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Mirror Image is a sci-fi horror adventure for 3-6 players set on the planet Mire, where characters must navigate psychological challenges and make difficult choices. The adventure unfolds through various scenes, introducing players to the deceptive paradise of Mire and leading them to uncover dark truths about their situation. This revised edition requires the Mothership RPG system and includes updated story points and a GM summary to enhance gameplay.

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0% found this document useful (0 votes)
108 views6 pages

Sample

Mirror Image is a sci-fi horror adventure for 3-6 players set on the planet Mire, where characters must navigate psychological challenges and make difficult choices. The adventure unfolds through various scenes, introducing players to the deceptive paradise of Mire and leading them to uncover dark truths about their situation. This revised edition requires the Mothership RPG system and includes updated story points and a GM summary to enhance gameplay.

Uploaded by

sarafinacosmos
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
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Credits
Writing & Design
Cody Leigh & Jason Duff

Development
Jason Duff

Editing

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Jennifer Ward-Ito

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Illustrations

Alex Gontar, Acharya Hargreaves, Tithi


Luadthong, Freeda Michaux, Jackie Niam,
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Zdenek Sasek, Selin Serhii, Dean Spencer, Dean
zangirolami, Liu zishan
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Mirror Image is © 2021-2022 Earl of Fife Games LLC. All rights reserved.

This product is based on the Mothership® Sci-Fi Horror Role Playing Game,
published by Tuesday Knight Games. This product is published under license.
MOTHERSHIP® is a registered trademark of Tuesday Knight Games. All rights
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reserved. For additional information, visit www.tuesdayknightgames.com or


contact contact@tuesdayknightgames.com.

EARL OF FIFE GAMES


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info@fifegames.com | www.fifegames.com
Find us on Discord

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Contents

Synopsis 4
Vorth Vermil 5
Preface Summary 5

Scene i: Welcome to Mire 5


Reward 7
The Hotel 8

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Scene 2: Welcome to Mire 8

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Flesh Entertainment 9
Exploring 9

Scene 3: A Night to Remember 10


The Janitor 11
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Janitorial Violence 12
In Your Pocket 13
The Pool 13
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The Lounge 14

Scene 4: The Basement 15


Trial #1 16
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Trial #2 17
Trial #3 19
Rogerio Gomez 21
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Scene 5: Mirror Image 21


The Correct Question 22
Here You Are 22
Like Tears in the Rain 24

Scene 6: Visting an Old Friend 25


Revenge 26

GM Summary 28

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You see them
looking at you
you..

Eyes piercing
the thin veil of skin

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They’re planning
something.
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They’re going to kill you.
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Or Worse
Worse..
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What do you do ...


to survive?
Adventure
Overview
Mirror Image is an adventure about choices, and the players will need
to make difficult choices that may have a psychological impact on
their characters far after this adventure. Mirror Image is suitable for
3-6 characters of any level. GMs should place the location of Mirror
Image, the planet Mire, in any system that is convenient for their story.

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Mothership: The Player’s Survival Guide or 1E is required for Mirror
Image to run without modification, but any science fiction RPG system
may be suitable if adapted by the GM. This is the revised edition of Mirror

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Image for 1E. Besides 1E updates, story points have been updated and
expanded. Mirror Image is now a digest size module, both digitally and
in print.

Synopsis

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Scene I: Welcome to Mire introduces the PCs to Mire, their impending
job, and the city of Rosha Des.
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• Scene II: Daytime at the Menagerie allows the PCs to see the
fantastic comforts of their hotel, and perhaps be tricked into a false
sense of security.

• Scene III: A Night to Remember is where things start to unravel.


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The PCs wake up near puddles of blood and find all the hotel staff
threatening beyond reason. The PCs are stricken with anxiety as
the staff recommend that they go to the basement and make veiled
threats against their lives, as well as other changes happening
behind the scenes.
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• Scene IV: The Basement leads to the ultimate truth of the Menagerie
and the fate of the PCs. They must make their way through true
horrors in order to finally learn the truth.

• Scene V: Mirror Image presents the truth of the PCs situation is


made known and decisions about their uncertain future must be
made.

• Scene VI: A Vorthwhile Visit is an optional scene if the PCs want to


track down Vorth after the truth is known. This may be worthwhile
for PCs if they want a final resolution to their trip to Mire.

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Preface Summary
There is a GM Summary at the end of this adventure. This is done to
avoid spoilers in previews; spoilers to this adventure will take a great
deal of the fun out of Mirror Image. Use the Adventure Overview in
combination with the GM Summary as a play aid when the adventure is
being run and for a synopsis of the adventure itself.

Scene i: Welcome to
Mire

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The planet Mire appears a paradise from orbit; vibrant shades of green
and blue are all too inviting. But while the planet is capable of sustaining

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life, only the civilized settlements are welcoming of it...

In order to bring the PCs to Mire, GMs are encouraged to draw them in
with a very lucrative contract. The planet of Mire needs armed guards
and technical experts to assist a surveyor crew planet-side. Mire is an
unaligned planet that acts as a free haven for refugees and displaced
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colonials. The acting government has passed along a private message to
the crew of PCs (through a job broker, shipboard comms, etc) to request
their aid.
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A PC may make an Intellect Check (Planetology or Rimwise) to
review their knowledge regarding Mire. Success reveals that the post-
tech planet has a few centralized cities that support the citizenry and
are heavily overcrowded. Dangerous fauna keeps colonization at bay,
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and few neighboring planets offer to trade with them as Mire has little
to exchange in bulk. However, a large group of roving merchants were
recently cornered and grounded by pirates on Mire. These wealthy
individuals took it upon themselves to seize economic control of their
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new surroundings.

Vorth Vermil
The self-appointed Merchant Governor, Vorth Vermil, will attempt to
speak with the PCs directly on arrival. He is the same individual who
offered the contract to begin with. Vermil is amicable with the PCs,
providing drinks and food if he is met with in person. The meeting point
is in the city of Rosha Des, the de-facto capital of Mire. It is a typical
major city with all modern conveniences and tech available expected of
a post-tech world. The people of the city appear somewhat rustic with
the exception of the richly decorated upper districts.

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