The Cold Dark
The Cold Dark
Martin V. Parece II
Copyright 2023 Martin V. Parece II, All Rights Reserved. All copyrights are the property of their respective
owners, et cetera, et cetera, et cetera as Yul Brenner once said.
This scenario is meant for recreational use, and any reproduction and dissemination of this work is perfectly just
fine and dandy.
A word about A.I. art – the cover of this work was done by Midjourney, and several of my scenarios were done
by WUMBO. It is important to understand that I do NOT support A.I. art commercially, but I simply cannot
afford to hire an artist every time I produce this kind of free content. I have written six novels and an horror
anthology to date, and I have hired a human artist every time. At my own great expense, I have retained an
incredible artist for three upcoming novels, and I will always pay for a human being’s artwork rather than use
A.I. “art” for my published works.
Maps done with https://newtbb.netlify.app/ because I am crap at maps, and this site makes it so damned easy!
Any events, names or faces used are not representative of anything or anyone, and no one can prove otherwise.
A big thanks to Free League for such a phenomenal RPG, the great science fiction masters of the golden era, my
wife and kids for putting up with my “Go away, I have to write” shenanigans, and the Alaskan Bull Worm. If
you know, you know.
Let’s see how many of my easter eggs you guys can find? *evil grin*
If the victim manages to succeed for six turns in When possessing a body, the Darkness takes damage
a row, the Darkness will leave the victim and from light just like its Incorporeal Form, except that light
search for another. This individual is now takes longer to have an effect. In this case, the Darkness
has 6 Health and 3 Armor against light. When it takes
immune to the Darkness. damage from light, the host body will scream and writhe in
pain. When the Darkness has received 6 damage from
In its incorporeal form, the Darkness cannot be light, it is destroyed and driven out. This frees the victim,
harmed by physical means at all. It takes assuming the poor individual hasn’t received critical
damage. If still alive, the possessed victim has no
damage from bright or nearby sources of visible knowledge of the Darkness and remembers all his or her
light. The light from fire will cause one damage actions while possessed as in a fog or a dream.
per round in Engaged range, and extraordinarily In Corporeal Form, the Darkness can use any weapons of
bright light sources (hi-beam flashlights, a which it has knowledge from its host. Otherwise, it simply
vehicle’s headlights, etc etc) will kill the Darkness attacks with fists (6 base dice, 1 damage, stunts for
(and has the advantage of being used at range!). additional damage), heedless of any physical attacks that
come its way.
In this form, the Darkness will not enter a lit area Also, the Darkness does not understand the need to eat,
for any reason, and it appears as its name would drink or sleep normally, and since it can continue to animate
imply – as a writhing, undulating black cloud that the body after its death, it simply doesn’t care if tis body
entirely shrouds anything within it as it moves. It dies. It ignores all effects from freezing, starving or
also cannot enter a sealed pressure suit. dehydration.
Daylight eliminates the Darkness in either form – instantly when Incorporeal and in a Turn when
Corporeal, during which time it cannot act due to the extreme pain it is in.
Hopefully, the PCs will deduce the Darkness has an aversion to light – there should be plenty of
clues. It is of the utmost importance that you remember this, for a misstep on this could derail the
entire narrative.
Gear:
• Hand radio
• Seegson Systems Diagnostic Device
• Seegson P-Dat
Talent: Breakthrough • Personal Medkit
• $300
Signature Item: Unfinished scientific paper on a new interpretation of Many World Interpretation of
Quantum Mechanics.
You’re a loyal Seegson employee, hired right out of Cal Tech twenty five years ago, and you have worked on
a variety of projects for the company over the years, always receiving praise and quality performance reviews
from your peers, supervisors, and especially your mentor, Dr. Sunil Mehta. You spent five years on Dr. Mehta’s
team, helping him design a collection system for plasma trawlers, a theoretical device for essentially
transforming elements by radiation bombardment, and many other projects.
You came to know his even keeled, soft spoken and friendly mannerisms well, and your son, Chip, grew close
to his daughter, Kalinda. While your relationship with Sunil has always been friendly and professional, you
couldn’t help but notice the buds of young love beginning to blossom between the two teenagers.
And then two years ago, the company put you and Dr. Mehta on opposing teams to each pursue your own
ideas on MWI. After a year, your project was shut down, you were shunted off to another sector of space and
another project, and Dr. Mehta was sent to a small facility on GBH-168, a small planetoid known as Taurus II
in the Murasaki 312 sector.
A few weeks ago, Dr. Mehta reached out to corporate, claiming he was near a breakthrough, experimental as
well as theoretical, and he needed your immediate help, as you are the most brilliant physicist in the company.
So, now you’re on a shuttle to GBH-168 with your son, a pilot, and a company exec, and while you’re saddened
by the fact that Dr. Mehta’s research has probably disproved your own, the scientist in you can’t wait to see
what he’s accomplished.
Special: Dr. Mallory receives +2 to any Observation or Survival check involving physics and -2 for biology.
Chip Mallory
KID
STRENGTH 2
AGILITY 5
• Mobility 3
WITS 3
• Observation 3
• Survival 2
EMPATHY 4
• Manipulation 1
• Medical Aid 1
Gear:
• Hi-Beam Flashlight
• Radio Controlled Car
• Yo-Yo
Talent: Dodge • A Set of Polyhedral Dice
• $4
You’ve just turned eighteen, and in seven months, you’re supposed to start college somewhere.
Unfortunately, you have no idea where you’re going, because the acceptance letters aren’t quite
rolling in like your mom expected. She, of course, expects you to go into the sciences, and you tried
to be interested in them. You really did, but it’s just not your thing. You don’t know what your thing
is. You’ve always been kind of a nerd, hanging out with theatre kids, enjoying ancient classical music,
and playing “those” role playing games.
That is, until you met Kalinda Mehta. She’s kind of a nerd, too, but a different kind of nerd. After all,
her dad is one of the lead physicists in Seegson. The two of you became friends, and while you’re
not really sure why, you started to make her interests your interests. The two of you became almost
inseparable. You were each other’s first kiss. You gave her a wild daisy that night, a small and
admittedly ridiculous token of your affection, but you were just a kid. She put it in her favorite book,
Philip Dick’s Do Androids Dream of Electric Sheep.
A year ago, Kalinda and her dad moved away to some tiny planet in the middle of nowhere. Before
she left, she gave you a bracelet she made herself, and you’ve never taken it off except to shower.
You stayed in touch by network email, but there have been no calls. Supposedly, bandwidth is limited
out there. You did get a picture from her three months ago – she was building a snowman on a snow
covered plain, and her smile gave you a sick feeling in your heart.
But now you’re on the way to see her, and it’s the best thing ever. Mom’s been assigned to Dr.
Mehta’s project, and you simply can’t wait to see Kalinda again. You hope she feels the same way
you do.
Mercedes Lamara
COMPANY AGENT
STRENGTH 3
AGILITY 4
• Mobility 1
• Ranged Combat 1
WITS 5
• Comtech 2
• Observation 3
EMPATHY 2
• Manipulation 3
Gear:
• Leather briefcase
• Rolex
• M4A3 Service Pistol w/ 1 reload
Talent: Take Control • Data/Access Card with Executive Clearance
• $1000
Signature Item: Letter of authorization from Seegson’s Director of Scientific Projects that allows you
to take control of any project as necessary.
Twenty five years old, you’re set to rise quickly in the ranks of Seegson Systems or whatever
company you decide, should Seegson become stagnant. Gorgeous and generally considered sexy
as hell, you’re not afraid to leverage those assets to get what you want. They were given to you and
not making use of any asset is a waste of material. Your smile has charmed the pants off dozens if
not hundreds of higher level execs, college professors, and other week minded fools, and you’ve
worked hard to make it appear sultry and not predatory.
Your chance has come. Some egghead in Theoretical Projects claims to be on the verge of a
breakthrough, and the Director of Scientific Projects (who is completely under your thumb) believes
it will provide Seegson an advantage the likes of which no company has seen since the legendary
Sir Peter Weyland unveiled FTL travel, androids and atmo fusion reactors. You quickly convinced
him that an executive needed to be present.
As far as your new crewmates are concerned, you’re there as an observer to report fully back to
corporate about the discovery and its implications. In actuality, you’re to observe, understand, and
when necessary, take complete control of the situation. The only thing that matters is what this
means to your career. If this is the right project – and if the excitement of the director is any indication,
you think it is – this could propel you right to the top of Seegson, or perhaps even given you something
that would make you a god to an even larger and less scrupulous company like Weyland-Yutani or
LaSalle Bionational.
Malcolm Edmonton
PILOT
STRENGTH 4
• Close Combat 1
• Heavy Machinery 1
• Stamina 1
AGILITY 5
• Piloting 3
• Ranged Combat 3
WITS 3
• Comtech 1
EMPATHY 2
Gear:
• M4A3 Service Pistol w/ 1 Reload
• Hand Radio
Talent: Reckless • Maintenance Jack
• Mk.50 Compression Suit
• $400
Signature Item: A shell casing from the stray bullet that nearly took you out. You wear it on a chain
around your neck.
Everything was set from the day you were five. When you graduated high school, you went straight
to the USCMC Flight Academy, where you excelled for three years. All you ever wanted was to fly
interceptors and come home the ace, having blasted dozens of UPP commie bastards out of the sky.
And then you went through basic just before your last year in the academy, and some moron with a
loaded weapon fired in a random direction. The round hit you in the neck, severing your spinal cord,
and by all rights, you should be dead. If it weren’t for the heroic efforts of the medics, incredible skill
of an on base surgeon, and the amazing technology of 2179, you would be dead. Or at least
paralyzed from the neck down, which probably would have been just as bad.
Even still, the USCMC couldn’t use you, and you were suddenly out on full disability. You considered
joining up with the ICSC; they don’t have enough fighter pilots to be picky about little things like this,
but as you soul searched, you knew your heart wouldn’t be in it. On the verge of total depression,
you ended up taking a job for Seegson. It wasn’t flying fighters, but at least it’s flying.
It's almost as boring as sitting at home watching the network fifteen hours a day, this shuttling of
scientists who think they know everything, company reps who think they own everything, self-
important dignitaries, and all their snot nosed spawn across known space, but in the end, you’re the
pilot. You’re in charge, and they have to listen to you or they die. Literally.
But there’s no heroism in it, no threats to defeat to protect your way of life, and sure as hell no
excitement. But you smile and fly on.
NON-PLAYER CHARACTERS
There are only a handful of NPCs on the colony, and I have provided a background for them below. I
have not included gear or relevant stats for most of them, as they should be narratively unneeded, BUT
if a PC should die (because that NEVER happens in Alien RPG), feel free to give them starting character
statistics as befits the character or the situation you need to fill.
Paul Whelan
Colony Manager / Air Traffic Controller / Comms Officer / …
When Paul introduces himself, he often gets odd looks, and
sometimes people make comments of why he works for
Seegson, or how did a Weyland get a post on a backwater
planet. He hurriedly explains that there’s no relation – he’s a
Whelan (spells it) and not a Weyland (emphasizes the D).
Regardless, he doesn’t mind quiet postings, though this one is
turning uncomfortable. He’s generally friendly but seems
nervous and flustered right now.
When the PCs land, he’ll ask them to enter the colony complex
as quickly as possible. Night, and a storm, are coming. He’s
glad the PCs are here to look at and repair his transmitter and
network connection, and he will be unhappy to learn otherwise.
He will argue against the PCs going out at night for any reason, stating that the cold will kill you before
you reach the first marker, and the tractor is down. He’ll also want to make sure the PCs secured
their ship.
He generally wears a turtleneck sweater and slacks, having changed clothes to cover the wound that
killed him.
Kalinda Mehta
Dr. Mehta’s Daughter, Not Dead Yet, Possessed
STRENGTH 2
AGILITY 4
• Mobility 2
WITS 4
• Comtech 3
• Observation 3
EMPATHY 4
• Manipulation 2
Signature Item: A wild daisy Chip gave her the night they
kissed, pressed between the pages of Philip Dick’s Do Androids
Dream of Electric Sheep.
Kalinda became possessed by the Darkness at the same time as her father, but she is still alive and
in there… somewhere. Unfortunately, the Darkness has full access to her memories and knowledge,
and will act indistinguishably from the real Kalinda. It’ll use this to lull the PCs into a false sense of
security and to help capture Chip, then running to his mother exclaiming Chip has been in an accident
to get her as well!
As far as freeing Kalinda is concerned, see “The Darkness” below, and though the GM should use
her relevant stats whenever appropriate, follow the Signature Attacks table for the Darkness as
presented below when she is in combat.
Otherwise, Kalinda is friendly and outgoing, if somewhat reserved as part of her nerdiness. She will
seem genuinely happy to see Chip and Dr. Mallory, giving hugs and such as appropriate. She has
a better understanding of human relationships than her father, but as she is not a scientist, she cannot
help rebuild the machine.
Jaleel Ekwensi
Engineer
STRENGTH 5
• Close Combat 2
• Heavy Machinery 3
• Stamina 3
AGILITY 3
• Ranged Combat 1
WITS 4
• Observation 1
EMPATHY 2
Gear:
• Cold Weather Gear
• Fire Axe (+0, 2 damage)
• Medkit
Talent: True Grit
• 4 Bottles of Water and 4 Prefab Meals
• 2 Doses Naproleve, 5 Doses Neversleep and 2 Doses X-
stims
Jaleel has worked for Seegson for twenty years, and he’s coming up on retirement. His investments
have done well, and he was looking forward to cashing out after this assignment. Once, he
understood the purpose of the machine, Jaleel immediately had misgivings, uncertain as to whether
anyone or any company should have such an ability.
When Dr. Mehta unleashed the Darkness, even on such a small scale, from Reality 16472.31, his
misgivings turned into a plan of action. He knew the machine could not open to that Reality again,
or any other that may contain something worse, and he, quite frankly, went a little off the deep end.
He attacked he non-functioning machine with his axe, damaging it severely. The possessed Dr.
Mehta and Kalinda confronted him, and he struck a killing blow into the doctor’s chest. He hesitated
at attacking Kalinda, allowing the Darkness inside Dr. Mehta time to get the now dead doctor back
on his feet. At this, Jaleel fled the lab, and they did not pursue.
He has since been sabotaging the outpost, starting with the power conduits and comms cables
leading from the main facility to the lab. He damaged the tractors and has broken into the Cantina
for rations and water, as well as the Infirmary for medical supplies. He tried to get into the reactor
room (to annihilate the colony) under the C3 Center but was foiled by the locking mechanism. Several
axe marks will attest to his attempts to get in. The day before the PCs arrive, he damaged the
colony’s transmitter, cutting off all network access.
Jaleel is a tough cookie. He stays outside during the day, of course, usually keeping an eye on the
Lab complex, but at night, he tries to spend as much time as he can indoors at the main facility. He
keeps close tabs on the locations of the various NPCs so that he knows when and where it is safe
for him to get some shuteye indoors. His cold weather gear mostly protects him, but he’s not fond of
sleeping outside.
When he is encountered, Jaleel should be played as desperate and babbling uncontrollably about
stopping the evil and how no one can ever leave GBH-168 again, because we don’t know who’s who
and who isn’t who and what could be… He will resist, even attack to kill, anyone who stands in the
way of these goals. In his mind, they’re all dead already anyway.
And unfortunately sue to his compromised mental state, Jaleel has not realized that light is the
weapon to use against the Darkness, and he will accuse anyone saying so of being mad.
MAPS And Colony Descriptions
Act I Agendas:
• Dr. Lousie Mallory: Find out what the locals know of Dr. Mehta’s work. Since you’re a Seegson
employee, see if there’s anything you can do to help while you’re waiting.
• Chip Mallory: This wait is killing you. See if you can get Manager Whelan to let you call down
to the lab and talk to Kalinda.
• Mercedes Lamara: Confirm all company assets are secure and accounted for, and take charge
if necessary. See what the locals and that Doctor Mallory know about Mehta’s work.
• Malcolm Edmonton: Another bullshit rock on the Frontier. Find something to keep you busy
around here while you wait for the storm to pass.
ACT II
Act 2 begins when the PCs set out for the Lab Complex. If they wait until the sunrise (which they really
should to avoid freezing to death), the day will be clear and almost blinding with the sun’s reflection off
the fallen snow. If they leave right at dawn, it will take most of a Short Shift to arrive, leaving them with
precious little time to explore and restore some semblance of power and heat.
They will encounter Kalinda and Dr. Mehta here, who will climb out of the underground lab when the
sun sets. Alternately and as stated above, if the PCs investigate quickly, they may find the two “asleep”
in a corner down below, awakened by the flashlight. Until power is restored (which the PCs should
need to do quickly), Dr. Mehta and Kalinda will ask the PCs to keep any flashlight beams directly off of
them, as their eyes have become very accustomed to the dark.
Dr. Mehta will seem confused by the newcomers at first, only becoming friendly when his daughter
says, “Father, it’s Louise and Chip!” Dr. Mehta will seem off to Louise and Chip, his knowledge
apparently lacking. Kalinda will say he’s very tired from working so hard. Dr. Mehta will be quick to
show Louise around the lab, especially the machine, and he’ll insist that the crew help fix the machine.
If asked about any of the obvious damage, he’ll say that his engineer, Jaleel Ekwensi, went berserk,
damaging much equipment before running off. They haven’t seen him in a couple days.
Possible Act II events:
• If a PC is outside or near the entrance to the lab building alone, Jaleel Ekwensi attempts to
sneak up on him/her and take them out with his fire axe. He’ll flee if he hears others coming, or
if he thinks he cannot win. A Manipulation check at -2 can get him to stop his attack, but he’ll
run at first sign of Dr. Mehta or Kalinda, screaming, “I killed him!”
• This is good if the PCs begin to question helping fix the machine - Kalinda draws Chip away,
takes him back to her room. She wants to hear all about what he’s done over the last year. She
will, of course, seduce him to lull him into a false sense of security, and then try to subdue him.
Remember, she doesn’t care if she kills him or not, because the Darkness can possess and
animate even the dead. After, she’ll telepathically let her father know, who’ll excuse himself from
working on the machine. She’ll then run to Dr. Louise Mallory, saying, “Chip’s hurt! Come quick!”
Leading Louise to her bound and unconscious (possibly dead) son, she and her father will extort
Dr. Mallory’s continued work. If she tries to overpower them, they will not harm her, but she will
find them to be immensely strong.
• Jaleel Ekwensi attacks the PCs while they try to repair the damaged conduits connecting the
main facility to the lab. He will not attack if there are more than two, but maybe they spot him.
Perhaps they can talk to him (Manipulation check) and get him to stand down and explain
himself, though it will sound like half mad raving.
• Another snowstorm blows in, making travel back to the main facility impossible. It lasts as long
as you need it to, narratively speaking.
Act II Agendas:
• Dr. Lousie Mallory: Locate Dr. Mehta and his work. Help him any way you can.
• Chip Mallory: Find Kalinda and make sure she’s okay!
• Mercedes Lamara: Understand the doctor’s work and make sure it’s all true. Insist on proof
and do whatever is necessary to get that proof!
• Malcolm Edmonton: Your honorable side is kicking in. Follow orders and keep everyone safe.
Act II ends when the PCs finally finish and activate the machine, opening the portal to universe
1.0178641, and d6 entities of Darkness come through every round it stays open.
ACT III
As in any horror movie, Act III is where the shit hits the fan, and the story will be driven almost
exclusively by the PCs’ agendas and motivations and everything that has happened so far in the
scenario.
If the PCs need a breather, and after all, the Darkness is faster than a human, try to line up Act III so
that it starts at sunrise. This would allow the PCs to escape outside and have a moment to think about
their next actions. However, I would only consider this if Jaleel sabotaged their ship. Otherwise, it’s
just too easy for them to get on their ship and fly away. Also, if the ship is sabotaged, the PCs can find
whatever parts they need in the Seegson Store, but the repairs will take a shift of work.
If the PCs jury rigged power to the lab using the tractor’s batteries and some spare parts, activating the
portal drains all the remaining power, plunging the complex into darkness. At least, this closes the
portal, allowing only one round worth of the Darkness to pass through! If the PCs fixed the power by
patching the conduits sabotaged by Jaleel, well, they’re in a lot of trouble. Unless a PC uses a slow
action to turn off the machine (or damage it), it will continue to allow the Darkness through at D6 entities
per round.
It is very likely someone will suggest setting the colony’s reactor to overload. This is easily
accomplished with both a Comtech and Heavy Machinery check, but it requires a shift of work.
Possible Act I events:
• Jaleel Ekwensi intercepts the PCs as they try to escape the lab complex. Maybe he attacks
them? Maybe he’s in a lucid moment. Dealer choice, or let the PCs make a Manipulation check
to see.
• If the PCs patched the damaged power conduits earlier on and are therefore feeding power to
the lab complex, they run across Jaleel Ekwensi as he hacks at their repairs. Maybe he attacks,
maybe he runs, or maybe he talks?
• If they open the portal at night - With Kalinda’s knowledge of the main complex, the Darkness
knows there are more hosts waiting back at the main outpost. Much faster than the PCs, they
instead go past our PCs to invade the other NPCs. Even Jaleel perhaps? (This could make for
a very dangerous encounter).
Act III Agendas:
• Dr. Lousie Mallory: Chip is the only thing that matters, even at the loss of your own life. Get
him away safely.
• Chip Mallory: Kalinda is in there somewhere, you know it. Save her. Risk your own life, if need
be, but not Mom’s.
• Mercedes Lamara: Okay, so there’s a little hiccup, but you know what this all means. If you
can’t save the tech, save all the research, and if you’re the only one who makes it out of here
alive, all the better for your career!
• Malcolm Edmonton: Scientists… So, thanks to the scientists, everything is going to shit.
Somehow, you need to stop all this, save everyone you can, and leave no threat to humankind.
ESCAPE AND DENOUEMENT
The scenario ends when the PCs are either all dead or possessed or have escaped. If
necessary for extra dramatic effect, have a PC make one final Piloting check to get the
ship away. Below you’ll find a few scripts you can hand to the PCs before the camera
fades to black. While these do not represent every possible ending, they tend to be the
most likely outcomes. Feel free to devise your own on the fly to fit your scenario’s exact
situation.
In the case of the PC’s escape, but the colony is not destroyed:
This is <character name> of the USCSS Starglider reporting. I will write a full length
report and enter it in the official log. Hopefully, this information will make it to the scientific
community, so we don’t follow in Dr. Mehta’s footsteps. His theories and invention are
too dangerous. We barely understand the dangers in our own universe, much less
countless others. The colony on GBH-168 is a total loss, overrun by those entities from
that other reality. <pause> Every time I see a shadow or a dark corner of the ship, I
have to shine a light on it to be sure they’re not on board the ship, waiting for me to look
away, let my guard down, or nod off. I’ve turned on the ship’s disaster beacon to make
sure someone in the core systems picks up the ship. I’ll be sleeping with the lights on
while heading home. This is <character name>, signing off.
Mercedes Lamara manages to be the sole survivor:
This is Mercedes Lamara, sole survivor of the Starglider and the horrible accident on
GBH-168. For unknown reasons, perhaps the extreme isolation of the outpost, every
member seems to have succumbed to a sort of insanity, and the outpost, its staff, and
the scientific research is a total loss. I’m no pilot, but I’ve done the best I can to set
course for the nearest Seegson presence in the core systems. With any luck the
company will pick me up. <says the next sarcastically> Heaven forbid someone like
Weyland-Yutani finds me first. Lamara signing off.
Somehow, the scenario ends with the final PCs trapped in the colony complex or their
disabled ship:
This is <character name> of the USCSS Starglider making a log in case anyone finds it.
Dr. Mehta’s research has let something terrible into our universe. Everyone is dead, or
taken over by these entities, and now, I <or we’re as the case may be> am trapped. A
rescue mission should arrive in the next two weeks. If I survive that long, I may be able
to raise them on radio to warn them before they land. If I survive that long. I won’t let
them take me the way they have the others. I’m very tired.