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