Everywhen_GMs_Screen
Everywhen_GMs_Screen
9+
+ task difficulty modifiers
+ bonus or penalty die Hard -1
• If combat:
Tough -2
+ attribute + combat ability
+ task difficulty modifiers Demanding -4
- target’s defense Formidable -6
+ bonus or penalty die
Heroic -8
Automatic Failure
PRIORITY ROLL
• 2D6 (total of 9+ succeeds) • for heroes who succeed, highest roll acts first
+ mind + initiative • if a tie for above, highest agility acts first
+ task difficulty modifiers • the passage of time following a combat (e.g. a
- highest initiative for Tough or Rival opponents short rest) necessitates a new roll
Enemy—Favorable reaction unlikely; may attack! Friend—Any reasonable request will be succesful.
DAMAGE LEVEL TRACK
WEAPON TYPES
Type Damage Requires Melee bonus Ranged bonus
Brawling d3 (fatigue) n/a + half strength n/a
Improvised d3 1 hand + strength + half strength
Light d6L 1 hand
Medium d6 1 or 2 hands
Heavy d6H 2 hands
ARMOR
Armor Protection (Static) Penalties Modifier
None 0 n/a
Light d6-3 (1) 1 step social
Medium d6-2 (2) 2 step social -1 agility
Heavy d6-1 (3) 2 step social -2 agility
Complete d6 (4) 2 step social -3 agility
Helmet +1 total protection n/a -1 initiative
Small Shield +1 defense vs. 1 attack n/a
Large Shield +1 defense -1 agility
ENVIRONMENT THREATS
Threat Damage per round
Drowning/suffocation/radiation 1 pt. normal
Vacuum, cold, electrical 2 pts. normal
Small, local fire 1 pt. lasting
Surrounded by flame 2 pts. lasting
Acid, high pressure/heat/cold 3 pts. lasting
HERO POINT OPTIONS MIGHTY SUCCESSES
• Beginner’s Luck—Attempt any career-based • Carnage—Immediately make another attack
roll at rank 0. against the same or different target (a Hero
• Boost Success—Turn a normal success Point can’t be spent on this second attack).
into a Mighty one and a Mighty Success into • Combat Advantage—Gain a bonus die if
Legendary. attacking target the next combat round; they
• Defy Death—Automatically stabilize if suffer a penalty die against you on their next
lifeblood drops below 0. At up to -5, your attack.
lifeblood becomes 0 and you are unconcsious • Disarm—Target loses weapon for the
until you recover. At -6 or greater, recovery combat.
can take much longer (days to weeks). • Grappled—Target is restrained.
• Luck of the Gods—Roll 1 or more dice • Knockdown—Target one size larger than you
again or set a single rolled die to 4. is floored and takes a penalty die on their next
• Shake Off Wounds—Recover 6 points action.
total of normal or fatigue damage after being • Mighty Advantage—You do something that
wounded. provides a temporary advantage. Gain a bonus
• Splintered Shield, Shattered Sword— die on your next roll involving this advantage.
Break a carried weapon or shield instead of • Precision Strike—Target suffers a
taking damage. permanent flaw.
• That Was Close!—Apply damage just taken • Rabble Slayer—Your damage result is the
to resolve rather than lifeblood. number of rabble opponents taken out.
• Twist of Fate—Make a small narrative • Stunning Move—Improve your priority
change. rank by 1 level (e.g. failure to success). If you
• With My Last Breath—Stay conscious and improve your rank to Mighty or Legendary,
able to act until the end of combat, though all this prevents toughs and rabble (not rivals)
other lifeblood damage rules apply. from acting on the first round of combat after
making the Stunning Move.
• Yield!—If your target doesn’t surrender, your
LEGENDARY SUCCESSES attack hits for increased damage (+1 step).
• Legendary Advantage—You do something • Vital Blow—Increase damage by 3 steps.
that confers a lasting advantage. You and your
allies have a bonus die on all rolls involving
this advantage.
• Choose 2 different Mighty Success options.
THE CANOPUS OUTBOUND
The Outbound is a waystation on the long PCs are working stiffs, hauling freight aboard
(317 LY) haul to the Canopus system, home the ICCS Macanudo to dangerous frontier
of minable exotic matter—among other things. settlements. Dangerous because of pirates—the
The station also serves as a stopover and ship has just been severely damaged in a boarding
refueling spot for routes on the outer fringes attempt, which the crew barely escaped. Now,
of the frontier. Built within a planetoid roughly with her engines bleeding deuterium and the
half the mass of Ceres, the Outbound sports a cargo hold blown open, the Macanudo limps out
particle collider 50 kilometers in circumference, of N-space, within sight of the wayfaring station.
used to generate antimatter for N-space drives. And a welcome sight it is!
An AI named Camus runs the place. For all its As she’s closing to dock, the ship’s AI, Dio,
technological sophistication, the station is best detects an anomaly event. Gravity waves ripple
summed up as “a truck stop in the Sahara.” out from the station, causing a momentary
1
distortion in space-time. Dio confirms the effect
originated near the station’s center mass, about
where the collider should be. Attempts to verify
what happened yield no reply from Outbound
staff. As this is no time to be skittish, the
Macanudo initiates docking anyway, and several
minutes later sets down in Bay #6.
GHOST STATION
As soon as PCs set foot past the airlock,
they realize something is wrong. Very wrong.
Normally a bustling place, the Outbound appears
abandoned, with a deathly silence to match.
For spacers who go weeks to months at a time
without seeing fresh faces, the lack of company is
acutely felt.
All automated systems are functioning, though
the station’s AI is “offline” and “locked down”
per numerous readouts. Most screens, including
the big arrivals and departures board in the main
lounge, show the same image:
ON THE CUSP
The feeling of aloneness doesn’t last long. PCs
catch sounds of human conversation coming from
a nearby room. However, as soon as they rush
over to check, no one’s there—lit cigarettes lie
perched on ashtrays, coffee cups are still warm,
chairs feel like they’ve just been sat in, etc., . . .
but nobody’s around.
This phenomenon keeps repeating. The GM
can use the d3,3 table (see pg. 4) to determine
encounters randomly, or just pick a few. Once
players start getting bored, run the encounter
with Lila (see Drinking Alone, pg. 3).
2
CANOPUS OUTBOUND
Main Lounge
= 3x3meters
To Bays # 1, 2, & 3
Hab Wing B
Admin Offices
To Bays # 4, 5, & 6
3
of intoxication. This is Lila Mazar, a former replaced by existential angst as she ponders an
compliance officer, unanimously booted off her eternity in limbo. At least she doesn’t have to
ship by the crew—rather than being spaced, as worry about her bar tab.
was originally proposed. She has been living as Lila has blandly attractive features and a severe
a stowaway for the past 2 weeks, gathering the ‘corporate’ haircut that is beginning to grow
courage to tell her superiors at the Company out. Treat as a rank 2 bureaucrat with the
what happened. Untrustworthy flaw. Though she has yet to
Lila is shocked to see other human beings/ develop her potential, Lila also has the Psionic-
sentients. Up to this point she’d convinced herself Sensitive boon (noted as ‘PP’ or ‘Psionic Positive’
she was alone. A couple Appeal checks (and in her company file).
maybe some coffee) can bring her around to a
more coherent state, where she’s willing to share
her theory as to what’s going on:
“You know what this place is, don’t you? It’s D 3, 3 TABLE
purgatory. We’ve all died and ended up here. 1,1) Laughter and loud conversation can be
I must’ve fallen down that access shaft, though heard from an adjoining corridor/chamber,
I swear it didn’t have gravity . . . or maybe the though no is present when checked.
oxygen was purged. Something. Were you close to
death? Did you think you somehow survived?” 1,2) Running water is heard on an Easy (+1)
Mind check; it’s coming from a hygiene stall in
Players can mull the near-lethality of the pirate a nearby stateroom. Someone has paid for an
attack. They did come close to buying it . . . but (expensive) shower with hot water, but no one
of course, they didn’t really die, nor did Lila. is in the stall.
She’s here because she was ‘camping’ close to 1,3) Several flasks of vodka and a cup of coffee
the center of the station and Camus when the are laid out on a table. The flasks are still cold
space-time accident occurred (see pg. 9), though and there are fingerprints on the glass; wisps of
she hasn’t put that together yet. steam rise from the coffee cup.
2,1) Three long shadows play from the end of
LILA MAZAR (TOUGH) a corridor as a trio approaches. They look like
they are carrying something. The shadows fade
moments later.
Attributes Combat Abilities 2,2) Approaching footsteps echo from an
Strength 0 Attack +0 melee adjoining room/corridor. Someone clears their
Agility 1 Damage d3 throat.
Mind 1 Defense 2
Appeal 0 Protection 0 2,3) Music, strangely muted, can be heard in
Lifeblood 5 Resolve 6 the distance.
3,1) A vacuum toilet flushes in a nearby room.
Compliance officers are never popular, but 3,2) A full meal, with wine, potatoes, and a
aboard starship crews they are anathema. As Lila plate of carniculture (vat-grown) roast beef lies
had little to do besides file loyalty reports and get on a counter, piping hot.
under people’s skin, she was summarily ejected at 3,3) A deep male voice says “hello,” seeming
the first opportunity. Her dread of crawling back to reverberate from thin air.
to the Company (Baines-Terada Corp) has been
4
Note that if players don’t investigate the sounds Not designed for combat, these homicidal
of Lila’s drunkenness, she will hear them and harvesters suffer a penalty die on Attack Rolls.
eventually come staggering out on her own. Run Their sickle and scythe appendages do d6+2
the conversation as above. damage, while the flamethrower and pesticide
Let PCs talk with Lila long enough to start dispensers have a range increment of 5’ and the
generating their own theories about what’s going Area Effect property (up to 2 adjacent targets).
on. Just as they’re reaching some conclusions (if The flamethrower does d6L damage and the
any), an intrusion alarm starts blaring through the pesticide does 2 points of normal environmental
station. damage per round against an unsealed target.
It’s coming from Bay #6. 2) 2d3+1 cyber-dead, i.e., the nanite-resurrected
corpses of corporate employees who signed
DEADLY CARGO Omega Contracts (see sidebar, pg. 6). These
‘space zombies’ are psychotic after being offline
An unauthorized entry into the station’s for several months, and though they don’t eat
pressurized areas tripped the alarm. brains, are hostile to any ‘living’ they come
Unbeknownst to the rest of the crew, Berta, the across. As the poor wretches have not been
Macanudo’s captain, has been hauling high-risk, upgraded, they have minimal intelligence, but
high-gain cargo for desperately needed ship’s can still use weapons, operate machinery, etc.
repairs (see pg. 11). Damage from the pirate A mining company had consigned them for
attack has broken the seals/restraints and/or hazardous work on a gas giant moon.
‘activated’ this cargo, which has now entered the
station. The GM can roll a d6 to determine the
nature of the escapees or simply choose: CYBER-ZOMBIES (TOUGH)
1) 2d3 ‘Autonomous Harvesting Units,’ roughly
man-sized agribots with various attachments Attributes Combat Abilities
(scythe blades, sickle-digits, pesticide sprayers,
Strength 2 Attack +2 melee
low-grade flamethrowers, etc.), painted a uniform
Agility 0 Damage d6L+1
John Deere green. Their programming has been Mind 0 Defense 0
repurposed as anti-personnel robots for a nascent Appeal — Protection 1 pt.
dictator on New Havana. Lifeblood 10 Resolve —
5
OUTLAWS (TOUGH)
6
Native to Gamma Pavonis II, these beetles are Orestes’ carries a black attache case containing
apex predators in their original jungle habitat. a modular weapons system, which converts to
Their oversized mandibles do d6H+2 damage either a laser rifle with a scope (120,’ 2d6L
and have the Penetration 1 trait (ouch!). Rippers damage, burst or automatic fire) or laser
are solitary hunters and don’t use pack tactics; pistol (25,’ d6H damage, semi-automatic fire,
they like to attack by dropping from ceilings or concealable). He wears an active camouflage
explosively bursting from the concealment of air cloak (includes IR thermo-baffling), rendering him
ducts. PCs take a penalty die on priority checks effectively invisible at long ranges, Difficult (-4)
when fighting these creatures, due to the Rippers’ to spot at medium, and Tough (-2) when close.
penchant for attacking from ambush. The cloak provides d6+1 protection from laser
weapons, but only d6-3 against other attacks.
5) Orestes Tau, a Tau class synthetic and Orestes had already disguised himself as a New
professional assassin, en route to liquidate a Havana tourist prior to entering hot sleep. In
political target on New Havana. He was being addition to a spray-on tan, he wears a garish
kept in hot sleep prior to his arrival. Always Hawaiian shirt and straw hat. The shirt resembles
on top of a situation, Orestes will attempt to the kind Cal Linnet wears (see pg. 11), and
maximize his survivability by shooting PCs he Orestes has similar features to Alexis Tau (see
feels are likely ‘alphas,’ before engaging in any pg. 12)—both coincidences the synthetic will
negotiation. Unlike some of the other cargoes, try using to his advantage while playing cat-and-
he can be reasoned with, but not before he tries mouse with PCs.
establishing dominance.
Boons/Flaws Careers
Athletic Spacer 1
Hard to Kill Merchant 0
Obsession Pilot 1
(fulfill contract) Assassin 2
7
6) 3x PCs number swarms of flesh-stripping HACKING
nanites, originally programmed to break down
One of the pre-gens (MUL-994A) has hacking
organic material in the terraforming process.
abilities, allowing him to override the station’s
These, however, have been repurposed as a
non-AI essential systems on a successful roll.
‘labor negotiating asset’ for a group of striking
This can be handled using the Projects rules
miners on Puppis Prime. If using the pre-gens,
(see Everywhen, pg. 30), or more simply by
the swarms won’t attack MUL-994A, but
making a task roll (Mind + career ranks in
everyone else is fair game.
programmer – Difficulty Rating). Sensitive
systems, like opening locks on security doors,
NANITE SWARMS (RABBLE) accessing closed-circuit cameras, etc., range
from Tough (-2) to Formidable (-6). Failed rolls
might activate security countermeasures, most
Attributes Combat Abilities likely a ‘lockdown’ effect, either preventing
Strength 2 Attack +2 melee further attempts or making them 1 Difficulty
Agility 1 Damage d6H+2 Rating higher.
Mind -1 Defense 0 Note that the direct approach works, too.
Appeal — Protection d6-2
Instead of hacking, PCs can ‘run a bypass’ on
Lifeblood 7 Resolve —
station systems using ranks in mechanical or
technical careers and the appropriate tools.
These voracious micro bots have a protection
of d6-3 to simulate the difficulty of harming the
swarm as a whole. Weapons that affect larger
areas, like shotguns, plasma casters, grenades,
etc., negate this protection. Multiple swarms will ENTER CAMUS
‘gang up’ on their targets, using the Horde option At some point, PCs should get the idea of
for Rabble. The nanites do d3 damage on a checking in with the station’s AI, Camus, to
successful Attack Roll, which becomes continuous figure out what’s going on. This is easier said
once they’ve landed a successful hit. than done. Because the AI is offline, talking to
The swarms appear as a gray ‘mist,’ emitting a it requires a dedicated interface, attached to
high-pitched whine like a dentist’s drill. the core memory. And since Camus’s core is
located near the planetoid’s center, right above
The escaped cargo provides an excuse for the particle collider, PCs must first negotiate a
combat amidst the Outbound’s empty chambers series of maintenance shafts, security doors, and
and corridors. Creative approaches by PCs, such microgravity areas (see Appendix A).
as hacking into the station’s various systems (see Lila, if present, proves invaluable in this process,
sidebar) to seal off areas, shut down life support, as she’s been hiding out down here for weeks.
etc., should prove more successful than a She can guide heroes with minimal need for
straight-up confrontation. If desired, the GM can backtracking, as well as skirt dangerous spots.
opt to save a couple opponents for a ‘surprise’ Along the way, remnants of the Deadly Cargo
encounter during the adventure’s final act (see encounter can show up at an inopportune
Enter Camus). moment, just to keep things interesting.
8
Camus’s mainframe resides in an armored Thus, PCs must fall back on the sci-fi trope of
sphere plated with collapsium, floating atop a arguing with a computer. Trying to shut Camus
superconducting field. The AI ‘awakens’ as soon down by engaging it in a paradox fails miserably
as someone starts messing with its dedicated (“Ha! I see what you’re doing. If implying the
console. If treated civilly, Camus can explain that falsity of existence through incorrect sensory input
an uncontrolled reaction occurred in the particle doesn’t bother you, why should it bother me?”).
collider while making anti-matter. The AI was On the other hand, explaining to Camus the
able to suspend the reaction within nanoseconds, human cost of spending existence in limbo can
though the disturbance apparently ‘shifted’ the prove fruitful—AI’s in the 23rd century aren’t
station into a parallel time bubble. The bubble’s necessarily the moral voids people imagine
expansion caught the Macanudo just as it was them to be. Players should come up with their
coming out of N-space (the anomaly noted argument before rolling, then make an Appeal
earlier), trapping it as well. or Mind check with a modifier determined by the
Camus can only speculate about what happened GM, based on the strength of their reasoning.
to the rest of the station’s personnel. If PCs Multiple attempts can be made by different PCs,
describe their ‘ghostly’ experiences earlier, the with the Difficulty modifier decreasing as they
AI theorizes the phenomenon is due to quantum wear Camus down; the rolls are meant to provide
bleed-through from the normal timestream, some drama, rather than forever trap heroes in a
which must be very close. Why Camus (and time-bubble because of a single failure!
Lila) ‘shifted,’ and others did not is a mystery—
perhaps it had something to do with their
proximity to the reaction. The AI advises PCs not CAMUS (GREATER ENTITY)
to think about it too much.
Camus doesn’t believe leaving the station will Attributes Combat Abilities
escape the space-time bubble. The only solution
Strength — Attack none
it can (grudgingly) see is allowing the suspended
Agility — Damage none
reaction to complete. This could shift the Mind 6 Defense 0
station back, but could also cause a catastrophic Appeal 2 Protection d6, scale 4
explosion, destroying the Outbound completely. Lifeblood 20 Resolve 26
Herein lies the crux. If PCs ask what the
probability of said explosion is, Camus reckons Constructed at Aix-Marseille laboratories in
it’s a ‘smidge’ less than 1%, though it can’t 2208, Camus is a seventh generation Artificial
calculate exactly. Why that might sound Intelligence utilizing both qbit and N-space
acceptable to players, to a nigh-immortal technology for higher-order thinking. Its main
sentience very keen on its own survival (and very function aboard the Canopus Outbound is
conscious of how many SMUs its creation cost), overseeing the tricky business of antimatter
these odds are too risky. production, but it also assists other starship
Camus can’t be hacked, and PCs don’t have AI’s in predicting and avoiding navigational
the weapons to get through collapsium plating. anomalies. After a decade of existence, Camus’s
If heroes ask their own AI, Dio (or ship’s consciousness has expanded to an alarming
equivalent), to try and convince Camus, the degree, and is now on the verge of developing
former just ends up sympathizing with its fellow psionic abilities.
sentience, explaining the concepts involved
“are too complex” for a carbon-based mind to
appreciate (see sidebar, pg. 10).
9
WHY ARE AI’S SO QUIRKY? APPENDIX A
Most large AIs use quantum computing, High gravity
which is known to have a high-error rate in For massive planets, or ships undergoing rapid
comparison to standard computers. High error acceleration, high gravity entails a -1 to Agility
rate means ‘fuzzy logic’ and a certain degree of and a penalty die for most Strength checks. Falls
instability. Though this makes AIs like Camus in these environments are much more dangerous;
the equivalent of an eccentric genius, it is on the falling table (see Everywhen, pg. 82), treat
also a desirable trait. Such thinking machines falls as the next worse category, so a 2 meter fall
occasionally have epiphanies, rather than becomes 3, a 3 becomes 5, etc.
being trapped in labyrinths of binary certainty. Low gravity includes environments like smaller,
The discovery of N-space, for example, was a less dense worlds and moons. Agility penalties
‘happy accident’ by an AI trying to replicate from armor or heavy loads are reduced by 1,
Alcubierre’s original equations. while Strength related rolls get a bonus die. Falls
are less dangerous--a 3 meter fall becomes 2, a 5
becomes 3, etc.
Zero (or micro) gravity covers the weightless
conditions of space, like going EVA or starships
ENDGAME without artificial gravity. Agility penalties for
armor or encumbrance are negated. Movement
If all goes well, Camus throws caution to the wind
requires pushing off from a surface or pulling
and allows the contained reaction to finish. The
along on handholds. Fighting in zero g is a tricky
Outbound doesn’t explode (surprise) and merges
proposition; firing a conventional firearm causes
quietly back with the normal timestream.
the shooter to move rapidly in the opposite
PCs ‘come to’ in the station’s crowded main direction, unless anchored. Striking with a melee
lounge, ingesting the recreational chemicals weapon or fists causes the same equal-reaction
of their choice. Earnestly partying alongside is effect, so the preferred method of zero g hand-to-
Captain Pozzo of the Estragon, whose ship hand is to grapple, possibly while using a knife in
docked a short while ago. Any heroes who died your other hand.
earlier but invoked Defy Death will be present
in full health, and any wounds sustained have
healed. PCs can still remember what happened,
though the experience seems distant and
dreamlike.
Lila Mazar is nowhere to be seen. If PCs want to
check on her, they’ll have to go hunting through
the maintenance shafts. Like the heroes, she has
vague recollections of her previous experiences,
but has chalked these up to a nightmare.
Pozzo, meanwhile, has a proposition for PCs.
Once the Macanudo is fully repaired, they are
welcome to join him in a deep-space salvage
operation . . .
10
Spacer (Career) Proud captain of the Macanudo, Berta is hell-
Alternative Names: Traveler, Jockey bent on getting her aging freighter the overhaul
it badly needs. To that end, she has a habit of
A common career among star-faring cultures, taking high-risk contracts, putting her at odds
spacers are familiar with basic piloting, vacc suit with the rest of the crew. Worse, she and her
use, ship’s systems, maneuvering in different co-pilot are caught in a love triangle (of sorts)
gravity environments, computer interface, crew involving the ship’s med-tech, Alexis Tau—
politics, life support, and the rigors of hot sleep though the synthetic doesn’t seem interested in
(or suspended animation, cryo-sleep, etc.). either of them.
Additional ranks in this career usually reflect
some degree of formal authority (e.g. Captain, Berta hails from the high-g industrial world of
First Officer, etc.). Unfortunately, living in space New Salinas. She stands 5’4” and weighs 210
or low g for extended periods of time tends to lbs., most of it muscle. Considered svelte by her
have deleterious effects on health. own people’s standards, she finds “the skinnies”
reactions to her physique amusing. A brief stint
At the GM’s option, a spacer can use their rank as a mercenary has given her a healthy respect
to offset any combat penalties associated with for combat.
fighting in zero or low gravity.
Attributes: CAL LINNET (HERO)
Mind is primary. Stupid spacers don’t last very
long. A good Agility is also helpful.
Attributes Combat Abilities
Suggested Boons/Flaws:
Ace, Alert, Born-on-Board, Brawler, Carouser, Strength 0 Initiative 1 Lifeblood 10
Linguist, Master Gunner, Tools of the Trade Agility 2 Melee 0 Resolve 11
Mind 1 Ranged 1 Hero Points 5
Addicted, Delicate, Frail, Out of Shape, Poor Appeal 1 Defense 2 Protection 0
Recovery, Spendthrift, Taciturn, Thin Skinned
11
ALEXIS TAU (HERO)
MUL-994A (HERO)
12
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