TEXT:  
  G1405.1 
  
   
   
  1 
  G1405.1 - Digital Gods 
  (Or, “Since when do robots go to church?”) 
  Designed for use with Star Frontiers 
  GagMen Episode 16 
  Written by the GagMen on the GagMen Adventure Writing Podcast 
  Illustrations by GagHouse Productions and Tyler Davis 
  Contact:  shutup@gagmen.net 
   
  This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy 
  of this license, visit http://creativecommons.org/licenses/by/4.0/. 
  Table of Contents 
  Introduction ........................................................................ 2 
  Summary ............................................................................. 2 
  Theme/Setting ..................................................................... 3 
  Space 1970 ..................................................................... 3 
  Trying to save your Booty ............................................. 4 
  Mentzer Space Station ................................................... 4 
  Plot ...................................................................................... 4 
  The Pre-Plot ................................................................... 4 
  Next Gas, 10 billion Light Years ................................... 5 
  Get these Slugs off of Me! ............................................. 6 
  Getting the Shaft ............................................................ 6 
  So the Toaster is in charge? ........................................... 6 
  Make sure to get behind the ears .................................... 7 
  Journey to the Center of Mentzer ................................... 7 
  The Arboretum ............................................................... 7 
  The Lab .......................................................................... 8 
  The Fuel Valve isn’t this way ........................................ 9 
  Pirates... in... Space! ....................................................... 9 
  “Pull Zee Switch!”......................................................... 9 
  Conflict ............................................................................ 10 
  The New Age has Arrived ........................................... 10 
  …And We Feel Fine! .................................................. 11 
  The Super Happy Fun Ending ..................................... 12 
  Characters......................................................................... 13 
  T.H.O.M.S (Terraforming Humanoid Optimized for 
  Mathematics/(addendum) and Sabotage) ..................... 13 
  D.A.V.- 43 (Diagnostics Android Vanguard) .............. 13 
  M.O.B. - 1 (Machine Optimized for Battle) ................ 14 
  D.A.R.-114 - (Data Accounting Robot) ....................... 14 
  4-T.R.A.N. - (Troop Robotic Armed Networked Neo-
  human)......................................................................... 15 
  Captain Zartok, the Space Pirate ................................. 15 
  Details .............................................................................. 16 
  Jaszurka-Rex ............................................................... 16 
  Experiment 7h47 ......................................................... 17 
  Slimaki ........................................................................ 18 
  Credit and Thanks ....................................................... 18 
   
  
   
   
  2 
  Introduction 
  This adventure was written for use with Star 
  Frontier by TSR, and was created on the GagMen 
  RPG Podcast Episode 16.  The GagMen Podcast is 
  designed to help the beleaguered DM looking for 
  material to liven up a game or save him a night of 
  planning.  We hope you and your players enjoy the 
  game, and be sure to look for us the next time you 
  need some help or a laugh.  As always, feel free to 
  modify the adventure to suit your own campaign 
  and game mastering style, and when you do let us 
  know about it at shutup@gagmen.net.   
  The GagMen are blissfully unaware of any strategies for Candy Crush.  No actual robots were harmed in the writing 
  of this adventure, though a gungan was sacrificed before every writing session.  Over-exposure to the GagMen could 
  result in excessive awesomeness.  The GagMen are not an FDA approved treatment for any condition, though 
  researchers admit that they couldn’t hurt… much.  In case of emergency, please do not break the GagMen. Suing the 
  GagMen is only encouraged if one has the great desire to donate money to a lawyer without any return. Please do 
  not feed the GagMen to any child under four, as allergic reaction and cannibalism may occur.  This adventure is for 
  entertainment purposes only, and cannot be used as rocket propellant.   
   
  Summary 
  Blazing through the galaxy in a gleaming ship, our intrepid 
  heroes desperately struggle to outrun the ruthless Scape Pirate 
  Captain Zartok and his crew of celestial scallywags! While they 
  manage a daring escape, the party finds themselves out of fuel and 
  adrift in a sea of stars. With few options, the crew lands on a 
  mysteriously quiet mining station to refuel and repair.  But when a 
  religiously passionate group of robots meets them at the airlock, the 
  mystery begins!  Where is the Human crew of the station?  What is 
  the enigmatic organism at war with the robots? Does the Mainframe 
  really store the robot’s digital Gods?  Our heroes’ search for the truth 
  has only begun, but they better hurry, for Captain Zartok is on their 
  trail! 
  
   
   
  3 
  Theme/Setting 
  Space 1970 
  Our 
  adventure takes place 
  in the classic future of 
  60’s and 70’s sci-fi. 
  For the average 
  person, the modern 
  age of science-fiction 
  started with the 
  cinematic release of 
  Star Wars by George Lucas in 1977. However 
  science fiction was already experiencing 
  something of a renaissance.  Science-fiction has 
  always existed since the beginning of time and 
  on; when the Greeks wrote of gods walking 
  among us, and Mary Shelley wrote about a 
  creature created from parts, or when 
  Buster Crabbe donned the garb of Flash 
  Gordon, human imagination has always 
  reached into the fantastical to explore the 
  possibilities of the world around us.    
  During the seventies, the 
  America hit a slump in the economy and 
  escapism became a popular pastime, 
  which made a perfect breeding ground 
  for flashy ideas and hope for the 
  future.  While the desire to bring about 
  the future and see it dawn was ever presence, 
  our actual technological ability to do so lagged 
  far behind. This gap didn’t stop the writers, and 
  it gave birth to the unique style and perspective 
  of seventies science-fiction.  This new sci-fi 
  world was gritty and real, lived in.  Gone were 
  the multi-colored spandex suits and 
  flashy helmets of yesteryear. New 
  sci-fi heroes were recognizably 
  human and flawed, and many of 
  their challenges and motivations 
  were familiar.  The science itself 
  took a backseat to the story and the 
  drama.  While many films of this era 
  borrowed from the golden age of the 
  40’s, the presentation was all 
  seventies grit and style.  
   
  The universe your characters will 
  explore is old, run down, and a little scary.  
  Robots with be clunky, run with computer tape 
  and early digital technology and led lights. The 
  pirates we’re using will be more in the mold of 
  classic space pirates.  Take a 
  little Han solo, throw in some 
  Buccaneer Pirate, and stir well 
  with leather clad biker, and 
  you’ll have our pirates. They 
  should be rough, but reluctantly 
  likable.   
   
  The technology of this 
  world should be complicated 
  looking enough to pass 
  inspection, but still lean toward 
  style over function.  Size should also be an 
  issue: everything natural or alien is big and 
  grand, almost as if to emphasize the 
  insignificance of humanity, while human 
  
   
   
  4 
  constructs are shiny and crisp.  Glass domes, 
  curves, chrome panels, blinking lights and the 
  occasional lens flair help dial in the sense of 
  wonder. 
  Trying to save your Booty 
  Set on the great space frontier, the party 
  finds their ship “out of gas” after escaping space 
  pirates, and must limp along to the nearest 
  port.   After an intense chase through a meteorite 
  shower, the party ignited the bulk of their fuel 
  on the front of the pirate’s ship. While this 
  certainly freed them of the pirates, it left the 
  group rowing for the old Mentzer Space 
  Station.  The space station is populated entirely 
  by robots that 
  fight a centuries 
  old battle 
  against a space 
  parasite that has 
  been slowly 
  taking over the 
  station. 
   
   
  Mentzer Space Station 
  The Mentzer Space Station orbits a 
  small yellow star and is believed by historians to 
  have been used as an asteroid mining station. 
  The history of the station is unclear, as all 
  human inhabitants died off centuries ago, 
  leaving the station to be run by robots for the 
  last hundred years.  The parasites appeared at 
  about the same time the original crew 
  disappeared. While some of these robots believe 
  that their original masters were destroyed by 
  these parasites, other robots believe that the 
  humans evolved into beings of true data, and are 
  stored in the computer banks onboard the 
  station.   
  Plot 
  The Pre-Plot 
   
  While transporting cargo from 
  Giddian’s Star to the Arkonian System, the party 
  comes under attack by Captain Zartok and his 
  crew of celestial scallywags.  The pirates have 
  heard of a precious and valuable cargo being 
  transported through the area, and they suspect 
  the Party may be the ship they’re looking for. 
  Whether this is true or not, Zartok has a personal 
  vendetta to settle with one of the players, so the 
  possibility of booty is just a bonus.   The pirates 
  will ambush them outside of the Keelig System, 
  an old asteroid field circling a red giant 
  star.  The adventurer’s ship should take damage 
  
   
   
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  and seek refuge inside the asteroid field or try to 
  evade them inside the asteroid field.   
  A thousand years before, the Keelig 
  system was a thriving star system with three 
  unique and fully populated planets.  These three 
  planets were always at odds politically, and 
  inevitably went to war.  The three planet 
  governments eventually developed weapons of 
  mutually assured destruction, and now all that is 
  left of these three 
  cultures is a small 
  asteroid bound space 
  station overrun with 
  parasites and robots. 
  Once the 
  chase begins, the party 
  should devise a plan to 
  lose the pirates.  They 
  could use the asteroids 
  to play an elaborate game of hide and seek, or 
  they could try to lead the pirates down a blind 
  corridor and forcing them to spin into another 
  asteroid with a crash.   
  The preferred method would be to 
  somehow get the party to burn their fuel right on 
  the nose of the pirate ship, expending the hero’s 
  fuel, and scrambling and melting down the 
  primary systems on the pirate ship.  Is this 
  campy and a little railroady?  You betcha!  But it 
  is also a classic seventies science fiction plot 
  device.   While you may have to force the 
  players to leave the ship adventures to explore 
  the station, remind them that this is only the start 
  of the adventure. 
  The adventure has several tense 
  moments meant to build mood, suspense, or 
  even action.  Suspense or mystery will be best 
  served in you build up and really the robot 
  folktales to the players, making the climax that 
  much more important.  The party should be on 
  edge throughout their time trapped on a rotting 
  space station.   If you 
  want an exciting start 
  to the adventure, then 
  begin with the pirate 
  attack. Otherwise, 
  feel free to start at the 
  station after the party 
  has landing, and fill 
  them in on prior 
  events. 
  Next Gas, 10 billion Light Years 
  Once the fuel has been used the ship 
  will start to drift, which may cause the players a 
  little concern, especially once they remember 
  they are in an asteroid field.  Most of the 
  asteroids are very large, and the party may 
  notice that there are no small asteroids; this is 
  because the nearby space station has been 
  pulling them in and mining them.  The larger 
  asteroids are too large for the station to 
  capture.  Allow enough time to pass to get the 
  players worried, but don’t wait too long to lock 
  on a tractor beam from the space station.   
  
   
   
  6 
  Their ship will be pulled toward a large 
  asteroid with a space station mounted into the 
  side of it.  If the adventurers signal the base, 
  they will be greeted by 4-TRAN and warned that 
  the station has been overrun by an unknown 
  biological entity, and that the base is currently 
  under quarantine and manned by only robots.  4-
  TRAN will explain that the fuel they need is on 
  the station, but reaching it will be a 
  challenge.  With little or no choice, the party is 
  forced onto the space station. 
  Get these Slugs off of Me! 
  Upon arriving the party is met by a 
  small group of three heavily armed robots in the 
  docking hangar.  The trio of robots (see 
  Characters, T.H.O.M.S., D.A.V. - 43, and 
  M.O.B. - 1) are fending off several of the slugs 
  in the hangar and will help the party secure the 
  ship.  They have been ordered by 4-TRAN to 
  bring them to the command deck.  Once there 
  they can formulate a plan to retrieve the fuel. 
  The party will see firsthand that the 
  station is overrun with unusual creatures in a 
  constant battle with the station’s robot 
  crew.  The robotic trio will explain along the 
  way that the hanger’s fuel pump is off line due 
  to a disruption in power from the primary power 
  center.  Though some systems still have power, 
  the power center itself has been overrun with 
  these slug-like creatures, called Slimaki.   
  Getting the Shaft 
  The first stop on the party’s unexpected 
  tour of the station with the trio is the main 
  elevator shaft, which is in disrepair and hasn’t 
  been used in over two centuries. To reach the 
  primary control deck the party must use the 
  service ladder to navigate the seven floors to the 
  last functioning elevator, which will take the 
  party directly to the command deck.  Feel free to 
  initiate several attacks by the Slimaki along the 
  way. 
  So the Toaster is in 
  charge? 
  The command deck is 
  a glass covered dome with 
  filled computer banks and 
  control panels.  Most of the 
  chairs have been unbolted and removed, as most 
  robots are unable to use the human shaped 
  
   
   
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  seats.  In front of a monitor the party will find 4-
  TRAN, the leader of the robots defending the 
  station.  4-TRAN, who strongly resembles a 
  large chrome covered box, will describe the 
  history of the station.   
  “Long ago, our former masters were 
  brought forth upon this space station with new 
  found hope to bring peace to this sector of 
  space.  The old masters had only one enemy: the 
  Wrog, a savage feral species that had waged war 
  on the peaceful humans of the station.   The 
  Slimaki appeared mysteriously on the Space 
  Station, and the old masters were all but wiped 
  out within weeks.  Soon after, the Wrag 
  launched their ultimate weapon, turning all the 
  planets in the system to rubble.  We have 
  maintained the station alone ever since.  No 
  human has set foot on the station in over half a 
  millennium; we are delighted to have you as our 
  guests.  Now enter the protonic chamber to be 
  sterilized of any infections that the creatures 
  may have caused.” 
   
  Make sure to get behind the ears 
    
  If any characters refuse to enter the 
  sterilizing chamber, the robots will allow them 
  to go on without question.  As the Referee, feel 
  free to roll a few dice to suggest that the player 
  may have already contracted the virus.  In 
  reality, the slugs seen around the station started 
  as the virus that wiped out the original humans.  
  Since then the virus has grown and evolved to a 
  size that can no longer enter the bloodstream, 
  much less infect anyone.  Any party members 
  that enter the chamber will be traumatized by the 
  many automated “cleansing” procedures. 
  Journey to the Center of Mentzer 
  If the group attempts to recover the fuel, 
  D.A.R.-114 (Data Accounting Robot) will join 
  the group to escort them through the 
  station.  DAR will slowly lead the to the 
  computer storage rooms in the lower levels of 
  the station rather than the power station.  It may 
  take some time for the group to realize they are 
  being misled.  DAR is certain that if he can 
  access the data in the computer banks, he will 
  free the “original masters” and bring salvation to 
  the station’s robots. 
  The Arboretum 
  Claiming that the most direct route has 
  been blocked by damaged tunnels, Dar will lead 
  the group through the arboretum, a beautiful 
  dome filled with unusual plant-life from 
  throughout the galaxy.  While walking through a 
  
   
   
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  clearing, DAR will confess his confusion over 
  how much the old masters 
  cared for plant life, a 
  seemingly non-sentient 
  and immovable-life form, 
  while the Masters seemed 
  to ignore their robot 
  servants.   
  Not long after 
  this observation, the group will hear a noise 
  through the foliage.  When they investigate, a 
  large plant based creature will attack.  When the 
  fight is over, Dar will casually mention that the 
  robots have observed the evolution of some 
  unusually aggressive plants (see Details, 
  Jaszurka-Rex) over the past millennia.  While 
  this sounds reasonable at first, the party should 
  be wondering how this evolution could have 
  progressed so quickly. The players will 
  hopefully ask this question more and more often 
  as they proceed deeper into the space station. 
   
   
   
  The Lab 
  After escaping the 
  dangers of the Arboretum, 
  DAR will lead them into 
  the primary laboratory 
  floor, where the first 
  terminal must be 
  activated.  The entire floor 
  contains ten different labs 
  covering mineral, zoological, chemical, energy, 
  liquid, neurologic, robotic, mechanic, biologic, 
  and genetic testing.  At one point these 
  glimmering steel hallways would have been 
  impressive, but now they are a dust covered 
  ruin, unused and unvisited for hundreds of years, 
  though apparently unaffected by problems seen 
  in the rest of the station.  The party may notice 
  that there is no sign of any Slimaki, nor any 
  trace that they were ever there.  The rooms and 
  hallways are dimly lit with ambient lights, and 
  an uneasy quiet fills the room. 
  When DAR activates the computer 
  terminal it will reroute power, 
  causing lights to flicker and flash 
  as the entire floor comes 
  alive.  The buzz and whir of 
  different machines will echo 
  throughout the empty halls; the 
  heroes should hear a ‘pop’ as the 
  cryogenic seal on Experiment 7h47 breaks in the 
  genetics lab.  It should take a little time for the 
  seal to open, giving the group a chance to run or 
  devise a plan of attack.  Experiment 7h47 was a 
  
   
   
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  previous attempt of the old masters to create a 
  genetic weapon; the creature is small but 
  ravenous and will attack and eat anything it can 
  sink its teeth into. 
  The wisest course of action would be for 
  the party to run the moment they hear the 
  cryogenic container open, but other players may 
  want their characters to stick around to see what 
  happens.  If the party decides to stay, the 
  cryogenic chamber will open and Experiment 
  7h47 will leap onto the nearest player and start 
  chewing on any exposed flesh.  If the party 
  attacks with any energy based weapons, they 
  will discover that the creature can absorb energy 
  and use it to grow and multiply (copy itself). 
  The Fuel Valve isn’t this way 
  After they have escaped the labs, the 
  party should be beginning to suspect that they 
  are headed in the wrong direction.  DAR will 
  make up a convincing lie to keep the party on 
  track, but the warning signs leading to the 
  central computer system should become more 
  and more obvious.   Likewise, signage that 
  shows directions to the main power plants 
  should be very important clues. 
  Eventually, DAR’s deception will 
  become apparent, and when confronted directly 
  he will confess and ask for pity and help to 
  revive his robot masters.  DAR believes that the 
  digital gods will watch over him and reclaim the 
  station once the primary computer core has been 
  restored.  He will implore the party to help him 
  return the digital gods to their former glory and 
  remove the destructive Slimaki from the station. 
  Pirates... in... Space! 
  Around this point, Captain Zartok and 
  his crew will land in the hangar and raid group’s 
  ship’s cargo, only to find a several loads of 
  laundry.  Furious over the loss of a potential 
  score, the pirates will raid the station for any 
  valuable goods or scrap, while a small pirate 
  maintenance crew will begin fueling and 
  repairing the group’s ship in order to steal 
  it.  With Captain Zartok and his crew ripping up 
  sections of the station and blasting at the 
  random creatures, the heroes should be 
  alerted to their presence fairly 
  quickly.  With the pirates hot on their tail, 
  time is no longer a luxury. 
  “Pull Zee Switch!” 
  If the party decides to help Dar restore 
  his creators, then they will continue on to the 
  
   
   
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  central computer, fighting off all the Slimaki 
  along the way.  However, if they refuse to 
  believe in DAR’s ‘false gods’, he will carry on 
  alone while the party fights their way to the 
  engineering deck in search of fuel, where they 
  will discover the primary breeding habitat for 
  the Slimaki.   
  Once through the nest of parasites, the 
  party can divert the flow of stored fuel back to 
  the hangar bay. The heroes must find the fuel 
  valve while fighting off the parasites and 
  random pirates.  Regardless of their choice, 
  when DAR will finally arrives in the computer 
  room he will “flip the switch” in a moment of 
  religious revelation, activating the memory 
  banks. 
  Conflict 
  The New Age has Arrived 
  The Memory banks hold the 
  accumulated knowledge, personalities, and 
  memories of the dead human crew, and all of 
  that data will flood into DAR, effectively 
  connecting him to the station’s systems and 
  providing a physical host for the “Digital 
  Gods.”  If the group is present, Dar will 
  spark, lights will flash and dim, and he will 
  eventually reactivate and speak to them in a 
  booming voice.  If the group is elsewhere, 
  every monitor and speaker in the station will 
  activate and broadcast the image of DAR 
  and the voice of the Digital Gods, saying: 
  “We are reborn! We, who saved our 
  knowledge and have become one in this metal host, 
  how long have we slept?  It does not matter.  You, 
  intruders upon our domain, hear our voice.  Our 
  glorious mission calls, and you will deliver us!” 
    
  Red lights will begin to flash, and a 
  siren will wail.  Investigation at the nearest 
  computer station will show that the Station’s 
  main systems, including the phase shield, have 
  gone off line, and the station has begun to lose 
  orbit and break up.   If the group is in another 
  part of the station, they will find themselves 
  forced to DAR’s position.  There, through 
  questioning him they will discover that the base 
  was a biological research station specializing in 
  weaponizing a virus.  Now with the computer 
  core online and the return of the original 
  masters, they plan to use the group’s ship and 
  the space stations fuel to escape the ancient 
  space station. 
   
  
   
   
  11 
  …And We Feel Fine! 
  The parasites were a massively 
  successful experiment got out of hand and 
  infected the crew.  Over the years the virus has 
  grown and evolved into full multi-celled 
  creatures, and are now far too large to enter the 
  bloodstream, 
  which is why 
  the heroes 
  have not been 
  affected.  With 
  the collective 
  conscious 
  stored inside 
  the robotic 
  body of 
  DAR, they can carry out their plan and use the 
  parasites on their enemy’s home world, but first 
  they will use the parasites on the pirates 
  attacking the base.  Unbeknownst to the masters 
  their ancient enemies, the Wrag destroyed 
  themselves along with the other planets in the 
  system, including the scientist’s homeworld. 
  While some members of the group may 
  be tempted to take the God’s offer to transport 
  them, a large machine will drop down from the 
  ceiling, with cables, face masks, and helmets.  
  The Gods will 
  reveal that 
  they do not 
  intend to 
  enlist the 
  group, but 
  rather absorb 
  their minds, 
  knowledge 
  and 
  personalities.  When the group refuses, the Gods 
  will be outraged, and will activate another 
  device on the wall.   
  Immediately the group will hear 
  scurrying, crawling, and scratching; Dar will 
  reveal that if the group will not join him 
  willingly, then they can feed the parasites…. 
  The Gods can still get what they need from the 
  party’s uneaten brains!   
   
  The Party should be facing three threats 
  at this point:  The Station is very quickly 
  beginning to break up, a wave of parasites are on 
  their way to eat them, and the physically 
  imposing DAR is blocking their path to the 
  Computer Banks, which if deactivated would 
  return the DGs to their prison.  Just as the group 
  begins to freak out, a door will open, and DAR 
  will shout “Who dares to enter here?”  A wry 
  
   
   
  12 
  smile and wink will emerge from the darkness, 
  and a laser-rapier will activate.  “You didn’t 
  forget about us, did you?” the Smiling figure 
  will ask.  Captain Zartok and his Pirates have 
  arrived. 
  The Super Happy Fun Ending 
  Our favorite ending at this point would 
  go something like this: 
   
  As Zartok and the crew enter the room, 
  they will very quickly see that the upper hand is 
  DAR’s.  With a curse, Zartok will order his men 
  to attack the oncoming parasites, yelling “We’ll 
  cover you, shut off that damn computer!” and 
  with flourish jump into battle.  The group should 
  use team tactics to distract Dar Long enough to 
  deactivate the computer, causing the Digital 
  Gods to return to their prison, howling in fury.  
  With Dar back to normal, he will lead the pirates 
  and the group back to the hanger, where they 
  can quickly escape in their ships just as the 
  station is destroyed; and yes, there should be a 
  lot of explosions.  As the 
  Heroes Speed off, they 
  receive a hail from Zartok 
  “you fools aren’t bad in 
  fight, ye may be seeing us 
  again.  You owe us one.”  
  The best ending 
  would naturally involve the 
  Party defeating the Digital 
  gods, escaping the 
  Parasites, getting past the pirates, leaving the 
  station and returning to their delivery run.   Over 
  the course of the adventure the party should 
  have built a rapport with DAR and perhaps even 
  grown fond of him; so seeing him possessed by 
  some leftover program might upset them.  To 
  remove the digital gods, the heroes will need to 
  destroy the data banks that are sending the signal 
  to DAR. Once he has been purged he should be 
  grateful and may even offer to join the crew.   
  Regardless of how things go with the 
  pirates or the robots, the space station has 
  undergone far too much damage to survive any 
  longer.  With the depletion of solid fuel reserves 
  and the overabundance of Slimaki, the station is 
  doomed.  If the party doesn’t set an explosive 
  before leaving, it would be best to create one.  It 
  is doubtful that the universe is ready for a 
  rapidly replicating slug biological weapon or 
  religiously bent robots; taking out some pirates 
  as well would just be a bonus.   
  Don’t feel inhibited to save the station; 
  after all it could be a new safe place 
  for the crew to stop between other 
  adventures.  Or, perhaps the 
  creatures or robots on the station 
  could be more helpful than 
  expected; perhaps the party will 
  take a slimaki as a pet.  And the 
  Pirates would make for excellent 
  allies, and could be a lead in for 
  many fun follow up adventures. 
   
  
   
   
  13 
  Characters  
  T.H.O.M.S (Terraforming Humanoid Optimized for Mathematics/ (addendum) and 
  Sabotage) 
   
   
  STR/STS DEX/RS INT/LOG PER/LDR IM 
  Level 3 Robot 60/100 
  70/70 
  60/100 
  20/20 
  7 
   
  THOMS was originally an android designed to build much of the station’s structure, and then 
  continue as a mining drone for the asteroids the station harvested.  After the disappearance of the old 
  masters THOMS wrote a sabotage subroutine into his system, which augmented his already abundant 
  database of explosive charges.  For many centuries he has helped with the fight against the slimaki. 
   
  D.A.V. - 43 (Diagnostics Android Vanguard) 
   
  STR/STS DEX/RS INT/LOG PER/LDR IM 
  Level 3 Robot 60/100 
  70/70 
  60/100 
  20/20 
  7 
   
  DAV was a maintenance assessment droid that constantly circumnavigated the outside of 
  the station testing pressure and possible leaks.  When the slimaki became a serious threat, 
  4-TRAN ordered DAV back inside the station and reprogrammed him for combat 
  procedures.  DAV is a bit bulky compared to other interior function robots, but he 
  performs his duties without question.  Since his removal from the hull of the station, the 
  stations exterior has become more unstable due to regular meteorite strikes. 
   
   
  
   
   
  14 
  M.O.B. - 1 (Machine Optimized for Battle) 
   
   
  STR/STS DEX/RS INT/LOG PER/LDR IM 
  Level 2 Robot 30/100 
  65/65 
  80/100 
  20/20 
  7 
   
  MOB-1 was one of the few robots on the station originally designed for combat 
  operations, which he still gets to perform on a regular basis.   Because of his long service his is one of the 
  oldest robots, next to 4-TRAN, and first of the combat operations robots. The character would be wise to 
  speak with him, as he may have some helpful insights into the history of Mentzer Space Station.    
   
  D.A.R.-114 - (Data Accounting Robot) 
   
   
  STR/STS DEX/RS INT/LOG PER/LDR IM 
  Level 2 Robot 30/100 
  65/65 
  90/90 
  40/40 
  7 
   
  Originally an accounting robot, DAR has been rededicated to the protection of the Mentzer Space 
  Station.  He has developed a cult-like following that wish to follow the masters into the light and become 
  beings of pure energy.  Though he has a peaceful nature, his primary programing has been overwritten for 
  the defense of the station. 
   
   
   
   
  
   
   
  15 
  4-T.R.A.N. - (Troop Robotic Armed Networked Neo-human)  
   
   
  STR/STS DEX/RS INT/LOG PER/LDR IM 
  Level 4 Robot 0/200 
  0/50 
  100/100 
  10/40 
  5 
   
  The primary security robot for the station and supreme military commander.  4-TRAN used to be just like 
  the other MOB units, but was modified with extra memory and a personality program just before the old 
  masters disappeared.  4-TRAN is no longer a sleek combat unit, and resembles an old chrome covered 
  refrigerator, but what he lacks in nimbleness he makes up in logical thought and tactical planning.  He 
  will not stand for DAR’s “belief” in the data transfer of the masters and finds all mention of “Digital 
  Gods” to be the result of overworked circuits.   
   
  Captain Zartok, the Space Pirate  
   
  STR/STS DEX/RS INT/LOG PER/LDR IM 
  Captain Zartok 65/65 
  45/45 
  55/55 
  70/70 
  5 
   
  Zartok is leader of the space pirates and believes that the heroes are 
  carrying a valuable cargo.  Whether this is true or not is irrelevant, he 
  wants the cargo and will take the necessary steps to attain it. As his 
  role and personality may differ according to your play style, we 
  imagine him as playful rouge and daring fighter who is a master of 
  the laser-rapier. 
   
   
  
   
   
  16 
   
  Details 
   
  Jaszurka-Rex  
   
  Type: Giant Carnivore 
  Number: 1 (2 or more during a 
  pollination cycle) 
  Move: Slow 
  IM/RS: 3/35 
  Stamina: 300 
  Attack: 50 
  Damage: 5d10 (bite) 
   
  These giant reptile-infused 
  plant creatures are carnivorous in nature and have survived and evolved by feeding on the ever-
  replenishing slimaki.  They are over 10 meters long from teeth filled head to tail.  The Venus Rex hunts 
  constantly. When it has energy it chases food down and eats it like a T-Rex.  When it becomes tired, 
  however, it splits open like a fly trap and waits for something to stumble in. Originally designed to guard 
  in a fixed position, the Jaszurk-Rex has uprooted itself and is now very mobile.  The beast cannot see with 
  normal vision, but can smell its prey using the dermal layer as a form of detection.  If a character is able 
  to disguise its smell, then they would appear invisible to this monstrous beast. 
   
   
   
  
   
   
  17 
   
  Experiment 7h47  
  Type: Small Carnivore 
  Number: 1 (depending on energy supply) 
  Move: Fast 
  IM/RS: 6/60 
  Stamina: 100 
  Attack: 75 
  Damage: 2d10 (bite, with vice-clamp jaws) 
   
  A small, springy, ravenous creature that is difficult to hit because of its size and speed.  7h47 absorbs 
  energy through its dermal layer and converts it into mass, effectively creating an exact duplicate of 
  itself.  As a result, the only way to harm 7h47 is by striking it with blunt force or other primitive weapons. 
  Be wary however, as its bug-like eyes allow it to see any attack from almost every angle.  The 
  combination of the creature’s visual acuity, small stature and physical response time makes it very 
  difficult to strike. 
  7h47 will attack any living creature within range and sink its nubby canine teeth into any exposed 
  flesh.  This creature was considered too dangerous to use in any normal operations, but the scientists that 
  created it put it into storage, as it felt wasteful to simply dispose of the creature. 
   
   
   
   
   
   
  
   
   
  18 
  Slimaki  
  Type: Small Omnivore 
  Number: 1-10 per character; 100’s in a nest 
  Move: Fast 
  IM/RS: 6/45 
  Stamina: 40 
  Attack: none 
  Damage:1d4 per turn touched (digestive acid by touch) 
   
  Less than a thousand years ago these dog-sized slugs were merely a single celled virus.  The genetically 
  engineered virus was designed for rapid reproduction, but an unexpected side-effect was rapid 
  evolution.  The slimy creatures have grown so large that they can no longer enter the bloodstream and 
  must feed off other organic matter.  Because the station is manned by robots, they have been forced to 
  hunt other biological matter and creatures on the station. 
  Credit and Thanks 
  Some artwork Copyright ©2013 Steve Miller. Used Under License.  Thanks goes out to the creators the 
  art pieces used in this adventure, including JOE DOOLIN, JOHN CELARDO & FRIENDS, Steve Ditko, 
  The Forge, and Unknown artists. Broken Space Helmet image copyright (C)2006 Bradley K McDevitt. 
  
SOURCE: textdata/thevault/Star Frontiers (osr)/Adventures/G1404.1 Star Frontiers The Digital Gods.pdf