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Grief & Loss Substance Use Self-Harm
Grief & Loss Substance Use Self-Harm
3-4 10:00 PG 12
DRIFTING INTO THE VOID
Thrusters are unable to overcome the force slowly
pulling The Graveyard deeper into Sector SQ79. Tully and
Gina work to control the situation. Furn drowns his grief
following the death of Captain Grey, his partner.
5-6 13:00 PG 14
THE VOID APPEARS
The Void is visible to the naked eye. Tully and Gina,
exhausted after hours of work, still have no idea how
to escape. Furn dies in a Tram accident leading to the
destruction of The Jump Capacitor.
7-8 20:00 PG 16
THE EDGE OF THE VOID
The Graveyard is less than 1km from The Void. Its force
rips apart The Lantern and shakes the MODs. Gina
discovers The Lantern is responsible for releasing The
Void, before being incinerated when MOD.B collides with
debris.
9-0 23:00 PG 18
SURROUNDED BY THE VOID
MOD.B and half of The Lantern are torn to shreds. The
Void fills every window on The Graveyard. Tully triggers
the jump drive, spilling a flood of jump particles into The
Void and destabilizing the flow of time.
Time returns to 00:00.
This product is based on the Mothership® Sci-Fi Horror Role Playing Game, published by Tuesday Knight Games.
This product is published under license. MOTHERSHIP® is a registered trademark of Tuesday Knight Games. All rights
reserved. For additional information, visit www.tuesdayknightgames.com or contact contact@tuesdayknightgames.com.
ECHOES IN THE GRAVEYARD
The Graveyard is trapped in a Time Loop The adventure begins with the PCs’ ship colliding
created when its advanced scanning system, with a physical manifestation of the Time Loop,
The Lantern, ripped the fabric of spacetime trapping them with The Graveyard and its crew.
and released The Void. The flood of temporal The collision fractures the Loop, causing the
energy flowing from The Void overpowered The PCs to appear at random within the timeline
Graveyard’s thrusters and triggered an Unstable and return to their own ship after each hour they
Local Field safeguard on its jump drive. Hours spend witnessing the events on The Graveyard.
later, the last surviving crew member turned off They must investigate the Time Loop to discover
the safeguard and activated the jump drive as the critical moments that can change the fate of
The Graveyard was pulled completely into The both ships, or remain trapped in time forever.
Void, creating the Time Loop and sending the
ship and crew back 24 hours.
Alternate versions of the PCs from a previous timeline stalk the Loop, thwarting their efforts in a
desperate attempt to ensure they won’t be erased when the Time Loop ends.
Writing, art & layout by Matt Umland Featuring photos from Jesse Mesenburg &
Edited by Jarrett Crader unsplash.com: Joshua Fuller, Peter Gonzalez,
Playtesters: Charlie Umland, John Umland, Joe Roman Mager, Damir Spanic, Call Me Fred,
Banner, Mark Parsons & DJ Shea Deepak Raj, Peter Sjo, Hafidh Satyanto, Patrick
Special thanks to the Whisper Collective. Robert Doyle, Levi Stute, Nikola Duza, Austin
Baltimore, MD - November, 2020 Human, engin akyurt
The Graveyard is a state-of-the-art, deep space
survey vessel designed for a skeleton crew. Three
crew modules surround The Lantern, a scanner
capable of mapping an entire sector instantly by
using jump space as a carrier wave. The scan
is created immediately when the ship emerges
from jump space. During normal operation, the
crew wake from cryosleep, review the scan data,
report critical findings, then prepare for a jump to
the next system. The Graveyard has mapped 78
systems since its voyage began and is currently
en route to Sector SQ79
THE LANTERN
The Long Amplitude Non-spatial Transient
Repeating Network scanner is a 1 kilometer dish
covered with rows of rectangular pylons. The
design is said to resemble a field of headstones,
and is the inspiration for the ship’s ominous
name. While in jump space, the massive dish
collects charged particles, which are stored in
The Jump Capacitor at the center of the dish.
The Jump Capacitor carries the particles into
normal space, where they are released to create
a 100 AU diameter bubble of jump energy.
Using quantum entanglement, The Lantern is
able to record the entire jump energy bubble
simultaneously, creating a detailed scan of a
complete sector.
CREW MODULES
Three crew modules are attached to the rim of
The Lantern. Each MOD is a live-in workstation
for two crew, with cutting edge amenities and
the ability to detach from the dish to function as
a shuttle craft.
» cabin - comprehensive living quarters with a
galley, med station & exercise equipment
» cryo - FreezRite ZX, two pods
» computer - with Keeper AI system (see pg 6)
» life support - DeepBreath-2, top of the line
» engine - standard ship power plant plus an
additional generator for The Lantern
» thruster - standard shuttle-grade
» dock - large airlock used to dock with the tram
or other MODs, includes cargo storage full of
supplies and a large window looking onto The
Lantern
life
engineering computer
time 15 minutes MOD to MOD). The Tram is
functional when the Graveyard is in jump space.
jump
drive cabin
cryo
WARDEN NOTE
If the Jump Capacitor is not
functional when the ship leaves dock
jump space, the high density of
jump particles destroy the ship.
MAIN THRUSTERS
MOD.A MOD.B
Ǭ main command bridge with astrogation, » primary science lab data processing and
helm control and briefing room spectral analysis equipment
life
life
cryo
6
THE CREW
The Crew function like video game NPCs, with repetitive dialogue Use the Opening Line when
and triggers governing their behavior. PCs taking time to discover PCs first encounter an NPC
their personnel files, key phrases or routines should have positive from the NPC’s perspective.
interactions with the Crew, who otherwise are unlikely to be helpful to Use Key Phrases as often as
the PCs given their situation. The Crews’ deaths are preventable. possible.
TULLY (THEY)
Tully works on the jump drive, trying to override the “Unstable Local
Field” safeguard. At the final moment, they succeed and activate the
jump drive, which returns the ship to the start of the Loop.
PERSONNEL FILE OPENING LINE
» A mechanical savant, Tully started » “Where the hell did you come
working on ships at age 12. from?”
» They were the only survivor of their
last mission. It haunts them. KEY PHRASES
» Requires extra food provisions. » “I’m not going to let everyone
TRIGGERS down.”
» Tully stops only to eat, otherwise » “I’ve got a job to do.”
» “Hand me that spanner.”
ENGINEER remaining focused on their work
unless interrupted. COMMAND CODE - KJ67
HYPER-FOCUSED, ORGANIZED
METHODICAL, ALWAYS HUNGRY technobabble generator PG 24
GINA (SHE)
Gina spends the entire loop reviewing data from the sector scan.
She is incinerated when MOD.B is destroyed by flying debris.
PERSONNEL FILE OPENING LINE
» The Lantern is based on Gina’s » “You shouldn’t be here.”
theoretical work.
» She volunteered for this trip to KEY PHRASES
spite Dr. Fremont, the Lantern » “Do you have a light?”
project lead who had concerns » “That theory doesn’t hold water.”
about temporal side effects. » “Time loops don’t exist.”
» Friends call her GG.
COMMAND CODE - XX1X
TRIGGERS
PHYSICIST » Gina gets angry if anyone mentions
time loops or similar temporal
FRANTIC, THINKS OUT LOUD phenomena.
CURIOUS, ALWAYS SMOKING science jargon generator PG 24
FURN (HE)
Furn suffers a mental breakdown when he discovers Grey dead. He
gets wasted and passes out in MOD.A. Later he exits MOD.B in a
vaccsuit and dies after being run over by the Tram, which disables it.
PERSONNEL FILE OPENING LINE
» A renowned field researcher, Furn » “Am I dreaming?”
is famous for taking risky missions.
» He has a history of substance use KEY PHRASES
and self-destructive behavior. » *SNORE LOUDLY*
» Romantically involved with Grey. » “Nothing can change the past.”
TRIGGERS » “All I want is to be numb.”
» Furn always reveals his command COMMAND CODE - 4FX6
RESEARCHER code if asked.
GREY(SHE) Captain DECEASED - Cryopod malfunction
INTOXICATED, DELIRIOUS PERSONNEL FILE - 2 tours as a combat marine; honorable
GRIEF-STRICKEN, Hopeless discharge; hates violence; romantically involved with Furn
COMMAND CODE - A2W3 (on a note in her pocket)
7
BEGINNING THE LOOP
THE PLAYERS’ SHIP
The action begins on the PCs’ ship, which acts as a hub for the adventure. There are no
specific requirements or restrictions for the ship. If you don’t have one prepared, use
The Falstaff from the Player’s Survival Guide.
1. STARTING POSITIONS
Begin the session on the morning of a normal day and ask what the PCs are currently doing on their ship.
Be curious. Ask for details. What equipment do they have? Who are they with? Record the responses. These
answers are known as the PCs’ Starting Positions. Players return to their Starting Positions after each hour
exploring The Graveyard. Anytime they return to their Starting Positions, mention the details you recorded to
reinforce the repetitive nature of the Time Loop.
6. REPEAT
The PCs can return to The
Graveyard at a random Hour by
exiting their ship or return to a
previous Hour through a portal.
8
DANGERS OF THE LOOP
THE ORIGINALS
The PCs are not the first version of these people trapped in the Loop.
The characters controlled by the players are temporal anomalies
created by the fractured Time Loop. They are not the ‘real’ characters.
The original group has been trapped for thousands of repetitions, failing
to break free. There is an Original matching each PC and mercenary
boarding The Graveyard. They look identical to the PCs except for
their tired, distant stare. After seeing the PCs, they decide they must
stop these anomalies from escaping or run the risk of being erased
when the Loop ends. They are very knowledgeable of The Graveyard
and the events occurring on it and use this to their advantage. They
go to extreme lengths to avoid speaking to the PCs for fear of giving
away information that could help them escape. After years in the Loop,
they can no longer keep track of their plans, and must leave notes for
themselves to ensure they continue thwarting the PCs. Simplified stats
based on class are provided. Use the PCs’ stats, if you prefer.
D10 NOTES
1-2 “They look exactly like us. They act like us. What are they?” 3-5 List of the PCs’ movements this Hour.
6-8 ”If they escape what will happen to us?” 9-10 ”Where did they come from? We can’t let them escape.”
KEY PHRASES: “You can’t have my future”, “I AM ME!!”, “You shouldn’t be here”, “I won’t let you erase me.”
SOLDIER » EQUIPMENT: Similar to the PCs plus any gear
COMBAT: 35 SPEED: 25 INSTINCT: 20 H: 2 (30) available on the PCs ship.
ANDROID » FIRST SIGHT: The first time a PC encounters their
COMBAT: 30 SPEED: 30 INSTINCT: 30 H: 2 (35) matching Original - Sanity Save or PANIC CHECK.
SCIENTIST » SEE ME DIE: Anytime a PC witnesses the death of
COMBAT: 20 SPEED: 25 INSTINCT: 35 H: 1 (20) their Original - Sanity Save or PANIC CHECK.
TEAMSTERS » TIRED EYES: Anytime a PC makes eye contact with
COMBAT: 25 SPEED: 35 INSTINCT: 30 H: 1 (25) their Original - Fear Save or 1d5 Stress.
2 Memory Loss - All trained skill checks are [-] until one is
passed or the next return to Starting Positions.
6 Anxiety - Fear Saves are [-] until the next return to Starting
Positions.
00:20
Humans who are awake while
traveling in jump space suffer
from jump sickness (pg 23).
» Every 10 minutes, make
00:32
levels of jump sickness.
LVL EFFECT
00:36
1 Crawling Skin: all BODY [-].
2 1d5 Stress.
00:40
3 Visions: all SANITY [-].
4 1d5 Stress.
00:44
PANIC CHECK every
5
10 minutes.
THRUST IN JUMP
Thrusters are functional in
00:52
where or when a ship reenters
normal space.
RELEASING THE VOID
The Graveyard exits jump space in SQ79,
00:56
activating the Lantern which rips the fabric
of spacetime, releasing The Void. The WARDEN NOTE
entire 100 AU scan area is flooded with If the PCs tamper with the
temporal energy, triggering the Unstable jump drive or exit jump ahead
00:59
10
Local Field (ULF) safeguard on the jump
drive, deactivating it.
of schedule, immediately
trigger the events at 00:59.
D10 ENCOUNTERS (1/hour) MOD.C
» main engineering with primary dish thruster
The next PC to change locations engine and jump drive
1-4 finds a half empty ammo container
sitting on the floor. It’s for a weapon main
life
engineering computer
in their inventory and looks familiar.
» Sanity Save or 1 Stress jump
drive cabin
When entering the next location, :59 cryo
5-7 the PCs find a note on the ground
(pg 9). Whoever reads the note first dock
recognizes it as their handwriting.
» Sanity Save or 1 Stress
TRAM
» Docked MOD.A (dock)
MOD.A MOD.B
Ǭ main command bridge with astrogation, » primary science lab data processing and
helm control and briefing room spectral analysis equipment
life
life
cryo
10:08
The Void is invisible to the naked eye.
» Vital signs normal and
steady, investigating the
cause of the ULF issue,
10:20
to explain the ship’s drift.
10:24
» Intoxicated, unconscious
in bunk with a severe hand
wound, holding a picture of
Grey.
10:44
copy?”
» Gina - *audible sigh*, lights a cigarette.
10:48
10:52
GINA CALLS TULLY
» Gina to MOD.C (jump) -“Tully.”
» Tully - “Go ahead.”
10:56
» Gina - “I’m gonna go get Furn.”
» Tully - “Copy that.”
10:59
12
D10 ENCOUNTERS (1/hour) MOD.C
» main engineering with primary dish thruster
The next PC to change locations engine and jump drive
1-4 finds their own corpse holding a
note (pg 9) lying on the floor. The main
life
engineering computer
wound appears self inflicted.
» Panic Check jump
drive cabin
When the PCs are not with any of the :56 cryo
5-7 Crew, the sound of countless dying
screams of the Graveyard’s Crew fills dock
the room for 193 seconds.
» Fear Save or 1d5 Stress
MOD.A MOD.B
Ǭ main command bridge with astrogation, » primary science lab data processing and
helm control and briefing room spectral analysis equipment
:36
life
life
cryo
:12
thruster dock thruster dock
13
13:00
THE VOID APPEARS PC START
The Graveyard continues to drift deeper
into Sector SQ79 towards The Void, which
» MOD.C (dock) S
is barely visible to the naked eye.
GINA - MOD.B(lab)
13:16
» Asleep at her workstation,
FURN WAKES UP surrounded by stacks of
Furn dons his vaccsuit and moves to
print outs and full ash trays
MOD.B (dock).
13:20
FURN - MOD.B(cabin)
» Asleep, wearing half a
vaccsuit, covered in vomit
13:28
to MOD.C. An O2 tank breaks loose and MOD.A(cabin)
gets stuck in the closing airlock, jamming » In disarray (pg 10)
it open.
MOD.C(jump drive)
13:36
MOD.C (dock).
13:41
13:40 WHERE’S FURN?
Tully looks out the dock window at
someone walking down the tracks.
FURN
» Tully -“oh fuck”
13:44
» Tully to MOD.B (lab) -“Gina, where’s Furn?” The Tram collides with Furn,
» Gina- “..huh?” killing him instantly and
scattering his broken body into
13:52
protein barCAPACITOR
JUMP from the galley, then moves to
MOD.C(dock).
The loose tank collides with The Jump
Capacitor, blowing a hole in the structure.
13:56
A moment later, the Capacitor explodes.
13:59
14
D10 ENCOUNTERS (1/hour) MOD.C
» main engineering with primary dish thruster
Upon entering a new location, the engine and jump drive
1-4 PCs notice the computer terminal
is flickering strangely. Closer main
life
engineering computer
inspection shows the machine is
blurry, as if multiple instances of the
machine are overlapping in the same jump
drive cabin
space. Keeper continually repeats
their Opening Line in this location. :32 cryo
» If any PCs touch the terminal,
roll a Time Glitch (pg 9). dock
:40 S
The Originals have set an ambush
5-7 for the PCs. They are waiting in the TRAM
next location and fight until they kill
» Docked at MOD.C (dock)
the PCs or die.
:41
:52
MOD.A MOD.B
Ǭ main command bridge with astrogation, » primary science lab data processing and
helm control and briefing room spectral analysis equipment
life
life
cryo
:24
thruster dock thruster dock
:48 15
20:00
THE EDGE OF THE VOID PC START
The Graveyard is less than 1km from The
Void. Its force is ripping grave-pylons from
» MOD.C (engineering) S
The Lantern and sending eddies of debris
20:16
» Elevated heart rate, high
on stimpaks, thinking out
loud as she works through
calculations.
20:24
» Gina -“Keeper, resume calculation algorithm.”
» She soon discovers the
» Keeper - “Request complete.” truth about The Void.
20:28
FURN - location n/a
KEEPER ANNOUNCEMENT
» “Gina! Structural integrity is compromised. » Deceased - Tram collision
Please relocate to Module C immediately.” (13:41 pg 14).
20:36
MOD.A (cabin)
invalidating her life’s work. » In disarray (pg 10).
» Gina - “Oh shit.”
MOD.C (jump drive)
20:40
» Keeper - “GINA! Module B is no longer safe.”
» Jump drive offline (pg 10).
» Gina - “Huh, yes. Keeper, detach and dock with
Module C. Command code XX1X.””
20:44
» Gina - *audible sigh*, lights a cigarette.
20:49
20:48 GINA CALLS TULLY
» Gina to MOD.C (jump) -“Tully.”
» Tully - “Go ahead.”
GINA
» Gina -“We caused it.”
A loose grave-pylon from The
20:59
16
» Tully -“Oh fuck.” Tully -“oh fuck”
D10 ENCOUNTERS (1/hour) MOD.C
» main engineering with primary dish thruster
The next location the PCs enter is in a engine and jump drive
1-4 state of Temporal Stasis (pg 8).
main S
life
» Keeper does not function in this computer
engineering
location for the remainder of the
Hour. jump
drive cabin
5-7
The Originals have set an ambush :48 cryo
for the PCs. They are waiting in the
next location and fight until they kill dock
the PCs or die.
JUMP OFFLINE
CAPACITOR
» Destroyed by loose O2
tank (13:52 pg 15).
MOD.A MOD.B
Ǭ main command bridge with astrogation, » primary science lab data processing and
helm control and briefing room spectral analysis equipment
:20
life
life
cryo
23:20 MOD.A(COMPUTER)
MOD.A (computer) is torn apart.
» Deceased - MOD.B
explosion (20:50 pg 16).
23:24 MOD.A
All remaining portions of MOD.A are
ripped to shreds by the force of The Void.
FURN - location n/a
» Deceased - Tram collision
(13:41 pg 14).
23:28
23:32 LAST RESORT
With The Graveyard coming apart and no
options left, Tully begins the final steps
LOCATION NOTES
23:36
of triggering an unregulated jump. MOD.A (cabin)
» In disarray (pg 10).
23:44
23:48 MOD.C ENTERS THE VOID
MOD.C is pulled from the dish and begins
falling into the chaos of The Void. The
23:57
TULLY
23:52
reinforced hull keeps the module intact. The flood of unregulated jump
particles causes extreme
TULLY ENGAGES JUMP jump sickness in Tully. They
Tully triggers the unregulated jump, suffer a massive stroke and
23:56
die instantly.
spilling a flood of jump particles into The
Void and destabilizing the flow of time. » Anyone in MOD.C at 23:57
roll 1d5.
23:59
18
THE LOOP CONTINUES
Time returns to 00:00.
» Panic Check on a roll of 5.
See pg 23 Jump Space.
D10 ENCOUNTERS (1/hour) MOD.C
» main engineering with primary dish thruster
Upon seeing The Void, the PCs are engine and jump drive
1-4 overwhelmed by visions of their past.
main
life
» Sanity Save computer
engineering
Success - Relive your proudest
moment with perfect clarity: jump
reduce Stress 1d5. drive cabin
Fail - Relive your greatest mistake
:56 cryo
in vivid detail: gain 1d5 Stress.
dock
JUMP OFFLINE
CAPACITOR
» Destroyed by loose O2
tank (13:52 pg 15).
bridge computer
:16 :20
» PCs exiting The Graveyard this close to
The Void must make a Body Save [-] every
cryo
engine cabin
S round or be spaghettified by the force of
Time.
» Flying a craft this close to The Void is
thruster dock dangerous but not impossible.
19
CHANGING THE LOOP
The actions of the PCs alter the events of the Loop but only if the PCs continue moving forward in time.
Whenever the PCs travel back in time to a previous Hour, that Hour and all future Hours are reset and
the events unfold as they are written. Note that traveling to the beginning of the Hour that the PCs just
exited also resets that Hour.
THE OUTCOME
The wreckage of The Graveyard emerges in normal space
at the time and place where the PCs’ ship collided with
The Void. MOD.C survives along with a massive cloud of
wreckage. Any Crew in MOD.C when the Loop ends survive
in the same state as they were when the Loop ended.
ALTERNATE SOLUTIONS
Rather than forcing the PCs to discover a precise solution, they should be encouraged to understand
the Loop and use their knowledge to escape. If PCs create an escape plan that displays mastery of
the Loop it should work, assuming they are able to pull it off. No matter what the plan is, it should be
dangerous and exciting. If they try to get off on a technicality or loophole in time travel logic, kill them
for their hubris and send them back to Starting Positions. 😈
20
The FINAL BEGINNING
When the PCs end the Loop, they return to Starting Positions.
Their ship is no longer trapped in temporal stasis and instead is
surrounded by the wreckage of The Graveyard. MOD.C is severely
damaged but still functioning. Everything else is scrap.
If no members of the Graveyard’s Crew are alive, MOD.C
immediately collides with the PCs’ ship after emerging. Roll on
the ship critical hit table before the PCs take any actions.
FADING MEMORIES
Immediately after emerging from the Time Loop, the PCs’
memories of the events on The Graveyard start to fade, leaving
them with vague and incomplete notions of their experiences in the
Loop. It becomes impossible to determine which of the remaining
PCs were part of the Original group. How many repetitions of the
Loop did the PCs experience? How many times have they died?
All of this becomes unclear and uncertain. Just like the future.
WARDEN NOTES
» Use a timer to ensure each Hour doesn’t drag. 15 minutes
of real time is roughly equivalent to 60 minutes of game time.
PCs should not be allowed to linger too long in any given Hour.
The pressure of limited time should be a constant and ironic
challenge for the players to overcome.
» Kill the players a lot. A common trope of time loop stories is
repeated death. This adventure is no different. Being trapped
forever in time is a fate worse than death. If the players realize
this fact, they can exploit it to attempt dangerous gambits that
would otherwise be too risky to consider.
» Discourage the PCs from splitting up. PCs exploring multiple
Hours at the same time is challenging to manage. If the PCs
choose to split up, they become much more vulnerable to the
Originals and could easily be ambushed. Use this to ensure that
splitting up is a suboptimal strategy.
» The briefcase hard drive (pg 6) is loot for the PCs. Assuming
MOD.C (computer) survives the loop, PCs can sell the priceless
data, install Keeper into their ship or fuel up and be the first to
visit the 78 unexplored systems.
» Use safety tools. This adventure explores challenging themes.
The content warning on the cover is provided so you can
consent to the content. As the Warden, it is your responsibility to
ensure that your players give their consent. 21
EXPERT JARGON
These tables are here to add some fictional science to your science fiction game. Use them whenever
you need the name of a critical system component, an itemized invoice of ship repairs, the title of a
paper by a missing physicist, the ravings of a drunk lab tech or any other technical sounding nonsense.
D10 TECHNOBABBLE
1 REALIGN PARTICLE CONDUIT ARRAY “Looks like I’m gonna need
2 to disassemble the proton
OVERCLOCK JEMISON REACTOR
coil cluster to get the life
3 CLEAN LEPTON FILTER PROCESSOR support back online.”
4 TUNE UP HIGGS FIELD INJECTOR
“Captain, I can’t push the
5 BYPASS NEURAL COUPLINGS
thrusters anymore without
6 SCRUB PROTON COIL CLUSTER overclocking the quayzon
7 CALIBRATE QUAYZON TUBES tubes.”
8 LUBRICATE MAGNETIC REACTION CHAMBER “Pick up an extra generator
9 DISASSEMBLE FERROELECTRIC INTAKE MATRIX control unit at the supply
10 depot for me.”
REINTEGRATE GENERATOR CONTROL UNIT
22
JUMP SPACE
“Jump space is a dimension where the laws of physics behave differently. In addition to facilitating faster
than light travel, it is hostile to organic life and complicates artificial life.” Bernal R. Intro to Jump Physics
» Every 10 minutes, make a BODY/SANITY Save (player’s choice). 3 Visions: all SANITY [-].
» Each failed Save adds 1 level of jump sickness. 1d5 Stress.
4
» Exiting jump space or entering cryosleep immediately removes
PANIC CHECK every
all levels of jump sickness. 5
10 minutes.
ANDROIDS IN JUMP
“Artificial humanoids often experience malfunctions while traveling in jump space. While not lethal, these
can be troubling to witness and even more troubling to experience.”
D10 JUMP INDUCED ANDROID MALFUNCTIONS
1 Leak fluid from eyes. 6 Clothing causes extreme discomfort. Avoid, if possible.
2 Twitch & stutter. 7 Repeat all vocalizations at least once. More, if possible.
3 Speak very softly/loudly. 8 Begin all vocalizations with “Unit number [serial #] says...”
4 Avoid seeing reflection. 9 Provide ongoing narration of every action and thought.
Revert to a state of total Constantly scratch all over. Accuse others of scratching if
5 10
motionlessness when idle. questioned about this behavior. Become angry if questioning
Never blink. continues.
SUM 5 - 19 SUM 20 - 35
WHITE STAR TAGS RED STAR TAGS
1. no object n/a 1. cloud planet h2o, ore
2. rock planet ore 2. rock planet ore
3. dust planet metal 3. dust planet ore, metal
4. minor singularity data 4. asteroid belt ore, metal, h2o (ice)
5. earth analogue h o, n o , organic, ore
2 2 2
5. earth analogue h2o, n2o2, organic
6. cloud planet h o, organic
2
6. no object n/a
7. asteroid belt ore, metal 7. ringed gas giant h2o, metal (rings)
8. gas giant organic 8. gas giant h2o, organic
9. ringed gas giant h o, metal (rings)
2
9. comet ore, metal, h2o, data
10. reroll 2x, keep both n/a 10. ancient beacon int, data
SUM 36 - 50
BLUE STAR TAGS EXAMPLE
1. cloud planet h o, organic
2
5D10 roll: 5, 6, 7, 8, 10 (reroll -> 4, 8)
2. dust planet ore, metal
• Sum: 36 (blue star)
3. cloud planet h2o, n2o2
• 4 - binary moon (ore, metal, data)
4. binary moon ore, metal, data
• 5 - asteroid belt (ore, metal, organic)
5. asteroid belt ore, metal, organic
• 6 - cloud planet (h2o ore)
6. cloud planet h2o, ore
• 7 - ringed gas giant (h2o, organic)
7. ringed gas giant h2o, organic
• 8 - comet (metal, h2o, data)
8. comet metal, h2o, data
• 8 - comet (metal, h2o, data)
9. rock planet ore
10. reroll 2x, keep both n/a