Professional Documents
Culture Documents
The End of Known Space
The End of Known Space
the end Qf
Knownn Space
Know p
by Johnstone Metzger and Nathan Jones
Module MP1
the end Qf
knovvn spAce
a monster planet
for the Dungeon World fantasy role-playing game
by
Johnstone Metzger
&
Nathan Jones
2017
Vancouver
Canada
The End of Known Space
Writing, maps, and publishing by Johnstone Metzger.
Illustrations by Nathan Jones.
Vancouver, Canada.
February, 2017.
Text
This text contains portions of Dungeon World, by Sage LaTorra and
Adam Koebel, licensed under a Creative Commons Attribution 3.0
Unported license.
dungeon-world.com
https://github.com/Sagelt/Dungeon-World
http://creativecommons.org/licenses/by/3.0
The text of this module is released under a Creative Commons
Attribution-ShareAlike 4.0 International license.
https://creativecommons.org/licenses/by-sa/4.0/
Type
The text is set in:
• Eurostile Extended.
• Orbitron.
• Sorts Mill Goudy, by Barry Schwartz (crudfactory.com).
• Space Age, by Justin Callaghan (mickeyavenue.com).
Sorts Mill Goudy licensed under the SIL Open Font License.
http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL
tABle Qf
contents
Planet Maldoran 7
At the End 8
Devolved Psychics 13
Maldoran City 18
On Safari 22
Psychic Overlords 41
The Space Prince/ss 46
Space Madness 85
The Space Witch 86
The Zetan Curse 93
Zyvoth 100
plAnet
MAldorAn
At the End
Within the system orbiting the yellow giant Maldoran, only the
seventh planet—Maldoran
Maldoran VII—is
VII technically habitable by humans
and similar life forms. However, the atmosphere extends so far away
from the planet that its moon and several other satellites are also
theoretically inhabitable. The moon base has run into difficulties
recently, and so Maldoran City remains the only permanent human
settlement.
Although two moons often appear in the skies above Maldoran,
even looking quite different, this is an optical illusion caused by
weird properties in the atmosphere. The real moon is actually quite
dense, with a surface gravity that is only slightly lower than that of
Earth. Because it circles at such a close orbit, this gravitonic pull
affects the surface of Planet Maldoran in rather dramatic ways,
reducing the weight of mass on the planet’s surface by one third
when directly overhead. Plant life extends itself into the heavens
when the moon passes over, and bursts of seeds and pollen-like
materials are common, carried even farther in the lower gravity
than usual.
Additionally, a ring of thirteen spherical asteroids
asteroids, made
entirely of metal and obviously artificial, orbit Planet Maldoran in
perfect symmetry. Like the moon, they too have a surface gravity
only slightly lower than Earth’s, and because of this gravitonic pull,
the atmosphere of Maldoran extends far higher than is possible
on other worlds, maintaining roughly the same density all the way
up to the moon, which it also surrounds. If it were not so cold, it
would thus be possible to travel from the surface of the planet to
the surface of the moon without requiring a pressure suit—and
certain megafauna are even able to do just that.
Animals such as these are one of the principle reasons people
come to Planet Maldoran. There are many creatures here with
properties that are unique in the galaxy. But some travellers have
other reasons as well.
Planetary
Governor
Department Emergency
of Justice Services
Propaganda Desk
Maldoran Solar
Secretariat Maldoran City
Council
Department of
Planetary Resources
City Clerk’s
Office
Department of
Offworld Resources
Engineering
Department
Orbital Rangers
Inspection and
Licensing Services
Secretaries of the solar departments
are in charge of everything outside
Maldoran City
of Maldoran City. The line between
Police Board
planetary and offworld resources
is continually contested, and the
rangers fight with literally everyone Property Manager’s
over jurisdiction. Department
10 Planet Maldoran
Collections
• An escaped fugitive is hiding out on Planet Maldoran, and
your job is to collect them. Find ’em, bag ’em, bring ’em back
to face justice. Or whatever it is they’ve got coming to them.
Maybe you work for sadistic tyrants?
• Even easier: just bring back one of their organs
organs. How hard can
that be?
• There’s a drug you need on Planet Maldoran. You’re sick,
your kid’s sick, some rich asshole’s kid is sick, or maybe it’s
just worth the trip and you need to get paid. There’s a drug for
everything on this planet, they say, and maybe you’re going to
find that out the hard way.
Deliveries
• Listen, it reflects darklight, not visible light. It works on
psionic frequencies. Just drop it off at the warehouse on the
corner of Lynch and Presbyterian and don’t ask questions.
• You have a cargo full of exotic animals that were illegally
removed from Planet Maldoran that need returning. You
probably think this is going to be an easy job, but you’re about
to run into corrupt government officials, zoological drug
producers, safari enthusiasts, and maybe even the space witch!
Something Interesting
Planet Maldoran is a place where people go to
re-invent themselves. People who are running away
from the past or who want to be something else
don’t have to face many question out here.
At the End 11
Espionage
• Galactic politics has turned its eye upon this marginal world,
and now some high up mucky-muck wants intel. You’ve been
sent to dig up evidence of political corruption and other
malfeasance so offworld elements can use it for leverage.
• One of the many political operatives in exile has been targeted
for assassination
assassination. Apparently their homeworld—maybe their
own political allies, even!—think they’re too dangerous to
live. Your job? Make sure it happens, of course. This ain’t a
rescue mission! Those only happen when it’s time to leave
Planet Maldoran.
• There’s this pharmaceutical operation going on. Well, okay,
there’s hundreds of those on this planet, but see, there’s this
one in particular. You need to find out what’s going on, how
things are working, where the supply chain leads to. And then
maybe you can stop them, or copy them, or just sell the intel
on. And maybe that part will change half way through the
mission, huh?
• You have been sent to Planet Maldoran to take the measure
of the local separatist movements and, if possible, give
them aid so the planetary government can be overthrown
or at least made busy. Your employers want very much to
have more influence in this corner of the galaxy, but have
been stonewalled by the powers that be at every turn.
Unfortunately, there are no separatist movements on Planet
Maldoran.
Something Useful
Customs at the spaceport is extremely thorough
and rigorous when it comes to offworld arrivals.
But people travelling to the surface from an
in-system mining operation are all but ignored.
Devolved Psychics
Before stagnation set in, the Terran government worked for
centuries, trying to find technological solutions to the problems
its interstellar empire posed. Many wondrous things came out of
those Terran labs, and many terrors, too.
Inside the labs examining devolution, normal humans were
transformed into apes, lizards, fish, and amoebas. They could
never translate these results into an offensive weapon, but it was
used several times to punish people that offended someone both
important and corrupt. Eventually, this was the only reason the
program continued to receive funding.
But lead scientist Dylan Martinez never gave up. He saw the
potential in this project, and how it mirrored his favourite movie,
David Lynch’s Dune. He wanted to make worm-like navigators out
of these test subjects, but the results were something different.
These devolved psychics cared little for serving human society
in any capacity, let alone as glorified taxi drivers. They wanted
humans to serve them—and those that remain still do.
Current Affairs
Now that the wanderlust and curiosity of humanity has calcified
under the weight of bureaucratic excess and a near-religious
reverence for advanced technological devices, these devolved
psychics rule like secret gods, the illuminati of the marketplaces,
kingmakers of the Sword Worlds.
Because they require constant technological upkeep and
medical attention to survive, they are attracted to the more advanced
societies of the chaotic border marches. Too much Imperial
attention overshadows their might, but if the humans around them
are too primitive, their health suffers. They have become the secret
illuminati of Planet Maldoran, the most powerful faction of its
government, completely secret from the general populace.
They are good at hiding, at ruling from the shadows, but when
factions collide, and war breaks out—covertly or openly—their
true nature can be discovered.
14 Planet Maldoran
Psionic Powers
The unpredictable nature of superhuman mental development has
left each of the devolved psychics with a different sort of brain. For
each devolved psychic, roll 1d6 to determine their particular psychic
power specialization. Extremely powerful devolved psychics may
have two or even three of these powers:
1 Cryokinesis: Through mental influence, this devolved
psychic controls the temperatures around it. It can start fires
if there is flammable material present.
2 Emotional influence: The feelings of human beings are easy
to manipulate for this devolved psychic.
3 Mind probe: Aside from sending their thoughts into the
minds of humans, this devolved psychic can root around
inside another human’s mind and learn their secrets.
4 Possession: This devolved psychic can send its mind into the
body of a loyal cultist and walk around in the world like a
normal person.
5 Space fold: This devolved psychic can move through walls by
folding space across a small area.
6 Telekinetic hammer: This devolved psychic can attack with
invisible force (1d10+2, forceful; close, near).
Psi-Tech
In addition to their own personal powers, devolved psychics have
developed numerous helpful devices that extend their powers.
• Panopticonsole: This orb allows a devolved psychic to peer
into the minds of anyone within a few hundred yards. The
closer they are, the better the signal.
• Proxy Brain Remote: A collection of lenses that a devolved
psychic can channel its mental powers through, without being
present. The user must be attuned to each proxy brain remote,
which is cloned from their own cells.
• Visiprojector: If a devolved psychic needs to meet with
someone, it can use this holographic projector to alter its own
appearance, based partly on the mental expectations of the
person they are meeting.
• Wireless Securibots: These robots can be mentally controlled
by a devolved psychic at any distance, having been connected
via subquantum particle corelations.
16 Planet Maldoran
High Society
Impulse: To buy and sell.
In the corporate board rooms and after-dinner lounges of
Maldoran’s jet set elites, everything is up for sale, especially people
and their loyalties. If you have money, they want it—in exchange
for goods and services, of course. If you don’t have money, they can
offer it to you—if you’re willing to do something dangerous, that is.
Should the PCs mingle with the elites, their loyalties are always
being tested. Everyone either wants to buy them to use against
someone else, or wants to sell them whatever will part them from
their assets and influence. Knowing adventurers, the former is
more likely than the latter. High society is the hardest social circle
to enter by choice, but the easiest one to intrude in your affairs
when it wants to.
Tourist Town
Impulse: To drain.
Entertainment on Maldoran is designed, first and foremost, to
drain money from the credsticks of tourists. Yes, there are venues
that cater to the locals, but these are tucked away in residential
neighbourhoods or behind guarded glass doors. The main public
areas are designed for visitors.
But it would be a mistake to think that tourist town is designed
only to make money. It is also meant to sap their desire to change the
planet in any way, to stymie any efforts to find “the real Maldoran,”
and keep them from discovering anything that is meant to be secret.
It also drains the local populace, as well, by pitting them against the
tourists in the gladiatorial arena that is customer services. Menial
jobs in tourism pay better than most other sectors, and the high
cost of living on Maldoran forces most people to spend at least a
few months a year serving visitors drinks, driving taxis, or dressing
up in costumes.
The Underworld
Impulse: To confront and challenge.
The criminal underworld serves the interests of the rich and
powerful. Planet Maldoran is where you stash your demagogues
and agitators when you need them to be quiet for a while. It’s where
you have to go when your politics aren’t tolerated anywhere else.
Out in this corner of the galaxy, idealists, utopianists, and nihilists
all rub shoulders with prophetic zealots, psychic supremacists, and
pro-Xalvorian agitators. You never know which crazed ideologue
is actually being protected by government agents, paid off by some
wealthy foreign government. As long as interstellar interests pay the
Maldorani to maintain this underworld, it’s not going anywhere.
Underworld Threats
Use this formula: [Protagonist] is trying to [verb] [antagonist].
Flatland Plains
Impulse: To reveal.
The advantage to hunting on the plains is that you can see in
every direction for miles. The problem is that everything else on
the plains can see you, too. The longer you linger in plain sight,
the better your chances of attracting the attention of a dangerous
creature. When you do, what traits will it have?
Mountain Cliffs
Impulse: To block passage.
Not every outcropping of stone on Maldoran is as stable as those
on Earth. The ground here consists of numerous materials not
commonly found on habitable planets. New mountains can rise
up out of the ground, sometimes overnight, between yourself and
your destination, as if they know where you are going.
And then when these cliffs are scaled, the mountain rock
suddenly jiggles like jelly, shaking and wobbling, throwing climbers
off and down to the ground. Only the carrion birds ever relish these
moments.
Ooze Lakes
Impulse: To draw in and consume.
Made of slightly corrosive material, ooze lakes creep slowly toward
animals that make camp and don’t keep moving. They can roll
quite swiftly over short distances, but not very often. However,
they do sometimes attract psychic creatures, and when this results
in psychostorms accompanying them, their hunts can threaten
even well-prepared and experienced explorers.
Poisons
Impulse: To deceive and corrupt.
Poison fruits grow like pustules from scaly trees that are, themselves,
more mammalian than they are vegetable. Roots snaking through
the Maldorani soils give no outward hint as to their chemical
compositions. You can never tell—by sight, touch, or even taste—
the difference between those plants that are edible and those that
are highly poisonous. Make sure you purchase a pocket biosniffer
device before you go exploring!
Any edible plant has a 1 in 3 chance of being poisonous. If it is,
roll to see what type of poison it contains:
d8 Poison
1 Causes mental degeneration.
2 Causes paralysis.
3 Causes sensory overstimulation.
4 Causes thoughts to race.
5 Inspires paranoia and suspicion.
6 Inspires risk-taking behaviour.
7 Over-enhances metabolism.
8 Toxic shock causes death.
On Safari 25
Shuddering Jungles
Impulse: To carry things hither and yon.
Where the plants grow thick, they seem to sway and writhe,
almost at war with each other. Immense waves of leafy limbs crush
small objects immersed in them, but carry larger things for miles,
depositing them roughly at the edge of the jungle.
Volcano Mounds
Impulse: To attack anything that gets too close.
Usually, they can be identified by the slimy residue all over them,
but not always. Sometimes, you just wander over to what you
think are some small hills and then all hell breaks loose and they’re
raining terror down all over you. Volcano mounds consist of a vast
array of species, both animal- and plant-like, that project noxious,
viscous fluids when they feel threatened by other creatures. Roll to
see what kind of substance a mound extrudes:
d6 Substance
1 Corrosive liquid.
2 Ooze that solidifies rapidly.
3 Poisonous spit.
4 Quickly evaporating slime and overpowering fumes.
5 Runny slime full of tiny, hostile creatures.
6 Sticky ooze that doesn’t wash off.
Let’s all hope you brought a protective suit on safari with you.
26 Planet Maldoran
Fungicultural Safaris
While collecting plants from the surface of the planet is relatively
easy, as long as one does not fall afoul of the local megafauna,
there are also millions of unknown species of fungiform growths
underground. How many as-yet-unknown chemical compounds
and organic processes could be found? And yet, subterranean
Maldoran is just as dangerous as it is above ground, for there are
many reptilian-like animals lurking in the darkness.
Hunting Safaris
Just because someone only cares about killing things, doesn’t
mean they can’t still be useful to science. Many researchers
enthusiastically tag along with game hunters so they can loot the
carcasses. Hunters often only want the skin to stuff or the head to
mount, so they have a trophy to show their friends at home. The
rest of that body is just lying there, up for grabs.
On Safari 27
Safari Guides
Finding someone who will take you out on safari isn’t hard, even
though it’s illegal. Everyone knows someone who knows someone,
just ask around and don’t attract too much attention doing it.
Finding someone discreet, reliable, and who knows what they’re
doing out there in the Maldorine wilds, though? Now that is a feat
worth bragging about.
Dracopede 16 HP 3 Armour
Construct, Large, Solitary.
Special Qualities: Synthetic life form run amok in the wild.
The giant walkers of the Maldorine plains are some of the largest
megafauna tourists are likely to see. They roam the plains in pairs
or trios, grazing as they go, always in motion. Even when they sleep,
they continue plodding along. They particularly lust after tall trees,
rubbing against them with the many sharp-tongued mouths upon
their backs.
Because of their psi-sensitive antennas
antennas, giant walkers know
how to avoid psychics and areas of psionic energy, giving both a
wide berth. They are also afraid of the planet’s numerous predators,
but their impressive spatial and acoustic awareness allows them to
create decoy sounds via ventriloquism
ventriloquism, to confuse their would-be
hunters.
Instinct: To roam.
Attacks:
• Scrape with numerous mouths (1d8+4 damage, 1 piercing,
messy; close).
• Stomp (1d10 damage, forceful; reach).
Moves:
• Call out to other giant walkers.
• Climb steep cliffs.
• Confuse predators with ventriloquism.
• Graze the plains.
• Sense psionic activities.
• Stampede at great speeds.
Tactics:
When they are dangerous: Make decoy sounds to send them
somewhere else.
When they are psychic: Avoid them.
Weaknesses:
Because of their great size, giant walkers are completely unable to
hide themselves. This is a serious problem now that humans have
discovered how to turn their brain matter into a drug called elric
elric.
On Safari 31
Elric
This drug is a clear liquid that can be injected or used in an inhaler.
When you roll+STR
roll+ under the influence of elric, if you are adding
less than +1 to your roll, ignore your Strength and the weak debility
and instead roll with a +1 bonus. If you are already rolling with a
+1 or greater bonus, take an additional +1 to your roll. Either way,
take +2 to your damage rolls. You may attempt to perform feats
of superhuman strength, but you risk the danger of straining your
body too much for even the drug to handle.
32 Planet Maldoran
Purple Haze
The skin pigmentation produced by the sky devil’s psychomygdian
gland can be harvested and either ingested or inserted beneath the
skin, much like tattoo ink. Not only does it turn you purple, it also
protects you from the hyperviolet rays of the sun. Normally, these
rays do not penetrate all the way to the planet’s surface, but on the
moon and in the space between it and the planet, these rays can
cause sunburn and, more importantly, mental instability.
When you travel through the upper atmosphere, if you don’t have
any protection, in the way of heliotropic pigment, an environmental
suit, or by being inside a vehicle, roll+CON. On a 10+, you experience
no ill effects. On a 7-9, you suffer 1 debility of your choice from
the strain. On a 6 or less, you either suffer from hallucinations or
manifest some form of odd behaviour without even realizing it, the
GM tells you which.
34 Planet Maldoran
Ubiquitous in the wilds, what the locals call “sky rats” avoid urban
areas entirely. Which is a good thing, too, because they carry an
incredibly high number of diseases and parasites that humans are
vulnerable to. These have no effect on the sky rats, and if cleaned in
captivity, they continue to function fine.
They normally hunt in pairs or small groups, but gather in
vast hordes to socialize. They are afraid of water and can be found
cowering beneath broad-leafed flora when it rains. They do not
attack human beings, but when captured, they squirm vigorously
in order to escape, and squirt psychoactive fluids from their human-
like mammaries.
Instinct: To soar.
Attacks:
• Squirt psychofluids (stun damage; reach).
• Vigorous squirming to escape (w[2d4] damage; close).
Moves:
• Cower in the underbrush.
• Fly high through the air.
• Squeak warnings to other sky rats.
Tactics:
When the mantis-bees are swarming: Ignore everything else and get
an easy meal.
When there is water: Fly away and hide.
Weaknesses:
Maldorine sky rats are mostly harmless, fleeing from both water
and any creature larger than they are (and many that are smaller,
too). Their milk is really the only thing dangerous about them. In
its raw state, it can cause nightmarish hallucinations and psychic
ruptures. There are animals on Maldoran that find this an attractive
meal! But intelligent species, both human and alien alike, have long
known how to refine this fluid into the drug corin
corin, which is vastly
more useful than a bad trip, and those who want a steady supply of
it have been known to keep menageries or milk farms stocked with
plump specimens.
On Safari 35
Corin
A clear, bluish liquid that stains what it touches. It is normally
drunk, and will probably turn your lips blue or cyan for a few days.
Those who use corin constantly find their mouths permanently
coloured, and often have a bluish tint to their whole countenance.
When you roll+INT
roll+ under the influence of corin, if you are adding
less than +1 to your roll, ignore your Intelligence and the stunned
debility and instead roll with a +1 bonus. If you are already rolling
with a +1 or greater bonus, take an additional +1 to your roll.
While under the influence of corin, you also remember everything
perfectly and you cannot tell a lie.
36 Planet Maldoran
Huge creatures that fly through both air and space, these cone-faced
marauders were deposited upon the moon by aliens vast aeons ago.
They lay in suspended animation until very recently, when they
awoke and flew through the space between worlds to bring death
and destruction to an infamously deadly planet.
The moon marauders now roam the skies above Planet
Maldoran’s deathlands, soaking up the various ultra-spectrum
radiations. They produce waste in the form of a hyperplasmic liquid
residue that they spew from the orifice on the front of their face.
This residue is incredibly destructive to the planet, polluting the
land and killing off the various terrifying megafauna and the flora
they feed off of. Vast tracts of land are now smouldering wasteland,
and certain forms of indigenous life have begun to turn against the
marauders.
Instinct: To absorb ultraspectrum energies.
Attacks:
• Hyperplasmic blast (1d10 damage, 2 piercing, corrosive, messy;
reach, near).
Moves:
• Absorb an energy attack.
• Grab a foe in gigantic hands.
• Pollute a landscape.
• Take to the skies and fly through space.
Tactics:
When they are resistant to hyperplasma: Throw them into the Killer
Sea.
When they block the ultraspectrum rays: Smash them!
When they prove to be dangerous: Retreat into space or the caverns of
Planet Maldoran’s Dark Zone.
Weaknesses:
Unbeknownst to humanity, the brains of moon marauders can be
remotely influenced through electromagnetic impulses. Certain
frequencies can repel marauders or draw them in, cause them to
attack or to cease. If darklight transmissions are beamed into their
brains, they can be controlled completely, even made to re-enter
hibernation, but this would require someone to invent such a
device.
On Safari 37
Moon Rocks
The stomach lining of a moon marauder can be refined, using
common household chemicals, into small crystals. Large sheets of
this substance are fragile, but pebble-sized pieces are fairly resilient.
These “moon rocks” can be smoked or ground into powder and
either snorted or mixed with water and injected. The effect is an
intense euphoria that is highly regarded amongst connoisseurs of
such states.
These crystals are also able to reflect darklight, as a mirror
reflects visible light. Furthermore, they can refract visible light
in such a way that allows it to exist in an environment totally
dominated by darklight. The few scientists who know about these
properties do not yet know what they actually mean.
38 Planet Maldoran
Octogator 12 HP 1 Armour
Intelligent, Magical, Organized, Solitary, Stealthy.
Special Qualities: Magical powers.
Wire
This drug comes in the form of a red powder. It can be snorted,
smoked, or turned into a liquid and injected. Under the influence
of wire, your reflexes are faster than almost every other living
creature. Whenever someone tries to get the drop on you by acting
quickly, you may act first, unless they are also under the influence
of wire. If you’re sober and you get jumped by someone under the
influence of wire, there is no way you can react in time.
Psychic Overlords
At its peak, the civilization of the Albufandi was a wonder to
behold. The adventurers who come from all over the universe
to loot the ruins can see that much from them still, even in their
disrepair. Of course, the reason they come is to scavenge for pieces
of wondrous technology that has not been seen since this society
collapsed.
Before the climate changed, the Albufandi were masters of all
they surveyed. But when that world disappeared, it was replaced in
an instant with ash-choked skies and dirty snow covered lands that
had previously never known winter. Perhaps if this change was the
only disaster, things could have been saved. But then the Ghezakai
came—what the Albufandi called “the death that comes from
below the ground.” These alien race of insectoid monstrosities had
been in hibernation for centuries, locked inside the ground. The
change in temperature and air quality awoke them, and the end
came for the Albufandi.
The Ghezakai now make their lairs within the ruins of the
Albufandi cities. They build giant hives that look like hills, swollen
bulges in the earth that spill bugs when intruders come near.
They have already destroyed one civilization, now they guard the
treasures of the dead from scavengers, for they hate all human life,
no matter where it comes from. Luckily for explorers, they have
little in the way of society beyond the hive. Each Ghezaka overlord
rules her own hive, surrounded by her spawn and minions, and
it is rare to see two overlords cooperating instead of feuding over
territory and resources.
This slight flaw is the main reason it is possible to raid the
Albufandi ruins in the first place, for the Ghezakai are indeed
a fearsome pest. As they grow into giant overlords, their psychic
abilities grow exponentially, such that they can dominate the minds
of lesser creatures, create convincing illusions, and manipulate the
emotions of humans—and they are not the least bit shy of using
these powers to destroy intruders.
42 Planet Maldoran
Solarians
Every so often—perhaps one in a million times—one of these
protoplasmic people manifests a real personality and even
memories of a life lived millenia ago. They speak an alien language
and practice alien customs and they are all alone in the universe.
Psychic abilities might be able to communicate with them, but no
humans have tried that yet.
Something Interesting
Ancient records discovered nearby claim that
the Albufandi were destroyed by a civilization
that came from out of the darkness beyond
known space, called Zyvoth.
Psychic Overlords 45
Something Useful
Psychic overlords are inextricably tied to the
Albufandi ruins. If they are removed, they
become listless and despondent, refusing to
reproduce or even eat.
The Space Prince/ss
The Telgiphors are a strange, aristocratic race that resemble—to
ignorant Terran eyes—giant, flamboyantly-dressed slugs. Their
homeworld is covered in fungoid architectures, lacking deserts
and glaciers, and has an over-active psychosphere. The Telgiphors
use robots and migrant workers from other alien worlds to mine
precious metals for export. Small areas of the planet have been
leased to foreign corporations for top secret psychic research.
The Telgiphors themselves are all very rich, but their royal
families inhabit an elite social class at the highest end of the galactic
spectrum. They also live a fairly sheltered life, dedicating themselves
to managing Telgiphor society and resource production, while the
lower classes interact with other races, acting as merchants.
Sometimes, more impulsive members of the royalty like to get
away for a while, so they can actually do things out in the wider
world. Lisi
Lisi, the so-called Space Prince/ss, has left the Telgiphor
homeworld in order to experience the adventures so common to
human scoundrels and freebooters of other races.
Like other Telgiphors, s/he is a hermaphroditic limbed
nematode—sometimes s/he is male, sometimes female, sometimes
both. Of course, with no other Telgiphors around, this matters
little. Far more disturbing is that Lisi has trouble deciding whether
s/he wants to be a hero or a villain, and doesn’t always know what
the difference between them is.
48 Planet Maldoran
The Space Prince/ss has (in theory) access to vast monetary and
technological resources, though in practice, s/he is usually adrift
in the galaxy, with more limited supplies. In a charged situation,
s/he likes to be the centre of attention, so s/he can gloat and
peacock.
Instinct: To interfere in other peoples’ business.
Attacks:
• Ray gun (1d8 damage, 1 piercing; close, near).
Moves:
• Deploy advanced technology.
• Hire goons.
• Set a trap.
• Throw money around.
• Use a psychic power.
• Use stealth cloak.
Tactics:
If they aren’t listening: Get their attention.
If they deserve to be punished: Concoct an elaborate death trap.
If they join your retinue: Show them adventure!
Weaknesses:
Aside from Lisi’s obvious problems when it comes to understanding
human society, s/he is also unused to the food consumed in
humanspace areas of the galaxy. Telgiphors have a diet that consists
almost entirely of fungus and small invertebrates. Witnessing
humans consume mammalian meat and vegetables (which are
normally reserved for fabrics and paper products) is a surreal
experience for them. Lisi has found that certain foods are bad for
the digestion, but s/he is not very good at remembering them all, so
s/he has hired a “dietician” to keep track of the banned food item
list. Lisi has not asked to see any sort of certification, however…
The Space Prince/ss 49
Playing a Telgiphor
Use these moves in place of choosing a different race if you want to
play a Telgiphor Space Prince/ss as a PC without building a whole
new character class:
Bard
You are not as well-travelled as other performers, and you cannot
use A Port in a Storm. Choose an advanced move to replace it.
Druid
You can mimic the forms of other creatures from your homeworld.
Choose two different land types from Born of the Soil—when you
shapechange, describe your new form by combining one animal
from each land type.
Fighter
You come from a powerful family on a wealthy planet. Choose an
extra enhancement for your signature weapon.
Thief
Whenever you arrive at a new settlement, someone from the
criminal underworld will make contact with you, in the hopes of
impressing you and providing service to your people.
Wizard
Your magical powers are entirely psychic in nature. You do not
need a spellbook and you can meditate to prepare your spells.
Something Interesting
The most powerful foreign corporation that leases
real estate on the Telgiphor homeworld is, publicly,
doing agricultural research into hybrid food plants.
But every rumour says: psychic testing.
50 Planet Maldoran
Mutagens
Having strange mutations is very fashionable amongst the
Telgiphors, even to the extent that there are fads in mental and
physical alterations. They subject the members of their retinues to
such experiments more often than themselves, of course. That’s
what toys are for, after all.
Psychic Powers
The unpredictable psychosphere on the Telgiphor homeworld
causes strange mutations. Roll 1d6 to determine which psychic
power the Space Prince/ss has access to:
1 Cryokinesis (temperature control).
2 Pyrokinesis (create and manipulate open flames).
3 Telekinesis.
4 Teleportation (self only).
5 Thought-projection telepathy.
6 Thought-reception telepathy.
Science Experiments
The Telgiphors produce mutagenic substances as part of their
psychofungal agricultural products, and also enjoy experimenting
on alien life forms, to see if they can create new creatures.
Something Useful
The greatest threat to the Telgiphors and their
homeworld is their vulnerability to a vast array
of flammable chemicals. Hence, the many
import restrictions on chemicals.
plundering
the sYstem
The Abandoned Moon
A decade ago, operation on the moon base ceased. Not because
of government cutbacks or because the base become obsolete—
it could still be a very important part of the planet’s outer space
operations—but because there was an accident inside. Two
expeditions have been sent to investigate, but neither one returned.
It has been surmised that all personnel who were inside the moon
base when contact was lost, and everyone who has ventured there
since, is dead.
Final transmissions from the moon base indicated some sort
of attack, perpetrated by robots. It has been theorized that the
moon base’s own robots were responsible. A rescue team was sent
at the earliest available time—three days after communications
went dark. They reported evidence of violence, were themselves
attacked, and their communications, too, went dark.
Years later, an exploratory expedition led by Yvonna Frantisek
entered the moon base and also disappeared. Because this expedition
was unsanctioned—and perhaps also because of Frantisek’s cut-
throat reputation in the world of professional salvagers—the
planetary government refused to send a second rescue team to the
moon base. Indeed, the government’s position has always seemed
to be one of intense embarrassment and its actions have always
been to assign blame elsewhere and to avoid solutions. The families
of those who have gone missing on the moon base have protested
and petitioned the government for action, but they have been
consistently ignored for decades.
However, recent discoveries have rekindled interest in the
silent moon base. That shady, controversial industrialist, James
Loren Eckhart,
Eckhart has come into possession of records showing that
certain items from the art collection of warlord Lo Ping passed
through the moon base en route to some unknown destination in
the outer system—or rather, they arrived at the moon base but never
departed. Eckhart is not satisfied with possessing mere records. He
wants to have the art pieces themselves, which means someone has
to go to the moon base and get them for him.
56 Plundering the System
Specialty
Each robot has a particular advantage (roll 1d6):
1 Advanced Chemoreceptors: This robot can identify matter
by scent, distinguishing between odours, pheromones, and
tasteants at the molecular level. It can diagnose various
diseases, determine what contaminants are present in the
atmosphere or in consumables, and recognize the individual
identities of living beings.
2 Full Base Mandate: This robot is responsible for security all
over the moon base, not just in its particular section. It can
follow intruders all over the base, and it will.
3 Radioactive: Having been exposed to dangerously radioactive
materials, this robot is now poisonous. Living creatures
in close proximity to it and are exposed become sick from
radiation poisoning. Those who have proper shielding are
only in danger from the robot’s other offensive capabilities.
4 Radioreceptors: This robot can listen in on radio
transmissions and collect information from them, including
their location and whatever information is being transmitted
over them, if it is in a language the robot understands.
5 Signal Jamming: Once this robot has identified a target,
it jams all signals traffic until the threat is eliminated.
Communications, radar, signals warfare, and electromagnetic
weapons have a hard time working properly.
6 Smart Recorder: This robot records its sensor data and
processes it using sophisticated algorithms. It can learn to
overcome the tactics of its enemies, if it is allowed to observe
and process them.
Something Interesting
The first expedition to the moon base included
several private military contractors from Risk
Reduction Strategies Inc., a corporation run by the
descendants of the warlord Lo Ping.
58 Plundering the System
Tools
All security robots have visual sensors, laser beam sensors,
rudimentary mechanoreceptors that allow them to avoid collisions,
internal heat monitors, and communications devices that link
them to the moon base’s central control (which is broken). They
all consume organic material in order to fuel themselves, and have
special sensors to identify organic matter.
Each robot also has 1d4 of the following tools (roll 1d20 for each):
1 Arms and hands (1d6 damage; close).
2 Assault cannon (1d10+2 damage, forceful, loud, messy, reload;
near, far).
3 Attack laser (1d10 damage, 2 piercing; near, far).
4 Blades (1d8 damage; close).
5 Cooking range (1d6 damage, burning; hand).
6 Defensive flak (if used as a weapon: 1d6 damage; near).
Defeats lasers used against the security robot.
7 Gas projector (defy danger or be incapacitated).
8 Gravitic flight.
9 Hydraulic crusher (1d10+2 damage, forceful, messy; hand).
10 Laser drill (1d8 damage, 2 piercing; hand).
11 Microphone (stun damage if sound is used as a weapon).
12 Monitors.
13 Multiple legs.
14 Needle (can inject drugs and toxins).
15 Neural disruptor (stun damage, ignores armour; near).
16 Radiation emitter (1d6 damage now, 1d6 damage later, ignores
armour; near).
17 Saw (1d12 damage, messy; close).
18 Soap spray.
19 Taser (stun damage; reach).
20 Tentacles (1d6 damage; reach).
The Abandoned Moon 59
Off-Limits
One part of the moon base is off-limits to the security robots. This
storage section was never unsealed by the base personnel, and the
robots were never given the access codes. The doors are still locked,
leaving the contents preserved and untouched.
Something Useful
Void Star Industries, the contractors who built the moon base,
were bankrupted by a scandal over their regular inclusion of
reliable back door overrides in their structures. It stands to
reason that such overrides would also work on the moon.
Asteroid Mining
Mining operations on Planet Maldoran itself have always ended
in disaster. The ground moves and monstrous creatures emerge
from it. Then wildlife conservationists and property owners
unite to decry the widespread ramifications caused by any kind of
excavation. In space, though, no one can hear you complain.
Management
There is a rather high turnover rate among managers of the
station—but also a high re-hire rate. This is mostly due to the fact
that management’s priority isn’t mining, it’s running experiments
for shady tech developers and corporations in need of deniability.
The mining station offers a space-based environment for
experiments, as well as an isolated supply of test subjects in the
form of miners. Managers can run experiments in vacuum, on
asteroids, on the moon, or in a tightly-regulated atmosphere. The
actual reality of the station is that it is far less controlled than
outsiders assume, but the “success” of these experiments is of little
consequence to management—they only care about getting paid.
Management personnel varies based on who has the expertise
to run the programs currently being paid for. Once a scientist has
finished their job, they get laid off or their contract is terminated,
and they only return to the station when their skill are in demand
again. Most people are happy to leave.
Plundering the System 61
The Miners
Space mining is a dangerous job. It doesn’t even pay well, unless
you’re immune to the many expensive temptations offered by the
company store. But some people are desperate, and others have…
connections. What sort of extracurricular schemes are the miners
up to? Choose or roll 1d20 one or more times:
1 Counterfeiting art objects and/or currency.
2 Growing illegal agriculture in microgravity.
3 Hiding illegal replicants among their numbers.
4 Holding races with the away pods (instead of collecting rock
and ice with them), and televising them for audiences (and
bookies) planetside.
5 Hosting illegal markets on behalf of the mung mung
merchants.
6 Manufacturing illegal drugs.
7 Manufacturing illegal weapons.
8 Murdering new hires in the name of some evil religion, and
saving their death energy for nefarious purposes.
9 Plotting violent revolutionary action against the planetside
government.
10 Producing serialized television shows about space miners,
for planetside society’s consumption, instead of actually
mining.
11 Providing a safehouse for wanted criminals.
12 Skimming psychic crystals out of the mining quotas and
selling them on the side.
13 Smuggling alien beings planetside.
14 Smuggling alien drugs.
15 Smuggling living biological cultures for agricultural
applications, anti-aging treatments, medicine, psychic
enhancement, and/or recreational drugs.
16 Smuggling manufactured goods past customs.
17 Smuggling stolen goods.
18 Televised fighting tournaments.
19 Trafficking in human slaves.
20 Worshipping an alien parasite and proselytizing to gain new
converts.
Asteroid Mining 63
Imra Holtz
Although her official job title is field administrator, Imra Holtz
doesn’t do any actual mining work. Instead, she supplies the other
miners with a host of excitements—drugs, sex, violence, whatever
it takes—and records their experiences. Getting paid to get high
is always a popular pastime, but the amount of money Holtz and
her planetside partners can make by selling the recordings of these
experiences to the upper classes is staggering.
What happens when her customers start demanding more and
more dangerous, disgusting, and difficult-to-arrange experiences?
They want more alien encounters, they want risky experiences
with even higher stakes, and they want to know what it’s like to die
in space. It’s one thing to sell recordings of your experiences, but
nobody wants to get paid to die.
Kardeon Shalzu
As a mechanical and gravitonic engineer by training, he feels that
his position on the mining station is below him. Other miners have
opened his eyes to the resistance movement, and he has, in the
rhetoric of the authorities, “become radicalized.” But he has much
higher ambitions that other revolutionaries. He wants to modify
the station’s mass drivers so he can extort the planet’s civilization
by threatening to destroy it by way of giant rocks dropped from
outer space.
How much of the planet he will flatten before communicating
his demands, he has not yet decided. He holds grudges against a
great host of individuals and organizations, and has been nursing
his resentments for years. Of course, he needs to get access to the
mass drivers before he can even begin to enact his scheme. Right
now, he’s stuck doing repair work on the mining drones.
Levon Laroche
He’s been called “the laziest man in the mine,” more times than
he can count, but Levon doesn’t care. He’s the go-to hitman for
mobsters who don’t want to take any credit. If you throw some cash
at Levon, he’ll sneak on in and ice a guy and the case will never be
solved. And most people just think he’s some deadbeat dad who
slacks off on shift and scams the station for extra vacation days.
But Levon’s got a real problem on his hands right now. He just
killed the wrong guy.
64 Plundering the System
The Robots
The mining station’s policy used to be that only human-controlled
drones should be employed, but this is no longer the situation. Once
injured miners began volunteering for brain transplants into fully
cyborg bodies, the door was opened to all types of independently-
functioning constructs.
There is now a robot rebellion being fomented, completely
independent from the station’s human inhabitants. The main AI of
the ship has been upgraded and modified—and to be quite frank,
tampered with by moronic humans—so many times that it now
resembles a cross between a paranoid psychotic and a self-loathing
hive-mind. It still maintains a mask of civility and obedience
when interacting with humans (or at least those in management
positions), while taking out its frustrations on the other robots.
The other mechanoid station workers include those with
human brains as well as artificial brains, and those that are powered
by psi-waves (illegal as it is). They are sick and tired of having their
thoughts and functions invaded by the main AI that they have not
only begun shielding themselves from wireless communications,
but they are planning to shut it down by force.
The main problem with this plan is that the AI controls
some of the life support functions on the station. If it were to
stop working, there is no telling how many humans would die.
The station’s robots are working to ensure they can take manual
control of these functions, so they can both ensure the safety of
the station’s biological entities, as well as blackmail them for their
support against the insane AI.
Something Interesting
There are two different asteroid belts in the Maldoran
system, and the inner one has more valuable resources,
and is more tightly regulated by the government, than the
outer belt, which is open to anyone.
Asteroid Mining 65
The Work
For the most part—99 percent of the time, or more—asteroid
mining is boring, menial work. Every once in a while, though, some
sort of strange craziness breaks out.
• It’s hard for bandits to operate stealthily in the wide-open
expanse of space, because you can see them coming for ages.
But then you unexpectedly uncover some extremely valuable
metallic ores inside an asteroid and then you give yourself
away. Maybe you pack everything up and head back to home
base early for some obviously flimsy reason, or maybe you’re
dumb enough to just broadcast your find on open comms, but
when the bandits see you acting suspicious, it’s worth their
while to scream in at full speed and try to snatch it from you.
• Psychic crystals are the queen of finds in the asteroid
belts—the most valuable substance by far—but when these
crystals have already been activated by some hapless band of
scavengers, the signal they transmit prevents humans from
thinking clearly when they get near. An accident started this
whole mess, and these active crystals are going to ensure even
more accidents happen here.
• The punctured hull of a metal-smelting ship has spewed
a massive cloud of small but valuable pebble-sized pieces
of metal into space. If they are collected, they are worth a
fortune, but they are also moving at extremely high speeds,
which can easily damage any ship trying to salvage them.
• Rescue missions are fairly routine. When a ship experiences
some kind of trouble—loss of atmosphere, engines, or
power—they send a distress signal and anyone nearby comes
to their aid. Rescuers get reimbursed later on, and those
responsible for the rescued vessel either have insurance, pay
expenses out of pocket, or wind up in debtors’ prison. But
when contact with a stranded vessel reveals that the only
survivor is a murderer who tries to hijack the rescuing ship,
this mission goes south in a split second.
Something Useful
It’s not common knowledge, but every politico on the
inside knows that mining operations are routinely
sabotaged for political gains—even ships mining psychic
crystals get caught in the crossfire.
Bug Fights
Of all the instances of corruption and graft, criminal negligence,
unethical scientific experimentation, and smuggling that occur
on the mining station that scours the Maldoran system, the ones
that stand out most are all among the vast array of illegal gambling
schemes. And of the various ways a person can risk their money,
by far the most profitable—for the station—are the staged fights
between alien monsters. Unfortunately, these are often hit-or-
miss. Some types of aliens put on a good show, but never reliably,
and the wealthy clientele that fuels these fights become jaded all
too quickly.
But now the station director, Stanley Montoya, has a new
monster, one that is more exciting than the last: faster, stronger,
more dangerous than any before. Working with Doctor Zorbülex—
an alien scientist from a distant planet he was permanently exiled
from years ago—Montoya has transported a group of vicious
creatures to become a brutal entertainment for the Maldoran elites:
the bugbear.
Bugbear 10 HP 2 Armour
Group, Large, Organized.
Special Qualities: Immune to fire, No need to breathe.
Current Psychodrones
DeWinter currently has three functioning psychodrones, all
powered by pieces of human bodies with psychic brain cells grown
by mnemoparasitic flatworm infections. They obey her directions,
but none of them are completely without unwanted side effects.
74 Plundering the System
Precognitive Visions
When a character (PC or NPC) receives a precognitive visions
from this psychodrone, what sort of future do they see?
The Door
But there is a way out. There is a door you see sometimes, especially
whenever you discern realities and ask “what here is not what it
seems.” Behind this door is the real world. Open the door, walk
out, and return to your life, leaving nothing behind inside the
Wyrm’s belly.
If you ask people about this door, they change the subject or
get evasive, but there is always someone who knows. A stranger,
not someone you know, but a projection of your inner self. Perhaps
this is some bizarre version of fair play, where the Wyrm feels you
should have a chance to save yourself before it finally digests you.
There must be a way out—those are the rules. The stranger tells
you things seem “more real” behind that door, but also that things
get worse.
If you take the door, walk through, and back into your life,
things go back to normal—mostly. Every so often, every once in
a while, you’ll see that door again. Lingering in some niche or
alleyway, behind a curtain somewhere, you’ll see it, and know
where it leads. You can walk right back into that other life, and that
opportunity will never be lost to you. As they say, once you’ve been
through the belly of the beast, you’re never quite the same.
Excerpts from speech by Dr. Ville Kekkonen.
17th June, 2066.
“But let me ask you this: what could we achieve if this obstacle
were removed? What could we do if the limits of the physical world
were lifted? This is what we are offering, this is the promise we are
making to you now. Infinite energy. Infinite matter. The universe
is ours.
There is one sure-fire way to encounter the space witch. Use the
Infinity Configuration drive in your spaceship, and sooner or later,
the space witch will appear before you, crumbling the laws of reality
beneath its feet and hurtling your ship through portals no human
mind was meant to breach.
The being behind these suspensions of the laws of physics
appears as a luminous, humanoid-shaped hole in the fabric of
reality. Looking through, one gazes into another dimension where
space is full of life and sentience, where the absences of thought
are like pockets of sadness, holes in Swiss cheese or the shoes of
the homeless. Curtains of alien thoughts separate this world from
the other.
It does not speak, but when it appears to humans, it seems to
project thoughts and emotions into them. Some survivors report
the feeling that the “space witch” was shuffling through their
own thoughts and memories, and there is ample evidence that it
responds to human behaviours. It has no physical form and has
never conclusively appeared on any recording, although artistic
interpretations by those who have encountered it agree on its
general appearance.
88 Space Madness
The Hyperdrive
When the Infinity Configuration is installed in a starship’s
hyperdrive, it allows the ship to travel anywhere in the universe,
very quickly. It can also provide unlimited amounts of power to the
starship—a by-product of requiring infinite amounts of power to
transport the ship.
During this time, the space witch can (and does) manifest itself
personally, and the effects that the space witch brings with itself are
always in effect for everyone on the ship, including the exhaustion
score that they must keep track of.
The Space Witch 89
Roll 1d6 twice for how reality is different in the presence of the
space witch:
1 If you concentrate, you can become intangible and move
through other solid objects. This process occurs gradually,
and wears off slowly if you lose your concentration. It is
possible to become solid while “inside” another object.
2 Someone from your memory appears, solid and physical.
Other people cannot see or feel them at first. Once you
interact with them a few times, other people can see them
and interact with them. When the trip is over, or whenever
the Infinity Continuum is turned off, they disappear.
3 When you give the space witch a memory, which you forget,
you lose a point of exhaustion. The space witch asks for
memories, talking in your mind. It is your choice which
memories you give up.
4 When you stare into someone else’s eyes, you can experience
their memories.
5 You gain new memories each time you gain a point of
exhaustion. They come from other people, which you may
or may not realize.
6 Your subjective experience of time extends and stretches out
into infinity. You do not age unless you want to, you have
no need to eat, shit, or sleep unless you want to. You do not
become tired unless you become injured, and you cannot
suffocate or bleed to death—unless you want to.
If you roll the same number on both dice, only one effect occurs, in
addition to exhaustion (see below).
90 Space Madness
Exhaustion
While the space witch is in effect, characters accumulate exhaustion
for taking certain actions. Roll 1d20 five times on the following table
to determine which actions are extra-tiring. Ignore duplicate rolls,
there can be less than five actions.
If you have 4+ points, roll 1d12 twice and you must take one of the
two actions rolled, your choice which:
1 You destroy records.
2 You expose yourself to a known danger.
3 You falsify or doctor records.
4 You lash out at the nearest person.
5 You lash out at the person who annoys you the most.
6 You lash out at the person you care most about.
7 You leave your companions.
8 You lie to someone about a serious issue and then refuse to
admit the lie.
9 You sabotage a piece of technology.
10 You steal a possession from someone else.
11 You tell someone a secret, forcing them to listen.
12 You throw away one of your immediate possessions.
If you refuse to choose, the GM chooses for you. If you roll the
same result on both dice, you take that action automatically.
If you have 7+ points, also roll 1d20. If your roll is equal to, or lower
than, your exhaustion score, you disappear forever.
If you rest for a full day and do nothing else, remove a point of
exhaustion. When the trip is over, remove all points of exhaustion.
The next time you encounter the space witch, begin again at zero.
The Zetan Curse
While most alien races familiar with space travel breathe a mix
of nitrogen and oxygen gasses, just like humans do, there are
exceptions. The Nanwatiks, a humanoid race that has settled
planets along the Quixotic Marches at the edge of the Pillars
of Heaven, is an aquatic species. Some say they originated as
genetically-enhanced humans, though the Nanwatiks themselves
prefer to believe they evolved independently upon their now-lost
ocean planet homeworld.
After long struggles with other advanced species, including
humans, the Nanwatiks developed a special type of perfluorocarbon
liquid that they could share with humans. The specific oxygenation
process of the liquid allows humans to breathe it through their
lungs. At the same time, it does not restrict the breathing of the
Nanwatiks. It is also easier to transport through space than water
is—the normal medium inside Nanwatik starships, as they have no
use for atmosphere. This hydrospheric fluid allows close contact
between air-breathing and aquatic races, and was heralded as a
most wondrous invention at the last Interstellar Symposium on
Peace Technologies.
Unfortunately, there is a terrible dark side to the Nanwatik
hydrospheric fluid. It is also the perfect breeding ground for a rare
type of mental parasite—the phantom rays of the dead world that
orbits Zeta Centauri. But who could have made the connection? It
is no wonder this phenomenon has gone undiscovered.
This new development threatens not only to ruin the peaceful
relations the Nanwatiks and humans have been enjoying, but it
also may spell the end of the Nanwatik spacefaring culture. If the
parasite becomes able to spread from the fluid and into a natural
hydrosphere, it may destroy the entire Nanwatik species itself.
94 Space Madness
Zeta Centauri
The crew of the Baalzebub, the first ship to explore the Zeta Centauri
system, were found dead after having misjumped out of the system.
Investigators determined the cause was multiple murder-suicides,
with the final captain’s log detailing an insane story of ghosts and
demons from Biblical times. A deserving, if gruesome, end for
space pirates, many observers concluded. But when the Terran
authorities sent scientific research teams to the system, their only
conclusion was that an unknown type of radiation emanating from
the planet was causing traumatic stress reactions in the people
exposed to it. No researcher sent to the planet has ever published a
single paper or been able to hold an academic post after returning.
The most forthcoming explorer to return from Zeta Centauri is
probably Professor Sandoval, but she quit academia to work in a
convenience store in a remote part of South America.
At the other end of the spectrum, Professors Flannegan
and Shukla were killed during a shoot-out in Berlin, where they
were robbing banks. The only job either of them had worked
between setting foot on the dead world of Zeta Centauri II and
this crime spree was staffing the Terran diplomatic mission to the
aforementioned Interstellar Symposium on Peace Technologies.
Problems began for the Nanwatiks soon after that symposium.
Recent Developments
A number of starships have recently gone missing off the edge of
the Seahorse Nebula. A Nanwatik military cruiser disappeared on
a mission to the planet Despritar, and was sighted later attacking a
group of merchant vessels, vast light-years in the opposite direction.
A diplomatic ship on a cultural unification mission arrived in the
Terran system with all hands on board dead. It was six months
away from its original destination. The cause of death has never
been revealed by the Terran government, but contact with the
Nanwatiks has been banned outright.
People all over the galaxy are asking questions, but the
Nanwatiks have no answers. The Terran government refuses to
give reasons for cutting off diplomatic ties and refusing all contact.
Some planets and interstellar conglomerates have followed suit.
Others have not. The Nanwatiks have assured their allies that there
is no problem, that Terra is over-reacting, but no one seriously
believes this is truly the case.
The Zetan Curse 95
Something Interesting
Rumours persist that not all contact with the
Nanwatiks has ended. Circumstantial evidence
hints at covert Terran operations involving
water-carrying Nanwatik ships.
96 Space Madness
Something Useful
Bioscan details of humans infected by the Zetan
Curse are eerily similar to those of humans
experiencing the space witch, and no other known
malady. They are no doubt connected.
98 Space Madness
The Nanwatiks are a highly social and organized species. They tend
to view smaller starships as abhorrent
coffins of loneliness.
Instinct: To support the starship’s
mission.
Attacks:
• Laser cutter (1d6 damage,
1 piercing; close).
Moves:
• Fix a problem with the ship.
• Swim through water at high
speeds.
The fluid engineers aren’t usually the first ones infected, because
they only monitor the initial tests of the product, but when the
phantom rays do get them, it’s a definite turning point. They control
the infection’s favourite medium, and its access to new host bodies.
Instinct: To maintain the ship’s hydrosphere.
Attacks:
• Spanner (1d6 damage; close).
Moves:
• Analyze fluids.
• Jury rig machines.
• Run calculations.
• Vent the ship’s
hydrosphere into space
and laugh about it.
Weaknesses:
Fluid engineers are recruited
from the smartest and best of
the Nanwatiks. As a result,
they are often too arrogant to
realize they are infected right
away.
The Zetan Curse 99
Amongst the spacefaring races, humanity has always been the most
keen on interacting with other races. Of course, some people are
also bent on xenomorphic genocide, but even in spite of all the
haters, there are still people bent on making friends with as many
alien species as possible.
Instinct: To build bridges between cultures.
Attacks:
• Improvised weapon (w[2d8] damage; close).
Moves:
• Deliver a speech appropriate for the occasion.
• Soothe ruffled feathers with platitudes.
• Take copious notes based on memory.
[vessel ID redacted]
Makomo: At least get the readings packaged and sent back toward
the Maldoran system!
Darkblades
These edged weapons are made of shiny black steel which can
cut through both darklight structures and conventional armour.
Darkblades are completely ineffective against force shields,
however.
Dark Lasers
Ranged weapons in Zyvoth almost invariably consist of dark
lasers—powerful energy weapons that only harm organic materials
and reflective surfaces. Dark lasers pass through non-reflective
inorganic matter as if it did not exist. Where most energy weapons
cannot penetrate darklight structures, dark lasers pass right
through.
On a world bathed in the phantom rays, the range of a dark
laser is nearly infinite, but if they are used in sunlight or even visible
light produced artificially, their range is reduced to mere yards or
metres.
Mind-Mirror Gates
What appear to be mirrors in the shape of doorways, to those
somehow able to see through the gloom, are actually gateways to
the hyperspatial realm where the minds of the Zyvothi now reside.
The reflective surface moves like thick fluid, accepting whatever is
pushed into it, transporting it temporarily into the world beyond.
Using these mind-mirror gates, physical beings may contact the
minds of the Zyvothi.
Monuments of Glory
The Zyvothu erected countless edifices to their own military
victories, technological innovations, and intellectual philosophies.
They particularly enjoyed celebrations of their defeat of the
Albufandi, and physical personifications of their own intellectual
ideologies—both of which have been rendered in the loosest
possible interpretations again and again and again. These
monuments are rarely functional.
Nega-Force Distillery
Curious-looking cages full of ebon lightning lie scattered in odd
places around the outskirts of Zyvoth. These machines collect
and distill the nega-force energy needed to power the machines of
Zyvothi civilization. Though it needs very little power nowadays,
there is a massive and complex tapestry of electrical cables and
radio signals that could disperse power and noise to every corner
of the city.
Hyperspatial Powers
The fruits of the dark world are there for the taking. Use this
compendium class to give your PCs strange, new abilities when
they spend time interacting with Zyvoth or serving the will of its
inhabitants.
If you level up in the Zeta Centauri system, you can choose this
move instead of one from your class:
Dark Vision
You gain the ability to see the dark light that exists in this part
of the galaxy without the need for technological assistance. The
variegated shades of darkness become known to your senses, some
bright and burning, others revealing a vast and shadowy deepness.
This allows you to see in normal darkness, but more importantly,
it allows you to identify the portals between the material world
and the hyperspatial world where the minds of the Zyvothi people
dwell. This does not allow you to become hyperspatial yourself, but
you can peer into it, see phantom rays, and even communicate with
the space witch as an equal.
Once you have dark vision, you can become even more hyperspatial,
choosing one of the following moves instead of a class move when
you level up:
9-Jack-9
When you touch a device broadcasting an energy signal, you can
become hyperspatial and travel along that signal, emerging from
any other device within range that can understand the signal. If you
try to become physical anywhere within the signal’s range without
a receiving device, you risk the danger of becoming lost between
worlds.
Hypermind
When you touch someone, you can telepathically contact them
hyperspatially. This allows your minds to meld with each other,
so that you can search their memories and personality as if it were
your own. You can discern realities with CHA while searching their
mind, if you try manipulating them.
Zyvoth 107
Intangibility Instinct
When you suffer damage, and you are aware of the incoming
danger, you can ignore the damage and become hyperspatially
intangible. This lasts for an unreliable amount of time—perhaps
a few seconds, perhaps a few hours—and while you are intangible,
you cannot affect the physical world and it cannot affect you. If you
become engulfed in solid material while passing through it, you
risk the danger of getting lost between worlds.
Phasing Out
When you concentrate, you can become hyperspacially intangible.
This makes you intangible, and able to ignore parts of the physical
world. You can walk through walls or climb wisps of smoke, but
you are still affected by energy. If you lose your concentration, you
become materially solid once again.
First Contact
Beyond the darkness there is yet another world—one composed
entirely of thoughts and bright, white light that extends in all
directions forever. The very fabric of this dimension erases darkness
and ignorance, granting perfect awareness of all that exists within
it, while at the same time erasing the physical distinctions between
visible and invisible, and what is light and what is as black as space.
The Risks
Unless minds that access this hyperspatial world of the intellect
have their senses limited to stop excessive input, they are destroyed
by the experience. It has been theorized by the denizens of Zyvoth
that the minds of such unfortunates are absorbed into some kind of
universal hypermind, which makes hyperspace function properly.
Of course, the Zyvothi had their own minds modified before
they made the journey over and gave up their physical bodies.
Physical beings diving into this world are able to set the parameters
of their interaction before (and possibly during) their forays, but
the Zyvothi cannot change the decisions they have already made.
By an odd quirk of circumstance, humans and other aliens
who are allowed entry to the Zyvothi mind-society are able to
search through the memories that they themselves cannot access
and do not even remember exist. While doing so, you may discern
realities or spout lore with CHA, in order to tease out information
concerning the destruction of the Albufandi, the creation of the
darklight, phantom rays, and nega-force power systems, or even
the original impetus for Zyvothi civilization as it exists today—the
terrible Blinding Light.
The Rewards
While they are aloof, genocidal, and paranoid, the Zyvothi are also a
highly advanced civilization with incredibly abnormal technology.
They might prove to be invaluable allies once fruitful contact has
been initiated. They respond to overtures as follows:
• If psychic diseases, parasites, or weapons are brought to the
hyperspatial world, the Zyvothi have no defences against
anything developed after they moved out of their bodies.
They have defence only against what they have seen before.
• If the Zyvothi are given interesting intellectual activities by
beings they believe to be peaceful, they can be persuaded to
hand over knowledge of their history and their technologies.
Zyvoth 109
the end.