If you do something where the result is in doubt, roll The Entity is intelligent, but not in the same way that You’re the crew of an Exploration Corps starship 1d6. If your profession or past event would help, or if humans are. It’s aware of everything that happens on its exploring a distant planet. Your goal is to repair the ship someone is helping you, roll an extra d6 for each. You planet. It can even read the explorers’ minds, but at (which was damaged on landing), compile a report on succeed if at least one die shows equal to or lower than least initially it doesn’t understand anything it sees there. the planet, and return home. But unknown to you, a your relevant stat. Use Rational if you’re carefully It can be driven back but not permanently destroyed. mysterious alien Entity inhabits the planet... applying reason to a situation; Daring if you’re acting Form Abilities (roll twice, re-rolling duplicates) Players: Create a character bravely or impulsively; or Changed if you’re 1. Weird alien animal 1. Assume any appearance Choose a profession, e.g. Pilot, Medic, Engineer, exercising your intuitive connection with the 2. Weird alien plant 2. Create replicas of objects or creatures Physicist, Chemist, Geologist, Biologist. mysterious Entity. 3. Liquid/blob 3. Induce vivid hallucinations 4. Machine/robot 4. Control the planet’s environment 0 successes: Failure 5. Glowing energy being 5. Teleport things and people around Describe an event from your past and how it’s changed 6. Rock formation 6. Become invisible you, e.g. a traumatic accident has left you a cyborg; 1 success: Partial success or success at a cost you’re genetically enhanced and grew up knowing you GM: Run the game 2+ successes: Perfect success Make them cope with a hostile planet. Show subtle signs were different; you left Earth to run away from of the Entity at first, and gradually show it more clearly. something; you’re looking for a loved one who went Make them go to new areas to investigate anomalies missing in space; you’ve been blackmailed into working and/or get resources to repair the ship. Have the Entity for The Company’s bioweapons division. impersonate or recreate people or situations from their Distribute 6 points between Rational and Daring (they pasts. Ask questions about their backstories (“You see a can’t be higher than 5 or lower than 1). You have a third person from your past—who is it?”) Make them stat, Changed, which starts at zero. cooperate with or overcome the Entity in order to escape the planet. Give your character a name.
As a group, name your spaceship and decide who is the
Safety This game can involve player characters being forced to mission commander and who is second in command. Being Changed If you fail a Rational or Daring roll while encountering re-live past traumas, so it’s important that everyone is Players: Create the Planet the Entity, transfer one point from the stat you were involved is comfortable. When creating your characters’ As the ship’s scanners reveal the planet, roll dice to using to Changed (in addition to any other backstories, make sure all players are happy for those determine its features. consequences of failure). If you get 1 success, move a themes to appear in the game. During play, consider point to Changed from your choice of Rational or using tools such as the X-card system to allow players to Terrain Hazard (roll twice, re-rolling duplicates) Daring. If you get 2+ successes you can choose veto or skip past certain content that they find whether or not to do this. uncomfortable. 1. Ancient ruined cities 1. High gravity 2. Weird crystal formations 2. Toxic atmosphere 3. Dense jungles 3. Blinding dust storms The Changed stat represents how your mind is Credits 4. Extensive cave system 4. Frequent meteor strikes changing to understand the inhuman thought processes Created by John Ayliff (www.johnayliff.com) 5. Misty swamps 5. Radiation interferes with equipment 6. Desolate and cratered 6. Aggressive life forms of the Entity, and simultaneously becoming more A hack of Lasers and Feelings by John Harper As a group, give the planet a name. distant from humans. If your Changed stat reaches 6, you’re no longer psychologically human and won’t Image from www.openclipart.org voluntarily leave the planet.