From publisher blurb:
The Nema’at Strain came like a shadow across the stars—silent, relentless, and inevitable. It slipped into the cracks of civilization where the metal met the bone, where flesh and circuitry blurred. It infected the cybernetic implants that had once been the pride of advanced societies, the cutting-edge augmentations that made the Formari stronger, faster, and more efficient. But those enhancements became conduits for something else, something far darker. The strain didn’t kill—not at first. It was patient, subtle. It gnawed away at its victims, breaking them down from the inside out, twisting mind and machine together until nothing human remained. It left behind hollowed-out creatures that bore the shape of the living, but none of the warmth. At first, the Trinity Pact, UCE, and countless other organizations thought it was a glitch, a rogue update in the system. But then, the reports started to pile up—people tearing at their own faces, screaming about shadows that crawled through their skulls, implants burning through skin like molten lead. It spread through the colonies and outposts, through trade ships and starports, faster than anyone could imagine. Panic rippled across the galaxy. Quarantines were established. Those infected were hunted down and destroyed like malfunctioning machines, but it wasn’t enough. The Nema’at Strain was a whisper on every world, a ghost that haunted the darkness between the stars. You don’t know why they chose you. Maybe it’s because you’re still new enough to believe in a cure, or maybe it’s because you have the implants to handle it. The thought gnaws at you in the quiet moments, as you feel the faint tremor in your hands that you try so hard to hide. They don’t know that you’re infected too, that you’ve been feeling the virus creeping into the edges of your mind. It’s a secret that burns in the back of your skull, a weight that grows heavier with every step toward the colony. The others don’t know, and they can’t know—not yet.
Del’Arak greets you with silence, the kind that hums in the back of your teeth. The air is thick with the smell of decay—rust, oil, and something else, something that smells faintly like burning circuits. The colony’s lights flicker weakly, barely enough to cut through the perpetual twilight that blankets the surface. There are no bodies in the streets, but you can feel the weight of a thousand eyes watching you from the shadows, from behind broken windows and metal grates. Somewhere beneath the surface, the whispers are growing louder. The deeper you go, the stronger they become—an itch at the base of your skull, like a voice that’s just on the edge of hearing. You can almost make out the words, but you’re afraid to listen too closely.
In this Solo Adventure you assume the role of a Character in a Dark Science Fantasy setting. You will require The Haven Fallen Core Rulebook (CRB), and any associated Expansions you wish to use to assist you, along with a pen and paper or word-processing document, to play.
The story is set up with an Introduction, a handful of location details and a few pertinent Story Points. The rest is down to you and your imagination.
The Actions you take should depend on who and what you see, and how you wish to interact. Keep a record of your story and adapt it as per the result of each Action. As you progress you will see that you are behaving as your own Storyteller, creating the interactive world in which you are playing.
Use the Character Creation section of the CRB to create your Character and use the Storyteller section of the CRB to assist with generating NPCs.
Once you have familiarised yourself with the following few pages, you are ready to begin.
THE BONUS DIE
When allowed to roll a Bonus Die, roll two of the same required Dice and choose the most beneficial result.