Destinations 7 Osiris

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    7-Osiris

    Tabletop Adventures Presents:

    By Martin RalyaR EPAIR S TATION 7 -O SIRIS  

    IntroductionWelcome, and thanks for picking up Repair Station

    7-Osiris, the first product in the “Destinations” line

    from Tabletop Adventures! This book describes 7-

    Osiris, a busy repair station that can be easily

    dropped into any space-based sci-fi RPG campaign.

     About the AuthorMartin Ralya has been a freelance writer since 2004, and

    has worked on several other projects for Tabletop

    Adventures, including Bits of the Boulevard and Bits of

    the Wilderness: Into the Wildwood. Martin also writes

    Treasure Tables, a daily weblog for GMs, and runs the

    GMing Q&A Forum (http://www.treasuretables.or g).

    This is his first solo project for TTA, and he would like to

    dedicate it to 2001: A Space Odyssey, Firefly, Outlands

    and of course, Deep Space 9, which did it best.

    7-Osiris is presented in two different conditions:

    Active  (inhabited, running normally) and Derelict 

    (ruined and devoid of life). An Overview  is also

     provided, which familiarizes you with the station ingeneral terms. You can run the derelict version of

    the station without first reading the active version.

    If your players ask questions relating to what

    station life was like while 7-Osiris was still

    operational, you can just refer back to the relevant bit of the active section during play.

    This gives you two dramatically different ways toincorporate 7-Osiris into your campaign – as well

    as the option of using it in both states in the same

    game, if the PCs become familiar with the station

     before disaster strikes.

    The Active and Derelict conditions are described

    separately, and broken into several sections:

    Station Exterior  (what 7-Osiris looks like from

    space); Exterior Scenes (ready-to-use descriptions

    of minor events that take place aboard the station);

    Interior Areas  (what the station is like inside);

    Adventure Seeds (which you can use to introduce

    the station into your game); and Bringing 7-Osiristo Life  (to help you make this repair station seem

    more real and vibrant to your players).

    In addition, the first division – which describes 7-

    Osiris as an active, functional repair station – also

    includes one extra section, Cast of Characters,

    which briefly describes the NPCs who run, use and

    visit 7-Osiris.

    Each section includes text that you can read aloud

    directly to your players, generally when the

    characters see a new area (or meet a new NPC) for

    the first time. Some sections include a mini-

    vignette (also designed to be read aloud) featuring

    that area of the station. Read-aloud descriptions are

    always italicized .

    Gravity and life support (which includes both

     breathable air and heat) are not consistent

    throughout 7-Osiris – some areas have neither,

    while others have one or both – and these

    conditions change depending on which version of

    the station (active or derelict) you are using in yourgame. For this reason, the status of both gravity and

    life support is included at the very beginning of

    each description, right after any read-aloud text.

    OverviewRepair Station 7-Osiris is a medium-capacity repair

    facility for spaceships, capable of handling

    anything from personal shuttles on up to midrange

    D ESTINATIONS :D ESTINATIONS :

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    cargo vessels. Although 7-Osiris is not a

     particularly large station, what it lacks in size it

    makes up for in adaptability; this repair station can

    alter its structure to accommodate ships of different

    shapes and sizes, within reason.From a distance, 7-Osiris looks like a big wire box

    with lumps in it – and in a nutshell, that is exactly

    what it is. The station consists of a roughly cube-

    shaped frame of girders, armatures, docking tubes,

     pipes, cranes and cables – called “the grid” – which

    surrounds a handful of repair bays and pod-like

    habitable areas, as well as the ships that are docked

    there for repairs. Each face of the grid is about 500

    yards wide.

    With a bit of grunt work, the various armatures and

    girders that are “woven” together to form the gridcan be moved around and anchored in new

     positions, allowing 7-Osiris to make room for a

    larger vessel, bring needed cranes or other

    equipment closer to areas in need of repair and

    otherwise adapt itself to every job that it takes on.

    The station is home to a sizable crew of repair

    specialists and technicians, as well as a few guards

    and other support personnel, plus the staff of the

    Vicar’s and, of course, the crews of some of the

    ships that are docked there.

    7-Osiris works equally well in deep space or as anorbital repair station, and is described in such a way

    as to leave both options open to you. In deep space,

    it would need to be placed near a hyperspace jump

     point or along a major space lane. As an orbital

    station, it can be installed in geostationary (stays at

    a fixed point while the planet rotates beneath it) or

    geosynchronous (rotates with the planet, but stays

    above a fixed location) orbit around any planet with

    significant space traffic.

    Similarly, whether or not 7-Osiris is a commercial

    venture or a government (or even military)

    installation has been left open as well, to make it is

    as easy as possible for you to incorporate this repair

    station into your game.

    7-Osiris has a variety of nicknames among its crew

    (and frequent visitors), including “Seven,” “the

    grid,” “the cage” and “Siri” (shortened from

    Osiris). You can extrapolate as much or as little

    from the designation “7-Osiris” as you like –

     perhaps there are other numbered Osiris-class

    repair stations scattered across the galaxy (1-Osiris,

    2-Osiris, etc.), or other stations named after gods

    and mythical figures (like 9-Odin and 33-Quetzlcoatl). 

     About Communications7-Osiris has its own communications network,

    segmented into public and private bands. Every

    member of the crew carries a personal comm, and

    can communicate with any other crewmember on a

    range of channels, including one scrambled

    channel, for the station’s very occasional secure

    communications.

    For visitors, the station maintains a hardwired

     public network. There is a comm unit on both sides

    of every airlock, as well as several in each of the

    interior areas described below. (Note also that since

    the docking tunnels are segmented and separated by

    airlocks, there are comm. units every hundred feet

    or so even in the docking tunnels.) These stations

    allow visitors to communicate on several publicchannels, as well as to dial other parts of the

    station. They also include an emergency call button

    that summons guards (and usually several

    crewmembers, as well) to their location, if needed.

    7-Osiris: ActiveThis section describes Repair Station 7-Osiris as a

     bustling hive of activity – a full house, with ships

    docked for refitting and repairs, and plenty of

    visitors aboard.

    Station Exterior From a distance, the space station glitters likea birdcage in the starlight. As you get closer,

     you see that the station is little more than a

    vast, roughly box-shaped grid of girders, struts, tubes and armatures, perhaps 500 yards

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    on a side, surrounding a dozen or so ship-sized

     pods – and enclosing several spaceships of

    different sizes in its web. Even from here, youcan see that this repair station was built for

     function, not beauty.

     Red and yellow guide lights blink on and off allover the outer edges of the station’s metal grid.

    Tiny scratches and pockmarks dot the

     structure, from years of exposure to small- scale space debris and contact with the hulls of

    countless ships. Servo platforms and drones

     skim the surface of one of the larger ships thatis docked there, and space-suited figures can

    be seen working on a great tear in the cargo

    vessel’s bright metal hull.

     As you get closer, you can see tiny figuresthrough the view ports of the larger habitation

     pod, and several space-suited repair techs

     pulling one of the docking tubes to a new

    location. Painted on a row of metal plates

    mounted on the leading edge of the grid is the station’s designation, Repair Station 7-Osiris,

     spelled out in red block letters ten feet high.

    The Grid7-Osiris’s elaborate grid system is built

     primarily of bright stainless steel girders and struts, extensively cross-braced, that radiate

    out from dozens of hinged mounting points.

    Some of the smaller pieces are made of darker

    metal, while others are painted red or blue, perhaps to signify their function. Conduits and

     pipes run along most of the grid arms, mixed inwith control boxes and guide lights.

    Where ships are enclosed in the grid, you can see that they are

    hard-docked to the

     station itself, withrubber-gripped

    clamps and

    magnetic armaturesholding them firmly

    in place. Most of the

    larger structuralelements also havetranslucent docking

    tunnels running

    along their length,and dark shapes –

     people moving

    between ships, orbetween ships and

    the habitation pods

     – can be seen

    within.Gravity: None.

    Life Support: None.

    The bulk of Repair

    Station 7-Osiris is

    “the grid,” the

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    network of interlinked supports, hollow girders and

     braces the gives the station its cage-like

    appearance. Most of these supports look a lot like

    modern day crane arms: four long tubes, each about

    six inches wide, placed in a square configuration, joined by smaller “X”-shaped supports that run up

    their length.

    Most of these sections can be decoupled from one

    another and relocated to new positions, allowing

    the station to accommodate different hull sizes and

    configurations. They offer plentiful handholds, as

    much of the station’s repair work is performed by

    techs in spacesuits. Running in, on and around

    these supports are conduits carrying electricity to

    the outer areas of the grid, pipes, locked control

     boxes that allow the struts to be repositioned,

    running lights and other bits of equipment. 

    Repair BaysYou can see several repair bays throughout the grid, each one a half-sphere perhaps forty feet

    across. The inside of each sphere is lined with

    racks of tools, pieces of machinery and otherrepair equipment, all open to the vacuum of

     space. Techs in spacesuits dart gracefully in

    and out of these bays, retrieving and stowing

    tools and otherwise going about their work.

     Looking closer, you can see that the open face

    of each bay is not actually open – a fine net

    covers the entire flat side of each half-sphere.The net has a hole in its center, allowing techs

    to come and go freely but preventing loose

    tools and stray parts from drifting into space.

     Each repair bay pod also has a pair of doors stowed on its exterior, which look like they

    could be used to seal the pod in the event that it

    needed to be pressurized for specialized repair

    work.

    Gravity: None.

    Life Support: No, although they can be given full

    life support (air and heat) if needed.

    7-Osiris has six repair bays, all of which contain a

    wide assortment of tools, gadgets and gizmos used

    for spaceship repairs. These pods are generally left

    in the configuration described above – open to

    space – for ease of use, although all of them can be

    sealed and pressurized if necessary. Since most of

    the actual repair work that the 7-Osiris’s crew performs is done on the hulls of the ships being

    repaired, however, there’s rarely a need for

    “workshop” spaces.

    Shuttle Bay7-Osiris’s shuttle bay is adjacent to the station’s habitation pods, not far from the

    center of the grid. The shuttle bay is lozenge-

     shaped, with a slit in one side that is open to space, allowing shuttles to come and go freely.

    Several shuttles can be seen inside, lit by the

     shuttle bay’s interior lights. Docking tubes are

    coupled to each shuttle, and a few techs can be seen working on one of the smaller craft.

    Gravity: None.

    Life Support:  No; docking tubes are used to get

    from the shuttles to the habitable areas. 

    The shuttle bay is little more than an enclosure to

    house the station’s five shuttles; although it can be

    sealed (the hatch is normally left open), it cannot be

     pressurized and there is no gravity. Access to theshuttles is by docking tunnels, and these tunnels

    lead to the habitable areas of the station. This is one

    of the most spartan sections of the station, with

    little wasted space – just a few feet of clearance

    around each shuttle – and nothing in the way of

    amenities. 

    Habitation PodsThe most brightly lit section of the 7-Osiris isits pair of habitation pods, egg-shaped

     structures that sit end-to-end not far from thecenter of the grid. Both pods are made of a dull gray metal that soaks up the starlight, with

     some sections that have clearly been patched

    and repaired over the years. A web ofoverlapping pipes and conduits encases each

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     pod, surrounding small view ports that are

     scattered across their surface.

     Docking tunnels radiate out from both pods,

    connecting them with other sections of the

     station and with the shuttle bay. You can seemovement through the view ports, and in manyof the docking tubes as well. Even from a

    distance there is a sense of coziness – of

    warmth in the void – that seems to emanate from the two pods.

     A third larger, longer pod sits off on its own,

    connected to the other two by several very long

    docking tunnels. “The Vicar’s” is paintedacross its scarred metal hull in gold letters

     several feet high, and flashing multicolored

    lights can be seen through its tiny view ports. 

    Gravity: Yes; slightly less than Earth-normal.

    Life Support: Yes.

    There are three habitation pods: one for crew

    quarters, one for visitors and the third for the

    Vicar’s, the station’s combination bar, casino and

    den of ill repute. These are described in more detail

    in the Interior Areas section, below.

    Bug Hunters As you approach Repair Station 7-Osiris, you

    can see a fair amount of movement on the

     station. Repair techs, both free-floating and on skiffs and platforms, skim around the ships that

    are docked there for repairs, and dockingtunnels sway gently as people pass through

    them, but what catches your eye are the

    menacing black gun turrets located on eachcorner of the repair grid. Two snub-nosed guns

     protrude from each turret, and as your ship

    approaches the station, the two closest turretstrack your progress.

    Gravity: None.

    Life Support: Yes.

    The bug hunters are 7-Osiris’s defense system:

    eight automated gun turrets, one at each corner of

    the repair grid. Each turret has a wide field of fire,

    limited only by the station itself and any ships that

     protrude past the edges of the repair grid. The bug

    hunters can be reached using the network of

    docking tunnels, although a locked, armored airlock

    limits access.

    The bug hunters have fairly sophisticated onboard

    Artificial Intelligence (AIs), and in the absence of

    human control they are capable of running threat

    assessment programs and picking their own targets.

    In practice, human control is preferable, so station

    guards man at least four of the bug hunters at all

    times. Standard practice is for one or more turrets

    to track every unknown ship that approaches the

    station, which can be unsettling for first-time

    visitors.

    These ball-shaped turrets each have a pair of large-

     bore cannon emerging from them, and can rotate onall axes. Inside, there is just enough room for a

    single person (with or without a spacesuit) to work

    the controls. Each bug hunter is also equipped with

    a computer that allows it to control the rest of the

    turrets – so in a pinch, one person with the proper

    access codes could operate all eight turrets.

    If the station is attacked, the guards in the four

    manned bug hunters will each take control of a

    second turret, setting that one to semi-autonomous

    mode until the rest of the gunners can take their

     positions.

    Exterior ScenesPresented here are three mini-vignettes that you can

    use to convey the feel of approaching 7-Osiris from

    space, or of looking out of the hab pods at the rest

    of the station.

    Scene: Pulling in for repairs

     From a little way off, the edge of the cube-

     shaped grid that is Repair Station 7-Osirislooks impassable – a crazy web of

    interconnected girders, with no openings large

    enough for your ship. Up close, however, youcan see that this is not the case – a path has

    been cleared for you through the supports, with

     several yards of clearance on every side.

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     Repair techs in spacesuits hover around theedges of this pathway, and several small

     floating platforms and drones are moored to

     girders above and below you. With puffs from

    its attitude jets, your ship moves slowly up to,and then past, the edge of the station’s grid.

    Soon you are surrounded by pipes, conduitsand supports on all sides, and after another

     few moments the ship glides to a stop withanother burst from its forward jets.

    You hear the muted thump of rubber on metal

    as repair techs attach magnetic armatures to

    her hull, hard-docking your ship with the station itself. Within moments, drones are

     zooming past the view ports as they flit over the surface of your ship.

    Scene: Damaged cargo ship docking

    You watch as a heavily damaged cargo vessel

    begins its approach, preparing to dock with the

     station. One side of the ship is marred by thebright scars of several impacts – whether from

    weapons or space debris, you can not tell for

     sure – some of which look to have penetratedthe hull completely. Large sections of the edge

    of the station’s grid nearest to the ship swing slowly outwards, with space-suited techsmanning their controls, as the cargo ship

    closes with the station.

    Slowly and with great care, the ship aligns

    itself with the edge of the cube and begins tomove inwards. The grid almost seems to

     swallow it, with girders extending off of the

     structure to wrap around the tail end of thecargo ship. Several small drones, as well as a

    larger floating platform, move into position

    around the ship, and you watch as techs position hard-docking arms and booms to holdthe massive vessel in place. In a few silent

    minutes, it is all over; except for the stream of people moving through the translucent docking

    tunnels, you would not know that the ship had

    not been there all along. 

    Scene: Repaired ship taking off

     A swarm of repair techs decouples a small

     freighter – freshly repaired – from the support

     grid. Coupling arms and booms slide back smoothly and silently, and other techs

    reposition several of the larger girders to give

    the ship more room to move.

    With a few white puffs of gas from its attitude jets, the freighter begins to nose its way out of

    the grid. It slides out smoothly and heads into

    open space, running lights blinking steadily,

    and then fires its topside jets and pulls slowlyaway from the station. After it is fully away

     from 7-Osiris, you see a cherry-red glow

    blossom deep within the freighter’s aft engines.The glow builds rapidly, quickly becoming a

     star-bright flare of white heat, and the ship –

    now several kilometers from the station –disappears into the black. 

    Interior Areas

    Docking TunnelsYou are enclosed in a dimly lit tube made oftranslucent yellow-white plastic. There aremetal rings every few feet, and rails run the

    length of the tube above, below and to both

     sides of you. You can hear the steady hiss of airbeing pumped into the tube, which rocks back

    and forth as you pull yourself along the rails in

     zero-G. The whole thing feels a bit like beinginside a giant plastic intestine, and you can not

     see much through the walls of the tunnel – just

    vague shapes that might be ships. 

    Gravity: None.

    Life Support: Yes.

    Often called “float tubes” by the crew, docking

    tunnels connect all of the habitable sections of 7-

    Osiris to one another, to other important areas (like

    the shuttle bay) and to the outlying regions of the

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    grid. The tunnels are made of thick, semi-rigid

    translucent plastic, and are a pale yellow-white in

    color. There are steel support rings every eighteen

    inches, which help the tunnels keep their shape, and

    four grab rails (thin tubes with a textured outer

    surface) are mounted to these rings. Dim lights arealso present every twenty feet or so.

    The grab rails run along the length of the tube, one

    each on the top, bottom and sides (although these

    are relative terms in zero-G), allowing those using

    the tunnels to pull themselves along in the absence

    of gravity. Despite their rugged construction, the

    docking tunnels will not stand up to any serious

     punishment – they can be cut with relatively little

    effort, and penetrated by nearly any projectile

    weapon with no effort whatsoever.

    The network of docking tunnels is interrupted everyso often by airlocks; airlocks are also in place

    anywhere that a docking tunnel mates with a

     pressurized area (like the habitation pods). This

     prevents depressurization in one section of a

    docking tunnel from depressurizing the whole

    network.

    Scene: Crowded tunnel

     As you change directions to turn a corner,

    kicking off of one of the grab rails, you see several other people floating towards you from

    the opposite direction. All of them are wearing

    dark gray space suits, but their helmets are off;they are talking in a language you do not

    recognize, and the sound of their voices is

    warped in the cramped confines of the tunnel.They nod and smile as they line up, one behind

    the other, so that you can pass each other in

    the narrow tube. A moment later they are past

     you, floating by with the grace of seasoned space travelers.

    Machine Bay Peering in through the machine bay’s airlock,

    it is tough to believe that so many machinescan be stored in one place. A stack of towing

     platforms is strapped to one wall, while drones

    and repair skiffs float gently in their harnesses

    on the ceiling above you. The only open space

    is next to the doorway, where a skiff is midway

    through being repaired; tools and parts floataround it, and two repair techs are examining

    its engines. Opposite the doorway is a massive

    circular airlock, currently closed, which allowsaccess to the repair grid. 

    Gravity: None.

    Life Support: Yes.

    7-Osiris’s machine bay is one of the largest sections

    of the station, a roughly spherical pod that is

    smaller than the Vicar’s and the storage pod but

    larger than either of the hab pods. It houses the

    drones, space platforms, jet-equipped cranes, repair

    skiffs and other heavy machinery needed for

    spaceship repairs. Altogether there are thirty-sixvehicles housed in this bay, although at any given

    time about half of them are being used in repair

    work.

    Unlike the shuttle bay, the machine bay is

     pressurized; positive pressure is maintained by a

    massive airlock – fourteen feet in diameter – that

    allows the various drones to come and go freely.

    Within the bay, an elaborate system of harnessesallows 7-Osiris’s crew to maximize the interior

    space – platforms are stacked on top of each other

    and strapped to the walls, skiffs overlap nose-to-

    tail, and so forth.

    There is also a large cleared area on the back wall,

    opposite the main airlock, which is used to perform

    repairs on the various machines in the bay. This

    area (which looks a lot like a modern-day helipad)

    has a wide range of tools stowed around its edges.

    Apart from that, there are very few small objects in

    the machine bay – it is deliberately kept as clear as

     possible to minimize the chance of damaging the

    various drones and other equipment.

    Scene: Repair skiffs taking off Looking out at 7-Osiris’s machine bay, you

    watch as its wide, circular airlock cracks open,both halves of the circle sliding smoothly back

    into the pod. Two repair skiffs emerge from theairlock, their attitude jets squirting out small

     plumes of gas as they maneuver towards the

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    nearest docked ship, a boxy mining trawler.The skiffs are slim machines, made to be

     straddled, with small engines underneath fore

    and aft, and each has a scratched and dented

     plastic sphere mounted on its underbelly. A single space-suited repair tech rides each skiff,

     guiding it through the web of girders thatmakes up the station’s repair grid. 

    Storage PodThe storage pod is a boxy rectangular

     structure situated near the “top” of the

     station’s repair grid. Someone with a sense ofhumor has painted “Coffin for Non-Paying

    Customers” in dark blue paint across one of itsrusted metal sides. The pod is low and wide,clearly designed to hold spare hull sections

    and plating for use in repairs. Smaller lockers,

    boxes and crates are bolted and strapped to its

    exterior, presumably holding other spare parts.

    Gravity: None.

    Life Support: None.

    Unlike all of the other structures on the station, the

    storage pod is box-shaped, a hard-edged

    rectangular structure made of rusted metal. (It looksquite a bit like a modern-day shipping container.)

    The pod itself is used to store sections of ship hulls,

    metal plates of various sizes and composition, andother large objects. The various boxes and lockers

    attached to its exterior house smaller parts,

    including piping, fuel, electrical wire, bolts and

    other essentials, as well as anything the crew could

    not put somewhere else. Like the main pod, all of

    the smaller storage spaces are kept locked at all

    times.

    Scene: Hull sections leaving storageThree repair techs with a towing platform havetaken up positions around the storage pod’s

    access hatch, and one of them keys in the entry

    code. Together they open the large door,revealing stacks upon stacks of sheet metal and

    hull sections. One of the techs disappears

    inside the pod, pulling a tow cable behind him. He emerges a few moments later, and all three

    techs climb aboard the platform.

    Slowly and with obvious care, they fire the platform’s attitude jets and drag an enormous piece of spaceship hull – perhaps twenty feet

     square – out of the storage pod. Once it is free,two of the techs kick off of the platform, close

    the storage pod’s access door, and grab hold

    of two of the hull section’s edges, helping to guide it through the repair grid. 

    Habitation PodsOver the years, 7-Osiris’s crew has made thehab pods less sterile and utilitarian, and more

    homelike. Their textured metal flooring has

    been carpeted over in some areas, woodenaccents have been added around doorways and

    airlocks, curtains have been hung in front of

    many of the view ports – to keep out the lightsof the station during night cycles – and framed

     prints, paintings, photos and silk screens have

    been mounted on the walls.

    Gravity:  Yes; slightly less than Earth-normal

    (applies to all hab pod areas)Life Support: Yes (applies to all hab pod areas).

    Called the “hab pods” by nearly everyone aboard,

    these three structures house everyone who lives

    aboard, or visits, 7-Osiris. There are three separate

    hab pods: one for the crew and staff, one for

    visitors and the third for the Vicar’s. The crew pod

    and the visitors’ pod are connected to one another,

    as it is easier to supply life support to both of them

    that way; the Vicar’s sits off by itself, on one edge

    of the repair grid. All three are described

    individually below.

    The Vicar’s has its own life support machinery and

    gravity generator, while the two other hab pods

    share one life support and gravity generation

    system. Both sets of equipment are mounted below

    the pods they supply, and are armored against

    random space debris (as well as low-level

    weapons).

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    Crew Quarters Looking down the corridor into the crew

    quarters pod, you see several narrow cabindoors on either side, and a larger door at the

    end. Soft string music emanates from one of the

    closed cabins, and you can hear voices frombeyond the larger doors at the end of the

    corridor. The wall to your left is covered in

     photos of repair jobs the crew of 7-Osiris has

     performed, as well as pictures of family and friends. A painted mural on the right-hand wall

    depicts a busy shipping lane in space, with 7-

    Osiris at its nexus.

    7-Osiris’s crew pod is fairly simple in layout. A

    central corridor runs from one end of the egg-shaped structure to the other, with small crew

    cabins on both sides; the command crew’s quarters

    are at the far end of the hall, along with the arms

    locker, while bathrooms and showers are at the near

    end, closest to the main airlock.

    Two crewmembers share each of the small cabins,

    which hold a bunk bed, a tiny closet, two storage

    lockers and a folding table with two folding chairs.

    Each cabin has been personalized with posters,

    artwork and other items according to the tastes of

    its occupants.

    The command crew’s cabins are half again as large,

     but by no means luxurious. They also sleep two,

    with the exception of the Station Commander’s

    room (which is not shared). Like the crew cabins,

    the members of the command crews have

     personalized these spaces as well, giving them a

    homey feel.

    The bathrooms feature low-tech pressure showers

    and vacuum toilets, and all of the water used there

    is recaptured, filtered and recycled back into the

    system.

    The arms locker is secured by two lockingmechanisms, one physical and one electronic, and

    only the command crew and the guards have access

    to it. The locker (really a small walk-in closet)

    holds a dozen sidearms, a dozen shotguns and six

    space-capable rifles. The sidearms and shotguns

     both fire frangible rounds – essentially, plastic

     bullets that will penetrate flesh, but not the station’s

    hull – and neither will work in space. The space-

    capable rifles fire armor-penetrating bullets, and

    will work just fine in space.

    Scene: Shift change

     At shift change, the common area between the

    crew and visitors’ quarters fills up with space-

     suited repair techs, drone jockeys, guards andother station personnel. Crewmembers swap

     stories from their shifts, fight over who gets

    dibs on the showers and generally make a lotof noise for the next few minutes. Once the

    departing crewmembers have left for their shifts, and the arriving ones have gone to the

     showers or to their cabins, the common area is

     suddenly quiet again, with only the almost-

    inaudible hiss of the life support system to keep you company. 

     Visitors’ QuartersSoft, soothing music plays in the galley, where

    the crew of a small cruiser is sharing a meal.

     Beyond the galley are several cabins for

     guests. Some are open, and you can see visitorsinside, while others are closed. The walls in the

     galley and around the cabin doors are covered

    with mementos of past visitors: before andafter photos of their ships, some cracked and

     yellowing with age, crews toasting repair techs

    aboard their newly-repaired vessels and otherimages from around the station. Behind you, in

    the lounge, you hear a soft  bleep as the status

     screen is updated, signaling that one more shipis a bit closer to being fully repaired.

    During lengthy repair stays, most ship crews sleep

    aboard their ships, but there are times when this is

    not an option, such as when the repair techs have to

    depressurize a ship to fix a major problem. For thisreason, the station offers spacious, comfortable

    visitors’ quarters.

    The visitors’ pod is attached to the crew quarters

     pod, and there is a common area – essentially, a

    lounge – in between the two. (Technically, the

    lounge is aboard the visitors’ pod.) One wall of the

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    lounge is taken up by a large video screen, on

    which is displayed the status of every ship docked

    at the station: what percentage of repairs have been

    completed, an estimated completion date and other

    useful information. This screen is updated severaltimes a day by the repair techs, who send the

    information over from computers in their repair

     bays.

    Just past the lounge is the galley, which serves a

    limited menu around the clock and can seat

    everyone aboard the station. (Better – and more

    expensive – meals are available at the Vicar’s.)

    Beyond the galley are the sleeping quarters, ten

    rooms with four foldout bunks apiece. Each room

    includes a folding table and four folding chairs,

     plus a small closet and a storage locker. With the bunks folded up, four people can comfortably sitaround the table playing cards, throwing dice or

    otherwise passing the time until their ship is

    repaired.

    At the back end of the visitors’ pod are spacious

    showers and bathroom facilities, much nicer than

    the ones in the crew quarters. When no visitors are

    aboard, crewmembers regularly sneak into these

     bathrooms instead of using their own. 

    Scene: New arrivals

     As the lounge airlock opens, the mellow

    atmosphere is broken by loud shouting fromthe airlock’s occupants: the crew of a small

    mercenary ship, the Line in the Sand , which

     you just saw pop up on the status screen. Three

    women and two men, all in pilot gear, arearguing at the top of their lungs about whose fault it is that their ship got damaged. Seeing

     you, they abruptly stop arguing, mutter their

    apologies, and head straight for their cabins

    without pausing to chat.

    The Vicar’sCompared to the rest of the station, going intothe Vicar’s is like getting hit with a wall of

     sound – you are inundated with the bright

    chirps of gambling machines, the clatter of

    dice, catcalls from the brothel above and the shouts of gamblers and bar patrons alike. Then

    there are the lights: multicolored tubes of

     swirling light around the view ports, slow-

     pulsing white and gold lights from under thebar and spotlights bathing the gambling tables

    in a diffuse yellow glow. The crowd is a mix of7-Osiris crewmembers, visitors who are here

    while their ships are being worked on and spacers who have stopped by solely to spend

    their money at the Vicar’s.

    One of the largest structures on 7-Osiris, the

    Vicar’s is a cigar-shaped pod situated at one edge

    of the repair grid, some distance away from the

    other hab pods. Like space station and spaceship

    crews everywhere, the crewmembers and visitorsaboard 7-Osiris would go stir-crazy without

    distractions – and the Vicar’s offers distractions

    aplenty, including gambling, a fully-stocked bar

    and restaurant, prostitutes and the chance to rub

    shoulders with everyone else on the station. Nearly

    every member of 7-Osiris’s crew spends some time

    (and money) at the Vicar’s blowing off steam, as do

    many of the station’s visitors.

    There are three levels to the Vicar’s: the main level,

    which includes the bar and the gambling tables; the

    mezzanine, a wide walkway overlooking the mainlevel, which houses the restaurant; and the upper

    level, which is a brothel. There are wide view ports

    on the main and mezzanine levels, offering

    spectacular space views on one side and views of

    the station on the other. These view ports are lined

    with pulsing, multicolored light tubes, giving the

    Vicar’s a garish appearance from space. The

    interior lighting is otherwise quite dim, the better to

    facilitate the shady dealing that goes on here at all

    hours.

    The Vicar’s is a popular destination in its own

    right, attracting customers to 7-Osiris who do notneed ship repairs. To this end, there are ample

    docking points, including docking tunnel

    connections, on the repair grid around the Vicar’s.

    This allows ships to park next to the station without

    entering the grid, so that they can come and go

    without needing assistance from the station’s crew.

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    Armed guards who work for 7-Osiris patrol in and

    around the Vicar’s, and theirs are the only weapons

    allowed aboard. In practice, this rule is very

    difficult to enforce, and depending on how seedy

    you decide to make the Vicar’s, some, most or all

    of its customers could be carrying concealedweapons.

    Repair Crew

    Scene: High rollers

    The center of the main floor of the Vicar’s is

     packed – it looks like everyone who was at therestaurant, the bar and the other gaming tables

    has gathered around a single table. The crowd

    is hushed for a few moments, and then erupts

    in cheers as one gambler throws the dice. Afterthe bets are raked in, a hush descends again –

    only to be broken seconds later by catcalls from the mezzanine and more cheers from themain level. 

    Interactions

    Cast of CharactersThe most people you would expect to find on this

    station at one time is approximately 140 people. Of

    that, approximately 110 people would be residingin either the crew quarters, the visitor’s quarters or

    the Vicar’s. The remainder of the people reside on

    their own ships. The standard crew for the repair

    station only would be 54.

    Command CrewVisitors to 7-Osiris are not likely to meet most of

    the command crew, which consists of three Repair

    Captains (who supervise the repair techs), a Comm

    Officer (who coordinates station communications),

    a Supply Chief (who manages the station’s

    inventory) and the Station Commander, KejiArmstrong.

     Newly arrived visitors are generally greeted by a

    Repair Captain – most often Sasira Cheng, the most

    garrulous of the three Captains. Especially

    important guests may be welcomed aboard by the

    Station Commander himself.

    The members of 7-Osiris’s sizeable repair crew

    spend most of their time in the repair bays and

    working on ships. When they interact with visitors

    at all, it is in the relaxed atmosphere of the galley

    (in the hab pods) or at the Vicar’s. Grainger

    Chapman is generally regarded as the best tech

    aboard, while Garz Mullak does the fastest repairs

    and Safir Elemena is particularly accident-prone.

    Guards7-Osiris’s small staff of guards patrol the tunnels

    around the hab pods, keep an eye on the Vicar’s

    and man the bug hunters. Visitors are most likely to

    run into their Captain, Savin “Bang Bang” Jones,

    who makes an effort to get to know everyone who

    comes aboard the station.

    Staff of the Vicar’s

    The Vicar’s, appropriately enough, is run by the

    Vicar (known by his real name, Stuart Derby, only

    to a select few), a smalltime criminal who paid off

    his debts and retired to 7-Osiris. Notable members

    of the Vicar’s staff include Sira Quartz, the Vicar’s

    girlfriend and the best dealer in the house; Avar

    Stoneman, a hired thug with fewer teeth than

    scruples; and Jen Swale, the most popular prostituteon the station.

     Visitors

    At any given time, 7-Osiris is usually hosting the

    crews of two to four ships (the rest live and sleepaboard their vessels while repairs are underway),

     plus as many as two dozen spacers who are aboard

    to sample the distractions that the Vicar’s has to

    offer.

     Adventure Seeds

    Big Bang

    One of the ships docked on 7-Osiris – the Spinward

    Wanderer , a small mercenary vessel – has a leak in

    its fuel core, and if it gets any worse the whole ship

    could explode…taking the station with it. As soon

    as they discover this, the station’s repair techs

    refuse to go near it, and other visitors start leaving

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    the station in droves. Desperate to save 7-Osiris,

    Station Commander Armstrong approaches the PCs

    and implores them to go aboard the Wanderer  and

    stop the leak.

    Fish in a Barrel

    The Bard’s Pride, a midsize mining vessel that has

     just docked on 7-Osiris, is not what it seems – it is

    crewed not by miners, but by space pirates, and

    they plan to take over the station. Their plan

    involves spreading out in the docking tunnels on

    the station’s next night cycle, overpowering the

    guards manning the bug hunters – and then training

    the guns on the ships in the repair grid and

    demanding an exorbitant ransom. While the PCs

    are in the Vicar’s, Mordecai Aldor, a pilot from the

     Pride, gets a little too drunk and lets the basics oftheir plan slip out at the bar. Will the PCs handle it

    themselves, or go to the station’s command crew?

    New Bug

    The Vector , a science vessel that recently stopped

    off at 7-Osiris for a refit, brought a surprise gift: a

    virus from a newly colonized planet. The virus

    came aboard with the Vector’s  crew, and shortly

    after they left it broke out all over the two main hab

     pods. The repair techs quickly locked down the

    airlocks leading out of those pods, keepingeveryone in the Vicar’s – including the PCs – safe,

    at least for now. Will the PCs take a ship and try to

    track down the Vector ? Or will they work with the

     people in the Vicar’s to try and come up with a cure

    on their own?

    Bringing 7-Osiris to LifeRepair Station 7-Osiris was built in a very

    utilitarian fashion, but over the years it has been

     personalized – and humanized – by its crew and its

    many visitors. Aspects of the station are still veryutilitarian, though, like the docking tunnels, repair

     bays and shuttle bay – plus, of course, the repair

    grid itself. But the living spaces – the crew and

    visitors’ quarters, and the Vicar’s – have been made

    more homelike, and have a lived-in feel to them.

    It is also a bit of a rough-and-tumble place. There is

    enough security present (in the form of the bug

    hunters and the station’s guards) that visitors rarely

    cause problems, and in return the crew overlooks

    most of what goes on in the Vicar’s, as well as

     behind closed cabin doors.

    And it is big : 7-Osiris is a cube that is 500 yards(almost 500 meters) on a side – that is 1,500 feet, or

    five American football fields. Most of that space is

     just that – empty space, taken up only by the repair

    grid and ships that happen to be docked for repairs.

    The various discrete structures, even the larger

    ones, are lost in this sea of metal.

    Floating through a docking tube from the main hab pods to the Vicar’s – a trip most visitors take at

    least once – can be a very isolating experience, and

    can take someone who is inexperienced at moving

    in zero-G several minutes. Several long, lonelyminutes, with only the sound of their own breathingto keep them company…

    With the many girders and struts of the repair grid

    in the way, it is tough to see all the way across the

    station even when no ships are present – but with a

    couple of ships docked for repairs, it becomes

    impossible. This further isolates the different

    sections of the station, and makes the crew and

    most visitors very glad for the coziness and comfort

    of the hab pods.

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    13

    7-Osiris: DerelictIn the recent past, Repair Station 7-Osiris was

    attacked by forces unknown – raiders, hostile

    aliens, space pirates, a rival government’s military

    ship, mercenaries – the choices are endless! They

    ravaged the station itself with ship-based weapons,

     boarded it, kidnapped some of those aboard, killed

    the rest, and made off with any ships that survived

    the attack. This section describes 7-Osiris as a

    derelict, ruined and empty – and potentially quite

    creepy, too.

     A Few Words aboutGravity and Life Support

    As with the active version of 7-Osiris, each section

    of the derelict version includes a brief note about

    the status of gravity and life support. It is worth

    noting here, however, that every section is now the

    same – there is no gravity or life support anywhere

    aboard 7-Osiris.

    If you would prefer to avoid requiring the PCs to

    wear spacesuits while aboard, you have a couple of

    options. One is to scale back the damage caused in

    the attack, and have a working backup generator in place for the two main hab pods. That allows the

    PCs to have a place to rest other than their ship –

     but they will not know how long the generator will

    keep going…

    The second option is to set the attack in the very

    recent past – within the last few hours, or possibly

    days. Sections of the station that were not blown

    open will still have gravity and/or life support (if

    they did originally, of course), as the station’s

     power source will not have had a chance to run

    down yet.

    Lights

    Another thing to keep in mind is that without

     power, there are no lights aboard 7-Osiris. Near

    view ports, the PCs will be able to pick up some

    ambient starlight (or shine in lights from their ship),

     but everywhere else they will be in complete – or

    near-complete – darkness, and will need to carry

    their own light sources.

    The descriptions below all assume that the PCs are

    carrying lights.

    What about Communications?Because each comm station has battery backup

     power, and because the comm units require very

    little juice (especially when they are not in use), the

    station’s comm networks – both public and private

     – are still functional. (The comm network is

    described in detail in the Overview, above.) 

    This allows the group to split up, if necessary, and

    still have a way to stay in touch with one another. It

    also gives you, as the GM, a wealth of

    opportunities to creep the players out – comm. units

    can ring when the whole group is in the same place

    (so who is on the other end?), lines can be dead

    when someone tries to use them, strange sounds

    can be heard when a handset is picked up, and so

    forth.

    Station Exterior From afar, the station appears normal – until you notice that there are no running lights on

    the station itself, nor any lights in the windowsof the habitation pods. As you come closer,there is no way you could mistake this station

     for anything other than a derelict.

    Torn-away docking tubes and other debris

    have floated away from the ruined station,catching the starlight as they turn over and

    over in space. This debris forms a loose cloud

    around the station.

    The vast “cage” of girders and struts thatmake up the station has been heavily damaged.

    Scorched and dented in some places, portions

    of it have been smashed or torn away entirely.

     Broken armatures dangle limply, attached tothe rest of the station only by dead electrical

    wires. The network of plastic docking tubes

    that once connected different sections of the station has also suffered, with some tubes

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     shredded by weapons fire and others simply pulled loose.

     Just two ships remain docked on 7-Osiris, and

    both look to have been damaged beyond repair.The ships are surrounded by clouds of dust, shreds of metal and debris, as well as several

     space-suited bodies. One corpse rotates slowlyas you watch, and as the faceplate spins

    around to face you, you can see that it is full of

     frozen blood.

    The ship-sized pods suspended in the repair grid have not fared any better. There are

     scorched and ragged holes in several of their

    hulls, open to space, while airlocks on several

    others hang open on broken hinges. Worst ofall, corpses have floated out of the various

     pods. Some of them are now trapped in therepair grid, while others drift slowly through

    the maze of steel piping, occasionally bouncing

    off of a support and taking a new trajectory. 

    The Grid7-Osiris’s repair grid is a study in contrasts. In

    many places, the bright steel girders, painted

     pipes and conduits have not been touched –they look as good as new. In other areas,

    weapons fire has cut struts in half and melted

    wires into streams of plastic and copper, andimpacts – whether from projectiles or ships,

     you can not tell – have dented and bent the

    various girders and supports.

     It appears that some of the hinged mounting points that allow the repair grid to change

    configuration have not been damaged, and

    might still be functional. Others, however, are

    clearly too far gone to be of any use. 

    Gravity: None.

    Life Support: No.

    The repair grid, or simply “the grid,” forms the

     bulk of 7-Osiris and gives it the appearance of a

    gigantic square cage. When the station was active,

    each interlinked bundle of girders terminated in a

     powered hinge mechanism, which repair techs

    could use to reconfigure the attached sections of the

    grid. About 75% of these mounting points no

    longer function now, having either run out of poweror been irreparably damaged in the attack.

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

    their backup batteries and are still functional. This

    allows the PCs to move them around if necessary,

    within whatever limits you ascribe – perhaps they

    are lucky, and the ones that they need to move still

    work; perhaps not.

    The repair grid is still covered in cables, conduit

    and piping, but those elements have also suffered a

    lot of damage. There are still pipes with hydraulic

    fluid in them, and many of the electrical wires stillwork just fine – they just need to be re-terminated.With some creativity, PCs could get some sections

    of the station working again by reconnecting cables

    and providing a power source (such as the engine

    of their ship).

    Repair BaysThe station’s repair bays, each one a half- sphere once crammed full of tools and spare

     parts, are relatively undamaged. The flat side

    of each sphere was designed to be open to space, with netting across the opening to keep

    the tools from floating away – so whoever

    attacked the station did not have to blow anydoors to get at their contents. It looks like most

    items of value have been stripped, with a

    random assortment of nuts, bolts and smaller

    tools left behind. The nets have been torn open,allowing the remaining tools and other items to

     float out of the bays, where they occasionally

    rebound off of nearby girders.

    Gravity: None.

    Life Support: No. 

    All of the repair bays have been thoroughly looted,

    and only a small, random assortment of tools and

    spare parts remain. If the PCs need a particular

    widget that they do not have aboard, though, there

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    is plenty of leeway for you to declare that the

    raiders – thorough as they were – missed a cache or

    two of useful tools.

    Shuttle Bay It looks like the raiders spared the shuttle bay,because apart from a few blaster marks on its

    exterior, it appears to be undamaged. It is alsoempty – presumably, the shuttles were taken by

    whoever attacked 7-Osiris. The shuttle bay

    itself, a lozenge-shaped pod with one open side, is dark inside, its interior lights having

    long since gone dead. All of the restraints, straps and other docking gear that would have

    been used to hold docked shuttles in place is

     still present, and it looks like you could land a shuttle there quite easily. 

    Gravity: None.

    Life Support: No. 

    Shuttles and other small craft can still dock here

    without any problems – all of the hardware

    necessary to keep the anchored in the bay in zero-G

    is still here, and still fully functional. The seals of

    the docking tubes are also still good, should the

    PCs find a way to restore life support functions to a

     portion of the tube network. As before the attack,

    this section of the station is very spartan – apart

    from the docking hardware, there is nothing here. 

    Habitation Pods Near the center of the repair grid sit 7-Osiris’stwo main habitation pods, both dark and dead.

    Their dull gray hulls are pocked with holes and

    covered in scorches and blaster marks. Manyof the pipes and conduits that swarm over both

     pods have been severed, melted or torn away,

    and you can see cracks in some of the view ports, as well.

     A larger pod sits off to one edge of the station,

    with “The Vicar’s” emblazoned on one side in

    bright gold paint. One of the docking tubes

    attached to this pod has been pulled free, and you can see that the pod’s airlock is hanging

    open. A cloud of dice, broken glass and frozen

    droplets of blood surrounds the hatchway. 

    Gravity: None.

    Life Support: No.

    7-Osiris’s three habitation pods (or “hab pods”)

    have been badly damaged. Each of them – crew

    quarters, visitors’ quarters and the Vicar’s – is

    described in the Interior Areas section, below.

    Bug Hunters At each corner of 7-Osiris’s now-ruined repair grid sits a spherical black gun turret, once

    used to defend the station. Three of these

    turrets look to have been hit with heavy

    weapons fire, and have been blown wide open. Melted circuits, tufts of seat padding and

     frozen bits of gristle – presumably, the remains

    of their occupants – float around these turrets.

    Two of the other turrets are lightly damaged,with only a few small, neat holes in their hulls

     – perhaps made by surgical strikes from laser

    weapons? The remaining three turrets appearto be undamaged, without even a scratch on

    their paint. It could be that the attackers

    disabled them electronically – or simplyboarded them.

    Gravity: None.

    Life Support: No.

    The bug hunters were 7-Osiris’s defense against

    space-based threats. Each one could accommodate

    a gunner, but was also equipped with a fairly

    sophisticated AI – one capable of picking and

    engaging targets on its own. In most cases, gunners

    (station guards) would occupy a few of the turrets

    while assuming partial control over the others.

    15

    Out of the eight turrets, three are completelydestroyed, two have suffered minor damage (the

    ones that were penetrated by laser fire) and the

    remaining three are fully functional, although

    without power. Each turret boasts a pair of

    medium-bore projectile weapons, capable of

     penetrating most ship armor – that plus the onboard

    AI makes them the most expensive and

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    sophisticated pieces of 7-Osiris, and it is a wonder

    that the raiders did not try to steal them.

    The bug hunters have wide fields of fire, and can

    even be turned on the station itself (or more likely,

    on hostile ships that have entered the repair grid). Ifthe PCs can restore power to the turrets, they would

     be in fairly good shape in the event that anyone

    comes poking around the station… 

    Exterior ScenesHere are three short scenes that you can use to

     bring home what the derelict 7-Osiris is like from

    space, or when viewed from within the station

    itself.

    Scene: Bloody skiff

     A repair skiff floats by, and you can see that its propulsion system has been shot to bits. Scraps

    of shrapnel are embedded in its body, and the

     seat and handlebars are covered in streaks of frozen blood. It spins slowly in space, shedding

     small tools and spare parts from an open

    toolbox strapped to one side. 

    Scene: Stress fracture As you watch, the smaller of the two ships stilldocked in the repair grid lurches suddenly,

    taking several massive girders with it and

     snapping them like dry sticks. Coils of wire spring loose, and a cloud of bolts and bright

    metal bits sprays outwards, glittering in the

     starlight. The ship drifts ponderouslydownwards until it impacts a larger cluster of

     girders, where it becomes wedged and sticks,

    motionless.

    Scene: Shimmering fragments

     A large cloud of debris – mostly broken glass –

    hovers at one end of 7-Osiris, around andabove the Vicar’s. Every bit of it is in motion,

    although most of the debris is moving only

     slightly – and very slowly. You happen to

     glance at the cloud just as – by some freakchance – nearly every piece of glass catches

    the starlight at the same time, flashing

    brilliantly for a split second before going black

    again. 

    Interior Areas

    Docking Tunnels Rounding a bend in the docking tunnel – adarkened tube of yellowish plastic, lined with

     support rings – you come upon a grim tableau.

     In front of a scorched airlock door floats a

    badly burned body. The walls of the tunnelhave been seared and partially melted by the

    heat of a fire – presumably once raging on the

    other side of the airlock – and the corpse’s spacesuit has been turned into so much slag.

    Gravity: None.

    Life Support: No.

    The network of docking tunnels – or “float tubes” –

    aboard 7-Osiris is extensive, but it was pretty badly

    damaged in the attack. About 10% of the tunnels

    are simply gone; another 20% have been punctured, but still connect to the rest of the network; the

    remaining 70% are just fine, although without

     power there is no life support present inside them.

    Each tunnel is a thick tube of semi-translucent

    yellowish plastic about four feet wide, held rigid by

    support rings every eighteen inches (on the inside);

    long rails are mounted at the top, bottom and on both sides of each tunnel, to allow the occupants to

     pull themselves along in zero-G. They were

    originally illuminated by small lights every twenty

    feet or so, but those are of course no longer

    functional. The tunnels are all quite dark now,except for what little light comes through from the

    outside.

    The tube network connects every structure aboard

    7-Osiris to every other structure, and to all of the

    outlying areas. Even without life support, they are

    still a good way to move quickly through the

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    station, and to avoid concerns about misjudging a

    zero-G kickoff and launching oneself into space.

    Machine BayThe station’s machine bay has been looted but shows few signs of damage. It looks as thoughabout half of the machines stored here were

    taken by the raiders, leaving only those that

    are too specialized to be of much use outside ofa repair station. Unlatched straps and loose

    cords float all around you, along with a few

    hand tools, bolts and miscellaneous metal bits.

     Just to the left of the doorway are two bodies,both apparently repair techs. They have been

     shot several times in the chest, and one of them

    is sprawled limply over the skiff that they were

    working on. 

    Gravity: None.

    Life Support: No.

    The machine bay is one of the largest structures

    aboard 7-Osiris – this roughly spherical pod is

    smaller than the storage pod and the Vicar’s, but

    larger than either of the main hab pods. It once

    housed the station’s fleet of thirty-six drones,

    towing platforms, skiffs and other machinery. Post-

    attack, only a dozen vehicles remain, all of themdesigned solely for spaceship repair (the lightest

     personal skiffs, mobile cranes, drills, and the like).

    The integrity of this pod has not been compromised(so if life support is restored, it will be a livable

    space – although still zero-G, as it was never

    designed to have gravity), and some of the

    remaining vehicles could be useful to the PCs in

    traversing the repair grid.

    Storage PodThe storage pod’s locked doors have been

    blown open, and one of them is hanging almostcompletely off its hinges. The low, wide interior

     – made to hold sections of spaceship hull,

     plating and other large spare parts – iscompletely empty. A host of small lockers,

    crates and boxes are affixed to the outside of

    the pod, and most of these have been blasted or

    torn open as well. As with the other sections of

    the station, floating bits of metal and otherdebris from the attack form a loose cloud

    around the storage pod. 

    Gravity: None.

    Life Support: No.

    The only box-shaped structure aboard the station

    (apart from the repair grid itself, of course), the

    storage pod is also one of the largest. It once held

    stacks of metal plating, blast shielding and sectionsof ship hulls, all of which were taken by the raiders.

    About half of the smaller storage containers

    mounted to the exterior of the pod were not

     breached in the raid, though, and can still hold

    useful items. If it suits the game, the PCs could luckinto anything from ammunition to non-perishable

    food – the storage pod was a catchall for everything

    for which 7-Osiris’s crew could not find a better

     place.

    Habitation Pods As bad as the hab pods look outside, the insideis worse. Blood and blaster marks mar the

    walls and floors, and pictures, prints and

     screens have been torn off the walls. Photos of

    crewmembers, visitors and the station clog thehallways, floating in clouds that give way when

     you brush them aside. Many are also pulled flat against cracked view ports, drawn there by

    the pod’s sudden decompression.

    The worst part is the bodies. It looks like the

    attackers killed most of the crew and visitorshere, and then pushed their floating bodies into

    the galley. Corpses, chairs, frozen food scraps,

    bits of debris and grotesque frozen “twigs” of

    blood float throughout the galley, making itdifficult to see across the room. 

    Gravity: None (applies to all hab pod areas).

    Life Support: No (applies to all hab pod areas).

    Also called “hab pods,” the habitation pods housed

    everyone who lived and worked on 7-Osiris, as

    well as the visitors who stayed aboard during

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    repairs. There are three hab pods: one for the crew

    and one for visitors, which are connected to one

    another, and a third that houses the Vicar’s, off on

    its own on the extreme edge of the repair grid.

    The two connected hab pods shared a life supportand gravity generation system, while the Vicar’s

    had its own separate system. Neither system is

    functional, and here you have several options: you

    can have them be damaged beyond repair,

    destroyed by the raiders in their initial assault; you

    can decide that they have simply run out of juice,

    either because they need fuel or because some

    routine maintenance task was undone for too long;

    or you can opt to have them be damaged, but not

    too badly – allowing the PCs to fix them, if they

    have the proper skills.

    Each hab pod is described individually in thefollowing section. 

    Crew QuartersThe floating body of a man in an officer’s

    uniform – possibly the Station Commander –

    blocks the doorway to the crew quarters. Theedges of the doorway itself are scarred with

    blaster marks, bullet holes and what look like

    axe cuts – evidence that the raiders spent some

    time getting into the crew quarters.

     Brushing aside the man’s frozen body, you see

    why: tables, chairs and lockers have been

     pushed together to form a barricade across themiddle of the room, and the air is thick with

     shell casings. Another body floats behind the

    barricade, a spent pistol clutched in its hand.

    The crew pod’s layout is very straightforward: a

    central corridor runs from one end of this egg-

    shaped structure to the other, with cramped crew

    cabins to either side; the command crew’s cabinsare at the far end of the hallway, and bathroom

    facilities are at the near end. The cabins originally

    held folding bunks, tables and chairs, as well as

    lockers and personal effects.

    During the attack, however, the crew sealed

    themselves inside this area – the last bastion of

    defense against the raiders, who by that point had

    overwhelmed the rest of the station – and used

    everything they could find in the nearby rooms to

     build a barricade.

    Adjacent to the command crew’s quarters is a now-

    empty arms locker, which was stripped by the crewfor use against the raiders. There are still a few

    spent weapons here – three handguns and a

    shotgun, none of them space-capable, along with

    the bodies of several crewmembers. Diligent

    searching will also turn up a handful of rounds for

     both types of weapon – frangible plastic bullets

    designed not to penetrate the hull.

     Visitors’ Quarters As in the common area, the air here is full ofmementos of the station’s years of service. A

    massive video screen dominates the lounge,

    and a large crack runs down its center. Pastthe galley – with its grisly cluster of floating

    bodies – it looks as though a fire broke out.

    The carpeting in the corridor is melted and scorched, and the walls and doors to the

    visitors’ rooms are blackened and covered in

    wispy smoke-marks. There are no bodies in the

     sleeping area – perhaps the raiders kidnappedthe people here, or they might be in the galley

    with the others.

    The common areas shared by the two hab pods are

    all technically aboard this one: the lounge, which

     joins the two pods (and which once housed a video

    screen where visitors could view status updates on

    their ships), and the galley, which used to serve its

    limited menu around the clock for crew and guests

    alike. The galley is choked with corpses now, and

    the private section of this pod – where the guest

    cabins are – was badly damaged by a fire that broke

    out during the attack.

    There are ten small cabins here, each of which used

    to sleep four visitors, as well as ample (and

    currently non-functional) bathrooms and shower

    facilities.

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    The Vicar’sThe main docking tube leading to the third hab

     pod – the Vicar’s – has been torn away, andthe pod’s airlock is hanging open. Broken

     glass and blobs of various liquids – both

    alcohol and blood – float through the room,along with chairs, stools and gambling

     paraphernalia. Several corpses – none wearing

     spacesuits – have lodged against one of the

    mezzanine railings, probably drawn therewhen the pod decompressed. There are signs

    that the patrons put up some resistance, like a

     few scorch marks on the walls and the shattered bar, but there are nowhere near

    enough bodies – assuming the raiders attacked

    when the Vicar’s was full, of course. 

    One of the two largest structures on the station (the

    other being the storage pod), the Vicar’s was home

    to 7-Osiris’s combination club, casino and house of

    ill repute. The main level housed the bar and

    gambling area, while the mezzanine boasted a

    restaurant and the top level was the club’s brothel.

    Docking facilities were offered outside, on the edge

    of the repair grid, and the Vicar’s was a popular

    destination even for those who were not in need of

    repairs.

    The Vicar’s is relatively undamaged, as the raiders breached the airlock and killed everyone aboard

    during decompression. They also smashed the glass bar, filling much of the main level with a floating

    cloud of broken glass – plus chairs, dice, cards and

    other detritus from the gambling area.

    Interactions

     Adventure Seeds

    The Beacon

    Experienced space raiders know that  someone 

    always finds their handiwork, and the ones who

    attacked 7-Osiris are no different – so they planted

    a beacon. The beacon sits at the heart of the repair

    grid, and runs on its own near-limitless power

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

    The beacon only does two things: it listens for radio

    traffic in the immediate area, and when it hears it,

    sends out a single, powerful coded radio burst –

    which the raiders will pick up sooner or later,

    depending on how far away they got. Once the beacon has pulsed, it short-circuits and goes dead,

    making it very hard to locate even if those aboard

    7-Osiris detected the pulse.

    Salvage

    The PCs are not the first ones here – that honor

    went to the Solitary Confinement   and her crew of

    down-on-their-luck salvage operators. They have

     been aboard 7-Osiris for the past week, working

    their way from one end of the station to the other

    and stripping it of everything of value. Do they

    notice the PCs’ ship? Do the PCs notice theirs?

    And what happens when the two parties meet for

    the first time?

    Thar She Blows

    The reactor that supplied power to the Vicar’s was

    damaged in the attack, and it shut down shortly

    thereafter – but not all the way. Instead, it has been

    very slowly building up a dangerous level of

    energy, while remaining disconnected from the

    station’s life support and other systems. A skilled

    engineer could detect this from nearby, as could theright set of instruments – but if it is not detected, it

    could explode at any time. If it is detected, what do

    the PCs do with it? Do they try to fix it and restore

     power to the station – but risk setting it off? Or do

    they abandon 7-Osiris altogether?

    Bringing 7-Osiris to LifeWithout any signs of life – blinking running lights,

    a glow from behind the view ports, shadows

    moving through the docking tunnels – 7-Osiris

    seems much larger, and much more isolated, than itdid before becoming a derelict. It is a big place –

    each face of the rough cube formed by the repair

    grid is as long as five American football fields –

    and the fact that it is empty and devoid of life only

    makes it seem larger.

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    Inside, however, the opposite is true. No space

    seems smaller than one that is icy cold – the chill

    can be felt even through a spacesuit – dark except

    where it is illuminated by a personal light, and full

    of corpses and the detritus of its former inhabitants.The hab pods might have been cozy and

    comfortable when they were occupied, but that only

    makes them seem less so now that the station is a

    derelict.

    And do not forget the claustrophobia of being

    trapped in a spacesuit in this kind of environment –

    outside of one’s helmet, the world is completely

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

    no sound in space.) Everything a person can hear,

    like one’s own breathing or the crackly voices of

    teammates over the comm, becomes amplified.

    For the faint of heart, every hab pod is a new horror – there are bodies everywhere, frozen solid in the

    icy vacuum of space, along with frozen globules of

     blood. And those corpses are floating, with a bit of

    momentum of their own – just enough to cause

    them to brush up against a person while he or she is

    surveying an area, or swing around a doorway just

    as someone steps into it. 

    CreditsWriter: Martin Ralya Border Art:  Danillo MorettiProject Manager: Vicki Potter Interior Art: Gillian Pierce

    Layout: Marcella Ganow Concept by Martin Ralya

    Editor: Vicki Potter Fonts: ©2006 Jupiterimages.com

    © 2006 Tabletop Adventures, LLC

    http://www.tabletopadventures.com 

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