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tA LE Of

CONTENTS
Demo Overview 4
Themes and Safety 6
Basic Mechanics 8
Resolution System 9
Game Design, Artwork Advantages & Disadvantages 10
Nevyn Holmes 12
Combat
Wounds 14
Editor Will & Luck 15
Tyler Crumrine Save Points 16
Creating the Struggler 17
Layout Who are you? 17
Julie-Anne “JAM” Muñoz 18
Look
Stats 18
Playtesters Unique Tool 19
Jeremy • Quinn • Vince • Ty • Jeff Other Items 19
Mapping & Exploration 20
Generating Rooms 22
Set Pieces 24
Exploration 26
Threats 28
Hazards, Robots, People 30
Monsters 31
Demo Monsters 32
Boss Monsters 34
Items 36
Objectives 38
Unique Tool Generator 40
Search Tables 42
THIS IS A DEMO
This is an incomplete sampling of the final text, layout, and
art of the game, which will be crowdfunding for a full print run &
final release starting on March 7, 2023.

If you like what you see, and want to help ensure an indie game
company's continued work (not to mention a really kick-ass release for
this game), check out https://bytes.rip/spacefucked to be
notified when it goes live!
YOU'RE IN SPACE AND
Eis aVE RYTHING'S FUCKED
love-letter to sci-fi cosmic horror and gore-filled
IN THIS DEMO:
While this doesn't have everything the final release will have, it
splatter films. It’s a game for two players, with one contains more than enough for you to run either a detailed one-shot
taking on the role of an isolated, hostile space station or a simple multi-session adventure. In this version, you'll find:
while the other embodies a survivor, emergency aid, • The main core mechanics & resolution system
or some other unlucky fucker who’s probably going
to die horribly. It aims, primarily, to emulate some of • Character creation
the trappings of isolation space horror video games
through the lens of a TTRPG, and is inspired by simi- • A simplified map generation system, including a selection of
larly fucked-up situations found in the Dead Space, unique set-pieces
System Shock, and Alien franchises. • Details on Objectives, Items, and threats
• A selection of Monsters generated using the final version's rules
To play, you’ll need:
• A handful of generated Boss Monsters
• At least 5 six-sided dice (d6)
• Paper and writing utensils
(or a digital facsimile) IN THE FINAL VERSION:
• Two players Once the Kickstarter funds, we'll be releasing the full game in digital
and moving on to a print run. In addition to everything listed above,
• This demo PDF the final release will include:
• 2 books, one for the Station and one for the Struggler
• Expanded sections for everything in the game
• At-the-table guidance and design commentary
• More threats, including a complete system for generating
Monsters and Boss Monsters
• Sci-fi death tables
• Complete random map generation, including more set-pieces
• More visceral art and amazing layout
• Much, much more!
Safety
Before each session, sit down to discuss and
establish your Lines and Veils. These may change
each time you play, so establishing them at the top
is important.

First
Lines are hard boundaries excluding specific
content, no questions asked, and can be anything you
don’t want in your game experience.
Veils are softer limits—things the player is OK
with including, provided it’s not explicitly described
or happens “off-screen.” Veils are things to hand-
wave or fade-to-black around, as if in a PG movie.

You’re in Space and Everything’s Fucked The Script Change RPG Toolbox is a mod-
prominently features various horror themes and ular content, consent, and safety toolbox by Beau
content, including: Jàgr Sheldon. If you want to use additional tools from
• Body Horror Script Change, you can find them at briebeau.com/
scriptchange
• Violence
• Gore
‣ REWIND
• Isolation If you come to a point in the game where the
story turns in a way that includes content or themes
• Manipulation you’d rather it didn’t, you can call for a Rewind and
• Death move the story back to a previous point—redoing the
scene or changing the course of the story as needed
to support safety.
As an intentional homage to sci-fi splatter
films, the game encourages players to lean into these ‣ FAST FORWARD
themes. While moments within the game may be hor- Sometimes players are okay with events,
rifying or gruesome, the game itself is meant to be themes, or other content existing in a game but don't
enjoyed. To ensure both players know what they’re necessarily want or need to see it. If there's a descrip-
signing up for, you should always, always discuss tion that's too detailed or something goes on too
things you do and don’t want present in the game. long, any player can call for a Fast Forward and move
Once boundaries are established, also discuss how on to the next beat of the story!
to handle these themes at the table.
‣ PAUSE/UNPAUSE
Even if you might surprise your fellow player, At any point during the game you can Pause
you should never break their trust. This game will to take a break, ask clarifying questions, discuss
always be the most fun if everyone plays with each what's happening, or share how you're feeling.
other's safety in mind. Respect your needs and the needs of others. If you’re
feeling overwhelmed or simply need to take a break
In order to help facilitate this, consider using to stretch, say you’re Pausing the game and Unpause
the safety tools Lines & Veils by Ron Edwards and when you're ready to resume! You can use other tools
Script Change by Beau Jágr Sheldon. during this time as well, choosing to Fast Forward or
Rewind during a break in the action.
RESOLUTION
SYSTEM
stats
If the Struggler tries to do something under
pressure or when the outcome is uncertain, a
Check—a dice roll aiming for a specific number
or range of values—must be made. The Station is
You’re In Space... has two stats: Tech and in charge of declaring when a Check is needed,
Flesh. These stats reflect aspects of a Struggler’s establishing the stakes of any given situation, and
identity and help identify tasks they’re especially describing the fictional outcome based on the
well suited for. The higher a stat, the more dice the results of the dice.
Struggler will start with in relevant situations. This game uses a d6 dice pool system,
Whether creating or dealing with Threats, both the meaning you’ll roll multiple six-sided dice each
Struggler and Station should keep the Struggler’s Check based on variables like your Stats and
stats in mind when planning a path forward. equipment.
• Results of 5 and 6 are Hits, every other
A Struggler’s Tech score represents their result is a Miss.
expertise with human-made technology and systems. • 0 Hits is a total failure, with things
It is used when performing Checks related to tech- getting drastically worse
nology in your setting.
• 1 Hit is pyrrhic, with The Struggler
Trying to hack a computer, getting what they aimed for but at a
fix a door, or use some noticeable cost
weapons.
• 2+ Hits is a job well done, allowing
The Struggler to progress without
A Struggler’s Flesh score represents their immediate consequences
physical prowess and capability. It is used when
performing Checks related to physical strength,
dexterity, or any other aspect of human physicality. To build A dice pool, The Struggler will:
Hitting something with a stick, Start with 1d6 for each Rank their relevant
hiding in the vents, out-running Stat has. Then,
something horrible.
► +1d6 for each Advantage (using an item,
having a relevant background)
► -1d6 for each Disadvantage (can’t see,
monster breathing down their neck)
► -1d6 for each relevant Wound
ADVANTAGES AND As an example…
DISADVANTAGES
Advantage and Disadvantage refer to when the
Theo, the Struggler, finds themselves
face to face with an angry automaton.
Rather than engage in combat, they decide
Struggler has a leg up in a situation or is on their back to try and hack it to avoid potential
foot, respectively. Discussing and establishing the violence. The Station says that hacking
Advantages and Disadvantages at play during combat the automaton will require a successful
will help you understand the in-fiction situation as Tech Check. Theo has a stat value of 2 in
well as their effects on the game’s mechanics. Tech, so when building a dice pool for
the Check, they start with 2d6. The
The more you discuss them, the easier it will be to Struggler also mentions Theo’s history
understand exactly how intense a given situation is. as an android engineer to justify
additional advantage, and the Station
An Advantage is something like being grants them an extra 1d6. The automaton
hidden, having a distraction, using just the right tool, has already spotted Theo, though, so
or anything else that distinctly turns the situation in the Station also takes away 1d6 for
the Struggler’s favor. that Disadvantage. Left with a pool of
2d6, Theo rolls to see what happens...
A Disadvantage, on the other hand, is
something that makes things harder. Being unable ► Theo gets 0 hits... None of Theo’s
to see, having to make due with a sub-par tool, or dice turn up as a 5 or 6, meaning
even being unfamiliar with the tech they’re trying to the situation is going to get much
use can all be Disadvantages. worse for them. The automaton man−
ages to grab hold, and Theo takes
Once the dice pool is made, roll ‘em and their First Wound from the attack.
hope for the best! Ideally, building a pool and rolling
a Check should feel like a gamble. ► Theo gets 1 hit... One of Theo’s
Each Check, the Struggler should advocate dice turns up as a 5 or 6, meaning
for Advantages (and additional dice) by making they manage to achieve their goal
suggestions and backing them up with in-fiction but it comes at a cost. The automa−
support. The Station should accept or deny these ton is no longer aggressive, but
suggestions based on their plausibility and the current Theo’s tools broke in the process.
situation. Both players should discuss Disadvantages
and make suggestions to help keep things tense.
► Theo gets 2 or more hits... At
least 2 of Theo’s dice turn up as 5
Not every Check will have an Advantage or
or 6, meaning things go as well as
Disadvantage, but most should.
they could in the situation. The
The Struggler will be scrounging for any automaton is now passive, perhaps
Advantages they can think of each Check—and even helpful, and Theo is able to
they’ll need to. Success is hard, and in order to make progress without repercussions.
avoid creating new problems they should aim
to get their pools pretty sizable.
COMBAT AND
CONS Q EN
E U ES
C
Almost every Check will come with some kind of
negative consequence. These consequences can be

ACTION
There will be times where the Struggler is locked in a
direct conflict where their life is on the line. Whether
pretty much anything, but there are a few things to
keep in mind:

Only make Checks when necessary. A


Check should only be made when an outcome is in
question, or there’s a notable amount of pressure.
this is a combat sequence against a Threat or another
kind of Action sequence like a chase, Checks still Rolling for everything will bog down the pace of the
work the same. Making checks is the main way you game and leave too much up to chance.
and the Struggler create, resolve, and adapt your
story together. Focus on failing forward. When a Check
Combat and other action sequences has 0 Hits, any kind of consequence could happen,
should always be a conversation between but it shouldn’t make progress outright impossible.
players. The Struggler says what they’d like to do, Because things are so stacked against the
the Station approves or asks for a Check, and, based Struggler, and death isn’t an end-all
on the Check’s outcome, the story moves forward. outcome, feel free to use harm
In combat, The Struggler can create an and even outright death as a
Advantage by taking aim, adding 1d6 to their result. The trick is to discuss the
dice pool. After aiming, though, enemies will get harsher options and make sure
closer, becoming a 1d6 Disadvantage on the next both players agree first. You can
roll! As players, keep in mind that similar actions can also introduce new obstacles to
create Advantages in the moment, only to become the narrative; maybe a monster
Disadvantages later if things don't go as planned. appears, an alarm goes off, a
new tool or path is
Monstrous Threats also have Weak Points.
needed, something
The Struggler does not start off knowing a Monster’s
is lost! Feel free to
weak point; they’ll need to discover those by choosing
discuss failures
when and where to aim in Combat and hoping they
with each other to
hit! When the Struggler successfully hits a Monster’s
decide on what’s
Weak Point the relevant Limb is destroyed and they
most interesting!
deal double their weapon’s damage. The Struggler
should take notes of any discovered Weak Points so
if they encounter the same type of Monster again
they’ll know where to aim.
WOUNDS
There are many threats in space, especially within
the Setting. Often, there will be situations that put the
WILL LUCK AND
The Struggler has access to two unique
resources: Will and Luck. These are separate pools of
Struggler’s physical well-being on the line. Fighting off a
Monster, climbing around some debris, or hanging from a points they can spend to avoid harm, overcome a
ledge over a fire can all lead to injury. challenge, or otherwise change the outcome of a sit-
uation to be more in their favor. They can be used
Regardless of the source, when the Struggler gets hurt when a Check is asked for, when danger is presented,
they track it on their Character Sheet as a Wound. The Wound or whenever they need some good old-fashioned
they write down should serve as both a mechanical and deus ex machina.
fictional reminder that things will be harder going forward.
To use Will or Luck, the Struggler marks a
point used and describes what they’d like to happen,
The first Wound should be something that can be working with the Station to define the situation’s narra-
patched up to be mitigated. tive outcome. Will and Luck are not used to handwave
A broken foot or hand, a spike through a challenge or to make something incredibly easy.
the leg, a dislocated shoulder. Take time and narrate how the Struggler scrapes by!

The second Wound should be exponentially worse. Will is for persevering by sheer force
It will require special attention, and could potentially of mind and body.
permanently debilitate the Struggler if not taken care of Survive an attack, land
quickly or correctly. The Struggler is flirting with death. safely, push past an obsta-
A severed hand or arm, a gouged eye, cle, land your hit, a surge
stolen bones. of adrenaline.

The third Wound is final, sending them Luck is a more powerful catch-all, so
to their death. It should be awful, disgusting, and painful. they have less of it to spend.
ALWAYS keep your Lines & Veils in mind and make
Avoid an ambush, meet a
appropriate use of Script Change friendly face, land your hit,
during any scenes of intense violence. This is the find an escape.
Struggler’s last breath, likely at the hands and claws of a
twisted monstrosity. Make it count.
A spine torn from the torso, a chest Will and Luck can be used to achieve most of
ripped open and melted, a face eaten. the same results, but the fictional situation described
should always reflect the type of point being
Wounds can be healed, bringing them used to succeed.
down 1 level, with appropriate tools and time. For
example, a first Wound could be healed up with a Medkit.
A second Wound, however, may require use of a medical
bay or a doctor’s help. If the Struggler doesn’t have the
right tools, they may still attempt to treat their Wounds with
a Check, but its difficulty and the consequences should
reflect the nature of the Wound itself.
SAVE DID YOU D
WORK AGA IE AT
Creating the Struggler:
IN??
who the fuck are you?
POINTS
D O N’T F O R
RECYCLE G E T TO
R E M A IN S! -A L L Y O U R
MAN AG EM EN
T When it’s time to create your Struggler, think about
who some of your favorite sci-fi slasher characters
A video-game staple, Save Points are have been. A key aspect of You’re In Space... is
specific rooms on the map placed by the Station or either intentionally leaning into or away from genre
Struggler where the Struggler is safe from danger tropes, and the character you play is an important
and can “save their progress”. When the Struggler starting point for your adventures.
dies they’ll Respawn at the last Save Point they used,
all Wounds healed and all spent points of Will and You don’t have to decide everything on your
Luck restored. own, though! Brainstorm alongside the Station to
come up with someone that fits the kind of story you
When they Respawn, the Struggler keeps both want to tell! Do you want to be an out-of-luck
any Marks and gets to choose one Item in their teamster? An engineer in way over their head? A
possession (and any associated ammo) to keep. janitor with no idea what’s going on? Keep multiple
The rest of their items, including Key Items, are options in mind as you narrow down character
left on their corpse where they died and their choices together.
XP is lost.
The Struggler should always have a name and
As the Station, you should place Save Points pronouns, but if you can’t come up with any right off
throughout the Map as a way to control pacing. Try the bat feel free to come back to it after finishing the
to have them at hub points, right before or after rest of character creation.
risky or important situations, and at places where
the Setting’s paths join or diverge. This will make it You’ll also need to give your Struggler
so there’s often (but not always!) a Save Point when a Background—a one or two word title that
needed most. encapsulates a recent role or career. Backgrounds
reflect a broad body of knowledge and expertise
When a room has no active Threats, the your Struggler has access to during play, and will
Struggler may spend either a point of Will or help you make a case for advantage dice during
Luck to turn it into a permanent Save Point. relevant checks.
There’s no specific flavor or explanation
given for how Save Points work in-fiction. Instead,
For example, an Engineer would probably know
we encourage players to make that decision
how to override a door panel, but a Miner may not.
together! It doesn’t need to be anything super
A Custodian likely knows where all the best chemicals
specific or scientifically accurate, and some details
are, but a Soldier may have access to a weapons
can be left a mystery!
locker instead.
Examples Include:
► A cloning pod that spits out a new You’re welcome to come up with your own
“you” if you die Backgrounds or to choose one of the following:
► A 3D printer that produces a body and • Engineer • Miner • Athlete
pulls a mind from another dimension
► Automated occult ritual machine • Criminal • Systems Tech • Superstar
► You’re actually in a video game
and unaware • Security • Custodian • Biologist
g
Cre tin the Struggler:
a
L O OK at yourself
After you have your Background, describe your Look.
This should be a few words about your Struggler’s
attire and aesthetics. You don’t need to be overly
detailed on the sheet, just give enough to paint a
basic picture for the game’s theater of the mind.
your BEST FRIEND
Lastly, your Struggler is given a Unique Tool and, if
You can flesh out your look further through play. they’re lucky, a variety of other useful Items.
Sample looks include: The Unique Tool is an especially useful item the
Struggler equips themselves with at the start of play.
• Too-big overalls stained with grease and oil One of the first scenes should be of the Struggler
finding or gaining access to their starting equipment.
• An expensive suit, glasses, and a tired face To determine what your Unique Tool is, either
extrapolate one together with the Station's situation
• Scarred, military fatigues, lucky hat while keeping the Struggler’s background in mind
or roll to generate one using the Unique Tools table
on Page 40.

your STATS
Strugglers start with 2 points to assign to Tech
besides the
and/or Flesh. When building a dice pool for a
Check, you’ll first see how many points you have in a
Stat and add that many dice to your pool.
POCKET LINT
When your Unique Tool is acquired, you may
Throughout the game you’ll have chances to also find some additional Items alongside it. First,
improve these stats, so instead make a standard Check and see how many Hits you
of trying to be as “effective” as possible, think get. Then, find the column for that amount of Hits
about your Struggler’s history and identity and roll 2d6 on the Search Table on Page 42 to see
and assign your points accordingly. what you find. Do this one more time and note
The Struggler also receives 5 Will and 2 Luck down that you’ll find both of these items with
at the start of the game, noted by the boxes on your First Tool.
the character sheet. As you spend these, you’ll
cross off the bubbles to mark them as used. You’ll
be able to replenish or expand these fields as you
progress through the game.
&explor
mapping

& ation
A big part of what makes Survival Horror work as
a genre is the buy-in from players; we go into it
knowing it’s gonna be tough and there’s gonna
be some backtracking, some weird puzzles, and
some areas that are simply difficult.
The systems in place here are designed to
emulate these in part, but it’s still wholly up to the
people at the table to buy into the tone and fiction
to really make this game shine!

The Struggler finds themselves in the


middle of a series of truly awful events on a
space station. They don’t start with a map and
neither does the Station player! Both the Station and
Struggler start a game of You’re in Space and
Everything’s Fucked from zero, randomly
generating the game’s setting as the Struggler
progresses.
A sector-based structure should be kept in
mind for your Setting, though! Each Setting has its
core systems split between Sectors and Decks; things
like medical, security, engineering, residential, the
helm, navigation, and whatever else you feel like
adding in! Keep the Sector currently being explored
in mind when describing things, it’ll help the space
feel real and help organize objectives!
When opening a door to a new place, roll
ROOMS
2d6. On 2-10, generate a room via the room
table. On 11-12, roll 1d3 on the Set Pieces
table (Page 25) and proceed accordingly.
ROOM TYPE DESCRIPTOR
Roll 1d6 per column to generate a basic room. 1 Monstrous flesh-room Smells like rot
Rooms can be as big as you want but must have at 2 Storage closet Windows to space
least one door (the door you enter through). If you’d
like, there are two additional optional columns for 3 Hallway Writing in blood
the number of doors and room size. 4 Bunk/Private quarters Few working lights
When Generating and describing a room,
keep in mind the locale and Sector you’re in, allowing 5 Someone’s hiding spot A little too wet
the Room Type to inform the surrounding areas as 6 Supply (mostly looted) Gore-filled
well. If you generate a Bunk/Private Quarters room in
a sector you’ve described as a research laboratory then
perhaps you’d describe the eerily sterile living quarters
with neatly-made beds covered in blood and viscera.
Your setting may be improvised, but you can # OF # OF ROOM
still make story-based decisions for what you’d like in THREATS DOORS SIZE
a room rather than always randomizing! Feel free to
1 Small
add a little something extra here and there, and treat
the generation tables as aides, not edicts! 2 2 1
3 Medium
THE STATION always 4 3 2
has free reign to add 5
4 3
Large

a room that they feel 6


fits in the area
being explored.
SETPIECES
Set Pieces are special events that occur
randomly as the Struggler explores. Ranging from
high-stakes action to suspicious encounters, they exist 1. Suspended Upside-down []
to spice things up during play. Something grabs you by your ankle and flips you, swinging
When using a Set Piece, you should keep you around as you fend off 1d3 waves of 1d6 threats. You
some information hidden from the Struggler to could also try cutting yourself free.
emphasize the horror of a situation. What you do
and don’t reveal is up to you, but the goal should
always be to make these situations as profoundly
helpful or intense as is reasonable within the
2. Spacewalk [][]
larger arc of your story. Unfortunately, your next destination lies on the other side of
a void of space filled with debris. Perhaps a room here was
destroyed, or perhaps you’re going to a satellite.
Take the Set Piece “They might be friendly”
for example. You introduce a non-player
character to the Struggler, and it’s up to you as the
Station to not only decide if they’re truly friendly
3. Swarm [][][]
but also how to present the situation. You might They’re coming for you in droves. 3d6+3 Monsters are
choose to describe them as calm and the area as rushing you, the doors all lock as you enter. For this Set Piece,
relaxing, or you could make them very anxious each monster only has 1 HP, but can still devour you. The
and the air tense. doors open when you defeat the last enemy. Will you survive?
The way you describe encounters, and the
information you do or don’t provide to the Struggler,
keeps things interesting, so have fun with it!

Some Set Pieces only appear once, while


others may happen a few times. When a Set Piece
room is generated, mark one of its squares or take
note elsewhere that it’s been used. If all squares are
filled on a given Set Piece, the Station may choose
the next available Set Piece above or below it
numerically. As always, feel free to use these as
examples and come up with your own!
Some Set Pieces ask you to roll 1d3. This is
done by rolling 1d6, halving it, and rounding up.
IE: 1-2 is 1, 3-4 is 2, 5-6 is 3
E PLORATION
As you explore, the Station player will
generate rooms to travel through and investigate.
Each time you leave a room and enter a new one, • Search the room for useful items.
the Station will roll to learn what the room is like 1) First, make a Check and see how
and what, if anything, it holds. many Hits you get.
Once a room’s generated, its door opens and
whatever’s inside is presented. While you can roleplay 2) Then, find the column for that
whatever Struggler ideas and behavior you’d like, amount of Hits and roll 2d6
there are some specific actions with mechanical to see what item you find.
outcomes that you should keep in mind. 3) You can also Search while Sneaking,
but it will be at a Disadvantage!
After a room’s generated, you may; • Reinforce the room to keep new
• Engage any Threats, describing Threats from entering. Make a Check
your approach and making to block or close off entryways whether
any needed Checks. Things like fighting, partially or in full. This could be by
avoiding traps or live wires, talking scavenging materials, setting up some
someone down. turrets, hacking the door panels,
or any other method.
• Sneak through the room with a Check.

AVOIDING
You can do this at any point, even
attempting to hide after you’ve already
Engaged a Threat or been noticed.
• Rest if a room is free of Threats, taking
time to collect yourself. Resting lets you
attempt thingswithout immediate pressure
ROOMS
After a room is Generated, but before
from external threats. Things like healing, entering it, you can choose to Avoid it. The room
communicating, or other non-involved and Threats generated within still exist in the world,
actions that take little effort. but you shut the door and go somewhere else. Just
because you Avoid a room, though, doesn’t mean
those problems vanish!
T A
H R e Ts
Threats are anything
that put the Struggler in
danger, and are broken
down into 4 categories:
Hazards, Robots, People,
and Monsters . This
section goes over each
variety of Threat.
HAZARDS
Hazards are environmental threats—things like toxic MONSTER
chemicals, moving machinery, cracked windows
into space, and malfunctioning equipment.
When a Check is failed around or involving
a Hazard, they can cause an appropriate Wound to
S
One of the most important aspects of
sci-fi/survival horror are the monsters. Fucked-up,
twisted, horrible things that want the protagonists
the Struggler. Hazards could also, potentially,
be used against other Threats in the world if the dead, transformed, or worse. In You’re In Space...,
Struggler thinks quickly and succeeds at a Check. our monsters are horrifying masses of transformed
human flesh, sometimes mixed with metal or tech and
oftentimes twisted to a point where you can only see
faint memories of the human form they used to hold.

R O BOT S
These monsters want nothing more than to put an end
to any human they come across to spread their own
twisted version of evolution through the galaxy. They
are a cosmic-level threat that will be near-impossible
Non-sentient machines programmed to cause to totally defeat, and they should feel as such.
physical damage to the Struggler. Security drones,
janitorial units, or malfunctioning service droids They can be dispatched by conventional
could all be intimidating, marching threats. means or slowed by cutting off limbs, but attacking
Weak Points will save the Struggler some grief. That
Robots have no Weak Points and are near- is, provided they can learn where a Monster’s Weak
impossible to halt outright. They should have 2-4 HP Points are.
depending on how much you want to challenge the
Struggler. The Struggler needs to be careful, clever,
and conscious of their path to survival in order
to stand a chance against Monsters.
When a Monster is encountered, roll 2d6 and

PEOPLE
People include humans, aliens, and sentient
machines—anything the Struggler could have a
take note of the result before generating them.
Whenever this number is rolled in the future, you’ll
encounter more of the generated Monster. Only
generate new Monsters when you roll a new number.

conversation with. Not every Threat in this category


needs to be outright hostile, though they certainly
can be.
Consider these more as non-player characters
with their own goals, fears, and ways to deal and
take damage. They can pose a psychological threat,
a physical one, or both, and should be used to
create tension in any given situation.
M ONS T R S
ONSTERSMONSTERSMONSTOERS
M
DE O M NS T
MON S TE RS
Each of these monsters was randomly generated,
3
HP: 2 LIMBS: 2
SIZE: Human−ish
BODY: Horror
WEAK POINTS: Arms
BEHAVIOR: Climber
4
HP: 1
SIZE: Tiny
LIMBS: 6

BODY: Insectoid
WEAK POINTS: Body
BEHAVIOR: Climber
then given further detail using the guidance from the final EXTRA: Carapace EXTRA: Explodes
version of the game.
When a Monster enters the scene, either roll 1d6
Description: This Description: This
torso−sized mass of tiny, scorpion−like
to see what it is or the Station can pick. chitin uses two creature travels in
strong, sharp arms to packs that swarm and
pierce metal and climb climb on their prey.
1 2 around all surfaces it
can find. Its carapace
When threatened, or
hurt enough, they
HP: 4 LIMBS: 2 HP: 2 LIMBS: 5 helps protect the bulk explode. This often
of its body, making results in a dangerous
SIZE: Half−pint SIZE: Human−ish the arms the ideal chain reaction.
BODY: Insectoid BODY: Metal−fused target.
WEAK POINTS: Legs WEAK POINTS: Pustules
BEHAVIOR: Trapper BEHAVIOR: Stalker 5 6
EXTRA: Carapace EXTRA: Flies HP: 6 LIMBS: 4 HP: 3 LIMBS: 5
Description: This is a Description: A meaty SIZE: Human−ish SIZE: Tiny
3−foot tall armored bug transformation caught a BODY: Quadroped BODY: Humanoid
with two legs propping poor sap right as a room
its armored torso and collapsed, leading to WEAK POINTS: Legs WEAK POINTS: Arms
head up. It lays down parts of metal fusing with BEHAVIOR: Stalker BEHAVIOR: Grappler
strange, fleshy webs the body of this once−
that grab onto its human terror. It uses EXTRA: Extremely fast EXTRA: Flies
prey, striking with its claws and metal wings to
barbed proboscis from climb around, stalking Description: A Description: A
the shadows. its target, before thundering mass of surprisingly
gliding in to strike. meat and mouths, this threatening pest,
4−legged barrel of a these faerie−like
creature follows its creatures quickly
prey from the shadows, change from annoying
then charges with all to deadly. They
the force of a freight distract, prod, poke,
train. It rips and and eventually kill
bites and tears at their targets with
armor and flesh. violence or trickery.
Space Snake

B O S S
MONSTERS Sometimes, a normal Monster isn’t
enough. Boss Monsters are unique, one-off
HP: 8 LIMBS: 2
SIZE: Human−ish
BODY: Slithering
WEAK POINTS: Chest
BEHAVIOR: Reproducer
EXTRA: Extremely fast
Description: Latched onto
the exterior of the setting
Corridor of Flesh
HP: 10 LIMBS: 6
SIZE: Massive
BODY: Metal−fused
is a hydral−like, 2−armed WEAK POINTS: Pustules
threats the Struggler will have to face. The snake−thing from hell. It
Station should use Boss Monsters sparingly, and may be small, but it’s BEHAVIOR: Relentless
should build up to a full confrontation with them splitting and spreading and EXTRA: Carapace
over time. To facilitate this, you’ll use a Countdown. soon it will cover the
exterior. It must be stopped. Description: Flesh and
metal given form, fused and
furious. The corridor has
come ot life, using
After the first full Objective or the first Set Piece is COSMONAUT tentacle and explosive
pustule to trap, terrorize,
finished, whichever comes first, roll 3d6 to determine the To fight this one, you’re gonna
starting value of the Boss Countdown. Every time the and tear apart its prey.
have to go outside, into space. I Which is you.
Struggler passes through a room, lower the Countdown’s hope your oxygen can last.
value by 1. When the Countdown has decreased halfway,
begin foreshadowing the Boss in the distance. Then,
when the Countdown is fully decreased, generate a Boss CORRIDOR
Monster per the instructions on the next page. This monstrosoty fills, or is, the
hallway you find yourself in. Run.

Cosmic hell-thing
In the full release,
there are steps to generating HP: 12 LIMBS: 6
unique, intense boss monsters by SIZE: Impossible
expanding on regular monster BODY: Meat and Hate
generation. In this demo, I’ve
provided the special encounters WEAK POINTS: Good luck
on the next page. BEHAVIOR: Incomprehensible
EXTRA: It’s hungry
When it’s time for a
boss encounter, pick one to
Description: it is here it
is here it is here it is
use! Boss Encounters only here it is here it is here it is here it is here it
happen once, so make them
big and intense. As always, feel
free to make your own! COSMIC
It’s incredibly huge, it exists on
a scale rivaling your Setting.
You need a bigger gun.
items Tucked between and behind destroyed tables,
turned-over garbage cans, and locked containers
throughout the Setting are Items—things like armor,
To keep things moving, don’t worry too
much about counting the ammo that’s loaded
into a weapon every step of the way; instead, save
reloading, jamming, and other weapon-related
inconveniences for when a Check Fails or asks for a
Complication to arise!
Armor, on the other hand, is used to
prevent damage. Every piece of Armor has a
tools, weapons, ammunition, and medkits. Items are Durability between 1-3. When the Struggler uses
tools to help the Struggler survive the ordeal they’re Armor to prevent a Wound, its durability is lowered
trapped in. by 1. When a piece of Armor’s durability reaches 0,
it breaks and must be tossed aside or repaired.
Items come in 3 varieties: Some armor, like Shields, can be recharged with
rare battery cells.
UTILITY: Items with a limited number of uses
(often one) that are gone when used up. Here are some example items:
Things like lockpicks, healing items, tools, Milspec Suit - Armor, Durability 3
and batteries. +1d when defending against projectiles
Plasma Cutter - Weapon, Projectile
DEFENSIVE: For the Struggler to protect Slicing 1 DMG
themselves or others from Threats.
Uses Bolt Clips
Things like armor, shields, and hazmat suits.
Stick with Knife Taped To It
OFFENSIVE: These let the Struggler fight Weapon, Melee (long)
back against Threats, but may not be Slicing/Stabbing 2 DMG
universally effective.
Medkit, Basic - 1 use
Things like plasma cutters, guns, baseball
Take time to patch up a Wound, healing
bats, and any relevant ammo. Can be improvised
and removing it from your sheet.
from things in the environment.
Energy Drink - 1 use
Offensive Items do 1-3 damage, depending Gain +1d6 on the next Check you do that
on how big they are. Generally speaking, the more requires intense focus or speed.
damage the weapon does, the bigger and slower
it is. Offensive Items might target specific limbs or Repair Kit - 2 uses
damage an entire area in an explosion—the only Use to repair an Item (by 1 durability) or
limit is your imagination! something the world (based on narrative)
Things like Guns or Laser Weapons will
require some kind of ammo; bullets, battery cells, As a note, none of the item lists in You’re In Space…
something that needs to be collected and that can should be considered exhaustive! Consider yourselves
run out. Improvised melee weapons can be easy to encouraged to make your own items using the
find, but are seldom great, breaking quickly or not systems provided!
doing much damage!
PLACING
OBJECTIVESObjectives are shorthand for “the next
OBJECTIVES
When a new Objective appears or becomes
important thing we need to do in fiction”. active, roll 2d6+2. The result is the number of
Objectives should always have a clear goal that will Rooms the Struggler needs to pass through to get to
help the Struggler advance, like “finding a way into the Objective. Nothing is ever as straightforward as
engineering” or “planting the acid-bomb in the getting to the right spot and flipping a switch, though
necro-blob’s mouth.” —there’s always some kind of complication. Steps
The Station can always help come up with the along the way to completing your larger task are
next steps and approaches, but should never outright Minor Objectives. Things like “Gather X, Y, Z
tell the Struggler how something needs to be done. materials”, “Take out the flesh-beast”, and “get a
Make puzzles, not solutions. lever for the generator” are all Minor Objectives.
You may not have an Objective right at
the start of a game, and that’s okay. Explore until • When you generate an Objective, you
something in the story comes up and makes sense also roll 1d3 to determine how many
as a goal to complete. It can even be something as Minor Objectives it has.
simple as turning the lights on.
When, where, and how Objectives pop up is • Minor Objectives can be in any room,
based entirely on the story, and while there may be including those already visited.
gaps between active Objectives, times without one
should be shorter than times with. • When you place an Objective, don’t draw
When the Struggler gets the rooms between it and the Struggler until
a new Objective, don’t mark they’re generated
it on your Map. Instead, take
note of the general direction it’s • Play with difficulty! If something’s closer,
in from where they are. This maybe it’s also more difficult?
information is presented to
the Struggler as a vague
directional way-point • After generating an Objective, work with the
that keeps them Struggler to determine what the Minors are.
roughly on-track while
still allowing you as the When it comes to Objectives, it’s important
Station some flexibility that the Struggler and the Station are on the same
in storytelling. page. These should be crafted together to create a
story that both parties are interested in! Doing so
also helps with pacing, and two heads are always
better than one when it comes to coming up with
unique situations, so it’ll help keep things fresh!
"My tool of choice is a... called the..."
1 handheld plasma cutter 1 Grand Engineer’s Friend MK. I
2 two-handed laser saw 2 Errant Bastard Model II
3 small circular saw 3 Little Booger Version X
4 wide bolt-gun 4 Trusty Problem-Solver LE. XII
5 large welder 5 Husky Martial Rendition XIII
6 bulky mining laser 6 Smiling Pathfinder RC. XIV

"It's a piece of... that..."


1 cobbled tech 1 slices dices
2 industrial equipment 2 stabs chops
3 mining gear 3 shoots a pierces
4 fancy gadgetry 4 welds
n burns
5 overrated garbage 5 launches
d melts
6 unreliable shit 6 charges up explodes

"It uses... and does _ damage."


1 batteries 1
2
3
ammo clips
plasma cells
2
3
1
4 found metal 4
5
6
liquid plasma
kinetic energy
5
6
2
THE
First, make a Check and see how many
Hits you get. Then, find the column for that amount
of Hits and roll 2d6 to see what item you find.
The Struggler may spend 1 Luck to pick
an item from any column

0 HITS
TA BLE1 HIT 2+ HITS
Ammunition Ammunition 2x Pocket Nurse
1 Station’s Choice 1 Struggler’s Choice 1 Heals Level 1 Wound, use 2 to heal Level 2

Ammunition Vintage Engineering Suit


2 2 Station’s Choice 2 (Armor, Durability 3)
+1d when defending against Melee

Audio Log Repair Kit (2 uses)


3 3 What an awful fate… 3 Use to repair an Item (by 1 durability) or something
in Space (based on narrative)
1x Stimjet 5x Glow Sticks 2x Stimjets (1 use each)
4 (1 use)
4 Dimly lights an area for 5 hours 4 Ignore a Level 1 Wound for a short time
Ignore a
Level 1 Wound A Note Armory Requisition (1 use)
5 for a short time 5 Maybe this points to something… 5 Turn in to an A.I. Quartermaster to requisition
a new piece of equipment
2x Bandages 3x Ammunition
6 6 Stops the bleeding, at least 6 Struggler’s Choice

A Note Slapdash Noisemaker Useful materials


7 Maybe this
7 A distraction? 7 What are they for?
points to 1x Mx. Handyweld 2x Mx. Handyweld
8 something… 8 Welds things together, for a time 8 Welds things together, for a time
A Dying A.I. Core 2x Stimjets (1 use each)
9 9 Maybe it can answer a question or two? 9 Ignore a Level 1 Wound for a short time
Slapdash Energy Drink (1 use) A New Weapon
10 Noisemaker 10 Station’s Choice 10 Roll on the Unique Tool table to generate it
A distraction? An Upgrade for a weapon
1x Stimjet (1 use)
11 11 Ignore a Level 1 Wound for a short time 11 What’s it for? What’s it do?

1x Pocket Nurse An Improvement for yourself


12 12 Heals Level 1 Wound, use 2 to heal Level 2 12 What’s it for? What’s it do?

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