TEXT: OST SHIP KS BET
  LOST SHIP
  A SURVIVAL GAME
  W.M. Akers
  
  LOST SHIP
  A SURVIVAL GAME
  W.M. Akers
  
  2
  THE INCIDENT
  Your civilization's great migration was just begin-
  ning when something went wrong. From your place on 
  the bridge, you watched the lead colony ship explode, 
  starting a chain reaction of fire and death that 
  wiped out half the fleet in an instant. 
  Your captain did not hesitate. She demanded you get 
  the ship to safety and you did it, engaging the Leap 
  Drive without waiting for the astrogators to plot a 
  course through the stars. 
  Now, half a galaxy away, you fly under unfamiliar 
  skies. You have no way back to the fleet, no way of 
  knowing if there is even a fleet to return to. You 
  press on alone, lost, in search of a planet to call 
  your own. You will find it or die.
  THE GAME
  LOST SHIP is a tabletop survival game for one or two 
  players about the sacrifices and compromises made 
  during a journey home. To play, you will need:
  • Six-sided dice (d6): six is a good number, but you 
  can play with as few as two
  • Copies of the quick reference included with this 
  game and available at wmakers.net/lostship
  • A sharp pencil with a good eraser
  • One to two hours
  • Strong nerves
  A game of LOST SHIP consists of encounters between 
  your ship and alien threats as you leap from system 
  
  3
  to system in search of a habitable planet. Between 
  battles, you will scan for materials, make repairs, 
  care for your pilots, and search for a planet your 
  people can inhabit.
  If you find home, you win. If your ship runs out of 
  fuel or is destroyed, you lose, and your civilization 
  dies with you.
  TWO-PLAYER VARIANT
  Although intended for one player, LOST SHIP also 
  works well for two. You may play cooperatively, di-
  viding the X.O.'s responsibilities as you see fit, 
  or competitively, with one player taking the role of 
  the lost colonists and the other the alien threat.
  In the second option, the player responsible for the 
  colonists will have the most to do. In order to give 
  the alien player more to think about, they may choose 
  what they target any time their ships roll a 6. After 
  your first game, switch sides to see which of you 
  makes it closer to home.
  THE SHIP
  You are the executive officer of an Empathy-class 
  colony ship, responsible for maintenance, logistics, 
  duty assignments, and the safety of 40,000 colonists 
  during and after combat. You will do what it takes 
  to survive.
  
  4
  You are a peaceful people who have dreamed for gener-
  ations of crossing the stars. This ship is the pin-
  nacle of your achievement: a nearly-self sufficient 
  home capable of producing food, water, and air during 
  the years-long trip across the galactic dark.
  Your journey is made possible by the Gaussian Leap 
  Drive, whose twin magnets rip holes in space, allow-
  ing you to slip from system to system. This is an el-
  egant mode of travel, but it calls for vast reserves 
  of fuel that, at the moment, you lack.
  With the fleet, fueling ships fed your engines and 
  battleships protected you from the dangers of space. 
  Now, you fend for yourself. Your mining laser can 
  strip fuel from uninhabitable planets. Your Curi-
  osity-class scout ships can, in a pinch, serve as 
  fighters. Beyond that, you are on your own.
  THE ALIEN THREAT
  Since our separation from the fleet, we have met no 
  one but the enemy. We know little of them. They re-
  spond to all peaceful communication with hostility. 
  By the repellant architecture of their warships, we 
  know they are ruthless, even bloodthirsty. To defeat 
  them, we must be ruthless as well.
  Their ships are slow and ugly. Though their weapons 
  are powerful, their gunners lack accuracy. Most im-
  portantly, their engines are wasteful. If we outlast 
  their first blows, they invariably run out of fuel, 
  allowing our pilots to destroy them without risk.
  We have encountered three types of their craft: a 
  fighter, a cruiser, and a battleship. Our pilots have 
  nicknamed them Mark I, Mark II, and Mark III. The 
  larger the craft, the more damage they absorb, and 
  the more guns they bring to bear. The following pages 
  will show you what little we know.
  
  5
  MARK I (FIGHTER)
  HIT POINTS....................................... 2
  GUNS.......................................... 1 D6
  RUNS OUT OF FUEL.......... AFTER THIRD COMBAT ROUND
  
  6
  MARK II (CRUISER)
  HIT POINTS....................................... 5
  GUNS.......................................... 2 D6
  RUNS OUT OF FUEL......... AFTER FOURTH COMBAT ROUND
  
  7
  MARK III (BATTLESHIP)
  HIT POINTS....................................... 8
  GUNS.......................................... 4 D6
  RUNS OUT OF FUEL.......... AFTER FIFTH COMBAT ROUND
  
  8
  SET UP
  Familiarize yourself with the executive officer's 
  log sheet, which tracks your ship's systems, stores, 
  scouts, and pilots. It is your responsibility as X.O. 
  to keep this sheet updated. In a desperate situation, 
  you must remain organized to survive.
  Begin by writing the ship's name in the top-right 
  corner of the sheet. Below you will track the leaps 
  since the incident, your ship's fuel, and parts, a 
  catch-all term for the mechanical miscellany that 
  keeps your ship functioning. By default, you start 
  with six fuel and six parts. Mark this now. Or, for 
  a greater challenge, roll d6+2 (a six-sided die plus 
  two) to randomize the contents of each store. 
  Next, inspect the ship's systems. They are:
  • HULL: The cobalt shell that keeps out the void
  • ENGINES: The Leap Drive that carves through the 
  stars and the thrusters used during combat
  • MINING LASER: The nose-mounted energy beam that 
  strips the crust off uninhabitable planets, which 
  also serves as a defensive weapon
  • SCOUT BAY: The launching area for our scouts
  • SICK BAY: The medical center for wounded pilots
  • SENSORS: The array of cameras and listening devic-
  es that search these stars for home
  Each of these vital systems can be damaged during 
  combat, reducing functionality or rendering them in-
  operable. After combat, they can be repaired and 
  upgraded. Keeping them in working order will mean the 
  difference between life and death.
  On the reverse of the X.O.'s log, you will track your 
  scout ships and the brave women and men who fly them. 
  Name each scout and pilot. Choose names that have 
  meaning to you, such as that of friends and family 
  or favorite fictional characters. 
  
  9
  Although you have six scouts, at the start of play 
  you may only launch four per battle. Assign a pilot 
  to each scout and number the active scouts from 1-4 
  to indicate flight position. 
  ORDER OF PLAY
  Each stage of your journey contains seven moments:
  1. LEAP INTO SYSTEM
  2. ASSESS THREAT
  3. FIGHT (IF NECESSARY)
  4. SEARCH WRECKAGE FOR PARTS
  5. SCAN THE SYSTEM
  6. MAKE REPAIRS & BURY YOUR DEAD
  7. LEAP AGAIN
  1. LEAP INTO SYSTEM
  When your captain gives the order, strike one fuel 
  from the stores and add a tally to your count of 
  "Leaps Since Incident."
  2. ASSESS THREAT
  Some systems are empty. Most are not. To determine 
  what threat you will face in this system, roll on 
  the threats table shown on the following page. At 
  the bottom of the table, you will see your die roll 
  changes as you plunge deeper into enemy space. Start-
  ing with a forgiving 2d6-3, it rises to 2d6 for leaps 
  four through seven. From there it increases by 1 ev-
  ery leap. If you defeat the threat at the alien home 
  world (15 on the threat table), you may take their 
  home as your own. Your journey is through.
  Once you have determined the threat, put a check 
  next to each enemy ship on the Encounters Log and 
  prepare to fight. If there is no threat, exhale, mark 
  nothing, and move on to the system scan (Moment 5).
  
  10
  THREATS (2D6)
  3-
  NO THREAT
  4
  4 MK I
  5
  5 MK I
  6
  6 MK I
  7
  1 MK II
  8
  1 MK II + 2 MK I
  9
  1 MK II + 3 MK I
  10
  2 MK II
  11
  2 MK II + 2 MK I
  12
  1 MK III
  13
  1 MK III + 3 MK I
  14
  1 MK III + 1 MK II
  15+
  2 MK III + 2 MK II + 2 MK I
  (ALIEN HOME SECTOR)
  LEAP 1........................................2D6-3
  LEAP 2........................................2D6-2
  LEAP 3........................................2D6-1
  LEAP 4-7........................................2D6
  AFTER LEAP 7, THE DIE ROLL INCREASES BY 1 EVERY LEAP: 
  2D6+1 FOR LEAP 8, 2D6+2 FOR LEAP 9, AND SO ON.
  SCOUT ATTACK (D6)
  1-4
  MISS
  5
  1 DAMAGE
  6+
  2 DAMAGE
  VETERANS.............................. ADD 1 TO ROLL
  ACES.................................. ADD 2 TO ROLL
  50% SCOUTS..................... SUBTRACT 1 FROM ROLL
  INJ. PILOTS...................... DEAL ONLY 1 DAMAGE
  
  11
  3. FIGHT (IF NECESSARY)
  Combat is broken into rounds in which every ship 
  fires each of their guns once. Our superior maneu-
  verability means we always shoot first. 
  The first round takes place far from the colony ship 
  and involves only our scouts and the enemy. For each 
  scout, roll 1d6. They record hits on results of 5-6: 
  1 HP damage for a 5 and 2 HP damage for a 6. You may 
  choose which enemy ship takes the damage, but may not 
  split the effect of a hit between two ships. 
  For each hit, tick off the damage on the Encounters 
  Log. For each enemy destroyed, mark a kill beside the 
  relevant pilot's name. Destroying a Mark I counts as 
  one kill, while landing the final blow on a Mark II 
  or III counts as two or three kills, respectively. On 
  reaching three kills, a pilot achieves veteran sta-
  tus, and may add 1 to each attack roll. A pilot with 
  six kills becomes an ace and adds 2 to each roll. 
  Next, roll 1d6 for each remaining enemy gun. Remember 
  that Mark IIs fire twice and Mark IIIs four times. 
  They hit on results of 4, 5, or 6. To track their 
  hits, you may find it useful to set aside each suc-
  cessful enemy die until its damage has been resolved.
  To determine which scout has been hit, roll 1d6 on 
  the threat targeting table shown on the next page. If 
  there is no scout flying in the indicated position, 
  no damage is done. To determine the severity of the 
  damage, roll 1d6 on the scout damage table.  
  A 50% scout keeps flying, but subtracts 1 from attack 
  rolls. An inoperable ship must land immediately. An 
  ENEMY ATTACK (D6)
  1-3
  MISS
  4-6
  HIT; ROLL FOR THREAT TARGETING
  
  12
  THREAT TARGETING
  (D6 FOR ROUND 1, AFTERWARDS 2D6)
  1
  SUPERFICIAL
  2
  FIFTH SCOUT
  3
  FOURTH SCOUT
  4
  THIRD SCOUT
  5
  SECOND SCOUT
  6
  LEAD SCOUT
  7
  HULL
  8
  ENGINES
  9
  MINING LASER
  10
  SCOUTING BAY
  11
  SICK BAY
  12
  SENSORS
  13+
  HULL
  SCOUT DAMAGE (D6)
  1
  SUPERFICIAL
  2
  PILOT INJURED
  3
  PILOT KILLED IN ACTION
  4
  SCOUT OPERATING AT 50%
  5
  SCOUT INOPERABLE; LAND NOW
  6
  SCOUT DESTROYED; PILOT KIA
  MINING LASER (D6)
  1-3
  MISS
  4-5
  1 DAMAGE
  6
  2 DAMAGE
  7
  3 DAMAGE
  
  13
  injured pilot may stay in the air, but deals only 
  1 HP damage on a hit. If a scout at 50% is dealt 
  another 50% blow, it is rendered inoperable. If an 
  injured pilot is injured again, they die. Mark any 
  dead pilots as killed in action (KIA). If their scout 
  was not destroyed, it may be recovered after combat.
  Mark damage and recall scouts as necessary before 
  proceeding to round 2. New scouts may not be launched 
  to replace those that have been damaged or destroyed.
  ROUND 2
  The remaining enemy now closes with the colony ship, 
  and the real battle begins. Again, you fire first, 
  rolling for your surviving scouts and then for your 
  mining laser, a d6 gun that inflicts 1 damage on 
  results of 4 and 5, and 2 damage on results of 6. The 
  captain operates the mining laser, which is upgraded 
  automatically after recording five kills.
  Mark damage dealt to the enemy ships. It is now their 
  turn to fire. If they score a hit, roll 2d6 on the 
  threat targeting table to learn where the damage 
  falls. If a hit is recorded on an inoperable system 
  or a destroyed scout, apply the damage to the colony 
  ship's hull instead. 
  If a system takes a hit, reduce its functionality by 
  one level: from 100% to 66%, from 66% to 33%, from 
  33% to inoperable. Consult the section on system 
  damage (p. 18) to understand the repercussions.
  AND BEYOND
  After the second round of combat, the cycle repeats. 
  All Mark I enemy ships run out of fuel and are au-
  tomatically destroyed at the end of the third round 
  of combat. Mark IIs run out of fuel after the fourth 
  round and Mark IIIs run out of fuel after the fifth. 
  Destroying these ships does not earn a pilot a kill.
  
  14
  4. SEARCH WRECKAGE FOR PARTS
  After the battle, roll d6 on the parts search table 
  to scan the debris for useful parts. Add 1 to the 
  roll if you fought a Mark II and 2 to the roll if you 
  fought a Mark III. If you fought both a Mark II and 
  III, add 3 to the roll.
  5. SCAN THE SYSTEM
  Roll on the system scan table to search for inhab-
  itable planets. For the first three leaps, you will 
  apply a negative modifier (indicated at the bottom 
  of the table) to each roll. After the seventh leap, 
  you may add 1.
  When scanning the system, you may find:
  HOME: If the planet is inhabitable, there is no need 
  to go on. You have found home. Your journey is done.
  AN ANOMALY: On a roll of 7, something bizarre hap-
  pens. Roll 2d6 on the anomalies table (p. 17) to 
  learn how your ship and crew are affected. 
  FUEL: Even on planets where methane levels are too 
  low to support your people, you may find fuel. Strip 
  the crust with your mining laser and add the amount 
  indicated on the system scan table to your stores. 
  Remember that worlds uninhabitable to us are not 
  necessarily devoid of life. To track the estimated 
  billions of sentient lives extinguished during your 
  journey (B-Score), roll 1d6 for every fuel found on 
  the planet and find their total at game's end.
  If these deaths weigh on you, tear up your log sheet 
  to resign. You will be executed for cowardice. A 
  braver person will take your place.
  NOTHING: If the planet is barren, press on.
  
  15
  SYSTEM SCAN (2D6)
  2-
  BARREN
  3
  BARREN
  4
  BARREN
  5
  BARREN
  6
  1 FUEL
  7
  ANOMALY
  8
  1 FUEL
  9
  2 FUEL
  10
  3 FUEL
  11+
  HOME
  LEAP 1........................................ 2D6-3
  LEAP 2........................................ 2D6-2
  LEAP 3........................................ 2D6-1
  LEAP 4-7........................................ 2D6
  LEAP 8+....................................... 2D6+1
  PARTS SEARCH (D6)
  1
  0 PARTS
  2
  0 PARTS
  3
  1 PART
  4
  2 PARTS
  5
  3 PARTS
  6+
  4 PARTS
  IF YOU FOUGHT MK II...................... +1 TO ROLL
  IF YOU FOUGHT MK III..................... +2 TO ROLL
  IF YOU FOUGHT BOTH....................... +3 TO ROLL
  
  16
  6. MAKE REPAIRS & BURY YOUR DEAD
  Spend parts to make repairs as follows:
  REPAIR AN INOP. SCOUT........................ 1 PART
  REPAIR 1 HULL DAMAGE......................... 1 PART
  FULLY REPAIR DAMAGED SYSTEM................. 2 PARTS
  UPGRADE SYSTEM.............................. 4 PARTS
  BUILD NEW SCOUT............................. 6 PARTS
  With the exception of the hull, which costs one part 
  to repair each point of damage, returning a system 
  to 100% costs two parts, no matter how damaged it may 
  be. If an upgraded system is damaged, it drops to 66% 
  functionality, but the upgrade is not lost. Once the 
  system is repaired, you will reap its benefit again. 
  After every fifth leap, you may upgrade one system 
  for free.
  Scouts at 50% are repaired at no cost after the bat-
  tle. If you are low on parts, you may destroy one of 
  your scouts in exchange for four parts.
  Injured pilots heal according to the effectiveness 
  of your sick bay. Healing takes place after all 
  repairs are complete. If your sick bay is currently 
  inoperable, all newly injured pilots die.
  Erase the names of any KIA scouts from the duty 
  roster and inscribe them on the roll of honor. After 
  two full leaps, a newly-trained pilot takes their 
  place. If you wish to shuffle pilots from one scout 
  to another--to move an ace into the lead spot, for 
  instance, or to swap a healthy pilot with an injured 
  one--do so now. 
  7. LEAP AGAIN
  When it's time, inform your captain that the ship is 
  ready for another leap. The astrogators plot a new 
  course. The ordeal begins again.
  
  17
  ANOMALIES (2D6)
  2
  SPACE MADNESS: Roll d6 to choose a pilot. The 
  pilot steals a scout and attacks the colony 
  ship until destroyed.
  3
  ASTEROID FIELD: Roll d6. On a 1-2, the hull 
  takes 1 damage. On a 3-4, it takes 2 damage. 
  On a 5-6, it takes 3 damage.
  4
  GRAVITY WELL: Leaving this system costs 2 fuel.
  5
  AIRLOCK MISHAP: Lose 3 parts.
  6
  AWAY MISSION: Roll d6 to choose a pilot. That 
  pilot dies.
  7
  ION STORM: Roll d6+6 on Threat Targeting ta-
  ble. System takes 2 damage.
  8
  AWAY MISSION: Roll d6 to choose a pilot. That 
  pilot acquires veteran status or, if already a 
  veteran, becomes an ace.
  9
  SHIP GRAVEYARD: Find 3 parts.
  10
  ALIEN TECHNOLOGY: Roll d6+6 on Threat Target-
  ing table. Mark system 100% and upgraded.
  11
  A HEALING FIELD: Mark hull fully repaired.
  12
  BACK FROM THE DEAD: Choose a dead pilot. You 
  find them alive and well. If they died in their 
  scout, you find that too.
  ADVOCATE SELF-DESTRUCT (D6)
  1-5
  COWARD! WE MUST GO ON!
  6
  ALL IS LOST. ENGAGE SELF-DESTRUCT.
  FOR EVERY INOP. SYSTEM................... +1 TO ROLL
  
  18
  SYSTEM DAMAGE
  UPGRADED
  100%
  HULL
  May take 7 dam.
  May take 6 dam.
  ENGINES
  Roll 2d6-1 for 
  targeting after Rd. 1
  Roll 2d6 for 
  targeting after Rd. 1
  MINING 
  LASER
  Roll d6+1 to attack
  Roll d6 to attack
  SCOUT 
  BAY
  5 scouts can launch
  4 scouts can launch
  SICK BAY
  Newly injured pilots 
  heal at end of battle
  Newly injured pilots 
  injured for 1 leap
  SENSORS
  Roll 2d6+1 
  for system scan
  Roll 2d6 
  for system scan
  66%
  33%
  HULL
  n/a
  n/a
  ENGINES
  Roll 2d6+1 for 
  targeting after Rd. 1
  Roll 2d6+2 for 
  targeting after Rd. 1
  MINING 
  LASER
  Roll d6-1 to attack
  Roll d6-2 to attack
  SCOUT 
  BAY
  3 scouts can launch
  2 scouts can launch
  SICK BAY
  Newly injured pilots 
  injured for 2 leaps
  Newly injured pilots 
  injured for 3 leaps
  SENSORS
  Roll 2d6-1 
  for system scan
  Roll 2d6-2 
  for system scan
  INOP.
  HULL
  Ship destroyed
  ENGINES
  Ship cannot leap
  MINING 
  LASER
  Roll d6-2 to attack
  SCOUT 
  BAY
  1 scout can launch
  SICK BAY
  Newly inj. pilots die
  SENSORS
  Roll 2d6-3 
  for system scan
  
  19
  JOURNEY’S END
  If your hull gives out, the ship is destroyed. 
  This is not the only way to die. 
  If the ship is stranded without fuel or working en-
  gines, the captain will choose to spare her 40,000 
  the horrors of slow death beneath an unknown sun. 
  Check the self-destruct box on your log sheet to vent 
  the airlocks and kill all aboard. The empty ship will 
  remain as a monument to what you tried to do.
  At any other time, if the situation seems hopeless 
  or your nerve is lost, you may lobby your captain 
  to employ this most drastic measure. Roll 1d6, add-
  ing 1 to the roll for every inoperable system. On a 
  result of 6, the captain allows you to engage the 
  self-destruct. On anything lower, she insists you 
  forge ahead.
  But there is no need to dwell on such unpleasantness. 
  Somewhere out there, an inhabitable world awaits 
  your people. Stay sharp, stay lucky, and you will 
  guide them to it. Home may only be a leap away.
  
  20
  LEGENDS OF THE 40,000
  1337HELLDIVER....... BARD/ZERO G CLAW DRILL OPERATOR
  ROBERT A. BERRY SIIE.. INDUSTRIAL MATERIALS ENGINEER
  JERRY BLACK.................. AUDIO ASSAULT ENGINEER
  REV. FELIX BOFFA.............. ASSOCIATE MANAGER, HR
  DR. LEE BOSQUE................ CLINICAL PSYCHOLOGIST
  MICHAEL BROWN.......... ASTRONOMER/TAROT CARD READER
  CALLIOPE CHANCE........................... BIOLOGIST
  DAMIEN IGNUS CHEN.............. PRIVATE INVESTIGATOR
  CHERYL................................. ORTHODONTIST
  FRANCES COLE...... MEDICAL RESEARCH EXPERT, CYTOLOGY
  OBLIO CONTOSO....... STUNT SPECTACULAR STAGE MANAGER
  JASON CRASE............................ SPACE JESTER
  JANDY CRAYTRIDGE............ PODCAST HOST/CONTESTANT
  CRISTOPHER CREIGHTON.......... MILITARY INTELLIGENCE
  THOMAS CROSS......................... DAIRY PRODUCER
  DOCTOR DAVE................................. TEACHER
  JACKSON DAVID............... BOOKMAKER AND LOANSHARK
  APRIL DAWLEY........................ FELINE WRANGLER
  DR. KIMBERLY DAY....................... PEDIATRICIAN
  LAURENT DEVIGNE...................... ASTROPHYSICIST
  TELVALCO EL CINT............... COMBAT METEOROLOGIST
  T. DOUGLAS ELLIS.................... PARLIAMENTARIAN
  JON ELVERT........................ NUCLEAR PHYSICIST
  EVERLY ENDRES.................. ENVIRONMENTAL EXPERT
  MIGUEL FELIPE......... CNC MACHINIST/3D PRINTER TECH
  CLAUDE FÉRY............................... ARCHITECT
  CHARLIE FLIPPER.............. BOUNCE CASTLE ENGINEER
  MAXWELL C. FLUSH................ SANITATION ENGINEER
  TIBETAN FUNKS...................... DJ/LLAMA RANCHER
  JUAN GONZALEZ........................ FARMER/RANCHER
  JUNGMIN HAN................. EARLY CHILDHOOD TEACHER
  SAKURA HAYASHIBARA........................ PATISSIER
  JOHANNES JUNKER............ MATTER RECLAMATION AGENT
  KURT K........................... GUY WHO MAKES SOUP
  ATHYLOS KIDEMÓNAS........... FLUID DYNAMICS ENGINEER
  DANIELLA M. KNIGHT................ SINGER/SONGWRITER
  SIERRA LEPINE............................. LIBRARIAN
  PAOLO LUCIANO............... MIME ACT SOUND ENGINEER
  TERRENCE MICHEAU..................... DISCO ENFORCER
  
  21
  CHAD MORTON......................... FELINE WRANGLER
  COFFEE MUGGER................. TIN FOIL HAT ENGINEER
  EZEKIEL S.W. NIX...................... LAND SURVEYOR
  ROSE PERFECTA........................... BELL-RINGER
  KEVIN PETKER................................. WEAVER
  KNUD ANCHER PIGEONSBANE................ PIGEONHUNTER
  ROBERT REILLY.................... MILITARY HISTORIAN
  ALICIA RHODOPOLIS..................... REVOLUTIONARY
  JEÁN RIDDLE................ ANTIQUATED CRYPTOGRAPHER
  OTIS ROBINETTE............ ICE CREAM QUALITY ASSURER
  MAURA FIRETOP ROBINS........ PROPANE TECH SPECIALIST
  SIMKINS......................... COMPUTER TECHNICIAN
  HENRY SPINHALL.................. PHYSICIAN ASSISTANT
  TIMOTHY SULLIVAN........ OPERATIONS RESEARCH ANALYST
  ÅSA SUVANTO................................... CLONE
  YLVA SUVANTO.................................. CLONE
  FANGAL TANKTIN......... MAJOR GENERAL DISAPPOINTMENT
  THOROLD.................................... ENGINEER
  RAVIX VANDUKE................. GAMING DUNGEON MASTER
  GERHARD VON MOLTKE............... ANALYTIC HISTORIAN
  GAGE WALTERS................ PARANORMAL INVESTIGATOR
  ASGER WEIRSØE......................... IT CONSULTANT
  SIDMANDOO WILLIAMSON............ FORENSIC MYCOLOGIST
  FORREST WOODS............. PHD THEORETICAL PHYSICIST
  ALL TEXT COPYRIGHT................ W.M. AKERS, 2020.
  COVER IMAGES............... E.L. TROUVELOT, 1881-82. 
  COURTESY................... BROOKLYN PUBLIC LIBRARY.
  INTERIOR IMAGES.............................. ALGOL.
  COURTESY.............................. SHUTTERSTOCK.
  
  OST SHIP KS BET
  
SOURCE: textdata/thevault/Lost Ship/Lost Ship - A Survival Game.pdf