Mothership - Dead Planet (v4)
Mothership - Dead Planet (v4)
A
violent
incursion into
the land of the living
for the MOTHERSHIP
Sci-Fi Horror Roleplaying Game
DEAD
PLANET
FIONA MAEVE GEIST + DONN STROUD + SEAN McCOY
DEAD
PLANET
CONTENTS
Take the tables, take the monsters, take the          There are plenty of habitable planets in the
maps (you can get blank versions for free with a      universe. Life bursts forth, proliferates, diversifies
copy of the PDF and if you’re holding a physical      and ultimately succumbs to death and decay as
copy in your hands right now and thinking “What       empires, civilizations and federations rise and fall.
the hell? That’s not fair!” then send a selfie of     The Dead Planet short circuits this cycle. Since
you holding the game to @seanmccoy and we’ll          the surface first cooled, life has been trapped in
get you squared away with the goods, no joke),        a compulsive cycle of growth and the obsessive
take the ships, or the planet, or the adventures,     building of a cyclopean gate—an entryway for the
or locations. Take anything you want and do           Gaunt—around which they revel in pure abandon,
anything you want with it. This book belongs to       offering up sacrifices to the forces of nothingness
you and now so does everything inside. Do with        in order to will the Gate open.
it what you will.
                                                      The nightmare-inducing Gaunt are parasites,
More specifically, the Dead Planet operates           cannibalizing the will of sentient species and
on a pretty simple premise: there’s a planet          bending them to opening the rift between their
somewhere out there in the universe and it has        Dead Dimension and the material world. The
a dark and brooding energy that sucks ships out       ultimate aim of the Gaunt is to escape their
of hyperspace and then strands them in orbit          captivity on the Dead Planet and flood the
with no hope of ever returning home (well, that’s     universe as an inexorable tide of necrosis.
where you come in). PCs can’t get away from
the Dead Planet using their Jump Drives, and a        The Dead Planet is a testament to their hunger,
voyage on thrusters alone would take hundreds         orbited by abandoned ships, drawn here by an
of years in uncharted space. If your PCs don’t        anomaly in the warp. Recently a colony ship
find a way to deactivate the Dead Gateway on          schismed over those who compulsively serviced
the planet’s surface, then they’re doomed. But        the Gate to the Gaunt’s Dead Dimension and
why shouldn’t that be any fun?                        those who feared the maniacal, single-minded
                                                      compulsion that drove their compatriots to expand
MAJOR SPOILERS                                        the Gate with wild ecstatic abandon. The schism
(OR HOW DO WE GET OFF                                 was ultimately pointless; they’re all dead and the
THIS ROCK ANYWAY?)                                    Gate is even greater than before, threatening to
Here are a few ways we’ve thought of to “beat”        truly split open and allow the Gaunt to surge forth
the Dead Planet, and all of them are pretty           in a tide of necrotizing madness.
awful (hopefully you can find some better ones):
                                                      »       10 YEARS AGO: The Perrennial Tyrant, a
                                                          »
»       Don’t. Just give up and die here. Tell your           colony construction vessel, crash lands on
                                                              the Dead Planet’s moon and establishes the
    »
        friends about Mothership.
                                                              Tyrant Beggar Moon Colony.
»       De-power the Dead Gateway (pg. 36) by
                                                      »       18 DAYS AGO: Archeology Research Ship
    »
        travelling to the Necropolis (pg. 34) and
                                                          »
        removing the engines at the center of the             The Alexis unearthed a strange artifact and
        city.                                                 headed back to civilization.
»       Destroy the Dead Gateway (and tear a hole     »       ONE WEEK AGO: The Military Drop-Ship
                                                          »
                                                              The Defiance was waylaid and crashed on the
    »
        in the universe).
                                                              Dead Planet.
»       Blow up the planet by descending to the
                                                      »       NOW: The Alexis floats absent of life and
    »
        lowest level of the Red Tower (pg. 39) and
                                                       »
        arming the Fission Core Burner Bomb.                  the crew of The Defiance is scattered and
                                                              dying. The colonists on Tyrant Beggar are at a
»       Convince Brekt (pg. 21) to let you join               breaking point...
 »
        him on his “coffin run” onboard the Lucifer
        Rising. He’s got room for six.
                                                      Will your crew survive…
Let’s get started.                                    THE DEAD PLANET?
                                                                                                               3
// 1D10 I SEARCH THE BODY ON THE ALEXIS...     // RANDOM ENCOUNTERS ON BOARD THE ALEXIS.
01> SMUDGED NIGHTMARE DRAWING                  // ROLL 1D10 WHENEVER ENTERING ANY ROOM
02> STONE IDOL                                 01> 2 PARALYZING THORN CRAWLERS + 1D10 CRAWLERS
03> 2D10 CREDITS                               02> 1 TOXIC GAS CRAWLER + 1D10 CRAWLERS
04> COLLAPSIBLE SHOVEL                         03> 3 ACID SPRAY CRAWLS + 1D10 CRAWLERS
05> PAMPHLET: THE SHEDDING OF FLESH            04> 1D10+2 CRAWLERS
06> COFFEE MUG: IF THERE IS NO ORDER, KEEP     05> SKITTERING WITHIN THE WALLS
QUIET                                          06> BANGING INSIDE THE VENTS
07> NOTE: “I AM THE SILENCE THAT IS            07> SOMETHING CRAWLS BENEATH THE FLOORS
                                   	
                                       		
                        INCOMPREHENSIBLE...”   08> THUMPS IN THE CEILING THAT GROW FAINTER
	
08> A TROWEL OR MATTOCK                        09> DEATH WORM’S OUTLINE SCORCHED INTO THE FLOOR
09> AN OSSIFIED TRILOBITE                      10> 2D10 CRAWLERS SHREDDING/EATING EACH OTHER
10> INSTANT COFFEE POWDER
THE SCREAMING
4
// GAUNT AI TABLE. CHECK ONCE/MIN. UNLESS               // BOOKS FOUND IN CAPTAIN YANCHEG’S QUARTERS:
NOTED, GAUNT ALWAYS MOVES TOWARDS NEAREST PC            01> ONE CREW ONE CAPTAIN: THE ART OF MANAGING
                                                                                                                    	
01> SCREAMS AND MOVES 40M                                   THE UNMANAGEABLE
02> MOVES 80M                                           02> A STORM IN EVERY PORT
03> SCREAMS AND MOVES 60M                               03> SHACKLETON’S GHOST
04> MOVES 100M                                          04> GREAT SPACE BATTLES OF THE DELTA SECTOR
05> SCREAMS AND MOVES 50M                               05> ZEN AND THE ART OF CRYOPOD MAINTENANCE
06> MOVES TO ANOTHER DECK, IGNORES PC LOCATION          06> WATERSHIP DOWN, BY RICHARD ADAMS
07> SCREAMS AND MOVES 30M AWAY FROM PCS                 07> MY WORK IS NOT YET DONE (LIGOTTI)
08> MOVES 40M AWAY FROM PCS                             08> THE LOST FLEET: DAUNTLESS
09> ATTACKS WALLS AND/OR DESTROYS A ROOM                09> A COLLAPSE OF HORSES, BY BRIAN EVENSON
10> STOPS TO SENSE LOCATION OF PCS                      10> DIAMOND DOGS, BY ALASTAIR REYNOLDS
ON THE ALEXIS...
ON ARRIVAL...                                           WHEN THE DEAD PORTAL
                                                        OPENS
The Dead Planet sucks ships out of hyperspace
and pulls them helplessly drifting into its orbit. If   Every 47 minutes, strange energies pour forth.
the PCs have had a Jump Drive issue, or have            Lights flicker as black tendrils spill like hair floating
recklessly jumped into a unknown sector, this an        underwater out of the strange relic and slither
easy way to quickly get them into the action. As        through the ship. Corpses’ eyelids flutter, the
soon as they come out of hyperspace they’ll find        orbs within frantically search for something, as
that their Jump Drives are malfunctioning, and          their mouths senselessly gape open and snap
that they’re in orbit around a strange planet (pg.      shut. Their extremities twitch spastically. Androids
30) with a tidelocked moon (pg. 14), and a vast         keel over, unresponsive. This crash erases the
graveyard of orbitting derelict craft (pg. 8). The      memories of the computers and androids back to
first of these drifting craft they come upon is The     moments before the first opening of the Gate.
Alexis.
                                                              ANDROIDS & THE GATE
BACKGROUND
                                                          AFTER THEIR FIRST EXPOSURE TO THE OPEN
The Alexis is an archeological research vessel,           GATE, PC ANDROIDS CAN ROLL A BODY SAVE,
crewed by scientists and teamsters and                    REROUTING THEIR CIRCUITS AND AVOIDING
complemented with three androids. The crew                SHUTDOWN WHEN SUCCESSFUL.
is dead, the androids and computers have had
days of their memory erased, and the ship
floats purposelessly. The Alexis is running on a
low‑power cycle, the engines presently offline. The
ship’s atmosphere is fine, but a scan reveals no        THE GAUNT IN THE GATEWAY
signs of life and inexplicable power fluctuations.
                                                        When the Gateway sunders reality, the Alpha
              SCANS SHOW                                Gaunt shambles forth to hunt. Her piercing
                                                        screams evoke primal terror as they echo
  THE JUMP DRIVE IS CONNECTED TO THE                    throughout the vacant ship. The Alpha Gaunt
  ARTIFACT GATE BY UNUSUAL ENERGIES.                    moves based on the results from the Gaunt AI
                                                        Table above unless the Warden wants to manually
  ODDLY, THE CORPSES ALSO ARE FEEDING INTO
                                                        control her. The Gaunt can traverse vents and
  THE OBSCENE RELIC.                                    doors; however, she cannot bypass airlocks.
                                                                                                                    5
COMMAND ROOM: Two androids—Pander and Kranot—occupy the room                               GALLEY: Laid
alongside two corpses. Pander is fruitlessly trying to recover files to figure             out for meal
out what is happening. If he is assisted by a PC with a relevant skill he can              preparation.
                                                                                     LIFE
                                        roll with Advantage, but the files are     SUPPORT There’s a
                                        corrupted and have been erased                     splatter of
                                        many times. Kranot has been cut in                 what looks like
                                        half and resides in the corner next                blood on the
                                        to the corpses; he does his best                   floor. It’s
                                        to be helpful.                                     actually juice.
                                                                                           2 corpses are
                                                                                           under each
                                                                                           table.
                                                                                              NAVIGATION
                                                                                              COMPUTER
                                                                                               (Erased)
    In the hold is a strange artifact made of a dark, twisted metal—a steel alloy containing
    iron, carbon, tungsten, and cobalt. A grotesque statue of excessively jointed twisted limbs
     entwined with screaming faces adorned with too many eyes. It is 3 ft wide by 5 ft high and about 2 ft
        thick. Broken pieces of a cargo crate surround this horrible effigy. These pieces are scattered
            outward as if a force blew the crate apart from the inside. There are 6 dead crew members
6              kneeling around the relic with their hands or foreheads touching it.
CREW QUARTERS 3:           CAPTAIN’S QUARTERS: Captain Yancheg led a                  ARCHEOLOGIST’S
12 bunks, 4 corpses,       spartan lifestyle alongside her crew. There’s a small      QUARTERS: The
one of which is stuck      bunk in an alcove. Her possessions amount to some          stench of decay
                           exercise equipment, a personal computer terminal, a        overwhelms anyone
to the ceiling;
                                                                                      approaching this
prodding it causes it to   wall com, and a small shelf of books. Among the
                                                                                      room. The walls are
crash to the floor. It     books are Yancheg’s journals which detail mundane
                                                                                      covered with
was impaled by the         aspects of running a vessel. The final entry (from two
                                                                                      photographs and
shredded vent—after        weeks ago) speaks of an artifact unearthed on the          drawings of the
being violently pulled     moon in the Rhondi sector and experiencing a horrible      artifact, along with
against it.                nightmare—see Nightmare Table (pg. 28).                    notes about the
CREW QUARTERS 2:           MEDBAY: The supplies are intact; there is an               nightmares. Sankar,
6 bunks, 6 corpses.        incompletely autopsied corpse on the exam table.           the head
Pinned to the                                                                         archaeologist of The
                                                                                      Alexis, lies under a
bottom of a bunk is
                                                                                      pile of moist papers.
a poster of a smiling
                                                                                      His body is
woman riding a                                                                        decomposed and a
rocket; it is dotted                                                                  medical check
with throwing                                                                         reveals blunt force
knives.                                                                               trauma to his head
                                                                                      from repeatedly
                                                                                      slamming it against
                                                                                      a solid surface; this
                                                                                        is what killed him
                                                                                           about a week
                                                                                             and a half ago.
                ENGINE/DRIVE ROOM: With a successful check, a PC can determine the engines are
                fine but the jump drive has been burned out. There are two deceased crew slumped in
                the corner. There are 2d10 Fuel units remaining, which will take 1d10 hours to offload.
                                                                                                               7
BREKT’S BREAKERS                                                                       Human Population: 2d10
                                                                                       Android Population: 0
2 1 3
                                    LUCIFER                                 JANIS
                                     RISING
5 4
BREKT’S WORK CREW (“the Breakers”)                          2. BARRACKS: Spacious, private and comfortable
work grueling two-week shifts (a day and night shift).      berth for a dozen or so—the finest scavenged bunks
However, their occupation grants them a degree of           wind up here. The ceiling and walls are excessively
personal freedom—the only authority figure they truly       bedecked with trinkets the Breakers find.
obey is Brekt, to whom they are fanatically loyal. They
                                                            3. BREKT’S TRAILER: The trailer is completely
know the colony will fail without them, which insulates
                                                            consumed with the task of researching where they are,
them from punishment. This greater freedom translates
                                                            using every available star map in order to plot an escape.
most notably into a lack of major amputation, for which
                                                            This has been Brekt’s singular focus for four years and
they are treated with a mix of envy, spite and pity. This
                                                            the maps are nearly incomprehsible without guidance.
friction is exacerbated by their free access to pet and
admire the goats whenever they would like.                  4. JANIS: The gargantuan scrapping machine used by
                                                            the Breakers, affectionately named Janis, can break down,
For these privileges the Breakers spend their time in
                                                            smelt, crush, cube and strip down anything, including—if
poorly-maintained vaccsuits tearing scrap from orbit
                                                            one believes dark rumors—Brekt’s enemies.
and breaking it down. Additionally, they are to salvage
ships likely to contain goods that are in short supply.     5. LUCIFER RISING: Brekt and a secretive few
Their personal freedom, insubordinate attitude and          have devoted the last four years to the construction
utter devotion to Brekt vexes Malta—she simply              of a nearly completed spaceship. It is a Frankenstein’s
lacks a way to cow them without dooming the colony.         monster of mismatched parts, but completely functional
However, whenever the colony is in dire need, it’s          once some parts from the PCs’ ship are added. The
always the Breakers who get the brunt of the blame.         Breakers are uniformly aware there is a secret project
                                                            but the uninvolved assume it is a distillery.
1.THE SCRAPYARD: A coliseum-sized junk heap.
Contains the dross from the harvest of ships, wrecks,
derelicts, and the occasional asteroid.                         ONCE COMPLETED, the Lucifer Rising only
                                                                has room for six or so additional passengers. The
                                                                trip involves setting a course for where Brekt believes
IF THE PCS NEED A PART:                                         the nearest civilization is (100 years away) and
50% chance Brekt or a Breaker knows its location.               riding it in cryosleep, a so called ‘coffin run.’ Malta is
Otherwise: speed check                                          unaware of the ship and would attempt to destroy
                                                                it. She will reward the PCs with the vacated jobs
» Success: Found in 1d10 hours                                  for the wetwork and give them a collection of
 »
» Failure: Found in 1d10 days                                   unrelated, shiny medals recognizing their valor.
                                                                                                                         21
 »
D100                                CARGO TYPE
                                                                        DERELICT
                                                                        SHIP
 00     Body Bags (Full)
01-09   Wine
10-19   Complex Navigational Equipment                                  GENERATOR
20-24   Ceramics                                                        There are dozens, if not hundreds, of derelict craft
25-29   Antique Books                                                   floating in orbit around the Dead Planet. The most
                                                                        recent of these (and the closest to the PCs upon
30-34   Garden Gnomes (Full of Illegal Stimulants)                      arrival) is The Alexis (detailed on pg. 6). If the PCs
35-39   Opium                                                           want to continue to explore space wrecks, there
                                                                        are a few easy ways to generate one:
40-44   Tea
45-49   Silver Bars                                                     1. ROLL 1D100 AND READ
                                                                        RIGHT ACROSS.
50-54   Sensitive Documents
                                                                        For example: [76] = An uninhabitable courier
55-57   Anthropology Mission                                            with no survivors. The Engine, Jump Drives and
58-60   Botanists/Horticulturists                                       Thrusters are totally non functioning. There’s 13
                                                                                                           -
                                                                        (7+6) days of Galley stock remaining (which is
61-63   Industrial Engineers/Architects                                 strange because it appears that the crew starved
64-66   Terraforming Equipment                                          to death) and 76 cargo units of cremains on board
                                                                        the ship. This must have something to do with the
67-69   Hydroponic Plants                                               Failed Utopia on board - maybe someone decided
70-71   Rare Wood                                                       no one eating was better than unfair rationing.
                                                                                        »
 room, consulting the RANDOM SHIP MODULE                                            »       COLONY SHIP: 20d6+ 3+ levels
                                                                                        »
 table on the next page. All ships must start out                                   »       COURIER: 4d6 1 level
 with at least 1 Command Module and 1 Thrusters;
                                                                                        »
 other than that, have fun with it.                                                 »       CUTTER: 10d6 2+ levels
                                                                                        »
                                                                                    »       FREIGHTER: 17d6 2+ levels
 HIDDEN DUCTS
                                                                                        »
                                                                                    »       MINING FRIGATE: 12d6 2+ levels
 A quick way to establish hidden ducts connecting
                                                                                        »
 different modules in the ship is to connect a few                                  »       RESEARCH VESSEL: 8d6 1+ level
                                                                                        »
 rooms whose numbers add up to 7. You can                                           »       SHUTTLE: 7d6 1 level
 create a ship with a ton of hidden ducts or just limit
                                                                                        »
 it to a few.                                                                       »       TROOPSHIP: 15d6 2+ levels
                                                                                     »
                                                                   THRUSTERS                                                        WEAPON
                CARGO HOLD
                                                                   Completely smelted.       CARGO HOLD
                1d10 Cargo Units (Tea)   ENGINE                                                                                     Railgun LIFE SUPPORT
                                                                                             Completely and     MEDBAY
                                         Intact and salvageable.                                                3d10 Pain Pills             Functional
                                                                                             totally empty
                                         1d10 Fuel Units.                                                       2d10 Stimpaks
 BARRACKS
 1d10 Scavengers
 1d10 Original Crew
 COMMAND
 Single cockpit.
 Scarred by gunfire.                                                                                                                 COMPLETELY
                                                                                                                                     DESTROYED
                                                                                                                                     ROOM
                                                                                                                          LIFE SUPPORT
                                                                                                                          Non-Repairable
                                                                                                       COMPUTER                         THE
                                                                                                       Contains an intact
                                                                                                       map of the current sector.
                                                                                                                                    DUNCAN
                                                                                                                                    MURMUR
                                                                                                                                   Uninhabitable. No survivors.
                                                                                                                                  Engine, thrusters, jump drives
      CARGO HOLD                                                                                                                               non-functioning.
      2d10 Scavengers                                                                                                                          1d10 Fuel Units.
                                                                                                                                                    3d10 Metal.
                                                                                                                             Cause of ruination: Succumbed to
                                                                                                                                                     nightmares.
     CARGO HOLD                                                                                                                    Weird: Religious Extremists.
     1d10 Cargo Units                                                                                    CRYOCHAMBER
                         GALLEY                                              JUMP DRIVE
     (High End Cars)                                                                                     Filled with corpses.
                         1d10 Supply                                         Completely Smelted                                            HIDDEN DUCTS
                                                                                                         Fear save or 1 Stress.
                         Remaining
10
                                                                     // 3D10 SHIP NAME GENERATOR
                                                                     // ROLL ONCE IN EACH COLUMN
                                                                     01> IAGO          VALEFOR                                            ECHO
                                                                                 		
                                                                                                                         		
DERELICT
                                                                     02> HECATE        OPHANIM                                            ALPHA
                                                                                          	
                                                                                                                         		
                                                                     03> OBERON        MARAX                                              OMEGA
                                                                                          	
                                                                                                               		
                                                                     04> WHITEHALL     MARINER                                            KING
SHIP
                                                                                                  	
                                                                                                                         		
                                                                     05> DUNCAN        LABOLAS                                            BEGGAR
                                                                                          	
                                                                                                                         		
                                                                     06> BANQUO        ASTAROTH                                           DELTA
MODULE
                                                                                          	
                                                                                                                              		
                                                                     07> WINTER        CHERUBIM                                           EPISLON
                                                                                          	
                                                                                                                              		
                                                                     08> MARLOWE       TYRANT                                             JIBRIL
GENERATOR
                                                                                              	
                                                                                                                    		
                                                                     09> TEMPEST       BALAAM                                             BRAVO
                                                                                              	
                                                                                                                    		
                                                                     10> FAUST         MURMUR                                             TANGO
                                                                                      	
                                                                                                                    		
To use the table below, roll a handful of d6s and start placing them on the table to create a map. For
each room roll a d10; this shows the basic contents of the room, whether they’re trapped, have extra
supplies, or if there’s a conflict or survivor on board.
                1                      2                      3                   4                           5                             6
 01    COMMAND:              JUMP DRIVE: Intact    GALLEY: 1d10         MEDBAY: Stocked               CARGO HOLD:                  CARGO HOLD:
       Single cockpit,       and salveageable.     supply units         to the gills. Roll            Roll on Cargo table          Roll on Cargo table
       scarred by gunfire.                         remaining.           twice on Weapon               on page 9.                   on page 9.
                                                                        Cache.
 02    COMMAND:              JUMP DRIVE:                                MEDBAY:
       Bridge with working   Completely smelted.                        Completely picked
       comm station.                                                    over.
 03    LIFE SUPPORT:         THRUSTERS: Intact     GALLEY: Completely   MEDBAY: 3d10
       Functional.           and salveageable.     barren, booby        Pain Pills, 2d10
                                                   trapped.             Stimpaks.
 04    LIFE SUPPORT:         THRUSTERS:            GALLEY: Roll on      SCIENCE LAB:
       Repairable.           Completely smelted.   Weapon Cache table   Strange creature in
                                                   on page 13.          containment .
 05    LIFE SUPPORT:                               BARRACKS:            SCIENCE LAB:                                               ENGINES:
       Non-repairable.                             One survivor         Quarantined. Body                                          1d10/2 squatters in
                                                   unconscious.         Save or 2d10 dmg.                                          Vaccsuits huddling
                                                                                                                                   around the warmth
 06    LIFE SUPPORT:         ENGINE:               BARRACKS: Roll on    CRYOCHAMBER:
                                                                                                                                   of the engines.
       Radioactive (Body     Intact and            Weapon Cache table   Filled with corpses.
       Save or 1d10 dmg).    salveageable.         on page 13.          Fear Save or 1
                                                                        stress.
                             1d10 Fuel units.
 07    COMPUTER:                                   BARRACKS:            CRYOCHAMBER:
       Contains an intact                          Corpses.             3d10 working
       map of the current                                               cryopods.
       sector.
 08    COMPUTER:             ENGINE:               LIVING QUARTERS:                                   CARGO HOLD:                  ENGINES: Strange
       Contains an intact    Completely            Roll on Weapon                                     Completely and               creature infestation.
       map of a random       destroyed and         Cache table on                                     totally empty.
       sector.               unuseable.            page 13.
 09    WEAPON:                                     LIVING QUARTERS:     CRYOCHAMBER:                  CARGO HOLD:                  BARRACKS: Fight
       1. Laser Cutter                             Booby trapped.       1d10 Cryopods that            Currently being              between 2d10
       2. Autocannon                                                    seem fine. 25%                picked through               scavengers and
       3. Railgun                                                       failure.                      by 2d10 armed                crewmembers of
       4. MG Turret                                                                                   scavengers. Roll             the ship’s original
 10    5. Torpedoes
                             ENGINE: Rigged to     LIVING QUARTERS:     COMPLETELY
                                                                                                      on Cargo table on            crew.
                             explode in 1d10       Stowaway squatting   DESTROYED ROOM
       6. Rigging Gun                                                                                 page 9.
                             minutes.              here.
                                                                                                                                                           11
       ALPHA BRAVO CHARLIE DESPERADO ECHO FOXTROT GHOST HELIOS INDIGO JUNIPER KILO LANCE MIKE
      NOVEMBER ONYX PARASOL QUEEN ROMEO SALT TANGO UNIFORM VIOLET WALRUS XYLOPHONE YARROW ZULU
         Local Drive (MS:/) 165000 Free
      d100 JUMP DRIVE MALFUNCTION
     01- A LARGE AQUARIUM IN THE MESS IS FILLED WITH: 1) TILAPIA 2) TROUT 3) SALMON
     05 4) JELLYFISH 5) CATFISH 6) OYSTERS 7) OCTOPI 8) SQUID 9) SNAILS 10) STRANGE MASS
     06- THREE BEFUDDLED SPACEFARERS LOUNGE ABOUT THE DECK, PERPLEXED THIS IS NOT THE GOLDEN
     10 HEART. THEY ARE: RIO URIBE, CARA DELEVINGE AND IRINA LAZAREANU (FASHIONABLE
         SOCIALITES). THEY WEAR CORSETED JACKETS, CRINOLINED BALLERINA SKIRTS AND TOWERING
         STILETTOS AND MAKE EXCELLENT NEGOTIATORS AND ALWAYS HAVE A CONTACT ANYWHERE THE CREW
         MAY WIND UP. THEIR SALARY IS 7,000 CREDITS AND THEY ONLY WORK AS A TEAM.
     11- PASS YOUR CHARACTER SHEET ONE SPACE CLOCKWISE; YOU ARE NOW THE CHARACTER PASSED TO YOU
     15 (IF APPLICABLE, AN NPC CONTROLLED BY THE DM IS PART OF THIS CIRCLE).
     16- WITHIN THE SHIP: GRAVITY IS DELAYED 3 SECONDS (OBJECTS REMAIN SUSPENDED FOR 3 SECONDS
     20 BEFORE FALLING) FOR 1D4 HOURS.
     21- TIME MOVES DIFFERENTLY FOR EVERYONE. TIME TO PHYSICALLY TRAVEL FOR EACH CREW MEMBER IS
     25 MEASURED IN (ROLLED INDIVIDUALLY): 1D4 SECONDS, MINUTES, HOURS, DAYS. LASTS 24 HOURS.
     26- IN THE POCKET OF EVERY CREW MEMBER IS A SEALED LETTER SIGNED BY A CREW MEMBER
     30 SELECTED AT RANDOM. THE LETTER IS AN ARDUOUS CONFESSION TO ACTS SO SINGULARLY VILE
         AND UNCONSCIONABLE THAT READING THEM TRIGGERS A STRESS TEST (D10/2). TO AID THE CREW
         MEMBER WHO “WROTE” EACH LETTER REQUIRES A FEAR SAVE.
     31- THERE IS AN ELABORATE LACQUERED BOX. INSIDE IS A BLACK CAT WITH WHITE EYES; ALL SCANS
     35 SHOW IT TO BE DEAD. IT IS PERFECTLY ALIVE AND SOMEWHAT FRIENDLY.
     36- A “BIRD”—THAT LOOKS LIKE A CUBIST PAINTING—FLUTTERS ABOUT, RECITING THE DIGITS TO PI.
     40 AT AN ARBITRARY POINT THE BIRD EXPLODES IN A SOFT HISS OF INK. THE NEXT MATHEMATICS
         CHECK EACH CREWMEMBER MAKES IS WITH ADVANTAGE.
     41- MOVEMENT IS BLINDINGLY FAST. YOU ACCELERATE AT BREAKNECK SPEED. YOU CAN VAPORIZE
     45 YOURSELF RUNNING INTO A WALL—BODY[-] SAVE TO NOT SMASH INTO A WALL FOR 4D10 DAMAGE.
         THIS ENDS IN WHAT FEELS LIKE SECONDS BUT IS ACTUALLY 4 HOURS.
     46- THE CREW ARE WHOLLY CONVINCED THEY ARE SOMEONE ELSE’S DREAM; THAT THEIR ENTIRE
     50 EXISTENCE IS SIMPLY FRAGMENTS OF A DREAMING STATE. THEY ARE IMMUNE TO STRESS CHECKS
         UNLESS SOMEONE SUGGESTS THE DREAMER MAY AWAKEN. IT ALSO REQUIRES A SANITY SAVE TO TAKE
         RAPID SELF PRESERVING ACTION.
     51- PHYSICAL CONTINUITY IS OUT OF WHACK. WHEN THE CREW WALKS INTO A ROOM, INDIVIDUALLY
     55 ROLL FOR WHAT ROOM THEY WIND UP IN. THE ROOM’S ORIENTATION IS: D10 1-5: NORMAL, 6-8:
         INVERTED (LEFT-RIGHT), 9-10: INVERTED (UPSIDE DOWN).
     56- EXITING WARP: THERE IS A TABLE SET WITH A FEAST AND A MARBLE BUST OF EACH CREW MEMBER
     60 ON THE TABLE FACING THEIR SEAT.
     61- EVERYONE BECOMES A MIRROR VERSION OF THEMSELVES (RIGHT HANDED PEOPLE BECOME LEFT HANDED,
     65 SCARS ARE ON OPPOSITE SIDE, ETC.). GAIN 2 STRESS. SOME GEAR MAY BE DIFFICULT TO USE.
     66- THE SHIP AND CREW HAVE BEEN BOUNCED BACKWARD BY A TIME RIPPLE. 1-4 THEY EACH HAVE
     70 5 MORE XP 5-6 THEY CAN ROLL ADVANTAGE ON ALL SAVES THIS SESSION 7-8 THEY CAN ROLL
         ADVANTAGE ON ALL CHECKS THIS SESSION. 9 THE SHIP HAS A NEW MODULE THAT WAS NEVER THERE
         BEFORE 10 EVERYONE HAS D10 MORE STRESS.
     71- A DUPLICATE OF EVERY CREW MEMBER APPEARS. THE WARDEN ROLLS SECRETLY TO DETERMINE
     75 WHETHER EACH PLAYER IS THE ORIGINAL OR DUPLICATE.
     76- THERE’S A HEAVY MIST THROUGHOUT THE SHIP AND ALL SOUNDS ECHO FOR THE NEXT D10/2 HOURS.
     80
     81- EVERYONE’S CLOTHING IS WORN THIN AND PATCHED UP AND IT WASN’T LIKE THAT BEFORE THEY
     85 ENTERED THE CRYOPODS.
     86- SHADOWS SEPARATE FROM THEIR OWNER, MOVING AHEAD OF THEM UNTIL A SANITY SAVE IS MADE.
     90
     91- EVERY WOUND EVER RECEIVED REOPENS AND BLEEDS. PANIC CHECK. EVERYONE IS COVERED IN
     95 BLOOD UNTIL A SANITY SAVE IS MADE AND THE CREW REALIZES IT’S AN ILLUSION.
     96- EVERYONE THE CREWMEMBERS HAVE EVER LOVED AND LEFT BEHIND IS LOOKING AT THEM IN EVERY
     00 REFLECTION. THIS FADES GRADUALLY AFTER D10 DAYS. ROLL A DIE; EVEN RESULT: SANITY CHECK
         OR 1D10 STRESS EACH TIME THEY LOOK INTO A MIRROR, ODD RESULT: GAIN ADVANTAGE ON FEAR
         CHECKS FOR ONE DAY.
12                                                                                      MS:/
<<!-- Printer-Friendly Version at http://mothershipRPG.com -->>
                                  [WHY DOESN’T THEIR JUMP DRIVE WORK?]
    Specifically, any ships drawn into the Dead Planet’s orbit will have
    their jump drive cease to work due to the pull from the Dead Gate
    on the surface. The first time the PCs try to use their jump drive,
    roll a critical hit for the ship and a Jump Drive Malfunction. If
    you’re running a game where you don’t want the PCs trapped here, or
    they’re getting bored, then just let them leave with another two
    critical hits rolled and then roll another Jump Drive Malfunction
    when they leave.
MOON COLON
                                                 THE DUNES
                                Barren and uninhabited, the dunes are a lifeless, airless
                                desert. Roll 1d10 when passing through a dune:
                                 1-4. Nothing. Just dirt and moon rock and nothing.
                                 5. The planet below seems to pulse with energy.
                                 6. Scrap, unuseable. Wreckage from orbit.
                                 7. Sinkhole. Body Save or 1d10 dmg. per turn until a
                                     friendly PC makes a Strength check and frees you.
                                 8. A wanderer from Tyrant Beggar, looking for death.
                                 9. 1d10 of brekt’s breakers arrive in an ATV.
                                 10. Weapons cache <see pg. 13>.
                                   H O W F A R C A N YO U WA L K ?
                                Marines and Androids or anyone with Strength over
                                 50 can ruck about 10km/hr for three hours once
                                  per day (30km/d) under normal gravity. Everyone
                                    else moves at half that rate (15km/d). If moving
                                    more than that in a day, take 1d10 damage for
                                       every 5km travelled past the maximum, Body
                                        Save for half. Without enough water you start
                                         taking damage after 10km, no matter what,
                                         and moving more than your max in a day
                                          puts you at Disadvantage for all Body Saves
                                           for the next day.
                                             D AY & N I G H T O N T H E
                                                     MOON
                                            The moon experiences two weeks
                                            of sunlight followed by two weeks of
                                            darkness.
                                            F O O D & WAT E R
                                          If the crash hasn’t already caused this, the
                                         crew will eventually run out of food, water
                                        and oxygen. When the ship crashes, total
                                       up the remaining oxygen left on the ship and
                                      divide it amongst the human players <as per
                                     the rules on pg. 8.3 of the Players Survival Guide>.
                                               GETTING LOST
                                If the players set out on foot to make it to the bunker,
                              they can do so and generally won’t get lost. Let them
                           know how far away they are from their destination and
                         what their chances of survival are so that they can make
                       smart decisions.
                                         NIGHTMARES
             Resting on the moon has its consequences. Proximity to the Gaunt and
        their Gate causes nightmares for those who choose to rest in this barren
    wasteland <see page 27>.
NY BLOODBATH
 WHY ARE THERE WRECKER CANNIBALS
 ON THE MOON?
 A decade ago, strange energies <see dead gateway on pg. 36> caused the colony construction vessel Perennial
 Tyrant to crash into the Dead Planet’s moon. The desolate plains of the moon were witness to the rapid
 repurposing of the Perennial Tyrant into shelter, sullenly christened Tyrant Beggar by its grim-yet-stoic inhabitants.
 Tyrant Beggar is sustained by a society predicated on ritual cannibalism, a collective emphasis on survival, the
 denial of reality, scavenging and nightmares.
                                          MINIMUM STRESS: 4
16
 WHAT HAPPENS IF THE CREW APPROACHES THIS AWFUL PLACE?
When they crew approaches the colony they will be hailed by half an android strapped to the chest of a scrawny,
excitable, dullard—Verger.The android—Kalm—dispassionately explains that the crew has landed on the moon of the
Dead Planet, which is inescapable. Jump Drives don’t work here and this moon is in the isolated hinterlands far from
civilization.This is truly the worst place.
Chipperly, she informs the party of the subterranean colony and offers conditional membership, guaranteeing the
crew’s continued survival.They can even aspire to be full citizens! Should the crew need food, water, medicine, or other
mundanities, Kalm will assure the crew of their availability beneath the surface. She is quick to add that this hospitality
is conditional upon the crew contributing to their scavenging efforts—she will gesture nonchalantly towards a derelict
being hauled to the surface by the giant rigging guns—and surrendering their ship and all possessions to the collective.
Kalm is nonplussed and placidly           The colonists deal with the crew in        The colonists lead the crew to
admits the colony will simply wait        a swift and brutal fashion. Tactically,    the quarantine cells [1], then,
for them to die—whether the               the colonists will not engage a well       swiftly subject them to a harrowing
cause is starvation, cabin fever, or      armed crew head on. Instead, they          and intrusive battery of security
some other grisly end is immaterial.      will slink back into their shelter and     measures. The crew is stripped,
She will take pains to express            utilize their familiarity of the terrain   hosed down with cold water,
that she sees this as regrettable         to spring ambushes and quickly melt        scanned for viruses and inspected
and a senseless waste of life. The        back into the shadows. A small             like livestock by John the Ripper.
colony will respect the boundaries        party will sneak off to destroy the        They then may nominate their
of the ship and even engage in            life support system on the PCs’ ship       amputation site [see sidebar]before
lopsided trade for items the colony       and steal their food and water. Then       being issued an ill fitting jumpsuit
desperately needs. Otherwise they         the colonists will seal off their base     with sighted stencilled across
view the contents of the ship as          when the crew retreats. If their           the shoulders. Their next week
inevitably becoming theirs and            goats are threatened in any way the        is intermittent medical prodding,
believe plundering the ship would         colonists will relentlessly assault        culture shock and feedings before
be a gratuitous squandering of finite     the crew until every member is             they are admitted as provisional
resources. There will always be 2         dead. For combat purposes, assume          members with a cheerlessness that
scouts on the horizon watching the        that there are 30 willing fighters         lacks hostility as they are finally
ship. dean will try and sneak aboard      in the colony, 50 if defending from        cleared to enter the colony.
within 2 days.                            invasion.
   VOLUNTARY AMPUTATION
 Yes, to join the colony the PCs must amputate some part of themselves for a common meal, ostensibly in
 honor of the desperate founders of Tyrant Beggar. They do get to partake in the meal. Sanity Save or gain 1d10
 Stress. Androids are not exempt from this ritual.
1 3 4
5 6 7
8 9 10
AIRLOCK
18
1. QUARANTINE CELLS: Several small cramped                                   8. THE VAULT: Entrance is restricted to the highest
and dingy prison cells with slots in their doors for                         ranking colonists without exception. This heavily secured
feeding and communication.                                                   room houses a veritable smorgasbord of vice—drugs,
                                                                             luxury goods, pornography, fine art, weapons, tracts
2. COMMON AREA: No matter the time, citizens
                                                                             arguing for the primacy of the individual rather than
mill about idly in this dingy space cluttered with
                                                                             society; it’s all here. Scavenged contraband is deposited
scavenged, mismatched furniture. There are also
                                                                             here by brekt and inventoried by malta—who is not
a collective ramshackle kitchen and some dig pits
                                                                             above using the contents for motivation, reward or
that serve as bathrooms. When the crew enters the
                                                                             personal indulgence. The entrance is locked and Malta
common area, 2d10 colonists are taking a respite here.
                                                                             keeps the key on her person at all times <see pg. 25>.
Roll on the table below for the most notable goings on.
     And this hardship had better pay off because I didn’t sign on for
     being stranded in the middle of nowhere. As I say “Heureux comme          This message is cause for consternation among the
     un poisson sur la paille,” but half the unit forgot the coms code.        young dissident faction. They are deeply confused
                                                                               by the use of Napoleonic military slang (something
     Yet another exciting task.                                                the crew of the defiance utilized in lieu of other
                                                                               cryptography).
              YA N K E E H E L I O S F O X T R O T 9 - 4 - 4 - 9               Dean is convinced they’ve discovered something
                                                                               amazing and are trying to keep it for themselves.
                                                                               The others are more leery but still view the
     Dean understands this to mean the surface is full
                                                                               surface as a worthwhile pursuit. The second
     of valuable things and that potable water and fish
                                                                               message is broadcast the first day the crew
     are plentiful.
                                                                               are released from quarantine, interpretations
     The parts he doesn’t understand he handwaves.                             proliferate and fuel schisms.
20
BREKT’S BREAKERS                                                                       Human Population: 2d10
                                                                                       Android Population: 0
2 1 3
                                    LUCIFER                                 JANIS
                                     RISING
5 4
BREKT’S WORK CREW (“the Breakers”)                          2. BARRACKS: Spacious, private and comfortable
work grueling two-week shifts (a day and night shift).      berth for a dozen or so—the finest scavenged bunks
However, their occupation grants them a degree of           wind up here. The ceiling and walls are excessively
personal freedom—the only authority figure they truly       bedecked with trinkets the Breakers find.
obey is Brekt, to whom they are fanatically loyal. They
                                                            3. BREKT’S TRAILER: The trailer is completely
know the colony will fail without them, which insulates
                                                            consumed with the task of researching where they are,
them from punishment. This greater freedom translates
                                                            using every available star map in order to plot an escape.
most notably into a lack of major amputation, for which
                                                            This has been Brekt’s singular focus for four years and
they are treated with a mix of envy, spite and pity. This
                                                            the maps are nearly incomprehsible without guidance.
friction is exacerbated by their free access to pet and
admire the goats whenever they would like.                  4. JANIS: The gargantuan scrapping machine used by
                                                            the Breakers, affectionately named Janis, can break down,
For these privileges the Breakers spend their time in
                                                            smelt, crush, cube and strip down anything, including—if
poorly-maintained vaccsuits tearing scrap from orbit
                                                            one believes dark rumors—Brekt’s enemies.
and breaking it down. Additionally, they are to salvage
ships likely to contain goods that are in short supply.     5. LUCIFER RISING: Brekt and a secretive few
Their personal freedom, insubordinate attitude and          have devoted the last four years to the construction
utter devotion to Brekt vexes Malta—she simply              of a nearly completed spaceship. It is a Frankenstein’s
lacks a way to cow them without dooming the colony.         monster of mismatched parts, but completely functional
However, whenever the colony is in dire need, it’s          once some parts from the PCs’ ship are added. The
always the Breakers who get the brunt of the blame.         Breakers are uniformly aware there is a secret project
                                                            but the uninvolved assume it is a distillery.
1.THE SCRAPYARD: A coliseum-sized junk heap.
Contains the dross from the harvest of ships, wrecks,
derelicts, and the occasional asteroid.                         ONCE COMPLETED, the Lucifer Rising only
                                                                has room for six or so additional passengers. The
                                                                trip involves setting a course for where Brekt believes
IF THE PCS NEED A PART:                                         the nearest civilization is (100 years away) and
50% chance Brekt or a Breaker knows its location.               riding it in cryosleep, a so called ‘coffin run.’ Malta is
Otherwise: speed check                                          unaware of the ship and would attempt to destroy
                                                                it. She will reward the PCs with the vacated jobs
» Success: Found in 1d10 hours                                  for the wetwork and give them a collection of
 »
» Failure: Found in 1d10 days                                   unrelated, shiny medals recognizing their valor.
                                                                                                                         21
 »
MAJOR NPCS ON TYRANT BEGGAR
 For the last six years, Malta,          Esteemed unanimously within the        Even combined they are barely
 amputed above the kneecaps,             colony for his skillful amputations    one functional being. Verger
 has run the settlement. Intensely       and clinical manner. Privately, John   is a simple soul, devoted to
 isolationist and paranoid               considers himself a gourmand and       carrying Kalm, and lacks further
 insurrection is brewing, Malta is       artist when it comes to his singular   aspirations. Kalm is an ideal
 cunning, ruthless and devoted           interest—amputation. Obsessed          emissary—damage to her logic
 to colony survival. She finds           with cleanliness. Soley focused        core prevents her from cognizing
 suggestions for alternative             on surgery, John has no opinions       catastrophe, dismemberment
 solutions seditious yet adopts a        regarding leadership. Heavily          or death as negative. She has
 matronly tone and offers sweets         amputated.                             exacerbated this impairment,
 when agreed with. She finds Leer                                               teaching Verger to repair and
                                                 WHAT DOES HE WANT?             improve her.
 unnerving, John delightful, and
 Brekt displeasing.                      » Limbs to amputate
                                                                                     WHAT DOES KALM WANT?
                                          »
         WHAT DOES SHE WANT?             » Stability, so his work
                                                                                » A fixed logic core
                                          »
                                           continues uninterrupted
                                                                                 »
 » Stability
                                         » To amputate Leer’s hands as a    WHAT DOES VERGER WANT?
  »
 » To avoid needless risks
                                          »
                                           capstone to his career        » To carry his best friend, Kalm
  »
 » Absolute, singular,
                                                                                 »
                                              WHAT IS HE UP TO RIGHT NOW?       » To pet the goats
  »
   unquestioned authority
                                                                                 »
                                         1-5: Sharpenning his cutting tools     » For Leer to stop sculpting
      WHAT IS SHE UP TO RIGHT NOW?
                                                                                 »
                                         in the Med Chapel, whistling.
                                         6-8: Performing surgery. Invites       WHAT ARE THEY UP TO RIGHT NOW?
 1-5: Watching the security feed,
 taciturnly noting sedition.             passersby to observe while he          1-5: Routine maintenance on
 6-8: Doing her daily rounds,            explains the intricacies of the        Kalm in the Machine Shop.
 beaming a matronly smile that           task in his operating theater.         6-8: Kalm does a medical scan on
 belies subtle contempt.                 9: In the machine shop, working        the goats while Verger pets them.
 9: Taking complaints in an open         with a machinist to design a new       9: Reporting to Malta at Control.
 forum in the Common Area.               prosethetic.                           10: Hiding in the Facilities
 10: Wistfully admiring the goats.       10: Watching Leer sculpt. Trying to    room, where Kalm patiently
                                         convince her to give up her hands.     teaches Verger how to repair and
 Possessions: Wheelchair, Hereditary                                            surreptiously upgrade Kalm’s OS.
 Diary of Office (Gaunt Communications   Possessions: Doctors Bag (Roll
 & Personal Grudges), Bag of Dusty       of Scalpels, Bone saw, Diagram;
                                                                                Possessions: Verger’s unnerving
                                                          -
 Hard Candy, Pearl Handled .380, Pet     Amputations Ranked by Taste and
                                                                                sketch of a three eyed, four horned
 Cat (Lindy‑Hop). Corrupted Pocket AI    Ease, Disinfectant, Suture Kit,
                                                                                goat; Goat Treats; Kalm’s copy of
                                  -
 (Faustus) that she talks to when        Chlorpromazine Syringes, Handcuffs),
                                                                                Satow’s Diplomatic Practice heavily
 alone.                                  Personal Electro‑Retinogram,
                                                                                annotated, Necklace of Corrupted
                                         Locket (Contains self portrait, pre
                                                                                Logic Cores.
                                                                         -
                                         amputations).
22
             DEAN                                    BREKT                                   LEER
       +TROUBLED YOUTH+                          +HEAD SCAVENGER+                     +BROKEN SCULPTOR+
Dean, a born fantasist, spent           Under different circumstances, Sculpting is the only thing
most of his unremarkable life           Brekt would have made a perfect       keeping Leer sane. A formerly
in petty rebellion—playing              marine. He’s steadfast, fiercely      beautiful woman, she is currently
electric guitar, begging                loyal, practical, and has an          emaciated and wan with
Breakers for a leather jacket,          unbreakable will. Despite this,       corybantic eyes. On good days she
resisting amputation and                Brekt is soft-spoken and often        can manage limited conversation.
generally standing out. He was          diplomatic. He worries about the      Mostly, she alternates between
transformed when he heard the           psychological wellness of his         manic fits of compulsive sculpting
transmissions from the surface—         former lover, Leer, and thinks        till her hands are a raw, bloody
they galvanized him into a utopian      Malta’s leadership is needlessly      mess, eventually collapsing from
aspirant to migrate the colony          draconian. His flaw: serious          neglect and catatonic apathy as
to the surface, his sole purpose.       addiction to combined painkillers     she compulsively weeps.
He’s youthful, optimistic, trusting     and stimulants.
and almost certainly doomed.                                                       WHAT DOES SHE WANT?
                                                WHAT DOES HE WANT?
                                                                              » Material to sculpt with
       WHAT DOES HE WANT?
                                                                               »
                                        » To flee the Moon with his
                                                                              » To sculpt
                                         »
» To be taken seriously                   crew, no matter the cost
                                                                               »
 »
                                                                              » For the sculptures to free her
» To assume leadership of the           » To get high and be alone
                                                                               »
                                                                                of her nightmares
 »
                                         »
  Colony
                                             WHAT IS HE UP TO RIGHT NOW?      » For Brekt not to worry about her
» To settle the planet below
                                                                              »
 »
                                    1-5: Hauling loot into the                 WHAT IS SHE UP TO RIGHT NOW?
  WHAT IS HE UP TO RIGHT NOW?       machine shop for sorting and
                                    scrapping with the Breakers.              1-5: Compulsively sculpting.
1-5: Haranguing the Common
                                    6-8: Going over inventory with            6-8: Passed out from exhaustion.
Area about the stagnant nature of
                                    Malta in the Vault. His men have          Screaming in terror. She’ll
Moon life.
                                    found new contraband, which she           attack if woken up (1d10
6-8: Sullenly picking at his guitar
                                    knows.                                    damage).
in an empty bunk.
                                    9: Checking in on an injured              9: Being force fed and lectured
9: Smoking in quarantine, alone.
                                    crewmember, promising to                  by John in the Med Chapel.
10: Engaged in petty pro exodus
                                    protect their stash.                      10: Scouring the vault for
vandalism (“THE MOON IS DEAD,
                                    10: Tearfully beggining Leer to           sculpture material. She is not
LONG LIVE THE PLANET”).
                                    give up her obsessive sculpting.          allowed in here but always
Possessions: Oversized Leather
                                                                              sneaks in.
Jacket, Aviator Cap with Goggles,       Posessions: Map of Proposed Exodus
Switchblade, Giita—a Les Paul           Route, M1911, the Hagakure, Utility   Posessions: Smock, mallet, chisels,
Standard (Cherry Sunburst), Pack        Knife, Serenity Prayer Medallion,     angle grinder, rasp, hand drill, steel
of Chal Cigarettes, 40 oz. of Heisler   Meditations (Marcus Aurelius), Nude   detailing & modeling tools, bandages
Beer.                                   Charcoal Sketch of Leer, Speedball    for her hands, love note from
                                                                              Brekt, nightmare sketchbook.
                                        (Pain Meds + Cocaine) and Syringe.
                                                                                                                   23
D100 COLONISTS & SURVIVORS
 d100        QUIRKS
 00-15       BENIGN TIC: Taps pen on teeth, drums fingers when waiting, flicks Zippo open and closed, minor situational catchphrase, etc.
 16-30       SLIGHTLY GROSS TIC: Adjust themself constantly, loudly share the status of their digestion as part of regular conversation, pick nose or scabs,
             talk about their fetishes in great detail unprompted, etc.
 30-34       HOBBY: Sports, playing chess or a similar game or collecting something like coins or stamps; use specialized language in casual conversation,
             talk about their hobby a lot, have a logo related to it on their gear.
 35-39       ADDICT: Still functional but have an affect related to their vice, perk up at the mention of their substance of choice, must seek out a hit when
             they fail a Stress test and flee proceedings to do so.
 40-44       PICK UP ARTIST: Believe sexuality is modelable with game theory (use a lot of innuendo & jargon, touch others unprompted).
 45-49       NARCISSIST: Belittle others and believe they are responsible for all successes, were undermined by others in all failures.
 50-54       OVER EDUCATED: They are working beneath their level of education and are very smart. They slow everything down reminding you of this.
 55-59       CONSPIRACY THEORIST: Believe a cabal is responsible for everything, try to recruit. May have fringe beliefs about health and wellness.
 60-64       RECOVERING ADDICT: Judgmental, tense, particular language use, want others to also give up their vices.
 65-69       RELIGIOUS: Zeal, singing, witnessing, testifying, pamphlets.
 70-74       PYROMANIAC: Love fire & starting fires; must do so on failed Stress test.
 75-79       NIHILIST: Everything is hopeless and they know it. Hopeless situations do not trigger a Stress test. Disadvantage when rolling a Stress test.
 80-84       BEAST: Self-described Apex Predator, insatiable bloodlust, excellent at roughing it, will mock you for crying.
 85-89       SURVIVOR’S GUILT: Final survivor from their planet, family, village, military company, first ship. Feel horrible about it, constantly seek to
             maintain their comrades memory, also kind of want to die.
 90-94       SAVANT: One skill they are perfect at, they cannot explain why their answer is right but their answer is always right. They otherwise have
             Disadvantage at all skills unless there is cross pollination with their savantism.
     95-99   ROLL TWICE & COMBINE
1.       MALACHI        REX                26.    BATBAYAR      REBANE             51.    JOHNNY       AJAR                    76. BORJE           NYMAN
 	
                                              	
                                                                                      	
                                                                                                                                 	
2.       LUKE           HONEY              27.    ANTONIA       HUSEYNOVA          52.    ROY          LOPEZ                   77. PELLE           LINDBERG
 	
                                              	
                                                                                      	
                                                                                                                                 	
3.       CORTEZ         CASTRO             28.    JULIANA       MAMMADOVA          53.    AUDRINA      PATRIDGE                78. MAI             ZETTERLING
 	
                                              	
                                                                                      	
                                                                                                                                 	
                                                                                                                                                                              
4.       RAY            HAMMETT            29.    MARCIA        ALIYEV             54.    RACHEL       BILSON                  79. STOFFE          LILJEDAHL
 	
                                              	
                                                                                      	
                                                                                                                                 	
                                                                                                                                                                          
5.       DASHIELL       CHANDLER           30.    EVANDER       TYSON              55.    STELLA       BROUSSARD               80. SYLVIE          DENIS
 	
                                              	
                                                                                      	
                                                                                                                                 	
6.       NADIA          FEDEROV            31.    ESTELLE       KING               56.    PETER        BUDAJ                   81. ALEXIS          DIAMENT
 	
                                              	
                                                                                      	
                                                                                                                
                                                                                                                                 	
                                                                                                                                                                      
7.       DONATELLA      LANGERFELD         32.    DUTCH         SCHULTZ            57.    LOUIS        WEINBERG                82. MED             TEYNAC
 	
                                              	
                                                                                      	
                                                                                                                                 	
                                                                                                                                                              
8.       KARL           NADEAU             33.    SADIE         ROTH               58.    DUTCH        SCHULTZ                 83. JÉRÔME          FANDOR
 	
                                              	
                                                                                      	
                                                                                                                        
                                                                                                                                 	
                                                                                                                                                                  
9.       SONYA          BERLIN             34.    LUCKY         LUCIANO            59.    JOEY         NOE                     84. BERNTH          TUTUOLA
 	
                                              	
                                                                                      	
                                                                                                                                 	
10.      KLAUS          SINGH              35.    DARREN        HATCH              60.    ILSE         VON KLAPPER             85. ODAFIN          OBIECHINA
     	
                                              	
                                                                                      	
                                                                                                                                 	
11.      NICOLE         VASSILLY           36.    SINEAD        GOTHBESHIRE        61.    MINAL        ARORA                   86. SELDEN          WEST
     	
                                              	
                                                                                      	
                                                                                                                
                                                                                                                                 	
                                                                                                                                                         
12.      HANNA          KOLLONTAI          37.    ELLIS         HARLAN             62.    FALAK        ALI                     87. NGUGI           LO LIYONG
     	
                                              	
                                                                                      	
                                                                                                                                 	
13.      WANG XIU       YING               38.    WILLIAM       STANIFORTH-        63.    JASPER       SHARP                   88. NRIPEN          CHAKRABORTY
     	
                                              	
                                                                                      	
                                                                                                                
                                                                                                                                 	
14.      LI             WEI                39.    ENOCH         DONAHUE            64.    YASUKO       TAKAHASHI               89. GAUR            VENUGOPAL
     	
                                              	
                                                                                      	
                                                                                                                                 	
                                                                                                                                                                              
15.      KUKI           SYNOVATE           40.    URIEL         LEWIS              65.    RUMI         KIMATA                  90. ARVIND          JI
     	
                                              	
                                                                                      	
                                                                                                                                 	
16.      MERCY          CHIVERS            41.    SCOTT         BERLIN             66.    MINAMI       AOYAMA                  91. FRANCES         FARMER
     	
                                              	
                                                                                      	
                                                                                                                                 	
17.      JESSE          BELL               42.    AMBROSE       CARVER             67.    LEMON        HANAZAWA                92. MAGDALENA       GAGARINA
     	
                                              	
                                                                                      	
                                                                                                                                 	
18.      BILAL          SAID               43.    RACHEL        LOCARD             68.    AIKO         FUKUI                   93. MARCUS          DALY
     	
                                              	
                                                                                      	
                                                                                                                                 	
19.      HECTOR         RIOS               44.    ASHER         MARSTON            69.    MUNROE       BERGDORF                94. ALAISTAIR       RABBITT
     	
                                              	
                                                                            
                                                                                      	
                                                                                                                            
                                                                                                                                 	
20.      GAMBIO         BONANNO            45.    HAING         BOUILLEVAUX        70.    ZELAG        GOODMAN                 95. CHUCK           DELILLO
     	
                                              	
                                                                                      	
                                                                                                                                 	
21.      SELENA         GARCIA             46.    SOMETH        UNG                71.    MURAT        AUBERJONOIS             96. JONESY          DIOSDADO
     	
                                              	
                                                                                      	
                                                                                                                                 	
22.      AMIR           RAJA               47.    HAXHI         BIÇAKÇIU           72.    GUNNEL       THULIN                  97. MARSHALL        LYNCH
     	
                                              	
                                                                                      	
                                                                                                                    
                                                                                                                                 	
23.      YOUSEF         TENGKU             48.    GRISELDA      BLANCO             73.    SARAH        GIERCKSKY               98. CARTER          HARRISON
     	
                                              	
                                                                                      	
                                                                                                                            
                                                                                                                                 	
24.      KHALIL         WAN                49.    CHINO         ÁNTRAX             74.    KJELL        PINK                    99. JACKSON         DUKES
     	
                                              	
                                                                                      	
                                                                                                                                 	
25.      OTGONBAYAR     SEPP               50.    CLAUDIA       OCHOA              75.    VILGOT       SJOMAN                  100. KHANH          LAO
     	
                                              	
                                                                                      	
                                                                                                                                     	
24
I SEARCH THE VAULT...                                                                                                  (PAGE 18, ROOM 8)
THE VAULT has at least 1d10 of any listed good in the players survival guide. Without help from either Malta
or Brekt: roll a Speed Check (Success 1d10 min. to find, Failure 1d10 hours). If just poking around, roll
1d100, the result is the most interesting thing found in 10 minutes searching.
1.           Neon Green Survival Hatchet                35. A Comically Ineffectual Knife (Festooned   64.  A Sally Rod
     	
                                                           	
                                                                                                          	
2.           Pepper Spray                                   With Spikes and Curved Serrated Blades)    65.  A Pitted and Rusted Set of Dental Tools
     	
                                                                                                          	
3.           Throwing Knives                            36. A Carbon-Fiber Dao                         66.  A Leather Collar, “DADDY”
     	
                                                           	
                                                                                                          	
4.           A Jade Handled Sword Cane                  37. Bubinga Aklys                              67.  Several Sheets of High Grade LSD
     	
                                                           	
                                                                                                          	
5.           A Sawback Machete                          38. A Brick of Cocaine                         68.  Riot Shield (URBAN PACIFICATION UNIT)
     	
                                                           	
                                                                                                          	
6.           A Gunto Katana with paired Wakizashi       39. Rhino-hide Litupa                          69.  Book: Dominatrixes of Rog
     	
                                                           	
                                                                                                          	
7.           A Pipe Bomb                                40. Book: Heptameron                           70.  Book: Fundamentals of Brothel
     	
                                                           	
                                                                                                          	
8.           Barb Wire Wrapped Baseball Bat             41. Extremely Gaudy Sissification Dresses           Management
     	
                                                           	
9.           A Paired Set of Hot Pink ARMA 29 SMGs      42. Whalebone Corset                           71. A Mace: the Beatific Face of Cupid
     	
                                                           	
                                                                                                          	
             Bedecked with Diamonds                     43. Book: The Picatrix                         72. A Set of Plastic Concealable Knives
                                                           	
                                                                                                          	
10.          A Papal Order of Planetary                 44. Book: Der Einzige und sein Eigentum        73. An Ebony Baphomet Statue
         	
                                                           	
                                                                                                          	
             Excommunication                            45. Book: The Investiture of the Gods          74. A Box of Anti-Personnel Mines
                                                           	
                                                                                                          	
11.          A Glass Casket Containing A Bald, Stocky   46. A Plastic Case of 12 Stimpacks             75. The Gilded Bones of a Saint in an
         	
                                                           	
                                                                                                          	
             Man with a Tapered Beard and Trim          47. A Bundle of Injectable Combat Drugs             Elaborate Reliquary Coffin
                                                           	
             Mustache in an Unremarkable Suit, a            (all rolls related to violence are [+]     76. A Talking Board
                                                                                                          	
             plaque reads Владимир Ленин                    for a day, cannot retreat from combat      77. A Magic 8-Ball
                                                                                                          	
12.          A Hollowed Out Holy Book containing            or fail a Fear check; afterwards Body      78. A Case of Alertness Drugs
         	
                                                                                                          	
             Sacred Assassination Knives                    Check[-] for addiction and go catatonic    79. Book: Dictators and Dictatorships:
                                                                                                          	
13.          A Taxidermied Creature—Hybrid of a             for 6 hours)                                    Understanding Authoritarian Regimes
         	
             Snake, Rabbit and Parrot                   48. A Pickled Mako Shark in a                       and Their Leaders
                                                           	
14.          A Stack of Anti-Armor Mines                    Formaldehyde Tank, Cut Into Arbitrary      80. Studded Leather Jacket, Patch: I REMAIN
         	
                                                                                                          	
15.          A Stun Baton (Physical Attack,                 Sections for Display                            UNGOVERNABLE
         	
             Unarmored Target Body Save or Collapse     49. A Dress Made of Meat, Somehow              81. A Motorcycle
                                                           	
                                                                                                          	
             Unconscious)                                   Perpetually Fresh                          82. A Pallet of Teargas Canisters and a
                                                                                                          	
16.          Semtex and a Detonator Cap                 50. A Gigantic Marble Bust Making A                 Launcher
         	
                                                           	
17.          A Set of Titanium Golf Clubs                   Disapproving Face (a grown person          83. A Rocket Propelled Grenade Launcher
         	
                                                                                                          	
18.          A Wildly Impractical and Ornate                can fit inside, the mouth acts as an            and 7 Shaped Core Rounds (1d10 dmg
         	
             Claymore                                       amplifier)                                      to buildings and ships; 1d100 damage to
19.          Full Coverage Chastity Cage                51. A Taxidermied Wooly Goat, its face              living targets)
         	
                                                           	
20.          Bondage Strap Corset (Halter/Choker)           Painted Strangely                          84. A Carton of Green Apple Cigarettes
         	
                                                                                                          	
21.          Book: Chastity Belts: An Illustrated       52. Elaborate Facial Harness with Ball Gag     85. A Bottle of 18 Year Old Scotch
         	
                                                           	
                                                                                                          	
             History of the Bridling of Women           53. Vinyl Military Uniform                     86. A Case of Vodka
                                                           	
                                                                                                          	
22.          Book: Voynich Manuscript                   54. Plastic Nunchucks                          87. Macuahuitl
         	
                                                           	
                                                                                                          	
23.          Painting: A Maiden Holding A Chicken in    55. Fully Articulated Pleasure Doll            88. Religious Vestments, Robe and Meiter
         	
                                                           	
                                                                                                          	
             a Field of Oranges                             (Masculine, Rugged)                        89. Gold-Plated, Bullet-Studded Gas Mask
                                                                                                          	
24.          Ming Vase full of Flaking Mannequin        56. Anime Body Pillow                          90. Flogger
         	
                                                           	
                                                                                                          	
             Arms                                       57. Brick of Heroin                            91. Riding Crop
                                                           	
                                                                                                          	
25.          A Silver Cigarette Lighter (Priapus)       58. Unstable Hallucinogenic Research           92. Zentai
         	
                                                           	
                                                                                                          	
26.          A Box Overflowing With Shurikens               Chemical (Snortable)                       93. Babydoll Latex Mask
         	
                                                                                                          	
27.          A Collapsible Compound Bow                 59. A Snake Shaped Staff (bites when           94. A Box of Expensive Cigars with Cutter
         	
                                                           	
                                                                                                          	
28.          A Brick of Marijuana                           striking, Body Save or Paralysis for       95. Tekko-kagi (Claws)
         	
                                                                                                          	
29.          An Oil Drum of Personal Lubricant              1d10 minutes)                              96. Bronze Tintinnabulum
         	
                                                                                                          	
30.          A Bronze Gladius                           60. Book: No Title Just Byzantine Diagrams     97. Book: Le Veritable Dragon Rouge
         	
                                                           	
                                                                                                          	
31.          A Mink Coat                                    of Rope Bondage                            98. An Rx Bottle of 1d100 Anti Anxiety Pills
         	
                                                                                                          	
32.          A Staggering Variety of Fireworks          61. Ship-Breaching Charge (1d10 Hull                ([+] on all Stress Checks for 8 Hours,
         	
                                                           	
33.          A Roman-Style Marble Statue of Pan             Damage)                                         Addictive)
         	
             Seducing a Goat (Covered With A Drop       62. Disturbing Restraint Chair with            99. Painting: A Figure In Red Eats The Face
                                                           	
                                                                                                          	
             Cloth)                                         Fingernails Gouged in the Armrests              of a Horse, Children Smile, The Sun is
34.          60 Pain Pills in an Rx Bottle              63. A Functional (Well-Oiled) Iron Maiden           Black
         	
                                                           	
                                                                                                       100. A Tea Service Made of Fur
                                                                                                                                                25
                                                                                                              	
26
              NIGHTMARES, SCULPTURES & COMPULSIONS
Nightmare Checks are Sanity Saves made when you                     C O M P U LS I O N S
rest. Fail and you have a nightmare, gaining a Stress
                                                                    Failing two (or more) Nightmare Checks while
point. Note the result from the Nightmare Table.
                                                                    significantly exposed to the Gaunt (including carrying
Nightmares prevent healing and the benefits of rest.
                                                                    around artifacts) causes you to wake up with a
Wardens are encouraged to make Nightmare Checks
                                                                    compulsion to sculpt a small, terrifying object. Roll
after any traumatic event or any day in which a
                                                                    on the table below to figure out what you’ll need to
crewmember made a Panic check.
                                                                    sculpt with.You have 1d10 days to sculpt the object or
RECURRING NIGHTMARES                                                else you have to make a Panic check when it is least
                                                                    convenient. Every day you don’t finish the sculpture you
If you ever have the same nightmare again this
                                                                    gain 1d10 Stress.
causes 1d10 Stress and becomes your sole, recurring
nightmare; it’s that same nightmare every night, without            Once the object is made you now have the choice
fail.                                                               on future Nightmare Checks to either take no Stress
                                                                    at all (and thus have no nightmare) but build another
Additionally, failing three Nightmare Checks in a row
                                                                    sculpture or to take Stress equal to the number of
renders you incapable of resisting nightmares; the
                                                                    sculptures you have created.
permanent condition: Night Terrors.You gain 1d10[+]
Stress whenever you have a nightmare.                               Whenever a sculpture is created the Warden rolls a
                                                                    d100. If the result is equal to or less than the total
W H E N TO C H E C K F O R
                                                                    number of sculptures the crew possesses—including
NIGHTMARES?
                                                                    those they did not make—the sculptures form a Gaunt
» If you’re on the Moon: Once a week.                               Gate and Gaunt start streaming through.
 »
» If you’re on Tyrant Beggar: Every other night.                    Losing any of your sculptures or destroying one causes
 »
» If you’re on the Dead Planet: Every night.                        1d10 permanent damage to your Sanity score.
 »
                                            Evokes                              Subject 1                              Subject 2
d10           MATERIAL          COMPOSITION            THEME         DETAIL 1               OBJECT 1       DETAIL 2                OBJECT 2
01    Melted Plastic           Disjointed       Parasitism       Riotus               Flesh            Angelic               Faces
02    Spoiled Food             Geometric        Lust             Gnarled              Fingers          Coiling               Tentacles
03    Blackened Metal          Sharp            Confusion        Seeking              Tongues          Cruel                 Talons
04    Stitched Cloth           Grotesque        Religious        Twisted              Limbs            Serrated              Beaks
05    Dissassembled Firearms   Abstract         Violence         Gnashing             Teeth            Elegant               Probosci
06    Bone / Teeth             Brutal           Melting          Unnerving            Smiles           Incandescent          Wings
07    Unorthodox Taxidermy     Rapturous        Paranoia         Sliced               Hands            Proud                 Antlers
08    Gouged Wood              Ornate           Transformation   Palpating            Gristle          Scintillating         Scales
09    Android Parts            Decadent         Hopelessness     Dark                 Pus              Slashing              Hooves
10    Stone                    Brittle          Fertility        Split                Lips             Spiny                 Fins
NOTE: Don’t be daunted by the slow method for generating PC sculptures. Roll the material, and while they are
securing that, work out the rest. Part of the fun is how the player interprets the prompt.
                                                                                                                                              27
 D100 NIGHTMARES                                                                      26. Your teeth blacken and rot. The crowd laughs uproariously. Nails drive
                                                                                         	
                                                                                          through your putrid gums in a birth of pus and blood. You bite their
                                                                                          faces away. They taste like cinnamon.
                                                                                      27. A bulbous, fleshy, eyeless face hunts you in the dark. Its steps are
 1.          Your migraine is splitting your skull. A dog rushes towards you, it’s
                                                                                         	
                                                                                          deliberate. It has already found you.
     	
             eyes full of loving devotion. The dog’s head explodes into a crimson
                                                                                      28. A puppet gazes up at you. A mockery of human features—
             mist, coating your hands like an accusation.
                                                                                         	
                                                                                          exaggerated, stretched. Its hands spring into action, manipulating
 2.          Your jaw unhinges as you vomit a torrent of earwigs.                         your strings. You dance a macabre waltz.
     	
 3.          You are having sex with someone with the face of an ant; they regard     29. A red sun slowly rises. The light carbonizes your toes, feet, legs. You
     	
             you coldly and whisper something you can’t quite hear.
                                                                                         	
                                                                                          watch. The smell of cooking meat overwhelms you.
 4.          You draw a straight razor across your mother’s eye. This is the right    30. You fight a current of blind, swollen, pale fish to reach the masticating
     	
             thing to do. She does not resist.
                                                                                         	
                                                                                          maw. There is a smell of jasmine.
 5.          There is the steady tick-tock of an egg timer in your chest. You know    31. Your wrist bends back. It keeps bending. Your hand is in your arm.
     	
             something terrible will happen when it rings. There is no clear way
                                                                                         	
                                                                                      32. The shambling figure is dark, save a chipped porcelain mask. The air
             to stop it.
                                                                                         	
                                                                                          is hazy with the smell of candy and rot.
 6.          An amber scorpion crawls on your face. Your limbs are leaden anchors
                                                                                      33. Every door is labeled ‘EXIT’ despite taking you back to the start of the
     	
             a million miles away.
                                                                                         	
                                                                                          corridor. You have been here before.
 7.          You swim frantically, uncertain of which direction you are heading.
                                                                                      34. You pin the fish down. You bash its gasping face with a hammer. You
     	
             The water is like ink, your lungs are bursting.
                                                                                         	
                                                                                          can’t stop. You won’t stop.
 8.          You look at your hands. They fall apart like puzzle pieces. You cannot
                                                                                      35. The music is pleasantly generic; the waiting room sterile. How long
     	
             stop thinking about your 7th birthday.                                      	
                                                                                          have you been here? How long will you remain?
 9.          A crowd of beautiful, slim, fashionable and elegant people stare at
                                                                                      36. The skeletal cats need fed. They yowl, they fornicate, they piss. The
     	
             you derisively. You drop your drink. They laugh with cruel, sensual
                                                                                         	
                                                                                          air is thick with ammonia, wet with humidity. You lose count.
             smiles.
                                                                                      37. You sip wine as she nails your fingers to the table. You have long,
 10.         Your ribs swell to make space for the blind orgy of wasp larva. You
                                                                                         	
                                                                                          elegant hands.
         	
             think about motherhood as your flesh stretches to its breaking point.
             The larva burrow out and unfold their iridescent wings.                  38. You stab the featureless body with a baby doll head, over and over. A
                                                                                         	
                                                                                          torrent of red ants crawls from the womb.
 11.         You are in a pale room. You hear the laughter of children. You cannot
                                                                                      39. Your fingers are jagged snarls of glass. You caress yourself. You can’t
         	
             pinpoint the source.
                                                                                         	
                                                                                          feel how sticky your fingers are.
 12.         You feel the trapdoor spider making its home in your throat; you
                                                                                      40. The dinner party is lovely. Then you notice the centipedes crawling
         	
             know what you have to do. Jamming the blade in is as simple as
                                                                                         	
             carving butter. You wiggle it around with satisfaction. You missed.          from your collar; hear the snide comments.
 13.         A weathered hag sits on your chest, her mouth a hideous O of             41. The children dash ahead of you. Their rabbit masks are askew. You
                                                                                         	
                                                                                          need to bring them home. You stumble.
         	
             accusations. It won’t stop dripping pale fluids onto your face.
 14.         You hear panicked screams in the darkness: they’re growing fainter,      42. You feel them growing, behind your eyes. Your vision dims. You are
                                                                                         	
                                                                                          the host and they are nothing like you.
         	
             you are running away.
 15.         Pale hands press against darkened glass. You are surrounded. Alone.      43. The pliers are getting red hot. The air is damp and unctuous. You
                                                                                         	
                                                                                          don’t really need all those fingernails, not when you have so many
         	
 16.         No matter how much you struggle or bat them away, the crows are
                                                                                          toes.
         	
             relentlessly consuming your face.
                                                                                      44. The ground is dry and desolate. Your drool pools by your face.
 17.         You smell moss and dirt. Inane stammering and chanting fills your
                                                                                         	
                                                                                          You sink into the lukewarm puddle.
         	
             ears. They are coming for you.
                                                                                      45. It is cold. Your fingers blacken. You could snap them off if your hand
 18.         Figures flit about in the hanging fabric. You can’t quite make them
                                                                                         	
                                                                                          would move. The cold scours everything away.
         	
             out, they seem familiar. You aren’t certain if you are the hunter or
             the quarry.                                                              46. You float in the void of deep space. A planet-sized foetus regards you
                                                                                         	
                                                                                          with lugubrious, watery eyes.
 19.         Your fingernails tear from their moorings as you futilely scrabble
                                                                                      47. Poison gas fills the warrens. Blood seeps from their eyes as their
         	
             against the rough wall. The hole atop the shaft—your only escape—
                                                                                         	
             is as distant as the sky.                                                    despondent screams echo in your ears. Mocking laughter shakes your
                                                                                          ribs like a bass note.
 20.         Your eyes melt—crawling down your face like limpid tears. Your skin
                                                                                      48. He splatters his cravat with viscera when he cuts your hand off. You
         	
             starts sloughing off. Your muscles fall off with a meaty slap. Maybe
                                                                                         	
             this face is not yours.                                                      roll on the floor. You cauterize the stump with a hot plate. You line up
                                                                                          your shot at the retreating figure. He spins around and shoots first.
 21.         You feel the slender fingers encircle your throat; there are too many
                                                                                      49. Your incisors won’t stop growing. They pry your jaw apart, your
         	
             of them, they are far too long and thin. Everything smells like
                                                                                         	
             camphor.                                                                     mouth wider and wider, lips bleeding from the strain, teeth grinding
                                                                                          into gums. The snap will be a relief.
 22.         A carousel spins madly—the music hellish, discordant. The horses’
                                                                                      50. You feel it churning inside you. Wrapping itself in your entrails.
         	
             eyes are meeting yours.
                                                                                         	
                                                                                          Kicking against your stomach wall. Waiting to break free, you can feel
 23.         You can smell the rot in your bones. You struggle to dig them out.
                                                                                          the grin fill the hollow of your belly.
         	
 24.         Your face warps and shifts—stretching and pulling against its own
                                                                                      51. Filthy, louse-ridden children pelt you with stones. They know what
         	
             definition. It becomes bovine. Your friends are leading you to a grey
                                                                                         	
                                                                                          you did.
             cement building. Everything smells like copper.
                                                                                      52. You bash the figure across the face with a rock. Your hands seek
 25.         Your fingers unwind like meaty corkscrews; they start anchoring you
                                                                                         	
                                                                                          purchase on their face and you confidently press your thumbs into the
         	
               in place. The wind is cold.
                                                                                          eye sockets. Your own tortured face grins back.
28
53. The sinuous reptiles circle you warily, languid motions at incredible      75. You’re at the end of the dock. Everything stinks of salt and rotting
                                                                                  	
                                                                                    fish. Your feet squelch pointlessly in the concrete. They smoke
   	
    speed. Their tongues taste the air, taste your body, your sweat tying
    them to you. Any second they will close in, their snapping jaws                 cigarettes and leer at you. They’re coming over to push you.
    slathered with miasma.                                                     76. You follow the woman in the red damask dress through the hedge
                                                                                  	
54. You crush the nimbus blue egg in your hand. Amidst the splintered               maze. She’s just out of reach. Her scent, peach blossoms, wafts behind
                                                                                    her. You corner her. She turns around. There is no face, just a sunken
   	
    shell fragments is the partially formed baby bird. It stares back at you
    with eyes like black marbles. Then you notice the teeth.                        pit with fleshy teeth.
55. Children with sunken eyes and rotted teeth chant, “SACRIFICE,              77. Scabrous rats—wounds dripping with pus—crawl all over you.
                                                                                  	
                                                                                    Smother you with their wet, stinking bodies, force their way into your
   	
    SACRIFICE.” They push you, you fall. Their faces fade in the distance.
    You keep falling.                                                               mouth and explore you. Where are your arms?
56. You trudge through a landscape blanketed in bones. They snap and           78. You drive the nails into your leg. 1-2-3-4….99-100. Aghast, you
                                                                                  	
                                                                                    realize your pattern isn’t symmetrical. You pry them out and start
   	
    crunch underfoot. Drifts of them knee deep and pulling you gradually
    under. They rattle as you descend.                                              again—perfect this time.
57. You walk towards the horizon. You pass a burning car and the air is        79. You see sharks circling in the wine dark sea. You are bleeding. It
                                                                                  	
                                                                                    won’t stop.
   	
    thick with malodorous smog. Your skeleton stops walking and is left
    behind. Your shadow tells you your real bones have been replaced.          80. The ship controls won’t respond, all the systems are down. You are
                                                                                  	
58. You are in a pool. The water is warm. Tropical fish peck away at you,           slowly drifting towards a sun. You perspire, your hands slipping as
                                                                                    you struggle to stop the ponderous drift.
   	
    each bite a papercut. You feel your legs gradually vanishing one small
    bite at a time. You can’t see an exit.                                     81. You are beneath an immense pendulum. With each swing you feel
                                                                                  	
59. You are lying on the beach, tangled in nets. The tide keeps rising up           years drain away. Your teeth disintegrate, your nails grow and twist,
                                                                                    your vision dims, your hair becomes dust.
   	
    towards your face, gradually but inexorably. Gulls squabble and circle
    in the baking sun.                                                         82. Your arms are dragged in opposite directions as they are fed into
                                                                                  	
60. Your face is smothered in kisses, teeth scraping your brow. A sudden            gears. You feel the crushing weight and the tears forming in your
                                                                                    muscles. Everything reeks of grease and rust.
   	
    rough bite and pull on the cheek till it tears leaving a hole. A tongue
    probes the fringes of the new orifice.                                     83. The airlock is slowly opening. Behind the glass they point and laugh.
                                                                                  	
61. You walk on broken glass, barefoot, the wet cracking of the shards              Your face is wet with tears. They enjoy slices of cake.
   	
    your only companion save a floating red lantern illuminating the           84. You are engulfed in flame. No one seems to notice. Even when you
    seemingly endless expanse of glass.
                                                                                  	
                                                                                    touch them, spreading the flame. Vacant eyes.
62. The person talking to you is so unpleasant the world seems to curdle       85. You’re bleeding from your mouth. Ropes of it suspended from your
   	
    from the rancidness of their presence. Their hand is on your knee.
                                                                                  	
                                                                                    lips. The viscera starts moving of its own accord.
63. A robot regards you. It mirrors your motions. It mimics your               86. You are crouched behind a crate. Pinned down by automatic arms
   	
    emotions. It takes your name.
                                                                                  	
                                                                                    fire. You can’t clear the jam.
64. You feel sick, feverish, desperate. The bullet lodged in your gut is       87. There’s a pulse grenade in your hands. You can’t remember how to
   	
    necrotizing too fast, spiderwebs of dying, blackened, leaking flesh.
                                                                                  	
                                                                                    throw, your fingers are useless. Everyone is disappointed.
65. You are digging up a skeleton. The bones are impossibly fine, elegant      88. The mouth in your torso is hungry. It wants your friends. There are
   	
    even. The face long and gaunt, mournful. The wings so wide they
                                                                                  	
                                                                                    rewards for compliance.
    consume the sky.                                                           89. The conversation is charming, civil, courteous. The problem is they’re
66. The hammer feels momentous, pitted surface spattered with rust. You
                                                                                  	
                                                                                    holding your hand in acid.
   	
    see the children with lambs’ faces. You silence their frenzied bleating.   90. A drill descends towards your eye. The whirr fills the air, gives it
67. You bleed the pigs. All of them. In their fine jewelry and spotless
                                                                                  	
                                                                                    texture. They ask how you are feeling.
   	
    dinner jackets.                                                            91. No matter how many volts you deliver to the subject, he won’t divulge
68. The bolt cutters pass through your joints roughly. The end announced
                                                                                  	
                                                                                    the information. He can’t last much longer, you hope. They are
   	
    by a smooth click. Your finger is discarded into the bucket. The bucket         getting impatient.
    chews noisily.                                                             92. Your lips are being sewed shut. The needle dances in and out. There is
69. You claw at the glass. Your husk withering. They dispassionately take
                                                                                  	
                                                                                    something in your throat: you deserve this.
   	
    notes on clipboards. You dessicate and blow away in a fine spray of        93. You tear wrapping paper desperately from the gifts, shredded colorful
    dust. They nod, approving.
                                                                                  	
                                                                                    paper piles up to your knees. The antidote is in one of these. It has
70. The Leviathan blots out the sun. The air ruptures as it breathes in. Its        to be.
   	
    multifaceted eyes gaze upon you uncomprehendingly.                         94. They deliver shocks to you. They ask you to prove you aren’t a
71. Unnaturally white teeth grin at you, gleaming. The smile is forced.
                                                                                  	
                                                                                    machine. They don’t believe you.
   	
    The laughter like a blade dragged across glass.                            95. The snake is swallowing you. Everything smells of offal and carrion. It
72. The sky is an ink black horizon of tentacles and blazing vermillion
                                                                                  	
                                                                                    moves up your legs, relentless, devourer.
   	
    eyes. It falls upon you like an avalanche. Tentacles force their way       96. Your fingers split and mutate into baby hands. The new hands repeat
    into your eyes, your mouth, down your throat. Your need is not
                                                                                  	
                                                                                    the process. The hands are getting heavy.
    slaked.
                                                                               97. Your arms become snakes. The snakes start biting you. You reach out
73. Your hands are bound behind your back. The burlap over your
                                                                                  	
                                                                                    towards your friends, share.
   	
    head is tight, sucking in with your breath—the smell of kerosene
    overpowering. You feel wet, tired. You hear the scratch of a match         98. The walls are closing in. Only when you close your eyes. Remain
                                                                                  	
    being struck.                                                                   vigilant.
74. You clip your nails. You keep clipping them. It won’t stop. You see        99. You keep trying to scoop your guts back in; glistening ropes of your
                                                                                  	
                                                                                    intestines wriggling and slipping in your hands. You’ve shoveled so
   	
    bone.
                                                                                    much in. There should be an end to this.
                                                                               100. It is hot. It is dark. It is cramped. It is dusty. You are trapped. 29
                                                                                      	
     LANDING AREA on the DEAD PLANET                                                     [SEE PAGE 32]
The ancient, rocky plateau is scarred with scorch marks and impact sites, including the
remains of several campsites. This elevated location seems defensible, with excellent
vantage points and crumbling ruins for cover. No Piloting roll is needed to land here,
though landing anywhere else on the island is at Disadvantage.
The terrain is rough and steadily rises as far as you can see. The sky to the west is
filled with ominous black clouds with the appearance of a writhing nest of tentacles.
Occasional violent purple slashings of lightning illuminate the disturbing mass of
black. The sickly black mass distends to caress the highest point on this island.
Visibility is reduced to 30m in the thick sludge of black air.
    ENCOUNTERS IN THE WEST (ROLL ONCE PER SQUARE)
 01 Purple lightning rips into a PC. Speed check or 4d10 damage and Fear Save.
 02 1d10 Crawlers sighted 20m away. 1-7 normal, 8 toxic, 9 Paralysing, 10 Acid.
 03 Glow Skull floats, facing the party. Intellect check or it sounds the alarm,
    attracting 1d10-3 Gaunts.
 04 Glow Skull shards and skull lay broken on the stony ground.
 05 Glow Skull floats within 30m, facing away from you.
 06 Dead Gaunt lies twitching on the ground.
 07 Valley or cliff blocks the way. Strength check to
    climb or take detour (+1d10/2 hours).
 08 Yellow hail rains from black clouds. Intellect
    check to find shelter or
    take 1d10 damage.
                                        m
 09 1d10-4 Crawlers sighted 10k
    20m away.
 10 Weapons cache (roll on Table on pg. 13).
30
                                         [SEE PAGE 32]               ENCOUNTERS IN THE NORTH (ROLL PER SQUARE)
                   SWAMP                                             01 Copse of d10 Grabber Trees.
                                        The land gently
                  slopes downward to the north, and                  02 Wide shallow lake ahead. d10/2 Trileaches rest on the shore.
                  sparse tree coverage can be seen                   03 Quickmud. Strength or Intellect check to escape. Critical Fail
                  sprouting up from the stony ground.                   will take d10 damage per round until pulled out.
                  Off in the distance, great gougings                04 Mist blows in from the coast. Visibility reduced to 20m. Lasts
                                  can be seen in the                    for d10/3 hours.
                                  earth as stone blocks              05 Copse of 1d10 Grabber Trees (Infected).
                                  were moved from
                                                                     06 3 Trileach burst from the nearby pond and attack.
                                  here to the east to
                                                                     07 Copse of 3d10 Grabber Trees.
                                  build the dead city.
                                  The land is moist and              08 Dying Trileach splashes mud in death throes.
                                  filled with sucking                09 Pouring rain forces the PCs to find some shelter. Lasts for
                                      mud and brackish                  d10/3 hours.
                                          water.                     10 Weapons cache (roll on Table on pg. 13).
     You are the DKRENOM and your people                          WIDE SHALLOW LAKE AHEAD. D10/2
     are building their burial towers. With               02
                                                                  TRILEACH REST ON THE SHORE.
     massive chests and powerful tentacled
     arms and legs you cut and move heavy                         QUICKMUD. STRENGTH OR INTELLECT
     slabs of rock from the north of the                          CHECK TO ESCAPE. CRITICAL FAIL
                                                          03
     island. Now is the time for dying. This                      WILL TAKE D10 DAMAGE A ROUND UNTIL
     is how we die.                                               PULLED OUT.
32
         THE ANCIENT QUARRY
The intensive quarrying formed a giant staircase
that descends hundreds of meters to the
beach. Littering the shore are the mouldering
carcasses and ancient skeletons of extraordinary
leviathans—a testament to the ceaseless
crusade against life. The wind whips through
long abandoned, crumbling stone and bone huts
along the stairs and beach. There are 5d10 huts
structurally intact.
01-03 NOTHING.
         HUT COLLAPSES.
   04
         BODY SAVE OR 1D10 DAMAGE.
07 ANTIGRAVITY DEVICE.
08 LASER CUTTER.
                                                   33
                                               THE NECROPOLIS
34
           SEARCHING THE NECROPOLIS: ROLL LOOT, BUILDINGS, AND ENCOUNTER (1D10)
 D100   LOOT                                               D100   BUILDINGS
00-20   NOTHING, DUST AND SORROW                          00-30   FOUR-STORY OCTAGONAL COMPLEX
21-30   1D10 UNCUT GEMS                                   31-40   ROMANESQUE OBELISK
31-40   1D100 CERULIAN AND VIOLET SHELLS                  41-45   BRUTAL MONOLITH
41-45   SIMPLE SPEAR (HARD METAL)                         46-55   TIERED CIRCULAR TOWERS
46-50   AXE (HARD METAL)                                  56-70   INCANDESCENT LAYERED DOME
        TINY METALLIC FLOATING SPHERES WHICH DANCE                OVERGROWN PARK FEATURING
51-58                                                     71-72
        AROUND EACH OTHER.                                        GRIM TILE MOSAICS
        INTRICATELY WROUGHT METAL STAFF (SHOOTS BEAM              BAROQUE MAUSOLEA COVERED IN
59-65                                                     73-75
        2D10, STRIKES 1D10, 10% BREAK CHANCE)                     BAS-RELIEFS
66-68   SMALL PALLADIUM FIGURINES                         76-78   CRUMBLED ARCH
        BINDLE: REVOLVER, 1D4 K RATIONS, FLARE GUN,               ORNATE TOWER WITH GROTESQUE
69-72                                                     79-82
        TRENCHING SHOVEL                                          STATUES
73-75   GILDED SKULLS SET WITH CANDLES                    83-87   ERODED STATUE
76-80   PAINTED FUNERARY MASKS OF STONE                   88-89   MORTUARY SHRINE
81-85   PATTERNED STEEL ALLOY SWORDS                      90-91   BLOOD-SATURATED ABATTOIR
  86    A SILVER AMPHORA                                  92-95   OMINOUS CREMATORIUM
87-89   THIN IRIDIUM LINKS                                96-99   MORBID BASILICA
  90    BLACK METALLIC JEWELRY WITH LUMINESCENT OPALS
91-93   WAX GAUNT SCULPTURE                                D10        ENCOUNTERS (HOURLY)
  94    METALLIC GAUNT SCULPTURE                          01-03   NOTHING.
  95    PLATINUM TEAR DROPS
  96    FIRED CLAY HORROR                                 04-05   VOCIFEROUS BAYING OF 1D10
  97    BRASS TABLET WITH OMINOUS PICTOGRAMS                      GAUNT HOUNDS NEARBY (25%
98-99   SURVEYOR’S NOTES                                          CHANCE THEY TRACK DOWN
                                                                  PCS, UNLESS PRECAUTIONS
                                                                  ARE TAKEN).
          MULTIPLE CIRCULAR TOWERS, each 60
          ft tall, house the solid, tentacled Dkrenom     06-07   SIX GAUNT HOUNDS VAULT
          mummified in alcoves adorned with sashes                FROM THE ROOFTOPS GENTLY
          and belts hung with bells and clappers carved           GLIDING DOWN BEFORE
          of semi-precious stones. Curled among the               FALLING AMONG THE CREW,
          decorations are cruel looking energy whips—             SNAPPING AND BRAYING IN A
          uses Intellect Check instead of Combat and              FRENZY (SURPRISE ON ALL
          reaches up to 15ft. (2d10 Damage) 10%                   BUT 1 IN 10).
          chance of breaking each use.                      08    D10/2 GAUNT WALKERS BLOOD-
                                                                  CURDLING SCREECH AND
                                                                  RECKLESS CHARGE.
                                                            09    D10 GAUNTS AND D6 GAUNT
                                                                  HOUNDS AMBUSH THE PCS FROM
                                                                  ALL DIRECTIONS.
                                                            10    THE EXQUISITE AND DREADFUL
                                                                  FIGURE OF AN ALPHA GAUNT
                                                                  AMBLES INTO VIEW.
                                                                                                 35
                                         THE DEAD GATEWAY
One week ago, the military dropship The Defiance was dragged through hyperspace by the Dead Planet
and crashed landed here. From the smoldering wreckage you can see the Red Tower in the distance. On
the whole, the ship is salveagable with major repairs (Jump Drive-1, Computer, Weapons-2, Thrusters-4).
It can hover planetside and drop the back hatch allowing for rapid deployment). Most of the crew are
dead, though there are still some salvageable pieces of loot within the wreck itself. Wardens needing
replacement characters can easily find a few confused marines here. Every turn spent searching has a
cumulative 10% chance of a random encounter (10% the first turn, then 20% the second turn, etc.).
38
                                                          THE RED TOWER
<SEE PAGES 40-43 FOR KEY> The source of the Military Distress Beacon. The Red Tower, the twisted
and eroded remains of a carmine ergonomic building, appears like a shattered molar on the horizon. A km
in all directions around it is completely vacant. Originally, the building was a breakaway from the colony
ship settlement—a hybrid bunker, armory and research station, built to serve as a protected space against
the compulsive Gate building madness. Clearly, this did not work.
                                                        GAUNT SOLDIERS
The corpses of the overly optimistic crew of the Defiance military dropship are scattered throughout the
complex. Their initial scan turned up the valuable warhead in the depths of the Red Tower. Unfortunately,
their discipline, weapon and experience from previous campaigns were not enough and they are entombed
here as mindless puppets of the Gaunt. The soldiers of the Defiance’s last and poorly paying job was to
crush a loggers’ strike on a timber planet, silencing their mewling pleas for basic quality of life protections.
The crew was already prone to nightmares from the atrocities they perpetuated for coin.
The soldiers were not bad people—they saw themselves as good people stuck with a bad job, and many
of them were already afflicted by nightmares before winding up here. If the crew needs restocked: have a
few survivors huddled in D5, C4, C5 or B9; they are Marines with standard statistics, armed with either a
shotgun or SMG and 2 ‘stick’ style pulse grenades or 3 canisters of tear gas. The standard battledress for
Defiance Company is a gas mask, environmental protection greatcoat, and fatigues. They and the other
bodies in the Red Tower act as Gaunt Walkers (see pg. 46).
TO QUICKLY GENERATE GAUNT WALKERS IN THE RED TOWER, ROLL 3D10 BELOW
 01    Shredded Fatigues     Head has blossomed open like a fleshy orchid, petals lined with eyes       Riddled with lymph leaking tumors.
                             and teeth.
 02    Great Coat and        Hands have devolved into a slimy morass of tentacles interspersed with     Tiny mouths form all over their body and
       Gas Mask              bony fans.                                                                 whisper softly.
 03    Nude except Gas       Arched backwards, walking on all fours; their ribs are straightened and    Skin is dry and flaking everywhere
       Mask                  have burst through their skin as razored spines.                           (susceptible to flame).
 04    Lab Coat with         Clavicles have stretched in an upward arc laced with strands of flesh;     Their knees bend backwards, allowing
       Party Hat             they flap like feeble wings.                                               them to leap a surprising distance.
 05    Security Guard        Everything from the ribs down has fused into a slug-like tail, their       Their bite is envenomed and causes
       Uniform               emaciated hands making scraping noises as they drag themselves along.      nightmarish hallucinations (Body Save or
                                                                                                        10/2 Stress until a successful Save).
 06    Office Drone Outfit   Eyes are on stalks, mouths a horrid lamprey-like hole.                     A cowl of flesh, like a robe, trails from
                                                                                                        their body.
 07    Wacky Bowtie and      Flesh like a deflated balloon, they envelop their prey and regurgitate     Their body sprouts fleshy, rigid tubes
       Loud Suit             acid on them to break through the skin.                                    that leak purple ichor through grasping
                                                                                                        phalanges.
 08    Dripping, Torn,       A rack of antlers emerges from their eyes and fuses with their forehead,   Their skin is a terrifying shade of
       Hazmat Suit           pressing up into the sky. There is no difference between their mouth and   pinkish orange and their mouth leaks a
                                                                                                               ‑
                             throat, just a pulpy mess of gnashing needle teeth.                        steady trail of pus.
 09    Imposing              Their arms have become excessively long and withered yet exhibit           Crystalline formations erupt from inside
       Executive Suit        sinuous strength. Their face has collapsed into their torso, which is a    their bodies.
                             colossal screaming vertical maw.
 10    Cult Style Robes      Beaklike mouth surrounded by tentacular whiskers, eyes like a goat, an     They vomit a horrifying slurry of pus,
                             enormous third eye has ruptured through their forehead.                    viscera, stomach acid and partially
                                                                                                        digested meals to deter pursuit.
                                                                                                                                                    39
                                                                                        A1. EXTERIOR: Broken glass, crumbled walls.
     (A) FLOOR: No combat encounters.                                                   A2. LOBBY: Cracked tile floors, receptionist desk
     EMPHASIS: Abandoned, nothing of value, mundane.                                    (broken glass & broken console).
     LOOT: Low value damaged furniture, office supplies.                                A3. WAITING ROOM: Moldering, overturned couches
                                                                                         and chairs, dessicated potted plants, ruined carpet.
                                                                                         A4. STORAGE CLOSET: ALIVE INSIDE spraypainted on
                                                              A1       B5
                                                                                        locked door, empty.
                                                                                        A5. EMPLOYEE BREAKROOM: Broken plastic
                                                                                        ergonomic furniture, corkboard spattered with blood,
                  A4                                                                                     wilted inspirational calendars, RUN LIKE
                                                                                                         HELL spraypainted on the wall.
                                                            A7                                           A6. MAINTENANCE CLOSET: Smells
                                                                                                         like disinfectant, pile of cleaning supplies
                                                                                A5                       from fallen shelf (covers RUSTED METAL
                                                                                                         HATCH: maintenance shaft to B5—hatch
                                                                                                         is jammed with a Metal Fire-Axe, remove
                                                                                                         to open).
                                                                    A6
       A3                         A2                                                                     A7. GLASS FRONTED ELEVATORS:
                                                                                                         Non-operational to Upper Floors .
                                                                                                        Humming generator powers the
                                                                                                        SUBTERRANEAN ELEVATOR: held open with
                                A1
                                                                                       B1               a spanner; vandalized: TO HELL
                                                                                                        [stencilled] and SEND HELP [freehand].
                                                                                                        Goes to B1.
                                                                                               B2
     (B) FLOOR: No combat encounters.                                                                                                      A6
     KEY POINTS: Abandoned and quiet unless the ALARM goes
                                                                                                                                              C3
     off. Flickering, minimal light unless ENVIRONMENTAL
     CONTROL is fixed at B7.
                                                                                                                    B4              B5
            If B7 is opened and not secured,                                                     B3
 B1. ELEVATOR: From A7 opens to a staircase. Past double doors: white tile floor,
 flickering lights, abandoned gurney (blackened sludge) in makeshift triage.
                                                                                                                                   BARRACKS
 B2. DECONTAMINATION LOCK: Hissing air, sealed door to B3, if ELECTRIC PANEL (B7) is not fixed, reads
 everyone entering as “contaminated,” sets off alarm, flashing red lights throughout the floor until disarmed. Door to
 B3 is one-way unless someone in B1 works the panel.
 B3. WAITING ROOM: Door hisses open, spent shells, flickering track lights. Security (B4) has a Squad Automatic
 Weapon (SAW) pointing into B3—barrel slagged.
 B4. SECURITY ROOM: Locked safe (Revolver & First Aid Kit), spent potassium flares, slagged machine gun.
 B5. ARMORY: Empty gun racks, spare magazines and loose ammo on the floor. HATCH DOOR (ladder to A6—Metal
 Fire Axe is wedged in the locking wheel,cannot be opened from B5 without Strength check).                                                 C1
 B6. BATHROOMS: Black & white tiles, grimy floors, water is stagnant, pipes non-operational.
 B7. ENVIRONMENTAL CONTROLS: Corpse (dessicated, old) propped against the wall, single gunshot wound to
 the head. Pistol on the floor. GOODBYE BLUE SKY spraypainted on the wall. Environmental control terminal can be
 fixed here (Intellect check [Computers]): disables alarm, turns on regular lighting. FLOOR PANEL (can be pried up, access to spartan security shaft
 to GUN RANGE at C10.)
 B8. LIBRARY: Overturned shelves, formerly hidden door to ELEVATOR TO C1. Most of the reading material is sodden, blood spattered, or burned.
 Several spent potassium flares. Every round spent searching yields a rumor from the table on the opposite page. T=True, F=False, HT=Half True.
 B9: SOCIAL SPACE: Barricades (overturned couches, tables, and chairs) surrounded by spent potassium flares and shells. Posters on the wall
 warn of the dangers of poor sanitation, recommend vigilance. A few rifles with jungle-clipped magazines are propped against the barricade along
 with a dog-eared copy of “Treat Your Rifle Like A Lady.” None of the barricades have taken arms fire. SEALED DOOR to the BARRACKS. Takes
 several rounds to open and Gaunt can be heard behind the door the entire time.
C1. ELEVATOR: Opens to lobby. Sandbag barricade (2 slagged SAWs and 3 rifles with jungle clipped magazines propped against) blocking stairs
down to C2. Spent shells and potassium flares.
C2. PITCH BLACK HALLWAY: Lights on if ENVIRONMENTAL CONTROLS have been fixed. Broken glass (crunches underfoot), GET SOME
FUCKERS spraypainted on the wall, spent shells, potassium flares. Blast Door to C10 closed. Blast Doors to C7/C6 open. SEALED DOOR to the
BARRACKS.
C3. DARK MAZE OF CUBICLES: If ENVIRONMENTAL CONTROLS aren’t fixed there is flickering track lighting. Cubicle walls, monitors,
complicated diagrams on the wall, all shredded by small arms fire. Fire extinguisher in the corner near AIR DUCT which leads to B5.
C4. SUPERVISOR’S OFFICE: Makeshift barricade (conference table). 3 Pulse Grenades, empty magazines. NO ROOM IN HELL spraypainted on
the door. Plate glass wall to C2.
C5. BREAKROOM: Overturned tables, plastic ergonomic chairs, broken coffee machines, some instant coffee.
C6. DARKENED HALLWAY: METAL EMERGENCY DOOR (welded shut, cement shaft to D9). Partially set up cutting rig. Blast door to C7 is open.
C7. SPARTAN CONCRETE HALLWAY: ENVIRONMENTAL CONTROLS at C7a. Entrance to C8 is blocked by a sandbag barricade. Dark unless
ENVIRONMENTAL CONTROLS have been fixed.
C8. CHOKEPOINT: Overrun barricade. Blast door to C10 is open. Blast door to C9 is closed. Dark unless ENVIRONMENTAL CONTROLS have been fixed.
C9. ELEVATOR: Leads to D1. Disengaged unless ENVIRONMENTAL CONTROLS are fixed. Propped open with a spanner.
C10. GUN RANGE: Many pistols, rifles, and shotguns in locked gun cases. Target wall is heavily marked by arms fire. Target Papers depict
Gaunts & Authority Figures (a la “They Live”).
                                                             C4               C3
                                                                                                                                    B5
                                                                                             C3
C3 C5
                                                GAUNT WALKERS
                                                COMBAT: 65%                                                                          D9
                                                (Bite d10 and Claw d10)
                                                SPEED:40%
                                                INSTINCT: 30% HITS: 3(30)                                                 C6
                                                Infernal Scream: Fear Save or d10/2
                                                    Stress. 35% chance of a scream instead of
                                                        attack.
    THE BARRACKS: B9 & C2: both have Sealed Doors to the Barracks (hallways of repetitive rooms
    stuffed with bunk beds). This floor is full of Gaunt (the elevator can stop on DORM floor—scratched
    out: THE DEAD RULE HERE is scrawled over it.
    • If C2 door is breached: use d20's instead of D10s for Gaunts.
    • if B9 door is breached sitting still incurs 1d10 Gaunts per round.
                                                                                                                                                  41
     (D) FLOOR: All the active gaunts from Floor C pile into the elevator shaft and eventually come
     pouring in. The floor should feel rushed given less space to maneuver.
     MOOD: Dripping uniform concrete, Light is HARSH RED EMERGENCY LIGHTS.
     NOTE: PCs can survive (by escaping through D9), solve the mystery (by using the console at D6),
     or save the day (by activating the lift at D5 and take the lift D3 to the E floor).
                                           D10
           C6
D1
D11
                                               D8                                                                D2
                            D9                             D7
D3
D4
ESCAPE TO SURFACE
                                                           D6
                                                                                                         DOCUMENTS IN D6:
                                                                                                         Documents actually are valuable to
                                                                                                         those with scholarly bend or the
                                                                                 D5a                     morbidly curious. Of immediate
                                                                                                         importance: notes that the Dead
                                                                                                         Gateway is powered from the
                                                                           D5                            Necropolis.
E1. PLATFORM ELEVATOR: As the platform from D3 slides down to E1, a mournful pattern of synth notes plays (D, A, Bm, G, D, Em, D, A, Bm,
G, D, Em, A, A, G, D, A). The moment the synth pattern finishes playing, klaxon alarms spring to life, and a single red spotlight illuminates the
FISSION CORE BURNER BOMB.
E2. FISSION CORE BURNER BOMB: The sleek and illuminated Fission Core Burner Bomb slices deep into planets before reacting with the
core, fissioning it and producing a dramatic planet destroying explosion. In order to detonate the Dead Planet, the party much use the controls at
E3 to open the Gate at E4 and arm a launch code. Behind E4 is a nearly limitless supply of Gaunt.
E3. COMPLEX CONTROL ARRAY: Terminals open the gates (all closed when the crew descends but the gate to E4 starts to open automatically
and E2 arms with a countdown).
E4. ELEVATOR ACCESS BALCONY: The tracks are corroded and drip with biological taint--vast webs of viscera and flesh and the screaming
malformations of the gaunt surge forth from within.
E5. EXIT TO THE SURFACE: There is a well-stocked APC if someone opens the gate between E3 & E5 and E5 and the surface, the party will exit
near the crash site of the Defiance after 20 minutes (if driving) or an hour (on foot).
E4
E1
 GAUNT WALKERS                                                                        E2                   E3
 COMBAT: 65%
 (Bite d10 and Claw d10)
 SPEED:40%
 INSTINCT: 30% HITS: 3(30)
 Infernal Scream: Fear Save
 or d10/2 Stress. 35% chance
 of a scream instead of
 attack.
                                            E5
                                                                    Thermal Vision
                                                                    up to 200m.
                                                                    Chaff grenads x8
                                                                    Rear Mounted Smoke Grenades
                                                                    x2 Flame Throwers (2d10 DMG)
                                                                    x4 Sentry Machine Guns (5d10 DMG)
                                                                    x1 32 Round Light Mortar (1d10 MDMG)
 » HORRIFIC SCREAM: Alpha Gaunt always screams            » BURROW: When causing 10 pts. of damage, victim
     »
                                                           »
   before an attack. The scream forces a Fear Save and      must make a Body Save or the worm starts implanting
   adds d10/2 Stress upon failure. 35% chance of a          itself into their face.
   scream instead of attack in combat.
 » TELEKINETIC DRAIN: 3d10 Damage, -5% STR and SPD,      Spectral, parasitic worms that must find a host to
     »
   Sanity check or 1d10/2 Stress.                        inhabit this universe as their bodies are not suited
                                                         to anything but their native environment. Inhabiting
Alpha Gaunts are emaciated, leathery, graceful           a victim involves the death worm burrowing into
and tall. They are produced when a higher form           the throat and cranial regions of their victim. When
of Death Worm parasitizes a near perfect host. A         they have successfully implanted, they radically
series of grasping claws protrudes from their torso      transform the host.
to their face and becomes a mouth and telekinetic
organ which lifts their prey into the air and drains     The host’s cranial structures split down to the
them of life.                                            chest from which webbed and clawed appendages
                                                         burst, tipped with the host’s teeth. The host’s skin
                                                         thickens and stretches tightly across protruding
                                                         joints and skeletal structures. The resulting
                                                         amalgamation—parasite and host—is known as a
                                                         Gaunt due to its emaciated figure.
44
                                                           GAUNT CRAWLER
                                                           COMBAT: 15%
                                                            » Bite or ranged spike 2d10
                                                                 »
                                                           SPEED: 40%
                                                           INSTINCT: 10%
                                                           HITS: 1 (20)
Special Abilities
                                                                 »
                                                                  and Instinct are increased by 5%. Paralyzing Spike
                                                                  forces Body Save or become Paralyzed for d10
                                                                  rounds. Acid Spray released in 3m long cone and adds
                                                                  additional d10 damage. Toxic Gas released in 5 sq m
                                                                  cloud and adds 1 Stress per round in cloud and d10
                                                                  damage to health.)
GAUNT HOUNDS
COMBAT: 60%
 » Bite 4d10
  »
SPEED: 85% (Run and/or Glide)
INSTINCT: 45%
HITS: 3 (20)
Special Abilities
Special Abilities
GAUNT WALKERS
                                                            and causing 2d10 damage to those within 5m.
                                                         GRABBER TREE
INSTINCT: 30%
HITS: 3 (30)
Special Abilities
                                                     TRI-WORM
 » Bite 2d10
  »
SPEED: 40%
INSTINCT: 15%
HITS: 2 (10)
Special Abilities
                                                     COMBAT: 50%
 » SLIME: Produces copious amounts of slime when      » Tongue 3d10 or Club 4d10
                                                       »
                                                     SPEED: 20%
  »
   attacking, which slows victims by d10% unless a
   successful Body Save is made.                     INSTINCT: 20%
                                                     HITS: 3 (15)
Two feet long and greyish in color with a fat,
legless slug-like body. Moist, heavy wings make      Special Abilities
a peculiar sound like wet leather flapping in the
wind.                                                 » TONGUE ATTACK: Body Save or the victim of the
                                                       »
                                                        tongue attack loses an additional 1d10 Health per round
                                                        until the wound is wrapped.
                                                                                                             47
D100    I SEARCH THE BODY... DERELICT CRAFT                            MOON COLONY                     RED TOWER
 00     Vial of amber liquid (alien-human hybrid foetus)
01-09   Breast Pocket Satanic Bible
                                                                       Blindfold (Eyes Painted on)     Commando Knife with Compass
10-19   Key to a Storage Locker
20-24   Scalpel
25-29   Vitamin Sludge                                                 Glass Eye
                                                                                                       3 Shotgun Shells
30-34   Lagomorph Foot                                                 Venerated Goat Figurine
35-39   Napkin (Coordinates Scribbled On Back)
                                                                       Painkillers                     SMG Magazine (Loaded)
40-44   Lipstick
45-49   2d10 Credits                                                   St. Christopher’s Medallion
                                                                                                       K Ration
50-54   “Touch the Void” Cyanide Pills                                 Pack of Cigarettes (Green
55-57   Music Player                                                   Apple)
                                                                                                       3 Potassium Flares
58-60   Bounty Notice for Relevant Crewmember
                                                                       Tiny Wax Gaunt Sculpture
61-63   Anxiety Medication
                                                                                                       Pack of Cigarettes (Red Apple logo)
64-66   Switchblade (Blade Says: BAD BITCH)                            Wrap Around Black
67-69   Cheap Sunglasses                                               Sunglasses
                                                                                                       Plastic Ziptie Handcuffs (4x)
70-71   Hula Girl                                                      Grey’s Anatomy
                                                                       (Highlighting Focuses On
72-73   Compass                                                        Digestibility of Parts)
                                                                                                       PATCH: “TO DESTROY YOU IS NO LOSS”
74-75   Spy Codebook
76-77   Receipt for Alimony Payment                                    “Never Sleep” Alertness Pills
                                                                                                       ZIPPO: FUCK OWLS
78-79   MOTIVATIONAL REMINDER: This Will Pass
 80     BRACELET: Right Now, I Am Not In Danger. Right Now I Am Safe                                   Pinup Playing Cards
 81     Playing Cards (Marked)                                         A Scalpel                       Faded Photograph of a Child
 82     BOOK: Horse Races Gambling Guide                                                               Music Box plays “Tom Dooley”
 83     PIN: Panic!                                                                                    Honorable Discharge Papers (Pension Eligible)
                                                                       PAMPHLET: A Great New
 84     Painkillers (Crushed to Snort)                                                                 Chopsticks
                                                                       Darkness
 85     Postcard (Nice Casino)                                                                         Key (Storage Locker)
 86     COLONY SHIP BROCHURE: A New World For A New You                                                Packet of Dodgy “Alertness Powder”
 87     PATCH: These Are Just Feelings, They Will Go Away              Anti-Anxiety Pills               [Text Mostly Russian]