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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.
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)
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.
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.
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.
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.
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.
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
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).
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.
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!:
Opportunity
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
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
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.
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
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).
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.
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.
37
Entrance
1C 1B 1A
Upper Tunnel
Layer 1
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.
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.
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:
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.
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.
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.
Face-Off:
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.
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.
53
Bethel
Cyberware Engineer
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)
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-
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%
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
60
Coalescence Lion Form
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 (-).
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.
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?
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.
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.
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.
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#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.
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#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..
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#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.
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#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.
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#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.
#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.
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#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.
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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
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
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.