10
ORDO LAZARI SANCTI (THE LAZARITES) Important: This document includes both brand new and already published Lazarite-specific information. The latter was included so the WM has everything he needs regarding the Ordo in one handy document. Like the free Asgard expansion, this is a one-off supplement, not the start of a new line of Ordo expansions. INTRODUCTION Ye cannot drink the cup of the Lord, and the cup of devils: ye cannot be partakers of the Lord’s table, and of the table of devils. 1 Corinthians 10:21 The Ordo Lazari Sancti, also known as the Lazarites and the Black Order (as well as several less polite names) has been charged with studying the Rephaim, unlocking their secrets, and producing ways of combatting their vile influence. Believing their cause to be far more noble and important than that of their combative cousins, the Lazarites have long considered themselves above the other Sacri Ordines. Few Knights outside their ranks trust them, and even fewer like them, but the Lazarites are above such petty concerns—they have been charged with a sacred duty, and they intend to see it carried out, even if that means engaging in work others would find reprehensible. HISTORY Originally formed circa 1130, its original members were leper knights fighting in the Holy Land, who went on to found many leper hospitals. They were officially suppressed in 1790. Papal authority reformed the Ordo in secret on 11 January 2314 in direct response to the growing rumors of “demons” plaguing Salus. The Ordo’s Rule decreed the Knights were to capture as many demons as possible and transport them back to Earth for Church theologians and trusted scientists to study. Covert teams were dispatched and on 12 January 2315 the first specimens arrived on Earth. Specimens were tortured, subjected to batteries of tests, and dissected in order to discover their biological functions and how best to combat their supernatural abilities. In 2321, the pope publicly proclaimed the existence of the Lazarites and expanded their mandate, transferring to them the exclusive rights to study the Rephaim, as the creatures were now known. Scientists and theologians joined the Ordo in droves to assist with the experiments. The formation of the other Ordines brought the Lazarites into political internecine conflict. Only the Lazarites took Rephaim prisoners, and the zealousness of the other Ordines meant fewer and fewer were available for study or inter- rogation. The Grand Master petitioned the Pope and in 2323 the Lazarites were given papal authority to halt any military operation if the “capturing of specimens is deemed necessary”—a loose phrase and one open to interpretation. It became a major sin to interfere in Lazarite operations or to refuse to cooperate with their requests. Protests from the other Grand Masters have fallen on deaf ears. No one outside of the ruling officers knows where every research laboratory is located or what experiments are being performed. Critics within the Church speak of a veil of secrecy, of dabbling in dark forces, and even of being in collusion with the Rephaim. The Grand Master has responded to these claims with the Ordo’s need to maintain secrecy to stop Rephaim attacks aimed at halting the vital research and of the consequences of cultists trying to infiltrate the laboratories to free the specimens. Such rhetoric does little to appease the critics. After nearly 40 years of study, the Lazarites have provided intriguing information to the Curia, but they still have a very long way to go to fully understanding the diverse “races” of the Rephaim. Never popular with the other four Ordines, the Lazarites activities in recent years have only alienated themselves further. They openly supported the Pope’s foundation of the two new Ordines in 2351, a move that exempted them from the watchful gaze of the Teutonics and earned them permission to open new Preceptories in Vatican City as the other Ordines were being forced to close theirs. In 2355, they willingly handed over frontline combat Preceptories and materiel to the Permission is granted to print this ebook. No site licence is given. THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM. SAVAGE WORLDS & ALL ASSOCIATED LOGOS & 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. © 2010 Triple Ace Games. Necropolis, Necropolis 2350, and all related marks and logos are trademarks of Triple Ace Games. Savage Worlds and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission. © 2010. All Rights Reserved.

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  • OrdO Lazari Sancti(the LazariteS)

    Important: This document includes both brand new and already published Lazarite-specific information. The latter was included so the WM has everything he needs regarding the Ordo in one handy document. Like the free Asgard expansion, this is a one-off supplement, not the start of a new line of Ordo expansions.

    intrOductiOn

    Ye cannot drink the cup of the Lord, and the cup of devils: ye cannot be partakers of the Lord’s table, and of the table of devils.

    1 Corinthians 10:21

    The Ordo Lazari Sancti, also known as the Lazarites and the Black Order (as well as several less polite names) has been charged with studying the Rephaim, unlocking their secrets, and producing ways of combatting their vile influence.

    Believing their cause to be far more noble and important than that of their combative cousins, the Lazarites have long considered themselves above the other Sacri Ordines. Few Knights outside their ranks trust them, and even fewer like them, but the Lazarites are above such petty concerns—they have been charged with a sacred duty, and they intend to see it carried out, even if that means engaging in work others would find reprehensible.

    hiStOry

    Originally formed circa 1130, its original members were leper knights fighting in the Holy Land, who went on to found many leper hospitals. They were officially suppressed in 1790.

    Papal authority reformed the Ordo in secret on 11 January 2314 in direct response to the growing rumors of “demons” plaguing Salus. The Ordo’s Rule decreed the Knights were to capture as many demons as possible and transport them back to Earth for Church theologians and trusted scientists to study. Covert teams were dispatched and on 12 January 2315 the first specimens arrived on Earth. Specimens were tortured, subjected to batteries of tests, and dissected in order to discover their biological functions and how best to combat their supernatural abilities.

    In 2321, the pope publicly proclaimed the existence of the Lazarites and expanded their mandate, transferring to them the exclusive rights to study the Rephaim, as the creatures were now known. Scientists and theologians joined the Ordo in droves to assist with the experiments.

    The formation of the other Ordines brought the Lazarites into political internecine conflict. Only the Lazarites took Rephaim prisoners, and the zealousness of the other Ordines meant fewer and fewer were available for study or inter-rogation. The Grand Master petitioned the Pope and in 2323 the Lazarites were given papal authority to halt any military operation if the “capturing of specimens is deemed necessary”—a loose phrase and one open to interpretation. It became a major sin to interfere in Lazarite operations or to refuse to cooperate with their requests. Protests from the other Grand Masters have fallen on deaf ears.

    No one outside of the ruling officers knows where every research laboratory is located or what experiments are being performed. Critics within the Church speak of a veil of secrecy, of dabbling in dark forces, and even of being in collusion with the Rephaim. The Grand Master has responded to these claims with the Ordo’s need to maintain secrecy to stop Rephaim attacks aimed at halting the vital research and of the consequences of cultists trying to infiltrate the laboratories to free the specimens. Such rhetoric does little to appease the critics.

    After nearly 40 years of study, the Lazarites have provided intriguing information to the Curia, but they still have a very long way to go to fully understanding the diverse “races” of the Rephaim.

    Never popular with the other four Ordines, the Lazarites activities in recent years have only alienated themselves further. They openly supported the Pope’s foundation of the two new Ordines in 2351, a move that exempted them from the watchful gaze of the Teutonics and earned them permission to open new Preceptories in Vatican City as the other Ordines were being forced to close theirs. In 2355, they willingly handed over frontline combat Preceptories and materiel to the

    Permission is granted to print this ebook. No site licence is given.

    THIS GAME REFERENCES THE SAVAGE WORLdS GAME SySTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROuP AT WWW.PEGINC.COM.

    SAVAGE WORLdS & ALL ASSOCIATEd LOGOS & 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.

    © 2010 Triple Ace Games. Necropolis, Necropolis 2350, and all related marks and logos are trademarks of Triple Ace Games. Savage Worlds and all related marks

    and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission. © 2010. All Rights Reserved.

  • Bradamantites. Though exempt from forced transfer of female Knights, they allowed those who knew none of the Ordo’s secrets to switch allegiance.

    Grand MaSterSThe first Grand Master of the Lazarites, Bishop Au-

    gusta di Roma (GM 2314–2319), had long preached against the dangers of believing in demons, preferring that mankind accepted responsibility for his own sins. When the results of the early studies were brought to his attention he committed suicide rather than face an existence where, it seemed, Hell has opened its doors.

    Sandra O’Flaherty is the current Grand Master (GM 2320–present). She joined the Ordo as a Field Master at its inception, having previously served as an officer with the Nagahima Corporation’s mercenary force. de-spite her background, she is a skilled politician and has persuaded the Pope to increase her Ordo’s influence. To her own Knights she is known as Reverend Mother—to her rivals she is commonly referred to as “the Pope’s whore.”

    SeniOr OfficerSLike the other Ordines, the Lazarites have three se-

    nior dignitaries serving the Grand Master. The number in parentheses is the date the individual achieved their current station.

    Deputy Marshal: Maximillian Chekov (2336). A staunch supporter of the Grand Marshal, and prepared to do whatever is necessary to further the Ordo’s cause, Chekov served in the frontline before an injury led to his transfer to the Chapter Scientific. Chekov personally oversees the Chapters Arcane and Scientific.

    Seneschal: Amanda Fitzwarren (2348). The newest of the four senior officers, Fitzwarren served as a Preceptor Treasurer before being assigned to the Ordo’s headquar-ters Preceptory, where her talent for accountancy quickly caught the attention of her superiors. An astute business woman, she had 15 years experience in diverting funds to the Lazarites secret projects without alerting inter-ested third-parties before being nominated as Seneschal. As Seneschal, she heads the Chapter Clerical.

    Marshal: Brandon Kaplan (2326). Kaplan earned his way up the ranks to Knight Commander. He turned down promotion to Preceptor Master four times, each time arguing that his position was in the field with his men, not seated behind a desk. When his predecessor nominated him as his replacement, Kaplan threatened to resign from the Ordo. It took the personal intervention of the Grand Master to change his mind. Kaplan heads the Chapter Militant.

    SpeciaL traininGRephaim Knowledge: Lazarites start the game with

    Knowledge (Rephaim) d6 and add +2 to any Common Knowledge rolls concerning these creatures.

    Specimen Collection: Lazarites gain +2 to Fighting rolls when using a corpse catcher and +2 to Shooting rolls when using a tangle gun against Rephaim targets.

    edGeS

    arcaniStRequirements: Seasoned, Lazarite, Smarts d8+,

    Knowledge (Rephaim) d8+The Lazarites’ continual research into the Rephaim

    and their necromantic devices is slowly yielding results. A new chapter within the Lazarites, the Arcanists, has been founded to use the fell devices of the Rephaim against their makers. Knights trained as Arcanists are known as Knight Arcanists.

    The hero receives the Weird Science skill at d4 and may improve it as normal. He gains no other benefits of the Arcane Background (Weird Science) Edge, nor can he ever take that Edge, but he is one of a select few hu-mans who can now operate necromantic weird science gizmos. When studying new gizmos, a successful Weird Science roll allows the Lazarite to understand its purpose and how to operate it.

    Lazarite Arcanists with the Arcane Background (Miracles) Edge do not suffer sin for using a necromantic gizmo, having been granted special dispensation by the Pope.

    chapterS

    Whereas most Ordines have only administrative/lo-gistics and militant arms, the Lazarites put a great deal of time and effort into necromantic research. They have recently added a fourth chapter to their ranks.

    chapter arcaneA new branch of the Lazarites, the Chapter Arcane sits

    between the military and scientific arms. Having learned some of the secrets of using Rephaim technology, but not yet reconstructing it, the Lazarites are keen to use them in their studies. While study in a laboratory is all well and good, the Ordo is keen to study their effects in actual combat situations. The responsibility of operating necro-mantic devices in the field falls to Knights Arcanists.

    KniGht arcaniStThe Lazarites might cooperate in the inter-Ordo

    scheme, but Knights Arcanist are never assigned to multi-Ordo Lances. Rumors of their existence abound among the other Ordines, but rumors about secret Lazarite proj-ects are two a miter, and often dismissed out of hand.

    Knight Arcanists are assigned to Lazarite-only Lances

  • depending on they type of device they are field testing. For instance, one ordered to test a Hellmouth tank killer would likely be assigned to an Anti-Tank Artillery Lance, whereas one equipped with a shadow cloak would typi-cally serve in a Scout Lance.

    No player character can begin play as a Knight Ar-canist, nor can he volunteer to join their ranks (even if knows they exist). Suitable candidates are instead chosen to undergo “special training.” Thus, the Gamemaster has the final say on whether or not they are a playable option in his campaign.

    Knight Arcanist: Arcanist Edge, Guts d6+, Shoot-ing d6+; Equipment: Medium armor, molecular sword, flechette pistol with 3 mags, Id tag, one necromantic device of the WM’s choosing.

    arcaniSt LanceWhile Knights of the Chapter Arcane primarily work

    in Lances within the Chapter Militant, they occasionally form part of a specialist Lance. An Arcanist Lance is sent in to secure Rephaim bases after resistance has been crushed. Their role is to quarantine a site, perform an initial evaluation, and secure and ship out moveable weird science. Weird science that cannot be moved is studied on site, though this is usually handled by dedi-cated noncombatant Arcanists.

    Personnel: 8 (one Senior Knight, two Knight Arcan-ists, one HARd Knight medic, two HARd Knight techni-cal specialists, and two Knight Wardens).

    Vehicles: None as standard. Can call on Angel drop-ships, Behemoth Armored Tank Transporters, Gethse-mane SRVs, and HARd and Job Prophets as required.

    chapter cLericaLThe Ordines are not just military machines—they

    also run large estates and earn huge amounts of money. While the great majority of administrators and treasurers are Sergeants, Knights also serve. As noncombatants, few have any official rank—those serving as command staff in a Preceptory carry the title Preceptor before their job description as a sign of their status.

    chapter MiLitantThe Lazarites are the Church’s scientific arm for re-

    search into the Rephaim. As such, their Chapter Militant exists more to protects its Preceptories and scientists than fight pitched battles. In terms of frontline combat strength, it is the weakest of the Ordines, ranking behind even the Preachers. The military arm of the Lazarites still follows the standard organization and rank structure of the Sacri Ordines. Where it differs most is its lack of front-line Assault Knights and lack of certain Lance types.

    Although the Lazarites have Assault Knights, they serve to clean up any “mistakes” involving Lazarite re-search into the Rephaim. They don’t serve in the regular army, but work solely in the Lazarites’ secret facilities. As

    such, they are technically part of the Chapter Scientific. Because of this, the Chapter Militant has no official As-sault Lances.

    When it comes to firepower, the Ordo is sorely lacking. Its Air Support Lances are primarily used for transporta-tion, its Armor Lances favor light tanks, and it has very little mobile artillery. (When it calls in Scourge bomb-ers it is invariably to remove all traces of its activities.) On the other hand, it has a sizeable number of Logistics Lances. The Lazarites also have a specialist Lance not found among the other Ordines.

    KniGht WardenMost citizens know Knight Wardens as the watchdogs

    of the Ordo Penitentia. There are two other types of Knight Warden—those who guard high-security Church prisons and those who work in Lazarite facilities. This section is concerned only with the latter.

    While the Lazarites fully understand the dangers posed by Rephaim, prisoners (also known as specimens) are hard to come by, and their destruction is always a last resort. Heavily-armored and equipped only with nonlethal weaponry, Knight Wardens serve in all Lazarite facilities where animated Rephaim are found.

    Within facilities, Knight Wardens are responsible for escorting prisoners between their cells and wherever the scientists need them and dealing with minor breakouts. If a prisoner is considered high risk., the Wardens are usually backed up by one or more Assault Knights. In the field, Knight Wardens are responsible for the acquisition of specimens. They are rarely found in Lances other than Snatch Lances (see below).

    Knight Warden: Strength d8, Spirit d6, Vigor d6, Fight-ing d6, Guts d6, Shooting d6; Equipment: Infantry battle

    urGent MeMOClassification: E+128 encryp//Alpha-Black ratingFrom: Grand Master O’Flaherty//Laz-Precep A1A//VatCitTo: All Lazarite Preceptor MastersStatus: For immediate actionThe assault on New Budapest has suitably distracted the less educated Ordines, and allowed our analysts time to complete their preliminary study of report-ed sightings and camera footage of new Rephaim species, as well as correlating data from the inter-rogation of intelligent subjects.Several new species of Rephaim are now confirmed to exist. Their basic details are attached. New sub-jects are required for study as a matter of urgency. Consider personnel from other Ordines expend-able in the hunt for these Rephaim.Excerpt of a top secret Lazarite internal memo dated 39.VIII.2350. This information has not been shared with the other Sacri Ordines.

  • suit, medium shield, molecular sword (not carried on duty), baton, corpse catcher, tangle gun +3 mags, Id tag.

    Snatch LanceMore correctly known as Specimen Retrieval Lances,

    Snatch Lances are part of the Chapter Militant’s vehicu-lar arm. Often assigned to other Ordines, they follow up the main advance, retrieving specimens and prisoners and recovering necromantic devices before they are de-stroyed or fall into the hands of the other Ordines.

    Personnel: 9 (one Senior Knight, three Knight War-dens, five Knight Vehicle Crew).

    Vehicles: Three Gethsemane SRVs and one Eloi mo-bile command APC.

    chapter ScientificOnly the Lazarites maintain a dedicated scientific

    chapter—other Ordines employ Sergeants or Knight Combat Engineers in this role, or rely on civilian Church scientists. The men and women of the Chapter Scientific work behind the scenes to unlock the mysteries of the Rephaim and their necromantic abilities. Few are ever seen on the battlefield—they work in the many secret Preceptories maintained by the Lazarites.

    interrOGatOr (aKa MediuM)While the Inquisition puts psions to the torch and ele-

    ments within the Curia seek to unlock secrets that will allow them to create super-soldiers, the Lazarites already make use of psions in their secret war.

    Conventional torture has little effect on the Rephaim—physical pain does not trouble them, they do not require sustenance, and sleep deprivation has no effect. Interrogators, informally known as Mediums, are trained to rip knowledge the Church requires from the minds of Rephaim captives.

    Trained to use puppet (or mind reading if using Sav-age Worlds deluxe), Mediums probe into the minds of the Rephaim in a bid to learn their plans and knowledge. delving into the mind of a creature born to death and decay is not without risks. Mediums who do not burn out from the strain of continual scanning and probing run the risk of being corrupted by the warped images they witness. To prevent their running amok, or being captured by outside parties, each Medium has a minder, a Knight whose orders are to put a flechette into the Medium’s brain if circumstances require.

    Interrogators can never be Knights, nor do they hold any official rank or status. Human though they may be, the Lazarites see them as tools, another weapon in their arsenal to wield as they see fit.

    The existence of Mediums is one of the Lazarites most closely guarded secrets, and the Ordo will take extreme steps to keep it that way. This, and the fact they are kept hard at work far from the gaze of outsiders, means Medi-ums are not permitted as player characters.

    tabardS and eMbLeMSEach Chapter within the Lazarites has its own tabard

    design. When mixing with other Ordines, Knights and Sergeants of the Chapter Arcane wear the tabard of the Chapter Militant to conceal their true Chapter. All Lazarites, regardless of their Chapter or branch, wear unadorned black armor, regardless of local conditions.

    Chapter Arcane: Knights wear a black tabard adorned with a red Maltese cross over the heart. Sergeants wear the cross on the shoulders.

    Chapter Clerical: Knights sport a black tabard adorned with a green Maltese cross over the heart. Ser-geants wear the cross on the shoulders.

    Chapter Militant: Knights wear a plain black tab-ard. Sergeants wear a black tabard with a white Maltese cross.

    Chapter Scientific: Knights wear a black tabard with a gold Maltese cross over the heart. Sergeants wear the cross on the shoulders.

    faciLitieS

    As well as numerous Preceptories, the Lazarites op-erate a number of secret facilities. Each is considered a Preceptory, but is more often run by a Field Master.

    the aSyLuMWar is Hell, and few emerge for the abyss without

    scars. For those who suffer loss of limbs there is the hope of medical treatment and rehabilitation. For those who lose their minds, there is Recovery Center Alpha-Five, better known to the Ordines as the Asylum.

    Not every lunatic ends up in the Asylum. Only those whose sanity was shattered by direct contact with the Rephaim find a cell waiting for them. The only other in-mates are cultists given a temporary reprieve from their death sentence so they can be interrogated. (Victims of other forms of mental trauma are typically treated in a Church or Preacher facility.) Here inmates are questioned in a bid to unlock their shattered brains in the hope it might reveal something of use to the Lazarites, and thus the Church.

    Mediums are used on Knights and Sergeants only if their minds hold information deemed vital to the cause—odds are they will be transferred to another facil-ity once the Lazarites have finished with them, and the Ordo does not want news of its use of psions leaking. Once the Mediums have finished their exploration few inmates ever talk again, so damaged are their minds. Cultists are not granted such favor as they are destined to die the moment their usefulness is at an end.

    Beneath the officially sanctioned facility is Cell Block H. Only Rephaim are held and interrogated, the latter always conducted by Mediums. Once their minds have

  • been emptied of useful knowledge they are trans-ferred to one of the other Lazarite facilities (usually the Morgue). Lesser Rephaim are typically only held for a few days—their minds are easy to unlock but hold little of value. Greater Rephaim may spend years being inter-rogated (and burn through several mediums).

    the charneL hOuSePope John XXIV knows his time left on the mortal

    realm is short. His desire to see the Church rise to new heights and exterminate the Rephaim threat has clouded his judgment, and he has come to believe there is no successor worthy of his throne. He now seeks to avoid death.

    His decision to extend the powers of the Lazarites in 2323 was not taken whimsically. In secret council he spoke to Grand Master O’Flaherty of his vision for the Church, of a holy empire spanning the universe with him as its spiritual and secular keystone. In return for wider powers, O’Flaherty was charged with finding a way to prolong his life through vampiric transformation but without the blood lust. Pope John XXIV wished to become immortal.

    Although shocked by His Holiness’ words, O’Flaherty saw the sense in them. It was he who reformed the Sacri Ordines, it was he who guided mankind through the turmoil of the Third Reformation to become mankind’s leading light, and it is he who is best able to lead man-kind to victory against their dark foe.

    O’Flaherty set about creating a secret inner circle within the Lazarites. Only the most trusted scientists and theologians of the Ordo were invited to join, and those who refused were quietly killed or removed to secure mental health facilities for permanent incarceration. A secret research Preceptory was created deep beneath the surface of Salus, its existence never mentioned in any of-ficial communiqué. When discussed, it is known simply as the Charnel House.

    In the seclusion of the Charnel House, the inner circle works around the clock to understand vampiric immortality. Vampires captured by the Ordo’s troops are secretly diverted to the base under heavy guard to suffer gruesome experiments. Currently unwilling to deliber-ately infect another human being with vampirism, a new mandate has been sent to all Lazarite Preceptories—any victim of a vampire’s bite, civilian or military, Church or Corporate is to be detained and their presence reported immediately to O’Flaherty herself using secured chan-nels. No effort is made to cure the victim and when they turn into vampires, they are destroyed.

    In the few decades the laboratory has been in opera-tion there have been no major breakthroughs, but the research staff are diligent in their quest to find the secret of immortality before the ailing pope dies.

    discovery of the pope’s plans for immortality would likely send shockwaves through the population of Salus. That the Pope, God’s representative on Salus, would seek to become immortal would undoubtedly cause many to

    suffer a crisis of faith. The scandal would also severely weaken the Church’s control over humanity, as well as giving the Corporations plenty of ammunition. At worst, the scandal would lead to the collapse of the Church.

    the MaiLbOxWhile every Ordo uses coded messages, the Lazarites

    have more to hide than the other Ordines. The Mailbox, located in Vatican City, is their primary cryptographic and listening hub.

    As well as spying on the radio traffic of the Rephaim and other Ordines, Mailbox operatives keep close tabs on communications involving Lazarite Preceptories, as well as routine Lazarite traffic signals from units in the field. Any mention of secret facilities, save by their code-name, is a treasonable act. The Mailbox also creates ciphers. Standard codes are changed only sporadically, whereas those of the most secret Preceptories change weekly.

    the MOrGue (and the crypt)The Lazarites are tasked with unlocking the secrets of

    the Rephaim and finding new ways of combatting them. In order to study and experiment on them, the Lazarites require prisoners. While vampires are now transferred to the Charnel House as a matter of course, other Rephaim are sent to the Lazarites’ oldest secret facility, a subter-ranean prison known only as the Morgue.

    despite their best efforts, the Ordo has only managed to capture a handful of more unusual Rephaim—most of the cells are occupied by skeletons and zombies.

    The Morgue is divided into four zones spread over 15 levels. At the top is the Habitable Zone (two levels). Located here are quarters and facilities for the staff, as well as the main control room.

    Below this is the Isolation Zone, a single level de-signed solely to separate the living from the dead. All elevators and stairs from the Habitable Zone terminate here, forcing those who have cause to visit the lower lev-els to walk to the downward access facilities, all the while under the gaze of cameras and flamethrowers.

    The third and largest area is the Holding Zone (11 levels). Here Rephaim are held in level after level, row after row, of specially reinforced cells. despite being sanctified Church property and brilliantly lit, the Hold-ing Zone has an unsettling air. Those not accustomed to the unholy stench, a process that can take many weeks, do not tarry long.

    Finally there is the Workshop (one level), which hous-es the powerplant, water and air recycling, and such like. It is accessible only from the Habitable Zone.

    Security is paramount through the Morgue and laxity is harshly punished. Cameras, both obvious and con-cealed, constantly scan the corridors, rooms, and cells. Id tags must be worn at all times—anything detected moving in the corridors without a valid Id signature is liable to immediate extermination by automated defence systems. Heavy blast doors can be dropped to seal off

  • any part of the facility. Squads of flamethrower-wielding Assault Knights and devout Chaplains (all of whom know consecrate) are ready to deploy at a moment’s notice. Only Assault Knights and Knight Wardens are permitted to carry weapons outside of the Habitable Zone.

    The tight security has not prevented escapes—Rephaim are cunning creatures, and those with true free will are always plotting, always seeking a flaw in the system. All too often that flaw is the humans who work at the Morgue. When necessary, each cell can be purged, the occupant reduced to ash by means of high-intensity flamethrowers. In the event of a truly catastrophic situa-tion, a nuclear bomb can be detonated.

    The Morgue is a semi-secret base. Every member of the Ordines knows it exists, though few know its loca-tion and even fewer have ever passed through its massive reinforced doors. Outside of the staff and Lazarites’ top officials, no one knows the exact number or types of inmates.

    the cryptOnly a handful of staff know about the Crypt, a super-

    secret level located beneath the Workshop. It appears on no blueprints, nor do any of elevators have a Level 16 button (access requires a proper Id tag, biometric checks, and pressing a combination of elevator buttons). The Crypt contains laboratories where scientists experi-ment on Rephaim. It was here that Project Lazarus was born, and where the grisly work is carried out.

    Surgical alteration was also carried out at a number of other facilities, but following an accident (see What Price Victory? in Tales from the Sands #01) these were closed. Stripped bare of any incriminating evidence, many of these are now operated by the Bradamantites.

    danGerOuS SecretS

    The hands of the Ordo Lazari Sancti are not just dirty, they are caked in filth. The work they do has undoubt-edly tainted their souls, but they truly believe they are working toward the greater good, a cause for which any sacrifice is considered acceptable.

    prOject LazaruSMankind’s mortal life has always been relatively short.

    Even during the height of Corporate power, when anti-aging treatments were popular with the rich and famous, life expectancy only crept up to around 150 years. Since the Corporate War ended, research into longevity has been all but ignored.

    It doesn’t take a prophet to work out that mankind is losing the numbers war. It takes 16 years for a baby to reach the age it can be trained for war (within acceptable moral guidelines), and in the time it takes an infant to reach adulthood, countless soldiers will have been killed

    or maimed in the fighting. On the other hand, every dead human is a potential recruit for the Rephaim.

    While the Church has not advocated forced insemina-tion (yet), the Lazarites have taken the first steps down a dark road into closing the numbers gap. Since there is no way to speed up human development, the answer is to create a better soldier, one more resistant to damage.

    Twenty years ago, a Lazarite investigation team discov-ered the wreck of a starship, the Demeter, which crashed on Salus before the outbreak of World War III. Amid the corrupted data files in the ship’s computer, they retrieved the transcribed fragments of a diary dating back to the turn of the 20th century.

    The diary, written by one Xavier Jahrling, told of how, in ages past, a group of men and women battled fell creatures of the night. It told of a procedure for grafting body parts from these night fiends onto human flesh, which was used to strengthen their warriors. The diary was dismissed as nonsense, perhaps part of a novel kept in the ship’s library system, until it eventually came to the attention of Lazarite dr. Johannes Weissman.

    For over a decade, Weissman studied the diary in untold depth, reading, rereading, analyzing, and hypoth-esizing. At last he reached a startling conclusion—the medical procedures the diary described were not fiction. It was the first step onto a dark road.

    using members of the Penitents deemed irredeem-able and Rephaim captives, Weissman performed experi-ments—Rephaim limbs, tissue, and organs were surgi-cally implanted into and onto human bodies. Initial tests have had mixed results. In a few rare cases the graft has taken, resulting in what Weissman calls a “super-soldier.” In most cases, however, the subjects go insane and com-mit suicide. A few become psychotic, and must be given, to use the Church euphemism, “the final rest.”

    Live-fire tests using the human subjects are conduct-ed under close guard by Lazarite forces (mainly Assault Knights). As with many Lazarite projects public knowl-edge of the Lazarus experiments would result in a fierce backlash against the Church.

    prOject LeGiOnIn a war where weight of numbers matters, it pays to

    have the weight on your side. While Project Lazarus aims to produce super-soldiers as a means of balancing the sides, Project Legion tackles the base problem.

    Having gained the knowledge of how to work Rephaim technology, the Lazarites have been playing with creating zombies and skeletons to serve the Church. Given their superior training, Knights are the preferred subjects. un-fortunately, the Ordines are not about to hand over their dead to the Lazarites—even if ordered by the Pope, they would undoubtedly top ‘n’ tail them first. Thus, the proj-ect is forced to use fallen Lazarite Knights and Sergeants, and whatever civilian corpses it can acquire.

    Initial results were initially positive, but things quickly took a dark turn. The undead mindlessly obeyed who-ever created them for a short while, but the dark forces

  • that created them eventually gained sway, causing the undead warriors to turn on their creators.

    undeterred, the scientists continue to animate dead in a bid to level the playing field. until they can find a way to block the necromantic influence, the project is unlikely to yield only short-term results.

    prOject reveLatiOnOfficially, the Third Reformation Church actively de-

    nies the possibility of sentient alien life (the Rephaim are deemed to be demons, not aliens). Those who espouse such ideas publicly are not branded heretics, but, if their position is one of public trust, are ridiculed through media channels.

    unofficially, the Church is open to the idea of aliens. However, given the religious upheaval the discovery of Salus caused, the Church has no desire to suffer a similar fate should hard evidence be uncovered. In order to con-ceal any information relating to possible alien life, the Lazarites and Church Intelligence Service (CIS) formed Project Revelation.

    An ultra top-secret project, Revelation exists to sup-press knowledge of alien artifacts. Save for two incidents (detailed in the adventures Echoes and The Long Sleep), they have had little to do except crush theories put out by scientists on the odds of aliens existing. They are not subtle—any indiscretion committed by an outspoken scientist quickly becomes public knowledge. If no indis-cretion exists, they happily invent one, complete with documented “evidence.”

    prOject turncOatThe most audacious scheme yet devised by the Laza-

    rites is turning a greater Rephaim to the cause of the Church. Not only would this give them ready access to the Rephaim’s darkest secrets, but it would give them a spy in the enemy camp.

    Given the hellish and utterly alien nature of the Rephaim, this is far from easy—they have no belief in any form of deity man can comprehend, the living are their implacable foes, and they cannot be swayed by fear of torture or death. Converted vampires are the most likely to offer a change of allegiance, but the Lazarites don’t trust them at their word.

    As a result, the only cause of action open to the Lazarites is to mess with their brains on a fundamental level. So far the project has achieved only the death or permanent insanity of 26 Mediums, but the Lazarites are nothing if not persistent.

    nOtabLe perSOnneL

    Below are a few Lazarites who might come into con-tact with the player characters. None have any stats, thus allowing WMs to sculpt them to suit their campaign.

    Wheeler’s stats were actually published in Tales from the Frontline #01, which forms part of the Necropolis 2350 Adventure Compendium).

    fieLd MaSter WheeLerA close friend of Lazarite Grand Master O’Flaherty,

    Field Master Wheeler is privy to many of the Lazarites’ darkest secrets. For this reason, she is always accompa-nied by at least one Lance of Assault Knights equipped with flamethrowers and under orders to prevent her cap-ture using lethal force. Wheeler is fully aware this means ending her life if no other option presents itself.

    While she isn’t the head of Project Lazarus, she has access to all its secrets. A true Lazarite, she can see no wrong in her work—mankind must win the war, even if that means using “unconventional tactics.”

    Wheeler is a striking figure—attractive, with close-cropped steel-gray hair. She has a hard edge and lacks empathy—she doesn’t mince her words and she isn’t afraid to make overt threats, regardless of their Ordo.

    KniGht cOMMander GabrieLLa pOrfiriOPorfirio is head of Banner A of the Shadow Guard (see

    below). Her Banner is the cream of the crop, charged with securing Rephaim bases the Ordo considers of para-mount importance. Typically they don’t bother waiting for resistance to be crushed before they move in and quarantine the site—the Banner is a mix of Arcanist and Assault Lances used to dancing with the enemy.

    Porfirio considers it a matter of pride that she is always in the first wave—she isn’t prepared to let his subordinates walk into danger she isn’t prepared to face. As soon as she touches down she makes it clear to any Knights present that she is now in charge. Those who complain can take the matter up with her Assault Knights and their trigger fingers. She has no patience for fools and never repeats instructions twice—failure to obey her immediately carries consequences (usually death).

    Very much a field commander, she sports her combat scars with pride. Her nose is bent (a punch for a guard-ian mummy), the left side of her face is heavy scarred (a blast from a Hades pistol), and she is missing the last two fingers on her right hand (bitten off by a hellhound). The latter wound has not impaired her combat prowess—she is left-handed.

    KniGht cOMMander Gunther LeWeSCommander of a Banner of Snatch Lances stationed

    in a Lazarite Preceptory close to the frontline, Knight Commander Lewes is a frequent visitor to battlefields, though only after the fighting has moved on.

    He has standing orders to retrieve weird science devices, prisoners, and corpses—the latter including Knights and Sergeants who fell prey to Rephaim attacks. Backing up his vocal claims is a Lance of four surly As-sault Knights armed with flamethrowers and written

  • orders signed by Grand Master O’Flaherty. His nickname among the other Ordines is The Ghoul.

    Lewes is a weasly man, with lank black hair, thin lips curled into permanent sneer, and lifeless eyes. He knows his order rankle members of the other Ordines, and he enjoys nothing more than waving them in their faces and threatening them with dire action if they fail to obey. Without his Assault Knights he is far less cocky. When dealing with Lazarite superiors he is a snivelling toady.

    (in)faMOuS unitS

    razieLNamed after the Angel of Mysteries and Keeper of

    Secrets, Raziel is the Lazarite’s internal secret police. It is a branch of the Chapter Clerical. It’s sole function is to root out traitors involved in the Ordo’s many black projects. As such, it works closely with operatives of the Mailbox. Every Lazarite involved in covert work has met a Rezail agent—they vet personnel for anything in their backgrounds that might lead to them being blackmailed and conduct length and exhausting interviews.

    Aside from its central office staff, agents work under-cover. They may be Knights, Sergeants, or civilians. As part of a secret police force, agents do not advertise their allegiance. Instead, they work undercover alongside per-sonnel in the other Chapters, serving as everything from janitors to scientists to frontline combatants. Raziel isn’t a large organization, and it relies more on paranoia and fear to keep Lazarites in line than hard policing.

    Raziel has no authority over members of other Or-dines, nor civilians not employed by or beholden to the Lazarites. In theory, suspects are supposed to be reported to the suspect’s Field Master (if a Knight or Sergeant) or the Inquisition (if a civilian). When a leak is deemed suf-ficiently damaging Rezail has unspoken order to “plug the leak” with whatever force is required. usually this mean assassination.

    the ShadOW GuardThe Shadow Guard is the nickname of an entire

    Squadron. Garrisoned outside Vatican City, their sole duty is to take possession of important Rephaim sites, strip them of valuable assets, analyze non-moveable technology in the field, and ensure news of the site does not reach the wider world.

    While the Shadows Guards’ existence is not a secret, their deployments are not subject to media reports by Papal Bull. Leaking news of their activities is met with the harshest punishments. (Anyone foolish enough to break the embargo is likely to be branded a heretic in league with the Rephaim). Not that much news ever reaches the outside world—the Guards have standing orders to use lethal force to keep their activities secret.

    The Squadron comprises only Arcanist, Combat En-

    gineer, Command, HARd, Infantry, Logistics (all types), and Snatch Lances. They are one of just a handful of Lazarite field Squadrons that contain Assault Lances. The Squadron has over 500 scientists at its disposal.

    As of 01.V.2351, two entire Banners (approximately 200 Knights) plus 100 scientists have been involved in securing Mining Facility #324-Rd-04-Epsilon, an Office of Archaeological Research base in the Ruber desert (see The Long Sleep adventure).

    the vuLtureSMore correctly known as Lance 6, Banner B, Kiev

    Squadron, The Vultures are an elite Snatch Lance (one Senior Knight and eight Knight Wardens). Instead of a Gethsemane SRV, they use a modified Angel II dropship.

    Rather than picking up the pieces after the battle, they circle around the battlefield while the conflict is raging (hence their nickname) looking for suitable Rephaim targets. Once spotted, the Angel swoops in, guns blazing to clear a path. As soon as it touches down the Lance jumps into action. The Lazarites may be disliked, but few Knights question the bravado and faith of The Vultures.

    StOcK perSOnneL

    interrOGatOr (aKa MediuM)Interrogators have the gruesome task of entering the

    minds of Rephaim captives and uncovering informa-tion useful to the Lazarites. Their life expectancy is very short—those who do not go mad and seek to end their own lives frequently grow corrupted, a state which ne-cessitates their permanent removal.Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6Skills: Fighting d4, Notice d8, Persuasion d8, Psionics d8, Taunt d6Charisma: +0; Pace: 6; Parry: 2; Toughness: 5Hindrances: Nightmares, Vow (Major: sacred vows)Edges: Arcane Background (Psion), MentalistPsionic Powers: Mind reading or puppet (15 Power Points), speak language

    KniGht arcaniStKnight Arcanists are trained to understand and op-

    erate Rephaim necromantic devices. Knight Arcanists served in another role before being specially trained. The stats below replace or are additional to those of the Knight’s former branch archetype.Attributes: Smarts d8, Spirit d8Skills: Knowledge (Rephaim) d8, Weird Science d6Charisma: +0; Pace: 6; Parry: 8; Toughness: 12(6)Edges: ArcanistTraining: Rephaim Knowledge, Specimen CollectionGear: Medium armor (+6), flechette pistol (Range:

  • 12/24/48, damage: 2d6, AP 2, Semi-auto) with 3 mags, molecular sword (Str+d8+2, AP 4), Id tag, one necro-mantic device of the WM’s choosing.

    KniGht Warden (Lazarite)Lazarite Knight Wardens are responsible for captur-

    ing specimens in the field, escorting them to holding facilities, and ensuring they remain in their cells. The stats below are for a Knight Warden serving in a holding facility—those in the field rarely carry shields.

    dedicated Knight Wardens also serve in high-security Church prisons, and Knights using the same title oversee Penitents. Both types lack Knowledge (Rephaim) and Courageous. Knight Wardens assigned to the Penitents are equipped as per their regular service branch.Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8Skills: Fighting d8, Guts d8+2, Knowledge (Rephaim) d6, Notice d8, Shooting d8Charisma: +0; Pace: 6; Parry: 8; Toughness: 14(8)Hindrances: Loyal, Vow (Major: sacred vows)Edges: Block, CourageousTraining: Rephaim Knowledge, Specimen CollectionGear: Infantry battle suit (+8), medium shield (+1 Parry), baton (Str+d4), corpse catcher (see Necropolis 2350) or tangle gun (Range: 2/4/8, damage: special)

    rezaiL fieLd aGentAs undercover operatives, Rezail agents can use any

    base archetype except Interrogator. Add Intimidation, Investigation, Notice (if necessary), and Streetwise d6, and the Investigator Edge. Increase the agent’s Smarts by one die type, to a maximum of d8.

    SpeciaLiSt vehicLeS

    In addition to the two specialist vehicles detailed below, the Lazarites are busily working on a modified Prophet APC fitted with a turret-mounted vehicular tangle gun. The aim is to install six holding cages, thus giving Snatch Lances to grab more prisoners before hav-ing to return to a holding area. Field tests are expected to begin in late 2354. If they prove viable, the goal is to have them issued by 2356.

    The Gethsemane and Jahoel SRVs are likely to remain in service for years to come—they are faster and handle better both on and off-road than the larger Prophet, and have the added benefit of stealth technology.

    bezeK pacificatiOn vehicLeOperating alongside Snatch Lances, the Bezek is de-

    signed to assist in the collection of prisoners. Although it has a unique name, it is just a Sinai scout vehicle fitted with a Maximus Heavy Grenade Launcher firing nothing

    but baton and stun grenades. These are normally loaded in patterns of four—a stun grenade first followed by three baton grenades, with the aim being to disorientate opponents before bludgeoning them unconscious.

    Although they were the first to utilize it, the Bezek is not unique to the Lazarites. The Praetorians deploy it alongside the Peacemaker RCV as part of their riot paci-fication operations.Issued: 2352; Acc/Top Speed: 6/25; Toughness: 16 (4); Handling: +1; Crew: 2 + 4Notes: Advanced Stealth Technology, Four Wheel drive, Improved Stabilizer, Night Vision, Stealth PaintWeapons: Maximus HGL (no reloads)

    the StereOtypicaL LazariteAsk any Knight to describe a typical Lazarite and the most common replies are dour, untrustworthy, and cautious about entering combat (a polite way of saying “cowards”).Lazarites are generally more dour than their front-line cousins. Humor, usually gallows humor, has been a soldier’s way of coping with stress for mil-lennia. Lazarites are more aware of the terrifying powers possessed by humanity’s mortal enemy, and they see nothing to laugh about.This doesn’t mean they all humorless, of course—individual Lazarites are a varied bunch, and for those who must face Rephaim or handle their gro-tesque weird science, humor is a means of getting through the day.untrustworthy is a harsh stereotype, though arguably justified from an outsider’s point of view. Strength of arms alone will not win the war. The Lazarites are dedicated to studying the enemy for exploitable weaknesses, and the Rephaim would dearly love to eradicate the Ordo. For that reason (and because of the many black projects they are engaged in), Laza-rites are more secretive about their activities than other Knights.In truth, the average Lazarite has absolutely no idea about his Ordo’s special projects—they are need-to-know, and it isn’t a need most Lazarites have. Like the other Knights, he is a warrior obeying orders. Given the chance, he would likely rescue Knights of other Ordines in the field as quickly as he would members of his own Ordo, and is quite prepared to share a drink and swap stories.It is true that many Lazarites are not frontline war-riors—but that isn’t their remit. However, few are cowards. Knight Wardens especially are skilled com-batants. Indeed, they see other Knights as cautious about entering combat—any idiot can fill a raging brawler full of flechettes until it stops twitching, but Knight Wardens have to get within a few yards to use a tangle gun or corpse catcher and then batter their foe into submission before it can break free.

  • �0

    GethSeMane SrvThe Gethsemane Specimen Recovery Vehicle has been

    custom-built for Lazarite snatch and grab operations. Though based on a long-wheel base Sinai, the vehicle has been heavy modified.

    The rear seating has gone, replaced with a sturdy, solid metal cage (Toughness 16) capable of holding two human-sized Rephaim or a single specimen of Size +1 or +2. Access is via a hatchback door.

    The front passenger seat and side armor have been modified to allow the armor to fold back and the seat to extend out from the vehicle on hydraulic pistons. Sliding in or out takes an entire round and is usually controlled by the passenger (there are overrides in the cab for safety reasons). The passenger normally uses a tangle gun to capture specimens. When outside the vehicle, he gains no benefits from the vehicle’s armor. Typically he wears an infantry battle suit for protection.

    Armor has been greatly strengthened and a bigger engine installed, perfect for quick strikes through enemy lines and then rapid escapes to safety.Issued: 2352; Acc/Top Speed: 6/30; Toughness: 16 (4); Handling: +1; Crew: 2 + 1-4 captivesNotes: Advanced Stealth Technology, Exposed Crew (passenger), Four Wheel drive, Heavy Armor, Night Vi-sionWeapons: —

    jahOeL SrvThe Jahoel SRV is a modified Gethsemane. The retract-

    able passenger seat is replaced with a fixed seat, a turret mounting a vehicular tangle gun has been installed on the roof, and remote firing controls have been added for the passenger. The gun is set up so that ensnared prey can be winched directly into the holding cage, thus removing the need to expose the passenger to danger.

    Because hauling an ensnared creature into the cage requires opening the door, only one creature can be captured at any time.Issued: 2354; Acc/Top Speed: 6/30; Toughness: 16 (4); Handling: +1; Crew: 2 + 1-4 captivesNotes: Advanced Stealth Technology, Four Wheel drive, Heavy Armor, Improved Stabilizer, Night VisionWeapons: Vehicular Tangle Gun (no reloads)

    neW WeapOn

    vehicuLar tanGLe Gun (����)dubbed the “snatch cannon,” the vehicular tangle

    gun is a larger, six-barrelled, rotary-action version of the handheld version. It has a greater range, a wider area of effect, and stronger net. unlike its smaller cousin, the net remains attached to an integral winch on the vehicu-lar tangle gun by a thin but strong metal cable.

    The net fills a Small Burst Template and is capable of fully enveloping a creature of up to Size +2. Escaping from a net requires a Strength or Agility roll with a –4 penalty (victim’s choice). If the roll is failed, the victim is too entan-gled to make another escape bid and must wait for rescue. The mesh (and cable line) is strong and has a Toughness of 9 (cutting weapons only). Bound targets cannot cut them-selves free. It is not possible to reload a fired web.

    Each of the gun’s six barrels is loaded with a single net. Reloading can only be done from outside the ve-hicle. While the Jahoel SRV that fired a net can only hold one captive, ensnared prey can be picked up by other SRVs. A typical tactic is to capture one prisoner and then ensnare (and leave behind) five others.

    Range: 5/10/20; Damage: —; RoF: 1; Shots: 6

    expanded GLOSSary

    The terms below are slang and codewords used by Lazarites or by other Knights to describe their black-ar-mored peers. Terms used solely by the Ordo Lazari Sancti are marked (L).

    Asset, Hard (L): A Rephaim weird science gizmo.Asset, Soft (L): A Rephaim prisoner.Blind-siding (L): A deliberate distraction caused to

    divert attention from Lazarite activities.Bone-hugger (L): A scientist dedicated to a pet proj-

    ect that has little hope of success.Burke & Hare Brigade: Slang for a Snatch Lance.Corpse Lover: derogatory term for a Lazarite. Less

    polite substitutions for “lover” are more frequently used. Necrophiliac can also be used to similar effect.

    Donor (L): Victim of a vampire’s bite.Edgar: Slang for a Lazarite spokesman, as in “Edgar is

    going to spin a fairy tale.” Origin unknown.Fairy Tale: disbelief in the Lazarites version of events,

    as in “That sounds like a fairy tale to me.”Grave-digging (L): detailed search of a Rephaim

    base or position, more specifically the retrieval of any technology, prisoners, or corpses.

    In Shadow: describes a location being investigated by the Lazarites that has been subjected to a total news black-out, as in “The base we just cleared is now in shadow.”

    Informant (L): Living servant of the Rephaim. Also known as Peanuts (because they are easier to crack un-der interrogation than a Rephaim).

    Mortician: Slang term for a Lazarite scientist.Pallbearer: Slang term for Knight Wardens operating

    in the field.Snatch Wagon: Lazarite nickname for the Gethse-

    mane SRV. Other Ordines call it a Hearse.Thump-buggy (L): Slang for a Bezek Pacification

    Vehicle.Volunteer (L): A test subject (alive or dead).Volunteer Drive (L): A snatch and grab mission.Wet Works (L): dissection of a fleshy undead that is

    still animated (and often conscious).