For Whom The Bell Tolls - OC Cinematic Scenario
For Whom The Bell Tolls - OC Cinematic Scenario
For Whom The Bell Tolls - OC Cinematic Scenario
F O R W H O M T H E B E L L T O L L S
_____________________________________________________________________________________________________________
By CHRISTOPHER HEDERSTRÖM
" No man is an island,
Entire of itself.
And of course – one of the N-PCs doesn't necessarily care whether everyone dies or not – as long as they gets
away with whatever WY is hiding in their lab...
Pg. 3
GAME MOTHER'S EYES ONLY
SUMMARY AND
THE SITUATION
Okinawa 1307 is a Refinery Station Type VII; initially constructed back in 2101 and formerly operated by Sieg And Son,
now Seegson, the Type VIIs were positioned close to planetoids with high cosmic radiation to collect Tritium. Using the
natural occurrence of cosmic radiation, the Type VII advances the natural decay of Tritium and therefore produces the
valuable gas Helium 3, commonly used as energy source by most colonies on the Frontier.
Between the solar flares required to produce said radiation, the Type VII was equipped with special chambers to process
imported Lithium-6 into Tritium to keep up with the production.
It is now 2122 and the station is jointly owned by The Three Worlds Empire and Weyland-Yutani. 3WE operates the
actual refineries and W-Y utilizes the remote station as a smaller research outpost. Despite the W-Y presence and co-
ownership, the station is still equipped with its original APOLLO Mainframe and a workforce of Seegson Working Joes.
3WE Okinawa Refinery Station 1307 is inhabited by a skeleton crew of 38 station workers supplemented by 8 Seegson
Working Joes and a W-Y science team of 4. Its Helium 3 output has never been grandiose but it pays for itself. However,
the output has gone down severely in the last months and its refineries are growing ever more dependent on continuous
deliveries of Lithium-6 to keep the Tritium production up.
For Whom the Bell Tolls tells the story of the final day(s) of Okinawa 1307 through the eyes of five passengers arriving at
Okinawa 1307 with a scheduled Lithium-6 cargo haul.
The pre-generated characters all have their own Agendas, Buddies, and Rivals, but together they have one desperate
collective mission: to escape Okinawa 1307 alive. ...Or do they?
Begin play by having your players choose their characters (or select them randomly) and read the intro text "What's The
Story, Mother" to them.
Pg. 4
THE SITUATION
Whether through a secret ping from a W-Y sensor or by sheer dumb luck, the W-Y science team on Okinawa
1307 picked up an object floating through space. The odds of that object being a hostile lifeform are not
astronomically high - but this is space after all.
After emerging from the shuttle, the Xenomorph hastily liquidated the shuttle pilot and seized the landing
platform for itself. The lab was put on automatic quarantine lock-down, locking the remaining W-Y scientists
inside. The poor scientists hiding away in lockers served as hosts for Ovomorphs and soon a couple of station
workers in remote areas began to disappear.
Within days, several Xenomorphs Drones were busy reshaping the shuttle platform into a more suitable
dwelling and the original Xenomorph began the process of moulting into a Queen.
Suddenly an explosion in the Commercial Hangar sent tremors throughout the station:
The Mercury Interstellar WL-4b IT/USV 'Wallaby' had arrived - or well, crash landed.
Pg. 5
WHAT'S THE STORY, MOTHER?
The Three Worlds Empire/Weyland-Yutani owned Okinawa Refinery Station 1307 has a small
station crew. It's a well-paid job, albeit a boring one, with low occupational hazards.
Thanks to the older Seegson Working Joes still being around for the refinery, the crew only fix
the occasional cable, move a few crates and trashtalk station officers when the shift ends. So
when one of the dock workers is found beaten to a bloody pulp and whom the bell tolls for,
everyone knows it's time to call the marshals.
You are on-board the USCSS Wallaby, a Mercury Interstellar WL-4b Cargo Hauler, on
your way to Okinawa 1307. The cargo is nothing special, just a bunch of crates filled with
Lithium-6. Hauling the cargo is not that spectacular either - but the passengers more so.
Okinawa 1307 is a boring refinery station on the frontier of known space. Yet the Wallaby is
carrying, apart from its Captain, no less than four passengers. Why? There's always a 'why'
when you're a space trucker - answers are vague and unconvincing, if answers at all.
Obviously, it has something to do with that murder. A quick glance on the passenger manifesto
confirms it: A 3WE official on a "routine productivity check", two staff rotations and a Colonial
Marshal Deputy - and a drunk Russian somehow in ownership of his own hauler.
You remember the inspector from the Interstellar Commerce Commission and his slight huff
of distress regarding the shape of the Wallaby's main reactor. He claimed it was "due to poor
maintenance" that he had to write you up. Typical bureaucratic shithead. He had a point of
course, but you need money if you want to replace a malfunctioning ship reactor.
Luckily, disregarding his worries was just a few sips of vodka away and the ship will surely
hold itself together for this last run. The Lithium-6 won't pay much but you asked for quite the
unreasonable price to haul passengers. Somehow it was accepted and the funds are waiting for
you once you get back.
It might be Wallaby for whom the bell tolls - but with such a pay check waiting, who cares?
PLAYER CHARACTERS
Before play, print or copy character sheets and fill them in. You can find a blank character
sheet at the back of this PDF, and it's available for download at the Free League website or at
the Alien RPG Facebook Group. The Character Sheets are imported as picture files to keep
the PDF file size low, but editable PDF versions of the sheets with superior resolution can be
found here:
https://drive.google.com/drive/folders/1BAJMrE43LiZmRronHPB19eYEyKjaZgf8?
usp=sharing
The ResourceFolder linked above contains character sheets for printing, a separate map over
Okinawa 1307 and a more basic Word Document containing all the text from this PDF. It
also contains a blueprint and a map of the Wallaby.
If you have fewer than five players or plan to incorporate this scenario into your own
campaign, the leftover PCs can be played as NPCs or ignored altogether. The five PCs listed
are followed by several NPCs - including Working Joes, generic Station Workers and several
named NPCs who play a role in the scenario.
The Personal Agendas for all Player Characters and Named Non-Player Characters can be
found after the Player Character Sheets.
Search Tables for the various levels on the station can be found at the end the LOCATIONS
section. Damage tables, Panic tables and various equipment stats are not included, however.
Pg. 6
king cargo and get Hard Hitter
'ng drink. Yurlov Alsekevic -----·--------------- -----------
CAIH&R True Grit
Space Trucker
·----------------
□□□□□□
□□□□□□
□□□□□
Throwable
Pocket Knife
□□□□□
as neckwear
·-------------
Reset
CAREER
RELATIONSHIPS
APPEARANCE
B U D DY:
R I VA L :
EXPERIENCE POINTS
STRESS LEVEL
STORY POINTS
C L O S E C O M B AT
HEALTH
STRENGTH
H E AV Y
S TA M I N A
MACHINERY
TINY ITEMS
RADIATION
R A N G E D C O M B AT O B S E R VAT I O N
PILOTING COMTECH
CRITICAL INJURIES SIGNATURE ITEM
GEAR
COMMAND MEDICAL AID
EMPATHY
1:
CONDITIONS M A N I P U L AT I O N
2:
S TA R V I N G
3:
ARMOR
D E H Y D R AT E D R AT I N G
ENCUMBRANCE 4:
EXHAUSTED
5:
FREEZING WEAPONS
BONUS DAMAGE RANGE
6:
CONSUMABLES 7:
AIR FOOD 8:
9:
CHARACTER SHEET
NON-PLAYER CHARACTERS
During this scenario, the PCs will encounter NPCs on Okinawa 1307.
If any of the PCs should die during the course of the scenario, you can use these as replacements. Let the player
choose a Buddy and Rival for their new characters if they wish. For replacements, use character sheets from the
Free League website, at the ResourceFolder or at the back of this PDF.
LIEUTENANT WEBBS
One of the Station Officers aboard Okinawa 1307, Webbs is a veteran within the law enforcement and the man
who gets things done. He harbours a notable amount of hate for Working Joes and wouldn't mind putting them in
the dirt - if Joes deserve the respect of burial services, that is.
STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2 HEALTH: 7 ARMOUR: 1
SKILLS: Close Combat 3, Stamina 2, Ranged Combat 3, Mobility 2, Observation 2, Survival 2, Command 2
TALENTS: Past the Limit
Gear: M84U Heavy Pistol (+1, Dmg 2 AP, medium range), Survival Knife (Dmg 2), Seegson P-Dat, Deck of
Cards, Crew Jacket (Armour 1)
LIEUTENANT CARSEN
Born on Okinawa 1307 and therefore the only native inhabitant, Station Officer Jennifer Carsen was born merely
11 months after the inaugural ceremony. 22 years old and except a few years studying abroad Okinawa 1307 has
always been her home. She will defend it fiercely from any and all who seek to destroy the only thing she loves.
STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 4 HEALTH: 4 ARMOUR: 1
SKILLS: Mobility 3, Comtech 1, Observation 2, Survival 2, Manipulation 3, Medical Aid 1, Stamina 3
TALENTS: Calming Presence, Stoic
Gear: Personal Medkit, Seegson P-Dat, Seegson Sys.Diagn.Device, Seegson P-Dat, Crew Jacket (Armour 1)
Pg. 18
NON-PLAYER CHARACTERS
STATION WORKERS
General-purpose workers stationed aboard the Okinawa 1307.
STRENGTH 5, AGILITY 3, WITS 3, EMPATHY 2 HEALTH: 5 ARMOUR: 3
SKILLS: Close Combat 1, Heavy Machinery 3, Stamina 2, Mobility 1, Observation 1, Survival 1, Manipulation 1
TALENTS: True Grit
Gear: Heavy Tool (+1, Dmg 1), Maintenance Jack, Pocket Knife, Breather Mask (Air Supply 3)
Heavy Work Coveralls (Armour 3) or IRC MK.50 Compression Suit (Armour 2, Air Supply 5)
STATION TECHNICIAN
Station officer and technician, generally operating the workstations at the CIC and Comms Tower. STRENGTH
2, AGILITY 3, WITS 4, EMPATHY 3 HEALTH: 2 ARMOUR: 1
SKILLS: Mobility 1, Piloting 1, Observation 2, Comtech 3, Command 1, Manipulation 2
TALENTS:
Gear: Data Transmitter Card, PDT, Seegson P-Dat, Flashlight, Nozomi Station Uniform,
Crew Jacket (Armour 1)
Pg. 19
PERSONAL AGENDAS:
Act II: The Lord is testing you. Do what you can to protect everyone.
Act III: This is not the work of your Lord. Make sure whoever is responsible faces justice and save the innocents.
Act II: Salvage the situation to the best of your abilities. You represent the Three Worlds Empires, act like it. This
station is after all the property of 3WE. Do what you can to save it.
Act II: Attempt to stay in the background. You still need the others' trust, but you are of no use if you die. Your
survival is paramount to the success of the WY plans.
Act III: Find the perfect opportunity to make a clean getaway. You need a specimen, a way off this station and no
witnesses.
Act II: Attempt to access the camera archive and save the data on whatever happened in the labs.
Act III: You might be out of your comfort zone, but there sure are others whom you can ally yourself with to
survive this. Survive and walk out from this with enough data to secure your future within the corporation.
Act II: I have seen a lot of weird things, but compensation for the Wallaby is not one of them. Demand it. You’re
willing to offer you services, but that comes with a hefty price.
Act III: Soldier for hire? More like ‘rich and survivor’.
Pg. 20
COMMANDER ANDREAS FERRICK
Act I: Find a way to maintain control of the on-going situation.
Act II: This station is your home. Do what you can to save it, even if it means sacrificing your own life.
Act III: This station is your home. Do what you can to save it, even if it means sacrificing your own life.
Act II: Even in chaos, order must be maintained. Do what you can to assist Ferrick in maintaining control over the
station - but you are willing to take matters into your own hands if necessary.
Act III: If given the option to exact revenge on those damned Synths, no amount of discipline or self-perseverance
can hold you back.
Act II: Quarantine protocol! These things CANNOT get off the station!
Act III: Survive. Surely the station being blown to bits is considered quarantine protocol.
Pg. 21
LOCATIONS
COMMERCIAL HANGAR
Main arrival and departure hangar for all flights to and from Okinawa 1307. This place will be a fiery hell
with noxious gases, burning wreckages and dead bodies due to the crash-landing of the Wallaby in ACT I.
ACT I:
See EVENT “TROUBLE IN THE COMMERCIAL HANGAR”. page 37.
A single Working Joe can be observed walking around, clearly damaged by the crash, trying to do the
routine check-ups via the damaged controls. If the PCs return to the hangar after their trip to the CIC, it
will angrily note the mess in the hangar and demand nearby humans to "assist in damage control &
sanitation".
Refusal will be met by violence.
Some sort of breathing apparatus is required too, otherwise they will get CRITICAL INJURY #13 after
1d6 rounds continuously, at the whim of the GM or not, until they have left the hangar. The Working
Joe can be found dead under some fallen debris if a successful OBSERVATION roll is made. A
Maintenance Jack and a cutting torch can be found next to the Working Joe.
GM notice:
Accessing the Wallaby: The Wallaby contains certain tools and supplies that might come in handy in Act
II & III. See below.
In case the PCs have been pummelled heavily by dice rolls prior to accessing the Wallaby, feel free to dial
down the circumstances in the commercial flight hangar to ease their path to the perhaps much needed
weaponry and medical supplies found in the Wallaby. They are going to need it.
Pg. 23
THE WALLABY
The Mercury Interstellar WL-4b Interstellar Transport/Utility Space Vehicle, IT/USV, or the "Wallaby" as
nicknamed by her Captain is now a mostly outdated model, but its 3rd generation Seburu Hypersystems Heimdall
44G Obermann drive core still offers good enough hyperdrive capability for short-range interstellar jumps.
It has its own quirks, but for its price, it's an excellent bargain. In general WL-4b-class spacecrafts have become
very popular in the frontier with independent traders, explorers, and even mercenaries and pirates, because of the
ship's modular hull and sub-systems.
The typical configuration comes with a cargo hold at the center and crew quarters on the other side module.
Another reason why Wallaby is a popular choice among freelancers is the fact that the ship can be operated by a
single person if necessary. Optimal operation requires three crew members (pilot, co-pilot, and engineer).
Pg. 24
The Wallaby comes equipped with a Caterpillar P-5000 Powered Work Loader with a Watatsumi DV-393 Bolt
Gun (2 reloads) readily available in a small compartment next to the driver's seat. The Power Loader is locked
in place with two heavy-grade clamps inside the loading bay and require a successful HEAVY MACHINERY,
-2 modification, roll to be unclamped in a stressful situation.
A Maintenance Jack or similar tool can be used instead of a HEAVY MACHINERY roll which can be found
lying about with a successful OBSERVATION roll.The medical bay contains an AutoDoc, ten doses of
Naproleve and five doses of Neversleep Pills.
Normally only equipped with three cryosleep pods, the Wallaby have six cryosleep pods installed; stacked in
two by two's.
Hidden behind the wall panel by the door to the crew quarters, there's a small secret cargo hold between
loading bay and crew quarters. It is used to store the Captain's private stash and smaller amounts of
contraband. Inside the cargo space a single ladder drops down to another larger hidden cargo space beneath
the mess hall for storing larger crates and goods.
Yurlov Alsekevic is the only one who knows about this hidden cargo hold and its content. The cargo hold is
largely empty except for Yurlov's private armoury;
a large duffel bag containing:
1x SpaceSub ASSO-400 Harpoon Grappling Gun,
1x Armat Model 37A2 12 Gauge Pump Action Shotgun (2 reloads),
2x .357 Magnum Revolver (2 reloads),
3x G2 ElectroShock Grenade.
If a PC specifically investigates the wall panel, they will discover the moveable panel and the hidden space
behind it.
GM Note:
The hidden stash can be accessed in Act I but the station crew will react very badly to the PCs running around
heavily armed unless the situation truly calls for it. Working Joes will automatically attack if they see a PC
armed, no matter what Act. It can even be found prior to the crash if a PC specifically investigates that part of
the ship.
Pg. 25
REFINERY A – SUBLEVEL 1
Situated close to the commercial hangar, Refinery A is one of two production facilities that process Lithium-6,
Tritium and produce Helium-3. Refined products meant for shipping are supposed to be stored in the main
cargo hold but moving the canisters there is widely disregarded as pointless extra work.
Therefore, Refinery A is a claustrophobic mess with crates and gas containers stacked on top of each other, it
reminisces of an industrial-like labyrinthe.
Under normal circumstances, well-lit, the crash of the Wallaby forced the emergency lighting to power up. The
refinery is therefore dimly lit with red emergency lights where some are flashing irregularly due to the power
outage.
All Acts:
The door to the refinery is closed from the inside. A successful COMTECH roll is required to open the door.
Or perhaps with extreme physical force...
Once opened, the PCs will see two mauled bodies on the inside right by the door.
If investigated, they will notice that it is two refinery workers beaten to death while desperately trying to open
the door. If the PCs linger by the door they will hear sounds from inside the refinery: clanking noises as if
someone's hitting a metal pole with a tool of sorts. + 1 STRESS for all who hear it.
A Working Joe is wandering aimlessly in between the crates. He is carrying a Maintenance Jack coated in
blood, hitting the crates furiously as he keeps repeating the same words: “You are becoming hysterical, please
remain calm.”
If he discovers the PCs, he will attack without hesitation while repeating said sentence.
Pg. 26
REFINERY B – SUBLEVEL 1
Refinery B is situated on the far side of the sublevel, far away from the commercial hangar. Currently not in use
due to material shortcomings, the doors are locked and the refinery is not accessible except via the service
corridors running between the refinery and Reactor B. There's no lights on and a soothing filter of dust blankets
the entire refinery. There are no tools or crates lying about – everything has been moved to Refinery A.
The refinery is pitch black and impossible to navigate without proper light sources. Modify the difficulty of
MOBILITY and OBSERVATION rolls accordingly.
GM Note:
There's no reason for the PCs to visit Refinery B before Act III but if they do:
Act III:
The PC will try to access both refineries to overload its processing chambers and initialize an explosion large
enough to damage the reactors and therefore destroy the station. If they enter Refinery B, they will find it
completely void of crates, tools, and everything. Power is shut down and there is no way to power up the
processing chambers.
Refinery A contains all the Lithium-6, Tritium and Helium-3 however and overloading the processing chambers
here is more than enough to cause a chain reaction which will compromise the two reactors.
If the PCs linger, let the Drone emerge from the shadows to chase them out of Refinery B. Alternatively, use
EVENT “PRAETORIAN STALKING”, page 46.
The only way to interact with the reactors is with an access terminal situated on a walkway platform between the
two reactors. It is only used for technical readouts & various maintenance tasks.
Using a successful COMTECH roll on the access terminal will grant them access to a small maintenance report
made by a station worker:
“I told Johnson three times that storing Helium-3 on the same level as the reactors is a terrifyingly bad way of
storing things.
If those Helium-3 canisters catch a spark and... causes spark on the size of a small nuclear bomb... Well, the coolant
system can't take such punishment and I bet my right shoe that the reactors will help that 'small' spark turn into a
larger one.
Well, after next week I'm off anyway. I'm rotating back to Novgorod so that ain't my problem. I notified the
administration and I wrote this report. That's the end of my responsibilities.”
Except using the service corridors as shortcuts or to access Refinery B, the reactors themselves are inaccessible
and the terminal access port is only used for technical readouts regarding the reactor. It can NOT be used for
other commands or tasks.
Pg. 27
WORKSHOPS – SUBLEVEL 1
A large open room containing workbenches, lockers, disassembled Power Loaders, crates with spare parts and
supplies – the workshops are great for finding batteries, rebreather masks, various tools and even the occasional
incinerator unit.
There are hatches that give access to various service corridors running along the reactors and refineries but they
need to be opened with a HEAVY MACHINERY roll and a suitable tool.
A cutting torch or similar tool is required to cut off the chain, which can be found in the workshop. Inside the
locker there's a M314 Motion Tracker tucked away together with a Bolt Gun. Neither are powered or loaded but
the necessary supplies can be found in the workshop if the PCs look around.
Act I:
As the PCs enter this room, a couple of station workers can be seen putting out fires caused by the crash landing.
A heavy-duty elevator is the primary access point to the rest of the station – although a set of emergency stairs
next to it can be used during an, well, emergency. A Working Joe can be found lying on the floor, its head
smashed in with a fire extinguisher lying next to it.
Act I:
See EVENT “A RIOT IN THE STREETS”, page 37.
GM Note:
The Power Loaders are depowered, but not destroyed, and can be repowered by searching the workshop for
power cells.
Pg. 28
RECYCLER:
The Recycler is situated below the Water Treatment Tanks and produces Helium-3 by advancing the natural decay
of Tritium produced in the refineries. The automated refineries generally transport the resources back and forth
without human interaction but there is a larger service corridor that can be used to manually transport canisters
with a Power Loader, if need be. Interaction with the Recycler is done via the terminal access outside the service
corridor. Overlooking the Recycler is a small observation platform.
Act I:
See the EVENT “THE MURDER WE CAME FOR", page 38.
Act I:
A couple of distressed station workers are running between screens and workstations trying to understand the
magnitude of damage done by the crash landing.
Act II:
A single Facehugger is passively waiting inside the APOLLO mainframe room and will attack once the doors open.
Lieutenant Carlton Webbs will arrive here after the PCs have fought them Facehugger. He can be used as a
replacement NPC if necessary, see EVENT “REPLACEMENTS”, page 47.
Act III:
This place is deserted.
APARTMENTS – LEVEL 0
Living quarters for the station crew. The station was designed to house a workforce of well over 300 people and
was able to accommodate the crews of arriving vessels as well – now most rooms, studios and apartments are void
of furniture and life.
Act II:
See the EVENT “SCREAMS”, page 41.
GM notice: The apartments are generally empty and void of useful tools, but they offer good hiding spots in case
the group desperately wants to hide and catch their breath. Other than Act II, there is no point going here for the
PCs. If necessary, use EVENT “PRAETORIAN STALKING” or “DEATH PATROL”, page 46.
Pg. 29
WATER TREATMENT TANKS – LEVEL 0
These massive water tanks contain the water used for cooling the reactors and doubles as water reserves for the
crew living on the station. Not worrisome at all.
Act I:
Locked and inaccessible. If the PCs firmly decides to somehow get inside despite the GMs best attempts to lock
them out, see Act II:
Act II:
As the PCs enter the area, they will stumble upon no less than THREE Working Joes.
By their feet are the barely recognisable corpses of several station workers. +1 STRESS level for any who see this.
The Working Joes are busy with the workstations but as soon as the PCs make any noise or otherwise reveal their
presence, they will attack - equipped with various blunt weapons.
GM Note:
Make an effort to help the PCs understand that this is not a fight they are willing to take, unless they are properly
armed. Their best way of surviving is by doing a 180, close and lock the doors and hope these murderous Synthetics
can't open the doors.
Have one of the station workers suddenly come to life, yell out “RUN” and then describe one of the Synthetics
turning around and transforming his skull into minced meat with a metal pipe. That should get them going.
Lieutenant Webbs can potentially be added to the group as an NPC due to the EVENT “REVENGE BUT NOT
TODAY”, page 41, if so; he will be the one who decides to run and lock the Working Joes inside. If confronted
about it, he will say “Look, I would be happy to down those Synth basterds, but we need some proper weapons
first.”
A good way to follow this up is with the EVENT “I NEED A WEAPON”, page 41.
Act III:
The doors have been ripped open. There are no Working Joes inside.
Where are they? +1 STRESS unless the EVENT “DEATH PATROL” has happened prior to this.
Act I:
A few station workers can be found here doing what they can to ignore the craziness around them. Talking to them
or the bartender will reveal that the initial murder took place in of the empty conference halls.
If the PCs enter the conference room, conference room A (the left one on the map), there is however no corpse to
examine. A lot of dried blood, nothing to investigate. Not much of an murder investigation anymore.
Act II:
This area is deserted.
Act III:
There is no reason for the PCs to go here during Act III, they have other things to worry about, but are welcome to
do so if they wish. Use EVENT “PRAETORIAN STALKING” or “DEATH PATROL”, page 46, to put pressure on
them if they go here and linger.
Pg. 30
WEYLAND-YUTANI LABORATORY - LEVEL 1
The Okinawa 1307 Research Laboratory falls under the ownership of Weyland-Yutani. While considered co-
owners of the station, W-Y and its employees on Okinawa 1307 are actually tenants on a lease rather than actual
owners.
The Weyland-Yutani Laboratory houses research labs, advanced medical bays, several equipment lockers for the
W-Y Requisition Teams that occasionally operate out of Okinawa 1307 and its own landing bay containing a
StarCub-Class Shuttle.
The scientists examine various samples from the nearby planetoids in their downtime but the laboratory
primarily acts as an outpost from where Weyland-Yutani can operate in nearby sectors - the laboratory is
therefore equipped to handle a lot of scenarios.
By the time the PCs access the laboratory, it has been heavily damaged by the chaos caused by the original
Xenomorph ransacking the place when hunting down the poor scientists.
Because the scientists didn’t have enough time to access the equipment lockers, the lockers contains a lot of useful
gear:
4x Weyland-Yutani APEsuits
2x Armat M41A Pulse Rifles (2 reloads)
2x M240 Incinerator Unit
2x Spacesub ASSO-400 Harpoon Grappling Gun
Act I:
Act I will end with the PCs moving to investigate the laboratory lockdown. When they arrive at the reinforced
doors a Xenomorph Drone will drop down from the ceiling - see event “TEETH IN THE DARK”, page 38.
Act II:
Act II should start with the PCs attempting to run from the Xenomorph which will then stalk them throughout
the Act.
Pg. 31
Act III:
The StarCub-class Shuttle in the laboratory is the only way to get off this station. Eventually the PCs and any
surviving NPCs will go here and try to hijack the shuttle.
If any W-Y DogCatcher are alive at this point, now is a good time to betray the group, after they have entered the lab
but before opening the landing bay doors.
HIGH RISK FOR PVP. If there no DogCatchers left or the PC playing McCray doesn’t act, use the event
“LOYALTY: THE CORPORATION”.
After the potential firefight in the first laboratory, the PCs will move towards the landing bay.
When they open the doors, they will see that the landing bay has been transformed into a full-fledged hive (akin to
the Processing Planet in Aliens, for visual reference, except it’s not tunnel-like). The entire hangar is covered in hive
resin but otherwise spacious.
If you like, use the text on the next page to describe the scene.
The StarCub is still accessible, it can be seen from the door, but there’s approximately thirty meters of open space
between the doors and the shuttle access ladder. Camouflaged against the resin-clad wall to the far left
(from the point of entry to the hangar) is the Xenomorph Queen. She will emerge from the wall and attack the group
if they fail their MOBILITY roll.
If the group decides to sneak through the hive, use the EVENT “CAUGHT UP”. If the group decides to run for it,
use the EVENT “EMERGENCE”.
If the group wants to turn around and fall back, use the EVENT “BATTLE OF THE THREE ARMIES”.
Or alternatively, use whichever event you want to kick off the final fight. Or all three of them. Events on page 48.
Act I:
The CIC is a hectic place with all station officers and technicians being on-site. The station commander, Andreas
Ferrick, and Julia Mossberg, the 3WE-WY-liaison officer, are debating whether to force their way inside the W-Y lab
or not and the technicians are running between workstations trying to assess the situation caused by the crash.
Station Lieutenant Carsen is escorting the PCs to Cmdr. Ferrick. See EVENT “WHAT’S THE SITUATION,
COMMANDER”, page 38.
Act II:
Ferrick and Mossberg are still here, and can be used as replacement NPCs, see EVENT “REPLACEMENTS”, page 47.
Act III:
Unless used as replacement NPCs, Ferrick and Mossberg will join the PCs as they move to hijack the W-Y shuttle in
the laboratory.
Pg. 32
“As you enter the landing bay, the first thing you notice is the completely blacked out floor and
walls. The air is thick and humid and smells like rusted pipes.
This doesn't look, or feel like, like your average landing bay. As you slowly take a step into the
spacious hangar, there is no clanking noise as you put down your boot.
It doesn't quite sound like you step on a metal-grated floor, the sound is more reminiscent of
stepping in mud, or moss-covered ground, really. Fascinated, you take a knee and inspect the
floor.
The floor is covered in a black, organic matter. It's sticky, as if secreted from something, while the
under layer is hardened, like resin. As your eyes adjust to the darkness, you see bulbous shapes
throughout the hangar. The only evidence of human hands ever touching this place is the still
well-lit StarCub shuttle, resting on a platform at the far end of the hangar bay.
The shuttle seems untouched by this weird organic matter that effectively disguises any other
existing visual cues in the environment. You suddenly feel out of place as fear crawl like a trickle
of ice-water down your spine. This isn't a hangar, this is a hive.
The landing bay doesn't belong to mankind anymore. You are the intruder.
As you, in horror, realize what this place has become, a discreet thump is heard behind you..."
Pg. 33
COMMUNICATIONS TOWER - LEVEL 2
More of an array of various antennas used for long range communications, the Comms Tower is a cramped place
with no actual workstations. Most of the work can be done from the CIC so there is not really any reason to visit
the Comms Tower, except fixing the occasional cable.
It does contain manual overrides for aligning antennas and terminal access points for establishing communication
in case the link to the CIC is severed or otherwise non-responsive.
It’s a dimly lit room with screens and access points with a couple of corridors providing access to the alignment
controls in case an antenna is mis-aligned.
Act I:
As the PCs step out of the elevator and enter the Communications Tower, they can see a Working Joe lying on its
back by the primary terminal access point in the middle of the room. It lies in a puddle of a creamish-white liquid,
visibly damaged. A heavy-duty flashlight lies next to the Synthetic, coated in the same white liquid.
GM Note:
The Working Joe is damaged but not destroyed and will grapple the PC within ENGAGED range. However, it will
not do so immediately. The PCs may walk past it to align the antenna in the upper corridor first, but they need to
use the main terminal access next to the Working Joe to send the emergency broadcast - and that’s a perfect
opportunity to awaken it to break the illusion of safety.
Act II:
Lieutenant Carsen can be found here together with a technician, holding down the fort. See the EVENT “ON THE
DEFENSE", page 42.
If the PCs move to investigate the sounds heard over the intercom, they will find Carsen curled up in a corner
desperately clinging to her service pistol. A Xenomorph Drone lies dead in the centre of the room, its acid blood
slowly eating through the reinforced floor. The technician that was sent here with her is nowhere to be found.
Carsen is shell-shocked, but otherwise physically unharmed. She will slowly regain her senses if given some time
and support from the PCs.
If used in the EVENT “REPLACEMENTS”, page 47, give Carsen an appropriate amount of STRESS levels to
indicate her poor state of mind when the PCs find her.
Her service pistol is empty, all shots wasted on the Xenomorph. She will willingly part with the gun if a PC requests
it. Carsen carries another magazine but unless the gun is specifically checked or the relevant question is asked -
nobody will know about the empty chamber or the spare magazine… until someone tries to use it and it clicks, of
course.
Act III:
Unless used in the EVENTS ``REPLACEMENTS”, page 47, Lieutenant Carsen will move to join the PCs as they
move towards the W-Y labs to commandeer the shuttle. The technician is gone, however.
Pg. 34
SEARCH TABLES
SUBLEVEL 1: LEVEL 0:
2- Bottle of Hard Liquor 2- Bottle of Hard Liquor
3- REROLL 3- Fire ax (no bonus, Damage 2)
4- Fire Extinguisher 4- REROLL
5 - Heavy Tool (Bonus +1, Damage 1) 5 - D3 doses of X-Drugs
6 - REROLL 6 - Pack of Cigarettes
7 - Power Cell (Power Supply D3) 7 - Power Cell (Power Supply D3)
8 - One set of Heavy Work Coveralls (Armor Rating 3) 8 - One set of Heavy Work Coveralls (Armor Rating 3)
9 - Electronic Tools 9 - REROLL
10 -Maintenance Jack 10 -Maintenance Jack
11 - Hi-beam Flashlight 11 - Hi-beam Flashlight
12 - Personal Medkit 12 - Cutting Torch
LEVEL 1: LEVEL 2:
2- REROLL 2- .357 Magnum Revolver (one reload)
3- REROLL 3- Portable Computer Terminal
4- 1 dose of Naproleve 4- Fire Extinguisher
5 - Heavy Tool (Bonus +1, Damage 1) 5 - REROLL
6 - Pack of Cigarettes 6 - Pack of Cigarettes
7 - Knife 7 - Power Cell (Power Supply D3)
8 - One set of Heavy Work Coveralls (Armor Rating 3) 8 - Cup of Coffee
9 - Electronic Tools 9 - Electronic Tools
10 -Maintenance Jack 10 -Maintenance Jack
11 - REROLL 11 - REROLL
12 - Personal Medkit 12 - Personal Medkit
Pg. 35
EVENTS & ENCOUNTERS
The following section contains events that you can spring on the players, divided into Act I, II and III. These events
don’t all need to occur, and they don’t need to occur in the order listed. Instead, see the events as an arsenal of drama
for you to use as you see fit. Some events are mandatory however - these are clearly indicated as such. Remember to
also give the players new Personal Agendas at the start of each act. These are found at the end of the PDF.
"Eager to get off this ship and go about with their individual reasons to travel here, the PCs gather in the mess hall to eat.
The situation turns into chaos as the Wallaby malfunctions and crashes into the Commercial Flight Hangar. Now stuck
on a burning station with rampaging Working Joes, the PCs are forced to work together with the station crew to survive..."
In case you wish to extend Act I beyond what is described below, feel free to utilize the GAME MUTHER'S
TOOLBOX.
Pg. 36
ACT I - FORWARD UNTO HELL
GOOD MORNING SPACE [MANDATORY]
Location: The Wallaby, page 24-25.
Have the PCs, except the PC Yurlov Alsekevic, roll a 1d6 each. The number corresponds to the minutes it takes
for them to wake up. Allow the PCs to consecutively wake up and inhale the rusty smell of "Wallaby" and gaze
upon the god-awful face of her Captain: Yurlov Alsekevic. Alsekevic has already woken up and is seemingly eager
to drop off his boring passengers and the cargo he's hauling.
Allow the PCs to interact with another and introduce themselves as they have a stale breakfast in the mess hall.
If asked, MOMMA will tell the PCs that they can attempt to overload the reactor and pray to whatever God they
believe in that it will reset in time to regain control of the ship.
Despite the best efforts of the Captain, the Wallaby WILL crash through the inner hangar doors. The outer
hangar doors will close rapidly to avoid decompression but the hangar bay itself will be a fiery inferno.
Whatever damage the Wallaby did to the Okinawa Station, it made the Working Joes go haywire. The PCs see a
Working Joe using his bare fists to cave in the skull of a poor dock worker before turning to face the PCs:
"Please proceed to the CIC for passenger processing. Passenger processing is mandatory for new arrivals.”
+ 1 stress for all.
The Working Joe will then wander off to resume it's maintenance duties within the dock. It will remain docile
unless provoked by violence.
Unless a PC actively attempts to defuse the situation, two of the station workers will fly into a rage and attack the
group while the rest scatters.
Both station workers are equipped with a blunt tool. Draw INITIATIVE. Pg. 37
THE MURDER WE CAME FOR
Location: Main Cargo Hold or Refinery Control Centre, page 28-29.
If a PC makes a successful OBSERVATION roll:
Leading to the Recycler Processor Refinery from the main cargo hold is a trail of blood. If the PCs enter the
Recycler Processor Refinery, they will find the trail following the corridor. If they follow the trail they will
eventually find a mauled body on one of the observation platforms. At first glance it seems like someone brought
a hammer through the poor soul's chest.
Another successful OBSERVATION roll will tell the PCs that the body's rib cage isn't caved in , it's bent outwards.
How? What? Why? No clue. +1 stress for all.
Lieutenant Carsen & Webbs will escort the PCs to the CIC to talk to the station commander: Andreas Ferrick.
If the lieutenants and the PCs didn’t meet up on Sublevel 1, a passing Working Joe will approach them and say:
"Please proceed to the CIC for passenger processing. Passenger processing is mandatory for new arrivals. Have a
good day."
Upon arrival they will be debriefed by the Station Commander Andreas Ferrick: Their crash landing did some
considerable damage to the station and short-circuited their APOLLO mainframe. The Working Joes are now
acting accordingly: Defending the station from any threats, be they external or internal, but remain passive as long
as they are not provoked - the problem is nobody knows what provokes them.
Several workers have been killed and all the technicians and station officers have taken refuge at the CIC due to the
workers and synthetics rampaging. The W-Y lab has been sealed shut from the inside... but three days before the
PCs arrived. Why is that?
Ferrick initially wants to detain the PCs for the damages they caused but the 3WE/W-Y liaison officer Julia
Mossberg will intervene telling Ferrick that they need all the help they can get. Overwhelmed with stress, he will
instead ask the PCs for help:
He wants them to go to the Communications Tower and send an emergency broadcast. He will give them a
datadisc containing the pre-recorded message and send them on their way.
The PCs will also receive a blueprint of Okinawa 1307. Give the PCs access to the map located in the
ResourceFolder or the PDF.
They are greeted by the liaison officer Julia Mossberg and one of the technicians standing by the lab door. They are
trying to lift the quarantine so they can access the lab and figure out what’s going on.
As Mossberg walks over to thank the PCs for helping them with the emergency broadcast, the technician behind her
gets pierced by the tail of a Xenomorph Drone hiding in the ceiling above him. He’s shaking furiously and blood
splatters everywhere. The technician is thrown into the wall, smashing his head to bits as he falls down on the floor.
The Xenomorph slowly emerges from the ceiling and graciously drops down in front of the laboratory doors. It
turns towards the PCs and hisses. Mossberg screams and stumbles through the group as she runs for the elevator.
If you like, use the text on the next page to describe the harrowing scene before moving on.
Pg. 38
“Standing in front of the laboratory doors were Mossberg and one of the station technicians. Julia
Mossberg, the 3WE/W-Y liaison officer of Okinawa 1307, turned around to greet the passengers
from the cargo hauler while the technician kept working with a control panel next to the door.
She put a thumb over her shoulder, gesturing at the laboratory door. “We’re trying to annul the
quarantine protocol. We haven’t had contact with the scientists inside for a couple of days and
with everything going on..” she sighed, “..I think we should stick together, that’s all.”
There was an odd sound coming from above them. It almost sounded like a snake slithering
about, maybe. Julia turned to the technician and noticed some gunk on his shoulder.
“What’s that? she asked, pointing at it.
All of a sudden, something sharp pierced through the technician’s chest, blood spraying in every
direction. Julia stared as the sharp object impaled the technician like a giant spike.
The technician started convulsing as he was slowly lifted into the air and then, like some mystic
force was at hand, promptly thrown into the wall next to Julia. She got covered in blood and
brain substance as the technician's head popped like a melon when impacting the wall.
Slowly, a dark creature emerged from the ceiling. Julia took a couple of steps back, as she in terror
gazed at the creature. The beast, ever so slowly, dropped to the corridor floor, with its black tail
slithering around it. Its polarized skin was black and it had a smooth-domed head. As the alien
organism adapted a bipedal stance, now well over 2 meters tall, the monster slowly turned
towards the group as it revealed its metallic teeth in a horrendous grin.
“What the fuck is that?!” Julia screamed as she stumbled past the group. The creature let out a
terrifying hiss as it crouched, preparing for another kill...”
+1 stress for all who witness this & all PCs suffer immediate PANIC rolls.
After doing the PANIC rolls and reading the boxed text, have the Xenomorph attack two different targets with
the signature attack "Playing With Its Prey" and then retreat back into the ceiling and disappear.
GM Note: Feel free to freeball the attacks instead of the pre-scripted attacks, but try to avoid PC deaths, unless,
of course, the time has come for the bell to toll.
Play this out using the rules for stealth mode. Any PCs who are killed can be replaced with Julia Mossberg and/
or any other NPC from the station and/or the EVENT “REPLACEMENTS”. Recommended END of ACT I.
Pg. 39
ACT II - BEYOND YOUR COMPREHENSION
A Space horror beyond the comprehension of anyone here, what was that creature? Is it the creature responsible for
the initial murder? Why is the laboratory closed?
The PCs find themselves in a hellish situation as they now are confronted by a metal-teethed space monster. The
station crew is panicking or getting murdered - or both. Evacuating the station is the only way to survive this - but
with the Wallaby ruined beyond any spacefaring capabilities, the shuttle in the WY laboratory is the only way off
this literal Hell...
Act II contains less events than Act I, please refer to the LOCATIONS for more encounters relevant to Act II.
Pg. 40
SCREAMS [MANDATORY]
Location: CIC, page 32.
Back at the CIC, Mossberg and Ferrick are having a heated argument. Ferrick wants to evacuate the station
while Mossberg defiantly tells Ferrick that they have to follow quarantine procedures. Mossberg insists that
they can’t risk this creature getting off the station and must therefore barricade themselves and wait for a rescue
team.
Ferrick is about to give in and agree with her when the InterCom clicks on:
It’s from the common room in the apartments sector. Deafening screams can be heard over the intercom as
someone - or something - is shredding the workers there.
After about thirty seconds of anxiety inducing screaming, everything falls silent.
Just as a PC begins to talk (or an NPC of your choosing, if no PC takes the initiative to comment what they just
heard), they are cut off by a whisper-like voice on the intercom.
Someone is whispering directly into the intercom microphone: “Please… Help m-”
The plea is cut off by the unmistakable sound of someone getting chewed on by something vile - and the
screaming begins anew until it reaches a crescendo that is impossible to hear unfazed, until Ferrick closes the
channel.
Ferrick lets out a sigh, rubs his forehead and then stands up. His face is grim but determined, a glimpse of
assertiveness in his eyes. Gone is the fragile man who crumbles under stress as Ferrick orders Lieutenant Webbs
to go and evacuate the Water Treatment Tanks where he knows there are still workers stationed.
“Gather everyone you find, bring them back here.”
He turns to Mossberg.
“I don’t care about quarantine, I care about the crew of this station. Do whatever you want with that
information, I take full responsibility.”
He then turns to Lieutenant Carsen and asks her to go to the Comms Tower and “hold down the fort.”
He motions a technician to follow her, sends another technician to reboot the APOLLO Mainframe using the
emergency access terminal in the Refinery Control Centre and finally turns to the PCs.
“Webbs can take care of himself but if you want too, head to the Water Tanks as well and assist him. After that,
go to the apartment sector. Check out what happened and then report back to me. I don’t want you to take any
risks but we need to know if anyone is still alive.”
I NEED A WEAPON
Location: Non-specified
Nobody knows about the armoury in the W-Y lab and except the personal sidearms of the station officers,
there’s barely any firepower available.. ..except on the Wallaby.
Webbs or Ferrick will ask the PCs about any weapons, whether they carry any or know anything; primarily
asking Kiko and Abebe. Webbs or Ferrick will then confront Alsekevic and tell him that they know about his
occasional smuggling hauls and that they’ve heard him, drunkenly, brag about his personal armoury. Surely he
has a stash of some sorts? If so, it is time to utilize it.
See “Accessing the Wallaby” at the “LOCATIONS” section for more information. Pg. 41
ON THE DEFENSE
Location: Non-specified, Comms Tower, page 34.
As the PCs pass an intercom, it will click on and they will hear gunshots. In between the shots, they can
hear Lieutenant Carsen screaming panicked profanities before her voice is muffled by the sounds of additional
gunshots. Something is going on over at the Comms Station. Will the PCs check it out or assume Carsen can take care
of herself?
EXECUTED
Location: Main Cargo Hold, page 28.
When the PCs move through the Main Cargo Hold, they will see a body lying on the floor. If they approach and investigate,
they will see that it is the technician Ferrick sent to reboot APOLLO.
He has been shot.
Upon closer inspection, it almost seems like he was shot in the head from behind, whilst on his knees as if he were begging
for mercy.
Computer noises are heard as APOLLO reboots. Simultaneously, the entire station powers down and then powers back up
a couple of seconds later. The emergency lights stop flashing as a male, synthetic voice proclaims over the intercom that
“QUARANTINE PROTOCOL CANCELLED. OPENING ALL BULKHEADS.”
Literally seconds after, a harrowing screech echoes through the station. Ferrick in the CIC can hear it, the PCs can hear it,
everyone can.
Pg. 42
ACT III - THE BELL TOLLS FOR THEE
But he needs the PCs to overload the refineries first. The PCs are closest, therefore the task falls on the PCs to get
it done. He is honouring the request of Julia Mossberg about “quarantine”, and blowing up the station; nuking it;
is the only way to be sure. The reactors are essentially massive nuclear power plants and can serve as a brilliant
substitute if you’re lacking nuclear weaponry. Just breach the reactors and you have the nuclear timebomb you
need. The various compartments of Okinawa 1307 are designed to handle catastrophes like the one Ferrick is
proposing.
The reactors, for example, have been explicitly constructed to prevent such ‘accidents’. It is therefore almost
impossible to willingly sabotage the reactors, you need a massive explosion or a heatwave rivalling a local
supernova to actually damage the reactors. Luckily, or however you wish to see it, all of the canisters of Tritium
are located in Refinery A - together with all of the processed Helium-3 and the remaining stock of Lithium-6.
With other words; there’s more than enough to create a suitable chemical reaction of… explosive nature. Now,
just shooting a canister doesn’t do it. It can set off the explosion you desire, sure, but you’re still in the refinery -
the chances of surviving that are, well, none.
Powering up the refineries, disabling its security protocols and sabotaging the coolant systems (cutting a cable or
two oughta do it) however, does the job. It will take the refineries approximately an hour, maybe a little more, to
reach the dangerous heat levels necessary to set off the canisters - giving you more than enough time to evacuate
to a safe distance.
Pg. 43
CRAZED SURVIVOR
Location: Non-specified
A man emerges from a nearby room, a fire axe in one hand and a wild look on his face. Whatever happened to
him, it's clearly cost him his grip on reality. With a crazed, mindless shout, he charges towards you, the axe raised
to swing.
GM Note:
Due to its size however, it has severe issues moving around the station and can with relative ease be avoided by staying
on the move and avoiding spacious rooms.
The man is Phil Baxton, he’s a station worker assigned to Refinery A. When everything went down, he hid in one of the
lockers whilst hearing the Working Joe murdering his friends. He is willing to aid the PCs in overloading the refinery
after hearing who they are and what they have in mind. He will then join them as they move on.
Pg. 44
PACK UP AND LEAVE [MANDATORY]
Location: Non-specified, at closest InterCom
After the refineries have been powered up, Ferrick will be notified about it back at the CIC. He will contact the
PCs, again, and tell them to “pack up”.
He tells the PCs that the remaining station crew have gathered at the CIC and are about to head to the labs,
Ferrick wants to meet up there.
(How many in the station crew? Depending on what NPCs have been used as replacements or killed, and how
many you plan to use in the EVENT "BATTLE OF THE THREE ARMIES"; but approx. 5-6 generic station
workers excluding named NPCs).
GM Note:
Every other NPC not currently with the PC group will now automatically head to the WY labs to regroup with
everyone else.
As the PCs interrupt them in their attempt to exploit the situation by grabbing this particular specimen,
their objectives change: no survivors, no evidence.
Draw INITIATIVE.
Pg. 45
GAME MOTHER’S TOOLBOX
This section contains several events and encounters you can use to put pressure on the PCs, spice things up or drag
out the session if needed. They can even be used to form an Act IIB, in which the PCs sneak around the station, trying
to avoid all the dangers lurking about in the darkness before Act III.
Keep in mind that certain events are quite lethal and there might not be enough pre-generated NPCs to replace all PC
deaths. Some restraint is advised when using said events. Feel free to modify the events to better suit your needs.
CORRIDOR HAZARDS
Corridor Fire:
Something must have caused an electrical short, or maybe someone was careless with one of the incinerator units. Either
way, the corridor is blocked by flames, and choked with plumes of thick smoke. This zone contains an Intensity 6 Fire. PCs
that have found a Fire Extinguisher may attempt to put the blaze out.
Flooded Corridor:
Some of the pipes have burst open, and much of this corridor is submerged in freezing cold murky water. To get across,
you'll have to go for a swim. The PCs will have to swim to get from one part of this block to another (for movement
purposes, this counts as Crawling). Each Turn they are in the water, they will need to make a Stamina check or begin
Drowning. The water is so cold that they will be considered Freezing until they take one Turn to dry off and warm up.
Hanging Wires:
Part of the ceiling has collapsed, turning the passageway into a tight squeeze. In your way, however, a tangle of exposed
wires hang down from the caved-in ceiling, still sparking and giving off whiffs of ozone. You'll have to move carefully to
avoid a nasty shock. PCs must make a Mobility check to avoid the wires, or take 1 damage from electric shock.
A Fresh Kill
As you enter the corridor, you freeze in place as not far off, you see the black, chitinous shape of one of those monsters,
crouched down over a smear of gore and body parts. Whoever that poor soul was, their remains are unrecognizable now,
as the creature drags its kill towards an air duct to do God knows what with it. All PCs who see this must raise their Stress
Level by 1, and the PCs must make an Opposed Mobility vs Observation check to avoid detection. Because the Drone is
distracted with its prey, it takes -2 to its Observation. If they fail, the Drone turns its attention away from the kill and will
become Active. If they succeed, the Drone will drag its kill into the air vent, leaving the area in 1 Turn.
Pg. 46
REPLACEMENTS
If a PC is killed, use one of the NPCs to replace them. Decide who you want to use, but avoid using Ferrick until the
end of Act III if you can. General position of every named NPC throughout the acts:
Act I:
Carsen & Webbs at the Main Cargo Hold, later in CIC.
Ferrick in CIC.
Mossberg in CIC, later by the lab.
Baxton in Refinery A.
Act II:
Ferrick & Mossberg in CIC.
Carsen in Comms Tower.
Webbs non-specified, later at Water Treatment Tanks.
Baxton in Refinery A.
Act III:
Ferrick & Mossberg in CIC.
Carsen in Comms Tower.
Webbs at Refinery Control Centre.
Baxton in Refinery A.
All will later converge at the WY lab.
Pg. 47
THE COAST IS CLEAR
Despite the eerie quiet, this area appears to be about as safe as you can get in this place. No air ducts overhead, no
maintenance hatches nearby, and a big heavy door you can close behind you. This looks like a spot where you may be
able to catch your breath for a moment. The PCs reduce their Stress Level by 1.
A SHORTCUT
You pass an open hatch and remember that this leads into one of the maintenance tunnels. You can get just about
anywhere from here. PCs effectively get one free "teleport" to any part of the station, except the WY-lab. After using this
shortcut, the players hear something moving in the tunnel behind them. They can close the hatch, sealing it off. If they
do not close the hatch, then in two Turns a Xenomorph Drone appears from the vent.
Pg. 48
THE FINALE
As the survivors try to reach the shuttle in the WY labs, the finale of the Cinematic Scenario will play out. The
survivors have been stalked by a Xenomorph Praetorian which will catch up to them, unless killed prior to this, and
the Xenomorph Queen will emerge from the wall as food has been herded into her lair.
Moreover, any remaining DogCatchers or crazed station crew members will arrive simultaneously to hijack the
shuttle for their own use - and of course, there's the remaining Working Joes to worrry about. For more info, read
LOCATIONS, “WY laboratory, Act III”.
Space is hell...
CAUGHT UP [MANDATORY]
Unless killed prior to this, the Praetorian will finally catch up to the survivors.
As the survivors sneak through the resin-clad landing bay, someone hears a small thump behind them, as if
something hard-yet-organic hits metal.
At the second thump, more of the survivors hear it and turn around. The third thump is even larger and by the
fourth the Praetorian breaks through the floor panels just outside the landing bay doors. It climbs out of the
massive breach in the floor and shrieks at the survivors, triggering even more movement in the hive:
See EVENT “ROYAL EMERGENCE”.
The pesky humans are in her lair, threatening everything. They must die and the Hive must survive.
As the situation unfolds with the Queen emerging and the Praetorian moving inside the landing bay, additional
steps are heard behind the Praetorian:
- The Working Joe Death Patrol has arrived to cleanse the landing bay of anything that moves.
- Any remaining station crew members whose loyalty to themselves is greater than to their commander arrive.
They want to hijack the shuttle for their own use.
- If the DogCatchers haven’t been used prior to this, use them here to trigger the PVP confrontation between
McCray and the rest of the survivors, if he is alive that is.
This is essentially a massive free-for-all which can give the PCs the distraction they need to enter the shuttle
and take off. It can be challenging to play this out using INITIATIVE so feel free to freeball this massive fight
and only draw INITIATIVE when someone attacks the PCs.
Pg. 49
EPILOGUE & AFTER-ACTION REPORT
After a terrifying display of death and frenzy in the landing bay, the few remaining humans from Okinawa 1307 board the
shuttle and escape the station.
Now, drifting through space as Okinawa 1307 turns into a local supernova as its reactors detonate, they can finally breathe.
They are alive, they made it.
SIGNING OFF
Here is a suggested sign-off message by one of the PCs, assuming anyone is still alive. The player of this PC can read
the following message aloud, or adapt it according to what happened in the scenario:
“Final report of the commercial starship Wallaby / Refinery Station Okinawa 1307. Only [NUMBER] of us are still
alive. The rest are dead, including every single soul on the Wallaby/Okinawa 1307. It’s up to the Royal Commandos of
the Three Worlds Empire to take it from here and clean this mess up. This is [PC NAME], signing off.
Story Points belong to players, not PCs, and players can keep their Story Points to use in the next Cinematic
Scenario, if they wish. No player can ever have more than three Story Points, however.
Pg. 50
RESOURCES USED AND THEIR ORIGINAL CREATOR
& CREDITS/REFERENCES
A compiled list of all the resources used when creating this Cinematic Scenario. I have done my best to credit every author and original
creator but PLEASE, if I have missed anyone and you wish to be added to this list; do not hesitate to contact me on my e-mail or on
Facebook:
koffe-noval@hotmail.com / Christopher Hederström
- Introductory art: Callum Alexander Watt Certain describing or informative parts borrowed from the
https://calumalexanderwatt.com/ following Alien RPG Cinematic Scenarios:
- Hope’s Last Day, by Dave Semark
- Poem 'For Whom The Bell Tolls', John Deene - Chariot of the Gods, by Andrew E.C Gaska
1572-1631 Following sections are transcribed and/or modified from the
physical books:
- "Editable Character Sheets" by Gershom Reese Wetzel - Briefing of "PLAYER CHARACTERS"
- Briefing of "EVENTS & ENCOUNTERS"
- "3WE Okinawa Station" by u/marques_art_boris - Briefing of "SIGNING OFF"
(Green filter and icons added by me) - Briefing of "STORY POINTS & AGENDAS"
- 'Sci Fi Staging Area', by Galan Pang: PROOFREADING & CONTENT QUALITY CHECK:
https://www.artstation.com/galan Ryan Tellier
Stefano Gronk
- Various Sci Fi Sketches, by Yi Liu: Mike Woods
https://www.artstation.com/andd Christopher Harvey
Dave Semark
- ‘Weyland Yutani ID Template’, by catsfriend12 on
Devianart:
https://www.deviantart.com/catsfriend12/art/Weyland- KNOWLEDGE BANKS:
Yutani-ID-Template-266838677 Alien RPG subreddit
LV426 subreddit
Characters inspired by: Alien RPG by Free League Facebook Group
Robert Edmunds, "Nozomi Station NPCs" The Alien RPG Discord Channel
SPACE IS HELL