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Echoes in the Graveyard PDF

24 Pages·2020·11.688 MB·English
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GRIEF & LOSS CW SUBSTANCE USE SELF-HARM THE LOOP D10 HOUR SYNOPSIS 1-2 00:00 THE BEGINNING The Graveyard is traveling through jump space en route to Sector SQ79. When the ship returns to normal space, PG 10 The Lantern rips the fabric of spacetime and releases The Void. 3-4 10:00 DRIFTING INTO THE VOID Thrusters are unable to overcome the force slowly PG 12 pulling The Graveyard deeper into Sector SQ79. Tully and Gina work to control the situation. Furn drowns his grief following the death of Captain Grey, his partner. 5-6 13:00 THE VOID APPEARS The Void is visible to the naked eye. Tully and Gina, PG 14 exhausted after hours of work, still have no idea how to escape. Furn dies in a Tram accident leading to the destruction of The Jump Capacitor. 7-8 20:00 THE EDGE OF THE VOID The Graveyard is less than 1km from The Void. Its force PG 16 rips apart The Lantern and shakes the MODs. Gina discovers The Lantern is responsible for releasing The Void, before being incinerated when MOD.B collides with debris. 9-0 23:00 SURROUNDED BY THE VOID MOD.B and half of The Lantern are torn to shreds. The PG 18 Void fills every window on The Graveyard. Tully triggers the jump drive, spilling a flood of jump particles into The Void and destabilizing the flow of time. Time returns to 00:00. 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 [email protected]. ECHOES IN THE GRAVEYARD The Graveyard is trapped in a Time Loop The adventure begins with the PCs’ ship colliding created when its advanced scanning system, with a physical manifestation of the Time Loop, The Lantern, ripped the fabric of spacetime trapping them with The Graveyard and its crew. and released The Void. The flood of temporal The collision fractures the Loop, causing the energy flowing from The Void overpowered The PCs to appear at random within the timeline Graveyard’s thrusters and triggered an Unstable and return to their own ship after each hour they Local Field safeguard on its jump drive. Hours spend witnessing the events on The Graveyard. later, the last surviving crew member turned off They must investigate the Time Loop to discover the safeguard and activated the jump drive as the critical moments that can change the fate of The Graveyard was pulled completely into The both ships, or remain trapped in time forever. Void, creating the Time Loop and sending the ship and crew back 24 hours. Alternate versions of the PCs from a previous timeline stalk the Loop, thwarting their efforts in a desperate attempt to ensure they won’t be erased when the Time Loop ends. Writing, art & layout by Matt Umland Featuring photos from Jesse Mesenburg & Edited by Jarrett Crader unsplash.com: Joshua Fuller, Peter Gonzalez, Playtesters: Charlie Umland, John Umland, Joe Roman Mager, Damir Spanic, Call Me Fred, Banner, Mark Parsons & DJ Shea Deepak Raj, Peter Sjo, Hafidh Satyanto, Patrick Special thanks to the Whisper Collective. Robert Doyle, Levi Stute, Nikola Duza, Austin Baltimore, MD - November, 2020 Human, engin akyurt The Graveyard is a state-of-the-art, deep space survey vessel designed for a skeleton crew. Three crew modules surround The Lantern, a scanner capable of mapping an entire sector instantly by using jump space as a carrier wave. The scan is created immediately when the ship emerges from jump space. During normal operation, the crew wake from cryosleep, review the scan data, report critical findings, then prepare for a jump to the next system. The Graveyard has mapped 78 systems since its voyage began and is currently en route to Sector SQ79 THE LANTERN The Long Amplitude Non-spatial Transient Repeating Network scanner is a 1 kilometer dish covered with rows of rectangular pylons. The design is said to resemble a field of headstones, and is the inspiration for the ship’s ominous name. While in jump space, the massive dish collects charged particles, which are stored in The Jump Capacitor at the center of the dish. The Jump Capacitor carries the particles into normal space, where they are released to create a 100 AU diameter bubble of jump energy. Using quantum entanglement, The Lantern is able to record the entire jump energy bubble simultaneously, creating a detailed scan of a complete sector. CREW MODULES Three crew modules are attached to the rim of The Lantern. Each MOD is a live-in workstation for two crew, with cutting edge amenities and the ability to detach from the dish to function as a shuttle craft. » cabin - comprehensive living quarters with a galley, med station & exercise equipment » cryo - FreezRite ZX, two pods » computer - with Keeper AI system (see pg 6) » life support - DeepBreath-2, top of the line » engine - standard ship power plant plus an additional generator for The Lantern » thruster - standard shuttle-grade » dock - large airlock used to dock with the tram or other MODs, includes cargo storage full of supplies and a large window looking onto The Lantern MOD.C is the Graveyard’s designated emergency shuttle. It has a reinforced hull, more powerful thrusters and 4 cryopods. 4 The GRAVEYARD MOD.C » main engineering with primary dish thruster TRAM engine and jump drive A mag Tram around the perimeter of the dish atilmloew 1s5 f omr itnrauvteesrs MalO bDe ttwo eMenO DM)O. TDhse ( tTrraavmel is engminaeienr ing computer life functional when the Graveyard is in jump space. jump drive cabin cryo WARDEN NOTE If the Jump Capacitor is not dock functional when the ship leaves jump space, the high density of jump particles destroy the ship. MAIN THRUSTERS MOD.A MOD.B Ǭ main command bridge with astrogation, » primary science lab data processing and helm control and briefing room spectral analysis equipment bridge computer lif lab computer lif e e c c engine cabin ry engine cabin ry o o thruster dock thruster dock 5 THE COMPUTER The Graveyard has terminals in every room, including the Tram. Each terminal accesses all ship functions and data through an AI interface known as Keeper, who talks through speakers in the terminals and can freely converse with anyone on The Graveyard. If possible, the AI provides clear answers to all questions unless they require a Command Code. KEEPER (THEY) OPENING LINE The default terminal screen is a » “Hello, I’m Keeper. What’s your clock with the current time. name?” PCs should always know the KEY PHRASES time while on the Graveyard. » “MAIN MENU. I can help with operations, ship status, crew A briefcase-sized hard drive status, database or general can be removed from any of questions.” » “I’m sorry, that action requires a the computer rooms. Each Command Code.” contains the scan data from 78 » “Please clarify your request.” unexplored star systems and » “Request complete.” Keeper. SHIPBOARD AI TRIGGERS CALM, SOFT SPOKEN AND HELPFUL » Keeper introduces themself if PCs unexplored EVEN DURING EMERGENCIES interact with the terminals. system » Keeper responds to commands generator issued to “Keeper” or “computer”. back cover Keeper follows a simple flow chart to provide assistance. 6 THE CREW The Crew function like video game NPCs, with repetitive dialogue Use the Opening Line when and triggers governing their behavior. PCs taking time to discover PCs first encounter an NPC their personnel files, key phrases or routines should have positive from the NPC’s perspective. interactions with the Crew, who otherwise are unlikely to be helpful to Use Key Phrases as often as the PCs given their situation. The Crews’ deaths are preventable. possible. TULLY (THEY) Tully works on the jump drive, trying to override the “Unstable Local Field” safeguard. At the final moment, they succeed and activate the jump drive, which returns the ship to the start of the Loop. PERSONNEL FILE OPENING LINE » A mechanical savant, Tully started » “Where the hell did you come working on ships at age 12. from?” » They were the only survivor of their last mission. It haunts them. KEY PHRASES » Requires extra food provisions. » “I’m not going to let everyone TRIGGERS down.” » “I’ve got a job to do.” » Tully stops only to eat, otherwise ENGINEER » “Hand me that spanner.” remaining focused on their work HYPER-FOCUSED, ORGANIZED unless interrupted. COMMAND CODE - KJ67 METHODICAL, ALWAYS HUNGRY technobabble generator PG 24 GINA (SHE) Gina spends the entire loop reviewing data from the sector scan. She is incinerated when MOD.B is destroyed by flying debris. PERSONNEL FILE OPENING LINE » The Lantern is based on Gina’s » “You shouldn’t be here.” theoretical work. » She volunteered for this trip to KEY PHRASES spite Dr. Fremont, the Lantern » “Do you have a light?” project lead who had concerns » “That theory doesn’t hold water.” about temporal side effects. » “Time loops don’t exist.” » Friends call her GG. COMMAND CODE - XX1X TRIGGERS PHYSICIST » Gina gets angry if anyone mentions time loops or similar temporal FRANTIC, THINKS OUT LOUD phenomena. CURIOUS, ALWAYS SMOKING science jargon generator PG 24 FURN (HE) Furn suffers a mental breakdown when he discovers Grey dead. He gets wasted and passes out in MOD.A. Later he exits MOD.B in a vaccsuit and dies after being run over by the Tram, which disables it. PERSONNEL FILE OPENING LINE » A renowned field researcher, Furn » “Am I dreaming?” is famous for taking risky missions. » He has a history of substance use KEY PHRASES and self-destructive behavior. » *SNORE LOUDLY* » Romantically involved with Grey. » “Nothing can change the past.” TRIGGERS » “All I want is to be numb.” » Furn always reveals his command COMMAND CODE - 4FX6 RESEARCHER code if asked. INTOXICATED, DELIRIOUS GREY(SHE) Captain DECEASED - Cryopod malfunction PERSONNEL FILE - 2 tours as a combat marine; honorable GRIEF-STRICKEN, Hopeless discharge; hates violence; romantically involved with Furn COMMAND CODE - A2W3 (on a note in her pocket) 7 BEGINNING THE LOOP THE PLAYERS’ SHIP The action begins on the PCs’ ship, which acts as a hub for the adventure. There are no specific requirements or restrictions for the ship. If you don’t have one prepared, use The Falstaff from the Player’s Survival Guide. 1. STARTING POSITIONS Begin the session on the morning of a normal day and ask what the PCs are currently doing on their ship. Be curious. Ask for details. What equipment do they have? Who are they with? Record the responses. These answers are known as the PCs’ Starting Positions. Players return to their Starting Positions after each hour exploring The Graveyard. Anytime they return to their Starting Positions, mention the details you recorded to reinforce the repetitive nature of the Time Loop. 2. TEMPORAL STATUS 3. ENTER THE LOOP After Starting Positions are established, the When the PCs exit their ship, they enter the Time PCs’ ship suddenly collides with the Time Loop, Loop at a random Hour (pg 1). PCs begin each causing everything on the ship, except the PCs, Hour in a specific location, noted on each Hour to immediately freeze, as if paused. page. All events in the Hour occur unless the PCs intervene. The PCs ship is trapped in Temporal Stasis. Return the PCs to Starting Positions after 1 » Any items in the PCs possession can be hour of in-game time,15 minutes of real time, moved and manipulated but computers, (whichever comes first) or if all the PCs die. scanners and similar equipment are frozen. » PCs cannot heal or reduce Stress through resting but drugs and other consumables 4. RETURN FROM THE LOOP function normally. When the PCs return to Starting Positions, » PCs do not need to sleep, drink or eat. everything on the ship is the same as before, with the following exceptions: » If a PC dies in stasis, they immediately roll a Time Glitch (pg 9) then return to their Starting » Any consumable items (including ammo) that Position. have been used during the previous Hour are still gone. » The view from every window and airlock on the ship is filled by a field of swirling, pulsating » Any damage or conditions the PCs sustained color. This is the Void of Time. in the last Hour remain. » Any players who died in the previous Hour roll a Time Glitch (pg 9) before returning to full 5. HOUR PORTALS health at their Starting Position. Their Stress Each time the PCs return to Starting Positions, a remains the same. portal appears somewhere on their ship. These » Any objects or people taken from the portals return to any of the Hours the PCs have Graveyard disappear at Starting Positions. visited. Anytime PCs return to an Hour via a portal, they emerge at the beginning of the Hour. Only one portal is created for each Hour the PCs explore. If PCs return to the same Hour multiple times, they use the same portal each time. No new portal is created. 6. REPEAT The PCs can return to The Graveyard at a random Hour by exiting their ship or return to a previous Hour through a portal. 8 DANGERS OF THE LOOP THE ORIGINALS The PCs are not the first version of these people trapped in the Loop. The characters controlled by the players are temporal anomalies created by the fractured Time Loop. They are not the ‘real’ characters. The original group has been trapped for thousands of repetitions, failing to break free. There is an Original matching each PC and mercenary boarding The Graveyard. They look identical to the PCs except for their tired, distant stare. After seeing the PCs, they decide they must stop these anomalies from escaping or run the risk of being erased when the Loop ends. They are very knowledgeable of The Graveyard and the events occurring on it and use this to their advantage. They go to extreme lengths to avoid speaking to the PCs for fear of giving away information that could help them escape. After years in the Loop, they can no longer keep track of their plans, and must leave notes for themselves to ensure they continue thwarting the PCs. Simplified stats based on class are provided. Use the PCs’ stats, if you prefer. D10 NOTES 1-2 “They look exactly like us. They act like us. What are they?” 3-5 List of the PCs’ movements this Hour. 6-8 ”If they escape what will happen to us?” 9-10 ”Where did they come from? We can’t let them escape.” KEY PHRASES: “You can’t have my future”, “I AM ME!!”, “You shouldn’t be here”, “I won’t let you erase me.” SOLDIER » EQUIPMENT: Similar to the PCs plus any gear COMBAT: 35 SPEED: 25 INSTINCT: 20 H: 2 (30) available on the PCs ship. ANDROID » FIRST SIGHT: The first time a PC encounters their COMBAT: 30 SPEED: 30 INSTINCT: 30 H: 2 (35) matching Original - Sanity Save or PANIC CHECK. SCIENTIST » SEE ME DIE: Anytime a PC witnesses the death of COMBAT: 20 SPEED: 25 INSTINCT: 35 H: 1 (20) their Original - Sanity Save or PANIC CHECK. TEAMSTERS » TIRED EYES: Anytime a PC makes eye contact with COMBAT: 25 SPEED: 35 INSTINCT: 30 H: 1 (25) their Original - Fear Save or 1d5 Stress. D10 TIME GLITCH 1 Lost Relic - One piece of equipment used in the last Hour becomes ancient, broken and unusable. 2 Memory Loss - All trained skill checks are [-] until one is passed or the next return to Starting Positions. 3 Precognition - Speed checks are [+] until the next return to Starting Positions. 4 Dementia - Intelligence checks are [-] until the next return to Starting Positions. 5 Weakness - Strength checks are [-] until the next return to Starting Positions. 6 Anxiety - Fear Saves are [-] until the next return to Starting Positions. 7 5 Years Older - Permanently reduce one stat by 5. 1-2: INT 3-6: STR 7-10: SPD 8 Well Rested - Regain 5 HP or reduce 2 Stress. 9 New Insight - Gain 1 skill point. 10 Roll Twice - Keep both results. 9 00:00 THE BEGINNING PC START S The Graveyard is traveling through jump » MOD.A (dock) space en route to Sector SQ79. 00:04 The crew is in cyrosleep and systems are functioning normally. CREW STATUS 00:08 TULLY - MOD.C (cryo) » Dormant, in cryosleep. GINA - MOD.B (cryo) 00:12 » Dormant, in cryosleep. FURN - MOD.A (cryo) 00:16 » Dormant, in cryosleep. JUMP SICKNESS 00:20 Humans who are awake while traveling in jump space suffer from jump sickness (pg 23). 00:24 » Every 10 minutes, make a BODY or SANITY Save (player’s choice). » Each failed Save adds 1 00:28 level of jump sickness. » Exiting jump space immediately removes all 00:32 levels of jump sickness. LVL EFFECT 00:36 1 Crawling Skin: all BODY [-]. 2 1d5 Stress. 00:40 3 Visions: all SANITY [-]. 4 1d5 Stress. 00:44 5 PANIC CHECK every 10 minutes. THRUST IN JUMP 00:48 Thrusters are functional in KEEPER ANNOUNCEMENT jump space. Thrust can be » “T-minus 10 minutes until end of jump. used to move craft and avoid Lantern Function is normal.” collision, but does not impact 00:52 where or when a ship reenters normal space. RELEASING THE VOID The Graveyard exits jump space in SQ79, 00:56 activating the Lantern which rips the fabric WARDEN NOTE of spacetime, releasing The Void. The entire 100 AU scan area is flooded with If the PCs tamper with the 00:59 temporal energy, triggering the Unstable jump drive or exit jump ahead Local Field (ULF) safeguard on the jump of schedule, immediately drive, deactivating it. trigger the events at 00:59. 10

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