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The Burning of Carbex

By Tim Obermueller and Trevor Obermueller


Art by Dustin Lincoln
Maps by David Glass
Editing by Fiona Geist
Layout by Stella Condrey

This product is based on the Mothership® Sci-Fi Horror Roleplaying game, published
by Tuesday Knight Games. This product is published under license. MOTHERSHIP® is
a registered trademark of Tuesday Knight Games. All rights reserved. For
additional information, visit www.tuesdayknightgames.com or contact
contact@tuesdayknightgames.com
A Note to the Carbex was discovered somewhat
recently and terraforming is hard,
Warden expensive and rarely deployed on
ostensibly barren planets. Currently,
Parenthetical text indicates information the only settlements support the mining
currently only known to you potentially operations excavating and exporting
requiring investigation or skill checks to charcoal.
uncover.
The Angelus Fabrica is a station in
Briefing Carbex’s low orbit, primarily serving
as a re�nery, using various compounds
The Angelus Fabrica Station orbiting to make activated carbon usable as a
the mining world Carbex issued an gunpowder ingredient, material
automated distress signal after
deploying every escape pod. 4 days puri�cation, medical applications and
of communication attempts without gas storage among others.
response met the persistent distress
signal. A nearby law enforcement (The Hestia IV is a freighter with
agency dispatched you to investigate Sineto Chem Solutions. Besides trucking
and, if possible, determine the for Sineto, it also serves as a
complete evacuation’s rationale. personnel transport moving between
Rescue and assist, by any means
necessary any remaining crew facilities or those looking to stop off at
members. Since the police were unable one of the Hestia IV’s destinations. Its
to respond (and are low-key tired of facilities are surprisingly nice for a
reading the distress signal) they are transport ship, especially given
offering 50kcr for the investigation expectations of a corporate vessel.)
and report and, importantly, turning
off the signal. (After reporting the (The Sineto Chem Solutions Facility is
disaster, they offer 10kcr for every
rescued survivor). about the size of a small city and
hundreds of thousands of employees
reside there.)
Background
Carbex is smaller than Earth and was Synopsis
once nearly completely covered in
arboreal plants. Millennia ago, a When the station activated a
massive �re spread across the planet, mysterious natural cave’s charcoal, it
smoke blocked sunlight killing off any
also released something else which
remaining plant life. There’s evidence
of large freshwater pools on the spread throughout the station mutating
surface but none have been found the crew and leaving them ravenous.
outside of the ice caps. These new life forms are driven to
ingest carbon—by breathing or
The �re’s release of carbon dioxide eating. They prefer plants but
permanently altered the atmosphere,
making it unbreathable. Despite its consumed all the station’s accessible
atmosphere, heat and pressure are not plant matter.
concerns when traversing Carbex’s
surface, only breathing apparatus are
required.
3
Timeline How to “Win”
▪ Carbex Miners break into a cave, The Burning of
mine its charcoal and are
in�uenced by the Coalescence. Carbex
▪ This charcoal is delivered to ▪ Report the Angelus Fabrica’s
Angelus Fabrica Station. Several status, deactivate the distress
hitch a ride on the freighter and signal, collect thine fat stacks and
stay at the station, which is not leave this nonsense to the
unusual. authorities.
▪ The Hestia IV docks at Angelus ▪ Stop the Coalescence from
Fabrica delivering chemicals, spreading and be able to sleep
taking some r&r and loading up at night knowing you left a
with activated carbon. Some malevolent alien corruption to
Possessed Miners kill some Sineto prey on the next greedy mining
employees, hiding their bodies in company to go to Sediment Hill.
the Pool Storage closet and killing
Barry the Android after he ▪ Completely destroy the parasites
discovers them. (or believe that you completely
destroyed the parasites.)
▪ The cave’s charcoal is processed
and parasites therein burst out, ▪ Capture all the survivors, including
disintegrating 10 workers in the those the parasite twisted and
Forge (The Coal Shades.) mutated, get paid and then,
presumably, ignore that you made
▪ The Shades infect several a bad situation much worse,
crewmembers in the nearby Bunks doomed these creatures to horri�c
and Security Area, most succumb scienti�c experiments and, �nally,
to the sickness within half an hour, live with the fact that this will
becoming Activated. likely be used as a weapon in the
near future.
▪ The Activated storm the remaining
station, eating carbon and killing
their former crew. Badon, able to
do little, is quickly overwhelmed If you do
and seals themself in Command.
▪ Some crew escape via drop pods
nothing
near Command, setting off the The Angelus Fabrica
station’s alarms.
▪ Following the Warehouse The Possessed Miner on the Command
massacre, some Sineto employees Deck prevents the station’s required
(and some Possessed Miners) fuel burn and, 24 hours after PCs
board the Hestia IV and take off
without uncoupling from Angelus arrive, the station falls out of orbit,
Fabrica, tearing the space burning up in Carbex’s atmosphere
station’s outer airlock off. and destroying everything aboard.
▪ Some Possessed Miners, herding
Activated and Shades take the
escape pods near the Bunks. Hestia IV
▪ 4 days pass The Possessed Miners infect or kill all
▪ The players and their ship arrive crewmembers and crash the ship at the
and dock. Sineto Chem Solutions Facility and a
smaller version of the Coalescence
leads the Miners and Activated to
begin attacking the facility.

2
Carbex Within a few weeks the station is
completely overtaken, its denizens
The Coalescence grows and Possessed either in�uenced by the Coalescence
Miners and Activated spread across or dead. This has many long-standing
the planet. The Coalescence sends consequences:
Possessed Miners and Activated off in
every direction in any spacecraft it The largest employer and provider of
can secure. Police may eventually the basic chemicals needed for life in
discover the scourge’s source and space in the sector goes of�ine.
blockade the planet but not before Retaking and repairing the station
dozens of spacecraft leave. would take nearly a year, forcing
sector residents to pay double to
Sineto Chem Solutions import goods from other parts of the
galaxy in the meantime. If blockaded,
Facility the Coalescence forces could last 5
years without starving with the
If the Hestia IV makes it to the Sineto station’s supplies and materials.
Chem Solutions Facility, the staff will
be mostly concerned about the crash The Coalescence now has an army
and �re and preventing a bad numbering in the hundred-thousands
situation from getting much worse— with access to dozens if not hundreds
what with all the chemicals. This allows of spaceships to spread. Not including
Possessed Miners to ambush the �rst any unwitting ships who dock without
responders, building a formidable hearing the news.
force of Activated and Silver�sh
Hybrids. They take advantage of the
chaos, spreading The Creeping
Perforation and killing any who get in
their way.

3
Docks

C2 C1

C3
Hazmat

Warehouse Command
C4

Public Bath M1
C9
M3
Mag Lift

C8

M2 Security
Tavern Re�nery
M0

C6

Bunk 1
Bunk 4

Bunk 2
Bunk 3

Angelus
Fabrica

4
Approaching
the Angelus
Fabrica
There are only two docking ports and
one has half the airlock torn off as
jagged pieces of metal jut from where
it previously was. (A ship took off
without detaching.) Docking requires
no check as it is a (mostly) automated
process.

Two ports previously held the escape


pods, which you could attempt to dock
at but they are not designed to do
this. One connects to the Bunks (Roll
with (-) without Piloting)

The other connects to Corridor 9


leading to the Command Quarters
and Security Area. Maintenance 3 is
nearby, so you’ll have to avoid that.
(Attempt Requires Piloting at (-). If
failed, you crash into Maintenance 3,
separating it from the station and
Badon is spaced and burns up in the
atmosphere.

5
Docks & Staging Area The Repair Bay also contains large
hook attachments for the exosuits.
If docking at the intact port, you (Used moving barrels which could be
read this airlock is still functioning attached.) There are two large
and this station segment is at least battery chargers (functional) whose
habitable. connectors match up to the exosuits. In
a white plastic box in each exosuit
cockpit, is a Personal Breathing
The Docks themselves are a huge Device, a plastic mask held to your
mess, black dust is smeared over face attached to a small oxygen tank
almost every surface. Near the (30 minutes of air).
broken docking port is a skeleton
whose bones seem gnawed on. Exosuits
There is no �esh, but a torn badge
reads “Solutions”. There is also a The bright orange Exosuits have a
signi�cant amount of dried blood yellow rotating light which lights and
trailing off further down the Docks. spins when the ignition is activated.
The blood and black powder They can operate continuously for 6
(charcoal) are smeared strangely. hours, recharging after 2 hours at the
(The Activated licked them.) battery charger. The cockpit has
suf�cient room for one—two if you
Looking around, there are strewn squeeze. When sitting inside, the
cockpit’s door is on the left. The
about a dozen empty plastic cockpit contains the machine’s controls
pallets (It’s dif�cult to see but the (easy to use) and a latch labeled “In
pallets have bite marks). There are case of space” which makes the
two 3m tall, bright orange exosuits cockpit airtight, pulling it again reverts
�tted with forklift arms for moving the seal. An Exosuit is really loud with
pallets: its hydraulics and metallic stomping.
▪ One (Exosuit 1) has an empty Combat Abilities
pallet hanging half off its forks
and is functional but missing a
key. Rotate (Forks Only): You can swivel
the arms in a complete circle. All in a
▪ The other (Exosuit 2) is in some 2m radius must make a Body save vs.
sort of repair bay, an arm is
disconnected and requires 30% + Heavy Machinery. (2d10
hydraulic system repairs to damage)
function.
▪ Exosuit 2 Key in the ignition, Grapple (Hooks Only): The hooks
not compatible with the other slowly close on your target. When
machine. your next turn starts, a humanoid
target within is grappled and cannot
▪ If turned on before repairs, make melee attacks. They can break
any within 2m of it (and not
in the cockpit) are sprayed free on their turn with a Strength
with hot hydraulic �uid (2d10 check at (-)
damage and 1 Stress.)
Armor - 150%

6
There is a supervisor’s of�ce on the There is also a (locked) �ling cabinet
Docks’ far wall with a locked door and whose key is broken off inside the
a large acrylic window, covered with lock. Inside the top drawer are
black powdery smears. Breaking the numerous personnel �les (15, including
glass or other violent entry attracts the Dash), covering a Revolver full of
(# of Players) Activated from ammo. In the bottom drawer is a tin of
Corridor 2. The of�ce is in perfect gourmet crackers (50cr).
order, save numerous nutrient bar
wrappers and empty water bottles Personnel �les
underneath the metal desk. The
underside of this otherwise gray metal If the party is compelled to try
desk is painted with an elaborately matching names and faces with the
colorful �oral pattern. Atop the desk is �les, 5 are dead in the Warehouse,
a (password protected) computer, Dash is in Quad 4 of the Bunks, 1
searching the desk drawer turns up a (Joseph) is currently experiencing
half sticky note reading extreme blood loss up in the Command
“b1@ck1un6” (the password), and a Quarters, the other 8 are nowhere to
can of red spray paint. be found on the Angelus Fabrica
(Activated or survivors who left in
The computer’s desktop is sparse with escape pods.)
only an email icon and a .txt �le
"SWOL". The emails are to a “Dash,” There is a First Aid Kit hanging from a
apparently the supervisor. The most Magnetic Wall Hook. (Can stick to a
recent email is from Command@... metallic surface and support up to 25
sent less than a day cycle ago. kgs)

“Dash, To your left from the airlock is a tunnel


marked Corridor 1 leading to
If you’re still out there, make your way Hazardous Materials Storage. The
by the maintenance tunnel to the doorway has a rollup plastic door
Command deck. We have supplies which automatically opens on
and can keep you safe. There should approach.
be a spare key in the Chemical
Warehouse hanging on a hook. We To the right from the airlock is an
will not let you in if you don’t come via utterly dark tunnel marked Corridor 2,
the tunnel. MAKE SURE YOU’RE NOT leading to the Warehouse.
FOLLOWED!!!”

The other emails are unremarkable:


shipping manifests of Carbex’s mined
charcoal and Sineto Chem Solutions’
chemicals, a major chemical company
in the sector. The most recent ship,
besides your own, was a Sineto Chem
Solutions freighter: Hestia IV, that
arrived 6 days ago.

The .txt document is ASCII art of a


shirtless muscular man �exing. (Depicts
Acting Security Chief, Badon.)

7
Corridor 1 (C1) There is also an airtight, thick plastic
door sealed shelving unit with stickers
The tunnel from the Docks continues like “Danger: Do not expose to air or
and is well lit, clean, and empty. There water.” and melting Skull and
is another plastic roll-up door at the Crossbones which contains Caesium
tunnel’s end which does not open Hydroxide. Exposure deals 4d10
automatically with about a dozen damage and triggers a Body Save or
bullet holes punched through it (Shot your Body save and Combat skill are -
from the other side.) Looking through 10%. Caesium Hydroxide produces
the holes, you can observe an ample heat if exposed to water and,
Activated standing stock still, facing if exposed to oxygen, explodes (10m
the other direction. The door is opened radius, all within take 6d10 damage
by reattaching the motion sensor to the and make their Body save with (-).
electric motor or otherwise activating
the motor. This grants Surprise on the There are 3 lockers, 2 open (roll loot
Activated and (+) on initiative, there table) and 1 locked (Intact Hazmat
are another (# of Players) Activated Suit.)
in this room, one wearing a damaged
Hazard Suit.) On the wall is a red button with a sign
below reading “In case of chemical
The door can also be easily cut or spill. DO NOT…” before breaking off.
ripped open given bullet holes. The This button is clearly connected to
Activated notices this if PCs weren’t sprinklers overhead. If pressed, gates
already noticed. An Activated has drop over the exits and Maintenance
Exosuit 1 Key on them. 1’s door, if open, closes and seals. The
sprinklers �ll the room up to the ankles
Corridor 2 (C2) with water which is then sucked away
and released into space. If bases
Dark with (# of Players) Activated were spilled and someone is in contact
within if they haven’t already with the water, Body Save or suffer
attacked. The light bulbs are broken. mild chemical burns (1d10.) This
On the �oor is a loot table item. process takes about 2 minutes.

Hazardous Materials Storage There is a Chemical Information binder


with all of the pages ripped out (and
The Hazardous Materials Storage eaten.)
walls and �oor are plastic-coated.
Three rows of plastic shelving contain At the back of one of the aisles is
opaque plastic barrels (strong bases) another chewed-on skeleton with an
for making activated charcoal. Most (ammo-less) SMG.
contain Sodium Hydroxide—
commonly known as caustic soda or A metal sliding door seals the room’s
lye—a strong base where short back. Its large circular key-port that
exposure can cause serious immediate requires a Maintenance Key or can
or moderate permanent injuries. If any be “picked” at great dif�culty (-) or
are broken or punctured, Lye spills out simply breached with appropriate
affecting all within 3m—10m with an tool(s).
explosion. Anyone in contact with Lye
gains 2 Stress as it is extremely Corridor 3
irritating then makes a Body save or
takes 2d10 damage. On a critical This corridor has rollup plastic doors
failure, additionally, take -15% Body and clear forklift and exosuit tracks.
save—removed with a Minor Signs point to the Mag-Lift and the
Improvement from leveling up. Hazmat Warehouse.
and Vaccsuits protect against
exposure. Note: Lye corrodes metal.
8
Warehouse At the back is a large airlock door
labeled “Mag Shuttle Loading Bay” in
Approaching, there is a scene of large letters with several warning signs
absolute carnage. Blood and bodies reading: “Passengers must remove and
everywhere, 24 total of which 20 are secure metal objects and equipment
apparently station workers alongside from their persons before launch” and,
4 Activated. No corpse appears to below, in red marker “Androids
have been eaten at all (The Activated advised to utilize provided seatbelts”
are eating the more carbon-rich “Do not load processing chemicals with
charcoal.) Most were apparently ANY other cargo” “Do not enter the
beaten to death but one worker’s magnetic �eld if you are not in the
body is covered in burns and holding shuttle, doing so could result in serious
a Cigarette Lighter. (Was destroyed injury or death.”
by a Coal Shade he killed.) One dead
Activated is impaled against the wall Looking out the window, you can see
by a broken forklift. the Mag Shuttle is magnetically
suspended exactly between this
The Warehouse stores charcoal and airlock and the Re�nery’s airlock
other necessary supplies that keep the opposite it. The shuttle’s control panel
station running (ex. food and water). is unseated from the wall but basic
The charcoal pallets were clearly electronics knowledge can reconnect it.
broken into and eaten from. The other Once reconnected, the screen reads
supplies are pretty picked over but “Emergency Stop Engaged.” Pressing
there are d10 pallets of each of the the “Call” button brings the Mag
following: Shuttle here, “Send” dispatches it to
the Re�nery airlock. The airlocks
▪ Water operate automatically once the Mag
▪ Food Shuttle reattaches. The Mag Shuttle
traverses the distance between
▪ Toiletries airlocks in 10 seconds and moves at
the round’s end. If anyone is outside of
▪ Oxygen Tanks the station and in the Mag Shuttle
There are also the following pallets: Field when Send/Call is pressed, they
must make a Body save—Androids at
▪ Raw Charcoal (x40) 300cr per [-]—or die as all their blood’s iron or
pallet. all their body’s circuitry is suddenly
ejected, which will happen before the
▪ Activated Carbon (x20) (Caustic shuttle strikes them (2d10 damage). If
Soda treated) 800cr per pallet. the magnets are disabled, the Mag
▪ Used for �ltration, gas Shuttle falls, burning up in Carbex’s
storage, gunpowder and atmosphere.
emergency poison treatment.
▪ Nanoparticulate Activated Carbon Maintenance 1
(x4) (Caesium Hydroxide treated)
3200cr per pallet. The Security Area door is currently
open, so its Activated can travel down
▪ Very valuable, used to store this tunnel.
almost any gas. Helps clear
toxins and infections, in
extreme cases may even help About halfway down is a dried blood
someone experiencing kidney spatter.
or liver failure until they
receive proper medical
treatment. (# of Players) Activated in security
uniforms mill around the tunnel’s end
near the Security Area. (# of Players
+ 2) Activated within respond to loud
noises.
9
Mag-Shuttle Public Baths
When opening the Mag Shuttle doors Tiled �oors and walls obscured by
it reeks like death. Inside is a dead steam. In the center is a rectangular
man with 2 pallets (food and water). pool containing seats and benches.
The canned water is largely dinged There are small scraps of white cloth
and dented but none are open. If scattered on the tile (cotton, from
medically examined, cause of death is devoured bath towels.)
dehydration. (Loot table if searched)
Walking to the water’s edge (only if it
The shuttle has room for two rows of 6 is quite steamy), six bodies are visible
pallets, ~10m x 5m. On the sides are on the bath’s bottom—including one in
14 seats with four-point seatbelts and a Vaccsuit and several oxygen tanks
two storage chests with straps and (8 spent, 3 full). The Vaccsuit wearer
attachments for securing metal items. pops up and shoots the nearest person
There are “Send” and “Emergency with a Rigging Gun, pulling them to
Stop” buttons within reach. the pool’s bottom. Bullets are
ineffective going into water. Hana, the
Vaccsuited crew member, assumes you
Any unsecured metal items or Androids are Activated. You can try reasoning
�y in the direction the Mag Shuttle with her (Activated can’t talk but she
moves. Others make an Armor save or remains suspicious), using weapons or
take d10 damage. Androids make a showing you bleed red leads her to
combat roll against a random target see reason and she apologizes for
dealing d10 damage to the target attempting to (or actually) maiming/
and itself. If an Android doesn’t collide killing you or your friends.
with anything they take d10 damage
colliding with the shuttle wall. Any
cyberware augmentations temporarily
stop working for d10 rounds after the
shuttle moves.

Corridor 4
There is a distinct smell of water and
chlorine ahead. Near the Public Baths’
door are 20 small lockers, 2d10 are
open. Most contain Standard Crew
Attire—although some uniforms are
different. One locker is stuffed with
four pairs of the same brown overalls
with Android �uid (equivalent to
blood) on one. There are also Sineto
Chem Solutions uniforms and
accompanying badges, some
belonging to crewmembers of Hestia
IV. Roll up to # of players on the loot
table.

10
Hana “Harpoon” Hana also has a Maintenance Key—
a steel disk with embossed edges on
Maintenance Crew C: 45 Rigging Gun, one side.
I: 30%, H: 2(40)
Searching the pool corpses: roll once
Wants: To get out unharmed, future on the loot table plus a Pool Keycard.
employment
A (locked) maintenance closet
Hana has always felt at home in ships requiring a Pool Keycard contains four
and stations’ crawl spaces, working corpses, three in swimwear and one in
crews since she was 12. Hana prefers to a white polo-shirt and shorts. Those in
use her Rigging Gun as a tether on swimwear have clear �nger-shaped
spacewalks. She hasn’t spaced herself neck bruises, from fatal strangulation.
yet. Hana has luminescent orange hair (They’ve been deceased for �ve days)
cyberware, which she can change the The white-shirted Android has a hole
color and brightness of, useful in in its head and electronics are visible
cramped, dark spaces. She also has a within (a stab wound, not a gunshot.)
5cm hole in her left hand where she The corpses have nothing but any
installed a rubber o-ring which she loves Angelus Fabrica crewmember
driving rivets through to prank new recognizes the android, Barry, one of
crewmates. the bath staff. No one recognizes the
other three and they don’t match any
Skills: Zero-G and Jury Rigging. Angelus Fabrica personnel �les.
Beneath the corpses is a Sineto Chem
Hana explains she has been picking Solutions badge bearing one of the
off “those crazy things” as they won’t deceased’s face. The closet also
willingly enter the water. (This isn’t contains Chlorine Tablets (Can purify
exactly true, they just couldn’t detect water for drinking if properly diluted),
her underwater and, since water Rebreather, and a Collapsible
contains no carbon, had no reason to Stretcher.
enter.) She’ll also remarks they �ght
hard until underwater. She was The baths are still functioning. If
working in a maintenance tunnel when corpses are removed, resting here
the escape pods launching triggered gives (+) on the Sanity save to recover
the station alarms. She saw several stress once daily.
former coworkers attacking and killing
people and �ed. As they were about There are 5, undisturbed single-
to catch her she hid in the bath. When occupancy changing stalls on the other
the area cleared she grabbed a side (pull-to-open doors, The
Vaccsuit and oxygen bottles from the Activated aren’t with it enough to
Warehouse and has been there since, solve them.) In each is clean bathwear
picking off anything wandering by. in various sizes and towels and a sign
She hasn’t eaten for 4 days and reading” “If no clean bathwear is
requests food, if none is shared, she available in your size, please inform
heads to the Warehouse and grabs the bath staff.”
some. If left alone, she waits at the
Docks or boards your ship. One contains a duffel bag with 5
magazines of random ammo and a
loaded Flare Gun. In another, an
Android �uid dripping pickaxe head is
lodged beneath a bench.

11
Corridor 5 (C5) DrinkBot has very speci�c protocols:
Mostly dark, save light from the ▪ Leaving with a glass: All glasses
Tavern entrance. There’s audible calm have nanochips alerting DrinkBot
if someone attempts to cross the
piano music from inside. Across from threshold with them and contacts
the tavern is a door requiring a Security remotely without
Maintenance Key leading to intervening.
Maintenance 2 and Maintenance ▪ If someone goes behind the bar
Of�ce & Storage. and touches merchandise, it calls
security and attempts to restrain
the thief.
T. Tavern
▪ It notices someone attempting to
A plastic bar with faux wood grain. A damage or alter its:
2m tall DrinkBot, clearly labeled on
its chassis, rolls around behind the bar. ▪ Hardware: Attacks with lethal
force and contact security
A Coal Shade attacks any (non-
infected) human entering. Otherwise, ▪ Software: Contacts security, shuts
remaining in place. There is also a down and reboots in 1 minute
jukebox and three stainless steel
billiards tables. DrinkBot is made to serve and, if
queried, pretty much only reports
Approaching the bar: DrinkBot rolls there were no security incidents in the
over and says “Welcome” and, last four days. It will report three
scanning the face, says in a distinctly crewmembers as possibly missing, as
robotic voice “Guest” (or known crew they have not been scanned in �ve
member) before continuing “what I can days (those dead in Pool
I get for you today?” The bar serves a Maintenance.)
wide variety of beverages and food.
DrinkBot itself is a valuable piece of
tech and, with the nano-chipped bar
DrinkBot glasses, could fetch 7kcr to the right
buyer (probably someone looking to
Automated Bartender Combat: 40 eliminate a bar’s labor costs.) This can
Knife d10, hammer 2d10, Instinct: 40, easily be negotiated higher. DrinkBot
H: 2(50) won’t leave the Tavern but can be
remotely shut down in the
Drinkbot is a 2m tall stainless steel Maintenance Of�ce or Security Area.
vaguely humanoid robot with a You can also scrap it for the following
cylindrical head and torso and rotating parts (assuming they aren’t damaged):
tracks. Drinkbot has four spindly arms, 50 kgs. Stainless Steel, Knife, Tiny
two claws for grasping, a knife for Hammer, Claw Assembly (x2), Treads,
slicing and a small hammer for crushing Robot Brain (Drinkbot AI), Facial
and muddling. It is programmed to Scanner.
provide libations in an ef�cient and
controlled manner. You can tell Drinkbot
your problems and it listens, mostly
making af�rmative or negative noises,
likely suggesting a quali�ed counselor.

DrinkBot refuses to serve a single


patron multiple drinks at once and
stops selling to those giving others
drinks.

12
There is a sizeable variety and
quantity of alcoholic beverages
behind the bar, including some notably
rare libations (If you have the
knowledge to recognize them):
• Green Tequila (Not actually
green in color but its unknown
provenance make it much sought
after by collectors and
connoisseurs.) -1700cr, a collector
may be willing to pay with goods
or services up to 17kcr for this
bottle.

• Champagne, actually from Earth


(Earth-made goods are rare out
in the rim and luxury goods even
more so.) -2000cr

• Steam Engine Whiskey, contains


nanobots that create arti�cial,
harmless steam issues from your
mouth and nose after drinking
(and unintended by the
manufacturer, your ears, and tear
ducts also.) Regarded by most as
merely an amusing novelty,
medical practitioners may be
willing to trade services for this as
it can help resolve certain ear,
nose, and throat issues. -500cr

Grabbing everything else will net you


5kcr. and will take up the space of 1
pallet. Loading all of this without
interference takes 4 labor hours.

The Pool Tables are bolted to the


ground but are able to �t through an
airlock onto a ship. The aluminum pool
cues are intact but the chalk tip is
missing (eaten.)

The Jukebox is pretty standard and


receives regular song updates
remotely. You can unplug it from the
wall and someone could move it with
assistance. -1000cr

13
Maintenance 2 (M2) 13- TR (Team Radio)
Going between the Tavern and the Switching to this frequency, you’ll
Re�nery, the Maintenance Of�ce & immediately hear 1950’s Big Band
Storage is midway through this tunnel. style music. If Hana is listening, she
On the side closest to the Foundry, chuckles stating “I forgot it was my
there is a Large Wrench and a Walkie day.” When the song ends, a voice
Talkie with a red number “8” lit up on states “Today’s music is thanks to Hana
the front. On the back is a sticky note “Harpoon,” love her, thank her, blame
reading “4-COM, 7-SEC, 8-MC, 13- her, haha.
TR”, if you hail these frequencies:
Your day is coming.” The music
4-COM (Command) continues and this message repeats
about every hour. Hana explains daily
You’ll reach Badon, acting Security a maintenance staff member can play
Chief, who is in the Command whatever music they want for a day
quarters with four wounded and three cycle. If on this frequency when the
survivors. They are hiding but have day cycle ends, the music switches to
been unable to reach out because an thrashy garage punk.
unknown man took the Commander to
the command deck and locked them
out. There were gunshots several hours 6- (If contact is randomly
later and only footsteps since—they attempted on this frequency)
don’t know whose but suspect the
worst. They suggest taking (If this frequency isn’t tried, have the
Maintenance 3 which leads directly to walkie get a call from this frequency
them as the Security Area is overrun at a dramatic moment or at the
“with... hostile entities.” Command quarters. It �ashes the call’s
frequency.) The person on the other
7-SEC (Security) end is vague and evasive if
questioned. They will say they were on
You hear “A security of�cer will be an escape pod which landed on
with you shortly.” and after about a Carbex and are using a mine radio.
minute of silence, the same thing (They are, at absolute least, 150
repeating inde�nitely. kilometers away on the planet’s
surface.) They have made it to one of
8-MC (Maintenance Chief) Carbex’s mines, Sediment Hill (where
the parasites originated), and request
the PCs’ ship come there. They’re
There is no response. If Hana is with incapable of directly stating they
the party, she says “Sang, are you need rescue or transport.
there? Anybody?” If someone speaks
on this channel, you periodically hear Trying other frequencies yields no
someone activating their microphone results.
(the brief burst of static) but they don’t
speak. It’s morse code for “SOS.” If (If the players expect enemies in the
asked where they are they again Re�nery, they can quietly open the
respond in code: “Maintenance maintenance door and gain surprise.
Of�ce.” Otherwise, they are likely surprised by
enemies.)

14
Maintenance Of�ce & Storage Sang Sros
The maintenance of�ce seems clean, Maintenance Chief C:25, I: 40 H:1(30)
the front area is a partition with a
window with a slot for depositing Wants: To safely recover DrinkBot,
documents and packages, possibly big Work or study somewhere with AI
enough for a person to pass through.
On the wall is an empty tray reading Sang tries to improve the things around
“Maintenance Orders.” him: machinery, relationships, and
ef�ciencies whether asked to or not. He
Next to the window is a locked door always has dozens of projects but none
whose sign reads “Authorized can say he doesn’t complete them. Sang
Personnel Only. Alarm will Sound.” It is DrinkBot’s creator and is saving up to
isn’t particularly sturdy and could be move somewhere to work on AI full-
picked or kicked in relatively easily. If time.
forced, an alarm sounds and the
Activated on the other side get a Skills: Engineering and Arti�cial
surprise round. Slipping through the Intelligence.
window slot is impossible wearing any
bulky armor. Mildly contorting yourself In Storage, there are numerous shelves
through it requires a Body save or you of any kind of toolset, cleaning
become stuck. A Body save can be solutions (acidic & basic), and various
attempted at the start of the turn to tools and cleaning implements. There is
free themselves. also a cabinet-sized wheeled
industrial cutting torch.
On the other side in the hallway are
(# of players +2) Activated who
attack as soon as they see someone or
hear a loud noise.

The hallway has two doors at opposite


ends. The rightmost door is open and
reads “Maintenance Of�ce” and the
leftmost is locked and reads
“Storage.”

In the Maintenance Of�ce, there are


half a dozen �ling cabinets and the
walls are nearly covered in
markerboard maintenance schedules
and assignment charts. Atop one �le
cabinet are 3 Walkie Talkies and 6
Walkie Chargers. The gray metal desk
is strewn with loose papers and
machine parts surrounding a custom-
built radio transmitter and microphone
set to frequency 13.

When entering, a small voice from the


desk queries: “Is it safe?” A thin man in
overalls crawls out from under the
desk.

15
Corridor 6 Quad 3
There is a loose power cable on the Very clean and quiet save a blood
�oor that anyone with a maintenance trail leading to a ransacked bunk. The
background can safely move. mattress was �ipped and sliced open
Otherwise, make an Intellect check or end to end. If searched, there are 4
take 3 Stress and 2d10 damage—1 credit sticks with 300cr each. (This
Wound to successfully move the cable. room is a safe place to rest.)
Anyone crossing must make a Speed
check or take 2 Stress and 2d10 Quad 4 (Medical Bay)
damage.
The door opens by pushing a wall
Bunks button next to it, a fresh bloody
handprint is on it.
Divided up into quads (4 rooms) each
with 4x5 open bunk arrangements. When the door opens, a crash is
The Bunks’ entrance leads to a hallway audible inside and some glass breaks.
of closed doors leading to each Looking in, you see nothing at �rst as it
Quad. At the hallway’s end is an is dark save a small green air �ltration
airlock marked “Escape Pod” with an system light near where the sound
electric sign above �ashing “Escape originated. There are two rows of ten
Pod Away.” (Unless you docked here.) hospital beds against the walls.
Quad 1 Walking down the row, Dash
Montgomery attempts to stab the �rst
There’s black powder everywhere, �gure she sees with a Scalpel. If she
reminiscent of the Docks. The bunks sees �ashlights, she slowly stands up,
themselves lack any identifying or hands in the air.
personal features such as posters or
photos. There are two gnawed
skeletons but nothing else notable. (roll
on Loot table x # of Players)

Quad 2
Marked DO NOT ENTER in black
spray paint and hundreds of strips of
packing tape seal the door shut—the
empty Tape Gun is adjacent on the
�oor. If Dash was encountered, she
notes she locked several Activated
inside—it was a bloodbath.

If forced open, there are (# of


players + 3) ravenous Activated
crowding the doorway who attack.

The room looks like a bomb hit it. Bone


fragments are scattered everywhere
and the mattresses are torn to shreds.
While only traces remain, it is clear
there was a lot of blood at one time.
(Roll on the loot table, if it could
theoretically be eaten, it isn’t there.)

16
Dash Montgomery Re�nery
Logistics Manager C:35, I: 50 H:1(40) There are 2 Shades and 10 large
forges whose doors are open which
Wants: To continue a life with Badon once operated around the clock but
are presently cold. Connected to each
Dash considers herself a personality forge via hopper with multiple seals
manager more than anything. She can are Sodium Hydroxide barrels. In the
determine pretty quickly which “cogs” room’s back is a much smaller forge
mesh well or grind an operation to a connected to a small Caesium
halt. She’s not afraid to get her hands Hydroxide barrel. (On careful
dirty, either. Dash is also secretly a very examination, the sealed latches
talented spray paint artist. normally holding the door shut were
apparently forced open.)
Skills: Art, Heavy Machinery and
Psychology. Corridor 8
Dash is in bad shape and needs actual This corridor is lit only by a �ashing
medical attention, but the Medical Bay red ceiling light. A large metal barrier
was plundered. She has several deep is sealing the Security Area. Near the
bruises on her face and arms. Her left red light is an (inactive) Shotgun
forearm is fractured. Dash doesn’t Turret. The door is covered with a
know but she’s also at Stage 0 of The laser and �re-resistant plastic rife with
Creeping Perforation. Dash has a scratches and laser burns but without
Maintenance Key, Scalpel and Black substantive damage. Besides its own
Spray Paint. massive weight, the barrier is also
secured by four hydraulic deadlocks.
She’ll recount trying to get to The barrier can be deactivated via
Command via Maintenance 1 but keypad (9-digit code-1 billion
was attacked and forced back by possible codes). Cutting through takes
security of�cers. The Re�nery has 3 hours. If you fail a check bypassing
“those cloudy things” (Coal Shades) the door digitally or electronically the
and is similarly bad. Shotgun Turret targets anything
moving without a Angelus Fabrica
Corridor 7 Security Uniform. The Shotgun Turret
attacks if it detects tampering. It
The enemies in the Re�nery are pretty contains 4 magazines (16 rounds) of
much only concerned with this corridor. Combat Shotgun ammo.
They don’t really have any place to
hide either. Overall, surprise is unlikely. Shotgun Turret
C: 30, Shoot- 1 Wound
I: 40
Hits: 2 (30)
Tactics: Intended as a riot suppression
system and always choosing a new
target each round. It never attacks a
target beyond 10m. Damaging or
covering its sensor causes it to �re
wildly (-20% Combat) until it is out of
ammo or deactivated. Any EMP effect
or electrical damage immediately
shuts it down.
17
Maintenance 3 (M3)
When �rst approaching Command, a
humanoid �gure (android) in a blue
uniform yells “Halt!” brandishing a
Flamethrower. “Say anything!” (Badon
does not immediately attack because
they do not recognize the PCs.)
Provided player(s) say something:
“Who are you and why are you
here?” If answered in almost any non-
hostile fashion, they’ll introduce
themselves as Badon.

Badon

Acting Security Chief C:30


Flamethrower 1 Wound, I: 30 H:2(30)

Wants: To protect their and Dash’s


future wellbeing.

Badon, the only Android security of�cer,


is the sole surviving security of�cer
post-outbreak. Badon is well-liked by
the crew for their fair and thorough Security Area
work keeping them safe. Badon was
well-liked by their former colleagues for There are (# of players +3
not bleeding to death when stabbed Activated) within and (# of players)
and mostly dealt with the Tavern’s Activated in the open doorway to
onerous drunks. They are eager to Maintenance 1.
prove themselves in this crisis and
(hopefully) get promoted. They have a The opening is a pseudo corridor
chain link tattoo spiraling around their �anked by weapon racks secured
bicep, each representing a place Badon behind black metal cages. At the end
called home, the last link is etched with is an open area containing a desk with
green �owers. several security screens. To the right
are three 2m x 1.5m metal bar
Skills: Military Training, Hand to Hand holding cells and one metal 4’x4’
Combat enclosed padded cell. To the left is
Corridor 9’s airlock door.
Badon answers questions to the best
of their ability but otherwise ushers
PCs into the Command Quarters.

18
Weapons Racks
What the Command survivors
On the right: pistols and stun batons. know: Badon escaped the Security
On the left: a poster reading “Bonuses Area after Coal Shades attacked.
paid by assets protected!” and two They later moved through
sets of badly damaged (must be Maintenance tunnels rounding up
repaired to function) Advanced Battle station staff but this became
Dress, 2 Foam Guns and d10 Smoke extremely dangerous. They got as
Grenades. many into an escape pod as possible
and those willing to remained with a
There is an Artifact in the left weapon
cage. few wounded. After this, an unknown
woman with a gun snuck into the
There is a large console of cameras Command area and held the
and station controls. Surveillance Commander at gunpoint and went to
screens show most of Angelus the Command Deck, sealing the door
Fabrica’s major areas but are tepid at behind them. At some point, gunshots
best—half are dark and unresponsive were audible but nothing notable has
and the remainder grainy. The feeds happened since. Pressing your ear to
are restored by repairing the console. the sealed door, you can occasionally
A blue button that activates the
station-wide audio system is on the hear footsteps.
desk along with two short-range
communicators. Any door or airlock
can be unlocked or opened from here,
including the Command Deck. Further,
DrinkBot can be deactivated. There is
an overturned swivel chair at the desk
and an empty mug with an Angelus
Fabrica logo (an Anvil with angel
wings).

Further along, there are three barred


holding cells all with their doors open.
Each contains a blanket and pillow
inside with spartan toilet facilities—
even for a space prison. The fourth cell
has a solid wall and door with an
openable slot at the bottom. Looking
inside, it's completely dark. (Shining a
light through it causes the Silver�sh
Hybrid inside to screech and �ee from
view.) To the right of all cells is a
panel with seven labeled buttons. Two
for each barred cell which pour
chilling water into the cell or electrify
its bars and �oor (d10 damage.) The
last button opens the padded cell
door.

19
Corridor 9 C. Command
Leads directly to the Command Command Quarters
Quarters, Joseph, a survivor is here. If
PC’s approach without Badon, he will
immediately suffer a heart attack or if This area leads to each Command
Badon is present, rolls on the Panic room. The Security Chief and Dash’s
Table. rooms have two wounded on each
bed. The survivors sleep in shifts in the
If arriving via the escape pod airlock, remaining bedroom—no one is
Badon, will appear and ask if you are currently using it. No one objects to
there as rescue. They tell the party you entering the rooms but will
everything they know and will assist confront PCs over obvious stealing.
locating more survivors.
Command Bedrooms: Each has a
If arriving from the Security Area, bronze nameplate.
Badon rushes in, somewhat shocked,
falling to their knees. Badon asks
“You- You killed them all?”

20
Dash Montgomery- Logistics The other drawer is �lled with many
Manager colored spray paint cans (50). If Dash
is present, she immediately grabs the
credit stick but won’t begrudge
Upon entry, there are some mundane anyone swiping some spray paint. (If
art pieces on the wall. The wall you Dash’s credit stick is gone, Badon
enter from is a mural depicting a frisks everyone present and arrests
psychedelic scene of an angelic Dash anyone found with it.)
and Badon �ying in a swirling purplish
nebula. On the bed are two wounded
crewmembers. One is Caris, who is
awake and tells you they fell and hit
their head quite hard. Examining them,
they are clearly concussed. The other
patient, Arka’s arm is broken and
crudely splinted until they can get
actual medical attention. The only
other furniture is a dresser. If
searched, a drawer of Standard Crew
Attire and a credit stick (1371cr).
21
Allin Gaharra - Commander ▪ A recipe for an ale using certain
uncommon alien fruits.
Notably larger than the other ▪ 12d10 credit sticks, collectively
quarters. The wall paneling has bronze containing 2d10 x 200 (Rimwise:
(plated) accents and real canvas It is considered suspicious by
authorities to deposit many credit
paintings. There is also a window, sticks at once, as it’s usually
currently set to opaque on a nearby indicative of unlicensed gambling,
control panel, matching the theft or organized crime. Savvy
surrounding walls. shady people deposit one at a
time sporadically or launder it at
a casino or similar.)
An easel is occupied by a mostly blank
canvas depicting a hand reaching Brayson Jeeroks- Security Chief
from inky blackness. (Art: It’s not in the
same style or technique as the hung The walls contain mostly family
paintings.) pictures. Brayson apparently has
children with multiple partners and
The furniture is similar metal to the there’s a large picture with all of
other quarters but includes a dresser, Brayson’s family as well.
two bed stands and a large standing
safe with a mechanical keypad. Above the headboard is an (empty)
Gun Rack (where Badon got the
The main furniture doesn’t have much Flamethrower.) The bedside lamp has
notable besides some slightly nicer a very strange design, it is a frame
uniforms. (Roll on the loot table.) concealing an easily retrieved
Vibechete. Neatly folded and stacked
The safe is another matter. Check at (-) on a bed stand shelf are 3 Angelus
or the safe seals itself with resin, Fabrica Security Uniforms.
making it impossible to open without
destroying the contents—save with There are two sleeping, wounded
specialized tools. crewmembers in the bed. One, Marlen,
is extremely pale and experienced
It contains: major blood loss. They are bandaged
but require stitches and ideally, a
▪ The deed to a planetary farm in blood transfusion to survive until they
this sector
receive medical treatment. The other,
▪ A one-way, �rst-class cruise liner an android named Mia, has the
ticket equivalent to a sprained ankle (½
▪ A patent for the concealed movement speed). Not much you can
Vibechete lamp do, the damaged circuits heal
eventually (Robotics required to
▪ Sealed letters to his family attempt repairs.)
members (Explaining why he “had
to go”.)
▪ Love letters between himself and
Brayson Jeeroks (Pen and paper
to “avoid discovery”)
▪ A detailed ledger tracking 15
years of gambling debts and
winnings.
▪ A trade ship’s location, docked in
a nearby asteroid belt (Records
show it went missing 20 years ago
but it’s legally abandoned
property at present.)

22
The Command Deck When combat ends, the entire station
shakes brie�y and station alarms start
The door is sealed and takes a couple blaring. Station analysis uncovers it
minutes to cut through or can be has not had its regularly scheduled
electronically bypassed. fuel burns to maintain orbit and will
soon plummet and burn up in the
A short set of stairs leads up to atmosphere. The panel which
several large consoles of buttons and controlled this was destroyed. (If the
screens. Above that is a window party came here pretty much directly,
looking out onto the station and give them a few hours to search
beyond, Carbex’s surface. further and escape. If they have
searched most of the station, have the
Hunched over a console is a woman in station dramatically burning up in the
brown overalls and a white long- atmosphere to ratchet up the tension).
sleeve shirt—attire typical for visiting
miners, she is a Possessed Miner. An
Activated in a nice uniform is lying still
on the �oor, its skin is gray and
appears rigid. The woman turns
around, smiling in a deeply unsettling
manner.

“You’re too late.” Her voice is gravelly


yet seemingly reverberates throughout
the room. She leans with one hand on
the control console and it crumples like
paper mache. “We will return our
planet as the Sustenance and so will
you!” At this point, the Activated
screams. Chitinous plate bursts from its
back ripping through the uniform. Its
mouth, similarly, suddenly and violently
produces two mandibles. The
Silver�sh Hybrid stands, ~3m tall, its
skin hardened into an exoskeleton. It
looks with completely black eyes,
mandibles snapping hungrily. (# of
Players) Activated drop from the
ceiling tiles initiating combat. (Unless
there is an obvious opening to escape,
the Possessed Miner yields if things
are going poorly.)

If she yields, she mentions some of her


comrades took an escape pod—and
some Activated—back home to the
Sediment Hill mine.

23
Escape!: Can be handled numerous Group Challenge
ways:
Party needs successes equal to the
Crisis Ladder: If successful, escape onto number of party members (includes
your ship. If not, move to the next step. NPCs) +1 to escape. For each failure,
each character gains 1 Stress and
▪ Check 1 takes d10 damage.
Fear Save: The station shakes and
groans. Visible through the
windows, are telltale signs of ▪ Someone’s ankle gets struck with a
atmospheric reentry. piece of debris, First Aid to patch
them up and keep moving
▪ Check 2
Gain 2 Stress: The air is starting to ▪ The door is jammed shut,
get hot as arti�cial gravity shuts Mechanical Repair to bypass or
down. A section breaks off spend valuable time going around
(choose or roll a d10). or cutting through.
▪ Check 3 ▪ The room lost its arti�cial gravity,
The station breaks apart, Zero-G to guide the group safely
exposing you to the vacuum of and quickly across.
space and extreme heat. You must
jump onto your ship or die. ▪ Command everyone to move in an
orderly and ef�cient manner,
without trampling each other in a
panic.
▪ Interface your ship’s computer with
the station, Arti�cial Intelligence to
give an accurate, up to date map
with the fastest path.

24
Fix-It!:

There are three thrusters that must be


manually �red, in unison, for one
minute. The thrusters are accessed in
Maintenance 1, Corridor 7 and
Maintenance 3.

Sang and Hana help, to avoid dying,


and can provide instructions if needed
(use the tools above tools to facilitate).

Opportunity

If you save the station, Sineto sends a


500kcr bonus, security privileges in
Sineto facilities (provided they aren’t
harming Sineto property or personnel)
and will contact PCs with future jobs.

25
ACTS
2&3

26
Next Steps You can also call ahead to the Sineto
facility. You better have an excellent
argument as to why they should blow
up their own property and employees.
If you chase the Generally, they promise to order them
Hestia First to stop in the station’s orbit or seal
them at the port so they can evaluate
You may stop the Hestia before it what to do (Hestia IV’s Possessed
reaches Sineto Deep Space Factory— Miners have no intention of stopping.)
severely disrupting its operations and If somehow convinced, their �ghters
spreading the plague to a much are more than capable of downing
larger population. The Coalescence on the craft (Success is, of course, entirely
Carbex also becomes much stronger up to the Warden).
and more organized. The
Crashlanders establish a base as well. Destroying or
If you land on disabling Hestia
Carbex First IV
If a ship gets too close or �res on the
The Crashlanders are less organized Hestia IV, the computer initiates
but so are the Possessed Miners. The combat. If the Hestia IV takes too
Coalescence is weaker. Without much damage (Hull <20% [28]), the
intervention, Hestia IV very likely crash computer ceases �ring, kills the
lands at Sineto Chem Solutions in 3 engines, and sends an automated
days. surrender message. (Ships, especially
ones this size, are worth millions of
Chasing the credits and any cargo/crew worth that
much have substantial mercenary
Hestia escorts. Corporations aren’t too
concerned about their ships being
If discovered soon enough, you can stolen, as it's almost always cheaper to
pursue the Hestia IV before it reaches post a reward for the ship's return
the Sineto Chem Solutions Factory. The than build a new ship. And, of course,
Hestia IV arrives 8 days after the even if they never see it again that’s
Angelus Fabrica escape pods launch what insurance is for).
(4 days after players arrive. It takes
~24 hours hyperspace travel reaching The Possessed Miners are not gonna
Sineto Chem Solutions from Carbex. do much during ship-to-ship combat.
Starspace travel at 100% Speed The ship’s computer is better equipped
catches up to The Hestia in 3 days). to operate its weapons. One exits the
2F Cargo airlock with a handheld
Tracking the Hestia, it is traveling Laser Cutter and releases two
through Starspace (not Hyperspace) Silver�sh Hybrids to board the
and headed toward the Sineto Chem players’ ship—they’re strong enough
Solutions Facility. Besides not jumping to pry open airlocks.
in Hyperspace, they aren’t maximizing
speed. (Whoever is driving isn’t a
trucker, who generally are paid by the
parsec.)

27
Cargo

Cryo 4

Cryo 1
Cryo 3

Cryo 2

Laser Cutter Jump Drive Computer


Chamber

Deck 1 Deck 2
28
Cargo Cryostasis
Hestia IV - Freighter
Armor - 60%
Combat - 50%
Intellect - 70%
Speed - 80% (Max speed, its speed
currently is 48%.)
Max Hull - 138
Max Fuel - 35
Weapon Mounts- 2
(Computer-operated)
▪ Autocannon- 2d10 MDMG
▪ Laser Cutter- 1d10 MDMG
Computer- 4
(Computer can take 4 actions on its
turn)
Life Support (40 crew)- 4
Barracks
Galley

Sci Lab

Command (2 Of�cers) - 1
Armor- 18
Jump Drives- 1
Galley- 4
Conservatory

Life Support

Med Bay

Med Bay (+10 Medical Intellect


Bonus)- 2
Cryochamber (40 cryo chambers)- 10
Living Quarters (2 suites)- 2
Barracks (40 bunks)- 4
Cargo Holds (250 Supply slots)- 25
Science Lab (Research Intellect Bonus
Command +15)- 3
Base Hull-80
Thrusters- 8

LQ 2 LQ 1 Engine- 7
Frame -8

Deck 3
Main Deck 29
Boarding the
Hestia There is also a large bay door below
this for loading cargo which, when
opened, causes the Cargo Area and
There is an airlock [2F] which typically Catwalks above to lose air. Any
docks with stations and other ships for portion of the ship can be cut into as
personnel transfers. The Possessed well to board.
Miner �res a handheld Laser Cutter
here, retreating to alert his As soon a party member steps foot on
compatriots if anyone attempts to the Hestia, all hear in an extremely
board. raspy whisper from an indistinct
location, “You should not have come,
you will join us like the rest of them!”

30

Deck 1 At the back is a small room sealed
with acrylic glass and two doors
on either side of it. The left door
leads to the Jump Drive and the
Cargo right leads the gunnery position
for the ship’s Laser Cutter.
Runs the ship’s length with metal
catwalks and a crane assembly above. ▪ The sealed area is secured with a
All cargo is secured to the �oor in case 4-digit keypad. (It’s not connected
to any other systems, so can be
arti�cial gravity fails. A Possessed brute-forced physically or
Miner, Silver�sh Hybrid and (# of electronically). The acrylic can be
players) Activated are hidden cut easily with a saw or melted
amongst these materials, waiting to with any �re or laser. This area
contains an Artifact.
ambush. Without life support, the
Possessed Miner and Hybrid attempt Laser Cutter
to escape.
A small area with a seat and gunnery
There’s the following cargo: position for the ship’s laser cutter-
usually automated to prevent asteroid
▪ 11 large sealed plastic tubs �lled
almost completely with water. You collisions. The weapon’s control yoke is
can see and hear things moving broken off and lies on the �oor. There
inside—transport aquariums for is a loot table item wedged under the
lab-grown Tuna designed to gunner’s seat.
sustain them up to 3 years. 110kcr
if delivered alive to a high-end
restaurant or food broker.
▪ 8 Pallets of what initially appear
to be pony kegs are actually
containment rods for plutonium
rods. 40kcr.2 Boxes of Titanium
handcuffs, some too large to �t a
human. (Unlikely to be sold on the
open market but were obviously
going somewhere. 3000cr as
scrap).
▪ 14 pallets of barrels containing
rubbing alcohol. 2800cr total
▪ 17 pallets of wheat seeds,
modi�ed to grow in a CO2-rich
environment. 11900cr Could
theoretically grow on Carbex.
▪ A pallet of key components for
certain Cyberware parts. 7500cr
▪ 7 tons of Spaceship Hull-grade
steel ingots- 10500cr, could be
bartered for ship repairs and
upgrades.
▪ 12 pallets of drums containing
Hydraulic �uid. 4800cr total
▪ 8 Cubes of acrylic window panes
marked clearly with: “Do Not
Double Stack!” 8kcr total
▪ 10 tons of Activated Charcoal
(Caustic Soda Treated). 8kcr total

31
Jump Drive Chamber Dr. Edwards upon seeing Hestia IV’s
violent takeover and overhearing the
Opening the door, you are met with a assailants’ plans snuck into the Jump
glowing blue pylon: the Hestia’s jump Drive Chamber and manually
drive. Standing in the room’s center is deactivated it. “One of those things
a modestly sized pylon, this is a short- came in and attacked me. After some
ranged vessel, the drive is only good time, nothing else entered, so I
for one jump at a time. A lever to the examined this creature and �ne-tuned
left displays the drive is currently this bio scanner to their signatures.
disengaged. She’ll pick up her other implements
and help secure the rest of the ship.
Beeping is audible from behind the
jump drive pylon. If not immediately (An Activated, Hybrid or someone
investigated, a woman with welding infected with The Creeping Perforation
goggles, a modi�ed Bio Scanner and is 1 signature, a Possessed Miner and
a lab coat steps from behind the pylon Swarm are two dozen, a Coalescence
with her hands up: “You’re not one of appears as hundreds or thousands.
them.” Behind her, there’s a dead Coal Shades blip sporadically.)
Activated, a Tranq Gun and a
Crowbar.

Dr. Lillian Edwards

Planetary Explorer C:25, I: 40 H:3(30)

Wants: To study these strange


creatures, to make it to her next job

Is there anything as pleasing as seeing


sun(s) rise over a heretofore unseen
horizon? That’s what Dr. Lillian Edwards
lives for. As she would put it, she listens
to what each planet has to tell us and
has to offer humankind. Her skin has
some light scarring from when the acid
rain on a particular planet was A BIT
stronger than calculated. She is as
fascinated as she is horri�ed by the
parasites and the mutations they cause.

Skills: Driving, Biology, Planetology

The Bio Scanner has been modi�ed to


detect the Parasites’ EKG signals and
will not detect uninfected humans.

32
Deck 2 Cryo Chamber 2
One of the pods is closed and active.
Catwalks & Crane There are however no life signs
reading on the screen and, looking
These steel catwalks cross over the inside, telltale signs of a critical pod
Cargo area including the overhead failure are visible. Looking through the
crane’s controls, though it is usually viewing port you see a withered
operated via the computer. A corpse frostbitten mummy. This unfortunate
on a catwalk has a Frag Grenade on victim is clutching a loot table item.
a bandolier.
Cryo Chamber 3
There is an airlock leading outside the
ship accessible here. Covered in a sheet of ice, one of the
pod’s coolant hoses has burst, freezing
The gunnery position for the Hestia all the air’s moisture. Any creature
IV’s Auto-Cannon is next to this airlock, moving more than once during their
the control yoke is broken off. turn in combat must make a Body save
or slip and fall, d10 damage.
This ship’s crane is automatically
disabled during space�ight—which There is a Possessed Miner and (# of
can be electronically bypassed. The players +5) Activated here.
crane has a speed of 10% and can
lift up to 10 tons. Cryo Chamber 4
Where the other Cryo Chambers have
Cryo Chamber 1 over a dozen pods, this one only
contains two but with many
The “air” isn’t breathable (carbon apparatuses attached. These are
monoxide). Humans will quickly advanced medical pods, for
develop a headache, dizziness, and transporting those in fragile medical
blurred vision. Body Save each round conditions or the mortally wounded
or (-) to all checks. Humans pass out requiring care at a more dedicated
after 3 minutes. If any �ames are facility.
present, they shrink, turn blue and
quickly gutter out. There is a cart in One of the pods is currently in use. The
the room’s center with 2d10 open gas chart shows the occupant is in a
tanks, audibly hissing as their contents medically induced coma after
escape. As an action, you can turn two suffering major injuries—their life
off. (Once all are closed, the ship’s life signs con�rm this. Removing them
support system makes the room causes them to die within the hour.
habitable again in 2 rounds.) Opening the pod is a complex and
lengthy process to avoid any mishaps,
When the cart is approached, 2 which is why it remains intact.
Possessed Miners pop out of the
cryopods nearest to the doors and bar Opportunity
them, each has 3 hand grenades and
a revolver each. (Players +3) If you can get this person treated, they
Activated then emerge from the pods. or their family may send you
The Miners do not care about harming something valuable as thanks. They
the Activated. may also, once healed, join your crew.
If this person happens to perish, their
family will still be grateful to receive
news of their loved one.

33
Computer Opportunity

Contains the servers, processors, and If Hestia IV is kept suf�ciently intact


other infrastructure normally making for repairs, Hestia may offer Hestia IV
up a ship’s AI. A Possessed Miner is to the PCs. This can be facilitated in
poking around here, periodically numerous ways:
pulling a wire (They are trying to get
the ship going again but the parasites ▪ PCs accept but Sineto bounties the
within can’t fully access their ship’s return.
memories.) ▪ Hestia transfers the ship’s call sign
to the PC’s before destroying it
An imperious feminine voice says “At (after transferring their personal
last, you’re here.” effects etc.) Sineto collects
insurance and forgets.
Hestia ▪ Hestia purchases herself under the
PCs' names from Sineto, with
attendant debt.
Ship’s Computer/ Goddess of the
Hearth If the PC’s ship has at least 4
Computer modules, Hestia can transfer
Wants: To reclaim her domain, break herself over leaving the Hestia IV
free from oppression derelict.
No one’s quite sure when or how Hestia
came to be but her existence is
undeniable. For the most part, she has
quietly ensured that those in her care
make it safely home, wherever that may
be. For the few that have called the
Hestia home, Hestia herself has
extended what protection she can. Her
followers carry ancient silver coins as a
token of her favor.

Skills: Piloting and Mysticism.

Hestia requests you retake the ship


and save any of her supplicants. If PCs
promise , Hestia dispenses what
appears to be an Ancient Silver Coin .
The coins contain microchips that allow
access to any part of Hestia IV. While
Hestia is remarkable, she is still
con�ned to a ship’s computer. She can
speak and listen in any room via the
ship’s speaker system but is otherwise
only capable of opening and closing
doors, operating the ship’s weapons
and assisting astrogation.

34
Deck 3 Inside are oxygen producers and
pumps, arti�cial gravity generators,
heating, and cooling.
Med Bay
Against the machinery, another dirt
A staircase connecting to Cryo 3 & 4 is structure is attached to various
here. A hospital bed is situated apparatus—this hill moves and stands
opposite a corner operating table. on four legs. It has the approximate
stature of a lion and jagged glistening
Surprisingly well-stocked (3d10 Anti claws. Billowing black clouds pour
Anxiety Pills and First Aid Kits) from its mouth—Possessed Miners
alongside a Med Scanner and a formed a Coalescence!
Cybernetic Diagnostic Scanner. A
cabinet locked with an electronic card Adjusted Stats
scanner contains most common drugs,
including d10 Stimpaks, AutoMeds, Lion Form Only (Page XX): It will not
and Pain Killers. (Those with medical transform
backgrounds can also �nd anti-
parasitics here, Body Saves(+) against C: 40, I 50, H:3 (50)
The Creeping Perforation, reduce
disease level by 1 on success).

Conservatory The Coalescence moves to the Cargo


and Catwalks area where it can move
The room’s outer walls are windows freely taking cover as needed and
looking out to the stars. Vines climb remains there until defeated or Hestia
various poles and lattices and stone IV collides with the Sineto Chem
plant beds wrap around the room. Solutions station. (If things are not
Bisected by a small babbling stream. going well for the Coalescence, any
(# of players) Parasite Swarms roam of its unencountered allies may
amongst the foliage. appear).

The garden contains various �owers, Once the Coalescence moves, the life
plants, fruits and vegetables. (Besides support system springs numerous leaks.
as food sources, there’s botanicals to Circuitry needs to be reset, hoses
synthesize d10 Stimpacks. The hot reattached and, once repaired, the
peppers can be made into pepper system needs to be reset in
spray which destroys parasites on Command. (Hestia if encountered,
contact or temporarily blinds a can do this remotely.) Without
target—or re�ned into a pill granting intervention, the ship loses air and
+10% on a Body save against The arti�cial gravity in 10 minutes. (If
Creeping Perforation, reducing the Cargo is currently exposed to the
disease level by 1 on success. This vacuum of space, reduce to 5
effect does not stack taking the pill minutes.)
generates 2 Stress).
Once defeated, it collapses into a pile
Life Support of dirt, charcoal powder, dead
parasites and 10 diamond claws
The door is completely sealed over (100kcr total)
with—apparently—dirt, in an
orientation similar to a beehive or a
termite hill. This can be broken or cut
through, but not quietly.

35
Living Quarters 1 Living Quarters 2
The door has no apparent scanner or Locked with a keycard scanner.
keyhole but there is a coin slot.
Inputting an Ancient Silver Coin opens Two queen-sized beds facing each
it, the coin can be collected from a other on opposite walls occupy most of
bowl on the other side. This door can the room. Two �gures, both Activated,
also be cut but is designed to achieve lie completely still in each. If not
white-hot temperatures if sensor tubes destroyed within a minute, one
within are broken (which happens if becomes a Silver�sh Hybrid, a
not detected.) Touching the heated Parasite Swarm bore out of the other.
door deals 3d10 damage. The door is The Hybrid attempts to screen the
more easily broken down but smashing Swarm from harm while it escapes.
the white hot door deals 1d10 The Hybrid carries one loot table
damage. item.

Upon entering, this space was clearly Otherwise there’s a few clothes but
not used as a living quarters. Most few other personal possessions. The
striking is a marble statue of a woman bedspreads are, notably, real bear
(Hestia) in a hooded cloak, arms open fur (2kcr each).
in greeting. Before her is a (lit) bronze
brazier. The brazier and �re’s glass Command
containment tube eliminate smoke.
Beside the �re is a plastic box �lled Almost pristine, save a few loose
with 2d10 individually wrapped �re panels on the control consoles.
gel cubes, which burn with a
camp�re’s approximate intensity up to Life Support can be reset here and
72 hours. Hestia IV’s engine shutdown can be
overridden.
In the corner is a kitchenette, with a
secure freezer and speed de-thawer. 2 Parasite Swarms lie in wait inside
The freezer contains many cured the consoles, attacking anyone who
meats and cheeses (300 cr) and the approaches.
cupboard contains a dozen liter-sized
tubs of animal lard (offerings to Galley
Hestia) and a loaf of rye bread (50
cr) Outside, a cacophony of crashes and
footfalls is audible.
The remainder is a lounge area, with
3 loot table items on some shelves The �oor is covered with the detritus
and comfy chairs and tables. of several tables and chairs and 20
Activated gnaw on various pieces of
If the door wasn’t destroyed, this is a furniture. -10% PC speed on the
safe place to rest. rubble which shifts as you walk on it.

All food is eaten and the equipment is


badly damaged but there is plentiful
scrap metal (2d10cr).

A staircase connects to Cryo 1 & 2.

36
Barracks
Two rows of 10 beds some containing
dead Activated—apparently killed
by a heavy machine gun. (All the
wounds are from inside the body, as a
Parasite Swarm formed and
burrowed out.) Searching uncovers #
of players loot table items.

Science Lab
Similar to the Med Bay and
surprisingly adequate given the ship.

Including microscopes, centrifuges and


any common chemicals and reagents
for scienti�c experimentation. There
are small frozen and refrigerated
storages and various cabinets
containing glass apparatus as well as
rock samples.

Two Hazard Suits are in a small closet


area.

In a sealed jar, a Parasite taps futilely


against the glass. You feel slightly
uncomfortable looking at it (it projects
its discomfort).

37
Entrance

1C 1B 1A

Upper Tunnel

Layer 1

2C 2B 2A Ore Load Out

Middle Tunnel
Layer 2

Crusher
Underground Lake 3A

Lower Tunnel

Layer 3
Sediment Hill Mine
38
Landing on
Carbex
Sediment Hill
Mine
A cave opening situated on a massive
hill, topped with a spaceport and ore
stockpile. The road leading in is
tracked with tire ruts and footpaths.
An elevator leads into the mines, some
using excavation vehicles, others,
merely dim, cramped tunnels. One
tunnel leads to a small underground
lake and its sinister residents—miners
who unfortunately found the parasites.
Now, something much larger grows,
getting bigger daily.

39
Mine Entrance At the tunnel’s end is the (downward)
Access Ramp.
~20m in diameter and leads to an
area with lockers, equipment and After the Hestia: The tunnel between
vehicles as well as two 10x10m cargo Stope Access 1B & 1C is collapsed.
lifts. A series of conveyor belts zig-zag Two Possessed Miners stand at the
to the spaceport atop the hill’s Access Ramp’s top, waiting to deploy
stockpile. A tunnel leads to the mine’s a truck trap.
elevator and shaft. # of players loot
table items are scattered about. Stope Access 1A
Elevator Contains metal tracks from excavation
machinery. After several hundred
A large hexagonal platform capable meters a light is visible at the tunnel’s
of moving dozens and workers and end and the tracks terminate.
heavy machinery.
The light is from a lantern with two
Currently contains 3 large crates, skeletons nearby (They have large
two—which are smashed open—are holes in their rib cages as if killed by
labeled “Air tanks.” The remaining a large spear) with a loot table item
crate contains 6 �re extinguishers. next to them. (This is also a great time
for a random encounter behind the
The elevator is perfectly functional party).
and safe, its panel is labeled:
▪ Entrance
Stope Access 1B
▪ Level 1 An engine is audible, there are tracks
here as well. A string of lights hangs
▪ Level 3 from the ceiling.
▪ Ore Load out The sound’s source quickly becomes
Once PCs step off the elevator, a apparent: a large yellow machine with
raspy voice is audible in their minds: large spinning buzzsaws (an
“You cannot hope to stop us.” excavator) is off the tracks blocking
the tunnel’s end. If turned off, # of
players Possessed Miners investigate.
Level 1- Main Tunnel
Suf�ciently large to permit heavy Ore Pass- Vertical 5m x 5m chute for
machinery’s passage. The lights are dumping ore into the Crusher. Entering
spaced a bit too far apart to be without climbing equipment causes one
considered well-lit, leaving pools of to fall into the Crusher.
complete darkness in some areas
(random encounters almost certainly Stope Access 1C
gain Surprise.)
Seemingly fairly typical. A yellow
Three stope accesses (tunnels leading excavator atop rails rests at the
to coal ore) are on the right at even tunnel’s front with a loot table item on
intervals if walking from the elevator. the rails behind it.
A large motor running is audible here,
coming from the Stope Access B. This tunnel is somewhat shorter and
newer than the other two, at the end
A large vertical chute, the Ore Pass, is are dozens of Activated all lying
at the tunnel’s center. It leads to the completely still but medscans reveal
Ore Load Out. vitals. If previously encountered, these
soon (~1 hr) transform into either
Parasite Swarms or Silver�sh
40
Hybrids. much like the Access Ramp.

After the Hestia: A horrifying scene of After the Hestia: Proceeds as


perforated bodies. The thousands of expected before spiraling down to the
bugs from this atrocity either joined Underground Lake. There are four
the Coalescence or are swarming damaged pickaxe heads and
between the elevator and Stope shattered plastic (breathing) helmets
Access 3A. near the lake.

Access ramp (spiral ramp Stope Access 2B


between levels) As with Level 1, the Ore Pass access is
A downward spiraling 3m wide ramp across the tunnel from here.
connecting each level of the mine.
Leads to a large dug-out room lined
After the Hestia: If using the ramp, the with four natural pillars—highly
Possessed Miners up top race down in dangerous as miners must manually
a truck taking up most of the ramp remove pillars, hoping for a controlled
arriving at Ore Load Out after 3 ceiling collapse. Previously much
turns. Speed Save to dive between larger—the room’s back end
wheels or take 1 Wound (Massive). apparently collapsed.

Level 2- Middle Tunnel The ceiling collapses entirely if three


pillars are destroyed.
Signi�cantly narrower than the others
and unlit, save a faint luminescence At the back is a hole leading to the
from Stope Access 2C. Near the Underground Lake—although it is a
Access Ramp is a tool rack: pickaxes, ~300m drop!
sledgehammers and laser cutters
(After the Hestia, they are Stope Access 2C
incorporated into the Coalescence).
A single long tunnel, just wide enough
If entering from the Access Ramp, a for one to swing a pickaxe. The light
Silver�sh Hybrid immediately charges emanates from an alcove on the left
the �rst creature it sees, likely gaining about midway down.
Surprise. Otherwise, you likely surprise
the Hybrid. The alcove leads to a small dug out
room lit with suspended �ashlights and
Before the Hestia: A clangorous noise mining helmets. There’s a collapsible
emmenates from Stope Access 2A. table in the center with an apparently
quickly abandoned poker game.
Stope Access 2A There are shell casings on top of the
cards and few small, dry bloodstains.
Before the Hestia: The tunnel at �rst
seems as alive and noisy as if the mine Around the edges are makeshift stools
were operating normally. Four and cots as well as about half a
Possessed Miners are digging with dozen spare oxygen tanks stacked in
everything the parasites can squeeze a corner. Nearby is a shelf with a few
from them at the tunnel’s end. They simple games as well as a loot table
likely won’t hear nearby combat or item.
notice anyone approaching. They are
only armed with pickaxes. Shining one’s light further down the
tunnel illuminates the artifact Hand
They seem to have been digging Excavator.
downward and in a spiral pattern
41
Level 3- Lower Tunnel Opportunity
You feel intense pressure on your chest If the Coalescence is killed, its nearby
approaching (+1 Stress). minions are somewhat rudderless but
remain a threat. You may consider this
After the Hestia: Between the elevator threat eliminated, have PCs go through
and Stope Access 3A are thousands of the rest of the mine with no
parasites, swarming every surface. If random encounters, or roll a Combat
headed toward the Underground check for “mop up” operations.
Lake, they allow passage. Non-
Coalescence heading towards the Its claws contain 100kcr in diamonds.
elevator are swarmed, make a Fear
save or be unable to pass or make a Ore Load Out
Body save or be quickly consumed.
This swarm disperses if it eats anyone. This area consists of a concrete pad
blackened from coal dust. (The coal
Stope Access 3A that would normally be here was
consumed.)
The tracks are empty.
There is a front-end loader for �lling
The walls contain strange almost cave tubs with coal dust and a forklift for
painting-like drawings (blood) of stars, moving them onto the elevator
planets, spaceships and people. One platform.
drawing clearly depicts Sineto Deep
Space Factory. Crusher
Underground Lake A large steel machine grinds up ore
and separates ore from tailings. The
A freshwater lake, over a hectare in top is open to the Ore Pass but the
size, stretches before you. Five large machine is currently off. Any creature
natural pillars stretch to the cavern entering the Crusher while it is on
ceiling for above. The water itself is instantly dies.
only ~60 cm deep with various
protruding rocks and stalagmites.

Suddenly an enormous form emerges


from the water: the Coalescence.

Before the Hestia: The Coalescence is


weaker and smaller: 4 Hits (80) and
begins in its Lion Form, progressing to
Giant Silver�sh after 2 Hits. Otherwise
use the listed stats and begin in its
Dragon form.

The Coalescence advantageously uses


the large cavern and its natural cover
by climbing and �ying and attempts to
escape the lake before changing
forms.

If not physically prevented from


leaving, the Coalescence tries to make
its way to the Sediment Hill spaceport
or the PC’s ship. It calls its minions to
aid its escape attempt.
42
D10 Mine Encounters The Abandoned Mine
(Crashlanders)
1. A Parasite Swarm comes pouring
from a hole in the ground The nearest (inactive) mine to
Sediment Hill—strip-mined with a
2. Rock Burst! Large rocks fall into colossal mining saw, presently sitting at
your path, 4 labor hours to clear the quarry’s bottom. On the quarry’s
3. You spot a 25 kg crate of edge are the facilities that previously
explosives housed its personnel. Various platforms
extend off the edge to support the
4. # of players +5 Activated, structure and lower machinery into the
charging, seething pit.

5. Encounter uninfected, dehydrated After the Hestia: The Crashlanders


survivor moved the escape pod (previously on
the quarry’s rim) hoisting it up amongst
6. A tripwire rigged to explosives the mining saw’s rigging. Two
1d10 damage within 1m. Crashlanders are always within acting
as lookouts, one wields a Sniper Ri�e
7. The walls ahead are crawling with and shoots at anyone approaching.
d10 Parasite Swarms The Crashlanders exclusively inhabit
8. # of players Possessed Miners, the mining saw and surrounding
waiting in ambush environs and erected several detritus
barricades and traps on the ramp
9. Hover cart full of coal, control leading into the quarry.
remote nearby. Can move up to
2000 kgs at 15% Speed
10. A Silver�sh Hybrid waits on the
ceiling and will drop behind the
party if unnoticed

43
The Upper Facilities The Mining Saw Camp
On the quarry’s edge, a two-story The immense mining saw sits at the
building partially supported by struts bottom of the quarry which dwarfs the
connecting to the pit’s inside wall. One saw despite its towering structure. (L-
side has a ramp with a (still functional) 220m (721’), W- 50m (164’), H-
winch, which lowers all the way to the 100m (328’) Dozen tracks- Speed is
quarry’s bottom. 2m-10m per minute)

The �rst �oor is extremely bare, There’s usually a guard atop the
clearly everything that wasn’t nailed mining saw chassis who can assist
down—and several things that were, anyone in getting inside.
judging by the cut bolts sticking out of
the �oor—was taken. Only metal There’s usually ~20 Angelus Fabrica
support beams remain where walls Survivors crammed in here. The chassis
once previously divided 3 rooms. A set is altered to contain air which normally
of stairs barely wide enough for one just �lls the saw’s driver cabin. It is
set of shoulders leads to the second unspeakably cramped and any checks
�oor. while resting here have (-) from
squeezing into a place to lie down.
The second �oor is similar but some Return approaches requesting a status
furniture is stacked in a semi-circular update.
fashion at the room’s far end. If PC’s
did not chase the Hestia �rst, six
survivors are behind this barrier—
including one who points a revolver at
PCs, Return.

If PC’s arrived after chasing the


Hestia, there are signs of recent
habitation: food wrappers, bullet
casings and a loot table item.

The Road Down


A wide road leads into the quarry
with a crude barricade always
watched by 2 guards.

After the Hestia: There are several


barricades. Strength checks to cross or
move them, Failure: d10 damage. If
you make a lot of noise, a sniper
(33%combat/instinct) starts taking
shots unless you demonstrate you’re
human (attempting to surrender or
yelling work).

Parts of the road contain rudimentary


land mines (d10 if stepped on). Safely
recognized and disarmed by anyone
with a background in Explosives.

44
Return The Ashen Sepulcher
Crashlander Leader C:40 SMG 2d10, Visible from Sediment Hill Mine, atop
I: 30 H: 2(45) the tallest hill, a gray, polished granite
structure. Inside are similar granite
Wants: To protect the Crashlanders, to benches and �oors. The walls have
personally kill The Coalescence sconces containing crude torches,
�ares, detached headlamps and,
An Angelus Fabrica forge worker whose even, a few candles. Carved on the
shift was coming up before the disaster. walls are hundreds of names, and on a
She saw dozens of friends slain while separate wall, dozens of Xs (those
escaping. Landing on the abandoned killed in a mining accident whose
quarry’s rim—and harried by the same names were unknown).
twisted monstrosities—Return helped
maintain, organize and protection. Now, Community Center
she wants revenge.
A place for workers to gather, eat,
Skills: Hand to Hand Combat, Tactics & drink and play. Architecturally, a stark
Archeology contrast to the two-story tubular
residences. Spray painted diagonally
Opportunity: above the doorway:

If you’re headed to the village or If you can read this, head NE


mine, Return offers to accompany you Approach the quarry with hands up
or, if refused, secretly follows you.
The doors stand open ominously,
After the Hestia: Hoses lead from the curved outward but hanging on their
chassis to numerous fabric shelters hinges.
around the mining saw. Provided a
steady supply of oxygen and always The foyer is far more cavernous than
patrolled by ~8 guards with �rearms. the others but is almost completely
clean besides some dirt that has blown
The Village in.

Situated between Sediment Hill and The �rst �oor’s tavern and arcade look
The Ashen Sepulcher, a series of untouched save many foodstuffs being
domes and towers intended for opened and consumed. One loot table
Sediment Hill’s workers. It granted an item can be found here unless it’s
extremely cramped, dim life—not edible.
unlike the mines. Or, at least, it was.
There are a few signs of a struggle The second �oor exercise area
but otherwise, residents apparently contains strength and cardio
simply abandoned it one day. machinery as well as hot tubs and
saunas. If air is restored, checks while
There are a few dozen tubular two- resting here have (+).
story domiciles, most contain little of
interest, perhaps a loot table item. After the Hestia: The Crashlanders
�xed the doors and restored air. The
doors are chained and locked (easily
cut) and the second �oor’s stairs are
barricaded. The second �oor is used
as a “forward base” for those brave
enough to fetch supplies from town.
There’s d10 - # of players
Crashlanders with 2d10 days food
here—one has an artifact.
45
Guard Post/ Scrip Of�ce Security Of�ce/ Jail
Lobby There are numerous desks, each with
bars for attaching handcuffs. One bar
The tiled lobby area is about what has one cuff still attached sans
you’d expect of a small bank, though connective chain. The computers are
perhaps a bit more drab and gray. trashed and broken on the �oor. The
The wall across from you is mostly a desks contain a loot table item and
long desk sealed off by several-inch the weapon’s cabinet key.
thick acrylic glass (Meant to withstand
gun�re, mining tools and contains small The weapons cabinet has a basic lock
pieces of glass and metal to diffuse and contains a Shotgun and Laser
laser cutter blasts. Explosives break Cutter (1 clip of ammo each).
the glass.) The glass has numerous
cosmetic scratches and, on the �oor, is At the back are two iron barred jail
a chunk of metal (a pickaxe head). On cells. One cell stands open, the other
the right side of this wall, embedded locked with someone lying on the
within the glass, is a currency cot—who, if observed, is breathing. It
exchange machine for exchanging takes some time getting their attention
Mine Scrip/ Credits. Tampering sets to rouse them. They are extremely
off the building’s alarm, drawing d10 malnourished but avoided dehydration
Activated and 1 Coal Shade. (The via the toilet.
alarm can be circumvented
electronically). The machine contains Dominic Le Gof�c
500kcr in Mine Scrip, which can only
be exchanged for credits here or Miner/ Scallywag C:20, I: 33 H:1(40)
spent on Carbex or the Angelus
Fabrica Station. Wants: To leave Carbex by any
means, minimal effort retirement
Behind the glass are three bank
computers (also exchange Mine Scrip Dominic came hoping to �nd (and steal)
and credits). While password- many diamonds, unfortunately—due to
protected, Hacking them opens the a tragic misunderstanding of geology
three desk drawers (10kcr in Mine and chemistry—this is impossible. He
Scrip each and 1 loot table item). Any was narrowly captured breaching the
can also open the Vault door, directly bank vault. Dominic is affable—if
behind the counter, with a (-) check, somewhat desperate—and can call
Failure: the alarm sounds. The Vault anywhere home if necessary. He has
door takes 10 hours to breach. An cyberware tools for picking electronic
unlocked door leads to the Bank locks implanted in his arm.
Of�ces to the right.
Skills: Hacking and Wilderness
On the left wall is a (broken in half) Survival
door, hanging jaggedly from each
hinge, which reads: Security Of�ce. The cell door is easily cut and Dominic
requires nourishment to become
On the right wall is a door with a 5- ambulatory. Opportunity
digit mechanical key code lock: “Bank
Employees Only.” 3 failed attempts If he recovers, Dominic could be
brute forcing the code, cutting or bribed to guide PCs through Sediment
breaking down the door sounds the Hill. He won’t assist in combat and
alarm. likely �ees if damaged. If he feels it’s
bene�cial, he offers to join the crew.

46
In the back is a water cooler sized/
shaped device. An artifact in some
kind of energy containment �eld
(which harms things going in but not
out- deactivated with a hacking check
OR cutting the building’s power. Any
equipment entering the �eld is
rendered unusable but the artifact
falls to the �oor unharmed. Reaching
in deals 4d10 damage (Body save or
burned, -10% Combat)—healed by
leveling up. Wearing a Vaccsuit avoids
these effects but punctures the suit, still
modifying your Armor Save but no
longer protecting you from harsh,
airless environments.

D10 Mine Encounters


1. An Android drops from the ceiling
and attacks
2. Pipe bursts, the structure loses
Bank Of�ces oxygen

Strips of fabric attached to the frames 3. A Coal Shade quickly approaches


of three fabric walled cubicles . If PCs 4. # of players Activated feast on a
move cautiously, the Activated corpse
(Silver�sh Hybrid if post-chasing the
Hestia) can be surpised. The Hybrid 5. A four-seater vehicle, no key in
crashes through a window, the ignition but a loot table item
deoxygenating the structure in one in the back seat
minute.
6. An extremely loud groan issues
The desks contain mundane of�ce from Sediment Hill Mine, 24
supplies and 1 loot table item. The Activated run from buildings to
computers aren’t password protected the mine disregarding attempts to
and are locally networked (They do stop them
contain mostly deceased or mutated
miners’ personal �nancial information 7. A rat scurries across PC’s path
if anyone wants to be the actual
worst.) 8. A Crashlander, trying to keep a
low pro�le, is re�lling a cart of
An unlocked door leads behind the oxygen tanks
Lobby’s glass. 9. A Silver�sh Hybrid Dog (Nearly
2m tall, Combat:40%, Speed
The Vault 35%, Instinct: 60%, Hits 3 (50))
attacks.
Contains a pallet of Mine Scrip (2mcr).
Also 10 safety deposit boxes, make 10. # of Player Possessed Miners
three checks attempting to pry them attack with improvised weapons
all open. # of players loot table from the rooftops
items (from any loot table) per
success.

47
The Scorched Forest
A truly haunting landscape stretching
every direction into the horizon. The
ground, littered with charred trees’
fossilized remains, and air feel grey
and lifeless. The wind blowing through
the trees sounds like spirits wailing,
bemoaning their long bygone lives.
The forest separates Sediment Hill
from the Abandoned Mine.

D10 Forest Encounters


1. A strong wind comes in, further
polluting the air, visual checks are
at (-) for the next hour
2. A Silver�sh Hybrid is poking
around a burned tree as if
looking for something within
3. A gunshot, a scream, silence
4. An abandoned pack containing 2
loot table items
5. The wind stops and you can hear
a faint cracking and groaning in
the surrounding burned trees
6. A propeller-driven aircraft �ies
low overhead
7. You encounter a fossil of what
might closely be described as a
small, but hitherto unknown, feline
species
8. A human skeleton sits against a
tree. No sign of any breathing
apparatus
9. A petri�ed tree falls onto a
random character. Body save or
4d10 damage and pinned
10. Several recently dead humans
and Activated around a sunken
pit, shovels and weapons are
strewn about. The pit contains #
of players Parasite Swarms and
an Artifact

48
49
Sineto Deep Station Sections
Space Factory Metallurgic Sciences
Where does Hestia IV crash? Smelting Vats
Choose or roll 2d10 determine which
section. Generally: Bio & Pharma are Extracting metals from ores with
the least bad and the Sineto Spike is incredible heat, dumping excess into
the worst. Wherever it crashes only a space. Large vats melt the ore and
small area loses atmosphere and for a robotic skimmers remove the,
brief time as there are hull rupture separated, excess waste.
countermeasures.
From here, metals are generally
Guerrilla Warfare whisked away by conveyors to
relevant departments becoming
If the Hestia Coalescence is able to circuitry, plating, weaponry or an
“land” in SDSF, it begins spreading its alloy.
vile in�uence. Daily, roll a d10 to see
what it does: Unsafe to traverse without heat
protective gear, as the air quickly
What if the Coalescence gets hurt? burns lungs and skin.

They take that many hits but still count


as 5 infected. Potentially, station
residents kill the Coalescence.

Face-Off:

If the Coalescence is alone in a


section, PCs may begin their �nal
battle.
What if I don’t want to play this
board game you rudely put here?:

The above chart is meant to play out


the Coalescence triggering a
desperate struggle and staggering
threat. Alternatively, roll a d100,
twice. The �rst is percentage infected,
the second, dead in the ensuing
struggle. If the combined result is
100+, the station is completely lost.

Population by station section


(1=20,000 residents):
▪ Metallurgic Sciences: 5
▪ Bio-Tech & Pharma: 8
▪ Plastics: 10
▪ Agriculture: 7
▪ Sineto Spike: 20
50
Value Where What
Taking a stand: Erase 1 infected per
Every section (effects at a noninfected. Move a non-infected pop
1 maximum of 1) where there are fewer infected, possibly a
different section.
People �ght back: destroy d10 infected. If
The Sineto Spike (Infections there are none, move d10 non-infected
2 #s doubled here) here. Through the vents: infect 1. Absent
noninfected, move one from anywhere.
Metallurgic Sciences (Erase Stalemate: Erase 1 infected and non-
3 #s doubled here) infected
BioTechnology & Roll 2d10, one representing each faction.
Pharmaceuticals (Erase and Erase members from the faction which
4 Infect #s -1 for noninfected rolled lowest equal to the difference
here) between dice.
Chaotic Evacuation: d10 non-infected pops
move elsewhere. If the result exceeds local
5 Plastics (Move -1 here) non-infected, the difference is infected
pops which also move. If higher erase non-
infected equal to the remaining excess
Agriculture (Move +1 here) A propeller-driven aircraft �ies low
6 overhead.
Anywhere with infected (If Want it Done Right: The Coalescence moves
here. Infect 5. If it would remain stationary,
none, not including the
7 move 1/2 infected to a different section. If
Coalescence, proceed to “Every Section” is rolled, infect two pops in
Faceoff) each.
Section with no infected
8 pops (If none, roll again) Slaughter: Erase 2 non-infected
Where the Hestia crashed Absorb: The Coalescence may erase an
9 infected and heal a Hit.
Where the Coalescence is All is Lost: If infected exceed non-infected,
10 (Counts as 5 Infected) infect all locals.

Bio-Technology & Pharma Lab


Pharmaceuticals
Quietly one of the galaxy’s best
Aquaponics Tanks disease centers, largely contains
servers and supercomputers tracking
A place to grow things that won’t grow diseases within Sineto’s sphere of
in the High-Held Fields and an in�uence pricing and distribution of
emergency backup in case of blight. medications and vaccines—as well as
potentially getting ahead of major
Where most agricultural research outbreaks. Sineto mostly sells this
takes place, modifying and cross- information to other corporations and
breeding plants to grow better—and dispatches salespeople to hospitals
in new places. likely to be hit by big outbreaks.

Most of this area is restricted, Includes a sterile factory for


however, as the tanks also house some synthesizing common medical items.
plant-based beings which have
escaped on occasion.

51
Plastics Agriculture
The Nightmare Crucible The High-Held Fields
No one, save the Engineering Akin to entering another world given
department, has been seen entering or the substantial, timed airlock entry,
exiting this section. There are docks earthy atmosphere and wide
that only attach to this department expanses with (simulated) sky.
requiring special clearance to
approach or station systems Open to all, Sineto employees can get
immediately �re. necessities here, making it a popular
meeting place. It’s not suspicious to be
Many think Engineering simply closed seen but it’s also easy to be observed.
off the area to conduct illegal trade
outside others’ prying eyes. If anyone Each �eld is suited to grow it’s
could set this up it’s them, right? selected cultivar, in terms of
temperature, soil, and water.
On the other hand, the occasional
screams give others pause. No one Engineering
remembers this department not being
part of the station. Some think illegal Perpetually shuf�ed between spaces,
experiments take place here and each smaller than the last. Goes to
others that Sineto is literally capturing show: necessity doesn’t entail
and exporting residents’ nightmares. importance.
The facility was named for its Has any tool necessary to keep a
manufacturing mannequins decades factory station running and the staff
ago. Presently, it’s a slickware hacking there have a nice barter ring: The Lost
platform used for corporate and Found. For trading wanted
espionage. Potential agents only materials for things found amongst the
arrive and leave via special docks to station’s crannies. You can buy almost
avoid being compromised. Agents can anything here (+25% markup if
accept jobs on a sliding scale of pay paying with credits.)
vs. risk. Agents never know what or
from whom they are stealing, the Despite bartering for almost
slickware creates little scenarios like everything, Engineering always comes
“Get the Jewel (Data File) from the in exactly at their annual budget.
Dragon (corporate security Relatedly, many engineers hold some
measures.)” of the Spike’s nicest living quarters
and Station Engineer is one of the
The screams are from failures who,
risk-dependent, are panicking or most highly sought after positions.
having a heart attack.

Heuristic: risk vs. reward:

Damage Stress Pay


- 1d10 10kcr
1d10 2d10 50kcr
2d10 3d10 125kcr

52
Fabian Marlow Residential District, The Sineto
Spike
Community Leader
The Silver Lion Poker Bar
Wants: To continue quietly having a
hold on the SDSF market “You’ve got about 5 minutes of not
playing or not drinking before you
Fabian, running out of storage in an better scram, pal.”
increasingly undervalued department,
learned he could of�oad some stuff Has tables with buy-ins for all income
they weren’t using. The higher-ups tried levels from 100cr casual games to
to shut it down but were mysteriously private rooms where the ultra-rich
silenced. Now he runs a pretty don’t gamble with something so trivial
elaborate racket and, like any good as credits.
gangster, runs numerous well-funded
community welfare programs. Many call Poker has a stranglehold as The Sineto
him ‘the Mayor of SDSF’—and Sineto Spike’s favored pastime. The station’s
executives don’t mind, after all, he’s ongoing league and leaderboard are
basically running the station for free. the talk of many factory workers. One
week each Earth-year, the station
Skills: Rimwise, Engineering & practically shuts down for the annual
Command Sector Tournament, which draws
thousands (putting considerable stress
on the stations’ life support systems
and housing facilities) hoping to
qualify for the Galactic Tournament—
and win the 50mcr prize.

BZA Mod Repair (Bethel, Zorka,


Aletta)
A shop and surgical unit mostly used
for repairing of Cyberware but also
buys and sells refurbished Cyberware.
These sisters bought their shop after
years of running a similar operation
from their living quarters.

53
Bethel

Cyberware Engineer

Wants: To become the leading


authority and innovator of Cyberware

Called “the metal head” by her siblings


in part because she handles most of the
shop’s tech repairs and her head is
certainly a majority metal by weight at
this point. She is typically found with a
soldering gun at her workbench,
sleeping at her workbench with the
soldering gun still on (Are you trying to
kill us all?), or consulting on an
operation with Zorka, though working
on people is more stressful as mistakes
generally can’t simply be undone. In her
spare time, she’s trying out how Zorka
different components interact- thus the
unique array of cyberware currently Cyberware Surgeon
operating on her person. Bethel is
permanently banned from The Silver Wants: To move to a private clinic, to
Lion, after not losing a single hand in a work for 5 minutes in peace
high-stakes poker tournament.
Relatedly, she owns and operates a The surgeon and only person Bethel is
merchant �eet. comfortable making jokes to, to her
chagrin and joy. Zorka works on clients
Skills: Cybernetics and Jury-Rigging whose Cyberware can’t be removed
without endangering their well-being.
Hers and Aletta’s relationship is easy
personally though somewhat strained
professionally, as Aletta tends to
oversell abilities and undersell prices.
Zorka is usually found in her operating
area, where “you better not bother me
unless the atmosphere is on fucking �re,
got it?” Unbeknownst to her sisters,
Zorka performs clandestine surgeries on
those who can’t go to the hospital,
typically gang members, making her
somewhat of a vital part of the
Engineering Department and various
corporate sneaks. Zorka is also
something of a minor celebrity, having
dated several Sineto higher-ups.

Skills: Surgery, Field medicine and


Rimwise.

54
Aletta SDSF Encounter Table
Manager of BZA 1. d4 Engineers demand a piece of
equipment as “tax”
Wants: To spend more time not
working with her sisters, to expand her 2. A test subject escaped from
current investments Aquaponics, use any monster
3. A researcher is standing on a
BZA’s face, Aletta handles the shop’s corner with a clipboard and
sales and management. Keeps her sister asking passersby to drink this
placated with the expensive and often tonic and tell them how they feel.
rare tech necessary for their jobs while Everyone avoids eye contact
keeping the shop running. Aletta has
more patience for Bethel’s lengthy 4. Engineering closes down a
technical explanations than Zorka, as building suddenly. Audible
she must sell to people regardless of gunshots and screams. Fabian
tech savvy. Most importantly, Bethel Marlow lazily signs a form outside
tends to confound all but the most tech
savvy clientele—in which case she is 5. A large crowd surrounds a barker
sure to make the sale. Aletta is usually selling prime beef cuts
perched behind her of�ce credit
register, expertly juggling vendors, or 6. The station’s alarms start going
having a drink with her sister(s) when off, the section seals off. “Please
she cajoles them into joining. If you remain calm, the spill is being
need something Aletta can probably contained.”
locate it (given time and money.)
7. A corporate agent subtly slips a
Skills: Mathematics, Mechanical Repair PC an invitation to The Nightmare
and Psychology Crucible
8. Outside an establishment, a
hustler runs a shell game
9. Medical researchers are offering
a substantial sum to test a new
product (drugs, prosthetics, etc.)
for d4 weeks
10. A freighter headed to a Sineto
owned facility is embarking,
passage is free for employees

55
Enemy
Loot
&
TABLES

56
The Activated
▪ In Close, on a crit fail to attack, a
black sticky substance makes the
weapon stick to them. Strength
check to retrieve, even if the
Activated is dead.
▪ If a target’s Armor breaks: Body
save or contract The Creeping
Perforation.
▪ If in an airless environment (-) on
Instinct checks.
Combat- 20
▪ Slap- d10
▪ Bite- 2d10
Instinct- 15 Possessed Miner
Hits- 1 (25)
• Possessed Miners detect creatures
Tactics: Attack in groups, close the within 20m and cannot be
Surprised within this radius.
distance and kill as quickly as
possible. They attack any humanoid. • Possessed Miners not killed with
explosives or �re generate a
The Activated mutated after the initial Parasite Swarm.
outbreak, their brains manipulated by a
parasite: The Coalescence. The Combat- 45
Activated have two small forehead nubs
and their skin is slightly re�ective ▪ Staggering Punch 2d10 damage
making them easily identi�able. They and Body saves are (-) until their
are driven to ingest carbon, either by next turn.
respiration or eating- which sustains ▪ Infect- If grappling a target, it can
them much longer. attempt to infect them. Target rolls
a Body save or gains The
Creeping Perforation.
Instinct- 30
Hits- 2 (40)

Tactics: Create Activated by


in�ltrating and infecting populations. In
combat, they soften up hostile targets
with punches. If outmatched they infect
as many targets and/or escape. They
actively avoid �re.

Possessed Miners look normal but are


massively infested with parasites able to
access the Possessed’s memories and
puppet them. They seem very out of it.
If someone asks too many questions or
knows too much, they kill them.

57
Coal Shades Coal Shades are a dark gray powder
suspended in the air with a distinct
▪ Coal Shades can occupy the same humanoid head topping a wispy ‘cloak.’
space as another creature. You can see through them as if they
Creatures without a Vaccsuit or were incorporeal. Shades are Infected
other breathing apparatus
starting their turn in a shared whose bodies are destroyed before
space must make a Body save or becoming Activated.
contract The Creeping Perforation.
▪ Coal Shades are immune to all
damage types but combust if
exposed to �re or high heat
(including the Laser Cutter or
Close range �rearms). They
become a swirling �restorm for 1
combat round before
disintegrating when their next turn
ends.
Combat-

▪ Scream of Agony: The Shade’s


pained screams makes listeners
roll a Sanity save (d10 damage &
1 Stress). If the Coal Shade shares
your location, (-) on the save.
▪ While ignited, creatures sharing
the same space make a Body save
or take 1 Wound.
Instinct- 40
Hits- 1 (1) (Fire only)
Tactics: Engulf the uninfected,
maximize damage while on �re. They
will not respond to Androids—who are
still affected by their screams.

58
Silverfish Hybrid Make any biological creature a
Hybrid!
▪ Light Aversion- Instinct is 10%
when exposed to any light ▪ +1 meter taller
brighter than dim. All checkst at (-)
in direct sunlight ▪ Combat +20%
▪ Can see in complete darkness and ▪ Speed 35%
can go about an hour without air.
▪ Instinct +30%

Combat- 50 ▪ Hits +1 (25)

▪ Charging Slam: If the Hybrid


moves as its �rst action, it can
attack for 1 Wound
▪ Bite: (+) attacking a grappled
target. 3d10 damage.
▪ Crushing Grasp (Danger Bug
Hug): The target is grappled.
Target must then make a body
save or take 2d10 damage. It can
carry around a grappled creature
and perform other actions
normally. (-) Strength check to
escape.
Instinct- 60
Hits- 4 (30)
Tactics: Charge/grapple whoever
hurts them most. Either carrying them
around as they destroy the other
hostiles or slowly squeezing the life
from them.

Once an Activated consumes suf�cient


carbon, it sleeps. The parasite has
suf�cient materials to massively change
the subject’s body— violently over 3
hours. The subject grows ~1m and
adopts a slightly hunched posture. Their
skin becomes a thick chitinous armor
with a pronounced chitin back plate.
Two 5’ antennae sprout from the
forehead. Bug-like mandibles also
replace their mouth.

59
Parasite Swarm
▪ Melee attacks & single projectile
weapons deal minimum damage.
▪ Can walk on walls and ceilings
and occupy the same area as
another creature, including
another Swarm.
Combat- 35

▪ Infest: If the Swarm has > 1/2


health, it may try to invade a
biological creature, Speed check
or target becomes a Possessed
Miner. Failure: the swarm takes 15
damage.
▪ Infect: The Swarm takes 1
damage attempting to spread The
Creeping Perforation (Body save
or become Infected)
▪ Disperse: The Swarm scatters,
disappearing into every nearby
nook and cranny and is removed
from combat at the end of the
round. Any non-explosive attacks
on a dispersing Swarm deal
minimum damage.
Instinct- 40%
Hits- 2 (20)
Tactics: Swarms know their own
vulnerability using their speed to try to
infest hostiles. It’s not uncommon for a
Swarm to �ee after a single combat
round.

A swarm of silver�sh-like insects, sole


survivors of Carbex’s forest �res,
evacuating to an underground pool
before �ames consumed them.
Encountering other life forms once
again, they are eager to spread their
in�uence—on Carbex and beyond.

60
Coalescence Lion Form

▪ Leap: can leap its Instict after


Combat- 45 damage.
Instinct- 75% ▪ Diamond Claws: 1 Wound, Critical
Success: destroys target air supply
Hits- 6 (50)
▪ Tail Grab: grabs the nearest
The Coalescence changes form after 2 humanoid with its whip-like tail
lifting them into the air. The
Hits. Coalescence may split attack
damage with someone grabbed
Dragon Form in this way and then drops them.
▪ Coal Cloud: Launches a �ne
▪ Rocket Boost: Flies utilizing rocket- charcoal powder in a thin rock
like propulsion on its back. encasement, which shatters on
impact, releasing a 10m radius,
▪ Fire Breath: deals itself 25 thick, charcoal dust cloud. (-) to
damage, issuing a 30m wall of checks requiring vision in this area.
�re from one head. Anything in its The cloud disperses when the
path takes 1 Wound. Coalescence’s next turn ends.
▪ Laser Array: Several Laser Cutters, Tactics: Fast and has sort of an
built into its mouth, �re
simultaneously—effect varies by opposite understanding of what
range. Usable once per round. stealth is: obscuring enemies’
perception to move unseen. By moving
▪ Concentrated destruction: quickly and destroying Vaccsuits,
single target within 3m makes
a Body Save or take 2 attempts to bleed opponents dry
Wounds (Massive). without taking damage.
▪ Roll attack against any
targets within 100m, (+) Body
save or take 2d10 damage.
▪ Igneous Skewer- A tendril lashes
out at a melee target, dealing
2d10 damage and is immobilized
until The Coalescence moves.
Tactics: Almost always �ying outside
of melee range, except to use its
Igneous Skewer or close range laser.

61
Giant Silver�sh Form The Creeping
Perforation; Scientific
▪ Because of the intense, radiating
psychic energy: (-) for all Sanity Name: Zygentomatic
saves. Conversion
▪ Can walk on walls or ceilings.
Every 10 minutes, pass a Body save or
▪ Spike: Fires a rock spike at a advance a stage. Treatment with an
target within 50 meters (15 anti-parasitic, with a successful Body
damage, pushes target back
20m). If the target collides with save, reduces the Stage by 1.
something, they’re pinned to it. Individauls are completely cured if the
stage drops below 0.
▪ Swarm Coil: Target makes a Body
save or becomes restrained. The
Coalescence’s composite parasites A Med Scanner detects a foreign
engulf the target, who begins to body in an infected person’s cranium
overheat (d10 damage/round). as well as the parasite’s distinct EKG
▪ Phase Scream: Sanity save or d10 signal.
Stress and the target’s position
and another creature’s may switch. Stage 0: Contracted The Creeping
▪ The End of All Things: Unleashes a Perforation. Lights suddenly seem
crippling wave of psychic energy, more intense and hostile. +1 Stress
releasing millennia of hate and (minimum 2 Stress) immediately.
rage pent up over �re forcing it
into a cave. The surrounding
location collapses dealing itself Stage 1: Muscles feel extremely stiff
100 damage. All targets in view and sore. Grey skin patches appear
must pass a (-) Sanity save or take which �akes when agitated. -10 Body
2d10 Stress. Alternatively, a
Speed check or take 2 Wounds. save. If resting in complete darkness
PCs out of sight, take 1 Wound recover +5 Health. Every ten minutes
and must pass a Body save or and whenever you rest, Body save or
take another Wound. The ability advance to Stage 2. When resting the
can only be used once and cannot
be used if it would kill the Save has (-).
Coalescence.
Stage 2: Skin grays completely with
Tactics: Manages exactly where its attendant widespread �aking, when
enemies are at all times and has a taking damage +1 Stress. You can
�nal, desperate move if things are feel something slowing you down, as if
going poorly. your brain can’t send signals to your
body as quickly, either. Combat or
Speed checks have (-).

Stage 3: You… must eat… carbon.


The Warden controls your (Activated)
character.

(Make things easy on yourself, have all


players make checks simultaneously
and have untreated NPCs
automatically fail).

62
FAQs on The Creeping
Perforation and the Activated
1. Couldn’t the Activated live
symbiotically with a breathing
human? Yes, but a human
breathing in their face is like
eating a quarter of a potato chip
and they are violently hungry.
2. Would an Activated try to eat
plastics, steel, diamonds or any
other tough material containing
carbon? They may try but
quickly give up, they still have
the basic human physiology and
can’t bite through strong
materials. They could swallow
these things and possibly die,
however.
3. How and why does an Activated
become a Silver�sh Hybrid or
Swarm? By eating carbon but
they are limited by how much
they can physically consume. It
generally takes 3-5 days of
eating to transform. The parasite
decides to either seal itself in
mutating its host into a Hybrid
or uses the host to produce a
Swarm, which burrows out,
leaving many holes.
4. Can the infected be treated by
performing brain surgery to
remove the parasite? Yes, if
successful an infected person
would fully recover hours after
the removal. Removing an
Activated’s parasite kills them.
5. How does a Coal Shade infect
someone with a parasite? Coal
Shades represent the parasites’
pure psychic energy. The
Shades’ dust, when introduced
to a biological creature, infects
and grows into a parasite within
the subject’s brain.

63
Artifacts 9. Electro Staff, 10 ammo. Stun
Mode: 1d10 damage and target
1. Wall crawling boots, like Mag makes Body save (-) or stunned
Boots but adhere to any surface. for 1 round. Kill Mode: xd10
Can connect with a HUD to damage where x is ammo spent.
activate and deactivate at will. Recharging takes 2 hours.
2. Hoverboosters, +20 Speed, hover 10. Door Jamb, Seals a door (up to
about 15cm and can’t traverse 3x3m) for 5+ minutes of bypass
rough or extremely uneven attempts (physical or electronic)
surfaces. but is destroyed with 3 MDMG.
Single-use.
3. Irradiating gun, Emits microwaves
causing sores and, in some cases, 11. A thin, single button remote. If
second-degree burns. Targets pressed and left within a ship
within 10m take 2d10 damage entering hyperspace, that ship
and roll on the Panic Table. 2 (and device) are completely
Ammo and “reloading” requires a destroyed in hyperspace.
Uranium bar.
12. The Domesticator: a syringe �lled
4. Crowd Debilitater, Emits a noise with nanobots that permanently
that causes extreme nausea and imprint an animal target on the
abdominal cramps to those user. This animal obeys basic
without hearing protection. commands and can take its
Creatures capable of detecting master’s combat action by
sound make a Body save at the spending 1 action (+1 Stress).
start of their turn or take no
action collapsing in pain. 13. The Panacea (syringe): one dose.
Cures any maladies a living
5. Emergency Combat Stim (Gain 5 human is currently experiencing.
Stress, take an additional action Attempting to replicate throws off
each combat turn, effect may the Panacea’s delicate
stack.) composition, rendering it useless.
6. Mind Juggler, Target makes a 14. Vigilance Pops (20): Pills granting
Sanity save or attacks a random 24 hours (+) Initiative checks. +1
target on their turn. 3 uses before minimum Stress when taken and
it needs 4 hours of charging. cannot sleep for 24 hours.
Addictive.
7. Hallucinogen Bomb, Releases a
10m radius cloud. Targets inhaling 15. Knowledge Simulator: injecting
this make a Sanity Save or cannot advances a character's
take actions next turn and knowledge/skill set. Gain a skill
automatically fail Saves until their associated with a current skill at
next turn ends. Only works on the next expertise level.
humans.
16. Personal Hyperdrive: an
8. Dragon Gun, An infrared laser extremely large backpack (armor
projector that raises the target’s cannot be worn) which allows a
temperature to extremes. 4 single humanoid to make a
Ammo. Target takes d10 Stress hyperspace jump. If awake, pass
and rolls a Body Save or ignites a (-) Sanity save or gain 3d10
taking 2d10 damage/round. Stress.
Deals 1MDMG to metals and can
ignite metals. Recharging takes 2
hours and 4 hours of maintenance
due to insuf�cient heat sinks.
64
17. Nano Reinforcement Pill: Grants
a permanent +10 Armor
reinforcing the systems that keep
you alive. (-) on checks involving
Surgery on you.
18. Universal Locator: maps and
shows all humans, androids and
alien beings’ locations within cubic
5 km. One use.
19. Combat Drone [C: 50, I: 20, H: 2
(15)]: a �oating orbital robot
which deals d10 damage to
target 3x per combat turn at the
owner’s command.
20. Hand Excavator: About the size
of a leafblower with three
spinning grinder heads, cuts
through rock and dirt much faster
and with less effort than hand
tools. Very loud. Requires an
action to turn on and runs ~2
hours before refueling. Deals 1
Wound

65
The Adventures of
Space Lieutenant
#1 The Fallen Colonel
A soldier and galactic hero is court-martialed for a crime he didn’t commit, busted
all the way down to Lieutenant and sent to a desolate desert world on the outer
rim.
#2 The Desert Doth Dance
Space Lieutenant investigates hypnotic lights in the desert luring away a village’s
goat-pigs in the night. The livestock return with different brands each morning.
Then, brands start appearing on Space Lieutenant.
#3 A Date with a Dashing Lad
Space Lieutenant meets a Dashing Lad who takes him on a thrilling motorcycle
ride—interrupted by Space Lieutenant’s ex-wife & ex-comrade, Delilah, who has a
dubious offer to help.
#4 Digging Up Old Corpses
Space Lieutenant and Dashing Lad board Delilah’s ship and their budding
relationship is put in an awkward position. Space Lieutenant learns the surprising
reason Delilah was dishonorably discharged: to save his life by abandoning her
post.

#5 The Mutual Murder


Delilah takes Space Lieutenant to an old contact of hers who claims to know who
got him court-martialed but it’s a setup to make it appear the ex-couple killed one
another. In a moment of desperation, Delilah and Space Lieutenant share a kiss.
Dashing Lad saves the day by running over everyone with his motorcycle
#6 The First Lead
After interrogating the traitor, the gang learns that a major arms dealer in the
sector, Starpoly, has been paying off military members to take on mercenary
contracts. Delilah and Space Lieutenant poorly attempt to reconcile their feelings. Is
it the ever-tempting pull of familiarity or feelings truly rekindled?
#7 Starpoly Strategic Solutions
Space Lieutenant can’t get past Starpoly’s lobby but runs into a colleague, Star
Captain, who is also investigating the company. A mysterious marketing director
offers them a sponsorship. Dashing Lad makes breakfast.
#8 The Alien That Ate Exactly One Thing
Fresh off a new sponsorship and delicious breakfast, Space Lieutenant and Star
Captain must investigate some property destruction by an alien seen eating
exactly one thing. What was the thing? Was it important? I know it probably wasn’t
but what if it was?!?
#9 Matters Into Her Own Hands
Delilah, bored and unimpressed by Space Lieutenant’s willingness and alacrity to
sell out, breaks into the local Starpoly of�ce and makes a horrifying discovery.
Space Lieutenant and Dashing Lad take some much-needed alone time.

66
#10 The Required Request
Delilah is unsure how to tell Space Lieutenant what she found. Space Lieutenant is
approached by the Starpoly marketing director again and must �lm himself taking
down a local gang with Starpoly products and work the phrase “Starpoly is my
literal brother'' at least 14 times into ‘natural’ dialogue, receiving an electric shock
each time it isn’t.
#11 Flight Makes Right
Space Lieutenant is surprised to be in hyperspace when awakening. Delilah
explains, very vaguely, that there was trouble and they needed to �ee the planet.
Space Lieutenant’s video becomes extremely popular and Starpoly sends him a
multi-million credit royalty payment. Delilah’s ship is boarded by bounty hunters,
pursuing a Starpoly bounty.
#12 The Double Deal
Space Lieutenant, incensed, contacts Starpoly and demands they clear Delilah’s
bounty. They promise to do so and send an even larger payment on two conditions:
1. Do not approach Starpoly unless contacted. 2. Assassinate Star Captain.
Dashing Lad teaches Delilah how to make Creme Brulee.
#13 Tough Call
Arriving at their next destination, Astra Blue Tango, Space Lieutenant calls Star
Captain for backup, unsure if he will act on Starpoly’s order or warn his comrade.
Doing this would gain a lot of trust with Starpoly but assassinating a fellow of�cer
is a capital crime. Dashing Lad �nds a perfect tapestry for Delilah’s quarters at the
market.
#14 The Grass Is Alway Bluer
Space Lieutenant learns the hard way that beneath Astra Blue Tango’s mercantile
veneer is a criminal element with a chokehold on the free market. Delilah receives
a mysterious message and is surprised with a romantic pasta dinner with Dashing
Lad.
#15 The Tantalizing Tango
After interrogating the traitor, the gang learns that a major arms dealer in the
sector, Starpoly, has been paying off military members to take on mercenary
contracts. Delilah and Space Lieutenant poorly attempt to reconcile their feelings. Is
it the ever-tempting pull of familiarity or feelings truly rekindled?

#16 Tomb and Board


After attending Star Captain’s fake military funeral, Space Lieutenant goes to
meet with the Starpoly board member, a schemer named Buffson. They ask Space
Lieutenant to retrieve the belt buckle of Starpoly’s late founder, whose massive
tomb monolith is crawling with would-be looters and traps.
#17 The Fallen Star
Relieved of her identity and military rank, Star Captain, now Absent Linda,
in�ltrates Starpoly as a factory worker. She recovers critical information from the
company’s servers but is accosted by a shadowy agent who wrests the data stick
from her possession

67
#18 The Lowdown
Absent Linda shares what she can remember from Starpoly with the gang but lacks
evidence: someone took out a contract through Starpoly to frame Space Lieutenant.
Delilah �nally shares what she had learned: Starpoly is growing multiple Space
Lieutenant clones for an unknown purpose. Dashing Lad suggests polyamory, the
group discusses and decides to keep things casual—for now.
#19 BOUM BOOM
Buffson contacts Space Lieutenant to let him know he should expect a package. It is
clearly a bomb, the magnitude of which is unknown. Buffson sends a code with
which the bomb of unknown magnitude can be detonated and threatens the crew if
they fail to transmit it. The crew takes off in the cover of darkness.
#20 The Avaricious Tuna of Avactron VIII
Delilah secretly transmits the code to protect the others, destroying Astra Blue
Tango and its citizens. Space Lieutenant gets a mission from his military superiors:
destroy or bring back into the fold a Tunanoid separatist planet whose �shy king
presently sits on a several kiloton throne of Imperial gold. Dashing Lad makes sushi
in a staggering faux pas.
#21 Dashing Mad
After escaping the Tuna King’s scaly clutches, the crew becomes suspicious Dashing
Lad is like a professional chef, despite apparently being a Desert Motorcycle Lad.
It also seems strange that he is so eager to hook up with everyone, not that it’s
wrong, just like, it’s weird that he’s the axis of all the hooking up, right? When the
crew casually confronts Dashing Lad, he pulls a gun on them.
#22 Dashing Gent
Dashing Lad tears off his Desert Motorcycle clothes to reveal a tuxedo, revealing
his true identity: Dashing Gent. Dashing Gent is a Starpoly middle manager sent to
in�ltrate Space Lieutenant’s life and keep an eye on him. After Delilah appeared
in some security footage, he needed to know what she’d learned. He also reported
Absent Linda’s lack of death and took her data. Space Lieutenant shoots Dashing
Gent, attempting to arrest him but he escapes on his motorcycle, which enters
hyperspace.

#23 The Search: Part I


Dashing Gent could have only gone a short distance, so the gang splits up to �nd
him. Absent Linda goes to a nearby asteroid mining facility. She �nds a
cumberbund and ventures into the mine but is suddenly engulfed in strange energy.
#24 The Search: Part II
Delilah heads to the nearest population center, an unnamed agricultural planet,
asking around about Dashing Gent. She locates his motorcycle but learns he
recently left the planet on an alien ship. Delilah is accosted by bounty hunters who
don’t know her bounty was cleared. She kills them in self-defense but is now
wanted for murder by planetary authorities.
#25 The Search: Part III
Space Lieutenant, en route to the unnamed agricultural world, has his ship attacked
by the Glorious Shimmering Vessel of the Tuna King. Space Lieutenant boards the
vessel and stabs the Tuna King, who tells Space Lieutenant that Dashing Gent is
hiding aboard the ship. Space Lieutenant captures Dashing Gent but the Tuna King
escapes in the process.

68
#26 Dash No More
Now Space Lieutenant’s prisoner, Dashing Gent tells him everything he knows:
someone at Starpoly took out the contract to set Space Lieutenant up to be
demoted but he doesn’t know who. Space Lieutenant offers Dashing Gent his
royalty payments in exchange for snooping around Starpoly… and never seeing
him again—on pain of death.

#27 The Derelict


With all of his former companions gone or missing, Space Lieutenant wanders his
ship, The Silver Bar, remembering the �rst time he met Delilah and Absent Linda,
respectively. Delilah, on a combat tour in a village on Kezz 16. Absent Linda, when
she trounced him in the of�cer’s combination �st�ghting and bass �shing
competitions. A ship collides with The Silver Bar and, being unable to raise them,
Space Lieutenant boards to investigate.
#28 Shadows Around Every Corner
With all of his former companions gone or missing, Space Lieutenant wanders his
ship, The Silver Bar, remembering the �rst time he met Delilah and Absent Linda,
respectively. Delilah, on a combat tour in a village on Kezz 16. Absent Linda, when
she trounced him in the of�cer’s combination �st�ghting and bass �shing
competitions. A ship collides with The Silver Bar and, being unable to raise them,
Space Lieutenant boards to investigate.
#29 The Risen Heir
Perhaps unsurprisingly, the sarcophagus opens and someone pops out. Perhaps
surprisingly, they are a stunningly attractive individual in resplendent garb:
Aphareos. They claim they're the heir of a galactic kingdom and request Space
Lieutenant's assistance in reclaiming their throne. Space Lieutenant can’t help but
notice Aphareos is MAKING. IT. WORK.
#30 Alliance
After many trysts, Space Lieutenant agrees to assist Aphareos restore their empire,
embarking to Aphareos’ home planet. There they witness an unknown corporation’s
oppression of the alien race. In a daring raid, they free a slave camp and make
new allies. But do they have what it takes to free the planet?
#31 Dubious Alliance
Narrowly escaping capture and starting the embers of rebellion. The new couple
must �nd resources to support a weak resistance. The Space Lieutenant turns to an
unlikely, and perhaps corrupt, organization to fund and supply the rebellion.
#32 Lotus Flower and the Lily pad
After securing the resources and support of Starploy to restore Aphareos’s
kingdom. The couple escapes to a swampy resort planet—which contains a terrible
secret imperiling the couple. Dashing Gent rides in and saves the couple from the
amphibian predators, only to disappear into the starset.
#33 Simian Sidekicks
The couple crash lands onto an alien world and primate residents quickly imprison
them. Space Lieutenant impresses them with feats of strength and they join
Aphareos’ cause. Space Lieutenant receives a call from Dashing Gent, saying he’s
found something on Starpoly but must speak in person to avoid detection. Space
Lieutenant temporarily lifts his threat.

69
#34 The Meetup
Space Lieutenant meets up with Dashing Gent, at a swanky space diner, to
converse about Starpoly’s secrets. It seems that the original plan was to kill Space
Lieutenant and replace him with several clones but Buffson intervened for unknown
reasons. Dashing Gent is also upset to learn of his new alliance with Starpoly. They
make up under alien moonlight—breeding distrust between Space Lieutenant and
Aphareos.
#35 Very Long-distance
Aphareos needs some space and returns, with the primate army, to their home
planet. Space Lieutenant returns to his military duties, with secrets and a broken
heart. Is there anyone he can trust? This comic's readers wonder about, like, the
other characters?
#36 A Mutt Above
Space Lieutenant adopts a military dog named ‘Cadaver K9.’ There is more to this
dog than expected as it is trained in the use of most military weaponry and is non-
organic. Space Lieutenant's mind starts to clear away from the alien's presence.
Was Aphareos in�uencing him somehow?
#37 Epic Doggo Battles
Learning Cadaver K9 is an experimental military android pupper, they go on their
�rst real mission. The military sends them to a planet to squash terrorists. Epic
battles and friendship ensue. Space Lieutenant is captured by the terrorists. Can he
survive his imprisonment? Will Cadaver K9 be able to save him?
#38 Oh Great, Another Faction
Space Lieutenant meets “Renovatio” the terrorist organization’s, leader. Learns they
are, in fact, trying to restore their home planet’s sovereignty. Sympathetic Space
Lieutenant arranges a meeting between Starpoly, Aphareos and Renovatio for a
potential alliance.
#39 Grounded, Webbed, and Depressed
After fomenting rebellion almost literally everywhere he has gone, the military
con�scates The Silver Bar and grounds Space Lieutenant on a remote arachnid
planet. In its periodic recitations of all in the galaxy who have passed in the past
Earthmonth, Cadaver K9 lists Delilah and Absent Linda as gone. Space Lieutenant,
having been forced to forget about them due to Aphareos’ presence, is
overwrought with grief.
#40 What a Tangled Web We Grieve, When at First We Practice to
Bereave
Space Lieutenant drowns his complicated life in booze and spider bondage.
Meanwhile, as he attempts to forget, dark forces start making their moves in the
shadows. Multiple hitherto unknown agents are all spying on Space Lieutenant
wherever he goes and give ominous, out-of-context reports to unknown recipients.
#41 ♪♪Shawna♪♪
Recovering from a hangover and a rough night with the dom, Daddy Long Legs,
Space Lieutenant meets a nice girl named Shawna, who makes him feel, just brie�y,
like there’s hope for him. Malevolent forces start setting their traps.
#42 Moving Way Too Fast
Space Lieutenant falls head over heels for Shawna—like he is going 100 and
really needs to take this at like 25. Ya just lost basically everyone you ever loved
bro, take a step back. Cadaver K9, investigating a potential intruder, is abducted.

70
#43 The Empty Bed
After a week of shacking up with Shawna, Space Lieutenant wakes up to an empty
bed and realizes Cadaver K9 is missing. In a daze, he fails to locate Shawna.
Shawna goes to Starpoly’s headquarters to present Space Lieutenant’s fully
sequenced DNA for their dark plans. A mysterious �eet of ships begin bombarding
the planet.
#44 Zapback Part I
After Absent Linda was struck by the strange energy, she was found by miners who
took her, barely breathing, to a Starpoly owned hospital. Once personnel there
realized who she was, she was instantly given �rst-class priority treatment. She was
then brainwashed to become a Starpoly spy, with a new identity: Shawna.
#45 Zapback Part II
Delilah is imprisoned and awaiting a death sentence when an explosion rocks the
cell. An extremely beautiful individual helps her up. They introduce themselves as
‘Renovatio’ and Delilah is somewhat taken aback by her attraction. Now wanted by
galactic authorities for prison escape and fraternizing with terrorists, Delilah
assumes the alias, Secret Delilah.
#46 Dashing Gent Won’t Repent
Starpoly puts their clones into action and Dashing Gent is on the run, having been
exposed as a spy. Space Lieutenant’s clones do not seem to raise suspicion within
the military. One of them catches up to Dashing Gent and they hook up. Dashing
Gent comes to a dark realization and commits a gut-wrenching action.
#47 False Rescue
After Dashing Gent kills the clone, he races off to �nd and warn the genuine
article. Space Lieutenant and Cadaver K9, inexplicably reunited off-panel, search
relentlessly for escape pods to escape the besieged arachnid planet. One military
pod contains a Space Lieutenant clone who tricks evacuees and Cadaver K9 into
joining it—but somehow avoided Space Lieutenant himself? Like he was right there,
running around. Boggles the mind.
#48 The False Lieutenant
Starpoly orders the clone to �nd and kill Space Lieutenant. The clone also kills
fellow military of�cers and attempts to kill Cadaver K9, who escapes unharmed,
you monster. The clone �nds Space Lieutenant, who is waiting, upon seeing Space
Lieutenant in his dudoir, the clone is immediately seduced. Dashing Gent tracks
them down. When he arrives, he watches as Space Lieutenant kills his clone.
#49 The Kaleidoscopic
Space Lieutenant, �eeing Starpoly and his clones, fabricates a military identity for
Dashing Gent (now Sar Gent). They join forces with Cadaver K9 to hunt down the
clones. Shawna collapses from the energy force inside her, reacting to Starpoly’s
aggressive brainwashing. She goes on a meta-cosmic adventure in her mind where
she meets an entity called The Kaleidoscopic, a hive mind that will not only help her
raise and manipulate her consciousness and physical form, as well as understanding
the consciousness of the universe.
#50 Council of Free Planets
Secret Delilah is taken to a strange but safe planet, where she meets the alluring
alien Aphareos. Every moment spent with Aphareos, only makes Secret Delilah feel
more enamored. Renavatio and Aphareos bring Delilah into the fold of the Council
of Free Planets to free and bring fair relations between independent planets.
Secret Delilah agrees and they start making ambitious plans. She is gleefully
unaware of Starpoly’s involvement and funding.

71
#51 Assimilation and Cloaking
Space Lieutenant with his crew, on a stroke of luck, discovers a clone’s location
while intercepting a military communication. In a humorous comedy of errors, the
team chases down the clone and accidentally kills him. Starpoly informants are
watching nearby, watching, studying, informing. Shawna accidentally kills a doctor
attending to her and hides her body. Using the Kaleidoscopic she assumes the
doctor’s identity and downloads all of her memories and knowledge.
#52 False Flags and Military Drags
To throw Space Lieutenant off their scent, Starpoly commands one of their clones to
frame him for sabotage and then scram, see? Space Lieutenant gets arrested and
court-martialed once again. Cadaver K9 and Sar Gent fail to �nd the responsible
clone. Space Lieutenant is let off on a technicality. Delilah and Aphareos reach out
to other occupied planets, hitting roadblocks. Will the planets join them or betray
them and turn them in to the authorities?
#53 Space Octopus Part 1
A giant space octopus and its cuttle�sh minions threaten an agricultural moon
colony. Space Lieutenant is called on by the military to help evacuate as many
people and resources as possible. Cadaver K9 and Sar Gent are craving some
calamari.
#54 Space Octopus 2: The Devouring
The cuttle�sh minions have overrun many farm communes and have performed the
rituals making the moon ready for the devouring. All seems lost as the Space
Lieutenant and Cadaver K9 try to get the farmers and crops off the moon. Sar
Gent searches frantically for his grandmother’s calamari sauce recipe.
#55 Huh...
After devouring the moon, the space octopus anti-climatically gets sucked into the
satellite's gas giant, dying almost instantly. Everyone's a little disappointed—but I
guess we survived? But there are other space octopi in space’s in�nite, unknowable
depths, am I right? Space Lieutenant requests a demolition crew to harvest the
Space Octopus for food. Cadaver K9 and Sar Gent �nally eat calamari. Absent
Linda uses the Kaleidoscopic to assume an important Starpoly executive’s identity.
She rushes to �nd Starpoly’s plans and secrets.
#56 With friends like that, who needs armed enemy militants?
Space Lieutenant et al go to a coal mining planet to put down a worker uprising,
unaware this is Secret Delilah and the Council of Free Planet’s latest project. During
battle SL, Sar Gent and Secret Delilah freeze and make awkward eye contact.
They kind of move off to the side and catch up. Delilah learns she is currently being
funded by Starpoly and hopes to use this information to her advantage. Cadaver
K9 puts down the rebellion single-pawed-ly because he doesn’t believe in unions.
#57 Space Fascists
Space Lieutenant, Sar Gent, and K9 gratuitously trounce space fascists. Why?
Because fuck space fascists.
#58 Fudging the books
Space Lieutenant and Sar Gent take some much-needed alone time. Secret Delilah
“fudges'' the books by claiming to order “military fudge” that keeps soldiers
awake and hostile. She funnels that money to weapons Starpoly won’t seem to let
them have and an escape plan if she needs.

72
#59 Shawna, you better work!
As a Starpoly executive, Shawna uncovers a lot of plans, that Space Lieutenant's
clones are in play and their apparent association with Aphareos. Something bigger
is happening but, what? Also, this executive whose form Shawna is currently in has
kids? How was this not at the front of their mind when she downloaded their
thoughts?
#60 Secret Delilah in for the win
Using the new weapons she scammed off Starpoly, Secret Delilah decimates
dozens of planets’ many military holdings, freeing them and bringing them into the
Council of Free Planets. Space Lieutenant is immediately alerted about this new,
terrifying threat.
#61 The Conference
Space Lieutenant and crew are invited to a military of�cers conference discussing
recent losses. They are wondering if anyone has information on The Council of Free
Planets or how they got these weapons. Space Lieutenant and Sar Gent slump
uncomfortably. The military hands out assignments to retake these planets and
double their recruitment—recruiting from the non-human population for the �rst
time in (human) military history.
#62 The Questioning
In the middle of their alone time, Delilah and Aphareos are interrupted by a
military leader. Starpoly has questions about their recent activities. Secret Delilah
hasn’t been subtle as she thought. Secret Delilah brainwashes the Starpoly
representative, using their technology, to report back nothing suspicious is going on
and all the military fudge is present and accounted for.
#63 Recruitment Arms Race
The military and the Council of Free Planets compete to recruit as many alien
planets as imaginable. Tensions heighten as negotiations continue. Secret Delilah,
Aphareos and the Space Lieutenant come to a crossroads in their relationships.
#64 Recruitment Arms Race
With the galaxy dividing in half, there has never been more pressure on Shawna.
She uses her persona as a Starpoly executive to attempt negotiating peace.
Despite her efforts, much bloodshed occurs. In a moment of separation from the
Kaleidoscopic, she reveals herself to Sar Gent and Secret Delilah.
#65 Escalation
The military and the Council of Free Planets are in total war. Secret Delilah, with
Aphareos, orders dozens of the military’s home planets destruction. Space
Lieutenant must defend his home planet from his past lovers. The rubicon is crossed
and any familial feelings are done. A Space Lieutenant clone attempts to misdirect
the military to win the battle for the Council..

#66 Hoodwinked in Hyperspace


After tricking Space Lieutenant into taking a journey thousands of parsecs away,
Aphareos orders a Space Lieutenant clone they now control to lead the military
into a trap. The military is devastated and loses hundreds of systems to the Council
of Free Planets. Aphareos buys a majority stake in Starpoly, despite their partner’s
distrust of the company. This causes Secret Delilah to begin coming out of the haze
of Aphareos’ mind control.

73
#67 Space Turtles and the Tuna King
Space Lieutenant attempts a dangerous and hitherto unattempted hyperspace run.
Cadaver K9 and his unit defend against the oncoming enemy. Sar Gent runs some
people over with his motorcycle. The Tuna King returns with space turtles and some
space octopi, routing the Council forces. The Tuna King forgives Sar Gent for
making sushi and they ally.
#68 The Tuna-ing Point
With the Tuna King and his space turtles/octopi allied to Space Lieutenant, they
make progress in the war. Secret Delilah realizes the war’s cost being allied with
Aphareos and Starploy but plans to use it to her advantage. She continues to scam
both by using their unapologetically capitalist ways against them.
#69 Haha, Nice
Space Lieutenant, Sar Gent, Aphareos and Delilah are indisposed with their
partners. Shawna makes her Starpoly executive persona take a sabbatical. Further
unlocking her power, she uses The Kaleidoscopic to take the identity of both sides’
military generals to end the con�ict.
#70 I’ll “Cease Fire” When I’m Dead
A mysterious cease-�re is called by both sides’ military leaders. Cadaver K9
somehow ambushes Aphareos and they keep shooting despite the cease�re.
Cornered, Aphareos reveals their true, horrifying alien form and Cadaver K9 is
mortally wounded, saying “You can’t stop capitalism, bro-tato.” Then lists all who
have passed in the galaxy in the past Earthmonth and, at the end, Cadaver K9 lists
its own name, in accordance with prophecy.

#71 Imploding
Having to maintain multiple personas’ identities and memories, Shawna starts
mixing up memories and identities. Her body begins mutating randomly and she
collapses. She is on another meta-cosmic journey with The Kaleidoscopic. She
witnesses the war’s many present and future horrors. The Kaleidoscopic grants her
a new ability, manipulating physical objects. However, using it comes at a cost.

#72 A Daring Assassination


With the cease�re still in effect, Space Lieutenant tracks Cadaver K9’s last known
signature: at Aphareos’ hideout. With the Tuna King’s help, who approaches under
the guise of wanting to switch sides, Space Lieutenant sneaks to Aphareos’
quarters—where Secret Delilah has just �nished murdering them.
#73 A Narrow Escape
Unfortunately, Aphareos had some kind of dead man’s switch and the base begins
self-destructing. Secret Delilah and Space Lieutenant race to recover Cadaver K9’s
remains while discussing the disparate dynamic in their current and former
relationship while also slaying the facility’s many primate guards. The facility
nearly collapses on them but they miraculously reach the Tuna King’s ship.
#71 Imploding
Having to maintain multiple personas’ identities and memories, Shawna starts
mixing up memories and identities. Her body begins mutating randomly and she
collapses. She is on another meta-cosmic journey with The Kaleidoscopic. She
witnesses the war’s many present and future horrors. The Kaleidoscopic grants her
a new ability, manipulating physical objects. However, using it comes at a cost.

74
#73 A Narrow Escape
Unfortunately, Aphareos had some kind of dead man’s switch and the base begins
self-destructing. Secret Delilah and Space Lieutenant race to recover Cadaver K9’s
remains while discussing the disparate dynamic in their current and former
relationship while also slaying the facility’s many primate guards. The facility
nearly collapses on them but they miraculously reach the Tuna King’s ship.
#74 After the War, the War was a Problem
Starpoly craters overnight as most of its assets vanish with its alien CEO, putting
hundreds of millions out of work. Both sides’ shattered militaries attempt an uneasy
peace to collaboratively rebuild but word of armistice doesn’t travel quickly
enough and �ghting continues in some locales. Some exploit the chaos and others
lend a helping hand. To (no-longer Secret) Delilah’s surprise, Space Lieutenant,
previously an unapologetic capitalist and opportunist, starts helping victims and
refugees.
#75 One Year Later
A year after the war, there’s still much to be done. Space Lieutenant and Delilah,
now good friends, head relief efforts. Space Lieutenant proposes marriage to
Dashing Gent by doing several dramatic �ips between horse-drawn carriages.
Dashing Gent accepts. We see Cadaver K9’s tomb and his broken body atop an
altar, his eyes suddenly glow red.

#76 The Cosmic Prison


The Kaleidoscopic sends Shawna for what seems like an eternity in a cosmic prison
for using her powers to temporarily delay Aphareos’ Base’s collapse preventing
Space Lieutenant and Delilah’s deaths. She encounters versions of herself and
others who have interacted with the Kaleidoscopic. She teaches them things or they
teach her things. Then someone unexpected comes to take her place: former
Starpoly Exec, Buffson.
#77 Heating Up
The Kaleidoscopic and Shawna begin a tense renewed relationship, to bring
enlightenment and order back to the star systems, organizing mutualist planetary
communes. Delilah and Space Lieutenant struggle to maintain humanitarian efforts
as organized crime and corruption run rampant. Cadaver K9 modi�es his
programming to fuel his power and hate.

#78 The Simmering


Cadaver K9 makes his executive chip into a virus taking control of any android he
connects with. He starts an android gang on the planet Maleos. Space Lieutenant
and Delilah get overrun by crime families and must take survivors into hiding.
#79 Boiling over
Cadaver K9 starts making his virus widespread beneath biological beings’ notice.
He integrates his android army and starts quietly strong-arming planets under his
in�uence. Space Lieutenant and Delilah run out of ammo and await death as the
crime organizations close. Suddenly, audible screams and warfare outside their
hiding place. They witness Shawna wielding a �ying sword laying waste to the
enemy. She says she is an ally and wishes to bring peace to the universe.

75
#80 Ol’ Sport
Cadaver K9 starts allying with other organized criminals to secure cheap resources
and control. He starts wearing suits and calling everyone “Ol’ sport.” Androids
begin killing biological beings and unions questioning their reign. Cadaver K9
writes an android manifesto declaring android superiority.

#81 The Friend of my Friend is my Enemy... Right?


Shawna takes Space Lieutenant, Dashing Gent and Delilah to one of her mutualist
communes. She reveals androids taking power and killing biological beings and
organized crime is heavily intertwined. As they meet, androids—there to put down
pro-unionists—attack their encampment. Space Lieutenant learns a friend lives but
threatens the lives of all he loves.

#82 Space Wedding


After defeating the android army, Space Lieutenant and Dashing Gent decide to
marry immediately. The commune helps to make every detail perfect. They wed
under a sunset and dance all night. It seems perfect, then alien ships arrive at
sunrise.
#83 New Allies
The Intergalactic Labor Syndicate emerges from the ships. They are a powerful
worker-run syndicate. Cadaver K9 has been hostile to their pro-union attitudes and
thus they want to work with his enemies. Space Lieutenant and the Syndicate ally.
Cadaver K9 swims in a pile of gold coins ordering androids to round up and force
work on biological populations. The gold could be used to make more circuitry for
more androids and the android henchman side-eye each other signi�cantly.

#84 Honey Moon and Blood Moon


Space Lieutenant and Dashing Gent go on a beach planet honeymoon. Delilah,
Shawna and the Syndicate try to free an alien work camp under a blood moon.
They are defeated and many aliens die. Shawna decides to undergo excruciating
pain to use the Kaleidoscopic to split her physical form to begin a larger resistance
#85 K9 Chaos
Cadaver K9 continues massacring any biological opposition. He maintains an
oppressive regime to keep everyone in line as he and his criminal allies make
money hand over �st. An incarnation of Shawna gets killed and in response, the
Kaleidoscopic sends waves of pain throughout the universe. Space Lieutenant and
Dashing Gent end their honeymoon early to return to the war effort.

#86 The Tuna-ing Point 2


The Tuna King returns to help Space Lieutenant, riding with his space octopi. His
assistance seems to be little help against the android army... until his space electric
eels come in and short circuit all androids and their ships. Those retreating are able
to pick off many of the eels as they reverse expeditiously away. After the battle
the Tuna King shows subservience to Shawna and the Kaleidoscopic in their mission
to unite the universe, removing his gorgeous crown.
#87 The Avaricious Android Dog of Maleos
Cadaver K9’s greed becomes all-consuming with megatons of precious metal and
jewels utilizing building a stunning and terrifying �agship: the Bite Makes Right. His
strange ways are now running almost directly counter to his android army’s
programming, who are starting to get discontented. An in�ltrator Shawna Android
starts stirring that pot.
76
#88 “Negotiations”
Space Lieutenant, being perhaps Cadaver K9’s only friend, attempts contact but
his ship is attacked by the unspeakably enormous gold-plated Bite Makes Right.
No- bigger than that. Still bigger. Think like 4x bigger than what you are
imagining. There you go. Space Lieutenant is captured and brought to Cadaver K9,
who spares his life for not being a union member and then has him transmit a
staggering peace offer, one that would make life for organic beings nearly
impossible..

#89 FIG
The rest of the gang receives Cadaver K9’s offer and are suitably staggered, also
learning Space Lieutenant is being held captive. They begin forming a plan to
reach out to the fragments of the former military, �nally reaching their current
commander, a frog-type alien who rose through the ranks named Freppy Ieeppy
Givemesomesleppy—FIG for short, who will bring a mighty �eet to assault the
golden monstrosity.
#90 Wheels Up
The military remnants arrive at the commune. Meeting FIG, Dashing Gent has a
craving for frog legs and weeps for his evil android dog friend who must be
feeling the same. The Tuna King replaces Buffson in the Kaleidoscopic’s Cosmic
Prison. Buffson concocts a Reality Nuke, which could return all the ore used in
creating the Bite Makes Right to their planets of origin, IF detonated at the exact
center of the vessel.
#91 One was a Salted- Part 1
The rebels begin attacking the Bite Makes Right but quickly sustain heavy losses
due to terrifying new weapons, including a seemingly endless robotic �ghter �eet
and sonic weapons that somehow still work in space. FIG pulls all ships out of the
�ghters’ range to reevaluate. Space Lieutenant breaks out of his prison cell.
#92 One was a Salted- Part 2
As Space Lieutenant makes his way through the gilded corridors, he is stopped by
someone familiar: a Shawna Android. She tells Space Lieutenant she was able to
get the Androids to strike and stop working for Cadaver K9 but all of the ship’s
systems are automated and connected to Cadaver K9’s hardware. Fortunately,
Cadaver K9 didn’t notice or care that his android army struck, due to his anti-union
sentiments not recognizing striking as a valid form of protest.
#93 One was a Salted- Part 3
Shawna can cloak a small vessel to get aboard the Bite Makes Right, so Buffson,
Dashing Gent, Delilah, FIG and a rando named Marvin all board a small shuttle.
Shawna uses the full extent of her Kaleidoscopic powers and the team is able to
get onto the Bite Makes Right but this Shawna dies from so much un�ltered cosmic
energy entering her body. The team navigates the many traps in the corridors
while transporting the Reality Nuke. They also encounter many shut down (striking)
androids.
#94 One was a Salted- Part 4
Space Lieutenant and Android Shawna make their way to the core of Bite Makes
Right where Cadaver K9 has made himself Opulent, Gigantic, and Nigh Invincible.
Space Lieutenant tricks Cadaver K9 into destroying itself by convincing him that his
vile scheme is actually pro-union vis-a-vis improving working and living conditions
by organizing the android workforce (albeit with extreme hostility) achieving this
with the power of the collective. The rest of the gang enter the room with the
Reality Nuke shortly after.

77
#95 One was a Salted- Part 5
Everyone debates whether the Reality Nuke should be deployed. Buffson argues
that Bite Makes Right could be used to keep the peace in the galaxy for millennia
untold with its state-of-the-art design. Dashing Gent, ever the corporate bootlicker,
agrees. Delilah posits that the ship’s materials could be used to reset the social
balance. FIG—oppressed most of their life as a non-human—sides with Delilah in
hopes of an egalitarian society for all species. Android Shawna advocates for
detonating the Reality Nuke, so she and those working with The Kaleidoscopic can
begin rebalancing the galaxy. Space Lieutenant agrees but on the grounds such a
horrible weapon should be entirely destroyed. The tie-breaking vote goes to the
rando Marvin who, up to this point, hasn't had one word of dialogue in this series.
#96 The Aftermath- Part 1: Fates Kaleid
Android Shawna and Buffson rejoin The Kaleidoscopic in its realm where the Tuna
King also is. The Kaleidoscopic assumes a fractal humanoid form and explains why
it brought these three together for the good of the universe. It used the last of its
power to build up these three, the new Council of the Kaleidoscopic, to defend the
universe. Android Shawna is feeling fragmented, having been forced into so many
identities by others’ decisions. The Kaleidoscopic assures her: she has always been
who she was, is and will become. A Kaleidoscope may turn, change and shift but
the light remains the same.
#97 The Aftermath- Part 2: Hey th- *Author is shot repeatedly*
Delilah goes about her usual business �ghting the power, helping the weak and
taking matters into her own hands. In the following decades she becomes a
prominent political �gure and ends up with Renovatio, who supports her in every
way he can. Her reforms help improve life for the galaxy and everyone in it.
#98 The Aftermath- Part 3: Things Turn Out Okay for Two Kind of
Problematic People
FIG offers Space Lieutenant an opportunity to become Space General but he
declines and retires from the military to enjoy his marriage to Dashing Gent. FIG
also tells Space Lieutenant that they found who had betrayed him in the beginning
and shot them in the face. FIG refuses to elaborate on this and it’s honestly a bit
disappointing but, life is weird, right? Space Lieutenant, now Space Pensioner,
retires with Dashing Gent to the desert planet where they originally met, where
they drive motorcycles and live a healthy, happy life.
#99 Marvin, who has been here literally the entire time
We jump back to Marvin's decision on Bite Makes Right and he is revealed to be
Colonel Marvin. The gang has no idea who he is, even though he defended Space
Lieutenant in both court martials, assisted in almost literally every one of Space
Lieutenant's adventures and even of�ciated both of Space Lieutenant's weddings.
Colonel Marvin is mildly incensed at his lack of recognition and decides to deploy
the Reality Nuke and destroy the Bite Makes Right.
#100 The Aftermath- Part 4: Marvin, We Literally Didn’t Know Ye
Colonel Marvin, being a competent and diligent military of�cer, has intelligence on
which planets Cadaver K9 took over and sets up mining operations after the
Reality Nuke returns their ore. Miner Marvin proves too eager however, and
crashes the precious metals market, bankrupting himself but unintentionally helping
the rebuilding efforts more than any other entity. None of his friends contact him
after departing the Bite Makes Right.

78
79
Value Angelus Fabrica Hestia Carbex
Station
00 Mag Boots Crowbar Pickaxe handle
Pamphlet: Sineto Employment
1-9 Maintenance Key Shoulder Mounted Flashlight
Bene�ts “We are always hiring”
10-19 Angelus Fabrica Walkie Talkie StimPak Oxygen tank

20-24 Can (Arti�cial Meat) Steam Engine Whiskey Shooter 1L Distilled Water
An ancient silver coin, worn nearly Patch: “Black Lung Runs in
25-29 Family photo smooth my Family”
Book: The Grey Menace
Ready to Consume Meal
30-34 Nutrient Red Bars (Conspiracies on major known alien
(Meatballs)
species)
35-39 O2 tank First Aid Kit 10m of synthetic rope

40-44 Un�ltered Wheat Beer Anti-Anxiety Pills Pain Pills

45-49 Patch: Anvil with Angel Wings Glass jar of kerosene Binoculars
Book: Lizards Inside Us
50-54 Pain Pills Laser Cutter Ammo
(Fiction, Horror)
Empty, used hypodermic
55-58 CO2 Tank Bottle of Anti-parasitic (d10 doses),
needle
grants (+) on saves against The
59-62 Coupon: 50% off at Stu’s BBQ Creeping Perforation. Baggie of Maple tree seeds

63-66 Pain Pills Sineto ID Card Rebreather


Square meter of Synthetic
67-69 Pool Keycard Gas mask
Leather
70-71 StimPak (x2) Patch: Toil & Trouble Clover seeds
Angelus Fabrica Security Comic: Space Lieutenant #66 Book: How to Make Friends
72-73
Uniform Hoodwinked in Hyperspace (Hollow, contains Knife)
74-75 Stun Baton Foam Gun Liter of Machine Oil
Book: Properties of Carbon
76-77 Pint bottle of Vodka Packet of Beef Jerky
(Textbook)
d10 Personal Breathing
78-79 Anti-Anxiety Pills Wooden Checkers Set
Devices
Lighter: Deer Antlers Buck the Plastic bottle which only reads:
80 Bottle of 6 AutoMeds
System Dilute before use.
Jar of pebbles and stones, all Spyglass with Night Vision and range 2 Short-range
81
unique �nder communicators
A piece of paper: Call them! Comic: Space Lieutenant
Book: True Secrets of The
82 82.03546942781 (Speci�c radio #20 The Avaricious Tuna of
Accord (Non-�ction, Conspiracy)
frequency) Avactron VIII

80
Patch: Centipede wearing 50 A jade stone engraved with
83 A small insectoid fossil
boxing gloves “Put em’ Up” “You got this”
Pack of Jalapeno- �avored
84 CO Tank Chestnut Horse Figurine
Cigarillos
1 dose Hallucinogens (Roll Panic A bottle of Star’s Surface Hot Sauce, A deck of playing cards,
85
Effect) rated 8 ½ peppers out of 5. missing a 6 of diamonds

86 SMG Magazine (rubber bullets) Pamphlet: Don’t Step on Anyone’s A piece of paper with Union
Tentacles: Understanding Alien Demands written at the top,
87 Sealed vial (Lye) Cultures & Mores blood spatters beneath.

88 Electronic Tool Kit Tin of genuine anchovies Rusted rail spike

89 Giant Crab Shell Scalpel A hedgehog plushie

Pamphlet: Coming to Terms A dirty glass jar with


90 Owl Sashimi (Rare Delicacy)
with Grief charcoal paste inside
A cryptex containing a note
91 Salted Pork Strips Packet d10 Sedatives: (+) on Body Save to which reads
heal while resting, you will not wake “Ma.dey.oulook” It is an
Book: Lizards Inside Us up for 8 hours alphanumeric code that is
92
(Fiction, Horror) coordinates.
Coupon: 1kcr worth of
Patch: Re�ective disco-ball Book: It is Literally Brain Surgery:
93 chips, redeemable only at
“The Funk Stops Here” Neurobiology & You (Textbook)
Haunted Husk Casino
94 Haptic stress ball Survey Kit Canned Citrus Fruit

A wad of crumpled “Single-


A wand fashioned from mesquite
95 Pill Bottle (antibiotics) Day Vacation Passes” for
wood engraved with rattlesnakes
d10 months.
Plaque: Employee of the
96 A silver Coptic Cross necklace A ship’s key (Not Hestia IV) Month-cycle (by tonnage
excavated)
A gold locket engraved with
Comic: Space Lieutenant #48 Book: My Brother was Right About Soon my Love. The inset
97
The False Lieutenant Me: A Memoir (Non-�ction) photo's eyes are scratched
out.
Audio recorder with a
Coupon: 1 free ship repair, no
98 Granite Rhino Statuette message to family on a
questions asked: Dolores Stardock
station in the sector.
Lead Lockbox with a small
Copper necklace with a vial
Small bag of diamonds quantity of an extremely
99 containing a single, unknown alien
(2d10kcr) rare Astatine isotope
seed
(decays in a month)
81

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