Resonant
Resonant
Cover and Interior Art by TONY TRAN Redistribution without prior written
consent is prohibited. Permission is
Interior Poster Art by TONY TRAN
granted to reproduce for personal use.
with design by DAI SHUGARS
All creators reserve the right to be
Maps and Layout by DAI SHUGARS identified as such. In all cases this
notice must remain intact.
Edited by YOCHAI GAL and
SALLY TAMARKIN This publication is a work of fiction.
Any similarity to actual persons, living
Additional Editing by EVEY LOCKHART or dead, is purely coincidental.
and JARRETT CRADER
Copyright 2023
Publication Date 2023
Writing copyright 2023 © AMANDA P. This product is based on the MOTHER-
SHIP Sci-Fi Horror Role Playing Game,
Art copyright 2023 © TONY TRAN published by Tuesday Knight Games.
This edition was produced in This product is published under license.
collaboration with AMANDA P., Mothership RPG is a trademark of
TONY TRAN, JARRETT CRADER, Tuesday Knight Games. All rights res-
and SPACE PENGUIN INK, LLC. erved. For additional information, visit
WWW.TUESDAYKNIGHTGAMES.COM
SPECIAL THANKS or contact
CONTACT@TUESDAYKNIGHTGAMES.COM
Yochai Gal, Contraband Rimer, Evey
Lockhart, Tam H, Brad Kerr, Seedling
INFLUENCES INCLUDE:
Games, Emmy Verte, Andrew White,
Nakade, Technoskald, Sage, Sally The ALIENS series by Ridley Scott,
Tamarkin, Rusty, Seth Ian, Tony Vasinda, THE EXPANSE book series by James
Nick S., Meg C., and Jarrett Crader. S. A. Corey, A DESOLATION CALLED PEACE
by Arkady Martine, 1940s government
THANK YOU TO MY PLAYTESTERS: Xenio, manuals, the podcast WELL THERE’S
Morgan, Gina, and Laine. YOUR PROBLEM by Justin Roczniak,
THANK YOU to Luke Gearing for the Liam Anderson, and Alice Caldwell-
encounter procedure in GRADIENT Kelly, the ANIMORPHS series by K. A.
DESCENT, borrowed here. Applegate and Michael Grant, and
reading about carcinization, rabies,
THANK YOU to Carmin Vance, Mez Toons, and Havana Syndrome.
Tom Colley, and Doug Kovacs for playing.
And lastly, to C, who knows why. RESONANT is set in 9/10.5 Korolev
Medium, with 16/19 chapter headers
and 12/14 subheaders in bold.
RESONANT
This adventure deals heavily with the nearby region. They do this without the
theme of corporations and private knowledge of anyone in the area,
military exploiting human beings and including those being experimented
natural resources for wicked ends on (colonists and Rostrum marines).
and harming anyone who gets in the This throws the nearby colony and
way. It is centered around a natural base into chaos.
disaster: the collapse of a dam’s reser-
voir. Once the dam breaks, it reveals an The Warden is encouraged to remove
alien microorganism, THE RESONANT, any content that doesn’t work for
that protects itself by using infrasound them and their players, and to use
to control enemies. Prolonged exposure safety tools. As Sean McCoy, creator of
to this infrasound alters one’s body, MOTHERSHIP, has said, safety tools
causing them to develop crab-like features. are about hospitality. You can learn
more about MOTHERSHIP and safety
The private military force, Rostrum’s tools here, and by reading the MOTHERSHIP
marines, blames the colonists for Warden’s Operations Manual.
the reservoir collapse, arresting and
detaining many of them. Rostrum REMEMBER: having a good time at the
scientists (RLAB) then exploit the table together is more important than
Resonant’s infrasound to test it for any content included here.
military application on humans in the
THIS ADVENTURE RELIES HEAVILY ON STRESS AND ITS INTERPLAY WITH THE RESONANT.
WHEN YOU SEE THIS SYMBOL 1 REMEMBER TO CHECK THE CREW’S SYMPTOMS OF
RESONANT EXPOSURE, USING YOUR DISCRETION. SEE PG. 13 FOR FURTHER INFORMATION.
5
TIMELINE OF PREVIOUS EVENTS
6
THE MISSION
A Rostrum Corporation recruiter has hired the crew to transport supplies and assist
with dam repairs on Banquo. A desperate situation has unfolded due to a recent dam
failure, causing challenges for the moon’s colonists. Banquo is owned fully by
Rostrum Corporation. In recent weeks, communications have been garbled and limited
coming into or going out of Banquo.
1. Marine Corporal Lucy Baros’ family has hired the crew to return her to their home
in the Core Worlds. LUCY (PG. 42) is the scion of a wealthy family, and appears to
be slumming (to her family) on Banquo. The reward is a letter of reference for
future Core Worlds freelance employment and sufficient credits to purchase
a serviceable ship.
2. Hugo Gaspar, a colonist’s meddling father, has hired the Crew to discover the fate
of his adult son, FERDINAND (PG. 36). The reward is sufficient credits to purchase
some creature comforts during the crew’s next Shore Leave.
3. Ordo Ltd.’s espionage has revealed that Rostrum Corporation is developing new
weapons technology on Banquo. The crew is to make contact with the NEARBY
COLONY (PG. 18) and destroy their RIVAL’S TECHNOLOGY (PG. 12). The reward is a
standing contract with Ordo for espionage opportunities and a month’s salary as
per your table’s in-world economy.
4. The independent Interspace Research Review Board has hired the crew to
investigate rumors of unregulated scientific experiments occurring on Banquo,
led by DR. CONSTANCE LEON (PG. 43). Five years ago she fled arrest and was,
in absentia, stripped of her research grants, tenure, and academic degrees due
to flagrant ethics violations. The crew is to collect evidence, shut down
any experiments they find, and rescue any human test subjects found alive.
The reward is handsome payment and steady employment with a (relatively)
morally balanced employer.
5. Colony Leader ISABEL (PG. 18) called in a favor with an old friend, who has hired
the crew to rescue any captured colonists they can find so they can escape off-
world. The reward is two week’s salary according to your table’s in-world economy,
and trustworthy (relatively speaking) underground contacts for future work.
This employer has provided a transport vehicle that should accommodate the
escaping colonists.
7
ROSTRUM CORPORATION
8
THE COLONISTS
APPEARANCE: Handmade, cotton-blend, HOW THE CREW CAN INTERACT WITH THEM:
green-yellow camouflage to conceal Free the colonists who were captured
themselves in the meadows, rubber and imprisoned by Rostrum. Colonists
boots and mismatched military-style can also be found wandering the land-
rainwear when a storm hits. Often scape, or trapped in the reservoir.
seen sucking on small mineral stones
WHAT THE CREW CAN DO FOR THEM:
or cooking the local crustaceans in
stewpots. All colonists are adults. • Rescue the colonists at the DAM
(PG. 30) and ROSTRUM FORWARD
DRIVE: Escape Rostrum custody, rebuild
BASE (PG. 23).
the colony Unlucky 7, or leave Banquo.
• Negotiate with or drive out/overthrow
CONFLICT: Rostrum military types
the Rostrum leadership, even though
couldn’t leave well-enough alone.
massively outgunned.
Distrustful of Rostrum-affiliated NPCs
for good reason. • Make the planet no longer valuable
as an asset to Rostrum.
• Shut down the experiment and
assist the colony in coexisting with
the Resonant.
11
ARRIVING IN BANQUO SPACE
THE CREW RECEIVES THE FOLLOWING DISTRESS SIGNALS, ALMOST SIMULTANEOUSLY,
WITH DIFFERENT POTENTIAL LANDING SITES.
12
RESONANT EXPOSURE
RESONANT EXPOSURE OCCURS FOR THE FIRST TIME WHEN THE CREW ACTS VIOLENTLY
TOWARD ANY CREATURE INFLUENCED BY THE RESONANT, MAKES THEIR FIRST PANIC
CHECK, OR ENTERS AN AREA WHERE RLAB IS AMPLIFYING THE RESONANT’S AUDITORY
SIGNAL. WHEN ANY OF THESE HAPPEN, THE ENTIRE CREW MUST MAKE BODY SAVES.
ON FAILURE, ROLL 1D5 ON THE PHASE 1 TABLE.
The crew can protect itself by using hearing protection, e.g., ear plugs and wearing
armor or a space suit over their internal organs. As the infrasound can eventually
alter them, physiological changes can only be undone by medical procedures which
may be prohibitively expensive for most crews.
SYMPTOM PHASES
PHASE 1 PHASE 2
1. VIGILANT: [+] on Speed rolls for the 1. FLIGHT: there are predators every-
next d10 minutes. where! [-] on PC’s next Sanity Save.
2. HEADACHES, VOMITING, AND NAUSEA: They rush from the nearest perceived
[-] on Body Saves for the next 2d10 danger, suffering 2 Stress.
minutes. 2. AGGRESSION: PC must violently
3. SLEEPY AND LETHARGIC: [-] on Speed confront their enemies in combat,
Checks for the 2d10 minutes. and their companions immediately
4. CREEPING TERROR: [-] on Fear Saves suffer 2 Stress witnessing this.
for the 2d10 minutes. 3. CARAPACE: PC’s body hair begins
5. IT GETS WORSE!: Roll on the PHASE falling out and skin hardens like
2 TABLE. a crustacean’s shell. They suffer 2
Stress but gain +1 AP. Have them
describe where their shell grows.
4. CARCINIZATION: PC feels their bones
crunching and moving as a random
limb hardens, ending in an enormous
claw. They must make an immediate
Panic Check. They also gain [+] on
their next Combat Check and suffer
2 Stress.
5. DRONE MODE: PC sprouts antennae
and another crab-like feature of
their choice. They also suffer 2
Stress. Hand them a note reading:
SECRET CONDITION: YOU FEEL THE
CALL OF THE RESONANT DRAWING
YOU BELOW. DISADVANTAGE ON ALL
CHECKS WHEN IN THE PRESENCE OF
RESONANT CREATURES.
13
MAP
COLONIAL ROSTRUM
OUTPOST FORWARD
‘UNLUCKY 7’ BASE
THE DAM
LOCATIONS
WARDENS NOTE: THE CREW MAY ELECT TO TRAVEL DIRECTLY TO EITHER LANDING PAD
(ROSTRUM FORWARD BASE (PG. 23) OR UNLUCKY 7 (PG. 18), THOUGH WE HAVE
INCLUDED THE FOLLOWING OVERLAND TRAVEL PROCEDURES IF YOUR CREW IS
ESPECIALLY CAUTIOUS AND WISHES TO APPROACH FROM A ‘SAFE’ DISTANCE.
16
1D5 OVERLAND TRAVEL ENCOUNTERS
1. A shoddy Rostrum-issued tent in a clearing, loud wheezing emanating. An injured
marine, ALFRED BASTION, fatigues torn, left forearm a pale green crab claw, calls
out ‘Can you help me? I can’t make this stop! Do you know how?’ If calmed they
provide intel on the ROSTRUM FORWARD BASE (PG. 18).
2. A skittish colonist, MARILEE (C:25 I:40 W:2(20)), hides in a tree from a large ACID SNAIL
(C:30 SPIT 1D10 DMG I:30 W:1(25) PG. 44) that has left a slime trail around the trunk.
They whisper ‘Can you get that away from me? I’ve been here for two days!’ 1
They share extra earplugs and a chest protection vest if rescued.
3. 1D5 RLAB SCIENTISTS (C:20 I:60 W:2(15)) and a single MARINE (C:30 SMG 2D10 DMG
I:40 W:2(30)) repair concealed amplification devices, arguing and gossiping.
They demand documentation, the marine menacing with an SMG. If threatened,
they amplify the infrasound, causing immediate RESONANT EXPOSURE (PG. 13). 1
They have intel about the underground laboratory and DR. LEON (PG. 43).
4. A petite colonist, GUSTAV (C:25 I:40 W:2(20)), wearing coveralls, a hood, and over-
sized black goggles, stalks a green stag-like creature. They give a withering stare
as they take aim at it with a composite bow. They know a trail to avoid RLab, and
desire news of the captured colonists.
5. Two colonists, NOELLE AND DAVID (C:25 I:40 W:2(20)), stumble in the vague direction
of the colony, collapsing. Signs of RESONANT EXPOSURE are prevalent, including
David’s right arm, which is a large, red crab claw. They are friendly. If escorted to
the colony, the colonists there will be more amenable in providing resources.
ROLL 1D10 when the crew enters a new room or when they are especially noisy.
1–4. UNEVENTFUL
5–7. OMEN OF AN ENCOUNTER
8–10. ENCOUNTER
17
ROSTRUM CORPORATION COLONIAL OUTPOST 7
AKA ‘UNLUCKY 7’
SITTING ON THE EDGE OF THE CREVASSE, THE REMAINS OF A FRESH START.
Harsh wire fencing surrounds makeshift buildings constructed from steel transportation
containers, linked together by rough welds and no small amount of grit. This settlement
houses 50 people and includes a town square, agricultural area, pub, and trading post.
THERE IS NO POWER AT THE CURRENT TIME.
Signs of recent violence include a few Benches roughly hewn from local
hastily-repaired doors, bullet holes, wood and scrap metal, the town well,
and blaster marks. Most homes have trampled lower beds.
a rain catchment system and plants
growing in steel cans and other LARGE COLD FIRE PIT with bits of infra-
improvised containers. Eyes peer out sound amplification technology and
of windows, and threadbare curtains unfamiliar machines melted beyond
are quickly pulled shut. The entrance repair. Half-full containers of gasoline
gate is guarded by an elderly woman and propane nearby. The entire area
sitting in a rusty folding chair on the reeks of gas and char.
roof of a container, rifle at the ready.
ISABEL sits on a bench whittling soap.
MINNE (C:25 I:40 W:2(20))
APPEARANCE: Tall older woman with ISABEL ‘IZZIE’ (C:25 I:40 W:2(20))
weathered skin, covered in stick-and- APPEARANCE: Elderly, short, fat with
poke tattoos of old union slogans and curly white hair, cropped short. Carries
an enormous phoenix on her neck. a long rifle she also uses as a walking
Long, thick black hair in a no-nonsense stick. Exudes authority and reliability.
braid. Eminently calm.
DRIVE: Keep the town safe from those DRIVE: Rescue the colonists, maintain
who would do it harm. Fiercely loyal to the stability of this settlement.
Isabel, but a bit insubordinate.
DEMEANOR: Wary at first, but becomes
DEMEANOR: Antagonistic and rude to friendly if she doesn’t perceive a
outsiders. Raspy voice, suspicious gaze. threat. Warm voice.
WANTS RIGHT NOW: A goshdarn cold WANTS RIGHT NOW: To know if the crew
glass of milk and a warm cookie. Also, is going to bring the colonists more
someone to get those colonists back trouble—they have plenty enough.
from wherever the marines took ‘em. To know what’s happening at the DAM
(PG. 30) and for the power to come
back on. Long term goal is to get
herself and the colonists offworld.
18
PUB AGRICULTURAL AREA
Little more than a crude metal shed Inside the greenhouse are vegetables,
with stools and a few taps, empty mostly broccoli, kale, and other hardy
except for MALLORY (C:25 I:40 W:2(20)), brassicas, grow in neat rows under
a bored young bartender with thick stark lights. The air smells faintly of
glasses who is absentmindedly wiping fertilizer. Spades, garden tools and
the counter. There’s a faint but audible bags of fertilizer are stashed neatly in
perpetual drip from the sink. Serves a tool shed.
moonshine and local brew of question-
able quality. Out back: a crudely Outside the greenhouse are raised
spray-painted mural depicting a giant beds and rice pads and a water pump
crab wearing heavy boots. that squeaks but produces water that is
pure, cold, and clear as glass. Repairing
the Greenhouse roof is an android.
TRADING POST
LOR (C:25 I:40 W:2(20))
A long hall with tables where colonists APPEARANCE: Holds a hammer in their
trade odds and ends. The marines and left arm, which shows signs of several
RLab used to come, but haven’t since skin graft repairs, metal exposed at the
the RESERVOIR (PG. 39) collapsed. elbow. When they move their joints make
Large sign: ‘All trades are final. No sputtering and metallic clanking sounds.
fighting inside. No exceptions.’ A lone
elderly man, RAY (C:25 I:40 W:2(20)), DRIVE: To be a good helpful community
salt and pepper hair, wearing a thread- member and make this fresh start stick.
bare mustard yellow sweater, sleeps in DEMEANOR: Elegant and proper speaking
his metal folding chair, with a table pattern. Long ago they served in a noble
covered in salvaged metal and tools. house in the Core Worlds, dedicated
He enjoys haggling and gossip. to settling matters of propriety and
manners. Skittish, jumps at unfamiliar
voices and sounds.
POWER STATION
WANTS RIGHT NOW: A repair and tune-
up due to recent battle damage. News
Tall metal fencing around a large of their friend, FERDINAND GASPAR THE
electrical tower, wires on utility poles at DAM ENGINEER (PG. 36).
even intervals on the way to the dam.
19
COLONIST GENERATOR
NOTE THAT MOST COLONISTS HAVE BEEN ABDUCTED AND ARE ENDURING EXPERIMENTATION.
We include the following tables if you need to create a non-named NPC in a pinch.
21
22
ROSTRUM FORWARD BASE
SIGNS OF AN ORDERLY EXISTENCE DISRUPTED BY FIRE AND BATTLE.
23
ROSTRUM FORWARD BASE MAP
OBSERVATION TOWER
GROUND FLOOR
1 A VERTICAL
RESONANT NPC
EXPOSURE PASSAGE
24
FORWARD BASE GROUND FLOOR
25
3. ARMORY 4. MED LAB 1
There are weapon racks here, grenades A glass process chamber is at center.
and guns missing, locks busted off Fleshy, shell-like growths encrust the
with a heavy object. Sheltering inside chamber interior, a throbbing mass. It
a locked gun storage cage is an is vibrating with pressure. If the PCs
android soldier, LEO (C:25 I:40 W:2(20)). interact with it it explodes, sending
glass shards flying and releasing 1D5
APPEARANCE: Slumped against the RESONANT DRONES (C:30 PUNCH
wall, leaking oil and fluids through 1D10+5 DMG I:30 W:1(10)) that attack
heavy gauze, holding a smart rifle, the crew.
wearing body armor.
The computer consoles are are all
DRIVE: To stay alive.
smashed, and scattered about are 1d5
DEMEANOR: Raspily laughing in the scalpels and 1d5 stimpaks.
face of death. Sarcastic with a dry
sense of humor. WEST to ARMORY (3).
s
WANTS RIGHT NOW: Healing and aid. SOUTH to hallway between ENTRANCE
s
If assisted, can help the PCs get upstairs (1) and FITNESS CENTER (5).
to the Commander.
KNOWS: The android Ziggy left for the 5. FITNESS CENTER
dam, ears covered and wearing body Treadmills in two rows of four and
armor, to rescue anyone remaining in weight racks, mostly empty, comprise
the building. this room, the weights scattered on
the floor. A rowing machine is nearby,
WEST to QUARTERS (2). with an aircraft cable pulled taut
around a PRIMORDIAL SCORPION (C:45
EAST to MED LAB (4).
I:50 W:1(30)) faintly moving, heavily
SOUTH to hallway between ENTRANCE injured, that flinches if approached. If
(1) and FITNESS CENTER (5). freed it is not aggressive, and will limp
away. It will, however, defend itself
from violence.
26
6. MESS 7. CLIMATE CONTROL
Tables and chairs flipped into a barrier. The HVAC systems closet, the main
This is the site of a violent battle, with breaker is here, the power to all rooms
multiple downed marine bodies. switched off except on the upper floor.
The tight, noisy, uncomfortable vents
1D10 NAUTILUS REACHERS (C:30 SLASH can be climbed in to reach the UTILITY
1D10+5 DMG I:30 W:2(15)) scramble CLOSET (10).
around the kitchen, charging if disturbed,
across the ceiling and floor. 1 WEST to MESS (6).
s
EAST to CLIMATE CONTROL (7). SOUTH to SHOWERS AND LOCKER (8).
s
27
FORWARD BASE OBSERVATION TOWER
A tremendous steel and concrete dam bridges a great canyon with a river flowing
below. The edifice has giant structural cracks and emergency lights glow faintly.
This complex normally provides a reservoir and power for the colony, forward base,
and other structures. The collapse created structural instability and a sinkhole in
subterranean caverns. The reservoir has partially refilled in places.
Walls throughout are concrete and steel. Corridors are narrow, with low ceilings.
Lights are fluorescent and flickering with power surges. Security cameras in most
rooms show a steady red light, making it clear they are on and recording.
The crew can turn the interior power back on by rebooting the system in the DAM
CONTROL CENTER (8) or flip emergency switches in the TURBINE ACCESS ROOM (11).
There is an interior stairwell connecting the hallways between (3) and (5), (6) and (9),
and (10) and (12). Traversing this quickly is dangerous due to water (Speed Checks [-]).
30
31
DAM MAP
UPPER LEVEL
1
RESONANT
EXPOSURE
A
GROUND FLOOR NPC
VERTICAL
PASSAGE
LOWER LEVEL
32
GROUND FLOOR
33
34
4. GENERATOR HALL WEST to FOYER (1).
At the room’s center are three large INTERNAL LADDER climb up to WATER
generators (powered off) in a row, TESTING CHAMBER (9) or down to
running the length of the room. Manual TURBINE ACCESS ROOM (11).
reset is required on all three generators,
located in TURBINE ACCESS ROOM (11). GIANT HOLE in the wall leads to an
It is hazardous, very noisy, and could unsafe external climb up to WATER
draw attention. TESTING CHAMBER (9) or down to
TURBINE ACCESS ROOM (11).
There is a PA communication console on SOUTH to hallway to ATRIUM AND
north wall. Ferdinand in DAM CONTROL ELEVATORS (2) and LOCKER ROOM
CENTER (8) can listen in; if the group AND SHOWERS (5).
appears friendly, he will reach out.
5. LOCKER ROOM/SHOWERS
Puddles with chaotic wires running
thick across the room require delicate Subway tile covers the blood-spat-
navigation. On the dam computer tered, bullet hole-ridden wall. 1D5 ACID
console is a green screen with white SCRABBLERS (C:30 PINCH 1D10 DMG
text blinking, asking for a password I:25 W:2(10)) lie dead, one still wriggling.
(Hacking Check).
On the opposing wall is slumped a dam
mechanic in coveralls (nametag: Gerhart),
1D5 COMPANY EMAILS dead. In his pocket are his dam employee
credentials, a generator maintenance
1 Second Hacking Check: encrypted
manual, and a wrench. In his lap is a
safety notice about ear and
machine gun with an empty clip.
proper body protection, appears
to have been forwarded secretly
Inside a locker can be found work
from a Rostrum email.
gloves, welding mask, commemorative
2 Memo about hazard pay for pressed coin emblazoned with a wolf’s
dam repair. silhouette, Rostrum Complete Protein
Bar, alien cat poster.
3 Reminder from an irritated man-
ager about how to reset the power. WEST door to hallway with cooking
oil drenching the floor to GALLEY (3)
4 Security notice about securing and internal stairwell.
access doors.
EAST door to hallway to GENERATOR
5 No smoking notice. HALL (4).
35
UPPER LEVEL
36
LOWER LEVEL
38
THE COLLAPSED RESERVOIR
Formerly an underwater cavern, the stone walls are encrusted with barnacle layers
molded into stalactitic, alien structures. Claw marks and blood trails lead further
into the depths. A strange cacophonous, atonal hum and heavy vibrations that
shake the crew echo against the walls and deep pools. The Resonant effects are
strongest and most aggressive here. This is a place to be generous when giving out
Stress and calling for Saves. 1
1. Rostrum android ZIGGY (C:25 I:40 W:2(20)) runs the beam of a flashlight secured
onto a rifle over the crew’s faces, looking for signs of the Resonant effect. They
have giant, military-grade ear protection headphones on and kevlar body armor.
They are here to rescue colonists and Marines, and contain any further danger.
2. 1D5+1 ACID SCRABBLERS (C:30 PINCH 1D10 DMG I:25 W:2(10)), speedily crawling
on the ceiling toward the most aggressive PC.
3. TWO RESONANT DRONES (C:30 PUNCH 1D10+5 DMG I:30 W:1(10)), fully-encrusted,
confused and wailing, not aggressive, grasp the least martial PC in their state
of confusion.
4. A NAUTILUS REACHER (C:30 SLASH 1D10+5 DMG I:30 W:2(15)), slowly settles down
to rest, burrowing into a dank corner. It keeps an eyestalk focused on the crew.
5. TWO INJURED COLONISTS (PG. 11), stumbling and holding each other up while
vomiting, call out for assistance. They can provide intel on (6).
1
RESONANT
EXPOSURE
39
1. CHAMBER OF SONOROUS ECHOES 1 4. FIELD LAB
The walls, floors, and ceiling are The walls and floors are slick but less
covered by fleshy moist crustaceans, dangerous. A computer, wires leading
hanging like a chandelier. A cavernous to the south and a mass of monitors
hole echoes the distorted sounds of and gurgling equipment, is locked
gunfire and the Resonance’s infrasound (Hacking [-] due to wet conditions).
and forceful vibrations. At the center,
hanging over the hole in a military-style ON THE COMPUTER:
suspension harness, is CORPORAL LUCY • A desktop screen hider.
BAROS (C:30 I:25 W:2(30)).
• A video game about DOOM.
APPEARANCE: Barely breathing but still • Audio testing records denoting
alive, Resonant-exposed but friendly. subjects’ responses to audio
Rostrum uniform that has been bombardment and sound wave
battered by battle. Her body armor is vibrations.
heavily damaged.
• Testing site GPS markers: Colony
DRIVE: Desperately seeking someone and Dam.
to fix the situation.
• Controls for external Resonant
DEMEANOR: Capable soldier, questioning amplification equipment (requires
authority for the first time. Well-spoken, second successful Hacking to use).
hiding a posh accent, and far from home.
WANTS RIGHT NOW: To get down and to 5. VAULT OF VIOLENCE 1
eat something. Stalactites, unstable and sharp, hang
KNOWS: Colonists being held captive from the ceiling. Dressed in riot gear,
further inside the cavern. marine LIEUTENANT KYLE (C:30 I:25
W:2(30)), battered, slightly bleeding
Further in the hole, a deceased, bullet- and shaking, holding a grenade in his
ridden PRIMORDIAL CEPHALOPOD (PG. 45) teeth, is cornered by a fully encrusted
floats in the water. GIANT PRIMORDIAL SPIDER CRAB (C:60
CLAW 2D10 DMG I:60 W:2(30)).
2. GEYSER GROTTO
6. SONIC AMPLIFICATION CHAMBER 1
The walls and floor are visibly cracked,
water welling through. The weight of Moist stone encrusted with fleshy
more than two crew causes a geyser crustaceans has formed into a massive
to burst from the floor, awakening a throbbing growth at center. On the
PRIMORDIAL CEPHALOPOD (C:60 GRAB north wall, security monitors show
AND SLAM I:30 W:3(10)), its tentacle ROSTRUM FORWARD BASE, THE DAM,
movements jostling the cavern floor. and UNLUCKY 7.
3. POOL CAVERN
Crustacean coated walls, dripping
with slick oil. At the center is a pool,
inside of which is a submerged diving
suit, inside of which is a colonist, DANA
(C:25 I:40 W:2(20)), playing dead.
42
1D10 COLONISTS (PG. 11) are being held DR. CONSTANCE LEON monitors and
captive in a large subject isolation prepares to perform experiments on
chamber made of plexiglass and steel. the captives.
They show no signs of the Resonant’s
long-term effects though they appear APPEARANCE: narrow, severe sharp
deeply afraid. A computer lab station features, a ruthless military scientist
with experimental sonic controls is warped by Resonant exposure.
nearby. A successful Hacking Check
DRIVE: Monitor the Rostrum infrasound
will open the isolation chamber.
experiment, prove military application.
Destroying the amplification equipment DEMEANOR: Voice incisive and direct.
stops Resonant amplification effects.
WANTS RIGHT NOW: To dominate! She
Animals cease to be aggressive on the
will leave the colonists in the chamber
surface of Banquo, and after a day
alone because she intends to continue
or two the headaches cease. Body
her work after the threat is neutralized.
augmentations are permanent barring
medical care. ACTIONS: When threatened deliberately,
she blasts herself with infrasound and
transforms into the RESONANCE AVATAR,
sprouting crab limbs and hardening
into a carapace, except her human
face and arms are still there.
43
BESTIARY
44
MARINE PRIMORDIAL SCORPION
45
RESONANCE AVATAR RESONANT DRONE
46