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I

WEAPONS ( i {l2 l) ) EOUIPMEMT (id20)


1 Nothing 1 Nothing
2 Crowbar 2 Chemlight
3 Hand Welder 3 Flashlight
4 Stun Baton 4 Rebreather
5 Scalpel 5 Oxygen Tank
6 Boarding Ax 6 Assorted Tools
7 Vibechete 7 Lockpick Set
8 Flare Gun 8 Bioscanner
9 Tranq Pistol 9 Infrared Goggles
10 Nail Gun 10 First Aid Kit
11 Foam Gun 11 Medscanner
12 Revolver 12 Pain Pills (x5)
13 Rigging Gun 13 Cybernetic Diagnostic Scanner
14 SMG 14 Electronic Tool Set
15 Combat Shotgun 15 Explosives & Detonator
16 Frag Grenade (x5) 16 Automed (x5)
17 Pulse Rifle 17 MoHab Unit
18 Flamethrower 18 Drone (Salvage)
19 Smart Rifle 19 Jetpack
20 Laser Cutter 20 Exoloader

ARMOR (i {l20)
1-4 Standard Crew Attire
5-8 Vaccsuit
9-12 Hazard Suit
13-16 Standard Battle Dress
17-20 Advanced Battle Dress
1
A battle royale adventure and space station setting
for use with the MOTHERSHIP Sci-fi Horror RPG - 1e

Writing/Layout: Christian Sorrell


Editing/Development: Vi Huntsman
Art: Roque Romero
Patch Art: Stella Joy Condrey
Playtesting: Kevin Masterson, Tom Otero, Kurt Larson
Special Thanks: Kate Sorrell, Ian Yusem, Tim Obermueller,
Jet McFin, Greenspore, Joel Hines, James Hanna

STANDALONE: The relatively new


crew is hijacked from cryo on the way
to their first job. Each has nothing but
a first impression of the others.

CAMPAIGN: THE SWORDS find the


crew on their way to the next job or on
their way home. They don’t know who,
what or why, and they don’t want to
know. They simply need BLOOD for
the FIELDS.

LOCALE: BLACKSTAR STATION is an


off-register hub for illegal trade,
gambling and more. Spread rumors of
its opportunities. Let the crew find its SCORECARD
Track important info such as
coordinates, hidden away. They can
visit it for a bit of shore leave… but starting sector, crew movement,
they may not like what they find. enemy teams, hazards and more
using the SCORECARD (pg. 38).

CONTENT WARNING
Kidnapping, Death, Violence, Murder, Drug Use, Gambling
2
AT Y
A dark game is played at BLACKSTAR STATION’s center, an unwitting kill-or-be-
killed competition known as THE BLOODFIELDS. Ships disappear from
hyperspace as their crews sleep in cryo, competitors awake in starting
chambers at the arena’s edge. They have little equipment, three rules and
mere minutes before the game begins.
• You have 7 hours to conquer the Bloodfields (or die trying).
• 3 sectors are redlined every hour. If you’re there, get out.
• The last surviving team wins.

BLACKSTAR STATION’s criminal tourism empire is overseen by WREN


SINCLAIR, a fallen corpo entertainment mogul turned bloodsport gambling
connoisseur. Spectator boxes, gambling pits and black markets ring the
station’s expansive self-contained battle royale arena.

HOW DID YOU GET HERE?


The darkspace pirates THE SWORDS OF SINCLAIR trawl the vast megavoids
between systems, scanning for hyperdrives and slow boats alike. With
MILITARY-GRADE INTERDICTORS they pull ships from hyperspace, shutter
their drives and steal their crews from cryo. Ships end up in BLACKSTAR’s
black market auctions. Crews awaken as contestants in THE BLOODFIELDS.

WHAT HAVE YOU HEARD?


BLACKSTAR STATION is a spaceport rumor, less a real place and more a catch-
all legend for any illicit or criminal activity.

THE BLOODFIELDS are rumored to exist, but mostly as a story used to keep
new recruits attentive at their posts.

WREN SINCLAIR is known to any vid-hungry kid of 20 years ago. A former


entertainment mogul with credits in nearly every successful core world show,
Sinlair’s recent actions are unknown. Perhaps living out an early retirement?

WHERE DO YOU WAKE UP?


On a cot, in a ready room along the arena’s outer ring. Each crewmember has
a small equipment pack. Their last memory is laying down in the cryobay or,
rarely, the smell of knock-out gas while working on the ship. The rest is gone.

Wren Sinclair appears on an old monitor above the sealed metal door, grinning
ear to ear. Sinclair welcomes the crew (and audience!) to the Bloodfields and
explains the rules. The doors will open in 5 minutes. Let the games begin!

3
STARTING SECTOR: Roll 1d10 and mark the crew’s
starting position on the Bloodfields Sheet. They
are the only team starting in that sector.

STARTING GEAR: In addition to underclothes


and crew jumpsuit, each player rolls a
weapon, armor and equipment (pg. 1).

STARTING EVENTS: Read the sector’s


description (pgs. 13-18) and roll 1d10 for a
starting event (below). Other teams are never
encountered in the first sector during Round 1.

A torn parachute and a broken cage. Something was dropped


1-2
here, and it isn’t friendly. Roll on the CREATURE table (pg. 10).
A simple camp (tent, log stool, warm coals). Not a contestant,
3-4
the CAMPER (W:2, C: 30, I: 25) is not friendly but avoids conflict.
A heavy steel hatch obscured by dirt and rocks. Strength [-] will
5-6
break the lock, granting access to SUBSTATION (pg. 21-22).
Contestant remains from the last game. Heavily rotted, but
7-8
salvageable. Roll WEAPON, ARMOR or EQUIPMENT (pg. 1).
Colored smoke marks a nearby airdrop. Luck (or a patron) is on
9-10
your side for now. Roll twice on AIRDROP TABLE (back cover).
4
TRAVERSING THE ARENA
Crews can usually travel 1 sector per round (tracked via Scorecard). When
entering a new sector, read its Sector entry (pgs. 13-18) and roll a SECTOR
EVENT (4d10) for the corresponding area of the arena. If a crew does not
move sectors during a round, roll an Event at the beginning of each round.

Many events involve enemy contestants. To determine who they are and how
they act, roll on Contestants list (pgs. 23-26). Track teams on the Scorecard,
ensuring no more than 9 enemy teams appear
during each running of the game. If a team
survives, they may return in a future Event.

When the crew uses a vantage point, roll an


Event to determine what they see. They
may gain the opportunity to surprise an
enemy team or avoid being surprised
themselves, depending on the circumstances.

SECTOR EVENTS
OUTER RING (4d10)
Enemy
1d10 Surprised Distance Detail
Teams
A PC gets caught in a trap (1 dmg,
1 TWO YES
snared).
NEARBY

4 Shots in the distance: Chaos


elsewhere in the arena.
ONE
5

6 NO FAR AWAY

8 If a team is here, they want a parley.

9
Bloody item in the dirt. Roll on the
NONE
OUT OF Equipment Table.
10
RANGE
5
SECTOR EVENTS
INNER RING (4d10)
Enemy
1d10 Surprised Distance Detail
Teams
Gas grenade! Body save or be
1 TWO knocked out (1d5 rounds). If entire
YES NEARBY crew fails, they awake tied up by an
enemy team proposing an alliance.
2 Refuse and die.
3
4 N.E.W. drone whizzes overhead and
ONE drops a small package containing
5
Splinter x2 (see AIRDROP TABLE,
6 back cover).
7 FAR AWAY
8
NO Something’s here and it isn’t human.
9 Roll on the Creatures table.

NONE A cry, far off. An injured contestant,


OUT OF the only remaining member of their
10
RANGE team, is panicking and calling out for
help.

THE RITZ (4d10)


Enemy
1d10 Surprised Distance Detail
Teams
Sinclair: “Let’s shake things up a bit!”
1 THREE CLOSE Far away, a cage rises from the
ground and bursts open. Roll twice
YES on the CREATURE table and take the
2
higher result.
TWO NEARBY
3
Colored smoke coming from behind a
4 nearby building. A massive airdrop!
Roll 4 times on AIRDROP TABLE (back
5
cover).
6
A hidden maintenance hatch opens.
7 FAR AWAY 4 Rising Shine members emerge.
“We can get you out of here. Don’t
NO play Sinclair’s game!” Crew may
8 ONE access Substation and gain 4
contractors (engineers).
9
Crying, far away. Last member of the
final enemy team is alive and badly
OUT OF wounded. Crew has a big advantage.
10
RANGE All other teams are dead.
6
At the end of each round, Wren Sinclair appears on holographic screens across the habitat dome’s
‘ceiling.’ They announce sector redlining (pg. 9) and other events with a playful, game show host
energy. Roll on the corresponding ROUND END table.

“Well, well, well, looks like we’ve got a


“It always helps to have a friend on the sponsorship coming in already! [YOUR
outside, but I’m sorry to say, [YOUR CREW NAME] has gotten the attention of
CREW NAME] it appears you only have DEXTRO-SINGLETON SPACIAL
1 enemies out here. Watch out!” One
6 SOLUTIONS! If you take the win, they’re
wave of a HAZARD (pg. 10) tears across throwing an extra 100kcr your way (after
the sector before clearing up. you sign over with your likeness rights, of
course)!”

Hooting and hollering grows closer. A


“I have just been informed we have man, fully nude, streaks across the
some interlopers in the arena. Consider landscape, stopping here and there to
this a public safety announcement, any moon the sky (and presumably the
attempts to enter or exit the arena are cameras). Sinclair’s voice booms out over
2 strictly forbidden. I will incinerate your
7 the loudspeakers, “Now, now—that just
ass if you set foot in the substation!” won’t do! Chosen contestants only!” A
Large jets of fire shoot up within the railgun shot turns the man to mist,
arena. The crowd cheers. leaving only a small crater where he
stood.

“[YOUR CREW NAME], I’d watch out for


“Watch your ste—” An explosion rings out
the local wildlife if I were you. It can be a
from a neighboring sector. “Well, I was
bit nasty!” Cages rise from the ground
going to say ‘watch your step there are
3 nearby, burst open then retract. Two of 8 land mines in that area’ but you found
the creatures are nearby. Roll 1d10
them yourself!” The next team
twice on the CREATURE table and take
encountered is wounded (50% health).
the lower result.

“Eeny, meeny, miny, moe, time for one


“We’ve got record crowds today and it’s
team to sadly go!” An animated carnival
clear they only want one thing: BLOOD
wheel spins and stops on another team’s
RAIN!” Thick red rain begins to pour
4 down across the entire arena (Sanity
9 name. A huge explosion rings out across
the arena, a distant scream flies on the
Save or 1 Stress). The scent of iron
wind. “Bye bye now!” Cross one team off
hangs heavy in the air.
the Scorecard.

“[YOUR CREW NAME], they are all


“Someone’s taken a liking to [YOUR
betting against you, but I think you can
CREW NAME]! Delivery incoming!” Two
prove them wrong. Bring down a team
quick-fall airdrops, emblazoned with one
5 next round and I’ll send something your 10 faction’s logo, slam into the ground
way!” If crew kills a team in the next
nearby. Roll twice on AIRDROP TABLE
round, two airdrops land nearby. Roll on
(back cover).
AIRDROP TABLE (back cover).
7
“It’s the Chronik™ Probable Play of the
Game! Thanks to the predictive algorithms
“It’s time for the LIGHTNING ROUND! at Chronik Temporal Industries, we get a
Hahahaha!” Massive artificial lightning look at one very possible future!” Roll next
1. bolts streak down from the dome. If
6 round’s Sector Event now. The event plays
outdoors, SPEED [+] or take 1d10 dmg. out on the dome’s holographic displays.
They cannot avoid this situation, but they
can prepare for it.

“Some people think androids shouldn’t


“[YOUR CREW NAME] has been chosen as
be allowed to compete in the ‘Fields. Say
our Boots on the Ground™ crew of the
they have an unfair advantage. While I
game! Designate a crewmate to film their
don’t agree, I do need to keep these
2 folks from starting a riot in the stands
7 perspective for the rest of the game for an
additional 100kcr upon victory!” A video
so… sorry androids!” An EMP sweeps
camera is airdropped nearby. Filming uses
across the arena, knocking electronics
one hand and gives [-] on Combat checks.
and androids offline for 1d10 minutes.

“No Earthly Way’s ‘Wacky Wildcards’ - an


experimental drug bombing! Coming up… “It’s time for the Mid-game Meditation™!
NOW!” A rain of gas canisters fills your Quiet everyone, quiet! This is proven to
area with whirling blue-green gas. Body increase focus before the final battles of
3 Save. On failure, take 1d5 dmg as coughs
8 the Bloodfields!” Soothing, ambient music
wrack your body. On success, take [+] on plays throughout the quiet arena. Sanity
Strength, Speed, Combat next round. save. On success, relieve 1d5 Stress.
You feel colors.

“Stimpak Surprise! Let’s end today’s


“Oops, did I lean on that button?” A Bloodfields on a HIGH note! Get it, like high
single wave of a new hazard rolls across on drugs?” Stealth drones puff loudly,
4 the entire arena. “My mistake! Won’t
9 firing Stimpak darts into every contestant
happen again (probably)!” in the arena. Recover 1d10 health and take
[+] on Strength, Combat for 2d10 minutes.
“Warning: Any resident or contestant “Not everything in life is fair. Some things
found tampering with the Bloodfields are just fun! Things like the SmartDeth
will be sent out an airlock immediately. Intelligent SharpRifle. [YOUR CREW
Stop ruining the game and just have fun! NAME], how about a demonstration?”
5 There is a 25kcr reward to anyone with
10 Nearby rock/wall flips open to reveal a
credible evidence. Please contact your long expensive-looking rifle. Scope sees
nearest Sword of Sinclair targets through objects. 4d10 DMG,
representative!” always hits, single use.
8
After each Round End Event, Sinclair announces which 3 sectors will be
redlined (easily tracked via Scorecard). Contestants have 10 minutes to vacate
before hazards take effect. Speed Check or get caught in the hazard.

New hazards cumulatively apply to all previously redlined sectors.

ROUND 1-4: Roll 1d10 three times (reroll repeats)


and redline sectors with a Hazard (pg. 10).

Note: Sectors A5 and E5 are always


redlined during Round 4, the final outer
ring round.

ROUND 5-6: Roll 1d10 three times (reroll


repeats) and redline those sectors with a
Hazard (pg. 10). For these Hazards, roll twice
and take the higher result—the game is
harsher in later rounds.

Note: The centermost sector (C5) is


always clear going into Round 7.

ROUND 7: The final round is not time limited. The game only ends when a
single team remains. After 1 hour, the game enters Overtime: A new Hazard is
announced and implemented 10 minutes later. This occurs every hour
thereafter until only one team remains alive inside the arena.

9
Powerful EMPs sweep the sector. Electronics (including
A dome bay opens and releases fire bombs on the androids) become inoperable for 1d100 minutes. Lights,
1 sector. Speed check to flee in time or 1d10 dmg. 6 life support, etc. also fail, quickly lowering temperature
and oxygen levels.

Artificial gravity shuts off and the sector’s atmosphere is


A massive coolant-water flood fills the zone. A gravity
vented into space. Wind pulls contestants into the sky
2 field contains it to this sector. Speed Check to evade the 7 (and toward the void). Speed check or lose oxygen and
flood. Body Save or be pulled under and take 1d10 dmg.
begin ascent. Strength check to push away and escape.

Creatures, airdropped in large cages or released along


A number of Creatures equal to the crew’s size are
3 airdropped around the sector. Roll on CREATURES table. 8 the outer dome. Roll twice on CREATURES table and take
the higher result.

Nerve gas canisters are dropped by drones. Thick, Artificial gravity steadily increases over 10 minutes from
obscuring green clouds hang low to the ground. Speed 1G up to 15G. Speed check to escape sector. On failure,
4 check to escape sector. On failure, Body Save or take 9 Body Save or take 1d10 dmg as you are crushed by the
1d10 dmg to all Stats. growing gravity.

Pale blue gas fills the sector. Powerfully hallucinogenic, Sniper nests emerge from the dome above. Their scopes
5 it turns friends into foes. Speed check to escape sector. 10 see body heat through most surfaces. Stick to cover.
On failure, Sanity Save each round or attack nearest ally. Speed check to avoid shots or take 1d10 dmg, Bleed 1.

Vat-Wolves
C: 35, I: 50, H: 2(10)

1-2 Bite: 1d10, Bleed +1

Artificial approximations of Old Earth wolves. Fast and intelligent pack hunters. Always travel in groups of 3 or more.

Designer Dinosaurs
C: 45, I: 40, H: 3(10)

3-4 Claws: 1d10 dmg, Bleed +1


Synthetic Camouflage: Intellect check or lose sight of dinosaurs in foliage.

A popular (and illegal) collectible among exotic pet owners, these dinos are small and beautiful, but still quite deadly.

Bleached One
C: 60, I: 60, H: 4(15)

Bite: 1d10 dmg


5-6 Neurotoxin Harpoon: Attaches on hit. Body save or reeled in (1d10 dmg). Second Body Save or paralyzed 1d10 rounds.
Assimilation: Can consume a creature’s organs and bones (leaving their skin) to gain +1 Hit and +5 Instinct.
Vocal Mimic: Can perfectly imitate the voice of any assimilated creature.

Half-mad and starved remnant of a strange alien species from the rimspace moon of Karth.

Silverfish Hybrid
C: 50, I: 60, H: 4(25)

7-8 Charging Slam: If Hybrid moves before it attacks, it deals 1 Wound.


Crushing Grasp: Target is grappled. Body save or 2d10 damage. Hybrid can act normally while carrying grappled target.

A once-human creature overgrown with chitin, a pair of mandibles, antennae and a spiked tail. Ferocious and beastial.

DS3 CorpSecure™ Drone


C: 60, I: 50, H: 3(20)

9-10 Gauss Darts: 3d10 dmg, Silent


Remote Access: Drone’s antennae can remotely disrupt nearby station systems for 1d10 rounds.

Sleek and silent corporate stealth drones, intended for discrete and fast threat neutralization.

10
When only 1 team remains alive inside the arena, the game ends (even if this
occurs prior to Round 7). Hazards are immediately cleared and massive
celebratory fireworks, music and holographic displays cover the entirety of
the arena’s habitat dome.

The winning team receives a direct 1mcr prize and, over the next several
hours, are returned to their ship (or another contestant’s ship of equal or
lesser value) with all their prior belongings and spoils from the arena.

Each team member is also given a commemorative “I visited the Bloodfields


at Blackstar Station… AND I WON!” patch and lifetime access to Blackstar
Station.

In the days immediately following a Bloodfields win, Blackstar’s many


unsavory elements will eagerly contact the crew with job proposals.
Accepting the 1mcr prize has tied them to Sinclair’s criminal empire (who now
know the crew can get things done). It is in their best interest to stay, at least
partially, within the protective shell of that criminal ecosystem. Roll on the
Job Proposal Table for future adventure hooks.

After the Bloodfields, crews may want to explore the station itself (see pgs.
27-34), take some time to hear offers or flee immediately. Regardless, the
criminal organizations here know how to contact the group in the future.

11
Person after person contacts the
The Drip wants a face-to-face.
crew. “The Rising Shine needs
The Rockdroppers want to
warriors in the struggle against
finally put Sinclair down, they
Sinclair!” Corollary Armoire
1 just need someone who can get 6
needs famous faces willing to
into the room with him.
take out the richest sector’s life
Bloodfields Champions carry a
support. That’ll show them the
lot of clout around this station.
value of their lowly engineers!

The Swords discovered a


No Earthly Way has been
derelict ship, still in hyperspace.
blackballed from Blackstar’s
No life, but reports of strange
market. Sinclair always wants a
2 sights and sounds. Sinclair, who 7
cut and the Rising Shine dislikes
needs every Sword to stay
the volatility of drug running.
stationside for now, is looking
Sterling Shimmer wants back in.
for outside help.

No Earthly Way sends the crew


The Rising Shine needs someone
a Shimmergram (video message
dealt with: a hanger-on from
starring singer Sterling
Corollary Armoire’s past with
3 Shimmer). A station cook sent 8
more cybernetics than anyone
them a bad batch. He needs to
on Blackstar. He doesn’t want to
go. The crew can find him in the
be found. They need him gone.
station’s deepest drug den.

Ganger, the espionage android


manufacturer, lost their test Some Swords stationed in an old
model here during a recent asteroid mining installation
product demonstration. It found an old, old tablet. No one
4 9
looked like a tall, young woman is reporting back and no one
with shock white hair, but it who’s heard the transmissions is
probably looks like someone willing to go check on them.
else by now.

The Rockdroppers recently Sinclair is running a special


towed a big rock in from outer Double-or-Nothing Bloodfield
orbit. Turns out they weren’t event for their birthday. They
5 10
the only ones on it. Go clean it want the crew back. Promises to
out for them, they’ll make it pay upfront (and drop you some
worth your while. good gear).
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A3 - BACKSTAGE A7 - SHIMMERING FIELDS
[industrial, ruined, cluttered] [electronic, strange, beautiful]

Shipment and staging area, once used to Part low-yield solar farm, part broken art
coordinate and distribute items across the installation. Fields of shifting, broken black
resort. Drone hangars and wide truck garages glass bounce reflections across the entire
knocked open by age and prior combat. sector. Easy to hide and easy to get lost (roll
Remaining vehicles stripped of parts and INTELLECT to leave the hex, each failure costs
broken down long ago. 30 minutes).

Supply Cache: In the largest garage’s back Take a Piece: SHIMMERSHARD - cracked
office, across an open concrete square. voltaic cell, throw for electric explosion (2d10
dmg) or use to revive Androids (recover 1
health after death).
A5 - SOLO PEAK HILLS
[vertical, residential, dense]
B2 - STAFF LODGE
[worn, residential, dense]
Paved roadways wind up and down an array of
curving hills. Vacation homes—small
bungalows and tightly stacked condos with Old employee dormitory. A skeletal, mass-
green pools of stagnant water—line the constructed maze of communal kitchens and
peakside of each street. Easy to get to high showers, dilapidated group rooms and the
ground here (or find a place to hide). occasional office. Filled with the old odds and
ends of people long gone.
Weapons Cache: Colored smoke, visible from
far off, marks a heavy case on a house’s front Search Rooms: Roll twice on the EQUIPMENT
lawn. Roll 1d10 on the WEAPONS table. table and take lower result.

13
B4 - GIMBLE OBSERVATORY B8 - THE SON OF SOL
[scientific, derelict, elevated] [desolate, arid, windy]

Scientific observatory turned tourist Massive traditional art in an ancient Earthling


destination. Built high on a hill, surrounded by style. A dirt-and-stone outline of a man in a
quiet grass and trees. Its old equipment gives powerful, exploratory stance covers the entire
a clear view of all surrounding hexes on sector. Artificial heat creates an arid, windy,
successful INTELLECT check (breaks desert-like space.
dangerously on failure).
Exposure: The heat is unbearable. Spending a
Search: CRACKED LENS (doubles a weapon’s second round here inflicts a BODY save. On
effective range). failure, take disadvantage on all rolls until
water and shelter are found.
B6 - BLACKFORD FIELDS
[rural, agricultural, quiet] C1 - THE OVERLOOK
[scenic, elevated, open]
Farm fields and livestock plains, now
pockmarked with signs of combat. Winding roadways and scenic overlooks in the
Farmhouses and decommissioned bed-and- middle of wooded, mountainside terrain.
breakfasts pepper the landscape. Perfect for long, holiday drives.

Horses in a Quiet Field: Several horses, once Tower Viewer: 4 viewers ring the sector’s
ridden by tourists, still survive here. Skittish highest overlook, allowing clear visibility of
but rideable. SPEED check to successfully sectors B2, C3 and D2.
mount one. Gives advantage on SPEED and
COMBAT (melee only), and allows 1 additional
hex of travel per round.

14
C3 - TIMBERWALK PASS Hutchins Titania Mk.7 Hovercar: Sitting in a
[mountainous, wild, dangerous] streetside parking area in beautiful condition,
key in the ignition. Grants [+] on Speed Checks
(for driver and passengers). Can ram enemies
Artificial mountains built over larger habitat for 2d10 dmg (Intellect check).
subsystems. Originally branded as a “wildlife
refuge,” the area is a mix of real and false
wilderness disguising more industrial systems. Roof-Mounted Heavy Machine Gun: A massive
twin-barrel chain gun (Firearms skill or [-],
3d10 dmg) atop a modern ranch, pockmarked
The Hatch: A heavy locked hatch sits at the with bullet holes. No roof access—you must
base of an old redwood, found by searching (or climb the exterior to reach it. A note on the
by luck). Roll STRENGTH [-] to break the lock. handles reads “Give us a good finish! - W.
Leads to the Substation (pgs. 21-22). Sinclair.”

C5 - THE RITZ C7 - THE PYRE


[opulent, residential, verdant] [radioactive, smokey, forested]

Marble and gold architecture ringed by rich An old ruptured reactor spewing ash in a
flower gardens. Massive spotlights line the charred, dying forest. Visibility is low due to
sector, calling your attention even from the radioactive ash and thick smoke which fill
adjacent hexes. A series of walled pathways the sector.
and streets wind idly through the beautiful
greenery, all leading to a large shining
reception hall. Without elevation, sightlines Creatures: Decades of radiation in this shifting
are short and paths wind idly. artificial environment has twisted the wildlife
into something new. Strange, moaning calls
are audible from the sector’s edge. Stay too
Observation Deck: The reception hall’s top long or too loudly and a burnt, disfigured
floor. Its tinted windows grant a concealed Designer Dinosaur (pg. 10) will rush out of the
view of the entire sector. A wrapped package smoke toward the group.
reads “Good Luck! - W. Sinclair” in fine lettering
(roll on the AIRDROP TABLE, back cover).

15
C9 - OLDPORT D4 - THE SPIRAL SEA
[hot, barren, expansive] [humid, vorticose, lush]

Complex crosshatch of cracked concrete A wide, deep lake of churning greenish-blue


landing strips and drone pads. Several wrecked water, ringed by deciduous greenery. Used for
drones and old passenger ships are scattered watersports long ago, now a deathtrap for
across the sector in large open areas with little weary teams. Items spin and shimmer in the
else for shelter. pool’s center.

Wreckage: Roll INTELLECT to salvage an AGING Swim: BODY save to swim across the lake or
FUEL ROD from an old ship’s sublight drive be sucked beneath the surface.
(carrier suffers Radiation Lv. 1), throw for a
small nuclear blast: 10d10 dmg, 20 ft radius. Search: BODY save to safely search the center
(roll twice on AIRDROP TABLE, back cover).
D2 - ROADSIDE
[arid, nostalgic, open] D6 - PHANTOM STRIP
[neon, urban, dark]
Four derelict roadside diners dot the sector,
sitting quietly in the desert wind. Rocky A crowded strip of clubs, bars and other
outcroppings give sparse cover amid large nightlife destinations, shrouded in an endless
open patches. Diners are in Earth’s 20th artificial night. The strip that never sleeps (or
century style, largely looted over the games. wakes). Neon lights flicker and flash across its
cracked asphalt streets.
Jukebox: Polished and new, despite the
surroundings. Any song code pulls a record Squatters: 3 residents (C: 25, I: 45, H: 2(15))
onto the turntable. When the needle drops, broke into the arena via the substation and are
painful static fills the immediate area, shutting living here. If approached calmly, they happily
down electronics and androids. Jukebox must aid the team by giving intel on nearby teams
be destroyed to stop the noise. and their equipment. If threatened, they flee
(fighting only as a last resort).

16
D8 - BLUE TRISLANDS E5 - OLYMPUS VILLAS
[bright, tropical, oceanic] [nostalgic, rural, residential]

A thin beach of white sand lines the sector’s Gentle breezes over rich green rolling hills,
inward edge. The rest is pristine blue “ocean” speckled with for-show farmland. Grecian old-
interrupted only by three small tropical earth villas speckle the landscape. Craters and
islands. Each has a single large home with a burnt out bits of vegetation give visual
private dock. Water-worn and beginning to rot, reminders of its current use.
the homes are otherwise intact.
Grapes?: Fields of vines bearing deep purple,
Panic Room: Subterranean total-containment almost black fruit run far in either direction.
room, originally created to withstand station- Eating your first grape(?), triggers a Body save.
wide emergencies. Powered and operational. On success, recover 1d10 HP and relieve 1
Small weapons cache inside (roll 3 Weapons). stress. On failure, a full-body sickly feeling
inflicts disadvantage on all skill rolls for the
next 2 hours.
E3 - GRAND BAZAAR
[enclosed, commercial, dense]
Armor Cache: Colored smoke, visible from far
off, marks a heavy case sitting on a short hill
A massive indoor mall. Three levels of near one of the farms. Roll twice on the
shattered storefronts, broken escalators and ARMOR table.
refuse. Former hub of tourist business, now
riddled with bullets and age.

Something for Everyone: Searching the


plethora of stores for 30+ minutes grants 1 roll
on the Weapons, Armor or Equipment table,
and 2 rolls on the general Equipment list
(Player’s Survival Guide).

17
E7 - THE SHORE
[open, carnivalesque, coastal]

Long boardwalks reach out over sandy beaches and a wide saltwater bay. The “ocean” here is the
same as D8 (BLUE TRISLANDS). Old shops, vacation homes, a casino, a wide midway and more run
all along the waterfront. The casino’s roof has been blown off and its rubble covers the
boardwalk’s central portion.

The Ferris Wheel: Chairs swing in the wind and lights shimmer in a kaleidoscope of colors. It is old
and partially rusted out, but functional. Intellect check to operate. The top offers a bird’s eye
view of the sector. Advantage on all Combat checks taken from this position.

18
19
20
A web of engineering tunnels and subsystems beneath the sprawling arena.
Locked off and hidden away, but still accessible from certain locations in the
arena and station. Crews can travel 2 hexes per round in the Substation. If
exposed, Sinclair uses built-in incinerators to smoke out the crew and SOS
squads to deal with any would-be escapees.

A Swords of Sinclair patrol (4 pirates) crosses the crew’s path. Will eagerly
1-2 open fire with SMGs (2d10 dmg).
C: 35, I: 35, H: 2(5)

3-4 Sterilization incinerators fill the tunnel system. Speed save or 2d10 dmg.

Roll a random team—they’re down here too. You both catch sight of each
5-6 other at the same moment.

Charred corpses—former contestants who got trapped down here. HATCH


7-8 KEY on one of the bodies, shining among the burnt clothes and flesh.

2 Rising Shine operatives (as BODYGUARDS, Loyalty 60) camp in a small


9-10 alcove, waiting for opportunities to disrupt the game. They will help any
would-be escapees but will not participate in the games themselves.

21
22
01: DESTITUTE DUO 03: READY RUNAWAYS
[Raina, Abtin] [Ubol, Jude, Rossa]
[MORALE: FLEE] [MORALE: FIGHT]

Lower class workers who lost their jobs in Teenage runaways. Stole a skiff from their
syndicate switch up and couldn’t pay rent. home station, got caught by the Swords on
Landlord sold them out to the Bloodfields to their way to greener pastures. Inexperienced
cover debts. Don’t want to be here. Don’t but ready to do anything to get out of here.
want to kill anyone. C: 35, I: 45, H: 2(20)
C: 25, I: 35, H: 2(10)
Equipment: Vibechete, Boarding Ax, Revolver,
Equipment: Crowbar, Revolver, Electronic Tool Vaccsuit x3, Pain Pills x5, Lockpick Set
Set, Rebreather
04: MISSING MISSIONARIES
02: SERVICE SQUAD [Conwell, Valore, Carden, Klea]
[Unit S1, Unit S2, Unit S3, Unit S4] [MORALE: FLEE]
[MORALE: FIGHT]
Practitioners of the Oldchurch Way. True
Service-model androids, outdated and pacifists. Believe this place is a test, working
obsolete. In disrepair, but mostly functioning. with others within the arena is their current
C: 20, I: 40, H: 3(15) calling and that their Lord will deliver them
from this place, one way or the other.
C: 15, I: 50, H: 2(15)
Equipment: Handwelder x2, Rigging Gun, Flare
Gun, Hazard Suit, Standard Crew Attire x3,
Infrared Goggles Equipment: Foam Gun, SMG x2, Stun Baton,
Advanced Battle Dress, Standard Crew Attire
x3, Flashlight, Assorted Tools

23
05: DELAYED DIGNITARIES 07: RESOLUTE REFUGEES
[Evelyn, Laura, Samuel, Ben] [Yelchin, Rocca, Quinn, Naasif, Kito]
[MORALE: FREEZE] [MORALE: FIGHT]

Low-level politicians and ambassadors, Smuggled en masse from one sector to


returning from a summit to their backwater another, caught by the Swords mid-trip. Have
home. Some have military experience, all are risked their lives to escape persecution time
in over their heads. and time again. This is no different. Ready to
C: 40, I: 55, H: 2(15) fight (and die) for a better life than this.
C: 50, I: 55, H: 2(20)
Equipment: Boarding Ax, Scalpel, Pulse Rifle
x2, Hazard Suit x2, Standard Battle Dress x2 Equipment: Nail Gun, Flare Gun, Smart Rifle,
Standard Crew Attire x3, Vaccsuit x2, Oxygen
Tank, Automed x2
06: FRIGHTENED FAMILY
[Stan, Becca, Charlie, Trish]
[MORALE: FREEZE] 08: SQUEAMISH SCIENTISTS
[Sanchez, Fontana, Schmidt]
Mom and Pop Logistics—the family business. [MORALE: FLEE]
Tossed from their little life together into the
fire of the Bloodfields. Overwhelmed and Taken mid-mission. Meant to explore new
unprepared but great love can motivate worlds, not fight. Smart enough to use their
extraordinary actions. surroundings (and others) to do their dirty
C: 25, I: 60, H: 2(20) work, if they must.
C: 35, I: 60, H: 2(15)
Equipment: Flare Gun, Frag Grenade x2, Laser
Cutter, Vaccsuits x4, Rebreather Equipment: Crowbar, Rigging Gun, Tranq
Pistol, Hazard Suit, Standard Crew Attire x2,
Chemlight
24
09: REMORSELESS ROBOT 11: TROUBLESOME TEAMSTERS
[BD-X] [Jones, Betty]
[MORALE: FIGHT] [MORALE: SPECIAL]

More a bounty drone than an android. Pursues Spent years doing zero-g construction on
targets recklessly and single-mindedly. Meant habs just like this. Convinced they can find a
for more, but scrapped its higher functions way out. Don’t want to give Sinclair the
long ago to focus on the work. satisfaction of playing. Need allies.
C: 55, I: 60, H: 4(15) C: 55, I: 60, H: 3(15)

Equipment: Combat Shotgun, Standard Crew Equipment: Stun Baton, Foam Gun, Vaccsuits
Attire, Infrared Goggles x2, Flashlight, First Aid Kit

10: VENERABLE VOIDTOUCHED 12: BLOODY BURROWERS


[Amn, Ao] [Merk, Dip, Krin]
[MORALE: SPECIAL] [MORALE: FIGHT]

Changed by centuries spent in the void of Cultists of the garbage moon, a long way from
hyperspace. Speak few (but wise) words. home. Born in civilization’s wreckage,
Troubling, strange abilities: can float, speak accustomed to fighting to survive.
your words as you say them. Say they can C: 55, I: 60, H: 3(20)
take you out of the arena, if only they had the
numbers they need. Equipment: Pistol, Rigging Gun, Shovel,
C: 50, I: 70, H: 3(25) Vaccsuits x3, Assorted Tools

Equipment: Robes, Runic Tattoos

25
13: VIOLENT VIDSTARS 18: WEATHERED WINNERS
[BizzieB, Sn1ft3r] [Scar, Ghost]
[MORALE: FIGHT] [MORALE: FIGHT]

Up-and-coming vidstar vloggers. Totally Bloodfields champions from nearly two


cutthroat. Filming this right now. decades ago. Money and fame ran dry, debts
C: 55, I: 45, H: 2(20) grew. They are back to see if they can win it
all again.
C: 60, I: 55, H: 3(20)
Equipment: Standard Crew Attire, Standard
Battle Dress, SMG, Flamethrower, Electronic
Tool Kit, Pain Pills x2 Equipment: Pulse Rifle, Smart Rifle, Vaccsuit,
Standard Battle Dress, Bioscanner, Jetpack
14: VIRTUOUS VETERANS
[Mackie, Gonzo, Ducote, Woldt] 19: SLICKWARE SPY
[MORALE: FLEE] [Session]
[MORALE: FIGHT]
Old dogs from 50 years of endless corpo
warfare. Bought their own ship years ago and One person, dressed in normal station clothes.
vowed never to do harm again. Intent on Underneath, they are riddled with
keeping their vow. experimental cybernetics and slickware—a
C: 35, I: 45, H: 3(15) tech corp experiment gone wrong.
C: 70, I: 65, H: 4(25)
Equipment: SMG, Rigging Gun, Standard Battle
Dress x4, Explosives & Detonator Equipment: Revolver, Standard Crew Attire,
Vibrowire (close range, 2d10 dmg, Bleeding 1)
15: MERCILESS MERCENARIES
[Kai, Viper, Con] 20: GANGER GANG
[MORALE: FIGHT] [Alpha, Omega]
[MORALE: SPECIAL]
Corporate mercs. Spent years fighting, killing
for pay and following orders. This could be Bleeding-edge androids (GANGERS MK. IIIs
their big payday. One last job. presented by Dppl™), fed every ounce of
C: 55, I: 55, H: 3(18) Bloodfields data. Driven to sneak, infiltrate
groups and even mimic a target’s appearance
and voice.
Equipment: Revolver, SMG, Combat Shotgun, C: 75, I: 80, H: 4(30)
Standard Battle Dress x3, Pain Pills x2

Equipment: SMG x2, Standard Crew Attire x2,


16: PATIENT PRACTITIONERS Cybernetic Diagnostic Scanner
[Ferris, Jacosta, Zoey]
[MORALE: FREEZE]

Jovian cultists. Meditative and calm.


Believe first action leads to one’s
downfall. Will defend themselves,
but make no other movements or
attacks.
C: 55, I: 65, H: 4(20)

Equipment: Boarding Ax,


Crowbar, Nail Gun, Standard Crew
Attire x3

17: SWORDS OF SINCLAIR


[Fraud, Colt, Izetta, Rage]
[MORALE: FIGHT]

Unable to secure bounties before


the games, they have become
contestants themselves. Battle-
tested soldiers and
accomplished criminals.
C: 60, I: 55, H: 3(20)

Equipment: Advanced Battle


Dress x2, Standard Battle Dress
x2, Pulse Rifle x2, SMG x2

26
Once upon a time, Blackstar Station was a massive, sprawling tourist
destination. A station designed to appeal to any vacation-goer in the
cosmos. Its massive habitat dome (now the Bloodfields arena) was the
primary resort, featuring a wide array of locales and lifestyles.

Sinclair purchased the station in an off-book transaction of god-only-


knows how many credits before having it deconstructed, transported into
deep freespace, reconstructed and recommissioned. Now, Blackstar is a
heavenly destination of his own audaciously twisted design. A once-in-a-
lifetime dream spot for every shitkicking scumbag this side of the Rim.

27
28
Blackstar Station’s grand entrance. All four docking bays (25 landing pads
each) lead here. A domed roof of synth-marble, lined by columns of gold.
Large vines climb up and over the walls, carefully grown from large planters
around the room. Travelers from all across space loiter here, talking with,
avoiding, or even fighting one another. A handful of Swords of Sinclair keep
the peace as best they can (by cracking skulls).

WHO IS HERE?
• Tourists and Traders
• Loads of them, coming and going
• Swords of Sinclair
• Regularly patrolling public areas
• Alloy, No Earthly Way Dealer
• Dark shades, neon fur coat, openly selling beginner drugs to
euphoria-seeking tourists
• Sibyl Solari, Rising Shine Teamster
• Jumpsuit, large rising sun backpatch, unloading goods from
recent arrivals
• Porter Ocano, Urchin
• Looking for friends, willing to show you around the station for a
few credits

WHAT IS THERE TO DO?


• Relax
• You had a long trip out here—no need to rush
• Check the Station Map
• People-Watch
• You can learn plenty about a place just by watching its crowds

29
Hundreds of thousands of stadium seats line the outer station’s interior edge,
facing through open space and into the Bloodfield’s habitat dome. Thousands
of built-in displays cover the glass with dozens of camera angles, instant
replays and past games’ highlights, pouring them into the waiting eyes of
each and every spectator. Audio sources spill out over one another, giving the
grandstands a chaotic din.

WHO IS HERE?
• Hundreds of Rabid Fans
• Swords of Sinclair
• One at every corner
• Taka Meko, Refreshment Sales Specialist
• Pushes a little robotic cart along the various levels, selling fresh-
cooked vat-kabobs, Shine Slurp (alcoholic) and Kelp-Bites
• Sari Sova, Off-Book Bookie
• Facilitates bets on anything and everything
• Hates Sinclair, has an in with the Rockdroppers
• Tobias Kinton, Loud Drunkard

WHAT IS THERE TO DO?


• Spectate the Bloodfields
• Anyone aboard Blackstar Station can watch, but the best seats are
camped out for days leading up to the games
• Place Bets
• Off-book gambling on any and everything is common here (as are
the fights that often follow)
• Make Friends (or Enemies)
• It’s all about who you know and how you know them, so now’s a
good time to make some friends

30
An extravagant mansion turned drug factory on Blackstar’s main level—the
heavily-guarded, high-walled home of Sterling Shimmer and No Earthly Way.
Painted a wide array of psychedelic colors and patterns. Loud music and
colorful lights pour into the surrounding neighborhood, but people are rarely
coming and going. Access to the factory is strictly invite only, and sneaking in
is nearly impossible, given its surveillance.

Inside, the factory is a maze of rooms, hallways and manufacturing facilities


closer to art installations than living spaces. Several dozen members of NEW
live and work here full time. Shimmer lives in the grand suite on the mansion’s
fourth floor, but spends the days overseeing work around the entire factory.

WHO IS HERE?
• Sterling Shimmer, No Earthly Way’s Chief Dreamer of Dreams
• If you get the station’s attention, Shimmer wants to meet
• Followers of the Way
• Dozens of fans tripping on Shimmer’s quality products
• NEW Security Guards
• High visibility jumpsuits, body armor, revolvers
• Fiona Barick, Dream Designer
• Bubbly, always working on the next big drug
• Grew up in the Understation with Corollary Armoire
• Raz, Vat-Pup
• Friendly corgi, unnaturally-colored fur

WHAT IS THERE TO DO?


• Get High
• Most people visit the factory to sample the local flavors
• Investigate Fiona’s R&D
• There’s more than just recreational drug work going on here
• Access Shimmer’s Vault
• Wealth flows into NEW’s hands and it all ends up here

31
Blackstar’s sprawling black market, named after what you can buy there:
anything and everything (as long as you have the creds, of course). Its 10
levels surround a wide-open central thoroughfare packed with visiting buyers
and sellers. Hundreds of shops ranging from small carts to multi-level
storefronts. A few Swords patrol this area but most security comes from the
mercs and PMC androids hired by sellers to protect them and their products.
Open to the public, but the mix of money, high-value tech and big crowds
makes A/E™ a rough-and-tumble district.

WHO IS HERE?
• Buyers and Sellers
• Both legitimate and criminal
• Swords of Sinclair
• On regular patrols
• Yen Fei, Cybernetic Surgeon
• Offers cybernetic enhancements, replacements and on-site
surgical installation
• Xerxes Moneaux, Information Broker
• Buys and sells information on nearly anything of value
• Prefers trade but takes credits
• Corvin Tameron, “Human Resources”
• Offers variety of contractors for hire

WHAT IS THERE TO DO?


• Buy and Sell Anything and Everything
• Eat, Drink and Be Merry
• A hundred worlds’ flavors are on display at food carts and
restaurants
• Make a Deal
• If you have a lead but need a buyer, the market’s always open for
another deal
• Find a Job
• At least one of these enterprising individuals could use your skills
32
Titanic superfreighter, flagship of the Rockdropper fleet. 125 person crew across 12 decks. Monopolizes its own
spread of understation airlocks whenever it’s not away on a job. Used by Rockdroppers as their own substation,
a safe haven away from Sinclair and the Swords. Heavily-graffitied corridors, roughly jury-rigged mechanisms
and loads of construction equipment retrofitted for combat and mayhem. Semi-public if on Rockdropper
business, but tread carefully—compared to the Rockdroppers, the Swords are downright civil.

WHO IS HERE?
• Bizzi “The Drip” Daniels, Leader of the Rockdroppers
• Surrounded by dozens of droppers at all times
• Wants to meet anyone capable of threatening Sinclair’s control of the station
• Rockdroppers
• Lots of Rockdroppers
• Orson Wynter, Propulsion Specialist
• Captive engine designer, fitting a special drive to The Drip’s improvised asteroid weaponry
• Kept under strict lock and key
• Random, Practitioner of the Weird
• Xenoesoterist extraordinaire, may not be human
• Strange, shifting, inside a fully-tinted pressurized spacesuit at all times

WHAT IS THERE TO DO?


• Buy Experimental Weapons
• Lots on offer from the Rockdroppers’ stolen cache
• Buy a Xenotech Lead
• Random knows dozens of worlds rich in xenotech, for the right price
• Join the Rockdroppers
• The fleet can always use another ship: 25kcr sign-on bonus

.. ' .- . . , .. · • '· .
. i ".. J ;; ,, ) , ,-i ~,.!.,: . .. • ~ -~ ;. • •
' . ,,.. _ ~:b,Y,I .•', .. - ~- .\ - ••

-.\ .'.·;: ·.
-~ ,.'

.,,.

33
CENTRAL BROADCASTING
- .. .
. .·· .. .·~·•,i,l; · · ~--\f-ix;f.1_.·'!'·~l"' . . •. ,
..;~t.:i

A station-wide network of infrastructure and support system arrays—the de facto headquarters of the
nebulous ‘Rising Shine.’ Small living areas pepper this maze of access tunnels and mechanical systems,
inhabited by those who keep the station in working order. Reasonably safe compared to most of Blackstar, the
Understation is still home to miles of dangerous machinery. Hostile parties who enter are quickly confronted by
members of the Shine, ready to defend themselves and their territory knowing Sinclair and his Swords will not
come to their defense unless the station itself depends on it.

WHO IS HERE?
• Corollary Armoire, Rising Shine’s Unofficial Leader
• The people need champions, so if you’ve done good on Blackstar, Corollary wants to meet
• Working Folks
• The upper levels aren’t affordable for any but the criminally wealthy, everyone else lives here
• Rayna Forgrave, Hyperdrive Expert
• Hunted by corporate spies, knows more about hyperspace than almost anyone
• Tony Moltova, Big Papa
• Massive, lives to protect every member of the Shine, shows up to fights in an exoloader

WHAT IS THERE TO DO?


• Search for Old Tech
• There are more tunnels here than most teamsters walk in their whole career
• Train With the Tradesfolk
• Skills abound and folks here are happy to spread their trade for a few creds
• Lay Low
• The Understation is largely untracked and rarely patrolled by the Swords
• Enter the Substation
• Discreetly enter and exit the Bloodfields arena (if you know the way)

Broadcast monitors line every wall. A dozen production members sit, operating video switchers and audio
mixers. They speak quietly via over-ear headsets. A large executive chair sits at the room’s center. From here,
vintage broadcaster microphone in hand, Sinclair provides commentary for every game, completely enraptured
by the chaos. Unless Sinclair specifically requested you, YOU ARE NOT ALLOWED HERE.

WHO IS HERE?
• Wren Sinclair, Station Owner and Swords of Sinclair boss
• Swords of Sinclair
• Two squads guard the area at all times
• Production Crew
• The biz’s best and brightest (whether by choice or by force)
• Ms. Lovelace, X-Tech Android Assassin
• Sinclair’s always-on bodyguard

WHAT IS THERE TO DO?


• Meet with Sinclair
• Win the Bloodfields or make enough noise around Blackstar, and Sinclair will want to meet
• Interrupt the Broadcast
• All video and audio comes into and out of this room
• Surveil the Arena
• Every camera feed in the arena (and many across the station) is accessible here
• Manipulate the Games
• Activate hazards, redline sectors and more from Sinclair’s control panel
34
Sterling Bizzi Daniels
Shimmer `The^ Drip'
No Earthly Way’s affable and mysterious Teenage child of “The Drop,” original
leader. Came to Blackstar decades ago, founder of the Rockdroppers. Experienced
despite youthful appearance, loaded with
pilot, ruthless leader. Heavily tattooed.
starter money. No one knows where it
Pink pompadour. Believes there is no blow
came from or why it doesn’t seem to
motivate the way the business works. Has too low as long as it works. Doesn’t plan to
an extravagant, heavily fortified and see 25.
guarded mansion on Blackstar's main
level, but has not been seen in person for
several years."

NO EARTHLY WAY ROCKDROPPERS


More high rolling criminals come through
Blackstar in a day than some stations see
Small but exceptionally power-hungry
in a year. N.E.W. ensures they don’t leave
sober. An oddly lighthearted organization group of off-book wetwork teams and
of drug cookers and pushers, perhaps strongarm salvagers, attempting to rival
from too many years of consistently the Swords of Sinclair. Made their name
indulging in their own supply. More than working corpo jobs and dropping rocks
willing to send someone out an airlock or from orbit onto striking frontier
deliver a bad batch of splinter if it means
settlements.
clearing the way to brighter days and
cleaner business.

35
Corollary Wren
Armoire Sinclair
Lifelong “citizen” of Blackstar. Harbor Ex-entertainment mogul turned
loadrunner turned substation engineer bloodsport connoisseur and criminal
turned folk hero. Jumpsuit covered in tycoon. Out-of-fashion synthsuit, shimmer
patches from every field and shop across blonde hair—short and combed—mile
Blackstar. Worn boots with exposed steel wide grin, immaculate teeth. Older than
toes. Substantial form. Long, dark braided appearance lets on. Much older. Rarely
hair. Powerful voice - low and cracking, like travels about the station. Works out of the
the bones of the station itself. Central Broadcasting Chamber (CBC) and
takes direct lift to the penthouse
overlooking the Bloodfields arena.

RISING SHINE SWORDS OF SINCLAIR


Formerly a confederation of rimspace
gangs, bought out by Sinclair Productions
Unhappy, destitute working folk of
Inc. nearly 40 years ago. Officially licensed
growing numbers, maintaining station
PMC in several systems. Known to operate
infrastructure and services. See the
ruthlessly and extralegally, but with
cutthroat Bloodfields as a metaphor for
substantial backing from local policing and
their own struggle. If they can get
security forces. De facto enforcers aboard
someone out of Wren’s rigged game,
Blackstar Station (and personal army of
maybe it will show the people of Blackstar
Wren Sinclair). Each crew of Swords is
that they too can break free
responsible for adding a team to the
Bloodfields each running.

36
STATION EVENTS (1d20)
Explosion in the Understation. Dozens Team of escaped contestants is hiding out
1 killed. Ms. Lovelace seen leaving area. 11 under the Grandstands. Need safe passage
Corollary wants answers. off the station. Sinclair offering a reward.

Sibyl Solari shot in the Foyer. Off-station Fiona Barick seen meeting with Tony
2 drug operation is moving in on N.E.W.’s 12 Moltova briefly in the Foyer. Rumors of
territory. Sterling wants them removed. N.E.W. and Rising Shine working together.

Swords and Rockdroppers firefighting in Commotion near Slipsling II dock. Orson


3 A/E. Both groups are running protection 13 Wynters has escaped. The Drip wants
rackets, suffocating smaller-scale traders. them back. Sinclair wants them instead.

N.E.W.’s latest product is ravaging the


Surprise Bloodfields! Swords pulling folks
4 from Foyer, taking them to the arena.
14 Understation. Drug turned bioweapon, it
spreads euphoria like a virus.

Station abuzz with talk of The Drop’s


New release party being held at Dream
5 Factory, a rare chance to get inside.
15 recent return. He was thought to be long
dead (and The Drip wanted it that way).

Taka Meko needs meat for his food stand. Hyperspace nightmares. Items missing all
6 Knows where they keep creatures for the 16 across the station. Rayna Forgrave’s latest
Bloodfields. Slaughter a few and he’ll pay. experiment has gone very wrong.

The Drip drops a rock through the arena


Rumors of a xeno loose in A/E. Random will
7 pay top dollar for it—but only alive.
17 dome, cratering one sector. Payback for a
Sword spy found on Slipsling II.
Porter Ocano caught pickpocketing.
Riot at Yen Fei’s clinic in A/E. Workers are
8 sick of being gouged for necessary mods.
18 Swords are holding a public execution in
the Foyer.
Courier delivers a note. Producer from Exotic pet merchant in A/E has arranged
9 Central Broadcasting is being held against 19 for Raz to be dognapped. Sterling puts out
his will. Wants to be smuggled off station. a public reward (50kcr) for his safe return.

Rising Shine have taken control of Central


Sari Sova had bet go sideways, needs help.
10 Rockdroppers want them dead (or worse).
20 Broadcasting. Corollary is holding most of
the Swords in the arena. Sinclair is missing.

DIGITAL ASSETS

This product is based on the Mothership Sci-Fi Horror Role Playing Game, published by Tuesday Knight Games. This
product is published under license. Mothership RPG is a trademark of Tuesday Knight Games. All rights reserved. For
additional information, visit www.tuesdayknightgames.com or contact contact@tuesdayknightgames.com.
37
THE BLOODFIELDS
AT BLACKSTAR STATION Official Scorecard
════════════════════════════════════
RULES: THE MAP:
• The Bloodfields has 10 teams and 7 rounds. • Mark starting sector and track movement
• Rounds last for 1 hour each. • Mark redlined sectors
• Every round, 3 sectors are redlined. • Mark notable areas or items
• Teams may use any means to survive.
• The last surviving team wins. ROUND TRACKER:
• Escape from the arena is not permitted. • Track redlined sectors at end of each round
• Track hazard use for future reference

════════════════════════════════════
STARTING
SECTORS ROUNDS
1:__ __ __
Hazard: ______

2:__ __ __
Hazard: ______

REDLINE 3:__ __ __
RND 1-4
Hazard: ______

4:__ A5 E5
Hazard: ______

5:__ __ __
REDLINE Hazard: ______

RND 4-6 6:__ __ __


Hazard: ______

7:██ ██ ██
Hazard: ______

CONTESTANTS

38
1 An armed explosive (10 seconds). Run. 11 Maid Android, C:10, I:20, W:2(10)

Oversized Commemorative Coin Synthetic Dog (name programmable on


2 reading “I looted an airdrop at the 12 startup) I: 2d10+30, W: 2(10), trained in
Bloodfields!” Computers and Industrial Equipment

3 Hazard Suit 13 Flamethrower

A full-spread turkey dinner (advantage


on Comfort saves) and a note from
4 Good1™ Foods reading, “If a meal may
14 Jetpack
be your last, make sure it’s a Good 1!”

5 Vibechete 15 Advanced Battle Dress

Chronik™ Combat Clue: Heavy-duty


tablet displaying all available
6 First Aid Kit 16 information on the enemy team you will
encounter in the next sector, “or your
money back!”

10 tranq pistol darts and 10 mags each


7 of revolver, SMG, pulse rifle, combat 17 Stimpak x10
shotgun and smart rifle ammo

Splinter: Experimental N.E.W. drug


which grants double advantage (roll 3
8 Standard Battle Dress 18 times and take best result) for 1 minute,
then inflicts 1d10 stress and a Panic
check

9 Infrared Goggles 19 Smart Rifle

Free Fight Pass: “Hold over your head


and say ‘I have a fight pass!’ to redeem.”
10 SMG 20 The next (or current) fight ends swiftly,
as autosnipers (4d10 dmg, always hit)
dispatch the enemy team

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