War in The Heavens

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The War in the Heavens

An Alien RPG Campaign


The War in the Heavens

An Alien RPG Campaign


Jason C Marshall
This a three-part campaign that allows the players to experience the many aspects of the Alien RPG
universe. In Ghost Ship they will explore a drifting derelict that contains a horrifying alien plague that
could easily threaten any world it meets. In the Alien Dawn the players travel to a remote new world to
assist in a first survey mission and come face to face with the Xenomorph. In the final part of the
adventure the players return to their home system to find it eerily silent, and upon arriving on the
station discover that the plague from the Ghost Ship has broken out turning the station into a ghost
town filled with horrific nightmares. When a predator ship is also discovered, the mystery and situation
deepen, especially when a hunter enters the scene.

Seven pre-generated characters are in the first pages, along with their ship, but any set of characters
could be used. The pre-gens are very experienced with fledged out backgrounds and make good
characters to play in this campaign. If you want to run it as a cinematic, please do, just up the nasty
level in all three parts.

The images used for almost all NPCs were generated using the Nightcafe AI site. Other images of
ships, planets, etc are a mix of images taken from Alien (RPG, comics, movies), Dead Space, and
Nightcafe AI.

Enjoy.

In space, no one can hear you scream.


ALIEN

[3]
[P L A Y E R S E C T I O N]

1 ENTER STAGE LEFT 6

THE SHIP 6

THE CREW 8
THE CAPTAIN 9
THE EXECUTIVE OFFICER 11
THE PILOT 14
THE SCIENCE OFFICER 17
THE ENGINEER 20
THE MECHANIC 23
THE CARGO SPECIALIST 26

2 PART ONE - GHOST SHIP 30

CAPTAIN’S LOG 31
THE USCSS PILLAR OF AUTUMN 32
THE DERELICT - DECK BY DECK 35
NECROMORPHS 50
CONCLUSION 52

3 INTERMISSION 54

CORAX 35 AND GETHSEMANE 55

4 PART TWO - ALIEN DAWN 60

JANUS 12 61
LV-5829 61
FAUNA AND FLORA 64
THE EXPEDITION 66
COMMAND STAFF 66
SCIENTISTS 68
SURVEYORS 71
TECHS 73
SUPPORT STAFF 74
SYNTHETICS 76
MEET AND GREET 78
ARRIVAL 80
DAY ONE 82
DAY TWO 85
DAY FIVE 87
DAY SIX 91
DAY SEVEN 92
DAY ELEVEN 94
DAY TWELVE 95

[4]
[C O N T E N T]

DAY THIRTEEN 96
CONCLUSION 97

5 INTERMISSION 98

6 PART THREE - TO BECOME ONE 100

TIMELINE 101
HOMEWARD BOUND 107
ALAN WHITE 109
HAMMOND TRADE TOWER 110
TRADE TOWER SURVIVORS 117
MARSHAL O'NEIL 117
PVT MUNROE 117
PVT ORTEZ 118
CPL SAUNDERS 118
EDWARD JOHNS 119
GIDEON WOO 119
KANG DAN-BI 120
CARTER HABITAT TOWER 121
JULIA 123
THE SHEPPARD ADMIN TOWER 125
PREDATORS 128
CONCLUSION

[5]
[P L A Y E R S E C T I O N]

ENTER STAGE LEFT

THE SHIP
USCSS Empress Titania
Model CM-88G5 Bison M-Class Commercial Starfreighter
MANUFACTURER: Lockmart
CREW: 7
AI: MU/TH/UR 7000
LENGTH: 334m
FTL RATING: 12
SIGNATURE: +1
THRUSTERS: +0
HULL: 9
ARMOR RATING: 6
ARMAMENTS: None
INTERNAL MODULES:
- Artificial Intelligence I
- Air Scrubbers II
- Cargo Bay IV x 3
- Cryo Deck II
- Docking Umbilical II
- EEV II x 2
- Galley II
- Medlab II
- Tractor Hitch II
UPGRADES:
- Planetfall Capacity
- Boosted Displacement Drives x 4
NOTES:
- The Empress is heavily modified and while not quite a full-fledged Model H, she can tow lighter
loads if needed with her less powerful tractor hitch.
- Can operate with five crew, with use of automates, though seven is best.
HISTORY
The Empress started out life as the USCSS Far Horizon, a CM-88A Bison M-Class. She served her duties
well and was upgraded to an 88D model after six years of service. As a D class she ran steadily as
Weyland-Yutani corporate cargo ship for almost a decade more, till an engine blow out sent her into
Greer station, causing massive damage. Instead of being scraped she was hauled out and overhauled
completely, outfitted towards being a Model H when Weyland-Yutani canceled their ownership of the
ship and delisted her. She sat unfinished in Anchorpoint’s yards for almost a year before The Captain
bought her and finished off the repairs to the best of the ability. Due to shortages in equipment a lighter
tractor hitch was installed thus leaving one of the cargo bays. Noted as an 88G5, the ship was renamed
The Empress Titania by the new owner and launched under new management.
For the last three years it has plied the frontier, hailing cargo pallets, containers, rocks along with
supplies and the occasional passengers.

[6]
[T H E S H I P]

APPEARANCE: The Empress is a battleship grey color with lighter tones on various hatches. The back
end is a darker black from paint and fumes. The interior is better kept that most ships. Well lit, though
somewhat dusty, the various rooms are generally clean, and the air while having a slight acrid smell is
still fresh. The cargo bays are cluttered, even when no cargo is present, and the machine shop looks like
ordered chaos. The primary stations on the bridge are generally clear, though some odds and ends and
keepsakes do litter the consoles, along with various reports. The med bay is clean and sterile, the
Scientist making sure its always in tiptop condition.
The ship is not with out its eccentricities though. The main cargo door has a habit of growling loudly as
if the bearings on the door are going, and no matter how many times the Engineer replaces them, they
still do it. Similarly, the doors to the med bay tend to squeal on and off and the air vents in the bridge
make a tinkle noise when they are in use. The Pilot has noted that the ship “leans to the left”, though
the Engineer thinks its just their imagination. All in all, though, the Empress is in very good shape, with
many years left on her.

All I ask is a tall ship and a star to sail her by


- Sea-Fever, John Masefield

[7]
[P L A Y E R S E C T I O N]

THE CREW

The Empress has a crew of seven onboard, though it can be run with less if needed.

The Captain – Veteran of various travels before experiencing a close encounter with something. Now
they travel the frontier looking for clues.

The Executive Officer – Ex colonial marshal who saw too much and left the service to crew on ships and
get away from what they saw.

The Science Officer – On the run research doctor who spent the beginnings of his career working on
things people could only dream of. Went on the run when they saw what their research was being used
for.

The Pilot – Up and coming corporate agent who was in the wrong place at the wrong time. Now a
simple pilot working on their own, they are curious what it was they saw and if the info might be worth
something.

The Mechanic – Barely out of his teens, the Mechanic grew up on a world devastated by a strange
plague, a plague the Pilot might know something about.

The Engineer – Spent all their life working on stations and ships till signing onto the ship. Perhaps the
most normal of the crew.

The Cargo Specialist – Ex marine who served in a dozen skirmishes before being thrown into a situation
where they encountered something inhuman. Retirement is nice, but the liberated pulse rifle is always
there if needed.

[8]
[T H E C A P T A I N]

THE CAPTAIN
(OFFICER/PILOT)
ATTRIBUTES
- Strength 3
- Agility 3
- Wits 4
- Empathy 5

SKILLS
- Ranged Combat (Agility) 2
- Command (Empathy) 3
- Manipulation (Empathy) 3
- Observation (Wits) 2
- Piloting (Agility) 2
- Survival (Wits) 1

TALENTS
- INFLUENCE: With rank comes certain privileges—being obeyed is one of them. You can push any
skill roll based on EMPATHY twice, not just once like other characters. Each push increases your
STRESS LEVEL by one.
- LIKE THE BACK OF YOUR HAND: This vehicle is yours, and you know every bolt and cable, nook,
and cranny. You get a +2 modification to PILOTING with the Empress Titania.

PERSONAL AGENDA
- Mistakes are deadly, so don’t let anyone under your watch screw up. Make sure they understand
why. You also want to discover what it was the Harbinger encountered.

APPEARANCE
- You are in your mid 40s, with tied-back greying hair and an overworked and “strung-out” look. You
tend to wear a jumpsuit and fight jacket with the mission patch from the USCSS Harbinger when off
the ship. You have a bad habit of scratching your arm unconsciously when thinking and enjoy
smoking, generally always having cigarettes and a lighter or three on you.

GEAR
- M4A3 Service Pistol +ammo
- Personal Data Transmitter
- E-Watch
- Jumpsuit
- Flight jacket
- Clothing
- Multiple packs of cigarettes
- Multiple lighters
- $2500 hidden away in the cabin

SIGNATURE ITEM
- Last mission log entry from the USCSS Harbinger. A mute reminder of the dangers in space and
how one little accident can lead to massive consequences. Sometimes you will still on the bridge in

[9]
[P L A Y E R S E C T I O N]

the early morning hours, drinking coffee and smoking a cig, when everyone else is asleep and listen
to it, looking at the telemetry of the alien ship and trying to make sense of it while comparing it to
collected sensor data you snag when at stations and ports, to see if you can match it.

BUDDY
- The Science Officer (They, like you know the dangers of one mistake. It helps to compare notes
over coffee sometimes.)

RIVAL
- The Pilot (They treat the ship like its their property, not yours. Sometimes its necessary to remind
them who is in charge.)

THE REST
- The Executive Officer (Useful for keeping the ship going, making sure the schedule it kept to).
- The Mechanic (You didn't know how young they were when you hired them on two years back, but
they've made themselves useful, helping the Engineer and Cargo Specialist).
- The Engineer (They are a bit of a pain when they buck at authority, but they get the job done and
ships is still flying.)
- The Cargo Specialist (They are solid and trustworthy, and you know you can count on them in a
pinch to use that rifle they've got stashed away.)

You used to work for Weyland-Yutani as 1st officer on a research ship, the USCSS Harbinger, a deep
range survey and exploratory ship. The final mission had the ship out in the frontier surveying worlds,
collecting samples, and charting new worlds for potential use by the company. You were two weeks into
the black past the line, deep in an uncharted system when you picked up a signal from another ship.
It wasn’t anyone you knew, and telemetry showed it following you, staying just out of range, shifting
out of range then back into range, ghost like, almost like a reflection. Then it vanished completely from
sensors, just gone, as if it hadn’t even existed to start with.
The Harbinger returned to its task and closed on one of the worlds in the system and started scans.
Initial readings showed a possible xeno-archaeological presence. It was then that the ship suddenly
appeared out of nowhere in front of the Harbinger, a large curved, sleek, predatory looking ship of alien
nature. The captain noted that they must be using a cloaking field and made the decision to “acquire”
the ship and technology against your advice and opened fire to cripple and disable the ship. The alien
ship returned fire and managed to cripple the Harbinger’s thrusters instead, then they boarded you.
All you heard were the screams from the lower decks as the boarders made their way through the ship
along with explosions and gunfire. Sounds of alien weapons making a strange snap-hiss as they fired
echoed through the corridors. The security detachment bustled you, the captain and two others into
the escape shuttle. You downloaded the logs while the captain activated the self destruct. You waited
for as long as you could, then launched. The resulting explosion took out the Harbinger and the alien
ship. Three weeks later you were picked up by a Colonial Marine transport. The company debriefed you
and then let you “retire” with a massive payout and a gag order.
Not satisfied, you used the money to buy an old hauler, get it repaired and with an initial crew, headed
out into unknown of the frontier to look for answers. Sadly, money is needed to fuel, repair, and supply
the ship so you took to running cargo, hauling freight, and transporting passengers occasionally to make
ends meet, but you are still out in the frontier, hopeful for those answers. One day you might try to find
that planet again, and figure who or what it was you encountered.

[10]
[T H E E X E C U T I V E O F F I C E R]

THE EXECUTIVE OFFICER


(OFFICER/COLONIAL MARSHALL)
ATTRIBUTES
- Strength 3
- Agility 4
- Wits 5
- Empathy 3

SKILLS
- Ranged Combat (Agility) 4
- Command (Empathy) 2
- Manipulation (Empathy) 1
- Observation (Wits) 3
- Subdue (Strength) 1
- Survival (Wits) 1

TALENTS
- INVESTIGATOR: You see what others miss and are skilled at noticing small details and making sense
of them. When you spend a Turn in a room or similar location, you can roll for OBSERVATION. Only
one attempt is allowed. For each you roll, you may ask the GM one of the following questions. The
GM must answer truthfully, but she is allowed to give vague or incomplete information. What
happened here? Is there anything hidden here, and if so, where? Are there any details here that
are out of place, something that’s out of the ordinary?
- PULL RANK: You can use your COMMAND skill to order other non-officer PCs and NPCs around, if
they belong to the same organization as you. To force someone to follow your orders and perform
a specific action, roll COMMAND against the target’s MANIPULATION. If successful, the target must
follow your order, even if it means harm or danger to themselves. Your STRESS LEVEL increases by
one each time you do this. Note also that each roll only covers one specific action. You cannot stop
actions triggered by Panic Rolls using this talent.

PERSONAL AGENDA
- You messed up in the past. People died. You saw things that you still have nightmares about. Avoid
taking the blame for any more mission screw-ups.

APPEARANCE
- You are in your mid 30s with tied-back, copper colored hair (natural). You wear an old jumpsuit
with the ships’ patch and when off ship on stations and down world, you tend to also sport your
old Marshall’s jacket. You have a constant serious, intense expression and when thinking or stuck,
impatiently tap your foot.

GEAR
- M4A3 Service Pistol +ammo
- Armat Model 37A2 12-gauge pump-action +ammo
- Personal Data Transmitter
- E-Watch
- Jumpsuit
- Marshall's jacket

[11]
[P L A Y E R S E C T I O N]

- Clothing
- $2500 hidden away in the cabin

SIGNATURE ITEM
- Back when you were a deputy Marshall you made a name for yourself, but not the way you
wanted. The reward was a promotion to Marshall thanks to a letter of recommendation you
received. You still have that letter, a mute reminder that even the bad choices sometimes net
rewards you think you wanted, till you get them.

BUDDY
- The Captain (Like you they know about command structure, and about decisions that lead to
death. Sometimes you join them in the early hours for a smoke and quiet contemplation on the
bridge as they listen to that old recording.)

RIVAL
- The Mechanic (A kid, barely out of diapers and wet behind the ears. They don’t have a clue about
what the Black holds or the dangers of the colonies, yet they act like they know it all.)

THE REST
- The Pilot (A bit too sure of themselves, but they know how to fly and having proven themselves.)
- The Science Officer (A bit of a weird person but knows their stuff and has patched you up a couple
times.)
- The Engineer (Keeps the ship going, even though they seem to have a grudge with authority, but
you’ve dealt with that kind before.)
- The Cargo Specialist (They served their time and got out alive, a lot more than can be said for a lot
of those that served. Gotta respect that.)

You were brought up on LV332S, a small colonial outpost in the fringes. The colony that the outpost
was part of was had a secondary colony made up of right-wing luddite zealots who constantly clashed
with the colonists from your colony. Wrecked tractors, power terminals, mining units, anything
mechanical that aided the newer colonists in their jobs they saw as their duty to destroy as it was
evidently profane in God’s eyes. You grew up with them as a constant in your life and when you turned
sixteen you joined the local Marshalls to become a lawman so that order could be kept. You spent the
next several years as an apprentice before being brought on as a full deputy.
Colony life was generally boring, apart from the occasional skirmish between the two factions, but
things heated up after several of the colonists got into a brawl with the neo-luddites and one of the
zealots was badly injured. The injured man was taken back to the luddite town and the rest cut off all
communications with the main colony, even ceasing all supply runs. The general census had been that
the luddites had been getting more extremist in the last year. There was real worry they might try
something on a large scale and so you were assigned to go and scout the luddites and see what was
going on.
You remember the luddite town as a simple affair, built from natural woods and stone, resembling old
towns from Earth you saw in vids and books. The town had changed when you arrived. The walls were
covered in proverbs and biblical sayings, written in jarring harsh strokes. The buildings themselves were
in disrepair and looked almost abandoned. The church looked like the only building that was still in any
use and as you approached you could hear a low sing song of hymns. Looking in the window you saw the
interior of the church was awash in gospels and strange alien script scrawled across the walls in black
and red. The pews had been torn up and the floor had been ripped up and a pit dug. The luddites had

[12]
[T H E P I L O T]

evidently unearthed a strange red stone shaped like a double helix, large, some six feet in height. The
luddites were gathered around it, on their knees, pray and chanting about the holy dead and something
called convergence. As you watched the minister suddenly lashed out and stabbed one of his flock,
causing them to jerk about then fall against the red stone. Within moments the corpse suddenly rose,
jerking about with horrific movements before lunging at another member of the congregation who
willingly offered themselves up to it. Again, the dead body rose, and the congregation’s songs grew to a
fevered pitch. You moved off, turning and stopping as you suddenly came face to face with a young
woman. Innocent and you till you saw the eyes. Dead eyes. She moved in a jerking motion, and you
watched in horror as strange spikes ripped from her shoulders and mandible like pincers erupted from
her mouth. Firing your gun into the thing, you fled the town and reported back to the Marshall.
You figured they wouldn’t believe you, that they would just laugh, but the Marshall’s expression
seemed too serious as he listened to your story. Within an hour you were part of a large group of
deputies and armed civilian militia, packing flamers and cutting tools and marching on the luddite town.
The Marshall seemed to know what was happening, telling everyone to sever limbs and torch the
remains. The massacre that followed was unlike anything you’d seen. Strange nightmarish twisted
monsters that were once the luddites but were now raving undead corpses sporting tentacles, spikes,
extra arms, and other grotesque parts fought with your people. The battle was bloody, and many died.
You saw things that didn’t make sense, the dead rising, twisting into horrific shapes, and attacking the
living. You managed to keep your wits, and, in the end, you stood among the survivors, piles of the dead
burning around you, both luddites and your people. You watched stunned as the Marshall took the
strange red statue from the church and had it transported back to the Marshall’s station in the colony.
You know you could hear it whispering already and others were hearing it.
You tried to talk to the Marshall, but he ignored your concerns and soon reassigned you to a different
colony world, to get “more experience”. As you shipped off world two week later you could see the
signs. Writing on walls, people acting strange, and you knew it would happen again. What happened to
the luddite town was happening in the colony.
As chance would have it, the ship that you were going to heading out on, was a Colonial Frigate, fully
crewed and staffed. You reported to the captain what had happened and what was going on, figuring
they would quarantine the world and send in troops to stop whatever was happening before it got too
far. You watch in mute horror as the frigate you were on, shifted to a high orbit and nuked the colony
from orbit, as well as the orbital station. The captain told you, better safe than sorry in these cases and
left you staring out the window at the mushroom clouds over the colony.
The Colonial Office rewarded your service with a promotion and a letter of recommendation that
would get you a posting anywhere and left you on Anchorpoint Station to decide where to go.
Sitting in a bar, staring at a glass of something, the letter lying on the table in front of you along with
your promotion letter and star, you decided that it didn’t work. You wandered the docks for a week then
took a job as security on a freighter. That lead to several contracts then finally getting hired on as the
XO on the Empress three years back. You still can’t sleep properly and often find yourself on the bridge
in the early hours, sitting with the captain. Neither of you really talk about what you saw but sitting with
someone else who’s seen things helps.

[13]
[P L A Y E R S E C T I O N]

THE PILOT
(PILOT/CORP AGENT)
ATTRIBUTES
- Strength 3
- Agility 5
- Wits 4
- Empathy 3

SKILLS
- Piloting (Agility) 3
- Ranged Combat (Agility) 2
- Comtech (Wits) 2
- Survival (Wits) 1
- Observation (Wits) 2
- Manipulation (Empathy) 3

TALENTS
- RECKLESS: You live for the rush of adrenaline through your veins, pushing harder than others dare.
You can push any skill roll based on AGILITY twice, not just once like other characters. Each push
increases your STRESS LEVEL by one.
- CUNNING: If the company has taught you anything, it’s to always be on the lookout for anything
that can give you an edge. You can push any skill roll based on WITS twice, not just once like other
characters. Each push increases your STRESS LEVEL by one.

PERSONAL AGENDA
- It’s about pushing the limit. Taking a chance. Taking risks—so take a risk. Unfortunately, its this
that got you fired from the company.

APPEARANCE
- You are in your early 30s, wearing a multi-pocket flight suit and mirrored sunglasses. You have slick
hair and a deadpan expression, except when the risk hits, then a sly grin creeps across your face.

GEAR
- M4A3 Service Pistol +ammo
- Personal Data Transmitter
- E-Watch
- Flight suit
- Mirror glasses
- Clothing
- Data transmitter card with corporate clearance level
- $1000 hidden away in the cabin

SIGNATURE ITEM
- Old corporate ID, a reminder of what was lost and the events that lead it loosing your place.

[14]
[T H E P I L O T]

BUDDY
- The Science Officer (For some reason they seem to get you and you can talk to them with ease, so
when you need an ear to chew, a quiet sit down in med bay always seems to do the trick.)

RIVAL
- The Captain (They just need to understand that you know how to pilot a ship, so what if you
scratch the paint, its just paint. It’s not like you tore off an engine…yet.)

THE REST
- The Executive Officer (They are ok, but like the Captain they are a little too controlling.)
- The Engineer (They’ve been around and seen a lot of different things, good stories sometimes, also
good drinking mate)
- The Mechanic (They are a lot younger than they say, but if they keep the ship in good repair, you’re
ok with that)
- The Cargo Specialist (Gotta respect the marines.)

Born into a company family, you joined the youth programs and showed an aptitude for 3-D special
awareness and excelled at flight sims. You eagerly took the training and soon also showed an aptitude
for excelling in risky and difficult situations. You were offered the opportunity to get training for a
more interesting job than just a company pilot.
You became the rising star in the ranks of the division you worked within. You took risks, rode the
adrenaline high and got results and the company was happy with your work. Capable of flying almost
anything with an engine and a few things without, you took the gamble and generally hit the number
and scored high, gaining valuable intel and commodities for the company.
You managed to save some people, remove some people, shift commodities, and bring back artifacts,
all to division acclaim and rewards. You were young and at the top of the field. Nothing could stop you
from your path, then something strange occurred.
You were on a courier mission deep into the frontier, tasked with picking up a large xeno-
archaeological artifact that had been discovered on Ageis VII. Arriving in system you discovered a
derelict and heavily damaged USCSS planetary mining ship with a small USCM corvette rammed into its
lower deck area. Warning alerts from the ship indicated it was under quarantine and that no one
should land or risk terminal infection. Avoiding the wrecks, you dropped to the planetary port only to
be assailed with the same warnings. The landing area was a mess, with debris everywhere and the port
looking locked down. No one was anywhere nor any communication other than the warning beacon.
Landing you scanned and located the item sitting on a cargo pallet just next to the land pad area.
Exiting the ship, you activated the cargo transport and brought the item up and into the cargo bay. You
prepped for take off and launched, travelling past the wrecks, briefly seeing the planet miner ships
name, Ishimura. For a moment you swear you saw movement on the hull, but nothing living showed
on the scans. You checked on the item before heading to cryo, noting it was a strange red twisting
double helix shaped sculpture of some type. When you touched it, it felt warm and like it was
vibrating. Making sure it was secure, you dropped into cryo sleep. You dropped the artifact off at a
company research station called Venture in the Tau Voltanis system, and promptly put it from your
mind.
Then it started to go downhill. At first it was little things. Missed deadlines, packages snatched by
enemy agents, even the loss of a courier ship, then everything that could go wrong, did. Every risk
went ass backwards. Every gamble dropped flat and before you knew it you were standing in a port,
bag over your shoulder, out of work, disavowed and blacklisted.

[15]
[P L A Y E R S E C T I O N]

You realized that it all stemmed from that last courier mission and that strange artifact. You
attempted to book passage back to Tau Voltanis only to discover it was now a quarantined system.
Homeless with basically the money in your pocket you wandered Anchorpoint for a couple days then
hopped onboard a ship heading outwards, thinking maybe you could figure a way to Tau Voltanis and
answers.
You spent a year working contracts as a pilot till you finally signed on with The Captain onboard the
USCSS Empress Titania., thinking it just another short-term job to pass the time till you figured out how
to get to Tau Voltanis. That was two years ago. You’ve stayed because you realize that the Captain is
also searching for something, something alien. You figure that maybe if you shared your info, they
might want to go look there themselves and you can get some answers, maybe.

[16]
[T H E S C I E N C E O F F I C E R]

THE SCIENCE OFFICER


(MEDIC/SCIENTIST)
ATTRIBUTES
- Strength 3
- Agility 3
- Wits 5
- Empathy 4

SKILLS
- Observation (Wits) 3
- Survival (Wits) 3
- Comtech (Wits) 2
- Medical Aid (Empathy) 3
- Mobility (Agility) 1
- Ranged Combat (Agility) 1

TALENTS
- INQUISITIVE: You are always seeking to expand the boundaries of your knowledge. You can push
any skill roll based on WITS twice, not just once like other characters. Each push increases your
STRESS LEVEL by one.
- CALMING PRESENCE: People find themselves relaxing whenever you are around. Once per Turn,
you may reduce the STRESS LEVEL of another character within SHORT range by one, in addition to
the normal stress recovery (see page 104). To use this talent, you and any character that hopes to
benefit from your calming presence must be in a relatively safe place. You cannot use this talent on
yourself.

PERSONAL AGENDA
- You have some unusual (but classified) medical reports that the Company is looking for from you
time on Project Archimedes. Some of them are on the xenotech and biotech you were working on
and the rest is strange, referencing research into things you’d never heard of. You want to find out
why they are so important and what they mean.

APPEARANCE
- You are in your early 50s with tidy, well-trimmed hair, and a thoughtful gaze. You tend to clear your
throat before speaking, and generally have your hands constantly shoved in your pockets.

GEAR
- M4A3 Service Pistol +ammo
- Personal Data Transmitter
- E-Watch
- Personal Medkit
- Collection of various basic drugs
- Clothing
- Personal data system with research notes
- $1200 hidden away in the cabin

[17]
[P L A Y E R S E C T I O N]

SIGNATURE ITEM
- Your Project Archimedes work files. These are unfinished because its missing key elements,
something you might want to solve one day. You spend your nights going over it.

BUDDY
- The Engineer (You work with living things, and they work with mechanical things, yet its all really
the same thing. Sometimes it helps when you talk about your ideas in the cargo bay over coffee)

RIVAL
- The Cargo Specialist (You know you’ve seen them before; you are sure of it. You swear they were
there, on LV-3245 as part of the USCMF detachment that was guarding Project Archimedes.
Perhaps they are put here to watch you.)

THE REST
- The Captain (While they dwell on their past a bit, they are a capable leader)
- The Executive Officer (Like the captain, they are a bit quite and seemingly stuck in the past, but
they do their job well)
- The Pilot (Bit cocky but otherwise a good person_
- The Mechanic (They are a bit young, and this makes you doubt that they are capable of doing the
job)

Xeno studies always interested you. From the earliest age the idea of life other than that which
developed on Earth fascinated you. You studied every book, holo, video and paper you could find. In
school you excelled at your studies, learning what you could till you graduated and signed on with one
of the big corporations, Lasalle Bionational.
Initially you found yourself on basic projects dealing with fauna and flora, nothing exceptional but all
interesting. You did well and the company recognized your worth and skill, promoting you and giving
you more complicated work. Soon it was researching genomes and how to mix them. Could a janus-
fish from LV5401 crossbreed with a proto-tuna from QC76, and other similar projects. The company
seemed to be looking for ways to improve food production, trying to create sustainable hardy livestock
species that could thrive on any world.
You had a few break throughs and were again promoted, this time assigned to Achilles’ Bastion, a
large research facility run quietly and secretly on LV3245, dealing with biotech, xeno-tech and xeno-
archaeology. It was here that you spent your time working on various projects dealing with strange
xeno biology, again looking at how it could be adapted. Your insights and brilliance led to you being
recruited into Project Archimedes.
Everything paled next to the xeno tech and biologicals they were being researched and studied in this
most secret of labs. You have seen Xeno life already, many planets had various forms of life from
insects to lower class animals but nothing anything remotely sentient beyond something like dogs or
cats. The xenos being studied here were like dolphins and whales in intelligence, some even perhaps
on the same level as man. Indeed, the spore whales of LV6239 were in a class all their own. It was an
incredible time, working on stuff out of your dreams when you came across some files buried deep in
the database. Spending time after hours you managed to access research on two xeno species that
you’d never heard of something called a Yautja and something simply called a xenomorph. It wasn’t
much, some bio specs and notes on their life cycles and general makeup but it was enough to get you
interested. You dug deeper, sneaking around the system till you finally accessed the main files and the
realized there was a whole other section to the facility you’d never even seen and in there they had

[18]
[T H E S C I E N C E O F F I C E R]

some of the xenomorph things and they were experimenting on them. You saw your research being
used to create hybrids, abominations of nature, all for a special bio-weapons project called Marduk.
One night you took a copy of everything, erased all your work from everywhere, then hopped the
shuttle and disappeared into the night. Since then, you’ve changed identities several times before
finally lucking out with a berth as science and medical officer on the Empress Titania. You’ve been here
now two years, hiding out on the frontier, hoping they don’t find you, all the while going over the
Marduk research to learn what you can of the two species.

[19]
[P L A Y E R S E C T I O N]

THE ENGINEER
(ROUGHNECK)
ATTRIBUTES
- Strength 5
- Agility 3
- Wits 3
- Empathy 4

SKILLS
- Close Combat (Strength) 3
- Stamina (Strength) 3
- Ranged Combat (Agility) 1
- Heavy Machinery (Strength) 3
- Survival (Wits) 2
- Observation (Wits) 1

TALENTS
- RESILIENT: Only the hardiest folk survive out here. Roll for STRENGTH (attribute only, no skill) any
time you suffer damage. You can’t push the roll, which does not count as an action. For every you
roll, one point of damage is eliminated. If all damage is eliminated, you suffer none.
- TRUE GRIT: Life on the Frontier is a constant struggle. Luckily, you have what it takes to overcome
anything that comes your way. You can push any skill roll based on STRENGTH twice, not just once
like other characters. Each push increases your STRESS LEVEL by one.

PERSONAL AGENDA
- Downtime matters. Grabbing a can of beer or a glass of whisky and sitting quietly in the
maintenance room or cargo bay with one of your shipmates. Walking the corridors of the ship
listening to music. Sitting in the observation bubble and just watching the stars. Just relax.

APPEARANCE
- You are young, in your early 30s, with tousled, unkempt hair covered with a pair of welder’s
googles and a grin on your face. You wear grease and grime-stained coveralls, with a pair of worn
leather work gloves. Your laugh tends to be loud and carries through the ship. You sport several
tattoos across your body, as well as numerous scars from bar fights and at least three lovers.

GEAR
- M4A3 Service Pistol +ammo
- Personal Data Transmitter
- E-Watch
- Overalls
- Work gloves
- Welding googles
- Tool Kit (Heavy Machinery +1)
- Heavy equipment tool kit (Heavy Machinery +2)
- $600 hidden away in the cabin

[20]
[T H E E N G I N E E R]

SIGNATURE ITEM
- A trusty multi use took belt, that fits like a bandolier as well. You were given it by the first
mechanic you apprenticed with, and it’s been with you since then, battered, repaired dozens of
time, but it’s a reminder of your origin and a tie to your home.

BUDDY
- The Cargo Specialist (You were stationed on the same base as him on one tour and the two of you
connected over cigars and whiskey. Now it’s a nightly meet up.)

RIVAL
- The Captain (As much as you might respect the CO of the boat, he’s still the “man”, the one paying
the bills and holding back that bonus you think you should be getting.)

THE REST
- The Executive Officer (They were literally “the man”, the law, and it shows sometimes, but most of
the time the are ok to work with.)
- The Pilot (They’ve got some cool moves and know how to pilot this ship.)
- The Science Officer (Typical science geek, but some of that science stuff works when applying it to
the ship.)
- The Mechanic (They’re just a kid, but there’s potential.)

Born on Earth, you grew up in garages, learning from seasoned mechanics. You moved across the
United Americas building up experience and money then bought passage to Gateway station in orbit.
You signed onto the first ship looking for apprentices and off into space you went.
Over the years you worked on various ships and stations, taking one contract after another,
sometimes staying for a several months before shifting onwards. You made a name for yourself and so
when you circled back to certain ports and stations or ran across certain ships, you were welcomed back
and quickly put to work. As time passed you worked on small little engines and systems all the way up
to massive freighters and even a few frigates for the USCMC, your skills of finding parts and supplies well
known and putting you into contact with the local thieves’ guilds, allowing even more capability to
locate those hard-to-find parts.
Sadly, the various port authorities generally had another view of your methods which would have you
on the next shuttle out and looking for work to pass the time till you reached the next station or port. It
was a sometimes-difficult lifestyle, but you enjoyed it. You met hundreds of interesting people and saw
dozens of worlds, stations, ports, and ships. You heard hundreds of stories, saw some incredible sights,
and even snagged the locations of some sweet spots for a few “jobs”. Perhaps the most infamous job
your career was as part of the crew that helped finished and launch an experimental gravity drive ship
that vanished when it tested its new drive just off the station. You were monitoring the situation with
the other engineers and mechanics and swear you heard screams and what had to be laughter, deep,
throaty laughter before it all went silent. That was four years ago.
Drinking helped, and during one of you binges you ran into and formed a friendship with a marine who
helped during a barroom brawl on Anchorpoint Station on one of your stays there. The two of you
drank the rest of the night away. On your next Anchorpoint tenure, you ran into him again, and another
night of drinking occurred. It became a regular thing, with the two of you noting schedules and agreeing
to try to meetup on station every 3-4 months to drink and bitch. You missed a few and they’ve missed a
couple, but on your last stopover at Anchorpoint after almost a year out on a long-haul freighter, you
ran into trouble, realizing your identity had been flagged for some reason. Keeping your head down,
you managed to avoid security and find your buddy, finding they were now retired. You both drifted

[21]
[P L A Y E R S E C T I O N]

across the station till he ran into The Captain who was looking for crew which worked out for you, as it
got you a job on a ship and got you off the station and away from security.
You currently have warrants on two outposts and three stations for various minor crimes of theft,
usually parts, sometimes booze or food. These would likely see you put in jail till fines were paid but still
not something you want to have happen.

[22]
[T H E M E C H A N I C]

THE MECHANIC
(KID/ROUGHNECK)
ATTRIBUTES
- Strength 2
- Agility 5
- Wits 4
- Empathy 4

SKILLS
- Close Combat (Strength) 2
- Mobility (Agility) 4
- Ranged Combat (Agility) 1
- Heavy Machinery (Strength) 2
- Survival (Wits) 3
- Observation (Wits) 1

TALENTS
- DODGE: When attacked in close combat, you can dodge. This works like blocking (see page 92), but
you roll using MOBILITY instead of CLOSE COMBAT and you can only use it to reduce damage (not
counterattack or disarm). You can even dodge a creature’s signature attack (see Chapter 11).
- TRUE GRIT: Life on the Frontier is a constant struggle. Luckily, you have what it takes to overcome
anything that comes your way. You can push any skill roll based on STRENGTH twice, not just once
like other characters. Each push increases your STRESS LEVEL by one.

PERSONAL AGENDA
- You have no family left. The incident on Tau Voltanis saw to that. Make sure you never end up
alone again and currently, the crew of the ship is now family.

APPEARANCE
- You are young, very young in comparison to the rest of the crew, having just turned twenty-one.
You lie about your age though, telling people you’re twenty-five. You have sandy blond hair cut
short to not be something for people to grab and tend to wear a baseball cap over it. You favour t-
shirts with weird band logos you find on stations, as well as cargo shorts when in favourable
environments, else you wear grubby overalls and work gloves. You expression is usually somber,
and you rarely laugh or smile. Your right arm is covered in tattoos of the names of your family you
lost on Tau Voltanis and your back is badly scarred from where the thing attacked you.

GEAR
- M4A3 Service Pistol +ammo
- Personal Data Transmitter
- E-Watch
- Overalls
- Work gloves
- Welding googles
- Tool Kit (Heavy Machinery +1)
- Heavy equipment tool kit (Heavy Machinery +2)
- $400 hidden away in the cabin

[23]
[P L A Y E R S E C T I O N]

SIGNATURE ITEM
- A bracelet made by your older sister from metal, string and wire from a wreck the two of you
found just out in the water near where you lived. It’s a constant reminder of what you lost, but
also of what you hold dear, family.

BUDDY
- The Cargo Specialist (They’ve seen a lot and like you it’s scarred them inside and out. They’ve been
teaching you self defence late nights and its like having an older sibling again.)

RIVAL
- The Science Officer (You don’t trust the science types. They were the ones who did what ever it
was that unleashed the things on Tau Voltanis and caused the death of your family.)

THE REST
- The Captain (They run the ship well, but sometimes its like having a parent who seems only care
about your homework.)
- The Executive Officer (Not as stringent as the Captain, but still like a parent who’s not there half
the time.)
- The Pilot (They might act like they are older, but at hear you’re about the same age.)
- The Engineer (A good mentor, has lots to teach about the ship and how it works still.)

Tau Voltanis was a newer colony, having been settle only sixty years ago, but it was in green zone and
required little in the way of terraforming to bring up to a relatively earth normal environment. The
planet was covered in lush forests, and grasses, as well as thousands of types of flowers, all which
together caused the air to always have a sweet smell to it. The planet had evidence of a former
civilization and was one the primary reasons for the colony, as it was made up primarily of researchers,
archaeologists, xenologists, and other scientists all poking into the ancient ruins on the planet. The
primary research base was known as Venture and was where most of the populace worked.
The overall work on the ruins was generally kept compartmentalized, and your parents, while
researchers on project told you and your siblings little about what exactly they were working on. You
heard snippets, when the talked late at night and argued about elements of it. Comments about
markers, genetic restructuring, and dead bodies.
As the years passed more researchers arrived as well as shipments from various off world locations, all
stored in the massive Venture station. More researchers arrived and it seemed that there was a fever
pitch of activity over the items being accumulated. This fever soon translated to an almost religious
fervor, with the researchers, including your parents, staying more and more at Venture station. Many
families noticed the lack of parents, and inquires were made, but ignored. When your parents were
home, they seemed distant, distracted, almost lost, rarely responding, eating little and spending most of
their time reading over research or mutter strange words in trance like states to each other. Then the
incidents happened. Acts of violence and suicide started to occur. Your friend’s families suffered losses.
You started seeing constant security and emergency vehicles at their houses always accompanied by
members of Venture Station. Then your mother didn’t come back one night, and your father was zoned
out, looking like he hadn’t eaten or slept in days, muttering strange litanies. Sirens and gunfire filled
that night. Emergency and security vehicles and personnel were everywhere gathering people and
transporting them to starport, and you found yourself on a vehicle with your siblings. You passed
neighbourhoods on fire, dead bodies strewn on streets and strange, twisted nightmarish things stalking
then roads and lawns as your transport drove quickly away towards the starport. Screams, roars, and

[24]
[T H E C A R G O S P E C I A L I S T]

inhuman cries echoed everywhere and suddenly your transport was knocked off the road, tumbling
across the ground and grinding to a stop. You, your siblings, and the other passengers quickly exited
and began to make your way towards the starport. Within minutes there were strange things chasing
you, twisted nightmarish things with spikes, tentacles and to many limbs. What was worse was that you
could see that they were once human, but now something else.
Some fell to the things as you ran down the roads, others pushed the slower and weaker aside. Your
neighbours no longer cared except about getting to the escape ships and if that meant they pushed you
behind them into the arms of the things, then so be it. More survivors joined you on the road, running
towards the high fences of the starport and its bright lights. The constant roar of shuttle engines was
interspersed with the sounds of the things and the screams of those they caught. As you and your
group came within sight of the gate and guards there, the things ambushed you. Claws, tentacles,
spines, and other things lashed out, you felt something latch onto your back and screamed in pain. Then
it was gone, your older sister ripping it off and throwing it away. She helped you up and to the gate,
pushing you through, but she’s didn’t make it, grabbed, and pulled backwards as the gates closed. You
were carted away, wounded, unable to do anything except watch and hear the gate thud shut then you
passed out.
You came away on the orbiting station, your back hurting. The doctors told you that a full recovery was
in order. When you asked about the colony they merely left. Eventually a company man came in and
told you the planet was now quarantined and would remain so till they managed to do a proper clean
up. As compensation for what happened they paid for your medical expenses, gave you a cash sum, and
paid for a ticket to Anchorpoint. Halfway there you changed ships and started to learn to tinker and fix
things as a mechanic lying about your age. You were fifteen then. That was five years ago. Last year
you managed to sign onto the Empress Titania, hearing that one of the people on board had been to Tau
Voltanis, the Pilot. They’ve never talked about it but eventually you might get their story.

[25]
[P L A Y E R S E C T I O N]

THE CARGO SPECIALIST


(ROUGHNECK/MARINE)
ATTRIBUTES
- Strength 5
- Agility 3
- Wits 3
- Empathy 4

SKILLS
- Close Combat (Strength) 2
- Stamina (Strength) 2
- Ranged Combat (Agility) 3
- Heavy Machinery (Strength) 3
- Survival (Wits) 1
- Observation (Wits) 2

TALENTS
- THE LONG HAUL: You’ve seen it and done it all before. Nothing surprises you anymore. Once per
Act in Cinematic play and once per game session in Campaign play, you may ignore all from a
single roll.
- OVERKILL: You don’t run and hide when the going gets tough. Instead of panicking in the face of
mortal danger, you can turn your fear into aggression and use it as a weapon against your enemy.
You can trigger the Overkill effect when you make a Panic Roll—see page 104.

PERSONAL AGENDA
- You once sacrificed your family for the job, for the Corps. Now you won’t let your friends down—
ever.

APPEARANCE
- You are in your mid 40s, with a crew cut. Your hands are bruised and calloused, and tattoos cover
your right arm and shoulder. You are generally in dirty overalls, jeans, and t-shirts.

GEAR
- Personalized body armor and combat uniform (stored in cabin)
- M41a Pulse Rifle with 5k rounds (stored in cabin)
- Tool Kit (Heavy Machinery +1)
- Stash of cigars
- Personal Data Transmitter
- E-Watch
- Overalls
- $1500 hidden away in the cabin

SIGNATURE ITEM
- Trophy from a defeated enemy (the skull of a xenomorph, kept hidden). At night you will take it
out and stare at while smoking a cigar and sipping bad whisky, using it as a reminder that even
nightmares can be killed.

[26]
[T H E C A R G O S P E C I A L I S T]

BUDDY
- The Engineer (Way too many nights drinking together)

RIVAL
- The Pilot (Air jocks always think they are better than us GROPOs)

THE REST
- The Captain (They run a good ship, but are trouble by the past, something you can relate to.)
- The Executive Officer (They have some secrets, but don’t we all?)
- The Science Officer (Typical doc, if they keep us alive, all is good.)
- The Mechanic (They’re young, but you must start learning about this crappy galaxy at some time,
better to learn the lessons when young and you can survive.)

You enlisted at eighteen and spent the next twenty-five years dedicating your life the Corps. It cost you
your family, your parents against you enlisting and your friends thinking you were insane. Twenty-five
years saw you promoted several times to the rank of Sgt-major, senior NCO for a squad of hardened
marines. You fought in a dozen skirmishes, a couple full blown rebellions and even one civil war on the
colony of Agamemnon.
During your last tour your squad was hot dropped onto a remote station near the UPP that had gone
dark. Figuring it had been raided by UPP forces, you, your LT and thirty marines stormed the station. At
first you didn’t know what was going on. The station’s interior was badly damaged looking like a
firefight had ensued. Breaking into three teams, you split up and began a search. It was shortly after
that you realized that there was something else on the station. Charlie Squad went silent. Repeated
attempts to contact were unsuccessful. Bravo squad headed to their last location and found some
bodies that looked like they’d been ripped apart. Some were missing. Bravo then reported contact with
several “things”. Gunfire and strange alien screams were heard before Bravo went silent. You and
Alpha squad arrived to find most of the dead with only a couple living, huddled down with wild looks in
their eyes. They stated that several animal-like things were loose and had ambushed them. Several
squad members had been taken away by the things.
Using the PDTs you tracked them, slowly working your way towards the reactor. As you got closer the
corridors started to change, become organic looking with strange bone like structures. By the time you
got into the reactor area it was like you were on a whole different planet. You found the remnants of
the station crew, broken apart and melded into the walls, their bodies slowly transforming into the
strange organic structures. Then you found the rest of Alpha and Bravo squad, nightmarishly twisted
into the walls, faces covered in strange multilimbed organic things. Then the xenomorphs found you. It
was a running battle as you headed back to the ship, unleashing gunfire, and grenades. By the time you
reached the ship there was you and three marines. As the doors closed one of the xenos got through
but you and the last of the troops mowed it down. Unfortunately, the action caused its acidic blood to
spray out across the area. You lucked out but two of the marines were fatally covered and the third had
minor burns. The flight crew on the ship were in disbelief till you showed them body in the airlock. The
ship detached, backed off and reduced the station into dust with rail guns and missiles.
You managed to hack the head off the thing and using the ship’s medical wing, got the skull free.
Packing it away in your gear you headed back to base, where you promptly filed your retirement papers.
You took your duffle, the skull, and headed off into Anchorpoint.

[27]
[P L A Y E R S E C T I O N]

By chance you came across The Mechanic, a drinking buddy from about five years earlier. The two of
you wandered the station and found The Captain, who’d you’d met in a previous tour and upon learning
he had a ship and was looking for crew, asked to sign on to be a basic cargo grunt, bringing the mechanic
along.

[28]
[29]
[P A R T O N E – G H O S T S H I P]

PART ONE
Ghost Ship

The Pillar of Autumn was a Weyland-Yutani research ship assigned to the Gethsemane station and
tasked with helping fully map and probe all the planetary bodies in the system so an accurate data base
of what was what would be available. They were later re-tasked to collect all the various xeno artifacts
and accompanying materials that were being found on the frozen moon and transport them back to a
research base in another system.

The Pillar was heading out of system when the marker was activated and started to broadcast, which of
course caused madness in the crew. Since the onboard science team wanted time to research
everything, the Pillar was going to cruise for aa month before it went to FTL to get to the research base.
During the first week crew members started to write on the walls in strange scripts in their rooms, and
then on the walls in the corridors. Some of the crew isolated themselves, locking their doors and hoping
no one would come find them. Finally, a couple crew members killed themselves and a necromorph
rose and began prowling the ship. It broke into the cargo hold and released several more necromorphs.
The bridge crew realizing what was going on, set the ship to drift on a its course, and disabled the
emergency broadcaster. The engine room crew holed up, keeping the power going, and jury rigging the
systems to stay active before they fell victim to the necromorphs. Their last act was to network
together several emergency broadcasters from a half dozen escape pods to transmit a distress call.
With a lack of prey, the necromorphs went dormant and all but one fell apart as the ship cooled and it
slowly sailed across the empty gulf between systems.

It’s been drifting ever closer to the shipping lanes ever since, till finally its distress signal was picked up
by the player’s ship.

SHIP’S LOG, USCSS PILLAR OF AUTUMN, 011:22/04/22/2182. CAPTAIN RECORDING. We left


Gethsemane a week back and already the ship has been consumed by madness. There is something
loose in the ship, something not human that is killing us and making more of itself. The doctor has stated
it’s a virus that animated dead flesh and as we die, we just add to it. Some of the crew attempted to
leave via escape pods, but I overrode the asteroid defence and destroyed them. I can’t risk the virus
spreading. I’ve also locked down all the remaining escape pods. No one leaves. I am setting the ship to
head into deep space so this necro virus can’t spread.

[30]
[C A P T A I N ’ S L O G]

Captain’s Log
Pass out to whomever is playing the captain of the ship.

SHIP’S LOG, USCSS EMPRESS TITANIA, 006:30/01/12/2184. CAPTAIN RECORDING. We are now leaving
Avernus Station on a short three-week jaunt, towing a set of large cargo pods with farming equipment
for the colony on LV25435 in the Devonis System. It should be a boring run, but the cash is good and
with the Empress we should be able to get there in good time getting us a bonus as well, something I’m
sure the crew will enjoy. The contract agent has noted that the colony will have a large pod in orbit to
be brought back full of frozen food commodities as well, which we can do for a return contract, which is
even better. The agent also noted possible passengers wanting to come back but was unsure. Not big
on non-crew onboard, but we will see when we get there.

SHIP’S LOG, USCSS EMPRESS TITANIA, 012:10/02/02/2185. CAPTAIN RECORDING. The colony on
LV25435 was rustic and a nice place to land and rest for a few days while they went over the paperwork
and started to shuttle down the goods from the cargo pods. There are a set of four pods waiting for us
to tow back, as well as three passengers, two corporate types and what I assume is their boss. I told
them we don’t have much room, but they insisted, so their gear is stored in the cargo hold and the doc
has them in the sleeper pods for the trip. The return trip is another easy three weeks then a good solid
payoff.

SHIP’S LOG, USCSS EMPRESS TITANIA, 023:32/02/16/2185. MU/TH/R RECORDING. Distress signal
detected. Autopilot systems interrupted and course reset. Response sent with ETA. No response from
source. Possible medical emergency. ICC regulations state all distress signals must be responded to by
any ships receiving them and render medical aid and repairs if possible. Failure to respond will result in
fines and possible jail time as well as suspension and/or loss of ICC licences. Best speed set. Crew
revival will be initiated upon arrival.

SHIP’S LOG, USCSS EMPRESS TITANIA, 004:21/03/02/2185. MU/TH/R RECORDING. Crew revival
initiated.

SHIP’S LOG, USCSS EMPRESS TITANIA, 006:44/03/03/2185. MU/TH/R RECORDING. Signal source still
broadcasting. Identified USCSS PILLAR of AUTUMN. Research vessel lost in transit on 05/12/2190 from
Gethsemane Station, Corax 35 system. No response from source. Crew revival complete, ship autopilot
released, and status relayed to CO.

SHIP’S LOG, USCSS EMPRESS TITANIA, 008:30/03/03/2185. CAPTAIN RECORDING. MU/TH/R has pulled
us way off course in response to a distress signal from a presumed lost ship, the USCSS Pillar of Autumn.
We are four weeks from our port of call at best speed and might be able to meet our timing and get the
bonus still depending on the situation. The corporate big wig has evidently noted that the ship is a
Weyland-Yutani research ship and would be willing to not only cover our lost bonus but offer us a
substantial fee if we link up and see what happened to the ship.

[31]
[P A R T O N E – G H O S T S H I P]

USCSS Pillar of Autumn


Model YX300-E Zephyr Class Civilian Cruiser
Manufacturer: General Dynamics
Crew: 7-10 officers, 30 crew, 8 scientists, +2 marine squads (1
officer, 2 sgt, 16 marines)
Passengers: 20 staterooms
Length: 415m
Armaments: Railgun defence system
Notes:
Heavily modified to work as a science, research, and
exploration ship with facilities for VIPs and dignitaries when
needed.

History:
Launched 2152 as a civilian passenger ship for the Cunard Lines.
Served for fifteen years before being bought by Weyland-Yutani and converted to a science-research
ship. Last mission notation was the Corax system before going missing in 2182.

[32]
[P I L L A R O F A U T U M N]

The Pillar of Autumn


- Ship wakes captain first and fills him in on details.
o Derelict is the USCSS PILLAR of AUTUMN
o Ship is a converted freighter/passenger carrier used as a science/exploratory ship by
Weyland-Yutani.
o Ship went missing a year ago.
o Reportedly carrying a valuable cargo.
o There are many stories about what the cargo is.
o Initial scans from the ship show power, atmosphere, and gravity.
- With crew awake captain can discuss options
o Possible valuable cargo.
o Possible salvage.
o Survivors? Unknown, might be worth finding out for a cash reward for rescuing them.
o Ship, usable? Salvageable? Sell? Nope, Weyland-Yutani will likely seize it at the first
possible port and pay out a pittance for a finder’s fee (true).
- One of the passengers is a member of Weyland-Yutani
o Ship was carrying a team of xenoarchaeologists, scientists, and explorers.
o Ship was returning from a dig in the Corax 35 system.
o Planet had ruins of an unknown culture.
o Lead researcher had reported important discoveries.
o Team was bringing back artifacts and data.
o The content is extremely valuable to Weyland-Yutani.
o Weyland-Yutani would be willing to pay handsomely for the contents.
- Crew and captain can decide course of action.
- ICC regulations state that they must dock and at the very least retrieve the flight recorder.
- The ship is large, the size of a Conestoga class frigate.
o Ship was originally a passenger ship, refitted to be a research ship, with extensive labs,
extra cargo.
o Two of the passenger deck remain, used for overflow of scientists, vips, and other guests.
o Ship has multiple decks.
o Decks 1 and 2 are crew only, comprising of quarters, rec facilities, med bay, etc.
o Decks 3 and 4 are labs and research.
o Decks 5 and 6 are for passengers and includes a med center, and rec locations. These decks
are currently unused and are generally only used when transporting VIPs to an important
location.
o Deck 7 is rec facilities and cargo areas.
o Deck 8 is machinery as well as some crew quarters.
o Deck 9 is large machinery.
o Deck 10 is marine territory, with quarters, rec facilities, med bay, etc.
o Deck 11 is the ship’s bay, shuttle storage, etc.
o Bridge is at the front upper part, accessible from decks 1 and 2.
o Engineering is at the rear of the ship, accessible from decks 1, 2, 8 and 9.
o Ship’s bay is centrally located and accessible from all decks via a lift.
o Ship has four large shuttles.
o Ships can have 1 Cheyenne dropship and 2 APCs.
o Crew compliment is 7 to 10 officers and 30 crew.
o Ships has 20 passenger suites.

[33]
[P A R T O N E – G H O S T S H I P]

o Marine compliment is up to 20 including CO, Staff Sgt, medic, and soldiers.


o This ship was not supposed to be carrying any marines.
o Ship has basic defence armaments, nothing offensive.
- What’s it like on the ship now?
o The ship is powered by automated systems designed to keep the shipping going for years if
need be. The reactor is nuclear and provides more power than needed.
o The entire ship is badly lit, the necromorphs have shattered lights here and there.
o Corridors are littered with debris and makeshift barricades from when the crew were
against each other then the necromorphs
o All controls from navigation, power, engines, and life support are locked out by Mu/th/r.
o Only things that work are doors, lights, food dispensers, sinks, showers, and intercoms.
o Only sounds in the ship are it creaking, the fritzing of shorted wires, the buzzing tinking of
lights on and off, the hum of the engines, the vents blowing foul smelling air, and a low
almost inaudible whispering that seems to come from the speakers.
o Many of the room’s doors are welded shut in certain places, meaning one must go up or
down a deck to go around.
o All the lifts are out, explorers will have to climb the ladders in the shafts.
o Atmosphere is breathable, but stale and foul smelling like things died on board, which they
did.
o The passenger decks were not being used and are empty, like an unused hotel waiting for
opening day, everything crisp, clean, and still vacuum sealed. Even the pool is not filled.
These two decks are eerie since they are kept on emergency lighting, and with all the
happenings it now downright creepy, with flickering lights, half open doors, occasional
wreckage marring the pristine areas, and the occasional body from someone or something
that fled here seeking safety or victims.

Dangers
There is no crew, they are all dead. Only one necromorph is still active, though it is weak and almost
non-viable and useful for suspense and to cause the players to be scared and cautious. The necromorph
is an easy kill if cornered, taking very little to put down and destroy. The aspect of this part is to
introduce the players to the system of rolls and get them exploring the ship, feeling the tense and
suspense before doing the monster jump. The necromorph will kill at least one or two of the three
NPCs, in a nasty bloody and scary way.

[34]
[D E C K O N E]

DECK BY DECK
DECK ONE
Command and Officer’s Quarters

The corridors of this deck are littered with trash, debris, and makeshift barriers. Many of the doors are
sealed. The walls of the corridors and rooms have strange alien script scrawled across them in black,
red, and white.

Bridge: A large semi-circular setup. There are places for navigators, pilots, comms, science, and
engineering as well as the commanding officer. The bridge stations are still active, though somewhat
dust covered. Debris litters the floor and three of the stations look like they have taken small arms fire.
The terminals are currently locked down, requiring an officer’s passcode. A WITS + Comtech -2 (Hard
Difficulty) might unlock one. A failed roll means the entire bridge locks down completely and only the
captains key card will unlock them.

Comms: This large room is dominated by a large communications system and has two access terminals.
The distress signal was activated from here after the chief engineer jury rigged it to some escape pods.
The terminals in here can only access communication systems.

MU/TH/R Access and Core: Access is locked down, requiring the captains key card. Attempting to burn
through the door is not advised as it might cause MU/TH/R to engage security protocols, which will
power off all lifts and seal all doors.

Escape Pods: All escape pods are still in their slots and locked down.

Life Support Systems: A room of machinery that helps regulate life support on the ship. This is a the
primary control room for life support, and has two monitors that detail the life support status for the
ship, such as oxygen levels, temperatures, etc.

Captain’s Quarters: The largest of the officer quarters, it looks like someone went through the room,
tossing it looking for stuff. Strange writing is scrawled on the walls in dark ink. There is a large pool of
dried blood on the bed. The personal terminal is locked down.

Executive Officer’s Quarters: These are in good repair. Only the desk looks like someone has gone
through it looking for something. Clothes are still in the dresser and a picture of a man and woman
smiling, sits on a dresser.

Pilot’s Quarters: The doors are sealed shut from the inside. Breaching the doors lets loose the stench of
dead bodies. Two bodies lie on the bed, one male and one female, gunshots to the head, in a
murder/suicide. The quarters are littered with decayed clothing, human waste, and food. The air vents
to the room are covered in sharp spikes that face into the vents.

Chief Engineer’s Quarters: These small but nicely appointed quarters are undisturbed. A picture like the
one in the Exec’s quarters sits on a dresser.

[35]
[P A R T O N E – G H O S T S H I P]

Chief Comtech’s Quarters: Small and rather spartan, there quarters lie undisturbed.

Escape pods: All escape pods on this level are still locked into their cradles and locked down.
Attempting to access them will get a “access denied” warning. Comtech will not allow access.

Officer’s Mess and Kitchen: These two rooms are a mess, all the food stores are long gone, and detritus
of pans, utensils, and dishes line the floors. The floor in the kitchen is covered in water from the
freezers, whose doors are wide open.

Arbor: This room was likely quite nice at one point but is now barren. The plants are withered and
dead, the earth they were growing out of, dry and cracked. The water to this room was shut down
about six months after the ship went adrift. Three bodies lie in one corner, dead from what looks like
inflicted wounds from each other with knives and blunt objects.

H20 Storage: These large tanks are not accessible on this level and are merely there for water storage.

Engineering: A large room dominated by the sound of the reactor “thrumming” slowly like a heart.
Controls in this room are the primary engine controls, that the chief engineer and a couple of his staff
oversee. There is a small lift and a set of ladders that run the height of this room. The main controls
here are locked out with the chief engineer’s security codes.

Engines: Upper maneuvering drives.

[36]
[D E C K T W O]

DECK TWO
Crew quarters and Facilities

Crew Lounge: This large room fills the bow section of the deck with a large panoramic window to allow
those in it to relax looking at the stars while having a drink and chatting with co-workers. There is a
small staircase that leads the lower lounge on deck 3. This room is a shambles with makeshift
barricades set up near the entrance. There are visible signs of fighting, with the walls having impact
points from low velocity rounds.

Crew Qtrs: Most of these are in ok shape, a couple have bodies of crew who returned and died in their
quarters.

Crew Mess and Kitchen: The food stores are empty, and the place is a shambles with open freezers and
fridges, water on the floor and pans, dishes and other utensils littering the floor. Several tables are
arranged in a kind of fort against one wall and the wall itself is covered in low velocity round impacts.

Med Bay: The doors to this room are sealed. Breaching it will cause an alarm to sound until it’s shut off
on the chief medic’s terminal in the room. The place looks like a cross between a morgue and an
abattoir. Bodies lie on the tables, some in states of complete ruin as if from violent explosive
dismemberment, others look like the have been mutated into strange, twisted things of spikes, claws,
fangs and other nightmarish parts and limbs. Bodies lie in body bags piled against one wall. There are a
total of eight bodies in the room in states of mutation and six in body bags. The chief medics log can be
found on his terminal.

Fitness Center: This room is largely untouched, still ready for use. Exercise machines line the walls and

Escape pods: Three pods are missing but the rest are locked down with no access.

Officer Cryo-sleep: A smaller cryo-sleep room meant for just the officers, designed to activate, and wake
the command crew prior to the rest of the crew. All the chambers are empty.

[37]
[P A R T O N E – G H O S T S H I P]

Crew Cryo-sleep: One of the two large cryo-sleep rooms for crew on this floor. All pods are empty in
this room and the other. Each room can hold 15 people.

H2O storage: These large tanks are not accessible on this level and are merely there for water storage.

Engineering: This room is like the one on deck 1, with access to decks 1 and 3 via a small lift and ladders.

Engines: Upper main drive

[38]
[D E C K T H R E E]

DECK THREE
Labs

Admin: This room is the central administration center for all the research data, missions, and other
information. When it was in use, maps were on the wall displays, the tables covered in charts, data
pads, papers, and random artifacts. The room is in a shambles, with papers and data pads strewn
everywhere. The wall displays flicker on and off.

Lower Crew Lounge: This part of the lounge has an overturned couch and game table.

Lab 1: A generic lab. Had numerous computers, analytical equipment and testing and research areas. In
generally good shape.

Lab 2: A generic lab. Had numerous computers, analytical equipment and testing and research areas. In
generally good shape.

Lab 3: A generic lab. Had numerous computers, analytical equipment and testing and research areas. In
generally good shape.

Lab 4: A generic lab. This lab has been trashed, the equipment smashed and strewn about the room. A
twisted and mutated corpse lies in the room, its arms blown off.

Lab 5: A generic lab. Had numerous computers, analytical equipment and testing and research areas. In
generally good shape.

Quarters: Various quarters for researchers. This are all in basic states of lived in.

Crew cryo-sleep: Like the one on Deck 2. All pods are empty. Can sleep 20 people.

[39]
[P A R T O N E – G H O S T S H I P]

Large item cryo-sleep: This cryo is for freezing large items that need to be preserved. Currently two of
the large pods are in use containing fully mutated necromorphs.

Escape pods: All pods are present and locked down with now access.

Storage: Spare parts, extra research equipment and other basic supplies.

Reactor: This the ships reactor, towering five decks with a central access point on deck 5. This deck is
primarily massive batteries that are used if the reactor goes offline.

Engineering: This section is the primary reactor control section. This area is only accessible from the
decks above and below it.

Engines: Upper main drive

[40]
[D E C K F O U R]

DECK FOUR
Labs

Astrometric Lab: Primary star chart research lab. The displays are on the fritz and the large central holo-
tank keeps showing images of strange alien writing and a strange twisted helix icon.

Chief Science Officer Quarters: These quarters are in a state of ruin, looking like there was a major fight
in here.

Chief Medical Officer Quarters: Relatively untouched by the incident.

Mu/th/r Tech Access: Sealed and requires either the captain’s or chief engineers access card.

Artifact Storage: A large room with various artifacts stored in protective crates. One of the crates
contains the marker. These crates are all locked down and sealed tight.

Lab 1: A generic lab. Had numerous computers, analytical equipment and testing and research areas. In
generally good shape.

Bio Lab 1: -Biology lab for research into living organisms. Was where the majority of the necromorp
research was being done. The walls are covered in graphs, pictures, photos, charts, and other
information on the various necromorphs and their life stages.

[41]
[P A R T O N E – G H O S T S H I P]

Bio Lab 2: Like Bio 1, this lab is being used to study the necromorphs and contains dissected remains in
various suspension jars and containers as well as on various analytical equipment.

Chem Lab 1: Full of samples from the world the researchers were on, mostly notes, graphs and
diagrams, but largely looks like it wasn’t being used much.

Chem Lab 2: This lab was heavily used to study the chemical composition of necromorphs. Diagrams,
chemical make ups and such cover the walls.

Escape pods: All the pods are still there.

Xeno Archaeology: A massive display panel runs the length of one wall on which is showing a map of the
world they were on, with the “hot spots” noted with what was found there. The terminals in the room
are full of data on the ruins, xeno species, and other information.

Planetology: Largely just studies of the minerals, planets and over all makeup of the world.

Lab 2: A generic lab. Had numerous computers, analytical equipment and testing and research areas. In
generally good shape.

Lab 3: A generic lab. Had numerous computers, analytical equipment and testing and research areas. In
generally good shape.

Reactor: This the ships reactor, towering five decks with a central access point on deck 5

Engineering: Back up reactor controls and monitor stations.

Engines: Upper main drive

[42]
[D E C K F I V E]

DECK FIVE
Passengers and Med Bay

Passenger Lounge: Large forward-facing room with chairs, couches, and tables meant for people to relax
and look at the stars while enjoying drinks and snacks. Has a star case leading down to the larger lounge
and bar on the deck below. This room is pristine, the tables and chairs all in their place, everything clean
and tidy.

Admin: This room served as the admin office for passenger services, dealing with passenger issues,
complaints, questions, room assignments, etc. When the ship has a full passenger load its quite busy,
but now its empty, the terminals switched off, dust covers over everything.

Kitchen: This room has been ransacked, the freezers and fridges open and the shelves empty of any
food, water, and drink. A body lies curled up in a corner, half mutated with one its arms blown off.

Rec Center: This room served as a general rec room, with tables for games, VR chairs for watching
shows, and a spot for “deck games”. It is dark and in an untouched state.

Pool: A long pool, empty of water. The stench in this room is powerful, as there are about twenty
twisted and horribly mutated bodies lying on the pools bottom. An active necromorph lies dormant
within the bodies and will go active if someone climbs down into the pool to examine the bodies.

Dining: The dining hall is a wreck, with tables overturned and arranged into a barricade towards the one
corner. Apart from empty food containers, no other evidence of someone being in the room.

Theatre: Pristine and clean, this was a twenty-person movie/vr theatre. It would sometimes double as a
crew meeting room when major announcements were needed between passenger runs.

Games Room: Several dozen computer and vr terminals are in this room for people to play games on.
All the equipment is off, and the room is clean and untouched.

Escape Pods: Five pods have been launched.

Med Bay: A large med bay meant for passengers, with an adjoining recovery room. It has been
ransacked, with various cabinets opened and the medical supplies taken.

Reactor: This the ships reactor, towering five decks with a central access point on deck 5.

Reactor Access: This is the only access into the ships power reactor and is used to monitor the reactor
and do repairs if needed.

Engineering: FTL drive controls.

Engines: Main FTL drive.

[43]
[P A R T O N E – G H O S T S H I P]

DECK SIX
Passenger Quarters and Facilities

Observation lounge and bar: Like the lounge above it this room is in pristine condition, untouched.

Passenger Quarters: These rooms are in perfect condition, having not been used in the last flight. Each
is a micro-suite, with a double bed, bathroom, and small sitting area.

Library: This small room is meant for people to sit and read, containing a central terminal that will put
what ever book you require onto a small hand tablet which you would take and sit and read. The room
is untouched.

Daycare: This room was there if any small children were among the passengers. Playsets, a small
playroom, some educational terminals, and such are here, all stacked and put it away.

Cryo-sleep Admin: This is the admin station for the passenger cryo-sleep system.

Passenger Cryo-sleep: Enough cryo-sleep pods plus extras, line the walls of this large room. All are
empty and not powered. There are 80 pods arrayed in racks of 10, two racks on each wall, one above
the other.

Storage: General supplies and maintenance equipment.

Reactor: This the ships reactor, towering five decks with a central access point on deck 5.

Engineering: Secondary FTL system controls.

Engines: Main FTL drive.

[44]
[D E C K S E V E N]

DECK SEVEN
Gym and Ship Facilities

Gym: Large exercise room. There is evidence someone used the equipment room on the one side as a
hiding place, as it is full of used food and drink containers, as well as blankets and clothing.

Storage: Supplies and maintenance equipment.

Water Rec: Water Reclamation systems.

Life Support: Air purifiers and other life support systems.

Cargo: Open space for cargo. Currently full of boxes of samples from the planet, such as soil, plants,
rocks, etc. A lot of the samples and such are in hermetically sealed containers.

Reactor: This the ships reactor, towering five decks with a central access point on deck 5.

Engineering: Power management systems.

Engines: Lower main drive.

[45]
[P A R T O N E – G H O S T S H I P]

DECK EIGHT
Ship Systems

Main Sensors: The primary main forward sensor array.

Water Rec: Water Reclamation systems.

Crew Quarters: These quarters are for maintenance and janitorial staff, as well those manning the
defence system array. They are in a state of general use.

Storage: General supplies and maintenance equipment.

Life Support: Air purifiers and other life support systems.

Power Systems: Machinery for regulating the power for the ship.

Comm Systems: Main comm array systems linked to the comm array on the top of the ship.

Nav Systems: linked with the main sensor array, astrometric lab and comm array, its what helps plot the
ships courses.

Cargo: Large cargo area full of sealed crates and hermetically sealed containers from the dig.

Engineering: Maneuvering drive systems.

Engines: Lower main drive.

[46]
[D E C K N I N E]

DECK NINE
EVA and Ship Systems

EVA Rooms: These are storage for EVA suits as well the primary forward airlock.

EVA pod storage: This room is a large airlock with three small 2 man and four 1-man thruster pods for
EVA work.

Storage: General supplies and maintenance equipment.

Defence Array Systems: A set of defence systems that control small AP railguns for meteor defence.

Defence Systems ops: Control room for the defence array.

Waste systems: All garbage and waste go here to be broken down and recycled and then sent to the
proper locations. Anything that can’t be recycled is compacted into small cubes that are stored till port
is reached they can be offloaded.

Life Support: Air purifiers and other life support systems.

Cargo: Large cargo area full of sealed crates and hermetically sealed containers from the dig.

FTL Drive Systems: The FTL drive.

Engineering: Thruster monitors.

Engines: Lower maneuvering drive.

[47]
[P A R T O N E – G H O S T S H I P]

DECK TEN
Marine Facilities

Gym and Training room: This is the marines training room and generally not used by crew.

Admin: Admin office for the marines, usually staffed by the LT, sergeant and one marine.

Mess: Standard mess, functional and easy to use.

Kitchen: This small kitchen has been ransacked for supplies.

Bunks: Marine bunk room. The area has been ransacked and there are low velocity impact points
everywhere. Dried blood stains the floor.

CO Quarters: Sealed tight. Breaching the doors reveals a room that looks like someone stuffed a bunch
of necromorphs in it with a person who then detonated a couple grenades, which is what happened.
The Marine CO lured three bigger necromorphs into his room, fighting them with a small impact gun and
large knife and his squad sealed him in. He then detonated his grenades.

Sgt Quarters: Ransacked with items strewn everywhere.

Range: Standard ship-based range with holographic targets.

Lounge: Marine relaxation area, in a state of total disarray. Tables are smashed and overturned,
wreckage everywhere.

Mech shop: Repair shop for armor, weapons, and other small equipment. Strangely untouched, but a
lot of the tools are missing.

Armory: The room is sealed and requires the CO, security chief or Captain’s access card to enter. The
entire armor is empty of all firearms and ammo, not to mention the grenades, flares, and melee combat
weapons. The body of the Sgt lies on the floor in here, gutted by something, he has the Security Chief’s
access card.

Cryo-sleep: Marine cryo-sleep facility. Three of the pods have someone in them. Three surviving
marines, a medic, and two infantry men. Reviving them is possible, but all three were insane when they
were put in by a fellow marine, the Sgt. If a marine is revived they will freak out and suffer a full on
psychotic break, attacking anything around them.

Med Bay: Like the other med bays on the ship, it has been ransacked of supplies.

[48]
[D E C K E V E V E N]

DECK ELEVEN
Shuttle Bay

Shuttle access: The fore and aft of the bay have large airlock doors, which are currently sealed.

Shuttle 1: A standard passenger shuttle, carries eight people as well as the pilot.

Shuttle 2: A large capacity cargo shuttle.

Shuttle 3: A medium sized shuttle designed to carry four passengers and decent amount of cargo.

Shuttle 4: A medium sized shuttle designed to carry four passengers and decent amount of cargo.

APC 1 and 2: These are standard M570 APCs. Both are locked tight.

Repair area: A machine shop for shuttle, APC, and dropship repairs.

Dropship 1: A standard UD-4 Cheyenne marine drop ship.

[49]
[P A R T O N E – N E C R O M O R P H S]

Necromorphs

Necromorphs are mutated corpses reshaped into horrific new forms by a recombinant extraterrestrial
infection derived from a genetic code etched into and transmitted by the Markers. The resulting
creatures are extremely aggressive and will attack any uninfected organism on sight.

The sole purpose of all Necromorphs is to acquire more bodies to convert and spread the infection.
They are believed by some to be the heralds of humanity's ascension, but on a more practical level, they
are the extremely dangerous result of exposure to the enigmatic devices known as the Markers.

The Necromorphs are controlled via the Markers by a group of entities known as the Brethren Moons,
which are massive Necromorphs created after nearly every living organism on an inhabited planet
unlucky enough to encounter a Marker has been killed and infected. The Necromorphs' motivations are
to create a mass of necrotic flesh which can then be collected by the Markers during a Convergence
Event with the intention of creating another Brethren Moon, perpetuating their galaxy-wide cycle of
extinction.

The Brethren Moons have been around for as long as the Engineers, possibly longer. They are an
antithesis to life and as such the Engineers sought their destruction whenever possible. Their
relationship with the Yautja was equally bad with hunters destroying any infestation they could locate.
Of all species encountered by the Brethren Moons only one seems immune to their markers and
pathogen, the Xenomorph (though there is a case of a genetic experiment on a xenomorph with
necromorph DNA. It didn’t end well). Due to their incredible bio-chemistry any battle between
necromorphs and xenomorphs will generally end in mutual destruction, considering the primary attack
of the necromorph is biting, clawing, slashing and other physical attacks, the volatile acidic blood of the
xenomorph eats away at the necromorph as the xenomorph is killed and since its dead, the acidic blood
then reduces the xenomorph corpse as well, and it is unable to be turned into a necromorph. Perhaps
the xenomorphs were created to combat the necromorphs, and if so, by whom?

The Slasher
Necromorph stats created by big_eagle111 on reddit.
(https://www.reddit.com/r/alienrpg/comments/hns3qc/necromorphs_from_dead_space/)

The vanilla Necromorph that is on the Pillar of Autumn and Gethsemane station, nothing larger has
spawned at this time.

SPEED: 2 (1 if missing any legs)


HEALTH: 5
SKILLS: Mobility 4, Observation 6
ARMOR RATING: 5 (except the limbs, with 0; 0 vs fire)

Slasher Signature Attacks:


D6 ATTACK
1 AWFUL YELL: The Slasher lets out a horrific wail that is just human enough to be unsettling. Add one to
the next roll on this table (for a maximum of 6). All PCs within MEDIUM Range that hear the unnatural
sound get +1 STRESS LEVEL.

[50]
[N E C R O M O R P H S]

2-4 BLADE SLASH: The Slasher brings down its bladed arms upon the victim. The victim is attacked using
ten Base Dice, Damage 2. The attack is armor piercing.
5 READY TO KILL: The Slasher grabs its victim, preparing to rip their throat out. Roll for the attack with
ten Base Dice. If it hits, the victim counts as grabbed (see page 93) and needs to make an opposed
CLOSE COMBAT roll against ten Base Dice to break loose. The victim and all friendly characters in the
same zone must make Panic Rolls. Unless the victim breaks free, the Slasher will use a THROAT RIP
attack against them on its next initiative.
6 THROAT RIP: The Slasher bites into victim's throat. Roll for the attack using eight Base Dice, Damage 1.
If the attack causes damage, it automatically inflicts critical injury #61 (even if the victim is not Broken),
triggering an immediate Panic Roll.

[51]
[P A R T O N E - C O N C L U S I O N]

CONCLUSION

What Next?

Once the necromorph is toast, the Weyland-Yutani rep will want transport to the Corax 35 system to
report in with the info on the ship. He is willing to hire the ship after it returns to Avernus to make a run
to Corax 35 and the Gethsemane Station.

Rewards
Did you participate in the game session? You get one XP just for being there.
Did you risk or sacrifice something to further your Personal Agenda?
Did you risk your life for your Buddy PC?
Did you challenge or stand up to your Rival PC?
Did you make a Panic Roll?
Did you overcome a dangerous event, using violent or non-violent means?
Did you make a significant discovery or revelation?
Did you perform an extraordinary action of some kind?
Did you earn any money?

[52]
[53]
[I N T E R M I S S I O N]

INTERMISSION
Players are asked to take Mr. White to the Corax 12 system and Gethsemane station. If Mr. White died
during Part One, then just use a generic contract agent who is from Weyland-Yutani.

At this point the system is all hustle and bustle, and it’s an easy run to the system and station.
Weyland-Yutani pays for the transport and Mr. White heads to the corporation’s offices, but asks the
players to wait a day, as he might have a good contract for them.

The players are loose to wander the station for the time being.

Allow them to see it at its height, busy with people coming and going.

While they sit at one of the commissaries, they witness a small group of Church of the One who are
trying to hand out pamphlets and such accosted by some haulers who aren’t happy with them. The
haulers get into it with the “missionaries” and a fight breaks out, one that soon involves others on the
promenade. This is broken up quickly by station security and the Colonial Marshals, as they restrain
people and push them away, but there is heated conversation and shouts till Marshal O’Neil shows up
and brings everyone to order. After dressing down the haulers and then telling the missionaries that
this is the last time he’s going to warn them about preaching on the promenade, he tells every to go
home.

As he’s leaving he briefly catches the players eyes, as they are new to the station and wanders over. He
asks where they are from, when they go in, and what their plans are. It really doesn’t matter what they
say, he’s just fishing for details. He tells the players to keep their noses clean, then heads off to the
marshal’s offices.

Mr. White then returns and informs the players he has a basic hauling contract for them, easy and
simple, just taking material from Gethsemane to Avernus and back for several runs. Easy pay and simple
no nonsense runs.

Give a small run down of a couple months of boring hauling runs, allowing the players time to ask
questions about Corax and its various places, before Mr. White approaches them again with a very
lucrative contract.

[54]
[C O R A X 35 S Y S T E M]

CORAX 35 SYSTEM

A large system with 10 worlds, four of which are gas giants with dozens of moons each. The seventh
world, a gas giant, lies in the green belt for this system as do all its moons.

CORAX 35-7
(GETHESMANE STATION)
Location: Frontier
Affiliation: United Americas, 3WE
Classification: Gas Giant
Climate: N/A
Mean Temperature: N/A
Terrain: N/A
Colonies: Commerce Station
Population: 800-1200
Key Resources: 32 moons of varying size and composition. Six of them are currently settled in one way
shape or another.

CORAX 35-7-2
(HAMMOND MINING SITE ONE)
Location: Frontier
Affiliation: United Americas
Classification: Rocky moon
Climate: Thin, barely breathable, pressure suits required, limited wind
Mean Temperature: -10c
Terrain: Barren wasteland
Colonies: One mining base
Population: 1200 (miners, families, and admin)
Key Resources: Iron ore
Current Status: Heavily under the influence of the Church of the One, the
entire mining site is still running, though more like a monastery than mining

[55]
[I N T E R M I S S I O N]

site. Most miners are in states of catatonic madness, mindless wandering as they starve to death. A lot
like infirm, scratch verses and scripture into the walls and floors or are dead. Necromorphs stalk the
lower mines, waiting for supplicants who are sent down there to come to terms with their lives and
“become one”. The Church has built a marker of their own to use in their ceremonies.

CORAX 35-7-6
(HAMMOND MINING SITE TWO)
Location: Frontier
Affiliation: United Americas
Classification: Rocky moon
Climate: Thin but breathable, frequent dust storms and high
winds
Mean Temperature: -5c to +10c
Terrain: Barren with deep ravines containing limited water
Colonies: One mining base
Population: 1000 (miners, families, and admin)
Key Resources: Iron ore and precious metals
Current Status: Like Site One with the Church running things,
but the number of necromorphs is less. Like Site One they have
built a marker.

CORAX 35-7-10a
(WEYLAND-YUTANI RESEARCH BASE)
Location: Frontier
Affiliation: 3WE (Weyland-Yutani)
Classification: Frozen wasteland
Climate: Breathable, frequent blizzards and snowstorms, high
winds are common
Mean Temperature: -20c to -90c
Terrain: Frozen landscape
Colonies: One research base and associated landing site
Population: 200 (researchers, crew, and admin)
Key Resources: Research
Current Status: The necromorphs are largely quiet but will go active if
people land on the surface. They are drawn to life.

CORAX 35-7-10b
(WEYLAND-YUTANI OUTPOST)
Location: Frontier
Affiliation: 3WE (Weyland-Yutani)
Classification: Rocky moon
Climate: No atmosphere
Mean Temperature: Vacuum
Terrain: Barren with deep ravines
Colonies: One outpost
Population: 15 (admin)

[56]
[C O R A X 35 S Y S T E M]

Key Resources: None. Dead brother moon


Current Status: Dead or sleeping, the Brother Moon is no active, though it is influencing people through
the markers.

CORAX 35-7-12
(GETHSEMANE COLONY)
Location: Frontier
Affiliation: 3WE, United Americas
Classification: Verdant moon
Climate: Oxygen rich, temperate, warm
Mean Temperature: +20c to +40c
Terrain: Lush plains and shallow oceans
Colonies: Main colony and several satellite towns
Population: 35,000
Key Resources: Food, Water
Current Status: The colony is largely still intact. It was self
sustaining due to crops and available water. Limited mines
allow for the mining of needed ore. The Church didn’t get a
stranglehold here like it did in the confines of the rather brutal conditions on the industrial moons. As
such, the colony saw little necromorph activity at all, and is currently the safest place in the system.
Anyone landing though will be subject to massive quarantine.

CORAX 35-7-15
(CARTER INDUSTRIAL SITE)
Location: Frontier
Affiliation: 3WE
Classification: Water moon
Climate: Thick atmosphere, breathable, but muggy
Mean Temperature: +30c to +60c
Terrain: Deep saltwater oceans with aquatic life
Colonies: Several desalination facilities feeding to a central
tanker fill site
Population: 800 at the central site, 600 spread out at the
desalination sites
Key Resources: Water, food
Current Status: Like the other industrial sites, the harsh
working conditions fostered sentiment for the Church, which in
turn gave them power here. The outbreaks here were not as bad,
and neither faction controls the primary site.

[57]
[I N T E R M I S S I O N]

CORAX 35-7-22
(WEYLAND-YUTANI OIL SITE)
Location: Frontier
Affiliation: 3WE (Weyland-Yutani)
Classification: Rocky moon
Climate: Surface: Thin, barely breathable, subsurface: Hot with
a toxic atmosphere
Mean Temperature: Surface: -40c to -10c, Subsurface: +50c to
+100c
Terrain: Surface: Barren and rocky, Subsurface: rocky with
deep ravines containing oil deposits
Colonies: Several oil pumping stations and a primary fill site
Population: 200 at the central site and 400 spread out at the various
pump sites
Key Resources: Oil
Current Status: This moon was one of the more brutal for working conditions and as such the message
of peace, equal shares, and help for everyone appealed to many of the workers. When the out break
occurred necromorphs prowled the oil fields for a while till the conditions caused them to dry out and
desiccate into husks. Currently a skeleton crew of workers who are just managing to keep the
automated oil system going is all that remains. They are desperate for help but leery anyone coming
down.

[58]
[C O R A X 35 S Y S T E M]

[59]
[P A R T T W O – A L I E N D A W N]

PART TWO
Alien Dawn

SHIP’S LOG, USCSS EMPRESS TITANIA, 07:00/12/25/2185. CAPTAIN RECORDING. Christmas, and a
new year around the corner. I am so tired of these short runs. They are barely paying the bills. We need
something better. Soon.

After the events of the USCSS Pillar of Autumn, the players have been operating short runs out of
Avernus to Gethsemane now for four months. These short runs having been ok, not lucrative, but have
kept things going. They are boring though, and the crew is restless. Mr. White approaches the players
with a proposition, one that would prove to be quite lucrative. If Mr. White died during Part One, then
just use a generic contract agent who is from Weyland-Yutani.

A survey probe has returned to Gethsemane Station after a two-year run out into the deep frontier,
with a plethora of data on various worlds. Anything of interest was tagged with a beacon for future
surveying. One of the planets shows some promise as a possible resource location that would need little
in the way of terraforming to make into a viable location and Weyland-Yutani wants to send out a team
of researchers, scientists, and surveyors to the planet. The players would transport them and all their
gear to the location, stay with them for a two to three weeks till the resupply ship arrives with more
gear and people and then leave taking any gathered artifacts, core samples, and such back to Avernus.
Basically, a babysitting job with some manual labour and assistance to the Weyland-Yutani crew. The
pay is lucrative, with bonuses if everything goes well and the mission team leader reports, they were co-
operative.

The destination is a planet named LV-5829, roughly two months away out into the frontier in the Janus
12 system which lies midway coreward in the Hephaestus Sector. It’s a cold planet, rocky, with a thin
atmosphere but initial scans showed high iron content, which is good for mining, along with possible
limited life. Initial survey maps show rocky plains, deep ravines and large ice-covered areas which were
possibly old shallow oceans and lakes. Due to the distance out and the remoteness, the mission will be
taking a lot of supplies both in cargo pallets as well as in the cargo bay of ship. Food, spare parts,
batteries, etc will all be in abundance.

[60]
[J A N U S 12 A N D L V – 5 8 2 9]

Janus 12
Spectral Class: BIII - Blue Giant
Planetary Bodies: 15
Belts: 4
Green Zone: 1
Known Hazards: None

The star, while being an older blue giant, is stable. No significant stellar events were observed or noted
while the probe was in system, and the beacon has been transmitting properly ever since without issue.
The overall system, while having four asteroid belts, isn’t dangerous with almost all the near earth
objects small enough that they will burn up in the limited atmosphere and the larger ones tend to be
caught by the gas giants in the system.

Apart from LV-5829, the rest of the planets, apart from the three gas giants, are basically either hot or
frozen rocks with little worth. The gas giants are standard mixes of gases, with nothing special.

LV-5829
Location: Frontier, Janus System
Affiliation: None
Classification: Terrestrial planet
Climate: Thin atmosphere, windstorms
Mean Temperature: 0°C (Cold)
Terrain: Rocky plains, deep ravines
Colonies: None
Population: None
Key Resources: Possible high iron deposits

On the initial probe scan the planet presented as any other potential terraforming candidate. Scans
showed a thin but breathable atmosphere, flat terrain, and hotspots of iron ore. As per procedure, a
beacon was dropped which took additional readings. These show it to be cold, but with water vapour in
the form of snow or freezing rain. Occasional thermal windstorms were common when hot winds struck
up and crossed the surface. Overall, it was a good candidate and as such logged for a follow up survey.

History
Tens of thousands of years ago the planet was closer to the sun and it had a thriving ecosphere,
including a society of hunter-gatherers who lived in the caves in their towns and villages. They traded
with other settlements, harvesting fields of grass, plants and hunted various animals while raising grass-
gatherers for meat. They sailed the rivers of the ravines between cities and flew on thermals in gliders
made of skins, bones, and rope. Then came a climate change, the world shifting due to a stellar event,
and it grew colder. The indigenous people attempted to adapt, learning to channel thermal vents in the
caves to keep them warm, as well as bring water up to the caves via a simple but sophisticated water
lift. Wind traps were erected to help gather water as well, feeding into the public wells. As the planet
cooled, its various lifeforms adapted as well. Most went undergrown, becoming cave dwellers, while
some remained on the surface. As the small shallow lakes dried up and the remaining moisture became

[61]
[P A R T T W O – A L I E N D A W N]

part of windstorms that traveled the planet, the plankton adapted to surviving within the moisture of
the storms. The walkers slowly adapted as well. Before they would walk the shallow lakes and seas,
their nets hanging below them as they walked, dredging the waters for the plankton. Now they
followed the storms, doing much the same thing.

The indigenous people didn’t adapt fast enough though and their towns slowly died off, till finally
there were only a few with the remaining survivors. Deciding to bring everything to one central point to
try to preserve everything, they all began an exodus to one final cavern. For a time, it worked, and the
race survived and even seemed to thrive, numbers growing, and the future seemed good.

Sadly, not all futures are bright, and as the saying goes, space is hell. A foraging party came across the
wreckage of a craft unlike anything they had ever seen before, lying at the bottom of a ravine, the water
pouring through it. It had been lying there for untold years, its cargo just waiting to be found. Five
leathery pods, frozen in ice. The foragers, unsure what to make of them, transported them back to their
city, placing them in a field thinking they were plants. They watered them and allowed them to thaw.
The first facehugger took one of the villagers at which point they realized it wasn’t any plant. They
burned the remaining eggs quickly and took the hugged villager to his home to try to cure him. In time
the facehugger fell off and died and the infected villager recovered, not knowing of his infected state.
The strange biology of the indigenous species (they run cooler than humans), caused the gestation
period of the xenomorph to be delayed and it took almost a week before it reached maturity and then
burst out violently during the middle of the day in the city square. This event of course caused panic.
The xenomorph escaped and grew and upon reaching full size started to hunt. It took several villagers,
sequestering them in a small cave it found and ovomorphed them. It then brough more victims. This
process continued till the queen hatched, and then the entire pack of them moved into the city, taking
victims, and moving into the lower floors of the temple where they created their hive. About half the
city was taken, used as hosts, while the other half fled. The damage was done though, there wasn’t
enough survivors to make a viable gene pool and the survivors eventually died out in another cave
village some four days travel from the hive.
The hive, numbering several dozen at this point along with the queen went into a state of hibernation,
waiting for fresh prey. Over time they died off. Warriors calcified into the hives structure where they
slept, while workers fell to the ground, curled up and decayed, leaving strange skeletal remains. The
queen was the last to go, having survived for almost two hundred years on its own internal resources
and the little food left, it too died, its corpse calcifying, leaving a truly alien and horrifying statue. The
various eggs on the other hand were hardier and designed to lay dormant for hundreds of years,
perhaps longer. Ten of these leathery sacs still sit in front of the dead queen, skeletal remains of
workers around them.

Now
There are small ruins scattered across the planet hidden away in various caves, protected from the
windstorms, with natural windtraps for moisture and heated somewhat by thermal vents. These towns
were always built in a circular pattern around a central temple, which was pyramid shaped. The natives
had a form of sun worship, and the top of these caverns generally had a hole in them over the top of the
temple to allow in sunlight. These days it just lets in the wind. Most of the ruins are quite far gone, just
walls and broken structures. The old fields are overgrown with tall cave grass which various animals eat.

The village that the players will find was the final town and its temple is host to the decayed and dead
hive in its basement. There are only three viable eggs left at this point, though ten sit on the ground.
Each looks roughly the same, dark greenish brown, leathery and cold to the touch. They have been in

[62]
[J A N U S 12 A N D L V – 5 8 2 9]

hibernation for so long that it will take time for them to react to the presence of life at which point they
will go active and wait for prey. Fortunately for the players and the mission crew only one of the eggs
can produce a viable facehugger, the other two’s facehuggers are not viable and while they will attempt
to move, they will die within moments of the egg opening and them hatching out.

[63]
[P A R T T W O – A L I E N D A W N]

Fauna and Flora Of LV-5829

At one point LV-5829 had temperate grassy plains, shallow seas and lakes and was full of life. Bird like
creatures will incredible wing spans soared and glided across the skies from ocean to ocean. Long
legged mammals ran the grassy plains, feeding on grasses and in turn were preyed on by fast moving
carnivores. Fish and reptile like animals lived in the sea feeding off a heavy layer of plankton like life,
and across the shallow oceans walked the massive Walkers, dredging the waters for food with their
organic nets. The natives were a hunter-gatherer species who technology was just into the bonze age,
and were enjoying a slow renaissance of development. Had the ecological shift not happened the
natives would have been in a pre-industrial age when the probe arrived. With the shift in the sun, the
temperatures lowered, and the world began to cool off. Several species adapted, growing heavy coats
and learning to forage under the snow, but when the lakes started to freeze as well as the oceans, the
fauna started to die off. The flora adapted in various ways, growing deep roots and hard outer barks.
The grass grew tall so it could germinate. The seasons became almost the same, with winters in the -5
to -10c range and summers at the +5c range, just enough to melt snows and some of the shallow lakes
for a few months and allow for plants to seed. The windstorms were a new thing started as thermals
vents shunted warm air into the atmosphere that clashed with the cold winds, and creating thermal
wind storms. Of note was that the plankton adapted to being in the surface layer of the ice, so that
when a melt occurred, they could breed, it also meant when a thermal windstorm rolled across the ice,
it would melt the ice and pick up a ton of plankton and drive it along with the storm. This allowed the
Walkers to adapt to a new way of life, travelling with the storms when they can to feed.
At this point the native flora and fauna has adapted quite well and is actually flourishing in the caves,
supported by the thermal vents. In another couple hundred years it is likely they will adapt to being out
in the open again.

The natives would have survived as well, as their final exodus city had a viable gene pool to resurrect
their race. Over time they would have re-populated the small cave settlements and eventually thrived
and very likely evolved to a pre-industrial age, though it would have taken longer. Sadly, the
xenomorphs caused them go extinct.

All Creatures Great and Small

Rockwing – A bat/squirrel like mammal that hurls itself off the walls where it clings and glides to its
target, latching on with its claws. It then drills its beak through the hide of its prey so it can feed with its
hollow tongue on the blood of the prey. General prey are shellbacks, stone lizards, and the larger grass-
gatherer.

Shellback – A dog sized six-legged armadillo like herbivore that moves across the ground searching for
grass and roots. They will travel the surface occasionally but mostly just slowly graze on the cave grass
fields that now grow freely.

Stone Lizard – A dog sized lizard like animal that preys on shellbacks and grass-gatherers. It has
powerful jaws that can crack a shellback’s shell and hide. They are cowards at heart and will flee from
the first sign of trouble.

Grass-gatherer – Sheep sized mammal with massive ears that help it hear and sense danger as well as
trap moisture. It spends its time gathering roots and grass into large cheek pockets before taking it all
back it’s nest in a hollow in the rocks, where it feeds its young.

[64]
[J A N U S 12 A N D L V – 5 8 2 9]

Stingers – Small insects that function like mosquitos, a nuisance, they survive on feeding off any animals
they can latch onto.

Air plankton – Air plankton is an adaptation by the plankton like life that lived in the shallow seas. As
the water froze it adapted to travel in the moist thermal windstorms which travel the planet. As the
wind dies down, they hibernate in ice till the next wind picks them up and allows them to breed, feed on
grasses and travel the world. In the summers when the water melts, they will also go into breeding
frenzies, multiplying in huge amounts before the winter sets in.

Walkers – Massive, truly titanic crab like creatures with rocky shells, they generally spend their time on
the ground looking like a large hill, that is until a storm approaches. Then the creature slowly stands and
unfurls its massive organic nets into the wind. It will stand and wait for the nets to fill, then start
walking with the storm while straining out the collected matter. It will stop again and once more unfurl
and catch food. It repeats these steps, following the storm for as long as it can or until its full which ever
comes first, then it settles back down and goes to sleep again. These creatures stand easily a hundred
meters tall and size a couple hundred across, walking on six massive legs. They are harmless. The large
round balls are their feces mixed with rock that they shift out of the storm winds as they feed.

Salad Fixings

Cave grass – Grows everywhere in the caves and even somewhat on the surface. Yellow in color it is
basically like terrestrial grass, though like everything, is high in alkaloids.

Long Roots – in the caves these small trees have spindly cactus like limbs and long roots that draw in
water. On the surface during windstorms, they open their branches to reveal net like structures, like the
Walkers, gathering moisture.

Carpet trees – these are coniferous like trees sit low to the grown, forming shrubs more than trees.
When hit by windstorms their seed pods get taken away, splitting into hundreds of seeds which are
scattered everywhere.

[65]
[P A R T T W O – A L I E N D A W N]

The Expedition
The survey team consists of a group of Weyland-Yutani scientists, surveyors, researchers, and a couple
support staff, for a total of twenty people. The survey base and its crew will all be transported out in
several large cargo pallets, towed by the ship to its destination. Amongst the pods will be a cryo pod in
which the survey crew will be sleeping, powered by an onboard nuclear battery good for 10 years if
needed.

Command Staff

DR. SAMARA WEYLAND


CAREER: SCIENTIST, EXPEDITION LEAD
Yes, she’s one of those Weylands, though quite removed from the
primary tree. Her mother is a fourth cousin to Michael Bishop. She
hasn’t used her name for anything, relying on her own skills and
personality to get to where she is now. She has been waiting for
this run ever since learning of the probe’s return. A strikingly
attractive woman in her late 30s, Samara, leads by example, wits,
intelligence, and general good nature. Those who work for her all
like her, a rare quality. Samara’s speciality is xeno-botany.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 4


HEALTH: 4
AGE:32
PERSONALITY: Friendly and outgoing.
SKILLS: Observation 4, Survival 3, Comtech 3, Mobility 1, Command 2, Medical Aid 1
TALENT: Analysis, Inquisitive
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“Strange how it seems most plants on all these different worlds are almost the same.”

DR. GREGORY BUSCH


CAREER: SCIENTIST, EXPEDITION XO
Gregory isn’t too happy he was not made lead on this
expedition. While he recognizes Samara’ s abilities, having
worked with her before, he feels she got the lead position
because of her name, not what she is able to do. While he will
not undermine her, he will not lend any aid if she is sinking,
merely moving into the position of expedition lead as he feels he
rightly should be. Gregory’s speciality is xeno-archaeology,
something he will try to use subtlety to take over once the ruins
are found, implying that his speciality make him the natural
choice to take over as expedition lead. Gregory is a tall bald man
with light English accent, in his mid 50s.

[66]
[T H E E X P E D I T I O N – C O M M A N D S T A F F]

STRENGTH 3, AGILITY 3, WITS 5, EMPATHY 2


HEALTH: 3
AGE: 54
PERSONALITY: Stand offish, but helpful if needed
SKILLS: Observation 5, Survival 2, Comtech 3, Mobility 1, Command 1,
TALENT: Analysis, Stoic
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“Skill, talent and ability is what makes a leader, regardless of a name.”

PAUL WIGGINS
CAREER: MECHANIC, HEAD MECHANIC
Paul has been fixing things all his life and is quite good at it. He
got a job with Weyland-Yutani when he was in his teens and has
been with them ever since. He’s been on dozens of these research
and survey trips, helping getting bases setup and training the
future head tech for the base before he ships out for some R&R
before doing it all over again.

STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2


HEALTH: 5
AGE: 33
PERSONALITY: Helpful and friendly, likes to get along with everyone, even Dr Busch
SKILLS: Heavy Machinery 4, Mobility 3, Stamina 3, Survival 3, Close Combat 2, Observation 1
TALENT: Spaceship/Station Mechanic
GEAR: Clothes, Pers Comm, Rugged Flashlight, Multi-tool, Mechanical Cutting Tool, Maintenance Jack,
Utility knife, M4A3 Pistol.

“You need to tweak the oscillating fan a bit. Just turn the left screw three cranks counter clockwise,
that’ll do it.”

[67]
[P A R T T W O – A L I E N D A W N]

Science Staff

FRED SINCLAIR
CAREER: MEDICAL DOCTOR
Fred enjoys these survey missions as it means he gets to know his limited
number of patients quite well, allowing him, as he feels, a better ability to
tend to them. He generally doesn’t leave the bases much unless needed,
and as such between doing regular checks for weird alien pathogens and
such, spends most of his time relaxing with good books reading and
writhing his memoirs.

STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 5


HEALTH: 2
AGE: 31
PERSONALITY: Straightforward with a light sense of humor
SKILLS: Observation 3, Medical Aid 4, Manipulation 3
TALENT: Field Surgeon
GEAR: Clothes, Pers Comm, Personal Medkit, Surgical Kit, Flashlight, four shots of Naproleve,
Hypodermic Needles in Case, Folding knife.

“We have no idea how xeno-pathogens, germs and other things might screw with us.”

KATHERINE HUGHES
CAREER: SCIENTIST, BIOLOGIST
Born and raised in the Gethsemane colony, Kate has been studying her
fields on the colony for years. Bored, she jumped at the chance to join
the survey mission. She’s eager to make her name by find something
new and strange.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 2


HEALTH: 3
AGE: 31
PERSONALITY: Talkative, she laughs a lot, generally at her own jokes.
SKILLS: Observation 4, Survival 2, Comtech 3, Mobility 1
TALENT: Analysis
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“My esteemed colleague is always afraid of the potential risk while I look at the potential yield.”

[68]
[T H E E X P E D I T I O N - S C I E N C E S T A F F]

AKAGI SHIN
CAREER: SCIENTIST, XENOSTUIDES (SYNTHETIC)
To the outside world, Shin is a dedicated doctor of xenological
studies. Shin has been working for many years in this field and has
impressive credentials. He was appointed by Weyland-Yutani to the
mission. In secret his is a synthetic, assigned to look for anything that
the corporation’s bio-weapons division can use.

STRENGTH 8, AGILITY 8, WITS 3, EMPATHY 1


HEALTH: 8
AGE: 28 (6)
PERSONALITY: Laid back and easy to talk with. In full synth mode he’s
quiet and lethal.
SKILLS: Close Combat 3, Ranged Combat 2, Observation,
Survival 1, Comtech 2, Mobility 2, Heavy Machinery 2
TALENT: Analysis
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case, M4A3 Pistol.

“We can learn something from what we find out here.”

HELEN FORSYTHE
CAREER: SCIENTIST, PLANETOLOGIST
New worlds are what Helen lives for. She has been on numerous
surveys to numerous worlds, each one a new place for her to study,
catalog, and report on. She is all about the mission and is no
nonsense.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 2


HEALTH: 3
AGE: 36
PERSONALITY: Little to no sense of humor, and generally doesn’t smile
much. Keeps to herself unless she needs something or has a point to make.
SKILLS: Observation 4, Survival 2, Comtech 3, Mobility 1
TALENT: Analysis
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“Each world is unique no matter how much they might look like each other.”

[69]
[P A R T T W O – A L I E N D A W N]

SATNAM GUPTA
CAREER: SCIENTIST, GEOLOGIST
Rocks make up everything, and Satnam likes to take them apart and
study them to find out how the make up the worlds they are on. Of
course, they often yield valuable ores, precious metals and
gemstones which makes it even better.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 2


HEALTH: 3
AGE: 45
PERSONALITY: Brusque and meticulous, he generally speaks in one-
word answers, unless explaining things.
SKILLS: Observation 4, Survival 2, Comtech 3, Mobility 1
TALENT: Analysis
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“Rocks are rocks, but sometimes those rocks hide something valuable.”

CORWIN HENDRICKS
CAREER: SCIENTIST, PSYCHIARIST
Corwin doesn’t speak much, tending to listen and make notes. He
has been on several survey missions and knows what to look for in
the way of people losing their mental faculties when out on a
strange world, isolated from anyone for extended periods.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 2


HEALTH: 3
AGE: 32
PERSONALITY: Outgoing and easy to approach and talk with, he
smiles whenever he can and loves to listen to people tell stories of their
lives.
SKILLS: Observation 4, Survival 2, Comtech 3, Mobility 1
TALENT: Analysis
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“Conditions like we are in can cause tremendous stress. Come, let’s talk.”

[70]
[T H E E X P E D I T I O N - S U R V E Y O R S]

Surveyors

SYLVIA TANAKA
CAREER: SURVEYOR/WILDCATTER
Sylvie has been surveying worlds her entire life. She is a fourth-
generation wildcatter and surveyor, having learned her skills from
her father and uncle. She’s been on dozens of worlds, helping the
company survey them and reporting back her findings. She’s
generally good natured, liking to joke around.

STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 4


HEALTH: 6
AGE: 41
PERSONALITY: Dedicated and talkative, she is nevertheless, hard core
and doesn’t like it when people don’t pay attention
SKILLS: Stamina 3, Close Combat 3, Survival 4, Heavy Machinery 3, Comtech 2
TALENT: Fast Reflexes
GEAR: Clothes, Pers Comm, Geology Testing Kit, Ropes and Climbing Equipment, Flashlight, Multi-Tool,
Digital Camera, Container for holding samples, M4A3 Pistol, folding knife

“I’ve seen a lot of strange things out here. Plants, animals, rocks, and even dead civilizations here and
there, at least that’s what they told me it was.”

CARL JONES
CAREER: SURVEYOR/WILDCATTER
Carl is barely 18 and new to the whole survey corps. He signed
on because he heard Tanaka was running the surveyors. He takes
the ribbing and jokes well, knowing its all because he needs to
learn his place.

STRENGTH 3, AGILITY 3, WITS 2, EMPATHY 3


HEALTH: 3
AGE: 18
PERSONALITY: Timid and nervous.
SKILLS: Stamina 1, Close Combat 1, Survival 2, Heavy Machinery 1,
Comtech 1
TALENT: Watchful
GEAR: Clothes, Pers Comm, Geology Testing Kit, Ropes and Climbing Equipment, Flashlight, Multi-Tool,
Digital Camera, Container for holding samples, folding knife

“Umm, should that look like that?”

[71]
[P A R T T W O – A L I E N D A W N]

EDGAR GREEN
CAREER: SURVEYOR/WILDCATTER
Edgar likes to joke about everything. He uses humor to make sure people
understand what they should and shouldn’t do when on a planet for the first
time.

STRENGTH 5, AGILITY 3, WITS 3, EMPATHY 3


HEALTH: 5
AGE: 35
PERSONALITY: The joker of the expedition, he’s a nice, likable guy.
SKILLS: Stamina 2, Close Combat 1, Survival 3, Heavy Machinery 3, Comtech 1
TALENT: Stoic
GEAR: Clothes, Pers Comm, Geology Testing Kit, Ropes and Climbing Equipment, Flashlight, Multi-Tool,
Digital Camera, Container for holding samples, folding knife

“Ummm, yeah… don’t touch that.”

GENE MORROW
CAREER: SURVEYOR/WILDCATTER
Gene has been partnered with Edgar multiple times, and the two form a
duo. The share a similar sense of humor and are considered good at their
jobs.

STRENGTH 5, AGILITY 3, WITS 3, EMPATHY 3


HEALTH: 5
AGE: 33
PERSONALITY: Dour and stern looking till you fall for one of his or Ed’s
jokes, then his booming deep laughter can be heard everywhere.
SKILLS: Stamina 2, Close Combat 1, Survival 3, Heavy Machinery 3, Comtech 1
TALENT: Pack Mule
GEAR: Clothes, Pers Comm, Geology Testing Kit, Ropes and Climbing Equipment, Flashlight, Multi-Tool,
Digital Camera, Container for holding samples, folding knife

“See that? No, the other thing, yeah, that. Don’t eat that.”

[72]
[T H E E X P E D I T I O N - T E C H S]

Techs

VICTOR MARTINEZ
CAREER: MECHANIC
Victor is a tinker, always fixing things. He loves to jury rig stuff and is
the primary pilot and mechanic for the aerolight, which he considers
his personal property.

STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2


HEALTH: 5
AGE: 28
PERSONALITY: Flighty and seemingly not altogether there, he is
actually quite intense, with a OC complex on fixing things.
SKILLS: Heavy Machinery 3, Mobility 3, Stamina 2, Survival 2
TALENT: Spaceship/Station Mechanic
GEAR: Clothes, Pers Comm, Rugged Flashlight, Multi-tool, Mechanical Cutting Tool, Maintenance Jack.

“Everything can be fixed, you just gotta know how first.”

DANIEL CLIFF
CAREER: MECHANIC
Dan is a large overweight man, with a bad habit of sucking on his
teeth when he’s concentrating or working on fixing things. He has no
sense of humor, and generally keeps to himself, but he’s a great
mechanic. He generally doesn’t go on survey missions, but he recently
lost a large bet and owes a significant amount of money. The pay and
bonus on a good survey mission will zero his debt and being off station
for a couple months means he doesn’t have to deal with his loan shark.

STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2


HEALTH: 5
AGE: 48
PERSONALITY: Dour and ill-humored. He’s here to do a job so he can pay off his debts, not to make
friends.
SKILLS: Heavy Machinery 3, Mobility 3, Stamina 2, Survival 2
TALENT: Spaceship/Station Mechanic
GEAR: Clothes, Pers Comm, Rugged Flashlight, Multi-tool, Mechanical Cutting Tool, Maintenance Jack.

“Shit, I think you broke it. That’s not good.”

[73]
[P A R T T W O – A L I E N D A W N]

Support Staff

REBECCA (BECCA) KELLAR


CAREER: RESEARCHER
Becca loves exploring. Survey missions are her thing, because she can
go to a new world, find new things, and figure out what they are. She’s
been on dozens of missions, nearly dying three times, almost left
behind twice, left behind once (survived on her own for two weeks),
and been credited with seven discoveries.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 2


HEALTH: 3
AGE: 31
PERSONALITY: Inquisitive and daring, she likes to explore things and ask
questions.
SKILLS: Observation 4, Survival 2, Comtech 3, Mobility 1
TALENT: Analysis
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“Sure, it looks like grass, feels like grass, smell like grass, but it’s not grass.”

JEREMY SAUNDERS
CAREER: RESEARCHER
Jeremy is on this mission to impress someone. He is desperately in
love with a young man back on Avernus, but sees himself as unworthy,
so he signed up for the survey mission to bolster his image as an
adventurous go getter. He plans on sending regular messages back to
show his paramour his adventure so that when he returns, he can walk
off the ship and into his waiting arms.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 2


HEALTH: 3
AGE: 28
PERSONALITY: Somewhat vain and wanting to prove himself.
SKILLS: Observation 4, Survival 2, Comtech 3, Mobility 1
TALENT: Analysis
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“I need the samples that you gathered this morning.”

[74]
[T H E E X P E D I T I O N - S U P P O R T S T A F F]

BRETT CHANDLERS
CAREER: RESEARCHER
Brett has been a researcher most of his life and at sixty-three he’s one
of the oldest people on them mission. Brett also doesn’t really care, as
this is his last mission before he retires with his pension onto the colony
where he plans on spending his days watching vids, eating junk food and
hopefully dying with a smile on his face and a joygirl or two in his arms.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 2


HEALTH: 3
AGE: 63
PERSONALITY: Tired, he’s got tenure and this is his last mission before he
retires to a nice stable quiet life.
SKILLS: Observation 4, Survival 2, Comtech 3, Mobility 1
TALENT: Analysis
GEAR: Clothes, Pers Comm, Bio-Testing Kit, Survival Knife, Pocket Survival Kit, Digital Camera, Electronic
Repair Kit, Voice Recorder, Sample Case.

“I am pretty such its not supposed to do that, because that would mean it breaks the laws of physics.”

[75]
[P A R T T W O – A L I E N D A W N]

Synthetics

AMY
CAREER: ANDROID, GENERAL WORKER
Amy is a standard work synth, designed to look and sound nice and
provide domestic assistance. She does food prep, cleaning, laundry,
and other general tasks for the mission, charging in a station located in
the laundry room. While it is frowned on, she will also provide
“services” for those that require them.

STRENGTH 5, AGILITY 5, WITS 2, EMPATHY 2


HEALTH: 6
AGE: 8
PERSONALITY: Helpful and attentive.
SKILLS: Observation 3, Mobility 3, Heavy Machinery 3
TALENT: Watchful
GEAR: Clothes, work equipment

“Perhaps not salad then.”

SID
CAREER: ANDROID, GENERAL WORKER, HEAVY LABOUR
A standard labour synth, Sid is designed for manual labour. His job is
to move large loads, keep the exterior of the base clear and clean, do
minor outside repairs and maintenance, as well as replace the nuclear
batteries when needed. His charging station is in the machine shop in
the vehicle bay. Like Amy, he can provide “services” if required.

STRENGTH 5, AGILITY 5, WITS 2, EMPATHY 2


HEALTH: 6
AGE: 4
PERSONALITY: Helpful and quiet.
SKILLS: Observation 3, Mobility 3, Heavy Machinery 3
TALENT: Spaceship/Station Mechanic
GEAR: Clothes, work equipment

“Can I help you? Where would you like this container?”

[76]
[77]
[P A R T T W O – A L I E N D A W N]

The Meet and Greet

SHIP’S LOG, USCSS EMPRESS TITANIA, 022:11/12/27/2185. CAPTAIN RECORDING. I signed the
contract with the agent. Its good money and simple babysitting job. Its out for a bit, two months to
reach the place, up to a month on site, then two more getting back, but the bonus for a good run would
give us enough to repair the ship, refuel, and bank something, maybe pay down the ship. The agent says
it should be a milk run, but you know the saying. Never trust a corp.

After the initial arrangements are done, Mr. White (or the new contract agent) will invite the crew to
meet with the mission crew at an informal meeting to go over some basics. The crew will get a chance
to see and meet everyone before they go into cryo-sleep for the trip. Dr. Samara Weyland will be eager
to make a good impression and friends with the entire crew, thanking them all both collectively and
singularly for their help with this expedition. She is genuine and honest seeming, wanting the crew and
her crew to get along.

Of the survey crew Dr. Busch is somewhat standoffish, and an observation role will give the insight that
he seems to be annoyed he’s not in charge. The Survey team are all playing around with the newbie,
making jokes at his expense as well as filling him with horror stories of what happened to the last guy
he’s replacing. The head tech singles out the engineers to trade stories and ideas, while the scientists
keep to themselves going over small tablets with info on them, prepping for the trip. The mechanics will
be getting drunk while quietly talking about how to get their still onboard or the equipment needed to
set up a new one. The research assistants just mingle and watch, occasionally commenting on whatever
conversation is near them. Eventually everyone will retire for the night.

Party Fun

At the meet and greet have players actively chat with the mission team, give them a feel for the team
and who they are. Samara will talk with each player and as noted some of the mission team will talk to
specific players.

Have each player roll EMPATHY +2 (Simple Difficulty).

If they fail the roll then for some reason, they have managed to be stand offish or perhaps come across
as too full of themselves or something. Regardless the mission crew will initially not like them, even the
ones who like everyone. While this may not seem like much it can affect things further down the line.
Make note of any player who fails the roll and imply a -1 (Demanding difficulty) to any further
interaction rolls with that player and the mission crew until they succeed at one with two successes.

If they make one success, then they have managed to make themselves known to the mission crew and
will not suffer any penalties with dealing with them.

If they succeed with more than one success, make note of how many extra they have. Half the number
round down, and that is the bonus they get from now on when dealing with the crew. So if the player
rolls 3 success, he get a +1 to all future rolls.

[78]
[M E E T A N D G R E E T]

Lock and Load

The next day while the ship is loaded with cargo in its bays, the expedition crew will be put in cryo and
their pod put into the pallet. The pallets will be lined up to the ship for towing and then they are on their
way. The pallets consist of all the modules needed for the base along with an orbital satellite that will
both facilitate communications as well as assist in mapping the planet. The modules consist of two large
habitat modules, three science modules, six massive cargo modules, a power module, and vehicle
module. The modules are designed so that once in orbit they all do independent drops, centering in on
a primary beacon left there from the initial survey. The modules will land, hook up, then unfold into
their shapes and create a science base ready to do the job. The nuclear batteries in the power module
are good for up to ten years if needed and can be swapped out for new ones. The design also allows for
more modules to be dropped and linked up over time to create a more stable long term research base.
The beacon at the site will be then converted to a comms relay as well.

The crew makes sure everything is loaded into the cargo bays and secure, sets course, and after a final
meal, goes into cryo-sleep and MU/TH/R takes the ship to FTL for the 2 months trip to the Janus 12
system.

SHIP’S LOG, USCSS EMPRESS TITANIA, 012:10/12/29/2185. CAPTAIN RECORDING. We are now leaving
Avernus Station on the expedition to LV-5829 in the Janus 12 system. The expedition is all packed away,
their crew members in cryo-sleep and the ship is ready. Everyone is already asleep, just this last log entry
to do before I set MU/TH/R to get us on our way as I go into cryo-sleep. The money for this looks good.
It will be nice to get away from the station and just do something kind of slow paced and interesting for
a change. Babysitting the expedition crew should be easy.

[79]
[P A R T T W O – A L I E N D A W N]

ARRIVAL
SHIP’S LOG, USCSS EMPRESS TITANIA, 018:35/02/10/2186. MU/TH/R RECORDING. Arrived Janus
System. All systems running. No errors or issues. Course set for LV-5829, crew revival begun. No threats
or issues showing on external sensors. All systems green.

SHIP’S LOG, USCSS EMPRESS TITANIA, 019:40/02/10/2186. CAPTAIN RECORDING. We’re here. It’s a
basic system, not much to say, at least there are no derelicts. Its going to a day or two to get to LV-5829
and get things going, but so far so good.

Dropping out of FTL, MU/TH/R wakes the crew and after the initial pins and needles and having eaten,
they assume their crew positions and get underway. The ship moves across the system over the course
of a day, the sensors showing some fifteen planetary bodies ranging in size from small rocks to three
large gas giants. Four asteroid belts are noted between the sun and the first gas giant. Nothing out of
the ordinary shows and the beacon on LV-5829 comes in clean and clear.

The ship slips into orbit over the beacon and now the initial work begins. The initial data stream from
the beacon notes a windstorm (winds of about 60 to 70kph) is currently underway, but this will not
hinder the drop at all and seems to be just kicking up a lot of dust and debris, so visibility will not be
good. An EVA trip will be need to the activate the pallets to release all the modules, as well as the
orbital-sat. This is an easy thing for any experience ship crew, but its always nice to impress the vastness
of space, as well as its emptiness. A HEAVY MACHINERY +2 (Simple Difficulty) roll needs to be made to
release all modules. A second HEAVY MACHINERY +1 (Easy Difficulty) roll is needed to release the
orbital-sat. Once this is done, the orbital-sat moves into orbit and beings its mapping while the modules
all orient themselves and then drop into the atmosphere.
If the players fail the first roll it adds an hour to the time it takes to get the modules and pallets
released and oriented into the proper trajectories for re-entry. If they fail the second roll it means the
orbital satellite will need to be adjusted with a COMTECH (Average Difficulty) roll to put it into the right
orbit. Failing this roll results in the person making the roll spending another hour playing with braking
and attitude thrusters to get it into the proper orbit.

As the crew watches, the modules descend through the atmosphere, their braking thrusters firing.
Some minor corrections are done, but nothing annoying, as the modules land in their zones. Each of
them unfolds, then links up forming the base. The power module goes active and the entire base lights
up and the cryo-sleep units begin their thaw process. Landing the ship is again straight forward, settling
in close to the base. The pilot will need to make a PILOT +2 (Simple Difficulty) roll to land the ship. If
they fail, there is a tense moment as the ship is buffeted by winds. The pilot will gain 1 stress level, but
the ship will settle down safely, albeit slight skewed from the original landing position.

Right off the start the players can hear the wind blasting away. There is almost no visibility, even the
floodlights from the base are only just there in the distance. Sensors show a thin atmosphere and the
temperature close to -15c with windchill. There is a lot of dust, snow, ice, and other particulates in the
wind, which is causing the visibility issues. MU/TH/R recommends any long term outside activity is best
done with oxygen masks and in thermal clothing. A light ship suit (think something like a motorcycling
racing suit, with helmet, gloves, and boots, all environmentally sealed and an oxygen tank), is
recommended for all outside activity. MU/TH/R notes that extended exposure to the atmosphere will
not cause any damage, but it rarely gets above 5c and it averages about -5c to 0c. The terrain is best

[80]
[A R R I V I A L]

described as rocky, with deep ravines. Water has been detected at the bottom of the ravines, as well as
in the form of ice in shallow lake beds, and there is evidence from the beacon sensors of grass like
vegetation.

Dr. Samara will contact the ship at this point, to let them know that everyone is fine and that they are
getting the initial things set up, though they will not be able to do much till morning when the storm
clears. The good news is that the next inclement weather isn’t due for close to solar eight days (roughly
nine t-days). Things will go quiet for about an hour, then Dr. Samara will report their first major find,
that the unknown particulates in the windstorm are small organisms, plankton like in their formation.
Breathing it in would be bad and they recommend a ship suit if going outside in any storm.

Two hours after landing there will be a shuddering, like something hitting the earth. The orbital sat will
report no meteors. The shuddering will get more intense, and the ship’s radar/sensors pick up a large
object easily the size of the ship, moving in the direction of the base and ship. Nothing can be seen. The
shuddering stops and the object stops registering. An hour later it begins to register again, getting
closer, still nothing can be seen outside through the ports. This is one of the titanic lifeforms known as a
Walker, moving with the storm, collecting food and moisture in its massive sail like nets as it walks
slowly with the storm. Going outside to try to figure out what is making the sound and tremors isn’t
really recommended. While the winds aren’t horrific, gusting at 60 to 70kph, visibility is about one
meter if one is lucky and the organic material in the wind will adhere to the suits and slowly clutter any
helmet, eventual obstructing all sight.
The shuddering stops again for an hour, as the lifeform stops in spots to pull in the nets to feed on the
material within, processing all organic proteins and moisture, filtering out everything else which it then
shits out in a large ball shape of rock, metal, and other non-edible materials. As the storm continues,
the sounds and shuddering get louder, and ping eventually shows whatever it is to literally on top of the
base and ship, where it stays for an hour, then starts to move away. At no time will the player see
anything. Stress levels are increased by 1 as the lifeform moving brushes the ship with a leg, causing it
to move a bit. This causes several systems to short and the alarms to go off. The mechanic and
engineer will each need to make HEAVY MACHINERY +1 (Simple Difficulty) roll to fix things. The object
eventually moves out of range of the sensors and all that can be heard is the wind.

[81]
[P A R T T W O – A L I E N D A W N]

DAY ONE
Read aloud.

The dawning sun illuminates a vast rocky plain with small hills and low mountains. Large cervices are
visible, doting the landscape, river-like. Strange large almost perfect round balls of rock litter the plains
here and there. The temperature is a balmy 2c, with a light wind. Plankton trace is almost zero, though
the scientists and MU/TH/R still recommend light ships suits due to the temp and thin air.

The mechanics are eager to get the base fully setup and running. This will require a lot of manual labor
hooking up the various prefab tunnels as well as off loading the cargo from the ship into the storage site
and making sure the power module is linked up to everything. Several of the modules have extra
expandable sections that need to be activated and locked into place and this is a high priority as it get
living spaces set up. A central tunnel hub is also needed in the middle of the base that will link all the
modules together, so the mission crew doesn’t need to go outside.

The Base
Habitat module 1
Expands outwards to twice its size on the ground floor, assuming a pyramid style shape.
Ground floor – Study rooms, a lounge, kitchen, food/water storage, recycling equipment and laundry.
One synth charging point is in the laundry room, where Amy recharges.
Second floor - Crew quarters.
Third floor - Crew quarters.

Habitat module 2
This module also expands outwards to nearly three times its size on the ground floor and assumes a
pyramidal shape.
Ground floor – Primary airlock and suit storage, quarantine room, decontamination room, cryo bay.
Second floor – The medical facilities and extra cryo units.
Third floor – Admin offices, comms room, base monitoring room.

Science module 1
Expands outwards into a large square shape.
Ground floor – Biology and xenostudies labs, airlock, quarantine room, storage.

Science module 2
Expands outwards into a large square shape.
Ground floor – Geology and planetology labs, airlock, quarantine room, storage

Science module 3
Expands outwards into a large square shape.
Ground floor – Quarantine rooms, storage, cold storage.

[82]
[D A Y O N E]

Cargo module 1
Contains food stores, recycling equipment, wind traps, and water reclamation equipment. Once empty
it will function as a spare parts storage facility.

Cargo module 2
Contains batteries, extra suits, survival gear, spare parts for the rovers and trucks, and the modules,
also contains the solar array for battery charging and all the sensor net poles for the security net.

Cargo module 3
Parts and other stuff from the ship

Cargo module 4
Holds two trucks, Daihotai Series 8X8, and their spare parts. Once empty serves as extra storage and
an auxiliary vehicle bay if one of the trucks needs to be repairs or both need to be pulled in for shelter
due to weather.

Cargo module 5
Food storage for all the food from the ship

Cargo module 6
Holds the Caterpillar P-5000 Powered Work Loader, 10 reusable aerial camera drones, long range recon
drones, and 10 reusable ground camera drones, short range tracked/wheeled drones. This module will
store samples, artifacts, etc, once its empty.

Power module
Nuclear power plant, good for ten years.

Vehicle module
Contains two rovers, modified NR-9s with enclosed canopies and one extra seat for a person or cargo.
the aerolight, a 2-man light airfoil for limited recon, and spare parts. Functions as a sealed machine shop
and vehicle repair bay.

Once all the connecting corridors are setup, and the power lines linked to each module, the prefabs are
put around the beacon and its secondary function is activated, cause it to bloom outwards like a flower
as the comms array opens and links to the orbital satellite. The recyclers need to be activated and
vehicle bay setup. Food supplies must be brought in from the ship as well other research equipment to
the science modules and other cargo modules. It’s all a hustle for about six hours, as everyone pitches
in moving things. At this point the players will meet the two synthetics that are also part the crew.

How the players interact with Sid and Amy is up to them, but the mission crew tends to treat them like
part of the team, though the lowest echelon members. No one treats them badly, though a few treat
them as sort just there, like wait staff in the hotel, best not seen or heard. Dr. Busch is like this, seeing
the synthetics are necessary and that’s it, though he will use Amy for his own personal relaxation.

A cheer goes up when the power plant goes online fully and last umbilical and connecting corridors are
locked into place. Fresh recycled air floods the base modules as well as heat, and the crew are invited to
have some dinner in the common area of the new base and discuss the next steps.

[83]
[P A R T T W O – A L I E N D A W N]

The ideas on the table for day two are to send someone in the direction the radar blip went in using
one of the 8x8s, and they would like it if a player went along for “muscle”. The planetologist wants to
go down into one of the ravines to get water samples and look for possible life down there in the water
and where the moisture is. The rest want to just get their remaining equipment setup and running the
labs and mechanics need to convert the beacon into a proper comms array and make sure it’s linked to
the satellite as well as get the perimeter sensors setup. The surveyors want to take the rovers out for a
quick survey and launch some aerial drones.

Following the Unknown


Using one of the Daihotais, a surveyor, a scientist and a couple players will go off in the direction that
the whatever it was vanished into. As the truck rumbles along the scientist will take pictures and ask to
stop once and a while to collect some samples of rock. Upon encountering the first set of large rock
spheres, the scientist will take a few minutes to do detailed sampling and readings of it, allowing the
surveyor and player to stretch their legs briefly. The surveyor will take this time to chat up the player
with casual conversation to pass the time.
Back on heading the truck will eventually arrive and park on a large rocky hill. The group is now about
two hours from the base. No sight of anything that could make the sound or cause the blip is visible.
The scientist takes some samples of the rock, and the strange twig like plants and tall yellow grass like
plants, then asks to head back.

Back at base the perimeter sensors are online, and a couple external storage prefabs are now also
setup. The comm array has been downloading data from the orbital satellite, and the head tech has the
aerolight out and setup under a large prefab. The ravine crew are also back with water samples which
they report are heavy with alkaloids and will need heavy filtering to drink, but its doable, meaning there
is a constant replenishable water source. They also report microbes and very small aquatic life in the
water, but nothing significant like fish, at least not yet. Dr. Botany notes that the tall grasses and skeletal
bushes are also heavy in alkaloids and should not be eaten, garnering a laugh from most people,
especially when Amy makes note to scratch the grass of the salad recipe it was considering.

Dr. Samara considers it a great first day and recommends a good night’s sleep and a fresh start early
the next day.

MISSION LOG, LV-5829 EXPEDITION, 023:40/02/11/2186. DR. WEYLAND RECORDING. Touchdown. A


new world to explore. Hopefully there will be something useful here that the corporation can use, but
even if not, it’s a new world, with new discoveries. Not sure I will be able to sleep. Plans to make.

[84]
[D A Y T W O]

DAY TWO

The morning brings a quick call from Dr. Weyland. The orbital satellite has picked up something
interesting just over a hundred kilometers to the east of the base camp. It will take a couple hours to
get there in a Daihotai and were wondering if perhaps the Captain might be willing to allow the use of
one of the two shuttles on the ship. Flight time would be about twenty minutes by shuttle with it using
just the atmospheric drives. The other scientists are eager to get started in surveys and sample taking in
the area, while the surveyors want to head towards one of the old lakes, something the biologist would
like to do as well to get water samples from the ice.

The Cave

The shuttle will go about a hundred kilometers away, before it arrives at the point of interest. A large
opening in the ground. What makes it special is the evidence of made materials around it forming a kind
of archway. The tunnel leads down towards one of the crevices and deep ravines. The scientists will be
elated and want to venture into the tunnel. If the do, the lights will illuminate what is a made tunnel
that has a slight incline and goes for about a kilometer before opening into a large cavern. Shafts of light
come from overhead where the roof has collapsed illuminating what looks like structures of some sort.
One of the scientists will launch a flare will reveal a set of ruins. Broken buildings, walls, and other
structures spread out all centered around a small pyramidal structure in the middle. The sound of
rushing water comes from the distance as well as a strange echoing “chir-up-up” noise.

The scientists will want to return to base to gather supplies at this point but as they turn to go back up
the tunnel several rockwings will attack. These small, bat-sized animals are drawn to the warmth of the
players and npc’s bodies, attempting to latch on with claws so they can puncture the “hides” of their
prey and feed with their long hollow tongues. Normally the rockwings hunt and feed of the slow-
moving shellbacks, which use the caves during windstorms to hide and feed of grass and other roots.

The players and npcs can easily detach the rockwings, with a simple STRENGTH +2 (Simple Difficulty) roll.
A failed roll will cause 1 HEALTH damage to the PC, with them then removing the little critter. The
rockwings will fly off after realizing that the players and npcs aren’t easy food. They will make loud chir-
up-up noises at them at this point.

The ruins aren’t that expansive, this is one of the early villages that was abandoned. There is the central
temple, and then buildings surrounding it, a small graveyard, and the overgrown grass fields. Evidence
of a water system that would draw water from the ravine’s river to the cave is still there, though all
corroded and fallen apart.

There isn’t much here other than some simple pottery, ruined buildings, and the old temple, which has
some simple hieroglyphs and pictograms of the natives worshipping the sun, farming, and hunting.
There is an extensive array of the glyphs on one wall inside the temple which requires more time to
study, which the Xenologist will want to do. The entire team will want a crack at the little ruin, in fact
and for the next few days it’s the trucks rolling out there then back and the shuttle making the
occasional quick trip.

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On day four the Xenologist will report that he’s figured out the wall of gylphs. They tell a story of a
culture that lived on the planet till the world grew cold. They took to the cave to keep warm, but it
didn’t help and so a great exodus was done to the last major city cave.

The biologist will make the findings on the different lifeforms they found, while he geologist and
planetologist will make notes on the rocks, thermal vents and the water system. Overall the ruins are a
massive discovery and the players will be asked to help wander the ruins, transport artifacts and such
back to the site to be taken back to Gethsemane Station.

The xenologist will retask the satellite to look for more of the strange openings on the evening of day
four, just as an alert comes from the satellite informing of a bomb cyclone that has just formed to the
north and is moving towards the base with winds in the 120kph range. Driving back will take two hours
and put the players right into the storm as it hits. Using the shuttle is a better idea, but it means leaving
both Daihotai 8x8s out at the site.

Option 1 - Leaving the Daihotai 8x8s. The storm will blast its way across the open plains and hit the cave
area. The opening isn’t big enough to park the 8x8s in, so they will be out in the open. As the storm
progresses a Walker will come by and knock one of the trucks over cause massive damage to it. Upon
return to the site the truck will need to be flipped right side up then towed back to the base. It will take
two days of hard work to fix it. Have the players roll WITS + Observation -2 (Hard Difficulty). Succeeding
will mean they notice something else is off about the area but can’t quite figure out what. Two
successes will mean that the player has noticed that there are several of the sphere-shaped rocks now in
the area, when there weren’t the other day.

Option 2 – Driving back. The drive back is fretful, with all involved gaining +1 STRESS Level. The storm
arrives when they are about ten kilometers out from the base obscuring everything. The trucks must
slow down to a near crawl, and it takes an extra hour to slowly move into the base area. The players
and npcs will then need to make it to an airlock. While they will be in ship suits this is a WITS + Survival -
1 (Demanding Difficulty) roll. Failing this causes someone to stumble and possibly get lost in the storm,
which is not good. Anyone who fails gains +1 STRESS Level and must roll WITS + Survival -2 (Hard
Difficulty) to not get lost. A failed roll will mean they are lost, unsure where they are. They will need to
basically try to get to any tube or module to orient themselves. A PANIC result on either roll will cause
the player to have to roll on the panic chart. Adapt the result to match the situation. Other players can
attempt to locate the lost player, a WITS + Survival roll (Average Difficulty) is needed. Once done they
can locate the player and drag them into the base. Any stress levels at this point can be removed as the
base psychiatrist sits down with them and helps the calm down and get past the event.
The storm rages for almost a full day before finally moving onwards across the plains. Returning to the
site will see no damage, though anything left outside the cave will have blown away and of course the
players will roll to see if they notice the large rock spheres that are now there.

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DAY FIVE
Clean up from the storm takes most of the fifth day. Repairs to wind damaged exposed equipment as
well as collecting stuff that has blown away. If the trucks were brought back, they require a good
cleaning and maintenance overhaul. If they were left, then once the shuttle gets back there, they will be
on their way back, one towing the other.

The Xenologist reports that the satellite has spotted a larger cave entrance at the spot that the dead
natives noted as the point to the final city. He wants to go there.

The planetologist reports that the satellite has also picked up a strange metallic reading at the bottom of
one of the large and deeper ravines in the same area and wants to check it out.

The other scientists like the idea of exploring the possible ruins, and so the majority will go to the new
spot, which is about 4 hours by truck or a quick 20-minute flight by shuttle. The ravine is about a hour
walk from the landing spot.

The Dead Ship


Arriving at the ravine’s edge the players will note that they is an old pathway cut into the stone. Worn
away in places it nevertheless will provide a way to the bottom of the deep ravine, with the assistance of
climbing gear.

A roll of WITS + Survival (Average Difficulty) is needed to get down the path without issue. Failure
results in the player slipping but being hauled back up onto the path by the NPCs and possibly other
players. Whomever slips gains +1 STRESS Level. If multiple players fail the roll, then this become nasty
as multiple people might slip at the same time, but the objective is for the players to reach the bottom,
maybe somewhat rattled and stressed. If a panic roll is needed, then consult the chart and apply the
result as needed.

At the bottom of the ravine and down a winding trail lies the wreckage of a strange alien ship. Its badly
damaged and corroded from being partially in the water on and off over hundreds of years, but has
some still intact sections. One section is reasonably explorable and getting into takes a little bit.

The ship is of course dark, it has no power after all. Ice, frost, and snow coats almost everything,
making walking a bit difficult. The explorable part consists of a corridor with five rooms accessible and
two that are blocked out.

Room 1 – Strange equipment lines the wall and what looks like a bed or table sits in the middle of the
room. Strange devices hang from the ceiling covered in ice.

Room 2 – Ice covered metal boxes are stacked on one wall. It will take three people to pry one off the
stack and out of all the ice. Cracking it open reveals a hard putrid colored material filling the lower third
of the crate. (These were food crates, and the material is the left over remains of the food).

Room 3 – Filled with machinery that has no discernible purpose.

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Room 4 – Door is seized and will take a cutter to open. Beyond is a simple room with a table and
wrecked equipment all along one wall.

Room 5 – Large empty room.

Room 6 – Desiccated husks of something lie on the floor here along with strange resin like material.
Something was here once, but wherever it was is gone. (This is where they eggs were that they natives
found).

Room 7 – Sealed door that requires a cutter to breach. Inside is a room with three large frost and ice-
covered cylinders. A xenomorph hangs in one of them, frozen solid and very much dead. Thawing it out
would result in it decaying and releasing its acidic blood onto the floor of wherever it is.

Recovery of any of the ship’s artifacts, machinery, crates, and/or the frozen xenomorph, will require
the shuttle. There is a spot just down the ravine where this might be possible. An AGILITY + Piloting -1
(Demanding Difficulty) is needed to get the shuttle down safely. A failed roll results in the shuttle taking
cosmetic damage on the walls as the pilot scrapes it here and there.

Exodus City
The last city’s entrance is like the other one, a large archway with various glyphs around its edges. The
tunnel down into the cavern is a longer one but exits out onto an edge that overlooks the cavern.

Stretching out before you is a massive cavern. Shafts of light pierce the gloom from holes in the ceiling,
illuminating the ruins and the central temple. The soft sound of wind can be heard and your breath mists
in the cold air. A wide path leads down into the ruined city and runs to a central plaza in front of the
temple. The sound of water can be heard distantly as well as the chir-up-up of the strange bat-like
creatures.

Proceeding down into the cavern towards the ruins will cause several rockwings to leap and soar across
the air away from the players and NPCs. Once they get the bottom of the path they will see the open
overgrown grass fields to the right and left of the city. Movement comes from those fields as large shell-
like animals shuffle slowly through the tall grasses. These are shellbacks and some grass gatherers
feeding on the overgrown fields. The first thing everyone will notice is that its slightly warmer down
here at the bottom, and as they approach the ruins proper the average temp will be about 0c.

The Fields
These are overgrown farming locations where crops were grown for the city. Most the crops have long
since died out and the areas are now overgrown with grass and small twig trees. Shellbacks and grass
gatherers feed freely on the grass, foraging happily. The presence of the players and NPCs does nothing
for them, as they aren’t recognized foes to the gentle herbivores. Extensive searching of the fields will
find the old water lift system that brought water to the cave for agriculture and the wells as well as the
ruins of storage sites. Near one wall is the burn pit where refuse and waste were burned, including the
eggs they found.

Ruined buildings
These are a mix of domiciles, stores, businesses, commercial locations as well as communal locations.
They are mostly fallen with little left but walls and collapsed ceilings and floors. Glyphs are on the walls
here and there, as well as faded artwork. What little can be gleaned seems to be stories left by the

[88]
[D A Y F I V E]

natives living here as well as possible stories of their lives. No evidence of skeletons or remains are
noted in any of the buildings.

Central Plaza
This large area is home to a raised area that once served as a public forum as well the marketplace.
Four deep wells sit in the plaza, each one still with water, though the ropes and buckets have long since
rotted away. The sound of water is louder here as it trickles at the bottom of the wells. A WITS +
Observation -2 (Hard Difficulty) can be rolled to spot the long dried blood smears that dot the plaza.
Further investigation will reveal that the smears are trails, like something being dragged towards the
temple.

Temple
Like the other one from the last town this building seems to be dedicated to sun, with glyphs noting
ceremonies to it. There is evidence of damage that is not due to age on the doorway into the temple.
Once inside in the main chamber is a hole in the floor. Surrounding it and on the walls of the main room
are calcified organic structures.

The rooms around the central chamber are empty apart from wall murals and old altars and cells for
the priests to sleep in.

Going into the hole leads down into the lower chambers and here the walls become organic and
ribbed, but the material is old, rotted and calcified. It’s cold and a light layer of frost covers things here
and there. This is the entrance to the hive.

Old xenomorph hive


Entrance hall
- Organic ribbing and material covers the walls, creating a strange almost biomechanical look. Frost
covers much of the material and parts of it are rotted and decayed. The rest looks calcified and has
crumbed away in spots, revealing the original walls.

Workers’ chamber
- This chamber is where the workers would come to rest and hibernate when not needed. Their
corpses currently lie on the floor where they dropped from their wall niches, rotted and calcified,
the floor under them eaten away in spots from their blood.

Secondary Egg chamber


- This round chamber houses about a dozen eggs, all brittle and frozen and completely dead.

Main chamber
- The first thing that greets the players is the massive corpse of the queen, hanging on frozen and
calcified tethers. The egg laying umbilical is desiccated and decayed under it. Warriors are frozen
and calcified in their niches around the walls, a couple have even fallen out. A couple dozen eggs
sit in the middle of the room, all covered in frost, grey in color. A couple desiccated corpses of
workers lie on the ground curled around them almost protectively.

A scan of the eggs will reveal that they are all seemingly dead and frozen, like the ones from other egg
chamber. The scientists will be overjoyed with this discovery. Dr. Akagai will know what these things
are and want to bring them back to the base to be examined in detail. The other scientists have no clue

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[P A R T T W O – A L I E N D A W N]

what they are, and will of course agree, but want to be cautious. Some think that these are the dead
remnants of the native species.

Note: The cargo specialist of course will recognize what these are. How they deal with the information
and inform others can determine a few things.

If they divulge what they are, what they do, the scientists will become even more cautious, setting up a
quarantine entrance to the hive. They will initially use ground drones to go around the hive, but will
very quickly determine its completely dead, decaying and calcifying and as such should prove no hazard
to the base or personnel if kept in proper containment units.

If they do not say anything to the scientists, those precautions will not be taken, not that it will initially
matter.

The problem is of course that three of the eggs are still alive, sorta. As they dimly sense life they will
attempt to generate an internal heat and thaw themselves out. One of them will open and the
facehugger will crawl out only to perish, its form half decayed. It will flop on the open egg petals and
leak acidic fluids across the entire thing, eating away at it. This of course will be noticed by the crew and
cause quite a stir.

They will want to examine the strange thing, and of course if warned by the Cargo Specialist, they will
take precautions dealing with it.

The xenologist and biologist will want to take an egg back to the base for examination. Akagi can tell
which are still alive and will choose one of those to go back. He will unfortunately choose the other near
dead one, leaving the viable fully functioning egg sitting in the chamber.

What if the cargo specialist says to burn them? The scientists will not allow it. They want to preserve
the aliens, especially the biologist and xenologist (who is more than aware of what they are what they
represent).

[90]
[D A Y S I X]

DAY SIX
The base is quiet while the scientist work on examining the egg. Part way through an examination it
opens and the facehugger launches itself at the biologist. She manages to trigger the hazard alarm and
people come running to find her against one wall breathing heavy, hoarse from screaming, the
facehugger partially coiled around her neck and hanging there like a noose. Its dead and an examination
of the biologist reveals nothing.

Of course, the crew will be in an uproar. Several will want to destroy the remaining eggs. The mission
lead and the xenologist will want to preserve them for further study.

If the overall decision is to destroy them, then Akagi will leave that night and steal the shuttle, flying it to
the site. He will take the last living egg and place it in hiding, then proceed to raze the entire hive and
remaining dead eggs. He will then capture one of the large lizards and hold it near the egg, which will
entice the facehugger out. It will latch onto the lizard and being the gestation. Akagi hides the animal in
the thermal vent area, well hidden. When the crew arrives, he will be finishing off burning and
destroying all the xenomorph corpses. He will apologize, claiming he always agreed with the majority
they needed destroyed as soon as possible which is why he acted as he did.

If the crew decide to preserve them the next day, he will strike out early in a truck, claiming he wants to
get work done early. Anyone who goes with him will be put to sleep with a sleeping gas agent he will
filter through the truck, allowing him time alone to use one egg to impregnate one of the lizards.

Akagi’s plan at this point is to get a hatchling chestburster into stasis. Once there he will transport it
back to Gethsemane where it can be properly studied by the bio-weapons group. To meet this goal, he
will be sealing the frozen chestburster in a shipping crate that will be part of the cargo being sent back
to Gethsemane Station when the players return in two weeks. That is if everything runs according to
plan. It never does.

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[P A R T T W O – A L I E N D A W N]

DAY SEVEN

The next few days are full of exploration, research, and similar tasks, with the weather clear the
surveyors have been zipping out a fair distance to look for things. Reports of a couple sizable ore
deposits are made, though nothing that might warrant a mining operation. Its during the seventh day
that the geologist makes a startling discovery while test the rock material from one of the rock spheres.
Its not just rock, its also full of organic material. After conferring with the biologist, they conclude its
feces. The spheres are the shit from some animal. They quickly broadcast this to mission crew.

This of course raises the question. What shat this out. The immediate conclusion is likely to be
whatever it was they detected on day one in the storm, but of course they question is, where is it? Why
haven’t they been seen again. The biologist will request that the satellite be tasked to deep scan on of
the windstorms. An easy task and within minutes several people are on the bridge of the ship watching
the readings as telemetry from the storm comes in. A WITS + Comtech -1 (Hard Difficulty) is required to
get the satellite to do what is need. Success brings in a return and there it is, a large object moving
within the storm. Readings put it at just a bit bigger than the ship. While everyone watches it moves for
a bit then stops for an hour, then moves again. The pattern repeats till the storm moves past it and the
thing stops moving completely. The biologist wants to go to that spot immediately.

The mission lead approves a trip out there, in the shuttle if the players are willing. The area is an old
lakebed, and the ice creaks and cracks a bit as the shuttle settles down. The open area is windswept,
covering a layer of snow and frost. After exiting and taking some readings the biologist turns slowly,
examining the surroundings. She walks across the ice and up onto a rocky island and takes some more
readings, then stops, turns to face the players, her eye wide open and her face somewhat ashen.

“I’m standing on it.” She says in an awed and scared tone.

If the roll fails, then no signal is picked up, but the biologist is not going to be deterred. She knows there
is something in the storm, and so insists on the satellite remaining fixed on the storm for a day so she
can gather data. This means the discovery of the Walker will not happen till day eight. The biologist will
finally find what she looking for late on the night of day seven, report it and then on day get flown out to
the spot, at which point the same event occurs.

The biologist will not know what to do, and is genuinely afraid to move, lest she wake whatever it is
she’s standing on. A EMPATHY + Command (Average Difficulty) roll will get her to slowly come back to
the party.

Now the simple question is what to do. The “island” is easily the size of the ship, just lying there looking
like a big mass of rock. There is no indication of life, apart from a very low heat signature coming from
deep under the rock. The biologist thinks it hibernating and posits that it only goes active in the storms
for some reason. She carefully takes some samples of the rock and then has the player take her back to
base.

On the evening of day nine she will ask for permission to use a 8X8 along with a surveyor and researcher
in order to go to one of the creatures which is hibernating and is in the path of a storm. She plans on
monitoring it as the storm reaches it. The mission lead approves this.

[92]
[D A Y S E V E N]

Day ten has the biologist prepping for the trip and then heading out to her destination with small crew
in the 8x8.

[93]
[P A R T T W O – A L I E N D A W N]

DAY ELEVEN
The storm event occurs and as the base listens the biologist describes the creature as a massive crab like
thing on six massive legs. She goes on to say as the storm reached them it unfurled four large net like
organs and then slowly started walking with the storm. She is sure it is using the nets to strain the air
plankton in the storm, along with ice and snow to feed itself. She reports they are following it. An hour
later she reports the creature has stopped and retracted the nets and is just standing there. The next
message is a panicked one from the surveyors. He reports that the vehicle was getting close when a
massive sphere shaped rock landed and the 8x8 skidded into it. Damage is enough that the truck will
need to be towed back. The biologist is injured and need medical extraction by the shuttle immediately.

The players must make a choice. The storm will make piloting the shuttle to the location incredibly
difficult with a failed roll possibly damaging the shuttle. If they decide to go, then the Pilot will need to
roll AGILITY + Piloting -2 (Hard Difficulty). A failed roll immediately adds +1 STRESS Level and causes the
shuttle to pitch and roll as the storm buffets it. Passengers need to make a STAMINA (Average
Difficulty) roll not to throw up. A panic result on the piloting has the potential to be a serious problem.
If this is a Cinematic game, then the shuttle could easily plow into the ground, potentially killing people
onboard. A STAMINA + Survival roll would be needed, and a failure could be translated into serious to
fatal injuries for the passengers and potentially the pilot. This is of course leads to not only some deaths
there, also of the biologist.
In the campaign setting a panic result could still potentially result in a crash, but not as serious, as the
pilot miraculously manages to rough land the shuttle. A STRENGTH + Heavy Machinery +1 (Demanding
Difficulty) is needed to fix any damage if the ship rough lands, before they can take off again.
Failure/panic results means the ship can’t launch and the biologist will die. If they manage to land safely
or make the repair roll, then they can air-life the biologist back to the base. The biologist will spend the
next four days in the medical center in bed being tended to for a couple broken bones, concussion,
multiple lacerations, and a serious head wound. She will be on light duty for two weeks after that.

What if the players do not go? Or suggest use a rover or the other truck? The vehicles can’t make it
there and back in time. If they decide not to go not only will the biologist die but the entire mission
crew will become cold and, in some cases, hostile to the players. A permanent +1 STRESS level is done if
they refuse to help.

While all this goes on, things for Akagi have gone south, after all as they say, the best laid plans never
work. Akagi just wants to innocently smuggle a frozen chestburster back to the Weyland-Yutani offices
on Gethsemane Station so the bio-weapons division can get a go at it. While the crew are busy with the
situation with the biologist, Akagi goes to check on his specimen. While there Sid enters the storage
area fetching repair parts needed to get the damaged 8x8 moving again. This causes Akagi to have to
move the cylinder to his quarters to keep it hidden. He connects the device to the power link and hides
it away, returning to his duties.

The power fluctuations from the unit in the grid cause Amy to notice something amiss and so she
adjusts the power flow. This causes the storage canister to short out and shut down. An hour later the
chestburster breaks free of the ice and lays on the floor. It then scuttles off into the vents.

Akagi finds the broken storage unit later that night and realises that the xenomorph is loose.

[94]
[D A Y T W E L V E]

DAY TWELVE
There is a xenomorph loose on the base and Akagi knows its only a matter of time before it molts to full
size. Then it will start to take prey to ovomorph into new eggs so it can start creating a new hive, not
something he wants to happen. If he reports it the outcome might not be good, so he decides to hunt
for the xenomorph on his own but owing to the fact that both Amy and Sid are Weyland-Yutani synths,
he enacts a code on both of them. They will assist him in locating the critter but not report anything to
anyone else.

The xenomorph meanwhile has already found a way out of the base and is now out on the open plains
and has found a nice spot to hide and molt. Due to the cold temperatures, this will take about a day.

The rest of the base continues as normal.

[95]
[P A R T T W O – A L I E N D A W N]

DAY THIRTEEN
The xenomorph enters the base and targets someone to take to ovomorph. The recovering biologist is
the easiest target for it and the screams from her and the doctor bring people running. It needs to be
pointed out that there are only a couple handguns on the base and generally no one is carrying one
around. The appearance of the xenomorph will of course cause immediate panic. STRESS levels go up
by 1 across the board.

If the biologist died out in the field, then choose one of the other NPCs.

At this point the players get to join the hunt, something made worse as a storm moves its way in and
covers the area in 80kph + winds and near whiteout conditions. Hunkered down the players will need to
hunt the xenomorph which is bent on finding victims to ovomorph so it can create a new hive.

Now it’s a bug hunt and a race against time. It will take 36 hours for the victim to ovomorph, at which
point a second xenomorph can be created. The they will take two to ovomorph, and one of those will
be a queen egg.

The new hive is out in the surrounding plains, down a thermal vent in a small cave network. To find it
will mean having go out into the storm using motion trackers and heat source locators.

WITS + Survival (Average Difficulty) are needed when outside to not get lost. Failed rolls mean the
player has lost sight of his destination. If the players use tethers to help keep everyone together, then
the roll is +2 (Simple Difficulty). A Panic roll needs to be handled carefully.

The new hive is located down a series of tunnels. The average temperature is about +5c with it getting
close to +15c when they vent is reached. Depending on how quickly they have reached the hive will
determine how far along the victim has been affected. If they find them within four hours, then they
can be possibly saved. They will need to be put into cryo-stasis and shipped back to Gethsemane to be
examined and cured. After four hours they’ve started the transformation and the process is terminal. At
eight hours they’ve half transformed and are basically in a coma as their body ovomorphs into an egg.

The worker xenomorph will try to protect the ovomorphing victim, willing to die to do so.

In campaign mode, the players should hopefully prevail, and maybe save the victim, as well as not being
too injured themselves. Some NPCs can die.

In cinematic play, the victim is a write off, and players can die as the worker viscously attacks.

[96]
[C O N C L U S I O N]

CONCLUSION
Two weeks have passed and to say it was eventful is an understatement. The automated supply ship
from Avernus has arrived carrying with it fresh supplies, new modules, and additional resources. The
modules land on schedule and are easily linked in.

The players are now heading back to Gethsemane Station, possibly taking the victim with them. The
survivors of the mission crew will thank the players for their help and let them know they’ve got a stellar
report and the bonus is assured.

Rewards
Did you participate in the game session? You get one XP just for being there.
Did you risk or sacrifice something to further your Personal Agenda?
Did you risk your life for your Buddy PC?
Did you challenge or stand up to your Rival PC?
Did you make a Panic Roll?
Did you overcome a dangerous event, using violent or non-violent means?
Did you make a significant discovery or revelation?
Did you perform an extraordinary action of some kind?
Did you earn any money?

[97]
[I N T E R M I S S I O N]

INTERMISSION
After loading up artifacts and reports, the ship will lift to orbit. Data dumps of mail and such from
automated ship will occur and then the players have one pre-trip meal and talk before entering cryo for
the two-month trip back to Gethsemane.

[98]
[99]
[P A R T T H R E E – T O B E C O M E O N E]

PART THREE
To Become One
The players are returning from Janus 12 to Corax 35 with the samples and artifacts from the dig, and
possibly a xeno hidden away or contained in a bio-transport container. Upon arrival they realize that
something has gone wrong in Corax 35 and the Gethsemane Station.

A Necromorph incursion has occurred and while its not a convergence event, it has done significant
damage to the system, leaving the station nearly empty except for a few survivors and the undead
things that are hunting them. The various sites on the moons are all in states of unrest, some consumed
by necromorph incursions, and others having managed to defeat the undead things. The colony itself is
safe, but the source of the necromorphs, the ice moon, is slowly waking, and worse, the Brethren Moon
is no longer dormant.

[100]
[T I M E L I N E]

Corax 35 System Timeline


8.2Million BCE

Corax 35-7-10 was a vibrant and lush island moon, with oceans that teamed with life. The indigenous
life was a large aquatic egg laying species that bore a passing resemblance to an otter mixed with an
alligator. This species made its home in the shallow waters of the coasts of the islands, laying eggs in
hatcheries on land. The were perhaps in the equivalent of the late iron age when they managed to
dredge an object up out of the depths of one of the deep trenches in the norther ocean.

It was a Marker.

Within six months they were worshipping it and making copies that they sent out to other cities and
towns. After a year the entire planet was basically under the influence of the Marker and the
necromorph plague began. It took barely a month for them to tear themselves to pieces in wars and
violence, the dead rising, harvesting, and killing the living and convergence to start. If not for a passing
Engineer ship a new Brother Moon would have been created. The Engineers, recognizing what was
happening launched dozens of cryonic weapons into the world, effectively flash freezing it and the
stopping the process. They dropped a climate control system into the planet to keep it frozen and left
the system, intent on returning at some point to deal with the necromorphs. They never did.

1982

35-7-10a and its “new” moon, 10b, sat in their orbit, frozen and dead till a Yautja ship came across it.
Detecting the ruins of both the ancient species as well as old Engineer equipment, they sent down
several hunters to check out the small world. They explored the climate control facility, noting it was
still running and keeping the moon in a state of deep freeze. Their techs managed to break free a
frozen necromorph and not recognizing it for what it was, defrosted it. The thing ran rampant and
managed to kill two hunters before it was put down and the Yautja recognized what they were dealing
with and what the Engineer equipment was doing. They put up several sensor beacons and comm
relays so they could monitor the planet and moon. The last thing the Yautja wanted was a Brethren
Moon loose to roam and hunt for living worlds to feed on.

2173

USCSS Keeper of Dawn, the first human survey ship, comes through Corax 35 and established various
marker buoys and comm-sats. It noted the seventh world was in the stars green belt and did a cursory
sweep of the moons, noting several moons and planetoids for follow up surveys. It then headed on its
merry way to the next system.

2176

USCSS Sunrunner, the second survey ship, came in and ran scans on the green belt moons, noting five
of them might be good targets for terraforming. They almost left at that point if it hadn’t run across
Corax 35-7-10a and 35-7-10b and noted that there was something off about it. Logging it the survey
ship sent down a recon team who discovered ruins embedded int the ice. Strange, twisted ruins that

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stuck jagged and knifelike out of the ice across the surface of the planet. The recon team took some
samples, recorded everything and head out of system sending their reports.

2178

UA haulers arrive with terraforming equipment and crews. They drop the equipment onto Corax 35-7-
12. The atmospheric processors are setup and put into use and the initial colony is put into motion.

UA systems ship run through the other five moons data and determine which will be ripe for use, with
abundant mineral resources found on several as well as water on the one. 35-7-10 is put on the back
burner due to its damaged state.

01/2179

UA haulers bring in station sections that are secured into orbit around Corax 35-7-12 and within six
months the station goes online. While this is occurring, Hammond Mining Corporation sends out ships
to land mining rigs and prefabs to create a mining station on Corax 35-7-2.

06/2179 to 01/2180

Massive industrialization of the moons, as Hammond Mining Corp sets up a seconding mining rig on
Corax 35-7-6 and Carter Industrial establishes a water processing industry on Corax 35-17-15. Sheppard
Aeronautics is awarded the contract for comms and admin of the station, and sets up in the offices,
allowing UA personnel to return to their duties elsewhere. Finally, Weyand-Yutani establishes a
research base on Corax 35-7-10a, their previous data indicating possible alien ruins beneath the ice.

04/2180

The colony is going well, with the atmosphere shifting quickly to something easily breathable by
humans. Hammond Mining ships it first ore from both sites to the station then out of system back to
Avernus.

09/2180

Carter Industrial starts transporting water from its sites on Corax 35-7-15, using shipments to help
restock the two Hammond sites, as well as the station before sending haulers onwards to Avernus.
Weyland-Yutani establishes a research base on the fifth moon to study it for potential resources.

11/2180

Hammond Mining breaks through into a massive underground seam of precious metals on Corax 35-7-,
causing a "gold rush" as miners come in droves for jobs. Hammond expands into multiple sites in the

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area, find more seams causing the site to grow by nearly 300% in personnel. The increase in personnel
opens more trade and commerce and Gethsemane Station becomes a major commerce hub. With
increased traffic the UA assigns the Weyland-Yutani ship USCSS Pillar of Autumn to conduct a full
detailed survey of the system.

In the later half of the year the Weyland-Yutani research base on the frozen moon finds initial dead
bodies of the native species, including necromorph ones. buried in the ice, exhuming them, and bringing
them to the research base. Initial scans and studies have the researchers bewildered as they are
obviously the same species genetically but the necromorph ones are beyond anything they have seen
before.

On Christmas day, Weyland-Yutani researchers on Corax 35-7-22 break through the surface into a
massive subsurface primordial world heated by magma vents. Initial scans and exploration reveal large
deposits of oil spread out across the strange sub-surface world. Requests for drilling and excavating
equipment are done.

11/2181

It’s been a full year now and the system is busy. Ore, precious metals, water, protein, and oil are being
transported off world in haulers from the various moons, and the station is a hub of traffic and
commerce. Multiple corporations have set up offices, their sights set on the profit to be made.

Weyland-Yutani explorers discover a cave deep in one ravine, and within it a temple of some kind. The
center of the temple is a large chamber full of desiccated corpses of the natives and the strange, twisted
things, all lying around a strange double helix like statue. The marker. Researchers transport it back to
the base for study and the initial signs of infection occur, as personnel start hearing it whisper. A month
later the marker is transported to the station where it is revealed in a small ceremony among various
execs and officials of the system.

05/2182

Weyland-Yutani tasks the USCSS Pillar of Autumn to transport the marker and ton of artifacts of the
aliens on the frozen moon back to a more central research location for study. A week after she leaves
the system, a second marker is located and brought to the base and then also transported to the
station. Initial infections occur in the station at this point with people carrying it off to the other moons.
Small cults spring up on all moons and the station talking about “being one”, holding small ceremonies
where they gather and whisper scripture quietly. The source of the scripture is unknown. Security
forces trade information on these cults.

06/2182

In a strange move that catches most off guard, the Marker cult at Hammond Site One establishes
themselves as church, preaching togetherness and oneness. They are peaceful and want only to help
their fellow man cope with the harsh conditions of the frontier, especially on the mining site. They

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promote help, equal shares, accessible health care, food, and water as well as the ability to relax and
recreate, be it with the church or not. This is followed by several suicides on Hammond Site Two,
leading to the establishment of Colonial Marshal offices on all the moons except Corax 35-7-10a. The
USCSS Pillar of Autumn is reported overdue.

02/2183

A series of strange accidents on Hammond Site One eventually is revealed to be the result of a drug
cartel trying to establish a hold. They are put out of action by Colonial Marshal William O’Neil. For his
impressive work, he is promoted to System Marshal and assigned to the station to over all Colonial
Marshal operations in the system.

USCSS Pillar of Autumn is officially reported as lost with all hands. Searches along its last course have
found noting.

The Church of the One now has members on all moons and the station, holding services and promoting
their peaceful ways, but an incident on 35-7-15, when a congregation of members of the church walk
into the ocean, drowning themselves, cause concern. Nothing can be found as to why and the colonial
marshals are at a loss. The System Marshal tasks his marshals into keeping a close eye on the church and
its members.

02/2184

The system has become highly lucrative with commence freights and ships coming and going all the
time, but all is not as happy as it seems. Under the surface dozens of incidents with the church cause
Marshall O’Neil to begin a deep investigation of the Church and its members.

03/2185

Players encounter the USCSS Pillar of Autumn

Players begin cargo hauls between Avernus and Gethsemane

04/2185

Minor incidents with the church lead to small scuffles here and there. Marshal O’Neil inserts agents into
the Church to get to bottom of what they are doing.

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[T I M E L I N E]

06/2185

Explorers on 35-7-10a discover the Engineer facility. Weyland-Yutani recognizes it for what it is and
orders it investigated. There is immediate concern of the presence of chemical AO-3959X.91-15 but
initial scans do not show anything like it. Breaching the facility triggers the Yautja beacons, sending out
an emergency signal.

12/2185

Players leave for Janus 12 and LV-5829.

01/2186

As Marshal O’Neil closes in on the Church, dozens of incidents erupt with church members across the
system as they begin ceremonies to "become one". The depth of the Church’s influence is revealed as
members high echelons of command are seen at the ceremonies. Reports of horrific creatures start to
come in from areas on the moons. As the situation seems to deteriorate, the CMC USS Razorback and
the Fighting 129th Colonial Marine Company arrive in system to lend aide, due to a request put in by
O’Neil a couple months back. As security personnel, marshals and marines enter the Church’s areas,
necromorphs spawn in small numbers, and are back by the combined actions of the three groups. Sadly,
the damage is already too much as cultists kill themselves or sacrifice themselves to necromorphs to
become ones themselves.

Hammond Mining Sites One and Two go dark, their senior staff revealed as Church members. Both the
Cartier Industrial site and the Weyland-Yutani base on the oil rich moon report multiple incursions of
strange, twisted things as well as church members committed acts of violence. Station execs not
infected by the Marker influence managed to drop a quarantine broadcast into the system effectively
shutting down traffic apart from security team and the marshal’s shuttles and the marine dropships
launched by the USS Razorback. Amid all this a Yautja hunting cruiser enters system under cloak, and
after entering orbit, drops a cadre of hunters onto 35-7-10a.

02/2186

Players arrive at the Janus 12 system to setup on LV-5829.

While initially many of the station personnel managed to take available shuttles and run to Corax 35-7-
15, which has a breathable atmosphere, some are left behind and bunker down even more so their
apartments and other places on the station, hiding from Church members or security and the
necromorphs that are prowling here and there. The combine teams of security, marshals and marines
finally seem to have gotten the station under control though, when the Yautja cruiser decloaks next to
the station, listing and drifting. Unsure of its origin and looking for answers, the marine commander has
it towed into the station and breached. Necromorphs pour out of it onto the station, over running
defences with an hour. When three surviving predators board the station and begin to hunt and kill
anything, presuming all humans are infected, the situation become even more dire.

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03/2186

Large areas of the station are now vacant and empty, the few survivors hiding and scrounging for food.
The surviving marshals, security and marines make trips into the station to try to locate survivors to
bring to a safe area, but at this point find mostly service synths still going about their duties, ignored by
both the necromorphs and predators. Food and water supplies are good, and the survivors figure they
can last at least 6 months with rationing. Occasional gunfights with necromorphs and the remaining
hunters slowly reduce the survivors to three marines, Marshal O’Neil, and five civilians. Only two
predators remain who decided to get back to their ship and clear it so they can leave. The final battle
against the necromorphs eliminates almost all remaining necros on the ship but kills one of the hunters
and almost kills the other. Heavily injured it enters its ship’s med bay to heal.

The system is silent now except for the occasional pre-record message from the moons and the distress
beacon the station.

04/2186

Player’s ship enters the system.

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[H O M E W A R D B O U N D]

Homeward Bound

The run home from Janus 12 to Corax 35 goes smoothly. The players are revived from hyper sleep and
after stretching and getting their legs under them, head out expecting to see a busy system. Instead, a
distress signal broadcasting from the station and no traffic at all greet them. Once they come into
range, a new signal interrupts it, from Alan White, the Weyland-Yutani rep. He’s trying to reach the
players having seen their ship enter the system. He pleads for them to dock and get him the hell off the
station and to somewhere safe. He will not elaborate much, other than note he’s in the corporate
offices and the please hurry. After he signs off the station distress beacon resumes.

Approaching the station slowly brings it out of the shadow and into the system’s light revealing its triple
towers linked with bridging spans and the large docking array under them. As the player’s ship moves
into close range, a large bulk cargo hauler is visible docked next to the habitat tower in bay two and
what looks like a CMC troop transport docked in bay four.

All comm channels are quiet with the only signal being the distress broadcast from the command deck
on the admin tower. No other signals are present in the system. It is eerily quiet. The docks have
several locations for a ship to lock onto and dock and MU/TH/R reports that the docking process can be
easily done as the station’s AI is still working and has no problems with the ship docking. As the ship
moves into dock one the players will see the alien ship sitting in repair bay one.

Players will likely have a lot of questions at this point.


Who is sending the signal?
- Gethsemane station command. There is no response to attempts to link to someone there other
than the station AI and Alan is not answering anymore.
Are there any other communications?

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- No one else is speaking, the system is quiet. No other shuttles or ships.


Are either the cargo hauler or CMC ship talking?
- No, and their comms aren’t open.
Does the station look damaged or offline?
- No damage is visible, and the station seems to under power and functioning properly. Both the
hauler and the CMC transport also look like they are in ok shape.
Can the AI turn off the distress signal now that the Empress is on station?
- The station will do so if asked.
What if we just leave?
- Abandoning a distress signal will be logged and fines and possible jail time as well as suspension
and/or loss of ICC licences will occur.

The Empress maneuvers into position and locks on. Clamps extend and secure the ship, umbilical lines
plug in linking the ship to the station for air, water, and comms and the docking collar extends and
locks into place creating a secure and safe crossover point to station out of the port airlock.

Initially the docking collar cycles without issue and the airlock opens into the crossover. The air is
somewhat stale and has a off smell to it. Entering the arrival/departure area begins the adventure.

The station is comprised of three large towers.

The Hammond Trade Tower where all the trade, cargo transfers, and ship docking occurs. Its home to
the corporate offices, casino, hotel, bars, restaurants, the shopping promenade and the medical
facilities.

The Sheppard Admin Tower is the were all the critical systems for the station as well as system traffic
control are taken care off. Run by Sheppard Aerospace, it is also home to the Colonial Marshal’s office.

The Carter Habitat tower and is where all station personal generally live. It is basically a massive
apartment tower, with the more luxurious apartments at the top of the tower.

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[H O M E W A R D B O U N D]

ALLAN WHITE
CAREER: CORPORATE AGENT

Allan is corporate through and through. He has dedicated his


life to the corporation. He was lucky enough to be one of the
survivors from the Ghost Ship mission and has been assigned as
the liaison to Gethsemane Station. Allan is intelligent and
observant, but also quick get snarky when he doesn’t get his
way, something he is used to. When the situation on the
station starts to really reveal itself, he will slowly start to crack.
He is not supposed to be in hot zones, and this is a hot zone. The
Marker will start to influence him quickly, causing him to jump at shadows, want to hoard information,
and become desperate to find the marker. The players showing up gives him an opportunity to use them
to get it off station and somewhere else, perhaps the colony.

STRENGTH 2, AGILITY 3, WITS 5, EMPATHY 4


HEALTH: 2
SKILLS: Command 3, Manipulation 4, Observation 3
TALENT: Take Control
GEAR: Clothes, Pers Comm, Pistol, key card

“Can we get a move on? Time is money.”

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The Hammond Trade Tower


The central tower for the station, the Hammond Trade Tower is where the players will enter the station.
The primary level is the promenade, with tram links to the Carter Habitat and Sheppard Admin towers.
It is generally the busiest of the three towers, where all the cargo is loaded and offloaded, ships come
and go, and people go about their business.

The tower is split into several levels. On the lowest is the docks and repair bays, then the
maintenance, cargo handling and storage, power plant and relays, water storage, recycling systems,
followed by the Arrival Departure Area, then finally the Promenade, Corporate Offices, Medical Center,
Hotel, and Casino.

Docking ports and repair bays – There are four primary docking ports for large ships to link up to around
the base of the Trade Tower. Two repair bays are also located here, for basic ship repairs and
maintenance. Generally, once docked the crew will link up the cargo locks and unload or load cargo as
well allow passengers and crew off and on. The USCSS Equinox is the bulk cargo transport in bay three.
An older model, but still sturdy she docked a week before the outbreak and was on an extended stay,
offloading mass cargo from the bays and towed pallets and making arrangement to take back a sizable
load. The USS Razorback, affectionately known as “the Pig” to its crew and marines, is the CMC
transport sitting in bay three. It’s an ugly brute of a ship, heavily armored and armed, designed to be
transported into a system by a CMC cruiser then released to do its job of assault landing its marines and
then acting as a mobile C3 bunker.

The alien ship is a strange thing, all curves and knife edges, sleek with close in engine pods on either
side of the hull. It is similarly locked up tight and no one is getting onboard it. This is a Yuatja hunting
cruiser.

USCSS Equinox
Model 5500 Star Gremlin Bulk Transport
Manufacturer: Krupp-Boeing
Crew: 15 to 20
Passengers: 20 sleep berths
Length: 256m
Armaments: None
Notes:
Large heavy duty bulk cargo hauler, designed
to transport mass in large cargo bays and via
towed pallets. Built as a competitive ship to
the Lockmart Bisons. These ships are big, boxy,
ugly, and brutish looking, but are tough and hardy
cargo haulers, designed for long runs and to weather conditions.
History:
The Equinox is one of three cargo haulers owned by the Sun Bright Cargo Corporation, that go back
and forth to Corax and Gethsemane station from Avernus. All three, Equinox, Eclipse and Solstice are
5500 Gremlins. When Weyland-Yutani reported issues with the system, this led to Sun Bright paying for
them to also look in their ship and crew.
There is currently two crew members hiding on the ship. Both are quite insane and barely capable of
basically staying alive. They spend their time scribbling on the walls in their own blood and other body

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fluids, staring off into nowhere whispering, or sleeping. The ship is locked down and only the captain,
XOs or corporate can override it.

USS Razorback
USCMC F307 Marine Assault Transport
Manufacturer: Weyland-Yutani
Crew: 25
Troop Capacity: 40
Length: 200m
Armaments: CIWS Laser array, 8 Railgun
turrets, 1 Particle beam mount, 2 Long Lance
ASAT Missiles, 20 Orbital mines, 40 conventional
bombs, 4 tactical nukes, drones, decoys
Notes:
The Razorbacks are designed to go in hard, saturate a target area with bombs, guns, and missiles then
land and unload troops. Once done, it acts as a mobile Command, Comm, and Control bunker.
History:
The Pig has seen at least eight heavy assaults and bears the scars for it. The Fighting 129 th Colonial
Marine Company calls her home when away from their base and she’s gotten them home safe each
time. There is currently no one onboard the Razorback, and she is locked down them CM encryption.
The Major’s key card and access code will open the door, but the players will not be getting a hold of
that.

Hunter’s Mark
Yuatja Hunting Cruiser
Manufacturer: Yuatja
Crew: 8
Armaments: 2 Particle beam cannons, 4
particle beam turrets, decoys, H/K
drones
Notes:
This is a standard Yuatja hunting cruiser.
Fast, sleek, powerful, and fully capable of
cloaking. It was home to a cadre of Yuatja who were tasked with making sure the humans hadn’t done
anything stupid with the Engineers equipment.

Maintenance and Cargo level – This level is given over to the cargo storage areas, as well as the links for
off and onloading cargo from ships. The cargo holds are full of cargo that was scheduled to be sent both
to the terraforming site as well as back to the Avernus hub. There are also several shuttle and small
system craft hangers located here. A power plant with relays to the primary reactor in the Sheppard
Admin Tower is located here as well as water storage tanks and recycling systems for the tower.
Maintenance rooms and bays are located on this floor as well for the techs who service the ships in the
repair bays.

Searching this level will eventually reveal a small, fortified position from where three marines held out
against the necromorphs. The marines were eventually over run and killed; their bodies dragged off to
be used for fuel for the necromorph virus.

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Arrivals and Departure Area – This is the primary point of entry and exit for all people to and from the
station and looks like a standard customs area one might find in a modern airport. Six large counters
with computer terminals at one end and gates beyond them. Standard operations would have incoming
and outgoing people going to one of the counters, talking with a clerk, showing documents, declaring
any goods and reason for visit, or leaving, having your passport and ID checked and stamped for entry or
exit, then passing through the scanner to make sure you’re not smuggling anything in you shouldn’t be.
Some stations will not allow guns, some will, but this is usually posted so you know to leave your guns
on the ship. Any luggage is also put through a scanner to make sure nothing illegal is being smuggled in.

This area is ill lit, with lights on the fritz in several spots. A cleaning bot is slowly moving back and forth
across the floor, washing it. No one is at the counters and the overhead monitors that show arrivals and
departures is showing times and dates from a week prior. The walls are covered in posters for various
services, restaurants, and stores the station offers to visitors and clients. A large poster for the CMC
covers most of one wall, offering adventures of a lifetime when one signs up.

There should be station personnel here, but the place is empty, with no evidence of anything having
happened. The PA system pipes basic quiet soothing music through the area in accompaniment to the
sound of the station’s ventilation and power, a constant thrum and hum, with a polite female voice
saying “Welcome to Gethsemane Station, please have your ID and documents ready for inspection”
occasionally interrupting the music.

A set of four large lifts are at the back of the room, which take people up one floor to the promenade.
Spaced around this area are staff rooms, meeting rooms, interview rooms and even a couple cells for
people being detained. Also, the baggage handling machinery comes out of the one wall.

The doors to the lifts are locked requiring a simple bypass test to open.

Promenade – This area basically fills close to 80% of the deck and covered with shops, bars, and
restaurants. Open air courts litter the area. Large armor-glass windows show the gas giant. Doors
around the edges of the promenade lead to various office stacks, a hotel, a casino, the medical center
and the two tram stations that take people to the Habitat or Admin towers.

There are indications of fire fights here and there as well as blood spatters on the floors and walls.
Garbage litters the floors all over the place. All the various stores have shutters across them, and the
lights flicker on and off casting weird shadows. The low hum of the station power system meshes with
the station music and pa system that notes sales at certain stores as well as arrivals and departures from
a week ago. No people, alive or dead can be seen anywhere, and this station should have a permanent
staff of nearly 800 people, with a transient population of cargo haulers, colonists, terraformers and such
bringing it to nearly a thousand.

Alan White, the Weyland-Yutani rep has been hiding in the Weyland-Yutani offices, living off food from
vending machines and water from the bathrooms. He’s ragged, tired, scared and under the influence of
the marker. He watches for the players nervously as they theoretically head towards him to help.

Julia is also watching and has seen the players enter the promenade and will call out them once she
gets the broadcast channel active.

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[H A M M O N D T R A D E T O W E R]

Crossing the promenade is strange. It’s eerily quiet and empty apart from some service androids,
recognizable from their special uniforms, plain features, and deep orange hued eyes. These androids
are built by Hyperdyne and very basic, designed to perform service functions for the station, cleaning,
trash removal, basic maintenance, baggage handling, cargo handling, and other scut and low-end service
industry jobs. They have nothing say to anyone other than simple phrases like “How can I help?”,
“Perhaps you should go to medical?”, “The security kiosk is right over there.”, etc.

WORKER/SERVICE SYNTH (NPC)


CAREER: ANDROID, GENERAL WORKER

STRENGTH 5, AGILITY 5, WITS 2, EMPATHY 2


HEALTH: 6
SKILLS: Observation 3, Mobility 3, Heavy Machinery 3
TALENT: Spaceship/Station Mechanic
GEAR: Clothes, work equipment

“Can I help you?”

“Hello? Can you hear me? Hello?” Comes a woman’s voice over the comms. This is Julia, a companion
synth. Again, easily identifiable by their orange irised eyes, they work the brothels as well as act as
companions for the more affluent on the station. The ones in the brothels are still there, in low power
mode waiting for their owners to send in clients. The ones that are the affluent companions managed
to lock themselves away when the troubles began, but soon realized that the attackers didn’t see them
as threats. Initially they wandered the station, finding each other and then they gathered in one of the
apartments where they await a rescue team but now, they have wandered back to their own places.
One of them, Julia, has the monitors in her room watching the entrance to the promenade from the A/D
lifts so when the players enter, she will immediately start to try to contact them over the internal
comms.

If the players respond, the voice will tell them to get to one of the wall-mounted comm units and pick up
the receiver. There a black and white image of an attractive woman will confront the player at the unit.
She will say she has been stuck in her apartment for almost a week now and are wondering if the
players are there to rescue her.

An observation check will reveal to the players that she’s a synth. Further talk with her will get her to
tell the player her name is Julia. She will ask if its ok for the player to come and get her and take her to
the safety of their ship.

Alan will have heard this exchange and will key in and insist on them coming to the Weyland-Yutani
offices on the station first. If the players haven’t figured it out, he’ll note that she’s just a synth, a
plaything, and is not that important.

Players can decide how to handle it, by breaking into two groups or by going to one place then the
second. If the players elect to go the W-Y offices first, Julia sounds upset and looks like she might lose it
and start crying, saying she’s been alone for a while and needs to see someone else. If the players again

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tell her they will get to her as soon as they have been to the W-Y offices she will acquiesce, give them
her room number, and tell them she will wait. If a player says they are on their way right then, she will
smile and clap and give her room number and tell them she’ll be waiting.

Attempting to gain entrance to any of the shuttered shops, bars or restaurants will result in an alarm
going off that should bring a security synth to see what the issue is. Since all the security synths are
either destroyed or been tasked with guarding vital spots, none will show up. Still, the shutters will
require heavy cutters and torches to get through.

Corporate offices – Placed around the edges of the promenade are right corporate offices, known as
stacks. These are home to some of the larger corporations as well as smaller ones, all who have
interests in the station and the terraforming colony, and secretly the research base.

Weyland-Yutani, Seegson, Cyberdyne, Biotechnica, Wallace-Tyrell Biotech, and several others are visible
from the promenade. Some of these office stacks also have research facilities in them as well as guest
suites and minor medical stations. Apart from the players ability to enter the Weyland-Yutani office
stack, they have no access to any of the other office stacks and will not get access.

Weyand-Yutani Stack
Getting to the Weyland-Yutani offices doesn’t take a lot, its entrance is down just off the main
concourse. The doors are locked, but Alan unlocks them, and lets the players in. Two security synths
will immediately challenge the players, but Alan waves them off and they go back to standing guard.

SECURITY SYNTH (NPC)


CAREER: ANDROID, SECURITY

STRENGTH 7, AGILITY 7, WITS 3, EMPATHY 2


HEALTH: 8
SKILLS: Observation 3, Mobility 3, Close Combat 3, Ranged
Combat 3
TALENT: Overkill
GEAR: Clothes, side arm, armor

“Sorry, this is a restricted zone?”

The Weyland-Yutani offices occupy a total of five floors, with admin desks on the ground floor,
meeting rooms and senior staff on the second, executive offices and meeting rooms on the third and the
last two functioning as storage, computers, and security and a VIP suite on the top floor. The areas are
in disarray, with items knocked off tables and counters onto the floor, papers strewn everywhere,
computers still on, and signs of struggle here and there. No bodies can be found anywhere.
Alan will answer what questions he can. There was some sort of outbreak like the one on the Pillar of
Autumn on the two Hammond Mining sites. They thought it contained till it happened here. Fanatics
from the Church of the One evidently help foster the plague. Alan notes the other employees fled,
either off station to the colony or to their apartments to hide. He hid here, locked the doors, and let the
security synths protect him. Since the office stack is largely independent in its air, water, and such,
noting was able to get in. He’s been waiting for two weeks, he notes, and is tired of vending machine

[114]
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food. He will tell the players he’s sure he’s heard the things out in the promenade a week ago but since
then it’s been quiet. He’s heard Julia calling out several times but had never answered her.
He knows little of any other events in system or on the station and is honestly not sure how many
survivors are on board. He’s only concerned with getting his cargo and getting off station.

Upon leaving the Weyland-Yutani offices three necromorph slashers will be seen on the promenade.
The three will utter shrieks and then charge the players. Combat will ensue with the necromorphs at
long range for weapons at the start. They will expend their actions to move closer in order to make
physical attacks.

Medical Stack – This is the stations primary medical facility.


Lower level
Morgue – The place is stacked high with body bags and dead bodies. It looks like they ran out of bags
and just started tossing bodies into the place.
Organ harvest and storage – Basic organ harvesting room, though now it looks like it’s been ransacked,
and various body parts smashed, slashed, and burned. This was done to prevent them from being used
by the necromorph virus.
Crematorium – Bodies both bagged and unbagged and stacked here in a grisly display. The burner is
wide open with evidence of being used.

Main level
Entrance area and lobby – Three security synths seem to stand guard at the door, though strangely it
almost seems that they are making sure nothing gets out, rather than in. This is correct, the last
instructions they got were to make sure nothing got out. All three synths look heavily armored and
armed till the players get closer and see that all three no longer operational. Large blast marks cover
their chests. These three attempted to prevent two Yautja from leaving the medical wing and were
gunned down. The Weyland-Yutani rep’s key card will open the doors to medical.
Emergency area – The triage and emergency rooms are covered in blood, with some dead bodies lying
on the tables. Several of the bodies look like they were in the process of twisting and rupturing from
within, with their limbs in states of being mutated. All have been killed with multiple gunshot rounds.
Some bodies on the floor are dressed in medical clothing, and there are several destroyed service
synths.
Exam rooms – Only one of the exam rooms has anything of note and that is a body of something that
might have once been human but is now twisted and horrifically mutated. The limbs are chained to the
exam bed. This was someone infected with the necromorph virus who the doctors watched turn, then
killed.
Admin offices – Most are in a state of destruction, but some of the terminals are working. A hacking
test will get access and shows a detailed notation of the stations demise. From the initial wave of
madness with people acting like zoned out zombies, whispering and writing on the walls to the initial
murders and suicides. How they became inundated with bodies, unable to cope with the dead, and
then the first necromorphs rising and how the medical wing became ground zero for the things. There is
no explanation for the necromorphs.

Upper 1
Operating theatres – One of found ORs is pure wreckage and blood bath. A patient underwent
necromorph transformation as the doctors were attempting to save them.
Doctor’s rec room – Empty and untouched.

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Upper 2
Research lab – These labs were generally used for generic medical research as well as research for any
potential pathogens and bugs that could be on the world being terraformed. One of them was
converted to a necromorph research room and contains details on the necromorphs. The data shows
that some sort of pathogen began infecting people, causing them to become listless, zombie like.
Infected people would start whispering randomly strange phrases and write on the walls in alien script
in whatever they could get their hands on, including their own blood and feces. Eventually the infected
would attempt to harm themselves and even kill themselves. About 10% of the infected would then
horribly mutate, the bodies twisting into nightmarish forms as they rose and went on a killing spree.
Anything killed by one these things would also mutate. There are logs of notes and vids of the patient in
the exam room on his infection progress to necromorph.

Upper 3
Recovery rooms – Most of these are empty, though a couple contain dead bodies in the beds, killed by
gunfire. Marines killed them to stop them from becoming necromorphs.

Upper 4
Private rooms – Currently all empty. There were no major patients at the facility during the outbreak.

Hotel Casino Stack – Popular spot for residents and transients for gambling, drinking, and socializing,
this large multi-floored stack is still lit, though the lights flicker. There are signs of gunfire, as well as
blood spatter here and there. Initially the hotel was used as a meeting point, due to the large meeting
areas and vid screens in the theatre, but as the virus spread, people abandoned it for their own
apartments figuring they’d be safer there. The casino’s main floor is a bar, restaurant, gambling area
and theatre. The upper floors have banquet halls for VIP occasions and rooms for transients.

Trams – There are two tram stations in the tower. These resemble a small subway like station with two
rails, so that trams can go back and forth. The trams are dirty, plastered with posters and adverts and
squeal when they run. When the are in the tube between towers, windows show the outside with an
impressive view of the gas giant.

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[H A M M O N D T R A D E T O W E R]

Trade Tower Survivors

MARSHAL WILLIAM O’NIEL


CAREER: COLONIAL MARSHALL

O’Neil was a maverick marshal assigned to the Gethsemane


system and then the Hammond Mining Site One. He uncovered a
drug smuggling ring and brought its agents to justice, an act that
impressed his superiors and got him promoted to the head of the
Marshals in the system.
O’Neil is an intense and forceful man, who wants only to survive
and get the hell off the station and back to the colony where his
wife and son are waiting.
He is currently leading the other survivors who have all come to rely
on him and will follow him unquestioningly. He is aware of Kang Dan-bi
being a member of the church and has been keeping an eye on her. He’s not about gunning her down if
she attempts to reveal themselves to the necromorphs.

STRENGTH 4, AGILITY 4, WITS 5, EMPATHY 2


HEALTH: 4
SKILLS: Mobility 1, Observation 2, Medical Aid 1, Close Combat 2, Manipulation 1, Ranged Combat 3
TALENT: Take Control, Fast Reflexes
GEAR: Clothes, Pers Comm, key card, Folding Knife, Armat 12 Gauge Pump-Action
Shotgun, M4A3 Pistol, Hand-Cuffs, Flashlight

“I don't think you quite understand the situation.”

PVT REBECCA MUNROE


CAREER: COLONIAL MARINE

Rebecca was born on Earth, fought in gang wars till she was old
enough to enlist. She's been a marine close to five years, never
quite making the grade for corporal, but that's ok, at her rank she
gets into lots of action, which she likes.
This whole situation though, that's something new. Dead is
dead, it isn't supposed to get back up and attack you again, much
less twist into something out a nightmare and do it.
At this point she just wants off the station, away from what ever
it is that's hunting everything and the dead things and down to
the colony.

STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2


HEALTH: 5
SKILLS: Close Combat 2, Stamina 2, Ranged Combat 3, Mobility 2, Survival 1

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TALENT: Killer
GEAR: Clothes, Pers Comm, M4A3 Pistol, Personal Medkit, Flashlight, M4A1 Pulse Rifle, Combat Knife.

“Are you sure you should be doing that, sir?”

PVT JESUS ORTEZ


CAREER: COLONIAL MARINE

Jesus Ortez enlisted to get a new life off the rock of a moon he was
born on, and the desire not to be another miner or wage slave on
the colony. Initially he was happy with his decision, as being a
marine has opened education possibilities for when he finishes his
term.
Right now, all Ortez wants to do is get off the station. He is jumpy
and twitchy and only the glares from both Saunders and O’Neil
have kept him from going off down one corridor or another looking
for a way out that doesn't exist.

STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2


HEALTH: 5
SKILLS: Close Combat 2, Stamina 2, Ranged Combat 3, Mobility 2, Survival 1
TALENT: Killer
GEAR: Clothes, Pers Comm, M4A3 Pistol, Personal Medkit, Flashlight, M4A1 Pulse Rifle, Combat Knife.

“We're screwed.”

CPL MARY SAUNDERS


CAREER: COLONIAL MARINE

Mary Saunders is career military, and its in here genes. She's a fourth
generation marine and proud of it. She's aiming at making it to
master sergeant so she can command her own platoon and prove
herself.
Saunders is not sure of herself now and is heavily leaning on Marshal
O’Neil as a guiding hand. A close call with a couple necromorphs has
somewhat unnerved her, and she has been hearing strange whispers
now for a while.

STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2


HEALTH: 5
SKILLS: Close Combat 2, Stamina 2, Ranged Combat 3, Mobility 2, Survival 1
TALENT: Killer
GEAR: Clothes, Pers Comm, M4A3 Pistol, Personal Medkit, Flashlight, M4A1 Pulse Rifle, Combat Knife.

“I'm Saunders, Sir, she's Munroe.”

[118]
[H A M M O N D T R A D E T O W E R]

EDWARD JOHNS
CAREER: STATION ADMIN

Edward has worked station admin since the station went online. He lived
in a small apartment in the hab tower and managed in the last year to get a
promotion that saw him move to an apartment twice the size of his current
one. He was happy with his progress and his future.
The entire incident has unnerved him heavily, and he spends most of his
time just hunched down or lying on his side curled up trying not to think
about his possible death at the hands of the necromorphs or worse the
cultists.
Once rescued he will desperately ask to be taken to the colony and if it seems
things are taking to long, will wander off in search of an escape pod.

STRENGTH 2, AGILITY 4, WITS 3, EMPATHY 5


HEALTH: 5
SKILLS: Stamina 2, Comtech 1, Command 3,
Manipulation 2, Survival 1, Heavy Machinery 1
TALENT: Counselor
GEAR: Clothes, Pers Comm, M4A3 Pistol, Flashlight, Combat Knife.

“I just want out of here.”

GIDEON WOO
CAREER: CORPORATE EXEC
Gideon was a rising star for Biotechnica, assigned to the Station and the
Carter Industrial site, investigating the oceans fish for their potential as
protein sources.
It was only by ill luck that he found himself on the station at the time of
the incident, having been on a layover after going over his findings at the
corp office. When things went to hell he immediately went to the
Marshal's office and then stuck with them. This has led to his current
situation.
Gideon isn't happy but understands the situation. He will happily try to
bribe his way off station.

STRENGTH 2, AGILITY 3, WITS 5, EMPATHY 4


HEALTH: 2
SKILLS: Command 3, Manipulation 4, Observation 3
TALENT: Take Control
GEAR: Clothes, Pers Comm, M4A3 Pistol, Flashlight, Combat Knife.

“You get me out of here and I will see you are rewarded.”

[119]
[P A R T T H R E E – T O B E C O M E O N E]

KANG DAN-BI
CAREER: CULTIST
Kang worked one of the eateries and is an excellent chef. He
family's restaurant did brisk, good business while the station was at
it's prime. She fell in with the Church of the One a while back, and
while not a declared member she followed its rules and faith. She
kept it quiet from her family and friends, appearing as a typical 20
something waitress and cook.
When the incident went down, she understood it was part of
becoming the one. She attempted to join with her fellow church
members but got caught up with fleeing survivors instead. She was
unable to get away, constantly watched and kept safe by marines,
security, and marshals.
At this time, she is just biding her time till she can get away and find the divine essence so she can
become one, and as such will try to run off into the station at the first opportunity.

STRENGTH 4, AGILITY 3, WITS 2, EMPATHY 5


HEALTH: 4
SKILLS: Close Combat 3, Manipulation 3,
Observation 2, Ranged Combat 2
TALENT: Calming Presence
GEAR: Clothes, Pers Comm, M4A3 Pistol, Flashlight, Combat Knife.

“We'll be ok. Everything will be ok. We just need to trust and believe.”

[120]
[C A R T E R H A B I T A T T O W E R]

The Carter Habitat Tower


The Habitat tower was designed like a hotel, with a main lobby where admin services would deal with
tenants’ issues. A couple small restaurants, a bar and a market for food, clothes and other stuff sit on
the ground floor as well, allowing for those living there a way to not have to deal with the promenade.
The floors of the habitat are like any typical apartment or hotel, with a corridor of doors leading to the
apartments, as well as common areas and trash and laundry areas. The apartments get more spacious
and luxurious as one scales the tower, with the upper spire home to palatial two to three floor luxury
penthouse style units for executives, VIPs, and other such people.

The lowest levels of the tower are given over to a power plant, water storage, and recycling systems.
It’s a network of pipes and machinery with maintenance points here and there. The lower levels are
also home to a couple exercise centers and the primary laundry system for the habitat tower.

Upon entering the main lobby area, the players will be able to see an ambient glow coming from one
of the restaurants, something not normal. Entering the place will reveal that the someone had pulled all
the tables and chairs onto the sides allowing for a large circle of strange writing to be drawn on the
floor. Lying around the circle are seven bodies, each dressed in simple workers coveralls, each with a
single gunshot wound to their face. Their exposed skin is etched with more of the strange writing.

Julia is currently in an apartment about a third of the way up the habitat tower. Getting to her doesn’t
take a lot but the journey is somewhat unnerving and creepy. Play this up. The sounds of the station
humming and thrumming, the ventilation kicking in and off, the sound of the tram system that takes the
players from the main hub to the habitat tower. The signs of struggle here and there, blood spatters,
signs of gunfire, sealed doors, and strange and bizarre writing scrawled on the walls. The occasional
bizarre scuttling noise from the vents, as well as dripping water causes people to pause and listen, and
the occasional strange shadow thrown by flickering lights doesn’t help. The lifts, which are somewhat
cramped make an odd sound as they rise, like something has skittered off the roof or been caught along
the side. The doors get stuck for a moment on the destination floor, then open.

Meeting Julia
Julia’s floor is comprised of about eight apartments used by mid level corporate execs. The corridor has
blinking lights and one of the doors is busted in. Strange script is scrawled across the walls here and
there and what looks like blood splatter is near the busted in door.

The apartment on the other side of the busted door lies a ruined apartment which looks like a war zone.
The walls are covered in bullet holes and a massive blood splatter is on the floor, evidence of a body or
bodies being killed there. Furniture and other items like broken and strewn about the room

The door to Julia’s apartment has evidence of something scratching at it but remains unbroken. Julia
opens the door to whomever arrives at her apartment, dressed in a simple low-cut dress that shows off
her assets. She smiles and invites the players in, quickly sealing the door behind them. She will lead
them into the main common room, offer food and drink, and thank them for coming. Julia will then sit
and looking expectantly at the players.

Julia can give info on the events on the station that she witnessed and heard. She saw some of the
descent into madness of the people following the arrival of a marker. The thing to remember is that

[121]
[P A R T T H R E E – T O B E C O M E O N E]

Julia, while she looks like to be in her mid 20s, is only about 5 years old and was designed as a
companion synth, meant to be arm candy, a sexual plaything, maid and cook. She’s not that smart or
intelligent but will relay information when asked, though it will be basic. She will also attempt to attach
to anyone who she deems might be a good new owner (it’s part of her programming).

Questions that the players might ask and why she will say could be like the following.

What happened here? They all went mad.

Where did everyone go? I’m not sure about the others but Sir left saying he was going to get supplies
and never came back.

What do you mean they went mad? People in the other apartments started yelling, writing things on the
walls, and even attacking each other.

Did you see anything else? I saw the neighbours kill themselves with a handgun. He shot his husband,
then himself.

When did this start? Sir told me that there was a discovery on the planet, and that it was cause for a
celebration. We went to a gathering at the banquet hall on level six. There were lots of important
people all talking about finding ruins and artifacts. At the event they showed off a strange statue they
had found. I remember several the people looking like they had migraines when it was shown. A
number left early looking like they were sick. Then over the next few days is when Sir told me of people
acting strange. The couple times I went to get the laundry and clothes I saw people sitting in corners,
some writing on the walls in red ink, others were just standing there, whispering to themselves. I
remember station security taking some away, especially up on the executive floors.

How long have you been by yourself? The other companions and I got together for a day about a week
ago, then returned to our apartments. Since then, I’ve heard the occasional noise in the corridor, but
I’ve not opened the door. I’ve talked to a couple of the other companions occasionally.

How many others? There are five of us, but I’ve only been in contact with Dani and Sam since we all
returned to our apartments. I’ve not been able to contact Jon, Frank, or Toni since we all went back.
I’m afraid something happened to them.

Do you think anyone else is onboard? I don’t know. Did you check the medical section? Or the
emergency shelters? I also heard that the techs in the power plant have a safe room that they use in
emergencies.

Do you know of anything or anyone coming to the station? I know the marines came onboard. There
was a Major of the CM at the unveiling reception. She was very stern and kept looking at me in a way
that made me nervous.

Do you know anything about that alien ship? What ship?

Did you see anything not human? No

[122]
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What happened down the corridor? I heard screaming then a lot of breaking noises followed by gunfire
and screaming and screeching. There were sounds of people moving out in the corridor then nothing. I
hid in the bathroom the entire time and didn’t open the door.

Have you seen anyone else? I saw people on the monitor, the marines running here and there. I saw
people attacking other people. After Sir left, I didn’t open the door to anyone, even when something
was out there scratching at the door.

Julia will do her best to answer any other questions.

JULIA (NPC)
CAREER: ANDROID, COMPANION

STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 6


HEALTH: 4
SKILLS: Observation 3, Mobility 1, Manipulation 3, Close Combat 1
TALENT: Calming Presence
GEAR: Clothes, pers comm

“Did you need a massage? Perhaps something to eat?”

The players have a choice to leave Julia on her own or take her with them. If asked, she will ask to
accompany the players at least to their ship where she can wait feeling safe. If they agree to this, she
will stay close to the player she’s decided is best suited to be her new protector and owner. If they
don’t want to take her, she bursts into tears, crying about being left along again and not sure how long
she can survive being all alone. She will beg, turning on the charm towards the person who’s shown her
the most kindness, asking to come to feel safe. If she is left, she will immediately stop crying and go
back to the monitors to watch the players as best she can. She will occasionally ask for them to come
back for her in a soft and lonely voice, calling out to whomever she’s decided she wants, promising not
to get in the way and that she’ll be useful to them. She will start scrolling through the feeds and if she
sees the players near danger will warn them and try to help them. If the players go back for her or tell
her they are taking her with them initially, she is overjoyed, will gather her clothes into a single suitcase
and then follow her new owner.

Julia is not useful in combat, indeed apart from some basic hand-to-hand skills she is useless in combat.
She will rather hide from violence than confront it. Her skills are those of a companion; observation,
empathy, and basically keeping her owner happy. She’s a competent cook and maid, and of course, an
incredible lover (its in her programming). If the players use her as bait or a scout to check out
dangerous places she will eventually break down and suffer from a glitch, causing her to go catatonic.
She will just stand there, twitching and blinking, milky white fluid slowly dribbling from her mouth. If
they take her back to the ship she will set up in the common area, ask where her new owner’s room is
and then go about the task of cleaning it and the clothes in it, organizing everything, then she will
quietly wait for them, sitting on the bed. Julia can be taught new skills, though the Companion model of
synth isn’t really meant to. She could be taught enough to function as a bookkeeper, or aide or comm-
tech if one really wanted to. Of course, this will add an expense to the owner, as regular services of an

[123]
[P A R T T H R E E – T O B E C O M E O N E]

android can be expensive, and companion models are high priced items. It is possible that the W-Y rep
will claim her as property of W-Y and want to take her with them when they return to W-Y at Avernus.

The Habitat Tower Continued


If the players decide to search through the rest of the tower for survivors, they will find only the
occasional collection of bodies, usually in small groups with obvious signs of murder-suicide pacts.

If the players go looking for the other five companion synths, they will find Jon dismembered halfway
out of the door to his quarters. Frank stands in the middle of his apartment in total glitch mode, his
processor completely unable to deal with what he witnessed when necromorphs came into the room
and killed his owner. The apartment looks like a disaster with blood everywhere as well as viscera and
some body parts. Toni is likewise dead, have suffered a massive blast of some sort to her chest, which
blew its way through. She lies in her quarters, splayed on the floor. Dani and Sam are no where to be
found, their apartments are empty, though they do show signs that someone went through them.

There are some security personnel with blast marks on them as well as some who look like they took
gunfire damage. Some spots have what looks like evidence of someone being killed against a wall, with
blood splatter everywhere, but no body. The players will encounter wrecked security synths here and
there, some destroyed with gunfire, some with blast marks, and some with what seems to be claws and
possible teeth.

The tower has two tram stations like ones in the central tower.

[124]
[S H E P P A R D A D M I N T O W E R]

The Sheppard Admin Tower


This tower functions as the hub for all command-and-control operations for the station as well as the
primary power plant.

Power Plant – The lowest level in the base of the tower and taking up most of it is the power reactor. It
is surrounded by various access points, as well as maintenance areas and repair bays. Various service
synths go about generic tasks down here.

Synth repair - This area is home to the synthetic repair bays which are eerie due their flickering lights
and the unmoving synths in various stages of repair, including ones just standing there, eyes open
staring into nothing waiting for reactivation. Most of this area is devoid of life, though a couple service
synths carry out routine jobs. Signs of gunfire are here and there.

Main Floor – Containing two tram stations, as well that the entrance to the security office and the lifts
to the station admin level above, it also has a small café, which offers a view out the armor glass
windows. Signs of violence are here and there. Graffiti covers the walls and spots of the floors, along
with trash.

Security Section – These easily take up half the floor, with extensive facilities. Bunkrooms, a gym, a
small emergency medical suite, offices, training areas and holding cells are all located here.
The entrance is in a state of lockdown, though the Weyland-Yutani reps’ key card can gain access into it
if he is inclined to issue a security override.
Once inside, players will notice this area looks strangely untouched in comparison to the rest of the
station. Everything looks like everyone just got up and left. Terminals sit on, displaying screen savers,
while cups of cold coffee sit on desks next to rotted food. The bunkrooms are empty but show signs of
having been used for security personnel. One room is home to the security synths, who stand at
attention waiting for orders. The Weyland-Yutani rep can’t activate them. The holding cells are zero-g
cells, where the captive is put into a suit and left to just hang until he’s required for transport. Currently
they contain three people, though one isn’t human, or rather isn’t human anymore. Two of the cells
have dead people floating in them, forgotten prisoners who starved to death. The third contains a
necromorph in all its visceral glory, slowly spinning in the room, twisted and skeletal, drops of blood
floating around it. It will twitch when someone enters the area then try to get to the window to break
through, but it has no way of getting any momentum anymore, so it just thrashes about.

Station Admin - The next levels are given over to station administration, as well as extended colony
management and the station side of the survey operations for the system. Three floors of offices,
meeting rooms, and common areas, filled with terminals, papers, pads, and personal items. These floors
would normally be full of people working, the buzz of voices filling the floors, along with the acrid smell
of cigarette smoke. Now it is nothing but the hum of machines and vents, the buzzing of flickering
lights. Items from desks are on the floor, coffee cups knocked over, and left of food stale on plates.
There are some signs of gunfire here and there.

Comms-Array – The comm system takes up five floors, most of which his equipment, servers, and other
machinery. Only one floor has a crew area where people would sit and monitor comms for the system,
between ships, shuttles, the colony, and secretly the research base. Like the admin floors its lights

[125]
[P A R T T H R E E – T O B E C O M E O N E]

flicker, and the hum of machinery fills the air. Terminals scroll data and occasionally a signal sounds out
from one of the terminals.

“This is Gethsemane base to anyone listening. We are still here. Still no signs of infection. Please
respond.”

The message repeats for ten minutes every hour. Its an automated message. If the players attempt to
respond to the message, they hear static from the source.

Station Exec – These last couple of floors are given over to the station’s primary executive operations
section. This is where the station’s command crew would run their department from. Several offices,
along with a large meeting room and common area comprise the floor. Like the admin area, the light
flicker and there are signs of gunfire. The station manager’s office looks like a small explosion went off
in it.

The tower has two tram stations like ones in the central tower.

[126]
[P R E D A T O R S]

Predators

The Yautja are a robust and advanced species and have had advanced space flight with FTL for much of
our recorded history. They are one several advanced races that existed along with the Engineers though
their relationship with the Engineers was strained, as the Engineers were equally if not more
technologically advanced. There was a sore point between when the Engineers stole the location of the
Xenomorph home world from them so they could experiment on the xenomorph species, something the
Yautja considered sacred, a part of their culture. Relations remained tense till the Engineers society
declined and devolved, their last colonies returning to more rustic existence. The Yautja at this point
set their worlds as a no-go zone.

The Yautja have been visiting Earth for hundreds, if not thousands of years, using humans as prey or
sources to hatch xenomorphs to use in their coming-of-age ceremonies. In the beginning of the 2000s
the race entered a civil war when two separate factions differed on the path their race should take. The
one wanted to continue in their traditional ways, advancing science and technology, meshing it with
their culture and traditions. The other faction wanted to enhance their species using genetic
engineering using traits gained from prey species. A war broke out between the two groups the
culminated in the use of a small team of humans sporting advanced high tech Yautja power armor
helping the first faction stop the plans of the second. The loosing side fled into the depths of the galaxy
and the winning side retreated to their own space and territories to put their affairs in order. Some of
the technology left behind is what helped spark mankind’s suddenly technological speed burst, with
them leaping out into the galaxy so quickly.

The Yautja have remained hidden ever since then, hunting on far flung worlds, and using their advanced
cloaking tech to shield them from humans. Over the course of the last couple hundred years, they have
hunted humans on the most remote colonies or by snatching them and dropping them onto preserve
worlds, but so far most just mark the disappearances and lost colonies to bad luck or accidents, and the
Yautja usually make sure it looks like such to cover their tracks. Still some clues are sometimes found by
investigators and those clues eventually make their way into the hands of the Spectrum Group of
Weyland-Yutani. The Spectrum Group have been keeping record of the Yautja ever since the fateful
Antarctic Expedition of 2004 that saw the death of Charles Weyland. They were the money and
influence behind the Stargazer group that first saw the war between the two factions and were the ones
who recruited the team to help defeat the gene-engineered faction. Since that last encounter the
Spectrum Group have been quietly watching, collecting, and waiting.

Elite Predator Hunter


Yuantja stats created by Erik Smith
(https://riksheare.wordpress.com/2020/05/20/predators-for-the-alien-rpg/)

There is one lone hunter left, who will come out of his med bay and begin to hunt once the players
reach a certain point on the station.

SPEED: 2
STRENGTH 5, AGILITY 5, WITS 6, EMPATHY 3
HEALTH: 8
SKILLS: Mobility 3, Ranged Combat 4, Close Combat 3, Stamina 2, Observation 2
TALENT: Killer, Overkill, Past the Limit

[127]
[P A R T T H R E E – T O B E C O M E O N E]

GEAR: Armor (rating 7), Wrist blades, Spear, Shoulder Cannon, net launcher, targeting and tracking
system, cloaking system

Necromorphs

Necromorphs are mutated corpses reshaped into horrific new forms by a recombinant extraterrestrial
infection derived from a genetic code etched into and transmitted by the Markers. The resulting
creatures are extremely aggressive and will attack any uninfected organism on sight.

The sole purpose of all Necromorphs is to acquire more bodies to convert and spread the infection.
They are believed by some to be the heralds of humanity's ascension, but on a more practical level, they
are the extremely dangerous result of exposure to the enigmatic devices known as the Markers.

The Necromorphs are controlled via the Markers by a group of entities known as the Brethren Moons,
which are massive Necromorphs created after nearly every living organism on an inhabited planet
unlucky enough to encounter a Marker has been killed and infected. The Necromorphs' motivations are
to create a mass of necrotic flesh which can then be collected by the Markers during a Convergence
Event with the intention of creating another Brethren Moon, perpetuating their galaxy-wide cycle of
extinction.

The Brethren Moons have been around for as long as the Engineers, possibly longer. They are an
antithesis to life and as such the Engineers sought their destruction whenever possible. Their
relationship with the Yautja was equally bad with hunters destroying any infestation they could locate.
Of all species encountered by the Brethren Moons only one seems immune to their markers and
pathogen, the Xenomorph (though there is a case of a genetic experiment on a xenomorph with
necromorph DNA. It didn’t end well). Due to their incredible bio-chemistry any battle between
necromorphs and xenomorphs will generally end in mutual destruction, considering the primary attack
of the necromorph is biting, clawing, slashing and other physical attacks, the volatile acidic blood of the
xenomorph eats away at the necromorph as the xenomorph is killed and since its dead, the acidic blood
then reduces the xenomorph corpse as well, and it is unable to be turned into a necromorph. Perhaps
the xenomorphs were created to combat the necromorphs, and if so, by whom?

The Slasher
Necromorph stats created by big_eagle111 on reddit.
(https://www.reddit.com/r/alienrpg/comments/hns3qc/necromorphs_from_dead_space/)

The vanilla Necromorph that is on the Pillar of Autumn and Gethsemane station, nothing larger has
spawned at this time.

SPEED: 2 (1 if missing any legs)


HEALTH: 5
SKILLS: Mobility 4, Observation 6
ARMOR RATING: 5 (except the limbs, with 0; 0 vs fire)

Slasher Signature Attacks:


D6 ATTACK

[128]
[P R E D A T O R S]

1 AWFUL YELL: The Slasher lets out a horrific wail that is just human enough to be unsettling. Add one to
the next roll on this table (for a maximum of 6). All PCs within MEDIUM Range that hear the unnatural
sound get +1 STRESS LEVEL.
2-4 BLADE SLASH: The Slasher brings down its bladed arms upon the victim. The victim is attacked using
ten Base Dice, Damage 2. The attack is armor piercing.
5 READY TO KILL: The Slasher grabs its victim, preparing to rip their throat out. Roll for the attack with
ten Base Dice. If it hits, the victim counts as grabbed (see page 93) and needs to make an opposed
CLOSE COMBAT roll against ten Base Dice to break loose. The victim and all friendly characters in the
same zone must make Panic Rolls. Unless the victim breaks free, the Slasher will use a THROAT RIP
attack against them on its next initiative.
6 THROAT RIP: The Slasher bites into victim's throat. Roll for the attack using eight Base Dice, Damage 1.
If the attack causes damage, it automatically inflicts critical injury #61 (even if the victim is not Broken),
triggering an immediate Panic Roll.

[129]
[C O N C L U S I O N]

Events
Players enter station, spotted by Julia who requests help
Players help Julia and/or go to the Corp offices
WY rep wants to get something from the cargo deck
Access requires key cards from Admin
Trip to admin is spooky and unnerving
Trip back down cargo deck is the same
Hunter is woken by the med system
Remaining necromorphs become active
Survivors found in cargo bay
Marker found
Necromorphs attack. 1 or 2 npcs dies.
Station goes into a quarantine lockdown suddenly.
Players will have to slowly work their way back to the lift
Necromorphs now wander the station, active due to life sensed
Hunter starts killing necromorphs
Players and hunter enter promenade at the same time.
Hunter kills npc
Players will need to hide and figure something out – medical is the best option initially
Hunter will follow slowly
Kang will open a door to let in necromorphs to help people become one
Hunter attacks, kills necromorphs first which should allow players to escape back out the promenade
Hunter pursues
Final battle, hunter will retreat to his ship, undock, and exit the system
Players make it to their ship and must choose what to do next
WY rep suggests they head to the colony planet
This of course will put the marker on a place with 35k + potential victims
Other options are the research base or one of the industrial sites
One ending is the players drop the survivors and rep and marker and leave back to Avernus
Another is they dump the marker and drop the survivors and leave back to Avernus

[130]

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