TEXT:  
  DIMINISHING
  RETURNS
  Mothership Scenario by Josh “Skull” Dixon 2020
  
  NERGAL STATION
  WHAT’S THIS?
   HD 8950327 G
  SCENARIO
  This Scenario is all thanks to all 
  those awesome people who backed 
  “The Black Pyramid” Kickstarter. 
  Within the first week of the two-
  week campaign, we unlocked the 
  final stretch goal of extra content, 
  which is the “Diminished Returns” 
  scenario.  
  I did not have an idea originally 
  when I made that stretch goal of 
  what the extra content was going to 
  be, but since The Black Pyramid had 
  some Space Pirates in the scenario 
  I figured I would create a Space 
  Pirate lair that those pirates had 
  been a part of. This scenario can be 
  attached to the Black Pyramid or 
  played by itself. 
  Thank you, everyone, who helped 
  make The Black Pyramid a 
  successful campaign. I hope you 
  enjoy this scenario.
  This is the Gas Giant where 
  Namtar Station is hidden, cloaked 
  in its corrosive atmosphere. The Gas 
  Giant is owned by Drax Corporation 
  but is listed as a “Non-Profitable” 
  Planet in the galactic index. A ship’s 
  system will receive a warning that 
  entering this planet’s orbit is an 
  infraction of the galactic Corporate 
  Code of Law and will result in heavy 
  fines and jail time at a Drex Corp 
  penal colony. This warning is real, 
  but the Drex Corp Systems have 
  been hacked to not send a trespasser 
  report to the Corporation.
  Captain Blackheart is dead. 
  The crew knew that he was 
  hiding something from them and 
  confrontation was bound to happen. 
  Now the Captain is dead, lying in a 
  pool of blood. Billy Blood is saying 
  he is the new Captain, but Mustang 
  Sally says he is dead wrong. The 
  pirate station is now at war with 
  itself. None of them are expecting 
  outsiders to raid the station. But the 
  biggest surprise is bidding its time; 
  Captain Blackheart is still alive.
  Nergal is a Black Book facility 
  designed for research and 
  development. The ethical and legal 
  aspects of the work that took place 
  here made it necessary to hide it 
  away in a station hidden inside this 
  volatile gas giant. The chemical 
  make up of the gas giant allowed 
  the facility to remain hidden but 
  the chemicals of the gases that 
  swirled within its atmosphere could 
  be harnessed to generate the power 
  levels need to run this facility 
  and its various projects. Only a 
  hand full of human scientists were 
  needed, everything thing else was 
  handled by androids - which could 
  be deprogrammed afterward once 
  the station was no longer in need.
  Players can enter the station 
  through the Docking Bridges 
  attached to the top pod or module of 
  the station. This is colored as level 1 
  on the map shown on page 3. 
  No one is paying attention to 
  
  ENCOUNTERS
  Roll 1D20 For Each Area To 
  Determine What Is Encountered: 
  1. 
  Empty Room.
  2. 
  Much abused Scrub-bot trying  
   
  to clean the grimy f loor.
  3. 
  Trapped with Frag Granade.
  4. 
  The Sound of a short Gun   
   
  Fight elsewhere on the station.
  5. 
  Captain Blackheart.
  6. 
  Three Drunk Pirates.
  7. 
  Trapped with Frag Granade.
  8. 
  5 Armed Pirates.
  9. 
  3 Pirate Corpses.
  10. 
  Much abused Scrub-bot trying  
   
  to clean the grimy f loor.
  11. 
  A Pirate with a Sex Doll.
  12. 
  2 separate barricades with a  
   
  group of Pirates behind each  
   
  preparing to attack each  
   
  other.
  13. 
  The Sound of a short Gun   
   
  Fight elsewhere on the station.
  14. 
  Captain Blackheart.
  15. 
  5 Armed Pirates.
  16. 
  Fresh Corpse.
  17. 
  Trapped with Frag Granade.
  18. 
  5 Armed Pirates.
  19. 
  Empty.
  20. 
  An abused female hostage.
  While Exploring Namtar Station 
  the players will encounter enemies 
  from either faction amoungest the 
  pirates as well as other strange or 
  gross sights. After the players leave 
  the Dock on level 1, the Warden 
  should roll on the following random 
  roll table to determine what they 
  encounter in each area.
  whats going on on the outside of the 
  station at the moment, so docking 
  will be the easy part.
  Captain Blackheart discovered 
  this abanded facility 5 years ago 
  and has been using it as his hidden 
  base. Secret stations that are fully 
  powered are hard to come by and he 
  couldn’t pass up the opportunity. 
  He discovered the secret lab on the 
  lower levels 6 months after setting 
  up shop, it took him a while to 
  bypass the Android and security 
  systems that restricted access to 
  this area. He is currently the only 
  member of the station that can enter 
  this area and he is the only one who 
  knows about the Cloning machine. 
  The crew does suspect something 
  is up because he has “almost” died 
  several timed only to bounce back 
  without a stretch.
  The pirates have been using the 
  station for many years now and the 
  once sleek corporate lab aesthetics 
  of the station have been replaced 
  by the dirt and grim of people 
  who care little for cleanliness or 
  the station’s maintenance. The 
  f loors only remain because of the 
  overworked scrub-bots continue to 
  clean up after the pirates as much 
  as they can. This station stinks of 
  unwashed bodies, dead rats, mold, 
  and garbage. Some hallways even 
  carry the pungent smell of urine or 
  other bodily f luids.
  As a serious warning, if anyone 
  gets any wounds here, seek medical 
  attention so infection does not set 
  in.
  
  Labs: Where once real scientific 
  research was prosude, now drugs are 
  manufactured with state of the art 
  equipment that was abandoned by 
  the previous occupents.
  Roll 1D6 to see the name of the 
  addictive drug each lab is cooking.
  Hydroponics and Garden: This 
  is a garden of various planets from 
  various worlds. The plants here 
  produce food and oxygen for the 
  station. 
  Roll 1D6 to see what valuable 
  plant the team finds.
  1. 
  Starman - Euphoria Causing.
  2. 
  LightSpeed - Stimulant.
  3. 
  Bifrost - Hallucinogen.
  4. 
  Cloud Drop - Downer.
  5. 
  Rocket Hammer - Steroid.
  6. 
  Z-Float - Euphoria Causing.
  1. 
  Dyson Orchid - 50 creds.
  2. 
  Willett’s Weed - 500 creds.
  3. 
  Hoggarth’s Moss - 100 creds.
  4. 
  Martain Salvia - 85 creds.
  5. 
  Quincy Root - 150 creds
  6. 
  Glam Stem - 1,000creds.
  
  Armory: This is where the 
  pirates store all their extra weapons 
  and anything fun they may have 
  found laying around.
  Roll 1D10 to see what weapons 
  you find.
  Space Dock: This was an extra 
  space dock but now has the remains 
  of old ship sections and other pods 
  were attached to it to create more 
  living space that is not a part of the 
  station’s original design.
  Lounge: This space is oddly 
  cramped with couches, chairs, and 
  small tables cover in bottles and 
  dirty cups.
  Medbay: This was once a part 
  of a ship until it was salvaged and 
  attached to the station. It has 6 
  fully functioning cryopods. The 
  four pods that are attached to the 
  medbay are additional drug labs 
  similar to the one at the center of 
  the station.
  Storage: Where the pirates store 
  their ill-gotten gains before sell.
  Roll 1D10 to see what kind 
  of valuables they currently have 
  stored.
  2D10+50 Rounds of ammo for 
  each weapon can be found here for 
  resupply.
  Arcade: The pirates have filled 
  this space with stolen, repurposed 
  arcade games surrounding a bunch 
  of couches and chairs placed in 
  good view of a large holoprojector.
  Roll 1D10 to see what kind of 
  games you find.
  1. 
  Pubescent Toxic Samurai Cats.
  2. 
  Space Suit Sam.
  3. 
  Galactic Fighters League.
  4. 
  Inner Worlds.
  5. 
  Xenomorph Village.
  6. 
  Super Brother’s Sisters 4.
  7. 
  Legend of ElfBoy.
  8. 
  King Horse Country 5.
  9. 
  Paradise Lost V2.
  10. 
  Vampire Hunter/Ghost Killer.
  1. 
  1 Electro-Whip. 1D10 damage  
   
  per charge or D100% full  
   
  charge. 10 charges. S-M range.  
   
  1 hour to re-charge from a  
   
  power source.
  2. 
  2D10 Revolvers.
  3. 
  2D10 SMGs.
  4. 
  1 Flame Thrower.
  5. 
  1D6 +2 Frag Grenades.
  6. 
  1D10 Combat Shotguns.
  7. 
  1D6/2 Pulse Rif les.
  8. 
  1 Smart Rif le.
  9. 
  3d10 Vibechetes.
  10. 
  1D6 Rigging Guns.
  1. 
  2D100 Realistic Sex Dolls.
  2. 
  1D1000 Protein Drink Mixes.
  3. 
  5D1000 Hero Man Pop culture  
   
  Vinyl Figures.
  4. 
  1D10 Tons of Meatfarm’s Meat  
   
  Products.
  5. 
  1D10,000 Copies of The  
   
  Newset Fantasy MOO’s   
   
  Hologame.
  6. 
  1D1000 Random Computer  
   
  Hardware Components.
  7. 
  1D10 Tons of Iron Ore.
  8. 
  1D10 Tones of Cobalt. 
  9. 
  50 Small Containment   
   
  Cryopods with Various   
   
  Guants for Corporate Reseach.
  10. 
  1D100 Of Pure Uranium  
   
  Sealed in Protective  
   
   
  Containers.
  
  THE VENDING MACHINE
  1. 
  Roll again, but the drink you get this 
  time has gone bad and will cause blindness. 
  Body saves, disadvantage. If failed, blindness is 
  permanent.
  2. 
  Astro Coke - Decrease stress by 1D10/2.
  3. 
  Vodkolar - Decrease stress by 20, -20%  
   
  to Sanity and Intelligence for 1 hour.
  4. 
  Caffinary - Decrease stress by 5. +10%  
   
  to sanity for 1 hour.
  5. 
  Blackmoon - Causes a strange euphoria  
   
  that numbs all six senses for 4D10x2  
   
  minutes. Disadvantage on all checks;  
   
  reduces stress to 1. Addictive.
  6. 
  Cosmo Pop - Causes vivid  
   
   
  hallucinations. Make Body Check. If  
   
  successful, lose 1D10 stress. If failed,  
   
  gain 1D10 stress and make a panic check  
   
  as the vivid hallucinations turn horrific.
  7. 
  Grape Gravity - Represses appetite and  
   
  gain +10% to Body for 1 hour. Addictive.
  8. 
  Black Cherry Cosmo - Very refreshing.  
   
  -2 stress.
  9. 
  Star Bang - Heals 1D10 damage. -2  
   
  stress, and remove one phobia.
  10. 
  Fast Lite Year - Decrease stress by 5.  
   
  Gains advantage on panic checks and  
   
  initiatives for the next hour. Afterward,  
   
  treat all initiative rolls as critically  
   
  failed for the next 2 hours. Addictive.
  11. 
  Kuiper Bourbon - +30% to combat for  
   
  the next 1D10 x 6 minutes, but   
   
  permanently loses 1D10+2 sanity.  
   
  Addictive.
  12. 
  Pina Cluster - Decrease stress by  
   
  1D10x2, to a minimum of 1.
  13. 
  Sparkling Aurora - Gains +1D10 to Fear.
  14. 
  Satelatte - Decrease stress by 10. +10%  
   
  to sanity and Speed for 1 hour. 
  15. 
  Meteor Blitz - +20% combat and body  
   
  for 1D10x3 minutes. Afterward, they  
   
  must make a panic check.
  16. 
  Velvet Radiation - Decrease stress by  
   
  10. For the next 24 hours, a disadvantage  
   
  on the next Panic Check.
  17. 
  Solar Sour - Decrease stress by 2. regain  
   
  1D10 health.
  18. 
  Red Shift - +20% to fear saves, +10%  
   
  to combat, and Speed. Lasts 30 minutes.  
   
  Afterward, gain +3 stress and are at a  
   
  -20% to intelligence for 1 hour.   
   
  Addictive.
  19. 
  Polyakov Fizz - Does not make Panic  
   
  Checks for the next 1D10 days.   
   
  Afterward, they gain 1D10/2+1 stress.  
   
  Addictive.
  20. 
  Pluto Sunset - Permanenly gains 1D10  
   
  Sanity but also lose 1D10 to Speed  
   
  permanently. Addictive.
  In one corner of the dinning hall 
  is an old vending machine covered 
  in graffiti. Even though the machine 
  is plugged into the wall it is in 
  need of repair to function properly. 
  Paying for a drink and pushing one 
  of the buttons results in nothing. 
  Even after being repaired, the 
  buttons seem to drop a random 
  bottle instead of the beverage 
  indicated on the button.
  If tinkered with, given a nice 
  hard smack or otherwise interacted 
  with the machine will causes a 
  bottle to be dispensed. 
  The device only has 1D10+2 
  drinks left inside. When a bottle 
  drops, roll D20 on the table below to 
  see which beverage drops down into 
  the receptacle.
  
  The station had many 
  experiments going hidden here 
  out of sight of oversight groups 
  and government scrutiny. One of 
  these devices was the experimental 
  power generating device that powers 
  everything on board. This prototype 
  was left behind when the corporate 
  scientists abandoned the station. 
  The power generator is uniquely 
  suited to the atmosphere of the Gas 
  Giant, HD 8950327 G. The system 
  is designed to collect and process 
  the chemicals in the atmosphere 
  and convert them into energy. 
  As long as that machine remains 
  in this planet’s atmosphere and 
  is functional, it will continue to 
  generate power.  
  When Captain Blackheart first 
  discovered this station, the 
  generator was the highest prize. 
  The cosmos is full of abandoned 
  structures and derelict ships, but to 
  found a hidden station with a fully 
  functional power system was worth 
  a fortune by itself.
  Power Generator:
  Control Room:
  This is the lower section of the 
  Central sphere pod that connects to 
  the main ring of the station. It can 
  only be accessed by Lift with the use 
  of an access key.  
  The Lift door has been locked shut 
  by Cenk Atalar. He has been hiding 
  in here ever since Billy put a bullet 
  in the Captain’s brainpan. While 
  everyone was tossing the corpse 
  out an airlock, Cenk had taken the 
  only access key and locked himself 
  inside. He is hiding here with a 
  small number of supplies, watching 
  the security monitors, and waiting 
  for the power struggle to calm down 
  before he leaves the room.  
  Occasionally he’ll go down to the 
  security room when he feels lonely 
  and speaks to 4V. Though he never 
  stays long. Her blank stare always 
  leaves him feeling unsettled. 
  During the scenario, he will be 
  watching what the players do. If 
  he had to choose, he would instead 
  leave the station peacefully and free 
  than fight anyone to the death.
  
  SECURITY ROOM
  4V- Android
  COMBAT: 60%
  - Smart Rifle: 1Dx10 damage.  
  Armor Piercing: -10 vs. Armor Save.
  - Eye Laser: D100% damage.
  SPEED: 40%
  INSTINCT: 50%
  HITS: 5 (25)
  SPECIAL ABILITIES:
  - Lasers - Takes 1 round to recharge 
  between shots.
  - Smart Rifle - Smart-link system: +10 
  Combat while Connected to Android.
  To access this pod, you will 
  need the access key. This pod is 
  brightly lit and clean. The scrub-
  bots continue to clean the f loors 
  here to the same capacity that they 
  did when they were first installed 
  on the station.  This pod is split 
  into two sections. The lift opens 
  up into the first section which is a 
  large empty space with a waisthigh 
  security desk directly across from 
  the lift. Stationed here is a child-
  like Android in an old security 
  uniform with a girl-child aesthetic 
  to its features. She greets you in an 
  emotionless tone. To either side of 
  this desk are four security poles, 
  each designed to track security 
  threats and deploy lasers to deal 
  with those threats accordingly. Two 
  drones f ly above to either side of 
  the android, each tracking the lift 
  occupants as they exit.  
  4V will not allow anyone to enter 
  the next room. However, she will 
  not initiate any combat protocols, 
  preferring to leave it to the two 
  drones and 4 security poles. Only 
  when it seems the threat has the 
  advantage that she will take further 
  action. If no one tries to enter the 
  next room she will be helpful up 
  to a point. She knows very little 
  outside this room. 
  The other half of this pod can be 
  accessed by a secure blast door, 
  4V can give anyone with clearance 
  access to this room. Having the 
  lift access key does not give you 
  clearance. The next room is empty 
  and leads to two lifts. One lift, 
  which leads down to the secret lab 
  is hidden by a holographic projector 
  system. The other lift leads to the 
  control room for the station’s power 
  generator. 
  A security Android reprogramed 
  by Captain Blackheart to give 
  himself full clearance. When he 
  found her, she was deactivated along 
  with all the other security features 
  of this level.
  She has been ordered by her 
  friend, the Captain, to stop anyone 
  from finding his secret.
  
  Flying security Drones with 
  built in MSG under strict security 
  protocols and 4V’s direct command.
  Security Drones built into the 
  f loor. Each with a swivel Eye/laser. 
  Under strict security protocols and 
  4V’s direct command.
  Security Poles
  Security Drones
  COMBAT: 50%
  - Laser: D100% damage. 
  SPEED: 0%
  INSTINCT: 30%
  HITS: 3 (15)
  SPECIAL ABILITIES:
  - Lasers - This drones laser have 
  a constant feed of power from the 
  generators on the station and as such 
  ignore the “ Takes 1 round to recharge 
  between shots” that handhled lasers 
  suffer from.
  COMBAT: 45%
  - SMG Forward Gun: 4D10 damage. 
  Fully Automatic. 
  - Back up Laser Cutter: D100% 
  damage. 
  SPEED: 80%
  INSTINCT: 40%
  HITS: 2 (10)
  SPECIAL ABILITIES:
  - Lasers - If out of rounds for the SMG 
  the drone will switch to its lasers.
  Takes 1 round to recharge between 
  shots.
  - SMG - 10[50] rounds per drone. Re-
  load takes 10 minutes, must connect to 
  specialized pots in ceiling. 1-6 chance 
  reload ports don’t have any remaining 
  ammo left.
  
  THE SECRET CLONING MACHINE
  This is a black book project 
  designed for the military. The 
  project was designed to take the 
  military’s best soldiers and initiate 
  them into Project Phoenix. If these 
  soldiers die on the battlefield, 
  Project Phoenix will receive a signal 
  from an implanted device and take 
  a sample of the Soldier out of cold 
  storage and insert it into the cloning 
  device. 30 minutes later, that soldier 
  will be back on their feet and ready 
  for combat again. This cloning 
  process is an accelerated cloning 
  process. the normal cloning process 
  takes lots of time and results in 
  a full-grown baby human. The 
  cloned human is still bounded by its 
  genetics and will grow and mature 
  at a lower rate. Project Phoenix 
  uses a different process. There were 
  even plans for gene splicing to be 
  incorporated into the process to 
  improve the soldiers every time 
  that the soldier died. However, the 
  project was never successful. The 
  Cloning process was successful 
  in cloning the test subjects, but 
  the scientist discovered that every 
  time the soldier was cloned, each 
  additional clone showed signs of 
  deterioration and genetic mutations 
  in the soldier’s DNA. At first, these 
  results didn’t manifest in the test 
  subjects, but the more the process 
  was used, the more degraded the 
  DNA sample became and the more 
  those genetic degradations surfaced 
  in such as a way to create a visual 
  change in the subject’s organic 
  and mental makeup. The system 
  is automated. If a subject has an 
  active Project Phoenix Life sensor 
  implanted, and the cloning machine 
  has access to the required power 
  levels, then it will continue to clone 
  dead subjects and take new samples.
  Blackheart has now used the 
  cloning machine 4 times and the 
  side effects of the cloning process 
  are starting to show. If he continues 
  to use the machine, then those 
  diminishing returns will begin to 
  change him in unbelievable ways. 
  Captain Blackheart will probably 
  be killed throughout the scenario by 
  both the pirates and by the players. 
  Each time he will return in a new 
  cloned body, each new one making 
  him more grotesque and more 
  deadly over time. This wont stop 
  until either the Power Generator is 
  turned off or the cloning machine 
  is shut down or destroyed, or if the 
  whole station is destroyed.  
  
  HAZARDS OF CLONING
  3. 
  Loss sense of smell.
  4. 
  Diminished sight.
  5. 
  Loss of hearing.
  6. 
  Internal organs are flipped, right to  
   
  the left.
  7. 
  Tail nub.
  8. 
  Webbed Feet.
  9. 
  Loss of skin, hair, and eye pigment.
  10. 
  Loss of teeth.
  11. 
  Mouth crowded with extra teeth.
  12. 
  Fused neck vertebrae.
  13. 
  Boils and Sores.
  14. 
  Bent back/ Hump.
  15. 
  Webbed hands.
  16. 
  No Nose, just nostrils.
  17. 
  One eye.
  18. 
  Fused pinky and ring fingers.
  19. 
  Cleft palate.
  20. 
  Hairless.
  21. 
  Large ears.
  22. 
  Extra eye (having more than two eyes).
  23. 
  Clubfoot.
  24. 
  Polymedia: Extra useless small limb.
  25. 
  Cleft Hands.
  26. 
  Split Foot Malformation.
  27. 
  An extra mouth on the body somewhere.  
   
  Roll on hit location table.
  28. 
  Epidermolytic Ichthyosis. Red, Blistered,  
   
  raw-looking skin that is thick in places  
   
  covers the body. Easily injured and get  
   
  inflamed often.
  29. 
  Erythropoietic Protoporphyria:   
   
  Light sensitive skin. Direct light can  
   
  cause damage.
  30. 
  Blau Syndrome: scaly rash on limbs that  
   
  form hard bumps.
  31. 
  Ichthyosis Vulgaris: Alligator skin.
  32. 
  Elongated Limbs.
  33. 
  Excessive hair growth.
  34. 
  Mute.
  35. 
  No pain receptors.
  36. 
  Gills.
  37. 
  Full tail.
  38. 
  Premature Aging.
  39. 
  Acidic projectile vomit.
  40. 
  Light Sensitive eyes.
  41. 
  Ultrasound Sight. 
  42. 
  See the Ultraviolet light spectrum.
  43. 
  Brittle bones.
  44. 
  Schizophrenia.
  45. 
  Dementia.
  46. 
  Narcolepsy.
  47. 
  Insomnia.
  48. 
  Translucent skin.
  49. 
  Short Legs.
  50. 
  Short arms.
  51. 
  Enlarged eyes.
  52. 
  Erratic bone growths.
  53. 
  Crab hands.
  54. 
  Foul stench.
  55. 
  Requires a particular substance to live:  
   
  blood, bone marrow, Lactic Acid, etc.
  56. 
  Unhinged, extended jaw.
  57. 
  Bone ridges on the skull.
  58. 
  Over produce mucus from glands in the  
   
  body. Slimy.
  59. 
  Fang-like teeth.
  60. 
  Mindless, running on animal instincts.
  61. 
  Elongated Skull.
  62. 
  Diseased, contagious.
  The cloning machine is an 
  experimental device designed to 
  clone fallen soldiers faster than 
  the normal cloning process. But 
  this experiment ended in disaster 
  because of unforeseen side effects.
  Cloning: Diminishing Returns 
  Mutations. Roll on the table after 
  cloning a subject more than three 
  times. 
  Roll 3D20, adding stress to roll.
  
  THE PIRATES
  Mustang Sally
  Billy Blood
  Female space pirate and Captain 
  Blackheart’s ex on again and off 
  again Girlfriend. If asked if she 
  loved the man, she would laugh in 
  your face. She found the captain fun 
  and enteratining at times, but she is 
  no greiving girlfriend or widow.
  She was working as an organ 
  smuggler when she first met 
  Captain Blackheart. He offered a 
  place to hide out while between 
  runs and after a while she began 
  to help him in his acts of piracy. 
  Stealing goods from under the nose 
  of the Corporate law is a rush that 
  can never be replicated by ay drug 
  and is something she very much 
  is addicted to. Even the current 
  situation, with fighting a hallway 
  by hallway battle for power be-
  tween Billy and herself is giving her 
  that rush she craves. But that rush 
  will be short-lived since It can not 
  continue forever and will get boring 
  after a while.
  Cyborg space Pirate, Junky, and 
  Wanted Murderer in ten sectors.  
  An angry, bloodthirsty, 
  power-hungry monster who killed 
  Captain Blackheart to find out what 
  the Captain was hiding and to take 
  over. He might be a rash drug addict 
  filled with hate, but he is not an 
  idiot. He knew what he was doing 
  and had been biding his time until 
  the mood on the station was just 
  right. He knew he needed the crew’s 
  backing to try and take control. 
  Now he has to force Mustang to 
  accept his command or kill her. He 
  can always find other scum to re-
  place those he kills; the universe is 
  full of them.
  He would rather not have to kill 
  Sally. He sees her as a status symbol 
  befitting a Captain and wouldn’t 
  mind playing with her in ways that 
  he is sure Captain Blackheart never 
  did.
  
  Cenk Atalar
  Crusher - Android
  Male space pirate. Cenk use to 
  be a mild manner space trucker 
  who was framed for murder back 
  on Gestalt Station. No one looks 
  for other suspects when they find 
  a dead hooker in your hotel room. 
  He’s been on the run ever since and 
  has taken up with pirates. Its been 
  ten years since that day and ever 
  since he has only become more and 
  more depressed. Daisy Chains seems 
  to be the only thing that helps push 
  the darkness away, though now 
  he fears he might be addicted, but 
  can’t go on without that pick up 
  that Daisy Chains gives him. He is a 
  little worried that he might be using 
  too much. He keeps seeing ghosts.
  He has taken no sides in the 
  current situation amongest those 
  vying for the dead Captains 
  position. He rather wait it out and 
  join or escape who ever wins out in 
  the end.
  A Combat Android that lost its 
  “Do Not Kill humans” Protocols in 
  a strange and unusual accident on a 
  space colony. Crusher was a Combat 
  Android built to entertain guests 
  and residence on the mining colony 
  by fighting in the robot gladiatorial 
  games. After the Accident at the 
  colony, the colony was Cleansed 
  by the Corporate overlords, but 
  Crusher escaped and might be the 
  only witness of what happened at 
  that colony. 
  It doesn’t think much of most 
  humans but owes a lot to  Mustang 
  Sally. He will defend her, even if it 
  means killing everyone around them 
  with his dead cold metal hands. He 
  would go and kill Billy right now 
  if he was assured that nothing bad 
  would happen to Sally while he was 
  gone.
  
  THE FACTIONS
  Since the Death of Captain 
  Blackheart, the station’s Pirates 
  have broken up into two factions, 
  each vying for power. 
   
  This is currently day 3 of the 
  conf lict and since Billy killed 
  Captain Blackheart. 
   
   
   
  This faction is lead by Billy Blood, 
  the Cyborg Pirate who killed 
  Captain Blackheart in front of the 
  crew. The pirates who have joined 
  him are a bloodthirsty lot and the 
  pirate’s who follow him who are not 
  born murderers are too afraid of 
  the crazed doped Cyborg to stand 
  against him. 
  Billy’s Pirates have taken over 
  and control the central labs, 
  engineering, the armory, and 
  the garden/Hydroponics. These 
  pirates will most likely be the first 
  group the players encounter. Billy 
  commands from the Armory for 
  the most part unless he is out there 
  killing the traitors who sided with 
  Sally.  
   
   
   
  This faction is backing Mustang 
  Sally as the new Captain. Any Pirate 
  that is brave enough or afraid of 
  what it could mean for someone like 
  Billy blood to be Captain has backed 
  Sally’s calm. Most Pirates hated 
  Billy, to begin with, only Captain 
  Blackheart was really able to force 
  some control on the deranged 
  psychopath. Now that Blackheart is 
  dead they all want to see Billy set to 
  drift in space somewhere for a slow 
  painful death. Some think that this 
  Faction 1:
  Faction 2:
  plan is too merciful and wants to 
  jetson him towards the closest star. 
  They control The Dining Hall, 
  The Kitchen, Storage, Medbay. the 
  Arcade and the Lounge. Sally is 
  often in the Dining hall organizing 
  her crew.  
   
  Any territory in the ring is 
  contested grounds. Battles breaking 
  out here every so often.  
   
  Pirate Stats 1
  Pirate 2
  Pirate 3
  COMBAT: 35%
   - Shot Gun: 2D10 damage. 4 rds.
  - Vibechete: 2D10 damage.
  SPEED: 20%
  INSTINCT: 30%
  HITS: 1 (5)
  COMBAT: 40%
  - Revolver: 3D10 damage. 8 rds.
  - Vibechete: 2D10 damage.
  SPEED: 30%
  INSTINCT: 40%
  HITS: 2 (10)
  COMBAT: 55%
  - SMG: 4D10 damage. 1[5] rds.
  - Vibechete: 2D10 damage.
  SPEED: 40%
  INSTINCT: 50%
  HITS: 3 (15)
  
  THE MANY FACES OF
  CAPTAIN BLACKHEART
  COMBAT: 50%
  SPEED: 40%
  INSTINCT: 60%
  HITS: 3 (15)
  SPECIAL ABILITIES:
  - Clone Rebirth: When he dies he will 
  be recloned in the next hour by the 
  cloning Machine in the secret lab.
  - Clone Mutations: As he becomes 
  more and more mutated, the warden 
  should roll on the Mutation Table and 
  add any appropriate special abilities 
  or attacks from below or make up 
  their own.
  Additional Attacks/ Abilities:
  Claws: 2D10 Damage.
  Acid Blood: 1D100% Acid Damage. AOF
  Acid Spit: 1D100% Acid Damage.
  Diseased Explosive Tumors on Body:
  Armor Flesh: Damage Reduced by half.
  Crush: 2D10 damage.
  Bite: 1D10 damage.
  Captain Herbert “Blackheart” 
  Webber was murdered by Billy 
  Blood a few days ago. This is the 
  fourth time that Captain Blackheart 
  has died and it is only because 
  of the cloning machine that he is 
  still around. After he figured out 
  what the secret equipment in the 
  hidden lab was for, he implanted 
  the Cloning Machine’s responder at 
  the base of his neck where it could 
  monitor his vitals and make an 
  accurate copy of his memories.  
  He has been slowly working the 
  two factions against each other. 
  Cenk has seen him a few times, 
  but the pirate is so often sedated 
  or hallucinating that Captain 
  Blackheart has been able to move 
  between his hiding place and the 
  rest of the station. He is trying to 
  find out if Sally was part of the 
  mutiny that led to his latest death. 
  If worse comes to worst he might 
  just cut the power to the upper 
  levels of the station and let them all 
  suffocate to death. He can always 
  get a new crew together. He is well 
  known enough that recruitment 
  shouldn’t be a problem, plus no one 
  will figure out his secret.
  
  THE LOST POD
  Floating outside the station is 
  an abandoned Pod or Module that 
  was once part of the station. Its 
  been out here for longer than the 
  pirates have been using the station 
  and only recently has f loated back 
  within the orbit of the station. Even 
  Captain Blackheart doesn’t know 
  that this pod exists or what’s inside. 
  It is a completely undiscovered 
  surprise that the payers can explore, 
  either before they enter the station 
  or investigate after they leave the 
  station. 
  The Warden can either roll on the 
  table below to see what kind of 
  Station module this pod is or use 
  to be. Or they can make up their 
  own. This pod is here so that the 
  Warden can add their own brand of 
  fun and their own interests into the 
  scenario.
  1. 
  It’s not a pod, but an  
   
   
  experimental ship designed  
   
  to bend space and time to  
   
  arrive at any point in space in  
   
  an instant. A couple of old  
   
  corpses are f loating in here,  
   
  each with a horrific look  
   
  frozen on their dead faces.  
   
  Why did someone leave this  
   
  behind?
  2. 
  General research lab.
  3. 
  Large Airlock with  
   
   
  Experimental Vac-suits.
  4. 
  Extra life Support Module.
  5. 
  Living Quarters. Thick   
   
  Blue-green slim all over ever  
   
  surface. A deadly Xeno   
   
  experiment and research that  
   
  got out of hand.
  6. 
  Zero-G gym. Now you can  
   
  really work out in Zero-Gs.
  Roll 1D6 to see what kind of pod 
  the players find f loating around.
  
SOURCE: textdata/thevault/Mothership [multi]/Modules/Diminished-Returns.pdf