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7-Osiris
Tabletop Adventures Presents:
By Martin RalyaR EPAIR S TATION 7 -O SIRIS
IntroductionWelcome, and thanks for picking up Repair Station
7-Osiris, the first product in the “Destinations” line
from Tabletop Adventures! This book describes 7-
Osiris, a busy repair station that can be easily
dropped into any space-based sci-fi RPG campaign.
About the AuthorMartin Ralya has been a freelance writer since 2004, and
has worked on several other projects for Tabletop
Adventures, including Bits of the Boulevard and Bits of
the Wilderness: Into the Wildwood. Martin also writes
Treasure Tables, a daily weblog for GMs, and runs the
GMing Q&A Forum (http://www.treasuretables.or g).
This is his first solo project for TTA, and he would like to
dedicate it to 2001: A Space Odyssey, Firefly, Outlands
and of course, Deep Space 9, which did it best.
7-Osiris is presented in two different conditions:
Active (inhabited, running normally) and Derelict
(ruined and devoid of life). An Overview is also
provided, which familiarizes you with the station ingeneral terms. You can run the derelict version of
the station without first reading the active version.
If your players ask questions relating to what
station life was like while 7-Osiris was still
operational, you can just refer back to the relevant bit of the active section during play.
This gives you two dramatically different ways toincorporate 7-Osiris into your campaign – as well
as the option of using it in both states in the same
game, if the PCs become familiar with the station
before disaster strikes.
The Active and Derelict conditions are described
separately, and broken into several sections:
Station Exterior (what 7-Osiris looks like from
space); Exterior Scenes (ready-to-use descriptions
of minor events that take place aboard the station);
Interior Areas (what the station is like inside);
Adventure Seeds (which you can use to introduce
the station into your game); and Bringing 7-Osiristo Life (to help you make this repair station seem
more real and vibrant to your players).
In addition, the first division – which describes 7-
Osiris as an active, functional repair station – also
includes one extra section, Cast of Characters,
which briefly describes the NPCs who run, use and
visit 7-Osiris.
Each section includes text that you can read aloud
directly to your players, generally when the
characters see a new area (or meet a new NPC) for
the first time. Some sections include a mini-
vignette (also designed to be read aloud) featuring
that area of the station. Read-aloud descriptions are
always italicized .
Gravity and life support (which includes both
breathable air and heat) are not consistent
throughout 7-Osiris – some areas have neither,
while others have one or both – and these
conditions change depending on which version of
the station (active or derelict) you are using in yourgame. For this reason, the status of both gravity and
life support is included at the very beginning of
each description, right after any read-aloud text.
OverviewRepair Station 7-Osiris is a medium-capacity repair
facility for spaceships, capable of handling
anything from personal shuttles on up to midrange
D ESTINATIONS :D ESTINATIONS :
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7-Osiris
cargo vessels. Although 7-Osiris is not a
particularly large station, what it lacks in size it
makes up for in adaptability; this repair station can
alter its structure to accommodate ships of different
shapes and sizes, within reason.From a distance, 7-Osiris looks like a big wire box
with lumps in it – and in a nutshell, that is exactly
what it is. The station consists of a roughly cube-
shaped frame of girders, armatures, docking tubes,
pipes, cranes and cables – called “the grid” – which
surrounds a handful of repair bays and pod-like
habitable areas, as well as the ships that are docked
there for repairs. Each face of the grid is about 500
yards wide.
With a bit of grunt work, the various armatures and
girders that are “woven” together to form the gridcan be moved around and anchored in new
positions, allowing 7-Osiris to make room for a
larger vessel, bring needed cranes or other
equipment closer to areas in need of repair and
otherwise adapt itself to every job that it takes on.
The station is home to a sizable crew of repair
specialists and technicians, as well as a few guards
and other support personnel, plus the staff of the
Vicar’s and, of course, the crews of some of the
ships that are docked there.
7-Osiris works equally well in deep space or as anorbital repair station, and is described in such a way
as to leave both options open to you. In deep space,
it would need to be placed near a hyperspace jump
point or along a major space lane. As an orbital
station, it can be installed in geostationary (stays at
a fixed point while the planet rotates beneath it) or
geosynchronous (rotates with the planet, but stays
above a fixed location) orbit around any planet with
significant space traffic.
Similarly, whether or not 7-Osiris is a commercial
venture or a government (or even military)
installation has been left open as well, to make it is
as easy as possible for you to incorporate this repair
station into your game.
7-Osiris has a variety of nicknames among its crew
(and frequent visitors), including “Seven,” “the
grid,” “the cage” and “Siri” (shortened from
Osiris). You can extrapolate as much or as little
from the designation “7-Osiris” as you like –
perhaps there are other numbered Osiris-class
repair stations scattered across the galaxy (1-Osiris,
2-Osiris, etc.), or other stations named after gods
and mythical figures (like 9-Odin and 33-Quetzlcoatl).
About Communications7-Osiris has its own communications network,
segmented into public and private bands. Every
member of the crew carries a personal comm, and
can communicate with any other crewmember on a
range of channels, including one scrambled
channel, for the station’s very occasional secure
communications.
For visitors, the station maintains a hardwired
public network. There is a comm unit on both sides
of every airlock, as well as several in each of the
interior areas described below. (Note also that since
the docking tunnels are segmented and separated by
airlocks, there are comm. units every hundred feet
or so even in the docking tunnels.) These stations
allow visitors to communicate on several publicchannels, as well as to dial other parts of the
station. They also include an emergency call button
that summons guards (and usually several
crewmembers, as well) to their location, if needed.
7-Osiris: ActiveThis section describes Repair Station 7-Osiris as a
bustling hive of activity – a full house, with ships
docked for refitting and repairs, and plenty of
visitors aboard.
Station Exterior From a distance, the space station glitters likea birdcage in the starlight. As you get closer,
you see that the station is little more than a
vast, roughly box-shaped grid of girders, struts, tubes and armatures, perhaps 500 yards
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on a side, surrounding a dozen or so ship-sized
pods – and enclosing several spaceships of
different sizes in its web. Even from here, youcan see that this repair station was built for
function, not beauty.
Red and yellow guide lights blink on and off allover the outer edges of the station’s metal grid.
Tiny scratches and pockmarks dot the
structure, from years of exposure to small- scale space debris and contact with the hulls of
countless ships. Servo platforms and drones
skim the surface of one of the larger ships thatis docked there, and space-suited figures can
be seen working on a great tear in the cargo
vessel’s bright metal hull.
As you get closer, you can see tiny figuresthrough the view ports of the larger habitation
pod, and several space-suited repair techs
pulling one of the docking tubes to a new
location. Painted on a row of metal plates
mounted on the leading edge of the grid is the station’s designation, Repair Station 7-Osiris,
spelled out in red block letters ten feet high.
The Grid7-Osiris’s elaborate grid system is built
primarily of bright stainless steel girders and struts, extensively cross-braced, that radiate
out from dozens of hinged mounting points.
Some of the smaller pieces are made of darker
metal, while others are painted red or blue, perhaps to signify their function. Conduits and
pipes run along most of the grid arms, mixed inwith control boxes and guide lights.
Where ships are enclosed in the grid, you can see that they are
hard-docked to the
station itself, withrubber-gripped
clamps and
magnetic armaturesholding them firmly
in place. Most of the
larger structuralelements also havetranslucent docking
tunnels running
along their length,and dark shapes –
people moving
between ships, orbetween ships and
the habitation pods
– can be seen
within.Gravity: None.
Life Support: None.
The bulk of Repair
Station 7-Osiris is
“the grid,” the
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network of interlinked supports, hollow girders and
braces the gives the station its cage-like
appearance. Most of these supports look a lot like
modern day crane arms: four long tubes, each about
six inches wide, placed in a square configuration, joined by smaller “X”-shaped supports that run up
their length.
Most of these sections can be decoupled from one
another and relocated to new positions, allowing
the station to accommodate different hull sizes and
configurations. They offer plentiful handholds, as
much of the station’s repair work is performed by
techs in spacesuits. Running in, on and around
these supports are conduits carrying electricity to
the outer areas of the grid, pipes, locked control
boxes that allow the struts to be repositioned,
running lights and other bits of equipment.
Repair BaysYou can see several repair bays throughout the grid, each one a half-sphere perhaps forty feet
across. The inside of each sphere is lined with
racks of tools, pieces of machinery and otherrepair equipment, all open to the vacuum of
space. Techs in spacesuits dart gracefully in
and out of these bays, retrieving and stowing
tools and otherwise going about their work.
Looking closer, you can see that the open face
of each bay is not actually open – a fine net
covers the entire flat side of each half-sphere.The net has a hole in its center, allowing techs
to come and go freely but preventing loose
tools and stray parts from drifting into space.
Each repair bay pod also has a pair of doors stowed on its exterior, which look like they
could be used to seal the pod in the event that it
needed to be pressurized for specialized repair
work.
Gravity: None.
Life Support: No, although they can be given full
life support (air and heat) if needed.
7-Osiris has six repair bays, all of which contain a
wide assortment of tools, gadgets and gizmos used
for spaceship repairs. These pods are generally left
in the configuration described above – open to
space – for ease of use, although all of them can be
sealed and pressurized if necessary. Since most of
the actual repair work that the 7-Osiris’s crew performs is done on the hulls of the ships being
repaired, however, there’s rarely a need for
“workshop” spaces.
Shuttle Bay7-Osiris’s shuttle bay is adjacent to the station’s habitation pods, not far from the
center of the grid. The shuttle bay is lozenge-
shaped, with a slit in one side that is open to space, allowing shuttles to come and go freely.
Several shuttles can be seen inside, lit by the
shuttle bay’s interior lights. Docking tubes are
coupled to each shuttle, and a few techs can be seen working on one of the smaller craft.
Gravity: None.
Life Support: No; docking tubes are used to get
from the shuttles to the habitable areas.
The shuttle bay is little more than an enclosure to
house the station’s five shuttles; although it can be
sealed (the hatch is normally left open), it cannot be
pressurized and there is no gravity. Access to theshuttles is by docking tunnels, and these tunnels
lead to the habitable areas of the station. This is one
of the most spartan sections of the station, with
little wasted space – just a few feet of clearance
around each shuttle – and nothing in the way of
amenities.
Habitation PodsThe most brightly lit section of the 7-Osiris isits pair of habitation pods, egg-shaped
structures that sit end-to-end not far from thecenter of the grid. Both pods are made of a dull gray metal that soaks up the starlight, with
some sections that have clearly been patched
and repaired over the years. A web ofoverlapping pipes and conduits encases each
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pod, surrounding small view ports that are
scattered across their surface.
Docking tunnels radiate out from both pods,
connecting them with other sections of the
station and with the shuttle bay. You can seemovement through the view ports, and in manyof the docking tubes as well. Even from a
distance there is a sense of coziness – of
warmth in the void – that seems to emanate from the two pods.
A third larger, longer pod sits off on its own,
connected to the other two by several very long
docking tunnels. “The Vicar’s” is paintedacross its scarred metal hull in gold letters
several feet high, and flashing multicolored
lights can be seen through its tiny view ports.
Gravity: Yes; slightly less than Earth-normal.
Life Support: Yes.
There are three habitation pods: one for crew
quarters, one for visitors and the third for the
Vicar’s, the station’s combination bar, casino and
den of ill repute. These are described in more detail
in the Interior Areas section, below.
Bug Hunters As you approach Repair Station 7-Osiris, you
can see a fair amount of movement on the
station. Repair techs, both free-floating and on skiffs and platforms, skim around the ships that
are docked there for repairs, and dockingtunnels sway gently as people pass through
them, but what catches your eye are the
menacing black gun turrets located on eachcorner of the repair grid. Two snub-nosed guns
protrude from each turret, and as your ship
approaches the station, the two closest turretstrack your progress.
Gravity: None.
Life Support: Yes.
The bug hunters are 7-Osiris’s defense system:
eight automated gun turrets, one at each corner of
the repair grid. Each turret has a wide field of fire,
limited only by the station itself and any ships that
protrude past the edges of the repair grid. The bug
hunters can be reached using the network of
docking tunnels, although a locked, armored airlock
limits access.
The bug hunters have fairly sophisticated onboard
Artificial Intelligence (AIs), and in the absence of
human control they are capable of running threat
assessment programs and picking their own targets.
In practice, human control is preferable, so station
guards man at least four of the bug hunters at all
times. Standard practice is for one or more turrets
to track every unknown ship that approaches the
station, which can be unsettling for first-time
visitors.
These ball-shaped turrets each have a pair of large-
bore cannon emerging from them, and can rotate onall axes. Inside, there is just enough room for a
single person (with or without a spacesuit) to work
the controls. Each bug hunter is also equipped with
a computer that allows it to control the rest of the
turrets – so in a pinch, one person with the proper
access codes could operate all eight turrets.
If the station is attacked, the guards in the four
manned bug hunters will each take control of a
second turret, setting that one to semi-autonomous
mode until the rest of the gunners can take their
positions.
Exterior ScenesPresented here are three mini-vignettes that you can
use to convey the feel of approaching 7-Osiris from
space, or of looking out of the hab pods at the rest
of the station.
Scene: Pulling in for repairs
From a little way off, the edge of the cube-
shaped grid that is Repair Station 7-Osirislooks impassable – a crazy web of
interconnected girders, with no openings large
enough for your ship. Up close, however, youcan see that this is not the case – a path has
been cleared for you through the supports, with
several yards of clearance on every side.
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Repair techs in spacesuits hover around theedges of this pathway, and several small
floating platforms and drones are moored to
girders above and below you. With puffs from
its attitude jets, your ship moves slowly up to,and then past, the edge of the station’s grid.
Soon you are surrounded by pipes, conduitsand supports on all sides, and after another
few moments the ship glides to a stop withanother burst from its forward jets.
You hear the muted thump of rubber on metal
as repair techs attach magnetic armatures to
her hull, hard-docking your ship with the station itself. Within moments, drones are
zooming past the view ports as they flit over the surface of your ship.
Scene: Damaged cargo ship docking
You watch as a heavily damaged cargo vessel
begins its approach, preparing to dock with the
station. One side of the ship is marred by thebright scars of several impacts – whether from
weapons or space debris, you can not tell for
sure – some of which look to have penetratedthe hull completely. Large sections of the edge
of the station’s grid nearest to the ship swing slowly outwards, with space-suited techsmanning their controls, as the cargo ship
closes with the station.
Slowly and with great care, the ship aligns
itself with the edge of the cube and begins tomove inwards. The grid almost seems to
swallow it, with girders extending off of the
structure to wrap around the tail end of thecargo ship. Several small drones, as well as a
larger floating platform, move into position
around the ship, and you watch as techs position hard-docking arms and booms to holdthe massive vessel in place. In a few silent
minutes, it is all over; except for the stream of people moving through the translucent docking
tunnels, you would not know that the ship had
not been there all along.
Scene: Repaired ship taking off
A swarm of repair techs decouples a small
freighter – freshly repaired – from the support
grid. Coupling arms and booms slide back smoothly and silently, and other techs
reposition several of the larger girders to give
the ship more room to move.
With a few white puffs of gas from its attitude jets, the freighter begins to nose its way out of
the grid. It slides out smoothly and heads into
open space, running lights blinking steadily,
and then fires its topside jets and pulls slowlyaway from the station. After it is fully away
from 7-Osiris, you see a cherry-red glow
blossom deep within the freighter’s aft engines.The glow builds rapidly, quickly becoming a
star-bright flare of white heat, and the ship –
now several kilometers from the station –disappears into the black.
Interior Areas
Docking TunnelsYou are enclosed in a dimly lit tube made oftranslucent yellow-white plastic. There aremetal rings every few feet, and rails run the
length of the tube above, below and to both
sides of you. You can hear the steady hiss of airbeing pumped into the tube, which rocks back
and forth as you pull yourself along the rails in
zero-G. The whole thing feels a bit like beinginside a giant plastic intestine, and you can not
see much through the walls of the tunnel – just
vague shapes that might be ships.
Gravity: None.
Life Support: Yes.
Often called “float tubes” by the crew, docking
tunnels connect all of the habitable sections of 7-
Osiris to one another, to other important areas (like
the shuttle bay) and to the outlying regions of the
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grid. The tunnels are made of thick, semi-rigid
translucent plastic, and are a pale yellow-white in
color. There are steel support rings every eighteen
inches, which help the tunnels keep their shape, and
four grab rails (thin tubes with a textured outer
surface) are mounted to these rings. Dim lights arealso present every twenty feet or so.
The grab rails run along the length of the tube, one
each on the top, bottom and sides (although these
are relative terms in zero-G), allowing those using
the tunnels to pull themselves along in the absence
of gravity. Despite their rugged construction, the
docking tunnels will not stand up to any serious
punishment – they can be cut with relatively little
effort, and penetrated by nearly any projectile
weapon with no effort whatsoever.
The network of docking tunnels is interrupted everyso often by airlocks; airlocks are also in place
anywhere that a docking tunnel mates with a
pressurized area (like the habitation pods). This
prevents depressurization in one section of a
docking tunnel from depressurizing the whole
network.
Scene: Crowded tunnel
As you change directions to turn a corner,
kicking off of one of the grab rails, you see several other people floating towards you from
the opposite direction. All of them are wearing
dark gray space suits, but their helmets are off;they are talking in a language you do not
recognize, and the sound of their voices is
warped in the cramped confines of the tunnel.They nod and smile as they line up, one behind
the other, so that you can pass each other in
the narrow tube. A moment later they are past
you, floating by with the grace of seasoned space travelers.
Machine Bay Peering in through the machine bay’s airlock,
it is tough to believe that so many machinescan be stored in one place. A stack of towing
platforms is strapped to one wall, while drones
and repair skiffs float gently in their harnesses
on the ceiling above you. The only open space
is next to the doorway, where a skiff is midway
through being repaired; tools and parts floataround it, and two repair techs are examining
its engines. Opposite the doorway is a massive
circular airlock, currently closed, which allowsaccess to the repair grid.
Gravity: None.
Life Support: Yes.
7-Osiris’s machine bay is one of the largest sections
of the station, a roughly spherical pod that is
smaller than the Vicar’s and the storage pod but
larger than either of the hab pods. It houses the
drones, space platforms, jet-equipped cranes, repair
skiffs and other heavy machinery needed for
spaceship repairs. Altogether there are thirty-sixvehicles housed in this bay, although at any given
time about half of them are being used in repair
work.
Unlike the shuttle bay, the machine bay is
pressurized; positive pressure is maintained by a
massive airlock – fourteen feet in diameter – that
allows the various drones to come and go freely.
Within the bay, an elaborate system of harnessesallows 7-Osiris’s crew to maximize the interior
space – platforms are stacked on top of each other
and strapped to the walls, skiffs overlap nose-to-
tail, and so forth.
There is also a large cleared area on the back wall,
opposite the main airlock, which is used to perform
repairs on the various machines in the bay. This
area (which looks a lot like a modern-day helipad)
has a wide range of tools stowed around its edges.
Apart from that, there are very few small objects in
the machine bay – it is deliberately kept as clear as
possible to minimize the chance of damaging the
various drones and other equipment.
Scene: Repair skiffs taking off Looking out at 7-Osiris’s machine bay, you
watch as its wide, circular airlock cracks open,both halves of the circle sliding smoothly back
into the pod. Two repair skiffs emerge from theairlock, their attitude jets squirting out small
plumes of gas as they maneuver towards the
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nearest docked ship, a boxy mining trawler.The skiffs are slim machines, made to be
straddled, with small engines underneath fore
and aft, and each has a scratched and dented
plastic sphere mounted on its underbelly. A single space-suited repair tech rides each skiff,
guiding it through the web of girders thatmakes up the station’s repair grid.
Storage PodThe storage pod is a boxy rectangular
structure situated near the “top” of the
station’s repair grid. Someone with a sense ofhumor has painted “Coffin for Non-Paying
Customers” in dark blue paint across one of itsrusted metal sides. The pod is low and wide,clearly designed to hold spare hull sections
and plating for use in repairs. Smaller lockers,
boxes and crates are bolted and strapped to its
exterior, presumably holding other spare parts.
Gravity: None.
Life Support: None.
Unlike all of the other structures on the station, the
storage pod is box-shaped, a hard-edged
rectangular structure made of rusted metal. (It looksquite a bit like a modern-day shipping container.)
The pod itself is used to store sections of ship hulls,
metal plates of various sizes and composition, andother large objects. The various boxes and lockers
attached to its exterior house smaller parts,
including piping, fuel, electrical wire, bolts and
other essentials, as well as anything the crew could
not put somewhere else. Like the main pod, all of
the smaller storage spaces are kept locked at all
times.
Scene: Hull sections leaving storageThree repair techs with a towing platform havetaken up positions around the storage pod’s
access hatch, and one of them keys in the entry
code. Together they open the large door,revealing stacks upon stacks of sheet metal and
hull sections. One of the techs disappears
inside the pod, pulling a tow cable behind him. He emerges a few moments later, and all three
techs climb aboard the platform.
Slowly and with obvious care, they fire the platform’s attitude jets and drag an enormous piece of spaceship hull – perhaps twenty feet
square – out of the storage pod. Once it is free,two of the techs kick off of the platform, close
the storage pod’s access door, and grab hold
of two of the hull section’s edges, helping to guide it through the repair grid.
Habitation PodsOver the years, 7-Osiris’s crew has made thehab pods less sterile and utilitarian, and more
homelike. Their textured metal flooring has
been carpeted over in some areas, woodenaccents have been added around doorways and
airlocks, curtains have been hung in front of
many of the view ports – to keep out the lightsof the station during night cycles – and framed
prints, paintings, photos and silk screens have
been mounted on the walls.
Gravity: Yes; slightly less than Earth-normal
(applies to all hab pod areas)Life Support: Yes (applies to all hab pod areas).
Called the “hab pods” by nearly everyone aboard,
these three structures house everyone who lives
aboard, or visits, 7-Osiris. There are three separate
hab pods: one for the crew and staff, one for
visitors and the third for the Vicar’s. The crew pod
and the visitors’ pod are connected to one another,
as it is easier to supply life support to both of them
that way; the Vicar’s sits off by itself, on one edge
of the repair grid. All three are described
individually below.
The Vicar’s has its own life support machinery and
gravity generator, while the two other hab pods
share one life support and gravity generation
system. Both sets of equipment are mounted below
the pods they supply, and are armored against
random space debris (as well as low-level
weapons).
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Crew Quarters Looking down the corridor into the crew
quarters pod, you see several narrow cabindoors on either side, and a larger door at the
end. Soft string music emanates from one of the
closed cabins, and you can hear voices frombeyond the larger doors at the end of the
corridor. The wall to your left is covered in
photos of repair jobs the crew of 7-Osiris has
performed, as well as pictures of family and friends. A painted mural on the right-hand wall
depicts a busy shipping lane in space, with 7-
Osiris at its nexus.
7-Osiris’s crew pod is fairly simple in layout. A
central corridor runs from one end of the egg-shaped structure to the other, with small crew
cabins on both sides; the command crew’s quarters
are at the far end of the hall, along with the arms
locker, while bathrooms and showers are at the near
end, closest to the main airlock.
Two crewmembers share each of the small cabins,
which hold a bunk bed, a tiny closet, two storage
lockers and a folding table with two folding chairs.
Each cabin has been personalized with posters,
artwork and other items according to the tastes of
its occupants.
The command crew’s cabins are half again as large,
but by no means luxurious. They also sleep two,
with the exception of the Station Commander’s
room (which is not shared). Like the crew cabins,
the members of the command crews have
personalized these spaces as well, giving them a
homey feel.
The bathrooms feature low-tech pressure showers
and vacuum toilets, and all of the water used there
is recaptured, filtered and recycled back into the
system.
The arms locker is secured by two lockingmechanisms, one physical and one electronic, and
only the command crew and the guards have access
to it. The locker (really a small walk-in closet)
holds a dozen sidearms, a dozen shotguns and six
space-capable rifles. The sidearms and shotguns
both fire frangible rounds – essentially, plastic
bullets that will penetrate flesh, but not the station’s
hull – and neither will work in space. The space-
capable rifles fire armor-penetrating bullets, and
will work just fine in space.
Scene: Shift change
At shift change, the common area between the
crew and visitors’ quarters fills up with space-
suited repair techs, drone jockeys, guards andother station personnel. Crewmembers swap
stories from their shifts, fight over who gets
dibs on the showers and generally make a lotof noise for the next few minutes. Once the
departing crewmembers have left for their shifts, and the arriving ones have gone to the
showers or to their cabins, the common area is
suddenly quiet again, with only the almost-
inaudible hiss of the life support system to keep you company.
Visitors’ QuartersSoft, soothing music plays in the galley, where
the crew of a small cruiser is sharing a meal.
Beyond the galley are several cabins for
guests. Some are open, and you can see visitorsinside, while others are closed. The walls in the
galley and around the cabin doors are covered
with mementos of past visitors: before andafter photos of their ships, some cracked and
yellowing with age, crews toasting repair techs
aboard their newly-repaired vessels and otherimages from around the station. Behind you, in
the lounge, you hear a soft bleep as the status
screen is updated, signaling that one more shipis a bit closer to being fully repaired.
During lengthy repair stays, most ship crews sleep
aboard their ships, but there are times when this is
not an option, such as when the repair techs have to
depressurize a ship to fix a major problem. For thisreason, the station offers spacious, comfortable
visitors’ quarters.
The visitors’ pod is attached to the crew quarters
pod, and there is a common area – essentially, a
lounge – in between the two. (Technically, the
lounge is aboard the visitors’ pod.) One wall of the
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lounge is taken up by a large video screen, on
which is displayed the status of every ship docked
at the station: what percentage of repairs have been
completed, an estimated completion date and other
useful information. This screen is updated severaltimes a day by the repair techs, who send the
information over from computers in their repair
bays.
Just past the lounge is the galley, which serves a
limited menu around the clock and can seat
everyone aboard the station. (Better – and more
expensive – meals are available at the Vicar’s.)
Beyond the galley are the sleeping quarters, ten
rooms with four foldout bunks apiece. Each room
includes a folding table and four folding chairs,
plus a small closet and a storage locker. With the bunks folded up, four people can comfortably sitaround the table playing cards, throwing dice or
otherwise passing the time until their ship is
repaired.
At the back end of the visitors’ pod are spacious
showers and bathroom facilities, much nicer than
the ones in the crew quarters. When no visitors are
aboard, crewmembers regularly sneak into these
bathrooms instead of using their own.
Scene: New arrivals
As the lounge airlock opens, the mellow
atmosphere is broken by loud shouting fromthe airlock’s occupants: the crew of a small
mercenary ship, the Line in the Sand , which
you just saw pop up on the status screen. Three
women and two men, all in pilot gear, arearguing at the top of their lungs about whose fault it is that their ship got damaged. Seeing
you, they abruptly stop arguing, mutter their
apologies, and head straight for their cabins
without pausing to chat.
The Vicar’sCompared to the rest of the station, going intothe Vicar’s is like getting hit with a wall of
sound – you are inundated with the bright
chirps of gambling machines, the clatter of
dice, catcalls from the brothel above and the shouts of gamblers and bar patrons alike. Then
there are the lights: multicolored tubes of
swirling light around the view ports, slow-
pulsing white and gold lights from under thebar and spotlights bathing the gambling tables
in a diffuse yellow glow. The crowd is a mix of7-Osiris crewmembers, visitors who are here
while their ships are being worked on and spacers who have stopped by solely to spend
their money at the Vicar’s.
One of the largest structures on 7-Osiris, the
Vicar’s is a cigar-shaped pod situated at one edge
of the repair grid, some distance away from the
other hab pods. Like space station and spaceship
crews everywhere, the crewmembers and visitorsaboard 7-Osiris would go stir-crazy without
distractions – and the Vicar’s offers distractions
aplenty, including gambling, a fully-stocked bar
and restaurant, prostitutes and the chance to rub
shoulders with everyone else on the station. Nearly
every member of 7-Osiris’s crew spends some time
(and money) at the Vicar’s blowing off steam, as do
many of the station’s visitors.
There are three levels to the Vicar’s: the main level,
which includes the bar and the gambling tables; the
mezzanine, a wide walkway overlooking the mainlevel, which houses the restaurant; and the upper
level, which is a brothel. There are wide view ports
on the main and mezzanine levels, offering
spectacular space views on one side and views of
the station on the other. These view ports are lined
with pulsing, multicolored light tubes, giving the
Vicar’s a garish appearance from space. The
interior lighting is otherwise quite dim, the better to
facilitate the shady dealing that goes on here at all
hours.
The Vicar’s is a popular destination in its own
right, attracting customers to 7-Osiris who do notneed ship repairs. To this end, there are ample
docking points, including docking tunnel
connections, on the repair grid around the Vicar’s.
This allows ships to park next to the station without
entering the grid, so that they can come and go
without needing assistance from the station’s crew.
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Armed guards who work for 7-Osiris patrol in and
around the Vicar’s, and theirs are the only weapons
allowed aboard. In practice, this rule is very
difficult to enforce, and depending on how seedy
you decide to make the Vicar’s, some, most or all
of its customers could be carrying concealedweapons.
Repair Crew
Scene: High rollers
The center of the main floor of the Vicar’s is
packed – it looks like everyone who was at therestaurant, the bar and the other gaming tables
has gathered around a single table. The crowd
is hushed for a few moments, and then erupts
in cheers as one gambler throws the dice. Afterthe bets are raked in, a hush descends again –
only to be broken seconds later by catcalls from the mezzanine and more cheers from themain level.
Interactions
Cast of CharactersThe most people you would expect to find on this
station at one time is approximately 140 people. Of
that, approximately 110 people would be residingin either the crew quarters, the visitor’s quarters or
the Vicar’s. The remainder of the people reside on
their own ships. The standard crew for the repair
station only would be 54.
Command CrewVisitors to 7-Osiris are not likely to meet most of
the command crew, which consists of three Repair
Captains (who supervise the repair techs), a Comm
Officer (who coordinates station communications),
a Supply Chief (who manages the station’s
inventory) and the Station Commander, KejiArmstrong.
Newly arrived visitors are generally greeted by a
Repair Captain – most often Sasira Cheng, the most
garrulous of the three Captains. Especially
important guests may be welcomed aboard by the
Station Commander himself.
The members of 7-Osiris’s sizeable repair crew
spend most of their time in the repair bays and
working on ships. When they interact with visitors
at all, it is in the relaxed atmosphere of the galley
(in the hab pods) or at the Vicar’s. Grainger
Chapman is generally regarded as the best tech
aboard, while Garz Mullak does the fastest repairs
and Safir Elemena is particularly accident-prone.
Guards7-Osiris’s small staff of guards patrol the tunnels
around the hab pods, keep an eye on the Vicar’s
and man the bug hunters. Visitors are most likely to
run into their Captain, Savin “Bang Bang” Jones,
who makes an effort to get to know everyone who
comes aboard the station.
Staff of the Vicar’s
The Vicar’s, appropriately enough, is run by the
Vicar (known by his real name, Stuart Derby, only
to a select few), a smalltime criminal who paid off
his debts and retired to 7-Osiris. Notable members
of the Vicar’s staff include Sira Quartz, the Vicar’s
girlfriend and the best dealer in the house; Avar
Stoneman, a hired thug with fewer teeth than
scruples; and Jen Swale, the most popular prostituteon the station.
Visitors
At any given time, 7-Osiris is usually hosting the
crews of two to four ships (the rest live and sleepaboard their vessels while repairs are underway),
plus as many as two dozen spacers who are aboard
to sample the distractions that the Vicar’s has to
offer.
Adventure Seeds
Big Bang
One of the ships docked on 7-Osiris – the Spinward
Wanderer , a small mercenary vessel – has a leak in
its fuel core, and if it gets any worse the whole ship
could explode…taking the station with it. As soon
as they discover this, the station’s repair techs
refuse to go near it, and other visitors start leaving
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the station in droves. Desperate to save 7-Osiris,
Station Commander Armstrong approaches the PCs
and implores them to go aboard the Wanderer and
stop the leak.
Fish in a Barrel
The Bard’s Pride, a midsize mining vessel that has
just docked on 7-Osiris, is not what it seems – it is
crewed not by miners, but by space pirates, and
they plan to take over the station. Their plan
involves spreading out in the docking tunnels on
the station’s next night cycle, overpowering the
guards manning the bug hunters – and then training
the guns on the ships in the repair grid and
demanding an exorbitant ransom. While the PCs
are in the Vicar’s, Mordecai Aldor, a pilot from the
Pride, gets a little too drunk and lets the basics oftheir plan slip out at the bar. Will the PCs handle it
themselves, or go to the station’s command crew?
New Bug
The Vector , a science vessel that recently stopped
off at 7-Osiris for a refit, brought a surprise gift: a
virus from a newly colonized planet. The virus
came aboard with the Vector’s crew, and shortly
after they left it broke out all over the two main hab
pods. The repair techs quickly locked down the
airlocks leading out of those pods, keepingeveryone in the Vicar’s – including the PCs – safe,
at least for now. Will the PCs take a ship and try to
track down the Vector ? Or will they work with the
people in the Vicar’s to try and come up with a cure
on their own?
Bringing 7-Osiris to LifeRepair Station 7-Osiris was built in a very
utilitarian fashion, but over the years it has been
personalized – and humanized – by its crew and its
many visitors. Aspects of the station are still veryutilitarian, though, like the docking tunnels, repair
bays and shuttle bay – plus, of course, the repair
grid itself. But the living spaces – the crew and
visitors’ quarters, and the Vicar’s – have been made
more homelike, and have a lived-in feel to them.
It is also a bit of a rough-and-tumble place. There is
enough security present (in the form of the bug
hunters and the station’s guards) that visitors rarely
cause problems, and in return the crew overlooks
most of what goes on in the Vicar’s, as well as
behind closed cabin doors.
And it is big : 7-Osiris is a cube that is 500 yards(almost 500 meters) on a side – that is 1,500 feet, or
five American football fields. Most of that space is
just that – empty space, taken up only by the repair
grid and ships that happen to be docked for repairs.
The various discrete structures, even the larger
ones, are lost in this sea of metal.
Floating through a docking tube from the main hab pods to the Vicar’s – a trip most visitors take at
least once – can be a very isolating experience, and
can take someone who is inexperienced at moving
in zero-G several minutes. Several long, lonelyminutes, with only the sound of their own breathingto keep them company…
With the many girders and struts of the repair grid
in the way, it is tough to see all the way across the
station even when no ships are present – but with a
couple of ships docked for repairs, it becomes
impossible. This further isolates the different
sections of the station, and makes the crew and
most visitors very glad for the coziness and comfort
of the hab pods.
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13
7-Osiris: DerelictIn the recent past, Repair Station 7-Osiris was
attacked by forces unknown – raiders, hostile
aliens, space pirates, a rival government’s military
ship, mercenaries – the choices are endless! They
ravaged the station itself with ship-based weapons,
boarded it, kidnapped some of those aboard, killed
the rest, and made off with any ships that survived
the attack. This section describes 7-Osiris as a
derelict, ruined and empty – and potentially quite
creepy, too.
A Few Words aboutGravity and Life Support
As with the active version of 7-Osiris, each section
of the derelict version includes a brief note about
the status of gravity and life support. It is worth
noting here, however, that every section is now the
same – there is no gravity or life support anywhere
aboard 7-Osiris.
If you would prefer to avoid requiring the PCs to
wear spacesuits while aboard, you have a couple of
options. One is to scale back the damage caused in
the attack, and have a working backup generator in place for the two main hab pods. That allows the
PCs to have a place to rest other than their ship –
but they will not know how long the generator will
keep going…
The second option is to set the attack in the very
recent past – within the last few hours, or possibly
days. Sections of the station that were not blown
open will still have gravity and/or life support (if
they did originally, of course), as the station’s
power source will not have had a chance to run
down yet.
Lights
Another thing to keep in mind is that without
power, there are no lights aboard 7-Osiris. Near
view ports, the PCs will be able to pick up some
ambient starlight (or shine in lights from their ship),
but everywhere else they will be in complete – or
near-complete – darkness, and will need to carry
their own light sources.
The descriptions below all assume that the PCs are
carrying lights.
What about Communications?Because each comm station has battery backup
power, and because the comm units require very
little juice (especially when they are not in use), the
station’s comm networks – both public and private
– are still functional. (The comm network is
described in detail in the Overview, above.)
This allows the group to split up, if necessary, and
still have a way to stay in touch with one another. It
also gives you, as the GM, a wealth of
opportunities to creep the players out – comm. units
can ring when the whole group is in the same place
(so who is on the other end?), lines can be dead
when someone tries to use them, strange sounds
can be heard when a handset is picked up, and so
forth.
Station Exterior From afar, the station appears normal – until you notice that there are no running lights on
the station itself, nor any lights in the windowsof the habitation pods. As you come closer,there is no way you could mistake this station
for anything other than a derelict.
Torn-away docking tubes and other debris
have floated away from the ruined station,catching the starlight as they turn over and
over in space. This debris forms a loose cloud
around the station.
The vast “cage” of girders and struts thatmake up the station has been heavily damaged.
Scorched and dented in some places, portions
of it have been smashed or torn away entirely.
Broken armatures dangle limply, attached tothe rest of the station only by dead electrical
wires. The network of plastic docking tubes
that once connected different sections of the station has also suffered, with some tubes
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shredded by weapons fire and others simply pulled loose.
Just two ships remain docked on 7-Osiris, and
both look to have been damaged beyond repair.The ships are surrounded by clouds of dust, shreds of metal and debris, as well as several
space-suited bodies. One corpse rotates slowlyas you watch, and as the faceplate spins
around to face you, you can see that it is full of
frozen blood.
The ship-sized pods suspended in the repair grid have not fared any better. There are
scorched and ragged holes in several of their
hulls, open to space, while airlocks on several
others hang open on broken hinges. Worst ofall, corpses have floated out of the various
pods. Some of them are now trapped in therepair grid, while others drift slowly through
the maze of steel piping, occasionally bouncing
off of a support and taking a new trajectory.
The Grid7-Osiris’s repair grid is a study in contrasts. In
many places, the bright steel girders, painted
pipes and conduits have not been touched –they look as good as new. In other areas,
weapons fire has cut struts in half and melted
wires into streams of plastic and copper, andimpacts – whether from projectiles or ships,
you can not tell – have dented and bent the
various girders and supports.
It appears that some of the hinged mounting points that allow the repair grid to change
configuration have not been damaged, and
might still be functional. Others, however, are
clearly too far gone to be of any use.
Gravity: None.
Life Support: No.
The repair grid, or simply “the grid,” forms the
bulk of 7-Osiris and gives it the appearance of a
gigantic square cage. When the station was active,
each interlinked bundle of girders terminated in a
powered hinge mechanism, which repair techs
could use to reconfigure the attached sections of the
grid. About 75% of these mounting points no
longer function now, having either run out of poweror been irreparably damaged in the attack.
The other 25%, however, have a bit of juice left in
their backup batteries and are still functional. This
allows the PCs to move them around if necessary,
within whatever limits you ascribe – perhaps they
are lucky, and the ones that they need to move still
work; perhaps not.
The repair grid is still covered in cables, conduit
and piping, but those elements have also suffered a
lot of damage. There are still pipes with hydraulic
fluid in them, and many of the electrical wires stillwork just fine – they just need to be re-terminated.With some creativity, PCs could get some sections
of the station working again by reconnecting cables
and providing a power source (such as the engine
of their ship).
Repair BaysThe station’s repair bays, each one a half- sphere once crammed full of tools and spare
parts, are relatively undamaged. The flat side
of each sphere was designed to be open to space, with netting across the opening to keep
the tools from floating away – so whoever
attacked the station did not have to blow anydoors to get at their contents. It looks like most
items of value have been stripped, with a
random assortment of nuts, bolts and smaller
tools left behind. The nets have been torn open,allowing the remaining tools and other items to
float out of the bays, where they occasionally
rebound off of nearby girders.
Gravity: None.
Life Support: No.
All of the repair bays have been thoroughly looted,
and only a small, random assortment of tools and
spare parts remain. If the PCs need a particular
widget that they do not have aboard, though, there
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is plenty of leeway for you to declare that the
raiders – thorough as they were – missed a cache or
two of useful tools.
Shuttle Bay It looks like the raiders spared the shuttle bay,because apart from a few blaster marks on its
exterior, it appears to be undamaged. It is alsoempty – presumably, the shuttles were taken by
whoever attacked 7-Osiris. The shuttle bay
itself, a lozenge-shaped pod with one open side, is dark inside, its interior lights having
long since gone dead. All of the restraints, straps and other docking gear that would have
been used to hold docked shuttles in place is
still present, and it looks like you could land a shuttle there quite easily.
Gravity: None.
Life Support: No.
Shuttles and other small craft can still dock here
without any problems – all of the hardware
necessary to keep the anchored in the bay in zero-G
is still here, and still fully functional. The seals of
the docking tubes are also still good, should the
PCs find a way to restore life support functions to a
portion of the tube network. As before the attack,
this section of the station is very spartan – apart
from the docking hardware, there is nothing here.
Habitation Pods Near the center of the repair grid sit 7-Osiris’stwo main habitation pods, both dark and dead.
Their dull gray hulls are pocked with holes and
covered in scorches and blaster marks. Manyof the pipes and conduits that swarm over both
pods have been severed, melted or torn away,
and you can see cracks in some of the view ports, as well.
A larger pod sits off to one edge of the station,
with “The Vicar’s” emblazoned on one side in
bright gold paint. One of the docking tubes
attached to this pod has been pulled free, and you can see that the pod’s airlock is hanging
open. A cloud of dice, broken glass and frozen
droplets of blood surrounds the hatchway.
Gravity: None.
Life Support: No.
7-Osiris’s three habitation pods (or “hab pods”)
have been badly damaged. Each of them – crew
quarters, visitors’ quarters and the Vicar’s – is
described in the Interior Areas section, below.
Bug Hunters At each corner of 7-Osiris’s now-ruined repair grid sits a spherical black gun turret, once
used to defend the station. Three of these
turrets look to have been hit with heavy
weapons fire, and have been blown wide open. Melted circuits, tufts of seat padding and
frozen bits of gristle – presumably, the remains
of their occupants – float around these turrets.
Two of the other turrets are lightly damaged,with only a few small, neat holes in their hulls
– perhaps made by surgical strikes from laser
weapons? The remaining three turrets appearto be undamaged, without even a scratch on
their paint. It could be that the attackers
disabled them electronically – or simplyboarded them.
Gravity: None.
Life Support: No.
The bug hunters were 7-Osiris’s defense against
space-based threats. Each one could accommodate
a gunner, but was also equipped with a fairly
sophisticated AI – one capable of picking and
engaging targets on its own. In most cases, gunners
(station guards) would occupy a few of the turrets
while assuming partial control over the others.
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Out of the eight turrets, three are completelydestroyed, two have suffered minor damage (the
ones that were penetrated by laser fire) and the
remaining three are fully functional, although
without power. Each turret boasts a pair of
medium-bore projectile weapons, capable of
penetrating most ship armor – that plus the onboard
AI makes them the most expensive and
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sophisticated pieces of 7-Osiris, and it is a wonder
that the raiders did not try to steal them.
The bug hunters have wide fields of fire, and can
even be turned on the station itself (or more likely,
on hostile ships that have entered the repair grid). Ifthe PCs can restore power to the turrets, they would
be in fairly good shape in the event that anyone
comes poking around the station…
Exterior ScenesHere are three short scenes that you can use to
bring home what the derelict 7-Osiris is like from
space, or when viewed from within the station
itself.
Scene: Bloody skiff
A repair skiff floats by, and you can see that its propulsion system has been shot to bits. Scraps
of shrapnel are embedded in its body, and the
seat and handlebars are covered in streaks of frozen blood. It spins slowly in space, shedding
small tools and spare parts from an open
toolbox strapped to one side.
Scene: Stress fracture As you watch, the smaller of the two ships stilldocked in the repair grid lurches suddenly,
taking several massive girders with it and
snapping them like dry sticks. Coils of wire spring loose, and a cloud of bolts and bright
metal bits sprays outwards, glittering in the
starlight. The ship drifts ponderouslydownwards until it impacts a larger cluster of
girders, where it becomes wedged and sticks,
motionless.
Scene: Shimmering fragments
A large cloud of debris – mostly broken glass –
hovers at one end of 7-Osiris, around andabove the Vicar’s. Every bit of it is in motion,
although most of the debris is moving only
slightly – and very slowly. You happen to
glance at the cloud just as – by some freakchance – nearly every piece of glass catches
the starlight at the same time, flashing
brilliantly for a split second before going black
again.
Interior Areas
Docking Tunnels Rounding a bend in the docking tunnel – adarkened tube of yellowish plastic, lined with
support rings – you come upon a grim tableau.
In front of a scorched airlock door floats a
badly burned body. The walls of the tunnelhave been seared and partially melted by the
heat of a fire – presumably once raging on the
other side of the airlock – and the corpse’s spacesuit has been turned into so much slag.
Gravity: None.
Life Support: No.
The network of docking tunnels – or “float tubes” –
aboard 7-Osiris is extensive, but it was pretty badly
damaged in the attack. About 10% of the tunnels
are simply gone; another 20% have been punctured, but still connect to the rest of the network; the
remaining 70% are just fine, although without
power there is no life support present inside them.
Each tunnel is a thick tube of semi-translucent
yellowish plastic about four feet wide, held rigid by
support rings every eighteen inches (on the inside);
long rails are mounted at the top, bottom and on both sides of each tunnel, to allow the occupants to
pull themselves along in zero-G. They were
originally illuminated by small lights every twenty
feet or so, but those are of course no longer
functional. The tunnels are all quite dark now,except for what little light comes through from the
outside.
The tube network connects every structure aboard
7-Osiris to every other structure, and to all of the
outlying areas. Even without life support, they are
still a good way to move quickly through the
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station, and to avoid concerns about misjudging a
zero-G kickoff and launching oneself into space.
Machine BayThe station’s machine bay has been looted but shows few signs of damage. It looks as thoughabout half of the machines stored here were
taken by the raiders, leaving only those that
are too specialized to be of much use outside ofa repair station. Unlatched straps and loose
cords float all around you, along with a few
hand tools, bolts and miscellaneous metal bits.
Just to the left of the doorway are two bodies,both apparently repair techs. They have been
shot several times in the chest, and one of them
is sprawled limply over the skiff that they were
working on.
Gravity: None.
Life Support: No.
The machine bay is one of the largest structures
aboard 7-Osiris – this roughly spherical pod is
smaller than the storage pod and the Vicar’s, but
larger than either of the main hab pods. It once
housed the station’s fleet of thirty-six drones,
towing platforms, skiffs and other machinery. Post-
attack, only a dozen vehicles remain, all of themdesigned solely for spaceship repair (the lightest
personal skiffs, mobile cranes, drills, and the like).
The integrity of this pod has not been compromised(so if life support is restored, it will be a livable
space – although still zero-G, as it was never
designed to have gravity), and some of the
remaining vehicles could be useful to the PCs in
traversing the repair grid.
Storage PodThe storage pod’s locked doors have been
blown open, and one of them is hanging almostcompletely off its hinges. The low, wide interior
– made to hold sections of spaceship hull,
plating and other large spare parts – iscompletely empty. A host of small lockers,
crates and boxes are affixed to the outside of
the pod, and most of these have been blasted or
torn open as well. As with the other sections of
the station, floating bits of metal and otherdebris from the attack form a loose cloud
around the storage pod.
Gravity: None.
Life Support: No.
The only box-shaped structure aboard the station
(apart from the repair grid itself, of course), the
storage pod is also one of the largest. It once held
stacks of metal plating, blast shielding and sectionsof ship hulls, all of which were taken by the raiders.
About half of the smaller storage containers
mounted to the exterior of the pod were not
breached in the raid, though, and can still hold
useful items. If it suits the game, the PCs could luckinto anything from ammunition to non-perishable
food – the storage pod was a catchall for everything
for which 7-Osiris’s crew could not find a better
place.
Habitation Pods As bad as the hab pods look outside, the insideis worse. Blood and blaster marks mar the
walls and floors, and pictures, prints and
screens have been torn off the walls. Photos of
crewmembers, visitors and the station clog thehallways, floating in clouds that give way when
you brush them aside. Many are also pulled flat against cracked view ports, drawn there by
the pod’s sudden decompression.
The worst part is the bodies. It looks like the
attackers killed most of the crew and visitorshere, and then pushed their floating bodies into
the galley. Corpses, chairs, frozen food scraps,
bits of debris and grotesque frozen “twigs” of
blood float throughout the galley, making itdifficult to see across the room.
Gravity: None (applies to all hab pod areas).
Life Support: No (applies to all hab pod areas).
Also called “hab pods,” the habitation pods housed
everyone who lived and worked on 7-Osiris, as
well as the visitors who stayed aboard during
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repairs. There are three hab pods: one for the crew
and one for visitors, which are connected to one
another, and a third that houses the Vicar’s, off on
its own on the extreme edge of the repair grid.
The two connected hab pods shared a life supportand gravity generation system, while the Vicar’s
had its own separate system. Neither system is
functional, and here you have several options: you
can have them be damaged beyond repair,
destroyed by the raiders in their initial assault; you
can decide that they have simply run out of juice,
either because they need fuel or because some
routine maintenance task was undone for too long;
or you can opt to have them be damaged, but not
too badly – allowing the PCs to fix them, if they
have the proper skills.
Each hab pod is described individually in thefollowing section.
Crew QuartersThe floating body of a man in an officer’s
uniform – possibly the Station Commander –
blocks the doorway to the crew quarters. Theedges of the doorway itself are scarred with
blaster marks, bullet holes and what look like
axe cuts – evidence that the raiders spent some
time getting into the crew quarters.
Brushing aside the man’s frozen body, you see
why: tables, chairs and lockers have been
pushed together to form a barricade across themiddle of the room, and the air is thick with
shell casings. Another body floats behind the
barricade, a spent pistol clutched in its hand.
The crew pod’s layout is very straightforward: a
central corridor runs from one end of this egg-
shaped structure to the other, with cramped crew
cabins to either side; the command crew’s cabinsare at the far end of the hallway, and bathroom
facilities are at the near end. The cabins originally
held folding bunks, tables and chairs, as well as
lockers and personal effects.
During the attack, however, the crew sealed
themselves inside this area – the last bastion of
defense against the raiders, who by that point had
overwhelmed the rest of the station – and used
everything they could find in the nearby rooms to
build a barricade.
Adjacent to the command crew’s quarters is a now-
empty arms locker, which was stripped by the crewfor use against the raiders. There are still a few
spent weapons here – three handguns and a
shotgun, none of them space-capable, along with
the bodies of several crewmembers. Diligent
searching will also turn up a handful of rounds for
both types of weapon – frangible plastic bullets
designed not to penetrate the hull.
Visitors’ Quarters As in the common area, the air here is full ofmementos of the station’s years of service. A
massive video screen dominates the lounge,
and a large crack runs down its center. Pastthe galley – with its grisly cluster of floating
bodies – it looks as though a fire broke out.
The carpeting in the corridor is melted and scorched, and the walls and doors to the
visitors’ rooms are blackened and covered in
wispy smoke-marks. There are no bodies in the
sleeping area – perhaps the raiders kidnappedthe people here, or they might be in the galley
with the others.
The common areas shared by the two hab pods are
all technically aboard this one: the lounge, which
joins the two pods (and which once housed a video
screen where visitors could view status updates on
their ships), and the galley, which used to serve its
limited menu around the clock for crew and guests
alike. The galley is choked with corpses now, and
the private section of this pod – where the guest
cabins are – was badly damaged by a fire that broke
out during the attack.
There are ten small cabins here, each of which used
to sleep four visitors, as well as ample (and
currently non-functional) bathrooms and shower
facilities.
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7-Osiris
The Vicar’sThe main docking tube leading to the third hab
pod – the Vicar’s – has been torn away, andthe pod’s airlock is hanging open. Broken
glass and blobs of various liquids – both
alcohol and blood – float through the room,along with chairs, stools and gambling
paraphernalia. Several corpses – none wearing
spacesuits – have lodged against one of the
mezzanine railings, probably drawn therewhen the pod decompressed. There are signs
that the patrons put up some resistance, like a
few scorch marks on the walls and the shattered bar, but there are nowhere near
enough bodies – assuming the raiders attacked
when the Vicar’s was full, of course.
One of the two largest structures on the station (the
other being the storage pod), the Vicar’s was home
to 7-Osiris’s combination club, casino and house of
ill repute. The main level housed the bar and
gambling area, while the mezzanine boasted a
restaurant and the top level was the club’s brothel.
Docking facilities were offered outside, on the edge
of the repair grid, and the Vicar’s was a popular
destination even for those who were not in need of
repairs.
The Vicar’s is relatively undamaged, as the raiders breached the airlock and killed everyone aboard
during decompression. They also smashed the glass bar, filling much of the main level with a floating
cloud of broken glass – plus chairs, dice, cards and
other detritus from the gambling area.
Interactions
Adventure Seeds
The Beacon
Experienced space raiders know that someone
always finds their handiwork, and the ones who
attacked 7-Osiris are no different – so they planted
a beacon. The beacon sits at the heart of the repair
grid, and runs on its own near-limitless power
supply (it draws very little power in its idle state).
The beacon only does two things: it listens for radio
traffic in the immediate area, and when it hears it,
sends out a single, powerful coded radio burst –
which the raiders will pick up sooner or later,
depending on how far away they got. Once the beacon has pulsed, it short-circuits and goes dead,
making it very hard to locate even if those aboard
7-Osiris detected the pulse.
Salvage
The PCs are not the first ones here – that honor
went to the Solitary Confinement and her crew of
down-on-their-luck salvage operators. They have
been aboard 7-Osiris for the past week, working
their way from one end of the station to the other
and stripping it of everything of value. Do they
notice the PCs’ ship? Do the PCs notice theirs?
And what happens when the two parties meet for
the first time?
Thar She Blows
The reactor that supplied power to the Vicar’s was
damaged in the attack, and it shut down shortly
thereafter – but not all the way. Instead, it has been
very slowly building up a dangerous level of
energy, while remaining disconnected from the
station’s life support and other systems. A skilled
engineer could detect this from nearby, as could theright set of instruments – but if it is not detected, it
could explode at any time. If it is detected, what do
the PCs do with it? Do they try to fix it and restore
power to the station – but risk setting it off? Or do
they abandon 7-Osiris altogether?
Bringing 7-Osiris to LifeWithout any signs of life – blinking running lights,
a glow from behind the view ports, shadows
moving through the docking tunnels – 7-Osiris
seems much larger, and much more isolated, than itdid before becoming a derelict. It is a big place –
each face of the rough cube formed by the repair
grid is as long as five American football fields –
and the fact that it is empty and devoid of life only
makes it seem larger.
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7-Osiris
Inside, however, the opposite is true. No space
seems smaller than one that is icy cold – the chill
can be felt even through a spacesuit – dark except
where it is illuminated by a personal light, and full
of corpses and the detritus of its former inhabitants.The hab pods might have been cozy and
comfortable when they were occupied, but that only
makes them seem less so now that the station is a
derelict.
And do not forget the claustrophobia of being
trapped in a spacesuit in this kind of environment –
outside of one’s helmet, the world is completely
silent. (Most sci-fi films notwithstanding, there is
no sound in space.) Everything a person can hear,
like one’s own breathing or the crackly voices of
teammates over the comm, becomes amplified.
For the faint of heart, every hab pod is a new horror – there are bodies everywhere, frozen solid in the
icy vacuum of space, along with frozen globules of
blood. And those corpses are floating, with a bit of
momentum of their own – just enough to cause
them to brush up against a person while he or she is
surveying an area, or swing around a doorway just
as someone steps into it.
CreditsWriter: Martin Ralya Border Art: Danillo MorettiProject Manager: Vicki Potter Interior Art: Gillian Pierce
Layout: Marcella Ganow Concept by Martin Ralya
Editor: Vicki Potter Fonts: ©2006 Jupiterimages.com
© 2006 Tabletop Adventures, LLC
http://www.tabletopadventures.com
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