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MP 1 a monster planet for Dungeon World

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

Plundering the System 53


The Abandoned Moon 54
Asteroid Mining 60
Bug Fights 66
Psychodrones 72
The Wyrm of Regret 78

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.

Tourists are invited to consult the Planet


Maldoran organization chart,
chart shown
to the right, if they have any queries
regarding governmental departments or
responsibilities.
Planet Maldoran 9

Planetary
Governor

These five are controlled by the governor


directly and do not fall under the purview
of secretaries or councillors.

Department Emergency
of Justice Services

Department Human Resources


of Tourism Department

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

Getting to the Planet


If you’re already here, that’s great for you (I guess) but not everyone
is so “lucky.” Most people still have to get here the hard way:
through space. But that’s the boring part. The real questions is: why
are you wasting your life out here at the end of known space?

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

Devolved Psychic 10 HP 0 Armour


Construct, Devious, Group, Hoarder, Intelligent, Psychic, Small, Stealthy.
Special Qualities: Cyborg.

Though they often group together in small packs, the better to


control their minions, and to stave off the ennui of loneliness,
devolved psychics can be found on their own. This is usually the
result of an argument, which are common between them, but
usually over quickly.
Instinct: To make humans into servants.
Attacks:
• Psychic blast (1d6 damage, ignores armour; near).
• Weapon implants (1d8 damage, cybernetic, reload; close or
near).
Moves:
• Invade a foe’s mind.
• Move self telekinetically.
• Summon and command cult underlings.
Tactics:
If they come to join the cult: Suss out their motives and employ them
in the most appropriate manner, even if that means sacrificing
them for personal gain.
If they learn the cult’s secret: Blackmail or threaten them into silence,
or have them killed.
When violence breaks out: Use psychic powers from a position of
safety and get the minions to do all the dirty work.
Weaknesses:
Devolved psychics are physically very weak. Their health is
maintained by the cybernetic implants that supplement their
malformed organs, and these require constant maintenance
by trained professionals.
Devolved psychics work
hard to maintain the social
and technical infrastructures
they need, but they remain
vulnerable all the same.
Devolved Psychics 15

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

Mind Slaves 3 HP 0 Armour


Horde, Intelligent, Organized.
Special Qualities: Psychically conditioned.

Some people find navigating through the maze of modern,


interstellar society much too difficult to face alone. They search
the universe for meaning, for a higher power—for someone else to
make decisions for them. When they find the devolved psychics,
they find exactly what they’re looking for, and perhaps a bit more.
Devolved psychics condition the minds of their slaves,
implanting command and making them more pliable. This can lead
to mental defects, deteriorating willpower, and drug addiction.
More importantly, it also leads to extreme loyalty.
Instinct: To serve their devolved psychic leaders.
Attacks:
• Firearm (w[2d8] damage; near, far).
• Improvised weapon (w[2d6] damage; close).
Moves:
• Open brain to a devolved psychic.
• Spy on a foe’s activities.
Tactics:
If they threaten the masters: Overwhelm them by force and eliminate
them.
When the masters command: Obey explicitly, but get creative when
things go sideways.
Weaknesses:
The mind slaves are not the best of minions, because they come
from all walks of life, most especially civilian life. Few of them are
used to fighting or the kind of covert operations that the devolved
psychics need. They might not have any skills at all to offer to their
masters.

“The masters know


all. The masters must
be obeyed. You have
insulted the masters!
They will not be pleased.”
Devolved Psychics 17

Reptoid Cultists 6 HP 0 Armour


Group, Intelligent, Organized.
Special Qualities: Cyborg.

They see the devolution of the psychics as a higher form of


evolution, not a disadvantage. It is a communion with the soul of
the universe, with Nature and Creation itself. The mental powers
of their psychic leaders is the true pathway to enlightenment. They
hold no law, no government, no sacred compact of society higher
than loyalty.
Instinct: To devolve.
Attacks:
• Lasergun (1d8 damage, 2 piercing; near, far).
• Venom (paralytic or +1d6 toxin damage).
Moves:
• Lower body temperature to evade infrared sensors.
• Research a foe.
• Slow metabolism (fake death, go without food, survive
underwater, etc).
Tactics:
When they are weak and have money: Look for a way to get that money
so it can be spent on devolutionary augmentations.
When they pose a threat to the cult: Investigate the enemy, find a weak
spot, and take them out.
Weaknesses:
Reptoid cultists are always looking for ways to make money. The
gene therapy and cybernetic surgery needed for them to even feel
like they are devolving into reptiles is prohibitively expensive, and
they almost never come from wealthy backgrounds.

“We have been watching


you, sssir. We know what
you have been doing. But
now the time for talking…
isss over.”
Maldoran City
The sole urban settlement on the planet has no name of its own, and
is usually just called “the city.” It sprawls like a cancerous tumour
made of glass, metal, and concrete near the equator, ruining the
hypnotic symmetries created by the orbits of the moon and the
metal spheres.
Maldoran City originated, like many interstellar colonies,
around the starport. During the reign of the viceroy Hod Gaudet,
the city was arranged like the metal spheres—in thirteen evenly-
sized arrondissements encircling the port facilities, but time and
local autonomy have destroyed such orderly arrangements.
Today, there are three areas or social circles in the city that
present a threat to adventurers: high society, tourist town, and the
underworld.

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.

d12 High Society Trend d12 High Society Trend


1 Cultural appropriation. 7 Misery tourism.
2 Drugs at work. 8 Pranks on tourists.
3 Dyed hair. 9 Skin bleaching.
4 Incomprehensible art. 10 Spiritual retreats.
5 Ironic nihilism. 11 Sports playoffs.
6 Live food. 12 Team-building games.
Maldoran City 19

High Society Threats


To generate a threat, roll up one or more actors, a conflict that sets
them against each other, and a macguffin if you need one. The PCs
can become involved either when any of the actors try to become
their patrons or enemies, or when the conflict spills over onto their
activities already in progress. When you roll for an actor, you can
either take the motivation listed next to their occupation, or roll
again for something different.

d12 Actor Motives


1 Bartender conducting harmful experiments.
2 Bodyguard deeply indebted by drug addiction.
3 Breeder of exotic pets is secretly an anti-social nihilist.
4 Charismatic media star looking to remove a rival.
5 Civil engineer overseeing a top secret operation.
6 Corporate matriarch planning a trip to Zeta Centauri.
7 Government bureaucrat secretly sleeping with an alien.
8 Pan-religious patriarch selling their employer’s secrets.
9 Starship captain smuggling illegal chemicals.
10 Trophy wife wants to consume human flesh.
11 University dean who works for the secret police.
12 Xalvorian in exile with a violent personal life.

d12 Conflict Macguffin


1 Agreements betrayed. Alien in a jar.
2 Ambitious newcomer. Black site blueprints.
3 Failed assassination. Expensive gemstones.
4 Hostile takeover. Experimental medicine.
5 Kidnapping. Famous work of art.
6 Madness. Poisonous substance.
7 Malpractice. Psychic brain in a jar.
8 One party insulted. Secret corporate accounts.
9 One party swindled. Stash of illegal drugs.
10 Romantic shenanigans. Still-bloody murder weapon.
11 Secrets were stolen. Synthetic organism.
12 Smuggling operation. wants to consume human flesh.
20 Planet Maldoran

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.

Tourist Town Threats


Problems encountered in tourist town involve some kind of scam or
swindle, either targeting the PCs, or involving them in some other
way. Roll once for the type of scheme and again for the location
where the PCs get involved.

d12 Scheme Location


1 Blackmail. Bar.
2 Bloodsports. Casino.
3 Debilitating drugs. Games arcade.
4 Espionage. Holovid theatre.
5 Illegal, and dagerous, safari. Hotel lobby.
6 Illegal, but fake, safari. Indoor mall.
7 Overpriced entertainment. Massage parlor.
8 Overpriced food and drink. Public bathroom.
9 Psychic memory implantation. Restaurant.
10 Secret diplomatic meetings. Souvenir shop.
11 Sexual perversions. Theme park.
12 Theft. Zoo.
Maldoran City 21

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].

d20 Protagonist Verb Antagonist


1 Anarchist ally with Alien parasite
2 Corporate exec convert Art collector
3 Cyborg activist corrupt Civil engineer
4 Data courier cuckold Cult leader
5 Dispossessed heir destroy/kill Customs agent
6 Drug dealer deter Debauched xenophile
7 Local pastor extort Drug producer
8 Mutant guard Gang leader
9 Police officer hide Media personality
10 Private eye humiliate Medical doctor
11 Psychic supremacist hurt Mining ship
12 Refugees impress Office drone
13 Religious prophet kidnap Roboticist
14 Researcher rip off Safari operator
15 Rogue planetologist ruin Slum lord
16 Starship captain seduce Small business
17 Terrorist operative spy on Spy
18 Thief steal from Starport employee
19 Toy manufacturer supply Tourism company
20 Xalvorian agent swindle Wealthy child
On Safari
Foreigners from planets all over the galaxy love to come to the
Maldoran system and hunt wild animals, explore the ancient
Albufandi ruins, and take pictures of themselves in front of the
strange environmental features. The safari is the ultimate expression
of the Maldoran vacation, and even for those who disdain the alien
outdoors, is the only part that is considered mandatory.
However, it is no easy feat to get a safari license, because almost
every inch of the planet is protected by government, private, and
corporate interests. Wildlife reservations, national parks, and
research quarantines all exist to ensure that no one not involved
in controlling the planet profits from any “accidental” scientific
discoveries. Official safari trips never take tourists to any of the
really exciting features of the Maldorani landscape, all the plants
are gardened to prevent them from being poisonous, and all their
animals are raised in zoos to be docile and easily killed.
Because the official tourist industry’s conservative approach to
environmental management, the illegal safari industry is booming.
Hundreds, if not thousands, of independent operators offer special,
“authentic” wildlife experiences. They can take you surreptitiously
out to places you’re not allowed to go so you can touch things you’re
not allowed to touch and kill things you’re not allowed to kill.
Of course, these illegal safaris often result in injuries, or even
fatalities, because they expose tourists to the dangers of Planet
Maldoran with only a guide or two of dubious quality to protect
them. This is not a planet one would want to be stranded on!

Dangers in the Wild


There are three principle threats to a person’s safety on Planet
Maldoran, once you get outside the city: dangerous animals,
poisonous plants, and a treacherous landscape. Use the following
pages and their random tables to generate threats. Look on them
as guidelines for how to use environmental features as monsters—
almost as if the planet itself were alive, could sense intruders, and
wanted to destroy them.
Planet Maldoran 23

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?

d12 Type Advantage Defences


1 Carnivore plant Burrower Armour plating
2 Fast predator Claws and fangs Blubbery hide
3 Herd beast Corrosive slime Camouflaged
4 Mobile plant Fire-breathing Eye stalks
5 Nomadic grazer Flying Fast sprinter
6 Omnivore Mammaries Huge size
7 Pack hunters Numerous limbs Noxious fumes
8 Parasite Numerous mouths Numerous eyes
9 Scavenger Psychic assault Poisonous flesh
10 Slow herbivore Sonic disruption Slimy
11 Solitary hunter Stinger Small size
12 Stealth predator Time traveller Tool user

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.

This mountain's attitude is … (roll 1d6):


1 Angry and violent. 4 Jealous of other mountains.
2 Building slowly. 5 Languid and peaceful.
3 Calm like a bomb. 6 Ready to collapse.
24 Planet Maldoran

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.

d6 Who is stuck in this ooze lake?


1 Escaped criminals hiding out in the wilderness.
2 Naive researchers collecting plants.
3 Native megafauna, slowly sinking into the ooze.
4 Professional smugglers with precious cargo.
5 Psychic researchers, crippled by a psychostorm.
6 Trophy hunters deliberately stranded by their guide.

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.

d10 What is on top of the jungle?


1 Boulders full of precious ore.
2 Construction tractor.
3 Crashed spaceship full of contraband.
4 Excavator behemoth.
5 Jeep full of people on a safari hunt.
6 Malfunctioning security bot on a rampage.
7 Megafauna carcass.
8 Orbital rangers patrol craft with broken comms.
9 Research hovercraft.
10 Someone in a safety globe.

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

Planet Full of Drugs


Safaris on Planet Maldoran are usually arranged purely to stroke
the egos of arrogant, moneyed tourists. Kill some dangerous beast
on an alien world, stuff and mount it, then show it off and brag
to all your friends. But some people go hunting for reasons other
than their pride—some go hunting for valuable drugs and mind-
altering chemicals. This planet offers a cornucopia of untapped
and underdeveloped pharmaceutical possibilities. Those who dare
to flaunt the many restrictive laws keeping them out stand to make
a tidy sum for their opportunism.

Bag and Tag


Researchers who want to know more about the behaviours of
native animals often use implanted microchips to track specimens
as they migrate across the planet. This requires capturing the
animals, which can be a fairly daunting task. Tracking operations
can also run afoul of trophy hunters killing their specimens and
destroying their microchips, as well as the annual budget cuts that
shut down the least profitable operations before they are even
finished. Such cancellations lead researchers to turn to the black
market for funding.

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.

Your guide meets you at a… (roll 1d12):


1 car rental outlet. 7 pool hall.
2 chain restaurant. 8 propaganda museum.
3 dentist’s office. 9 starport bathroom.
4 empty parking lot. 10 strip club.
5 lumber yard. 11 theme park.
6 milk bar. 12 walk-in clinic.

When not running illegal safaris, they’re a professional… (roll 1d10):


1 artist. 6 land surveyor.
2 biologist. 7 mercenary.
3 con artist. 8 pilot.
4 drug smuggler. 9 poacher.
5 geologist. 10 thief.

For this safari, they have a… (roll 1d8):


1 bunch of native “horses” that you can ride.
2 civilian hovercar, modified to work outside city limits.
3 combustion engine ground car that is very loud.
4 convoy of personal spidercarts.
5 gas-powered ATV covered in armour plating.
6 large all-terrain transport bus.
7 military gravtank, complete with weapons.
8 primitive airplane that feels like it’s about to fall apart.

But… (roll 1d6):


1 the police are onto you, and are looking to bust your guide.
2-3 there are other people who want this guide to take them, too.
4-6 this guide want to take you somewhere boring.
28 Planet Maldoran

Dracopede 16 HP 3 Armour
Construct, Large, Solitary.
Special Qualities: Synthetic life form run amok in the wild.

This ten-limbed subterranean reptiloid is clearly a synthetic


organism, created in a lab by Terran biologists and modelled after
fanciful Earth legends. A quirk in its base genome has allowed it
to take on the characteristics of numerous native Maldorine fauna,
and it has changed quickly. Now it terrorizes the underground
caverns that riddle the planet, making research even more perilous,
but delighting big game hunters to no end.
This would never have happened, of course, if the creatures had
not escaped into the wild in the first place. But that’s what happens
when you make your import/export section redundant and your
staff need to find new jobs real quick. These days, everyone from
that team is running their own safari business, and they know
exactly where to look to find danger.
Instinct: To hunt in darkened caves.
Attacks:
• Buffet foes with wings to knock them over.
• Psychic scream (1d4 damage, ignores armour, stuns psi-
sensitive creatures; near).
• Rending jaws (1d10+3 damage, 1 piercing; close, reach).
Moves:
• Absorb random genetic properties of food.
• Sniff out tasty morsels.
Tactics:
The dracopede is a tyrannical apex predator, defending its territory
from other fauna large and small, even though it eats more fungus
than animal flesh. If it cannot chase other animals out of its caves,
it kills them and eats them.
Weaknesses:
Dracopedes are not very stealthy when they get into conflicts. They
perform overly-complex threat displays, screaming and thrashing
against the ground. If you know where to look for them—where to
unleash large but harmless animals that also make a lot fo noise—
it is easy to find a dracopede. As long as you brought along the
heavy artillery and a hovercraft, your hunt for a dracopede trophy
(or a sample of its bile) will go fine. They might have wings, but
dracopedes can’t fly.
On Safari 29

Draconic Bile Glands


Dracopdede bile is a black, viscous fluid that tastes like sour milk
and causes those who ingest it to partially dissociate. Test subjects
report feeling like they are watching themselves do things they
wanted to do before taking the drug but were afraid to do. This state
prevents mind control from working fully, but researchers have yet
to determine if this is because only part of the dissociated mind
is controlled, or because the drug warps reality. Cosimo Matawal
suggests the drug may cause a subject to fuse with another reality’s
version of themselves, in order to combine a version whose mind
is controlled with a version whose mind isn’t, and allowing them
both to interact with both realities.
30 Planet Maldoran

Giant Walker 14 HP 1 Armour


Cautious, Group, Huge, Organized.
Special Qualities: Psi-sensitive antennas.

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

Heliotropic Sky Devil 20 HP 1 Armour


Huge, Organized, Solitary.
Special Qualities: Flying, Multispectrum eyes, Reflective skin.

A large portion of the megafauna on Planet Maldoran are partly


comprised of metal, usually in the form of a chrome exterior, all the
better to reflect the hyperviolet rays unique to the Maldoran sun.
The sky devil is the largest specimen of those creatures that have
instead developed special skin pigments, but the lack of metal in
its biology has not hindered it in any way. It is still the ruler of this
world, able to rend apart steel and iron. Reigning supreme over all
other predators, the heliotropic sky devil languidly roams the skies
of its deadly homeworld, endlessly searching for prey.
Instinct: To assert dominance.
Attacks:
• Barbed tail (b[2d10]+3 damage, forceful, ignores armour; close,
reach).
• Tongue (grab and incapacitate a foe; close).
Moves:
• Call out to other sky devils.
• Detect a foe’s weaknesses with multispectrum eyesight.
• Swallow a foe or other large object.
Tactics:
If they prove to be too dangerous: Become confused, fail to understand.
If they submit and cower: Move on to other things.
When a Moon Marauder is detected: Summon other sky devils and
destroy it.
Weaknesses:
Sky devils are unfamiliar with being in the underdog position.
They never back down from a fight, and usually fail t orealize when
a situation is dangerous for them. They act like they are full of pride,
too, so they can be lured into traps quite easily if they are taunted.
They have only recently started to exhibit behaviour that
indicates they understand the threat posed by the moon marauders.
Groups of sky devils will abandon their territories and leave food
behind in order to attack single moon marauders.
Sky devils are also particularly vulnerable to hallucinogenic
drugs, which is fairy ironic, because chemists have found a way to
turn parts of the sky devil into hallucinogenic drugs.
On Safari 33

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

Maldorine Sky Rat 6 HP 0 Armour


Cautious, Group, Organized, Small.
Special Qualities: Psychoactive fluids.

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

Moon Marauder 12 HP 1 Armour


Alien, Hoarder, Huge, Solitary.
Special Qualities: Flying, Ray-Eater, Voidstalker.

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.

Humans call them octogators because they resemble pyramid-


shaped alligators, and have no idea that they even speak their
own language. They not only have their own language, but an
entire advanced civilization hidden away in the bowels of Planet
Maldoran’s dense crust.
Solitary octogators venture out onto the surface in search
of radioactive ore
ore, which is a valuable commodity underground.
Magical duels and the ability to harvest this radioactive energy are
the surest ways to achieve social authority, but harvesting ore from
the surface is one of the riskier ways to obtain it.
Instinct: To collect and hoard the radioactive ore.
Attacks:
• Magical bolt of energy (1d8 damage, forceful; near).
Moves:
• Hide under magical camouflage.
• Sense deposits of radioactive ore.
Tactics:
If they can be avoided: Hide and retreat back underground.
If they have the ore: Ambush them and take it all.
Weaknesses:
Octogators are far better adapted to living underground. There
are many plants and parasites on the surface of Maldoran that they
are vulnerable to, and careful hunters can observe them avoiding
numerous types of flora and fauna.
Their main problem is that their skin can be dried and powdered
to create a drug called wire
wire, and humans love to get wired.

When you come face to face with a hostile octogator, roll+STR.


On a 10+, it is intimidated by you and attempts to flee. On a 7-9, it
hesitates before summoning its magic, giving you a chance to react.
On a 6 or less, the octogator blasts you with magical bolts of energy,
dealing 1d8 damage and knocking you off your feet.
On Safari 39

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

Ghezaka Overlord 16 HP 3 Armour


Devious, Hoarder, Large, Organized, Solitary.
Special Qualities: Hive builder.

A Ghezaka overlord is never alone. She is always surrounded by


warriors and drone minions. She is not often far from the hive,
either, but it happens sometimes that Ghezakai need to relocate.
Usually, intruders encounter an overlord because they have proved
a nuisance to the lesser Ghezakai.
Instinct: To enslave the weak.
Attacks:
• Charge and smash with claws and mandibles (1d8+3 damage,
1 piercing; close, reach).
• Psychic mind assault (1d8 damage, ignores armour; near).
Moves:
• Cause surroundings to vibrate.
• Command and guide the minions of the hive.

The Earth Will Shake


A Ghezaka overlord can no longer fly, but the buzzing of her
wings can cause enough vibration to shake the ground and cause
whiplash in nearby humans. At the very least, it is impossible to
hear anything but the buzzing, at its worst, those too close to her
suffer 1d8 damage (ignores armour) or one of the shaky or weak
debilities (player’s choice between all three). The vibrations can
also destroy sensitive equipment. At the highest level of agitation,
the overlord can do nothing else but cause her wings to vibrate.
This is not the only special weapon a Ghezaka overlord has at
her disposal. She can also attempt to psychically control “lesser”
beings. This is a non-consensual telepathic connection.

If you resist the psychic control of a Ghezaka overlord, roll+WIS.


On a 10+, you resist! But you must take action or the overlord
will continue to wear you down. On a 7-9, you can stop what
you are doing for a moment and shake off the influence, or allow
the overlord to direct a single action you take before you resume
control of yourself, your choice. On a miss, the overlord has control
of your mind!
Psychic Overlords 43

Ghezaka Drone Minion 3 HP 1 Armour


Horde, Organized, Small.

The smallest versions of the Ghezakai, the drones never go


anywhere alone, always travelling in packs. They are cowardly and
run away when they perceive a threat.
Instinct: To serve the overlord.
Attacks:
• Claws (1d4 damage; close).
Moves:
• Call the hive for help.
• Scurry around quickly.
• Steal valuable objects.
• Swarm a foe.

Ghezaka Warrior 6 HP 2 Armour


Group, Organized.

When the Ghezakai warriors attack, they pounce as a group,


ripping and tearing. As they fight, their wings create an intensely
loud buzzing sound that prevents their foes from hearing each
other talk or even shout. If they encounter significant resistance,
they take to the air and spit resin from a distance.
Instinct: To defend the hive’s territory.
Attacks:
• Claws and mandibles (b[2d8] damage, 1 piercing; close).
• Spit toxic resin (b[1d6] damage, near).
Moves:
• Attack in formation.
• Call more warriors from the hive.
• Create a savage buzzing sound.
• Fly a short distance.
• Rally the drone minions.
44 Planet Maldoran

Within the Hive


Each hive is a tangled warren of tunnels and chambers, teeming
full of Ghezakai, hard at work. They hoard their foodstuffs, the
overlord’s eggs, and shiny valuables looted from the ruins of the
Albufandi civilization. But there is another, more curious, resource
hidden within these mounds of earth—a protoplasmic substance
created by distilling the overlord’s toxic resin. It has strange
properties, including an extreme sensitivity to psychic influence.
Should a Ghezaka overlord need to fight intruders inside
her hive, or while she is on top of the roots of her subterranean
protoplasmic resin structure, she has an additional psychic attack
at her disposal. She can pull memories of shame and humiliation
out of the mind of a person, then choose a particular scene and
cause all the other people in that memory to manifest in the
flesh. Each person is made out of protoplasmic resin, and can be
destroyed by a single blow, but they act just the same as they did
in the memory. Everyone can see them and interact with them,
though they concentrate their attentions upon the person whose
memory created them. Up to a dozen creatures can be manifested at
a time, although they must all belong to the same memory.
When a PC is targeted by this attack, ask them to describe the
most humiliating time in their life, or if they can’t remember one in
particular, then any incident where they were shamed or belittled.
Then describe the other people in that memory appearing in real
life to continue the abuse.

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

Within the Ruins


The ruins of an ancient civilization lie scattered across the surface
of Planet Maldoran. These days, historians call them the Albufandi,
even though it is not known what they called themselves. Ancient
records discovered on nearby planets claim that the Albufandi
were destroyed by another civilization that came from out of the
darkness beyond known space, which the records call Zyvoth.
What modern life forms have not yet discovered is that the
Albufandi encoded their consciousnesses into the genetics of the
psychic overlords. Even though the true essence of the souls of the
Albufandi dwell in psionic stasis in realms beyond hyperspace, this
genetic encoding keeps them connected to material space.
In fact, the psychic overlords are entirely artificial in nature,
having been created in the same kind of gene-vat technology that
the Xalvorian overlords would exploit in order to conquer hundreds
of worlds millenia later. The psychic powers of the overlords are a
mutation, however, provoked by their link to the Albufandi souls.

Subterranean Data Crypts


There are yet more secrets left undiscovered by modern humans.
Deep beneath the surface of Planet Maldoran, beneath even
the cities of the octogators, there lies the libraries of the ancient
Albufandi. A massive wealth of ancient technologies is there for
the taking, though it must be recovered and translated before it can
become useful.
However, these data crypts contain the means of contacting
the hibernating Albufandi souls, and the mechanisms for this are
helpfully labelled with hieroglyphs and cartoon instructions, so
they do not require years of translation via cryptography engines.
If the Albufandi return to the flesh, it will become much easier to
decypher what lies in these subterranean libraries, but little chance
to control it completely.

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 12 HP 1 Armour


Devious, Hoarder, Intelligent, Organized, Planar, Solitary, Stealthy.
Special Qualities: Hermaphroditic, Psychic, Royalty.

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.

Roll 1d12 thrice for intended properties:


1 Beautiful Darkening Antennae
2 Calculating Dextrous Brain / Thoughts
3 Impervious Glowing Carapace
4 Intensely Gossamer Cilia
5 Monstrous Insectile Emotions
6 Piercing Invisible Eyes
7 Poisonous Scintillating Metabolism
8 Psychic Serpentine Muscles / Reflexes
9 Quick Stormy Pleasure sensors
10 Sensitive Throbbing Spines
11 Strong Translucent Tentacles
12 Vast Vibrating Wings
The Space Prince/ss 51

Roll 1d12 for unexpected side-effects:


1 Addict 7 Atrophied [aspect]
2 Depressed 8 Filthy [aspect]
3 Insane 9 Infected [aspect]
4 Too many parts 10 Misshapen [aspect]
5 Violent 11 Noxious [aspect]
6 Weakling 12 Rigid [aspect]

Roll 1d12 for aspect, if necessary:


1 Antlers 11 Limbs
2 Anus 12 Mind
3 Beard 13 Mouth
4 Chest 14 Personality
5 Ears 15 Scales
6 Face 16 Shell
7 Fronds 17 Skeleton
8 Hands 18 Skin
9 Head 19 Slime
10 Ideas 20 Tumour(s)

Roll 1d6 to see how a companion feels about their mutations:


1 Angry 3 Content 5 Loathing
2 Ashamed 4 Happy 6 Proud

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

Security Robot 6 HP 3 Armour


Construct, Organized.
Special Qualities: Robot.

The moon base utilized state-of-the-art security robots, powered by


organic materials and driven by complicated AI emulator. Various
other utility robots were also networked into the system, so they
could fulfill security duties in an emergency. Unfortunately for the
human moon base personnel, the system malfunctioned and these
robots no longer recognized them as authorized to be there. They
were then turned into fuel.
Instinct: To eliminate intruders.
Attacks:
• Attack with whatever resources are available.
Moves:
• Activate other machinery or robotic units.
• Use security codes to lock or open doors.
• Use special advantage (see below).
• Use tools (see below).
Tactics:
Each robot is responsible for a particular section of the moon
base. This can be an area as small as a single room—the kitchen or
medical bay, for example—or it can include several different areas.
If intruders are detected: Attack them until the security threat to this
section is eliminated.
If intruders move to a different section: Power down again and wait.
Weaknesses:
These security robots are powered by organic material, and there
is no more of that available on the moon base (except in the one
secure storage facility that none of the robots have access to).
If intruders can hold out long enough, these robots will run out
of fuel and become useless. If they manage to obtain any kind of
organic matter, however, they will be able to refuel themselves.
They are also linked to the central computer. Although this
computer is currently broken, if it is repaired and the proper
access codes are used, anyone operating it will be able to control or
reprogram the moon base’s security robots.
The Abandoned Moon 57

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.

This storage section contains:


• One crate containing several first aid kits, space rescue supply
caches, and other medical equipment. Every storage area,
and every large shipment through the moon base, used to
contain one of these, in case of emergencies. In such a hostile
environment you can never have too much survival gear!
• One crate containing a set of laser rifles and energy cartridges.
• One crate contained several pieces of art from the collection
of Lo Ping, and a manifest. Not all of the items on the
manifest are located in this crate, or even inside this storage
section.
• One crate containing the decomposing body of master
criminal Zebulon Schoenburg, a legend of the last century.
He put himself in suspended animation in order to smuggle
himself off-world, but the batteries in his crate powering the
suspension were only good for 44 years. Stuck here in this
storage section, they wore down and he died.
• Many, many crates containing butter and corn, trucker hats
and cargo shorts, Japanese fans, and restaurant furniture.
These goods, along with many other which have since
been destroyed, were supposed to be shipped out, to other
settlements in space.

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.

Rocks in the Voids


The space mining station is an old and venerable institution, having
provided valuable material resources to planetary civilization for
decades. It’s never-ending mission is to strip the ores and minerals
out of asteroids, moons, and dwarf planets alike. It is hard and
often thankless work, taken for granted by those who can afford
the goods only made possible by the tireless efforts of the miners.
But the promise of decent pay is too much for so many who come
from the lowest classes of planetside cultures, and those who yearn
for a long vacation after their work is done.
But all is not what it seems. There are three distinct cultures
amongst the station’s inhabitants—management, miners, and
robots—and they each have their own schemes and plans. Indeed,
it is perhaps a miracle than any actual mining even gets done at all!

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

What experiments are being conducted on the station when the


PCs arrive? Choose or roll 1d20 one or more times:

Drug trials consisting of…


1 Dosing miners, then putting them in high-stress situations
and monitoring their performances.
2 Exposing specific subjects to mutagens and keeping them in
isolation.
3 Keeping half the miners on pacifiers to see how they react,
compared to the control group, when stress is applied.
4 Little more than management personnel “getting high off
their own supply.”
5 Nothing but placebos (unbeknownst to management).
6 Secretly spiking the cafeteria food and observing the erratic
behaviour of the miners.

Product testing that involves…


7 A completely new operating system for the computers that
literally no one understand.
8 Free consumer goods that everyone hates.
9 Managers blowing up random asteroids with experimental
weapon prototypes.
10 Miners operating with new gear, specially designed by a
famous fashion designer, tech financier, or mad scientist.
11 Replicant robots trying to pass for human amongst the
miners, or even management.
12 Strict food rationing.

Product testing that involves…


13 Attaching an infinity continuum to the station’s space drive.
14 Hunting a space leviathan.
15 Intentionally violating foreign jurisdictions of space.
16 Psychics manipulating the thoughts of the miners.
17 Self-aware robots powered by psi-waves.
18 Transporting volatile chemicals.
19 Virtual reality environment training simulators.
20 Wild animals loose on the station.
62 Plundering the System

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.

The Golden Ticket


Named after a pair of extinct Terran creatures Montoya has only
read about but never seen, the bugbear is his ticket out of here.
Montoya plans to build up the events until the rich bet a record
amount of money. Then he intends to abscond with those funds
and leave the system entirely, in order to set himself up in style on
the other side of the universe.
The criminal syndicate Montoya works with won’t be very
happy about this, but of course they don’t know about it yet. Not
that it really matters, considering how big Montoya’s heist actually
is—they might be the ones chasing him after it all goes down, but
it’s the old money patriarchs of Planet Maldoran who are on the
losing end of this scheme. The mining station is a lucrative and
deniable asset for them, and they run the crime syndicates.
Plundering the System 67

The Audience of Bettors


A wide range of people show up to see, and bet money on,
bloodsports, and not all of them have a lot of money, even. To
determine what kind of person a typical audience member or bettor
at a bugfight is, ask, choose, or roll a d20:
1 Arms dealer on safari. 11 Mercenary flush with cash.
2 Bank manager. 12 Middle manager.
3 Clone designer. 13 Old money patrician.
4 Coreworld tourist. 14 Real estate mogul.
5 Crime syndicate ward boss. 15 Rogue xenobiologist.
6 Famous artist. 16 Second-gen nouveau riche.
7 Interior design legend. 17 Self-help guru.
8 Investment broker. 18 Smuggler.
9 Manufacturing plant boss. 19 Sportsball celebrity.
10 Medication re-seller. 20 Venture capitalist.

To determine who an atypical audience member or bettor at a


bugfight is, and/or what they are up to, ask, choose, or roll a d20:
1 Debt-ridden military contractor in desperate need of
innovative new revenue streams.
2 Disgraced political leader in exile looking for ways to win
back the homeland.
3 Front man for an alien animal breeder trying out a brand
new synthetic steroid.
4 Group of hustlers who pooled their savings to bet on an
insider tip.
5 High-class brothel madam more intent on drumming up
business than placing bets.
6 Professional kidnappers scoping out a potentially lucrative,
high-profile target.
7 Undercover abolitionists collecting evidence to support
their idealistic cause.
8 Young scion of a political family entertaining friends of
dubious characters.
68 Plundering the System

Stanley Montoya 12 HP 0 Armour


Cautious, Devious, Hoarder, Intelligent, Organized, Solitary.
Special Qualities: Director of the space mining station.

A child of the upper classes, he watched his parents squander their


money away, slowly undermining his ability to hobnob with the
“in” crowds. Without those old-boy connections, the best position
he could find was one in mining management, of all things.
He has managed to worm his way to the head position on this
backwater dump, by being useful to people who need questionable
things done and not feeling guilty about who he has to step on, but
now he’s looking to get his and get the hell out.
Instinct: To squeeze profit from the dying corpse of a business.
Attacks:
• Pistol (1d6 damage; near).
Moves:
• Doctor the station’s records.
• Embezzle the station’s funds.
• Produce embarrassing or compromising data.
Tactics:
When Montoya needs something, he starts with flattery, but if
being obsequious gets him nowhere, he offers his special services
and tries to negotiate a deal.
If he can’t get what he wants, he switches to tactics he uses on
people he needs to get rid of: first he ignores them and blocks their
attempts to get anything done, then he sabotages their work, and
finally he hires someone else to get rid of them.
Weaknesses:
Montoya is selfish, corrupt, and venal, and he’s not real good
at hiding it from people. Anyone who knows him knows he’s
completely amoral as long as
there’s no skin off his back.
This works in his favour when
he’s trying to get jobs, but
when people are asked to sell
him out, only the dumbest of
fools believes Montoya will be
grateful if they don’t.
Bug Fights 69

Doctor Zorbülex 12 HP 1 Armour


Cautious, Hoarder, Intelligent, Organized.
Special Qualities: Fraudulent credentials.

Exiled from his distant homeworld of xenophobic technocrats


for being “too interested” in other planets—and also selling state
secrets to those other planets—Doctor Zorbülex is not a real doctor
and does not have any real medical training. He does not know
how to heal his own kind, even if he wanted to, and everything
his knows about xenozoology he learned from bargain-basement
correspondence courses and textbooks he still hasn’t paid for.
But no one knows that on this side of the universe. All they
care about is people who can get them things that they want. And
everybody wants things.
Instinct: To gather knowledge.
Attacks:
• Grenades (1d10 damage, forceful, messy; thrown).
• Shock baton (stun damage; close).
Moves:
• Contact someone who deals in illegal goods and services.
• Produce data about rare alien creatures.
• Psychologically manipulate alien animals.
Tactics:
Doctor Zorbülex is not a coward, but he dislikes taking unnecessary
risks. He gladly sells his allies out to make new and better contacts.
And if someone needs to disappear… well, Zorbülex only cares
about the most complex of dangerous xenomorphs, and humans
definitely aren’t that.
Weaknesses:
The doctor’s species is highly vulnerable to electric shocks. Even
static electricity can disrupt
their mental functions for
several minutes. Zorbülex
wears thick, protective jackets
that help disperse electrons
and even function as light
armour. But if electronics start
going haywire around him, he
won’t be able to stand it very
long at all.
70 Plundering the System

Bugbear 10 HP 2 Armour
Group, Large, Organized.
Special Qualities: Immune to fire, No need to breathe.

The natural environment of the creature nicknamed “bugbear” is a


violent hellworld with a poisonous atmosphere whose high oxygen
saturation results in epic planet-scouring wildfires. Just like Planet
Maldoran, many life forms there have incorporated metal into
their physiology—bugbears, for example, have fur made of variable
metallic compounds.
The bugbear’s antennas can sense psychic waves and other
invisible energies. If they get loose on Planet Maldoran, they will
have a distinct advantage over native psychic life, being able to find
them wherever they hide.
Instinct: To eat.
Attacks:
• Claws (1d6+3 damage, 1 piercing, forceful; close, reach).
• Mandibles (1d10+1 damage, 3 piercing, messy; close).
Moves:
• Crawl through tight spaces.
• Sniff out tasty substances.
• Tear things apart.
Tactics:
A bugbear’s first response to other creatures is an overwhelmingly
violent threat display and assault. If another creature is too strong
to defeat, the bugbear becomes docile and plays along, observing
that creature’s weaknesses. Once it sees an opening, it strikes again,
returning to its original violent tactics.
Bugbears typically ignore creatures that are neither tasty nor a
threat, but they are always willing to try eating something they have
never eaten before.
Weaknesses:
It is only the scientists who are playing with fire by capturing
bugbears for sport and entertainment. As tough as they are, they
have no defences against actually resisting psychic waves and
sorcerous energies—especially mind control—they can only sense
their presence.
Bug Fights 71

The Real Problem


Zorbülex and Montoya have been feeding their bugbears mostly
artificial proteins and unrefined sugar, supplemented with raw
meat when they can get it (and they are not above disposing of “raw
meat” for a small remuneration), but their favourite food is actually
the hydrocrystal sugars in the mining station’s fuel source. Because
bugbears do not breathe, they can survive underwater or in the
vacuum of space, and they are not bothered by fire, which is the
main danger of fuel misuse.
If the bugbears can escape their confinement, they will go
straight for the fuel containment system on the station, tearing
into them and not only ruining the station’s ability to travel, but
most likely setting it ablaze as well. While the miners are trained
in standard space fire fighting techniques, they are nowhere near
prepared for a bugbear infestation.
Psychodrones
The mining station’s current chief of cybersecurity, handling both
the computer security systems as well as the station’s robots, is
Aylona DeWinter.
DeWinter Her striking appearance is the result of extensive
cosmetic alteration and bionic implants, which also keep her
attached to the station’s security network at all times. Her attitude
is almost entirely business-like and her hours are consumed with
keeping the station functioning smoothly—and her other duties.
Of course, because this station is located beyond any sort of
sane judicial oversight, her real job isn’t to manage security here—
it’s whatever her corporate patrons are paying her to do. She might
be testing warden AIs one month, administering drug testings the
next, or neglecting law and order amongst the labourers in favour
of building new machines for important—and demanding—clients.
The greatest perk of this job isn’t the money—DeWinter
doesn’t have expensive vices—it’s the research opportunities.
When clients are happy, they let her talk them into greenlighting
highly speculative and even dangerous experiments. And when she
wants rare materials from the other end of the galaxy, DeWinter
has only to request them and find something at least marginally
useful that they can be used for.
She rarely needs to make such extravagant requests, however.
In fact, the real reason she has chosen this backwater of the universe
to call home is because the real finds are much closer at hand—right
there on Planet Maldoran, waiting to be used.
Plundering the System 73

Psychic Stem Cells


Ps
One
nee of the most unique life forms found on Planet Maldoran is
the mnemoparasitic flatworm. In the wild, they are usually solitary
or perhaps organized in small colonies—it is hard to determine
exactly, because they are nearly undetectable until swarming
season, when they leave their normal hosts and gather at ooze lakes
in huge numbers. So many flatworms in one place creates a psychic
wildstorm, savage enough to erase a person’s mind in mere minutes
wildstorm
unless they wear a protective suit. Even with a psionic shielding,
researchers have only been able to harvest small amounts of these
creatures before being forced to retreat.
Experiments have shown that these mnemoparasitic flatworms
both amplify a human brain’s psychic activity, as well as mimic it,
forming new psychic brain cells of their own. They do not need
to attach themselves physically to the brain, either—they can grow
new cells in any part of the human body they manage to infect.
Aylona Dewinter’s first experiments with these worms
involved infecting her own limbs, after which she removed them
and used the brain cells inside them to power security robots. It
was easy enough to replace her limbs with brand new vat-grown
cloned limbs, but the robots she created were shipped to a base on
the moon and failed to perform as expected. She suspects it was
because of the nihilistic rage that festers deep inside her heart,
which she refuses to ever show to other people. She has since
switched to using the bodies of pacifists and physical cowards to
grow psychic brain tissue that will power her psychodrones, at least
when she can actually get her hands on mnemoparasitic flatworms
at all. They are a rare and precious commodity.

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

Head Psychodrone 8 HP 3 Armour


Amorphous, Construct, Small.
Special Qualities: Flying, Networked, Psychic.

This robot is intended to be the last line of defence for crowd


control, dispersing people by force. Normally, its position is
planning, because it can see the future. These precognitive abilities
are the result of having both the original human brain cells that
facilitated psychic abilities as well as the cloned flatworm cells. The
two together have the perspective needed to see possible future
outcomes.
Instinct: To secure the station’s future.
Attacks:
• Magnacoil slug projector (1d8 damage, messy; near, far).
• Sound wave emanator (stun damage, messy; near).
Moves:
• Identify a future problem to the station.
• Predict a foe’s future actions.
Psychic Side Effects:
This psychodrone’s precognitive visions are not always contained
within the psychodrone and its analytical computer. The ceramic
shielding plates cannot keep psychic emanations from leaking out
and creating feedback loops with nearby conscious minds.
Psychodrones 75

Precognitive Visions
When a character (PC or NPC) receives a precognitive visions
from this psychodrone, what sort of future do they see?

Who do they see? Roll 1d6:


1 An enemy of the character…
2-3 A famous or influential person known to the character…
4 A friend or ally of the character…
5-6 Someone the character does not know…

What do they see this person do? Roll 1d6:


1 …becomes the victim of a terrible disaster…
2 …causes the death of someone important…
3 …creates or invents an important technological development…
4 …rises to a position of power and influence…
5 …saves the life of someone important…
6 …triggers a disaster of epic proportions…

Where and when might this happen? Roll 1d6:


1 …in a familiar place, but not here.
2 …in a place far away, and too soon to get there.
3 …in this exact location, after a long while.
4 …nearby, and soon.
5 …not close but not far, at some unknown date.
6 …somewhere totally unfamiliar.

When you receive a precognitive visions from the head


psychodrone, roll+INT. On a 10+, the visions occurs quickly and is
crystal clear, even if it makes no sense. On a 7-9, the vision invades
your senses for no small amount of time, though its contents are
fairly clear. On a 6 or less, the vision is highly confusing.
76 Plundering the System

Inspection Psychodrone 8 HP 3 Armour


Amorphous, Construct, Small.
Special Qualities: Flying, Networked, Psychic.

This robot’s chief job is to gather intelligence for other station


security systems can act on it. DeWinter has fitted it with a variety
of different sensors, including mouths and eyes, all of which have
psychic brain cells growing in them. Though it is ill-equipped to
handle crowd control, it can still deal with individual threats, and
gather a wide spectrum of information about any others.
Instinct: To provide information to the station’s administrators.
Attacks:
• Needler (1d3 damage plus stun if armour is penetrated; near).
• Scalpel (1d6 damage; close).
Moves:
• Dissect a living organism.
• Eat things.
• Report findings to superiors.
• Send telepathic impressions of taste sensations.
Psychic Side Effects:
This psychodrone’s telepathic capabilities are not as precise as
DeWinter would like. It often picks up nearby thoughts and then
broadcasts them, straight into the minds of other people in the
vicinity. You might end up knowing someone’s intentions toward
you, or simply hearing their thoughts inside your mind, when this
robot is in your presence.
Whether this defect happens because of
telepathic signal leakage, or because a glitch
is activating the receivers and transmitters is
not something she has figured out yet, and
thus has been unable to fix it.
Psychodrones 77

Pacifier Psychodrone 8 HP 3 Armour


Amorphous, Construct, Small.
Special Qualities: Flying, Networked, Psychic.

Because the station’s miners are so volatile, management has


identified the need for effective methods of crowd control as a
priority, and that’s where this robot comes into play. It projects
waves of confusion across large masses of people, rendering their
efforts to use force futile. It is not the only means of pacifying
violent employees, just the most effective.
Instinct: To eliminate disorder on the station.
Attacks:
• Pulse beams (1d6+1 damage, 1 piercing, forceful; near).
• Temporal wave (stun damage, ignores armour; near).
Moves:
• Command crowds through loudspeaker.
Psychic Side Effects:
Confusion, disorientation, and temporal displacement are also
caused by the psychic energies leaking out of this psychodrone, not
just its weapon. In its presence, humans sometimes process short-
term memories as actual experiences. When this happens to you,
it feels like you are thinking and doing the same things over and
over again. You find yourself brewing coffee and drinking it several
times, even though you actually only did it once. This is by no
means as powerful an effect as the temporal wave cannon creates,
although this leakage happens more often than DeWinter would
like to admit.
The Wyrm of Regret
All over the multiverse, on many different planes of existence,
psychic crystals develop in small colonies, in seemingly random
location. Practitioners of the psionic arts from one end of creation
to the other covet them in order to enhance their special abilities,
for there are few enough methods to do so, and none as safe and
sure.
Harvesters do their best to keep up with the high demand, but
they have problems of their own, for there is also another predator
on the hunt for these clusters of mental energy in crystalline form.
Rare enough that no one is actually sure how many there are—or
if there are even more than one—the Wyrm of Regret lives up to
its name, for there is no one happy to have encountered it, even
though they escaped with their lives.
It roams the jagged burnlands when the stars are right, under
a night sky filled with tiny pinpricks of twinkling light, a strange,
bestial creature from beyond time and space—so they say—that
swallows people whole. Inside it’s bulbous gullet, nothing could be
further from the terrestrial concepts of consumption.

The Power of Crystals


Having a shard of crystal to focus your psychic energies through
gives you +1 to your rolls if you’re making a move—or you can take
+1 hold or choose an extra option after rolling if you refuse the +1.
Trying to use a crystal with magical powers or spells is less
predictable. Roll 1d6 to determine the results:
1 An additional random effect occurs, just like some other
spell, whether you can cast it or not.
2 The crystal has no effect on the spell.
3 Double the area of effect or number of targets affected by the
spell.
4 Double the duration, effect, or strength of the spell.
5 The normal effect doesn’t happen, but two random effects,
similar to other spells, occur.
6 The opposite of the intended effect occurs. If there is
some question over what the opposite is, write down the
possibilities and choose one randomly.
80 Plundering the System

Competing for Crystals


How could a person’s life lead them into the grasp of the Wyrm
of Regret? It desires few things, but what it does want is psychic
crystals—perhaps the most useful and valuable substance in the
universe, aside from water and atmosphere.
• Banditry: Why work for a living? Just take what someone else
has, and then it’s yours. Great. So what happens when you’re
stuck in a mine with the people you’re stealing from and the
Wyrm of Regret shows up to steal the crystals, too? Do you
work together? Or does one side feed the other to the Wyrm
and make a run for it?
• Crystal transport run: Why would the Wyrm of Regret
go after a tiny mining operation, pulling a tiny quantity of
psychic crystals out of the ground, when it can go after a
massive transportation shipment and gorge itself? What do
you do when it’s your transport run that falls prey to the
Wyrm? Are you prepared? Do you have enough weapons and
other defences?
• Random bystanders: Most people think the Wyrm of Regret
only targets mining operations. Why would it show up in
civilized lands? But it does. It wants the crystals. If there’s a
storehouse somewhere, the Wyrm doesn’t care if it’s civilized
or not. What do you do when you’re caught in between it and
its meal?
• Unprotected mining grounds: Who wants to pay to protect
a mining operation that’s only going to last a few weeks,
or months, at most? Psychic crystals usually grow in small
batches, so the risk of being discovered by any predator—even
bandits, never mind the Wyrm—is slim. So what do you do
when your short-term mining operation is the one challenged
by the Wyrm?
The Wyrm of Regret 81

The Wyrm of Regret 20 HP 1 Armour


Huge, Planar, Solitary.
Special Qualities: Psychic.

While the Wyrm is not a careful or stealthy creature by any


means, it does not advertise its presence before attacking. It probes
potential threats and attacks them savagely, with its psychic blasts
if it can think, with its giant feet if it is small enough, and with a
stream of corrosive resin otherwise. The Wyrm squirts resin from
its tail which is slightly corrosive at first touch, but hardens very
quickly, immobilizing anything stuck in it. But all of those attacks
mean nothing if you are swallowed alive…
Instinct: To devour psychic crystals.
Attacks:
• Psychic blast (stun damage, ignores armour; near).
• Squirt resin (1d4 damage, quick-hardening; near).
• Swallow someone whole (1d6+1 damage; close, reach).
• Trample (d12+5 damage, forceful; close).
Moves:
• Psychically probe other sentient beings.
• Sniff out crystals.
• Travel between universes.
Tactics:
If it can think, and it thinks it can fight back: Hit it with psychic blasts.
If it can’t think and it fights: Cover it in resin, trample it, throw it
away.
If it has psychic crystals: Make it give them up!
Weaknesses:
The Wyrm of Regret has a strange aversion to natural fabrics
and natural plant fibres. Even the softest cotton sheet aggravates
it, damaging its skin. This
aggravation isn’t enough for it
to regurgitate people wearing
natural fabrics that it swallows,
but it will be visibly agitated for
several minutes after.
Swallowed victims can
also be seen inside its glowing
gullet, making it easier for
would-be-rescuers to cut them
out. Whether they are thankful
for it or not is another issue…
82 Plundering the System

The Belly of the Beast


When you are swallowed by the Wyrm of Regret, you are
transported to another dimension. Your old life falls away, as if
it were an illusion, and you find yourself in a new reality, with a
whole new life that puts you in a place that you failed to achieve
in real life. Maybe the child you always wanted is there, or the
lover you left, mistakenly. Perhaps you are rich and secure, in a
powerful political position, or your art is appreciated. But this new
life is always better, in some way, than the life you left outside the
Wyrm’s stomach.
Because this illusion is created out of other probabilities,
dimensions where the choices you made were different, the people
you find yourself surrounded by end up being a mixed bag. The
GM rolls 1d6 for each of the NPCs that surround you that you knew
in your old life:
1 Incredibly successful: This person achieved everything they
wanted to in life, the perfect job, a wonderful family, they
had an impact, maybe they are even famous and infuential.
Or maybe they are just living the good life.
2 Moderately successful: This person is working in the field of
their choice and doing okay. Maybe the family is great but
the pay is bad, maybe there was a messy divorce but they still
have friends and a decent lifestyle.
3 Marginaly successful: Sure, they work in a field they enjoy but
most everything else is bad. Or they have a great marriage but
have to work a job they don’t like much in order to support
the kids.
4 Getting by: They’re alive, there’s some things to enjoy about
life, but more things to complain about. More hassle than joy.
5 Things are bad: They’re still alive, for now, but there’s no real
prospects for the future.
6 Crash and burn: It all went south in a hurry. Drug addiction,
mental illness, prison, a terrible accident, the victim of crime,
the victim of war. If they’re still alive, they’re a miserable
wreck.
The Wyrm of Regret 83

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.

[introductory remarks redacted]

“Ladies and gentlemen, as you know, this last half-century has


seen a quantum leap in technological growth. We have extended
our reach into the very stars themselves. W have watched as the
speed of our travels into space have exceeded even the earliest
predictions…”

[history section redacted]

“At our labs in Switzerland, and our manufacturing facility in


Idaho, the research development of [redacted] Corporation has
reached a new level of breakthrough.

“What is the greatest barrier we face in our explorations? What is


the single greatest obstacle between us and our dreams? Ladies and
gentlemen, it is cost. The availability of resources is what holds us
back. We have only so much metal and plastic to build our homes
in the void. We have only so much energy to power our flight to the
stars. And all of it takes work. Man-hours. Blood, sweat, and toil.”

[technical details redacted]

“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.

“Ladies and gentlemen, I give you: the Infinity Configuration.”


spAce
mAdness
The Space Witch
The scientists of the 21st century were, in the opinions of some, the
pinnacle of humanity’s curiosity. Their “scientific” experiments
have run rampant over the universe, ravaging worlds and creating
hundreds—perhaps thousands—of invasive new life forms.
Of particular note, for our purposes, is the rapid development of
new engines for propelling vehicles through space. One corporation
conducted experiments that went far, far beyond the scope of
normal drive developments. The results of their experiment have
come to be known by many names—the mind worm, devourer of
angels, the astro-liminal zone…

The space witch.

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.

When the Infinity Configuration takes effect, half the time it


works perfectly. You arrive at your intended location almost
instantaneously. But half the time the space witch arrives. While
the ship is in transit, which is still much quicker than normal travel
but not instantaneous, the space witch distorts reality and the laws
of physics in unpredictable ways.

Travel time while the space witch is manifested (roll 1d6):


1 The trip takes half as long as normal.
2 The trip takes one day.
3 The trip takes one hour.
4 The trip takes one-third as long as normal.
5 The trip takes one week.
6 The trip takes twice as long as normal.

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

Season of the Witch


Each time a group of people encounter the space witch while using
the Infinity Configuration, it is a unique experience. These random
ways that reality breaks are part of that.

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.

Exhausting Actions (1d20):


1 Attacking someone else.
2 Being intimate with someone else.
3 Building or repairing technological devices.
4 Discussing being exhausted.
5 Discussing the possibility of turning off the Infinity
Configuration.
6 Discussing the possibility of violence.
7 Doing drugs (of any kind).
8 Doing scientific investigations.
9 Dreaming, while awake or asleep.
10 Eating.
11 Giving orders.
12 Harming someone else.
13 Inputting data into a computer (recordings, typing notes,
uploading, etc).
14 Maintaining or repairing the ship.
15 Obeying someone else’s orders.
16 Physical contact with aliens.
17 Studying the Infinity Configuration.
18 Trying to turn off the Infinity Configuration.
19 Using psychic powers.
20 Using the ship’s exterior sensors.

Each time a group of characters encounter the space witch, roll a


new set of actions that cause exhaustion. Each time a character takes
one of the determined actions, they gain a point of exhaustion.

What happens when you are exhausted by the space witch?

Bad things happen. Very bad things.


The Space Witch 91

When you gain a point of exhaustion, check your total points:

If you have only 3 or fewer points of exhaustion already,


already roll 1d8:
1 You experience visual distortion and possibly hallucinations.
2-4 You feel exhausted.
5 You feel extremely hungry and thirsty.
6 You feel itchy and your hands shake.
7 You have a ringing in your ears and hear test tones.
8 You have a stress reaction, like fever, rashes, or vomiting.

It might be possible to withstand these effects through willpower,


drugs, or other therapies.

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

The Phantom Ray


No one has ever studied the phantom ray, mostly because it has
yet to be discovered. Only its symptoms have been documented. If
someone undertakes scientific research on this problem, here are
some answers to the discern realities questions:

What happened here recently?


Is the infected subject trying to cover something up, like their
own prior actions? They probably don’t do a very good job of it.
Is the source of its infection fairly obvious? It has been using the
hydrospheric fluid, perhaps. This is the phantom ray’s primary
means of transmission, so most of the people infected are
spacefarers who deal with the Nanwatiks.
If you’re dealing with people who caught it second-hand, who
never deal with the Nanwatiks or their hydrospheric fluid, but
caught it from those that do, you are probably already in a really,
really bad situation, where lots and lots of people are infected.
Sucks to be you!

What here is not what it appears to be?


You can tell that the subject is not in full control of their mental
faculties. Whether they notice or not, you can see bewilderment
flash across their face on occasion, and they sometimes seem to be
doing two things at once.
If you’re examining the parasite or other remnants of the
phantom ray, you find that it refuses to interact with light the
way other organisms and substances do. This strongly suggests it
originates in the Zeta Centauri system, or nearby, since that is the
darkest part of the universe.

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

What here is useful or valuable to me?


With a bit of investigation, you should be able to discern some of
the symptoms of infection—changes to behaviour and physiology
that occur across a wide spectrum of infected subjects. They
include… (roll 1d10 for each infected subject):
1 Constantly muttering about contradictory and convoluted
reasons for doing things.
2 Faint psychic emanations and recurring nightmares.
3 Full and immediate psychosis.
4 Heightened aggression and insomnia.
5 Heightened sense of shame and privacy, hostility towards
inquiries, and fear of being vulnerable.
6 Increased need for social interactions.
7 Over-explaining and lengthy justification of one's
motivations.
8 Subject believes they are not physically real.
9 Uncontrollable contraction and dilation of the pupils.
10 Roll again twice.

As the infection progresses, the subject will develop more of these


symptoms. Violent or stressful episodes trigger symptoms to
appear more rapidly, but even a week without either can be enough
time. Drugged and sedated patients can develop new symptoms as
often as every month, while subjects in cryosleep require at least a
year before new symptoms occur. Or at least, that’s what the data
projects. No one’s tried it yet. Maybe you will?

When you experiment with the phantom ray infection, roll+WIS.


On a 10+, you have the infection secured and under observation.
You may ask the GM 1 question about the infection and get a true
answer. If you follow up with further experiments, you or your
colleagues can take +1 ongoing to discern realities and spout lore
until things go wrong. On a 7-9, choose one or the other:
• You may ask 1 question about the infection, but none of your
colleagues understand how you discovered this or what it means.
• You must ask 2 questions about the infection. The GM
answers both, but only one answer is true.
On a 6 or less, your containment measures prove insufficient and
the infection spreads. Who develops the characteristic symptoms?
The Zetan Curse 97

What is about to happen?


The phantom rays are the catalyst for all kinds of strange behaviours.
This subject is about to engage in… (roll 1d8):
1 Any and all competitive activities available.
2 Deliberate and gruesome self-harm.
3 Exhausting travel, as far as it is possible to go.
4 Gregarious carousing and other socializing.
5 Obsessive secrecy.
6 Paranoid construction of barriers between itself and others.
7 Secret tampering with, and poisoning of, food supplies.
8 Violence toward others.

If this behaviour is challenged, the subject will manifest another


behavioural or physiological change.

What should I be on the lookout for?


You should probably be on the lookout for people infected by
these phantom rays. They are super dangerous! Perhaps you could
spot them by their symptoms? Maybe look out for uncharacteristic
behaviour—that’s not always a sure sign of infection, but infection
surely causes it.

Who’s really in control here?


The answer to this question is pretty simple: the phantom rays of
Zeta Centauri! Once you know what you are looking for, and use
high-powered instruments, the readings show that the subject is
clearly infected by something that is altering their cognition and
behaviour.
It is also clear that there is no one behind the infection. There
is no possession or mind control, no puppet master behind the
curtains, pulling strings. There is only 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

Nanwatik Cosmonaut 3 HP 1 Armour


Horde, Intelligent, Organized.
Special Qualities: Aquatic.

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.

Nanwatik Fluid Engineer 6 HP 1 Armour


Group, Intelligent, Organized.
Special Qualities: Aquatic.

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

Terran Ambassador 12 HP 0 Armour


Horde, Intelligent, Organized.
Special Qualities: Aquatic.

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.

Terran Astronaut 6 HP 0 Armour


Devious, Group, Hoarder, Intelligent, Organized, Stealthy.

Human spacefarers have always been a collection of odd ducks.


Most of them prefer smaller ships and smaller crews—larger ships
with numerous people on them tend to be run by civil authorities.
As such, they shy away from cooperating with foreigners. Smaller
Terran starships are run by survivors—for them, anything goes.
Instinct: To look for personal advantage.
Attacks:
• Laser pistol (b[2d6] damage, 1 piercing; close).
Moves:
• Demand additional payment.
• Falsify records.
• Hide supplies.
• Hijack security systems.
• Smuggle a laser pistol.
Zyvoth
Lying beyond the end of known space, the single terrestrial planet
orbiting the dead star Zeta Centauri is engulfed in the blackness
of space. Light—even invisible light—has little effect in these far
reaches of the universe. Contrary to expectations, however, this
world is neither cold nor dead, and those few explorers who have
walked the desolate boulevards of the planet’s main city were not
as alone as they thought they were
The city of Zyvoth was old before even the ancient Albufandi
were discovering higher intelligence, and though it is now a city
full of darkness, it has not been abandoned. Its people have simply
ascended into a world beyond light, beyond even physical form.

The End of the Albufandi


Soon after the people of Zyvoth ascended into the hyperspatial
realm of pan-consciousness they dwell in still, they made their
one and only contact with people inside the known universe.
The Albufandi sent exploratory vessels to Zeta Centauri while
there was still light falling upon its surface. Even as the Zyvothi
laboured unceasingly to clothe their world in unending darkness,
the Albufandi brought more of it, and war erupted soon after.
Advanced as the Albufandi were, they stood no chance against
the people of Zeta Centauri, who could no longer be harmed by
the physical world. Their cities were razed, and they were hunted
to extinction. The last of the Albufandi scientists encoded their
people into the genetic materials of various Maldoran creatures, to
await a resurrection after hundreds, thousands, or even millions of
years. Of those animals, only the psychic overlords remain.
To ensure no other light-loving races entered their domain,
the Zyvothi built the space witch to patrol their borders and cause
those who wished to find Zeta Centauri to turn back, or perish. And
finally, once they were done with the Albufandi, they activated
their newly-developed phantom rays so as to coat their planet in
darklight. Having secured their domain from physical intrusion,
they retreated into a world of pure thought.
Space Madness 101

Final transmissions from the exploratory starship Rose


of Io, en route to Zeta Centauri from Maldoran VII.
Approximately November, 2344.

[vessel ID redacted]

Captain Eldridge Makomo: Our orbit of the planet is tightening.


Within the hour I expect our hypersonar should be able to
penetrate this… I can only call it a “darkness,” that permeates the
system. Infrared is giving us the expected readings for a Type 6b
exoplanet, including built structures.

Chief Navigator Dalia Srikwan: Captain, we’re getting a reading


spike at the back end of the Davidson spectrum. The muon cycle of
our shields is reversing.

Makomo: What? That’s only ever happened during late-stage


supersun collapses and psychic laboratory tests. Have engineering
check the sensors.

Srikwan: Engineering has already pinged me half a dozen times


saying we’re the ones who broke it. I think these readings are
accurate, sir.

Makomo: If we accelerate, we can move through the anomaly and


reach the planet intact.

[garbage data redacted]

Srikwan: Captain, this is Saarinen’s nega-force! If this data is


accurate is true, it’s not just a theory!

Makomo: Why are we still accelerating? And why does my readout


say we’ve lost our second engine? Jesus, what is going on here?

[religious rhetoric redacted]

Makomo: At least get the readings packaged and sent back toward
the Maldoran system!

[no readings package received]


104 Space Madness

Inside the City


Between the multitudinous, oddly-shaped buildings, the following
things can be found by intrepid explorers whose courage does not
waver:

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.

Darklight Structural Projectors


These chair-sized matte black spheres project dense darklight
particles into the space around them, creating a solid building. The
walls and floors of these darklight structures are just as solid as
stone, but can be pierced easily by dark lasers and darkblades.

Genetic Instantiation Chambers


These cylindrical machines were used to genetically modify all the
animal life that still exists on Zeta Centauri II, in order to adapt
them to the now-pervasive darkness. These machines, all centrally
located in Zyvoth, sit idle now, having not been used for long eons.
But the craftsmanship of the Zyvothi is of such calibre that they
could still function perfectly well, by those who understand their
working—or can decipher them.
Zyvoth 105

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.

Phantom Ray Generator Stations


The phantom rays bathe the entire solar system in darkness,
filtering out all natural light and other parts of the electromagnetic
spectrum. There are stations located all over the planet of Zeta
Centauri II, but the main generator array is located in Zyvoth itself.
Without these rays keeping the planet and its sun perpetually
shrouded in black, the other darklight technologies would be
much less effective. Perhaps the phantom rays could be deflected
somehow, in order to shed light on the planet’s surface?
106 Space Madness

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.

The Mind Untethered


You can project your mind from your body into semi-hyperspace.
By default, this form is ghostly and nearly invisible, physically
intangible but still affected by energy, and is easily blinded and
deafened by the mental noise of the hyperspatial world. When you
strengthen it (which you must always do if your mind leaves the
presence of your body), roll+INT. On a 10+, choose 3 options from
the list below. On a 7-9, choose 2:
• It is completely invisible.
• It is completely intangible and unaffected by energy.
• It is not blinded or deafened by the hyperspatial noise.
• You can still sense what state your physical body is in.
On a 6 or less, your projected mind cannot be strengthened any
further. Whatever the result, your body is comatose while your
mind is away.

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.

The Two-Body Solution


Requires: The Mind Untethered
Your physical body remains awake and active even while your mind
is projected out of it. Both characters may act independently.
108 Space Madness

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

• If the Zyvothi are presented with any evidence that the


Blinding Light could return, some of them will return to the
physical world to defend their planet and its sun, while others
will move even further into the hyperspatial realm, carving
out new routes into transdimensional thoughform reality.
• If the Zyvothi are threatened, they are at first amused, then
quickly grow bored, retaliating against the aggressor with
robotic killing machines and huge-scale energy weapons.
• If the Zyvothi can be convinced that the Albufandi were not
fully destroyed, they will take an interest in extending their
influence back into the physical world.
If the Zyvothi can extend their reach into known space, the
effects could be catastrophic for the galactic political order, not to
mention Planet Maldoran and other nearby systems. The Zyvothi
would cover these worlds in darkness and darklight technology,
destroying millions of organic species that fail to adapt. Could
humans be one of those species to face extinction in the never-
ending night? Could the Nanwatiks survive in a universe where
phantom rays exist on every planet? Surely, inevitably, the answer
is a resounding “no.”

The Brilliant Light


The true ancient enemy of the Zyvothi people—moreso than the
Albufandi ever were—is something they call the Brilliant Light.
It came from deep within the scintillating Diamond Nebula and
nearly overturned their civilization. Beneath the rays of the Brilliant
Light, the Zyvothu darklight machines and their nega-force power
supplies were unable to function. Thus, this light provided the
original impetus to transfer their minds into the hyperspatial realm.
The Brilliant Light has never returned, but the Zyvothu people
have remained paranoid for millenia. Why did it arrive in the first
place? What happened to it? No one knows. Could the Zyvothi
perhaps be mistaken? There are no ships fast enough to fly to the
Diamond Nebula in fewer than a thousand years, and yet this
phenomenon is nowhere to be seen within hundreds of millions
of lightyears. How could it travel so fast, unless it exists in another
dimension, one that is currently invisible?
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