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DESTINATIONS:
REPAIR STATION
By Martin Ralya
7-OSIRIS
Introduction
Welcome, and thanks for picking up Repair Station
7-Osiris, the first product in the Destinations line
from Tabletop Adventures! This book describes 7Osiris, a busy repair station that can be easily
dropped into any space-based sci-fi RPG campaign.
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 in
general 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 to
incorporate 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-Osiris
to Life (to help you make this repair station seem
more real and vibrant to your players).
In addition, the first division which describes 7Osiris as an active, functional repair station also
Overview
Repair Station 7-Osiris is a medium-capacity repair
facility for spaceships, capable of handling
anything from personal shuttles on up to midrange
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 cubeshaped 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 grid
can 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
Vicars and, of course, the crews of some of the
ships that are docked there.
7-Osiris works equally well in deep space or as an
orbital 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
About Communications
7-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 stations 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 public
channels, 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: Active
This 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 like
a 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
7-Osiris
on a side, surrounding a dozen or so ship-sized
pods and enclosing several spaceships of
different sizes in its web. Even from here, you
can see that this repair station was built for
function, not beauty.
Red and yellow guide lights blink on and off all
over the outer edges of the stations metal grid.
Tiny scratches and pockmarks dot the
structure, from years of exposure to smallscale space debris and contact with the hulls of
countless ships. Servo platforms and drones
skim the surface of one of the larger ships that
is docked there, and space-suited figures can
be seen working on a great tear in the cargo
vessels bright metal hull.
As you get closer, you can see tiny figures
through the view ports of the larger habitation
pod, and several space-suited repair techs
The Grid
7-Osiriss 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 in
with control boxes and guide lights.
Where ships are enclosed in the grid, you can
see that they are
hard-docked to the
station itself, with
rubber-gripped
clamps
and
magnetic armatures
holding them firmly
in place. Most of the
larger
structural
elements also have
translucent docking
tunnels
running
along their length,
and dark shapes
people
moving
between ships, or
between 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
7-Osiris
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 stations 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 Bays
You 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 other
repair 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
Shuttle Bay
7-Osiriss shuttle bay is adjacent to the
stations habitation pods, not far from the
center of the grid. The shuttle bay is lozengeshaped, 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 bays 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 stations five shuttles; although it can be
sealed (the hatch is normally left open), it cannot be
pressurized and there is no gravity. Access to the
shuttles 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 Pods
The most brightly lit section of the 7-Osiris is
its pair of habitation pods, egg-shaped
structures that sit end-to-end not far from the
center 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 of
overlapping pipes and conduits encases each
7-Osiris
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 see
movement through the view ports, and in many
of 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 Vicars is painted
across 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
Vicars, the stations 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 docking
tunnels sway gently as people pass through
them, but what catches your eye are the
menacing black gun turrets located on each
corner of the repair grid. Two snub-nosed guns
protrude from each turret, and as your ship
approaches the station, the two closest turrets
track your progress.
Gravity: None.
Life Support: Yes.
The bug hunters are 7-Osiriss defense system:
eight automated gun turrets, one at each corner of
the repair grid. Each turret has a wide field of fire,
Exterior Scenes
Presented 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.
7-Osiris
Repair techs in spacesuits hover around the
edges 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 stations grid.
Soon you are surrounded by pipes, conduits
and supports on all sides, and after another
few moments the ship glides to a stop with
another 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.
Interior Areas
Docking Tunnels
You are enclosed in a dimly lit tube made of
translucent yellow-white plastic. There are
metal 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 air
being 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 being
inside 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 7Osiris to one another, to other important areas (like
the shuttle bay) and to the outlying regions of the
7-Osiris
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 are
also 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 every
so 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.
Machine Bay
Peering in through the machine bays airlock,
it is tough to believe that so many machines
can 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
7-Osiris
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 that
makes up the stations repair grid.
Storage Pod
The storage pod is a boxy rectangular
structure situated near the top of the
stations repair grid. Someone with a sense of
humor has painted Coffin for Non-Paying
Customers in dark blue paint across one of its
rusted 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 looks
quite 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, and
other 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.
Habitation Pods
Over the years, 7-Osiriss crew has made the
hab pods less sterile and utilitarian, and more
homelike. Their textured metal flooring has
been carpeted over in some areas, wooden
accents have been added around doorways and
airlocks, curtains have been hung in front of
many of the view ports to keep out the lights
of 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 Vicars. 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 Vicars sits off by itself, on one edge
of the repair grid. All three are described
individually below.
The Vicars 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).
7-Osiris
Crew Quarters
Looking down the corridor into the crew
quarters pod, you see several narrow cabin
doors 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 from
beyond 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 7Osiris at its nexus.
7-Osiriss crew pod is fairly simple in layout. A
central corridor runs from one end of the eggshaped structure to the other, with small crew
cabins on both sides; the command crews 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 crews cabins are half again as large,
but by no means luxurious. They also sleep two,
with the exception of the Station Commanders
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 locking
mechanisms, 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 stations
hull and neither will work in space. The spacecapable rifles fire armor-penetrating bullets, and
will work just fine in space.
Visitors Quarters
Soft, 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 visitors
inside, while others are closed. The walls in the
galley and around the cabin doors are covered
with mementos of past visitors: before and
after photos of their ships, some cracked and
yellowing with age, crews toasting repair techs
aboard their newly-repaired vessels and other
images from around the station. Behind you, in
the lounge, you hear a soft bleep as the status
screen is updated, signaling that one more ship
is 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 this
reason, 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
7-Osiris
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 several
times 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 Vicars.)
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 sit
around 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.
The Vicars
Compared to the rest of the station, going into
the Vicars is like getting hit with a wall of
sound you are inundated with the bright
chirps of gambling machines, the clatter of
10
7-Osiris
Armed guards who work for 7-Osiris patrol in and
around the Vicars, 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 Vicars, some, most or all
of its customers could be carrying concealed
weapons.
Interactions
Cast of Characters
The most people you would expect to find on this
station at one time is approximately 140 people. Of
that, approximately 110 people would be residing
in either the crew quarters, the visitors quarters or
the Vicars. The remainder of the people reside on
their own ships. The standard crew for the repair
station only would be 54.
Command Crew
Visitors 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 stations
inventory) and the Station Commander, Keji
Armstrong.
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.
Repair Crew
The members of 7-Osiriss 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 Vicars. Grainger
Chapman is generally regarded as the best tech
aboard, while Garz Mullak does the fastest repairs
and Safir Elemena is particularly accident-prone.
Guards
7-Osiriss small staff of guards patrol the tunnels
around the hab pods, keep an eye on the Vicars
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.
Visitors
At any given time, 7-Osiris is usually hosting the
crews of two to four ships (the rest live and sleep
aboard their vessels while repairs are underway),
plus as many as two dozen spacers who are aboard
to sample the distractions that the Vicars 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 explodetaking the station with it. As soon
as they discover this, the stations repair techs
refuse to go near it, and other visitors start leaving
11
7-Osiris
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 Bards 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 stations 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 Vicars, Mordecai Aldor, a pilot from the
Pride, gets a little too drunk and lets the basics of
their plan slip out at the bar. Will the PCs handle it
themselves, or go to the stations 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 Vectors 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, keeping
everyone in the Vicars 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 Vicars to try and come up with a cure
on their own?
12
7-Osiris
near-complete darkness, and will need to carry
their own light sources.
7-Osiris: Derelict
In the recent past, Repair Station 7-Osiris was
attacked by forces unknown raiders, hostile
aliens, space pirates, a rival governments 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.
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
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 windows
of 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 that
make 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 to
the 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
13
7-Osiris
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 slowly
as 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 of
all, corpses have floated out of the various
pods. Some of them are now trapped in the
repair grid, while others drift slowly through
the maze of steel piping, occasionally bouncing
off of a support and taking a new trajectory.
The Grid
7-Osiriss 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, and
impacts 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.
Repair Bays
The stations repair bays, each one a halfsphere 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 any
doors 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.
Gravity: None.
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7-Osiris
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
Habitation Pods
Near the center of the repair grid sit 7-Osiriss
two main habitation pods, both dark and dead.
Their dull gray hulls are pocked with holes and
covered in scorches and blaster marks. Many
of 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 Vicars 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 pods airlock is hanging
Gravity: None.
7-Osiriss three habitation pods (or hab pods)
have been badly damaged. Each of them crew
quarters, visitors quarters and the Vicars is
described in the Interior Areas section, below.
Bug Hunters
At each corner of 7-Osiriss 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 appear
to be undamaged, without even a scratch on
their paint. It could be that the attackers
disabled them electronically or simply
boarded them.
Gravity: None.
Life Support: No.
The bug hunters were 7-Osiriss 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.
Out of the eight turrets, three are completely
destroyed, 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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7-Osiris
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). If
the 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 Scenes
Here 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.
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Interior Areas
Docking Tunnels
Rounding a bend in the docking tunnel a
darkened 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 tunnel
have been seared and partially melted by the
heat of a fire presumably once raging on the
other side of the airlock and the corpses
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
7-Osiris
station, and to avoid concerns about misjudging a
zero-G kickoff and launching oneself into space.
Machine Bay
The stations machine bay has been looted but
shows few signs of damage. It looks as though
about half of the machines stored here were
taken by the raiders, leaving only those that
are too specialized to be of much use outside of
a 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 Vicars, but
larger than either of the main hab pods. It once
housed the stations fleet of thirty-six drones,
towing platforms, skiffs and other machinery. Postattack, only a dozen vehicles remain, all of them
designed 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 Pod
The storage pods locked doors have been
blown open, and one of them is hanging almost
completely off its hinges. The low, wide interior
made to hold sections of spaceship hull,
plating and other large spare parts is
completely empty. A host of small lockers,
crates and boxes are affixed to the outside of
Habitation Pods
As bad as the hab pods look outside, the inside
is 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 the
hallways, floating in clouds that give way when
you brush them aside. Many are also pulled
flat against cracked view ports, drawn there by
the pods sudden decompression.
The worst part is the bodies. It looks like the
attackers killed most of the crew and visitors
here, 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 it
difficult 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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7-Osiris
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 Vicars, off on
its own on the extreme edge of the repair grid.
The two connected hab pods shared a life support
and gravity generation system, while the Vicars
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 the
following section.
Crew Quarters
The floating body of a man in an officers
uniform possibly the Station Commander
blocks the doorway to the crew quarters. The
edges 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 mans frozen body, you see
why: tables, chairs and lockers have been
pushed together to form a barricade across the
middle 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 pods layout is very straightforward: a
central corridor runs from one end of this eggshaped structure to the other, with cramped crew
cabins to either side; the command crews cabins
are 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
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Visitors Quarters
As in the common area, the air here is full of
mementos of the stations years of service. A
massive video screen dominates the lounge,
and a large crack runs down its center. Past
the 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 kidnapped
the 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.
7-Osiris
The Vicars
The main docking tube leading to the third hab
pod the Vicars has been torn away, and
the pods 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 there
when 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 Vicars was full, of course.
One of the two largest structures on the station (the
other being the storage pod), the Vicars was home
to 7-Osiriss 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 clubs brothel.
Docking facilities were offered outside, on the edge
of the repair grid, and the Vicars was a popular
destination even for those who were not in need of
repairs.
The Vicars 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
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?
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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 ones helmet, the world is completely
Credits
Writer:
Project Manager:
Layout:
Editor:
Martin Ralya
Vicki Potter
Marcella Ganow
Vicki Potter
Border Art:
Interior Art:
Danillo Moretti
Gillian Pierce
Concept by Martin Ralya
Fonts: 2006 Jupiterimages.com
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