Easy Work
Easy Work
Easy Work
SPACE ZOMBIES
Special thanks to Finn Cullen for the idea
The agent calls (a chatty, fussy scoundrel). He says that this time the work is
easy, there is almost nothing to do, and the salary is decent. Promises 200,000 Those who were once members of the crew of the "Far Horizon" still look like
credits minus its 3% commission. It recalls the previous business where it people. A gray-green crust is visible through the lacerations on the deathly pale
suffered losses and reputational costs. skin, around which there are traces of dried blood.
PCs can reduce the commission to 1-2% or increase the fee amount to They do not feel pain and fear, which makes them much more dangerous than
300,000-400,000 credits (success/failure may depend on the crew's reputation ordinary human opponents.
after a previous case). When there is a lack of oxygen, they fall into an anabiotic stupor, but even in Anton "Ottar" Prokhorov
The gist of the matter is this. There is a cargo ship "Far Horizon". Coordinates this state they are capable of sharp attacks. At the same time, they try to find the
will be given. It appears to have suffered a fatal system failure and an explosion warmest place – near the heating system, radiators, under the blankets in ex‐
that destroyed part of the upper deck and caused depressurization. treme cases.
The crew did not survive. 20 people. All you need to do is get on the ship, get When the life support system is functioning normally, they become more act‐
to the power distribution system, set up a communication unit with your ship, ive. They begin to wander silence in search of warm-blooded ones, when they find
enter the coordinates for the jump, and launch the ship remotely into hiperspace. them, they abruptly rush at the victim and quench their reflex thirst for living
Mission accomplished. There, at the point of arrival, it will be met and unloaded flesh, eating meat and drinking blood until the corpse cools down.
without you.
Why is there so much money for an ordinary ship and why not contact the offi‐ COMBAT: 35%, INSTINCT: 35%, SPEED: 70%, HITS: 2 (15)
cials? They just don't want to disclose the incident in order to preserve commer‐
cial secrecy and the corporation's reputation. It is just easy work for saving Damage: claws, teeth, fists, improvised items – 1d10 (double for critical hits).
property. Infectious saliva/blood. After each successful attack, make a Body Save. If a
character fail, they immediately lose 1d10 Intelligence and get 1 Stress. Repeat
"Far Horizon" this check every 10 minutes after that. Until the players come up with some
clever improvisational way to stop the infection, the infected character will lose
Exploration of "Far Horizon" will give the following information: 1d10 Intelligence and get 1 Stress every time they fail Body Save, until Intelli‐
• The hyperdrive is in order. There is no fuel leak. The reactor is down and gence drops below 10 and they turn into a zombie himself.
the ship is running on emergency power.
• The bridge destroyed by an explosion. You will not be able to start the The crew consisted of 20 people. On the bridge, 3-7 people were killed in the ex‐
hyperdrive from it, respectively. plosion. Count 13-17 enemies and distribute them around the ship as you see fit.
• Establishing a connection with the engineering deck (installing Remember, they hide, walk quietly, attack sharply. They can act together, attrac‐
communication equipment there will take ≈45 minutes) allows PCs to ted by noise, screams, or the smell of spilled blood.
After launching the life support system zombie crew comes to life and begins
enter the coordinates of the destination and start the hyperdrive remotely.
to wander through the corridors and compartments in search of victims. From
The ship itself will jump to its destination, where it will be met and
now on, PCs have only one task to get out of this ship alive!
unloaded.
• The gateway is not damaged and PCs can dock using the docking
corridor.
Module background
• Life support is at a minimum. Until complete failure ≈6 hours. You can go After establishing communication with the ship, PCs can access and restore part
in vacsuits, but all actions are disadvantages with, and it is impossible to of the damaged logbook "Far horizon". They will receive the following data:
set up communication with the engineering compartment in the gloves of • Ragged voice recording: "...the first were outbursts of anger, aggressive
the vaccesuit. behavior... signs of infection... I don't know where... this pathogen is not
• Chilly aboard. Starting the reactor will restore the functionality of commu‐ transmitted by air... most likely... blood... incubatory... measured three
nication systems, engines and life support. hours..." A Mothership module
EASY WORK
• Access to the ship's control system is located on the engineering deck. • Last destination – system [9, 14] Ayackcan, planet Moore Colony, starport
• Access to communications systems on the cargo deck in the bow of the Brett Base. PCs can find out that this starport belongs to the Traugot
ship. Corporation. Its pharmaceutical research Institute located on the planet.
A special feature of the planet are trees that have a life span of up to
Events during the exploration 100,000 earth years. Based on their biomolecular structure, they tried to
synthesize the so-called "elixir of immortality". However, some dangerous virus Inspired by fifth episode of the wonderful series "Dark Matter"
• Rat-screamer. has been created instead, for which there is no antidote yet. The planet is
• Shots can depressurize the ship. Air leakage, in addition to the direct risk currently in quarantine. It turns out that the ship "Far Horizon" makes a
of being thrown into outer space, reduces the time to failure of life criminally illegal flight with a dangerous virus on board.
support.
• Dead the ship crew members have the lacerations with dried blood. At
first, PCs may take them for the living people. Close researching will
provoke a sudden aggressive attack. Space zombies as they are.
• Cargo bays contain closed boxes with biohazard labels. They contain Writing Anton "Ottar" Prokhorov FOR USE WITH THE
flasks with a greenish, viscous liquid. There are similar flasks in the ship's Layout Mikhail Gordeev MOTHERSHIPTM
laboratories too. Cover Art Konstantin Krutihin SCI-FI HORROR RPG
© 2022 Poison Press
Upper deck (residential) Middle deck (cargo) Lower deck (engineering)
Bridge (depressurized), galley (depressurized), mess hall (depressurized), cargo Communication center (which require for establish a remote connection), life Fuel tanks, batteries and reactor (not running), thrusters and jump drivers (connec‐
bay (depressurized), crew staterooms (partially depressurized), barracks, cryo‐ support, cargo bays, hangar with shuttles, elevator. tion with the bridge is broken, but PCs can transfer control to the communication
chamber, medical unit, morgue, laboratories, airlock, elevator. system for remote access), defense system, elevator.
LOCKER
LOCKER
BRIEF – Briefing room 5' × 5' and 10' high. Elevator COMP COMM COMP
Sensors A/L
COMM – Communication 10' If metric units are CENTER
C, COMP - Computer preferred, the 5' × 5'
DBL SR – Double stateroom 10' grid can be conver-
5' Telescoping L Cargo mover
DECON – Decontamination room ted to 1.5 meters × 1.5 me- grappling
EVA – Evacuation ters with negligible effects. arm CARGO
FR – Fresher BAY
HOLO – Holographic desk Retracted Manned turret
grappling arm TS TS
JUMP – Jump drive
L – Locker CARGO
RR – Repair robot BRIDGE DOORS
SR – Stateroom
T – Thruster СARGO СARGO FUEL FUEL
TS – Tech COMP COMP DOORS COMP COMP DOORS
station
STASIS
SR SR SR LOCKER
CARGO BAY
CARGO BAY
SR
MEDICAL
COMP
L
BARRACKS
DBL
SR FR
FUEL FUEL
ENGINEERING
FRESHER
LOCKER
MEDICAL
STORAGE
VIRAL VAULT ENGINEERING
SR FRESHER
STORAGE
DECON
TS TS
FRESHER
LOCKER
ENGINEERING
STASIS LOCKER SHOP OFFICE
L EVA
FR 10 TON A/L
MEDICAL PASSENGER 10 TON
LAB STORAGE LAUNCH LAUNCH OFFICE
MORGUE
CRYOCHAMBER
A/L MINE EJECTION SYSTEM
JUMP JUMP
RETRACTABLE
T T
AIRLOCK