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Just got this and it looks very cool! Planning to run it soon. Just a couple of questions:

  • What is the keycard for? Which doors are unlocked and which ones require a keycard? As far as I can tell the only place where there's supposed to be a keycard reader is "Engineer", but the text says "the keycard readers is gone". Does that mean the door to Engineer is meant to be unlocked? If so what prevents players from reaching the DJ and getting out without ever encountering a Radiohead, given that there are none in the path between the dock and the DJ?
  • Does the airlock to the Antenna require a keycard?
  • The Radioheads on the Antenna Platform have as a weapon a "Rigging Gun (1d10 DMG, 2d10 if removed)". What does this mean? Do they do more damage without a weapon? using what?
  • The description of Storage says "records indicate 20 android technicians". What records? Are there records in Storage containing a manifesto of the station's crew? Or is this meant to indicate something the players would know?
  • The text says that Radioheads "immediately react to [the broadcast] being interrupted". How do they react? Are they aggressive to humans before that happens? Do they try to subdue humans from the start or only after they interfere with the broadcast?
  • How do Radioheads try to subdue the players? They all have weapons, but they also have their ability to bind players with wire. Do they prioritise binding them at first, and only use their weapons if they break out? Or do they alternate attacking and trying to bind them?

Thanks!

Hey there! Thanks for picking it up. Space limitations make it hard to cover everything in a module, but I’m happy to answer your questions based on how I’ve ran it!

1. The keycard reader on the DJ booth is disconnected, but that has sealed the door. Getting in requires loudly forcing the door, or repairing/jury rigging the reader and using the card. Regarding just waltzing in, that’s possible with enough luck, but as soon as the DJ is freed or broadcast is interrupted, the Radioheads descend in the booth. 
2. No, the airlock to the antenna doesn’t require a keycard. 

3. The rigging gun damage is to be in line with the Player’s Survival Guide. It does 1d10 dmg on a hit, then 2d10 more damage if removed. I’d rule they also use loose tools, or improvised weapons and have that be 1d10 dmg  

4. This is vague in the module, but I was imagining a worker roster stored in the office that lists the number of androids on station, to indicate to the players how many they can expect. 

5. The Radioheads attack violently, trying to subdue the Crew and injure any that are directly interfering with the broadcast. Their goal is to restrain any free humans, bring them to the “listening room” in the mechanical rooms, and keep the broadcast going with PTC programming. 

6. I’d roll with the situation here. You have some leeway as warden in how you want to handle the androids. I’d say that generally speaking they work to subdue the characters which may involve injuring them first. If crew start destroying equipment or kill/free the DJ, they’ll be more heavy handed. 

I hope this helps and you enjoy the session!

Thank you so much! Yeah, no shade, I know fitting and adventure on such a small form factor is no small feat, so major props for having designed this one. It really inspired me, which is why I wanted to make sure to get it right.

And sorry for the rigging gun blunder, I didn't realise that it was a weapon from the PSG, my bad!

No worries at all! I’m happy to help. I’ve shifted to using “(see PSG)” on things that exist in the players guide to avoid this very confusion. I hope you have a good time running it!