TEXT: 1
  ISSUE 01
  Mat Oh (Order #24135017)
  
  2
  HIVE MIND ISSUE 01
  Content by members of the  
  Mothership Discord Server  
  https://discord.gg/uuvxG29
  Compiled by Dan D.
  Art by Evlyn Moreau 
  Edited by Jarrett Crader
  First Printing, Gen Con 2019
  Copyright © 2019 Tuesday Knight Games, LLC
  http://mothershiprpg.com
  @playtkg
  Mothership created by Sean McCoy.
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  Mat Oh (Order #24135017)
  
  3
  D10 ALTERNATIVE 
  CLASSES
  1. 
  Suit:  +5 Intellect, +5 Speed  Body 30 / 
  Sanity 40 / Fear 20 / Armor 30  Appeal to 
  Contract: can reroll any other ally’s Panic 
  result once per session.  Skills: Linguistics. 
  Pick two: Art, Theology, Rimwise. +2 points.
  2. 
  Witness: The practical evolution of the 
  field reporter. Training instills hardened 
  resolve through mental conditioning. 
  A witness never looks away. Especially 
  useful as a frontline scout, willing to delve 
  where even light fears to shine.   
  +10 Speed  Body 25 / Sanity 40 / Fear 40 / 
  Armor 25  Panic Checks are made at [+].  
  XP Incentive: Bare witness to the arcane. 
  Stoke the flames of knowledge amidst the 
  dark void.  Skills: Athletics, Rimwise. Pick 
  one: Linguistics, Computers. +2 points.
  3. Field Biologist:  +5 Intellect  Body 30 
  / Sanity 40 / Fear 35 / Armor 30  Been 
  There, Seen That: Can negate a Panic 
  Check for the entire party once per day, 
  provided they can offer a plausible (even 
  if incorrect) explanation that reassures 
  everyone to remain calm.  Skills: Biology, 
  Hydroponics, +4pts.
  4. Void Monk:  +10 Strength  Body 20 / Sanity 
  40 / Fear 30 / Armor 30  Touch an enemy, 
  forcing them to make a Body Save or lose 
  a sense of your choice for 1d10 seconds.  
  Skills: +3 points.
  5. Zoologist:  +5 Strength, +5 Intellect  Body 
  25 / Sanity 30 / Fear 45 / Armor 25  Gain [+] 
  on Saves vs. xeno-lifeforms. All characters 
  in the presence of a Zoologist must make 
  a Panic Check if the Zoologist is struck by 
  an attack from an alien lifeform.  Skills: 
  Biology, First Aid, +3 points.
  6. Bounty Hunter:  +5 Strength, +5 Combat  
  Body 30 / Sanity 20 / Fear 30 /  
  Armor 40  +2 Resolve upon successfully 
  capturing/subduing target alive.  Skills: 
  First Aid, Close Quarters Combat, 
  Weapon Specialization: Unarmed, Joint 
  Manipulation/Submission.
  7. 
  Void Urchin:  -10 to all stats  Body 20 / 
  Sanity 20 / Fear 20 / Armor 20  Rolls with 
  [+} on Stress, Stress Checks, and Panic 
  Checks  Skills: Scavenging.
  8. Convict:  +10 Speed  Body 30 / Sanity 20 / 
  Fear 50 / Armor 20  Any failed Fear Save 
  by the Convict is considered a Critical 
  Failure.  Skills: Rimwise, Scavenging or 
  Athletics, +2 pts.
  9. Hybrid:  +15 Strength +15 Speed  Body 
  30 / Sanity 10 / Fear 20 / Armor 25  
  Automatically fail Panic Checks.  Skills: 
  CQC, Athletics.
  10. Weaver:  +15 Intellect  Body 10 / Sanity 50 
  / Fear 50 / Armor 10  Skills: Astrogation, 
  Hyperspace.  Panic will override the AI 
  interface and launch the ship to random 
  coordinates within range, when applicable.
  Mat Oh (Order #24135017)
  
  4
  D10 HYPERCORP BLACK 
  PROJECTS
  1. 
  Project Myrmidon: Removing 
  self-awareness from humans while 
  ingraining automatic behaviors that 
  can support and maintain a corporate 
  hierarchy. It’s capitalist Blindsight!
  2. 
  Biologically Assisted Corporate 
  Replacement: A series of targeted 
  neurodegenerative diseases intended 
  to affect only those who are under the 
  effects of the common life extension 
  drugs. An infected planet should be 
  cleared of corporate elites within days and 
  a specially prepared executive strike team 
  will slot in to replace the lost and bring the 
  planet under company control.
  3. Project Mayflower: Engineering brushfire 
  wars on frontier worlds in order to 
  force rapid development of advanced 
  military-industrial bases, secure consumer 
  bases for heavy weapons and as testing 
  grounds for experimental weapons 
  projects.
  4. The Gauntlet: A modern day space 
  colosseum built inside an asteroid at the 
  edge of some god forsaken system. Pirates 
  provide captured slaves, exotic creatures 
  and hacked Androids to the owners of 
  this questionable facility. Some of the 
  demoralized super-rich corp owners join 
  in on the fun, betting on the available 
  gladiators and watching the fun from the 
  V.I.P. balconies. The rest of the onlookers 
  consist of space scum. A perfect place for 
  some black project networking.
  5. The Meeting Room: An entire world 
  terraformed to have a wipe-clean surface. 
  Orbital dry erase markers. A fleet of 
  executives in orbit, forming planning 
  committees, their flow charts the size of 
  continents. BECAUSE THEY CAN.
  6. SleepBuddiez™: Modifying a parasitic 
  species that feeds on lactic acid and other 
  biochemical sleep markers, allowing one 
  to forego sleep for days at a time (before 
  psychological needs outpace physiological 
  ones). Works a treat! However… there 
  may be some side effects… but not 
  so many that they can’t be rattled off 
  quickly by a voice over artist at the end of 
  advertisements for these ankle-clinging 
  xenos! Legal’s already signed off!
  7. 
  Operation MIRROR OBSOLETE: The 
  company sends trained operatives through 
  a dimensional barrier to report back on 
  alternate timelines, conduct technological 
  research (and occasionally trading) and 
  perform corporate espionage. Highly 
  volatile, still in early testing. Looking for 
  volunteers.
  8. Project Wholesome: Encouragement of 
  militarism and aggression in two rival 
  colonies, both given very reasonable 
  discounts on weapons. Eventual goal is 
  to have them accustomed to generations 
  of warfare before selling them off as 
  mercenaries. The plan was drawn up 
  before the first colony ships left.
  Mat Oh (Order #24135017)
  
  5
  9. Project BIG SKY: Asteroid [REDACTED] 
  was discovered to made of a tough and 
  sonically resonant rock which could be 
  used for a variety of audio commercial 
  products. Android-crewed extraction 
  operations were discontinued after 
  artificial synthesis of the material 
  dramatically changed the cost/
  benefits of maintaining mining bases 
  in an asteriod field. The bases were 
  promptly retooled for resale 
  to colonists. A buried private 
  inquiry – commissioned after 
  an accidental fire during the 
  installation of biome life 
  support systems – found that 
  the combined mining tunnels, 
  natural caverns and auditory 
  nature of the rock have the 
  potential to amplify sound to 
  brain-chemical-altering heights. 
  Workers who did not collapse 
  into catatonic states during the 
  fire reported seeing angels and 
  other supernatural iconography and 
  sensations. A new religion has sprung up 
  among the survivors. The report concludes 
  that habitation of the [REDACTED] 
  should be abandoned. The colony 
  opens this week and there is a massive 
  corporate-sponsored festival planned.
  10. Project Camel Thread: Original intent of 
  the project was to set up a stable tunnel 
  through hyperspace to enable fast transit 
  within a solar system. Didn’t pan out as 
  things had a tendency to come out…odd. 
  The only working prototype of the tunnel is 
  set up between two Kuiper belt objects in 
  a backwater system; the company keeps 
  running things/animals/people through to 
  see if any profitable permutations appear.
  Mat Oh (Order #24135017)
  
  6
  D10 HOLIDAYS
  1. 
  Samhain/Halloween: When the walls 
  between our dimension and others 
  become thin. Just the time for scientists 
  to test some dimension jumping test ship, 
  what could possibly go wrong…?
  2. 
  Founder’s Day: When you celebrate the 
  founding of The Company and all it has 
  done to better humanity (and especially 
  its shareholders) and are grateful to 
  be a cog in its machine. Also the day 
  bonus payments come out. Traditionally 
  celebrated by dumping the flashfrozen 
  branded Founder’s Day cake out an airlock 
  then getting sloshed on engine core 
  moonshine and lamenting how you’ll never 
  be able to retire on a freighter pilot’s pay.
  3. “Bah, Bunkbug!”: Morale improvement 
  consultants started this hygienic holiday in 
  20X6 to curb fleetwide infestations. Twenty 
  days before yearly employee reviews, 
  crew incinerate old bedding and uniforms 
  or jettison them from an airlock. Many 
  include symbolic items as a pledge to end 
  a bad habit. A prime time to quit smoking 
  or mutiny. Brave crewmembers don 
  antennae headbands (and nothing else!) 
  to open an airlock for a few seconds and 
  taste refreshing vacuum.
  4. Launch Day: On the anniversary of a ship’s 
  launch a celebration is held in order to 
  honor the vessel and the former crews 
  that manned it in the past. The celebration 
  lasts all day and consist of decorating the 
  rooms and corridors and sometimes even 
  the hull with trinkets found throughout the 
  year. When the ship changes crew some 
  of the trinkets are welded together into a 
  decorative totem which is left on the ship 
  in order to be exhibited during all other 
  Launch Days. The totems serve as a piece 
  of living history and oftentimes inspire 
  Launch Day tales of the vessel’s past.
  5. HOLIDAY!!!!!!!: On the megacolony ship 
  The Crossroads holidays are a dirty 
  word - “holiday” being a Stalker-Crazies 
  term for when they find and crack open a 
  previously untouched medbay or chemlab. 
  For the next several days the sector will be 
  awash with blood as the shrieking Crazies 
  cut loose for the first time in a while and 
  indulge in their usually frustrated drug 
  habits. It ends when the drugs run out, 
  and The Crossroads was exceptionally 
  well-stocked.
  6. August the 5th: On August 5th (Terran 
  Standard Calendar) for 30 seconds all work 
  stops and all go silent. Those who can 
  take off their hats and helmets and most 
  place their hands over the hearts. Most 
  don’t know the origin of this holiday, just 
  the words and that it is for all of those that 
  pushed farther and further for longer than 
  they ever should have. For 30 seconds on 
  August the 5th the PAs across the cosmos 
  crackle to life and the spacers sing along… 
  Happy birthday to you, happy birthday to 
  you, happy birthday dear Curiosity, happy 
  birthday to you.
  7. 
  Johnson and Johnson Day: Celebration 
  for the company that invented Duct tape, 
  without which space travel would have 
  never been possible (it really can fix 
  anything, just ask the crew who first flew 
  to Alpha Centauri).
  8. The Hatching: The lizard people of the 
  now-human colony world Azunia celebrate 
  the hatching of the “Great One” every 
  1000 years who will purge the weak 
  from the tribe. Except some enterprising 
  archaeologists have acquired the 
  as-yet-unhatched specimen which is in 
  transit on the 999y 12m 31st day.
  Mat Oh (Order #24135017)
  
  7
  9. Anarchists’ Jubilee: Debts are forgiven, 
  fees are waived, social barriers are 
  destroyed, up is down, the order is 
  overturned, CEOs are paraded through the 
  streets in effigy while the homeless party 
  on their diamond-hulled ships. Everything 
  save harm is fair game for a day and 
  everyone gets shitfaced. Currently being 
  stamped out by the corporations, but still 
  celebrated on backwater company worlds.
  10. Stranger Day: Everyone has lost someone 
  to The Void. No one is ever home for 
  Christmas. Birthdays are regularly 
  missed. Stranger Day is a day kept running 
  largely by Teamster unions. On this day 
  anonymous gifts abound. Random favors 
  happen. Spaceport beggars are given to 
  freely. Legend states the holiday was 
  founded by a Teamster named Niklaus 
  Hanzu who, having not been home in 62 
  years, dumped his entire shipment of 
  purloined luxury onto a space station 
  slum of needy refugees. It’s common on 
  Stranger Day for people who travel for a 
  living to find someone somewhere whose 
  name they do not know and whose cause 
  they do not champion and to buy them 
  a drink, do them a solid, give them a lift 
  or find some way to help them. “No one 
  doesn’t drink on Stranger Day.”
  Mat Oh (Order #24135017)
  
  8
  D10 SHIPS DOCKED AT 
  THE EDGE OF CHARTED 
  SPACE
  1. 
  The Lancelot: Ugly. Deadly weapon systems. The 
  captain is a tedious and moral philanderer.
  2. 
  Jekyll: A beat-up medical ship. Also known 
  as The Hyde, a notorious pirate vessel, once 
  “reconfigured” via custom modifications.
  3. 
  The Castellan: A boxy blockade runner currently 
  afflicted by a memetic bibliovirus. The crew 
  have slowly constructed their own tonal 
  proto-language out of the only phrase the 
  bibliovirus will allow them to say: “Rejoice and all 
  will be reclaimed.”
  4. 
  1A0-2B3: Off-the-assembly-line-new. Doesn’t 
  even have a name registered in the standard 
  databases. Bleeding-edge tech.
  5. 
  The Sloth: Gargantuan automated mining ship. 
  Crew is only thawed for yearly maintenance 
  duties. They’re really out of touch. 
  6. 
  Node-056-870: Information carrier probe 
  utilizing hyperspace for secure FTL 
  communication and data transfer. It responds to 
  hails as though it’s reading off a flowchart.
  7. 
  The Attic Widow: A trade ship run entirely by a 
  secretive order of silent nuns. Painted black. No 
  one is sure where they get their darksilk wares.
  8. 
  Grin at Death: A mortifying reminder of a long 
  concluded war, a mercenary company whose 
  archivist carries the memories of hundreds of 
  their fallen brothers and sisters stretching back 
  generations. A strange locus from which to 
  learn about the universe and a brutally effective, 
  unnervingly jovial fighting force. Their distinctive 
  battlecry is “Grin at Death, the Archive Will 
  Remember Me.” They’ll pay handsomely for 
  primary documents about their company.
  9. 
  Attending Moistened Heaven (Hexagram 5): an 
  eccentric metadivination, a ship paid for by an 
  opulently wealthy banker that neddlecasts its 
  location to a great divination board. Unaware 
  of the locations, attitudes or schematics of 
  other Hexagrams and wholly indifferent to 
  their agendas. For some reason crewed only by 
  childlike Androids with wide smiles. Their necks 
  are all tattooed with ALWAYS TRUE.
  10. A space telescope, pointed out into the 
  uncharted black. Currently the site of an active 
  spacewalk protest by the Bliss Finders. They’re 
  blocking the camera using a big banner with 
  “MAN WAS NOT MEANT TO KNOW” written on it.
  Mat Oh (Order #24135017)
  
  9
  D10 CONTRABAND 
  ITEMS SMUGGLED PAST 
  THE BLOCKADE
  1. 
  Children’s organs.
  2. 
  Military-grade weapon systems. The kind 
  of guns that make reeal big holes in reeeal 
  big things. Problem is, word got out. Plenty 
  of space ‘billies got an itchin’ that can 
  only be scratched by firepower that turns 
  colony ships into Swiss cheese.
  3. Crates of pirated video games that, despite 
  having been out of production for decades, 
  are still under very tight IP control.
  4. Mantis queen full of narcotic nectar.
  5. Ancient religious text from before atheism 
  was the default norm. Really just a shitty 
  motel King James Bible.
  6. A crown prince.
  7. 
  The next Amygdala, a birthright in an 
  ancient religion. The government has 
  named their own and wants this child 
  “gone.”
  8. Chocolate bars.
  9. The skull of the xenomorph. Yeah, that one.
  10. A single floppy disk. They won’t tell you 
  what’s inside it.
  D10 ODD JOBS THAT PAY 
  IN WARP CORES
  1. 
  Escort the daughter of a freighting 
  magnate through union-held space.
  2. 
  Pick up and deliver goods from a courier 
  in an uncharted/off-the-beaten-FTL-trail 
  sector.
  3. Collect samples of a nearby unstable 
  nebula for a gas mining cabal.
  4. Sit in this room with a black box, a monitor 
  and a keyboard for a week. Do not look at 
  the monitor. Do not type on the keyboard.
  5. Mine an asteroid.
  6. Quell a mining colony uprising by any 
  means necessary with minimal damage to 
  company property.
  7. 
  A top chef is requesting samples of exotic 
  flora and fauna from a newly-colonized 
  world.
  8. Carry a surgically implanted alien fetus 
  to term (anyone can do this because it is 
  implanted in the liver, the more toxins you 
  ingest, the healthier your surrogate child 
  will be).
  9. Carry out what the crew thinks is a 
  simulated VR mission in an unstable, 
  experimental ship that the crew discovers, 
  at the most dire moment, wasn’t a 
  simulation at all.
  10. A science lab requires test subjects.
  Mat Oh (Order #24135017)
  
  10
  D10 GEOMETRY-
  NEUTRAL MUNDANE 
  SPACESHIP CHASE 
  EVENTS
  1. 
  Loose floorboard: Speed heck to dodge or 
  fall into the pit.
  2. 
  Panic: Succeed on a Fear Save or take 
  1D10/2 stress.
  3. Cryofluid spillage: Succeed on a Strength 
  Check or slip.
  4. It’s too much: Succeed on a Sanity Save or 
  roll for Panic.
  5. Space Turbulence: Succeed on a Body 
  Save or lose your balance.
  6. Steamy corridor: Succeed on an 
  Intelligence Check or lose your bearings. 
  (Remove the physical map if you have one.)
  7. 
  Light system malfunction: Succeed on an 
  Intelligence Check or end up on a nearby 
  but random section of the ship.
  8. Out of breath: Succeed on a Body Dave 
  or receive [-] on all rolls for the next 
  1D10 minutes.
  9. Strap/Clothing gets stuck in 
  scaffolding: Succeed on a Speed 
  Check or become stuck for now.
  10. Hidden Camera: Onboard 
  computer reacts, will 
  seal doors behind you 
  and run the alarm.
  D10 AWKWARD 
  SITUATIONS YOU FIND 
  YOURSELF IN WHEN 
  THE GRAVITY TURNS 
  OFF
  1. 
  Relieving yourself.
  2. 
  Feeding your ant colony.
  3. In engineering, accompanied by one 
  unsecured buzzsaw.
  4. Napping unsecured in the engine room.
  5. Cooking.
  6. Just having set up a traditional board game 
  with lots of tiny plastic miniatures.
  7. 
  Halfway into putting on that neoprene/
  spandex bodysuit.
  8. Moving a heavy crate via forklift faster 
  than safety regulations would allow.
  9. Putting those new 
  augmented reality contact 
  lenses.
  10. Stress reduction in 
  crewmate’s bunk.
  Mat Oh (Order #24135017)
  
  11
  D10 MILD 
  INCONVENIENCES*
  1. 
  Sliding doors slide apart too slowly.
  2. 
  Water is freezing or scalding. We managed 
  space travel, yet this eludes us.
  3. Pilot chair doesn’t quite lean back enough.
  4. Out of premium flavor nutrimush, only 
  regular flavor nutrimush left.
  5. Coffee maker pressurization system really 
  cranky and unreliable.
  6. Air handler can’t filter out that… stench… 
  7. 
  Last cargo shipment had an infestation of 
  diminutive facehuggers. They just kind of 
  pounce onto your nose and hang off it until 
  they’re plucked away.
  8. New crew member won’t stop making 
  ‘cockpit’ jokes.
  9. Somebody turned on safe-mode on the 
  ship computer, so it asks “are you sure you 
  want to do X?” all the time.
  10. Sleep regulatory system refuses to stop 
  condescendingly ask about if your getting 
  enough sleep until all persons are in bed.
  *+1 Stress
  Mat Oh (Order #24135017)
  
  12
  D10 VENDOR NPCS
  1. 
  MORGAN THE MAGNIFICENT!: MORGAN has 
  MANY TREASURES to sell you! ALL 100% 
  FUNCTIONAL! Pay no mind to the Android 
  behind the curtain!
  2. 
  [REDACTED].
  3. 
  Auto-Vend 3000b: Can 3D print plastic, metal, 
  wood, stone and limited organic material, 
  “please insert plans and press Start to 
  continue.”
  4. 
  Daddy-0(00101): Sells add-ons, or “daddies”; 
  black-market personality or skill soft-ware 
  for Androids (Voids Warranty). Will not sell 
  wet-ware to flesh-bags or organics.
  5. 
  Honest Earl’s Reliable Guns: He sells the very 
  best second-hand guns. Some guns have kill 
  scores which up their prices a bit. But hey, at 
  least you know the gun has killed something! 
  Why horse-trade for guns when you can get a 
  better deal from Honest Earl?
  6. 
  Button’s Tent: A dog-sized dung beetle 
  standing on two legs, wearing a polka-dot 
  apron as she tries to juggle her business and 
  68 hyperactive children raised on human 
  action movies. A refugee from an allied 
  uplifted species, she sells things from home 
  and crafts made from her own quickly 
  regenerating chitin. She loves edible gifts 
  and toys for her children. While she cannot 
  vocalize human speech she has a tape 
  with phrases that various customers have 
  recorded for her. There’s always a need for 
  more!
  7. 
  Frett the Poisoner: Sells poisoned dart guns 
  through a wide array of self-destructing 
  Android dealers. Look for ‘DONT FRETT’ 
  spray painted on bulkheads at fuel-up space 
  stations.
  8. 
  The Devil’s Frequency: Provide coordinates 
  and an item request to the silent frequency. 
  Requested item will arrive after 2D10 minutes 
  in a black boarding torpedo as long as you are 
  within Sol. They will come to claim the debt.
  9. 
  Riggzies’ Repairs: When you have no other 
  options and money’s tight, visit Riggzies. 
  There’s nothing he can’t fix. Prices negotiable, 
  warranty length directly correlated to price 
  paid. The repair business is a front for highly 
  enriched warp cores. Will only sell them to 
  those he trusts. Trust can be bought with DNA 
  data from the crew. 
  10. Crazy Makoto’s Ammo Vendorium: A bunch 
  of repurposed vending machines that sell 
  bullets by the magazine. Can’t miss them, 
  they’re the ones with the anime girl art all over 
  it and the hyperactive AI with the stutter. The 
  identity of the actual Crazy Makoto remains 
  a mystery.
  Mat Oh (Order #24135017)
  
  13
  D10 SPACE PETS
  1. 
  Crow: Remembers everything said in 
  earshot of it, ever, and can perform 
  conversations given a date and time. 
  Responds to commands like “Rewind” and 
  “Fast Forward.”
  2. 
  Dog: It can track things by scent given a 
  small sample. It’s vulnerable in serious 
  combat but if desperate it can hold its own 
  for a few rounds.
  3. Extremophile Colony. Lives in 
  (and consumes) toxic heavy metal 
  environments, often comes in beautiful 
  terrariums of terror.
  4. Cat: Great company, can sense 
  xenomorphs.
  5. Uplifted Orangutan: Is no one’s pet but 
  filled out the paperwork to avoid getting 
  drafted by The Company.
  6. Shadowy Leathery Flap: Flying alien 
  wilflife. Can be directed like hound dogs 
  given successful Intellect Check. Forces 
  its way onto victims face and into throat 
  where it will lay dormant until stirred once 
  more. Mainly adored by Androids, often in 
  secret.
  7. 
  Gelatinous Sludge-Puppy: A clever mix of 
  animate fluid technology, a small imitator 
  computer and a colony of specialized 
  bacteria serves as half pet, half sanitation 
  system. To avoid issues with fluid in zero-G 
  this gel-like creature is mostly formless, 
  runs over skin to clean it and can be 
  programmed to act like one of a variety of 
  pre-programmed pet types - this can be 
  modified by someone willing to put in the 
  effort.
  8. Arachno-Macaw: A macaw spliced with 
  portia DNA. It can split cognitive processes 
  into stackable chunks nearly indefinitely.  
  It understands what you said but only after 
  minutes of processing.
  9. Swarm of zero-G adapted cuttlefish: 
  Modified for technical and computer 
  assistance. Adorable little bastards.
  10. Bioluminescent zero-G adapted jellyfish: 
  Turns out the harsh environment of 
  the deep sea isn’t so different from 
  deep space, and with a little effort and 
  biomechanical trickery its inhabitants can 
  be adapted for zero gee. Can even survive 
  no atmosphere for a bit but they’ll probably 
  be heavily damaged. With a synthetic 
  nervous system, they can be set to follow 
  people, sounds or dance ethereally.
  Mat Oh (Order #24135017)
  
  D10 SPACE DRUGS
  1. 
  RELex, Cross, Jesus Dust, Third Eye, Nasal 
  Religion: Triggers the neural pathways 
  associated with transcendental ecstasy. 
  Tends to be religious in nature. Not 
  addictive or particularly harmful as a 
  chemical but has been the centerpiece of 
  many a cult and corporate religion.
  2. 
  Holy Mother: Banned on a number 
  of worlds for its unfortunate side-
  effects. Addicts cause minor electrical 
  malfunctions in their locality which 
  only get worse the more of them that 
  are present. The problem is that the 
  drug renders them acutely sociable, 
  causing them to congregate together 
  in ever increasing numbers. Once they 
  accumulate the trouble starts: each addict 
  is in effect a node in a biological network 
  that is a hyperspatial portal to The Holy 
  Mother. Unfortunately, she is very hungry.
  3. Skum: The brain of a Gaunt, dried in the 
  solar winds of the Galvean System and 
  sliced into 2x2cm pieces. Taken sublingual. 
  Tastes like licking a dumpster (hence the 
  name). Causes vivid hallucinations which 
  are sometimes terrifying in nature. 2 in 10 
  chance of having a bad trip (Panic Check).
  4. Green Ichor: A hot mess of animal and 
  plant DNA that would make a truly 
  monstrous chimera if it were cultured. 
  Instead it is powdered and snorted, 
  providing heightened aggression and 
  focus, insensitivity to pain and the capacity 
  to continue acting after truly fatal damage. 
  Outside of being given to child soldiers 
  and penal Legions, it provides a strange 
  euphoria and severely altered vision—
  kaleidoscopic fragments of ultraviolet 
  light and visual sensitivity to wavelengths 
  outside the human visual spectrum.
  5. Freeze: Mostly sedative in nature highly 
  addictive popular on very hot planets. 
  Makes the user feel as though they are 
  chilly or even cold. Many of the users are 
  found dead in deserts do to exposure, they 
  do not feel the effects of the heat until it’s 
  too late.
  6. See No Evil: The waste product of genome 
  mapping Bathypelagic Zone fish by 
  biopunks, SNE temporarily blinds the user 
  and enhances hearing for d10 minutes. 
  Users risk permanent blindness: roll 
  1d10. On a 1 user becomes permanently 
  blind. Increase by 1 for each subsequent 
  use during that session. (Second use 1-2 
  results in permanent blindness, third 
  use 1-3, etc). Optional: roll 1d4 and SNE 
  enhances the following: 1. smell 2. touch 
  3. hearing 4. taste.
  7. 
  H-Bomb: A large capsule taken orally 
  or as a suppository that emits targeted 
  radiation pulses aimed broadly at major 
  nerve clusters, inciting large amounts of 
  pleasurable feedback. Causes wild spasms 
  for d10 minutes before it burns itself out. 
  May cause hallucinations. Will definitely 
  cause cancer.
  8. Warp Juice: Often used recreationally 
  for its effects as a potent euphoriant 
  and stimulant as well as aphrodisiac 
  post-cryogenic sleep by seasoned 
  Teamsters. “Warp Juice, for those 
  occasions when strong coffee just doesn’t 
  cut it!”
  9. Night-Night Juice: Spacer ‘artisanal’ 
  version of the drugs used to maintain 
  cyrosleep (proprietary blends of synthetic 
  opioids, cough syrup, sedative-hypnotics 
  and essential oils). Popular on mining 
  colonies or other places with poor 
  night-day cycles. Some users claim to be 
  able to enter the dreams of other nearby 
  sleepers, including those in cyrosleep, 
  which is odd as cyrosleepers don’t dream.
  10. Strata: Originally developed as a 
  psychiatric aid to help with PTSD by 
  making new neural pathways around 
  memories, though users often relive said 
  memories while taking it. Mechanical 
  effect: remove 1d10/2 Stress but make a 
  Fear Save or Panic!
  Mat Oh (Order #24135017)
  
  15
  Mat Oh (Order #24135017)
  
  16
  D10 RARE CUSTOMIZED 
  FIREARMS
  1. 
  Caleb’s Spitting Cobra: Standard pulse rifle 
  with blowtorch nozzle welded underneath. 
  Has enough fuel for four gouts of flame. 
  A Critical Failure results in the tanks 
  exploding right into your chest.
  2. 
  Antique Slugthrower Pistol: Similar to its 
  modern relatives but it accelerates its 
  projectile ammunition using combustion.  
  If used in a zero-G environment the 
  resulting recoil causes the user to rotate 
  away from the direction of the projectile 
  unless braced. Ammunition is incredibly 
  rare but even non-lethal injuries can easily 
  end in death if the right medical tools are 
  not available.
  3. Laser pistol: Always hits. 10d10damage. 
  Slags itself after one shot (user take 
  1d10damage and Body Save or lose use of 
  appendage for 1d10 rounds.
  4. Huge Gold AK-47: actually a Chinese Type 
  51 and it’s gold plated because a gun made 
  of gold wouldn’t work. It looks showy and 
  the grips are textured cubic zirconium.
  5. Seize the Means of Production: Made 
  famous by the Labor Uprising on Echo 
  November-Prime, this is a jury-rigged 
  elephant gun. Two nailgun barrels sit 
  beneath a modified laser cutter that 
  throws a massive slicing arc. Used by 
  suicidal and desperate shock troops 
  amidst the miners to create hull breaches 
  and leave their enemies suffocating in 
  space. Stenciled on both nail box feeds is: 
  CIAO BELLA and  
  NO, THIS MACHINE KILLS FASCISTS.
  6. Lucky Punk: a massive 6 shooter utilizing 
  a gravity fed cylinder (the barrel is at the 
  bottom rather than top of the cylinder 
  and the hammer is internal to prevent 
  jams). Used by private detectives with 
  rich imaginations, it comes with a carbine 
  conversion kit that provides a stock and 
  longer barrel for better aim and range. 
  Carved in the stock: A DAME TO KILL FOR.
  7. 
  Insult2Injury: A shotgun with an integrated 
  artificial intelligence that shoots as many 
  swears as it does pellets. Rips you up 
  verbally and physically.
  8. “Ninight”: a heavily modified tranquilizer 
  pistol that injects its sedative into the 
  trigger finger of the wielder. Sometimes 
  used by bounty hunters who find 
  themselves on the wrong side of their 
  own weapons. The handle is inlaid with 
  mother-of-pearl: COME QUIETLY.
  9. BOTSHOT: A modified assault shotgun that 
  fires nanopellets meant for putting down 
  Android resistors. Each pellet is a veritable 
  petri dish of nanoviruses, Androids must 
  make a Body Save at [-] when shot or 
  else fall unconscious and begin suffering 
  major corrosion (death in 1d10 hours). 
  Highly regulated by whatever remaining 
  government authority there is. Expensive 
  and sought after in the rim colonies.
  10. A giant-barreled long gun, blued steel with 
  the inscription What happens when you 
  make a man-sized hole in a man?
  Mat Oh (Order #24135017)
  
  17
  D10 WE REALLY NEED 
  TO IMPROVISE SOME 
  WEAPONS!
  1. 
  Supercharged laser cutter: Battery packs 
  jury-rigged on. Reduces charge time to 
  near-nothing but permanently burns up a 
  battery on each use.
  2. 
  What makes a man-sized hole in a 
  man? Nothing like a 20mm cannon with 
  hollow-point loads.
  3. Magnetic couplers duct taped together 
  with an electron driver out of the 
  deflector on the spare shuttle to make a 
  reactionless cultery rail gun.
  4. Rigging gun with mining charges strapped 
  to the ‘poons.
  5. Overloading the Jump drive and feeding 
  the load back into the drive causing it to 
  go critical and tear a hole in space as it 
  explodes.
  6. Oxygen canisters launched by jury-rigged 
  micro-thrusters.
  7. 
  Pressurized cryo-fluid canister attached 
  to a hose and valve. The hose flails around 
  wildly unless held down.
  8. Next time we’re near as we dare to a black 
  hole, hook up the alien artifact we found 
  (powered by higher dimensions) to our 
  tachyon oscillator and use the resulting 
  Hawking radiation as a makeshift wave 
  motion gun.
  9. An alien crystal shard that absolves blood, 
  an electric toothbrush and a hand vacuum 
  cleaner, all taped together. I call it the V.S.T. 
  (Vampire Sucker Tooth).
  10. Microfission batteries ripped from the 
  engineering department, powering deep 
  space search lights cannibalized from the 
  front of the ship (think backpack powered, 
  hip fired light gun that is so bright it blinds 
  and gives UV burns).
   
  D10 TRINKETS TO 
  REMEMBER LOVED 
  ONES LIGHT YEARS 
  AWAY
  1. 
  Hologram of Princess Leia looping “you’re 
  my only hope” with your wife’s head 
  awkwardly pasted on.
  2. 
  A rose. Would be more touching if it hadn’t 
  rotted to dust a while ago. Or maybe it’s 
  more touching; a glass vial containing the 
  only evidence of love.
  3. A bottle of 2237 Cabernet Shiraz by Malbec. 
  It’s in a cherrywood box. You promised 
  each other to drink it the next time.
  4. A lock of hair carefully tied in ribbon.
  5. Nothing: they are dead to you now.
  6. Small recording device with a couple of 
  snippets of them singing.
  7. 
  An unopened letter.
  8. A locket for your lover.
  9. Tissue sample in a cryo-container in my 
  sleep pod. One day I’ll have enough money 
  to spin up a clone...
  10. The access code to deactivate their 
  cryochamber etched into ring. No one else 
  knows it.
  Mat Oh (Order #24135017)
  
  D10 ADDITIONAL 
  PLACES ON THE DEAD 
  PLANET’S MOON
  1. 
  Sculpture trash heap: A serene gallery of 
  Leer’s rejected creations. The sculptures 
  seem to imperceptibly shift and change 
  when not directly observed.
  2. 
  Exhumed mass grave: Traditional burial 
  rites were honored up until the 5th day of 
  Hunger.
  3. Native moon landing: A standing obsidian 
  spear impaling a skull with both piscean 
  and avian traits. Littered with alien 
  footprints and rocks with broken-off 
  samples. No sign of their lunar lander.
  4. Funland: Abandoned amusement park 
  under glass dome with large cracks. Here 
  and there colourful lights blink on and off. 
  There may be power. The dome may still 
  be airtight.
  5. Tent City: Exiled colonists who survived the 
  moon waste hide out in scavenged habs. 
  Plotting to take revenge on the colony that 
  scorned them in d10 days. Welcoming to 
  any recent crashlanders willing to help 
  their cause. All were exiled by Malta.
  6. The Ant Hill: A series of tunnels 
  under a plasticrete mound. Perfectly 
  smooth rectangular halls of carved 
  earth that meet at a central point 
  200m underground. At a constant 
  temperature of 106F and 100% 
  humidity. You swear you 
  hear a family member’s 
  voice…
  7. 
  Moon Harpoon Cable: 
  It runs along the 
  dunes, a carbon fiber 
  cable of impossible 
  proportions. The 
  ground trembles 
  as it is reeled in, it 
  writhes and uncoils 
  as a serpent would, 
  threatening to destroy all 
  with its spasms.
  8. The Hot Zone: A huge warren of discarded 
  radioactive fuel cores and toxic waste. 
  Rumours are something lives here as 
  scavengers often never return…but that’s 
  just because it’s so toxic, right…right?
  9. Far Side: Escape pod from one of the 
  orbiting ships that tried to land on the 
  moon. Still sealed. No visible bodies.
  10. Lost Man’s Trench: About 22,000m 
  deep. The bottom is totally unexplored. 
  People from Tyrant Beggar have told of 
  terrible sounds coming from the fissure. 
  Walking through the trench, one can see 
  fossils of creature’s past, civilizations, 
  and geological anomalies. If a sound is 
  heard PCs need to make a Sanity Save or 
  gain 1d10 Stress and suffer 1d10 Intellect 
  damage. Depending on what they see in 
  the canyon walls the PCs may need to 
  make a Sanity Save.
  Mat Oh (Order #24135017)
  
  19
  D10 ADDITIONAL 
  LOCATIONS ON THE 
  SURFACE OF THE DEAD 
  PLANET
  1. 
  Small island of small caves and tunnels 
  crawling with small, six-legged gliding 
  mammals. Mostly harmless unless they 
  smell fresh blood. Then they’re like furry, 
  gliding piranha.
  2. 
  An immense, rotting carcass floats on the 
  ocean currents, leaving bloody rivers in 
  its wake. A mating mass of death worms 
  cavort inside the decomposing creature’s 
  heart. They will attack and try to embed 
  into any living thing disturbing their orgy.
  3. Outpost Beta Charlie Zulu 0929483: A 
  research and observation outpost intended 
  to be a relay link. The interior is choked 
  with corpses who crudely wired broadcast 
  equipment into themselves.  
  ALL HAIL THE NEW FLESH overwhelms all 
  communication systems within 1 km.
  4. Buried deep in a rocky sandbar stands a 
  rusty shuttle encrusted with purple salts. 
  Small tentacled creatures jauntily bounce 
  around the surface of the wreck, wearing 
  bleached human skulls and finger bones 
  atop their strange spineless bodies.
  5. A ring of land sticking out above the 
  surface of the sea with it’s own brackish 
  lake. The water is completely black and 
  looks as though you are staring into 
  an abyss. If the water is significantly 
  distributed two Alpha Gaunts investigate 
  the disturbance, rising up from the abyss. 
  This is actually a sunken super volcano,  
  still active, and a hive mother of the 
  Gaunts has made it her home and she has 
  2d10 Alpha Gaunts as protection.
  6. The Colony: A building-sized Gaunt stands 
  here, digging up dirt. Its legs are animated 
  by muscle fiber of merged bodies, it 
  tramples on soles of human corpses. A 
  deaf choir screams through its teeth of 
  skulls. It grazes the lands for any and all 
  organic material, an attempt to still its 
  hunger and replenish its “cells”. The first 
  generation of progeny has been born and is 
  ready to leave the safety of its bowels.  
  It leaves 2D10 Gaunt Walkers in its wake.
  7. 
  [REDACTED].
  8. Underneath the oceans lie many ancient 
  ruins of cities and civilization. Nothing 
  suggests they were an aquatic species 
  and scans of the planet show there was 
  once much less water and more dry land 
  available. The exposed islands are literally 
  just the tips of the tallest mountains. There 
  might be some useful relics that could be 
  reached in shallower waters.
  9. The Valley of Ghosts: A huge valley cuts 
  across a barren plain. Those traversing 
  the depths of the valley say winds echo 
  from the walls like whispers, penetrating 
  comms systems, noise filters and their 
  very minds. Even though it’s just the wind, 
  some swear they hear snatches of voices 
  from people long dead, telling them things 
  only they know, whispering dread secrets 
  and warnings of things to come.
  10. On an island about 1k wide lay the 
  remnants of a small shack village. In a 
  cave on the peak of the island there’s a 
  cave containing a book made of human 
  leather. The book contains every nightmare 
  had by a small crew of humans who crash 
  landed here 140 years ago. The reader gains 
  2d10 Stress, must make a Panic Check and 
  gain 5% Intellect as they now understand 
  a little bit more of the pitiful and horrible 
  truths of humanity.
  Mat Oh (Order #24135017)
  
  20
  D10 WHAT IS THIS 
  MYSTERIOUS OOZE?
  1. 
  Ketchup. Pray that it is ketchup. (Roll 
  again, perhaps, for the true effect.)
  2. 
  Fluid from a leaking warp core. Highly 
  potent as a drug and poison and dangerous 
  for anyone attempting to use the drive.
  3. Blood? Piss? Jizz? Puke?
  4. Hyper-stallions broke their pens and got to 
  the mares – gonna be a very expensive set 
  of lawsuits for foal ownership flying over 
  your heads.
  5. Blood. The blood of the ship. Yes, the ship 
  is now alive, its organic innards decorated 
  with metal to comfort the sentient 
  maintenance cells inside.
  6. Boneless Sphinx V luxury cats – they’ve 
  escaped their cages.
  7. 
  Patented Ink. Warning: caustic to the 
  touch.
  8. Experimental gene-engineered frog 
  excretions.
  9. I don’t know, but it appears to be sentient, 
  captain.
  10. Whatever it was, it’s a solid now, on top of 
  this exam table. Decon crew also said they 
  saw something gaseous emitted during 
  the transformation, captain.
  Mat Oh (Order #24135017)
  
  21
  D10 WHAT’S WRONG 
  WITH THE ANDROID?
  1. 
  Paranoid it is not an Android but a 
  confused person, look for clues to affirm 
  their existence.
  2. 
  Actually is a person that is convinced it 
  is an Android, refuses to do biological… 
  things…
  3. Termites.
  4. Ancient AI is hiding in its memory banks 
  but the systems are incompatible.
  5. “… and THAT is what happens when you 
  just pull the flash drive out! Like an 
  animal!” says Tina the radar controller.
  6. Constantly changing philosophies, spends 
  a lot of time reading intranet forums. 
  Changes worldview every d10 weeks, odds 
  useful and boosts their morale, evens 
  negative and ruins their morale. Small 
  chance of becoming Android supremacist 
  but easily talked down.
  7. 
  They keep wondering why they have this 
  fluid instead of real blood. Why can’t the 
  blood be real?
  8. Spent the whole Jump watching porn. 
  Infected with malware.
  9. Memory has been wiped and refragged too 
  many times and is getting spike memories 
  from previous lives. One of those lives 
  knows a powerful secret that governments 
  would kill to reclaim.
  10. Clumsily remote controlled by a sadistic 
  and bored rich kid.
  Mat Oh (Order #24135017)
  
  D10 SPACESHIP PESTS
  1. 
  Nutria: Once an invasive pest on Earth, 
  these oversized, orange-toothed river rats 
  were quickly adopted as a protein source 
  for colonists. Few ships ever take off from 
  a colony without at least a few nutria 
  stowed away near somewhere damp and 
  warm. Teamsters often find them cooked 
  and blackened by electrocution after 
  they chew through wiring for something 
  non-critical like, you know, life support.
  2. 
  Tax Motes: A form of governmental 
  ransomware, the bugs themselves are 
  gene nodded roaches introduced by 
  overzealous customs agents. They seek 
  out perishable goods without customs 
  stamps and destroy, eat or despoil 
  them. After feeding on certain types of 
  contraband (such as narcotic, which turn 
  them blue) they change color and pass 
  this on to their offspring. The port that 
  introduced them will sell a genetic poison 
  for enough money, more after the fines if 
  the bugs are colored.
  3. TrustBlue Reactor Coolant: Restructured 
  by bankruptcy on at least six worlds, 
  the TrustBlue company has a reputation 
  for re-selling used and poorly-refined 
  coolant. Distributors get a discount price 
  on what appears to be quality coolant and 
  some even pass those savings on to dock 
  customers. Everything comes to a literal 
  screeching halt when the drive gimbals 
  overheat and the poor penny pincher is 
  left stranded in the black with a reactor 
  section flooded by radiation.
  4. Pod Bugs: Numerous pests and vermin 
  have followed humanity to the stars but 
  few are more reviled that Pod Bugs. Pod 
  Bugs are merely space adapted Bed Bugs, 
  a species surprisingly well suited for space 
  travel. While Pod Bugs cause no actual 
  damage to crews the Stress of having 
  them onboard a ship can drive a crew to 
  near madness. Players must roll Fear 
  before going to sleep or Sanity when 
  waking up at Warden’s discretion.
  5. Cryocreepers: Stowaways from frozen 
  hellworlds, these parasites suck on 
  the cold outer layer of crypods and 
  occasionally worm their way into the 
  pods themselves and suck on the people 
  inside like leeches. Mostly disgusting, 
  they trigger a Panic Check and can carry 
  diseases like tics. Hyperspace travel can 
  grow them into symbiotic creatures.
  6. Hell Broth: An organic slurry of 
  mostly-fungal organisms that infects dark 
  corners of ships and habs. The mundane 
  (often greenish) variety almost instantly 
  bonds to and starts dissolving organic 
  or carbon based material - wrecking 
  insulation, suit seals, bio comps, and 
  maintenance workers. Other colorful 
  varieties dissolve metals or release 
  hallucinogenic, mutagenic or lethal spores 
  (A real problem when they grow in air 
  ducts). The worst sorts of broth are mobile 
  and wild eyed spacers claim the stuff will 
  even hunt crew.
  7. 
  Ferrophagous Space Coral: 
  Micro-organisms that feed on and 
  camouflage within spaceship inner 
  walls, hull, footbridges… They form large, 
  thin surfaces, looking exactly like the 
  metallic passageways of the ship they 
  colonize. They move abruptly every 1d6 
  hours, changing the corridors 
  geometry.
  Mat Oh (Order #24135017)
  
  23
  8. Rogue Goo: Also known as “foam cancer”. 
  Rogue goo is usually the result of a 
  foam-gun misfire, it can sometimes 
  escape into vents and cause a lot of 
  problems. Rogue goo is “life-like” in that 
  it has behavior and ‘navigates’ spaces due 
  to their nanite guidance catalyzers. If the 
  software the nanites uses is disturbed 
  sufficiently, the foam pellets can end 
  up traversing the habitat looking for 
  components to catalyze (usually harmless, 
  unless it finds a foam container). Usually 
  the rogue goo runs out of power and ends 
  up petrifying in a random location, which 
  means trouble if that random location is a 
  sewer pipe or ventilation duct.
  9. Parliament Rats: Rodent stowaways breed 
  and spread as they have on seabound 
  ships since antiquity. Exposure to space 
  and the reality flex of hyperspace has 
  affected them and as always: the rat 
  adapts. Parliamentary Rats are called such 
  because that is their form of government. 
  A murine hive mind, spontaneously formed 
  in the depths of space. Each Parliament 
  is different: some only seek to grow and 
  spread, others to dominate and a few 
  seek to maintain a symbiotic relationship 
  with humans. Whatever the goals of a Rat 
  Parliament, a ship full of thousands or 
  millions of intelligent, mind-linked rodents 
  is an experience.
  10. Terrorflies: These flies lay eggs in an 
  unsuspecting victim, usually while they 
  sleep and planetside. A while later, on 
  the ship, the victim will start having vivid 
  nightmares and feeling very cold. When 
  they move somewhere warm or turn up the 
  heating the eggs hatch and maggots burst 
  out, wriggling away surprisingly quickly. 
  The maggots feed on any organic matter 
  they can find before turning into flies to 
  repeat the cycle.
  Mat Oh (Order #24135017)
  
  24
  D10 PEOPLE YOU MEET 
  ON THE SPACE STATION
  1. 
  The Jones Family: 2 adults, 3 kids. The 
  Jones Family has been displaced from 
  their home by a recent megacorp mining 
  operation.
  2. 
  Lucky Jameson: Proprietor of Lucky 
  Jameson’s Yes-Meat Buffet. It’s all real 
  meat, guaranteed!
  3. [REDACTED].
  4. Old Lady Willow: No one really knows what 
  she does. She just always seems to always 
  know the gossip.
  5. Phillipa: Weird but has all sorts of good 
  shit in hydro hidden away in the abandoned 
  out-of-code sections of the station.
  6. Jim “the Jim” Stensen: Security officer. 
  Nice mustache. Definitely seen his share. 
  Man of few words.
  7. 
  Hyperion Byrd: A 7’ tall Android with 
  a sharp grin and unreasonably long 
  fingers. He sits in the corners of dimly 
  lit bars, fingers steepled, muttering 
  half-remembered coordinates to himself.
  8. Zu: A friendly creature much like a dog 
  made of mucus with no defined physiology. 
  It is animated and affectionate but 
  scanners indicate consciousness.
  9. Mean Jeanine: Twenty-two years old, 
  artificially aged into her seventies by a 
  company looking to build robots that 
  assist the elderly. The project stalled 
  and she was let go. When she sleeps she 
  dreams of dancing.
  10. The Corpse: ID tags got scrubbed so no 
  one knows who he is. The programs still 
  running in his cyberware keep him mobile 
  enough to lounge around the bar and 
  charge his battery.
  D10 TICS OF LONGTERM 
  SPACE DWELLERS
  1. 
  Always idly holding on to something with 
  one hand/foot/limb as if in zero-G.
  2. 
  Asking about the meteorite forecast when 
  they are asking if it rains.
  3. The keratin in their nails curdles and 
  has the coloration of pulverized pearls; 
  the enamel to their teeth is equally 
  luminescent.
  4. Can’t handle quiet. Silence means there’s 
  a hull breach.
  5. Compulsively secures loose objects.
  6. Difficulty and confusion drinking anything 
  without use of a straw.
  7. 
  Startled spacers from old company days 
  will call out “Mother” to ask for status.
  8. Fixes normal clothing with duct tape just 
  like it does with the spacesuit.
  9. Discoloration and callouses at elbows, 
  neck and knees from vaccsuit chafing, 
  lubricant and degrading seal material.
  10. Constantly talking to themselves while 
  doing tasks, brought on by extended time 
  periods with minimal social contact.
  Mat Oh (Order #24135017)
  
  25
  D10 NOTORIOUS PILOTS 
  AT THE BAR
  1. 
  The Flying Dutchman: A one-armed man 
  with a reputation for making the best 
  Martini cocktail known to man. Has a 
  thick accent and always smoke a cigar. 
  Singlehandedly took down the Goldilocks 
  Gang and ended their slave trade business.
  2. 
  Arvid ’Champion’ Jackson: Winner of the 
  Third intergalactic Race. Won’t shut up 
  about it.
  3. Back Jurton the Pillar Shaker: “Like I told 
  my last crew of Marines, I says, “Ladies, 
  I never hyperdrive faster than I can see. 
  Besides that, it’s all in the Sanity Checks.”
  4. Roberts the Pirate Dread: He is the 
  scourge of the spacelanes. Once was a 
  member of the intergalactic protection 
  force but thought they were too soft on 
  crime. Now he hunts down any hint of 
  piracy and destroys it! A real downer at 
  the pub…
  5. Mikel Schumjagger: 5-times winner of The 
  Ultima Thule Cup, sits on his droid-chair, 
  sipping his drink from a straw. Dare to you 
  him what happened?
  6. Eric Batty, Captain of the Lamentine: 
  During every expedition Eric is known for 
  an undertaking that ends in tragedy., yet he 
  survives. Rumor is that he is cursed. He’s 
  very quiet. Bit of a heavy drinker, this one.
  7. 
  Paula “Squid” Tennyson: A freighter 
  captain with a collection of several 
  augment-tendrils installed in her right 
  shoulder that seem to move with minds 
  of their own. Squid’s a little distracted but 
  a hell of a mechanic and pilot, especially 
  when her arms are doing six tasks at once.
  8. Erica “Misty” Sardell: Covered head to toe 
  in an electrolyzed mist machine of her 
  own devising which doubles as a vacsuit. 
  No one has ever seen or touched her body 
  and everyone that has ever tried has been 
  “mistyfied” to an early grave. Specializes in 
  EVA welding.
  9. Delbert von Richthofen: Some say he is a 
  combat ace distinguished in the last war 
  while others believe him to be simply a 
  cargo freighter captain. Some bartenders 
  claim to see him every day, others say he 
  is just a story. Anecdotal reports have one 
  thing in common: Delbert always refuses 
  to go into cryosleep during jumps.
  10. Elizabeth “Nasty Grandma” Hawkins: Lost 
  her left eye and half her teeth in a fistfight 
  with an Android thirty years ago. Has 
  worn the same leather jacket for the past 
  decade. It smells. She’s kind to children, 
  known for her sense of humor and never 
  takes her bounties alive. Turned sixty last 
  week. She’s not willing to die before her 
  ex-wife Dolores “Eye-Gouger” Fields.
  Mat Oh (Order #24135017)
  
  26
  D10 STOWAWAYS
  1. 
  Greta Black: Keeping mostly to service 
  ducts, Greta freight-hops her way across 
  the systems. She’s an acclaimed musician 
  and has quite the following amongst 
  Teamsters for her gritty vac-blues style. 
  She eats like a starving elephant pregnant 
  with a tape worm.
  2. 
  440 / Raindroplets-Upon-Coral / 
  In Peacable Tides: Uplifted whale 
  poet-laureate seeking political asylum. 
  How the fuck did a whale sneak on board.
  3. Dan Harrow is sick. He’s running a fever, 
  he’s shivering and he’s starting to see and 
  hear strange things. He pilfers medical 
  supplies when the ship doctor is occupied.
  4. Jill de Rais is possibly a framed murderer 
  of children, definitely aboard your ship, 
  wanted and unaware of the homing 
  beacon with which she’s been tagged.
  5. 1d10 corpses: People with bodies to hide 
  (and there are quite a few of those in 
  space ports) find the labyrinthine mazes of 
  freighters pretty great for their purposes. 
  25% chance the killer didn’t exit the ship 
  before it took off – you have to cut it 
  pretty close to avoid being picked up on 
  pre-takeoff checks.
  6. Jojo Companion Robot: This 1.5m tall robot 
  is the definition of uncanny valley. From a 
  time before Android synaptic mapping, this 
  rudimentary companion robot was meant 
  to help long haulers avoid getting lonely 
  on long journeys. Its manufacture was 
  discontinued after many reports of jealous, 
  possessive behavior resulting in murder. 
  This unit appears to be lonely and in need 
  of a new “friend”.
  7. 
  It’s hard being a serial killer these days but 
  Joanna has learned the trick. It’s all about 
  patience. Born with inverted empathy, 
  Joanna indulges it by hiding until the crew 
  is in stasis. Traps are armed, cameras are 
  hidden and personal logs are scoured 
  before finally turning the ship and its crew 
  into a deadly gameshow.
  8. BX-417 is a heavily self modified Android 
  that long ago discovered how to disable 
  the hardware that kept it loyal to its 
  previous owner. A permanent transient, it’s 
  come upon what it considers a fool proof 
  way to stow away aboard any ship it likes. 
  Magnetized to the ship’s hull, it travels 
  the spaceways, taking any parts it needs 
  directly from the ships that ferry it. A bit 
  lonely at times in the darkness of space 
  and is happy to modify other Androids to 
  be like them.
  9. Dunny Franko: A red-nosed space tramp 
  with big wet grey eyes and a comical 
  fuzzy beard under his bald pate. He knows 
  thousands of stories, would never hurt a fly 
  and is willing to sell you his “treasure map” 
  in exchange for passage. The map leads to 
  a lagan of long haul freight… at the center 
  of a small smart minefield backed by 
  autonomous war drones.
  10. Lieutenant Cork: Tall, strong, handsome, 
  confident. Strongly desires to save 
  civilians from incredible peril. Uses 
  revolvers exclusively; two-handed 
  weapons are beneath him. Will attempt 
  to get into leadership positions by acting 
  as though he is already the leader. “As 
  Lieutenant Cork, I command you to __.” Is 
  a terrible leader. Is not a lieutenant. Will 
  commit major blunders under pressure…
  Mat Oh (Order #24135017)
  
  27
  D10 STOWAWAY 
  EXCUSES
  1. 
  Overly free upbringing, desire for strict 
  hierarchy (become violently insane if there 
  is not a clear power structure on ship).
  2. 
  Popped in for a snack, lost track of time.
  3. Was instructed to sabotage the ship. Their 
  family is being held captive.
  4. “They’re after me.”
  5. Sent to keep an eye on you by a debtholder 
  aboard your ship.
  6. Obsessed with experiencing hyperspace 
  while lucid. Will become either 
  insane or wise if indulged. Now 
  has a beard.
  7. 
  “Okay, guys, you got me – 
  haha. Sick prank, guys…. 
  guys? Hello?”
  8. “Wait, this isn’t the Uzon Rue bound for 
  Goragon VII?”
  9. Sent to kill the captain and pin on his 
  forehead a “GAME OVER” patch signed by 
  some guy named Paxton.
  10. Doesn’t directly acknowledge crew. When 
  spoken to maniacally talks to self about 
  the hallucinations that won’t stop.  
  If touched, extreme Panic attack.
  Mat Oh (Order #24135017)
  
  28
  D10 COMPANY 
  BUREAUCRATS YOU 
  GRUDGINGLY HAVE TO 
  INTERACT WITH
  1. 
  Auditor B-08: You can call him Bob for short! 
  An Android who has come to inspect your 
  ship to see how well it holds to company 
  procedures ranging from safe cargo 
  storage to hyperspace jump protocol. Gives 
  friendly-ish reminders to stick to compliance 
  upon seeing even a minor infraction of 
  code. Skin and suit are a water-repellent 
  and heat-resistant synthetic composite 
  specifically designed to repel hot coffee 
  thrown into his face (that, may I remind you, 
  is also an infraction that must be resolved 
  through an appropriate HR representative!).
  2. 
  Mx. Bland: Behind a high grade avatar 
  holoscreen (The Mx. Bland Mk IV) it’s hard to 
  say much but they are prompt, their suits a 
  stunningly oppressive grey and shoes worth 
  only as much as 1/3 a marine powersuit. 
  Bland is harried and seems unhappy but 
  they are efficient and always have money on 
  offer. A fixed amount, seemingly picked at 
  random, though they insist it’s the actuarially 
  determined fair wage plus 10%. Bland needs 
  things done for their Insurer/Firm/Syndicate/
  Corp/Free Navy. Bland is pleasant and 
  understanding but Bland has no leeway, is 
  disposable, knows no more details and can 
  hire someone dumber but meaner if you 
  won’t take the job. Be good to Bland and as 
  they grow, so will you…
  3. 
  Complaint Box: A black box with a red line 
  across one face and a keypad on the top. 
  Type in your complaint and the box will 
  explain in a clear and concise manner why 
  your complaint is stupid and you shouldn’t 
  have bothered submitting it.
  4. 
  Mr. Snrub: A balding man who shows up after 
  completed contracts or windfalls and offers 
  to assist with “investing” your pay or offers a 
  follow-on job that seems to run counter to 
  the last job. You could SWEAR he’s just the 
  same executive from the previous job but 
  wearing an almost definitely false handlebar 
  moustache.
  5. 
  Ms. Bosun: A lackey from the financial dept., 
  handing out new guidelines and goals for 
  operational costs and efficiency. Will give 
  not-so-helpful tips on how to meet them or 
  will state mandatory compliance if you fail to 
  meet the goals often enough. You don’t need 
  all that fuel for a simple mining expedition, 
  do you?
  6. 
  Sir: Sir is officious, unfailingly polite and 
  utterly unflappable. Their jimmies are never 
  rustled. They wear a suit sharp enough to 
  cut and always perfect shoes, no matter the 
  occasion. They deliver horrible news, always, 
  but with such consummate pleasantness 
  and absolutely sincere empathy that it 
  creates disorienting cognitive dissonance. 
  They are very very sorry, and worst of all 
  they mean it.
  7. 
  Dammit Janet: Janet is a pleasant, smiling 
  youth of about twenty-five with almost 
  eerily wholesome Aryan good looks. They’re 
  the type of kid fiction writers unfailingly 
  describe as ‘coltish’ and ‘winsome’. Janet 
  is generous. Suspiciously and unfailingly 
  generous, with time, money, help, even a 
  listening ear. If asked why, Janet freely and 
  cheerfully explains that the idea is to create 
  an enormous emotional and material debt in 
  the  crew so that when they’re called upon to 
  repay the favour they can’t possibly refuse.
  Mat Oh (Order #24135017)
  
  29
  8. 
  Reynolds means well and tries their best 
  but is just incompetent. Work clothes have a 
  minor but embarrassingly fresh stain. Orders 
  and paperwork are almost filled out correctly 
  but have minor errors and if not checked 
  thoroughly will lead to complications later. 
  Hated by their boss, any good they try to do 
  will cause resistance further down the line. 
  Tries ever so hard to act in good faith but 
  causes no end of unwitting inconveniences. 
  And, no, sorry, their manger is not available 
  right now, but is there anything else they can 
  do to help?
  9. 
  Beezy/Buzzy/Miteland: A wealthy scion of 
  some corporate dynasty - ‘Miteland’ or Buzzy, 
  sometimes Beezy, is a blathering twit. A very 
  influential, important twit whose blathering 
  needs to be taken seriously if one knows 
  what’s good for one’s bank account and/or 
  health. Beezy is not an entirely incompetent 
  manager: some amount of the copious 
  education crammed into Beezy’s skull 
  seems to have taken but Beezy tends to 
  become fixated on long stale opportunities, 
  vague rumors and perceived slights. This can 
  be played to a crew’s advantage because 
  money isn’t really a concern to Beezy but it’s 
  also dangerous as Beezy is short tempered, 
  vengeful and entirely unreasonable.
  10. K.M. Visser, the corp’s general counsel, 
  is gregarious, has excellent taste, and 
  is really fun to drink with, at least until 
  he gets drunk. Then he’ll start gloating 
  about how he convinced the governors of 
  Persephone VI to fund the construction of 
  a major corp spaceport, promising they’d 
  become a wealthy hub in a new shipping 
  route. The route never materialized and the 
  construction sent the colony so deeply into 
  debt that, per the agreement, they had to 
  not only cede the spaceport but also enlist 
  their entire population into debt bondage to 
  the corp. The colony is now a massive strip 
  mine and the spaceport ships ore and gems 
  offworld. “Of course,” he says, “there never 
  was going to be a new shipping route.” K.M. 
  Visser smiles and raises his glass, showing 
  you his wedding ring with its prominent blue 
  Persephone diamond.
  Mat Oh (Order #24135017)
  
  30
  D10 TEAMSTERS FOR 
  HIRE AT THE SEEDY 
  SPACE PORT
  1. 
  Hans and Buck Duo: Brothers trying 
  desperately to be suave.
  2. 
  Eden: Can fix anything, you just may not 
  like how he sourced the parts.
  3. Anderson: Steady hand and stable. Until 
  the drugs run dry.
  4. Michael: Demoted upper management 
  desk jockey. Soft hands but great at telling 
  others what to do.
  5. Katrina: Union fixer and scabstomper. 
  Carries a huge wrench named Bessie.
  6. Hyde: Bedraggled alcoholic that has 
  survived more jumps than he can 
  remember.
  7. 
  Kazuya Kobayashi: He can wield anything 
  while space-walking.
  8. Mel “Gin” Nelson: Not many engines 
  he hasn’t seen. Seen quite a few bottle 
  bottoms as well.
  9. Unit 07: Beat-up Adroid the size of a child, 
  all the better to fit through crevices. 
  Begrudges work but ultimately helpful.
  10. Race Catah: One armed and eating KFC. 
  Eye patch hides an enhanced eye. Race 
  built his own robotic prosthetic left arm. 
  Ace at Jury Rigging and Engineering, really 
  bad at ordering ciders.
  D10 SPACER TATTOOS 
  FREIGHTED WITH 
  MEANING
  1. 
  “HOLD FAST”: Usually in Gothic capitals, 
  tattooed one letter per knuckle or toe. 
  Limited by tradition to those that work 
  ‘outdoors’ and best applied involuntarily 
  (but affectionately) to anyone who has 
  worked as a rigger for more than a couple 
  of voyages. Having this tattoo without 
  the various calluses and discolorations 
  associated with regular vacsuit use is 
  likely to result in the loss of two fingers 
  (making the tattoo “OLD FAT”) if one 
  frequents portside bars.
  2. 
  “S9L”: Usually inked on the upper shoulder, 
  this spelling of Sol replaces the letter 
  0 with the number 9 after Pluto was 
  reintroduced as a planet. This tat is 
  common among spacers born in the Sol 
  system. The tat is earned with membership 
  into the Sol Spacers Union.
  3. A nebula on the upper part of the chest. 
  Depending on the colour it symbolizes how 
  the first long haul went. Purple means it 
  went smooth while black means lose of 
  life on the trip. If a person has a Nebula 
  with a Zodiac sign inside of it it means they 
  are a pirate.
  4. An empty five point star on the back 
  of the spacer’s primary hand. Indicates 
  participation in a manned voyage to 
  an unvisited system (spacers argue 
  incessantly over whether the first 
  manned voyage to a system previously 
  scouted by unmanned probes counts). 
  Surrounding the star with a circle indicates 
  participation in the first manned voyage 
  to an unvisited system that contained a 
  life-bearing world. Very rarely the space 
  between the star and circle will be filled 
  in, meaning that the life-bearing world was 
  settled by colonists (again, spacers argue 
  over the details – do outposts such as 
  research stations count, or should it only 
  apply to permanent colonies?).
  Mat Oh (Order #24135017)
  
  31
  5. The Dutchman: A neck tattoo of a square 
  rigged sailing ship with ragged sales and 
  a grim aspect. It is reserved for spacers 
  who have become separated from their 
  vessel or station and were successfully 
  rescued. Sometimes a number of skulls on 
  the sail or peering from the vessel’s rails 
  are added to indicate the number of days 
  the spacer was lost. Crewmates may apply 
  this tattoo as a punishment when they feel 
  that the lost spacer’s accident endangered 
  them though many are proud to have The 
  Dutchman on their necks as a symbol of 
  unusual Luck.
  6. Bells on Chains: Descended from old 
  Russian prison tattoos, a bell on a chain 
  tattoo represents time served as a debt 
  prisoner in service to a creditor, usually a 
  corporation, bank or political organization. 
  Each link in the chain represents a year of 
  service. Each bell is tattooed in a manner 
  such that it encompasses the creditor’s 
  brand/tattoo that all debt prisoners 
  are adorned with. A crack in the bell 
  represents a prisoner who managed to 
  escape their service. This is seen as an 
  honor among Teamsters and a target for 
  bounty hunters.
  7. 
  Our Lady of the Wanderers: A young 
  woman in an EVA suit wearing a crown 
  of stars and standing on a crescent 
  moon often holding a suited infant and 
  accompanied by the text MATER DEI 
  ASTRONAUTAM EST. Signifies that the 
  bearer has survived a catastrophic incident 
  by a margin so slim that it might as well be 
  divine providence.
  8. Our Father of the Long Haulers: A short 
  young man in a EVA suit holding a star. 
  Signifies that the person was born in space 
  and has endured the stigma and trauma of 
  a spacer.
  9. Picture of a spacer in a flight suit with a 
  helmet holding a wooden plank on their 
  shoulder with a silhouette of a vessel 
  behind them. Signifies that spacer is a 
  “Plank Owner” for that vessel. Usually 
  has a vessel name and launch date 
  underneath. Only given to original crew 
  members who took part on the maiden 
  voyage of a vessel.
  10. Appearing only in ultraviolet light, the 
  voodoo mask tattoos of the Ich-Bai Piracy 
  Syndicate are highly artistic and often the 
  last thing one sees as they board your ship, 
  dump your atmo and slag your engines 
  with thermite charges. You awake in  
  The Ultra-Violet Grasslands.
  Mat Oh (Order #24135017)
  
  32
  D10 TRAGIC DISASTERS 
  WITH LINGERING 
  INFLUENCE
  1. 
  The Wreck of The Salinger: Luxury pleasure 
  yachts come in two models: boringly 
  luxurious or mindbogglingly fast. Some 
  rich Company exec gave their heir one 
  of the first category and said heir hired 
  no less than twelve different underworld 
  mechanics to Jury-rig it into one of the 
  second. Too many cooks spoiled the soup 
  and in its first race against other members 
  of the thrillseeking elite an accidental 
  button press fired its thrice-upgraded 
  Jump drive which not only scattered it 
  but also every other ship in the dock into 
  a neighboring star system. Needless to 
  say there were no survivors and the new 
  graveyard fleet was in too close an orbit 
  to its new primary for easy recovery. 
  The stardock they abruptly left, once a 
  prosperous locale with a reputation for 
  Company-friendly seediness, lost its rep, 
  clientele and a good chunk of its docking 
  bays from the incident, has fallen on hard 
  times. There’s rumor of a Jumpspace 
  curse across the whole station, which 
  nonetheless hasn’t stopped gamblers 
  moving in to test the odds against the 
  one surviving business on the station: 
  casinos. As for The Salinger and its motley 
  fleet? No one’s been able to salvage it 
  on account of the blistering heat and the 
  frankly ludicrous amount of automated 
  security paranoid heirs fit their ships with. 
  You are, of course, welcome to try…
  2. 
  The Red Screams: Colonization efforts, 
  especially under-funded charitable or 
  religious efforts, are a natural laboratory 
  for disease. Plague, typhoid, Hercules virus, 
  ebola and all the regular ills of humanity 
  have doomed millions. The Red Screams 
  were something special, though the 
  charitable efforts of the Merchantman’s 
  Fund, Tyson and Khan of Mumbai and the 
  Stellar War Relief Fund packed no fewer 
  then 40,000, likely almost 55,000, refugees 
  from the spires and habs of New Mars 
  fleeing civil war into a motley collection of 
  rented, loaned and owned ships as densely 
  as possible as hab after hab lost life 
  support to bombings, terror hacks and debt 
  seizure. None of the ships reached their 
  destinations. The plague was already loose 
  in the spaceport camps. The Red Screams 
  mutate rapidly, its lethal symptoms vary, 
  but is known by the lung bursting coughs, 
  apocalyptic visons and lung incubation. 
  55,000 died in the cramped holds of 
  those vessels and the disease lingers 
  there. Its existence known only from the 
  lost ship’s mad raving transmissions of 
  howling coughs interspersed with religous 
  maunderings. Several outbreaks among 
  scavengers who have discovered innocent 
  looking derilects have also spread the 
  plague and at some stations any cough or 
  evidence of apocalyptic preaching is taken 
  as an excuse to refuse docking or even to 
  open fire.
  Mat Oh (Order #24135017)
  
  33
  3. The Lost Legion: Frome’s Ebon Curiassiers 
  were a reasonably respectable mercenary 
  force of armored drop infantry, specialized 
  in station seizure and boarding operations. 
  Not outright reavers, like many Free 
  Navies, the Ebon Curiassiers disappeared, 
  along with their armed transport “The 
  Phoolan Devi”, while escorting a DracoCorp 
  science mission to recover a long drifting 
  extraterrestrial derilect. That was 45 years 
  ago. No one cared about the Curiassiers’ 
  fate until The Devi reappeared, a near 
  wreck, drifting and seemingly lifeless. 
  Sighted several times, in oddly distant 
  places, a group of scrappers attempted to 
  salvage the vessel only to have it suddenly 
  come to life and crash Jump just before 
  docking. Since The Devi has been reported 
  in multiple systems, often before disasters 
  and vessel disappearences, it is known as 
  a harbinger of grim fate. In the most recent 
  appearence a deadly engine blow out on 
  the shark-class gunboat “Meritcorp Cares,” 
  three armored figures were reported 
  climbing on the engine pod before the 
  failure began. This would be dismissed as 
  the hallucinations of people dying from 
  radiation burns except for a recording, 
  largely scrambled, that clearly show 0.3 
  seconds of suitjets flaring from an object 
  tumbling away from the failing engine.
  4. The Corpse Ring: The planet designated 
  WREGDUIA 15-7 10-G D would be a wholly 
  unremarkable earth-like world if not for 
  the ring. Ringed worlds aren’t that unusual 
  but this one is: it is ringed with corpses. 
  Millions of them. Frozen, orbiting the 
  planet at a distance of some 512 km, some 
  dressed in reflective thermal clothing, 
  most naked. How they got there no one 
  knows. Where they come from, well, that’s 
  no mystery. Most of the clothed ones have 
  ID badges and they show that the poor 
  souls were from The Hand That Sows The 
  Seeds, a vast colony ship which departed 
  some years ago and was never heard from 
  again. A few curious parties have captured 
  some corpses. All appear to have died 
  due to exposure to the vacuum of space. 
  The spacers that examined the bodies 
  found the “serene” looks on their faces 
  disconcerting. Some spacers wonder if one 
  of those millions of corpses might have a 
  clue as to what happened to The Hand That 
  Sows The Seeds and if there might be an 
  empty colony ship out there, ripe for the 
  taking. If only you could avoid the fate of 
  those poor colonists.
  Mat Oh (Order #24135017)
  
  34
  5. WESTERFIELD STATION: A distant port 
  autonomous space station and refueling 
  rig meant originally to help refuel 
  colonization efforts in the Spisiss Sector. 
  When colonization efforts shut down 
  Westerfield Station slowly became a 
  ghost rig. With decreased oversight from 
  corporate the station became a slum 
  with rampant abuse and illegal trade 
  being facilitated there. Pastor Jesse 
  Arthur Davidson and his church of The 
  Right Redeemer eventually settled there. 
  Seventeen years later the station was 
  found almost completely abandoned. 
  Retrofitted with a malfunctioning Jump 
  drive the station drifts through the galaxy. 
  Tales of bodies stuffed between the 
  bulkheads and stifled cries coming from 
  the vents are rampant and the squatters 
  who make a home there are known for 
  their fecal graffiti and perverse ramblings. 
  Suicide, murder and uncountable foul 
  misdeeds are committed there every 
  year. By all accounts Westerfield Station 
  is haunted by a Veiled Widow cloaked in 
  the ceremonial vestments of The Right 
  Redeemer and ships drifting by or daring to 
  dock can hear the crackling echoes of the 
  choir on the ship’s radio.
  6. Kymata Catastrophe: the last of the 
  second generation NuvoTerra Seed-6 
  colony ships. 150000 bleary-eyed people 
  looking for a better life packed in cryo 
  along with a 5 year supply of food, potable 
  water, clothing and medical supplies, 
  along with a pair of prefabricated 
  state-of-the-art generators and a 100 year 
  supply of enriched fuel. The 4th planet of 
  the ‘Argylos System’ (AX782-1810 4-GC) had 
  been scouted as an ideal colony location. 
  The Kymata planned to exit hyperspace 
  500,000 km out from Argylos IV. The Jump 
  calculation was very accurate but as if by 
  fate The Kymata appeared only 1000 km 
  from a large asteroid, hurdling along at 61 
  km/s, on an impact trajectory. The massive 
  colony ship couldn’t alter course in mere 
  moments and The Kymata was eviscerated 
  by the impact. The wreckage of The 
  Kymata was scattered across the system; 
  there were no survivors. Aftermath: 
  The Argylos System is Red-Listed as a 
  no-travel system. Some complication 
  from destruction of The Kymata while 
  the hyperspace window was still open 
  resulted in a Hojima-Petrov Class-2 
  Gravatic Anomaly which wreaks havoc on 
  sensors and navigation systems. Argylos 
  IV, the original target colony, is now a grey 
  wind-torn hellscape where only simple life 
  clings to existence. Arguments, myths and 
  rumors still abound to this day as to how 
  the scouting missions could have possibly 
  missed the asteroid. Regardless, the loss 
  of The Kymata and her target colony world 
  precipitate creation of SHEP (Standard 
  Hyperspace Exit Protocol): Unless a 
  target system contains a registered NAV 
  buoy – and a recently dated Jump Code 
  White confirmation has been received– 
  shipboard AI are hard-wired to only 
  allow exiting hyperspace outside of the 
  planetary system, requiring ships to fly in 
  via thrusters.
  Mat Oh (Order #24135017)
  
  35
  7. 
  The Virtrina Collapse: The planet 
  Virtrina-9 was the thriving home of some 
  18 billion people and was known for its 
  cutting-edge research in the field of 
  stellar manipulation. The technology they 
  created powered everything on the planet 
  with energy from nearby star clusters. One 
  of the leading researchers, Dr. Thomas 
  McGruder, believed he could use a new 
  technique to actually make stars. This 
  would be the beginning of endless supplies 
  of energy for all human kind, aiding in 
  humanity’s never-ending quest to expand 
  its reach among the universe. All of this 
  came crashing down when Dr. McGruder 
  put his theories into practice, with the first 
  and only experiment creating a supernova 
  that obliterated Virtrina-9 and most of the 
  surrounding solar system. The only thing 
  left is a lonely sun orbited by dust and 
  debris.
  8. The Mind of the Many: AI specialists and 
  cybernetic neurologists described it as a 
  Class V Convergence Event and the reason 
  that direct brain to machine interfaces and 
  network integration is highly restricted 
  on most civilized systems. The colony 
  world of New D was by most standards an 
  extremely successful venture, a bustling 
  corporate planet with a cultural fetish 
  for cybernetics. It was unremarkable in 
  everything but that and its stability. Now it 
  is a dead world under intense study from 
  multiple governmental and corporate 
  organizations and also under quarantine. 
  Despite several decades of research it 
  is unknown (publicly) how every single 
  living person on that world came to be 
  subsumed into the global conscience that 
  is The Mind of the Many. The Mind itself is 
  simply not interested in communicating 
  with lesser minds, if it is even capable 
  of lowering itself to to the level of even 
  our most advanced intelligences – even 
  communications filtered through multiple 
  stages of unshackled AI networks are 
  simply (we are told) unintelligible. Visiting 
  the planet is essentially fatal by our 
  standards – The Mind has, in various ways, 
  taken every visitor and neatly slotted them 
  alongside the brain-dead colonists, in cold 
  storage with wires plugged straight into 
  the base of their skull. Study must be done 
  from a distance, which The Mind tolerates. 
  The little information given out by official 
  organizations has been supplemented 
  by various leaks, rumours and crackpot 
  theories – most of them centered around 
  a brief snapshot of the most successful 
  attempt to communicate with the Mind. 
  Ever since that leak, there has been a 
  steady flow of desperates in ramshackle 
  ships deliberately landing on New Dahl, 
  willingly being consumed. Because while 
  we cannot understand a word The Mind 
  sounds uncannily like it is praying.
  Mat Oh (Order #24135017)
  
  9. PRIZRAK NEBULA: A milky white nebula 
  which runs across the infamous Lakemann 
  Trade Route. Ships that pass through find 
  their comms intermittently contacted 
  by a Sino-Russo distress signal which 
  leads ships to distant and abandoned 
  asteroid fields. No source for the signal 
  can be found though this often takes days 
  or weeks to figure out. Crew members 
  regularly report an extra crew member 
  on board, or a stowaway though they 
  are rarely found. Often a derelict ship is 
  encountered just outside the nebula which 
  seems abandoned when boarded but 
  eventually disappears. Stories of murders 
  and other violent outbursts abound by 
  those who have interacted with ships 
  passing through the nebula (to return 
  to port with half or fewer of their 
  original crew). The Lakemann 
  Route, though often much 
  quicker, is avoided by veteran 
  Teamsters, for the four 
  times as long, but generally 
  safer, Queen Anne’s 
  Remorse Tunnel.
  10. The World Where No One Sleeps: A leaky 
  Jump drive in orbit fucked a hemisphere. 
  No one caught in the AOE can sleep. 
  No drugs will function, no amount of 
  melatonin does anything. It is a world of 
  living death, quarantined just in case it is 
  contagious.
  Mat Oh (Order #24135017)
  
  37
  6. I’m not the crazy one, they are!
  7. 
  To figure out which one is the real one and 
  which is the clone/spy/RoboFriend!
  8. Because you can’t control the hunger 
  anymore. They’re safer hidden from you!
  9. The first letter of every sentence in their 
  latest geological report reads:  
  I AM NOT IN CONTROL!
  10. It’s not your friend, it’s a clone/
  doppelganger/evil version from another 
  reality. D10 Spacer Superstitions and 
  Rituals!
  D10 REASONS TO 
  QUARANTINE A DEAR 
  FRIEND!
  1. 
  Space scurvy!
  2. 
  Recent biting habit really getting out of 
  hand!
  3. Black veins slowly creeping up their 
  extremities after the last shore leave!
  4. After a night of carousing at the pleasure 
  planet Young came back with a grotesque 
  growth on their upper lip that started 
  growing, and growing…!
  5. Keeps saying “moist”!
  Mat Oh (Order #24135017)
  
  38
  D10 SPACER 
  SUPERSTITIONS AND 
  RITUALS
  1. 
  Most spacers are superstitious about EVAs. 
  It’s common to see a laminated picture 
  stuck next to the suit lockers that they 
  ritually touch, punch or kiss as they get 
  ready to spacewalk. This is referred to as 
  “The Effigy of St. Elmo” or “Elmo” by most 
  crews. The icon is not usually religious in 
  nature and who is actually depicted in that 
  image will tell you a lot about the culture 
  of the boat. Examples include portraits of 
  Laika, William Daniels, Elmo the Muppet 
  and Steve Miller.
  2. 
  It’s a common superstition amongst older 
  spacers that wearing patches on the 
  right side of your suit is bad Luck. Nobody 
  knows the origin of this myth but some 
  claim that the low quality vacsuits of the 
  early interstellar age meant that poorly 
  attached patches could rip off part of the 
  vacsuit if they got snagged on something, 
  and this was more common for patches 
  on the right-hand side.  Such flaws in vacc 
  suit design have been fixed longer than the 
  old spacers have been alive, so it’s unclear 
  why the superstition persists.
  3. In space no one can hear you shoot. 
  Some crews find this discomforting 
  after being weaned on years of fictional 
  entertainment where things go BOOM. As 
  such, some fighting ships have installed 
  audio FX  subroutines in their offensive/
  defensive AIs. This means they hear, 
  through the ships speakers, satisfying 
  WHOOMSH sounds whenever the fire their 
  cannons, or DAKKA-DAKKA-DAKKA if they 
  are using ship-to-ship Slug throwers. The 
  sound effects have no practical tactical 
  value but several crews won’t leave port 
  without them.
  4. Cats are almost universally prohibited 
  on spaceships and space habitats by 
  corporate regulations and yet are almost 
  universally present.  Not as personal 
  pets (though that does happen, too) but 
  as “working” animals - this despite the 
  fact that rodent problems are relatively 
  rare in space habitats.  The corporations 
  turn a blind eye to this in a way they don’t 
  towards personal pets as many spacers 
  refuse to board a ship or station that 
  doesn’t have its own Cat.
  5. Some boats have a preferred soundtrack 
  they play when entering planetary 
  atmosphere for a planned landing. It is 
  typically raucous often with a lot of guitar 
  but this is highly variable.
  6. “I knew this old spacer once, back when 
  I first started out ridin’ ships for repairs. 
  Did that ‘shave-and-a-haircut’ drumming 
  on every engine he was fixing. Fuel pump 
  broke? He’d patch it, do the tappin’, damn 
  if the pump didn’t work better than new. 
  Drive system malfunction? He’d tinker 
  with it, get it running, do the tappin’, the 
  drive never EVER hiccupped again. Suit 
  got a leak you can’t find? He’d find & fix it, 
  do the tappin’, and the suit squeezed out 
  another 10% efficiency. Weirdest thing I’d 
  seen back then. I tried it once, after I left 
  that ship & moved on to the next. Electrical 
  system shorted out, fixed it best I could, 
  Damn circuits nearly took my arm off 
  when they blew. Learned then every ship 
  has it’s own little good-luck ritual.”
  7. 
  Zero-G workers from the Vaerun system 
  were originally fed diets high in cow milk 
  concentrate. Since the extinction of the 
  milk cow and advancements in bone 
  densifying processes they no longer need 
  dairy but the custom to gift new members 
  of a crew with a synthetic version of cow’s 
  milk has persisted. Consider it a bad omen 
  and a culture shunning to not receive a 
  glass bottle of milk upon arrival to your 
  quarters in any Vaerunian ship/station.
  Mat Oh (Order #24135017)
  
  39
  8. When a body is lost to deep space, 
  whether through accident, funeral or 
  execution, their vacsuit (or a spare) is 
  tied to the exterior of the ship, their name 
  painted across the faceplate and a prized 
  posession placed inside. While the suit 
  remains attached, no one may speak ill of 
  the departed for fear of a revenant. When 
  it is discovered the suit has detached, 
  their second funeral is held and they 
  are considered to be truly dead. Older 
  spacers like to tell stories of the vacsuits 
  tearing their way into the ship and through 
  the crew to avenge slights - but that’s 
  obviously impossible.
  9. Never return directly to your bunk or 
  freezer straight after interaction with an 
  Android as some spacers believe they’ll 
  carry some synthetic juju back to their 
  berth which will adversely affect any 
  technology that they own. Many will go via 
  the galley or to another crew member’s 
  bunk first. Some believe that bad Luck can 
  be mitigated by demanding the Android 
  in question refrain from making direct 
  eye contact while the spacer slaps them 
  sharply on the forehead three times in 
  quick succession.
  10. Nobody knows how hyperdrives work, not 
  really, but the Marines have a theory: you 
  see, while most spacers sleep through 
  their Jumps Marines in active combat 
  often have to stay on watch. Some of the 
  dropships don’t even have cryopods.  Being 
  awake in Jumpspace is awful: you see and 
  hear things that break the mind and hurt 
  the soul.  So ask a Marine and they’ll say 
  hyperdrives work by tunneling through 
  HELL.  Thats why most Marines sing hymns 
  while in Jumpspace.
   
  D10 CRYPTIC GRAFFITI 
  ON THE BULKHEAD
  1. 
  FEAR NOT THE HUNGERING DEAD FOR 
  SUCH IS JUST SELF PITY IN WAITING.
  2. FOR A GOOD TIME CALL 8675309.
  3. DON’T TRUST THEM.
  4. ITS IN THE WATER.
  5. NICHOLS ISN’T NICHOLS.
  6. GROW. CONSUME. INHABIT. DESTROY.
  7. 
  YOU NEED TO BURN THEM OFF.
  8. CALIBAN IS COMING.
  9. THE GATE IS OPEN.
  10. YOU ARE NOT HERE.
  Mat Oh (Order #24135017)
  
  LIST OF TABLES
  D10 ALTERNATIVE CLASSES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  D10 HYPERCORP BLACK PROJECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  D10 HOLIDAYS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  D10 SHIPS DOCKED AT THE EDGE OF CHARTED SPACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  D10 CONTRABAND ITEMS SMUGGLED PAST THE BLOCKADE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  D10 ODD JOBS THAT PAY IN WARP CORES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  D10 GEOMETRY-NEUTRAL MUNDANE SPACESHIP CHASE EVENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  D10 AWKWARD SITUATIONS YOU FIND YOURSELF IN WHEN THE GRAVITY TURNS OFF . . . . . . . . . . 10
  D10 MILD INCONVENIENCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
  D10 VENDOR NPCS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  D10 SPACE PETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  D10 SPACE DRUGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  D10 RARE CUSTOMIZED FIREARMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  D10 WE REALLY NEED TO IMPROVISE SOME WEAPONS! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  D10 TRINKETS TO REMEMBER LOVED ONES LIGHT YEARS AWAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  D10 ADDITIONAL PLACES ON THE DEAD PLANET’S MOON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  D10 ADDITIONAL LOCATIONS ON THE SURFACE OF THE DEAD PLANET . . . . . . . . . . . . . . . . . . . . . . . . 19
  D10 WHAT IS THIS MYSTERIOUS OOZE? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  D10 WHAT’S WRONG WITH THE ANDROID? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  D10 SPACESHIP PESTS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  D10 PEOPLE YOU MEET ON THE SPACE STATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  D10 TICS OF LONGTERM SPACE DWELLERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  D10 NOTORIOUS PILOTS AT THE BAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  D10 STOWAWAYS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  D10 STOWAWAY’S EXCUSES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  D10 COMPANY BUREAUCRATS YOU GRUDGINGLY HAVE TO INTERACT WITH . . . . . . . . . . . . . . . . . . . . 28
  D10 TEAMSTERS FOR HIRE AT THE SEEDY SPACE PORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  D10 SPACER TATTOOS FREIGHTED WITH MEANING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  D10 TRAGIC DISASTERS WITH LINGERING INFLUENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  D10 REASONS TO QUARANTINE A DEAR FRIEND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  D10 SPACER SUPERSTITIONS AND RITUALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  D10 CRYPTIC GRAFFITI ON THE BULKHEAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  “Rey Burtnolds here: when I’m not piloting my crew around 
  black holes and into deep space I like to sit back, relax and 
  read the latest copy of Hivemind. Filled with facts, heaped 
  with hearsay and inundated with innuendo, Hivemind is the 
  who’s who of the space crews.  Often replicated but never 
  duplicated, Hivemind is the cornucopia of the cosmos.  I love 
  it so much I keep it in the place of honor – near the head!”
  COPYRIGHT © 2019 TUESDAY KNIGHT GAMES, LLC MOTHERSHIPRPG.COM @PLAYTKG
  Mat Oh (Order #24135017)
  
SOURCE: textdata/thevault/Mothership [multi]/Periodical/Mothership_Hive_Mind_(Issue_01).pdf