makes the operation legal by presence alone.
KARDINAL-ENFORCER (PHARMA-VATICAN)
They wear vestments that cost more than your apartment. Under the vestments is body armor. Under the armor is a person who has made certain choices with full information and without regret. This is the most frightening kind of person.
Attack: Sacrament injection d4 + roll on drug table effect (TOU DR 16 or the effect triggers immediately), ceremonial blade d6 (PRE +1)
Special: Knows exactly what every character within sight is addicted to (if anything). Carries three doses of whatever it is. This knowledge is used before any weapon is drawn. The offer always comes first: cooperate and receive your medication; resist and receive something else entirely.
On death: The Vatican knows within the hour. Something worse comes within the day.
ELECTROSTATIC REDEMPTION MISSIONARY
Recruiting. Always recruiting. They have a quota and the sincerity of someone who genuinely believes they're offering you salvation and has no mechanism for processing evidence to the contrary.
Attack: Sedative gas capsule (short range, TOU DR 12 or sedated 1 hour), taser d4
Special: Before combat, make a PRE DR 12 test. Fail: the missionary's pitch is compelling. You lose your first action to genuinely considering it.
Always carries: A contract pre-signed by the Church, a waiver, and a pamphlet with very convincing testimonials from people who are now in the servers.
ARM COMPLIANCE TEAM
Three bureaucrats and two SecCorp escorts. The bureaucrats are the dangerous ones. They have the paperwork that makes you not exist.
Attack (escorts): Pistol d6, baton d4
Attack (officers): Legal documents. If an android character is identified, the officers file paperwork rendering their registration void. This doesn't immediately affect combat but creates cascading problems: android becomes legally "property," cannot enter licensed facilities, cannot receive medical care at licensed clinics, and can be "collected" by any ARM-affiliated party without legal consequence. Reversing this requires either money (2000+ lire) or destroying the filed copies (three locations, all in corporate buildings).
THE DOG (THE FRIENDS)
Full head. Always. Does not speak. The question of whether there is a person in the Dog, or something that used to be a person, or something that was never quite a person, has never been resolved to anyone's satisfaction. Including the Dog's. The Dog has never indicated it has a satisfaction to resolve things to.
Attack: Grip d8 + restrained (STR DR 14 each round to break, or the Dog lets go when it decides to), slam d10 (STR +3)
Special: The Dog does not pursue. If you run, you have run. If you stop, the Dog is there. The Dog appears to have no opinion about the distance between these two states.
Psychology entry: [REDACTED — CLASSIFICATION PENDING ARM REVIEW]
Killing the Dog: At 0 HP, roll d6. On 1–3: whatever was in the suit is gone. On 4–6: what comes out of the suit is not what went into it, and it is not dead, and the stat block no longer applies.
REPOSSESSION DRONE
Automated. Legally protected. Arrives within 10 minutes of a missed payment flag. Patient in the way of things that do not experience time. Will wait indefinitely for the account to resolve or the item to become accessible.
Attack: Retention claw d4 + item secured (item removed from play until account resolves or drone is destroyed). Cannot be bribed. Cannot be reasoned with. Destroying it: 300 lire fine, plus the original debt, plus a destruction surcharge.
Special: Attacking a repossession drone triggers an immediate Heat +1. It is technically assault on corporate property. SecCorp will note this. They will not hurry. They will note it.
SURVEILLANCE DRONE
Not a combat unit. The fact that it is not a combat unit is the point. It watches. It records. It transmits. It does not engage. It does not need to engage. It has already done the thing that matters.
Attack: None.
Special: Every round a surveillance drone observes the party, roll d6. On a 6: the footage has been flagged by an automated system and forwarded to a relevant faction — roll d6 to determine which. Destroying a surveillance drone: immediate Heat +2 from the destruction flagging before the feed cuts. The feed always cuts after the destruction. The flag is always already sent.
Stealth: AGI DR 14 to detect before it detects you. PRE DR 12 to behave normally while observed (failure: something in your body language registers as suspicious).
SECCORP TACTICAL DRONE
Not routine. Tactical drones are authorized for specific high-value operations — the kind SecCorp does not want officers present for. If you are seeing a tactical drone, someone with significant authority decided you were worth the paperwork.
Attack: Shock charge d8 (TOU DR 12 or stunned one round), suppression burst d6 area (everyone in 3 meters, AGI DR 14 or prone)
Special: Immune to fear, persuasion, bribery, and morale checks. Takes double damage from EMP. If destroyed: a human officer arrives within 20 minutes to file a report. The report will mention you by name. They already have your name.
Deployment: Never appears without a specific authorization target. If you encounter one and don't know why: someone has decided something about you that they have not told you yet.
THE ZEROCALCARE COLLECTIVE (HOSTILE)
They found out you work for SecCorp. Or the Vatican. Or ARM. They've made a collective decision about what to do about it. The collective vote was unanimous. The collective takes direct action.
Attack: Improvised weapons d4, spray cans (blinding at close range, PRE DR 12 or −2 to attacks for d4 rounds), occasional firearms d6
Special: They know the neighborhood. Every rooftop, every exit, every place to hide. Any chase in Trastevere Profondo: they have advantage. Also: they're going to tell everyone what you did here. Within 24 hours, every sympathetic faction in the city knows, with photographs.
THE SUMP
What Lives Below What Lives Below.
The following entries represent what the city knows about the Sump's inhabitants. The city does not know much. The Sumpers know more. What follows is field-report data from ARM compliance officers, SecCorp sweep teams, and one CogniData extractor who went in after a subject and came back without the subject and with significantly fewer memories than she entered with. These entries are incomplete by design and by necessity.
THE CARTOGRAPHER
Looks human. Moves wrong — not mechanically wrong, rhythmically wrong, like the intervals between actions have been calibrated by something other than a human nervous system. Covered in what appear to be maps tattooed or scarred into its skin. The maps are accurate. The maps update. Surveilling the Sump for longer than the Sump has had human residents. The Sumpers leave offerings at its regular routes.
Behavior: Not aggressive. Moves through the Sump on routes that do not vary. Will not stop for you. If you attempt to stop it: TOU DR 12 from proximity — not an attack, something physiological, something about being near it that the body objects to.
The maps: If you can read a section of the Cartographer's skin — PRE DR 14, requires proximity it may not allow — you gain accurate knowledge of one Sump route, one sub-level entrance, and one location the city has no record of. The Cartographer knows when you're reading it. The maps are not for you. It has not yet decided what to do about the fact that you looked.
What the Sumpers say: Leave an offering at its route. Don't follow it. Don't speak to it. Don't read it without leaving something in exchange. Nobody has specified what a sufficient exchange is. Nobody has asked the Cartographer directly. Nobody has wanted to hear the answer directly.
PIPE CHILDREN
Not children. The size and shape of children, moving with the specific economy of children who have learned to be very quiet in a place that does not tolerate noise. Found in groups of three to seven in the flooded sections. Make no sound. Communicate through pressure changes in the water. The Sumpers can read this. Newcomers cannot.
Behavior: Not aggressive by default. Territorial about specific flooded corridors. If you enter their corridor without permission: pressure changes in the water, increasingly insistent. If you ignore the pressure changes: they make a different kind of change. AGI DR 12 or prone and submerged.
Combat: If it comes to it — STR +1, attack d4, always attack simultaneously, never individually. Killing one: the others go still. The water goes still. Then the water starts moving differently than any of them are moving. Something else noticed.
What they're guarding: Unknown. The Sumpers say they were here before the water. The Sumpers do not elaborate. The water in their corridors is different from the water elsewhere — cleaner, or something that reads as cleaner, or something that reads as something else that the body interprets as clean.
THE ARCHIVIST
Enormous. Slow. Found only in the deepest sections where the pre-collapse infrastructure is most intact. Appears to be partly biological, partly the infrastructure itself — it is genuinely unclear where the walls end and it begins in certain sections. It has been here longer than the Sumpers. The Sumpers are not certain it has been here for a finite amount of time.
Behavior: Collects objects. Not randomly — specifically. It wants things that were important to someone. It can tell. It does not attack. It waits. If you have something important to someone on your person: it will follow you at a distance until you leave the Sump or give it what it wants.
What it does with what it collects: Unknown. The objects don't appear elsewhere in the Sump. They don't appear anywhere. The Sumpers say they go somewhere that isn't in the Sump or above it. The Sumpers say this the way people say things they believe but don't want to examine too carefully.
If it gets what it wants: It stops following. It does not acknowledge the transaction. Once, according to a Sumper account, it gave something back — something nobody had given it, something nobody was missing. The account is not consistent on what the something was. The account is consistent on the feeling of receiving it.
Combat: It has never been observed to take anything by force. It has never needed to. Do not be the first to find out why.