Event Horizon - White Star Adventure
Event Horizon - White Star Adventure
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, , , and are
trademarks of Matthew J. Finch. , John Reyst,
and Johua De Santo are not afflilited with Matthew J. Finch or Mythmere
Games.
1
new rules, and randomized effects that are a major part of this
adventure. Since portions of this adventure are, in part, highly
personal to the characters (not the players) it is suggested that,
before the first session of play, you get with your players to
discuss the player backgrounds and personalities. This will help
you, as the Referee, to better tailor the adventure and the Sanity
and Time Dilation Events to your individual group and session
of play.
When the Dream Catcher escapes the event horizon of the
black hole, the adventure is over. You should use every power
and opportunity presented to you, as the Referee, to assure that
the Dream Catcher (and the players) continue to get sucked into
the black hole. Should the players escape, use the ending
presented at the end of Section III. Should they drift into the
black hole, use Time Dilations to either continue or start the
adventure anew, as ripples through Time/Space could result in
differing pasts each time with new characters being abroad the
Dream Catcher, or added Sanity Events dealing with the effects
of multiple jumps into the past and/or alternate continuities.
Waypoint Experience
Most Old School or OSR adventures offer experience
points (XP) based on the treasure gained, monsters
defeated, and a few other completely quantitative means.
, is not an adventure that is completely
quantitative. Many of the events and encounters that take
place do not feature the traditional set pieces of an OSR
adventure and therefore may need differing ways to track
and reward experience.
2
Given that does not feature alien races for
player use or the Star Knight/Void Knight class, it is assumed
that you will allow for the House Rule presented on page 45
of the rule book or page 30 of Mythmere Games’
rule book. This House Rule
for the binding of wounds (and the use of med kits in
) allows the players to heal hit points equal to 1d4 or 2d4
with the use of a med kit following a battle (but only for
damage sustained during said battle and not above and beyond
a character’s available HP). In addition to this,
offers the optional “Combat Medic” ability for the Mercenary
Class in place of the “Combat Machine” ability. A Mercenary
with the “Combat Medic” Ability will be able to heal herself
or other friendly/non-hostile targets for 2d4 HP without the
use of a med kit or 1d4+4 with a med kit after a combat
encounter following the rules as presented in the “Binding
Wounds & Med Kits” House Rule.
Table 1
Time Dilation
Due to the distortion of Space-Time within the event
horizon of the black hole, it is possible that time and
characters will move through the fabric of both, while still
being “tethered” to their origin point, The Dreamcatcher.
During the course of Event Horizon, the players and their
characters will be faced with Time Dilation effects either
through events such as Event Horizon Drift (see above) or
through random encounters in place of creature or
mundane situations.
Time Dilation events can take many forms, and some
examples and ideas are present at the end of the adventure
in Time Dilation and Sanity Event Examples and
Suggestions. Simply put, however, Time Dilation events
occur when a character or group of characters become
“unstuck” from their current time or location for a period
between 1d6 minutes and for all time. While a character
is experiencing a Time Dilation event, she does not need
to remain on the decks of the Dreamcatcher, but may find
herself anywhere within Time and Space. This being said,
it is typically more dramatic if the Time Dilation events
occur within the character’s own timeline or within the
historical timeline known to the player.
When a Time Dilation event occurs, a single d6 is rolled.
There is a 3 in 6 chance (a roll of 1 to 3) that a Time
Dilation event will occur. If an event occurs, refer to the
table below.
Table 3
5 5
Table 4
6
As stated in the Introduction, Time Dilation events are an
excellent way to prolong the adventure, undo past mistakes,
or even introduce new characters and players into the
adventure. In essence, the Time Dilation event is the
ultimate Mulligan … even if the players don’t know that.
Insanity
No one knows for certain what will happen to a human
mind as it drifts closer and closer to an inevitable end or
what happens as the very laws and nature of the universe
begin to crumble under the eldritch power present at the
core of a black hole. As the characters drift ever closer to
the black hole, their minds will be affected by both the
stress of their hopeless situation and by whatever powers
lay beyond the eye of the black hole. Whether the
character’s insanity is temporary or not is the realm of
chance, faith, and good old dumb luck.
Insanity is tested in different ways in ; the
first is through proximity to the eye of the black hole. Every
time you roll for Event Horizon Drift, also roll an additional
d6 (the Sanity Dice) to determine if the characters are
negatively affected by their situation or by the powers
beyond the black hole.
Table 5
6 Nothing Occurs
7 7
When a Sanity event is triggered, all affected players must
succeed a Saving Throw or suffer the effects of the Sanity
Event as well as take damage to their Wisdom in the form
of -2 for a Major event and -1 for a Minor. Once a players’
character’s Wisdom falls under 5, the character is
considered “Too far gone” to be played and becomes an
NPC and potentially another antagonist for the players to
fight … or rescue.
Sanity events can also be triggered at random due to the
variations and energies present within the event horizon of
the black hole. These events operate under the same
guidelines as the Sanity Events triggered by Event Horizon
Drift but with one significant alteration. Only a roll of 2 –
5 triggers a Sanity Event, and that Sanity Event must always
be a Minor Sanity Event.
Repairs
One of the major objectives during the events of
is the repair of the Dreamcatcher. Traditionally,
games molded after the original edition of the World’s First
Fantasy RPG have been rather light in any rules that cannot
be described as tactical in nature. This, of course, all goes
back to the root of the game in the wargaming community.
In later editions, non-combat/tactical situations were
addressed with proficiencies and skill systems to various
degrees of effect. However, , being based on
the original, does not have any such system naturally
available to it.
While rules exist for the repair or “jury-rigging” of a ship
( pgs. 28, 51) these are in the abstract and deal
with a ship as a whole in terms of the ship’s abstract HP,
not in specific systems, sub-systems, and the like. While
there are several third-party alternatives currently available,
we suggest using the following easy system for repair.
If, after all bonuses and modifiers are added or subtracted,
the player succeeds a Saving Throw, the repair is completed
successfully, and the system or structure is fully online once
again. If more than one player would like to repair a
9 9
There was always another, and will be, in time, a replacement for the
current. The universe – that infinite fabric made of stuff and from stuff
un-imaginable by mundane minds – ebbs and flows, dies and is reborn …
again and again. Not everything from the previous conception dies though;
some things continue on. Some are changed and pressed into the fold of
the new universal fabric, others exist both outside and within the fabric …
while others are trapped between the weaving of the thread, forever fighting
to escape the bonds created for them by the stuff of life itself.
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No measure of time or dating can look back far enough
to see the creation of the black hole located in the Horus
Sector. The black hole has always been. No historical study,
photographic evidence, or scientific principle can pinpoint
the collapse of a star into super-dense matter that creates
a typical black hole. No star has ever actually existed in the
Horus Sector as no star was ever allowed to be created.
Since time immemorial, the black hole has eaten all matter
in the sector, forbidding the ignition of gases into a new
star. Countless alien races have studied the Horus black
hole before humans even crawled out of the primeval ooze.
No one found an answer, but one race, the Baku, had a
really good idea.
The Baku
The Baku are an ancient race of humanoids that look
similar to ravens with plated scales in place of feathers. Tall,
elegant, and fierce of mind, the Baku were one of the first
races to reach the stars and, with the exception of the
fledging humanity, are the only ones left.
Thousands of years ago, the Baku studied the black hole
along with a dozen other races and watched as each of
their compatriots fell to madness and eventually died out.
To the Baku, they watched the universe burn and couldn't
make sense of it. Through some quirk in their genetics,
they remained safe from the sickness of mind born from
the black hole, and so were the only ones left to watch over
it, study it, and assure that no one else ever got near the
black hole again.
The Baku hold a single belief about the black hole, a belief
not guided by reason or logic but by simple fear: There is
something in the black hole, something ancient and evil …
and it wants out.
11 11
The Dreamcatcher
Humanity has always been a race of dreamers and
explorers. In the deepest recesses of our minds, we crave
to know what is over the next hill, the next ocean, the sky
and stars. For generations, we have explored and discovered,
quantified and cataloged … and then we ran out. Everything
was known, everyone had seen everything, and nothing was
left. Until the sails came. For many, it was poetic; giant solar
sails propelling humanity onto a second great age of
exploration … not everyone was happy with that, not
everyone wanted us up there, but off we went, and a
thousand years later, we have settled a million worlds,
explored an entire galaxy, and have found that we … we are
alone.
Truman Huxley – A History of Space (C.E. 2568)
Strange Tidings
Sixteen years into the journey of the Dreamcatcher, as the
points in time of holiday cheer and playfulness among the
“B” crew began to ebb and the routine of their five-year
shift settled, a result returned from a command inputted in
the first years of the journey. On a whim nearly fifteen
years before, the crew began to search for new and strange
radiations, partially in hopes of finding new means of
interstellar travel, and partially in hopes to ease the eventual
boredom they knew they would face. For nearly fifteen
years, the scanning program dutifully completed its task,
unaware that it had been forgotten by its crew. For fifteen
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years, it had found nothing … that is until this day, a day of
no importance, no holidays, and no meaning; on this day
it had found not only an unknown radiation signal but it
came from an impossibility.
After weeks of study and tests, the Dreamcatcher shifted
course toward the Horus Sector, and an impossible black
hole with impossible radiation leaking from it.
First Contact
Nineteen years since launching from the fringes of
human-settled space, the Dreamcatcher, a ship born and
fueled by the dreams of its crew, settles into a stable orbit
just outside the grasping gravitational grip of a gigantic
black hole in the Horus Sector. The once jovial and
trickster-like “B” crew is quiet and somber as it sets to
work studying the mystery of the radiation that leaks from
the black hole. All try to quiet the new voices in their heads,
all try to ignore the new images their eyes show them.
Hours turn to days, days to weeks, and without conscious
thought, the “B” crew of the Dreamcatcher drifts silently
toward the event horizon of the black hole and their
inevitable deaths.
The attack comes from nowhere when it comes. No
warning is given, no declarations announced. The
Dreamcatcher, quiet and serene, is suddenly bombarded
with weapons unknowable to humanity. The engines fail,
alarms blare and squawk, and the “B” crew finally
succumbs to their building madness. What followed was
chaos as the ship careened into the event horizon of the
black hole, skipping along its ebb like a stone upon a lake.
13 13
Klaxons blare from all directions, the cacophony of noise nearly
overwhelming all sense of space and reality. The only light comes from the
runners around the core of the ship, blazing, pulsing red in the darkness, more
in place at a rave than the engine room of a research vessel. A voice, high and
nasal with fear, shrieks over unseen intercoms, “Hurry! Oh God, hurry!” The
world around you shakes as explosions can be heard in the distance, throwing
you off balance just as the lights pulse and things can once more be seen.
Several large, inky black shapes move with a jittering step in the pulsing
lights of the alarm system, making it hard to get a fair grip on their locations,
size, and shape. The one thing is certain though, they’re moving toward both
you and the engine core you seemingly stand ready to protect. “Fucking
hurry!” the intercom screams. “I can’t keep her out much longer! I need … oh
God, we’re gonna die!”
The players start the adventure at a perceived ending. The ship is lost, and
the engine room is their last stand as the Dreamcatcher nears its “point of
no return”. At this juncture, the players are all equipped decently well with
medium armor mesh suits (-4[+4] to armor) and semi-automatic rifles
(1d6+1 damage), or with improvised melee weapons (1d6-1 damage).
The beings the characters are facing are the Baku Drones. While the players
cannot quite make them out due to the lighting of the scene, they are large
14
As the Referee, it is up to you on how, or even if, the
weapon variations are distributed. One suggestion would
be to place the weapons and armor on several pieces of
paper and have the players randomly draw their “gear kit”
for this scene out of a hat. Remember this gear will not
carry over to the next scene and therefore, if you chose to,
you can over-power or under-power as you see fit.
However, it is suggested that the enemy count adjusts to
the player ability to maintain tension during the scene.
15 15
degree angle, sending everyone flying through the air to
painfully slam against equipment and catwalks. Over the
intercom, the shrill scream of the high-pitched woman can
be heard, followed a moment later by a ramble of words.
Not much can be made out, but it is easy to hear the fatalistic
panic as finally the voice stops screaming and whispers, “It’s
too late.” You don’t have long to contemplate the meaning
of those words as a great shriek tears at your mind, and the
hull near you breaks apart, flying out into the void of space
to be quickly swallowed up by a large expansive nothingness
… a nothingness surrounded by the beautiful aurora of a
black hole’s event horizon.
The klaxons cease their blaring, the pulsing red lights fade
to nothing, leaving only the majesty of the black hole before
you as equipment, dead drones, and even you begin to feel
the pull of it against the failing artificial gravity of the
Dreamcatcher. Then all is black.
Too Railroad-y?
If you find yourself reluctant to propel the players and
their characters into the adventure in such a manner as
described in Scene 1, that is perfectly okay. Scene 1 is
meant to serve as a prelude to the adventure, introducing
the adventure’s concept to the characters in both story
terms and in meta-detail. This may be far too much of the
proverbial railroad for some groups, and that is
understandable. In such an event, the best and easiest
course of action would be to skip to Scene 2, where the
majority of the ship opens up and the plot is mostly
determined by character action and random rolls.
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After their apparent death in the previous scene, the players awake to find
themselves in narrow pod-like structures, naked and utterly submerged in
water. Despite this, they can easily hear the overwhelming chirp of klaxons
going off all around them as familiar red light pulses along the walls and
floor before them.
Each player can see directly outward and should there be another occupied
pod before them, they can see the person in that pod. After a few minutes
of allowing the characters to explore their personal pods (and discovering
that not only are they naked, but connected to many monitoring diodes,
breathing tubes, etc.), begin to drain the water from the pods. Unfortunately,
even though the pods drain, the glass doors do not open, requiring the
characters to force their way out.
Once the players are free, they will find that they are located in the
Cyro-Bay onboard the Dreamcatcher (Lower Decks, Area 2). Exploration
of the Cyro-Bay will reveal several lockers with enough normal clothing to
outfit the naked characters as well as a few data pads that will remind them
17 17
of the purpose of the research mission as well as the current
state (but not the reason why) of the ship. Exploration of
the Cyro-Bay will also uncover that several other pods have
been purposefully tampered with, and the crew members
inside those tubes are now dead and appear to have been
so for at least a few weeks. Besides the data-pads and the
dead crewmates, there is also writing scrawled across the
walls. While most of it is gibberish, a single term continues
to repeat: Levigos.
From this point on, the majority of the Dreamcatcher
is open to the players for exploration. Some places will not
be accessible until certain repairs are done to the ship, and
these areas are noted in their descriptions. There may be
alternate routes around locked-down sections that will also
be noted in the descriptions of areas.
Before leaving the Cyro-Bay for the first time, there is a
2 in 6 chance of one of the following occurring:
Table
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Table 6
Non-Random Events
While the majority of the events in Event Horizon are
randomly generated VIA the table above, not all events are
random. Certain Areas within the Dreamcatcher are
pre-determined and usually exist to help either drive the
story of the Dreamcatcher along or to help maintain or
heighten the atmosphere of the adventure. These pre-
determined events are presented in either in an Area
description or in the Drift Events section near the end of
the adventure.
19
The Lower Deck of the Dreamcatcher is the primary living
area of the ship and houses the crew, Aquaponics bays, and
the Cyro-Bay.
Area 1 - Engineering 1
Engineering 1 and 2 are closed-off from direct entry due
to a leak in the ship’s coolant core located in Engineering
2 (Area 2 – Middle Deck). However, access can be gained
to both Engineering 1 and 2 through a maintenance tube
located in the Steller Observation Bay (Area 1 – Upper
Deck). Players approaching Engineering 1 can hear the
whir of the Fission Turbines from the other side of the
closed entranceway. A Pilot has a 3 in 6 chance of telling
something is off with the sound of the engines; all other
characters have a 1 in 6 chance of being able to notice there
is an issue.
Colossal coils glow red in the dim light of the Engineering
Bay, pulsing in time to a cacophony of noise more reminiscent
of a dying animal than to a fission coil. Work and
maintenance stations have been destroyed, and tables, tools,
and other more unspeakable things are jutting out of them
at strange but very human angles. In the center of the bay,
between the two fission coils, is a bank of computers meant
to serve as a diagnostic and repair tool for the engines. Now
though it is little more than junk. A giant sonic probe, sparking
out of the machine’s center where someone had lunged it
like a spear through the system, has a crew member impaled
atop it. The air is thick, heavy, and hot, and the smell of ozone
is great as every breath burns its way down your throat.
The red color emanating from the fission coils is a visual
clue to the problems currently facing the engine core and
the outlying Hydrogen Collectors (Areas 9), causing the
engines to slowly go critical as they are unable to draw in
hydrogen from the Collectors. Due to the damage to the
fission coils, Engineering is soaked in radiation, requiring a
successful Saving Throw during every visit or a EVO-suit.
Any character who does not succeed a Saving Throw or is
not properly equipped will suffer 1d6 damage for every 10
minutes they are in Engineering.
The crew member impaled on the sonic probe is listed
in the manifest as a Scott Montgomery. His body is covered
in strange tattoos of pictographs that are unknown to any
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of the characters, and even as Video Log 1 will explain,
Scott himself.
The intake valves on the starboard side of
Engineering have been critically damaged. Any character
with an engineering or mechanical background will
automatically know that most ships, the Dreamcatcher
included, have redundant systems for fuel intake and will
know how to repair the damage. Any other characters
will have to figure out the issue through examination,
research, and so on. During this process, there is a 3 in
6 chance of causing further damage to the engines. Once
repairs are successfully completed on Engineering 1, the
normal means of accessing the area will be unlocked and
fully usable by the characters.
Searching Engineering 1 uncovers the
following items: Video Log 1, Adaptive Armor (5 Charges),
Sonic Probe (3 Charges).
During the actual repair of the
intake, there is a 2 in 6 chance of an explosive reaction
from the ambient hydrogen that has been collecting
around the damaged area. Any character within a 30-foot
radius of the character conducting the repairs will be
caught in the explosion and receive 4d6 damage (save for
half). On any visit after the repairs are successfully
completed, there is a 1 in 6 chance that a Greater Baku
Drone will be present in the area and attempting to do
further damage to the Engine systems.
Area 2 - Cyro-Bay
What was once a startling white room that smelled
slightly of a med-bay is now dark and deserted, the clean
scent replaced by offal and acidity hints of vomit. The air
is heavy and warm, denoting the failing systems as the air
control is offline. Most of the crew lockers along the walls
have been tipped over and smashed, spray-painted over
with mad gibberish and crude images that could only be
thought up by a lurid mind.
The Cyro-Bay is a converted cargo-bay and is still
partially used as one. Rows of crates under protective mesh
line the back walls, full of seeds and the other accruements
of potential settlement building. Most of the lockers along
the forward side of the Cyro-Bay have been knocked over,
smashed, dented, and otherwise defaced. The two doors
near Area 1 have been bolted closed from the outside.
None
21
Basic Uniforms (AC -0[+0]), Data-pads
(personal information on who the characters are and their
jobs/position and mission), a single Pistol (1d6) with a full
magazine of ammunition (15 rounds), and communication
rigs for half the total number of players with a range of
500 yards in any direction (battery life is 12 hours).
Area 3 - Elevators
Initially the elevators are offline until the power systems
aboard the Dreamcatcher are restored. However, travel
using the elevator shafts is possible using the
maintenance/emergency ladders embedded in the elevator
shaft walls.
None
There is a 1 in 6 chance that on the first visit
to any of the elevators that the characters will find a
semi-automatic rifle (1d6 +1) with half a magazine of
ammunition (10 rounds). Whichever elevator this weapon
is found in will have carbon scaring on its doors and walls
reminiscent of the kind caused by the Baku Drones with
laser arms.
There is a 2 in 6 chance that the
characters will encounter a Lesser Baku Drone in the
elevator shafts before the repairs are done to the power
systems. After repairs, there is a 2 in 6 chance that a Lesser
Baku Drone (bladed) will drop onto the top of the elevator
and begin to puncture the roof, attempting to cut or impale
anyone within the elevator. There is a 1 in 6 chance that,
when the elevator is repaired, it will attempt to finish
whatever trek it was on before the Dreamcatcher’s power
systems were damaged. Any player in the shafts at this
time must succeed a Saving Throw or be crushed by the
elevator.
Area 4 - Airlocks
The starboard Airlock is locked down due to the starboard
Hydraulic Ramp (Area 5) being lowered and opened
directly to the event horizon of the black hole. The port
Airlock is stable and can be accessed. Investigation of the
port Airlock will uncover that the controls for both Airlocks
have been rerouted to the Central Control (Command
Deck, Area 4).
The starboard Airlock cannot be opened until
the starboard Hydraulic Ramp (Area 5) is closed. See the
entry for that section for details on repairs needed.
There is a 2 in 6 chance that the starboard
Airlock will have a Laser Torch (6 charges).
22
While in the port Airlock, there is
a 2 in 6 chance of the Hydraulic Ramp (Area 5) opening
and the intense gravity of the event horizon attempting to
eject any character in the Airlock out into the event
horizon (Saving Throw – Number of Drift to negate).
While in the starboard Airlock, there is a 3 in 6 chance of
the inner door locking, trapping any character in the
starboard Airlock for 1d6 hours or until the reason for the
malfunction can be discovered and resolved (Referee’s
Domain).
23
Area 6 - Living Quarters
The Living Quarters are assessable from the beginning of
the adventure. At the time when the characters awake from
cyro-sleep, the rooms are still set up for the “B” crew and
hold their personal adornments. The personal quarters of
the crew of the Dreamcatcher are shared between the “A”
and “B” crews. While in cyro-sleep, the personal affects,
belongings, and adornments of the sleeping crew are kept
in storage in the Cargo Bay on the Midlevel of the ship
(Middle Deck – Area 2). When the characters explore
these areas ,they will find them in various states of disarray.
Table 7
2d6
The quarter’s bed and other furnishing
2 have been shredded as if by an overly
large and over-zealous house cat.
Levigos has been written in
3 or 4 excrement across the walls and ceiling
of the room.
24
power issues are repaired aboard the Dreamcatcher. This
should lead to flickering lights, doors that take extra time
to open, or doors that open and close on their own.
Roll on the table below to see if any of the
individual quarters feature any resources for the characters.
Table 8
2 or 3 Nothing
Area 7 - Hydroponics
Hydroponics is completely open at the start of the
adventure, and no repairs are needed within the area for
access. However, the climate controls within the
Hydroponics Bay have been tampered with, lending the
area a temperature and humidity level similar to the jungles
on Earth.
Artificial sunlight filters out into the hallway as the doors
slide open, and the overwhelming wet heat washes over
you as a chorus of sounds, mostly the calls and cries of
birds, assault your ears. The Hydroponics Bay you
remember was an orderly garden with rows of plant life,
fed by the ship’s filtration systems and, in turn, helped the
air recyclers. Those orderly rows of edible plant life now
look like a minor jungle. The ecosystem’s animals—the
birds, bees, and other insects—move about unhindered by
the control systems that once maintained order within this
haven of nature within the steel tomb of the Dreamcatcher.
The Hydroponics Bay was the main source of food on
the Dreamcatcher. Vegetable and fruit plants of all types
were arrayed in orderly rows by nutrient needs, and
nutrition provided during the normal operation of the
25 25
Dreamcatcher. On top of this, the Hydroponics Bay also
acted as a micro-biodome, helping to recycle the air and
waste water within the Dreamcatcher for future and further
use, supplementing the water gained through the Hydrogen
fission coils.
Birds and insects present within the Hydroponics Bay
were genetically engineered centuries ago by colonists of
the first generation ships to help maintain the health and
reproduction of the plants within Hydroponic Bays through
pollination and breeding. These animals are more
intelligent than their Earth-bound brethren. Typically, they
are kept in specialized habitats that ring the Hydroponics
Bay most of the time. However, for unknown reasons, these
animals have been let loose for an indeterminable amount
of time.
None
Among the various high-tech farming and
plant care tools is an old-fashioned machete (1d6 dmg) and
a blow-torch that can be easily converted to a weapon.
The animals within the Hydroponics
Bay are at this point no longer used to human contact.
There is a 2 in 6 chance that the players will be attacked
by one type of animals or another while in the Hydroponics
Bay. Any attacking animal will not leave the Hydroponics
Bay, but may linger at the exits for 1d6 minutes after a
targeted character escapes. After the Dreamcatcher
descends to Drift 3, there is a 3 in 6 chance that the players
will trigger a Sanity Event within the Hydroponics Bay that
changes the bird calls to the screams of the damned.
Likewise, after the decent to Drift 3, the players have a 5
in 6 chance of encountering Rise in this section as the entity
enjoys the look and feel of the “Nature” around it.
26
There is a 2 in 6 chance that a
character repairing the Maneuvering Drive will be set
upon by Baku Drones (4) who will split their attention
between subduing the character and further damaging the
Dreamcatcher.
27 27
Rerouting the systems
Repairing the Hydrogen Collectors is dangerous, and
rightly so. Even in real-life all spacewalks and repairs to
the sensitive systems present on a space station or shuttle
can result in injury or death. Death is meant to be a real
possibility in Event Horizon, however, smart play and
innovative thinking should not be pushed aside or “not
work” in favor for the glee of blowing a player’s character
into the dark embrace of a black hole. One example of
creative thinking or alternative repairs is to reroute the
collection systems for the Hydrogen Collector.
28
8 The DreamCatcher Lower Deck
29
The mid-deck of the Dreamcatcher is the secondary
operations center of the ship. Back when the Dreamcatcher
was a freighter and boasted a far larger crew, this deck
housed more crew. However, the living quarters assigned
to these crewmen have been left empty after the
Dreamcatcher was refitted for its long-range research
mission.
Area 1 - Engineering 2
Engineering 1 and 2 are closed off from direct entry due
to a leak in the ship’s coolant core located in Engineering
2 (Area 1 – Middle Deck). However, access can be gained
to both Engineering 1 and 2 through a maintenance tube
located in the Steller Observation Bay (Area 1 – Upper
Deck). Players approaching Engineering 2 from the Cargo
Bay (Area 1 – Middle Deck) can feel an intense cold coming
from behind the door and seeping out a good ten feet from
it.
The metal grating catwalk is frozen over with a thin sheen
of ice that cracks under foot and sends a chill into the air.
The frozen, brittle catwalk cracks under your weight as you
move over it further into the darkness of the upper
engineering section; the only light is the pulsing red of the
emergency lights and the unnatural red glow of the fission
coils.
The top half of Engineering is the location of the
Dreamcatcher’s Coolant Core and the Coolant Core’s
connections to the Fission Coils. Unless maintenance was
needed, Engineering 2 was rarely accessed by either crew
of the Dreamcatcher. Due to the coolant leak, there is a 2
in 6 chance that the frozen, brittle metal of the catwalk will
shatter under the weight of a random player, causing them
to fall 30 feet to the surface of Engineering 1 (Area 1 –
Lower Deck).
The Coolant Core, the system which enables
the Dreamcatcher’s Fission Coils to operate without
overheating, is leaking, causing the Coils to slowly overheat
and eventually enter Meltdown (hence the red hue). Any
character without an engineering or mechanical
background runs a risk of further damaging the system.
30
During repairs of the Coolant Core, there is a 3 in 6
chance of causing a “Spray Back” of the Coolant Material
and causing 6d6 damage to anyone caught in a 10-foot
cone around the Coolant Core (save for half).
Resources – There is a Laser Torch (6 charges) that has
fallen under the Coolant Core. A Pistol with a full clip lays
on the floor in a puddle of frozen blood.
There is a 3 in 6 chance that,
before repairs are made on the Coolant Core, any access
to Engineering 2 will trigger a Time Dilation Event placing
1d6 characters on a German U-Boat in the Northern
Atlantic that is in the process of sinking. This event can
only happen once, but should expand on the hopelessness
of the characters’ situation as they have to experience and
watch the German U-Boat crew drown.
There is a 4 in 6 chance that, after repairs and Drift 3
has been reached, that Baku Infiltrators will attempt to set
anti-matter charges within Engineering 2 in order to set
off a chain reaction to destroy the ship and all aboard.
After Drift 3, Engineering 2 will be one of the locations
where Rise will manifest, offering insight and advice to
the characters.
31
Investigation of the Cargo Bay will uncover
a good mix of all the mundane items within the equipment
guide section of the rule book as well as a
mixture of the following:
Table 9
3d6
3 20 lbs Coffee
9 Maggots
13 Medical Kit
14 Sonic Probe
15 26 Fresh Apples
16 Crate of Scalps
32
attempts to interact with her at any point, she will scream
and her head will snap back as if hit with something
extremely heavy and hard. This event’s conclusion will,
in turn, trigger a Sanity Event. After this event, any time
the characters enter the Cargo Bay, they will find a
blood-covered rag doll with red hair and a missing button
eye where the image of the woman was. This will persist
even if the characters remove or destroy the doll.
There is a 2 in 6 chance every time the characters enter
the Cargo Bay after the Dreamcatcher has descended to
Drift 2 that a wheelchair will be present in the area. The
wheelchair should not always be in the same location or
even always upright. Oddly, even if the characters loot
the Cargo Bay of all its supplies, the strange supplies listed
in the table above will always be mysteriously restocked.
After the Dreamcatcher descends to Drift 5, there is a
2 in 6 chance that any character who enters the Cargo
Bay will be attacked by the flickering image of a large
burly man carrying a free weight. This image cannot be
harmed by projectile weapons and will vanish when he
reaches zero hit points.
Area 3 - Elevators
See Entry for Lower Decks, Area 3.
33
Milky Way. When the researchers who purchased the
rechristened Dreamcatcher retrofitted the ship, they
decommissioned the living quarters on the Middle Decks
to conserve power and supplies for the small sixteen-person
crew. The Empty Living Quarters are initially locked, but
can be easily unlocked as there are no safety reasons for
them to be locked.
None
There is a 1 in 6 chance that any of the Empty
Living Quarters will have one of the following:
Table 10
1 Semi-Automatic Rifle
3 Sonic Probe
4 Medical Kit
5 Pistol
6 Blank Patapad
None
34
chemical cleaner have been absorbed into every surface,
radiating an almost genetic feeling of safety and comfort.
On the central bed, under a protective fiberglass dome, is
a single form; a woman, in her late sixties, naked save for
the wedding band around her finger and an open pendant
featuring a much younger woman and a man around her
neck. Written in marker along the left-hand side of the
dome are the words “do no harm”. The woman isn’t moving
or breathing.
The characters should know the dead woman as Dr.
Cynthia Vaughn, the “B” crew’s medical doctor and a
woman who, at this leg of the journey, should only be in
her mid-forties. Investigation of the Sick Bay will uncover
unlocked medical files and the Doctor’s log’s detailing the
“B” crew’s increasingly strange behavior as they neared
the anomalous black hole.
The files begin with reports of headaches and
sleeplessness in the first weeks, with the first reported case
being the “B” crew’s commanding “officer” Dory St. Laud
and continuing to increase in severity until the crew begin
to descend into the various stages of psychosis to include
self-mutilation, homicidal behavior, delusions, and so on.
The last entry is about the Doctor herself, who locked
herself away in the isolation dome to protect the crew
after she found herself flaying Captain St. Laud.
None
1 Med-Kit (3 Charges)
After the first encounter with a
flickering image in the Cargo Bay (Area 2 – Middle Deck),
there is a 1 in 6 chance that the players will encounter a
flickering Image of Dr. Vaughn any time they enter the
Sick Bay where she will go about her business as if she
had a full sick bay. During these encounters, there is a 2
in 6 chance that she will believe a random character is a
patient and attempt to flay them the way she did Captain
St. Laud.
35
already failing system by readjusting the “normal” ratio of
CO2 to O2. Should the characters attempt to speak with
the Infiltrator, she (for the voice should be decidedly female)
will explain that the Baku have dedicated themselves to
protecting the universe from the evil of this particular black
hole. Any other information is up to the Referee, but if
possible, the Baku should note surprise at seeing another
sentient life-form after so many eons.
36
The DreamCatcher Mid - Deck
37
The Upper Deck of the Dreamcatcher features extra crew
amenities and research bays such as Steller Observation and a
Laboratory. During the twenty-year long trip to the outer
reaches of the galaxy, this section of the ship has seen little use
except those few areas that serve the crew best. However, once
the research site has been reached, there are plans in place to
turn the Cargo Hold (Area 2) and extra unused living quarters
(Area 6) into additional research stations.
38
Area 2 - Cargo Hold
The large cavernous Cargo Hold is nearly empty, its darkness
clinging to every surface as only the safety runners light your way.
Every sound echoes as you move through the nearly unused section
of the Dreamcatcher, weary of the things moving in the deep wells
of shadow.
The Upper Deck Cargo Hold stores very little in terms of needed
equipment. Mostly built up as a place to store the long-term
freeze-dried and canned food-stuffs, the majority of the
Dreamcatcher’s two crews only used it as a means to access Steller
Observation. Investigation of the dark, dusty hold reveal little has
changed. The large metal mesh containers have months, if not
years, of dust resting on them, and the only clean areas of the floor
are those that come from the doors and lead to Stellar Observation.
One distinct difference though is a cleared trail through the dust
to the cargo net at the fore of the Cargo Hold. Investigation of this
39 39
reveals two crew members, both males, stitched together and
hung from the ceiling by a noose.
None
The few metal mesh containers hold what
mundane goods can be found in the rulebook. There
is a 1 in 6 chance that a more special piece of weapon or armor
will be found as long as it is non-laser based.
During Drifts 1 and 2, there is a 2 in 6
chance that the characters will encounter 4 Lesser Baku Drones
in this location during any given visit. After the Dreamcatcher
descends to Drift 3, the Cargo Hold becomes a focal point of
Sanity and Time Dilation Events with a 3 in 6 chance of one or
the other happening during any given visit to this section.
Area 3 - Elevator
See Entry for Area 3 – Lower Deck
40
Area 4 and 5 - Exercise Area
During its days as the cargo freighter the “Aeschylus”, these two
rooms were the private quarters of the Captain and his First Mate.
With the retrofitting and rechristening of the ship and its mission,
the traditional use of these two rooms was no longer required.
Before the start of the twenty-year-long trip, the “A” and “B” crews
decided to turn these two areas into a partially unified exercise area
so that the crews could maintain muscle strength and avoid the
atrophy that occurs in space, even with the advent of artificial
gravity.
None
Strangely enough, a Machete (1d6 dmg) can be
found mixed in with the free weights.
There is a 1 in 6 chance that the mirrors in
the Exercise Room will show the characters something horrific in
nature. After the Dreamcatcher has descended to Drift Level 3,
there is a 2 in 6 that the mirror will show another character attack
the character staring into the mirrors. If the character turns to
look, everything appears fine. However, once he turns back, the
attack is conducted and damage is given as normal should the attack
succeed. This event can only occur once. After the flickering image
is observed in the Cargo Bay (Area 2 – Middle Deck), there is a 2
in 6 chance of encountering a flickering image of the brawny male
that can also be encountered in the Cargo Bay (Area 2 – Middle
Deck).
Area 8 - Kitchen/Galley
The bank of electronic microwaves, ovens, and stoves sit in eternal
silence against the aft wall, partially hidden in the churning lava
lamp-like light filtering in from the transparent-aluminum that make
up the fore of the room. Several small, round tables overlook the
event horizon in all its beauty, helping to mask the sight of the trail
of blood leading to the oven and the sickly sweet scent of burnt flesh.
Originally just the ship’s kitchen, the current Kitchen/Galley was
retrofitted to make room for the original galley (Area 7) to be
turned into a secondary Lab for the crew of the Dreamcatcher.
The smell of burnt flesh is old but it has soaked into the floor
and walls of the Kitchen/Galley and, despite its age on the carpeted
floor, the old blood is still sticky. Investigation will uncover the
41 41
charred remains of a human head inside one of the ovens along
the aft wall.
None
There is a fully loaded semi-automatic Pistol in
one of the microwaves along the aft wall.
None
42
The DreamCatcher Upper - Deck
43
Area 1 - Shuttle Bay
The Shuttle Bay is completely locked down and can only be
accessed from the ship’s exterior due to the damage caused by
an unauthorized launch of the exploration Shuttle (Area 2) while
the hatch was closed. The resulting crash has caused the largest
amount of structural damage to the ship, and it may not be
possible to be repaired.
The Docking doors that allow for the exploration
Shuttle (Area 2) to leave and return to the ship are little more
than a clump of twisted slag. If a replacement or enough scrap
metal can be found to seal the multiple hull breaches, the repairs
can be made. However, it is far more likely that the easier course
would be to find a way to completely seal and vent the section.
Remember, reward players for creative thinking!
None
None
Area 2 - Shuttle
What is left of the shuttle appears to have been extensively
modified from its original purpose by someone who was a great
fan of post-apocalyptic Australian movies. The remains of the
engines still spark and crackle in the near vacuum of the Shuttle
Bay, and the pure heat of its failed launch has fused it with the
floor of the area, warming you even through your protective
clothing.
The shuttle is beyond repair, however, it is possible
for an enterprising character to salvage pieces of the shuttle for
use in repairing the Dreamcatcher.
None
There is a 2 in 6 chance that, after the
Dreamcatcher descends to Drift 3, the shuttle will explode,
dealing 20d6 damage to anyone within 60 feet of it (save for
half) and doing extensive non-repairable damage to the Shuttle
Bay area (Area 1 – Command Deck).
Area 3 - Elevator
See Entry for Area 3 – Lower Deck
44
Area 4 - Command Center
As you approach the Command Center, you find the door unyielding
to both your presence or the force of your muscle. There is no
warning on the display next to the door; this area has not been locked
down due to the damage sustained to the ship by the invaders or the
event horizon.
The last surviving member of the “B” crew, Rius the pilot, has
locked herself in the Command Center and refuses to allow entry
to anyone, afraid that everyone on the ship, even the “A” crew who
were in cyro-sleep, have been affected by same sickness that drove
the rest of the crew insane. It will take a lot to convince the
obviously panicked pilot to agree to let the characters into the
Command Center. But once through, they will immediately
recognize the woman’s high, tinny voice as the one they heard on
the intercom in Scene 1.
Rius is easily spooked, and anything resembling strange
behavior will set her off. Judging from her broken arm and the
bloodied bandage on her head, she felt the brunt of her former
45 45
crewmate’s insanity. Should anyone begin to act strangely
around her, there is a 3 in 6 chance that Rius will draw her gun
on the character and threaten to shoot them all if the characters
don’t get out of the Command Center. Should the characters
be ejected from the Command Center, re-entry will be extremely
difficult.
None. Most of the ship’s systems have been
re-routed by Rius to the Command Center and work decently,
but not perfectly well (See Area 5 – Lower Deck). The
Command Center can also give the characters an up-to-the-
minute status on the Dreamcatcher and her systems as well as
what needs to be repaired.
Rius was able to secure a small cache of supplies
before barricading herself within the confines of the Command
Deck. In total, the “B” crew pilot has secured 200 rifle rounds,
150 pistol rounds, 2 medium mesh armors, an a single extra
pistol.
The initial meeting with Rius can occur
at any time or during any Drift increment during the adventure.
46
Depending on the Drift level the Dreamcatcher is currently at, it
can be easier or harder to convince Rius of the characters’ intent.
While Rius will refuse to leave the Command Deck, she can become
an invaluable resource to the characters once some of the power
systems are repaired by acting as the “eye in the sky” to the
characters and sharing information through the ship’s intercom
system.
47 47
48
Once all the repairs are completed, the remaining crew of the
Dreamcatcher can attempt to break away from the event horizon of the
black hole and continue on with their lives. There are only three things
standing in their way: The immense gravitational pull of the black hole, Rise,
and the Baku. While there are many possibilities for outcomes and climaxes
to this story depending on you, your group, and how the events within the
adventure played out for your individual group, there are three probable
outcomes that have been detailed below.
Remember, above all else, is meant to be as cinematic
and suspenseful as possible. Just because you and your group have reached
the final stretch does not mean that you should allow that feeling to collapse
just yet. Let it go out with a bang using every tool at your disposal to make
that bang as explosive as possible.
49 49
until a character fails their Saving Throw. Once this happens,
they become the vessel of Rise and gain access to all of the
abilities of a Level 6 Alien Mystic.
While content to be free from its prison, Rise will take the
opportunity to “test” its new body and attempt to slaughter the
characters. Rise’s mental escape from the black hole also triggers
a rippling effect through the Black Hole that increases the
chances of Time and Sanity Events to a 5 in 6 chance through
every Drift increment. There is also an immediate 3 in 6 chance
of causing catastrophic damage to the Dreamcatcher leaving it
dead in the water and in need of emergency repairs … however.
New Friends
With the successful repair of the Dreamcatcher and the failed
attempts to destroy her on the part of the Baku, it is possible for
the characters to convince Commander Tr’Qu’ira of the Baku
to help them instead of attempting to destroy them. The Baku
can be convinced mainly due to two constants: Humans are the
first sentient beings they have encountered in nearly a thousand
years, and the other is how sane the “A” crew stayed while under
the effects of the event horizon. If convinced, the Baku Capital
Ship will aid in the Dreamcatcher’s escape through the use of a
towing beam that stabilizes the course of the smaller human ship
and gives a bonus to the pilot’s attempts to escape (Saving Throw
+2).
Should the Baku be convinced to aid in the Dreamcatcher’s
escape, and if the events of Rising in the Darkness occur, it is
possible to request assistance in either the repairs (2 in 6 chance)
or in fighting against Rise (1 in 6, or 4 in 6 if the Baku can be
convinced that Rise, the entity, has been at fault for the eons of
destruction they have witnessed). The Baku lend this aid at great
personal expense given the newly unstable nature of the black
hole, and some may refuse to lend aid or actively go against their
commander’s orders once on the Dreamcatcher. Also, despite
their immunity to the insanity effects of the black hole, they are
extremely affected by Rise’s Star Knight-like powers, always
receiving the maximum effect of those powers if targeted.
New Beginnings
Finally, as the ship attempts to escape, it is possible for it to
experience a shipwide Time Dilation event, essentially causing
the Dreamcatcher—just moments from freedom—to be
displaced in Time/Space and end up somewhere and somewhen
else.
50
While many of the effects of the Drift Levels are left up to random tables
throughout the adventure, there are a number—limited as they may be—of
events that are anchored to certain Drift Levels.
51
Drift 4 - No changes; Rise will increase its presence to the
characters.
Drift 5 - The Baku Commander, Tr’Qu’ira, will force her way
into the Dreamcatcher’s communications array and attempt to
convince the characters to destroy the ship. In the process, she
will reveal much of the Baku’s history with the black hole as
described in the background of this adventure.
Drift 6 - The black hole is inescapable, and the Dreamcatcher
will be destroyed in a matter of hours. The Baku send hordes
of Greater Baku Drones to attempt to destroy the characters
(See Scene 1 – the Last and First Stand of the Dreamcatcher).
Time Dilation
Star Fighter Battle – This is an excellent way to inject some
excitement into the slower pace of the adventure and explore
the excellent space combat rules of . The affected
characters find themselves in the cockpits of old United Nations
Space-Navy fighters in the midst of a dogfight with some outer
belt Separatists in the Kuiper Belt. For however long the
characters are stuck in this new time, they must both contend
with the Separatist fighters and the various ice rocks and other
objects in the Kuiper Belt.
Final Death – Being stuck, watching as the final twinkling
lights of the universe die out in a cold, infinite death. The
characters stuck in this timeline are not affected by the empty
52
space they believe they are floating in. There is a 1 in 6 chance
that, as the final stars twinkle out of existence, they will hear a single
bell toll. This event carries a 2 in 6 chance of triggering a roll for
a Major Sanity Event.
Take up the Flute – The affected characters wake in a mundane
life, feeling as if they have always been a part of it. In this Time
Dilation Event, the characters experience another person’s life,
exchanging the minutes/hours/days of a normal Time Dilation
event to months/years/decades. When the affected character’s
time in the event ends, they are returned to the Dreamcatcher
feeling that only a few moments have passed by and they are the
same age as when the Time Dilation Event began.
Twisted Hallways – When this Time Dilation Event occurs, every
affected character finds themselves in a different time period but
still aboard the Dreamcatcher. With every hallway or room they
enter, the time shifts to another within the period of life of the
Dreamcatcher.
The Dreamcatchers of Two Worlds – The “A” crew
encounters the blasted remains of another, future Dreamcatcher
that was successfully destroyed by the Baku. If the characters are
brave enough, these blasted remains could prove to be important
salvage that could help them avoid a similar fate as the other
Dreamcatcher. While it’s blasted salvage, whole sections of the
other Dreamcatcher should be explorable, offering new perils to
the characters as they explore their twin. There is a 2 in 6 chance
that seeing a destroyed future Dreamcatcher will trigger a Sanity
Event.
53
visits upon any of the walls. The event does not end until the
characters are left with only enough room to kneel with their
heads bowed.
Watching Gods (M) – The hull of the Dreamcatcher falls
away to be swallowed by the aura of lights and matter that is
the event horizon. As the affected character basks in the
unnatural beauty of the black hole, it suddenly opens revealing
a flaming demonic eye of the whitest fires.
The Truth Under the Skin (M, Mi) - The affected
characters begin to feel a tingle under their skin. For the next
few hours, this itch increases, becoming overwhelming. Soon
pieces of the character’s flesh begin to fall away in wet, tumorous
masses, revealing something primordial under the flesh. To any
other characters, even others who are affected, the character
appears normal.
The Truth (M) – (Note: This Sanity Event requires an insane
amount of trust between you and the players and an ability to
separate Player versus Character Knowledge. It is not a good
idea to allow more than one player to ever experience this event.)
In an epiphany sent from God-knows-where, the affected
character suddenly knows the truth. This universe is only the
newest in a successive chain of universes that are reborn like a
phoenix from the ashes of the old. This character knows the
truth of the black hole, of Rise … and no one will believe him.
54
Your Imagination, your twisted, twisted
imagination, is the limit
Truly there is no limit to what you, as the Referee, can do
for a Sanity or Time Dilation Event as long as one cardinal
rule remains in place: Respect your players. Yes, go ahead
and scare the hell out of them, do your best to make them
wet their pants and want to hide under the covers of their
childhood beds. However, know when to stop, know what
is too far and don’t go there, don’t even insinuate it. In the
end this is all supposed to be for fun, even if that fun includes
needing an extra set of underwear.
55 55
Baku Drone, Lesser
Hit Dice 1
Armor Class 7 [12]
Attack 1d6 (Blade) or 1d6 +
1 (Laser)
Saving Throw 17
Move 15
HDE/XP 2/45
56
Baku Drone, Greater
Hit Dice 2
Armor Class 5 [14]
Attack 1d6 (Blade) or 1d6 + 1 (Laser) or 1d6 + Poison
(Tail)
Saving Throw 16
Move 15
HDE/XP 4/120
Special
The Baku Drone, Greater’s tail is filled with a deadly poison. On
a successful attack with the Tail there is a 3 in 6 chance that the
Drone will attempt to inject the poison into the target of the attack
(Save or Die).
57 57
Baku Infiltrator
HD 3
Armor Class 4[15]
Attacks Laser Dagger (1d6 +1)
Saving Throw 17
Movement 30
HDE/XP 4/120
Special
Once per encounter the Baku Infiltrator can activate a personal
cloaking device for up to 3 turns. Once the Infiltrator makes
in action that is not a movement the cloak is dropped.
Flickering Image
Flickering Images are “recordings” of the tortured “B” Crew
who appear and disappear at random throughout the ship,
although a few are fixed to certain areas.
Hit Dice 3
Armor Class 5 [14]
Attacks Touch (1d6 – See Special)
Saving Throw 17
Movement 15
HDE/XP 4/180
Special
Whenever the Flickering Image successfully hits a target there
is a 2 in 6 chance that the target will feel the insanity that washed
over the soul of the “B” Crew member resulting in a Minor
Sanity Event.
58
Rise/Levigos
Rise is the consolidated remains of all sentient life from the previous
incarnation of the Universe. Trapped since the beginning of
current time within the black hole it desires nothing more than to
find escape into our universe.
Hit Dice 6
Armor Class 3 [16]
Attacks Corrupted Energy (5d6), Increased Melee
(2d6+2)
Saving Throw 13
Movement 12
HDE/XP 8/1,400
Special
Can use Corrupted Energy 3/day, Force of Will 1/day, has access
to the following Mediations/Gifts (Protective Mediation 2, Combat
Coordination, Alter Time, Detect Thoughts, Protection from
Missiles, Levitate)
59 59
copyright date, and the copyright holder’s name to the
OPEN GAME COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
LICENSE VERSION 7. Use of Product Identity
You agree not to Use any Product Identity, including as
60
You wake to strobing
red lights, the piercing
cries of your ship in its
final death throes and
drowning in the very
fluid that was to keep
you alive for a twenty
year nap.
Event Horizon is an
introductory Adventure for
the White Star Roleplaying
Game suitable for 4 to 6 1st
level players and features
new rules for sanity, time
dilations, system repairs,
new enemies, items, and
class options.