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7-Osiris

Tabletop Adventures Presents:

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

includes one extra section, Cast of Characters,


which briefly describes the NPCs who run, use and
visit 7-Osiris.
Each section includes text that you can read aloud
directly to your players, generally when the
characters see a new area (or meet a new NPC) for
the first time. Some sections include a minivignette (also designed to be read aloud) featuring
that area of the station. Read-aloud descriptions are
always italicized.
Gravity and life support (which includes both
breathable air and heat) are not consistent
throughout 7-Osiris some areas have neither,
while others have one or both and these
conditions change depending on which version of
the station (active or derelict) you are using in your
game. For this reason, the status of both gravity and
life support is included at the very beginning of
each description, right after any read-aloud text.

Overview
Repair Station 7-Osiris is a medium-capacity repair
facility for spaceships, capable of handling
anything from personal shuttles on up to midrange

About the Author


Martin Ralya has been a freelance writer since 2004, and
has worked on several other projects for Tabletop
Adventures, including Bits of the Boulevard and Bits of
the Wilderness: Into the Wildwood. Martin also writes
Treasure Tables, a daily weblog for GMs, and runs the
GMing Q&A Forum (http://www.treasuretables.org).
This is his first solo project for TTA, and he would like to
dedicate it to 2001: A Space Odyssey, Firefly, Outlands
and of course, Deep Space 9, which did it best.

7-Osiris
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

from the designation 7-Osiris as you like


perhaps there are other numbered Osiris-class
repair stations scattered across the galaxy (1-Osiris,
2-Osiris, etc.), or other stations named after gods
and mythical figures (like 9-Odin and 33Quetzlcoatl).

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

pulling one of the docking tubes to a new


location. Painted on a row of metal plates
mounted on the leading edge of the grid is the
stations designation, Repair Station 7-Osiris,
spelled out in red block letters ten feet high.

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

for spaceship repairs. These pods are generally left


in the configuration described above open to
space for ease of use, although all of them can be
sealed and pressurized if necessary. Since most of
the actual repair work that the 7-Osiriss crew
performs is done on the hulls of the ships being
repaired, however, theres rarely a need for
workshop spaces.

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,

limited only by the station itself and any ships that


protrude past the edges of the repair grid. The bug
hunters can be reached using the network of
docking tunnels, although a locked, armored airlock
limits access.
The bug hunters have fairly sophisticated onboard
Artificial Intelligence (AIs), and in the absence of
human control they are capable of running threat
assessment programs and picking their own targets.
In practice, human control is preferable, so station
guards man at least four of the bug hunters at all
times. Standard practice is for one or more turrets
to track every unknown ship that approaches the
station, which can be unsettling for first-time
visitors.
These ball-shaped turrets each have a pair of largebore cannon emerging from them, and can rotate on
all axes. Inside, there is just enough room for a
single person (with or without a spacesuit) to work
the controls. Each bug hunter is also equipped with
a computer that allows it to control the rest of the
turrets so in a pinch, one person with the proper
access codes could operate all eight turrets.
If the station is attacked, the guards in the four
manned bug hunters will each take control of a
second turret, setting that one to semi-autonomous
mode until the rest of the gunners can take their
positions.

Exterior 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.

Scene: Pulling in for repairs


From a little way off, the edge of the cubeshaped grid that is Repair Station 7-Osiris
looks impassable a crazy web of
interconnected girders, with no openings large
enough for your ship. Up close, however, you
can see that this is not the case a path has
been cleared for you through the supports, with
several yards of clearance on every side.

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.

Scene: Damaged cargo ship docking


You watch as a heavily damaged cargo vessel
begins its approach, preparing to dock with the
station. One side of the ship is marred by the
bright scars of several impacts whether from
weapons or space debris, you can not tell for
sure some of which look to have penetrated
the hull completely. Large sections of the edge
of the stations grid nearest to the ship swing
slowly outwards, with space-suited techs
manning their controls, as the cargo ship
closes with the station.
Slowly and with great care, the ship aligns
itself with the edge of the cube and begins to
move inwards. The grid almost seems to
swallow it, with girders extending off of the
structure to wrap around the tail end of the
cargo ship. Several small drones, as well as a
larger floating platform, move into position
around the ship, and you watch as techs
position hard-docking arms and booms to hold
the massive vessel in place. In a few silent
minutes, it is all over; except for the stream of
people moving through the translucent docking
tunnels, you would not know that the ship had
not been there all along.

Scene: Repaired ship taking off


A swarm of repair techs decouples a small
freighter freshly repaired from the support
grid. Coupling arms and booms slide back
smoothly and silently, and other techs
reposition several of the larger girders to give
the ship more room to move.
With a few white puffs of gas from its attitude
jets, the freighter begins to nose its way out of
the grid. It slides out smoothly and heads into
open space, running lights blinking steadily,
and then fires its topside jets and pulls slowly
away from the station. After it is fully away
from 7-Osiris, you see a cherry-red glow
blossom deep within the freighters aft engines.
The glow builds rapidly, quickly becoming a
star-bright flare of white heat, and the ship
now several kilometers from the station
disappears into the black.

Interior Areas
Docking 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.

Scene: Crowded tunnel


As you change directions to turn a corner,
kicking off of one of the grab rails, you see
several other people floating towards you from
the opposite direction. All of them are wearing
dark gray space suits, but their helmets are off;
they are talking in a language you do not
recognize, and the sound of their voices is
warped in the cramped confines of the tunnel.
They nod and smile as they line up, one behind
the other, so that you can pass each other in
the narrow tube. A moment later they are past
you, floating by with the grace of seasoned
space travelers.

Machine Bay
Peering in through the machine 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

on the ceiling above you. The only open space


is next to the doorway, where a skiff is midway
through being repaired; tools and parts float
around it, and two repair techs are examining
its engines. Opposite the doorway is a massive
circular airlock, currently closed, which allows
access to the repair grid.
Gravity: None.
Life Support: Yes.
7-Osiriss machine bay is one of the largest sections
of the station, a roughly spherical pod that is
smaller than the Vicars and the storage pod but
larger than either of the hab pods. It houses the
drones, space platforms, jet-equipped cranes, repair
skiffs and other heavy machinery needed for
spaceship repairs. Altogether there are thirty-six
vehicles housed in this bay, although at any given
time about half of them are being used in repair
work.
Unlike the shuttle bay, the machine bay is
pressurized; positive pressure is maintained by a
massive airlock fourteen feet in diameter that
allows the various drones to come and go freely.
Within the bay, an elaborate system of harnesses
allows 7-Osiriss crew to maximize the interior
space platforms are stacked on top of each other
and strapped to the walls, skiffs overlap nose-totail, and so forth.
There is also a large cleared area on the back wall,
opposite the main airlock, which is used to perform
repairs on the various machines in the bay. This
area (which looks a lot like a modern-day helipad)
has a wide range of tools stowed around its edges.
Apart from that, there are very few small objects in
the machine bay it is deliberately kept as clear as
possible to minimize the chance of damaging the
various drones and other equipment.

Scene: Repair skiffs taking off


Looking out at 7-Osiriss machine bay, you
watch as its wide, circular airlock cracks open,
both halves of the circle sliding smoothly back
into the pod. Two repair skiffs emerge from the
airlock, their attitude jets squirting out small
plumes of gas as they maneuver towards the

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.

Scene: Hull sections leaving storage


Three repair techs with a towing platform have
taken up positions around the storage pods
access hatch, and one of them keys in the entry
code. Together they open the large door,
revealing stacks upon stacks of sheet metal and
hull sections. One of the techs disappears

inside the pod, pulling a tow cable behind him.


He emerges a few moments later, and all three
techs climb aboard the platform.
Slowly and with obvious care, they fire the
platforms attitude jets and drag an enormous
piece of spaceship hull perhaps twenty feet
square out of the storage pod. Once it is free,
two of the techs kick off of the platform, close
the storage pods access door, and grab hold
of two of the hull sections edges, helping to
guide it through the repair grid.

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.

Scene: Shift change


At shift change, the common area between the
crew and visitors quarters fills up with spacesuited repair techs, drone jockeys, guards and
other station personnel. Crewmembers swap
stories from their shifts, fight over who gets
dibs on the showers and generally make a lot
of noise for the next few minutes. Once the
departing crewmembers have left for their
shifts, and the arriving ones have gone to the
showers or to their cabins, the common area is
suddenly quiet again, with only the almostinaudible hiss of the life support system to keep
you company.

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.

Scene: New arrivals


As the lounge airlock opens, the mellow
atmosphere is broken by loud shouting from
the airlocks occupants: the crew of a small
mercenary ship, the Line in the Sand, which
you just saw pop up on the status screen. Three
women and two men, all in pilot gear, are
arguing at the top of their lungs about whose
fault it is that their ship got damaged. Seeing
you, they abruptly stop arguing, mutter their
apologies, and head straight for their cabins
without pausing to chat.

The 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

dice, catcalls from the brothel above and the


shouts of gamblers and bar patrons alike. Then
there are the lights: multicolored tubes of
swirling light around the view ports, slowpulsing white and gold lights from under the
bar and spotlights bathing the gambling tables
in a diffuse yellow glow. The crowd is a mix of
7-Osiris crewmembers, visitors who are here
while their ships are being worked on and
spacers who have stopped by solely to spend
their money at the Vicars.
One of the largest structures on 7-Osiris, the
Vicars is a cigar-shaped pod situated at one edge
of the repair grid, some distance away from the
other hab pods. Like space station and spaceship
crews everywhere, the crewmembers and visitors
aboard 7-Osiris would go stir-crazy without
distractions and the Vicars offers distractions
aplenty, including gambling, a fully-stocked bar
and restaurant, prostitutes and the chance to rub
shoulders with everyone else on the station. Nearly
every member of 7-Osiriss crew spends some time
(and money) at the Vicars blowing off steam, as do
many of the stations visitors.
There are three levels to the Vicars: the main level,
which includes the bar and the gambling tables; the
mezzanine, a wide walkway overlooking the main
level, which houses the restaurant; and the upper
level, which is a brothel. There are wide view ports
on the main and mezzanine levels, offering
spectacular space views on one side and views of
the station on the other. These view ports are lined
with pulsing, multicolored light tubes, giving the
Vicars a garish appearance from space. The
interior lighting is otherwise quite dim, the better to
facilitate the shady dealing that goes on here at all
hours.
The Vicars is a popular destination in its own
right, attracting customers to 7-Osiris who do not
need ship repairs. To this end, there are ample
docking points, including docking tunnel
connections, on the repair grid around the Vicars.
This allows ships to park next to the station without
entering the grid, so that they can come and go
without needing assistance from the stations crew.

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.

Scene: High rollers


The center of the main floor of the Vicars is
packed it looks like everyone who was at the
restaurant, the bar and the other gaming tables
has gathered around a single table. The crowd
is hushed for a few moments, and then erupts
in cheers as one gambler throws the dice. After
the bets are raked in, a hush descends again
only to be broken seconds later by catcalls
from the mezzanine and more cheers from the
main level.

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.

Staff of the Vicars


The Vicars, appropriately enough, is run by the
Vicar (known by his real name, Stuart Derby, only
to a select few), a smalltime criminal who paid off
his debts and retired to 7-Osiris. Notable members
of the Vicars staff include Sira Quartz, the Vicars
girlfriend and the best dealer in the house; Avar
Stoneman, a hired thug with fewer teeth than
scruples; and Jen Swale, the most popular prostitute
on 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?

Bringing 7-Osiris to Life


Repair Station 7-Osiris was built in a very
utilitarian fashion, but over the years it has been
personalized and humanized by its crew and its
many visitors. Aspects of the station are still very
utilitarian, though, like the docking tunnels, repair
bays and shuttle bay plus, of course, the repair
grid itself. But the living spaces the crew and
visitors quarters, and the Vicars have been made
more homelike, and have a lived-in feel to them.
It is also a bit of a rough-and-tumble place. There is
enough security present (in the form of the bug

12

hunters and the stations guards) that visitors rarely


cause problems, and in return the crew overlooks
most of what goes on in the Vicars, as well as
behind closed cabin doors.
And it is big: 7-Osiris is a cube that is 500 yards
(almost 500 meters) on a side that is 1,500 feet, or
five American football fields. Most of that space is
just that empty space, taken up only by the repair
grid and ships that happen to be docked for repairs.
The various discrete structures, even the larger
ones, are lost in this sea of metal.
Floating through a docking tube from the main hab
pods to the Vicars a trip most visitors take at
least once can be a very isolating experience, and
can take someone who is inexperienced at moving
in zero-G several minutes. Several long, lonely
minutes, with only the sound of their own breathing
to keep them company
With the many girders and struts of the repair grid
in the way, it is tough to see all the way across the
station even when no ships are present but with a
couple of ships docked for repairs, it becomes
impossible. This further isolates the different
sections of the station, and makes the crew and
most visitors very glad for the coziness and comfort
of the hab pods.

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.

A Few Words about


Gravity and Life Support
As with the active version of 7-Osiris, each section
of the derelict version includes a brief note about
the status of gravity and life support. It is worth
noting here, however, that every section is now the
same there is no gravity or life support anywhere
aboard 7-Osiris.
If you would prefer to avoid requiring the PCs to
wear spacesuits while aboard, you have a couple of
options. One is to scale back the damage caused in
the attack, and have a working backup generator in
place for the two main hab pods. That allows the
PCs to have a place to rest other than their ship
but they will not know how long the generator will
keep going
The second option is to set the attack in the very
recent past within the last few hours, or possibly
days. Sections of the station that were not blown
open will still have gravity and/or life support (if
they did originally, of course), as the stations
power source will not have had a chance to run
down yet.

Lights
Another thing to keep in mind is that without
power, there are no lights aboard 7-Osiris. Near
view ports, the PCs will be able to pick up some
ambient starlight (or shine in lights from their ship),
but everywhere else they will be in complete or

The descriptions below all assume that the PCs are


carrying lights.

What about Communications?


Because each comm station has battery backup
power, and because the comm units require very
little juice (especially when they are not in use), the
stations comm networks both public and private
are still functional. (The comm network is
described in detail in the Overview, above.)
This allows the group to split up, if necessary, and
still have a way to stay in touch with one another. It
also gives you, as the GM, a wealth of
opportunities to creep the players out comm. units
can ring when the whole group is in the same place
(so who is on the other end?), lines can be dead
when someone tries to use them, strange sounds
can be heard when a handset is picked up, and so
forth.

Station Exterior
From afar, the station appears normal until
you notice that there are no running lights on
the station itself, nor any lights in the 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.

The other 25%, however, have a bit of juice left in


their backup batteries and are still functional. This
allows the PCs to move them around if necessary,
within whatever limits you ascribe perhaps they
are lucky, and the ones that they need to move still
work; perhaps not.
The repair grid is still covered in cables, conduit
and piping, but those elements have also suffered a
lot of damage. There are still pipes with hydraulic
fluid in them, and many of the electrical wires still
work just fine they just need to be re-terminated.
With some creativity, PCs could get some sections
of the station working again by reconnecting cables
and providing a power source (such as the engine
of their ship).

Repair 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.

Life Support: No.

Life Support: No.

All of the repair bays have been thoroughly looted,


and only a small, random assortment of tools and
spare parts remain. If the PCs need a particular
widget that they do not have aboard, though, there

The repair grid, or simply the grid, forms the


bulk of 7-Osiris and gives it the appearance of a
gigantic square cage. When the station was active,

14

each interlinked bundle of girders terminated in a


powered hinge mechanism, which repair techs
could use to reconfigure the attached sections of the
grid. About 75% of these mounting points no
longer function now, having either run out of power
or been irreparably damaged in the attack.

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.

open. A cloud of dice, broken glass and frozen


droplets of blood surrounds the hatchway.

Shuttle Bay

Life Support: No.

It looks like the raiders spared the shuttle bay,


because apart from a few blaster marks on its
exterior, it appears to be undamaged. It is also
empty presumably, the shuttles were taken by
whoever attacked 7-Osiris. The shuttle bay
itself, a lozenge-shaped pod with one open
side, is dark inside, its interior lights having
long since gone dead. All of the restraints,
straps and other docking gear that would have
been used to hold docked shuttles in place is
still present, and it looks like you could land a
shuttle there quite easily.
Gravity: None.
Life Support: No.
Shuttles and other small craft can still dock here
without any problems all of the hardware
necessary to keep the anchored in the bay in zero-G
is still here, and still fully functional. The seals of
the docking tubes are also still good, should the
PCs find a way to restore life support functions to a
portion of the tube network. As before the attack,
this section of the station is very spartan apart
from the docking hardware, there is nothing here.

Habitation Pods
Near the center of the repair grid sit 7-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

15

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.

Scene: Bloody skiff


A repair skiff floats by, and you can see that its
propulsion system has been shot to bits. Scraps
of shrapnel are embedded in its body, and the
seat and handlebars are covered in streaks of
frozen blood. It spins slowly in space, shedding
small tools and spare parts from an open
toolbox strapped to one side.

Scene: Stress fracture


As you watch, the smaller of the two ships still
docked in the repair grid lurches suddenly,
taking several massive girders with it and
snapping them like dry sticks. Coils of wire
spring loose, and a cloud of bolts and bright
metal bits sprays outwards, glittering in the
starlight. The ship drifts ponderously
downwards until it impacts a larger cluster of
girders, where it becomes wedged and sticks,
motionless.

Scene: Shimmering fragments


A large cloud of debris mostly broken glass
hovers at one end of 7-Osiris, around and
above the Vicars. Every bit of it is in motion,
although most of the debris is moving only
slightly and very slowly. You happen to

16

glance at the cloud just as by some freak


chance nearly every piece of glass catches
the starlight at the same time, flashing
brilliantly for a split second before going black
again.

Interior Areas
Docking Tunnels
Rounding a bend in the docking tunnel 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

the pod, and most of these have been blasted or


torn open as well. As with the other sections of
the station, floating bits of metal and other
debris from the attack form a loose cloud
around the storage pod.
Gravity: None.
Life Support: No.
The only box-shaped structure aboard the station
(apart from the repair grid itself, of course), the
storage pod is also one of the largest. It once held
stacks of metal plating, blast shielding and sections
of ship hulls, all of which were taken by the raiders.
About half of the smaller storage containers
mounted to the exterior of the pod were not
breached in the raid, though, and can still hold
useful items. If it suits the game, the PCs could luck
into anything from ammunition to non-perishable
food the storage pod was a catchall for everything
for which 7-Osiriss crew could not find a better
place.

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

17

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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overwhelmed the rest of the station and used


everything they could find in the nearby rooms to
build a barricade.
Adjacent to the command crews quarters is a nowempty arms locker, which was stripped by the crew
for use against the raiders. There are still a few
spent weapons here three handguns and a
shotgun, none of them space-capable, along with
the bodies of several crewmembers. Diligent
searching will also turn up a handful of rounds for
both types of weapon frangible plastic bullets
designed not to penetrate the hull.

Visitors Quarters
As in the common area, the air here is full 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

supply (it draws very little power in its idle state).


The beacon only does two things: it listens for radio
traffic in the immediate area, and when it hears it,
sends out a single, powerful coded radio burst
which the raiders will pick up sooner or later,
depending on how far away they got. Once the
beacon has pulsed, it short-circuits and goes dead,
making it very hard to locate even if those aboard
7-Osiris detected the pulse.

Salvage
The PCs are not the first ones here that honor
went to the Solitary Confinement and her crew of
down-on-their-luck salvage operators. They have
been aboard 7-Osiris for the past week, working
their way from one end of the station to the other
and stripping it of everything of value. Do they
notice the PCs ship? Do the PCs notice theirs?
And what happens when the two parties meet for
the first time?

Thar She Blows


The reactor that supplied power to the Vicars was
damaged in the attack, and it shut down shortly
thereafter but not all the way. Instead, it has been
very slowly building up a dangerous level of
energy, while remaining disconnected from the
stations life support and other systems. A skilled
engineer could detect this from nearby, as could the
right set of instruments but if it is not detected, it
could explode at any time. If it is detected, what do
the PCs do with it? Do they try to fix it and restore
power to the station but risk setting it off? Or do
they abandon 7-Osiris altogether?

Bringing 7-Osiris to Life


Without any signs of life blinking running lights,
a glow from behind the view ports, shadows
moving through the docking tunnels 7-Osiris
seems much larger, and much more isolated, than it
did before becoming a derelict. It is a big place
each face of the rough cube formed by the repair
grid is as long as five American football fields
and the fact that it is empty and devoid of life only
makes it seem larger.

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7-Osiris
Inside, however, the opposite is true. No space
seems smaller than one that is icy cold the chill
can be felt even through a spacesuit dark except
where it is illuminated by a personal light, and full
of corpses and the detritus of its former inhabitants.
The hab pods might have been cozy and
comfortable when they were occupied, but that only
makes them seem less so now that the station is a
derelict.
And do not forget the claustrophobia of being
trapped in a spacesuit in this kind of environment
outside of ones helmet, the world is completely

silent. (Most sci-fi films notwithstanding, there is


no sound in space.) Everything a person can hear,
like ones own breathing or the crackly voices of
teammates over the comm, becomes amplified.
For the faint of heart, every hab pod is a new horror
there are bodies everywhere, frozen solid in the
icy vacuum of space, along with frozen globules of
blood. And those corpses are floating, with a bit of
momentum of their own just enough to cause
them to brush up against a person while he or she is
surveying an area, or swing around a doorway just
as someone steps into it.

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

2006 Tabletop Adventures, LLC


http://www.tabletopadventures.com

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