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You are in a clean,

chrome room.
A warm mug of coffee rests in your hands. A monitor to A left turn. A right turn. A dead end. You can’t hear the
your left delivers readouts of information: heart rates, time screeching from here, but you know the rat can. A
stamps, causes of death. You’re barely looking at it, scramble back around the corner. Your coffee ripples with
though. The computer will handle that. No, your focus is the uneven tension of your hands clenching around the
on the wide laboratory expanding below you, perfectly mug in anticipation. Another turn, and another dead end. 
visible through a wall of glass without a single smudge.
This one will be the last, and the rat knows it too. It backs
Assistants in lab coats like yours, but not quite as nice, wander against the wall and lifts up high onto its hind legs.
from table to table peering into mazes and inspecting the rats. Something is spinning in its hand—a sawblade? Where did it
Your gaze rests on one—Experiment#033—which is just get one of those? No matter. It takes down one, two of its
beginning a test. A gentle buzzer sounds and a capsule opens. pursuers, but there are more around the corner.

Rat#033 scurries out: 2:45:31pm. Your monitor confirms a Time of Death: 2:47:21. Longer than last time, not a
heart that’s already racing. #33 knows what’s coming. The record. Your tension releases as the data is logged into the
maze has been rearranged since its last attempt, but it wastes computer. A few seconds pass as the assistant resets the
no time identifying the early dead ends. A few seconds later— maze. Then, a gentle buzzer sounds. A capsule opens.
2:45:39pm—the assistant signals with a raised hand. Rat#033 scurries out, heart already racing.

You extricate your fingers from the mug’s handle and push the Does it understand its fate? Does it suffer? Do any of
button. You know the one. You don’t have to look. Another them? You briefly wonder, but then you move on. As it
buzzer sounds, deeper, and #33 breaks into a run. Heart rate should be. At the end of the day, you are happy.
climbing further. Its new pursuers are one of your designs, quick
and deadly. Louder than you’d like, but they get the job done.
And that is all that
matters to me.
perfectly fine.
A Crossover Mission
3
Made for the

ST BILIZE LL RE LITIES Game Jam

Compatible With Compatible With

Created by:

Caleb Zane Huett Nevyn Holmes


Story, Layout, Triangle Agency Notes Editing, Characters, Spacefucked Notes

Special Thanks:
Sean Ireland, Julie-Anne Muñoz, Michael Shillingburg
4
HOW TO PLAY
You’re in Space and Everything is Perfectly Fine is a
mission playable in two systems. Your table can choose Medical
Viewport
which game to approach the story in, and depending
on your choice the experience can be very different. Bay
(You could even play it in both simultaneously, though
that may add some extra challenge.)

The following pages explains the overall arc of the


adventure in a chronological way. The sections after that,
Living

FOR YOU’RE IN SPACE AND EVERYTHING’S FUCKED Quarters


and FOR TRIANGLE AGENCY will address some specifics
for running the scenario from those perspectives. The
Annoying
Corner
SETUP Garden
Two years ago, Parlow Technologies chief scientist Dr. Airlock &

Cedrick Healy announced that he would be personally Escape Pods


overseeing a new study into the possibility of human life
in space. They had already launched a space station into
orbit around Earth and now civilians could apply to live
there for three months at a time.
The station’s small size was intimidating to some, but
They’d be paid well for the risk, and trained on safety they received an incredible number of applicants for
protocols, but because it was specifically about the something that could only house about twelve
viability of civilian life they would pick from a diverse people. In the year since the experiment started,
range of candidates across the United States. To show 48 people have taken shuttles up to the station.
the company’s faith in the project, Dr. Healy would be
staying on the station for the duration of the experiment. There are only 3 public interviews with subjects who
have returned. All three had the time of their lives.
5
The Station As It Was
The Airlock The Medical Bay
Where ships would attach to the space station to Staffed by Dr. Healy and his two assistants, chemist Dr.
allow passengers to enter the station itself. The station Gil Navarro and psychiatrist Dr. Beth Francis, the
does not have artificial gravity, but magnetic shoes medical bay is where the civilian dwellers are examined
are provided for those who want to feel a little more and questioned regularly about the effects of the station
grounded. There are also three escape pods capable on their health and well-being. Dr. Navarro frequently
of holding four people each that can be activated for draws blood from his patients which is kept in small vials
an emergency descent back to Earth. labeled with their names and the number they were
assigned upon entering the ship. Dr. Francis conducts
The Hallways private mental health interviews with the room sealed,
which everybody finds annoying because it means they
Chrome, well-lit, wide enough for two people to stand have to go through the tiny hallway on the other side.
shoulder-to-shoulder. Emergency lights near the floor
shine red if anything happens to the normal lights. In the back of the room is a machine that looks a bit like a
tanning bed. The domed top opens on a hinge, allowing
The Garden patients to lay down on a cold glass pane and have the
top closed back over them. The glass pane—and the same
While PT provides supplies with every shuttle, the civilians glass above—glow blue while the machine is powered. The
on the station supplement them by growing their own civilians are told this machine scans their bodies for any
produce with artificial lights and humidity. The room abnormalities, but it’s not an X-ray. The process doesn’t
has clear plastic curtains sealing it off from the hallway feel like anything at all, and only takes a few seconds.
that are easily pushed apart. Inside, planters bolted to the
tables are full of a variety of delicious vegetables and The Viewport
fruits. This is by far the largest room in the station and is
where most people spend their days keeping busy. A big spherical room of radiation-proof glass with seats &
seatbelts for relaxation attached to the inner wall. The Earth
The Living Quarters is visible from this viewport, and sometimes the Sun.
Eight bunk beds, four on each wall, are where the The Annoying Corner
civilians and scientists rest. A rehydration station,
convection oven, and table allow them to strap in Due to a budget cut in the design process, the space
and socialize. Books, media, and other private items needed for the external escape pods has cramped the
they brought with them are kept in lockers bolted to bottom-right hallway and it is most easily passed through
the foot of the beds, and each has a name-tag. by turning sideways and sidestepping around the corner.
6
The Station As It Is - Field Agents Begin Here
There have been no signals or signs of life The Medical Bay
from the station in the last three weeks. The machine shaped like a tanning bed is on and humming
with blue light. When it’s opened, someone is inside!
Parlow Technologies has kept things quiet, but a few
people are starting to notice the lack of new information. Petra Gillis, #42: One of the most recent additions to the
The Triangle Agency has intercepted communications space station. Awakening as if from a dream, Petra most
between PT executives explaining the situation: recently remembers being eaten by a dragon. Before that,
she knows she was working in the garden like normal with
Every single person on the entire station has vanished. the other members of her shuttle group. She’s confused
No pods have been activated, the airlock was never about why the station would be abandoned. If at any point
opened, and everything on the station appears to be she is not being observed, she disappears again.
working, but no one is there anymore. This is not the
first time people have disappeared—in fact, most of the The “tanning bed” is an expression of the Anomaly: it is
civilians who have gone onto the space station have a Save Point given to the Civilians, but this has never
disappeared. PT has spent a lot of money covering that been explained to them.  It creates a body immediately
up. But never the scientists, and never everyone at once. upon the death of a Civilian and puts their memories and
experiences back into the new body. The old body, and
The Agency suspects an Anomaly, and is sending everything it was carrying, remains where it was left.
in a field team on a company-owned rocket.
The Struggler is already living confirmation of an The Viewport
Anomaly on the station and starts on Layer Two. Normal. The Earth is visible from this viewport,
and the edges of the sun. It’s beautiful.
The Airlock
Works as intended. Silent. Will connect to new shuttles. The Living Quarters
Normal. Personal objects are floating around, though,
The Hallways and some of the screens are still playing videos on loop.
As normal, though a few personal items are
floating around where they shouldn’t be. The Annoying Corner
This is where the truth of the disappearances is revealed.
The Garden When passing through this corner clockwise, Agents and
The plants are doing well! Some are dying from lack of Strugglers move into another layer of reality. The entire
tending, but the systems are working as intended and station is the Anomaly’s Domain, and it has created
for the most part it’s not especially overgrown here. potentially endless versions of the station, all layered on
top of each other in surreal space.
7
Layer Two - The Struggler Begins Here
This place smells like blood. The hallways
are lit only with red emergency lights. When playing You’re In Space, you
Blood coats the walls and discarded body parts float can start randomly generating rooms
through the air. At first it seems many people have died here, and roll for Monsters in each
here—but if inspected closely, it’s clear the same person room as you would normally!
has died here many times.
This layer is a specific experiment regarding Nico Detrik, #33 The Medical Bay
– or, the starting place of the Struggler, who replaces Nico.
Nico has been faced with repeated attacks by horrible Nico respawns here in the Save Point when he dies, and
monsters with bladed bones. They arrive shortly after he is he understands it’s the reason he’s still alive. He typically
brought back by the Save Point and kill him before he can grabs a syringe at first, tries to get to the Garden and find
reach the escape pods. He has always dismissed the Annoying a spinning sawblade tool either on his previous body or
Corner because it seems like a death trap, but if he were to in the emergency tool kits kept here, then tries to fight the
make it there, he would move into Layer Three. monsters and get to the airlock. He doesn’t trust anything
that arrives here now—apparently the monsters have
Nico is a persistent, furious survivor. Not content with changed a few times. He will attack intruders.
simply escaping, he wants to find and kill the ones who did
this to him and will work with the Agents if it serves that The Viewport
purpose, though he’s extremely suspicious at first. He’s also
a potential Resonant, and could bond with an Anomaly. Nothing is visible. Space is devoid of stars and planets.
Empty blackness. If not already fought, monsters formed
The Airlock from artificially-grown human flesh with protruding, bladed
bones are released from the walls to the sound of a buzzer.
Appears to be broken. It will not open.
The Living Quarters
The Hallways
Nico has been here before—he has moved furniture around
Ripped clothes and Nico’s body parts float to barricade half of the room, and in one loop survived for
weightlessly, easily set spinning by light touches a while in here. He’s back to trying to escape, now.
as anyone moves through the hallways.
The Annoying Corner
The Garden
Moving
through it leads into Layer Three. Quiet sounds of
The plants are dead. The lights have humans talking come through from the other side.
apparently been off for a long while.
8
Layer Three
This layer smells like people.
There’s a huge amount of noise. Don’t generate new monsters on this
Thirty people are trapped here, hungry and overcrowded layer; let the tension and drama build
in this small station. They groan at any new arrivals—more from the large amount of people and
mouths to feed, and everyone is already so hungry. the sudden appearance of the Agents.

Residents of Layer Three came from many different


shuttles, and new ones occasionally appear, but no The Medical Bay
one ever leaves. This experiment is intended to see
what happens when their resources are pushed to the This has been entirely sealed off. The tools within were
limits, but they are not directly harmed by monsters. considered too dangerous for everyone to have access to,
and there was nothing edible inside, so it has been locked
The mood is very tense. The crowd could escalate into completely. The other citizens use the Annoying Corner, but
violence easily, but they could also be rallied with care. Agents and the Struggler can’t do this the way they came
Residents of Layer Three are not Resonants, and are unable without returning to Layer Two. They’ll need the keycard
to move through The Annoying Corner into other layers from Jason to keep moving. The Save Point is here.
unless the Anomaly is dealt with. The residents here don’t
understand that they aren’t on the original space station, The Viewport
and think something is jamming their radio signals to Earth.
A normal view. Earth looks beautiful
The Airlock from up here, and so full of life.
Appears to be broken. It will not open. The Living Quarters
The Hallways The politics of this place are best told through the
beds. People who have found power or respect
Beds made out of clothes and other supplies among the others, whether through deeds or age,
are scattered throughout the hallways, because receive the real beds. Everyone else is in the hallway.
they have twice as many people as beds.
The Annoying Corner
The Garden
Successfully moving through it leads to Layer
The plants are really struggling. The edible ones Four, but if they’re observed they will kick off
have been picked down. Cory and Angelina an attempt to recreate the escape.
struggle to ration what remains and keep people
from destroying the plants entirely out of hunger.
9
Notable Residents of Layer Three

Jason Finch, #3 Jo Partridge, #24 Imaan Emu, #36


Flustered teacher, trying A short-order fry cook. A mid-twenties influencer.
to maintain some kind of Could trust them with your Likes to be called someone’s
order. Doing his best, but life. Has basically decided “problematic fave.” Is NOT
he’s not very good at it. He they’ll never escape the having a good time on the
is generally considered station, but isn’t sad about it. station, but still films
the leader and holds the Older, so has a bed, and the everything in case ze
key to the Medical Bay, respect of everyone on the escapes. Believes this footage
but people look more to floor for their creativity with will have hir set for life.
the Sparrow couple for the limited cooking supplies.
personal guidance.

Angelina Sparrow, #11 Cory Sparrow, #12


A logistics specialist for a shipping A gardener, married to
company, married to Cory. They Angelina. He has been tending
decided to go to space before the plants mostly by himself, to
settling down and having a kid. make sure they’re distributed
Now they’re not sure if they ever fairly. Some residents think
will. Angelina is always working Angelina & Cory are sneaking
on a new angle towards escaping. extra food, but they are not.
10
Layer Four
The mus y, humid smell of a
k
Generate

monsters,
some

and
rooms,

let the
add some

Agents be

catacomb. There s gravity here.


’ a present

halls on
threat

their own
stalking

mission.
the

This layer appears as the halls of a dungeon, as in


a medieval castle, complete with torches and brick
walls. The Annoying Corner behind visitors appears The Viewport
as a long staircase reaching upwards into darkness.
There is no airlock. A walkway with a rail overlooking a wide dirt pit. A plank
extends from the walkway without a rail, over the center.
This experiment is the private layer of r. avarro,
D N Below, a dragon grown from stretched & contorted
who has been ordered to test the effects of different human muscle waits, chained, for food to drop from
combinations of sedatives on patients’ abilities. above. Upon arrival the dragon is circling, casually chasing
Petra Gillis who disappeared from Layer One, or another
The Hallways Civilian if something else happened to Petra.
Warm, not only from the torches. The sound of
screams comes occasionally from deeper in.
The Living Quarters
nstead of bunk beds there are two long rows of ail cells.
The Garden
I j

If he is not found anywhere else, r. avarro is here, offering


D N

An old larder, kept cooler than the hallways. Meats, food doused with sedative to one of the residents, listed
fish, vegetables—a lot more food, and good food, below. e wants any visitors to end up in the pit with the
H

then is available anywhere else in the station’s layers. dragon. Dr. Navarro’s Lab Coat allows for passing through the
Layers freely, including directly into the Final Layer.
The Medical Bay S tephanie Lamb, 1 A meek something college
#4 : 20-

Looks like a storage room of various herbs, spices, student who came here on a lottery pull; they thought
and liquids. Some are for food; some are clearly for this would be a great thing to put on their resume.
mixing into poisons. Most recently, several bottles of a
sedative have been brewed by Dr. Navarro. There is a K illian Tripe, The slimiest dude you’ve ever
#27:

Save Point here, but it looks like an ancient coffin. met; everything about him sets off red ags. e’s fl H

scheming a way to escape, and may be useful. e H

The Annoying Corner also might throw you in the dragon pit.

A downward staircase leads directly to Layer Corvi Veal, 1 A beefy ornithologist from Boston;
k # 5:

Five unless someone wears a Lab Coat. was told there would be birds to research on the station.
11

Layer Five
Clean, brightly-lit hallways with high ceilings. The Medical Bay
Skylights letting in the sunshine. Dr. Francis lives here, in a recreation of a small one-room
cabin with a kitchen, bed, clawfoot bathtub, and fireplace. A
This is Dr. Francis’s art gallery, where she brings the
couch is available for citizens to have psychiatric evaluation
few people she “saves” from other layers and lets
and assistance sessions with her, including sometimes
them live here instead, relaxing and discussing art.
short-term visitors from other layers. She is here often.
The other doctors have let her pick her favorites to keep
Dr. Francis is interested in dissuading progression of
here, about 10% of the entire population of the station.
anyone from this point, and will offer them the
They’re still considered test subjects and are compared
chance to stay here, or as a last resort free passage
to the other citizens in Dr. Healy’s lab. A wide variety of
back to Layer One to use the real escape pods.
food is brought in regularly for everyone here.
If threatened, the citizens of this layer are very inclined to
The Airlock protect her. Dr. Francis’s Lab Coat allows for passing through
the Layers freely, including directly into the Final Layer.
An oil painting of the airlock. The brush
strokes are smooth and confident. The Viewport

The Hallways Instead of a glass viewport, there’s an old CRT TV on a


rolling cart here, equipped with a VCR player, several
Sunny and calm with sculptures behind glass and tapes, and some older game consoles. Citizens of this
paintings guarded by velvet rope. Music floats layer spend a lot of time here. There are bean bag chairs.
throughout them from the piano in the Garden.
Some of the creations here were made by residents, The Living Quarters
and are labeled with their names and numbers.
There are beds here, but there’s also a little studio
The Garden for making all kinds of art. Easels and canvases, a
pottery wheel, several musical instruments. Residents
A greenhouse of unbreakable glass, with a are encouraged to create, and their creations are put
manicured, sunny landscape inaccessible but on display elsewhere in the gallery.
right there, just beyond the windows. In the
center of all the plants is a grand piano. Jazz The Annoying Corner
(#7) is a skilled pianist and can take requests.
Successfully moving through it leads to Layer
Six, but if someone has a Lab Coat everyone
with them can move to the Final Layer.
12
Residents of Layer Five
While there are no Monsters on
this layer, there’s still
Jazz Fluorite, #7 plenty of imminent threat.
A musician and connoisseur of modern art. Was It’s difficult for the Struggler to
tell who is trustworthy, and
a very early favorite of Dr. Francis’s, and never deciding whether or not to take
had to go through any of the other experiments. Francis’ bargain should be a point
of tension. The Agents could also
Considers it a bummer to hear about them. show up and make things more
difficult, if the break from the
Tisker Mica, #8 action drags on too long.
It also provides a choice: does the
The only teenager allowed onto the station. Struggler want to escape, or stop
Lied on their application. Dr. Francis argued the experiments from hurting others?
it wasn’t right that they be included in the
experiments, because they couldn’t legally
have signed the consent form.

Cal Alum, #18 Ludric Pyrite, #45


Poet. Is outwardly glad that his life has “turned An investor. Always manages to
interesting, finally,” but cries very easily when he’s believe he made good choices. He
reminded of the other layers. He went through bought his way in here through a
something he does not want to talk about. deal with Dr. Healy, and is allowed
Misty Copper, #21
calls back home to secure
additional funding for the station.
Really upset that xir Pokemon Go doesn’t work up
here. Used to live on a layer flooded with water.
13
Layer Six+
Dr. Healy knows they’re coming. Layer 9: The Medical Bay
The Anomaly has rapidly constructed this repeating, A swarm of flying hypodermic needles full
multiplying layer as a defense against the visitors of sedative descend from the ceiling like
reaching Dr. Healy himself. This Layer is an extremely bats and chase any visitors in this hall.
dangerous final gauntlet.
The initial hallway manifests as one very short, straight Layer 10: The Viewport
space station hallway with an Annoying Corner at the Visitors to this hallway perceive themselves as literal
end—but after each Annoying Corner, visitors are back rats in a short maze. Guillotines swing from the walls,
at the beginning of the hallway, with a different acid bubbles in pits, and you are a rat. Finding the
challenge in their way. Making these hallways rapidly is cheese at the end releases you into the next hallway.
taxing to the Anomaly, so it can’t keep it up forever.
If at any point a visitor turns around and Layer 11: The Living Quarters
backs out of a layer, they return to Layer 5.
The Anomaly is exhausted. No one is supposed
Layer 6: The Airlock to be able to move through its layers, and it
doesn’t understand why the visitors won’t just
A normal, empty station hallway—with something leave. This is its last chance to protect its Focus.
trying to break in. A monster outside of the airlock is
attacking this hall. They quickly puncture a hole in The Anomaly brings up three surviving residents from
the hull, and air begins rushing out into space. other Layers that it perceives as the visitor’s favorites
Visitors will die if they don’t make it to the other side. and places them in cages hanging above the dragon
below, if the dragon is still alive, or a pit of acid if not.
Layer 7: The Hallways On a large computer screen, it shows that it is deleting
Cylindrical tubes line the walls, a green liquid them from the Save Point system. It is unable to stop
holding six creatures from Layer Two in stasis. Upon visitors from moving forward because it can’t delete
entrance, the cylinders lift from their bases, flooding the Annoying Corner, but it will kill the residents if the
the floor in the green liquid and releasing the blade- visitors don’t turn around.
boned creatures to attack the intruders.
The Annoying Corner
Layer 8: The Garden
Successfully moving through the last one leads to
Vines try to grab anyone passing through this the Final Layer. If the Anomaly has not been talked
short hallway and feed them to enormous down or stopped in some other way, the deaths of
carnivorous flytraps and pitcher plants. the residents can be heard as you leave this layer.
14

What is the Anomaly?


The Anomaly’s Focus is Dr. Healy, and it has rebuilt reality around Dr. Healy
to give him exactly what he wants: an endless supply of lab rats and
experiments for collecting all kinds of data on humans. The Anomaly
doesn’t initially understand or care why Dr. Healy wants this information. Its
Impulse is to make sure Dr. Healy is uninterrupted and perfectly cared for.
The Anomaly was born directly from Dr. Healy’s desire combined with the
widespread public belief in his “genius.” It is fiercely protective of the
doctor and truly believes that anything he wants is intrinsically good. By
immediately fulfilling all of Dr. Healy’s impulses, even his idle curiosities, the
Anomaly created these torture scenarios for visitors to the space station.
Parlow Technologies has been covering up disappearances, up to now,
because Healy has used the unlimited resources given by the Anomaly to
make real scientific advancements—including the creation of engineered
monsters like the blade-boned and the dragon.
Dr. Healy is not a Resonant and does not control the Anomaly directly. The
Anomaly’s Appearance is his mug of coffee—its first action was to fulfill Dr.
Healy’s desire for a physical comfort. Always available and always the right
temperature. If the Mug is destroyed, the Anomaly becomes unstable and can
be captured, destroyed, or, if Nico or the Struggler is around, bonded with.
15

The Final Layer


Dr. Healy’s laboratory. A clean, chrome room.
The Anomaly, a mug of coffee, sits on a console. A computer to the side
displays readouts of vital information on the citizens of the station. Dr. Healy
is here, and he is normally protected by the Anomaly, but it is exhausted
from trying to keep the visitors out.
He is extremely vulnerable.

Core Truth:
The system here is not providing meaningful information for Dr. Healy’s
research. It is inspiring him because he enjoys the power he feels
putting other humans through terrible situations. If given the chance,
he will attempt to justify his work here as if it has led to breakthroughs,
but anything he’s actually accomplished here has come from his desire
to cause more harm, not from the harm’s results.

If Dr. Healy is killed, the Anomaly is captured, or the Anomaly is destroyed


every layer smashes back into Layer One and all citizens from every floor—
including some so far unseen—land back there. The cages and pods with the
monsters are brought here because they’re also real, but they remain in stasis.
Communications with Earth work, as do the existing escape pods (which can
only hold twelve people.) Parlow Technologies will not want anyone to return.
Neither will the Agency.
16
For You’re In Space and Everything’s Fucked
For Station’s Eyes Only: Objectives
The following section is for the Station’s eyes only! While the Objectives included here are marked for
It contains various secrets and suggestions for specific layers, they can certainly be adjusted and used
them to use during the Struggler’s terrifying however feels best for your table! Some are pretty
journey through the layers of this doomed station. defined, while others are more open to side objectives
or be more of a puzzle than a strict waypoint.
When playing this adventure in You’re In Space, The
Strugglers begin the mission waking up in Layer Two. (pg. 7) Layer 2
You can choose to roll additional rooms for each area Find a way out of this loop.
to extend exploration (and treat them more like Sectors Layer 3
from the main book), or you can use the rooms as
described for a tighter, more claustrophobic adventure. Get out of this layer, ideally without being seen.
The sidebars throughout the book are meant to help with OPTIONAL: Help with the food problem.
running individual layers. The story-specific Save Points Layer 4
can be used by the Struggler, but they can also use the
Save Point system like normal in generated rooms. Get past the dragon and get through this layer.
The next page has several unique OPTIONAL: Confront Navarro.
monsters specific to this mission! Layer 5
Appreciate the art.
OPTIONAL: Get Dr. Francis away from the Annoying
Corner so you can move to the next layer.
Layer 6+
Confront the Anomaly and escape these layers.
OPTIONAL: Save the citizens.
Final Layer
End this.
17
Monsters
The Agents
Agent Delta Agent Beta Agent Gamma
A variety of Monster specific to this mission
are The Agents. These are supernatural, HP: 1 HP: 1 HP: 1
anomaly-hunting humans as powerful as they Limbs: 4 Limbs: 4 Limbs: 4
are dedicated to their job. They are here to Weak Point: Head Weak Point: Head Weak Point: Head
investigate the anomaly on the station and Size: Human Size: Human Size: Human
solve “the problem” by whatever means Behavior: Behavior: Behavior:
necessary. They can revive and return to the Tactical Tactical Tactical
station shortly after being killed, even without a Special Powers: Special Powers: Special Powers:
Save Point, and have low regard for human life. Whisper Catalogue Gun
You should have them run up against the
Struggler throughout the mission, not Check out the Triangle Agency Delta Test
limited to their introduction in the Layers. for details on these special powers!

Meat Dragon (Boss) Dr. Healy’s Creations

HP: 10 Bone-bladed Beetle-head Syringes-For-Eyes


Limbs: 4, plus 2 wings
Weak Point: HP: 4 HP: 2 HP: 3
Exposed core in its chest Limbs: 4 Limbs: 2 Limbs: 4
Size: Barely fits in the room Weak Point: Head Weak Point: Chest Weak Point:Arm(s)
Body Type: Size: Human-ish Size: Human-ish Size: Human-ish
Human flesh shaped into Body Type: Body Type: Body Type:
necrotic wyrm Metal-fused Insectoid Slithering
Behavior: Behavior: Behavior: Behavior:
Protective of Navarro Aggressive Trapper Stalker
Extra: Relentless Extra: Extra: Extra:
Boss Feature: COMPLICATED: Reinforced
Carapace Explodes
It must be defeated in phases, Structure
or the environment must be
used to make it vulnerable.
18
For Triangle Agency
Dealing With Nico Chaos Effects
Nico is an unusual kind of Loose End. He’s persistent, Here are some unique uses for particular
regularly resurrects, and will follow the Agents if he’s Chaos Effects with this Anomaly.
not allied with or very seriously dissuaded. Remember Attract
that he’s been through a lot of torture already, and
never gave up. He’s not going to be scared off easily. Attract is a really important feature to involve Relationships
with this Anomaly. It’s very dangerous to bring an Agent’s
If he makes it to the Final Layer, the exhausted Relationship on board, but can be extremely compelling.
Anomaly will be drawn to his Resonant potential Consider using this effect to reveal that someone was on
and attempt to hide by bonding with him. (Typically, the most recent shuttle of residents added to PT Station.
this means the Anomaly’s personal identity
disappears and Nico would gain Manifold powers.) Manifest, Double, and Triple
Instead of Minor Anomalies (difficult to summon
Reviving in space, with few people around) this Anomaly
If the Agents figure out what the Save Points are moves Dr. Healy’s experiments from place to
doing, they can use them by getting in the machine place. Using the same costs, call these effects:
and looking for the simple “on” button. The Agency Transport, Double Transport, Triple Transport
is not using resources to revive Agents in this way,
and so will not give them Demerits. If they don’t use These create Violent and Imprisoning enemies with the
the Save Points, the Agency will active their Life following changes: the enemies are considered mundane
Insurance policy as normal and quickly send their and they each can survive 3 Harm before they are killed.
new self on another rocket to the station. These monsters can take a variety of shapes, but they are
always made out of twisted, modified flesh.
Optional Objectives If the Agents do not come into conflict with the Meat
Here are some recommended Dragon through their own behavior, you can also use Triple
Optional Objectives for this Mission: Transport to bring it into play. The Meat Dragon can deal 3
Harm at a time and can survive 5 Harm before it is killed.
Name a Monster - 1 Commendation each time
Displace
Feed the Hungry - 3 Commendations to
the first Agent who completes this objective The Anomaly expects everyone to understand Dr. Healy’s
Create Art - 3 Commendations to each genius. It will show them the laboratory if given an opportunity,
Agent who completes this objective expecting it to fill them with wonder; you can use the opening
narration of this document as in-game text if it’s helpful!
Touch Blood that Isn’t Your Own - 1 Demerit each time
19
The Agency’s Perspective & Concluding the Mission
Remember: The Agency would be perfectly fine with no one
from this station returning to earth. Every character met
anywhere but Layer Three is an immediate Loose End.
If the Agents are successful in defeating or capturing the
Anomaly (rather than it bonding with Nico), the immediate
disappearance of its powers from Reality will merge all the layers
together, and then every surviving character is a Loose End.
To make sure Agents are aware of this, they should be
reminded from the outset that the Agency recommends no
one returns from PT Station. In this way, their interests align
with Parlow Technologies. If PT’s malpractice is going to be
exposed, or if the people on this station are going to be saved,
the Agents will have to decide it matters to them.
The Station’s radios are tuned specifically to PT’s headquarters
and do not go directly to media or other sources of help. PT
will not be eager to save anyone on the station. Without some
creative solutions, there is only enough space on the escape
pods to return 12 people of the total 45 who might still survive.
If captured, the Anomaly provides the following
new Requisition for purchase by Agents:
Temporary Displacement Dome - 18 Commendations. This satellite
dish can be placed on the ground to replace all physical reality in a 100-
yard radius space around it with a perfect replica of the space that will
return to normal when the satellite is powered down, or after 8 hours pass.
20

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