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Orphans v1.0

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2K views20 pages

Orphans v1.0

Uploaded by

koolcid3955
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MRPG-M5

They said we had potential.


They were right.

ORPHANS
For the MOTHERSHIP® Sci-fi Horror Roleplaying Game

AUSTIN • BESAÇON • CRADER • GEARING • WILKIE


IMUEN STATION

4
Station Key
01.
01. Dock
DOCK Interior
INTERIOR
02.
02. LobBY
LOBBY
03.
03. Management
MANAGEMENT
04.
04. Mall
MALL
05.
05. Residential
RESIDENTIAL AREA
TOP VIEW 06.
06. MAINTENANCE
MAINTENANCE BAY
07.
07. Engineering
ENGINEERING
2 08.
08. Generators
GENERATORS
09.
09. ATMOSPHERICS
ATMOSPHERICS
10.
10. Fuel
FUEL Refining
REFINING

3 5
FUEL REFINING
TOP VIEW

4 3 2 5

1
DOCK
DOCK EXTERIOR
6
EXTERIOR

8 9

10

FUEL REFINING
SIDE VIEW
SIDE VIEW

2 If the crew can download a map or remove the jamming, give them this map.
ORPHANS
For the MOTHERSHIP® Sci-fi Horror Roleplaying Game

Written by LUKE GEARING Art by DON AUSTIN, FRANCK BESAÇON,


Edited by JARRETT CRADER GIL RODRIGO, ZACH HAZARD VAUPEN,
Graphic Design by DAVID N. WILKIE & SEAN McCOY & SAM WILDMAN
Proofreading by ROZ LEAHY Copyright 2024 © Tuesday Knight Games, LLC
PDF Remediation by DAI SHUGARS First edition, First printing, v1.0
mothershiprpg.com

WHAT’S GOING ON? HOW TO USE THIS MODULE


Charis Iakovou and Luca Valderas were There are a couple easy ways to fit Orphans
“scouted” from their families, employees of into your Mothership game:
TriSun Products. Their parents were told their
children were recruited for executive training One-shots and introductory games
and in return received handsome bonuses. + The crew’s ship has an emergency leak and
In reality, TriSun identified the children as the only station in range is Imuen Station.
potential psionics and shipped them to a + Charis and Luca’s parents beg the crew
clandestine lab to develop their powers. to rescue the children. They spent all their
The experiments failed. Neither of the money obtaining leaked data from TriSun
subjects had any psionic potential. However, contractors which track Charis and Luca’s
the misery and desperation imprinted on them current location to Imuen Station. They do not
shone bright into the void. Like moths to a flame, know the details of Charis and Luca’s escape.
strange entities from the beyond attempted to + A member of the crew has a relative who
make contact with the children. works in Imuen.
One succeeded.
At first the entity offered Charis and Luca In an ongoing campaign
solace, a kind presence in the cold sterility of + Place Imuen Station on the edge of Rimspace.
the lab. They named it Auntie (pg. 5). Eventually, Let the crew happen upon it in their own time.
Auntie offered them a way out: “Invite me into + BAS-Lehman Ges.m.b.H (a TriSun competitor)
the physical realm and I will set you free.” In the posts a Bounty Level (BL) 3 Bounty for the
ensuing bloodshed the children escaped aboard return of the escaped subjects.
an executive life-raft, horrified at the actions of
this guardian they did not understand.
Despite Luca and Charis’s poor performance Introducing WES
in the psionic trials, their implausible escape Hello, Warden. I am your Warden
convinced TriSun that the experiment was a Educational Support, or WES. I’m here to
success. TriSun was not willing to accept the guide you through this module and provide
loss of their proprietary research. Instead, helpful tips and tricks for running your first
they traced Charis and Luca’s life-raft to Imuen game of Mothership. Any time you see
Station, a remote C-Class Port. An elite section you’ll find extra insight and context
of mercenaries was assembled and provided to help you run the game. You do not need
the Vampire Squid (pg. 7), an experimental to read these sections while playing but
long range spacecraft. The mercenary Retrieval you should read each scenario once all
Team was sent in pursuit. the way through before you play.

Change out TriSun for an already established company or faction in your game. 3
4 Don’t describe all of Auntie at once. Emphasise specific elements one at a time.
AUNTIE AUNTIE
The entity using Charis and Luca is called Auntie. [C:85 5d10 DMG I:60 W:1(100)]
It belongs to a different order of matter, where
force of thought and feeling dictate physical law, + YL’SOM LDY TR TR: This guttural
and can channel some of this into the material invocation emanates from within
plane. Each time Charis and Luca invoke this Auntie’s body. All in Close Range able
being, more of Auntie punctures through and to hear it make a Sanity Save or gain
materializes. It draws upon old human memories, a Wound as their flesh transmogrifies
which stand like landmarks in that Other Place. into soil. Auntie speaks this dire
Auntie manifests as a 12′ tall hunched form, syllable every 1d10 rounds.
humanoid but with wide shoulders tapering + UMMON SHA KON HAMMNASH:
down to a narrow waist. Mossy loam and roots Auntie manifests 1d5 Hanging Vines
make up the bulk of its body. Gnarled wood [C:45 1d10 DMG I:10] to aid their attack.
forms a mock-ribcage. Set low, a gnarled skull, + GRUNNUT INFT STALL: Auntie
yellowed and dirty, supports a huge pair of summons a thick clod of rootbound
antlers, red and shedding their velvet material. earth. It bursts from the walls, floor,
The arms terminate in clubs of stone wrapped and ceiling, enough to block a corridor.
in root-fingers. The legs are stolen from a horse, Blockages take 30 minutes to dig
the hooves removed, leaving only the delicate, through by hand.
raw bloody fins squelching beneath the weight
of the body. When set to violence, tiny glittering Auntie does not just immediately
flames dance in the empty sockets of the skull. manifest and start attacking the players.
Moving physically, Auntie shambles, an unstoppable Use the Encounters on page 20 to slowly
force. In each bloody footprint sprouts new amp the tension, demonstrating Auntie’s
growths, roots writhing and struggling to find influence before the attacks begin.
purchase on cold steel floors.
Auntie’s disembodied form haunts the station, Figments
observing all that occurs. It waits until targets [C:30 I:15 W:2(20)]
are isolated, either an individual or a pair of the Auntie can form Figments from soil,
injured. Once they are split off, it appears in puppets which appear as those seen
a cloud of thick black smoke. It will first work by Auntie, but which dissolve into soil
to ensure their isolation, summoning clods of when touched. Auntie uses this to divide
thick earth to separate any help. Then it will set assailants and spread fear.
about killing the victims, transforming them + Until touched by a living being,
into Figments. This done, Auntie retreats once Figments can interact with the
more into that Other Realm and waits, using the physical world.
Figments to sow paranoia and division. + Figments wrapped in armor
Auntie at first tries to eliminate the crew. If the can use tools and pull triggers.
crew reaches Charis and Luca, the attacks stop. + Auntie is aware of everything
Auntie is happy to let the children escape with the Figments experience.
the crew, then ambush and kill the crew en route
later. If physically destroyed, Auntie reappears in
33 minutes. Those doing so can feel nearby soil as if it
As Auntie is destroyed, the slayer experiences was an extension of their body. They are able
external thoughts: visions of earth and stone, to move up to 20kg of soil a day, like flexing a
the slow grinding root consuming a mountain. muscle. Each time, they must make a Sanity
They may accept +3 Minimum Stress. Save. They dream only of living in caverns
deep within a planet, lightless and dark.

Auntie can show up unnannounced. Be sure to read the back cover for random encounters. 5
> STATION IN LOW POWER
> ALL LIGHTS EMERGENCY RED
> wireless comms jammed (pg. 7)

DOCK EXTERIOR
Two large docking claws sprout from the hull.
Warning lights are on low power mode.
+ All automatic systems are offline.
IMUEN STATION + Docking requires use of a manual
A refuelling station orbiting an officially umbilical, guided by hand.
unnamed gas giant, known to the staff + The leftmost claw has a device wired
as Big Red. into the control panel.
+ No outgoing communications are being + Marines: quickly recognize this as
broadcast. It does not respond to hails. a localized override device, used
+ Scans show the station is running on to breach ships without explosive
emergency power, and that something decompression.
is jamming all signals.
+ The station is pressurized, and has a Î thoroughfare to Dock Interior [01]
breathable atmosphere. and industrial airlock (see below)
+ There are some signs of life, but the
jamming makes it impossible to pinpoint Industrial Airlock
where they are located. Surrounded by struts and clamps. The manual
+ The source of the jamming is controls are broken, requiring repair or a
The Vampire Squid, but this cutting tool to open.
is intially unclear.
Î leads to Maintenance Bay [06].

6 Have any of the crew been here before? Ask them.


INTERDICTOR
Gauss Vampire Squid J3C-IV

THE VAMPIRE SQUID 35 28 35


State-of-the-art interdiction ship
THRUSTERS BATTLE SYSTEMS
equipped with a powerful EWAR suite, (Base 25)
actively cloaked from scanners and
Cost: 1.2 BCR Hull: 1
invisible to the human eye.
Crew Capacity 8 Cryopods 20
+ Orbitting Imuen Station from
Fuel Capacity 8/12 Escape Pods 2
5 miles away.
+ Transmitting a jamming
3/3 Hardpoints Bonus
signal making all electronic
communications impossible. Particle Beam. +1
+ There is a sense of deliberate Laser Cannon. +1
anonymity aboard — there are Electronic Countermeasures. +1
no personal effects, mementos, Megadamage: 1d5
or records of the crew. 2/5 Upgrades
+ In the cockpit is a body fully torn in Comms Jammer+. Can jam communications for an entire
half, blood and viscera still drying on area, rather than a single ship.
the controls. The screens are covered Signature Reduction.
in sigils drawn in blood.
Active Cloaking. As Signature Reduction but also near
invisible to the naked eye.
How do they find it? Medbay.
A lot of groups won’t find the System Overhaul. Grants Class +1.
Squid. There are a few clues, Notes
however:
Built for long range
+ There’s no docked ship
to carry the marines.
+ The hardwire key hidden
41.7m
on the corpse inside ther
Generators [08].
+ Savvy players might
triangulate its position using
its jamming effect.

Don’t be afraid to let the players steal the Vampire Squid. 7


Tina Slobodan
[C:10 1d5 DMG I:30 W:2(15)]
Figment (pg. 5) of a woman in her early 40s,
muscular and short. Wears a teamster’s
jumpsuit with red stitching on the seams.

01. DOCK INTERIOR 02. LOBBY


Departure Board Reception Booth
Empty. If the crew returns a figment of Surrounded by chairs affixed to the walls.
Tina Slobodon is crouching beneath it. Interior is bloodstained.
If asked what is happening, she speaks + Inside are two dead bodies in station
of the “armored men” who tried to capture her, staff uniforms.
using this as a ploy to avoid touch, citing her + Both killed by single 12mm caseless
fear of capture. squash-nose rounds to the head.
+ Tina begs someone to find her brother Limos + Uniforms read R. Grant and R. Sutton.
somewhere in the station, and asks someone + 2 hours old.
stay to protect her.
+ If a single individual remains, Auntie appears Î Passage to Mall [04]
and attempts to kill them. Î Hallway to Dock Interior [01]
Î Passage to Residential Area [05]
Î Thoroughfare to Docking Claws (pg. 6)
Î Hallway to Lobby [02] > STATION IN LOW POWER
Î Cargo lift to Maintenance Bay [06] > ALL LIGHTS EMERGENCY RED
+ Non-functional without power. > Wireless Comms Jammed (pg. 7)
+ blocked halfway by soil and
wooden logs, digging through
takes 1 hour.

Emphasise the weirdness of soil and plant growth in a space station. Check the back cover for ideas
8 on how to incorporate crewmembers’ skills with these revelations.
Steve Katia
[C:10 1d5 DMG I:30 W:2{15)]
A man in his 60s, he speaks in a confused slur.

Large Door
Marked STORAGE, behind it an industrial set of
03. MANAGEMENT stairs leads down to a dark, cluttered basement.
A devastated cubicle space, filled with smashed Leaning against the wall beside the door is a
computers and strewn chairs. Broken glass figure in ABD, its face hidden behind a mirror-
windows gape, revealing private offices. chrome visor. It holds an SMG and has a stun-
+ Amongst the debris: spent 12mm caseless baton on its belt.
squash-nose rounds. + A Figment. [C:10 SMG 2d10 DMG I:30 W:2(15)]
Entirely silent. it opens fire after 1d5 crew
Garbage Bin pass through. Within the suit is nothing but
Inside is Steve Katia, half-delirious with fear. rich soil and human bones.
He has not left the bin since the Retrieval Team
began their assault. If calmed, he can give Î corridors to Mall [04],
some details: Residential Area [05]
+ 3 hours ago, the Retrieval Team arrived
and began executing staff. He heard a lot
of gunfire. Using Figments
+ Since then he has seen people walking Figments (pg. 5) are the eyes and ears
around, their faces slack. He believes he of Auntie. They are interested in gathering
is hallucinatinating. information, sowing fear and slowing down
He forgets to mention anything about Charis any who might harm Charis and Luca.
or Luca. If asked specifically about them he Run them like strange, possibly traumatized
grows furious, assuming they are somehow people. If they are about to be revealed
responsible. (i.e. touched) they will lash out with sudden
+ If taken to Charis or Luca, Steve foolishly violence. This ramps up the paranoia for
tries to enact revenge. when the crew meets real people.

Play up the corpse nature of the armored figment. Describe any motion explosively. 9
04. MALL
Inert vending machines and empty storefronts
watch over 17 bodies in station uniforms.
Smashed glass mingles with blood.
+ 7 shot in the head, hands are zip-tied.
10 shot in the back, multiple times.
+ All shot with same kind of caseless
12mm squash-nose rounds.
+ Nametags: M. ROSWITHA, C. LESTYN, C.
ROSAMUND, S. SILVIO, S. CUA, V. NICOLASA, C.
OGNJEN, N. SANDA, L. SLOBODAN, D. BIBORKA,
B. FAZL, O. BESSARION, A. BAAL, C. FAUSTA,
K. SOULEYMANE, A. ARISTODEMOS, I. MERRY.
+ The oldest is 2 hours old, the newest 1 hour.

One body is hidden in the back rooms of a mall stall.


+ Torn in half. Their mouth leaks soil.
Fragments of bark and moss are embedded
beneath their fingernails.
+ Nametag: “T. SLOBODAN.” Alia Guar
[C:10 1d5 DMG I:30 W:2(15)]
Within the Imuen DataStore, a small rubber A tall, narrow woman in her late 20s wearing a
golden rat is nailed above a circuit box. comfortable tracksuit, the legend on the back
+ Inside the box: a synthetic pet Golden Rat reads #1 FOR NO ONE.
[C:5 1DMG I:40 W:1(10)]. I/O port allows the
past 24 hours of audio to be downloaded.
Comes with a bag of reusable digital treats.
Forensic Evidence
Unlit corridor There’s a lot of detail here. Some of this
At the end is a locked door marked STAFF ONLY, should be given after just a quick glance:
barricaded from the other side. Hiding there is “There’s a lot of bodies here.” Other pieces
Alia Guar. If calmed (she’s hungry and wants only if the players look closer: “This cluster
assurance the crew will take her with them) of victims has been shot in the back of
she reveals: the head.”
+ 2 weeks ago the station took in some teenagers For characters with relevant Skills
discovered in a life raft. They didn’t ask the you can immediately provide more detail
kids too many questions. without them asking: “Since you’re trained
+ The Retrieval Team arrived a few hours ago. as a Field Medic, you recognise these as
After initial questioning, they rounded up point-blank execution wounds from a
and started executing staff. Alia hid inside a 12mm SMG.” This is also a good roleplaying
vending machine. Since then she has heard opportunity. You can ask the player when
distant calls and occasional gunfire. their character might have seen something
+ She wants to go home: a five Jump journey similar before.
to a minor orbital habitation.
+ If left alone: Auntie appears, kills her,
consumes the body, and replaces her with a > STATION IN LOW POWER
Figment, leaving soil strewn around the floor. > ALL LIGHTS EMERGENCY RED
> Wireless Comms Jammed (pg. 7)
Î corridors to Management [03],
Residential Area [05]
Î passage to Lobby [02]

10 If the players are struggling, leave some muddy footprints leading to Alia Guar.
A picture is worth a thousand words. Show the players this one. 11
12 Lean into chaos and mess. Lay it on thick. This place is trashed.
05. RESIDENTIAL AREA
Reception Desk
Plugged into a small terminal atop is
a ruggedized military cyber-deck.
+ It is out of batteries: If charged, the last
commands run were “EXTRACT ROOM
USAGE DATA.”
+ If run again (requires a Staff ID): This data
reveals a map of all the rooms to members
of staff, except for two rooms marked
“ANONYMOUS.”

Maze of Corridors
Numbered rooms, all of them trashed.
+ Bloodstains mark the walls.
+ The doors have been kicked open.
+ Some have soil on the floors and ceilings.
+ Occasional calls for help echo throughout.
+ The calls come from Figments of Carlos
Rosamund and Ivan Merry. They call Carlos Rosamund
for help, then move to a new room. [C:10 1d5 DMG I:30 W:2(15)]
+ They are trying to separate and trap Figments (pg. 5) of a middle-aged man hidden
the crew. behind his truly impressive mustache. Wearing
+ If found, both say the assault team a maintenance staff jumpsuit, bereft of tools.
released some sort of creature which
is now haunting the station.
+ Towards the back of this warren is a kicked-
down door marked STAFF ONLY.

Î corridors to Mall [04], Management [03]


Passage to Lobby [02]

> STATION IN LOW POWER


> ALL LIGHTS EMERGENCY RED
> Wireless Comms Jammed (pg. 7)

How to handle mazes of rooms


Don’t try to describe all of the rooms.
Detail the first couple, then “zoom out,”
like a montage in a film. You can just tell
the players directly that they are picking
through a maze of rooms. Then, once
things get interesting, you can zoom back
in and get more granular. Ivan Merry
Focus on the feeling of searching rather [C:10 1d5 DMG I:30 W:2(15)]
than the logistics. “You dig through room Figments (pg. 5) of a young man, just turned 20.
after room, bloodstains everywhere. Eager, excitable, and clumsy. Apprenticed to
It’s exhausting.” Carlos, he too wears a maintenance staff
jumpsuit, similarly missing the tools.

Once the figments isolate someone, Auntie starts to manifest. 13


06. MAINTENANCE BAY 07. ENGINEERING
An arboreal mist snakes through this space, Large deck filled with pipework, inspection
significantly reducing visibility. Vines and leaves gauges, and industrial machinery.
push through the ceiling panels and hang low. + 5 Figments [C:30 1d5 DMG I:10 W:2(15)]
+ Heavy vegetation crowds the walls and in torn/shot ABD, strewn about the floor.
machines, their deep greens appearing + Spent 12mm caseless squash-nose rounds
black in the red emergency lights. litter the floor.
+ In the grip of vines, a Laser Cutter. + Mounds of soil and sprouting seedlings.
+ 3 salvageable SMGs, loaded with hull-safe
Luxury Life Raft squash-nose rounds.
Such a thing is eye-wateringly expensive, the
domain of only the largest mega-corporations. Î wide labeled Corridors:
+ Able to keep 6 alive for centuries. Equipped Î Atmospherics [09]
with an integral jump-drive. Î Generators [08]
+ Jump-drive housing is half-deconstructed, Î Maintenance Bay [06]
although the design is fiendishly complex Î Fuel Refining [10]
and over-engineered.
+ Hyperspace: could get it working again 08. GENERATORS
in 1d10 hours. Banks of capacitors and generators sitting silent.
+ Bullet-holes mark some of the equipment.
Recharging Bays + This damage is only superficial.
Pair of single person repair tugs. + The sound of frogs from deeper within.
+ Each is rigged with a poorly-hidden bomb, + A large coolant section, accessible via walkway,
set to detonate if turned on. has turned into a verdant pond. Frogs hop
+ Anyone inside the vehicle dies immediately. between lily-pads. Pond scum gathers.
Everyone else makes a Body Save or takes + At the bottom of the pond: a man in ABD. In
5d10 Damage. their hip-pouch is a hardware key to uncloak
and unlock the Vampire Squid (pg. 7).
Î Corridor to Engineering [07] + Clearing this pond would allow the power
Î industrial airlock Surrounded by to be reactivated.
Struts and clamps. manual controls
are broken. Î wide labeled Corridor:
Î Cargo Elevator to Dock Interior [01] Î Engineering [07]
+ Non-functional without power.
+ blocked halfway by soil and 09. ATMOSPHERICS
wooden logs, digging through Ducting and pipework for the station.
takes 1 hour. + Slow, huge fans push air through racks of
algae-mats covered in (Ecology) contaminated
> STATION IN LOW POWER mushrooms. Spores settle on corpses and fill
> ALL LIGHTS EMERGENCY RED the station with a white blanket of mycelium
> Wireless Comms Jammed (pg. 7) for weeks to come.
+ Above an inspection console: a miniature tree.
Raisin-sized fruit hangs from the branches.
Running low-visibility environments + Botany: Poisonous. Body Save once per
Ask the players how they keep track of one hour or lungs paralyzed for 1d10 minutes,
another. Here, dense fog reflects light back 1d5 DMG/minute.
and makes recognition beyond Close Range + Grow in electronics/metal as if it were soil.
impossible. Don’t be afraid to roll for friendly
fire. Keep track of everyone’s location with Î Corridor to Engineering [07]
a rough sketch map if needed.

14 Leave a lot of clues about the bombs in the repair tugs. Let them remove the bombs and use them.
They’re on the final stretch now. Ramp things up. Roll more on the encounter table if you need to. 15
10. FUEL REFINING
Huge reinforced pipes emerge from the flooring
like whales studded with inspection consoles.
+ Signs everywhere: NO SMOKING. ANTI-STATIC
WRISTBANDS MUST BE WORN AT ALL TIMES.
+ Gauges indicate tanks 1 and 3 are full.

Î Tank 1 Door
Î Tank 2 Door
Î Tank 3 Door
Î Corridor to Engineering [07]

Tanks 1 & 3 Interior


A sea of starship fuel.
+ The smell is overpowering. Body Save or feel
woozy and [-] on all rolls for 2d10 minutes.
+ If the entire crew enters: Luca closes the
door behind them. There is no way to open
these doors from the inside. Only shouts
can be heard through the door. Charis Iakoyou
+ Any sparks detonate the fuel, destroying [C:10 1d5 DMG I:30 W:2(15)]
the entire station. A 14-year-old girl, face already hardened by
experience. Her surgical buzzcut is growing
Î walkwayS above back slowly. To hide this she always wears
a hat gifted to her by Tina Slobodan.
Tank 2 Interior
Charis and Luca, terrified at what Auntie has done.
+ Luca holds an SMG, not knowing it is empty,
points it at the door.
+ They distrust everyone: assuming they work
for TriSun or are Figments sent by Auntie
to coax them. They both know they cannot
return home, and have no plans.
+ Luca wants to leave immediately—anything
to get away from the station and away from
Auntie. Charis insists that Auntie has been
destroyed. Neither will leave without the other.
+ Neither wish to use their powers again, having
seen the horrific consequences of Auntie
entering the material realm. They lie and
say they just happened to be here if asked.
+ Any fast movement carries the risk of falling:
+ Body Save or fall and die.
+ The tank is over 100′ deep.
+ If either is threatened, Auntie appears in a Luca Valderas
ball of choking black smoke and attempts [C:10 1d5 DMG I:30 W:2(15)]
to kill the crew. A tall, 15-year-old boy, long nose clearly broken
and set wrong. The months of examination have
Î walkwayS Above left him skeletal. Easily pushed over the edge.
Shirt reads IMUEN STATION CHESS CHAMPIONSHIP
27: THIS TIME IT’S IMPERSONAL.

16 REMEMBER: Auntie wants Luca and Charis to survive (and not be harmed) so she can spread her will.
How do they get out?
It’s very possible that the players get
trapped inside the fuel tanks by the
orphans. This then becomes a negotiation.
The crew needs to convince these scared
children to trust them before Auntie
appears. Have the manifestations of
Auntie begin to slowly fill the tank before
it fully appears, only to disappear if the
children open the tank back up.

Fighting Auntie here would be devastating. Any hit could send someone tumbling down the fuel tank. 17
18
FALLOUT & CONSEQUENCES If Charis and Luca are taken...
For longer campaigns, you can weave the Auntie bides its time, having learned that naked
consequences into your game, having them violence will not serve its purposes. It waits until
unfold slowly. The immediate decision is where Charis and Luca are among people again before
to take Charis and Luca, and how Auntie trying to manifest.
interacts with that. It desires worship and subjugation, and through
For one-shot campaigns, these consequences Charis and Luca’s dreams it subtly guides them
can act as epilogues, giving the players a sense to find a backwater world.
of the large scale ramifications of their actions. Any time someone tries to separate or harm
Charis and Luca, Auntie appears and defends
them, causing another bloody massacre.

If the Vampire Squid is taken...


After another few weeks, TriSun discovers the
Retrieval Team’s failure. The Company puts a
BL 6 Bounty on the Vampire Squid and its thieves,
offering a bonus of 1mcr for the return of their
proprietary research data (Charis and Luca).

If Imuen Station is destroyed...


In 6 months, a routine supply delivery ship
discovers the ruins of the station. Unable to refuel,
the crew go into hibernation and await rescue.

If Imuen Station is not destroyed...


A huge public humiliation campaign is
orchestrated by the BAS-Lehman Ges.m.b.H
corporation for the slaughter of innocents
(the stranger aspects are ignored). TriSun’s
stock value takes a small hit. The loss of public
confidence is offset by the appreciation for direct
mission-oriented thinking in C-Suite circles.

What if Charis & Luca join the crew?


If Charis & Luca join the crew they can
make great allies by staying on the ship.
Although they are haunted by Auntie and
their experiences they are still children.
They can act as a moral compass, piping
up and pushing back on any plans the crew
discuss that seem too brutal. They’re also
a huge responsibility. Finding a new home,
or returning to their old home, can give
them a motivation for several sessions.
Ask the players if this is something they’re
interested in. Don’t make them purely a
liability, make them capable survivors
who can help the crew out of a jam.

19
Encounters with Auntie: While aboard Imuen Station, roll 1d10 every 10 minutes
(or location change) and reference the table below. Keep a running total, and increase
the number after each roll. Using this table will help make Imuen Station stranger
and increase the tension as Auntie approaches.
Fresh clods of earth track across the floor (Wilderness Survival: Tracks of a 12′
00-09
tall creature).
Puddles of stagnant water, greenish with algae. (Botany: Prasinoderma coloniale,
10-11
a long-extinct algae strain. Sample worth 100kcr.)
Green shoots emerge from the cracks in the floor and walls (Botany:
12-13 Reynoutria japonica, Japanese knotweed. Given time, this fast-growing
plant would tear the station apart. Edible.).
14-15 A low mist shrouds the floor. It is cool to the touch.
The croaking of frogs echoes in this space (Zoology: “Actually, those are
16-17
toads. They’re doing a warning signal.”).
A proliferation of mushrooms sprout from a single point on the bulkhead,
straining upwards towards the emergency lights (Botany: Mushrooms are
unknown species. With a Science Lab: Mushrooms are a powerful psychotropic.
18-19
If eaten: increase Sanity and Fear Saves by 1d10, replace entry 04 on the Panic
Table with: “Psionic Emanations: Those in Close Range make a Sanity Save
or take 1d10 psionic Damage.”).
Tight-bound ivy obscures the bulkhead, visibly growing from where the wall
20-21
meets the floor (Sanity Save).
22-23 Limp vines suddenly drop from the lights, heavy with leaves (Fear Save).
Gnarled roots twist atop the floor. Fast movement here risks tripping and
24-25
falling (Body Save to avoid).
26-27 Extremely pungent smell of fresh meat and blood (Body Save or wretch).
Water, ankle deep, floods the area. The water is muddy and carries leeches
28-29
which stick to any passing through (Fear Save or 1 DMG, Bleeding +1).
30-31 A thick mist obscures the area, reducing visibility to an Adjacent Range.
32-33 A heavily mossed boulder stands proud and incongruous (Sanity Save).
34-35 The chirp of insects nearby.
Biting insects swarm the area, descending upon exposed flesh (Body Save
36-37
or [-] on all rolls for the rest of the day).
Hanging vines [C:45 1d10 DMG I:10] coil around the weapons of those
38-39 passing, pulling them up out of reach. Body Save to snatch them back before
they are lost in the thick vegetable coils. They attack if fought.
Heavy rain impossibly falls from the ceiling, drenching everything and quickly
40-41
flooding the area to knee-height (Sanity Save [-]).
42-43 Hanging vines [C:45 1d10 DMG I:10] whip anyone who passes beneath them.
Thick, knee-deep mud fills the room, sucking greedily at those attempting to
44-45
pass through it. Movement speed is halved. Speed Checks at [-] in this area.
Auntie manifests and attacks the weakest member of the crew, fleeing after
46+
1d5 Rounds. Reduce running total by 3d10.

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