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BACKGROUND 4
EQUIPMENT 6
RANDOM ENCOUNTERS 7
crash site 8
frozen lake 9
FIELD OF BONES 10
BLACK PILLARS 11
DRIPPING CAVES 12
player characters 16
Penumbra
Version 1.1
This scenario is designed for the ELEMENTAL game system and requires the ELEMENTAL Complete Guide.
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Core Theme: Recurrence Gravity: BX-319 has only 20% of Earth’s gravity. For
the sake of simplicity, consider Move speeds and
There’s a feeling of cold emptiness that comes over weapon ranges to be the same as on Earth. PCs can
you when you see an obvious and massive climb without much risk unless a rock face is almost
impending danger, and no matter what alarms you completely sheer, jump five times further than on
raise, you can’t seem to even slow the gears Earth, and survive most falls unscathed.
responsible for bringing that danger down on the Vaccuum: Exposure to the environment without a
heads of everyone around you. That feeling of functioning vaccsuit causes a DAM 0 roll each
dreadful inevitability, the shadow of something round. See vaccsuit entry on the next page for
gigantic gradually creeping over you, is the main details on tearing and patching a suit.
source for the idea behind this scenario. Within the
context of the double threat of environmental
destruction and the collapse of core energy
infrastructure, this adventure tries to explore the
emotional space between nihilism, resignation, and
selfishness on one hand and, on the other, the tiny
chance to influence future generations just enough
for them to do things differently.
Hidden deep within the asteroid is evidence of an
endless loop of prosperity and pain for an entire
planet, a loop that began with the desperate
aspirations of a past civilization doomed by their
willful ignorance. After having waded through the
sorrow, existential crises, and hopelessness of such
an equally doomed mission for such an equally
doomed planet, the core conflict revolves around
whether the players’ characters will simply resolve
themselves to watching the suffering unfold with a
new, intimate understanding of its scale, try a new
and unprecedented way of avoiding it, or grab the
sliver of an opportunity presented to them to
escape the fate of the Colony. The liminal space at
the edge of a vast, bleak darkness can hold untold
quantities of misery or, sometimes, maybe,
newfound depths of resolve.
Entries 53-66 are weird hallucinations experienced 46 A jet of gas escapes from the ground in front
by one PC of your choice, due to being exposed to of the party like a geyser, dispersing glistening,
the strange radiations of BX-319. black flakes of frozen Sap which, in the low
gravity, flutter around them like confetti.
To roll on the “d66” table below, roll 2d6 as you
51 The Colony eclipses the sun, casting BX-319
would percentile dice, treating one die as the tens
into shadow. Radiant fracture lines appear
and the other die as the units.
across the surface of the planet’s dark side.
52 The desiccated husk of a soakfish lies in the
d66 ENCOUNTER TABLE
dust. It still radiates a bioluminescent green
11-24 No Encounter light, blinking to a long-lost heartbeat. Once a
25 A field of large, uniformly sized pits lies before common symbol of the Khefnari pioneer spirit,
the party, evenly spaced and each big enough the species was long ago poisoned into
for a landing module. extinction by Sap spills.
26 A faint glow in the outline of what seems like a 53* You witness snapshots of the hardest parts of
symbol or glyph flashes in the dust, and it your life on the Colony projected onto the
directly reminds the party of a natural desolate backdrop of the asteroid.
formation they visited on the Colony: a forest, 54* You see the Colony planet above you to your
a body of water, or a rock formation. left and also to your right.
31 A set of empty, outdated spacesuits lies half- 55* The paste from your nutrient tube tastes like
buried, slowly being covered in asteroid dust. petroleum or hydrocarbons.
32 A torn V-Dailies patch is stuck to a rock pillar 56* You occasionally experience both déjà vu and
with a bit of Sap. visions of what you and the rest of the party
33 Numerous boot prints in the asteroid dust lead are about to do, but you can’t quite tell which
both in the same direction the party is headed is which.
and toward the intended landing site. 61* The inside edges of your visor accrue a Sap-
34 Half a dozen electronic signal flares lie colored grime as though it’s carried by your
scattered in the dust, dimly blinking to no one. very exhalations.
35 The way forward is obscured by dust particles 62* You see more V-Dailies members walking
suspended in space like a thick fog, and alongside the party, their visors blackened and
anyone crossing it will have to trudge through suits silent.
Sap falling on them like rain. 63* Sap appears to drip and trail from your
36 Someone spots a weathered stone figurine in extremities, soaking into the asteroid dust.
the dirt depicting a many-armed humanoid 64* Other party members’ voices are heard
bowing before a dripping obsidian sphere. whispering over the comms about private
41 A perfectly spherical ball of hardened, memories from your past.
congealed Sap sits in a circular path that it has 65* Any voices over your comms sound like those
presumably cut into the asteroid dust. of your loved ones on the Colony.
42 The fragments of a cockpit from a Regulators 66* Everything you say is looped as your voice
support ship are scattered about a crash site. repeats back to you through your comms,
43 An old, broken down support structure for a seemingly mocking you.
familiar drilling rig, missing much of its
essential components, continues to be scraped * Send secret note to one player (you choose which).
and eroded by centuries of dust and radiation.
Meet Thyself
As the party navigates the maze-like columns,
another crew also weaves through the formation.
Their gear looks like a variation on standard
Regulator issue. These are alternate versions of the
PCs themselves, from the past or future, time-
looped into eternal existence on BX-319.
Have each party make a single 2d Initiative check,
using their highest Initiative (the clones have
exactly the same stats as the PCs). If one succeeds
and one fails, the successful party notices the other
party first and can take cover behind the pillars, to
hide or ambush. Otherwise, the parties notice each
other at the same time. They are 60 meters apart.
Upon seeing the PCs, the clones approach and
stand before the party wordlessly, their visors pitch
black, providing no insight to their identities.
Once in striking distance, they turn aggressive.
Make sure you have copies of the PC character
sheets to run this battle. Combatants can take cover
behind pillars, which offer +2 to defense rolls vs.
ranged attacks and +1 vs. melee attacks. The clones
use tactics that roughly mirror the PCs, but they do
not speak or show any fear or mercy, and they fight
to the death…initially.
As soon as the total number of combatants equals
the number of PCs at the start of the adventure, any
remaining clones abruptly stop fighting. If any PCs
were killed, either in this battle or during the
previous days, the still-living clones are
coincidentally revealed to be those PCs, regardless
of who fell in the battle. They are alive and
apparently well. Let their players continue playing
them. They feel a bit confused and disoriented, as
a result of the two time-streams merging into one.
TOUGHNESS 2 Health
Armored Combat 1 12
Total 53
Arthur Duthoo (Order #36104813)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
APPRAISAL
You can determine the approximate value of things. You are a skilled scavenger, able to find items of value in cluttered, ruined or
abandoned environments. Add the skill level to attribute rolls pertaining to such activities.
ARCANE LORE
You may be able to understand and use alien technology and items. Add the skill level to attribute rolls pertaining to such activities.
ARMORED COMBAT
You need this skill in order to fight in a protective suit. At level 1, you can wear armor weighing up to 20 lbs.
BARGAINING
You are a skilled negotiator, trader, merchant, seller and deal maker. You generally know how to find buyers or sellers for something. Add
the skill level to attribute rolls pertaining to such activities.
MEDICINE
You have medical knowledge and know how to treat injuries, poison and disease (if no medical kit, roll at -2):
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine vs. DIF, where DIF is equal to the number of minutes
elapsed since the patient was last injured. Success heals 1 Health. First Aid can be provided multiple times to the same patient, each
attempt taking one minute and increasing the DIF by 1.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine vs. POT. On a success, the patient automatically succeeds on the next Health check they
make to shake off the Impaired condition.
• Saving a life: If you tend to a character at the brink of death, when they make a TOU roll to survive, they add your skill level to their roll.
You can only tend to one character at a time.
PILOTING
You are skilled at handling aircraft and spacecraft. Add the skill level to attribute rolls when attempting difficult maneuvers or avoiding
attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
STEALTH
You can move silently, hide or camouflage yourself successfully and follow someone without being seen. To remain undetected, you roll AGI
+Stealth against the target’s AWA+Senses. If you initiate combat while undetected, your first attack is resolved before your foes can react.
If they were potentially caught unprepared, they should then make a surprise check (2d Initiative) to see if they can act on the first round.
SURVEILLANCE
You are capable of tailing others while remaining unseen and observing them at a distance, possibly using electronic tools including
wiretaps, directional microphones, hidden cameras, bugs and direction-finding equipment. You can also design, install and monitor this
equipment. Add the skill level to attribute rolls pertaining to such activities.
SURVIVAL
You are familiar with one type of environment. You know the basic skills necessary to survive in that milieu: significant landmarks, hunting
for food, building a shelter, keeping warm (or cool), avoiding dangers, knowing the inhabitants, predicting the weather, finding your way,
using maps and navigational equipment, etc. Add the skill level to attribute rolls pertaining to such activities.
TRICKERY
You use guile to gain an advantage in combat, and can perform the following maneuvers:
• Taunt: As an action, you can compel a foe to direct its next attack towards you with a successful WIL+Trickery vs. WIL+Focus roll. If the
trick is employed on a player character, the PC can choose to forego her next attack instead.
• Distraction: As an action, you cause a foe to suffer -3 on its next defense roll (regardless of who attacks it) with a successful WIL+Trickery
vs. AWA+Observation roll. After the first distraction attempt, the foe will be on its guard so subsequent distraction attempts by you are
made at -2.
You’ve actually come to like this motley crew you're with, but
Ethan Bayley - Engineer there is no room for advancement in this work. However, a new
business opportunity has come your way, and you finally see your
chance to climb: You've become the Syndicate's inside woman,
Yarek Barr - Gearhead and you plan to divert any new Sap you find to a remote Offworld
location (you'll let your Syndicate contact know the Sap has been
located by activating a small beacon in your pocket).
The Regulators - Administrators of the Colony
who sent you to BX-319 Pull this off, and you can parlay it into a fortune.
TOUGHNESS 3 Health
Armored Combat 1 15
Endurance 1
Second Wind 1
Strength 1
Total 46
Arthur Duthoo (Order #36104813)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ARMORED COMBAT
You need this skill in order to fight in a protective suit. At level 1, you can wear armor weighing up to 20 lbs.
ATHLETICS
Add the skill level to attribute rolls pertaining to jumping, climbing, dodging, breaking falls, and performing various physical
stunts and feats of balance. As a full-round action you may choose to dodge, adding the skill level to defense rolls against
physical attacks.
BACKGROUND
You have very specialized knowledge in an area not covered by other skills. You automatically know most things related to your
background. For more difficult tasks requiring a roll, add the skill level.
ENDURANCE
You are better able to function in the face of physical punishment. This includes:
• Maintaining strenuous physical activity for an extended period of time.
• Add the skill level to prevent being Impaired when receiving massive damage.
• Add the skill level when making the TOU roll to survive when at the brink of death.
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one hour to fix something, after
which you make an AWA+Fixing* roll to determine how many Health points the damaged item regains. Fixing requires the
proper tools. If you are out in the field with a repair toolkit, only one Fixing roll can be made for each instance the device took
damage.
GRAPPLING
You can use AGI+Grappling attack roll to Severely Impair (Move 0, -3 to rolls) an opponent of smaller or similar size. On its turn,
your opponent can attack (at -3) or attempt to break the hold by rolling TOU+Strength vs. TOU+Strength (without the -3 penalty).
Grappling is an active measure, so you cannot take other actions while pinning down a foe.
LOCKS & TRAPS
With the proper tools, you can attempt to pick keyed locks and crack combination locks. You also know how to set and disable
traps and snares of different kinds, including the explosive variety. Add the skill level to rolls pertaining to such activities.
PSYCHOLOGY
You are able to sense another character’s general motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
SECOND WIND
As a one-round action, you can recover a number of Health points equal to a TOU roll. You can do this a number of times per
game session equal to the skill level.
STRENGTH
Add the skill level to TOU-based damage rolls, and when performing feats of strength.
SURVIVAL
You are familiar with one type of environment. You know the basic skills necessary to survive in that milieu: significant
landmarks, hunting for food, building a shelter, keeping warm (or cool), avoiding dangers, knowing the inhabitants, predicting
the weather, finding your way, using maps and navigational equipment, etc. Add the skill level to attribute rolls pertaining to
such activities.
Yarek Barr - Gearhead What is still there is the pile of gambling debts you owe,
so you jumped at the chance to join this crew. The pay is
good, but it's not enough to erase your debts, and the
The Regulators - Administrators of the Colony Grey Syndicate guys you owe money to ain't exactly
who sent you to BX-319 known for their forgiving nature.
TOUGHNESS 2 Health
Armored Combat 1 12
Total 46
Arthur Duthoo (Order #36104813)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ARCANE LORE
You may be able to understand and use alien technology and items. Add the skill level to attribute rolls
pertaining to such activities.
ARMORED COMBAT
You need this skill in order to fight in a protective suit. At level 1, you can wear armor weighing up to 20 lbs.
COMPUTERS
You know how to break into computer systems, operate virtual networks and decipher coded or encrypted
information. Add the skill level to attribute rolls pertaining to such activities.
DRIVING
You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one hour to fix
something, after which you make an AWA+Fixing* roll to determine how many Health points the damaged
item regains. Fixing requires the proper tools. If you are out in the field with a repair toolkit, only one Fixing
roll can be made for each instance the device took damage.
LOCKS & TRAPS
With the proper tools, you can attempt to pick keyed locks and crack combination locks. You also know how
to set and disable complex traps and snares of different kinds, including the explosive variety. Add the skill
level to rolls pertaining to such activities.
NIGHTVISION (FROM BINOCULARS)
You can see clearly in the dark up to 20 yards away per skill level.
PILOTING
You are skilled at handling aircraft and spacecraft. Add the skill level to attribute rolls when attempting
difficult maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
SENSES (FROM BINOCULARS)
The skill level is added to rolls made to see something.
SURVEILLANCE
You are capable of tailing others while remaining unseen and observing them at a distance, possibly using
electronic tools including wiretaps, directional microphones, hidden cameras, bugs and direction-finding
equipment. You can also design, install and monitor this equipment. Add the skill level to attribute rolls
pertaining to such activities.
TOUGHNESS 1 Health
Armored Combat 1 10
Total 43
Arthur Duthoo (Order #36104813)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ARMORED COMBAT
You need this skill in order to fight in a protective suit. At level 1, you can wear armor weighing up to 20 lbs.
BACKGROUND
Your have very specialized knowledge in an area not covered by other skills. You automatically know most things related to your
background. For more difficult tasks requiring a roll, add the skill level.
MEDICINE
You have medical knowledge and know how to treat injuries, poison and disease (if no medical kit, roll at -2):
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine vs. DIF, where DIF is equal to the number of
minutes elapsed since the patient was last injured. Success heals 1 Health. First Aid can be provided multiple times to the same
patient, each attempt taking one minute and increasing the DIF by 1.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery rolls after long
rests.
• Treating the sick/poisoned: Roll AWA+Medicine vs. POT. On a success, the patient automatically succeeds on the next Health
check they make to shake off the Impaired condition.
• Saving a life: If you tend to a character at the brink of death, when they make a TOU roll to survive, they add your skill level to
their roll. You can only tend to one character at a time.
OBSERVATION
You have the ability to notice significant little clues. Add the skill level to rolls pertaining to this activity.
ORATORY
You have the ability to inspire groups of others through your words, exhorting them to greater efforts towards a common goal.
Before or during combat, you may roll WIL+Oratory* against the highest opponent attribute. If successful, you choose one of the
following benefits:
• Inspiration: for the duration of the fight, you and all your allies get a boost to your derived stats (Move, Health, Initiative, Spirit)
equal to the Oratory skill level.
• Courage: For the duration of the fight, you and all your allies add the Oratory skill level to rolls against fear, losing morale and
other mind-affecting effects; this is similar to the Focus skill.
• Frenzy: for the duration of the fight, you and all your allies get +1 to all TOU-based damage rolls. But if they have the Weapon
Mastery skill, they cannot allocate it to defense.
Performing Oratory takes at least one minute and only one attempt can be made on any creature or group. The effect is canceled
immediately if you are incapacitated, slain or otherwise leave the fight.
PSYCHOLOGY
You are able to sense another character’s general motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
RESEARCH
Allows you to effectively find things out through online and offline libraries and databases. Add the skill level to attribute rolls
pertaining to such activities.
SURGERY
You understand anatomical structures. Given the right tools, you can perform surgical operations and autopsies.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage rolls. If using a melee weapon to
defend against melee attacks, you may add the skill to your defense rolls instead.
TOUGHNESS 2 Health
Armored Combat 2 12
Total 49
Arthur Duthoo (Order #36104813)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ARMORED COMBAT
You need this skill in order to fight in a protective suit. At level 2, you can wear armor weighing up to 40 lbs.
ATHLETICS
Add the skill level to attribute rolls pertaining to jumping, climbing, dodging, breaking falls, and performing
various physical stunts and feats of balance. As a full-round action you may choose to dodge, adding the
skill level to defense rolls against physical attacks.
COMMAND
You know how to organize, command, inspire and deploy groups of people. When you are part of a group
action, your Command skill is added to the roll. You can only apply Command to rolls that are made by a
group and cannot assist individual efforts with this skill.
DRIVING
You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
MEDICINE
You have medical knowledge and know how to treat injuries, poison and disease (if no medical kit, roll at
-2):
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine vs. DIF, where DIF is
equal to the number of minutes elapsed since the patient was last injured. Success heals 1 Health. First Aid
can be provided multiple times to the same patient, each attempt taking one minute and increasing the DIF
by 1.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health
recovery rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine vs. POT. On a success, the patient automatically succeeds
on the next Health check they make to shake off the Impaired condition.
• Saving a life: If you tend to a character at the brink of death, when they make a TOU roll to survive, they
add your skill level to their roll. You can only tend to one character at a time.
PILOTING
You are skilled at handling aircraft and spacecraft. Add the skill level to attribute rolls when attempting
difficult maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage rolls. If
using an automatic firearm, you may add the skill to the number of shots or bursts fired instead.
Ethan Bayley - Engineer You've had a lot of time to think since then, and come to
realize how messed up the system is. The Regulators and
their cronies keep all the Sap for themselves, leaving scraps
Yarek Barr - Gearhead for everyone else. Now that it's running out, they want you to
go find some more on this godforsaken rock. Well, screw
'em. If all the Sap was gone, it would tank it's poisonous
The Regulators - Administrators of the Colony economy and maybe regular folks could get a fresh start.
who sent you to BX-319 A couple of grenades oughta do it...
TOUGHNESS 2 Health
Unlife (ARM 2) 2 12
Resistance (radiation) 1
Armored Combat 1
Total 55
Arthur Duthoo (Order #36104813)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ARMORED COMBAT
You need this skill in order to fight in a protective suit. At level 1, you can wear armor weighing up to 20 lbs.
BACKGROUND
You have very specialized knowledge in an area not covered by other skills. You automatically know most things related to your
background. For more difficult tasks requiring a roll, add the skill level.
COMPUTERS
You know how to break into computer systems, operate virtual networks and decipher coded or encrypted information. Add the
skill level to attribute rolls pertaining to such activities.
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one hour to fix something, after which
you make an AWA+Fixing* roll to determine how many Health points the damaged item regains. Fixing requires the proper tools. If
you are out in the field with a repair toolkit, only one Fixing roll can be made for each instance the device took damage.
FOCUS
Add the skill level to rolls made to maintain concentration, morale, or to resist the effects of Intimidation/Fear or mind-affecting
effects and interrogation attempts.
LANGUAGES
You may be able to decipher ancient or alien languages on a successful AWA+Languages* roll.
MEMORY
Your brain can recall nearly everything. Add the skill level whenever a roll is made to remember details from the past.
NIGHTVISION (FROM BINOCULARS)
You can see clearly in the dark up to 20 yards away per skill level.
RESISTANCE
You are unusually resistant to one type of damage. You may ignore the effects of any “natural” occurrence. Against attacks of the
specified type (or unusually intense exposure), you add the skill level to any TOU rolls made to resist the effects. In addition, you
have an innate ARM score equal to your TOU multiplied by the skill level, which fully or partially absorbs any damage of that type.
SENSES (FROM BINOCULARS)
The skill level is added to rolls made to see something.
TRIVIA
You are a wealth of apparently useless information on many and varied topics. You might be able to pull a relevant piece of
information with a successful AWA+Trivia roll. You are also able to bluff your way as an “expert” on almost any subject with a
successful AWA+Trivia vs. AWA (+relevant skill) roll.
UNLIFE
You are a "synthetic" (i.e., an android). At skill level 2, your body gives you ARM 2. This protection doesn’t stack with worn armor
(use the highest score). Furthermore, you do not breathe and are completely immune to disease, poison and possibly other things
that only affect living beings, at the GM’s discretion. However, you are unable to heal Health naturally or through any biological or
chemical means (and resting does not grant recovery rolls). Instead, you must be repaired with the Fixing skill.
UNMISTAKEABLE FEATURE
You can easily be identified because of a physical trait, symbol or garment.
The others do not need to know your true identity (your next
K. C. Sermak - Ex-Marine generation cyberbrain and physical features allow you to pass for
human). As far as they are concerned, you are simply the
engineer, Ethan, assigned to the team in order to scout an ideal
Gaia Chen - Scientist site and establish the mining operation.