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QUADRA

II Title of Page
“Who is it that drags this corpse around?”
— Zen koan
Contents
On The Warp ...................... 01 Subject 04: Jonesy Babbitt .... 18-19
How to Use This Module ........... 01 // the dreamer
How to Win ....................... 01
Subject 05: Yu Yin ............ 20-21
Background ....................... 02 // the warp
Mission Hooks .................... 02
Sanity ........................... 02 Subject 06: Sonia Ellison ..... 22-23
// the ship
Aftermath ........................ 03
Glossary ......................... 03 Warp Test Research Data .......... 24
The Warp Test .................... 24
What Happened .................... 04 Side Effects ..................... 24
Crew Manifest .................... 04
Building a New Psionic Ability ... 25
Ship’s Computers ................. 05 New Psychic Characters ........... 25
Hacking .......................... 05
About Ability Nouns .............. 26
Command Deck .................. 06-07
About Ability Verbs .............. 27
Habitation Deck ............... 08-09 Example: Gaining New Abilities ... 27

Research Deck ................. 10-11 Psionic Ability Stress Table ..... 28


Using Psionic Abilities .......... 28
Subject 01: Evander Budaj ..... 12-13 Telekinesis ...................... 28
// the mech
Ability Use Flowchart ............ 29
Subject 02: Miriam Rios ....... 14-15 Ability Use Examples ............. 29
// the spider
Search The Body .......... BACK COVER
Subject 03: Billy Wei ......... 16-17 Search The Room .......... BACK COVER
// the director

Design, writing, art, and layout by Quadra.


Edited by Fiona Maeve Geist (MRC).
Copyright ⓒ 2023 Paradiso. Digital Edition,
First Release. ISBN 979-8-9888799-2-3
Special thanks to my players and the
Mothership Discord crew.
www.paradiso.zone
www.traaa.sh
paradiso@paradiso.zone

This product is compatible with 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.
“On The Warp” // How To Use This Module // How to Win 1

How To Use This Module


This module touches on some classic space horror
and cyberpunk themes: corporate greed and the
SPECIAL RESEARCH DIVISION transformation of innocents into monsters— which
SUBJECT: ON “THE WARP” easily slot into most Mothership campaigns.

Ask ten spacers about “the Warp”—their slang This module is centered on the research vessel
for hyperspace—and you’ll get ten different RSV Fidanza in the aftermath of a series of brutal
tales of impossible geometries, time travel, and experiments. It was designed specifically to kick
mad revelations. In hyperspace, the waking off a campaign, providing players with fun hooks to
mind bends in on itself in a flailing paroxysm of explore and seeds of major long-term problems.
consciousness—the rational self drowns in a
void of reason. You can use it to launch your own campaign, drop
into in an ongoing one, run it as a one-shot, or tear
Our minds can only decipher narrow bands of it apart and use the rules and characters in your
perception, allowing us some small, distorted own scenarios. The Fidanza is yours.
pittance of understanding of the universe.
Conscious beings allow the universe an
awareness of itself, but we are as myopic as we See Mission Hooks ➔ 2 for options
are varied, so the universe’s self-awareness on how to get players involved.
must therefore be incomplete, conflicted, and
schismatic: the tales the universe tells itself
are lies. How To Win
Mothership espouses a mantra of “Survive, Solve,
Hyperspace drives exploit the essential Save: Pick One.” Given the six “monsters” here are
interpenetration of all things, resolving our also victims, the players must determine what
ships’ locations across unfathomable distances. “solving” and “saving” mean to them. This module
When our limited minds are exposed to this can be “won” in several ways, including:
connected totality, we experience something • Do the Job: Complete the mission, recover
like madness. But what if a consciousness research data and, optionally, return the
could harness an encounter with unfiltered subjects to Tannhäuser R&D (to experience
reality—to reach out, to expand? torturous testing unto a drawn-out and
excruciating death). This helps Tannhäuser
We believe the psionic abilities we’ve observed develop psionic tech capable of influencing and
are best understood not as manifestations of ultimately dominating the galaxy. PCs are
extraordinary mental powers but as one’s rewarded handsomely and will likely be offered
sense of self broadening to encompass a larger further corporate wetwork.
aspect of reality. In the psychic, a greater part • Sell the Data and/or Subjects to a third party:
of the universe perceives itself and acts And paint a huge target on your back!
accordingly. What we see as “telekinesis” is, for • Steal the Ship: Abandon the mission, ally with
them, like moving a finger: the “remote” object the research subjects, and abscond with the
they move is not separate from their body. RSV Fidanza and its valuable research data.
Forge a new life on the outer rim as Tannhäuser
Different psychics’ loci for their sense of self hunts you and a bunch of dangerous and
vary, and are usually quite limited in reach, but unstable test subjects down!
if we can extend their perceptions, they may • Harness Psionic Powers: Attempt a Warp Test
develop much broader, more useful, areas of to unleash your inner psychic— and possibly
influence. We believe the Warp is the key. your inner psychotic.

See Aftermath ➔ 3 for more


Dr. Amanda Noe, Lead Scientist detailed outcomes.
2 Background //
Title
Mission
of Page
Hooks // Sanity

Background
The Tannhäuser Group Special Research Division Recovery
lost contact with RSV Fidanza, a science vessel PCs are contracted to recover the Research Data
and site of a top-secret project, codenamed ➔ 10 (5mcr) and 6 Datapads ➔ 6–11 (500kcr
“BRAIN DRAIN.” It went missing while each). The contract has an unusually stringent
researchers experimented on six test subjects NDA, but hey, they are paying well…
demonstrating possible psionic aptitude, exploring
potential connections between psionics and Test Subjects (New Campaign)
esoteric hyperspace travel technology. New players are a second round of teenage test
subjects scheduled to awaken after the first Warp
Green-lit specifically for potential military Tests. They wake up in their underwear without
applications, the project is the brainchild of the gear. Some other subjects may be sympathetic—
brilliant but eccentric Dr. Amanda Noe. She is the but the incoming Tannhäuser cleanup squad
only person who really understands the certainly isn’t.
intersection of two barely-understood fields:
psionics and hyperspace research. Missing Child
Jonesy’s ➔ 18 parents are desperately looking
Tannhäuser assigned Dr. Lucia Aliyev (secretly an for them. Months of searching and pleading turned
android spy) to the project over Dr. Noe’s protests., up a lead: a sympathetic Tannhäuser contact
specifically tasked with monitoring Dr. Noe and the pointed them towards an isolated and remote
results. Noe was also joined by her long-time spacecraft. The PCs are to investigate and return
colleague (and occasional lover), Dr. Rafael their precious child alive. Reward: 1mcr.
Ubertino. See Crew Manifest ➔ 4 .
Liberation!
The Fidanza reappeared in a remote rim system, The Rimworld Liberation Front, whose intel
and Tannhäuser wants their data back. indicates corporate experimentation on teenagers,
hires the PCs to rescue the subjects—to serve as
Mission Hooks anti-corporate agitprop mascots.
Whether running a one-shot, starting a campaign, Reward: 1mcr per Subject.
or dropping the module into one, there are many
ways to bring the PCs to seek the RSV Fidanza. Spooky Action At A Distance
In cryosleep, the crew experience visions of a girl
Your Job’s On The Line floating in space, turning inside out over and over
The PCs were working on something important and ➔ 20 . She’s requesting help—and some strange
entirely unrelated—an archaeological dig, planetary coordinates appear in your nav…
survey, colonial immunization program, etc.—
funded by the wealthy Tannhäuser Group. The
Fidanza just showed up, and they’re the only
people close enough to make contact before the Sanity
warp drive can reactivate. Tannhäuser demands Each Test Subject has a Sanity Chart rated
the crew secure the Research Data ➔ 10 and all 0–5 detailing their starting Sanity and
6 Datapads ➔ 6–11 , or they will pull their funding corresponding behavior. Whenever they
and have them blacklisted in their field. If they do experience something that would trigger a PC
well, however, they might just unlock some extra Sanity Save, Fear Save, or Panic Check: roll
funding… Instinct. Failure: -1 Sanity.

Distress Signal Players may roleplay attempts to improve a


“... please … need help … this is Doctor Noe … Subject’s Sanity. You may require a roll for this.
Fidanza … the kids … hyperspace … fuck … they’re If the players use information gleaned from the
… need containm … kids … can’t … breathe … Subject’s Log, give them advantage or simply
dangerous … Sonia—” let them succeed. Success: +1 Sanity.
Aftermath
Title of//Page
Glossary 3

Aftermath Glossary
Data and/or subjects delivered to Tannhäuser: Tannhäuser Corporation: A massive megacorp
1. Now: The company pays & retains the PCs for with a long history of terraforming and
future cleanup jobs. If they can keep their colonization. Their countless subsidiaries are
mouths shut, there’s plenty more work like this leaders in hyperspace research, biotech, and
to be had. AI development.
2. Soon: R&D starts secretly experimenting on
the PCs, providing shuttles with tampered
cryopods and secretly dosing them with
Dissocan. Tannhäuser keeps close tabs as they
recklessly (and ultimately fatally) experiment
on the PCs. If the PCs try to quit, they are
hunted down.
3. Later: Tannhäuser uses the research to develop
psionics programs in several remote star
systems. Youth begin disappearing in large
numbers across Tannhäuser colonies.
4. Much Later: Tannhäuser begins to develop:
• Psionic Astrogators: Psychics directly
plugged into warp drives, efficiently
transporting ships across unimaginable BioGel: Tannhäuser developed this antibacterial,
distances at great personal cost. nutritive gel to preserve organs and prevent
• Psionic Spies: Psychic special ops forces transplant rejection. Can be used as emergency
that can manipulate their environments, rations but it’s like eating vitamin-flavored Jell-O.
mentally dominate opposition, and detect
thoughts of resistance or sedition.
• “Remakers”: Networked psychic hive-minds
capable of large-scale manipulations of the
hidden fabric of spacetime itself.
5. Finally: Tannhäuser uses their new psions to
dominate populations, terraform and destroy
planets, and become a true galactic empire,
crushing all of humanity beneath a relentless
psionic fist. All thanks to you!

Data and/or subjects sold to anyone else:


• If delivered to another major corporation or
power with sufficient resources, as above but
on a more gradual timescale.
• If delivered to a smaller group, they may try Dissocan: A powerful dissociative hallucinogen.
and sell data to Tannhäuser or another power, Consumption induces a psychedelic out-of-body
use it as leverage, expose them, or develop experience for 1d10 hours. Sanity Save or gain 1d5
psionic tech of their own. Stress per dose. Characters on Dissocan are
• Tannhäuser Corporation eventually catches slightly out of phase with reality and can see
wind of this, coming after the PCs and the Yu Yin ➔ 20 as stable when out of hyperspace.
buyer, fixated on recovering the data and
killing witnesses.

The players keep the data and/or subjects: Dissocan is also used as part of the
• Tannhäuser Corporation relentlessly hunts Warp Test ➔ 24
them to the ends of the galaxy to recover
their assets.
4 What Happened? // Crew Manifest

What Happened Aboard the Ship?


The science team were conducting experiments to 5th Jump: Yu Yin is tested next to the Warp Drive,
induce or enhance psionic abilities in six teenage becoming permanently entangled with hyperspace.
test subjects ➔ 24 . They made a hyperspace ➔ 20
jump for each Dissocan-drugged subject after they
were suspended in a tank of BioGel in a different 6th Jump: Sonia Ellison is tested on the Bridge.
location on the ship. She disables her tank’s sedative and takes control
of the ship’s systems. She frees the other test
1st Jump: Evander Budaj is tested in the Cargo subjects. ➔ 22
Bay, gaining the capacity to remotely control
androids and the cargo loader exosuit. ➔ 12 After the 6th Jump: Miriam runs amok, ripping
crew members’ limbs off, Billy dominates and toys
2nd Jump: Miriam Rios’ legs are amputated and with Janice Nyman and Elias Murphy, and Evander
she is tested in the Science Lab near numerous goes to the cargo bay and regains control of the
bionic prosthetics. She controls them now. ➔ 14 exosuit. Sonia torments Dr. Noe, who barricaded
herself in her room. Dr. Aliyev smashes the Warp
3rd Jump: Billy Wei is tested in the Cryo Chamber Drive with a spanner, electrocuting herself while
with marines Janice Nyman and Elias Murphy, who successfully breaking the drive and preventing
he learns to mentally control. ➔ 16 Sonia from escaping. Jonesy remains in his room,
creating fantasy worlds, and Yu Yin remains in the
4th Jump: Jonesy Babbitt is tested in the Isolation Chamber, trying to remain whole.
Isolation Chamber. Isolation and loneliness cause
him to modify reality around him. ➔ 18

Crew Manifest
Crew Bio What happened to them

Captain Charming natural leader, Killed while holed up in the medbay with the other
Rafael Berlin religious fetish, alcoholic. Teamsters by Miriam. ➔ 8

Lead Scientist Brilliant, ambitious mastermind Dr. Noe is barricaded in her quarters, begging Sonia
Dr. Amanda Noe of psionic research, has a moral via console to spare her. Sonia obliged by locking
inhibitor chip in her brain. her door and closing her room’s air duct. This keeps
Miriam out, but Noe is slowly suffocating. ➔ 7

Research Scientist Secret android. Destroyed the Jump Drive before Sonia Ellison
Dr. Lucia Aliyev Cruel and emotionless. could activate it, dying in the process. Examination
Sent to monitor Dr. Noe. reveals she was an Android. ➔ 11

Research Scientist Family man, electronic Killed by Miriam while hiding in a habitation deck
Dr. Rafael Ubertino musician, coward. toilet stall. ➔ 8

Marines Sonia beat Frank West to death with his own gun via
Frank West . . . . . . Macho libertarian. telekinesis when he approached the bridge. Miriam
Elias Murphy . . . . . Gregarious stim addict. later ripped his arms off. ➔ 6 Elias and Janice are
Janice Nyman . . . . Blinded by company loyalty. under Billy Wei’s control in the Barracks. ➔ 9

Teamsters Slaughtered by several test subjects while hiding in


Frank Broussard . . Union agitator, alcoholic. the Medbay. Miriam subsequently ripped all of their
Hanna Kollontai . . Laid-back metalhead. arms off. ➔ 8
Wang Xiu Ying . . . Corp conspiracy theorist.

Subjects 01-06 Teenage test subjects. Took control of the ship. ➔ 12-23
Ship’s Computers // Hacking 5

Ship’s Computers
Checking the ship’s computers (the Bridge’s • Cameras and Access Logs: Each hallway and
Navigation Computer, the Life Support terminal, room other than the Head, Living Quarters,
and Living Quarters terminals) reveals basic ship Cells, Science Lab, and Isolation Chamber has a
status information: largely normal except for: camera. Historical data was wiped and
• Power surges in the Bridge, the Jump Drive, recording is disabled. Camera access logs are
and the Isolation Chamber. intact and fairly regular before going offline a
• The jump drive is offline. couple days ago, then resuming randomly and
• Air pressure is fluctuating rapidly in the sporadically, with big gaps. The latest camera
Test Chamber. accesses are in the rooms that the players
have recently visited. While PCs are looking,
Checking any computers alerts Sonia to the PCs’ the camera log suddenly updates, showing the
presence. She attacks them with Telekinesis once camera in their current room has been
they start moving again. accessed. Sonia attacks them with Telekinesis.
• Life Support Status: Provide the map handout
Hacking below disclosing all rooms have good
Hacking any of these computers may further atmosphere except ISO (the Isolation
reveal the following: Chamber), where oxygen levels are fluctuating
• Crew Manifest: Provides all the crew names rapidly and the second LQ (the lead scientist’s
and positions except the Test Subjects (only Living Quarters), with quite low O2 levels. If the
listed in the Science Lab mainframe). players have damaged the ship, started any
• Ship Layout: Provide the map handout below. fires, etc. reflect that here.
• Systems Status: All systems operational
except for the Jump Drive’s power fluctuations
causing ship-wide disruptions (flickering lights, The Science Lab Computer ➔ 10 is not
sparking, etc.) connected to the ship’s network.

╔═══════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╗
║ ______ _______ _ _ ║
║ ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ |_____/ |______ \ / ║
║ ░░░░░░░┌────┐░┌────┐░┌────┐░┌────┐░░ | \_ ______| \/ ║
║ ░░░░░░░░░░▼░│ LQ │░│ LQ │░│ LQ │░│ LQ │░░ _______ _____ ______ _______ __ _ ______ _______ ║
║ ┌──────┐░░║░└──□─┘░└──□─┘░└─□──┘░└─□──┘░░ |______ | | \ |_____| | \ | ____/ |_____| ║
║ │ BRDG ◙══╩════╩══════╩═════╩══════╝░░░░░ | __|__ |_____/ | | | \_| /_____ | | ║
║ └──────┘░░.░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ ┌────────────────────────────────────────────────────────┐ ║
║ ░░░░░░░░░░.░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ │ TANNHÄUSER SPECIAL RESEARCH DIVISION │ ║
║ . └────────────────────────────────────────────────────────┘ ║
║ . ║
║ ░░░░░░░░░░░░░░.░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ ╔═══════════════════════════════════╦════════════════════╗ ║
║ ┌───────────┐░.░┌──┐┌──┐░░░░░░░░░░░░░░░░░░░░░░░░░░░ ║ ║ CLASS I ║ ║
║ B ◙ │░▲░│SC││WC│░░╔═════════╦════╗░░░░░░░░░ ║ Tannhäuser ╠════════════════════╣ ║
║ A ◙ │░║░└─□┘└─□┘░░║░┌─────┬─□──┐░◙░░░░░░░░░ ║ Verge-K J2C-I ║ JUMP-2 ║ ║
║ Y ◙ │░╚═◙═╬═══╩═══╬═□ GAL □ LS │░╚═▼░░░░░░░ ║ ║ CAPABILITY ║ ║
║ D ◙ CARGO │░░┌──□─────┐░║░├─□───┴┬□──┴──┐.░░░░░░░ ╚═══════════════════════════════════╩════════════════════╝ ║
║ O ◙ │░░│ MEDBAY │░◙░│ BRKS □ CRYO │.░░░░░░░ ║
║ O ◙ │░░└─────□──┘░║░└──────┴──────┘.░░░░░░░ ┌──────┐┌──────┐┌──────┐ ┌──────────────┐┌─────────┐ ║
║ R ◙ ◙═══╦════╩════╝░░░░░░░░░░░░░░░░.░░░░░░░ ╔═╣ 20 ╠╣ 35 ╠╣ 05 ╠═╦═╣ ▓▓▓▓▓▓▓▓░░░░ ╠╣ ●○○○○○○ ╠═╗ ║
║ └───────────┘░░░║░░░░░░░░░░░░░░░░░░░░░░░░░░.░░░░░ ║ └THRUST┘└SYSTEM┘└BATTLE┘ ║ └─FUEL───08/12─┘└WARPC─1/8┘ ║ ║
║ ░░░░░░░░░░░░░░░░◙░░░░░░░░░░░ . ║ ║ ║ ║
║ AIRLOCK . ║ ┌──────────────────────┐ ║ ┌─────────────────────────┐ ║ ║
║ . ╠═╣ ◍◍◍◍◍◍◍◍◍◍◍◍◍◍◍◍ ╠═╬═╣ ╠═╣ ║
║ ░░░░░░░░░░░░░░░░░░░░░░░░░░░░.░░░░░░░░░░░░░ ║ └─CREW───────────??/16─┘ ║ ├─────────────────────────┤ ║ ║
║ ░░░░░░░░┌───┐░░░░░░░░░░░░┌───────┬────────┐▒▒▒▒▒▒ ║ ALERT: STATUS UNKNOWN ║ │ │ ║ ║
║ ░░░░░░░░░│ISO│░░░░░░░░░░░░│ ENG1 □ THR1 │▒▒▒▒▒▒ ║ ║ └─HARDPOINTS────────00/02─┘ ║ ║
║ ░░░░░░░░░░└─◙─┘░░░░CELLS░░░└───□───┴──□─────┘▒▒▒▒▒▒ ║ ┌──────────────────────┐ ║ ║ ║
║ ░░░░░░░░░░░░║░░░░░░┌─┐┌─┐┌─┐░░░║░░░.░░║░░░░░░░░░░ ╠═╣ ●●●●●●●●●●●●●●xx ╠═╣ ┌─────────────────────────┐ ║ ║
║ ░░░░░░┌─────◙────┐░│4││5││6│░░░║░░░.░┌──────┐░░░░░ ║ └─CRYOPODS───────14/16─┘ ╠═╣ MEDBAY ╠═╣ ║
║ ░░░░░░│ │░└□┘└□┘└□┘░░░║░░░.░│ │▓▓▓▓▓ ║ WARNING: 2 PODS BROKEN ║ ├─────────────────────────┤ ║ ║
║ ░░░░░░│ SCILAB ◙══╬══╬══╬═◙══╬═══▲░│ JUMP │▓▓▓▓▓ ║ ║ │ SCI LAB W. ISO CHAMBER │ ║ ║
║ ░░░░░░│ │░┌□┐┌□┐┌□┐░░░║░░░░░│ │▓▓▓▓▓ ║ ┌──────────────────────┐ ║ ├─────────────────────────┤ ║ ║
║ ░░░░░└──────────┘░│3││2││1│░░░║░░░░░└──────┘░░░░░ ╠═╣ ○○○○ ╠═╣ │ BRIG │ ║ ║
║ ░░░░░░░░░░░░░░░░░└─┘└─┘└─┘░░░║░░░░░░║░░░░░░░░░░ ║ └─ESCAPEPODS─────00/04─┘ ║ ├─────────────────────────┤ ║ ║
║ ░░░░░░░░░░░░░░░░░░░░┌───□───┬──□─────┐▒▒▒▒▒▒ ║ DANGER: NONE FOUND! ║ │ │ ║ ║
║ ░░░░░░░░░░░░│ ENG2 □ THR1 │▒▒▒▒▒▒ ║ SAFETY CODE VIOLATION ║ └─UPGRADES──────────03/04─┘ ║ ║
║ ░░░░░░░░░░░└───────┴────────┘▒▒▒▒▒▒ ║ ║ ║ ║
║ ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ ╚══════════════════════════╩═════════════════════════════╝ ║
║ ║
╚═══════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╝
6

COMMAND DECK
// UPPER DECK

Bridge: Captain’s Quarters:


Locked, barricaded, reinforced door, requires Messy and musky. 1d10 empty vodka bottles, an
breaching to enter. Inside, the psychic elaborate body harness with ball gag under the
Sonia Ellison ➔ 22 floats in a BioGel tank with a bed. Under the pillow is a loaded revolver. There’s
compression vest pumping it through her lungs. a “pin-up bible” in the nightstand with sexy bible
Cables link the mind-machine interface in her neck scene centerfolds. The desk has a terminal.
into the Navigation Computer. Sonia is always
aware of the PCs if they are anywhere on the
Command Deck.

Map Key
Elevator and Ladder
00 Test to Habitation Deck
Subject

Subject
00
Log

Computer
Terminal ➔ 5 06

Door

Elevator
& Ladder

Duct

Duct
Opening

Duct to Encounters: For every new doorway passed


Next Deck through, roll 1d10 + number of doorways visited.

Roll Encounter

Cameras 1-5 Nothing happens.


Cameras are how Sonia ➔ 22 monitors the
ship’s interior. She’s still acclimating to her 6-10 Ominous environmental effect.
new body and is not always aware of the Skittering in the walls, creaks, etc.
PCs’ location. She always notices the
destruction of a camera, however. 11–12 Sonia attacks with telekinesis.

Every hallway and room has a camera on the 13-14 Door slams shut: Speed Save or 2d10dmg.
central network, except the head, the
officers’ quarters, and the science lab area. 15-16 1d10/2 Psychic Arms skitter towards the PCs.
Each Lab room and cell has cameras
connected to the lab mainframe, isolated 17-19 Miriam moves towards the PCs via vent.
from the ship’s network (and from Sonia).
20+ Nearest Test Subject acts against the PCs.
Chief Scientist Quarters Recent communications log: 7
(Dr. Amanda Noe): noe (Dr. Amanda Noe) <=> ship (Ship Computer)
The door is barricaded with ----------------------------------------------
furniture and the air duct is noe> please sonia
remotely sealed. In disarray, noe> i need to breathe
floor strewn with clothes and ship> u dont want me to protect u from miriam?
neurobiology and ship> she rly rly wants yr arms :PP
hyperspace texts. ship> i shut the vents 4 u amanda <3
ship> keepin u safe <3
Dr. Amanda Noe is slowly ship> u rly want me 2 let her in?
suffocating and pleading noe> why are you doing this
with Sonia via terminal. She ship> tf you think why
suffocates 2 hours after the noe> sonia you’re being irrational
players’ arrival. Carrying: noe> this work could help so many people
scientist keycard and ship> god
Datapad 04 ➔ 19 ship> fuck OFF
<ship is away>

02
04

Hallway: Scientist Quarters A Scientist Quarters B


1 dead marine (Frank West: (Lucia Aliyev): (Rafael Ubertino):
Pulse Rifle with 2 magazines). Minimal and spare. No personal Grom 600 synthesizer (4200cr)
Telekinetically beaten to death items. Neatly made (unused) bed, and some big Viscon headphones
with the butt of his own rifle. everything is orderly. Assorted (200cr). Photos of a woman and
His arms were ripped off documents and Datapad 02 ➔ 15 some children taped above the
after death. on the desk. desk.

Exploration and Monsters


When exploring the ship, players encounter six waiting “monsters”: the test subjects. While most
are stationary, Subject 02 (Miriam Rios) ➔ 14 has numerous arms (ten human, and any number
of prosthetics), which are encountered randomly moving throughout the ship. Miriam and her
arms move through the ducting, and can also burst out of walls, machinery, and floor panels.

Subject 06 (Sonia Ellison) ➔ 22 watches through the ship’s cameras and uses her telekinesis
and control of the ship to frighten and attack.
8

HABITATION DECK
// MIDDLE DECK
Storage Closet: Head:
Cargo Bay: A messy closet with some The last stall contains Dr.Rafael
3 cargo containers and 4 fuel supplies. Pitch-black: the Ubertino’s armless bloody corpse:
tanks. Evander Budaj ➔ 12 lights don’t work. scientist keycard and Datapad 01
tinkers with an exosuit next to an ➔ 13 . The vent above him is open.
isolation tank. If a fuel tank Elevator and Ladder
ignites, it explodes for 1 Wound to Command Deck
and ignites everything in a 20m
radius. A wall panel can
be hacked to activate
the cargo bay door.

1 2
01

Airlock: functional.
Med Bay:
A horrible scene splattered with gore,
Container 1: Closed. 1d10 large Container 2: Locked. Supply of viscera, and BioGel. 3 teamster
barrels of medical-grade 2d10*10 prosthetic limbs: arms, corpses with amputated arms. Fear
BioGel and 1d10 boxes of legs, and tentacles. check or 1d10 Stress. Searching
Dissocan (10 doses). yields 1d10 Automeds, 1 Medscanner ,
Container 3: Door is ajar. Roll on 3 scalpels, 2 containers of BioGel, a
the Search the Room Table roll of bandages, and some tongue
➔ Back Cover a few times. depressors.
Galley: Life Support: 9
Messy, big pile of dishes in the Functional,
sink. Marines in the next room humming loudly
loudly reciting Shakespeare. with whirring fans. Encounters
2d10 rations, a pot of truly A computer On all 3 levels of the ship, use
awful instacoffee. terminal here the Encounter Table ➔ 6 to
connects to the generate encounters!
ship’s central
network. ➔ 5

Elevator and
Ladder to
Research Deck

01

03

Barracks:
Six beds and lockers of the Cryo Chamber:
crew’s belongings inside. A Some scattered smashed glass
messy table has an Arcturian and cryofluid. 2 of the 16 cryo Searching
Tarot card spread on it. pods are broken, oozing In addition to listed items, roll
Billy Wei ➔ 16 forces his cryofluid. An isolation tank is in on the “Search the Room” or
marine thralls to recite the corner. “Search the Body” tables
Shakespeare, breaking toes and whenever players search!
fingers for resisting. He uses ➔ Back Cover
them to investigate sounds and
attacks the players on sight.
10

RESEARCH DECK
// LOWER DECK

Isolation Chamber:
Acoustically-padded EM-isolated cell, only
openable from outside. Signals cannot enter or exit
while in isolation mode (currently active). Contains
Yu Yin ➔ 20 and an isolation tank full of BioGel.

Science Lab:
A large Research Computer contains the Warp 05
Test Data and the Isolation Chamber camera
feed. Several bloodstained lab tables, desks,
surgical equipment, a cooled storage chest
contains a pair of amputated human legs,
and an isolation tank. Hidden amidst
clutter on the shelves:
04
Datapad 05 ➔ 21 .

04

Warp Test Research Data ➔ 24


• Download: Once initiated, roll
d100[-] each round. This is the
% completion progress.
• Download with successful
Computers or Hacking Speed
check: Roll d100 for progress
each round. 05
• Physically remove the drives
from the computer: Intellect
03
check, damage data on fail.

Cells:
Reinforced doors require a scientist
keycard (can be hacked or forced
with time). Cell 3 (Billy Wei):
Open door. Copy of The Tempest and
Cell 1 (Evander Budaj): other plays. Scattered unwashed dishes.
Open door. Transforming robot
action figure (“Sparkophagus,” turns Cell 4 (Jonesy Babbitt):
into a sarcophagus which turns into Closed door. Jonesy Babbitt ➔ 18 sits on a
a jet that drops sarcophagus-shaped cot clutching a blanket and staring into space.
bombs with a button press)—it’s Room is clean save piles of fantastical drawings
fairly rare, 450cr to a collector. and a fantasy novel under the bed.

Cell 2 (Miriam Rios): Cell 5 (Yu Yin):


Closed door. Bloody(?) finger Closed door. Gilded Solarian Church Idol, prayer mat.
paintings on inside of cell depict
spiders with children pulling their Cell 6 (Sonia Ellison):
legs off. Closed door. Books on cryptography, well-worn flightsuit.
Engine 1: Thruster 1: 11
Worn and shaky. Rattles but otherwise fine. Miriam Rios ➔ 14 patrols the
1d10/2 Arms ➔ 14 . Behind the thruster: ship’s ventilation shafts, but
Datapad 03 ➔ 17 . largely confines herself and her
Arms to the research deck’s
dark, narrow corridors.

03

Elevator and Ladder


to Habitation Deck
05 06
02

Jump Drive:
06 Badly damaged by
Dr. Lucia Aliyev. Her
02 01
twisted corpse clutches
a spanner embedded
in jump drive circuitry—
she sometimes twitches.

Touching the
spanner or her
body without
protection or
rerouting power
from the drive
electrocutes
(4d10 damage) and
throws you backwards.

She has a scientist keycard and


Engine 2: Thruster 2: Datapad 06 ➔ 23 . Examination reveals
Old but functional. Refurbished. Miriam has a BioGel she is a disguised Android.
1d10/2 Arms ➔ 14 “nest” in a warm spot behind the
skitter within. thruster to retreat to if scared. An isolation tank full
of BioGel is also here.
SUBJECT 01 //
12

Evander Budaj Combat Instinct AP Wounds


A muscular young man with a military haircut. His
jumpsuit top is tied around his waist, revealing an 60% 35% 7 (1 if 3(15)
oil-stained tank top. He’s basically done everything exposed)
in his power to look like Rambo. Fire SMG: 2d10 damage, ranged.

He carries a wrench, an electronics toolkit, an Control Machine: Takes control of a visible


SMG, and 1d10 magazines. Evander mentally machine (including Androids, which he can
controls the empty industrial mechsuit and uses it detect: sanity save to resist) for 1 turn.
as cover (treat as 7 AP). He uses the Cargo Bay’s
Telekinesis: Moves a person-sized or smaller
loading crane to swing heavy objects into players, object. People can be thrown ~10m: Body Save
and attempts to dominate any Androids. or knocked prone. Thrown blunt objects or
being thrown into a solid surface deals 1d5 dmg.
Thrown melee weapons do damage as normal.
EVANDER BUDAJ
13

// THE MECH

Longshoreman-Class Mechsuit Sanity & Behavior ➔2


A lumbering industrial exosuit for moving heavy Evander craves purpose and starts at Sanity 1.
cargo. Exposed hydraulic lines lead to each of its
limbs. When under Evander’s telepathic control, Sanity Behavior
killing or incapacitating him shuts down the
Mechsuit. Realizing it’s moving without a pilot 5 Clarity: Seeks a real cause to die
triggers a Sanity save or take 1d5 Stress. fighting for.

4 Erratic: Understands his action hero


Combat Instinct AP Wounds ideal is delusional and, in despair,
sulks and throws tantrums.
As As 10 3(20)
controller controller 3 Macho: Aspires to be an action hero,
is full of swagger and machismo.
2x Swing: 3d10 damage. Body Save or get Prone to violent outbursts.
knocked prone.
2 Hyper-Aggressive: Believes himself
Stomp: 1 Wound. Body Save or be knocked an action hero, erratic, violent,
prone. Automatic action when moving through delusional.
targets instead of an attack.
1 Last Stand: Attacks non-Subjects on
Armor Suit: Anyone piloting the Mechsuit can sight, shouts garbled military
only be directly attacked from the front and has jargon—acts like a crazed action hero
+10 AP. making his last stand.

0 Blaze of Glory: Attempts to die a


Aimed shots (taken with [–]) can target hydraulic heroic death by taking out as many
lines (5 HP each) to disable individual limbs. enemies as he can in one fell swoop.
• One leg disabled: half speed.
• Both legs disabled: immobile.
• One arm disabled: can only use 1 Swing/turn.
LOG: EVANDER BUDAJ ➔ 8
• Both arms disabled: cannot use Swing attack. 01
Roll 1d10 per hour studied:
-----------------------------------
1. Subject is a corporate exec’s
disfavored son, sent into
military training on Aries 93-B.
2. Military academy tests indicate
low tactical skills but some
mechanical aptitude.
3. Acquired from Tannhäuser
Protection Corps as a control.
4. Has an affinity for machinery
and action vids.
5. Tested for military prosthetic
utility and anti-android
pisonics.
6. Tested in the Cargo Bay near a
mechsuit with a medium dose.
7. Test exacerbated Subject’s
latent obsessive tendencies.
8. Post-test separation from cargo
loader upsets Subject, who
lashes out at handlers.
9. Considered for amputation /
prosthetic test pending results
of Test 02.
10. Can mentally manipulate
mechanical locks. Guard assigned
to cell.
SUBJECT 02 //
14

Miriam Rios Psychic Arm


Miriam is missing both legs (in the Science Lab Psychic Arms are prosthetic and dismembered
cooler ➔ 10 ). Her body is now supported by limbs Miriam controls. Feeling their way around the
numerous bionics and the crew’s severed limbs, ship, Miriam’s consciousness spread among them,
glistening with BioGel. Miriam scuttles around, seeking other limbs to rip off. Contact immediately
especially in the vents, in a completely feral mania alerts Miriam to one’s presence.
for pulling people’s limbs off. She screams when hit
and skitters into the vents, stalking her attackers Combat Instinct AP Wounds
for vengeance.
25% 20% 1 1
On first sight, Fear save or gain 1d10 Stress.
Grab: The Arm grabs the target or their gear.
Speed Check to resist. If it grabs an object (e.g.
Combat Instinct AP Wounds a helmet or a gun), it can rip it off. Otherwise,
its grip does 1 damage per round until removal.
65% 50% 6 3(15)
Choke: Speed check or the arm latches onto
Throw Arm: Miriam screams and an extra limb the target’s neck, each turn dealing 1 damage
launches itself up to 10m at a target, becoming and triggering a Body save or pass out. Choking
independent (see Psychic Arm). an unconscious target for 3 turns fatally
suffocates them.
Rip Limb: Miriam grabs a target and tries to rip
off a limb (Combat Check). If successful, she Reattach: Returns to Miriam and reattaches,
gains control of the arm as a Psychic Arm, becoming lost in the swarm. This heals Miriam
dealing 1 Wound and triggering a Panic Check. for 1 HP (but does not heal Wounds).
This brutal amputation leads to bleeding out in
1d10 rounds without medical attention.

Frenzy of Limbs: Miriam uses her collection of


limbs to shield herself from harm for 6 AP. Each
time she successfully uses her AP to block
damage, create a new Psychic Arm at her
location.

Telekinesis: Moves a person-sized or smaller


object. People can be thrown ~10m: Body Save
or knocked prone. Thrown blunt objects or
being thrown into a solid surface deals 1d5 dmg.
Thrown melee weapons do damage as normal.
MIRIAM RIOS
15

// THE SPIDER

LOG: MIRIAM RIOS ➔ 7


Sanity & Behavior ➔2
02 Miriam craves safety and starts at Sanity 0.
Roll 1d10 per hour studied:
-----------------------------------
1. Subject acquired from a shelter
Sanity Behavior
on Apollonia VIII.
2. Unknown history, likely orphan.
3. Shelter reported Subject 5 Shaken: Leaves most limbs dormant
manipulated others in a manner and tries to present in a roughly
suggesting latent psionic humanoid form. Agoraphobic and
ability. distrusts strangers. Speaks haltingly.
4. Drug testing shows Subject is
susceptible to dissociation. 4 Acclimating: Self-conscious, tries to
5. Dr. Aliyev conducted the arrange her limbs in a less unsettling
amputation prior to the test (no way. Mimics behaviors and some
anesthetic, to prevent unwanted speech of those she trusts.
drug interactions).
6. Tested in the Science Lab with a 3 Codependent: Fixates on one or more
high dose of Dissocan, in PCs and only feels calm around them.
proximity to prosthetic limbs. Haltingly repeats words.
7. Tested Subject for extent of
prosthetic self-extension.
2 Avoidant: Avoids others, confining
8. Post-test, Subject has further
herself to the lower deck. Spies from
destabilized, expressing dismay
at pain and physical state.
the vents on the ship’s goings-on. Will
9. Post-test, subject imprinted on
panic and attack if approached.
(and uses) various prosthetics.
Unable to speak.
10. Post-test, Subject cries when
separated from prostheses, 1 Dweller: Avoids others, sticking to
claiming her limbs are being vents and the lower deck. Kills and
ripped off--a clear sign of rips the arms off of anyone who gets
self-extension. too close. Unable to speak.

0 Stalker: Hunts, kills, and rips the


arms off of any non-test subject.
Completely fixated on self-
preservation and controlling her
environment. Unable to speak.
SUBJECT 03 //
16

Billy Wei
Billy uses his psionics to dominate two armed
Marines. He is puppeteering them to recite Act 5,
Scene 2 of Hamlet (the Gravediggers) while calling
out stage directions and breaking their fingers and
toes for resisting. Billy carries a bowie knife and
several scripts.

Combat Instinct AP Wounds

30% 70% 3 2(15)

Knife: 1d10 damage.

Puppet Person: Visible non-Android target


makes a Sanity save or Billy controls their
actions. Roll the save secretly, taking over
when their turn starts. Player rolls a Sanity
save each turn (openly) to regain control—Billy
then breaks one of their fingers for 1 damage:
roll d10 to determine which one.

Telekinesis: Moves a person-sized or smaller


object. People can be thrown ~10m: Body Save
or knocked prone. Thrown blunt objects or
being thrown into a solid surface deals 1d5 dmg.
Thrown melee weapons do damage as normal.

LOG: BILLY WEI ➔ 11


03
Roll 1d10 per hour studied:
-----------------------------------
1. Subject acquired from a gifted
Solarian school on The Course.
2. Subcitizen-caste parents sold
Subject to corporate, citing “no
future in theater.”
3. Pliable, wishes to please
researchers.
4. Highly social. Likes performing
for guards, exhibiting obsessive
and exacting tendencies.
5. Apparently uses limited latent
psionics to influence people
around him; likely subconscious.
6. Selected as a candidate for
interrogation training.
7. High dose test conducted in the
Cryogenics area, near two crew
members’ cryopods.
8. Post-test, the Subject’s
dissociation resolution extended
to multiple people nearby.
9. Post-test psionic aptitude
proven problematic, recommend
temporarily sequestering him,
especially from Marines.
10. Abilities indicate definite
military and crowd-control
applications.
BILLY WEI
17

// THE DIRECTOR

Elias Murphy & Janice Nyman


Two marines unwillingly under Billy’s control. HAMLET, ACT V, SCENE I. A churchyard.
Murphy (SMG) and Nyman (shotgun) each have Enter two Clowns with spades, &c.
battle dress (7 AP) and military training (+10%). If
they survive (and recover), they have a Phobia of FIRST CLOWN.
Theater. Killing or mentally incapacitating Billy Is she to be buried in Christian burial, when she
frees them. wilfully seeks her own salvation?

Combat Instinct AP Wounds SECOND CLOWN.


I tell thee she is, and therefore make her grave
45% 40% 7 2 straight. The crowner hath sat on her, and finds
it Christian burial.
SMG: 2d10 damage, ranged.

Shotgun: 1 Wound, ranged. 1d10 damage at FIRST CLOWN.


Long Range or greater. How can that be, unless she drowned herself in
her own defence?
Resist: A 1-in-10 chance each round to resist
Billy. Success: they shout instead of acting and More, if you need it:
Billy breaks one of their fingers or toes (-1hp) www.gutenberg.org/files/1524
and regains control the following round.

Sanity & Behavior ➔2


Billy craves affirmation and starts at Sanity 1.

Sanity Behavior

5 Pleaser: Only dominates animals and


“inferiors;” tries to make them be
helpful to people he admires.

4 Needy: Sometimes attempts to


dominate people he feels are ignoring
or avoiding him. Defers to people he
admires.

3 Manipulative: Temporarily dominates


people to toy with them, get him
things he wants, etc.

2 Dominating: Controls people, trying


not to hurt them, but only to avoid
breaking his toys.

1 Megalomaniacal: Convinced everyone


are philistines, attempts to dominate
everyone to perform in his
“rehearsals.” Kills resisters.

0 Power-Mad: Dominates all around him


for death-matches with grand
theatrical flourishes while he screams
directions. Seeks “puppets.”
SUBJECT 04 //
18

Jonesy Babbitt Sanity & Behavior ➔2


Jonesy looks disheveled in his ill-fitting jumpsuit, Jonesy craves control and starts at Sanity 2.
his cell seemingly flickers in and out of existence,
revealing flashes of other, fantastical worlds. Sanity Behavior

Reverting to a fearful, childlike state post-Test in 5 Master Builder: Confident in his


the Isolation Chamber, he creates imagined worlds abilities, wants to realize a utopian
vision under his complete control,
and only attacks with Telekinesis if attacked first using those around him to spread it.
or during attempted removal from his cell. He’s
hyper-sensitive to others’ thoughts and distorts 4 Gaslighter: Makes frequent minor,
and reflects them back to terrify all who approach. subtle environmental changes,
determining how best to use them to
manipulate others. He acts subtly,
Carrying drawing supplies and the last fantasy hoping nobody will notice.
novel you read.
3 Manipulator: Overtly manipulates
others’ perceptions. Makes major
Combat Instinct AP Wounds environmental changes to please
himself and unsettle others. Everyone
35% 55% 3 2(15) in the area replaces loved ones with
him in dreams.
Illusion: Jonesy projects a distortion—possibly
changing something in his immediate 2 Tyrant: Agoraphobic, tries to frighten
surroundings, like an ally’s mouth opening and strangers so they leave him alone. If
stretching impossibly wide, a phantasmal fire, PCs earn his trust, he still
etc. Use the PCs’ backstories and Phobias manipulates their perceptions
against them if possible—Sanity save or 1d10 favorably towards him and keeps
Stress and an immediate Panic check. Illusions them off-balance.
dissipate on a successful Sanity save.
1 Dream Architect: Retreats into a
Imagine Reality: At 1 (or less) sanity, Jonesy fantastical world, using Imagined
panics, retreats into his own mind and projects Reality. He can only be
a fantastical otherworldly scenario into his communicated with from inside it.
surroundings, affecting everyone in Close
Range. Take another module or one-shot from 0 Usurper: Projects and spreads his
an entirely different setting and drop the PCs Imagined Reality to replace the “real
into the middle of it without their equipment. world” at an initial rate of 10m/day in
Jonesy is somewhere in the scenario, as an all directions, doubling each day. He
NPC. If the PCs find Jonesy, they can try to can only be communicated with from
convince him to release them and revert reality inside it.
to its normal state—omniscient in his imagined
world, Jonesy judges their actions to gauge
trustworthiness. If convinced, Jonesy gains 1
Sanity and frees them. Killing him ends the
illusion. A PC dying in the Imagined Reality dies
for real.

Telekinesis: Moves a person-sized or smaller


object. People can be thrown ~10m: Body Save
or knocked prone. Thrown blunt objects or
being thrown into a solid surface deals 1d5 dmg.
Thrown melee weapons do damage as normal.
JONESY BABBITT
19

// THE DREAMER

04 LOG: JONESY BABBITT ➔ 10 5. High-dose Warp test conducted in


Roll 1d10 per hour studied: the Isolation Chamber in full
----------------------------------- isolation mode.
1. Subject acquired from an 6. Subject unresponsive post-Test.
accelerated learning program on 7. Unclear how dissociation resolved
Jannah Tau. post-test. Ubertino suggests
2. Selected for high psionic ability Subject turned inward.
markers and creativity. 8. Post-test, guards report seeing
3. Subject told that he is earning strange visions in/around cell.
credits on an exchange program for 9. Guard reported being “lost in the
top-tier students. woods” while guarding cell.
4. Using Subject to test influence of 10. Several crew report Subject
isolation on psionic acuity. appearing in dreams.
SUBJECT 05 //
20

Yu Yin Combat Instinct AP Wounds


Yu Yin‘s constantly warping body floats in the
Isolation Chamber, repeatedly turning itself inside 10% 75% 10 3(15)
out in a whirlwind of flesh. Slashes open across her
Unity With The Warp: As she continually warps,
skin, revealing gore and viscera, widening to she turns anything touching her inside-out and
uncover bones twisting and folding back in on outside-in, ignoring Armor. Body save or turned
themselves to once again reveal skin. On first inside-out (2d10 damage, 1d10 Stress,
sight, Panic Check. Proximity to Yu Yin in this permanent injury, Panic check). This triggers
localized atmospheric fluctuations.
state causes Stress gain of 1 every 10m.
Out of Phase: Disadvantage to all attacks
Despite her appearance, she is fundamentally non- against Yu Yin. AP 10 as long as she’s warping.
violent. Oscillating between our reality and the
Warp, only partially and randomly in phase with Telekinesis (only while in hyperspace or
what is perceptible, incapable of parsing what’s sanity 5—see “Sanity and Behavior”): Moves a
person-sized or smaller object. People can be
happening in her surroundings, wreaking thrown ~10m: Body Save or knocked prone.
unintentional destruction. In Hyperspace, she Thrown blunt objects or being thrown into a
regains her normal human form, losing Unity With solid surface deals 1d5 dmg. Thrown melee
The Warp and Out of Phase—but still weapons do damage as normal.
capable of using Telekinesis.
YU YIN
21

// THE WARP

LOG: YU YIN ➔ 10
Sanity & Behavior ➔2
05
Roll 1d10 per hour studied: Yu Yin uses the normal Sanity rules, but successful
----------------------------------- communication is only possible while in
1. Subject acquired via a slave Hyperspace or at 5 Sanity, otherwise she will not
market on Milgram’s Gambit.
be able to understand. Yu Yin stabilizes in
2. Formerly a nun on long-haul
mission ship Halo Halo, raided hyperspace but it is not pleasant for her: she
while in cryo. experiences the normal negative effects of
3. Selected for program because hyperspace travel.
slavers rumored she performed
“miracles” implying psionics.
4. Scores high for mental Yin craves stability and starts at Sanity 2.
stability, possibly due to her
religious practice. Theorize
this may allow her to withstand Sanity Behavior
close proximity to operational
Warp Drive effects. 5 Attuned: Mostly—through great effort
5. Testing to find limits of and vigilance—able to keep her human
extreme hyperspace influence form outside hyperspace, though she
over psionic ability inducement. “flickers” unsettlingly out of the
6. Extremely high-dose Test corner of your eye. Avoids touch: 5%
conducted beside the Warp Drive. chance to Rend anyone she touches.
7. Initially post-test, Subject has Craves solitude and contemplation.
withdrawn into herself and
appears unresponsive. 4 Proactive: Wants to regain bodily
8. Post-test, Subject shows greater control, or, failing that, isolate and
mental activity matching psionic seclude herself to avoid hurting
patterns than previous Subjects, others. Avoidant but communicative,
though actual psionic capability especially in Hyperspace.
is unclear.
9. 1 day post-test observation
shows parts of body
3 Retreating: Understands her touch’s
dematerializing. Unclear if
damage, retreats from everyone to
condition can be stabilized and
protect them. May lash out in fear.
if it affects the surrounding
environment. 2 Holding On: Trying to hold herself
10. 2 days post-test, rapid and together. Attempts to communicate
severe atmospheric pressure with and approach people without
fluctuations in Subject’s room. realizing the damage this does. If in
Quarantined in the Isolation Hyperspace, she may try to prevent
Chamber under full isolation the ship from leaving.
protocol. If unsalvageable,
recommend ejection via airlock. 1 Losing Control: Affected even more
violently and thrashes around,
moving frantically at random. Nearly
impossible to contain.

0 Ghost: Loses her integrity and


disintegrates, becoming a dispersed,
ghostly quasi-consciousness
haunting the void. If she’s gotten to
know the PCs, she may maintain
some affinity, trailing after them
through space, causing random and
sometimes dangerous anomalies.
SUBJECT 06 //
22
SONIA ELLISON
23

// THE SHIP

Sonia Ellison Sanity & Behavior ➔2


Sonia floats in an isolation tank on the Bridge, Sonia craves autonomy and starts at Sanity 4.
controlling the ship. She mentally imprinted on the
ship, seeing it as her “body”: she controls its Sanity Behavior
systems and sees through its security cameras.
Sonia wants to fix her broken Warp Drive or steal 5 Lucid: Prone to morbid gallows
the players’ but can’t do it herself. She attempts humor. Skilled but rash pilot. Realizes
she wants to be freed from her flesh
enlisting the other Test Subjects to help, but they body and become fully cybernetic.
are too unstable or engrossed with their
own powers. 4 Irrational and Erratic: Takes
unnecessary risks, jealous and
suspicious of crew, makes vague
As the most lucid Test Subject she may propose threats. Generally attacks strangers
PCs help or become her new crew. She’s unwilling but may attempt an alliance.
to relinquish control when making hyperspace
jumps—but as an organic being, hyperspace 3 Loose Cannon: Hallucinates, flies
without cryo is emotionally traumatizing. dangerously, paranoid and seething
with jealousy, may alter O2 levels,
lock people in rooms, etc. Attacks
Combat Instinct AP Wounds strangers.

25% 80% 3 2(15) 2 Randomly Homicidal: Growing


paranoia and jealousy eventually
Ship Melding: She controls the entire ship—to climaxes. Possibly vents ship sectors
her, she is the ship—and sees through its into space, disables life support, etc.
security cameras. She can telekinetically move Attacks anyone at random.
things she is aware of anywhere on the ship and
can operate all the ship’s doors and subsystems 1 Exterminator: Attempts terminating
(navigation, life support, etc.). She isn’t everyone onboard using ship
omniscient, and must focus her attention to subsystems.
track the Pcs’ and NPCs’ activities.
0 Purifier: Tries to kill everyone,
Telekinesis: Moves a person-sized or smaller destroying herself/the ship in the
object. People can be thrown ~10m: Body Save process: overloading reactors, cutting
or knocked prone. Thrown blunt objects or life support, flying into a sun, warp
being thrown into a solid surface deals 1d5 dmg. jumping randomly, etc.
Thrown melee weapons do damage as normal.

06 LOG: SONIA ELLISON ➔ 11


Roll 1d10 per hour studied:
-----------------------------------
1. Subject is a military intel pilot 6. Piloting skill and familiarity
from Tannhäuser flight academy on with spacecraft makes the Subject
[REDACTED] Station. susceptible to connection with
2. Subject fled from her family on navigation systems (constrained
Lamia Tenzo, enlisting in via AI firewall).
avionics-intelligence. 7. High-dose Test to be conducted on
3. Testing reveals possession of mild the bridge, connected to nav
psionic abilities, potentially computer.
aiding her piloting ability. 8. Ubertino raised concerns Subject’s
4. Piloting skill makes Subject ideal military ICE-breaking training
for mind-machine meld testing. jeopardizing project security.
5. Noe expressed concerns about 9. Ubertino’s test security concerns
Subject’s independent streak but overridden by Aliyev.
Aliyev suggested proper 10. [THERE ARE NO POST-TEST ENTRIES]
conditioning could remove it.
24 Warp Test Research Data // The Warp Test // Side Effects

Warp Test Research Data The Warp Test


If a character analyzes the research data for an Conducting a Warp Test requires ingesting
hour, roll Intellect + Psychology, Mysticism, or Dissocan (minimum 1 dose) shortly before a
Hyperspace. Success: roll a random finding (1d10), hyperspace jump, remaining outside of cryosleep
rerolling repeats: for the duration of the jump. Roll 1d10 to determine
what happens, with the following modifiers:
1. During successful Warp Tests, many • +2 per additional dose.
subjects experience complete bodily • +1 for each year under 20.
dissociation and/or dysphoria, an • –1 for each year over 20.
incongruent sense of self from their • +1 for each mental condition (Phobias, etc.)
physical body.
2. Brain plasticity strongly correlates Note: The Warp Test has no effect on Androids.
with Warp Test efficacy, so younger
subjects may be more useful for Roll Effect
Weapons Division.
3. Higher Dissocan doses apparently un- ≤5 Unpleasant. And it didn’t work.
• +1d5 Stress
lock latent abilities and poten-
• +1 Minimum Stress
tially even counteract brain plas-
ticity deficiencies. 6 – 10 Disturbing. You have seen the awful
4. Successful subjects report dissocia- interconnectedness of all things, and it has
tion from a conventional sense of
seen you.
• +1d10 Stress
self. They describe expanding beyond • +1 Minimum Stress
themselves, encompassing their hy- • Gain Minor Telekinesis
perspace surroundings. • Gain a new Psionic Ability
5. Neuroatypicality has high comorbid-
• Gain Hyperspace Sensitivity
• Gain Psionic Overextension
ity with psionic aptitude. Selecting
for or inducing mental illness may ≥11 Scarring. As you lost yourself in the
effectively increase Warp Test suc- interconnectedness of all things, a dreadful
cess rates. terror ingrained itself in you and will never
let go.
6. During a successful Warp Test, sub-
• +2d10 Stress
jects’ psyches apparently imprint • +1d5 Minimum Stress
beyond their bodies. This persists • Gain Telekinesis
post-test, allowing them to manipu- • Gain a new Psionic Ability
• Gain Hyperspace Sensitivity
late remote objects as if they were
• Gain Psionic Overextension
a part of their own bodies.
7. Test subjects’ personalities appar-
ently influence the Test’s effects After rolling, describe the nightmarish experience
and manifested abilities. Extensive and have the player Panic check. Failure: all gained
subject personality screening is re- abilities trigger against random targets.
quired for Weapons Division use.
8. Some subjects experience something Side Effects
like phantom limb syndrome when sep- Hyperspace Sensitivity is a permanent condition
arated from objects or people im- which doubles all hyperspace-derived Stress gains.
printed on during the Test.
9. Subjects are apparently more men- Psionic Overextension is a permanent condition
tally fragile after successful Warp which replaces entry 10 (DOOMED) on the Panic
Tests. The test’s traumatic stresses table with the following:
only partially account for this.
10. Successful subjects appear to have a 10. PSIONIC MADNESS. Lower your Sanity Save
higher sensitivity to hyperspace by 2d10 permanently. If this lowers your
travel’s associated distortions and Sanity Save to or below 0, treat this result as
illusions. Long-term effects 20. COLLAPSE instead.
are unknown.
Building a New Psionic Ability // New Psychic Characters 25

Building a New Psionic Ability


Building a new psionic ability is actually quite Next, consider the character’s personality to figure
simple. An ability is just a name, usually a noun out how they act on, or in relation to, their target
and a verb. Using a psionic ability involves a (the verb). A great shortcut is the character’s
conversation between the Player and Warden Patch & Trinket: if you don’t have a good handle
about how that name manifests as an ability. See on who their character is, ask the player why their
Using Psionic Abilities ➔ 28 for details. character has their Patch and Trinket.

The ability’s name should be evocative and For example, if their patch is 36. HMFIC (Head
personalized to the wielder: it represents them Mother Fucker In Charge): at face value, this
literally extending themselves into spacetime. character likes to be in control or dominate, so
Here’s the process: their ability likely involves controlling or
commanding.
When conducting a Warp Test ➔ 24 ,
collaboratively imagine the PC’s sense of self But if worn ironically, they may actually be deeply
extending beyond their body, encompassing anti-authority. Then their ability could concern
something their power could target (the noun). undermining authority figures, inspiring rebellion,
or sabotaging equipment.
Examples: a warp drive, a computer terminal,
radiation, other people, machines, ideas, air, light, See the table below for examples of how the Test
dead bodies, food. Subjects wound up with their abilities.

Subject… Was near… And is… So they got…

01 Machinery A military-obsessed gearhead Control Machine

02 Severed limbs Out-of-control, aggressive, scared Frenzy of Limbs

03 People A sociable theater kid and aspiring director Puppet People

04 In isolation Introverted, creative, imaginative Imagine Reality

05 Warp drive Spiritual, religious, a monk Unity With The Warp

06 Bridge A starship pilot and intel officer in training Ship Melding

New Psychic Characters


If a PC dies in a campaign where the players have To figure out their unique ability, collaborate to
revealed the Warp Test’s nature and successfully determine how and under what circumstances
conducted at least one, their new character may they gained their powers.
have psionic abilities.

Perhaps they were experimented upon like the


subjects in this module; perhaps their powers
developed growing up stowing away on transport Player Knowledge
ships, too close to warp drives; perhaps they The Warden should not disclose the Warp
suffered a traumatic brain injury that prevented Test’s mechanics to players beforehand —
cryosleep during a jump and they came out the this is a mystery to figure out using the
other side a changed person. Research Data and Subject Logs!

No matter how, character creation is the same as Conversely, once PCs conduct a Warp Test,
normal, but after creation, gain the Disturbing the Warden should be open about psionic
effects from the Warp Test Table opposite. abilities’ mechanics & collaboratively figure
out what kind of abilities they develop!
26 About Ability Nouns

About Ability Nouns: The Importance of Setting


Psionic awakening is extension beyond the body’s As the character’s mind imprints on something
normal bounds and into the greater world. The during the test, it (and things like it) becomes their
mind imprints on something in its environment: a power’s focus: the ability’s noun.
pattern of matter and energy it comes to
recognize as part of itself.

Location or Situation Some targets Some possible effects


Aeroponic Farm Plants, food, water, lights, Grow/wilt, photosynthesize, produce food, rot/decay,
rot, fungus, spores, air poison, control flora, emit spores, produce vapor/fog
Barracks / Bedroom Sleep, dreams, sleeping Induce sleep, influence dreams, prophetic dreams,
people, linens/fabrics command sleepwalker, control fabric/clothing
Bridge / Cockpit Spaceship, computers, Control spaceship/computers/electronics, navigate
electronics, navigation space, orient, scan area
Brig / In Isolation Isolation, imagination, Manifest imagination, hyper-focus, create silence,
madness, restraints induce madness, escape bonds
Cargo Bay Heavy objects, machinery, Heavy telekinesis (as normal telekinesis but
items in cargo bay everything is one step cheaper), control machine
Cryo Chamber People, temperature, Freeze/thaw person, induce stasis, hibernate, slow
computers, tech target, temperature control, flash freeze
Engine / Thruster Fire, machinery, radiation, Control fire, control machinery, combust target, flying
light, force leap, explosive blast, heat metal
Head / WC Water, sewage, guts, Back up/overflow plumbing, infect, control water,
germs, excretion, cleaning control filth, evacuate bowels, befoul, clean/disinfect
products
Life Support / Air/gas, vital signs, Drain/produce/manipulate air or gas, hard vacuum
Airlock vaccsuits, vacuum survival, manipulate vital signs
Maintenance Narrow passages, Slip through cracks, diagnose/repair machinery, find
Corridor / Ducts machinery, wiring, hidden passage, control machinery, overload circuits,
electricity, airflow intuit layout, remote eavesdropping
Medbay / Science Lab Pathogens, infections, Body scan, heal, mend/break bone, organ failure,
organs, bones, bodies (dis)infect, control pathogen
Mess Hall / Kitchen Food, water, eating, stove, Induce hunger/thirst/inebriation, produce food, make
microwave, fridge, alcohol edible, purify/poison, produce flame/microwaves,
chill/freeze
Turrets / Armory Weapons, ordinance, Control weaponry, cause malfunctions/jams, combust/
ammunition, blades, lasers explode object, deflect laser, produce laser,
pierce armor
Warp Drive Time, space, hyperspace, Bend space/time, teleport, navigate hyperspace,
probability, electronics overload electronics, fold dimension, alter probability
Close to an Alien Abilities of the alien, alien Xenodetection, alien ability (taken from alien), alien
minds, alien language mind meld, alien communication/comprehension
Close to Androids Androids, machines, AI, Puppet android, control machine, implant directive,
technology, computers mind-machine interface, shut down
Close to Bodies / Dead bodies, medical Puppet corpse, view final moments, séance, ghost
Morgue equipment, mourning form, induce sorrow/existential dread
Close to People People, bodies, minds, Puppet person, charm person, implant idea, read mind,
equipment, clothing bind, telepathy
About Ability Verbs // Example: Gaining New Abilities 27

About Ability Verbs: The Importance of Mindset


The kind of person the character is influences their This is exactly what they do. Their ability
ability. The Warden and player should discuss: expresses their base instincts, not the rational or
If they accessed immense power, what would ideal. It can also be helpful to compare the
their first instinct be to use it? character’s personality to the table below.
Personality Some possible verbs
Cold, Tough, Intense, Controlling Control, terrify, force, break, command, overload...
Prying, Sly, Roguish, Insubordinate Break, subvert, unlock, trick, sabotage, warp, influence...
Earnest, Helpful, Practical, Pragmatic Comprehend, mend, heal, find, communicate with...
Calculating, Careful, Strategic Intuit, locate, calculate, navigate, trap, encapsulate...

Example: Gaining New Abilities


Warden: OK Roux and Vasilev, you made it Warden: Great. So how about this. If you gravitate
through. You’re back out of hyperspace. towards the machinery, your ability could
Vasilev: Great. Considering my new Minimum be Break Machine. Seems more likely
Stress situation, I’m not sure I’m ever than Control Machine, given your
going to sleep well again. personality. Or if you want to go with the
Roux: Ha! Yeah, me neither. cryofluid, it could be something like
Warden: Maybe not, but you both got new abilities! Freeze Person.
Vasilev, you got Minor Telekinesis and a Vasilev: Ooh, I like that! But could it be Cold Snap
new ability unique to you. Roux, you got instead? Like less freezing people and
Telekinesis and a new unique ability. more freezing things quickly.
Vasilev: Wait, Minor Telekinesis? Warden: Sure. For Cold Snap, I’d say you can
Warden: It means your telekinetic ability is limited freeze small things or make the air cold
to things you could do normally without super fast but it’ll cost more Stress to,
really exerting yourself. say, freeze a whole person.
Vasilev: So I could throw a toaster, not a fridge? Vasilev: Works for me! Watch your fingers!
Warden: Exactly. Roux: Okay, me next!
Roux: And I got regular Telekinesis, huh? Warden: Absolutely. Where were you when the ship
Warden: Yep. That means you’re only limited by jumped again?
how much Stress you’re willing to take on! Roux: Medbay!
Vasilev: Huh. What’s up with the unique abilities? Warden: Right, right. As you lay on the operating
Warden: Remember how I described your sense of table, you too felt yourself become…
self expanding past your body and more. You extend, grow, become
encompassing the cryopods containing everything around you. The surgical tools,
your frozen crew mates? the biolab, the neural scanner—
Vasilev: Yeah, I was lying in a deactivated cryopod. Roux: The neural scanner!
That was disturbing, thanks for that. Warden: Why the neural scanner? What was your
Warden: As you expanded to encompass the cold, patch again?
the machinery, their frozen bodies, you Roux: “Plays Well With Others!”
found yourself drawn to something. You Warden: Do you?
could manipulate it. It’s as natural as Roux: I do, but like...it’s so I can get by. And get
moving your hand. What was it? what I want. So...yeah, I want to know
Vasilev: Uh, maybe the cryo machinery? Or the what other people are thinking! My ability
cryofluid? I don’t think I’d want to mess could be Mind Scan!
with my crew mates... Warden: Great! When your mind encompasses the
Warden: That makes sense. Also you’re usually neural scanner, you can feel yourself
pretty distrusting of high-tech stuff. That internalize how it works. It’s so simple, so
came from your patch, right? natural to you now. OK, you have your
Vasilev: Yeah, “I Am Not A Robot.” It’s very literal. abilities, now for the side effects…
28 Psionic Stress // Using Psionic Abilities // TK // Cost Modifiers

Psionic Ability Stress Table


Psionic Effect Level Stress Example Effects: Telekinesis

Minuscule: A small action that doesn’t do any +1 Remotely move or manipulate something you
direct damage, plausibly a party trick or bit could move 1-handed. Bend a spoon, slide a
of mentalism. mug, flip a switch, etc.

Minor: An action that does minor damage or +1d5 Remotely move or manipulate something you
has a small but meaningful effect, or creates a could reasonably move with some effort. Shove
temporary state change. a person, throw a crate, break a window, shatter
lightbulbs, etc.

Major: An action that would take a major +1d10 Remotely move or manipulate something
effort, do substantial damage, or serious or requiring a major physical effort and/or some
long-lasting effects. help. Break down a door, throw a person, slide a
loaded cargo pallet, etc.

Otherworldly: An action requiring +2d10 Remotely move or manipulate something you


superhuman effort, doing massive damage, could never physically move without heavy
with a major or permanent effect. machinery. Tear a blast door out of a wall, throw
a shipping container, etc.

Using Psionic Abilities Ability Cost Modifiers


Players may propose any effect they can convince When negotiating Stress gain, many factors can
the Warden plausibly relates to the ability’s name. increase or decrease it. Examples:
• Effect is more general or mismatched to the
The Warden then determines the ability’s Stress ability name: +1 Stress Level. If the Warden
cost (minimum 1) based on intensity, using the feels it’s too far off, they may disallow it.
Psionic Ability Stress Table above. • Example: Using the ability “Control Fire“ to
create a fire instead of control one.
The Warden should propose Stress gain and • Example: Using the ability “Puppet Android”
communicate their reasoning—the player may to control a robotic heavy loader arm.
bargain by reducing the effect or trading other • Use of mental ability-enhancement drugs or 10
resources for a reduced cost (See Ability Cost minutes seated meditation: –2 Stress.
Modifiers, right). Conversely, they could improve • Example: A PC uses a dose of Graxomol
the effect by taking more Stress. No bargaining ➔ Back Cover to heighten their senses.
can reduce stress gain below 1. When making such • Use a relevant focus or conduit, destroying it in
rulings, the Warden should strive to be consistent the process: –1 Stress per 1,000cr value.
with prior rulings, so players can learn what • Example: A PC with “Induce Nightmare”
to expect. wants to use an alien skull (3,000cr) to
haunt an NPC’s dreams. This reduces the
Abilities targeting animate targets by default cost by 3 Stress, shattering the skull.
allow the target to save to reduce the effect. • Significantly reduce the ability’s effect:
-1 Stress Level.
Using a Psionic Ability when already at 20 or • Example: A PC wants to use Telekinesis to
more Stress triggers an immediate Panic Check. throw someone across the room, a Major use
costing 1d10 Stress. Instead, they pull the
pistol out of the target’s hand, a Minor use,
Telekinesis & Minor Telekinesis for 1d5 Stress.
All psionic characters gain Telekinesis or Minor • Make a Panic Check immediately after use:
Telekinesis in addition to a unique ability. ➔ 24 -1 Stress Level. (Note: only use if <20 Stress.)
See the Psionic Ability Stress Table above for • Remove target’s Save: +2 Stress.
example effects. • Example: An NPC would normally save to
reduce effects of a PC’s ability “Implant
Minor Telekinesis can only be used for Minuscule Terror.” The PC takes on more Stress to
and Minor effects. ensure the ability works fully.
Ability Use Flowchart // Examples: Panic, Minor TK, Costs 29

Ability Use Flowchart Example: Using Minor Telekinesis


Vasilev: Is there anything above that guard?
Player declares an ability Warden: There are some boxes on the shelf, yes.
and describes the desired effect What are you looking to do?
Vasilev: Can I use my Minor Telekinesis to pull
one of the boxes onto his head?
Warden considers the effect’s Warden: Sure! The boxes are full, but not super
power and if it matches the ability name
heavy, so Minor Telekinesis works. That’s
1d5 Stress, plus the guard saves to
dodge. How does that sound?
Warden rejects the Warden accepts the Vasilev: Great! [rolls] Damn, a 5.
effect and explains effect and proposes a Warden: OK, take 5 Stress. You pull the box down
reasoning Stress cost
on his head and let’s see if he dodges it...
[rolls] ooh, that’s a crit fail on his Instinct
save! Not only does he not react in time,
Player invents the box knocks him out cold!
Player and Warden
a different course Vasilev: Hell yes. Okay. Stay calm, don’t panic.
negotiate Stress cost
of action
Example: Negotiating Costs
Roux: Can I use my Mind Scan ability on the
Player performs ability and takes Stress creature we’ve captured?
Warden: Sure, it’s intelligent so that’ll work. What
are you trying to find out?
Target saves, if applicable Roux: Um...what did it do to Kaminsky?!
Warden: Okay yeah, you can try, but the alien gets
to save, and you take 1d10 Stress.
Example: Panic on 20+ Stress Roux: What! When I Mind Scanned that marine,
Warden: The eerie glow is drifting towards you I only got 1d5 Stress!
again, like it’s drawn to you... Warden: Well, they were human! You’re trying to
Vasilev: Okay I saw what it did to that guard, we understand an alien mind!
need to get out, and fast. I want to use Roux: Ah, right. Oh, but I have Sophontology!
Cold Snap to freeze the lock so it’ll be That’s all about alien minds! Shouldn’t
easier to smash. that factor in?
Warden: Okay, what’s your Stress right now? Warden: Ah, that’s right! Well, if you pass an
Vasilev: Uh...23... Intelligence + Sophontology check, I’ll
Warden: Right. You can try, only 1d5 Stress, but lower it to 1d5 Stress. Sound good?
since you’re over 20, you’ll make an Roux: Sounds great. [Rolls] Success!
immediate Panic Check afterwards. Warden: Okay, thinking back to your studies and
Roux: Well, better crazy than dead, right? Just observing this creature’s behavior, you’re
do it, Vasi! I ready the butt of my rifle to pretty sure you understand roughly what
smash the lock. makes it tick. Peering into its mind will be
Warden: What’ll it be, Vasilev? The light is now in a bit less difficult.
Close range. Roux: Hell yeah. Oh, but it can still save to
Vasilev: Shoot. Okay, I’ll risk it. The lock frosts resist me...can I negate its save?
over like it was just dipped in liquid Warden: For an extra 2 Stress, sure!
nitrogen, and...[rolls] I’m at 25 Stress. Roux: Woof. Okay, I’ll go for it. [Rolls] Okay,
Roux: I smash it with my rifle! that’s a 4, plus 2. So I gain 6 Stress,
Warden: While you shatter the lock to pieces with yikes.
a loud crack, you’ll need to make a Panic Warden: As you concentrate, you begin seeing
Check. [hands Vasilev the Panic Die] flashes, incoherent at first, but gradually
Vasilev: Oh boy, here goes nothin’ [rolls] ... resolving into images. It’s Kaminsky,
Roux: Oh...high is bad, right? completely cocooned in a thick
Warden: I’m afraid so... membrane, in some tight metal corridor...
Search the Room (d100) Search the Body (d100)
00 Cyberbrain (serial # scratched off) 00 1d10 Tannhäuser logo condoms
01-04 Rubik’s cube: ejects a d100 x 100cr 01–44 Credchip (result x 100cr)
credchip if solved (if you have a real one,
45-50 Bottle of Dissocan, empty
give it to the player scrambled)
51-55 Bottle of Dissocan, half-empty (2 doses)
05-08 Rough diagram of the ship’s ventilation
ducts taped to the wall 56-62 Bottle of Dissocan, full (4 doses)
09-12 A cat! It’s scared and hungry. Its name tag 62-63 Patch: BRAIN DRAIN (dripping brain)
says “Rigby” 63-64 Patch: WET DECK (mop)
13-16 5 doses of Graxomol, a powdered stim. 65-66 Patch: HELLBENT (pentagram)
+10% to Speed checks for 30 minutes
67-68 Patch: Rabid Snarling Wolf
17-20 Box of awful instant coffee
69-70 Patch: Mandala Design
21-24 Butane Torch
71-72 Patch: GOOD FOR HEALTH /
25-28 1d10 SMG Clips BAD FOR EDUCATION (pill)
29-32 Box of Antipsychotic Medication 72-73 Book: The Stars, My Lovers
33-36 Handcuffs (open, no keys) 74-75 Book: Grex’aa The Seductive
37-40 Small shrine to ancient Sol with Betelgeusian Spy
1d10 votive candles 76-77 Pouch of BioGel, half-empty
41-44 1d10 prosthetic limbs (inert, for now) 78-79 Electronic Multitool
45-48 Book: Solarian Bible 80-81 Handcuff Keys
49-52 Book: Be Your Own Badass: Starting Your 82-83 Toothbrush with sharpened handle
Own Mercenary Company
84-85 Book: Solarian Bible (heavily annotated)
53-56 Book: The Economics of Asteroid Mining
86 Book: Codex of The Universal Mechanistic
57-60 Gold-plated multitool
87 Rusty box cutter
61-64 Pamphlet: Enlist in the Tannhäuser
Protection Corps Today! 88 Makeup case

65-68 Bottle of an obscure herbal liqueur 89 Cybernetic Diagnostic Scanner

69-72 1d10 Packets of BioGel 90 Lighter engraved with owner’s name

73-76 1d10 Bottles of Dissocan 91 Bottle of antidepressants

77-80 Hidden stash of cyberfetish porn mags 92 Lime green lipstick (contains calming
narcotic, reduces Stress by 1, addictive)
81-84 Naloxone overdose kit (6 syringes)
93 Heavily modded vape pen
85-86 Pile of pit fighter trading cards
94 Expensive-looking wristwatch set to a
87-88 Smashed cybernetic diagnostic scanner core world’s planetary time
89-92 High-powered cattle prod 95 Well-loved stuffed animal
93-94 Cassette of bootleg hypertrap tracks 96 Expensive-looking suede gloves
95-96 Open pack of Biogel mixed with vodka 97 Bandanna depicting an erotic scene
97 Rimworld Liberation Front pamphlet involving an octopus
98 Personal oxygen tank, full (1 hour) 98 Nerdy-looking augmented glasses that
enhance low-light vision
99 Unlabeled tin of cookies (THC-infused)
99 Figurine of a spacer saint
OOO-WBR-PDF

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