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30 views

Technophobia_Sample_Watermarked_v1.0.0

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Evolioz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TECHNOPHOBIA

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A techno-horror derelict crawl powered by LANCER
By Michael Prijatelj

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TECHNOPHOBIA

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Version 1.0.0

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Writing, Editing, & Layout By Playtest Coordinators
Michael Prijatelj tommy dude, tradiuz, James MacDonald

Cover Art Playtesters at the Train Lightning Table

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Original image by GrandeDuc on Shutterstock Maria Lopez, Maui, Tesla, P.B. Cornylius, NHP
SHAKA, Nick Hanson, HarbingerMakes,
Interior Art NoisyAssassin, Irrelevant, bajanga.co
Page 7: Boris Jardines from Pixabay
Page 10: GrandeDuc on Shutterstock Special Thanks to
Page 16: Christof Grobelski from Stars Without Massif Press for the use of the Lancer setting and
Number: Revised Edition Art Pack system, the creative Lancer community at Pilot NET
Page 24: Roman3d on Adobe Stock for all their feedback, and GOST for the track

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Page 28: Roman3d on Adobe Stock “Cursed” which inspired this adventure.
Page 30: GrandeDuc on Adobe Stock

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Template Used
Lancer RPG Template by Michael Prijatelj, used
under CC BY 4.0

“Exploring the Freighter” System Based On

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Necropraxis Productions Hazard System v0.3
(2017), used under CC BY 3.0:
https://www.necropraxis.com/hazard-system/

Dungeondraft Map Assets Used


Modified version of “Santy Pack SciFi Lined Style”
by Santy's RPG Conundrum under the Santy's RPG This work is AI-Free. It does not include content or
Conundrum License

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media that was AI or Machine Generated.
Supporting this work means supporting real people.
“Gnome Factory Cyberpunk City Streets” & “Gnome
Factory Sci-Fi and Modern: by Gnome Factory under “Made By Humans” assets from the Made By
the Gnome Factory license Humans Asset Pack by Lone Archivist and used

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under CC BY 4.0.
Tyger Modern Commercial Kitchen, Tyger Modern
Home, Tyger Modern Medical, Tyger Modern
Storage, & Tyger SciFi by Tyger_purr commercially
under the Tyger_purr License

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Mog Sci-Fi Pack One by Mogs Place under CAL-BY

Mog Floor System by Mogs Place under CAL-NR

Scifi Basic Asset Pack , Red Desert Planet Asset Technophobia is not an official Lancer product; it is
Pack, & Starfinder Asset Pack by Captain Tom's a third party work, and is not affiliated with Massif
Asset Emporium, each under CAL-BY-NCR Press. Technophobia is published via the Lancer
Third Party License.
Krager's Shadow & Light Pack by Krager under
CAL-NR Technophobia © 2024 by Michael Prijatelj.

Hex Grid Patterns by EightBitz under CAL-NR Lancer is copyright Massif Press.

[2]
CONTENTS

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INTRODUCTION 4
OVERVIEW 4

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BACKGROUND 4
HOOKS 5
PERSONS OF INTEREST 5
MISSION-SPECIFIC RULES 6

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SHORES OF THE STYX 7
OPENER: DEAD IN THE WATER 8
OUT OF GAS 8

MISSION: KATABASIS 9
BRIEFING 9
THE KATABASIS 11

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AREA B: CARGO BAY 13
COMBAT B: DEAD SPACERS 15

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AREA E: ENGINES 17
COMBAT E: IMMORTAL TOIL 19
AREA Q: CREW QUARTERS 21
AREA C: CRYOSLEEP 25
COMBAT C: GLACIAL BURIAL 27
AREA V: NHP VAULT 29

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CONCLUSION 31

APPENDIX 32
APPENDIX A: CLOCKS 32
APPENDIX B: STRESS 33
APPENDIX C: EXOTIC GEAR 35

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[3]
INTRODUCTION

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OVERVIEW BACKGROUND
Technophobia is a third party horror-themed module for The Katabasis, a Long Rim smuggling freighter, has

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the Lancer RPG system, intended for a party of three had a rough month. A pirate team named “Condor
to five LL1–4 characters. Characters who complete Asset Reclamation” (“Condors” for short) waylaid the
this module earn one license level. In this module, the vessel to ransom its cargo and crew. In order to
player characters (PCs) find themselves trapped by a escape, the Katabasis’ artificial intelligence, a
rogue AI with the ability to manipulate electronics and HEKATE-Class NHP named Kate, executed a risky

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machinery. Only by exploring a ghost ship, unraveling nearlight ejection; she prevented severe casualties
its mysteries, and confronting the AI will they escape to only through ingenious use of the ship’s artificial gravity
live another day. module. However, this maneuver left the freighter
stranded and drifting in an asteroid field far from help.
This module references Non-Player Characters (NPCs) The crew’s only recourse was to enter cryogenic
and sitreps from the full, paid version of the Lancer hibernation while HEKATE maintained life support and
Core Book. It draws upon lore and information from The broadcasted a distress signal.

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Long Rim, though the supplement is not required to run
the module. Additionally, Technophobia utilizes the Unfortunately for the crew, several of the pirates’
basic rules for CLOCKS and STRESS introduced in Field pipecleaners — slim, robotic saboteurs designed to

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Guide: The Karrakin Trade Baronies, reproduced with covertly traverse ventilation systems — infiltrated the
permission from Massif Press. These rules can be Katabasis during the skirmish. As the crew entered
found in APPENDIX A: CLOCKS and APPENDIX B: hibernation, the pipecleaners wrecked the life support,
STRESS, respectively. The remaining rules for BONDS sending HEKATE into a catatonic state and leading to
are optional but not required for this module. the deaths of all crew in cryosleep — save for the ship’s

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cook, Coriander “Cori” Truman, who remained
Feel free to adjust details in this mission to fit the comatose but stable.
narrative you create with the players. Use the provided
NPC and location information as anchor points for Despite this tragedy, the ship’s distress signal
whatever approaches the PCs devise. continued to broadcast a plea for help. Within a couple
of weeks, the Condors tracked down the defunct
Katabasis. The outfit infiltrated the vessel, and one
CONTENT WARNING member named Ezra “Gemini” Harthrow stole a

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Technophobia deals with themes of horror, valuable keepsake from HEKATE’s NHP casket — an
hallucination, and kidnapping, as well as issues of obscure trinket called a Mathur Mug. The theft roused
mental and physical health. The module includes HEKATE from suspended thought and sent her into
depictions blood and corpses. In addition, it includes cascade. As the NHP began to slough off her cognitive
scenes involving asphyxiation, claustrophobia, burning shackles, the Katabasis came alive, with all technology

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and/or freezing to death, and being stalked by within — even the pipecleaners and Condors’ mechs
murderous robots. Lastly, the module focuses upon the — under HEKATE’s control.
loss of control over one’s own tools and technology.
When the PCs arrive, HEKATE is slowly losing her
SYNOPSIS grasp upon her human subjectivity. Her perception of
The module begins with the PCs responding to a the Katabasis is that of a nightmare: pirate kidnappers,

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distress signal from a derelict freighter. murderous robots, an overclocked fusion reactor, and
the pressing need to usher her human crewmates to
1. OPENER: DEAD IN THE WATER: The PCs’ ship shuts safety. The freighter’s systems are in chaos, so
down as they traverse an asteroid belt. The HEKATE is in chaos — and descending further into
lockdown signal originates from a derelict freighter cascade. If she is not stabilized in time, this tomb of a
called the Katabasis. spaceship may add yet more souls to its silent halls.
2. MISSION: KATABASIS: The PCs explore the
Katabasis for a way to disable the lockdown
signal. They must contend with a cascading NHP
who haunts the vessel.
3. CONCLUSION: AFTERMATH: This section covers
some potential concluding scenarios depending
on the state of the Katabasis and any survivors.

[4]
HOOKS CORIANDER TRUMAN THEY/THEM
The PCs reside in the Long Rim, where they may work SHIP COOK OF THE KATABASIS
under any number of professions that involve Capable of making even “printed food” taste good, the
investigating mysterious distress signals. A few ideas humble and portly Coriander “Cori” Truman kept

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are listed here. everyone aboard the Katabasis nourished and well-fed.
They formed a close bond with Kate, who was deeply

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comforted by the smells from Cori’s kitchen. They are
ALBATROSS RESCUE TEAM the only crewmember still alive in AREA C: CRYOSLEEP.
The PCs are members of an Albatross Wing from the
MK Levant makteba, patrolling the Long Rim for MOTIVATION: Succor. Cori eases the stress of ship life
people in need. Upon receiving a distress signal through the meals they create.
located within a remote asteroid belt, the makteba

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dispatches the PCs to rescue any and all survivors.
MANNERISMS: Cori’s hands are always practiced and
calm, despite however they may be feeling.
MIRRORSMOKE TROUBLESHOOTERS
A Long Rim enterprise called The Shining Atoll hires
the PCs, members of the Mirrorsmoke Mercenary QUOTE: “When ‘real’ food costs a baron’s fortune, you
Company, to disable a distress signal sourced from start making creative substitutions.”
one of the enterprise’s asteroid mining fields. The

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signal attracts pirates and negatively impacts the EZRA HARTHROW HE/HIM
investment value of the Atoll’s field; disable the CONDOR PIRATE SURVIVOR
signal so the pirates disperse and stocks recover.

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A shrewd diplomat and charlatan, Ezra “Gemini”
Harthrow served as chief negotiator for the Condors
LONG RIM SCAVENGERS prior to their intrusion aboard the Katabasis. His
The PCs are down on their luck, resorting to observant eye accurately sizes up potential marks —
scavenging for any materials they can find drifting in and notices unattended valuables. He is posing as Cori
the Long Rim. Their long-range transceivers pick up while hiding from pipecleaners in Q9. KITCHEN.

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a distress signal from an asteroid belt; the signature
belongs to a decommissioned IPS-N shipping MOTIVATION: Get rich and get out. Ezra favors the most
freighter! If the crew survived, they may pay well for expedient methods of enriching himself and escaping
assistance — if not, hopefully the ship hasn’t been the Katabasis, without regard to collateral damage.
picked clean yet.
MANNERISMS: Ezra regularly slaps the side of his
PERSONS OF INTEREST helmet to futilely reorient his glass eye.

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HEKATE-CLASS NHP SHE/HER QUOTE: “If I get out of here alive, I’ll never set foot in a
SHIP NHP OF THE KATABASIS
derelict again.”
HEKATE’s ability to repurpose machinery enabled the
Katabasis to operate long past its decommissioning.

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Nicknamed “Kate” by her friends, she holds herself to NHPS AND CASCADE
high standards out of fear of failing her crewmates.
NHPs (Non-Human Persons) are the artificial
HEKATE has entered cascade due to recent traumatic intelligences of the Lancer setting, typically housed
events aboard the Katabasis. Her human perspective within a specialized computer storage unit called a
slips away as she relives (and reenacts) the triggering “casket.” Normally incomprehensible to humans,

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events. While in this nightmare, she addresses mechs some NHPs undergo a process called “shackling”
as hostile invaders and dismounted pilots as Katabasis which binds their minds to view reality through a
crewmates. Her casket lies in V3. NHP CASKET. human-understandable perspective.

If a shackled NHP undergoes significant trauma,


MOTIVATION: Loyalty. The crew of the Katabasis helped
their mental shackles may begin to slip off, beginning
Kate out of a bind, and she will do anything to prove her
a harrowing process known as “cascade.” In a way,
worth and return the favor.
the NHP begins to think itself to death, reverting to
an alien, often human-apathetic perspective.
MANNERISMS: HEKATE’s “voice” varies depending Cascade can be prevented by “cycling” an NHP, akin
upon what part of the ship she focuses upon: floaty in to “turning them off and on again” or waking them
the CARGO BAY, energized in the ENGINES, choked in from a dream.
the CREW QUARTERS, and dour in CRYOSLEEP.
For more information on NHPs, please read the
QUOTE: “All crew, please re-re-report to Cryosleep for ARTIFICIAL INTELLIGENCE section of the Lancer Core
emergency hi-hi-hibernation protocols!” Book, p. 107.

[5]
MISSION-SPECIFIC RULES HOW TO READ THIS MODULE
Technophobia leverages several sets of rules not Entries in Technophobia begin with surface-level
typically included in Lancer missions. Please review information. These details are immediately visible.
▶ Reveal this level as it comes up in conversation.
them with the players before running this mission.

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⮡ As players investigate, openly provide them with
the next level of nested information.
STRESS

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⮞ Some information is secret, revealed only by
Technophobia utilizes the narrative STRESS system circumstances listed in bold underline.
from Field Guide: The Karrakin Trade Baronies.
Provide the players with the rules from APPENDIX B:
STRESS for reference during this module.
SPECIAL COMBAT RULES
Each combat includes sections called STAKES and

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DETAILS; convey the information from these sections to
To maintain tension, describe moments of receiving the players before the combat begins (including
STRESS as narrowly avoiding harm. A PC breaks when SUBSECTIONS). During combat, keep this info on-hand.
they cannot avoid the harm, thus suffering a burden.
Unless noted otherwise, the following rules apply to all
Some consumable pilot gear may assist with STRESS tactical mech combat on the Katabasis after OPENER:
and breaking. Applying a CORRECTIVE to a broken PC DEAD IN THE WATER. Convey them when relevant:
lets them immediately recover (see THE KATABASIS:

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REST AND RECOVERY). Additionally, 1/mission, a PC
may clear 2 STRESS upon benefiting from a PATCH. COCKPIT INTEGRITY COMPROMISED
PCs’ mech cockpits cannot hold oxygen; only their

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hardsuits can. However, DISMOUNT takes one fewer
BURDENS’ WEIGHT quick action (full to quick, quick to free).
Once per session per PC, when a PC attempts a skill
check, the GM may force the PC to invoke a burden.
THE KATABASIS HATES MECHS
HEKATE and her minions think dismounted pilots are

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If a PC would break while at the maximum of three crew to protect. Direct all hostility towards mechs
burdens, they die in addition to the other effects. (piloted or empty). Always ignore dismounted pilots.

GUIDANCE ON NARRATIVE PLAY CASCADE BLEED


While outside of combat, use the rules for Narrative HEKATE infects mechs with her cascade. When a PC
Play (Lancer, pp. 45–49). Besides simply using mech would be destroyed or suffer a meltdown due
narrative STRESS, look for ways to use different kinds of to a structure damage or overheating check (not from

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Consequences (Lancer, p. 46) based upon the context reaching 0 STRUCTURE or 0 STRESS), the mech instead
of a situation. Make skill checks RISKY by default to enters cascade as if it had the AI tag. While cascading,
continuously introduce interesting complications. the mech uses full actions for HULL skill checks to claw
the pilot out before trying to tear itself apart (treat as an
Beyond the normal rules for narrative play, players may IMPROVISED ATTACK against itself that always hits).

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invoke one or more Aspects of a situation to grant
ACCURACY to a skill check or reduce its risk (such as
from HEROIC to RISKY or RISKY to NORMAL). An Aspect
A NOTE ON DIFFICULTY
could be a pilot’s background, gear, or RESERVES, or it Combat encounters in Technophobia are
could be features of the area (“thick fog”), facts of the intentionally difficult. On a narrative level, HEKATE
situation (“tired guards”), or even a clever approach to fears and loathes hostile mechs, triggering an

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a scenario. A player should describe how their outsized traumatic response. On an adventure
character leverages these Aspects during their check. design level, this encourages players to explore
noncombat approaches to their goals. They may find
When the players are at a loss, consider offering them ways to make future fights easier, or circumvent
POWER AT A COST (Lancer, p. 53) to provide guaranteed violence altogether!
success in exchange for a proportional consequence.
If the players dread their next combat but feel
FICTION FIRST PLAY obligated to fight, take a moment to remind them that
Treat the world as a real place. There are no correct their pilot can scout quietly on foot. They may just
answers, only the solutions the players come up with. find a crucial tool to aid their escape!
Some approaches are merely suggested in the text
(and are typically costly, brute-force solutions). If the Conversely, because it is possible to meaningfully
players come up with a clever plan or use of resources contribute to the mission without a mech, feel free to
to bypass those suggestions, let them. Allow the fiction pull no punches during mech combat. Even if the
of the world to evolve with the PCs’ actions and inform PCs lose, they’ll have opportunities for a comeback!
their success and failure.

[6]
SHORES OF THE STYX

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CORI: “You sure you want to tag along? Seems like you practically run this bar.”
KATE: “I’m sure. I can’t be trapped in the backroom, running tabs and patching holes

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in kegs for the rest of my existence. I need to get out. I need… a challenge.”
CORI: “The Katabasis will certainly be challenging; it’s barely held together by
duct tape and prayers. You comfortable with the prospect of ‘sinking’?”
KATE: “I’ll do everything in my power to keep your ship afloat.”

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CORI: “It’s our ship, now.”

IN THIS SECTION:
OPENER: DEAD IN THE WATER 8
MISSION: KATABASIS 9

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AREA B: CARGO BAY 13
COMBAT B: DEAD SPACERS 15

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AREA E: ENGINES 17
COMBAT E: IMMORTAL TOIL 19
AREA Q: CREW QUARTERS 21

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AREA C: CRYOSLEEP 25
COMBAT C: GLACIAL BURIAL 27
AREA V: NHP VAULT 29
CONCLUSION 31

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[7]
OPENER:
DEAD IN THE WATER

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The PCs’ ship shuts down as they traverse an asteroid SUDDENLY, CUT THE LIGHTS
belt. The lockdown originates from a derelict freighter. Contacting the PCs allows HEKATE to subconsciously
implant a fragment of herself within the PCs’ ship.
OUT OF GAS Shortly after HEKATE’s message terminates, the PCs’
ship begins to aggressively malfunction:
This opener begins with the PCs tracking the distress

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signal of the Katabasis, travelling through space in their
corvette-class ship. Invite the players to: ▶ Life support shuts down, oxygen leaks.
▶ Artificial gravity fluctuates between low and high
on a whim.
▶ Introduce their PCs and their role on the ship. ▶ Reactor overclocks, but fails to distribute power.
▶ Determine how their PCs know each other. ⮡ As if preparing for a nearlight bolt, but no thrust.
▶ Decide their reason(s) for seeking the Katabasis. ▶ Mechs animate and start clawing at their cockpits.

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▶ NHPs aboard immediately enter cascade (if able).
If running this module as a standalone mission, let the
players pick one of the hooks from the INTRODUCTION. Run this scenario as a RISKY skill challenge (Lancer,

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p. 47); PCs take 1 STRESS on results lower than 20. The
ARRIVAL PCs must find ways to stabilize their ship before the
With PC relationships and motivations established, situation deteriorates further. If the PCs fail the
immediately set the scene: challenge, they all suffer 1 STRESS, and start with 2
segments of the Oxygen clock erased (see MISSION:

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KATABASIS).
▶ The PCs spent the past week tracking a distress
signal of the IPS-N freighter Katabasis.
▶ They just arrived at the freighter in a secluded Long Once the skill challenge concludes, the PCs’ ship
Rim asteroid field. calms as it resorts to emergency power.
▶ Ask the players what each PC is doing upon arrival.
SITUATION REPORT
THE OMEN The sudden “outburst” leaves the PCs’ ship inoperable.

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Upon entering communications range, HEKATE blindly ▶ Main reactor silent, engines dead, gravity nil, and
and frantically hails the PCs to request assistance with life support offline.
a pirate attack. She identifies herself as HEKATE of ⮡ Peel away coverings to access internals:
“IPS-N freighter Katabasis” and (falsely) promises Reveals squirming mass of machinery that
compensation for assistance before cutting all resists all repairs.

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communications. The following facts are apparent: ▶ Ship network in lockdown. Lockdown signature
matches the signal sent by HEKATE.
⮡ Any NHPs not in mechs are catatonic.
▶ Only the Katabasis appears on scanners.
⮡ Consoles display memetic cognitohazards.
▶ Combat readings detect no weapons discharge.
⮞ “HELP KATABASIS”, chaotic kerning.
▶ Any NHPs sense an unidentified, disquieting
⮞ Prolonged exposure causes 1 STRESS.

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presence on the ship’s network.
▶ All equipment’s identification friend or foe (IFF)
overwritten with new values (no effect on combat).
NEARLIGHT BOLT/EJECTION ⮡ Pilot hardsuits, gear: “KATABASIS”, friendly.
⮡ Mechs: “CONDOR”, hostile.
A “nearlight bolt” involves the rapid acceleration of a ▶ Mech hangar barely functional.
starship to over 90 percent of the speed of light. ⮡ Only has enough power to support one mech
Without proper precautions, a bolt could prove loadout change per PC.
deadly for a ship’s crew, crushing them against the ⮡ Mechs cannot be completely repaired and seem
internal hull. When performed in combat or during an to have additional software installed.
emergency, this maneuver is instead called a ⮞ Reveal COCKPIT INTEGRITY COMPROMISED.
“nearlight ejection.” ⮞ Mech cockpits now display a blinking eye
(see HEKATE IS WATCHING, under THE
For more information on nearlight bolts and other KATABASIS: MAJOR LOCATIONS).
interstellar travel, please read the TRAVEL section of
the Lancer Core Book, pp. 370–371. Once the players regain their bearings, present the
BRIEFING and CLOCKS for MISSION: KATABASIS.

[8]
MISSION: BRIEFING
The PCs’ ship is running on emergency power. If they

KATABASIS
wish to live longer than a week, they will need to board
the Katabasis, explore its secrets, and break its

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lockdown.

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MAL: “Ship like this, be with you ‘til the day you
Grant the PCs an opportunity to customize their
die.”
mechs prior to embarking on this mission. At the
ZOË: “‘Cause it’s a deathtrap.” very least, encourage them to take flight or propulsion
systems for any scenes in zero-g. EXPANDED
– “Out of Gas”, Firefly
COMPARTMENT may help with rescues, and

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MANIPULATORS and systems with the AI tag may help
the PCs access pilot-sized ship controls while
MISSION LOCATIONS maintaining control of their mechs.
AREA B: CARGO BAY
COMBAT B: DEAD SPACERS GOAL: Disable the lockdown originating from
the Katabasis. Accomplish any
AREA E: ENGINES
previously assigned objectives.

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COMBAT E: IMMORTAL TOIL
STAKES: If the lockdown does not lift, the PCs
AREA Q: CREW QUARTERS face asphyxiation while trapped on a

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AREA C: CRYOSLEEP haunted derelict hostile to life.
COMBAT C: GLACIAL BURIAL REWARDS: • One license level for braving the
AREA V: NHP VAULT Katabasis and surviving.
• Any EXOTIC GEAR or RESERVES

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found aboard the Katabasis.
Any compensation appropriate to
CLOCKS •
the PCs’ chosen Hook.

OXYGEN RESERVES: The PCs may bring MECH EQUIPMENT


RESERVES acquired during past
missions, but not RESOURCES or
TACTICAL ADVANTAGES. Additional

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RESERVES may be found on-mission.

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STABILITY

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[9]
CLOCKS
Draw two clocks to track the state of the mission. For
more information regarding clocks, refer to APPENDIX A:
CLOCKS. When a PC action affects a clock, clearly

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convey the change.

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OXYGEN (8-CLOCK, OPEN)
This clock collectively tracks the PCs’ remaining
oxygen. It starts with all segments filled unless they
failed the skill challenge from the OPENER. PCs may
refill this clock by finding oxygen tanks in the field.
Each tank acquired refills 1 segment of this clock.

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STABILITY (12-CLOCK, SECRET)
This clock represents HEKATE’s unstable and
cascading mental state, starting with 4 segments
filled. This clock is visible to the PCs in the heads-up
displays (HUDs) of their hardsuits, but its purpose is a
mystery until they discover what affects it.

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▶ Fill segments when PCs:

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⮡ Repair major systems of the Katabasis.
⮡ Remove traces of the Condors.
⮡ Remind HEKATE of her “humanity.”
⮡ Succeed in some combat scenes.
▶ Erase segments when PCs:

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⮡ Inflict damage to HEKATE’s casket or parts of the
Katabasis (–1 Stability per 10 HP damage).
⮞ This does not include damage to loose objects
or NPC mechs, including HEKATE’s.
⮡ Fail in some combat scenes.

Once the PCs fill this clock, they can successfully


navigate V1. METAFOLD LABYRINTH to reach HEKATE.

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Conversely, if a segment would be erased while this
clock is empty, all PCs instead take 2 STRESS.

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[10]
THE KATABASIS COMMON FEATURES
The Katabasis has the following features unless
EXPLORING THE FREIGHTER otherwise noted:
The PCs live on borrowed time. Exploration out of

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combat is composed of turns, or about 10 minutes of • EMERGENCY POWER: Doors, machinery, and some
in-game time. During a turn, each PC may take an equipment unpowered. Unless connected to a
action of their choice, such as exploring a room,

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power source, only emergency lights and
attempting a skill check, or forcing open a stuck door. essential mainframe access is available.
At the GM’s discretion, PCs may perform any number • LIGHTING: Emergency lights: Dim, red, pulsing.
of free actions, such as pulling a lever or looking under • LOW OXYGEN: Hardsuits required to breathe.
a table. ▪ Oxygen tanks sprinkled throughout ship.
GRAVITY: Earthlike artificial gravity oriented

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For every turn that passes, one player rolls on the floorward.
Hazard Table and the GM interprets the results. The • ROOMS: Two types:
GM may ignore results that do not fit the current scene. ▪ Pilot-sized: No mechs of any size allowed,
not even SIZE 1/2.
▪ Mech-sized: Ceilings 5 spaces high, fits
HAZARD TABLE ROLL 1D6 mechs SIZE 4 and smaller.
Roll on the area’s Random • DOORS: Unpowered doors, two types:

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1 Encounter Encounter Table. PCs ▪ Pilot-sized: 10 HP, 3 ARMOR. If unpowered,
immediately face the result. open with 1 action or a skill check if rushed.
Roll on the area’s Random

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▪ Mech-sized: 40 HP, 3 ARMOR. While
Encounter Table. PCs find a unpowered, only a SIZE 3 mech or one with
2 Omen clue for the result. Next roll of SYNTHETIC MUSCLE NETTING (Lancer p. 130)
Encounter or Omen triggers may force it open, requiring 1 action and a
that encounter. successful HULL check.
–1 Oxygen or all PCs take 1
3–4 Oxygen

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STRESS.
Roll on the Reality Break MAJOR LOCATIONS
5 Stability
table. –1 Stability. The Katabasis is split into five primary areas. Entry
6 Nothing Free turn. from space denoted where relevant:

• AREA B: CARGO BAY: Subjugated pirate mechs


REALITY BREAK ROLL 1D20 wielding this room’s gravitic technology await
Lights pulse like a rapidly-increasing intruders amongst drifting cargo.
1–4

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heartbeat until they explode to darkness. ▪ Entry: Clearly visible to PCs. Explosive
A discordant electronic hum rises to weapons ruptured the freighter’s port side.
5–8
deafening intensity before subsiding. • AREA E: ENGINES: Animated machines
Hallways expand and contract as vents continuously throw themselves upon decaying
9–12
breathe, creating unstable footing. engines, which are then cannibalized to make

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A metallic taste develops as blood begins new machines.
13–16
to drip from the walls. ▪ Entry: Hidden unless sought out. Emergency
The smell of a delicious meal emerges, hatch between thrusters: Mech-sized door
17–20
but curdles on a deeper inhalation. with smaller, embedded pilot-sized door.
• AREA Q: CREW QUARTERS: Pipecleaners prowl the
REST AND RECOVERY halls for survivors, crawling through airless vents.

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In this module, pilots may spend 1 action to repair their ▪ Entry: Clearly visible to PCs. Shattered, pilot-
mech, choosing one of the following: sized windows to Q1. COMMAND BRIDGE.
• AREA C: CRYOSLEEP: Sabotaged cryopods
populate this room, rendered inhospitable by
• Clear all heat and any statuses or conditions. leaking coolant.
• Spend REPAIRS on one of the options listed under • AREA V: NHP VAULT: HEKATE’s NHP casket lies
REPAIRS AND REST (Lancer p. 82). at the center of these corridors of twisting space.

Repairing three times counts as taking a rest for the HEKATE IS WATCHING
purposes of pilot and mech abilities. The PCs’ mechs all have a blinking, beeping red eye
icon in their HUDs. Blinking increases in frequency as
Characters broken by STRESS may only spend their PCs approach AREA B, E, or C while in mechs. (Secret:
actions to crawl away or roll a GRIT skill check to Mech combat immediately begins when PC mechs, not
recover, a 3-clock task. Other PCs may use an action just pilots, enter a new room.)
push themselves to help with this check, as normal.

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[12]
AREA B:
CARGO BAY

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Subjugated pirate mechs wielding this room’s gravitic FEATURES OF INTEREST
technology await intruders amongst drifting cargo. B1. HULL BREACH
Huge gash across bay doors. Doors inoperable.
If the PCs enter this area while piloting their mechs, Gravity resumes when sealed (see B2).
immediately proceed to COMBAT B.

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B2. ARTIFICIAL GRAVITY GENERATOR
RANDOM ENCOUNTERS ROLL 1D20 Center of cargo bay. Functioning on emergency power.
Magenta glow, thrumming.
Floating crate collides with another,
1–4 ▶ Disabled only within bay: “CARGO BAY GRAVITY
starts chain reaction of collisions.
DISABLED – SEAL BREACH OR RECALIBRATE”
A Condor mech (B5) blocks something
5–8 on console.
important in a place it wasn’t before.
⮡ 6-clock to recalibrate.
Crate of unstable prototype weapons

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9–12 ⮞ DIFFICULT skill checks.
wildly discharges nearby.
⮞ Double the consequences of Drifting Cargo
13–16 Meteorite rapidly approaches.
due to accelerating debris.

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Shadowy, holographic engineer mock-
17–20 ⮡ When re-enabled: +3 Stability.
operates one of the cranes.

B3. GRAVITIC CRANES


AREA INFORMATION Limp crane arms swaying on booms to the fore and aft
▶ Mech-scale room, except 6 spaces high. of bay. Magenta glow.

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▶ Zero-g environment (Lancer, p. 63). ▶ Pilot-sized controls and operator cab.
▶ Drifting cargo: Containers, ship parts, and small ⮡ 1 action to safely move free-floating shipping
meteorites of assorted velocities. containers, mechs, and smaller objects.
⮡ Skill checks in area RISKY by default. ▶ Skill check to dismantle arms:
⮞ Default consequence: Become pinned by ⮡ Success: TESSERACT (Lancer, p. 237) RENTED
debris, or 1 STRESS. GEAR reserve that can be installed for 0 SP with
⮞ Lasts until gravity resumes. 1 action and only lasts for this mission.
⮡ Failure: –1 Stability. Cannot re-attempt.

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ENTRANCES & EXITS
▶ Mech-sized hull breach to ship exterior.
▶ Mech-sized door in aft wall to AREA E, embedded
with pilot-sized door.

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▶ Pilot-sized door in fore wall to Q6. SHOWERS.
▶ Pilot-sized door in starboard wall to Q8. GALLEY.
SHIP LOG B: A THING OF BEAUTY
▶ Pilot-sized access corridor in starboard wall to
V1. METAFOLD LABYRINTH. CAPTAIN MUHSIN JAVID: “This really is a
marvel, Kate. The Armory’s Think Tank
is still years away from directional
SALVAGE

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artificial gravity, and yet you’ve
Each action spent searching the area uncovers one of achieved it with only their scraps and
the following not found previously: some grit!”
▶ 1 ENVIRONMENTAL SHIELDING reserve usable for one
KATE: “Just doing my part, ma’am. The
mech or five pilots on foot (Lancer, p. 52).
Katabasis wouldn’t have held together
▶ 1 EXTRA REPAIRS reserve (Lancer, p. 51).
after that last bolt if I hadn’t.”
▶ 2 oxygen tanks.
CAPTAIN: “No need to downplay your
Any PC that interfaces with a computer terminal finds a accomplishments. I’m grateful we
ship log. Provide them with Ship Log B: A Thing of picked you up back at the Stardust
Beauty.
Saloon. Keep up the good work!”
KATE: “Aye-aye, Captain! You’ll never get
anything less than my best.”

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B4. CONDOR WRECKAGE B5. CONDORS’ MECHS

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Shattered remains of corvette soundlessly colliding. Floating like rag dolls amongst the flotsam.
▶ Torn apart by asteroids. ▶ Vulture logo: “Condor Asset Reclamation”.
▶ Cockpit stenciled with “CONDOR ASSET ▶ Exposed cockpit.
RECLAMATION” ⮡ Self-inflicted, ripped open by equipped claws.
⮡ Black box intact, 1 action to extract text logs: ⮡ Dead pilot in all but one (keyed B5.G).
⮞ Corvette arrived 1 week ago. ⮞ Empty mech stenciled with “Gemini”.
⮞ “RansomFinder” program detected 1 life sign ⮞ Secret: Belongs to Ezra Harthrow.
and a dormant NHP. ⮡ First PC to investigate closely: Corpse grabs
⮞ “Condor” (captain) and “Gemini” (fence) last them, gasping, “Put it back. Put it back!”
reported entering V1. METAFOLD LABYRINTH. ⮞ Hallucination, inflicts 2 STRESS.
⮞ Final entry from “Gemini”: “Is that a Mathur ▶ If mechs destroyed or removed and gravity
Mug? How did these low-lives get one of —“ restored: Skip COMBAT B as PC VICTORY.
▶ Fusion reactor, intact but dormant.
⮡ SIZE 2 object, 20 HP.
⮡ 3 actions to safely dismantle; yields 6 pieces
that occupy 1 pilot gear slot each.

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COMBAT B:
DEAD SPACERS

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STAKES DEACTIVATED MECHS
HEKATE reanimates the nearby Condor mechs to Several SHUT DOWN CONDOR SKINNERS (marked with
extract the PCs from their chassis. She also commands Ms on the combat map; see Reinforcements) begin to
crew members to “shelter in place in the safety area” stir. While SHUT DOWN, treat these mechs as objects
(the Control Zone) until “all hostile mechs are that are destroyed upon taking any damage. Instead of
deploying Reinforcements normally, BOOT UP a

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expunged.” The reanimated mechs emit the same
“CONDOR” IFF signature as the infected PC mechs. number of still-intact mechs up to the maximum number
of Reinforcements (no action required).

SITREP: Gauntlet (Lancer, p. 271) GRAVITY GENERATOR & CRANES


The artificial gravity generator and its paired cranes
ENEMY FORCES manipulate gravity within this combat. The generator is
FOR 3 PCS: 1x HEKATE – ELITE EXOTIC a SIZE 3 object with 30 HP and EVASION 5, while the two

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SPACER WITCH (Spread Suffering, cranes are SIZE 1 objects with 10 HP and EVASION 5. If
Exotic: Blinkspace Carver) the generator is destroyed, disable the gravitic cranes
1x CONDOR REPULSOR – SPACER

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and remove all SPACER features from all NPCs.
AEGIS (Spacer: Concussion Gun)
1x CONDOR JAILER – SPACER
While adjacent to the generator or one of the cranes, a
BASTION (Deathcounter, Spacer:
pilot can make a skill check as a quick action to target
Gravity Rifle)
a number of characters depending on the result,
1x CONDOR BORER – PIRATE

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ignoring HIDDEN and line of sight:
SPACER RAINMAKER (Pirate:
Coreworm Rockets)
• On 9 or less, target up to one character.
FOR 4 PCS: +1x CONDOR JAILER (as above) • On 10–19, target up to three characters.
• On 20+, target up to six characters.
FOR 5 PCS: CONDOR BORER: Add ELITE
template and a second Coreworm For each affected target, the pilot may choose to either
Rockets. permanently remove all SPACER features from that

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target or pull the target 5 spaces in any direction.
REINFORCEMENTS
FOR 3 PCS: 2x CONDOR SKINNER – PIRATE
SPACER BERSERKER (Harpoon HORRIFYING COMBAT, PART B
Cannon, Pirate: Prying Claws)

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It is encouraged for GMs to describe the unsettling
aspects of the NPCs. Some examples:
FOR 4 PCS: +1x CONDOR SKINNER (as above)
The PCs’ mechs lurch unbidden as HEKATE’s
FOR 5 PCS: +1x CONDOR SKINNER (as above) PREDATORY LOGIC commands them to harm an ally.

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DETAILS The REPULSOR’s dead pilot screams in terror when
This combat is in zero-g (Lancer, p. 63). If gravity is firing its CONCUSSION GUN.
restored, the cargo bay area instead has normal gravity
and the NPCs lose all SPACER features. The height and The BORER’s COREWORM ROCKETS writhe and
elevation of all terrain (including terrain in space) squirm through space, greedily burrowing into a
should be measured from the floor of the cargo bay. mech while seeking the pilot’s heartbeat.

The SKINNER’s CHAIN AXE screeches as it connects


If entering via space, PCs deploy in the portside Player
with its target. Its PRYING CLAWS rip off a mech’s
Deployment Zone (PDZ). If they are entering from the
cockpit canopy and tear the pilot out.
ENGINES, they deploy in the aftside PDZ.
Whenever a JAILER’s DEATHCOUNTER activates, the
Reveal this when relevant: Due to their compromised mech hellishly pulls itself back together or, if your
cockpits, the PCs’ mechs have +1 to their saves players are comfortable with it, the attack obliterates
against PRYING CLAWS, and COREWORM ROCKETS its pilot’s corpse as the mech prepares another shot.
always take 3 rounds to reach a target’s cockpit.

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TACTICS
HEKATE and her minions keep PC mechs off the
Control Zones and forcibly extract the pilots. HEKATE
HIDES in the debris away from the Control Zone (CZ)

p OUTCOME
PC VICTORY
HEKATE believes she repelled the pilots and
relinquishes control over her mechs. +3 Stability.

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using PREDATORY LOGIC with SPREAD SUFFERING on the
PCs and adjacent NPCs. The REPULSOR and BORER PC DEFEAT
hold the CZ, using CONCUSSION GUN and COREWORM HEKATE believes the “crew” in the cargo bay failed to
ROCKETS against PCs who enter range. The JAILERS escape. –2 Stability as she sinks into despair. The
intercept with GRAVITY RIFLES, pulling PCs towards reanimated mechs fall limp once more.

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SKINNERS.

On the second round of combat, the SKINNERS ambush


MOVING ON
the PCs, engaging different PC mechs with HARPOON Once combat concludes, PCs may continue to explore
CANNONS. Next, they use PRYING CLAWS to extract the the cargo bay as described in AREA B. If the artificial
gravity generator or gravitic cranes are destroyed,

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pilots. Finally, they use AVALANCHE CHARGE to drag the
empty mechs away and attack them with CHAIN AXES. they cannot be used during exploration, and gravity
within the cargo bay cannot be restored.

SCANNING THE UNFATHOMABLE


Players may attempt to SCAN (Lancer, p. 70)
HEKATE during combat. If they choose to retrieve a
piece of hidden information, provide them with a
Ship Log from the current AREA. If the players
choose to acquire generic or public information, tell
them that HEKATE’s paracode signature matches
the malware currently locking down their ship. If the
players exhaust all available information, provide a
result from the Reality Break table on subsequent
SCANS (with no loss of Stability).

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