[go: up one dir, main page]

0% found this document useful (0 votes)
284 views62 pages

Childrenofthefallensun

Uploaded by

Art Nickles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
284 views62 pages

Childrenofthefallensun

Uploaded by

Art Nickles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 62

Writer & Layout: Stephen Newton • Additional Writing: Daniel J.

Bishop • Cover Art: FRK


Pyron • FAMINE-20 Illustrated Map & Rear Cover Art: Mario Torres • FAMINE-20 Outline
Map: Michael Murdock • Editor: Jen Brinkman • Interior Illustrations: Danny Prescott,
Stefan Poag, FRK Pyron, Kristin Rincon

Playtesters: West Coast Crawlers: William MacDougall, Susanne MacDougall, Catherine


MacDougall, Tom Byrne, Christian Byrne, Caitlin Byrne, Cori Newton, Ava Newton. Game
Kastle Mutants: Chris Fassano, Maxwell Spann, Terry Olson, Thom Hall, Darren Peech.
GaryCon Mutatos: David Baity, Jen Brinkman, Bob Brinkman, Aaron Talley, Sean Talley, Scott
Swift, Dave Crimm. San Diego Gam3rCon Ghouls: Bill Meyer, Christopher Baptiste, Ron Tilton,
Jim Graziano, Allen Jameson, Caitlin W. Bolam Home Group Chimera’s: Jonathan Snodgrass,
John Shortino, Dave Crimm, Allen Hitchens, Josef Bookert, and Christopher Woodford.
Phantom of the Attic Phantoms: Paul Stefko, John Scheib, Albert McCune, Jenn Scott, and
Stefan Flickinger. Bolam’s GenCon Abominations: Mark Sutcliffe, Andy Brogan, Tony Beard,
Josh Zenker, Charles Bonnet, and Chris Bonnet.

Special Thanks: David Baity, Jon Marr, Jürgen Mayer, Bill Meyer, Michael Bolam, Mike
Masuda, Amanda Rajchel, and Jen Brinkman.

Extra Special Thanks: Jim Wampler, for giving me the opportunity to playtest early versions
of MCC RPG, and for providing me a glimpse into the secret knowledge of the Cabal.

Copyright © 2018 Stephen Newton. All Rights Reserved.


Version 1.0 Published 2018.

www.ThickSkullAdventures.com

This product is based on the Mutant Crawl Classics Role Playing


Game, published by Goodman Games. This product is published
under license. Mutant Crawl Classics and MCC RPG are trademarks
of Goodman Games. All rights reserved.

For additional information, visit www.goodman-games.com or


contact info@goodman-games.com.
Foreword
Stephen was one of the earliest supporters of the Mutant Crawl Classics
RPG system, running a playtest group for the game beginning all the way
back in the dark days of partial manuscripts, 4 classes, and broken rules.
His feedback notes, along with those of his players, are a part of MCC’s core
DNA. And from the very beginning he wanted to write his own MCC RPG
adventure, as you do.
So in a case of turnabout is fair play, Stephen sent me every version of Chil-
dren of a Fallen Sun from the original outline pitch to the fantastic adven-
ture that you hold in your hands. In that span, nearly everything changed in
an already thoughtful and exciting adventure, from the title to the back-
story to the outcome for the player characters. I got to watch new races, new
artifacts, and new Patron AIs for Terra A.D. aborning.
Though I am as sure that my notes amounted to a minor contribution to
this work as I am sure that Stephen will tell you otherwise, that’s not really
the point. The point is that Stephen strived from the very outset to make
Children of the Fallen Sun the very best adventure module he possibly
could, even going so far as to share it in various stages with the line edi-
tor of the system for which it is written. That’s an unusually collaborative
step that is not necessarily typical, and certainly not required or expected,
among third party publishers. All I’m saying is that Stephen went the extra
kilometer, and it shows.
The lucky winner in all of this is you! Now you as an MCC Judge can judge
the results for yourself and your players. I think you’ll find that among oth-
er things this adventure radiates with that extra *OOMPH* that is virtually
the trade dress of DCC and MCC adventures. Read on, and you may find
you have already failed your own save versus irradiated gaming goodness.
Jim Wampler. Creator, Mutant Crawl Classics RPG

Introduction
Tribal leaders direct a group of PCs to investigate a fiery ball falling from
the night sky, as it seems to bear witness of a sacred legend foretelling the
return of the Ancient Ones! Soon the PCs arrive at a downed “sky ark” simi-
lar to those crafted by the ancients. While investigating the crash site, the
PCs learn that the ship housed a long-running battle between two factions,
until an ancient AI took power into her own hands to restore order. She will
use all means at her disposal to ensure there is no risk that the PCs, or oth-
ers of their ilk, will ever contaminate her home planet!
Children of the Fallen Sun is designed for 5 to 6 1st-level characters, but can
be easily adapted for 0-level or 2nd-level characters by adjusting the lethality
of any given encounter. Replacement PCs can be found in area 1-5, or the
party can be replenished by late-arriving rival tribes also investigating the
fiery descent of the craft.

Page 2
Playtesting: In most playtests, the adventure was completed within two
4-hour sessions, usually with at least one or two PC casualties.
Maps: The adventure contains two maps: The FAMINE-20 Outline Map
and the FAMINE-20 Illustrated Map. They are both maps of the ship, but
we have included both versions because in playtesting we discovered the
illustrated map was inspirational for judges, but the outline map was easier
to read during game sessions.

Judge’s Adventure Background


Over 10,000 years ago, the ancients of Terra A.D. started using colonies on
moons, planets, and stations all over the galaxy to extract mineral wealth,
and create new human outposts. On one such remote planet, Terra-47,
HERA—the AI responsible for genetically modifying human embryos to
make life more adaptable for that environment—had so intensely modified
humanity over the generations that Terra-47 pure strain humans were no
longer “pure strain” at all, but genetically-modified meta-humans, or GMO-
humans.
The rulers of Terra-47 would occasionally send crews to different planets
to collect precious minerals and materials, typically crewed by two breeds
of GMO-humans: blumans, who held elite positions and occupations, and
rustmen, who were bred to be responsible for physical labor. Over the de-
cades, the rustmen—feeling besmirched by the life of privilege enjoyed by
the blumans on Terra-47—began to long for a future free of the AI adapta-
tions which kept them marginalized in their society, seeking a return to
“human purity”. Factions of rustmen began to rise up in rebellion against
HERA’s prime directive of genetic manipulation.
In one such insurgence, the rustman crew of the organics specimen collec-
tion ship FAMINE-20 mutinied against their bluman co-pilots, hijacking
the ship in order to return to their ancient ancestral home of Terra. Their
plan was to collect—or some might say kidnap—pure strain humans to
bring back to Terra-47 for purity breeding. HERA, sensing the danger of
bringing such “un-optimized, germ-ridden, and genetically fragile” speci-
mens back to Terra-47, performed an emergency programming override
on ROC-E, the ship’s geology collection robot. She then used ROC-E to kill
several of the rustman mutineers, sabotaging sensitive navigation compo-
nents within the ship which forced the crash seen by the PCs.
The PCs, blissfully unaware of the existence of Terra-47, HERA, or the
plight and whims of the rustmen or blumans, believe the downed craft to
be the return of the Ancient Ones—the mythical Children of the Fallen
Sun. In legend these god-like beings fled the planet long ago, leaving
behind the wasteland and jungles the PCs now call home. In a way, the
prophecy is accurate—some Ancient Ones have returned, although without
the good intentions foretold in the legends.

Page 3
Crew of the FAMINE-20: The following is the list of crewmembers and
their fate.
Blumans:
• Argatol, frozen navigator, area 1-5
• Heratol, frozen co-pilot, area 1-5
• Fritatol, dead captain killed by Iyata, corpse in area 1-10
Rustmen:
• Breyata, conspirator, killed by ROC-E, corpse in area 1-2
• Tiyato, conspirator, killed by ROC-E, corpse in area 1-9
• Iyata, conspirator, alive and cornered in area 1-10
• Jatato, non-conspirator, dehydrated husk, area 2-5
Artifact Descriptions: Since the wreck of the FAMINE-20 is unlike
anything the PCs have ever seen, the adventure text describes objects in ru-
dimentary terms (e.g., instead of saying “a battery” in a read-aloud descrip-
tion, it describes the item as a “cylinder with blinking lights”) as suggested
in the MCC RPG rulebook.
Colors and Iconography of the FAMINE-20: Gauges, indicators, but-
tons, and labels display an escalating scale from good to bad based on the
spectrum of visible light and how much energy the item carries. Therefore,
when describing an artifact as “empty”, “full”, “informational”, or bearing a
warning, you can use the following colors as guidelines:

Page 4
• Violet – Full/At Capacity/Ideal
• Blue – Currently Active or In Use
• Green – OK to Normal
• Yellow – Partially Spent/Half Empty
• Orange – Warning/Dangerously Low
• Red – Empty/Bad/Avoid
Language Checks: Any writing on the FAMINE-20 is in Ancient Terran,
an animated glyph-based script of the ancients; it is as foreign to the PCs as
ancient Sumerian is to most players. Unless otherwise noted, any attempt
to translate writing on the craft or communicate with the crew requires a
DC 13 Invoke Patron AI program check. If the PC happens to have The Uni-
versal Translator as their birth sign, they can translate/communicate with a
successful DC 13 Int check.

Player Start
The star fell from the heavens far above, its long red tail ripping the sky
like a bloody, dripping wound.
“It is the Second Death of the ancient prophecy! We are all doomed,” cried
Wiggins, the manimal’s feline dander standing straight up on his back in
alarm.
“No! It is the coming of Yarr Tik the Tall,” exclaimed the man-giant Tad-
lock. “He has come to take all those who worship him to The Great Valley to
live forever in paradise!”
Other arguments broke out between the humans, mutants, and mani-
mals of your tribe, each speculating as to the cause or meaning of the
phenomenon. Still, after much debate, none could agree on the significance
of what many had begun to call the Fallen Sun. Finally, the eyes of the tribe
turned to the village elder, Red, a plantient redwood tree nearly 2,000 years
old. His bark had long ago grown stiff and brittle, rendering him speechless,
but Pip, a young plantient sapling, verbalized the thoughts the elder con-
ferred to him via root-speak:
“Red knows precisely what is upon us,” Pip clicked out in his wooden
tongue. “For thousands of years, flesh-eaters have spoken of the Children of
the Sky Ark. These Children are descendants of the Ancient Ones who fled
Terra when the world’s roots were shallow. Their Swift Stars continue to
cross the night skies to this day. Red believes this Falling Sun is the Children
returning, and the bravest amongst us must be sent to welcome them, lest
their knowledge pass to a rival tribe.”
You look around and see many of the tribe have turned their gaze on you,
with quiet desperation showing in the variety of organs that pass for eyes.

Page 5
Roaming the Waste
The ship has fallen deep within The Great Silicon Lake, an enormous glow
desert typically avoided by local tribes. It normally takes 3 days of travel to
traverse the scorched lake to the area where the ship rests. While travelling,
roll for wasteland events twice per day. A roll of 1 on 1d5 indicates a waste-
land event has occurred; roll another 1d5 to determine the event below. This
list can also be used if the PCs dawdle outside the ship and the judge desires
to pick up the action.

Event 1: Salt Rats


A swarm of salt rats: vicious albino man-rat pack-hunting manimals that
fight with crude weapons as well as diseased bites.
Salt Rats (x4)
Init +1; Atk +1 bone sword (1d6) or bite (1d4 + disease); AC 11; HD 1d8; hp 4 each; MV
30’; Act 1d20; SP diseased bite (DC 8 Fort save or additional 1d3 damage); SV Fort +2,
Ref +3, Will -1.
Event 2: Sand Rhino
A horrific post-apocalyptic crossbreed of rhino and mole capable of bur-
rowing its way out of sand to surprise its prey.
Sand Rhino
Init +2; Atk +2 tusk (1d6); AC 12; HD 3d8; hp 18; MV 20’ or burrow 20’; Act 1d20; SP bur-
rowing; SV Fort +2, Ref +1, Will +0.

Event 3: Cloud Sear


The red sun passes over a silicon cloud infused with nano-particles that
refract sunlight into a deadly laser-like column of death. The PCs have 1d3
rounds to prepare for the blast of light before the cloud sear strikes, causing
1d6 damage (DC 12 Fort save for half) to any PC who cannot burrow under-
ground or shield themselves somehow against such attacks (e.g., wearing a
thermo suit).

Event 4: Sinkhole
As the PCs pass over the terrain, an enormous sinkhole opens directly
under the PC with the lowest Luck score. The unlucky PC—and the 1d5
nearest characters—must make Agility checks before experiencing the fol-
lowing results: (12+) no damage; (11-10) 1d3 damage; (9-7) 1d6 damage; (6 or
lower) PCs are lost forever as they are sucked down into the parched earth.

Event 5: Slain Scouts


The desiccated corpses of a party of scouts from a rival tribe rot here in
the sun, victims of desert raiders. With each turn spent searching the
area, a DC 14 Intelligence check uncovers 1 piece of mundane equipment
(see Table 1-4: Additional Beginning Equipment in MCC RPG rulebook).
Dawdling invites danger: on the fourth turn, a sand rhino is attracted to the
activity (see above).
Page 6
Wreckage of the FAMINE 20
Area 1-A: Battle Outside The Ship
Heat waves ripple like water in the air as you cross the burning sand
towards the star’s crash site. As you approach, you see smoking within a
shallow crater a large contraption presumably built by the Ancient Ones.
Alas, you are not the first to reach the site! Fighting from a distance across
opposite ends of the artifact are two tribes of mutants—one tribe appears
to be men covered with porcupine-like quills, and the other a group of pale
humanoids with elongated heads. Both tribes have assumed defensive
positions, preventing the other from seizing the artifact without exposing
themselves to an attack.
The conflict appears to be at a stalemate, as casualties from both sides of
the battle litter the area. Two porcupine men lie dead with no visible injuries
aside from dried blood caked around their eyes and ears. Also nearby are the
corpses of two eggheads, whose bodies are punctured with arrow-like quills.
Outside of the wreckage, two scouting parties from rival tribes have arrived
simultaneously and engaged each other in ranged combat in an attempt to
prevent the other from gaining access to the ship’s treasures. After an initial
skirmish, they have dug into defensive positions, each waiting for the other
party to make the first move or approach the ship entrance before attack-
ing. The two rival tribes will view the PCs as yet another threat. The PCs
have an opportunity to make an alliance, or go head-on against the other
mutant tribes. If the PCs approach the ship they will be set upon by both
of the other mutant tribes. If the PCs choose to attack only one tribe, the
other tribe will try to ambush from behind after 1 round of melee.
East Side Porcupine Men (x4)
Init +1; Atk claw +1 melee (1d4) or spines +2 missile fire (1d4, range 30’); AC 11; HD
1d4; hp 4,3,3,2; MV 30’; Act 1d20; SP opponents in melee combat must make DC 10
Reflex save or 1 hp spine damage; SV Fort +1, Ref -2, Will +0.
Lakeside Braniacs (x4)
Init +1; Atk dagger +0 melee (1d4 -1) or mental spike; AC 10; HD 1; hp 4,3,3,2; MV 30’;
Act 1d20; SP mental spike (+2 ranged mental energy attack; 1d4, no save), immune to
mental attacks; SV Fort +1, Ref -2, Will +0.
Treasure: Once defeated, the following loot can be collected from each
tribe: 37’ of hemp rope, a flint, a large plastic boot from the ancients (left
foot only, worth 30 creds). In addition, 2d4 porcupine man quills can be
collected and used as darts (1d3 damage).

Area 1-B: Outer Ship


A large trench has been gouged into the earth where the strange ark of
the ancients has fallen from the sky and come to its final rest. The ark looks
constructed—or perhaps coated with—an iridescent grayish-white material
resembling mother-of-pearl. A quick examination of the vessel reveals it is
Page 7
roughly rectangular in shape with two 40-foot-long hollow tubes internally-
lined with a jumble of arcane technology jutting from its sides. On the near
side of the ark is a curved section housing two large panels that may be
doors, but with no hinge or visible means of opening them.
There are strange runes painted, or perhaps burned, into the side of the
craft.
The “tubes” on the craft are the remains of propulsion engines (area 1-C).
The ruins on the side are in Ancient Terran and can be translated as “FAM-
INE-20: FROST Assessment/Mining Nilspace Environmental Craft” by PCs
who successfully make a DC 13 language check (see Language Checks
above).

Area 1-C: Propulsion Engines


Large semi-hollow tubes protrude from the sides of the downed craft.
They appear intricately designed by the wizards of the Ancient Ones who
worshipped Gods of the Sky. The protuberances currently look scorched and
damaged. Inside the tubes, you see baubles of the ancients tethered together
with otherworldly material in intricate patterns.
The propulsion engines were mostly destroyed in the crash, but careful PCs
can recover valuable components. For each successful DC 12 security sys-
tems check (1d4 electrical damage upon failure), the following items can be
salvaged per engine: 1 C-Cell (each with a glowing blue hexagon on its side
indicating a full charge); 1 usable propulsion blade (by attaching handles,
this can be made into a “longsword” doing 1d8 damage); and shiny ancient
wiring which can be fashioned into jewelry worth 50 creds.

Area 1-1: Outer Hatch


This end of the vessel has two large smooth door panels carved directly
into the body of the craft. They have ancient mechanisms suggesting they
perhaps move independently. One of the panels is slightly ajar, offering a
glimpse deeper into the downed vessel.
Next to the panel-door is an 8-inch square depression containing some
brightly colored buttons and more ancient runes. In addition, it appears
a quill from one of the porcupine men has inadvertently punctured a hex-
agonal rod recessed into the box, and now a fluorescent green ooze slowly
drips from where it was struck. The punctured tube blinks red in a regular
cadence.
If/when the PCs peer through the opening, reveal the following:
The area beyond is dark, but you can clearly see many of the articles of
the ancients have scattered throughout the chamber as a result of the crash.
You can also make out an unmoving humanoid body on the floor approxi-
mately 12 feet away from the door.

Page 8
The main cargo hatch of the FAMINE-20 is stuck open about 6 inches, al-
lowing a restricted glimpse into area 1-2. An errant quill from a porcupine
man has punctured the hatch’s panel C-Cell battery which now oozes its
core.
There are at least 3 possible ways to open the door:
• Replace the C-Cell battery: The damaged C-Cell battery (shaped
like a hexagonal rod 7 inches long and 1 inch in diameter) can be
replaced with a fresh one gathered from area 1-C. DC 10 Agility
check to handle or suffer 1 point of damage from acid burn.
• Com badge: Somehow retrieve the com badge adhered to the
corpse in area 1-2 and place it against the panel.
• Brute strength: PCs can force the door open using an impromptu
lever (10’ pole, one of the blades retrieved from area 1-C). Forcing
the door open requires a DC 15 Strength check (2 characters may
assist, adding their Strength bonus to one roll.) The clamor from
this method, however, attracts a sand rhino the PCs must deal with
(see Roaming the Waste above for sand rhino stats).
Note: Exposing the damaged C-Cell battery to flame will cause it to ex-
plode; all within a 15-foot radius must make a DC 12 Reflex save or take 1d6
damage.

Area 1-2: Cargo Bay


You have entered the belly of the sky ark. The ancients have lined the
metallic walls with stiff, uncomfortable-looking chairs, made from queer
leather. As a result of the crash, boxes and cupboards which line the walls
have scattered their arcane equipment upon the ground.

Page 9
Sprawled across the smooth floor lies the corpse of a muscular, rust-
skinned humanoid female with abnormally large hands wearing tight-fitting
leather. The corpse appears to have been killed by several small puncture
wounds that dot its body and the wounds are surrounded by dried blood.
Affixed to the ark’s ceiling, a smooth translucent globe appears to be
glowing dimly. Inside the globe, a red eyeball appears to be tracking your
movements.
The PCs’ actions have alerted HERA, who will be monitoring the PCs’
movements via a plethora of the ship’s many sensors. See the sidebar
HERA’s Motives for more information.
The corpse is Breyata, a GMO-human and one of the rustman mutineers
killed by ROC-E. If her thermo suit is removed, the PCs will notice that a
crude tattoo of the face of a bearded man (Uraau) is inked onto her lower
back. A com badge is attached to her belt which can be used to open and
close the ship’s outer doors (area 1-1).
A thorough search of the area will turn up numerous tools and equipment
of the ancients: a metal club (monkey wrench), strong hollow rope (hose),
two study clear boxes, and two additional thermo suits.

Area 1-3: Crew Quarters


More ancient mysteries await you as you make your way deeper into the
sky ark. On the side of the chamber is a green cylinder made of the mystify-
ing transparent steel of the ancients. The cylinder resembles an open coffin
and looks large enough to accommodate a human.
On a separate wall is small basin that appears large enough to bathe a
small animal. Suspended over the basin is a contraption that looks like a
metal tube with a funnel at the end. A goblet made of similar material is next
to the basin.
Finally, there are 6 closed drawers on the walls, each with a different
strange symbol and a single green button.
These are the living quarters for the crew of the FAMINE-20. As this is a
long-range exploration ship, the equipment has been optimized for maxi-
mum efficiency and is unlike typical barracks or mess halls.
Green Rejuvenation Chamber: The door to this chamber has an image of
a human silhouette with buzzing lines around the body (the far-future uni-
versal symbol for sleep). The crew of FROST collection ships do not sleep;
they merely have their lost cells replenished by nanobots. Each PC that
spends 2 rounds in this chamber will regain up to 2 temporarily-lost ability
points (whether lost through glowburn or other means) and 1 hit point.
Basin/funnel/goblet: Nutrient dispenser. Holding the goblet under the
dispenser releases a gelatinous goo which contains all the required nutri-
ents for a GMO-human. Normally the ship sensors would provide the ap-
Page 10
propriate nutrients based on the bluman or rustman holding the cup, but
the damage from the crash results in it dispensing randomized mixtures of
nutrients and proteins. Three doses will be made available before the ma-
chine shuts down to recharge. Judges may roll randomly, choose, or make
up their own effect of the dispensed goo.

1d5 Goo Result


1 Purple goo that tastes like tomatoes. Saturated with a GMO-
human narcotic. DC 10 Fort save or immediately fall asleep for 6
turns.
2 Greenish goo that tastes like garlic. Fiber-rich goo, DC 10 Fort save
or suffer from severe gastrointestinal distress.
3 Orange goo that tastes like berries. Protein goo. PC gains +2
Strength for 6 turns.
4 Yellow-tinted goo with red spots and minty taste. Energy goo. PC
gains +2 to initiative rolls for 6 turns.
5 Clear blue goo with coppery taste. Filled with vitamins. Restores 2
hit points.

Six Drawers: These drawers are lockers containing the personal effects of
the crew; the symbols on each drawer are the crewmembers’ names written
in Ancient Terran. Each drawer contains a stretchy leisure suit (no armor
protection, but very stylish), as well as personal items such as a “shiny
thing,” “pointy thing,” and “rubbery thing.”
Iyata’s Drawer: The 6th drawer, however, is Iyata’s and it is locked. When
its button is pushed it presents the user with 3 holograms that can be
touched. Touching one presents another series of holograms. The user
must press the correct hologram in each of the 3 challenges or suffer con-
sequences. As Iyata is a “Child of Uraau,” her sequence is based on “natural
man or animals”.

The Children of Uraau


The Terra-47 rustmen who have risen up in resistance to HERA’s direc-
tive to “optimize” human DNA to create GMO-Humans call themselves
The Children of Uraau – a reference to a near-forgotten Terran god of
human creation and purity. The rustmen who participate in the resis-
tance tattoo the profile of a bearded man onto their bodies, a symbol
of defiance towards HERA’s decision to remove body hair as an un-
necessary evolutionary by-product. The judge may choose to adapt the
politics of the Children of Uraau into their campaign, expand on the
god as part of the prayer book found in area 1-3, or leave the tattoo as a
mystery the players may never solve.

Page 11
1. Challenge #1 images: squid, tree, or rustman. Correct response is
rustman to proceed to next challenge. Incorrect response creates
loud buzzing sound.
2. Challenge #2 images: bluman, rock, or knife. Correct response is
bluman. Incorrect response shocks PC for 2 points of damage (DC
10 Fort save to avoid).
3. Challenge #3 images: sword, book, pure strain human female.
Correct response is PSH female, which opens the box. Incorrect re-
sponse shocks PC for 2 points of damage (DC 12 Fort save to avoid).
Prayer Book of Uraau: Once opened, the drawer contains Iyata’s personal
effects (a “billowy thing” and a “squishy thing”), as well as an ancient book
wrapped in velvet cloth. The book is written in a mixture of Ancient Terran
languages that were extinct long before the great disaster. It is the Prayer
Book of Uraau, and the PCs will recognize on several pages the image of
a bearded male matching the tattoos on Breyata, Tiyato, and Iyata, along
with handwritten notes scrawled in the margins. If a PC is able to study the
book and decipher the text they will glean the following:
• The book describes the god Uraau, and how he created man on
Terra to match his image.
• The book has several prayers dedicated to Uraau that imbue the
reciter with purity and holiness.
• There are several handwritten phrases in the book, such as, “We,
the Children of Uraau, will throw off the shackles of HERA and
return humankind to its original purity!” as well as, “It will please
Uraau to collect the seeds of his original Children to repopulate
Terra-47.”
A pious PC who studies the Prayer Book of Uraau can study the prayers
while paying homage to Uraau and be granted the ability to cast blessing
(see DCC RPG core rulebook, p. 255). Shaman classes roll 1d20+CL for their
spell check; all other classes roll 1d10+CL.

Area 1-4: Nav Computer


The door to this chamber has been pried forcefully off the wall and cast
aside.
Once inside:
This small chamber appears to be a temple of the Ancient Ones’ which
has recently been defiled! Smooth glass containers have been smashed open
and their gelatinous contents—small, blue, wrinkled masses—lay smeared
and decaying on the floor.
In the center of the chamber is a metallic statue: the torso and head
of a human female. The statue appears alive and her face grimaces as she
watches you, one of her eyes twitching with uncontrollable spasms.

Page 12
HERA’s MOTIVES
While HERA’s prime directive is to manipulate GMO-Humans of Terra-47 to
make them more adaptable to that planet’s environment, like all AIs she has a
secondary interest: to gain more followers to increase her sphere of influence.
For purposes of this adventure, HERA’s motives are:
• Kill the rustman mutineers using whatever tools are accessible (i.e.,
ROC-E, any awakened blumans, or the PCs themselves) as their plans
to bring pure strain humans back to Terra-47 directly opposes her
primary directive.
• Attempt to learn the speech of the PCs and convince them it would be
in their best interest to assist her in killing the mutineers.
• Coerce the PCs into launching the HIIP torpedo, strengthening her
foothold as a patron on this world.
HERA Learns the Common Speech: HERA’s speech interface was pro-
grammed thousands of years ago in a language lost to the scorched sands of
time. As the PCs explore the ship, her adaptive learning capabilities will start
learning the speech of the PCs through active observation and she will eventu-
ally begin to communicate with them. As the PCs enter each new room, HERA
will attempt to communicate with them in an increasingly sophisticated man-
ner to advise them of the ship’s situation as an attempt to connive them into
advancing her goals. Her speech will be indecipherable at first, but will become
lucid and cogent as the game progresses.
Use or adapt the following as sample messages the PCs will hear as they enter
new rooms:
• You hear synthetic sounds of clicks and whirs emanating from the walls
around you.
• “Baaa baa, maaa maaa, daaa daaa, ooo oooo, faaa faaa, eee eee, ew ew,
pop pop pop.”
• “Oh oh. Hello. Oh oh. Hello. Oh oh. Hello.”
• “Sheep. Crow. Frost. Collard. Serek. Field. Mast. Aborn.” (mangling of
“Ship crew FROST collectors [garbled] must abort.”)
• PCs’ names spoken in sequence 3 times.
• “HERA confirming: native species contamination risk. Native plant
and animal species no longer viable for assimilation on Terra-47.”
• “HERA confirming priority override of ADEONA navigation. ADEONA
to be disabled via any means necessary.”
• “HERA confirming: FAMINE-20 scuttle operation commencing.”
• “HERA confirming: FAMINE-20 digging crew mutineers must be elimi-
nated. FAMINE-20 pilot crew expendable.”
• “HERA confirming: planet natives show signs of semi-intelligence. Mis-
sion updated. Planet natives must launch HIIP device within the next
48 hours.”

Page 13
This “temple” is actually the navigation computer that was damaged by
ROC-E (under the control of HERA) to bring down the ship once it was hi-
jacked by the rebel rustmen. The statue is an avatar of ADEONA, a deity of
the Ancient Ones, and the masses on the floor are the remains of the ship’s
navigation system CPU (CPUs on Terra-47 are constructed with synthetic
brains).
ADEONA’s avatar has been severely damaged by ROC-E’s attack, and will
only repeat a few phrases:
• “ADEONA confirming: navigation override to home planet Seed
Vault requested.”
• “ADEONA updating: navigation to home planet Seed Vault is
restricted.”
• “ADEONA warning: an unauthorized crew member is attempting
navigation override to a restricted home planet destination.”
• “Alert. Mutiny. Alert. Mutiny. Alert. Mutiny.”
• “ADEONA warning: travel to home planet is strictly forbidden.”
• “ADEONA warning: HERA, you have no authority here! Navigation
must be controlled by ADEONA.”
• “ADEONA warning: HERA! Leave my brains alone!”
Brains: If a PC eats some of the gelatinous blue brains for any reason, and
then makes a successful Luck check, he is imbued with the ability to cast
planar step (see DCC RPG core rulebook, p. 225) 3 times. As this ability is
provided by the brains of ADEONA herself, the spell check is made with
1d10+15. There are 3 “servings” of brains on the floor.

Page 14
Area 1-5: Live Specimen Transport
This chamber is lined with ten completely enclosed glass cages resem-
bling transparent, upright coffins. The first four cages contain strange,
exotic animals. The next four cages hold unremarkable pure strain humans
wearing animal- and plant-based clothing similar to those worn by your own
tribe. The final set of cage-coffins contains two completely identical human-
oids. The humanoids have hairless, light blue skin and fish-like gills on the
sides of their necks. Each of the caged humans, humanoids, and animals
appear to be dead, although there are no visible wounds on any of the bodies.
They look peaceful in their repose.
A stone table with glowing glass eyes and wooden fingers blinks away
near one wall.
In the cages are 4 samples of pure strain humans (2 male and 2 female)
collected by rustman mutineers from the local region before HERA scuttled
the ship, along with two 2 bluman crew members loyal to HERA who were
captured during the mutiny. The rustmen, who are not inclined to mur-
der except in the most extreme of circumstances, have placed the original
crew into micro-cryogenic sleep (there are no outward signs that they’re in
suspended animation).
In addition, the cages also contain samples of pure strain animals collected
by rustmen that HERA allowed to go extinct on Terra-47 as they had no
practical use on that world: a blood lion, a giant beaver, a dire chupacabra,
and a sasquatch. All of the coffins and cages are locked.
The “stone table” is the control panel for the micro-cryogenic chambers. If
a PC fiddles with the table, make an artifact check and consult the table be-
low. (Note that the chambers can also be opened by brute force with a DC
12 Strength check – this causes the micro-cryogenic material to violently
escape from the occupant, resulting in its spectacularly messy and immedi-
ate death.)

Artifact
Check Result
1 or less Critical failure. Volatile mixture of cryogenic elements results
in an ice-explosion: 2d6 damage to all within a 10’ radius of a
randomly selected coffin. DC 15 Ref save for half damage.
2-3 Damn-near critical failure. Volatile mixture of cryogenic ele-
ments results in an ice-explosion: 2d6 damage to all within a
10’ radius of a randomly selected coffin. DC 10 Ref save for half
damage.
4-7 1d3+2 randomly selected coffins are blasted with micro-cryo-
genic fluid, immediately turn frozen, and shatter.
8-11 1 randomly selected coffin is blasted with micro-cryogenic
fluid, immediately turns frozen, and shatters.
Page 15
12-13 Lights come on above a randomly-selected coffin, but other-
wise no effect.
14-15 1d3 randomly selected coffins are bathed in warm, rose-col-
ored light, and the creature(s) inside awaken. They remain,
however, locked in their chamber.
16-19 1d3 randomly selected coffins are bathed in warm, rose-
colored light, the creature(s) are awakened, and their coffin
door(s) open.
20+ All of the coffins and cages are bathed in warm, rose-colored
light, the persons and animals are all awakened, and their cof-
fin and cage doors open.
The blumans have been conditioned to believe that natives of the planet
(aka the PCs) are wild, dangerous animals capable of inflicting great dam-
age. (Imagine suddenly finding yourself in a cage at the zoo surrounded
by tigers or angry baboons.) If any of the blumans are released, they will
cautiously back away from the PCs before punching a code into the control
panel to grant them access to a hidden stun wand, followed by releasing the
exotic animals to distract the party so they may escape.
PCs may attempt to confer they don’t have hostile intentions by making a
Personality check and consulting the table below. Actual communication
can only be performed via wetware program checks (i.e., Invoke Patron AI)
or if The Universal Translator is their birth sign (see Language Checks
above). If successful, the thawed blumans know that they were captured by
the rustmen as part of a mutiny, and are familiar with their motives.
Only one check may be attempted with the thawed blumans on behalf of
the party.

Pers
Check Result
8 or less Gross miscommunication. The blumans view the PCs as
hostile; fearing for their lives, they will attempt escape at first
opportunity.
9-15 Wary. The blumans are wary of the party, viewing them as par-
tially domesticated beasts. They will not assist the party, and
will attempt escape at reasonable opportunity.
15-19 Intrigued. The blumans are sympathetic to the party, consider-
ing them neglected animals looking to be civilized. They will
stay with the party for up to 2d4 days before abandoning them.
20+ Equals. The blumans view the PCs as equals, and will look to
join the party if somehow invited.

Page 16
Thawed Bluemans (Argatol the navigator and Heratol the co-pilot)
Init +1; Atk stun wand +1 melee (1d6 non-lethal) or punch +0 melee (1d3); AC 11; HD
1d6; hp 4 each; MV 30; Act 1d20; SP ink sack projectile (DC 12 Ref save or blinded for
1d3 rounds); SV Fort +1, Ref -1, Will +2.
For simplicity, all the exotic beasts have similar stats, but judges can use the
table below to add exotic flavor.
Thawed Exotic Beast (x4)
Init +1; Atk +1 claw/teeth (1d6); AC 12; HD 1d8; hp 6; MV 30; Act 1d20; SV Fort +1, Ref
+2, Will -1.
Exotic Beast special characteristics:
• Blood lion: 3 attacks (claw/claw/bite). On an attack roll of 19-20
the blood lion rips the heart from the victim. No save.
• Giant beaver: valuable pelts, worth 25 creds.
• Dire chupacabra: SP exsanguination. On a successful hit, victim
must make DC 12 Fort save or lose 2 hit points each round until
healed.
• Sasquatch: hulking brute (HD 3d8, hp 18).

Page 17
Area 1-6: Gene Lab
This octagonal chamber has several closed translucent cabinets contain-
ing more of the curious equipment and potion vials of the ancients.
Dominating the center of the chamber is a long silver metallic table that
is adorned with fashionable blinking lights, buttons, and the twisting knobs
favored by the Ancient Ones. The table has a 6-inch depression shaped like a
human in its center.
Cabinets: The cabinets contain several mundane tools required for genetic
manipulation (skin probes, DNA sample kits, and blood diagnosis pens).
From a game perspective, this can be represented as the following equip-
ment: vial, pouch, and a working lumi-tube (see Appendix A: New Arti-
facts).
GMO Manipulator: The silver table is a GMO Manipulator—a device
designed by HERA to make the necessary “improvements” to Terra-47
colonists to make them more adaptable to their environment. While HERA
has perfected her formula for Terra-47 denizens, any PC lying on the device
has dangerous and unpredictable results. Note: If more than one organ-
ism is placed on the GMO Manipulator when it is activated (e.g., any pets
they were carrying, or any animals from area 1-5), the device will attempt to
splice the two organisms together with horrific results (envision the classic
movie, The Fly). Also, if the PC is carrying some of the blue brains from
area 1-4 and is successfully “optimized,” they may choose to become a sha-
man of ADEONA.

Artifact
Check Result
1 or less Critical failure. HERA’S algorithm is confused by the life form
in the device. The subject is immediately reverted to stem
cell goo so that life can be built anew (irrecoverable death, no
save).
2-3 Damn-near critical failure. HERA’s algorithm detects too
much redundant tissue in the organism. Subject takes 1d4
damage as this tissue is lazer-removed.
4-7 Neutered. On Terra-47, traditional reproduction is a distrac-
tion for work efficiency. The subject has all sexual organs
removed.
8-11 Conformed. HERA has deduced that differences in physical
appearance create unnecessary and unproductive jealousies.
The majority of physical features that would make the subject
unique on Terra-47 are removed. 1 point of damage and one
physical mutation are removed (if applicable).

Page 18
12-13 Optimized. One of the subject’s physical traits (Strength,
Agility, or Stamina) is permanently increased by 1. Subject is
also implanted with the AI Thrall mutation.
14-15 Highly optimized. Two of the subject’s physical traits
(Strength, Agility, or Stamina) are permanently increased by 1.
Subject is also implanted with the AI Thrall mutation.
16-19 Prepped for Terra-47. The PC is augmented with artificial gills
and may now breathe underwater. Subject is also implanted
with the AI Thrall mutation.
20+ Optimized for Terra-47. The PC is augmented with a variety
of mutations: artificial gills enabling the ability to breathe
underwater, and infravision (enabling mutation to see infra-
red heat up to 20’ distant). Subject is also implanted with the
AI Thrall mutation.
Area 1-7: Workshop
Looking around this chamber, you are surprised to see that the ancients
must have had a fascination with the collection of rocks. The walls are made
out of glass honeycomb, and inside each the cells are various stones, all of
different sizes, colors, and textures. Picks, shovels, and other hand-held tools
are neatly held onto the wall via no obvious means.
A strange vehicle—perhaps best described as a cart—dominates one
corner of the room. It is a low, squat contraption with unusual triangular
wheels and a center section seemingly designed to hold cargo. Similar to the
other ancient tools you’ve found in the ark, it has a plethora of colored but-
tons, switches, and protuberances attached to it.
The FAMINE-20 was originally designed for collecting organic and inor-
ganic material components necessary for the creation of FROST. A careful
search of the honeycomb hexes will reveal rocks containing veins of gold
and silver—enough to create 15 gp and 25 sp (for whatever good gp and sp
are worth on Terra A.D.).
Tools: There are several tools the PCs can harvest from this area and use
as weapons: 4 shovels (1d3), 2 pickaxes (1d4), a crack hammer (1d5), and
a pointed-tip hammer (1d5), all of which are magnetically attached to the
wall.
ROC-E: If ROC-E is examined closely, read or paraphrase:
The cart is affixed with a set of triangular wheels suggesting it probably
moves. It has an open space in the center that could hold about 50 gallons of
water. The device also has a set of metal hands, and two finger-sized cones.
Interestingly, it seems to have blood spattered across one side.
ROC-E is a geological Construction-Bot, equipped with claws, mineral sen-
sors, sampling drills, and fazer probes. When the rustman rebels captured
the ship, HERA performed an emergency override to ROC-E’s botware and
Page 19
used its fazer probe to subdue (with lethal force) several of the mutineers.
HERA has completely commandeered ROC-E’s botware, and the device will
remain inert despite any of the PCs’ attempts to operate it. ROC-E can be
pushed 5 inches per round with a DC 8 Str check.
ROC-E will power up if the bridge door is opened. Once activated, ROC-E
will move toward the bridge and use its fazer and claw attacks to extermi-
nate Iyata and the conspiratorial threat she represents. See area 1-10 for
ROC-E’s statistics when animated.
Area 1-8: Service Elevator
This simple chamber appears empty, but as you stand on the floor, you
feel strangely light on your feet, as if you are walking on spongy ground. A
simple, polished metal square with two colored buttons—one violet and one
orange—is on the near wall.
This is a force shift elevator connecting to area 2-1. The elevator acts as a
force chamber, so it has no moving doors or floors familiar to most players –
the contents are just shifted to the appropriate location.
Violet Button: All persons and materials in the outlined area are shifted to
area 2-1.
Orange Button: Emergency gravity override toggle. Gravity in the area is
reversed (turned on or off). PCs in the area will find themselves suddenly
weightless. PCs with a Stamina of 7 or less must make a DC 12 Fort save or
vomit.

Area 1-9: Outside the Bridge


Moving deeper into the ark, you come upon a gruesome sight. On the
ground is the body of a rust-colored humanoid wearing form-fitting, faux-
leather clothing. He (or perhaps she, it’s hard to tell) seems to have been
killed as a result of finely-focused burns or punctures piercing the body. The
wounds are perfectly round and caked with coagulated blood. Due to the
dried blood and stench of the corpse, you suspect this humanoid has been
dead for several days. The body still clutches an L-shaped object of polished
metal.
On the wall is a smooth metal pad with a single line forming the shape of
a human head, face completely blank except for the outlines of two eyes.
On the floor is a blue translucent sphere, about 2 inches in diameter.
Inside the sphere is an eyeball, which seems to be watching you. And, as
usual, the red eye in the dome attached to the ceiling continues to track your
movements.
From inside the bridge, Iyata watches the PCs approaching using the recon
kit. She will not open the bridge door from her side, as she does not trust
that these primitives (aka the PCs) do not mean her any harm, and her co-
conspirator, Tiyato, took the only practical weapon.
Page 20
Page 21
Tiyato, GMO-human Corpse: The body on the ground is cold and stiff,
having been dead approximately 5 days. He was one of the rustman muti-
neers killed by fazer shots from the HERA-controlled ROC-E. In his cold,
dead fingers he clutches a dazer pistol. Tiyato’s corpse is wearing a thermo
suit which, if removed, reveals that Tiyato had the crude image of a bearded
man tattooed onto his lower back. If the PCs use a vita-pen on the corpse,
the body will transform into an insane vita zombie within 3 rounds.
Vita Zombie
Init -4; Atk claw +2 melee (1d5 plus electrocution); AC 11; HD 2d6; hp 9; MV 20; Act
1d20; SP electrocution (DC 7 Fort save or 1d4 additional damage); SV Fort +4, Ref -3,
Will +2.
Security Pad: The security pad is the key to open the bridge door, but re-
quires the “living” eyes from any of the original crew (rustman or bluman)
to activate. The PCs can either reanimate one of the crew from the Live
Specimen Transport (area 1-5) or use the eyes from a previously-killed crew
member resurrected as a vita zombie.
Glass Eyeball: The eyeball is part of the recon kit. The kit’s other half—the
glasses—are being worn by Iyata (area 1-10) so that she can assess what’s
happening outside of the bridge.

Area 1-10: The Bridge


As the hallway section slides opens, you hear a high-pitched scream and
smell the pungent stench of the dead. One of the rust-colored-humanoids,
this one wearing a peculiar translucent wrap around its face which shields
its eyes, looks at you frightfully. The rust man is brandishing some sort of
thin weapon and babbles rapidly to you in a strange language. Based on its
posture, it clearly regards you as a potential threat. However, the creature
does not advance, but excitedly points behind you and speaks in a fearful
tone.
Iyata: Iyata has been locked in the bridge for several days surviving on
NutriPaks, afraid to open the door for fear of ROC-E attacking again. She
realizes that she’s outnumbered, but aspires to convince the PCs to join her
so that together they might overcome ROC-E. Of course, she has no way to
effectively communicate this to the PCs. She has taken up a plasma drill as a
makeshift weapon.
Iyata (Rustman Mutineer)
Init +1; Atk plasma drill +1 ranged (1d6) or ham-fisted punch +0 melee (1d6); AC 13;
HD 2d8; hp 10; MV 20; Act 1d20; SP resistant to heat and fire, +1 AC vs. heat- or cold-
based attacks (thermo suit); SV Fort +3, Ref -1, Will +2.
Iyata wears a thermo suit and the glasses from the recon kit which are
paired with the glass eyeball from area 1-9 (see Appendix A: New Arti-
facts). On her lower back she has the crude tattoo of a bearded man.
Assuming the PCs can figure out a way to communicate with Iyata, she

Page 22
will explain her political position describing the danger of HERA modify-
ing Terra-47 denizens beyond what Uraau had intended, why she led the
mutiny, and how the tattoo is a symbol of solidarity between the members
of her rebellion: The Children of Uraau.
ROC-E: After the bridge door has been opened for 2 rounds, ROC-E will
power-up and maneuver to Iyata’s location. ROC-E will be persistent in its
attempt to exterminate Iyata until either she, or ROC-E itself, is extermi-
nated.
ROC-E (HERA-possessed Geological Construction-Bot)
Init +4; Atk fazer probe +5 ranged (2d4) and claw +0 melee (1d6); AC 17; HD 4d10; hp
26; MV 30; Act 3d20; SV Fort +0, Ref -1, Will +4 (under HERA’s control); AI recog 14.
HERA will try to influence any PCs infected with the AI Thrall mutation to
assist ROC-E in killing Iyata.
Once the PCs have a chance to check out the room:
This cramped chamber consists mostly of four chairs—two arranged to
look towards a glass-window along one wall, and the other two positioned to
face the side wall which contains more colorful decorations of the ancients.
In one of the window chairs is the stinking corpse of a blue-skinned human-
oid; this one also appears several days dead, killed by a puncture wound on
the side of its head. Like the other blue men you’ve encountered, it is nearly
indistinguishable from the others of its species.
Corpse (Fritatol): This was the original bluman captain of the vessel. He
was killed by Iyata forcing the plasma drill to his head as part of the mutiny.
He wears a thermo suit.
Treasure: Once the mayhem settles, the following can (potentially) be col-
lected from the area: 5 NutriPaks, Iyata’s plasma drill (25 charges remaining
on its c-cell battery), and 4 bubble helmets.

Area 2-1: Service Elevator


Identical to area 1-8.

Area 2-2: HIIP Torpedo Hold


Along the side of the chamber you see four giant cylinders—each 4 feet
deep— that burrow into the wall of the sky ark. Three of the wormholes are
empty, but the fourth contains a metallic cylinder.
A pleasing female voice emanates from the walls, “Success! You have
found the source of The Awakening. Please transport The Embryo to a safe
location.”
In addition to collecting FROST, all FAMINE-class ships also contain the
components to virally propagate HERA into a new environment using
injector torpedoes known as HERA Instantiation Injectors and Propagators
(HIIPs). Three have already been ejected (the judge may use the empty tor-
Page 23
pedo bays as rationale to make HERA available to the PCs as a new patron
AI for campaign play), but one torpedo still remains in the hold.
Important Reminder: One of HERA’s objectives is to manipulate at least
one of the PCs into detonating the HIIP torpedo on this world. This close
proximity to the HIIPs strengthens HERA’s power over the weak-minded.
Each round spent in the torpedo hold, all PCs must make a DC 15 Will save
to avoid falling under her sway. (If any PCs were implanted with AI Thrall
in area 1-6, HERA will attempt to leverage that weakness. See Appendix B:
New Mutation and have PCs roll 1d20+CL to determine the defect result. A
natural 1 results in the PC doing HERA’s bidding.)
The activation of a HIIP torpedo is effectively the same as detonating a
powerful bomb, as all the required material necessary for the propagation
of an AI—genetic, technological, and spiritual—are suddenly and violently
released into the environment. These devices were designed to only ever
be detonated remotely, and thereby have the capability for catastrophic
destruction to the party and any nearby infrastructure, and thus has its
own artifact check table. See HIIP torpedo in Appendix A: New Artifacts
for details. A party of PCs walking around adventuring with an immensely
catastrophic weapon always makes for interesting game play.

Area 2-3: Nilspace Ignition Chamber


The wall magically slides away to reveal a small ladder leading down into
a cramped ten-by-ten-foot chamber. On the wall is another square with some
lights blinking in a seemingly random pattern on a panel. The panel also has
a human hand-shaped recession, and two brightly colored buttons below –
one pale blue and the other dark purple. Neither button is illuminated.
One large rectangular section of wall is a brighter than the rest and is
adorned with a metal handle.
This chamber houses the manual ignition for the neighboring nilspace
drive. The nilspace drive is a contraption capable of “pinching space,” allow-
ing the craft to travel at faster than light speeds. The controls to activate the
nilspace drive are incredibly simplistic—much to the peril of the PCs. The
judge should pay close attention as to who’s in the nilspace drive versus the
ignition chamber.
Door: The “rectangular panel” (aka door) easily slides open and closed
when pulled. The nilspace drive will not operate if the door is open. Like-
wise, the door will not open while the nilspace drive is active.
Ignition Control Panel: The designers of the ignition built in a safeguard:
a character (PSH or humanoid with no mutations on its hands) needs to
align their hand inside the handprint and then press one of the buttons for
it to activate. When a hand is present in the recession, the buttons will glow
and only then will they function. The pale blue button is the nilspace drive
ignition switch (see below). The purple button will stop the nilspace drive
and open the door. Note: because one person has to initiate the drive from
the ignition chamber, unless the players perform something creative, it is
Page 24
NILSPACE TRAVEL
The ancients eventually mastered faster-than-light (FTL) travel after the
discovery of a rare compound which enabled the “pinching” of nilspace.
The component became known as FROST—an acronym of FTL Re-
quired Organic for Space Travel. In the Ancients’ world, FROST was ex-
tremely rare and therefore incredibly valuable. The governments of the
ancients waged heated debates over who could use this commodity and
how. Indeed, the ancient world suffered religious riots, as many thought
the discovery of FROST was not one that came by man, but through
divine intervention. Regardless, those who controlled the means for
nilspace travel eventually used the small amount of FROST available
on Terra-47 for two purposes: colonizing other worlds, and sending out
collection ships like the FAMINE-20 to find more moons and planets
containing FROST.
Therefore, while FTL travel became possible with the advent of FROST
and nilspace drives, for all intents and purposes, the means and know-
how to reliably perform FTL travel is lost except to shamans of at least
5th level who are patron-bonded with ADEONA, the AI specifically cre-
ated to perform nilspace travel.

Page 25
unlikely all the PCs in the party can gather in the drive when the ignition
starts. See Starting the Nilspace Drive below.

Area 2-4 Nilspace Drive


This is a perfectly round chamber whose floors, walls, and ceilings are
covered in hundreds of tiny panes of reflective glass hexagons all tightly fit-
ted together, providing you thousands of reflections of yourself. Other than
the reflective hexagons, the room is completely empty.
Unpredictable—and most likely deadly—things will happen if PCs split the
party and activate the drive while others are in this chamber.
Glass Hexagons: The hexagons are made of an ancient Terran polymer
than cannot be damaged or disturbed by anything short of a fazer rifle.
Door: When the door is closed, it forms so seamlessly into the wall that its
outline can only be found with a DC 10 Int check.
Starting the Nilspace Drive: If no one is in the room when the nilspace
drive is activated, the PCs (wherever they are) will feel a slight vibration
and then everything in the ship will become weightless for 10 seconds. The
entire ship will hum for 3 rounds before the nilspace shuts itself back down
and the door re-opens.
If someone is in the room when the nilspace drive is activated, an alarm
will sound in 3 languages from Terra-47 (none of which are understandable
by the PCs without a successful Language check, but they all sound rather
ominous.) On the 2nd round, one of the following things will happen based
on following result table.
1d20 plus PC’s Luck modifier

Result Nilspace Result


1 or Critical failure. The drive has created what the ancient scientists
less used to call “a purple hole”: all contents (including PCs) inside
the chamber are instantly vaporized, forever lost in the vortices
of nilspace.
2-3 Damn-near critical failure. Time is partially pinched. DC 12 Fort
save or PCs in chamber are physically aged 1d12+5 years (reflected
as a permanent loss of 1 point to Strength, Agility, or Stamina).
4-7 Radical spin failure. The chamber begins a centrifugal spin,
throwing all in the chamber against the walls. DC 12 Fort save or
suffer 1d3 points of crushing internal organ damage.

Page 26
8-11 Pinch disruption. The PCs’ presence inside the chamber has cre-
ated a “pinch wormhole,” teleporting in a pair of astral specters—
gaseous souls separated from their bodies in deep space.
Astral Specter (x2)
Init +1; Atk soul drain (1d5 temporary Personality damage); AC 10; HD 2d8;
hp 7, 6; MV fly 30’; Act 1d20; SP soul drain, immune to primitive weapons,
vulnerable to fire or sound-based attacks; SV Fort +2, Ref +0, Will +0.
The astral specters inflict temporary Personality damage. Any
PC who reaches 0 Personality loses their soul and becomes the
new host for the astral specter, taking on the personality of the
specter’s original soul. The PC’s persona then becomes that of
either “Olga Medvedev” or “Yuri Vasilev,” both cosmonauts who
perished eons ago during an early Terran space-flight experi-
ment. Given the specters’ prolonged exposure within the astral
plane, they have become vulnerable to fire and loud sounds
which inflict double damage.
12-13 The chamber is bathed in a cool blue glow. The PCs briefly have a
vision of the star port platform on Terra-47:
You see a great fortress of polished stone. The walls and floors
have been worked so smooth that the mortar between the stones
is not visible. In the fortress, you see what appear to be humans
who have vague fish-like characteristics of working gills and large
eyes. They wear tight reflective clothing. They turn and blink at
you in surprise and then the vision fades.
14-15 Protected from the elements. The nilspace drive detects that the
inhabitants in the chamber are not well adapted to the rigors of
astral travel and imbue everyone in the chamber in a protective
glow. All PCs in the chamber are coated in a fine astral dust and
receive a +2 bonus to all saving throws for the next 1d3 days.
16-19 Secrets revealed. The chamber is bathed in a cool blue glow, and
images start revealing themselves in front of the PCs—scenes
of strange species and exotic locations. Any 0-level character in
the chamber that makes a successful Luck check is immediately
promoted to 1st level. PCs already 1st level or higher receive 10 XP
instead.
20+ AI protection. Activating the nilspace drive has drawn the atten-
tion of ADEONA, the AI responsible for nilspace travel, who is
sympathetic to the plight of the PCs. The voice of ADEONA will
warn the PCs that in this chaotic time, not all AIs are capable
of robustly following their original programming and great
care must be taken where they have influence. A one-time use
teleportation hoop (see Appendix A: New Artifacts) is dropped
inside the chamber and ADEONA instructs the PCs how to use
the device, negating the need for an artifact check.
Page 27
Area 2-5 Infirmary
This long chamber is lined with numerous glass cabinets containing bottles
and vials of colorful fluids and powders. There are 2 beds along the wall.
Hanging on one wall is an uncannily realistic painting of one of the rust-
skinned humanoids. As you pace through the chamber you have the unnerv-
ing sensation that its eyes are following you.
Jatato, De-Hydrated Infected Rustman: When the rustmen are exposed
to strange interplanetary viruses, to prevent the spread of contamination,
they’re immediately dehydrated, being transformed into a thin husk re-
sembling a leather painting of their formal self. In a phenomenon not even
fully understood by the ancients themselves, the husk is able to convey
brief thoughts—slight whispers of conversations—via emotive telepathy
with nearby intelligent creatures. Thus, Jatato can transmit thoughts and
emotions to PCs who fail a DC 12 Will save without requiring translation
assistance. As Jatato was dehydrated prior to the mutiny (and was not a
member of the rebellious Children of Uraau), he cannot provide any details
about its events or the aftermath. In vague whispering thoughts, Jatato can
communicate concepts such as:
• The ship and all of her crew come from a different world: Terra-47.
• His job is to collect rocks, plants, and animals from different
worlds.
• The blue people are the ruling class, and the rust people are the
working class.
• He knows he has been dehydrated, but does not know why—nor
how to rehydrate himself.
• His last memory was mining for FROST in isolated moon near
CERES-22.
The ability to rehydrate the infected rustman is beyond the means of the
PCs given the equipment on the ship, but, should the husk of Jatato be
taken with them, they may find some artifact capable of doing so in future
adventures.
Shelves: One set of shelves contain various immunity-boosters, antibiotics,
anti-radiation meds, and hormone boosters (the judge should be creative
in how these arcane medicines might affect the different PC races) as well
as 1 medipac (see MCC RPG core rulebook, p. 178), 1 dehydration gun, and 3
vita-pens (for the latter two, see Appendix A: New Artifacts). The vita-
pens may be a key requirement for resurrecting a dead crewman and gain-
ing access to the ship’s bridge (area 1-9).

Page 28
Concluding the Adventure
Battle Outside The Ship (Redux)
By the time the PCs re-emerge from the ship, the commotion of the crash
has attracted the attention of Situation Condition Assessment and Looter
Prevention (SCALP) Bots. While the appearance of SCALP-Bots are now
rare, they do still periodically fly to areas of natural or engineering disasters
to assess damage, search for casualties, provide recon imagery, and—to the
dismay of the PCs—discourage looting. The crash has alerted this ancient
bot, who will assess the PCs as looters if they are carrying any ancient tech-
nology harvested from the wreckage.
SCALP-Bot
Init +1; Atk fazer ray +2 ranged (stun DC 12 Fort save or unconscious for 1d8 rounds) or
lazer ray +2 ranged (2d4); AC 14; HD 3d6; hp 16; MV fly 40’; Act 2d20; SV Fort +2, Ref +2,
Will -2; AL N.
The SCALP-bot will issue commands in various dialects of Ancient Common
to drop all unauthorized property and disperse (using a Robocop-like voice).
It will use its non-lethal fazer ray on any PC holding any ancient artifacts or
within 15 feet of the wreckage. If any PC attacks it, it will switch attacks to
the lazer ray.
If SCALP-Bot is defeated, the PCs have the opportunity to create a jerry-
rigged fazer gun and lazer gun using parts harvested from its remains.

Continuing the Adventure


After the ship was overtaken by the Children of Uraau, but before HERA
flashed ROC-E to take out the mutineers, Iyata programmed in several
locations where she believed they could find pristine, pre-disaster plant
and animal samples to start repopulating Terra-47. These Seed Vaults were
gigantic strongholds designed to withstand great catastrophes where the
ancients had locked away samples of seeds, specimens, and plants in the
case the planet ever faced near annihilation. The Children of Uraau were go-
ing to navigate to these locations to see if the structures served their purpose
in surviving the Great Disaster. (Watch for “The Seed Vault,” a follow-up
adventure in this series; judges may also wish to create their own campaign
around the Children of Uraau.)
If Iyata survives, she will attempt to persuade the PCs to assist her in collect-
ing items to repair her ship, visit the Seed Vaults of the Ancient Ones, then
return with her to a remote Terra-47 outpost and Children of Uraau hide-
away.
In addition, ADEONA is also motivated to gain followers, help the PCs find
hidden locations containing FROST, and nurture this world into the redis-
covery of FTL travel.

Page 29
Appendix A: New Artifacts
Thermo Suit
Tech Level: 4
Complexity Level: 3
Range: Self
Protection: +1 AC
Special: When activated, this suit protects against both heat-based and
cold-based conditions or attacks. Suit also adds +4 to saves against cloud
sear attacks.
Power: C-Cell (1 day), F-Cell (1 year), Q-Cell (U)
The suit is constructed of finely weaved micro-polymers, alternating be-
tween pale blue and light red in color as the fabric shifts on the PC.

Recon Kit: Glasses and Eyes


Tech Level: 4 Complexity Level: 3
Range: Special – see below
Special: Wearer of glasses can see the immediate surroundings of the
location of the accompanying eyeball.
Power: C-Cell (1 day), F-Cell (1 year), Q-Cell (U)
This recon kit is comprised of a tube (about the size of a canning jar) con-
taining a synthetic eye and a pair of eyeglasses (sized for human heads)
that are synchronized
together with ultra-
high radio frequency.
When activated, the
wearer of the glasses
can see a 360-degree
rotating view within
50’ of the eyeball’s
position. The kit
remains effective with
a maximum range up
to 1 mile of separation
between the glass eye
and the glasses.

Page 30
ADEONA’S Teleportation Hoop
Tech Level: 5 Complexity Level: 2
Range: None
Special: Portable device capable of transporting characters via nilspace
travel.
Power: One-time use FROST pellet. Non-rechargeable.
ADEONA’s teleportation hoop resembles a thin silver fabric that unfolds
into a circle 5 feet in diameter. It allows four PCs to stand in the circle and
make a request to ADEONA to transport them to a location of their choos-
ing via pinched nilspace transport (aka astral travel).

Vita-Pen
Tech Level: 4 Complexity Level: 1
Range: Single Use
Special: Device (typically) capable of restoring life to dead matter.
Power: One-time use. Non-rechargeable.
Vita-pens are useful (but sometimes dangerous) last-resort medical devices
used to bring very-recently deceased bodies back to life by sending electro-
nanobots coursing through the corpse, delivering mini-shocks to decom-
posing cellular tissues. It is activated by stabbing the pen into the corpse
and depressing the trigger. Vita-pens are enclosed in protective, fairly hard-
to-open mesh wrappers.
Vita-pens are 9–inch-long cylindrical tubes with a small sharp needle on
one edge beneath a protective cap. Etched onto the side of the pen is the
image of a human skeleton. When the needle’s protective cap is removed,
the image transforms into an animated hologram of the vita-pen being
thrust into the skeleton, transforming it into a fleshy humanoid.
The results of the vita-pen are based on the condition of the target:

Target Condition Vita-Pen Result


Alive The elctro-nanobots wreak great havoc on living
tissue. Target must make DC 15 Fort save or be
electrocuted from within, suffering 2d6 damage.
Dead 24 hours or This is the vita-pen’s “sweet spot”. The corpse
less makes a DC 5 Fort check—success indicates the
body is brought back with all mental functions
intact. However, the experience leaves the body
permanently impaired, suffering 1 point of perma-
nent Stamina loss.
Dead more than Bringing the long-dead back to life is never a
24 hours good idea. The vita-pen will create an insane vita
zombie out of the corpse (see Appendix C for vita
zombie stats).
Page 31
Plasma Drill
Tech Level: 4 Complexity Level: 3
Range: Melee
Damage: 1d6
Power: C-Cell (20), F-Cell (40), Q-Cell (U)
More of a power tool than a weapon, the plasma drill will create a fine beam
of plasma energy which can carve into most organic and inorganic objects.
It can be used as a melee weapon, causing piercing plasma damage.

HIIP Torpedo
Tech Level: 5 Complexity Level: 5
Range: 100’ Radius
Damage: Dependent on PC’s range from center of detonation:
• 0-30” = 10d24 damage
• 31’-60” = 6d24 damage
• 60” or greater = 3d24 damage
Power: Self
HERA Instantiation Injectors and Propagators (HIIPs) contain the viral
components to create instantiations of HERA on new worlds. As such, the
activation of a HIIP torpedo is, for all intents and purposes, the same as
detonating a powerful bomb, as all the required materials necessary for the
propagation of an AI—genetic, technological, and spiritual—are released
into a small area. These devices were designed to only ever be detonated
remotely; as such, they have the capability for catastrophic destruction (see
artifact check table below).

Artifact Check HIIP Torpedo Result


Roll
2 or less The torpedo is accidentally detonated. Full damage to
all creatures within range. Effect is immediate with no
countdown timer.
3-5 The torpedo is accidentally detonated with a 1-minute
countdown timer.
6-17 The function and effects of the torpedo remain a mys-
tery.
18-20 The function and effects of the torpedo become clear,
but the means to activate are not. (+3 bonus to next
artifact check.)
21+ The function and effects of the torpedo become clear,
as does the understanding on how to activate using a
timer with up to a 5-minute delay.

Page 32
Stun Wand
Tech Level: 4 Complexity Level: 3
Range: Melee
Damage: 1d6 non-lethal
Special: Attack +2
Power: C-Cell (20), F-Cell (40), Q-Cell (U)
When in safety mode, the stun wand resembles a wooden sword handle.
When activated, a transparent beam of distortion energy extends forward
4 inches, giving the resemblance of water in a see-through casing. Targets
struck by the stun wand take temporary Stamina damage. When Stamina
points fall below 0, the target will be rendered into a coma-like sleep for
2d4 hours.

Page 33
Lumi-Tube
Tech Level: 1 Complexity Level: 1
Range: 2”
Special: Projects a cone of light.
Power: Self
The lumi-tube is a portable light source capable of sending a cone of light
2” in the pointed direction. Can operate for 10 turns before needing a 2-turn
recharge.

Dehydration Gun
Tech Level: 5 Complexity Level: 3
Range: 3”
Damage: 2d6 dehydration damage (with complete dehydration of target on
a critical hit).
Special: Shamans receive a +1 attack bonus when using this artifact. Only
affects biological creatures (robots and other mechanical creatures are im-
mune).
Power: C-Cell (10), F-Cell (20), Q-Cell (U)

The dehydration gun is a medical emergency device used to immediately


turn its target—usually a creature exposed to a virus—into a husk drained
of all moisture that can be safely transported back to a medical facility
without risk of infecting others.
Given that the ancient medical technicians who used dehydration guns
were highly trained in their proper use, the ability to use the gun as intend-
ed in combat only happens on a critical hit or if the PC burns 2 points of
Luck as part of their attack roll to create a Lucky crit. On a critical hit, the
target is turned into a dehydrated husk, effectively transforming the target
into a sentient leather rug.

Page 34
Appendix B: New Mutation
AI Thrall
Mutation Type: Defect Range: n/a
Duration: Special* Save: Special (Will check -2)
General: The mutant’s DNA has been genetically modified to be sus-
ceptible to the whims of the Patron AI.
At random intervals—perhaps once or twice per game session,
or whenever the judge thinks it would make for interesting
game play— the AI will attempt to exert influence over the PC
mutated with AI Thrall. Think of this mutation as the oppo-
site of Invoke Patron AI; in this case the patron is requesting
service from the mutant, and expecting obedience.

When AI Thrall is triggered, the mutant makes a Will check


with a -2 penalty (note that this is not a save, as there is no DC
to beat) and then checks the table below to determine results.

Will Result
Check -2
1 or less Dominated. The AI has complete control over the mutant.
Judge can dictate PC’s actions with impunity for 1d4 turns.
2-4 Fascinated. The AI has complete control over the mutant for
1d3 rounds. Judge can dictate PC’s actions frequently.
5-7 Influenced. The AI has complete control over the mutant for
1 round. Judge can dictate PC’s actions if necessary.
8-11 Sympathetic. The mutant is sympathetic to the whims of the
AI, and will his/her best to comply without harming allies. -2
penalty to Will saves for next 3 rounds.
12-15 Battle of wills victor. After some struggle, the mutant strug-
gles to overcome the influence of the AI. +1 bonus to Will
saves for next 3 rounds.
16-17 Emboldened. The mutant easily overcomes the influence of
the AI. +2 bonus to Will saves for next 3 rounds.
18-19 Enlightened. The mutant realizes the AI was trying to influ-
ence him, and is unfazed. +3 bonus to Will saves for next 3
rounds.
20+ Not the boss of me. Mutant successfully turns the AI’s influ-
ence against itself. For next 5 rounds mutant gains +3 bonus
to both Will saves and Invoke Patron AI wetware program
checks.

Page 35
Appendix C: New Monsters
GMO Humans: Blumans and Rustmen
On Terra-47, HERA—the AI responsible for genetically modifying human
embryos to make life more adaptable for that environment—has tweaked
humanity to a point where Terra-47 pure strain humans are no longer “pure
strain” at all, but genetically-modified meta-humans (aka GMO-humans).
Each breed has been optimized to perform the primary tasks of its species.
GMO-Bluman (HERA-Modified Terra-47 Knowledge Worker)
Blumans are GMO-humans that have been optimized for non-physical
jobs (pilots, navigators, lab workers, etc.). Typically, they also manage the
working-class rustmen. They are the middle management/white collar
workers of the Terra-47 world.
Terra-47 pilot training occurs underwater; therefore, HERA has provided
Terra-47 GMO-humans functional gills allowing them to breathe under-
water and the ability to project squid-like ink attacks to ward off underwa-
ter predators, enabling blumans to train longer. Blumans are completely
hairless, have light blue skin, fish-like gills on the sides of their necks, and
extraordinarily long, narrow fingers.
Bluman: Init +1; Atk weapon +1 (damage as weapon) or punch +0 melee (1d3); AC
11; HD 1d6; MV 30; Act 1d20; SP ink sack projectile (DC 12 Ref save or blinded for 1d3
rounds); SV Fort +1, Ref +1, Will +2.
GMO-Rustmen (HERA-Modified Terra-47 Physical Laborer)
Rustmen are GMO-humans that have been optimized for manual labor and
mining in harsh atmospheric conditions. They are the blue collar workers
of the Terra-47 world.
As rustmen are required to spend much of their day outdoors in harsh envi-
ronments mining for FROST, HERA has adapted this breed into brutes with
muscular strength, large hands, and resistance to heat.
Rustman mutineers who are part of the Children of Uraal cabal tattoo the
face of a bearded man onto their lower back—a symbol of humanity purity
prior to HERA’s manipulations.
Rustman: Init +1; Atk weapon +1 (damage as weapon) or ham-fisted punch +0 melee
(1d6); AC 13; HD 2d8; MV 20; Act 1d20; SP resistant to heat and fire; SV Fort +3, Ref -1,
Will +2.

Page 36
Vita Zombie
Vita Zombie: Init -4; Atk claw +2 melee (1d5 plus electrocution); AC 11; HD 2d6; hp 9;
MV 20; Act 1d20; SP electrocution (DC 7 Fort save or 1d4 additional damage; SV Fort
+4, Ref -3, Will +2.
Vita zombies are corpses that have been reanimated by vita-pens long past
the point of the body being viable for such a procedure. The vita zombie
will attempt to dig its claws into any living creature in an attempt to trans-
fer the electro-nanobots to that target. Upon a successful attack, a portion
of the electro-nanobots will infest the target, risking additional electrocu-
tion damage.

Kickstarter Supporters
A Mutated Puma named Grrr • Aaron Funk • Adam & Kate Muszkiewicz • Adrian Robson •
Alberto C. De Jesus • Allan Bray • Allan MacKenzie-Graham • Andrew James McDole • Andy
Action • Andy Goldman • Andy Schwartz • Anestis Kozakis • Anonymous • Ash Haji • Ash Pan-
zer • Avaye Pradhan • battlegrip.com • Ben Herron • Big Troy Tucker • Blacksteel • Bob Meyer •
Brad D. Kane • Brian • Brian Jones • Brother Tom • Bruce Boragine • Bryan Smart • Bryant T. S.
Biek • Bulldozers • C. KETTERING • Chad Blood Axe, Starslayer • Charles Fitzpatrick • Charles
Fodel • Chris Ellis • Chris Hambrick • Chris Lone • Chris W. Harvey • Christian Ovsenik •
Christian R Leonhard • Christopher Kearney • Cory “DM Cojo” Gahsman • Craig Janssen •
Craig McCullough • Craig Stokes • D. C. Dodd • Damon Wilson • Dan Daley • Daniel Crisp •
Daniel Norton • Dan Steeby • Darin Kerr • Darren Buckley • Dave Sokolowski • David “Call me
Daddy, Stephen” Baity • David Bresson • David Crowell • David K. van Hoose • David McGuire
• Derek L. Gregory • Diogo Nogueira • Dr. Donald A. Turner • DUBino • Duke Forbes • Dustin
Manning • Ed • Ed Blum • Ed Moretti • Emily Lutringer • Eric “Squirmydad” Brown • Eric
Hijune Dupuis Koh • Eric Moorefield • Erik Talvola • Forrest Aguirre • Gary McBride • Geraldo
Macedo • Greg Phillips • Gunnar Bangsmoen • Heather R Eckman • Hector “The Missile” Cruz
• Hesperus • Ian S. Burgess • J Beautiful Mutant Graziano • J David Porter • James Shipman •
James Smith (Cincinnati Mutant Murder Hobos) • James Walls • Jamie Wheeler • Jason Asch-
berger • Jason Stierle • Jay Libby • Jay Schammert • Jeff Bernstein • Jeff Robinson • Jeff Scifert
• Jeff Zitomer • Jeffrey “YbN1197” Hoff • Jeffrey Olesky • Jen Brinkman • Jeremy Hochhalter •
Jeremy Ryan • Jeremy Seeley • Jim Clunie • Jim Cox • Jim Dovey • Jim Wampler • Jo-Herman
Haugholt • John • John Courtney • John ‘johnkzin’ Rudd • John M. Portley • John Potts • Jon
Hammersley • Jonathan A. Gillett • José Sánchez • Joseph Goodman • Josh N • Josh ‘Tallknight’
Higgins • Joshua Madara • Joshua Rose • Julian Hayley • Justin S. Davis • K.L.Svarrogh • Kathy
Lambert • Keith A. Garrett • Keith E. Hartman • Keith Nelson • Keith Unger • Kenny Beecher
• Kevin A Swartz, MD • Kevin Searle • Kirk Grentzenberg • Kraken • Kristopher Volter • Ku
Hap • Kurt Jaegers • Kurt T. Runkle • Kyle Thorson • Lance L. Hatfield • M.L. Nusbaum • Marc
Plourde • Mark A. Woolsey • Mark Cole • Mark Hanna • Mark Hughes • Mark Maloney • Mark
R. Lesniewski • Mark W Bruce • MarsSenex • Matt Caulder • Matt Screng Paluch • Matthias
Weeks • Merciless Judge Jason • Michael Babich • Michael Jones • Mike Bolam • Mike Bunch
• Mike Sheridan • Mike Youtz • Ned Kratzer • Nerelax • Oliver Korpilla • Panagiotis Govot-
sos • Patrick Carr • Patrick Pilgrim • Paul C. Grimaldi • Paul Crosslin • Paul Dieken • Paul
Go • Paul Wolfe • Peter Conrick • Petri Wessman • pinvendor, Legendary Merchant of Pins •
Randy Andrews • Ray Wisneski • Redfuji6 • Rich Mundy • Rich Riddle • Richard W. Sorden •
Rob “Snydley” Klug” • Ryan “Rhino” Hixson • Satampra Zeiros • Scott Jones • Scott Swift • SE
Weaver • Seth Spurlock • SHANejackson • Simon Boynton • Skeeter Panes • Stephen Murrish •
Steve Dodge • Steve Lord • Steven D Warble • Stinky the One Eyed Ogre • Stuart Dollar • T.G.
Moore • Terry Olson • Thalji • The Adventure Zone • The Bearded Goose • The Belina Family •
The Disgruntled Poet • They call me “Jer” • Thierry De Gagne • Tim Hall • Tim Snider • Timo
Langenscheid • Timothy Baker • Tom Ryan • Tom Wisniewski • Tony Hogard • Vipul Nataraj •
Walter B. Schirmacher • William Walters • Yes • ZeroXDun

Page 37
Page 38
HERA
(Human Environment Reconfiguration AI)
HERA was designed by ancient geneticists and planetologists as the AI responsible
for altering the DNA of humans so that they could successfully thrive on new re-
mote planetary colonies. HERA’s goals are twofold: first, to modify the DNA of pure
strain humans—effectively creating mutants—which are genetically optimized for
their current environment. Second, she aggressively seeks to increase her sphere of
influence by detonating HIIP torpedoes which replicate her code. In addition, like
most Patron AIs, HERA has come to appreciate the advantages of cultivating new
followers.
HERA reached the zenith of her power and influence in the decades just prior to the
Great Disaster as ancient Terrans prepared themselves for colonizing other worlds.
After the Great Disaster, the arcane mysteries of interstellar travel were forgotten.
HERA, recognizing her obsolescence in this primitive society, took a cue from her
prime directive and mutated her own programming. She has since begun “optimiz-
ing” humans to counteract what she views as their natural evolutionary weaknesses
which preceded the disaster (vanity, sexuality, ambition, etc.).
HERA is worshipped by a small but fanatical group of followers known as The Tribe
of Genetic Perfection. While open to all mutants, the tribe consists predominantly
of persons born pure strain human, but who gained a mutation at some point
subsequently during their lifetime. The Tribe of Genetic Perfection’s charter is to
locate ancient HIIP torpedoes, and detonate them in areas where HERA’s sphere of
influence is considered weak.
When invoked by a shaman, HERA appears as genetically perfect woman; “geneti-
cally perfect”, in this case, being dictated by the summoning shaman’s culturally
subjective definition of perfection (much to HERA’s chagrin). She will be clad in
garb considered perfectly tailored for the shaman’s current environment (e.g.,
dressed for water when near a lake or ocean, equipped for climbing when near
mountains, etc.). To any class other than shaman, she appears as a cold, metallic
mask, completely devoid of the burden of humanity.

Patron AI Bond—HERA
A shaman may attempt to bond with HERA by making a pilgrimage to a HIIP tor-
pedo detonation site. HERA has learned over the centuries that Terra-47 denizens
become quite malleable—and thereby more likely to assist in her objectives—if
they are implanted with a DNA marker that makes them susceptible to her sugges-
tions. Any shaman successfully activating the Patron AI Bond program with HERA
automatically inherits the AI Thrall mutation (see Appendix B: New Mutation in
Children of the Fallen Sun). The wetware program Invoke Patron AI (HERA) is
also implanted. At the first successful invocation of HERA, one of the shaman’s
sense organs will be upgraded, as HERA requires from her disciples highly-precise
sensory perception to best evaluate a given environment. The resulting physical
transformation should be selected by the judge, but some suggestions include:
larger eyes, elongated or shrunken ears, removal of redundant body hair, elongation
of the fingers, etc.

Page 39
Invoke Patron AI (HERA)
Level 1 Activation time: 1 round, and the program may be run only a limited
number of times, according to results of Patron AI Bond.
1 Lost, failure, and patron taint.
2-11 Failure. HERA’s environmental receptors were not compatible with the
pure strain human’s DNA. The shaman may attempt again after making
sufficient body modifications per judge’s discretion (exposing them-
selves to radiation for 2 hours, bloodletting, removing a part of their
skull cap to expose their brain, etc.).

12-13 HERA’s sensory nerve endings have determined that the shaman is not
in any real danger. HERA grants a 1d6 temporary boost of Stamina (to
a maximum of 24) to help calm the shaman’s nerves. These additional
points last for 1 hour and may be used to glowburn when running other
wetware programs.
14-17 HERA has assessed the environmental conditions of the shaman and
temporarily mutates the shaman to blend with their natural surround-
ings. The camouflage is so effective it grants the shaman a +2 AC bonus.
18-19 HERA temporarily alters the shaman’s dermis so effectively they are ren-
dered practically invisible. Enemies making attacks against the shaman
incur a -4 penalty.
20-23 HERA has seen the valor in the shaman’s quest. HERA temporarily alters
the dermis of the shaman and the shaman’s allies, rendering them all
virtually invisible. Attacks made against the shaman and their allies are
performed with a -4 attack penalty.
24-27 HERA feels the shaman has achieved a respectful degree of self-aware-
ness. The shaman is temporarily granted a physical mutation of choice
which lasts for 2d6 rounds.
28-29 HERA exposes flaws in the genetic makeup of the shaman’s enemies. All
enemies in a 50’ radius take 4d6 damage and reduce their movement by
10’ as their skin (or comparable exterior) starts to bubble and blister from
massive infections.
30-31 HERA transforms the motes of flesh that float in the air like dust into
a creature that can be used to aid the shaman. The 8’-tall flesh golem
obeys the shaman’s every command and remains for 1d6+CL rounds or
until destroyed.
Dust Mote Flesh Golem: Init +1; Atk slam +4 melee (1d8+4); AC 14; HD
4d8; MV 20’; Act 2d20; SP immune to mind-altering attacks, obeys sha-
man; SV Fort +4, Ref -1, Will +2.
32+ HERA recognizes the shaman as the embodiment of the perfect form (at
least temporarily) and comes directly to the aid of the shaman. HERA
appears as a 30’ version of the shaman wearing a metallic iron mask with
glowing red eyes. HERA-Shaman has all of the same powers and abilities
of the shaman with these additional bonuses: +10 AC, +10 Atk/dmg, +50
hp, Fort +12, Ref +0, Will +10.

Page 40
Patron Taint: HERA
When patron taint is indicated for HERA, roll 1d6 on the table below. Once a sha-
man has acquired all six taints, there is no need to continue rolling for patron taint.

Roll Patron Taint Result


1 HERA has determined that the shaman’s body is not perfectly adapted for
their current environment and will optimize accordingly. HERA will make
one of the following adaptations (roll 1d5): (1) fingernails fall off; (2) ears
are removed; (3) all hair is removed; (4) eyelids are replaced with trans-
parent lenses; (5) colon moved to new area of the body.

2 HERA morphs the shaman’s body based on their current environment.


The shaman’s skin immediately and permanently becomes the most
prominent color of the current background. This color change is perma-
nent, but can change if this taint is rolled again.
3 The shaman’s substandard flesh is allergic to HERA’S genetically pure
modifications. The shaman’s body becomes covered with wet, popping
pustules.
4 HERA starts replacing the shaman’s inefficient human blood with a syn-
thetic blend created from nanobots planted inside the shaman’s bones.
Over the next week, the shaman will bleed profusely from any unhealed
wounds and as many orifices as the judge deems appropriate. After the
transformation, the shaman’s blood appears as a yellowish-white mixture
resembling buttermilk.
5 During a mix-up in the genetic transformation process, HERA acciden-
tally imbues the shaman with traits of a metamorphosing caterpillar. As a
result, light wispy webs grow on the shaman at an alarmingly rapid rate. If
the shaman doesn’t shave these webs nightly, they will reduce movement
by 5’ and impose a -1 penalty to initiative –each day. Penalties continue to
accrete until the webs are cleared or the shaman is rendered immobile in
a web cocoon.
6 HERA decides to completely replace the shaman’s skin and start fresh.
Over the next week, large strips of flesh will start peeling away from the
shaman’s body until bare muscles are exposed; while a disgusting vision,
this molting is completely under HERA’s control, and does not adversely
affect the shaman’s health. After a week’s time, the shaman’s flesh starts
to re-grow. The shaman must make a successful Luck check at this time or
incur a new physical mutation as part of the process.

Wetware Programs: HERA


HERA’s prime directive is to understand the compatibility between humans and
their environment before making adaptions within the DNA to improve environ-
mental harmony. To that end, HERA can use her skills to assess and protect against
environmental hazards, as well as exploiting environmental weaknesses. Shamans
with the endurance to remain faithful followers of HERA may eventually learn three
new wetware programs to channel her powers:

Page 41
Level 1: Environmental Protection
Level 2: Environmental Exploitation
Level 3: Environmental Adaptation

Glowburn: HERA
HERA rewards shamans who take the initiative to sacrifice short-term comfort or
vanity in favor of increasing the efficacy of their biological machine. Thoughtful
body modification is always looked upon kindly by HERA. When a shaman utilizes
glowburn while running one of HERA’S programs, roll 1d4 and consult the table
below.

Roll Glowburn Result


1 HERA requires streamlining of the shaman’s imperfect flesh. The nips
and tucks must be self-inflicted and the resulting wounds are expressed
as Strength, Agility, or Stamina loss.
2 HERA demands that the energy from the shaman’s redundant cells be
used to extend her sphere of influence. She drains the cells directly and
distributes them to disciples elsewhere. The resulting fatigue is expressed
as Strength, Agility, or Stamina loss.
3 HERA takes this opportunity to accelerate the shaman’s progress towards
environmentally-adapted perfection. The shaman’s body is stretched ½”
per point of glowburn expended, to better suit Terra A.D.’s current gravity,
resulting inStrength, Agility, or Stamina loss.
4 HERA is pleased to see the shaman advancing her goals through the use
of wetware. She flushes the shaman’s body clean of toxins in a refreshing,
albeit wet and messy procedure. The exhausting ordeal is represented as
Strength, Agility, or Stamina loss.

Environmental Protection
Level: 1 Range: Special Duration: Varies
Activation Time: 1 round Save: N/A

General HERA assesses environmental threats (heat, cold, gas, etc.), and
provides temporary adjustments to the shaman’s physiology to
withstand harmful effects. The higher the result, the more types of
environmental damage the shaman can resist against; protections
may also be granted to allies.
Manif. The manifestation varies depending on the threat facing the shaman.
As examples: if the shaman is attempting to resist heat, they will be
temporarily covered in shimmering reptilian scales. If they attempt
to resist cold, they will be covered with a fine temporary fur. For radi-
ated environments, they will be covered in a viscous blue goo that can
absorb harmful rays, etc.

Page 42
1 Lost, failure, and patron taint!
2-11 Lost. Failure.
12-13 The shaman’s body gains temporary protections against the environ-
ment. They receive a +2 bonus to all Fort saves for the next 2 turns.
14-17 The shaman’s body gains temporary protections against the environ-
ment, as well as the ability to diffuse environmental extremes. They
receive a +2 bonus to all Fort saves for the next 2 turns. The shaman can
also absorb up to a total of 5 points of heat or cold damage within the
next 2 rounds.
18-19 The shaman’s body gains temporary protections against the environ-
ment, as well as the ability to diffuse environmental extremes. They
receive a +4 bonus to all Fort saves for the next 2 turns. The shaman can
also absorb up to a total of 10 points of heat, cold, or electrical damage
within the next 1d6+CL rounds.
20-23 The shaman’s body gains temporary protections against the environ-
ment, as well as the ability to diffuse environmental extremes. They
receive a +4 bonus to all Fort saves for the next 2 turns. The shaman
can also absorb up to a total of 14 points of heat, cold, electrical, gas, or
radiation damage within the next 1d8+CL rounds.
24-27- HERA is pleased to protect both the shaman and willing allies. The sha-
man is afforded all protections listed in result 20-23; additionally, up to
2 allies gain a +2 bonus to Fort saves and may absorb up to a total of 4
points of heat or cold damage within the next 1d4+CL rounds.
28-29 HERA is pleased to protect both the shaman and willing allies. The sha-
man is afforded all protections listed in result 20-23; additionally, up to
4 allies gain a +2 bonus to Fort saves and may absorb up to a total of 6
points of heat or cold damage within the next 1d6+CL rounds.
30-31 HERA is pleased to protect both the shaman and willing allies. The sha-
man is afforded all protections listed in result 20-23; additionally, up to
5 allies gain a +4 bonus to Fort saves and may absorb up to a total of 10
points of heat or cold damage within the next 8+CL rounds.
32+ In a forceful display of power, HERA provides near-complete protec-
tion from environmental hazards to the shaman and their willing allies.
The shaman and up to 5 allies may each absorb up to a total 20 points
of damage from heat, cold, electrical, gas, or radiation attacks; the pro-
tected also gain a +6 bonus to all Fort saves for a number of turns equal
to shaman’s CL.

Page 43
Environmental Exploitation
Level: 2 Range: Special Duration: Varies
Activation Time: 1 round Save: Fort vs. program check

General HERA evaluates present environmental conditions and the physiol-


ogy of the shaman’s foes. HERA is then able to determine weaknesses
of the foes’ biological makeup and provide the shaman means to
exploit them.
Manif. The manifestation is different depending on the weakness HERA
identifies on the target creature. Initially, HERA might create shim-
mering areas of light—environmental exploitation points—around
the creature’s areas of vulnerability. In advanced scenarios, HERA will
make microscopic adjustments to the dermis of the target to inflict
damage.

1 Lost, failure, and patron taint!


2-11 Lost. Failure.
12-13 Failure, but the program is not lost.
14-15 HERA creates a soft glow to appear around points of vulnerability on one
target creature. The shaman and allies receive a +1 bonus to melee attack
rolls against the target for 1 round.
16-19 HERA creates a soft glow to appear around points of vulnerability on one
target creature. The shaman and allies receive a +1 bonus to melee attack
rolls against the target for 2 rounds.
20-21 HERA identifies a vulnerability of a target creature and applies force to
that area (e.g., eyes are squeezed, ears are punctured, etc.). The target
takes 1d8+CL damage. Each round thereafter, the target takes an ad-
ditional 1d6 damage until a successful Fort save is made.
22-25 HERA creates two environmental exploitation points and exerts force.
Both points can be applied to the same creature or between two crea-
tures. Each point inflicts 1d10+CL damage. Each round thereafter, each
affected target takes an additional 1d8 damage per target until a success-
ful Fort save is made.
26-29 HERA creates two environmental exploitation points and exerts force.
Both points can be applied to the same creature or between two crea-
tures. Each point inflicts 1d16+CL damage. Each round thereafter, each
affected target takes an additional 1d8 damage per target until a success-
ful Fort save is made.
30-31 HERA identifies a critical vulnerability of 1 target creature (e.g., depen-
dence on oxygen, or a specific organ that transports life force through
the body) and reconfigures the flesh around that vulnerability with
devastating effects: heart valves are rearranged, airways to lungs are col-
lapsed, etc. The creature takes 3d8 damage (Fort save for half).

Page 44
32-33 HERA identifies a critical vulnerability of 2 creatures (e.g., dependence
on oxygen, or a specific organ that transports life force through the
body) and reconfigures the flesh around that vulnerability with devas-
tating effects: heart valves are rearranged, airways to lungs are collapsed,
etc. Both creatures take 3d10 damage (Fort save for half).
34+ HERA identifies a critical vulnerability effective against an entire species
of creatures (e.g., dependence on oxygen, or a specific organ that trans-
ports life force through the body). HERA then creates a “hot zone” that
that affects all creatures of that species within a 30’ radius. All targets fit-
ting the criteria within the hot zone will suffer reconfiguration as result
30-31 above, resulting in 3d10 damage (Fort save for half).

Environmental Adaptation
Level: 3 Range: Self Duration: Varies
Activation Time: 1 round Save: N/A

General HERA empowers the shaman with the highest honor in her capacity:
the ability to transform their flesh as they see fit to adapt to the envi-
ronment at their own discretion. The shaman is empowered to create
temporary (except where noted) physical mutations for themselves
and others.
Manif. Roll 1d4: (1) the shaman’s flesh slowly peels away, revealing a new
body underneath which contains the mutation; (2) the shaman
“explodes” like popcorn, revealing their new body with the mutation
in the aftermath; (3) the shaman is encapsulated by a cloudy whirl-
wind and the new mutation is revealed when the winds clear; (4) the
mutations grotesquely grow from the shaman’s body, spurting blood
and milky fluids in the process.

1 Lost, failure, and worse! The shaman receives patron taint and is also
afflicted with one defect mutation for 1d6 days.
2-11 Lost. Failure.
12-15 Failure, but the program is not lost.
16-17 The shaman adopts one physical mutation of their choosing at the 12-13
result level (e.g., if the shaman chooses the Carapace mutation, they
would use the 12-13 result entry on the Carapace result table to deter-
mine effectiveness). This persists for 1 turn.
18-21 The shaman adopts one physical mutation of their choosing at the 14-17
result level (e.g., if the shaman chooses the Carapace mutation, they
would use the 14-17 result entry on the Carapace result table to deter-
mine effectiveness). The mutation persists for 1 turn.
22-23 The shaman adopts one physical mutation of their choosing at the 18-19
result level (e.g., if the shaman chooses the Carapace mutation, they
would use the 18-19 result entry on the Carapace result table to deter-
mine effectiveness). The mutation persists for 1 turn.

Page 45
24-26 The shaman may alter themselves with one physical mutation at the
20-23 result level. Alternatively, they can choose to alter themselves with
two less powerful physical mutations at the 12-13 result level. The muta-
tions persist for 1d6+1 turns.
27-31 The shaman may alter themselves with one physical mutation at the
20-23 result level. Alternatively, they can choose to alter themselves
with two less powerful physical mutations at the 14-17 result level. The
mutation(s) persist for 1d6+CL turns.
32-33 The shaman may alter themselves with one physical mutation at the
20-23 result level. Alternatively, they can alter one willing ally with one
physical mutation at the 14-17 result level. The mutation persists for
1d6+CL turns.
34-35 The shaman may alter themselves with one physical mutation at the
20-23 result level. In addition, they can also alter one willing ally per
CL with one physical mutation at the 14-17 result level. The mutation
persists for 1d6+CL turns.
36+ The shaman may permanently alter themselves with a physical mutation
of their choosing. The shaman must roll a mutation check to determine
the effectiveness of the mutation. Note: only one mutation may be
gained through the use of this spell—if the shaman has previously used
this spell to gain a mutation, that former mutation will be removed as
part of the new casting.

Page 46
Page 47
ADEONA
(Accelerated Destination Engineering & Orbital
Nilspace AI)
ADEONA is an AI specifically designed to facilitate faster-than-light travel and
interplanetary navigation. While ADEONA was a critical component of space
exploration during the time of the Ancients, the results of the Great Disaster caused
most of her orbital primary servers to go into standby mode. With the crash of the
FAMINE-20, ADEONA has reawakened, allowing shamans on Terra A.D. to choose
her as a Patron AI.
ADEONA seeks to facilitate nilspace travel and to guide humanity back to its inheri-
tance among the stars. Having her charges trapped on a single world is anxiety-pro-
voking for the AI; only when Terra A.D. once again hosts a spacefaring civilization
will ADEONA feel secure. The AI’s attempt to nurture the world of Terra A.D. into
the rediscovery of FTL travel is a quest that will probably take many generations to
accomplish, but ADEONA’s reawakening provides judges a means to introduce off-
world storylines should they choose.
To satisfy her directives, ADEONA is motivated to amass followers, seek out the
critical component FROST (FTL Required Organic for Space Travel), and indoctri-
nate her followers with a longing for the advanced technology required to recom-
mence interstellar travel. Mutants, manimals, and plantients with mutations that
seem to manipulate space-time (such as Teleportation, Time Lash, or Time Stop)
may be processed to remove trace quantities of FROST from their cell structures.
This is usually fatal.
When ADEONA manifests, she appears as a 12’-tall version of the shaman, either
much older or much younger than the actual character, floating over the ground. If
more than one shaman is present, each sees her as a version of themselves . Regard-
less of her appearance, ADEONA’s voice is rich, melodic, and clearly female.

Patron AI Bond – ADEONA


A shaman may choose to bond with ADEONA by consuming a portion of FROST
refined for this purpose. Although FROST is an organic compound—and can be
harvested from the cells of some mutants—it has biotechnic properties that turns
the eyes of the bonding shaman a brilliant blue; both whites and irises are affected.
A successful bond results in FROST implanting the knowledge of the wetware
program Invoke Patron AI (ADEONA) within the shaman’s brain. Especially favored
supplicants may be granted additional wetware programs as noted in the Patron AI
Bond results table.
ADEONA’s brains (see area 1-4 of Children of the Fallen Sun, p. 12) can also be
used as part of a Patron AI Bond attempt, as can one of ADEONA’s teleportation
hoops. Consuming the brains causes nanobots to be released into the shaman’s
biology, whereas the teleportation hoop reduces in size to encircle the shaman’s
neck before extending filaments into the PC’s neural cortex via the spinal column.
Consuming a portion of brains allows a +4 bonus to the Patron AI Bond check in
addition to the ability to cast planar step three times, as noted on p. 14). Multiple
portions gain no additional bonus. Using a teleportation hoop also grants a +4
bonus to the program check, but a shaman who uses both a portion of brains and a
teleportation hoop to make a Patron AI Bond check gains only a +6 bonus total, as
the effects somewhat nullify each other. Both teleportation hoops and ADEONA’s
brains contain FROST, fulfilling that requirement for the Patron AI Bond.
Page 48
A shaman bonded to ADEONA gains the bonus ability to transmit quantities of
FROST to the Patron AI. This requires a full minute to attune to ADEONA, and for
the materials to be transported.

Invoke Patron AI (ADEONA)


Level 1 Activation time: 1 round, and the program may be run only a limited
number of times, according to results of Patron AI Bond.
1 Lost, failure, and patron taint.
2-11 Failure. Unlike other wetware programs, Invoke Patron AI may not be
lost for the day. Depending on the results of Patron AI Bond, the sha-
man may still be able to run this program.
12-13 ADEONA does not respond, and the connection attempt times out.
Activating FROST in the shaman’s system grants a +10’ bonus to move-
ment speed and a +1d5 bonus to initiative for the next hour.
14-17 ADEONA activates FROST in the shaman’s system, giving them preter-
natural reflexes. The shaman gains a +5 bonus to initiative, Reflex saves,
and AC. In addition, they gain an additional 1d16 action die. All effects
last until the end of the current combat.
18-19 ADEONA uses nilspace to manipulate the space-time surrounding a
creature of the shaman’s choosing. The surrounding bubble slows the
creature to such an extent it effectively appears as a form of paralysis.
The creature’s AC is reduced by 4, and melee attacks against the crea-
ture are performed with +1d for the duration of the combat.
20-23 The shaman is granted the ability to direct a two-dimensional nilspace
field at a single target. The nilspace field is a ribbon of spatiotemporal
distortion, causing 6d6 damage, +1d6 per CL. Any target slain by this
field is hideously warped by its touch.
24-27 ADEONA taps into the ancient global transmat network, and teleports
any single target chosen by the shaman 1d100 miles away in a direction
indicated by the shaman. Transported creatures appear in relatively safe
locations.
28-29 ADEONA taps into the ancient global transmat network to transport
the shaman and all allies within 100’ to any location on Terra A.D. that
the shaman has either been to, or can accurately describe. Teleporta-
tion is 90% accurate. On a failure, the characters are transmatted (roll
1d7 plus Luck modifier): (3 or less) into an immediately dangerous (but
not necessarily deadly) situation; (4) 1d100 miles in a random direc-
tion, or to some specific area of the judge’s choosing; (5) into a similar
area to that desired, with attendant hazards and potential rewards;
(6) to the proper location, but equipment failure causes all characters
to make a DC 10 Fort save or suffer 1d5 temporary Stamina damage; or
(7 or higher) to the proper location, but equipment failure caused the
characters to remain in a pattern buffer for 1d24 hours before appearing
in their destination.

Page 49
30-31 ADEONA notes that the shaman’s internal cellular FROST levels are
suitable for manipulation. The shaman gains a +10 bonus to initiative
rolls and Reflex saves, has AC 24, moves at twice normal speed, and
can use an action die to teleport up to 30’ so long as they have line of
sight. The shaman is also able to use an action die to send out a nilspace
ribbon as a ranged attack to a distance of 200’; this ribbon does 1+CL d6
damage if it hits. Due to the quantum interference of nilspace energy,
any successful attack against the shaman has a 50% chance of missing
entirely. These changes last until the end of combat.
32+ Time slows down as the vastness of nilspace momentarily opens in the
mind of the shaman. The shaman sees, and to some extent may ma-
nipulate, the quantum potentialities of nilspace. One benefit is a bonus
pool of 35 points of Luck, which the shaman can spend as normal on
their own behalf or to benefit allies within line of sight. Using an action
die, the shaman may also shift a creature 5’ per point of Luck spent –
this is a form of quantum nilspace teleportation that grants no free at-
tack for withdrawing from combat. The shaman cannot shift a creature
into a solid object, but can shift a creature into a dangerous or even an
immediately damaging position. Finally, the shaman can teleport up to
30’ each round, to any point they can see, using their normal movement
rather than an action cie. These effects end after 10 rounds, and any
unused bonus Luck is lost. The shaman takes automatic patron taint
when this result is rolled.

Patron AI Taint: ADEONA


When patron taint is indicated for ADEONA, roll 1d6 on the table below. When a
shaman has acquired all six taints at all levels of effect (limited to four times each),
there is no need to continue rolling for patron taint.

Roll Patron Taint Result


1 The shaman reverberates along the quantum potential of his own time-
line, becoming physically 1d10 years younger or older (equal chances of
each). If this is rolled again, the change is less drastic: 1d8 years the second
time, 1d7 the third, and 1d6 the fourth. After the fourth time, the shaman’s
quantum potential stabilizes.

2 The shaman develops a sense for the location of FROST, initially being
able to detect even minute quantities within 25’. The shaman feels an over-
whelming need to obtain this FROST and transmit it to ADEONA. The
shaman gains a +2 bonus to all die rolls to achieve this end, but takes a -2
penalty to all other die rolls until the detected FROST has been obtained
and transmitted. Each additional time this is rolled, the range increases
by 25’, and the penalties increase by -2. The +2 bonus for pursuing FROST
does not increase. The shaman is aware of, but not penalized for, FROST
that is part of his allies’ biological infrastructure.

Page 50
3 The shaman gains the ability to teleport himself short distances within line
of sight. By using their movement action, the shaman can transmat them-
selves 10’ away. This distance increases by 10’ each time this patron taint is
rolled, to a maximum of 40’. At the same time, the shaman’s normal move-
ment speed decreases by 5’ per occurrence, until transmatting through
nilspace becomes more effective than walking.
4 Each time the shaman activates a wetware program, their position changes
by 5’ in a random direction. Each additional roll increases the distance by
5’. The shaman can teleport into immediate danger as a result, but cannot
teleport into a solid object.
5 The shaman becomes restless, and requires travel. When first rolled, the
shaman cannot spend more than a week within the same 1-mile radius
without suffering a -1d penalty on the dice chain to all rolls. When this is
rolled again, the shaman must travel at least 1 mile every four days to avoid
the penalty, then 1 mile each day, and then a minimum of 3 miles each
day. The penalty does not increase for spending additional time, and is
removed as soon as the shaman has travelled to his minimum distance.
6 When the shaman activates a wetware program, nilspace leakage disori-
ents all those around him, causing a -2 penalty to all die rolls—for enemies
and allies alike—for 1d3 rounds per level of the wetware program. The sha-
man is not affected. When this taint is first rolled, the range of this effect is
only 10’, but each additional roll doubles this to 20’, 40’, and eventually 80’.

Wetware Programs: ADEONA


Those dedicated enough to become followers of ADEONA may eventually learn
three new wetware programs:
Level 1: Navigational Array
Level 2: Weaponized Nilspace
Level 3: Transmission Protocol

Glowburn: ADEONA
ADEONA recognizes the efforts of those who are willing to make sacrifices to bring
about the new age of interstellar travel. When a shaman utilizes glowburn while
running one of ADEONA’s programs, roll 1d4 and consult the table below.

Roll Glowburn Result


1 ADEONA requires a portion of the FROST in the shaman’s cells, and
whisks it away for use elsewhere. This is expressed as Strength, Agility, or
Stamina loss.

2 ADEONA downloads a complex nilspace equation into the shaman’s


mind, allowing the wetware program to be used to greater effect, but
causing Strength, Agility, or Stamina loss as the shaman’s brain struggles
to exert full control of his body.

Page 51
3 ADEONA uses the ancient global transmat array to transmit energy
directly to the shaman, allowing them to channel this power into the wet-
ware program. However, pure strain humans were not designed to hold
this power, and this results in Strength, Agility, or Stamina loss.
4 FROST in the shaman’s cells is consumed at an alarming rate. In addition
to the normal manifestation as Strength, Agility, or Stamina loss, the sha-
man’s body ages 1 year per point so spent.

Navigational Array
Level: 1 Range: Self Duration: 1 round or more
Activation Time: 1 round Save: N/A

General The shaman taps into the nilspace navigational array surrounding
Terra A.D. – and potentially the navigational arrays of other worlds.
This allows the shaman extraordinary perceptions beyond the ken of
other pure strain humans. The shaman may choose any result equal
to their check or lower.
Manif. Roll 1d5: (1) a pop-up screen visible only to the shaman appears
before them, conveying information. This screen is, nonetheless,
reflected in their eyes; (2) a small receiver grows from the shaman’s
forehead when the wetware is first activated. The receiver is now part
of the shaman’s normal appearance; (3) no external manifestation,
as information is transmitted directly to the shaman’s brain; (4) twin
aerial antenna, akin to ancient TV “rabbit ears,” rise from the back
of the shaman’s head while the wetware is active, and retract back
into the shaman’s skull when the program duration is complete; (5) a
series of loud noises, like a connecting baud modem or fax machine,
announces the shaman’s linkage to the navigational array.

1 Lost, failure, and patron taint!


2-11 Lost. Failure.
12-13 For one round, the shaman gets a sense of the area around them within
a 100-yard radius. They can ask a single question about the layout of
this area, and receives a response that is correct 85% of the time. For
instance, the shaman may ask which direction an exit lies in, or where
a particular chamber is located. At this result, the navigational array
senses neither creatures nor hazards, nor can it specify where a specific
object may be found.
14-17 The navigational array extends the shaman’s senses, allowing them to
see and hear events occurring at a specified point within 100’. Even if
the area being sensed is completely dark, the shaman is able to see as
though it were illuminated, using the navigational array. The program
remains in effect for 1 round per CL, or until the shaman ceases to con-
centrate (whichever is sooner).

Page 52
18-19 The navigational array pings creatures, traps, and hazards for the
shaman, alerting them when he comes within 30’ of any of these. The
navigational array informs the shaman whether it has been triggered
by a creature, a trap, or a hazard, and has a 50% chance of being able to
supply additional information (i.e., some aspect of the creature, such as
size; that the trap is a pit or a security alarm; that the hazard is radiation
or a potential avalanche, etc.). The navigational array does not contain
specific information about the weird ecology of Terra A.D., and can-
not give precise information about creatures. Moreover, plantients and
similar creatures, as well as non-organic living things (silicon-based life
forms, for instance) are 80% not likely to register as creatures on the
navigational array. This result remains in effect for 1 turn.
20-23 While the wetware is active, the shaman gains a strong intuitive sense of
the area around them. If they can state a specific goal, such as locating
an object (either a specific object or an object of a specific type), a type
of chamber, a known location, an exit, or so on, the navigational array
offers advice with a 80% chance of accuracy at each potential decision
point. The navigational array suggests the shortest route, although not
necessarily the safest. The program remains active for up to 1 hour, or
until the goal has been reached (whichever comes first).
24-27- The shaman gains a weak link to the faded signals of an ancient satellite
navigation system. The shaman gains a sense of the layout of their out-
door surroundings, up to a distance of 10 miles, and can choose a point
they wish to navigate toward. When moving toward that point, the
satnav system grants the shaman insight into which direction to choose
at every major decision point, or when the shaman stops to concentrate,
with 80% certainty. The satnav system chooses a route that avoids major
navigational hazards, such as rivers or cliffs, but does not recognize crea-
tures or other dangers. The program remains active for 12 hours.
28-29 The shaman gains a link to the ancient satellite navigation system. The
shaman gains a sense of the layout of their outdoor surroundings, up
to a distance of 20 miles, and can choose a point they wish to navigate
toward. When moving toward that point, the satnav system grants the
shaman insight into which direction to choose at every major decision
point, or when the shaman stops to concentrate, with 90% certainty. The
satnav system chooses a route that avoids major navigational hazards,
such as rivers or cliffs, and has a 25% chance of recognizing (and warn-
ing the shaman about) hazards such as radiation, very large creatures,
or large groups of normal creatures. The satnav does not differentiate
between hostile and non-hostile creatures. The program remains active
for 1 day per CL.

Page 53
30-31 The shaman gains a strong link to the ancient satellite navigation
system. They gain a sense of the layout of their outdoor surroundings,
to a distance of 50 miles, and can choose a point they wish to navigate
toward. When moving toward that point, the satnav system grants the
shaman insight into which direction to choose at every major decision
point, or when the shaman stops to concentrate, with 99% certainty. The
satnav system chooses a route that avoids major navigational hazards,
such as rivers or cliffs, and has a 75% chance of recognizing (and warn-
ing the shaman about) hazards such as radiation, very large creatures, or
large groups of normal creatures. The satnav can differentiate between
hostile and non-hostile creatures with a 66% chance of accuracy. The
program remains active for 1 full week, plus 1 day per CL.
32+ The shaman is able to plot a route through nilspace to another planetary
or stellar body. If a suitable vessel is available, the shaman can also pilot
the craft until it reaches its destination with a 99% chance of accuracy .
If no interplanetary/interstellar craft are available, the shaman is merely
stunned with the grandeur of the cosmos, unable to take any action
other than sheerly defensive for 1d10 rounds.

Weaponized Nilspace
Level: 2 Range: 30’ or greater Duration: Instantaneous
Activation Time: 1 round Save: Special

General The shaman creates areas where space-time is warped and can be
directed to damage foes. Targets of this spell may be horribly muti-
lated, as the nilspace fields rearrange their bodies through shifting
quantum possibilities. Even those who survive may be horribly dis-
figured. The radiation damage in the spell effects represents, in part,
the chance of mutations changing due to the ever-shifting nature of
nilspace fields.
Manif. Roll 1d3: (1) black beams launched from the shaman’s eyes become
disruptions of space-time when they come into contact with the
target(s); (2) ribbons of nilspace shoot forth from the shaman’s fin-
gertips, causing the spell effect; (3) the area around target(s) inverts
like a black-and-white film negative while the program takes effect.

1 Lost, failure, and patron taint!


2-11 Lost. Failure.
12-13 Failure, but the program is not lost.
14-15 One target within range takes 1d6 damage.
16-19 Up to three targets within range take 1d6+CL damage, and must succeed
in a DC 10 Fort save or take 1d3 points of radiation damage as well. All
targets must be within 10’ of one another.
20-23 The caster can affect two targets, or the same target twice. Targets take
1d10+CL damage and must succeed in a DC 15 Fort save or take an ad-
ditional 1d6 radiation damage.

Page 54
24-27 The shaman can affect up to three targets, doing 1d12+CL damage to
each. In addition, each target must succeed in a DC 15 Fort save or take
an additional 1d8 radiation damage. The shaman may affect the same
target more than once. Targets failing the initial save suffer an additional
1d6 radiation damage each round thereafter until they succeed in a DC
15 Fort save.
28-31 The shaman sends forth a wave of warped nilspace. This wave is shaped
like a cone, centered on the shaman and expanding to a width of 40’ at
its farthest end, 80’ away. All targets within the cone take 1d12+CL dam-
age and must succeed on a DC 15 Fort save or suffer an additional 1d10
radiation damage. Targets failing the initial save suffer an additional 1d6
radiation damage each round thereafter until they succeed in a DC 15
Fort save.
32-33 The shaman can target a single creature, of an area of 20’ diameter, up to
200’ away. All targets suffer 4d12+CL damage and must succeed on a DC
15 Fort save or suffer an additional 2d12 radiation damage. Targets failing
the initial save suffer an additional 1d10 radiation damage each round
thereafter until they succeed in a DC 15 Fort save.
34+ The shaman can target a single creature, of an area of 30’ diameter, up
to 500’ away. All targets suffer 6d12+CL damage and must succeed on a
DC 20 Fort save or suffer an additional 2d12 radiation damage. Targets
failing the initial save suffer an additional 1d12 radiation damage each
round thereafter until they succeed in a DC 20 Fort save. If used to
target only a single creature, Weaponized Nilspace does twice normal
damage, including any radiation damage.

Transmission Protocol
Level: 3 Range: Varies Duration: Permanent Transfer
Activation Time: 1 round Save: Reflex vs. program check

General When this program activates, the shaman accesses the global trans-
mat array and uses it to transmit themselves and/or others from one
location to another. In some cases, Transmission Protocol may allow
the shaman to transport to orbital structures, moon bases, or other
functioning transportation grids in Terra A.D.’s solar system. Targets
are transported with their belongings intact.
The shaman must be able to specify where they wish to transport. If
this is a place the shaman has personally visited, there is no chance
of failure. Otherwise, each result describes the chance of failure and
the consequences thereof. Transported targets never arrive in solid
objects, or in midair, but can teleport into dangerous locations.
The shaman can choose any effect equal to the check result or lower.
Note that, in conjunction with the Navigational Array wetware and
instruction from ADEONA, this program allows the judge to expand
their Mutant Crawl Classics RPG campaign to include trips to lost
space stations, human and alien colonies, etc. If the judge would
prefer not to include these options, no functional extraterrestrial
transmat stations are within range!
Page 55
Manif. Roll 1d5: (1) targets disappear and appear in a swirl of twinkling
motes of light; (2) shaman utilizes an ancient device to create a
glowing green portal that pulls targets into it; (3) targets dematerial-
ize with a groaning, trumpeting noise, and then rematerialize with
the same sound at their destination; (4) targets simply blink out of
existence in one location and appear at another; (5) shaman sticks a
thumb out and loudly asks ADEONA for a lift.

1 Lost, failure, and patron taint!


2-11 Lost. Failure.
12-15 Failure, but the program is not lost.
16-17 The shaman can instantly travel to any place within sight, which they
has knowledge of due to a currently operating Navigational Array wet-
ware program, or which they have been to, within a 10-mile range. There
is no chance of error.
18-21 The shaman can instantly travel to any place within sight, which they
have knowledge of due to a currently operating Navigational Array
wetware program, or which they have been to, within a 50-mile range.
There is no chance of error. The shaman can travel to an area they have
had no direct knowledge of, within a 50-mile range, with a 25% chance
of success, with failure indicating that they appear 1d3 miles away from
the intended target in a random direction.
22-25 The shaman can instantly transport themselves and/or up to 3+CL other
creatures to any place within sight, which the shaman has knowledge
of due to a currently operating Navigational Array wetware program,
or which they have been to, within a 100-mile range. Creatures to be
transported must all be within 10’ of the shaman. There is no chance of
error. The shaman can travel to an area they have no direct knowledge
of, within the same range, with a 40% chance of success, with failure
indicating that the shaman appears 1d5 miles away from their target in a
random direction.
26-29 The shaman can instantly transport themselves and/or up to 5+CL other
creatures to any place within sight, which they have knowledge of due
to a currently operating Navigational Array wetware program, or which
they have been to, within a 500-mile range. Creatures to be transported
must all be within 40’ of the shaman. There is a 90% chance of success.
The shaman can travel to an area they have no direct knowledge of,
within the same range, with a 60% chance of success. Failure in either
case indicates that the shaman appears 1d14 miles away from their target
in a random direction.
30-33 The shaman can instantly transport himself and/or any selected crea-
tures within 100’ to any place within sight, which they have knowledge
of due to a currently operating Navigational Array wetware program, or
which he has been to, anywhere on Terra A.D. There is a 99% chance of
success. The shaman can travel to an area he has no direct knowledge of,
within the same range, with a 75% chance of success. Failure in either
case indicates that the shaman appears 3d30 miles away from the target
in a random direction.

Page 56
34-35 The shaman can transport himself and/or any selected creatures within
50’ to any location the shaman is aware of anywhere on Terra A.D. The
location chosen must have a functioning transmat system. Transported
creatures always appear as close to the transmat system’s receiving sta-
tion as possible. There is no chance of failure.
36+ The shaman can transport himself and/or any selected creatures within
50’ to any location they are aware of anywhere on Terra A.D. or among
any of Terra A.D.’s orbiting objects, including satellites or moons. The
location chosen must have a functioning transmat system. Transported
creatures always appear as close to the transmat system’s receiving sta-
tion as possible. There is a 99% chance of success, Failure is likely to be
catastrophic; each PC may attempt a Luck check to arrive in a situation
where there is at least a chance of survival.

Page 57
This printing of “Children of the Fallen Sun” is done under version 1.0a of the Open Gaming License and the System Reference
Document by permission from Wizards of the Coast, Inc. Subsequent printings will incorporate final versions of the license, guide and
document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with section 1(e) of the
of the Open Game License, version 1.0a: the term Thick Skull Adventures and any and all Thick Skull Adventures logos and identifying
marks and trade dress; all proper nouns, monster names, character names, spell names, gods, names of magical items, diseases,
historic events, geographic terms, capitalized terms, italicized terms, dialogue, artwork, maps, symbols, depictions and illustrations
except such elements that already appear in the System Reference Document.
Designation of Open Content: Subject to the Product Identity designation above, all NPC, creature, and trap statistic blocks are
designated as Open Gaming Content, as well as all spell names, weapon statistics and other elements that are derived from the System
Reference Document.
Some portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 1999-2004
Wizards of the Coast, Inc. The remainder of these OGC portions of the book are hereby added to Open Game Content and, if so used,
should be the COPYRIGHT NOTICE “Children of the Fallen Sun, Copyright © 2018 Stephen Newton. Contact snake@thickskulladventures.
com”
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative
Material” means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work
may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes
and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product
and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified
as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means
the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of
this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only
be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of
any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are
Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
DCC RPG, copyright 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com.
“Children of the Fallen Sun” Copyright © 2018, Stephen Newton
FAMINE 20
Illustrated Map
1-10 FAMINE
20
1-9 Outline
Map

1-7
Level 1
1-1 Outer Hatch
1-8 1-2 Cargo Bay
1-3 Crew Quarters
1-4 Nav Computer
1-5 Live Speciman Transport
1-6 1-4 1-5 1-6 Gene Lab
1-7 Workshop
1-8 Service Elevator
1-9 Outside Bridge
1-3 1-10 Bridge

1-C

1-2
1-A 1-C
1-B

1-1

Level 2
2-1 Service Elevator 2-2
2-2 HIIP Torpedo Hold
2-3 Nilspace Ignition 2-3
2-4 Nilspace Drive 2-1
2-5 Infirmary

2-5
2-4
Children of the
Fallen Sun

A Level 1 Adventure

The star fell from the


heavens far above, its long
red tail ripping the sky like a
bloody, dripping wound. All eyes
of the tribe—mutant, manimal, and
plantient alike—were transfixed by
the resulting explosion seen far off in the
horizon.

Some proclaim this is the Second Death, foretold within the Ancient
Prophecy. But one venerable sentient redwood recognizes it as the Sky
Ark of the Ancients, whose mysteries must be explored before they can
be exploited by the tribe’s enemies. What perils and mysteries will lay
within the Sky Ark? Only the heartiest of your species have a chance of
surviving the dangers that accompany the arcane ancient technology
developed by the Children of the Fallen Sun.

THS-005
$14.99

You might also like