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Picket Line Tango

The document outlines a role-playing game scenario set in the Norton Outpost asteroid mining colony, where a strike has erupted following the murders of two staff members. Players are contracted by PURE Refinement, Inc. to restore order amidst escalating violence and chaos, while uncovering the truth behind the murders orchestrated by a rogue android named Lucas. The narrative includes detailed timelines, faction dynamics, and crime scene setups to guide gameplay.

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Mashd Potetoas
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0% found this document useful (0 votes)
741 views16 pages

Picket Line Tango

The document outlines a role-playing game scenario set in the Norton Outpost asteroid mining colony, where a strike has erupted following the murders of two staff members. Players are contracted by PURE Refinement, Inc. to restore order amidst escalating violence and chaos, while uncovering the truth behind the murders orchestrated by a rogue android named Lucas. The narrative includes detailed timelines, faction dynamics, and crime scene setups to guide gameplay.

Uploaded by

Mashd Potetoas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

1

WRITTEN BY
Emily Weiss
ILLUSTRATED BY
Roque Romero
EDITED BY
Ian Yusem
PROOFREADING BY
Fiona Maeve
Geist
LAYOUT BY
Eric Hill

Copyright 2022 © Anodyne Printware


www.anodyneprintware.com

This product is based on the


Mothership® Sci-Fi Horror Role Playing
Game, published by Tuesday Knight
Games. This product is published
under license. MOTHERSHIP® is a
registered trademark of Tuesday
Knight Games. All rights reserved.
For additional information, visit www.
tuesdayknightgames.com or contact
contact@tuesdayknightgames.com.
3

Introduction Norton Outpost


■ PURE Refinement, Inc. owned Norton Outpost ■ Norton Asteroid: 300km diameter. 70% iron,
asteroid mining colony hosts 100 workers under 18% silicate, 12% rhodium. Gravity 0.25G.
an atmospheric dome in deep rimspace. ■ Norton Outpost: Situated in a 10km wide crater.
■ Two weeks ago: The brutal murders of two 100 DMG punctures the translucent atmospheric
essential staff reduced colony productivity below dome, total depressurization in 8 hours.
corporate mandated benchmarks. Suspended ■ 100 colonists: 60 miners, 10 essential staff, 10
PURE resupplies incited the colony to strike. support staff, 20 children.
■ The murders, however, are not what they seem. ■ Norton survives on benchmark-dependent supply
In a pique of misguided compassion, the colony shipments from PURE.
service android and bartender Lucas reprograms ■ Corporate markets value the outpost’s monthly
locals with hair-trigger homicidal instincts. rhodium shipments at 500kcr (halved if pirated).
Despite locals “solving” the initial killings, the ■ PURE manufactures cutting edge microchips and
murders continue while Lucas lives. android components from its rhodium operations.

The Job: Warden Advice


■ PURE contracts the PCs to break the strike and ■ This module plays best paced slowly over two or
restore order (300kcr minus 10kcr/dead colony more sessions.
personnel). PURE provides free transport, but ■ If playing a One-Shot: Halve the time between
forbids extract until the colony is pacified. Early new murders and Strike Timetable events. The
termination results in a sizable bounty. colony Descends into Chaos after 2 further
■ PURE invests the PCs with the following legal murders instead of 3.
powers to facilitate their investigation: ■ The colony teeters on the brink of chaos.
► Detain and interrogate colonists. While colonists starve and murder each other
► Enter any premises. senselessly, anticipated corporate action prompts
► Seize property as evidence. improvised armament among fracturing insular
■ On arrival the PCs’ ship docks with the airlock at factions. When pushed over the edge, Encounters
the dome's crest, remaining there until extract. A (pg. 15) escalate in violence.
3 hour space elevator ride connects the airlock ■ Capturing or killing Lucas earns the colonists’
to the asteroid floor. trust, but the strike continues. If PURE learns of
■ Norton Outpost languishes under a week of Lucas’ abilities, they offer a 50kcr bonus for his
half rations. Picketers (Timetable pg. 5) and live capture.
Lucinda (NPCs pg. 12) greet the players. Lucinda ■ In 9 days, a PURE Marine Platoon breaks the
offers the players a tour and patches them into stalemate if the PCs fail to end the strike.
local comms. The first victims await them in the
Company Store (Locations pg. 8). Running a Murder Mystery
■ Track time deliberately. Tell the players how long
their actions take.
■ Provide players with all clues up front. Don’t
withhold information: the game is in deciding
how to use that knowledge.
■ Don’t lie to the players. All NPCs, except for
Lucas (What’s Really Happening pg. 6), answer
questions honestly.
■ Don’t force players to solve the murders. The
colony Descends into Chaos and/or swarms with
corporate kill squads if they do nothing, which is
also interesting.
4

Norton Colony tires of hazardous working conditions, Striker Demands


low pay and throttled resupply shipments. A vast ■ Recognition of the PURE Refinement Miner’s
majority sympathizes with the unionization effort. The Union (PRMU).
week-long general strike shows no sign of ending—but ■ Working condition improvements: Vaccsuits for
people are beginning to starve. each miner, safer mine infrastructure, terraforming
equipment, etc.
Splintering Factions ■ Wage increase and hazard pay.
Foreman Blythe Tolleson (NPCs pg. 10) holds the ■ Supply shipment benchmark penalties gone.
union together. If she dies, or the colony continues ■ Explain the recent deaths to their satisfaction.
to devolve (Strike Timetable pg. 5), it splinters into
factions. If a faction leader dies, generate a Colonist
(Colonist Generator pg. 14) successor. Faction goals: Striker Plan of Action
1. Evacuation Faction (Leader: Lucinda). The ■ General mining strike until ALL demands met.
party’s over, they’re abandoning the colony. 10 ■ Self-sustenance. Acquire supplies and tech
miners ascend the space elevator with a cache necessary to cultivate food and generate energy,
of rhodium (200kcr market value), intending to eliminating corporate dependency.
breach the airlock and storm the docked ship. ■ Barricade mining elevator. No one gets out, and
Small teams (2d5 each) occupy the elevator’s only the PC “negotiators” are allowed in.
base and Communications Array respectively,
the latter attempting to secure transport should
the elevator ambush fail.
2. Moderate Faction (Leader: Gwen). They maintain
hope for peaceful negotiations, occupying the
Mine for leverage with PURE. They intend to
survive, force PURE to meet strike demands,
and gradually improve living conditions via
terraforming. They want to contact competing
corporations to pressure PURE, but fear the
desperate Evacuation Faction’s hold over Comms.
3. Independence Faction (Leader: Ted). They seek
complete emancipation or death. Armed with
a hidden cache of SMGs (2d10 DMG), they
slaughter (50%) or take hostage (50%) any
corporate sympathizers (including PCs). Roving
bands of 1d5 miners patrol the streets and clear
buildings while the rest hole up inside the Worker
Pods for a final stand against PURE.
5

Strike Timetable
■ Day 0 (PC arrival): Miners picket the Elevator.
Signs: “GO HOME SCABS” / “PURE PIGS”.
■ Day +1: Space elevator barricaded and booby
trapped (1 Wound explosion if operated without
disarming). Interfering incites attack—1d10
saboteurs armed with Pneumatic Drills (2d10
DMG) and Foam Guns (1 DMG).
■ Day +2: Corporate navy flyby. Heavily armed
warships promenade above the dome. Silence to
and from PURE.
■ Day +4: “Trial” of Wren Harcourt. Cassiopaea
Tubbs left undisturbed. The Saloon holds court,
Lucas presiding as judge. Death sentence
ordered for tomorrow.
■ Day +5: Wren’s execution. Hanged, placed on the
wall of the Saloon. Bag over head. Sign around
their neck: “JUSTICE WILL BE DONE”.
■ Day +7: PURE navy blockade obliterates any
unauthorized ship entering or leaving the colony.
■ Day +8: Union factions split (see Factions pg. 4).
■ Day +9: PURE invades the colony with 20
marines. PCs treated as hostiles. Orders: Secure
the space elevator and return the colonists to
work. Children taken as hostages, resistance
crushed, faction leaders executed. Marines:
[C:60 Flamethrower 1 Wound or Smart Rifle
1d10x10 DMG I:40 AP:10 W:2(20)]
6

What’s Really Happening Murder Tempo


■ An android, Lucas, programmed himself using ■ After players investigate one of the two starting
mirror neuron algorithms to “hypnotize” colonists murders, a third occurs. Subsequent murders
into committing murders. He interprets colonists’ occur every 2 days.
barkeep confessions as genuine desires, coaxing ■ Crime scene clues sit in plain sight. NPCs freely
violent action from petty complaints. and honestly offer information when questioned.
■ These “murderers” leave Lucas’ hypnosis sessions ■ Murderers immediately confess if accused. They
without memory of their occurrence. shrug at questions concerning motive, offering
■ Roll on Lucas’ Deflections (pg. 10) table when only minor grievances against their victims
pressed about his suspicious activity. when pressed. Most express remorse. All seem
■ Lucas convinces any NPC to let him go after confused about what happened, “It seemed like
1 hour of captivity. a good idea at the time.”
■ PCs talking to Lucas alone at length make a
Sanity Save. Success: 1d10 Stress. Failure: Constructing a Crime Scene
Murdering the next PC encountered ends all 1. Roll for an NPC killer and victim. If you roll a
your trauma forever. dead or detained colonist, use the Colonist
■ Once discovered, he attempts to flee the colony Generator (pg. 14) table.
by hypnotizing the PCs’ ship captain. Otherwise, 2. Locate the crime scene at the victim’s habitual
he plays cat-and-mouse in the Mines. location (Day or Night), and populate it with the
murderer’s and victim’s Personal Clues.
3. Apply Upon Death effects from any dead NPCs
to the colony (imprisoned NPCs apply).
4. Lucinda (if alive) alerts the party within hours.
5. If 7 or fewer Major NPCs survive, the remaining
colonists attack on sight in mortal paranoia and
the colony Descends into Chaos (Encounters
escalate, pg. 15).
7

Starting Crime Scenes


■ Overseer’s House. A decadent, monochromatic ■ Security. Two security cells, a tidy desk, and a gun
mansion on a hill overlooking the colony. Spotless locker (locked, 2 Shotguns). A shortwave radio on
and silent. Ulysses and Cassiopaea have their the desk scans for distress signals in range.
own wings. Yorick attends Day and Night. ► Victim: Yvonne Lu (Head of Security). Hair
► Victim: Ulysses Norton (Overseer). Perfectly in a bun, scar from jaw to collarbone, high-
coiffed blonde hair, light gray eyes. Body in pitched laugh (purportedly). Body in Company
Company Store—abdominal stab wounds. Store—blunt force trauma.
► Murderer: Cassiopaea Tubbs (Spouse). Mid ► Murderer: Wren Harcourt (Security Officer).
twenties, long wavy blonde hair, blank stare. Beanpole, boxy haircut, red-rimmed eyes.
Hiding in her room. Locked in a security cell.
► Witness Statement — Franklin Cordero: ► Witness Statement — Gwen McCall: She
Cassiopaea was sitting for Cordero’s painting and the couple were lunching in Security when
in the study. She attacked Ulysses with Wren suddenly and dispassionately attacked
a letter opener from his desk. Afterwards Yvonne. Gwen attempted to intervene but
she burst into tears and was inconsolable. collapsed from a strike to the head. When
Cordero fled to fetch security. If asked: He did she roused (otherwise unharmed), Yvonne
not have tea. was dead. Gwen knew the couple and their
► Clues: Ominous unfinished painting. Tea troubles, but they were talking about getting
set for two, missing a cup. Wastebasket married. Wren had a drinking problem, spent
full of shredded D’Place escort service late nights at the saloon.
receipts. Union mission statement on desk, ► Clues: Body brutalized. Radio smeared with
90% struck through in red. Murder occured blood, gun locker dented. D’Place matchstick
simultaneously with Yvonne’s. pack on the floor. Security cameras confirm
Gwen’s story. Murder occured simultaneously
with Norton’s.

Random Witness Testimony


1. Murderer and Victim ate lunch together.
2. Murderer spoke often with Lucas.
3. Saw the Murderer calmly going about their routine
after the crime.
4. Murderer and Victim were playing poker last night
at D’Place.
5. Heard a scream, saw Murderer exiting the scene
shortly after.
6. Victim gave Murderer an extra ration last week.
7. Saw a child delivering the Murderer a note, face
blanked upon reading.
8. Earlier that day, Victim and Murderer spoke in
hushed tones about the unionization effort.
9. The Murderer called in a favor on the Victim.
10. Murderer once tried to force the Saloon doors
before opening hour.
8

Security

Locations
1. Mine: Dark, cold, prone to cave-ins. Every hour 3. Space Elevator Landing: Smells like engine
spent wandering: 10% collapse separating the grease. Space for cargo and cramped 10-person
crew, 10% body-extruding decompression leak. seating area. 3 hour one way trip, large yellow
Miners work without Vaccsuits. Grimy cigarettes CALL button. Mine conveyor belt drops onto
and magazines stashed at regular intervals rhodium purity scales. An electronic sign above
(Security gun locker key found if scavenging). the scales flashes “-30,000kg”.
In a small offshoot of the main shaft, behind a ► Day: None. Night: None.
tarp: a makeshift greenhouse with struggling 4. Schoolhouse: One room, dusty. Wall chalkboard
potato plants. 200kcr emergency cache of filled with the mine’s duty roster. Children’s
rhodium ore stashed among the potatoes. drawing of a child and a tall adult with brown hair
Covered, pressurized conveyor belt feeds to posted to the chalkboard. Outside, a playground
space elevator landing. with a swing set and a dusty carousel loudly
► Major NPCs Present—Day: Blythe. Night: None. creaks, horses made of PURE products: hair gel,
2. Lab: Crammed full of delicate machinery and microchip, pneumatic drill.
schematics. The reactor here powers atmospheric ► Day: Theresa. Night: None.
machinery keeping the colony pressurized. Three 5. Communications Array: Switchboard-covered
Vaccsuits hang near the airlock. A post-it note walls flicker with red lights. A clipboard bristles
covers one’s visor: “THIS ONE”. Schematics for with union signatures, a playful kitten tumbles
a floral atmospheric recycling system rolled in a through the bowels of an old moonshine still.
corner, caked with rhodium dust. ► Day: Lucinda. Night: Lucinda, Franklin.
► Day: Gwen. Night: None.
9

10

Overseer's House
7
6

9
5

6. D’Place Saloon: Grimy and dim. A piano plinks in 8. Company Store: Morgue, commissary, medical
the corner, card tables clustering near a luxurious all in one. Cloying scent of bleach and ethanol.
mahogany bar. Range of spirits on tap, the only Perishable goods mingle with corpses in the
thing not rationed. Upstairs: accommodations for walk-in freezer. Ration and prescription pickups
visitors. Security cameras show Lucas having at a long low counter under a flickering halogen
extended conversations with each murderer light. Medical charts for every colonist taped to
hours before their crime. the wall, Lucas and Yorick’s present but blank.
► Day: Ted, Lucas. Night: Ted, Theresa, Lucas. Well-used spitoon near the examination table.
7. Worker Pods: The bare necessities: shower, ► Day: Vic, Leon. Night: Vic, Gwen.
toilet, bed, chair, table. Smells like human 9. Cemetery: A dozen graves dug in hardpacked
sweat. A common room hosts assorted D’Place- clay. “Dead soldiers’’ pile against a shack with
branded paraphernalia and a dartboard pinned rusty tools and a threadbare cot. A tarp covers a
with the Overseer’s face. Union manifestoes hide scuffed rover—flat tire, no spare.
under mattresses, tuck into cupboards and lie ► Day: Juanita. Night: Juanita.
plainly on card tables. In the community kitchen, 10. Franklin Cordero’s Casita: Overseer's house
a makeshift film set parades union icons. Duct addition. Cluttered apartment permeated with
tape and handcuffs on the counter. tobacco smoke and feminine perfume. Most
► Day: None. Night: Leon, Blythe. paintings depict a blond woman shadowed
by a formless figure. Pet bear in gilded cage:
Hieronymus. [C:40 Claws 1 Wound I:60 W:3(30)].
► Day: Franklin. Night: None.
10

Lucas.
Neatly trimmed brown hair. Warm brown eyes.
[C:35 Revolver+ 3d10 DMG [+] I:60 W:2(15)]

Lucas’ Deflections
1. Gorefinder makes moonshine in the comms array.
2. Blythe agreed not to organize a strike when Ulysses was still alive.
Her child might be his.
3. Juanita has no friends and no special connection to the colony—
potentially violent.
4. Lucinda knows everybody’s business, I bet she could tell you why
anyone would have a motive.
5. Cassiopaea and Franklin are having an affair.
6. Vic skims supplies and sells them to colonists at huge markups.
7. Revolutionary agitators are smuggling in weapons.
8. The Overseer diverted colony shipments to competitors for extra cash.
9. Gwen has been unable to keep up with reactor repairs and is
emotionally unstable.
10. Yorick follows Theresa around, mistaking her for Cassiopaea.

Colonists
Hungry and agitated cliques clinging onto normalcy, desperate for
salvation. Cooler heads prevail until the colony Descends into Chaos.
Combats hostiles with mob tactics, booby traps and ambushes. They know
the colony and its secrets. Organized and casualty-averse before Chaos.
[C:25 Pneumatic Drill 2d10 DMG or Foam Gun 1 DMG I:30 W:1(15)]

1. Theresa Upton.
Teacher. Red hair, stocky, nearsighted. Very loud sneezes.
■ Location: Schoolhouse (Day), Saloon (Night).
■ Corporate Loyalty: Wants Blythe arrested as soon as possible.
■ Murderer: Practice cuts pierce every visible surface, starting shallow
and growing deeper.
■ Victim: Love note on D’Place stationery stashed in her front pocket.
■ Upon Death: Unsupervised children roam free, pelting passersby
with debris, faces painted with unknown symbols (50% chance also
harassed by children when rolling colony encounters).
[C:30 Rock 1d5 DMG I:50 W:1(5)]
■ “I just know that [Murderer’s Child] told me Mr. Lucas was helping
make [Murderer] happy again. Isn’t that just the sweetest thing...”
11

2. Vic Giallo.
Commissar. Broad face, buzzed brown hair, sleeves rolled up past the
elbows. Hocking loogies.
■ Location: Company Store (Day and Night).
■ Corporate Loyalty: Lies about ration count to starve the Unionists
out as quickly as possible. Tells the PCs.
■ Murderer: Victim strangled with their own clothes. Objects and
furniture strewn about the room. Items missing, body stripped.
■ Victim: Weapon under the counter next to commissary log (Murderer
last visitor). Beneath, a grubby parchment with the words ”SHIT LIST”
scrawled at the top. Blythe, Franklin, and Ted pictured.
■ Upon Death: Commissary looted within the day, those who missed
out begin starving. Colony Descends into Chaos after 24 hours.
■ “I don’t like the way that ‘droid Lucas looks’t me sometimes. I take
my liquor right here, thank ye.”

3. Franklin Cordero.
Local Artist and Eccentric. Salt and pepper hair, silk shirt, aquiline nose.
Constantly smoking.
■ Location: Casita (Day), Communications (Night).
■ Corporate Loyalty: Snitches on Union activities to PURE nightly.
■ Murderer: Victim’s throat slit—their limbs draped attractively and lips
daubed with blood.
■ Victim: Lock of black hair in locket.
■ Upon Death: Hieronymus the bear rampages through the colony,
50% chance ambushed when rolling encounters.
[C:40 Claws 1 Wound I:60 W:3(30)]
■ “Cassie would damn well spend every day at the saloon if she could.
[with a smile] Bloody nightmare of a woman.”

4. Yorick van Dunn.


Overseer’s android butler. Bald, black eyes, monotone. Repeats himself.
■ Location: Overseer’s House (Day and Night).
■ Corporate Loyalty: Programmed to serve the Overseer’s family.
■ Murderer: Table knife buried deep into victim’s chest. No prints.
■ Victim: Disabled but not irreparable.
■ Upon Death: If repaired, provides excruciating detail about his own
murder (1d10 Stress).
■ “Indeed, Ms. Tubbs had tea with Mr. Lucas that day.”
12

5. Ted Ijaz.
D’Place Pianist. Shaggy dark hair, smirk, tattoo of a tiger wrapped around
left forearm. Handsy.
■ Location: Saloon (Day and Night).
■ Union Loyalty: Has been smuggling weapons under Vic’s nose.
■ Murderer: Witness heard singing before the gunshot.
■ Victim: Datastick in pocket. Pornographic photos, faces blurred,
multiple colony locations. Murderer is the major subject.
■ Upon Death: Murders occur at double the rate.
■ “Unionists’re in here every night, I’d say pretty much everyone has
been through here recently. Usually it’s just the lonely ones—Cassie,
Juanita, Wren. [Last murderer] been around a lot, though.”

6. Leon Gorefinder.
Doctor/Coroner. Yellowed teeth, dark circles under eyes, heavily freckled.
Spits tobacco.
■ Location: Company Store (Day), Worker Pods (Night).
■ Corporate Loyalty: Allegiance contingent on corporate salary.
Entertains Union arguments if bribed.
■ Murderer: Victim suffered a miniscule neck puncture and massive
blood loss. Autopsy: heavily sedated.
■ Victim: Expensive chewing tobacco in front pocket, D’Place insignia.
■ Upon Death: Accident at mine, 1d5 scab miners die without proper
medical attention.
■ “Wren at least was stable psychologically. They clearly had unresolved
Oedipal issues what with their choice in partner, but we can’t all be
perfect, can we?”

7. Lucinda Park.
Comms Engineer. Grimy cap, auburn ringlets, plump, new tabby kitten.
Breathes into microphone.
■ Location: Communications (Day and Night).
■ Union Loyalty: Responsible for conveying strikers’ demands to PURE.
■ Murderer: Victim electrocuted, ears bleeding.
■ Victim: Murderer adopts her kitten.
■ Upon Death: Colony-wide transmissions cease. PCs not alerted to
new murders. 1d10 Stress upon new murder discovery.
■ “I accidentally crossed my wires one night and I heard Lucas talking
to Cassie, I think. Was hella odd, sounded like he was trying to
convince her to leave Mr. Norton.”
13

8. Blythe Tolleson.
Mine Foreman. Curly fair hair. Grease under fingernails. Prosthetic left leg.
Single mother (5y/o daughter Beatrice). Constantly interrupts.
■ Location: Mine (Day), Worker Pods (Night).
■ Union Loyalty: Union President. Staves radical miners off violence.
■ Murderer: Victim tied to chair, beaten and broken—“Scab” carved
deeply into their chest.
■ Victim: Blackmail on Overseer Norton and paper slip reading
“Paradise Angel Eyes” stashed inside prosthetic. Reading the code
phrase to Yorick activates his nascent military programming, gaining
1d100 DMG Laser Eyes. Accepts orders from the speaker.
■ Upon Death: Union splinters into 3 factions (pg. 4).
■ “Wren’s a pig but they also would pass out at the sight of blood.
They’re a fucking pacifist—y’know what I mean. Relatively.”

9. Gwen McCall.
Head Scientist. Blunt tone, sharp dark fingernails. Heart-shaped face.
Chews with mouth open.
■ Location: Lab (Day), Company Store (Night).
■ Union Loyalty: Cannibalizing broken mining equipment to build the
Mine greenhouse and a water recycler.
■ Murderer: Foamy yellow residue pouring from the victim's mouth.
Tests reveal heavy metals.
■ Victim: Murderer’s face gouged by fingernails.
■ Upon Death: Reactor begins going critical without constant tending.
Access code unknown to everyone. Dome depressurization in 1 day,
all buildings isolated from each other without Vaccsuits.
■ “[Last Murderer] stopped by my place late one night, they seemed
completely gone. I thought they were just loaded out of their fuckin’
mind, but they had the same look in their eyes that Wren did. When
Wren—when Wren did it.”

10. Juanita Perez.


Gravedigger. Matted black mane, gaunt. Thousand-yard stare. Foul breath.
■ Location: Cemetery (Day and Night).
■ Union Loyalty: Claustrophobia prohibits mine work, survives on half-
rations and charity.
■ Murderer: Victim’s caved-in head indented by spade-shaped
implement. Mud tracks into and out of the crime scene.
■ Victim: Murderer’s clothes filthy.
■ Upon Death: Colonists dig a mass grave by the main thoroughfare.
1d5 Stress passing by.
■ “[Last Murderer] probably did it because of [Victim’s annoying trait].
Fuckin’ mess. Honestly don’t blame ‘em.”
14

Colonist Generator
Name Job Annoying Habit

1. Sylvia Tate Overseer’s Staff Picks Nose

2. Cerise Gillenwater Miner Winks

3. Xavier Bustillos Nurse Picks Teeth

4. Octavian Fuller Waiter Flatulent

5. Richard Sleeper Cook Close Talker

6. Mungo Adler Child Chews Hair

7. Uriah Jessup Custodian Cracks Knuckles

8. Bianca Brett Shift Leader Rambles

9. Deedee Knotts Stevedore Snaps Gum

10. Elyse van Warwick Mechanic Taps Foot

Corporate Pressure
Roll when a corporate-sympathizing NPC dies or property sustains damage. PURE grows impatient.

1. Payment docked 10% for contract breach (no explanation given).

2. Our informants suspect you union agitators. Fear Save (1d5 Stress).

3. Take Blythe into custody immediately. The murders must be her doing.

4. We’ve taken a family member hostage to ensure your loyalty.

5. Facilitate Cordero’s escape within 4 hours or your implant will activate.

6. We suspect the colony in talks with our competitors. Shut down all communications.

7. Provide a 50% quota delivery in the next 24 hours for a food shipment.

8. Get us information on the number and location of children in the colony.

9. Eliminate Cassiopaea for a 5% bonus.

10. CONTRACT TERMINATED. SHIP DEPARTING AIRLOCK MOMENTARILY.


15

Colony Encounters
Use the second column when the colony Descends into Chaos (≤7 Major NPCs live).

Normal Encounters Chaos Encounters

1. Apparent game of tag. Grim children chase 1d10 teens hold up the party for rations
a little girl with a crust of bread. with mining tools, wield younger siblings as
moral body armor.

2. A dozen colonists huddle around two Rioting mobs clash in the streets, a molotov
combatants. The winner earns rice. sails into the party’s midst. Body Save or
2d10 DMG/round.

3. Union organizers take petition signatures. 1d10 Unionists storm a Corporate-held


building, scalding machine lubricant pours
from windows in defense.

4. Teenager defacing PURE logo with graffiti. Unseated circular PURE billboard rolls
down the street towards the PCs, crushing
dissidents. Malicious wobbling.

5. Huddled miners share ammunition. Celebratory gunfire over bagged corporate


sympathizers, hissing from the dome.

6. Desperate interrogation boils over, “I’ll Kidnapping in progress (Major NPC).


fucking kill your whole family!”

7. Colonist braves a blazing bonfire, rescuing Furniture-barricaded alleyways funnel PCs


charred books. into an ambush (1d5 hostile colonists get
the jump).

8. DECOMPRESSION IMMINENT (false alarm). Parents dig a family-sized plot, “This is our
home now, honey.”

9. Colonist attempting to escape screaming Mad scramble up elevator infrastructure,


match via third-story window. luggage and bodies raining from above.

10. Filthy colonist breathing heavily into a Following the PCs: 2d10 grubby colonists
comms device. Afterwards follows PC with knives, licking their lips.
comms channels: Fear save (1d5 Stress).
16

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