X-Plorers - Cleopatra Station

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    X-plorersDave Bezios

    The Game of Galactic Troubleshooters!

    Cleopatra Station

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    Referee InformationRa-Industries has always been a leader in cutting edge agricultural gene

    engineering on Mars. Their past research and development has greatly helpbring Mars agriculture up to par with, and even surpass, Earths in some are

    However, as the competition becomes more intense, Ra-Industries has be

    forced to constantly come up with new developments. Unfortunately, t

    Martian government endorses its own genetic labs, and subtly enforces seve

    restrictions on Ra-industries and their extreme experimentations.

    In response, Ra-Industries has taken to putting its research and developmelabs in orbital space stations. These labs are easily accessible from Mars, b

    lie outside of its strict legal regulatory boundaries.

    Cleopatra Station is one such laboratory. This small wheel space station orb

    around Marss fast moving Phobos moon. This is a long-term lab, and the hom

    of several scientists and their families. Cleopatra station experiments in t

    genetic mutation of Crain, a corn-like grain substance that grows very well the dust plains of Mars.

    A recent experiment has gone terribly wrong! A mutating spore w

    accidentally released into the air and the ventilation system quickly allow

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    have signed all the necessary paperwork, and are responsible for it.

    equipment is damaged or lost, the PCs will be held responsible and it m

    deducted from their pay. The EU clip is considered expendable.

    Players IntroductionAfter the above has been established, read or paraphrase the following

    players:

    The moon Phobos looms ahead, visible from the small shuttles view

    Orbiting the moon, you see your destination, Cleopatra Station. As the

    wheel space station silently revolves, you see the Ra-Industries sun

    boldly displayed on its side. The stations beacon lights are flashing, an

    energy clusters are engaged and activated. Nothing from the ex

    indicates that anything is amiss.

    Still, something is definitely wrong, or Ra-Industries wouldnt be sending

    X-plorers team to check it out.

    48 hours ago, all transmissions from the station simply ceased.

    communications channels seem to be open and functioning properly

    no reply from Cleopatra Station.

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    Docking at Cleopatra StationThe space shuttle docks neatly into the airlock located adjacent to the spa

    stations hub. This doesnt require a pilot skill throw (unless the referee wantscall for one just for fun), as the lock is electro-magnetically guided.

    Once the airlock seals, it instantly depressurizes. The ships computers indica

    (if the PCs ask) that the life support system on Cleopatra Station is functioni

    properly, and there is oxygen and power throughout the space station. I

    Scientist isnt satisfied with this information, he may choose to make a Scien

    skill throw to analyze the data. If he makes it, he will note that there is

    anomaly in the stations atmosphere, although he cannot determine what

    or if it is safe to breathe.

    PCs must decide if they are going to wear their Environmental suits and se

    them before leaving the shuttle.

    The AirlockThere is no gravity in the airlock. The Airlock itself is painted stark white a

    kept very clean. A bright spotlight floods the room and 3 Environmental su

    hang on one wall in front of a bench. Each Environmental suit has a long

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    Those who fail the saving throw are infected and feel instant lethargy (a

    all to hit, saving, and skill throws the rest of the adventure).

    Infected characters have 1d6 hours before they start to feel the full effe

    the infection, and begin to act insane. In 24 hours they will be permaaffected, and in 48 hours they will begin the transformation into pure

    fungus.

    There is hope, however. A Scientist can cure the effects of a newly inf

    with a successful Medicine skill throw. In addition, a Scientist who discove

    data in Area 9 can attempt another medicine skill roll on an infected a

    bonus if the attempt is made before 24 hours has lapsed.The hub itself is barren of anything of real interest. It is a leisurely ro

    circular room filled with pipes, grates, wires, and exposed metal mostly co

    a dull gray. Dim recessed lights fill the room, reflecting eerily off the flo

    yellow spores. There are 4 circular exits about 1 meter in diameter e

    spaced on the hubs walls labeled: Commons, Lab, Control, and Living.

    lead into the stations spokes, which, in turn, lead to the wheel.

    PCs can easily maneuver into the exits. They should go feet first, as cent

    gravity starts to pull about half way down the spoke. Characters going

    first must make an agility saving throw or land in the wheel on their hea

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    Area 1: The Hall

    The hall wraps around the entirety of the wheel and leads to all areas on t

    space station. Due to the circular nature of the wheel, PCs can only see abo

    40 meters (20 squares on the map) in either direction from any point in the h

    The halls are mostly dull grey. They are lined with pipes, wires, and service po

    and hatches on all sides. The floor is a metal grating that makes omino

    clanging noises as the PCs march across it. At a few random points, the P

    will see blobs of a yellow festering fungus clinging to a wall, or dripping throu

    the grating on the floor. These are the remains of some of the Infected w

    have past into the final stages of the mutation.

    Areas 1A, 1B, 1C, and 1D indicate the entry points of the spokes. For the m

    part, these are all identical.

    At area 1E, a small access panel lies exposed, and wires spit and sputter spa

    across the floor. The entire hall lighting in this section of the map (the L

    section) is flickering on and off in a sporadic pattern. If the PCs stop to analy

    the access panel for more than a moment, an infected drops from a ceilipanel above onto one of the PCs backs (roll randomly). The Infected surpri

    the PCs and gains a +1 to hit bonus on his first attack.

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    that the spare parts, if collected, would probably be worth about 200c

    robot repair shop.

    If the Technician does reconnect the brain and voice box, they fun

    sporadically and shut on and off. The robot knows little of what achappened if questioned, simply saying things like, humans acting abno

    The last thing he remembers was cleaning this room and being sav

    treated by 3 members of the stations staff.

    Area 4: The Library

    The library once contained several shelves that neatly held hundreds odisksnow these shelves have been overturned, and shattered disk

    scattered in heaps on the floor. Amongst a destroyed table and s

    lounge chairs can be found 6 smashed data-pads (metal rectangles

    the size of this rule book that contain a large screen for displayin

    information on the data disks). Scavengers can find 3d6 unbroken disk

    could be sold in a secondhand disk shop for 10cr each.Also in this room, along the wall opposite the entrance, are several 1x1

    clear plastic boxes (most of them cracked), as well as several matching

    shaped pieces Closer examination will reveal these to be some sort of a

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    Inside the freezer is the frozen, and quite dead, body of a female scientist (

    Virginia Reese). She sought refuge here from attacking Infected, but th

    locked her in and she froze to death (the look on her face is quite terrifying)

    the PCs search her body, they find her ID/access pass which can be used access information from the computer in Area 7.

    Area 6: Observation Deck

    The hall opens up at this point into a beautiful observation area. The entire w

    opposite the hall is a thick convex window looking out into space and at t

    moon Phobos. It has no other purpose than aesthetic and to help alleviate tclaustrophobic effect of being enclosed in the relatively compact station.

    If any PC states that they go up to the window and takes a really good lo

    around, inform them that he can see parts of the station itself. In additio

    they can see an environmental suit clad figure clinging to one of the stabilizi

    antenna about 10 meters to the right of the window. The figure makes

    movements and makes no indication that he can see the PCs.The figure can only be reached by exiting the space station through the airlo

    and attempting a space walk. Due to the spinning nature of the wheel, th

    a precarious bit of climbing and maneuvering To make the walk successfu

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    involve questionable legal and ethical methods.

    While the PCs are intent on checking the computer for information, they

    not notice 3 Infected sneaking up on them. If the PCs have specifically s

    that they are on the lookout, they see the Infected enter the lab. If not, a Sor a Scout can attempt an intelligence saving throw to notice them.

    Infected arent detected the first one gets a free attack against a rando

    before initiative is rolled as normal.

    The Infected (3):

    AC 10; HD 1d6; HP 2, 4, 5; THB +1; ATT 1d3 (fists); ST 18+; Move 6; S

    Berserker; XP 22

    Area 8: Freezer(The door is locked. Combination 563)

    The freezer contains thousands of small plastic containers with samp

    various genetically altered materials, components, and compounds.

    A scientist that attempts a science skill throw will be able to pick out exceptionally valuable substances. These could probably be pockete

    sold on the black market (if done within 48 hours of removing them fro

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    The syringes contain experimental cattle steroids and can be sold for 200

    each on the black market. If a PC injects the steroids, the effects of the dru

    vary. Roll 1d6 and consult the chart below:

    Area 10: Control Center

    (The door is locked. Combination: 201)

    This is the main control center for Cleopatra Station. Two uncomfortab

    looking chairs swivel before a sprawling console of blinking lights, buttoknobs, and computer screens. A large red light flashes next to a micropho

    and speaker.

    1d6 Effects

    1 The PC feels sick, loose 1d6 hp

    2-3 The PC vomits, otherwise, no effect.

    4-5 The PC feels invigorated, gain 1d6 hp

    6 The PC is hyper! Gain all hp back, and gain +1 on all to hit rollsthe rest of this mission!

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    The Infected:

    AC 12; HD 1d6; HP 5; THB +1; ATT 1d3 (fists) or 1d6 (laser Pistol, 5EU clip

    ST 18+; Move 6; SPC Berserker; XP 22

    When he sees the PCs he immediately attacks. On his turn, the Infectedhis head up from behind his cover and shoots, and then ducks back d

    Using the rule of 2, this gives him a +2 AC for a total of AC 14. PCs ca

    advantage of cover in this room as well, and gain the same +2 AC bon

    the firefight.

    Area 12: LatrineThis is the stations single unisex latrine (and its a long walk on a cold meta

    in the middle of the night to get here!)

    There are 2 small sinks on the wall to the left of the door, and severa

    round mirrors above these. A little further down the wall is a small supply

    containing various sanitary supplies such as toilet paper, razors,

    tampons, and air freshener (2 canisters of Auto-fresh).On the wall to the right of the door are 3 stalls containing the lat

    space-toilets. Urine is purified and recycled back into the station, while

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    If a Soldier thinks of it, the canisters can be rigged to act just like a grena

    (against Infected only) by making a successful demolitions skill throw. T

    improvised grenade has a radius of 2 meters and causes 1d6+4 damage

    any Infected in this area (plus the same additional ongoing damage list

    above).

    Area 13: Living Units

    All the living units are locked on a d6 roll of 5+ and have a rando

    combination chosen from the following list: 345, 660, or 286).

    These are small 2-4 person living units. They are small and sparse. Compabunks are built into the walls, and small lockers accompany each bunk.

    The wall lockers contain basic work clothes, some trade tools, and a few sm

    personal items (roll randomly on the chart below). There is little of moneta

    value or interest here.

    1d6 Item

    1 Photographs

    2 Good Luck Charm (rabbits foot, old coin)

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    Ripley has no idea what really happened on the station, and only know

    everyone went crazy and started attacking each othereven her be

    Fluffy.

    Ripley:AC 10, HD 1d3, THB +0, ATT - , ST 19+, MV 3, XP 10

    ConclusionRa-Industries is not at all pleased with what has happened, and the soon

    forgotten the better. As soon as the PCs shuttle is a safe distance

    they self destruct (via remote) the entire station. The PCs can see the b

    they leave.

    Ra-Industries make a nice press release informing the public that the sta

    power combustors failed and caused the explosion. They make a memo

    the unfortunate crew and pay any living relatives a nice fat compen

    package.

    As far as the PCs are concerned, they are decontaminated upon their

    and grilled about everything they saw on the station. Ra-Indust

    particularly interested in the possibilities of selling the crain spores to inte

    parties as a new biological weapon.

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    Further AdventuresOnce this mission is completed you may be wondering what to do next. T

    mission is stand-alone, and you can simply move on to the next mission, oryou like, you can continue the story started here. A possible linked adventu

    outline, Ripleys Rescue, is provided below. This will need fleshing out on yo

    part before it is playable.

    Ripleys RescueThe PCs are approached by a Ra-Industries executive who confesses to feeli

    guilty about the experiments and tests that Ripley is being put through. He tthem that she is a prisoner in a top secret facility on Mars, and offers to ta

    them there via his ship/skimmer to launch a daring rescue attempt.

    In the first scene the PCs attempt to get close to the facility, but are turn

    back by fighters. They can fight at first, but more keep coming until they a

    forced to flee and set down in the wilderness around the station.

    The second scene can involve a treacherous journey across the Martilandscape to get to the facility.

    The last scene involves the infiltration of the installation and the rescue of Rip

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    DESIGNATION OF PRODUCT IDENTITY

    This product is published under license from Grey Area games. X-plorer

    Copyright 2009 David Bezio, The namesX-plorersand Galactic Troublesh

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